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DEFINE VERSION VICE 1.

0002: jump Label008620


DEFINE MEMORY 34329

: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 object -98
(LODCARGOSHP24) 0
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object -99
(LODCARGOSHP25) 0
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object -100
(LODCARGOSHP28) 0
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object -101
(LODCARGOSHP32) 0
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object -102
(LODCARGOSHP35) 0
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object -103
(LODCARGOSHP41) 0
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object -104
(LODCARGOSHP47) 0
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object -105
(LODCARGOSHP50) 0
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object -106
(LODCARGOSHP51) 0
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object -107
(LODCARGOSHP64) 0
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object -108
(LODCARGOSHP70) 0
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object -109
(LODCARGOSHP71) 0
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object -110
(LODCARGOSHP72) 0
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object -111
(LODCARGOSHP73) 0
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object -112
(LODARGOHULL2) 0
00D6: if 0
00E0: player $PLAYER_CHAR driving
004D: jump_if_false Label03EA5A
00DA: $83C = player $PLAYER_CHAR car
00AA: store_car $83C position_to $844 $845 $846
0174: $847 = car $83C z_angle
03F3: get_car $83C color 3@ 4@
0441: $83D = car $83C model
00D6: if 0
00DC: player $PLAYER_CHAR driving $83C
004D: jump_if_false Label03EA53
012A: put_player $PLAYER_CHAR at -246.5 -1360.5 7.1 and_remove_from_car
00A6: destroy_car $83C
0004: $83B = 1 ;; integer values

:Label03EA53
0002: jump Label03EA6E

:Label03EA5A
0055: put_player $PLAYER_CHAR at -246.5 -1360.5 7.1

:Label03EA6E
00A6: destroy_car $836
00A6: destroy_car $837
00A6: destroy_car $838
00A6: destroy_car $839
00D6: if 0
8118: NOT actor 13@ dead
004D: jump_if_false Label03EA97
01C2: remove_references_to_actor 13@ ;; Like turning an actor into a random
pedestrian

:Label03EA97
0249: release_model #FREEWAY
0249: release_model #HMYST
0249: release_model #CHEETAH
0249: release_model #INFERNUS
0249: release_model #STRETCH
0249: release_model #BANSHEE
01BD: $1D = current_time_in_ms
0004: $1E = 0 ;; integer values

:Label03EAC0
00D6: if 1
83EE: NOT player $PLAYER_CHAR controllable
001A: 5000 > $1E ;; integer values
004D: jump_if_false Label03EAF8
0001: wait 0 ms
01BD: $1C = current_time_in_ms
0084: $1E = $1C ;; integer values and handles
0060: $1E -= $1D ;; integer values
0002: jump Label03EAC0

:Label03EAF8
03EF: player $PLAYER_CHAR make_safe
03AD: set_rubbish 0 (invisible)
03B7: process_cut_scene_only 0 (true)
03AF: set_streaming 0 (disabled)
0522: (unknown)
0545: (unknown)
023C: load_special_actor 1 "CSPLAY2"
023C: load_special_actor 2 "CSDIAZ"
023C: load_special_actor 3 "CSMERC2"
023C: load_special_actor 4 "CSCANDY"
023C: load_special_actor 5 "CSGONZ"
023C: load_special_actor 6 "CSJEZZ"
023C: load_special_actor 7 "CSBJ"
023C: load_special_actor 8 "CSERVRA"
023C: load_special_actor 9 "CSRICH"
023C: load_special_actor 10 "CSDIREC"
023C: load_special_actor 11 "CGONA"
023C: load_special_actor 12 "DGOONA"
023C: load_special_actor 13 "DGOONB"
023C: load_special_actor 14 "CSAVERY"
023C: load_special_actor 15 "CSDLOVE"
023C: load_special_actor 16 "CSKENT"
023C: load_special_actor 17 "CSALSB2"
023C: load_special_actor 18 "CSCOLO"
0247: request_model #WFYG1
0247: request_model #WFYG2
0247: request_model -8 (YT_MAIN_BODY)
0247: request_model -9 (YT_MAIN_BODY2)
0247: request_model -113 (BIG_POLY_TINGS_B)
038B: load_requested_models

:Label03EBFB
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 Label03EC29
0001: wait 0 ms
0002: jump Label03EBFB

:Label03EC29
00D6: if 24
823D: NOT special_actor 7 loaded
823D: NOT special_actor 8 loaded
823D: NOT special_actor 9 loaded
823D: NOT special_actor 10 loaded
823D: NOT special_actor 12 loaded
004D: jump_if_false Label03EC53
0001: wait 0 ms
0002: jump Label03EC29

:Label03EC53
00D6: if 25
823D: NOT special_actor 13 loaded
823D: NOT special_actor 14 loaded
823D: NOT special_actor 15 loaded
823D: NOT special_actor 16 loaded
823D: NOT special_actor 17 loaded
823D: NOT special_actor 18 loaded
004D: jump_if_false Label03EC81
0001: wait 0 ms
0002: jump Label03EC53

:Label03EC81
00D6: if 24
8248: NOT model #WFYG1 available
8248: NOT model #WFYG2 available
8248: NOT model -8 (YT_MAIN_BODY) available
8248: NOT model -9 (YT_MAIN_BODY2) available
8248: NOT model -113 (BIG_POLY_TINGS_B) available
004D: jump_if_false Label03ECAB
0001: wait 0 ms
0002: jump Label03EC81

:Label03ECAB
02E4: load_cutscene_data "LAW_1B"
01BB: store_object $2CA position_to $1C0 $1C1 $1C2
0009: $1C0 += .003 ;; floating-point values
000D: $1C1 -= 1.381 ;; floating-point values
0009: $1C2 += 3.149 ;; floating-point values
0244: set_cutscene_pos $1C0 $1C1 $1C2
041D: set_camera_near_clip .1
02E5: $7D = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $7D "CSPLAY"
02E5: $A1 = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $A1 "CSDIAZ"
02E5: $A2 = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim $A2 "CSMERC"
02E5: $A5 = create_cutscene_object #SPECIAL04
02E6: set_cutscene_anim $A5 "CSCANDY"
02E5: $A6 = create_cutscene_object #SPECIAL05
02E6: set_cutscene_anim $A6 "CSGONZ"
02E5: $AC = create_cutscene_object #SPECIAL06
02E6: set_cutscene_anim $AC "CSJEZZ"
02E5: $B1 = create_cutscene_object #SPECIAL07
02E6: set_cutscene_anim $B1 "CSBJ"
02E5: 11@ = create_cutscene_object #SPECIAL08
02E6: set_cutscene_anim 11@ "CSERVRA"
02E5: 6@ = create_cutscene_object #SPECIAL09
02E6: set_cutscene_anim 6@ "CSRICH"
02E5: $A3 = create_cutscene_object #SPECIAL10
02E6: set_cutscene_anim $A3 "CSDIREC"
02E5: 7@ = create_cutscene_object #SPECIAL11
02E6: set_cutscene_anim 7@ "CGONA"
02E5: 8@ = create_cutscene_object #SPECIAL12
02E6: set_cutscene_anim 8@ "DGOONA"
02E5: 9@ = create_cutscene_object #SPECIAL13
02E6: set_cutscene_anim 9@ "DGOONB"
02E5: $95 = create_cutscene_object #SPECIAL14
02E6: set_cutscene_anim $95 "CSAVERY"
02E5: $DB = create_cutscene_object #SPECIAL15
02E6: set_cutscene_anim $DB "CSDLOVE"
02E5: $8E = create_cutscene_object #SPECIAL16
02E6: set_cutscene_anim $8E "CSKENT"
02E5: 10@ = create_cutscene_object #SPECIAL17
02E6: set_cutscene_anim 10@ "CSALSB"
02E5: $96 = create_cutscene_object #SPECIAL18
02E6: set_cutscene_anim $96 "CSCOLO"
02E5: 0@ = create_cutscene_object #WFYG1
02E6: set_cutscene_anim 0@ "WFYG1"
02E5: 1@ = create_cutscene_object #WFYG2
02E6: set_cutscene_anim 1@ "WFYG2"
01BB: store_object $2CA position_to $1C0 $1C1 $1C2
029B: $835 = init_object -113 (BIG_POLY_TINGS_B) at $1C0 $1C1 $1C2
016A: fade 1 (back) 1500 ms
03AD: set_rubbish 0 (invisible)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime
00BE: text_clear_all

:Label03EEB5
00D6: if 0
001A: 11329 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03EED8
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03EEB5

:Label03EED8
00BC: text_highpriority "LAWP_1" 10000 ms 1 ;; Buenas noches.

:Label03EEE7
00D6: if 0
001A: 13188 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03EF0A
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03EEE7

:Label03EF0A
00BC: text_highpriority "LAWP_2" 10000 ms 1 ;; I understand you are here on the
behalf of Mr. Rosenberg,

:Label03EF19
00D6: if 0
001A: 16708 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03EF3C
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03EF19

:Label03EF3C
00BC: text_highpriority "LAWP_3" 10000 ms 1 ;; I hope any recent problems have
not affected his health, or uh,

:Label03EF4B
00D6: if 0
001A: 20045 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03EF6E
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03EF4B

:Label03EF6E
00BC: text_highpriority "LAWP_4" 10000 ms 1 ;; mental well being, Mr...uh?

:Label03EF7D
00D6: if 0
001A: 22161 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03EFA0
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03EF7D

:Label03EFA0
00BC: text_highpriority "LAWP_5" 10000 ms 1 ;; Vercetti. He's just got a touch
of...agoraphobia.

:Label03EFAF
00D6: if 0
001A: 26685 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03EFD2
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03EFAF

:Label03EFD2
00BC: text_highpriority "LAWP_6" 10000 ms 1 ;; Excellent, excellent. And you?

:Label03EFE1
00D6: if 0
001A: 28985 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03F004
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03EFE1

:Label03F004
00BC: text_highpriority "LAWP_7" 10000 ms 1 ;; I just want my merchandise.

:Label03F013
00D6: if 0
001A: 30685 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03F036
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03F013

:Label03F036
00BC: text_highpriority "LAWP_8" 10000 ms 1 ;; Ah. It's an unfortunate set of
circumstances for all involved.

:Label03F045
00D6: if 0
001A: 35229 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03F06A
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03F045

:Label03F06A
00BC: text_highpriority "LAWP_9" 10000 ms 1 ;; Of course I have initiated my own
lines of inquiry,

:Label03F079
00D6: if 0
001A: 38229 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03F09E
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03F079

:Label03F09E
00BC: text_highpriority "LAWP_10" 10000 ms 1 ;; but such a delicate matter will
take time.

:Label03F0AD
00D6: if 0
001A: 40853 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03F0D2
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03F0AD

:Label03F0D2
00BC: text_highpriority "LAWP_11" 10000 ms 1 ;; Perhaps we will talk later.

:Label03F0E1
00D6: if 0
001A: 42509 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03F106
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03F0E1

:Label03F106
00BC: text_highpriority "LAWP_12" 10000 ms 1 ;; Meanwhile, let me introduce you
to my daughter,

:Label03F115
00D6: if 0
001A: 44583 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03F13A
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03F115

:Label03F13A
00BC: text_highpriority "LAWP_13" 10000 ms 1 ;; Mercedes!

:Label03F149
00D6: if 0
001A: 47037 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03F16E
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03F149

:Label03F16E
00BC: text_highpriority "LAWP_14" 10000 ms 1 ;; Caramia, could you look after
our guest while I attend to my necessary obligations?

:Label03F17D
00D6: if 0
001A: 52149 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03F1A2
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03F17D

:Label03F1A2
00BC: text_highpriority "LAWP_15" 10000 ms 1 ;; Of course, daddy.

:Label03F1B1
00D6: if 0
001A: 53893 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03F1D6
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03F1B1

:Label03F1D6
00BC: text_highpriority "LAWP_16" 10000 ms 1 ;; Please excuse me.

:Label03F1E5
00D6: if 0
001A: 55613 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03F20A
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03F1E5

:Label03F20A
00BC: text_highpriority "LAWP_17" 10000 ms 1 ;; Mercedes!?

:Label03F219
00D6: if 0
001A: 56697 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03F23E
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03F219

:Label03F23E
00BC: text_highpriority "LAWP_18" 10000 ms 1 ;; You try living with it.

:Label03F24D
00D6: if 0
001A: 59025 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03F272
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03F24D

:Label03F272
00BC: text_highpriority "LAWP_19" 10000 ms 1 ;; Anyway, let me point out some of
our more distinguished guests...

:Label03F281
00D6: if 0
001A: 62885 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03F2A6
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03F281
:Label03F2A6
00BC: text_highpriority "LAWP_20" 10000 ms 1 ;; That's our congressman Alex
Shrub with rising silicone star Candy Suxxx...

:Label03F2B5
00D6: if 0
001A: 68309 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03F2DA
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03F2B5

:Label03F2DA
00BC: text_highpriority "LAWP_21" 10000 ms 1 ;; And have you met my lovely wife
Laura? No?

:Label03F2E9
00D6: if 0
001A: 70783 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03F30E
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03F2E9

:Label03F30E
00BC: text_highpriority "LAWP_22" 10000 ms 1 ;; Well, unfortunately she's in
Alabama. This is Candy.

:Label03F31D
00D6: if 0
001A: 73163 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03F342
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03F31D

:Label03F342
00BC: text_highpriority "LAWP_23" 10000 ms 1 ;; And over there we have the Vice
City Mambas' star tight end, BJ -

:Label03F351
00D6: if 0
001A: 77173 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03F376
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03F351

:Label03F376
00BC: text_highpriority "LAWP_24" 10000 ms 1 ;; always the charmer.

:Label03F385
00D6: if 0
001A: 79309 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03F3AA
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03F385
:Label03F3AA
00BC: text_highpriority "LAWP_25" 10000 ms 1 ;; I blocked down on him and then I
put him in a wheelchair!

:Label03F3B9
00D6: if 0
001A: 82073 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03F3DE
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03F3B9

:Label03F3DE
00BC: text_highpriority "LAWP_26" 10000 ms 1 ;; Haha, that is good!

:Label03F3ED
00D6: if 0
001A: 84485 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03F412
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03F3ED

:Label03F412
00BC: text_highpriority "LAWP_27" 10000 ms 1 ;; Well now, I'm looking at some
prime real estate property.

:Label03F421
00D6: if 0
001A: 86381 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03F446
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03F421

:Label03F446
00BC: text_highpriority "LAWP_28" 10000 ms 1 ;; And that poolside amphibian is
Jezz Torrent,

:Label03F455
00D6: if 0
001A: 89181 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03F47A
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03F455

:Label03F47A
00BC: text_highpriority "LAWP_29" 10000 ms 1 ;; lead singer with Love Fist.

:Label03F489
00D6: if 0
001A: 90941 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03F4AE
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03F489
:Label03F4AE
00BC: text_highpriority "LAWP_30" 10000 ms 1 ;; Can I tell yous - do you know
how they play ping-pong in Thailand?

:Label03F4BD
00D6: if 0
001A: 95519 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03F4E2
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03F4BD

:Label03F4E2
00BC: text_highpriority "LAWP_31" 10000 ms 1 ;; Let me tell you's,

:Label03F4F1
00D6: if 0
001A: 96827 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03F516
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03F4F1

:Label03F516
00BC: text_highpriority "LAWP_32" 10000 ms 1 ;; it does not involve a paddle, if
you know what I mean!

:Label03F525
00D6: if 0
001A: 99557 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03F54A
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03F525

:Label03F54A
00BC: text_highpriority "LAWP_33" 10000 ms 1 ;; Impotent.

:Label03F559
00D6: if 0
001A: 100981 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03F57E
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03F559

:Label03F57E
00BC: text_highpriority "LAWP_34" 10000 ms 1 ;; And the chatty trio.

:Label03F58D
00D6: if 0
001A: 102213 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03F5B2
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03F58D

:Label03F5B2
00BC: text_highpriority "LAWP_35" 10000 ms 1 ;; That sleeping sweat gland is
Papa's right hand gimp, Gonzalez

:Label03F5C1
00D6: if 0
001A: 106309 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03F5E6
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03F5C1

:Label03F5E6
00BC: text_highpriority "LAWP_36" 10000 ms 1 ;; and the other two are Pastor
Richards

:Label03F5F5
00D6: if 0
001A: 108929 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03F61A
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03F5F5

:Label03F61A
00BC: text_highpriority "LAWP_37" 10000 ms 1 ;; and pseudo intellectual film
director, Steve Scott.

:Label03F629
00D6: if 0
001A: 112581 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03F64E
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03F629

:Label03F64E
00BC: text_highpriority "LAWP_38" 10000 ms 1 ;; ...passion with the nympho
invaders,

:Label03F65D
00D6: if 0
001A: 114053 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03F682
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03F65D

:Label03F682
00BC: text_highpriority "LAWP_39" 10000 ms 1 ;; when the giant shark comes in
and

:Label03F691
00D6: if 0
001A: 115737 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03F6B6
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03F691

:Label03F6B6
00BC: text_highpriority "LAWP_40" 10000 ms 1 ;; just bites their dicks off!

:Label03F6C5
00D6: if 0
001A: 117845 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03F6EA
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03F6C5

:Label03F6EA
00BC: text_highpriority "LAWP_41" 10000 ms 1 ;; Ha now, you never saw anything
like that before, have you?

:Label03F6F9
00D6: if 0
001A: 119447 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03F71E
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03F6F9

:Label03F71E
00BC: text_highpriority "LAWP_42" 10000 ms 1 ;; Colonel!

:Label03F72D
00D6: if 0
001A: 120817 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03F752
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03F72D

:Label03F752
00BC: text_highpriority "LAWP_43" 10000 ms 1 ;; your parties as ever are a
triumph, hahahaha!

:Label03F761
00D6: if 0
001A: 125301 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03F786
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03F761

:Label03F786
00BC: text_highpriority "LAWP_44" 10000 ms 1 ;; I can only apologize for my late
arrival.

:Label03F795
00D6: if 0
001A: 128354 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03F7BA
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03F795

:Label03F7BA
00BC: text_highpriority "LAWP_45" 10000 ms 1 ;; Ah, de nada amigo. How do we
find you?

:Label03F7C9
00D6: if 0
001A: 130562 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03F7EE
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03F7C9

:Label03F7EE
00BC: text_highpriority "LAWP_46" 10000 ms 1 ;; Our business is very trying -
barbarians at the gates.

:Label03F7FD
00D6: if 0
001A: 134137 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03F822
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03F7FD

:Label03F822
00BC: text_highpriority "LAWP_47" 10000 ms 1 ;; A time for rewarding one's
friends and liquidating one's enemies, amigo.

:Label03F831
00D6: if 0
001A: 139457 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03F856
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03F831

:Label03F856
00BC: text_highpriority "LAWP_48" 10000 ms 1 ;; Who's the loudmouth?

:Label03F865
00D6: if 0
001A: 140909 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03F88A
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03F865

:Label03F88A
00BC: text_highpriority "LAWP_49" 10000 ms 1 ;; Ricardo Diaz. He's Mr. Coke.

:Label03F899
00D6: if 0
001A: 143688 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03F8BE
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03F899

:Label03F8BE
00BC: text_highpriority "LAWP_50" 10000 ms 1 ;; Mercedes!
:Label03F8CD
00D6: if 0
001A: 144983 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03F8F2
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03F8CD

:Label03F8F2
00BC: text_highpriority "LAWP_51" 10000 ms 1 ;; Oh, I was just taking my friend
back into town.

:Label03F901
00D6: if 0
001A: 147884 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03F926
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03F901

:Label03F926
00BC: text_highpriority "LAWP_52" 10000 ms 1 ;; Another time, Ricardo!

:Label03F935
00D6: if 0
001A: 150069 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03F95A
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03F935

:Label03F95A
00BC: text_highpriority "LAWP_53" 10000 ms 1 ;; Let's get out of here.

:Label03F969
00D6: if 0
001A: 151669 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03F98E
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03F969

:Label03F98E
00BC: text_highpriority "LAWP_54" 10000 ms 1 ;; Actually, take me to the Pole
Position club.

:Label03F99D
00D6: if 0
001A: 152669 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label03F9C2
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03F99D

:Label03F9C2
00BE: text_clear_all
00BA: text_styled "BEACH1" 3000 ms 2 ;; Ocean Beach
016A: fade 0 () 1500 ms
00BE: text_clear_all
:Label03F9DC
00D6: if 0
016B: fading
004D: jump_if_false Label03F9F4
0001: wait 0 ms
0002: jump Label03F9DC

:Label03F9F4
03AD: set_rubbish 1 (visible)
02EA: end_cutscene
0296: unload_special_actor 1
0296: unload_special_actor 2
0296: unload_special_actor 3
0296: unload_special_actor 4
0296: unload_special_actor 5
0296: unload_special_actor 6
0296: unload_special_actor 7
0296: unload_special_actor 8
0296: unload_special_actor 9
0296: unload_special_actor 10
0296: unload_special_actor 11
0296: unload_special_actor 12
0296: unload_special_actor 13
0296: unload_special_actor 14
0296: unload_special_actor 15
0296: unload_special_actor 16
0296: unload_special_actor 17
0296: unload_special_actor 18
0249: release_model #WFYG1
0249: release_model #WFYG2
0249: release_model -8 (YT_MAIN_BODY)
0249: release_model -9 (YT_MAIN_BODY2)
0108: destroy_object $835
0249: release_model -113 (BIG_POLY_TINGS_B)
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object -95
(LODCARGOSHP03) 1
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object -96
(LODCARGOSHP04) 1
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object -97
(LODCARGOSHP05) 1
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object -98
(LODCARGOSHP24) 1
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object -99
(LODCARGOSHP25) 1
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object -100
(LODCARGOSHP28) 1
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object -101
(LODCARGOSHP32) 1
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object -102
(LODCARGOSHP35) 1
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object -103
(LODCARGOSHP41) 1
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object -104
(LODCARGOSHP47) 1
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object -105
(LODCARGOSHP50) 1
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object -106
(LODCARGOSHP51) 1
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object -107
(LODCARGOSHP64) 1
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object -108
(LODCARGOSHP70) 1
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object -109
(LODCARGOSHP71) 1
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object -110
(LODCARGOSHP72) 1
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object -111
(LODCARGOSHP73) 1
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object -112
(LODARGOHULL2) 1
023C: load_special_actor 3 "IGMERC2"
03CF: load_wav "LAW1_1" as 1
03CF: load_wav "LAW1_2" as 2
0247: request_model #FREEWAY
0247: request_model #CHEETAH
0247: request_model #INFERNUS
0247: request_model #STRETCH
0247: request_model #BANSHEE
04E4: unknown_refresh_game_renderer_at -246.5 -1360.5
038B: load_requested_models
03AF: set_streaming 1 (enabled)
03B7: process_cut_scene_only 1 (false)

:Label03FC82
00D6: if 25
8248: NOT model #FREEWAY available
8248: NOT model #CHEETAH available
8248: NOT model #INFERNUS available
8248: NOT model #STRETCH available
8248: NOT model #BANSHEE available
823D: NOT special_actor 3 loaded
004D: jump_if_false Label03FCB5
0001: wait 0 ms
0002: jump Label03FC82

:Label03FCB5
0395: clear_area 1 at -246.5 -1360.5 range 7.1 1.0
0395: clear_area 1 at -249.1 -1362.1 range 7.1 1.0
0395: clear_area 1 at -236.6 -1374.6 range 7.1 1.0
0395: clear_area 1 at -240.8 -1355.3 range 7.1 1.0
0395: clear_area 1 at -244.2 -1339.2 range 7.1 1.0
0395: clear_area 1 at -233.3 -1386.0 range 7.1 1.0
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
00D6: if 0
0038: $83B == 1 ;; integer values
004D: jump_if_false Label03FE06
0247: request_model $83D
038B: load_requested_models
00A5: $83C = create_car $83D at $844 $845 $846
0175: set_car $83C z_angle_to $847
0229: set_car $83C color_to 3@ 4@

:Label03FE06
03CB: set_camera -245.8 -1360.7 7.1
0055: put_player $PLAYER_CHAR at -245.8 -1360.7 7.1
0171: set_player $PLAYER_CHAR z_angle_to 276.0
009A: $833 = create_actor 5 #SPECIAL03 at -244.5 -1362.1 7.1
039E: (unknown) $833 1
0526: unknown_actor $833 1
0187: 5@ = create_marker_above_actor $833
0164: disable_marker 5@
0173: set_actor $833 z_angle_to 276.0
0245: set_actor $833 walk_style_to 46
0319: set_actor $833 wander_state_to 1 (off)
01DF: tie_actor $833 to_player $PLAYER_CHAR
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
02A3: toggle_widescreen 0 (off)
0001: wait 500 ms
016A: fade 1 (back) 1500 ms
00D6: if 0
0118: actor $833 dead
004D: jump_if_false Label03FEC9
00BC: text_highpriority "LAW1_4" 5000 ms 1 ;; ~r~You killed the Colonel's
daughter!
0002: jump Label040645

:Label03FEC9
00BC: text_highpriority "LAW1_3" 5000 ms 1 ;; ~g~Take the Colonel's daughter to
the Pole Position club.
018A: $13 = create_checkpoint_at $83E $83F $840
0006: 17@ = 0 ;; integer values
01C3: remove_references_to_car $836 ;; Like turning a car into any random car
01C3: remove_references_to_car $837 ;; Like turning a car into any random car
01C3: remove_references_to_car $838 ;; Like turning a car into any random car
01C3: remove_references_to_car $839 ;; Like turning a car into any random car
0249: release_model #CHEETAH
0249: release_model #INFERNUS
0249: release_model #STRETCH
0249: release_model #BANSHEE
00D6: if 0
0038: $83B == 1 ;; integer values
004D: jump_if_false Label03FF2C
0249: release_model $83D

:Label03FF2C
00D6: if 21
80FE: NOT actor $833 1 (in-sphere)near_point $83E $83F $840 radius 2.5 2.5
3.0
80F8: NOT player $PLAYER_CHAR stopped 1 (in-sphere)near_point $83E $83F $840
radius 2.5 2.5 3.0
004D: jump_if_false Label0402A7
0001: wait 0 ms
00D6: if 0
0118: actor $833 dead
004D: jump_if_false Label03FF9F
00BC: text_highpriority "LAW1_4" 5000 ms 1 ;; ~r~You killed the Colonel's
daughter!
0002: jump Label040645

:Label03FF9F
00D6: if 0
8118: NOT actor $833 dead
004D: jump_if_false Label04027A
00D6: if 0
80FB: NOT player $PLAYER_CHAR 0 ()near_actor $833 radius 30.0 30.0 10.0
004D: jump_if_false Label040000
00D6: if 0
0039: 12@ == 0 ;; integer values
004D: jump_if_false Label03FFF9
0164: disable_marker 5@
0187: 5@ = create_marker_above_actor $833
0006: 12@ = 1 ;; integer values

:Label03FFF9
0002: jump Label04003E

:Label040000
00D6: if 0
0039: 12@ == 1 ;; integer values
004D: jump_if_false Label04003E
00D6: if 0
8320: NOT actor $833 in_range_of_player $PLAYER_CHAR
004D: jump_if_false Label04003E
01E0: clear_leader $833
01DF: tie_actor $833 to_player $PLAYER_CHAR
0164: disable_marker 5@
0006: 12@ = 0 ;; integer values

:Label04003E
00D6: if 0
00DF: actor $833 driving
004D: jump_if_false Label04027A
00D6: if 0
0038: $26 == 0 ;; integer values
004D: jump_if_false Label0400B7
00D6: if 0
03D0: wav 1 loaded
004D: jump_if_false Label040082
03D1: play_wav 1
00BC: text_highpriority "LAW1_5" 5000 ms 1 ;; Will you be working for my father?

:Label040082
00D6: if 0
03D2: wav 1 ended
004D: jump_if_false Label0400B7
0001: wait 500 ms
03D1: play_wav 2
00BC: text_highpriority "LAW1_6" 5000 ms 1 ;; Maybe.
0004: $26 = 1 ;; integer values
0006: 17@ = 0 ;; integer values

:Label0400B7
00D6: if 0
8118: NOT actor $833 dead
004D: jump_if_false Label0401B2
00D6: if 0
847A: NOT $833
004D: jump_if_false Label0401B2
00D6: if 2
0038: $27 == 0 ;; integer values
0038: $26 == 1 ;; integer values
0019: 17@ > 500 ;; integer values
004D: jump_if_false Label0401B2
00D6: if 0
0038: $21 == 0 ;; integer values
004D: jump_if_false Label040130
03CF: load_wav "LAW1_3" as 1
03CF: load_wav "LAW1_2" as 2
0004: $21 = 1 ;; integer values
0002: jump Label04014A

:Label040130
00D6: if 1
03D0: wav 1 loaded
03D0: wav 2 loaded
004D: jump_if_false Label04014A
0004: $22 = 1 ;; integer values

:Label04014A
00D6: if 0
0038: $22 == 1 ;; integer values
004D: jump_if_false Label0401B2
03D1: play_wav 1
00BC: text_highpriority "LAW1_7" 5000 ms 1 ;; Do you mind me resting my hand in
your lap?
00D6: if 0
03D2: wav 1 ended
004D: jump_if_false Label0401B2
0001: wait 1000 ms
03D1: play_wav 2
00BC: text_highpriority "LAW1_8" 5000 ms 1 ;; Maybe...
0004: $21 = 0 ;; integer values
0004: $22 = 0 ;; integer values
0004: $27 = 1 ;; integer values
0006: 17@ = 0 ;; integer values

:Label0401B2
00D6: if 0
8118: NOT actor $833 dead
004D: jump_if_false Label04027A
00D6: if 2
0038: $28 == 0 ;; integer values
0038: $26 == 1 ;; integer values
0019: 17@ > 1000 ;; integer values
004D: jump_if_false Label04027A
00D6: if 0
0038: $21 == 0 ;; integer values
004D: jump_if_false Label04020F
03CF: load_wav "LAW1_4" as 1
0004: $21 = 1 ;; integer values
0002: jump Label040225

:Label04020F
00D6: if 0
03D0: wav 1 loaded
004D: jump_if_false Label040225
0004: $22 = 1 ;; integer values

:Label040225
00D6: if 0
0038: $22 == 1 ;; integer values
004D: jump_if_false Label04027A
00D6: if 0
03D2: wav 2 ended
004D: jump_if_false Label04027A
0001: wait 500 ms
03D1: play_wav 1
00BC: text_highpriority "LAW1_9" 5000 ms 1 ;; It's so difficult having a rich
and powerful father. Vamos.
0004: $21 = 0 ;; integer values
0004: $22 = 0 ;; integer values
0004: $28 = 1 ;; integer values
0006: 17@ = 0 ;; integer values

:Label04027A
00D6: if 0
0118: actor $833 dead
004D: jump_if_false Label0402A0
00BC: text_highpriority "LAW1_4" 5000 ms 1 ;; ~r~You killed the Colonel's
daughter!
0002: jump Label040645

:Label0402A0
0002: jump Label03FF2C

:Label0402A7
0164: disable_marker $13
0004: $3A = 0 ;; integer values
03CF: load_wav "LAW1_5" as 1
03CF: load_wav "LAW1_6" as 2
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
02A3: toggle_widescreen 1 (on)
00D6: if 0
8118: NOT actor $833 dead
004D: jump_if_false Label0402EE
022E: set_player $PLAYER_CHAR to_look_at_actor $833

:Label0402EE
043C: unknown_set_game_sounds 0
016A: fade 0 () 1000 ms
0001: wait 1000 ms
0108: destroy_object $3EF
00D6: if 0
8118: NOT actor $833 dead
004D: jump_if_false Label040396
00D6: if 0
00DF: actor $833 driving
004D: jump_if_false Label040360
0395: clear_area 1 at 98.1 -1475.3 range 9.4 1.0
0362: remove_actor $833 from_car_and_place_at 98.1 -1475.3 9.4
0173: set_actor $833 z_angle_to 33.0
0002: jump Label040396

:Label040360
0395: clear_area 1 at 98.1 -1475.3 range 9.4 1.0
00A1: put_actor $833 at 98.1 -1475.3 9.4
0173: set_actor $833 z_angle_to 33.0

:Label040396
0001: wait 0 ms
016A: fade 1 (back) 1000 ms
015F: set_camera_position 93.918 -1480.097 10.341 0.0 0.0 0.0
0160: point_camera 94.234 -1479.158 10.476 2
00D6: if 0
8118: NOT actor $833 dead
004D: jump_if_false Label040404
01E0: clear_leader $833
0319: set_actor $833 wander_state_to 0 (wander)
011C: actor $833 clear_objective
0211: actor $833 walk_to 97.0 -1471.4

:Label040404
00D6: if 0
03D0: wav 1 loaded
004D: jump_if_false Label040426
03D1: play_wav 1
00BC: text_highpriority "LAW1_10" 5000 ms 1 ;; See you around, handsome!

:Label040426
0006: 17@ = 0 ;; integer values

:Label04042D
00D6: if 0
80ED: NOT actor $833 0 ()near_point_on_foot 97.0 -1471.4 radius .4 .4
004D: jump_if_false Label0404D3
0001: wait 0 ms
00D6: if 0
0118: actor $833 dead
004D: jump_if_false Label040484
00BC: text_highpriority "LAW1_4" 5000 ms 1 ;; ~r~You killed the Colonel's
daughter!
0002: jump Label040645
0002: jump Label040493

:Label040484
0211: actor $833 walk_to 97.0 -1471.4

:Label040493
00D6: if 0
0019: 17@ > 10000 ;; integer values
004D: jump_if_false Label0404AD
0002: jump Label040656

:Label0404AD
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label0404CC
0004: $3A = 1 ;; integer values
0002: jump Label04060C

:Label0404CC
0002: jump Label04042D
:Label0404D3
00D6: if 0
8118: NOT actor $833 dead
004D: jump_if_false Label04052A
011C: actor $833 clear_objective
0211: actor $833 walk_to 93.5 -1464.9
015F: set_camera_position 98.558 -1472.228 9.79 0.0 0.0 0.0
0160: point_camera 97.862 -1471.546 10.0 2

:Label04052A
0006: 17@ = 0 ;; integer values

:Label040531
00D6: if 0
80ED: NOT actor $833 0 ()near_point_on_foot 93.5 -1464.9 radius 1.5 1.5
004D: jump_if_false Label04060C
0001: wait 0 ms
00D6: if 0
0118: actor $833 dead
004D: jump_if_false Label040588
00BC: text_highpriority "LAW1_4" 5000 ms 1 ;; ~r~You killed the Colonel's
daughter!
0002: jump Label040645
0002: jump Label040597

:Label040588
0211: actor $833 walk_to 93.5 -1464.9

:Label040597
00D6: if 0
0019: 17@ > 10000 ;; integer values
004D: jump_if_false Label0405B1
0002: jump Label040656

:Label0405B1
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label0405D0
0004: $3A = 1 ;; integer values
0002: jump Label04060C

:Label0405D0
00D6: if 0
0019: 17@ > 500 ;; integer values
004D: jump_if_false Label040605
00D6: if 0
03D2: wav 1 ended
004D: jump_if_false Label040605
03D1: play_wav 2
00BC: text_highpriority "LAW1_11" 2000 ms 1 ;; I'm sure you will.

