Define Objects in Version Vice 1.3
Define Objects in Version Vice 1.3
:Label008620
0002: jump Label00994C
DEFINE OBJECTS 204
DEFINE OBJECT (no name) ; This is an unused object. You can put
anything here.
DEFINE OBJECT DTN_STADDOORA ; Object number -1
DEFINE OBJECT DTN_STADDOORB ; Object number -2
DEFINE OBJECT DTHOTRING_A ; Object number -3
DEFINE OBJECT BRIBE ; Object number -4
DEFINE OBJECT CI_GATESCLOSED ; Object number -5
DEFINE OBJECT CI_BACKGATECLOSE ; Object number -6
DEFINE OBJECT INFO ; Object number -7
DEFINE OBJECT YT_MAIN_BODY ; Object number -8
DEFINE OBJECT YT_MAIN_BODY2 ; Object number -9
DEFINE OBJECT YT_DOORS14 ; Object number -10
DEFINE OBJECT YT_TMP_BOAT ; Object number -11
DEFINE OBJECT LODMAIN_BODY ; Object number -12
DEFINE OBJECT YACHT_CHUNK_KB ; Object number -13
DEFINE OBJECT YT_GANGPLNK_TMP ; Object number -14
DEFINE OBJECT DTBLOODRING_A ; Object number -15
DEFINE OBJECT DTDIRTRING_A ; Object number -16
DEFINE OBJECT PICKUPSAVE ; Object number -17
DEFINE OBJECT BODYARMOUR ; Object number -18
DEFINE OBJECT STRIPCLBDROPEN ; Object number -19
DEFINE OBJECT OD_CLBDR_OPEN ; Object number -20
DEFINE OBJECT COP_DR_CLOSED ; Object number -21
DEFINE OBJECT STRPBCKDRCLSD ; Object number -22
DEFINE OBJECT STRIPCLBDRCLSD ; Object number -23
DEFINE OBJECT COP_DR_OPEN ; Object number -24
DEFINE OBJECT OD_CLBDR_CLOSE ; Object number -25
DEFINE OBJECT LH_IMP_EXP01 ; Object number -26
DEFINE OBJECT LH_IMP_EXP02 ; Object number -27
DEFINE OBJECT LH_IMP_EXP03 ; Object number -28
DEFINE OBJECT LH_IMP_EXP04 ; Object number -29
DEFINE OBJECT LH_STRIKETHROUGH ; Object number -30
DEFINE OBJECT COMGATE1OPEN ; Object number -31
DEFINE OBJECT COMGATE2OPEN ; Object number -32
DEFINE OBJECT ELECTRICGATE ; Object number -33
DEFINE OBJECT MONEYBAG ; Object number -34
DEFINE OBJECT BOOMSHINE ; Object number -35
DEFINE OBJECT MASK ; Object number -36
DEFINE OBJECT COKE_VOODOO ; Object number -37
DEFINE OBJECT TROPHY1 ; Object number -38
DEFINE OBJECT SUTIBAG ; Object number -39
DEFINE OBJECT PORNPOSTERS ; Object number -40
DEFINE OBJECT FRAME1 ; Object number -41
DEFINE OBJECT FRAME1DAMAGED ; Object number -42
DEFINE OBJECT FLAME_TINS ; Object number -43
DEFINE OBJECT TROPHIES ; Object number -44
DEFINE OBJECT HELI_BOX ; Object number -45
DEFINE OBJECT PIZZA_BOX1 ; Object number -46
DEFINE OBJECT PIZZA_MESS ; Object number -47
DEFINE OBJECT PIZZA_MESS2 ; Object number -48
DEFINE OBJECT MAN_RUBBISH03 ; Object number -49
DEFINE OBJECT GASH_BAGS1 ; Object number -50
DEFINE OBJECT GASHBAGS2 ; Object number -51
DEFINE OBJECT POLOROIDS ; Object number -52
DEFINE OBJECT GUN_DOCS ; Object number -53
DEFINE OBJECT SHOVEL ; Object number -54
DEFINE OBJECT KILLFRENZY ; Object number -55
DEFINE OBJECT COMGATE1CLOSED ; Object number -56
DEFINE OBJECT COMGATE2CLOSED ; Object number -57
DEFINE OBJECT NT_ROADBLOCKCI ; Object number -58
DEFINE OBJECT NT_ROADBLOCKGF ; Object number -59
DEFINE OBJECT WSH_ROADBLOCK ; Object number -60
DEFINE OBJECT MANSION_NEW_DOORS ; Object number -61
DEFINE OBJECT MAN_DOORCLOSED ; Object number -62
DEFINE OBJECT WSHPERDRCLSD ; Object number -63
DEFINE OBJECT HAITAXIDR ; Object number -64
DEFINE OBJECT B_HSE_DOORS ; Object number -65
DEFINE OBJECT DK_CAMJONESDOOR ; Object number -66
DEFINE OBJECT DTS_GS_LIFTDOORL ; Object number -67
DEFINE OBJECT DTS_GS_LIFTDOORR ; Object number -68
DEFINE OBJECT DTS_SPOT_A ; Object number -69
DEFINE OBJECT DTS_SOAPYTITWANK_A ; Object number -70
DEFINE OBJECT DT_GSPOT_STAIRS ; Object number -71
DEFINE OBJECT OD_CELLDOOR02 ; Object number -72
DEFINE OBJECT CI_JETYGATESCLOSED ; Object number -73
DEFINE OBJECT NHAITPLATDR ; Object number -74
DEFINE OBJECT NHAITPLATDRR ; Object number -75
DEFINE OBJECT SPAD_DR_CLOSED1 ; Object number -76
DEFINE OBJECT SPAD_DR_CLOSED2 ; Object number -77
DEFINE OBJECT SPAD_DR_CLOSED3 ; Object number -78
DEFINE OBJECT PH_BUILD_DR_CLOSED ; Object number -79
DEFINE OBJECT ICEDOOR ; Object number -80
DEFINE OBJECT DTS_BBDOOR ; Object number -81
DEFINE OBJECT GOLF_GATESCLOSED ; Object number -82
DEFINE OBJECT PRINTDOOOR ; Object number -83
DEFINE OBJECT UNROCKETED_WIN1 ; Object number -84
DEFINE OBJECT BNK_GRILL01 ; Object number -85
DEFINE OBJECT HEALTH ; Object number -86
DEFINE OBJECT ADRENALINE ; Object number -87
DEFINE OBJECT MOB_MOBROOM2 ; Object number -88
DEFINE OBJECT MOB_DETAILSB ; Object number -89
DEFINE OBJECT AP_RADAR1_01 ; Object number -90
DEFINE OBJECT VEG_PALM04 ; Object number -91
DEFINE OBJECT DOC_CRANEEGGS04 ; Object number -92
DEFINE OBJECT DOC_CRANE_CAB04 ; Object number -93
DEFINE OBJECT DOCKFUEL07 ; Object number -94
DEFINE OBJECT LODCARGOSHP03 ; Object number -95
DEFINE OBJECT LODCARGOSHP04 ; Object number -96
DEFINE OBJECT LODCARGOSHP05 ; Object number -97
DEFINE OBJECT LODCARGOSHP24 ; Object number -98
DEFINE OBJECT LODCARGOSHP25 ; Object number -99
DEFINE OBJECT LODCARGOSHP28 ; Object number -100
DEFINE OBJECT LODCARGOSHP32 ; Object number -101
DEFINE OBJECT LODCARGOSHP35 ; Object number -102
DEFINE OBJECT LODCARGOSHP41 ; Object number -103
DEFINE OBJECT LODCARGOSHP47 ; Object number -104
DEFINE OBJECT LODCARGOSHP50 ; Object number -105
DEFINE OBJECT LODCARGOSHP51 ; Object number -106
DEFINE OBJECT LODCARGOSHP64 ; Object number -107
DEFINE OBJECT LODCARGOSHP70 ; Object number -108
DEFINE OBJECT LODCARGOSHP71 ; Object number -109
DEFINE OBJECT LODCARGOSHP72 ; Object number -110
DEFINE OBJECT LODCARGOSHP73 ; Object number -111
DEFINE OBJECT LODARGOHULL2 ; Object number -112
DEFINE OBJECT BIG_POLY_TINGS_B ; Object number -113
DEFINE OBJECT BARREL4 ; Object number -114
DEFINE OBJECT BIG_POLY_TINGS ; Object number -115
DEFINE OBJECT SPAD_DR_OPEN3 ; Object number -116
DEFINE OBJECT SPAD_DR_OPEN2 ; Object number -117
DEFINE OBJECT SPAD_DR_OPEN1 ; Object number -118
DEFINE OBJECT SEXYPOOLCOVER ; Object number -119
DEFINE OBJECT BRIEFCASE ; Object number -120
DEFINE OBJECT FAKETARGET ; Object number -121
DEFINE OBJECT MAN_DOOROPEN ; Object number -122
DEFINE OBJECT GOLF_GATESOPEN ; Object number -123
DEFINE OBJECT DYNAMITE ; Object number -124
DEFINE OBJECT BARREL2 ; Object number -125
DEFINE OBJECT BLDNGST2MESHDAM ; Object number -126
DEFINE OBJECT BLDNGST2MESH ; Object number -127
DEFINE OBJECT JW_COFFIN ; Object number -128
DEFINE OBJECT KEYCARD ; Object number -129
DEFINE OBJECT TAR_GUN1 ; Object number -130
DEFINE OBJECT TAR_GUN2 ; Object number -131
DEFINE OBJECT TAR_FRAME ; Object number -132
DEFINE OBJECT TAR_DOWNLEFT ; Object number -133
DEFINE OBJECT TAR_DOWNRIGHT ; Object number -134
DEFINE OBJECT TAR_TOP ; Object number -135
DEFINE OBJECT TAR_UPLEFT ; Object number -136
DEFINE OBJECT TAR_UPRIGHT ; Object number -137
DEFINE OBJECT BNK_LFT_DOOR1 ; Object number -138
DEFINE OBJECT BNK_LFT_DOOR2 ; Object number -139
DEFINE OBJECT GASGRENADE ; Object number -140
DEFINE OBJECT ROCKETED_WIN1 ; Object number -141
DEFINE OBJECT OD_CLUBOUT_DY ; Object number -142
DEFINE OBJECT OD_CLUBOUT_NT ; Object number -143
DEFINE OBJECT OD_CLUBNEON ; Object number -144
DEFINE OBJECT OD_CLUBDOORS ; Object number -145
DEFINE OBJECT VEG_PALMKBB11 ; Object number -146
DEFINE OBJECT ODNROAD01_NT ; Object number -147
DEFINE OBJECT ODNROAD01_DY ; Object number -148
DEFINE OBJECT OD_CLUBBACK ; Object number -149
DEFINE OBJECT MIAMIODNROADXA ; Object number -150
DEFINE OBJECT LODD_BUILD2 ; Object number -151
DEFINE OBJECT SPAD_BUILDNEW ; Object number -152
DEFINE OBJECT VEG_PALMBIG14 ; Object number -153
DEFINE OBJECT GUNBOX ; Object number -154
DEFINE OBJECT OD_WTSIGN ; Object number -155
DEFINE OBJECT OD_CHARIOT ; Object number -156
DEFINE OBJECT LODD_BUILDNEW ; Object number -157
DEFINE OBJECT LODCHARIOT ; Object number -158
DEFINE OBJECT PH_BUILD_DR_OPEN ; Object number -159
DEFINE OBJECT DTS_SOAPYTITWANK_B ; Object number -160
DEFINE OBJECT ML_TARBRUSH ; Object number -161
DEFINE OBJECT ML_TARBRUSHDAMAGE ; Object number -162
DEFINE OBJECT CI_GATESOPEN ; Object number -163
DEFINE OBJECT CI_BACKGATEOPEN ; Object number -164
DEFINE OBJECT CI_JETYGATESOPEN ; Object number -165
DEFINE OBJECT DK_REEF ; Object number -166
DEFINE OBJECT DOONTOON50 ; Object number -167
DEFINE OBJECT ROAD_DOWNTOWN_NEW2 ; Object number -168
DEFINE OBJECT ROAD_DOWNTOWN02 ; Object number -169
DEFINE OBJECT AMMUNATION_DT ; Object number -170
DEFINE OBJECT DOONTOON19 ; Object number -171
DEFINE OBJECT DT_COMPOUND_ROOF ; Object number -172
DEFINE OBJECT DOONTOON51 ; Object number -173
DEFINE OBJECT LODNTOON28 ; Object number -174
DEFINE OBJECT AMMU_WINDOWS1 ; Object number -175
DEFINE OBJECT WATERJUMPX2 ; Object number -176
DEFINE OBJECT WATERJUMP1 ; Object number -177
DEFINE OBJECT BUILD1 ; Object number -178
DEFINE OBJECT BUILDBLOWN ; Object number -179
DEFINE OBJECT HDRUGFACTORYINT ; Object number -180
DEFINE OBJECT HDRUGFACTORYPOL ; Object number -181
DEFINE OBJECT LODLD1 ; Object number -182
DEFINE OBJECT LODLDBLOWN ; Object number -183
DEFINE OBJECT RCBOMB ; Object number -184
DEFINE OBJECT LF_MEDIASTAGE ; Object number -185
DEFINE OBJECT PIZZABOX ; Object number -186
DEFINE OBJECT LH_RACE01 ; Object number -187
DEFINE OBJECT LH_RACE02 ; Object number -188
DEFINE OBJECT LH_RACE03 ; Object number -189
DEFINE OBJECT LH_RACE04 ; Object number -190
DEFINE OBJECT LH_RACE05 ; Object number -191
DEFINE OBJECT LH_RACE06 ; Object number -192
DEFINE OBJECT TRAFFICCONE ; Object number -193
DEFINE OBJECT CRAIGPACKAGE ; Object number -194
DEFINE OBJECT B_HSE_PIER ; Object number -195
DEFINE OBJECT B_HSE_EXT ; Object number -196
DEFINE OBJECT DOCKS28 ; Object number -197
DEFINE OBJECT DOCKSPROPS12 ; Object number -198
DEFINE OBJECT DOCKS85 ; Object number -199
DEFINE OBJECT DK_DOCKROADS04 ; Object number -200
DEFINE OBJECT B_HSE_PIERFENCE ; Object number -201
DEFINE OBJECT B_HSE_INTERIOR ; Object number -202
DEFINE OBJECT BOAT_KB2 ; Object number -203
:Label00994C
0002: jump Label009AE4
DEFINE MISSIONS 97
DEFINE MISSION 0 AT Label031F34
DEFINE MISSION 1 AT Label0396AE
DEFINE MISSION 2 AT Label03CF71
DEFINE MISSION 3 AT Label03D6C5
DEFINE MISSION 4 AT Label04096D
DEFINE MISSION 5 AT Label043E62
DEFINE MISSION 6 AT Label04626D
DEFINE MISSION 7 AT Label049063
DEFINE MISSION 8 AT Label04B5C3
DEFINE MISSION 9 AT Label04DD6E
DEFINE MISSION 10 AT Label054AC2
DEFINE MISSION 11 AT Label05C778
DEFINE MISSION 12 AT Label06428C
DEFINE MISSION 13 AT Label06652F
DEFINE MISSION 14 AT Label06A22B
DEFINE MISSION 15 AT Label06CBB6
DEFINE MISSION 16 AT Label06FE22
DEFINE MISSION 17 AT Label0735B9
DEFINE MISSION 18 AT Label07733A
DEFINE MISSION 19 AT Label07A03D
DEFINE MISSION 20 AT Label07FD21
DEFINE MISSION 21 AT Label082693
DEFINE MISSION 22 AT Label088C53
DEFINE MISSION 23 AT Label08F807
DEFINE MISSION 24 AT Label092115
DEFINE MISSION 25 AT Label099FAD
DEFINE MISSION 26 AT Label09E299
DEFINE MISSION 27 AT Label0A056E
DEFINE MISSION 28 AT Label0A31BC
DEFINE MISSION 29 AT Label0A4FB1
DEFINE MISSION 30 AT Label0A7ABD
DEFINE MISSION 31 AT Label0AA859
DEFINE MISSION 32 AT Label0AC4D4
DEFINE MISSION 33 AT Label0AF4E4
DEFINE MISSION 34 AT Label0B2899
DEFINE MISSION 35 AT Label0B694F
DEFINE MISSION 36 AT Label0BBE35
DEFINE MISSION 37 AT Label0BC117
DEFINE MISSION 38 AT Label0BC845
DEFINE MISSION 39 AT Label0BCB8A
DEFINE MISSION 40 AT Label0BD496
DEFINE MISSION 41 AT Label0BDD94
DEFINE MISSION 42 AT Label0BE033
DEFINE MISSION 43 AT Label0BE6BA
DEFINE MISSION 44 AT Label0BE928
DEFINE MISSION 45 AT Label0BEB8B
DEFINE MISSION 46 AT Label0BEDEE
DEFINE MISSION 47 AT Label0BF075
DEFINE MISSION 48 AT Label0BF2D8
DEFINE MISSION 49 AT Label0BF4ED
DEFINE MISSION 50 AT Label0BF702
DEFINE MISSION 51 AT Label0BF917
DEFINE MISSION 52 AT Label0C422A
DEFINE MISSION 53 AT Label0CAE86
DEFINE MISSION 54 AT Label0CDBAA
DEFINE MISSION 55 AT Label0CE401
DEFINE MISSION 56 AT Label0D16D5
DEFINE MISSION 57 AT Label0D4148
DEFINE MISSION 58 AT Label0D9B0D
DEFINE MISSION 59 AT Label0DC8CF
DEFINE MISSION 60 AT Label0E1E79
DEFINE MISSION 61 AT Label0E4FE4
DEFINE MISSION 62 AT Label0E95A6
DEFINE MISSION 63 AT Label0EDB5B
DEFINE MISSION 64 AT Label0EFDCB
DEFINE MISSION 65 AT Label0F2D13
DEFINE MISSION 66 AT Label0F65AF
DEFINE MISSION 67 AT Label0F7EFC
DEFINE MISSION 68 AT Label0F869D
DEFINE MISSION 69 AT Label0F974C
DEFINE MISSION 70 AT Label0FB1F9
DEFINE MISSION 71 AT Label0FD3C1
DEFINE MISSION 72 AT Label100573
DEFINE MISSION 73 AT Label10154A
DEFINE MISSION 74 AT Label101C1A
DEFINE MISSION 75 AT Label103224
DEFINE MISSION 76 AT Label104DED
DEFINE MISSION 77 AT Label106F5C
DEFINE MISSION 78 AT Label109078
DEFINE MISSION 79 AT Label10D31F
DEFINE MISSION 80 AT Label111E19
DEFINE MISSION 81 AT Label115C26
DEFINE MISSION 82 AT Label119EF0
DEFINE MISSION 83 AT Label1219DC
DEFINE MISSION 84 AT Label122A90
DEFINE MISSION 85 AT Label123943
DEFINE MISSION 86 AT Label12468E
DEFINE MISSION 87 AT Label1253D9
DEFINE MISSION 88 AT Label1261BA
DEFINE MISSION 89 AT Label12750A
DEFINE MISSION 90 AT Label1286D5
DEFINE MISSION 91 AT Label12A16A
DEFINE MISSION 92 AT Label12B4D2
DEFINE MISSION 93 AT Label12EACC
DEFINE MISSION 94 AT Label1303F8
DEFINE MISSION 95 AT Label132655
DEFINE MISSION 96 AT Label134087
;-------------MAIN---------------
:Label009AE4
03A4: name_thread "MAIN"
016A: fade 0 () 0 ms
042C: set_total_missions_to 88
030D: set_total_mission_points_to 154
01F0: set_max_wanted_level_to 4
02ED: set_total_hidden_packages_to 100
0111: set_wasted_busted_check_to 0 (disabled)
00C0: set_current_time 22 0
04E4: unknown_refresh_game_renderer_at 83.0 -849.8
03CB: set_camera 83.0 -849.8 9.3
0053: $PLAYER_CHAR = create_player #NULL at 83.0 -849.8 9.3
01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR
0417: start_mission 0
029B: $ARENA_DOOR_1 = init_object -1 (DTN_STADDOORA) at -1109.615 1330.097 20.372
01C7: remove_object_from_mission_cleanup_list $ARENA_DOOR_1
029B: $ARENA_DOOR_2 = init_object -2 (DTN_STADDOORB) at -1109.615 1331.932 20.372
01C7: remove_object_from_mission_cleanup_list $ARENA_DOOR_2
029B: $6 = init_object -3 (DTHOTRING_A) at -1037.08 1340.258 36.552
01C7: remove_object_from_mission_cleanup_list $6
0004: $43 = 0 ;; integer values
0213: $6E = create_pickup -4 (BRIBE) type 15 at 393.9 -60.2 11.5
0213: $6F = create_pickup -4 (BRIBE) type 15 at 116.0 -1313.1 4.4
0213: $70 = create_pickup -4 (BRIBE) type 15 at 393.7 -660.6 10.7
0213: $71 = create_pickup -4 (BRIBE) type 15 at 470.7 70.1 10.8
0213: $72 = create_pickup -4 (BRIBE) type 15 at 382.7 364.1 10.8
0213: $73 = create_pickup -4 (BRIBE) type 15 at 422.4 971.2 12.1
0213: $74 = create_pickup -4 (BRIBE) type 15 at 89.1 887.4 10.5
0213: $75 = create_pickup -4 (BRIBE) type 15 at -822.7 1304.5 11.7
0213: $76 = create_pickup -4 (BRIBE) type 15 at -900.69 251.4 17.1
0213: $77 = create_pickup -4 (BRIBE) type 15 at -973.7 61.0 10.4
0213: $78 = create_pickup -4 (BRIBE) type 15 at -937.9 -114.1 17.0
0213: $79 = create_pickup -4 (BRIBE) type 15 at -1015.9 -627.9 11.2
0213: $7A = create_pickup -4 (BRIBE) type 15 at -906.3 -834.0 15.7
014B: $57 = init_parked_car_generator #DELUXO -1 -1 1 alarm 0 door_lock 0 0
10000 at -1022.6 -868.6 12.2 angle 175.0
014C: set_parked_car_generator $57 cars_to_generate_to 0
014B: $58 = init_parked_car_generator #SABRETUR -1 -1 1 alarm 0 door_lock 0 0
10000 at -1014.1 -869.4 12.2 angle 188.0
014C: set_parked_car_generator $58 cars_to_generate_to 0
014B: $59 = init_parked_car_generator #SANDKING -1 -1 1 alarm 0 door_lock 0 0
10000 at -1014.3 -868.8 17.9 angle 195.0
014C: set_parked_car_generator $59 cars_to_generate_to 0
014B: $5A = init_parked_car_generator #HOTRING -1 -1 1 alarm 0 door_lock 0 0
10000 at -1023.2 -868.1 17.9 angle 172.0
014C: set_parked_car_generator $5A cars_to_generate_to 0
014B: $7B9 = init_parked_car_generator #SEASPAR -1 -1 0 alarm 0 door_lock 0 0
10000 at -379.0 -632.1 10.2 angle 187.2
014C: set_parked_car_generator $7B9 cars_to_generate_to 0
014B: $7BA = init_parked_car_generator #RHINO -1 -1 0 alarm 0 door_lock 0 0
10000 at -1720.3 -239.6 14.8 angle 92.0
014C: set_parked_car_generator $7BA cars_to_generate_to 0
014B: $7BB = init_parked_car_generator #HUNTER -1 -1 0 alarm 0 door_lock 0 0
10000 at -1681.2 -103.7 14.7 angle 180.0
014C: set_parked_car_generator $7BB cars_to_generate_to 0
014B: $832 = init_parked_car_generator #HUNTER -1 -1 0 alarm 0 door_lock 0 0
10000 at -72.4 -1607.9 12.7 angle 0.0
014C: set_parked_car_generator $832 cars_to_generate_to 0
029B: $FILM_STUDIO_FRONT_GATE_CLOSED = init_object -5 (CI_GATESCLOSED) at 11.697
963.176 12.258
01C7: remove_object_from_mission_cleanup_list $FILM_STUDIO_FRONT_GATE_CLOSED
029B: $FILM_STUDIO_BACK_GATE_CLOSED = init_object -6 (CI_BACKGATECLOSE) at -11.853
884.06 13.542
01C7: remove_object_from_mission_cleanup_list $FILM_STUDIO_BACK_GATE_CLOSED
024A: $124 = create_phone_at 36.90385 -1023.3
024A: $125 = create_phone_at 482.453 244.221
024A: $126 = create_phone_at 38.341 -1023.3
024A: $127 = create_phone_at -1482.801 -825.2587
024A: $128 = create_phone_at -976.7705 -530.5467
0180: set_on_mission_flag_to $ONMISSION
0005: $249 = 304.5 ;; floating-point values
0005: $24A = 376.3 ;; floating-point values
0005: $24B = 12.7 ;; floating-point values
0005: $24C = -834.8 ;; floating-point values
0005: $24D = 1306.9 ;; floating-point values
0005: $24E = 11.0 ;; floating-point values
0005: $24F = 14.0 ;; floating-point values
0005: $250 = -1500.7 ;; floating-point values
0005: $251 = 12.7 ;; floating-point values
0005: $252 = 88.5 ;; floating-point values
0005: $253 = -804.7 ;; floating-point values
0005: $254 = 11.2 ;; floating-point values
0005: $255 = 531.4 ;; floating-point values
0005: $256 = 1273.7 ;; floating-point values
0005: $257 = 17.6 ;; floating-point values
0005: $258 = -560.1 ;; floating-point values
0005: $259 = 703.6 ;; floating-point values
0005: $25A = 20.5 ;; floating-point values
0005: $1C5 = 209.5 ;; floating-point values
0005: $1C6 = -1288.9 ;; floating-point values
0005: $1C7 = 12.4 ;; floating-point values
0005: $1D1 = 257.1 ;; floating-point values
0005: $1D2 = -231.7 ;; floating-point values
0005: $1D3 = 10.0 ;; floating-point values
0005: $225 = -1059.6 ;; floating-point values
0005: $226 = -274.5 ;; floating-point values
0005: $227 = 11.4 ;; floating-point values
0005: $228 = -1007.3 ;; floating-point values
0005: $229 = -869.9 ;; floating-point values
0005: $22A = 12.8 ;; floating-point values
0005: $22B = 15.2 ;; floating-point values
0005: $22C = 962.6 ;; floating-point values
0005: $22D = 10.9 ;; floating-point values
0005: $22E = -864.3 ;; floating-point values
0005: $22F = -576.6 ;; floating-point values
0005: $230 = 11.0 ;; floating-point values
0005: $231 = -1011.7 ;; floating-point values
0005: $232 = 203.9 ;; floating-point values
0005: $233 = 11.2 ;; floating-point values
0005: $234 = 487.2 ;; floating-point values
0005: $235 = -81.5 ;; floating-point values
0005: $236 = 11.4 ;; floating-point values
0005: $237 = -685.8 ;; floating-point values
0005: $238 = -1495.6 ;; floating-point values
0005: $239 = 12.5 ;; floating-point values
0005: $1E9 = -1003.1 ;; floating-point values
0005: $1EA = 207.0 ;; floating-point values
0005: $1EB = 10.0 ;; floating-point values
0005: $1CB = -246.6 ;; floating-point values
0005: $1CC = -1360.5 ;; floating-point values
0005: $1CD = 7.3 ;; floating-point values
0005: $1CE = -378.5 ;; floating-point values
0005: $1CF = -551.3 ;; floating-point values
0005: $1D0 = 18.2 ;; floating-point values
0005: $1D4 = 463.9 ;; floating-point values
0005: $1D5 = -58.5 ;; floating-point values
0005: $1D6 = 10.5 ;; floating-point values
0005: $1EC = -1101.1 ;; floating-point values
0005: $1ED = 343.2 ;; floating-point values
0005: $1EE = 10.2 ;; floating-point values
0005: $1D7 = -69.4 ;; floating-point values
0005: $1D8 = 932.7 ;; floating-point values
0005: $1D9 = 9.9 ;; floating-point values
0005: $1DA = -1062.6 ;; floating-point values
0005: $1DB = -278.8 ;; floating-point values
0005: $1DC = 11.0 ;; floating-point values
0005: $1C8 = 119.2 ;; floating-point values
0005: $1C9 = -826.9 ;; floating-point values
0005: $1CA = 9.7 ;; floating-point values
0005: $201 = 488.6 ;; floating-point values
0005: $202 = -75.4 ;; floating-point values
0005: $203 = 10.4 ;; floating-point values
0005: $1DD = -597.3 ;; floating-point values
0005: $1DE = 652.9 ;; floating-point values
0005: $1DF = 10.0 ;; floating-point values
0005: $1E6 = -875.5 ;; floating-point values
0005: $1E7 = 1159.3 ;; floating-point values
0005: $1E8 = 10.2 ;; floating-point values
0005: $1E0 = -1170.0 ;; floating-point values
0005: $1E1 = -606.9 ;; floating-point values
0005: $1E2 = 10.6 ;; floating-point values
0005: $1E3 = -962.4 ;; floating-point values
0005: $1E4 = 143.0 ;; floating-point values
0005: $1E5 = 8.2 ;; floating-point values
0005: $23A = 99.5 ;; floating-point values
0005: $23B = -1468.5 ;; floating-point values
0005: $23C = 9.9 ;; floating-point values
0005: $23D = 428.4 ;; floating-point values
0005: $23E = 605.9 ;; floating-point values
0005: $23F = 12.2 ;; floating-point values
0005: $1EF = -865.9 ;; floating-point values
0005: $1F0 = -571.9 ;; floating-point values
0005: $1F1 = 11.0 ;; floating-point values
0005: $240 = -1.9 ;; floating-point values
0005: $241 = 959.9 ;; floating-point values
0005: $242 = 10.9 ;; floating-point values
0005: $243 = -640.8 ;; floating-point values
0005: $244 = -1491.8 ;; floating-point values
0005: $245 = 13.7 ;; floating-point values
0005: $246 = -997.1 ;; floating-point values
0005: $247 = 189.8 ;; floating-point values
0005: $248 = 11.4 ;; floating-point values
04AE: unknown $1A5 radar_icon_or_model 4
04AE: unknown $1B0 radar_icon_or_model 22
04AE: unknown $1A1 radar_icon_or_model 9
04AE: unknown $1A2 radar_icon_or_model 8
04AE: unknown $1A3 radar_icon_or_model 6
04AE: unknown $1A4 radar_icon_or_model 7
04AE: unknown $1A6 radar_icon_or_model 13
04AE: unknown $1A7 radar_icon_or_model 10
04AE: unknown $1A8 radar_icon_or_model 15
04AE: unknown $1A9 radar_icon_or_model 29
04AE: unknown $1AA radar_icon_or_model 24
04AE: unknown $1AB radar_icon_or_model 11
04AE: unknown $1AC radar_icon_or_model 23
04AE: unknown $1AD radar_icon_or_model 14
04AE: unknown $1AE radar_icon_or_model 17
04AE: unknown $1AF radar_icon_or_model 30
02A7: $DF = create_icon_marker_and_sphere $1A1 at $1C8 $1C9 $1CA
0164: disable_marker $DF
02A7: $F1 = create_icon_marker_and_sphere $1A2 at 491.0 -77.7 10.4
0164: disable_marker $F1
02A7: $112 = create_icon_marker_and_sphere $1AB at $1DD $1DE $1DF
0164: disable_marker $112
02A7: $11F = create_icon_marker_and_sphere $1AC at $1E6 $1E7 $1E8
0164: disable_marker $11F
02A7: $116 = create_icon_marker_and_sphere $1AD at $1E0 $1E1 $1E2
0164: disable_marker $116
02A7: $11B = create_icon_marker_and_sphere $1AE at $1E3 $1E4 $1E5
0164: disable_marker $11B
02A7: $129 = create_icon_marker_and_sphere $1AF at -853.0 -302.0 10.0
0164: disable_marker $129
02A7: $F7 = create_icon_marker_and_sphere $1A6 at $1D4 $1D5 $1D6
0164: disable_marker $F7
02A7: $FD = create_icon_marker_and_sphere $1A7 at $1EC $1ED $1EE
0164: disable_marker $FD
02A7: $100 = create_icon_marker_and_sphere $1A8 at $1D7 $1D8 $1D9
0164: disable_marker $100
02A7: $109 = create_icon_marker_and_sphere $1A9 at $1CE $1CF $1D0
0164: disable_marker $109
02A7: $10F = create_icon_marker_and_sphere $1AA at $1DA $1DB $1DC
0164: disable_marker $10F
02A7: $EA = create_icon_marker_and_sphere $1A4 at $1CE $1CF $1D0
0164: disable_marker $EA
02A7: $F3 = create_icon_marker_and_sphere $1A5 at $1D1 $1D2 $1D3
0164: disable_marker $F3
02A7: $132 = create_icon_marker_and_sphere $1B0 at $1E9 $1EA $1EB
0164: disable_marker $132
02A7: $E4 = create_icon_marker_and_sphere $1A3 at $1CB $1CC $1CD
0164: disable_marker $E4
0004: $25C = 10000 ;; integer values
0004: $25D = 2000 ;; integer values
0004: $25F = 0 ;; integer values
0004: $261 = 20000 ;; integer values
0004: $262 = 3000 ;; integer values
0004: $264 = 0 ;; integer values
0004: $266 = 30000 ;; integer values
0004: $269 = 4000 ;; integer values
0004: $26A = 0 ;; integer values
0004: $26C = 40000 ;; integer values
0004: $26D = 5000 ;; integer values
0004: $26F = 0 ;; integer values
0004: $271 = 50000 ;; integer values
0004: $272 = 1500 ;; integer values
0004: $274 = 0 ;; integer values
0004: $276 = 60000 ;; integer values
0004: $277 = 7000 ;; integer values
0004: $279 = 0 ;; integer values
0004: $27B = 70000 ;; integer values
0004: $27C = 8000 ;; integer values
0004: $27F = 120000 ;; integer values
0004: $280 = 10000 ;; integer values
0004: $282 = 0 ;; integer values
0004: $284 = 1000 ;; integer values
0004: $287 = 2500 ;; integer values
0004: $28A = 3000 ;; integer values
0004: $28D = 6000 ;; integer values
0004: $291 = 7000 ;; integer values
0004: $295 = 8000 ;; integer values
0004: $299 = 14000 ;; integer values
0213: $29E = create_pickup -7 (INFO) type 3 at 493.5 703.1 12.1
0213: $29F = create_pickup -7 (INFO) type 3 at -108.3 -974.4 10.4
0213: $2A0 = create_pickup -7 (INFO) type 3 at 508.9 506.8 11.3
0213: $2A1 = create_pickup -7 (INFO) type 3 at 398.8 -469.7 11.7
0517: $PRINT_WORKS_ASSET = create_unavailable_asset_pickup "PRNT_NO" at $225 $226
$227 ;; You cannot buy the Print Works at this time, come back later.
0517: $CAR_SHOWROOM_ASSET = create_unavailable_asset_pickup "CAR_NO" at $228 $229
$22A ;; You cannot buy the Car Showroom at this time, come back later.
0517: $FILM_STUDIO_ASSET = create_unavailable_asset_pickup "PORN_NO" at $22B $22C
$22D ;; You cannot buy the Film Studio at this time, come back later.
0517: $ICE_CREAM_FACTORY_ASSET = create_unavailable_asset_pickup "ICE_NO" at $22E
$22F $230 ;; You cannot buy the Ice Cream Factory at this time, come back later.
0517: $2A6 = create_unavailable_asset_pickup "TAXI_NO" at $231 $232 $233 ;; You
cannot buy the Taxi Company at this time, come back later.
0517: $2A7 = create_unavailable_asset_pickup "BANK_NO" at $234 $235 $236 ;; You
cannot buy The Malibu at this time, come back later.
0517: $2A8 = create_unavailable_asset_pickup "BOAT_NO" at $237 $238 $239 ;; You
cannot buy the Boatyard at this time, come back later.
0517: $267 = create_unavailable_asset_pickup "STRP_NO" at $23A $23B $23C ;; You
cannot buy the Stripclub at this time, come back later.
0518: $296 = create_available_asset_pickup "NBMN_L" at $23D $23E $23F price
$295 ;; Press the ~h~~k~~PED_ANSWER_PHONE~ ~w~button to purchase El Swanko Casa
for $~1~
0570: $294 = create_asset_radar_marker_with_icon 25 at $23D $23E $23F
0164: disable_marker $294
0518: $28E = create_available_asset_pickup "LNKV_L" at $249 $24A $24B price
$28D ;; Press the ~h~~k~~PED_ANSWER_PHONE~ ~w~button to purchase Links View
Apartment for $~1~
0570: $28C = create_asset_radar_marker_with_icon 25 at $249 $24A $24B
0164: disable_marker $28C
0518: $29A = create_available_asset_pickup "HYCO_L" at $24C $24D $24E price
$299 ;; Press the ~h~~k~~PED_ANSWER_PHONE~ ~w~button to purchase Hyman Condo for
$~1~
0570: $298 = create_asset_radar_marker_with_icon 25 at $24C $24D $24E
0164: disable_marker $298
0518: $292 = create_available_asset_pickup "OCHE_L" at $24F $250 $251 price
$291 ;; Press the ~h~~k~~PED_ANSWER_PHONE~ ~w~button to purchase Ocean Heights
Apartment for $~1~
0570: $290 = create_asset_radar_marker_with_icon 25 at $24F $250 $251
0164: disable_marker $290
0518: $28B = create_available_asset_pickup "WASH_L" at $252 $253 $254 price
$28A ;; Press the ~h~~k~~PED_ANSWER_PHONE~ ~w~button to purchase 1102 Washington
Street for $~1~
0570: $289 = create_asset_radar_marker_with_icon 25 at $252 $253 $254
0164: disable_marker $289
0518: $288 = create_available_asset_pickup "VCPT_L" at $255 $256 $257 price
$287 ;; Press the ~h~~k~~PED_ANSWER_PHONE~ ~w~button to purchase 3321 Vice Point
for $~1~
0570: $286 = create_asset_radar_marker_with_icon 25 at $255 $256 $257
0164: disable_marker $286
0518: $285 = create_available_asset_pickup "SKUM_L" at $258 $259 $25A price
$284 ;; Press the ~h~~k~~PED_ANSWER_PHONE~ ~w~button to purchase Skumole Shack for
$~1~
0570: $283 = create_asset_radar_marker_with_icon 25 at $258 $259 $25A
0164: disable_marker $283
0219: $2A9 = create_garage_type 5 from -914.129 -1263.54 10.706 to -906.3 -1266.9
14.421 front -907.137 -1246.626
0219: $2AA = create_garage_type 5 from -1014.341 -857.732 6.325 to -1014.341
-841.532 10.885 front -1001.315 -857.732
03BB: set_garage $2AA door_type_to_swing_open
0219: $2AB = create_garage_type 5 from -886.157 -115.158 9.992 to -876.7 -119.83
15.58 front -882.699 -108.312
0219: $2AC = create_garage_type 5 from 323.9 427.4 10.0 to 313.9 430.53 15.7
front 326.3 434.5
0219: $2AD = create_garage_type 5 from -7.55 -1253.77 9.322 to 2.64 -1253.7
14.4 front -7.55 -1261.2
0219: $2B0 = create_garage_type 1 from -1056.05 -469.668 10.053 to -1038.966
-467.675 14.753 front -1054.074 -486.611
03BB: set_garage $2B0 door_type_to_swing_open
0219: $2B1 = create_garage_type 23 from -823.448 -1488.083 10.852 to -842.0
-1481.0 16.165 front -834.686 -1515.899
03DA: set_garage $2B1 camera_follows_player
03BB: set_garage $2B1 door_type_to_swing_open
0219: $2AF = create_garage_type 1 from -966.016 -861.529 5.761 to -966.016
-841.683 11.273 front -978.454 -861.529
03DA: set_garage $2AF camera_follows_player
03BB: set_garage $2AF door_type_to_swing_open
0219: $2B2 = create_garage_type 19 from 449.137 340.002 10.794 to 465.43
326.187 14.7 front 465.42 340.002
03BB: set_garage $2B2 door_type_to_swing_open
0219: $2B3 = create_garage_type 4 from -1163.248 -1407.282 10.157 to -1159.338
-1397.813 16.989 front -1178.292 -1400.939
0219: $28F = create_garage_type 1 from 303.998 400.718 12.025 to 301.281
410.584 16.044 front 298.697 402.389
03DA: set_garage $28F camera_follows_player
03BB: set_garage $28F door_type_to_swing_open
057A: set_garage $28F max_cars_to 1
0219: $29B = create_garage_type 1 from -848.225 1303.119 10.421 to -836.832
1307.033 15.816 front -853.657 1318.901
03DA: set_garage $29B camera_follows_player
057A: set_garage $29B max_cars_to 4
0219: $29C = create_garage_type 1 from -825.466 1311.499 10.537 to -817.159
1314.355 15.061 front -828.66 1320.791
03DA: set_garage $29C camera_follows_player
057A: set_garage $29C max_cars_to 2
0219: $29D = create_garage_type 1 from -816.37 1314.69 10.582 to -819.54
1324.01 15.061 front -808.09 1317.46
03DA: set_garage $29D camera_follows_player
057A: set_garage $29D max_cars_to 2
0219: $293 = create_garage_type 1 from 27.143 -1483.954 9.423 to 21.365
-1490.59 12.994 front 22.611 -1483.384
03BB: set_garage $293 door_type_to_swing_open
03DA: set_garage $293 camera_follows_player
057A: set_garage $293 max_cars_to 1
0219: $297 = create_garage_type 1 from 450.136 641.029 10.112 to 457.977
641.029 13.092 front 450.136 635.726
03BB: set_garage $297 door_type_to_swing_open
03DA: set_garage $297 camera_follows_player
057A: set_garage $297 max_cars_to 1
0219: $2B4 = create_garage_type 1 from -981.654 -802.265 6.325 to -981.654
-821.865 10.73 front -991.127 -802.265
03BB: set_garage $2B4 door_type_to_swing_open
03DA: set_garage $2B4 camera_follows_player
057A: set_garage $2B4 max_cars_to 2
0219: $2B5 = create_garage_type 1 from -992.416 -802.265 6.325 to -992.416
-821.865 10.73 front -1001.889 -802.265
03BB: set_garage $2B5 door_type_to_swing_open
03DA: set_garage $2B5 camera_follows_player
057A: set_garage $2B5 max_cars_to 2
0219: $2B6 = create_garage_type 1 from -1003.771 -802.265 6.325 to -1003.771
-821.865 10.73 front -1013.244 -802.265
03BB: set_garage $2B6 door_type_to_swing_open
03DA: set_garage $2B6 camera_follows_player
057A: set_garage $2B6 max_cars_to 2
0219: $2B7 = create_garage_type 1 from -1015.436 -802.265 6.325 to -1015.436
-821.865 10.73 front -1024.909 -802.265
03BB: set_garage $2B7 door_type_to_swing_open
03DA: set_garage $2B7 camera_follows_player
057A: set_garage $2B7 max_cars_to 2
0219: $2AE = create_garage_type 1 from -362.12 -550.214 11.722 to -353.12
-550.214 15.16 front -362.12 -539.484
03BB: set_garage $2AE door_type_to_swing_open
03DA: set_garage $2AE camera_follows_player
057A: set_garage $2AE max_cars_to 2
02A8: $176 = create_marker 27 at $2C1 $2C2 $2C3
0164: disable_marker $176
049C: unknown_set_special_object_flags 0 90.0 to $2D2
029B: $2CA = init_object -8 (YT_MAIN_BODY) at -375.499 -1322.31 9.81124
029B: $2CB = init_object -9 (YT_MAIN_BODY2) at -375.499 -1322.31 9.81124
029B: $2CD = init_object -10 (YT_DOORS14) at -375.499 -1322.31 9.81124
029B: $2CE = init_object -11 (YT_TMP_BOAT) at -375.499 -1322.31 9.81124
029B: $2CF = init_object -12 (LODMAIN_BODY) at -375.499 -1322.31 9.81124
01C7: remove_object_from_mission_cleanup_list $2CA
01C7: remove_object_from_mission_cleanup_list $2CB
01C7: remove_object_from_mission_cleanup_list $2CD
01C7: remove_object_from_mission_cleanup_list $2CE
01C7: remove_object_from_mission_cleanup_list $2CF
049D: unknown_use_special_object_flags $2D2 in_object $2CA
049D: unknown_use_special_object_flags $2D2 in_object $2CB
049D: unknown_use_special_object_flags $2D2 in_object $2CD
049D: unknown_use_special_object_flags $2D2 in_object $2CE
049D: unknown_use_special_object_flags $2D2 in_object $2CF
049E: unknown_change_special_objects_flag $2D2 0.0
0001: wait 0 ms
0001: wait 0 ms
029B: $2D1 = init_object -13 (YACHT_CHUNK_KB) at $1C0 $1C1 $1C2
01C7: remove_object_from_mission_cleanup_list $2D1
029B: $2D0 = init_object -14 (YT_GANGPLNK_TMP) at $1C0 $1C1 $1C2
01C7: remove_object_from_mission_cleanup_list $2D0
0417: start_mission 1
004F: create_thread Label010011
004F: create_thread Label00EE69
004F: create_thread Label00F207
004F: create_thread Label00F04A
004F: create_thread Label00F3C4
004F: create_thread Label0101F8
004F: create_thread Label00FF02
004F: create_thread Label010323
004F: create_thread Label010414
004F: create_thread Label010505
004F: create_thread Label010110
004F: create_thread Label010760
004F: create_thread Label011D36
004F: create_thread Label00FB42
004F: create_thread Label00FC32
004F: create_thread Label00FD22
004F: create_thread Label00FE12
004F: create_thread Label00F669
004F: create_thread Label00D692
004F: create_thread Label00CDA3
004F: create_thread Label00CE01
004F: create_thread Label00CE5F
004F: create_thread Label00CEBD
004F: create_thread Label00CF1B
004F: create_thread Label00CFD7
004F: create_thread Label00CF79
00D7: create_thread_with_wasted_busted_check Label012DE1 ;; Special rules for
create_thread commands. Read the readme.
00D7: create_thread_with_wasted_busted_check Label013795 ;; Special rules for
create_thread commands. Read the readme.
00D7: create_thread_with_wasted_busted_check Label015586 ;; Special rules for
create_thread commands. Read the readme.
00D7: create_thread_with_wasted_busted_check Label01B1E8 ;; Special rules for
create_thread commands. Read the readme.
00D7: create_thread_with_wasted_busted_check Label01C37C ;; Special rules for
create_thread commands. Read the readme.
00D7: create_thread_with_wasted_busted_check Label0228C8 ;; Special rules for
create_thread commands. Read the readme.
00D7: create_thread_with_wasted_busted_check Label02378B ;; Special rules for
create_thread commands. Read the readme.
00D7: create_thread_with_wasted_busted_check Label02782C ;; Special rules for
create_thread commands. Read the readme.
00D7: create_thread_with_wasted_busted_check Label02946D ;; Special rules for
create_thread commands. Read the readme.
00D7: create_thread_with_wasted_busted_check Label02A28A ;; Special rules for
create_thread commands. Read the readme.
00D7: create_thread_with_wasted_busted_check Label02BCE9 ;; Special rules for
create_thread commands. Read the readme.
00D7: create_thread_with_wasted_busted_check Label02E339 ;; Special rules for
create_thread commands. Read the readme.
00D7: create_thread_with_wasted_busted_check Label02FEC2 ;; Special rules for
create_thread commands. Read the readme.
00D7: create_thread_with_wasted_busted_check Label031817 ;; Special rules for
create_thread commands. Read the readme.
0001: wait 0 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label00AF7C
01B6: set_weather 0
00D6: if 0
8118: NOT actor $PLAYER_ACTOR dead
004D: jump_if_false Label00AF49
0352: set_actor $PLAYER_ACTOR skin_to "PLAYER"
038B: load_requested_models
00D6: if 0
8118: NOT actor $PLAYER_ACTOR dead
004D: jump_if_false Label00AF49
0353: refresh_actor $PLAYER_ACTOR
:Label00AF49
016A: fade 1 (back) 1000 ms
004F: create_thread Label00B09E
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label00AF73
04BB: select_interiour 0 ;; select render area
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
:Label00AF73
01B7: release_weather
0002: jump Label00AF7C
:Label00AF7C
0001: wait 1000 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label00B097
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label00AFF3
00D6: if 0
0038: $3E == 0 ;; integer values
004D: jump_if_false Label00AFF3
00D6: if 1
0038: $F5 == 1 ;; integer values
0038: $PASSED_COK2_PHNOM_PENH_86 == 1 ;; integer values
004D: jump_if_false Label00AFF3
004F: create_thread Label00BDBF
0164: disable_marker $F3
02A7: $F3 = create_icon_marker_and_sphere $1A5 at $1D1 $1D2 $1D3
0004: $3E = 1 ;; integer values
:Label00AFF3
00D6: if 0
0022: 100.0 > $66 ;; floating-point values
004D: jump_if_false Label00B014
058C: $66 = percentage_completed
0002: jump Label00B07A
:Label00B014
00D6: if 0
0038: $5B == 0 ;; integer values
004D: jump_if_false Label00B07A
055B: $548 = create_clothes_pickup 12 at -382.6 -585.9 25.3
03E5: text_box "CUNTY" ;; New clothes delivered to the Vercetti Estate!
055E: set_player $PLAYER_CHAR max_health += 50
055F: set_player $PLAYER_CHAR max_armour += 50
035E: set_player $PLAYER_CHAR armour_to 200
0222: set_player $PLAYER_CHAR health_to 200
0001: wait 5000 ms
03E5: text_box "HELP61" ;; You now have limitless ammo and double health on all
vehicles.
0004: $5B = 1 ;; integer values
:Label00B07A
00D6: if 0
0038: $5FB == 15 ;; integer values
004D: jump_if_false Label00B097
030C: set_mission_points += 1
0004: $5FB = -1 ;; integer values
:Label00B097
0002: jump Label00AF7C
:Label00B09E
03A4: name_thread "HOT"
:Label00B0A8
0001: wait 0 ms
00D6: if 0
0038: $DE == 1 ;; integer values
004D: jump_if_false Label00B0C0
004E: end_thread
:Label00B0C0
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label00B201
00D6: if 0
00F6: player $PLAYER_CHAR 0 ()near_point_on_foot $1C5 $1C6 $1C7 radius 1.4 1.8
1.5
004D: jump_if_false Label00B201
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label00B201
00D6: if 0
03EE: player $PLAYER_CHAR controllable
004D: jump_if_false Label00B201
02A3: toggle_widescreen 1 (on)
015F: set_camera_position 219.726 -1282.485 12.53 0.0 0.0 0.0
0160: point_camera 218.872 -1282.988 12.392 2
0171: set_player $PLAYER_CHAR z_angle_to 100.0
0211: actor $PLAYER_ACTOR walk_to 204.3 -1288.7
0006: 16@ = 0 ;; integer values
:Label00B173
00D6: if 0
8019: NOT 16@ > 1000 ;; integer values
004D: jump_if_false Label00B1E0
0001: wait 0 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label00B1D9
00D6: if 0
00F6: player $PLAYER_CHAR 0 ()near_point_on_foot 204.2 -1287.8 14.4 radius
2.0 2.0 2.0
004D: jump_if_false Label00B1D9
0211: actor $PLAYER_ACTOR walk_to 203.0 -1294.5
:Label00B1D9
0002: jump Label00B173
:Label00B1E0
0050: gosub Label012879
00BA: text_styled "INT_B" 15000 ms 2 ;; An Old Friend
0050: gosub Label0128AA
0417: start_mission 2
:Label00B201
0002: jump Label00B0A8
:Label00B208
03A4: name_thread "LAW1"
:Label00B212
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if 0
0038: $PASSED_LAW1_THE_PARTY == 1 ;; integer values
004D: jump_if_false Label00B22B
004E: end_thread
:Label00B22B
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label00B2AF
00D6: if 0
00F6: player $PLAYER_CHAR 0 ()near_point_on_foot $1C8 $1C9 $1CA radius 1.2 1.2
2.0
004D: jump_if_false Label00B2AF
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label00B2AF
00D6: if 0
03EE: player $PLAYER_CHAR controllable
004D: jump_if_false Label00B2AF
0050: gosub Label0128D9
0050: gosub Label012879
00BA: text_styled "LAW_1" 15000 ms 2 ;; The Party
0050: gosub Label0128AA
0417: start_mission 3
:Label00B2AF
0002: jump Label00B212
:Label00B2B6
03A4: name_thread "LAW2"
:Label00B2C0
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if 0
0038: $PASSED_LAW2_BACK_ALLEY_BRAWL == 1 ;; integer values
004D: jump_if_false Label00B2D9
004E: end_thread
:Label00B2D9
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label00B369
00D6: if 0
00F6: player $PLAYER_CHAR 0 ()near_point_on_foot $1C8 $1C9 $1CA radius 1.2 1.2
2.0
004D: jump_if_false Label00B369
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label00B369
00D6: if 0
03EE: player $PLAYER_CHAR controllable
004D: jump_if_false Label00B369
0004: $ONMISSION = 1 ;; integer values
03EF: player $PLAYER_CHAR make_safe
0050: gosub Label0128D9
0050: gosub Label012879
00BA: text_styled "LAW_2" 15000 ms 2 ;; Back Alley Brawl
0050: gosub Label0128AA
0417: start_mission 4
:Label00B369
0002: jump Label00B2C0
:Label00B370
03A4: name_thread "LAW3"
:Label00B37A
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if 0
0038: $PASSED_LAW3_JURY_FURY == 1 ;; integer values
004D: jump_if_false Label00B393
004E: end_thread
:Label00B393
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label00B423
00D6: if 0
00F6: player $PLAYER_CHAR 0 ()near_point_on_foot $1C8 $1C9 $1CA radius 1.2 1.2
2.0
004D: jump_if_false Label00B423
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label00B423
00D6: if 0
03EE: player $PLAYER_CHAR controllable
004D: jump_if_false Label00B423
0004: $ONMISSION = 1 ;; integer values
03EF: player $PLAYER_CHAR make_safe
0050: gosub Label0128D9
0050: gosub Label012879
00BA: text_styled "LAW_3" 15000 ms 2 ;; Jury Fury
0050: gosub Label0128AA
0417: start_mission 5
:Label00B423
0002: jump Label00B37A
:Label00B42A
03A4: name_thread "LAW4"
:Label00B434
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if 0
0038: $PASSED_LAW4_RIOT == 1 ;; integer values
004D: jump_if_false Label00B44D
004E: end_thread
:Label00B44D
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label00B4DD
00D6: if 0
00F6: player $PLAYER_CHAR 0 ()near_point_on_foot $1C8 $1C9 $1CA radius 1.2 1.2
2.0
004D: jump_if_false Label00B4DD
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label00B4DD
00D6: if 0
03EE: player $PLAYER_CHAR controllable
004D: jump_if_false Label00B4DD
0004: $ONMISSION = 1 ;; integer values
03EF: player $PLAYER_CHAR make_safe
0050: gosub Label0128D9
0050: gosub Label012879
00BA: text_styled "LAW_4" 15000 ms 2 ;; Riot
0050: gosub Label0128AA
0417: start_mission 6
:Label00B4DD
0002: jump Label00B434
:Label00B4E4
03A4: name_thread "GEN1"
:Label00B4EE
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if 0
0038: $PASSED_COL1_TREACHEROUS_SWINE == 1 ;; integer values
004D: jump_if_false Label00B507
004E: end_thread
:Label00B507
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label00B58B
00D6: if 0
00F6: player $PLAYER_CHAR 0 ()near_point_on_foot $1CB $1CC $1CD radius 1.5 2.0
2.0
004D: jump_if_false Label00B58B
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label00B58B
00D6: if 0
03EE: player $PLAYER_CHAR controllable
004D: jump_if_false Label00B58B
0050: gosub Label0129B8
0050: gosub Label012879
00BA: text_styled "COL_1" 15000 ms 2 ;; Treacherous Swine
0050: gosub Label0128AA
0417: start_mission 7
:Label00B58B
0002: jump Label00B4EE
:Label00B592
03A4: name_thread "GEN2"
:Label00B59C
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if 0
0038: $PASSED_COL2_MALL_SHOOTOUT == 1 ;; integer values
004D: jump_if_false Label00B5B5
004E: end_thread
:Label00B5B5
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label00B639
00D6: if 0
00F6: player $PLAYER_CHAR 0 ()near_point_on_foot $1CB $1CC $1CD radius 1.5 2.0
2.0
004D: jump_if_false Label00B639
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label00B639
00D6: if 0
03EE: player $PLAYER_CHAR controllable
004D: jump_if_false Label00B639
0050: gosub Label0129B8
0050: gosub Label012879
00BA: text_styled "COL_2" 15000 ms 2 ;; Mall Shootout
0050: gosub Label0128AA
0417: start_mission 8
:Label00B639
0002: jump Label00B59C
:Label00B640
03A4: name_thread "GEN3"
:Label00B64A
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if 0
0038: $PASSED_COL3_GUARDIAN_ANGELS == 1 ;; integer values
004D: jump_if_false Label00B663
004E: end_thread
:Label00B663
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label00B6E7
00D6: if 0
00F6: player $PLAYER_CHAR 0 ()near_point_on_foot $1CB $1CC $1CD radius 1.5 2.0
2.0
004D: jump_if_false Label00B6E7
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label00B6E7
00D6: if 0
03EE: player $PLAYER_CHAR controllable
004D: jump_if_false Label00B6E7
0050: gosub Label0129B8
0050: gosub Label012879
00BA: text_styled "COL_3" 15000 ms 2 ;; Guardian Angels
0050: gosub Label0128AA
0417: start_mission 9
:Label00B6E7
0002: jump Label00B64A
:Label00B6EE
03A4: name_thread "GEN4"
:Label00B6F8
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if 0
0038: $PASSED_COL4_SIR_YES_SIR == 1 ;; integer values
004D: jump_if_false Label00B711
004E: end_thread
:Label00B711
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label00B795
00D6: if 0
00F6: player $PLAYER_CHAR 0 ()near_point_on_foot $1CB $1CC $1CD radius 1.5 2.0
2.0
004D: jump_if_false Label00B795
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label00B795
00D6: if 0
03EE: player $PLAYER_CHAR controllable
004D: jump_if_false Label00B795
0050: gosub Label0129B8
0050: gosub Label012879
00BA: text_styled "COL_4" 15000 ms 2 ;; Sir, Yes Sir!
0050: gosub Label0128AA
0417: start_mission 10
:Label00B795
0002: jump Label00B6F8
:Label00B79C
03A4: name_thread "GEN5"
:Label00B7A6
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if 0
0038: $PASSED_COL5_ALL_HANDS_ON_DECK == 1 ;; integer values
004D: jump_if_false Label00B7BF
004E: end_thread
:Label00B7BF
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label00B843
00D6: if 0
00F6: player $PLAYER_CHAR 0 ()near_point_on_foot $1CB $1CC $1CD radius 1.5 2.0
2.0
004D: jump_if_false Label00B843
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label00B843
00D6: if 0
03EE: player $PLAYER_CHAR controllable
004D: jump_if_false Label00B843
0050: gosub Label0129B8
0050: gosub Label012879
00BA: text_styled "COL_5" 15000 ms 2 ;; All Hands On Deck!
0050: gosub Label0128AA
0417: start_mission 11
:Label00B843
0002: jump Label00B7A6
:Label00B84A
03A4: name_thread "BAR1"
:Label00B854
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if 0
0038: $PASSED_COK1_THE_CHASE == 1 ;; integer values
004D: jump_if_false Label00B86D
004E: end_thread
:Label00B86D
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label00B8F1
00D6: if 0
00F6: player $PLAYER_CHAR 0 ()near_point_on_foot $1CE $1CF $1D0 radius 2.0 2.0
2.0
004D: jump_if_false Label00B8F1
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label00B8F1
00D6: if 0
03EE: player $PLAYER_CHAR controllable
004D: jump_if_false Label00B8F1
0050: gosub Label012973
0050: gosub Label012879
00BA: text_styled "COK_1" 15000 ms 2 ;; The Chase
0050: gosub Label0128AA
0417: start_mission 12
:Label00B8F1
0002: jump Label00B854
:Label00B8F8
03A4: name_thread "BAR2"
:Label00B902
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if 0
0038: $PASSED_COK2_PHNOM_PENH_86 == 1 ;; integer values
004D: jump_if_false Label00B91B
004E: end_thread
:Label00B91B
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label00B99F
00D6: if 0
00F6: player $PLAYER_CHAR 0 ()near_point_on_foot $1CE $1CF $1D0 radius 2.0 2.0
2.0
004D: jump_if_false Label00B99F
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label00B99F
00D6: if 0
03EE: player $PLAYER_CHAR controllable
004D: jump_if_false Label00B99F
0050: gosub Label012973
0050: gosub Label012879
00BA: text_styled "COK_2" 15000 ms 2 ;; Phnom Penh '86
0050: gosub Label0128AA
0417: start_mission 13
:Label00B99F
0002: jump Label00B902
:Label00B9A6
03A4: name_thread "BAR3"
:Label00B9B0
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if 0
0038: $PASSED_COK3_THE_FASTEST_BOAT == 1 ;; integer values
004D: jump_if_false Label00B9C9
004E: end_thread
:Label00B9C9
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label00BA4D
00D6: if 0
00F6: player $PLAYER_CHAR 0 ()near_point_on_foot $1CE $1CF $1D0 radius 2.0 2.0
2.0
004D: jump_if_false Label00BA4D
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label00BA4D
00D6: if 0
03EE: player $PLAYER_CHAR controllable
004D: jump_if_false Label00BA4D
0050: gosub Label012973
0050: gosub Label012879
00BA: text_styled "COK_3" 15000 ms 2 ;; The Fastest Boat
0050: gosub Label0128AA
0417: start_mission 14
:Label00BA4D
0002: jump Label00B9B0
:Label00BA54
03A4: name_thread "BAR4"
:Label00BA5E
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if 0
0038: $PASSED_COK4_SUPPLY_AND_DEMAND == 1 ;; integer values
004D: jump_if_false Label00BA77
004E: end_thread
:Label00BA77
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label00BAFB
00D6: if 0
00F6: player $PLAYER_CHAR 0 ()near_point_on_foot $1CE $1CF $1D0 radius 2.0 2.0
2.0
004D: jump_if_false Label00BAFB
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label00BAFB
00D6: if 0
03EE: player $PLAYER_CHAR controllable
004D: jump_if_false Label00BAFB
0050: gosub Label012973
0050: gosub Label012879
00BA: text_styled "COK_4" 15000 ms 2 ;; Supply & Demand
0050: gosub Label0128AA
0417: start_mission 15
:Label00BAFB
0002: jump Label00BA5E
:Label00BB02
03A4: name_thread "BAR5"
:Label00BB0C
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if 0
0038: $PASSED_ASS1_RUB_OUT == 1 ;; integer values
004D: jump_if_false Label00BB25
004E: end_thread
:Label00BB25
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label00BBB6
00D6: if 0
00F6: player $PLAYER_CHAR 0 ()near_point_on_foot $1FE $1FF $200 radius 2.0 2.0
2.0
004D: jump_if_false Label00BBB6
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label00BBB6
00D6: if 0
03EE: player $PLAYER_CHAR controllable
004D: jump_if_false Label00BBB6
0004: $ONMISSION = 1 ;; integer values
03EF: player $PLAYER_CHAR make_safe
0169: set_fade_color 0 0 0
016A: fade 0 () 1500 ms
00BA: text_styled "ASS_1" 15000 ms 2 ;; Rub Out
0050: gosub Label0128AA
0417: start_mission 16
:Label00BBB6
0002: jump Label00BB0C
:Label00BBBD
03A4: name_thread "KEN1"
:Label00BBC7
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if 0
0038: $PASSED_KENT1_DEATH_ROW == 1 ;; integer values
004D: jump_if_false Label00BBE0
004E: end_thread
:Label00BBE0
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label00BC6A
00D6: if 0
00F6: player $PLAYER_CHAR 0 ()near_point_on_foot 491.0 -77.7 10.4 radius 2.5
2.5 2.5
004D: jump_if_false Label00BC6A
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label00BC6A
00D6: if 0
03EE: player $PLAYER_CHAR controllable
004D: jump_if_false Label00BC6A
0050: gosub Label012A60
0050: gosub Label012879
00BA: text_styled "KENT_1" 15000 ms 2 ;; Death Row
0050: gosub Label0128AA
0417: start_mission 17
:Label00BC6A
0002: jump Label00BBC7
:Label00BC71
03A4: name_thread "SER1"
:Label00BC7B
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if 0
0038: $PASSED_TEX1_FOUR_IRON == 1 ;; integer values
004D: jump_if_false Label00BC94
004E: end_thread
:Label00BC94
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label00BD11
00D6: if 0
00F6: player $PLAYER_CHAR 0 ()near_point_on_foot $1D1 $1D2 $1D3 radius 1.5 2.0
2.0
004D: jump_if_false Label00BD11
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label00BD11
00D6: if 0
03EE: player $PLAYER_CHAR controllable
004D: jump_if_false Label00BD11
0050: gosub Label012879
00BA: text_styled "TEX_1" 15000 ms 2 ;; Four Iron
0050: gosub Label0128AA
0417: start_mission 18
:Label00BD11
0002: jump Label00BC7B
:Label00BD18
03A4: name_thread "SER2"
:Label00BD22
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if 0
0038: $F5 == 1 ;; integer values
004D: jump_if_false Label00BD3B
004E: end_thread
:Label00BD3B
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label00BDB8
00D6: if 0
00F6: player $PLAYER_CHAR 0 ()near_point_on_foot $1D1 $1D2 $1D3 radius 1.5 2.0
2.0
004D: jump_if_false Label00BDB8
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label00BDB8
00D6: if 0
03EE: player $PLAYER_CHAR controllable
004D: jump_if_false Label00BDB8
0050: gosub Label012879
00BA: text_styled "TEX_3" 15000 ms 2 ;; Demolition Man
0050: gosub Label0128AA
0417: start_mission 19
:Label00BDB8
0002: jump Label00BD22
:Label00BDBF
03A4: name_thread "SER3"
:Label00BDC9
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if 0
0038: $F6 == 1 ;; integer values
004D: jump_if_false Label00BDE2
004E: end_thread
:Label00BDE2
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label00BE5F
00D6: if 0
00F6: player $PLAYER_CHAR 0 ()near_point_on_foot $1D1 $1D2 $1D3 radius 1.5 2.0
2.0
004D: jump_if_false Label00BE5F
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label00BE5F
00D6: if 0
03EE: player $PLAYER_CHAR controllable
004D: jump_if_false Label00BE5F
0050: gosub Label012879
00BA: text_styled "TEX_2" 15000 ms 2 ;; Two Bit Hit
0050: gosub Label0128AA
0417: start_mission 20
:Label00BE5F
0002: jump Label00BDC9
:Label00BE66
03A4: name_thread "BANK1"
:Label00BE70
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if 0
0038: $F8 == 1 ;; integer values
004D: jump_if_false Label00BE89
004E: end_thread
:Label00BE89
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label00BF0D
00D6: if 0
00F6: player $PLAYER_CHAR 0 ()near_point_on_foot $1D4 $1D5 $1D6 radius 1.5 2.0
2.0
004D: jump_if_false Label00BF0D
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label00BF0D
00D6: if 0
03EE: player $PLAYER_CHAR controllable
004D: jump_if_false Label00BF0D
0050: gosub Label012AB9
0050: gosub Label012879
00BA: text_styled "BANK_1" 15000 ms 2 ;; No Escape?
0050: gosub Label0128AA
0417: start_mission 21
:Label00BF0D
0002: jump Label00BE70
:Label00BF14
03A4: name_thread "BANK2"
:Label00BF1E
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if 0
0038: $F9 == 1 ;; integer values
004D: jump_if_false Label00BF37
004E: end_thread
:Label00BF37
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label00BFBB
00D6: if 0
00F6: player $PLAYER_CHAR 0 ()near_point_on_foot $1D4 $1D5 $1D6 radius 1.5 2.0
2.0
004D: jump_if_false Label00BFBB
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label00BFBB
00D6: if 0
03EE: player $PLAYER_CHAR controllable
004D: jump_if_false Label00BFBB
0050: gosub Label012AB9
0050: gosub Label012879
00BA: text_styled "BANK_2" 15000 ms 2 ;; The Shootist
0050: gosub Label0128AA
0417: start_mission 22
:Label00BFBB
0002: jump Label00BF1E
:Label00BFC2
03A4: name_thread "BANK3"
:Label00BFCC
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if 0
0038: $FA == 1 ;; integer values
004D: jump_if_false Label00BFE5
004E: end_thread
:Label00BFE5
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label00C069
00D6: if 0
00F6: player $PLAYER_CHAR 0 ()near_point_on_foot $1D4 $1D5 $1D6 radius 1.5 2.0
2.0
004D: jump_if_false Label00C069
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label00C069
00D6: if 0
03EE: player $PLAYER_CHAR controllable
004D: jump_if_false Label00C069
0050: gosub Label012AB9
0050: gosub Label012879
00BA: text_styled "BANK_3" 15000 ms 2 ;; The Driver
0050: gosub Label0128AA
0417: start_mission 23
:Label00C069
0002: jump Label00BFCC
:Label00C070
03A4: name_thread "BANK4"
:Label00C07A
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if 0
0038: $FB == 1 ;; integer values
004D: jump_if_false Label00C093
004E: end_thread
:Label00C093
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label00C117
00D6: if 0
00F6: player $PLAYER_CHAR 0 ()near_point_on_foot $1D4 $1D5 $1D6 radius 1.5 2.0
2.0
004D: jump_if_false Label00C117
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label00C117
00D6: if 0
03EE: player $PLAYER_CHAR controllable
004D: jump_if_false Label00C117
0050: gosub Label012AB9
0050: gosub Label012879
00BA: text_styled "BANK_4" 15000 ms 2 ;; The Job
0050: gosub Label0128AA
0417: start_mission 24
:Label00C117
0002: jump Label00C07A
:Label00C11E
03A4: name_thread "AMBBANK"
0006: 0@ = 0 ;; integer values
:Label00C12F
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if 0
0038: $3D9 == 1 ;; integer values
004D: jump_if_false Label00C236
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label00C22F
00D6: if 0
0039: 0@ == 0 ;; integer values
004D: jump_if_false Label00C22F
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point -926.8099 -327.8378 13.3894 radius
4.0 4.0 4.0
004D: jump_if_false Label00C22F
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 4
02E1: 1@ = create_cash_pickup 500 at -965.2795 -334.6384 15.0
02E1: 2@ = create_cash_pickup 500 at -965.3696 -333.3853 15.0
02E1: 3@ = create_cash_pickup 500 at -927.4954 -339.4821 17.2
02E1: 4@ = create_cash_pickup 500 at -930.0884 -339.5698 17.2
02E1: 5@ = create_cash_pickup 500 at -932.9709 -339.4713 17.2
018D: 6@ = create_sound 0 at -923.4324 -333.2397 14.3816
0006: 0@ = 1 ;; integer values
:Label00C22F
0002: jump Label00C26D
:Label00C236
00D6: if 0
0039: 0@ == 1 ;; integer values
004D: jump_if_false Label00C26D
018E: stop_sound 6@
0215: destroy_pickup 1@
0215: destroy_pickup 2@
0215: destroy_pickup 3@
0215: destroy_pickup 4@
0215: destroy_pickup 5@
0006: 0@ = 0 ;; integer values
:Label00C26D
0002: jump Label00C12F
:Label00C274
03A4: name_thread "PHI1"
:Label00C27E
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if 0
0038: $FE == 1 ;; integer values
004D: jump_if_false Label00C297
004E: end_thread
:Label00C297
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label00C31B
00D6: if 0
00F6: player $PLAYER_CHAR 0 ()near_point_on_foot $1EC $1ED $1EE radius 1.5 1.0
2.0
004D: jump_if_false Label00C31B
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label00C31B
00D6: if 0
03EE: player $PLAYER_CHAR controllable
004D: jump_if_false Label00C31B
0050: gosub Label012B08
0050: gosub Label012879
00BA: text_styled "PHIL_1" 15000 ms 2 ;; Gun Runner
0050: gosub Label0128AA
0417: start_mission 25
:Label00C31B
0002: jump Label00C27E
:Label00C322
03A4: name_thread "PHI2"
:Label00C32C
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if 0
0038: $FF == 1 ;; integer values
004D: jump_if_false Label00C345
004E: end_thread
:Label00C345
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label00C3C9
00D6: if 0
00F6: player $PLAYER_CHAR 0 ()near_point_on_foot $1EC $1ED $1EE radius 1.5 1.0
2.0
004D: jump_if_false Label00C3C9
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label00C3C9
00D6: if 0
03EE: player $PLAYER_CHAR controllable
004D: jump_if_false Label00C3C9
0050: gosub Label012B08
0050: gosub Label012879
00BA: text_styled "PHIL_2" 15000 ms 2 ;; Boomshine Saigon
0050: gosub Label0128AA
0417: start_mission 26
:Label00C3C9
0002: jump Label00C32C
:Label00C3D0
03A4: name_thread "PORN1"
:Label00C3DA
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if 0
0038: $101 == 1 ;; integer values
004D: jump_if_false Label00C3F3
004E: end_thread
:Label00C3F3
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label00C477
00D6: if 0
00F6: player $PLAYER_CHAR 0 ()near_point_on_foot $1D7 $1D8 $1D9 radius 1.5 2.0
2.0
004D: jump_if_false Label00C477
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label00C477
00D6: if 0
03EE: player $PLAYER_CHAR controllable
004D: jump_if_false Label00C477
0050: gosub Label012A0C
0050: gosub Label012879
00BA: text_styled "PORN_1" 15000 ms 2 ;; Recruitment Drive
0050: gosub Label0128AA
0417: start_mission 27
:Label00C477
0002: jump Label00C3DA
:Label00C47E
03A4: name_thread "PORN2"
:Label00C488
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if 0
0038: $102 == 1 ;; integer values
004D: jump_if_false Label00C4A1
004E: end_thread
:Label00C4A1
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label00C525
00D6: if 0
00F6: player $PLAYER_CHAR 0 ()near_point_on_foot $1D7 $1D8 $1D9 radius 1.5 2.0
2.0
004D: jump_if_false Label00C525
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label00C525
00D6: if 0
03EE: player $PLAYER_CHAR controllable
004D: jump_if_false Label00C525
0050: gosub Label012A0C
0050: gosub Label012879
00BA: text_styled "PORN_2" 15000 ms 2 ;; Dildo Dodo
0050: gosub Label0128AA
0417: start_mission 28
:Label00C525
0002: jump Label00C488
:Label00C52C
03A4: name_thread "PORN3"
:Label00C536
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if 0
0038: $103 == 1 ;; integer values
004D: jump_if_false Label00C54F
004E: end_thread
:Label00C54F
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label00C5D3
00D6: if 0
00F6: player $PLAYER_CHAR 0 ()near_point_on_foot $1D7 $1D8 $1D9 radius 1.5 2.0
2.0
004D: jump_if_false Label00C5D3
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label00C5D3
00D6: if 0
03EE: player $PLAYER_CHAR controllable
004D: jump_if_false Label00C5D3
0050: gosub Label012A0C
0050: gosub Label012879
00BA: text_styled "PORN_3" 15000 ms 2 ;; Martha's Mug Shot
0050: gosub Label0128AA
0417: start_mission 29
:Label00C5D3
0002: jump Label00C536
:Label00C5DA
03A4: name_thread "PORN4"
:Label00C5E4
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if 0
0038: $104 == 1 ;; integer values
004D: jump_if_false Label00C5FD
004E: end_thread
:Label00C5FD
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label00C681
00D6: if 0
00F6: player $PLAYER_CHAR 0 ()near_point_on_foot $1D7 $1D8 $1D9 radius 1.5 2.0
2.0
004D: jump_if_false Label00C681
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label00C681
00D6: if 0
03EE: player $PLAYER_CHAR controllable
004D: jump_if_false Label00C681
0050: gosub Label012A0C
0050: gosub Label012879
00BA: text_styled "PORN_4" 15000 ms 2 ;; G-spotlight
0050: gosub Label0128AA
0417: start_mission 30
:Label00C681
0002: jump Label00C5E4
:Label00C688
03A4: name_thread "PRO1"
:Label00C692
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if 0
0038: $10A == 1 ;; integer values
004D: jump_if_false Label00C6AB
004E: end_thread
:Label00C6AB
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label00C72E
00D6: if 0
00F6: player $PLAYER_CHAR 0 ()near_point_on_foot -378.3 -579.8 24.5 radius 1.5
2.0 2.0
004D: jump_if_false Label00C72E
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label00C72E
00D6: if 0
03EE: player $PLAYER_CHAR controllable
004D: jump_if_false Label00C72E
0050: gosub Label012879
00BA: text_styled "BUD_1" 15000 ms 2 ;; Shakedown
0050: gosub Label0128AA
0417: start_mission 31
:Label00C72E
0002: jump Label00C692
:Label00C735
03A4: name_thread "PRO2"
:Label00C73F
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if 0
0038: $10B == 1 ;; integer values
004D: jump_if_false Label00C758
004E: end_thread
:Label00C758
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label00C7DB
00D6: if 0
00F6: player $PLAYER_CHAR 0 ()near_point_on_foot -397.4 -561.3 18.7 radius 1.5
2.0 2.0
004D: jump_if_false Label00C7DB
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label00C7DB
00D6: if 0
03EE: player $PLAYER_CHAR controllable
004D: jump_if_false Label00C7DB
0050: gosub Label012879
00BA: text_styled "BUD_2" 15000 ms 2 ;; Bar Brawl
0050: gosub Label0128AA
0417: start_mission 32
:Label00C7DB
0002: jump Label00C73F
:Label00C7E2
03A4: name_thread "PRO3"
:Label00C7EC
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if 0
0038: $10C == 1 ;; integer values
004D: jump_if_false Label00C805
004E: end_thread
:Label00C805
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label00C888
00D6: if 0
00F6: player $PLAYER_CHAR 0 ()near_point_on_foot -348.5 -541.8 16.4 radius 1.5
2.0 2.0
004D: jump_if_false Label00C888
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label00C888
00D6: if 0
03EE: player $PLAYER_CHAR controllable
004D: jump_if_false Label00C888
0050: gosub Label012879
00BA: text_styled "BUD_3" 15000 ms 2 ;; Cop Land
0050: gosub Label0128AA
0417: start_mission 33
:Label00C888
0002: jump Label00C7EC
:Label00C88F
03A4: name_thread "COU1"
:Label00C899
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if 0
0038: $110 == 1 ;; integer values
004D: jump_if_false Label00C8B2
004E: end_thread
:Label00C8B2
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label00C936
00D6: if 0
00F6: player $PLAYER_CHAR 0 ()near_point_on_foot $1DA $1DB $1DC radius 1.5 2.0
2.0
004D: jump_if_false Label00C936
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label00C936
00D6: if 0
03EE: player $PLAYER_CHAR controllable
004D: jump_if_false Label00C936
0050: gosub Label012B5C
0050: gosub Label012879
00BA: text_styled "CNT_1" 15000 ms 2 ;; Spilling the Beans
0050: gosub Label0128AA
0417: start_mission 34
:Label00C936
0002: jump Label00C899
:Label00C93D
03A4: name_thread "COU2"
:Label00C947
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if 0
0038: $111 == 1 ;; integer values
004D: jump_if_false Label00C960
004E: end_thread
:Label00C960
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label00C9E4
00D6: if 0
00F6: player $PLAYER_CHAR 0 ()near_point_on_foot $1DA $1DB $1DC radius 1.5 2.0
2.0
004D: jump_if_false Label00C9E4
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label00C9E4
00D6: if 0
03EE: player $PLAYER_CHAR controllable
004D: jump_if_false Label00C9E4
0050: gosub Label012B5C
0050: gosub Label012879
00BA: text_styled "CNT_2" 15000 ms 2 ;; Hit the Courier
0050: gosub Label0128AA
0417: start_mission 35
:Label00C9E4
0002: jump Label00C947
:Label00C9EB
03A4: name_thread "COUBUY"
:Label00C9F5
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label00CA42
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label00CA42
00D6: if 0
03EE: player $PLAYER_CHAR controllable
004D: jump_if_false Label00CA42
00D6: if 0
0214: pickup $PRINT_WORKS_ASSET picked_up
004D: jump_if_false Label00CA42
0417: start_mission 36
004E: end_thread
:Label00CA42
0002: jump Label00C9F5
:Label00CA49
03A4: name_thread "CARBUY"
:Label00CA53
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label00CACE
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label00CACE
00D6: if 0
03EE: player $PLAYER_CHAR controllable
004D: jump_if_false Label00CACE
00D6: if 0
0214: pickup $CAR_SHOWROOM_ASSET picked_up
004D: jump_if_false Label00CACE
03EF: player $PLAYER_CHAR make_safe
0169: set_fade_color 0 0 0
016A: fade 0 () 1500 ms
03AF: set_streaming 0 (disabled)
00BA: text_styled "SUNSHIN" 6000 ms 2 ;; Sunshine Autos
0050: gosub Label0128AA
0417: start_mission 37
004E: end_thread
:Label00CACE
0002: jump Label00CA53
:Label00CAD5
03A4: name_thread "PORNBUY"
:Label00CADF
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label00CB2C
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label00CB2C
00D6: if 0
03EE: player $PLAYER_CHAR controllable
004D: jump_if_false Label00CB2C
00D6: if 0
0214: pickup $FILM_STUDIO_ASSET picked_up
004D: jump_if_false Label00CB2C
0417: start_mission 38
004E: end_thread
:Label00CB2C
0002: jump Label00CADF
:Label00CB33
03A4: name_thread "ICEBUY"
:Label00CB3D
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label00CBC0
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label00CBC0
00D6: if 0
03EE: player $PLAYER_CHAR controllable
004D: jump_if_false Label00CBC0
00D6: if 0
0214: pickup $ICE_CREAM_FACTORY_ASSET picked_up
004D: jump_if_false Label00CBC0
03EF: player $PLAYER_CHAR make_safe
0169: set_fade_color 0 0 0
016A: fade 0 () 1500 ms
03AF: set_streaming 0 (disabled)
00BA: text_styled "CHERRYP" 6000 ms 2 ;; Cherry Popper Icecreams
0050: gosub Label0128AA
004F: create_thread Label00FA33
0417: start_mission 39
004E: end_thread
:Label00CBC0
0002: jump Label00CB3D
:Label00CBC7
03A4: name_thread "TAXIBUY"
:Label00CBD1
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label00CC54
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label00CC54
00D6: if 0
03EE: player $PLAYER_CHAR controllable
004D: jump_if_false Label00CC54
00D6: if 0
0214: pickup $2A6 picked_up
004D: jump_if_false Label00CC54
03EF: player $PLAYER_CHAR make_safe
0169: set_fade_color 0 0 0
016A: fade 0 () 1500 ms
03AF: set_streaming 0 (disabled)
00BA: text_styled "KAUFCAB" 6000 ms 2 ;; Kaufman Cabs
0050: gosub Label0128AA
004F: create_thread Label00EA3D
0417: start_mission 40
004E: end_thread
:Label00CC54
0002: jump Label00CBD1
:Label00CC5B
03A4: name_thread "BANKBUY"
:Label00CC65
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label00CCB2
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label00CCB2
00D6: if 0
03EE: player $PLAYER_CHAR controllable
004D: jump_if_false Label00CCB2
00D6: if 0
0214: pickup $2A7 picked_up
004D: jump_if_false Label00CCB2
0417: start_mission 41
004E: end_thread
:Label00CCB2
0002: jump Label00CC65
:Label00CCB9
03A4: name_thread "BOATBUY"
:Label00CCC3
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label00CD3E
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label00CD3E
00D6: if 0
03EE: player $PLAYER_CHAR controllable
004D: jump_if_false Label00CD3E
00D6: if 0
0214: pickup $2A8 picked_up
004D: jump_if_false Label00CD3E
03EF: player $PLAYER_CHAR make_safe
0169: set_fade_color 0 0 0
016A: fade 0 () 1500 ms
03AF: set_streaming 0 (disabled)
00BA: text_styled "BOATYAR" 6000 ms 2 ;; The Boatyard
0050: gosub Label0128AA
0417: start_mission 42
004E: end_thread
:Label00CD3E
0002: jump Label00CCC3
:Label00CD45
03A4: name_thread "STRPBUY"
:Label00CD4F
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label00CD9C
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label00CD9C
00D6: if 0
03EE: player $PLAYER_CHAR controllable
004D: jump_if_false Label00CD9C
00D6: if 0
0214: pickup $267 picked_up
004D: jump_if_false Label00CD9C
0417: start_mission 43
004E: end_thread
:Label00CD9C
0002: jump Label00CD4F
:Label00CDA3
03A4: name_thread "NBMNBUY"
:Label00CDAD
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label00CDFA
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label00CDFA
00D6: if 0
03EE: player $PLAYER_CHAR controllable
004D: jump_if_false Label00CDFA
00D6: if 0
0214: pickup $296 picked_up
004D: jump_if_false Label00CDFA
0417: start_mission 44
004E: end_thread
:Label00CDFA
0002: jump Label00CDAD
:Label00CE01
03A4: name_thread "LNKVBY"
:Label00CE0B
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label00CE58
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label00CE58
00D6: if 0
03EE: player $PLAYER_CHAR controllable
004D: jump_if_false Label00CE58
00D6: if 0
0214: pickup $28E picked_up
004D: jump_if_false Label00CE58
0417: start_mission 45
004E: end_thread
:Label00CE58
0002: jump Label00CE0B
:Label00CE5F
03A4: name_thread "HYCOBY"
:Label00CE69
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label00CEB6
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label00CEB6
00D6: if 0
03EE: player $PLAYER_CHAR controllable
004D: jump_if_false Label00CEB6
00D6: if 0
0214: pickup $29A picked_up
004D: jump_if_false Label00CEB6
0417: start_mission 46
004E: end_thread
:Label00CEB6
0002: jump Label00CE69
:Label00CEBD
03A4: name_thread "OCHEBY"
:Label00CEC7
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label00CF14
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label00CF14
00D6: if 0
03EE: player $PLAYER_CHAR controllable
004D: jump_if_false Label00CF14
00D6: if 0
0214: pickup $292 picked_up
004D: jump_if_false Label00CF14
0417: start_mission 47
004E: end_thread
:Label00CF14
0002: jump Label00CEC7
:Label00CF1B
03A4: name_thread "WASHBY"
:Label00CF25
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label00CF72
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label00CF72
00D6: if 0
03EE: player $PLAYER_CHAR controllable
004D: jump_if_false Label00CF72
00D6: if 0
0214: pickup $28B picked_up
004D: jump_if_false Label00CF72
0417: start_mission 48
004E: end_thread
:Label00CF72
0002: jump Label00CF25
:Label00CF79
03A4: name_thread "VCPTBY"
:Label00CF83
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label00CFD0
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label00CFD0
00D6: if 0
03EE: player $PLAYER_CHAR controllable
004D: jump_if_false Label00CFD0
00D6: if 0
0214: pickup $288 picked_up
004D: jump_if_false Label00CFD0
0417: start_mission 49
004E: end_thread
:Label00CFD0
0002: jump Label00CF83
:Label00CFD7
03A4: name_thread "SKUMBY"
:Label00CFE1
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label00D02E
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label00D02E
00D6: if 0
03EE: player $PLAYER_CHAR controllable
004D: jump_if_false Label00D02E
00D6: if 0
0214: pickup $285 picked_up
004D: jump_if_false Label00D02E
0417: start_mission 50
004E: end_thread
:Label00D02E
0002: jump Label00CFE1
:Label00D035
03A4: name_thread "FIN1"
:Label00D03F
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if 0
0038: $10D == 1 ;; integer values
004D: jump_if_false Label00D058
004E: end_thread
:Label00D058
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label00D0DC
00D6: if 0
00F6: player $PLAYER_CHAR 0 ()near_point_on_foot $1DA $1DB $1DC radius 1.5 2.0
2.0
004D: jump_if_false Label00D0DC
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label00D0DC
00D6: if 0
03EE: player $PLAYER_CHAR controllable
004D: jump_if_false Label00D0DC
0050: gosub Label012B5C
0050: gosub Label012879
00BA: text_styled "CAP_1" 15000 ms 2 ;; Cap the Collector
0050: gosub Label0128AA
0417: start_mission 51
:Label00D0DC
0002: jump Label00D03F
:Label00D0E3
03A4: name_thread "FIN2"
:Label00D0ED
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if 0
0038: $10E == 1 ;; integer values
004D: jump_if_false Label00D106
004E: end_thread
:Label00D106
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label00D1D4
00D6: if 0
00F6: player $PLAYER_CHAR 0 ()near_point_on_foot -378.3 -579.8 24.5 radius 1.5
2.0 2.0
004D: jump_if_false Label00D1CD
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label00D1C6
00D6: if 0
03EE: player $PLAYER_CHAR controllable
004D: jump_if_false Label00D1C6
00D6: if 0
010A: player $PLAYER_CHAR money > 1000
004D: jump_if_false Label00D1A3
0050: gosub Label012879
00BA: text_styled "FIN_1" 15000 ms 2 ;; Keep your Friends Close...
0050: gosub Label0128AA
0417: start_mission 52
0002: jump Label00D1C6
:Label00D1A3
00D6: if 0
0038: $1C4 == 0 ;; integer values
004D: jump_if_false Label00D1C6
03E5: text_box "FIN_B6" ;; You do not have enough money to start this mission.
0004: $1C4 = 1 ;; integer values
:Label00D1C6
0002: jump Label00D1D4
:Label00D1CD
0004: $1C4 = 0 ;; integer values
:Label00D1D4
0002: jump Label00D0ED
:Label00D1DB
03A4: name_thread "GANGMEM"
0004: $2D4 = -1 ;; integer values
0006: 0@ = -1 ;; integer values
0006: 1@ = -1 ;; integer values
0006: 7@ = 0 ;; integer values
0006: 8@ = 0 ;; integer values
0006: 9@ = 0 ;; integer values
0006: 3@ = 0 ;; integer values
0006: 4@ = 0 ;; integer values
0006: 5@ = 0 ;; integer values
0005: $2D5 = 0.0 ;; floating-point values
:Label00D22E
0001: wait $DEFAULT_WAIT_TIME ms
058C: $2D5 = percentage_completed
:Label00D238
00D6: if 0
0042: $2D5 == 100.0 ;; floating-point values
004D: jump_if_false Label00D3B9
0001: wait 100 ms
0084: $2D3 = $2D4 ;; integer values and handles
0085: 2@ = 3@ ;; integer values and handles
0085: 6@ = 7@ ;; integer values and handles
0007: 10@ = -403.7998 ;; floating-point values
0007: 11@ = -558.5297 ;; floating-point values
0007: 12@ = 17.9388 ;; floating-point values
0007: 13@ = 170.5255 ;; floating-point values
0007: 14@ = -403.7675 ;; floating-point values
0007: 15@ = -559.4329 ;; floating-point values
0050: gosub Label00D3C0
0084: $2D4 = $2D3 ;; integer values and handles
0085: 3@ = 2@ ;; integer values and handles
0085: 7@ = 6@ ;; integer values and handles
0001: wait 100 ms
008A: $2D3 = 0@ ;; integer values and handles
0085: 2@ = 4@ ;; integer values and handles
0085: 6@ = 8@ ;; integer values and handles
0007: 10@ = -401.1314 ;; floating-point values
0007: 11@ = -565.7331 ;; floating-point values
0007: 12@ = 18.5404 ;; floating-point values
0007: 13@ = 100.8949 ;; floating-point values
0007: 14@ = -402.1638 ;; floating-point values
0007: 15@ = -565.7678 ;; floating-point values
0050: gosub Label00D3C0
008B: 0@ = $2D3 ;; integer values and handles
0085: 4@ = 2@ ;; integer values and handles
0085: 8@ = 6@ ;; integer values and handles
0001: wait 100 ms
008A: $2D3 = 1@ ;; integer values and handles
0085: 2@ = 5@ ;; integer values and handles
0085: 6@ = 9@ ;; integer values and handles
0007: 10@ = -404.3082 ;; floating-point values
0007: 11@ = -561.7204 ;; floating-point values
0007: 12@ = 17.9388 ;; floating-point values
0007: 13@ = 7.0257 ;; floating-point values
0007: 14@ = -404.3812 ;; floating-point values
0007: 15@ = -561.1186 ;; floating-point values
0050: gosub Label00D3C0
008B: 1@ = $2D3 ;; integer values and handles
0085: 5@ = 2@ ;; integer values and handles
0085: 9@ = 6@ ;; integer values and handles
0002: jump Label00D238
:Label00D3B9
0002: jump Label00D22E
:Label00D3C0
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label00D62E
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label00D620
00D6: if 0
0583: unknown_player $PLAYER_CHAR unknown_zone_check "GANG1"
004D: jump_if_false Label00D4F0
00D6: if 0
010A: player $PLAYER_CHAR money > 6000
004D: jump_if_false Label00D4E9
00D6: if 0
0039: 2@ == 0 ;; integer values
004D: jump_if_false Label00D4E9
00D6: if 0
0248: model #PGA available
004D: jump_if_false Label00D4E9
00D6: if 0
0248: model #UZI available
004D: jump_if_false Label00D4E9
00D6: if 0
80C2: NOT sphere_onscreen 10@ 11@ 12@ 1.0
004D: jump_if_false Label00D4E9
009A: $2D3 = create_actor 4 #PGA at 10@ 11@ 12@
0173: set_actor $2D3 z_angle_to 13@
04F5: unknown_actor $2D3 kiss_player $PLAYER_CHAR on 1
0243: set_actor $2D3 ped_stats_to 16
01ED: reset_actor $2D3 flags
0568: $2D3 1
01B2: give_actor $2D3 weapon 23 ammo 9999 ;; Load the weapon model before using
this
0372: set_actor $2D3 anim 24 wait_state_time 60000000 ms
01C5: remove_actor_from_mission_cleanup_list $2D3
0319: set_actor $2D3 wander_state_to 1 (off)
0223: set_actor $2D3 health_to 250
02E2: set_actor $2D3 weapon_accuracy_to 80
054A: unknown_actor $2D3 flag 0
0446: (unknown) $2D3 0
03BC: 6@ = create_sphere 14@ 15@ 12@ .75
0006: 2@ = 1 ;; integer values
:Label00D4E9
0002: jump Label00D513
:Label00D4F0
00D6: if 0
001B: 2 > 2@ ;; integer values
004D: jump_if_false Label00D513
01C2: remove_references_to_actor $2D3 ;; Like turning an actor into a random
pedestrian
0006: 2@ = 0 ;; integer values
03BD: destroy_sphere 6@
:Label00D513
00D6: if 0
0039: 2@ == 1 ;; integer values
004D: jump_if_false Label00D5A1
00D6: if 0
8118: NOT actor $2D3 dead
004D: jump_if_false Label00D59A
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point 14@ 15@ 12@ radius 1.0 1.0 2.0
004D: jump_if_false Label00D593
00D6: if 0
010A: player $PLAYER_CHAR money > 2000
004D: jump_if_false Label00D57A
0109: player $PLAYER_CHAR money += -2000
:Label00D57A
01DF: tie_actor $2D3 to_player $PLAYER_CHAR
053D: $2D3
03BD: destroy_sphere 6@
0006: 2@ = 2 ;; integer values
:Label00D593
0002: jump Label00D5A1
:Label00D59A
0050: gosub Label00D637
:Label00D5A1
00D6: if 0
0039: 2@ == 2 ;; integer values
004D: jump_if_false Label00D619
00D6: if 0
8118: NOT actor $2D3 dead
004D: jump_if_false Label00D612
00D6: if 0
00E9: player $PLAYER_CHAR 0 ()near_actor $2D3 radius 100.0 100.0
004D: jump_if_false Label00D604
00D6: if 0
8320: NOT actor $2D3 in_range_of_player $PLAYER_CHAR
004D: jump_if_false Label00D5FD
01DF: tie_actor $2D3 to_player $PLAYER_CHAR
:Label00D5FD
0002: jump Label00D60B
:Label00D604
0050: gosub Label00D637
:Label00D60B
0002: jump Label00D619
:Label00D612
0050: gosub Label00D637
:Label00D619
0002: jump Label00D627
:Label00D620
0050: gosub Label00D637
:Label00D627
0002: jump Label00D635
:Label00D62E
0050: gosub Label00D637
:Label00D635
0051: return
:Label00D637
00D6: if 0
8039: NOT 2@ == 0 ;; integer values
004D: jump_if_false Label00D690
01C2: remove_references_to_actor $2D3 ;; Like turning an actor into a random
pedestrian
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label00D684
00D6: if 0
8583: NOT unknown_player $PLAYER_CHAR unknown_zone_check "GANG1"
004D: jump_if_false Label00D67D
0006: 2@ = 0 ;; integer values
:Label00D67D
0002: jump Label00D68B
:Label00D684
0006: 2@ = 0 ;; integer values
:Label00D68B
03BD: destroy_sphere 6@
:Label00D690
0051: return
:Label00D692
03A4: name_thread "ARMYBAS"
0006: 0@ = 0 ;; integer values
:Label00D6A3
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label00D7D4
00D6: if 21
0583: unknown_player $PLAYER_CHAR unknown_zone_check "AIRPORT"
0583: unknown_player $PLAYER_CHAR unknown_zone_check "ARMYBAS"
004D: jump_if_false Label00D77D
00D6: if 0
0039: 0@ == 0 ;; integer values
004D: jump_if_false Label00D716
0235: set_gang 2 models_to #ARMY #ARMY
03F1: pedtype 9 add_threat 1
0237: set_gang 2 primary_weapon_to 26 secondary_weapon_to 26
0592: unknown_gang 2 flag 1
0247: request_model #ARMY
0006: 0@ = 1 ;; integer values
:Label00D716
00D6: if 0
0039: 0@ == 1 ;; integer values
004D: jump_if_false Label00D776
00D6: if 22
00DE: player $PLAYER_CHAR driving_vehicle_type #HUNTER
0500: player $PLAYER_CHAR skin == "PLAYER6"
0056: player $PLAYER_CHAR 0 ()in_rectangle -1682.24 -179.9125 -1600.448
-150.8878
004D: jump_if_false Label00D770
03F2: pedgroup 9 remove_threat 1
0002: jump Label00D776
:Label00D770
03F1: pedtype 9 add_threat 1
:Label00D776
0002: jump Label00D7D4
:Label00D77D
00D6: if 0
0039: 0@ == 1 ;; integer values
004D: jump_if_false Label00D7D4
0235: set_gang 2 models_to #SGA #SGB
03F2: pedgroup 9 remove_threat 1
0237: set_gang 2 primary_weapon_to 17 secondary_weapon_to 0
0592: unknown_gang 2 flag 0
0001: wait 0 ms
0001: wait 0 ms
0001: wait 0 ms
00D6: if 0
0038: $643 == 0 ;; integer values
004D: jump_if_false Label00D7CD
0249: release_model #ARMY
:Label00D7CD
0006: 0@ = 0 ;; integer values
:Label00D7D4
0002: jump Label00D6A3
:Label00D7DB
03A4: name_thread "BIK1"
:Label00D7E5
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if 0
0038: $113 == 1 ;; integer values
004D: jump_if_false Label00D7FE
004E: end_thread
:Label00D7FE
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label00D882
00D6: if 0
00F6: player $PLAYER_CHAR 0 ()near_point_on_foot $1DD $1DE $1DF radius 1.5 2.0
2.0
004D: jump_if_false Label00D882
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label00D882
00D6: if 0
03EE: player $PLAYER_CHAR controllable
004D: jump_if_false Label00D882
0050: gosub Label012BB0
0050: gosub Label012879
00BA: text_styled "BIKE_1" 15000 ms 2 ;; Alloy Wheels of Steel
0050: gosub Label0128AA
0417: start_mission 53
:Label00D882
0002: jump Label00D7E5
:Label00D889
03A4: name_thread "BIK2"
:Label00D893
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if 0
0038: $114 == 1 ;; integer values
004D: jump_if_false Label00D8AC
004E: end_thread
:Label00D8AC
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label00D930
00D6: if 0
00F6: player $PLAYER_CHAR 0 ()near_point_on_foot $1DD $1DE $1DF radius 1.5 2.0
2.0
004D: jump_if_false Label00D930
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label00D930
00D6: if 0
03EE: player $PLAYER_CHAR controllable
004D: jump_if_false Label00D930
0050: gosub Label012BB0
0050: gosub Label012879
00BA: text_styled "BIKE_2" 15000 ms 2 ;; Messing with the Man
0050: gosub Label0128AA
0417: start_mission 54
:Label00D930
0002: jump Label00D893
:Label00D937
03A4: name_thread "BIK3"
:Label00D941
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if 0
0038: $115 == 1 ;; integer values
004D: jump_if_false Label00D95A
004E: end_thread
:Label00D95A
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label00D9DE
00D6: if 0
00F6: player $PLAYER_CHAR 0 ()near_point_on_foot $1DD $1DE $1DF radius 1.5 2.0
2.0
004D: jump_if_false Label00D9DE
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label00D9DE
00D6: if 0
03EE: player $PLAYER_CHAR controllable
004D: jump_if_false Label00D9DE
0050: gosub Label012BB0
0050: gosub Label012879
00BA: text_styled "BIKE_3" 15000 ms 2 ;; Hog Tied
0050: gosub Label0128AA
0417: start_mission 55
:Label00D9DE
0002: jump Label00D941
:Label00D9E5
03A4: name_thread "CUB1"
:Label00D9EF
0001: wait 0 ms
00D6: if 0
0038: $117 == 1 ;; integer values
004D: jump_if_false Label00DA07
004E: end_thread
:Label00DA07
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label00DA8B
00D6: if 0
00F6: player $PLAYER_CHAR 0 ()near_point_on_foot $1E0 $1E1 $1E2 radius 2.0 2.2
3.0
004D: jump_if_false Label00DA8B
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label00DA8B
00D6: if 0
03EE: player $PLAYER_CHAR controllable
004D: jump_if_false Label00DA8B
0050: gosub Label012C58
0050: gosub Label012879
00BA: text_styled "CUB_1" 15000 ms 2 ;; Stunt Boat Challenge
0050: gosub Label0128AA
0417: start_mission 56
:Label00DA8B
0002: jump Label00D9EF
:Label00DA92
03A4: name_thread "CUB2"
:Label00DA9C
0001: wait 0 ms
00D6: if 0
0038: $118 == 1 ;; integer values
004D: jump_if_false Label00DAB4
004E: end_thread
:Label00DAB4
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label00DB38
00D6: if 0
00F6: player $PLAYER_CHAR 0 ()near_point_on_foot $1E0 $1E1 $1E2 radius 2.0 2.2
3.0
004D: jump_if_false Label00DB38
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label00DB38
00D6: if 0
03EE: player $PLAYER_CHAR controllable
004D: jump_if_false Label00DB38
0050: gosub Label012C58
0050: gosub Label012879
00BA: text_styled "CUB_2" 15000 ms 2 ;; Cannon Fodder
0050: gosub Label0128AA
0417: start_mission 57
:Label00DB38
0002: jump Label00DA9C
:Label00DB3F
03A4: name_thread "CUB3"
:Label00DB49
0001: wait 0 ms
00D6: if 0
0038: $119 == 1 ;; integer values
004D: jump_if_false Label00DB61
004E: end_thread
:Label00DB61
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label00DBE5
00D6: if 0
00F6: player $PLAYER_CHAR 0 ()near_point_on_foot $1E0 $1E1 $1E2 radius 2.0 2.2
3.0
004D: jump_if_false Label00DBE5
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label00DBE5
00D6: if 0
03EE: player $PLAYER_CHAR controllable
004D: jump_if_false Label00DBE5
0050: gosub Label012C58
0050: gosub Label012879
00BA: text_styled "CUB_3" 15000 ms 2 ;; Naval Engagement
0050: gosub Label0128AA
0417: start_mission 58
:Label00DBE5
0002: jump Label00DB49
:Label00DBEC
03A4: name_thread "CUB4"
:Label00DBF6
0001: wait 0 ms
00D6: if 0
0038: $11A == 1 ;; integer values
004D: jump_if_false Label00DC0E
004E: end_thread
:Label00DC0E
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label00DDD8
00D6: if 0
00F6: player $PLAYER_CHAR 0 ()near_point_on_foot $1E0 $1E1 $1E2 radius 2.0 2.2
3.0
004D: jump_if_false Label00DDD8
00D6: if 0
040C: is_german_game
004D: jump_if_false Label00DD1A
00D6: if 0
0038: $PASSED_HAT2_BOMBS_AWAY == 1 ;; integer values
004D: jump_if_false Label00DCB8
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label00DCB1
00D6: if 0
03EE: player $PLAYER_CHAR controllable
004D: jump_if_false Label00DCB1
0050: gosub Label012C58
0050: gosub Label012879
00BA: text_styled "CUB_4" 15000 ms 2 ;; Trojan Voodoo
0050: gosub Label0128AA
0417: start_mission 59
:Label00DCB1
0002: jump Label00DD13
:Label00DCB8
00BC: text_highpriority "GOAWAY1" 5000 ms 1 ;; ~g~Come back when you have
finished the Haitian gang missions.
:Label00DCC7
00D6: if 0
00F6: player $PLAYER_CHAR 0 ()near_point_on_foot $1E0 $1E1 $1E2 radius 2.0 2.2
3.0
004D: jump_if_false Label00DD13
0001: wait 0 ms
00D6: if 0
8256: NOT player $PLAYER_CHAR defined
004D: jump_if_false Label00DD0C
0002: jump Label00DBF6
:Label00DD0C
0002: jump Label00DCC7
:Label00DD13
0002: jump Label00DDD8
:Label00DD1A
00D6: if 0
0038: $PASSED_HAT3_DIRTY_LICKINS == 1 ;; integer values
004D: jump_if_false Label00DD7D
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label00DD76
00D6: if 0
03EE: player $PLAYER_CHAR controllable
004D: jump_if_false Label00DD76
0050: gosub Label012C58
0050: gosub Label012879
00BA: text_styled "CUB_4" 15000 ms 2 ;; Trojan Voodoo
0050: gosub Label0128AA
0417: start_mission 59
:Label00DD76
0002: jump Label00DDD8
:Label00DD7D
00BC: text_highpriority "GOAWAY1" 5000 ms 1 ;; ~g~Come back when you have
finished the Haitian gang missions.
:Label00DD8C
00D6: if 0
00F6: player $PLAYER_CHAR 0 ()near_point_on_foot $1E0 $1E1 $1E2 radius 2.0 2.2
3.0
004D: jump_if_false Label00DDD8
0001: wait 0 ms
00D6: if 0
8256: NOT player $PLAYER_CHAR defined
004D: jump_if_false Label00DDD1
0002: jump Label00DBF6
:Label00DDD1
0002: jump Label00DD8C
:Label00DDD8
0002: jump Label00DBF6
:Label00DDDF
03A4: name_thread "HAT1"
:Label00DDE9
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if 0
0038: $PASSED_HAT1_JUJU_SCRAMBLE == 1 ;; integer values
004D: jump_if_false Label00DE02
004E: end_thread
:Label00DE02
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label00DE86
00D6: if 0
00F6: player $PLAYER_CHAR 0 ()near_point_on_foot $1E3 $1E4 $1E5 radius 1.5 2.0
2.0
004D: jump_if_false Label00DE86
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label00DE86
00D6: if 0
03EE: player $PLAYER_CHAR controllable
004D: jump_if_false Label00DE86
0050: gosub Label012CB1
0050: gosub Label012879
00BA: text_styled "HAT_1" 15000 ms 2 ;; Juju Scramble
0050: gosub Label0128AA
0417: start_mission 60
:Label00DE86
0002: jump Label00DDE9
:Label00DE8D
03A4: name_thread "HAT2"
:Label00DE97
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if 0
0038: $PASSED_HAT2_BOMBS_AWAY == 1 ;; integer values
004D: jump_if_false Label00DEB0
004E: end_thread
:Label00DEB0
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label00DF34
00D6: if 0
00F6: player $PLAYER_CHAR 0 ()near_point_on_foot $1E3 $1E4 $1E5 radius 1.5 2.0
2.0
004D: jump_if_false Label00DF34
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label00DF34
00D6: if 0
03EE: player $PLAYER_CHAR controllable
004D: jump_if_false Label00DF34
0050: gosub Label012CB1
0050: gosub Label012879
00BA: text_styled "HAT_2" 15000 ms 2 ;; Bombs Away!
0050: gosub Label0128AA
0417: start_mission 61
:Label00DF34
0002: jump Label00DE97
:Label00DF3B
03A4: name_thread "HAT3"
:Label00DF45
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if 0
0038: $PASSED_HAT3_DIRTY_LICKINS == 1 ;; integer values
004D: jump_if_false Label00DF5E
004E: end_thread
:Label00DF5E
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label00DFE2
00D6: if 0
00F6: player $PLAYER_CHAR 0 ()near_point_on_foot $1E3 $1E4 $1E5 radius 1.5 2.0
2.0
004D: jump_if_false Label00DFE2
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label00DFE2
00D6: if 0
03EE: player $PLAYER_CHAR controllable
004D: jump_if_false Label00DFE2
0050: gosub Label012CB1
0050: gosub Label012879
00BA: text_styled "HAT_3" 15000 ms 2 ;; Dirty Lickin's
0050: gosub Label0128AA
0417: start_mission 62
:Label00DFE2
0002: jump Label00DF45
:Label00DFE9
03A4: name_thread "ROC1"
:Label00DFF3
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if 0
0038: $PASSED_ROCK1_LOVE_JUICE == 1 ;; integer values
004D: jump_if_false Label00E00C
004E: end_thread
:Label00E00C
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label00E090
00D6: if 0
00F6: player $PLAYER_CHAR 0 ()near_point_on_foot $1E6 $1E7 $1E8 radius 1.5 2.0
2.0
004D: jump_if_false Label00E090
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label00E090
00D6: if 0
03EE: player $PLAYER_CHAR controllable
004D: jump_if_false Label00E090
0050: gosub Label012C04
0050: gosub Label012879
00BA: text_styled "ROCK_1" 15000 ms 2 ;; Love Juice
0050: gosub Label0128AA
0417: start_mission 63
:Label00E090
0002: jump Label00DFF3
:Label00E097
03A4: name_thread "ROC2"
:Label00E0A1
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if 0
0038: $PASSED_ROCK2_PSYCHO_KILLER == 1 ;; integer values
004D: jump_if_false Label00E0BA
004E: end_thread
:Label00E0BA
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label00E13E
00D6: if 0
00F6: player $PLAYER_CHAR 0 ()near_point_on_foot $1E6 $1E7 $1E8 radius 1.5 2.0
2.0
004D: jump_if_false Label00E13E
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label00E13E
00D6: if 0
03EE: player $PLAYER_CHAR controllable
004D: jump_if_false Label00E13E
0050: gosub Label012C04
0050: gosub Label012879
00BA: text_styled "ROCK_2" 15000 ms 2 ;; Psycho Killer
0050: gosub Label0128AA
0417: start_mission 64
:Label00E13E
0002: jump Label00E0A1
:Label00E145
03A4: name_thread "ROC3"
:Label00E14F
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if 0
0038: $PASSED_ROCK3_PUBLICITY_TOUR == 1 ;; integer values
004D: jump_if_false Label00E168
004E: end_thread
:Label00E168
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label00E260
00D6: if 0
00F6: player $PLAYER_CHAR 0 ()near_point_on_foot $1E6 $1E7 $1E8 radius 1.5 2.0
2.0
004D: jump_if_false Label00E260
00D6: if 0
0038: $115 == 1 ;; integer values
004D: jump_if_false Label00E205
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label00E1FE
00D6: if 0
03EE: player $PLAYER_CHAR controllable
004D: jump_if_false Label00E1FE
0050: gosub Label012C04
0050: gosub Label012879
00BA: text_styled "ROCK_3" 15000 ms 2 ;; Publicity Tour
0050: gosub Label0128AA
0417: start_mission 65
:Label00E1FE
0002: jump Label00E260
:Label00E205
00BC: text_highpriority "GOAWAY2" 1000 ms 2 ;; ~g~Come back when you have
finished the Biker gang missions.
:Label00E214
00D6: if 0
00F6: player $PLAYER_CHAR 0 ()near_point_on_foot $1E6 $1E7 $1E8 radius 1.5 2.0
2.0
004D: jump_if_false Label00E260
0001: wait 0 ms
00D6: if 0
8256: NOT player $PLAYER_CHAR defined
004D: jump_if_false Label00E259
0002: jump Label00E14F
:Label00E259
0002: jump Label00E214
:Label00E260
0002: jump Label00E14F
:Label00E267
03A4: name_thread "SHOOT"
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label00E2CC
:Label00E281
00D6: if 0
00F6: player $PLAYER_CHAR 0 ()near_point_on_foot -665.63 1231.863 10.1 radius
10.0 10.0 3.0
004D: jump_if_false Label00E2CC
0001: wait 0 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label00E2C5
:Label00E2C5
0002: jump Label00E281
:Label00E2CC
0001: wait 0 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label00E3B5
00D6: if 0
00F6: player $PLAYER_CHAR 1 (in-sphere)near_point_on_foot -665.63 1231.863
10.1 radius 1.0 1.0 2.0
004D: jump_if_false Label00E3B5
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label00E3B5
00D6: if 0
03EE: player $PLAYER_CHAR controllable
004D: jump_if_false Label00E3B5
0004: $ONMISSION = 1 ;; integer values
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
0169: set_fade_color 0 0 0
016A: fade 0 () 1500 ms
0050: gosub Label0128AA
0417: start_mission 66
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label00E3B5
:Label00E36A
00D6: if 0
00F6: player $PLAYER_CHAR 0 ()near_point_on_foot -665.63 1231.863 10.1 radius
10.0 10.0 3.0
004D: jump_if_false Label00E3B5
0001: wait 0 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label00E3AE
:Label00E3AE
0002: jump Label00E36A
:Label00E3B5
0002: jump Label00E2CC
:Label00E3BC
03A4: name_thread "ASSIN_1"
:Label00E3C6
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if 0
0038: $12A == 1 ;; integer values
004D: jump_if_false Label00E3E4
024E: disable_phone $124
004E: end_thread
:Label00E3E4
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label00E402
0405: enable_phone $124
0002: jump Label00E407
:Label00E402
024E: disable_phone $124
:Label00E407
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label00E502
00D6: if 0
00F9: player $PLAYER_CHAR stopped 0 ()near_point_on_foot $204 $205 $206 radius
1.0 1.0 2.0
004D: jump_if_false Label00E502
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label00E502
00D6: if 0
03EE: player $PLAYER_CHAR controllable
004D: jump_if_false Label00E49F
0004: $ONMISSION = 1 ;; integer values
024E: disable_phone $124
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
0169: set_fade_color 0 0 0
016A: fade 0 () 1500 ms
00BA: text_styled "JOB_1" 15000 ms 2 ;; Road Kill
0050: gosub Label0128AA
0417: start_mission 67
:Label00E49F
00D6: if 0
8256: NOT player $PLAYER_CHAR defined
004D: jump_if_false Label00E4B6
0002: jump Label00E3C6
:Label00E4B6
00D6: if 0
00F6: player $PLAYER_CHAR 0 ()near_point_on_foot $204 $205 $206 radius 1.0 1.0
2.0
004D: jump_if_false Label00E502
0001: wait 0 ms
00D6: if 0
8256: NOT player $PLAYER_CHAR defined
004D: jump_if_false Label00E4FB
0002: jump Label00E3C6
:Label00E4FB
0002: jump Label00E4B6
:Label00E502
0002: jump Label00E3C6
:Label00E509
03A4: name_thread "ASSIN_2"
:Label00E513
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if 0
0038: $12B == 1 ;; integer values
004D: jump_if_false Label00E531
024E: disable_phone $125
004E: end_thread
:Label00E531
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label00E54F
0405: enable_phone $125
0002: jump Label00E554
:Label00E54F
024E: disable_phone $125
:Label00E554
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label00E64F
00D6: if 0
00F9: player $PLAYER_CHAR stopped 0 ()near_point_on_foot $207 $208 $209 radius
1.0 1.0 2.0
004D: jump_if_false Label00E64F
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label00E64F
00D6: if 0
03EE: player $PLAYER_CHAR controllable
004D: jump_if_false Label00E5EC
0004: $ONMISSION = 1 ;; integer values
024E: disable_phone $125
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
0169: set_fade_color 0 0 0
016A: fade 0 () 1500 ms
00BA: text_styled "JOB_2" 15000 ms 2 ;; Waste the Wife
0050: gosub Label0128AA
0417: start_mission 68
:Label00E5EC
00D6: if 0
8256: NOT player $PLAYER_CHAR defined
004D: jump_if_false Label00E603
0002: jump Label00E513
:Label00E603
00D6: if 0
00F6: player $PLAYER_CHAR 0 ()near_point_on_foot $207 $208 $209 radius 1.0 1.0
2.0
004D: jump_if_false Label00E64F
0001: wait 0 ms
00D6: if 0
8256: NOT player $PLAYER_CHAR defined
004D: jump_if_false Label00E648
0002: jump Label00E513
:Label00E648
0002: jump Label00E603
:Label00E64F
0002: jump Label00E513
:Label00E656
03A4: name_thread "ASSIN_3"
:Label00E660
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if 0
0038: $12C == 1 ;; integer values
004D: jump_if_false Label00E67E
024E: disable_phone $126
004E: end_thread
:Label00E67E
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label00E69C
0405: enable_phone $126
0002: jump Label00E6A1
:Label00E69C
024E: disable_phone $126
:Label00E6A1
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label00E79C
00D6: if 0
00F9: player $PLAYER_CHAR stopped 0 ()near_point_on_foot $20A $20B $20C radius
1.0 1.0 2.0
004D: jump_if_false Label00E79C
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label00E79C
00D6: if 0
03EE: player $PLAYER_CHAR controllable
004D: jump_if_false Label00E739
0004: $ONMISSION = 1 ;; integer values
024E: disable_phone $126
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
0169: set_fade_color 0 0 0
016A: fade 0 () 1500 ms
00BA: text_styled "JOB_3" 15000 ms 2 ;; Autocide
0050: gosub Label0128AA
0417: start_mission 69
:Label00E739
00D6: if 0
8256: NOT player $PLAYER_CHAR defined
004D: jump_if_false Label00E750
0002: jump Label00E660
:Label00E750
00D6: if 0
00F6: player $PLAYER_CHAR 0 ()near_point_on_foot $20A $20B $20C radius 1.0 1.0
2.0
004D: jump_if_false Label00E79C
0001: wait 0 ms
00D6: if 0
8256: NOT player $PLAYER_CHAR defined
004D: jump_if_false Label00E795
0002: jump Label00E660
:Label00E795
0002: jump Label00E750
:Label00E79C
0002: jump Label00E660
:Label00E7A3
03A4: name_thread "ASSIN_4"
:Label00E7AD
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if 0
0038: $12D == 1 ;; integer values
004D: jump_if_false Label00E7CB
024E: disable_phone $127
004E: end_thread
:Label00E7CB
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label00E7E9
0405: enable_phone $127
0002: jump Label00E7EE
:Label00E7E9
024E: disable_phone $127
:Label00E7EE
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label00E8E9
00D6: if 0
00F9: player $PLAYER_CHAR stopped 0 ()near_point_on_foot $20D $20E $20F radius
1.0 1.0 2.0
004D: jump_if_false Label00E8E9
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label00E8E9
00D6: if 0
03EE: player $PLAYER_CHAR controllable
004D: jump_if_false Label00E886
0004: $ONMISSION = 1 ;; integer values
024E: disable_phone $127
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
0169: set_fade_color 0 0 0
016A: fade 0 () 1500 ms
00BA: text_styled "JOB_4" 15000 ms 2 ;; Check Out at the Check In
0050: gosub Label0128AA
0417: start_mission 70
:Label00E886
00D6: if 0
8256: NOT player $PLAYER_CHAR defined
004D: jump_if_false Label00E89D
0002: jump Label00E7AD
:Label00E89D
00D6: if 0
00F6: player $PLAYER_CHAR 0 ()near_point_on_foot $20D $20E $20F radius 1.0 1.0
2.0
004D: jump_if_false Label00E8E9
0001: wait 0 ms
00D6: if 0
8256: NOT player $PLAYER_CHAR defined
004D: jump_if_false Label00E8E2
0002: jump Label00E7AD
:Label00E8E2
0002: jump Label00E89D
:Label00E8E9
0002: jump Label00E7AD
:Label00E8F0
03A4: name_thread "ASSIN_5"
:Label00E8FA
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if 0
0038: $12E == 1 ;; integer values
004D: jump_if_false Label00E918
024E: disable_phone $128
004E: end_thread
:Label00E918
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label00E936
0405: enable_phone $128
0002: jump Label00E93B
:Label00E936
024E: disable_phone $128
:Label00E93B
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label00EA36
00D6: if 0
00F9: player $PLAYER_CHAR stopped 0 ()near_point_on_foot $210 $211 $212 radius
1.0 1.0 2.0
004D: jump_if_false Label00EA36
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label00EA36
00D6: if 0
03EE: player $PLAYER_CHAR controllable
004D: jump_if_false Label00E9D3
0004: $ONMISSION = 1 ;; integer values
024E: disable_phone $128
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
0169: set_fade_color 0 0 0
016A: fade 0 () 1500 ms
00BA: text_styled "JOB_5" 15000 ms 2 ;; Loose Ends
0050: gosub Label0128AA
0417: start_mission 71
:Label00E9D3
00D6: if 0
8256: NOT player $PLAYER_CHAR defined
004D: jump_if_false Label00E9EA
0002: jump Label00E8FA
:Label00E9EA
00D6: if 0
00F6: player $PLAYER_CHAR 0 ()near_point_on_foot $210 $211 $212 radius 1.0 1.0
2.0
004D: jump_if_false Label00EA36
0001: wait 0 ms
00D6: if 0
8256: NOT player $PLAYER_CHAR defined
004D: jump_if_false Label00EA2F
0002: jump Label00E8FA
:Label00EA2F
0002: jump Label00E9EA
:Label00EA36
0002: jump Label00E8FA
:Label00EA3D
03A4: name_thread "TWAR1"
:Label00EA47
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if 0
0038: $134 == 1 ;; integer values
004D: jump_if_false Label00EA60
004E: end_thread
:Label00EA60
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label00EB9A
00D6: if 1
00DE: player $PLAYER_CHAR driving_vehicle_type #KAUFMAN
00F7: player $PLAYER_CHAR 0 ()near_point_in_car $1E9 $1EA $1EB radius 2.0 2.0
2.0
004D: jump_if_false Label00EB61
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label00EB61
00D6: if 0
03EE: player $PLAYER_CHAR controllable
004D: jump_if_false Label00EAFE
0004: $172 = 1 ;; integer values
0050: gosub Label012D05
00BA: text_styled "TAXI_1" 15000 ms 2 ;; V.I.P.
00D6: if 0
0038: $173 == 0 ;; integer values
004D: jump_if_false Label00EAFE
0417: start_mission 72
0004: $173 = 1 ;; integer values
:Label00EAFE
00D6: if 0
8256: NOT player $PLAYER_CHAR defined
004D: jump_if_false Label00EB15
0002: jump Label00EA47
:Label00EB15
00D6: if 0
00F7: player $PLAYER_CHAR 0 ()near_point_in_car $1E9 $1EA $1EB radius 2.0 2.0
2.0
004D: jump_if_false Label00EB61
0001: wait 0 ms
00D6: if 0
8256: NOT player $PLAYER_CHAR defined
004D: jump_if_false Label00EB5A
0002: jump Label00EA47
:Label00EB5A
0002: jump Label00EB15
:Label00EB61
00D6: if 0
00F6: player $PLAYER_CHAR 0 ()near_point_on_foot $1E9 $1EA $1EB radius 1.0 2.0
2.0
004D: jump_if_false Label00EB9A
00BC: text_highpriority "NOTAXI" 1000 ms 2 ;; ~g~You need a Kaufman Cab to
activate this mission.
:Label00EB9A
0002: jump Label00EA47
:Label00EBA1
03A4: name_thread "TWAR2"
:Label00EBAB
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if 0
0038: $135 == 1 ;; integer values
004D: jump_if_false Label00EBC4
004E: end_thread
:Label00EBC4
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label00ECFE
00D6: if 1
00DE: player $PLAYER_CHAR driving_vehicle_type #KAUFMAN
00F7: player $PLAYER_CHAR 0 ()near_point_in_car $1E9 $1EA $1EB radius 2.0 2.0
2.0
004D: jump_if_false Label00ECC5
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label00ECC5
00D6: if 0
03EE: player $PLAYER_CHAR controllable
004D: jump_if_false Label00EC62
0004: $172 = 1 ;; integer values
0050: gosub Label012D05
00BA: text_styled "TAXI_2" 15000 ms 2 ;; Friendly Rivalry
00D6: if 0
0038: $173 == 0 ;; integer values
004D: jump_if_false Label00EC62
0417: start_mission 73
0004: $173 = 1 ;; integer values
:Label00EC62
00D6: if 0
8256: NOT player $PLAYER_CHAR defined
004D: jump_if_false Label00EC79
0002: jump Label00EBAB
:Label00EC79
00D6: if 0
00F7: player $PLAYER_CHAR 0 ()near_point_in_car $1E9 $1EA $1EB radius 2.0 2.0
2.0
004D: jump_if_false Label00ECC5
0001: wait 0 ms
00D6: if 0
8256: NOT player $PLAYER_CHAR defined
004D: jump_if_false Label00ECBE
0002: jump Label00EBAB
:Label00ECBE
0002: jump Label00EC79
:Label00ECC5
00D6: if 0
00F6: player $PLAYER_CHAR 0 ()near_point_on_foot $1E9 $1EA $1EB radius 1.0 2.0
2.0
004D: jump_if_false Label00ECFE
00BC: text_highpriority "NOTAXI" 1000 ms 2 ;; ~g~You need a Kaufman Cab to
activate this mission.
:Label00ECFE
0002: jump Label00EBAB
:Label00ED05
03A4: name_thread "TWAR3"
:Label00ED0F
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if 0
0038: $136 == 1 ;; integer values
004D: jump_if_false Label00ED28
004E: end_thread
:Label00ED28
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label00EE62
00D6: if 1
00DE: player $PLAYER_CHAR driving_vehicle_type #KAUFMAN
00F7: player $PLAYER_CHAR 0 ()near_point_in_car $1E9 $1EA $1EB radius 2.0 2.0
2.0
004D: jump_if_false Label00EE29
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label00EE29
00D6: if 0
03EE: player $PLAYER_CHAR controllable
004D: jump_if_false Label00EDC6
0004: $172 = 1 ;; integer values
0050: gosub Label012D05
00BA: text_styled "TAXI_3" 15000 ms 2 ;; Cabmaggedon
00D6: if 0
0038: $173 == 0 ;; integer values
004D: jump_if_false Label00EDC6
0417: start_mission 74
0004: $173 = 1 ;; integer values
:Label00EDC6
00D6: if 0
8256: NOT player $PLAYER_CHAR defined
004D: jump_if_false Label00EDDD
0002: jump Label00ED0F
:Label00EDDD
00D6: if 0
00F7: player $PLAYER_CHAR 0 ()near_point_in_car $1E9 $1EA $1EB radius 2.0 2.0
2.0
004D: jump_if_false Label00EE29
0001: wait 0 ms
00D6: if 0
8256: NOT player $PLAYER_CHAR defined
004D: jump_if_false Label00EE22
0002: jump Label00ED0F
:Label00EE22
0002: jump Label00EDDD
:Label00EE29
00D6: if 0
00F6: player $PLAYER_CHAR 0 ()near_point_on_foot $1E9 $1EA $1EB radius 1.0 2.0
2.0
004D: jump_if_false Label00EE62
00BC: text_highpriority "NOTAXI" 1000 ms 2 ;; ~g~You need a Kaufman Cab to
activate this mission.
:Label00EE62
0002: jump Label00ED0F
:Label00EE69
03A4: name_thread "TAXI_L"
:Label00EE73
0001: wait 0 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label00F043
00D6: if 0
8596: NOT $PLAYER_CHAR
004D: jump_if_false Label00F043
00D6: if 0
02DE: player $PLAYER_CHAR driving_taxi_vehicle
004D: jump_if_false Label00F028
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label00F021
0293: $12 = current_controls
00D6: if 0
0038: $19 == 1 ;; integer values
004D: jump_if_false Label00EF16
00D6: if 0
0038: $172 == 0 ;; integer values
004D: jump_if_false Label00EF16
00D6: if 0
8038: NOT $12 == 3 ;; integer values
004D: jump_if_false Label00EF05
03E5: text_box "TTUTOR" ;; Press the ~h~~k~~TOGGLE_SUBMISSIONS~ button~w~ to
toggle taxi missions on or off.
0002: jump Label00EF0F
:Label00EF05
03E5: text_box "TTUTOR2" ;; Press the ~h~~k~~TOGGLE_SUBMISSIONS~ button~w~ to
toggle taxi missions on or off.
:Label00EF0F
0004: $172 = 1 ;; integer values
:Label00EF16
00D6: if 0
8038: NOT $12 == 3 ;; integer values
004D: jump_if_false Label00EFA8
00D6: if 0
00E1: key_pressed 0 19
004D: jump_if_false Label00EFA1
:Label00EF39
00D6: if 0
00E1: key_pressed 0 19
004D: jump_if_false Label00EF71
0001: wait 0 ms
00D6: if 21
8256: NOT player $PLAYER_CHAR defined
82DE: NOT player $PLAYER_CHAR driving_taxi_vehicle
004D: jump_if_false Label00EF6A
0002: jump Label00EE69
:Label00EF6A
0002: jump Label00EF39
:Label00EF71
00BA: text_styled "TAXI_M" 6000 ms 5 ;; 'TAXI DRIVER'
0001: wait 0 ms
00D6: if 0
0038: $173 == 0 ;; integer values
004D: jump_if_false Label00EFA1
0417: start_mission 75
0004: $173 = 1 ;; integer values
:Label00EFA1
0002: jump Label00F021
:Label00EFA8
00D6: if 0
00E1: key_pressed 0 14
004D: jump_if_false Label00F021
:Label00EFB9
00D6: if 0
00E1: key_pressed 0 14
004D: jump_if_false Label00EFF1
0001: wait 0 ms
00D6: if 21
8256: NOT player $PLAYER_CHAR defined
82DE: NOT player $PLAYER_CHAR driving_taxi_vehicle
004D: jump_if_false Label00EFEA
0002: jump Label00EE69
:Label00EFEA
0002: jump Label00EFB9
:Label00EFF1
00BA: text_styled "TAXI_M" 6000 ms 5 ;; 'TAXI DRIVER'
0001: wait 0 ms
00D6: if 0
0038: $173 == 0 ;; integer values
004D: jump_if_false Label00F021
0417: start_mission 75
0004: $173 = 1 ;; integer values
:Label00F021
0002: jump Label00F043
:Label00F028
00D6: if 0
0038: $172 == 1 ;; integer values
004D: jump_if_false Label00F043
03E6: remove_text_box
0004: $172 = 0 ;; integer values
:Label00F043
0002: jump Label00EE73
:Label00F04A
03A4: name_thread "AMBULA"
:Label00F054
0001: wait 0 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label00F200
00D6: if 0
00DE: player $PLAYER_CHAR driving_vehicle_type #AMBULAN
004D: jump_if_false Label00F1E5
00D6: if 1
0038: $ONMISSION == 0 ;; integer values
0038: $13F == 0 ;; integer values
004D: jump_if_false Label00F1DE
0293: $12 = current_controls
00D6: if 0
0038: $19 == 1 ;; integer values
004D: jump_if_false Label00F0F1
00D6: if 0
0038: $13E == 0 ;; integer values
004D: jump_if_false Label00F0F1
00D6: if 0
8038: NOT $12 == 3 ;; integer values
004D: jump_if_false Label00F0E0
03E5: text_box "ATUTOR" ;; Press the ~h~~k~~TOGGLE_SUBMISSIONS~ ~w~button to
toggle Paramedic missions on or off.
0002: jump Label00F0EA
:Label00F0E0
03E5: text_box "ATUTOR3" ;; Press the ~h~~k~~TOGGLE_SUBMISSIONS~ button~w~ to
toggle Paramedic missions on or off.
:Label00F0EA
0004: $13E = 1 ;; integer values
:Label00F0F1
00D6: if 0
8038: NOT $12 == 3 ;; integer values
004D: jump_if_false Label00F174
00D6: if 0
00E1: key_pressed 0 19
004D: jump_if_false Label00F16D
:Label00F114
00D6: if 0
00E1: key_pressed 0 19
004D: jump_if_false Label00F14F
0001: wait 0 ms
00D6: if 21
8256: NOT player $PLAYER_CHAR defined
80DE: NOT player $PLAYER_CHAR driving_vehicle_type #AMBULAN
004D: jump_if_false Label00F148
0002: jump Label00F04A
:Label00F148
0002: jump Label00F114
:Label00F14F
00BA: text_styled "AMBUL_M" 6000 ms 5 ;; 'PARAMEDIC'
0001: wait 0 ms
0417: start_mission 76
0004: $13E = 1 ;; integer values
:Label00F16D
0002: jump Label00F1DE
:Label00F174
00D6: if 0
00E1: key_pressed 0 14
004D: jump_if_false Label00F1DE
:Label00F185
00D6: if 0
00E1: key_pressed 0 14
004D: jump_if_false Label00F1C0
0001: wait 0 ms
00D6: if 21
8256: NOT player $PLAYER_CHAR defined
80DE: NOT player $PLAYER_CHAR driving_vehicle_type #AMBULAN
004D: jump_if_false Label00F1B9
0002: jump Label00F04A
:Label00F1B9
0002: jump Label00F185
:Label00F1C0
00BA: text_styled "AMBUL_M" 6000 ms 5 ;; 'PARAMEDIC'
0001: wait 0 ms
0417: start_mission 76
0004: $13E = 1 ;; integer values
:Label00F1DE
0002: jump Label00F200
:Label00F1E5
00D6: if 0
0038: $13E == 1 ;; integer values
004D: jump_if_false Label00F200
03E6: remove_text_box
0004: $13E = 0 ;; integer values
:Label00F200
0002: jump Label00F054
:Label00F207
03A4: name_thread "FIRE"
:Label00F211
0001: wait 0 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label00F3BD
00D6: if 0
00DE: player $PLAYER_CHAR driving_vehicle_type #FIRETRUK
004D: jump_if_false Label00F3A2
00D6: if 1
0038: $ONMISSION == 0 ;; integer values
0038: $141 == 0 ;; integer values
004D: jump_if_false Label00F39B
0293: $12 = current_controls
00D6: if 0
0038: $19 == 1 ;; integer values
004D: jump_if_false Label00F2AE
00D6: if 0
0038: $140 == 0 ;; integer values
004D: jump_if_false Label00F2AE
00D6: if 0
8038: NOT $12 == 3 ;; integer values
004D: jump_if_false Label00F29D
03E5: text_box "FTUTOR" ;; Press the ~h~~k~~TOGGLE_SUBMISSIONS~ button~w~ to
toggle fire truck missions on or off.
0002: jump Label00F2A7
:Label00F29D
03E5: text_box "FTUTOR2" ;; Press the ~h~~k~~TOGGLE_SUBMISSIONS~ button~w~ to
toggle fire truck missions on or off.
:Label00F2A7
0004: $140 = 1 ;; integer values
:Label00F2AE
00D6: if 0
8038: NOT $12 == 3 ;; integer values
004D: jump_if_false Label00F331
00D6: if 0
00E1: key_pressed 0 19
004D: jump_if_false Label00F32A
:Label00F2D1
00D6: if 0
00E1: key_pressed 0 19
004D: jump_if_false Label00F30C
0001: wait 0 ms
00D6: if 21
8256: NOT player $PLAYER_CHAR defined
80DE: NOT player $PLAYER_CHAR driving_vehicle_type #FIRETRUK
004D: jump_if_false Label00F305
0002: jump Label00F207
:Label00F305
0002: jump Label00F2D1
:Label00F30C
00BA: text_styled "FIRE_M" 6000 ms 5 ;; 'FIREFIGHTER'
0001: wait 0 ms
0417: start_mission 77
0004: $140 = 1 ;; integer values
:Label00F32A
0002: jump Label00F39B
:Label00F331
00D6: if 0
00E1: key_pressed 0 14
004D: jump_if_false Label00F39B
:Label00F342
00D6: if 0
00E1: key_pressed 0 14
004D: jump_if_false Label00F37D
0001: wait 0 ms
00D6: if 21
8256: NOT player $PLAYER_CHAR defined
80DE: NOT player $PLAYER_CHAR driving_vehicle_type #FIRETRUK
004D: jump_if_false Label00F376
0002: jump Label00F207
:Label00F376
0002: jump Label00F342
:Label00F37D
00BA: text_styled "FIRE_M" 6000 ms 5 ;; 'FIREFIGHTER'
0001: wait 0 ms
0417: start_mission 77
0004: $140 = 1 ;; integer values
:Label00F39B
0002: jump Label00F3BD
:Label00F3A2
00D6: if 0
0038: $140 == 1 ;; integer values
004D: jump_if_false Label00F3BD
03E6: remove_text_box
0004: $140 = 0 ;; integer values
:Label00F3BD
0002: jump Label00F211
:Label00F3C4
03A4: name_thread "COP"
:Label00F3CE
0001: wait 0 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label00F662
00D6: if 22
056C: $PLAYER_ACTOR
00DE: player $PLAYER_CHAR driving_vehicle_type #HUNTER
00DE: player $PLAYER_CHAR driving_vehicle_type #FBICAR
004D: jump_if_false Label00F647
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label00F640
0293: $12 = current_controls
00D6: if 0
0038: $19 == 1 ;; integer values
004D: jump_if_false Label00F471
00D6: if 0
0038: $142 == 0 ;; integer values
004D: jump_if_false Label00F471
00D6: if 0
8038: NOT $12 == 3 ;; integer values
004D: jump_if_false Label00F460
03E5: text_box "CTUTOR" ;; Press the ~h~~k~~TOGGLE_SUBMISSIONS~ button~w~ to
toggle Vigilante missions on or off.
0002: jump Label00F46A
:Label00F460
03E5: text_box "CTUTOR2" ;; Press the ~h~~k~~TOGGLE_SUBMISSIONS~ button~w~ to
toggle Vigilante missions on or off.
:Label00F46A
0004: $142 = 1 ;; integer values
:Label00F471
00D6: if 0
8038: NOT $12 == 3 ;; integer values
004D: jump_if_false Label00F565
00D6: if 0
00E1: key_pressed 0 19
004D: jump_if_false Label00F55E
:Label00F494
00D6: if 0
00E1: key_pressed 0 19
004D: jump_if_false Label00F4EE
0001: wait 0 ms
00D6: if 0
8256: NOT player $PLAYER_CHAR defined
004D: jump_if_false Label00F4C0
0002: jump Label00F3C4
:Label00F4C0
00D6: if 2
856C: NOT $PLAYER_ACTOR
80DE: NOT player $PLAYER_CHAR driving_vehicle_type #HUNTER
80DE: NOT player $PLAYER_CHAR driving_vehicle_type #FBICAR
004D: jump_if_false Label00F4E7
0002: jump Label00F3C4
:Label00F4E7
0002: jump Label00F494
:Label00F4EE
00D6: if 0
00DE: player $PLAYER_CHAR driving_vehicle_type #HUNTER
004D: jump_if_false Label00F517
00BA: text_styled "COP_M3" 6000 ms 5 ;; 'BROWN THUNDER'
0002: jump Label00F54F
:Label00F517
00D6: if 0
00DE: player $PLAYER_CHAR driving_vehicle_type #CHEETAH
004D: jump_if_false Label00F540
00BA: text_styled "COP_M2" 6000 ms 5 ;; 'VICE SQUAD'
0002: jump Label00F54F
:Label00F540
00BA: text_styled "COP_M" 6000 ms 5 ;; 'VIGILANTE'
:Label00F54F
0001: wait 0 ms
0417: start_mission 78
0004: $142 = 1 ;; integer values
:Label00F55E
0002: jump Label00F640
:Label00F565
00D6: if 0
00E1: key_pressed 0 14
004D: jump_if_false Label00F640
:Label00F576
00D6: if 0
00E1: key_pressed 0 14
004D: jump_if_false Label00F5D0
0001: wait 0 ms
00D6: if 0
8256: NOT player $PLAYER_CHAR defined
004D: jump_if_false Label00F5A2
0002: jump Label00F3C4
:Label00F5A2
00D6: if 2
856C: NOT $PLAYER_ACTOR
80DE: NOT player $PLAYER_CHAR driving_vehicle_type #HUNTER
80DE: NOT player $PLAYER_CHAR driving_vehicle_type #FBICAR
004D: jump_if_false Label00F5C9
0002: jump Label00F3C4
:Label00F5C9
0002: jump Label00F576
:Label00F5D0
00D6: if 0
00DE: player $PLAYER_CHAR driving_vehicle_type #HUNTER
004D: jump_if_false Label00F5F9
00BA: text_styled "COP_M3" 6000 ms 5 ;; 'BROWN THUNDER'
0002: jump Label00F631
:Label00F5F9
00D6: if 0
00DE: player $PLAYER_CHAR driving_vehicle_type #CHEETAH
004D: jump_if_false Label00F622
00BA: text_styled "COP_M2" 6000 ms 5 ;; 'VICE SQUAD'
0002: jump Label00F631
:Label00F622
00BA: text_styled "COP_M" 6000 ms 5 ;; 'VIGILANTE'
:Label00F631
0001: wait 0 ms
0417: start_mission 78
0004: $142 = 1 ;; integer values
:Label00F640
0002: jump Label00F662
:Label00F647
00D6: if 0
0038: $142 == 1 ;; integer values
004D: jump_if_false Label00F662
03E6: remove_text_box
0004: $142 = 0 ;; integer values
:Label00F662
0002: jump Label00F3CE
:Label00F669
03A4: name_thread "STADIUM"
:Label00F673
0001: wait $DEFAULT_WAIT_TIME ms
00BF: $9 = current_time_hours, $A = current_time_minutes
00D6: if 0
0018: $9 > 19 ;; integer values
004D: jump_if_false Label00F864
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label00F7F0
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label00F7E9
00D6: if 0
03EE: player $PLAYER_CHAR controllable
004D: jump_if_false Label00F7E9
00D6: if 0
0038: $7 == 0 ;; integer values
004D: jump_if_false Label00F6DD
0004: $7 = 1 ;; integer values
:Label00F6DD
00D6: if 0
0038: $B == 1 ;; integer values
004D: jump_if_false Label00F70A
0177: set_object $ARENA_DOOR_1 z_angle_to 90.0
0177: set_object $ARENA_DOOR_2 z_angle_to -90.0
0004: $B = 0 ;; integer values
:Label00F70A
00D6: if 0
00F6: player $PLAYER_CHAR 0 ()near_point_on_foot -1110.331 1331.096 20.1119
radius 2.0 2.0 2.0
004D: jump_if_false Label00F7E9
0004: $ONMISSION = 1 ;; integer values
0169: set_fade_color 0 0 0
016A: fade 0 () 1500 ms
00D6: if 0
0038: $8 == 0 ;; integer values
004D: jump_if_false Label00F783
0004: $ONMISSION = 1 ;; integer values
00BA: text_styled "HOTRNG" 15000 ms 2 ;; HOTRING
0050: gosub Label0128AA
0417: start_mission 79
:Label00F783
00D6: if 0
0038: $8 == 1 ;; integer values
004D: jump_if_false Label00F7B6
0004: $ONMISSION = 1 ;; integer values
00BA: text_styled "BLODRNG" 15000 ms 2 ;; BLOODRING
0050: gosub Label0128AA
0417: start_mission 80
:Label00F7B6
00D6: if 0
0038: $8 == 2 ;; integer values
004D: jump_if_false Label00F7E9
0004: $ONMISSION = 1 ;; integer values
00BA: text_styled "DIRTRNG" 15000 ms 2 ;; DIRTRING
0050: gosub Label0128AA
0417: start_mission 81
:Label00F7E9
0002: jump Label00F85D
:Label00F7F0
00D6: if 0
0038: $B == 0 ;; integer values
004D: jump_if_false Label00F85D
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label00F85D
00D6: if 0
8057: NOT player $PLAYER_CHAR 0 ()in_cube -1118.978 1326.515 19.076
-1108.978 1335.515 23.076
004D: jump_if_false Label00F85D
0177: set_object $ARENA_DOOR_1 z_angle_to 0.0
0177: set_object $ARENA_DOOR_2 z_angle_to 0.0
0004: $B = 1 ;; integer values
:Label00F85D
0002: jump Label00F9AC
:Label00F864
00D6: if 0
0038: $B == 0 ;; integer values
004D: jump_if_false Label00F8D1
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label00F8D1
00D6: if 0
8057: NOT player $PLAYER_CHAR 0 ()in_cube -1118.978 1326.515 19.076
-1108.978 1335.515 23.076
004D: jump_if_false Label00F8D1
0177: set_object $ARENA_DOOR_1 z_angle_to 0.0
0177: set_object $ARENA_DOOR_2 z_angle_to 0.0
0004: $B = 1 ;; integer values
:Label00F8D1
00D6: if 0
0038: $7 == 1 ;; integer values
004D: jump_if_false Label00F9AC
0008: $8 += 1 ;; integer values
00D6: if 0
0038: $8 == 3 ;; integer values
004D: jump_if_false Label00F903
0004: $8 = 0 ;; integer values
:Label00F903
00D6: if 0
0038: $8 == 0 ;; integer values
004D: jump_if_false Label00F939
0108: destroy_object $6
029B: $6 = init_object -3 (DTHOTRING_A) at -1037.08 1340.258 36.552
01C7: remove_object_from_mission_cleanup_list $6
054D: 0
:Label00F939
00D6: if 0
0038: $8 == 1 ;; integer values
004D: jump_if_false Label00F96F
0108: destroy_object $6
029B: $6 = init_object -15 (DTBLOODRING_A) at -1037.08 1340.258 36.552
01C7: remove_object_from_mission_cleanup_list $6
054D: 1
:Label00F96F
00D6: if 0
0038: $8 == 2 ;; integer values
004D: jump_if_false Label00F9A5
0108: destroy_object $6
029B: $6 = init_object -16 (DTDIRTRING_A) at -1037.08 1340.258 36.552
01C7: remove_object_from_mission_cleanup_list $6
054D: 2
:Label00F9A5
0004: $7 = 0 ;; integer values
:Label00F9AC
0002: jump Label00F673
:Label00F9B3
03A4: name_thread "RACES"
:Label00F9BD
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label00FA2C
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label00FA2C
00D6: if 0
03EE: player $PLAYER_CHAR controllable
004D: jump_if_false Label00FA2C
00D6: if 0
00F6: player $PLAYER_CHAR 0 ()near_point_on_foot -967.705 -827.3005 5.7702
radius 1.5 2.0 2.0
004D: jump_if_false Label00FA2C
0001: wait 0 ms
0417: start_mission 82
:Label00FA2C
0002: jump Label00F9BD
:Label00FA33
03A4: name_thread "ICE1"
:Label00FA3D
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if 0
0038: $151 == 1 ;; integer values
004D: jump_if_false Label00FA56
004E: end_thread
:Label00FA56
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label00FB3B
00D6: if 1
00DE: player $PLAYER_CHAR driving_vehicle_type #MRWHOOP
00F7: player $PLAYER_CHAR 0 ()near_point_in_car $1EF $1F0 $1F1 radius 2.0 2.0
2.0
004D: jump_if_false Label00FB3B
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label00FB3B
00D6: if 0
03EE: player $PLAYER_CHAR controllable
004D: jump_if_false Label00FAD8
00BA: text_styled "CREAM" 15000 ms 2 ;; Distribution
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
02A3: toggle_widescreen 1 (on)
0417: start_mission 83
:Label00FAD8
00D6: if 0
8256: NOT player $PLAYER_CHAR defined
004D: jump_if_false Label00FAEF
0002: jump Label00FA3D
:Label00FAEF
00D6: if 0
00F7: player $PLAYER_CHAR 0 ()near_point_in_car $1EF $1F0 $1F1 radius 2.0 2.0
2.0
004D: jump_if_false Label00FB3B
0001: wait 0 ms
00D6: if 0
8256: NOT player $PLAYER_CHAR defined
004D: jump_if_false Label00FB34
0002: jump Label00FA3D
:Label00FB34
0002: jump Label00FAEF
:Label00FB3B
0002: jump Label00FA3D
:Label00FB42
03A4: name_thread "HELI1"
:Label00FB4C
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label00FC2B
00D6: if 1
00DE: player $PLAYER_CHAR driving_vehicle_type #SPARROW
00F7: player $PLAYER_CHAR 0 ()near_point_in_car $1F2 $1F3 $1F4 radius 2.0 2.0
2.0
004D: jump_if_false Label00FC2B
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label00FC2B
00D6: if 0
03EE: player $PLAYER_CHAR controllable
004D: jump_if_false Label00FBC8
00BA: text_styled "HELI_1" 15000 ms 5 ;; Downtown Chopper Checkpoint
0417: start_mission 84
:Label00FBC8
00D6: if 0
8256: NOT player $PLAYER_CHAR defined
004D: jump_if_false Label00FBDF
0002: jump Label00FB4C
:Label00FBDF
00D6: if 0
00F7: player $PLAYER_CHAR 0 ()near_point_in_car $1F2 $1F3 $1F4 radius 2.0 2.0
2.0
004D: jump_if_false Label00FC2B
0001: wait 0 ms
00D6: if 0
8256: NOT player $PLAYER_CHAR defined
004D: jump_if_false Label00FC24
0002: jump Label00FB4C
:Label00FC24
0002: jump Label00FBDF
:Label00FC2B
0002: jump Label00FB4C
:Label00FC32
03A4: name_thread "HELI2"
:Label00FC3C
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label00FD1B
00D6: if 1
00DE: player $PLAYER_CHAR driving_vehicle_type #SPARROW
00F7: player $PLAYER_CHAR 0 ()near_point_in_car $1F5 $1F6 $1F7 radius 2.0 2.0
2.0
004D: jump_if_false Label00FD1B
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label00FD1B
00D6: if 0
03EE: player $PLAYER_CHAR controllable
004D: jump_if_false Label00FCB8
00BA: text_styled "HELI_2" 15000 ms 5 ;; Ocean Beach Chopper Checkpoint
0417: start_mission 85
:Label00FCB8
00D6: if 0
8256: NOT player $PLAYER_CHAR defined
004D: jump_if_false Label00FCCF
0002: jump Label00FC3C
:Label00FCCF
00D6: if 0
00F7: player $PLAYER_CHAR 0 ()near_point_in_car $1F5 $1F6 $1F7 radius 2.0 2.0
2.0
004D: jump_if_false Label00FD1B
0001: wait 0 ms
00D6: if 0
8256: NOT player $PLAYER_CHAR defined
004D: jump_if_false Label00FD14
0002: jump Label00FC3C
:Label00FD14
0002: jump Label00FCCF
:Label00FD1B
0002: jump Label00FC3C
:Label00FD22
03A4: name_thread "HELI3"
:Label00FD2C
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label00FE0B
00D6: if 1
00DE: player $PLAYER_CHAR driving_vehicle_type #SPARROW
00F7: player $PLAYER_CHAR 0 ()near_point_in_car $1F8 $1F9 $1FA radius 2.0 2.0
2.0
004D: jump_if_false Label00FE0B
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label00FE0B
00D6: if 0
03EE: player $PLAYER_CHAR controllable
004D: jump_if_false Label00FDA8
00BA: text_styled "HELI_3" 15000 ms 5 ;; Vice Point Chopper Checkpoint
0417: start_mission 86
:Label00FDA8
00D6: if 0
8256: NOT player $PLAYER_CHAR defined
004D: jump_if_false Label00FDBF
0002: jump Label00FD2C
:Label00FDBF
00D6: if 0
00F7: player $PLAYER_CHAR 0 ()near_point_in_car $1F8 $1F9 $1FA radius 2.0 2.0
2.0
004D: jump_if_false Label00FE0B
0001: wait 0 ms
00D6: if 0
8256: NOT player $PLAYER_CHAR defined
004D: jump_if_false Label00FE04
0002: jump Label00FD2C
:Label00FE04
0002: jump Label00FDBF
:Label00FE0B
0002: jump Label00FD2C
:Label00FE12
03A4: name_thread "HELI4"
:Label00FE1C
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label00FEFB
00D6: if 1
00DE: player $PLAYER_CHAR driving_vehicle_type #SPARROW
00F7: player $PLAYER_CHAR 0 ()near_point_in_car $1FB $1FC $1FD radius 2.0 2.0
2.0
004D: jump_if_false Label00FEFB
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label00FEFB
00D6: if 0
03EE: player $PLAYER_CHAR controllable
004D: jump_if_false Label00FE98
00BA: text_styled "HELI_4" 15000 ms 5 ;; Little Haiti Chopper Checkpoint
0417: start_mission 87
:Label00FE98
00D6: if 0
8256: NOT player $PLAYER_CHAR defined
004D: jump_if_false Label00FEAF
0002: jump Label00FE1C
:Label00FEAF
00D6: if 0
00F7: player $PLAYER_CHAR 0 ()near_point_in_car $1FB $1FC $1FD radius 2.0 2.0
2.0
004D: jump_if_false Label00FEFB
0001: wait 0 ms
00D6: if 0
8256: NOT player $PLAYER_CHAR defined
004D: jump_if_false Label00FEF4
0002: jump Label00FE1C
:Label00FEF4
0002: jump Label00FEAF
:Label00FEFB
0002: jump Label00FE1C
:Label00FF02
03A4: name_thread "BMXLOOP"
:Label00FF0C
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01000A
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label01000A
00D6: if 21
00DE: player $PLAYER_CHAR driving_vehicle_type #SANCHEZ
00DE: player $PLAYER_CHAR driving_vehicle_type #LANDSTAL
004D: jump_if_false Label00FF85
00D6: if 0
8057: NOT player $PLAYER_CHAR 0 ()in_cube -430.0 1405.0 8.5 -420.0 1415.0
12.5
004D: jump_if_false Label00FF85
0004: $164 = 1 ;; integer values
:Label00FF85
00D6: if 0
0038: $164 == 0 ;; integer values
004D: jump_if_false Label00FFE3
00D6: if 0
00DE: player $PLAYER_CHAR driving_vehicle_type #SANCHEZ
004D: jump_if_false Label00FFBD
00BA: text_styled "BMX_1" 15000 ms 2 ;; 'Trial by Dirt'
0417: start_mission 88
:Label00FFBD
00D6: if 0
00DE: player $PLAYER_CHAR driving_vehicle_type #LANDSTAL
004D: jump_if_false Label00FFE3
00BA: text_styled "BMX_2" 15000 ms 2 ;; 'Test Track'
0417: start_mission 89
:Label00FFE3
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01000A
00D6: if 0
80E0: NOT player $PLAYER_CHAR driving
004D: jump_if_false Label01000A
0004: $164 = 0 ;; integer values
:Label01000A
0002: jump Label00FF0C
:Label010011
03A4: name_thread "O4X4_1"
:Label01001B
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if 0
0038: $153 == 0 ;; integer values
004D: jump_if_false Label01003A
0004: $159 = 300 ;; integer values
:Label01003A
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label010109
00D6: if 1
0038: $ONMISSION == 0 ;; integer values
0121: player $PLAYER_CHAR in_zone "BEACH3"
004D: jump_if_false Label010109
00D6: if 1
00DE: player $PLAYER_CHAR driving_vehicle_type #PCJ600
8057: NOT player $PLAYER_CHAR 0 ()in_cube 504.4 -311.8 12.0 510.4 -305.8
14.0
004D: jump_if_false Label0100A8
0004: $156 = 1 ;; integer values
:Label0100A8
00D6: if 0
80E0: NOT player $PLAYER_CHAR driving
004D: jump_if_false Label0100BF
0004: $156 = 0 ;; integer values
:Label0100BF
00D6: if 1
00DE: player $PLAYER_CHAR driving_vehicle_type #PCJ600
0038: $156 == 0 ;; integer values
004D: jump_if_false Label0100E0
0004: $162 = 1 ;; integer values
:Label0100E0
00D6: if 0
0038: $162 == 1 ;; integer values
004D: jump_if_false Label010109
00BA: text_styled "T4X4_1" 15000 ms 2 ;; 'PCJ Playground'
0001: wait 0 ms
0417: start_mission 90
:Label010109
0002: jump Label01001B
:Label010110
03A4: name_thread "MULTI"
:Label01011A
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if 0
0038: $15F == 0 ;; integer values
004D: jump_if_false Label010138
0004: $160 = 120 ;; integer values
:Label010138
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label0101F1
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label0101F1
00D6: if 1
00DE: player $PLAYER_CHAR driving_vehicle_type #STALLION
8057: NOT player $PLAYER_CHAR 0 ()in_cube 125.0 -1155.0 27.0 130.0 -1160.0
33.0
004D: jump_if_false Label010199
0004: $161 = 1 ;; integer values
:Label010199
00D6: if 1
00DE: player $PLAYER_CHAR driving_vehicle_type #STALLION
0038: $161 == 0 ;; integer values
004D: jump_if_false Label0101CA
00BA: text_styled "MM_1" 15000 ms 2 ;; 'CONE CRAZY'
0001: wait 0 ms
0417: start_mission 91
:Label0101CA
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label0101F1
00D6: if 0
80E0: NOT player $PLAYER_CHAR driving
004D: jump_if_false Label0101F1
0004: $161 = 0 ;; integer values
:Label0101F1
0002: jump Label01011A
:Label0101F8
03A4: name_thread "PIZZ"
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01031C
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label01031C
00D6: if 0
0038: $185 == 0 ;; integer values
004D: jump_if_false Label01031C
00D6: if 3
00DE: player $PLAYER_CHAR driving_vehicle_type #PIZZABOY
8057: NOT player $PLAYER_CHAR 0 ()in_cube -894.1 798.7 1.0 -914.1 818.7
21.0
8057: NOT player $PLAYER_CHAR 0 ()in_cube -1018.7 78.6 1.2 -1038.7 98.6
21.2
8057: NOT player $PLAYER_CHAR 0 ()in_cube 403.8 87.7 .9 423.8 107.7 20.9
004D: jump_if_false Label0102C4
0004: $186 = 1 ;; integer values
:Label0102C4
00D6: if 1
00DE: player $PLAYER_CHAR driving_vehicle_type #PIZZABOY
0038: $186 == 0 ;; integer values
004D: jump_if_false Label0102F5
00BA: text_styled "PIZ1_A" 15000 ms 2 ;; PIZZA BOY MISSION
0001: wait 0 ms
0417: start_mission 92
:Label0102F5
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01031C
00D6: if 0
80E0: NOT player $PLAYER_CHAR driving
004D: jump_if_false Label01031C
0004: $186 = 0 ;; integer values
:Label01031C
0002: jump Label0101F8
:Label010323
03A4: name_thread "RCHELY1"
:Label01032D
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label0103E3
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label0103E3
00D6: if 0
00DE: player $PLAYER_CHAR driving_vehicle_type #TOPFUN
004D: jump_if_false Label0103E3
00D6: if 0
0038: $18D == 0 ;; integer values
004D: jump_if_false Label0103E3
00D6: if 0
00E3: player $PLAYER_CHAR 0 ()near_point -1235.1 -1235.7 radius 4.0 4.0
004D: jump_if_false Label0103E3
00D6: if 0
0443: player $PLAYER_CHAR in_a_car
004D: jump_if_false Label0103E3
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
0001: wait 100 ms
0169: set_fade_color 0 0 0
016A: fade 0 () 1500 ms
00BA: text_styled "RCH1_11" 15000 ms 2 ;; RC Raider Pickup
0050: gosub Label0128AA
0417: start_mission 93
:Label0103E3
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01040D
00D6: if 0
80DE: NOT player $PLAYER_CHAR driving_vehicle_type #TOPFUN
004D: jump_if_false Label01040D
0004: $18D = 0 ;; integer values
:Label01040D
0002: jump Label01032D
:Label010414
03A4: name_thread "RC_RACE"
:Label01041E
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label0104D4
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label0104D4
00D6: if 0
00DE: player $PLAYER_CHAR driving_vehicle_type #TOPFUN
004D: jump_if_false Label0104D4
00D6: if 0
0038: $18F == 0 ;; integer values
004D: jump_if_false Label0104D4
00D6: if 0
00E3: player $PLAYER_CHAR 0 ()near_point 718.465 701.3998 radius 3.0 3.0
004D: jump_if_false Label0104D4
00D6: if 0
0443: player $PLAYER_CHAR in_a_car
004D: jump_if_false Label0104D4
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
0001: wait 100 ms
0169: set_fade_color 0 0 0
016A: fade 0 () 1500 ms
00BA: text_styled "RCR1_5" 15000 ms 2 ;; RC Bandit Race
0050: gosub Label0128AA
0417: start_mission 94
:Label0104D4
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label0104FE
00D6: if 0
80DE: NOT player $PLAYER_CHAR driving_vehicle_type #TOPFUN
004D: jump_if_false Label0104FE
0004: $18F = 0 ;; integer values
:Label0104FE
0002: jump Label01041E
:Label010505
03A4: name_thread "RC_PLNE"
:Label01050F
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label0105CF
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label0105CF
00D6: if 0
00DE: player $PLAYER_CHAR driving_vehicle_type #TOPFUN
004D: jump_if_false Label0105CF
00D6: if 0
0038: $190 == 0 ;; integer values
004D: jump_if_false Label0105CF
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point 307.917 1254.622 27.595 radius 4.0
4.0 4.0
004D: jump_if_false Label0105CF
00D6: if 0
0443: player $PLAYER_CHAR in_a_car
004D: jump_if_false Label0105CF
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
0001: wait 100 ms
0169: set_fade_color 0 0 0
016A: fade 0 () 1500 ms
00BA: text_styled "RCPL1_7" 15000 ms 2 ;; RC Baron Race
0050: gosub Label0128AA
0417: start_mission 95
:Label0105CF
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label0105F9
00D6: if 0
80DE: NOT player $PLAYER_CHAR driving_vehicle_type #TOPFUN
004D: jump_if_false Label0105F9
0004: $190 = 0 ;; integer values
:Label0105F9
0002: jump Label01050F
:Label010600
03A4: name_thread "COKRUN"
:Label01060A
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label010759
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label010759
00D6: if 21
00DE: player $PLAYER_CHAR driving_vehicle_type #SQUALO
00DE: player $PLAYER_CHAR driving_vehicle_type #JETMAX
004D: jump_if_false Label010683
00D6: if 0
80F5: NOT player $PLAYER_CHAR 0 ()near_point -585.8 -1506.8 5.0 radius 14.0
14.0 4.0
004D: jump_if_false Label010683
0004: $51 = 1 ;; integer values
:Label010683
00D6: if 0
0038: $51 == 0 ;; integer values
004D: jump_if_false Label0106E0
00D6: if 21
00DE: player $PLAYER_CHAR driving_vehicle_type #SQUALO
00DE: player $PLAYER_CHAR driving_vehicle_type #JETMAX
004D: jump_if_false Label0106E0
0169: set_fade_color 0 0 0
016A: fade 0 () 1000 ms
00BA: text_styled "BOAT_N" 15000 ms 2 ;; Checkpoint Charlie
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
0050: gosub Label0128AA
0417: start_mission 96
:Label0106E0
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label010707
00D6: if 0
80E0: NOT player $PLAYER_CHAR driving
004D: jump_if_false Label010707
0004: $51 = 0 ;; integer values
:Label010707
00D6: if 0
00F7: player $PLAYER_CHAR 0 ()near_point_in_car -585.8 -1506.8 5.0 radius 14.0
14.0 4.0
004D: jump_if_false Label010759
0001: wait 0 ms
00D6: if 0
8256: NOT player $PLAYER_CHAR defined
004D: jump_if_false Label010752
0002: jump Label01060A
:Label010752
0002: jump Label010707
:Label010759
0002: jump Label01060A
:Label010760
03A4: name_thread "PSAVE1"
:Label01076A
0001: wait 250 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label010993
00D6: if 0
0121: player $PLAYER_CHAR in_zone "BEACH1"
004D: jump_if_false Label010993
00D6: if 0
03EE: player $PLAYER_CHAR controllable
004D: jump_if_false Label010993
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label010975
00D6: if 0
0038: $1BC == 0 ;; integer values
004D: jump_if_false Label0107EA
0213: $1BB = create_pickup -17 (PICKUPSAVE) type 3 at 219.3 -1273.5 11.5
0004: $1BC = 1 ;; integer values
:Label0107EA
00D6: if 0
0214: pickup $1BB picked_up
004D: jump_if_false Label01096E
0050: gosub Label012D4C
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01094B
0215: destroy_pickup $1BB
0213: $1BB = create_pickup -17 (PICKUPSAVE) type 3 at 219.3 -1273.5 11.5
016A: fade 1 (back) 1000 ms
00D6: if 0
0038: $DE == 0 ;; integer values
004D: jump_if_false Label010911
0395: clear_area 1 at 220.3 -1275.5 range 11.0 1.0
0055: put_player $PLAYER_CHAR at 220.3 -1275.5 11.0
0171: set_player $PLAYER_CHAR z_angle_to 121.0
015F: set_camera_position 223.301 -1277.655 13.822 0.0 0.0 0.0
0160: point_camera 222.563 -1278.279 13.565 2
03E5: text_box "HELP19" ;; Walk into the ~q~pink marker ~w~to continue.
0006: 16@ = 0 ;; integer values
:Label0108C1
00D6: if 0
8019: NOT 16@ > 2000 ;; integer values
004D: jump_if_false Label01090A
0001: wait 0 ms
00D6: if 0
0019: 16@ > 500 ;; integer values
004D: jump_if_false Label010903
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label010903
0002: jump Label01090A
:Label010903
0002: jump Label0108C1
:Label01090A
0002: jump Label010947
:Label010911
0395: clear_area 1 at 223.1 -1276.7 range 11.0 1.0
0055: put_player $PLAYER_CHAR at 223.1 -1276.7 11.0
0171: set_player $PLAYER_CHAR z_angle_to 258.0
:Label010947
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
:Label01094B
0001: wait 500 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01096E
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
0004: $ONMISSION = 0 ;; integer values
:Label01096E
0002: jump Label010993
:Label010975
00D6: if 0
0038: $1BC == 1 ;; integer values
004D: jump_if_false Label010993
0215: destroy_pickup $1BB
0004: $1BC = 0 ;; integer values
:Label010993
0002: jump Label01076A
:Label01099A
03A4: name_thread "PSAVE2"
:Label0109A4
0001: wait 250 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label010AD1
00D6: if 0
0121: player $PLAYER_CHAR in_zone "STARI"
004D: jump_if_false Label010AD1
00D6: if 0
03EE: player $PLAYER_CHAR controllable
004D: jump_if_false Label010AD1
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label010AB3
00D6: if 0
0038: $15 == 0 ;; integer values
004D: jump_if_false Label010A24
0213: $14 = create_pickup -17 (PICKUPSAVE) type 3 at -378.3 -597.2 25.8
0004: $15 = 1 ;; integer values
:Label010A24
00D6: if 0
0214: pickup $14 picked_up
004D: jump_if_false Label010AAC
0050: gosub Label012D4C
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label010AA5
0215: destroy_pickup $14
0213: $14 = create_pickup -17 (PICKUPSAVE) type 3 at -378.3 -597.2 25.8
016A: fade 1 (back) 1000 ms
0395: clear_area 1 at -378.3 -592.3 range 25.3 1.0
0055: put_player $PLAYER_CHAR at -378.5 -589.1 24.6
0171: set_player $PLAYER_CHAR z_angle_to 0.0
:Label010AA5
0050: gosub Label012DA8
:Label010AAC
0002: jump Label010AD1
:Label010AB3
00D6: if 0
0038: $15 == 1 ;; integer values
004D: jump_if_false Label010AD1
0215: destroy_pickup $14
0004: $15 = 0 ;; integer values
:Label010AD1
0002: jump Label0109A4
:Label010AD8
03A4: name_thread "PSAVE3"
:Label010AE2
0001: wait 250 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label010C0F
00D6: if 0
0121: player $PLAYER_CHAR in_zone "HAVANA"
004D: jump_if_false Label010C0F
00D6: if 0
03EE: player $PLAYER_CHAR controllable
004D: jump_if_false Label010C0F
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label010BF1
00D6: if 0
0038: $43 == 0 ;; integer values
004D: jump_if_false Label010B62
0213: $44 = create_pickup -17 (PICKUPSAVE) type 3 at -1033.8 -846.9 13.0
0004: $43 = 1 ;; integer values
:Label010B62
00D6: if 0
0214: pickup $44 picked_up
004D: jump_if_false Label010BEA
0050: gosub Label012D4C
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label010BE3
0215: destroy_pickup $44
0213: $44 = create_pickup -17 (PICKUPSAVE) type 3 at -1033.8 -846.9 13.0
016A: fade 1 (back) 1000 ms
0395: clear_area 1 at -1028.3 -851.9 range 12.3 1.0
0055: put_player $PLAYER_CHAR at -1028.3 -851.9 12.3
0171: set_player $PLAYER_CHAR z_angle_to 226.0
:Label010BE3
0050: gosub Label012DA8
:Label010BEA
0002: jump Label010C0F
:Label010BF1
00D6: if 0
0038: $43 == 1 ;; integer values
004D: jump_if_false Label010C0F
0215: destroy_pickup $44
0004: $43 = 0 ;; integer values
:Label010C0F
0002: jump Label010AE2
:Label010C16
03A4: name_thread "PSAVE4"
:Label010C20
0001: wait 250 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label010D4D
00D6: if 0
0121: player $PLAYER_CHAR in_zone "HAITI"
004D: jump_if_false Label010D4D
00D6: if 0
03EE: player $PLAYER_CHAR controllable
004D: jump_if_false Label010D4D
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label010D2F
00D6: if 0
0038: $1B == 0 ;; integer values
004D: jump_if_false Label010CA0
0213: $46 = create_pickup -17 (PICKUPSAVE) type 3 at -992.7 193.4 11.4
0004: $1B = 1 ;; integer values
:Label010CA0
00D6: if 0
0214: pickup $46 picked_up
004D: jump_if_false Label010D28
0050: gosub Label012D4C
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label010D21
0215: destroy_pickup $46
0213: $46 = create_pickup -17 (PICKUPSAVE) type 3 at -992.7 193.4 11.4
016A: fade 1 (back) 1000 ms
0395: clear_area 1 at -996.5 194.1 range 10.6 1.0
0055: put_player $PLAYER_CHAR at -996.5 194.1 10.6
0171: set_player $PLAYER_CHAR z_angle_to 80.0
:Label010D21
0050: gosub Label012DA8
:Label010D28
0002: jump Label010D4D
:Label010D2F
00D6: if 0
0038: $1B == 1 ;; integer values
004D: jump_if_false Label010D4D
0215: destroy_pickup $46
0004: $1B = 0 ;; integer values
:Label010D4D
0002: jump Label010C20
:Label010D54
03A4: name_thread "PSAVE5"
:Label010D5E
0001: wait 250 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label010E7F
00D6: if 0
0121: player $PLAYER_CHAR in_zone "BEACH1"
004D: jump_if_false Label010E7F
00D6: if 0
03EE: player $PLAYER_CHAR controllable
004D: jump_if_false Label010E7F
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label010E61
00D6: if 0
0038: $25 == 0 ;; integer values
004D: jump_if_false Label010DD8
0213: $267 = create_pickup -17 (PICKUPSAVE) type 3 at $23A $23B $23C
0004: $25 = 1 ;; integer values
:Label010DD8
00D6: if 0
0214: pickup $267 picked_up
004D: jump_if_false Label010E5A
0050: gosub Label012D4C
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label010E53
0215: destroy_pickup $267
0213: $267 = create_pickup -17 (PICKUPSAVE) type 3 at $23A $23B $23C
016A: fade 1 (back) 1000 ms
0395: clear_area 1 at 100.9297 -1470.622 range 9.3871 1.0
0055: put_player $PLAYER_CHAR at 100.9297 -1470.622 9.3871
0171: set_player $PLAYER_CHAR z_angle_to 218.0275
:Label010E53
0050: gosub Label012DA8
:Label010E5A
0002: jump Label010E7F
:Label010E61
00D6: if 0
0038: $25 == 1 ;; integer values
004D: jump_if_false Label010E7F
0215: destroy_pickup $267
0004: $25 = 0 ;; integer values
:Label010E7F
0002: jump Label010D5E
:Label010E86
03A4: name_thread "PSAVE6"
:Label010E90
0001: wait 250 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label010FBD
00D6: if 0
0121: player $PLAYER_CHAR in_zone "DOCKS"
004D: jump_if_false Label010FBD
00D6: if 0
03EE: player $PLAYER_CHAR controllable
004D: jump_if_false Label010FBD
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label010F9F
00D6: if 0
0038: $31 == 0 ;; integer values
004D: jump_if_false Label010F10
0213: $2A8 = create_pickup -17 (PICKUPSAVE) type 3 at -664.1 -1476.3 13.8
0004: $31 = 1 ;; integer values
:Label010F10
00D6: if 0
0214: pickup $2A8 picked_up
004D: jump_if_false Label010F98
0050: gosub Label012D4C
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label010F91
0215: destroy_pickup $2A8
0213: $2A8 = create_pickup -17 (PICKUPSAVE) type 3 at -664.1 -1476.3 13.8
016A: fade 1 (back) 1000 ms
0395: clear_area 1 at -660.0 -1477.8 range 13.0 1.0
0055: put_player $PLAYER_CHAR at -660.0 -1477.8 13.0
0171: set_player $PLAYER_CHAR z_angle_to 248.0
:Label010F91
0050: gosub Label012DA8
:Label010F98
0002: jump Label010FBD
:Label010F9F
00D6: if 0
0038: $31 == 1 ;; integer values
004D: jump_if_false Label010FBD
0215: destroy_pickup $2A8
0004: $31 = 0 ;; integer values
:Label010FBD
0002: jump Label010E90
:Label010FC4
03A4: name_thread "PSAVE7"
:Label010FCE
0001: wait 250 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label0110FB
00D6: if 0
0121: player $PLAYER_CHAR in_zone "HAVANA"
004D: jump_if_false Label0110FB
00D6: if 0
03EE: player $PLAYER_CHAR controllable
004D: jump_if_false Label0110FB
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label0110DD
00D6: if 0
0038: $32 == 0 ;; integer values
004D: jump_if_false Label01104E
0213: $ICE_CREAM_FACTORY_ASSET = create_pickup -17 (PICKUPSAVE) type 3 at -878.5
-575.1 11.2
0004: $32 = 1 ;; integer values
:Label01104E
00D6: if 0
0214: pickup $ICE_CREAM_FACTORY_ASSET picked_up
004D: jump_if_false Label0110D6
0050: gosub Label012D4C
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label0110CF
0215: destroy_pickup $ICE_CREAM_FACTORY_ASSET
0213: $ICE_CREAM_FACTORY_ASSET = create_pickup -17 (PICKUPSAVE) type 3 at -878.5
-575.1 11.2
016A: fade 1 (back) 1000 ms
0395: clear_area 1 at -872.0 -573.4 range 10.4 1.0
0055: put_player $PLAYER_CHAR at -872.0 -573.4 10.4
0171: set_player $PLAYER_CHAR z_angle_to 277.0
:Label0110CF
0050: gosub Label012DA8
:Label0110D6
0002: jump Label0110FB
:Label0110DD
00D6: if 0
0038: $32 == 1 ;; integer values
004D: jump_if_false Label0110FB
0215: destroy_pickup $ICE_CREAM_FACTORY_ASSET
0004: $32 = 0 ;; integer values
:Label0110FB
0002: jump Label010FCE
:Label011102
03A4: name_thread "PSAVE8"
:Label01110C
0001: wait 250 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label011239
00D6: if 0
0121: player $PLAYER_CHAR in_zone "HAVANA"
004D: jump_if_false Label011239
00D6: if 0
03EE: player $PLAYER_CHAR controllable
004D: jump_if_false Label011239
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label01121B
00D6: if 0
0038: $47 == 0 ;; integer values
004D: jump_if_false Label01118C
0213: $4A = create_pickup -17 (PICKUPSAVE) type 3 at -1059.6 -282.2 11.2
0004: $47 = 1 ;; integer values
:Label01118C
00D6: if 0
0214: pickup $4A picked_up
004D: jump_if_false Label011214
0050: gosub Label012D4C
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01120D
0215: destroy_pickup $4A
0213: $4A = create_pickup -17 (PICKUPSAVE) type 3 at -1059.6 -282.2 11.2
016A: fade 1 (back) 1000 ms
0395: clear_area 1 at -1056.7 -279.7 range 10.6 1.0
0055: put_player $PLAYER_CHAR at -1056.7 -279.7 10.6
0171: set_player $PLAYER_CHAR z_angle_to 273.0
:Label01120D
0050: gosub Label012DA8
:Label011214
0002: jump Label011239
:Label01121B
00D6: if 0
0038: $47 == 1 ;; integer values
004D: jump_if_false Label011239
0215: destroy_pickup $4A
0004: $47 = 0 ;; integer values
:Label011239
0002: jump Label01110C
:Label011240
03A4: name_thread "PSAVE9"
:Label01124A
0001: wait 250 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label011377
00D6: if 0
0121: player $PLAYER_CHAR in_zone "PORNI"
004D: jump_if_false Label011377
00D6: if 0
03EE: player $PLAYER_CHAR controllable
004D: jump_if_false Label011377
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label011359
00D6: if 0
0038: $48 == 0 ;; integer values
004D: jump_if_false Label0112CA
0213: $4B = create_pickup -17 (PICKUPSAVE) type 3 at 0.0 957.9 11.1
0004: $48 = 1 ;; integer values
:Label0112CA
00D6: if 0
0214: pickup $4B picked_up
004D: jump_if_false Label011352
0050: gosub Label012D4C
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01134B
0215: destroy_pickup $4B
0213: $4B = create_pickup -17 (PICKUPSAVE) type 3 at 0.0 957.9 11.1
016A: fade 1 (back) 1000 ms
0395: clear_area 1 at 1.4 960.7 range 10.2 1.0
0055: put_player $PLAYER_CHAR at 1.4 960.7 10.2
0171: set_player $PLAYER_CHAR z_angle_to 274.3
:Label01134B
0050: gosub Label012DA8
:Label011352
0002: jump Label011377
:Label011359
00D6: if 0
0038: $48 == 1 ;; integer values
004D: jump_if_false Label011377
0215: destroy_pickup $4B
0004: $48 = 0 ;; integer values
:Label011377
0002: jump Label01124A
:Label01137E
03A4: name_thread "PSAVE10"
:Label011388
0001: wait 250 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label0114B5
00D6: if 0
0121: player $PLAYER_CHAR in_zone "BEACH3"
004D: jump_if_false Label0114B5
00D6: if 0
03EE: player $PLAYER_CHAR controllable
004D: jump_if_false Label0114B5
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label011497
00D6: if 0
0038: $49 == 0 ;; integer values
004D: jump_if_false Label011408
0213: $4C = create_pickup -17 (PICKUPSAVE) type 3 at 499.5 -66.9 11.4
0004: $49 = 1 ;; integer values
:Label011408
00D6: if 0
0214: pickup $4C picked_up
004D: jump_if_false Label011490
0050: gosub Label012D4C
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label011489
0215: destroy_pickup $4C
0213: $4C = create_pickup -17 (PICKUPSAVE) type 3 at 499.5 -66.9 11.4
016A: fade 1 (back) 1000 ms
0395: clear_area 1 at 492.0 -80.6 range 10.7 .5
0055: put_player $PLAYER_CHAR at 492.0 -80.6 10.7
0171: set_player $PLAYER_CHAR z_angle_to 224.5
:Label011489
0050: gosub Label012DA8
:Label011490
0002: jump Label0114B5
:Label011497
00D6: if 0
0038: $49 == 1 ;; integer values
004D: jump_if_false Label0114B5
0215: destroy_pickup $4C
0004: $49 = 0 ;; integer values
:Label0114B5
0002: jump Label011388
:Label0114BC
03A4: name_thread "SAVE1"
:Label0114C6
0001: wait 250 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label0115E7
00D6: if 0
0121: player $PLAYER_CHAR in_zone "BEACH3"
004D: jump_if_false Label0115E7
00D6: if 0
03EE: player $PLAYER_CHAR controllable
004D: jump_if_false Label0115E7
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label0115C9
00D6: if 0
0038: $24 == 0 ;; integer values
004D: jump_if_false Label011540
0213: $296 = create_pickup -17 (PICKUPSAVE) type 3 at $23D $23E $23F
0004: $24 = 1 ;; integer values
:Label011540
00D6: if 0
0214: pickup $296 picked_up
004D: jump_if_false Label0115C2
0050: gosub Label012D4C
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label0115BB
0215: destroy_pickup $296
0213: $296 = create_pickup -17 (PICKUPSAVE) type 3 at $23D $23E $23F
016A: fade 1 (back) 1000 ms
0395: clear_area 1 at 428.4 609.1 range 12.0 1.0
0055: put_player $PLAYER_CHAR at 428.4 609.1 12.0
0171: set_player $PLAYER_CHAR z_angle_to 0.0
:Label0115BB
0050: gosub Label012DA8
:Label0115C2
0002: jump Label0115E7
:Label0115C9
00D6: if 0
0038: $24 == 1 ;; integer values
004D: jump_if_false Label0115E7
0215: destroy_pickup $296
0004: $24 = 0 ;; integer values
:Label0115E7
0002: jump Label0114C6
:Label0115EE
03A4: name_thread "SAVE2"
:Label0115F8
0001: wait 250 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label011719
00D6: if 0
0121: player $PLAYER_CHAR in_zone "BEACH3"
004D: jump_if_false Label011719
00D6: if 0
03EE: player $PLAYER_CHAR controllable
004D: jump_if_false Label011719
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label0116FB
00D6: if 0
0038: $16 == 0 ;; integer values
004D: jump_if_false Label011672
0213: $28E = create_pickup -17 (PICKUPSAVE) type 3 at $249 $24A $24B
0004: $16 = 1 ;; integer values
:Label011672
00D6: if 0
0214: pickup $28E picked_up
004D: jump_if_false Label0116F4
0050: gosub Label012D4C
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label0116ED
0215: destroy_pickup $28E
0213: $28E = create_pickup -17 (PICKUPSAVE) type 3 at $249 $24A $24B
016A: fade 1 (back) 1000 ms
0395: clear_area 1 at 306.5728 376.2928 range 12.1856 1.0
0055: put_player $PLAYER_CHAR at 306.5728 376.2928 12.1856
0171: set_player $PLAYER_CHAR z_angle_to 276.3156
:Label0116ED
0050: gosub Label012DA8
:Label0116F4
0002: jump Label011719
:Label0116FB
00D6: if 0
0038: $16 == 1 ;; integer values
004D: jump_if_false Label011719
0215: destroy_pickup $28E
0004: $16 = 0 ;; integer values
:Label011719
0002: jump Label0115F8
:Label011720
03A4: name_thread "SAVE3"
:Label01172A
0001: wait 250 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01184B
00D6: if 0
0121: player $PLAYER_CHAR in_zone "DTOWN"
004D: jump_if_false Label01184B
00D6: if 0
03EE: player $PLAYER_CHAR controllable
004D: jump_if_false Label01184B
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label01182D
00D6: if 0
0038: $F == 0 ;; integer values
004D: jump_if_false Label0117A4
0213: $29A = create_pickup -17 (PICKUPSAVE) type 3 at $24C $24D $24E
0004: $F = 1 ;; integer values
:Label0117A4
00D6: if 0
0214: pickup $29A picked_up
004D: jump_if_false Label011826
0050: gosub Label012D4C
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01181F
0215: destroy_pickup $29A
0213: $29A = create_pickup -17 (PICKUPSAVE) type 3 at $24C $24D $24E
016A: fade 1 (back) 1000 ms
0395: clear_area 1 at -833.811 1304.07 range 10.5131 1.0
0055: put_player $PLAYER_CHAR at -833.811 1304.07 10.5131
0171: set_player $PLAYER_CHAR z_angle_to 200.4458
:Label01181F
0050: gosub Label012DA8
:Label011826
0002: jump Label01184B
:Label01182D
00D6: if 0
0038: $F == 1 ;; integer values
004D: jump_if_false Label01184B
0215: destroy_pickup $29A
0004: $F = 0 ;; integer values
:Label01184B
0002: jump Label01172A
:Label011852
03A4: name_thread "SAVE4"
:Label01185C
0001: wait 250 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01197D
00D6: if 0
0121: player $PLAYER_CHAR in_zone "BEACH2"
004D: jump_if_false Label01197D
00D6: if 0
03EE: player $PLAYER_CHAR controllable
004D: jump_if_false Label01197D
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label01195F
00D6: if 0
0038: $20 == 0 ;; integer values
004D: jump_if_false Label0118D6
0213: $28B = create_pickup -17 (PICKUPSAVE) type 3 at $252 $253 $254
0004: $20 = 1 ;; integer values
:Label0118D6
00D6: if 0
0214: pickup $28B picked_up
004D: jump_if_false Label011958
0050: gosub Label012D4C
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label011951
0215: destroy_pickup $28B
0213: $28B = create_pickup -17 (PICKUPSAVE) type 3 at $252 $253 $254
016A: fade 1 (back) 1000 ms
0395: clear_area 1 at 90.781 -806.1213 range 10.3349 1.0
0055: put_player $PLAYER_CHAR at 90.781 -806.1213 10.3349
0171: set_player $PLAYER_CHAR z_angle_to 238.8605
:Label011951
0050: gosub Label012DA8
:Label011958
0002: jump Label01197D
:Label01195F
00D6: if 0
0038: $20 == 1 ;; integer values
004D: jump_if_false Label01197D
0215: destroy_pickup $28B
0004: $20 = 0 ;; integer values
:Label01197D
0002: jump Label01185C
:Label011984
03A4: name_thread "SAVE5"
:Label01198E
0001: wait 250 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label011AAF
00D6: if 0
0121: player $PLAYER_CHAR in_zone "BEACH1"
004D: jump_if_false Label011AAF
00D6: if 0
03EE: player $PLAYER_CHAR controllable
004D: jump_if_false Label011AAF
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label011A91
00D6: if 0
0038: $10 == 0 ;; integer values
004D: jump_if_false Label011A08
0213: $292 = create_pickup -17 (PICKUPSAVE) type 3 at $24F $250 $251
0004: $10 = 1 ;; integer values
:Label011A08
00D6: if 0
0214: pickup $292 picked_up
004D: jump_if_false Label011A8A
0050: gosub Label012D4C
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label011A83
0215: destroy_pickup $292
0213: $292 = create_pickup -17 (PICKUPSAVE) type 3 at $24F $250 $251
016A: fade 1 (back) 1000 ms
0395: clear_area 1 at 14.4571 -1498.594 range 12.1974 1.0
0055: put_player $PLAYER_CHAR at 14.4571 -1498.594 12.1974
0171: set_player $PLAYER_CHAR z_angle_to 353.8286
:Label011A83
0050: gosub Label012DA8
:Label011A8A
0002: jump Label011AAF
:Label011A91
00D6: if 0
0038: $10 == 1 ;; integer values
004D: jump_if_false Label011AAF
0215: destroy_pickup $292
0004: $10 = 0 ;; integer values
:Label011AAF
0002: jump Label01198E
:Label011AB6
03A4: name_thread "SAVE6"
:Label011AC0
0001: wait 250 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label011BE1
00D6: if 0
0121: player $PLAYER_CHAR in_zone "BEACH3"
004D: jump_if_false Label011BE1
00D6: if 0
03EE: player $PLAYER_CHAR controllable
004D: jump_if_false Label011BE1
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label011BC3
00D6: if 0
0038: $45 == 0 ;; integer values
004D: jump_if_false Label011B3A
0213: $288 = create_pickup -17 (PICKUPSAVE) type 3 at $255 $256 $257
0004: $45 = 1 ;; integer values
:Label011B3A
00D6: if 0
0214: pickup $288 picked_up
004D: jump_if_false Label011BBC
0050: gosub Label012D4C
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label011BB5
0215: destroy_pickup $288
0213: $288 = create_pickup -17 (PICKUPSAVE) type 3 at $255 $256 $257
016A: fade 1 (back) 1000 ms
0395: clear_area 1 at 529.6626 1272.155 range 16.822 1.0
0055: put_player $PLAYER_CHAR at 529.6626 1272.155 16.822
0171: set_player $PLAYER_CHAR z_angle_to 131.5277
:Label011BB5
0050: gosub Label012DA8
:Label011BBC
0002: jump Label011BE1
:Label011BC3
00D6: if 0
0038: $45 == 1 ;; integer values
004D: jump_if_false Label011BE1
0215: destroy_pickup $288
0004: $45 = 0 ;; integer values
:Label011BE1
0002: jump Label011AC0
:Label011BE8
03A4: name_thread "SAVE7"
:Label011BF2
0001: wait 250 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label011D2F
00D6: if 0
0121: player $PLAYER_CHAR in_zone "DTOWN"
004D: jump_if_false Label011D2F
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label011D2F
00D6: if 0
03EE: player $PLAYER_CHAR controllable
004D: jump_if_false Label011D2F
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label011D11
00D6: if 0
0038: $3C == 0 ;; integer values
004D: jump_if_false Label011C82
0213: $285 = create_pickup -17 (PICKUPSAVE) type 3 at -562.8 699.7 20.6
0004: $3C = 1 ;; integer values
:Label011C82
00D6: if 0
0214: pickup $285 picked_up
004D: jump_if_false Label011D0A
0050: gosub Label012D4C
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label011D03
0215: destroy_pickup $285
0213: $285 = create_pickup -17 (PICKUPSAVE) type 3 at -562.8 699.7 20.6
016A: fade 1 (back) 1000 ms
0395: clear_area 1 at -559.9 705.4 range 19.8 1.0
0055: put_player $PLAYER_CHAR at -559.9 705.4 19.8
0171: set_player $PLAYER_CHAR z_angle_to 243.0
:Label011D03
0050: gosub Label012DA8
:Label011D0A
0002: jump Label011D2F
:Label011D11
00D6: if 0
0038: $3C == 1 ;; integer values
004D: jump_if_false Label011D2F
0215: destroy_pickup $285
0004: $3C = 0 ;; integer values
:Label011D2F
0002: jump Label011BF2
:Label011D36
03A4: name_thread "HELP"
:Label011D40
0001: wait 0 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label012872
00D6: if 0
0038: $DC == 1 ;; integer values
004D: jump_if_false Label012872
00D6: if 0
0038: $2D == 0 ;; integer values
004D: jump_if_false Label011DF9
0001: wait 500 ms
0293: $12 = current_controls
00D6: if 0
0038: $12 == 2 ;; integer values
004D: jump_if_false Label011DA5
03E5: text_box "HELP26" ;; Press the ~h~~k~~VEHICLE_ENTER_EXIT~ ~w~button to enter
or exit a vehicle.
0002: jump Label011DAF
:Label011DA5
03E5: text_box "HELP21" ;; Press the ~h~~k~~VEHICLE_ENTER_EXIT~ ~w~button to enter
or exit a vehicle.
:Label011DAF
0001: wait 5000 ms
03E5: text_box "HELP42" ;; Follow the ~q~pink blip~w~ to find the hotel.
0189: $42 = unknown_create_checkpoint_at 240.4 -1280.2 10.0
03E7: flash_hud 8
0001: wait 3000 ms
03E7: flash_hud -1
0006: 17@ = 0 ;; integer values
0001: wait 3000 ms
0004: $2D = 1 ;; integer values
0002: jump Label0120E4
:Label011DF9
00D6: if 0
0038: $52 == 0 ;; integer values
004D: jump_if_false Label011E51
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point 240.4 -1280.2 10.0 radius 25.0 25.0
5.0
004D: jump_if_false Label011E51
03E5: text_box "HELP44" ;; Stop in the ~q~pink marker.
0001: wait 3000 ms
0004: $52 = 1 ;; integer values
:Label011E51
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label0120E4
00D6: if 0
0038: $19 == 0 ;; integer values
004D: jump_if_false Label011FA7
00D6: if 0
00E0: player $PLAYER_CHAR driving
004D: jump_if_false Label011FA0
0001: wait 1000 ms
0293: $12 = current_controls
00D6: if 0
0038: $12 == 3 ;; integer values
004D: jump_if_false Label011EB0
03E5: text_box "HELP4_D" ;; Push the right analog stick up to ~h~accelerate.
0002: jump Label011EBA
:Label011EB0
03E5: text_box "HELP4_A" ;; Press the ~h~~k~~VEHICLE_ACCELERATE~ ~w~button to
accelerate.
:Label011EBA
0001: wait 4000 ms
0293: $12 = current_controls
00D6: if 21
0038: $12 == 1 ;; integer values
0038: $12 == 3 ;; integer values
004D: jump_if_false Label011EEE
03E5: text_box "HELP36" ;; Press the ~h~~k~~GO_LEFT~~w~, and the
~h~~k~~GO_RIGHT~~w~, to steer the vehicle.
0002: jump Label011EF8
:Label011EEE
03E5: text_box "HELP35" ;; Press the ~h~~k~~GO_LEFT~~w~, and the
~h~~k~~GO_RIGHT~~w~, to steer the vehicle.
:Label011EF8
0001: wait 4000 ms
0293: $12 = current_controls
00D6: if 0
0038: $12 == 3 ;; integer values
004D: jump_if_false Label011F25
03E5: text_box "HELP5_D" ;; Pull the right analog stick back to brake, or to
reverse if the vehicle has stopped.
0002: jump Label011F2F
:Label011F25
03E5: text_box "HELP5_A" ;; Press the ~h~~k~~VEHICLE_BRAKE~ ~w~button to brake, or
to reverse if the vehicle has stopped.
:Label011F2F
0001: wait 4000 ms
0293: $12 = current_controls
00D6: if 21
0038: $12 == 0 ;; integer values
0038: $12 == 1 ;; integer values
004D: jump_if_false Label011F5C
03E5: text_box "HELP6_A" ;; Press the~h~ ~k~~VEHICLE_HANDBRAKE~ button ~w~to apply
the vehicle's ~h~handbrake.
:Label011F5C
00D6: if 0
0038: $12 == 2 ;; integer values
004D: jump_if_false Label011F78
03E5: text_box "HELP6_C" ;; Press the ~h~~k~~VEHICLE_HANDBRAKE~ ~w~button to apply
the vehicle's handbrake.
:Label011F78
00D6: if 0
0038: $12 == 3 ;; integer values
004D: jump_if_false Label011F94
03E5: text_box "HELP6_D" ;; Press the~h~ ~k~~VEHICLE_HANDBRAKE~ button ~w~to apply
the vehicle's ~h~handbrake.
:Label011F94
0001: wait 4000 ms
0004: $19 = 1 ;; integer values
:Label011FA0
0002: jump Label0120E4
:Label011FA7
00D6: if 0
0038: $55 == 1 ;; integer values
004D: jump_if_false Label0120E4
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label0120E4
00D6: if 0
047E: player $PLAYER_CHAR driving_a_motorbike
004D: jump_if_false Label012034
00D6: if 0
0038: $30 == 0 ;; integer values
004D: jump_if_false Label012034
0001: wait 2000 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01202D
00D6: if 0
0038: $12 == 0 ;; integer values
004D: jump_if_false Label012023
03E5: text_box "HELP27" ;; Press the ~h~~k~~VEHICLE_TURRETUP~~w~ button and the
~h~~k~~VEHICLE_TURRETDOWN~~w~ button, to shift your weight on a bike.
0002: jump Label01202D
:Label012023
03E5: text_box "HELP28" ;; Press the ~h~~k~~VEHICLE_TURRETUP~~w~ button and the
~h~~k~~VEHICLE_TURRETDOWN~~w~ button, to shift your weight on a bike.
:Label01202D
0004: $30 = 1 ;; integer values
:Label012034
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label0120E4
00D6: if 0
00E0: player $PLAYER_CHAR driving
004D: jump_if_false Label0120E4
00D6: if 0
0038: $2F == 0 ;; integer values
004D: jump_if_false Label0120E4
00D6: if 23
02D7: player $PLAYER_CHAR currentweapon == 22
02D7: player $PLAYER_CHAR currentweapon == 23
02D7: player $PLAYER_CHAR currentweapon == 24
02D7: player $PLAYER_CHAR currentweapon == 25
004D: jump_if_false Label0120E4
03E5: text_box "HELP31" ;; To do a drive-by, first look left or right using the
~h~~k~~VEHICLE_LOOKLEFT~~w~ or the ~h~~k~~VEHICLE_LOOKRIGHT~.
0001: wait 5000 ms
0293: $12 = current_controls
00D6: if 0
0038: $12 == 3 ;; integer values
004D: jump_if_false Label0120C4
03E5: text_box "HELP33" ;; Then fire using the ~h~~k~~PED_FIREWEAPON~ ~w~button.
0002: jump Label0120CE
:Label0120C4
03E5: text_box "HELP32" ;; Then fire using the ~h~~k~~PED_FIREWEAPON~ ~w~button.
:Label0120CE
0001: wait 5000 ms
03E5: text_box "HELP34" ;; You must have a sub machine gun to perform a drive-by.
0004: $2F = 1 ;; integer values
:Label0120E4
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label012202
00D6: if 0
0038: $2C == 0 ;; integer values
004D: jump_if_false Label012202
00D6: if 0
0038: $11 == 0 ;; integer values
004D: jump_if_false Label012202
00D6: if 21
00FA: player $PLAYER_CHAR stopped 0 ()near_point_in_car 240.4 -1280.2 10.0
radius 4.0 4.0 3.0
00F6: player $PLAYER_CHAR 0 ()near_point_on_foot 240.4 -1280.2 10.0 radius
4.0 4.0 3.0
004D: jump_if_false Label012202
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
015F: set_camera_position 264.334 -1311.16 10.297 0.0 0.0 0.0
0160: point_camera 263.577 -1310.574 10.589 2
0001: wait 1000 ms
03E5: text_box "HELP16" ;; Walk through the front door of the ~h~Ocean View~w~
Hotel to enter the building.
0001: wait 3000 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label0121D2
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
:Label0121D2
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
0164: disable_marker $42
00D6: if 0
0038: $DE == 0 ;; integer values
004D: jump_if_false Label0121FB
0189: $42 = unknown_create_checkpoint_at $1C5 $1C6 $1C7
:Label0121FB
0004: $11 = 1 ;; integer values
:Label012202
00D6: if 0
0038: $2C == 0 ;; integer values
004D: jump_if_false Label012454
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label012454
00D6: if 0
0038: $440 == 1 ;; integer values
004D: jump_if_false Label012454
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label012454
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point 225.0 -1277.3 11.5 radius 2.5 2.5
3.0
004D: jump_if_false Label012454
0164: disable_marker $42
00D6: if 0
0038: $DE == 0 ;; integer values
004D: jump_if_false Label01229D
0189: $42 = unknown_create_checkpoint_at $1C5 $1C6 $1C7
:Label01229D
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
015F: set_camera_position 223.301 -1277.655 13.822 0.0 0.0 0.0
0160: point_camera 222.578 -1277.013 13.565 2
03E5: text_box "S_PROMP" ;; When not on a mission you can save your progress by
collecting the ~h~cassette tape pickup.
0006: 16@ = 0 ;; integer values
:Label0122E8
00D6: if 0
8019: NOT 16@ > 1000 ;; integer values
004D: jump_if_false Label01231D
0001: wait 0 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label012316
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
:Label012316
0002: jump Label0122E8
:Label01231D
0006: 16@ = 0 ;; integer values
:Label012324
00D6: if 0
8019: NOT 16@ > 2000 ;; integer values
004D: jump_if_false Label012371
0001: wait 0 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label012352
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
:Label012352
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label01236A
0002: jump Label012432
:Label01236A
0002: jump Label012324
:Label012371
0460: set_camera_pointing_time 0.0 1500
015F: set_camera_position 223.301 -1277.655 13.822 0.0 0.0 0.0
0160: point_camera 222.563 -1278.279 13.565 1
0006: 16@ = 0 ;; integer values
:Label0123B5
00D6: if 0
8019: NOT 16@ > 1500 ;; integer values
004D: jump_if_false Label0123EB
0001: wait 0 ms
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label0123E4
0002: jump Label012432
:Label0123E4
0002: jump Label0123B5
:Label0123EB
03E5: text_box "HELP19" ;; Walk into the ~q~pink marker ~w~to continue.
0006: 16@ = 0 ;; integer values
:Label0123FC
00D6: if 0
8019: NOT 16@ > 4000 ;; integer values
004D: jump_if_false Label012432
0001: wait 0 ms
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label01242B
0002: jump Label012432
:Label01242B
0002: jump Label0123FC
:Label012432
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label012449
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
:Label012449
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
0004: $2C = 1 ;; integer values
:Label012454
00D6: if 0
0038: $DE == 1 ;; integer values
004D: jump_if_false Label0124E8
00D6: if 0
0038: $2E == 0 ;; integer values
004D: jump_if_false Label0124E8
02A7: $DD = create_icon_marker_and_sphere 19 at 219.8 -1273.5 11.0
018B: show_on_radar $DD 2
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label0124AC
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
:Label0124AC
0050: gosub Label0128AA
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label0124CA
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
:Label0124CA
03E5: text_box "HELP14" ;; To find the Lawyer's office, follow the ~h~L blip~w~ on
the radar
03E7: flash_hud 8
0001: wait 2000 ms
03E7: flash_hud -1
0004: $2E = 1 ;; integer values
:Label0124E8
00D6: if 0
0038: $2E == 1 ;; integer values
004D: jump_if_false Label01255C
00D6: if 0
0038: $19 == 1 ;; integer values
004D: jump_if_false Label01255C
00D6: if 0
0038: $56 == 0 ;; integer values
004D: jump_if_false Label01255C
0001: wait 4000 ms
0293: $12 = current_controls
00D6: if 0
0038: $12 == 1 ;; integer values
004D: jump_if_false Label01254B
03E5: text_box "HELP57" ;; Press the ~h~~k~~CAMERA_CHANGE_VIEW_ALL_SITUATIONS~~w~
button to change camera modes.
0002: jump Label012555
:Label01254B
03E5: text_box "HELP56" ;; Press the ~h~~k~~CAMERA_CHANGE_VIEW_ALL_SITUATIONS~~w~
button to change camera modes.
:Label012555
0004: $56 = 1 ;; integer values
:Label01255C
00D6: if 5
0038: $2F == 1 ;; integer values
0038: $30 == 1 ;; integer values
0038: $2E == 1 ;; integer values
0038: $56 == 1 ;; integer values
0038: $69 == 1 ;; integer values
0038: $68 == 1 ;; integer values
004D: jump_if_false Label0125B9
00D6: if 0
0038: $67 == 1 ;; integer values
004D: jump_if_false Label0125B9
0215: destroy_pickup $29E
0215: destroy_pickup $29F
0215: destroy_pickup $2A0
0215: destroy_pickup $2A1
004E: end_thread
:Label0125B9
00D6: if 0
0038: $PASSED_COK2_PHNOM_PENH_86 == 1 ;; integer values
004D: jump_if_false Label0125F0
0215: destroy_pickup $29E
0215: destroy_pickup $29F
0215: destroy_pickup $2A0
0215: destroy_pickup $2A1
0001: wait 3000 ms
03E5: text_box "BRID_OP" ;; Storm warning over, all bridges to the mainland are
now open.
004E: end_thread
:Label0125F0
00D6: if 0
0038: $67 == 0 ;; integer values
004D: jump_if_false Label012660
00D6: if 21
0214: pickup $29E picked_up
0214: pickup $29F picked_up
004D: jump_if_false Label012660
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label012660
0215: destroy_pickup $29E
0215: destroy_pickup $29F
03E5: text_box "HEAL_B" ;; When you are ~h~'wasted'~w~ you are returned to the
nearest hospital.
0001: wait 5000 ms
03E5: text_box "HEAL_C" ;; You will lose your weapons and the doctors will take
some cash for patching you up.
0001: wait 5000 ms
03E5: text_box "HEAL_E" ;; You will find ways of healing or protecting yourself
the more you play the game.
0004: $67 = 1 ;; integer values
:Label012660
00D6: if 0
0038: $68 == 0 ;; integer values
004D: jump_if_false Label0126FD
00D6: if 21
0214: pickup $2A0 picked_up
0214: pickup $2A1 picked_up
004D: jump_if_false Label0126FD
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label0126FD
0215: destroy_pickup $2A0
0215: destroy_pickup $2A1
03E5: text_box "WANT_G" ;; When you are ~h~'busted'~w~ you are returned to the
nearest police station.
0001: wait 5000 ms
03E5: text_box "WANT_H" ;; The cops will take all your weapons and some of your
cash as a bribe.
0001: wait 5000 ms
03E5: text_box "WANT_I" ;; Any mission you were on will be failed.
0001: wait 5000 ms
03E5: text_box "WANT_A" ;; You will only be arrested if you have a ~h~wanted
level.
0001: wait 5000 ms
03E5: text_box "WANT_B" ;; Your ~h~wanted level~w~ is represented by the row of
stars in the top right of the screen.
0001: wait 5000 ms
03E5: text_box "WANT_F" ;; As your ~h~wanted level~w~ increases you will attract
more powerful forms of law enforcement.
0004: $68 = 1 ;; integer values
:Label0126FD
00D6: if 0
0038: $69 == 0 ;; integer values
004D: jump_if_false Label0127D4
00D6: if 25
0214: pickup $6E picked_up
0214: pickup $6F picked_up
0214: pickup $70 picked_up
0214: pickup $71 picked_up
0214: pickup $72 picked_up
0214: pickup $73 picked_up
004D: jump_if_false Label012759
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label012759
03E5: text_box "BRIBE1" ;; You have just picked up a police bribe, this will
reduce your wanted level by one star.
0004: $69 = 1 ;; integer values
:Label012759
00D6: if 0
0214: pickup $74 picked_up
004D: jump_if_false Label01278A
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01278A
03E5: text_box "BRIBE1" ;; You have just picked up a police bribe, this will
reduce your wanted level by one star.
0004: $69 = 1 ;; integer values
:Label01278A
00D6: if 25
0214: pickup $75 picked_up
0214: pickup $76 picked_up
0214: pickup $77 picked_up
0214: pickup $78 picked_up
0214: pickup $79 picked_up
0214: pickup $7A picked_up
004D: jump_if_false Label0127D4
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label0127D4
03E5: text_box "BRIBE1" ;; You have just picked up a police bribe, this will
reduce your wanted level by one star.
0004: $69 = 1 ;; integer values
:Label0127D4
00D6: if 0
0038: $6A == 0 ;; integer values
004D: jump_if_false Label012819
00D6: if 0
057B: (unknown)
004D: jump_if_false Label012819
0001: wait 5000 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label012819
03E5: text_box "WANT_L" ;; Your wanted level has been suspended, if you commit a
crime whilst the stars are flashing your full wanted level will be reinstated.
0004: $6A = 1 ;; integer values
:Label012819
00D6: if 0
0038: $19 == 1 ;; integer values
004D: jump_if_false Label012872
00D6: if 0
0038: $55 == 0 ;; integer values
004D: jump_if_false Label012872
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label012872
00D6: if 0
00E0: player $PLAYER_CHAR driving
004D: jump_if_false Label012872
057D: 0
03E5: text_box "BRID_CL" ;; Storm warning: All bridges to the mainland are closed.
0004: $55 = 1 ;; integer values
:Label012872
0002: jump Label011D40
:Label012879
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label0128A8
0004: $ONMISSION = 1 ;; integer values
03EF: player $PLAYER_CHAR make_safe
0169: set_fade_color 0 0 0
016A: fade 0 () 1500 ms
03AF: set_streaming 0 (disabled)
:Label0128A8
0051: return
:Label0128AA
00D6: if 0
016B: fading
004D: jump_if_false Label0128C2
0001: wait 0 ms
0002: jump Label0128AA
:Label0128C2
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label0128D7
011C: actor $PLAYER_ACTOR clear_objective
:Label0128D7
0051: return
:Label0128D9
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01296C
0004: $ONMISSION = 1 ;; integer values
02A3: toggle_widescreen 1 (on)
015F: set_camera_position 91.925 -818.489 20.0 0.0 0.0 0.0
0160: point_camera 92.866 -818.736 19.769 2
0395: clear_area 1 at 119.2 -826.9 range 10.0 1.0
0055: put_player $PLAYER_CHAR at 119.4 -827.2 9.7
0171: set_player $PLAYER_CHAR z_angle_to 230.0
0211: actor $PLAYER_ACTOR walk_to 123.3 -829.9
:Label01296C
0001: wait 1000 ms
0051: return
:Label012973
0004: $ONMISSION = 1 ;; integer values
02A3: toggle_widescreen 1 (on)
015F: set_camera_position -381.923 -473.339 48.904 0.0 0.0 0.0
0160: point_camera -381.898 -474.247 48.486 2
0001: wait 1000 ms
0051: return
:Label0129B8
0004: $ONMISSION = 1 ;; integer values
02A3: toggle_widescreen 1 (on)
015F: set_camera_position -229.438 -1364.204 12.607 0.0 0.0 0.0
0160: point_camera -230.424 -1364.068 12.511 2
0211: actor $PLAYER_ACTOR walk_to -251.9 -1360.8
0001: wait 1000 ms
0051: return
:Label012A0C
0004: $ONMISSION = 1 ;; integer values
02A3: toggle_widescreen 1 (on)
015F: set_camera_position -52.624 939.244 10.011 0.0 0.0 0.0
0160: point_camera -53.538 938.966 10.306 2
0211: actor $PLAYER_ACTOR walk_to -76.3 931.3
0001: wait 1000 ms
0051: return
:Label012A60
0004: $ONMISSION = 1 ;; integer values
02A3: toggle_widescreen 1 (on)
015F: set_camera_position 499.781 -106.921 12.057 0.0 0.0 0.0
0160: point_camera 499.357 -106.019 12.139 2
00A1: put_actor $PLAYER_ACTOR at 482.2 -69.9 9.9
0001: wait 1000 ms
0051: return
:Label012AB9
0004: $ONMISSION = 1 ;; integer values
02A3: toggle_widescreen 1 (on)
015F: set_camera_position 487.475 -68.248 11.147 0.0 0.0 0.0
0160: point_camera 486.5 -68.023 11.15 2
0173: set_actor $PLAYER_ACTOR z_angle_to 62.0
0001: wait 1000 ms
0051: return
:Label012B08
0004: $ONMISSION = 1 ;; integer values
02A3: toggle_widescreen 1 (on)
015F: set_camera_position -1094.531 332.318 14.799 0.0 0.0 0.0
0160: point_camera -1095.238 332.993 14.591 2
0211: actor $PLAYER_ACTOR walk_to -1102.7 343.4
0001: wait 1000 ms
0051: return
:Label012B5C
0004: $ONMISSION = 1 ;; integer values
02A3: toggle_widescreen 1 (on)
015F: set_camera_position -1039.093 -293.828 27.81 0.0 0.0 0.0
0160: point_camera -1039.811 -293.283 27.377 2
0211: actor $PLAYER_ACTOR walk_to -1070.6 -278.9
0001: wait 1000 ms
0051: return
:Label012BB0
0004: $ONMISSION = 1 ;; integer values
02A3: toggle_widescreen 1 (on)
015F: set_camera_position -609.208 660.793 14.52 0.0 0.0 0.0
0160: point_camera -608.458 660.156 14.339 2
0211: actor $PLAYER_ACTOR walk_to -597.4 651.6
0001: wait 1000 ms
0051: return
:Label012C04
0004: $ONMISSION = 1 ;; integer values
02A3: toggle_widescreen 1 (on)
015F: set_camera_position -870.59 1155.257 10.356 0.0 0.0 0.0
0160: point_camera -871.349 1155.864 10.592 2
0211: actor $PLAYER_ACTOR walk_to -883.1 1159.2
0001: wait 1000 ms
0051: return
:Label012C58
0004: $ONMISSION = 1 ;; integer values
02A3: toggle_widescreen 1 (on)
015F: set_camera_position -1179.528 -605.912 12.22 0.0 0.0 0.0
0160: point_camera -1178.774 -606.569 12.223 2
00A1: put_actor $PLAYER_ACTOR at -1166.3 -634.4 10.6
0001: wait 1000 ms
0051: return
:Label012CB1
0004: $ONMISSION = 1 ;; integer values
02A3: toggle_widescreen 1 (on)
015F: set_camera_position -969.554 139.73 10.058 0.0 0.0 0.0
0160: point_camera -968.921 140.503 10.031 2
0211: actor $PLAYER_ACTOR walk_to -962.6 146.1
0001: wait 1000 ms
0051: return
:Label012D05
0004: $ONMISSION = 1 ;; integer values
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
02A3: toggle_widescreen 1 (on)
015F: set_camera_position -994.919 210.472 15.758 0.0 0.0 0.0
0160: point_camera -995.722 210.02 15.37 2
0051: return
:Label012D4C
0004: $ONMISSION = 1 ;; integer values
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
03D8: show_save_screen
0001: wait 0 ms
:Label012D60
00D6: if 0
83D9: NOT save_done
004D: jump_if_false Label012D78
0001: wait 0 ms
0002: jump Label012D60
:Label012D78
0169: set_fade_color 0 0 0
016A: fade 0 () 1000 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label012DA6
0222: set_player $PLAYER_CHAR health_to 200
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
:Label012DA6
0051: return
:Label012DA8
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label012DBC
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
:Label012DBC
0001: wait 500 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label012DDF
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
0004: $ONMISSION = 0 ;; integer values
:Label012DDF
0051: return
:Label012DE1
0111: set_wasted_busted_check_to 0 (disabled)
03A4: name_thread "HJ"
0004: $2E4 = 0 ;; integer values
:Label012DF6
0001: wait 0 ms
00D6: if 0
8256: NOT player $PLAYER_CHAR defined
004D: jump_if_false Label012E11
0002: jump Label012DF6
:Label012E11
00D6: if 0
0445: unknown_cheat_check
004D: jump_if_false Label012E25
0002: jump Label012DF6
:Label012E25
00D6: if 0
04C9: $PLAYER_CHAR
004D: jump_if_false Label012E3C
0002: jump Label012DF6
:Label012E3C
00D6: if 0
04A8: $PLAYER_CHAR
004D: jump_if_false Label012E53
0002: jump Label012DF6
:Label012E53
00D6: if 0
00E0: player $PLAYER_CHAR driving
004D: jump_if_false Label013418
03C1: $2D7 = player $PLAYER_CHAR car
04FC: store_stunt_data $PLAYER_CHAR two_wheels: $300 $304 wheelie: $307 $30B
stoppie: $30E $312
00D6: if 0
0018: $300 > 0 ;; integer values
004D: jump_if_false Label012F44
0014: $300 /= 1000 ;; integer values
008C: $301 = float_to_integer $304
008D: $305 = integer_to_float $301
0086: $2FB = $304 ;; floating-point values only
0061: $2FB -= $305 ;; floating-point values
0011: $2FB *= 100.0 ;; floating-point values
008C: $302 = float_to_integer $2FB
0084: $2D6 = $300 ;; integer values and handles
0058: $2D6 += $301 ;; integer values
0014: $2D6 /= 2 ;; integer values
0109: player $PLAYER_CHAR money += $2D6
00D6: if 0
0424: metric
004D: jump_if_false Label012F1C
0302: text_4numbers "WHEEL01" $2D6 $301 $302 $300 3000 ms 1 ;; TWO WHEELS DOUBLE
BONUS: $ ~1~ Distance: ~1~.~1~m Time: ~1~ seconds
0002: jump Label012F44
:Label012F1C
0425: unknown_metric_stuff $306 = $304
008C: $303 = float_to_integer $306
02FF: text_3numbers "WHEEL02" $2D6 $303 $300 time 3000 ms 1 ;; TWO WHEELS DOUBLE
BONUS: $ ~1~ Distance: ~1~ feet Time: ~1~ seconds
:Label012F44
00D6: if 0
0018: $307 > 0 ;; integer values
004D: jump_if_false Label013014
0014: $307 /= 1000 ;; integer values
008C: $308 = float_to_integer $30B
008D: $30C = integer_to_float $308
0086: $2FB = $30B ;; floating-point values only
0061: $2FB -= $30C ;; floating-point values
0011: $2FB *= 100.0 ;; floating-point values
008C: $309 = float_to_integer $2FB
0084: $2D6 = $307 ;; integer values and handles
0058: $2D6 += $308 ;; integer values
0010: $2D6 *= 2 ;; integer values
0014: $2D6 /= 5 ;; integer values
0014: $2D6 /= 2 ;; integer values
0109: player $PLAYER_CHAR money += $2D6
00D6: if 0
0424: metric
004D: jump_if_false Label012FEC
0302: text_4numbers "WHEEL06" $2D6 $308 $309 $307 3000 ms 1 ;; WHEELIE BONUS: $
~1~ Distance: ~1~.~1~m Time: ~1~ seconds
0002: jump Label013014
:Label012FEC
0425: unknown_metric_stuff $30D = $30B
008C: $30A = float_to_integer $30D
02FF: text_3numbers "WHEEL07" $2D6 $30A $307 time 3000 ms 1 ;; WHEELIE BONUS: $
~1~ Distance: ~1~ feet Time: ~1~ seconds
:Label013014
00D6: if 0
0018: $30E > 0 ;; integer values
004D: jump_if_false Label0130D6
0014: $30E /= 1000 ;; integer values
008C: $30F = float_to_integer $312
008D: $313 = integer_to_float $30F
0086: $2FB = $312 ;; floating-point values only
0061: $2FB -= $313 ;; floating-point values
0011: $2FB *= 100.0 ;; floating-point values
008C: $310 = float_to_integer $2FB
0084: $2D6 = $30E ;; integer values and handles
0058: $2D6 += $30F ;; integer values
0014: $2D6 /= 2 ;; integer values
0109: player $PLAYER_CHAR money += $2D6
00D6: if 0
0424: metric
004D: jump_if_false Label0130AE
0302: text_4numbers "WHEEL11" $2D6 $30F $310 $30E 3000 ms 1 ;; STOPPIE BONUS: $
~1~ Distance: ~1~.~1~m Time: ~1~ seconds
0002: jump Label0130D6
:Label0130AE
0425: unknown_metric_stuff $314 = $312
008C: $311 = float_to_integer $314
02FF: text_3numbers "WHEEL12" $2D6 $311 $30E time 3000 ms 1 ;; STOPPIE BONUS: $
~1~ Distance: ~1~ feet Time: ~1~ seconds
:Label0130D6
00D6: if 0
01F3: car $2D7 airborne
004D: jump_if_false Label01340A
0004: $2E3 = 0 ;; integer values
0005: $2FA = 0.0 ;; floating-point values
0004: $2DA = 0 ;; integer values
0004: $2E1 = 0 ;; integer values
0004: $2DD = 0 ;; integer values
0004: $2DC = 0 ;; integer values
0004: $2E2 = 0 ;; integer values
0004: $2DB = 0 ;; integer values
0004: $2D8 = 0 ;; integer values
0004: $2D9 = 0 ;; integer values
0005: $2ED = -100.0 ;; floating-point values
0005: $2EE = 0.0 ;; floating-point values
0005: $2EF = 0.0 ;; floating-point values
0005: $2F0 = 0.0 ;; floating-point values
0005: $2F1 = 0.0 ;; floating-point values
0005: $2F2 = 0.0 ;; floating-point values
0005: $2F3 = 0.0 ;; floating-point values
0005: $2F4 = 0.0 ;; floating-point values
0005: $2F5 = 0.0 ;; floating-point values
0005: $2F6 = 0.0 ;; floating-point values
0005: $2F7 = 0.0 ;; floating-point values
0005: $2F8 = 0.0 ;; floating-point values
0005: $2F9 = 0.0 ;; floating-point values
0004: $2E0 = 0 ;; integer values
0004: $2DF = 0 ;; integer values
0004: $2DE = 0 ;; integer values
0005: $2FB = 0.0 ;; floating-point values
0005: $2FD = 0.0 ;; floating-point values
0005: $2FF = 0.0 ;; floating-point values
0005: $2FE = 0.0 ;; floating-point values
0005: $2FC = 0.0 ;; floating-point values
0004: $2E5 = 0 ;; integer values
0004: $2E6 = 0 ;; integer values
0004: $2E7 = 0 ;; integer values
0004: $2E8 = 0 ;; integer values
0004: $2E9 = 0 ;; integer values
0004: $2EA = 0 ;; integer values
:Label013222
00D6: if 21
01F3: car $2D7 airborne
001A: 10 > $2EA ;; integer values
004D: jump_if_false Label013403
0008: $2EA += 1 ;; integer values
00AA: store_car $2D7 position_to $2EE $2EF $2F0
0086: $2FC = $2FA ;; floating-point values only
00D6: if 0
0038: $2D8 == 0 ;; integer values
004D: jump_if_false Label01328F
0174: $2FC = car $2D7 z_angle
0086: $2F1 = $2EE ;; floating-point values only
0086: $2F2 = $2EF ;; floating-point values only
0086: $2F3 = $2F0 ;; floating-point values only
0004: $2D8 = 1 ;; integer values
:Label01328F
0001: wait 0 ms
00D6: if 0
0119: car $2D7 wrecked
004D: jump_if_false Label0132AA
0002: jump Label012DF6
:Label0132AA
00D6: if 0
8256: NOT player $PLAYER_CHAR defined
004D: jump_if_false Label0132C1
0002: jump Label012DF6
:Label0132C1
00D6: if 0
80E0: NOT player $PLAYER_CHAR driving
004D: jump_if_false Label0132D8
0002: jump Label012DF6
:Label0132D8
00D6: if 1
820D: NOT car $2D7 flipped
0038: $2DC == 0 ;; integer values
004D: jump_if_false Label0132F6
0004: $2DC = 1 ;; integer values
:Label0132F6
00D6: if 1
020D: car $2D7 flipped
0038: $2DC == 1 ;; integer values
004D: jump_if_false Label01331B
0008: $2DD += 1 ;; integer values
0004: $2DC = 0 ;; integer values
:Label01331B
0174: $2FA = car $2D7 z_angle
0086: $2FD = $2FA ;; floating-point values only
0061: $2FD -= $2FC ;; floating-point values
00D6: if 0
0020: $2FD > 180.0 ;; floating-point values
004D: jump_if_false Label013369
0086: $2FE = $2FD ;; floating-point values only
0005: $2FD = 360.0 ;; floating-point values
0061: $2FD -= $2FE ;; floating-point values
0002: jump Label013398
:Label013369
00D6: if 0
0022: -180.0 > $2FD ;; floating-point values
004D: jump_if_false Label013398
0086: $2FE = $2FD ;; floating-point values only
0005: $2FD = 360.0 ;; floating-point values
0059: $2FD += $2FE ;; floating-point values
:Label013398
00D6: if 0
0022: 0.0 > $2FD ;; floating-point values
004D: jump_if_false Label0133C7
0086: $2FE = $2FD ;; floating-point values only
0005: $2FD = 0.0 ;; floating-point values
0061: $2FD -= $2FE ;; floating-point values
:Label0133C7
0059: $2FF += $2FD ;; floating-point values
008C: $2E3 = float_to_integer $2FF
00D6: if 0
0024: $2F0 > $2ED ;; floating-point values only
004D: jump_if_false Label0133F2
0086: $2ED = $2F0 ;; floating-point values only
:Label0133F2
0005: $2F0 = 0.0 ;; floating-point values
0002: jump Label013222
:Label013403
0002: jump Label013411
:Label01340A
0002: jump Label012DF6
:Label013411
0002: jump Label01341F
:Label013418
0002: jump Label012DF6
:Label01341F
00D6: if 0
0038: $2D8 == 1 ;; integer values
004D: jump_if_false Label01350E
00AA: store_car $2D7 position_to $2F4 $2F5 $2FB
0004: $2E1 = 0 ;; integer values
0086: $2F6 = $2F1 ;; floating-point values only
0061: $2F6 -= $2F4 ;; floating-point values
0086: $2F7 = $2F2 ;; floating-point values only
0061: $2F7 -= $2F5 ;; floating-point values
0069: $2F6 *= $2F6 ;; floating-point values
0069: $2F7 *= $2F7 ;; floating-point values
0086: $2F8 = $2F6 ;; floating-point values only
0059: $2F8 += $2F7 ;; floating-point values
01FB: $2F9 = square_root $2F8
030E: save_jump_distance $2F9
008C: $2E0 = float_to_integer $2F9
0061: $2ED -= $2F3 ;; floating-point values
030F: save_jump_height $2ED
008C: $2D9 = float_to_integer $2ED
008D: $2FB = integer_to_float $2E0
0061: $2F9 -= $2FB ;; floating-point values
0086: $2FB = $2F9 ;; floating-point values only
0011: $2FB *= 100.0 ;; floating-point values
008C: $2DF = float_to_integer $2FB
008D: $2FB = integer_to_float $2D9
0061: $2ED -= $2FB ;; floating-point values
0086: $2FB = $2ED ;; floating-point values only
0011: $2FB *= 100.0 ;; floating-point values
008C: $2DE = float_to_integer $2FB
0310: save_jump_flips $2DD
0311: save_jump_rotation $2E3
:Label01350E
00D6: if 0
0020: $2ED > 4.0 ;; floating-point values
004D: jump_if_false Label01352A
0008: $2DB += 1 ;; integer values
:Label01352A
00D6: if 0
0018: $2E0 > 40 ;; integer values
004D: jump_if_false Label013543
0008: $2DB += 1 ;; integer values
:Label013543
00D6: if 0
0018: $2DD > 1 ;; integer values
004D: jump_if_false Label01355C
0008: $2DB += 1 ;; integer values
:Label01355C
00D6: if 0
0018: $2E3 > 360 ;; integer values
004D: jump_if_false Label013576
0008: $2DB += 1 ;; integer values
:Label013576
00D6: if 0
0018: $2E2 > 60 ;; integer values
004D: jump_if_false Label01358F
0004: $2DA = 1 ;; integer values
:Label01358F
00D6: if 0
0018: $2DB > 0 ;; integer values
004D: jump_if_false Label01378C
0084: $2EB = $2DD ;; integer values and handles
0010: $2EB *= 180 ;; integer values
0058: $2EB += $2E3 ;; integer values
0084: $2EC = $2E0 ;; integer values and handles
0010: $2EC *= 6 ;; integer values
0058: $2EB += $2EC ;; integer values
0084: $2EC = $2D9 ;; integer values and handles
0010: $2EC *= 45 ;; integer values
0058: $2EB += $2EC ;; integer values
00D6: if 0
0038: $2DA == 1 ;; integer values
004D: jump_if_false Label013600
0010: $2EB *= 2 ;; integer values
:Label013600
0068: $2EB *= $2DB ;; integer values
0014: $2EB /= 3 ;; integer values
0014: $2EB /= 5 ;; integer values
0109: player $PLAYER_CHAR money += $2EB
00D6: if 0
0038: $2DB == 1 ;; integer values
004D: jump_if_false Label013646
01E4: text_1number_lowpriority "HJ_IS" $2EB 2000 ms 1 ;; INSANE STUNT BONUS:
$~1~
0312: save_jump_type 1
:Label013646
00D6: if 0
0038: $2DB == 2 ;; integer values
004D: jump_if_false Label01366E
01E4: text_1number_lowpriority "HJ_DIS" $2EB 2000 ms 1 ;; DOUBLE INSANE STUNT
BONUS: $~1~
0312: save_jump_type 3
:Label01366E
00D6: if 0
0038: $2DB == 3 ;; integer values
004D: jump_if_false Label013696
01E4: text_1number_lowpriority "HJ_TIS" $2EB 2000 ms 1 ;; TRIPLE INSANE STUNT
BONUS: $~1~
0312: save_jump_type 5
:Label013696
00D6: if 0
0038: $2DB == 4 ;; integer values
004D: jump_if_false Label0136BE
01E4: text_1number_lowpriority "HJ_QIS" $2EB 2000 ms 1 ;; QUADRUPLE INSANE STUNT
BONUS: $~1~
0312: save_jump_type 7
:Label0136BE
00D6: if 0
0424: metric
004D: jump_if_false Label01372D
00D6: if 0
0038: $2DA == 1 ;; integer values
004D: jump_if_false Label013705
0308: text_6numbers "HJSTATW" $2E0 $2DF $2D9 $2DE $2DD $2E3 5000 ms 5 ;;
Distance: ~1~.~1~m Height: ~1~.~1~m Flips: ~1~ Rotation: ~1~_ And what a great
landing!
0002: jump Label013726
:Label013705
0308: text_6numbers "HJSTAT" $2E0 $2DF $2D9 $2DE $2DD $2E3 5000 ms 5 ;;
Distance: ~1~.~1~m Height: ~1~.~1~m Flips: ~1~ Rotation: ~1~_
:Label013726
0002: jump Label01378C
:Label01372D
042D: $2E0 = metric_to_imperial $2E0
042D: $2D9 = metric_to_imperial $2D9
00D6: if 0
0038: $2DA == 1 ;; integer values
004D: jump_if_false Label013771
0302: text_4numbers "HJSTAWF" $2E0 $2D9 $2DD $2E3 5000 ms 5 ;; Distance: ~1~ft
Height: ~1~ft Flips: ~1~ Rotation: ~1~_ And what a great landing!
0002: jump Label01378C
:Label013771
0302: text_4numbers "HJSTATF" $2E0 $2D9 $2DD $2E3 5000 ms 5 ;; Distance: ~1~ft
Height: ~1~ft Flips: ~1~ Rotation: ~1~_
:Label01378C
0002: jump Label012DF6
004E: end_thread
:Label013795
0004: $31B = 0 ;; integer values
0004: $31C = 0 ;; integer values
0004: $31D = 0 ;; integer values
0004: $31E = 0 ;; integer values
0004: $31F = 0 ;; integer values
0004: $320 = 0 ;; integer values
0004: $321 = 0 ;; integer values
0004: $322 = 0 ;; integer values
0004: $323 = 0 ;; integer values
0004: $324 = 0 ;; integer values
0004: $325 = 0 ;; integer values
0004: $326 = 0 ;; integer values
0004: $327 = 0 ;; integer values
0004: $328 = 0 ;; integer values
0004: $329 = 0 ;; integer values
0004: $32A = 0 ;; integer values
0004: $32B = 0 ;; integer values
0004: $32C = 0 ;; integer values
0004: $32D = 0 ;; integer values
0004: $32E = 0 ;; integer values
0004: $32F = 0 ;; integer values
0004: $330 = 0 ;; integer values
0004: $331 = 0 ;; integer values
0004: $332 = 0 ;; integer values
0004: $333 = 0 ;; integer values
0004: $334 = 0 ;; integer values
0004: $335 = 0 ;; integer values
0004: $336 = 0 ;; integer values
0004: $337 = 0 ;; integer values
0004: $338 = 0 ;; integer values
0004: $339 = 0 ;; integer values
0004: $33A = 0 ;; integer values
0004: $33B = 0 ;; integer values
0004: $33C = 0 ;; integer values
0004: $33D = 0 ;; integer values
0004: $33E = 0 ;; integer values
0004: $316 = 100 ;; integer values
0004: $318 = 0 ;; integer values
0004: $317 = 0 ;; integer values
0004: $31A = 0 ;; integer values
0111: set_wasted_busted_check_to 0 (disabled)
0314: set_total_unique_jumps_to 36
03A4: name_thread "USJ"
:Label0138BF
0001: wait 0 ms
00D6: if 0
8256: NOT player $PLAYER_CHAR defined
004D: jump_if_false Label0138DA
0002: jump Label0138BF
:Label0138DA
00D6: if 0
0038: $163 == 1 ;; integer values
004D: jump_if_false Label0138F3
0002: jump Label0138BF
:Label0138F3
00D6: if 0
80E0: NOT player $PLAYER_CHAR driving
004D: jump_if_false Label01390A
0002: jump Label0138BF
:Label01390A
00D6: if 0
04A8: $PLAYER_CHAR
004D: jump_if_false Label013921
0002: jump Label0138BF
:Label013921
00D6: if 0
04C9: $PLAYER_CHAR
004D: jump_if_false Label013938
0002: jump Label0138BF
:Label013938
03C1: $315 = player $PLAYER_CHAR car
02E3: $33F = car $315 speed
00D6: if 0
0022: 25.0 > $33F ;; floating-point values
004D: jump_if_false Label013964
0002: jump Label0138BF
:Label013964
00D6: if 0
81F3: NOT car $315 airborne
004D: jump_if_false Label01397B
0002: jump Label0138BF
:Label01397B
00D6: if 0
0121: player $PLAYER_CHAR in_zone "A_PORT"
004D: jump_if_false Label013D63
00D6: if 0
00F7: player $PLAYER_CHAR 0 ()near_point_in_car -1487.781 -1044.546 18.707
radius 3.5 3.0 3.0
004D: jump_if_false Label013A0D
0004: $318 = 1 ;; integer values
0005: $340 = -1521.964 ;; floating-point values
0005: $341 = -1039.85 ;; floating-point values
0005: $342 = 24.1338 ;; floating-point values
0005: $343 = -1510.208 ;; floating-point values
0005: $344 = -1042.849 ;; floating-point values
0005: $345 = 32.151 ;; floating-point values
0002: jump Label014C8E
:Label013A0D
00D6: if 0
00F7: player $PLAYER_CHAR 0 ()near_point_in_car -1352.695 -755.212 28.673
radius 2.0 4.0 4.0
004D: jump_if_false Label013A87
0004: $318 = 2 ;; integer values
0005: $340 = -1360.824 ;; floating-point values
0005: $341 = -781.5606 ;; floating-point values
0005: $342 = 37.2329 ;; floating-point values
0005: $343 = -1353.033 ;; floating-point values
0005: $344 = -806.455 ;; floating-point values
0005: $345 = 39.2439 ;; floating-point values
0002: jump Label014C8E
:Label013A87
00D6: if 0
00F7: player $PLAYER_CHAR 0 ()near_point_in_car -1216.49 -911.833 19.0 radius
2.5 2.5 3.0
004D: jump_if_false Label013B01
0004: $318 = 3 ;; integer values
0005: $340 = -1200.244 ;; floating-point values
0005: $341 = -894.1972 ;; floating-point values
0005: $342 = 26.7296 ;; floating-point values
0005: $343 = -1170.48 ;; floating-point values
0005: $344 = -892.3815 ;; floating-point values
0005: $345 = 34.0162 ;; floating-point values
0002: jump Label014C8E
:Label013B01
00D6: if 0
00F7: player $PLAYER_CHAR 0 ()near_point_in_car -1252.139 -1054.685 22.016
radius 4.0 4.0 3.0
004D: jump_if_false Label013B7B
0004: $318 = 4 ;; integer values
0005: $340 = -1194.279 ;; floating-point values
0005: $341 = -1027.862 ;; floating-point values
0005: $342 = 22.979 ;; floating-point values
0005: $343 = -1201.502 ;; floating-point values
0005: $344 = -1013.937 ;; floating-point values
0005: $345 = 23.4673 ;; floating-point values
0002: jump Label014C8E
:Label013B7B
00D6: if 0
00F7: player $PLAYER_CHAR 0 ()near_point_in_car -1551.685 -1075.674 19.121
radius 3.5 2.5 2.5
004D: jump_if_false Label013BF5
0004: $318 = 5 ;; integer values
0005: $340 = -1520.165 ;; floating-point values
0005: $341 = -1073.36 ;; floating-point values
0005: $342 = 24.1604 ;; floating-point values
0005: $343 = -1511.204 ;; floating-point values
0005: $344 = -1065.214 ;; floating-point values
0005: $345 = 32.3439 ;; floating-point values
0002: jump Label014C8E
:Label013BF5
00D6: if 0
00F7: player $PLAYER_CHAR 0 ()near_point_in_car -1595.712 -1272.881 19.068
radius 3.0 3.0 2.5
004D: jump_if_false Label013C6F
0004: $318 = 6 ;; integer values
0005: $340 = -1564.454 ;; floating-point values
0005: $341 = -1271.588 ;; floating-point values
0005: $342 = 21.5915 ;; floating-point values
0005: $343 = -1548.072 ;; floating-point values
0005: $344 = -1255.53 ;; floating-point values
0005: $345 = 23.9858 ;; floating-point values
0002: jump Label014C8E
:Label013C6F
00D6: if 0
00F7: player $PLAYER_CHAR 0 ()near_point_in_car -1553.337 -1230.952 17.194
radius 3.0 3.0 2.5
004D: jump_if_false Label013CE9
0004: $318 = 7 ;; integer values
0005: $340 = -1590.58 ;; floating-point values
0005: $341 = -1247.373 ;; floating-point values
0005: $342 = 26.3087 ;; floating-point values
0005: $343 = -1598.12 ;; floating-point values
0005: $344 = -1252.426 ;; floating-point values
0005: $345 = 23.7824 ;; floating-point values
0002: jump Label014C8E
:Label013CE9
00D6: if 0
00F7: player $PLAYER_CHAR 0 ()near_point_in_car -1340.022 -998.257 19.115
radius 3.0 3.0 3.0
004D: jump_if_false Label013D63
0004: $318 = 8 ;; integer values
0005: $340 = -1355.275 ;; floating-point values
0005: $341 = -997.9999 ;; floating-point values
0005: $342 = 24.0731 ;; floating-point values
0005: $343 = -1363.207 ;; floating-point values
0005: $344 = -996.5805 ;; floating-point values
0005: $345 = 32.2555 ;; floating-point values
0002: jump Label014C8E
:Label013D63
00D6: if 0
0121: player $PLAYER_CHAR in_zone "PORNI"
004D: jump_if_false Label013DF5
00D6: if 0
00F7: player $PLAYER_CHAR 0 ()near_point_in_car 24.721 897.801 25.103 radius
3.0 3.5 2.5
004D: jump_if_false Label013DF5
0004: $318 = 9 ;; integer values
0005: $340 = .1404 ;; floating-point values
0005: $341 = 878.4036 ;; floating-point values
0005: $342 = 20.2009 ;; floating-point values
0005: $343 = -15.8172 ;; floating-point values
0005: $344 = 907.157 ;; floating-point values
0005: $345 = 28.9023 ;; floating-point values
0002: jump Label014C8E
:Label013DF5
00D6: if 0
0121: player $PLAYER_CHAR in_zone "DOCKS"
004D: jump_if_false Label013F01
00D6: if 0
00F7: player $PLAYER_CHAR 0 ()near_point_in_car -321.028 -1379.498 10.929
radius 4.0 4.0 3.0
004D: jump_if_false Label013E87
0004: $318 = 25 ;; integer values
0005: $340 = -311.0497 ;; floating-point values
0005: $341 = -1399.506 ;; floating-point values
0005: $342 = 9.6779 ;; floating-point values
0005: $343 = -320.9215 ;; floating-point values
0005: $344 = -1430.599 ;; floating-point values
0005: $345 = 16.8534 ;; floating-point values
0002: jump Label014C8E
:Label013E87
00D6: if 0
00F7: player $PLAYER_CHAR 0 ()near_point_in_car -321.028 -1276.589 10.929
radius 4.0 4.0 3.0
004D: jump_if_false Label013F01
0004: $318 = 26 ;; integer values
0005: $340 = -314.5936 ;; floating-point values
0005: $341 = -1300.281 ;; floating-point values
0005: $342 = 9.4204 ;; floating-point values
0005: $343 = -320.6415 ;; floating-point values
0005: $344 = -1310.957 ;; floating-point values
0005: $345 = 17.6351 ;; floating-point values
0002: jump Label014C8E
:Label013F01
00D6: if 0
0121: player $PLAYER_CHAR in_zone "DTOWN"
004D: jump_if_false Label014101
00D6: if 0
00F7: player $PLAYER_CHAR 0 ()near_point_in_car -674.345 1162.422 29.916
radius 2.5 4.0 2.5
004D: jump_if_false Label013F93
0004: $318 = 11 ;; integer values
0005: $340 = -690.7014 ;; floating-point values
0005: $341 = 1199.213 ;; floating-point values
0005: $342 = 25.0565 ;; floating-point values
0005: $343 = -673.2637 ;; floating-point values
0005: $344 = 1209.819 ;; floating-point values
0005: $345 = 32.8857 ;; floating-point values
0002: jump Label014C8E
:Label013F93
00D6: if 0
00F7: player $PLAYER_CHAR 0 ()near_point_in_car -529.84 830.062 98.717 radius
7.0 3.0 3.0
004D: jump_if_false Label01400D
0004: $318 = 12 ;; integer values
0005: $340 = -543.2 ;; floating-point values
0005: $341 = 843.4 ;; floating-point values
0005: $342 = 99.2 ;; floating-point values
0005: $343 = -529.3288 ;; floating-point values
0005: $344 = 888.8258 ;; floating-point values
0005: $345 = 77.5537 ;; floating-point values
0002: jump Label014C8E
:Label01400D
00D6: if 0
00F7: player $PLAYER_CHAR 0 ()near_point_in_car -839.022 1153.526 31.94 radius
3.7 2.5 2.5
004D: jump_if_false Label014087
0004: $318 = 13 ;; integer values
0005: $340 = -853.7 ;; floating-point values
0005: $341 = 1172.3 ;; floating-point values
0005: $342 = 24.4 ;; floating-point values
0005: $343 = -837.848 ;; floating-point values
0005: $344 = 1200.585 ;; floating-point values
0005: $345 = 25.7884 ;; floating-point values
0002: jump Label014C8E
:Label014087
00D6: if 0
00F7: player $PLAYER_CHAR 0 ()near_point_in_car -312.447 1109.196 47.741
radius 5.0 3.0 2.5
004D: jump_if_false Label014101
0004: $318 = 14 ;; integer values
0005: $340 = -292.5 ;; floating-point values
0005: $341 = 1102.7 ;; floating-point values
0005: $342 = 40.0 ;; floating-point values
0005: $343 = -335.0812 ;; floating-point values
0005: $344 = 1055.352 ;; floating-point values
0005: $345 = 47.3995 ;; floating-point values
0002: jump Label014C8E
:Label014101
00D6: if 0
0121: player $PLAYER_CHAR in_zone "HAITI"
004D: jump_if_false Label014287
00D6: if 0
00F7: player $PLAYER_CHAR 0 ()near_point_in_car -1011.583 -30.098 15.181 radius
2.5 2.5 2.5
004D: jump_if_false Label014193
0004: $318 = 15 ;; integer values
0005: $340 = -1004.154 ;; floating-point values
0005: $341 = -62.9943 ;; floating-point values
0005: $342 = 15.957 ;; floating-point values
0005: $343 = -1001.711 ;; floating-point values
0005: $344 = -83.5744 ;; floating-point values
0005: $345 = 22.2569 ;; floating-point values
0002: jump Label014C8E
:Label014193
00D6: if 0
00F7: player $PLAYER_CHAR 0 ()near_point_in_car -942.702 -114.506 15.181 radius
2.5 2.5 2.5
004D: jump_if_false Label01420D
0004: $318 = 16 ;; integer values
0005: $340 = -930.7841 ;; floating-point values
0005: $341 = -125.4432 ;; floating-point values
0005: $342 = 12.2188 ;; floating-point values
0005: $343 = -881.2348 ;; floating-point values
0005: $344 = -107.6016 ;; floating-point values
0005: $345 = 20.23 ;; floating-point values
0002: jump Label014C8E
:Label01420D
00D6: if 0
00F7: player $PLAYER_CHAR 0 ()near_point_in_car -900.789 260.804 15.915 radius
2.5 2.5 2.5
004D: jump_if_false Label014287
0004: $318 = 17 ;; integer values
0005: $340 = -906.6896 ;; floating-point values
0005: $341 = 238.6932 ;; floating-point values
0005: $342 = 16.5044 ;; floating-point values
0005: $343 = -896.8717 ;; floating-point values
0005: $344 = 235.2098 ;; floating-point values
0005: $345 = 23.9347 ;; floating-point values
0002: jump Label014C8E
:Label014287
00D6: if 0
0121: player $PLAYER_CHAR in_zone "HAVANA"
004D: jump_if_false Label014319
00D6: if 0
00F7: player $PLAYER_CHAR 0 ()near_point_in_car -1041.895 -569.323 21.855
radius 5.0 2.5 2.5
004D: jump_if_false Label014319
0004: $318 = 18 ;; integer values
0005: $340 = -1055.616 ;; floating-point values
0005: $341 = -588.8613 ;; floating-point values
0005: $342 = 18.1929 ;; floating-point values
0005: $343 = -1038.943 ;; floating-point values
0005: $344 = -599.2438 ;; floating-point values
0005: $345 = 26.4899 ;; floating-point values
0002: jump Label014C8E
:Label014319
00D6: if 0
0121: player $PLAYER_CHAR in_zone "BEACH1"
004D: jump_if_false Label01477B
00D6: if 0
00F7: player $PLAYER_CHAR 0 ()near_point_in_car 208.993 -963.672 19.967 radius
2.5 2.5 2.5
004D: jump_if_false Label0143AB
0004: $318 = 19 ;; integer values
0005: $340 = 233.5752 ;; floating-point values
0005: $341 = -960.8961 ;; floating-point values
0005: $342 = 21.5283 ;; floating-point values
0005: $343 = 242.0566 ;; floating-point values
0005: $344 = -963.7044 ;; floating-point values
0005: $345 = 30.6993 ;; floating-point values
0002: jump Label014C8E
:Label0143AB
00D6: if 0
00F7: player $PLAYER_CHAR 0 ()near_point_in_car 46.115 -964.415 25.883 radius
2.5 3.5 2.5
004D: jump_if_false Label014425
0004: $318 = 20 ;; integer values
0005: $340 = 63.3356 ;; floating-point values
0005: $341 = -967.6796 ;; floating-point values
0005: $342 = 26.3317 ;; floating-point values
0005: $343 = 104.9159 ;; floating-point values
0005: $344 = -964.5817 ;; floating-point values
0005: $345 = 18.515 ;; floating-point values
0002: jump Label014C8E
:Label014425
00D6: if 0
00F7: player $PLAYER_CHAR 0 ()near_point_in_car 110.481 -1230.6 35.67 radius
4.0 4.0 2.5
004D: jump_if_false Label01449F
0004: $318 = 22 ;; integer values
0005: $340 = 84.5247 ;; floating-point values
0005: $341 = -1258.389 ;; floating-point values
0005: $342 = 31.4335 ;; floating-point values
0005: $343 = 106.3865 ;; floating-point values
0005: $344 = -1279.522 ;; floating-point values
0005: $345 = 40.51 ;; floating-point values
0002: jump Label014C8E
:Label01449F
00D6: if 0
00F7: player $PLAYER_CHAR 0 ()near_point_in_car 7.435 -1245.895 17.752 radius
3.0 3.0 3.5
004D: jump_if_false Label014519
0004: $318 = 23 ;; integer values
0005: $340 = 4.1501 ;; floating-point values
0005: $341 = -1274.46 ;; floating-point values
0005: $342 = 19.7525 ;; floating-point values
0005: $343 = 11.7328 ;; floating-point values
0005: $344 = -1306.691 ;; floating-point values
0005: $345 = 25.3238 ;; floating-point values
0002: jump Label014C8E
:Label014519
00D6: if 0
00F7: player $PLAYER_CHAR 0 ()near_point_in_car 9.103 -1326.505 20.361 radius
3.0 3.0 2.5
004D: jump_if_false Label014593
0004: $318 = 24 ;; integer values
0005: $340 = -6.4837 ;; floating-point values
0005: $341 = -1355.176 ;; floating-point values
0005: $342 = 20.045 ;; floating-point values
0005: $343 = 11.7328 ;; floating-point values
0005: $344 = -1371.335 ;; floating-point values
0005: $345 = 19.3237 ;; floating-point values
0002: jump Label014C8E
:Label014593
00D6: if 0
00F7: player $PLAYER_CHAR 0 ()near_point_in_car -321.028 -1379.498 10.929
radius 4.0 4.0 3.0
004D: jump_if_false Label01460D
0004: $318 = 25 ;; integer values
0005: $340 = -311.0497 ;; floating-point values
0005: $341 = -1399.506 ;; floating-point values
0005: $342 = 9.6779 ;; floating-point values
0005: $343 = -320.9215 ;; floating-point values
0005: $344 = -1430.599 ;; floating-point values
0005: $345 = 16.8534 ;; floating-point values
0002: jump Label014C8E
:Label01460D
00D6: if 0
00F7: player $PLAYER_CHAR 0 ()near_point_in_car -321.028 -1276.589 10.929
radius 4.0 4.0 3.0
004D: jump_if_false Label014687
0004: $318 = 26 ;; integer values
0005: $340 = -314.5936 ;; floating-point values
0005: $341 = -1300.281 ;; floating-point values
0005: $342 = 9.4204 ;; floating-point values
0005: $343 = -320.6415 ;; floating-point values
0005: $344 = -1310.957 ;; floating-point values
0005: $345 = 17.6351 ;; floating-point values
0002: jump Label014C8E
:Label014687
00D6: if 0
00F7: player $PLAYER_CHAR 0 ()near_point_in_car 218.05 -1152.0 12.84 radius
2.5 2.0 2.5
004D: jump_if_false Label014701
0004: $318 = 27 ;; integer values
0005: $340 = 228.2427 ;; floating-point values
0005: $341 = -1140.774 ;; floating-point values
0005: $342 = 14.4116 ;; floating-point values
0005: $343 = 225.9232 ;; floating-point values
0005: $344 = -1101.189 ;; floating-point values
0005: $345 = 20.9205 ;; floating-point values
0002: jump Label014C8E
:Label014701
00D6: if 0
00F7: player $PLAYER_CHAR 0 ()near_point_in_car 259.056 -945.833 12.84 radius
2.5 2.0 2.0
004D: jump_if_false Label01477B
0004: $318 = 28 ;; integer values
0005: $340 = 259.0203 ;; floating-point values
0005: $341 = -963.3474 ;; floating-point values
0005: $342 = 10.0962 ;; floating-point values
0005: $343 = 246.7973 ;; floating-point values
0005: $344 = -1007.525 ;; floating-point values
0005: $345 = 22.6569 ;; floating-point values
0002: jump Label014C8E
:Label01477B
00D6: if 0
0121: player $PLAYER_CHAR in_zone "BEACH2"
004D: jump_if_false Label014A6F
00D6: if 0
00F7: player $PLAYER_CHAR 0 ()near_point_in_car 284.4732 -494.1143 16.0 radius
3.0 3.0 3.0
004D: jump_if_false Label01480D
0004: $318 = 30 ;; integer values
0005: $340 = 268.9545 ;; floating-point values
0005: $341 = -469.6216 ;; floating-point values
0005: $342 = 15.2438 ;; floating-point values
0005: $343 = 252.5868 ;; floating-point values
0005: $344 = -477.8011 ;; floating-point values
0005: $345 = 20.6179 ;; floating-point values
0002: jump Label014C8E
:Label01480D
00D6: if 0
00F7: player $PLAYER_CHAR 0 ()near_point_in_car 370.79 -709.863 19.895 radius
3.0 3.0 3.0
004D: jump_if_false Label014887
0004: $318 = 31 ;; integer values
0005: $340 = 361.3011 ;; floating-point values
0005: $341 = -735.6794 ;; floating-point values
0005: $342 = 23.4501 ;; floating-point values
0005: $343 = 344.1249 ;; floating-point values
0005: $344 = -748.2875 ;; floating-point values
0005: $345 = 31.9164 ;; floating-point values
0002: jump Label014C8E
:Label014887
00D6: if 0
00F7: player $PLAYER_CHAR 0 ()near_point_in_car 461.589 -522.23 18.931 radius
3.0 3.0 3.0
004D: jump_if_false Label014901
0004: $318 = 32 ;; integer values
0005: $340 = 426.6392 ;; floating-point values
0005: $341 = -524.0469 ;; floating-point values
0005: $342 = 12.3656 ;; floating-point values
0005: $343 = 403.8112 ;; floating-point values
0005: $344 = -510.4724 ;; floating-point values
0005: $345 = 18.9753 ;; floating-point values
0002: jump Label014C8E
:Label014901
00D6: if 0
00F7: player $PLAYER_CHAR 0 ()near_point_in_car 454.105 -504.736 18.931 radius
3.0 3.0 3.0
004D: jump_if_false Label01497B
0004: $318 = 33 ;; integer values
0005: $340 = 456.6417 ;; floating-point values
0005: $341 = -532.0921 ;; floating-point values
0005: $342 = 19.3283 ;; floating-point values
0005: $343 = 436.7198 ;; floating-point values
0005: $344 = -555.8276 ;; floating-point values
0005: $345 = 28.7096 ;; floating-point values
0002: jump Label014C8E
:Label01497B
00D6: if 0
00F7: player $PLAYER_CHAR 0 ()near_point_in_car 460.91 -383.362 14.222 radius
3.0 3.0 3.0
004D: jump_if_false Label0149F5
0004: $318 = 34 ;; integer values
0005: $340 = 462.6722 ;; floating-point values
0005: $341 = -399.8143 ;; floating-point values
0005: $342 = 17.5715 ;; floating-point values
0005: $343 = 457.8847 ;; floating-point values
0005: $344 = -413.2519 ;; floating-point values
0005: $345 = 26.4187 ;; floating-point values
0002: jump Label014C8E
:Label0149F5
00D6: if 0
00F7: player $PLAYER_CHAR 0 ()near_point_in_car 259.041 -480.608 14.688 radius
4.0 5.0 4.0
004D: jump_if_false Label014A6F
0004: $318 = 35 ;; integer values
0005: $340 = 282.5344 ;; floating-point values
0005: $341 = -479.8412 ;; floating-point values
0005: $342 = 10.4141 ;; floating-point values
0005: $343 = 290.986 ;; floating-point values
0005: $344 = -497.1007 ;; floating-point values
0005: $345 = 19.0179 ;; floating-point values
0002: jump Label014C8E
:Label014A6F
00D6: if 0
0121: player $PLAYER_CHAR in_zone "BEACH3"
004D: jump_if_false Label014BF5
00D6: if 0
00F7: player $PLAYER_CHAR 0 ()near_point_in_car 317.2051 -223.2012 42.3731
radius 2.6 3.6 2.6
004D: jump_if_false Label014B01
0004: $318 = 10 ;; integer values
0005: $340 = 301.9448 ;; floating-point values
0005: $341 = -215.9068 ;; floating-point values
0005: $342 = 34.4501 ;; floating-point values
0005: $343 = 309.8567 ;; floating-point values
0005: $344 = -170.8791 ;; floating-point values
0005: $345 = 20.3312 ;; floating-point values
0002: jump Label014C8E
:Label014B01
00D6: if 0
00F7: player $PLAYER_CHAR 0 ()near_point_in_car 444.5 -118.4 16.0 radius 3.0
3.0 3.0
004D: jump_if_false Label014B7B
0004: $318 = 29 ;; integer values
0005: $340 = 416.4033 ;; floating-point values
0005: $341 = -125.6725 ;; floating-point values
0005: $342 = 13.7649 ;; floating-point values
0005: $343 = 394.259 ;; floating-point values
0005: $344 = -116.6847 ;; floating-point values
0005: $345 = 19.7462 ;; floating-point values
0002: jump Label014C8E
:Label014B7B
00D6: if 0
00F7: player $PLAYER_CHAR 0 ()near_point_in_car 435.8542 -334.3212 15.8977
radius 3.0 3.0 3.0
004D: jump_if_false Label014BF5
0004: $318 = 21 ;; integer values
0005: $340 = 420.6179 ;; floating-point values
0005: $341 = -367.5033 ;; floating-point values
0005: $342 = 14.1343 ;; floating-point values
0005: $343 = 427.7329 ;; floating-point values
0005: $344 = -381.8485 ;; floating-point values
0005: $345 = 18.9116 ;; floating-point values
0002: jump Label014C8E
:Label014BF5
00D6: if 0
0121: player $PLAYER_CHAR in_zone "STARI"
004D: jump_if_false Label014C87
00D6: if 0
00F7: player $PLAYER_CHAR 0 ()near_point_in_car -346.818 -290.741 12.926 radius
3.0 3.0 3.0
004D: jump_if_false Label014C87
0004: $318 = 36 ;; integer values
0005: $340 = -317.0066 ;; floating-point values
0005: $341 = -298.789 ;; floating-point values
0005: $342 = 15.3976 ;; floating-point values
0005: $343 = -306.2269 ;; floating-point values
0005: $344 = -290.804 ;; floating-point values
0005: $345 = 22.1777 ;; floating-point values
0002: jump Label014C8E
:Label014C87
0002: jump Label0138BF
:Label014C8E
0004: $319 = 0 ;; integer values
0004: $31A = 0 ;; integer values
015D: set_gamespeed .3
015F: set_camera_position $340 $341 $342 0.0 0.0 0.0
0158: camera_on_vehicle $315 15 2
:Label014CC6
00D6: if 21
01F3: car $315 airborne
001A: 10 > $319 ;; integer values
004D: jump_if_false Label014DB6
0008: $319 += 1 ;; integer values
0001: wait 0 ms
00D6: if 0
0119: car $315 wrecked
004D: jump_if_false Label014D09
0005: $349 = 0.0 ;; floating-point values
0002: jump Label014DB6
:Label014D09
00D6: if 0
02BF: car $315 sunk
004D: jump_if_false Label014D2A
0005: $349 = 0.0 ;; floating-point values
0002: jump Label014DB6
:Label014D2A
00D6: if 0
8256: NOT player $PLAYER_CHAR defined
004D: jump_if_false Label014D4B
0005: $349 = 0.0 ;; floating-point values
0002: jump Label014DB6
:Label014D4B
00D6: if 0
80E0: NOT player $PLAYER_CHAR driving
004D: jump_if_false Label014D6C
0005: $349 = 0.0 ;; floating-point values
0002: jump Label014DB6
:Label014D6C
00D6: if 0
0038: $31A == 0 ;; integer values
004D: jump_if_false Label014DAF
00D6: if 0
00F7: player $PLAYER_CHAR 0 ()near_point_in_car $343 $344 $345 radius 10.0
10.0 10.0
004D: jump_if_false Label014DAF
0004: $31A = 1 ;; integer values
:Label014DAF
0002: jump Label014CC6
:Label014DB6
0001: wait 300 ms
015D: set_gamespeed 1.0
02EB: restore_camera_with_jumpcut
00D6: if 0
0038: $31A == 1 ;; integer values
004D: jump_if_false Label0154DE
00D6: if 1
0038: $318 == 1 ;; integer values
0038: $31B == 0 ;; integer values
004D: jump_if_false Label014E08
0004: $31B = 1 ;; integer values
0008: $317 += 1 ;; integer values
030C: set_mission_points += 1
0002: jump Label0154E5
:Label014E08
00D6: if 1
0038: $318 == 2 ;; integer values
0038: $31C == 0 ;; integer values
004D: jump_if_false Label014E3A
0004: $31C = 1 ;; integer values
0008: $317 += 1 ;; integer values
030C: set_mission_points += 1
0002: jump Label0154E5
:Label014E3A
00D6: if 1
0038: $318 == 3 ;; integer values
0038: $31D == 0 ;; integer values
004D: jump_if_false Label014E6C
0004: $31D = 1 ;; integer values
0008: $317 += 1 ;; integer values
030C: set_mission_points += 1
0002: jump Label0154E5
:Label014E6C
00D6: if 1
0038: $318 == 4 ;; integer values
0038: $31E == 0 ;; integer values
004D: jump_if_false Label014E9E
0004: $31E = 1 ;; integer values
0008: $317 += 1 ;; integer values
030C: set_mission_points += 1
0002: jump Label0154E5
:Label014E9E
00D6: if 1
0038: $318 == 5 ;; integer values
0038: $31F == 0 ;; integer values
004D: jump_if_false Label014ED0
0004: $31F = 1 ;; integer values
0008: $317 += 1 ;; integer values
030C: set_mission_points += 1
0002: jump Label0154E5
:Label014ED0
00D6: if 1
0038: $318 == 6 ;; integer values
0038: $320 == 0 ;; integer values
004D: jump_if_false Label014F02
0004: $320 = 1 ;; integer values
0008: $317 += 1 ;; integer values
030C: set_mission_points += 1
0002: jump Label0154E5
:Label014F02
00D6: if 1
0038: $318 == 7 ;; integer values
0038: $321 == 0 ;; integer values
004D: jump_if_false Label014F34
0004: $321 = 1 ;; integer values
0008: $317 += 1 ;; integer values
030C: set_mission_points += 1
0002: jump Label0154E5
:Label014F34
00D6: if 1
0038: $318 == 8 ;; integer values
0038: $322 == 0 ;; integer values
004D: jump_if_false Label014F66
0004: $322 = 1 ;; integer values
0008: $317 += 1 ;; integer values
030C: set_mission_points += 1
0002: jump Label0154E5
:Label014F66
00D6: if 1
0038: $318 == 9 ;; integer values
0038: $323 == 0 ;; integer values
004D: jump_if_false Label014F98
0004: $323 = 1 ;; integer values
0008: $317 += 1 ;; integer values
030C: set_mission_points += 1
0002: jump Label0154E5
:Label014F98
00D6: if 1
0038: $318 == 10 ;; integer values
0038: $324 == 0 ;; integer values
004D: jump_if_false Label014FCA
0004: $324 = 1 ;; integer values
0008: $317 += 1 ;; integer values
030C: set_mission_points += 1
0002: jump Label0154E5
:Label014FCA
00D6: if 1
0038: $318 == 11 ;; integer values
0038: $325 == 0 ;; integer values
004D: jump_if_false Label014FFC
0004: $325 = 1 ;; integer values
0008: $317 += 1 ;; integer values
030C: set_mission_points += 1
0002: jump Label0154E5
:Label014FFC
00D6: if 1
0038: $318 == 12 ;; integer values
0038: $326 == 0 ;; integer values
004D: jump_if_false Label01502E
0004: $326 = 1 ;; integer values
0008: $317 += 1 ;; integer values
030C: set_mission_points += 1
0002: jump Label0154E5
:Label01502E
00D6: if 1
0038: $318 == 13 ;; integer values
0038: $327 == 0 ;; integer values
004D: jump_if_false Label015060
0004: $327 = 1 ;; integer values
0008: $317 += 1 ;; integer values
030C: set_mission_points += 1
0002: jump Label0154E5
:Label015060
00D6: if 1
0038: $318 == 14 ;; integer values
0038: $328 == 0 ;; integer values
004D: jump_if_false Label015092
0004: $328 = 1 ;; integer values
0008: $317 += 1 ;; integer values
030C: set_mission_points += 1
0002: jump Label0154E5
:Label015092
00D6: if 1
0038: $318 == 15 ;; integer values
0038: $329 == 0 ;; integer values
004D: jump_if_false Label0150C4
0004: $329 = 1 ;; integer values
0008: $317 += 1 ;; integer values
030C: set_mission_points += 1
0002: jump Label0154E5
:Label0150C4
00D6: if 1
0038: $318 == 16 ;; integer values
0038: $32A == 0 ;; integer values
004D: jump_if_false Label0150F6
0004: $32A = 1 ;; integer values
0008: $317 += 1 ;; integer values
030C: set_mission_points += 1
0002: jump Label0154E5
:Label0150F6
00D6: if 1
0038: $318 == 17 ;; integer values
0038: $32B == 0 ;; integer values
004D: jump_if_false Label015128
0004: $32B = 1 ;; integer values
0008: $317 += 1 ;; integer values
030C: set_mission_points += 1
0002: jump Label0154E5
:Label015128
00D6: if 1
0038: $318 == 18 ;; integer values
0038: $32C == 0 ;; integer values
004D: jump_if_false Label01515A
0004: $32C = 1 ;; integer values
0008: $317 += 1 ;; integer values
030C: set_mission_points += 1
0002: jump Label0154E5
:Label01515A
00D6: if 1
0038: $318 == 19 ;; integer values
0038: $32D == 0 ;; integer values
004D: jump_if_false Label01518C
0004: $32D = 1 ;; integer values
0008: $317 += 1 ;; integer values
030C: set_mission_points += 1
0002: jump Label0154E5
:Label01518C
00D6: if 1
0038: $318 == 20 ;; integer values
0038: $32E == 0 ;; integer values
004D: jump_if_false Label0151BE
0004: $32E = 1 ;; integer values
0008: $317 += 1 ;; integer values
030C: set_mission_points += 1
0002: jump Label0154E5
:Label0151BE
00D6: if 1
0038: $318 == 21 ;; integer values
0038: $32F == 0 ;; integer values
004D: jump_if_false Label0151F0
0004: $32F = 1 ;; integer values
0008: $317 += 1 ;; integer values
030C: set_mission_points += 1
0002: jump Label0154E5
:Label0151F0
00D6: if 1
0038: $318 == 22 ;; integer values
0038: $330 == 0 ;; integer values
004D: jump_if_false Label015222
0004: $330 = 1 ;; integer values
0008: $317 += 1 ;; integer values
030C: set_mission_points += 1
0002: jump Label0154E5
:Label015222
00D6: if 1
0038: $318 == 23 ;; integer values
0038: $331 == 0 ;; integer values
004D: jump_if_false Label015254
0004: $331 = 1 ;; integer values
0008: $317 += 1 ;; integer values
030C: set_mission_points += 1
0002: jump Label0154E5
:Label015254
00D6: if 1
0038: $318 == 24 ;; integer values
0038: $332 == 0 ;; integer values
004D: jump_if_false Label015286
0004: $332 = 1 ;; integer values
0008: $317 += 1 ;; integer values
030C: set_mission_points += 1
0002: jump Label0154E5
:Label015286
00D6: if 1
0038: $318 == 25 ;; integer values
0038: $333 == 0 ;; integer values
004D: jump_if_false Label0152B8
0004: $333 = 1 ;; integer values
0008: $317 += 1 ;; integer values
030C: set_mission_points += 1
0002: jump Label0154E5
:Label0152B8
00D6: if 1
0038: $318 == 26 ;; integer values
0038: $334 == 0 ;; integer values
004D: jump_if_false Label0152EA
0004: $334 = 1 ;; integer values
0008: $317 += 1 ;; integer values
030C: set_mission_points += 1
0002: jump Label0154E5
:Label0152EA
00D6: if 1
0038: $318 == 27 ;; integer values
0038: $335 == 0 ;; integer values
004D: jump_if_false Label01531C
0004: $335 = 1 ;; integer values
0008: $317 += 1 ;; integer values
030C: set_mission_points += 1
0002: jump Label0154E5
:Label01531C
00D6: if 1
0038: $318 == 28 ;; integer values
0038: $336 == 0 ;; integer values
004D: jump_if_false Label01534E
0004: $336 = 1 ;; integer values
0008: $317 += 1 ;; integer values
030C: set_mission_points += 1
0002: jump Label0154E5
:Label01534E
00D6: if 1
0038: $318 == 29 ;; integer values
0038: $337 == 0 ;; integer values
004D: jump_if_false Label015380
0004: $337 = 1 ;; integer values
0008: $317 += 1 ;; integer values
030C: set_mission_points += 1
0002: jump Label0154E5
:Label015380
00D6: if 1
0038: $318 == 30 ;; integer values
0038: $338 == 0 ;; integer values
004D: jump_if_false Label0153B2
0004: $338 = 1 ;; integer values
0008: $317 += 1 ;; integer values
030C: set_mission_points += 1
0002: jump Label0154E5
:Label0153B2
00D6: if 1
0038: $318 == 31 ;; integer values
0038: $339 == 0 ;; integer values
004D: jump_if_false Label0153E4
0004: $339 = 1 ;; integer values
0008: $317 += 1 ;; integer values
030C: set_mission_points += 1
0002: jump Label0154E5
:Label0153E4
00D6: if 1
0038: $318 == 32 ;; integer values
0038: $33A == 0 ;; integer values
004D: jump_if_false Label015416
0004: $33A = 1 ;; integer values
0008: $317 += 1 ;; integer values
030C: set_mission_points += 1
0002: jump Label0154E5
:Label015416
00D6: if 1
0038: $318 == 33 ;; integer values
0038: $33B == 0 ;; integer values
004D: jump_if_false Label015448
0004: $33B = 1 ;; integer values
0008: $317 += 1 ;; integer values
030C: set_mission_points += 1
0002: jump Label0154E5
:Label015448
00D6: if 1
0038: $318 == 34 ;; integer values
0038: $33C == 0 ;; integer values
004D: jump_if_false Label01547A
0004: $33C = 1 ;; integer values
0008: $317 += 1 ;; integer values
030C: set_mission_points += 1
0002: jump Label0154E5
:Label01547A
00D6: if 1
0038: $318 == 35 ;; integer values
0038: $33D == 0 ;; integer values
004D: jump_if_false Label0154AC
0004: $33D = 1 ;; integer values
0008: $317 += 1 ;; integer values
030C: set_mission_points += 1
0002: jump Label0154E5
:Label0154AC
00D6: if 1
0038: $318 == 36 ;; integer values
0038: $33E == 0 ;; integer values
004D: jump_if_false Label0154DE
0004: $33E = 1 ;; integer values
0008: $317 += 1 ;; integer values
030C: set_mission_points += 1
0002: jump Label0154E5
:Label0154DE
0002: jump Label0138BF
:Label0154E5
00D6: if 0
001A: 36 > $317 ;; integer values
004D: jump_if_false Label015527
0217: text_styled "USJ" 5000 ms 5 ;; UNIQUE STUNT BONUS!
01E3: text_1number_styled "REWARD" $316 6000 ms 6 ;; REWARD $~1~
0109: player $PLAYER_CHAR money += $316
0002: jump Label01555A
:Label015527
0217: text_styled "USJ" 5000 ms 5 ;; UNIQUE STUNT BONUS!
03E5: text_box "USJ_ALL" ;; ALL UNIQUE STUNTS COMPLETED!
01E3: text_1number_styled "REWARD" 10000 6000 ms 6 ;; REWARD $~1~
0109: player $PLAYER_CHAR money += 10000
:Label01555A
0004: $31A = 0 ;; integer values
018C: play_sound 1 at 0.0 0.0 0.0
0313: increment_unique_jumps_found
0008: $316 += 100 ;; integer values
0002: jump Label0138BF
004E: end_thread
:Label015586
0004: $35B = 0 ;; integer values
0004: $35C = -30000 ;; integer values
0004: $35D = -60000 ;; integer values
0004: $353 = 0 ;; integer values
0004: $351 = 0 ;; integer values
0004: $352 = 0 ;; integer values
0004: $34A = 0 ;; integer values
0004: $34B = 0 ;; integer values
0004: $34E = 0 ;; integer values
0004: $34C = 0 ;; integer values
0004: $34D = 0 ;; integer values
0004: $362 = 0 ;; integer values
0004: $35E = 0 ;; integer values
0004: $35F = 0 ;; integer values
0004: $367 = 0 ;; integer values
0004: $368 = 0 ;; integer values
0004: $386 = 0 ;; integer values
0004: $387 = 0 ;; integer values
0004: $388 = 0 ;; integer values
0004: $389 = 0 ;; integer values
0004: $363 = 0 ;; integer values
0004: $364 = 0 ;; integer values
0004: $34F = 0 ;; integer values
0004: $357 = 0 ;; integer values
0004: $350 = 0 ;; integer values
0004: $358 = 0 ;; integer values
0004: $38B = 0 ;; integer values
0004: $38A = 0 ;; integer values
0004: $36A = 0 ;; integer values
0004: $376 = 0 ;; integer values
0004: $377 = 0 ;; integer values
0004: $378 = 0 ;; integer values
018D: $361 = create_sound 0 at $380 $381 $382
018E: stop_sound $361
03A4: name_thread "AMMU"
0111: set_wasted_busted_check_to 0 (disabled)
004F: create_thread Label0156BF
004F: create_thread Label01642E
004F: create_thread Label0173C8
004F: create_thread Label01843C
004F: create_thread Label018FB9
004F: create_thread Label019ACD
004E: end_thread
:Label0156BF
03A4: name_thread "AMMU1"
:Label0156C9
0001: wait 0 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label016420
00D6: if 0
0121: player $PLAYER_CHAR in_zone "BEACH1"
004D: jump_if_false Label016419
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point $213 $214 $215 radius 35.0 35.0 20.0
004D: jump_if_false Label016400
00D6: if 0
0038: $34A == 0 ;; integer values
004D: jump_if_false Label015866
0050: gosub Label01B041
0084: $359 = $35B ;; integer values and handles
0060: $359 -= $35C ;; integer values
0107: $379 = create_object #COLT45 at -60.793 -1488.141 12.24
0392: object $379 toggle_in_moving_list 0
0453: object $379 set_rotation 0.0 8.0 0.0
0107: $37A = create_object #INGRAMSL at -62.293 -1488.241 12.223
0392: object $37A toggle_in_moving_list 0
0453: object $37A set_rotation 0.0 2.0 0.0
0107: $37B = create_object #CHROMEGUN at -63.993 -1488.241 12.24
0392: object $37B toggle_in_moving_list 0
0453: object $37B set_rotation 0.0 7.0 0.0
0107: $37C = create_object #RUGER at -65.393 -1488.221 12.18
0392: object $37C toggle_in_moving_list 0
0107: $37D = create_object -18 (BODYARMOUR) at -66.629 -1488.0 12.113
0392: object $37D toggle_in_moving_list 0
00D6: if 0
0018: $359 > 30000 ;; integer values
004D: jump_if_false Label015858
009A: $355 = create_actor 4 #SPECIAL21 at -62.5 -1485.1 9.6
01ED: reset_actor $355 flags
0350: unknown_actor $355 not_scared_flag 1
0050: gosub Label01AD91
:Label015858
0004: $34A = 1 ;; integer values
0002: jump Label01589D
:Label015866
00D6: if 0
0057: player $PLAYER_CHAR 0 ()in_cube -57.7 -1468.8 13.4 -69.1 -1487.2 9.0
004D: jump_if_false Label01589D
0050: gosub Label01A59B
:Label01589D
00D6: if 0
8118: NOT actor $355 dead
004D: jump_if_false Label0163F9
00D6: if 0
0038: $34C == 0 ;; integer values
004D: jump_if_false Label0163F9
00D6: if 0
0038: $49C == 0 ;; integer values
004D: jump_if_false Label0163F9
01FA: $38C = rampage_status
00D6: if 0
8038: NOT $38C == 1 ;; integer values
004D: jump_if_false Label0163F9
00D6: if 0
00F9: player $PLAYER_CHAR stopped 1 (in-sphere)near_point_on_foot $213 $214 $215
radius 1.0 1.0 2.0
004D: jump_if_false Label0163A6
0050: gosub Label01AD5B
:Label015919
00D6: if 0
0038: $351 == 0 ;; integer values
004D: jump_if_false Label01639F
0004: $49C = 1 ;; integer values
0001: wait 0 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label015B48
00D6: if 0
0038: $353 == 0 ;; integer values
004D: jump_if_false Label015B48
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
00D6: if 0
8118: NOT actor $355 dead
004D: jump_if_false Label015977
0210: player $PLAYER_CHAR look_at_actor $355
:Label015977
015F: set_camera_position -60.508 -1486.245 12.428 0.0 0.0 0.0
0160: point_camera -60.593 -1487.241 12.433 1
00D6: if 0
0038: $35E == 0 ;; integer values
004D: jump_if_false Label0159D4
0460: set_camera_pointing_time 0.0 1200
0004: $35E = 1 ;; integer values
0002: jump Label0159DE
:Label0159D4
0460: set_camera_pointing_time 0.0 800
:Label0159DE
0004: $35F = 0 ;; integer values
0001: wait 800 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label015A0F
0055: put_player $PLAYER_CHAR at $213 $214 $215
04D7: lock_actor $PLAYER_ACTOR in_current_position 1
:Label015A0F
00D6: if 0
0038: $353 == 0 ;; integer values
004D: jump_if_false Label015B48
0001: wait 0 ms
00BA: text_styled "PISTOL" 1000 ms 4 ;; Pistol
01E5: text_1number_highpriority "G_COST" 100 1000 ms 1 ;; Cost: $~1~
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label015B41
0050: gosub Label01A97E
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 4 weapon $365 ammo $354
model $366
0050: gosub Label01B0FB
00D6: if 0
0490: player $PLAYER_CHAR has_weapon 18
004D: jump_if_false Label015A96
01E5: text_1number_highpriority "HELP54" 100 1000 ms 1 ;; ~w~Cost: $~1~
~r~Buying this will replace your current weapon.