:Label040605
0002: jump Label040531

:Label04060C
00D6: if 0
0038: $3A == 1 ;; integer values
004D: jump_if_false Label040631
016A: fade 0 () 1000 ms
0001: wait 1000 ms
016A: fade 1 (back) 1000 ms

:Label040631
009B: destroy_actor_instantly $833
02EB: restore_camera_with_jumpcut
043C: unknown_set_game_sounds 1
00BE: text_clear_all
0002: jump Label040656

:Label040645
00BA: text_styled "M_FAIL" 5000 ms 1 ;; MISSION FAILED!
0051: return

:Label040656
0004: $PASSED_LAW1_THE_PARTY = 1 ;; integer values
0394: play_music 1
01E3: text_1number_styled "M_PASS" 100 5000 ms 1 ;; MISSION PASSED! $~1~
0110: clear_player $PLAYER_CHAR wanted_level
0109: player $PLAYER_CHAR money += 100
0318: set_latest_mission_passed "LAW_1" ;; The Party
030C: set_mission_points += 1
004F: create_thread Label00B2B6
04EC: set_zone_car_class_info "OCEAND1" 1 200 0 200 300 0 0 100 100 100
500 500
04EC: set_zone_car_class_info "OCEAND1" 0 200 0 250 300 0 0 100 50 100
500 500
04EC: set_zone_car_class_info "OCEAND2" 1 200 0 200 300 0 0 100 100 100
500 500
04EC: set_zone_car_class_info "OCEAND2" 0 200 0 250 300 0 0 100 50 100
500 500
04EC: set_zone_car_class_info "BEACH1" 1 300 0 250 250 0 0 100 100 0 500
500
04EC: set_zone_car_class_info "BEACH1" 0 300 0 250 250 0 0 100 0 100 500
500
04EC: set_zone_car_class_info "BEACH2" 1 260 0 240 250 0 0 100 50 100
500 500
04EC: set_zone_car_class_info "BEACH2" 0 200 0 300 300 0 0 100 0 100 500
500
04EC: set_zone_car_class_info "STREET3" 1 300 0 350 200 0 0 100 0 50 500
500
04EC: set_zone_car_class_info "STREET3" 0 250 0 300 250 0 0 150 0 50 500
500
04EC: set_zone_car_class_info "CLUB2" 1 300 0 350 200 0 0 100 0 50 500
500
04EC: set_zone_car_class_info "CLUB2" 0 250 0 300 250 0 0 150 0 50 500
500
04EC: set_zone_car_class_info "SHOP2" 1 300 0 350 200 0 0 100 0 50 500
500
04EC: set_zone_car_class_info "SHOP2" 0 250 0 300 250 0 0 100 0 100 500
500
055B: $504 = create_clothes_pickup 1 at 226.4 -1265.6 20.1
0004: $4FD = 1 ;; integer values
055B: $505 = create_clothes_pickup 2 at 97.5 -1133.6 10.4
0004: $4F1 = 1 ;; integer values
004F: create_thread Label02B4BF
0051: return

:Label0408FC
0004: $ONMISSION = 0 ;; integer values
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
0164: disable_marker $13
0164: disable_marker $3B
0164: disable_marker 5@
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
0249: release_model #FREEWAY
0249: release_model #HMYST
0249: release_model #CHEETAH
0249: release_model #INFERNUS
0249: release_model #STRETCH
0249: release_model #BANSHEE
014C: set_parked_car_generator $79D cars_to_generate_to 101
0296: unload_special_actor 3
040D: unload_wav 1
040D: unload_wav 2
01B7: release_weather
00D8: mission_cleanup
0051: return

;-------------Mission 4---------------
; Originally: Back Alley Brawl

:Label04096D
0050: gosub Label040991
00D6: if 0
0112: wasted_or_busted
004D: jump_if_false Label040988
0050: gosub Label043D70

:Label040988
0050: gosub Label043DC3
004E: end_thread

:Label040991
0317: increment_mission_attempts
0004: $ONMISSION = 1 ;; integer values
03A4: name_thread "LAWYER2"
0001: wait 0 ms
054C: use_GXT_table "LAWYER2"
058E: set_restart_mission_taxi_destination 110.6 -824.2 9.6 327.9
0006: 14@ = 0 ;; integer values
0004: $854 = 0 ;; integer values
0004: $855 = 0 ;; integer values
0004: $856 = 0 ;; integer values
0004: $857 = 0 ;; integer values
0004: $858 = 0 ;; integer values
0004: $859 = 0 ;; integer values
0004: $85A = 0 ;; integer values
0004: $848 = 0 ;; integer values
0004: $26 = 0 ;; integer values
0004: $27 = 0 ;; integer values
0004: $21 = 0 ;; integer values
0004: $22 = 0 ;; integer values
0006: 5@ = 0 ;; integer values
0004: $849 = 0 ;; integer values
0004: $38 = 0 ;; integer values
0005: $85F = 433.7 ;; floating-point values
0005: $860 = -575.9 ;; floating-point values
0005: $861 = 9.7 ;; floating-point values
0006: 6@ = 0 ;; integer values
0004: $84A = 0 ;; integer values
0004: $85C = 0 ;; integer values
0004: $85D = 0 ;; integer values
0006: 8@ = 0 ;; integer values
0006: 12@ = 0 ;; integer values
0006: 7@ = 0 ;; integer values
0006: 13@ = 0 ;; integer values
0004: $84B = 0 ;; integer values
0004: $85E = 0 ;; integer values
03E6: remove_text_box
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 "LAWDOOR"
038B: load_requested_models

:Label040AF0
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 Label040B22
0001: wait 0 ms
0002: jump Label040AF0

:Label040B22
03CB: set_camera 140.6 -1367.4 13.1
02E4: load_cutscene_data "LAW_2A"
0244: set_cutscene_pos 141.441 -1366.722 12.163
041D: set_camera_near_clip .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: $D2 = create_cutscene_object #CUTOBJ04
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

:Label040C27
00D6: if 0
001A: 987 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label040C4A
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label040C27

:Label040C4A
00BC: text_highpriority "LAW2_A" 10000 ms 1 ;; Ah! Well, I hope you're having a
good time. Because I'm going out of my mind with worry here. What did you find out?

:Label040C59
00D6: if 0
001A: 6800 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label040C7C
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label040C59

:Label040C7C
00BC: text_highpriority "LAW2_B" 10000 ms 1 ;; That there are more criminals in
this town than in prison. We need a lead from the streets...

:Label040C8B
00D6: if 0
001A: 11088 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label040CAE
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label040C8B

:Label040CAE
00BC: text_highpriority "LAW2_C" 10000 ms 1 ;; Ok, let me think, let me think,
let me think -

:Label040CBD
00D6: if 0
001A: 12888 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label040CE0
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label040CBD

:Label040CE0
00BC: text_highpriority "LAW2_D" 10000 ms 1 ;; - AH! I've got it!

:Label040CEF
00D6: if 0
001A: 14496 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label040D12
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label040CEF
:Label040D12
00BC: text_highpriority "LAW2_E" 10000 ms 1 ;; Ok, There's this limey, some
music industry slimeball,

:Label040D21
00D6: if 0
001A: 17164 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label040D44
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label040D21

:Label040D44
00BC: text_highpriority "LAW2_F" 10000 ms 1 ;; goes by the name of Kent Paul.

:Label040D53
00D6: if 0
001A: 18793 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label040D76
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label040D53

:Label040D76
00BC: text_highpriority "LAW2_G" 10000 ms 1 ;; Anyway, he's got his nose so far
up most of Vice City's ass

:Label040D85
00D6: if 0
001A: 22223 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label040DA8
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label040D85

:Label040DA8
00BC: text_highpriority "LAW2_H" 10000 ms 1 ;; that if anybody knows the
whereabouts of 20 k's of coke,

:Label040DB7
00D6: if 0
001A: 25376 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label040DDA
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label040DB7

:Label040DDA
00BC: text_highpriority "LAW2_I" 10000 ms 1 ;; it's this guy, all right? He's
always at The Malibu.

:Label040DE9
00D6: if 0
001A: 28768 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label040E0C
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label040DE9
:Label040E0C
00BC: text_highpriority "LAW2_J" 10000 ms 1 ;; I'll go pay him a visit.

:Label040E1B
00D6: if 0
001A: 31266 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label040E3E
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label040E1B

:Label040E3E
00BC: text_highpriority "LAW2_K" 10000 ms 1 ;; Take it easy now.

:Label040E4D
00D6: if 0
001A: 32433 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label040E70
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label040E4D

:Label040E70
00BE: text_clear_all

:Label040E72
00D6: if 0
001A: 33422 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label040E97
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label040E72

:Label040E97
016A: fade 0 () 1500 ms
00BE: text_clear_all

:Label040EA0
00D6: if 0
016B: fading
004D: jump_if_false Label040EB8
0001: wait 0 ms
0002: jump Label040EA0

:Label040EB8
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
04BB: select_interiour 0 ;; select render area
03CB: set_camera 117.1 -825.6 9.8
0004: $3E1 = 1 ;; integer values
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
0001: wait 500 ms
016A: fade 1 (back) 1500 ms
00BC: text_highpriority "LAW2_6" 10000 ms 2 ;; ~g~Go to the Malibu Club and find
Kent Paul.
018A: 15@ = create_checkpoint_at $201 $202 $203

:Label040F4F
00D6: if 0
80F6: NOT player $PLAYER_CHAR 1 (in-sphere)near_point_on_foot 491.0 -77.7
10.4 radius 2.0 2.0 3.0
004D: jump_if_false Label040FD9
0001: wait 0 ms
00D6: if 0
00F5: player $PLAYER_CHAR 1 (in-sphere)near_point 491.0 -77.7 10.4 radius 2.0
2.0 3.0
004D: jump_if_false Label040FD2
00D6: if 0
047E: player $PLAYER_CHAR driving_a_motorbike
004D: jump_if_false Label040FD2
00DA: $84C = player $PLAYER_CHAR car
0002: jump Label040FD9

:Label040FD2
0002: jump Label040F4F

:Label040FD9
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
02A3: toggle_widescreen 1 (on)
015F: set_camera_position 502.203 -95.118 10.771 0.0 0.0 0.0
0160: point_camera 501.811 -94.212 10.93 2
00D6: if 0
047E: player $PLAYER_CHAR driving_a_motorbike
004D: jump_if_false Label041070
00D6: if 0
8119: NOT car $84C wrecked
004D: jump_if_false Label041055
00AB: put_car $84C at 496.3 -82.8 9.0
0175: set_car $84C z_angle_to 116.6

:Label041055
012A: put_player $PLAYER_CHAR at 493.2 -79.7 10.4 and_remove_from_car
0002: jump Label041084

:Label041070
0055: put_player $PLAYER_CHAR at 493.2 -79.7 10.4

:Label041084
0171: set_player $PLAYER_CHAR z_angle_to 58.0
0211: actor $PLAYER_ACTOR walk_to 487.8 -74.3
0001: wait 1000 ms
0169: set_fade_color 0 0 0
016A: fade 0 () 1500 ms

:Label0410B1
00D6: if 0
016B: fading
004D: jump_if_false Label0410C9
0001: wait 0 ms
0002: jump Label0410B1

:Label0410C9
011C: actor $PLAYER_ACTOR clear_objective
0004: $3E1 = 0 ;; integer values
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
0004: $3DA = 0 ;; integer values
0247: request_model #INFERNUS
0247: request_model #COLT45
01BD: $1D = current_time_in_ms
0004: $1E = 0 ;; integer values

:Label041120
00D6: if 1
83EE: NOT player $PLAYER_CHAR controllable
001A: 5000 > $1E ;; integer values
004D: jump_if_false Label041158
0001: wait 0 ms
01BD: $1C = current_time_in_ms
0084: $1E = $1C ;; integer values and handles
0060: $1E -= $1D ;; integer values
0002: jump Label041120

:Label041158
03EF: player $PLAYER_CHAR make_safe
03AD: set_rubbish 0 (invisible)
03AF: set_streaming 0 (disabled)
023C: load_special_actor 1 "CSPLAY"
023C: load_special_actor 2 "CSKENT"
023C: load_special_actor 3 "BOUNCA"
023C: load_special_actor 4 "FLOOZYB"
04BB: select_interiour 17 ;; select render area
04F9: interiour_colors 1 0
038B: load_requested_models

:Label0411A1
00D6: if 23
823D: NOT special_actor 1 loaded
823D: NOT special_actor 2 loaded
823D: NOT special_actor 3 loaded
823D: NOT special_actor 4 loaded
004D: jump_if_false Label0411C7
0001: wait 0 ms
0002: jump Label0411A1

:Label0411C7
03CB: set_camera 476.972 -65.499 8.943
0395: clear_area 1 at 476.972 -65.499 range 8.943 15.0
02E4: load_cutscene_data "LAW_2B"
0244: set_cutscene_pos 476.972 -65.499 8.943
041D: set_camera_near_clip .3
02E5: $7D = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $7D "CSPLAY"
02E5: $8E = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $8E "CSKENT"
02E5: 0@ = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim 0@ "BOUNCA"
02E5: $AF = create_cutscene_object #SPECIAL04
02E6: set_cutscene_anim $AF "FLOOZYB"
0395: clear_area 1 at 493.1 -82.4 range 9.8 1.0
0055: put_player $PLAYER_CHAR at 493.1 -82.4 9.8
0171: set_player $PLAYER_CHAR z_angle_to 220.0
016A: fade 1 (back) 1500 ms
03AF: set_streaming 1 (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0412AA
00D6: if 0
001A: 1018 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0412CD
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0412AA

:Label0412CD
00BC: text_highpriority "LAW2B_A" 10000 ms 1 ;; Where'd you pop up from?

:Label0412DC
00D6: if 0
001A: 2526 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0412FF
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0412DC

:Label0412FF
00BC: text_highpriority "LAW2B_B" 10000 ms 1 ;; I've been looking for a bird
like you for ages, mate...

:Label04130E
00D6: if 0
001A: 5339 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label041331
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label04130E

:Label041331
00BC: text_highpriority "LAW2B_D" 10000 ms 1 ;; I'm looking for some English
guy...

:Label041340
00D6: if 0
001A: 9000 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label041363
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label041340

:Label041363
00BC: text_highpriority "LAW2B_C" 10000 ms 1 ;; Kent Paul, mate. Yeah, I'm the
guvnor 'round here.

:Label041372
00D6: if 0
001A: 11311 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label041395
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label041372

:Label041395
00BC: text_highpriority "LAW2B_E" 10000 ms 1 ;; I sort things out, you know what
I mean?

:Label0413A4
00D6: if 0
001A: 12536 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0413C7
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0413A4

:Label0413C7
00BC: text_highpriority "LAW2B_F" 10000 ms 1 ;; I'll treat you. Whatever you
want, I'll get you, girl.

:Label0413D6
00D6: if 0
001A: 14601 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0413F9
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0413D6

:Label0413F9
00BC: text_highpriority "LAW2B_G" 10000 ms 1 ;; Don't you worry about a thing,
mate.

:Label041408
00D6: if 0
001A: 16228 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label04142B
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label041408

:Label04142B
00BC: text_highpriority "LAW2B_H" 10000 ms 1 ;; Get lost, honey.

:Label04143A
00D6: if 0
001A: 18290 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label04145D
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label04143A

:Label04145D
00BC: text_highpriority "LAW2B_I" 10000 ms 1 ;; Oi oi oi oi oi!
:Label04146C
00D6: if 0
001A: 20060 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label04148F
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label04146C

:Label04148F
00BC: text_highpriority "LAW2B_J" 10000 ms 1 ;; You Kent Paul? I'm a friend of
Rosenberg's...

:Label04149E
00D6: if 0
001A: 23582 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0414C1
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label04149E

:Label0414C1
00BC: text_highpriority "LAW2B_K" 10000 ms 1 ;; Rosenberg...Rosenberg...Oh, that
bonkers ambulance chaser!

:Label0414D0
00D6: if 0
001A: 31000 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0414F3
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0414D0

:Label0414F3
00BC: text_highpriority "LAW2B_L" 10000 ms 1 ;; That guy could defend an
innocent man all the way to death row!

:Label041502
00D6: if 0
001A: 34762 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label041527
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label041502

:Label041527
00BC: text_highpriority "LAW2B_M" 10000 ms 1 ;; Give us another drink, bruv.

:Label041536
00D6: if 0
001A: 36141 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label04155B
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label041536

:Label04155B
00BC: text_highpriority "LAW2B_N" 10000 ms 1 ;; Everybody's a comedian.
:Label04156A
00D6: if 0
001A: 37719 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label04158F
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label04156A

:Label04158F
00BC: text_highpriority "LAW2B_O" 10000 ms 1 ;; Listen to me, I'm missing twenty
keys and a lot of cash...

:Label04159E
00D6: if 0
001A: 40549 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0415C3
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label04159E

:Label0415C3
00BC: text_highpriority "LAW2B_P" 10000 ms 1 ;; Drugs, mate? It's a mug's game.

:Label0415D2
00D6: if 0
001A: 42314 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0415F7
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0415D2

:Label0415F7
00BC: text_highpriority "LAW2B_Q" 10000 ms 1 ;; What do you know about it?

:Label041606
00D6: if 0
001A: 44319 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label04162B
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label041606

:Label04162B
00BC: text_highpriority "LAW2B_R" 10000 ms 1 ;; Oi oi! What I was coming to was,

:Label04163A
00D6: if 0
001A: 46344 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label04165F
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label04163A

:Label04165F
00BC: text_highpriority "LAW2B_S" 10000 ms 1 ;; there's some chef-cum-
trumpetshifter who deals out kitchen of a hotel on Ocean Drive.

:Label04166E
00D6: if 0
001A: 50737 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label041693
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label04166E

:Label041693
00BC: text_highpriority "LAW2B_T" 10000 ms 1 ;; He's been looking real pleased
with himself lately. You could go and check him out...?!

:Label0416A2
00D6: if 0
001A: 54654 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0416C7
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0416A2

:Label0416C7
00BC: text_highpriority "LAW2B_U" 10000 ms 1 ;; I will - and I'll be seeing you
around.

:Label0416D6
00D6: if 0
001A: 60868 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0416FB
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0416D6

:Label0416FB
00BC: text_highpriority "LAW2B_V" 10000 ms 1 ;; Yeah, that's right. Go on - walk
away, you mug. I'll knock you spark out!

:Label04170A
00D6: if 0
001A: 64355 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label04172F
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label04170A

:Label04172F
00BC: text_highpriority "LAW2B_W" 10000 ms 1 ;; Give me a drink - and where's
that slut!

:Label04173E
00D6: if 0
001A: 66768 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label041763
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label04173E

:Label041763
00BE: text_clear_all
016A: fade 0 () 1500 ms
00BE: text_clear_all
:Label04176E
00D6: if 0
016B: fading
004D: jump_if_false Label041786
0001: wait 0 ms
0002: jump Label04176E

:Label041786
00BA: text_styled "BEACH3" 5000 ms 2 ;; Vice Point
03AD: set_rubbish 1 (visible)
02EA: end_cutscene
0373: set_camera_directly_behind_player
0296: unload_special_actor 1
0296: unload_special_actor 2
0296: unload_special_actor 3
0296: unload_special_actor 4
04FA: reset_interior_colors 0
04BB: select_interiour 0 ;; select render area
03CB: set_camera 493.1 -82.4 9.8
0004: $3E1 = 0 ;; integer values
023C: load_special_actor 3 "CHEF"
023C: load_special_actor 4 "IGBUDDY"
0247: request_model #CELLPHONE
038B: load_requested_models

:Label0417EC
00D6: if 21
8248: NOT model #INFERNUS available
8248: NOT model #COLT45 available
004D: jump_if_false Label04180C
0001: wait 0 ms
0002: jump Label0417EC

:Label04180C
0001: wait 500 ms
016A: fade 1 (back) 1500 ms
0164: disable_marker 15@
009A: $84D = create_actor 5 #SPECIAL03 at $85F $860 $861
0173: set_actor $84D z_angle_to 70.0
0223: set_actor $84D health_to 100
052B: actor $84D hold_cellphone 1
01ED: reset_actor $84D flags
00BC: text_highpriority "LAW2_7" 10000 ms 2 ;; ~g~Go and find the chef on Ocean
Drive.
0187: $13 = create_marker_above_actor $84D
0006: 17@ = 0 ;; integer values

:Label04186A
00D6: if 0
8118: NOT actor $84D dead
004D: jump_if_false Label041E0C
0001: wait 0 ms
00D6: if 0
0038: $85C == 0 ;; integer values
004D: jump_if_false Label041C6D
00D6: if 0
8118: NOT actor $84D dead
004D: jump_if_false Label041C66
00D6: if 0
8184: NOT actor $84D health >= 99
004D: jump_if_false Label0418C8
052B: actor $84D hold_cellphone 0
01CA: actor $84D kill_player $PLAYER_CHAR
0004: $85C = 1 ;; integer values

:Label0418C8
00D6: if 0
00FB: player $PLAYER_CHAR 0 ()near_actor $84D radius 8.0 8.0 3.0
004D: jump_if_false Label041A24
00D6: if 0
0038: $85D == 0 ;; integer values
004D: jump_if_false Label041A24
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
02A3: toggle_widescreen 1 (on)
00D6: if 0
00E0: player $PLAYER_CHAR driving
004D: jump_if_false Label04191E
03E2: actor $PLAYER_ACTOR exit_car

:Label04191E
015F: set_camera_position 434.913 -575.577 11.245 0.0 0.0 0.0
0160: point_camera 433.925 -575.73 11.256 2
0001: wait 2000 ms
00D6: if 0
8118: NOT actor $84D dead
004D: jump_if_false Label041A24
015F: set_camera_position 431.418 -566.374 16.361 0.0 0.0 0.0
0160: point_camera 431.554 -567.186 15.795 2
00D6: if 0
8118: NOT actor $84D dead
004D: jump_if_false Label0419C9
022C: set_actor $84D to_look_at_actor $PLAYER_ACTOR
022C: set_actor $PLAYER_ACTOR to_look_at_actor $84D
020E: actor $84D look_at_actor $PLAYER_ACTOR
020E: actor $PLAYER_ACTOR look_at_actor $84D

:Label0419C9
0006: 17@ = 0 ;; integer values

:Label0419D0
00D6: if 0
00E0: player $PLAYER_CHAR driving
004D: jump_if_false Label041A12
0001: wait 0 ms
00D6: if 0
0019: 17@ > 2000 ;; integer values
004D: jump_if_false Label041A0B
012A: put_player $PLAYER_CHAR at 428.4 -573.7 9.7 and_remove_from_car

:Label041A0B
0002: jump Label0419D0

:Label041A12
0211: actor $PLAYER_ACTOR walk_to $85F $860
0004: $85D = 1 ;; integer values

:Label041A24
00D6: if 0
0038: $85D == 1 ;; integer values
004D: jump_if_false Label041C66
00D6: if 0
8118: NOT actor $84D dead
004D: jump_if_false Label041C66
00D6: if 1
0038: $26 == 0 ;; integer values
0019: 17@ > 0 ;; integer values
004D: jump_if_false Label041B4F
00D6: if 0
0038: $21 == 0 ;; integer values
004D: jump_if_false Label041A97
03CF: load_wav "LAW2_1" as 1
03CF: load_wav "LAW2_2" as 2
0004: $21 = 1 ;; integer values
0002: jump Label041AB1

:Label041A97
00D6: if 1
03D0: wav 1 loaded
03D0: wav 2 loaded
004D: jump_if_false Label041AB1
0004: $22 = 1 ;; integer values

:Label041AB1
00D6: if 0
0038: $22 == 1 ;; integer values
004D: jump_if_false Label041B4F
04E2: $PLAYER_CHAR 1
03D1: play_wav 1
00D6: if 0
8118: NOT actor $84D dead
004D: jump_if_false Label041AE5
052B: actor $84D hold_cellphone 0

:Label041AE5
00BC: text_highpriority "LAW2_1" 2000 ms 2 ;; Hey, whatchoo lookin' at?
0372: set_actor $84D anim 19 wait_state_time 10000 ms
0293: $12 = current_controls
00D6: if 0
03D2: wav 1 ended
004D: jump_if_false Label041B4F
0372: set_actor $84D anim 0 wait_state_time 100 ms
0001: wait 500 ms
03D1: play_wav 2
00BC: text_highpriority "LAW2_2" 2000 ms 2 ;; You better start talking..
0004: $26 = 1 ;; integer values
0004: $21 = 0 ;; integer values
0004: $22 = 0 ;; integer values
0006: 17@ = 0 ;; integer values

:Label041B4F
00D6: if 0
8118: NOT actor $84D dead
004D: jump_if_false Label041B88
00D6: if 0
00FB: player $PLAYER_CHAR 0 ()near_actor $84D radius .7 .7 2.0
004D: jump_if_false Label041B88
011C: actor $PLAYER_ACTOR clear_objective
:Label041B88
00D6: if 2
0038: $26 == 1 ;; integer values
0038: $27 == 0 ;; integer values
0019: 17@ > 2000 ;; integer values
004D: jump_if_false Label041C66
00D6: if 0
0038: $21 == 0 ;; integer values
004D: jump_if_false Label041BD5
03CF: load_wav "LAW2_3" as 1
0004: $21 = 1 ;; integer values
0002: jump Label041BEB

:Label041BD5
00D6: if 0
03D0: wav 1 loaded
004D: jump_if_false Label041BEB
0004: $22 = 1 ;; integer values

:Label041BEB
00D6: if 0
0038: $22 == 1 ;; integer values
004D: jump_if_false Label041C66
03D1: play_wav 1
00BC: text_highpriority "LAW2_3" 2000 ms 2 ;; Hey, make me, you prick!
04E3: unknown_player $PLAYER_CHAR 2 60000
0372: set_actor $84D anim 19 wait_state_time 1500 ms
00D6: if 0
03D2: wav 1 ended
004D: jump_if_false Label041C66
04E2: $PLAYER_CHAR 0
0004: $26 = 1 ;; integer values
0004: $27 = 1 ;; integer values
0004: $21 = 0 ;; integer values
0004: $22 = 0 ;; integer values
0006: 17@ = 0 ;; integer values
0004: $85C = 1 ;; integer values

:Label041C66
0002: jump Label041E05

:Label041C6D
00D6: if 0
0039: 13@ == 0 ;; integer values
004D: jump_if_false Label041D20
00D6: if 0
8118: NOT actor $84D dead
004D: jump_if_false Label041D0A
022F: set_actor $84D stop_looking
01CA: actor $84D kill_player $PLAYER_CHAR
011C: actor $PLAYER_ACTOR clear_objective
0372: set_actor $84D anim 0 wait_state_time 0 ms
0293: $12 = current_controls
00D6: if 21
0038: $12 == 0 ;; integer values
0038: $12 == 1 ;; integer values
004D: jump_if_false Label041CD2
03E5: text_box "HELP17" ;; Press the ~h~~k~~PED_FIREWEAPON~ ~w~button to attack
the chef.

:Label041CD2
00D6: if 0
0038: $12 == 2 ;; integer values
004D: jump_if_false Label041CEE
03E5: text_box "HELP18" ;; Press the~h~ ~k~~PED_FIREWEAPON~ ~w~button to attack
the chef.

:Label041CEE
00D6: if 0
0038: $12 == 3 ;; integer values
004D: jump_if_false Label041D0A
03E5: text_box "HELP55" ;; Press the ~h~~k~~PED_FIREWEAPON~~w~ button to attack
the chef.

:Label041D0A
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
02A3: toggle_widescreen 0 (off)
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
0006: 13@ = 1 ;; integer values

:Label041D20
00D6: if 0
8118: NOT actor $84D dead
004D: jump_if_false Label041E05
00D6: if 0
80FF: NOT actor $84D 0 ()near_point_on_foot 433.7 -575.9 9.7 radius 8.0
8.0 3.0
004D: jump_if_false Label041D8F
00D6: if 0
0039: 12@ == 0 ;; integer values
004D: jump_if_false Label041D88
0211: actor $84D walk_to 433.7 -575.9
0006: 12@ = 1 ;; integer values

:Label041D88
0002: jump Label041DBF

:Label041D8F
00D6: if 0
0039: 12@ == 1 ;; integer values
004D: jump_if_false Label041DBF
00D6: if 0
0126: actor $84D walking
004D: jump_if_false Label041DBF
052B: actor $84D hold_cellphone 1
0006: 12@ = 0 ;; integer values

:Label041DBF
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point 433.7 -575.9 9.7 radius 8.0 8.0
3.0
004D: jump_if_false Label041E05
052B: actor $84D hold_cellphone 0
01CA: actor $84D kill_player $PLAYER_CHAR
0006: 12@ = 0 ;; integer values
:Label041E05
0002: jump Label04186A

:Label041E0C
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
02A3: toggle_widescreen 0 (off)
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
022F: set_actor $PLAYER_ACTOR stop_looking
0164: disable_marker $13
00D6: if 0
056D: unknown_actor $84D dead_but_active
004D: jump_if_false Label041E67
04A5: unknown_store_dead_actor $84D position_to $85F $860 $861
0009: $861 += .5 ;; floating-point values
0213: 10@ = create_pickup #CELLPHONE type 3 at $85F $860 $861
0002: jump Label041E7A

:Label041E67
0213: 10@ = create_pickup #CELLPHONE type 3 at $85F $860 $861

:Label041E7A
03DC: 11@ = create_marker_above_pickup 10@
00BC: text_highpriority "LAW2_11" 5000 ms 2 ;; ~g~Pick up his cell phone.

:Label041E91
00D6: if 0
8214: NOT pickup 10@ picked_up
004D: jump_if_false Label041EAC
0001: wait 0 ms
0002: jump Label041E91

:Label041EAC
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
03D5: remove_text "LAW2_11" ;; ~g~Pick up his cell phone.
03E5: text_box "LAW2_12" ;; Cell phone acquired! You can now receive phone calls.
0164: disable_marker 11@
0001: wait 1500 ms
0169: set_fade_color 0 0 0
016A: fade 0 () 1000 ms

:Label041EE0
00D6: if 0
016B: fading
004D: jump_if_false Label041EF8
0001: wait 0 ms
0002: jump Label041EE0

:Label041EF8
03E6: remove_text_box
009B: destroy_actor_instantly $84D
0164: disable_marker $13
01BD: $1D = current_time_in_ms
0004: $1E = 0 ;; integer values

:Label041F10
00D6: if 1
83EE: NOT player $PLAYER_CHAR controllable
001A: 5000 > $1E ;; integer values
004D: jump_if_false Label041F48
0001: wait 0 ms
01BD: $1C = current_time_in_ms
0084: $1E = $1C ;; integer values and handles
0060: $1E -= $1D ;; integer values
0002: jump Label041F10

:Label041F48
03EF: player $PLAYER_CHAR make_safe
03AD: set_rubbish 0 (invisible)
03AF: set_streaming 0 (disabled)
023C: load_special_actor 1 "CSPLAY"
023C: load_special_actor 2 "CSBUDDY"
02F3: load_object #CUTOBJ01 "GUNCOLT"
03CB: set_camera 440.163 -567.622 10.031
038B: load_requested_models

:Label041F8D
00D6: if 23
823D: NOT special_actor 1 loaded
823D: NOT special_actor 2 loaded
823D: NOT special_actor 3 loaded
8248: NOT model #CUTOBJ01 available
004D: jump_if_false Label041FB4
0001: wait 0 ms
0002: jump Label041F8D

:Label041FB4
0395: clear_area 1 at $85F $860 range $861 20.0
02E4: load_cutscene_data "LAW_2C"
0244: set_cutscene_pos 440.163 -567.622 10.031
041D: set_camera_near_clip .1
02E5: $7D = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $7D "CSPLAY"
02E5: $88 = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $88 "CSBUDDY"
02E5: 1@ = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim 1@ "CHEF01"
02E5: 2@ = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim 2@ "CHEF02"
02E5: 3@ = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim 3@ "CHEF03"
02E5: 9@ = create_cutscene_object #CUTOBJ01
02E6: set_cutscene_anim 9@ "GUNCOLT"
00D6: if 0
00E0: player $PLAYER_CHAR driving
004D: jump_if_false Label04208C
012A: put_player $PLAYER_CHAR at 433.0 -574.5 9.6 and_remove_from_car
0002: jump Label0420A0

:Label04208C
0055: put_player $PLAYER_CHAR at 433.0 -574.5 9.6

:Label0420A0
016A: fade 1 (back) 1500 ms
03AD: set_rubbish 0 (invisible)
03AF: set_streaming 1 (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime
:Label0420B6
00D6: if 0
001A: 3050 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0420D9
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0420B6

:Label0420D9
00BC: text_highpriority "LAW2C_A" 10000 ms 1 ;; Oh, way to go, tough guy. Beat
him to a pulp. That should make him real chatty.

:Label0420E8
00D6: if 0
001A: 9000 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label04210B
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0420E8

:Label04210B
00BC: text_highpriority "LAW2C_B" 10000 ms 1 ;; You want some, too?

:Label04211A
00D6: if 0
001A: 10080 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label04213D
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label04211A

:Label04213D
00BC: text_highpriority "LAW2C_C" 10000 ms 1 ;; Hey, chill. I want what you
want, brother.

:Label04214C
00D6: if 0
001A: 13080 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label04216F
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label04214C

:Label04216F
00BC: text_highpriority "LAW2C_D" 10000 ms 1 ;; Oh, yeah? And what's that?

:Label04217E
00D6: if 0
001A: 14250 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0421A1
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label04217E

:Label0421A1
00BC: text_highpriority "LAW2C_E" 10000 ms 1 ;; Your green - and my dead
brother's white lady. Unfortunately, you just silenced our lead.
:Label0421B0
00D6: if 0
001A: 21170 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0421D3
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0421B0

:Label0421D3
00BC: text_highpriority "LAW2C_F" 10000 ms 1 ;; Accidents happen. Get lost.

:Label0421E2
00D6: if 0
001A: 23160 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label042205
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0421E2

:Label042205
00BC: text_highpriority "LAW2C_G" 10000 ms 1 ;; Hey, hey, whoa. No need to go
all 'Lone Ranger' on my ass.

:Label042214
00D6: if 0
001A: 28030 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label042237
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label042214

:Label042237
00BC: text_highpriority "LAW2C_H" 10000 ms 1 ;; The way I see it - we two
hombres in a strange town. We need to watch each other's back.

:Label042246
00D6: if 0
001A: 34070 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label04226B
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label042246

:Label04226B
00BC: text_highpriority "LAW2C_I" 10000 ms 1 ;; My back's just fine, brother...

:Label04227A
00D6: if 0
001A: 36060 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label04229F
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label04227A

:Label04229F
00BC: text_highpriority "LAW2C_J" 10000 ms 1 ;; You sure about that? Here, take
this.

:Label0422AE
00D6: if 0
001A: 39100 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0422D3
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0422AE

:Label0422D3
00BC: text_highpriority "LAW2C_K" 10000 ms 1 ;; Follow me!

:Label0422E2
00D6: if 0
001A: 40100 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label042307
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0422E2

:Label042307
00BE: text_clear_all

:Label042309
00D6: if 0
001A: 40744 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label04232E
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label042309

:Label04232E
016A: fade 0 () 1500 ms
00BE: text_clear_all

:Label042337
00D6: if 0
016B: fading
004D: jump_if_false Label04234F
0001: wait 0 ms
0002: jump Label042337

:Label04234F
03AD: set_rubbish 1 (visible)
02EA: end_cutscene
0296: unload_special_actor 1
0296: unload_special_actor 2
0249: release_model #CUTOBJ01
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
0247: request_model #CLEAVER
0247: request_model #KNIFECUR

:Label042373
00D6: if 21
8248: NOT model #CLEAVER available
8248: NOT model #KNIFECUR available
004D: jump_if_false Label042393
0001: wait 0 ms
0002: jump Label042373

:Label042393
00D6: if 0
00E0: player $PLAYER_CHAR driving
004D: jump_if_false Label0423BE
012A: put_player $PLAYER_CHAR at 433.0 -574.5 9.6 and_remove_from_car
0002: jump Label0423D2

:Label0423BE
0055: put_player $PLAYER_CHAR at 433.0 -574.5 9.6

:Label0423D2
0171: set_player $PLAYER_CHAR z_angle_to 327.0
0395: clear_area 0 at 265.7 -929.3 range 9.7 4.0
009A: $LANCE_VANCE = create_actor 5 #SPECIAL04 at 433.1 -575.8 9.6
0173: set_actor $LANCE_VANCE z_angle_to 143.0
0243: set_actor $LANCE_VANCE ped_stats_to 16
04F5: unknown_actor $LANCE_VANCE kiss_player $PLAYER_CHAR on 1
0568: $LANCE_VANCE 1
0446: (unknown) $LANCE_VANCE 0
01B2: give_actor $LANCE_VANCE weapon 17 ammo 9999 ;; Load the weapon model
before using this
0187: $39 = create_marker_above_actor $LANCE_VANCE
0395: clear_area 0 at 431.3 -655.4 range 9.7 6.0
00A5: $1A = create_car #INFERNUS at 431.3 -655.4 10.6
0224: set_car $1A health_to 2000
020A: set_car $1A door_status_to 1
0175: set_car $1A z_angle_to 156.0
0229: set_car $1A color_to 1 1
0186: $85B = create_marker_above_car $1A
039E: (unknown) $LANCE_VANCE 1
0526: unknown_actor $LANCE_VANCE 1
01B1: give_player $PLAYER_CHAR weapon 17 ammo 34 ;; Load the weapon model before
using this
01B8: set_player $PLAYER_CHAR armed_weapon_to 17
0395: clear_area 0 at 439.0 -567.7 range 9.6 1.0
009A: $84E = create_actor 5 #SPECIAL03 at 439.2 -567.9 9.6
01ED: reset_actor $84E flags
0243: set_actor $84E ped_stats_to 16
01B2: give_actor $84E weapon 8 ammo 0 ;; Load the weapon model before using this
0173: set_actor $84E z_angle_to 154.0
0395: clear_area 0 at 437.4 -567.8 range 9.6 1.0
009A: $84F = create_actor 5 #SPECIAL03 at 438.2 -567.8 9.6
01ED: reset_actor $84F flags
0243: set_actor $84F ped_stats_to 16
01B2: give_actor $84F weapon 5 ammo 0 ;; Load the weapon model before using this
0173: set_actor $84F z_angle_to 154.0
0395: clear_area 0 at 435.4 -566.2 range 9.6 1.0
009A: $850 = create_actor 5 #SPECIAL03 at 437.2 -567.4 9.6
01ED: reset_actor $850 flags
0243: set_actor $850 ped_stats_to 16
01B2: give_actor $850 weapon 8 ammo 0 ;; Load the weapon model before using this
0173: set_actor $850 z_angle_to 154.0
0006: 17@ = 0 ;; integer values
03CF: load_wav "LAW2_4" as 1
02A3: toggle_widescreen 1 (on)
0001: wait 0 ms
00D6: if 0
8118: NOT actor $84F dead
004D: jump_if_false Label0425DE
04C6: $PLAYER_ACTOR $84F
:Label0425DE
0001: wait 500 ms
016A: fade 1 (back) 1500 ms
015F: set_camera_position 430.001 -576.716 11.667 0.0 0.0 0.0
0160: point_camera 430.808 -576.17 11.442 2
0001: wait 1000 ms
00D6: if 0
8118: NOT actor $LANCE_VANCE dead
004D: jump_if_false Label042641
0239: actor $LANCE_VANCE run_to 421.0 -598.1

:Label042641
0001: wait 1000 ms
015F: set_camera_position 430.575 -575.37 11.484 0.0 0.0 0.0
0160: point_camera 430.389 -576.35 11.405 2
00D6: if 0
03D0: wav 1 loaded
004D: jump_if_false Label04268C
03D1: play_wav 1

:Label04268C
00BC: text_highpriority "LAW2_4" 2000 ms 2 ;; This way!
0001: wait 500 ms
0293: $12 = current_controls
00D6: if 21
0038: $12 == 0 ;; integer values
0038: $12 == 1 ;; integer values
004D: jump_if_false Label0426C8
03E5: text_box "GUN_2A" ;; Hold the ~h~~k~~PED_LOCK_TARGET~ ~w~button to ~h~auto-
target~w~, press the ~h~~k~~PED_FIREWEAPON~ ~w~button to ~h~fire!