:Label015A96
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label015B28
0419: $354 = player $PLAYER_CHAR weapon 17 ammo
00D6: if 0
010A: player $PLAYER_CHAR money > 99
004D: jump_if_false Label015B21
00D6: if 0
001A: 9999 > $354 ;; integer values
004D: jump_if_false Label015B1A
01B1: give_player $PLAYER_CHAR weapon 17 ammo 68 ;; Load the weapon model before
using this
00D6: if 0
0018: $354 > 9999 ;; integer values
004D: jump_if_false Label015AFC
01B1: give_player $PLAYER_CHAR weapon 17 ammo 9999 ;; Load the weapon model
before using this
:Label015AFC
01B8: set_player $PLAYER_CHAR armed_weapon_to 17
0050: gosub Label01A935
0109: player $PLAYER_CHAR money += -100
0528: unknown_add 100 to_money_spent_on_weapons_stats
0001: wait 300 ms
:Label015B1A
0002: jump Label015B28
:Label015B21
0050: gosub Label01A8EC
:Label015B28
00D6: if 0
0038: $351 == 1 ;; integer values
004D: jump_if_false Label015B41
0002: jump Label0156C9
:Label015B41
0002: jump Label015A0F
:Label015B48
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label015D2B
00D6: if 0
0038: $353 == 1 ;; integer values
004D: jump_if_false Label015D2B
015F: set_camera_position -62.008 -1486.245 12.428 0.0 0.0 0.0
0160: point_camera -62.093 -1487.241 12.433 1
0460: set_camera_pointing_time 0.0 800
0004: $367 = 0 ;; integer values
0004: $368 = 0 ;; integer values
0004: $35F = 0 ;; integer values
0001: wait 800 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label015BDF
0055: put_player $PLAYER_CHAR at $213 $214 $215
:Label015BDF
00D6: if 0
0038: $353 == 1 ;; integer values
004D: jump_if_false Label015D2B
0001: wait 0 ms
00BA: text_styled "INGRAM" 1000 ms 4 ;; Mac
01E5: text_1number_highpriority "G_COST" 300 1000 ms 1 ;; Cost: $~1~
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label015D24
0050: gosub Label01A97E
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 6 weapon $365 ammo $354
model $366
0050: gosub Label01B0FB
00D6: if 22
0490: player $PLAYER_CHAR has_weapon 25
0490: player $PLAYER_CHAR has_weapon 23
0490: player $PLAYER_CHAR has_weapon 22
004D: jump_if_false Label015C76
01E5: text_1number_highpriority "HELP54" 300 1000 ms 1 ;; ~w~Cost: $~1~
~r~Buying this will replace your current weapon.
:Label015C76
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label015D0B
0419: $354 = player $PLAYER_CHAR weapon 24 ammo
00D6: if 0
010A: player $PLAYER_CHAR money > 299
004D: jump_if_false Label015D04
00D6: if 0
001A: 9999 > $354 ;; integer values
004D: jump_if_false Label015CFD
01B1: give_player $PLAYER_CHAR weapon 24 ammo 120 ;; Load the weapon model
before using this
00D6: if 0
0018: $354 > 9999 ;; integer values
004D: jump_if_false Label015CDD
01B1: give_player $PLAYER_CHAR weapon 24 ammo 9999 ;; Load the weapon model
before using this
:Label015CDD
01B8: set_player $PLAYER_CHAR armed_weapon_to 24
0050: gosub Label01A935
0109: player $PLAYER_CHAR money += -300
0528: unknown_add 300 to_money_spent_on_weapons_stats
0001: wait 300 ms
:Label015CFD
0002: jump Label015D0B
:Label015D04
0050: gosub Label01A8EC
:Label015D0B
00D6: if 0
0038: $351 == 1 ;; integer values
004D: jump_if_false Label015D24
0002: jump Label0156C9
:Label015D24
0002: jump Label015BDF
:Label015D2B
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label015F61
00D6: if 0
0038: $353 == 2 ;; integer values
004D: jump_if_false Label015F61
015F: set_camera_position -63.508 -1486.245 12.428 0.0 0.0 0.0
0160: point_camera -63.593 -1487.241 12.433 1
0460: set_camera_pointing_time 0.0 800
0004: $367 = 0 ;; integer values
0004: $368 = 0 ;; integer values
0004: $35F = 0 ;; integer values
0001: wait 800 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label015DC2
0055: put_player $PLAYER_CHAR at $213 $214 $215
:Label015DC2
00D6: if 0
0038: $353 == 2 ;; integer values
004D: jump_if_false Label015F61
0001: wait 0 ms
00BA: text_styled "SHOTGN1" 1000 ms 4 ;; Shotgun
00D6: if 0
0038: $386 == 0 ;; integer values
004D: jump_if_false Label015E0F
00BC: text_highpriority "STOCK" 1000 ms 1 ;; ~r~out of stock
0002: jump Label015E21
:Label015E0F
01E5: text_1number_highpriority "G_COST" 500 1000 ms 1 ;; Cost: $~1~
:Label015E21
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label015F5A
0050: gosub Label01A97E
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 5 weapon $365 ammo $354
model $366
0050: gosub Label01B0FB
00D6: if 0
0038: $386 == 1 ;; integer values
004D: jump_if_false Label015E8C
00D6: if 21
0490: player $PLAYER_CHAR has_weapon 20
0490: player $PLAYER_CHAR has_weapon 21
004D: jump_if_false Label015E8C
01E5: text_1number_highpriority "HELP54" 500 1000 ms 1 ;; ~w~Cost: $~1~
~r~Buying this will replace your current weapon.
:Label015E8C
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label015F41
00D6: if 0
0038: $386 == 1 ;; integer values
004D: jump_if_false Label015F3A
0419: $354 = player $PLAYER_CHAR weapon 19 ammo
00D6: if 0
010A: player $PLAYER_CHAR money > 499
004D: jump_if_false Label015F2C
00D6: if 0
001A: 9999 > $354 ;; integer values
004D: jump_if_false Label015F25
01B1: give_player $PLAYER_CHAR weapon 19 ammo 32 ;; Load the weapon model before
using this
00D6: if 0
0018: $354 > 9999 ;; integer values
004D: jump_if_false Label015F05
01B1: give_player $PLAYER_CHAR weapon 19 ammo 9999 ;; Load the weapon model
before using this
:Label015F05
01B8: set_player $PLAYER_CHAR armed_weapon_to 19
0050: gosub Label01A935
0109: player $PLAYER_CHAR money += -500
0528: unknown_add 500 to_money_spent_on_weapons_stats
0001: wait 300 ms
:Label015F25
0002: jump Label015F33
:Label015F2C
0050: gosub Label01A8EC
:Label015F33
0002: jump Label015F41
:Label015F3A
0050: gosub Label01A8EC
:Label015F41
00D6: if 0
0038: $351 == 1 ;; integer values
004D: jump_if_false Label015F5A
0002: jump Label0156C9
:Label015F5A
0002: jump Label015DC2
:Label015F61
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label016191
00D6: if 0
0038: $353 == 3 ;; integer values
004D: jump_if_false Label016191
015F: set_camera_position -65.008 -1486.245 12.428 0.0 0.0 0.0
0160: point_camera -65.093 -1487.241 12.433 1
0460: set_camera_pointing_time 0.0 800
0004: $367 = 0 ;; integer values
0004: $368 = 0 ;; integer values
0004: $35F = 0 ;; integer values
0001: wait 800 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label015FF8
0055: put_player $PLAYER_CHAR at $213 $214 $215
:Label015FF8
00D6: if 0
0038: $353 == 3 ;; integer values
004D: jump_if_false Label016191
0001: wait 0 ms
00BA: text_styled "RUGER" 1000 ms 4 ;; Kruger
00D6: if 0
0038: $387 == 0 ;; integer values
004D: jump_if_false Label016045
00BC: text_highpriority "STOCK" 1000 ms 1 ;; ~r~out of stock
0002: jump Label016057
:Label016045
01E5: text_1number_highpriority "G_COST" 1000 1000 ms 1 ;; Cost: $~1~
:Label016057
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01618A
0050: gosub Label01A97E
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 7 weapon $365 ammo $354
model $366
0050: gosub Label01B0FB
00D6: if 0
0038: $387 == 1 ;; integer values
004D: jump_if_false Label0160BB
00D6: if 0
0490: player $PLAYER_CHAR has_weapon 26
004D: jump_if_false Label0160BB
01E5: text_1number_highpriority "HELP54" 1000 1000 ms 1 ;; ~w~Cost: $~1~
~r~Buying this will replace your current weapon.
:Label0160BB
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label016171
00D6: if 0
0038: $387 == 1 ;; integer values
004D: jump_if_false Label01616A
0419: $354 = player $PLAYER_CHAR weapon 27 ammo
00D6: if 0
010A: player $PLAYER_CHAR money > 999
004D: jump_if_false Label01615C
00D6: if 0
001A: 9999 > $354 ;; integer values
004D: jump_if_false Label016155
01B1: give_player $PLAYER_CHAR weapon 27 ammo 150 ;; Load the weapon model
before using this
00D6: if 0
0018: $354 > 9999 ;; integer values
004D: jump_if_false Label016135
01B1: give_player $PLAYER_CHAR weapon 27 ammo 9999 ;; Load the weapon model
before using this
:Label016135
01B8: set_player $PLAYER_CHAR armed_weapon_to 27
0050: gosub Label01A935
0109: player $PLAYER_CHAR money += -1000
0528: unknown_add 1000 to_money_spent_on_weapons_stats
0001: wait 300 ms
:Label016155
0002: jump Label016163
:Label01615C
0050: gosub Label01A8EC
:Label016163
0002: jump Label016171
:Label01616A
0050: gosub Label01A8EC
:Label016171
00D6: if 0
0038: $351 == 1 ;; integer values
004D: jump_if_false Label01618A
0002: jump Label0156C9
:Label01618A
0002: jump Label015FF8
:Label016191
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label016398
00D6: if 0
0038: $353 == 4 ;; integer values
004D: jump_if_false Label016398
015F: set_camera_position -66.508 -1486.245 12.428 0.0 0.0 0.0
0160: point_camera -66.593 -1487.241 12.433 1
0460: set_camera_pointing_time 0.0 800
0004: $367 = 0 ;; integer values
0004: $368 = 0 ;; integer values
0004: $35F = 0 ;; integer values
0001: wait 800 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label016228
0055: put_player $PLAYER_CHAR at $213 $214 $215
:Label016228
00D6: if 0
0038: $353 == 4 ;; integer values
004D: jump_if_false Label016398
0001: wait 0 ms
00BA: text_styled "ARMOUR" 1000 ms 4 ;; Body Armor
00D6: if 0
0038: $363 == 0 ;; integer values
004D: jump_if_false Label016275
00BC: text_highpriority "STOCK" 1000 ms 1 ;; ~r~out of stock
0002: jump Label016287
:Label016275
01E5: text_1number_highpriority "G_COST" 200 1000 ms 1 ;; Cost: $~1~
:Label016287
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label016391
0050: gosub Label01A97E
04DD: $PLAYER_ACTOR $369
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label016378
00D6: if 0
0038: $363 == 1 ;; integer values
004D: jump_if_false Label016371
00D6: if 0
010A: player $PLAYER_CHAR money > 199
004D: jump_if_false Label016363
00D6: if 0
001A: 100 > $369 ;; integer values
004D: jump_if_false Label016316
035E: set_player $PLAYER_CHAR armour_to 200
0050: gosub Label01A935
0109: player $PLAYER_CHAR money += -200
0528: unknown_add 200 to_money_spent_on_weapons_stats
0001: wait 300 ms
0002: jump Label01635C
:Label016316
00D6: if 0
0038: $62E == 1 ;; integer values
004D: jump_if_false Label01635C
00D6: if 0
001A: 200 > $369 ;; integer values
004D: jump_if_false Label01635C
035E: set_player $PLAYER_CHAR armour_to 200
0050: gosub Label01A935
0109: player $PLAYER_CHAR money += -200
0528: unknown_add 200 to_money_spent_on_weapons_stats
0001: wait 300 ms
:Label01635C
0002: jump Label01636A
:Label016363
0050: gosub Label01A8EC
:Label01636A
0002: jump Label016378
:Label016371
0050: gosub Label01A8EC
:Label016378
00D6: if 0
0038: $351 == 1 ;; integer values
004D: jump_if_false Label016391
0002: jump Label0156C9
:Label016391
0002: jump Label016228
:Label016398
0002: jump Label015919
:Label01639F
0002: jump Label0163F9
:Label0163A6
00D6: if 0
80F6: NOT player $PLAYER_CHAR 1 (in-sphere)near_point_on_foot $213 $214 $215
radius 1.0 1.0 2.0
004D: jump_if_false Label0163F9
00D6: if 0
0038: $351 == 1 ;; integer values
004D: jump_if_false Label0163F9
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label0163F9
0050: gosub Label01AE6D
:Label0163F9
0002: jump Label016419
:Label016400
00D6: if 0
0038: $34A == 1 ;; integer values
004D: jump_if_false Label016419
0050: gosub Label01AE8D
:Label016419
0002: jump Label016427
:Label016420
0050: gosub Label01AE8D
:Label016427
0002: jump Label0156C9
:Label01642E
03A4: name_thread "AMMU2"
:Label016438
0001: wait 0 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label0173BA
00D6: if 0
0038: $3EB == 1 ;; integer values
004D: jump_if_false Label0173B3
00D6: if 0
0057: player $PLAYER_CHAR 0 ()in_cube 357.7 1016.6 30.1 410.4 1110.4 16.0
004D: jump_if_false Label01739A
00D6: if 0
0038: $34A == 0 ;; integer values
004D: jump_if_false Label016625
0050: gosub Label01B041
0084: $359 = $35B ;; integer values and handles
0060: $359 -= $35C ;; integer values
0107: $379 = create_object #COLT45 at 367.0 1049.5 21.09
0392: object $379 toggle_in_moving_list 0
0453: object $379 set_rotation 0.0 8.0 0.0
0107: $37A = create_object #UZI at 366.0 1049.5 21.05
0392: object $37A toggle_in_moving_list 0
0453: object $37A set_rotation 0.0 4.0 0.0
0107: $37B = create_object #BUDDYSHOT at 364.9 1049.5 21.067
0392: object $37B toggle_in_moving_list 0
0453: object $37B set_rotation 0.0 9.0 0.0
0107: $37C = create_object #SNIPER at 363.9 1049.5 21.05
0392: object $37C toggle_in_moving_list 0
0453: object $37C set_rotation 0.0 5.0 0.0
0107: $37D = create_object #GRENADE at 363.1 1049.5 20.76
0392: object $37D toggle_in_moving_list 0
0107: $37E = create_object #GRENADE at 363.0 1049.5 20.72
0392: object $37E toggle_in_moving_list 0
0107: $37F = create_object -18 (BODYARMOUR) at 362.1 1049.5 20.9
0392: object $37F toggle_in_moving_list 0
00D6: if 0
0018: $359 > 30000 ;; integer values
004D: jump_if_false Label016617
009A: $355 = create_actor 4 #SPECIAL21 at 366.1 1052.2 18.2
01ED: reset_actor $355 flags
0350: unknown_actor $355 not_scared_flag 1
0050: gosub Label01AD91
:Label016617
0004: $34A = 1 ;; integer values
0002: jump Label01665C
:Label016625
00D6: if 0
0057: player $PLAYER_CHAR 0 ()in_cube 369.9 1068.7 22.3 359.8 1048.5 18.1
004D: jump_if_false Label01665C
0050: gosub Label01A59B
:Label01665C
00D6: if 0
8118: NOT actor $355 dead
004D: jump_if_false Label017393
00D6: if 0
0038: $34C == 0 ;; integer values
004D: jump_if_false Label017393
00D6: if 0
0038: $49C == 0 ;; integer values
004D: jump_if_false Label017393
01FA: $38C = rampage_status
00D6: if 0
8038: NOT $38C == 1 ;; integer values
004D: jump_if_false Label017393
00D6: if 0
00F9: player $PLAYER_CHAR stopped 1 (in-sphere)near_point_on_foot $216 $217 $218
radius 1.0 1.0 2.0
004D: jump_if_false Label017340
0050: gosub Label01AD5B
:Label0166D8
00D6: if 0
0038: $351 == 0 ;; integer values
004D: jump_if_false Label017339
0004: $49C = 1 ;; integer values
0001: wait 0 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label016907
00D6: if 0
0038: $353 == 0 ;; integer values
004D: jump_if_false Label016907
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
00D6: if 0
8118: NOT actor $355 dead
004D: jump_if_false Label016736
0210: player $PLAYER_CHAR look_at_actor $355
:Label016736
015F: set_camera_position 367.203 1051.161 21.269 0.0 0.0 0.0
0160: point_camera 367.152 1050.163 21.291 1
00D6: if 0
0038: $35E == 0 ;; integer values
004D: jump_if_false Label016793
0460: set_camera_pointing_time 0.0 1200
0004: $35E = 1 ;; integer values
0002: jump Label01679D
:Label016793
0460: set_camera_pointing_time 0.0 800
:Label01679D
0004: $35F = 0 ;; integer values
0001: wait 800 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label0167CE
0055: put_player $PLAYER_CHAR at $216 $217 $218
04D7: lock_actor $PLAYER_ACTOR in_current_position 1
:Label0167CE
00D6: if 0
0038: $353 == 0 ;; integer values
004D: jump_if_false Label016907
0001: wait 0 ms
00BA: text_styled "PISTOL" 1000 ms 4 ;; Pistol
01E5: text_1number_highpriority "G_COST" 100 1000 ms 1 ;; Cost: $~1~
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label016900
0050: gosub Label01AA87
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 4 weapon $365 ammo $354
model $366
0050: gosub Label01B0FB
00D6: if 0
0490: player $PLAYER_CHAR has_weapon 18
004D: jump_if_false Label016855
01E5: text_1number_highpriority "HELP54" 100 1000 ms 1 ;; ~w~Cost: $~1~
~r~Buying this will replace your current weapon.
:Label016855
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label0168E7
0419: $354 = player $PLAYER_CHAR weapon 17 ammo
00D6: if 0
010A: player $PLAYER_CHAR money > 99
004D: jump_if_false Label0168E0
00D6: if 0
001A: 9999 > $354 ;; integer values
004D: jump_if_false Label0168D9
01B1: give_player $PLAYER_CHAR weapon 17 ammo 68 ;; Load the weapon model before
using this
00D6: if 0
0018: $354 > 9999 ;; integer values
004D: jump_if_false Label0168BB
01B1: give_player $PLAYER_CHAR weapon 17 ammo 9999 ;; Load the weapon model
before using this
:Label0168BB
01B8: set_player $PLAYER_CHAR armed_weapon_to 17
0050: gosub Label01A935
0109: player $PLAYER_CHAR money += -100
0528: unknown_add 100 to_money_spent_on_weapons_stats
0001: wait 300 ms
:Label0168D9
0002: jump Label0168E7
:Label0168E0
0050: gosub Label01A8EC
:Label0168E7
00D6: if 0
0038: $351 == 1 ;; integer values
004D: jump_if_false Label016900
0002: jump Label016438
:Label016900
0002: jump Label0167CE
:Label016907
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label016AEA
00D6: if 0
0038: $353 == 1 ;; integer values
004D: jump_if_false Label016AEA
015F: set_camera_position 366.203 1051.161 21.269 0.0 0.0 0.0
0160: point_camera 366.152 1050.163 21.291 1
0460: set_camera_pointing_time 0.0 800
0004: $367 = 0 ;; integer values
0004: $368 = 0 ;; integer values
0004: $35F = 0 ;; integer values
0001: wait 800 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01699E
0055: put_player $PLAYER_CHAR at $216 $217 $218
:Label01699E
00D6: if 0
0038: $353 == 1 ;; integer values
004D: jump_if_false Label016AEA
0001: wait 0 ms
00BA: text_styled "UZI" 1000 ms 4 ;; Uz-1
01E5: text_1number_highpriority "G_COST" 400 1000 ms 1 ;; Cost: $~1~
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label016AE3
0050: gosub Label01AA87
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 6 weapon $365 ammo $354
model $366
0050: gosub Label01B0FB
00D6: if 22
0490: player $PLAYER_CHAR has_weapon 25
0490: player $PLAYER_CHAR has_weapon 24
0490: player $PLAYER_CHAR has_weapon 22
004D: jump_if_false Label016A35
01E5: text_1number_highpriority "HELP54" 400 1000 ms 1 ;; ~w~Cost: $~1~
~r~Buying this will replace your current weapon.
:Label016A35
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label016ACA
0419: $354 = player $PLAYER_CHAR weapon 23 ammo
00D6: if 0
010A: player $PLAYER_CHAR money > 399
004D: jump_if_false Label016AC3
00D6: if 0
001A: 9999 > $354 ;; integer values
004D: jump_if_false Label016ABC
01B1: give_player $PLAYER_CHAR weapon 23 ammo 120 ;; Load the weapon model
before using this
00D6: if 0
0018: $354 > 9999 ;; integer values
004D: jump_if_false Label016A9C
01B1: give_player $PLAYER_CHAR weapon 23 ammo 9999 ;; Load the weapon model
before using this
:Label016A9C
01B8: set_player $PLAYER_CHAR armed_weapon_to 23
0050: gosub Label01A935
0109: player $PLAYER_CHAR money += -400
0528: unknown_add 400 to_money_spent_on_weapons_stats
0001: wait 300 ms
:Label016ABC
0002: jump Label016ACA
:Label016AC3
0050: gosub Label01A8EC
:Label016ACA
00D6: if 0
0038: $351 == 1 ;; integer values
004D: jump_if_false Label016AE3
0002: jump Label016438
:Label016AE3
0002: jump Label01699E
:Label016AEA
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label016D20
00D6: if 0
0038: $353 == 2 ;; integer values
004D: jump_if_false Label016D20
015F: set_camera_position 365.203 1051.161 21.269 0.0 0.0 0.0
0160: point_camera 365.152 1050.163 21.291 1
0460: set_camera_pointing_time 0.0 800
0004: $367 = 0 ;; integer values
0004: $368 = 0 ;; integer values
0004: $35F = 0 ;; integer values
0001: wait 800 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label016B81
0055: put_player $PLAYER_CHAR at $216 $217 $218
:Label016B81
00D6: if 0
0038: $353 == 2 ;; integer values
004D: jump_if_false Label016D20
0001: wait 0 ms
00BA: text_styled "SHOTGN3" 1000 ms 4 ;; Stubby shotgun
00D6: if 0
0038: $364 == 0 ;; integer values
004D: jump_if_false Label016BCE
00BC: text_highpriority "STOCK" 1000 ms 1 ;; ~r~out of stock
0002: jump Label016BE0
:Label016BCE
01E5: text_1number_highpriority "G_COST" 600 1000 ms 1 ;; Cost: $~1~
:Label016BE0
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label016D19
0050: gosub Label01AA87
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 5 weapon $365 ammo $354
model $366
0050: gosub Label01B0FB
00D6: if 0
0038: $364 == 1 ;; integer values
004D: jump_if_false Label016C4B
00D6: if 21
0490: player $PLAYER_CHAR has_weapon 20
0490: player $PLAYER_CHAR has_weapon 19
004D: jump_if_false Label016C4B
01E5: text_1number_highpriority "HELP54" 600 1000 ms 1 ;; ~w~Cost: $~1~
~r~Buying this will replace your current weapon.
:Label016C4B
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label016D00
00D6: if 0
0038: $364 == 1 ;; integer values
004D: jump_if_false Label016CF9
0419: $354 = player $PLAYER_CHAR weapon 21 ammo
00D6: if 0
010A: player $PLAYER_CHAR money > 599
004D: jump_if_false Label016CEB
00D6: if 0
001A: 9999 > $354 ;; integer values
004D: jump_if_false Label016CE4
01B1: give_player $PLAYER_CHAR weapon 21 ammo 20 ;; Load the weapon model before
using this
00D6: if 0
0018: $354 > 9999 ;; integer values
004D: jump_if_false Label016CC4
01B1: give_player $PLAYER_CHAR weapon 21 ammo 9999 ;; Load the weapon model
before using this
:Label016CC4
01B8: set_player $PLAYER_CHAR armed_weapon_to 21
0050: gosub Label01A935
0109: player $PLAYER_CHAR money += -600
0528: unknown_add 600 to_money_spent_on_weapons_stats
0001: wait 300 ms
:Label016CE4
0002: jump Label016CF2
:Label016CEB
0050: gosub Label01A8EC
:Label016CF2
0002: jump Label016D00
:Label016CF9
0050: gosub Label01A8EC
:Label016D00
00D6: if 0
0038: $351 == 1 ;; integer values
004D: jump_if_false Label016D19
0002: jump Label016438
:Label016D19
0002: jump Label016B81
:Label016D20
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label016F4F
00D6: if 0
0038: $353 == 3 ;; integer values
004D: jump_if_false Label016F4F
015F: set_camera_position 364.203 1051.161 21.269 0.0 0.0 0.0
0160: point_camera 364.152 1050.163 21.291 1
0460: set_camera_pointing_time 0.0 800
0004: $367 = 0 ;; integer values
0004: $368 = 0 ;; integer values
0004: $35F = 0 ;; integer values
0001: wait 800 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label016DB7
0055: put_player $PLAYER_CHAR at $216 $217 $218
:Label016DB7
00D6: if 0
0038: $353 == 3 ;; integer values
004D: jump_if_false Label016F4F
0001: wait 0 ms
00BA: text_styled "SNIPE" 1000 ms 4 ;; Sniper rifle
00D6: if 0
0038: $34F == 0 ;; integer values
004D: jump_if_false Label016E04
00BC: text_highpriority "STOCK" 1000 ms 1 ;; ~r~out of stock
0002: jump Label016E16
:Label016E04
01E5: text_1number_highpriority "G_COST" 1500 1000 ms 1 ;; Cost: $~1~
:Label016E16
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label016F48
0050: gosub Label01AA87
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 9 weapon $365 ammo $354
model $366
0050: gosub Label01B0FB
00D6: if 0
0038: $34F == 1 ;; integer values
004D: jump_if_false Label016E7A
00D6: if 0
0490: player $PLAYER_CHAR has_weapon 29
004D: jump_if_false Label016E7A
01E5: text_1number_highpriority "HELP54" 1500 1000 ms 1 ;; ~w~Cost: $~1~
~r~Buying this will replace your current weapon.
:Label016E7A
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label016F2F
00D6: if 0
0038: $34F == 1 ;; integer values
004D: jump_if_false Label016F28
0419: $354 = player $PLAYER_CHAR weapon 28 ammo
00D6: if 0
010A: player $PLAYER_CHAR money > 1499
004D: jump_if_false Label016F1A
00D6: if 0
001A: 9999 > $354 ;; integer values
004D: jump_if_false Label016F13
01B1: give_player $PLAYER_CHAR weapon 28 ammo 40 ;; Load the weapon model before
using this
00D6: if 0
0018: $354 > 9999 ;; integer values
004D: jump_if_false Label016EF3
01B1: give_player $PLAYER_CHAR weapon 28 ammo 9999 ;; Load the weapon model
before using this
:Label016EF3
01B8: set_player $PLAYER_CHAR armed_weapon_to 28
0050: gosub Label01A935
0109: player $PLAYER_CHAR money += -1500
0528: unknown_add 1500 to_money_spent_on_weapons_stats
0001: wait 300 ms
:Label016F13
0002: jump Label016F21
:Label016F1A
0050: gosub Label01A8EC
:Label016F21
0002: jump Label016F2F
:Label016F28
0050: gosub Label01A8EC
:Label016F2F
00D6: if 0
0038: $351 == 1 ;; integer values
004D: jump_if_false Label016F48
0002: jump Label016438
:Label016F48
0002: jump Label016DB7
:Label016F4F
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01712B
00D6: if 0
0038: $353 == 4 ;; integer values
004D: jump_if_false Label01712B
015F: set_camera_position 363.203 1051.161 21.269 0.0 0.0 0.0
0160: point_camera 363.152 1050.163 21.291 1
0460: set_camera_pointing_time 0.0 800
0004: $367 = 0 ;; integer values
0004: $368 = 0 ;; integer values
0004: $35F = 0 ;; integer values
0001: wait 800 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label016FE6
0055: put_player $PLAYER_CHAR at $216 $217 $218
:Label016FE6
00D6: if 0
0038: $353 == 4 ;; integer values
004D: jump_if_false Label01712B
0001: wait 0 ms
00BA: text_styled "GRENADE" 1000 ms 4 ;; Grenades
01E5: text_1number_highpriority "G_COST" 300 1000 ms 1 ;; Cost: $~1~
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label017124
0050: gosub Label01AA87
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 3 weapon $365 ammo $354
model $366
0050: gosub Label01B0FB
00D6: if 22
0490: player $PLAYER_CHAR has_weapon 13
0490: player $PLAYER_CHAR has_weapon 15
0490: player $PLAYER_CHAR has_weapon 14
004D: jump_if_false Label01707D
01E5: text_1number_highpriority "HELP54" 300 1000 ms 1 ;; ~w~Cost: $~1~
~r~Buying this will replace your current weapon.
:Label01707D
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label01710B
0419: $354 = player $PLAYER_CHAR weapon 12 ammo
00D6: if 0
010A: player $PLAYER_CHAR money > 299
004D: jump_if_false Label017104
00D6: if 0
001A: 9999 > $354 ;; integer values
004D: jump_if_false Label0170FD
01B1: give_player $PLAYER_CHAR weapon 12 ammo 8 ;; Load the weapon model before
using this
00D6: if 0
0018: $354 > 9999 ;; integer values
004D: jump_if_false Label0170E4
01B1: give_player $PLAYER_CHAR weapon 12 ammo 9999 ;; Load the weapon model
before using this
:Label0170E4
0050: gosub Label01A935
0109: player $PLAYER_CHAR money += -300
0528: unknown_add 300 to_money_spent_on_weapons_stats
0001: wait 300 ms
:Label0170FD
0002: jump Label01710B
:Label017104
0050: gosub Label01A8EC
:Label01710B
00D6: if 0
0038: $351 == 1 ;; integer values
004D: jump_if_false Label017124
0002: jump Label016438
:Label017124
0002: jump Label016FE6
:Label01712B
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label017332
00D6: if 0
0038: $353 == 5 ;; integer values
004D: jump_if_false Label017332
015F: set_camera_position 362.203 1051.161 21.269 0.0 0.0 0.0
0160: point_camera 362.152 1050.163 21.291 1
0460: set_camera_pointing_time 0.0 800
0004: $367 = 0 ;; integer values
0004: $368 = 0 ;; integer values
0004: $35F = 0 ;; integer values
0001: wait 800 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label0171C2
0055: put_player $PLAYER_CHAR at $216 $217 $218
:Label0171C2
00D6: if 0
0038: $353 == 5 ;; integer values
004D: jump_if_false Label017332
0001: wait 0 ms
00BA: text_styled "ARMOUR" 1000 ms 4 ;; Body Armor
00D6: if 0
0038: $363 == 0 ;; integer values
004D: jump_if_false Label01720F
00BC: text_highpriority "STOCK" 1000 ms 1 ;; ~r~out of stock
0002: jump Label017221
:Label01720F
01E5: text_1number_highpriority "G_COST" 200 1000 ms 1 ;; Cost: $~1~
:Label017221
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01732B
0050: gosub Label01AA87
04DD: $PLAYER_ACTOR $369
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label017312
00D6: if 0
0038: $363 == 1 ;; integer values
004D: jump_if_false Label01730B
00D6: if 0
010A: player $PLAYER_CHAR money > 199
004D: jump_if_false Label0172FD
00D6: if 0
001A: 100 > $369 ;; integer values
004D: jump_if_false Label0172B0
035E: set_player $PLAYER_CHAR armour_to 200
0050: gosub Label01A935
0109: player $PLAYER_CHAR money += -200
0528: unknown_add 200 to_money_spent_on_weapons_stats
0001: wait 300 ms
0002: jump Label0172F6
:Label0172B0
00D6: if 0
0038: $62E == 1 ;; integer values
004D: jump_if_false Label0172F6
00D6: if 0
001A: 200 > $369 ;; integer values
004D: jump_if_false Label0172F6
035E: set_player $PLAYER_CHAR armour_to 200
0050: gosub Label01A935
0109: player $PLAYER_CHAR money += -200
0528: unknown_add 200 to_money_spent_on_weapons_stats
0001: wait 300 ms
:Label0172F6
0002: jump Label017304
:Label0172FD
0050: gosub Label01A8EC
:Label017304
0002: jump Label017312
:Label01730B
0050: gosub Label01A8EC
:Label017312
00D6: if 0
0038: $351 == 1 ;; integer values
004D: jump_if_false Label01732B
0002: jump Label016438
:Label01732B
0002: jump Label0171C2
:Label017332
0002: jump Label0166D8
:Label017339
0002: jump Label017393
:Label017340
00D6: if 0
80F6: NOT player $PLAYER_CHAR 1 (in-sphere)near_point_on_foot $216 $217 $218
radius 1.0 1.0 2.0
004D: jump_if_false Label017393
00D6: if 0
0038: $351 == 1 ;; integer values
004D: jump_if_false Label017393
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label017393
0050: gosub Label01AE6D
:Label017393
0002: jump Label0173B3
:Label01739A
00D6: if 0
0038: $34A == 1 ;; integer values
004D: jump_if_false Label0173B3
0050: gosub Label01AE8D
:Label0173B3
0002: jump Label0173C1
:Label0173BA
0050: gosub Label01AE8D
:Label0173C1
0002: jump Label016438
:Label0173C8
03A4: name_thread "AMMU3"
:Label0173D2
0001: wait 0 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01842E
00D6: if 0
0121: player $PLAYER_CHAR in_zone "DTOWN"
004D: jump_if_false Label018427
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point $219 $21A $21B radius 35.0 35.0 20.0
004D: jump_if_false Label01840E
00D6: if 0
0038: $34A == 0 ;; integer values
004D: jump_if_false Label0175C9
0050: gosub Label01B041
0084: $359 = $35B ;; integer values and handles
0060: $359 -= $35C ;; integer values
0107: $379 = create_object #PYTHON at -683.6 1200.549 12.93
0392: object $379 toggle_in_moving_list 0
0453: object $379 set_rotation 0.0 4.0 90.0
0107: $37A = create_object #MP5LNG at -683.6 1202.049 12.86
0392: object $37A toggle_in_moving_list 0
0453: object $37A set_rotation 0.0 8.0 95.0
0107: $37B = create_object #SHOTGSPA at -683.6 1203.449 12.91
0392: object $37B toggle_in_moving_list 0
0453: object $37B set_rotation 0.0 9.0 95.0
0107: $37C = create_object #M4 at -683.6 1205.049 12.88
0392: object $37C toggle_in_moving_list 0
0453: object $37C set_rotation 0.0 3.0 95.0
0107: $37D = create_object #LASER at -683.6 1206.549 12.81
0392: object $37D toggle_in_moving_list 0
0453: object $37D set_rotation 0.0 2.0 95.0
0107: $37E = create_object -18 (BODYARMOUR) at -683.5 1208.189 12.809
0392: object $37E toggle_in_moving_list 0
0177: set_object $37E z_angle_to 90.0
00D6: if 0
0018: $359 > 30000 ;; integer values
004D: jump_if_false Label0175BB
009A: $355 = create_actor 4 #SPECIAL21 at -679.97 1203.5 10.0
0173: set_actor $355 z_angle_to 270.0
01ED: reset_actor $355 flags
0350: unknown_actor $355 not_scared_flag 1
0050: gosub Label01AD91
:Label0175BB
0004: $34A = 1 ;; integer values
0002: jump Label017600
:Label0175C9
00D6: if 0
0057: player $PLAYER_CHAR 0 ()in_cube -684.5 1199.3 16.9 -663.8 1211.1 10.0
004D: jump_if_false Label017600
0050: gosub Label01A59B
:Label017600
00D6: if 0
0038: $3E3 == 0 ;; integer values
004D: jump_if_false Label018407
00D6: if 0
8118: NOT actor $355 dead
004D: jump_if_false Label018407
00D6: if 0
0038: $34C == 0 ;; integer values
004D: jump_if_false Label018407
00D6: if 0
0038: $49C == 0 ;; integer values
004D: jump_if_false Label018407
01FA: $38C = rampage_status
00D6: if 0
8038: NOT $38C == 1 ;; integer values
004D: jump_if_false Label018407
00D6: if 0
00F9: player $PLAYER_CHAR stopped 1 (in-sphere)near_point_on_foot $219 $21A $21B
radius 1.0 1.0 2.0
004D: jump_if_false Label0183B4
0050: gosub Label01AD5B
:Label01768E
00D6: if 0
0038: $351 == 0 ;; integer values
004D: jump_if_false Label0183AD
0004: $49C = 1 ;; integer values
0001: wait 0 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01791C
00D6: if 0
0038: $353 == 0 ;; integer values
004D: jump_if_false Label01791C
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
00D6: if 0
8118: NOT actor $355 dead
004D: jump_if_false Label0176EC
0210: player $PLAYER_CHAR look_at_actor $355
:Label0176EC
015F: set_camera_position -682.161 1200.594 13.133 0.0 0.0 0.0
0160: point_camera -683.155 1200.697 13.171 1
00D6: if 0
0038: $35E == 0 ;; integer values
004D: jump_if_false Label017749
0460: set_camera_pointing_time 0.0 1200
0004: $35E = 1 ;; integer values
0002: jump Label017753
:Label017749
0460: set_camera_pointing_time 0.0 800
:Label017753
0004: $35F = 0 ;; integer values
0001: wait 800 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label017784
0055: put_player $PLAYER_CHAR at $219 $21A $21B
04D7: lock_actor $PLAYER_ACTOR in_current_position 1
:Label017784
00D6: if 0
0038: $353 == 0 ;; integer values
004D: jump_if_false Label01791C
0001: wait 0 ms
00BA: text_styled "PYTHON" 2000 ms 4 ;; .357
00D6: if 0
0038: $38B == 0 ;; integer values
004D: jump_if_false Label0177D1
00BC: text_highpriority "STOCK" 1000 ms 1 ;; ~r~out of stock
0002: jump Label0177E3
:Label0177D1
01E5: text_1number_highpriority "G_COST" 2000 1000 ms 1 ;; Cost: $~1~
:Label0177E3
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label017915
0050: gosub Label01AA87
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 4 weapon $365 ammo $354
model $366
0050: gosub Label01B0FB
00D6: if 0
0038: $38B == 1 ;; integer values
004D: jump_if_false Label017847
00D6: if 0
0490: player $PLAYER_CHAR has_weapon 17
004D: jump_if_false Label017847
01E5: text_1number_highpriority "HELP54" 2000 1000 ms 1 ;; ~w~Cost: $~1~
~r~Buying this will replace your current weapon.
:Label017847
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label0178FC
00D6: if 0
0038: $38B == 1 ;; integer values
004D: jump_if_false Label0178F5
0419: $354 = player $PLAYER_CHAR weapon 18 ammo
00D6: if 0
010A: player $PLAYER_CHAR money > 1999
004D: jump_if_false Label0178E7
00D6: if 0
001A: 9999 > $354 ;; integer values
004D: jump_if_false Label0178E0
01B1: give_player $PLAYER_CHAR weapon 18 ammo 24 ;; Load the weapon model before
using this
00D6: if 0
0018: $354 > 9999 ;; integer values
004D: jump_if_false Label0178C0
01B1: give_player $PLAYER_CHAR weapon 18 ammo 9999 ;; Load the weapon model
before using this
:Label0178C0
01B8: set_player $PLAYER_CHAR armed_weapon_to 18
0050: gosub Label01A935
0109: player $PLAYER_CHAR money += -2000
0528: unknown_add 2000 to_money_spent_on_weapons_stats
0001: wait 300 ms
:Label0178E0
0002: jump Label0178EE
:Label0178E7
0050: gosub Label01A8EC
:Label0178EE
0002: jump Label0178FC
:Label0178F5
0050: gosub Label01A8EC
:Label0178FC
00D6: if 0
0038: $351 == 1 ;; integer values
004D: jump_if_false Label017915
0002: jump Label0173D2
:Label017915
0002: jump Label017784
:Label01791C
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label017B59
00D6: if 0
0038: $353 == 1 ;; integer values
004D: jump_if_false Label017B59
015F: set_camera_position -682.161 1202.094 13.133 0.0 0.0 0.0
0160: point_camera -683.155 1202.197 13.171 1
0460: set_camera_pointing_time 0.0 800
0004: $367 = 0 ;; integer values
0004: $368 = 0 ;; integer values
0004: $35F = 0 ;; integer values
0001: wait 800 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label0179B3
0055: put_player $PLAYER_CHAR at $219 $21A $21B
:Label0179B3
00D6: if 0
0038: $353 == 1 ;; integer values
004D: jump_if_false Label017B59
0001: wait 0 ms
00BA: text_styled "MP5" 1000 ms 4 ;; MP
00D6: if 0
0038: $38A == 0 ;; integer values
004D: jump_if_false Label017A00
00BC: text_highpriority "STOCK" 1000 ms 1 ;; ~r~out of stock
0002: jump Label017A12
:Label017A00
01E5: text_1number_highpriority "G_COST" 3000 1000 ms 1 ;; Cost: $~1~
:Label017A12
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label017B52
0050: gosub Label01AA87
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 6 weapon $365 ammo $354
model $366
0050: gosub Label01B0FB
00D6: if 0
0038: $38A == 1 ;; integer values
004D: jump_if_false Label017A84
00D6: if 22
0490: player $PLAYER_CHAR has_weapon 23
0490: player $PLAYER_CHAR has_weapon 24
0490: player $PLAYER_CHAR has_weapon 22
004D: jump_if_false Label017A84
01E5: text_1number_highpriority "HELP54" 3000 1000 ms 1 ;; ~w~Cost: $~1~
~r~Buying this will replace your current weapon.
:Label017A84
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label017B39
00D6: if 0
0038: $38A == 1 ;; integer values
004D: jump_if_false Label017B32
0419: $354 = player $PLAYER_CHAR weapon 25 ammo
00D6: if 0
010A: player $PLAYER_CHAR money > 2999
004D: jump_if_false Label017B24
00D6: if 0
001A: 9999 > $354 ;; integer values
004D: jump_if_false Label017B1D
01B1: give_player $PLAYER_CHAR weapon 25 ammo 120 ;; Load the weapon model
before using this
00D6: if 0
0018: $354 > 9999 ;; integer values
004D: jump_if_false Label017AFD
01B1: give_player $PLAYER_CHAR weapon 25 ammo 9999 ;; Load the weapon model
before using this
:Label017AFD
01B8: set_player $PLAYER_CHAR armed_weapon_to 25
0050: gosub Label01A935
0109: player $PLAYER_CHAR money += -3000
0528: unknown_add 3000 to_money_spent_on_weapons_stats
0001: wait 300 ms
:Label017B1D
0002: jump Label017B2B
:Label017B24
0050: gosub Label01A8EC
:Label017B2B
0002: jump Label017B39
:Label017B32
0050: gosub Label01A8EC
:Label017B39
00D6: if 0
0038: $351 == 1 ;; integer values
004D: jump_if_false Label017B52
0002: jump Label0173D2
:Label017B52
0002: jump Label0179B3
:Label017B59
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label017D8F
00D6: if 0
0038: $353 == 2 ;; integer values
004D: jump_if_false Label017D8F
015F: set_camera_position -682.161 1203.594 13.133 0.0 0.0 0.0
0160: point_camera -683.155 1203.697 13.171 1
0460: set_camera_pointing_time 0.0 800
0004: $367 = 0 ;; integer values
0004: $368 = 0 ;; integer values
0004: $35F = 0 ;; integer values
0001: wait 800 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label017BF0
0055: put_player $PLAYER_CHAR at $219 $21A $21B
:Label017BF0
00D6: if 0
0038: $353 == 2 ;; integer values
004D: jump_if_false Label017D8F
0001: wait 0 ms
00BA: text_styled "SHOTGN2" 1000 ms 4 ;; S.P.A.S. 12
00D6: if 0
0038: $350 == 0 ;; integer values
004D: jump_if_false Label017C3D
00BC: text_highpriority "STOCK" 1000 ms 1 ;; ~r~out of stock
0002: jump Label017C4F
:Label017C3D
01E5: text_1number_highpriority "G_COST" 4000 1000 ms 1 ;; Cost: $~1~
:Label017C4F
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label017D88
0050: gosub Label01AA87
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 5 weapon $365 ammo $354
model $366
0050: gosub Label01B0FB
00D6: if 0
0038: $350 == 1 ;; integer values
004D: jump_if_false Label017CBA
00D6: if 21
0490: player $PLAYER_CHAR has_weapon 21
0490: player $PLAYER_CHAR has_weapon 19
004D: jump_if_false Label017CBA
01E5: text_1number_highpriority "HELP54" 4000 1000 ms 1 ;; ~w~Cost: $~1~
~r~Buying this will replace your current weapon.
:Label017CBA
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label017D6F
00D6: if 0
0038: $350 == 1 ;; integer values
004D: jump_if_false Label017D68
0419: $354 = player $PLAYER_CHAR weapon 20 ammo
00D6: if 0
010A: player $PLAYER_CHAR money > 3999
004D: jump_if_false Label017D5A
00D6: if 0
001A: 9999 > $354 ;; integer values
004D: jump_if_false Label017D53
01B1: give_player $PLAYER_CHAR weapon 20 ammo 28 ;; Load the weapon model before
using this
00D6: if 0
0018: $354 > 9999 ;; integer values
004D: jump_if_false Label017D33
01B1: give_player $PLAYER_CHAR weapon 20 ammo 9999 ;; Load the weapon model
before using this
:Label017D33
01B8: set_player $PLAYER_CHAR armed_weapon_to 20
0050: gosub Label01A935
0109: player $PLAYER_CHAR money += -4000
0528: unknown_add 4000 to_money_spent_on_weapons_stats
0001: wait 300 ms
:Label017D53
0002: jump Label017D61
:Label017D5A
0050: gosub Label01A8EC
:Label017D61
0002: jump Label017D6F
:Label017D68
0050: gosub Label01A8EC
:Label017D6F
00D6: if 0
0038: $351 == 1 ;; integer values
004D: jump_if_false Label017D88
0002: jump Label0173D2
:Label017D88
0002: jump Label017BF0
:Label017D8F
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label017FBF
00D6: if 0
0038: $353 == 3 ;; integer values
004D: jump_if_false Label017FBF
015F: set_camera_position -682.161 1205.094 13.133 0.0 0.0 0.0
0160: point_camera -683.155 1205.197 13.171 1
0460: set_camera_pointing_time 0.0 800
0004: $367 = 0 ;; integer values
0004: $368 = 0 ;; integer values
0004: $35F = 0 ;; integer values
0001: wait 800 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label017E26
0055: put_player $PLAYER_CHAR at $219 $21A $21B
:Label017E26
00D6: if 0
0038: $353 == 3 ;; integer values
004D: jump_if_false Label017FBF
0001: wait 0 ms
00BA: text_styled "M4" 1000 ms 4 ;; VROCK
00D6: if 0
0038: $357 == 0 ;; integer values
004D: jump_if_false Label017E73
00BC: text_highpriority "STOCK" 1000 ms 1 ;; ~r~out of stock
0002: jump Label017E85
:Label017E73
01E5: text_1number_highpriority "G_COST" 5000 1000 ms 1 ;; Cost: $~1~
:Label017E85
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label017FB8
0050: gosub Label01AA87
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 7 weapon $365 ammo $354
model $366
0050: gosub Label01B0FB
00D6: if 0
0038: $357 == 1 ;; integer values
004D: jump_if_false Label017EE9
00D6: if 0
0490: player $PLAYER_CHAR has_weapon 27
004D: jump_if_false Label017EE9
01E5: text_1number_highpriority "HELP54" 5000 1000 ms 1 ;; ~w~Cost: $~1~
~r~Buying this will replace your current weapon.
:Label017EE9
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label017F9F
00D6: if 0
0038: $357 == 1 ;; integer values
004D: jump_if_false Label017F98
0419: $354 = player $PLAYER_CHAR weapon 26 ammo
00D6: if 0
010A: player $PLAYER_CHAR money > 4999
004D: jump_if_false Label017F8A
00D6: if 0
001A: 9999 > $354 ;; integer values
004D: jump_if_false Label017F83
01B1: give_player $PLAYER_CHAR weapon 26 ammo 150 ;; Load the weapon model
before using this
00D6: if 0
0018: $354 > 9999 ;; integer values
004D: jump_if_false Label017F63
01B1: give_player $PLAYER_CHAR weapon 26 ammo 9999 ;; Load the weapon model
before using this
:Label017F63
01B8: set_player $PLAYER_CHAR armed_weapon_to 26
0050: gosub Label01A935
0109: player $PLAYER_CHAR money += -5000
0528: unknown_add 5000 to_money_spent_on_weapons_stats
0001: wait 300 ms
:Label017F83
0002: jump Label017F91
:Label017F8A
0050: gosub Label01A8EC
:Label017F91
0002: jump Label017F9F
:Label017F98
0050: gosub Label01A8EC
:Label017F9F
00D6: if 0
0038: $351 == 1 ;; integer values
004D: jump_if_false Label017FB8
0002: jump Label0173D2
:Label017FB8
0002: jump Label017E26
:Label017FBF
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label0181E7
00D6: if 0
0038: $353 == 4 ;; integer values
004D: jump_if_false Label0181E7
015F: set_camera_position -682.161 1206.594 13.133 0.0 0.0 0.0
0160: point_camera -683.155 1206.697 13.171 1
0460: set_camera_pointing_time 0.0 800
0004: $367 = 0 ;; integer values
0004: $368 = 0 ;; integer values
0004: $35F = 0 ;; integer values
0001: wait 800 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label018056
0055: put_player $PLAYER_CHAR at $219 $21A $21B
:Label018056
00D6: if 0
0038: $353 == 4 ;; integer values
004D: jump_if_false Label0181E7
0001: wait 0 ms
00BA: text_styled "LASER" 1000 ms 4 ;; .308 Sniper
00D6: if 0
0038: $358 == 0 ;; integer values
004D: jump_if_false Label0180A3
00BC: text_highpriority "STOCK" 1000 ms 1 ;; ~r~out of stock
0002: jump Label0180B5
:Label0180A3
01E5: text_1number_highpriority "G_COST" 6000 1000 ms 1 ;; Cost: $~1~
:Label0180B5
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label0181E0
0050: gosub Label01AA87
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 9 weapon $365 ammo $354
model $366
0050: gosub Label01B0FB
00D6: if 0
0038: $358 == 1 ;; integer values
004D: jump_if_false Label018119
00D6: if 0
0490: player $PLAYER_CHAR has_weapon 28
004D: jump_if_false Label018119
01E5: text_1number_highpriority "HELP54" 6000 1000 ms 1 ;; ~w~Cost: $~1~
~r~Buying this will replace your current weapon.
:Label018119
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label0181C7
00D6: if 0
0038: $358 == 1 ;; integer values
004D: jump_if_false Label0181C0
0419: $354 = player $PLAYER_CHAR weapon 29 ammo
00D6: if 0
010A: player $PLAYER_CHAR money > 5999
004D: jump_if_false Label0181B2
00D6: if 0
001A: 9999 > $354 ;; integer values
004D: jump_if_false Label0181AB
01B1: give_player $PLAYER_CHAR weapon 29 ammo 28 ;; Load the weapon model before
using this
00D6: if 0
0018: $354 > 9999 ;; integer values
004D: jump_if_false Label018192
01B1: give_player $PLAYER_CHAR weapon 29 ammo 9999 ;; Load the weapon model
before using this
:Label018192
0050: gosub Label01A935
0109: player $PLAYER_CHAR money += -6000
0528: unknown_add 6000 to_money_spent_on_weapons_stats
0001: wait 300 ms
:Label0181AB
0002: jump Label0181B9
:Label0181B2
0050: gosub Label01A8EC
:Label0181B9
0002: jump Label0181C7
:Label0181C0
0050: gosub Label01A8EC
:Label0181C7
00D6: if 0
0038: $351 == 1 ;; integer values
004D: jump_if_false Label0181E0
0002: jump Label0173D2
:Label0181E0
0002: jump Label018056
:Label0181E7
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label0183A6
00D6: if 0
0038: $353 == 5 ;; integer values
004D: jump_if_false Label0183A6
015F: set_camera_position -682.161 1208.094 13.133 0.0 0.0 0.0
0160: point_camera -683.155 1208.197 13.171 1
0460: set_camera_pointing_time 0.0 800
0004: $367 = 0 ;; integer values
0004: $368 = 0 ;; integer values
0004: $35F = 0 ;; integer values
0001: wait 800 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01827E
0055: put_player $PLAYER_CHAR at $219 $21A $21B
:Label01827E
00D6: if 0
0038: $353 == 5 ;; integer values
004D: jump_if_false Label0183A6
0001: wait 0 ms
00BA: text_styled "ARMOUR" 1000 ms 4 ;; Body Armor
01E5: text_1number_highpriority "G_COST" 200 1000 ms 1 ;; Cost: $~1~
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01839F
0050: gosub Label01AA87
04DD: $PLAYER_ACTOR $369
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label018386
00D6: if 0
010A: player $PLAYER_CHAR money > 199
004D: jump_if_false Label01837F
00D6: if 0
001A: 100 > $369 ;; integer values
004D: jump_if_false Label018332
035E: set_player $PLAYER_CHAR armour_to 200
0050: gosub Label01A935
0109: player $PLAYER_CHAR money += -200
0528: unknown_add 200 to_money_spent_on_weapons_stats
0001: wait 300 ms
0002: jump Label018378
:Label018332
00D6: if 0
0038: $62E == 1 ;; integer values
004D: jump_if_false Label018378
00D6: if 0
001A: 200 > $369 ;; integer values
004D: jump_if_false Label018378
035E: set_player $PLAYER_CHAR armour_to 200
0050: gosub Label01A935
0109: player $PLAYER_CHAR money += -200
0528: unknown_add 200 to_money_spent_on_weapons_stats
0001: wait 300 ms
:Label018378
0002: jump Label018386
:Label01837F
0050: gosub Label01A8EC
:Label018386
00D6: if 0
0038: $351 == 1 ;; integer values
004D: jump_if_false Label01839F
0002: jump Label0173D2
:Label01839F
0002: jump Label01827E
:Label0183A6
0002: jump Label01768E
:Label0183AD
0002: jump Label018407
:Label0183B4
00D6: if 0
80F6: NOT player $PLAYER_CHAR 1 (in-sphere)near_point_on_foot $219 $21A $21B
radius 1.0 1.0 2.0
004D: jump_if_false Label018407
00D6: if 0
0038: $351 == 1 ;; integer values
004D: jump_if_false Label018407
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label018407
0050: gosub Label01AE6D
:Label018407
0002: jump Label018427
:Label01840E
00D6: if 0
0038: $34A == 1 ;; integer values
004D: jump_if_false Label018427
0050: gosub Label01AE8D
:Label018427
0002: jump Label018435
:Label01842E
0050: gosub Label01AE8D
:Label018435
0002: jump Label0173D2
:Label01843C
03A4: name_thread "HARD1"
:Label018446
0001: wait 0 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label018FAB
00D6: if 0
0121: player $PLAYER_CHAR in_zone "BEACH2"
004D: jump_if_false Label018FA4
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point $21C $21D $21E radius 35.0 35.0 30.0
004D: jump_if_false Label018F8B
00D6: if 0
0038: $34B == 0 ;; integer values
004D: jump_if_false Label0185E3
0050: gosub Label01B07F
0084: $35A = $35B ;; integer values and handles
0060: $35A -= $35D ;; integer values
0107: $36B = create_object #SCREWDRIVER at 201.508 -469.297 13.79
0392: object $36B toggle_in_moving_list 0
0107: $36C = create_object #HAMMER at 202.508 -469.297 13.73
0392: object $36C toggle_in_moving_list 0
0453: object $36C set_rotation 0.0 4.0 0.0
0107: $36D = create_object #CLEAVER at 203.508 -469.297 13.77
0392: object $36D toggle_in_moving_list 0
0107: $36E = create_object #BAT at 204.606 -469.297 13.91
0392: object $36E toggle_in_moving_list 0
0453: object $36E set_rotation 85.0 0.0 90.0
0107: $36F = create_object #MACHETE at 205.858 -469.297 14.0
0392: object $36F toggle_in_moving_list 0
0453: object $36F set_rotation 0.0 90.0 0.0
00D6: if 0
0018: $35A > 60000 ;; integer values
004D: jump_if_false Label0185D5
009A: $356 = create_actor 4 #SPECIAL16 at 202.4 -471.1 10.1
0173: set_actor $356 z_angle_to 180.1
0050: gosub Label01AF21
:Label0185D5
0004: $34B = 1 ;; integer values
0002: jump Label01861A
:Label0185E3
00D6: if 0
0057: player $PLAYER_CHAR 0 ()in_cube 190.0 -481.0 15.7 209.6 -468.5 10.0
004D: jump_if_false Label01861A
0050: gosub Label01A5F5
:Label01861A
00D6: if 0
8118: NOT actor $356 dead
004D: jump_if_false Label018F84
00D6: if 0
0038: $34D == 0 ;; integer values
004D: jump_if_false Label018F84
00D6: if 0
0038: $49C == 0 ;; integer values
004D: jump_if_false Label018F84
01FA: $38C = rampage_status
00D6: if 0
8038: NOT $38C == 1 ;; integer values
004D: jump_if_false Label018F84
00D6: if 0
00F9: player $PLAYER_CHAR stopped 1 (in-sphere)near_point_on_foot $21C $21D $21E
radius 1.0 1.0 2.0
004D: jump_if_false Label018F31
0050: gosub Label01AD76
:Label018696
00D6: if 0
0038: $352 == 0 ;; integer values
004D: jump_if_false Label018F2A
0004: $49C = 1 ;; integer values
0001: wait 0 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01887F
00D6: if 0
0038: $353 == 0 ;; integer values
004D: jump_if_false Label01887F
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
00D6: if 0
8118: NOT actor $356 dead
004D: jump_if_false Label0186F4
0210: player $PLAYER_CHAR look_at_actor $356
:Label0186F4
015F: set_camera_position 201.616 -470.795 14.284 0.0 0.0 0.0
0160: point_camera 201.608 -469.797 14.217 1
00D6: if 0
0038: $35E == 0 ;; integer values
004D: jump_if_false Label018751
0460: set_camera_pointing_time 0.0 1200
0004: $35E = 1 ;; integer values
0002: jump Label01875B
:Label018751
0460: set_camera_pointing_time 0.0 800
:Label01875B
0004: $35F = 0 ;; integer values
0001: wait 800 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01878C
0055: put_player $PLAYER_CHAR at $21C $21D $21E
04D7: lock_actor $PLAYER_ACTOR in_current_position 1
:Label01878C
00D6: if 0
0038: $353 == 0 ;; integer values
004D: jump_if_false Label01887F
0001: wait 0 ms
00BA: text_styled "SCREWD" 1000 ms 4 ;; Screwdriver
01E5: text_1number_highpriority "G_COST" 10 1000 ms 1 ;; Cost: $~1~
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label018878
0050: gosub Label01ABDE
0004: $375 = 10 ;; integer values
0050: gosub Label01B0BD
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label01885F
00D6: if 0
010A: player $PLAYER_CHAR money > 9
004D: jump_if_false Label018858
00D6: if 0
82D7: NOT player $PLAYER_CHAR currentweapon == 2
004D: jump_if_false Label01884A
01B1: give_player $PLAYER_CHAR weapon 2 ammo 0 ;; Load the weapon model before
using this
01B8: set_player $PLAYER_CHAR armed_weapon_to 2
0050: gosub Label01A935
0109: player $PLAYER_CHAR money += -10
0528: unknown_add 10 to_money_spent_on_weapons_stats
0001: wait 300 ms
0002: jump Label018851
:Label01884A
0050: gosub Label01A8EC
:Label018851
0002: jump Label01885F
:Label018858
0050: gosub Label01A8EC
:Label01885F
00D6: if 0
0038: $352 == 1 ;; integer values
004D: jump_if_false Label018878
0002: jump Label018446
:Label018878
0002: jump Label01878C
:Label01887F
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label0189FB
00D6: if 0
0038: $353 == 1 ;; integer values
004D: jump_if_false Label0189FB
015F: set_camera_position 202.616 -470.795 14.284 0.0 0.0 0.0
0160: point_camera 202.608 -469.797 14.217 1
0460: set_camera_pointing_time 0.0 800
0004: $35F = 0 ;; integer values
0001: wait 800 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label018908
0055: put_player $PLAYER_CHAR at $21C $21D $21E
:Label018908
00D6: if 0
0038: $353 == 1 ;; integer values
004D: jump_if_false Label0189FB
0001: wait 0 ms
00BA: text_styled "HAMMER" 1000 ms 4 ;; Hammer
01E5: text_1number_highpriority "G_COST" 20 1000 ms 1 ;; Cost: $~1~
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label0189F4
0050: gosub Label01ABDE
0004: $375 = 20 ;; integer values
0050: gosub Label01B0BD
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label0189DB
00D6: if 0
010A: player $PLAYER_CHAR money > 19
004D: jump_if_false Label0189D4
00D6: if 0
82D7: NOT player $PLAYER_CHAR currentweapon == 7
004D: jump_if_false Label0189C6
01B1: give_player $PLAYER_CHAR weapon 7 ammo 0 ;; Load the weapon model before
using this
01B8: set_player $PLAYER_CHAR armed_weapon_to 7
0050: gosub Label01A935
0109: player $PLAYER_CHAR money += -20
0528: unknown_add 20 to_money_spent_on_weapons_stats
0001: wait 300 ms
0002: jump Label0189CD
:Label0189C6
0050: gosub Label01A8EC
:Label0189CD
0002: jump Label0189DB
:Label0189D4
0050: gosub Label01A8EC
:Label0189DB
00D6: if 0
0038: $352 == 1 ;; integer values
004D: jump_if_false Label0189F4
0002: jump Label018446
:Label0189F4
0002: jump Label018908
:Label0189FB
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label018B77
00D6: if 0
0038: $353 == 2 ;; integer values
004D: jump_if_false Label018B77
015F: set_camera_position 203.616 -470.795 14.284 0.0 0.0 0.0
0160: point_camera 203.608 -469.797 14.217 1
0460: set_camera_pointing_time 0.0 800
0004: $35F = 0 ;; integer values
0001: wait 800 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label018A84
0055: put_player $PLAYER_CHAR at $21C $21D $21E
:Label018A84
00D6: if 0
0038: $353 == 2 ;; integer values
004D: jump_if_false Label018B77
0001: wait 0 ms
00BA: text_styled "CLEVER" 1000 ms 4 ;; Meat Cleaver
01E5: text_1number_highpriority "G_COST" 50 1000 ms 1 ;; Cost: $~1~
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label018B70
0050: gosub Label01ABDE
0004: $375 = 50 ;; integer values
0050: gosub Label01B0BD
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label018B57
00D6: if 0
010A: player $PLAYER_CHAR money > 49
004D: jump_if_false Label018B50
00D6: if 0
82D7: NOT player $PLAYER_CHAR currentweapon == 8
004D: jump_if_false Label018B42
01B1: give_player $PLAYER_CHAR weapon 8 ammo 0 ;; Load the weapon model before
using this
01B8: set_player $PLAYER_CHAR armed_weapon_to 8
0050: gosub Label01A935
0109: player $PLAYER_CHAR money += -50
0528: unknown_add 50 to_money_spent_on_weapons_stats
0001: wait 300 ms
0002: jump Label018B49
:Label018B42
0050: gosub Label01A8EC
:Label018B49
0002: jump Label018B57
:Label018B50
0050: gosub Label01A8EC
:Label018B57
00D6: if 0
0038: $352 == 1 ;; integer values
004D: jump_if_false Label018B70
0002: jump Label018446
:Label018B70
0002: jump Label018A84
:Label018B77
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label018D4D
00D6: if 0
0038: $353 == 3 ;; integer values
004D: jump_if_false Label018D4D
015F: set_camera_position 204.816 -470.795 14.284 0.0 0.0 0.0
0160: point_camera 204.808 -469.797 14.217 1
0460: set_camera_pointing_time 0.0 800
0004: $35F = 0 ;; integer values
0001: wait 800 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label018C00
0055: put_player $PLAYER_CHAR at $21C $21D $21E
:Label018C00
00D6: if 0
0038: $353 == 3 ;; integer values
004D: jump_if_false Label018D4D
0001: wait 0 ms
00BA: text_styled "BASEBAT" 1000 ms 4 ;; Baseball bat
00D6: if 0
0038: $388 == 0 ;; integer values
004D: jump_if_false Label018C4D
00BC: text_highpriority "STOCK" 1000 ms 1 ;; ~r~out of stock
0002: jump Label018C5E
:Label018C4D
01E5: text_1number_highpriority "G_COST" 80 1000 ms 1 ;; Cost: $~1~
:Label018C5E
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label018D46
0050: gosub Label01ABDE
00D6: if 0
0038: $388 == 1 ;; integer values
004D: jump_if_false Label018C95
0004: $375 = 80 ;; integer values
0050: gosub Label01B0BD
:Label018C95
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label018D2D
00D6: if 0
0038: $388 == 1 ;; integer values
004D: jump_if_false Label018D26
00D6: if 0
010A: player $PLAYER_CHAR money > 79
004D: jump_if_false Label018D18
00D6: if 0
82D7: NOT player $PLAYER_CHAR currentweapon == 6
004D: jump_if_false Label018D0A
01B1: give_player $PLAYER_CHAR weapon 6 ammo 0 ;; Load the weapon model before
using this
01B8: set_player $PLAYER_CHAR armed_weapon_to 6
0050: gosub Label01A935
0109: player $PLAYER_CHAR money += -80
0528: unknown_add 80 to_money_spent_on_weapons_stats
0001: wait 300 ms
0002: jump Label018D11
:Label018D0A
0050: gosub Label01A8EC
:Label018D11
0002: jump Label018D1F
:Label018D18
0050: gosub Label01A8EC
:Label018D1F
0002: jump Label018D2D
:Label018D26
0050: gosub Label01A8EC
:Label018D2D
00D6: if 0
0038: $352 == 1 ;; integer values
004D: jump_if_false Label018D46
0002: jump Label018446
:Label018D46
0002: jump Label018C00
:Label018D4D
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label018F23
00D6: if 0
0038: $353 == 4 ;; integer values
004D: jump_if_false Label018F23
015F: set_camera_position 206.116 -470.795 14.284 0.0 0.0 0.0
0160: point_camera 206.108 -469.797 14.217 1
0460: set_camera_pointing_time 0.0 800
0004: $35F = 0 ;; integer values
0001: wait 800 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label018DD6
0055: put_player $PLAYER_CHAR at $21C $21D $21E
:Label018DD6
00D6: if 0
0038: $353 == 4 ;; integer values
004D: jump_if_false Label018F23
0001: wait 0 ms
00BA: text_styled "MACHETE" 1000 ms 4 ;; Machete
00D6: if 0
0038: $389 == 0 ;; integer values
004D: jump_if_false Label018E23
00BC: text_highpriority "STOCK" 1000 ms 1 ;; ~r~out of stock
0002: jump Label018E34
:Label018E23
01E5: text_1number_highpriority "G_COST" 100 1000 ms 1 ;; Cost: $~1~
:Label018E34
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label018F1C
0050: gosub Label01ABDE
00D6: if 0
0038: $389 == 1 ;; integer values
004D: jump_if_false Label018E6B
0004: $375 = 100 ;; integer values
0050: gosub Label01B0BD
:Label018E6B
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label018F03
00D6: if 0
0038: $389 == 1 ;; integer values
004D: jump_if_false Label018EFC
00D6: if 0
010A: player $PLAYER_CHAR money > 99
004D: jump_if_false Label018EEE
00D6: if 0
82D7: NOT player $PLAYER_CHAR currentweapon == 9
004D: jump_if_false Label018EE0
01B1: give_player $PLAYER_CHAR weapon 9 ammo 0 ;; Load the weapon model before
using this
01B8: set_player $PLAYER_CHAR armed_weapon_to 9
0050: gosub Label01A935
0109: player $PLAYER_CHAR money += -100
0528: unknown_add 100 to_money_spent_on_weapons_stats
0001: wait 300 ms
0002: jump Label018EE7
:Label018EE0
0050: gosub Label01A8EC
:Label018EE7
0002: jump Label018EF5
:Label018EEE
0050: gosub Label01A8EC
:Label018EF5
0002: jump Label018F03
:Label018EFC
0050: gosub Label01A8EC
:Label018F03
00D6: if 0
0038: $352 == 1 ;; integer values
004D: jump_if_false Label018F1C
0002: jump Label018446
:Label018F1C
0002: jump Label018DD6
:Label018F23
0002: jump Label018696
:Label018F2A
0002: jump Label018F84
:Label018F31
00D6: if 0
80F6: NOT player $PLAYER_CHAR 1 (in-sphere)near_point_on_foot $21C $21D $21E
radius 1.0 1.0 2.0
004D: jump_if_false Label018F84
00D6: if 0
0038: $352 == 1 ;; integer values
004D: jump_if_false Label018F84
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label018F84
0050: gosub Label01AF5E
:Label018F84
0002: jump Label018FA4
:Label018F8B
00D6: if 0
0038: $34B == 1 ;; integer values
004D: jump_if_false Label018FA4
0050: gosub Label01AF7E
:Label018FA4
0002: jump Label018FB2
:Label018FAB
0050: gosub Label01AF7E
:Label018FB2
0002: jump Label018446
:Label018FB9
03A4: name_thread "HARD2"
:Label018FC3
0001: wait 0 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label019ABF
00D6: if 0
0038: $3EB == 1 ;; integer values
004D: jump_if_false Label019AB8
00D6: if 0
0057: player $PLAYER_CHAR 0 ()in_cube 357.7 1016.6 30.1 410.4 1110.4 16.0
004D: jump_if_false Label019A9F
00D6: if 0
0038: $34B == 0 ;; integer values
004D: jump_if_false Label01914C
0050: gosub Label01B07F
0084: $35A = $35B ;; integer values and handles
0060: $35A -= $35D ;; integer values
0107: $36B = create_object #SCREWDRIVER at 365.96 1072.8 20.68
0392: object $36B toggle_in_moving_list 0
0107: $36C = create_object #HAMMER at 364.96 1072.8 20.669
0392: object $36C toggle_in_moving_list 0
0453: object $36C set_rotation 0.0 4.0 0.0
0107: $36D = create_object #CLEAVER at 363.96 1072.8 20.729
0392: object $36D toggle_in_moving_list 0
0107: $36E = create_object #KNIFECUR at 362.92 1072.8 20.639
0392: object $36E toggle_in_moving_list 0
0107: $36F = create_object #KATANA at 362.0 1072.8 20.75
0392: object $36F toggle_in_moving_list 0
0453: object $36F set_rotation 0.0 -20.0 0.0
00D6: if 0
0018: $35A > 60000 ;; integer values
004D: jump_if_false Label01913E
009A: $356 = create_actor 4 #SPECIAL16 at 364.5 1074.3 18.0
0173: set_actor $356 z_angle_to 358.1
0050: gosub Label01AF21
:Label01913E
0004: $34B = 1 ;; integer values
0002: jump Label019183
:Label01914C
00D6: if 0
0057: player $PLAYER_CHAR 0 ()in_cube 369.9 1089.8 22.3 359.8 1071.7 18.1
004D: jump_if_false Label019183
0050: gosub Label01A5F5
:Label019183
00D6: if 0
8118: NOT actor $356 dead
004D: jump_if_false Label019A98
00D6: if 0
0038: $34D == 0 ;; integer values
004D: jump_if_false Label019A98
00D6: if 0
0038: $49C == 0 ;; integer values
004D: jump_if_false Label019A98
01FA: $38C = rampage_status
00D6: if 0
8038: NOT $38C == 1 ;; integer values
004D: jump_if_false Label019A98
00D6: if 0
00F9: player $PLAYER_CHAR stopped 1 (in-sphere)near_point_on_foot $21F $220 $221
radius 1.0 1.0 2.0
004D: jump_if_false Label019A45
0050: gosub Label01AD76
:Label0191FF
00D6: if 0
0038: $352 == 0 ;; integer values
004D: jump_if_false Label019A3E
0004: $49C = 1 ;; integer values
0001: wait 0 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label0193E8
00D6: if 0
0038: $353 == 0 ;; integer values
004D: jump_if_false Label0193E8
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
00D6: if 0
8118: NOT actor $356 dead
004D: jump_if_false Label01925D
0210: player $PLAYER_CHAR look_at_actor $356
:Label01925D
015F: set_camera_position 366.1 1074.719 21.062 0.0 0.0 0.0
0160: point_camera 366.089 1073.72 21.084 1
00D6: if 0
0038: $35E == 0 ;; integer values
004D: jump_if_false Label0192BA
0460: set_camera_pointing_time 0.0 1200
0004: $35E = 1 ;; integer values
0002: jump Label0192C4
:Label0192BA
0460: set_camera_pointing_time 0.0 800
:Label0192C4
0004: $35F = 0 ;; integer values
0001: wait 800 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label0192F5
0055: put_player $PLAYER_CHAR at $21F $220 $221
04D7: lock_actor $PLAYER_ACTOR in_current_position 1
:Label0192F5
00D6: if 0
0038: $353 == 0 ;; integer values
004D: jump_if_false Label0193E8
0001: wait 0 ms
00BA: text_styled "SCREWD" 1000 ms 4 ;; Screwdriver
01E5: text_1number_highpriority "G_COST" 10 1000 ms 1 ;; Cost: $~1~
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label0193E1
0050: gosub Label01ABDE
0004: $375 = 10 ;; integer values
0050: gosub Label01B0BD
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label0193C8
00D6: if 0
010A: player $PLAYER_CHAR money > 9
004D: jump_if_false Label0193C1
00D6: if 0
82D7: NOT player $PLAYER_CHAR currentweapon == 2
004D: jump_if_false Label0193B3
01B1: give_player $PLAYER_CHAR weapon 2 ammo 0 ;; Load the weapon model before
using this
01B8: set_player $PLAYER_CHAR armed_weapon_to 2
0050: gosub Label01A935
0109: player $PLAYER_CHAR money += -10
0528: unknown_add 10 to_money_spent_on_weapons_stats
0001: wait 300 ms
0002: jump Label0193BA
:Label0193B3
0050: gosub Label01A8EC
:Label0193BA
0002: jump Label0193C8
:Label0193C1
0050: gosub Label01A8EC
:Label0193C8
00D6: if 0
0038: $352 == 1 ;; integer values
004D: jump_if_false Label0193E1
0002: jump Label018FC3
:Label0193E1
0002: jump Label0192F5
:Label0193E8
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label019564
00D6: if 0
0038: $353 == 1 ;; integer values
004D: jump_if_false Label019564
015F: set_camera_position 365.1 1074.719 21.062 0.0 0.0 0.0
0160: point_camera 365.089 1073.72 21.084 1
0460: set_camera_pointing_time 0.0 800
0004: $35F = 0 ;; integer values
0001: wait 800 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label019471
0055: put_player $PLAYER_CHAR at $21F $220 $221
:Label019471
00D6: if 0
0038: $353 == 1 ;; integer values
004D: jump_if_false Label019564
0001: wait 0 ms
00BA: text_styled "HAMMER" 1000 ms 4 ;; Hammer
01E5: text_1number_highpriority "G_COST" 20 1000 ms 1 ;; Cost: $~1~
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01955D
0050: gosub Label01ABDE
0004: $375 = 20 ;; integer values
0050: gosub Label01B0BD
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label019544
00D6: if 0
010A: player $PLAYER_CHAR money > 19
004D: jump_if_false Label01953D
00D6: if 0
82D7: NOT player $PLAYER_CHAR currentweapon == 7
004D: jump_if_false Label01952F
01B1: give_player $PLAYER_CHAR weapon 7 ammo 0 ;; Load the weapon model before
using this
01B8: set_player $PLAYER_CHAR armed_weapon_to 7
0050: gosub Label01A935
0109: player $PLAYER_CHAR money += -20
0528: unknown_add 20 to_money_spent_on_weapons_stats
0001: wait 300 ms
0002: jump Label019536
:Label01952F
0050: gosub Label01A8EC
:Label019536
0002: jump Label019544
:Label01953D
0050: gosub Label01A8EC
:Label019544
00D6: if 0
0038: $352 == 1 ;; integer values
004D: jump_if_false Label01955D
0002: jump Label018FC3
:Label01955D
0002: jump Label019471
:Label019564
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label0196E0
00D6: if 0
0038: $353 == 2 ;; integer values
004D: jump_if_false Label0196E0
015F: set_camera_position 364.1 1074.719 21.062 0.0 0.0 0.0
0160: point_camera 364.089 1073.72 21.084 1
0460: set_camera_pointing_time 0.0 800
0004: $35F = 0 ;; integer values
0001: wait 800 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label0195ED
0055: put_player $PLAYER_CHAR at $21F $220 $221
:Label0195ED
00D6: if 0
0038: $353 == 2 ;; integer values
004D: jump_if_false Label0196E0
0001: wait 0 ms
00BA: text_styled "CLEVER" 1000 ms 4 ;; Meat Cleaver
01E5: text_1number_highpriority "G_COST" 50 1000 ms 1 ;; Cost: $~1~
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label0196D9
0050: gosub Label01ABDE
0004: $375 = 50 ;; integer values
0050: gosub Label01B0BD
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label0196C0
00D6: if 0
010A: player $PLAYER_CHAR money > 49
004D: jump_if_false Label0196B9
00D6: if 0
82D7: NOT player $PLAYER_CHAR currentweapon == 8
004D: jump_if_false Label0196AB
01B1: give_player $PLAYER_CHAR weapon 8 ammo 0 ;; Load the weapon model before
using this
01B8: set_player $PLAYER_CHAR armed_weapon_to 8
0050: gosub Label01A935
0109: player $PLAYER_CHAR money += -50
0528: unknown_add 50 to_money_spent_on_weapons_stats
0001: wait 300 ms
0002: jump Label0196B2
:Label0196AB
0050: gosub Label01A8EC
:Label0196B2
0002: jump Label0196C0
:Label0196B9
0050: gosub Label01A8EC
:Label0196C0
00D6: if 0
0038: $352 == 1 ;; integer values
004D: jump_if_false Label0196D9
0002: jump Label018FC3
:Label0196D9
0002: jump Label0195ED
:Label0196E0
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01985C
00D6: if 0
0038: $353 == 3 ;; integer values
004D: jump_if_false Label01985C
015F: set_camera_position 363.1 1074.719 21.062 0.0 0.0 0.0
0160: point_camera 363.089 1073.72 21.084 1
0460: set_camera_pointing_time 0.0 800
0004: $35F = 0 ;; integer values
0001: wait 800 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label019769
0055: put_player $PLAYER_CHAR at $21F $220 $221
:Label019769
00D6: if 0
0038: $353 == 3 ;; integer values
004D: jump_if_false Label01985C
0001: wait 0 ms
00BA: text_styled "KNIFE" 1000 ms 4 ;; Knife
01E5: text_1number_highpriority "G_COST" 90 1000 ms 1 ;; Cost: $~1~
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label019855
0050: gosub Label01ABDE
0004: $375 = 90 ;; integer values
0050: gosub Label01B0BD
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label01983C
00D6: if 0
010A: player $PLAYER_CHAR money > 89
004D: jump_if_false Label019835
00D6: if 0
82D7: NOT player $PLAYER_CHAR currentweapon == 5
004D: jump_if_false Label019827
01B1: give_player $PLAYER_CHAR weapon 5 ammo 0 ;; Load the weapon model before
using this
01B8: set_player $PLAYER_CHAR armed_weapon_to 5
0050: gosub Label01A935
0109: player $PLAYER_CHAR money += -90
0528: unknown_add 90 to_money_spent_on_weapons_stats
0001: wait 300 ms
0002: jump Label01982E
:Label019827
0050: gosub Label01A8EC
:Label01982E
0002: jump Label01983C
:Label019835
0050: gosub Label01A8EC
:Label01983C
00D6: if 0
0038: $352 == 1 ;; integer values
004D: jump_if_false Label019855
0002: jump Label018FC3
:Label019855
0002: jump Label019769
:Label01985C
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label019A37
00D6: if 0
0038: $353 == 4 ;; integer values
004D: jump_if_false Label019A37
015F: set_camera_position 362.1 1074.719 21.062 0.0 0.0 0.0
0160: point_camera 362.089 1073.72 21.084 1
0460: set_camera_pointing_time 0.0 800
0004: $35F = 0 ;; integer values
0001: wait 800 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label0198E5
0055: put_player $PLAYER_CHAR at $21F $220 $221
:Label0198E5
00D6: if 0
0038: $353 == 4 ;; integer values
004D: jump_if_false Label019A37
0001: wait 0 ms
00BA: text_styled "KATANA" 1000 ms 4 ;; Katana
00D6: if 0
0038: $36A == 0 ;; integer values
004D: jump_if_false Label019932
00BC: text_highpriority "STOCK" 1000 ms 1 ;; ~r~out of stock
0002: jump Label019944
:Label019932
01E5: text_1number_highpriority "G_COST" 300 1000 ms 1 ;; Cost: $~1~
:Label019944
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label019A30
0050: gosub Label01ABDE
00D6: if 0
0038: $36A == 1 ;; integer values
004D: jump_if_false Label01997C
0004: $375 = 300 ;; integer values
0050: gosub Label01B0BD
:Label01997C
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label019A17
00D6: if 0
0038: $36A == 1 ;; integer values
004D: jump_if_false Label019A10
00D6: if 0
010A: player $PLAYER_CHAR money > 299
004D: jump_if_false Label019A02
00D6: if 0
82D7: NOT player $PLAYER_CHAR currentweapon == 10
004D: jump_if_false Label0199F4
01B1: give_player $PLAYER_CHAR weapon 10 ammo 0 ;; Load the weapon model before
using this
01B8: set_player $PLAYER_CHAR armed_weapon_to 10
0050: gosub Label01A935
0109: player $PLAYER_CHAR money += -300
0528: unknown_add 300 to_money_spent_on_weapons_stats
0001: wait 300 ms
0002: jump Label0199FB
:Label0199F4
0050: gosub Label01A8EC
:Label0199FB
0002: jump Label019A09
:Label019A02
0050: gosub Label01A8EC
:Label019A09
0002: jump Label019A17
:Label019A10
0050: gosub Label01A8EC
:Label019A17
00D6: if 0
0038: $352 == 1 ;; integer values
004D: jump_if_false Label019A30
0002: jump Label018FC3
:Label019A30
0002: jump Label0198E5
:Label019A37
0002: jump Label0191FF
:Label019A3E
0002: jump Label019A98
:Label019A45
00D6: if 0
80F6: NOT player $PLAYER_CHAR 0 ()near_point_on_foot $21F $220 $221 radius
1.0 1.0 2.0
004D: jump_if_false Label019A98
00D6: if 0
0038: $352 == 1 ;; integer values
004D: jump_if_false Label019A98
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label019A98
0050: gosub Label01AF5E
:Label019A98
0002: jump Label019AB8
:Label019A9F
00D6: if 0
0038: $34B == 1 ;; integer values
004D: jump_if_false Label019AB8
0050: gosub Label01AF7E
:Label019AB8
0002: jump Label019AC6
:Label019ABF
0050: gosub Label01AF7E
:Label019AC6
0002: jump Label018FC3
:Label019ACD
03A4: name_thread "HARD3"
:Label019AD7
0001: wait 0 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01A58D
00D6: if 0
0121: player $PLAYER_CHAR in_zone "HAVANA"
004D: jump_if_false Label01A586
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point $222 $223 $224 radius 35.0 35.0 20.0
004D: jump_if_false Label01A56D
00D6: if 0
0038: $34B == 0 ;; integer values
004D: jump_if_false Label019C74
0050: gosub Label01B07F
0084: $35A = $35B ;; integer values and handles
0060: $35A -= $35D ;; integer values
0107: $36B = create_object #SCREWDRIVER at -961.0 -689.87 14.08
0392: object $36B toggle_in_moving_list 0
0177: set_object $36B z_angle_to 270.0
0107: $36C = create_object #HAMMER at -960.95 -690.88 14.032
0392: object $36C toggle_in_moving_list 0
0453: object $36C set_rotation 0.0 4.0 270.0
0107: $36D = create_object #CLEAVER at -960.95 -691.9 14.08
0392: object $36D toggle_in_moving_list 0
0177: set_object $36D z_angle_to 270.0
0107: $36E = create_object #MACHETE at -960.8 -693.0 14.08
0392: object $36E toggle_in_moving_list 0
0177: set_object $36E z_angle_to 270.0
0107: $36F = create_object #CHNSAW at -960.8 -694.0 14.162
0392: object $36F toggle_in_moving_list 0
0177: set_object $36F z_angle_to 270.0
00D6: if 0
0018: $35A > 60000 ;; integer values
004D: jump_if_false Label019C66
009A: $356 = create_actor 4 #SPECIAL16 at -963.8 -692.3 10.3
0173: set_actor $356 z_angle_to 90.0
0050: gosub Label01AF21
:Label019C66
0004: $34B = 1 ;; integer values
0002: jump Label019CAB
:Label019C74
00D6: if 0
0057: player $PLAYER_CHAR 0 ()in_cube -981.0 -688.0 15.1 -959.8 -696.0 10.1
004D: jump_if_false Label019CAB
0050: gosub Label01A5F5
:Label019CAB
00D6: if 0
8118: NOT actor $356 dead
004D: jump_if_false Label01A566
00D6: if 0
0038: $34D == 0 ;; integer values
004D: jump_if_false Label01A566
00D6: if 0
0038: $49C == 0 ;; integer values
004D: jump_if_false Label01A566
01FA: $38C = rampage_status
00D6: if 0
8038: NOT $38C == 1 ;; integer values
004D: jump_if_false Label01A566
00D6: if 0
00F9: player $PLAYER_CHAR stopped 1 (in-sphere)near_point_on_foot $222 $223 $224
radius 1.0 1.0 2.0
004D: jump_if_false Label01A513
0050: gosub Label01AD76
:Label019D27
00D6: if 0
0038: $352 == 0 ;; integer values
004D: jump_if_false Label01A50C
0004: $49C = 1 ;; integer values
0001: wait 0 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label019F10
00D6: if 0
0038: $353 == 0 ;; integer values
004D: jump_if_false Label019F10
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
00D6: if 0
8118: NOT actor $356 dead
004D: jump_if_false Label019D85
0210: player $PLAYER_CHAR look_at_actor $356
:Label019D85
015F: set_camera_position -962.483 -690.104 14.47 0.0 0.0 0.0
0160: point_camera -961.485 -690.029 14.481 1
00D6: if 0
0038: $35E == 0 ;; integer values
004D: jump_if_false Label019DE2
0460: set_camera_pointing_time 0.0 1200
0004: $35E = 1 ;; integer values
0002: jump Label019DEC
:Label019DE2
0460: set_camera_pointing_time 0.0 800
:Label019DEC
0004: $35F = 0 ;; integer values
0001: wait 800 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label019E1D
0055: put_player $PLAYER_CHAR at $222 $223 $224
04D7: lock_actor $PLAYER_ACTOR in_current_position 1
:Label019E1D
00D6: if 0
0038: $353 == 0 ;; integer values
004D: jump_if_false Label019F10
0001: wait 0 ms
00BA: text_styled "SCREWD" 1000 ms 4 ;; Screwdriver
01E5: text_1number_highpriority "G_COST" 10 1000 ms 1 ;; Cost: $~1~
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label019F09
0050: gosub Label01ABDE
0004: $375 = 10 ;; integer values
0050: gosub Label01B0BD
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label019EF0
00D6: if 0
010A: player $PLAYER_CHAR money > 9
004D: jump_if_false Label019EE9
00D6: if 0
82D7: NOT player $PLAYER_CHAR currentweapon == 2
004D: jump_if_false Label019EDB
01B1: give_player $PLAYER_CHAR weapon 2 ammo 0 ;; Load the weapon model before
using this
01B8: set_player $PLAYER_CHAR armed_weapon_to 2
0050: gosub Label01A935
0109: player $PLAYER_CHAR money += -10
0528: unknown_add 10 to_money_spent_on_weapons_stats
0001: wait 300 ms
0002: jump Label019EE2
:Label019EDB
0050: gosub Label01A8EC
:Label019EE2
0002: jump Label019EF0
:Label019EE9
0050: gosub Label01A8EC
:Label019EF0
00D6: if 0
0038: $352 == 1 ;; integer values
004D: jump_if_false Label019F09
0002: jump Label019AD7
:Label019F09
0002: jump Label019E1D
:Label019F10
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01A08C
00D6: if 0
0038: $353 == 1 ;; integer values
004D: jump_if_false Label01A08C
015F: set_camera_position -962.483 -691.104 14.47 0.0 0.0 0.0
0160: point_camera -961.485 -691.029 14.481 1
0460: set_camera_pointing_time 0.0 800
0004: $35F = 0 ;; integer values
0001: wait 800 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label019F99
0055: put_player $PLAYER_CHAR at $222 $223 $224
:Label019F99
00D6: if 0
0038: $353 == 1 ;; integer values
004D: jump_if_false Label01A08C
0001: wait 0 ms
00BA: text_styled "HAMMER" 1000 ms 4 ;; Hammer
01E5: text_1number_highpriority "G_COST" 20 1000 ms 1 ;; Cost: $~1~
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01A085
0050: gosub Label01ABDE
0004: $375 = 20 ;; integer values
0050: gosub Label01B0BD
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label01A06C
00D6: if 0
010A: player $PLAYER_CHAR money > 19
004D: jump_if_false Label01A065
00D6: if 0
82D7: NOT player $PLAYER_CHAR currentweapon == 7
004D: jump_if_false Label01A057
01B1: give_player $PLAYER_CHAR weapon 7 ammo 0 ;; Load the weapon model before
using this
01B8: set_player $PLAYER_CHAR armed_weapon_to 7
0050: gosub Label01A935
0109: player $PLAYER_CHAR money += -20
0528: unknown_add 20 to_money_spent_on_weapons_stats
0001: wait 300 ms
0002: jump Label01A05E
:Label01A057
0050: gosub Label01A8EC
:Label01A05E
0002: jump Label01A06C
:Label01A065
0050: gosub Label01A8EC
:Label01A06C
00D6: if 0
0038: $352 == 1 ;; integer values
004D: jump_if_false Label01A085
0002: jump Label019AD7
:Label01A085
0002: jump Label019F99
:Label01A08C
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01A208
00D6: if 0
0038: $353 == 2 ;; integer values
004D: jump_if_false Label01A208
015F: set_camera_position -962.483 -692.104 14.47 0.0 0.0 0.0
0160: point_camera -961.485 -692.029 14.481 1
0460: set_camera_pointing_time 0.0 800
0004: $35F = 0 ;; integer values
0001: wait 800 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01A115
0055: put_player $PLAYER_CHAR at $222 $223 $224
:Label01A115
00D6: if 0
0038: $353 == 2 ;; integer values
004D: jump_if_false Label01A208
0001: wait 0 ms
00BA: text_styled "CLEVER" 1000 ms 4 ;; Meat Cleaver
01E5: text_1number_highpriority "G_COST" 50 1000 ms 1 ;; Cost: $~1~
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01A201
0050: gosub Label01ABDE
0004: $375 = 50 ;; integer values
0050: gosub Label01B0BD
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label01A1E8
00D6: if 0
010A: player $PLAYER_CHAR money > 49
004D: jump_if_false Label01A1E1
00D6: if 0
82D7: NOT player $PLAYER_CHAR currentweapon == 8
004D: jump_if_false Label01A1D3
01B1: give_player $PLAYER_CHAR weapon 8 ammo 0 ;; Load the weapon model before
using this
01B8: set_player $PLAYER_CHAR armed_weapon_to 8
0050: gosub Label01A935
0109: player $PLAYER_CHAR money += -50
0528: unknown_add 50 to_money_spent_on_weapons_stats
0001: wait 300 ms
0002: jump Label01A1DA
:Label01A1D3
0050: gosub Label01A8EC
:Label01A1DA
0002: jump Label01A1E8
:Label01A1E1
0050: gosub Label01A8EC
:Label01A1E8
00D6: if 0
0038: $352 == 1 ;; integer values
004D: jump_if_false Label01A201
0002: jump Label019AD7
:Label01A201
0002: jump Label01A115
:Label01A208
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01A384
00D6: if 0
0038: $353 == 3 ;; integer values
004D: jump_if_false Label01A384
015F: set_camera_position -962.483 -693.204 14.47 0.0 0.0 0.0
0160: point_camera -961.485 -693.129 14.481 1
0460: set_camera_pointing_time 0.0 800
0004: $35F = 0 ;; integer values
0001: wait 800 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01A291
0055: put_player $PLAYER_CHAR at $222 $223 $224
:Label01A291
00D6: if 0
0038: $353 == 3 ;; integer values
004D: jump_if_false Label01A384
0001: wait 0 ms
00BA: text_styled "MACHETE" 1000 ms 4 ;; Machete
01E5: text_1number_highpriority "G_COST" 100 1000 ms 1 ;; Cost: $~1~
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01A37D
0050: gosub Label01ABDE
0004: $375 = 100 ;; integer values
0050: gosub Label01B0BD
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label01A364
00D6: if 0
010A: player $PLAYER_CHAR money > 99
004D: jump_if_false Label01A35D
00D6: if 0
82D7: NOT player $PLAYER_CHAR currentweapon == 9
004D: jump_if_false Label01A34F
01B1: give_player $PLAYER_CHAR weapon 9 ammo 0 ;; Load the weapon model before
using this
01B8: set_player $PLAYER_CHAR armed_weapon_to 9
0050: gosub Label01A935
0109: player $PLAYER_CHAR money += -100
0528: unknown_add 100 to_money_spent_on_weapons_stats
0001: wait 300 ms
0002: jump Label01A356
:Label01A34F
0050: gosub Label01A8EC
:Label01A356
0002: jump Label01A364
:Label01A35D
0050: gosub Label01A8EC
:Label01A364
00D6: if 0
0038: $352 == 1 ;; integer values
004D: jump_if_false Label01A37D
0002: jump Label019AD7
:Label01A37D
0002: jump Label01A291
:Label01A384
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01A505
00D6: if 0
0038: $353 == 4 ;; integer values
004D: jump_if_false Label01A505
015F: set_camera_position -962.483 -694.504 14.47 0.0 0.0 0.0
0160: point_camera -961.485 -694.429 14.481 1
0460: set_camera_pointing_time 0.0 800
0004: $35F = 0 ;; integer values
0001: wait 800 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01A40D
0055: put_player $PLAYER_CHAR at $222 $223 $224
:Label01A40D
00D6: if 0
0038: $353 == 4 ;; integer values
004D: jump_if_false Label01A505
0001: wait 0 ms
00BA: text_styled "CHAINSA" 1000 ms 4 ;; Chainsaw
01E5: text_1number_highpriority "G_COST" 500 1000 ms 1 ;; Cost: $~1~
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01A4FE
0050: gosub Label01ABDE
0004: $375 = 500 ;; integer values
0050: gosub Label01B0BD
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label01A4E5
00D6: if 0
010A: player $PLAYER_CHAR money > 499
004D: jump_if_false Label01A4DE
00D6: if 0
82D7: NOT player $PLAYER_CHAR currentweapon == 11
004D: jump_if_false Label01A4D0
01B1: give_player $PLAYER_CHAR weapon 11 ammo 0 ;; Load the weapon model before
using this
01B8: set_player $PLAYER_CHAR armed_weapon_to 11
0050: gosub Label01A935
0109: player $PLAYER_CHAR money += -500
0528: unknown_add 500 to_money_spent_on_weapons_stats
0001: wait 300 ms
0002: jump Label01A4D7
:Label01A4D0
0050: gosub Label01A8EC
:Label01A4D7
0002: jump Label01A4E5
:Label01A4DE
0050: gosub Label01A8EC
:Label01A4E5
00D6: if 0
0038: $352 == 1 ;; integer values
004D: jump_if_false Label01A4FE
0002: jump Label019AD7
:Label01A4FE
0002: jump Label01A40D
:Label01A505
0002: jump Label019D27
:Label01A50C
0002: jump Label01A566
:Label01A513
00D6: if 0
80F6: NOT player $PLAYER_CHAR 0 ()near_point_on_foot $222 $223 $224 radius
1.0 1.0 2.0
004D: jump_if_false Label01A566
00D6: if 0
0038: $352 == 1 ;; integer values
004D: jump_if_false Label01A566
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01A566
0050: gosub Label01AF5E
:Label01A566
0002: jump Label01A586
:Label01A56D
00D6: if 0
0038: $34B == 1 ;; integer values
004D: jump_if_false Label01A586
0050: gosub Label01AF7E
:Label01A586
0002: jump Label01A594
:Label01A58D
0050: gosub Label01AF7E
:Label01A594
0002: jump Label019AD7
:Label01A59B
00D6: if 0
8118: NOT actor $355 dead
004D: jump_if_false Label01A5F3
00D6: if 21
02DF: unknown_player $PLAYER_CHAR
031D: actor $355 hit_by_weapon 47
004D: jump_if_false Label01A5F3
00D6: if 0
0038: $34C == 0 ;; integer values
004D: jump_if_false Label01A5F3
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01A5EC
01CA: actor $355 kill_player $PLAYER_CHAR
:Label01A5EC
0004: $34C = 1 ;; integer values
:Label01A5F3
0051: return
:Label01A5F5
00D6: if 0
8118: NOT actor $356 dead
004D: jump_if_false Label01A8EA
00D6: if 0
0457: unknown_player $PLAYER_CHAR unknown_actor $356
004D: jump_if_false Label01A84B
00D6: if 0
0038: $34D == 0 ;; integer values
004D: jump_if_false Label01A692
022F: set_actor $356 stop_looking
00D6: if 0
8118: NOT actor $356 dead
004D: jump_if_false Label01A67D
04EB: unknown_actor $356 bank 0 account_number 9999999
0372: set_actor $356 anim 0 wait_state_time 0 ms
0372: set_actor $356 anim 17 wait_state_time 9999999 ms
04C4: create_coordinate $380 $381 $382 from_actor $356 offset 0.0 1.2 0.0
:Label01A67D
0006: 16@ = 0 ;; integer values
0004: $34D = 1 ;; integer values
0002: jump Label01A826
:Label01A692
00D6: if 1
0019: 16@ > 2000 ;; integer values
001B: 6000 > 16@ ;; integer values
004D: jump_if_false Label01A6EA
00D6: if 0
0038: $604 == 0 ;; integer values
004D: jump_if_false Label01A6EA
02E1: $600 = create_cash_pickup 50 at $380 $381 $382
018C: play_sound 13 at $380 $381 $382
0050: gosub Label01B117
0004: $604 = 1 ;; integer values
:Label01A6EA
00D6: if 1
0019: 16@ > 6000 ;; integer values
001B: 10000 > 16@ ;; integer values
004D: jump_if_false Label01A756
00D6: if 0
0038: $605 == 0 ;; integer values
004D: jump_if_false Label01A756
0009: $381 += .1 ;; floating-point values
0009: $380 += .1 ;; floating-point values
02E1: $601 = create_cash_pickup 100 at $380 $381 $382
018C: play_sound 13 at $380 $381 $382
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 1
0004: $605 = 1 ;; integer values
:Label01A756
00D6: if 1
0019: 16@ > 10000 ;; integer values
001B: 14000 > 16@ ;; integer values
004D: jump_if_false Label01A7B9
00D6: if 0
0038: $606 == 0 ;; integer values
004D: jump_if_false Label01A7B9
0009: $381 += .1 ;; floating-point values
02E1: $602 = create_cash_pickup 250 at $380 $381 $382
018C: play_sound 13 at $380 $381 $382
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2
0004: $606 = 1 ;; integer values
:Label01A7B9
00D6: if 1
0019: 16@ > 14000 ;; integer values
001B: 20000 > 16@ ;; integer values
004D: jump_if_false Label01A826
00D6: if 0
0038: $607 == 0 ;; integer values
004D: jump_if_false Label01A826
0009: $381 += .1 ;; floating-point values
0009: $380 += .1 ;; floating-point values
02E1: $603 = create_cash_pickup 600 at $380 $381 $382
018C: play_sound 13 at $380 $381 $382
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 3
0004: $607 = 1 ;; integer values
:Label01A826
00D6: if 21
02DF: unknown_player $PLAYER_CHAR
031D: actor $356 hit_by_weapon 47
004D: jump_if_false Label01A844
0002: jump Label01A84B
:Label01A844
0002: jump Label01A8EA
:Label01A84B
00D6: if 0
0038: $34D == 0 ;; integer values
004D: jump_if_false Label01A882
00D6: if 21
02DF: unknown_player $PLAYER_CHAR
031D: actor $356 hit_by_weapon 47
004D: jump_if_false Label01A87B
0004: $34D = 1 ;; integer values
:Label01A87B
0002: jump Label01A8EA
:Label01A882
00D6: if 0
8118: NOT actor $356 dead
004D: jump_if_false Label01A8EA
0372: set_actor $356 anim 0 wait_state_time 0 ms
04EB: unknown_actor $356 bank 1 account_number 9999999
00D6: if 0
0038: $360 == 0 ;; integer values
004D: jump_if_false Label01A8EA
022F: set_actor $356 stop_looking
00A0: store_actor $356 position_to $380 $381 $382
018D: $361 = create_sound 0 at $380 $381 $382
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2
0004: $360 = 1 ;; integer values
:Label01A8EA
0051: return
:Label01A8EC
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01A917
0054: store_player $PLAYER_CHAR position_to $383 $384 $385
018C: play_sound 14 at $383 $384 $385
:Label01A917
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label01A933
0001: wait 0 ms
0002: jump Label01A917
:Label01A933
0051: return
:Label01A935
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01A960
0054: store_player $PLAYER_CHAR position_to $383 $384 $385
018C: play_sound 13 at $383 $384 $385
:Label01A960
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label01A97C
0001: wait 0 ms
0002: jump Label01A960
:Label01A97C
0051: return
:Label01A97E
0512: "GUN_H1"
0494: unknown 0 $370 $371 $372 $373
00D6: if 21
00E1: key_pressed 0 10
001A: -100 > $370 ;; integer values
004D: jump_if_false Label01A9B7
000C: $353 -= 1 ;; integer values
:Label01A9B7
00D6: if 21
00E1: key_pressed 0 11
0018: $370 > 100 ;; integer values
004D: jump_if_false Label01A9D6
0008: $353 += 1 ;; integer values
:Label01A9D6
00D6: if 0
001A: 0 > $353 ;; integer values
004D: jump_if_false Label01A9EF
0004: $353 = 4 ;; integer values
:Label01A9EF
00D6: if 0
0018: $353 > 4 ;; integer values
004D: jump_if_false Label01AA08
0004: $353 = 0 ;; integer values
:Label01AA08
00D6: if 0
00E1: key_pressed 0 15
004D: jump_if_false Label01AA85
:Label01AA19
00D6: if 0
00E1: key_pressed 0 15
004D: jump_if_false Label01AA35
0001: wait 0 ms
0002: jump Label01AA19
:Label01AA35
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01AA85
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
03E6: remove_text_box
0055: put_player $PLAYER_CHAR at $213 $214 $215
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01AA77
04D7: lock_actor $PLAYER_ACTOR in_current_position 0
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
:Label01AA77
0004: $49C = 0 ;; integer values
0004: $351 = 1 ;; integer values
:Label01AA85
0051: return
:Label01AA87
0512: "GUN_H1"
0494: unknown 0 $370 $371 $372 $373
00D6: if 21
00E1: key_pressed 0 10
001A: -100 > $370 ;; integer values
004D: jump_if_false Label01AAC0
000C: $353 -= 1 ;; integer values
:Label01AAC0
00D6: if 21
00E1: key_pressed 0 11
0018: $370 > 100 ;; integer values
004D: jump_if_false Label01AADF
0008: $353 += 1 ;; integer values
:Label01AADF
00D6: if 0
001A: 0 > $353 ;; integer values
004D: jump_if_false Label01AAF8
0004: $353 = 5 ;; integer values
:Label01AAF8
00D6: if 0
0018: $353 > 5 ;; integer values
004D: jump_if_false Label01AB11
0004: $353 = 0 ;; integer values
:Label01AB11
00D6: if 0
00E1: key_pressed 0 15
004D: jump_if_false Label01ABDC
:Label01AB22
00D6: if 0
80E1: NOT key_pressed 0 15
004D: jump_if_false Label01AB3E
0001: wait 0 ms
0002: jump Label01AB22
:Label01AB3E
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01ABDC
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
03E6: remove_text_box
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01ABB0
00D6: if 0
0121: player $PLAYER_CHAR in_zone "BEACH3"
004D: jump_if_false Label01AB8A
0055: put_player $PLAYER_CHAR at $216 $217 $218
:Label01AB8A
00D6: if 0
0121: player $PLAYER_CHAR in_zone "DTOWN"
004D: jump_if_false Label01ABB0
0055: put_player $PLAYER_CHAR at $219 $21A $21B
:Label01ABB0
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01ABCE
04D7: lock_actor $PLAYER_ACTOR in_current_position 0
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
:Label01ABCE
0004: $49C = 0 ;; integer values
0004: $351 = 1 ;; integer values
:Label01ABDC
0051: return
:Label01ABDE
0512: "GUN_H1"
0494: unknown 0 $370 $371 $372 $373
00D6: if 21
00E1: key_pressed 0 10
001A: -100 > $370 ;; integer values
004D: jump_if_false Label01AC17
000C: $353 -= 1 ;; integer values
:Label01AC17
00D6: if 21
00E1: key_pressed 0 11
0018: $370 > 100 ;; integer values
004D: jump_if_false Label01AC36
0008: $353 += 1 ;; integer values
:Label01AC36
00D6: if 0
001A: 0 > $353 ;; integer values
004D: jump_if_false Label01AC4F
0004: $353 = 4 ;; integer values
:Label01AC4F
00D6: if 0
0018: $353 > 4 ;; integer values
004D: jump_if_false Label01AC68
0004: $353 = 0 ;; integer values
:Label01AC68
00D6: if 0
00E1: key_pressed 0 15
004D: jump_if_false Label01AD59
:Label01AC79
00D6: if 0
00E1: key_pressed 0 15
004D: jump_if_false Label01AC95
0001: wait 0 ms
0002: jump Label01AC79
:Label01AC95
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01AD59
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
03E6: remove_text_box
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01AD2D
00D6: if 0
0121: player $PLAYER_CHAR in_zone "BEACH2"
004D: jump_if_false Label01ACE1
0055: put_player $PLAYER_CHAR at $21C $21D $21E
:Label01ACE1
00D6: if 0
0121: player $PLAYER_CHAR in_zone "BEACH3"
004D: jump_if_false Label01AD07
0055: put_player $PLAYER_CHAR at $21F $220 $221
:Label01AD07
00D6: if 0
0121: player $PLAYER_CHAR in_zone "HAVANA"
004D: jump_if_false Label01AD2D
0055: put_player $PLAYER_CHAR at $222 $223 $224
:Label01AD2D
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01AD4B
04D7: lock_actor $PLAYER_ACTOR in_current_position 0
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
:Label01AD4B
0004: $49C = 0 ;; integer values
0004: $352 = 1 ;; integer values
:Label01AD59
0051: return
:Label01AD5B
00D6: if 0
0038: $34E == 0 ;; integer values
004D: jump_if_false Label01AD74
0004: $34E = 1 ;; integer values
:Label01AD74
0051: return
:Label01AD76
00D6: if 0
0038: $34E == 0 ;; integer values
004D: jump_if_false Label01AD8F
0004: $34E = 1 ;; integer values
:Label01AD8F
0051: return
:Label01AD91
0001: wait 1500 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01AE6B
00D6: if 0
8118: NOT actor $355 dead
004D: jump_if_false Label01AE6B
0243: set_actor $355 ped_stats_to 16
00D6: if 0
0121: player $PLAYER_CHAR in_zone "BEACH1"
004D: jump_if_false Label01ADEF
00D6: if 0
0248: model #INGRAMSL available
004D: jump_if_false Label01ADEF
01B2: give_actor $355 weapon 24 ammo 9999 ;; Load the weapon model before using
this
:Label01ADEF
00D6: if 0
0121: player $PLAYER_CHAR in_zone "BEACH3"
004D: jump_if_false Label01AE21
00D6: if 0
0248: model #UZI available
004D: jump_if_false Label01AE21
01B2: give_actor $355 weapon 23 ammo 9999 ;; Load the weapon model before using
this
:Label01AE21
00D6: if 0
0121: player $PLAYER_CHAR in_zone "DTOWN"
004D: jump_if_false Label01AE53
00D6: if 0
0248: model #PYTHON available
004D: jump_if_false Label01AE53
01B2: give_actor $355 weapon 18 ammo 9999 ;; Load the weapon model before using
this
:Label01AE53
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01AE6B
022D: set_actor $355 to_look_at_player $PLAYER_CHAR
:Label01AE6B
0051: return
:Label01AE6D
0004: $351 = 0 ;; integer values
0004: $353 = 0 ;; integer values
0004: $34E = 0 ;; integer values
0004: $35E = 0 ;; integer values
03E6: remove_text_box
0051: return
:Label01AE8D
00D6: if 1
0118: actor $355 dead
0018: $359 > 30000 ;; integer values
004D: jump_if_false Label01AEAA
01BD: $35C = current_time_in_ms
:Label01AEAA
009B: destroy_actor_instantly $355
0296: unload_special_actor 21
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01AECA
04D7: lock_actor $PLAYER_ACTOR in_current_position 0
:Label01AECA
0108: destroy_object $379
0108: destroy_object $37A
0108: destroy_object $37B
0108: destroy_object $37C
0108: destroy_object $37D
0108: destroy_object $37E
0108: destroy_object $37F
0004: $34C = 0 ;; integer values
0004: $34A = 0 ;; integer values
0004: $362 = 0 ;; integer values
018E: stop_sound $361
00D6: if 0
8256: NOT player $PLAYER_CHAR defined
004D: jump_if_false Label01AF1F
0004: $35C = -30000 ;; integer values
:Label01AF1F
0051: return
:Label01AF21
00D6: if 0
8118: NOT actor $356 dead
004D: jump_if_false Label01AF5C
0243: set_actor $356 ped_stats_to 16
01ED: reset_actor $356 flags
0350: unknown_actor $356 not_scared_flag 1
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01AF5C
022D: set_actor $356 to_look_at_player $PLAYER_CHAR
:Label01AF5C
0051: return
:Label01AF5E
0004: $352 = 0 ;; integer values
0004: $353 = 0 ;; integer values
0004: $34E = 0 ;; integer values
0004: $35E = 0 ;; integer values
03E6: remove_text_box
0051: return
:Label01AF7E
00D6: if 21
0118: actor $356 dead
0038: $34D == 1 ;; integer values
004D: jump_if_false Label01AFAF
00D6: if 0
0018: $35A > 60000 ;; integer values
004D: jump_if_false Label01AFAF
01BD: $35D = current_time_in_ms
:Label01AFAF
009B: destroy_actor_instantly $356
0108: destroy_object $36B
0108: destroy_object $36C
0108: destroy_object $36D
0108: destroy_object $36E
0108: destroy_object $36F
0296: unload_special_actor 16
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01AFE8
04D7: lock_actor $PLAYER_ACTOR in_current_position 0
:Label01AFE8
0004: $604 = 0 ;; integer values
0004: $605 = 0 ;; integer values
0004: $606 = 0 ;; integer values
0004: $607 = 0 ;; integer values
0004: $34D = 0 ;; integer values
0004: $34B = 0 ;; integer values
0004: $362 = 0 ;; integer values
0004: $360 = 0 ;; integer values
018E: stop_sound $361
00D6: if 0
8256: NOT player $PLAYER_CHAR defined
004D: jump_if_false Label01B03F
0004: $35D = -60000 ;; integer values
:Label01B03F
0051: return
:Label01B041
023C: load_special_actor 21 "SAM"
:Label01B04D
00D6: if 0
823D: NOT special_actor 21 loaded
004D: jump_if_false Label01B073
0001: wait 0 ms
023C: load_special_actor 21 "SAM"
0002: jump Label01B04D
:Label01B073
01BD: $35B = current_time_in_ms
009B: destroy_actor_instantly $355
0051: return
:Label01B07F
023C: load_special_actor 16 "S_KEEP"
:Label01B08B
00D6: if 0
823D: NOT special_actor 16 loaded
004D: jump_if_false Label01B0B1
0001: wait 0 ms
023C: load_special_actor 16 "S_KEEP"
0002: jump Label01B08B
:Label01B0B1
01BD: $35B = current_time_in_ms
009B: destroy_actor_instantly $356
0051: return
:Label01B0BD
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 2 weapon $365 ammo $354
model $366
01B8: set_player $PLAYER_CHAR armed_weapon_to $365
00D6: if 0
84A3: NOT $365 0
004D: jump_if_false Label01B0F9
01E5: text_1number_highpriority "HELP54" $375 1000 ms 1 ;; ~w~Cost: $~1~
~r~Buying this will replace your current weapon.