:Label0426C8
00D6: if 0
0038: $12 == 2 ;; integer values
004D: jump_if_false Label0426E4
03E5: text_box "GUN_2C" ;; Hold the ~h~~k~~PED_LOCK_TARGET~ ~w~button to ~h~auto-
target~w~, press the ~h~~k~~PED_FIREWEAPON~ ~w~button to ~h~fire!

:Label0426E4
00D6: if 0
0038: $12 == 3 ;; integer values
004D: jump_if_false Label042700
03E5: text_box "GUN_2D" ;; Hold the ~h~~k~~PED_LOCK_TARGET~ ~w~button to ~h~auto-
target~w~, press the ~h~~k~~PED_FIREWEAPON~ ~w~button to ~h~fire!

:Label042700
011C: actor $PLAYER_ACTOR clear_objective
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
02A3: toggle_widescreen 0 (off)
02EB: restore_camera_with_jumpcut
00D6: if 0
0119: car $1A wrecked
004D: jump_if_false Label042729
0002: jump Label043D70

:Label042729
00D6: if 0
0118: actor $LANCE_VANCE dead
004D: jump_if_false Label04274F
00BC: text_highpriority "COK2_26" 5000 ms 2 ;; ~r~You killed Lance!
0002: jump Label043D70

:Label04274F
0006: 17@ = 0 ;; integer values
0054: store_player $PLAYER_CHAR position_to $5F $60 $61
041E: set_radio_station 3 -1
03CF: load_wav "LANAMU1" as 1
03CF: load_wav "LANAMU2" as 2
0006: 16@ = 0 ;; integer values

:Label042789
00D6: if 21
80DC: NOT player $PLAYER_CHAR driving $1A
80DB: NOT actor $LANCE_VANCE in_car $1A
004D: jump_if_false Label042D05
0001: wait 0 ms
00D6: if 0
0038: $84B == 0 ;; integer values
004D: jump_if_false Label042801
00D6: if 0
0019: 16@ > 5000 ;; integer values
004D: jump_if_false Label042801
00D6: if 0
0038: $12 == 2 ;; integer values
004D: jump_if_false Label0427F0
03E5: text_box "HELP2A2" ;; Press the ~h~~k~~PED_SPRINT~~w~ button when running to
~h~sprint
0002: jump Label0427FA

:Label0427F0
03E5: text_box "HELP2_A" ;; Press the ~h~~k~~PED_SPRINT~ ~w~button when running to
~h~sprint

:Label0427FA
0004: $84B = 1 ;; integer values

:Label042801
00D6: if 0
0038: $84B == 1 ;; integer values
004D: jump_if_false Label042837
00D6: if 0
0019: 16@ > 9000 ;; integer values
004D: jump_if_false Label042837
03E5: text_box "HELP3" ;; You can only sprint for short periods before becoming
tired.
0004: $84B = 2 ;; integer values

:Label042837
00D6: if 0
8118: NOT actor $LANCE_VANCE dead
004D: jump_if_false Label042A1E
00D6: if 0
00FE: actor $LANCE_VANCE 0 ()near_point 427.6 -584.7 10.6 radius 1.0 1.0
5.0
004D: jump_if_false Label04288D
0239: actor $LANCE_VANCE run_to 421.0 -598.1
0411: (unknown) $LANCE_VANCE 0
:Label04288D
00D6: if 0
00FE: actor $LANCE_VANCE 0 ()near_point 421.0 -598.1 10.6 radius 1.0 1.0
5.0
004D: jump_if_false Label0428D3
0239: actor $LANCE_VANCE run_to 413.3 -614.3
0411: (unknown) $LANCE_VANCE 0

:Label0428D3
00D6: if 0
00FE: actor $LANCE_VANCE 0 ()near_point 413.3 -614.3 10.6 radius 1.0 1.0
5.0
004D: jump_if_false Label042919
0239: actor $LANCE_VANCE run_to 405.6 -632.4
0411: (unknown) $LANCE_VANCE 0

:Label042919
00D6: if 0
00FE: actor $LANCE_VANCE 0 ()near_point 405.6 -632.4 10.6 radius 1.0 1.0
5.0
004D: jump_if_false Label04295F
0239: actor $LANCE_VANCE run_to 429.1 -648.7
0411: (unknown) $LANCE_VANCE 0

:Label04295F
00D6: if 0
00FE: actor $LANCE_VANCE 0 ()near_point 429.1 -648.7 10.6 radius 1.0 1.0
5.0
004D: jump_if_false Label0429BE
00D6: if 0
0038: $849 == 0 ;; integer values
004D: jump_if_false Label0429BE
0239: actor $LANCE_VANCE run_to 429.5 -653.7
0411: (unknown) $LANCE_VANCE 0
0004: $849 = 1 ;; integer values

:Label0429BE
00D6: if 0
8119: NOT car $1A wrecked
004D: jump_if_false Label042A1E
00D6: if 0
00FE: actor $LANCE_VANCE 0 ()near_point 429.5 -653.7 10.6 radius 1.0 1.0
5.0
004D: jump_if_false Label042A1E
01ED: reset_actor $LANCE_VANCE flags
00D6: if 0
80DB: NOT actor $LANCE_VANCE in_car $1A
004D: jump_if_false Label042A1E
01D4: actor $LANCE_VANCE go_to_car $1A and_enter_it_as_a_passenger

:Label042A1E
00D6: if 0
0118: actor $LANCE_VANCE dead
004D: jump_if_false Label042A44
00BC: text_highpriority "COK2_26" 5000 ms 2 ;; ~r~You killed Lance!
0002: jump Label043D70

:Label042A44
00D6: if 0
0119: car $1A wrecked
004D: jump_if_false Label042A5B
0002: jump Label043D70

:Label042A5B
00D6: if 0
0019: 17@ > 1000 ;; integer values
004D: jump_if_false Label042BC2
00D6: if 0
0039: 8@ == 0 ;; integer values
004D: jump_if_false Label042AE4
00D6: if 0
8118: NOT actor $84E dead
004D: jump_if_false Label042A9F
011A: set_actor $84E flags 1
01CA: actor $84E kill_player $PLAYER_CHAR

:Label042A9F
00D6: if 0
8118: NOT actor $84F dead
004D: jump_if_false Label042ABE
011A: set_actor $84F flags 1
01CA: actor $84F kill_player $PLAYER_CHAR

:Label042ABE
00D6: if 0
8118: NOT actor $850 dead
004D: jump_if_false Label042ADD
011A: set_actor $850 flags 1
01CA: actor $850 kill_player $PLAYER_CHAR

:Label042ADD
0006: 8@ = 1 ;; integer values

:Label042AE4
0054: store_player $PLAYER_CHAR position_to $5F $60 $61
00D6: if 0
8118: NOT actor $84E dead
004D: jump_if_false Label042B35
00D6: if 0
8510: NOT unknown_actor $84E on_path $5F $60 $61 radius 4.0
004D: jump_if_false Label042B35
009E: set_actor $84E path $5F $60 $61 unknown 2.0 1

:Label042B35
00D6: if 0
8118: NOT actor $84F dead
004D: jump_if_false Label042B78
00D6: if 0
8510: NOT unknown_actor $84F on_path $5F $60 $61 radius 4.0
004D: jump_if_false Label042B78
009E: set_actor $84F path $5F $60 $61 unknown 2.0 1

:Label042B78
00D6: if 0
8118: NOT actor $850 dead
004D: jump_if_false Label042BBB
00D6: if 0
8510: NOT unknown_actor $850 on_path $5F $60 $61 radius 4.0
004D: jump_if_false Label042BBB
009E: set_actor $850 path $5F $60 $61 unknown 2.0 1

:Label042BBB
0006: 17@ = 0 ;; integer values

:Label042BC2
00D6: if 1
0118: actor $84E dead
0038: $855 == 0 ;; integer values
004D: jump_if_false Label042BE7
000A: 14@ += 1 ;; integer values
0004: $855 = 1 ;; integer values

:Label042BE7
00D6: if 1
0118: actor $84F dead
0038: $856 == 0 ;; integer values
004D: jump_if_false Label042C0C
000A: 14@ += 1 ;; integer values
0004: $856 = 1 ;; integer values

:Label042C0C
00D6: if 1
0118: actor $850 dead
0038: $857 == 0 ;; integer values
004D: jump_if_false Label042C31
000A: 14@ += 1 ;; integer values
0004: $857 = 1 ;; integer values

:Label042C31
00D6: if 0
8119: NOT car $1A wrecked
004D: jump_if_false Label042CFE
00D6: if 0
00DC: player $PLAYER_CHAR driving $1A
004D: jump_if_false Label042CFE
00D6: if 0
80FB: NOT player $PLAYER_CHAR 0 ()near_actor $LANCE_VANCE radius 5.0 5.0
10.0
004D: jump_if_false Label042CB4
00D6: if 0
0038: $38 == 0 ;; integer values
004D: jump_if_false Label042CAD
0164: disable_marker $39
0187: $39 = create_marker_above_actor $LANCE_VANCE
00BC: text_highpriority "LAW2_13" 5000 ms 2 ;; ~g~You've left Lance behind! Go
and get him!
0004: $38 = 1 ;; integer values

:Label042CAD
0002: jump Label042CFE

:Label042CB4
00D6: if 0
8119: NOT car $1A wrecked
004D: jump_if_false Label042CFE
00D6: if 0
80DB: NOT actor $LANCE_VANCE in_car $1A
004D: jump_if_false Label042CDF
01D4: actor $LANCE_VANCE go_to_car $1A and_enter_it_as_a_passenger

:Label042CDF
00D6: if 0
00DC: player $PLAYER_CHAR driving $1A
004D: jump_if_false Label042CF7
0164: disable_marker $39

:Label042CF7
0004: $38 = 0 ;; integer values

:Label042CFE
0002: jump Label042789

:Label042D05
0164: disable_marker $85B
0164: disable_marker $39
02A8: 4@ = create_marker 16 at $213 $214 $215
0001: wait 1000 ms
00D6: if 0
03D0: wav 1 loaded
004D: jump_if_false Label042D46
03D1: play_wav 1
00BC: text_highpriority "LAW2_16" 4000 ms 2 ;; One thing you gotta realize about
this town. You gotta pack some heat.

:Label042D46
0001: wait 500 ms

:Label042D4B
00D6: if 0
83D2: NOT wav 1 ended
004D: jump_if_false Label042D65
0001: wait 0 ms
0002: jump Label042D4B

:Label042D65
00D6: if 0
03D0: wav 2 loaded
004D: jump_if_false Label042D87
03D1: play_wav 2
00BC: text_highpriority "LAW2_17" 2000 ms 2 ;; C'mon, the local gun shop's a
couple of blocks away.

:Label042D87
0004: $84A = 1 ;; integer values
0001: wait 2000 ms
014C: set_parked_car_generator $728 cars_to_generate_to 0
00D6: if 0
0118: actor $LANCE_VANCE dead
004D: jump_if_false Label042DC0
00BC: text_highpriority "COK2_26" 5000 ms 2 ;; ~r~You killed Lance!
0002: jump Label043D70

:Label042DC0
00D6: if 0
0119: car $1A wrecked
004D: jump_if_false Label042DD7
0002: jump Label043D70

:Label042DD7
00BC: text_highpriority "LAW2_15" 10000 ms 2 ;; ~g~Go to Ammu-Nation.
0006: 16@ = 0 ;; integer values

:Label042DED
00D6: if 0
80F8: NOT player $PLAYER_CHAR stopped 1 (in-sphere)near_point -53.7 -1482.9
10.4 radius 3.0 4.0 3.0
004D: jump_if_false Label0431CA
0001: wait 0 ms
00D6: if 0
0118: actor $LANCE_VANCE dead
004D: jump_if_false Label042E47
00BC: text_highpriority "COK2_26" 5000 ms 2 ;; ~r~You killed Lance!
0002: jump Label043D70

:Label042E47
00D6: if 0
0119: car $1A wrecked
004D: jump_if_false Label042E5E
0002: jump Label043D70

:Label042E5E
00D6: if 0
80FB: NOT player $PLAYER_CHAR 0 ()near_actor $LANCE_VANCE radius 10.0 10.0
10.0
004D: jump_if_false Label042EBE
00D6: if 0
0038: $38 == 0 ;; integer values
004D: jump_if_false Label042EB7
0164: disable_marker $39
0187: $39 = create_marker_above_actor $LANCE_VANCE
00BC: text_highpriority "LAW2_13" 5000 ms 2 ;; ~g~You've left Lance behind! Go
and get him!
0004: $38 = 1 ;; integer values

:Label042EB7
0002: jump Label042F08

:Label042EBE
00D6: if 0
8119: NOT car $1A wrecked
004D: jump_if_false Label042F08
00D6: if 0
80DB: NOT actor $LANCE_VANCE in_car $1A
004D: jump_if_false Label042EE9
01D4: actor $LANCE_VANCE go_to_car $1A and_enter_it_as_a_passenger

:Label042EE9
00D6: if 0
00DC: player $PLAYER_CHAR driving $1A
004D: jump_if_false Label042F01
0164: disable_marker $39

:Label042F01
0004: $38 = 0 ;; integer values
:Label042F08
00D6: if 0
80DC: NOT player $PLAYER_CHAR driving $1A
004D: jump_if_false Label042F5B
00D6: if 0
80DB: NOT actor $LANCE_VANCE in_car $1A
004D: jump_if_false Label042F54
00D6: if 0
0038: $84A == 0 ;; integer values
004D: jump_if_false Label042F54
0164: disable_marker $85B
0186: $85B = create_marker_above_car $1A
0004: $84A = 1 ;; integer values

:Label042F54
0002: jump Label042F79

:Label042F5B
00D6: if 0
0038: $84A == 1 ;; integer values
004D: jump_if_false Label042F79
0164: disable_marker $85B
0004: $84A = 0 ;; integer values

:Label042F79
00D6: if 0
0019: 17@ > 1000 ;; integer values
004D: jump_if_false Label04306A
0054: store_player $PLAYER_CHAR position_to $5F $60 $61
00D6: if 0
8118: NOT actor $84E dead
004D: jump_if_false Label042FDD
00D6: if 0
8510: NOT unknown_actor $84E on_path $5F $60 $61 radius 4.0
004D: jump_if_false Label042FDD
009E: set_actor $84E path $5F $60 $61 unknown 2.0 1

:Label042FDD
00D6: if 0
8118: NOT actor $84F dead
004D: jump_if_false Label043020
00D6: if 0
8510: NOT unknown_actor $84F on_path $5F $60 $61 radius 4.0
004D: jump_if_false Label043020
009E: set_actor $84F path $5F $60 $61 unknown 2.0 1

:Label043020
00D6: if 0
8118: NOT actor $850 dead
004D: jump_if_false Label043063
00D6: if 0
8510: NOT unknown_actor $850 on_path $5F $60 $61 radius 4.0
004D: jump_if_false Label043063
009E: set_actor $850 path $5F $60 $61 unknown 2.0 1

:Label043063
0006: 17@ = 0 ;; integer values
:Label04306A
00D6: if 0
8118: NOT actor $84E dead
004D: jump_if_false Label0430A5
00D6: if 0
80E9: NOT player $PLAYER_CHAR 0 ()near_actor $84E radius 120.0 120.0
004D: jump_if_false Label04309E
01C2: remove_references_to_actor $84E ;; Like turning an actor into a random
pedestrian

:Label04309E
0002: jump Label0430AA

:Label0430A5
01C2: remove_references_to_actor $84E ;; Like turning an actor into a random
pedestrian

:Label0430AA
00D6: if 0
8118: NOT actor $84F dead
004D: jump_if_false Label0430E5
00D6: if 0
80E9: NOT player $PLAYER_CHAR 0 ()near_actor $84F radius 120.0 120.0
004D: jump_if_false Label0430DE
01C2: remove_references_to_actor $84F ;; Like turning an actor into a random
pedestrian

:Label0430DE
0002: jump Label0430EA

:Label0430E5
01C2: remove_references_to_actor $84F ;; Like turning an actor into a random
pedestrian

:Label0430EA
00D6: if 0
8118: NOT actor $850 dead
004D: jump_if_false Label043125
00D6: if 0
80E9: NOT player $PLAYER_CHAR 0 ()near_actor $850 radius 120.0 120.0
004D: jump_if_false Label04311E
01C2: remove_references_to_actor $850 ;; Like turning an actor into a random
pedestrian

:Label04311E
0002: jump Label04312A

:Label043125
01C2: remove_references_to_actor $850 ;; Like turning an actor into a random
pedestrian

:Label04312A
00D6: if 0
0039: 7@ == 0 ;; integer values
004D: jump_if_false Label0431C3
00D6: if 0
0019: 16@ > 3000 ;; integer values
004D: jump_if_false Label0431C3
03E5: text_box "LAW3_15" ;; Follow the ~h~Gun blip~w~ on the radar to find
~h~Ammu-Nation.
03E7: flash_hud 8

:Label04315D
00D6: if 0
8019: NOT 16@ > 5000 ;; integer values
004D: jump_if_false Label0431B8
0001: wait 0 ms
00D6: if 0
0118: actor $LANCE_VANCE dead
004D: jump_if_false Label04319A
00BC: text_highpriority "COK2_26" 5000 ms 2 ;; ~r~You killed Lance!
0002: jump Label043D70

:Label04319A
00D6: if 0
0119: car $1A wrecked
004D: jump_if_false Label0431B1
0002: jump Label043D70

:Label0431B1
0002: jump Label04315D

:Label0431B8
03E7: flash_hud -1
0006: 7@ = 1 ;; integer values

:Label0431C3
0002: jump Label042DED

:Label0431CA
03CF: load_wav "LAW2_5" as 2
0164: disable_marker 4@
00D6: if 0
8118: NOT actor $355 dead
004D: jump_if_false Label0431F0
022F: set_actor $355 stop_looking

:Label0431F0
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
015F: set_camera_position -54.73 -1479.25 11.418 0.0 0.0 0.0
0160: point_camera -55.647 -1479.631 11.299 2
03E5: text_box "LAW3_11" ;; Stand in the ~q~pink marker~w~ to view the weapons on
offer.
0006: 16@ = 0 ;; integer values

:Label04323B
00D6: if 0
8019: NOT 16@ > 1000 ;; integer values
004D: jump_if_false Label043259
0001: wait 0 ms
0002: jump Label04323B

:Label043259
00D6: if 0
8019: NOT 16@ > 3000 ;; integer values
004D: jump_if_false Label04328F
0001: wait 0 ms
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label043288
0002: jump Label04352C

:Label043288
0002: jump Label043259

:Label04328F
015F: set_camera_position -63.091 -1483.06 12.398 0.0 0.0 0.0
0160: point_camera -63.189 -1484.055 12.396 2
03E5: text_box "LAW3_12" ;; You can select weapons by pressing ~h~left~w~ or
~h~right~w~ on the ~h~directional button.
0006: 16@ = 0 ;; integer values
0001: wait 500 ms

:Label0432D8
00D6: if 0
8019: NOT 16@ > 3500 ;; integer values
004D: jump_if_false Label043344
0001: wait 0 ms
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label04333D

:Label043300
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label043336
0001: wait 0 ms
00D6: if 0
0019: 16@ > 3500 ;; integer values
004D: jump_if_false Label04332F
0002: jump Label04352C

:Label04332F
0002: jump Label043300

:Label043336
0002: jump Label04352C

:Label04333D
0002: jump Label0432D8

:Label043344
015F: set_camera_position -61.233 -1482.864 11.818 0.0 0.0 0.0
0160: point_camera -61.601 -1483.793 11.811 2
03E5: text_box "LAW3_13" ;; If you have enough cash you can buy weapons by
pressing the ~h~~k~~PED_SPRINT~ ~w~button.
0006: 16@ = 0 ;; integer values

:Label043388
00D6: if 0
8019: NOT 16@ > 4000 ;; integer values
004D: jump_if_false Label0433BE
0001: wait 0 ms
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label0433B7
0002: jump Label04352C
:Label0433B7
0002: jump Label043388

:Label0433BE
015F: set_camera_position -68.227 -1479.893 11.67 0.0 0.0 0.0
0160: point_camera -67.359 -1480.372 11.544 2
03E5: text_box "LAW3_14" ;; You can exit the shop by pressing the
~h~~k~~VEHICLE_ENTER_EXIT~ ~w~button.
0006: 16@ = 0 ;; integer values

:Label043402
00D6: if 0
8019: NOT 16@ > 4000 ;; integer values
004D: jump_if_false Label043438
0001: wait 0 ms
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label043431
0002: jump Label04352C

:Label043431
0002: jump Label043402

:Label043438
015F: set_camera_position -63.091 -1483.06 12.398 0.0 0.0 0.0
0160: point_camera -63.189 -1484.055 12.396 2
03E5: text_box "HELP46" ;; There are eight different types of weapon.
0006: 16@ = 0 ;; integer values

:Label04347C
00D6: if 0
8019: NOT 16@ > 4000 ;; integer values
004D: jump_if_false Label0434B2
0001: wait 0 ms
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label0434AB
0002: jump Label04352C

:Label0434AB
0002: jump Label04347C

:Label0434B2
015F: set_camera_position -61.233 -1482.864 11.818 0.0 0.0 0.0
0160: point_camera -61.601 -1483.793 11.811 2
03E5: text_box "HELP47" ;; You can carry one of each type of weapon at a time -
one type of pistol, one type of shotgun.
0006: 16@ = 0 ;; integer values

:Label0434F6
00D6: if 0
8019: NOT 16@ > 4000 ;; integer values
004D: jump_if_false Label04352C
0001: wait 0 ms
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label043525
0002: jump Label04352C
:Label043525
0002: jump Label0434F6

:Label04352C
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
018A: 4@ = create_checkpoint_at 242.6 -1281.2 10.0
00BC: text_highpriority "LAW2_10" 15000 ms 2 ;; ~g~Drive back to the hotel.
00D6: if 0
0118: actor $LANCE_VANCE dead
004D: jump_if_false Label043580
00BC: text_highpriority "COK2_26" 5000 ms 2 ;; ~r~You killed Lance!
0002: jump Label043D70

:Label043580
00D6: if 0
0119: car $1A wrecked
004D: jump_if_false Label043597
0002: jump Label043D70

:Label043597
00D6: if 22
80B1: NOT car $1A 0 ()in_cube 272.8 -1341.5 16.0 212.5 -1280.0 8.0
8448: NOT actor $LANCE_VANCE in_car $1A
8448: NOT actor $PLAYER_ACTOR in_car $1A
004D: jump_if_false Label043872
0001: wait 0 ms
00D6: if 0
0118: actor $LANCE_VANCE dead
004D: jump_if_false Label043601
00BC: text_highpriority "COK2_26" 5000 ms 2 ;; ~r~You killed Lance!
0002: jump Label043D70

:Label043601
00D6: if 0
0119: car $1A wrecked
004D: jump_if_false Label043618
0002: jump Label043D70

:Label043618
00D6: if 2
00B1: car $1A 0 ()in_cube 272.9 -1220.6 16.0 212.5 -1280.0 8.0
0448: actor $LANCE_VANCE in_car $1A
0448: actor $PLAYER_ACTOR in_car $1A
004D: jump_if_false Label04365F
0002: jump Label043872

:Label04365F
00D6: if 0
80FB: NOT player $PLAYER_CHAR 0 ()near_actor $LANCE_VANCE radius 10.0 10.0
10.0
004D: jump_if_false Label0436BF
00D6: if 0
0038: $38 == 0 ;; integer values
004D: jump_if_false Label0436B8
0164: disable_marker $39
0187: $39 = create_marker_above_actor $LANCE_VANCE
00BC: text_highpriority "LAW2_13" 5000 ms 2 ;; ~g~You've left Lance behind! Go
and get him!
0004: $38 = 1 ;; integer values

:Label0436B8
0002: jump Label043709

:Label0436BF
00D6: if 0
8119: NOT car $1A wrecked
004D: jump_if_false Label043709
00D6: if 0
80DB: NOT actor $LANCE_VANCE in_car $1A
004D: jump_if_false Label0436EA
01D4: actor $LANCE_VANCE go_to_car $1A and_enter_it_as_a_passenger

:Label0436EA
00D6: if 0
00DC: player $PLAYER_CHAR driving $1A
004D: jump_if_false Label043702
0164: disable_marker $39

:Label043702
0004: $38 = 0 ;; integer values

:Label043709
00D6: if 0
80DC: NOT player $PLAYER_CHAR driving $1A
004D: jump_if_false Label04375C
00D6: if 0
80DB: NOT actor $LANCE_VANCE in_car $1A
004D: jump_if_false Label043755
00D6: if 0
0038: $84A == 0 ;; integer values
004D: jump_if_false Label043755
0164: disable_marker $85B
0186: $85B = create_marker_above_car $1A
0004: $84A = 1 ;; integer values

:Label043755
0002: jump Label04377A

:Label04375C
00D6: if 0
0038: $84A == 1 ;; integer values
004D: jump_if_false Label04377A
0164: disable_marker $85B
0004: $84A = 0 ;; integer values

:Label04377A
00D6: if 0
0019: 17@ > 1000 ;; integer values
004D: jump_if_false Label04386B
0054: store_player $PLAYER_CHAR position_to $5F $60 $61
00D6: if 0
8118: NOT actor $84E dead
004D: jump_if_false Label0437DE
00D6: if 0
8510: NOT unknown_actor $84E on_path $5F $60 $61 radius 4.0
004D: jump_if_false Label0437DE
009E: set_actor $84E path $5F $60 $61 unknown 2.0 1

:Label0437DE
00D6: if 0
8118: NOT actor $84F dead
004D: jump_if_false Label043821
00D6: if 0
8510: NOT unknown_actor $84F on_path $5F $60 $61 radius 4.0
004D: jump_if_false Label043821
009E: set_actor $84F path $5F $60 $61 unknown 2.0 1

:Label043821
00D6: if 0
8118: NOT actor $850 dead
004D: jump_if_false Label043864
00D6: if 0
8510: NOT unknown_actor $850 on_path $5F $60 $61 radius 4.0
004D: jump_if_false Label043864
009E: set_actor $850 path $5F $60 $61 unknown 2.0 1

:Label043864
0006: 17@ = 0 ;; integer values

:Label04386B
0002: jump Label043597

:Label043872
016A: fade 0 () 500 ms

:Label043879
00D6: if 0
016B: fading
004D: jump_if_false Label043891
0001: wait 0 ms
0002: jump Label043879

:Label043891
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
02A3: toggle_widescreen 1 (on)
00D6: if 0
8119: NOT car $1A wrecked
004D: jump_if_false Label0438B4
0174: $862 = car $1A z_angle

:Label0438B4
00D6: if 0
00B1: car $1A 0 ()in_cube 272.8 -1341.5 16.0 212.5 -1280.0 8.0
004D: jump_if_false Label0439CA
00D6: if 0
8119: NOT car $1A wrecked
004D: jump_if_false Label0439C3
00AD: set_car $1A max_speed_to 0.0
00AE: unknown_set_car $1A to_ignore_traffic_lights 3
0395: clear_area 1 at 232.1 -1323.4 range 10.9 40.0
00AB: put_car $1A at 236.7 -1308.2 -100.0
0175: set_car $1A z_angle_to 347.3
00AD: set_car $1A max_speed_to 20.0
00A7: car $1A drive_to 242.35 -1279.9 10.9
0395: clear_area 1 at 242.2 -1279.9 range 10.9 20.0
0395: clear_area 0 at 247.264 -1281.508 range 10.495 40.0
015F: set_camera_position 239.295 -1283.295 10.713 0.0 0.0 0.0
0160: point_camera 239.799 -1282.436 10.622 2
0004: $85E = 1 ;; integer values

:Label0439C3
0002: jump Label043AA2

:Label0439CA
00D6: if 0
8119: NOT car $1A wrecked
004D: jump_if_false Label043AA2
00AD: set_car $1A max_speed_to 0.0
00AE: unknown_set_car $1A to_ignore_traffic_lights 3
0395: clear_area 1 at 246.3 -1257.7 range 10.9 40.0
00AB: put_car $1A at 246.3 -1257.7 -100.0
0175: set_car $1A z_angle_to 171.8
00AD: set_car $1A max_speed_to 20.0
00A7: car $1A drive_to 242.2 -1279.9 10.9
0395: clear_area 1 at 242.2 -1279.9 range 10.9 20.0
0395: clear_area 0 at 247.264 -1281.508 range 10.495 40.0
015F: set_camera_position 237.96 -1286.392 10.586 0.0 0.0 0.0
0160: point_camera 238.473 -1285.534 10.609 2

:Label043AA2
016A: fade 1 (back) 1000 ms
0001: wait 3000 ms
00D6: if 0
8119: NOT car $1A wrecked
004D: jump_if_false Label043AC6
01D3: actor $PLAYER_ACTOR leave_car $1A

:Label043AC6
0001: wait 1300 ms
00D6: if 0
8118: NOT actor $LANCE_VANCE dead
004D: jump_if_false Label043AE0
04F3: move_actor $LANCE_VANCE from_car_passengerseat_to_driverseat

:Label043AE0
00D6: if 0
0038: $85E == 0 ;; integer values
004D: jump_if_false Label043B2C
015F: set_camera_position 237.787 -1282.583 12.615 0.0 0.0 0.0
0160: point_camera 238.638 -1282.366 12.135 2
0002: jump Label043B5F

:Label043B2C
015F: set_camera_position 239.975 -1273.806 12.873 0.0 0.0 0.0
0160: point_camera 240.511 -1274.468 12.35 2

:Label043B5F
00D6: if 0
8118: NOT actor $LANCE_VANCE dead
004D: jump_if_false Label043B7F
022E: set_player $PLAYER_CHAR to_look_at_actor $LANCE_VANCE
022C: set_actor $LANCE_VANCE to_look_at_actor $PLAYER_ACTOR
:Label043B7F
0001: wait 1000 ms
00D6: if 0
03D0: wav 2 loaded
004D: jump_if_false Label043B97
03D1: play_wav 2

:Label043B97
00BC: text_highpriority "LAW2_5" 4000 ms 2 ;; I'm going to go see what I can dig
up. I'll be watching you, Tommy.
0001: wait 4000 ms
00D6: if 0
8119: NOT car $1A wrecked
004D: jump_if_false Label043CC4
0395: clear_area 0 at 200.2 -1460.3 range 10.9 40.0
0395: clear_area 0 at 242.2 -1279.9 range 10.9 40.0
03BA: clear_cars_from_cube 213.4 -1376.9 0.0 279.7 -1216.2 30.0
00D6: if 0
0038: $85E == 0 ;; integer values
004D: jump_if_false Label043C57
015F: set_camera_position 245.135 -1276.517 11.71 0.0 0.0 0.0
0160: point_camera 244.775 -1277.43 11.519 2
0002: jump Label043C8A

:Label043C57
015F: set_camera_position 242.804 -1271.559 10.617 0.0 0.0 0.0
0160: point_camera 242.975 -1272.544 10.603 2

:Label043C8A
00A7: car $1A drive_to 200.2 -1460.3 10.9
00AD: set_car $1A max_speed_to 40.0
00AE: unknown_set_car $1A to_ignore_traffic_lights 3
00D6: if 0
8118: NOT actor $LANCE_VANCE dead
004D: jump_if_false Label043CC4
022F: set_actor $LANCE_VANCE stop_looking

:Label043CC4
0006: 17@ = 0 ;; integer values

:Label043CCB
00D6: if 0
81AF: NOT car $1A 0 ()near_point 200.2 -1460.3 10.9 radius 4.0 4.0 4.0
004D: jump_if_false Label043D5D
0001: wait 0 ms
00D6: if 0
0019: 17@ > 4000 ;; integer values
004D: jump_if_false Label043D19
0002: jump Label043D62

:Label043D19
00D6: if 0
0118: actor $LANCE_VANCE dead
004D: jump_if_false Label043D3F
00BC: text_highpriority "COK2_26" 5000 ms 2 ;; ~r~You killed Lance!
0002: jump Label043D70

:Label043D3F
00D6: if 0
0119: car $1A wrecked
004D: jump_if_false Label043D56
0002: jump Label043D70

:Label043D56
0002: jump Label043CCB

:Label043D5D
022F: set_actor $PLAYER_ACTOR stop_looking

:Label043D62
02EB: restore_camera_with_jumpcut
00A6: destroy_car $1A
0002: jump Label043D81

:Label043D70
00BA: text_styled "M_FAIL" 5000 ms 1 ;; MISSION FAILED!
0051: return

:Label043D81
0004: $PASSED_LAW2_BACK_ALLEY_BRAWL = 1 ;; integer values
0394: play_music 1
01E3: text_1number_styled "M_PASS" 200 5000 ms 1 ;; MISSION PASSED! $~1~
0110: clear_player $PLAYER_CHAR wanted_level
0109: player $PLAYER_CHAR money += 200
0318: set_latest_mission_passed "LAW_2" ;; Back Alley Brawl
030C: set_mission_points += 1
004F: create_thread Label00B370
0051: return

:Label043DC3
0004: $ONMISSION = 0 ;; integer values
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
0004: $3E1 = 0 ;; integer values
0004: $3DA = 0 ;; integer values
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
0249: release_model #INFERNUS
0249: release_model #CLEAVER
0249: release_model #COLT45
0249: release_model #CELLPHONE
0249: release_model #KNIFECUR
0296: unload_special_actor 3
0296: unload_special_actor 4
040D: unload_wav 1
040D: unload_wav 2
0164: disable_marker 15@
0164: disable_marker $13
0164: disable_marker $39
0164: disable_marker 4@
014C: set_parked_car_generator $728 cars_to_generate_to 101
0164: disable_marker 11@
0215: destroy_pickup 10@
0164: disable_marker $85B
00D8: mission_cleanup
0051: return
;-------------Mission 5---------------
; Originally: Jury Fury

:Label043E62
0050: gosub Label043E86
00D6: if 0
0112: wasted_or_busted
004D: jump_if_false Label043E7D
0050: gosub Label045DD3

:Label043E7D
0050: gosub Label045E2D
004E: end_thread

:Label043E86
0317: increment_mission_attempts
0004: $ONMISSION = 1 ;; integer values
03A4: name_thread "LAWYER3"
0001: wait 0 ms
054C: use_GXT_table "LAWYER3"
058E: set_restart_mission_taxi_destination 110.6 -824.2 9.6 327.9
0006: 9@ = 0 ;; integer values
0006: 8@ = 0 ;; integer values
0006: 10@ = 0 ;; integer values
0004: $867 = 0 ;; integer values
0004: $870 = 0 ;; integer values
0004: $866 = 0 ;; integer values
0004: $877 = 0 ;; integer values
0006: 2@ = 0 ;; integer values
0006: 4@ = 0 ;; integer values
0006: 14@ = 0 ;; integer values
0004: $872 = 0 ;; integer values
0004: $868 = 0 ;; integer values
03E6: remove_text_box
03CF: load_wav "MONO15" 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 "LAWDOOR"
038B: load_requested_models

:Label043F71
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 Label043FA3
0001: wait 0 ms
0002: jump Label043F71

:Label043FA3
03CB: set_camera 140.6 -1367.4 13.1
02E4: load_cutscene_data "LAW_3"
0244: set_cutscene_pos 141.441 -1366.722 12.163
041D: set_camera_near_clip .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: $D2 = create_cutscene_object #CUTOBJ04
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

:Label0440A8
00D6: if 0
001A: 3008 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0440CB
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0440A8

:Label0440CB
00BC: text_highpriority "LAW3_A" 10000 ms 1 ;; Aaah! Oh, for god's sake, it's
you! Oh, Jeez - I'm gonna need new pants!