:Label01B0F9
0051: return
:Label01B0FB
00D6: if 0
0018: $354 > 0 ;; integer values
004D: jump_if_false Label01B115
01B8: set_player $PLAYER_CHAR armed_weapon_to $365
:Label01B115
0051: return
:Label01B117
00D6: if 1
00F5: player $PLAYER_CHAR 0 ()near_point $21C $21D $21E radius 35.0 35.0 30.0
0038: $376 == 0 ;; integer values
004D: jump_if_false Label01B15A
0531: 1
0008: $5FB += 1 ;; integer values
0004: $376 = 1 ;; integer values
:Label01B15A
00D6: if 1
0057: player $PLAYER_CHAR 0 ()in_cube 357.7 1016.6 30.1 410.4 1110.4 16.0
0038: $377 == 0 ;; integer values
004D: jump_if_false Label01B1A3
0531: 1
0008: $5FB += 1 ;; integer values
0004: $377 = 1 ;; integer values
:Label01B1A3
00D6: if 1
00F5: player $PLAYER_CHAR 0 ()near_point $222 $223 $224 radius 35.0 35.0 20.0
0038: $378 == 0 ;; integer values
004D: jump_if_false Label01B1E6
0531: 1
0008: $5FB += 1 ;; integer values
0004: $378 = 1 ;; integer values
:Label01B1E6
0051: return
:Label01B1E8
0004: $390 = 0 ;; integer values
0004: $393 = 0 ;; integer values
0004: $394 = 0 ;; integer values
0004: $38F = 0 ;; integer values
0004: $3BF = 0 ;; integer values
0004: $391 = 0 ;; integer values
0004: $392 = 0 ;; integer values
0004: $3C0 = 0 ;; integer values
0004: $3C1 = 0 ;; integer values
0004: $3A3 = 0 ;; integer values
0004: $395 = 0 ;; integer values
0005: $3D5 = 0.0 ;; floating-point values
0005: $3D3 = -1436.0 ;; floating-point values
0005: $3D4 = -805.0 ;; floating-point values
0004: $3D7 = 0 ;; integer values
03A4: name_thread "SECURE"
0111: set_wasted_busted_check_to 0 (disabled)
004F: create_thread Label01B272
004E: end_thread
:Label01B272
03A4: name_thread "SECURI"
01E8: create_forbidden_for_cars_cube -291.0 -287.0 0.0 208.0 648.0 35.0
01E8: create_forbidden_for_cars_cube -291.0 -287.0 0.0 208.0 648.0 35.0
01E8: create_forbidden_for_cars_cube -283.0 372.0 0.0 -137.0 608.0 35.0
0002: jump Label01B3CD
032B: $3AD = create_weapon_pickup $399 3 ammo $3A6 at $3CC $3CD $3CE
032B: $3AE = create_weapon_pickup $399 3 ammo $3A6 at $3CC $3CD $3CE
032B: $3AF = create_weapon_pickup $399 3 ammo $3A6 at $3CC $3CD $3CE
032B: $3B0 = create_weapon_pickup $399 3 ammo $3A6 at $3CC $3CD $3CE
032B: $3B1 = create_weapon_pickup $399 3 ammo $3A6 at $3CC $3CD $3CE
032B: $3B2 = create_weapon_pickup $399 3 ammo $3A6 at $3CC $3CD $3CE
032B: $3B3 = create_weapon_pickup $399 3 ammo $3A6 at $3CC $3CD $3CE
032B: $3B4 = create_weapon_pickup $399 3 ammo $3A6 at $3CC $3CD $3CE
032B: $3B5 = create_weapon_pickup $399 3 ammo $3A6 at $3CC $3CD $3CE
009A: $38D = create_actor 4 #GDA at $3B9 $3BA $3BB
009A: $38E = create_actor 4 #GDA at $3B9 $3BA $3BB
:Label01B3CD
0001: wait 0 ms
0008: $3D7 += 1 ;; integer values
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01B919
01FA: $3C2 = rampage_status
00D6: if 0
8038: NOT $3C2 == 1 ;; integer values
004D: jump_if_false Label01B912
00D6: if 0
0038: $3D7 == 1 ;; integer values
004D: jump_if_false Label01B912
00D6: if 0
0121: player $PLAYER_CHAR in_zone "GOLFC"
004D: jump_if_false Label01B89A
0004: $393 = 1 ;; integer values
0005: $3B6 = 95.0 ;; floating-point values
0005: $3B7 = 267.7 ;; floating-point values
0005: $3B8 = 21.0 ;; floating-point values
0086: $3C9 = $3B6 ;; floating-point values only
0086: $3CA = $3B7 ;; floating-point values only
0086: $3CB = $3B8 ;; floating-point values only
0086: $3CC = $3B6 ;; floating-point values only
0086: $3CD = $3B7 ;; floating-point values only
0086: $3CE = $3B8 ;; floating-point values only
0009: $3CE += 1.0 ;; floating-point values
0005: $3C3 = 99.0 ;; floating-point values
0005: $3C4 = 257.0 ;; floating-point values
0005: $3C5 = 24.4 ;; floating-point values
0005: $3C6 = 90.3 ;; floating-point values
0005: $3C7 = 277.6 ;; floating-point values
0005: $3C8 = 24.5 ;; floating-point values
0005: $3B9 = 91.1 ;; floating-point values
0005: $3BA = 270.0 ;; floating-point values
0005: $3BB = 21.8 ;; floating-point values
0005: $3BC = 95.8 ;; floating-point values
0005: $3BD = 271.5 ;; floating-point values
0005: $3BE = 21.8 ;; floating-point values
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point $3B6 $3B7 $3B8 radius 8.0 8.0 3.0
004D: jump_if_false Label01B62C
0054: store_player $PLAYER_CHAR position_to $3D0 $3D1 $3D2
00D6: if 0
0024: $3B7 > $3D1 ;; floating-point values only
004D: jump_if_false Label01B58F
00D6: if 0
0038: $3BF == 0 ;; integer values
004D: jump_if_false Label01B58F
015F: set_camera_position $3C3 $3C4 $3C5 0.0 0.0 0.0
0160: point_camera $3C9 $3CA $3CB 2
04C7: toggle_camera_green_scanlines 1
0004: $3BF = 1 ;; integer values
:Label01B58F
00D6: if 0
0024: $3D1 > $3B7 ;; floating-point values only
004D: jump_if_false Label01B5E6
00D6: if 0
0038: $3BF == 0 ;; integer values
004D: jump_if_false Label01B5E6
015F: set_camera_position $3C6 $3C7 $3C8 0.0 0.0 0.0
0160: point_camera $3C9 $3CA $3CB 2
04C7: toggle_camera_green_scanlines 1
0004: $3BF = 2 ;; integer values
:Label01B5E6
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point $3B6 $3B7 $3B8 radius 1.0 1.0 1.5
004D: jump_if_false Label01B625
0050: gosub Label01BD38
0050: gosub Label01BE29
0050: gosub Label01C2B6
:Label01B625
0002: jump Label01B6D9
:Label01B62C
00D6: if 0
8038: NOT $3BF == 0 ;; integer values
004D: jump_if_false Label01B6D9
0170: $3CF = player $PLAYER_CHAR z_angle
00D6: if 0
0038: $3BF == 1 ;; integer values
004D: jump_if_false Label01B68C
00D6: if 1
0020: $3CF > 155.0 ;; floating-point values
0022: 245.0 > $3CF ;; floating-point values
004D: jump_if_false Label01B686
02EB: restore_camera_with_jumpcut
04C7: toggle_camera_green_scanlines 0
03C8: rotate_player-180-degrees
0002: jump Label01B68C
:Label01B686
02EB: restore_camera_with_jumpcut
04C7: toggle_camera_green_scanlines 0
:Label01B68C
00D6: if 0
0038: $3BF == 2 ;; integer values
004D: jump_if_false Label01B6D2
00D6: if 21
0020: $3CF > 290.0 ;; floating-point values
0022: 110.0 > $3CF ;; floating-point values
004D: jump_if_false Label01B6CC
02EB: restore_camera_with_jumpcut
04C7: toggle_camera_green_scanlines 0
03C8: rotate_player-180-degrees
0002: jump Label01B6D2
:Label01B6CC
02EB: restore_camera_with_jumpcut
04C7: toggle_camera_green_scanlines 0
:Label01B6D2
0004: $3BF = 0 ;; integer values
:Label01B6D9
00D6: if 0
0038: $38F == 1 ;; integer values
004D: jump_if_false Label01B791
00D6: if 0
8118: NOT actor $38D dead
004D: jump_if_false Label01B722
00D6: if 0
8184: NOT actor $38D health >= 90
004D: jump_if_false Label01B71B
0050: gosub Label01C2DF
0050: gosub Label01C330
:Label01B71B
0002: jump Label01B72E
:Label01B722
01C2: remove_references_to_actor $38D ;; Like turning an actor into a random
pedestrian
0050: gosub Label01C330
:Label01B72E
00D6: if 0
8118: NOT actor $38E dead
004D: jump_if_false Label01B765
00D6: if 0
8184: NOT actor $38E health >= 90
004D: jump_if_false Label01B75E
0050: gosub Label01C2DF
0050: gosub Label01C330
:Label01B75E
0002: jump Label01B771
:Label01B765
01C2: remove_references_to_actor $38E ;; Like turning an actor into a random
pedestrian
0050: gosub Label01C2DF
:Label01B771
00D6: if 0
0038: $3C1 == 1 ;; integer values
004D: jump_if_false Label01B791
0050: gosub Label01C2DF
0050: gosub Label01C330
:Label01B791
00D6: if 0
0038: $38F == 0 ;; integer values
004D: jump_if_false Label01B893
0005: $62 = 0.0 ;; floating-point values
0004: $3C0 = 0 ;; integer values
02CE: $62 = ground_z $3B9 $3BA 50.0
00D6: if 0
8042: NOT $62 == 0.0 ;; floating-point values
004D: jump_if_false Label01B893
00D6: if 0
0248: model #GDA available
004D: jump_if_false Label01B7EF
0004: $3C0 = 1 ;; integer values
:Label01B7EF
00D6: if 0
0038: $3C0 == 0 ;; integer values
004D: jump_if_false Label01B81F
0247: request_model #GDA
:Label01B805
00D6: if 0
8248: NOT model #GDA available
004D: jump_if_false Label01B81F
0001: wait 0 ms
0002: jump Label01B805
:Label01B81F
009A: $38D = create_actor 4 #GDA at $3B9 $3BA $3BB
0243: set_actor $38D ped_stats_to 16
0173: set_actor $38D z_angle_to 300.0
009F: set_actor $38D objective_to-1
009A: $38E = create_actor 4 #GDA at $3BC $3BD $3BE
0243: set_actor $38E ped_stats_to 16
0173: set_actor $38E z_angle_to 130.0
009F: set_actor $38E objective_to-1
00D6: if 0
0038: $3C0 == 0 ;; integer values
004D: jump_if_false Label01B885
0249: release_model #GDA
:Label01B885
0004: $3C0 = 0 ;; integer values
0004: $38F = 1 ;; integer values
:Label01B893
0002: jump Label01B912
:Label01B89A
00D6: if 0
0038: $393 == 1 ;; integer values
004D: jump_if_false Label01B90B
00D6: if 0
0038: $38F == 1 ;; integer values
004D: jump_if_false Label01B8FD
00D6: if 0
8118: NOT actor $38D dead
004D: jump_if_false Label01B8D3
01C2: remove_references_to_actor $38D ;; Like turning an actor into a random
pedestrian
:Label01B8D3
00D6: if 0
8118: NOT actor $38E dead
004D: jump_if_false Label01B8E8
01C2: remove_references_to_actor $38E ;; Like turning an actor into a random
pedestrian
:Label01B8E8
0004: $38F = 0 ;; integer values
0004: $391 = 0 ;; integer values
0004: $392 = 0 ;; integer values
:Label01B8FD
0050: gosub Label01C28E
0004: $393 = 0 ;; integer values
:Label01B90B
0004: $395 = 0 ;; integer values
:Label01B912
0002: jump Label01B920
:Label01B919
0050: gosub Label01C28E
:Label01B920
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01BB01
01FA: $3C2 = rampage_status
00D6: if 0
8038: NOT $3C2 == 1 ;; integer values
004D: jump_if_false Label01BAFA
00D6: if 0
0038: $3D7 == 2 ;; integer values
004D: jump_if_false Label01BAFA
00D6: if 0
0121: player $PLAYER_CHAR in_zone "A_PORT"
004D: jump_if_false Label01BAB5
0004: $393 = 2 ;; integer values
0005: $3B6 = -1464.1 ;; floating-point values
0005: $3B7 = -830.6 ;; floating-point values
0005: $3B8 = 13.9 ;; floating-point values
0086: $3CE = $3B8 ;; floating-point values only
0009: $3CE += 1.0 ;; floating-point values
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point $3B6 $3B7 $3B8 radius 1.0 1.0 1.5
004D: jump_if_false Label01BA07
00D6: if 0
0038: $394 == 2 ;; integer values
004D: jump_if_false Label01B9EB
0004: $395 = 0 ;; integer values
:Label01B9EB
0004: $394 = 1 ;; integer values
0050: gosub Label01BD38
0050: gosub Label01BE29
0050: gosub Label01C2B6
:Label01BA07
0005: $3B6 = -1408.3 ;; floating-point values
0005: $3B7 = -831.5 ;; floating-point values
0005: $3B8 = 13.9 ;; floating-point values
0086: $3CE = $3B8 ;; floating-point values only
0009: $3CE += 1.0 ;; floating-point values
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point $3B6 $3B7 $3B8 radius 1.0 1.0 1.5
004D: jump_if_false Label01BA96
00D6: if 0
0038: $394 == 1 ;; integer values
004D: jump_if_false Label01BA7A
0004: $395 = 0 ;; integer values
:Label01BA7A
0004: $394 = 2 ;; integer values
0050: gosub Label01BD38
0050: gosub Label01BE29
0050: gosub Label01C2B6
:Label01BA96
00D6: if 0
0038: $3C1 == 1 ;; integer values
004D: jump_if_false Label01BAAE
03F1: pedtype 11 add_threat 1
:Label01BAAE
0002: jump Label01BAFA
:Label01BAB5
00D6: if 0
0038: $393 == 2 ;; integer values
004D: jump_if_false Label01BAF3
0050: gosub Label01C28E
03F2: pedgroup 11 remove_threat 1
0004: $3C1 = 0 ;; integer values
0005: $3D5 = 0.0 ;; floating-point values
0004: $394 = 0 ;; integer values
0004: $393 = 0 ;; integer values
:Label01BAF3
0004: $395 = 0 ;; integer values
:Label01BAFA
0002: jump Label01BB08
:Label01BB01
0050: gosub Label01C28E
:Label01BB08
00D6: if 1
0256: player $PLAYER_CHAR defined
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label01BB98
00D6: if 0
0121: player $PLAYER_CHAR in_zone "BEACH2"
004D: jump_if_false Label01BB98
00D6: if 0
0038: $3DB == 1 ;; integer values
004D: jump_if_false Label01BB98
00D6: if 0
8500: NOT player $PLAYER_CHAR skin == "PLAYER6"
004D: jump_if_false Label01BB98
00D6: if 0
80F5: NOT player $PLAYER_CHAR 0 ()near_point 392.0 -478.5 12.4 radius 5.0
5.0 5.0
004D: jump_if_false Label01BB98
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2
:Label01BB98
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01BD18
00D6: if 21
0583: unknown_player $PLAYER_CHAR unknown_zone_check "GOLF1"
0583: unknown_player $PLAYER_CHAR unknown_zone_check "GOLF2"
004D: jump_if_false Label01BC9F
00D6: if 0
0038: $3A3 == 0 ;; integer values
004D: jump_if_false Label01BC98
01E7: remove_forbidden_for_cars_cube -291.0 -287.0 0.0 208.0 648.0 35.0
01E7: remove_forbidden_for_cars_cube -291.0 -287.0 0.0 208.0 648.0 35.0
01E7: remove_forbidden_for_cars_cube -283.0 372.0 0.0 -137.0 608.0 35.0
00D6: if 0
0038: $PASSED_COK2_PHNOM_PENH_86 == 0 ;; integer values
004D: jump_if_false Label01BC91
01E8: create_forbidden_for_cars_cube 189.8 230.3 0.0 248.0 258.5 30.0
01E8: create_forbidden_for_cars_cube -38.0 84.3 0.0 -102.3 95.1 30.0
:Label01BC91
0004: $3A3 = 1 ;; integer values
:Label01BC98
0002: jump Label01BD18
:Label01BC9F
00D6: if 0
0038: $3A3 == 1 ;; integer values
004D: jump_if_false Label01BD18
01E8: create_forbidden_for_cars_cube -291.0 -287.0 0.0 208.0 648.0 35.0
01E8: create_forbidden_for_cars_cube -291.0 -287.0 0.0 208.0 648.0 35.0
01E8: create_forbidden_for_cars_cube -283.0 372.0 0.0 -137.0 608.0 35.0
0004: $3A3 = 0 ;; integer values
:Label01BD18
00D6: if 0
0018: $3D7 > 1 ;; integer values
004D: jump_if_false Label01BD31
0004: $3D7 = 0 ;; integer values
:Label01BD31
0002: jump Label01B3CD
:Label01BD38
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 1 weapon $3A0 ammo $3A4
model $397
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 2 weapon $3A1 ammo $3A5
model $398
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 3 weapon $3A2 ammo $3A6
model $399
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 4 weapon $3A2 ammo $3A7
model $39A
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 5 weapon $3A2 ammo $3A8
model $39B
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 6 weapon $3A2 ammo $3A9
model $39C
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 7 weapon $3A2 ammo $3AA
model $39D
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 8 weapon $3A2 ammo $3AB
model $39E
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 9 weapon $3A2 ammo $3AC
model $39F
03B8: clear_weapons_from_player $PLAYER_CHAR
00D6: if 0
0038: $393 == 1 ;; integer values
004D: jump_if_false Label01BE19
00D6: if 0
0018: $397 > 0 ;; integer values
004D: jump_if_false Label01BDFC
01B1: give_player $PLAYER_CHAR weapon $3A0 ammo $3A4 ;; Load the weapon model
before using this
:Label01BDFC
00D6: if 0
0018: $398 > 0 ;; integer values
004D: jump_if_false Label01BE19
01B1: give_player $PLAYER_CHAR weapon $3A1 ammo $3A5 ;; Load the weapon model
before using this
:Label01BE19
0004: $395 = 0 ;; integer values
0004: $396 = 0 ;; integer values
0051: return
:Label01BE29
00D6: if 0
0038: $393 == 2 ;; integer values
004D: jump_if_false Label01BEA3
00D6: if 0
0018: $397 > 0 ;; integer values
004D: jump_if_false Label01BE6F
0215: destroy_pickup $3AD
0050: gosub Label01C011
032B: $3AD = create_weapon_pickup $397 3 ammo $3A4 at $3CC $3CD $3CE
:Label01BE6F
00D6: if 0
0018: $398 > 0 ;; integer values
004D: jump_if_false Label01BEA3
0215: destroy_pickup $3AE
0050: gosub Label01C011
032B: $3AE = create_weapon_pickup $398 3 ammo $3A5 at $3CC $3CD $3CE
:Label01BEA3
00D6: if 0
0018: $399 > 0 ;; integer values
004D: jump_if_false Label01BED7
0215: destroy_pickup $3AF
0050: gosub Label01C011
032B: $3AF = create_weapon_pickup $399 3 ammo $3A6 at $3CC $3CD $3CE
:Label01BED7
00D6: if 0
0018: $39A > 0 ;; integer values
004D: jump_if_false Label01BF0B
0215: destroy_pickup $3B0
0050: gosub Label01C011
032B: $3B0 = create_weapon_pickup $39A 3 ammo $3A7 at $3CC $3CD $3CE
:Label01BF0B
00D6: if 0
0018: $39B > 0 ;; integer values
004D: jump_if_false Label01BF3F
0215: destroy_pickup $3B1
0050: gosub Label01C011
032B: $3B1 = create_weapon_pickup $39B 3 ammo $3A8 at $3CC $3CD $3CE
:Label01BF3F
00D6: if 0
0018: $39C > 0 ;; integer values
004D: jump_if_false Label01BF73
0215: destroy_pickup $3B2
0050: gosub Label01C011
032B: $3B2 = create_weapon_pickup $39C 3 ammo $3A9 at $3CC $3CD $3CE
:Label01BF73
00D6: if 0
0018: $39D > 0 ;; integer values
004D: jump_if_false Label01BFA7
0215: destroy_pickup $3B3
0050: gosub Label01C011
032B: $3B3 = create_weapon_pickup $39D 3 ammo $3AA at $3CC $3CD $3CE
:Label01BFA7
00D6: if 0
0018: $39E > 0 ;; integer values
004D: jump_if_false Label01BFDB
0215: destroy_pickup $3B4
0050: gosub Label01C011
032B: $3B4 = create_weapon_pickup $39E 3 ammo $3AB at $3CC $3CD $3CE
:Label01BFDB
00D6: if 0
0018: $39F > 0 ;; integer values
004D: jump_if_false Label01C00F
0215: destroy_pickup $3B5
0050: gosub Label01C011
032B: $3B5 = create_weapon_pickup $39F 3 ammo $3AC at $3CC $3CD $3CE
:Label01C00F
0051: return
:Label01C011
0001: wait 0 ms
0008: $395 += 1 ;; integer values
00D6: if 0
0038: $393 == 1 ;; integer values
004D: jump_if_false Label01C165
00D6: if 0
0018: $395 > 1 ;; integer values
004D: jump_if_false Label01C141
00D6: if 0
0038: $396 == 4 ;; integer values
004D: jump_if_false Label01C06D
0009: $3CC += 3.7 ;; floating-point values
0009: $3CD += 1.5 ;; floating-point values
0008: $396 += 1 ;; integer values
:Label01C06D
00D6: if 0
0038: $396 == 3 ;; integer values
004D: jump_if_false Label01C09A
000D: $3CD -= 1.85 ;; floating-point values
0009: $3CC += .75 ;; floating-point values
0008: $396 += 1 ;; integer values
:Label01C09A
00D6: if 0
0038: $396 == 2 ;; integer values
004D: jump_if_false Label01C0C7
000D: $3CC -= 3.7 ;; floating-point values
000D: $3CD -= 1.5 ;; floating-point values
0008: $396 += 1 ;; integer values
:Label01C0C7
00D6: if 0
0038: $396 == 1 ;; integer values
004D: jump_if_false Label01C0F4
000D: $3CD -= 1.85 ;; floating-point values
0009: $3CC += .75 ;; floating-point values
0008: $396 += 1 ;; integer values
:Label01C0F4
00D6: if 0
0038: $396 == 0 ;; integer values
004D: jump_if_false Label01C121
0009: $3CC += 3.7 ;; floating-point values
0009: $3CD += 1.5 ;; floating-point values
0008: $396 += 1 ;; integer values
:Label01C121
00D6: if 0
0018: $396 > 4 ;; integer values
004D: jump_if_false Label01C13A
0004: $396 = 0 ;; integer values
:Label01C13A
0002: jump Label01C165
:Label01C141
0086: $3CC = $3B6 ;; floating-point values only
000D: $3CC -= 1.4 ;; floating-point values
0086: $3CD = $3B7 ;; floating-point values only
000D: $3CD -= 2.6 ;; floating-point values
:Label01C165
00D6: if 0
0038: $393 == 2 ;; integer values
004D: jump_if_false Label01C239
00D6: if 0
0038: $394 == 1 ;; integer values
004D: jump_if_false Label01C19A
0005: $3D6 = -5.0 ;; floating-point values
0002: jump Label01C1A4
:Label01C19A
0005: $3D6 = 5.0 ;; floating-point values
:Label01C1A4
00D6: if 0
0018: $395 > 1 ;; integer values
004D: jump_if_false Label01C1F3
00D6: if 0
001A: 10 > $396 ;; integer values
004D: jump_if_false Label01C1E5
0059: $3D5 += $3D6 ;; floating-point values
0050: gosub Label01C258
0008: $396 += 1 ;; integer values
0002: jump Label01C1EC
:Label01C1E5
0004: $396 = 0 ;; integer values
:Label01C1EC
0002: jump Label01C239
:Label01C1F3
00D6: if 0
0038: $394 == 1 ;; integer values
004D: jump_if_false Label01C216
0005: $3D5 = 220.0 ;; floating-point values
0050: gosub Label01C258
:Label01C216
00D6: if 0
0038: $394 == 2 ;; integer values
004D: jump_if_false Label01C239
0005: $3D5 = 140.0 ;; floating-point values
0050: gosub Label01C258
:Label01C239
00D6: if 0
048C: unknown_pickup_exists_at $3CC $3CD $3CE
004D: jump_if_false Label01C256
0002: jump Label01C011
:Label01C256
0051: return
:Label01C258
02F6: $3CC = cosine $3D5 ;; sinus swapped with cosine
0011: $3CC *= 34.5 ;; floating-point values
0059: $3CC += $3D3 ;; floating-point values
02F7: $3CD = sinus $3D5 ;; cosine swapped with sinus
0011: $3CD *= 34.5 ;; floating-point values
0059: $3CD += $3D4 ;; floating-point values
0051: return
:Label01C28E
00D6: if 0
0018: $3BF > 0 ;; integer values
004D: jump_if_false Label01C2A2
02EB: restore_camera_with_jumpcut
:Label01C2A2
04C7: toggle_camera_green_scanlines 0
0004: $3C1 = 0 ;; integer values
0004: $390 = 0 ;; integer values
0051: return
:Label01C2B6
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01C2DD
00D6: if 0
047E: player $PLAYER_CHAR driving_a_motorbike
004D: jump_if_false Label01C2DD
0004: $3C1 = 1 ;; integer values
:Label01C2DD
0051: return
:Label01C2DF
00D6: if 0
8118: NOT actor $38D dead
004D: jump_if_false Label01C32E
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01C32E
01CC: actor $38D kill_player $PLAYER_CHAR
00D6: if 1
0038: $391 == 0 ;; integer values
0248: model #NITESTICK available
004D: jump_if_false Label01C32E
01B2: give_actor $38D weapon 4 ammo 0 ;; Load the weapon model before using this
0004: $391 = 1 ;; integer values
:Label01C32E
0051: return
:Label01C330
00D6: if 0
8118: NOT actor $38E dead
004D: jump_if_false Label01C37A
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01C37A
01CC: actor $38E kill_player $PLAYER_CHAR
00D6: if 0
0038: $392 == 0 ;; integer values
004D: jump_if_false Label01C37A
01B2: give_actor $38E weapon 4 ammo 0 ;; Load the weapon model before using this
0004: $392 = 1 ;; integer values
:Label01C37A
0051: return
:Label01C37C
0004: $3D8 = 0 ;; integer values
0004: $3E3 = 0 ;; integer values
0004: $3E5 = 0 ;; integer values
0004: $3E8 = 0 ;; integer values
0004: $3E1 = 0 ;; integer values
0004: $3E2 = 0 ;; integer values
0004: $3E4 = 0 ;; integer values
0004: $3EA = 0 ;; integer values
0004: $3EB = 0 ;; integer values
0004: $440 = 0 ;; integer values
0004: $3DC = 0 ;; integer values
0004: $3DB = 0 ;; integer values
0004: $3DD = 0 ;; integer values
0004: $3DF = 0 ;; integer values
0004: $3DA = 0 ;; integer values
0004: $3D9 = 0 ;; integer values
0004: $3DE = 0 ;; integer values
0004: $3E9 = 0 ;; integer values
0004: $3EE = 0 ;; integer values
0004: $3ED = 0 ;; integer values
0004: $3F1 = 0 ;; integer values
0004: $3F0 = 0 ;; integer values
0004: $3F3 = 0 ;; integer values
0004: $3F4 = 0 ;; integer values
0004: $3F6 = 0 ;; integer values
0004: $409 = 0 ;; integer values
0004: $404 = 0 ;; integer values
0004: $430 = 0 ;; integer values
0004: $3E7 = 0 ;; integer values
0004: $40A = 0 ;; integer values
0004: $40F = 0 ;; integer values
0004: $410 = 0 ;; integer values
0004: $43E = 0 ;; integer values
0004: $43F = 0 ;; integer values
0004: $441 = 0 ;; integer values
0005: $44D = 9.0 ;; floating-point values
0005: $44E = 0.0 ;; floating-point values
0005: $44F = 0.0 ;; floating-point values
0004: $442 = 0 ;; integer values
0004: $444 = 0 ;; integer values
0004: $445 = 0 ;; integer values
0004: $446 = 0 ;; integer values
0004: $448 = 0 ;; integer values
0004: $447 = 0 ;; integer values
0004: $44A = 0 ;; integer values
0004: $43C = 0 ;; integer values
03A4: name_thread "INTERIO"
0111: set_wasted_busted_check_to 0 (disabled)
004F: create_thread Label01C4DF
004E: end_thread
:Label01C4DF
0004: $3E0 = 0 ;; integer values
03A4: name_thread "SHIT"
0002: jump Label01C54F
029B: $3EF = init_object -19 (STRIPCLBDROPEN) at 97.203 -1469.731 10.578
029B: $3F5 = init_object -20 (OD_CLBDR_OPEN) at 490.34 -77.017 11.598
029B: $3F2 = init_object -21 (COP_DR_CLOSED) at 396.545 -472.883 12.6
029B: $6FE = init_object -22 (STRPBCKDRCLSD) at 68.988 -1444.242 10.727
:Label01C54F
0001: wait 0 ms
0008: $447 += 1 ;; integer values
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01CC8A
0004: $446 = 0 ;; integer values
00D6: if 0
0038: $447 == 1 ;; integer values
004D: jump_if_false Label01CC83
00D6: if 21
0121: player $PLAYER_CHAR in_zone "BEACH1"
0038: $43C == 1 ;; integer values
004D: jump_if_false Label01CC83
00D6: if 0
0038: $3E7 == 1 ;; integer values
004D: jump_if_false Label01CC83
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label01C60D
00D6: if 0
0038: $3EE == 0 ;; integer values
004D: jump_if_false Label01C606
0108: destroy_object $3EF
029B: $3EF = init_object -19 (STRIPCLBDROPEN) at 97.203 -1469.731 10.578
01C7: remove_object_from_mission_cleanup_list $3EF
0004: $3EE = 1 ;; integer values
0004: $3ED = 0 ;; integer values
:Label01C606
0002: jump Label01C64D
:Label01C60D
00D6: if 0
0038: $3ED == 0 ;; integer values
004D: jump_if_false Label01C64D
0108: destroy_object $3EF
029B: $3EF = init_object -23 (STRIPCLBDRCLSD) at 97.203 -1469.731 10.578
01C7: remove_object_from_mission_cleanup_list $3EF
0004: $3ED = 1 ;; integer values
0004: $3EE = 0 ;; integer values
:Label01C64D
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01CC83
00D6: if 1
0038: $3EA == 0 ;; integer values
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label01C89E
00D6: if 0
0241: player $PLAYER_CHAR in_remote_mode
004D: jump_if_false Label01C6D7
0484: $3EC = player $PLAYER_CHAR rc_car
00D6: if 0
8119: NOT car $3EC wrecked
004D: jump_if_false Label01C6D0
00D6: if 0
01AF: car $3EC 0 ()near_point 95.3 -1468.3 9.5 radius 1.5 1.5 3.0
004D: jump_if_false Label01C6D0
0409: blow_up_rc_buggy
:Label01C6D0
0002: jump Label01C89E
:Label01C6D7
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point 95.3 -1468.3 9.5 radius 1.5 1.5
3.0
004D: jump_if_false Label01C89E
00D6: if 2
00E0: player $PLAYER_CHAR driving
847E: NOT player $PLAYER_CHAR driving_a_motorbike
80DE: NOT player $PLAYER_CHAR driving_vehicle_type #CADDY
004D: jump_if_false Label01C72B
0002: jump Label01C54F
:Label01C72B
0004: $3EA = 1 ;; integer values
00BA: text_styled "STRIP" 3000 ms 2 ;; The 'Pole Position Club'
0050: gosub Label0202F8
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01C791
00D6: if 21
047E: player $PLAYER_CHAR driving_a_motorbike
00DE: player $PLAYER_CHAR driving_vehicle_type #CADDY
004D: jump_if_false Label01C791
03C1: $3EC = player $PLAYER_CHAR car
012A: put_player $PLAYER_CHAR at 91.2 -1460.9 10.0 and_remove_from_car
00A6: destroy_car $3EC
:Label01C791
00D6: if 0
059A: false
004D: jump_if_false Label01C833
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 1 weapon $431 ammo $3A4
model $397
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 2 weapon $432 ammo $3A5
model $398
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 3 weapon $433 ammo $3A6
model $399
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 4 weapon $434 ammo $3A7
model $39A
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 5 weapon $435 ammo $3A8
model $39B
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 6 weapon $436 ammo $3A9
model $39C
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 7 weapon $437 ammo $3AA
model $39D
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 8 weapon $438 ammo $3AB
model $39E
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 9 weapon $439 ammo $3AC
model $39F
03B8: clear_weapons_from_player $PLAYER_CHAR
:Label01C833
00D6: if 0
0038: $3E0 == 0 ;; integer values
004D: jump_if_false Label01C890
04BB: select_interiour 5 ;; select render area
03CB: set_camera 91.2 -1460.9 10.6
0055: put_player $PLAYER_CHAR at 91.2 -1460.9 10.0
0171: set_player $PLAYER_CHAR z_angle_to 40.0
04F9: interiour_colors 2 0
01EB: set_car_density_to .1
03AD: set_rubbish 0 (invisible)
0002: jump Label01C897
:Label01C890
0002: jump Label01C54F
:Label01C897
0050: gosub Label0203F3
:Label01C89E
00D6: if 0
0038: $3EA == 1 ;; integer values
004D: jump_if_false Label01CC83
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point 92.23 -1463.1 9.5 radius 1.5 1.5
3.0
004D: jump_if_false Label01CC83
00D6: if 0
00E0: player $PLAYER_CHAR driving
004D: jump_if_false Label01C8F7
0002: jump Label01C54F
:Label01C8F7
00BA: text_styled "BEACH1" 3000 ms 2 ;; Ocean Beach
0050: gosub Label0202F8
00D6: if 0
0038: $3E0 == 0 ;; integer values
004D: jump_if_false Label01CC75
0004: $3EA = 0 ;; integer values
0050: gosub Label0204B5
0395: clear_area 0 at 97.7 -1472.2 range 10.5 1.0
03CB: set_camera 97.7 -1472.2 10.5
0055: put_player $PLAYER_CHAR at 97.7 -1472.2 9.7
0171: set_player $PLAYER_CHAR z_angle_to 280.0
03C8: rotate_player-180-degrees
00D6: if 0
059A: false
004D: jump_if_false Label01CC6E
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 1 weapon $43A ammo $43A
model $43B
00D6: if 0
84A3: NOT $43B 0
004D: jump_if_false Label01C9D6
0084: $43B = $397 ;; integer values and handles
0050: gosub Label022856
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01C9CF
01B1: give_player $PLAYER_CHAR weapon $431 ammo $3A4 ;; Load the weapon model
before using this
:Label01C9CF
0050: gosub Label022878
:Label01C9D6
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 2 weapon $43A ammo $43A
model $43B
00D6: if 0
84A3: NOT $43B 0
004D: jump_if_false Label01CA29
0084: $43B = $398 ;; integer values and handles
0050: gosub Label022856
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01CA22
01B1: give_player $PLAYER_CHAR weapon $432 ammo $3A5 ;; Load the weapon model
before using this
:Label01CA22
0050: gosub Label022878
:Label01CA29
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 3 weapon $43A ammo $43A
model $43B
00D6: if 0
84A3: NOT $43B 0
004D: jump_if_false Label01CA7C
0084: $43B = $399 ;; integer values and handles
0050: gosub Label022856
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01CA75
01B1: give_player $PLAYER_CHAR weapon $433 ammo $3A6 ;; Load the weapon model
before using this
:Label01CA75
0050: gosub Label022878
:Label01CA7C
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 4 weapon $43A ammo $43A
model $43B
00D6: if 0
84A3: NOT $43B 0
004D: jump_if_false Label01CACF
0084: $43B = $39A ;; integer values and handles
0050: gosub Label022856
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01CAC8
01B1: give_player $PLAYER_CHAR weapon $434 ammo $3A7 ;; Load the weapon model
before using this
:Label01CAC8
0050: gosub Label022878
:Label01CACF
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 5 weapon $43A ammo $43A
model $43B
00D6: if 0
84A3: NOT $43B 0
004D: jump_if_false Label01CB22
0084: $43B = $39B ;; integer values and handles
0050: gosub Label022856
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01CB1B
01B1: give_player $PLAYER_CHAR weapon $435 ammo $3A8 ;; Load the weapon model
before using this
:Label01CB1B
0050: gosub Label022878
:Label01CB22
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 6 weapon $43A ammo $43A
model $43B
00D6: if 0
84A3: NOT $43B 0
004D: jump_if_false Label01CB75
0084: $43B = $39C ;; integer values and handles
0050: gosub Label022856
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01CB6E
01B1: give_player $PLAYER_CHAR weapon $436 ammo $3A9 ;; Load the weapon model
before using this
:Label01CB6E
0050: gosub Label022878
:Label01CB75
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 7 weapon $43A ammo $43A
model $43B
00D6: if 0
84A3: NOT $43B 0
004D: jump_if_false Label01CBC8
0084: $43B = $39D ;; integer values and handles
0050: gosub Label022856
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01CBC1
01B1: give_player $PLAYER_CHAR weapon $437 ammo $3AA ;; Load the weapon model
before using this
:Label01CBC1
0050: gosub Label022878
:Label01CBC8
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 8 weapon $43A ammo $43A
model $43B
00D6: if 0
84A3: NOT $43B 0
004D: jump_if_false Label01CC1B
0084: $43B = $39E ;; integer values and handles
0050: gosub Label022856
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01CC14
01B1: give_player $PLAYER_CHAR weapon $438 ammo $3AB ;; Load the weapon model
before using this
:Label01CC14
0050: gosub Label022878
:Label01CC1B
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 9 weapon $43A ammo $43A
model $43B
00D6: if 0
84A3: NOT $43B 0
004D: jump_if_false Label01CC6E
0084: $43B = $39F ;; integer values and handles
0050: gosub Label022856
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01CC67
01B1: give_player $PLAYER_CHAR weapon $439 ammo $3AC ;; Load the weapon model
before using this
:Label01CC67
0050: gosub Label022878
:Label01CC6E
0002: jump Label01CC7C
:Label01CC75
0002: jump Label01C54F
:Label01CC7C
0050: gosub Label0203F3
:Label01CC83
0002: jump Label01CC91
:Label01CC8A
0050: gosub Label0204CA
:Label01CC91
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01CF51
0004: $446 = 0 ;; integer values
00D6: if 0
0038: $447 == 2 ;; integer values
004D: jump_if_false Label01CF4A
00D6: if 21
0121: player $PLAYER_CHAR in_zone "BEACH1"
0038: $43C == 1 ;; integer values
004D: jump_if_false Label01CF4A
00D6: if 0
0038: $440 == 0 ;; integer values
004D: jump_if_false Label01CE5A
00D6: if 0
0241: player $PLAYER_CHAR in_remote_mode
004D: jump_if_false Label01CD4C
0484: $3EC = player $PLAYER_CHAR rc_car
00D6: if 0
8119: NOT car $3EC wrecked
004D: jump_if_false Label01CD45
00D6: if 0
01AF: car $3EC 0 ()near_point 229.5 -1277.7 11.5 radius 1.5 1.5 3.0
004D: jump_if_false Label01CD45
0409: blow_up_rc_buggy
:Label01CD45
0002: jump Label01CE5A
:Label01CD4C
00D6: if 0
0057: player $PLAYER_CHAR 0 ()in_cube 222.0 -1274.0 11.0 229.0 -1280.7 14.0
004D: jump_if_false Label01CE5A
00D6: if 1
00E0: player $PLAYER_CHAR driving
847E: NOT player $PLAYER_CHAR driving_a_motorbike
004D: jump_if_false Label01CD98
0002: jump Label01C54F
:Label01CD98
00BA: text_styled "HOTEL" 3000 ms 2 ;; Ocean View
0050: gosub Label0202F8
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01CDEF
00D6: if 0
047E: player $PLAYER_CHAR driving_a_motorbike
004D: jump_if_false Label01CDEF
03C1: $3EC = player $PLAYER_CHAR car
012A: put_player $PLAYER_CHAR at 225.0 -1277.3 11.5 and_remove_from_car
00A6: destroy_car $3EC
:Label01CDEF
00D6: if 0
0038: $3E0 == 0 ;; integer values
004D: jump_if_false Label01CE4C
0004: $440 = 1 ;; integer values
04BB: select_interiour 1 ;; select render area
03AD: set_rubbish 0 (invisible)
03CB: set_camera 225.0 -1277.3 12.0
0055: put_player $PLAYER_CHAR at 225.0 -1277.3 11.5
0171: set_player $PLAYER_CHAR z_angle_to 80.0
04F9: interiour_colors 3 0
0002: jump Label01CE53
:Label01CE4C
0002: jump Label01C54F
:Label01CE53
0050: gosub Label0203F3
:Label01CE5A
00D6: if 0
0038: $440 == 1 ;; integer values
004D: jump_if_false Label01CF4A
00D6: if 0
0057: player $PLAYER_CHAR 0 ()in_cube 235.0 -1274.0 11.0 227.5 -1280.7 16.0
004D: jump_if_false Label01CF4A
00D6: if 1
00E0: player $PLAYER_CHAR driving
847E: NOT player $PLAYER_CHAR driving_a_motorbike
004D: jump_if_false Label01CEB8
0002: jump Label01C54F
:Label01CEB8
00BA: text_styled "BEACH1" 3000 ms 2 ;; Ocean Beach
0050: gosub Label0202F8
00D6: if 0
0038: $3E0 == 0 ;; integer values
004D: jump_if_false Label01CF3C
0050: gosub Label0204B5
0004: $440 = 0 ;; integer values
0395: clear_area 0 at 233.5 -1278.45 range 11.0 1.0
03CB: set_camera 233.5 -1278.45 11.0
0055: put_player $PLAYER_CHAR at 233.5 -1278.45 11.0
0171: set_player $PLAYER_CHAR z_angle_to 270.0
0002: jump Label01CF43
:Label01CF3C
0002: jump Label01C54F
:Label01CF43
0050: gosub Label0203F3
:Label01CF4A
0002: jump Label01CF58
:Label01CF51
0050: gosub Label0204CA
:Label01CF58
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01D215
0004: $446 = 0 ;; integer values
00D6: if 0
0038: $447 == 1 ;; integer values
004D: jump_if_false Label01D20E
00D6: if 21
0121: player $PLAYER_CHAR in_zone "BEACH1"
0038: $43C == 1 ;; integer values
004D: jump_if_false Label01D20E
00D6: if 0
0038: $3DE == 0 ;; integer values
004D: jump_if_false Label01D11C
00D6: if 0
0241: player $PLAYER_CHAR in_remote_mode
004D: jump_if_false Label01D013
0484: $3EC = player $PLAYER_CHAR rc_car
00D6: if 0
8119: NOT car $3EC wrecked
004D: jump_if_false Label01D00C
00D6: if 0
01AF: car $3EC 0 ()near_point 26.73 -1329.8 13.0 radius 1.5 1.5 3.0
004D: jump_if_false Label01D00C
0409: blow_up_rc_buggy
:Label01D00C
0002: jump Label01D11C
:Label01D013
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point 26.95 -1328.3 13.0 radius 1.0 1.0
2.0
004D: jump_if_false Label01D11C
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01D084
00D6: if 0
047E: player $PLAYER_CHAR driving_a_motorbike
004D: jump_if_false Label01D084
03C1: $3EC = player $PLAYER_CHAR car
012A: put_player $PLAYER_CHAR at 27.19 -1327.0 12.0 and_remove_from_car
00A6: destroy_car $3EC
:Label01D084
00D6: if 0
00E0: player $PLAYER_CHAR driving
004D: jump_if_false Label01D09B
0002: jump Label01C54F
:Label01D09B
00BA: text_styled "SCARF" 3000 ms 2 ;; Apartment 3c
0050: gosub Label0202F8
00D6: if 0
0038: $3E0 == 0 ;; integer values
004D: jump_if_false Label01D10E
0004: $3DE = 1 ;; integer values
04BB: select_interiour 11 ;; select render area
03AD: set_rubbish 0 (invisible)
03CB: set_camera 27.19 -1327.0 12.0
0055: put_player $PLAYER_CHAR at 27.19 -1327.0 12.0
0171: set_player $PLAYER_CHAR z_angle_to 23.0
04F9: interiour_colors 3 0
0002: jump Label01D115
:Label01D10E
0002: jump Label01C54F
:Label01D115
0050: gosub Label0203F3
:Label01D11C
00D6: if 0
0038: $3DE == 1 ;; integer values
004D: jump_if_false Label01D20E
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point 26.73 -1329.8 13.0 radius 1.0 1.0
2.0
004D: jump_if_false Label01D20E
00D6: if 1
00E0: player $PLAYER_CHAR driving
847E: NOT player $PLAYER_CHAR driving_a_motorbike
004D: jump_if_false Label01D17A
0002: jump Label01C54F
:Label01D17A
00BA: text_styled "BEACH1" 3000 ms 2 ;; Ocean Beach
0050: gosub Label0202F8
00D6: if 0
0038: $3E0 == 0 ;; integer values
004D: jump_if_false Label01D200
0050: gosub Label0204B5
0004: $3DE = 0 ;; integer values
0395: clear_area 0 at 27.33 -1331.1 range 11.8 1.0
03CB: set_camera 27.33 -1331.1 11.8
0055: put_player $PLAYER_CHAR at 27.33 -1331.1 11.8
0171: set_player $PLAYER_CHAR z_angle_to 160.0
03C8: rotate_player-180-degrees
0002: jump Label01D207
:Label01D200
0002: jump Label01C54F
:Label01D207
0050: gosub Label0203F3
:Label01D20E
0002: jump Label01D21C
:Label01D215
0050: gosub Label0204CA
:Label01D21C
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01D723
0004: $446 = 0 ;; integer values
00D6: if 21
0121: player $PLAYER_CHAR in_zone "BEACH2"
0038: $43C == 1 ;; integer values
004D: jump_if_false Label01D71C
00D6: if 0
0038: $447 == 1 ;; integer values
004D: jump_if_false Label01D71C
00D6: if 22
0038: $ONMISSION == 0 ;; integer values
0038: $3E5 == 1 ;; integer values
0038: $3E8 == 1 ;; integer values
004D: jump_if_false Label01D2CB
00D6: if 0
0038: $3F1 == 0 ;; integer values
004D: jump_if_false Label01D2C4
0108: destroy_object $3F2
029B: $3F2 = init_object -24 (COP_DR_OPEN) at 396.458 -473.047 12.6
01C7: remove_object_from_mission_cleanup_list $3F2
0004: $3F1 = 1 ;; integer values
0004: $3F0 = 0 ;; integer values
:Label01D2C4
0002: jump Label01D30B
:Label01D2CB
00D6: if 0
0038: $3F0 == 0 ;; integer values
004D: jump_if_false Label01D30B
0108: destroy_object $3F2
029B: $3F2 = init_object -21 (COP_DR_CLOSED) at 396.545 -472.883 12.6
01C7: remove_object_from_mission_cleanup_list $3F2
0004: $3F0 = 1 ;; integer values
0004: $3F1 = 0 ;; integer values
:Label01D30B
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01D71C
00D6: if 22
0038: $ONMISSION == 0 ;; integer values
0038: $3E5 == 1 ;; integer values
0038: $3E8 == 1 ;; integer values
004D: jump_if_false Label01D571
00D6: if 0
0038: $3DB == 0 ;; integer values
004D: jump_if_false Label01D571
00D6: if 0
0241: player $PLAYER_CHAR in_remote_mode
004D: jump_if_false Label01D3AE
0484: $3EC = player $PLAYER_CHAR rc_car
00D6: if 0
8119: NOT car $3EC wrecked
004D: jump_if_false Label01D3A7
00D6: if 0
01AF: car $3EC 0 ()near_point 397.0 -472.0 12.0 radius 1.5 1.5 3.0
004D: jump_if_false Label01D3A7
0409: blow_up_rc_buggy
:Label01D3A7
0002: jump Label01D571
:Label01D3AE
00D6: if 0
02B3: player $PLAYER_CHAR in_cube 399.0 -474.5 11.0 394.3 -470.8 14.5 radius
2.5 sphere 0
004D: jump_if_false Label01D571
00D6: if 1
00E0: player $PLAYER_CHAR driving
847E: NOT player $PLAYER_CHAR driving_a_motorbike
004D: jump_if_false Label01D3FF
0002: jump Label01C54F
:Label01D3FF
00BA: text_styled "POL_HQ" 3000 ms 2 ;; VCPD HQ
0050: gosub Label0202F8
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01D456
00D6: if 0
047E: player $PLAYER_CHAR driving_a_motorbike
004D: jump_if_false Label01D456
03C1: $3EC = player $PLAYER_CHAR car
012A: put_player $PLAYER_CHAR at 393.8 -475.8 11.4 and_remove_from_car
00A6: destroy_car $3EC
:Label01D456
00D6: if 0
0038: $3E0 == 0 ;; integer values
004D: jump_if_false Label01D563
04BB: select_interiour 12 ;; select render area
0004: $3DB = 1 ;; integer values
00D6: if 0
0038: $3E5 == 0 ;; integer values
004D: jump_if_false Label01D523
015C: set_zone_gang_info "STREET2" 1 (day) 14 0 0 0 0 0 0 0 0 0 1000
015C: set_zone_gang_info "STREET2" 0 (night) 16 0 0 0 0 0 0 0 0 0 1000
022A: remove_forbidden_for_peds_cube 354.9 -483.1 21.0 406.0 -490.0 0.0
022A: remove_forbidden_for_peds_cube 376.66 -453.85 -10.0 328.91 -504.02 30.0
0395: clear_area 1 at 400.0 -486.5 range 10.0 5.0
:Label01D523
03AD: set_rubbish 0 (invisible)
03CB: set_camera 393.8 -475.8 11.4
0055: put_player $PLAYER_CHAR at 393.8 -475.8 11.4
0171: set_player $PLAYER_CHAR z_angle_to 137.0
04F9: interiour_colors 5 0
0002: jump Label01D56A
:Label01D563
0002: jump Label01C54F
:Label01D56A
0050: gosub Label0203F3
:Label01D571
00D6: if 0
0038: $3DB == 1 ;; integer values
004D: jump_if_false Label01D71C
00D6: if 0
02B3: player $PLAYER_CHAR in_cube 399.3 -472.9 11.0 394.8 -469.3 14.5 radius
1.5 sphere 0
004D: jump_if_false Label01D71C
00D6: if 1
00E0: player $PLAYER_CHAR driving
847E: NOT player $PLAYER_CHAR driving_a_motorbike
004D: jump_if_false Label01D5D4
0002: jump Label01C54F
:Label01D5D4
00BA: text_styled "BEACH2" 3000 ms 2 ;; Washington Beach
0050: gosub Label0202F8
00D6: if 0
0038: $3E0 == 0 ;; integer values
004D: jump_if_false Label01D70E
0050: gosub Label0204B5
022B: create_forbidden_for_peds_cube 354.9 -483.1 21.0 406.0 -490.0 10.0
0395: clear_area 0 at 399.38 -468.6 range 10.7 1.0
0004: $3DB = 0 ;; integer values
00D6: if 0
0038: $3E5 == 0 ;; integer values
004D: jump_if_false Label01D6D8
015C: set_zone_gang_info "STREET2" 1 (day) 14 0 0 0 0 0 0 0 0 0 20
015C: set_zone_gang_info "STREET2" 0 (night) 16 0 0 0 0 0 0 0 0 0 10
022B: create_forbidden_for_peds_cube 354.9 -483.1 21.0 406.0 -490.0 0.0
022B: create_forbidden_for_peds_cube 376.66 -453.85 -10.0 328.91 -504.02 30.0
:Label01D6D8
03CB: set_camera 399.38 -468.6 10.7
0055: put_player $PLAYER_CHAR at 399.38 -468.6 10.7
0171: set_player $PLAYER_CHAR z_angle_to 330.0
0002: jump Label01D715
:Label01D70E
0002: jump Label01C54F
:Label01D715
0050: gosub Label0203F3
:Label01D71C
0002: jump Label01D72A
:Label01D723
0050: gosub Label0204CA
:Label01D72A
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01DD72
0004: $446 = 0 ;; integer values
00D6: if 0
0038: $447 == 1 ;; integer values
004D: jump_if_false Label01DD6B
00D6: if 21
0121: player $PLAYER_CHAR in_zone "BEACH3"
0038: $43C == 1 ;; integer values
004D: jump_if_false Label01DD64
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label01D9DC
00D6: if 0
0038: $3DA == 0 ;; integer values
004D: jump_if_false Label01D98E
0005: $62 = 0.0 ;; floating-point values
02CE: $62 = ground_z 492.5 -76.17 10.5
00D6: if 0
0020: $62 > 0.0 ;; floating-point values
004D: jump_if_false Label01D8E5
00D6: if 0
0038: $40F == 0 ;; integer values
004D: jump_if_false Label01D8DE
00D6: if 0
80C2: NOT sphere_onscreen 489.6 -79.8 10.5 2.0
004D: jump_if_false Label01D8DE
00D6: if 0
80C2: NOT sphere_onscreen 492.5 -76.17 10.5 2.0
004D: jump_if_false Label01D8DE
023C: load_special_actor 15 "BGB"
:Label01D829
00D6: if 0
823D: NOT special_actor 15 loaded
004D: jump_if_false Label01D84F
0001: wait 0 ms
023C: load_special_actor 15 "BGB"
0002: jump Label01D829
:Label01D84F
009A: $40D = create_actor 4 #SPECIAL15 at 489.6 -79.8 10.5
0173: set_actor $40D z_angle_to 225.0
0243: set_actor $40D ped_stats_to 30
0223: set_actor $40D health_to 200
01ED: reset_actor $40D flags
0291: unknown_actor $40D unknown_behavior_flag 1
0243: set_actor $40D ped_stats_to 11
009A: $40E = create_actor 4 #SPECIAL15 at 492.5 -76.17 10.5
0173: set_actor $40E z_angle_to 225.0
0243: set_actor $40E ped_stats_to 30
0223: set_actor $40E health_to 200
01ED: reset_actor $40E flags
0291: unknown_actor $40E unknown_behavior_flag 1
0243: set_actor $40E ped_stats_to 11
0004: $40F = 1 ;; integer values
:Label01D8DE
0002: jump Label01D8EC
:Label01D8E5
0050: gosub Label0227B4
:Label01D8EC
00D6: if 1
0038: $40F == 1 ;; integer values
0038: $410 == 0 ;; integer values
004D: jump_if_false Label01D987
00D6: if 0
8118: NOT actor $40D dead
004D: jump_if_false Label01D946
00D6: if 0
8184: NOT actor $40D health >= 199
004D: jump_if_false Label01D946
00D6: if 0
8118: NOT actor $40E dead
004D: jump_if_false Label01D946
011A: set_actor $40E flags 1
0004: $410 = 1 ;; integer values
:Label01D946
00D6: if 0
8118: NOT actor $40E dead
004D: jump_if_false Label01D987
00D6: if 0
8184: NOT actor $40E health >= 199
004D: jump_if_false Label01D987
00D6: if 0
8118: NOT actor $40D dead
004D: jump_if_false Label01D987
011A: set_actor $40D flags 1
0004: $410 = 1 ;; integer values
:Label01D987
0002: jump Label01D995
:Label01D98E
0050: gosub Label0227B4
:Label01D995
00D6: if 0
0038: $3F4 == 0 ;; integer values
004D: jump_if_false Label01D9D5
0108: destroy_object $3F5
029B: $3F5 = init_object -20 (OD_CLBDR_OPEN) at 490.34 -77.017 11.598
01C7: remove_object_from_mission_cleanup_list $3F5
0004: $3F4 = 1 ;; integer values
0004: $3F3 = 0 ;; integer values
:Label01D9D5
0002: jump Label01DA31
:Label01D9DC
00D6: if 2
0038: $3F3 == 0 ;; integer values
0038: $3E1 == 0 ;; integer values
0038: $3E2 == 0 ;; integer values
004D: jump_if_false Label01DA2A
0108: destroy_object $3F5
029B: $3F5 = init_object -25 (OD_CLBDR_CLOSE) at 490.34 -77.017 11.598
01C7: remove_object_from_mission_cleanup_list $3F5
0004: $3F3 = 1 ;; integer values
0004: $3F4 = 0 ;; integer values
:Label01DA2A
0050: gosub Label0227B4
:Label01DA31
00D6: if 0
0038: $3E4 == 0 ;; integer values
004D: jump_if_false Label01DD5D
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01DD5D
00D6: if 1
0038: $3DA == 0 ;; integer values
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label01DC34
00D6: if 0
0241: player $PLAYER_CHAR in_remote_mode
004D: jump_if_false Label01DACD
0484: $3EC = player $PLAYER_CHAR rc_car
00D6: if 0
8119: NOT car $3EC wrecked
004D: jump_if_false Label01DAC6
00D6: if 0
01AF: car $3EC 0 ()near_point 491.0 -77.7 10.4 radius 1.5 1.5 3.0
004D: jump_if_false Label01DAC6
0409: blow_up_rc_buggy
:Label01DAC6
0002: jump Label01DC34
:Label01DACD
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point 491.0 -77.7 10.4 radius 1.5 1.5
3.0
004D: jump_if_false Label01DC34
00D6: if 1
00E0: player $PLAYER_CHAR driving
847E: NOT player $PLAYER_CHAR driving_a_motorbike
004D: jump_if_false Label01DB19
0002: jump Label01C54F
:Label01DB19
0004: $3DA = 1 ;; integer values
00BA: text_styled "MALIBU" 3000 ms 2 ;; The Malibu Club
0050: gosub Label0202F8
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01DB7F
00D6: if 21
047E: player $PLAYER_CHAR driving_a_motorbike
00DE: player $PLAYER_CHAR driving_vehicle_type #CADDY
004D: jump_if_false Label01DB7F
03C1: $3EC = player $PLAYER_CHAR car
012A: put_player $PLAYER_CHAR at 484.2 -72.5 9.5 and_remove_from_car
00A6: destroy_car $3EC
:Label01DB7F
00D6: if 0
0038: $3E0 == 0 ;; integer values
004D: jump_if_false Label01DC0D
04BB: select_interiour 17 ;; select render area
022A: remove_forbidden_for_peds_cube 468.0 -77.0 0.0 490.0 -54.0 30.0
03AD: set_rubbish 0 (invisible)
03CB: set_camera 484.2 -72.5 9.5
0055: put_player $PLAYER_CHAR at 484.2 -72.5 9.5
0171: set_player $PLAYER_CHAR z_angle_to 60.0
04F9: interiour_colors 1 0
0395: clear_area 1 at 491.0 -77.7 range 10.4 1.0
0002: jump Label01DC14
:Label01DC0D
0002: jump Label01C54F
:Label01DC14
00D6: if 1
0038: $3E2 == 0 ;; integer values
0038: $3E1 == 0 ;; integer values
004D: jump_if_false Label01DC34
0050: gosub Label0203F3
:Label01DC34
00D6: if 0
0038: $3DA == 1 ;; integer values
004D: jump_if_false Label01DD5D
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point 488.6 -75.4 10.4 radius 1.5 1.5
3.0
004D: jump_if_false Label01DD5D
00D6: if 1
00E0: player $PLAYER_CHAR driving
847E: NOT player $PLAYER_CHAR driving_a_motorbike
004D: jump_if_false Label01DC92
0002: jump Label01C54F
:Label01DC92
00D6: if 1
0038: $3E2 == 0 ;; integer values
0038: $3E1 == 0 ;; integer values
004D: jump_if_false Label01DCC1
0050: gosub Label0202F8
00BA: text_styled "BEACH3" 3000 ms 2 ;; Vice Point
:Label01DCC1
00D6: if 0
0038: $3E0 == 0 ;; integer values
004D: jump_if_false Label01DD4F
0004: $3DA = 0 ;; integer values
0050: gosub Label0204B5
022B: create_forbidden_for_peds_cube 468.0 -77.0 0.0 490.0 -54.0 30.0
0395: clear_area 0 at 493.1 -82.4 range 10.8 1.0
03CB: set_camera 493.1 -82.4 10.8
0055: put_player $PLAYER_CHAR at 493.1 -82.4 9.8
0171: set_player $PLAYER_CHAR z_angle_to 220.0
0002: jump Label01DD56
:Label01DD4F
0002: jump Label01C54F
:Label01DD56
0050: gosub Label0203F3
:Label01DD5D
0002: jump Label01DD6B
:Label01DD64
0050: gosub Label0227B4
:Label01DD6B
0002: jump Label01DD79
:Label01DD72
0050: gosub Label0204CA
:Label01DD79
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01E04D
0004: $446 = 0 ;; integer values
00D6: if 21
0121: player $PLAYER_CHAR in_zone "HAVANA"
0038: $43C == 1 ;; integer values
004D: jump_if_false Label01E046
00D6: if 0
0038: $447 == 2 ;; integer values
004D: jump_if_false Label01E046
00D6: if 0
0241: player $PLAYER_CHAR in_remote_mode
004D: jump_if_false Label01DE22
0484: $3EC = player $PLAYER_CHAR rc_car
00D6: if 0
8119: NOT car $3EC wrecked
004D: jump_if_false Label01DE1B
00D6: if 0
01AF: car $3EC 0 ()near_point -1170.0 -609.0 11.0 radius 1.5 1.5 3.0
004D: jump_if_false Label01DE1B
0409: blow_up_rc_buggy
:Label01DE1B
0002: jump Label01DF54
:Label01DE22
00D6: if 0
0038: $3DD == 0 ;; integer values
004D: jump_if_false Label01DF54
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point -1170.0 -609.0 11.0 radius 1.5 1.5
3.0
004D: jump_if_false Label01DF54
00D6: if 1
00E0: player $PLAYER_CHAR driving
847E: NOT player $PLAYER_CHAR driving_a_motorbike
004D: jump_if_false Label01DE80
0002: jump Label01C54F
:Label01DE80
00BA: text_styled "UMBERTO" 3000 ms 2 ;; Cafe Robina
0050: gosub Label0202F8
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01DED7
00D6: if 0
047E: player $PLAYER_CHAR driving_a_motorbike
004D: jump_if_false Label01DED7
03C1: $3EC = player $PLAYER_CHAR car
012A: put_player $PLAYER_CHAR at -1170.0 -611.0 11.0 and_remove_from_car
00A6: destroy_car $3EC
:Label01DED7
00D6: if 0
0038: $3E0 == 0 ;; integer values
004D: jump_if_false Label01DF46
0004: $3DD = 1 ;; integer values
04BB: select_interiour 7 ;; select render area
03CB: set_camera -1170.0 -611.0 11.0
0395: clear_area 0 at -1170.0 -611.0 range 11.0 1.0
03AD: set_rubbish 0 (invisible)
0055: put_player $PLAYER_CHAR at -1170.0 -611.5 11.0
0171: set_player $PLAYER_CHAR z_angle_to 180.0
0002: jump Label01DF4D
:Label01DF46
0002: jump Label01C54F
:Label01DF4D
0050: gosub Label0203F3
:Label01DF54
00D6: if 0
0038: $3DD == 1 ;; integer values
004D: jump_if_false Label01E046
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point -1170.0 -606.5 11.0 radius 1.5 1.5
3.0
004D: jump_if_false Label01E046
00D6: if 1
00E0: player $PLAYER_CHAR driving
847E: NOT player $PLAYER_CHAR driving_a_motorbike
004D: jump_if_false Label01DFB2
0002: jump Label01C54F
:Label01DFB2
00BA: text_styled "HAVANA" 3000 ms 2 ;; Little Havana
0050: gosub Label0202F8
00D6: if 0
0038: $3E0 == 0 ;; integer values
004D: jump_if_false Label01E038
0004: $3DD = 0 ;; integer values
0050: gosub Label0204B5
0395: clear_area 0 at -1170.0 -605.0 range 11.0 1.0
03CB: set_camera -1170.0 -605.0 11.0
0055: put_player $PLAYER_CHAR at -1170.0 -605.0 11.0
0171: set_player $PLAYER_CHAR z_angle_to 0.0
03C8: rotate_player-180-degrees
0002: jump Label01E03F
:Label01E038
0002: jump Label01C54F
:Label01E03F
0050: gosub Label0203F3
:Label01E046
0002: jump Label01E054
:Label01E04D
0050: gosub Label0204CA
:Label01E054
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01E338
0004: $446 = 0 ;; integer values
00D6: if 21
0121: player $PLAYER_CHAR in_zone "BEACH3"
0038: $43C == 1 ;; integer values
004D: jump_if_false Label01E331
00D6: if 0
0038: $447 == 2 ;; integer values
004D: jump_if_false Label01E331
00D6: if 0
0038: $3EB == 0 ;; integer values
004D: jump_if_false Label01E212
00D6: if 0
0241: player $PLAYER_CHAR in_remote_mode
004D: jump_if_false Label01E10F
0484: $3EC = player $PLAYER_CHAR rc_car
00D6: if 0
8119: NOT car $3EC wrecked
004D: jump_if_false Label01E108
00D6: if 0
01AF: car $3EC 0 ()near_point 449.76 996.22 18.4 radius 1.5 1.5 3.0
004D: jump_if_false Label01E108
0409: blow_up_rc_buggy
:Label01E108
0002: jump Label01E212
:Label01E10F
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point 448.8 999.9 18.4 radius 3.5 3.5
3.0
004D: jump_if_false Label01E212
00D6: if 2
00E0: player $PLAYER_CHAR driving
847E: NOT player $PLAYER_CHAR driving_a_motorbike
80DE: NOT player $PLAYER_CHAR driving_vehicle_type #CADDY
004D: jump_if_false Label01E163
0002: jump Label01C54F
:Label01E163
00BA: text_styled "MALL1" 3000 ms 2 ;; North Point Mall
0050: gosub Label0202F8
00D6: if 0
0038: $3E0 == 0 ;; integer values
004D: jump_if_false Label01E204
0004: $3EB = 1 ;; integer values
04BB: select_interiour 4 ;; select render area
022A: remove_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0
03AD: set_rubbish 0 (invisible)
03CB: set_camera 448.3 1030.0 18.0
0055: put_player $PLAYER_CHAR at 448.3 1006.0 18.0
0005: $450 = 0.0 ;; floating-point values
0050: gosub Label02287F
04F9: interiour_colors 6 0
01EB: set_car_density_to .1
0002: jump Label01E20B
:Label01E204
0002: jump Label01C54F
:Label01E20B
0050: gosub Label0203F3
:Label01E212
00D6: if 0
0038: $3EB == 1 ;; integer values
004D: jump_if_false Label01E331
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point 448.8 999.9 18.4 radius 3.5 3.5
3.0
004D: jump_if_false Label01E331
00D6: if 2
00E0: player $PLAYER_CHAR driving
847E: NOT player $PLAYER_CHAR driving_a_motorbike
80DE: NOT player $PLAYER_CHAR driving_vehicle_type #CADDY
004D: jump_if_false Label01E278
0002: jump Label01C54F
:Label01E278
00BA: text_styled "BEACH3" 3000 ms 2 ;; Vice Point
0050: gosub Label0202F8
00D6: if 0
0038: $3E0 == 0 ;; integer values
004D: jump_if_false Label01E323
0004: $3EB = 0 ;; integer values
0050: gosub Label0204B5
022B: create_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0
0395: clear_area 0 at 449.7 992.2 range 17.0 1.0
03CB: set_camera 449.7 992.2 17.0
0055: put_player $PLAYER_CHAR at 449.7 992.2 17.0
0005: $450 = 180.0 ;; floating-point values
0050: gosub Label02287F
0002: jump Label01E32A
:Label01E323
0002: jump Label01C54F
:Label01E32A
0050: gosub Label0203F3
:Label01E331
0002: jump Label01E33F
:Label01E338
0050: gosub Label0204CA
:Label01E33F
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01E623
0004: $446 = 0 ;; integer values
00D6: if 21
0121: player $PLAYER_CHAR in_zone "BEACH3"
0038: $43C == 1 ;; integer values
004D: jump_if_false Label01E61C
00D6: if 0
0038: $447 == 1 ;; integer values
004D: jump_if_false Label01E61C
00D6: if 0
0038: $3EB == 0 ;; integer values
004D: jump_if_false Label01E4FD
00D6: if 0
0241: player $PLAYER_CHAR in_remote_mode
004D: jump_if_false Label01E3FA
0484: $3EC = player $PLAYER_CHAR rc_car
00D6: if 0
8119: NOT car $3EC wrecked
004D: jump_if_false Label01E3F3
00D6: if 0
01AF: car $3EC 0 ()near_point 379.1 995.16 17.4 radius 1.5 1.5 3.0
004D: jump_if_false Label01E3F3
0409: blow_up_rc_buggy
:Label01E3F3
0002: jump Label01E4FD
:Label01E3FA
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point 380.1 999.0 19.4 radius 3.5 3.5
3.0
004D: jump_if_false Label01E4FD
00D6: if 2
00E0: player $PLAYER_CHAR driving
847E: NOT player $PLAYER_CHAR driving_a_motorbike
80DE: NOT player $PLAYER_CHAR driving_vehicle_type #CADDY
004D: jump_if_false Label01E44E
0002: jump Label01C54F
:Label01E44E
00BA: text_styled "MALL1" 3000 ms 2 ;; North Point Mall
0050: gosub Label0202F8
00D6: if 0
0038: $3E0 == 0 ;; integer values
004D: jump_if_false Label01E4EF
0004: $3EB = 1 ;; integer values
04BB: select_interiour 4 ;; select render area
022A: remove_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0
03AD: set_rubbish 0 (invisible)
03CB: set_camera 380.0 1026.4 18.2
0055: put_player $PLAYER_CHAR at 380.0 1006.4 18.2
0005: $450 = 0.0 ;; floating-point values
0050: gosub Label02287F
04F9: interiour_colors 6 0
01EB: set_car_density_to .1
0002: jump Label01E4F6
:Label01E4EF
0002: jump Label01C54F
:Label01E4F6
0050: gosub Label0203F3
:Label01E4FD
00D6: if 0
0038: $3EB == 1 ;; integer values
004D: jump_if_false Label01E61C
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point 380.1 999.0 19.4 radius 3.5 3.5
3.0
004D: jump_if_false Label01E61C
00D6: if 2
00E0: player $PLAYER_CHAR driving
847E: NOT player $PLAYER_CHAR driving_a_motorbike
80DE: NOT player $PLAYER_CHAR driving_vehicle_type #CADDY
004D: jump_if_false Label01E563
0002: jump Label01C54F
:Label01E563
00BA: text_styled "BEACH3" 3000 ms 2 ;; Vice Point
0050: gosub Label0202F8
00D6: if 0
0038: $3E0 == 0 ;; integer values
004D: jump_if_false Label01E60E
0004: $3EB = 0 ;; integer values
0050: gosub Label0204B5
022B: create_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0
0395: clear_area 0 at 379.3 991.4 range 17.2 1.0
03CB: set_camera 379.3 991.4 17.2
0055: put_player $PLAYER_CHAR at 379.3 991.4 17.0
0005: $450 = 180.0 ;; floating-point values
0050: gosub Label02287F
0002: jump Label01E615
:Label01E60E
0002: jump Label01C54F
:Label01E615
0050: gosub Label0203F3
:Label01E61C
0002: jump Label01E62A
:Label01E623
0050: gosub Label0204CA
:Label01E62A
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01E90E
0004: $446 = 0 ;; integer values
00D6: if 21
0121: player $PLAYER_CHAR in_zone "BEACH3"
0038: $43C == 1 ;; integer values
004D: jump_if_false Label01E907
00D6: if 0
0038: $447 == 1 ;; integer values
004D: jump_if_false Label01E907
00D6: if 0
0038: $3EB == 0 ;; integer values
004D: jump_if_false Label01E7E8
00D6: if 0
0241: player $PLAYER_CHAR in_remote_mode
004D: jump_if_false Label01E6E5
0484: $3EC = player $PLAYER_CHAR rc_car
00D6: if 0
8119: NOT car $3EC wrecked
004D: jump_if_false Label01E6DE
00D6: if 0
01AF: car $3EC 0 ()near_point 350.3 1124.0 17.4 radius 1.5 1.5 3.0
004D: jump_if_false Label01E6DE
0409: blow_up_rc_buggy
:Label01E6DE
0002: jump Label01E7E8
:Label01E6E5
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point 353.3 1124.5 19.4 radius 3.2 3.2
3.0
004D: jump_if_false Label01E7E8
00D6: if 2
00E0: player $PLAYER_CHAR driving
847E: NOT player $PLAYER_CHAR driving_a_motorbike
80DE: NOT player $PLAYER_CHAR driving_vehicle_type #CADDY
004D: jump_if_false Label01E739
0002: jump Label01C54F
:Label01E739
00BA: text_styled "MALL1" 3000 ms 2 ;; North Point Mall
0050: gosub Label0202F8
00D6: if 0
0038: $3E0 == 0 ;; integer values
004D: jump_if_false Label01E7DA
0004: $3EB = 1 ;; integer values
04BB: select_interiour 4 ;; select render area
022A: remove_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0
03AD: set_rubbish 0 (invisible)
03CB: set_camera 390.0 1124.4 17.5
0055: put_player $PLAYER_CHAR at 363.0 1124.4 17.5
0005: $450 = 270.0 ;; floating-point values
0050: gosub Label02287F
04F9: interiour_colors 6 0
01EB: set_car_density_to .1
0002: jump Label01E7E1
:Label01E7DA
0002: jump Label01C54F
:Label01E7E1
0050: gosub Label0203F3
:Label01E7E8
00D6: if 0
0038: $3EB == 1 ;; integer values
004D: jump_if_false Label01E907
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point 353.3 1124.5 19.4 radius 3.2 3.2
3.0
004D: jump_if_false Label01E907
00D6: if 2
00E0: player $PLAYER_CHAR driving
847E: NOT player $PLAYER_CHAR driving_a_motorbike
80DE: NOT player $PLAYER_CHAR driving_vehicle_type #CADDY
004D: jump_if_false Label01E84E
0002: jump Label01C54F
:Label01E84E
00BA: text_styled "BEACH3" 3000 ms 2 ;; Vice Point
0050: gosub Label0202F8
00D6: if 0
0038: $3E0 == 0 ;; integer values
004D: jump_if_false Label01E8F9
0004: $3EB = 0 ;; integer values
0050: gosub Label0204B5
022B: create_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0
0395: clear_area 0 at 344.5 1123.5 range 17.0 1.0
03CB: set_camera 344.5 1123.5 17.0
0055: put_player $PLAYER_CHAR at 344.5 1123.5 17.0
0005: $450 = 90.0 ;; floating-point values
0050: gosub Label02287F
0002: jump Label01E900
:Label01E8F9
0002: jump Label01C54F
:Label01E900
0050: gosub Label0203F3
:Label01E907
0002: jump Label01E915
:Label01E90E
0050: gosub Label0204CA
:Label01E915
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01EBF9
0004: $446 = 0 ;; integer values
00D6: if 21
0121: player $PLAYER_CHAR in_zone "BEACH3"
0038: $43C == 1 ;; integer values
004D: jump_if_false Label01EBF2
00D6: if 0
0038: $447 == 2 ;; integer values
004D: jump_if_false Label01EBF2
00D6: if 0
0038: $3EB == 0 ;; integer values
004D: jump_if_false Label01EAD3
00D6: if 0
0241: player $PLAYER_CHAR in_remote_mode
004D: jump_if_false Label01E9D0
0484: $3EC = player $PLAYER_CHAR rc_car
00D6: if 0
8119: NOT car $3EC wrecked
004D: jump_if_false Label01E9C9
00D6: if 0
01AF: car $3EC 0 ()near_point 364.0 1210.0 24.0 radius 1.5 1.5 3.0
004D: jump_if_false Label01E9C9
0409: blow_up_rc_buggy
:Label01E9C9
0002: jump Label01EAD3
:Label01E9D0
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point 367.8 1210.3 26.0 radius 2.7 2.7
3.0
004D: jump_if_false Label01EAD3
00D6: if 2
00E0: player $PLAYER_CHAR driving
847E: NOT player $PLAYER_CHAR driving_a_motorbike
80DE: NOT player $PLAYER_CHAR driving_vehicle_type #CADDY
004D: jump_if_false Label01EA24
0002: jump Label01C54F
:Label01EA24
00BA: text_styled "MALL1" 3000 ms 2 ;; North Point Mall
0050: gosub Label0202F8
00D6: if 0
0038: $3E0 == 0 ;; integer values
004D: jump_if_false Label01EAC5
0004: $3EB = 1 ;; integer values
04BB: select_interiour 4 ;; select render area
022A: remove_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0
03AD: set_rubbish 0 (invisible)
03CB: set_camera 395.0 1212.0 24.4
0055: put_player $PLAYER_CHAR at 372.0 1210.0 24.4
0005: $450 = 270.0 ;; floating-point values
0050: gosub Label02287F
04F9: interiour_colors 6 0
01EB: set_car_density_to .1
0002: jump Label01EACC
:Label01EAC5
0002: jump Label01C54F
:Label01EACC
0050: gosub Label0203F3
:Label01EAD3
00D6: if 0
0038: $3EB == 1 ;; integer values
004D: jump_if_false Label01EBF2
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point 367.8 1210.3 26.0 radius 2.7 2.7
3.0
004D: jump_if_false Label01EBF2
00D6: if 2
00E0: player $PLAYER_CHAR driving
847E: NOT player $PLAYER_CHAR driving_a_motorbike
80DE: NOT player $PLAYER_CHAR driving_vehicle_type #CADDY
004D: jump_if_false Label01EB39
0002: jump Label01C54F
:Label01EB39
00BA: text_styled "BEACH3" 3000 ms 2 ;; Vice Point
0050: gosub Label0202F8
00D6: if 0
0038: $3E0 == 0 ;; integer values
004D: jump_if_false Label01EBE4
0004: $3EB = 0 ;; integer values
0050: gosub Label0204B5
022B: create_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0
0395: clear_area 0 at 366.0 1210.0 range 24.0 1.0
03CB: set_camera 343.0 1210.0 24.0
0055: put_player $PLAYER_CHAR at 364.0 1210.0 24.0
0005: $450 = 90.0 ;; floating-point values
0050: gosub Label02287F
0002: jump Label01EBEB
:Label01EBE4
0002: jump Label01C54F
:Label01EBEB
0050: gosub Label0203F3
:Label01EBF2
0002: jump Label01EC00
:Label01EBF9
0050: gosub Label0204CA
:Label01EC00
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01EEE4
0004: $446 = 0 ;; integer values
00D6: if 21
0121: player $PLAYER_CHAR in_zone "BEACH3"
0038: $43C == 1 ;; integer values
004D: jump_if_false Label01EEDD
00D6: if 0
0038: $447 == 2 ;; integer values
004D: jump_if_false Label01EEDD
00D6: if 0
0038: $3EB == 0 ;; integer values
004D: jump_if_false Label01EDBE
00D6: if 0
0241: player $PLAYER_CHAR in_remote_mode
004D: jump_if_false Label01ECBB
0484: $3EC = player $PLAYER_CHAR rc_car
00D6: if 0
8119: NOT car $3EC wrecked
004D: jump_if_false Label01ECB4
00D6: if 0
01AF: car $3EC 0 ()near_point 378.6 1256.9 17.5 radius 1.5 1.5 3.0
004D: jump_if_false Label01ECB4
0409: blow_up_rc_buggy
:Label01ECB4
0002: jump Label01EDBE
:Label01ECBB
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point 380.6 1253.5 17.5 radius 3.5 3.5
3.0
004D: jump_if_false Label01EDBE
00D6: if 2
00E0: player $PLAYER_CHAR driving
847E: NOT player $PLAYER_CHAR driving_a_motorbike
80DE: NOT player $PLAYER_CHAR driving_vehicle_type #CADDY
004D: jump_if_false Label01ED0F
0002: jump Label01C54F
:Label01ED0F
00BA: text_styled "MALL1" 3000 ms 2 ;; North Point Mall
0050: gosub Label0202F8
00D6: if 0
0038: $3E0 == 0 ;; integer values
004D: jump_if_false Label01EDB0
0004: $3EB = 1 ;; integer values
04BB: select_interiour 4 ;; select render area
022A: remove_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0
03AD: set_rubbish 0 (invisible)
03CB: set_camera 385.0 1230.7 18.0
0055: put_player $PLAYER_CHAR at 380.0 1246.7 18.0
0005: $450 = 180.0 ;; floating-point values
0050: gosub Label02287F
04F9: interiour_colors 6 0
01EB: set_car_density_to .1
0002: jump Label01EDB7
:Label01EDB0
0002: jump Label01C54F
:Label01EDB7
0050: gosub Label0203F3
:Label01EDBE
00D6: if 0
0038: $3EB == 1 ;; integer values
004D: jump_if_false Label01EEDD
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point 380.6 1253.5 17.5 radius 3.5 3.5
3.0
004D: jump_if_false Label01EEDD
00D6: if 2
00E0: player $PLAYER_CHAR driving
847E: NOT player $PLAYER_CHAR driving_a_motorbike
80DE: NOT player $PLAYER_CHAR driving_vehicle_type #CADDY
004D: jump_if_false Label01EE24
0002: jump Label01C54F
:Label01EE24
00BA: text_styled "BEACH3" 3000 ms 2 ;; Vice Point
0050: gosub Label0202F8
00D6: if 0
0038: $3E0 == 0 ;; integer values
004D: jump_if_false Label01EECF
0004: $3EB = 0 ;; integer values
0050: gosub Label0204B5
022B: create_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0
0395: clear_area 0 at 378.0 1263.6 range 16.5 1.0
03CB: set_camera 378.0 1263.6 16.5
0055: put_player $PLAYER_CHAR at 378.0 1263.6 16.5
0005: $450 = 0.0 ;; floating-point values
0050: gosub Label02287F
0002: jump Label01EED6
:Label01EECF
0002: jump Label01C54F
:Label01EED6
0050: gosub Label0203F3
:Label01EEDD
0002: jump Label01EEEB
:Label01EEE4
0050: gosub Label0204CA
:Label01EEEB
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01F1CF
0004: $446 = 0 ;; integer values
00D6: if 21
0121: player $PLAYER_CHAR in_zone "BEACH3"
0038: $43C == 1 ;; integer values
004D: jump_if_false Label01F1C8
00D6: if 0
0038: $447 == 1 ;; integer values
004D: jump_if_false Label01F1C8
00D6: if 0
0038: $3EB == 0 ;; integer values
004D: jump_if_false Label01F0A9
00D6: if 0
0241: player $PLAYER_CHAR in_remote_mode
004D: jump_if_false Label01EFA6
0484: $3EC = player $PLAYER_CHAR rc_car
00D6: if 0
8119: NOT car $3EC wrecked
004D: jump_if_false Label01EF9F
00D6: if 0
01AF: car $3EC 0 ()near_point 449.37 1256.2 17.2 radius 1.5 1.5 3.0
004D: jump_if_false Label01EF9F
0409: blow_up_rc_buggy
:Label01EF9F
0002: jump Label01F0A9
:Label01EFA6
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point 448.0 1253.0 19.2 radius 3.0 3.0
3.0
004D: jump_if_false Label01F0A9
00D6: if 2
00E0: player $PLAYER_CHAR driving
847E: NOT player $PLAYER_CHAR driving_a_motorbike
80DE: NOT player $PLAYER_CHAR driving_vehicle_type #CADDY
004D: jump_if_false Label01EFFA
0002: jump Label01C54F
:Label01EFFA
00BA: text_styled "MALL1" 3000 ms 2 ;; North Point Mall
0050: gosub Label0202F8
00D6: if 0
0038: $3E0 == 0 ;; integer values
004D: jump_if_false Label01F09B
0004: $3EB = 1 ;; integer values
04BB: select_interiour 4 ;; select render area
022A: remove_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0
03AD: set_rubbish 0 (invisible)
03CB: set_camera 448.5 1230.0 18.0
0055: put_player $PLAYER_CHAR at 448.5 1245.0 18.0
0005: $450 = 180.0 ;; floating-point values
0050: gosub Label02287F
04F9: interiour_colors 6 0
01EB: set_car_density_to .1
0002: jump Label01F0A2
:Label01F09B
0002: jump Label01C54F
:Label01F0A2
0050: gosub Label0203F3
:Label01F0A9
00D6: if 0
0038: $3EB == 1 ;; integer values
004D: jump_if_false Label01F1C8
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point 448.0 1253.0 19.2 radius 3.0 3.0
3.0
004D: jump_if_false Label01F1C8
00D6: if 2
00E0: player $PLAYER_CHAR driving
847E: NOT player $PLAYER_CHAR driving_a_motorbike
80DE: NOT player $PLAYER_CHAR driving_vehicle_type #CADDY
004D: jump_if_false Label01F10F
0002: jump Label01C54F
:Label01F10F
00BA: text_styled "BEACH3" 3000 ms 2 ;; Vice Point
0050: gosub Label0202F8
00D6: if 0
0038: $3E0 == 0 ;; integer values
004D: jump_if_false Label01F1BA
0004: $3EB = 0 ;; integer values
0050: gosub Label0204B5
022B: create_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0
0395: clear_area 0 at 449.0 1263.0 range 16.5 1.0
03CB: set_camera 449.0 1263.0 16.5
0055: put_player $PLAYER_CHAR at 449.0 1263.0 16.5
0005: $450 = 0.0 ;; floating-point values
0050: gosub Label02287F
0002: jump Label01F1C1
:Label01F1BA
0002: jump Label01C54F
:Label01F1C1
0050: gosub Label0203F3
:Label01F1C8
0002: jump Label01F1D6
:Label01F1CF
0050: gosub Label0204CA
:Label01F1D6
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01F4BA
0004: $446 = 0 ;; integer values
00D6: if 21
0121: player $PLAYER_CHAR in_zone "BEACH3"
0038: $43C == 1 ;; integer values
004D: jump_if_false Label01F4B3
00D6: if 0
0038: $447 == 2 ;; integer values
004D: jump_if_false Label01F4B3
00D6: if 0
0038: $3EB == 0 ;; integer values
004D: jump_if_false Label01F394
00D6: if 0
0241: player $PLAYER_CHAR in_remote_mode
004D: jump_if_false Label01F291
0484: $3EC = player $PLAYER_CHAR rc_car
00D6: if 0
8119: NOT car $3EC wrecked
004D: jump_if_false Label01F28A
00D6: if 0
01AF: car $3EC 0 ()near_point 477.6 1124.4 16.3 radius 1.5 1.5 3.0
004D: jump_if_false Label01F28A
0409: blow_up_rc_buggy
:Label01F28A
0002: jump Label01F394
:Label01F291
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point 474.5 1124.0 19.3 radius 3.5 3.5
3.0
004D: jump_if_false Label01F394
00D6: if 2
00E0: player $PLAYER_CHAR driving
847E: NOT player $PLAYER_CHAR driving_a_motorbike
80DE: NOT player $PLAYER_CHAR driving_vehicle_type #CADDY
004D: jump_if_false Label01F2E5
0002: jump Label01C54F
:Label01F2E5
00BA: text_styled "MALL1" 3000 ms 2 ;; North Point Mall
0050: gosub Label0202F8
00D6: if 0
0038: $3E0 == 0 ;; integer values
004D: jump_if_false Label01F386
0004: $3EB = 1 ;; integer values
04BB: select_interiour 4 ;; select render area
022A: remove_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0
03AD: set_rubbish 0 (invisible)
03CB: set_camera 444.4 1123.7 17.0
0055: put_player $PLAYER_CHAR at 467.4 1123.7 17.0
0005: $450 = 90.0 ;; floating-point values
0050: gosub Label02287F
04F9: interiour_colors 6 0
01EB: set_car_density_to .1
0002: jump Label01F38D
:Label01F386
0002: jump Label01C54F
:Label01F38D
0050: gosub Label0203F3
:Label01F394
00D6: if 0
0038: $3EB == 1 ;; integer values
004D: jump_if_false Label01F4B3
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point 474.5 1124.0 19.3 radius 3.5 3.5
3.0
004D: jump_if_false Label01F4B3
00D6: if 2
00E0: player $PLAYER_CHAR driving
847E: NOT player $PLAYER_CHAR driving_a_motorbike
80DE: NOT player $PLAYER_CHAR driving_vehicle_type #CADDY
004D: jump_if_false Label01F3FA
0002: jump Label01C54F
:Label01F3FA
00BA: text_styled "BEACH3" 3000 ms 2 ;; Vice Point
0050: gosub Label0202F8
00D6: if 0
0038: $3E0 == 0 ;; integer values
004D: jump_if_false Label01F4A5
0004: $3EB = 0 ;; integer values
0050: gosub Label0204B5
022B: create_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0
0395: clear_area 0 at 482.0 1124.5 range 15.3 1.0
03CB: set_camera 482.0 1124.5 15.3
0055: put_player $PLAYER_CHAR at 482.0 1124.5 15.3
0005: $450 = 0.0 ;; floating-point values
0050: gosub Label02287F
0002: jump Label01F4AC
:Label01F4A5
0002: jump Label01C54F
:Label01F4AC
0050: gosub Label0203F3
:Label01F4B3
0002: jump Label01F4C1
:Label01F4BA
0050: gosub Label0204CA
:Label01F4C1
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01F75D
0004: $446 = 0 ;; integer values
00D6: if 21
0121: player $PLAYER_CHAR in_zone "DTOWN"
0038: $43C == 1 ;; integer values
004D: jump_if_false Label01F756
00D6: if 0
0038: $447 == 1 ;; integer values
004D: jump_if_false Label01F756
00D6: if 0
0038: $3DC == 0 ;; integer values
004D: jump_if_false Label01F680
00D6: if 0
0241: player $PLAYER_CHAR in_remote_mode
004D: jump_if_false Label01F57C
0484: $3EC = player $PLAYER_CHAR rc_car
00D6: if 0
8119: NOT car $3EC wrecked
004D: jump_if_false Label01F575
00D6: if 0
01AF: car $3EC 0 ()near_point -667.85 1211.9 11.0 radius 1.5 1.5 3.0
004D: jump_if_false Label01F575
0409: blow_up_rc_buggy
:Label01F575
0002: jump Label01F680
:Label01F57C
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point -667.85 1211.9 11.0 radius 1.5 1.5
3.0
004D: jump_if_false Label01F680
00BA: text_styled "RANGE" 3000 ms 2 ;; Rifle Range
0050: gosub Label0202F8
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01F603
00D6: if 0
047E: player $PLAYER_CHAR driving_a_motorbike
004D: jump_if_false Label01F603
03C1: $3EC = player $PLAYER_CHAR car
012A: put_player $PLAYER_CHAR at -667.8 1221.0 10.5 and_remove_from_car
00A6: destroy_car $3EC
:Label01F603
00D6: if 0
0038: $3E0 == 0 ;; integer values
004D: jump_if_false Label01F660
04BB: select_interiour 10 ;; select render area
0004: $3DC = 1 ;; integer values
03AD: set_rubbish 0 (invisible)
03CB: set_camera -667.8 1221.0 11.0
0055: put_player $PLAYER_CHAR at -667.8 1221.0 10.3
0171: set_player $PLAYER_CHAR z_angle_to 0.0
04F9: interiour_colors 7 0
0002: jump Label01F667
:Label01F660
0002: jump Label01C54F
:Label01F667
00D6: if 0
0038: $3E3 == 0 ;; integer values
004D: jump_if_false Label01F680
0050: gosub Label0203F3
:Label01F680
00D6: if 0
0038: $3DC == 1 ;; integer values
004D: jump_if_false Label01F756
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point -667.8 1217.8 11.0 radius 1.5 1.5
3.0
004D: jump_if_false Label01F756
00BA: text_styled "DTOWN" 3000 ms 2 ;; Downtown
0050: gosub Label0202F8
00D6: if 0
0038: $3E0 == 0 ;; integer values
004D: jump_if_false Label01F748
0004: $3DC = 0 ;; integer values
0050: gosub Label0204B5
0395: clear_area 0 at -667.8 1210.0 range 11.0 1.0
03CB: set_camera -667.8 1210.0 11.0
0055: put_player $PLAYER_CHAR at -667.8 1210.0 10.3
0171: set_player $PLAYER_CHAR z_angle_to 140.0
03C8: rotate_player-180-degrees
0002: jump Label01F74F
:Label01F748
0002: jump Label01C54F
:Label01F74F
0050: gosub Label0203F3
:Label01F756
0002: jump Label01F764
:Label01F75D
0050: gosub Label0204CA
:Label01F764
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01FFB1
0004: $446 = 0 ;; integer values
00D6: if 21
0121: player $PLAYER_CHAR in_zone "STARI"
0038: $43C == 1 ;; integer values
004D: jump_if_false Label01FFAA
00D6: if 0
0018: $3E9 > 0 ;; integer values
004D: jump_if_false Label01FFAA
00D6: if 0
0018: $3E9 > 1 ;; integer values
004D: jump_if_false Label01FA37
00D6: if 0
0038: $447 == 1 ;; integer values
004D: jump_if_false Label01FA37
00D6: if 0
0038: $3DF == 0 ;; integer values
004D: jump_if_false Label01F943
00D6: if 0
0241: player $PLAYER_CHAR in_remote_mode
004D: jump_if_false Label01F843
0484: $3EC = player $PLAYER_CHAR rc_car
00D6: if 0
8119: NOT car $3EC wrecked
004D: jump_if_false Label01F83C
00D6: if 0
01AF: car $3EC 0 ()near_point -378.5 -554.382 18.3 radius 1.5 1.5 3.0
004D: jump_if_false Label01F83C
0409: blow_up_rc_buggy
:Label01F83C
0002: jump Label01F943
:Label01F843
00D6: if 0
0057: player $PLAYER_CHAR 0 ()in_cube -382.0 -558.5 18.537 -375.0 -554.5
24.537
004D: jump_if_false Label01F943
00D6: if 0
0038: $PASSED_ASS1_RUB_OUT == 0 ;; integer values
004D: jump_if_false Label01F89B
00BA: text_styled "MANSION" 3000 ms 2 ;; Diaz's Mansion
0002: jump Label01F8AA
:Label01F89B
00BA: text_styled "TMANS" 3000 ms 2 ;; Vercetti Estate
:Label01F8AA
0050: gosub Label0202F8
00D6: if 0
0038: $3E0 == 0 ;; integer values
004D: jump_if_false Label01F935
04BB: select_interiour 2 ;; select render area
0004: $3DF = 1 ;; integer values
022A: remove_forbidden_for_peds_cube -414.0 -597.0 12.0 -332.0 -555.0 30.0
03AD: set_rubbish 0 (invisible)
03CB: set_camera -378.5 -560.03 19.0
0055: put_player $PLAYER_CHAR at -378.5 -560.0 19.0
0005: $450 = 190.0 ;; floating-point values
0050: gosub Label02287F
04F9: interiour_colors 8 0
0002: jump Label01F93C
:Label01F935
0002: jump Label01C54F
:Label01F93C
0050: gosub Label0203F3
:Label01F943
00D6: if 0
0038: $3DF == 1 ;; integer values
004D: jump_if_false Label01FA37
00D6: if 0
0057: player $PLAYER_CHAR 0 ()in_cube -382.0 -554.5 18.537 -375.0 -550.5
24.537
004D: jump_if_false Label01FA37
00BA: text_styled "STARI" 3000 ms 2 ;; Starfish Island
0050: gosub Label0202F8
00D6: if 0
0038: $3E0 == 0 ;; integer values
004D: jump_if_false Label01FA29
0050: gosub Label0204B5
0004: $3DF = 0 ;; integer values
022B: create_forbidden_for_peds_cube -414.0 -597.0 12.0 -332.0 -555.0 30.0
0395: clear_area 0 at -377.06 -545.43 range 17.0 1.0
03CB: set_camera -377.06 -545.43 17.0
0055: put_player $PLAYER_CHAR at -377.06 -545.43 16.0
0171: set_player $PLAYER_CHAR z_angle_to 345.0
0002: jump Label01FA30
:Label01FA29
0002: jump Label01C54F
:Label01FA30
0050: gosub Label0203F3
:Label01FA37
00D6: if 0
0038: $447 == 2 ;; integer values
004D: jump_if_false Label01FD06
00D6: if 0
0038: $3DF == 0 ;; integer values
004D: jump_if_false Label01FC12
00D6: if 0
0241: player $PLAYER_CHAR in_remote_mode
004D: jump_if_false Label01FABC
0484: $3EC = player $PLAYER_CHAR rc_car
00D6: if 0
8119: NOT car $3EC wrecked
004D: jump_if_false Label01FAB5
00D6: if 0
01AF: car $3EC 0 ()near_point -331.0 -576.6 36.5 radius 1.5 1.5 3.0
004D: jump_if_false Label01FAB5
0409: blow_up_rc_buggy
:Label01FAB5
0002: jump Label01FC12
:Label01FABC
00D6: if 0
0057: player $PLAYER_CHAR 0 ()in_cube -340.402 -579.221 34.52 -331.269 -568.389
38.113
004D: jump_if_false Label01FC12
00D6: if 1
00E0: player $PLAYER_CHAR driving
847E: NOT player $PLAYER_CHAR driving_a_motorbike
004D: jump_if_false Label01FB08
0002: jump Label01C54F
:Label01FB08
00D6: if 0
0038: $PASSED_ASS1_RUB_OUT == 0 ;; integer values
004D: jump_if_false Label01FB30
00BA: text_styled "MANSION" 3000 ms 2 ;; Diaz's Mansion
0002: jump Label01FB3F
:Label01FB30
00BA: text_styled "TMANS" 3000 ms 2 ;; Vercetti Estate
:Label01FB3F
0050: gosub Label0202F8
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01FB87
00D6: if 0
047E: player $PLAYER_CHAR driving_a_motorbike
004D: jump_if_false Label01FB87
03C1: $3EC = player $PLAYER_CHAR car
012A: put_player $PLAYER_CHAR at -329.24 -582.5 34.5 and_remove_from_car
00A6: destroy_car $3EC
:Label01FB87
00D6: if 0
0038: $3E0 == 0 ;; integer values
004D: jump_if_false Label01FC04
04BB: select_interiour 2 ;; select render area
0004: $3DF = 1 ;; integer values
022A: remove_forbidden_for_peds_cube -414.0 -597.0 12.0 -332.0 -555.0 30.0
03AD: set_rubbish 0 (invisible)
03CB: set_camera -329.24 -582.5 34.5
0055: put_player $PLAYER_CHAR at -329.24 -582.5 34.5
0171: set_player $PLAYER_CHAR z_angle_to 270.0
04F9: interiour_colors 8 0
0002: jump Label01FC0B
:Label01FC04
0002: jump Label01C54F
:Label01FC0B
0050: gosub Label0203F3
:Label01FC12
00D6: if 0
0038: $3DF == 1 ;; integer values
004D: jump_if_false Label01FD06
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point -330.1 -578.9 34.5 radius 2.0 2.0
3.0
004D: jump_if_false Label01FD06
00BA: text_styled "STARI" 3000 ms 2 ;; Starfish Island
0050: gosub Label0202F8
00D6: if 0
0038: $3E0 == 0 ;; integer values
004D: jump_if_false Label01FCF8
0050: gosub Label0204B5
0004: $3DF = 0 ;; integer values
022B: create_forbidden_for_peds_cube -414.0 -597.0 12.0 -332.0 -555.0 30.0
0395: clear_area 0 at -343.3 -572.8 range 36.0 1.0
03CB: set_camera -343.3 -572.8 36.0
0055: put_player $PLAYER_CHAR at -341.738 -573.984 35.305
0171: set_player $PLAYER_CHAR z_angle_to 90.0
0002: jump Label01FCFF
:Label01FCF8
0002: jump Label01C54F
:Label01FCFF
0050: gosub Label0203F3
:Label01FD06
00D6: if 0
0038: $447 == 1 ;; integer values
004D: jump_if_false Label01FFAA
00D6: if 0
0038: $3DF == 0 ;; integer values
004D: jump_if_false Label01FEAF
00D6: if 0
0241: player $PLAYER_CHAR in_remote_mode
004D: jump_if_false Label01FD8B
0484: $3EC = player $PLAYER_CHAR rc_car
00D6: if 0
8119: NOT car $3EC wrecked
004D: jump_if_false Label01FD84
00D6: if 0
01AF: car $3EC 0 ()near_point -354.0 -580.6 11.0 radius 1.5 1.5 3.0
004D: jump_if_false Label01FD84
0409: blow_up_rc_buggy
:Label01FD84
0002: jump Label01FEAF
:Label01FD8B
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point -354.0 -580.6 11.0 radius 1.5 1.5
3.0
004D: jump_if_false Label01FEAF
00D6: if 2
00E0: player $PLAYER_CHAR driving
847E: NOT player $PLAYER_CHAR driving_a_motorbike
80DE: NOT player $PLAYER_CHAR driving_vehicle_type #CADDY
004D: jump_if_false Label01FDDF
0002: jump Label01C54F
:Label01FDDF
00D6: if 0
0038: $PASSED_ASS1_RUB_OUT == 0 ;; integer values
004D: jump_if_false Label01FE07
00BA: text_styled "MANSION" 3000 ms 2 ;; Diaz's Mansion
0002: jump Label01FE16
:Label01FE07
00BA: text_styled "TMANS" 3000 ms 2 ;; Vercetti Estate
:Label01FE16
0050: gosub Label0202F8
00D6: if 0
0038: $3E0 == 0 ;; integer values
004D: jump_if_false Label01FEA1
04BB: select_interiour 2 ;; select render area
0004: $3DF = 1 ;; integer values
022A: remove_forbidden_for_peds_cube -414.0 -597.0 12.0 -332.0 -555.0 30.0
03AD: set_rubbish 0 (invisible)
03CB: set_camera -338.5 -578.8 10.6
0055: put_player $PLAYER_CHAR at -338.5 -578.8 10.6
0005: $450 = 270.0 ;; floating-point values
0050: gosub Label02287F
04F9: interiour_colors 8 0
0002: jump Label01FEA8
:Label01FEA1
0002: jump Label01C54F
:Label01FEA8
0050: gosub Label0203F3
:Label01FEAF
00D6: if 0
0038: $3DF == 1 ;; integer values
004D: jump_if_false Label01FFAA
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point -346.3 -578.8 10.6 radius 1.5 1.5
3.0
004D: jump_if_false Label01FFAA
00BA: text_styled "STARI" 3000 ms 2 ;; Starfish Island
0050: gosub Label0202F8
00D6: if 0
0038: $3E0 == 0 ;; integer values
004D: jump_if_false Label01FF9C
0050: gosub Label0204B5
0004: $3DF = 0 ;; integer values
022B: create_forbidden_for_peds_cube -414.0 -597.0 12.0 -332.0 -555.0 30.0
0395: clear_area 0 at -354.0 -586.0 range 10.6 1.0
03CB: set_camera -354.0 -586.0 10.6
0055: put_player $PLAYER_CHAR at -354.0 -586.0 10.6
0005: $450 = 180.0 ;; floating-point values
0050: gosub Label02287F
0002: jump Label01FFA3
:Label01FF9C
0002: jump Label01C54F
:Label01FFA3
0050: gosub Label0203F3
:Label01FFAA
0002: jump Label01FFB8
:Label01FFB1
0050: gosub Label0204CA
:Label01FFB8
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label0202C3
00D6: if 0
0038: $FB == 1 ;; integer values
004D: jump_if_false Label0202BC
00D6: if 21
0121: player $PLAYER_CHAR in_zone "HAVANA"
0038: $43C == 1 ;; integer values
004D: jump_if_false Label0202BC
00D6: if 0
0038: $447 == 2 ;; integer values
004D: jump_if_false Label0202BC
00D6: if 0
0241: player $PLAYER_CHAR in_remote_mode
004D: jump_if_false Label02006C
0484: $3EC = player $PLAYER_CHAR rc_car
00D6: if 0
8119: NOT car $3EC wrecked
004D: jump_if_false Label020065
00D6: if 0
01AF: car $3EC 0 ()near_point -896.5 -341.0 13.4 radius 1.5 1.5 3.0
004D: jump_if_false Label020065
0409: blow_up_rc_buggy
:Label020065
0002: jump Label0201BC
:Label02006C
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point -896.5 -341.0 13.4 radius 1.4 1.4
3.0
004D: jump_if_false Label0201BC
00D6: if 2
00E0: player $PLAYER_CHAR driving
847E: NOT player $PLAYER_CHAR driving_a_motorbike
80DE: NOT player $PLAYER_CHAR driving_vehicle_type #CADDY
004D: jump_if_false Label0200C0
0002: jump Label01C54F
:Label0200C0
00BA: text_styled "BANKINT" 3000 ms 2 ;; El Banco Corrupto Grande
0050: gosub Label0202F8
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label02011F
00D6: if 21
047E: player $PLAYER_CHAR driving_a_motorbike
00DE: player $PLAYER_CHAR driving_vehicle_type #CADDY
004D: jump_if_false Label02011F
03C1: $3EC = player $PLAYER_CHAR car
012A: put_player $PLAYER_CHAR at -903.0 -341.0 12.5 and_remove_from_car
00A6: destroy_car $3EC
:Label02011F
00D6: if 0
0038: $3E0 == 0 ;; integer values
004D: jump_if_false Label0201AE
04BB: select_interiour 3 ;; select render area
03AD: set_rubbish 0 (invisible)
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label02016B
022A: remove_forbidden_for_peds_cube -918.5 -355.0 5.0 -898.0 -328.0 16.0
:Label02016B
03CB: set_camera -903.0 -341.0 13.4
0055: put_player $PLAYER_CHAR at -903.0 -341.0 12.5
0004: $3D9 = 1 ;; integer values
0171: set_player $PLAYER_CHAR z_angle_to 90.0
04F9: interiour_colors 4 0
0002: jump Label0201B5
:Label0201AE
0002: jump Label01C54F
:Label0201B5
0050: gosub Label0203F3
:Label0201BC
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point -900.0 -340.9 13.4 radius 1.5 1.5
3.0
004D: jump_if_false Label0202BC
00D6: if 1
00E0: player $PLAYER_CHAR driving
847E: NOT player $PLAYER_CHAR driving_a_motorbike
004D: jump_if_false Label020208
0002: jump Label01C54F
:Label020208
00BA: text_styled "HAVANA" 3000 ms 2 ;; Little Havana
0050: gosub Label0202F8
00D6: if 0
0038: $3E0 == 0 ;; integer values
004D: jump_if_false Label0202AE
0050: gosub Label0204B5
022B: create_forbidden_for_peds_cube -956.0 -355.0 5.0 -898.0 -328.0 25.0
0395: clear_area 0 at -893.0 -341.0 range 13.5 1.0
03CB: set_camera -893.0 -341.0 13.5
0055: put_player $PLAYER_CHAR at -893.0 -341.0 12.0
0004: $3D9 = 0 ;; integer values
0171: set_player $PLAYER_CHAR z_angle_to 270.0
03C8: rotate_player-180-degrees
0002: jump Label0202B5
:Label0202AE
0002: jump Label01C54F
:Label0202B5
0050: gosub Label0203F3
:Label0202BC
0002: jump Label0202CA
:Label0202C3
0050: gosub Label0204CA
:Label0202CA
0050: gosub Label020617
0050: gosub Label021A18
00D6: if 0
0018: $447 > 1 ;; integer values
004D: jump_if_false Label0202F1
0004: $447 = 0 ;; integer values
:Label0202F1
0002: jump Label01C54F
:Label0202F8
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label0203F1
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 (true)
0169: set_fade_color 0 0 1
00D6: if 2
0038: $3E3 == 0 ;; integer values
0038: $3E1 == 0 ;; integer values
0038: $3E2 == 0 ;; integer values
004D: jump_if_false Label02034C
016A: fade 0 () 500 ms
0002: jump Label02037B
:Label02034C
00D6: if 0
0038: $3DA == 1 ;; integer values
004D: jump_if_false Label020374
0169: set_fade_color 0 0 0
016A: fade 0 () 1500 ms
0002: jump Label02037B
:Label020374
016A: fade 0 () 500 ms
:Label02037B
00D6: if 0
016B: fading
004D: jump_if_false Label0203EA
0001: wait 0 ms
00D6: if 0
8256: NOT player $PLAYER_CHAR defined
004D: jump_if_false Label0203AA
0004: $3E0 = 1 ;; integer values
0002: jump Label0203B1
:Label0203AA
0004: $3E0 = 0 ;; integer values
:Label0203B1
00D6: if 0
0038: $3EA == 1 ;; integer values
004D: jump_if_false Label0203CA
0050: gosub Label020617
:Label0203CA
00D6: if 0
0038: $3DA == 1 ;; integer values
004D: jump_if_false Label0203E3
0050: gosub Label021A18
:Label0203E3
0002: jump Label02037B
:Label0203EA
01EB: set_car_density_to 0.0
:Label0203F1
0051: return
:Label0203F3
0169: set_fade_color 0 0 1
00D6: if 2
0038: $3E3 == 0 ;; integer values
0038: $3E1 == 0 ;; integer values
0038: $3E2 == 0 ;; integer values
004D: jump_if_false Label020429
016A: fade 1 (back) 500 ms
0002: jump Label020458
:Label020429
00D6: if 0
0038: $3DA == 1 ;; integer values
004D: jump_if_false Label020451
0169: set_fade_color 0 0 0
016A: fade 1 (back) 1500 ms
0002: jump Label020458
:Label020451
016A: fade 1 (back) 500 ms
:Label020458
00D6: if 0
016B: fading
004D: jump_if_false Label020495
0001: wait 0 ms
00D6: if 0
8256: NOT player $PLAYER_CHAR defined
004D: jump_if_false Label020487
0004: $3E0 = 1 ;; integer values
0002: jump Label02048E
:Label020487
0004: $3E0 = 0 ;; integer values
:Label02048E
0002: jump Label020458
:Label020495
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label0204B3
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 (false)
:Label0204B3
0051: return
:Label0204B5
04FA: reset_interior_colors 0
01EB: set_car_density_to 1.0
03AD: set_rubbish 1 (visible)
04BB: select_interiour 0 ;; select render area
0051: return
:Label0204CA
00D6: if 0
0038: $446 == 0 ;; integer values
004D: jump_if_false Label020615
03AD: set_rubbish 1 (visible)
04FA: reset_interior_colors 0
022B: create_forbidden_for_peds_cube -956.0 -355.0 5.0 -898.0 -328.0 25.0
022B: create_forbidden_for_peds_cube -414.0 -597.0 12.0 -332.0 -555.0 30.0
022B: create_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0
022B: create_forbidden_for_peds_cube 354.9 -483.1 21.0 406.0 -490.0 0.0
022B: create_forbidden_for_peds_cube 468.0 -77.0 0.0 490.0 -54.0 30.0
015C: set_zone_gang_info "STREET2" 1 (day) 14 0 0 0 0 0 0 0 0 0 20
015C: set_zone_gang_info "STREET2" 0 (night) 16 0 0 0 0 0 0 0 0 0 10
0004: $3DD = 0 ;; integer values
0004: $3DA = 0 ;; integer values
0004: $3EA = 0 ;; integer values
0004: $3EB = 0 ;; integer values
0004: $440 = 0 ;; integer values
0004: $3DB = 0 ;; integer values
0004: $3DC = 0 ;; integer values
0004: $3DE = 0 ;; integer values
0004: $3DF = 0 ;; integer values
01EB: set_car_density_to 1.0
0004: $446 = 1 ;; integer values
:Label020615
0051: return
:Label020617
00D6: if 0
0038: $3EA == 1 ;; integer values
004D: jump_if_false Label020B03
00D6: if 0
0038: $3F6 == 1 ;; integer values
004D: jump_if_false Label0206E7
0050: gosub Label020BF6
00D6: if 2
0256: player $PLAYER_CHAR defined
010A: player $PLAYER_CHAR money > 5
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label020692
00D6: if 1
00E4: player $PLAYER_CHAR 1 (in-sphere)near_point_on_foot 69.3 -1455.9 radius
1.0 1.0
03EE: player $PLAYER_CHAR controllable
004D: jump_if_false Label020692
0050: gosub Label0210E8
:Label020692
00D6: if 2
0256: player $PLAYER_CHAR defined
0038: $448 == 1 ;; integer values
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label0206E7
00D6: if 1
00E4: player $PLAYER_CHAR 1 (in-sphere)near_point_on_foot 70.0 -1443.64 radius
1.0 1.0
03EE: player $PLAYER_CHAR controllable
004D: jump_if_false Label0206E7
03EF: player $PLAYER_CHAR make_safe
0050: gosub Label0217C4
:Label0206E7
00D6: if 0
0038: $3F6 == 0 ;; integer values
004D: jump_if_false Label020AFC
0004: $3F7 = 24 ;; integer values
0004: $3F8 = 24 ;; integer values
0004: $3F9 = 25 ;; integer values
0004: $3FA = 29 ;; integer values
0004: $3FB = 19 ;; integer values
0247: request_model #WFYG1
0247: request_model #WFYBE
0247: request_model #BFYPR
0247: request_model #WFOBE
:Label02072C
00D6: if 23
8248: NOT model #WFYG1 available
8248: NOT model #WFYBE available
8248: NOT model #BFYPR available
8248: NOT model #WFOBE available
004D: jump_if_false Label020762
0247: request_model #WFYG1
0247: request_model #WFYBE
0247: request_model #BFYPR
0247: request_model #WFOBE
0001: wait 0 ms
0002: jump Label02072C
:Label020762
0247: request_model #BFYRI
0247: request_model #HFYMD
0247: request_model #WMOCA
0247: request_model #BKA
:Label020772
00D6: if 23
8248: NOT model #BFYRI available
8248: NOT model #HFYMD available
8248: NOT model #WMOCA available
8248: NOT model #BKA available
004D: jump_if_false Label0207A8
0247: request_model #BFYRI
0247: request_model #HFYMD
0247: request_model #WMOCA
0247: request_model #BKA
0001: wait 0 ms
0002: jump Label020772
:Label0207A8
0247: request_model #BKB
0247: request_model #WMOST
0247: request_model #WMOBE
0247: request_model #BMYBB
:Label0207B8
00D6: if 23
8248: NOT model #BKB available
8248: NOT model #WMOST available
8248: NOT model #WMOBE available
8248: NOT model #BMYBB available
004D: jump_if_false Label0207EE
0247: request_model #BKB
0247: request_model #WMOST
0247: request_model #WMOBE
0247: request_model #BMYBB
0001: wait 0 ms
0002: jump Label0207B8
:Label0207EE
0247: request_model #HMOST
0247: request_model #WMYBU
:Label0207F6
00D6: if 21
8248: NOT model #HMOST available
8248: NOT model #WMYBU available
004D: jump_if_false Label02081C
0247: request_model #HMOST
0247: request_model #WMYBU
0001: wait 0 ms
0002: jump Label0207F6
:Label02081C
04ED: load_animation "RIOT"
04ED: load_animation "STRIP"
:Label020830
00D6: if 21
84EE: NOT animation "RIOT" loaded
84EE: NOT animation "STRIP" loaded
004D: jump_if_false Label02086E
04ED: load_animation "RIOT"
04ED: load_animation "STRIP"
0001: wait 0 ms
0002: jump Label020830
:Label02086E
009A: $405 = create_actor 4 #HMOST at 89.8 -1456.2 9.4
0173: set_actor $405 z_angle_to 287.0
01ED: reset_actor $405 flags
009A: $406 = create_actor 4 #WMYBU at 89.15 -1461.3 9.6
0173: set_actor $406 z_angle_to 48.7
01ED: reset_actor $406 flags
009A: $412 = create_actor 5 #BFYPR at 79.67 -1461.34 10.6
0173: set_actor $412 z_angle_to 168.0
01ED: reset_actor $412 flags
0372: set_actor $412 anim 32 wait_state_time 999999 ms
009A: $401 = create_actor 4 #WMOST at 79.5 -1463.1 9.6
0173: set_actor $401 z_angle_to 5.0
01ED: reset_actor $401 flags
0372: set_actor $401 anim 29 wait_state_time 999999 ms
009A: $3FC = create_actor 4 #WMOCA at 87.3 -1462.85 9.6
0173: set_actor $3FC z_angle_to 117.0
01ED: reset_actor $3FC flags
009A: $413 = create_actor 5 #WFYBE at 86.06 -1463.6 10.4
0173: set_actor $413 z_angle_to 295.0
01ED: reset_actor $413 flags
0372: set_actor $413 anim 32 wait_state_time 999999 ms
009A: $3FD = create_actor 4 #BKB at 79.0 -1466.31 9.6
0173: set_actor $3FD z_angle_to 58.0
01ED: reset_actor $3FD flags
009A: $3FE = create_actor 4 #BKA at 77.46 -1466.06 9.6
0173: set_actor $3FE z_angle_to 265.0
01ED: reset_actor $3FE flags
009A: $415 = create_actor 5 #WFOBE at 78.07 -1465.7 10.4
0173: set_actor $415 z_angle_to 168.0
01ED: reset_actor $415 flags
0372: set_actor $415 anim 32 wait_state_time 999999 ms
009A: $3FF = create_actor 4 #BMYBB at 81.35 -1459.9 9.6
0173: set_actor $3FF z_angle_to 5.0
01ED: reset_actor $3FF flags
0372: set_actor $3FF anim 29 wait_state_time 999999 ms
009A: $400 = create_actor 4 #WMOBE at 83.4 -1458.9 9.6
0173: set_actor $400 z_angle_to 60.0
01ED: reset_actor $400 flags
0372: set_actor $400 anim 29 wait_state_time 999999 ms
009A: $411 = create_actor 5 #WFYG1 at 81.45 -1457.44 10.6
0173: set_actor $411 z_angle_to 210.0
01ED: reset_actor $411 flags
0372: set_actor $411 anim 32 wait_state_time 999999 ms
009A: $402 = create_actor 5 #BFYRI at 88.6 -1450.0 9.6
0173: set_actor $402 z_angle_to 325.0
01ED: reset_actor $402 flags
009F: set_actor $402 objective_to-1
009A: $403 = create_actor 5 #HFYMD at 91.44 -1455.3 9.6
0173: set_actor $403 z_angle_to 128.0
01ED: reset_actor $403 flags
009F: set_actor $403 objective_to-1
0050: gosub Label020BF6
0004: $3F6 = 1 ;; integer values
:Label020AFC
0002: jump Label020BF4
:Label020B03
00D6: if 0
0018: $3F6 > 0 ;; integer values
004D: jump_if_false Label020BF4
:Label020B15
00D6: if 0
8256: NOT player $PLAYER_CHAR defined
004D: jump_if_false Label020B30
0001: wait 0 ms
0002: jump Label020B15
:Label020B30
009B: destroy_actor_instantly $411
009B: destroy_actor_instantly $412
009B: destroy_actor_instantly $413
009B: destroy_actor_instantly $415
009B: destroy_actor_instantly $3FC
009B: destroy_actor_instantly $3FD
009B: destroy_actor_instantly $3FE
009B: destroy_actor_instantly $3FF
009B: destroy_actor_instantly $400
009B: destroy_actor_instantly $401
009B: destroy_actor_instantly $402
009B: destroy_actor_instantly $403
009B: destroy_actor_instantly $405
009B: destroy_actor_instantly $406
0249: release_model #WFYG1
0249: release_model #WFYBE
0249: release_model #BFYPR
0249: release_model #WFOBE
0249: release_model #BFYRI
0249: release_model #HFYMD
0249: release_model #WMOCA
0249: release_model #BKA
0249: release_model #BKB
0249: release_model #WMOST
0249: release_model #WMOBE
0249: release_model #BMYBB
0249: release_model #HMOST
0249: release_model #WMYBU
0249: release_model #MACHETE
0249: release_model #KNIFECUR
0296: unload_special_actor 19
0296: unload_special_actor 18
0296: unload_special_actor 17
04EF: release_animation "RIOT"
04EF: release_animation "STRIP"
0004: $40A = 0 ;; integer values
0004: $409 = 0 ;; integer values
0004: $404 = 0 ;; integer values
0004: $3F6 = 0 ;; integer values
:Label020BF4
0051: return
:Label020BF6
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label020E06
00D6: if 1
8118: NOT actor $405 dead
8118: NOT actor $406 dead
004D: jump_if_false Label020C42
00D6: if 21
8184: NOT actor $405 health >= 95
8184: NOT actor $406 health >= 95
004D: jump_if_false Label020C3B
0050: gosub Label020E0D
:Label020C3B
0002: jump Label020C49
:Label020C42
0050: gosub Label020E0D
:Label020C49
00D6: if 1
8118: NOT actor $412 dead
8118: NOT actor $401 dead
004D: jump_if_false Label020C85
00D6: if 21
8184: NOT actor $412 health >= 95
8184: NOT actor $401 health >= 95
004D: jump_if_false Label020C7E
0050: gosub Label020EAE
:Label020C7E
0002: jump Label020C8C
:Label020C85
0050: gosub Label020EAE
:Label020C8C
00D6: if 1
8118: NOT actor $3FC dead
8118: NOT actor $413 dead
004D: jump_if_false Label020CDC
00D6: if 1
0184: actor $3FC health >= 95
0184: actor $413 health >= 95
004D: jump_if_false Label020CCE
0372: set_actor $3FC anim $3F8 wait_state_time 999999 ms
0002: jump Label020CD5
:Label020CCE
0050: gosub Label020F5B
:Label020CD5
0002: jump Label020CE3
:Label020CDC
0050: gosub Label020F5B
:Label020CE3
00D6: if 2
8118: NOT actor $3FD dead
8118: NOT actor $3FE dead
8118: NOT actor $415 dead
004D: jump_if_false Label020D4C
00D6: if 2
0184: actor $3FD health >= 95
0184: actor $3FE health >= 95
0184: actor $415 health >= 95
004D: jump_if_false Label020D3E
0372: set_actor $3FD anim $3F8 wait_state_time 999999 ms
0372: set_actor $3FE anim $3F8 wait_state_time 999999 ms
0002: jump Label020D45
:Label020D3E
0050: gosub Label020FB8
:Label020D45
0002: jump Label020D53
:Label020D4C
0050: gosub Label020FB8
:Label020D53
00D6: if 2
8118: NOT actor $3FF dead
8118: NOT actor $400 dead
8118: NOT actor $411 dead
004D: jump_if_false Label020D9B
00D6: if 22
8184: NOT actor $3FF health >= 95
8184: NOT actor $400 health >= 95
8184: NOT actor $411 health >= 95
004D: jump_if_false Label020D94
0050: gosub Label020F82
:Label020D94
0002: jump Label020DA2
:Label020D9B
0050: gosub Label020F82
:Label020DA2
00D6: if 1
8118: NOT actor $402 dead
8118: NOT actor $403 dead
004D: jump_if_false Label020DFF
00D6: if 1
0184: actor $402 health >= 95
0184: actor $403 health >= 95
004D: jump_if_false Label020DF1
0372: set_actor $402 anim $3F9 wait_state_time 999999 ms
0372: set_actor $403 anim $3FB wait_state_time 999999 ms
0002: jump Label020DF8
:Label020DF1
0050: gosub Label020FEE
:Label020DF8
0002: jump Label020E06
:Label020DFF
0050: gosub Label020FEE
:Label020E06
01BD: $43D = current_time_in_ms
0051: return
:Label020E0D
00D6: if 0
0038: $40A == 0 ;; integer values
004D: jump_if_false Label020E4B
0247: request_model #BAT
:Label020E24
00D6: if 0
8248: NOT model #BAT available
004D: jump_if_false Label020E44
0247: request_model #BAT
0001: wait 0 ms
0002: jump Label020E24
:Label020E44
0004: $40A = 1 ;; integer values
:Label020E4B
0084: $40B = $405 ;; integer values and handles
00D6: if 0
859A: NOT false
004D: jump_if_false Label020E67
0050: gosub Label020E93
:Label020E67
0050: gosub Label021086
0084: $40B = $406 ;; integer values and handles
00D6: if 0
859A: NOT false
004D: jump_if_false Label020E8A
0050: gosub Label020E93
:Label020E8A
0050: gosub Label021086
0051: return
:Label020E93
00D6: if 0
8118: NOT actor $40B dead
004D: jump_if_false Label020EAC
01B2: give_actor $40B weapon 6 ammo 0 ;; Load the weapon model before using this
:Label020EAC
0051: return
:Label020EAE
00D6: if 0
8118: NOT actor $401 dead
004D: jump_if_false Label020EC3
022F: set_actor $401 stop_looking
:Label020EC3
0084: $40C = $401 ;; integer values and handles
0050: gosub Label0210B9
00D6: if 0
0038: $430 == 0 ;; integer values
004D: jump_if_false Label020F52
00D6: if 0
859A: NOT false
004D: jump_if_false Label020F16
0247: request_model #KNIFECUR
:Label020EF6
00D6: if 0
8248: NOT model #KNIFECUR available
004D: jump_if_false Label020F16
0247: request_model #KNIFECUR
0001: wait 0 ms
0002: jump Label020EF6
:Label020F16
00D6: if 0
8118: NOT actor $412 dead
004D: jump_if_false Label020F4B
00D6: if 0
859A: NOT false
004D: jump_if_false Label020F3C
01B2: give_actor $412 weapon 5 ammo 0 ;; Load the weapon model before using this
:Label020F3C
0084: $40B = $412 ;; integer values and handles
0050: gosub Label021086
:Label020F4B
0004: $430 = 1 ;; integer values
:Label020F52
0050: gosub Label020E0D
0051: return
:Label020F5B
0084: $40C = $3FC ;; integer values and handles
0050: gosub Label0210B9
0084: $40B = $413 ;; integer values and handles
0050: gosub Label021086
0050: gosub Label020E0D
0051: return
:Label020F82
0084: $40B = $3FF ;; integer values and handles
0050: gosub Label021086
0084: $40B = $400 ;; integer values and handles
0050: gosub Label021086
0084: $40C = $411 ;; integer values and handles
0050: gosub Label0210B9
0050: gosub Label020E0D
0051: return
:Label020FB8
0084: $40B = $3FD ;; integer values and handles
0050: gosub Label021086
0084: $40B = $3FE ;; integer values and handles
0050: gosub Label021086
0084: $40C = $415 ;; integer values and handles
0050: gosub Label0210B9
0050: gosub Label020E0D
0051: return
:Label020FEE
00D6: if 0
0038: $404 == 0 ;; integer values
004D: jump_if_false Label02106E
00D6: if 0
859A: NOT false
004D: jump_if_false Label021032
0247: request_model #MACHETE
:Label021012
00D6: if 0
8248: NOT model #MACHETE available
004D: jump_if_false Label021032
0247: request_model #MACHETE
0001: wait 0 ms
0002: jump Label021012
:Label021032
00D6: if 0
8118: NOT actor $402 dead
004D: jump_if_false Label021067
00D6: if 0
859A: NOT false
004D: jump_if_false Label021058
01B2: give_actor $402 weapon 9 ammo 0 ;; Load the weapon model before using this
:Label021058
0084: $40B = $402 ;; integer values and handles
0050: gosub Label021086
:Label021067
0004: $404 = 1 ;; integer values
:Label02106E
0084: $40B = $403 ;; integer values and handles
0050: gosub Label021086
0050: gosub Label020E0D
0051: return
:Label021086
00D6: if 0
8118: NOT actor $40B dead
004D: jump_if_false Label0210B7
0372: set_actor $40B anim 0 wait_state_time 0 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label0210B7
01CA: actor $40B kill_player $PLAYER_CHAR
:Label0210B7
0051: return
:Label0210B9
00D6: if 0
8118: NOT actor $40C dead
004D: jump_if_false Label0210E6
0372: set_actor $40C anim 0 wait_state_time 0 ms
0239: actor $40C run_to 65.8 -1444.0
01C2: remove_references_to_actor $40C ;; Like turning an actor into a random
pedestrian
:Label0210E6
0051: return
:Label0210E8
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label0217C2
0004: $ONMISSION = 1 ;; integer values
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 (true)
041D: set_camera_near_clip .1
0169: set_fade_color 0 0 1
016A: fade 0 () 500 ms
:Label021123
00D6: if 0
016B: fading
004D: jump_if_false Label02114D
0001: wait 0 ms
00D6: if 0
8256: NOT player $PLAYER_CHAR defined
004D: jump_if_false Label021146
0051: return
:Label021146
0002: jump Label021123
:Label02114D
00D6: if 0
001A: 100 > $43E ;; integer values
004D: jump_if_false Label0211A9
023C: load_special_actor 19 "STRIPC"
:Label02116B
00D6: if 0
823D: NOT special_actor 19 loaded
004D: jump_if_false Label021191
023C: load_special_actor 19 "STRIPC"
0001: wait 0 ms
0002: jump Label02116B
:Label021191
009A: $414 = create_actor 4 #SPECIAL19 at 66.6 -1455.46 9.56
:Label0211A9
00D6: if 1
0018: $43E > 99 ;; integer values
001A: 200 > $43E ;; integer values
004D: jump_if_false Label02120D
023C: load_special_actor 19 "STRIPA"
:Label0211CF
00D6: if 0
823D: NOT special_actor 19 loaded
004D: jump_if_false Label0211F5
023C: load_special_actor 19 "STRIPA"
0001: wait 0 ms
0002: jump Label0211CF
:Label0211F5
009A: $414 = create_actor 4 #SPECIAL19 at 66.6 -1455.46 9.56
:Label02120D
00D6: if 0
0018: $43E > 199 ;; integer values
004D: jump_if_false Label02126A
023C: load_special_actor 19 "STRIPB"
:Label02122C
00D6: if 0
823D: NOT special_actor 19 loaded
004D: jump_if_false Label021252
023C: load_special_actor 19 "STRIPB"
0001: wait 0 ms
0002: jump Label02122C
:Label021252
009A: $414 = create_actor 4 #SPECIAL19 at 66.6 -1455.46 9.56
:Label02126A
0173: set_actor $414 z_angle_to 33.0
01ED: reset_actor $414 flags
0372: set_actor $414 anim 32 wait_state_time 999999 ms
00D6: if 0
8118: NOT actor $PLAYER_ACTOR dead
004D: jump_if_false Label0212C0
00A1: put_actor $PLAYER_ACTOR at 65.5 -1453.7 9.6
0372: set_actor $PLAYER_ACTOR anim $3F8 wait_state_time 999999 ms
0173: set_actor $PLAYER_ACTOR z_angle_to 210.0
:Label0212C0
0004: $43F = 0 ;; integer values
015F: set_camera_position 68.45 -1456.37 12.0 0.0 0.0 0.0
0160: point_camera 66.0 -1454.5 10.5 2
016A: fade 1 (back) 500 ms
:Label021301
00D6: if 0
016B: fading
004D: jump_if_false Label02132B
0001: wait 0 ms
00D6: if 0
8256: NOT player $PLAYER_CHAR defined
004D: jump_if_false Label021324
0051: return
:Label021324
0002: jump Label021301
:Label02132B
03E5: text_box "EXIT_1" ;; Press the ~h~~k~~PED_SPRINT~ ~w~button to exit.
0006: 16@ = 5000 ;; integer values
:Label02133D
00D6: if 0
010A: player $PLAYER_CHAR money > 5
004D: jump_if_false Label021539
0001: wait 0 ms
00D6: if 0
8256: NOT player $PLAYER_CHAR defined
004D: jump_if_false Label02136C
0051: return
0002: jump Label021379
:Label02136C
0372: set_actor $PLAYER_ACTOR anim $3F8 wait_state_time 999999 ms
:Label021379
00D6: if 0
0019: 16@ > 5000 ;; integer values
004D: jump_if_false Label02151A
0109: player $PLAYER_CHAR money += -5
0006: 16@ = 0 ;; integer values
0008: $43E += 5 ;; integer values
0008: $43F += 1 ;; integer values
00D6: if 0
0038: $43F == 6 ;; integer values
004D: jump_if_false Label0213C1
0004: $43F = 0 ;; integer values
:Label0213C1
00D6: if 0
0038: $43F == 1 ;; integer values
004D: jump_if_false Label021406
015F: set_camera_position 68.45 -1456.37 12.0 0.0 0.0 0.0
0160: point_camera 66.0 -1454.5 10.5 2
:Label021406
00D6: if 0
0038: $43F == 2 ;; integer values
004D: jump_if_false Label02144B
015F: set_camera_position 65.21 -1454.1 9.56 0.0 0.0 0.0
0160: point_camera 67.36 -1456.33 11.58 2
:Label02144B
00D6: if 0
0038: $43F == 3 ;; integer values
004D: jump_if_false Label021490
015F: set_camera_position 68.0 -1455.6 10.0 0.0 0.0 0.0
0160: point_camera 64.9 -1454.5 10.89 2
:Label021490
00D6: if 0
0038: $43F == 4 ;; integer values
004D: jump_if_false Label0214D5
015F: set_camera_position 67.47 -1456.14 10.0 0.0 0.0 0.0
0160: point_camera 65.4 -1454.25 11.37 2
:Label0214D5
00D6: if 0
0038: $43F == 5 ;; integer values
004D: jump_if_false Label02151A
015F: set_camera_position 65.93 -1454.6 11.65 0.0 0.0 0.0
0160: point_camera 68.42 -1458.24 8.36 2
:Label02151A
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label021532
0002: jump Label02154F
:Label021532
0002: jump Label02133D
:Label021539
00BC: text_highpriority "STRIP_1" 5000 ms 1 ;; ~r~Not enough cash, you cheap
sleazebag.
0002: jump Label02157D
:Label02154F
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label02157D
0001: wait 0 ms
00D6: if 0
8256: NOT player $PLAYER_CHAR defined
004D: jump_if_false Label021576
0051: return
:Label021576
0002: jump Label02154F
:Label02157D
016A: fade 0 () 500 ms
:Label021584
00D6: if 0
016B: fading
004D: jump_if_false Label0215AE
0001: wait 0 ms
00D6: if 0
8256: NOT player $PLAYER_CHAR defined
004D: jump_if_false Label0215A7
0051: return
:Label0215A7
0002: jump Label021584
:Label0215AE
009B: destroy_actor_instantly $414
0296: unload_special_actor 19
03E6: remove_text_box
00D6: if 1
0018: $43E > 299 ;; integer values
0038: $448 == 0 ;; integer values
004D: jump_if_false Label02172F
0050: gosub Label0204B5
03CB: set_camera 93.3 -1472.14 $23C
015F: set_camera_position 103.0 -1488.0 15.7 0.0 0.0 0.0
0160: point_camera 99.5 -1476.6 16.75 2
04A6: $268 = create_asset_money_pickup_at 93.3 -1472.14 $23C money $269 $269
016A: fade 1 (back) 1000 ms
:Label02163B
00D6: if 0
016B: fading
004D: jump_if_false Label021653
0001: wait 0 ms
0002: jump Label02163B
:Label021653
0006: 16@ = 0 ;; integer values
:Label02165A
00D6: if 0
001B: 2000 > 16@ ;; integer values
004D: jump_if_false Label021678
0001: wait 0 ms
0002: jump Label02165A
:Label021678
00BA: text_styled "ASSET_C" 10000 ms 6 ;; POLE POSITION ASSET COMPLETED!
01E5: text_1number_highpriority "ASSET_D" $269 10000 ms 1 ;; ~g~The Pole
Position Club will now generate revenue up to a maximum of $~1~ per day. Pick up
your cash regularly!
0160: point_camera 93.3 -1472.14 $23C 1
0394: play_music 1
0006: 16@ = 0 ;; integer values
:Label0216B5
00D6: if 0
001B: 5000 > 16@ ;; integer values
004D: jump_if_false Label0216D3
0001: wait 0 ms
0002: jump Label0216B5
:Label0216D3
016A: fade 0 () 500 ms
:Label0216DA
00D6: if 0
016B: fading
004D: jump_if_false Label0216F2
0001: wait 0 ms
0002: jump Label0216DA
:Label0216F2
03CB: set_camera 72.0 -1454.7 9.45
0108: destroy_object $6FE
04BB: select_interiour 5 ;; select render area
04F9: interiour_colors 2 0
01EB: set_car_density_to .1
03AD: set_rubbish 0 (invisible)
0004: $448 = 1 ;; integer values
0008: $497 += 1 ;; integer values
030C: set_mission_points += 1
:Label02172F
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label021766
0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 0 ms
0055: put_player $PLAYER_CHAR at 72.0 -1454.7 9.45
0171: set_player $PLAYER_CHAR z_angle_to 208.0
:Label021766
00BE: text_clear_all
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
016A: fade 1 (back) 500 ms
:Label021773
00D6: if 0
016B: fading
004D: jump_if_false Label02179D
0001: wait 0 ms
00D6: if 0
8256: NOT player $PLAYER_CHAR defined
004D: jump_if_false Label021796
0051: return
:Label021796
0002: jump Label021773
:Label02179D
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label0217C2
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 (false)
0004: $ONMISSION = 0 ;; integer values
:Label0217C2
0051: return
:Label0217C4
0004: $ONMISSION = 1 ;; integer values
02A3: toggle_widescreen 1 (on)
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 (true)
041D: set_camera_near_clip .1
0169: set_fade_color 0 0 1
016A: fade 0 () 500 ms
:Label0217F3
00D6: if 0
016B: fading
004D: jump_if_false Label02181D
0001: wait 0 ms
00D6: if 0
8256: NOT player $PLAYER_CHAR defined
004D: jump_if_false Label021816
0051: return
:Label021816
0002: jump Label0217F3
:Label02181D
03AF: set_streaming 0 (disabled)
023C: load_special_actor 1 "CSPLAY"
00D6: if 0
0038: $44A == 0 ;; integer values
004D: jump_if_false Label02184B
023C: load_special_actor 19 "STRIPA"
:Label02184B
00D6: if 0
0038: $44A == 1 ;; integer values
004D: jump_if_false Label021869
023C: load_special_actor 19 "STRIPA"
:Label021869
00D6: if 0
0038: $44A == 2 ;; integer values
004D: jump_if_false Label021887
023C: load_special_actor 19 "STRIPA"
:Label021887
038B: load_requested_models
:Label021889
00D6: if 21
823D: NOT special_actor 1 loaded
823D: NOT special_actor 19 loaded
004D: jump_if_false Label0218BF
023C: load_special_actor 1 "CSPLAY"
023C: load_special_actor 19 "STRIPA"
0001: wait 0 ms
0002: jump Label021889
:Label0218BF
02E4: load_cutscene_data "STRIPA"
0244: set_cutscene_pos 69.5133 -1444.698 9.5255
02E5: $7D = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $7D "CSPLAY"
02E5: $449 = create_cutscene_object #SPECIAL19
02E6: set_cutscene_anim $449 "STRIPA"
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label021930
0055: put_player $PLAYER_CHAR at 66.5 -1445.5 9.6
0171: set_player $PLAYER_CHAR z_angle_to 220.0
:Label021930
016A: fade 1 (back) 1500 ms
03AD: set_rubbish 0 (invisible)
03AF: set_streaming 1 (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime
:Label021946
00D6: if 0
001A: 25000 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label021969
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label021946
:Label021969
016A: fade 0 () 1500 ms
:Label021970
00D6: if 0
016B: fading
004D: jump_if_false Label021988
0001: wait 0 ms
0002: jump Label021970
:Label021988
00D6: if 0
82E9: NOT cutscene_reached_end
004D: jump_if_false Label0219A0
0001: wait 0 ms
0002: jump Label021988
:Label0219A0
02EA: end_cutscene
02A3: toggle_widescreen 0 (off)
02EB: restore_camera_with_jumpcut
03C8: rotate_player-180-degrees
0296: unload_special_actor 1
0296: unload_special_actor 19
016A: fade 1 (back) 1500 ms
0008: $44A += 1 ;; integer values
00D6: if 0
0018: $44A > 2 ;; integer values
004D: jump_if_false Label0219D9
0004: $44A = 0 ;; integer values
:Label0219D9
00D6: if 0
016B: fading
004D: jump_if_false Label0219F1
0001: wait 0 ms
0002: jump Label0219D9
:Label0219F1
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label021A16
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 (false)
0004: $ONMISSION = 0 ;; integer values
:Label021A16
0051: return
:Label021A18
00D6: if 0
0038: $3DA == 1 ;; integer values
004D: jump_if_false Label0225A0
00D6: if 0
0038: $441 == 0 ;; integer values
004D: jump_if_false Label0223A1
0004: $3F7 = 24 ;; integer values
0004: $3F8 = 24 ;; integer values
0004: $3F9 = 25 ;; integer values
0004: $3FA = 29 ;; integer values
0004: $3FB = 19 ;; integer values
0247: request_model #WFYG1
0247: request_model #HFYRI
0247: request_model #BFYRI
:Label021A6B
00D6: if 22
8248: NOT model #WFYG1 available
8248: NOT model #HFYRI available
8248: NOT model #BFYRI available
004D: jump_if_false Label021A99
0247: request_model #WFYG1
0247: request_model #HFYRI
0247: request_model #BFYRI
0001: wait 0 ms
0002: jump Label021A6B
:Label021A99
0247: request_model #CBA
0247: request_model #BMYRI
0247: request_model #BMYBB
:Label021AA5
00D6: if 22
8248: NOT model #CBA available
8248: NOT model #BMYRI available
8248: NOT model #BMYBB available
004D: jump_if_false Label021AD3
0247: request_model #CBA
0247: request_model #BMYRI
0247: request_model #BMYBB
0001: wait 0 ms
0002: jump Label021AA5
:Label021AD3
0247: request_model #FIREMAN
0247: request_model #WMYCW
0247: request_model #ARMY
0247: request_model #BKA
:Label021AE3
00D6: if 23
8248: NOT model #FIREMAN available
8248: NOT model #WMYCW available
8248: NOT model #ARMY available
8248: NOT model #BKA available
004D: jump_if_false Label021B19
0247: request_model #FIREMAN
0247: request_model #WMYCW
0247: request_model #ARMY
0247: request_model #BKA
0001: wait 0 ms
0002: jump Label021AE3
:Label021B19
023C: load_special_actor 19 "BGA"
:Label021B25
00D6: if 0
823D: NOT special_actor 19 loaded
004D: jump_if_false Label021B4B
023C: load_special_actor 19 "BGA"
0001: wait 0 ms
0002: jump Label021B25
:Label021B4B
04ED: load_animation "STRIP"
:Label021B55
00D6: if 0
84EE: NOT animation "STRIP" loaded
004D: jump_if_false Label021B7F
04ED: load_animation "STRIP"
0001: wait 0 ms
0002: jump Label021B55
:Label021B7F
0247: request_model #BRASSKNUCKLE
:Label021B84
00D6: if 0
8248: NOT model #BRASSKNUCKLE available
004D: jump_if_false Label021BA4
0247: request_model #BRASSKNUCKLE
0001: wait 0 ms
0002: jump Label021B84
:Label021BA4
00D6: if 0
001A: 26 > $442 ;; integer values
004D: jump_if_false Label0220C3
0001: wait 0 ms
0050: gosub Label022731
00D6: if 0
0038: $442 == 1 ;; integer values
004D: jump_if_false Label021BF4
009A: $411 = create_actor 4 #CBA at $44B $44C $44D
0084: $443 = $411 ;; integer values and handles
0050: gosub Label022767
:Label021BF4
00D6: if 0
0038: $442 == 2 ;; integer values
004D: jump_if_false Label021C27
009A: $412 = create_actor 5 #BFYRI at $44B $44C $44D
0084: $443 = $412 ;; integer values and handles
0050: gosub Label022767
:Label021C27
00D6: if 0
0038: $442 == 3 ;; integer values
004D: jump_if_false Label021C5A
009A: $413 = create_actor 5 #HFYRI at $44B $44C $44D
0084: $443 = $413 ;; integer values and handles
0050: gosub Label022767
:Label021C5A
00D6: if 0
0038: $442 == 4 ;; integer values
004D: jump_if_false Label021C8D
009A: $414 = create_actor 5 #BFYRI at $44B $44C $44D
0084: $443 = $414 ;; integer values and handles
0050: gosub Label022767
:Label021C8D
00D6: if 0
0038: $442 == 5 ;; integer values
004D: jump_if_false Label021CC0
009A: $415 = create_actor 4 #CBA at $44B $44C $44D
0084: $443 = $415 ;; integer values and handles
0050: gosub Label022767
:Label021CC0
00D6: if 0
0038: $442 == 6 ;; integer values
004D: jump_if_false Label021CF3
009A: $416 = create_actor 4 #BMYRI at $44B $44C $44D
0084: $443 = $416 ;; integer values and handles
0050: gosub Label022767
:Label021CF3
00D6: if 0
0038: $442 == 7 ;; integer values
004D: jump_if_false Label021D26
009A: $417 = create_actor 4 #BMYBB at $44B $44C $44D
0084: $443 = $417 ;; integer values and handles
0050: gosub Label022767
:Label021D26
00D6: if 0
0038: $442 == 8 ;; integer values
004D: jump_if_false Label021D59
009A: $418 = create_actor 5 #WFYG1 at $44B $44C $44D
0084: $443 = $418 ;; integer values and handles
0050: gosub Label022767
:Label021D59
00D6: if 0
0038: $442 == 9 ;; integer values
004D: jump_if_false Label021D8C
009A: $419 = create_actor 5 #BFYRI at $44B $44C $44D
0084: $443 = $419 ;; integer values and handles
0050: gosub Label022767
:Label021D8C
00D6: if 0
0038: $442 == 10 ;; integer values
004D: jump_if_false Label021DBF
009A: $41A = create_actor 5 #HFYRI at $44B $44C $44D
0084: $443 = $41A ;; integer values and handles
0050: gosub Label022767
:Label021DBF
00D6: if 0
0038: $442 == 11 ;; integer values
004D: jump_if_false Label021DF2
009A: $41B = create_actor 5 #BFYRI at $44B $44C $44D
0084: $443 = $41B ;; integer values and handles
0050: gosub Label022767
:Label021DF2
00D6: if 0
0038: $442 == 12 ;; integer values
004D: jump_if_false Label021E25
009A: $41C = create_actor 5 #WFYG1 at $44B $44C $44D
0084: $443 = $41C ;; integer values and handles
0050: gosub Label022767
:Label021E25
00D6: if 0
0038: $442 == 13 ;; integer values
004D: jump_if_false Label021E58
009A: $41D = create_actor 4 #BMYRI at $44B $44C $44D
0084: $443 = $41D ;; integer values and handles
0050: gosub Label022767
:Label021E58
00D6: if 0
0038: $442 == 14 ;; integer values
004D: jump_if_false Label021E8B
009A: $41E = create_actor 4 #BMYBB at $44B $44C $44D
0084: $443 = $41E ;; integer values and handles
0050: gosub Label022767
:Label021E8B
00D6: if 0
0038: $442 == 15 ;; integer values
004D: jump_if_false Label021EBE
009A: $41F = create_actor 5 #HFYRI at $44B $44C $44D
0084: $443 = $41F ;; integer values and handles
0050: gosub Label022767
:Label021EBE
00D6: if 0
0038: $442 == 16 ;; integer values
004D: jump_if_false Label021EF1
009A: $420 = create_actor 4 #BMYBB at $44B $44C $44D
0084: $443 = $420 ;; integer values and handles
0050: gosub Label022767
:Label021EF1
00D6: if 0
0038: $442 == 17 ;; integer values
004D: jump_if_false Label021F24
009A: $421 = create_actor 5 #WFYG1 at $44B $44C $44D
0084: $443 = $421 ;; integer values and handles
0050: gosub Label022767
:Label021F24
00D6: if 0
0038: $442 == 18 ;; integer values
004D: jump_if_false Label021F57
009A: $422 = create_actor 5 #BFYRI at $44B $44C $44D
0084: $443 = $422 ;; integer values and handles
0050: gosub Label022767
:Label021F57
00D6: if 0
0038: $442 == 19 ;; integer values
004D: jump_if_false Label021F8A
009A: $423 = create_actor 5 #HFYRI at $44B $44C $44D
0084: $443 = $423 ;; integer values and handles
0050: gosub Label022767
:Label021F8A
00D6: if 0
0038: $442 == 20 ;; integer values
004D: jump_if_false Label021FBD
009A: $424 = create_actor 4 #BFYRI at $44B $44C $44D
0084: $443 = $424 ;; integer values and handles
0050: gosub Label022767
:Label021FBD
00D6: if 0
0038: $442 == 21 ;; integer values
004D: jump_if_false Label021FF0
009A: $425 = create_actor 4 #BMYRI at $44B $44C $44D
0084: $443 = $425 ;; integer values and handles
0050: gosub Label022767
:Label021FF0
00D6: if 0
0038: $442 == 22 ;; integer values
004D: jump_if_false Label022023
009A: $426 = create_actor 5 #WFYG1 at $44B $44C $44D
0084: $443 = $426 ;; integer values and handles
0050: gosub Label022767
:Label022023
00D6: if 0
0038: $442 == 23 ;; integer values
004D: jump_if_false Label022056
009A: $427 = create_actor 5 #HFYRI at $44B $44C $44D
0084: $443 = $427 ;; integer values and handles
0050: gosub Label022767
:Label022056
00D6: if 0
0038: $442 == 24 ;; integer values
004D: jump_if_false Label022089
009A: $428 = create_actor 5 #WFYG1 at $44B $44C $44D
0084: $443 = $428 ;; integer values and handles
0050: gosub Label022767
:Label022089
00D6: if 0
0038: $442 == 25 ;; integer values
004D: jump_if_false Label0220BC
009A: $429 = create_actor 5 #BFYRI at $44B $44C $44D
0084: $443 = $429 ;; integer values and handles
0050: gosub Label022767
:Label0220BC
0002: jump Label021BA4
:Label0220C3
009A: $42A = create_actor 4 #FIREMAN at 474.0 -72.14 9.5
0173: set_actor $42A z_angle_to 310.0
0084: $443 = $42A ;; integer values and handles
0050: gosub Label022767
009A: $42B = create_actor 4 #WMYCW at 473.2 -70.9 9.5
0173: set_actor $42B z_angle_to 310.0
0084: $443 = $42B ;; integer values and handles
0050: gosub Label022767
009A: $42C = create_actor 4 #BKA at 472.4 -69.65 9.5
0173: set_actor $42C z_angle_to 310.0
0084: $443 = $42C ;; integer values and handles
0050: gosub Label022767
009A: $42D = create_actor 4 #ARMY at 471.6 -68.4 9.5
0173: set_actor $42D z_angle_to 310.0
0084: $443 = $42D ;; integer values and handles
0050: gosub Label022767
009A: $42E = create_actor 4 #COP at 470.8 -67.15 9.5
0173: set_actor $42E z_angle_to 310.0
0084: $443 = $42E ;; integer values and handles
0050: gosub Label022767
009A: $405 = create_actor 4 #SPECIAL19 at 487.8 -77.3 10.5
0173: set_actor $405 z_angle_to 55.0
0243: set_actor $405 ped_stats_to 30
01B2: give_actor $405 weapon 1 ammo 0 ;; Load the weapon model before using this
009A: $406 = create_actor 4 #SPECIAL19 at 490.9 -74.4 10.5
0173: set_actor $406 z_angle_to 55.0
0243: set_actor $406 ped_stats_to 30
01B2: give_actor $406 weapon 1 ammo 0 ;; Load the weapon model before using this
00D6: if 0
0038: $444 == 0 ;; integer values
004D: jump_if_false Label0222CA
009A: $407 = create_actor 4 #SPECIAL19 at 463.2 -58.16 10.5
0173: set_actor $407 z_angle_to 250.0
0243: set_actor $407 ped_stats_to 30
0223: set_actor $407 health_to 200
01B2: give_actor $407 weapon 1 ammo 0 ;; Load the weapon model before using this
009A: $408 = create_actor 4 #SPECIAL19 at 465.5 -51.7 14.7
0173: set_actor $408 z_angle_to 134.0
0243: set_actor $408 ped_stats_to 30
01B2: give_actor $408 weapon 1 ammo 0 ;; Load the weapon model before using this
009A: $402 = create_actor 5 #BFYRI at 465.25 -54.66 10.5
0173: set_actor $402 z_angle_to 50.0
0243: set_actor $402 ped_stats_to 30
0002: jump Label022393
:Label0222CA
009A: $407 = create_actor 4 #SPECIAL19 at 467.65 -60.36 9.5
0173: set_actor $407 z_angle_to 250.0
0243: set_actor $407 ped_stats_to 30
01B2: give_actor $407 weapon 1 ammo 0 ;; Load the weapon model before using this
009A: $408 = create_actor 4 #SPECIAL19 at 468.0 -55.6 10.5
0173: set_actor $408 z_angle_to 60.0
0243: set_actor $408 ped_stats_to 30
01B2: give_actor $408 weapon 1 ammo 0 ;; Load the weapon model before using this
023C: load_special_actor 18 "STRIPA"
:Label02233A
00D6: if 0
823D: NOT special_actor 18 loaded
004D: jump_if_false Label022360
023C: load_special_actor 18 "STRIPA"
0001: wait 0 ms
0002: jump Label02233A
:Label022360
009A: $402 = create_actor 5 #SPECIAL18 at 466.6 -54.56 10.5
0173: set_actor $402 z_angle_to 245.0
0243: set_actor $402 ped_stats_to 30
0372: set_actor $402 anim 25 wait_state_time 8000 ms
:Label022393
0006: 16@ = 0 ;; integer values
0004: $441 = 1 ;; integer values
:Label0223A1
00D6: if 0
0038: $441 == 1 ;; integer values
004D: jump_if_false Label022599
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label022599
00D6: if 21
02DF: unknown_player $PLAYER_CHAR
010F: player $PLAYER_CHAR wanted_level > 0
004D: jump_if_false Label0223F3
00D6: if 0
0038: $444 == 0 ;; integer values
004D: jump_if_false Label0223F3
0050: gosub Label0227E4
:Label0223F3
00D6: if 1
0019: 16@ > 10000 ;; integer values
0038: $409 == 0 ;; integer values
004D: jump_if_false Label022427
00D6: if 0
8118: NOT actor $402 dead
004D: jump_if_false Label022427
0372: set_actor $402 anim 25 wait_state_time 8000 ms
:Label022427
00D6: if 2
0038: $444 == 0 ;; integer values
0038: $409 == 0 ;; integer values
8118: NOT actor $402 dead
004D: jump_if_false Label0224CE
00D6: if 0
00F6: player $PLAYER_CHAR 0 ()near_point_on_foot 462.7 -57.3 11.5 radius 1.5
1.5 2.0
004D: jump_if_false Label0224CE
0247: request_model #BUDDYSHOT
:Label02247A
00D6: if 0
8248: NOT model #BUDDYSHOT available
004D: jump_if_false Label02249A
0247: request_model #BUDDYSHOT
0001: wait 0 ms
0002: jump Label02247A
:Label02249A
00D6: if 1
8118: NOT actor $402 dead
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label0224C0
01B2: give_actor $402 weapon 21 ammo 20 ;; Load the weapon model before using
this
01CA: actor $402 kill_player $PLAYER_CHAR
:Label0224C0
0050: gosub Label0227E4
0004: $409 = 1 ;; integer values
:Label0224CE
00D6: if 0
0019: 16@ > 10000 ;; integer values
004D: jump_if_false Label022599
0004: $445 = 1 ;; integer values
0208: $44E = random_float 0.0 360.0
00D6: if 0
8118: NOT actor $42A dead
004D: jump_if_false Label022516
0084: $443 = $42A ;; integer values and handles
0050: gosub Label022767
:Label022516
00D6: if 0
8118: NOT actor $42B dead
004D: jump_if_false Label022535
0084: $443 = $42B ;; integer values and handles
0050: gosub Label022767
:Label022535
00D6: if 0
8118: NOT actor $42C dead
004D: jump_if_false Label022554
0084: $443 = $42C ;; integer values and handles
0050: gosub Label022767
:Label022554
00D6: if 0
8118: NOT actor $42D dead
004D: jump_if_false Label022573
0084: $443 = $42D ;; integer values and handles
0050: gosub Label022767
:Label022573
00D6: if 0
8118: NOT actor $42E dead
004D: jump_if_false Label022592
0084: $443 = $42E ;; integer values and handles
0050: gosub Label022767
:Label022592
0006: 16@ = 0 ;; integer values
:Label022599
0002: jump Label02272F
:Label0225A0
00D6: if 0
0018: $441 > 0 ;; integer values
004D: jump_if_false Label02272F
:Label0225B2
00D6: if 0
8256: NOT player $PLAYER_CHAR defined
004D: jump_if_false Label0225CD
0001: wait 0 ms
0002: jump Label0225B2
:Label0225CD
009B: destroy_actor_instantly $411
009B: destroy_actor_instantly $412
009B: destroy_actor_instantly $413
009B: destroy_actor_instantly $414
009B: destroy_actor_instantly $415
009B: destroy_actor_instantly $416
009B: destroy_actor_instantly $417
009B: destroy_actor_instantly $418
009B: destroy_actor_instantly $419
009B: destroy_actor_instantly $41A
009B: destroy_actor_instantly $41B
009B: destroy_actor_instantly $41C
009B: destroy_actor_instantly $41D
009B: destroy_actor_instantly $41E
009B: destroy_actor_instantly $41F
009B: destroy_actor_instantly $420
009B: destroy_actor_instantly $421
009B: destroy_actor_instantly $422
009B: destroy_actor_instantly $423
009B: destroy_actor_instantly $424
009B: destroy_actor_instantly $425
009B: destroy_actor_instantly $426
009B: destroy_actor_instantly $427
009B: destroy_actor_instantly $428
009B: destroy_actor_instantly $429
009B: destroy_actor_instantly $42A
009B: destroy_actor_instantly $42B
009B: destroy_actor_instantly $42C
009B: destroy_actor_instantly $42D
009B: destroy_actor_instantly $42E
009B: destroy_actor_instantly $402
009B: destroy_actor_instantly $405
009B: destroy_actor_instantly $406
009B: destroy_actor_instantly $407
009B: destroy_actor_instantly $408
0249: release_model #FIREMAN
0249: release_model #WMYCW
0249: release_model #ARMY
0249: release_model #BKA
0249: release_model #WFYG1
0249: release_model #HFYRI
0249: release_model #BFYRI
0249: release_model #CBA
0249: release_model #BMYRI
0249: release_model #BMYBB
0249: release_model #BRASSKNUCKLE
0296: unload_special_actor 19
00D6: if 0
0038: $444 == 0 ;; integer values
004D: jump_if_false Label0226DD
00D6: if 0
0038: $409 == 1 ;; integer values
004D: jump_if_false Label0226D6
0249: release_model #BUDDYSHOT
:Label0226D6
0002: jump Label0226E1
:Label0226DD
0296: unload_special_actor 18
:Label0226E1
04EF: release_animation "STRIP"
0004: $441 = 0 ;; integer values
0004: $442 = 0 ;; integer values
0005: $44B = 0.0 ;; floating-point values
0005: $44C = 0.0 ;; floating-point values
0005: $44F = 0.0 ;; floating-point values
0005: $44E = 0.0 ;; floating-point values
0004: $409 = 0 ;; integer values
0004: $445 = 0 ;; integer values
:Label02272F
0051: return
:Label022731
0208: $44B = random_float 474.0 481.0
0208: $44C = random_float -69.0 -61.0
0208: $44E = random_float 0.0 360.0
0008: $442 += 1 ;; integer values
0051: return
:Label022767
00D6: if 0
001A: 1 > $445 ;; integer values
004D: jump_if_false Label022798
01ED: reset_actor $443 flags
0291: unknown_actor $443 unknown_behavior_flag 1
0243: set_actor $443 ped_stats_to 11
0372: set_actor $443 anim 32 wait_state_time 999999 ms
:Label022798
00D6: if 0
001A: 2 > $445 ;; integer values
004D: jump_if_false Label0227B2
0173: set_actor $443 z_angle_to $44E
:Label0227B2
0051: return
:Label0227B4
00D6: if 0
0038: $40F == 1 ;; integer values
004D: jump_if_false Label0227E2
0296: unload_special_actor 15
034F: destroy_actor_with_fade $40D ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $40E ;; The actor fades away like a ghost
0004: $40F = 0 ;; integer values
0004: $410 = 0 ;; integer values
:Label0227E2
0051: return
:Label0227E4
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label022854
00D6: if 0
8118: NOT actor $405 dead
004D: jump_if_false Label02280C
01CA: actor $405 kill_player $PLAYER_CHAR
:Label02280C
00D6: if 0
8118: NOT actor $406 dead
004D: jump_if_false Label022824
01CA: actor $406 kill_player $PLAYER_CHAR
:Label022824
00D6: if 0
8118: NOT actor $407 dead
004D: jump_if_false Label02283C
01CA: actor $407 kill_player $PLAYER_CHAR
:Label02283C
00D6: if 0
8118: NOT actor $408 dead
004D: jump_if_false Label022854
01CA: actor $408 kill_player $PLAYER_CHAR
:Label022854
0051: return
:Label022856
0247: request_model $43B
:Label02285B
00D6: if 0
8248: NOT model $43B available
004D: jump_if_false Label022876
0001: wait 0 ms
0002: jump Label02285B
:Label022876
0051: return
:Label022878
0249: release_model $43B
0051: return
:Label02287F
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label0228C6
00D6: if 21
047E: player $PLAYER_CHAR driving_a_motorbike
00DE: player $PLAYER_CHAR driving_vehicle_type #CADDY
004D: jump_if_false Label0228BE
03C1: $3EC = player $PLAYER_CHAR car
0175: set_car $3EC z_angle_to $450
0002: jump Label0228C6
:Label0228BE
0171: set_player $PLAYER_CHAR z_angle_to $450
:Label0228C6
0051: return
:Label0228C8
0004: $451 = 0 ;; integer values
0004: $453 = 0 ;; integer values
0004: $465 = 0 ;; integer values
0004: $466 = 0 ;; integer values
0004: $467 = 0 ;; integer values
0004: $468 = 0 ;; integer values
03A4: name_thread "IMPORT"
0111: set_wasted_busted_check_to 0 (disabled)
0002: jump Label022922
029B: $45A = init_object -26 (LH_IMP_EXP01) at -981.754 -841.278 8.586
01C7: remove_object_from_mission_cleanup_list $45A
:Label022922
004E: end_thread
:Label022924
03A4: name_thread "IMPORT1"
:Label02292E
0001: wait 500 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label022C5A
00D6: if 0
0121: player $PLAYER_CHAR in_zone "HAVANA"
004D: jump_if_false Label022C5A
00D6: if 0
8038: NOT $451 == 6 ;; integer values
004D: jump_if_false Label02297B
0050: gosub Label02359E
0002: jump Label022C5A
:Label02297B
00D6: if 0
0038: $453 == 0 ;; integer values
004D: jump_if_false Label022C5A
0050: gosub Label023766
02FA: garage $2AF change_to_type 9
029B: $45A = init_object -27 (LH_IMP_EXP02) at -981.754 -841.278 8.586
01C7: remove_object_from_mission_cleanup_list $45A
0008: $497 += 1 ;; integer values
0004: $274 = 1 ;; integer values
04A6: $273 = create_asset_money_pickup_at $228 $229 $22A money $272 $272
0317: increment_mission_attempts
0595: (unknown)
0004: $453 = 1 ;; integer values
0001: wait 1000 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label022C3D
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
016A: fade 0 () 500 ms
:Label022A06
00D6: if 0
016B: fading
004D: jump_if_false Label022A1E
0001: wait 0 ms
0002: jump Label022A06
:Label022A1E
02A3: toggle_widescreen 1 (on)
0247: request_model #DELUXO
038B: load_requested_models
:Label022A29
00D6: if 0
8248: NOT model #DELUXO available
004D: jump_if_false Label022A44
0001: wait 0 ms
0002: jump Label022A29
:Label022A44
00A5: $461 = create_car #DELUXO at -1022.3 -868.2 12.0
0175: set_car $461 z_angle_to 175.0
0004: $465 = 1 ;; integer values
03CB: set_camera -1027.755 -870.693 13.398
015F: set_camera_position -1028.692 -871.013 13.541 0.0 0.0 0.0
0160: point_camera -1027.755 -870.693 13.398 2
016A: fade 1 (back) 500 ms
0001: wait 4000 ms
03CB: set_camera -1019.562 -865.229 13.506
015F: set_camera_position -1018.839 -864.582 13.748 0.0 0.0 0.0
0160: point_camera -1019.562 -865.229 13.506 2
0001: wait 4000 ms
016A: fade 0 () 500 ms
:Label022B0C
00D6: if 0
016B: fading
004D: jump_if_false Label022B24
0001: wait 0 ms
0002: jump Label022B0C
:Label022B24
03CB: set_camera -1033.841 -904.032 17.364
015F: set_camera_position -1034.135 -904.978 17.5 0.0 0.0 0.0
0160: point_camera -1033.841 -904.032 17.364 2
016A: fade 1 (back) 500 ms
:Label022B6F
00D6: if 0
016B: fading
004D: jump_if_false Label022B87
0001: wait 0 ms
0002: jump Label022B6F
:Label022B87
0394: play_music 1
00BA: text_styled "CAR_AS1" 5000 ms 6 ;; CAR SHOWROOM ASSET COMPLETED
0001: wait 5000 ms
03CB: set_camera -1008.388 -873.565 13.218
015F: set_camera_position -1007.333 -874.26 13.824 0.0 0.0 0.0
0160: point_camera -1007.34 -873.279 13.63 2
01E5: text_1number_highpriority "CAR_AS2" $272 6000 ms 1 ;; ~g~Sunshine Auto's
will now generate revenue up to a maximum of $~1~. Make sure you collect it
regularly.
0001: wait 6000 ms
016A: fade 0 () 500 ms
:Label022C01
00D6: if 0
016B: fading
004D: jump_if_false Label022C19
0001: wait 0 ms
0002: jump Label022C01
:Label022C19
016A: fade 1 (back) 500 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label022C3D
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
02A3: toggle_widescreen 0 (off)
02EB: restore_camera_with_jumpcut
:Label022C3D
0050: gosub Label02372C
030C: set_mission_points += 1
004F: create_thread Label022C61
004F: create_thread Label0232C2
004E: end_thread
:Label022C5A
0002: jump Label02292E
:Label022C61
03A4: name_thread "IMPORT2"
:Label022C6B
0001: wait 500 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label022E8D
00D6: if 0
0121: player $PLAYER_CHAR in_zone "HAVANA"
004D: jump_if_false Label022E8D
00D6: if 0
8038: NOT $451 == 6 ;; integer values
004D: jump_if_false Label022CB8
0050: gosub Label02359E
0002: jump Label022E8D
:Label022CB8
00D6: if 0
0038: $453 == 0 ;; integer values
004D: jump_if_false Label022E8D
0050: gosub Label023766
02FA: garage $2AF change_to_type 10
029B: $45A = init_object -28 (LH_IMP_EXP03) at -981.754 -841.278 8.586
01C7: remove_object_from_mission_cleanup_list $45A
0008: $272 += 2500 ;; integer values
0215: destroy_pickup $273
04A6: $273 = create_asset_money_pickup_at $228 $229 $22A money $272 $272
0317: increment_mission_attempts
0595: (unknown)
0004: $453 = 1 ;; integer values
0001: wait 1000 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label022E70
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
016A: fade 0 () 500 ms
:Label022D42
00D6: if 0
016B: fading
004D: jump_if_false Label022D5A
0001: wait 0 ms
0002: jump Label022D42
:Label022D5A
02A3: toggle_widescreen 1 (on)
0247: request_model #SABRETUR
038B: load_requested_models
:Label022D65
00D6: if 0
8248: NOT model #SABRETUR available
004D: jump_if_false Label022D80
0001: wait 0 ms
0002: jump Label022D65
:Label022D80
00A5: $462 = create_car #SABRETUR at -1014.1 -869.4 12.0
0175: set_car $462 z_angle_to 188.0
0004: $466 = 1 ;; integer values
03CB: set_camera -1012.449 -874.397 13.795
015F: set_camera_position -1012.101 -875.321 13.952 0.0 0.0 0.0
0160: point_camera -1012.449 -874.397 13.795 2
016A: fade 1 (back) 500 ms
0001: wait 4000 ms
03CB: set_camera -1016.831 -866.517 13.734
015F: set_camera_position -1017.595 -865.969 14.074 0.0 0.0 0.0
0160: point_camera -1016.831 -866.517 13.734 2
0001: wait 4000 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label022E70
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
02A3: toggle_widescreen 0 (off)
02EB: restore_camera_with_jumpcut
01E5: text_1number_highpriority "CAR_AS2" $272 6000 ms 1 ;; ~g~Sunshine Auto's
will now generate revenue up to a maximum of $~1~. Make sure you collect it
regularly.
:Label022E70
0050: gosub Label02372C
030C: set_mission_points += 1
004F: create_thread Label022E94
004F: create_thread Label023379
004E: end_thread
:Label022E8D
0002: jump Label022C6B
:Label022E94
03A4: name_thread "IMPORT3"
:Label022E9E
0001: wait 500 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label0230C0
00D6: if 0
0121: player $PLAYER_CHAR in_zone "HAVANA"
004D: jump_if_false Label0230C0
00D6: if 0
8038: NOT $451 == 6 ;; integer values
004D: jump_if_false Label022EEB
0050: gosub Label02359E
0002: jump Label0230C0
:Label022EEB
00D6: if 0
0038: $453 == 0 ;; integer values
004D: jump_if_false Label0230C0
0050: gosub Label023766
02FA: garage $2AF change_to_type 22
029B: $45A = init_object -29 (LH_IMP_EXP04) at -981.754 -841.278 8.586
01C7: remove_object_from_mission_cleanup_list $45A
0008: $272 += 2500 ;; integer values
0215: destroy_pickup $273
04A6: $273 = create_asset_money_pickup_at $228 $229 $22A money $272 $272
0317: increment_mission_attempts
0595: (unknown)
0004: $453 = 1 ;; integer values
0001: wait 1000 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label0230A3
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
016A: fade 0 () 500 ms
:Label022F75
00D6: if 0
016B: fading
004D: jump_if_false Label022F8D
0001: wait 0 ms
0002: jump Label022F75
:Label022F8D
02A3: toggle_widescreen 1 (on)
0247: request_model #SANDKING
038B: load_requested_models
:Label022F98
00D6: if 0
8248: NOT model #SANDKING available
004D: jump_if_false Label022FB3
0001: wait 0 ms
0002: jump Label022F98
:Label022FB3
00A5: $463 = create_car #SANDKING at -1014.3 -868.8 17.7
0175: set_car $463 z_angle_to 195.0
0004: $467 = 1 ;; integer values
03CB: set_camera -1009.532 -871.888 19.307
015F: set_camera_position -1008.656 -872.307 19.548 0.0 0.0 0.0
0160: point_camera -1009.532 -871.888 19.307 2
016A: fade 1 (back) 500 ms
0001: wait 4000 ms
03CB: set_camera -1018.04 -871.539 20.058
015F: set_camera_position -1018.791 -872.077 20.442 0.0 0.0 0.0
0160: point_camera -1018.04 -871.539 20.058 2
0001: wait 4000 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label0230A3
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
02A3: toggle_widescreen 0 (off)
02EB: restore_camera_with_jumpcut
01E5: text_1number_highpriority "CAR_AS2" $272 6000 ms 1 ;; ~g~Sunshine Auto's
will now generate revenue up to a maximum of $~1~. Make sure you collect it
regularly.
:Label0230A3
0050: gosub Label02372C
030C: set_mission_points += 1
004F: create_thread Label0230C7
004F: create_thread Label023430
004E: end_thread
:Label0230C0
0002: jump Label022E9E
:Label0230C7
03A4: name_thread "IMPORT4"
:Label0230D1
0001: wait 500 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label0232BB
00D6: if 0
0121: player $PLAYER_CHAR in_zone "HAVANA"
004D: jump_if_false Label0232BB
00D6: if 0
8038: NOT $451 == 6 ;; integer values
004D: jump_if_false Label02311E
0050: gosub Label02359E
0002: jump Label0232BB
:Label02311E
00D6: if 0
0038: $453 == 0 ;; integer values
004D: jump_if_false Label0232BB
0008: $272 += 2500 ;; integer values
0215: destroy_pickup $273
04A6: $273 = create_asset_money_pickup_at $228 $229 $22A money $272 $272
0317: increment_mission_attempts
0595: (unknown)
0004: $453 = 1 ;; integer values
0001: wait 1000 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label0232AD
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
016A: fade 0 () 500 ms
:Label02317F
00D6: if 0
016B: fading
004D: jump_if_false Label023197
0001: wait 0 ms
0002: jump Label02317F
:Label023197
02A3: toggle_widescreen 1 (on)
0247: request_model #HOTRING
038B: load_requested_models
:Label0231A2
00D6: if 0
8248: NOT model #HOTRING available
004D: jump_if_false Label0231BD
0001: wait 0 ms
0002: jump Label0231A2
:Label0231BD
00A5: $464 = create_car #HOTRING at -1023.2 -868.1 17.0
0175: set_car $464 z_angle_to 172.0
0004: $468 = 1 ;; integer values
03CB: set_camera -1026.903 -871.942 19.008
015F: set_camera_position -1027.585 -872.634 19.244 0.0 0.0 0.0
0160: point_camera -1026.903 -871.942 19.008 2
016A: fade 1 (back) 500 ms
0001: wait 4000 ms
03CB: set_camera -1019.624 -869.584 18.612
015F: set_camera_position -1018.721 -869.948 18.844 0.0 0.0 0.0
0160: point_camera -1019.624 -869.584 18.612 2
0001: wait 4000 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label0232AD
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
02A3: toggle_widescreen 0 (off)
02EB: restore_camera_with_jumpcut
01E5: text_1number_highpriority "CAR_AS2" $272 6000 ms 1 ;; ~g~Sunshine Auto's
will now generate revenue up to a maximum of $~1~. Make sure you collect it
regularly.
:Label0232AD
030C: set_mission_points += 1
004F: create_thread Label0234E7
004E: end_thread
:Label0232BB
0002: jump Label0230D1
:Label0232C2
03A4: name_thread "IMPGEN1"
:Label0232CC
0001: wait 1000 ms
00D6: if 0
0038: $33 == 0 ;; integer values
004D: jump_if_false Label023372
00D6: if 0
0038: $465 == 1 ;; integer values
004D: jump_if_false Label023372
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label023372
00D6: if 0
80F5: NOT player $PLAYER_CHAR 0 ()near_point -1023.0 -860.4 15.0 radius
100.0 100.0 40.0
004D: jump_if_false Label023372
00D6: if 0
8119: NOT car $461 wrecked
004D: jump_if_false Label02335D
01C3: remove_references_to_car $461 ;; Like turning a car into any random car
0249: release_model #DELUXO
014C: set_parked_car_generator $57 cars_to_generate_to 101
0002: jump Label023369
:Label02335D
0249: release_model #DELUXO
014C: set_parked_car_generator $57 cars_to_generate_to 101
:Label023369
0004: $33 = 1 ;; integer values
004E: end_thread
:Label023372
0002: jump Label0232CC
:Label023379
03A4: name_thread "IMPGEN2"
:Label023383
0001: wait 1000 ms
00D6: if 0
0038: $34 == 0 ;; integer values
004D: jump_if_false Label023429
00D6: if 0
0038: $466 == 1 ;; integer values
004D: jump_if_false Label023429
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label023429
00D6: if 0
80F5: NOT player $PLAYER_CHAR 0 ()near_point -1023.0 -860.4 15.0 radius
100.0 100.0 40.0
004D: jump_if_false Label023429
00D6: if 0
8119: NOT car $462 wrecked
004D: jump_if_false Label023414
0249: release_model #SABRETUR
01C3: remove_references_to_car $462 ;; Like turning a car into any random car
014C: set_parked_car_generator $58 cars_to_generate_to 101
0002: jump Label023420
:Label023414
0249: release_model #SABRETUR
014C: set_parked_car_generator $58 cars_to_generate_to 101
:Label023420
0004: $34 = 1 ;; integer values
004E: end_thread
:Label023429
0002: jump Label023383
:Label023430
03A4: name_thread "IMPGEN3"
:Label02343A
0001: wait 1000 ms
00D6: if 0
0038: $35 == 0 ;; integer values
004D: jump_if_false Label0234E0
00D6: if 0
0038: $467 == 1 ;; integer values
004D: jump_if_false Label0234E0
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label0234E0
00D6: if 0
80F5: NOT player $PLAYER_CHAR 0 ()near_point -1023.0 -860.4 15.0 radius
100.0 100.0 40.0
004D: jump_if_false Label0234E0
00D6: if 0
8119: NOT car $463 wrecked
004D: jump_if_false Label0234CB
0249: release_model #SANDKING
01C3: remove_references_to_car $463 ;; Like turning a car into any random car
014C: set_parked_car_generator $59 cars_to_generate_to 101
0002: jump Label0234D7
:Label0234CB
0249: release_model #SANDKING
014C: set_parked_car_generator $59 cars_to_generate_to 101
:Label0234D7
0004: $35 = 1 ;; integer values
004E: end_thread
:Label0234E0
0002: jump Label02343A
:Label0234E7
03A4: name_thread "IMPGEN4"
:Label0234F1
0001: wait 1000 ms
00D6: if 0
0038: $36 == 0 ;; integer values
004D: jump_if_false Label023597
00D6: if 0
0038: $468 == 1 ;; integer values
004D: jump_if_false Label023597
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label023597
00D6: if 0
80F5: NOT player $PLAYER_CHAR 0 ()near_point -1023.0 -860.4 15.0 radius
100.0 100.0 40.0
004D: jump_if_false Label023597
00D6: if 0
8119: NOT car $464 wrecked
004D: jump_if_false Label023582
0249: release_model #HOTRING
01C3: remove_references_to_car $464 ;; Like turning a car into any random car
014C: set_parked_car_generator $5A cars_to_generate_to 101
0002: jump Label02358E
:Label023582
0249: release_model #HOTRING
014C: set_parked_car_generator $5A cars_to_generate_to 101
:Label02358E
0004: $36 = 1 ;; integer values
004E: end_thread
:Label023597
0002: jump Label0234F1
:Label02359E
00D6: if 1
03D4: garage $2AF contains_neededcar 1
0038: $454 == 0 ;; integer values
004D: jump_if_false Label0235E0
0008: $451 += 1 ;; integer values
029B: $45B = init_object -30 (LH_STRIKETHROUGH) at -981.519 -841.222 8.378
01C7: remove_object_from_mission_cleanup_list $45B
0004: $454 = 1 ;; integer values
:Label0235E0
00D6: if 1
03D4: garage $2AF contains_neededcar 2
0038: $455 == 0 ;; integer values
004D: jump_if_false Label023622
0008: $451 += 1 ;; integer values
029B: $45C = init_object -30 (LH_STRIKETHROUGH) at -981.519 -841.222 8.216
01C7: remove_object_from_mission_cleanup_list $45C
0004: $455 = 1 ;; integer values
:Label023622
00D6: if 1
03D4: garage $2AF contains_neededcar 3
0038: $456 == 0 ;; integer values
004D: jump_if_false Label023664
0008: $451 += 1 ;; integer values
029B: $45D = init_object -30 (LH_STRIKETHROUGH) at -981.519 -841.222 8.062
01C7: remove_object_from_mission_cleanup_list $45D
0004: $456 = 1 ;; integer values
:Label023664
00D6: if 1
03D4: garage $2AF contains_neededcar 4
0038: $457 == 0 ;; integer values
004D: jump_if_false Label0236A6
0008: $451 += 1 ;; integer values
029B: $45E = init_object -30 (LH_STRIKETHROUGH) at -981.519 -841.222 7.901
01C7: remove_object_from_mission_cleanup_list $45E
0004: $457 = 1 ;; integer values
:Label0236A6
00D6: if 1
03D4: garage $2AF contains_neededcar 5
0038: $458 == 0 ;; integer values
004D: jump_if_false Label0236E8
0008: $451 += 1 ;; integer values
029B: $45F = init_object -30 (LH_STRIKETHROUGH) at -981.519 -841.222 7.74
01C7: remove_object_from_mission_cleanup_list $45F
0004: $458 = 1 ;; integer values
:Label0236E8
00D6: if 1
03D4: garage $2AF contains_neededcar 6
0038: $459 == 0 ;; integer values
004D: jump_if_false Label02372A
0008: $451 += 1 ;; integer values
029B: $460 = init_object -30 (LH_STRIKETHROUGH) at -981.519 -841.222 7.585
01C7: remove_object_from_mission_cleanup_list $460
0004: $459 = 1 ;; integer values
:Label02372A
0051: return
:Label02372C
0004: $454 = 0 ;; integer values
0004: $455 = 0 ;; integer values
0004: $456 = 0 ;; integer values
0004: $457 = 0 ;; integer values
0004: $458 = 0 ;; integer values
0004: $459 = 0 ;; integer values
0004: $451 = 0 ;; integer values
0004: $453 = 0 ;; integer values
0051: return
:Label023766
0108: destroy_object $45B
0108: destroy_object $45C
0108: destroy_object $45E
0108: destroy_object $45D
0108: destroy_object $45F
0108: destroy_object $460
0108: destroy_object $45A
0051: return
:Label02378B
0004: $469 = 0 ;; integer values
0004: $46A = 0 ;; integer values
0004: $46B = 0 ;; integer values
0004: $46C = 0 ;; integer values
0004: $46D = 0 ;; integer values
0004: $46E = 0 ;; integer values
0004: $46F = 0 ;; integer values
0004: $470 = 0 ;; integer values
0004: $471 = 0 ;; integer values
0004: $472 = 0 ;; integer values
0004: $473 = 0 ;; integer values
0004: $474 = 0 ;; integer values
0004: $475 = 0 ;; integer values
0004: $476 = 0 ;; integer values
0004: $477 = 0 ;; integer values
0004: $478 = 0 ;; integer values
0004: $479 = 0 ;; integer values
0004: $47A = 0 ;; integer values
0004: $47B = 0 ;; integer values
0004: $47C = 0 ;; integer values
0004: $47D = 0 ;; integer values
0004: $47E = 0 ;; integer values
0004: $47F = 0 ;; integer values
0004: $480 = 0 ;; integer values
0004: $481 = 0 ;; integer values
0004: $482 = 0 ;; integer values
0004: $483 = 0 ;; integer values
0004: $484 = 0 ;; integer values
0004: $485 = 0 ;; integer values
0004: $486 = 0 ;; integer values
0004: $487 = 0 ;; integer values
0004: $488 = 0 ;; integer values
0004: $489 = 0 ;; integer values
0004: $48A = 0 ;; integer values
0004: $48B = 0 ;; integer values
0004: $48C = 0 ;; integer values
0004: $48D = 0 ;; integer values
0004: $48E = 0 ;; integer values
0004: $48F = 0 ;; integer values
0004: $490 = 0 ;; integer values
0004: $491 = 0 ;; integer values
0004: $49D = 0 ;; integer values
0004: $497 = 0 ;; integer values
0004: $498 = 0 ;; integer values
0004: $189 = 0 ;; integer values
0004: $49A = 0 ;; integer values
0004: $49B = 0 ;; integer values
0004: $492 = 0 ;; integer values
0004: $493 = 0 ;; integer values
0004: $494 = 0 ;; integer values
0004: $49C = 0 ;; integer values
0004: $49E = 20000 ;; integer values
03A4: name_thread "CELLFON"
0111: set_wasted_busted_check_to 0 (disabled)
004F: create_thread Label023910
004E: end_thread
:Label023910
0111: set_wasted_busted_check_to 0 (disabled)
03A4: name_thread "CELL"
0002: jump Label023967
029B: $6F3 = init_object -31 (COMGATE1OPEN) at -712.524 -489.428 12.549
029B: $6F4 = init_object -32 (COMGATE2OPEN) at -712.524 -489.428 12.549
032B: $27D = create_weapon_pickup $39C 3 ammo $3A9 at $3CC $3CD $3CE
:Label023967
0001: wait 0 ms
00D6: if 1
0038: $ONMISSION == 0 ;; integer values
0038: $49A == 0 ;; integer values
004D: jump_if_false Label023990
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
0004: $49A = 1 ;; integer values
:Label023990
00D6: if 0
0038: $PASSED_LAW2_BACK_ALLEY_BRAWL == 1 ;; integer values
004D: jump_if_false Label0273F9
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label0273F2
00D6: if 2
044B: (unknown) $PLAYER_ACTOR
0038: $ONMISSION == 0 ;; integer values
0038: $49C == 0 ;; integer values
004D: jump_if_false Label0273EB
0050: gosub Label027400
00D6: if 1
810F: NOT player $PLAYER_CHAR wanted_level > 0
001C: $18C > $49E ;; integer values
004D: jump_if_false Label0273EB
00D6: if 0
00F6: player $PLAYER_CHAR 0 ()near_point_on_foot $225 $226 $227 radius 4.0 4.0
4.0
004D: jump_if_false Label023A22
0002: jump Label023967
:Label023A22
00D6: if 0
00F6: player $PLAYER_CHAR 0 ()near_point_on_foot $228 $229 $22A radius 4.0 4.0
4.0
004D: jump_if_false Label023A53
0002: jump Label023967
:Label023A53
00D6: if 0
00F6: player $PLAYER_CHAR 0 ()near_point_on_foot $22B $22C $22D radius 4.0 4.0
4.0
004D: jump_if_false Label023A84
0002: jump Label023967
:Label023A84
00D6: if 0
00F6: player $PLAYER_CHAR 0 ()near_point_on_foot $22E $22F $230 radius 4.0 4.0
4.0
004D: jump_if_false Label023AB5
0002: jump Label023967
:Label023AB5
00D6: if 0
00F6: player $PLAYER_CHAR 0 ()near_point_on_foot $231 $232 $233 radius 4.0 4.0
4.0
004D: jump_if_false Label023AE6
0002: jump Label023967
:Label023AE6
00D6: if 0
00F6: player $PLAYER_CHAR 0 ()near_point_on_foot $234 $235 $236 radius 4.0 4.0
4.0
004D: jump_if_false Label023B17
0002: jump Label023967
:Label023B17
00D6: if 0
00F6: player $PLAYER_CHAR 0 ()near_point_on_foot $237 $238 $239 radius 4.0 4.0
4.0
004D: jump_if_false Label023B48
0002: jump Label023967
:Label023B48
00D6: if 0
0038: $484 == 0 ;; integer values
004D: jump_if_false Label023CFD
03E5: text_box "ANSWER" ;; Press the ~h~~k~~PED_ANSWER_PHONE~~w~ to answer your
cell phone.
0050: gosub Label027417
00D6: if 0
0038: $49B == 1 ;; integer values
004D: jump_if_false Label023CD6
0004: $499 = 1 ;; integer values
03CF: load_wav "MOB_52A" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB52_A" 10000 ms 1 ;; Hey Leo, I think we got a buyer
for Diaz's merchandise.
0050: gosub Label027693
03CF: load_wav "MOB_52B" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB52_B" 10000 ms 1 ;; You gotta give him a ring, man,
set up the deal, you know?
0050: gosub Label027693
03CF: load_wav "MOB_52C" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB52_C" 10000 ms 1 ;; Where are you now?
0050: gosub Label027693
03CF: load_wav "MOB_52D" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB52_D" 10000 ms 1 ;; You ok Leo? You sound kinda
different.
0050: gosub Label027693
03CF: load_wav "MOB_52E" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB52_E" 10000 ms 1 ;; Just tell me where you are.
0050: gosub Label027693
03CF: load_wav "MOB_52F" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB52_F" 10000 ms 1 ;; Who the hell is this? Put Leo
on, man!
0050: gosub Label027693
03CF: load_wav "MOB_52G" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB52_G" 10000 ms 1 ;; Leo's gone away for a while, he
left me in charge.
0050: gosub Label027693
03CF: load_wav "MOB_52H" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB52_H" 10000 ms 1 ;; Screw you, man!
0050: gosub Label027693
00BE: text_clear_all
:Label023CD6
00D6: if 0
0038: $49B == 1 ;; integer values
004D: jump_if_false Label023CEF
0004: $484 = 1 ;; integer values
:Label023CEF
0050: gosub Label02779E
0002: jump Label023967
:Label023CFD
00D6: if 0
0038: $PASSED_COL5_ALL_HANDS_ON_DECK == 1 ;; integer values
004D: jump_if_false Label023D16
0004: $494 = 1 ;; integer values
:Label023D16
00D6: if 0
0038: $494 == 0 ;; integer values
004D: jump_if_false Label024117
00D6: if 1
0038: $476 == 0 ;; integer values
0038: $PASSED_LAW4_RIOT == 1 ;; integer values
004D: jump_if_false Label023F08
0050: gosub Label027417
00D6: if 0
0038: $49B == 1 ;; integer values
004D: jump_if_false Label023EB3
0004: $499 = 1 ;; integer values
03CF: load_wav "MOB_24A" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_24A" 10000 ms 1 ;; Hola, is this Mr. Vercetti?
0050: gosub Label027693
03CF: load_wav "MOB_24B" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_24B" 10000 ms 1 ;; Yeah.
0050: gosub Label027693
03CF: load_wav "MOB_24C" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_24C" 10000 ms 1 ;; This is Cortez. You were at my
party.
0050: gosub Label027693
03CF: load_wav "MOB_24D" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_24D" 10000 ms 1 ;; Yeah. I remember.
0050: gosub Label027693
03CF: load_wav "MOB_24E" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_24E" 10000 ms 1 ;; Mr. Vercetti, it was a most
unfortunate incident that happened with your business deal.
0050: gosub Label027693
03CF: load_wav "MOB_24F" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_24F" 10000 ms 1 ;; I know.
0050: gosub Label027693
03CF: load_wav "MOB_24G" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_24G" 10000 ms 1 ;; I want you to know me and my
people are doing their utmost to get to the bottom of it.
0050: gosub Label027693
03CF: load_wav "MOB_24H" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_24H" 10000 ms 1 ;; If you'd like to talk to me more
privately, you can find me at the boat, eh? Okay? Good day, senor.
0050: gosub Label027693
00BE: text_clear_all
:Label023EB3
00D6: if 0
0038: $49B == 1 ;; integer values
004D: jump_if_false Label023EFA
0004: $476 = 1 ;; integer values
004F: create_thread Label00B4E4
0164: disable_marker $E4
02A7: $E4 = create_icon_marker_and_sphere 6 at $1CB $1CC $1CD
03E5: text_box "NEWCONT" ;; New ~h~Contact Point ~w~opened at the marina in Ocean
Beach!!
0004: $49D = 1 ;; integer values
:Label023EFA
0050: gosub Label02779E
0002: jump Label023967
:Label023F08
00D6: if 1
0038: $489 == 0 ;; integer values
0038: $PASSED_COK2_PHNOM_PENH_86 == 1 ;; integer values
004D: jump_if_false Label023FDB
0050: gosub Label027417
00D6: if 0
0038: $49B == 1 ;; integer values
004D: jump_if_false Label023F97
0004: $499 = 1 ;; integer values
03CF: load_wav "MOB_70A" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_70A" 10000 ms 1 ;; Tommy, it's me, Colonel Cortez.
Look senor, I believe you are a man who can get things done. So please help me.
0050: gosub Label027693
03CF: load_wav "MOB_70B" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_70B" 10000 ms 1 ;; You can find me at the boat.
0050: gosub Label027693
00BE: text_clear_all
:Label023F97
00D6: if 0
0038: $49B == 1 ;; integer values
004D: jump_if_false Label023FCD
0004: $489 = 1 ;; integer values
004F: create_thread Label00B6EE
0164: disable_marker $E4
02A7: $E4 = create_icon_marker_and_sphere 6 at $1CB $1CC $1CD
:Label023FCD
0050: gosub Label02779E
0002: jump Label023967
:Label023FDB
00D6: if 3
0038: $477 == 0 ;; integer values
0038: $PASSED_COL4_SIR_YES_SIR == 1 ;; integer values
0038: $PASSED_COL5_ALL_HANDS_ON_DECK == 0 ;; integer values
0038: $PASSED_KENT1_DEATH_ROW == 1 ;; integer values
004D: jump_if_false Label024110
0050: gosub Label027417
00D6: if 0
0038: $49B == 1 ;; integer values
004D: jump_if_false Label0240CC
0004: $499 = 1 ;; integer values
03CF: load_wav "MOB_25A" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_25A" 10000 ms 1 ;; Tommy, Thomas it's Cortez. Look,
the French are giving me all kinds of trouble, amigo.
0050: gosub Label027693
03CF: load_wav "MOB_25B" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_25B" 10000 ms 1 ;; Damn hypocrites. They spend a
hundred years stealing from poor countries and they call me a thief!
0050: gosub Label027693
03CF: load_wav "MOB_25C" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_25C" 10000 ms 1 ;; I am going to need your help as
soon as possible, amigo.
0050: gosub Label027693
03CF: load_wav "MOB_25D" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_25D" 10000 ms 1 ;; So please hurry, Tommy, I need
you, all right? I hate the damn French.
0050: gosub Label027693
00BE: text_clear_all
:Label0240CC
00D6: if 0
0038: $49B == 1 ;; integer values
004D: jump_if_false Label024102
0004: $477 = 1 ;; integer values
004F: create_thread Label00B79C
0164: disable_marker $E4
02A7: $E4 = create_icon_marker_and_sphere 6 at $1CB $1CC $1CD
:Label024102
0050: gosub Label02779E
0002: jump Label023967
:Label024110
0002: jump Label024554
:Label024117
00D6: if 1
0038: $474 == 0 ;; integer values
0038: $10E == 1 ;; integer values
004D: jump_if_false Label02429F
0050: gosub Label027417
00D6: if 0
0038: $49B == 1 ;; integer values
004D: jump_if_false Label024278
0004: $499 = 1 ;; integer values
03CF: load_wav "MOB_18A" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_18A" 10000 ms 1 ;; Tommy, it's Paulo, how are you?
Right mate, anyway, thought I had to drop you a line.
0050: gosub Label027693
03CF: load_wav "MOB_18B" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_18B" 10000 ms 1 ;; Oh my good lord, my son, you
will not believe the quality of the brass I just encountered.
0050: gosub Label027693
03CF: load_wav "MOB_18C" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_18C" 10000 ms 1 ;; Street walker or something, just
down in Little Havana, mate.
0050: gosub Label027693
03CF: load_wav "MOB_18D" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_18D" 10000 ms 1 ;; Said her name was Mercedes or
something.
0050: gosub Label027693
03CF: load_wav "MOB_18E" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_18E" 10000 ms 1 ;; Oh my god, mate. You gotta check
this bird out.
0050: gosub Label027693
03CF: load_wav "MOB_18F" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_18F" 10000 ms 1 ;; Could strip the lead out of a
pencil. Said I was the best she ever had and all.
0050: gosub Label027693
03CF: load_wav "MOB_18G" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_18G" 10000 ms 1 ;; Keep you potatoes skinned for
her. Be seeing you.
0050: gosub Label027693
00BE: text_clear_all
:Label024278
00D6: if 0
0038: $49B == 1 ;; integer values
004D: jump_if_false Label024291
0004: $474 = 1 ;; integer values
:Label024291
0050: gosub Label02779E
0002: jump Label023967
:Label02429F
00D6: if 2
0038: $48A == 0 ;; integer values
0038: $474 == 1 ;; integer values
0038: $10E == 1 ;; integer values
004D: jump_if_false Label024554
0050: gosub Label027417
00D6: if 0
0038: $49B == 1 ;; integer values
004D: jump_if_false Label02452D
0004: $499 = 1 ;; integer values
03CF: load_wav "MOB_71A" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB21_A" 10000 ms 1 ;; Tommy, Thomas, it's Cortez. Que
pasa?
0050: gosub Label027693
03CF: load_wav "MOB_71B" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB21_B" 10000 ms 1 ;; Things are interesting. How are
you, my friend?
0050: gosub Label027693
03CF: load_wav "MOB_71C" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB21_G" 10000 ms 1 ;; I wanted to ask you about
Mercedes.
0050: gosub Label027693
03CF: load_wav "MOB_71D" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB21_H" 10000 ms 1 ;; Ok, what about her?
0050: gosub Label027693
03CF: load_wav "MOB_71E" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB21_I" 10000 ms 1 ;; Oh Tommy, Tommy. I, I hear these
stories, all these stories - I don't know what to think.
0050: gosub Label027693
03CF: load_wav "MOB_71F" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB21_K" 10000 ms 1 ;; Maybe she thinks she can do what
she likes, but Tommy, tell me, is it true?
0050: gosub Label027693
03CF: load_wav "MOB_71G" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB21_M" 10000 ms 1 ;; Is what true?
0050: gosub Label027693
03CF: load_wav "MOB_71H" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB21_N" 10000 ms 1 ;; These stories I hear. Is she
really going to be a lawyer?
0050: gosub Label027693
03CF: load_wav "MOB_71I" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB21_O" 10000 ms 1 ;; Oh Tommy, the shame, the shame!
You know, we Cortez's are a proud family.
0050: gosub Label027693
03CF: load_wav "MOB_71J" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB21_P" 10000 ms 1 ;; We would never allow a daughter
of ours to become a lawyer. Please tell me it isn't so. I don't think I could take
it.
0050: gosub Label027693
03CF: load_wav "MOB_71K" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB21_Q" 10000 ms 1 ;; Oh Colonel, I can assure you
Mercedes is never going to become a lawyer. Don't worry about it.
0050: gosub Label027693
03CF: load_wav "MOB_71L" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB21_R" 10000 ms 1 ;; Oh thank you, Tommy. Tommy,
thank you. The shame would be unbearable. She is a lady, not a parasite, you know.
0050: gosub Label027693
03CF: load_wav "MOB_71M" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB21_T" 10000 ms 1 ;; Anyway, Tommy, you must excuse
me, the new minister of the interior has arrived.
0050: gosub Label027693
03CF: load_wav "MOB_71N" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB21_U" 10000 ms 1 ;; Many years ago, I killed his
father in a failed coup so I must be polite. Good day, amigo.
0050: gosub Label027693
00BE: text_clear_all
:Label02452D
00D6: if 0
0038: $49B == 1 ;; integer values
004D: jump_if_false Label024546
0004: $48A = 1 ;; integer values
:Label024546
0050: gosub Label02779E
0002: jump Label023967
:Label024554
00D6: if 0
0038: $PASSED_ASS1_RUB_OUT == 1 ;; integer values
004D: jump_if_false Label02456D
0004: $493 = 1 ;; integer values
:Label02456D
00D6: if 0
0038: $493 == 0 ;; integer values
004D: jump_if_false Label024707
00D6: if 1
0038: $485 == 0 ;; integer values
0038: $PASSED_COL3_GUARDIAN_ANGELS == 1 ;; integer values
004D: jump_if_false Label024707
0050: gosub Label027417
00D6: if 0
0038: $49B == 1 ;; integer values
004D: jump_if_false Label024662
0004: $499 = 1 ;; integer values
03CF: load_wav "MOB_62A" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_62A" 10000 ms 1 ;; Tommy, is Ricardo Diaz, I want
to thank you for looking out for me my man.
0050: gosub Label027693
03CF: load_wav "MOB_62B" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_62B" 10000 ms 1 ;; I ask that prick Cortez, he say
you the real deal, my friend, why you not come see me.
0050: gosub Label027693
03CF: load_wav "MOB_62C" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_62C" 10000 ms 1 ;; I need a guy like you. All I
have now is dickheads,
0050: gosub Label027693
03CF: load_wav "MOB_62D" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_62D" 10000 ms 1 ;; dickheads everywhere, yo. I make
you real rich.
0050: gosub Label027693
00BE: text_clear_all
:Label024662
00D6: if 0
0038: $49B == 1 ;; integer values
004D: jump_if_false Label0246F9
0004: $485 = 1 ;; integer values
022A: remove_forbidden_for_peds_cube -230.0 -464.5 10.0 56.85 -459.8 20.0
01E7: remove_forbidden_for_cars_cube -230.0 -464.5 10.0 165.85 -459.8 20.0
0108: destroy_object $6F4
029B: $6F4 = init_object -32 (COMGATE2OPEN) at -183.824 -473.223 12.615
01C7: remove_object_from_mission_cleanup_list $6F4
0164: disable_marker $EA
02A7: $EA = create_icon_marker_and_sphere $1A4 at $1CE $1CF $1D0
004F: create_thread Label00B84A
:Label0246F9
0050: gosub Label02779E
0002: jump Label023967
:Label024707
00D6: if 1
0038: $475 == 0 ;; integer values
0038: $PASSED_COL5_ALL_HANDS_ON_DECK == 1 ;; integer values
004D: jump_if_false Label02483B
0050: gosub Label027417
00D6: if 0
0038: $49B == 1 ;; integer values
004D: jump_if_false Label024814
0004: $499 = 1 ;; integer values
03CF: load_wav "MOB_20A" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_20A" 10000 ms 1 ;; Alright, Tommy, it's Paul. I
just heard from a mush that you've been a real naughty boy.
0050: gosub Label027693
03CF: load_wav "MOB_20B" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_20B" 10000 ms 1 ;; Somebody has taken offense to
you acting like the big guy all of a sudden, giving it the big shot thing.
0050: gosub Label027693
03CF: load_wav "MOB_20C" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_20C" 10000 ms 1 ;; Well, don't say I never warned
you or nothing. Boasting is a mug's game, son.
0050: gosub Label027693
03CF: load_wav "MOB_20D" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_20D" 10000 ms 1 ;; Anyway, I heard there's some
price been put on your head and someone's going to have a crack at you,
0050: gosub Label027693
03CF: load_wav "MOB_20E" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_20E" 10000 ms 1 ;; so watch yourself, and remember
me, mate.
0050: gosub Label027693
00BE: text_clear_all
:Label024814
00D6: if 0
0038: $49B == 1 ;; integer values
004D: jump_if_false Label02482D
0004: $475 = 1 ;; integer values
:Label02482D
0050: gosub Label02779E
0002: jump Label023967
:Label02483B
00D6: if 3
0038: $469 == 0 ;; integer values
0038: $482 == 1 ;; integer values
0038: $PASSED_COK4_SUPPLY_AND_DEMAND == 1 ;; integer values
0038: $PASSED_COL4_SIR_YES_SIR == 1 ;; integer values
004D: jump_if_false Label024954
0050: gosub Label027417
00D6: if 0
0038: $49B == 1 ;; integer values
004D: jump_if_false Label024902
0004: $499 = 1 ;; integer values
03CF: load_wav "MOB_01A" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_01A" 10000 ms 1 ;; Awright me ol'china! It's Paul.
I might have a little result for you, but I need to speak to you in person.
0050: gosub Label027693
03CF: load_wav "MOB_01B" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_01B" 10000 ms 1 ;; I'm enjoying a little R&R at the
Club Malibu.
0050: gosub Label027693
03CF: load_wav "MOB_01C" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_01C" 10000 ms 1 ;; Reckon you're gonna owe me a
favor or two after this, sunshine. I'll see you later.
0050: gosub Label027693
00BE: text_clear_all
:Label024902
00D6: if 0
0038: $49B == 1 ;; integer values
004D: jump_if_false Label024946
0004: $469 = 1 ;; integer values
0164: disable_marker $F1
02A7: $F1 = create_icon_marker_and_sphere $1A2 at 491.0 -77.7 10.4
004F: create_thread Label00BBBD
0004: $3E4 = 1 ;; integer values
:Label024946
0050: gosub Label02779E
0002: jump Label023967
:Label024954
00D6: if 3
0038: $46A == 0 ;; integer values
0038: $111 == 1 ;; integer values
0038: $10C == 1 ;; integer values
0018: $497 > 6 ;; integer values
004D: jump_if_false Label024A65
0050: gosub Label027417
00D6: if 0
0038: $49B == 1 ;; integer values
004D: jump_if_false Label024A1B
0004: $499 = 1 ;; integer values
03CF: load_wav "MOB_02A" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_02A" 10000 ms 1 ;; Ssssnniiiiffffff Hey! Hello,
Tommy? Tommy!
0050: gosub Label027693
03CF: load_wav "MOB_02B" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_02B" 10000 ms 1 ;; We got a situation over at the
Print Works. You better go and check it out.
0050: gosub Label027693
03CF: load_wav "MOB_02C" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_02C" 10000 ms 1 ;; Some kind of mess or other.
Things are messed up. I gotta go.
0050: gosub Label027693
00BE: text_clear_all
:Label024A1B
00D6: if 0
0038: $49B == 1 ;; integer values
004D: jump_if_false Label024A57
0004: $46A = 1 ;; integer values
0215: destroy_pickup $27D
0164: disable_marker $10F
02A7: $10F = create_icon_marker_and_sphere $1AA at $1DA $1DB $1DC
004F: create_thread Label00D035
:Label024A57
0050: gosub Label02779E
0002: jump Label023967
:Label024A65
00D6: if 1
0038: $488 == 0 ;; integer values
0038: $PASSED_ASS1_RUB_OUT == 1 ;; integer values
004D: jump_if_false Label024B88
0050: gosub Label027417
00D6: if 0
0038: $49B == 1 ;; integer values
004D: jump_if_false Label024B48
0004: $499 = 1 ;; integer values
03CF: load_wav "MOB_68A" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_68A" 10000 ms 1 ;; Tommy son, have I got a surprise
for you
0050: gosub Label027693
03CF: load_wav "MOB_68B" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_68B" 10000 ms 1 ;; I'm down at the recording
studios with some major artists
0050: gosub Label027693
03CF: load_wav "MOB_68C" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_68C" 10000 ms 1 ;; Why don't you pay us a visit?
0050: gosub Label027693
03CF: load_wav "MOB_68D" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_68D" 10000 ms 1 ;; You know it makes sense,
dontcha? See ya later.
0050: gosub Label027693
00BE: text_clear_all
:Label024B48
00D6: if 0
0038: $49B == 1 ;; integer values
004D: jump_if_false Label024B7A
0004: $488 = 1 ;; integer values
02A7: $11F = create_icon_marker_and_sphere $1AC at $1E6 $1E7 $1E8
004F: create_thread Label00DFE9
:Label024B7A
0050: gosub Label02779E
0002: jump Label023967
:Label024B88
00D6: if 1
0038: $46B == 0 ;; integer values
0038: $PASSED_ROCK1_LOVE_JUICE == 1 ;; integer values
004D: jump_if_false Label024CAB
0050: gosub Label027417
00D6: if 0
0038: $49B == 1 ;; integer values
004D: jump_if_false Label024C6B
0004: $499 = 1 ;; integer values
03CF: load_wav "MOB_04A" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_04A" 10000 ms 1 ;; How you doin' mate? It's Paulo
again.
0050: gosub Label027693
03CF: load_wav "MOB_04B" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_04B" 10000 ms 1 ;; Look Tommy, I forgot to mention
we're going to need some extra muscle for the concert. A bit of security.
0050: gosub Label027693
03CF: load_wav "MOB_04C" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_04C" 10000 ms 1 ;; There's a biker gang led by
Mitch Baker, it would be great publicity. Very rock and roll, baby.
0050: gosub Label027693
03CF: load_wav "MOB_04D" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_04D" 10000 ms 1 ;; Sort this out for me and I'll
get you some back stage passes for the gig, awright?
0050: gosub Label027693
00BE: text_clear_all
:Label024C6B
00D6: if 0
0038: $49B == 1 ;; integer values
004D: jump_if_false Label024C9D
0004: $46B = 1 ;; integer values
02A7: $112 = create_icon_marker_and_sphere $1AB at $1DD $1DE $1DF
004F: create_thread Label00D7DB
:Label024C9D
0050: gosub Label02779E
0002: jump Label023967
:Label024CAB
00D6: if 1
0038: $46C == 0 ;; integer values
0038: $115 == 1 ;; integer values
004D: jump_if_false Label024DB5
0050: gosub Label027417
00D6: if 0
0038: $49B == 1 ;; integer values
004D: jump_if_false Label024D8E
0004: $499 = 1 ;; integer values
03CF: load_wav "MOB_05A" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_05A" 10000 ms 1 ;; Hey, it's Mitch. You did good
Tommy, it's good to have the old girl back.
0050: gosub Label027693
03CF: load_wav "MOB_05B" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_05B" 10000 ms 1 ;; You tell Kent Paul he'll get his
security for the gig.
0050: gosub Label027693
03CF: load_wav "MOB_05C" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_05C" 10000 ms 1 ;; You have my word on that.
0050: gosub Label027693
03CF: load_wav "MOB_05D" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_05D" 10000 ms 1 ;; Now keep yourself out of
trouble.
0050: gosub Label027693
00BE: text_clear_all
:Label024D8E
00D6: if 0
0038: $49B == 1 ;; integer values
004D: jump_if_false Label024DA7
0004: $46C = 1 ;; integer values
:Label024DA7
0050: gosub Label02779E
0002: jump Label023967
:Label024DB5
00D6: if 1
0038: $478 == 0 ;; integer values
0038: $PASSED_ROCK3_PUBLICITY_TOUR == 1 ;; integer values
004D: jump_if_false Label024EE9
0050: gosub Label027417
00D6: if 0
0038: $49B == 1 ;; integer values
004D: jump_if_false Label024EC2
0004: $499 = 1 ;; integer values
03CF: load_wav "MOB_26A" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_26A" 10000 ms 1 ;; Hello, Tommy?
0050: gosub Label027693
03CF: load_wav "MOB_26B" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_26B" 10000 ms 1 ;; Yeah?
0050: gosub Label027693
03CF: load_wav "MOB_26C" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_26C" 10000 ms 1 ;; It's Baker. I just wanted to say
I really enjoyed the show.
0050: gosub Label027693
03CF: load_wav "MOB_26D" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_26D" 10000 ms 1 ;; Me and the boys want to thank
you, and remind you,
0050: gosub Label027693
03CF: load_wav "MOB_26E" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_26E" 10000 ms 1 ;; you got our respect. Good day.
Keep riding hard, son.
0050: gosub Label027693
00BE: text_clear_all
:Label024EC2
00D6: if 0
0038: $49B == 1 ;; integer values
004D: jump_if_false Label024EDB
0004: $478 = 1 ;; integer values
:Label024EDB
0050: gosub Label02779E
0002: jump Label023967
:Label024EE9
00D6: if 1
0038: $46F == 0 ;; integer values
0038: $F6 == 1 ;; integer values
004D: jump_if_false Label025065
0050: gosub Label027417
00D6: if 0
0038: $49B == 1 ;; integer values
004D: jump_if_false Label025020
0004: $499 = 1 ;; integer values
03CF: load_wav "MOB_09A" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_09A" 10000 ms 1 ;; Hey Leo! I got some work for
you!
0050: gosub Label027693
03CF: load_wav "MOB_09B" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_09B" 10000 ms 1 ;; This ain't Leo.
0050: gosub Label027693
03CF: load_wav "MOB_09C" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_09C" 10000 ms 1 ;; Hey, if Leo knows you got his
phone, he gonna kill you!
0050: gosub Label027693
03CF: load_wav "MOB_09D" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_09D" 10000 ms 1 ;; Maybe Leo's already dead. Maybe
I killed Leo and took his phone - you think of that prick?
0050: gosub Label027693
03CF: load_wav "MOB_09E" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_09E" 10000 ms 1 ;; You killed Leo? You must have
big cojones - wanna work for me?!
0050: gosub Label027693
03CF: load_wav "MOB_09F" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_09F" 10000 ms 1 ;; Drop by my father's cafe in
Little Havana and we'll talk mano a mano.
0050: gosub Label027693
00BE: text_clear_all
:Label025020
00D6: if 0
0038: $49B == 1 ;; integer values
004D: jump_if_false Label025057
0004: $46F = 1 ;; integer values
0164: disable_marker $116
02A7: $116 = create_icon_marker_and_sphere $1AD at $1E0 $1E1 $1E2
004F: create_thread Label00D9E5
:Label025057
0050: gosub Label02779E
0002: jump Label023967
:Label025065
00D6: if 1
0038: $46D == 0 ;; integer values
0038: $117 == 1 ;; integer values
004D: jump_if_false Label02515E
0050: gosub Label027417
00D6: if 0
0038: $49B == 1 ;; integer values
004D: jump_if_false Label02511E
0004: $499 = 1 ;; integer values
03CF: load_wav "MOB_06A" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_06A" 10000 ms 1 ;; Tommy, 'nuf dead man been
chattin' about you, my dear.
0050: gosub Label027693
03CF: load_wav "MOB_06B" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_06B" 10000 ms 1 ;; Thought you might need something
to make you feel better. So Auntie Poulet make you some stew, aye?
0050: gosub Label027693
03CF: load_wav "MOB_06C" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_06C" 10000 ms 1 ;; Come by me kitchen some time, ok
Tommy?
0050: gosub Label027693
00BE: text_clear_all
:Label02511E
00D6: if 0
0038: $49B == 1 ;; integer values
004D: jump_if_false Label025150
0004: $46D = 1 ;; integer values
02A7: $11B = create_icon_marker_and_sphere $1AE at $1E3 $1E4 $1E5
004F: create_thread Label00DDDF
:Label025150
0050: gosub Label02779E
0002: jump Label023967
:Label02515E
00D6: if 1
0038: $487 == 0 ;; integer values
0038: $PASSED_HAT3_DIRTY_LICKINS == 1 ;; integer values
004D: jump_if_false Label02523C
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label02523C
00D6: if 0
0121: player $PLAYER_CHAR in_zone "HAITI"
004D: jump_if_false Label02523C
0050: gosub Label027417
00D6: if 0
0038: $49B == 1 ;; integer values
004D: jump_if_false Label025215
0004: $499 = 1 ;; integer values
03CF: load_wav "MOB_66A" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_66A" 10000 ms 1 ;; Tommy, Tommy why you coming back
here for?
0050: gosub Label027693
03CF: load_wav "MOB_66B" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_66B" 10000 ms 1 ;; I tell you we don't want to see
you around here no more.
0050: gosub Label027693
00BE: text_clear_all
:Label025215
00D6: if 0
0038: $49B == 1 ;; integer values
004D: jump_if_false Label02522E
0004: $487 = 1 ;; integer values
:Label02522E
0050: gosub Label02779E
0002: jump Label023967
:Label02523C
00D6: if 1
0038: $46E == 0 ;; integer values
0038: $189 == 1 ;; integer values
004D: jump_if_false Label0253C4
0050: gosub Label027417
00D6: if 0
0038: $49B == 1 ;; integer values
004D: jump_if_false Label02539D
0004: $499 = 1 ;; integer values
03CF: load_wav "MOB_08A" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_08A" 10000 ms 1 ;; Hey Tommy, I thought you might
need some business advice.
0050: gosub Label027693
03CF: load_wav "MOB_08B" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_08B" 10000 ms 1 ;; Once you got an operation up and
running, you'll need to drop by and take the week's cash.
0050: gosub Label027693
03CF: load_wav "MOB_08C" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_08C" 10000 ms 1 ;; Let the guys think they got the
run of the place and they'll try shaving the profits - ok?
0050: gosub Label027693
03CF: load_wav "MOB_08D" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_08D" 10000 ms 1 ;; Hey, I know how to handle
business, Ken, ok?
0050: gosub Label027693
03CF: load_wav "MOB_08E" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_08E" 10000 ms 1 ;; Ok, ok. I know, you know. I
know. I was,
0050: gosub Label027693
03CF: load_wav "MOB_08F" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_08F" 10000 ms 1 ;; I was just, you know, telling
you I know, that you know, that I know.
0050: gosub Label027693
03CF: load_wav "MOB_08G" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_08G" 10000 ms 1 ;; Just keeping it sharp baby!
0050: gosub Label027693
00BE: text_clear_all
:Label02539D
00D6: if 0
0038: $49B == 1 ;; integer values
004D: jump_if_false Label0253B6
0004: $46E = 1 ;; integer values
:Label0253B6
0050: gosub Label02779E
0002: jump Label023967
:Label0253C4
00D6: if 2
0038: $470 == 0 ;; integer values
0038: $10A == 1 ;; integer values
0038: $PASSED_LAW4_RIOT == 1 ;; integer values
004D: jump_if_false Label025529
0050: gosub Label027417
00D6: if 0
0038: $49B == 1 ;; integer values
004D: jump_if_false Label025502
0004: $499 = 1 ;; integer values
03CF: load_wav "MOB_11A" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_11A" 10000 ms 1 ;; Howdy son, just thought I'd ring
you up and give you some advice.
0050: gosub Label027693
03CF: load_wav "MOB_11B" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_11B" 10000 ms 1 ;; Hey, Avery. What's eating you?
0050: gosub Label027693
03CF: load_wav "MOB_11C" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_11C" 10000 ms 1 ;; There's a lot of opportunity in
this town if you own the right real estate, you catch my drift?
0050: gosub Label027693
03CF: load_wav "MOB_11D" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_11D" 10000 ms 1 ;; I reckon so...
0050: gosub Label027693
03CF: load_wav "MOB_11E" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_11E" 10000 ms 1 ;; All I'm saying is keep your eyes
open and you might find the perfect business opportunity. I'll catch y'later.
0050: gosub Label027693
03CF: load_wav "MOB_11F" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_11F" 10000 ms 1 ;; Later, Avery.
0050: gosub Label027693
00BE: text_clear_all
:Label025502
00D6: if 0
0038: $49B == 1 ;; integer values
004D: jump_if_false Label02551B
0004: $470 = 1 ;; integer values
:Label02551B
0050: gosub Label02779E
0002: jump Label023967
:Label025529
00D6: if 1
0038: $471 == 0 ;; integer values
0038: $189 == 1 ;; integer values
004D: jump_if_false Label0256DB
0050: gosub Label027417
00D6: if 0
0038: $49B == 1 ;; integer values
004D: jump_if_false Label0256B4
0004: $499 = 1 ;; integer values
03CF: load_wav "MOB_14A" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_14A" 10000 ms 1 ;; Hey there Tommy, you're gonna
love me mate.
0050: gosub Label027693
03CF: load_wav "MOB_14B" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_14B" 10000 ms 1 ;; A little birdy told me that Vice
City SWAT Division has a deposit box at a certain rather large banking
establishment,
0050: gosub Label027693
03CF: load_wav "MOB_14C" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_14C" 10000 ms 1 ;; where they keep all the bribes
they've taken over the years,
0050: gosub Label027693
03CF: load_wav "MOB_14D" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_14D" 10000 ms 1 ;; like some kind of old boys'
retirement fund.
0050: gosub Label027693
03CF: load_wav "MOB_14E" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_14E" 10000 ms 1 ;; Of course, if this information
should ever help you acquire any of that cash,
0050: gosub Label027693
03CF: load_wav "MOB_14F" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_14F" 10000 ms 1 ;; I guess you'd feel obliged to
push some of it my way?
0050: gosub Label027693
03CF: load_wav "MOB_14G" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_14G" 10000 ms 1 ;; I'll bear that in mind, thanks
Kent.
0050: gosub Label027693
03CF: load_wav "MOB_14H" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_14H" 10000 ms 1 ;; It's Paul. I'm from Kent, near
London, you prat.
0050: gosub Label027693
00BE: text_clear_all
:Label0256B4
00D6: if 0
0038: $49B == 1 ;; integer values
004D: jump_if_false Label0256CD
0004: $471 = 1 ;; integer values
:Label0256CD
0050: gosub Label02779E
0002: jump Label023967
:Label0256DB
00D6: if 1
0038: $479 == 0 ;; integer values
0038: $11A == 1 ;; integer values
004D: jump_if_false Label025839
0050: gosub Label027417
00D6: if 0
0038: $49B == 1 ;; integer values
004D: jump_if_false Label025812
0004: $499 = 1 ;; integer values
03CF: load_wav "MOB_30A" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_30A" 10000 ms 1 ;; Tommy, is Umberto Robina
0050: gosub Label027693
03CF: load_wav "MOB_30B" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_30B" 10000 ms 1 ;; Hey, how's the cafe?
0050: gosub Label027693
03CF: load_wav "MOB_30C" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_30C" 10000 ms 1 ;; Oh, wonderful. Incredible.
Tommy, incredible. No wimps, Tommy, just real men, and the beautiful women!
0050: gosub Label027693
03CF: load_wav "MOB_30D" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_30D" 10000 ms 1 ;; Anyway, I wanted to tell you, me
and Papi, to us, you Cuban.
0050: gosub Label027693
03CF: load_wav "MOB_30E" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_30E" 10000 ms 1 ;; You have proved yourself, man.
You got big cojones.
0050: gosub Label027693
03CF: load_wav "MOB_30F" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_30F" 10000 ms 1 ;; Well thank you, Umberto.
Nobody's said that to me since I left jail. I'll see you around.
0050: gosub Label027693
00BE: text_clear_all
:Label025812
00D6: if 0
0038: $49B == 1 ;; integer values
004D: jump_if_false Label02582B
0004: $479 = 1 ;; integer values
:Label02582B
0050: gosub Label02779E
0002: jump Label023967
:Label025839
00D6: if 1
0038: $47B == 0 ;; integer values
0038: $FB == 1 ;; integer values
004D: jump_if_false Label02595C
0050: gosub Label027417
00D6: if 0
0038: $49B == 1 ;; integer values
004D: jump_if_false Label02591C
0004: $499 = 1 ;; integer values
03CF: load_wav "MOB_34A" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_34A" 10000 ms 1 ;; Tommy, I really enjoyed working
with you. Ain't had so much fun since the ridge in Nam, pal.
0050: gosub Label027693
03CF: load_wav "MOB_34B" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_34B" 10000 ms 1 ;; Anyhows, you need anything, you
call on me, you hear?
0050: gosub Label027693
03CF: load_wav "MOB_34C" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_34C" 10000 ms 1 ;; I always remember those I served
with,
0050: gosub Label027693
03CF: load_wav "MOB_34D" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_34D" 10000 ms 1 ;; and I am sure I can help you
out, you hear?
0050: gosub Label027693
00BE: text_clear_all
:Label02591C
00D6: if 0
0038: $49B == 1 ;; integer values
004D: jump_if_false Label02594E
0004: $47B = 1 ;; integer values
02A7: $FD = create_icon_marker_and_sphere $1A7 at $1EC $1ED $1EE
004F: create_thread Label00C274
:Label02594E
0050: gosub Label02779E
0002: jump Label023967
:Label02595C
00D6: if 1
0038: $47A == 0 ;; integer values
0038: $FE == 1 ;; integer values
004D: jump_if_false Label025A7F
0050: gosub Label027417
00D6: if 0
0038: $49B == 1 ;; integer values
004D: jump_if_false Label025A3F
0004: $499 = 1 ;; integer values
03CF: load_wav "MOB_33A" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_33A" 10000 ms 1 ;; Tommy, it's Phil, now cut out
all the reminiscing crap and listen to me, you hear?
0050: gosub Label027693
03CF: load_wav "MOB_33B" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_33B" 10000 ms 1 ;; Good. I got me some extra
strength boomshine nearing fermentation time and I was wondering if you'd fancy
having a shot.
0050: gosub Label027693
03CF: load_wav "MOB_33C" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_33C" 10000 ms 1 ;; Seriously, Tommy, if you like a
drink, or if you need to strip paint, this stuff'll make a man out of you.
0050: gosub Label027693
03CF: load_wav "MOB_33D" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_33D" 10000 ms 1 ;; Sure did out of me, even though
I can't see out of one eye. I'll be waiting for you, y'hear.
0050: gosub Label027693
00BE: text_clear_all
:Label025A3F
00D6: if 0
0038: $49B == 1 ;; integer values
004D: jump_if_false Label025A71
0004: $47A = 1 ;; integer values
02A7: $FD = create_icon_marker_and_sphere $1A7 at $1EC $1ED $1EE
004F: create_thread Label00C322
:Label025A71
0050: gosub Label02779E
0002: jump Label023967
:Label025A7F
00D6: if 1
0038: $47C == 0 ;; integer values
0038: $FF == 1 ;; integer values
004D: jump_if_false Label025B5F
0050: gosub Label027417
00D6: if 0
0038: $49B == 1 ;; integer values
004D: jump_if_false Label025B38
0004: $499 = 1 ;; integer values
03CF: load_wav "MOB_36A" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_36A" 10000 ms 1 ;; Tommy, it's Phil, I want to
thank you for helping me out back there son,
0050: gosub Label027693
03CF: load_wav "MOB_36B" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_36B" 10000 ms 1 ;; Damn Charlie, he'll always
ambush you somewhere or other,
0050: gosub Label027693
03CF: load_wav "MOB_36C" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_36C" 10000 ms 1 ;; Anyway the wound is healing
well, and it means I'll no longer be defrauding the government on my disability
check.
0050: gosub Label027693
00BE: text_clear_all
:Label025B38
00D6: if 0
0038: $49B == 1 ;; integer values
004D: jump_if_false Label025B51
0004: $47C = 1 ;; integer values
:Label025B51
0050: gosub Label02779E
0002: jump Label023967
:Label025B5F
00D6: if 1
0038: $472 == 0 ;; integer values
0038: $104 == 1 ;; integer values
004D: jump_if_false Label025CE7
0050: gosub Label027417
00D6: if 0
0038: $49B == 1 ;; integer values
004D: jump_if_false Label025CC0
0004: $499 = 1 ;; integer values
03CF: load_wav "MOB_16A" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_16A" 10000 ms 1 ;; Tommy, Paulo here, que pasa
amigo?
0050: gosub Label027693
03CF: load_wav "MOB_16B" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_16B" 10000 ms 1 ;; What do you want Paul? I don't
want any fake label clothes.
0050: gosub Label027693
03CF: load_wav "MOB_16C" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_16C" 10000 ms 1 ;; Very funny, mate, but you know I
don't touch bent gear. Nah, I was just calling to see if I get a part in one your
movies.
0050: gosub Label027693
03CF: load_wav "MOB_16D" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_16D" 10000 ms 1 ;; Back in England I did a lot of
blue stuff, mate. I'm packing more heat than you, my son.
0050: gosub Label027693
03CF: load_wav "MOB_16E" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_16E" 10000 ms 1 ;; Paul, thanks for the offer, I'll
bear it in mind.
0050: gosub Label027693
03CF: load_wav "MOB_16F" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_16F" 10000 ms 1 ;; Seriously, don't forget about
me, after all I done for you.
0050: gosub Label027693
03CF: load_wav "MOB_16G" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_16G" 10000 ms 1 ;; That's what I'm trying to forget
about.
0050: gosub Label027693
00BE: text_clear_all
:Label025CC0
00D6: if 0
0038: $49B == 1 ;; integer values
004D: jump_if_false Label025CD9
0004: $472 = 1 ;; integer values
:Label025CD9
0050: gosub Label02779E
0002: jump Label023967
:Label025CE7
00D6: if 0
0038: $10E == 1 ;; integer values
004D: jump_if_false Label025D00
0004: $492 = 1 ;; integer values
:Label025D00
00D6: if 0
0038: $492 == 0 ;; integer values
004D: jump_if_false Label026A81
00D6: if 1
0038: $482 == 0 ;; integer values
0038: $PASSED_COK4_SUPPLY_AND_DEMAND == 1 ;; integer values
004D: jump_if_false Label025EDC
00D6: if 0
8121: NOT player $PLAYER_CHAR in_zone "STARI"
004D: jump_if_false Label025EDC
0050: gosub Label027417
00D6: if 0
0038: $49B == 1 ;; integer values
004D: jump_if_false Label025EB5
0004: $499 = 1 ;; integer values
03CF: load_wav "MOB_46A" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB46_A" 10000 ms 1 ;; Yo, Tommy! It's Lance.
0050: gosub Label027693
03CF: load_wav "MOB_46B" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB46_B" 10000 ms 1 ;; Yeah?
0050: gosub Label027693
03CF: load_wav "MOB_46C" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB46_C" 10000 ms 1 ;; Oh, nice to hear from you,
Lance. Come on, man, be cool, be cool.
0050: gosub Label027693
03CF: load_wav "MOB_46D" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB46_D" 10000 ms 1 ;; I'm in the middle of something.
What do you want?
0050: gosub Label027693
03CF: load_wav "MOB_46E" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB46_E" 10000 ms 1 ;; Nothing. Just to say, you know.
Look Tommy, we can do this thing.
0050: gosub Label027693
03CF: load_wav "MOB_46F" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB46_F" 10000 ms 1 ;; You and me, no problem. You know
what I mean?
0050: gosub Label027693
03CF: load_wav "MOB_46G" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB46_G" 10000 ms 1 ;; We're going to have to do it,
'cause otherwise, we're going to be dead, Lance.
0050: gosub Label027693
03CF: load_wav "MOB_46H" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB46_H" 10000 ms 1 ;; We're in too far now. But thanks
for the call. I'll speak to you later.
0050: gosub Label027693
00BE: text_clear_all
:Label025EB5
00D6: if 0
0038: $49B == 1 ;; integer values
004D: jump_if_false Label025ECE
0004: $482 = 1 ;; integer values
:Label025ECE
0050: gosub Label02779E
0002: jump Label023967
:Label025EDC
00D6: if 1
0038: $47D == 0 ;; integer values
0038: $PASSED_LAW3_JURY_FURY == 1 ;; integer values
004D: jump_if_false Label0260B8
0050: gosub Label027417
00D6: if 0
0038: $49B == 1 ;; integer values
004D: jump_if_false Label026091
0004: $499 = 1 ;; integer values
03CF: load_wav "MOB_40A" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_40A" 10000 ms 1 ;; Hey Tommy, it's Sonny. How's the
sun tan?
0050: gosub Label027693
03CF: load_wav "MOB_40B" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_40B" 10000 ms 1 ;; I ain't got no sun tan.
0050: gosub Label027693
03CF: load_wav "MOB_40C" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_40C" 10000 ms 1 ;; Well, you ain't got my money,
either, so I'm wondering to myself,
0050: gosub Label027693
03CF: load_wav "MOB_40D" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_40D" 10000 ms 1 ;; what are you doing? So, tell me,
Tommy, what are you doing?
0050: gosub Label027693
03CF: load_wav "MOB_40E" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_40E" 10000 ms 1 ;; I'm looking for the money,
Sonny. Don't worry.
0050: gosub Label027693
03CF: load_wav "MOB_40F" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_40F" 10000 ms 1 ;; I am worrying, Tommy, that's my
style,
0050: gosub Label027693
03CF: load_wav "MOB_40G" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_40G" 10000 ms 1 ;; because I seem to have this
problem in my life with unreliable people.
0050: gosub Label027693
03CF: load_wav "MOB_40H" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_40H" 10000 ms 1 ;; Don't be an unreliable person,
Tommy, please.
0050: gosub Label027693
03CF: load_wav "MOB_40I" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_40I" 10000 ms 1 ;; Do us both a favor. I'm looking
forward to hearing from you.
0050: gosub Label027693
00BE: text_clear_all
:Label026091
00D6: if 0
0038: $49B == 1 ;; integer values
004D: jump_if_false Label0260AA
0004: $47D = 1 ;; integer values
:Label0260AA
0050: gosub Label02779E
0002: jump Label023967
:Label0260B8
00D6: if 1
0038: $47E == 0 ;; integer values
0038: $47D == 1 ;; integer values
004D: jump_if_false Label02627C
00D6: if 0
0038: $PASSED_ASS1_RUB_OUT == 1 ;; integer values
004D: jump_if_false Label02627C
0050: gosub Label027417
00D6: if 0
0038: $49B == 1 ;; integer values
004D: jump_if_false Label026255
0004: $499 = 1 ;; integer values
03CF: load_wav "MOB_41A" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_41A" 10000 ms 1 ;; Tommy, remember me?
0050: gosub Label027693
03CF: load_wav "MOB_41B" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_41B" 10000 ms 1 ;; Hello Sonny.
0050: gosub Label027693
03CF: load_wav "MOB_41C" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_41C" 10000 ms 1 ;; That's right, Sonny. We're old
friends,
0050: gosub Label027693
03CF: load_wav "MOB_41D" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_41D" 10000 ms 1 ;; You never write me, you never
call. Don't you want to be friends no more?
0050: gosub Label027693
03CF: load_wav "MOB_41E" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_41E" 10000 ms 1 ;; I've been busy trying to sort
things out. You didn't give me a lot of support down here, Sonny.
0050: gosub Label027693
03CF: load_wav "MOB_41F" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_41F" 10000 ms 1 ;; Oh, my fault is it? We'll I've
heard you been busy all right.
0050: gosub Label027693
03CF: load_wav "MOB_41G" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_41G" 10000 ms 1 ;; Busy killing drugs barons. Busy
taking over.
0050: gosub Label027693
03CF: load_wav "MOB_41H" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_41H" 10000 ms 1 ;; Don't forget about us, Tommy,
'cause I can assure you, I ain't forgotten about you.
0050: gosub Label027693
00BE: text_clear_all
:Label026255
00D6: if 0
0038: $49B == 1 ;; integer values
004D: jump_if_false Label02626E
0004: $47E = 1 ;; integer values
:Label02626E
0050: gosub Label02779E
0002: jump Label023967
:Label02627C
00D6: if 1
0038: $47F == 0 ;; integer values
0038: $47E == 1 ;; integer values
004D: jump_if_false Label0263C9
00D6: if 21
0038: $110 == 1 ;; integer values
0038: $101 == 1 ;; integer values
004D: jump_if_false Label0263C9
0050: gosub Label027417
00D6: if 0
0038: $49B == 1 ;; integer values
004D: jump_if_false Label0263A2
0004: $499 = 1 ;; integer values
03CF: load_wav "MOB_42A" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_42A" 10000 ms 1 ;; Tommy.
0050: gosub Label027693
03CF: load_wav "MOB_42B" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_42B" 10000 ms 1 ;; Sonny.
0050: gosub Label027693
03CF: load_wav "MOB_42C" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_42C" 10000 ms 1 ;; Obviously you are suffering from
hearing problems, so I'll try again.
0050: gosub Label027693
03CF: load_wav "MOB_42D" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_42D" 10000 ms 1 ;; Where's the goddamned money,
where's the goddamned stuff, and where's my cut of your new action?
0050: gosub Label027693
03CF: load_wav "MOB_42E" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_42E" 10000 ms 1 ;; You are making an idiot out of
me, Tommy, and I'm not laughing yet.
0050: gosub Label027693
00BE: text_clear_all
:Label0263A2
00D6: if 0
0038: $49B == 1 ;; integer values
004D: jump_if_false Label0263BB
0004: $47F = 1 ;; integer values
:Label0263BB
0050: gosub Label02779E
0002: jump Label023967
:Label0263C9
00D6: if 1
0038: $480 == 0 ;; integer values
0038: $47F == 1 ;; integer values
004D: jump_if_false Label026594
00D6: if 1
0038: $FB == 1 ;; integer values
0038: $111 == 1 ;; integer values
004D: jump_if_false Label026594
0050: gosub Label027417
00D6: if 0
0038: $49B == 1 ;; integer values
004D: jump_if_false Label02656D
0004: $499 = 1 ;; integer values
03CF: load_wav "MOB_43A" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_43A" 10000 ms 1 ;; Tommy, Tommy, Tommy, I had Sonny
on the phone, ok, are you with me?.
0050: gosub Label027693
03CF: load_wav "MOB_43B" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_43B" 10000 ms 1 ;; I don't know about you, but
there's something about a man threatening to murder my family
0050: gosub Label027693
03CF: load_wav "MOB_43C" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_43C" 10000 ms 1 ;; which really scares the crap out
of me. What are you going to do?
0050: gosub Label027693
03CF: load_wav "MOB_43D" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_43D" 10000 ms 1 ;; Ken, take it easy.
0050: gosub Label027693
03CF: load_wav "MOB_43E" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_43E" 10000 ms 1 ;; I AM calm, calm as a man can be
when he's fearing for his life!
0050: gosub Label027693
03CF: load_wav "MOB_43F" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_43F" 10000 ms 1 ;; Stay off the idiot fuel and look
after yourself.
0050: gosub Label027693
03CF: load_wav "MOB_43G" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_43G" 10000 ms 1 ;; No one's gonna take us out. I'll
see you later.
0050: gosub Label027693
03CF: load_wav "MOB_43H" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_43H" 10000 ms 1 ;; I am calm. Don't I sound calm?
Must be impending death that is doing this to my voice.
0050: gosub Label027693
00BE: text_clear_all
:Label02656D
00D6: if 0
0038: $49B == 1 ;; integer values
004D: jump_if_false Label026586
0004: $480 = 1 ;; integer values
:Label026586
0050: gosub Label02779E
0002: jump Label023967
:Label026594
00D6: if 1
0038: $481 == 0 ;; integer values
0038: $10B == 1 ;; integer values
004D: jump_if_false Label026842
0050: gosub Label027417
00D6: if 0
0038: $49B == 1 ;; integer values
004D: jump_if_false Label02681B
0004: $499 = 1 ;; integer values
03CF: load_wav "MOB_45A" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB45_A" 10000 ms 1 ;; Tommy We gotta talk about stuff.
0050: gosub Label027693
03CF: load_wav "MOB_45B" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB45_B" 10000 ms 1 ;; What's the problem Lance?
0050: gosub Label027693
03CF: load_wav "MOB_45C" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB45_C" 10000 ms 1 ;; It's you, my friend, I feel
you're not giving me a fair slice.
0050: gosub Label027693
03CF: load_wav "MOB_45D" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB45_D" 10000 ms 1 ;; And more than that, you been
embarrassing me in front of the boys. I can't have that.
0050: gosub Label027693
03CF: load_wav "MOB_45E" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB45_E" 10000 ms 1 ;; Lance, it ain't like that.
You've been making mistakes.
0050: gosub Label027693
03CF: load_wav "MOB_45F" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB45_F" 10000 ms 1 ;; Tommy, I'm not your message boy.
I'm not your running boy.
0050: gosub Label027693
03CF: load_wav "MOB_45G" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB45_G" 10000 ms 1 ;; Lance, don't screw up, and we
won't have any problems. I screw up, you can lay into me any time.
0050: gosub Label027693
03CF: load_wav "MOB_45H" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB45_H" 10000 ms 1 ;; Tommy, I've done everything for
you, you treat me like a fool. Don't do that.
0050: gosub Label027693
03CF: load_wav "MOB_45I" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB45_I" 10000 ms 1 ;; Lance, I won't rip you off or
stab you in the back, okay?
0050: gosub Label027693
03CF: load_wav "MOB_45J" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB45_J" 10000 ms 1 ;; Just take it easy. This is tough
enough without you getting all emotional on me.
0050: gosub Label027693
03CF: load_wav "MOB_45K" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB45_K" 10000 ms 1 ;; Trust me. Do you hear me, do you
hear me?
0050: gosub Label027693
03CF: load_wav "MOB_45L" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB45_L" 10000 ms 1 ;; I hear you, Tommy, but I can't
take this much more.
0050: gosub Label027693
03CF: load_wav "MOB_45M" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB45_M" 10000 ms 1 ;; Lance, don't be like this. Now
I'm warning you.
0050: gosub Label027693
03CF: load_wav "MOB_45N" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB45_N" 10000 ms 1 ;; Do you hear me? Just relax, take
a few days off. Okay? I'll talk to you.
0050: gosub Label027693
00BE: text_clear_all
:Label02681B
00D6: if 0
0038: $49B == 1 ;; integer values
004D: jump_if_false Label026834
0004: $481 = 1 ;; integer values
:Label026834
0050: gosub Label02779E
0002: jump Label023967
:Label026842
00D6: if 1
0038: $48B == 0 ;; integer values
0038: $10C == 1 ;; integer values
004D: jump_if_false Label0269CA
0050: gosub Label027417
00D6: if 0
0038: $49B == 1 ;; integer values
004D: jump_if_false Label0269A3
0004: $499 = 1 ;; integer values
03CF: load_wav "MOB_72A" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_72A" 10000 ms 1 ;; Tommy, it's me, Lance. Keep your
mouth shut there Tommy, 'cause I ain't got time to talk.
0050: gosub Label027693
03CF: load_wav "MOB_72B" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_72B" 10000 ms 1 ;; I ain't interested in what you
got to say. Why should I be? You don't care about me, do you?
0050: gosub Label027693
03CF: load_wav "MOB_72C" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_72C" 10000 ms 1 ;; You gotta look after me a bit
better. Give me a fair slice. You know...
0050: gosub Label027693
03CF: load_wav "MOB_72D" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_72D" 10000 ms 1 ;; Tommy... oh, look, man, I'm
sorry. It's just that...
0050: gosub Label027693
03CF: load_wav "MOB_72E" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_72E" 10000 ms 1 ;; People patronize me all my life,
treat me like a little kid.
0050: gosub Label027693
03CF: load_wav "MOB_72F" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_72F" 10000 ms 1 ;; My brother would do that.
Please, man, don't do that.
0050: gosub Label027693
03CF: load_wav "MOB_72G" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_72G" 10000 ms 1 ;; I gotta go.
0050: gosub Label027693
00BE: text_clear_all
:Label0269A3
00D6: if 0
0038: $49B == 1 ;; integer values
004D: jump_if_false Label0269BC
0004: $48B = 1 ;; integer values
:Label0269BC
0050: gosub Label02779E
0002: jump Label023967
:Label0269CA
00D6: if 1
0038: $483 == 0 ;; integer values
0038: $10D == 1 ;; integer values
004D: jump_if_false Label026A7A
0050: gosub Label027417
00D6: if 0
0038: $49B == 1 ;; integer values
004D: jump_if_false Label026A2F
0004: $499 = 1 ;; integer values
03CF: load_wav "MOB_47A" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_47A" 10000 ms 1 ;; Tommy, Lance, we got big
problems. Come down here. Right away.
0050: gosub Label027693
00BE: text_clear_all
:Label026A2F
00D6: if 0
0038: $49B == 1 ;; integer values
004D: jump_if_false Label026A6C
0004: $483 = 1 ;; integer values
0164: disable_marker $109
02A7: $109 = create_icon_marker_and_sphere $1A9 at -378.3 -579.8 24.5
004F: create_thread Label00D0E3
:Label026A6C
0050: gosub Label02779E
0002: jump Label023967
:Label026A7A
0002: jump Label027061
:Label026A81
00D6: if 1
0038: $486 == 0 ;; integer values
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label026CA7
00D6: if 0
0121: player $PLAYER_CHAR in_zone "HAVANA"
004D: jump_if_false Label026CA7
0050: gosub Label027417
00D6: if 0
0038: $49B == 1 ;; integer values
004D: jump_if_false Label026C76
0004: $499 = 1 ;; integer values
03CF: load_wav "MOB_63A" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_63A" 10000 ms 1 ;; Tommy, it's Earnest. Earnest
Kelly.
0050: gosub Label027693
03CF: load_wav "MOB_63B" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_63B" 10000 ms 1 ;; How are you?
0050: gosub Label027693
03CF: load_wav "MOB_63C" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_63C" 10000 ms 1 ;; I'm doing okay. I'll need a
stick to walk, but I should be back at work soon enough.
0050: gosub Label027693
03CF: load_wav "MOB_63D" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_63D" 10000 ms 1 ;; Good.
0050: gosub Label027693
03CF: load_wav "MOB_63E" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_63E" 10000 ms 1 ;; I heard about Lance. What a
little prick, eh?
0050: gosub Label027693
03CF: load_wav "MOB_63F" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_63F" 10000 ms 1 ;; Yes.
0050: gosub Label027693
03CF: load_wav "MOB_63G" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_63G" 10000 ms 1 ;; Never trust a man who walks the
streets in his pajamas. That's what I say. Glad you killed him. I hope it was
painful for the prick.
0050: gosub Label027693
03CF: load_wav "MOB_63H" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_63H" 10000 ms 1 ;; I think it was. I just didn't
think he was like that...
0050: gosub Label027693
03CF: load_wav "MOB_63I" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_63I" 10000 ms 1 ;; Tommy, for a raging lunatic,
you're pretty naive. I'll be back at work soon, teach you a thing or two about
life, you hear.
0050: gosub Label027693
03CF: load_wav "MOB_63J" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_63J" 10000 ms 1 ;; Take your time, Earnest. Look
after yourself.
0050: gosub Label027693
00BE: text_clear_all
:Label026C76
00D6: if 0
0038: $49B == 1 ;; integer values
004D: jump_if_false Label026C99
0004: $486 = 1 ;; integer values
0004: $49E = 60000 ;; integer values
:Label026C99
0050: gosub Label02779E
0002: jump Label023967
:Label026CA7
00D6: if 1
0038: $473 == 0 ;; integer values
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label026EED
00D6: if 0
0121: player $PLAYER_CHAR in_zone "STARI"
004D: jump_if_false Label026EED
0050: gosub Label027417
00D6: if 0
0038: $49B == 1 ;; integer values
004D: jump_if_false Label026EC6
0004: $499 = 1 ;; integer values
03CF: load_wav "MOB_17A" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_17A" 10000 ms 1 ;; Tommy Vercetti, how's it going,
Mr. big shot? I hear all these things about you, some kind of player in town, now
eh...
0050: gosub Label027693
03CF: load_wav "MOB_17B" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_17B" 10000 ms 1 ;; Paul, you're drunk.
0050: gosub Label027693
03CF: load_wav "MOB_17C" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_17C" 10000 ms 1 ;; Nah, you stupid prat, I ain't
drunk. I only had a couple and some treats, ain't been to bed for a couple of days,
you know.
0050: gosub Label027693
03CF: load_wav "MOB_17D" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_17D" 10000 ms 1 ;; Anyway, don't give me that. I
ain't a mug. Who set you up in this town? Who? Me. That's who.
0050: gosub Label027693
03CF: load_wav "MOB_17E" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_17F" 10000 ms 1 ;; Really?
0050: gosub Label027693
03CF: load_wav "MOB_17G" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_17G" 10000 ms 1 ;; Don't give me that. Don't! I
introduced you to people. I showed you the ropes, did a lot of stuff for you, and
this is how you repay me.
0050: gosub Label027693
03CF: load_wav "MOB_17H" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_17H" 10000 ms 1 ;; You ignore me. You won't give me
a way in, after all I did for you! What do you think I am? A div or something?
0050: gosub Label027693
03CF: load_wav "MOB_17I" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_17I" 10000 ms 1 ;; Paul, take it easy. I've been
busy, don't be an idiot.
0050: gosub Label027693
03CF: load_wav "MOB_17J" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_17J" 10000 ms 1 ;; I ain't no idiot, mush. That's
what they said in borstal. Are you asking for trouble son, because you're going to
get it!
0050: gosub Label027693
03CF: load_wav "MOB_17K" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_17K" 10000 ms 1 ;; Tommy, mate. Please. You was my
big hope! Please, don't laugh at me!
0050: gosub Label027693
03CF: load_wav "MOB_17L" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_17L" 10000 ms 1 ;; Paul, get some sleep, seriously.
0050: gosub Label027693
00BE: text_clear_all
:Label026EC6
00D6: if 0
0038: $49B == 1 ;; integer values
004D: jump_if_false Label026EDF
0004: $473 = 1 ;; integer values
:Label026EDF
0050: gosub Label02779E
0002: jump Label023967
:Label026EED
00D6: if 1
0038: $48C == 0 ;; integer values
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label027061
00D6: if 0
0121: player $PLAYER_CHAR in_zone "PORNI"
004D: jump_if_false Label027061
0050: gosub Label027417
00D6: if 0
0038: $49B == 1 ;; integer values
004D: jump_if_false Label02703A
0004: $499 = 1 ;; integer values
03CF: load_wav "MOB_73A" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_73A" 10000 ms 1 ;; Tommy, it's Steve.
0050: gosub Label027693
03CF: load_wav "MOB_73C" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_73C" 10000 ms 1 ;; Hey indeed, genius. You're a
marvel! I'm a marvel! They love us. We are re-writing the record books, pal.
0050: gosub Label027693
03CF: load_wav "MOB_73D" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_73D" 10000 ms 1 ;; We are talking major awards
here. Finally, I can put my dad in a home an tell him to shut up.
0050: gosub Label027693
03CF: load_wav "MOB_73F" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_73F" 10000 ms 1 ;; Cool? It's hot, man. Hot. H. O.
T. He never believed in me. Never thought I was an artist, and now I've made it.
0050: gosub Label027693
03CF: load_wav "MOB_73G" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_73G" 10000 ms 1 ;; I'm the best damn skin flick
director of all time, my friend. I just wanted to say, it's a pleasure to have met
you.
0050: gosub Label027693
03CF: load_wav "MOB_73I" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_73I" 10000 ms 1 ;; I love you, baby. Don't go
changing on me, you hear.
0050: gosub Label027693
00BE: text_clear_all
:Label02703A
00D6: if 0
0038: $49B == 1 ;; integer values
004D: jump_if_false Label027053
0004: $48C = 1 ;; integer values
:Label027053
0050: gosub Label02779E
0002: jump Label023967
:Label027061
00D6: if 1
0038: $PASSED_LAW3_JURY_FURY == 1 ;; integer values
0038: $491 == 0 ;; integer values
004D: jump_if_false Label02710B
0050: gosub Label027417
00D6: if 0
0038: $49B == 1 ;; integer values
004D: jump_if_false Label0270C6
0004: $499 = 1 ;; integer values
03CF: load_wav "MOB_99A" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_99A" 10000 ms 1 ;; Get to the payphone next to the
mall in Washington.
0050: gosub Label027693
00BE: text_clear_all
:Label0270C6
00D6: if 0
0038: $49B == 1 ;; integer values
004D: jump_if_false Label0270FD
0004: $491 = 1 ;; integer values
0164: disable_marker $129
02A7: $129 = create_icon_marker_and_sphere $1AF at $204 $205 $206
004F: create_thread Label00E3BC
:Label0270FD
0050: gosub Label02779E
0002: jump Label023967
:Label02710B
00D6: if 3
0038: $PASSED_COL2_MALL_SHOOTOUT == 1 ;; integer values
0038: $12A == 1 ;; integer values
0038: $491 == 1 ;; integer values
0038: $490 == 0 ;; integer values
004D: jump_if_false Label0271C3
0050: gosub Label027417
00D6: if 0
0038: $49B == 1 ;; integer values
004D: jump_if_false Label02717E
0004: $499 = 1 ;; integer values
03CF: load_wav "MOB_98A" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_98A" 10000 ms 1 ;; Get to the pay phone in Vice
Point.
0050: gosub Label027693
00BE: text_clear_all
:Label02717E
00D6: if 0
0038: $49B == 1 ;; integer values
004D: jump_if_false Label0271B5
0004: $490 = 1 ;; integer values
0164: disable_marker $129
02A7: $129 = create_icon_marker_and_sphere $1AF at $207 $208 $209
004F: create_thread Label00E509
:Label0271B5
0050: gosub Label02779E
0002: jump Label023967
:Label0271C3
00D6: if 3
0038: $PASSED_COK3_THE_FASTEST_BOAT == 1 ;; integer values
0038: $12B == 1 ;; integer values
0038: $490 == 1 ;; integer values
0038: $48F == 0 ;; integer values
004D: jump_if_false Label02727B
0050: gosub Label027417
00D6: if 0
0038: $49B == 1 ;; integer values
004D: jump_if_false Label027236
0004: $499 = 1 ;; integer values
03CF: load_wav "MOB_99A" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_99A" 10000 ms 1 ;; Get to the payphone next to the
mall in Washington.
0050: gosub Label027693
00BE: text_clear_all
:Label027236
00D6: if 0
0038: $49B == 1 ;; integer values
004D: jump_if_false Label02726D
0004: $48F = 1 ;; integer values
0164: disable_marker $129
02A7: $129 = create_icon_marker_and_sphere $1AF at $20A $20B $20C
004F: create_thread Label00E656
:Label02726D
0050: gosub Label02779E
0002: jump Label023967
:Label02727B
00D6: if 3
0038: $10A == 1 ;; integer values
0038: $12C == 1 ;; integer values
0038: $48F == 1 ;; integer values
0038: $48E == 0 ;; integer values
004D: jump_if_false Label027333
0050: gosub Label027417
00D6: if 0
0038: $49B == 1 ;; integer values
004D: jump_if_false Label0272EE
0004: $499 = 1 ;; integer values
03CF: load_wav "MOB_96A" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_96A" 10000 ms 1 ;; Get to the payphone at the
airport terminal.
0050: gosub Label027693
00BE: text_clear_all
:Label0272EE
00D6: if 0
0038: $49B == 1 ;; integer values
004D: jump_if_false Label027325
0004: $48E = 1 ;; integer values
0164: disable_marker $129
02A7: $129 = create_icon_marker_and_sphere $1AF at $20D $20E $20F
004F: create_thread Label00E7A3
:Label027325
0050: gosub Label02779E
0002: jump Label023967
:Label027333
00D6: if 3
0038: $F9 == 1 ;; integer values
0038: $12D == 1 ;; integer values
0038: $48E == 1 ;; integer values
0038: $48D == 0 ;; integer values
004D: jump_if_false Label0273EB
0050: gosub Label027417
00D6: if 0
0038: $49B == 1 ;; integer values
004D: jump_if_false Label0273A6
0004: $499 = 1 ;; integer values
03CF: load_wav "MOB_95A" as $499
0050: gosub Label0275FB
00BC: text_highpriority "MOB_95A" 10000 ms 1 ;; Get to the payphone in Little
Havana.
0050: gosub Label027693
00BE: text_clear_all
:Label0273A6
00D6: if 0
0038: $49B == 1 ;; integer values
004D: jump_if_false Label0273DD
0004: $48D = 1 ;; integer values
0164: disable_marker $129
02A7: $129 = create_icon_marker_and_sphere $1AF at $210 $211 $212
004F: create_thread Label00E8F0
:Label0273DD
0050: gosub Label02779E
0002: jump Label023967
:Label0273EB
0002: jump Label0273F9
:Label0273F2
0004: $49C = 0 ;; integer values
:Label0273F9
0002: jump Label023967
:Label027400
01BD: $18B = current_time_in_ms
0084: $18C = $18B ;; integer values and handles
0060: $18C -= $CURRENT_TIME_IN_MS ;; integer values
0051: return
:Label027417
0004: $499 = 1 ;; integer values
0004: $495 = 0 ;; integer values
0512: "ANSWER"
0004: $ONMISSION = 1 ;; integer values
0004: $49C = 1 ;; integer values
:Label02743D
00D6: if 1
001A: 7 > $495 ;; integer values
001A: 2 > $49B ;; integer values
004D: jump_if_false Label02750E
0001: wait 0 ms
03CF: load_wav "MOBRING" as $499
0050: gosub Label0275FB
0008: $495 += 1 ;; integer values
00D6: if 1
0038: $49B == 1 ;; integer values
0018: $495 > 0 ;; integer values
004D: jump_if_false Label027495
0002: jump Label027515
:Label027495
0050: gosub Label027693
00D6: if 1
0038: $49B == 1 ;; integer values
0018: $495 > 0 ;; integer values
004D: jump_if_false Label0274BC
0002: jump Label027515
:Label0274BC
0004: $496 = 0 ;; integer values
:Label0274C3
00D6: if 0
001A: 40 > $496 ;; integer values
004D: jump_if_false Label027507
0001: wait 0 ms
0050: gosub Label027726
00D6: if 0
0038: $49B == 1 ;; integer values
004D: jump_if_false Label0274F9
0002: jump Label027515
:Label0274F9
0008: $496 += 1 ;; integer values
0002: jump Label0274C3
:Label027507
0002: jump Label02743D
:Label02750E
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
0051: return
:Label027515
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
:Label02751A
00D6: if 0
00E1: key_pressed 0 4
004D: jump_if_false Label02754F
0001: wait 0 ms
00D6: if 0
8256: NOT player $PLAYER_CHAR defined
004D: jump_if_false Label027548
0004: $49B = 2 ;; integer values
0051: return
:Label027548
0002: jump Label02751A
:Label02754F
03E6: remove_text_box
040D: unload_wav $499
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label0275F9
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 (true)
04E2: $PLAYER_CHAR 1
0247: request_model #CELLPHONE
:Label027579
00D6: if 0
8248: NOT model #CELLPHONE available
004D: jump_if_false Label027594
0001: wait 0 ms
0002: jump Label027579
:Label027594
0050: gosub Label027726
00D6: if 0
0038: $49B == 2 ;; integer values
004D: jump_if_false Label0275B4
0249: release_model #CELLPHONE
0051: return
:Label0275B4
052B: actor $PLAYER_ACTOR hold_cellphone 1
0006: 16@ = 0 ;; integer values
:Label0275C2
00D6: if 0
001B: 1000 > 16@ ;; integer values
004D: jump_if_false Label0275F9
0001: wait 0 ms
00D6: if 0
8256: NOT player $PLAYER_CHAR defined
004D: jump_if_false Label0275F2
0004: $49B = 2 ;; integer values
0051: return
:Label0275F2
0002: jump Label0275C2
:Label0275F9
0051: return
:Label0275FB
00D6: if 0
83D0: NOT wav $499 loaded
004D: jump_if_false Label02768C
0001: wait 0 ms
00D6: if 0
8256: NOT player $PLAYER_CHAR defined
004D: jump_if_false Label02762F
0004: $49B = 2 ;; integer values
0051: return
0002: jump Label027685
:Label02762F
00D6: if 21
0521: $PLAYER_ACTOR
844B: NOT (unknown) $PLAYER_ACTOR
004D: jump_if_false Label02764D
0004: $49B = 2 ;; integer values
0051: return
:Label02764D
00D6: if 1
0038: $49B == 0 ;; integer values
0018: $495 > 0 ;; integer values
004D: jump_if_false Label027685
00D6: if 1
00E1: key_pressed 0 4
03EE: player $PLAYER_CHAR controllable
004D: jump_if_false Label027685
0004: $49B = 1 ;; integer values
0051: return
:Label027685
0002: jump Label0275FB
:Label02768C
03D1: play_wav $499
0051: return
:Label027693
00D6: if 0
83D2: NOT wav $499 ended
004D: jump_if_false Label027724
0001: wait 0 ms
00D6: if 0
8256: NOT player $PLAYER_CHAR defined
004D: jump_if_false Label0276C7
0004: $49B = 2 ;; integer values
0051: return
0002: jump Label02771D
:Label0276C7
00D6: if 21
0521: $PLAYER_ACTOR
844B: NOT (unknown) $PLAYER_ACTOR
004D: jump_if_false Label0276E5
0004: $49B = 2 ;; integer values
0051: return
:Label0276E5
00D6: if 1
0038: $49B == 0 ;; integer values
0018: $495 > 0 ;; integer values
004D: jump_if_false Label02771D
00D6: if 1
00E1: key_pressed 0 4
03EE: player $PLAYER_CHAR controllable
004D: jump_if_false Label02771D
0004: $49B = 1 ;; integer values
0051: return
:Label02771D
0002: jump Label027693
:Label027724
0051: return
:Label027726
00D6: if 0
8256: NOT player $PLAYER_CHAR defined
004D: jump_if_false Label027746
0004: $49B = 2 ;; integer values
0051: return
0002: jump Label02779C
:Label027746
00D6: if 21
0521: $PLAYER_ACTOR
844B: NOT (unknown) $PLAYER_ACTOR
004D: jump_if_false Label027764
0004: $49B = 2 ;; integer values
0051: return
:Label027764
00D6: if 1
0038: $49B == 0 ;; integer values
0018: $495 > 0 ;; integer values
004D: jump_if_false Label02779C
00D6: if 1
00E1: key_pressed 0 4
03EE: player $PLAYER_CHAR controllable
004D: jump_if_false Label02779C
0004: $49B = 1 ;; integer values
0051: return
:Label02779C
0051: return
:Label02779E
0004: $49C = 0 ;; integer values
040D: unload_wav 1
040D: unload_wav 2
0004: $49B = 0 ;; integer values
0004: $49A = 0 ;; integer values
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label0277E7
052B: actor $PLAYER_ACTOR hold_cellphone 0
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 (false)
04E2: $PLAYER_CHAR 0
:Label0277E7
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
0004: $18C = 0 ;; integer values
0050: gosub Label027400
00BE: text_clear_all
00D6: if 0
0038: $49D == 0 ;; integer values
004D: jump_if_false Label027817
03E6: remove_text_box
0002: jump Label02781E
:Label027817
0004: $49D = 0 ;; integer values
:Label02781E
0249: release_model #CELLPHONE
0004: $ONMISSION = 0 ;; integer values
0051: return
:Label02782C
0111: set_wasted_busted_check_to 0 (disabled)
03A4: name_thread "BUS"
0004: $4A3 = 1 ;; integer values
:Label027841
00D6: if 0
0038: $4A0 == 0 ;; integer values
004D: jump_if_false Label02789F
0001: wait 500 ms
0008: $4A8 += 1 ;; integer values
00D6: if 0
0018: $4A8 > 30 ;; integer values
004D: jump_if_false Label02787F
0008: $4A3 += 1 ;; integer values
0004: $4A8 = 0 ;; integer values
:Label02787F
00D6: if 0
0018: $4A3 > 17 ;; integer values
004D: jump_if_false Label027898
0004: $4A3 = 1 ;; integer values
:Label027898
0002: jump Label0278A4
:Label02789F
0001: wait 500 ms
:Label0278A4
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label02869E
0004: $4A4 = 0 ;; integer values
00D6: if 0
0038: $4A0 == 0 ;; integer values
004D: jump_if_false Label0281D2
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label02798A
00D6: if 0
00E0: player $PLAYER_CHAR driving
004D: jump_if_false Label02798A
00D6: if 0
00DE: player $PLAYER_CHAR driving_vehicle_type #COACH
004D: jump_if_false Label02798A
00D6: if 0
029F: player $PLAYER_CHAR stopped
004D: jump_if_false Label02798A
01BD: $4AB = current_time_in_ms
0084: $4AC = $4AB ;; integer values and handles
0060: $4AC -= $4AA ;; integer values
00D6: if 0
0018: $4AC > 1000 ;; integer values
004D: jump_if_false Label02798A
057F: $PLAYER_CHAR $4AD
00D6: if 0
0018: $4AD > 0 ;; integer values
004D: jump_if_false Label02798A
01E3: text_1number_styled "BONUS" 5 50 ms 1 ;; ~g~BONUS $~1~
018C: play_sound 1 at 0.0 0.0 0.0
0109: player $PLAYER_CHAR money += 5
01BD: $4AA = current_time_in_ms
0004: $4AD = 0 ;; integer values
:Label02798A
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label027E20
00D6: if 22
0121: player $PLAYER_CHAR in_zone "BEACH1"
0121: player $PLAYER_CHAR in_zone "BEACH2"
0121: player $PLAYER_CHAR in_zone "BEACH3"
004D: jump_if_false Label027E20
00D6: if 0
0038: $3EA == 0 ;; integer values
004D: jump_if_false Label027E20
00D6: if 0
0038: $440 == 0 ;; integer values
004D: jump_if_false Label027E20
00D6: if 0
0038: $3DA == 0 ;; integer values
004D: jump_if_false Label027E20
00D6: if 0
0038: $3EB == 0 ;; integer values
004D: jump_if_false Label027E20
00D6: if 0
0038: $3DB == 0 ;; integer values
004D: jump_if_false Label027E20
00D6: if 0
0038: $4A3 == 1 ;; integer values
004D: jump_if_false Label027A60
0005: $4AE = -77.6 ;; floating-point values
0005: $4AF = -982.5 ;; floating-point values
0005: $4B0 = 9.3 ;; floating-point values
0005: $4B1 = 9.8 ;; floating-point values
:Label027A60
00D6: if 0
0038: $4A3 == 2 ;; integer values
004D: jump_if_false Label027A9A
0005: $4AE = 120.0 ;; floating-point values
0005: $4AF = -807.3 ;; floating-point values
0005: $4B0 = 9.3 ;; floating-point values
0005: $4B1 = 333.5 ;; floating-point values
:Label027A9A
00D6: if 0
0038: $4A3 == 3 ;; integer values
004D: jump_if_false Label027AD4
0005: $4AE = 183.2 ;; floating-point values
0005: $4AF = -488.9 ;; floating-point values
0005: $4B0 = 9.9 ;; floating-point values
0005: $4B1 = 356.5 ;; floating-point values
:Label027AD4
00D6: if 0
0038: $4A3 == 4 ;; integer values
004D: jump_if_false Label027B0E
0005: $4AE = 318.6 ;; floating-point values
0005: $4AF = -82.7 ;; floating-point values
0005: $4B0 = 9.6 ;; floating-point values
0005: $4B1 = 351.4 ;; floating-point values
:Label027B0E
00D6: if 0
0038: $4A3 == 5 ;; integer values
004D: jump_if_false Label027B48
0005: $4AE = 472.7 ;; floating-point values
0005: $4AF = 627.8 ;; floating-point values
0005: $4B0 = 10.0 ;; floating-point values
0005: $4B1 = 1.7 ;; floating-point values
:Label027B48
00D6: if 0
0038: $4A3 == 6 ;; integer values
004D: jump_if_false Label027B82
0005: $4AE = 226.5 ;; floating-point values
0005: $4AF = 719.5 ;; floating-point values
0005: $4B0 = 9.7 ;; floating-point values
0005: $4B1 = 304.3 ;; floating-point values
:Label027B82
00D6: if 0
0038: $4A3 == 7 ;; integer values
004D: jump_if_false Label027BBC
0005: $4AE = 306.9 ;; floating-point values
0005: $4AF = 1044.8 ;; floating-point values
0005: $4B0 = 12.1 ;; floating-point values
0005: $4B1 = 19.4 ;; floating-point values
:Label027BBC
00D6: if 0
0038: $4A3 == 8 ;; integer values
004D: jump_if_false Label027BF6
0005: $4AE = 448.7 ;; floating-point values
0005: $4AF = 1274.3 ;; floating-point values
0005: $4B0 = 16.3 ;; floating-point values
0005: $4B1 = 269.5 ;; floating-point values
:Label027BF6
00D6: if 0
0038: $4A3 == 9 ;; integer values
004D: jump_if_false Label027C30
0005: $4AE = 499.5 ;; floating-point values
0005: $4AF = 1022.8 ;; floating-point values
0005: $4B0 = 16.8 ;; floating-point values
0005: $4B1 = 192.4 ;; floating-point values
:Label027C30
00D6: if 0
0038: $4A3 == 10 ;; integer values
004D: jump_if_false Label027C6A
0005: $4AE = 528.1 ;; floating-point values
0005: $4AF = 632.5 ;; floating-point values
0005: $4B0 = 9.8 ;; floating-point values
0005: $4B1 = 180.9 ;; floating-point values
:Label027C6A
00D6: if 0
0038: $4A3 == 11 ;; integer values
004D: jump_if_false Label027CA4
0005: $4AE = 516.2 ;; floating-point values
0005: $4AF = 403.6 ;; floating-point values
0005: $4B0 = 9.7 ;; floating-point values
0005: $4B1 = 162.7 ;; floating-point values
:Label027CA4
00D6: if 0
0038: $4A3 == 12 ;; integer values
004D: jump_if_false Label027CDE
0005: $4AE = 491.5 ;; floating-point values
0005: $4AF = .6 ;; floating-point values
0005: $4B0 = 9.6 ;; floating-point values
0005: $4B1 = 194.7 ;; floating-point values
:Label027CDE
00D6: if 0
0038: $4A3 == 13 ;; integer values
004D: jump_if_false Label027D18
0005: $4AE = 434.1 ;; floating-point values
0005: $4AF = -454.1 ;; floating-point values
0005: $4B0 = 9.0 ;; floating-point values
0005: $4B1 = 178.5 ;; floating-point values
:Label027D18
00D6: if 0
0038: $4A3 == 14 ;; integer values
004D: jump_if_false Label027D52
0005: $4AE = 217.1 ;; floating-point values
0005: $4AF = -974.4 ;; floating-point values
0005: $4B0 = 9.0 ;; floating-point values
0005: $4B1 = 168.2 ;; floating-point values
:Label027D52
00D6: if 0
0038: $4A3 == 15 ;; integer values
004D: jump_if_false Label027D8C
0005: $4AE = 160.6 ;; floating-point values
0005: $4AF = -1329.6 ;; floating-point values
0005: $4B0 = 9.0 ;; floating-point values
0005: $4B1 = 172.8 ;; floating-point values
:Label027D8C
00D6: if 0
0038: $4A3 == 16 ;; integer values
004D: jump_if_false Label027DC6
0005: $4AE = -26.6 ;; floating-point values
0005: $4AF = -1566.2 ;; floating-point values
0005: $4B0 = 9.0 ;; floating-point values
0005: $4B1 = 84.0 ;; floating-point values
:Label027DC6
00D6: if 0
0038: $4A3 == 17 ;; integer values
004D: jump_if_false Label027E00
0005: $4AE = -21.6 ;; floating-point values
0005: $4AF = -1307.4 ;; floating-point values
0005: $4B0 = 9.0 ;; floating-point values
0005: $4B1 = 358.1 ;; floating-point values
:Label027E00
0050: gosub Label0286C7
00D6: if 0
0038: $4A0 == 1 ;; integer values
004D: jump_if_false Label027E20
0004: $49F = 1 ;; integer values
:Label027E20
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label0281CB
00D6: if 24
0121: player $PLAYER_CHAR in_zone "DTOWN"
0121: player $PLAYER_CHAR in_zone "HAITI"
0121: player $PLAYER_CHAR in_zone "HAVANA"
0121: player $PLAYER_CHAR in_zone "A_PORT"
0121: player $PLAYER_CHAR in_zone "JUNKY"
004D: jump_if_false Label0281CB
00D6: if 0
0038: $3D9 == 0 ;; integer values
004D: jump_if_false Label0281CB
00D6: if 0
0038: $3DC == 0 ;; integer values
004D: jump_if_false Label0281CB
00D6: if 0
0018: $4A3 > 13 ;; integer values
004D: jump_if_false Label027EB9
0004: $4A3 = 1 ;; integer values
:Label027EB9
00D6: if 0
0038: $4A3 == 1 ;; integer values
004D: jump_if_false Label027EF3
0005: $4AE = -385.7 ;; floating-point values
0005: $4AF = 1008.3 ;; floating-point values
0005: $4B0 = 8.4 ;; floating-point values
0005: $4B1 = 338.4 ;; floating-point values
:Label027EF3
00D6: if 0
0038: $4A3 == 2 ;; integer values
004D: jump_if_false Label027F2D
0005: $4AE = -295.4 ;; floating-point values
0005: $4AF = 1283.6 ;; floating-point values
0005: $4B0 = 10.1 ;; floating-point values
0005: $4B1 = 0.0 ;; floating-point values
:Label027F2D
00D6: if 0
0038: $4A3 == 3 ;; integer values
004D: jump_if_false Label027F67
0005: $4AE = -477.4 ;; floating-point values
0005: $4AF = 1344.0 ;; floating-point values
0005: $4B0 = 10.1 ;; floating-point values
0005: $4B1 = 97.2 ;; floating-point values
:Label027F67
00D6: if 0
0038: $4A3 == 4 ;; integer values
004D: jump_if_false Label027FA1
0005: $4AE = -744.3 ;; floating-point values
0005: $4AF = 1319.0 ;; floating-point values
0005: $4B0 = 10.1 ;; floating-point values
0005: $4B1 = 101.4 ;; floating-point values
:Label027FA1
00D6: if 0
0038: $4A3 == 5 ;; integer values
004D: jump_if_false Label027FDB
0005: $4AE = -875.4 ;; floating-point values
0005: $4AF = 1351.1 ;; floating-point values
0005: $4B0 = 9.8 ;; floating-point values
0005: $4B1 = 187.2 ;; floating-point values
:Label027FDB
00D6: if 0
0038: $4A3 == 6 ;; integer values
004D: jump_if_false Label028015
0005: $4AE = -869.5 ;; floating-point values
0005: $4AF = 1074.8 ;; floating-point values
0005: $4B0 = 9.4 ;; floating-point values
0005: $4B1 = 182.7 ;; floating-point values
:Label028015
00D6: if 0
0038: $4A3 == 7 ;; integer values
004D: jump_if_false Label02804F
0005: $4AE = -996.5 ;; floating-point values
0005: $4AF = -513.8 ;; floating-point values
0005: $4B0 = 9.3 ;; floating-point values
0005: $4B1 = 186.3 ;; floating-point values
:Label02804F
00D6: if 0
0038: $4A3 == 8 ;; integer values
004D: jump_if_false Label028089
0005: $4AE = -910.1 ;; floating-point values
0005: $4AF = -660.4 ;; floating-point values
0005: $4B0 = 9.6 ;; floating-point values
0005: $4B1 = 277.9 ;; floating-point values
:Label028089
00D6: if 0
0038: $4A3 == 9 ;; integer values
004D: jump_if_false Label0280C3
0005: $4AE = -1432.9 ;; floating-point values
0005: $4AF = -780.5 ;; floating-point values
0005: $4B0 = 13.2 ;; floating-point values
0005: $4B1 = 88.4 ;; floating-point values
:Label0280C3
00D6: if 0
0038: $4A3 == 10 ;; integer values
004D: jump_if_false Label0280FD
0005: $4AE = -1017.7 ;; floating-point values
0005: $4AF = -918.7 ;; floating-point values
0005: $4B0 = 12.9 ;; floating-point values
0005: $4B1 = 46.4 ;; floating-point values
:Label0280FD
00D6: if 0
0038: $4A3 == 11 ;; integer values
004D: jump_if_false Label028137
0005: $4AE = -1130.8 ;; floating-point values
0005: $4AF = -594.3 ;; floating-point values
0005: $4B0 = 10.0 ;; floating-point values
0005: $4B1 = 275.0 ;; floating-point values
:Label028137
00D6: if 0
0038: $4A3 == 12 ;; integer values
004D: jump_if_false Label028171
0005: $4AE = -1200.6 ;; floating-point values
0005: $4AF = -420.0 ;; floating-point values
0005: $4B0 = 9.3 ;; floating-point values
0005: $4B1 = 5.8 ;; floating-point values
:Label028171
00D6: if 0
0038: $4A3 == 13 ;; integer values
004D: jump_if_false Label0281AB
0005: $4AE = -1061.0 ;; floating-point values
0005: $4AF = -340.2 ;; floating-point values
0005: $4B0 = 9.3 ;; floating-point values
0005: $4B1 = 278.5 ;; floating-point values
:Label0281AB
0050: gosub Label0286C7
00D6: if 0
0038: $4A0 == 1 ;; integer values
004D: jump_if_false Label0281CB
0004: $49F = 2 ;; integer values
:Label0281CB
0002: jump Label028697
:Label0281D2
00D6: if 24
0038: $3EA == 1 ;; integer values
0038: $440 == 1 ;; integer values
0038: $3DA == 1 ;; integer values
0038: $3EB == 1 ;; integer values
0038: $3D9 == 1 ;; integer values
004D: jump_if_false Label028207
0050: gosub Label029402
:Label028207
00D6: if 21
0038: $3DC == 1 ;; integer values
0038: $3DB == 1 ;; integer values
004D: jump_if_false Label028227
0050: gosub Label029402
:Label028227
00D6: if 0
0038: $49F == 1 ;; integer values
004D: jump_if_false Label02848E
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label02848E
00D6: if 22
0121: player $PLAYER_CHAR in_zone "BEACH1"
0121: player $PLAYER_CHAR in_zone "BEACH2"
0121: player $PLAYER_CHAR in_zone "BEACH3"
004D: jump_if_false Label028487
0005: $4B4 = -77.6 ;; floating-point values
0005: $4BE = -982.5 ;; floating-point values
0005: $4C8 = 9.4 ;; floating-point values
0005: $4B5 = 120.0 ;; floating-point values
0005: $4BF = -807.3 ;; floating-point values
0005: $4C9 = 9.4 ;; floating-point values
0005: $4B6 = 183.2 ;; floating-point values
0005: $4C0 = -488.9 ;; floating-point values
0005: $4CA = 10.9 ;; floating-point values
0005: $4B7 = 318.6 ;; floating-point values
0005: $4C1 = -82.7 ;; floating-point values
0005: $4CB = 9.6 ;; floating-point values
0005: $4B8 = 472.7 ;; floating-point values
0005: $4C2 = 627.8 ;; floating-point values
0005: $4CC = 10.0 ;; floating-point values
0005: $4B9 = 226.5 ;; floating-point values
0005: $4C3 = 719.5 ;; floating-point values
0005: $4CD = 9.7 ;; floating-point values
0005: $4BA = 306.9 ;; floating-point values
0005: $4C4 = 1044.8 ;; floating-point values
0005: $4CE = 11.9 ;; floating-point values
0005: $4BB = 448.7 ;; floating-point values
0005: $4C5 = 1274.3 ;; floating-point values
0005: $4CF = 16.1 ;; floating-point values
0005: $4BC = 499.5 ;; floating-point values
0005: $4C6 = 1022.8 ;; floating-point values
0005: $4D0 = 16.8 ;; floating-point values
0005: $4BD = 528.1 ;; floating-point values
0005: $4C7 = 632.5 ;; floating-point values
0005: $4D1 = 9.8 ;; floating-point values
0005: $4D2 = 516.2 ;; floating-point values
0005: $4D9 = 403.6 ;; floating-point values
0005: $4E0 = 9.7 ;; floating-point values
0005: $4D3 = 491.5 ;; floating-point values
0005: $4DA = .6 ;; floating-point values
0005: $4E1 = 9.6 ;; floating-point values
0005: $4D4 = 434.1 ;; floating-point values
0005: $4DB = -454.1 ;; floating-point values
0005: $4E2 = 9.7 ;; floating-point values
0005: $4D5 = 217.1 ;; floating-point values
0005: $4DC = -974.4 ;; floating-point values
0005: $4E3 = 9.0 ;; floating-point values
0005: $4D6 = 160.6 ;; floating-point values
0005: $4DD = -1329.6 ;; floating-point values
0005: $4E4 = 9.0 ;; floating-point values
0005: $4D7 = -26.6 ;; floating-point values
0005: $4DE = -1566.2 ;; floating-point values
0005: $4E5 = 9.0 ;; floating-point values
0005: $4D8 = -21.6 ;; floating-point values
0005: $4DF = -1307.4 ;; floating-point values
0005: $4E6 = 9.0 ;; floating-point values
0050: gosub Label0287C9
0002: jump Label02848E
:Label028487
0050: gosub Label029402
:Label02848E
00D6: if 0
0038: $49F == 2 ;; integer values
004D: jump_if_false Label028697
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label028697
00D6: if 24
0121: player $PLAYER_CHAR in_zone "DTOWN"
0121: player $PLAYER_CHAR in_zone "HAITI"
0121: player $PLAYER_CHAR in_zone "HAVANA"
0121: player $PLAYER_CHAR in_zone "A_PORT"
0121: player $PLAYER_CHAR in_zone "JUNKY"
004D: jump_if_false Label028690
0005: $4B4 = -385.7 ;; floating-point values
0005: $4BE = 1008.3 ;; floating-point values
0005: $4C8 = 8.4 ;; floating-point values
0005: $4B5 = -295.4 ;; floating-point values
0005: $4BF = 1283.6 ;; floating-point values
0005: $4C9 = 10.1 ;; floating-point values
0005: $4B6 = -477.4 ;; floating-point values
0005: $4C0 = 1344.0 ;; floating-point values
0005: $4CA = 10.1 ;; floating-point values
0005: $4B7 = -744.3 ;; floating-point values
0005: $4C1 = 1319.0 ;; floating-point values
0005: $4CB = 10.1 ;; floating-point values
0005: $4B8 = -875.4 ;; floating-point values
0005: $4C2 = 1351.1 ;; floating-point values
0005: $4CC = 9.8 ;; floating-point values
0005: $4B9 = -869.5 ;; floating-point values
0005: $4C3 = 1074.8 ;; floating-point values
0005: $4CD = 9.4 ;; floating-point values
0005: $4BA = -996.5 ;; floating-point values
0005: $4C4 = -513.8 ;; floating-point values
0005: $4CE = 9.3 ;; floating-point values
0005: $4BB = -910.1 ;; floating-point values
0005: $4C5 = -660.4 ;; floating-point values
0005: $4CF = 9.6 ;; floating-point values
0005: $4BC = -1432.9 ;; floating-point values
0005: $4C6 = -780.5 ;; floating-point values
0005: $4D0 = 13.2 ;; floating-point values
0005: $4BD = -1017.7 ;; floating-point values
0005: $4C7 = -918.7 ;; floating-point values
0005: $4D1 = 12.9 ;; floating-point values
0005: $4D2 = -1130.8 ;; floating-point values
0005: $4D9 = -594.3 ;; floating-point values
0005: $4E0 = 10.0 ;; floating-point values
0005: $4D3 = -1200.6 ;; floating-point values
0005: $4DA = -420.0 ;; floating-point values
0005: $4E1 = 9.3 ;; floating-point values
0005: $4D4 = -1061.0 ;; floating-point values
0005: $4DB = -340.2 ;; floating-point values
0005: $4E2 = 9.3 ;; floating-point values
0050: gosub Label0287C9
0002: jump Label028697
:Label028690
0050: gosub Label029402
:Label028697
0002: jump Label0286BE
:Label02869E
00D6: if 0
0038: $4A4 == 0 ;; integer values
004D: jump_if_false Label0286BE
0050: gosub Label029402
0004: $4A4 = 1 ;; integer values
:Label0286BE
0002: jump Label027841
004E: end_thread
:Label0286C7
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point $4AE $4AF $4B0 radius 180.0 180.0
180.0
004D: jump_if_false Label0287C7
00D6: if 0
80F5: NOT player $PLAYER_CHAR 0 ()near_point $4AE $4AF $4B0 radius 115.0
115.0 115.0
004D: jump_if_false Label02873B
0247: request_model #COACH
:Label028720
00D6: if 0
8248: NOT model #COACH available
004D: jump_if_false Label02873B
0001: wait 0 ms
0002: jump Label028720
:Label02873B
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label0287C7
00D6: if 0
80F5: NOT player $PLAYER_CHAR 0 ()near_point $4AE $4AF $4B0 radius 115.0
115.0 115.0
004D: jump_if_false Label0287C2
00A5: $4A1 = create_car #COACH at $4AE $4AF $4B0
0594: $4A1 0
0175: set_car $4A1 z_angle_to $4B1
00AE: unknown_set_car $4A1 to_ignore_traffic_lights 0
0376: $4A2 = create_random_actor $4AE $4AF 30.0
036A: put_actor $4A2 in_car $4A1
0004: $4A0 = 1 ;; integer values
0002: jump Label0287C7
:Label0287C2
0249: release_model #COACH
:Label0287C7
0051: return
:Label0287C9
00D6: if 0
8119: NOT car $4A1 wrecked
004D: jump_if_false Label028A62
00D6: if 0
8118: NOT actor $4A2 dead
004D: jump_if_false Label028A54
00D6: if 0
0448: actor $4A2 in_car $4A1
004D: jump_if_false Label028A46
00D6: if 0
0038: $4A9 == 0 ;; integer values
004D: jump_if_false Label028A3F
00D6: if 0
0038: $4A3 == 1 ;; integer values
004D: jump_if_false Label02882E
02C2: car $4A1 drive_to_point $4B4 $4BE $4C8
:Label02882E
00D6: if 0
0038: $4A3 == 2 ;; integer values
004D: jump_if_false Label02884E
02C2: car $4A1 drive_to_point $4B5 $4BF $4C9
:Label02884E
00D6: if 0
0038: $4A3 == 3 ;; integer values
004D: jump_if_false Label02886E
02C2: car $4A1 drive_to_point $4B6 $4C0 $4CA
:Label02886E
00D6: if 0
0038: $4A3 == 4 ;; integer values
004D: jump_if_false Label02888E
02C2: car $4A1 drive_to_point $4B7 $4C1 $4CB
:Label02888E
00D6: if 0
0038: $4A3 == 5 ;; integer values
004D: jump_if_false Label0288AE
02C2: car $4A1 drive_to_point $4B8 $4C2 $4CC
:Label0288AE
00D6: if 0
0038: $4A3 == 6 ;; integer values
004D: jump_if_false Label0288CE
02C2: car $4A1 drive_to_point $4B9 $4C3 $4CD
:Label0288CE
00D6: if 0
0038: $4A3 == 7 ;; integer values
004D: jump_if_false Label0288EE
02C2: car $4A1 drive_to_point $4BA $4C4 $4CE
:Label0288EE
00D6: if 0
0038: $4A3 == 8 ;; integer values
004D: jump_if_false Label02890E
02C2: car $4A1 drive_to_point $4BB $4C5 $4CF
:Label02890E
00D6: if 0
0038: $4A3 == 9 ;; integer values
004D: jump_if_false Label02892E
02C2: car $4A1 drive_to_point $4BC $4C6 $4D0
:Label02892E
00D6: if 0
0038: $4A3 == 10 ;; integer values
004D: jump_if_false Label02894E
02C2: car $4A1 drive_to_point $4BD $4C7 $4D1
:Label02894E
00D6: if 0
0038: $4A3 == 11 ;; integer values
004D: jump_if_false Label02896E
02C2: car $4A1 drive_to_point $4D2 $4D9 $4E0
:Label02896E
00D6: if 0
0038: $4A3 == 12 ;; integer values
004D: jump_if_false Label02898E
02C2: car $4A1 drive_to_point $4D3 $4DA $4E1
:Label02898E
00D6: if 0
0038: $4A3 == 13 ;; integer values
004D: jump_if_false Label0289AE
02C2: car $4A1 drive_to_point $4D4 $4DB $4E2
:Label0289AE
00D6: if 0
0038: $4A3 == 14 ;; integer values
004D: jump_if_false Label0289CE
02C2: car $4A1 drive_to_point $4D5 $4DC $4E3
:Label0289CE
00D6: if 0
0038: $4A3 == 15 ;; integer values
004D: jump_if_false Label0289EE
02C2: car $4A1 drive_to_point $4D6 $4DD $4E4
:Label0289EE
00D6: if 0
0038: $4A3 == 16 ;; integer values
004D: jump_if_false Label028A0E
02C2: car $4A1 drive_to_point $4D7 $4DE $4E5
:Label028A0E
00D6: if 0
0038: $4A3 == 17 ;; integer values
004D: jump_if_false Label028A2E
02C2: car $4A1 drive_to_point $4D8 $4DF $4E6
:Label028A2E
00AD: set_car $4A1 max_speed_to 15.0
0004: $4A9 = 1 ;; integer values
:Label028A3F
0002: jump Label028A4D
:Label028A46
0050: gosub Label029402
:Label028A4D
0002: jump Label028A5B
:Label028A54
0050: gosub Label029402
:Label028A5B
0002: jump Label028A69
:Label028A62
0050: gosub Label029402
:Label028A69
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label028F85
00D6: if 0
8119: NOT car $4A1 wrecked
004D: jump_if_false Label028F77
00D6: if 0
8118: NOT actor $4A2 dead
004D: jump_if_false Label028F69
00D6: if 0
0448: actor $4A2 in_car $4A1
004D: jump_if_false Label028F5B
00AA: store_car $4A1 position_to $4AE $4AF $4B0
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point $4AE $4AF $4B0 radius 180.0 180.0
180.0
004D: jump_if_false Label028F4D
00D6: if 0
0038: $4A3 == 1 ;; integer values
004D: jump_if_false Label028B26
00D6: if 0
01AD: car $4A1 0 ()near_point $4B4 $4BE 3.0 3.0
004D: jump_if_false Label028B26
0050: gosub Label028F8E
0002: jump Label0287C9
:Label028B26
00D6: if 0
0038: $4A3 == 2 ;; integer values
004D: jump_if_false Label028B68
00D6: if 0
01AD: car $4A1 0 ()near_point $4B5 $4BF 3.0 3.0
004D: jump_if_false Label028B68
0050: gosub Label028F8E
0002: jump Label0287C9
:Label028B68
00D6: if 0
0038: $4A3 == 3 ;; integer values
004D: jump_if_false Label028BAA
00D6: if 0
01AD: car $4A1 0 ()near_point $4B6 $4C0 3.0 3.0
004D: jump_if_false Label028BAA
0050: gosub Label028F8E
0002: jump Label0287C9
:Label028BAA
00D6: if 0
0038: $4A3 == 4 ;; integer values
004D: jump_if_false Label028BEC
00D6: if 0
01AD: car $4A1 0 ()near_point $4B7 $4C1 3.0 3.0
004D: jump_if_false Label028BEC
0050: gosub Label028F8E
0002: jump Label0287C9
:Label028BEC
00D6: if 0
0038: $4A3 == 5 ;; integer values
004D: jump_if_false Label028C2E
00D6: if 0
01AD: car $4A1 0 ()near_point $4B8 $4C2 3.0 3.0
004D: jump_if_false Label028C2E
0050: gosub Label028F8E
0002: jump Label0287C9
:Label028C2E
00D6: if 0
0038: $4A3 == 6 ;; integer values
004D: jump_if_false Label028C70
00D6: if 0
01AD: car $4A1 0 ()near_point $4B9 $4C3 3.0 3.0
004D: jump_if_false Label028C70
0050: gosub Label028F8E
0002: jump Label0287C9
:Label028C70
00D6: if 0
0038: $4A3 == 7 ;; integer values
004D: jump_if_false Label028CB2
00D6: if 0
01AD: car $4A1 0 ()near_point $4BA $4C4 3.0 3.0
004D: jump_if_false Label028CB2
0050: gosub Label028F8E
0002: jump Label0287C9
:Label028CB2
00D6: if 0
0038: $4A3 == 8 ;; integer values
004D: jump_if_false Label028CF4
00D6: if 0
01AD: car $4A1 0 ()near_point $4BB $4C5 3.0 3.0
004D: jump_if_false Label028CF4
0050: gosub Label028F8E
0002: jump Label0287C9
:Label028CF4
00D6: if 0
0038: $4A3 == 9 ;; integer values
004D: jump_if_false Label028D36
00D6: if 0
01AD: car $4A1 0 ()near_point $4BC $4C6 3.0 3.0
004D: jump_if_false Label028D36
0050: gosub Label028F8E
0002: jump Label0287C9
:Label028D36
00D6: if 0
0038: $4A3 == 10 ;; integer values
004D: jump_if_false Label028D78
00D6: if 0
01AD: car $4A1 0 ()near_point $4BD $4C7 3.0 3.0
004D: jump_if_false Label028D78
0050: gosub Label028F8E
0002: jump Label0287C9
:Label028D78
00D6: if 0
0038: $4A3 == 11 ;; integer values
004D: jump_if_false Label028DBA
00D6: if 0
01AD: car $4A1 0 ()near_point $4D2 $4D9 3.0 3.0
004D: jump_if_false Label028DBA
0050: gosub Label028F8E
0002: jump Label0287C9
:Label028DBA
00D6: if 0
0038: $4A3 == 12 ;; integer values
004D: jump_if_false Label028DFC
00D6: if 0
01AD: car $4A1 0 ()near_point $4D3 $4DA 3.0 3.0
004D: jump_if_false Label028DFC
0050: gosub Label028F8E
0002: jump Label0287C9
:Label028DFC
00D6: if 0
0038: $4A3 == 13 ;; integer values
004D: jump_if_false Label028E3E
00D6: if 0
01AD: car $4A1 0 ()near_point $4D4 $4DB 3.0 3.0
004D: jump_if_false Label028E3E
0050: gosub Label028F8E
0002: jump Label0287C9
:Label028E3E
00D6: if 0
0038: $4A3 == 14 ;; integer values
004D: jump_if_false Label028E80
00D6: if 0
01AD: car $4A1 0 ()near_point $4D5 $4DC 3.0 3.0
004D: jump_if_false Label028E80
0050: gosub Label028F8E
0002: jump Label0287C9
:Label028E80
00D6: if 0
0038: $4A3 == 15 ;; integer values
004D: jump_if_false Label028EC2
00D6: if 0
01AD: car $4A1 0 ()near_point $4D6 $4DD 3.0 3.0
004D: jump_if_false Label028EC2
0050: gosub Label028F8E
0002: jump Label0287C9
:Label028EC2
00D6: if 0
0038: $4A3 == 16 ;; integer values
004D: jump_if_false Label028F04
00D6: if 0
01AD: car $4A1 0 ()near_point $4D7 $4DE 3.0 3.0
004D: jump_if_false Label028F04
0050: gosub Label028F8E
0002: jump Label0287C9
:Label028F04
00D6: if 0
0038: $4A3 == 17 ;; integer values
004D: jump_if_false Label028F46
00D6: if 0
01AD: car $4A1 0 ()near_point $4D8 $4DF 3.0 3.0
004D: jump_if_false Label028F46
0050: gosub Label028F8E
0002: jump Label0287C9
:Label028F46
0002: jump Label028F54
:Label028F4D
0050: gosub Label029402
:Label028F54
0002: jump Label028F62
:Label028F5B
0050: gosub Label029402
:Label028F62
0002: jump Label028F70
:Label028F69
0050: gosub Label029402
:Label028F70
0002: jump Label028F7E
:Label028F77
0050: gosub Label029402
:Label028F7E
0002: jump Label028F8C
:Label028F85
0050: gosub Label029402
:Label028F8C
0051: return
:Label028F8E
00AD: set_car $4A1 max_speed_to 0.0
0008: $4A3 += 1 ;; integer values
0561: unknown_create_actor_handle $4A5 from car $4A1 passenger 1
00D6: if 0
8118: NOT actor $4A5 dead
004D: jump_if_false Label028FC1
01D3: actor $4A5 leave_car $4A1
:Label028FC1
0001: wait 4700 ms
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label029084
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label02905B
00D6: if 0
8119: NOT car $4A1 wrecked
004D: jump_if_false Label029054
0407: create_coordinate $4B2 $4B3 $4B0 from_car $4A1 offset 0.0 -20.0 0.0
00AA: store_car $4A1 position_to $4AE $4AF $4B0
00D6: if 0
80F5: NOT player $PLAYER_CHAR 0 ()near_point $4AE $4AF $4B0 radius 180.0
180.0 180.0
004D: jump_if_false Label029054
0002: jump Label029394
:Label029054
0002: jump Label029062
:Label02905B
0002: jump Label029394
:Label029062
00D6: if 0
8118: NOT actor $4A5 dead
004D: jump_if_false Label02907D
0211: actor $4A5 walk_to $4B2 $4B3
:Label02907D
0002: jump Label02908B
:Label029084
0002: jump Label029394
:Label02908B
0001: wait 1300 ms
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label029155
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label02912F
00D6: if 0
8119: NOT car $4A1 wrecked
004D: jump_if_false Label029128
0407: create_coordinate $4B2 $4B3 $4B0 from_car $4A1 offset 0.0 -10.0 0.0
0561: unknown_create_actor_handle $4A6 from car $4A1 passenger 2
00AA: store_car $4A1 position_to $4AE $4AF $4B0
00D6: if 0
80F5: NOT player $PLAYER_CHAR 0 ()near_point $4AE $4AF $4B0 radius 180.0
180.0 180.0
004D: jump_if_false Label029128
0002: jump Label029394
:Label029128
0002: jump Label029136
:Label02912F
0002: jump Label029394
:Label029136
00D6: if 0
8118: NOT actor $4A6 dead
004D: jump_if_false Label02914E
01D3: actor $4A6 leave_car $4A1
:Label02914E
0002: jump Label02915C
:Label029155
0002: jump Label029394
:Label02915C
0001: wait 4700 ms
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label029195
00D6: if 0
8118: NOT actor $4A6 dead
004D: jump_if_false Label02918E
0211: actor $4A6 walk_to $4B2 $4B3
:Label02918E
0002: jump Label02919C
:Label029195
0002: jump Label029394
:Label02919C
0001: wait 1300 ms
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label029249
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label029223
00D6: if 0
8119: NOT car $4A1 wrecked
004D: jump_if_false Label02921C
0561: unknown_create_actor_handle $4A7 from car $4A1 passenger 3
00AA: store_car $4A1 position_to $4AE $4AF $4B0
00D6: if 0
80F5: NOT player $PLAYER_CHAR 0 ()near_point $4AE $4AF $4B0 radius 180.0
180.0 180.0
004D: jump_if_false Label02921C
0002: jump Label029394
:Label02921C
0002: jump Label02922A
:Label029223
0002: jump Label029394
:Label02922A
00D6: if 0
8118: NOT actor $4A7 dead
004D: jump_if_false Label029242
01D3: actor $4A7 leave_car $4A1
:Label029242
0002: jump Label029250
:Label029249
0002: jump Label029394
:Label029250
0001: wait 4700 ms
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label0292F6
00D6: if 0
8118: NOT actor $4A7 dead
004D: jump_if_false Label029282
0211: actor $4A7 walk_to $4B2 $4B3
:Label029282
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label0292E8
00D6: if 0
8119: NOT car $4A1 wrecked
004D: jump_if_false Label0292E1
00AA: store_car $4A1 position_to $4AE $4AF $4B0
00D6: if 0
80F5: NOT player $PLAYER_CHAR 0 ()near_point $4AE $4AF $4B0 radius 180.0
180.0 180.0
004D: jump_if_false Label0292E1
0002: jump Label029394
:Label0292E1
0002: jump Label0292EF
:Label0292E8
0002: jump Label029394
:Label0292EF
0002: jump Label0292FD
:Label0292F6
0002: jump Label029394
:Label0292FD
0001: wait 3300 ms
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label029388
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label02937A
00D6: if 0
8119: NOT car $4A1 wrecked
004D: jump_if_false Label029373
00AA: store_car $4A1 position_to $4AE $4AF $4B0
00D6: if 0
80F5: NOT player $PLAYER_CHAR 0 ()near_point $4AE $4AF $4B0 radius 180.0
180.0 180.0
004D: jump_if_false Label029373
0002: jump Label029394
:Label029373
0002: jump Label029381
:Label02937A
0002: jump Label029394
:Label029381
0002: jump Label02938F
:Label029388
0002: jump Label029394
:Label02938F
0001: wait 5000 ms
:Label029394
00D6: if 0
0038: $49F == 1 ;; integer values
004D: jump_if_false Label0293BF
00D6: if 0
0018: $4A3 > 17 ;; integer values
004D: jump_if_false Label0293BF
0004: $4A3 = 1 ;; integer values
:Label0293BF
00D6: if 0
0038: $49F == 2 ;; integer values
004D: jump_if_false Label0293EA
00D6: if 0
0018: $4A3 > 13 ;; integer values
004D: jump_if_false Label0293EA
0004: $4A3 = 1 ;; integer values
:Label0293EA
01C2: remove_references_to_actor $4A5 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $4A6 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $4A7 ;; Like turning an actor into a random
pedestrian
0004: $4A9 = 0 ;; integer values
0051: return
:Label029402
00D6: if 0
8119: NOT car $4A1 wrecked
004D: jump_if_false Label029446
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label029446
00D6: if 0
80DC: NOT player $PLAYER_CHAR driving $4A1
004D: jump_if_false Label029446
00AE: unknown_set_car $4A1 to_ignore_traffic_lights 2
00AD: set_car $4A1 max_speed_to 15.0
:Label029446
01C3: remove_references_to_car $4A1 ;; Like turning a car into any random car
01C2: remove_references_to_actor $4A2 ;; Like turning an actor into a random
pedestrian
0249: release_model #COACH
01C2: remove_references_to_actor $4A5 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $4A6 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $4A7 ;; Like turning an actor into a random
pedestrian
0004: $4A0 = 0 ;; integer values
0051: return
:Label02946D
03A4: name_thread "CARGEN"
0111: set_wasted_busted_check_to 0 (disabled)
:Label02947B
0001: wait 500 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label029B92
00D6: if 0
0121: player $PLAYER_CHAR in_zone "BEACH3"
004D: jump_if_false Label029B92
00D6: if 0
0057: player $PLAYER_CHAR 0 ()in_cube 369.7 1207.3 24.5 372.2 1212.8 28.5
004D: jump_if_false Label0294DF
0004: $4F0 = 4 ;; integer values
:Label0294DF
00D6: if 0
0057: player $PLAYER_CHAR 0 ()in_cube 301.9 1152.3 16.1 342.4 1259.4 22.0
004D: jump_if_false Label029601
00D6: if 0
0038: $4EB == 0 ;; integer values
004D: jump_if_false Label02952F
0050: gosub Label029E9C
0004: $4EB = 1 ;; integer values
:Label02952F
00D6: if 0
0038: $4EC == 0 ;; integer values
004D: jump_if_false Label02954F
0050: gosub Label029F0C
0004: $4EC = 1 ;; integer values
:Label02954F
00D6: if 0
0038: $4ED == 1 ;; integer values
004D: jump_if_false Label029588
03BA: clear_cars_from_cube 342.4 1259.1 21.5 302.5 1153.3 26.0
0004: $4ED = 0 ;; integer values
:Label029588
00D6: if 0
0038: $4EE == 1 ;; integer values
004D: jump_if_false Label0295C1
03BA: clear_cars_from_cube 342.4 1153.3 23.8 367.2 1259.1 28.9
0004: $4EE = 0 ;; integer values
:Label0295C1
00D6: if 0
0038: $4EF == 1 ;; integer values
004D: jump_if_false Label0295FA
03BA: clear_cars_from_cube 302.1 1151.5 32.0 342.7 1259.4 26.5
0004: $4EF = 0 ;; integer values
:Label0295FA
0004: $4F0 = 1 ;; integer values
:Label029601
00D6: if 0
0018: $4F0 > 0 ;; integer values
004D: jump_if_false Label02971C
00D6: if 0
0057: player $PLAYER_CHAR 0 ()in_cube 341.3 1258.9 19.1 367.2 1152.6 23.8
004D: jump_if_false Label02971C
00D6: if 0
0038: $4EB == 0 ;; integer values
004D: jump_if_false Label029663
0050: gosub Label029E9C
0004: $4EB = 1 ;; integer values
:Label029663
00D6: if 0
0038: $4EC == 0 ;; integer values
004D: jump_if_false Label029683
0050: gosub Label029F0C
0004: $4EC = 1 ;; integer values
:Label029683
00D6: if 0
0038: $4ED == 0 ;; integer values
004D: jump_if_false Label0296A3
0050: gosub Label029F92
0004: $4ED = 1 ;; integer values
:Label0296A3
00D6: if 0
0038: $4EE == 1 ;; integer values
004D: jump_if_false Label0296DC
03BA: clear_cars_from_cube 342.4 1153.3 23.8 367.2 1259.1 28.9
0004: $4EE = 0 ;; integer values
:Label0296DC
00D6: if 0
0038: $4EF == 1 ;; integer values
004D: jump_if_false Label029715
03BA: clear_cars_from_cube 302.1 1151.5 32.0 342.7 1259.4 26.5
0004: $4EF = 0 ;; integer values
:Label029715
0004: $4F0 = 2 ;; integer values
:Label02971C
00D6: if 0
0018: $4F0 > 1 ;; integer values
004D: jump_if_false Label029837
00D6: if 0
0057: player $PLAYER_CHAR 0 ()in_cube 342.4 1259.1 21.5 302.5 1153.3 26.0
004D: jump_if_false Label029837
00D6: if 0
0038: $4EB == 1 ;; integer values
004D: jump_if_false Label029797
03BA: clear_cars_from_cube 301.9 1152.3 16.1 342.4 1259.4 22.0
0004: $4EB = 0 ;; integer values
:Label029797
00D6: if 0
0038: $4EC == 0 ;; integer values
004D: jump_if_false Label0297B7
0050: gosub Label029F0C
0004: $4EC = 1 ;; integer values
:Label0297B7
00D6: if 0
0038: $4ED == 0 ;; integer values
004D: jump_if_false Label0297D7
0050: gosub Label029F92
0004: $4ED = 1 ;; integer values
:Label0297D7
00D6: if 0
0038: $4EE == 0 ;; integer values
004D: jump_if_false Label0297F7
0050: gosub Label02A018
0004: $4EE = 1 ;; integer values
:Label0297F7
00D6: if 0
0038: $4EF == 1 ;; integer values
004D: jump_if_false Label029830
03BA: clear_cars_from_cube 302.1 1151.5 32.0 342.7 1259.4 26.5
0004: $4EF = 0 ;; integer values
:Label029830
0004: $4F0 = 3 ;; integer values
:Label029837
00D6: if 0
0018: $4F0 > 2 ;; integer values
004D: jump_if_false Label029952
00D6: if 0
0057: player $PLAYER_CHAR 0 ()in_cube 342.4 1153.3 23.8 372.3 1259.1 28.9
004D: jump_if_false Label029952
00D6: if 0
0038: $4EB == 1 ;; integer values
004D: jump_if_false Label0298B2
03BA: clear_cars_from_cube 301.9 1152.3 16.1 342.4 1259.4 22.0
0004: $4EB = 0 ;; integer values
:Label0298B2
00D6: if 0
0038: $4EC == 1 ;; integer values
004D: jump_if_false Label0298EB
03BA: clear_cars_from_cube 341.3 1258.9 19.1 367.2 1152.6 23.8
0004: $4EC = 0 ;; integer values
:Label0298EB
00D6: if 0
0038: $4ED == 0 ;; integer values
004D: jump_if_false Label02990B
0050: gosub Label029F92
0004: $4ED = 1 ;; integer values
:Label02990B
00D6: if 0
0038: $4EE == 0 ;; integer values
004D: jump_if_false Label02992B
0050: gosub Label02A018
0004: $4EE = 1 ;; integer values
:Label02992B
00D6: if 0
0038: $4EF == 0 ;; integer values
004D: jump_if_false Label02994B
0050: gosub Label02A088
0004: $4EF = 1 ;; integer values
:Label02994B
0004: $4F0 = 4 ;; integer values
:Label029952
00D6: if 0
0018: $4F0 > 3 ;; integer values
004D: jump_if_false Label029A86
00D6: if 0
0057: player $PLAYER_CHAR 0 ()in_cube 302.1 1151.5 32.0 342.7 1259.4 26.5
004D: jump_if_false Label029A86
00D6: if 0
0038: $4EB == 1 ;; integer values
004D: jump_if_false Label0299CD
03BA: clear_cars_from_cube 301.9 1152.3 16.1 342.4 1259.4 22.0
0004: $4EB = 0 ;; integer values
:Label0299CD
00D6: if 0
0038: $4EC == 1 ;; integer values
004D: jump_if_false Label029A06
03BA: clear_cars_from_cube 341.3 1258.9 19.1 367.2 1152.6 23.8
0004: $4EC = 0 ;; integer values
:Label029A06
00D6: if 0
0038: $4ED == 1 ;; integer values
004D: jump_if_false Label029A3F
03BA: clear_cars_from_cube 342.4 1259.1 21.5 302.5 1153.3 26.0
0004: $4ED = 0 ;; integer values
:Label029A3F
00D6: if 0
0038: $4EE == 0 ;; integer values
004D: jump_if_false Label029A5F
0050: gosub Label02A018
0004: $4EE = 1 ;; integer values
:Label029A5F
00D6: if 0
0038: $4EF == 0 ;; integer values
004D: jump_if_false Label029A7F
0050: gosub Label02A088
0004: $4EF = 1 ;; integer values
:Label029A7F
0004: $4F0 = 5 ;; integer values
:Label029A86
00D6: if 0
0018: $4F0 > 0 ;; integer values
004D: jump_if_false Label029B92
00D6: if 0
8057: NOT player $PLAYER_CHAR 0 ()in_cube 301.9 1152.3 16.1 372.3 1258.4
32.6
004D: jump_if_false Label029B92
03BA: clear_cars_from_cube 301.9 1152.3 16.1 342.4 1259.4 22.0
03BA: clear_cars_from_cube 341.3 1258.9 19.1 367.2 1152.6 23.8
03BA: clear_cars_from_cube 342.4 1259.1 21.5 302.5 1153.3 26.0
03BA: clear_cars_from_cube 342.4 1153.3 23.8 367.2 1259.1 28.9
03BA: clear_cars_from_cube 302.1 1151.5 32.0 342.7 1259.4 26.5
0004: $4EB = 0 ;; integer values
0004: $4EC = 0 ;; integer values
0004: $4ED = 0 ;; integer values
0004: $4EE = 0 ;; integer values
0004: $4EF = 0 ;; integer values
0004: $4F0 = 0 ;; integer values
:Label029B92
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label029E93
00D6: if 0
0121: player $PLAYER_CHAR in_zone "BEACH1"
004D: jump_if_false Label029E93
00D6: if 0
0057: player $PLAYER_CHAR 0 ()in_cube 104.9 -1143.3 23.6 158.3 -1239.3 2.1
004D: jump_if_false Label029C6A
00D6: if 0
0038: $4E7 == 0 ;; integer values
004D: jump_if_false Label029C0A
0050: gosub Label02A0F8
0004: $4E7 = 1 ;; integer values
:Label029C0A
00D6: if 0
0038: $4E8 == 0 ;; integer values
004D: jump_if_false Label029C2A
0050: gosub Label02A17E
0004: $4E8 = 1 ;; integer values
:Label029C2A
00D6: if 0
0038: $4E9 == 1 ;; integer values
004D: jump_if_false Label029C63
03BA: clear_cars_from_cube 158.3 -1236.6 29.9 104.5 -1142.1 36.8
0004: $4E9 = 0 ;; integer values
:Label029C63
0004: $4EA = 1 ;; integer values
:Label029C6A
00D6: if 0
0018: $4EA > 0 ;; integer values
004D: jump_if_false Label029D13
00D6: if 0
0057: player $PLAYER_CHAR 0 ()in_cube 104.9 -1143.3 23.6 158.3 -1236.6 29.9
004D: jump_if_false Label029D13
00D6: if 0
0038: $4E7 == 0 ;; integer values
004D: jump_if_false Label029CCC
0050: gosub Label02A0F8
0004: $4E7 = 1 ;; integer values
:Label029CCC
00D6: if 0
0038: $4E8 == 0 ;; integer values
004D: jump_if_false Label029CEC
0050: gosub Label02A17E
0004: $4E8 = 1 ;; integer values
:Label029CEC
00D6: if 0
0038: $4E9 == 0 ;; integer values
004D: jump_if_false Label029D0C
0050: gosub Label02A204
0004: $4E9 = 1 ;; integer values
:Label029D0C
0004: $4EA = 2 ;; integer values
:Label029D13
00D6: if 0
0018: $4EA > 1 ;; integer values
004D: jump_if_false Label029DD5
00D6: if 0
0057: player $PLAYER_CHAR 0 ()in_cube 158.3 -1236.6 29.9 104.5 -1142.1 36.8
004D: jump_if_false Label029DD5
00D6: if 0
0038: $4E7 == 1 ;; integer values
004D: jump_if_false Label029D8E
03BA: clear_cars_from_cube 104.9 -1143.3 23.6 158.3 -1239.3 2.1
0004: $4E7 = 0 ;; integer values
:Label029D8E
00D6: if 0
0038: $4E8 == 0 ;; integer values
004D: jump_if_false Label029DAE
0050: gosub Label02A17E
0004: $4E8 = 1 ;; integer values
:Label029DAE
00D6: if 0
0038: $4E9 == 0 ;; integer values
004D: jump_if_false Label029DCE
0050: gosub Label02A204
0004: $4E9 = 1 ;; integer values
:Label029DCE
0004: $4EA = 3 ;; integer values
:Label029DD5
00D6: if 0
0018: $4EA > 0 ;; integer values
004D: jump_if_false Label029E93
00D6: if 0
8057: NOT player $PLAYER_CHAR 0 ()in_cube 158.3 -1239.3 2.1 104.5 -1142.1
36.8
004D: jump_if_false Label029E93
03BA: clear_cars_from_cube 104.9 -1143.3 23.6 158.3 -1239.3 2.1
03BA: clear_cars_from_cube 104.9 -1143.3 23.6 158.3 -1236.6 29.9
03BA: clear_cars_from_cube 158.3 -1236.6 29.9 104.5 -1142.1 36.8
0004: $4E7 = 0 ;; integer values
0004: $4E8 = 0 ;; integer values
0004: $4E9 = 0 ;; integer values
0004: $4EA = 0 ;; integer values
:Label029E93
0002: jump Label02947B
004E: end_thread
:Label029E9C
03C5: create_random_car_for_carpark 310.2 1234.8 16.2 90.2
03C5: create_random_car_for_carpark 336.4 1250.7 16.2 271.9
03C5: create_random_car_for_carpark 307.6 1160.9 16.2 92.8
03C5: create_random_car_for_carpark 336.4 1157.7 16.2 270.1
03C5: create_random_car_for_carpark 307.4 1253.6 16.2 89.4
0051: return
:Label029F0C
03C5: create_random_car_for_carpark 347.5 1185.5 19.1 95.2
03C5: create_random_car_for_carpark 361.4 1202.9 19.1 273.7
03C5: create_random_car_for_carpark 361.3 1157.8 19.1 267.7
03C5: create_random_car_for_carpark 347.6 1228.8 19.0 92.5
03C5: create_random_car_for_carpark 361.4 1255.5 19.1 269.5
03C5: create_random_car_for_carpark 362.4 1228.7 19.1 264.6
0051: return
:Label029F92
03C5: create_random_car_for_carpark 308.4 1225.8 21.5 87.4
03C5: create_random_car_for_carpark 335.8 1207.9 21.5 271.2
03C5: create_random_car_for_carpark 335.8 1213.6 21.5 270.6
03C5: create_random_car_for_carpark 308.4 1196.2 21.5 90.0
03C5: create_random_car_for_carpark 307.2 1168.4 21.5 89.6
03C5: create_random_car_for_carpark 336.2 1182.3 21.5 270.3
0051: return
:Label02A018
03C5: create_random_car_for_carpark 348.3 1190.1 23.8 91.0
03C5: create_random_car_for_carpark 348.0 1203.5 23.8 87.5
03C5: create_random_car_for_carpark 348.2 1208.5 23.8 90.2
03C5: create_random_car_for_carpark 347.1 1227.1 23.8 89.8
03C5: create_random_car_for_carpark 348.2 1253.7 23.8 92.5
0051: return
:Label02A088
03C5: create_random_car_for_carpark 336.8 1158.1 26.3 269.4
03C5: create_random_car_for_carpark 335.0 1186.2 26.3 268.7
03C5: create_random_car_for_carpark 336.3 1190.7 26.3 271.2
03C5: create_random_car_for_carpark 337.0 1227.0 26.2 269.5
03C5: create_random_car_for_carpark 337.1 1221.0 26.2 267.9
0051: return
:Label02A0F8
03C5: create_random_car_for_carpark 109.8 -1151.2 16.5 1.6
03C5: create_random_car_for_carpark 129.7 -1150.8 16.5 .4
03C5: create_random_car_for_carpark 143.6 -1153.0 16.5 358.9
03C5: create_random_car_for_carpark 123.0 -1180.8 16.5 1.3
03C5: create_random_car_for_carpark 128.0 -1180.8 16.5 1.3
03C5: create_random_car_for_carpark 133.0 -1180.8 16.5 1.3
0051: return
:Label02A17E
03C5: create_random_car_for_carpark 150.5 -1192.9 23.2 265.1
03C5: create_random_car_for_carpark 141.6 -1228.8 23.2 181.3
03C5: create_random_car_for_carpark 127.1 -1228.7 23.2 178.6
03C5: create_random_car_for_carpark 117.9 -1152.3 23.2 .1
03C5: create_random_car_for_carpark 141.8 -1151.1 23.2 0.0
03C5: create_random_car_for_carpark 129.2 -1179.3 23.2 0.0
0051: return
:Label02A204
03C5: create_random_car_for_carpark 133.0 -1199.6 30.0 182.6
03C5: create_random_car_for_carpark 123.7 -1199.7 30.0 180.4
03C5: create_random_car_for_carpark 133.0 -1167.9 30.0 182.6
03C5: create_random_car_for_carpark 146.3 -1149.3 30.1 273.0
03C5: create_random_car_for_carpark 143.0 -1230.0 30.1 181.5
03C5: create_random_car_for_carpark 135.3 -1217.7 30.1 1.5
0051: return
:Label02A28A
03A4: name_thread "PICKUPS"
0111: set_wasted_busted_check_to 0 (disabled)
0001: wait 100 ms
004F: create_thread Label02B5D0
:Label02A2A4
0001: wait 0 ms
0008: $535 += 1 ;; integer values
0004: $536 = 0 ;; integer values
00D6: if 0
0038: $536 == 1 ;; integer values
004D: jump_if_false Label02A454
029B: $6FF = init_object -33 (ELECTRICGATE) at -1114.1 67.0 10.1
055B: $511 = create_clothes_pickup 1 at -384.5 -591.9 25.3
055B: $504 = create_clothes_pickup 1 at 226.4 -1265.6 20.1
055B: $505 = create_clothes_pickup 2 at 97.5 -1133.6 10.4
055B: $506 = create_clothes_pickup 3 at 364.2 1086.1 19.0
055B: $507 = create_clothes_pickup 4 at 106.5 253.0 21.7
055B: $508 = create_clothes_pickup 5 at -1024.5 -433.9 10.9
055B: $509 = create_clothes_pickup 6 at 405.7 -485.6 12.3
055B: $50A = create_clothes_pickup 8 at 414.3 1042.0 25.4
055B: $50C = create_clothes_pickup 10 at -917.4 885.1 11.0
055B: $50D = create_clothes_pickup 10 at -917.4 885.1 11.0
055B: $50E = create_clothes_pickup 10 at -917.4 885.1 11.0
055B: $50F = create_clothes_pickup 10 at -917.4 885.1 11.0
055B: $510 = create_clothes_pickup 7 at 465.3 -57.4 15.7
055B: $50B = create_clothes_pickup 10 at -917.4 885.1 11.0
055B: $512 = create_clothes_pickup 8 at 414.3 1042.0 25.4
055B: $830 = create_clothes_pickup 11 at -1200.3 -322.9 10.9
055B: $548 = create_clothes_pickup 12 at -382.6 -585.9 25.3
:Label02A454
00D6: if 0
0038: $535 == 1 ;; integer values
004D: jump_if_false Label02A88E
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label02A88E
00D6: if 0
0038: $440 == 1 ;; integer values
004D: jump_if_false Label02A5C0
00D6: if 0
0038: $534 == 0 ;; integer values
004D: jump_if_false Label02A5B9
00D6: if 0
0038: $111 == 1 ;; integer values
004D: jump_if_false Label02A4C2
029B: $52D = init_object -34 (MONEYBAG) at 228.934 -1269.593 20.228
:Label02A4C2
00D6: if 0
0038: $FF == 1 ;; integer values
004D: jump_if_false Label02A4EA
029B: $52E = init_object -35 (BOOMSHINE) at 228.934 -1269.593 20.228
:Label02A4EA
00D6: if 0
0038: $FB == 1 ;; integer values
004D: jump_if_false Label02A512
029B: $52F = init_object -36 (MASK) at 228.934 -1269.593 20.228
:Label02A512
00D6: if 0
0038: $PASSED_ASS1_RUB_OUT == 1 ;; integer values
004D: jump_if_false Label02A53A
029B: $530 = init_object -37 (COKE_VOODOO) at 228.934 -1269.593 20.228
:Label02A53A
00D6: if 0
0038: $F9 == 1 ;; integer values
004D: jump_if_false Label02A562
029B: $531 = init_object -38 (TROPHY1) at 228.934 -1269.593 20.228
:Label02A562
00D6: if 0
0038: $PASSED_LAW1_THE_PARTY == 1 ;; integer values
004D: jump_if_false Label02A58A
029B: $532 = init_object -39 (SUTIBAG) at 228.934 -1269.593 20.228
:Label02A58A
00D6: if 0
0038: $104 == 1 ;; integer values
004D: jump_if_false Label02A5B2
029B: $533 = init_object -40 (PORNPOSTERS) at 228.934 -1269.593 20.228
:Label02A5B2
0004: $534 = 1 ;; integer values
:Label02A5B9
0002: jump Label02A5FC
:Label02A5C0
00D6: if 0
0038: $534 == 1 ;; integer values
004D: jump_if_false Label02A5FC
0108: destroy_object $52D
0108: destroy_object $52E
0108: destroy_object $52F
0108: destroy_object $530
0108: destroy_object $531
0108: destroy_object $532
0108: destroy_object $533
0004: $534 = 0 ;; integer values
:Label02A5FC
00D6: if 0
0038: $3DF == 1 ;; integer values
004D: jump_if_false Label02A82F
00D6: if 0
0038: $538 == 0 ;; integer values
004D: jump_if_false Label02A828
00D6: if 0
0038: $10A == 0 ;; integer values
004D: jump_if_false Label02A64F
029B: $545 = init_object -41 (FRAME1) at -378.394 -583.35 27.078
0002: jump Label02A665
:Label02A64F
029B: $546 = init_object -42 (FRAME1DAMAGED) at -378.374 -583.35 27.078
:Label02A665
00D6: if 0
0038: $51F == 1 ;; integer values
004D: jump_if_false Label02A68D
029B: $539 = init_object -43 (FLAME_TINS) at -373.306 -593.374 25.369
:Label02A68D
00D6: if 0
0038: $63E == 1 ;; integer values
004D: jump_if_false Label02A6D9
00D6: if 0
0038: $37 == 1 ;; integer values
004D: jump_if_false Label02A6D9
00D6: if 0
0038: $63D == 1 ;; integer values
004D: jump_if_false Label02A6D9
029B: $53A = init_object -44 (TROPHIES) at -408.907 -560.001 20.23
:Label02A6D9
00D6: if 0
0038: $F5 == 1 ;; integer values
004D: jump_if_false Label02A701
029B: $53B = init_object -45 (HELI_BOX) at -401.955 -566.672 19.234
:Label02A701
00D6: if 0
0038: $185 == 1 ;; integer values
004D: jump_if_false Label02A729
029B: $543 = init_object -46 (PIZZA_BOX1) at -406.211 -559.996 18.654
:Label02A729
00D6: if 0
0038: $104 == 1 ;; integer values
004D: jump_if_false Label02A7A9
029B: $541 = init_object -47 (PIZZA_MESS) at -383.088 -556.169 18.95
029B: $542 = init_object -48 (PIZZA_MESS2) at -385.024 -570.197 21.58
029B: $53C = init_object -49 (MAN_RUBBISH03) at -379.201 -568.813 20.695
029B: $53F = init_object -50 (GASH_BAGS1) at -408.239 -563.1 19.054
029B: $540 = init_object -51 (GASHBAGS2) at -383.019 -596.235 25.037
:Label02A7A9
00D6: if 0
0038: $103 == 1 ;; integer values
004D: jump_if_false Label02A7D1
029B: $544 = init_object -52 (POLOROIDS) at -374.306 -593.35 26.475
:Label02A7D1
00D6: if 0
0038: $FB == 1 ;; integer values
004D: jump_if_false Label02A7F9
029B: $53E = init_object -53 (GUN_DOCS) at -381.008 -594.382 25.389
:Label02A7F9
00D6: if 0
0038: $F6 == 1 ;; integer values
004D: jump_if_false Label02A821
029B: $53D = init_object -54 (SHOVEL) at -375.566 -555.54 19.15
:Label02A821
0004: $538 = 1 ;; integer values
:Label02A828
0002: jump Label02A88E
:Label02A82F
00D6: if 0
0038: $538 == 1 ;; integer values
004D: jump_if_false Label02A88E
0108: destroy_object $539
0108: destroy_object $53A
0108: destroy_object $53B
0108: destroy_object $53C
0108: destroy_object $53D
0108: destroy_object $53E
0108: destroy_object $53F
0108: destroy_object $540
0108: destroy_object $541
0108: destroy_object $542
0108: destroy_object $543
0108: destroy_object $544
0108: destroy_object $545
0108: destroy_object $546
0004: $538 = 0 ;; integer values
:Label02A88E
00D6: if 0
0038: $535 == 2 ;; integer values
004D: jump_if_false Label02A9E4
00D6: if 0
0038: $49C == 0 ;; integer values
004D: jump_if_false Label02A9E4
00D6: if 0
0038: $4FE == 1 ;; integer values
004D: jump_if_false Label02A903
00D6: if 0
0214: pickup $511 picked_up
004D: jump_if_false Label02A903
0050: gosub Label02B871
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label02A8FC
0352: set_actor $PLAYER_ACTOR skin_to "PLAYER"
04CF: 50
:Label02A8FC
0050: gosub Label02B8EB
:Label02A903
00D6: if 0
0214: pickup $830 picked_up
004D: jump_if_false Label02A942
0050: gosub Label02B871
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label02A93B
0352: set_actor $PLAYER_ACTOR skin_to "PLAY11"
04CF: 50
:Label02A93B
0050: gosub Label02B8EB
:Label02A942
00D6: if 0
0038: $5B == 1 ;; integer values
004D: jump_if_false Label02A993
00D6: if 0
0214: pickup $548 picked_up
004D: jump_if_false Label02A993
0050: gosub Label02B871
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label02A98C
0352: set_actor $PLAYER_ACTOR skin_to "PLAY12"
04CF: 120
:Label02A98C
0050: gosub Label02B8EB
:Label02A993
00D6: if 0
0038: $514 == 1 ;; integer values
004D: jump_if_false Label02A9E4
00D6: if 0
0214: pickup $512 picked_up
004D: jump_if_false Label02A9E4
0050: gosub Label02B871
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label02A9DD
0352: set_actor $PLAYER_ACTOR skin_to "PLAYER"
04CF: 50
:Label02A9DD
0050: gosub Label02B8EB
:Label02A9E4
00D6: if 0
0038: $535 == 3 ;; integer values
004D: jump_if_false Label02ABEE
00D6: if 0
0038: $49C == 0 ;; integer values
004D: jump_if_false Label02ABEE
00D6: if 0
0038: $4FD == 1 ;; integer values
004D: jump_if_false Label02AA59
00D6: if 0
0214: pickup $504 picked_up
004D: jump_if_false Label02AA59
0050: gosub Label02B871
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label02AA52
0352: set_actor $PLAYER_ACTOR skin_to "PLAYER"
04CF: 50
:Label02AA52
0050: gosub Label02B8EB
:Label02AA59
00D6: if 0
0038: $4F1 == 1 ;; integer values
004D: jump_if_false Label02AAAA
00D6: if 0
0214: pickup $505 picked_up
004D: jump_if_false Label02AAAA
0050: gosub Label02B871
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label02AAA3
0352: set_actor $PLAYER_ACTOR skin_to "PLAYER2"
04CF: 100
:Label02AAA3
0050: gosub Label02B8EB
:Label02AAAA
00D6: if 0
0038: $4F2 == 1 ;; integer values
004D: jump_if_false Label02AAFB
00D6: if 0
0214: pickup $506 picked_up
004D: jump_if_false Label02AAFB
0050: gosub Label02B871
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label02AAF4
0352: set_actor $PLAYER_ACTOR skin_to "PLAYER3"
04CF: 80
:Label02AAF4
0050: gosub Label02B8EB
:Label02AAFB
00D6: if 0
0038: $4F3 == 1 ;; integer values
004D: jump_if_false Label02AB4C
00D6: if 0
0214: pickup $507 picked_up
004D: jump_if_false Label02AB4C
0050: gosub Label02B871
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label02AB45
0352: set_actor $PLAYER_ACTOR skin_to "PLAYER4"
04CF: 40
:Label02AB45
0050: gosub Label02B8EB
:Label02AB4C
00D6: if 0
0038: $4F4 == 1 ;; integer values
004D: jump_if_false Label02AB9D
00D6: if 0
0214: pickup $508 picked_up
004D: jump_if_false Label02AB9D
0050: gosub Label02B871
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label02AB96
0352: set_actor $PLAYER_ACTOR skin_to "PLAYER5"
04CF: 70
:Label02AB96
0050: gosub Label02B8EB
:Label02AB9D
00D6: if 0
0038: $4F5 == 1 ;; integer values
004D: jump_if_false Label02ABEE
00D6: if 0
0214: pickup $509 picked_up
004D: jump_if_false Label02ABEE
0050: gosub Label02B871
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label02ABE7
0352: set_actor $PLAYER_ACTOR skin_to "PLAYER6"
04CF: 90
:Label02ABE7
0050: gosub Label02B8EB
:Label02ABEE
00D6: if 0
0038: $535 == 4 ;; integer values
004D: jump_if_false Label02AD56
00D6: if 0
0038: $49C == 0 ;; integer values
004D: jump_if_false Label02AD56
00D6: if 0
0038: $4F6 == 1 ;; integer values
004D: jump_if_false Label02AC63
00D6: if 0
0214: pickup $50A picked_up
004D: jump_if_false Label02AC63
0050: gosub Label02B871
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label02AC5C
0352: set_actor $PLAYER_ACTOR skin_to "PLAYER8"
04CF: 120
:Label02AC5C
0050: gosub Label02B8EB
:Label02AC63
00D6: if 0
0038: $4F7 == 1 ;; integer values
004D: jump_if_false Label02ACB4
00D6: if 0
0214: pickup $50B picked_up
004D: jump_if_false Label02ACB4
0050: gosub Label02B871
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label02ACAD
0352: set_actor $PLAYER_ACTOR skin_to "PLAYER9"
04CF: 30
:Label02ACAD
0050: gosub Label02B8EB
:Label02ACB4
00D6: if 0
0038: $4F8 == 1 ;; integer values
004D: jump_if_false Label02AD05
00D6: if 0
0214: pickup $50C picked_up
004D: jump_if_false Label02AD05
0050: gosub Label02B871
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label02ACFE
0352: set_actor $PLAYER_ACTOR skin_to "PLAY10"
04CF: 100
:Label02ACFE
0050: gosub Label02B8EB
:Label02AD05
00D6: if 0
0038: $4FC == 1 ;; integer values
004D: jump_if_false Label02AD56
00D6: if 0
0214: pickup $510 picked_up
004D: jump_if_false Label02AD56
0050: gosub Label02B871
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label02AD4F
0352: set_actor $PLAYER_ACTOR skin_to "PLAYER7"
04CF: 120
:Label02AD4F
0050: gosub Label02B8EB
:Label02AD56
00D6: if 0
0038: $535 == 5 ;; integer values
004D: jump_if_false Label02AF19
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label02AF19
00D6: if 0
0038: $PASSED_ASS1_RUB_OUT == 1 ;; integer values
004D: jump_if_false Label02AF19
00D6: if 0
0121: player $PLAYER_CHAR in_zone "STARI"
004D: jump_if_false Label02AEF9
00D6: if 0
0038: $523 == 0 ;; integer values
004D: jump_if_false Label02AEF2
00D6: if 0
0038: $51D == 1 ;; integer values
004D: jump_if_false Label02ADDE
0213: $526 = create_pickup -18 (BODYARMOUR) type 15 at -314.7 -551.2 10.3
:Label02ADDE
00D6: if 0
0038: $51E == 1 ;; integer values
004D: jump_if_false Label02AE09
0213: $527 = create_pickup #CHNSAW type 15 at -310.7 -551.2 10.3
:Label02AE09
00D6: if 0
0038: $51C == 1 ;; integer values
004D: jump_if_false Label02AE36
032B: $528 = create_weapon_pickup #PYTHON 15 ammo 24 at -306.7 -551.2 10.3
:Label02AE36
00D6: if 0
0038: $51F == 1 ;; integer values
004D: jump_if_false Label02AE63
032B: $529 = create_weapon_pickup #FLAME 15 ammo 60 at -302.7 -551.2 10.3
:Label02AE63
00D6: if 0
0038: $520 == 1 ;; integer values
004D: jump_if_false Label02AE90
032B: $52A = create_weapon_pickup #LASER 15 ammo 28 at -298.7 -551.2 10.3
:Label02AE90
00D6: if 0
0038: $521 == 1 ;; integer values
004D: jump_if_false Label02AEBE
032B: $52B = create_weapon_pickup #MINIGUN 15 ammo 500 at -294.7 -551.2 10.3
:Label02AEBE
00D6: if 0
0038: $522 == 1 ;; integer values
004D: jump_if_false Label02AEEB
032B: $52C = create_weapon_pickup #ROCKETLA 15 ammo 8 at -290.7 -551.2 10.3
:Label02AEEB
0004: $523 = 1 ;; integer values
:Label02AEF2
0002: jump Label02AF19
:Label02AEF9
00D6: if 0
0038: $523 == 1 ;; integer values
004D: jump_if_false Label02AF19
0050: gosub Label02B84C
0004: $523 = 0 ;; integer values
:Label02AF19
00D6: if 0
0038: $535 == 6 ;; integer values
004D: jump_if_false Label02B0DC
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label02B0DC
00D6: if 0
0121: player $PLAYER_CHAR in_zone "BEACH1"
004D: jump_if_false Label02B0BC
00D6: if 0
0038: $440 == 1 ;; integer values
004D: jump_if_false Label02B0B5
00D6: if 0
0038: $524 == 0 ;; integer values
004D: jump_if_false Label02B0B5
00D6: if 0
0038: $51D == 1 ;; integer values
004D: jump_if_false Label02AFA1
0213: $526 = create_pickup -18 (BODYARMOUR) type 15 at 214.2 -1275.7 19.2
:Label02AFA1
00D6: if 0
0038: $51E == 1 ;; integer values
004D: jump_if_false Label02AFCC
0213: $527 = create_pickup #CHNSAW type 15 at 210.2 -1274.7 19.2
:Label02AFCC
00D6: if 0
0038: $51C == 1 ;; integer values
004D: jump_if_false Label02AFF9
032B: $528 = create_weapon_pickup #PYTHON 15 ammo 24 at 206.2 -1273.7 19.2
:Label02AFF9
00D6: if 0
0038: $51F == 1 ;; integer values
004D: jump_if_false Label02B026
032B: $529 = create_weapon_pickup #FLAME 15 ammo 60 at 224.2 -1273.1 19.2
:Label02B026
00D6: if 0
0038: $520 == 1 ;; integer values
004D: jump_if_false Label02B053
032B: $52A = create_weapon_pickup #LASER 15 ammo 28 at 228.2 -1279.2 19.2
:Label02B053
00D6: if 0
0038: $521 == 1 ;; integer values
004D: jump_if_false Label02B081
032B: $52B = create_weapon_pickup #MINIGUN 15 ammo 500 at 226.0 -1268.6 20.1
:Label02B081
00D6: if 0
0038: $522 == 1 ;; integer values
004D: jump_if_false Label02B0AE
032B: $52C = create_weapon_pickup #ROCKETLA 15 ammo 8 at 231.7 -1264.4 20.1
:Label02B0AE
0004: $524 = 1 ;; integer values
:Label02B0B5
0002: jump Label02B0DC
:Label02B0BC
00D6: if 0
0038: $524 == 1 ;; integer values
004D: jump_if_false Label02B0DC
0050: gosub Label02B84C
0004: $524 = 0 ;; integer values
:Label02B0DC
00D6: if 0
0038: $535 == 7 ;; integer values
004D: jump_if_false Label02B29F
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label02B29F
00D6: if 0
0121: player $PLAYER_CHAR in_zone "DTOWN"
004D: jump_if_false Label02B27F
00D6: if 0
0038: $703 == 1 ;; integer values
004D: jump_if_false Label02B278
00D6: if 0
0038: $525 == 0 ;; integer values
004D: jump_if_false Label02B278
00D6: if 0
0038: $51D == 1 ;; integer values
004D: jump_if_false Label02B164
0213: $526 = create_pickup -18 (BODYARMOUR) type 15 at -813.1 1344.7 66.4
:Label02B164
00D6: if 0
0038: $51E == 1 ;; integer values
004D: jump_if_false Label02B18F
0213: $527 = create_pickup #CHNSAW type 15 at -817.1 1344.7 66.4
:Label02B18F
00D6: if 0
0038: $51C == 1 ;; integer values
004D: jump_if_false Label02B1BC
032B: $528 = create_weapon_pickup #PYTHON 15 ammo 24 at -821.1 1344.7 66.4
:Label02B1BC
00D6: if 0
0038: $51F == 1 ;; integer values
004D: jump_if_false Label02B1E9
032B: $529 = create_weapon_pickup #FLAME 15 ammo 60 at -825.1 1344.7 66.4
:Label02B1E9
00D6: if 0
0038: $520 == 1 ;; integer values
004D: jump_if_false Label02B216
032B: $52A = create_weapon_pickup #LASER 15 ammo 28 at -830.1 1344.7 66.4
:Label02B216
00D6: if 0
0038: $521 == 1 ;; integer values
004D: jump_if_false Label02B244
032B: $52B = create_weapon_pickup #MINIGUN 15 ammo 500 at -833.1 1344.7 66.4
:Label02B244
00D6: if 0
0038: $522 == 1 ;; integer values
004D: jump_if_false Label02B271
032B: $52C = create_weapon_pickup #ROCKETLA 15 ammo 8 at -839.0 1351.6 66.4
:Label02B271
0004: $525 = 1 ;; integer values
:Label02B278
0002: jump Label02B29F
:Label02B27F
00D6: if 0
0038: $525 == 1 ;; integer values
004D: jump_if_false Label02B29F
0050: gosub Label02B84C
0004: $525 = 0 ;; integer values
:Label02B29F
00D6: if 0
0038: $535 == 8 ;; integer values
004D: jump_if_false Label02B3E7
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label02B355
00D6: if 0
0038: $104 == 1 ;; integer values
004D: jump_if_false Label02B355
00D6: if 0
0121: player $PLAYER_CHAR in_zone "DTOWN"
004D: jump_if_false Label02B355
00D6: if 0
047E: player $PLAYER_CHAR driving_a_motorbike
004D: jump_if_false Label02B309
0050: gosub Label02B989
0002: jump Label02B320
:Label02B309
00D6: if 0
044A: (unknown) $PLAYER_CHAR
004D: jump_if_false Label02B320
0050: gosub Label02B989
:Label02B320
00D6: if 0
047E: player $PLAYER_CHAR driving_a_motorbike
004D: jump_if_false Label02B33E
0050: gosub Label02BA19
0002: jump Label02B355
:Label02B33E
00D6: if 0
044A: (unknown) $PLAYER_CHAR
004D: jump_if_false Label02B355
0050: gosub Label02BA19
:Label02B355
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label02B3E7
00D6: if 0
0121: player $PLAYER_CHAR in_zone "DTOWN"
004D: jump_if_false Label02B3E7
00D6: if 0
047E: player $PLAYER_CHAR driving_a_motorbike
004D: jump_if_false Label02B39B
0050: gosub Label02BBC9
0002: jump Label02B3B2
:Label02B39B
00D6: if 0
044A: (unknown) $PLAYER_CHAR
004D: jump_if_false Label02B3B2
0050: gosub Label02BBC9
:Label02B3B2
00D6: if 0
047E: player $PLAYER_CHAR driving_a_motorbike
004D: jump_if_false Label02B3D0
0050: gosub Label02BC59
0002: jump Label02B3E7
:Label02B3D0
00D6: if 0
044A: (unknown) $PLAYER_CHAR
004D: jump_if_false Label02B3E7
0050: gosub Label02BC59
:Label02B3E7
00D6: if 0
0038: $535 == 9 ;; integer values
004D: jump_if_false Label02B49D
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label02B49D
00D6: if 0
0038: $703 == 1 ;; integer values
004D: jump_if_false Label02B49D
00D6: if 0
0121: player $PLAYER_CHAR in_zone "DTOWN"
004D: jump_if_false Label02B49D
00D6: if 0
047E: player $PLAYER_CHAR driving_a_motorbike
004D: jump_if_false Label02B451
0050: gosub Label02BAA9
0002: jump Label02B468
:Label02B451
00D6: if 0
044A: (unknown) $PLAYER_CHAR
004D: jump_if_false Label02B468
0050: gosub Label02BAA9
:Label02B468
00D6: if 0
047E: player $PLAYER_CHAR driving_a_motorbike
004D: jump_if_false Label02B486
0050: gosub Label02BB39
0002: jump Label02B49D
:Label02B486
00D6: if 0
044A: (unknown) $PLAYER_CHAR
004D: jump_if_false Label02B49D
0050: gosub Label02BB39
:Label02B49D
00D6: if 0
0018: $535 > 9 ;; integer values
004D: jump_if_false Label02B4B6
0004: $535 = 0 ;; integer values
:Label02B4B6
0002: jump Label02A2A4
004E: end_thread
:Label02B4BF
03A4: name_thread "CLOTH1"
0001: wait 5000 ms
03E5: text_box "CLOTH2" ;; Street outfit delivered to Safehouses.