:Label0440DA
00D6: if 0
001A: 9424 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0440FD
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0440DA

:Label0440FD
00BC: text_highpriority "LAW3_B" 10000 ms 1 ;; Hey, those psychos from up north
- they've been on the horn, and they're coming down here soon.

:Label04410C
00D6: if 0
001A: 13402 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label04412F
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label04410C

:Label04412F
00BC: text_highpriority "LAW3_C" 10000 ms 1 ;; Now where is the goddamn money?!

:Label04413E
00D6: if 0
001A: 15408 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label044161
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label04413E

:Label044161
00BC: text_highpriority "LAW3_D" 10000 ms 1 ;; Relax, relax. We're not at that
part yet.

:Label044170
00D6: if 0
001A: 18308 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label044193
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label044170

:Label044193
00BC: text_highpriority "LAW3_E" 10000 ms 1 ;; Ohhh... I thought that you were
taking care of this, I really did!

:Label0441A2
00D6: if 0
001A: 22306 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0441C5
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0441A2

:Label0441C5
00BC: text_highpriority "LAW3_F" 10000 ms 1 ;; And now those guidos say we gotta
do them a favor.

:Label0441D4
00D6: if 0
001A: 24656 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0441F7
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0441D4

:Label0441F7
00BC: text_highpriority "LAW3_G" 10000 ms 1 ;; You mean I gotta do 'em a favor.

:Label044206
00D6: if 0
001A: 26240 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label044229
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label044206

:Label044229
00BC: text_highpriority "LAW3_H" 10000 ms 1 ;; Oh, of course that's what I mean.
Do I look like I can intimidate a jury?

:Label044238
00D6: if 0
001A: 30832 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label04425B
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label044238

:Label04425B
00BC: text_highpriority "LAW3_I" 10000 ms 1 ;; I couldn't intimidate a child -
and believe me, I've tried.

:Label04426A
00D6: if 0
001A: 33842 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label04428F
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label04426A

:Label04428F
00BC: text_highpriority "LAW3_J" 10000 ms 1 ;; Now, look. It's either that, or
Forelli's cousin, Giorgio, gets five years for fraud.

:Label04429E
00D6: if 0
001A: 38624 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0442C3
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label04429E

:Label0442C3
00BC: text_highpriority "LAW3_K" 10000 ms 1 ;; You gotta take these guys OUT!

:Label0442D2
00D6: if 0
001A: 40752 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0442F7
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0442D2

:Label0442F7
00BC: text_highpriority "LAW3_L" 10000 ms 1 ;; I understand. Help the jury
change their minds. Don't worry about it.

:Label044306
00D6: if 0
001A: 43488 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label04432B
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label044306

:Label04432B
00BC: text_highpriority "LAW3_M" 10000 ms 1 ;; No no no no no - NO! I tried
that. The jury case didn't go so well,

:Label04433A
00D6: if 0
001A: 49133 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label04435F
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label04433A

:Label04435F
00BC: text_highpriority "LAW3_N" 10000 ms 1 ;; so MAKE them change their minds.

:Label04436E
00D6: if 0
001A: 51776 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label044393
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label04436E

:Label044393
00BE: text_clear_all

:Label044395
00D6: if 0
001A: 52896 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0443BA
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label044395

:Label0443BA
016A: fade 0 () 1500 ms
00BE: text_clear_all
0001: wait 1000 ms
00D6: if 0
856A: NOT (unknown)
004D: jump_if_false Label044402
00D6: if 0
03D0: wav 1 loaded
004D: jump_if_false Label044402
03D1: play_wav 1

:Label0443E8
00D6: if 0
83D2: NOT wav 1 ended
004D: jump_if_false Label044402
0001: wait 0 ms
0002: jump Label0443E8

:Label044402
00D6: if 0
016B: fading
004D: jump_if_false Label04441A
0001: wait 0 ms
0002: jump Label044402

:Label04441A
03AD: set_rubbish 1 (visible)
02EA: end_cutscene
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
0247: request_model #HMORI
0247: request_model #BMYBU
0247: request_model #ADMIRAL
0247: request_model #BFYBE
0247: request_model #SPAND
0247: request_model #GLENDALE
0247: request_model #HMYAP
0247: request_model #HAMMER
0247: request_model #SENTINEL
0247: request_model #WMOGO
023C: load_special_actor 4 "SPANDXA"
0004: $86A = 0 ;; integer values
0004: $86B = 0 ;; integer values
0006: 5@ = 0 ;; integer values
0006: 6@ = 0 ;; integer values
0006: 7@ = 0 ;; integer values
0004: $873 = 0 ;; integer values
0004: $874 = 0 ;; integer values
0004: $869 = 0 ;; integer values

:Label0444AD
00D6: if 25
8248: NOT model #HMORI available
8248: NOT model #ADMIRAL available
8248: NOT model #BFYBE available
8248: NOT model #SPAND available
8248: NOT model #GLENDALE available
8248: NOT model #BMYBU available
004D: jump_if_false Label0444DE
0001: wait 0 ms
0002: jump Label0444AD

:Label0444DE
00D6: if 22
8248: NOT model #HMYAP available
8248: NOT model #SENTINEL available
8248: NOT model #WMOGO available
004D: jump_if_false Label044501
0001: wait 0 ms
0002: jump Label0444DE

:Label044501
04BB: select_interiour 0 ;; select render area
03CB: set_camera 117.1 -825.6 9.8
03CF: load_wav "LAW3_24" as 1
0001: wait 0 ms
02A3: toggle_widescreen 1 (on)
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
03C8: rotate_player-180-degrees
016A: fade 1 (back) 1000 ms
015F: set_camera_position 110.714 -816.945 14.589 0.0 0.0 0.0
0160: point_camera 111.238 -817.658 14.123 2
0395: clear_area 1 at 95.8 -843.2 range 10.0 20.0
00A5: 0@ = create_car #GLENDALE at 95.8 -843.2 10.0
0129: 15@ = create_actor 4 #WMOGO in_car 0@ driverseat
0175: set_car 0@ z_angle_to 316.0
0395: clear_area 1 at 113.7 -825.0 range 9.7 10.0
009A: 1@ = create_actor 4 #HMYAP at 113.7 -825.0 9.7
0173: set_actor 1@ z_angle_to 67.0
01ED: reset_actor 1@ flags
0372: set_actor 1@ anim 3 wait_state_time 3000 ms

:Label0445FB
00D6: if 0
016B: fading
004D: jump_if_false Label044613
0001: wait 0 ms
0002: jump Label0445FB

:Label044613
0001: wait 1000 ms
00D6: if 0
8118: NOT actor 1@ dead
004D: jump_if_false Label044637
0211: actor 1@ walk_to 104.0 -819.8

:Label044637
00D6: if 0
8119: NOT car 0@ wrecked
004D: jump_if_false Label04467E
00AD: set_car 0@ max_speed_to 40.0
00AE: unknown_set_car 0@ to_ignore_traffic_lights 3
04BA: set_car 0@ speed_instantly 20.0
00A0: store_actor 1@ position_to $87B $87C $87D
02C2: car 0@ drive_to_point $87B $87C $87D

:Label04467E
0006: 16@ = 0 ;; integer values

:Label044685
00D6: if 0
8019: NOT 16@ > 3000 ;; integer values
004D: jump_if_false Label0446F7
0001: wait 0 ms
00D6: if 0
0118: actor 1@ dead
004D: jump_if_false Label0446F0
00D6: if 0
0039: 4@ == 0 ;; integer values
004D: jump_if_false Label0446F0
04A5: unknown_store_dead_actor 1@ position_to $87E $87F $880
0009: $880 += .5 ;; floating-point values
0213: 3@ = create_pickup #HAMMER type 3 at $87E $87F $880
0006: 4@ = 1 ;; integer values

:Label0446F0
0002: jump Label044685

:Label0446F7
00D6: if 0
8118: NOT actor 15@ dead
004D: jump_if_false Label044726
00D6: if 0
8119: NOT car 0@ wrecked
004D: jump_if_false Label044726
01D3: actor 15@ leave_car 0@
0243: set_actor 15@ ped_stats_to 39

:Label044726
015F: set_camera_position 110.834 -827.258 12.204 0.0 0.0 0.0
0160: point_camera 111.632 -826.843 11.761 2
00BC: text_highpriority "LAW3_24" 3000 ms 2 ;; ~g~That hammer would be useful.
0006: 16@ = 0 ;; integer values

:Label04476F
00D6: if 0
8019: NOT 16@ > 3000 ;; integer values
004D: jump_if_false Label0447CF
0001: wait 0 ms
00D6: if 0
8118: NOT actor 15@ dead
004D: jump_if_false Label0447C8
00D6: if 0
8119: NOT car 0@ wrecked
004D: jump_if_false Label0447C8
00D6: if 0
80DB: NOT actor 15@ in_car 0@
004D: jump_if_false Label0447C8
0239: actor 15@ run_to 137.6 -786.9

:Label0447C8
0002: jump Label04476F

:Label0447CF
00D6: if 0
03D0: wav 1 loaded
004D: jump_if_false Label0447E2
03D1: play_wav 1

:Label0447E2
02A8: $875 = create_marker 18 at $21C $21D $21E
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
02A3: toggle_widescreen 0 (off)
02EB: restore_camera_with_jumpcut
03C8: rotate_player-180-degrees

:Label044801
00D6: if 0
823D: NOT special_actor 4 loaded
004D: jump_if_false Label04481B
0001: wait 0 ms
0002: jump Label044801

:Label04481B
0249: release_model #GLENDALE
0249: release_model #WMOGO
0249: release_model #HMYAP
01C2: remove_references_to_actor 15@ ;; Like turning an actor into a random
pedestrian
0395: clear_area 1 at 191.4 -1026.7 range 9.4 2.0
009A: $863 = create_actor 4 #HMORI at 191.4 -1026.7 9.4
0243: set_actor $863 ped_stats_to 39
02A9: set_actor $863 immune_to_nonplayer 1
0187: $86D = create_marker_above_actor $863
0223: set_actor $863 health_to 300
0173: set_actor $863 z_angle_to 202.0
01ED: reset_actor $863 flags
0319: set_actor $863 wander_state_to 1 (off)
0395: clear_area 1 at 189.3 -1033.0 range 10.2 4.0
00A5: $86F = create_car #ADMIRAL at 189.3 -1033.0 9.4
0175: set_car $86F z_angle_to 261.0
020A: set_car $86F door_status_to 3
01EC: make_car $86F very_heavy 1
053F: set_car $86F tires_vulnerable 0
009A: $865 = create_actor 4 #BFYBE at 191.6 -1028.0 9.4
0243: set_actor $865 ped_stats_to 39
01ED: reset_actor $865 flags
0395: clear_area 1 at 536.4 217.4 range 13.6 4.0
00A5: $876 = create_car #SENTINEL at 536.4 217.4 13.6
0175: set_car $876 z_angle_to 270.0
020A: set_car $876 door_status_to 3
0186: $86E = create_marker_above_car $876
00AD: set_car $876 max_speed_to 0.0
01EC: make_car $876 very_heavy 1
00BC: text_highpriority "LAW3_7" 15000 ms 2 ;; ~g~Go and intimidate the two
jurors, but DON'T kill them!
0001: wait 4000 ms
00D6: if 0
8119: NOT car $86F wrecked
004D: jump_if_false Label044987
0519: unknown_car $86F flag 1

:Label044987
00D6: if 0
8119: NOT car $876 wrecked
004D: jump_if_false Label04499E
0519: unknown_car $876 flag 1

:Label04499E
00D6: if 0
8118: NOT actor $863 dead
004D: jump_if_false Label0449B5
04D7: lock_actor $863 in_current_position 1

:Label0449B5
00D6: if 0
8118: NOT actor $865 dead
004D: jump_if_false Label0449CC
04D7: lock_actor $865 in_current_position 1

:Label0449CC
03E5: text_box "HELP23" ;; You can follow the ~h~hammer blip~w~ on the radar if
you want to buy melee weapons from the hardware store.
03E7: flash_hud 8
0001: wait 2000 ms
03E7: flash_hud -1
0006: 17@ = 0 ;; integer values
0209: $870 = random_int 0 6
0050: gosub Label045ED8
0006: 16@ = 0 ;; integer values

:Label044A01
00D6: if 0
8038: NOT $869 == 2 ;; integer values
004D: jump_if_false Label045DCC
0001: wait 0 ms
00D6: if 0
0038: $86A == 0 ;; integer values
004D: jump_if_false Label044A7C
00D6: if 0
0118: actor $863 dead
004D: jump_if_false Label044A56
00BC: text_highpriority "LAW3_8" 5000 ms 2 ;; ~r~You killed a Juror!
0002: jump Label045DD3
0002: jump Label044A7C

:Label044A56
00D6: if 0
050D: $863
004D: jump_if_false Label044A7C
00BC: text_highpriority "LAW3_8" 5000 ms 2 ;; ~r~You killed a Juror!
0002: jump Label045DD3

:Label044A7C
00D6: if 0
8119: NOT car $86F wrecked
004D: jump_if_false Label0451D4
00D6: if 0
0039: 14@ == 0 ;; integer values
004D: jump_if_false Label044B09
00D6: if 0
01FC: player $PLAYER_CHAR near_car $86F radius 30.0 30.0 0
004D: jump_if_false Label044B09
00D6: if 0
8119: NOT car $86F wrecked
004D: jump_if_false Label044B02
0519: unknown_car $86F flag 0
00D6: if 0
8118: NOT actor $863 dead
004D: jump_if_false Label044AEB
04D7: lock_actor $863 in_current_position 0

:Label044AEB
00D6: if 0
8118: NOT actor $865 dead
004D: jump_if_false Label044B02
04D7: lock_actor $865 in_current_position 0

:Label044B02
0006: 14@ = 1 ;; integer values

:Label044B09
00D6: if 0
8118: NOT actor $863 dead
004D: jump_if_false Label0451D4
00D6: if 0
8119: NOT car $86F wrecked
004D: jump_if_false Label0451D4
00D6: if 0
00DB: actor $863 in_car $86F
004D: jump_if_false Label0451D4
00D6: if 0
8185: NOT car $86F health >= 700
004D: jump_if_false Label044B6C
01D3: actor $863 leave_car $86F
020A: set_car $86F door_status_to 1
0006: 9@ = 1 ;; integer values
0004: $867 = 1 ;; integer values

:Label044B6C
00D6: if 1
0039: 9@ == 0 ;; integer values
0038: $86A == 0 ;; integer values
004D: jump_if_false Label0451D4
00D6: if 0
00E0: player $PLAYER_CHAR driving
004D: jump_if_false Label044BFB
00DA: $86C = player $PLAYER_CHAR car
00D6: if 0
8119: NOT car $86C wrecked
004D: jump_if_false Label044BFB
00D6: if 0
00F7: player $PLAYER_CHAR 0 ()near_point_in_car 197.1 -1033.8 10.2 radius 8.0
6.0 4.0
004D: jump_if_false Label044BFB
00AB: put_car $86C at 201.9 -1020.8 9.4
0175: set_car $86C z_angle_to 180.0

:Label044BFB
00D6: if 0
8119: NOT car $86F wrecked
004D: jump_if_false Label044C12
01EC: make_car $86F very_heavy 0

:Label044C12
020A: set_car $86F door_status_to 7
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
02A3: toggle_widescreen 1 (on)
00AD: set_car $86F max_speed_to 0.0
015F: set_camera_position 183.803 -1029.408 11.956 0.0 0.0 0.0
0160: point_camera 184.615 -1029.963 11.78 2
0395: clear_area 1 at 189.3 -1033.0 range 10.2 10.0
0395: clear_area 1 at 208.8 -1008.1 range 9.5 10.0
00A5: $871 = create_car #SPAND at 208.8 -1008.1 9.5
0129: 11@ = create_actor 4 #SPECIAL04 in_car $871 driverseat
0243: set_actor 11@ ped_stats_to 14
0175: set_car $871 z_angle_to 165.0
00AD: set_car $871 max_speed_to 40.0
04BA: set_car $871 speed_instantly 19.0
00AE: unknown_set_car $871 to_ignore_traffic_lights 3
00A7: car $871 drive_to 203.5 -1037.7 10.1
01EC: make_car $871 very_heavy 1
0395: clear_area 1 at 202.8 -1035.7 range 10.1 10.0
00A7: car $86F drive_to 202.8 -1035.7 10.1
00AD: set_car $86F max_speed_to 50.0
00AE: unknown_set_car $86F to_ignore_traffic_lights 3
0006: 17@ = 0 ;; integer values

:Label044D3F
00D6: if 0
8019: NOT 17@ > 1200 ;; integer values
004D: jump_if_false Label044DB0
0001: wait 0 ms
00D6: if 0
0118: actor $863 dead
004D: jump_if_false Label044D83
00BC: text_highpriority "LAW3_8" 5000 ms 2 ;; ~r~You killed a Juror!
0002: jump Label045DD3
0002: jump Label044DA9

:Label044D83
00D6: if 0
050D: $863
004D: jump_if_false Label044DA9
00BC: text_highpriority "LAW3_8" 5000 ms 2 ;; ~r~You killed a Juror!
0002: jump Label045DD3

:Label044DA9
0002: jump Label044D3F

:Label044DB0
00D6: if 0
8119: NOT car $86F wrecked
004D: jump_if_false Label044E11
053F: set_car $86F tires_vulnerable 1
04FE: unknown_car $86F flag 0
050B: $86F
00D6: if 0
8119: NOT car $871 wrecked
004D: jump_if_false Label044DE8
050B: $871

:Label044DE8
00A9: set_car $86F to_normal_driver
00AD: set_car $86F max_speed_to 0.0
00D6: if 0
8119: NOT car $871 wrecked
004D: jump_if_false Label044E11
00AD: set_car $871 max_speed_to 0.0

:Label044E11
0006: 17@ = 0 ;; integer values

:Label044E18
00D6: if 0
8019: NOT 17@ > 250 ;; integer values
004D: jump_if_false Label044E89
0001: wait 0 ms
00D6: if 0
0118: actor $863 dead
004D: jump_if_false Label044E5C
00BC: text_highpriority "LAW3_8" 5000 ms 2 ;; ~r~You killed a Juror!
0002: jump Label045DD3
0002: jump Label044E82
:Label044E5C
00D6: if 0
050D: $863
004D: jump_if_false Label044E82
00BC: text_highpriority "LAW3_8" 5000 ms 2 ;; ~r~You killed a Juror!
0002: jump Label045DD3

:Label044E82
0002: jump Label044E18

:Label044E89
00D6: if 0
8119: NOT car $871 wrecked
004D: jump_if_false Label044EC9
0407: create_coordinate $878 $879 $87A from_car $871 offset 0.0 -3.0 0.0
0213: 12@ = create_pickup #HAMMER type 3 at $878 $879 $87A

:Label044EC9
00D6: if 0
8019: NOT 17@ > 500 ;; integer values
004D: jump_if_false Label044F3A
0001: wait 0 ms
00D6: if 0
0118: actor $863 dead
004D: jump_if_false Label044F0D
00BC: text_highpriority "LAW3_8" 5000 ms 2 ;; ~r~You killed a Juror!
0002: jump Label045DD3
0002: jump Label044F33

:Label044F0D
00D6: if 0
050D: $863
004D: jump_if_false Label044F33
00BC: text_highpriority "LAW3_8" 5000 ms 2 ;; ~r~You killed a Juror!
0002: jump Label045DD3

:Label044F33
0002: jump Label044EC9

:Label044F3A
00D6: if 0
8119: NOT car $871 wrecked
004D: jump_if_false Label044F7A
0407: create_coordinate $878 $879 $87A from_car $871 offset 0.0 -3.0 0.0
0213: 13@ = create_pickup #HAMMER type 3 at $878 $879 $87A

:Label044F7A
0006: 17@ = 0 ;; integer values

:Label044F81
00D6: if 0
8019: NOT 17@ > 1500 ;; integer values
004D: jump_if_false Label044FF2
0001: wait 0 ms
00D6: if 0
0118: actor $863 dead
004D: jump_if_false Label044FC5
00BC: text_highpriority "LAW3_8" 5000 ms 2 ;; ~r~You killed a Juror!
0002: jump Label045DD3
0002: jump Label044FEB

:Label044FC5
00D6: if 0
050D: $863
004D: jump_if_false Label044FEB
00BC: text_highpriority "LAW3_8" 5000 ms 2 ;; ~r~You killed a Juror!
0002: jump Label045DD3

:Label044FEB
0002: jump Label044F81

:Label044FF2
02A3: toggle_widescreen 0 (off)
015F: set_camera_position 206.657 -1030.398 13.139 0.0 0.0 0.0
0160: point_camera 206.057 -1031.136 12.829 2
00D6: if 0
0038: $868 == 0 ;; integer values
004D: jump_if_false Label04505A
03E5: text_box "HELP40" ;; You can smash cars up by using the hammer or a similar
weapon.
0006: 16@ = 0 ;; integer values
0004: $868 = 1 ;; integer values
0002: jump Label045069

:Label04505A
00BC: text_highpriority "LAW3_9" 4000 ms 2 ;; ~g~Smash up the Juror's car to get
him out!

:Label045069
0006: 17@ = 0 ;; integer values

:Label045070
00D6: if 0
8019: NOT 17@ > 4000 ;; integer values
004D: jump_if_false Label045182
0001: wait 0 ms
00D6: if 0
0118: actor $863 dead
004D: jump_if_false Label0450B4
00BC: text_highpriority "LAW3_8" 5000 ms 2 ;; ~r~You killed a Juror!
0002: jump Label045DD3
0002: jump Label0450DA

:Label0450B4
00D6: if 0
050D: $863
004D: jump_if_false Label0450DA
00BC: text_highpriority "LAW3_8" 5000 ms 2 ;; ~r~You killed a Juror!
0002: jump Label045DD3

:Label0450DA
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label04517B

:Label0450EB
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label045174
0001: wait 0 ms
00D6: if 0
0019: 17@ > 4000 ;; integer values
004D: jump_if_false Label04511A
0002: jump Label045182

:Label04511A
00D6: if 0
0118: actor $863 dead
004D: jump_if_false Label045147
00BC: text_highpriority "LAW3_8" 5000 ms 2 ;; ~r~You killed a Juror!
0002: jump Label045DD3
0002: jump Label04516D

:Label045147
00D6: if 0
050D: $863
004D: jump_if_false Label04516D
00BC: text_highpriority "LAW3_8" 5000 ms 2 ;; ~r~You killed a Juror!
0002: jump Label045DD3

:Label04516D
0002: jump Label0450EB

:Label045174
0002: jump Label045182

:Label04517B
0002: jump Label045070

:Label045182
00D6: if 0
8118: NOT actor $863 dead
004D: jump_if_false Label04519A
0223: set_actor $863 health_to 300

:Label04519A
00D6: if 0
8119: NOT car $871 wrecked
004D: jump_if_false Label0451B1
01EC: make_car $871 very_heavy 0

:Label0451B1
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
02A3: toggle_widescreen 0 (off)
02EB: restore_camera_with_jumpcut
00BC: text_highpriority "LAW3_9" 6000 ms 2 ;; ~g~Smash up the Juror's car to get
him out!
0006: 9@ = 1 ;; integer values

:Label0451D4
00D6: if 0
0119: car $86F wrecked
004D: jump_if_false Label0451F2
0050: gosub Label045F8E
0002: jump Label045613

:Label0451F2
00D6: if 0
8119: NOT car $86F wrecked
004D: jump_if_false Label045613
00D6: if 0
8118: NOT actor $863 dead
004D: jump_if_false Label0452C7
00D6: if 0
0038: $872 == 0 ;; integer values
004D: jump_if_false Label0452C7
00D6: if 0
01FC: player $PLAYER_CHAR near_car $86F radius 20.0 20.0 0
004D: jump_if_false Label0452C7
00D6: if 22
02DF: unknown_player $PLAYER_CHAR
8184: NOT actor $863 health >= 299
0457: unknown_player $PLAYER_CHAR unknown_actor $863
004D: jump_if_false Label0452C7
00D6: if 0
8119: NOT car $86F wrecked
004D: jump_if_false Label0452C0
00D6: if 0
8118: NOT actor $863 dead
004D: jump_if_false Label04529A
01D5: actor $863 go_to_and_drive_car $86F
02A9: set_actor $863 immune_to_nonplayer 1
0223: set_actor $863 health_to 300

:Label04529A
00D6: if 0
8118: NOT actor $865 dead
004D: jump_if_false Label0452C0
0239: actor $865 run_to 227.2 -1040.8
0006: 10@ = 1 ;; integer values

:Label0452C0
0004: $872 = 1 ;; integer values

:Label0452C7
00D6: if 0
81AF: NOT car $86F 0 ()near_point 189.3 -1033.0 9.4 radius 2.0 2.0 2.0
004D: jump_if_false Label045328
00D6: if 0
8185: NOT car $86F health >= 600
004D: jump_if_false Label045328
00D6: if 0
8118: NOT actor $863 dead
004D: jump_if_false Label045328
0006: 9@ = 1 ;; integer values
0004: $867 = 1 ;; integer values

:Label045328
00D6: if 0
0038: $86A == 0 ;; integer values
004D: jump_if_false Label045613
00D6: if 0
8119: NOT car $86F wrecked
004D: jump_if_false Label04542D
00D6: if 0
8118: NOT actor $863 dead
004D: jump_if_false Label04542D
00D6: if 0
00DB: actor $863 in_car $86F
004D: jump_if_false Label04542D
00D6: if 0
8185: NOT car $86F health >= 950
004D: jump_if_false Label04542D
00D6: if 0
0038: $877 == 0 ;; integer values
004D: jump_if_false Label04542D
03CF: load_wav "LAW3_11" as 2

:Label04539E
00D6: if 0
83D0: NOT wav 2 loaded
004D: jump_if_false Label045422
0001: wait 0 ms
00D6: if 0
0119: car $86F wrecked
004D: jump_if_false Label0453C8
0050: gosub Label045F8E

:Label0453C8
00D6: if 0
0118: actor $863 dead
004D: jump_if_false Label0453F5
00BC: text_highpriority "LAW3_8" 5000 ms 2 ;; ~r~You killed a Juror!
0002: jump Label045DD3
0002: jump Label04541B

:Label0453F5
00D6: if 0
050D: $863
004D: jump_if_false Label04541B
00BC: text_highpriority "LAW3_8" 5000 ms 2 ;; ~r~You killed a Juror!
0002: jump Label045DD3

:Label04541B
0002: jump Label04539E

:Label045422
03D1: play_wav 2
0004: $877 = 1 ;; integer values

:Label04542D
00D6: if 0
8119: NOT car $86F wrecked
004D: jump_if_false Label045520
00D6: if 0
8118: NOT actor $863 dead
004D: jump_if_false Label045520
00D6: if 0
00DB: actor $863 in_car $86F
004D: jump_if_false Label045520
00D6: if 0
8185: NOT car $86F health >= 850
004D: jump_if_false Label045520
00D6: if 0
0038: $877 == 1 ;; integer values
004D: jump_if_false Label045520
03CF: load_wav "LAW3_13" as 2

:Label045491
00D6: if 0
83D0: NOT wav 2 loaded
004D: jump_if_false Label045515
0001: wait 0 ms
00D6: if 0
0119: car $86F wrecked
004D: jump_if_false Label0454BB
0050: gosub Label045F8E

:Label0454BB
00D6: if 0
0118: actor $863 dead
004D: jump_if_false Label0454E8
00BC: text_highpriority "LAW3_8" 5000 ms 2 ;; ~r~You killed a Juror!
0002: jump Label045DD3
0002: jump Label04550E

:Label0454E8
00D6: if 0
050D: $863
004D: jump_if_false Label04550E
00BC: text_highpriority "LAW3_8" 5000 ms 2 ;; ~r~You killed a Juror!
0002: jump Label045DD3

:Label04550E
0002: jump Label045491

:Label045515
03D1: play_wav 2
0004: $877 = 2 ;; integer values

:Label045520
00D6: if 0
8119: NOT car $86F wrecked
004D: jump_if_false Label045613
00D6: if 0
8118: NOT actor $863 dead
004D: jump_if_false Label045613
00D6: if 0
00DB: actor $863 in_car $86F
004D: jump_if_false Label045613
00D6: if 0
8185: NOT car $86F health >= 750
004D: jump_if_false Label045613
00D6: if 0
0038: $877 == 2 ;; integer values
004D: jump_if_false Label045613
03CF: load_wav "LAW3_12" as 2

:Label045584
00D6: if 0
83D0: NOT wav 2 loaded
004D: jump_if_false Label045608
0001: wait 0 ms
00D6: if 0
0119: car $86F wrecked
004D: jump_if_false Label0455AE
0050: gosub Label045F8E

:Label0455AE
00D6: if 0
0118: actor $863 dead
004D: jump_if_false Label0455DB
00BC: text_highpriority "LAW3_8" 5000 ms 2 ;; ~r~You killed a Juror!
0002: jump Label045DD3
0002: jump Label045601

:Label0455DB
00D6: if 0
050D: $863
004D: jump_if_false Label045601
00BC: text_highpriority "LAW3_8" 5000 ms 2 ;; ~r~You killed a Juror!
0002: jump Label045DD3

:Label045601
0002: jump Label045584

:Label045608
03D1: play_wav 2
0004: $877 = 3 ;; integer values

:Label045613
00D6: if 0
8118: NOT actor $865 dead
004D: jump_if_false Label04568A
00D6: if 0
0039: 10@ == 0 ;; integer values
004D: jump_if_false Label045683
00D6: if 21
8184: NOT actor $865 health >= 99
0039: 5@ == 1 ;; integer values
004D: jump_if_false Label045683
0239: actor $865 run_to 227.2 -1040.8
00D6: if 0
8118: NOT actor $863 dead
004D: jump_if_false Label04567C
02A9: set_actor $863 immune_to_nonplayer 1
0223: set_actor $863 health_to 300

:Label04567C
0006: 10@ = 1 ;; integer values

:Label045683
0002: jump Label045691

:Label04568A
0006: 10@ = 1 ;; integer values

:Label045691
00D6: if 0
8118: NOT actor $863 dead
004D: jump_if_false Label045937
00D6: if 0
8118: NOT actor $865 dead
004D: jump_if_false Label045713
00D6: if 0
0039: 8@ == 0 ;; integer values
004D: jump_if_false Label045713
00D6: if 0
00E9: player $PLAYER_CHAR 0 ()near_actor $863 radius 50.0 50.0
004D: jump_if_false Label045713
020E: actor $863 look_at_actor $865
020E: actor $865 look_at_actor $863
03F9: make_actors $863 $865 converse_in 999999999 ms
03F9: make_actors $865 $863 converse_in 999999999 ms
0006: 8@ = 1 ;; integer values

:Label045713
00D6: if 0
0039: 10@ == 1 ;; integer values
004D: jump_if_false Label04576D
00D6: if 0
0039: 5@ == 0 ;; integer values
004D: jump_if_false Label04576D
00D6: if 0
0038: $866 == 0 ;; integer values
004D: jump_if_false Label04576D
0467: unknown_actor $863
00D6: if 0
8119: NOT car $86F wrecked
004D: jump_if_false Label045766
01D5: actor $863 go_to_and_drive_car $86F

:Label045766
0004: $866 = 1 ;; integer values

:Label04576D
00D6: if 22
031D: actor $863 hit_by_weapon 46
031D: actor $863 hit_by_weapon 40
031D: actor $863 hit_by_weapon 39
004D: jump_if_false Label0457E4
00D6: if 0
0039: 5@ == 0 ;; integer values
004D: jump_if_false Label0457E4
0008: $873 += 1 ;; integer values
0467: unknown_actor $863
00D6: if 0
0038: $867 == 0 ;; integer values
004D: jump_if_false Label0457D5
00D6: if 0
8119: NOT car $86F wrecked
004D: jump_if_false Label0457D5
01D5: actor $863 go_to_and_drive_car $86F

:Label0457D5
0223: set_actor $863 health_to 300
0006: 5@ = 1 ;; integer values

:Label0457E4
00D6: if 22
031D: actor $863 hit_by_weapon 46
031D: actor $863 hit_by_weapon 40
031D: actor $863 hit_by_weapon 39
004D: jump_if_false Label04585B
00D6: if 0
0039: 6@ == 0 ;; integer values
004D: jump_if_false Label04585B
0008: $873 += 1 ;; integer values
0467: unknown_actor $863
00D6: if 0
0038: $867 == 0 ;; integer values
004D: jump_if_false Label04584C
00D6: if 0
8119: NOT car $86F wrecked
004D: jump_if_false Label04584C
01D5: actor $863 go_to_and_drive_car $86F

:Label04584C
0223: set_actor $863 health_to 300
0006: 6@ = 1 ;; integer values

:Label04585B
00D6: if 22
031D: actor $863 hit_by_weapon 46
031D: actor $863 hit_by_weapon 40
031D: actor $863 hit_by_weapon 39
004D: jump_if_false Label0458D2
00D6: if 0
0039: 7@ == 0 ;; integer values
004D: jump_if_false Label0458D2
0008: $873 += 1 ;; integer values
0467: unknown_actor $863
00D6: if 0
0038: $867 == 0 ;; integer values
004D: jump_if_false Label0458C3
00D6: if 0
8119: NOT car $86F wrecked
004D: jump_if_false Label0458C3
01D5: actor $863 go_to_and_drive_car $86F

:Label0458C3
0223: set_actor $863 health_to 300
0006: 7@ = 1 ;; integer values

:Label0458D2
00D6: if 0
0038: $873 == 3 ;; integer values
004D: jump_if_false Label0458EB
0050: gosub Label045F8E

:Label0458EB
00D6: if 0
0039: 9@ == 1 ;; integer values
004D: jump_if_false Label045937
00D6: if 0
8118: NOT actor $863 dead
004D: jump_if_false Label045937
00D6: if 0
8119: NOT car $86F wrecked
004D: jump_if_false Label045937
00D6: if 0
80DB: NOT actor $863 in_car $86F
004D: jump_if_false Label045937
0050: gosub Label045F8E

:Label045937
00D6: if 0
0038: $868 == 1 ;; integer values
004D: jump_if_false Label04596D
00D6: if 0
0019: 16@ > 5000 ;; integer values
004D: jump_if_false Label04596D
03E5: text_box "HELP53" ;; Press ~h~~k~~PED_CYCLE_WEAPON_LEFT~~w~ button or
~h~~k~~PED_CYCLE_WEAPON_RIGHT~~w~ button to cycle through your available weapons.
0004: $868 = 2 ;; integer values

:Label04596D
00D6: if 0
0119: car $876 wrecked
004D: jump_if_false Label045984
0002: jump Label045A2F

:Label045984
00D6: if 0
8119: NOT car $876 wrecked
004D: jump_if_false Label045DC5
00D6: if 0
0039: 2@ == 0 ;; integer values
004D: jump_if_false Label045A1C
00D6: if 0
01FC: player $PLAYER_CHAR near_car $876 radius 20.0 20.0 0
004D: jump_if_false Label045A1C
00BC: text_highpriority "LAW3_20" 15000 ms 2 ;; ~g~Smash up the Juror's car!
00D6: if 0
8119: NOT car $876 wrecked
004D: jump_if_false Label0459EB
0519: unknown_car $876 flag 0

:Label0459EB
00D6: if 0
0038: $868 == 0 ;; integer values
004D: jump_if_false Label045A15
03E5: text_box "HELP40" ;; You can smash cars up by using the hammer or a similar
weapon.
0006: 16@ = 0 ;; integer values
0004: $868 = 1 ;; integer values

:Label045A15
0006: 2@ = 1 ;; integer values

:Label045A1C
00D6: if 0
8185: NOT car $876 health >= 600
004D: jump_if_false Label045DC5

:Label045A2F
00D6: if 0
0038: $86B == 0 ;; integer values
004D: jump_if_false Label045DC5
016A: fade 0 () 500 ms
03CF: load_wav "LAW3_20" as 2

:Label045A54
00D6: if 0
016B: fading
004D: jump_if_false Label045A6C
0001: wait 0 ms
0002: jump Label045A54

:Label045A6C
03CB: set_camera 551.8 194.5 13.6
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
02A3: toggle_widescreen 1 (on)
00D6: if 0
8119: NOT car $876 wrecked
004D: jump_if_false Label045A9F
020A: set_car $876 door_status_to 1

:Label045A9F
0395: clear_area 1 at 542.0 207.8 range 13.8 1.0
00D6: if 0
80E0: NOT player $PLAYER_CHAR driving
004D: jump_if_false Label045AE2
0055: put_player $PLAYER_CHAR at 542.0 207.8 13.8
0002: jump Label045AF6

:Label045AE2
012A: put_player $PLAYER_CHAR at 542.0 207.8 13.8 and_remove_from_car

:Label045AF6
00D6: if 0
8119: NOT car $876 wrecked
004D: jump_if_false Label045B40
00D6: if 0
01AD: car $876 0 ()near_point 551.8 194.5 4.0 4.0
004D: jump_if_false Label045B40
00AB: put_car $876 at 541.7 196.0 13.8

:Label045B40
0171: set_player $PLAYER_CHAR z_angle_to 225.0
0395: clear_area 1 at 551.8 194.5 range 13.8 1.0
009A: $864 = create_actor 4 #BMYBU at 551.8 194.5 13.6
0173: set_actor $864 z_angle_to 35.0
0164: disable_marker $86E
015F: set_camera_position 553.126 190.922 15.789 0.0 0.0 0.0
0160: point_camera 552.636 191.782 15.65 2
0211: actor $PLAYER_ACTOR walk_to 551.8 194.5

:Label045BCB
00D6: if 0
83D0: NOT wav 2 loaded
004D: jump_if_false Label045BE5
0001: wait 0 ms
0002: jump Label045BCB

:Label045BE5
016A: fade 1 (back) 500 ms
03D1: play_wav 2
00BC: text_highpriority "LAW3_21" 3000 ms 2 ;; I can't believe this is
happening!
0001: wait 1500 ms
00D6: if 0
03D0: wav 1 loaded
004D: jump_if_false Label045C17
03D1: play_wav 1

:Label045C17
03CF: load_wav "LAW3_23" as 2
00D6: if 0
0038: $870 == 0 ;; integer values
004D: jump_if_false Label045C44
00BC: text_highpriority "LAW3_1" 3000 ms 1 ;; Giorgio sends his regards.