0001: wait 10000 ms
03E5: text_box "CLOTH1" ;; Soiree outfit delivered to Rafael's on Ocean Beach.
004E: end_thread
:Label02B4E9
03A4: name_thread "CLOTH2"
0001: wait 5000 ms
03E5: text_box "HELP25" ;; You can now take jobs from Avery Carrington.
0001: wait 10000 ms
03E5: text_box "CLOTH3" ;; Coveralls outfit delivered to Tooled Up in The North
Point Mall.
004E: end_thread
:Label02B513
03A4: name_thread "CLOTH3"
0001: wait 5000 ms
03E5: text_box "CLOTH4" ;; Country Club outfit delivered to The Golf Club in Leaf
Links.
004E: end_thread
:Label02B52E
03A4: name_thread "CLOTH4"
0001: wait 5000 ms
03E5: text_box "CLOTH5" ;; Havana outfit delivered to Little Havana Streetwear in
Little Havana.
004E: end_thread
:Label02B549
03A4: name_thread "CLOTH5"
0001: wait 5000 ms
03E5: text_box "CLOTH6" ;; Cop outfit delivered to Police Station on Washington
Beach.
004E: end_thread
:Label02B564
03A4: name_thread "CLOTH6"
0001: wait 5000 ms
03E5: text_box "CLOTH7" ;; Casual outfit delivered to Gash in The North Point
Mall.
004E: end_thread
:Label02B57F
03A4: name_thread "CLOTH7"
0001: wait 20000 ms
03E5: text_box "CLOTH8" ;; Mr Vercetti outfit delivered to Collar & Cuffs on Ocean
Beach.
004E: end_thread
:Label02B59A
03A4: name_thread "CLOTH8"
0001: wait 5000 ms
03E5: text_box "CLOTH9" ;; Tracksuit outfit delivered to Jocksport in Downtown.
004E: end_thread
:Label02B5B5
03A4: name_thread "CLOTH9"
0001: wait 5000 ms
03E5: text_box "CLOTH10" ;; Bank Job outfit delivered to Malibu Club in Vice
Point.
004E: end_thread
:Label02B5D0
03A4: name_thread "PACKAGE"
0001: wait 500 ms
03E1: $51A = packages_found
:Label02B5E4
00D6: if 0
001A: 10 > $51A ;; integer values
004D: jump_if_false Label02B607
0001: wait 500 ms
03E1: $51A = packages_found
0002: jump Label02B5E4
:Label02B607
030C: set_mission_points += 1
03E5: text_box "PICK1" ;; Body Armor delivered to Ocean View Hotel!
0004: $51D = 1 ;; integer values
:Label02B61C
00D6: if 0
001A: 20 > $51A ;; integer values
004D: jump_if_false Label02B63F
0001: wait 500 ms
03E1: $51A = packages_found
0002: jump Label02B61C
:Label02B63F
030C: set_mission_points += 1
03E5: text_box "PICK3" ;; Chainsaw delivered to Ocean View Hotel!
0004: $51E = 1 ;; integer values
:Label02B654
00D6: if 0
001A: 30 > $51A ;; integer values
004D: jump_if_false Label02B677
0001: wait 500 ms
03E1: $51A = packages_found
0002: jump Label02B654
:Label02B677
030C: set_mission_points += 1
03E5: text_box "PICK2" ;; .357 delivered to Ocean View Hotel!
0004: $51C = 1 ;; integer values
:Label02B68C
00D6: if 0
001A: 40 > $51A ;; integer values
004D: jump_if_false Label02B6AF
0001: wait 500 ms
03E1: $51A = packages_found
0002: jump Label02B68C
:Label02B6AF
030C: set_mission_points += 1
03E5: text_box "PICK4" ;; Flame Thrower delivered to Ocean View Hotel!
0004: $51F = 1 ;; integer values
:Label02B6C4
00D6: if 0
001A: 50 > $51A ;; integer values
004D: jump_if_false Label02B6E7
0001: wait 500 ms
03E1: $51A = packages_found
0002: jump Label02B6C4
:Label02B6E7
030C: set_mission_points += 1
03E5: text_box "PICK5" ;; .308 Sniper delivered to Ocean View Hotel!
0004: $520 = 1 ;; integer values
:Label02B6FC
00D6: if 0
001A: 60 > $51A ;; integer values
004D: jump_if_false Label02B71F
0001: wait 500 ms
03E1: $51A = packages_found
0002: jump Label02B6FC
:Label02B71F
030C: set_mission_points += 1
03E5: text_box "PICK6" ;; Minigun delivered to Ocean View Hotel!
0004: $521 = 1 ;; integer values
:Label02B734
00D6: if 0
001A: 70 > $51A ;; integer values
004D: jump_if_false Label02B757
0001: wait 500 ms
03E1: $51A = packages_found
0002: jump Label02B734
:Label02B757
030C: set_mission_points += 1
03E5: text_box "PICK7" ;; Rocket Launcher delivered to Ocean View Hotel!
0004: $522 = 1 ;; integer values
:Label02B76C
00D6: if 0
001A: 80 > $51A ;; integer values
004D: jump_if_false Label02B78F
0001: wait 500 ms
03E1: $51A = packages_found
0002: jump Label02B76C
:Label02B78F
030C: set_mission_points += 1
03E5: text_box "PICK8" ;; Sea Sparrow now available from the Mansion on Starfish
Island!
014C: set_parked_car_generator $7B9 cars_to_generate_to 101
:Label02B7A4
00D6: if 0
001A: 90 > $51A ;; integer values
004D: jump_if_false Label02B7C7
0001: wait 500 ms
03E1: $51A = packages_found
0002: jump Label02B7A4
:Label02B7C7
030C: set_mission_points += 1
03E5: text_box "PICK9" ;; Tank now available from the Army Barracks!
014C: set_parked_car_generator $7BA cars_to_generate_to 101
:Label02B7DC
00D6: if 0
001A: 100 > $51A ;; integer values
004D: jump_if_false Label02B7FF
0001: wait 500 ms
03E1: $51A = packages_found
0002: jump Label02B7DC
:Label02B7FF
0001: wait 5000 ms
030C: set_mission_points += 1
00D6: if 0
0038: $831 == 0 ;; integer values
004D: jump_if_false Label02B839
03E5: text_box "PICK10" ;; Hunter now available from the Army Barracks!
014C: set_parked_car_generator $7BB cars_to_generate_to 101
0004: $831 = 1 ;; integer values
0002: jump Label02B84A
:Label02B839
03E5: text_box "APACHE" ;; Hunter delivered to helipad in Ocean Beach.
014C: set_parked_car_generator $832 cars_to_generate_to 101
:Label02B84A
004E: end_thread
:Label02B84C
0215: destroy_pickup $526
0215: destroy_pickup $527
0215: destroy_pickup $528
0215: destroy_pickup $529
0215: destroy_pickup $52A
0215: destroy_pickup $52B
0215: destroy_pickup $52C
0051: return
:Label02B871
0004: $49C = 1 ;; integer values
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label02B8B6
0169: set_fade_color 0 0 1
016A: fade 0 () 500 ms
:Label02B897
00D6: if 0
016B: fading
004D: jump_if_false Label02B8AF
0001: wait 0 ms
0002: jump Label02B897
:Label02B8AF
0002: jump Label02B8BD
:Label02B8B6
0004: $49C = 0 ;; integer values
:Label02B8BD
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label02B8E2
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 (true)
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
0002: jump Label02B8E9
:Label02B8E2
0004: $49C = 0 ;; integer values
:Label02B8E9
0051: return
:Label02B8EB
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label02B980
038B: load_requested_models
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label02B912
0353: refresh_actor $PLAYER_ACTOR
:Label02B912
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 (false)
00D6: if 0
810F: NOT player $PLAYER_CHAR wanted_level > 2
004D: jump_if_false Label02B930
0110: clear_player $PLAYER_CHAR wanted_level
:Label02B930
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
0004: $49C = 0 ;; integer values
016A: fade 1 (back) 500 ms
00D6: if 0
0038: $547 == 0 ;; integer values
004D: jump_if_false Label02B96F
03E5: text_box "CLT_HL2" ;; When a Clothes Pickup is collected, a one star or two
star wanted level will be cleared.
0004: $547 = 1 ;; integer values
0002: jump Label02B979
:Label02B96F
03E5: text_box "CLOHELP" ;; Clean Clothes!!
:Label02B979
0002: jump Label02B987
:Label02B980
0004: $49C = 0 ;; integer values
:Label02B987
0051: return
:Label02B989
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point -557.1 782.1 21.8 radius 2.5 2.5
2.5
004D: jump_if_false Label02BA17
0169: set_fade_color 0 0 1
016A: fade 0 () 500 ms
:Label02B9C8
00D6: if 0
016B: fading
004D: jump_if_false Label02B9E0
0001: wait 0 ms
0002: jump Label02B9C8
:Label02B9E0
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label02BA10
0055: put_player $PLAYER_CHAR at -556.1 787.8 96.5
0171: set_player $PLAYER_CHAR z_angle_to 100.5
03C8: rotate_player-180-degrees
:Label02BA10
016A: fade 1 (back) 500 ms
:Label02BA17
0051: return
:Label02BA19
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point -551.8 787.4 97.5 radius 2.5 2.5
2.5
004D: jump_if_false Label02BAA7
0169: set_fade_color 0 0 1
016A: fade 0 () 500 ms
:Label02BA58
00D6: if 0
016B: fading
004D: jump_if_false Label02BA70
0001: wait 0 ms
0002: jump Label02BA58
:Label02BA70
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label02BAA0
0055: put_player $PLAYER_CHAR at -562.1 782.0 21.8
0171: set_player $PLAYER_CHAR z_angle_to 100.5
03C8: rotate_player-180-degrees
:Label02BAA0
016A: fade 1 (back) 500 ms
:Label02BAA7
0051: return
:Label02BAA9
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point -830.9 1312.4 10.5 radius 2.5 2.5
2.5
004D: jump_if_false Label02BB37
0169: set_fade_color 0 0 1
016A: fade 0 () 500 ms
:Label02BAE8
00D6: if 0
016B: fading
004D: jump_if_false Label02BB00
0001: wait 0 ms
0002: jump Label02BAE8
:Label02BB00
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label02BB30
0055: put_player $PLAYER_CHAR at -815.0 1353.9 65.4
0171: set_player $PLAYER_CHAR z_angle_to 87.2
03C8: rotate_player-180-degrees
:Label02BB30
016A: fade 1 (back) 500 ms
:Label02BB37
0051: return
:Label02BB39
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point -811.7 1354.2 66.4 radius 2.5 2.5
2.5
004D: jump_if_false Label02BBC7
0169: set_fade_color 0 0 1
016A: fade 0 () 500 ms
:Label02BB78
00D6: if 0
016B: fading
004D: jump_if_false Label02BB90
0001: wait 0 ms
0002: jump Label02BB78
:Label02BB90
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label02BBC0
0055: put_player $PLAYER_CHAR at -829.6 1308.8 10.5
0171: set_player $PLAYER_CHAR z_angle_to 200.0
03C8: rotate_player-180-degrees
:Label02BBC0
016A: fade 1 (back) 500 ms
:Label02BBC7
0051: return
:Label02BBC9
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point -410.5 1120.9 10.1 radius 2.5 2.5
2.5
004D: jump_if_false Label02BC57
0169: set_fade_color 0 0 1
016A: fade 0 () 500 ms
:Label02BC08
00D6: if 0
016B: fading
004D: jump_if_false Label02BC20
0001: wait 0 ms
0002: jump Label02BC08
:Label02BC20
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label02BC50
0055: put_player $PLAYER_CHAR at -446.9 1128.3 55.6
0171: set_player $PLAYER_CHAR z_angle_to 282.0
03C8: rotate_player-180-degrees
:Label02BC50
016A: fade 1 (back) 500 ms
:Label02BC57
0051: return
:Label02BC59
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point -451.1 1128.1 55.6 radius 2.5 2.5
2.5
004D: jump_if_false Label02BCE7
0169: set_fade_color 0 0 1
016A: fade 0 () 500 ms
:Label02BC98
00D6: if 0
016B: fading
004D: jump_if_false Label02BCB0
0001: wait 0 ms
0002: jump Label02BC98
:Label02BCB0
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label02BCE0
0055: put_player $PLAYER_CHAR at -410.5 1117.7 10.0
0171: set_player $PLAYER_CHAR z_angle_to 179.6
03C8: rotate_player-180-degrees
:Label02BCE0
016A: fade 1 (back) 500 ms
:Label02BCE7
0051: return
:Label02BCE9
0004: $549 = 0 ;; integer values
0004: $54A = 0 ;; integer values
0004: $54B = 0 ;; integer values
0004: $54C = 0 ;; integer values
0004: $54D = 0 ;; integer values
0004: $556 = 0 ;; integer values
0004: $56D = 0 ;; integer values
0004: $56E = 0 ;; integer values
0004: $56F = 0 ;; integer values
0004: $578 = 0 ;; integer values
0004: $55C = 0 ;; integer values
0004: $55D = 0 ;; integer values
0004: $55E = 0 ;; integer values
0004: $55F = 0 ;; integer values
0004: $560 = 0 ;; integer values
0004: $561 = 0 ;; integer values
0004: $562 = 0 ;; integer values
0004: $563 = 0 ;; integer values
0004: $564 = 0 ;; integer values
03A4: name_thread "JUNKFUD"
0111: set_wasted_busted_check_to 0 (disabled)
004F: create_thread Label02BD86
004E: end_thread
:Label02BD86
0002: jump Label02BF1D
009A: $54E = create_actor 4 #SPECIAL20 at 445.8 1098.5 18.25
009A: $54F = create_actor 4 #SPECIAL20 at 445.8 1098.5 18.25
009A: $550 = create_actor 4 #SPECIAL20 at 445.8 1098.5 18.25
009A: $551 = create_actor 4 #SPECIAL20 at 445.8 1098.5 18.25
009A: $552 = create_actor 4 #SPECIAL20 at 445.8 1098.5 18.25
009A: $553 = create_actor 4 #SPECIAL20 at 445.8 1098.5 18.25
009A: $554 = create_actor 4 #SPECIAL20 at 445.8 1098.5 18.25
009A: $555 = create_actor 4 #SPECIAL20 at 445.8 1098.5 18.25
03BC: $565 = create_sphere -903.0 800.3 10.5 1.0
03BC: $566 = create_sphere -903.0 800.3 10.5 1.0
03BC: $567 = create_sphere -903.0 800.3 10.5 1.0
03BC: $568 = create_sphere -903.0 800.3 10.5 1.0
03BC: $569 = create_sphere -903.0 800.3 10.5 1.0
03BC: $56A = create_sphere -903.0 800.3 10.5 1.0
03BC: $56B = create_sphere -903.0 800.3 10.5 1.0
03BC: $56C = create_sphere -903.0 800.3 10.5 1.0
:Label02BF1D
03A4: name_thread "FUD"
0001: wait 0 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label02D228
0008: $564 += 1 ;; integer values
0054: store_player $PLAYER_CHAR position_to $570 $571 $572
00D6: if 0
0038: $564 == 1 ;; integer values
004D: jump_if_false Label02CA86
00D6: if 0
0121: player $PLAYER_CHAR in_zone "BEACH3"
004D: jump_if_false Label02CA7F
00D6: if 0
0038: $3EB == 1 ;; integer values
004D: jump_if_false Label02CA71
00D6: if 0
0020: $570 > 415.0 ;; floating-point values
004D: jump_if_false Label02C4F4
00D6: if 1
0038: $549 == 1 ;; integer values
0038: $49C == 0 ;; integer values
004D: jump_if_false Label02C362
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label02C0A4
00D6: if 2
8118: NOT actor $54E dead
010A: player $PLAYER_CHAR money > 0
8183: NOT player $PLAYER_CHAR health > 99
004D: jump_if_false Label02C098
00D6: if 0
00F6: player $PLAYER_CHAR 0 ()near_point_on_foot 445.66 1100.54 18.3 radius
1.0 1.0 2.0
004D: jump_if_false Label02C05A
00D6: if 0
0038: $55C == 0 ;; integer values
004D: jump_if_false Label02C053
0004: $55C = 1 ;; integer values
03BD: destroy_sphere $565
0004: $556 = 1 ;; integer values
0084: $559 = $54E ;; integer values and handles
0050: gosub Label02D278
0002: jump Label02BF1D
:Label02C053
0002: jump Label02C091
:Label02C05A
00D6: if 0
0038: $55C == 1 ;; integer values
004D: jump_if_false Label02C091
03BD: destroy_sphere $565
03BC: $565 = create_sphere 445.66 1100.54 18.3 1.0
0004: $55C = 0 ;; integer values
:Label02C091
0002: jump Label02C0A4
:Label02C098
0004: $55C = 1 ;; integer values
03BD: destroy_sphere $565
:Label02C0A4
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label02C18E
00D6: if 2
8118: NOT actor $54F dead
010A: player $PLAYER_CHAR money > 0
8183: NOT player $PLAYER_CHAR health > 99
004D: jump_if_false Label02C182
00D6: if 0
00F6: player $PLAYER_CHAR 0 ()near_point_on_foot 436.75 1105.8 18.2 radius
1.0 1.0 2.0
004D: jump_if_false Label02C144
00D6: if 0
0038: $55D == 0 ;; integer values
004D: jump_if_false Label02C13D
0004: $55D = 1 ;; integer values
03BD: destroy_sphere $566
0004: $556 = 2 ;; integer values
0084: $559 = $54F ;; integer values and handles
0050: gosub Label02D278
0002: jump Label02BF1D
:Label02C13D
0002: jump Label02C17B
:Label02C144
00D6: if 0
0038: $55D == 1 ;; integer values
004D: jump_if_false Label02C17B
03BD: destroy_sphere $566
03BC: $566 = create_sphere 436.75 1105.8 18.2 1.0
0004: $55D = 0 ;; integer values
:Label02C17B
0002: jump Label02C18E
:Label02C182
0004: $55D = 1 ;; integer values
03BD: destroy_sphere $566
:Label02C18E
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label02C278
00D6: if 2
8118: NOT actor $550 dead
010A: player $PLAYER_CHAR money > 0
8183: NOT player $PLAYER_CHAR health > 99
004D: jump_if_false Label02C26C
00D6: if 0
00F6: player $PLAYER_CHAR 0 ()near_point_on_foot 434.5 1139.3 18.2 radius
1.0 1.0 2.0
004D: jump_if_false Label02C22E
00D6: if 0
0038: $55E == 0 ;; integer values
004D: jump_if_false Label02C227
0004: $55E = 1 ;; integer values
03BD: destroy_sphere $567
0004: $556 = 3 ;; integer values
0084: $559 = $550 ;; integer values and handles
0050: gosub Label02D278
0002: jump Label02BF1D
:Label02C227
0002: jump Label02C265
:Label02C22E
00D6: if 0
0038: $55E == 1 ;; integer values
004D: jump_if_false Label02C265
03BD: destroy_sphere $567
03BC: $567 = create_sphere 434.5 1139.3 18.2 1.0
0004: $55E = 0 ;; integer values
:Label02C265
0002: jump Label02C278
:Label02C26C
0004: $55E = 1 ;; integer values
03BD: destroy_sphere $567
:Label02C278
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label02C362
00D6: if 2
8118: NOT actor $551 dead
010A: player $PLAYER_CHAR money > 0
8183: NOT player $PLAYER_CHAR health > 99
004D: jump_if_false Label02C356
00D6: if 0
00F6: player $PLAYER_CHAR 0 ()near_point_on_foot 451.24 1146.5 18.24 radius
1.0 1.0 2.0
004D: jump_if_false Label02C318
00D6: if 0
0038: $55F == 0 ;; integer values
004D: jump_if_false Label02C311
0004: $55F = 1 ;; integer values
03BD: destroy_sphere $568
0004: $556 = 4 ;; integer values
0084: $559 = $551 ;; integer values and handles
0050: gosub Label02D278
0002: jump Label02BF1D
:Label02C311
0002: jump Label02C34F
:Label02C318
00D6: if 0
0038: $55F == 1 ;; integer values
004D: jump_if_false Label02C34F
03BD: destroy_sphere $568
03BC: $568 = create_sphere 451.24 1146.5 18.24 1.0
0004: $55F = 0 ;; integer values
:Label02C34F
0002: jump Label02C362
:Label02C356
0004: $55F = 1 ;; integer values
03BD: destroy_sphere $568
:Label02C362
00D6: if 0
0038: $549 == 0 ;; integer values
004D: jump_if_false Label02C4ED
023C: load_special_actor 20 "BURGER"
:Label02C380
00D6: if 0
823D: NOT special_actor 20 loaded
004D: jump_if_false Label02C3A6
0001: wait 0 ms
023C: load_special_actor 20 "BURGER"
0002: jump Label02C380
:Label02C3A6
009A: $54E = create_actor 4 #SPECIAL20 at 445.8 1098.5 18.25
0173: set_actor $54E z_angle_to 46.0
0084: $559 = $54E ;; integer values and handles
0050: gosub Label02D24F
03BD: destroy_sphere $565
03BC: $565 = create_sphere 445.66 1100.54 18.3 1.0
009A: $54F = create_actor 4 #SPECIAL20 at 435.46 1104.0 18.27
0173: set_actor $54F z_angle_to 350.0
0084: $559 = $54F ;; integer values and handles
0050: gosub Label02D24F
03BD: destroy_sphere $566
03BC: $566 = create_sphere 436.75 1105.8 18.2 1.0
009A: $550 = create_actor 4 #SPECIAL20 at 433.0 1140.5 18.29
0173: set_actor $550 z_angle_to 215.0
0084: $559 = $550 ;; integer values and handles
0050: gosub Label02D24F
03BD: destroy_sphere $567
03BC: $567 = create_sphere 434.5 1139.3 18.2 1.0
009A: $551 = create_actor 4 #SPECIAL20 at 451.4 1148.42 18.23
0173: set_actor $551 z_angle_to 173.0
0084: $559 = $551 ;; integer values and handles
0050: gosub Label02D24F
03BD: destroy_sphere $568
03BC: $568 = create_sphere 451.24 1146.5 18.24 1.0
0004: $549 = 1 ;; integer values
:Label02C4ED
0002: jump Label02C4FB
:Label02C4F4
0050: gosub Label02E12D
:Label02C4FB
00D6: if 0
0022: 410.0 > $570 ;; floating-point values
004D: jump_if_false Label02CA63
00D6: if 1
0038: $54A == 1 ;; integer values
0038: $49C == 0 ;; integer values
004D: jump_if_false Label02C8D1
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label02C613
00D6: if 2
8118: NOT actor $552 dead
010A: player $PLAYER_CHAR money > 0
8183: NOT player $PLAYER_CHAR health > 99
004D: jump_if_false Label02C607
00D6: if 0
00F6: player $PLAYER_CHAR 0 ()near_point_on_foot 375.76 1147.7 18.6 radius
1.0 1.0 2.0
004D: jump_if_false Label02C5C9
00D6: if 0
0038: $560 == 0 ;; integer values
004D: jump_if_false Label02C5C2
0004: $560 = 1 ;; integer values
03BD: destroy_sphere $569
0004: $556 = 1 ;; integer values
0084: $559 = $552 ;; integer values and handles
0050: gosub Label02D278
0002: jump Label02BF1D
:Label02C5C2
0002: jump Label02C600
:Label02C5C9
00D6: if 0
0038: $560 == 1 ;; integer values
004D: jump_if_false Label02C600
03BD: destroy_sphere $569
03BC: $569 = create_sphere 375.76 1147.7 18.6 1.0
0004: $560 = 0 ;; integer values
:Label02C600
0002: jump Label02C613
:Label02C607
0004: $560 = 1 ;; integer values
03BD: destroy_sphere $569
:Label02C613
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label02C6FD
00D6: if 2
8118: NOT actor $553 dead
010A: player $PLAYER_CHAR money > 0
8183: NOT player $PLAYER_CHAR health > 99
004D: jump_if_false Label02C6F1
00D6: if 0
00F6: player $PLAYER_CHAR 0 ()near_point_on_foot 394.16 1139.12 18.6 radius
1.0 1.0 2.0
004D: jump_if_false Label02C6B3
00D6: if 0
0038: $561 == 0 ;; integer values
004D: jump_if_false Label02C6AC
0004: $561 = 1 ;; integer values
03BD: destroy_sphere $56A
0004: $556 = 2 ;; integer values
0084: $559 = $553 ;; integer values and handles
0050: gosub Label02D278
0002: jump Label02BF1D
:Label02C6AC
0002: jump Label02C6EA
:Label02C6B3
00D6: if 0
0038: $561 == 1 ;; integer values
004D: jump_if_false Label02C6EA
03BD: destroy_sphere $56A
03BC: $56A = create_sphere 394.16 1139.12 18.6 1.0
0004: $561 = 0 ;; integer values
:Label02C6EA
0002: jump Label02C6FD
:Label02C6F1
0004: $561 = 1 ;; integer values
03BD: destroy_sphere $56A
:Label02C6FD
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label02C7E7
00D6: if 2
8118: NOT actor $554 dead
010A: player $PLAYER_CHAR money > 0
8183: NOT player $PLAYER_CHAR health > 99
004D: jump_if_false Label02C7DB
00D6: if 0
00F6: player $PLAYER_CHAR 0 ()near_point_on_foot 392.96 1108.7 18.55 radius
1.0 1.0 2.0
004D: jump_if_false Label02C79D
00D6: if 0
0038: $562 == 0 ;; integer values
004D: jump_if_false Label02C796
0004: $562 = 1 ;; integer values
03BD: destroy_sphere $56B
0004: $556 = 3 ;; integer values
0084: $559 = $554 ;; integer values and handles
0050: gosub Label02D278
0002: jump Label02BF1D
:Label02C796
0002: jump Label02C7D4
:Label02C79D
00D6: if 0
0038: $562 == 1 ;; integer values
004D: jump_if_false Label02C7D4
03BD: destroy_sphere $56B
03BC: $56B = create_sphere 392.96 1108.7 18.55 1.0
0004: $562 = 0 ;; integer values
:Label02C7D4
0002: jump Label02C7E7
:Label02C7DB
0004: $562 = 1 ;; integer values
03BD: destroy_sphere $56B
:Label02C7E7
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label02C8D1
00D6: if 2
8118: NOT actor $555 dead
010A: player $PLAYER_CHAR money > 0
8183: NOT player $PLAYER_CHAR health > 99
004D: jump_if_false Label02C8C5
00D6: if 0
00F6: player $PLAYER_CHAR 0 ()near_point_on_foot 376.47 1101.7 18.58 radius
1.0 1.0 2.0
004D: jump_if_false Label02C887
00D6: if 0
0038: $563 == 0 ;; integer values
004D: jump_if_false Label02C880
0004: $563 = 1 ;; integer values
03BD: destroy_sphere $56C
0004: $556 = 4 ;; integer values
0084: $559 = $555 ;; integer values and handles
0050: gosub Label02D278
0002: jump Label02BF1D
:Label02C880
0002: jump Label02C8BE
:Label02C887
00D6: if 0
0038: $563 == 1 ;; integer values
004D: jump_if_false Label02C8BE
03BD: destroy_sphere $56C
03BC: $56C = create_sphere 376.47 1101.7 18.58 1.0
0004: $563 = 0 ;; integer values
:Label02C8BE
0002: jump Label02C8D1
:Label02C8C5
0004: $563 = 1 ;; integer values
03BD: destroy_sphere $56C
:Label02C8D1
00D6: if 0
0038: $54A == 0 ;; integer values
004D: jump_if_false Label02CA5C
023C: load_special_actor 20 "BURGER"
:Label02C8EF
00D6: if 0
823D: NOT special_actor 20 loaded
004D: jump_if_false Label02C915
0001: wait 0 ms
023C: load_special_actor 20 "BURGER"
0002: jump Label02C8EF
:Label02C915
009A: $552 = create_actor 4 #SPECIAL20 at 375.9 1149.7 18.6
0173: set_actor $552 z_angle_to 224.0
0084: $559 = $552 ;; integer values and handles
0050: gosub Label02D24F
03BD: destroy_sphere $569
03BC: $569 = create_sphere 375.76 1147.7 18.6 1.0
009A: $553 = create_actor 4 #SPECIAL20 at 395.0 1141.2 18.55
0173: set_actor $553 z_angle_to 165.0
0084: $559 = $553 ;; integer values and handles
0050: gosub Label02D24F
03BD: destroy_sphere $56A
03BC: $56A = create_sphere 394.16 1139.12 18.6 1.0
009A: $554 = create_actor 4 #SPECIAL20 at 394.4 1107.6 18.6
0173: set_actor $554 z_angle_to 49.0
0084: $559 = $554 ;; integer values and handles
0050: gosub Label02D24F
03BD: destroy_sphere $56B
03BC: $56B = create_sphere 392.96 1108.7 18.55 1.0
009A: $555 = create_actor 4 #SPECIAL20 at 375.87 1099.75 18.57
0173: set_actor $555 z_angle_to 344.0
0084: $559 = $555 ;; integer values and handles
0050: gosub Label02D24F
03BD: destroy_sphere $56C
03BC: $56C = create_sphere 376.47 1101.7 18.58 1.0
0004: $54A = 1 ;; integer values
:Label02CA5C
0002: jump Label02CA6A
:Label02CA63
0050: gosub Label02E12D
:Label02CA6A
0002: jump Label02CA78
:Label02CA71
0050: gosub Label02E12D
:Label02CA78
0002: jump Label02CA86
:Label02CA7F
0050: gosub Label02E12D
:Label02CA86
00D6: if 1
0038: $564 == 2 ;; integer values
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label02CCF2
00D6: if 0
0121: player $PLAYER_CHAR in_zone "HAITI"
004D: jump_if_false Label02CCE4
0004: $56D = 1 ;; integer values
0005: $62 = 0.0 ;; floating-point values
02CE: $62 = ground_z -1039.5 80.0 50.0
00D6: if 0
0020: $62 > 0.0 ;; floating-point values
004D: jump_if_false Label02CCD6
00D6: if 0
0038: $54B == 0 ;; integer values
004D: jump_if_false Label02CBCC
023C: load_special_actor 20 "BURGER"
:Label02CB0D
00D6: if 0
823D: NOT special_actor 20 loaded
004D: jump_if_false Label02CB33
0001: wait 0 ms
023C: load_special_actor 20 "BURGER"
0002: jump Label02CB0D
:Label02CB33
009A: $575 = create_actor 4 #SPECIAL20 at -1039.5 80.0 10.6
0173: set_actor $575 z_angle_to 80.0
0084: $559 = $575 ;; integer values and handles
0050: gosub Label02D24F
03BD: destroy_sphere $565
03BC: $565 = create_sphere -1041.3 80.45 10.6 1.0
00D6: if 0
0248: model #HNB available
004D: jump_if_false Label02CBC5
009A: $576 = create_actor 4 #HNB at -1036.2 77.5 10.6
0173: set_actor $576 z_angle_to 190.0
01ED: reset_actor $576 flags
0372: set_actor $576 anim 6 wait_state_time 999999 ms
:Label02CBC5
0004: $54B = 1 ;; integer values
:Label02CBCC
00D6: if 1
0038: $54B == 1 ;; integer values
0038: $49C == 0 ;; integer values
004D: jump_if_false Label02CCCF
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label02CCCF
00D6: if 2
010A: player $PLAYER_CHAR money > 0
8183: NOT player $PLAYER_CHAR health > 99
8118: NOT actor $575 dead
004D: jump_if_false Label02CCC3
00D6: if 0
00F6: player $PLAYER_CHAR 0 ()near_point_on_foot -1041.3 80.45 10.6 radius
1.0 1.0 2.0
004D: jump_if_false Label02CC85
00D6: if 0
0038: $55C == 0 ;; integer values
004D: jump_if_false Label02CC7E
0004: $55C = 1 ;; integer values
03BD: destroy_sphere $565
0004: $556 = 2 ;; integer values
0084: $559 = $575 ;; integer values and handles
0050: gosub Label02D278
0002: jump Label02BF1D
:Label02CC7E
0002: jump Label02CCBC
:Label02CC85
00D6: if 0
0038: $55C == 1 ;; integer values
004D: jump_if_false Label02CCBC
03BD: destroy_sphere $565
03BC: $565 = create_sphere -1041.3 80.45 10.6 1.0
0004: $55C = 0 ;; integer values
:Label02CCBC
0002: jump Label02CCCF
:Label02CCC3
0004: $55C = 1 ;; integer values
03BD: destroy_sphere $565
:Label02CCCF
0002: jump Label02CCDD
:Label02CCD6
0050: gosub Label02E12D
:Label02CCDD
0002: jump Label02CCF2
:Label02CCE4
0004: $56D = 0 ;; integer values
0050: gosub Label02E12D
:Label02CCF2
00D6: if 1
0038: $564 == 1 ;; integer values
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label02CFF7
00D6: if 0
0121: player $PLAYER_CHAR in_zone "DTOWN"
004D: jump_if_false Label02CFCB
0004: $56E = 1 ;; integer values
0005: $62 = 0.0 ;; floating-point values
02CE: $62 = ground_z -591.4 651.23 10.5
00D6: if 0
0020: $62 > 0.0 ;; floating-point values
004D: jump_if_false Label02CDC7
00D6: if 0
0248: model #BKA available
004D: jump_if_false Label02CDC0
00D6: if 0
0038: $578 == 0 ;; integer values
004D: jump_if_false Label02CDC0
009A: $577 = create_actor 4 #BKA at -591.4 651.23 10.5
0173: set_actor $577 z_angle_to 25.0
0223: set_actor $577 health_to 150
01ED: reset_actor $577 flags
0291: unknown_actor $577 unknown_behavior_flag 1
0243: set_actor $577 ped_stats_to 11
0004: $578 = 1 ;; integer values
:Label02CDC0
0002: jump Label02CDE5
:Label02CDC7
00D6: if 0
0038: $578 == 1 ;; integer values
004D: jump_if_false Label02CDE5
009B: destroy_actor_instantly $577
0004: $578 = 0 ;; integer values
:Label02CDE5
0005: $62 = 0.0 ;; floating-point values
02CE: $62 = ground_z -904.7 800.4 10.5
00D6: if 0
0020: $62 > 0.0 ;; floating-point values
004D: jump_if_false Label02CFBD
00D6: if 0
0038: $54C == 0 ;; integer values
004D: jump_if_false Label02CEB3
023C: load_special_actor 20 "BURGER"
:Label02CE36
00D6: if 0
823D: NOT special_actor 20 loaded
004D: jump_if_false Label02CE5C
0001: wait 0 ms
023C: load_special_actor 20 "BURGER"
0002: jump Label02CE36
:Label02CE5C
009A: $574 = create_actor 4 #SPECIAL20 at -904.7 800.4 10.5
0173: set_actor $574 z_angle_to 270.0
0084: $559 = $574 ;; integer values and handles
0050: gosub Label02D24F
03BD: destroy_sphere $565
03BC: $565 = create_sphere -903.0 800.3 10.5 1.0
0004: $54C = 1 ;; integer values
:Label02CEB3
00D6: if 1
0038: $54C == 1 ;; integer values
0038: $49C == 0 ;; integer values
004D: jump_if_false Label02CFB6
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label02CFB6
00D6: if 2
010A: player $PLAYER_CHAR money > 0
8183: NOT player $PLAYER_CHAR health > 99
8118: NOT actor $574 dead
004D: jump_if_false Label02CFAA
00D6: if 0
00F6: player $PLAYER_CHAR 0 ()near_point_on_foot -903.0 800.3 10.5 radius 1.0
1.0 2.0
004D: jump_if_false Label02CF6C
00D6: if 0
0038: $55C == 0 ;; integer values
004D: jump_if_false Label02CF65
0004: $55C = 1 ;; integer values
03BD: destroy_sphere $565
0004: $556 = 2 ;; integer values
0084: $559 = $574 ;; integer values and handles
0050: gosub Label02D278
0002: jump Label02BF1D
:Label02CF65
0002: jump Label02CFA3
:Label02CF6C
00D6: if 0
0038: $55C == 1 ;; integer values
004D: jump_if_false Label02CFA3
03BD: destroy_sphere $565
03BC: $565 = create_sphere -903.0 800.3 10.5 1.0
0004: $55C = 0 ;; integer values
:Label02CFA3
0002: jump Label02CFB6
:Label02CFAA
0004: $55C = 1 ;; integer values
03BD: destroy_sphere $565
:Label02CFB6
0002: jump Label02CFC4
:Label02CFBD
0050: gosub Label02E12D
:Label02CFC4
0002: jump Label02CFF7
:Label02CFCB
00D6: if 0
0038: $578 == 1 ;; integer values
004D: jump_if_false Label02CFE9
009B: destroy_actor_instantly $577
0004: $578 = 0 ;; integer values
:Label02CFE9
0004: $56E = 0 ;; integer values
0050: gosub Label02E12D
:Label02CFF7
00D6: if 1
0038: $564 == 2 ;; integer values
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label02D221
00D6: if 0
0121: player $PLAYER_CHAR in_zone "BEACH3"
004D: jump_if_false Label02D213
0004: $56F = 1 ;; integer values
0005: $62 = 0.0 ;; floating-point values
02CE: $62 = ground_z 419.4 89.7 50.0
00D6: if 0
0020: $62 > 0.0 ;; floating-point values
004D: jump_if_false Label02D205
00D6: if 0
0038: $54D == 0 ;; integer values
004D: jump_if_false Label02D0FB
023C: load_special_actor 20 "BURGER"
:Label02D07E
00D6: if 0
823D: NOT special_actor 20 loaded
004D: jump_if_false Label02D0A4
0001: wait 0 ms
023C: load_special_actor 20 "BURGER"
0002: jump Label02D07E
:Label02D0A4
009A: $573 = create_actor 4 #SPECIAL20 at 419.4 89.7 10.3
0173: set_actor $573 z_angle_to 250.0
0084: $559 = $573 ;; integer values and handles
0050: gosub Label02D24F
03BD: destroy_sphere $565
03BC: $565 = create_sphere 421.1 88.8 10.5 1.0
0004: $54D = 1 ;; integer values
:Label02D0FB
00D6: if 1
0038: $54D == 1 ;; integer values
0038: $49C == 0 ;; integer values
004D: jump_if_false Label02D1FE
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label02D1FE
00D6: if 2
010A: player $PLAYER_CHAR money > 0
8183: NOT player $PLAYER_CHAR health > 99
8118: NOT actor $573 dead
004D: jump_if_false Label02D1F2
00D6: if 0
00F6: player $PLAYER_CHAR 0 ()near_point_on_foot 421.1 88.8 10.5 radius 1.0
1.0 2.0
004D: jump_if_false Label02D1B4
00D6: if 0
0038: $55C == 0 ;; integer values
004D: jump_if_false Label02D1AD
0004: $55C = 1 ;; integer values
03BD: destroy_sphere $565
0004: $556 = 2 ;; integer values
0084: $559 = $573 ;; integer values and handles
0050: gosub Label02D278
0002: jump Label02BF1D
:Label02D1AD
0002: jump Label02D1EB
:Label02D1B4
00D6: if 0
0038: $55C == 1 ;; integer values
004D: jump_if_false Label02D1EB
03BD: destroy_sphere $565
03BC: $565 = create_sphere 421.1 88.8 10.5 1.0
0004: $55C = 0 ;; integer values
:Label02D1EB
0002: jump Label02D1FE
:Label02D1F2
0004: $55C = 1 ;; integer values
03BD: destroy_sphere $565
:Label02D1FE
0002: jump Label02D20C
:Label02D205
0050: gosub Label02E12D
:Label02D20C
0002: jump Label02D221
:Label02D213
0004: $56F = 0 ;; integer values
0050: gosub Label02E12D
:Label02D221
0002: jump Label02D22F
:Label02D228
0050: gosub Label02E12D
:Label02D22F
00D6: if 0
0018: $564 > 1 ;; integer values
004D: jump_if_false Label02D248
0004: $564 = 0 ;; integer values
:Label02D248
0002: jump Label02BF1D
:Label02D24F
01ED: reset_actor $559 flags
011A: set_actor $559 flags 1048576
011A: set_actor $559 flags 8388608
056B: $559 1
0350: unknown_actor $559 not_scared_flag 1
0051: return
:Label02D278
0004: $49C = 1 ;; integer values
00D6: if 0
8118: NOT actor $559 dead
004D: jump_if_false Label02D2C4
0050: gosub Label02D2CD
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label02D2B6
0050: gosub Label02D323
0050: gosub Label02D5D7
:Label02D2B6
0050: gosub Label02E0BA
0050: gosub Label02D303
:Label02D2C4
0004: $49C = 0 ;; integer values
0051: return
:Label02D2CD
00D6: if 1
0256: player $PLAYER_CHAR defined
8118: NOT actor $559 dead
004D: jump_if_false Label02D2FF
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 (true)
020E: actor $PLAYER_ACTOR look_at_actor $559
0002: jump Label02D301
:Label02D2FF
0051: return
:Label02D301
0051: return
:Label02D303
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label02D321
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 (false)
:Label02D321
0051: return
:Label02D323
00D6: if 1
0256: player $PLAYER_CHAR defined
8118: NOT actor $559 dead
004D: jump_if_false Label02D5D5
0209: $557 = random_int 1 15
00D6: if 0
0038: $557 == 1 ;; integer values
004D: jump_if_false Label02D36D
03CF: load_wav "GIMME01" as 2
0050: gosub Label02E058
0050: gosub Label02E08A
:Label02D36D
00D6: if 0
0038: $557 == 2 ;; integer values
004D: jump_if_false Label02D399
03CF: load_wav "GIMME02" as 2
0050: gosub Label02E058
0050: gosub Label02E08A
:Label02D399
00D6: if 0
0038: $557 == 3 ;; integer values
004D: jump_if_false Label02D3C5
03CF: load_wav "GIMME03" as 2
0050: gosub Label02E058
0050: gosub Label02E08A
:Label02D3C5
00D6: if 0
0038: $557 == 4 ;; integer values
004D: jump_if_false Label02D3F1
03CF: load_wav "GIMME04" as 2
0050: gosub Label02E058
0050: gosub Label02E08A
:Label02D3F1
00D6: if 0
0038: $557 == 5 ;; integer values
004D: jump_if_false Label02D41D
03CF: load_wav "GIMME05" as 2
0050: gosub Label02E058
0050: gosub Label02E08A
:Label02D41D
00D6: if 0
0038: $557 == 6 ;; integer values
004D: jump_if_false Label02D449
03CF: load_wav "GIMME06" as 2
0050: gosub Label02E058
0050: gosub Label02E08A
:Label02D449
00D6: if 0
0038: $557 == 7 ;; integer values
004D: jump_if_false Label02D475
03CF: load_wav "GIMME07" as 2
0050: gosub Label02E058
0050: gosub Label02E08A
:Label02D475
00D6: if 0
0038: $557 == 8 ;; integer values
004D: jump_if_false Label02D4A1
03CF: load_wav "GIMME08" as 2
0050: gosub Label02E058
0050: gosub Label02E08A
:Label02D4A1
00D6: if 0
0038: $557 == 9 ;; integer values
004D: jump_if_false Label02D4CD
03CF: load_wav "GIMME09" as 2
0050: gosub Label02E058
0050: gosub Label02E08A
:Label02D4CD
00D6: if 0
0038: $557 == 10 ;; integer values
004D: jump_if_false Label02D4F9
03CF: load_wav "GIMME10" as 2
0050: gosub Label02E058
0050: gosub Label02E08A
:Label02D4F9
00D6: if 0
0038: $557 == 11 ;; integer values
004D: jump_if_false Label02D525
03CF: load_wav "GIMME11" as 2
0050: gosub Label02E058
0050: gosub Label02E08A
:Label02D525
00D6: if 0
0038: $557 == 12 ;; integer values
004D: jump_if_false Label02D551
03CF: load_wav "GIMME12" as 2
0050: gosub Label02E058
0050: gosub Label02E08A
:Label02D551
00D6: if 0
0038: $557 == 13 ;; integer values
004D: jump_if_false Label02D57D
03CF: load_wav "GIMME13" as 2
0050: gosub Label02E058
0050: gosub Label02E08A
:Label02D57D
00D6: if 0
0038: $557 == 14 ;; integer values
004D: jump_if_false Label02D5A9
03CF: load_wav "GIMME14" as 2
0050: gosub Label02E058
0050: gosub Label02E08A
:Label02D5A9
00D6: if 0
0038: $557 == 15 ;; integer values
004D: jump_if_false Label02D5D5
03CF: load_wav "GIMME15" as 2
0050: gosub Label02E058
0050: gosub Label02E08A
:Label02D5D5
0051: return
:Label02D5D7
00D6: if 2
0256: player $PLAYER_CHAR defined
8118: NOT actor $559 dead
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label02E056
0209: $558 = random_int 1 30
00D6: if 0
001A: 11 > $558 ;; integer values
004D: jump_if_false Label02DCDD
00D6: if 0
0038: $556 == 1 ;; integer values
004D: jump_if_false Label02D839
0209: $558 = random_int 1 12
00D6: if 0
0038: $558 == 1 ;; integer values
004D: jump_if_false Label02D655
03CF: load_wav "BURG_01" as 2
0050: gosub Label02E058
0050: gosub Label02E08A
:Label02D655
00D6: if 0
0038: $558 == 2 ;; integer values
004D: jump_if_false Label02D681
03CF: load_wav "BURG_02" as 2
0050: gosub Label02E058
0050: gosub Label02E08A
:Label02D681
00D6: if 0
0038: $558 == 3 ;; integer values
004D: jump_if_false Label02D6AD
03CF: load_wav "BURG_03" as 2
0050: gosub Label02E058
0050: gosub Label02E08A
:Label02D6AD
00D6: if 0
0038: $558 == 4 ;; integer values
004D: jump_if_false Label02D6D9
03CF: load_wav "BURG_04" as 2
0050: gosub Label02E058
0050: gosub Label02E08A
:Label02D6D9
00D6: if 0
0038: $558 == 5 ;; integer values
004D: jump_if_false Label02D705
03CF: load_wav "BURG_05" as 2
0050: gosub Label02E058
0050: gosub Label02E08A
:Label02D705
00D6: if 0
0038: $558 == 6 ;; integer values
004D: jump_if_false Label02D731
03CF: load_wav "BURG_06" as 2
0050: gosub Label02E058
0050: gosub Label02E08A
:Label02D731
00D6: if 0
0038: $558 == 7 ;; integer values
004D: jump_if_false Label02D75D
03CF: load_wav "BURG_07" as 2
0050: gosub Label02E058
0050: gosub Label02E08A
:Label02D75D
00D6: if 0
0038: $558 == 8 ;; integer values
004D: jump_if_false Label02D789
03CF: load_wav "BURG_08" as 2
0050: gosub Label02E058
0050: gosub Label02E08A
:Label02D789
00D6: if 0
0038: $558 == 9 ;; integer values
004D: jump_if_false Label02D7B5
03CF: load_wav "BURG_09" as 2
0050: gosub Label02E058
0050: gosub Label02E08A
:Label02D7B5
00D6: if 0
0038: $558 == 10 ;; integer values
004D: jump_if_false Label02D7E1
03CF: load_wav "BURG_10" as 2
0050: gosub Label02E058
0050: gosub Label02E08A
:Label02D7E1
00D6: if 0
0038: $558 == 11 ;; integer values
004D: jump_if_false Label02D80D
03CF: load_wav "BURG_11" as 2
0050: gosub Label02E058
0050: gosub Label02E08A
:Label02D80D
00D6: if 0
0038: $558 == 12 ;; integer values
004D: jump_if_false Label02D839
03CF: load_wav "BURG_12" as 2
0050: gosub Label02E058
0050: gosub Label02E08A
:Label02D839
00D6: if 0
0038: $556 == 2 ;; integer values
004D: jump_if_false Label02D9E0
0209: $558 = random_int 1 9
00D6: if 0
0038: $558 == 1 ;; integer values
004D: jump_if_false Label02D880
03CF: load_wav "CRUST01" as 2
0050: gosub Label02E058
0050: gosub Label02E08A
:Label02D880
00D6: if 0
0038: $558 == 2 ;; integer values
004D: jump_if_false Label02D8AC
03CF: load_wav "CRUST02" as 2
0050: gosub Label02E058
0050: gosub Label02E08A
:Label02D8AC
00D6: if 0
0038: $558 == 3 ;; integer values
004D: jump_if_false Label02D8D8
03CF: load_wav "CRUST03" as 2
0050: gosub Label02E058
0050: gosub Label02E08A
:Label02D8D8
00D6: if 0
0038: $558 == 4 ;; integer values
004D: jump_if_false Label02D904
03CF: load_wav "CRUST04" as 2
0050: gosub Label02E058
0050: gosub Label02E08A
:Label02D904
00D6: if 0
0038: $558 == 5 ;; integer values
004D: jump_if_false Label02D930
03CF: load_wav "CRUST05" as 2
0050: gosub Label02E058
0050: gosub Label02E08A
:Label02D930
00D6: if 0
0038: $558 == 6 ;; integer values
004D: jump_if_false Label02D95C
03CF: load_wav "CRUST06" as 2
0050: gosub Label02E058
0050: gosub Label02E08A
:Label02D95C
00D6: if 0
0038: $558 == 7 ;; integer values
004D: jump_if_false Label02D988
03CF: load_wav "CRUST07" as 2
0050: gosub Label02E058
0050: gosub Label02E08A
:Label02D988
00D6: if 0
0038: $558 == 8 ;; integer values
004D: jump_if_false Label02D9B4
03CF: load_wav "CRUST08" as 2
0050: gosub Label02E058
0050: gosub Label02E08A
:Label02D9B4
00D6: if 0
0038: $558 == 9 ;; integer values
004D: jump_if_false Label02D9E0
03CF: load_wav "CRUST09" as 2
0050: gosub Label02E058
0050: gosub Label02E08A
:Label02D9E0
00D6: if 0
0038: $556 == 3 ;; integer values
004D: jump_if_false Label02DB5B
0209: $558 = random_int 1 8
00D6: if 0
0038: $558 == 1 ;; integer values
004D: jump_if_false Label02DA27
03CF: load_wav "SHAFT01" as 2
0050: gosub Label02E058
0050: gosub Label02E08A
:Label02DA27
00D6: if 0
0038: $558 == 2 ;; integer values
004D: jump_if_false Label02DA53
03CF: load_wav "SHAFT02" as 2
0050: gosub Label02E058
0050: gosub Label02E08A
:Label02DA53
00D6: if 0
0038: $558 == 3 ;; integer values
004D: jump_if_false Label02DA7F
03CF: load_wav "SHAFT03" as 2
0050: gosub Label02E058
0050: gosub Label02E08A
:Label02DA7F
00D6: if 0
0038: $558 == 4 ;; integer values
004D: jump_if_false Label02DAAB
03CF: load_wav "SHAFT04" as 2
0050: gosub Label02E058
0050: gosub Label02E08A
:Label02DAAB
00D6: if 0
0038: $558 == 5 ;; integer values
004D: jump_if_false Label02DAD7
03CF: load_wav "SHAFT05" as 2
0050: gosub Label02E058
0050: gosub Label02E08A
:Label02DAD7
00D6: if 0
0038: $558 == 6 ;; integer values
004D: jump_if_false Label02DB03
03CF: load_wav "SHAFT06" as 2
0050: gosub Label02E058
0050: gosub Label02E08A
:Label02DB03
00D6: if 0
0038: $558 == 7 ;; integer values
004D: jump_if_false Label02DB2F
03CF: load_wav "SHAFT07" as 2
0050: gosub Label02E058
0050: gosub Label02E08A
:Label02DB2F
00D6: if 0
0038: $558 == 8 ;; integer values
004D: jump_if_false Label02DB5B
03CF: load_wav "SHAFT08" as 2
0050: gosub Label02E058
0050: gosub Label02E08A
:Label02DB5B
00D6: if 0
0038: $556 == 4 ;; integer values
004D: jump_if_false Label02DCD6
0209: $558 = random_int 1 8
00D6: if 0
0038: $558 == 1 ;; integer values
004D: jump_if_false Label02DBA2
03CF: load_wav "BAND_01" as 2
0050: gosub Label02E058
0050: gosub Label02E08A
:Label02DBA2
00D6: if 0
0038: $558 == 2 ;; integer values
004D: jump_if_false Label02DBCE
03CF: load_wav "BAND_02" as 2
0050: gosub Label02E058
0050: gosub Label02E08A
:Label02DBCE
00D6: if 0
0038: $558 == 3 ;; integer values
004D: jump_if_false Label02DBFA
03CF: load_wav "BAND_03" as 2
0050: gosub Label02E058
0050: gosub Label02E08A
:Label02DBFA
00D6: if 0
0038: $558 == 4 ;; integer values
004D: jump_if_false Label02DC26
03CF: load_wav "BAND_04" as 2
0050: gosub Label02E058
0050: gosub Label02E08A
:Label02DC26
00D6: if 0
0038: $558 == 5 ;; integer values
004D: jump_if_false Label02DC52
03CF: load_wav "BAND_05" as 2
0050: gosub Label02E058
0050: gosub Label02E08A
:Label02DC52
00D6: if 0
0038: $558 == 6 ;; integer values
004D: jump_if_false Label02DC7E
03CF: load_wav "BAND_06" as 2
0050: gosub Label02E058
0050: gosub Label02E08A
:Label02DC7E
00D6: if 0
0038: $558 == 7 ;; integer values
004D: jump_if_false Label02DCAA
03CF: load_wav "BAND_07" as 2
0050: gosub Label02E058
0050: gosub Label02E08A
:Label02DCAA
00D6: if 0
0038: $558 == 8 ;; integer values
004D: jump_if_false Label02DCD6
03CF: load_wav "BAND_08" as 2
0050: gosub Label02E058
0050: gosub Label02E08A
:Label02DCD6
0002: jump Label02E056
:Label02DCDD
0209: $558 = random_int 1 20
00D6: if 0
0038: $558 == 1 ;; integer values
004D: jump_if_false Label02DD12
03CF: load_wav "FUD_01" as 2
0050: gosub Label02E058
0050: gosub Label02E08A
:Label02DD12
00D6: if 0
0038: $558 == 2 ;; integer values
004D: jump_if_false Label02DD3E
03CF: load_wav "FUD_02" as 2
0050: gosub Label02E058
0050: gosub Label02E08A
:Label02DD3E
00D6: if 0
0038: $558 == 3 ;; integer values
004D: jump_if_false Label02DD6A
03CF: load_wav "FUD_03" as 2
0050: gosub Label02E058
0050: gosub Label02E08A
:Label02DD6A
00D6: if 0
0038: $558 == 4 ;; integer values
004D: jump_if_false Label02DD96
03CF: load_wav "FUD_04" as 2
0050: gosub Label02E058
0050: gosub Label02E08A
:Label02DD96
00D6: if 0
0038: $558 == 5 ;; integer values
004D: jump_if_false Label02DDC2
03CF: load_wav "FUD_05" as 2
0050: gosub Label02E058
0050: gosub Label02E08A
:Label02DDC2
00D6: if 0
0038: $558 == 6 ;; integer values
004D: jump_if_false Label02DDEE
03CF: load_wav "FUD_06" as 2
0050: gosub Label02E058
0050: gosub Label02E08A
:Label02DDEE
00D6: if 0
0038: $558 == 7 ;; integer values
004D: jump_if_false Label02DE1A
03CF: load_wav "FUD_07" as 2
0050: gosub Label02E058
0050: gosub Label02E08A
:Label02DE1A
00D6: if 0
0038: $558 == 8 ;; integer values
004D: jump_if_false Label02DE46
03CF: load_wav "FUD_08" as 2
0050: gosub Label02E058
0050: gosub Label02E08A
:Label02DE46
00D6: if 0
0038: $558 == 9 ;; integer values
004D: jump_if_false Label02DE72
03CF: load_wav "FUD_09" as 2
0050: gosub Label02E058
0050: gosub Label02E08A
:Label02DE72
00D6: if 0
0038: $558 == 10 ;; integer values
004D: jump_if_false Label02DE9E
03CF: load_wav "FUD_10" as 2
0050: gosub Label02E058
0050: gosub Label02E08A
:Label02DE9E
00D6: if 0
0038: $558 == 11 ;; integer values
004D: jump_if_false Label02DECA
03CF: load_wav "FUD_11" as 2
0050: gosub Label02E058
0050: gosub Label02E08A
:Label02DECA
00D6: if 0
0038: $558 == 12 ;; integer values
004D: jump_if_false Label02DEF6
03CF: load_wav "FUD_12" as 2
0050: gosub Label02E058
0050: gosub Label02E08A
:Label02DEF6
00D6: if 0
0038: $558 == 13 ;; integer values
004D: jump_if_false Label02DF22
03CF: load_wav "FUD_13" as 2
0050: gosub Label02E058
0050: gosub Label02E08A
:Label02DF22
00D6: if 0
0038: $558 == 14 ;; integer values
004D: jump_if_false Label02DF4E
03CF: load_wav "FUD_14" as 2
0050: gosub Label02E058
0050: gosub Label02E08A
:Label02DF4E
00D6: if 0
0038: $558 == 15 ;; integer values
004D: jump_if_false Label02DF7A
03CF: load_wav "FUD_15" as 2
0050: gosub Label02E058
0050: gosub Label02E08A
:Label02DF7A
00D6: if 0
0038: $558 == 16 ;; integer values
004D: jump_if_false Label02DFA6
03CF: load_wav "FUD_16" as 2
0050: gosub Label02E058
0050: gosub Label02E08A
:Label02DFA6
00D6: if 0
0038: $558 == 17 ;; integer values
004D: jump_if_false Label02DFD2
03CF: load_wav "FUD_17" as 2
0050: gosub Label02E058
0050: gosub Label02E08A
:Label02DFD2
00D6: if 0
0038: $558 == 18 ;; integer values
004D: jump_if_false Label02DFFE
03CF: load_wav "FUD_18" as 2
0050: gosub Label02E058
0050: gosub Label02E08A
:Label02DFFE
00D6: if 0
0038: $558 == 19 ;; integer values
004D: jump_if_false Label02E02A
03CF: load_wav "FUD_19" as 2
0050: gosub Label02E058
0050: gosub Label02E08A
:Label02E02A
00D6: if 0
0038: $558 == 20 ;; integer values
004D: jump_if_false Label02E056
03CF: load_wav "FUD_20" as 2
0050: gosub Label02E058
0050: gosub Label02E08A
:Label02E056
0051: return
:Label02E058
00D6: if 0
83D0: NOT wav 2 loaded
004D: jump_if_false Label02E084
0001: wait 0 ms
00D6: if 0
8256: NOT player $PLAYER_CHAR defined
004D: jump_if_false Label02E07D
0051: return
:Label02E07D
0002: jump Label02E058
:Label02E084
03D1: play_wav 2
0051: return
:Label02E08A
00D6: if 0
83D2: NOT wav 2 ended
004D: jump_if_false Label02E0B6
0001: wait 0 ms
00D6: if 0
8256: NOT player $PLAYER_CHAR defined
004D: jump_if_false Label02E0AF
0051: return
:Label02E0AF
0002: jump Label02E08A
:Label02E0B6
00BE: text_clear_all
0051: return
:Label02E0BA
00D6: if 1
0256: player $PLAYER_CHAR defined
8118: NOT actor $559 dead
004D: jump_if_false Label02E12B
0225: $55A = player $PLAYER_CHAR health
0010: $55A *= -1 ;; integer values
0008: $55A += 100 ;; integer values
010B: $55B = player $PLAYER_CHAR money
00D6: if 0
001C: $55A > $55B ;; integer values
004D: jump_if_false Label02E108
0084: $55A = $55B ;; integer values and handles
:Label02E108
0010: $55A *= -1 ;; integer values
0109: player $PLAYER_CHAR money += $55A
0222: set_player $PLAYER_CHAR health_to 100
018C: play_sound 1 at $570 $571 $572
:Label02E12B
0051: return
:Label02E12D
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label02E152
0054: store_player $PLAYER_CHAR position_to $570 $571 $572
0002: jump Label02E17C
:Label02E152
0050: gosub Label02E2CF
0004: $549 = 0 ;; integer values
0004: $54A = 0 ;; integer values
0004: $54B = 0 ;; integer values
0004: $54C = 0 ;; integer values
0004: $54D = 0 ;; integer values
:Label02E17C
00D6: if 0
0038: $549 == 1 ;; integer values
004D: jump_if_false Label02E1DD
00D6: if 21
0022: 410.0 > $570 ;; floating-point values
0038: $3EB == 0 ;; integer values
004D: jump_if_false Label02E1DD
009B: destroy_actor_instantly $54E
009B: destroy_actor_instantly $54F
009B: destroy_actor_instantly $550
009B: destroy_actor_instantly $551
03BD: destroy_sphere $565
03BD: destroy_sphere $566
03BD: destroy_sphere $567
03BD: destroy_sphere $568
0296: unload_special_actor 20
0004: $549 = 0 ;; integer values
:Label02E1DD
00D6: if 0
0038: $54A == 1 ;; integer values
004D: jump_if_false Label02E23E
00D6: if 21
0020: $570 > 415.0 ;; floating-point values
0038: $3EB == 0 ;; integer values
004D: jump_if_false Label02E23E
009B: destroy_actor_instantly $552
009B: destroy_actor_instantly $553
009B: destroy_actor_instantly $554
009B: destroy_actor_instantly $555
03BD: destroy_sphere $569
03BD: destroy_sphere $56A
03BD: destroy_sphere $56B
03BD: destroy_sphere $56C
0296: unload_special_actor 20
0004: $54A = 0 ;; integer values
:Label02E23E
00D6: if 1
0038: $54B == 1 ;; integer values
0038: $56D == 0 ;; integer values
004D: jump_if_false Label02E271
009B: destroy_actor_instantly $575
009B: destroy_actor_instantly $576
0296: unload_special_actor 20
03BD: destroy_sphere $565
0004: $54B = 0 ;; integer values
:Label02E271
00D6: if 1
0038: $54C == 1 ;; integer values
0038: $56E == 0 ;; integer values
004D: jump_if_false Label02E29F
009B: destroy_actor_instantly $574
0296: unload_special_actor 20
03BD: destroy_sphere $565
0004: $54C = 0 ;; integer values
:Label02E29F
00D6: if 1
0038: $54D == 1 ;; integer values
0038: $56F == 0 ;; integer values
004D: jump_if_false Label02E2CD
009B: destroy_actor_instantly $573
0296: unload_special_actor 20
03BD: destroy_sphere $565
0004: $54D = 0 ;; integer values
:Label02E2CD
0051: return
:Label02E2CF
009B: destroy_actor_instantly $54E
009B: destroy_actor_instantly $54F
009B: destroy_actor_instantly $550
009B: destroy_actor_instantly $551
009B: destroy_actor_instantly $552
009B: destroy_actor_instantly $553
009B: destroy_actor_instantly $554
009B: destroy_actor_instantly $555
009B: destroy_actor_instantly $573
009B: destroy_actor_instantly $574
009B: destroy_actor_instantly $575
009B: destroy_actor_instantly $576
03BD: destroy_sphere $565
03BD: destroy_sphere $566
03BD: destroy_sphere $567
03BD: destroy_sphere $568
03BD: destroy_sphere $569
03BD: destroy_sphere $56A
03BD: destroy_sphere $56B
03BD: destroy_sphere $56C
0296: unload_special_actor 20
0051: return
:Label02E339
0111: set_wasted_busted_check_to 0 (disabled)
03A4: name_thread "RAMPAGE"
0004: $579 = 50 ;; integer values
0004: $57A = 0 ;; integer values
0004: $57B = 0 ;; integer values
0004: $59F = 0 ;; integer values
0004: $5A0 = 0 ;; integer values
0004: $5A1 = 0 ;; integer values
0004: $5A2 = 0 ;; integer values
0004: $5A3 = 0 ;; integer values
0004: $5A4 = 0 ;; integer values
0004: $5A5 = 0 ;; integer values
0004: $5A6 = 0 ;; integer values
0004: $5A7 = 0 ;; integer values
0004: $5A8 = 0 ;; integer values
0004: $5A9 = 0 ;; integer values
0004: $5AA = 0 ;; integer values
0004: $5AB = 0 ;; integer values
0004: $5AC = 0 ;; integer values
0004: $5AD = 0 ;; integer values
0004: $5AE = 0 ;; integer values
0004: $5AF = 0 ;; integer values
0004: $5B0 = 0 ;; integer values
0004: $5B1 = 0 ;; integer values
0004: $5B2 = 0 ;; integer values
0004: $5B3 = 0 ;; integer values
0004: $5B4 = 0 ;; integer values
0004: $5B5 = 0 ;; integer values
0004: $5B6 = 0 ;; integer values
0004: $5B7 = 0 ;; integer values
0004: $5B8 = 0 ;; integer values
0004: $5B9 = 0 ;; integer values
0004: $5BA = 0 ;; integer values
0004: $5BB = 0 ;; integer values
0004: $5BC = 0 ;; integer values
0004: $5BD = 0 ;; integer values
0004: $5BE = 0 ;; integer values
0004: $5BF = 0 ;; integer values
0004: $5C0 = 0 ;; integer values
0004: $5C1 = 0 ;; integer values
0213: $57C = create_pickup -55 (KILLFRENZY) type 3 at 218.22 -1613.76 11.06
0213: $57D = create_pickup -55 (KILLFRENZY) type 3 at -1435.29 -833.645 30.05989
0213: $57E = create_pickup -55 (KILLFRENZY) type 3 at 234.86 34.22 9.98
0213: $57F = create_pickup -55 (KILLFRENZY) type 3 at 479.69 1110.18 17.33
0213: $580 = create_pickup -55 (KILLFRENZY) type 3 at 370.63 1125.86 26.5
0213: $581 = create_pickup -55 (KILLFRENZY) type 3 at 144.449 -545.234 14.751
0213: $582 = create_pickup -55 (KILLFRENZY) type 3 at -1100.625 1453.43 8.73
0213: $583 = create_pickup -55 (KILLFRENZY) type 3 at -908.317 744.149 11.092
0213: $584 = create_pickup -55 (KILLFRENZY) type 3 at -508.768 1149.203 18.172
0213: $585 = create_pickup -55 (KILLFRENZY) type 3 at -789.41 592.56 11.1
0213: $586 = create_pickup -55 (KILLFRENZY) type 3 at -1011.37 -170.64 10.99
0213: $587 = create_pickup -55 (KILLFRENZY) type 3 at 68.702 -1119.231 10.458
0213: $588 = create_pickup -55 (KILLFRENZY) type 3 at 85.623 -1259.86 17.092
0213: $589 = create_pickup -55 (KILLFRENZY) type 3 at -679.66 -419.712 10.469
0213: $58A = create_pickup -55 (KILLFRENZY) type 3 at -1176.341 -702.975 22.662
0213: $58B = create_pickup -55 (KILLFRENZY) type 3 at -626.642 -1354.85 16.373
0213: $58C = create_pickup -55 (KILLFRENZY) type 3 at -1519.33 -292.236 14.86
0213: $58D = create_pickup -55 (KILLFRENZY) type 3 at -956.113 -1206.33 14.86
0213: $58E = create_pickup -55 (KILLFRENZY) type 3 at -890.184 -489.655 36.2
0213: $58F = create_pickup -55 (KILLFRENZY) type 3 at 3.426 -1147.0 10.45
0213: $590 = create_pickup -55 (KILLFRENZY) type 3 at 468.656 -1608.79 11.03
0213: $591 = create_pickup -55 (KILLFRENZY) type 3 at 587.795 1206.26 15.64
0213: $592 = create_pickup -55 (KILLFRENZY) type 3 at 300.673 1324.88 22.919
0213: $593 = create_pickup -55 (KILLFRENZY) type 3 at 217.247 261.372 8.71
0213: $594 = create_pickup -55 (KILLFRENZY) type 3 at -366.44 -1742.1 11.426
0213: $595 = create_pickup -55 (KILLFRENZY) type 3 at -448.796 1249.27 11.75
0213: $596 = create_pickup -55 (KILLFRENZY) type 3 at -674.22 1162.7 28.15
0213: $597 = create_pickup -55 (KILLFRENZY) type 3 at -1143.48 -410.87 10.95
0213: $598 = create_pickup -55 (KILLFRENZY) type 3 at 624.26 -230.158 23.915
0213: $599 = create_pickup -55 (KILLFRENZY) type 3 at -34.13 -948.707 21.772
0213: $59A = create_pickup -55 (KILLFRENZY) type 3 at 593.315 -352.826 13.711
0213: $59B = create_pickup -55 (KILLFRENZY) type 3 at -1234.83 -90.378 11.43
0213: $59C = create_pickup -55 (KILLFRENZY) type 3 at -1483.47 -881.677 14.87
0213: $59D = create_pickup -55 (KILLFRENZY) type 3 at -194.701 -1085.067 15.66
0213: $59E = create_pickup -55 (KILLFRENZY) type 3 at -983.373 -353.997 13.84
0408: set_total_rampages_to 35
0004: $5C2 = 30 ;; integer values
0004: $5C3 = 12 ;; integer values
0004: $5C4 = 35 ;; integer values
0004: $5C5 = 35 ;; integer values
0004: $5C6 = 30 ;; integer values
0004: $5C7 = 25 ;; integer values
0004: $5C8 = 30 ;; integer values
0004: $5C9 = 35 ;; integer values
0004: $5CA = 40 ;; integer values
0004: $5CB = 30 ;; integer values
0004: $5CC = 30 ;; integer values
0004: $5CD = 20 ;; integer values
0004: $5CE = 25 ;; integer values
0004: $5CF = 35 ;; integer values
0004: $5D0 = 20 ;; integer values
0004: $5D1 = 15 ;; integer values
0004: $5D2 = 15 ;; integer values
0004: $5D3 = 35 ;; integer values
0004: $5D4 = 20 ;; integer values
0004: $5D5 = 10 ;; integer values
0004: $5D6 = 30 ;; integer values
0004: $5D7 = 25 ;; integer values
0004: $5D8 = 30 ;; integer values
0004: $5D9 = 20 ;; integer values
0004: $5DA = 10 ;; integer values
0004: $5DB = 30 ;; integer values
0004: $5DC = 25 ;; integer values
0004: $5DD = 25 ;; integer values
0004: $5DE = 10 ;; integer values
0004: $5DF = 25 ;; integer values
0004: $5E0 = 30 ;; integer values
0004: $5E1 = 35 ;; integer values
0004: $5E2 = 25 ;; integer values
0004: $5E3 = 25 ;; integer values
0004: $5E4 = 10 ;; integer values
:Label02E892
00D6: if 0
001A: 35 > $57B ;; integer values
004D: jump_if_false Label02F91B
0001: wait 0 ms
0008: $5EB += 1 ;; integer values
00D6: if 0
0018: $5EB > 17 ;; integer values
004D: jump_if_false Label02E8C8
0004: $5EB = 0 ;; integer values
:Label02E8C8
00D6: if 0
0038: $5EB == 0 ;; integer values
004D: jump_if_false Label02E9B6
00D6: if 0
0038: $59F == 0 ;; integer values
004D: jump_if_false Label02E948
0084: $5EC = $59F ;; integer values and handles
0084: $5ED = $57C ;; integer values and handles
04AE: unknown $5EE radar_icon_or_model 272
04AE: unknown $5EF radar_icon_or_model 15
0084: $5F0 = $5C2 ;; integer values and handles
0005: $5F1 = 218.22 ;; floating-point values
0005: $5F2 = -1613.76 ;; floating-point values
0005: $5F3 = 11.06 ;; floating-point values
0050: gosub Label02F923
0084: $59F = $5EC ;; integer values and handles
0084: $57C = $5ED ;; integer values and handles
:Label02E948
00D6: if 0
0038: $5A0 == 0 ;; integer values
004D: jump_if_false Label02E9B6
0084: $5EC = $5A0 ;; integer values and handles
0084: $5ED = $57D ;; integer values and handles
04AE: unknown $5EE radar_icon_or_model 287
04AE: unknown $5EF radar_icon_or_model 30
0084: $5F0 = $5C3 ;; integer values and handles
0005: $5F1 = -1435.29 ;; floating-point values
0005: $5F2 = -833.645 ;; floating-point values
0005: $5F3 = 30.06 ;; floating-point values
0050: gosub Label02F923
0084: $5A0 = $5EC ;; integer values and handles
0084: $57D = $5ED ;; integer values and handles
:Label02E9B6
00D6: if 0
0038: $5EB == 1 ;; integer values
004D: jump_if_false Label02EAA4
00D6: if 0
0038: $5A1 == 0 ;; integer values
004D: jump_if_false Label02EA36
0084: $5EC = $5A1 ;; integer values and handles
0084: $5ED = $57E ;; integer values and handles
04AE: unknown $5EE radar_icon_or_model 282
04AE: unknown $5EF radar_icon_or_model 42
0084: $5F0 = $5C4 ;; integer values and handles
0005: $5F1 = 234.86 ;; floating-point values
0005: $5F2 = 34.22 ;; floating-point values
0005: $5F3 = 9.98 ;; floating-point values
0050: gosub Label02F923
0084: $5A1 = $5EC ;; integer values and handles
0084: $57E = $5ED ;; integer values and handles
:Label02EA36
00D6: if 0
0038: $5A2 == 0 ;; integer values
004D: jump_if_false Label02EAA4
0084: $5EC = $5A2 ;; integer values and handles
0084: $5ED = $57F ;; integer values and handles
04AE: unknown $5EE radar_icon_or_model 280
04AE: unknown $5EF radar_icon_or_model 26
0084: $5F0 = $5C5 ;; integer values and handles
0005: $5F1 = 479.69 ;; floating-point values
0005: $5F2 = 1110.18 ;; floating-point values
0005: $5F3 = 17.33 ;; floating-point values
0050: gosub Label02F923
0084: $5A2 = $5EC ;; integer values and handles
0084: $57F = $5ED ;; integer values and handles
:Label02EAA4
00D6: if 0
0038: $5EB == 2 ;; integer values
004D: jump_if_false Label02EB92
00D6: if 0
0038: $5A3 == 0 ;; integer values
004D: jump_if_false Label02EB24
0084: $5EC = $5A3 ;; integer values and handles
0084: $5ED = $580 ;; integer values and handles
04AE: unknown $5EE radar_icon_or_model 287
04AE: unknown $5EF radar_icon_or_model 30
0084: $5F0 = $5C6 ;; integer values and handles
0005: $5F1 = 370.63 ;; floating-point values
0005: $5F2 = 1125.86 ;; floating-point values
0005: $5F3 = 26.5 ;; floating-point values
0050: gosub Label02F923
0084: $5A3 = $5EC ;; integer values and handles
0084: $580 = $5ED ;; integer values and handles
:Label02EB24
00D6: if 0
0038: $5A4 == 0 ;; integer values
004D: jump_if_false Label02EB92
0084: $5EC = $5A4 ;; integer values and handles
0084: $5ED = $581 ;; integer values and handles
04AE: unknown $5EE radar_icon_or_model 284
04AE: unknown $5EF radar_icon_or_model 25
0084: $5F0 = $5C7 ;; integer values and handles
0005: $5F1 = 144.449 ;; floating-point values
0005: $5F2 = -545.234 ;; floating-point values
0005: $5F3 = 14.751 ;; floating-point values
0050: gosub Label02F923
0084: $5A4 = $5EC ;; integer values and handles
0084: $581 = $5ED ;; integer values and handles
:Label02EB92
00D6: if 0
0038: $5EB == 3 ;; integer values
004D: jump_if_false Label02EC80
00D6: if 0
0038: $5A5 == 0 ;; integer values
004D: jump_if_false Label02EC12
0084: $5EC = $5A5 ;; integer values and handles
0084: $5ED = $582 ;; integer values and handles
04AE: unknown $5EE radar_icon_or_model 288
04AE: unknown $5EF radar_icon_or_model 31
0084: $5F0 = $5C8 ;; integer values and handles
0005: $5F1 = -1100.625 ;; floating-point values
0005: $5F2 = 1453.43 ;; floating-point values
0005: $5F3 = 8.73 ;; floating-point values
0050: gosub Label02F923
0084: $5A5 = $5EC ;; integer values and handles
0084: $582 = $5ED ;; integer values and handles
:Label02EC12
00D6: if 0
0038: $5A6 == 0 ;; integer values
004D: jump_if_false Label02EC80
0084: $5EC = $5A6 ;; integer values and handles
0084: $5ED = $583 ;; integer values and handles
04AE: unknown $5EE radar_icon_or_model 282
04AE: unknown $5EF radar_icon_or_model 42
0084: $5F0 = $5C9 ;; integer values and handles
0005: $5F1 = -908.317 ;; floating-point values
0005: $5F2 = 744.149 ;; floating-point values
0005: $5F3 = 11.092 ;; floating-point values
0050: gosub Label02F923
0084: $5A6 = $5EC ;; integer values and handles
0084: $583 = $5ED ;; integer values and handles
:Label02EC80
00D6: if 0
0038: $5EB == 4 ;; integer values
004D: jump_if_false Label02ED6E
00D6: if 0
0038: $5A7 == 0 ;; integer values
004D: jump_if_false Label02ED00
0084: $5EC = $5A7 ;; integer values and handles
0084: $5ED = $584 ;; integer values and handles
04AE: unknown $5EE radar_icon_or_model 272
04AE: unknown $5EF radar_icon_or_model 15
0084: $5F0 = $5CA ;; integer values and handles
0005: $5F1 = -508.768 ;; floating-point values
0005: $5F2 = 1149.203 ;; floating-point values
0005: $5F3 = 18.172 ;; floating-point values
0050: gosub Label02F923
0084: $5A7 = $5EC ;; integer values and handles
0084: $584 = $5ED ;; integer values and handles
:Label02ED00
00D6: if 0
0038: $5A8 == 0 ;; integer values
004D: jump_if_false Label02ED6E
0084: $5EC = $5A8 ;; integer values and handles
0084: $5ED = $585 ;; integer values and handles
04AE: unknown $5EE radar_icon_or_model 289
04AE: unknown $5EF radar_icon_or_model 32
0084: $5F0 = $5CB ;; integer values and handles
0005: $5F1 = -789.41 ;; floating-point values
0005: $5F2 = 592.56 ;; floating-point values
0005: $5F3 = 11.1 ;; floating-point values
0050: gosub Label02F923
0084: $5A8 = $5EC ;; integer values and handles
0084: $585 = $5ED ;; integer values and handles
:Label02ED6E
00D6: if 0
0038: $5EB == 5 ;; integer values
004D: jump_if_false Label02EE5C
00D6: if 0
0038: $5A9 == 0 ;; integer values
004D: jump_if_false Label02EDEE
0084: $5EC = $5A9 ;; integer values and handles
0084: $5ED = $586 ;; integer values and handles
04AE: unknown $5EE radar_icon_or_model 281
04AE: unknown $5EF radar_icon_or_model 22
0084: $5F0 = $5CC ;; integer values and handles
0005: $5F1 = -1011.37 ;; floating-point values
0005: $5F2 = -170.64 ;; floating-point values
0005: $5F3 = 10.99 ;; floating-point values
0050: gosub Label02F923
0084: $5A9 = $5EC ;; integer values and handles
0084: $586 = $5ED ;; integer values and handles
:Label02EDEE
00D6: if 0
0038: $5AA == 0 ;; integer values
004D: jump_if_false Label02EE5C
0084: $5EC = $5AA ;; integer values and handles
0084: $5ED = $587 ;; integer values and handles
04AE: unknown $5EE radar_icon_or_model 269
04AE: unknown $5EF radar_icon_or_model 11
0084: $5F0 = $5CD ;; integer values and handles
0005: $5F1 = 68.702 ;; floating-point values
0005: $5F2 = -1119.231 ;; floating-point values
0005: $5F3 = 10.458 ;; floating-point values
0050: gosub Label02F923
0084: $5AA = $5EC ;; integer values and handles
0084: $587 = $5ED ;; integer values and handles
:Label02EE5C
00D6: if 0
0038: $5EB == 6 ;; integer values
004D: jump_if_false Label02EF49
00D6: if 0
0038: $5AB == 0 ;; integer values
004D: jump_if_false Label02EEDC
0084: $5EC = $5AB ;; integer values and handles
0084: $5ED = $588 ;; integer values and handles
04AE: unknown $5EE radar_icon_or_model 286
04AE: unknown $5EF radar_icon_or_model 29
0084: $5F0 = $5CE ;; integer values and handles
0005: $5F1 = 85.623 ;; floating-point values
0005: $5F2 = -1259.86 ;; floating-point values
0005: $5F3 = 17.092 ;; floating-point values
0050: gosub Label02F923
0084: $5AB = $5EC ;; integer values and handles
0084: $588 = $5ED ;; integer values and handles
:Label02EEDC
00D6: if 0
0038: $5AC == 0 ;; integer values
004D: jump_if_false Label02EF49
0084: $5EC = $5AC ;; integer values and handles
0084: $5ED = $589 ;; integer values and handles
0004: $5EE = -1 ;; integer values
04AE: unknown $5EF radar_icon_or_model 40
0084: $5F0 = $5CF ;; integer values and handles
0005: $5F1 = -679.66 ;; floating-point values
0005: $5F2 = -419.712 ;; floating-point values
0005: $5F3 = 10.469 ;; floating-point values
0050: gosub Label02F923
0084: $5AC = $5EC ;; integer values and handles
0084: $589 = $5ED ;; integer values and handles
:Label02EF49
00D6: if 0
0038: $5EB == 7 ;; integer values
004D: jump_if_false Label02F037
00D6: if 0
0038: $5AD == 0 ;; integer values
004D: jump_if_false Label02EFC9
0084: $5EC = $5AD ;; integer values and handles
0084: $5ED = $58A ;; integer values and handles
04AE: unknown $5EE radar_icon_or_model 276
04AE: unknown $5EF radar_icon_or_model 27
0084: $5F0 = $5D0 ;; integer values and handles
0005: $5F1 = -1176.341 ;; floating-point values
0005: $5F2 = -702.975 ;; floating-point values
0005: $5F3 = 22.662 ;; floating-point values
0050: gosub Label02F923
0084: $5AD = $5EC ;; integer values and handles
0084: $58A = $5ED ;; integer values and handles
:Label02EFC9
00D6: if 0
0038: $5AE == 0 ;; integer values
004D: jump_if_false Label02F037
0084: $5EC = $5AE ;; integer values and handles
0084: $5ED = $58B ;; integer values and handles
04AE: unknown $5EE radar_icon_or_model 287
04AE: unknown $5EF radar_icon_or_model 30
0084: $5F0 = $5D1 ;; integer values and handles
0005: $5F1 = -626.642 ;; floating-point values
0005: $5F2 = -1354.85 ;; floating-point values
0005: $5F3 = 16.373 ;; floating-point values
0050: gosub Label02F923
0084: $5AE = $5EC ;; integer values and handles
0084: $58B = $5ED ;; integer values and handles
:Label02F037
00D6: if 0
0038: $5EB == 8 ;; integer values
004D: jump_if_false Label02F125
00D6: if 0
0038: $5AF == 0 ;; integer values
004D: jump_if_false Label02F0B7
0084: $5EC = $5AF ;; integer values and handles
0084: $5ED = $58C ;; integer values and handles
04AE: unknown $5EE radar_icon_or_model 290
04AE: unknown $5EF radar_icon_or_model 33
0084: $5F0 = $5D2 ;; integer values and handles
0005: $5F1 = -1519.33 ;; floating-point values
0005: $5F2 = -292.236 ;; floating-point values
0005: $5F3 = 14.86 ;; floating-point values
0050: gosub Label02F923
0084: $5AF = $5EC ;; integer values and handles
0084: $58C = $5ED ;; integer values and handles
:Label02F0B7
00D6: if 0
0038: $5B0 == 0 ;; integer values
004D: jump_if_false Label02F125
0084: $5EC = $5B0 ;; integer values and handles
0084: $5ED = $58D ;; integer values and handles
04AE: unknown $5EE radar_icon_or_model 270
04AE: unknown $5EF radar_icon_or_model 12
0084: $5F0 = $5D3 ;; integer values and handles
0005: $5F1 = -956.113 ;; floating-point values
0005: $5F2 = -1206.33 ;; floating-point values
0005: $5F3 = 14.86 ;; floating-point values
0050: gosub Label02F923
0084: $5B0 = $5EC ;; integer values and handles
0084: $58D = $5ED ;; integer values and handles
:Label02F125
00D6: if 0
0038: $5EB == 9 ;; integer values
004D: jump_if_false Label02F213
00D6: if 0
0038: $5B1 == 0 ;; integer values
004D: jump_if_false Label02F1A5
0084: $5EC = $5B1 ;; integer values and handles
0084: $5ED = $58E ;; integer values and handles
04AE: unknown $5EE radar_icon_or_model 285
04AE: unknown $5EF radar_icon_or_model 28
0084: $5F0 = $5D4 ;; integer values and handles
0005: $5F1 = -890.184 ;; floating-point values
0005: $5F2 = -489.655 ;; floating-point values
0005: $5F3 = 36.2 ;; floating-point values
0050: gosub Label02F923
0084: $5B1 = $5EC ;; integer values and handles
0084: $58E = $5ED ;; integer values and handles
:Label02F1A5
00D6: if 0
0038: $5B2 == 0 ;; integer values
004D: jump_if_false Label02F213
0084: $5EC = $5B2 ;; integer values and handles
0084: $5ED = $58F ;; integer values and handles
04AE: unknown $5EE radar_icon_or_model 268
04AE: unknown $5EF radar_icon_or_model 10
0084: $5F0 = $5D5 ;; integer values and handles
0005: $5F1 = 3.426 ;; floating-point values
0005: $5F2 = -1147.0 ;; floating-point values
0005: $5F3 = 10.45 ;; floating-point values
0050: gosub Label02F923
0084: $5B2 = $5EC ;; integer values and handles
0084: $58F = $5ED ;; integer values and handles
:Label02F213
00D6: if 0
0038: $5EB == 10 ;; integer values
004D: jump_if_false Label02F300
00D6: if 0
0038: $5B3 == 0 ;; integer values
004D: jump_if_false Label02F292
0084: $5EC = $5B3 ;; integer values and handles
0084: $5ED = $590 ;; integer values and handles
0004: $5EE = -1 ;; integer values
04AE: unknown $5EF radar_icon_or_model 40
0084: $5F0 = $5D6 ;; integer values and handles
0005: $5F1 = 468.656 ;; floating-point values
0005: $5F2 = -1608.79 ;; floating-point values
0005: $5F3 = 11.03 ;; floating-point values
0050: gosub Label02F923
0084: $5B3 = $5EC ;; integer values and handles
0084: $590 = $5ED ;; integer values and handles
:Label02F292
00D6: if 0
0038: $5B4 == 0 ;; integer values
004D: jump_if_false Label02F300
0084: $5EC = $5B4 ;; integer values and handles
0084: $5ED = $591 ;; integer values and handles
04AE: unknown $5EE radar_icon_or_model 275
04AE: unknown $5EF radar_icon_or_model 18
0084: $5F0 = $5D7 ;; integer values and handles
0005: $5F1 = 587.795 ;; floating-point values
0005: $5F2 = 1206.26 ;; floating-point values
0005: $5F3 = 15.64 ;; floating-point values
0050: gosub Label02F923
0084: $5B4 = $5EC ;; integer values and handles
0084: $591 = $5ED ;; integer values and handles
:Label02F300
00D6: if 0
0038: $5EB == 11 ;; integer values
004D: jump_if_false Label02F3EE
00D6: if 0
0038: $5B5 == 0 ;; integer values
004D: jump_if_false Label02F380
0084: $5EC = $5B5 ;; integer values and handles
0084: $5ED = $592 ;; integer values and handles
04AE: unknown $5EE radar_icon_or_model 282
04AE: unknown $5EF radar_icon_or_model 42
0084: $5F0 = $5D8 ;; integer values and handles
0005: $5F1 = 300.673 ;; floating-point values
0005: $5F2 = 1324.88 ;; floating-point values
0005: $5F3 = 22.919 ;; floating-point values
0050: gosub Label02F923
0084: $5B5 = $5EC ;; integer values and handles
0084: $592 = $5ED ;; integer values and handles
:Label02F380
00D6: if 0
0038: $5B6 == 0 ;; integer values
004D: jump_if_false Label02F3EE
0084: $5EC = $5B6 ;; integer values and handles
0084: $5ED = $593 ;; integer values and handles
04AE: unknown $5EE radar_icon_or_model 269
04AE: unknown $5EF radar_icon_or_model 11
0084: $5F0 = $5D9 ;; integer values and handles
0005: $5F1 = 217.247 ;; floating-point values
0005: $5F2 = 261.372 ;; floating-point values
0005: $5F3 = 8.71 ;; floating-point values
0050: gosub Label02F923
0084: $5B6 = $5EC ;; integer values and handles
0084: $593 = $5ED ;; integer values and handles
:Label02F3EE
00D6: if 0
0038: $5EB == 12 ;; integer values
004D: jump_if_false Label02F4DC
00D6: if 0
0038: $5B7 == 0 ;; integer values
004D: jump_if_false Label02F46E
0084: $5EC = $5B7 ;; integer values and handles
0084: $5ED = $594 ;; integer values and handles
04AE: unknown $5EE radar_icon_or_model 287
04AE: unknown $5EF radar_icon_or_model 30
0084: $5F0 = $5DA ;; integer values and handles
0005: $5F1 = -366.44 ;; floating-point values
0005: $5F2 = -1742.1 ;; floating-point values
0005: $5F3 = 11.426 ;; floating-point values
0050: gosub Label02F923
0084: $5B7 = $5EC ;; integer values and handles
0084: $594 = $5ED ;; integer values and handles
:Label02F46E
00D6: if 0
0038: $5B8 == 0 ;; integer values
004D: jump_if_false Label02F4DC
0084: $5EC = $5B8 ;; integer values and handles
0084: $5ED = $595 ;; integer values and handles
04AE: unknown $5EE radar_icon_or_model 290
04AE: unknown $5EF radar_icon_or_model 33
0084: $5F0 = $5DB ;; integer values and handles
0005: $5F1 = -448.796 ;; floating-point values
0005: $5F2 = 1249.27 ;; floating-point values
0005: $5F3 = 11.75 ;; floating-point values
0050: gosub Label02F923
0084: $5B8 = $5EC ;; integer values and handles
0084: $595 = $5ED ;; integer values and handles
:Label02F4DC
00D6: if 0
0038: $5EB == 13 ;; integer values
004D: jump_if_false Label02F5CA
00D6: if 0
0038: $5B9 == 0 ;; integer values
004D: jump_if_false Label02F55C
0084: $5EC = $5B9 ;; integer values and handles
0084: $5ED = $596 ;; integer values and handles
04AE: unknown $5EE radar_icon_or_model 275
04AE: unknown $5EF radar_icon_or_model 18
0084: $5F0 = $5DC ;; integer values and handles
0005: $5F1 = -674.22 ;; floating-point values
0005: $5F2 = 1162.7 ;; floating-point values
0005: $5F3 = 28.15 ;; floating-point values
0050: gosub Label02F923
0084: $5B9 = $5EC ;; integer values and handles
0084: $596 = $5ED ;; integer values and handles
:Label02F55C
00D6: if 0
0038: $5BA == 0 ;; integer values
004D: jump_if_false Label02F5CA
0084: $5EC = $5BA ;; integer values and handles
0084: $5ED = $597 ;; integer values and handles
04AE: unknown $5EE radar_icon_or_model 277
04AE: unknown $5EF radar_icon_or_model 19
0084: $5F0 = $5DD ;; integer values and handles
0005: $5F1 = -1143.48 ;; floating-point values
0005: $5F2 = -410.87 ;; floating-point values
0005: $5F3 = 10.95 ;; floating-point values
0050: gosub Label02F923
0084: $5BA = $5EC ;; integer values and handles
0084: $597 = $5ED ;; integer values and handles
:Label02F5CA
00D6: if 0
0038: $5EB == 14 ;; integer values
004D: jump_if_false Label02F6B8
00D6: if 0
0038: $5BB == 0 ;; integer values
004D: jump_if_false Label02F64A
0084: $5EC = $5BB ;; integer values and handles
0084: $5ED = $598 ;; integer values and handles
04AE: unknown $5EE radar_icon_or_model 286
04AE: unknown $5EF radar_icon_or_model 29
0084: $5F0 = $5DE ;; integer values and handles
0005: $5F1 = 624.26 ;; floating-point values
0005: $5F2 = -230.158 ;; floating-point values
0005: $5F3 = 23.915 ;; floating-point values
0050: gosub Label02F923
0084: $5BB = $5EC ;; integer values and handles
0084: $598 = $5ED ;; integer values and handles
:Label02F64A
00D6: if 0
0038: $5BC == 0 ;; integer values
004D: jump_if_false Label02F6B8
0084: $5EC = $5BC ;; integer values and handles
0084: $5ED = $599 ;; integer values and handles
04AE: unknown $5EE radar_icon_or_model 277
04AE: unknown $5EF radar_icon_or_model 19
0084: $5F0 = $5DF ;; integer values and handles
0005: $5F1 = -34.13 ;; floating-point values
0005: $5F2 = -948.707 ;; floating-point values
0005: $5F3 = 21.772 ;; floating-point values
0050: gosub Label02F923
0084: $5BC = $5EC ;; integer values and handles
0084: $599 = $5ED ;; integer values and handles
:Label02F6B8
00D6: if 0
0038: $5EB == 15 ;; integer values
004D: jump_if_false Label02F7A6
00D6: if 0
0038: $5BD == 0 ;; integer values
004D: jump_if_false Label02F738
0084: $5EC = $5BD ;; integer values and handles
0084: $5ED = $59A ;; integer values and handles
04AE: unknown $5EE radar_icon_or_model 278
04AE: unknown $5EF radar_icon_or_model 20
0084: $5F0 = $5E0 ;; integer values and handles
0005: $5F1 = 593.315 ;; floating-point values
0005: $5F2 = -352.826 ;; floating-point values
0005: $5F3 = 13.711 ;; floating-point values
0050: gosub Label02F923
0084: $5BD = $5EC ;; integer values and handles
0084: $59A = $5ED ;; integer values and handles
:Label02F738
00D6: if 0
0038: $5BE == 0 ;; integer values
004D: jump_if_false Label02F7A6
0084: $5EC = $5BE ;; integer values and handles
0084: $5ED = $59B ;; integer values and handles
04AE: unknown $5EE radar_icon_or_model 278
04AE: unknown $5EF radar_icon_or_model 20
0084: $5F0 = $5E1 ;; integer values and handles
0005: $5F1 = -1234.83 ;; floating-point values
0005: $5F2 = -90.378 ;; floating-point values
0005: $5F3 = 11.43 ;; floating-point values
0050: gosub Label02F923
0084: $5BE = $5EC ;; integer values and handles
0084: $59B = $5ED ;; integer values and handles
:Label02F7A6
00D6: if 0
0038: $5EB == 16 ;; integer values
004D: jump_if_false Label02F894
00D6: if 0
0038: $5BF == 0 ;; integer values
004D: jump_if_false Label02F826
0084: $5EC = $5BF ;; integer values and handles
0084: $5ED = $59C ;; integer values and handles
04AE: unknown $5EE radar_icon_or_model 278
04AE: unknown $5EF radar_icon_or_model 20
0084: $5F0 = $5E2 ;; integer values and handles
0005: $5F1 = -1483.47 ;; floating-point values
0005: $5F2 = -881.677 ;; floating-point values
0005: $5F3 = 14.87 ;; floating-point values
0050: gosub Label02F923
0084: $5BF = $5EC ;; integer values and handles
0084: $59C = $5ED ;; integer values and handles
:Label02F826
00D6: if 0
0038: $5C0 == 0 ;; integer values
004D: jump_if_false Label02F894
0084: $5EC = $5C0 ;; integer values and handles
0084: $5ED = $59D ;; integer values and handles
04AE: unknown $5EE radar_icon_or_model 280
04AE: unknown $5EF radar_icon_or_model 26
0084: $5F0 = $5E3 ;; integer values and handles
0005: $5F1 = -194.701 ;; floating-point values
0005: $5F2 = -1085.067 ;; floating-point values
0005: $5F3 = 15.66 ;; floating-point values
0050: gosub Label02F923
0084: $5C0 = $5EC ;; integer values and handles
0084: $59D = $5ED ;; integer values and handles
:Label02F894
00D6: if 0
0038: $5EB == 17 ;; integer values
004D: jump_if_false Label02F914
00D6: if 0
0038: $5C1 == 0 ;; integer values
004D: jump_if_false Label02F914
0084: $5EC = $5C1 ;; integer values and handles
0084: $5ED = $59E ;; integer values and handles
04AE: unknown $5EE radar_icon_or_model 268
04AE: unknown $5EF radar_icon_or_model 10
0084: $5F0 = $5E4 ;; integer values and handles
0005: $5F1 = -983.373 ;; floating-point values
0005: $5F2 = -353.997 ;; floating-point values
0005: $5F3 = 13.84 ;; floating-point values
0050: gosub Label02F923
0084: $5C1 = $5EC ;; integer values and handles
0084: $59E = $5ED ;; integer values and handles
:Label02F914
0002: jump Label02E892
:Label02F91B
030C: set_mission_points += 1
00D8: mission_cleanup
004E: end_thread
:Label02F923
00D6: if 0
0214: pickup $5ED picked_up
004D: jump_if_false Label02FEC0
0001: wait 0 ms
00D6: if 0
0038: $49C == 1 ;; integer values
004D: jump_if_false Label02F95D
0213: $5ED = create_pickup -55 (KILLFRENZY) type 3 at $5F1 $5F2 $5F3
0051: return
:Label02F95D
0004: $ONMISSION = 1 ;; integer values
0247: request_model $5EE
:Label02F969
00D6: if 0
8248: NOT model $5EE available
004D: jump_if_false Label02F984
0001: wait 0 ms
0002: jump Label02F969
:Label02F984
00D6: if 0
04A3: $5EE 290
004D: jump_if_false Label02F9B7
0247: request_model #MINIGUN2
:Label02F99C
00D6: if 0
8248: NOT model #MINIGUN2 available
004D: jump_if_false Label02F9B7
0001: wait 0 ms
0002: jump Label02F99C
:Label02F9B7
00D6: if 0
0038: $5E5 == 4 ;; integer values
004D: jump_if_false Label02F9F3
04AE: unknown $5E6 radar_icon_or_model 7
04AE: unknown $5E7 radar_icon_or_model 83
04AE: unknown $5E8 radar_icon_or_model 84
04AE: unknown $5E9 radar_icon_or_model 85
04AE: unknown $5EA radar_icon_or_model 86
0008: $5E5 += 1 ;; integer values
:Label02F9F3
00D6: if 0
0038: $5E5 == 3 ;; integer values
004D: jump_if_false Label02FA2F
04AE: unknown $5E6 radar_icon_or_model 8
04AE: unknown $5E7 radar_icon_or_model 85
04AE: unknown $5E8 radar_icon_or_model 86
04AE: unknown $5E9 radar_icon_or_model 83
04AE: unknown $5EA radar_icon_or_model 84
0008: $5E5 += 1 ;; integer values
:Label02FA2F
00D6: if 0
0038: $5E5 == 2 ;; integer values
004D: jump_if_false Label02FA6B
04AE: unknown $5E6 radar_icon_or_model 12
04AE: unknown $5E7 radar_icon_or_model 93
04AE: unknown $5E8 radar_icon_or_model 94
04AE: unknown $5E9 radar_icon_or_model 83
04AE: unknown $5EA radar_icon_or_model 84
0008: $5E5 += 1 ;; integer values
:Label02FA6B
00D6: if 0
0038: $5E5 == 1 ;; integer values
004D: jump_if_false Label02FAA7
04AE: unknown $5E6 radar_icon_or_model 10
04AE: unknown $5E7 radar_icon_or_model 89
04AE: unknown $5E8 radar_icon_or_model 90
04AE: unknown $5E9 radar_icon_or_model 85
04AE: unknown $5EA radar_icon_or_model 86
0008: $5E5 += 1 ;; integer values
:Label02FAA7
00D6: if 0
0038: $5E5 == 0 ;; integer values
004D: jump_if_false Label02FAE3
04AE: unknown $5E6 radar_icon_or_model 9
04AE: unknown $5E7 radar_icon_or_model 87
04AE: unknown $5E8 radar_icon_or_model 88
04AE: unknown $5E9 radar_icon_or_model 85
04AE: unknown $5EA radar_icon_or_model 86
0008: $5E5 += 1 ;; integer values
:Label02FAE3
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label02FC1A
00D6: if 0
0583: unknown_player $PLAYER_CHAR unknown_zone_check "STREET5"
004D: jump_if_false Label02FB2E
04AE: unknown $5E6 radar_icon_or_model 9
04AE: unknown $5E7 radar_icon_or_model 87
04AE: unknown $5E8 radar_icon_or_model 88
04AE: unknown $5E9 radar_icon_or_model 85
04AE: unknown $5EA radar_icon_or_model 86
:Label02FB2E
00D6: if 0
0583: unknown_player $PLAYER_CHAR unknown_zone_check "BIKAREA"
004D: jump_if_false Label02FB69
04AE: unknown $5E6 radar_icon_or_model 12
04AE: unknown $5E7 radar_icon_or_model 93
04AE: unknown $5E8 radar_icon_or_model 94
04AE: unknown $5E9 radar_icon_or_model 83
04AE: unknown $5EA radar_icon_or_model 84
:Label02FB69
00D6: if 0
0583: unknown_player $PLAYER_CHAR unknown_zone_check "GANG2"
004D: jump_if_false Label02FBA4
04AE: unknown $5E6 radar_icon_or_model 8
04AE: unknown $5E7 radar_icon_or_model 85
04AE: unknown $5E8 radar_icon_or_model 86
04AE: unknown $5E9 radar_icon_or_model 83
04AE: unknown $5EA radar_icon_or_model 84
:Label02FBA4
00D6: if 0
0583: unknown_player $PLAYER_CHAR unknown_zone_check "GHETTO1"
004D: jump_if_false Label02FBDF
04AE: unknown $5E6 radar_icon_or_model 8
04AE: unknown $5E7 radar_icon_or_model 85
04AE: unknown $5E8 radar_icon_or_model 86
04AE: unknown $5E9 radar_icon_or_model 83
04AE: unknown $5EA radar_icon_or_model 84
:Label02FBDF
00D6: if 0
0583: unknown_player $PLAYER_CHAR unknown_zone_check "GHETTO2"
004D: jump_if_false Label02FC1A
04AE: unknown $5E6 radar_icon_or_model 7
04AE: unknown $5E7 radar_icon_or_model 83
04AE: unknown $5E8 radar_icon_or_model 84
04AE: unknown $5E9 radar_icon_or_model 85
04AE: unknown $5EA radar_icon_or_model 86
:Label02FC1A
00D6: if 0
003A: $5ED == $58E ;; integer values and handles
004D: jump_if_false Label02FC69
01F9: init_rampage "PAGE_00" $5EF 120000 $5F0 $5E7 $5E8 $5E9 $5EA 0 ;; .