:Label045C44
00D6: if 0
0038: $870 == 1 ;; integer values
004D: jump_if_false Label045C65
00BC: text_highpriority "LAW3_2" 3000 ms 1 ;; Remember, guilty is a dirty word.

:Label045C65
00D6: if 0
0038: $870 == 2 ;; integer values
004D: jump_if_false Label045C86
00BC: text_highpriority "LAW3_3" 3000 ms 1 ;; Innocent until I say otherwise.

:Label045C86
00D6: if 0
0038: $870 == 3 ;; integer values
004D: jump_if_false Label045CA7
00BC: text_highpriority "LAW3_4" 3000 ms 1 ;; You know he's not guilty.

:Label045CA7
00D6: if 0
0038: $870 == 4 ;; integer values
004D: jump_if_false Label045CC8
00BC: text_highpriority "LAW3_5" 3000 ms 1 ;; You remember Giorgio? You remember
he's innocent.

:Label045CC8
00D6: if 0
0038: $870 == 5 ;; integer values
004D: jump_if_false Label045CE9
00BC: text_highpriority "LAW3_6" 3000 ms 1 ;; Not guilty, understand? Good.

:Label045CE9
0001: wait 1500 ms

:Label045CEE
00D6: if 0
83D2: NOT wav 1 ended
004D: jump_if_false Label045D08
0001: wait 0 ms
0002: jump Label045CEE

:Label045D08
00D6: if 0
8118: NOT actor $864 dead
004D: jump_if_false Label045D27
0239: actor $864 run_to 535.7 177.3

:Label045D27
00D6: if 0
03D0: wav 2 loaded
004D: jump_if_false Label045D3A
03D1: play_wav 2

:Label045D3A
015F: set_camera_position 548.683 203.05 13.808 0.0 0.0 0.0
0160: point_camera 548.314 202.122 13.859 2
0001: wait 3000 ms
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
02A3: toggle_widescreen 0 (off)
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
011C: actor $PLAYER_ACTOR clear_objective
009B: destroy_actor_instantly $864
01C3: remove_references_to_car $876 ;; Like turning a car into any random car
0209: $870 = random_int 0 6
00D6: if 0
8119: NOT car $876 wrecked
004D: jump_if_false Label045DB0
01EC: make_car $876 very_heavy 0

:Label045DB0
0050: gosub Label045ED8
0008: $869 += 1 ;; integer values
0004: $86B = 1 ;; integer values

:Label045DC5
0002: jump Label044A01

:Label045DCC
0002: jump Label045DE4

:Label045DD3
00BA: text_styled "M_FAIL" 5000 ms 1 ;; MISSION FAILED!
0051: return

:Label045DE4
0004: $PASSED_LAW3_JURY_FURY = 1 ;; integer values
0394: play_music 1
01E3: text_1number_styled "M_PASS" 400 5000 ms 1 ;; MISSION PASSED! $~1~
0110: clear_player $PLAYER_CHAR wanted_level
0109: player $PLAYER_CHAR money += 400
0318: set_latest_mission_passed "LAW_3" ;; Jury Fury
030C: set_mission_points += 1
0004: $363 = 1 ;; integer values
004F: create_thread Label00B42A
0051: return

:Label045E2D
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
0004: $ONMISSION = 0 ;; integer values
0164: disable_marker $86D
0164: disable_marker $86E
0164: disable_marker $875
0249: release_model #HMORI
0249: release_model #ADMIRAL
0249: release_model #BFYBE
0249: release_model #SPAND
0249: release_model #GLENDALE
0249: release_model #BMYBU
0249: release_model #HAMMER
0249: release_model #HMYAP
0249: release_model #SENTINEL
0249: release_model #WMOGO
01C3: remove_references_to_car 0@ ;; Like turning a car into any random car
01C3: remove_references_to_car $86F ;; Like turning a car into any random car
01C3: remove_references_to_car $876 ;; Like turning a car into any random car
0215: destroy_pickup 12@
0215: destroy_pickup 13@
0215: destroy_pickup 3@
0296: unload_special_actor 4
040D: unload_wav 1
040D: unload_wav 2
00D8: mission_cleanup
00D6: if 0
8119: NOT car $86F wrecked
004D: jump_if_false Label045EBF
01EC: make_car $86F very_heavy 0
053F: set_car $86F tires_vulnerable 1

:Label045EBF
00D6: if 0
8119: NOT car $876 wrecked
004D: jump_if_false Label045ED6
01EC: make_car $876 very_heavy 0

:Label045ED6
0051: return

:Label045ED8
00D6: if 0
0038: $870 == 0 ;; integer values
004D: jump_if_false Label045EF6
03CF: load_wav "LAW3_1" as 1

:Label045EF6
00D6: if 0
0038: $870 == 1 ;; integer values
004D: jump_if_false Label045F14
03CF: load_wav "LAW3_2" as 1

:Label045F14
00D6: if 0
0038: $870 == 2 ;; integer values
004D: jump_if_false Label045F32
03CF: load_wav "LAW3_3" as 1

:Label045F32
00D6: if 0
0038: $870 == 3 ;; integer values
004D: jump_if_false Label045F50
03CF: load_wav "LAW3_4" as 1

:Label045F50
00D6: if 0
0038: $870 == 4 ;; integer values
004D: jump_if_false Label045F6E
03CF: load_wav "LAW3_5" as 1

:Label045F6E
00D6: if 0
0038: $870 == 5 ;; integer values
004D: jump_if_false Label045F8C
03CF: load_wav "LAW3_6" as 1

:Label045F8C
0051: return

:Label045F8E
00D6: if 0
0038: $86A == 0 ;; integer values
004D: jump_if_false Label04626B
00D6: if 0
8118: NOT actor $863 dead
004D: jump_if_false Label04626B
016A: fade 0 () 500 ms
04E2: $PLAYER_CHAR 1
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
02A3: toggle_widescreen 1 (on)
022E: set_player $PLAYER_CHAR to_look_at_actor $863
0164: disable_marker $86D
011C: actor $863 clear_objective
00D6: if 0
03D0: wav 1 loaded
004D: jump_if_false Label045FEE
03D1: play_wav 1

:Label045FEE
03CF: load_wav "LAW3_22" as 2
00D6: if 0
0038: $870 == 0 ;; integer values
004D: jump_if_false Label04601B
00BC: text_highpriority "LAW3_1" 3000 ms 1 ;; Giorgio sends his regards.

:Label04601B
00D6: if 0
0038: $870 == 1 ;; integer values
004D: jump_if_false Label04603C
00BC: text_highpriority "LAW3_2" 3000 ms 1 ;; Remember, guilty is a dirty word.

:Label04603C
00D6: if 0
0038: $870 == 2 ;; integer values
004D: jump_if_false Label04605D
00BC: text_highpriority "LAW3_3" 3000 ms 1 ;; Innocent until I say otherwise.

:Label04605D
00D6: if 0
0038: $870 == 3 ;; integer values
004D: jump_if_false Label04607E
00BC: text_highpriority "LAW3_4" 3000 ms 1 ;; You know he's not guilty.

:Label04607E
00D6: if 0
0038: $870 == 4 ;; integer values
004D: jump_if_false Label04609F
00BC: text_highpriority "LAW3_5" 3000 ms 1 ;; You remember Giorgio? You remember
he's innocent.

:Label04609F
00D6: if 0
0038: $870 == 5 ;; integer values
004D: jump_if_false Label0460C0
00BC: text_highpriority "LAW3_6" 3000 ms 1 ;; Not guilty, understand? Good.

:Label0460C0
00D6: if 0
016B: fading
004D: jump_if_false Label0460D8
0001: wait 0 ms
0002: jump Label0460C0

:Label0460D8
03CB: set_camera 204.5 -1007.6 9.4
0006: 17@ = 0 ;; integer values
015F: set_camera_position 203.625 -1010.455 10.988 0.0 0.0 0.0
0160: point_camera 203.922 -1009.509 10.862 2
0230: set_player $PLAYER_CHAR stop_looking
0395: clear_area 1 at 202.7 -1016.4 range 9.6 1.0
0055: put_player $PLAYER_CHAR at 202.7 -1016.4 9.6
009B: destroy_actor_instantly $863
0395: clear_area 1 at 204.5 -1007.6 range 9.4 5.0
009A: $863 = create_actor 4 #HMORI at 204.5 -1007.6 9.4
016A: fade 1 (back) 500 ms
00D6: if 0
8118: NOT actor $863 dead
004D: jump_if_false Label0461BD
011A: set_actor $863 flags 1
0319: set_actor $863 wander_state_to 1 (off)
0239: actor $863 run_to 215.6 -958.6

:Label0461BD
0006: 17@ = 0 ;; integer values

:Label0461C4
00D6: if 0
8019: NOT 17@ > 5000 ;; integer values
004D: jump_if_false Label046204
0001: wait 0 ms
00D6: if 0
03D2: wav 1 ended
004D: jump_if_false Label0461FD
00D6: if 0
03D0: wav 2 loaded
004D: jump_if_false Label0461FD
03D1: play_wav 2

:Label0461FD
0002: jump Label0461C4

:Label046204
0209: $870 = random_int 0 6
0050: gosub Label045ED8
0171: set_player $PLAYER_CHAR z_angle_to 0.0
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
02A3: toggle_widescreen 0 (off)
02EB: restore_camera_with_jumpcut
04E2: $PLAYER_CHAR 0
0008: $869 += 1 ;; integer values
009B: destroy_actor_instantly $863
01C3: remove_references_to_car $86F ;; Like turning a car into any random car
01C3: remove_references_to_car $871 ;; Like turning a car into any random car
01C2: remove_references_to_actor 11@ ;; Like turning an actor into a random
pedestrian
00D6: if 0
8119: NOT car $86F wrecked
004D: jump_if_false Label046264
020A: set_car $86F door_status_to 1

:Label046264
0004: $86A = 1 ;; integer values

:Label04626B
0051: return

;-------------Mission 6---------------
; Originally: Riot

:Label04626D
0050: gosub Label046291
00D6: if 0
0112: wasted_or_busted
004D: jump_if_false Label046288
0050: gosub Label0485A1

:Label046288
0050: gosub Label04864F
004E: end_thread

:Label046291
0317: increment_mission_attempts
0004: $ONMISSION = 1 ;; integer values
03A4: name_thread "LAWYER4"
0001: wait 0 ms
054C: use_GXT_table "LAWYER4"
058E: set_restart_mission_taxi_destination 110.6 -824.2 9.6 327.9
0005: $63 = 95.4 ;; floating-point values
0005: $64 = -1135.5 ;; floating-point values
0005: $65 = 9.4 ;; floating-point 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: $29 = 0 ;; integer values
0004: $2A = 0 ;; integer values
0004: $896 = 0 ;; integer values
0004: $8AE = 0 ;; integer values
0004: $89D = 0 ;; integer values
0004: $89E = 0 ;; integer values
0004: $8A3 = 0 ;; integer values
0004: $8A4 = 0 ;; integer values
0006: 0@ = 0 ;; integer values
0006: 1@ = 0 ;; integer values
0006: 2@ = 0 ;; integer values
0006: 3@ = 0 ;; integer values
0006: 4@ = 0 ;; integer values
0006: 5@ = 0 ;; integer values
0006: 6@ = 0 ;; integer values
0006: 7@ = 0 ;; integer values
0006: 8@ = 0 ;; integer values
0006: 9@ = 0 ;; integer values
0006: 10@ = 0 ;; integer values
0006: 11@ = 0 ;; integer values
0006: 12@ = 0 ;; integer values
0006: 13@ = 0 ;; integer values
0006: 14@ = 0 ;; integer values
0006: 15@ = 0 ;; integer values
0004: $8A9 = 0 ;; integer values
0004: $8AA = 0 ;; integer values
0004: $8AB = 0 ;; integer values
0004: $8AC = 0 ;; integer values
0004: $8AD = 0 ;; integer values
0004: $3A = 0 ;; integer values
0004: $8B1 = 0 ;; integer values
0004: $8B2 = 0 ;; integer values
0004: $8B3 = 0 ;; integer values
0004: $8B4 = 0 ;; integer values
0004: $8B5 = 0 ;; integer values
0004: $8B6 = 0 ;; integer values
0004: $8B7 = 0 ;; integer values
0004: $8B8 = 0 ;; integer values
0004: $8B9 = 0 ;; integer values
0004: $8BA = 0 ;; integer values
0004: $8BB = 0 ;; integer values
0004: $8BC = 0 ;; integer values
0004: $8BD = 0 ;; integer values
0004: $8BE = 0 ;; integer values
0004: $8BF = 0 ;; integer values
0004: $8C0 = 0 ;; integer values
0004: $8C1 = 0 ;; integer values
0004: $8C2 = 0 ;; integer values
0004: $8C3 = 0 ;; integer values
0004: $8C4 = 0 ;; integer values
0004: $8C5 = 0 ;; integer values
0004: $89C = 0 ;; integer values
0004: $897 = 127 ;; integer values
0004: $8C6 = 0 ;; integer values
0004: $8C7 = 0 ;; integer values
03E6: remove_text_box
0004: $8A5 = 0 ;; integer values
00D6: if 0
8118: NOT actor $PLAYER_ACTOR dead
004D: jump_if_false Label0464C7
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 Label0464C7
0353: refresh_actor $PLAYER_ACTOR

:Label0464C7
04BB: select_interiour 6 ;; select render area
03CF: load_wav "MONO_8" as 1
023C: load_special_actor 1 "CSPLAY"
023C: load_special_actor 2 "CSKEN"
023C: load_special_actor 3 "CSAVERY"
02F3: load_object #CUTOBJ01 "LWCHARA"
02F3: load_object #CUTOBJ02 "LWCHARB"
02F3: load_object #CUTOBJ03 "LCFAN"
02F3: load_object #CUTOBJ04 "LAWDOOR"
038B: load_requested_models

:Label046531
00D6: if 25
823D: NOT special_actor 1 loaded
823D: NOT special_actor 2 loaded
823D: NOT special_actor 3 loaded
8248: NOT model #CUTOBJ01 available
8248: NOT model #CUTOBJ02 available
8248: NOT model #CUTOBJ03 available
004D: jump_if_false Label046562
0001: wait 0 ms
0002: jump Label046531

:Label046562
00D6: if 0
8248: NOT model #CUTOBJ04 available
004D: jump_if_false Label04657D
0001: wait 0 ms
0002: jump Label046562

:Label04657D
03CB: set_camera 140.6 -1367.4 13.1
02E4: load_cutscene_data "LAW_4"
0244: set_cutscene_pos 141.441 -1366.722 12.163
041D: set_camera_near_clip .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: $95 = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim $95 "CSAVERY"
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: $D2 = create_cutscene_object #CUTOBJ04
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

:Label046696
00D6: if 0
001A: 45 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0466B8
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label046696

:Label0466B8
00BC: text_highpriority "LAW4_A" 10000 ms 1 ;; Avery, it goes without saying...
Tommy! Tommy! Any progress? No, no, no - tell me later, tell me later.

:Label0466C7
00D6: if 0
001A: 4210 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0466EA
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0466C7

:Label0466EA
00BC: text_highpriority "LAW4_B" 10000 ms 1 ;; Tommy, this is Avery Carrington -
I believe you met at the party?

:Label0466F9
00D6: if 0
001A: 7190 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label04671C
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0466F9

:Label04671C
00BC: text_highpriority "LAW4_C" 10000 ms 1 ;; Not in person.

:Label04672B
00D6: if 0
001A: 8052 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label04674E
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label04672B

:Label04674E
00BC: text_highpriority "LAW4_D" 10000 ms 1 ;; Howdy.

:Label04675D
00D6: if 0
001A: 9403 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label046780
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label04675D

:Label046780
00BC: text_highpriority "LAW4_E" 10000 ms 1 ;; Avery here has a proposition.
:Label04678F
00D6: if 0
001A: 13088 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0467B2
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label04678F

:Label0467B2
00BC: text_highpriority "LAW4_F" 10000 ms 1 ;; Haven't we got other things on
our mind?

:Label0467C1
00D6: if 0
001A: 15052 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0467E4
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0467C1

:Label0467E4
00BC: text_highpriority "LAW4_G" 10000 ms 1 ;; I'm trying to keep the wolves
from the door, so could you please cut me some slack?

:Label0467F3
00D6: if 0
001A: 19432 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label046816
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0467F3

:Label046816
00BC: text_highpriority "LAW4_H" 10000 ms 1 ;; I'm stretched like a wire and
even if I'm dead by the end of the week, I'd like to think that I didn't die poor.

:Label046825
00D6: if 0
001A: 23825 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label046848
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label046825

:Label046848
00BC: text_highpriority "LAW4_I" 10000 ms 1 ;; Now just calm down, both of you.

:Label046857
00D6: if 0
001A: 26892 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label04687A
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label046857

:Label04687A
00BC: text_highpriority "LAW4_J" 10000 ms 1 ;; Son, you help me and any
greaseballs giving you a hard time, I'll see to it they take a long dirt nap.
:Label046889
00D6: if 0
001A: 32978 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0468AE
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label046889

:Label0468AE
00BC: text_highpriority "LAW4_K" 10000 ms 1 ;; Ok. What could I do for ya'?

:Label0468BD
00D6: if 0
001A: 34995 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0468E2
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0468BD

:Label0468E2
00BC: text_highpriority "LAW4_L" 10000 ms 1 ;; This delivery company's got its
depot on some prime land. They won't sell.

:Label0468F1
00D6: if 0
001A: 40136 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label046916
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0468F1

:Label046916
00BC: text_highpriority "LAW4_M" 10000 ms 1 ;; They're hanging on like a big old
prairie rat, so we gotta go in there and smoke that vermin out.

:Label046925
00D6: if 0
001A: 46049 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label04694A
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label046925

:Label04694A
00BC: text_highpriority "LAW4_N" 10000 ms 1 ;; Head on down there and stir up a
hornet's nest

:Label046959
00D6: if 0
001A: 48481 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label04697E
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label046959

:Label04697E
00BC: text_highpriority "LAW4_O" 10000 ms 1 ;; - the security will have their
hands full and then you can sneak in and put 'em out of business.
:Label04698D
00D6: if 0
001A: 52177 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0469B2
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label04698D

:Label0469B2
00BC: text_highpriority "LAW4_P" 10000 ms 1 ;; And you could drop by Rafael's
for a change of clothes. You might be there a while, but yeah, go for it.

:Label0469C1
00D6: if 0
001A: 56220 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0469E6
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0469C1

:Label0469E6
00BC: text_highpriority "LAW4_Q" 10000 ms 1 ;; Should be a riot.

:Label0469F5
00D6: if 0
001A: 57286 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label046A1A
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0469F5

:Label046A1A
00BC: text_highpriority "LAW4_R" 10000 ms 1 ;; If the balls drop like they
should, stop by my office sometime...

:Label046A29
00D6: if 0
001A: 60052 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label046A4E
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label046A29

:Label046A4E
016A: fade 0 () 1500 ms

:Label046A55
00D6: if 0
001A: 61052 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label046A7A
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label046A55

:Label046A7A
00BE: text_clear_all
0001: wait 1000 ms
00D6: if 0
856A: NOT (unknown)
004D: jump_if_false Label046ABB
00D6: if 0
03D0: wav 1 loaded
004D: jump_if_false Label046ABB
03D1: play_wav 1

:Label046AA1
00D6: if 0
83D2: NOT wav 1 ended
004D: jump_if_false Label046ABB
0001: wait 0 ms
0002: jump Label046AA1

:Label046ABB
00D6: if 0
016B: fading
004D: jump_if_false Label046AD3
0001: wait 0 ms
0002: jump Label046ABB

:Label046AD3
03AD: set_rubbish 1 (visible)
02EA: end_cutscene
03C8: rotate_player-180-degrees
0296: unload_special_actor 1
0296: unload_special_actor 2
0296: unload_special_actor 3
0249: release_model #CUTOBJ01
0249: release_model #CUTOBJ02
0249: release_model #CUTOBJ03
0249: release_model #CUTOBJ04
04BB: select_interiour 0 ;; select render area
03CB: set_camera 117.1 -825.6 9.8
0001: wait 500 ms
016A: fade 1 (back) 1500 ms
0215: destroy_pickup $505
04E3: unknown_player $PLAYER_CHAR 1 60000
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
018A: $13 = create_checkpoint_at 299.0 -314.6 11.4
0247: request_model #SPAND
023C: load_special_actor 4 "SPANDXA"
023C: load_special_actor 5 "SPANDXB"
0247: request_model #NITESTICK
0247: request_model #GDA
0247: request_model -114 (BARREL4)
0247: request_model #COLT45
04ED: load_animation "RIOT"

:Label046B99
00D6: if 22
823D: NOT special_actor 4 loaded
823D: NOT special_actor 5 loaded
84EE: NOT animation "RIOT" loaded
004D: jump_if_false Label046BC1
0001: wait 0 ms
0002: jump Label046B99
:Label046BC1
00D6: if 24
8248: NOT model #SPAND available
8248: NOT model #NITESTICK available
8248: NOT model #GDA available
8248: NOT model -114 (BARREL4) available
8248: NOT model #COLT45 available
004D: jump_if_false Label046BEE
0001: wait 0 ms
0002: jump Label046BC1

:Label046BEE
00D6: if 0
80F5: NOT player $PLAYER_CHAR 0 ()near_point 299.0 -314.6 11.4 radius 70.0
70.0 30.0
004D: jump_if_false Label046C6C
0001: wait 0 ms
00D6: if 0
0038: $8A5 == 0 ;; integer values
004D: jump_if_false Label046C65
00D6: if 0
00F6: player $PLAYER_CHAR 1 (in-sphere)near_point_on_foot $63 $64 $65 radius
1.2 1.2 3.0
004D: jump_if_false Label046C65
0050: gosub Label048DF8

:Label046C65
0002: jump Label046BEE

:Label046C6C
0552: $897
009A: $881 = create_actor 4 #SPECIAL04 at 304.7 -316.8 10.9
01ED: reset_actor $881 flags
0243: set_actor $881 ped_stats_to 16
02A9: set_actor $881 immune_to_nonplayer 1
0372: set_actor $881 anim 29 wait_state_time 99999999 ms
009A: $882 = create_actor 4 #SPECIAL05 at 302.8 -318.8 10.9
01ED: reset_actor $882 flags
0243: set_actor $882 ped_stats_to 16
02A9: set_actor $882 immune_to_nonplayer 1
0372: set_actor $882 anim 29 wait_state_time 99999999 ms
009A: $883 = create_actor 4 #SPECIAL04 at 301.6 -316.7 10.9
01ED: reset_actor $883 flags
0243: set_actor $883 ped_stats_to 16
02A9: set_actor $883 immune_to_nonplayer 1
0372: set_actor $883 anim 29 wait_state_time 99999999 ms
009A: $884 = create_actor 4 #SPECIAL05 at 299.8 -318.2 10.9
01ED: reset_actor $884 flags
0243: set_actor $884 ped_stats_to 16
02A9: set_actor $884 immune_to_nonplayer 1
0372: set_actor $884 anim 29 wait_state_time 99999999 ms
009A: $885 = create_actor 4 #SPECIAL04 at 300.9 -321.6 10.9
01ED: reset_actor $885 flags
0243: set_actor $885 ped_stats_to 16
02A9: set_actor $885 immune_to_nonplayer 1
0372: set_actor $885 anim 29 wait_state_time 99999999 ms
009A: $886 = create_actor 4 #SPECIAL05 at 299.0 -322.1 10.9
01ED: reset_actor $886 flags
0243: set_actor $886 ped_stats_to 16
02A9: set_actor $886 immune_to_nonplayer 1
0372: set_actor $886 anim 29 wait_state_time 99999999 ms
009A: $887 = create_actor 4 #SPECIAL04 at 295.0 -320.7 10.9
01ED: reset_actor $887 flags
0243: set_actor $887 ped_stats_to 16
02A9: set_actor $887 immune_to_nonplayer 1
0372: set_actor $887 anim 29 wait_state_time 99999999 ms
009A: $888 = create_actor 4 #SPECIAL05 at 293.5 -317.8 10.9
01ED: reset_actor $888 flags
0243: set_actor $888 ped_stats_to 16
02A9: set_actor $888 immune_to_nonplayer 1
0372: set_actor $888 anim 29 wait_state_time 99999999 ms
009A: $889 = create_actor 4 #SPECIAL04 at 296.2 -325.3 10.9
01ED: reset_actor $889 flags
0243: set_actor $889 ped_stats_to 16
02A9: set_actor $889 immune_to_nonplayer 1
0372: set_actor $889 anim 29 wait_state_time 99999999 ms
009A: $88A = create_actor 4 #SPECIAL05 at 299.3 -329.3 10.9
01ED: reset_actor $88A flags
0243: set_actor $88A ped_stats_to 16
02A9: set_actor $88A immune_to_nonplayer 1
0372: set_actor $88A anim 29 wait_state_time 99999999 ms
009A: $88B = create_actor 4 #SPECIAL04 at 303.8 -329.7 10.9
01ED: reset_actor $88B flags
0243: set_actor $88B ped_stats_to 16
02A9: set_actor $88B immune_to_nonplayer 1
0372: set_actor $88B anim 29 wait_state_time 99999999 ms
009A: $88C = create_actor 4 #SPECIAL05 at 308.5 -328.4 10.9
01ED: reset_actor $88C flags
0243: set_actor $88C ped_stats_to 16
02A9: set_actor $88C immune_to_nonplayer 1
0372: set_actor $88C anim 29 wait_state_time 99999999 ms
009A: $88D = create_actor 4 #SPECIAL04 at 310.2 -324.2 10.9
01ED: reset_actor $88D flags
0243: set_actor $88D ped_stats_to 16
02A9: set_actor $88D immune_to_nonplayer 1
0372: set_actor $88D anim 29 wait_state_time 99999999 ms
009A: $88E = create_actor 4 #SPECIAL05 at 305.6 -322.2 10.9
01ED: reset_actor $88E flags
0243: set_actor $88E ped_stats_to 16
02A9: set_actor $88E immune_to_nonplayer 1
0372: set_actor $88E anim 29 wait_state_time 99999999 ms
009A: $88F = create_actor 4 #SPECIAL04 at 300.0 -317.5 10.9
01ED: reset_actor $88F flags
0243: set_actor $88F ped_stats_to 16
02A9: set_actor $88F immune_to_nonplayer 1
0372: set_actor $88F anim 29 wait_state_time 99999999 ms
009A: $890 = create_actor 4 #SPECIAL05 at 294.9 -317.6 10.9
01ED: reset_actor $890 flags
0243: set_actor $890 ped_stats_to 16
02A9: set_actor $890 immune_to_nonplayer 1
0372: set_actor $890 anim 29 wait_state_time 99999999 ms
009A: $891 = create_actor 4 #SPECIAL04 at 291.0 -320.0 10.9
01ED: reset_actor $891 flags
0243: set_actor $891 ped_stats_to 16
02A9: set_actor $891 immune_to_nonplayer 1
0372: set_actor $891 anim 29 wait_state_time 99999999 ms
009A: $892 = create_actor 4 #SPECIAL05 at 293.0 -324.8 10.9
01ED: reset_actor $892 flags
0243: set_actor $892 ped_stats_to 16
02A9: set_actor $892 immune_to_nonplayer 1
0372: set_actor $892 anim 29 wait_state_time 99999999 ms
009A: $893 = create_actor 4 #SPECIAL04 at 291.6 -317.2 10.9
01ED: reset_actor $893 flags
0243: set_actor $893 ped_stats_to 16
02A9: set_actor $893 immune_to_nonplayer 1
0372: set_actor $893 anim 29 wait_state_time 99999999 ms
009A: $894 = create_actor 4 #SPECIAL05 at 301.1 -324.0 10.9
01ED: reset_actor $894 flags
0243: set_actor $894 ped_stats_to 16
02A9: set_actor $894 immune_to_nonplayer 1
0372: set_actor $894 anim 29 wait_state_time 99999999 ms
009A: $895 = create_actor 4 #SPECIAL04 at 297.6 -327.649 10.9
01ED: reset_actor $895 flags
0243: set_actor $895 ped_stats_to 16
02A9: set_actor $895 immune_to_nonplayer 1
0372: set_actor $895 anim 29 wait_state_time 99999999 ms
009A: $8A0 = create_actor 5 #GDA at 301.2 -311.5 10.9
01ED: reset_actor $8A0 flags
0243: set_actor $8A0 ped_stats_to 16
0173: set_actor $8A0 z_angle_to 180.0
02A9: set_actor $8A0 immune_to_nonplayer 1
01B2: give_actor $8A0 weapon 4 ammo 0 ;; Load the weapon model before using this
009A: $8A1 = create_actor 5 #GDA at 303.2 -311.5 10.9
01ED: reset_actor $8A1 flags
0243: set_actor $8A1 ped_stats_to 16
0173: set_actor $8A1 z_angle_to 180.0
02A9: set_actor $8A1 immune_to_nonplayer 1
01B2: give_actor $8A1 weapon 4 ammo 0 ;; Load the weapon model before using this
009A: $8A2 = create_actor 5 #GDA at 304.0 -298.7 10.9
01ED: reset_actor $8A2 flags
0243: set_actor $8A2 ped_stats_to 16
0173: set_actor $8A2 z_angle_to 180.0
02A9: set_actor $8A2 immune_to_nonplayer 1
0223: set_actor $8A2 health_to 70
01B2: give_actor $8A2 weapon 17 ammo 300 ;; Load the weapon model before using
this
0350: unknown_actor $8A2 not_scared_flag 1
00A5: $899 = create_car #SPAND at 286.7 -302.1 11.9
0175: set_car $899 z_angle_to 270.0
00A5: $89A = create_car #SPAND at 312.2 -304.7 11.9
0175: set_car $89A z_angle_to 90.0
00A5: $89B = create_car #SPAND at 312.2 -300.7 11.9
0175: set_car $89B z_angle_to 90.0
0107: $89F = create_object -114 (BARREL4) at 309.3 -298.6 10.9
0107: $898 = create_object -114 (BARREL4) at 284.3 -312.4 10.9
035D: make_object $898 targetable
035D: make_object $89F targetable
0006: 17@ = 0 ;; integer values

:Label04725D
00D6: if 22
8119: NOT car $899 wrecked
8119: NOT car $89A wrecked
8119: NOT car $89B wrecked
004D: jump_if_false Label04850C
0001: wait 0 ms
00D6: if 0
8118: NOT actor $881 dead
004D: jump_if_false Label0472CD
00D6: if 2
8184: NOT actor $881 health >= 99
0039: 0@ == 0 ;; integer values
0038: $89D == 0 ;; integer values
004D: jump_if_false Label0472C6
0008: $8A4 += 1 ;; integer values
053D: $881
01CA: actor $881 kill_player $PLAYER_CHAR
0006: 0@ = 1 ;; integer values

:Label0472C6
0002: jump Label0472F4

:Label0472CD
00D6: if 0
0038: $8B1 == 0 ;; integer values
004D: jump_if_false Label0472F4
0008: $896 += 1 ;; integer values
0050: gosub Label049043
0004: $8B1 = 1 ;; integer values

:Label0472F4
00D6: if 0
8118: NOT actor $882 dead
004D: jump_if_false Label047346
00D6: if 2
8184: NOT actor $882 health >= 99
0039: 1@ == 0 ;; integer values
0038: $89D == 0 ;; integer values
004D: jump_if_false Label04733F
0008: $8A4 += 1 ;; integer values
053D: $882
01CA: actor $882 kill_player $PLAYER_CHAR
0006: 1@ = 1 ;; integer values

:Label04733F
0002: jump Label04736D

:Label047346
00D6: if 0
0038: $8B2 == 0 ;; integer values
004D: jump_if_false Label04736D
0008: $896 += 1 ;; integer values
0050: gosub Label049043
0004: $8B2 = 1 ;; integer values

:Label04736D
00D6: if 0
8118: NOT actor $883 dead
004D: jump_if_false Label0473BF
00D6: if 2
8184: NOT actor $883 health >= 99
0039: 2@ == 0 ;; integer values
0038: $89D == 0 ;; integer values
004D: jump_if_false Label0473B8
0008: $8A4 += 1 ;; integer values
053D: $883
01CA: actor $883 kill_player $PLAYER_CHAR
0006: 2@ = 1 ;; integer values

:Label0473B8
0002: jump Label0473E6

:Label0473BF
00D6: if 0
0038: $8B3 == 0 ;; integer values
004D: jump_if_false Label0473E6
0008: $896 += 1 ;; integer values
0050: gosub Label049043
0004: $8B3 = 1 ;; integer values

:Label0473E6
00D6: if 0
8118: NOT actor $884 dead
004D: jump_if_false Label047438
00D6: if 2
8184: NOT actor $884 health >= 99
0039: 3@ == 0 ;; integer values
0038: $89D == 0 ;; integer values
004D: jump_if_false Label047431
0008: $8A4 += 1 ;; integer values
053D: $884
01CA: actor $884 kill_player $PLAYER_CHAR
0006: 3@ = 1 ;; integer values

:Label047431
0002: jump Label04745F

:Label047438
00D6: if 0
0038: $8B4 == 0 ;; integer values
004D: jump_if_false Label04745F
0008: $896 += 1 ;; integer values
0050: gosub Label049043
0004: $8B4 = 1 ;; integer values

:Label04745F
00D6: if 0
8118: NOT actor $885 dead
004D: jump_if_false Label0474B1
00D6: if 2
8184: NOT actor $885 health >= 99
0039: 4@ == 0 ;; integer values
0038: $89D == 0 ;; integer values
004D: jump_if_false Label0474AA
0008: $8A4 += 1 ;; integer values
053D: $885
01CA: actor $885 kill_player $PLAYER_CHAR
0006: 4@ = 1 ;; integer values

:Label0474AA
0002: jump Label0474D8

:Label0474B1
00D6: if 0
0038: $8B5 == 0 ;; integer values
004D: jump_if_false Label0474D8
0008: $896 += 1 ;; integer values
0050: gosub Label049043
0004: $8B5 = 1 ;; integer values

:Label0474D8
00D6: if 0
8118: NOT actor $886 dead
004D: jump_if_false Label04752A
00D6: if 2
8184: NOT actor $886 health >= 99
0039: 5@ == 0 ;; integer values
0038: $89D == 0 ;; integer values
004D: jump_if_false Label047523
0008: $8A4 += 1 ;; integer values
053D: $886
01CA: actor $886 kill_player $PLAYER_CHAR
0006: 5@ = 1 ;; integer values

:Label047523
0002: jump Label047551

:Label04752A
00D6: if 0
0038: $8B6 == 0 ;; integer values
004D: jump_if_false Label047551
0008: $896 += 1 ;; integer values
0050: gosub Label049043
0004: $8B6 = 1 ;; integer values