01E3: text_1number_styled "PAGE_05" $5F0 6000 ms 6 ;; Gun Down ~1~ Gang Members
in 2 Minutes!
0002: jump Label02FD55
:Label02FC69
00D6: if 23
003A: $5ED == $57D ;; integer values and handles
003A: $5ED == $58B ;; integer values and handles
003A: $5ED == $58C ;; integer values and handles
003A: $5ED == $594 ;; integer values and handles
004D: jump_if_false Label02FCCC
01F9: init_rampage "PAGE_00" $5EF 120000 $5F0 -2 (DTN_STADDOORB) -1
(DTN_STADDOORA) -1 (DTN_STADDOORA) -1 (DTN_STADDOORA) 0 ;; .
01E3: text_1number_styled "PAGE_02" $5F0 6000 ms 6 ;; Destroy ~1~ Vehicles in 2
Minutes!
0002: jump Label02FD55
:Label02FCCC
01F9: init_rampage "PAGE_00" $5EF 120000 $5F0 $5E7 $5E8 -1 (DTN_STADDOORA) -1
(DTN_STADDOORA) 0 ;; .
00D6: if 0
04A3: $5EF 42
004D: jump_if_false Label02FD18
01E3: text_1number_styled "PAGE_03" $5F0 6000 ms 6 ;; Drive-by and Waste ~1~
Gang Members in 2 Minutes!
0002: jump Label02FD55
:Label02FD18
00D6: if 0
04A3: $5EF 40
004D: jump_if_false Label02FD43
01E3: text_1number_styled "PAGE_04" $5F0 6000 ms 6 ;; Runover and Kill ~1~ Gang
Members in 2 Minutes!
0002: jump Label02FD55
:Label02FD43
01E3: text_1number_styled "PAGE_01" $5F0 6000 ms 6 ;; Kill ~1~ Gang Members in 2
Minutes!
:Label02FD55
0247: request_model $5E7
0247: request_model $5E8
03DF: all_random_peds $5E6
00BA: text_styled "RAMPAGE" 5000 ms 5 ;; RAMPAGE!!
01FA: $57A = rampage_status
:Label02FD78
00D6: if 0
0038: $57A == 1 ;; integer values
004D: jump_if_false Label02FD9A
0001: wait 0 ms
01FA: $57A = rampage_status
0002: jump Label02FD78
:Label02FD9A
00D6: if 0
0038: $57A == 2 ;; integer values
004D: jump_if_false Label02FE69
0004: $5EC = 1 ;; integer values
0008: $57B += 1 ;; integer values
0084: $579 = $57B ;; integer values and handles
0010: $579 *= 50 ;; integer values
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label02FDDE
0110: clear_player $PLAYER_CHAR wanted_level
:Label02FDDE
00D6: if 0
001A: 35 > $57B ;; integer values
004D: jump_if_false Label02FE30
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label02FE08
0109: player $PLAYER_CHAR money += $579
:Label02FE08
00BA: text_styled "RAMP_P" 5000 ms 5 ;; RAMPAGE PASSED!!
01E3: text_1number_styled "REWARD" $579 6000 ms 6 ;; REWARD $~1~
0002: jump Label02FE69
:Label02FE30
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label02FE48
0109: player $PLAYER_CHAR money += 1000
:Label02FE48
00BA: text_styled "RAMP_A" 5000 ms 5 ;; ALL RAMPAGES COMPLETED!!
01E3: text_1number_styled "REWARD" 1000 6000 ms 6 ;; REWARD $~1~
:Label02FE69
00D6: if 0
0038: $57A == 3 ;; integer values
004D: jump_if_false Label02FEA1
00BA: text_styled "RAMP_F" 5000 ms 5 ;; RAMPAGE FAILED!!
0215: destroy_pickup $5ED
0213: $5ED = create_pickup -55 (KILLFRENZY) type 3 at $5F1 $5F2 $5F3
:Label02FEA1
03DF: all_random_peds -1 (DTN_STADDOORA)
0249: release_model $5E7
0249: release_model $5E8
0249: release_model $5EE
0249: release_model #MINIGUN2
0004: $ONMISSION = 0 ;; integer values
:Label02FEC0
0051: return
:Label02FEC2
0004: $5F4 = -60000 ;; integer values
0004: $5F5 = -60000 ;; integer values
0004: $5F6 = -60000 ;; integer values
0004: $5F7 = 0 ;; integer values
0004: $5FA = 0 ;; integer values
0004: $360 = 0 ;; integer values
0004: $604 = 0 ;; integer values
0004: $605 = 0 ;; integer values
0004: $606 = 0 ;; integer values
0004: $607 = 0 ;; integer values
0004: $608 = 0 ;; integer values
0004: $609 = 0 ;; integer values
0004: $60A = 0 ;; integer values
0004: $60B = 0 ;; integer values
0004: $60C = 0 ;; integer values
0004: $60D = 0 ;; integer values
0004: $60E = 0 ;; integer values
0004: $60F = 0 ;; integer values
0004: $610 = 0 ;; integer values
0004: $611 = 0 ;; integer values
0004: $612 = 0 ;; integer values
0004: $613 = 0 ;; integer values
0004: $5FB = 0 ;; integer values
03A4: name_thread "SHOPS"
0111: set_wasted_busted_check_to 0 (disabled)
004F: create_thread Label02FFA4
004F: create_thread Label030399
004F: create_thread Label030513
004F: create_thread Label0307CC
004F: create_thread Label030BE4
004E: end_thread
:Label02FFA4
03A4: name_thread "SHOP1"
:Label02FFAE
0001: wait 0 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label03038B
00D6: if 1
0121: player $PLAYER_CHAR in_zone "BEACH3"
0038: $3EB == 0 ;; integer values
004D: jump_if_false Label030384
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point 449.7 781.5 12.2 radius 30.0 30.0
30.0
004D: jump_if_false Label0300ED
00D6: if 0
0038: $5F7 == 0 ;; integer values
004D: jump_if_false Label03007C
0050: gosub Label0312E4
0084: $5FD = $35B ;; integer values and handles
0060: $5FD -= $5F4 ;; integer values
00D6: if 0
0018: $5FD > 60000 ;; integer values
004D: jump_if_false Label03006E
009A: $5FC = create_actor 4 #SPECIAL16 at 450.0 782.5 12.2
0050: gosub Label03147C
:Label03006E
0004: $5F7 = 1 ;; integer values
0002: jump Label0300E6
:Label03007C
00D6: if 0
0018: $5FD > 60000 ;; integer values
004D: jump_if_false Label0300E6
00D6: if 0
8118: NOT actor $5FC dead
004D: jump_if_false Label0300DF
00D6: if 0
0057: player $PLAYER_CHAR 0 ()in_cube 472.7 800.4 11.5 438.1 779.0 17.0
004D: jump_if_false Label0300D8
0050: gosub Label030FD6
:Label0300D8
0002: jump Label0300E6
:Label0300DF
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 1
:Label0300E6
0002: jump Label030106
:Label0300ED
00D6: if 0
0038: $5F7 == 1 ;; integer values
004D: jump_if_false Label030106
0050: gosub Label031322
:Label030106
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label030245
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point 383.2 759.7 11.0 radius 30.0 30.0
30.0
004D: jump_if_false Label03022C
00D6: if 0
0038: $5F8 == 0 ;; integer values
004D: jump_if_false Label0301BB
0050: gosub Label0312E4
0084: $5FE = $35B ;; integer values and handles
0060: $5FE -= $5F5 ;; integer values
00D6: if 0
0018: $5FE > 60000 ;; integer values
004D: jump_if_false Label0301AD
009A: $5FC = create_actor 4 #SPECIAL16 at 383.2 759.7 11.0
0173: set_actor $5FC z_angle_to 180.0
0050: gosub Label03147C
:Label0301AD
0004: $5F8 = 1 ;; integer values
0002: jump Label030225
:Label0301BB
00D6: if 0
0018: $5FE > 60000 ;; integer values
004D: jump_if_false Label030225
00D6: if 0
8118: NOT actor $5FC dead
004D: jump_if_false Label03021E
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point 383.2 759.7 11.0 radius 8.0 8.0
6.0
004D: jump_if_false Label030217
0050: gosub Label030FD6
:Label030217
0002: jump Label030225
:Label03021E
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 1
:Label030225
0002: jump Label030245
:Label03022C
00D6: if 0
0038: $5F8 == 1 ;; integer values
004D: jump_if_false Label030245
0050: gosub Label031322
:Label030245
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label030384
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point 379.9 210.2 10.6 radius 30.0 30.0
30.0
004D: jump_if_false Label03036B
00D6: if 0
0038: $5F9 == 0 ;; integer values
004D: jump_if_false Label0302FA
0050: gosub Label0312E4
0084: $5FF = $35B ;; integer values and handles
0060: $5FF -= $5F6 ;; integer values
00D6: if 0
0018: $5FF > 60000 ;; integer values
004D: jump_if_false Label0302EC
009A: $5FC = create_actor 4 #SPECIAL16 at 379.9 210.2 10.6
0173: set_actor $5FC z_angle_to 280.0
0050: gosub Label03147C
:Label0302EC
0004: $5F9 = 1 ;; integer values
0002: jump Label030364
:Label0302FA
00D6: if 0
0018: $5FF > 60000 ;; integer values
004D: jump_if_false Label030364
00D6: if 0
8118: NOT actor $5FC dead
004D: jump_if_false Label03035D
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point 379.9 210.2 10.6 radius 8.0 8.0
6.0
004D: jump_if_false Label030356
0050: gosub Label030FD6
:Label030356
0002: jump Label030364
:Label03035D
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 1
:Label030364
0002: jump Label030384
:Label03036B
00D6: if 0
0038: $5F9 == 1 ;; integer values
004D: jump_if_false Label030384
0050: gosub Label031322
:Label030384
0002: jump Label030392
:Label03038B
0050: gosub Label031322
:Label030392
0002: jump Label02FFAE
:Label030399
03A4: name_thread "SHOP2"
:Label0303A3
0001: wait 0 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label030505
00D6: if 0
0121: player $PLAYER_CHAR in_zone "HAITI"
004D: jump_if_false Label0304FE
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point -846.6 -72.6 10.8 radius 30.0 30.0
30.0
004D: jump_if_false Label0304E5
00D6: if 0
0038: $5F7 == 0 ;; integer values
004D: jump_if_false Label030474
0050: gosub Label0312E4
0084: $5FD = $35B ;; integer values and handles
0060: $5FD -= $5F4 ;; integer values
00D6: if 0
0018: $5FD > 60000 ;; integer values
004D: jump_if_false Label030466
009A: $5FC = create_actor 4 #SPECIAL16 at -846.6 -72.6 10.8
0173: set_actor $5FC z_angle_to 166.0
0050: gosub Label03147C
:Label030466
0004: $5F7 = 1 ;; integer values
0002: jump Label0304DE
:Label030474
00D6: if 0
0018: $5FD > 60000 ;; integer values
004D: jump_if_false Label0304DE
00D6: if 0
8118: NOT actor $5FC dead
004D: jump_if_false Label0304D7
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point -846.6 -72.6 10.8 radius 8.0 8.0
6.0
004D: jump_if_false Label0304D0
0050: gosub Label030FD6
:Label0304D0
0002: jump Label0304DE
:Label0304D7
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 1
:Label0304DE
0002: jump Label0304FE
:Label0304E5
00D6: if 0
0038: $5F7 == 1 ;; integer values
004D: jump_if_false Label0304FE
0050: gosub Label031322
:Label0304FE
0002: jump Label03050C
:Label030505
0050: gosub Label031322
:Label03050C
0002: jump Label0303A3
:Label030513
03A4: name_thread "SHOP3"
:Label03051D
0001: wait 0 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label0307BE
00D6: if 0
0121: player $PLAYER_CHAR in_zone "DTOWN"
004D: jump_if_false Label0307B7
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point -830.4 741.9 10.6 radius 30.0 30.0
30.0
004D: jump_if_false Label03065F
00D6: if 0
0038: $5F7 == 0 ;; integer values
004D: jump_if_false Label0305EE
0050: gosub Label0312E4
0084: $5FD = $35B ;; integer values and handles
0060: $5FD -= $5F4 ;; integer values
00D6: if 0
0018: $5FD > 60000 ;; integer values
004D: jump_if_false Label0305E0
009A: $5FC = create_actor 4 #SPECIAL16 at -830.4 741.9 10.6
0173: set_actor $5FC z_angle_to 90.0
0050: gosub Label03147C
:Label0305E0
0004: $5F7 = 1 ;; integer values
0002: jump Label030658
:Label0305EE
00D6: if 0
0018: $5FD > 60000 ;; integer values
004D: jump_if_false Label030658
00D6: if 0
8118: NOT actor $5FC dead
004D: jump_if_false Label030651
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point -830.4 741.9 10.6 radius 8.0 8.0
6.0
004D: jump_if_false Label03064A
0050: gosub Label030FD6
:Label03064A
0002: jump Label030658
:Label030651
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 1
:Label030658
0002: jump Label030678
:Label03065F
00D6: if 0
0038: $5F7 == 1 ;; integer values
004D: jump_if_false Label030678
0050: gosub Label031322
:Label030678
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label0307B7
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point -854.3 850.0 10.6 radius 30.0 30.0
30.0
004D: jump_if_false Label03079E
00D6: if 0
0038: $5F8 == 0 ;; integer values
004D: jump_if_false Label03072D
0050: gosub Label0312E4
0084: $5FE = $35B ;; integer values and handles
0060: $5FE -= $5F5 ;; integer values
00D6: if 0
0018: $5FE > 60000 ;; integer values
004D: jump_if_false Label03071F
009A: $5FC = create_actor 4 #SPECIAL16 at -854.3 850.0 10.6
0173: set_actor $5FC z_angle_to 110.0
0050: gosub Label03147C
:Label03071F
0004: $5F8 = 1 ;; integer values
0002: jump Label030797
:Label03072D
00D6: if 0
0018: $5FE > 60000 ;; integer values
004D: jump_if_false Label030797
00D6: if 0
8118: NOT actor $5FC dead
004D: jump_if_false Label030790
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point -854.3 850.0 10.6 radius 8.0 8.0
6.0
004D: jump_if_false Label030789
0050: gosub Label030FD6
:Label030789
0002: jump Label030797
:Label030790
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 1
:Label030797
0002: jump Label0307B7
:Label03079E
00D6: if 0
0038: $5F8 == 1 ;; integer values
004D: jump_if_false Label0307B7
0050: gosub Label031322
:Label0307B7
0002: jump Label0307C5
:Label0307BE
0050: gosub Label031322
:Label0307C5
0002: jump Label03051D
:Label0307CC
03A4: name_thread "SHOP4"
:Label0307D6
0001: wait 0 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label030BD6
00D6: if 0
0121: player $PLAYER_CHAR in_zone "HAVANA"
004D: jump_if_false Label030BCF
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point -859.2 -632.7 10.6 radius 30.0 30.0
30.0
004D: jump_if_false Label030918
00D6: if 0
0038: $5F7 == 0 ;; integer values
004D: jump_if_false Label0308A7
0050: gosub Label0312E4
0084: $5FD = $35B ;; integer values and handles
0060: $5FD -= $5F4 ;; integer values
00D6: if 0
0018: $5FD > 60000 ;; integer values
004D: jump_if_false Label030899
009A: $5FC = create_actor 4 #SPECIAL16 at -858.8 -632.66 10.6
0173: set_actor $5FC z_angle_to 193.0
0050: gosub Label03147C
:Label030899
0004: $5F7 = 1 ;; integer values
0002: jump Label030911
:Label0308A7
00D6: if 0
0018: $5FD > 60000 ;; integer values
004D: jump_if_false Label030911
00D6: if 0
8118: NOT actor $5FC dead
004D: jump_if_false Label03090A
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point -859.2 -632.7 10.6 radius 8.0 8.0
6.0
004D: jump_if_false Label030903
0050: gosub Label030FD6
:Label030903
0002: jump Label030911
:Label03090A
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 1
:Label030911
0002: jump Label030931
:Label030918
00D6: if 0
0038: $5F7 == 1 ;; integer values
004D: jump_if_false Label030931
0050: gosub Label031322
:Label030931
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label030A80
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label030A80
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point -1167.1 -615.8 11.0 radius 30.0 30.0
30.0
004D: jump_if_false Label030A67
00D6: if 0
0038: $5F8 == 0 ;; integer values
004D: jump_if_false Label0309F6
0050: gosub Label0312E4
0084: $5FE = $35B ;; integer values and handles
0060: $5FE -= $5F5 ;; integer values
00D6: if 0
0018: $5FE > 60000 ;; integer values
004D: jump_if_false Label0309E8
009A: $5FC = create_actor 4 #SPECIAL16 at -1167.1 -615.8 11.0
0173: set_actor $5FC z_angle_to 90.0
0050: gosub Label03147C
:Label0309E8
0004: $5F8 = 1 ;; integer values
0002: jump Label030A60
:Label0309F6
00D6: if 0
0018: $5FE > 60000 ;; integer values
004D: jump_if_false Label030A60
00D6: if 0
8118: NOT actor $5FC dead
004D: jump_if_false Label030A59
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point -1167.1 -615.8 11.0 radius 8.0 8.0
6.0
004D: jump_if_false Label030A52
0050: gosub Label030FD6
:Label030A52
0002: jump Label030A60
:Label030A59
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 1
:Label030A60
0002: jump Label030A80
:Label030A67
00D6: if 0
0038: $5F8 == 1 ;; integer values
004D: jump_if_false Label030A80
0050: gosub Label031322
:Label030A80
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label030BCF
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label030BCF
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point -1192.2 -323.7 11.1 radius 30.0 30.0
30.0
004D: jump_if_false Label030BB6
00D6: if 0
0038: $5F9 == 0 ;; integer values
004D: jump_if_false Label030B45
0050: gosub Label0312E4
0084: $5FF = $35B ;; integer values and handles
0060: $5FF -= $5F6 ;; integer values
00D6: if 0
0018: $5FF > 60000 ;; integer values
004D: jump_if_false Label030B37
009A: $5FC = create_actor 4 #SPECIAL16 at -1192.2 -323.7 11.1
0173: set_actor $5FC z_angle_to 90.0
0050: gosub Label03147C
:Label030B37
0004: $5F9 = 1 ;; integer values
0002: jump Label030BAF
:Label030B45
00D6: if 0
0018: $5FF > 60000 ;; integer values
004D: jump_if_false Label030BAF
00D6: if 0
8118: NOT actor $5FC dead
004D: jump_if_false Label030BA8
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point -1192.2 -323.7 11.1 radius 8.0 8.0
6.0
004D: jump_if_false Label030BA1
0050: gosub Label030FD6
:Label030BA1
0002: jump Label030BAF
:Label030BA8
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 1
:Label030BAF
0002: jump Label030BCF
:Label030BB6
00D6: if 0
0038: $5F9 == 1 ;; integer values
004D: jump_if_false Label030BCF
0050: gosub Label031322
:Label030BCF
0002: jump Label030BDD
:Label030BD6
0050: gosub Label031322
:Label030BDD
0002: jump Label0307D6
:Label030BE4
03A4: name_thread "SHOP5"
:Label030BEE
0001: wait 0 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label030FC8
00D6: if 0
0038: $3EB == 1 ;; integer values
004D: jump_if_false Label030FC1
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point 352.7 1111.3 24.5 radius 30.0 30.0
15.0
004D: jump_if_false Label030D2A
00D6: if 0
0038: $5F7 == 0 ;; integer values
004D: jump_if_false Label030CB9
0050: gosub Label0312E4
0084: $5FD = $35B ;; integer values and handles
0060: $5FD -= $5F4 ;; integer values
00D6: if 0
0018: $5FD > 60000 ;; integer values
004D: jump_if_false Label030CAB
009A: $5FC = create_actor 4 #SPECIAL16 at 352.7 1111.3 24.5
0173: set_actor $5FC z_angle_to 290.0
0050: gosub Label03147C
:Label030CAB
0004: $5F7 = 1 ;; integer values
0002: jump Label030D23
:Label030CB9
00D6: if 0
0018: $5FD > 60000 ;; integer values
004D: jump_if_false Label030D23
00D6: if 0
8118: NOT actor $5FC dead
004D: jump_if_false Label030D1C
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point 352.7 1111.3 24.5 radius 8.0 8.0
6.0
004D: jump_if_false Label030D15
0050: gosub Label030FD6
:Label030D15
0002: jump Label030D23
:Label030D1C
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 1
:Label030D23
0002: jump Label030D43
:Label030D2A
00D6: if 0
0038: $5F7 == 1 ;; integer values
004D: jump_if_false Label030D43
0050: gosub Label031322
:Label030D43
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label030E82
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point 423.5 1039.4 18.1 radius 30.0 30.0
15.0
004D: jump_if_false Label030E69
00D6: if 0
0038: $5F8 == 0 ;; integer values
004D: jump_if_false Label030DF8
0050: gosub Label0312E4
0084: $5FE = $35B ;; integer values and handles
0060: $5FE -= $5F5 ;; integer values
00D6: if 0
0018: $5FE > 60000 ;; integer values
004D: jump_if_false Label030DEA
009A: $5FC = create_actor 4 #SPECIAL16 at 423.5 1039.4 18.1
0173: set_actor $5FC z_angle_to 136.0
0050: gosub Label03147C
:Label030DEA
0004: $5F8 = 1 ;; integer values
0002: jump Label030E62
:Label030DF8
00D6: if 0
0018: $5FE > 60000 ;; integer values
004D: jump_if_false Label030E62
00D6: if 0
8118: NOT actor $5FC dead
004D: jump_if_false Label030E5B
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point 423.5 1039.4 18.1 radius 8.0 8.0
6.0
004D: jump_if_false Label030E54
0050: gosub Label030FD6
:Label030E54
0002: jump Label030E62
:Label030E5B
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 1
:Label030E62
0002: jump Label030E82
:Label030E69
00D6: if 0
0038: $5F8 == 1 ;; integer values
004D: jump_if_false Label030E82
0050: gosub Label031322
:Label030E82
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label030FC1
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point 468.7 1206.6 19.0 radius 30.0 30.0
15.0
004D: jump_if_false Label030FA8
00D6: if 0
0038: $5F9 == 0 ;; integer values
004D: jump_if_false Label030F37
0050: gosub Label0312E4
0084: $5FF = $35B ;; integer values and handles
0060: $5FF -= $5F6 ;; integer values
00D6: if 0
0018: $5FF > 60000 ;; integer values
004D: jump_if_false Label030F29
009A: $5FC = create_actor 4 #SPECIAL16 at 468.7 1206.6 19.0
0173: set_actor $5FC z_angle_to 90.0
0050: gosub Label03147C
:Label030F29
0004: $5F9 = 1 ;; integer values
0002: jump Label030FA1
:Label030F37
00D6: if 0
0018: $5FF > 60000 ;; integer values
004D: jump_if_false Label030FA1
00D6: if 0
8118: NOT actor $5FC dead
004D: jump_if_false Label030F9A
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point 468.7 1206.6 19.0 radius 8.0 8.0
6.0
004D: jump_if_false Label030F93
0050: gosub Label030FD6
:Label030F93
0002: jump Label030FA1
:Label030F9A
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 1
:Label030FA1
0002: jump Label030FC1
:Label030FA8
00D6: if 0
0038: $5F9 == 1 ;; integer values
004D: jump_if_false Label030FC1
0050: gosub Label031322
:Label030FC1
0002: jump Label030FCF
:Label030FC8
0050: gosub Label031322
:Label030FCF
0002: jump Label030BEE
:Label030FD6
00D6: if 0
8118: NOT actor $5FC dead
004D: jump_if_false Label0312E2
00D6: if 0
0457: unknown_player $PLAYER_CHAR unknown_actor $5FC
004D: jump_if_false Label031248
00D6: if 0
0038: $5FA == 0 ;; integer values
004D: jump_if_false Label031073
022F: set_actor $5FC stop_looking
00D6: if 0
8118: NOT actor $5FC dead
004D: jump_if_false Label03105E
04EB: unknown_actor $5FC bank 0 account_number 9999999
0372: set_actor $5FC anim 0 wait_state_time 0 ms
0372: set_actor $5FC anim 17 wait_state_time 9999999 ms
04C4: create_coordinate $380 $381 $382 from_actor $5FC offset 0.0 1.2 0.0
:Label03105E
0006: 16@ = 0 ;; integer values
0004: $5FA = 1 ;; integer values
0002: jump Label031223
:Label031073
00D6: if 0
0038: $360 == 0 ;; integer values
004D: jump_if_false Label031223
00D6: if 1
0019: 16@ > 2000 ;; integer values
001B: 6000 > 16@ ;; integer values
004D: jump_if_false Label0310E7
00D6: if 0
0038: $604 == 0 ;; integer values
004D: jump_if_false Label0310E7
0009: $382 += .15 ;; floating-point values
02E1: $600 = create_cash_pickup 50 at $380 $381 $382
018C: play_sound 13 at $380 $381 $382
0050: gosub Label0314A9
0004: $604 = 1 ;; integer values
:Label0310E7
00D6: if 1
0019: 16@ > 6000 ;; integer values
001B: 10000 > 16@ ;; integer values
004D: jump_if_false Label031153
00D6: if 0
0038: $605 == 0 ;; integer values
004D: jump_if_false Label031153
0009: $381 += .1 ;; floating-point values
0009: $380 += .1 ;; floating-point values
02E1: $601 = create_cash_pickup 100 at $380 $381 $382
018C: play_sound 13 at $380 $381 $382
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 1
0004: $605 = 1 ;; integer values
:Label031153
00D6: if 1
0019: 16@ > 10000 ;; integer values
001B: 14000 > 16@ ;; integer values
004D: jump_if_false Label0311B6
00D6: if 0
0038: $606 == 0 ;; integer values
004D: jump_if_false Label0311B6
0009: $381 += .1 ;; floating-point values
02E1: $602 = create_cash_pickup 250 at $380 $381 $382
018C: play_sound 13 at $380 $381 $382
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2
0004: $606 = 1 ;; integer values
:Label0311B6
00D6: if 1
0019: 16@ > 14000 ;; integer values
001B: 20000 > 16@ ;; integer values
004D: jump_if_false Label031223
00D6: if 0
0038: $607 == 0 ;; integer values
004D: jump_if_false Label031223
0009: $381 += .1 ;; floating-point values
0009: $380 += .1 ;; floating-point values
02E1: $603 = create_cash_pickup 600 at $380 $381 $382
018C: play_sound 13 at $380 $381 $382
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 3
0004: $607 = 1 ;; integer values
:Label031223
00D6: if 21
02DF: unknown_player $PLAYER_CHAR
031D: actor $5FC hit_by_weapon 47
004D: jump_if_false Label031241
0002: jump Label031248
:Label031241
0002: jump Label0312E2
:Label031248
00D6: if 0
0038: $5FA == 0 ;; integer values
004D: jump_if_false Label03127F
00D6: if 21
02DF: unknown_player $PLAYER_CHAR
031D: actor $5FC hit_by_weapon 47
004D: jump_if_false Label031278
0004: $5FA = 1 ;; integer values
:Label031278
0002: jump Label0312E2
:Label03127F
00D6: if 0
8118: NOT actor $5FC dead
004D: jump_if_false Label0312E2
0372: set_actor $5FC anim 0 wait_state_time 0 ms
04EB: unknown_actor $5FC bank 1 account_number 9999999
00D6: if 0
0038: $360 == 0 ;; integer values
004D: jump_if_false Label0312E2
00A0: store_actor $5FC position_to $380 $381 $382
018D: $361 = create_sound 0 at $380 $381 $382
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2
0004: $360 = 1 ;; integer values
:Label0312E2
0051: return
:Label0312E4
023C: load_special_actor 16 "S_KEEP"
:Label0312F0
00D6: if 0
823D: NOT special_actor 16 loaded
004D: jump_if_false Label031316
0001: wait 0 ms
023C: load_special_actor 16 "S_KEEP"
0002: jump Label0312F0
:Label031316
01BD: $35B = current_time_in_ms
009B: destroy_actor_instantly $5FC
0051: return
:Label031322
00D6: if 0
0038: $5F7 == 1 ;; integer values
004D: jump_if_false Label031365
00D6: if 21
0118: actor $5FC dead
0038: $5FA == 1 ;; integer values
004D: jump_if_false Label031365
00D6: if 0
0018: $5FD > 60000 ;; integer values
004D: jump_if_false Label031365
01BD: $5F4 = current_time_in_ms
:Label031365
00D6: if 0
0038: $5F8 == 1 ;; integer values
004D: jump_if_false Label0313A8
00D6: if 21
0118: actor $5FC dead
0038: $5FA == 1 ;; integer values
004D: jump_if_false Label0313A8
00D6: if 0
0018: $5FE > 60000 ;; integer values
004D: jump_if_false Label0313A8
01BD: $5F5 = current_time_in_ms
:Label0313A8
00D6: if 0
0038: $5F9 == 1 ;; integer values
004D: jump_if_false Label0313EB
00D6: if 21
0118: actor $5FC dead
0038: $5FA == 1 ;; integer values
004D: jump_if_false Label0313EB
00D6: if 0
0018: $5FF > 60000 ;; integer values
004D: jump_if_false Label0313EB
01BD: $5F6 = current_time_in_ms
:Label0313EB
0004: $5F7 = 0 ;; integer values
0004: $5F8 = 0 ;; integer values
0004: $5F9 = 0 ;; integer values
0004: $5FA = 0 ;; integer values
0004: $360 = 0 ;; integer values
0004: $604 = 0 ;; integer values
0004: $605 = 0 ;; integer values
0004: $606 = 0 ;; integer values
0004: $607 = 0 ;; integer values
0215: destroy_pickup $600
0215: destroy_pickup $601
0215: destroy_pickup $602
0215: destroy_pickup $603
0296: unload_special_actor 16
009B: destroy_actor_instantly $5FC
018E: stop_sound $361
00D6: if 0
8256: NOT player $PLAYER_CHAR defined
004D: jump_if_false Label03147A
0004: $5F4 = -60000 ;; integer values
0004: $5F5 = -60000 ;; integer values
0004: $5F6 = -60000 ;; integer values
:Label03147A
0051: return
:Label03147C
0243: set_actor $5FC ped_stats_to 16
01ED: reset_actor $5FC flags
0350: unknown_actor $5FC not_scared_flag 1
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label0314A7
022D: set_actor $5FC to_look_at_player $PLAYER_CHAR
:Label0314A7
0051: return
:Label0314A9
00D6: if 1
00F5: player $PLAYER_CHAR 0 ()near_point -859.2 -632.7 10.6 radius 30.0 30.0
30.0
0038: $608 == 0 ;; integer values
004D: jump_if_false Label0314F2
0531: 1
0008: $5FB += 1 ;; integer values
0004: $608 = 1 ;; integer values
:Label0314F2
00D6: if 1
00F5: player $PLAYER_CHAR 0 ()near_point -854.3 850.0 10.6 radius 30.0 30.0
30.0
0038: $609 == 0 ;; integer values
004D: jump_if_false Label03153B
0531: 1
0008: $5FB += 1 ;; integer values
0004: $609 = 1 ;; integer values
:Label03153B
00D6: if 1
00F5: player $PLAYER_CHAR 0 ()near_point -830.4 741.9 10.6 radius 30.0 30.0
30.0
0038: $60A == 0 ;; integer values
004D: jump_if_false Label031584
0531: 1
0008: $5FB += 1 ;; integer values
0004: $60A = 1 ;; integer values
:Label031584
00D6: if 1
00F5: player $PLAYER_CHAR 0 ()near_point -846.6 -72.6 10.8 radius 30.0 30.0
30.0
0038: $60B == 0 ;; integer values
004D: jump_if_false Label0315CD
0531: 1
0008: $5FB += 1 ;; integer values
0004: $60B = 1 ;; integer values
:Label0315CD
00D6: if 1
00F5: player $PLAYER_CHAR 0 ()near_point 379.9 210.2 10.6 radius 30.0 30.0
30.0
0038: $60C == 0 ;; integer values
004D: jump_if_false Label031616
0531: 1
0008: $5FB += 1 ;; integer values
0004: $60C = 1 ;; integer values
:Label031616
00D6: if 1
00F5: player $PLAYER_CHAR 0 ()near_point 383.2 759.7 11.0 radius 30.0 30.0
30.0
0038: $60D == 0 ;; integer values
004D: jump_if_false Label03165F
0531: 1
0008: $5FB += 1 ;; integer values
0004: $60D = 1 ;; integer values
:Label03165F
00D6: if 1
00F5: player $PLAYER_CHAR 0 ()near_point 449.7 781.5 12.2 radius 30.0 30.0
30.0
0038: $60E == 0 ;; integer values
004D: jump_if_false Label0316A8
0531: 1
0008: $5FB += 1 ;; integer values
0004: $60E = 1 ;; integer values
:Label0316A8
00D6: if 1
00F5: player $PLAYER_CHAR 0 ()near_point 352.7 1111.3 24.5 radius 30.0 30.0
15.0
0038: $60F == 0 ;; integer values
004D: jump_if_false Label0316F1
0531: 1
0008: $5FB += 1 ;; integer values
0004: $60F = 1 ;; integer values
:Label0316F1
00D6: if 1
00F5: player $PLAYER_CHAR 0 ()near_point 423.5 1039.4 18.1 radius 30.0 30.0
15.0
0038: $610 == 0 ;; integer values
004D: jump_if_false Label03173A
0531: 1
0008: $5FB += 1 ;; integer values
0004: $610 = 1 ;; integer values
:Label03173A
00D6: if 1
00F5: player $PLAYER_CHAR 0 ()near_point 468.7 1206.6 18.2 radius 30.0 30.0
15.0
0038: $611 == 0 ;; integer values
004D: jump_if_false Label031783
0531: 1
0008: $5FB += 1 ;; integer values
0004: $611 = 1 ;; integer values
:Label031783
00D6: if 1
00F5: player $PLAYER_CHAR 0 ()near_point -1167.5 -613.5 11.0 radius 30.0 30.0
30.0
0038: $612 == 0 ;; integer values
004D: jump_if_false Label0317CC
0531: 1
0008: $5FB += 1 ;; integer values
0004: $612 = 1 ;; integer values
:Label0317CC
00D6: if 1
00F5: player $PLAYER_CHAR 0 ()near_point -1192.2 -323.7 11.1 radius 30.0 30.0
30.0
0038: $613 == 0 ;; integer values
004D: jump_if_false Label031815
0531: 1
0008: $5FB += 1 ;; integer values
0004: $613 = 1 ;; integer values
:Label031815
0051: return
:Label031817
03A4: name_thread "AUDIO"
0111: set_wasted_busted_check_to 0 (disabled)
004F: create_thread Label03182F
004E: end_thread
:Label03182F
03A4: name_thread "AUDIO1"
0004: $617 = 0 ;; integer values
0004: $618 = 0 ;; integer values
0004: $619 = 0 ;; integer values
0004: $61D = 0 ;; integer values
0004: $61E = 0 ;; integer values
0004: $61F = 0 ;; integer values
0004: $623 = 0 ;; integer values
0004: $624 = 0 ;; integer values
0004: $625 = 0 ;; integer values
0004: $62B = 0 ;; integer values
0004: $628 = 0 ;; integer values
0004: $629 = 0 ;; integer values
:Label03188D
0001: wait 500 ms
00BF: $9 = current_time_hours, $A = current_time_minutes
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label031F2D
00D6: if 0
0121: player $PLAYER_CHAR in_zone "DTOWN"
004D: jump_if_false Label0319C2
00D6: if 0
0038: $113 == 0 ;; integer values
004D: jump_if_false Label031903
00D6: if 0
0038: $617 == 0 ;; integer values
004D: jump_if_false Label031903
018D: $614 = create_sound 36 at -596.018 640.916 12.0
0004: $617 = 1 ;; integer values
:Label031903
00D6: if 0
0038: $113 == 1 ;; integer values
004D: jump_if_false Label031956
00D6: if 0
0038: $114 == 0 ;; integer values
004D: jump_if_false Label031956
00D6: if 0
0038: $618 == 0 ;; integer values
004D: jump_if_false Label031956
018D: $615 = create_sound 37 at -596.018 640.916 12.0
0004: $618 = 1 ;; integer values
:Label031956
00D6: if 0
0038: $113 == 1 ;; integer values
004D: jump_if_false Label0319BB
00D6: if 0
0038: $114 == 1 ;; integer values
004D: jump_if_false Label0319BB
00D6: if 0
0038: $115 == 0 ;; integer values
004D: jump_if_false Label0319BB
00D6: if 0
0038: $619 == 0 ;; integer values
004D: jump_if_false Label0319BB
018D: $616 = create_sound 38 at -596.018 640.916 12.0
0004: $619 = 1 ;; integer values
:Label0319BB
0002: jump Label031A1C
:Label0319C2
00D6: if 0
0038: $617 == 1 ;; integer values
004D: jump_if_false Label0319E0
018E: stop_sound $614
0004: $617 = 0 ;; integer values
:Label0319E0
00D6: if 0
0038: $618 == 1 ;; integer values
004D: jump_if_false Label0319FE
018E: stop_sound $615
0004: $618 = 0 ;; integer values
:Label0319FE
00D6: if 0
0038: $619 == 1 ;; integer values
004D: jump_if_false Label031A1C
018E: stop_sound $616
0004: $619 = 0 ;; integer values
:Label031A1C
00D6: if 0
0121: player $PLAYER_CHAR in_zone "BEACH3"
004D: jump_if_false Label031BAC
00D6: if 21
0028: $9 >= 23 ;; integer values
001A: 7 > $9 ;; integer values
004D: jump_if_false Label031A91
00D6: if 2
0038: $61D == 0 ;; integer values
0038: $61E == 0 ;; integer values
0038: $61F == 0 ;; integer values
004D: jump_if_false Label031A8A
018D: $61A = create_sound 40 at 494.652 -83.347 10.032
0004: $61D = 1 ;; integer values
:Label031A8A
0002: jump Label031AAF
:Label031A91
00D6: if 0
0038: $61D == 1 ;; integer values
004D: jump_if_false Label031AAF
018E: stop_sound $61A
0004: $61D = 0 ;; integer values
:Label031AAF
00D6: if 1
0028: $9 >= 7 ;; integer values
001A: 15 > $9 ;; integer values
004D: jump_if_false Label031B0C
00D6: if 2
0038: $61E == 0 ;; integer values
0038: $61D == 0 ;; integer values
0038: $61F == 0 ;; integer values
004D: jump_if_false Label031B05
018D: $61B = create_sound 41 at 494.652 -83.347 10.032
0004: $61E = 1 ;; integer values
:Label031B05
0002: jump Label031B2A
:Label031B0C
00D6: if 0
0038: $61E == 1 ;; integer values
004D: jump_if_false Label031B2A
018E: stop_sound $61B
0004: $61E = 0 ;; integer values
:Label031B2A
00D6: if 1
0028: $9 >= 15 ;; integer values
001A: 23 > $9 ;; integer values
004D: jump_if_false Label031B87
00D6: if 2
0038: $61F == 0 ;; integer values
0038: $61D == 0 ;; integer values
0038: $61E == 0 ;; integer values
004D: jump_if_false Label031B80
018D: $61C = create_sound 42 at 494.652 -83.347 10.032
0004: $61F = 1 ;; integer values
:Label031B80
0002: jump Label031BA5
:Label031B87
00D6: if 0
0038: $61F == 1 ;; integer values
004D: jump_if_false Label031BA5
018E: stop_sound $61C
0004: $61F = 0 ;; integer values
:Label031BA5
0002: jump Label031C06
:Label031BAC
00D6: if 0
0038: $61D == 1 ;; integer values
004D: jump_if_false Label031BCA
018E: stop_sound $61A
0004: $61D = 0 ;; integer values
:Label031BCA
00D6: if 0
0038: $61E == 1 ;; integer values
004D: jump_if_false Label031BE8
018E: stop_sound $61B
0004: $61E = 0 ;; integer values
:Label031BE8
00D6: if 0
0038: $61F == 1 ;; integer values
004D: jump_if_false Label031C06
018E: stop_sound $61C
0004: $61F = 0 ;; integer values
:Label031C06
00D6: if 0
0121: player $PLAYER_CHAR in_zone "BEACH1"
004D: jump_if_false Label031E2B
00D6: if 21
0028: $9 >= 23 ;; integer values
001A: 7 > $9 ;; integer values
004D: jump_if_false Label031C7B
00D6: if 2
0038: $623 == 0 ;; integer values
0038: $624 == 0 ;; integer values
0038: $625 == 0 ;; integer values
004D: jump_if_false Label031C74
018D: $620 = create_sound 43 at 87.738 -1456.117 11.0
0004: $623 = 1 ;; integer values
:Label031C74
0002: jump Label031C99
:Label031C7B
00D6: if 0
0038: $623 == 1 ;; integer values
004D: jump_if_false Label031C99
018E: stop_sound $620
0004: $623 = 0 ;; integer values
:Label031C99
00D6: if 1
0028: $9 >= 7 ;; integer values
001A: 15 > $9 ;; integer values
004D: jump_if_false Label031CF6
00D6: if 2
0038: $624 == 0 ;; integer values
0038: $623 == 0 ;; integer values
0038: $625 == 0 ;; integer values
004D: jump_if_false Label031CEF
018D: $621 = create_sound 44 at 87.738 -1456.117 11.0
0004: $624 = 1 ;; integer values
:Label031CEF
0002: jump Label031D14
:Label031CF6
00D6: if 0
0038: $624 == 1 ;; integer values
004D: jump_if_false Label031D14
018E: stop_sound $621
0004: $624 = 0 ;; integer values
:Label031D14
00D6: if 1
0028: $9 >= 15 ;; integer values
001A: 23 > $9 ;; integer values
004D: jump_if_false Label031D71
00D6: if 2
0038: $625 == 0 ;; integer values
0038: $623 == 0 ;; integer values
0038: $624 == 0 ;; integer values
004D: jump_if_false Label031D6A
018D: $622 = create_sound 45 at 87.738 -1456.117 11.0
0004: $625 = 1 ;; integer values
:Label031D6A
0002: jump Label031D8F
:Label031D71
00D6: if 0
0038: $625 == 1 ;; integer values
004D: jump_if_false Label031D8F
018E: stop_sound $622
0004: $625 = 0 ;; integer values
:Label031D8F
00D6: if 0
0038: $9 == 10 ;; integer values
004D: jump_if_false Label031DD7
00D6: if 0
0038: $62B == 0 ;; integer values
004D: jump_if_false Label031DD0
018D: $62A = create_sound 46 at -76.074 -1528.485 13.397
0004: $62B = 1 ;; integer values
:Label031DD0
0002: jump Label031DF5
:Label031DD7
00D6: if 0
0038: $62B == 1 ;; integer values
004D: jump_if_false Label031DF5
018E: stop_sound $62A
0004: $62B = 0 ;; integer values
:Label031DF5
00D6: if 0
0038: $628 == 0 ;; integer values
004D: jump_if_false Label031E24
018D: $626 = create_sound 51 at -67.015 -1546.671 11.485
0004: $628 = 1 ;; integer values
:Label031E24
0002: jump Label031EC1
:Label031E2B
00D6: if 0
0038: $623 == 1 ;; integer values
004D: jump_if_false Label031E49
018E: stop_sound $620
0004: $623 = 0 ;; integer values
:Label031E49
00D6: if 0
0038: $624 == 1 ;; integer values
004D: jump_if_false Label031E67
018E: stop_sound $621
0004: $624 = 0 ;; integer values
:Label031E67
00D6: if 0
0038: $625 == 1 ;; integer values
004D: jump_if_false Label031E85
018E: stop_sound $622
0004: $625 = 0 ;; integer values
:Label031E85
00D6: if 0
0038: $62B == 1 ;; integer values
004D: jump_if_false Label031EA3
018E: stop_sound $62A
0004: $62B = 0 ;; integer values
:Label031EA3
00D6: if 0
0038: $628 == 1 ;; integer values
004D: jump_if_false Label031EC1
018E: stop_sound $626
0004: $628 = 0 ;; integer values
:Label031EC1
00D6: if 0
0121: player $PLAYER_CHAR in_zone "PORNI"
004D: jump_if_false Label031F0F
00D6: if 0
0038: $629 == 0 ;; integer values
004D: jump_if_false Label031F08
018D: $627 = create_sound 51 at 9.637 1092.344 17.211
0004: $629 = 1 ;; integer values
:Label031F08
0002: jump Label031F2D
:Label031F0F
00D6: if 0
0038: $629 == 1 ;; integer values
004D: jump_if_false Label031F2D
018E: stop_sound $627
0004: $629 = 0 ;; integer values
:Label031F2D
0002: jump Label03188D
;-------------Mission 0---------------
; Originally: (no description)
:Label031F34
03A4: name_thread "INITIAL"
0004: $DEFAULT_WAIT_TIME = 250 ;; integer values
0005: $5C = .0625 ;; floating-point values
0086: $5D = $5C ;; floating-point values only
0015: $5D /= 2.0 ;; floating-point values
0086: $5E = $5D ;; floating-point values only
0015: $5E /= 2.0 ;; floating-point values
0004: $7B = 0 ;; integer values
0004: $7 = 0 ;; integer values
0004: $8 = 0 ;; integer values
0004: $9 = 0 ;; integer values
0004: $A = 0 ;; integer values
0004: $B = 0 ;; integer values
0004: $3D = 0 ;; integer values
0004: $D = 0 ;; integer values
0004: $2C = 0 ;; integer values
0004: $2D = 0 ;; integer values
0004: $2E = 0 ;; integer values
0004: $33 = 0 ;; integer values
0004: $34 = 0 ;; integer values
0004: $35 = 0 ;; integer values
0004: $36 = 0 ;; integer values
0004: $18 = 0 ;; integer values
0004: $23 = 0 ;; integer values
0004: $1F = 0 ;; integer values
0004: $19 = 0 ;; integer values
0004: $15 = 0 ;; integer values
0004: $2F = 0 ;; integer values
0004: $42 = 0 ;; integer values
0004: $30 = 0 ;; integer values
0004: $37 = 0 ;; integer values
0004: $DC = 0 ;; integer values
0004: $DE = 0 ;; integer values
0004: $PASSED_LAW1_THE_PARTY = 0 ;; integer values
0004: $PASSED_LAW2_BACK_ALLEY_BRAWL = 0 ;; integer values
0004: $PASSED_LAW3_JURY_FURY = 0 ;; integer values
0004: $PASSED_LAW4_RIOT = 0 ;; integer values
0004: $PASSED_COL1_TREACHEROUS_SWINE = 0 ;; integer values
0004: $PASSED_COL2_MALL_SHOOTOUT = 0 ;; integer values
0004: $PASSED_COL3_GUARDIAN_ANGELS = 0 ;; integer values
0004: $PASSED_COL4_SIR_YES_SIR = 0 ;; integer values
0004: $PASSED_COL5_ALL_HANDS_ON_DECK = 0 ;; integer values
0004: $PASSED_COK1_THE_CHASE = 0 ;; integer values
0004: $PASSED_COK2_PHNOM_PENH_86 = 0 ;; integer values
0004: $PASSED_COK3_THE_FASTEST_BOAT = 0 ;; integer values
0004: $PASSED_COK4_SUPPLY_AND_DEMAND = 0 ;; integer values
0004: $PASSED_ASS1_RUB_OUT = 0 ;; integer values
0004: $F0 = 0 ;; integer values
0004: $PASSED_KENT1_DEATH_ROW = 0 ;; integer values
0004: $PASSED_TEX1_FOUR_IRON = 0 ;; integer values
0004: $F5 = 0 ;; integer values
0004: $F6 = 0 ;; integer values
0004: $F8 = 0 ;; integer values
0004: $F9 = 0 ;; integer values
0004: $FA = 0 ;; integer values
0004: $FB = 0 ;; integer values
0004: $101 = 0 ;; integer values
0004: $102 = 0 ;; integer values
0004: $103 = 0 ;; integer values
0004: $104 = 0 ;; integer values
0004: $10A = 0 ;; integer values
0004: $10B = 0 ;; integer values
0004: $10D = 0 ;; integer values
0004: $10E = 0 ;; integer values
0004: $110 = 0 ;; integer values
0004: $111 = 0 ;; integer values
0004: $113 = 0 ;; integer values
0004: $114 = 0 ;; integer values
0004: $115 = 0 ;; integer values
0004: $117 = 0 ;; integer values
0004: $118 = 0 ;; integer values
0004: $119 = 0 ;; integer values
0004: $11A = 0 ;; integer values
0004: $PASSED_HAT1_JUJU_SCRAMBLE = 0 ;; integer values
0004: $PASSED_HAT2_BOMBS_AWAY = 0 ;; integer values
0004: $PASSED_HAT3_DIRTY_LICKINS = 0 ;; integer values
0004: $PASSED_ROCK1_LOVE_JUICE = 0 ;; integer values
0004: $PASSED_ROCK2_PSYCHO_KILLER = 0 ;; integer values
0004: $PASSED_ROCK3_PUBLICITY_TOUR = 0 ;; integer values
0004: $123 = 0 ;; integer values
0004: $131 = 0 ;; integer values
0004: $130 = 0 ;; integer values
0004: $12A = 0 ;; integer values
0004: $12B = 0 ;; integer values
0004: $12C = 0 ;; integer values
0004: $12D = 0 ;; integer values
0004: $12E = 0 ;; integer values
0004: $12F = 0 ;; integer values
0004: $133 = 0 ;; integer values
0004: $134 = 0 ;; integer values
0004: $135 = 0 ;; integer values
0004: $136 = 0 ;; integer values
0004: $138 = 0 ;; integer values
0004: $ONMISSION = 0 ;; integer values
0004: $13A = 0 ;; integer values
0004: $13B = 0 ;; integer values
0004: $13C = 0 ;; integer values
0004: $13D = 0 ;; integer values
0004: $151 = 0 ;; integer values
0004: $14C = 0 ;; integer values
0004: $14B = 0 ;; integer values
0004: $143 = 0 ;; integer values
0004: $144 = 0 ;; integer values
0004: $145 = 0 ;; integer values
0004: $146 = 0 ;; integer values
0004: $147 = 0 ;; integer values
0004: $148 = 0 ;; integer values
0004: $149 = 0 ;; integer values
0004: $14A = 0 ;; integer values
0004: $14D = 0 ;; integer values
0004: $14E = 0 ;; integer values
0004: $14F = 0 ;; integer values
0004: $150 = 0 ;; integer values
0004: $152 = 0 ;; integer values
0004: $15B = 0 ;; integer values
0004: $15C = 0 ;; integer values
0004: $15D = 0 ;; integer values
0004: $15E = 0 ;; integer values
0004: $153 = 0 ;; integer values
0004: $154 = 0 ;; integer values
0004: $155 = 0 ;; integer values
0004: $15F = 0 ;; integer values
0004: $156 = 0 ;; integer values
0004: $157 = 0 ;; integer values
0004: $158 = 0 ;; integer values
0004: $161 = 0 ;; integer values
0004: $162 = 0 ;; integer values
0004: $169 = 0 ;; integer values
0004: $16A = 0 ;; integer values
0004: $16B = 0 ;; integer values
0004: $16C = 0 ;; integer values
0004: $16D = 0 ;; integer values
0005: $16E = -425.0 ;; floating-point values
0005: $16F = 1410.0 ;; floating-point values
0005: $170 = 10.0 ;; floating-point values
0004: $173 = 0 ;; integer values
0004: $172 = 0 ;; integer values
0004: $174 = 0 ;; integer values
0004: $171 = 0 ;; integer values
0004: $177 = 0 ;; integer values
0004: $175 = 0 ;; integer values
0004: $17E = 0 ;; integer values
0004: $178 = 0 ;; integer values
0004: $179 = 0 ;; integer values
0004: $17A = 0 ;; integer values
0004: $17B = 0 ;; integer values
0004: $17C = 0 ;; integer values
0004: $17D = 0 ;; integer values
0004: $17F = 0 ;; integer values
0004: $180 = 0 ;; integer values
0004: $181 = 0 ;; integer values
0004: $182 = 0 ;; integer values
0004: $24 = 0 ;; integer values
0004: $183 = 0 ;; integer values
0004: $184 = 0 ;; integer values
0004: $185 = 0 ;; integer values
0004: $186 = 0 ;; integer values
0004: $187 = 0 ;; integer values
0004: $188 = 0 ;; integer values
0004: $18D = 0 ;; integer values
0004: $18E = 0 ;; integer values
0004: $18F = 0 ;; integer values
0004: $190 = 0 ;; integer values
0004: $191 = 99999999 ;; integer values
0004: $192 = 99999999 ;; integer values
0004: $193 = 99999999 ;; integer values
0004: $194 = 99999999 ;; integer values
0004: $195 = 99999999 ;; integer values
0004: $196 = 99999999 ;; integer values
0004: $197 = 99999999 ;; integer values
0004: $198 = 99999999 ;; integer values
0004: $199 = 99999999 ;; integer values
0004: $19A = 99999999 ;; integer values
0004: $19B = 99999999 ;; integer values
0004: $19C = 99999999 ;; integer values
0004: $19D = 99999999 ;; integer values
0004: $19E = 99999999 ;; integer values
0004: $19F = 99999999 ;; integer values
0004: $1A0 = 99999999 ;; integer values
0004: $1C4 = 0 ;; integer values
0004: $1BC = 0 ;; integer values
0004: $FE = 0 ;; integer values
0004: $FF = 0 ;; integer values
0004: $3E = 0 ;; integer values
0004: $67 = 0 ;; integer values
0004: $68 = 0 ;; integer values
0004: $69 = 0 ;; integer values
0004: $6A = 0 ;; integer values
0004: $6B = 0 ;; integer values
0004: $6C = 0 ;; integer values
0004: $6D = 0 ;; integer values
0005: $1F2 = -569.1451 ;; floating-point values
0005: $1F3 = 851.0923 ;; floating-point values
0005: $1F4 = 22.8402 ;; floating-point values
0005: $1F5 = 28.4463 ;; floating-point values
0005: $1F6 = -1311.761 ;; floating-point values
0005: $1F7 = 16.4712 ;; floating-point values
0005: $1F8 = 375.845 ;; floating-point values
0005: $1F9 = 332.9194 ;; floating-point values
0005: $1FA = 11.5155 ;; floating-point values
0005: $1FB = -886.5938 ;; floating-point values
0005: $1FC = 236.5693 ;; floating-point values
0005: $1FD = 13.9773 ;; floating-point values
0005: $1FE = -244.6 ;; floating-point values
0005: $1FF = -491.3 ;; floating-point values
0005: $200 = 10.6 ;; floating-point values
0005: $213 = -63.4 ;; floating-point values
0005: $214 = -1481.8 ;; floating-point values
0005: $215 = 9.4 ;; floating-point values
0005: $216 = 364.9 ;; floating-point values
0005: $217 = 1055.7 ;; floating-point values
0005: $218 = 18.2 ;; floating-point values
0005: $219 = -677.0 ;; floating-point values
0005: $21A = 1205.6 ;; floating-point values
0005: $21B = 10.0 ;; floating-point values
0005: $21C = 202.7 ;; floating-point values
0005: $21D = -474.1 ;; floating-point values
0005: $21E = 10.1 ;; floating-point values
0005: $21F = 364.9 ;; floating-point values
0005: $220 = 1078.0 ;; floating-point values
0005: $221 = 18.0 ;; floating-point values
0005: $222 = -967.5 ;; floating-point values
0005: $223 = -693.2 ;; floating-point values
0005: $224 = 10.3 ;; floating-point values
0005: $204 = 36.798 ;; floating-point values
0005: $205 = -1024.404 ;; floating-point values
0005: $206 = 9.451 ;; floating-point values
0005: $207 = 482.5293 ;; floating-point values
0005: $208 = 244.276 ;; floating-point values
0005: $209 = 10.09 ;; floating-point values
0005: $20A = 38.244 ;; floating-point values
0005: $20B = -1024.251 ;; floating-point values
0005: $20C = 9.451 ;; floating-point values
0005: $20D = -1481.872 ;; floating-point values
0005: $20E = -825.3049 ;; floating-point values
0005: $20F = 13.8777 ;; floating-point values
0005: $210 = -978.0145 ;; floating-point values
0005: $211 = -530.7043 ;; floating-point values
0005: $212 = 9.9513 ;; floating-point values
0005: $2B8 = 893.5 ;; floating-point values
0005: $2B9 = -306.1 ;; floating-point values
0005: $2BA = -100.0 ;; floating-point values
0005: $2BB = 103.0 ;; floating-point values
0005: $2BC = -484.2 ;; floating-point values
0005: $2BD = -100.0 ;; floating-point values
0005: $2BE = -665.0 ;; floating-point values
0005: $2BF = -6.5 ;; floating-point values
0005: $2C0 = -100.0 ;; floating-point values
0005: $2C1 = 925.0 ;; floating-point values
0005: $2C2 = -359.5 ;; floating-point values
0005: $2C3 = -100.0 ;; floating-point values
0005: $2C4 = 379.0 ;; floating-point values
0005: $2C5 = -493.8 ;; floating-point values
0005: $2C6 = -100.0 ;; floating-point values
0005: $2C7 = -1128.0 ;; floating-point values
0005: $2C8 = 32.5 ;; floating-point values
0005: $2C9 = -100.0 ;; floating-point values
0004: $62C = 0 ;; integer values
0004: $62D = 0 ;; integer values
0004: $62E = 0 ;; integer values
0004: $62F = 0 ;; integer values
0004: $630 = 0 ;; integer values
0004: $631 = 0 ;; integer values
0004: $632 = 0 ;; integer values
0004: $633 = 0 ;; integer values
0004: $634 = 0 ;; integer values
0004: $635 = 0 ;; integer values
0004: $636 = 0 ;; integer values
0004: $637 = 0 ;; integer values
0004: $638 = 0 ;; integer values
0004: $639 = 0 ;; integer values
0004: $63A = 999999 ;; integer values
0004: $63B = 999999 ;; integer values
0004: $63C = 999999 ;; integer values
0004: $63D = 0 ;; integer values
0004: $63E = 0 ;; integer values
0004: $643 = 0 ;; integer values
0004: $644 = 0 ;; integer values
04CE: $1B1 = create_icon_marker_without_sphere 16 at $213 $214 $215
04CE: $1B2 = create_icon_marker_without_sphere 16 at 364.8 1051.5 21.0
04CE: $1B3 = create_icon_marker_without_sphere 16 at $219 $21A $21B
04CE: $1B4 = create_icon_marker_without_sphere 18 at $21C $21D $21E
04CE: $1B5 = create_icon_marker_without_sphere 18 at 364.8 1086.5 21.0
04CE: $1B6 = create_icon_marker_without_sphere 18 at $222 $223 $224
04CE: $1B7 = create_icon_marker_without_sphere 27 at -3.8 -1265.8 12.0
04CE: $1B8 = create_icon_marker_without_sphere 27 at 319.0 441.3 12.0
04CE: $1B9 = create_icon_marker_without_sphere 27 at -903.0 -1261.1 12.0
04CE: $1BA = create_icon_marker_without_sphere 27 at -876.2 -105.5 12.0
016C: restart_if_wasted at 493.5 703.1 11.1 90.0
016D: restart_if_busted at 508.9 506.8 10.3 174.0
016C: restart_if_wasted at -108.3 -974.4 9.4 283.9
016D: restart_if_busted at 398.8 -469.7 10.7 323.0
058D: set_restart_mission_taxi_start 407.6 725.3 10.5 angle 177.0
058D: set_restart_mission_taxi_start -102.6 -947.7 9.6 angle 192.7
058D: set_restart_mission_taxi_start -784.4 1189.3 10.2 angle 90.0
058D: set_restart_mission_taxi_start -850.8 -483.9 10.2 angle 189.8
058D: set_restart_mission_taxi_start 492.5 475.1 10.6 angle 274.2
058D: set_restart_mission_taxi_start 418.5 -422.6 9.3 angle 58.7
058D: set_restart_mission_taxi_start -665.3 793.7 10.5 angle 180.0
058D: set_restart_mission_taxi_start -873.0 -641.8 10.5 angle 97.1
015C: set_zone_gang_info "STREET4" 1 (day) 13 0 0 0 0 0 0 0 0 0 30
015C: set_zone_gang_info "STREET4" 0 (night) 10 0 0 0 0 0 0 0 0 0 40
0152: set_zone_car_info "STREET4" 1 (day) 13 0 0 0 0 0 0 0 0 0 50
0152: set_zone_car_info "STREET4" 0 (night) 10 0 0 0 0 0 0 0 0 0 50
04EC: set_zone_car_class_info "STREET4" 1 300 0 350 200 0 0 100 50 0 500
500
04EC: set_zone_car_class_info "STREET4" 0 250 0 300 250 0 0 150 50 0 500
500
0324: set_zone_pedgroup_info "STREET4" 1 (day) 7
0324: set_zone_pedgroup_info "STREET4" 0 (night) 8
015C: set_zone_gang_info "RICH2" 1 (day) 13 0 0 0 0 0 0 0 0 0 40
015C: set_zone_gang_info "RICH2" 0 (night) 10 0 0 0 0 0 0 0 0 0 30
0152: set_zone_car_info "RICH2" 1 (day) 10 0 0 0 0 0 0 0 0 0 50
0152: set_zone_car_info "RICH2" 0 (night) 10 0 0 0 0 0 0 0 0 0 50
04EC: set_zone_car_class_info "RICH2" 1 300 0 350 200 0 0 100 50 0 500
500
04EC: set_zone_car_class_info "RICH2" 0 250 0 300 250 0 0 150 50 0 500
500
0324: set_zone_pedgroup_info "RICH2" 1 (day) 27
0324: set_zone_pedgroup_info "RICH2" 0 (night) 28
015C: set_zone_gang_info "CLUB2" 1 (day) 13 0 0 0 0 0 0 0 0 0 40
015C: set_zone_gang_info "CLUB2" 0 (night) 10 0 0 0 0 0 0 0 0 0 30
0152: set_zone_car_info "CLUB2" 1 (day) 12 0 0 0 0 0 0 0 0 0 50
0152: set_zone_car_info "CLUB2" 0 (night) 10 0 0 0 0 0 0 0 0 0 50
04EC: set_zone_car_class_info "CLUB2" 1 300 0 350 200 0 0 100 50 0 500
500
04EC: set_zone_car_class_info "CLUB2" 0 250 0 300 250 0 0 150 50 0 500
500
0324: set_zone_pedgroup_info "CLUB2" 1 (day) 57
0324: set_zone_pedgroup_info "CLUB2" 0 (night) 58
015C: set_zone_gang_info "SHOP3" 1 (day) 13 0 0 0 0 0 0 0 0 0 40
015C: set_zone_gang_info "SHOP3" 0 (night) 10 0 0 0 0 0 0 0 0 0 30
0152: set_zone_car_info "SHOP3" 1 (day) 12 0 0 0 0 0 0 0 0 0 50
0152: set_zone_car_info "SHOP3" 0 (night) 10 0 0 0 0 0 0 0 0 0 50
04EC: set_zone_car_class_info "SHOP3" 1 300 0 350 200 0 0 100 50 0 500
500
04EC: set_zone_car_class_info "SHOP3" 0 250 0 300 250 0 0 150 50 0 500
500
0324: set_zone_pedgroup_info "SHOP3" 1 (day) 35
0324: set_zone_pedgroup_info "SHOP3" 0 (night) 36
015C: set_zone_gang_info "STREET3" 1 (day) 13 0 0 0 0 0 0 0 0 0 40
015C: set_zone_gang_info "STREET3" 0 (night) 10 0 0 0 0 0 0 0 0 0 30
0152: set_zone_car_info "STREET3" 1 (day) 12 0 0 0 0 0 0 0 0 0 50
0152: set_zone_car_info "STREET3" 0 (night) 10 0 0 0 0 0 0 0 0 0 50
04EC: set_zone_car_class_info "STREET3" 1 300 0 350 200 0 0 100 50 0 500
500
04EC: set_zone_car_class_info "STREET3" 0 250 0 300 250 0 0 150 50 0 500
500
0324: set_zone_pedgroup_info "STREET3" 1 (day) 5
0324: set_zone_pedgroup_info "STREET3" 0 (night) 6
015C: set_zone_gang_info "SHOP2" 1 (day) 13 0 0 0 0 0 0 0 0 0 40
015C: set_zone_gang_info "SHOP2" 0 (night) 10 0 0 0 0 0 0 0 0 0 30
0152: set_zone_car_info "SHOP2" 1 (day) 12 0 0 0 0 0 0 0 0 0 50
0152: set_zone_car_info "SHOP2" 0 (night) 10 0 0 0 0 0 0 0 0 0 50
04EC: set_zone_car_class_info "SHOP2" 1 300 0 350 200 0 0 100 50 0 500
500
04EC: set_zone_car_class_info "SHOP2" 0 250 0 300 250 0 0 150 50 0 500
500
0324: set_zone_pedgroup_info "SHOP2" 1 (day) 33
0324: set_zone_pedgroup_info "SHOP2" 0 (night) 34
015C: set_zone_gang_info "OCEAND1" 1 (day) 15 0 0 0 0 0 0 0 0 0 30
015C: set_zone_gang_info "OCEAND1" 0 (night) 35 0 0 0 0 0 0 0 0 0 20
0152: set_zone_car_info "OCEAND1" 1 (day) 12 0 0 0 0 0 0 0 0 0 40
0152: set_zone_car_info "OCEAND1" 0 (night) 15 0 0 0 0 0 0 0 0 0 30
04EC: set_zone_car_class_info "OCEAND1" 1 200 0 250 300 0 0 150 100 0
500 500
04EC: set_zone_car_class_info "OCEAND1" 0 200 0 250 350 0 0 150 50 0 500
500
0324: set_zone_pedgroup_info "OCEAND1" 1 (day) 63
0324: set_zone_pedgroup_info "OCEAND1" 0 (night) 64
015C: set_zone_gang_info "OCEAND2" 1 (day) 15 0 0 0 0 0 0 0 0 0 30
015C: set_zone_gang_info "OCEAND2" 0 (night) 35 0 0 0 0 0 0 0 0 0 20
0152: set_zone_car_info "OCEAND2" 1 (day) 12 0 0 0 0 0 0 0 0 0 40
0152: set_zone_car_info "OCEAND2" 0 (night) 15 0 0 0 0 0 0 0 0 0 30
04EC: set_zone_car_class_info "OCEAND2" 1 200 0 250 300 0 0 150 100 0
500 500
04EC: set_zone_car_class_info "OCEAND2" 0 200 0 250 350 0 0 150 50 0 500
500
0324: set_zone_pedgroup_info "OCEAND2" 1 (day) 65
0324: set_zone_pedgroup_info "OCEAND2" 0 (night) 66
015C: set_zone_gang_info "BEACH1" 1 (day) 20 0 0 0 0 0 0 0 0 0 40
015C: set_zone_gang_info "BEACH1" 0 (night) 5 0 0 0 0 0 0 0 0 0 30
0152: set_zone_car_info "BEACH1" 1 (day) 11 0 0 0 0 0 0 0 0 0 50
0152: set_zone_car_info "BEACH1" 0 (night) 11 0 0 0 0 0 0 0 0 0 50
04EC: set_zone_car_class_info "BEACH1" 1 300 0 250 300 0 0 100 50 0 500
500
04EC: set_zone_car_class_info "BEACH1" 0 300 0 250 300 0 0 150 0 0 500
500
0324: set_zone_pedgroup_info "BEACH1" 1 (day) 45
0324: set_zone_pedgroup_info "BEACH1" 0 (night) 46
015C: set_zone_gang_info "BEACH2" 1 (day) 20 0 0 0 0 0 0 0 0 0 40
015C: set_zone_gang_info "BEACH2" 0 (night) 5 0 0 0 0 0 0 0 0 0 30
0152: set_zone_car_info "BEACH2" 1 (day) 11 0 0 0 0 0 0 0 0 0 50
0152: set_zone_car_info "BEACH2" 0 (night) 11 0 0 0 0 0 0 0 0 0 50
04EC: set_zone_car_class_info "BEACH2" 1 260 0 240 300 0 0 100 100 0 500
500
04EC: set_zone_car_class_info "BEACH2" 0 200 0 300 350 0 0 100 50 0 500
500
0324: set_zone_pedgroup_info "BEACH2" 1 (day) 47
0324: set_zone_pedgroup_info "BEACH2" 0 (night) 48
015C: set_zone_gang_info "BEACH3" 1 (day) 20 0 0 0 0 0 0 0 0 0 40
015C: set_zone_gang_info "BEACH3" 0 (night) 5 0 0 0 0 0 0 0 0 0 30
0152: set_zone_car_info "BEACH3" 1 (day) 11 0 0 0 0 0 0 0 0 0 50
0152: set_zone_car_info "BEACH3" 0 (night) 11 0 0 0 0 0 0 0 0 0 50
04EC: set_zone_car_class_info "BEACH3" 1 200 0 200 300 0 0 100 100 100
500 500
04EC: set_zone_car_class_info "BEACH3" 0 200 0 300 300 0 0 100 0 100 500
500
0324: set_zone_pedgroup_info "BEACH3" 1 (day) 49
0324: set_zone_pedgroup_info "BEACH3" 0 (night) 50
015C: set_zone_gang_info "STREET2" 1 (day) 13 0 0 0 0 0 0 0 0 0 40
015C: set_zone_gang_info "STREET2" 0 (night) 13 0 0 0 0 0 0 0 0 0 30
0152: set_zone_car_info "STREET2" 1 (day) 11 0 0 0 0 0 0 0 0 0 50
0152: set_zone_car_info "STREET2" 0 (night) 9 0 0 0 0 0 0 0 0 0 50
04EC: set_zone_car_class_info "STREET2" 1 325 0 350 200 0 0 75 50 0 500
500
04EC: set_zone_car_class_info "STREET2" 0 250 0 300 250 0 0 150 50 0 500
500
0324: set_zone_pedgroup_info "STREET2" 1 (day) 3
0324: set_zone_pedgroup_info "STREET2" 0 (night) 4
015C: set_zone_gang_info "CONSTRU" 1 (day) 10 0 0 0 0 0 0 0 0 0 20
015C: set_zone_gang_info "CONSTRU" 0 (night) 8 0 0 0 0 0 0 0 0 0 10
0152: set_zone_car_info "CONSTRU" 1 (day) 9 0 0 0 0 0 0 0 0 0 10
0152: set_zone_car_info "CONSTRU" 0 (night) 7 0 0 0 0 0 0 0 0 0 10
04EC: set_zone_car_class_info "CONSTRU" 1 200 200 0 0 500 0 50 0 50 500
500
04EC: set_zone_car_class_info "CONSTRU" 0 200 200 0 0 500 0 50 0 50 500
500
0324: set_zone_pedgroup_info "CONSTRU" 1 (day) 17
0324: set_zone_pedgroup_info "CONSTRU" 0 (night) 18
015C: set_zone_gang_info "CLUB1" 1 (day) 10 0 0 0 0 0 0 0 0 0 20
015C: set_zone_gang_info "CLUB1" 0 (night) 12 0 0 0 0 0 0 0 0 0 10
0152: set_zone_car_info "CLUB1" 1 (day) 9 0 0 0 0 0 0 0 0 0 20
0152: set_zone_car_info "CLUB1" 0 (night) 10 0 0 0 0 0 0 0 0 0 20
04EC: set_zone_car_class_info "CLUB1" 1 170 0 350 350 0 0 100 0 30 500
500
04EC: set_zone_car_class_info "CLUB1" 0 170 0 350 350 0 0 100 0 30 500
500
0324: set_zone_pedgroup_info "CLUB1" 1 (day) 55
0324: set_zone_pedgroup_info "CLUB1" 0 (night) 56
015C: set_zone_gang_info "GOLF1" 1 (day) 3 0 0 0 0 0 0 0 1000 0 0
015C: set_zone_gang_info "GOLF1" 0 (night) 0 0 0 0 0 0 0 0 1000 0 0
0152: set_zone_car_info "GOLF1" 1 (day) 3 0 0 0 0 0 0 0 1000 0 0
0152: set_zone_car_info "GOLF1" 0 (night) 0 0 0 0 0 0 0 0 1000 0 0
0324: set_zone_pedgroup_info "GOLF1" 1 (day) 41
0324: set_zone_pedgroup_info "GOLF1" 0 (night) 42
015C: set_zone_gang_info "GOLF2" 1 (day) 2 0 0 0 0 0 0 0 1000 0 0
015C: set_zone_gang_info "GOLF2" 0 (night) 0 0 0 0 0 0 0 0 1000 0 0
0152: set_zone_car_info "GOLF2" 1 (day) 2 0 0 0 0 0 0 0 1000 0 0
0152: set_zone_car_info "GOLF2" 0 (night) 0 0 0 0 0 0 0 0 1000 0 0
0324: set_zone_pedgroup_info "GOLF2" 1 (day) 43
0324: set_zone_pedgroup_info "GOLF2" 0 (night) 44
015C: set_zone_gang_info "STREET1" 1 (day) 13 0 0 0 0 0 0 0 0 0 40
015C: set_zone_gang_info "STREET1" 0 (night) 10 0 0 0 0 0 0 0 0 0 30
0152: set_zone_car_info "STREET1" 1 (day) 12 0 0 0 0 0 0 0 0 0 50
0152: set_zone_car_info "STREET1" 0 (night) 10 0 0 0 0 0 0 0 0 0 50
04EC: set_zone_car_class_info "STREET1" 1 225 550 100 0 0 0 75 0 50 500
500
04EC: set_zone_car_class_info "STREET1" 0 250 500 100 0 0 0 100 0 50 500
500
0324: set_zone_pedgroup_info "STREET1" 1 (day) 1
0324: set_zone_pedgroup_info "STREET1" 0 (night) 2
015C: set_zone_gang_info "RICH1" 1 (day) 13 0 0 0 0 0 0 0 0 0 40
015C: set_zone_gang_info "RICH1" 0 (night) 10 0 0 0 0 0 0 0 0 0 30
0152: set_zone_car_info "RICH1" 1 (day) 12 0 0 0 0 0 0 0 0 0 50
0152: set_zone_car_info "RICH1" 0 (night) 10 0 0 0 0 0 0 0 0 0 50
04EC: set_zone_car_class_info "RICH1" 1 100 0 400 400 0 0 100 0 0 500
500
04EC: set_zone_car_class_info "RICH1" 0 100 0 400 400 0 0 100 0 0 500
500
0324: set_zone_pedgroup_info "RICH1" 1 (day) 25
0324: set_zone_pedgroup_info "RICH1" 0 (night) 26
015C: set_zone_gang_info "SHOP1" 1 (day) 200 0 0 0 0 20 0 0 0 0 30
015C: set_zone_gang_info "SHOP1" 0 (night) 200 0 0 0 0 20 0 0 0 0 30
0152: set_zone_car_info "SHOP1" 1 (day) 12 0 0 50 0 0 0 0 0 0 50
0152: set_zone_car_info "SHOP1" 0 (night) 9 0 0 50 0 0 0 0 0 0 50
04EC: set_zone_car_class_info "SHOP1" 1 250 250 200 0 100 0 200 0 0 500
500
04EC: set_zone_car_class_info "SHOP1" 0 250 250 200 0 100 0 200 0 0 500
500
0324: set_zone_pedgroup_info "SHOP1" 1 (day) 31
0324: set_zone_pedgroup_info "SHOP1" 0 (night) 32
015C: set_zone_gang_info "TOUR1" 1 (day) 7 0 0 0 0 0 0 0 0 0 10
015C: set_zone_gang_info "TOUR1" 0 (night) 5 0 0 0 0 0 0 0 0 0 10
0152: set_zone_car_info "TOUR1" 1 (day) 7 0 0 0 0 0 0 0 0 0 20
0152: set_zone_car_info "TOUR1" 0 (night) 5 0 0 0 0 0 0 0 0 0 20
04EC: set_zone_car_class_info "TOUR1" 1 900 0 0 0 0 0 50 0 50 800 200
04EC: set_zone_car_class_info "TOUR1" 0 900 0 0 0 0 0 50 0 50 800 200
0324: set_zone_pedgroup_info "TOUR1" 1 (day) 19
0324: set_zone_pedgroup_info "TOUR1" 0 (night) 20
015C: set_zone_gang_info "TOUR2" 1 (day) 7 0 0 0 0 0 0 0 0 0 10
015C: set_zone_gang_info "TOUR2" 0 (night) 5 0 0 0 0 0 0 0 0 0 10
0152: set_zone_car_info "TOUR2" 1 (day) 7 0 0 0 0 0 0 0 0 0 20
0152: set_zone_car_info "TOUR2" 0 (night) 5 0 0 0 0 0 0 0 0 0 20
04EC: set_zone_car_class_info "TOUR2" 1 900 0 0 0 0 0 50 0 50 800 200
04EC: set_zone_car_class_info "TOUR2" 0 900 0 0 0 0 0 50 0 50 800 200
0324: set_zone_pedgroup_info "TOUR2" 1 (day) 21
0324: set_zone_pedgroup_info "TOUR2" 0 (night) 22
015C: set_zone_gang_info "AIRPORT" 1 (day) 13 0 0 0 0 50 0 0 0 0 40
015C: set_zone_gang_info "AIRPORT" 0 (night) 10 0 0 0 0 50 0 0 0 0 30
0236: set_gang 4 car_to #BAGGAGE
0152: set_zone_car_info "AIRPORT" 1 (day) 12 0 0 0 0 50 0 0 0 0 50
0152: set_zone_car_info "AIRPORT" 0 (night) 12 0 0 0 0 50 0 0 0 0 50
04EC: set_zone_car_class_info "AIRPORT" 1 0 0 0 0 1000 0 0 0 0 900 100
04EC: set_zone_car_class_info "AIRPORT" 0 0 0 0 0 1000 0 0 0 0 900 100
0324: set_zone_pedgroup_info "AIRPORT" 1 (day) 51
0324: set_zone_pedgroup_info "AIRPORT" 0 (night) 52
015C: set_zone_gang_info "TERMINL" 1 (day) 13 0 0 0 0 50 0 0 0 0 40
015C: set_zone_gang_info "TERMINL" 0 (night) 8 0 0 0 0 50 0 0 0 0 30
0152: set_zone_car_info "TERMINL" 1 (day) 12 0 0 0 0 0 0 0 0 0 50
0152: set_zone_car_info "TERMINL" 0 (night) 12 0 0 0 0 0 0 0 0 0 50
04EC: set_zone_car_class_info "TERMINL" 1 200 0 300 300 0 0 200 0 0 500
500
04EC: set_zone_car_class_info "TERMINL" 0 200 0 300 300 0 0 200 0 0 500
500
0324: set_zone_pedgroup_info "TERMINL" 1 (day) 53
0324: set_zone_pedgroup_info "TERMINL" 0 (night) 54
015C: set_zone_gang_info "DOCKS" 1 (day) 13 0 0 0 0 0 0 0 0 0 20
015C: set_zone_gang_info "DOCKS" 0 (night) 10 0 0 0 0 0 0 0 0 0 10
0152: set_zone_car_info "DOCKS" 1 (day) 12 0 0 0 0 0 0 0 0 0 10
0152: set_zone_car_info "DOCKS" 0 (night) 10 0 0 0 0 0 0 0 0 0 10
04EC: set_zone_car_class_info "DOCKS" 1 0 100 0 0 700 200 0 0 0 500 500
04EC: set_zone_car_class_info "DOCKS" 0 0 100 0 0 700 200 0 0 0 500 500
0324: set_zone_pedgroup_info "DOCKS" 1 (day) 15
0324: set_zone_pedgroup_info "DOCKS" 0 (night) 16
015C: set_zone_gang_info "STREET6" 1 (day) 13 0 0 0 0 0 0 0 0 0 40
015C: set_zone_gang_info "STREET6" 0 (night) 5 0 0 0 0 0 0 0 0 0 30
0152: set_zone_car_info "STREET6" 1 (day) 12 0 0 0 0 0 0 0 0 0 50
0152: set_zone_car_info "STREET6" 0 (night) 5 0 0 0 0 0 0 0 0 0 50
04EC: set_zone_car_class_info "STREET6" 1 200 0 300 300 0 0 200 0 0 500
500
04EC: set_zone_car_class_info "STREET6" 0 200 0 300 300 0 0 200 0 0 500
500
0324: set_zone_pedgroup_info "STREET6" 1 (day) 23
0324: set_zone_pedgroup_info "STREET6" 0 (night) 24
015C: set_zone_gang_info "STREET5" 1 (day) 4 0 0 100 0 0 0 0 0 0 40
015C: set_zone_gang_info "STREET5" 0 (night) 5 0 0 200 0 0 0 0 0 0 30
0152: set_zone_car_info "STREET5" 1 (day) 6 0 0 100 0 0 0 0 0 0 50
0152: set_zone_car_info "STREET5" 0 (night) 6 0 0 200 0 0 0 0 0 0 50
04EC: set_zone_car_class_info "STREET5" 1 200 700 0 0 70 0 30 0 0 500
500
04EC: set_zone_car_class_info "STREET5" 0 200 700 0 0 70 0 30 0 0 500
500
0324: set_zone_pedgroup_info "STREET5" 1 (day) 9
0324: set_zone_pedgroup_info "STREET5" 0 (night) 10
015C: set_zone_gang_info "SHOP4" 1 (day) 13 0 0 0 0 0 0 0 0 0 40
015C: set_zone_gang_info "SHOP4" 0 (night) 10 0 0 0 0 0 0 0 0 0 30
0152: set_zone_car_info "SHOP4" 1 (day) 12 0 0 0 0 0 0 0 0 0 50
0152: set_zone_car_info "SHOP4" 0 (night) 10 0 0 0 0 0 0 0 0 0 50
04EC: set_zone_car_class_info "SHOP4" 1 300 350 50 0 100 0 100 0 100 500
500
04EC: set_zone_car_class_info "SHOP4" 0 300 350 50 0 100 0 100 0 100 500
500
0324: set_zone_pedgroup_info "SHOP4" 1 (day) 37
0324: set_zone_pedgroup_info "SHOP4" 0 (night) 38
015C: set_zone_gang_info "SHOP5" 1 (day) 12 0 0 0 0 0 0 0 0 0 40
015C: set_zone_gang_info "SHOP5" 0 (night) 10 0 0 0 0 0 0 0 0 0 30
0152: set_zone_car_info "SHOP5" 1 (day) 12 0 0 0 0 0 0 0 0 0 50
0152: set_zone_car_info "SHOP5" 0 (night) 10 0 0 0 0 0 0 0 0 0 50
04EC: set_zone_car_class_info "SHOP5" 1 300 350 50 0 100 0 100 0 100 500
500
04EC: set_zone_car_class_info "SHOP5" 0 300 350 50 0 100 0 100 0 100 500
500
0324: set_zone_pedgroup_info "SHOP5" 1 (day) 39
0324: set_zone_pedgroup_info "SHOP5" 0 (night) 40
015C: set_zone_gang_info "BUSINES" 1 (day) 18 0 0 0 0 0 0 0 0 0 40
015C: set_zone_gang_info "BUSINES" 0 (night) 10 0 0 0 0 0 0 0 0 0 30
0152: set_zone_car_info "BUSINES" 1 (day) 16 0 0 0 0 0 0 0 0 0 50
0152: set_zone_car_info "BUSINES" 0 (night) 10 0 0 0 0 0 0 0 0 0 50
04EC: set_zone_car_class_info "BUSINES" 1 50 0 350 350 0 0 100 0 150 500
500
04EC: set_zone_car_class_info "BUSINES" 0 50 0 250 250 0 0 300 0 150 500
500
0324: set_zone_pedgroup_info "BUSINES" 1 (day) 11
0324: set_zone_pedgroup_info "BUSINES" 0 (night) 12
015C: set_zone_gang_info "TESTT" 1 (day) 0 0 0 0 0 0 0 0 0 0 0
015C: set_zone_gang_info "TESTT" 0 (night) 0 0 0 0 0 0 0 0 0 0 0
0152: set_zone_car_info "TESTT" 1 (day) 0 0 0 0 0 0 0 0 0 0 0
0152: set_zone_car_info "TESTT" 0 (night) 0 0 0 0 0 0 0 0 0 0 0
0324: set_zone_pedgroup_info "TESTT" 1 (day) 11
0324: set_zone_pedgroup_info "TESTT" 0 (night) 12
015C: set_zone_gang_info "BIKAREA" 1 (day) 13 0 0 0 0 0 0 0 0 0 20
015C: set_zone_gang_info "BIKAREA" 0 (night) 10 0 0 0 0 0 0 0 0 0 10
0152: set_zone_car_info "BIKAREA" 1 (day) 12 0 0 0 0 0 100 0 0 0 10
0152: set_zone_car_info "BIKAREA" 0 (night) 10 0 0 0 0 0 100 0 0 0 10
04EC: set_zone_car_class_info "BIKAREA" 1 350 300 0 0 100 0 100 0 150
500 500
04EC: set_zone_car_class_info "BIKAREA" 0 350 300 0 0 100 0 100 0 150
500 500
0324: set_zone_pedgroup_info "BIKAREA" 1 (day) 13
0324: set_zone_pedgroup_info "BIKAREA" 0 (night) 14
015C: set_zone_gang_info "GANG2" 1 (day) 13 0 250 0 0 0 0 0 0 0 10
015C: set_zone_gang_info "GANG2" 0 (night) 10 0 250 0 0 0 0 0 0 0 10
0152: set_zone_car_info "GANG2" 1 (day) 12 0 250 0 0 0 0 0 0 0 10
0152: set_zone_car_info "GANG2" 0 (night) 10 0 250 0 0 0 0 0 0 0 10
04EC: set_zone_car_class_info "GANG2" 1 200 600 0 0 100 0 50 0 50 500
500
04EC: set_zone_car_class_info "GANG2" 0 200 600 0 0 100 0 50 0 50 500
500
0324: set_zone_pedgroup_info "GANG2" 1 (day) 59
0324: set_zone_pedgroup_info "GANG2" 0 (night) 59
015C: set_zone_gang_info "GHETTO1" 1 (day) 13 0 150 0 0 0 0 0 0 0 10
015C: set_zone_gang_info "GHETTO1" 0 (night) 10 0 150 0 0 0 0 0 0 0 10
0152: set_zone_car_info "GHETTO1" 1 (day) 12 0 150 0 0 0 0 0 0 0 10
0152: set_zone_car_info "GHETTO1" 0 (night) 10 0 150 0 0 0 0 0 0 0 10
04EC: set_zone_car_class_info "GHETTO1" 1 200 600 0 0 100 0 50 0 50 500
500
04EC: set_zone_car_class_info "GHETTO1" 0 200 600 0 0 100 0 50 0 50 500
500
0324: set_zone_pedgroup_info "GHETTO1" 1 (day) 59
0324: set_zone_pedgroup_info "GHETTO1" 0 (night) 60
015C: set_zone_gang_info "GHETTO2" 1 (day) 13 150 0 0 0 0 0 0 0 0 10
015C: set_zone_gang_info "GHETTO2" 0 (night) 10 150 0 0 0 0 0 0 0 0 10
0152: set_zone_car_info "GHETTO2" 1 (day) 12 200 0 0 0 0 0 0 0 0 10
0152: set_zone_car_info "GHETTO2" 0 (night) 10 200 0 0 0 0 0 0 0 0 10
04EC: set_zone_car_class_info "GHETTO2" 1 200 600 0 0 100 0 50 0 50 500
500
04EC: set_zone_car_class_info "GHETTO2" 0 200 600 0 0 100 0 50 0 50 500
500
0324: set_zone_pedgroup_info "GHETTO2" 1 (day) 61
0324: set_zone_pedgroup_info "GHETTO2" 0 (night) 62
015C: set_zone_gang_info "RICH3" 1 (day) 13 0 0 0 0 50 0 0 0 0 40
015C: set_zone_gang_info "RICH3" 0 (night) 10 0 0 0 0 50 0 0 0 0 40
0152: set_zone_car_info "RICH3" 1 (day) 9 0 0 0 0 0 0 0 0 0 50
0152: set_zone_car_info "RICH3" 0 (night) 7 0 0 0 0 0 0 0 0 0 50
04EC: set_zone_car_class_info "RICH3" 1 50 0 400 400 50 0 50 0 50 500
500
04EC: set_zone_car_class_info "RICH3" 0 50 0 400 400 50 0 50 0 50 500
500
0324: set_zone_pedgroup_info "RICH3" 1 (day) 29
0324: set_zone_pedgroup_info "RICH3" 0 (night) 30
015C: set_zone_gang_info "GANG1" 1 (day) 13 0 0 0 1000 0 0 0 0 0 0
015C: set_zone_gang_info "GANG1" 0 (night) 13 0 0 0 1000 0 0 0 0 0 0
0152: set_zone_car_info "GANG1" 1 (day) 8 0 0 0 0 0 0 0 0 0 0
0152: set_zone_car_info "GANG1" 0 (night) 8 0 0 0 0 0 0 0 0 0 0
04EC: set_zone_car_class_info "GANG1" 1 50 0 400 400 50 0 50 0 50 500
500
04EC: set_zone_car_class_info "GANG1" 0 50 0 400 400 50 0 50 0 50 500
500
0324: set_zone_pedgroup_info "GANG1" 1 (day) 59
0324: set_zone_pedgroup_info "GANG1" 0 (night) 60
015C: set_zone_gang_info "BAGGAG" 1 (day) 5 0 0 0 0 1000 0 0 0 0 0
015C: set_zone_gang_info "BAGGAG" 0 (night) 5 0 0 0 0 1000 0 0 0 0 0
0152: set_zone_car_info "BAGGAG" 1 (day) 3 0 0 0 0 1000 0 0 0 0 0
0152: set_zone_car_info "BAGGAG" 0 (night) 3 0 0 0 0 1000 0 0 0 0 0
0324: set_zone_pedgroup_info "TERMINL" 1 (day) 59
0324: set_zone_pedgroup_info "TERMINL" 0 (night) 60
015C: set_zone_gang_info "ICCREAM" 1 (day) 13 0 0 0 0 0 0 0 0 0 10
015C: set_zone_gang_info "ICCREAM" 0 (night) 10 0 0 0 0 0 0 0 0 0 10
0152: set_zone_car_info "ICCREAM" 1 (day) 12 0 0 0 0 0 0 0 0 0 10
0152: set_zone_car_info "ICCREAM" 0 (night) 10 0 0 0 0 0 0 0 0 0 10
04EC: set_zone_car_class_info "ICCREAM" 1 200 600 0 0 100 0 50 0 50 500
500
04EC: set_zone_car_class_info "ICCREAM" 0 200 600 0 0 100 0 50 0 50 500
500
0324: set_zone_pedgroup_info "ICCREAM" 1 (day) 61
0324: set_zone_pedgroup_info "ICCREAM" 0 (night) 62
015C: set_zone_gang_info "BOATYRD" 1 (day) 13 0 0 0 0 0 0 0 0 0 20
015C: set_zone_gang_info "BOATYRD" 0 (night) 10 0 0 0 0 0 0 0 0 0 10
0152: set_zone_car_info "BOATYRD" 1 (day) 12 0 0 0 0 0 0 0 0 0 10
0152: set_zone_car_info "BOATYRD" 0 (night) 10 0 0 0 0 0 0 0 0 0 10
04EC: set_zone_car_class_info "BOATYRD" 1 0 100 0 0 700 200 0 0 0 500
500
04EC: set_zone_car_class_info "BOATYRD" 0 0 100 0 0 700 200 0 0 0 500
500
0324: set_zone_pedgroup_info "BOATYRD" 1 (day) 15
0324: set_zone_pedgroup_info "BOATYRD" 0 (night) 16
015C: set_zone_gang_info "KAUFCAB" 1 (day) 13 0 0 0 0 0 0 0 0 0 10
015C: set_zone_gang_info "KAUFCAB" 0 (night) 10 0 0 0 0 0 0 0 0 0 10
0152: set_zone_car_info "KAUFCAB" 1 (day) 12 0 0 0 0 0 0 0 0 0 10
0152: set_zone_car_info "KAUFCAB" 0 (night) 10 0 0 0 0 0 0 0 0 0 10
04EC: set_zone_car_class_info "KAUFCAB" 1 200 600 0 0 100 0 50 0 50 500
500
04EC: set_zone_car_class_info "KAUFCAB" 0 200 600 0 0 100 0 50 0 50 500
500
0324: set_zone_pedgroup_info "KAUFCAB" 1 (day) 59
0324: set_zone_pedgroup_info "KAUFCAB" 0 (night) 59
015C: set_zone_gang_info "PRINTWK" 1 (day) 13 0 0 0 0 0 0 0 0 0 10
015C: set_zone_gang_info "PRINTWK" 0 (night) 10 0 0 0 0 0 0 0 0 0 10
0152: set_zone_car_info "PRINTWK" 1 (day) 12 0 0 0 0 0 0 0 0 0 10
0152: set_zone_car_info "PRINTWK" 0 (night) 10 0 0 0 0 0 0 0 0 0 10
04EC: set_zone_car_class_info "PRINTWK" 1 200 600 0 0 100 0 50 0 50 500
500
04EC: set_zone_car_class_info "PRINTWK" 0 200 600 0 0 100 0 50 0 50 500
500
0324: set_zone_pedgroup_info "PRINTWK" 1 (day) 59
0324: set_zone_pedgroup_info "PRINTWK" 0 (night) 60
015C: set_zone_gang_info "CARYRD" 1 (day) 13 0 0 0 0 0 0 0 0 0 20
015C: set_zone_gang_info "CARYRD" 0 (night) 5 0 0 0 0 0 0 0 0 0 10
0152: set_zone_car_info "CARYRD" 1 (day) 12 0 0 0 0 0 0 0 0 0 20
0152: set_zone_car_info "CARYRD" 0 (night) 5 0 0 0 0 0 0 0 0 0 20
04EC: set_zone_car_class_info "CARYRD" 1 200 0 300 300 0 0 200 0 0 500
500
04EC: set_zone_car_class_info "CARYRD" 0 200 0 300 300 0 0 200 0 0 500
500
0324: set_zone_pedgroup_info "CARYRD" 1 (day) 23
0324: set_zone_pedgroup_info "CARYRD" 0 (night) 24
015C: set_zone_gang_info "PORNSTU" 1 (day) 4 0 0 0 0 0 0 0 0 0 20
015C: set_zone_gang_info "PORNSTU" 0 (night) 5 0 0 0 0 0 0 0 0 0 10
0152: set_zone_car_info "PORNSTU" 1 (day) 6 0 0 0 0 0 0 0 0 0 20
0152: set_zone_car_info "PORNSTU" 0 (night) 6 0 0 0 0 0 0 0 0 0 20
04EC: set_zone_car_class_info "PORNSTU" 1 200 700 0 0 70 0 30 0 0 500
500
04EC: set_zone_car_class_info "PORNSTU" 0 200 700 0 0 70 0 30 0 0 500
500
0324: set_zone_pedgroup_info "PORNSTU" 1 (day) 9
0324: set_zone_pedgroup_info "PORNSTU" 0 (night) 10
015C: set_zone_gang_info "ARMYBAS" 1 (day) 18 0 0 1000 0 0 0 0 0 0 0
015C: set_zone_gang_info "ARMYBAS" 0 (night) 18 0 0 1000 0 0 0 0 0 0 0
0152: set_zone_car_info "ARMYBAS" 1 (day) 6 0 0 0 0 0 0 0 0 0 20
0152: set_zone_car_info "ARMYBAS" 0 (night) 6 0 0 0 0 0 0 0 0 0 20
0324: set_zone_pedgroup_info "ARMYBAS" 1 (day) 51
0324: set_zone_pedgroup_info "ARMYBAS" 0 (night) 52
022B: create_forbidden_for_peds_cube -956.0 -355.0 5.0 -898.0 -328.0 25.0
022B: create_forbidden_for_peds_cube 411.0 -600.0 -10.0 451.0 -553.0 30.0
022B: create_forbidden_for_peds_cube 450.0 -509.0 -10.0 472.0 -489.0 30.0
022B: create_forbidden_for_peds_cube 355.0 -773.0 -10.0 324.0 -808.0 30.0
022B: create_forbidden_for_peds_cube 371.0 -503.0 -10.0 403.0 -490.0 30.0
022B: create_forbidden_for_peds_cube 357.0 -506.0 -10.0 384.0 -475.0 30.0
022B: create_forbidden_for_peds_cube 363.0 -476.0 -10.0 378.0 -468.0 30.0
022B: create_forbidden_for_peds_cube 383.0 -488.0 -10.0 398.3 -470.5 30.0
022B: create_forbidden_for_peds_cube 376.66 -453.85 -10.0 328.91 -504.02 30.0
022B: create_forbidden_for_peds_cube -395.0 -579.0 19.0 -338.0 -560.0 30.0
022B: create_forbidden_for_peds_cube -671.71 1236.53 20.0 -667.16 1231.51 25.0
022B: create_forbidden_for_peds_cube -733.84 1255.72 8.0 -728.34 1259.73 20.0
022B: create_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0
022B: create_forbidden_for_peds_cube 236.0 -1281.5 0.0 232.3 -1267.6 32.0
022B: create_forbidden_for_peds_cube -395.6 -658.6 0.0 -363.2 -636.7 32.0
022B: create_forbidden_for_peds_cube -237.8 -1387.1 0.0 -228.7 -1331.8 32.0
022B: create_forbidden_for_peds_cube -692.193 -1522.901 0.0 -575.311 -1453.378
30.0
022B: create_forbidden_for_peds_cube -896.098 -593.101 0.0 -855.09 -548.64 30.0
022B: create_forbidden_for_peds_cube -1031.494 -902.312 0.0 -949.479 -821.592
30.0
022B: create_forbidden_for_peds_cube -1176.038 -266.898 0.0 -1012.796 -158.26
30.0
022B: create_forbidden_for_peds_cube -112.495 920.349 0.0 9.705 1025.694 30.0
022B: create_forbidden_for_peds_cube -1012.06 181.561 0.0 -982.06 216.561 30.0
022B: create_forbidden_for_peds_cube -787.8 -519.4 10.0 -657.5 -475.2 20.0
022B: create_forbidden_for_peds_cube -230.0 -464.5 10.0 56.85 -459.8 20.0
022B: create_forbidden_for_peds_cube -99.8 1041.9 0.0 -129.0 1097.4 30.0
022B: create_forbidden_for_peds_cube -214.6 -948.8 0.0 -258.7 -920.6 30.0
022B: create_forbidden_for_peds_cube 189.8 230.3 0.0 248.0 258.5 30.0
022B: create_forbidden_for_peds_cube -38.0 84.3 0.0 -102.3 95.1 30.0
022B: create_forbidden_for_peds_cube -396.4 -583.6 15.0 -360.5 -555.6 33.0
022B: create_forbidden_for_peds_cube 468.0 -77.0 0.0 490.0 -54.0 30.0
022B: create_forbidden_for_peds_cube 354.9 -483.1 21.0 406.0 -490.0 0.0
01E8: create_forbidden_for_cars_cube -583.92 1371.84 8.0 -383.4 1531.17 25.0
01E8: create_forbidden_for_cars_cube 86.0 250.0 15.0 -100.0 281.0 30.0
01E8: create_forbidden_for_cars_cube 411.0 -600.0 -10.0 451.0 -553.0 30.0
01E8: create_forbidden_for_cars_cube 450.0 -509.0 -10.0 472.0 -489.0 30.0
01E8: create_forbidden_for_cars_cube 355.0 -773.0 -10.0 324.0 -808.0 30.0
01E8: create_forbidden_for_cars_cube 259.0 -941.0 -10.0 284.0 -925.0 30.0
01E8: create_forbidden_for_cars_cube -1102.0 76.0 -10.0 -1126.0 58.9 30.0
01E8: create_forbidden_for_cars_cube -787.8 -519.4 10.0 -657.5 -475.2 20.0
01E8: create_forbidden_for_cars_cube -230.0 -464.5 10.0 165.85 -459.8 20.0
01E8: create_forbidden_for_cars_cube -99.8 1041.9 0.0 -129.0 1097.4 30.0
01E8: create_forbidden_for_cars_cube -214.6 -948.8 0.0 -258.7 -920.6 30.0
01E8: create_forbidden_for_cars_cube 189.8 230.3 0.0 248.0 258.5 30.0
01E8: create_forbidden_for_cars_cube -38.0 84.3 0.0 -102.3 95.1 30.0
01E8: create_forbidden_for_cars_cube 175.0 236.1 0.0 161.0 242.4 30.0
01E8: create_forbidden_for_cars_cube 149.8 231.4 0.0 136.0 235.3 30.0
01E8: create_forbidden_for_cars_cube 63.4 188.6 0.0 49.4 189.7 30.0
0236: set_gang 0 car_to #CUBAN
0236: set_gang 1 car_to #VOODOO
0236: set_gang 2 car_to #GANGBUR
0236: set_gang 5 car_to #ANGEL
0592: unknown_gang 4 flag 1
0237: set_gang 0 primary_weapon_to 17 secondary_weapon_to 0
0237: set_gang 1 primary_weapon_to 17 secondary_weapon_to 0
0237: set_gang 2 primary_weapon_to 17 secondary_weapon_to 0
0237: set_gang 3 primary_weapon_to 17 secondary_weapon_to 17
0237: set_gang 4 primary_weapon_to 17 secondary_weapon_to 17
0237: set_gang 5 primary_weapon_to 17 secondary_weapon_to 0
0237: set_gang 6 primary_weapon_to 17 secondary_weapon_to 17
03F1: pedtype 7 add_threat 256
03F1: pedtype 8 add_threat 128
029B: $6F3 = init_object -56 (COMGATE1CLOSED) at -715.082 -489.689 12.549
01C7: remove_object_from_mission_cleanup_list $6F3
029B: $6F4 = init_object -57 (COMGATE2CLOSED) at -181.451 -472.61 11.353
0177: set_object $6F4 z_angle_to 102.0
01C7: remove_object_from_mission_cleanup_list $6F4
029B: $6F5 = init_object -58 (NT_ROADBLOCKCI) at -97.3 1061.8 11.6
01C7: remove_object_from_mission_cleanup_list $6F5
029B: $6F6 = init_object -59 (NT_ROADBLOCKGF) at -81.46 81.358 21.04
01C7: remove_object_from_mission_cleanup_list $6F6
029B: $6F7 = init_object -60 (WSH_ROADBLOCK) at -242.671 -935.667 16.198
01C7: remove_object_from_mission_cleanup_list $6F7
029B: $6FB = init_object -61 (MANSION_NEW_DOORS) at -391.19 -575.906 24.071
01C7: remove_object_from_mission_cleanup_list $6FB
029B: $6FC = init_object -62 (MAN_DOORCLOSED) at -378.542 -554.006 20.067
01C7: remove_object_from_mission_cleanup_list $6FC
029B: $6F8 = init_object -63 (WSHPERDRCLSD) at -266.496 -1214.563 9.02
01C7: remove_object_from_mission_cleanup_list $6F8
029B: $6F9 = init_object -64 (HAITAXIDR) at -1010.466 199.125 11.95
01C7: remove_object_from_mission_cleanup_list $6F9
029B: $6FA = init_object -65 (B_HSE_DOORS) at -640.012 -1485.941 15.457
01C7: remove_object_from_mission_cleanup_list $6FA
029B: $3EF = init_object -23 (STRIPCLBDRCLSD) at 97.203 -1469.731 10.578
01C7: remove_object_from_mission_cleanup_list $3EF
029B: $6FE = init_object -22 (STRPBCKDRCLSD) at 68.988 -1444.242 10.727
01C7: remove_object_from_mission_cleanup_list $6FE
029B: $6FF = init_object -33 (ELECTRICGATE) at -1114.1 67.0 10.1
0177: set_object $6FF z_angle_to 90.0
01C7: remove_object_from_mission_cleanup_list $6FF
029B: $6F2 = init_object -33 (ELECTRICGATE) at 298.0 -313.6 11.0
01C7: remove_object_from_mission_cleanup_list $6F2
029B: $700 = init_object -33 (ELECTRICGATE) at -989.9 -1252.2 10.4
0177: set_object $700 z_angle_to 249.0
01C7: remove_object_from_mission_cleanup_list $700
029B: $701 = init_object -66 (DK_CAMJONESDOOR) at -837.134 -901.672 12.03
01C7: remove_object_from_mission_cleanup_list $701
0177: set_object $701 z_angle_to 0.0
029B: $709 = init_object -67 (DTS_GS_LIFTDOORL) at -559.476 783.107 23.279
01C7: remove_object_from_mission_cleanup_list $709
029B: $70A = init_object -68 (DTS_GS_LIFTDOORR) at -559.476 781.34 23.279
01C7: remove_object_from_mission_cleanup_list $70A
029B: $70B = init_object -67 (DTS_GS_LIFTDOORL) at -553.563 788.895 97.917
01C7: remove_object_from_mission_cleanup_list $70B
029B: $70C = init_object -68 (DTS_GS_LIFTDOORR) at -553.563 787.127 97.917
01C7: remove_object_from_mission_cleanup_list $70C
029B: $70D = init_object -69 (DTS_SPOT_A) at -354.531 989.975 45.8
034D: unknown_rotate_object $70D unknown_angle 160.0 160.0 0
01C7: remove_object_from_mission_cleanup_list $70D
029B: $70E = init_object -70 (DTS_SOAPYTITWANK_A) at -324.797 991.184 71.708
01C7: remove_object_from_mission_cleanup_list $70E
029B: $70F = init_object -71 (DT_GSPOT_STAIRS) at -573.897 1374.25 15.657
01C7: remove_object_from_mission_cleanup_list $70F
029B: $710 = init_object -71 (DT_GSPOT_STAIRS) at -367.067 913.038 16.058
01C7: remove_object_from_mission_cleanup_list $710
034D: unknown_rotate_object $710 unknown_angle 157.0 157.0 0
029B: $711 = init_object -72 (OD_CELLDOOR02) at 384.098 -505.893 9.68
0566: $711 12
01C7: remove_object_from_mission_cleanup_list $711
0177: set_object $711 z_angle_to 0.0
029B: $713 = init_object -73 (CI_JETYGATESCLOSED) at -116.738 1027.729 11.34
01C7: remove_object_from_mission_cleanup_list $713
029B: $714 = init_object -74 (NHAITPLATDR) at -981.114 265.419 8.939
01C7: remove_object_from_mission_cleanup_list $714
029B: $715 = init_object -75 (NHAITPLATDRR) at -981.114 267.607 8.937
01C7: remove_object_from_mission_cleanup_list $715
029B: $716 = init_object -76 (SPAD_DR_CLOSED1) at 465.375 30.336 33.181
01C7: remove_object_from_mission_cleanup_list $716
029B: $717 = init_object -77 (SPAD_DR_CLOSED2) at 465.375 30.336 33.181
01C7: remove_object_from_mission_cleanup_list $717
029B: $718 = init_object -78 (SPAD_DR_CLOSED3) at 464.663 30.336 23.881
01C7: remove_object_from_mission_cleanup_list $718
029B: $719 = init_object -79 (PH_BUILD_DR_CLOSED) at 569.925 52.0 14.616
01C7: remove_object_from_mission_cleanup_list $719
034D: unknown_rotate_object $719 unknown_angle 270.0 270.0 0
029B: $71A = init_object -33 (ELECTRICGATE) at -973.664 -519.65 10.092
0177: set_object $71A z_angle_to 98.5
01C7: remove_object_from_mission_cleanup_list $71A
029B: $71B = init_object -80 (ICEDOOR) at -866.689 -572.095 12.173
01C7: remove_object_from_mission_cleanup_list $71B
029B: $71C = init_object -81 (DTS_BBDOOR) at -598.017 651.207 12.025
01C7: remove_object_from_mission_cleanup_list $71C
029B: $71D = init_object -82 (GOLF_GATESCLOSED) at 107.671 227.729 20.634
01C7: remove_object_from_mission_cleanup_list $71D
029B: $71E = init_object -83 (PRINTDOOOR) at -1063.773 -278.932 13.024
01C7: remove_object_from_mission_cleanup_list $71E
029B: $71F = init_object -84 (UNROCKETED_WIN1) at -899.851 -341.061 14.318
0566: $71F 3
01C7: remove_object_from_mission_cleanup_list $71F
029B: $720 = init_object -85 (BNK_GRILL01) at -899.214 -333.656 21.233
0566: $720 3
0382: unknown_set_object $720 collision_detection 0
0392: object $720 toggle_in_moving_list 0
01C7: remove_object_from_mission_cleanup_list $720
029B: $721 = init_object -85 (BNK_GRILL01) at -899.214 -348.466 21.233
0566: $721 3
0382: unknown_set_object $721 collision_detection 0
0392: object $721 toggle_in_moving_list 0
01C7: remove_object_from_mission_cleanup_list $721
029B: $722 = init_object -85 (BNK_GRILL01) at -907.307 -336.618 23.987
0566: $722 3
0382: unknown_set_object $722 collision_detection 0
0392: object $722 toggle_in_moving_list 0
01C7: remove_object_from_mission_cleanup_list $722
029B: $723 = init_object -85 (BNK_GRILL01) at -907.307 -345.504 23.987
0566: $723 3
0382: unknown_set_object $723 collision_detection 0
0392: object $723 toggle_in_moving_list 0
01C7: remove_object_from_mission_cleanup_list $723
029B: $724 = init_object -85 (BNK_GRILL01) at -915.401 -336.6184 23.987
0566: $724 3
0382: unknown_set_object $724 collision_detection 0
0392: object $724 toggle_in_moving_list 0
01C7: remove_object_from_mission_cleanup_list $724
029B: $725 = init_object -85 (BNK_GRILL01) at -915.401 -345.5 23.987
0566: $725 3
0382: unknown_set_object $725 collision_detection 0
0392: object $725 toggle_in_moving_list 0
01C7: remove_object_from_mission_cleanup_list $725
014B: $7C8 = init_parked_car_generator #ADMIRAL 8 8 0 alarm 50 door_lock 0 0
10000 at -401.2715 -534.6655 11.7534 angle 149.2032
014C: set_parked_car_generator $7C8 cars_to_generate_to 101
014B: $7C7 = init_parked_car_generator #VICECHEE -1 -1 0 alarm 0 door_lock 0 0
10000 at -870.4673 -717.2427 10.1069 angle 94.1213
014C: set_parked_car_generator $7C7 cars_to_generate_to 101
014B: $7C6 = init_parked_car_generator #LOVEFIST -1 -1 0 alarm 0 door_lock 0 0
10000 at -865.2949 1158.359 9.8204 angle 2.347
014C: set_parked_car_generator $7C6 cars_to_generate_to 0
014B: $7C5 = init_parked_car_generator #FLATBED -1 -1 0 alarm 0 door_lock 0 0
10000 at -1034.889 -1452.775 10.7 angle 248.8739
014C: set_parked_car_generator $7C5 cars_to_generate_to 101
014B: $734 = init_parked_car_generator #DINGHY -1 -1 0 alarm 0 door_lock 0 0
10000 at 403.0317 -178.5811 5.7 angle 350.0462
014C: set_parked_car_generator $734 cars_to_generate_to 0
014B: $74B = init_parked_car_generator #DINGHY -1 -1 0 alarm 0 door_lock 0 0
10000 at 231.0536 -130.1794 5.7 angle 357.5423
014C: set_parked_car_generator $74B cars_to_generate_to 0
014B: $7C9 = init_parked_car_generator #MAVERICK -1 -1 0 alarm 0 door_lock 0 0
10000 at -853.6609 1353.785 68.6104 angle 0.0
014C: set_parked_car_generator $7C9 cars_to_generate_to 101
014B: $732 = init_parked_car_generator #PREDATOR -1 -1 0 alarm 0 door_lock 0 0
10000 at -69.2982 72.6166 5.7 angle 104.6175
014C: set_parked_car_generator $732 cars_to_generate_to 0
014B: $733 = init_parked_car_generator #TROPIC -1 -1 0 alarm 0 door_lock 0 0
10000 at 237.4778 302.2366 5.7 angle 86.2011
014C: set_parked_car_generator $733 cars_to_generate_to 0
014B: $735 = init_parked_car_generator #TRASH -1 -1 0 alarm 0 door_lock 0 0
10000 at -1268.25 83.833 10.4182 angle 179.549
014C: set_parked_car_generator $735 cars_to_generate_to 101
014B: $73C = init_parked_car_generator #SECURICA -1 -1 0 alarm 0 door_lock 70 0
10000 at -870.2545 -353.9059 10.0475 angle 357.8359
014C: set_parked_car_generator $73C cars_to_generate_to 101
014B: $74C = init_parked_car_generator #BUS -1 -1 0 alarm 0 door_lock 0 0
10000 at -1184.36 -1312.62 13.7274 angle 64.6821
014C: set_parked_car_generator $74C cars_to_generate_to 101
014B: $74D = init_parked_car_generator #BARRACKS -1 -1 0 alarm 0 door_lock 10 0
10000 at -1709.024 -287.6807 13.8276 angle 0.0
014C: set_parked_car_generator $74D cars_to_generate_to 101
014B: $754 = init_parked_car_generator #BARRACKS -1 -1 0 alarm 0 door_lock 30 0
10000 at -1742.649 -214.2183 13.8276 angle 102.0596
014C: set_parked_car_generator $754 cars_to_generate_to 101
014B: $7A1 = init_parked_car_generator #PATRIOT 43 72 0 alarm 0 door_lock 0 0
10000 at -1701.372 -234.7718 13.8276 angle 87.8929
014C: set_parked_car_generator $7A1 cars_to_generate_to 101
014B: $7CA = init_parked_car_generator #SENTINEL -1 -1 0 alarm 0 door_lock 0 0
10000 at -1033.211 -856.8564 12.0452 angle 210.278
014C: set_parked_car_generator $7CA cars_to_generate_to 101
014B: $7A2 = init_parked_car_generator #BLOODRB -1 -1 1 alarm 0 door_lock 0 0
10000 at -1131.4 1236.6 8.4 angle 241.0
014C: set_parked_car_generator $7A2 cars_to_generate_to 0
014B: $7A3 = init_parked_car_generator #BLOODRA -1 -1 1 alarm 0 door_lock 0 0
10000 at -1115.4 1265.1 8.4 angle 238.0
014C: set_parked_car_generator $7A3 cars_to_generate_to 0
014B: $7CB = init_parked_car_generator #SPARROW -1 -1 0 alarm 0 door_lock 0 0
10000 at $1F2 $1F3 $1F4 angle 88.2256
014C: set_parked_car_generator $7CB cars_to_generate_to 0
014B: $7CC = init_parked_car_generator #SPARROW -1 -1 0 alarm 0 door_lock 0 0
10000 at $1F5 $1F6 $1F7 angle 0.0
014C: set_parked_car_generator $7CC cars_to_generate_to 0
014B: $7CD = init_parked_car_generator #SPARROW -1 -1 0 alarm 0 door_lock 0 0
10000 at $1F8 $1F9 $1FA angle 0.0
014C: set_parked_car_generator $7CD cars_to_generate_to 0
014B: $7CE = init_parked_car_generator #SPARROW -1 -1 0 alarm 0 door_lock 0 0
10000 at $1FB $1FC $1FD angle 180.0
014C: set_parked_car_generator $7CE cars_to_generate_to 0
014B: $728 = init_parked_car_generator #OCEANIC 6 1 0 alarm 0 door_lock 0 0
10000 at 242.6 -1274.6 10.0 angle 165.0
014C: set_parked_car_generator $728 cars_to_generate_to 101
014B: $73D = init_parked_car_generator -1 (DTN_STADDOORA) -1 -1 0 alarm 0
door_lock 0 0 10000 at 11.5 -1382.0 9.6 angle 261.0
014C: set_parked_car_generator $73D cars_to_generate_to 101
014B: $740 = init_parked_car_generator -1 (DTN_STADDOORA) -1 -1 0 alarm 0
door_lock 0 0 10000 at 19.8 -991.8 9.7 angle 0.0
014C: set_parked_car_generator $740 cars_to_generate_to 101
014B: $741 = init_parked_car_generator -1 (DTN_STADDOORA) -1 -1 0 alarm 0
door_lock 0 0 10000 at -6.4 -991.3 9.7 angle 180.0
014C: set_parked_car_generator $741 cars_to_generate_to 101
014B: $742 = init_parked_car_generator -1 (DTN_STADDOORA) -1 -1 0 alarm 0
door_lock 0 0 10000 at 12.8 -1015.1 9.7 angle 180.0
014C: set_parked_car_generator $742 cars_to_generate_to 101
014B: $773 = init_parked_car_generator -1 (DTN_STADDOORA) -1 -1 0 alarm 20
door_lock 0 0 10000 at -35.7 -1013.6 9.7 angle 0.0
014C: set_parked_car_generator $773 cars_to_generate_to 101
014B: $774 = init_parked_car_generator -1 (DTN_STADDOORA) -1 -1 0 alarm 0
door_lock 0 0 10000 at 81.3 -871.8 9.7 angle 57.0
014C: set_parked_car_generator $774 cars_to_generate_to 101
014B: $775 = init_parked_car_generator #PCJ600 -1 -1 0 alarm 0 door_lock 0 0
10000 at -7.1 -1205.1 9.6 angle 181.0
014C: set_parked_car_generator $775 cars_to_generate_to 101
014B: $776 = init_parked_car_generator #HERMES -1 -1 0 alarm 0 door_lock 0 0
10000 at 37.9 -1320.4 9.6 angle 355.0
014C: set_parked_car_generator $776 cars_to_generate_to 101
014B: $72D = init_parked_car_generator #STALLION -1 -1 0 alarm 0 door_lock 0 0
10000 at 127.0 -1158.0 32.0 angle 180.0
014C: set_parked_car_generator $72D cars_to_generate_to 101
014B: $72E = init_parked_car_generator #PCJ600 -1 -1 0 alarm 0 door_lock 0 0
10000 at 507.4 -308.8 12.8 angle 176.0
014C: set_parked_car_generator $72E cars_to_generate_to 101
014B: $72F = init_parked_car_generator #BANSHEE -1 -1 0 alarm 70 door_lock 0 0
10000 at 19.8 -1246.9 10.1 angle 0.0
014C: set_parked_car_generator $72F cars_to_generate_to 101
014B: $743 = init_parked_car_generator #TOPFUN -1 -1 0 alarm 0 door_lock 0 0
10000 at 307.9 1254.6 27.5 angle 180.5
014C: set_parked_car_generator $743 cars_to_generate_to 101
014B: $745 = init_parked_car_generator -1 (DTN_STADDOORA) -1 -1 0 alarm 30
door_lock 0 0 10000 at 277.4 -1175.3 11.0 angle 350.0
014C: set_parked_car_generator $745 cars_to_generate_to 101
014B: $746 = init_parked_car_generator -1 (DTN_STADDOORA) -1 -1 0 alarm 30
door_lock 0 0 10000 at 278.8 -1074.0 11.0 angle 172.0
014C: set_parked_car_generator $746 cars_to_generate_to 101
014B: $76F = init_parked_car_generator -1 (DTN_STADDOORA) -1 -1 0 alarm 60
door_lock 0 0 10000 at 365.3 -837.9 11.0 angle 335.0
014C: set_parked_car_generator $76F cars_to_generate_to 101
014B: $777 = init_parked_car_generator -1 (DTN_STADDOORA) -1 -1 0 alarm 50
door_lock 0 0 10000 at 237.2 -1377.5 10.9 angle 170.0
014C: set_parked_car_generator $777 cars_to_generate_to 101
014B: $778 = init_parked_car_generator #FAGGIO -1 -1 0 alarm 0 door_lock 0 0
10000 at 127.4 -818.5 9.5 angle 250.6
014C: set_parked_car_generator $778 cars_to_generate_to 0
014B: $770 = init_parked_car_generator #FAGGIO -1 -1 0 alarm 0 door_lock 0 0
10000 at 382.2 -632.8 11.0 angle 9.9
014C: set_parked_car_generator $770 cars_to_generate_to 101
014B: $771 = init_parked_car_generator -1 (DTN_STADDOORA) -1 -1 0 alarm 0
door_lock 0 0 10000 at 235.7 -893.3 11.0 angle 150.0
014C: set_parked_car_generator $771 cars_to_generate_to 101
014B: $772 = init_parked_car_generator -1 (DTN_STADDOORA) -1 -1 0 alarm 0
door_lock 0 0 10000 at 150.6 -995.6 11.0 angle 353.0
014C: set_parked_car_generator $772 cars_to_generate_to 101
014B: $77A = init_parked_car_generator -1 (DTN_STADDOORA) -1 -1 0 alarm 0
door_lock 0 0 10000 at 122.3 -1107.7 9.7 angle 175.0
014C: set_parked_car_generator $77A cars_to_generate_to 101
014B: $747 = init_parked_car_generator #RIO -1 -1 0 alarm 0 door_lock 0 0
10000 at -313.4 -1236.4 5.0 angle 180.0
014C: set_parked_car_generator $747 cars_to_generate_to 101
014B: $748 = init_parked_car_generator #SPEEDER -1 -1 0 alarm 0 door_lock 0 0
10000 at -328.4 -1317.7 5.0 angle 0.0
014C: set_parked_car_generator $748 cars_to_generate_to 101
014B: $749 = init_parked_car_generator #REEFER -1 -1 0 alarm 0 door_lock 0 0
10000 at -286.8 -1353.1 5.0 angle 90.0
014C: set_parked_car_generator $749 cars_to_generate_to 101
014B: $74A = init_parked_car_generator #MARQUIS -1 -1 0 alarm 0 door_lock 0 0
10000 at -314.0 -1318.3 5.0 angle 0.0
014C: set_parked_car_generator $74A cars_to_generate_to 101
014B: $75C = init_parked_car_generator #FAGGIO -1 -1 0 alarm 0 door_lock 0 0
10000 at 376.9 477.0 11.2 angle 282.0
014C: set_parked_car_generator $75C cars_to_generate_to 101
014B: $73B = init_parked_car_generator #TOPFUN -1 -1 0 alarm 0 door_lock 0 0
10000 at 718.465 701.3998 12.394 angle 320.7776
014C: set_parked_car_generator $73B cars_to_generate_to 101
014B: $73F = init_parked_car_generator #PCJ600 -1 -1 0 alarm 0 door_lock 0 0
10000 at -256.6 -1275.4 7.4 angle 348.0
014C: set_parked_car_generator $73F cars_to_generate_to 101
014B: $79D = init_parked_car_generator #CHEETAH -1 -1 0 alarm 0 door_lock 0 0
10000 at -236.6 -1374.6 7.1 angle 280.3
014C: set_parked_car_generator $79D cars_to_generate_to 101
014B: $79E = init_parked_car_generator -1 (DTN_STADDOORA) -1 -1 0 alarm 30
door_lock 0 0 10000 at -168.9 -1392.2 3.1 angle 280.0
014C: set_parked_car_generator $79E cars_to_generate_to 101
014B: $79F = init_parked_car_generator -1 (DTN_STADDOORA) -1 -1 0 alarm 60
door_lock 0 0 10000 at -140.2 -1414.1 3.1 angle 108.7
014C: set_parked_car_generator $79F cars_to_generate_to 101
014B: $7A0 = init_parked_car_generator -1 (DTN_STADDOORA) -1 -1 0 alarm 0
door_lock 0 0 10000 at -142.1 -1373.0 3.1 angle 287.3
014C: set_parked_car_generator $7A0 cars_to_generate_to 101
014B: $744 = init_parked_car_generator #CADDY -1 -1 0 alarm 0 door_lock 0 0
10000 at 393.9 -1736.4 8.8 angle 249.6
014C: set_parked_car_generator $744 cars_to_generate_to 101
014B: $78B = init_parked_car_generator -1 (DTN_STADDOORA) -1 -1 0 alarm 0
door_lock 0 0 10000 at 198.2 -504.9 10.9 angle 90.0
014C: set_parked_car_generator $78B cars_to_generate_to 101
014B: $78C = init_parked_car_generator -1 (DTN_STADDOORA) -1 -1 0 alarm 0
door_lock 0 0 10000 at 128.8 -515.2 13.1 angle 270.0
014C: set_parked_car_generator $78C cars_to_generate_to 101
014B: $78D = init_parked_car_generator -1 (DTN_STADDOORA) -1 -1 0 alarm 0
door_lock 0 0 10000 at 215.7 -418.6 9.7 angle 170.0
014C: set_parked_car_generator $78D cars_to_generate_to 101
014B: $78E = init_parked_car_generator -1 (DTN_STADDOORA) -1 -1 0 alarm 0
door_lock 0 0 10000 at 222.7 -351.1 9.9 angle 73.0
014C: set_parked_car_generator $78E cars_to_generate_to 101
014B: $78F = init_parked_car_generator -1 (DTN_STADDOORA) -1 -1 0 alarm 0
door_lock 0 0 10000 at 228.2 -222.2 10.9 angle 250.0
014C: set_parked_car_generator $78F cars_to_generate_to 101
014B: $790 = init_parked_car_generator -1 (DTN_STADDOORA) -1 -1 0 alarm 0
door_lock 0 0 10000 at 456.5 2.8 10.0 angle 97.4
014C: set_parked_car_generator $790 cars_to_generate_to 101
014B: $791 = init_parked_car_generator -1 (DTN_STADDOORA) -1 -1 0 alarm 20
door_lock 0 0 10000 at 478.5 -15.9 9.8 angle 99.7
014C: set_parked_car_generator $791 cars_to_generate_to 101
014B: $72B = init_parked_car_generator #PIZZABOY -1 -1 0 alarm 0 door_lock 0 0
10000 at 413.8 97.7 10.5 angle 301.3
014C: set_parked_car_generator $72B cars_to_generate_to 101
014B: $779 = init_parked_car_generator #RUMPO -1 -1 0 alarm 0 door_lock 0 0
10000 at 483.9 -42.8 9.1 angle 0.0
014C: set_parked_car_generator $779 cars_to_generate_to 101
014B: $792 = init_parked_car_generator #FREEWAY -1 -1 0 alarm 0 door_lock 0 0
10000 at 301.2 265.6 15.3 angle 278.4
014C: set_parked_car_generator $792 cars_to_generate_to 101
014B: $794 = init_parked_car_generator -1 (DTN_STADDOORA) -1 -1 0 alarm 0
door_lock 0 0 10000 at 286.3 394.4 12.3 angle 265.2
014C: set_parked_car_generator $794 cars_to_generate_to 101
014B: $795 = init_parked_car_generator -1 (DTN_STADDOORA) -1 -1 0 alarm 40
door_lock 0 0 10000 at 573.0 586.1 12.5 angle 74.0
014C: set_parked_car_generator $795 cars_to_generate_to 101
014B: $796 = init_parked_car_generator -1 (DTN_STADDOORA) -1 -1 0 alarm 0
door_lock 0 0 10000 at 604.4 758.8 12.6 angle 90.0
014C: set_parked_car_generator $796 cars_to_generate_to 101
014B: $797 = init_parked_car_generator #FREEWAY -1 -1 0 alarm 0 door_lock 0 0
10000 at 388.6 834.5 11.9 angle 273.0
014C: set_parked_car_generator $797 cars_to_generate_to 101
014B: $798 = init_parked_car_generator -1 (DTN_STADDOORA) -1 -1 0 alarm 20
door_lock 0 0 10000 at 255.4 1297.5 16.5 angle 193.4
014C: set_parked_car_generator $798 cars_to_generate_to 101
014B: $799 = init_parked_car_generator -1 (DTN_STADDOORA) -1 -1 0 alarm 0
door_lock 0 0 10000 at 552.5 1246.8 15.9 angle 88.0
014C: set_parked_car_generator $799 cars_to_generate_to 101
014B: $79A = init_parked_car_generator -1 (DTN_STADDOORA) -1 -1 0 alarm 0
door_lock 0 0 10000 at 555.1 1032.6 17.9 angle 9.0
014C: set_parked_car_generator $79A cars_to_generate_to 101
014B: $79B = init_parked_car_generator -1 (DTN_STADDOORA) -1 -1 0 alarm 0
door_lock 0 0 10000 at 563.4 1053.6 17.6 angle 98.0
014C: set_parked_car_generator $79B cars_to_generate_to 101
014B: $79C = init_parked_car_generator -1 (DTN_STADDOORA) -1 -1 0 alarm 0
door_lock 0 0 10000 at 430.3 957.0 12.3 angle 294.0
014C: set_parked_car_generator $79C cars_to_generate_to 101
014B: $7BC = init_parked_car_generator -1 (DTN_STADDOORA) -1 -1 0 alarm 0
door_lock 0 0 10000 at 309.2 1204.4 16.2 angle 91.0
014C: set_parked_car_generator $7BC cars_to_generate_to 101
014B: $74E = init_parked_car_generator #PACKER -1 -1 0 alarm 0 door_lock 0 0
10000 at -101.6 1011.5 11.5 angle 270.3
014C: set_parked_car_generator $74E cars_to_generate_to 101
014B: $750 = init_parked_car_generator #PATRIOT -1 -1 0 alarm 0 door_lock 0 0
10000 at -36.8 874.0 11.1 angle 194.2
014C: set_parked_car_generator $750 cars_to_generate_to 101
014B: $74F = init_parked_car_generator #PCJ600 -1 -1 0 alarm 0 door_lock 0 0
10000 at -6.4 957.1 9.4 angle 355.1
014C: set_parked_car_generator $74F cars_to_generate_to 101
014B: $789 = init_parked_car_generator #SKIMMER -1 -1 1 alarm 0 door_lock 0 0
10000 at -141.1 1030.4 5.5 angle 180.0
014C: set_parked_car_generator $789 cars_to_generate_to 0
014B: $7C4 = init_parked_car_generator #GANGBUR -1 -1 0 alarm 0 door_lock 0 0
10000 at 16.4 1139.9 18.5 angle 265.0
014C: set_parked_car_generator $7C4 cars_to_generate_to 101
014B: $758 = init_parked_car_generator #INFERNUS -1 -1 0 alarm 0 door_lock 0 0
10000 at -363.0 -532.2 12.0 angle 355.5
014C: set_parked_car_generator $758 cars_to_generate_to 101
014B: $759 = init_parked_car_generator #STRETCH -1 -1 0 alarm 0 door_lock 0 0
10000 at -394.7 -533.7 12.0 angle 355.5
014C: set_parked_car_generator $759 cars_to_generate_to 101
014B: $7C3 = init_parked_car_generator #MAVERICK -1 -1 0 alarm 0 door_lock 0 0
10000 at -391.0 -573.0 40.0 angle 355.5
014C: set_parked_car_generator $7C3 cars_to_generate_to 0
014B: $780 = init_parked_car_generator #CHEETAH -1 -1 0 alarm 0 door_lock 0 0
10000 at -221.3 -422.7 11.2 angle 90.0
014C: set_parked_car_generator $780 cars_to_generate_to 101
014B: $782 = init_parked_car_generator #STINGER -1 -1 0 alarm 0 door_lock 0 0
10000 at -492.8 -429.4 10.6 angle 0.0
014C: set_parked_car_generator $782 cars_to_generate_to 101
014B: $783 = init_parked_car_generator #BANSHEE -1 -1 0 alarm 0 door_lock 0 0
10000 at -558.8 -450.7 10.4 angle 0.0
014C: set_parked_car_generator $783 cars_to_generate_to 101
014B: $784 = init_parked_car_generator #ADMIRAL -1 -1 0 alarm 0 door_lock 0 0
10000 at -678.8 -415.1 9.5 angle 0.0
014C: set_parked_car_generator $784 cars_to_generate_to 101
014B: $785 = init_parked_car_generator #LANDSTAL -1 -1 0 alarm 0 door_lock 0 0
10000 at -593.6 -318.3 10.4 angle 130.0
014C: set_parked_car_generator $785 cars_to_generate_to 101
014B: $786 = init_parked_car_generator #INFERNUS -1 -1 0 alarm 0 door_lock 0 0
10000 at -523.8 -295.8 9.7 angle 180.0
014C: set_parked_car_generator $786 cars_to_generate_to 101
014B: $787 = init_parked_car_generator #PHEONIX -1 -1 0 alarm 0 door_lock 0 0
10000 at -388.6 -287.7 9.6 angle 270.0
014C: set_parked_car_generator $787 cars_to_generate_to 101
014B: $788 = init_parked_car_generator #COMET -1 -1 0 alarm 0 door_lock 0 0
10000 at -267.0 -303.6 9.5 angle 160.0
014C: set_parked_car_generator $788 cars_to_generate_to 101
014B: $72A = init_parked_car_generator #PIZZABOY -1 -1 0 alarm 0 door_lock 0 0
10000 at -350.8 -534.9 11.4 angle 86.5
014C: set_parked_car_generator $72A cars_to_generate_to 0
014B: $751 = init_parked_car_generator #LINERUN -1 -1 0 alarm 0 door_lock 0 0
10000 at -751.5 -1359.4 10.6 angle 69.0
014C: set_parked_car_generator $751 cars_to_generate_to 101
014B: $752 = init_parked_car_generator #PONY -1 -1 0 alarm 0 door_lock 0 0
10000 at -717.2 -1462.2 10.3 angle 0.0
014C: set_parked_car_generator $752 cars_to_generate_to 101
014B: $755 = init_parked_car_generator #RUMPO -1 -1 0 alarm 0 door_lock 0 0
10000 at -741.7 -1549.5 11.5 angle 336.0
014C: set_parked_car_generator $755 cars_to_generate_to 101
014B: $756 = init_parked_car_generator #BOXVILLE -1 -1 0 alarm 0 door_lock 0 0
10000 at -898.9971 -1462.046 10.94 angle 10.8204
014C: set_parked_car_generator $756 cars_to_generate_to 101
014B: $757 = init_parked_car_generator #PACKER -1 -1 0 alarm 0 door_lock 0 0
10000 at -946.3 -1379.5 11.5 angle 69.0
014C: set_parked_car_generator $757 cars_to_generate_to 101
014B: $762 = init_parked_car_generator #BENSON -1 -1 0 alarm 0 door_lock 0 0
10000 at -947.7 -1264.1 11.3 angle 164.0
014C: set_parked_car_generator $762 cars_to_generate_to 101
014B: $7BE = init_parked_car_generator #JETMAX -1 -1 1 alarm 0 door_lock 0 0
10000 at -592.3 -1510.3 5.0 angle 250.0
014C: set_parked_car_generator $7BE cars_to_generate_to 0
014B: $7BF = init_parked_car_generator #SQUALO -1 -1 1 alarm 0 door_lock 0 0
10000 at -576.4 -1505.2 5.0 angle 250.0
014C: set_parked_car_generator $7BF cars_to_generate_to 0
014B: $7C1 = init_parked_car_generator #COASTG -1 -1 0 alarm 0 door_lock 0 0
10000 at -755.9 -1077.5 5.0 angle 0.0
014C: set_parked_car_generator $7C1 cars_to_generate_to 101
014B: $77B = init_parked_car_generator #BFINJECT -1 -1 0 alarm 0 door_lock 0 0
10000 at 643.4 -208.1 9.5 angle 33.0
014C: set_parked_car_generator $77B cars_to_generate_to 101
014B: $726 = init_parked_car_generator #KAUFMAN -1 -1 1 alarm 0 door_lock 0 0
10000 at -1003.1 207.4 11.0 angle 166.6
014C: set_parked_car_generator $726 cars_to_generate_to 101
014B: $729 = init_parked_car_generator #PIZZABOY -1 -1 0 alarm 0 door_lock 0 0
10000 at -1028.2 82.2 11.2 angle 171.9
014C: set_parked_car_generator $729 cars_to_generate_to 101
014B: $75A = init_parked_car_generator #PATRIOT -1 -1 0 alarm 0 door_lock 0 0
10000 at -1107.6 292.9 11.5 angle 268.3
014C: set_parked_car_generator $75A cars_to_generate_to 101
014B: $75B = init_parked_car_generator #VOODOO -1 -1 0 alarm 0 door_lock 0 0
10000 at -964.94 133.54 8.23 angle 271.61
014C: set_parked_car_generator $75B cars_to_generate_to 101
014B: $731 = init_parked_car_generator #MRWHOOP -1 -1 1 alarm 0 door_lock 0 0
10000 at -867.6105 -572.2039 10.11294 angle 277.5232
014C: set_parked_car_generator $731 cars_to_generate_to 0
014B: $727 = init_parked_car_generator #PIZZABOY -1 -1 0 alarm 0 door_lock 0 0
10000 at -904.2 808.9 10.5 angle 269.6
014C: set_parked_car_generator $727 cars_to_generate_to 101
014B: $736 = init_parked_car_generator #LANDSTAL -1 -1 0 alarm 0 door_lock 0 0
10000 at -426.0 1412.5 10.5 angle 80.0
014C: set_parked_car_generator $736 cars_to_generate_to 101
014B: $7C2 = init_parked_car_generator #SANCHEZ -1 -1 0 alarm 0 door_lock 0 0
10000 at -425.8 1407.0 9.8 angle 80.0
014C: set_parked_car_generator $7C2 cars_to_generate_to 101
014B: $753 = init_parked_car_generator #FBICAR -1 -1 0 alarm 0 door_lock 0 0
10000 at -872.843 692.633 10.997 angle 359.746
014C: set_parked_car_generator $753 cars_to_generate_to 101
014B: $75D = init_parked_car_generator #ANGEL -1 -1 1 alarm 0 door_lock 0 0
10000 at -592.301 655.117 10.06 angle 9.794
014C: set_parked_car_generator $75D cars_to_generate_to 101
014B: $7BD = init_parked_car_generator #ANGEL -1 -1 0 alarm 0 door_lock 0 0
10000 at -589.212 655.117 10.06 angle 9.794
014C: set_parked_car_generator $7BD cars_to_generate_to 101
014B: $78A = init_parked_car_generator #PCJ600 -1 -1 0 alarm 0 door_lock 0 0
10000 at -596.17 676.928 11.271 angle 180.0
014C: set_parked_car_generator $78A cars_to_generate_to 101
014B: $7A4 = init_parked_car_generator -1 (DTN_STADDOORA) -1 -1 0 alarm 0
door_lock 0 0 10000 at -756.7 976.3 10.4 angle 0.0
014C: set_parked_car_generator $7A4 cars_to_generate_to 101
014B: $7A5 = init_parked_car_generator -1 (DTN_STADDOORA) -1 -1 0 alarm 0
door_lock 0 0 10000 at -803.3 964.1 10.4 angle 270.0
014C: set_parked_car_generator $7A5 cars_to_generate_to 101
014B: $7A6 = init_parked_car_generator -1 (DTN_STADDOORA) -1 -1 0 alarm 0
door_lock 0 0 10000 at -752.6 1003.0 10.4 angle 0.0
014C: set_parked_car_generator $7A6 cars_to_generate_to 101
014B: $7A7 = init_parked_car_generator -1 (DTN_STADDOORA) -1 -1 0 alarm 0
door_lock 0 0 10000 at -781.5 996.5 10.4 angle 90.0
014C: set_parked_car_generator $7A7 cars_to_generate_to 101
014B: $7A8 = init_parked_car_generator -1 (DTN_STADDOORA) -1 -1 0 alarm 0
door_lock 0 0 10000 at -772.7 1031.8 10.4 angle 270.0
014C: set_parked_car_generator $7A8 cars_to_generate_to 101
014B: $7A9 = init_parked_car_generator -1 (DTN_STADDOORA) -1 -1 0 alarm 0
door_lock 0 0 10000 at -781.7 1077.9 10.4 angle 90.0
014C: set_parked_car_generator $7A9 cars_to_generate_to 101
014B: $7AA = init_parked_car_generator -1 (DTN_STADDOORA) -1 -1 0 alarm 0
door_lock 0 0 10000 at -821.7 563.4 10.5 angle 0.0
014C: set_parked_car_generator $7AA cars_to_generate_to 101
014B: $7AB = init_parked_car_generator -1 (DTN_STADDOORA) -1 -1 0 alarm 0
door_lock 0 0 10000 at -851.0 581.3 10.5 angle 180.0
014C: set_parked_car_generator $7AB cars_to_generate_to 101
014B: $7AC = init_parked_car_generator -1 (DTN_STADDOORA) -1 -1 0 alarm 0
door_lock 0 0 10000 at -869.5 533.0 10.5 angle 180.0
014C: set_parked_car_generator $7AC cars_to_generate_to 101
014B: $7AD = init_parked_car_generator -1 (DTN_STADDOORA) -1 -1 0 alarm 0
door_lock 0 0 10000 at -821.6 499.7 10.5 angle 90.0
014C: set_parked_car_generator $7AD cars_to_generate_to 101
014B: $7AE = init_parked_car_generator -1 (DTN_STADDOORA) -1 -1 0 alarm 0
door_lock 0 0 10000 at -1324.5 1137.0 9.3 angle 180.0
014C: set_parked_car_generator $7AE cars_to_generate_to 101
014B: $7AF = init_parked_car_generator -1 (DTN_STADDOORA) -1 -1 0 alarm 0
door_lock 0 0 10000 at -1353.8 1158.0 9.3 angle 0.0
014C: set_parked_car_generator $7AF cars_to_generate_to 101
014B: $7B0 = init_parked_car_generator -1 (DTN_STADDOORA) -1 -1 0 alarm 0
door_lock 0 0 10000 at -1444.8 1162.7 9.3 angle 160.0
014C: set_parked_car_generator $7B0 cars_to_generate_to 101
014B: $7B1 = init_parked_car_generator -1 (DTN_STADDOORA) -1 -1 0 alarm 0
door_lock 0 0 10000 at -1543.8 1227.0 9.3 angle 30.0
014C: set_parked_car_generator $7B1 cars_to_generate_to 101
014B: $7B2 = init_parked_car_generator -1 (DTN_STADDOORA) -1 -1 0 alarm 0
door_lock 0 0 10000 at -1562.9 1282.4 9.3 angle 98.0
014C: set_parked_car_generator $7B2 cars_to_generate_to 101
014B: $7B3 = init_parked_car_generator -1 (DTN_STADDOORA) -1 -1 0 alarm 0
door_lock 0 0 10000 at -1587.7 1313.8 9.3 angle 87.0
014C: set_parked_car_generator $7B3 cars_to_generate_to 101
014B: $7B4 = init_parked_car_generator -1 (DTN_STADDOORA) -1 -1 0 alarm 0
door_lock 0 0 10000 at -1568.1 1351.0 9.3 angle 261.9
014C: set_parked_car_generator $7B4 cars_to_generate_to 101
014B: $7B5 = init_parked_car_generator -1 (DTN_STADDOORA) -1 -1 0 alarm 0
door_lock 0 0 10000 at -1562.7 1406.9 9.3 angle 150.1
014C: set_parked_car_generator $7B5 cars_to_generate_to 101
014B: $7B6 = init_parked_car_generator -1 (DTN_STADDOORA) -1 -1 0 alarm 0
door_lock 0 0 10000 at -1445.3 1499.0 9.3 angle 20.6
014C: set_parked_car_generator $7B6 cars_to_generate_to 101
014B: $7B7 = init_parked_car_generator -1 (DTN_STADDOORA) -1 -1 0 alarm 0
door_lock 0 0 10000 at -1349.1 1503.7 9.3 angle 180.0
014C: set_parked_car_generator $7B7 cars_to_generate_to 101
014B: $7B8 = init_parked_car_generator -1 (DTN_STADDOORA) -1 -1 0 alarm 0
door_lock 0 0 10000 at -1318.7 1524.1 9.3 angle 180.0
014C: set_parked_car_generator $7B8 cars_to_generate_to 101
014B: $781 = init_parked_car_generator #VCNMAV -1 -1 0 alarm 0 door_lock 0 0
10000 at -469.0 1123.5 64.7 angle 270.0
014C: set_parked_car_generator $781 cars_to_generate_to 101
014B: $739 = init_parked_car_generator #INFERNUS -1 -1 1 alarm 80 door_lock 0 0
10000 at 386.0 1227.0 19.4 angle 90.0
014C: set_parked_car_generator $739 cars_to_generate_to 101
014B: $738 = init_parked_car_generator #PACKER -1 -1 0 alarm 0 door_lock 0 0
10000 at -1377.7 -961.4 14.4 angle 177.9
014C: set_parked_car_generator $738 cars_to_generate_to 101
014B: $737 = init_parked_car_generator #SENTXS -1 -1 0 alarm 0 door_lock 0 0
10000 at -1142.5 -939.3 14.6 angle 89.6
014C: set_parked_car_generator $737 cars_to_generate_to 101
014B: $73A = init_parked_car_generator #TOPFUN -1 -1 0 alarm 0 door_lock 0 0
10000 at -1235.171 -1235.171 14.77 angle 337.839
014C: set_parked_car_generator $73A cars_to_generate_to 101
014B: $763 = init_parked_car_generator #BAGGAGE -1 -1 0 alarm 0 door_lock 0 0
10000 at -1414.8 -1268.1 13.9 angle 40.0
014C: set_parked_car_generator $763 cars_to_generate_to 101
014B: $764 = init_parked_car_generator #BAGGAGE -1 -1 0 alarm 0 door_lock 0 0
10000 at -1474.9 -961.7 13.9 angle 282.0
014C: set_parked_car_generator $764 cars_to_generate_to 101
014B: $765 = init_parked_car_generator #BAGGAGE -1 -1 0 alarm 0 door_lock 0 0
10000 at -1808.5 -1090.8 13.9 angle 274.0
014C: set_parked_car_generator $765 cars_to_generate_to 101
014B: $766 = init_parked_car_generator #BAGGAGE -1 -1 0 alarm 0 door_lock 0 0
10000 at -1533.3 -805.9 13.9 angle 178.0
014C: set_parked_car_generator $766 cars_to_generate_to 101
014B: $767 = init_parked_car_generator -1 (DTN_STADDOORA) -1 -1 0 alarm 0
door_lock 0 0 10000 at -1584.2 -656.4 14.0 angle 0.0
014C: set_parked_car_generator $767 cars_to_generate_to 101
014B: $768 = init_parked_car_generator -1 (DTN_STADDOORA) -1 -1 0 alarm 20
door_lock 0 0 10000 at -1606.5 -633.8 14.0 angle 180.0
014C: set_parked_car_generator $768 cars_to_generate_to 101
014B: $769 = init_parked_car_generator -1 (DTN_STADDOORA) -1 -1 0 alarm 0
door_lock 0 0 10000 at -1628.0 -667.0 14.0 angle 180.0
014C: set_parked_car_generator $769 cars_to_generate_to 101
014B: $76A = init_parked_car_generator -1 (DTN_STADDOORA) -1 -1 0 alarm 30
door_lock 0 0 10000 at -1637.5 -624.6 14.0 angle 0.0
014C: set_parked_car_generator $76A cars_to_generate_to 101
014B: $76B = init_parked_car_generator -1 (DTN_STADDOORA) -1 -1 0 alarm 0
door_lock 0 0 10000 at -1659.6 -646.4 14.0 angle 180.0
014C: set_parked_car_generator $76B cars_to_generate_to 101
014B: $76C = init_parked_car_generator -1 (DTN_STADDOORA) -1 -1 0 alarm 30
door_lock 0 0 10000 at -1706.0 -655.9 14.0 angle 90.0
014C: set_parked_car_generator $76C cars_to_generate_to 101
014B: $76D = init_parked_car_generator -1 (DTN_STADDOORA) -1 -1 0 alarm 50
door_lock 0 0 10000 at -1691.5 -614.8 14.0 angle 0.0
014C: set_parked_car_generator $76D cars_to_generate_to 101
014B: $76E = init_parked_car_generator -1 (DTN_STADDOORA) -1 -1 0 alarm 0
door_lock 0 0 10000 at -1573.3 -614.7 14.0 angle 0.0
014C: set_parked_car_generator $76E cars_to_generate_to 101
014B: $75E = init_parked_car_generator #POLICE -1 -1 0 alarm 0 door_lock 30 0
10000 at 516.1 503.1 10.5 angle 0.0
014C: set_parked_car_generator $75E cars_to_generate_to 101
014B: $77F = init_parked_car_generator #ENFORCER -1 -1 0 alarm 0 door_lock 40 0
10000 at 493.2045 503.683 10.4612 angle 179.9753
014C: set_parked_car_generator $77F cars_to_generate_to 101
014B: $75F = init_parked_car_generator #POLICE -1 -1 0 alarm 0 door_lock 30 0
10000 at 355.7 -511.4 11.6 angle 320.0
014C: set_parked_car_generator $75F cars_to_generate_to 101
014B: $77C = init_parked_car_generator #POLICE -1 -1 0 alarm 0 door_lock 30 0
10000 at 372.3 -525.7 11.6 angle 140.0
014C: set_parked_car_generator $77C cars_to_generate_to 101
014B: $760 = init_parked_car_generator #POLICE -1 -1 0 alarm 0 door_lock 30 0
10000 at -855.4 -665.4 10.6 angle 0.0
014C: set_parked_car_generator $760 cars_to_generate_to 101
014B: $77E = init_parked_car_generator #POLICE -1 -1 0 alarm 0 door_lock 30 0
10000 at -844.8 -675.6 10.6 angle 90.0
014C: set_parked_car_generator $77E cars_to_generate_to 101
014B: $73E = init_parked_car_generator #POLICE -1 -1 0 alarm 0 door_lock 10 0
10000 at -665.2 777.6 11.0 angle 180.0
014C: set_parked_car_generator $73E cars_to_generate_to 101
014B: $72C = init_parked_car_generator #AMBULAN -1 -1 0 alarm 0 door_lock 10 0
10000 at 472.5 701.2 10.5 angle 90.0
014C: set_parked_car_generator $72C cars_to_generate_to 101
014B: $730 = init_parked_car_generator #AMBULAN -1 -1 0 alarm 0 door_lock 10 0
10000 at -111.9 -949.9 10.2 angle 280.0
014C: set_parked_car_generator $730 cars_to_generate_to 101
014B: $761 = init_parked_car_generator #AMBULAN -1 -1 0 alarm 0 door_lock 10 0
10000 at -776.1 1135.1 11.5 angle 0.0
014C: set_parked_car_generator $761 cars_to_generate_to 101
014B: $77D = init_parked_car_generator #FIRETRUK -1 -1 0 alarm 0 door_lock 0 0
10000 at -694.9 917.3 10.8 angle 270.0
014C: set_parked_car_generator $77D cars_to_generate_to 101
014B: $7C0 = init_parked_car_generator #COMET -1 -1 0 alarm 0 door_lock 0 0
10000 at 114.6977 252.3439 20.6832 angle 105.6803
014C: set_parked_car_generator $7C0 cars_to_generate_to 101
014B: $53 = init_parked_car_generator #INFERNUS 1 1 1 alarm 0 door_lock 0 0
10000 at -363.0 -532.2 12.0 angle 0.0
014C: set_parked_car_generator $53 cars_to_generate_to 0
014B: $793 = init_parked_car_generator #ZEBRA -1 -1 0 alarm 0 door_lock 0 0
10000 at -1003.1 207.4 11.0 angle 166.6
014C: set_parked_car_generator $793 cars_to_generate_to 0
014B: $54 = init_parked_car_generator #POLMAV -1 -1 0 alarm 0 door_lock 0 0
10000 at -614.0 804.0 30.0 angle 0.0
014C: set_parked_car_generator $54 cars_to_generate_to 101
0213: $7F3 = create_pickup #CHNSAW type 2 at 30.0 -1330.9 13.0
0213: $7CF = create_pickup #BAT type 2 at 206.7 -1254.4 12.0
032B: $7D0 = create_weapon_pickup #COLT45 15 ammo 34 at -228.4 -1318.2 9.1
032B: $7D1 = create_weapon_pickup #COLT45 15 ammo 34 at 340.5 -249.5 12.5
032B: $7D2 = create_weapon_pickup #CHROMEGUN 15 ammo 16 at 42.3 -959.2 21.8
032B: $7D3 = create_weapon_pickup #CHROMEGUN 15 ammo 16 at 568.9 -449.3 11.1
032B: $7D4 = create_weapon_pickup #TEC9 15 ammo 100 at 287.9 50.7 10.8
032B: $7D5 = create_weapon_pickup #GRENADE 15 ammo 4 at 362.2 -500.5 12.3
0213: $7D6 = create_pickup #CLEAVER type 15 at 402.6 102.5 11.4
032B: $7D7 = create_weapon_pickup #RUGER 15 ammo 60 at 418.9 589.9 18.3
0213: $7D8 = create_pickup #KATANA type 15 at 476.9 1014.9 19.2
0213: $7D9 = create_pickup #NITESTICK type 15 at 402.4 -488.3 12.4
0213: $7DB = create_pickup #BRASSKNUCKLE type 15 at 224.0 -1207.5 11.0
0213: $7DC = create_pickup #KNIFECUR type 15 at 118.7 -1546.1 10.8
0213: $7DD = create_pickup #MACHETE type 15 at 56.6 -459.3 11.4
032B: $7DE = create_weapon_pickup #UZI 15 ammo 60 at 5.4 -1277.0 10.4
032B: $7F4 = create_weapon_pickup #UZI 15 ammo 60 at 157.0 -895.3 12.3
032B: $7DA = create_weapon_pickup #BOMB 15 ammo 4 at 556.6 207.4 14.5
032B: $7DF = create_weapon_pickup #M4 15 ammo 60 at -32.8 1019.2 13.0
032B: $7E0 = create_weapon_pickup #UZI 15 ammo 60 at 17.3 1145.7 23.5
0213: $7E1 = create_pickup #GOLFCLUB type 2 at 95.0 279.2 21.8
032B: $7E2 = create_weapon_pickup #FLAME 15 ammo 300 at -546.0 -418.9 9.8
032B: $7E3 = create_weapon_pickup #SNIPER 15 ammo 20 at -476.4 -571.2 12.9
0213: $7E4 = create_pickup #KATANA type 15 at -554.11 -547.7 10.7
032B: $7E5 = create_weapon_pickup #MOLOTOV 15 ammo 4 at -755.7 1347.5 11.8
032B: $7E6 = create_weapon_pickup #UZI 15 ammo 60 at -545.8 694.6 11.0
032B: $7E7 = create_weapon_pickup #M4 15 ammo 60 at -980.4 118.7 9.3
032B: $7E8 = create_weapon_pickup #M4 15 ammo 60 at -1221.0 -641.6 11.7
032B: $7E9 = create_weapon_pickup #SNIPER 15 ammo 20 at -742.1 -949.9 9.9
032B: $7EA = create_weapon_pickup #ROCKETLA 15 ammo 4 at -995.1 -1178.1 13.6
032B: $7EB = create_weapon_pickup #INGRAMSL 15 ammo 60 at -713.3 -1466.0 11.2
032B: $7EC = create_weapon_pickup #FLAME 15 ammo 300 at -1015.1 -1392.9 11.5
032B: $7ED = create_weapon_pickup #SHOTGSPA 15 ammo 14 at -1359.0 -742.2 14.9
032B: $7EE = create_weapon_pickup #M60 15 ammo 100 at -1744.9 -288.9 29.7
032B: $7EF = create_weapon_pickup #GRENADE 15 ammo 4 at -939.8 -464.9 10.9
032B: $7F0 = create_weapon_pickup #PYTHON 15 ammo 12 at -1182.7 -61.1 11.4
032B: $7F1 = create_weapon_pickup #BUDDYSHOT 15 ammo 10 at -1305.2 177.1 11.4
032B: $7F2 = create_weapon_pickup #LASER 15 ammo 14 at -1114.3 -602.0 26.0
0213: $7F5 = create_pickup -86 (HEALTH) type 1 at -113.2 -975.7 10.4
0213: $7F6 = create_pickup -86 (HEALTH) type 15 at -225.1 -1158.1 9.1
0213: $7F7 = create_pickup -86 (HEALTH) type 15 at 456.2 -471.4 16.6
0213: $7F8 = create_pickup -86 (HEALTH) type 15 at 377.4 467.7 11.6
0213: $7F9 = create_pickup -86 (HEALTH) type 1 at 469.6 697.4 11.7
0213: $7FA = create_pickup -86 (HEALTH) type 15 at 385.3 1210.9 19.4
0213: $7FB = create_pickup -86 (HEALTH) type 1 at 384.3 756.6 11.7
0213: $7FC = create_pickup -86 (HEALTH) type 15 at 10.7 1099.0 16.6
0213: $7FD = create_pickup -86 (HEALTH) type 15 at 85.3 402.7 19.8
0213: $7FE = create_pickup -86 (HEALTH) type 15 at -711.7 -501.7 11.3
0213: $7FF = create_pickup -86 (HEALTH) type 15 at -404.0 -588.0 11.6
0213: $80D = create_pickup -86 (HEALTH) type 2 at -406.2503 -566.4947 19.5804
0213: $800 = create_pickup -86 (HEALTH) type 15 at -478.1 1438.5 16.1
0213: $801 = create_pickup -86 (HEALTH) type 15 at -675.0 1263.3 25.1
0213: $802 = create_pickup -86 (HEALTH) type 15 at -821.8 1144.8 26.1
0213: $803 = create_pickup -86 (HEALTH) type 15 at -1139.4 55.4 11.2
0213: $804 = create_pickup -86 (HEALTH) type 15 at -1290.9 91.9 26.9
0213: $805 = create_pickup -86 (HEALTH) type 1 at -885.4 -483.4 13.1
0213: $806 = create_pickup -86 (HEALTH) type 15 at -925.1 -638.3 16.0
0213: $807 = create_pickup -86 (HEALTH) type 15 at -692.4 -1283.8 11.1
0213: $808 = create_pickup -86 (HEALTH) type 15 at -655.1 -1506.3 8.1
0213: $809 = create_pickup -86 (HEALTH) type 15 at -1399.4 -865.9 20.9
0213: $80A = create_pickup -86 (HEALTH) type 1 at -822.6 1137.3 12.4
0213: $80B = create_pickup -86 (HEALTH) type 1 at -851.4 -78.8 11.5
0213: $80C = create_pickup -86 (HEALTH) type 1 at -834.2 740.6 11.3
0213: $80E = create_pickup -18 (BODYARMOUR) type 15 at 4.9 -1239.2 19.2
0213: $80F = create_pickup -18 (BODYARMOUR) type 15 at 205.7 -885.7 12.2
0213: $810 = create_pickup -18 (BODYARMOUR) type 15 at 148.8 -349.9 8.7
0213: $811 = create_pickup -18 (BODYARMOUR) type 15 at 520.2 -171.2 13.9
0213: $812 = create_pickup -18 (BODYARMOUR) type 15 at 430.8 162.1 11.8
0213: $813 = create_pickup -18 (BODYARMOUR) type 15 at 416.1 517.7 11.2
0213: $814 = create_pickup -18 (BODYARMOUR) type 15 at 350.2 884.8 25.5
0213: $815 = create_pickup -18 (BODYARMOUR) type 15 at 535.3 1214.1 18.9
0213: $816 = create_pickup -18 (BODYARMOUR) type 15 at 42.8 951.1 11.0
0213: $817 = create_pickup -18 (BODYARMOUR) type 15 at -70.8 510.6 11.6
0213: $818 = create_pickup -18 (BODYARMOUR) type 15 at -1695.6 -289.4 29.7
0213: $819 = create_pickup -18 (BODYARMOUR) type 15 at -567.6 1370.36 16.4
0213: $81A = create_pickup -18 (BODYARMOUR) type 15 at -921.9 722.9 11.0
0213: $81C = create_pickup -18 (BODYARMOUR) type 15 at -1058.9 -240.6 18.2
0213: $81D = create_pickup -18 (BODYARMOUR) type 15 at -625.5 622.2 11.7
0213: $81E = create_pickup -18 (BODYARMOUR) type 15 at -733.5 -1294.7 12.4
0213: $81F = create_pickup -18 (BODYARMOUR) type 15 at -1177.0 -915.3 14.9
0213: $81B = create_pickup -18 (BODYARMOUR) type 15 at -1171.0 -457.4 10.7
0213: $820 = create_pickup -87 (ADRENALINE) type 15 at -37.7 -938.3 10.5
0213: $821 = create_pickup -87 (ADRENALINE) type 15 at 471.1 -444.1 10.6
0213: $822 = create_pickup -87 (ADRENALINE) type 15 at 448.6 16.6 11.0
0213: $823 = create_pickup -87 (ADRENALINE) type 15 at 425.6 221.1 16.2
0213: $824 = create_pickup -87 (ADRENALINE) type 15 at 428.4 947.5 13.2
0213: $825 = create_pickup -87 (ADRENALINE) type 1 at 385.6 752.3 11.7
0213: $826 = create_pickup -87 (ADRENALINE) type 15 at -366.6 -500.3 11.3
0213: $827 = create_pickup -87 (ADRENALINE) type 15 at -342.2 -591.5 36.9
0213: $828 = create_pickup -87 (ADRENALINE) type 15 at -381.2 1065.2 13.0
0213: $829 = create_pickup -87 (ADRENALINE) type 15 at -730.1 1226.3 24.2
0213: $82A = create_pickup -87 (ADRENALINE) type 15 at -1095.1 99.4 12.3
0213: $82B = create_pickup -87 (ADRENALINE) type 15 at -967.1 -62.6 11.0
0213: $82C = create_pickup -87 (ADRENALINE) type 15 at -1022.1 -547.0 11.2
0213: $82D = create_pickup -87 (ADRENALINE) type 15 at -882.0 111.2 9.3
0213: $82E = create_pickup -87 (ADRENALINE) type 1 at -857.1 -83.6 11.5
0213: $82F = create_pickup -87 (ADRENALINE) type 1 at -839.0 740.6 11.3
02EC: put_hidden_package_at 479.6 -1718.5 15.6
02EC: put_hidden_package_at 708.4 -498.2 12.3
02EC: put_hidden_package_at -213.0 -1647.1 13.1
02EC: put_hidden_package_at -368.4 -1733.2 11.6
02EC: put_hidden_package_at -104.3 -1600.3 10.4
02EC: put_hidden_package_at -234.7 -1082.6 13.6
02EC: put_hidden_package_at 88.0 -991.7 19.1
02EC: put_hidden_package_at 205.4 -888.9 12.1
02EC: put_hidden_package_at 183.1 -652.9 10.8
02EC: put_hidden_package_at 370.9 -469.5 13.8
02EC: put_hidden_package_at 298.8 -278.5 11.9
02EC: put_hidden_package_at 321.8 -774.3 22.8
02EC: put_hidden_package_at 491.8 -45.3 10.0
02EC: put_hidden_package_at 472.8 116.0 11.2
02EC: put_hidden_package_at 379.6 212.9 11.3
02EC: put_hidden_package_at 290.1 295.4 13.5
02EC: put_hidden_package_at 470.9 1123.6 24.5
02EC: put_hidden_package_at 407.6 1018.2 25.3
02EC: put_hidden_package_at 561.6 1157.1 18.9
02EC: put_hidden_package_at 891.8 873.8 16.4
02EC: put_hidden_package_at 353.7 -564.3 56.4
02EC: put_hidden_package_at 306.9 1177.5 17.4
02EC: put_hidden_package_at 271.3 932.9 9.8
02EC: put_hidden_package_at 328.7 717.2 22.8
02EC: put_hidden_package_at 473.3 16.4 33.0
02EC: put_hidden_package_at 352.5 282.2 19.6
02EC: put_hidden_package_at 70.1 -479.6 13.6
02EC: put_hidden_package_at 53.6 -446.5 7.6
02EC: put_hidden_package_at 266.3 -249.9 36.1
02EC: put_hidden_package_at 413.9 1217.4 18.4
02EC: put_hidden_package_at -172.4 -1341.3 3.9
02EC: put_hidden_package_at -233.1 -931.2 9.8
02EC: put_hidden_package_at 69.7 -796.6 11.7
02EC: put_hidden_package_at 107.5 -551.9 14.7
02EC: put_hidden_package_at 233.9 -132.2 8.0
02EC: put_hidden_package_at 424.5 89.3 11.3
02EC: put_hidden_package_at 401.6 431.1 11.4
02EC: put_hidden_package_at 193.9 678.8 12.9
02EC: put_hidden_package_at 589.4 36.0 16.7
02EC: put_hidden_package_at 519.9 -135.4 35.2
02EC: put_hidden_package_at -41.8 922.4 19.4
02EC: put_hidden_package_at -16.1 991.7 10.9
02EC: put_hidden_package_at 60.7 916.5 10.8
02EC: put_hidden_package_at -68.9 1124.0 17.0
02EC: put_hidden_package_at 82.7 1113.8 18.7
02EC: put_hidden_package_at 70.5 599.3 14.5
02EC: put_hidden_package_at 162.4 246.4 12.2
02EC: put_hidden_package_at 43.1 -150.9 12.2
02EC: put_hidden_package_at -46.6 257.7 24.5
02EC: put_hidden_package_at 43.4 -15.0 17.3
02EC: put_hidden_package_at -236.9 -588.1 10.3
02EC: put_hidden_package_at -519.0 -599.3 10.3
02EC: put_hidden_package_at -580.5 -422.6 19.8
02EC: put_hidden_package_at -310.4 -415.5 10.1
02EC: put_hidden_package_at -245.4 -323.8 10.2
02EC: put_hidden_package_at -246.9 1219.5 10.9
02EC: put_hidden_package_at -451.0 1286.6 12.6
02EC: put_hidden_package_at -764.3 1266.0 11.5
02EC: put_hidden_package_at -1550.1 1403.1 8.7
02EC: put_hidden_package_at -790.8 1119.4 9.8
02EC: put_hidden_package_at -451.5 1119.7 61.7
02EC: put_hidden_package_at -567.4 776.1 22.8
02EC: put_hidden_package_at -898.7 430.4 10.9
02EC: put_hidden_package_at -979.2 266.7 8.9
02EC: put_hidden_package_at -856.3 228.5 12.9
02EC: put_hidden_package_at -1072.5 351.7 11.2
02EC: put_hidden_package_at -1161.6 431.1 11.0
02EC: put_hidden_package_at -975.1 191.9 12.6
02EC: put_hidden_package_at -1033.4 44.0 11.1
02EC: put_hidden_package_at -994.0 -250.3 10.7
02EC: put_hidden_package_at -1104.9 -120.9 20.1
02EC: put_hidden_package_at -1131.6 -355.4 15.0
02EC: put_hidden_package_at -1195.2 -317.7 10.9
02EC: put_hidden_package_at -1093.7 -600.1 26.0
02EC: put_hidden_package_at -1179.9 -576.3 12.0
02EC: put_hidden_package_at -1018.2 -874.1 17.9
02EC: put_hidden_package_at -855.3 -631.8 11.3
02EC: put_hidden_package_at -1179.2 -718.8 22.8
02EC: put_hidden_package_at -802.9 -1184.6 11.1
02EC: put_hidden_package_at -620.8 -1342.4 16.3
02EC: put_hidden_package_at -1024.6 -1494.6 19.4
02EC: put_hidden_package_at -1090.2 -1199.2 11.2
02EC: put_hidden_package_at -829.2 -1461.0 12.6
02EC: put_hidden_package_at -1160.6 -1333.8 14.9
02EC: put_hidden_package_at -1369.3 -1255.7 18.2
02EC: put_hidden_package_at -1280.9 -1146.5 22.2
02EC: put_hidden_package_at -1773.8 -1053.2 14.8
02EC: put_hidden_package_at -1187.3 -1041.4 14.8
02EC: put_hidden_package_at -1477.3 -881.0 32.4
02EC: put_hidden_package_at -1561.8 -1059.5 14.8
02EC: put_hidden_package_at -1349.1 -1090.4 24.5
02EC: put_hidden_package_at -1567.3 -1055.5 21.3
02EC: put_hidden_package_at -1366.4 -928.0 20.8
02EC: put_hidden_package_at -1523.5 -819.1 14.8
02EC: put_hidden_package_at -1829.1 -887.6 14.8
02EC: put_hidden_package_at -1726.5 -419.2 14.8
02EC: put_hidden_package_at -1737.2 -299.2 14.8
02EC: put_hidden_package_at -1328.0 -537.1 13.9
02EC: put_hidden_package_at -1063.5 -965.5 14.8
02EC: put_hidden_package_at -1265.8 -1346.9 29.6
055B: $830 = create_clothes_pickup 11 at -1200.3 -322.9 10.9
0004: $831 = 0 ;; integer values
04F8: unknown_path 1 225.0 -1244.0 227.4 -1248.5 249.0 -1255.0 246.0 -1250.6
208.4 -1238.4 209.6 -1243.5
04F8: unknown_path 6 235.3 -1299.6 261.1 -1270.7 212.2 -1309.6 228.0 -1311.3
221.2 -1309.6 228.0 -1311.3
04F8: unknown_path 6 220.0 -1144.0 232.0 -1136.0 190.5 -1101.5 185.5 -1122.7
278.8 -1112.0 269.0 -1140.5
04F8: unknown_path 6 -112.5 -1275.0 -120.5 -1267.0 -37.7 -1244.15 -36.7 -1270.0
-189.5 -1295.4 -190.0 -1279.3
04F8: unknown_path 3 324.0 -735.5 332.0 -727.5 361.6 -715.0 338.6 -705.5
-189.5 -1295.4 -190.0 -1279.3
04F8: unknown_path 3 385.6 -602.2 377.6 -594.2 374.6 -559.0 394.6 -571.5
-189.5 -1295.4 -190.0 -1279.3
04F8: unknown_path 3 146.6 -450.2 154.6 -440.2 183.9 -480.0 184.6 -447.5
-189.5 -1295.4 -190.0 -1279.3
04F8: unknown_path 3 250.6 -457.2 240.6 -449.2 346.8 -466.4 311.5 -461.5
-189.5 -1295.4 -190.0 -1279.3
04F8: unknown_path 7 171.0 -549.2 179.0 -557.2 161.8 -693.4 168.5 -650.5
169.5 -693.4 173.0 -660.0
04F8: unknown_path 2 305.6 -183.2 315.6 -191.2 269.2 -197.8 276.6 -180.5
-189.5 -1295.4 -190.0 -1279.3
04F8: unknown_path 6 316.5 -65.0 322.5 -58.0 296.5 6.9 315.7 -11.0 369.5
12.2 342.0 -9.7
04F8: unknown_path 7 364.0 236.2 372.0 244.2 336.1 271.4 337.8 249.5
401.5 213.4 401.0 234.0
04F8: unknown_path 6 364.5 169.0 372.5 177.0 406.7 151.15 398.7 170.0
326.5 182.4 346.0 164.3
04F8: unknown_path 6 -87.0 -937.0 -99.0 -947.0 -136.0 -912.15 -115.0 -901.6 -56.0
-875.0 -95.5 -893.3
04F8: unknown_path 7 536.0 696.2 546.0 706.2 516.0 753.6 541.5 753.5
506.2 654.4 534.0 657.0
04F8: unknown_path 2 314.0 906.0 322.0 914.0 348.3 864.0 316.0 870.8
-189.5 -1295.4 -190.0 -1279.3
04F8: unknown_path 7 356.0 748.0 364.0 756.0 335.0 667.6 356.2 685.2
388.5 846.2 366.0 828.0
04F8: unknown_path 6 -34.0 1041.0 -26.0 1049.0 23.3 1075.0 28.0 1030.8 35.5
993.4 39.0 1023.3
04F8: unknown_path 2 16.0 930.0 24.0 938.0 28.3 874.0 10.0 881.8 -189.5
-1295.4 -190.0 -1279.3
04F8: unknown_path 6 -368.0 -480.0 -378.0 -490.0 -253.5 -439.0 -252.5 -470.5
-451.2 -452.4 -442.0 -480.0
04F8: unknown_path 6 -533.0 -480.0 -543.0 -490.0 -647.0 -449.0 -637.5 -481.5
-451.2 -452.4 -457.0 -480.0
04F8: unknown_path 6 -255.0 -435.0 -245.0 -443.0 -210.8 -470.0 -241.5 -472.0
-298.2 -485.0 -257.0 -477.5
04F8: unknown_path 6 -645.0 -446.0 -637.0 -454.0 -610.8 -482.0 -635.5 -472.0
-684.2 -492.0 -651.0 -480.5
04F8: unknown_path 3 -790.0 -1490.2 -798.0 -1498.2 -815.8 -1450.5 -822.0 -1469.0
-189.5 -1295.4 -190.0 -1279.3
04F8: unknown_path 6 -809.0 -1436.7 -800.0 -1428.0 -853.3 -1466.0 -824.5 -1474.8
-808.5 -1382.4 -788.0 -1392.3
04F8: unknown_path 7 -870.0 -1335.7 -862.0 -1327.0 -902.3 -1343.0 -882.5 -1348.8
-880.5 -1297.4 -860.0 -1307.3
04F8: unknown_path 3 -924.0 -1248.0 -916.0 -1240.0 -909.8 -1270.5 -920.0 -1265.0
-189.5 -1295.4 -190.0 -1279.3
04F8: unknown_path 3 -1224.0 -788.0 -1216.0 -780.0 -1260.8 -737.5 -1258.0 -780.0
-189.5 -1295.4 -190.0 -1279.3
04F8: unknown_path 3 -884.0 -1070.0 -876.0 -1078.0 -925.0 -1044.5 -901.0 -1074.0
-189.5 -1295.4 -190.0 -1279.3
04F8: unknown_path 6 -1130.0 -711.7 -1138.0 -719.7 -1111.3 -683.0 -1134.5 -686.4
-1166.0 -691.4 -1144.7 -690.3
04F8: unknown_path 6 -986.0 -713.0 -978.0 -721.0 -1011.8 -577.4 -989.7 -575.4
-945.5 -660.0 -969.4 -661.6
04F8: unknown_path 6 -1012.0 -392.0 -1004.0 -384.0 -1044.3 -337.8 -1023.7 -336.4
-975.0 -444.0 -1000.4 -445.6
04F8: unknown_path 6 -1112.0 -372.0 -1104.0 -364.0 -1078.3 -337.0 -1101.5 -339.4
-1138.0 -348.4 -1117.3 -346.3
004E: end_thread
;-------------Mission 1---------------
; Originally: (no description)
:Label0396AE
03A4: name_thread "INTRO"
0004: $ONMISSION = 1 ;; integer values
0004: $D = 0 ;; integer values
0001: wait 0 ms
016A: fade 0 () 0 ms
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 (true)
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
03AF: set_streaming 0 (disabled)
03AD: set_rubbish 0 (invisible)
054C: use_GXT_table "INTRO"
03EF: player $PLAYER_CHAR make_safe
044D: load_splash "INTRO1"
0169: set_fade_color 2 2 2
0001: wait 250 ms
023C: load_special_actor 1 "SFRENDA"
023C: load_special_actor 2 "SFRENDB"
023C: load_special_actor 3 "CSSONNY"
023C: load_special_actor 4 "SGOONA"
023C: load_special_actor 5 "SGOONB"
02F3: load_object #CUTOBJ01 "SVNTRAY"
02F3: load_object #CUTOBJ02 "DRINK"
02F3: load_object #CUTOBJ03 "MBTBEMP"
02F3: load_object #CUTOBJ04 "SCHAIR"
03AF: set_streaming 0 (disabled)
03AD: set_rubbish 0 (invisible)
04BB: select_interiour 1 ;; select render area
0363: toggle_model_render_at 231.4 -1277.7 19.0 radius 50.0 object -88
(MOB_MOBROOM2) 1
0363: toggle_model_render_at 231.4 -1277.7 19.0 radius 50.0 object -89
(MOB_DETAILSB) 1
03CB: set_camera 231.4 -1277.7 19.0
04F9: interiour_colors 16 0
038B: load_requested_models
:Label0397D5
00D6: if 24
823D: NOT special_actor 1 loaded
823D: NOT special_actor 2 loaded
823D: NOT special_actor 3 loaded
823D: NOT special_actor 4 loaded
823D: NOT special_actor 5 loaded
004D: jump_if_false Label03981F
0001: wait 0 ms
0050: gosub Label03CF19
00D6: if 0
0038: $D == 2 ;; integer values
004D: jump_if_false Label039818
0002: jump Label03C3C4
:Label039818
0002: jump Label0397D5
:Label03981F
00D6: if 23
8248: NOT model #CUTOBJ01 available
8248: NOT model #CUTOBJ02 available
8248: NOT model #CUTOBJ03 available
8248: NOT model #CUTOBJ04 available
004D: jump_if_false Label039869
0001: wait 0 ms
0050: gosub Label03CF19
00D6: if 0
0038: $D == 2 ;; integer values
004D: jump_if_false Label039862
0002: jump Label03C3C4
:Label039862
0002: jump Label03981F
:Label039869
02E4: load_cutscene_data "INT_A"
0244: set_cutscene_pos 231.411 -1277.707 19.069
041D: set_camera_near_clip .1
02E5: $7F = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $7F "SFRENDA"
02E5: $80 = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $80 "SFRENDB"
02E5: $8A = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim $8A "CSSONNY"
02E5: $81 = create_cutscene_object #SPECIAL04
02E6: set_cutscene_anim $81 "SGOONA"
02E5: $82 = create_cutscene_object #SPECIAL05
02E6: set_cutscene_anim $82 "SGOONB"
02E5: $97 = create_cutscene_object #CUTOBJ01
02E6: set_cutscene_anim $97 "SVNTRAY"
02E5: $98 = create_cutscene_object #CUTOBJ02
02E6: set_cutscene_anim $98 "DRINK01"
02E5: $99 = create_cutscene_object #CUTOBJ02
02E6: set_cutscene_anim $99 "DRINK02"
02E5: $9A = create_cutscene_object #CUTOBJ02
02E6: set_cutscene_anim $9A "DRINK03"
02E5: $7E = create_cutscene_object #CUTOBJ03
02E6: set_cutscene_anim $7E "MBTBEMP"
02E5: $D8 = create_cutscene_object #CUTOBJ04
02E6: set_cutscene_anim $D8 "SCHAIR"
016A: fade 1 (back) 2000 ms
03AD: set_rubbish 0 (invisible)
03AF: set_streaming 1 (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime
:Label039983
00D6: if 0
001A: 1246 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0399C6
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if 0
0038: $D == 2 ;; integer values
004D: jump_if_false Label0399BF
0002: jump Label03C3C4
:Label0399BF
0002: jump Label039983
:Label0399C6
00BC: text_highpriority "INT1_A" 10000 ms 1 ;; Tommy Vercetti...Huh! shit.
:Label0399D5
00D6: if 0
001A: 2708 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label039A18
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if 0
0038: $D == 2 ;; integer values
004D: jump_if_false Label039A11
0002: jump Label03C3C4
:Label039A11
0002: jump Label0399D5
:Label039A18
00BC: text_highpriority "INT1_B" 10000 ms 1 ;; Didn't think they'd ever let him
out.
:Label039A27
00D6: if 0
001A: 4796 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label039A6A
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if 0
0038: $D == 2 ;; integer values
004D: jump_if_false Label039A63
0002: jump Label03C3C4
:Label039A63
0002: jump Label039A27
:Label039A6A
00BC: text_highpriority "INT1_C" 10000 ms 1 ;; He kept his head down, helps
people forget.
:Label039A79
00D6: if 0
001A: 7086 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label039ABC
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if 0
0038: $D == 2 ;; integer values
004D: jump_if_false Label039AB5
0002: jump Label03C3C4
:Label039AB5
0002: jump Label039A79
:Label039ABC
00BC: text_highpriority "INT1_D" 10000 ms 1 ;; People will remember soon enough.
:Label039ACB
00D6: if 0
001A: 8404 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label039B0E
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if 0
0038: $D == 2 ;; integer values
004D: jump_if_false Label039B07
0002: jump Label03C3C4
:Label039B07
0002: jump Label039ACB
:Label039B0E
00BC: text_highpriority "INT1_E" 10000 ms 1 ;; When they see him walking down
the streets of their neighborhoods.
:Label039B1D
00D6: if 0
001A: 10756 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label039B60
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if 0
0038: $D == 2 ;; integer values
004D: jump_if_false Label039B59
0002: jump Label03C3C4
:Label039B59
0002: jump Label039B1D
:Label039B60
00BC: text_highpriority "INT1_F" 10000 ms 1 ;; It will be bad for business.
:Label039B6F
00D6: if 0
001A: 12614 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label039BB2
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if 0
0038: $D == 2 ;; integer values
004D: jump_if_false Label039BAB
0002: jump Label03C3C4
:Label039BAB
0002: jump Label039B6F
:Label039BB2
00BC: text_highpriority "INT1_G" 10000 ms 1 ;; Well, what are we gonna do,
Sonny?
:Label039BC1
00D6: if 0
001A: 14813 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label039C04
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if 0
0038: $D == 2 ;; integer values
004D: jump_if_false Label039BFD
0002: jump Label03C3C4
:Label039BFD
0002: jump Label039BC1
:Label039C04
00BC: text_highpriority "INT1_H" 10000 ms 1 ;; We treat him like an old friend
and keep him busy out of town. OK?
:Label039C13
00D6: if 0
001A: 18741 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label039C56
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if 0
0038: $D == 2 ;; integer values
004D: jump_if_false Label039C4F
0002: jump Label03C3C4
:Label039C4F
0002: jump Label039C13
:Label039C56
00BC: text_highpriority "INT1_I" 10000 ms 1 ;; We been talking about expanding
down South, right?
:Label039C65
00D6: if 0
001A: 21294 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label039CA8
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if 0
0038: $D == 2 ;; integer values
004D: jump_if_false Label039CA1
0002: jump Label03C3C4
:Label039CA1
0002: jump Label039C65
:Label039CA8
00BC: text_highpriority "INT1_J" 10000 ms 1 ;; Vice City is twenty-four carat
gold these days.
:Label039CB7
00D6: if 0
001A: 24399 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label039CFA
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if 0
0038: $D == 2 ;; integer values
004D: jump_if_false Label039CF3
0002: jump Label03C3C4
:Label039CF3
0002: jump Label039CB7
:Label039CFA
00BC: text_highpriority "INT1_K" 10000 ms 1 ;; The Colombians, the Mexicans,
hell,
:Label039D09
00D6: if 0
001A: 26496 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label039D4C
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if 0
0038: $D == 2 ;; integer values
004D: jump_if_false Label039D45
0002: jump Label03C3C4
:Label039D45
0002: jump Label039D09
:Label039D4C
00BC: text_highpriority "INT1_L" 10000 ms 1 ;; even those Cuban refugees are
cutting themselves a piece of some nice action.
:Label039D5B
00D6: if 0
001A: 31264 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label039D9E
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if 0
0038: $D == 2 ;; integer values
004D: jump_if_false Label039D97
0002: jump Label03C3C4
:Label039D97
0002: jump Label039D5B
:Label039D9E
00BC: text_highpriority "INT1_M" 10000 ms 1 ;; But it's all drugs, Sonny,
:Label039DAD
00D6: if 0
001A: 32904 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label039DF2
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if 0
0038: $D == 2 ;; integer values
004D: jump_if_false Label039DEB
0002: jump Label03C3C4
:Label039DEB
0002: jump Label039DAD
:Label039DF2
00BC: text_highpriority "INT1_N" 10000 ms 1 ;; None of the families will touch
that shit!
:Label039E01
00D6: if 0
001A: 35200 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label039E46
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if 0
0038: $D == 2 ;; integer values
004D: jump_if_false Label039E3F
0002: jump Label03C3C4
:Label039E3F
0002: jump Label039E01
:Label039E46
00BC: text_highpriority "INT1_O" 10000 ms 1 ;; Times are changing.
:Label039E55
00D6: if 0
001A: 36522 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label039E9A
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if 0
0038: $D == 2 ;; integer values
004D: jump_if_false Label039E93
0002: jump Label03C3C4
:Label039E93
0002: jump Label039E55
:Label039E9A
00BC: text_highpriority "INT1_P" 10000 ms 1 ;; The families can't keep their
backs turned while our enemies reap the rewards.
:Label039EA9
00D6: if 0
001A: 41196 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label039EEE
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if 0
0038: $D == 2 ;; integer values
004D: jump_if_false Label039EE7
0002: jump Label03C3C4
:Label039EE7
0002: jump Label039EA9
:Label039EEE
00BC: text_highpriority "INT1_Q" 10000 ms 1 ;; So, we send someone down to do
the dirty work for us...
:Label039EFD
00D6: if 0
001A: 45232 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label039F42
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if 0
0038: $D == 2 ;; integer values
004D: jump_if_false Label039F3B
0002: jump Label03C3C4
:Label039F3B
0002: jump Label039EFD
:Label039F42
00BC: text_highpriority "INT1_R" 10000 ms 1 ;; and cut ourselves a nice quiet
slice. OK?
:Label039F51
00D6: if 0
001A: 48992 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label039F96
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if 0
0038: $D == 2 ;; integer values
004D: jump_if_false Label039F8F
0002: jump Label03C3C4
:Label039F8F
0002: jump Label039F51
:Label039F96
00BC: text_highpriority "INT1_S" 10000 ms 1 ;; Who's our contact down there?
:Label039FA5
00D6: if 0
001A: 50206 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label039FEA
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if 0
0038: $D == 2 ;; integer values
004D: jump_if_false Label039FE3
0002: jump Label03C3C4
:Label039FE3
0002: jump Label039FA5
:Label039FEA
00BC: text_highpriority "INT1_T" 10000 ms 1 ;; Ken Rosenberg, schmuck of a
lawyer.
:Label039FF9
00D6: if 0
001A: 52509 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03A03E
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if 0
0038: $D == 2 ;; integer values
004D: jump_if_false Label03A037
0002: jump Label03C3C4
:Label03A037
0002: jump Label039FF9
:Label03A03E
00BC: text_highpriority "INT1_U" 10000 ms 1 ;; How's he gonna hold Vercetti's
leash?
:Label03A04D
00D6: if 0
001A: 54340 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03A092
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if 0
0038: $D == 2 ;; integer values
004D: jump_if_false Label03A08B
0002: jump Label03C3C4
:Label03A08B
0002: jump Label03A04D
:Label03A092
00BC: text_highpriority "INT1_V" 10000 ms 1 ;; We don't need him to.
:Label03A0A1
00D6: if 0
001A: 56291 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03A0E6
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if 0
0038: $D == 2 ;; integer values
004D: jump_if_false Label03A0DF
0002: jump Label03C3C4
:Label03A0DF
0002: jump Label03A0A1
:Label03A0E6
00BC: text_highpriority "INT1_W" 10000 ms 1 ;; We just set him loose in Vice
City,
:Label03A0F5
00D6: if 0
001A: 57900 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03A13A
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if 0
0038: $D == 2 ;; integer values
004D: jump_if_false Label03A133
0002: jump Label03C3C4
:Label03A133
0002: jump Label03A0F5
:Label03A13A
00BC: text_highpriority "INT1_X" 10000 ms 1 ;; we give him a little cash to get
started. OK?
:Label03A149
00D6: if 0
001A: 61168 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03A18E
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if 0
0038: $D == 2 ;; integer values
004D: jump_if_false Label03A187
0002: jump Label03C3C4
:Label03A187
0002: jump Label03A149
:Label03A18E
00BC: text_highpriority "INT1_Y" 10000 ms 1 ;; Give it a few months.
:Label03A19D
00D6: if 0
001A: 62518 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03A1E2
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if 0
0038: $D == 2 ;; integer values
004D: jump_if_false Label03A1DB
0002: jump Label03C3C4
:Label03A1DB
0002: jump Label03A19D
:Label03A1E2
00BC: text_highpriority "INT1_Z" 10000 ms 1 ;; Then we go down,
:Label03A1F1
00D6: if 0
001A: 64169 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03A236
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if 0
0038: $D == 2 ;; integer values
004D: jump_if_false Label03A22F
0002: jump Label03C3C4
:Label03A22F
0002: jump Label03A1F1
:Label03A236
00BC: text_highpriority "INT1_A1" 10000 ms 1 ;; pay him a little visit, right?
:Label03A245
00D6: if 0
001A: 65706 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03A28A
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if 0
0038: $D == 2 ;; integer values
004D: jump_if_false Label03A283
0002: jump Label03C3C4
:Label03A283
0002: jump Label03A245
:Label03A28A
00BC: text_highpriority "INT1_A2" 10000 ms 1 ;; see how he's doing.
:Label03A299
00D6: if 0
001A: 66784 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03A2DE
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if 0
0038: $D == 2 ;; integer values
004D: jump_if_false Label03A2D7
0002: jump Label03C3C4
:Label03A2D7
0002: jump Label03A299
:Label03A2DE
00BE: text_clear_all
:Label03A2E0
00D6: if 0
001A: 68240 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03A325
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if 0
0038: $D == 2 ;; integer values
004D: jump_if_false Label03A31E
0002: jump Label03C3C4
:Label03A31E
0002: jump Label03A2E0
:Label03A325
00BE: text_clear_all
0169: set_fade_color 1 1 1
016A: fade 0 () 2000 ms
:Label03A336
00D6: if 0
016B: fading
004D: jump_if_false Label03A36E
0001: wait 0 ms
0050: gosub Label03CF19
00D6: if 0
0038: $D == 2 ;; integer values
004D: jump_if_false Label03A367
0002: jump Label03C3C4
:Label03A367
0002: jump Label03A336
:Label03A36E
02EA: end_cutscene
04FA: reset_interior_colors 0
03AD: set_rubbish 1 (visible)
0296: unload_special_actor 1
0296: unload_special_actor 2
0296: unload_special_actor 3
0296: unload_special_actor 4
0296: unload_special_actor 5
0249: release_model #CUTOBJ01
0249: release_model #CUTOBJ02
0249: release_model #CUTOBJ03
0249: release_model #CUTOBJ04
0363: toggle_model_render_at 231.4 -1277.7 19.0 radius 50.0 object -88
(MOB_MOBROOM2) 0
0363: toggle_model_render_at 231.4 -1277.7 19.0 radius 50.0 object -89
(MOB_DETAILSB) 0
04BB: select_interiour 0 ;; select render area
0001: wait 0 ms
0522: (unknown)
044D: load_splash "INTRO2"
0169: set_fade_color 2 2 2
0001: wait 250 ms
01B6: set_weather 4
00C0: set_current_time 12 0
023C: load_special_actor 1 "CSKEN"
023C: load_special_actor 2 "CSPLAY"
023C: load_special_actor 3 "SGOONA"
023C: load_special_actor 4 "SGOONB"
02F3: load_object #CUTOBJ01 "AIRPLAN"
02F3: load_object #CUTOBJ02 "MERCED"
02F3: load_object #CUTOBJ03 "BRFCASE"
0247: request_model -90 (AP_RADAR1_01)
0247: request_model -91 (VEG_PALM04)
03CB: set_camera -1592.0 -545.0 15.0
04E4: unknown_refresh_game_renderer_at -1654.0 -1388.0
038B: load_requested_models
:Label03A47D
00D6: if 25
823D: NOT special_actor 1 loaded
823D: NOT special_actor 2 loaded
823D: NOT special_actor 3 loaded
823D: NOT special_actor 4 loaded
8248: NOT model #CUTOBJ01 available
8248: NOT model #CUTOBJ02 available
004D: jump_if_false Label03A4CD
0001: wait 0 ms
0050: gosub Label03CF19
00D6: if 0
0038: $D == 2 ;; integer values
004D: jump_if_false Label03A4C6
0002: jump Label03C3C4
:Label03A4C6
0002: jump Label03A47D
:Label03A4CD
00D6: if 22
8248: NOT model #CUTOBJ03 available
8248: NOT model -90 (AP_RADAR1_01) available
8248: NOT model -91 (VEG_PALM04) available
004D: jump_if_false Label03A510
0001: wait 0 ms
0050: gosub Label03CF19
00D6: if 0
0038: $D == 2 ;; integer values
004D: jump_if_false Label03A509
0002: jump Label03C3C4
:Label03A509
0002: jump Label03A4CD
:Label03A510
0055: put_player $PLAYER_CHAR at -1654.0 -1388.0 -100.0
0569: "AIRPLAN"
02E4: load_cutscene_data "INT_M"
0244: set_cutscene_pos -1601.536 -548.298 13.679
02E5: $8D = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $8D "CSKEN"
02E5: $7D = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $7D "CSPLAY"
02E5: $81 = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim $81 "SGOONA"
02E5: $82 = create_cutscene_object #SPECIAL04
02E6: set_cutscene_anim $82 "SGOONB"
02E5: $D0 = create_cutscene_object #CUTOBJ01
02E6: set_cutscene_anim $D0 "AIRPLAN"
02E5: $CF = create_cutscene_object #CUTOBJ02
02E6: set_cutscene_anim $CF "MERCED"
0418: (unknown) $CF 1
02E5: $83 = create_cutscene_object #CUTOBJ03
02E6: set_cutscene_anim $83 "BRFCASE"
0525: unknown_cutscene_command $8D $CF "MERCBOD"
0525: unknown_cutscene_command $7D $CF "MERCBOD"
0525: unknown_cutscene_command $81 $CF "MERCBOD"
0525: unknown_cutscene_command $82 $CF "MERCBOD"
016A: fade 1 (back) 3000 ms
03AF: set_streaming 1 (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime
:Label03A631
00D6: if 0
001A: 4860 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03A674
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if 0
0038: $D == 2 ;; integer values
004D: jump_if_false Label03A66D
0002: jump Label03C3C4
:Label03A66D
0002: jump Label03A631
:Label03A674
00BC: text_highpriority "INT2_A" 10000 ms 1 ;; Hey, hey, guys! It's, uh, Ken
Rosenberg here! Hey! Heh, heh, hey, great, hey!
:Label03A683
00D6: if 0
001A: 6400 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03A6C6
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if 0
0038: $D == 2 ;; integer values
004D: jump_if_false Label03A6BF
0002: jump Label03C3C4
:Label03A6BF
0002: jump Label03A683
:Label03A6C6
041D: set_camera_near_clip .15
:Label03A6CD
00D6: if 0
001A: 9600 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03A710
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if 0
0038: $D == 2 ;; integer values
004D: jump_if_false Label03A709
0002: jump Label03C3C4
:Label03A709
0002: jump Label03A6CD
:Label03A710
00BC: text_highpriority "INT2_B" 10000 ms 1 ;; Well, uh, I'm gonna drive you
guys to the meet, okay?
:Label03A71F
00D6: if 0
001A: 12342 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03A762
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if 0
0038: $D == 2 ;; integer values
004D: jump_if_false Label03A75B
0002: jump Label03C3C4
:Label03A75B
0002: jump Label03A71F
:Label03A762
00BC: text_highpriority "INT2_C" 10000 ms 1 ;; Now, I've talked to the suppliers
and they are very, huh-ha,
:Label03A771
00D6: if 0
001A: 15840 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03A7B4
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if 0
0038: $D == 2 ;; integer values
004D: jump_if_false Label03A7AD
0002: jump Label03C3C4
:Label03A7AD
0002: jump Label03A771
:Label03A7B4
00BC: text_highpriority "INT2_D" 10000 ms 1 ;; keen to start a business
relationship, so, uh,
:Label03A7C3
00D6: if 0
001A: 17556 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03A806
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if 0
0038: $D == 2 ;; integer values
004D: jump_if_false Label03A7FF
0002: jump Label03C3C4
:Label03A7FF
0002: jump Label03A7C3
:Label03A806
00BC: text_highpriority "INT2_E" 10000 ms 1 ;; if all goes well, we should, uh,
:Label03A815
00D6: if 0
001A: 20640 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03A858
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if 0
0038: $D == 2 ;; integer values
004D: jump_if_false Label03A851
0002: jump Label03C3C4
:Label03A851
0002: jump Label03A815
:Label03A858
00BC: text_highpriority "INT2_F" 10000 ms 1 ;; be doing very nicely for
ourselves, which is, y'know...
:Label03A867
00D6: if 0
001A: 23018 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03A8AA
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if 0
0038: $D == 2 ;; integer values
004D: jump_if_false Label03A8A3
0002: jump Label03C3C4
:Label03A8A3
0002: jump Label03A867
:Label03A8AA
00BC: text_highpriority "INT2_G" 10000 ms 1 ;; good..
:Label03A8B9
00D6: if 0
001A: 25863 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03A8FC
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if 0
0038: $D == 2 ;; integer values
004D: jump_if_false Label03A8F5
0002: jump Label03C3C4
:Label03A8F5
0002: jump Label03A8B9
:Label03A8FC
00BC: text_highpriority "INT2_H" 10000 ms 1 ;; Okay, so. They're brothers, okay.
:Label03A90B
00D6: if 0
001A: 26000 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03A94E
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if 0
0038: $D == 2 ;; integer values
004D: jump_if_false Label03A947
0002: jump Label03C3C4
:Label03A947
0002: jump Label03A90B
:Label03A94E
00D6: if 0
001A: 27624 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03A991
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if 0
0038: $D == 2 ;; integer values
004D: jump_if_false Label03A98A
0002: jump Label03C3C4
:Label03A98A
0002: jump Label03A94E
:Label03A991
00BC: text_highpriority "INT2_I" 10000 ms 1 ;; One operates the uh, the
business,
:Label03A9A0
00D6: if 0
001A: 29348 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03A9E3
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if 0
0038: $D == 2 ;; integer values
004D: jump_if_false Label03A9DC
0002: jump Label03C3C4
:Label03A9DC
0002: jump Label03A9A0
:Label03A9E3
00BC: text_highpriority "INT2_J" 10000 ms 1 ;; and the other one does the
flying.
:Label03A9F2
00D6: if 0
001A: 30300 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03AA35
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if 0
0038: $D == 2 ;; integer values
004D: jump_if_false Label03AA2E
0002: jump Label03C3C4
:Label03AA2E
0002: jump Label03A9F2
:Label03AA35
00BE: text_clear_all
0169: set_fade_color 1 1 1
016A: fade 0 () 2000 ms
:Label03AA46
00D6: if 0
016B: fading
004D: jump_if_false Label03AA9A
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
00D6: if 0
0028: $CUT_SCENE_TIME >= 33300 ;; integer values
004D: jump_if_false Label03AA73
00BE: text_clear_all
:Label03AA73
0050: gosub Label03CF19
00D6: if 0
0038: $D == 2 ;; integer values
004D: jump_if_false Label03AA93
0002: jump Label03C3C4
:Label03AA93
0002: jump Label03AA46
:Label03AA9A
00BE: text_clear_all
02EA: end_cutscene
0296: unload_special_actor 1
0296: unload_special_actor 2
0296: unload_special_actor 3
0296: unload_special_actor 4
0249: release_model #CUTOBJ01
0249: release_model #CUTOBJ02
0249: release_model #CUTOBJ03
0249: release_model -90 (AP_RADAR1_01)
0249: release_model -91 (VEG_PALM04)
0001: wait 0 ms
044D: load_splash "INTRO3"
0169: set_fade_color 2 2 2
0001: wait 250 ms
01B6: set_weather 0
00C0: set_current_time 20 0
023C: load_special_actor 1 "CSKEN"
023C: load_special_actor 2 "CSDEAL"
023C: load_special_actor 3 "SGOONA"
023C: load_special_actor 4 "SGOONB"
023C: load_special_actor 5 "CSASSA"
023C: load_special_actor 6 "CSASSB"
023C: load_special_actor 7 "CSASSC"
023C: load_special_actor 8 "CSPLAY"
02F3: load_object #CUTOBJ01 "CS_CHOP"
02F3: load_object #CUTOBJ02 "BRFCASE"
02F3: load_object #CUTOBJ03 "DELCASE"
02F3: load_object #CUTOBJ04 "MERCED"
0247: request_model -92 (DOC_CRANEEGGS04)
0247: request_model -93 (DOC_CRANE_CAB04)
0247: request_model -94 (DOCKFUEL07)
04E4: unknown_refresh_game_renderer_at -692.0 -1559.0
0055: put_player $PLAYER_CHAR at -683.145 -1581.747 11.53
03CB: set_camera -692.0 -1559.0 12.0
04F9: interiour_colors 14 0
038B: load_requested_models
:Label03ABC3
00D6: if 25
823D: NOT special_actor 1 loaded
823D: NOT special_actor 2 loaded
823D: NOT special_actor 3 loaded
823D: NOT special_actor 4 loaded
823D: NOT special_actor 5 loaded
823D: NOT special_actor 6 loaded
004D: jump_if_false Label03AC11
0001: wait 0 ms
0050: gosub Label03CF19
00D6: if 0
0038: $D == 2 ;; integer values
004D: jump_if_false Label03AC0A
0002: jump Label03C3C4
:Label03AC0A
0002: jump Label03ABC3
:Label03AC11
00D6: if 25
823D: NOT special_actor 7 loaded
823D: NOT special_actor 8 loaded
8248: NOT model #CUTOBJ01 available
8248: NOT model #CUTOBJ02 available
8248: NOT model #CUTOBJ03 available
8248: NOT model #CUTOBJ04 available
004D: jump_if_false Label03AC63
0001: wait 0 ms
0050: gosub Label03CF19
00D6: if 0
0038: $D == 2 ;; integer values
004D: jump_if_false Label03AC5C
0002: jump Label03C3C4
:Label03AC5C
0002: jump Label03AC11
:Label03AC63
00D6: if 22
8248: NOT model -92 (DOC_CRANEEGGS04) available
8248: NOT model -93 (DOC_CRANE_CAB04) available
8248: NOT model -94 (DOCKFUEL07) available
004D: jump_if_false Label03ACA5
0001: wait 0 ms
0050: gosub Label03CF19
00D6: if 0
0038: $D == 2 ;; integer values
004D: jump_if_false Label03AC9E
0002: jump Label03C3C4
:Label03AC9E
0002: jump Label03AC63
:Label03ACA5
0569: "CS_CHOP"
02E4: load_cutscene_data "INT_D"
0244: set_cutscene_pos -690.0 -1568.0 11.44
02E5: $7D = create_cutscene_object #SPECIAL08
02E6: set_cutscene_anim $7D "CSPLAY"
02E5: $8D = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $8D "CSKEN"
02E5: $8F = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $8F "CSDEAL"
02E5: $81 = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim $81 "SGOONA"
02E5: $82 = create_cutscene_object #SPECIAL04
02E6: set_cutscene_anim $82 "SGOONB"
02E5: $91 = create_cutscene_object #SPECIAL05
02E6: set_cutscene_anim $91 "CSASSA"
02E5: $92 = create_cutscene_object #SPECIAL06
02E6: set_cutscene_anim $92 "CSASSB"
02E5: $93 = create_cutscene_object #SPECIAL07
02E6: set_cutscene_anim $93 "CSASSC"
02E5: $94 = create_cutscene_object #CUTOBJ01
02E6: set_cutscene_anim $94 "CS_CHOP"
0418: (unknown) $94 1
02E5: $83 = create_cutscene_object #CUTOBJ02
02E6: set_cutscene_anim $83 "BRFCASE"
02E5: $84 = create_cutscene_object #CUTOBJ03
02E6: set_cutscene_anim $84 "DELCASE"
02E5: $CF = create_cutscene_object #CUTOBJ04
02E6: set_cutscene_anim $CF "MERCED"
0418: (unknown) $CF 1
0525: unknown_cutscene_command $8D $CF "MERCBOD"
016A: fade 1 (back) 2000 ms
03AF: set_streaming 1 (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime
:Label03ADEE
00D6: if 0
001A: 6500 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03AE31
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if 0
0038: $D == 2 ;; integer values
004D: jump_if_false Label03AE2A
0002: jump Label03C3C4
:Label03AE2A
0002: jump Label03ADEE
:Label03AE31
0598: unknown_cutscene_command $94 10.0 8
:Label03AE3D
00D6: if 0
001A: 8743 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03AE8C
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if 0
0038: $D == 2 ;; integer values
004D: jump_if_false Label03AE79
0002: jump Label03C3C4
:Label03AE79
0598: unknown_cutscene_command $94 10.0 8
0002: jump Label03AE3D
:Label03AE8C
00BC: text_highpriority "INT3_A" 10000 ms 1 ;; Ok, that's them in the chopper.
0598: unknown_cutscene_command $94 10.0 8
:Label03AEA7
00D6: if 0
001A: 10784 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03AEF6
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if 0
0038: $D == 2 ;; integer values
004D: jump_if_false Label03AEE3
0002: jump Label03C3C4
:Label03AEE3
0598: unknown_cutscene_command $94 10.0 8
0002: jump Label03AEA7
:Label03AEF6
00BC: text_highpriority "INT3_B" 10000 ms 1 ;; All right, here's the deal.
0598: unknown_cutscene_command $94 10.0 8
:Label03AF11
00D6: if 0
001A: 12040 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03AF60
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if 0
0038: $D == 2 ;; integer values
004D: jump_if_false Label03AF4D
0002: jump Label03C3C4
:Label03AF4D
0598: unknown_cutscene_command $94 10.0 8
0002: jump Label03AF11
:Label03AF60
00BC: text_highpriority "INT3_C" 10000 ms 1 ;; They want a straight exchange on
open ground.
0598: unknown_cutscene_command $94 10.0 8
:Label03AF7B
00D6: if 0
001A: 14488 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03AFCA
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if 0
0038: $D == 2 ;; integer values
004D: jump_if_false Label03AFB7
0002: jump Label03C3C4
:Label03AFB7
0598: unknown_cutscene_command $94 10.0 8
0002: jump Label03AF7B
:Label03AFCA
00BC: text_highpriority "INT3_D" 10000 ms 1 ;; All right? Ok. Stay tight, let's
go.
0598: unknown_cutscene_command $94 10.0 4
:Label03AFE5
00D6: if 0
001A: 17072 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03B034
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if 0
0038: $D == 2 ;; integer values
004D: jump_if_false Label03B021
0002: jump Label03C3C4
:Label03B021
0598: unknown_cutscene_command $94 10.0 4
0002: jump Label03AFE5
:Label03B034
03D5: remove_text "INT3_D" ;; All right? Ok. Stay tight, let's go.
0598: unknown_cutscene_command $94 10.0 4
:Label03B04A
00D6: if 0
001A: 20384 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03B099
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if 0
0038: $D == 2 ;; integer values
004D: jump_if_false Label03B086
0002: jump Label03C3C4
:Label03B086
0598: unknown_cutscene_command $94 10.0 4
0002: jump Label03B04A
:Label03B099
0598: unknown_cutscene_command $94 10.0 4
:Label03B0A5
00D6: if 0
001A: 23200 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03B0F4
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if 0
0038: $D == 2 ;; integer values
004D: jump_if_false Label03B0E1
0002: jump Label03C3C4
:Label03B0E1
0598: unknown_cutscene_command $94 10.0 4
0002: jump Label03B0A5
:Label03B0F4
0598: unknown_cutscene_command $94 10.0 4
:Label03B100
00D6: if 0
001A: 35596 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03B151
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if 0
0038: $D == 2 ;; integer values
004D: jump_if_false Label03B13E
0002: jump Label03C3C4
:Label03B13E
0598: unknown_cutscene_command $94 10.0 4
0002: jump Label03B100
:Label03B151
00BC: text_highpriority "INT3_G" 10000 ms 1 ;; Got it?
0598: unknown_cutscene_command $94 10.0 4
:Label03B16C
00D6: if 0
001A: 36430 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03B1BD
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if 0
0038: $D == 2 ;; integer values
004D: jump_if_false Label03B1AA
0002: jump Label03C3C4
:Label03B1AA
0598: unknown_cutscene_command $94 10.0 4
0002: jump Label03B16C
:Label03B1BD
00BC: text_highpriority "INT3_H" 10000 ms 1 ;; 100% pure grade-A Colombian, my
friend.
0598: unknown_cutscene_command $94 10.0 4
:Label03B1D8
00D6: if 0
001A: 39824 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03B229
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if 0
0038: $D == 2 ;; integer values
004D: jump_if_false Label03B216
0002: jump Label03C3C4
:Label03B216
0598: unknown_cutscene_command $94 10.0 4
0002: jump Label03B1D8
:Label03B229
00BC: text_highpriority "INT3_M" 10000 ms 1 ;; Let me see it.
0598: unknown_cutscene_command $94 10.0 4
:Label03B244
00D6: if 0
001A: 40896 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03B295
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if 0
0038: $D == 2 ;; integer values
004D: jump_if_false Label03B282
0002: jump Label03C3C4
:Label03B282
0598: unknown_cutscene_command $94 10.0 4
0002: jump Label03B244
:Label03B295
00BC: text_highpriority "INT3_I" 10000 ms 1 ;; The greens?
0598: unknown_cutscene_command $94 10.0 4
:Label03B2B0
00D6: if 0
001A: 42518 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03B301
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if 0
0038: $D == 2 ;; integer values
004D: jump_if_false Label03B2EE
0002: jump Label03C3C4
:Label03B2EE
0598: unknown_cutscene_command $94 10.0 4
0002: jump Label03B2B0
:Label03B301
00BC: text_highpriority "INT3_J" 10000 ms 1 ;; Tens and twenties...used.
0598: unknown_cutscene_command $94 10.0 4
:Label03B31C
00D6: if 0
001A: 46872 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03B36D
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if 0
0038: $D == 2 ;; integer values
004D: jump_if_false Label03B35A
0002: jump Label03C3C4
:Label03B35A
0598: unknown_cutscene_command $94 10.0 4
0002: jump Label03B31C
:Label03B36D
00BC: text_highpriority "INT3_K" 10000 ms 1 ;; I think we have a deal, my
friend. HA HA!
0598: unknown_cutscene_command $94 10.0 4
:Label03B388
00D6: if 0
001A: 51100 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03B3CD
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if 0
0038: $D == 2 ;; integer values
004D: jump_if_false Label03B3C6
0002: jump Label03C3C4
:Label03B3C6
0002: jump Label03B388
:Label03B3CD
00D6: if 0
856A: NOT (unknown)
004D: jump_if_false Label03B3FA
058A: unknown -684.222 -1577.189 12.384 -695.416 -1576.626 12.415
:Label03B3FA
0598: unknown_cutscene_command $94 10.0 4
:Label03B406
00D6: if 0
001A: 51233 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03B457
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if 0
0038: $D == 2 ;; integer values
004D: jump_if_false Label03B444
0002: jump Label03C3C4
:Label03B444
0598: unknown_cutscene_command $94 10.0 4
0002: jump Label03B406
:Label03B457
00D6: if 0
856A: NOT (unknown)
004D: jump_if_false Label03B484
058A: unknown -684.222 -1577.189 12.384 -695.416 -1576.626 12.415
:Label03B484
0598: unknown_cutscene_command $94 10.0 4
:Label03B490
00D6: if 0
001A: 51366 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03B4E1
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if 0
0038: $D == 2 ;; integer values
004D: jump_if_false Label03B4CE
0002: jump Label03C3C4
:Label03B4CE
0598: unknown_cutscene_command $94 10.0 4
0002: jump Label03B490
:Label03B4E1
00D6: if 0
856A: NOT (unknown)
004D: jump_if_false Label03B50E
058A: unknown -684.222 -1577.189 12.384 -695.416 -1576.626 12.415
:Label03B50E
0598: unknown_cutscene_command $94 10.0 4
:Label03B51A
00D6: if 0
001A: 51500 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03B56B
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if 0
0038: $D == 2 ;; integer values
004D: jump_if_false Label03B558
0002: jump Label03C3C4
:Label03B558
0598: unknown_cutscene_command $94 10.0 4
0002: jump Label03B51A
:Label03B56B
00D6: if 0
856A: NOT (unknown)
004D: jump_if_false Label03B5B8
058A: unknown -684.222 -1577.189 12.384 -695.416 -1576.626 12.415
058A: unknown -696.522 -1577.432 12.826 -696.492 -1577.354 12.815
:Label03B5B8
0598: unknown_cutscene_command $94 10.0 4
:Label03B5C4
00D6: if 0
001A: 51633 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03B615
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if 0
0038: $D == 2 ;; integer values
004D: jump_if_false Label03B602
0002: jump Label03C3C4
:Label03B602
0598: unknown_cutscene_command $94 10.0 4
0002: jump Label03B5C4
:Label03B615
00D6: if 0
856A: NOT (unknown)
004D: jump_if_false Label03B642
058A: unknown -684.222 -1577.189 12.384 -695.416 -1576.626 12.415
:Label03B642
0598: unknown_cutscene_command $94 10.0 4
:Label03B64E
00D6: if 0
001A: 51733 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03B69F
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if 0
0038: $D == 2 ;; integer values
004D: jump_if_false Label03B68C
0002: jump Label03C3C4
:Label03B68C
0598: unknown_cutscene_command $94 10.0 4
0002: jump Label03B64E
:Label03B69F
00D6: if 0
856A: NOT (unknown)
004D: jump_if_false Label03B6CC
058A: unknown -696.442 -1577.358 12.765 -696.402 -1577.286 12.749
:Label03B6CC
0598: unknown_cutscene_command $94 10.0 4
:Label03B6D8
00D6: if 0
001A: 51766 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03B729
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if 0
0038: $D == 2 ;; integer values
004D: jump_if_false Label03B716
0002: jump Label03C3C4
:Label03B716
0598: unknown_cutscene_command $94 10.0 4
0002: jump Label03B6D8
:Label03B729
00D6: if 0
856A: NOT (unknown)
004D: jump_if_false Label03B756
058A: unknown -684.222 -1577.189 12.384 -695.416 -1576.626 12.415
:Label03B756
0598: unknown_cutscene_command $94 10.0 4
:Label03B762
00D6: if 0
001A: 51900 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03B7B3
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if 0
0038: $D == 2 ;; integer values
004D: jump_if_false Label03B7A0
0002: jump Label03C3C4
:Label03B7A0
0598: unknown_cutscene_command $94 10.0 4
0002: jump Label03B762
:Label03B7B3
00D6: if 0
856A: NOT (unknown)
004D: jump_if_false Label03B7E0
058A: unknown -684.222 -1577.189 12.384 -695.416 -1576.626 12.415
:Label03B7E0
0598: unknown_cutscene_command $94 10.0 4
:Label03B7EC
00D6: if 0
001A: 51966 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03B83D
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if 0
0038: $D == 2 ;; integer values
004D: jump_if_false Label03B82A
0002: jump Label03C3C4
:Label03B82A
0598: unknown_cutscene_command $94 10.0 4
0002: jump Label03B7EC
:Label03B83D
00D6: if 0
856A: NOT (unknown)
004D: jump_if_false Label03B86A
058A: unknown -696.448 -1577.274 12.666 -696.405 -1577.206 12.643
:Label03B86A
0598: unknown_cutscene_command $94 10.0 4
:Label03B876
00D6: if 0
001A: 52033 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03B8C7
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if 0
0038: $D == 2 ;; integer values
004D: jump_if_false Label03B8B4
0002: jump Label03C3C4
:Label03B8B4
0598: unknown_cutscene_command $94 10.0 4
0002: jump Label03B876
:Label03B8C7
00D6: if 0
856A: NOT (unknown)
004D: jump_if_false Label03B914
058A: unknown -684.222 -1577.189 12.384 -695.416 -1576.626 12.415
058A: unknown -696.354 -1578.122 13.06 -695.836 -1577.301 13.02
:Label03B914
0598: unknown_cutscene_command $94 10.0 4
:Label03B920
00D6: if 0
001A: 52166 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03B971
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if 0
0038: $D == 2 ;; integer values
004D: jump_if_false Label03B95E
0002: jump Label03C3C4
:Label03B95E
0598: unknown_cutscene_command $94 10.0 4
0002: jump Label03B920
:Label03B971
00D6: if 0
856A: NOT (unknown)
004D: jump_if_false Label03B99E
058A: unknown -684.222 -1577.189 12.384 -695.416 -1576.626 12.415
:Label03B99E
0598: unknown_cutscene_command $94 10.0 6
:Label03B9AA
00D6: if 0
001A: 52200 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03B9FB
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if 0
0038: $D == 2 ;; integer values
004D: jump_if_false Label03B9E8
0002: jump Label03C3C4
:Label03B9E8
0598: unknown_cutscene_command $94 10.0 6
0002: jump Label03B9AA
:Label03B9FB
00D6: if 0
856A: NOT (unknown)
004D: jump_if_false Label03BA28
058A: unknown -696.437 -1577.235 12.658 -696.391 -1577.17 12.635
:Label03BA28
0598: unknown_cutscene_command $94 10.0 6
:Label03BA34
00D6: if 0
001A: 52256 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03BA85
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if 0
0038: $D == 2 ;; integer values
004D: jump_if_false Label03BA72
0002: jump Label03C3C4
:Label03BA72
0598: unknown_cutscene_command $94 10.0 8
0002: jump Label03BA34
:Label03BA85
00BC: text_highpriority "INT3_N" 2000 ms 1 ;; Oh Shit!
0598: unknown_cutscene_command $94 10.0 8
:Label03BAA0
00D6: if 0
001A: 52300 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03BAF1
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if 0
0038: $D == 2 ;; integer values
004D: jump_if_false Label03BADE
0002: jump Label03C3C4
:Label03BADE
0598: unknown_cutscene_command $94 10.0 8
0002: jump Label03BAA0
:Label03BAF1
00D6: if 0
856A: NOT (unknown)
004D: jump_if_false Label03BB1E
058A: unknown -684.222 -1577.189 12.384 -695.416 -1576.626 12.415
:Label03BB1E
0598: unknown_cutscene_command $94 10.0 8
:Label03BB2A
00D6: if 0
001A: 52433 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03BB7B
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if 0
0038: $D == 2 ;; integer values
004D: jump_if_false Label03BB68
0002: jump Label03C3C4
:Label03BB68
0598: unknown_cutscene_command $94 10.0 8
0002: jump Label03BB2A
:Label03BB7B
00D6: if 0
856A: NOT (unknown)
004D: jump_if_false Label03BBC8
058A: unknown -684.222 -1577.189 12.384 -695.416 -1576.626 12.415
058A: unknown -696.439 -1577.222 12.653 -696.391 -1577.158 12.63
:Label03BBC8
0598: unknown_cutscene_command $94 10.0 8
:Label03BBD4
00D6: if 0
001A: 52566 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03BC25
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if 0
0038: $D == 2 ;; integer values
004D: jump_if_false Label03BC12
0002: jump Label03C3C4
:Label03BC12
0598: unknown_cutscene_command $94 10.0 8
0002: jump Label03BBD4
:Label03BC25
00D6: if 0
856A: NOT (unknown)
004D: jump_if_false Label03BC52
058A: unknown -684.222 -1577.189 12.384 -695.416 -1576.626 12.415
:Label03BC52
0598: unknown_cutscene_command $94 10.0 8
:Label03BC5E
00D6: if 0
001A: 52666 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03BCAF
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if 0
0038: $D == 2 ;; integer values
004D: jump_if_false Label03BC9C
0002: jump Label03C3C4
:Label03BC9C
0598: unknown_cutscene_command $94 10.0 8
0002: jump Label03BC5E
:Label03BCAF
00D6: if 0
856A: NOT (unknown)
004D: jump_if_false Label03BCDC
058A: unknown -696.465 -1577.189 12.648 -696.419 -1577.213 12.625
:Label03BCDC
0598: unknown_cutscene_command $94 10.0 8
:Label03BCE8
00D6: if 0
001A: 52700 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03BD39
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if 0
0038: $D == 2 ;; integer values
004D: jump_if_false Label03BD26
0002: jump Label03C3C4
:Label03BD26
0598: unknown_cutscene_command $94 10.0 8
0002: jump Label03BCE8
:Label03BD39
00D6: if 0
856A: NOT (unknown)
004D: jump_if_false Label03BD66
058A: unknown -684.222 -1577.189 12.384 -695.416 -1576.626 12.415
:Label03BD66
0598: unknown_cutscene_command $94 10.0 8
:Label03BD72
00D6: if 0
001A: 52833 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03BDC3
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if 0
0038: $D == 2 ;; integer values
004D: jump_if_false Label03BDB0
0002: jump Label03C3C4
:Label03BDB0
0598: unknown_cutscene_command $94 10.0 8
0002: jump Label03BD72
:Label03BDC3
00D6: if 0
856A: NOT (unknown)
004D: jump_if_false Label03BDF0
058A: unknown -684.222 -1577.189 12.384 -695.416 -1576.626 12.415
:Label03BDF0
0598: unknown_cutscene_command $94 10.0 8
:Label03BDFC
00D6: if 0
001A: 52900 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03BE4D
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if 0
0038: $D == 2 ;; integer values
004D: jump_if_false Label03BE3A
0002: jump Label03C3C4
:Label03BE3A
0598: unknown_cutscene_command $94 10.0 8
0002: jump Label03BDFC
:Label03BE4D
00D6: if 0
856A: NOT (unknown)
004D: jump_if_false Label03BE7A
058A: unknown -696.576 -1577.111 12.686 -696.538 -1577.04 12.667
:Label03BE7A
0598: unknown_cutscene_command $94 10.0 8
:Label03BE86
00D6: if 0
001A: 52966 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03BED7
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if 0
0038: $D == 2 ;; integer values
004D: jump_if_false Label03BEC4
0002: jump Label03C3C4
:Label03BEC4
0598: unknown_cutscene_command $94 10.0 8
0002: jump Label03BE86
:Label03BED7
00D6: if 0
856A: NOT (unknown)
004D: jump_if_false Label03BF04
058A: unknown -684.222 -1577.189 12.384 -695.416 -1576.626 12.415
:Label03BF04
0598: unknown_cutscene_command $94 10.0 8
:Label03BF10
00D6: if 0
001A: 53100 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03BF61
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if 0
0038: $D == 2 ;; integer values
004D: jump_if_false Label03BF4E
0002: jump Label03C3C4
:Label03BF4E
0598: unknown_cutscene_command $94 10.0 8
0002: jump Label03BF10
:Label03BF61
00D6: if 0
856A: NOT (unknown)
004D: jump_if_false Label03BF8E
058A: unknown -684.222 -1577.189 12.384 -695.416 -1576.626 12.415
:Label03BF8E
0598: unknown_cutscene_command $94 10.0 8
:Label03BF9A
00D6: if 0
001A: 53133 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03BFEB
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if 0
0038: $D == 2 ;; integer values
004D: jump_if_false Label03BFD8
0002: jump Label03C3C4
:Label03BFD8
0598: unknown_cutscene_command $94 10.0 8
0002: jump Label03BF9A
:Label03BFEB
00D6: if 0
856A: NOT (unknown)
004D: jump_if_false Label03C018
058A: unknown -696.692 -1577.05 12.703 -696.665 -1576.973 12.686
:Label03C018
0598: unknown_cutscene_command $94 10.0 8
:Label03C024
00D6: if 0
001A: 53233 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03C075
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if 0
0038: $D == 2 ;; integer values
004D: jump_if_false Label03C062
0002: jump Label03C3C4
:Label03C062
0598: unknown_cutscene_command $94 10.0 8
0002: jump Label03C024
:Label03C075
00D6: if 0
856A: NOT (unknown)
004D: jump_if_false Label03C0A2
058A: unknown -684.222 -1577.189 12.384 -695.416 -1576.626 12.415
:Label03C0A2
0598: unknown_cutscene_command $94 10.0 8
:Label03C0AE
00D6: if 0
001A: 53366 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03C0FF
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if 0
0038: $D == 2 ;; integer values
004D: jump_if_false Label03C0EC
0002: jump Label03C3C4
:Label03C0EC
0598: unknown_cutscene_command $94 10.0 8
0002: jump Label03C0AE
:Label03C0FF
00D6: if 0
856A: NOT (unknown)
004D: jump_if_false Label03C16C
058A: unknown -684.222 -1577.189 12.384 -695.416 -1576.626 12.415
058A: unknown -696.354 -1578.122 13.06 -695.836 -1577.301 13.02
058A: unknown -696.781 -1576.899 12.688 -696.676 -1576.918 12.67
:Label03C16C
0598: unknown_cutscene_command $94 10.0 8
:Label03C178
00D6: if 0
001A: 53500 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03C1C9
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if 0
0038: $D == 2 ;; integer values
004D: jump_if_false Label03C1B6
0002: jump Label03C3C4
:Label03C1B6
0598: unknown_cutscene_command $94 10.0 8
0002: jump Label03C178
:Label03C1C9
00D6: if 0
856A: NOT (unknown)
004D: jump_if_false Label03C1F6
058A: unknown -684.222 -1577.189 12.384 -695.416 -1576.626 12.415
:Label03C1F6
0598: unknown_cutscene_command $94 10.0 8
:Label03C202
00D6: if 0
001A: 57000 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03C253
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if 0
0038: $D == 2 ;; integer values
004D: jump_if_false Label03C240
0002: jump Label03C3C4
:Label03C240
0598: unknown_cutscene_command $94 10.0 8
0002: jump Label03C202
:Label03C253
00D6: if 0
001A: 58736 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03C298
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if 0
0038: $D == 2 ;; integer values
004D: jump_if_false Label03C291
0002: jump Label03C3C4
:Label03C291
0002: jump Label03C253
:Label03C298
00BC: text_highpriority "INT3_L" 10000 ms 1 ;; Go on, get out of here! Drive!
:Label03C2A7
00D6: if 0
001A: 60800 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03C2EC
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if 0
0038: $D == 2 ;; integer values
004D: jump_if_false Label03C2E5
0002: jump Label03C3C4
:Label03C2E5
0002: jump Label03C2A7
:Label03C2EC
00BE: text_clear_all
:Label03C2EE
00D6: if 0
001A: 63212 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03C333
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if 0
0038: $D == 2 ;; integer values
004D: jump_if_false Label03C32C
0002: jump Label03C3C4
:Label03C32C
0002: jump Label03C2EE
:Label03C333
0169: set_fade_color 1 1 1
016A: fade 0 () 2000 ms
:Label03C342
00D6: if 0
016B: fading
004D: jump_if_false Label03C37A
0001: wait 0 ms
0050: gosub Label03CF19
00D6: if 0
0038: $D == 2 ;; integer values
004D: jump_if_false Label03C373
0002: jump Label03C3C4
:Label03C373
0002: jump Label03C342
:Label03C37A
04FA: reset_interior_colors 0
02EA: end_cutscene
0296: unload_special_actor 1
0296: unload_special_actor 2
0296: unload_special_actor 3
0296: unload_special_actor 4
0296: unload_special_actor 5
0296: unload_special_actor 6
0296: unload_special_actor 7
0296: unload_special_actor 8
0249: release_model #CUTOBJ01
0249: release_model #CUTOBJ02
0249: release_model #CUTOBJ03
0249: release_model #CUTOBJ04
0249: release_model -92 (DOC_CRANEEGGS04)
0249: release_model -93 (DOC_CRANE_CAB04)
0249: release_model -94 (DOCKFUEL07)
0001: wait 0 ms
:Label03C3C4
044D: load_splash "INTRO4"
0169: set_fade_color 2 2 2
00D6: if 0
0038: $D == 2 ;; integer values
004D: jump_if_false Label03C409
016A: fade 0 () 1000 ms
00BE: text_clear_all
:Label03C3F1
00D6: if 0
016B: fading
004D: jump_if_false Label03C409
0001: wait 0 ms
0002: jump Label03C3F1
:Label03C409
01B7: release_weather
00C0: set_current_time 21 0
02EA: end_cutscene
04FA: reset_interior_colors 0
04BB: select_interiour 0 ;; select render area
0296: unload_special_actor 1
0296: unload_special_actor 2
0296: unload_special_actor 3
0296: unload_special_actor 4
0296: unload_special_actor 5
0296: unload_special_actor 6
0296: unload_special_actor 7
0296: unload_special_actor 8
0296: unload_special_actor 9
0296: unload_special_actor 10
0296: unload_special_actor 11
0296: unload_special_actor 12
0296: unload_special_actor 13
0296: unload_special_actor 14
0296: unload_special_actor 15
0296: unload_special_actor 16
0296: unload_special_actor 17
0296: unload_special_actor 18
0296: unload_special_actor 19
0296: unload_special_actor 20
0296: unload_special_actor 21
0249: release_model #CUTOBJ01
0249: release_model #CUTOBJ02
0249: release_model #CUTOBJ03
0249: release_model #CUTOBJ04
0249: release_model #CUTOBJ05
0249: release_model -92 (DOC_CRANEEGGS04)
0249: release_model -93 (DOC_CRANE_CAB04)
0249: release_model -94 (DOCKFUEL07)
0249: release_model -90 (AP_RADAR1_01)
0249: release_model -91 (VEG_PALM04)
0363: toggle_model_render_at 231.4 -1277.7 19.0 radius 50.0 object -88
(MOB_MOBROOM2) 0
0363: toggle_model_render_at 231.4 -1277.7 19.0 radius 50.0 object -89
(MOB_DETAILSB) 0
0001: wait 0 ms
01B7: release_weather
00C0: set_current_time 21 0
0006: 3@ = 0 ;; integer values
0006: 4@ = 0 ;; integer values
0006: 5@ = 0 ;; integer values
0006: 6@ = 0 ;; integer values
02A3: toggle_widescreen 1 (on)
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 (true)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 (true)
03CF: load_wav "INTRO1" as 1
03CF: load_wav "INTRO2" as 2
:Label03C529
00D6: if 21
83D0: NOT wav 1 loaded
83D0: NOT wav 2 loaded
004D: jump_if_false Label03C547
0001: wait 0 ms
0002: jump Label03C529
:Label03C547
0247: request_model #ADMIRAL
0247: request_model #FAGGIO
023C: load_special_actor 10 "IGKEN"
038B: load_requested_models
:Label03C55F
00D6: if 22
8248: NOT model #ADMIRAL available
8248: NOT model #FAGGIO available
823D: NOT special_actor 10 loaded
004D: jump_if_false Label03C583
0001: wait 0 ms
0002: jump Label03C55F
:Label03C583
0395: clear_area 0 at 114.2 -823.3 range 9.7 1.0
04E4: unknown_refresh_game_renderer_at 86.428 -852.238
03CB: set_camera 114.2 -823.3 9.7
0395: clear_area 1 at 86.428 -852.238 range 9.325 50.0
03DE: set_pedestrians_density_multiplier_to 0.0
01EB: set_car_density_to 0.0
0055: put_player $PLAYER_CHAR at 86.428 -852.238 9.325
0395: clear_area 1 at 86.485 -851.933 range 10.0 10.0
00A5: 0@ = create_car #ADMIRAL at 83.54 -851.669 10.0
02AC: set_car 0@ immunities 1 1 1 1 1
0175: set_car 0@ z_angle_to 330.0
01D4: actor $PLAYER_ACTOR go_to_car 0@ and_enter_it_as_a_passenger
0129: 2@ = create_actor 4 #SPECIAL10 in_car 0@ driverseat
01ED: reset_actor 2@ flags
02AB: set_actor 2@ immunities 1 1 1 1 1
00A9: set_car 0@ to_normal_driver
0229: set_car 0@ color_to 84 84
00A5: 1@ = create_car #FAGGIO at 127.4 -818.5 9.5
0175: set_car 1@ z_angle_to 250.6
041E: set_radio_station 9 -1
0249: release_model #ADMIRAL
0249: release_model #FAGGIO
:Label03C6A1
00D6: if 0
80DF: NOT actor $PLAYER_ACTOR driving
004D: jump_if_false Label03C6CC
0001: wait 0 ms
00D6: if 0
0119: car 0@ wrecked
004D: jump_if_false Label03C6C5
:Label03C6C5
0002: jump Label03C6A1
:Label03C6CC
016A: fade 1 (back) 1000 ms
0395: clear_area 1 at 116.583 -796.821 range 11.423 1.0
015F: set_camera_position 116.583 -796.821 11.423 0.0 0.0 0.0
0160: point_camera 116.573 -797.821 11.414 2
00D6: if 0
8119: NOT car 0@ wrecked
004D: jump_if_false Label03C764
04BA: set_car 0@ speed_instantly 20.0
00A7: car 0@ drive_to 103.1 -832.3 9.317
00AD: set_car 0@ max_speed_to 30.0
00AE: unknown_set_car 0@ to_ignore_traffic_lights 2
0006: 4@ = 1 ;; integer values
:Label03C764
0006: 16@ = 0 ;; integer values
0006: 17@ = 0 ;; integer values
:Label03C772
00D6: if 21
8039: NOT 3@ == 8 ;; integer values
8039: NOT 4@ == 4 ;; integer values
004D: jump_if_false Label03CBAB
0001: wait 0 ms
00D6: if 0
0119: car 0@ wrecked
004D: jump_if_false Label03C7A6
0002: jump Label03C952
:Label03C7A6
00D6: if 0
0039: 4@ == 1 ;; integer values
004D: jump_if_false Label03C830
00D6: if 0
0029: 17@ >= 30000 ;; integer values
004D: jump_if_false Label03C830
00D6: if 0
8119: NOT car 0@ wrecked
004D: jump_if_false Label03C830
00D6: if 0
81AF: NOT car 0@ 0 ()near_point 132.6 -818.278 9.446 radius 3.0 3.0 4.0
004D: jump_if_false Label03C830
0006: 4@ = 3 ;; integer values
00AB: put_car 0@ at 132.6 -818.278 9.446
0175: set_car 0@ z_angle_to 206.0214
:Label03C830
00D6: if 0
0039: 4@ == 1 ;; integer values
004D: jump_if_false Label03C88D
00D6: if 0
01AF: car 0@ 0 ()near_point 103.1 -832.3 9.317 radius 4.0 4.0 4.0
004D: jump_if_false Label03C88D
00A7: car 0@ drive_to 113.371 -819.078 9.317
0006: 4@ = 2 ;; integer values
:Label03C88D
00D6: if 0
0039: 4@ == 2 ;; integer values
004D: jump_if_false Label03C8EA
00D6: if 0
01AF: car 0@ 0 ()near_point 113.371 -819.078 9.317 radius 4.0 4.0 4.0
004D: jump_if_false Label03C8EA
00A7: car 0@ drive_to 132.6 -818.278 9.446
0006: 4@ = 3 ;; integer values
:Label03C8EA
00D6: if 0
0039: 4@ == 3 ;; integer values
004D: jump_if_false Label03C952
00D6: if 0
01AF: car 0@ 0 ()near_point 132.6 -818.278 9.446 radius 3.0 3.0 4.0
004D: jump_if_false Label03C952
00D6: if 0
8119: NOT car 0@ wrecked
004D: jump_if_false Label03C952
00AD: set_car 0@ max_speed_to 0.0
00A9: set_car 0@ to_normal_driver
0006: 4@ = 4 ;; integer values
:Label03C952
00D6: if 0
0118: actor 2@ dead
004D: jump_if_false Label03C962
:Label03C962
00D6: if 0
0039: 3@ == 0 ;; integer values
004D: jump_if_false Label03C99C
03D1: play_wav 1
00BC: text_highpriority "INTRO1" 10000 ms 1 ;; I poke my head out of the gutter
for one freakin' second and fate shovels shit in my face!
0006: 16@ = 0 ;; integer values
0006: 17@ = 0 ;; integer values
0006: 3@ = 1 ;; integer values
:Label03C99C
00D6: if 0
0039: 6@ == 0 ;; integer values
004D: jump_if_false Label03CA1A
00D6: if 0
0029: 17@ >= 2000 ;; integer values
004D: jump_if_false Label03CA1A
0395: clear_area 0 at 104.88 -808.433 range 12.108 1.0
015F: set_camera_position 104.88 -808.433 12.108 0.0 0.0 0.0
0160: point_camera 105.771 -808.888 12.091 2
0006: 17@ = 0 ;; integer values
0006: 6@ = 1 ;; integer values
:Label03CA1A
00D6: if 0
0039: 3@ == 1 ;; integer values
004D: jump_if_false Label03CA72
00D6: if 0
03D2: wav 1 ended
004D: jump_if_false Label03CA72
03D5: remove_text "INTRO1" ;; I poke my head out of the gutter for one freakin'
second and fate shovels shit in my face!
00D6: if 0
0029: 16@ >= 1000 ;; integer values
004D: jump_if_false Label03CA72
03D1: play_wav 2
00BC: text_highpriority "INTRO2" 10000 ms 1 ;; Go get some sleep.
0006: 3@ = 2 ;; integer values
:Label03CA72
00D6: if 0
0039: 3@ == 2 ;; integer values
004D: jump_if_false Label03CA97
03CF: load_wav "INTRO3" as 1
0006: 3@ = 3 ;; integer values
:Label03CA97
00D6: if 0
0039: 3@ == 3 ;; integer values
004D: jump_if_false Label03CAC9
00D6: if 0
03D2: wav 2 ended
004D: jump_if_false Label03CAC9
03D5: remove_text "INTRO2" ;; Go get some sleep.
0006: 3@ = 4 ;; integer values
:Label03CAC9
00D6: if 0
0039: 3@ == 4 ;; integer values
004D: jump_if_false Label03CB04
00D6: if 0
03D0: wav 1 loaded
004D: jump_if_false Label03CB04
03CF: load_wav "INTRO4" as 2
0006: 16@ = 0 ;; integer values
0006: 3@ = 5 ;; integer values
:Label03CB04
00D6: if 0
0039: 3@ == 5 ;; integer values
004D: jump_if_false Label03CB43
00D6: if 0
0029: 16@ >= 900 ;; integer values
004D: jump_if_false Label03CB43
03D1: play_wav 1
00BC: text_highpriority "INTRO3" 10000 ms 1 ;; What are you gonna do?
0006: 3@ = 6 ;; integer values
:Label03CB43
00D6: if 0
0039: 3@ == 6 ;; integer values
004D: jump_if_false Label03CB75
00D6: if 0
03D2: wav 1 ended
004D: jump_if_false Label03CB75
03D5: remove_text "INTRO3" ;; What are you gonna do?
0006: 3@ = 7 ;; integer values
:Label03CB75
00D6: if 0
0039: 3@ == 7 ;; integer values
004D: jump_if_false Label03CBA4
00D6: if 0
03D0: wav 2 loaded
004D: jump_if_false Label03CBA4
0006: 16@ = 0 ;; integer values
0006: 3@ = 8 ;; integer values
:Label03CBA4
0002: jump Label03C772
:Label03CBAB
00D6: if 0
001B: 300 > 16@ ;; integer values
004D: jump_if_false Label03CBE9
0001: wait 0 ms
00D6: if 0
0119: car 0@ wrecked
004D: jump_if_false Label03CBD2
:Label03CBD2
00D6: if 0
0118: actor 2@ dead
004D: jump_if_false Label03CBE2
:Label03CBE2
0002: jump Label03CBAB
:Label03CBE9
03D1: play_wav 2
00BC: text_highpriority "INTRO4" 10000 ms 1 ;; I'll drop by your office tomorrow
and we can start sorting this mess out.
0001: wait 400 ms
00D6: if 0
0119: car 0@ wrecked
004D: jump_if_false Label03CC11
:Label03CC11
00D6: if 0
0118: actor 2@ dead
004D: jump_if_false Label03CC21
:Label03CC21
00D6: if 0
83D2: NOT wav 2 ended
004D: jump_if_false Label03CC5B
0001: wait 0 ms
00D6: if 0
0119: car 0@ wrecked
004D: jump_if_false Label03CC44
:Label03CC44
00D6: if 0
0118: actor 2@ dead
004D: jump_if_false Label03CC54
:Label03CC54
0002: jump Label03CC21
:Label03CC5B
03D5: remove_text "INTRO4" ;; I'll drop by your office tomorrow and we can start
sorting this mess out.
00D6: if 0
8119: NOT car 0@ wrecked
004D: jump_if_false Label03CC8D
00D6: if 0
8118: NOT actor 2@ dead
004D: jump_if_false Label03CC8D
01D3: actor 2@ leave_car 0@
:Label03CC8D
00D6: if 0
8118: NOT actor 2@ dead
004D: jump_if_false Label03CCD8
:Label03CC9D
00D6: if 0
00DF: actor 2@ driving
004D: jump_if_false Label03CCD8
0001: wait 0 ms
00D6: if 0
0119: car 0@ wrecked
004D: jump_if_false Label03CCC1
:Label03CCC1
00D6: if 0
0118: actor 2@ dead
004D: jump_if_false Label03CCD1
:Label03CCD1
0002: jump Label03CC9D
:Label03CCD8
00D6: if 0
8118: NOT actor 2@ dead
004D: jump_if_false Label03CCFE
0211: actor 2@ walk_to 125.809 -815.263
0319: set_actor 2@ wander_state_to 1 (off)
:Label03CCFE
0006: 16@ = 0 ;; integer values
:Label03CD05
00D6: if 0
001B: 1500 > 16@ ;; integer values
004D: jump_if_false Label03CD33
0001: wait 0 ms
00D6: if 0
8118: NOT actor 2@ dead
004D: jump_if_false Label03CD2C
:Label03CD2C
0002: jump Label03CD05
:Label03CD33
0395: clear_area 0 at 113.655 -815.814 range 11.029 1.0
015F: set_camera_position 113.655 -815.814 11.029 0.0 0.0 0.0
0160: point_camera 114.307 -816.57 11.083 2
00D6: if 0
8118: NOT actor 2@ dead
004D: jump_if_false Label03CDAC
009F: set_actor 2@ objective_to-1
011C: actor 2@ clear_objective
00A1: put_actor 2@ at 125.809 -815.263 9.444
:Label03CDAC
00D6: if 0
8118: NOT actor 2@ dead
004D: jump_if_false Label03CDD9
0211: actor 2@ walk_to 116.269 -825.438
0319: set_actor 2@ wander_state_to 1 (off)
0006: 5@ = 1 ;; integer values
:Label03CDD9
00D6: if 0
80DF: NOT actor $PLAYER_ACTOR driving
004D: jump_if_false Label03CE0E
00A1: put_actor $PLAYER_ACTOR at 136.457 -817.37 9.44
0173: set_actor $PLAYER_ACTOR z_angle_to 225.495
0002: jump Label03CE22
:Label03CE0E
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 136.457 -817.37 9.44
:Label03CE22
00D6: if 0
80DF: NOT actor $PLAYER_ACTOR driving
004D: jump_if_false Label03CE3C
0173: set_actor $PLAYER_ACTOR z_angle_to 225.495
:Label03CE3C
0006: 17@ = 0 ;; integer values
:Label03CE43
00D6: if 0
001B: 1350 > 17@ ;; integer values
004D: jump_if_false Label03CE71
0001: wait 0 ms
00D6: if 0
8118: NOT actor 2@ dead
004D: jump_if_false Label03CE6A
:Label03CE6A
0002: jump Label03CE43
:Label03CE71
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
03D5: remove_text "INTRO4" ;; I'll drop by your office tomorrow and we can start
sorting this mess out.
041E: set_radio_station 1 -1
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 (false)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 (false)
03AD: set_rubbish 1 (visible)
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
02A3: toggle_widescreen 0 (off)
01C3: remove_references_to_car 0@ ;; Like turning a car into any random car
01C3: remove_references_to_car 1@ ;; Like turning a car into any random car
014C: set_parked_car_generator $778 cars_to_generate_to 101
009B: destroy_actor_instantly 2@
0004: $DC = 1 ;; integer values
0004: $ONMISSION = 0 ;; integer values
00D6: if 0
8119: NOT car 0@ wrecked
004D: jump_if_false Label03CEE5
02AC: set_car 0@ immunities 0 0 0 0 0
:Label03CEE5
0296: unload_special_actor 10
0249: release_model #ADMIRAL
0249: release_model #FAGGIO
03DE: set_pedestrians_density_multiplier_to 1.0
01EB: set_car_density_to 1.0
044D: load_splash "SPLASH1"
0169: set_fade_color 0 0 0
00D8: mission_cleanup
004E: end_thread
0051: return
:Label03CF19
00D6: if 0
0038: $D == 0 ;; integer values
004D: jump_if_false Label03CF49
00D6: if 1
80E1: NOT key_pressed 0 16
80E1: NOT key_pressed 0 12
004D: jump_if_false Label03CF49
0004: $D = 1 ;; integer values
:Label03CF49
00D6: if 0
0038: $D == 1 ;; integer values
004D: jump_if_false Label03CF6F
00D6: if 0
056A: (unknown)
004D: jump_if_false Label03CF6F
0004: $D = 2 ;; integer values
:Label03CF6F
0051: return
;-------------Mission 2---------------
; Originally: An Old Friend
:Label03CF71
0004: $ONMISSION = 1 ;; integer values
03A4: name_thread "HOTEL"
0001: wait 0 ms
054C: use_GXT_table "HOTEL"
04F9: interiour_colors 16 0
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 (true)
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
0336: (unknown) $PLAYER_CHAR 0
03AF: set_streaming 0 (disabled)
03AD: set_rubbish 0 (invisible)
04BB: select_interiour 1 ;; select render area
0363: toggle_model_render_at 231.4 -1277.7 19.0 radius 50.0 object -88
(MOB_MOBROOM2) 1
0363: toggle_model_render_at 231.4 -1277.7 19.0 radius 50.0 object -89
(MOB_DETAILSB) 1
023C: load_special_actor 1 "CSPLAY"
023C: load_special_actor 2 "CSSONNY"
02F3: load_object #CUTOBJ01 "PLYPHON"
02F3: load_object #CUTOBJ02 "COLPHON"
02F3: load_object #CUTOBJ03 "MBTBFUL"
02F3: load_object #CUTOBJ04 "SCHAIR"
038B: load_requested_models
03CB: set_camera 231.4 -1277.7 19.0
:Label03D04A
00D6: if 25
823D: NOT special_actor 1 loaded
823D: NOT special_actor 2 loaded
8248: NOT model #CUTOBJ01 available
8248: NOT model #CUTOBJ02 available
8248: NOT model #CUTOBJ03 available
8248: NOT model #CUTOBJ04 available
004D: jump_if_false Label03D07C
0001: wait 0 ms
0002: jump Label03D04A
:Label03D07C
02E4: load_cutscene_data "INT_B"
0244: set_cutscene_pos 231.411 -1277.707 19.069
041D: set_camera_near_clip .1
02E5: $7D = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $7D "CSPLAY"
02E5: $8A = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $8A "CSSONNY"
02E5: $8B = create_cutscene_object #CUTOBJ01
02E6: set_cutscene_anim $8B "PLYPHON"
02E5: $8C = create_cutscene_object #CUTOBJ02
02E6: set_cutscene_anim $8C "COLPHON"
02E5: $7E = create_cutscene_object #CUTOBJ03
02E6: set_cutscene_anim $7E "MBTBFUL"
02E5: $D8 = create_cutscene_object #CUTOBJ04
02E6: set_cutscene_anim $D8 "SCHAIR"
016A: fade 1 (back) 1500 ms
03AD: set_rubbish 0 (invisible)
03AF: set_streaming 1 (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime
:Label03D130
00D6: if 0
001A: 6133 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03D153
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03D130
:Label03D153
00BC: text_highpriority "INTB_B" 10000 ms 1 ;; Hello Sonny.
:Label03D162
00D6: if 0
001A: 7184 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03D185
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03D162
:Label03D185
00BC: text_highpriority "INTB_A" 10000 ms 1 ;; Tommy! Tommy, it's been too long.
:Label03D194
00D6: if 0
001A: 13174 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03D1B7
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03D194
:Label03D1B7
00BC: text_highpriority "INTB_C" 10000 ms 1 ;; I know, I know. You're just
overwhelmed with emotion.
:Label03D1C6
00D6: if 0
001A: 15932 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03D1E9
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03D1C6
:Label03D1E9
00BC: text_highpriority "INTB_D" 10000 ms 1 ;; Fifteen years - seems like only
yesterday.
:Label03D1F8
00D6: if 0
001A: 19096 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03D21B
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03D1F8
:Label03D21B
00BC: text_highpriority "INTB_E" 10000 ms 1 ;; I guess that's a perspective
thing.
:Label03D22A
00D6: if 0
001A: 20800 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03D24D
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03D22A
:Label03D24D
00BC: text_highpriority "INTB_F" 10000 ms 1 ;; Hey, doing time for the family is
no piece of cake,
:Label03D25C
00D6: if 0
001A: 23076 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03D27F
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03D25C
:Label03D27F
00BC: text_highpriority "INTB_G" 10000 ms 1 ;; but the family looks after its
own, ok?
:Label03D28E
00D6: if 0
001A: 25352 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03D2B1
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03D28E
:Label03D2B1
00BC: text_highpriority "INTB_H" 10000 ms 1 ;; So, how'd the deal go down - you
sitting on some white gold?
:Label03D2C0
00D6: if 0
001A: 29045 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03D2E3
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03D2C0
:Label03D2E3
00BC: text_highpriority "INTB_I" 10000 ms 1 ;; Look Sonny, we were set up. The
deal was an ambush. Harry and Lee are dead.
:Label03D2F2
00D6: if 0
001A: 32884 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03D317
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03D2F2
:Label03D317
00BC: text_highpriority "INTB_J" 10000 ms 1 ;; You better be kidding me Tommy.
Tell me you still got the money.
:Label03D326
00D6: if 0
001A: 36816 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03D34B
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03D326
:Label03D34B
00BC: text_highpriority "INTB_K" 10000 ms 1 ;; ...no Sonny...I don't have the
money.
:Label03D35A
00D6: if 0
001A: 39960 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03D37F
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03D35A
:Label03D37F
00BC: text_highpriority "INTB_L" 10000 ms 1 ;; That was my money, Tommy, MY
MONEY!
:Label03D38E
00D6: if 0
001A: 46333 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03D3B3
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03D38E
:Label03D3B3
00BC: text_highpriority "INTB_M" 10000 ms 1 ;; You better not be screwing me
Tommy because you know I'm not a man to be screwed with!
:Label03D3C2
00D6: if 0
001A: 49904 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03D3E7
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03D3C2
:Label03D3E7
00BC: text_highpriority "INTB_N" 10000 ms 1 ;; Wait Sonny.
:Label03D3F6
00D6: if 0
001A: 51480 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03D41B
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03D3F6
:Label03D41B
00BC: text_highpriority "INTB_O" 10000 ms 1 ;; You have my personal assurance
that I'm going to get your money back and the drugs.
:Label03D42A
00D6: if 0
001A: 54960 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03D44F
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03D42A
:Label03D44F
00BC: text_highpriority "INTB_P" 10000 ms 1 ;; And I'm gonna mail you the dicks
of those responsible.
:Label03D45E
00D6: if 0
001A: 56800 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03D483
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03D45E
:Label03D483
00BC: text_highpriority "INTB_Q" 10000 ms 1 ;; Hey, I already know that. You're
not a fool Tommy, but I warn you, neither am I.
:Label03D492
00D6: if 0
001A: 61668 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03D4B7
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03D492
:Label03D4B7
00BC: text_highpriority "INTB_R" 10000 ms 1 ;; If it was anybody else you'd be
DEAD already.
:Label03D4C6
00D6: if 0
001A: 64584 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03D4EB
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03D4C6
:Label03D4EB
00BC: text_highpriority "INTB_S" 10000 ms 1 ;; But because it's you, because we
got history, I'm gonna let you handle this.
:Label03D4FA
00D6: if 0
001A: 69612 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03D51F
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03D4FA
:Label03D51F
00BC: text_highpriority "INTB_T" 10000 ms 1 ;; Look, Sonny, you got my word.
:Label03D52E
00D6: if 0
001A: 72104 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03D553
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03D52E
:Label03D553
00BC: text_highpriority "INTB_U" 10000 ms 1 ;; I'll be in touch.
:Label03D562
00D6: if 0
001A: 75104 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03D587
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03D562
:Label03D587
00BE: text_clear_all
:Label03D589
00D6: if 0
001A: 77104 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03D5AE
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03D589
:Label03D5AE
016A: fade 0 () 1500 ms
00BE: text_clear_all
:Label03D5B7
00D6: if 0
016B: fading
004D: jump_if_false Label03D5CF
0001: wait 0 ms
0002: jump Label03D5B7
:Label03D5CF
03AD: set_rubbish 1 (visible)
02EA: end_cutscene
03CB: set_camera 237.8 -1279.9 10.0
030C: set_mission_points += 1
0296: unload_special_actor 1
0296: unload_special_actor 2
0249: release_model #CUTOBJ01
0249: release_model #CUTOBJ02
0249: release_model #CUTOBJ03
0249: release_model #CUTOBJ04
0363: toggle_model_render_at 231.4 -1277.7 19.0 radius 50.0 object -88
(MOB_MOBROOM2) 0
0363: toggle_model_render_at 231.4 -1277.7 19.0 radius 50.0 object -89
(MOB_DETAILSB) 0
0164: disable_marker $42
0164: disable_marker $DF
02A7: $DF = create_icon_marker_and_sphere $1A1 at $1C8 $1C9 $1CA
0459: end_thread_named "LAW1"
004F: create_thread Label00B208
00C0: set_current_time 8 0
01B6: set_weather 0
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
0001: wait 1000 ms
016A: fade 1 (back) 1500 ms
0055: put_player $PLAYER_CHAR at 223.1 -1276.7 11.0
0171: set_player $PLAYER_CHAR z_angle_to 258.0
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
011C: actor $PLAYER_ACTOR clear_objective
0004: $ONMISSION = 0 ;; integer values
0004: $DE = 1 ;; integer values
01B7: release_weather
04FA: reset_interior_colors 0
00D8: mission_cleanup
004E: end_thread
0051: return
;-------------Mission 3---------------
; Originally: The Party
:Label03D6C5
0050: gosub Label03D6E9
00D6: if 0
0112: wasted_or_busted
004D: jump_if_false Label03D6E0
0050: gosub Label040645
:Label03D6E0
0050: gosub Label0408FC
004E: end_thread
:Label03D6E9
0317: increment_mission_attempts
0004: $ONMISSION = 1 ;; integer values
03A4: name_thread "LAWYER1"
0001: wait 0 ms
054C: use_GXT_table "LAWYER1"
058E: set_restart_mission_taxi_destination 110.6 -824.2 9.6 327.9
0006: 12@ = 0 ;; integer values
0004: $3A = 0 ;; integer values
0006: 2@ = 0 ;; integer values
0004: $834 = 0 ;; integer values
0004: $83A = 0 ;; integer values
0004: $21 = 0 ;; integer values
0004: $22 = 0 ;; integer values
0004: $26 = 0 ;; integer values
0004: $27 = 0 ;; integer values
0004: $28 = 0 ;; integer values
0004: $83B = 0 ;; integer values
03E6: remove_text_box
00D6: if 0
8118: NOT actor $PLAYER_ACTOR dead
004D: jump_if_false Label03D7A3
0352: set_actor $PLAYER_ACTOR skin_to "PLAYER"
038B: load_requested_models
00D6: if 0
8118: NOT actor $PLAYER_ACTOR dead
004D: jump_if_false Label03D7A3
0353: refresh_actor $PLAYER_ACTOR
:Label03D7A3
03CF: load_wav "MONO_1" as 1
04BB: select_interiour 6 ;; select render area
023C: load_special_actor 1 "CSPLAY"
023C: load_special_actor 2 "CSKEN"
02F3: load_object #CUTOBJ01 "LWCHARA"
02F3: load_object #CUTOBJ02 "LWCHARB"
02F3: load_object #CUTOBJ03 "LCFAN"
02F3: load_object #CUTOBJ04 "INVITE"
02F3: load_object #CUTOBJ05 "LAWDOOR"
038B: load_requested_models
:Label03D80E
00D6: if 24
823D: NOT special_actor 1 loaded
823D: NOT special_actor 2 loaded
8248: NOT model #CUTOBJ01 available
8248: NOT model #CUTOBJ02 available
8248: NOT model #CUTOBJ03 available
004D: jump_if_false Label03D83B
0001: wait 0 ms
0002: jump Label03D80E
:Label03D83B
00D6: if 21
8248: NOT model #CUTOBJ04 available
8248: NOT model #CUTOBJ05 available
004D: jump_if_false Label03D85B
0001: wait 0 ms
0002: jump Label03D83B
:Label03D85B
03CB: set_camera 140.6 -1367.4 13.1
02E4: load_cutscene_data "LAW_1A"
0244: set_cutscene_pos 141.441 -1366.722 12.163
041D: set_camera_near_clip .1
02E5: $7D = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $7D "CSPLAY"
02E5: $8D = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $8D "CSKEN"
02E5: $BF = create_cutscene_object #CUTOBJ01
02E6: set_cutscene_anim $BF "LWCHARA"
02E5: $C0 = create_cutscene_object #CUTOBJ02
02E6: set_cutscene_anim $C0 "LWCHARB"
02E5: $CA = create_cutscene_object #CUTOBJ03
04BC: "LCFAN"
02E6: set_cutscene_anim $CA "LCFAN"
02E5: $CD = create_cutscene_object #CUTOBJ04
02E6: set_cutscene_anim $CD "INVITE"
02E5: $D2 = create_cutscene_object #CUTOBJ05
02E6: set_cutscene_anim $D2 "LAWDOOR"
0395: clear_area 1 at 119.0 -826.8 range 9.8 .5
0055: put_player $PLAYER_CHAR at 119.0 -826.8 9.8
0171: set_player $PLAYER_CHAR z_angle_to 60.0
016A: fade 1 (back) 1500 ms
03AD: set_rubbish 0 (invisible)
03AF: set_streaming 1 (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime
:Label03D975
00D6: if 0
001A: 520 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03D998
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03D975
:Label03D998
00BC: text_highpriority "LAW1_A" 10000 ms 1 ;; Go get some sleep, he says -
:Label03D9A7
00D6: if 0
001A: 2808 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03D9CA
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03D9A7
:Label03D9CA
00BC: text_highpriority "LAW1_B" 10000 ms 1 ;; - I have been sitting in this
chair all night with the lights off drinking coffee!
:Label03D9D9
00D6: if 0
001A: 8465 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03D9FC
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03D9D9
:Label03D9FC
00BC: text_highpriority "LAW1_C" 10000 ms 1 ;; This is a disaster. We are so
screwed, man!
:Label03DA0B
00D6: if 0
001A: 12636 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03DA2E
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03DA0B
:Label03DA2E
00BC: text_highpriority "LAW1_D" 10000 ms 1 ;; These gorillas, listen to me, are
gonna come down here and rip my head off. It's ridiculous!
:Label03DA3D
00D6: if 0
001A: 18310 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03DA60
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03DA3D
:Label03DA60
00BC: text_highpriority "LAW1_E" 10000 ms 1 ;; I did NOT go to law school for
this! Ok, now what the hell are we gonna do?
:Label03DA6F
00D6: if 0
001A: 23141 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03DA92
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03DA6F
:Label03DA92
00BC: text_highpriority "LAW1_F" 10000 ms 1 ;; Shut up, sit down, relax. I'll
tell you what we're gonna do.
:Label03DAA1
00D6: if 0
001A: 29472 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03DAC4
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03DAA1
:Label03DAC4
00BC: text_highpriority "LAW1_G" 10000 ms 1 ;; You're gonna find out who took
our cocaine - and then, I'm gonna kill them.
:Label03DAD3
00D6: if 0
001A: 34436 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03DAF8
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03DAD3
:Label03DAF8
00BC: text_highpriority "LAW1_H" 10000 ms 1 ;; That's a good idea. That's a
GREAT idea. Let me think, let me think, let me think.
:Label03DB07
00D6: if 0
001A: 38414 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03DB2C
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03DB07
:Label03DB2C
00BC: text_highpriority "LAW1_I" 10000 ms 1 ;; - OH! There's this retired
Colonel, Colonel Juan Garcia Cortez.
:Label03DB3B
00D6: if 0
001A: 43502 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03DB60
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03DB3B
:Label03DB60
00BC: text_highpriority "LAW1_J" 10000 ms 1 ;; He's the one that helped me set
up this deal
:Label03DB6F
00D6: if 0
001A: 45330 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03DB94
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03DB6F
:Label03DB94
00BC: text_highpriority "LAW1_K" 10000 ms 1 ;; well away from Vice City's
established thugs. Ok?
:Label03DBA3
00D6: if 0
001A: 48666 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03DBC8
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03DBA3
:Label03DBC8
00BC: text_highpriority "LAW1_L" 10000 ms 1 ;; Now, listen. He's holding his
party out in the bay on his expensive yacht
:Label03DBD7
00D6: if 0
001A: 52276 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03DBFC
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03DBD7
:Label03DBFC
00BC: text_highpriority "LAW1_M" 10000 ms 1 ;; and all of Vice City's big
players are gonna be there. OK?
:Label03DC0B
00D6: if 0
001A: 54976 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03DC30
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03DC0B
:Label03DC30
00BC: text_highpriority "LAW1_N" 10000 ms 1 ;; I have an invite, of course I
have an invite,
:Label03DC3F
00D6: if 0
001A: 57081 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03DC64
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03DC3F
:Label03DC64
00BC: text_highpriority "LAW1_O" 10000 ms 1 ;; but there's no way that I'm going
out there, sticking my head out the door - no way! Not gonna happen.
:Label03DC73
00D6: if 0
001A: 60482 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03DC98
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03DC73
:Label03DC98
00BC: text_highpriority "LAW1_P" 10000 ms 1 ;; I told you, shut up! I'll go
myself...
:Label03DCA7
00D6: if 0
001A: 63363 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03DCCC
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03DCA7
:Label03DCCC
00BC: text_highpriority "LAW1_Q" 10000 ms 1 ;; Ho - whoa, whoa! Hey, I like 1978
too, but, y'know, this isn't gonna be a beer and strippers do.
:Label03DCDB
00D6: if 0
001A: 69392 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03DD00
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03DCDB
:Label03DD00
00BC: text_highpriority "LAW1_R" 10000 ms 1 ;; I mean, no offense, but I think
that you might turn heads on the runway for the wrong reasons.
:Label03DD0F
00D6: if 0
001A: 73341 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03DD34
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03DD0F
:Label03DD34
00BC: text_highpriority "LAW1_S" 10000 ms 1 ;; What's wrong with the way I'm
dressed?
:Label03DD43
00D6: if 0
001A: 74197 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03DD68
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03DD43
:Label03DD68
00BC: text_highpriority "LAW1_T" 10000 ms 1 ;; Ok, look, here. Stop by Rafael's,
tell him I sent 'ya. He'll make you look respectable.
:Label03DD77
00D6: if 0
001A: 80061 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03DD9C
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03DD77
:Label03DD9C
00BC: text_highpriority "LAW1_U" 10000 ms 1 ;; OK, go, c'mon...
:Label03DDAB
00D6: if 0
001A: 82432 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03DDD0
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03DDAB
:Label03DDD0
00BE: text_clear_all
:Label03DDD2
00D6: if 0
001A: 83692 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03DDF7
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03DDD2
:Label03DDF7
016A: fade 0 () 1500 ms
00BE: text_clear_all
0001: wait 1000 ms
00D6: if 0
856A: NOT (unknown)
004D: jump_if_false Label03DE3F
00D6: if 0
03D0: wav 1 loaded
004D: jump_if_false Label03DE3F
03D1: play_wav 1
:Label03DE25
00D6: if 0
83D2: NOT wav 1 ended
004D: jump_if_false Label03DE3F
0001: wait 0 ms
0002: jump Label03DE25
:Label03DE3F
00D6: if 0
016B: fading
004D: jump_if_false Label03DE57
0001: wait 0 ms
0002: jump Label03DE3F
:Label03DE57
03AD: set_rubbish 1 (visible)
02EA: end_cutscene
03C8: rotate_player-180-degrees
0296: unload_special_actor 1
0296: unload_special_actor 2
0249: release_model #CUTOBJ01
0249: release_model #CUTOBJ02
0249: release_model #CUTOBJ03
0249: release_model #CUTOBJ04
0249: release_model #CUTOBJ05
04BB: select_interiour 0 ;; select render area
03CB: set_camera 117.1 -825.6 9.8
0247: request_model #HMYST
0247: request_model #CHEETAH
0247: request_model #INFERNUS
0247: request_model #STRETCH
0247: request_model #BANSHEE
0001: wait 500 ms
016A: fade 1 (back) 1500 ms
:Label03DEB9
00D6: if 24
8248: NOT model #HMYST available
8248: NOT model #CHEETAH available
8248: NOT model #INFERNUS available
8248: NOT model #STRETCH available
8248: NOT model #BANSHEE available
004D: jump_if_false Label03DEE7
0001: wait 0 ms
0002: jump Label03DEB9
:Label03DEE7
01B5: force_weather 0
0005: $63 = 95.4 ;; floating-point values
0005: $64 = -1135.5 ;; floating-point values
0005: $65 = 9.4 ;; floating-point values
0005: $841 = -237.0 ;; floating-point values
0005: $842 = -1360.1 ;; floating-point values
0005: $843 = 7.07 ;; floating-point values
0005: $83E = 101.8 ;; floating-point values
0005: $83F = -1479.1 ;; floating-point values
0005: $840 = 10.4 ;; floating-point values
014C: set_parked_car_generator $79D cars_to_generate_to 0
00BC: text_highpriority "LAW1_1" 10000 ms 1 ;; ~g~Go get some new threads from
Rafael's clothes shop.
02A8: $3B = create_marker 28 at $63 $64 $65
0001: wait 3500 ms
03E5: text_box "HELP20" ;; Follow the ~h~T-shirt~w~ blip on the radar to find
Rafael's.
03E7: flash_hud 8
0001: wait 2000 ms
03E7: flash_hud -1
:Label03DF87
00D6: if 0
80F6: NOT player $PLAYER_CHAR 1 (in-sphere)near_point_on_foot $63 $64 $65
radius 1.5 1.5 3.0
004D: jump_if_false Label03DFBC
0001: wait 0 ms
0002: jump Label03DF87
:Label03DFBC
0164: disable_marker $3B
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
02A3: toggle_widescreen 1 (on)
0247: request_model #FREEWAY
015F: set_camera_position 91.813 -1131.116 17.251 0.0 0.0 0.0
0160: point_camera 92.39 -1131.74 16.724 2
0211: actor $PLAYER_ACTOR walk_to 96.4 -1136.7
0001: wait 1300 ms
016A: fade 0 () 1000 ms
:Label03E01F
00D6: if 0
016B: fading
004D: jump_if_false Label03E037
0001: wait 0 ms
0002: jump Label03E01F
:Label03E037
00D6: if 0
8248: NOT model #FREEWAY available
004D: jump_if_false Label03E052
0001: wait 0 ms
0002: jump Label03E037
:Label03E052
00D6: if 0
810F: NOT player $PLAYER_CHAR wanted_level > 2
004D: jump_if_false Label03E069
0110: clear_player $PLAYER_CHAR wanted_level
:Label03E069
00D6: if 0
8118: NOT actor $PLAYER_ACTOR dead
004D: jump_if_false Label03E09D
0352: set_actor $PLAYER_ACTOR skin_to "PLAYER2"
038B: load_requested_models
00D6: if 0
8118: NOT actor $PLAYER_ACTOR dead
004D: jump_if_false Label03E09D
0353: refresh_actor $PLAYER_ACTOR
:Label03E09D
03CF: load_wav "LAW1_7" as 1
03CF: load_wav "LAW1_8" as 2
0395: clear_area 0 at 94.9 -1135.0 range 9.4 1.0
011C: actor $PLAYER_ACTOR clear_objective
0055: put_player $PLAYER_CHAR at 94.9 -1135.0 9.4
0171: set_player $PLAYER_CHAR z_angle_to 57.9
01B8: set_player $PLAYER_CHAR armed_weapon_to 0
0395: clear_area 0 at 78.3 -1130.1 range 9.8 8.0
00A5: 14@ = create_car #FREEWAY at 78.3 -1130.1 -100.0
0175: set_car 14@ z_angle_to 180.0
0129: 13@ = create_actor 4 #HMYST in_car 14@ driverseat
0243: set_actor 13@ ped_stats_to 16
01ED: reset_actor 13@ flags
00AD: set_car 14@ max_speed_to 0.0
016A: fade 1 (back) 1500 ms
015F: set_camera_position 94.027 -1134.133 10.002 0.0 0.0 0.0
0160: point_camera 94.724 -1134.82 9.797 2
0001: wait 1000 ms
0460: set_camera_pointing_time 5.0 3000
015F: set_camera_position 94.027 -1134.133 10.002 0.0 0.0 0.0
0160: point_camera 94.656 -1134.754 10.469 1
0006: 17@ = 0 ;; integer values
:Label03E1D5
00D6: if 0
8019: NOT 17@ > 5000 ;; integer values
004D: jump_if_false Label03E20B
0001: wait 0 ms
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label03E204
0002: jump Label03E20B
:Label03E204
0002: jump Label03E1D5
:Label03E20B
00D6: if 0
8119: NOT car 14@ wrecked
004D: jump_if_false Label03E258
0395: clear_area 0 at 78.3 -1130.1 range 9.8 8.0
00A7: car 14@ drive_to 78.0 -1141.3 9.8
00AD: set_car 14@ max_speed_to 6.0
00AE: unknown_set_car 14@ to_ignore_traffic_lights 3
:Label03E258
00D6: if 0
8118: NOT actor 13@ dead
004D: jump_if_false Label03E270
022E: set_player $PLAYER_CHAR to_look_at_actor 13@
:Label03E270
0395: clear_area 0 at 78.3 -1130.1 range 9.8 10.0
0395: clear_area 0 at 78.0 -1143.3 range 9.8 10.0
015F: set_camera_position 76.009 -1140.519 9.861 0.0 0.0 0.0
0160: point_camera 76.83 -1139.953 9.938 2
0006: 17@ = 0 ;; integer values
:Label03E2DA
00D6: if 0
8019: NOT 17@ > 500 ;; integer values
004D: jump_if_false Label03E2F8
0001: wait 0 ms
0002: jump Label03E2DA
:Label03E2F8
00D6: if 0
03D0: wav 1 loaded
004D: jump_if_false Label03E31A
03D1: play_wav 1
00BC: text_highpriority "LAW1_12" 1200 ms 1 ;; Hmmmm...nice bike.
:Label03E31A
0006: 17@ = 0 ;; integer values
:Label03E321
00D6: if 0
8019: NOT 17@ > 3500 ;; integer values
004D: jump_if_false Label03E35E
0001: wait 0 ms
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label03E357
0004: $3A = 1 ;; integer values
0002: jump Label03E3DD
:Label03E357
0002: jump Label03E321
:Label03E35E
00D6: if 0
8118: NOT actor 13@ dead
004D: jump_if_false Label03E399
00D6: if 0
8119: NOT car 14@ wrecked
004D: jump_if_false Label03E399
00D6: if 0
00DB: actor 13@ in_car 14@
004D: jump_if_false Label03E399
01D3: actor 13@ leave_car 14@
:Label03E399
0006: 17@ = 0 ;; integer values
:Label03E3A0
00D6: if 0
8019: NOT 17@ > 1000 ;; integer values
004D: jump_if_false Label03E3DD
0001: wait 0 ms
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label03E3D6
0004: $3A = 1 ;; integer values
0002: jump Label03E3DD
:Label03E3D6
0002: jump Label03E3A0
:Label03E3DD
00D6: if 0
0038: $3A == 1 ;; integer values
004D: jump_if_false Label03E47F
016A: fade 0 () 1000 ms
0001: wait 1000 ms
00D6: if 0
8118: NOT actor 13@ dead
004D: jump_if_false Label03E478
00D6: if 0
8119: NOT car 14@ wrecked
004D: jump_if_false Label03E478
00D6: if 0
00DB: actor 13@ in_car 14@
004D: jump_if_false Label03E478
0362: remove_actor 13@ from_car_and_place_at 77.1 -1140.6 9.4
0395: clear_area 0 at 77.1 -1140.6 range 9.4 1.0
00AB: put_car 14@ at 78.0 -1138.6 -100.0
0175: set_car 14@ z_angle_to 180.0
:Label03E478
016A: fade 1 (back) 1000 ms
:Label03E47F
0230: set_player $PLAYER_CHAR stop_looking
03C8: rotate_player-180-degrees
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
02A3: toggle_widescreen 0 (off)
011C: actor $PLAYER_ACTOR clear_objective
00D6: if 0
8119: NOT car 14@ wrecked
004D: jump_if_false Label03E4B2
01C3: remove_references_to_car 14@ ;; Like turning a car into any random car
0249: release_model #FREEWAY
:Label03E4B2
00BC: text_highpriority "LAW1_2" 10000 ms 1 ;; ~g~Get to the Colonel's boat.
018A: $13 = create_checkpoint_at $841 $842 $843
:Label03E4CF
00D6: if 1
80FA: NOT player $PLAYER_CHAR stopped 1 (in-sphere)near_point_in_car $841 $842
$843 radius 4.0 4.0 4.0
80F6: NOT player $PLAYER_CHAR 0 ()near_point_on_foot $841 $842 $843 radius
4.0 4.0 4.0
004D: jump_if_false Label03E795
0001: wait 0 ms
00D6: if 1
0038: $83A == 0 ;; integer values
8118: NOT actor 13@ dead
004D: jump_if_false Label03E56C
00D6: if 0
8119: NOT car 14@ wrecked
004D: jump_if_false Label03E56C
00D6: if 0
80DB: NOT actor 13@ in_car 14@
004D: jump_if_false Label03E56C
0211: actor 13@ walk_to 74.9 -1177.6
0004: $83A = 1 ;; integer values
:Label03E56C
00D6: if 0
0039: 2@ == 0 ;; integer values
004D: jump_if_false Label03E616
00D6: if 1
8118: NOT actor 13@ dead
8119: NOT car 14@ wrecked
004D: jump_if_false Label03E60F
00D6: if 0
00FB: player $PLAYER_CHAR 0 ()near_actor 13@ radius 20.0 20.0 10.0
004D: jump_if_false Label03E60F
00D6: if 0
00DC: player $PLAYER_CHAR driving 14@
004D: jump_if_false Label03E60F
0319: set_actor 13@ wander_state_to 1 (off)
011A: set_actor 13@ flags 1
0006: 2@ = 1 ;; integer values
00D6: if 0
03D0: wav 2 loaded
004D: jump_if_false Label03E60F
03D1: play_wav 2
00BC: text_highpriority "LAW1_13" 1000 ms 1 ;; No! My Bike!
0006: 17@ = 0 ;; integer values
0006: 16@ = 0 ;; integer values
:Label03E60F
0002: jump Label03E6D2
:Label03E616
00D6: if 1
8118: NOT actor 13@ dead
8119: NOT car 14@ wrecked
004D: jump_if_false Label03E6D2
00D6: if 0
80DB: NOT actor 13@ in_car 14@
004D: jump_if_false Label03E6AD
00D6: if 0
0184: actor 13@ health >= 99
004D: jump_if_false Label03E68B
00D6: if 0
8019: NOT 16@ > 3000 ;; integer values
004D: jump_if_false Label03E67C
0372: set_actor 13@ anim 16 wait_state_time 1000 ms
020F: actor 13@ look_at_player $PLAYER_CHAR
0002: jump Label03E684
:Label03E67C
01D5: actor 13@ go_to_and_drive_car 14@
:Label03E684
0002: jump Label03E6A6
:Label03E68B
00D6: if 0
0019: 17@ > 2000 ;; integer values
004D: jump_if_false Label03E6A6
01D5: actor 13@ go_to_and_drive_car 14@
:Label03E6A6
0002: jump Label03E6D2
:Label03E6AD
00AD: set_car 14@ max_speed_to 15.0
00A7: car 14@ drive_to 505.9 61.0 11.0
00AE: unknown_set_car 14@ to_ignore_traffic_lights 2
:Label03E6D2
00D6: if 1
0038: $834 == 0 ;; integer values
00F5: player $PLAYER_CHAR 0 ()near_point $841 $842 $843 radius 80.0 150.0
40.0
004D: jump_if_false Label03E78E
00A5: $836 = create_car #CHEETAH at -236.6 -1374.6 -100.0
0175: set_car $836 z_angle_to 280.3
00A5: $837 = create_car #INFERNUS at -240.8 -1355.3 -100.0
0175: set_car $837 z_angle_to 99.8
00A5: $838 = create_car #STRETCH at -244.2 -1339.2 -100.0
0175: set_car $838 z_angle_to 103.8
00A5: $839 = create_car #BANSHEE at -233.3 -1386.0 -100.0
0175: set_car $839 z_angle_to 96.8
0004: $834 = 1 ;; integer values
:Label03E78E
0002: jump Label03E4CF
:Label03E795
0164: disable_marker $13
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
02A3: toggle_widescreen 1 (on)
015F: set_camera_position -229.438 -1364.204 12.607 0.0 0.0 0.0
0160: point_camera -230.424 -1364.068 12.511 2
0001: wait 1000 ms
016A: fade 0 () 1500 ms
00BA: text_styled "LAW_1" 20000 ms 2 ;; The Party
:Label03E7F3
00D6: if 0
016B: fading
004D: jump_if_false Label03E80B
0001: wait 0 ms
0002: jump Label03E7F3
:Label03E80B
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object -95
(LODCARGOSHP03) 0
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object -96
(LODCARGOSHP04) 0
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object -97
(LODCARGOSHP05) 0
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 o