:Label047551
00D6: if 0
8118: NOT actor $887 dead
004D: jump_if_false Label0475A3
00D6: if 2
8184: NOT actor $887 health >= 99
0039: 6@ == 0 ;; integer values
0038: $89D == 0 ;; integer values
004D: jump_if_false Label04759C
0008: $8A4 += 1 ;; integer values
053D: $887
01CA: actor $887 kill_player $PLAYER_CHAR
0006: 6@ = 1 ;; integer values

:Label04759C
0002: jump Label0475CA

:Label0475A3
00D6: if 0
0038: $8B7 == 0 ;; integer values
004D: jump_if_false Label0475CA
0008: $896 += 1 ;; integer values
0050: gosub Label049043
0004: $8B7 = 1 ;; integer values

:Label0475CA
00D6: if 0
8118: NOT actor $888 dead
004D: jump_if_false Label04761C
00D6: if 2
8184: NOT actor $888 health >= 99
0039: 7@ == 0 ;; integer values
0038: $89D == 0 ;; integer values
004D: jump_if_false Label047615
0008: $8A4 += 1 ;; integer values
053D: $888
01CA: actor $888 kill_player $PLAYER_CHAR
0006: 7@ = 1 ;; integer values

:Label047615
0002: jump Label047643

:Label04761C
00D6: if 0
0038: $8B8 == 0 ;; integer values
004D: jump_if_false Label047643
0008: $896 += 1 ;; integer values
0050: gosub Label049043
0004: $8B8 = 1 ;; integer values

:Label047643
00D6: if 0
8118: NOT actor $889 dead
004D: jump_if_false Label047695
00D6: if 2
8184: NOT actor $889 health >= 99
0039: 8@ == 0 ;; integer values
0038: $89D == 0 ;; integer values
004D: jump_if_false Label04768E
0008: $8A4 += 1 ;; integer values
053D: $889
01CA: actor $889 kill_player $PLAYER_CHAR
0006: 8@ = 1 ;; integer values

:Label04768E
0002: jump Label0476BC

:Label047695
00D6: if 0
0038: $8B9 == 0 ;; integer values
004D: jump_if_false Label0476BC
0008: $896 += 1 ;; integer values
0050: gosub Label049043
0004: $8B9 = 1 ;; integer values

:Label0476BC
00D6: if 0
8118: NOT actor $88A dead
004D: jump_if_false Label04770E
00D6: if 2
8184: NOT actor $88A health >= 99
0039: 9@ == 0 ;; integer values
0038: $89D == 0 ;; integer values
004D: jump_if_false Label047707
0008: $8A4 += 1 ;; integer values
053D: $88A
01CA: actor $88A kill_player $PLAYER_CHAR
0006: 9@ = 1 ;; integer values

:Label047707
0002: jump Label047735

:Label04770E
00D6: if 0
0038: $8BA == 0 ;; integer values
004D: jump_if_false Label047735
0008: $896 += 1 ;; integer values
0050: gosub Label049043
0004: $8BA = 1 ;; integer values

:Label047735
00D6: if 0
8118: NOT actor $88B dead
004D: jump_if_false Label047787
00D6: if 2
8184: NOT actor $88B health >= 99
0039: 10@ == 0 ;; integer values
0038: $89D == 0 ;; integer values
004D: jump_if_false Label047780
0008: $8A4 += 1 ;; integer values
053D: $88B
01CA: actor $88B kill_player $PLAYER_CHAR
0006: 10@ = 1 ;; integer values

:Label047780
0002: jump Label0477AE

:Label047787
00D6: if 0
0038: $8BB == 0 ;; integer values
004D: jump_if_false Label0477AE
0008: $896 += 1 ;; integer values
0050: gosub Label049043
0004: $8BB = 1 ;; integer values

:Label0477AE
00D6: if 0
8118: NOT actor $88C dead
004D: jump_if_false Label047800
00D6: if 2
8184: NOT actor $88C health >= 99
0039: 11@ == 0 ;; integer values
0038: $89D == 0 ;; integer values
004D: jump_if_false Label0477F9
0008: $8A4 += 1 ;; integer values
053D: $88C
01CA: actor $88C kill_player $PLAYER_CHAR
0006: 11@ = 1 ;; integer values

:Label0477F9
0002: jump Label047827

:Label047800
00D6: if 0
0038: $8BC == 0 ;; integer values
004D: jump_if_false Label047827
0008: $896 += 1 ;; integer values
0050: gosub Label049043
0004: $8BC = 1 ;; integer values

:Label047827
00D6: if 0
8118: NOT actor $88D dead
004D: jump_if_false Label047879
00D6: if 2
8184: NOT actor $88D health >= 99
0039: 12@ == 0 ;; integer values
0038: $89D == 0 ;; integer values
004D: jump_if_false Label047872
0008: $8A4 += 1 ;; integer values
053D: $88D
01CA: actor $88D kill_player $PLAYER_CHAR
0006: 12@ = 1 ;; integer values

:Label047872
0002: jump Label0478A0

:Label047879
00D6: if 0
0038: $8BD == 0 ;; integer values
004D: jump_if_false Label0478A0
0008: $896 += 1 ;; integer values
0050: gosub Label049043
0004: $8BD = 1 ;; integer values

:Label0478A0
00D6: if 0
8118: NOT actor $88E dead
004D: jump_if_false Label0478F2
00D6: if 2
8184: NOT actor $88E health >= 99
0039: 13@ == 0 ;; integer values
0038: $89D == 0 ;; integer values
004D: jump_if_false Label0478EB
0008: $8A4 += 1 ;; integer values
053D: $88E
01CA: actor $88E kill_player $PLAYER_CHAR
0006: 13@ = 1 ;; integer values

:Label0478EB
0002: jump Label047919

:Label0478F2
00D6: if 0
0038: $8BE == 0 ;; integer values
004D: jump_if_false Label047919
0008: $896 += 1 ;; integer values
0050: gosub Label049043
0004: $8BE = 1 ;; integer values

:Label047919
00D6: if 0
8118: NOT actor $88F dead
004D: jump_if_false Label04796B
00D6: if 2
8184: NOT actor $88F health >= 99
0039: 14@ == 0 ;; integer values
0038: $89D == 0 ;; integer values
004D: jump_if_false Label047964
0008: $8A4 += 1 ;; integer values
053D: $88F
01CA: actor $88F kill_player $PLAYER_CHAR
0006: 14@ = 1 ;; integer values

:Label047964
0002: jump Label047992

:Label04796B
00D6: if 0
0038: $8BF == 0 ;; integer values
004D: jump_if_false Label047992
0008: $896 += 1 ;; integer values
0050: gosub Label049043
0004: $8BF = 1 ;; integer values

:Label047992
00D6: if 0
8118: NOT actor $890 dead
004D: jump_if_false Label0479E4
00D6: if 2
8184: NOT actor $890 health >= 99
0039: 15@ == 0 ;; integer values
0038: $89D == 0 ;; integer values
004D: jump_if_false Label0479DD
0008: $8A4 += 1 ;; integer values
053D: $890
01CA: actor $890 kill_player $PLAYER_CHAR
0006: 15@ = 1 ;; integer values

:Label0479DD
0002: jump Label047A0B

:Label0479E4
00D6: if 0
0038: $8C0 == 0 ;; integer values
004D: jump_if_false Label047A0B
0008: $896 += 1 ;; integer values
0050: gosub Label049043
0004: $8C0 = 1 ;; integer values

:Label047A0B
00D6: if 0
8118: NOT actor $891 dead
004D: jump_if_false Label047A5D
00D6: if 2
8184: NOT actor $891 health >= 99
0038: $8A9 == 0 ;; integer values
0038: $89D == 0 ;; integer values
004D: jump_if_false Label047A56
0008: $8A4 += 1 ;; integer values
053D: $891
01CA: actor $891 kill_player $PLAYER_CHAR
0004: $8A9 = 1 ;; integer values
:Label047A56
0002: jump Label047A84

:Label047A5D
00D6: if 0
0038: $8C1 == 0 ;; integer values
004D: jump_if_false Label047A84
0008: $896 += 1 ;; integer values
0050: gosub Label049043
0004: $8C1 = 1 ;; integer values

:Label047A84
00D6: if 0
8118: NOT actor $892 dead
004D: jump_if_false Label047AD6
00D6: if 2
8184: NOT actor $892 health >= 99
0038: $8AA == 0 ;; integer values
0038: $89D == 0 ;; integer values
004D: jump_if_false Label047ACF
0008: $8A4 += 1 ;; integer values
053D: $892
01CA: actor $892 kill_player $PLAYER_CHAR
0004: $8AA = 1 ;; integer values

:Label047ACF
0002: jump Label047AFD

:Label047AD6
00D6: if 0
0038: $8C2 == 0 ;; integer values
004D: jump_if_false Label047AFD
0008: $896 += 1 ;; integer values
0050: gosub Label049043
0004: $8C2 = 1 ;; integer values

:Label047AFD
00D6: if 0
8118: NOT actor $893 dead
004D: jump_if_false Label047B4F
00D6: if 2
8184: NOT actor $893 health >= 99
0038: $8AB == 0 ;; integer values
0038: $89D == 0 ;; integer values
004D: jump_if_false Label047B48
0008: $8A4 += 1 ;; integer values
053D: $893
01CA: actor $893 kill_player $PLAYER_CHAR
0004: $8AB = 1 ;; integer values

:Label047B48
0002: jump Label047B76

:Label047B4F
00D6: if 0
0038: $8C3 == 0 ;; integer values
004D: jump_if_false Label047B76
0008: $896 += 1 ;; integer values
0050: gosub Label049043
0004: $8C3 = 1 ;; integer values

:Label047B76
00D6: if 0
8118: NOT actor $894 dead
004D: jump_if_false Label047BC8
00D6: if 2
8184: NOT actor $894 health >= 99
0038: $8AC == 0 ;; integer values
0038: $89D == 0 ;; integer values
004D: jump_if_false Label047BC1
0008: $8A4 += 1 ;; integer values
053D: $894
01CA: actor $894 kill_player $PLAYER_CHAR
0004: $8AC = 1 ;; integer values

:Label047BC1
0002: jump Label047BEF

:Label047BC8
00D6: if 0
0038: $8C4 == 0 ;; integer values
004D: jump_if_false Label047BEF
0008: $896 += 1 ;; integer values
0050: gosub Label049043
0004: $8C4 = 1 ;; integer values

:Label047BEF
00D6: if 0
8118: NOT actor $895 dead
004D: jump_if_false Label047C41
00D6: if 2
8184: NOT actor $895 health >= 99
0038: $8AD == 0 ;; integer values
0038: $89D == 0 ;; integer values
004D: jump_if_false Label047C3A
0008: $8A4 += 1 ;; integer values
053D: $895
01CA: actor $895 kill_player $PLAYER_CHAR
0004: $8AD = 1 ;; integer values

:Label047C3A
0002: jump Label047C68

:Label047C41
00D6: if 0
0038: $8C5 == 0 ;; integer values
004D: jump_if_false Label047C68
0008: $896 += 1 ;; integer values
0050: gosub Label049043
0004: $8C5 = 1 ;; integer values

:Label047C68
00D6: if 0
0038: $89D == 0 ;; integer values
004D: jump_if_false Label047CAC
00D6: if 0
0018: $8A4 > 3 ;; integer values
004D: jump_if_false Label047C93
0050: gosub Label048970

:Label047C93
00D6: if 0
0018: $896 > 2 ;; integer values
004D: jump_if_false Label047CAC
0050: gosub Label048970

:Label047CAC
00D6: if 0
0018: $896 > 14 ;; integer values
004D: jump_if_false Label047CDB
00D6: if 0
0038: $89C == 0 ;; integer values
004D: jump_if_false Label047CDB
0552: 0
0004: $89C = 1 ;; integer values

:Label047CDB
00D6: if 0
0038: $89D == 0 ;; integer values
004D: jump_if_false Label047D30
00D6: if 0
0038: $8A5 == 0 ;; integer values
004D: jump_if_false Label047D30
00D6: if 0
00F6: player $PLAYER_CHAR 1 (in-sphere)near_point_on_foot $63 $64 $65 radius
1.2 1.2 3.0
004D: jump_if_false Label047D30
0050: gosub Label048DF8

:Label047D30
00D6: if 0
0118: actor $8A0 dead
004D: jump_if_false Label047D96
00D6: if 0
0038: $8C6 == 0 ;; integer values
004D: jump_if_false Label047D96
00D6: if 0
056D: unknown_actor $8A0 dead_but_active
004D: jump_if_false Label047D8F
04A5: unknown_store_dead_actor $8A0 position_to $8C8 $8C9 $8CA
0009: $8CA += .5 ;; floating-point values
032B: $8AF = create_weapon_pickup #COLT45 3 ammo 17 at $8C8 $8C9 $8CA

:Label047D8F
0004: $8C6 = 1 ;; integer values

:Label047D96
00D6: if 0
0118: actor $8A1 dead
004D: jump_if_false Label047DFC
00D6: if 0
0038: $8C7 == 0 ;; integer values
004D: jump_if_false Label047DFC
00D6: if 0
056D: unknown_actor $8A1 dead_but_active
004D: jump_if_false Label047DF5
04A5: unknown_store_dead_actor $8A1 position_to $8C8 $8C9 $8CA
0009: $8CA += .5 ;; floating-point values
032B: $8B0 = create_weapon_pickup #COLT45 3 ammo 17 at $8C8 $8C9 $8CA

:Label047DF5
0004: $8C7 = 1 ;; integer values

:Label047DFC
00D6: if 0
0038: $89D == 1 ;; integer values
004D: jump_if_false Label04804A
00D6: if 0
0019: 17@ > 2000 ;; integer values
004D: jump_if_false Label048043
00D6: if 0
0038: $89E == 0 ;; integer values
004D: jump_if_false Label048043
00D6: if 21
8118: NOT actor $8A0 dead
8118: NOT actor $8A1 dead
004D: jump_if_false Label047ED3
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
02A3: toggle_widescreen 1 (on)
03CF: load_wav "LAW4_10" as 1
015F: set_camera_position 303.649 -309.1 13.43 0.0 0.0 0.0
0160: point_camera 303.292 -309.982 13.122 2
0001: wait 500 ms

:Label047E97
00D6: if 0
83D0: NOT wav 1 loaded
004D: jump_if_false Label047EB1
0001: wait 0 ms
0002: jump Label047E97

:Label047EB1
00D6: if 0
03D0: wav 1 loaded
004D: jump_if_false Label047ED3
03D1: play_wav 1
00BC: text_highpriority "LAW4_5" 2000 ms 1 ;; Sticks out, boys! Let's crack some
commie skulls!

:Label047ED3
0164: disable_marker $13
0164: disable_marker $3B
00D6: if 0
8119: NOT car $899 wrecked
004D: jump_if_false Label047EF5
0186: $8A6 = create_marker_above_car $899

:Label047EF5
00D6: if 0
8119: NOT car $89A wrecked
004D: jump_if_false Label047F0D
0186: $8A7 = create_marker_above_car $89A

:Label047F0D
00D6: if 0
8119: NOT car $89B wrecked
004D: jump_if_false Label047F25
0186: $8A8 = create_marker_above_car $89B

:Label047F25
018C: play_sound 3 at 298.0 -313.6 11.0
018D: $C = create_sound 2 at 298.0 -313.6 11.0

:Label047F4E
00D6: if 0
834E: NOT unknown_move_object $6F2 to 304.0 -313.6 11.0 unknown_angle .1 .1
0.0 0
004D: jump_if_false Label047F89
0001: wait 0 ms
0002: jump Label047F4E

:Label047F89
018E: stop_sound $C
018C: play_sound 3 at 304.0 -313.6 11.0
00D6: if 0
8118: NOT actor $8A0 dead
004D: jump_if_false Label047FC6
0243: set_actor $8A0 ped_stats_to 30
011A: set_actor $8A0 flags 16
011A: set_actor $8A0 flags 1

:Label047FC6
00D6: if 0
8118: NOT actor $8A1 dead
004D: jump_if_false Label047FEB
0243: set_actor $8A1 ped_stats_to 30
011A: set_actor $8A1 flags 16
011A: set_actor $8A1 flags 1

:Label047FEB
00D6: if 0
8118: NOT actor $8A2 dead
004D: jump_if_false Label048009
011A: set_actor $8A2 flags 1
02E2: set_actor $8A2 weapon_accuracy_to 10

:Label048009
00D6: if 21
8118: NOT actor $8A0 dead
8118: NOT actor $8A1 dead
004D: jump_if_false Label04802D
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
02A3: toggle_widescreen 0 (off)
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player

:Label04802D
00BC: text_highpriority "LAW4_14" 8000 ms 1 ;; ~g~Destroy the vans in the
compound!
0004: $89E = 1 ;; integer values

:Label048043
0002: jump Label04823D

:Label04804A
00D6: if 0
00F6: player $PLAYER_CHAR 0 ()near_point_on_foot 299.0 -314.6 11.4 radius
20.0 20.0 10.0
004D: jump_if_false Label04823D
00D6: if 1
0038: $26 == 0 ;; integer values
0019: 17@ > 6000 ;; integer values
004D: jump_if_false Label048158
00D6: if 0
0038: $21 == 0 ;; integer values
004D: jump_if_false Label0480CC
03CF: load_wav "LAW4_1A" as 1
03CF: load_wav "LAW4_1B" as 2
0004: $21 = 1 ;; integer values
0002: jump Label0480E6

:Label0480CC
00D6: if 1
03D0: wav 1 loaded
03D0: wav 2 loaded
004D: jump_if_false Label0480E6
0004: $22 = 1 ;; integer values

:Label0480E6
00D6: if 0
0038: $22 == 1 ;; integer values
004D: jump_if_false Label048158
03D1: play_wav 1
00BC: text_highpriority "LAW4_1" 3000 ms 1 ;; Please disperse. The management
will discuss any grievances in the appropriate manner!
00D6: if 1
03D2: wav 1 ended
0019: 17@ > 19000 ;; integer values
004D: jump_if_false Label048158
03D1: play_wav 2
00BC: text_highpriority "LAW4_2" 3000 ms 1 ;; Please disperse. Go back to your
homes!
0004: $26 = 1 ;; integer values
0004: $27 = 0 ;; integer values
0004: $21 = 0 ;; integer values
0004: $22 = 0 ;; integer values
0006: 17@ = 0 ;; integer values

:Label048158
00D6: if 2
0038: $26 == 1 ;; integer values
0038: $27 == 0 ;; integer values
0019: 17@ > 10000 ;; integer values
004D: jump_if_false Label04823D
00D6: if 0
0038: $21 == 0 ;; integer values
004D: jump_if_false Label0481B1
03CF: load_wav "LAW4_1C" as 1
03CF: load_wav "LAW4_1D" as 2
0004: $21 = 1 ;; integer values
0002: jump Label0481CB

:Label0481B1
00D6: if 1
03D0: wav 1 loaded
03D0: wav 2 loaded
004D: jump_if_false Label0481CB
0004: $22 = 1 ;; integer values

:Label0481CB
00D6: if 0
0038: $22 == 1 ;; integer values
004D: jump_if_false Label04823D
03D1: play_wav 1
00BC: text_highpriority "LAW4_3" 2000 ms 1 ;; Please disperse! This is
inappropriate!
00D6: if 1
03D2: wav 1 ended
0019: 17@ > 23000 ;; integer values
004D: jump_if_false Label04823D
03D1: play_wav 2
00BC: text_highpriority "LAW4_4" 2000 ms 1 ;; Please disperse. You will all end
up on the streets.
0004: $27 = 1 ;; integer values
0004: $26 = 0 ;; integer values
0004: $21 = 0 ;; integer values
0004: $22 = 0 ;; integer values
0006: 17@ = 0 ;; integer values

:Label04823D
00D6: if 0
0038: $8AE == 0 ;; integer values
004D: jump_if_false Label04849F
00D6: if 0
0057: player $PLAYER_CHAR 0 ()in_cube 315.9 -313.0 9.0 282.4 -297.7 15.0
004D: jump_if_false Label04849F
00D6: if 0
8118: NOT actor $8A2 dead
004D: jump_if_false Label0482C9
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
015F: set_camera_position 301.571 -303.655 15.242 0.0 0.0 0.0
0160: point_camera 302.286 -303.089 14.833 2

:Label0482C9
03E5: text_box "HELP38" ;; If you take out someone who's holding a weapon, they
will drop it.
0001: wait 500 ms
0006: 16@ = 0 ;; integer values

:Label0482DF
00D6: if 0
8019: NOT 16@ > 2500 ;; integer values
004D: jump_if_false Label04834B
0001: wait 0 ms
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label048344

:Label048307
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label04833D
0001: wait 0 ms
00D6: if 0
0019: 16@ > 2500 ;; integer values
004D: jump_if_false Label048336
0002: jump Label0483C8

:Label048336
0002: jump Label048307

:Label04833D
0002: jump Label0483C8

:Label048344
0002: jump Label0482DF

:Label04834B
0006: 16@ = 0 ;; integer values
03E5: text_box "HELP39" ;; You can target and shoot explosive barrels but keep
your distance.

:Label04835C
00D6: if 0
8019: NOT 16@ > 3500 ;; integer values
004D: jump_if_false Label0483C8
0001: wait 0 ms
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label0483C1

:Label048384
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label0483BA
0001: wait 0 ms
00D6: if 0
0019: 16@ > 3500 ;; integer values
004D: jump_if_false Label0483B3
0002: jump Label0483C8

:Label0483B3
0002: jump Label048384

:Label0483BA
0002: jump Label0483C8

:Label0483C1
0002: jump Label04835C

:Label0483C8
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
00D6: if 0
8118: NOT actor $8A2 dead
004D: jump_if_false Label0483EA
0350: unknown_actor $8A2 not_scared_flag 0

:Label0483EA
0293: $12 = current_controls
00D6: if 0
0038: $12 == 3 ;; integer values
004D: jump_if_false Label048412
03E5: text_box "HELP58" ;; While targeting you can press the
~h~~k~~PED_CYCLE_TARGET_LEFT~ button or ~k~~PED_CYCLE_TARGET_RIGHT~ ~w~button to
cycle through targets.
0002: jump Label04841C

:Label048412
03E5: text_box "HELP59" ;; While targeting you can press the
~h~~k~~PED_CYCLE_TARGET_LEFT~ button or ~k~~PED_CYCLE_TARGET_RIGHT~ ~w~button to
cycle through targets.

:Label04841C
00D6: if 0
0038: $89E == 0 ;; integer values
004D: jump_if_false Label048498
00D6: if 0
8118: NOT actor $8A0 dead
004D: jump_if_false Label048454
0243: set_actor $8A0 ped_stats_to 30
011A: set_actor $8A0 flags 1
01CA: actor $8A0 kill_player $PLAYER_CHAR

:Label048454
00D6: if 0
8118: NOT actor $8A1 dead
004D: jump_if_false Label04847A
0243: set_actor $8A1 ped_stats_to 30
011A: set_actor $8A1 flags 1
01CA: actor $8A1 kill_player $PLAYER_CHAR

:Label04847A
00D6: if 0
8118: NOT actor $8A2 dead
004D: jump_if_false Label048498
011A: set_actor $8A2 flags 1
02E2: set_actor $8A2 weapon_accuracy_to 10

:Label048498
0004: $8AE = 1 ;; integer values

:Label04849F
00D6: if 0
0038: $8A3 == 0 ;; integer values
004D: jump_if_false Label0484FE
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point 299.0 -314.6 11.4 radius 20.0 20.0
10.0
004D: jump_if_false Label0484FE
00BC: text_highpriority "LAW4_13" 8000 ms 1 ;; ~g~Start fighting with at least 4
workers to get a riot started.
0006: 17@ = 0 ;; integer values
0004: $8A3 = 1 ;; integer values

:Label0484FE
0050: gosub Label049002
0002: jump Label04725D

:Label04850C
00D6: if 0
0038: $89E == 0 ;; integer values
004D: jump_if_false Label04859A
018C: play_sound 3 at 298.0 -313.6 11.0
018D: $C = create_sound 2 at 298.0 -313.6 11.0

:Label048547
00D6: if 0
834E: NOT unknown_move_object $6F2 to 304.0 -313.6 11.0 unknown_angle .15 .15
0.0 0
004D: jump_if_false Label048582
0001: wait 0 ms
0002: jump Label048547

:Label048582
018E: stop_sound $C
018C: play_sound 3 at 304.0 -313.6 11.0

:Label04859A
0002: jump Label0485C6

:Label0485A1
00BA: text_styled "M_FAIL" 5000 ms 1 ;; MISSION FAILED!
01BC: put_object $6F2 at 298.0 -313.6 11.0
0051: return

:Label0485C6
0004: $PASSED_LAW4_RIOT = 1 ;; integer values
0394: play_music 1
01E3: text_1number_styled "M_PASS" 1000 5000 ms 1 ;; MISSION PASSED! $~1~
0110: clear_player $PLAYER_CHAR wanted_level
0109: player $PLAYER_CHAR money += 1000
0318: set_latest_mission_passed "LAW_4" ;; Riot
030C: set_mission_points += 1
0164: disable_marker $DF
0164: disable_marker $F3
0004: $388 = 1 ;; integer values
055B: $506 = create_clothes_pickup 3 at 364.2 1086.1 19.0
0004: $4F2 = 1 ;; integer values
004F: create_thread Label02B4E9
02A7: $F3 = create_icon_marker_and_sphere $1A5 at $1D1 $1D2 $1D3
004F: create_thread Label00BC71
0051: return

:Label04864F
0004: $ONMISSION = 0 ;; integer values
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
0164: disable_marker $13
0164: disable_marker $3B
0164: disable_marker $8A6
0164: disable_marker $8A7
0164: disable_marker $8A8
0249: release_model #SPAND
0249: release_model #NITESTICK
0249: release_model #GDA
0249: release_model -114 (BARREL4)
0249: release_model #COLT45
00D6: if 0
0038: $4F1 == 1 ;; integer values
004D: jump_if_false Label0486B3
055B: $505 = create_clothes_pickup 2 at 97.5 -1133.6 10.4

:Label0486B3
0215: destroy_pickup $8AF
0215: destroy_pickup $8B0
0296: unload_special_actor 4
0296: unload_special_actor 5
040D: unload_wav 1
040D: unload_wav 2
0552: 0
00D6: if 0
8118: NOT actor $881 dead
004D: jump_if_false Label0486ED
053D: $881
02A9: set_actor $881 immune_to_nonplayer 0

:Label0486ED
00D6: if 0
8118: NOT actor $882 dead
004D: jump_if_false Label048709
053D: $882
02A9: set_actor $882 immune_to_nonplayer 0

:Label048709
00D6: if 0
8118: NOT actor $883 dead
004D: jump_if_false Label048725
053D: $883
02A9: set_actor $883 immune_to_nonplayer 0

:Label048725
00D6: if 0
8118: NOT actor $884 dead
004D: jump_if_false Label048741
053D: $884
02A9: set_actor $884 immune_to_nonplayer 0

:Label048741
00D6: if 0
8118: NOT actor $885 dead
004D: jump_if_false Label04875D
053D: $885
02A9: set_actor $885 immune_to_nonplayer 0

:Label04875D
00D6: if 0
8118: NOT actor $886 dead
004D: jump_if_false Label048779
053D: $886
02A9: set_actor $886 immune_to_nonplayer 0

:Label048779
00D6: if 0
8118: NOT actor $887 dead
004D: jump_if_false Label048795
053D: $887
02A9: set_actor $887 immune_to_nonplayer 0
:Label048795
00D6: if 0
8118: NOT actor $888 dead
004D: jump_if_false Label0487B1
053D: $888
02A9: set_actor $888 immune_to_nonplayer 0

:Label0487B1
00D6: if 0
8118: NOT actor $889 dead
004D: jump_if_false Label0487CD
053D: $889
02A9: set_actor $889 immune_to_nonplayer 0

:Label0487CD
00D6: if 0
8118: NOT actor $88A dead
004D: jump_if_false Label0487E9
053D: $88A
02A9: set_actor $88A immune_to_nonplayer 0

:Label0487E9
00D6: if 0
8118: NOT actor $88B dead
004D: jump_if_false Label048805
053D: $88B
02A9: set_actor $88B immune_to_nonplayer 0

:Label048805
00D6: if 0
8118: NOT actor $88C dead
004D: jump_if_false Label048821
053D: $88C
02A9: set_actor $88C immune_to_nonplayer 0

:Label048821
00D6: if 0
8118: NOT actor $88D dead
004D: jump_if_false Label04883D
053D: $88D
02A9: set_actor $88D immune_to_nonplayer 0

:Label04883D
00D6: if 0
8118: NOT actor $88E dead
004D: jump_if_false Label048859
053D: $88E
02A9: set_actor $88E immune_to_nonplayer 0

:Label048859
00D6: if 0
8118: NOT actor $88F dead
004D: jump_if_false Label048875
053D: $88F
02A9: set_actor $88F immune_to_nonplayer 0

:Label048875
00D6: if 0
8118: NOT actor $890 dead
004D: jump_if_false Label048891
053D: $890
02A9: set_actor $890 immune_to_nonplayer 0

:Label048891
00D6: if 0
8118: NOT actor $891 dead
004D: jump_if_false Label0488AD
053D: $891
02A9: set_actor $891 immune_to_nonplayer 0

:Label0488AD
00D6: if 0
8118: NOT actor $892 dead
004D: jump_if_false Label0488C9
053D: $892
02A9: set_actor $892 immune_to_nonplayer 0

:Label0488C9
00D6: if 0
8118: NOT actor $893 dead
004D: jump_if_false Label0488E5
053D: $893
02A9: set_actor $893 immune_to_nonplayer 0

:Label0488E5
00D6: if 0
8118: NOT actor $894 dead
004D: jump_if_false Label048901
053D: $894
02A9: set_actor $894 immune_to_nonplayer 0

:Label048901
00D6: if 0
8118: NOT actor $895 dead
004D: jump_if_false Label04891D
053D: $895
02A9: set_actor $895 immune_to_nonplayer 0

:Label04891D
00D6: if 0
8118: NOT actor $8A0 dead
004D: jump_if_false Label048934
02A9: set_actor $8A0 immune_to_nonplayer 0

:Label048934
00D6: if 0
8118: NOT actor $8A1 dead
004D: jump_if_false Label04894B
02A9: set_actor $8A1 immune_to_nonplayer 0

:Label04894B
00D6: if 0
8118: NOT actor $8A2 dead
004D: jump_if_false Label048962
02A9: set_actor $8A2 immune_to_nonplayer 0

:Label048962
04EF: release_animation "RIOT"
00D8: mission_cleanup
0051: return

:Label048970
0001: wait 0 ms
00D6: if 0
8118: NOT actor $881 dead
004D: jump_if_false Label04899E
053D: $881
0243: set_actor $881 ped_stats_to 30
011A: set_actor $881 flags 16
011A: set_actor $881 flags 1

:Label04899E
00D6: if 0
8118: NOT actor $882 dead
004D: jump_if_false Label0489C8
053D: $882
0243: set_actor $882 ped_stats_to 30
011A: set_actor $882 flags 16
011A: set_actor $882 flags 1

:Label0489C8
00D6: if 0
8118: NOT actor $883 dead
004D: jump_if_false Label0489F2
053D: $883
0243: set_actor $883 ped_stats_to 30
011A: set_actor $883 flags 16
011A: set_actor $883 flags 1

:Label0489F2
00D6: if 0
8118: NOT actor $884 dead
004D: jump_if_false Label048A1C
053D: $884
0243: set_actor $884 ped_stats_to 30
011A: set_actor $884 flags 16
011A: set_actor $884 flags 1

:Label048A1C
00D6: if 0
8118: NOT actor $885 dead
004D: jump_if_false Label048A46
053D: $885
0243: set_actor $885 ped_stats_to 30
011A: set_actor $885 flags 16
011A: set_actor $885 flags 1

:Label048A46
00D6: if 0
8118: NOT actor $886 dead
004D: jump_if_false Label048A70
053D: $886
0243: set_actor $886 ped_stats_to 30
011A: set_actor $886 flags 16
011A: set_actor $886 flags 1

:Label048A70
00D6: if 0
8118: NOT actor $887 dead
004D: jump_if_false Label048A9A
053D: $887
0243: set_actor $887 ped_stats_to 30
011A: set_actor $887 flags 16
011A: set_actor $887 flags 1

:Label048A9A
00D6: if 0
8118: NOT actor $888 dead
004D: jump_if_false Label048AC4
053D: $888
0243: set_actor $888 ped_stats_to 30
011A: set_actor $888 flags 16
011A: set_actor $888 flags 1

:Label048AC4
00D6: if 0
8118: NOT actor $889 dead
004D: jump_if_false Label048AEE
053D: $889
0243: set_actor $889 ped_stats_to 30
011A: set_actor $889 flags 16
011A: set_actor $889 flags 1

:Label048AEE
00D6: if 0
8118: NOT actor $88A dead
004D: jump_if_false Label048B18
053D: $88A
0243: set_actor $88A ped_stats_to 30
011A: set_actor $88A flags 16
011A: set_actor $88A flags 1

:Label048B18
00D6: if 0
8118: NOT actor $88B dead
004D: jump_if_false Label048B42
053D: $88B
0243: set_actor $88B ped_stats_to 30
011A: set_actor $88B flags 16
011A: set_actor $88B flags 1

:Label048B42
00D6: if 0
8118: NOT actor $88C dead
004D: jump_if_false Label048B6C
053D: $88C
0243: set_actor $88C ped_stats_to 30
011A: set_actor $88C flags 16
011A: set_actor $88C flags 1

:Label048B6C
00D6: if 0
8118: NOT actor $88D dead
004D: jump_if_false Label048B96
053D: $88D
0243: set_actor $88D ped_stats_to 30
011A: set_actor $88D flags 16
011A: set_actor $88D flags 1

:Label048B96
00D6: if 0
8118: NOT actor $88E dead
004D: jump_if_false Label048BC0
053D: $88E
0243: set_actor $88E ped_stats_to 30
011A: set_actor $88E flags 16
011A: set_actor $88E flags 1

:Label048BC0
00D6: if 0
8118: NOT actor $88F dead
004D: jump_if_false Label048BEA
053D: $88F
0243: set_actor $88F ped_stats_to 30
011A: set_actor $88F flags 16
011A: set_actor $88F flags 1

:Label048BEA
00D6: if 0
8118: NOT actor $890 dead
004D: jump_if_false Label048C14
053D: $890
0243: set_actor $890 ped_stats_to 30
011A: set_actor $890 flags 16
011A: set_actor $890 flags 1

:Label048C14
00D6: if 0
8118: NOT actor $891 dead
004D: jump_if_false Label048C3E
053D: $891
0243: set_actor $891 ped_stats_to 30
011A: set_actor $891 flags 16
011A: set_actor $891 flags 1

:Label048C3E
00D6: if 0
8118: NOT actor $892 dead
004D: jump_if_false Label048C68
053D: $892
0243: set_actor $892 ped_stats_to 30
011A: set_actor $892 flags 16
011A: set_actor $892 flags 1

:Label048C68
00D6: if 0
8118: NOT actor $893 dead
004D: jump_if_false Label048C92
053D: $893
0243: set_actor $893 ped_stats_to 30
011A: set_actor $893 flags 16
011A: set_actor $893 flags 1

:Label048C92
00D6: if 0
8118: NOT actor $894 dead
004D: jump_if_false Label048CBC
053D: $894
0243: set_actor $894 ped_stats_to 30
011A: set_actor $894 flags 16
011A: set_actor $894 flags 1

:Label048CBC
00D6: if 0
8118: NOT actor $895 dead
004D: jump_if_false Label048CE6
053D: $895
0243: set_actor $895 ped_stats_to 30
011A: set_actor $895 flags 16
011A: set_actor $895 flags 1

:Label048CE6
00D6: if 0
0038: $8A5 == 0 ;; integer values
004D: jump_if_false Label048DE8
00D6: if 0
8118: NOT actor $881 dead
004D: jump_if_false Label048D10
01CA: actor $881 kill_player $PLAYER_CHAR

:Label048D10
00D6: if 0
8118: NOT actor $883 dead
004D: jump_if_false Label048D28
01CA: actor $883 kill_player $PLAYER_CHAR

:Label048D28
00D6: if 0
8118: NOT actor $885 dead
004D: jump_if_false Label048D40
01CA: actor $885 kill_player $PLAYER_CHAR

:Label048D40
00D6: if 0
8118: NOT actor $887 dead
004D: jump_if_false Label048D58
01CA: actor $887 kill_player $PLAYER_CHAR

:Label048D58
00D6: if 0
8118: NOT actor $889 dead
004D: jump_if_false Label048D70
01CA: actor $889 kill_player $PLAYER_CHAR

:Label048D70
00D6: if 0
8118: NOT actor $88B dead
004D: jump_if_false Label048D88
01CA: actor $88B kill_player $PLAYER_CHAR

:Label048D88
00D6: if 0
8118: NOT actor $88D dead
004D: jump_if_false Label048DA0
01CA: actor $88D kill_player $PLAYER_CHAR

:Label048DA0
00D6: if 0
8118: NOT actor $88F dead
004D: jump_if_false Label048DB8
01CA: actor $88F kill_player $PLAYER_CHAR

:Label048DB8
00D6: if 0
8118: NOT actor $891 dead
004D: jump_if_false Label048DD0
01CA: actor $891 kill_player $PLAYER_CHAR

:Label048DD0
00D6: if 0
8118: NOT actor $893 dead
004D: jump_if_false Label048DE8
01CA: actor $893 kill_player $PLAYER_CHAR

:Label048DE8
0004: $89D = 1 ;; integer values
0006: 17@ = 0 ;; integer values
0051: return

:Label048DF8
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
02A3: toggle_widescreen 1 (on)
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

:Label048E51
00D6: if 0
016B: fading
004D: jump_if_false Label048E69
0001: wait 0 ms
0002: jump Label048E51

:Label048E69
00D6: if 0
810F: NOT player $PLAYER_CHAR wanted_level > 2
004D: jump_if_false Label048E80
0110: clear_player $PLAYER_CHAR wanted_level

:Label048E80
00D6: if 0
8118: NOT actor $PLAYER_ACTOR dead
004D: jump_if_false Label048EB4
0352: set_actor $PLAYER_ACTOR skin_to "PLAYER3"
038B: load_requested_models
00D6: if 0
8118: NOT actor $PLAYER_ACTOR dead
004D: jump_if_false Label048EB4
0353: refresh_actor $PLAYER_ACTOR

:Label048EB4
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
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

:Label048F79
00D6: if 0
8019: NOT 17@ > 5000 ;; integer values
004D: jump_if_false Label048FB6
0001: wait 0 ms
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label048FAF
0004: $3A = 1 ;; integer values
0002: jump Label048FB6

:Label048FAF
0002: jump Label048F79

:Label048FB6
00D6: if 0
0038: $3A == 1 ;; integer values
004D: jump_if_false Label048FDB
016A: fade 0 () 1000 ms
0001: wait 1000 ms
016A: fade 1 (back) 1000 ms

:Label048FDB
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
0164: disable_marker $3B
0004: $8A5 = 1 ;; integer values
0051: return

:Label049002
00D6: if 0
0119: car $899 wrecked
004D: jump_if_false Label049017
0164: disable_marker $8A6

:Label049017
00D6: if 0
0119: car $89A wrecked
004D: jump_if_false Label04902C
0164: disable_marker $8A7
:Label04902C
00D6: if 0
0119: car $89B wrecked
004D: jump_if_false Label049041
0164: disable_marker $8A8

:Label049041
0051: return

:Label049043
00D6: if 0
0038: $89C == 0 ;; integer values
004D: jump_if_false Label049061
000C: $897 -= 6 ;; integer values
0552: $897

:Label049061
0051: return

;-------------Mission 7---------------
; Originally: Treacherous Swine

:Label049063
03A4: name_thread "GENERL1"
0050: gosub Label049091
00D6: if 0
0112: wasted_or_busted
004D: jump_if_false Label049088
0050: gosub Label04B307

:Label049088
0050: gosub Label04B388
004E: end_thread

:Label049091
03D5: remove_text "M_FAIL" ;; MISSION FAILED!
0004: $ONMISSION = 1 ;; integer values
0317: increment_mission_attempts
0001: wait 0 ms
054C: use_GXT_table "GENERA1"
058E: set_restart_mission_taxi_destination -163.0 -1439.4 9.0 201.5
0004: $8D8 = 0 ;; integer values
0004: $8D9 = 0 ;; integer values
0004: $8DB = 0 ;; integer values
0004: $8DC = 0 ;; integer values
0004: $8DD = 0 ;; integer values
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 object -98
(LODCARGOSHP24) 0
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object -99
(LODCARGOSHP25) 0
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object -100
(LODCARGOSHP28) 0
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object -101
(LODCARGOSHP32) 0
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object -102
(LODCARGOSHP35) 0
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object -103
(LODCARGOSHP41) 0
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object -104
(LODCARGOSHP47) 0
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object -105
(LODCARGOSHP50) 0
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object -106
(LODCARGOSHP51) 0
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object -107
(LODCARGOSHP64) 0
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object -108
(LODCARGOSHP70) 0
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object -109
(LODCARGOSHP71) 0
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object -110
(LODCARGOSHP72) 0
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object -111
(LODCARGOSHP73) 0
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object -112
(LODARGOHULL2) 0
023C: load_special_actor 1 "CSPLAY"
023C: load_special_actor 2 "CSCOLO"
023C: load_special_actor 3 "CGONA"
023C: load_special_actor 4 "CSERVRB"
02F3: load_object #CUTOBJ01 "LOBTRAY"
02F3: load_object #CUTOBJ02 "LOBSTER"
02F3: load_object #CUTOBJ03 "COKNIFE"
02F3: load_object #CUTOBJ04 "COLTRAY"
0247: request_model -115 (BIG_POLY_TINGS)
01BB: store_object $2CA position_to $1C0 $1C1 $1C2
0009: $1C0 += .003 ;; floating-point values
000D: $1C1 -= 1.381 ;; floating-point values
0009: $1C2 += 3.149 ;; floating-point values
03CB: set_camera $1C0 $1C1 $1C2
038B: load_requested_models

:Label049360
00D6: if 23
823D: NOT special_actor 1 loaded
823D: NOT special_actor 2 loaded
823D: NOT special_actor 3 loaded
823D: NOT special_actor 4 loaded
004D: jump_if_false Label049386
0001: wait 0 ms
0002: jump Label049360

:Label049386
00D6: if 24
8248: NOT model #CUTOBJ01 available
8248: NOT model #CUTOBJ02 available
8248: NOT model #CUTOBJ03 available
8248: NOT model #CUTOBJ04 available
8248: NOT model -115 (BIG_POLY_TINGS) available
004D: jump_if_false Label0493B4
0001: wait 0 ms
0002: jump Label049386

:Label0493B4
01BB: store_object $2CA position_to $1C0 $1C1 $1C2
029B: $2CC = init_object -115 (BIG_POLY_TINGS) at $1C0 $1C1 $1C2
02E4: load_cutscene_data "COL_1"
01BB: store_object $2CA position_to $1C0 $1C1 $1C2
0009: $1C0 += .003 ;; floating-point values
000D: $1C1 -= 1.381 ;; floating-point values
0009: $1C2 += 3.149 ;; floating-point values
0244: set_cutscene_pos $1C0 $1C1 $1C2
041D: set_camera_near_clip .1
02E5: $7D = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $7D "CSPLAY"
02E5: $96 = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $96 "CSCOLO"
02E5: $C1 = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim $C1 "CGONA"
02E5: $9C = create_cutscene_object #SPECIAL04
02E6: set_cutscene_anim $9C "CSERVRB"
02E5: $C6 = create_cutscene_object #CUTOBJ01
02E6: set_cutscene_anim $C6 "LOBTRAY"
02E5: $C7 = create_cutscene_object #CUTOBJ02
02E6: set_cutscene_anim $C7 "LOBSTER"
02E5: $C8 = create_cutscene_object #CUTOBJ03
02E6: set_cutscene_anim $C8 "COKNIFE"
02E5: $C9 = create_cutscene_object #CUTOBJ04
02E6: set_cutscene_anim $C9 "COLTRAY"
016A: fade 1 (back) 1500 ms
03AD: set_rubbish 0 (invisible)
03AF: set_streaming 1 (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0494D4
00D6: if 0
001A: 1250 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0494F7
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0494D4

:Label0494F7
00BC: text_highpriority "GEN1_A" 10000 ms 1 ;; Mr. Vercetti!

:Label049506
00D6: if 0
001A: 3050 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label049529
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label049506

:Label049529
00BC: text_highpriority "GEN1_B" 10000 ms 1 ;; Colonel.

:Label049538
00D6: if 0
001A: 4110 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label04955B
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label049538

:Label04955B
00BC: text_highpriority "GEN1_C" 10000 ms 1 ;; Thank you for coming. Please sit.
Lobster?

:Label04956A
00D6: if 0
001A: 8180 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label04958D
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label04956A

:Label04958D
00BC: text_highpriority "GEN1_D" 10000 ms 1 ;; No - thanks.

:Label04959C
00D6: if 0
001A: 10130 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0495BF
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label04959C

:Label0495BF
00BC: text_highpriority "GEN1_E" 10000 ms 1 ;; I'm ashamed to admit that one of
the causes of our mutual problem appears to have been the loose tongue of a man I
used to trust.

:Label0495CE
00D6: if 0
001A: 17220 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0495F1
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0495CE

:Label0495F1
00BC: text_highpriority "GEN1_F" 10000 ms 1 ;; I've been carrying Gonzalez for
years, but now his incompetence reaches new heights!

:Label049600
00D6: if 0
001A: 23040 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label049623
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label049600

:Label049623
00BC: text_highpriority "GEN1_G" 10000 ms 1 ;; It is only right that you kill
Gonzalez...

:Label049632
00D6: if 0
001A: 25170 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label049655
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label049632

:Label049655
00BC: text_highpriority "GEN1_H" 10000 ms 1 ;; Did he do it? It's the money
that's important to me.

:Label049664
00D6: if 0
001A: 28100 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label049687
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label049664

:Label049687
00BC: text_highpriority "GEN1_I" 10000 ms 1 ;; For this kindness I'll reward
you, and then we will find your money together.

:Label049696
00D6: if 0
001A: 34160 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0496BB
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label049696

:Label0496BB
00BC: text_highpriority "GEN1_J" 10000 ms 1 ;; He will be at his Penthouse, half
drunk probably. Use this...

:Label0496CA
00D6: if 0
001A: 37160 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0496EF
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0496CA

:Label0496EF
00BE: text_clear_all

:Label0496F1
00D6: if 0
001A: 42112 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label049716
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0496F1

:Label049716
016A: fade 0 () 1500 ms
00BE: text_clear_all

:Label04971F
00D6: if 0
016B: fading
004D: jump_if_false Label049737
0001: wait 0 ms
0002: jump Label04971F

:Label049737
03AD: set_rubbish 1 (visible)
02EA: end_cutscene
0108: destroy_object $2CC
0249: release_model -115 (BIG_POLY_TINGS)
0296: unload_special_actor 1
0296: unload_special_actor 2
0296: unload_special_actor 3
0296: unload_special_actor 4
0249: release_model #CUTOBJ01
0249: release_model #CUTOBJ02
0249: release_model #CUTOBJ03
0249: release_model #CUTOBJ04
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object -95
(LODCARGOSHP03) 1
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object -96
(LODCARGOSHP04) 1
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object -97
(LODCARGOSHP05) 1
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object -98
(LODCARGOSHP24) 1
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object -99
(LODCARGOSHP25) 1
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object -100
(LODCARGOSHP28) 1
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object -101
(LODCARGOSHP32) 1
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object -102
(LODCARGOSHP35) 1
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object -103
(LODCARGOSHP41) 1
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object -104
(LODCARGOSHP47) 1
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object -105
(LODCARGOSHP50) 1
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object -106
(LODCARGOSHP51) 1
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object -107
(LODCARGOSHP64) 1
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object -108
(LODCARGOSHP70) 1
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object -109
(LODCARGOSHP71) 1
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object -110
(LODCARGOSHP72) 1
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object -111
(LODCARGOSHP73) 1
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object -112
(LODARGOHULL2) 1
04E4: unknown_refresh_game_renderer_at -244.2799 -1360.67
0395: clear_area 1 at -244.2799 -1360.67 range 7.0786 1.0
0055: put_player $PLAYER_CHAR at -244.2799 -1360.67 7.0786
0171: set_player $PLAYER_CHAR z_angle_to 279.1362
0373: set_camera_directly_behind_player
01EB: set_car_density_to 1.0
03DE: set_pedestrians_density_multiplier_to 1.0
0169: set_fade_color 0 0 0
0001: wait 500 ms
0373: set_camera_directly_behind_player
04E3: unknown_player $PLAYER_CHAR 1 60000
01B6: set_weather 4
0247: request_model #CHNSAW
0247: request_model #CLA

:Label0499B8
00D6: if 21
8248: NOT model #CHNSAW available
8248: NOT model #CLA available
004D: jump_if_false Label0499D7
0001: wait 0 ms
0002: jump Label0499B8

:Label0499D7
023C: load_special_actor 1 "IGGONZ"

:Label0499E3
00D6: if 0
823D: NOT special_actor 1 loaded
004D: jump_if_false Label0499FD
0001: wait 0 ms
0002: jump Label0499E3

:Label0499FD
038B: load_requested_models
022B: create_forbidden_for_peds_cube 479.9 -1.4 11.0 450.3 59.5 40.0
01B1: give_player $PLAYER_CHAR weapon 11 ammo 1 ;; Load the weapon model before
using this
018A: $8D5 = create_checkpoint_at 476.8 30.4 11.0
0376: $8D2 = create_random_actor -242.8 -1342.5 7.1
0173: set_actor $8D2 z_angle_to 204.5
0376: $8D3 = create_random_actor -240.8 -1344.1 7.1
0173: set_actor $8D3 z_angle_to 89.6
0376: $8D4 = create_random_actor -242.3 -1344.7 7.1
0173: set_actor $8D4 z_angle_to 349.2
03F9: make_actors $8D2 $8D3 converse_in 86400000 ms
03F9: make_actors $8D4 $8D3 converse_in 86400000 ms
0108: destroy_object $718
029B: $8CE = init_object -116 (SPAD_DR_OPEN3) at 464.663 30.336 23.881
01C7: remove_object_from_mission_cleanup_list $8CE
0108: destroy_object $717
029B: $8CF = init_object -117 (SPAD_DR_OPEN2) at 461.961 31.436 31.24
01C7: remove_object_from_mission_cleanup_list $8CF
0108: destroy_object $716
029B: $8D0 = init_object -118 (SPAD_DR_OPEN1) at 454.321 31.436 35.198
01C7: remove_object_from_mission_cleanup_list $8D0
029B: $8D1 = init_object -119 (SEXYPOOLCOVER) at 470.68 30.336 30.19
01C7: remove_object_from_mission_cleanup_list $8D1
016A: fade 1 (back) 1500 ms
0006: 17@ = 0 ;; integer values
00BC: text_highpriority "GEN1_05" 5000 ms 1 ;; ~g~Go and kill Gonzalez!

:Label049B48
00D6: if 0
8057: NOT player $PLAYER_CHAR 0 ()in_cube 476.5 27.3 11.28 474.8 33.0
14.3
004D: jump_if_false Label049C48
0001: wait 0 ms
00D6: if 0
0038: $8DD == 0 ;; integer values
004D: jump_if_false Label049BBC
00D6: if 0
8121: NOT player $PLAYER_CHAR in_zone "BEACH1"
004D: jump_if_false Label049BBC
01C2: remove_references_to_actor $8D2 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $8D3 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $8D4 ;; Like turning an actor into a random
pedestrian
0004: $8DD = 1 ;; integer values

:Label049BBC
00D6: if 0
8118: NOT actor $8D2 dead
004D: jump_if_false Label049BE1
00D6: if 0
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false Label049BE1
01C2: remove_references_to_actor $8D2 ;; Like turning an actor into a random
pedestrian

:Label049BE1
00D6: if 0
8118: NOT actor $8D3 dead
004D: jump_if_false Label049C06
00D6: if 0
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false Label049C06
01C2: remove_references_to_actor $8D3 ;; Like turning an actor into a random
pedestrian

:Label049C06
00D6: if 0
8118: NOT actor $8D4 dead
004D: jump_if_false Label049C2B
00D6: if 0
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false Label049C2B
01C2: remove_references_to_actor $8D4 ;; Like turning an actor into a random
pedestrian

:Label049C2B
03A1: unknown_clear_point 475.5 30.3 11.0 radius 3.0
0002: jump Label049B48

:Label049C48
00BE: text_clear_all
0164: disable_marker $8D5
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
02A3: toggle_widescreen 1 (on)
01B1: give_player $PLAYER_CHAR weapon 11 ammo 1 ;; Load the weapon model before
using this
01B8: set_player $PLAYER_CHAR armed_weapon_to 11
009A: $8CB = create_actor 4 #SPECIAL01 at 466.0 38.2 32.0
01ED: reset_actor $8CB flags
0223: set_actor $8CB health_to 150
02A9: set_actor $8CB immune_to_nonplayer 1
0245: set_actor $8CB walk_style_to 50
009A: $8CC = create_actor 4 #CLA at 466.1 40.1 32.0
01ED: reset_actor $8CC flags
0173: set_actor $8CC z_angle_to 180.0
03F9: make_actors $8CB $8CC converse_in 9999999 ms
009A: $8CD = create_actor 4 #CLA at 464.3 43.7 32.0
01ED: reset_actor $8CD flags
0239: actor $PLAYER_ACTOR run_to 475.7 30.3
0006: 16@ = 0 ;; integer values

:Label049D04
0001: wait 0 ms
00D6: if 0
0019: 16@ > 5000 ;; integer values
004D: jump_if_false Label049D22
0002: jump Label049D55

:Label049D22
00D6: if 0
8118: NOT actor $PLAYER_ACTOR dead
004D: jump_if_false Label049D4E
00D6: if 0
0126: actor $PLAYER_ACTOR walking
004D: jump_if_false Label049D4E
0192: set_actor $PLAYER_ACTOR objective_to_stand_still
0002: jump Label049D55

:Label049D4E
0002: jump Label049D04

:Label049D55
011C: actor $PLAYER_ACTOR clear_objective
0169: set_fade_color 0 0 1
016A: fade 0 () 500 ms

:Label049D69
00D6: if 0
016B: fading
004D: jump_if_false Label049D81
0001: wait 0 ms
0002: jump Label049D69

:Label049D81
0055: put_player $PLAYER_CHAR at 454.4 31.3 33.86
0171: set_player $PLAYER_CHAR z_angle_to 270.0
015F: set_camera_position 468.1 41.0 33.5 0.0 0.0 0.0
0160: point_camera 461.0 32.8 33.0 2
016A: fade 1 (back) 500 ms
0006: 16@ = 0 ;; integer values
00D6: if 0
8118: NOT actor $PLAYER_ACTOR dead
004D: jump_if_false Label049DFF
0211: actor $PLAYER_ACTOR walk_to 460.7 27.5
:Label049DFF
00D6: if 1
80E3: NOT player $PLAYER_CHAR 0 ()near_point 460.7 27.5 radius .5 .5
001B: 5000 > 16@ ;; integer values
004D: jump_if_false Label049EAF
0001: wait 0 ms
00D6: if 0
00E3: player $PLAYER_CHAR 0 ()near_point 460.7 27.5 radius 4.0 4.0
004D: jump_if_false Label049EA8
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label049E8F
00D6: if 0
0038: $3D == 1 ;; integer values
004D: jump_if_false Label049E88
0004: $3D = 0 ;; integer values
0002: jump Label04A1D2

:Label049E88
0002: jump Label049EA8

:Label049E8F
00D6: if 0
0038: $3D == 0 ;; integer values
004D: jump_if_false Label049EA8
0004: $3D = 1 ;; integer values

:Label049EA8
0002: jump Label049DFF

:Label049EAF
00D6: if 0
8118: NOT actor $8CB dead
004D: jump_if_false Label049ECC
011C: actor $PLAYER_ACTOR clear_objective
0210: player $PLAYER_CHAR look_at_actor $8CB

:Label049ECC
0372: set_actor $PLAYER_ACTOR anim 19 wait_state_time 10000 ms
03CF: load_wav "COL1_5" as 1

:Label049EE2
00D6: if 0
83D0: NOT wav 1 loaded
004D: jump_if_false Label049EFC
0001: wait 0 ms
0002: jump Label049EE2

:Label049EFC
00BC: text_highpriority "GEN1_10" 4000 ms 1 ;; I'm going to shut that big mouth
of yours!
03D1: play_wav 1

:Label049F0F
00D6: if 0
83D2: NOT wav 1 ended
004D: jump_if_false Label049F7A
0001: wait 0 ms
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label049F5A
00D6: if 0
0038: $3D == 1 ;; integer values
004D: jump_if_false Label049F53
0004: $3D = 0 ;; integer values
0002: jump Label04A1D2

:Label049F53
0002: jump Label049F73

:Label049F5A
00D6: if 0
0038: $3D == 0 ;; integer values
004D: jump_if_false Label049F73
0004: $3D = 1 ;; integer values

:Label049F73
0002: jump Label049F0F

:Label049F7A
040D: unload_wav 1
03D5: remove_text "GEN1_10" ;; I'm going to shut that big mouth of yours!
0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 100 ms
00D6: if 0
8118: NOT actor $8CB dead
004D: jump_if_false Label049FBB
0372: set_actor $8CB anim 0 wait_state_time 100 ms
020F: actor $8CB look_at_player $PLAYER_CHAR
0372: set_actor $8CB anim 0 wait_state_time 100 ms

:Label049FBB
00D6: if 0
8118: NOT actor $8CC dead
004D: jump_if_false Label049FD0
011C: actor $8CC clear_objective

:Label049FD0
015F: set_camera_position 462.4 23.3 36.2 0.0 0.0 0.0
0160: point_camera 459.2 33.1 34.0 2
03CF: load_wav "COL1_1" as 1

:Label04A00F
00D6: if 0
83D0: NOT wav 1 loaded
004D: jump_if_false Label04A029
0001: wait 0 ms
0002: jump Label04A00F

:Label04A029
00BC: text_highpriority "GEN1_06" 4000 ms 1 ;; Eh! He's got a blade!
03D1: play_wav 1

:Label04A03C
00D6: if 0
83D2: NOT wav 1 ended
004D: jump_if_false Label04A0A7
0001: wait 0 ms
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label04A087
00D6: if 0
0038: $3D == 1 ;; integer values
004D: jump_if_false Label04A080
0004: $3D = 0 ;; integer values
0002: jump Label04A1D2

:Label04A080
0002: jump Label04A0A0

:Label04A087
00D6: if 0
0038: $3D == 0 ;; integer values
004D: jump_if_false Label04A0A0
0004: $3D = 1 ;; integer values

:Label04A0A0
0002: jump Label04A03C

:Label04A0A7
040D: unload_wav 1
03D5: remove_text "GEN1_06" ;; Eh! He's got a blade!
00D6: if 0
8118: NOT actor $8CB dead
004D: jump_if_false Label04A0DD
0372: set_actor $8CB anim 0 wait_state_time 100 ms
0239: actor $8CB run_to 466.1 42.7

:Label04A0DD
00D6: if 0
8118: NOT actor $8CC dead
004D: jump_if_false Label04A0F5
01CA: actor $8CC kill_player $PLAYER_CHAR

:Label04A0F5
00D6: if 0
8118: NOT actor $8CD dead
004D: jump_if_false Label04A10D
01CA: actor $8CD kill_player $PLAYER_CHAR

:Label04A10D
0372: set_actor $PLAYER_ACTOR anim 19 wait_state_time 10000 ms
03CF: load_wav "COL1_6" as 1

:Label04A123
00D6: if 0
83D0: NOT wav 1 loaded
004D: jump_if_false Label04A13D
0001: wait 0 ms
0002: jump Label04A123

:Label04A13D
00BC: text_highpriority "GEN1_11" 4000 ms 1 ;; Stop running you fat slimeball!
03D1: play_wav 1

:Label04A150
00D6: if 0
83D2: NOT wav 1 ended
004D: jump_if_false Label04A1BB
0001: wait 0 ms
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label04A19B
00D6: if 0
0038: $3D == 1 ;; integer values
004D: jump_if_false Label04A194
0004: $3D = 0 ;; integer values
0002: jump Label04A1D2

:Label04A194
0002: jump Label04A1B4

:Label04A19B
00D6: if 0
0038: $3D == 0 ;; integer values
004D: jump_if_false Label04A1B4
0004: $3D = 1 ;; integer values

:Label04A1B4
0002: jump Label04A150

:Label04A1BB
040D: unload_wav 1
03D5: remove_text "GEN1_11" ;; Stop running you fat slimeball!
0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 100 ms

:Label04A1D2
0108: destroy_object $716
0108: destroy_object $8D0
029B: $716 = init_object -76 (SPAD_DR_CLOSED1) at 465.375 30.336 33.181
01C7: remove_object_from_mission_cleanup_list $716
0055: put_player $PLAYER_CHAR at 460.7 27.5 33.8
00BE: text_clear_all
040D: unload_wav 1
040D: unload_wav 2
011C: actor $PLAYER_ACTOR clear_objective
0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 100 ms
00D6: if 0
8118: NOT actor $8CC dead
004D: jump_if_false Label04A23B
01CA: actor $8CC kill_player $PLAYER_CHAR

:Label04A23B
00D6: if 0
8118: NOT actor $8CD dead
004D: jump_if_false Label04A253
01CA: actor $8CD kill_player $PLAYER_CHAR

:Label04A253
00D6: if 0
8118: NOT actor $8CB dead
004D: jump_if_false Label04A274
0372: set_actor $8CB anim 0 wait_state_time 100 ms
0187: $8D6 = create_marker_above_actor $8CB

:Label04A274
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
02A3: toggle_widescreen 0 (off)
0006: 16@ = 0 ;; integer values
0006: 17@ = 250 ;; integer values

:Label04A290
0001: wait 0 ms
00D6: if 0
8118: NOT actor $8CB dead
004D: jump_if_false Label04A57C
00D6: if 0
0038: $8D8 == 0 ;; integer values
004D: jump_if_false Label04A318
00D6: if 0
8118: NOT actor $8CB dead
004D: jump_if_false Label04A318
00D6: if 0
00EC: actor $8CB 0 ()near_point 466.1 42.7 radius 1.0 1.0
004D: jump_if_false Label04A309
0239: actor $8CB run_to 472.3 42.8
0004: $8D8 = 1 ;; integer values
0002: jump Label04A318

:Label04A309
0239: actor $8CB run_to 466.1 42.7

:Label04A318
00D6: if 0
0038: $8D8 == 1 ;; integer values
004D: jump_if_false Label04A38C
00D6: if 0
8118: NOT actor $8CB dead
004D: jump_if_false Label04A38C
00D6: if 0
00EC: actor $8CB 0 ()near_point 472.3 42.8 radius 1.0 1.0
004D: jump_if_false Label04A37D
0239: actor $8CB run_to 472.5 35.9
0004: $8D8 = 2 ;; integer values
0002: jump Label04A38C

:Label04A37D
0239: actor $8CB run_to 472.3 42.8

:Label04A38C
00D6: if 0
0038: $8D8 == 2 ;; integer values
004D: jump_if_false Label04A4A6
00D6: if 0
8118: NOT actor $8CB dead
004D: jump_if_false Label04A4A6
00D6: if 0
00EC: actor $8CB 0 ()near_point 472.5 35.9 radius 1.0 1.0
004D: jump_if_false Label04A497
00D6: if 0
0057: player $PLAYER_CHAR 0 ()in_cube 434.7 51.5 45.6 480.4 12.0 24.0
004D: jump_if_false Label04A46A
03CF: load_wav "COL1_2" as 1

:Label04A410
00D6: if 0
83D0: NOT wav 1 loaded
004D: jump_if_false Label04A42A
0001: wait 0 ms
0002: jump Label04A410

:Label04A42A
00BC: text_highpriority "GEN1_07" 4000 ms 1 ;; Go away from me, you cheap
bastard!
03D1: play_wav 1

:Label04A43D
00D6: if 1
83D2: NOT wav 1 ended
8118: NOT actor $8CB dead
004D: jump_if_false Label04A45C
0001: wait 0 ms
0002: jump Label04A43D

:Label04A45C
040D: unload_wav 1
03D5: remove_text "GEN1_07" ;; Go away from me, you cheap bastard!

:Label04A46A
00D6: if 0
8118: NOT actor $8CB dead
004D: jump_if_false Label04A489
0239: actor $8CB run_to 464.0 35.6

:Label04A489
0004: $8D8 = 3 ;; integer values
0002: jump Label04A4A6

:Label04A497
0239: actor $8CB run_to 472.5 35.9

:Label04A4A6
00D6: if 0
0038: $8D8 == 3 ;; integer values
004D: jump_if_false Label04A51A
00D6: if 0
8118: NOT actor $8CB dead
004D: jump_if_false Label04A51A
00D6: if 0
00EC: actor $8CB 0 ()near_point 464.0 35.6 radius 1.0 1.0
004D: jump_if_false Label04A50B
0239: actor $8CB run_to 463.0 31.6
0004: $8D8 = 4 ;; integer values
0002: jump Label04A51A

:Label04A50B
0239: actor $8CB run_to 464.0 35.6

:Label04A51A
00D6: if 0
0038: $8D8 == 4 ;; integer values
004D: jump_if_false Label04A575
00D6: if 0
8118: NOT actor $8CB dead
004D: jump_if_false Label04A575
00D6: if 0
00EC: actor $8CB 0 ()near_point 463.0 31.6 radius 1.0 1.0
004D: jump_if_false Label04A575
011C: actor $8CB clear_objective
0350: unknown_actor $8CB not_scared_flag 1
0002: jump Label04A5CF

:Label04A575
0002: jump Label04A5C1

:Label04A57C
018C: play_sound 1 at 0.0 0.0 0.0
00BC: text_highpriority "GEN1_19" 5000 ms 1 ;; ~g~The Vice City Police are on to
you!
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2
00D6: if 21
0329: garage $2AC respray_done
0329: garage $2AD respray_done
004D: jump_if_false Label04A5BA

:Label04A5BA
0002: jump Label04AFD1

:Label04A5C1
0050: gosub Label04B461
0002: jump Label04A290

:Label04A5CF
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)
015F: set_camera_position 470.2 37.1 34.2 0.0 0.0 0.0
0160: point_camera 460.1 31.0 32.0 2
0006: 16@ = 0 ;; integer values

:Label04A61B
0001: wait 0 ms
00D6: if 0
8118: NOT actor $8CB dead
004D: jump_if_false Label04A677
00D6: if 0
00EC: actor $8CB 0 ()near_point 457.8 31.4 radius 1.0 1.0
004D: jump_if_false Label04A668
011C: actor $8CB clear_objective
0002: jump Label04A698
0002: jump Label04A677

:Label04A668
0239: actor $8CB run_to 457.8 31.4

:Label04A677
00D6: if 0
0019: 16@ > 3000 ;; integer values
004D: jump_if_false Label04A691
0002: jump Label04A698

:Label04A691
0002: jump Label04A61B
:Label04A698
0169: set_fade_color 0 0 1
016A: fade 0 () 500 ms

:Label04A6A7
00D6: if 0
016B: fading
004D: jump_if_false Label04A6BF
0001: wait 0 ms
0002: jump Label04A6A7

:Label04A6BF
00D6: if 0
8118: NOT actor $8CB dead
004D: jump_if_false Label04A6ED
00A1: put_actor $8CB at 474.7 29.9 11.07
0173: set_actor $8CB z_angle_to 92.5

:Label04A6ED
016A: fade 1 (back) 500 ms
015F: set_camera_position 484.2 37.0 12.8 0.0 0.0 0.0
0160: point_camera 479.7 27.5 11.5 2
00D6: if 0
8118: NOT actor $8CB dead
004D: jump_if_false Label04A74D
0350: unknown_actor $8CB not_scared_flag 0
0239: actor $8CB run_to 482.8 30.9

:Label04A74D
03CF: load_wav "COL1_3" as 1

:Label04A759
00D6: if 0
83D0: NOT wav 1 loaded
004D: jump_if_false Label04A773
0001: wait 0 ms
0002: jump Label04A759

:Label04A773
00BC: text_highpriority "GEN1_08" 4000 ms 1 ;; Oh sweet Jesus, I've wasted my
life and my looks!
03D1: play_wav 1

:Label04A786
00D6: if 1
83D2: NOT wav 1 ended
8118: NOT actor $8CB dead
004D: jump_if_false Label04A7A5
0001: wait 0 ms
0002: jump Label04A786

:Label04A7A5
040D: unload_wav 1
03D5: remove_text "GEN1_08" ;; Oh sweet Jesus, I've wasted my life and my looks!
00D6: if 0
8118: NOT actor $8CB dead
004D: jump_if_false Label04A7D7
01BE: set_actor $8CB to_look_at_spot 474.7 29.9 11.07
:Label04A7D7
0001: wait 1000 ms
00D6: if 0
8118: NOT actor $8CB dead
004D: jump_if_false Label04A7FB
0239: actor $8CB run_to 402.1 -462.2

:Label04A7FB
00D6: if 0
0057: player $PLAYER_CHAR 0 ()in_cube 434.7 51.5 45.6 480.4 12.0 24.0
004D: jump_if_false Label04A849
00A1: put_actor $PLAYER_ACTOR at 474.7 29.9 11.07
0173: set_actor $PLAYER_ACTOR z_angle_to 92.5

:Label04A849
0350: unknown_actor $PLAYER_ACTOR not_scared_flag 0
0239: actor $PLAYER_ACTOR run_to 482.8 30.9
03CF: load_wav "COL1_7" as 1

:Label04A86B
00D6: if 1
83D0: NOT wav 1 loaded
8118: NOT actor $8CB dead
004D: jump_if_false Label04A88A
0001: wait 0 ms
0002: jump Label04A86B

:Label04A88A
00BC: text_highpriority "GEN1_12" 4000 ms 1 ;; Stand still and I'll make it
quick!
03D1: play_wav 1

:Label04A89D
00D6: if 1
83D2: NOT wav 1 ended
8118: NOT actor $8CB dead
004D: jump_if_false Label04A8BC
0001: wait 0 ms
0002: jump Label04A89D

:Label04A8BC
040D: unload_wav 1
03D5: remove_text "GEN1_12" ;; Stand still and I'll make it quick!
0001: wait 1500 ms
0108: destroy_object $8CE
0108: destroy_object $718
029B: $718 = init_object -78 (SPAD_DR_CLOSED3) at 464.663 30.336 23.881
01C7: remove_object_from_mission_cleanup_list $718
011C: actor $PLAYER_ACTOR clear_objective
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 (false)
02A3: toggle_widescreen 0 (off)
00BC: text_highpriority "GEN1_05" 5000 ms 1 ;; ~g~Go and kill Gonzalez!
0006: 16@ = 0 ;; integer values
0006: 17@ = 250 ;; integer values

:Label04A92B
0001: wait 0 ms
00D6: if 0
8118: NOT actor $8CB dead
004D: jump_if_false Label04ADAA
00D6: if 0
0019: 16@ > 500 ;; integer values
004D: jump_if_false Label04AA44
00D6: if 0
8510: NOT unknown_actor $8CB on_path 402.1 -462.2 10.1 radius 1.0
004D: jump_if_false Label04A998
009E: set_actor $8CB path 402.1 -462.2 10.1 unknown 1.0 1
0002: jump Label04A9A7

:Label04A998
0239: actor $8CB run_to 402.1 -462.2

:Label04A9A7
00D6: if 0
8118: NOT actor $8CC dead
004D: jump_if_false Label04AA3D
00D6: if 0
80FB: NOT player $PLAYER_CHAR 0 ()near_actor $8CC radius 5.0 5.0 5.0
004D: jump_if_false Label04AA35
0054: store_player $PLAYER_CHAR position_to $5F $60 $61
00D6: if 0
8510: NOT unknown_actor $8CC on_path $5F $60 $61 radius 1.0
004D: jump_if_false Label04AA23
009E: set_actor $8CC path $5F $60 $61 unknown 1.0 1
0002: jump Label04AA2E

:Label04AA23
0239: actor $8CC run_to $5F $60

:Label04AA2E
0002: jump Label04AA3D

:Label04AA35
01CA: actor $8CC kill_player $PLAYER_CHAR

:Label04AA3D
0006: 16@ = 0 ;; integer values

:Label04AA44
00D6: if 0
0019: 17@ > 500 ;; integer values
004D: jump_if_false Label04AAF4
00D6: if 0
8118: NOT actor $8CD dead
004D: jump_if_false Label04AAED
00D6: if 0
80FB: NOT player $PLAYER_CHAR 0 ()near_actor $8CD radius 5.0 5.0 5.0
004D: jump_if_false Label04AAE5
0054: store_player $PLAYER_CHAR position_to $5F $60 $61
00D6: if 0
8510: NOT unknown_actor $8CD on_path $5F $60 $61 radius 1.0
004D: jump_if_false Label04AAD3
009E: set_actor $8CD path $5F $60 $61 unknown 1.0 1
0002: jump Label04AADE
:Label04AAD3
0239: actor $8CD run_to $5F $60

:Label04AADE
0002: jump Label04AAED

:Label04AAE5
01CA: actor $8CD kill_player $PLAYER_CHAR

:Label04AAED
0006: 17@ = 0 ;; integer values

:Label04AAF4
00D6: if 0
0038: $8D9 == 0 ;; integer values
004D: jump_if_false Label04AB99
00D6: if 0
8057: NOT player $PLAYER_CHAR 0 ()in_cube 434.7 51.5 45.6 480.4 12.0
24.0
004D: jump_if_false Label04AB99
00D6: if 0
8118: NOT actor $8CC dead
004D: jump_if_false Label04AB64
00A1: put_actor $8CC at 477.0 28.7 11.0
0173: set_actor $8CC z_angle_to 272.4

:Label04AB64
00D6: if 0
8118: NOT actor $8CD dead
004D: jump_if_false Label04AB92
00A1: put_actor $8CD at 477.0 32.7 11.0
0173: set_actor $8CD z_angle_to 272.4

:Label04AB92
0004: $8D9 = 1 ;; integer values

:Label04AB99
00D6: if 0
00E9: player $PLAYER_CHAR 0 ()near_actor $8CB radius 5.0 5.0
004D: jump_if_false Label04ABEA
00D6: if 0
0038: $8D8 == 4 ;; integer values
004D: jump_if_false Label04ABD1
0004: $8D8 = 5 ;; integer values

:Label04ABD1
00D6: if 0
0038: $8D8 == 6 ;; integer values
004D: jump_if_false Label04ABEA
0004: $8D8 = 7 ;; integer values

:Label04ABEA
00D6: if 0
0038: $8D8 == 5 ;; integer values
004D: jump_if_false Label04AC69
03CF: load_wav "COL1_4" as 1

:Label04AC08
00D6: if 0
83D0: NOT wav 1 loaded
004D: jump_if_false Label04AC22
0001: wait 0 ms
0002: jump Label04AC08

:Label04AC22
00BC: text_highpriority "GEN1_09" 4000 ms 1 ;; I pay you double, Tommy, DOUBLE!
03D1: play_wav 1

:Label04AC35
00D6: if 1
83D2: NOT wav 1 ended
8118: NOT actor $8CB dead
004D: jump_if_false Label04AC54
0001: wait 0 ms
0002: jump Label04AC35

:Label04AC54
040D: unload_wav 1
03D5: remove_text "GEN1_09" ;; I pay you double, Tommy, DOUBLE!
0004: $8D8 = 6 ;; integer values

:Label04AC69
00D6: if 0
0118: actor $8CB dead
004D: jump_if_false Label04ACBE
018C: play_sound 1 at 0.0 0.0 0.0
00BC: text_highpriority "GEN1_19" 5000 ms 1 ;; ~g~The Vice City Police are on to
you!
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2
00D6: if 21
0329: garage $2AC respray_done
0329: garage $2AD respray_done
004D: jump_if_false Label04ACB7

:Label04ACB7
0002: jump Label04AFD1

:Label04ACBE
00D6: if 0
0038: $8D8 == 7 ;; integer values
004D: jump_if_false Label04AD5C
00D6: if 0
00E9: player $PLAYER_CHAR 0 ()near_actor $8CB radius 5.0 5.0
004D: jump_if_false Label04AD55
03CF: load_wav "COL1_8" as 1

:Label04ACFB
00D6: if 0
83D0: NOT wav 1 loaded
004D: jump_if_false Label04AD15
0001: wait 0 ms
0002: jump Label04ACFB

:Label04AD15
00BC: text_highpriority "GEN1_13" 4000 ms 1 ;; Quit your squealing, no one
cares, fatso!
03D1: play_wav 1
:Label04AD28
00D6: if 1
83D2: NOT wav 1 ended
8118: NOT actor $8CB dead
004D: jump_if_false Label04AD47
0001: wait 0 ms
0002: jump Label04AD28

:Label04AD47
040D: unload_wav 1
03D5: remove_text "GEN1_13" ;; Quit your squealing, no one cares, fatso!

:Label04AD55
0004: $8D8 = 8 ;; integer values

:Label04AD5C
00D6: if 0
8118: NOT actor $8CB dead
004D: jump_if_false Label04ADA3
00D6: if 0
00FE: actor $8CB 0 ()near_point 398.3 -469.8 11.9 radius 15.0 15.0 15.0
004D: jump_if_false Label04ADA3
0002: jump Label04ADF6

:Label04ADA3
0002: jump Label04ADEF

:Label04ADAA
018C: play_sound 1 at 0.0 0.0 0.0
00BC: text_highpriority "GEN1_19" 5000 ms 1 ;; ~g~The Vice City Police are on to
you!
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2
00D6: if 21
0329: garage $2AC respray_done
0329: garage $2AD respray_done
004D: jump_if_false Label04ADE8

:Label04ADE8
0002: jump Label04AFD1

:Label04ADEF
0002: jump Label04A92B

:Label04ADF6
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 (true)
02A3: toggle_widescreen 1 (on)
0004: $3E8 = 1 ;; integer values
03CB: set_camera 393.5 -476.4 12.3
0395: clear_area 1 at 405.5 -473.2 range 9.0 30.0
015F: set_camera_position 403.96 -463.42 15.2 0.0 0.0 0.0
0160: point_camera 396.33 -472.82 11.8 2
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point 398.3 -469.8 11.9 radius 15.0 15.0
15.0
004D: jump_if_false Label04AEAF
0055: put_player $PLAYER_CHAR at 401.6179 -464.7001 9.6664

:Label04AEAF
00D6: if 0
0057: player $PLAYER_CHAR 0 ()in_cube 434.7 51.5 45.6 480.4 12.0 24.0
004D: jump_if_false Label04AEFD
0055: put_player $PLAYER_CHAR at 479.5 30.11 10.07
0171: set_player $PLAYER_CHAR z_angle_to 274.5

:Label04AEFD
00D6: if 0
8118: NOT actor $8CB dead
004D: jump_if_false Label04AF30
011C: actor $8CB clear_objective
00A1: put_actor $8CB at 405.5 -473.2 9.0
0173: set_actor $8CB z_angle_to 49.0

:Label04AF30
0001: wait 1000 ms
00D6: if 0
8118: NOT actor $8CB dead
004D: jump_if_false Label04AF94
00D6: if 0
8510: NOT unknown_actor $8CB on_path $5F $60 $61 radius 1.0
004D: jump_if_false Label04AF85
009E: set_actor $8CB path 393.5 -476.4 12.3 unknown 1.0 1
0002: jump Label04AF94

:Label04AF85
0239: actor $8CB run_to 393.5 -476.4

:Label04AF94
0001: wait 3000 ms
0004: $3E8 = 0 ;; integer values
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 (false)
009B: destroy_actor_instantly $8CB
02A3: toggle_widescreen 0 (off)
00BC: text_highpriority "GEN1_18" 5000 ms 1 ;; ~r~Gonzalez has made it safely to
the Police Station!
0002: jump Label04B307

:Label04AFD1
0164: disable_marker $8D6
00D6: if 0
8038: NOT $8D8 == 1 ;; integer values
004D: jump_if_false Label04AFEF
0004: $8D8 = 0 ;; integer values

:Label04AFEF
00D6: if 0
0057: player $PLAYER_CHAR 0 ()in_cube 434.7 51.5 45.6 480.4 12.0 24.0
004D: jump_if_false Label04B03F
0108: destroy_object $716
029B: $8D0 = init_object -118 (SPAD_DR_OPEN1) at 454.321 31.436 35.198
01C7: remove_object_from_mission_cleanup_list $8D0

:Label04B03F
00BB: text_lowpriority "GEN1_23" 10000 ms 1 ;; ~g~Go back through the doors to
return to the ground floor.
:Label04B04E
00D6: if 0
0057: player $PLAYER_CHAR 0 ()in_cube 434.7 51.5 45.6 480.4 12.0 24.0
004D: jump_if_false Label04B1C5
0001: wait 0 ms
03A1: unknown_clear_point 461.7 31.5 29.9 radius 3.0
03A1: unknown_clear_point 454.1 31.3 33.8 radius 3.0
00D6: if 21
0057: player $PLAYER_CHAR 0 ()in_cube 463.22 32.4 30.2 462.04 30.47 32.5
0057: player $PLAYER_CHAR 0 ()in_cube 455.9 30.33 33.83 454.15 32.56 36.57
004D: jump_if_false Label04B1BE
0169: set_fade_color 0 0 1
016A: fade 0 () 500 ms

:Label04B112
00D6: if 0
016B: fading
004D: jump_if_false Label04B12A
0001: wait 0 ms
0002: jump Label04B112

:Label04B12A
0108: destroy_object $8D0
0108: destroy_object $8CF
0108: destroy_object $8CE
0108: destroy_object $716
0108: destroy_object $717
0108: destroy_object $718
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
0055: put_player $PLAYER_CHAR at 479.5 30.11 10.07
0171: set_player $PLAYER_CHAR z_angle_to 274.5
016A: fade 1 (back) 500 ms

:Label04B1BE
0002: jump Label04B04E

:Label04B1C5
03D5: remove_text "GEN1_23" ;; ~g~Go back through the doors to return to the
ground floor.
00BB: text_lowpriority "GEN1_20" 10000 ms 1 ;; ~g~Get into a vehicle.

:Label04B1DE
00D6: if 0
80E0: NOT player $PLAYER_CHAR driving
004D: jump_if_false Label04B200
0001: wait 0 ms
0050: gosub Label04B461
0002: jump Label04B1DE

:Label04B200
03D5: remove_text "GEN1_20" ;; ~g~Get into a vehicle.
00BB: text_lowpriority "GEN1_21" 5000 ms 1 ;; ~g~Get to the~h~ Pay 'N' Spray~g~
in~h~ Vice Point~g~.
0335: set_free_paynspray_to 1 (true)
018A: $8D7 = create_checkpoint_at 327.2 429.9 10.3

:Label04B231
0001: wait 0 ms
00D6: if 21
0329: garage $2AC respray_done
0329: garage $2AD respray_done
004D: jump_if_false Label04B26C
0164: disable_marker $8D7
0001: wait 4000 ms
03D5: remove_text "GEN1_22" ;; Drive your vehicle into the spray shop to lose your
~h~wanted level, ~h~repair and ~h~respray your vehicle. Cost - ~h~$100. This time
it's free.
0002: jump Label04B318
0002: jump Label04B285

:Label04B26C
00D6: if 0
810F: NOT player $PLAYER_CHAR wanted_level > 0
004D: jump_if_false Label04B285
0002: jump Label04B318

:Label04B285
00D6: if 0
0038: $8D8 == 0 ;; integer values
004D: jump_if_false Label04B2DD
00D6: if 1
00F5: player $PLAYER_CHAR 1 (in-sphere)near_point 327.2 429.9 10.3 radius
2.5 2.5 2.5
00E0: player $PLAYER_CHAR driving
004D: jump_if_false Label04B2DD
03E5: text_box "GEN1_22" ;; Drive your vehicle into the spray shop to lose your
~h~wanted level, ~h~repair and ~h~respray your vehicle. Cost - ~h~$100. This time
it's free.
0004: $8D8 = 1 ;; integer values

:Label04B2DD
00D6: if 0
80E0: NOT player $PLAYER_CHAR driving
004D: jump_if_false Label04B2F9
0164: disable_marker $8D7
0002: jump Label04AFD1

:Label04B2F9
0050: gosub Label04B461
0002: jump Label04B231

:Label04B307
00BA: text_styled "M_FAIL" 5000 ms 1 ;; MISSION FAILED!
0051: return

:Label04B318
00BE: text_clear_all
01E3: text_1number_styled "M_PASS" 250 5000 ms 1 ;; MISSION PASSED! $~1~
055B: $50A = create_clothes_pickup 8 at 414.3 1042.0 25.4
0004: $4F6 = 1 ;; integer values
004F: create_thread Label02B564
0394: play_music 1
0110: clear_player $PLAYER_CHAR wanted_level
0109: player $PLAYER_CHAR money += 250
0318: set_latest_mission_passed "COL_1" ;; Treacherous Swine
030C: set_mission_points += 1
0004: $389 = 1 ;; integer values
004F: create_thread Label00B592
0004: $PASSED_COL1_TREACHEROUS_SWINE = 1 ;; integer values
0051: return

:Label04B388
0004: $ONMISSION = 0 ;; integer values
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
034F: destroy_actor_with_fade $8CB ;; The actor fades away like a ghost
0296: unload_special_actor 1
0249: release_model #CLA
0249: release_model #CHNSAW
0335: set_free_paynspray_to 0 (false)
01B7: release_weather
0004: $3E8 = 0 ;; integer values
0108: destroy_object $8D0
0108: destroy_object $8CF
0108: destroy_object $8CE
0108: destroy_object $716
0108: destroy_object $717
0108: destroy_object $718
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
0108: destroy_object $8D1
0164: disable_marker $8D5
0164: disable_marker $8D6
0164: disable_marker $8D7
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
022A: remove_forbidden_for_peds_cube 479.9 -1.4 11.0 450.3 59.5 40.0
00D8: mission_cleanup
0051: return

:Label04B461
00D6: if 0
0019: 16@ > 500 ;; integer values
004D: jump_if_false Label04B511
00D6: if 0
8118: NOT actor $8CC dead
004D: jump_if_false Label04B50A
00D6: if 0
80FB: NOT player $PLAYER_CHAR 0 ()near_actor $8CC radius 7.0 7.0 7.0
004D: jump_if_false Label04B502
0054: store_player $PLAYER_CHAR position_to $5F $60 $61
00D6: if 0
8510: NOT unknown_actor $8CC on_path $5F $60 $61 radius 1.0
004D: jump_if_false Label04B4F0
009E: set_actor $8CC path $5F $60 $61 unknown 1.0 1
0002: jump Label04B4FB

:Label04B4F0
0239: actor $8CC run_to $5F $60
:Label04B4FB
0002: jump Label04B50A

:Label04B502
01CA: actor $8CC kill_player $PLAYER_CHAR

:Label04B50A
0006: 16@ = 0 ;; integer values

:Label04B511
00D6: if 0
0019: 17@ > 500 ;; integer values
004D: jump_if_false Label04B5C1
00D6: if 0
8118: NOT actor $8CD dead
004D: jump_if_false Label04B5BA
00D6: if 0
80FB: NOT player $PLAYER_CHAR 0 ()near_actor $8CD radius 7.0 7.0 7.0
004D: jump_if_false Label04B5B2
0054: store_player $PLAYER_CHAR position_to $5F $60 $61
00D6: if 0
8510: NOT unknown_actor $8CD on_path $5F $60 $61 radius 1.0
004D: jump_if_false Label04B5A0
009E: set_actor $8CD path $5F $60 $61 unknown 1.0 1
0002: jump Label04B5AB

:Label04B5A0
0239: actor $8CD run_to $5F $60

:Label04B5AB
0002: jump Label04B5BA

:Label04B5B2
01CA: actor $8CD kill_player $PLAYER_CHAR

:Label04B5BA
0006: 17@ = 0 ;; integer values

:Label04B5C1
0051: return

;-------------Mission 8---------------
; Originally: Mall Shootout

:Label04B5C3
0050: gosub Label04B5E7
00D6: if 0
0112: wasted_or_busted
004D: jump_if_false Label04B5DE
0050: gosub Label04DC6A

:Label04B5DE
0050: gosub Label04DCC4
004E: end_thread

:Label04B5E7
0004: $ONMISSION = 1 ;; integer values
0317: increment_mission_attempts
03A4: name_thread "COL2"
0001: wait 0 ms
054C: use_GXT_table "GENERA2"
058E: set_restart_mission_taxi_destination -163.0 -1439.4 9.0 201.5
0004: $8E6 = 0 ;; integer values
0004: $8E7 = 0 ;; integer values
0004: $8E8 = -1 ;; integer values
0004: $8E1 = 0 ;; integer values
0004: $8E9 = 0 ;; integer values
0004: $8E2 = 0 ;; integer values
0005: $62 = 0.0 ;; floating-point values
0004: $8E3 = 0 ;; integer values
0004: $8E4 = 0 ;; integer values
0004: $8E5 = 0 ;; integer values
0004: $A2F = 1 ;; integer values
0004: $A00 = 0 ;; integer values
0004: $A01 = 0 ;; integer values
0004: $A02 = 0 ;; integer values
0004: $A03 = 0 ;; integer values
0004: $A04 = 0 ;; integer values
0004: $A07 = 0 ;; integer values
0004: $A08 = 0 ;; integer values
0004: $A09 = 0 ;; integer values
0004: $8EA = 2 ;; integer values
0004: $8EC = 0 ;; integer values
023C: load_special_actor 1 "CSPLAY"
023C: load_special_actor 2 "CSCOLO"
023C: load_special_actor 3 "CGONB"
023C: load_special_actor 4 "CSERVRB"
0247: request_model -8 (YT_MAIN_BODY)
0247: request_model -9 (YT_MAIN_BODY2)
0247: request_model -10 (YT_DOORS14)
0247: request_model -11 (YT_TMP_BOAT)
0247: request_model -12 (LODMAIN_BODY)
0247: request_model -115 (BIG_POLY_TINGS)
0247: request_model -14 (YT_GANGPLNK_TMP)
01BB: store_object $2CA position_to $1C0 $1C1 $1C2
029B: $2CC = init_object -115 (BIG_POLY_TINGS) at $1C0 $1C1 $1C2
038B: load_requested_models

:Label04B720
00D6: if 23
823D: NOT special_actor 1 loaded
823D: NOT special_actor 2 loaded
823D: NOT special_actor 3 loaded
823D: NOT special_actor 4 loaded
004D: jump_if_false Label04B746
0001: wait 0 ms
0002: jump Label04B720

:Label04B746
00D6: if 25
8248: NOT model -8 (YT_MAIN_BODY) available
8248: NOT model -9 (YT_MAIN_BODY2) available
8248: NOT model -10 (YT_DOORS14) available
8248: NOT model -11 (YT_TMP_BOAT) available
8248: NOT model -12 (LODMAIN_BODY) available
8248: NOT model -115 (BIG_POLY_TINGS) available
004D: jump_if_false Label04B774
0001: wait 0 ms
0002: jump Label04B746

:Label04B774
00D6: if 0
8248: NOT model -14 (YT_GANGPLNK_TMP) available
004D: jump_if_false Label04B78E
0001: wait 0 ms
0002: jump Label04B774

:Label04B78E
041D: set_camera_near_clip .1
02E4: load_cutscene_data "COL_2"
01BB: store_object $2CA position_to $1C0 $1C1 $1C2
0009: $1C0 += .003 ;; floating-point values
000D: $1C1 -= 1.381 ;; floating-point values
0009: $1C2 += 3.149 ;; floating-point values
0244: set_cutscene_pos $1C0 $1C1 $1C2
02E5: $7D = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $7D "CSPLAY"
02E5: $8D = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $8D "CSCOLO"
02E5: $8DE = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim $8DE "CGONB"
02E5: $8DF = create_cutscene_object #SPECIAL04
02E6: set_cutscene_anim $8DF "CSERVRB"
04E4: unknown_refresh_game_renderer_at -244.2799 -1360.67
03CB: set_camera -244.2799 -1360.67 7.0786
0395: clear_area 1 at -244.2799 -1360.67 range 7.0786 1.0
0055: put_player $PLAYER_CHAR at -244.2799 -1360.67 7.0786
0171: set_player $PLAYER_CHAR z_angle_to 279.1362
0373: set_camera_directly_behind_player
0169: set_fade_color 0 0 1
016A: fade 1 (back) 1500 ms
03AD: set_rubbish 0 (invisible)
03AF: set_streaming 1 (enabled)
041D: set_camera_near_clip .3
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label04B8A0
00D6: if 0
001A: 5347 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label04B8C3
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label04B8A0

:Label04B8C3
00BC: text_highpriority "COL2_A" 10000 ms 1 ;; Tommy! Come, join me.

:Label04B8D2
00D6: if 0
001A: 9864 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label04B8F5
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label04B8D2
:Label04B8F5
00BC: text_highpriority "COL2_B" 10000 ms 1 ;; This looks delicious, huh? Tapir
snout?

:Label04B904
00D6: if 0
001A: 13052 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label04B927
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label04B904

:Label04B927
00BC: text_highpriority "COL2_C" 10000 ms 1 ;; Uhhh... no, no. No, thanks.

:Label04B936
00D6: if 0
001A: 14891 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label04B959
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label04B936

:Label04B959
00BC: text_highpriority "COL2_D" 10000 ms 1 ;; Tommy, you are like a pampas
breeze that has freed me from the stench of corruption,

:Label04B968
00D6: if 0
001A: 20085 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label04B98B
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label04B968

:Label04B98B
00BC: text_highpriority "COL2_E" 10000 ms 1 ;; although, I must appear to mourn
his passing and carry on with business as usual.

:Label04B99A
00D6: if 0
001A: 24630 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label04B9BD
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label04B99A

:Label04B9BD
00BC: text_highpriority "COL2_F" 10000 ms 1 ;; This isn't getting me any closer
to my money...

:Label04B9CC
00D6: if 0
001A: 26918 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label04B9EF
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label04B9CC
:Label04B9EF
00BC: text_highpriority "COL2_G" 10000 ms 1 ;; Tommy, my friend, you are not in
Liberty now. Here we do things differently.

:Label04B9FE
00D6: if 0
001A: 33020 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label04BA23
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label04B9FE

:Label04BA23
00BC: text_highpriority "COL2_H" 10000 ms 1 ;; I will continue with my enquiries
but in the meantime I have a valuable deal to close.

:Label04BA32
00D6: if 0
001A: 38898 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label04BA57
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label04BA32

:Label04BA57
00BC: text_highpriority "COL2_I" 10000 ms 1 ;; A favor for a friend, Cortez?

:Label04BA66
00D6: if 0
001A: 40828 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label04BA8B
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label04BA66

:Label04BA8B
00BC: text_highpriority "COL2_J" 10000 ms 1 ;; You're a good friend, Tommy. I
knew you would not let me down.

:Label04BA9A
00D6: if 0
001A: 44168 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label04BABF
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label04BA9A

:Label04BABF
00BC: text_highpriority "COL2_K" 10000 ms 1 ;; I need you to meet a courier who
has obtained some valuable technology for me...

:Label04BACE
00D6: if 0
001A: 48182 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label04BAF3
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label04BACE
:Label04BAF3
0169: set_fade_color 0 0 1
016A: fade 0 () 1500 ms
00BE: text_clear_all

:Label04BB04
00D6: if 0
016B: fading
004D: jump_if_false Label04BB1C
0001: wait 0 ms
0002: jump Label04BB04

:Label04BB1C
00D6: if 0
82E9: NOT cutscene_reached_end
004D: jump_if_false Label04BB34
0001: wait 0 ms
0002: jump Label04BB1C

:Label04BB34
03AD: set_rubbish 1 (visible)
02EA: end_cutscene
0296: unload_special_actor 1
0296: unload_special_actor 2
0296: unload_special_actor 3
0296: unload_special_actor 4
0108: destroy_object $2CC
0249: release_model -8 (YT_MAIN_BODY)
0249: release_model -9 (YT_MAIN_BODY2)
0249: release_model -10 (YT_DOORS14)
0249: release_model -11 (YT_TMP_BOAT)
0249: release_model -12 (LODMAIN_BODY)
0249: release_model -115 (BIG_POLY_TINGS)
0249: release_model -14 (YT_GANGPLNK_TMP)
04E3: unknown_player $PLAYER_CHAR 0 60000
0247: request_model #PCJ600
0247: request_model #COLT45
0247: request_model #UZI
023C: load_special_actor 1 "FSFA"
023C: load_special_actor 2 "COURIER"
03CF: load_wav "COL2_1" as 1
03CF: load_wav "COL2_2" as 2
038B: load_requested_models

:Label04BBB8
00D6: if 24
8248: NOT model #PCJ600 available
8248: NOT model #COLT45 available
8248: NOT model #UZI available
823D: NOT special_actor 1 loaded
823D: NOT special_actor 2 loaded
004D: jump_if_false Label04BBE5
0001: wait 0 ms
0002: jump Label04BBB8

:Label04BBE5
0169: set_fade_color 0 0 1
016A: fade 1 (back) 1500 ms
00BC: text_highpriority "COL2_B1" 15000 ms 1 ;; ~g~Meet the courier at the mall.
01BD: $8EB = current_time_in_ms
0008: $8EB += 20000 ;; integer values
009A: 0@ = create_actor 4 #SPECIAL02 at 6.1112 -937.0656 15.076
02A9: set_actor 0@ immune_to_nonplayer 1
0411: (unknown) 0@ 0
0173: set_actor 0@ z_angle_to 262.8159
01ED: reset_actor 0@ flags
02A9: set_actor 0@ immune_to_nonplayer 1
0350: unknown_actor 0@ not_scared_flag 1
0243: set_actor 0@ ped_stats_to 16
0489: unknown_actor 0@ flag 1
0481: 6.0
0187: $8E0 = create_marker_above_actor 0@
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label04BD5A
009A: 1@ = create_actor 4 #SPECIAL01 at 18.9999 -928.7729 15.0727
009A: 2@ = create_actor 4 #SPECIAL01 at 18.9999 -928.7729 15.0727
009A: 3@ = create_actor 4 #SPECIAL01 at 18.9999 -928.7729 15.0727
009A: 4@ = create_actor 4 #SPECIAL01 at 18.9999 -928.7729 15.0727
009A: 6@ = create_actor 4 #SPECIAL01 at 18.9999 -928.7729 15.0727
009A: 7@ = create_actor 4 #SPECIAL01 at -15.6727 -929.0634 15.066
009A: 8@ = create_actor 4 #SPECIAL01 at -10.2667 -937.9695 9.4077
009A: 9@ = create_actor 4 #SPECIAL01 at -9.9934 -939.7717 9.4492
009A: 11@ = create_actor 4 #SPECIAL01 at -15.225 -949.0593 15.072

:Label04BD5A
0004: $3D = 0 ;; integer values

:Label04BD61
0001: wait 0 ms
01BD: $12CB = current_time_in_ms
00D6: if 0
0018: $8E1 > 0 ;; integer values
004D: jump_if_false Label04BD9C
00D6: if 0
0038: $8E5 == 0 ;; integer values
004D: jump_if_false Label04BD9C
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2
0004: $8E5 = 1 ;; integer values

:Label04BD9C
00D6: if 0
001A: 12 > $8E6 ;; integer values
004D: jump_if_false Label04BE16
00D6: if 0
0118: actor 0@ dead
004D: jump_if_false Label04BDD4
00BC: text_highpriority "COL2_F1" 5000 ms 1 ;; ~r~You killed the contact!
0002: jump Label04DC6A

:Label04BDD4
00D6: if 0
001A: 1 > $8E6 ;; integer values
004D: jump_if_false Label04BE11
00D6: if 0
8184: NOT actor 0@ health >= 95
004D: jump_if_false Label04BE0A
01B2: give_actor 0@ weapon 23 ammo 9999 ;; Load the weapon model before using
this
01CA: actor 0@ kill_player $PLAYER_CHAR

:Label04BE0A
0002: jump Label04BE16

:Label04BE11
048F: 0@

:Label04BE16
00D6: if 0
0038: $8EC == 0 ;; integer values
004D: jump_if_false Label04BE77
00D6: if 0
001C: $12CB > $8EB ;; integer values
004D: jump_if_false Label04BE77
03E6: remove_text_box
03E5: text_box "AMMUHLP" ;; If you need any weapons visit ~h~Ammu-Nation~w~.
Follow the ~h~Gun blip~w~ on the radar.
0164: disable_marker $1B1
02A8: $1B1 = create_marker 16 at $213 $214 $215
03E7: flash_hud 8
0084: $8EB = $12CB ;; integer values and handles
0008: $8EB += 3000 ;; integer values
0004: $8EC = 1 ;; integer values

:Label04BE77
00D6: if 0
0038: $8EC == 1 ;; integer values
004D: jump_if_false Label04BEA7
00D6: if 0
001C: $12CB > $8EB ;; integer values
004D: jump_if_false Label04BEA7
03E7: flash_hud -1
0004: $8EC = 2 ;; integer values

:Label04BEA7
00D6: if 0
0038: $8E9 == 0 ;; integer values
004D: jump_if_false Label04BF06
00D6: if 0
00E3: player $PLAYER_CHAR 0 ()near_point 3.353 -938.9778 radius 100.0 100.0
004D: jump_if_false Label04BF06
03E6: remove_text_box
03E5: text_box "BLIPHLP" ;; The blip on the radar is a triangle pointing up, this
shows that the target is higher than the player.
03E7: flash_hud 8
0084: $8E2 = $12CB ;; integer values and handles
0008: $8E2 += 3000 ;; integer values
0004: $8E9 = 1 ;; integer values

:Label04BF06
00D6: if 0
0038: $8E9 == 1 ;; integer values
004D: jump_if_false Label04BF36
00D6: if 0
001C: $12CB > $8E2 ;; integer values
004D: jump_if_false Label04BF36
03E7: flash_hud -1
0004: $8E9 = 2 ;; integer values

:Label04BF36
00D6: if 1
0018: $8E6 > 1 ;; integer values
001A: 12 > $8E6 ;; integer values
004D: jump_if_false Label04C096
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label04C07D
00D6: if 0
0038: $3D == 1 ;; integer values
004D: jump_if_false Label04C076
040D: unload_wav 1
040D: unload_wav 2
03EB: clear_small_messages_only
00D6: if 0
001A: 5 > $8E6 ;; integer values
004D: jump_if_false Label04BFBE
009A: 1@ = create_actor 4 #SPECIAL01 at 4.2931 -947.4683 20.733
009A: 2@ = create_actor 4 #SPECIAL01 at 2.4581 -947.4636 20.733

:Label04BFBE
00D6: if 0
001A: 9 > $8E6 ;; integer values
004D: jump_if_false Label04C000
009A: 3@ = create_actor 4 #SPECIAL01 at 2.7139 -936.8358 9.3967
009A: 4@ = create_actor 4 #SPECIAL01 at 4.6123 -937.3372 9.3965

:Label04C000
00D6: if 0
001A: 11 > $8E6 ;; integer values
004D: jump_if_false Label04C058
0411: (unknown) 0@ 0
02A9: set_actor 0@ immune_to_nonplayer 0
00A1: put_actor 0@ at -8.3703 -934.7144 9.4119
0411: (unknown) 0@ 0
0502: unknown_actor 0@ sprint_to 1.7873 -928.6034
0411: (unknown) 0@ 0
0004: $8E8 = 4 ;; integer values

:Label04C058
0004: $8E6 = 12 ;; integer values
0084: $8E7 = $12CB ;; integer values and handles
000C: $8E7 -= 500 ;; integer values
0004: $3D = 2 ;; integer values

:Label04C076
0002: jump Label04C096

:Label04C07D
00D6: if 0
0038: $3D == 0 ;; integer values
004D: jump_if_false Label04C096
0004: $3D = 1 ;; integer values

:Label04C096
00D6: if 0
0038: $8E6 == 13 ;; integer values
004D: jump_if_false Label04C179
00D6: if 0
8057: NOT player $PLAYER_CHAR 0 ()in_cube -39.0665 -968.8087 9.4111 47.3099
-909.2296 33.5801
004D: jump_if_false Label04C113
01C2: remove_references_to_actor 1@ ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor 2@ ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor 3@ ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor 4@ ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor 6@ ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor 7@ ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor 8@ ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor 9@ ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor 11@ ;; Like turning an actor into a random
pedestrian
0004: $8E6 = 14 ;; integer values
0002: jump Label04C179

:Label04C113
00D6: if 0
8118: NOT actor 0@ dead
004D: jump_if_false Label04C179
00D6: if 0
0038: $8E8 == 7 ;; integer values
004D: jump_if_false Label04C179
00D6: if 0
02CB: actor 0@ bounding_sphere_visible
004D: jump_if_false Label04C179
01C2: remove_references_to_actor 1@ ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor 2@ ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor 3@ ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor 4@ ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor 6@ ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor 7@ ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor 8@ ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor 9@ ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor 11@ ;; Like turning an actor into a random
pedestrian
0004: $8E6 = 14 ;; integer values

:Label04C179
00D6: if 0
0038: $8E6 == 12 ;; integer values
004D: jump_if_false Label04C49C
00D6: if 21
03D2: wav 1 ended
0038: $3D == 2 ;; integer values
004D: jump_if_false Label04C49C
00D6: if 21
03D0: wav 2 loaded
0038: $3D == 2 ;; integer values
004D: jump_if_false Label04C49C
00D6: if 0
001C: $12CB > $8E7 ;; integer values
004D: jump_if_false Label04C49C
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
01BE: set_actor $PLAYER_ACTOR to_look_at_spot -2.3434 -939.0732 15.4658
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 (false)
02A3: toggle_widescreen 0 (off)
03F4: 1 (set) cars_can_be_damaged
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
00D6: if 0
8038: NOT $3D == 2 ;; integer values
004D: jump_if_false Label04C20E
03D1: play_wav 2

:Label04C20E
0004: $A2F = 0 ;; integer values
009A: 6@ = create_actor 4 #SPECIAL01 at 18.9999 -928.7729 15.0727
0291: unknown_actor 6@ unknown_behavior_flag 1
0243: set_actor 6@ ped_stats_to 16
011A: set_actor 6@ flags 1
01B2: give_actor 6@ weapon 17 ammo 999 ;; Load the weapon model before using
this
01CA: actor 6@ kill_player $PLAYER_CHAR
009A: 7@ = create_actor 4 #SPECIAL01 at -15.6727 -929.0634 15.066
0291: unknown_actor 7@ unknown_behavior_flag 1
0243: set_actor 7@ ped_stats_to 16
011A: set_actor 7@ flags 1
01B2: give_actor 7@ weapon 17 ammo 999 ;; Load the weapon model before using
this
01CA: actor 7@ kill_player $PLAYER_CHAR
009A: 8@ = create_actor 4 #SPECIAL01 at -10.2667 -937.9695 9.4077
0291: unknown_actor 8@ unknown_behavior_flag 1
0243: set_actor 8@ ped_stats_to 16
011A: set_actor 8@ flags 1
01B2: give_actor 8@ weapon 17 ammo 999 ;; Load the weapon model before using
this
01CA: actor 8@ kill_player $PLAYER_CHAR
009A: 9@ = create_actor 4 #SPECIAL01 at -9.9934 -939.7717 9.4492
0291: unknown_actor 9@ unknown_behavior_flag 1
0243: set_actor 9@ ped_stats_to 16
011A: set_actor 9@ flags 1
01B2: give_actor 9@ weapon 17 ammo 999 ;; Load the weapon model before using
this
01CA: actor 9@ kill_player $PLAYER_CHAR
009A: 11@ = create_actor 4 #SPECIAL01 at -15.225 -949.0593 15.072
0291: unknown_actor 11@ unknown_behavior_flag 1
0243: set_actor 11@ ped_stats_to 16
011A: set_actor 11@ flags 1
01B2: give_actor 11@ weapon 17 ammo 999 ;; Load the weapon model before using
this
01CA: actor 11@ kill_player $PLAYER_CHAR
00D6: if 0
8118: NOT actor 1@ dead
004D: jump_if_false Label04C387
0291: unknown_actor 1@ unknown_behavior_flag 1
0243: set_actor 1@ ped_stats_to 16
011A: set_actor 1@ flags 1
01B2: give_actor 1@ weapon 17 ammo 999 ;; Load the weapon model before using
this
01CA: actor 1@ kill_player $PLAYER_CHAR

:Label04C387
00D6: if 0
8118: NOT actor 2@ dead
004D: jump_if_false Label04C3BE
0291: unknown_actor 2@ unknown_behavior_flag 1
0243: set_actor 2@ ped_stats_to 16
011A: set_actor 2@ flags 1
01B2: give_actor 2@ weapon 17 ammo 999 ;; Load the weapon model before using
this
01CA: actor 2@ kill_player $PLAYER_CHAR

:Label04C3BE
00D6: if 0
8118: NOT actor 3@ dead
004D: jump_if_false Label04C3F5
0291: unknown_actor 3@ unknown_behavior_flag 1
0243: set_actor 3@ ped_stats_to 16
011A: set_actor 3@ flags 1
01B2: give_actor 3@ weapon 17 ammo 999 ;; Load the weapon model before using
this
01CA: actor 3@ kill_player $PLAYER_CHAR

:Label04C3F5
00D6: if 0
8118: NOT actor 4@ dead
004D: jump_if_false Label04C42C
0291: unknown_actor 4@ unknown_behavior_flag 1
0243: set_actor 4@ ped_stats_to 16
011A: set_actor 4@ flags 1
01B2: give_actor 4@ weapon 17 ammo 999 ;; Load the weapon model before using
this
01CA: actor 4@ kill_player $PLAYER_CHAR

:Label04C42C
00D6: if 0
8118: NOT actor 0@ dead
004D: jump_if_false Label04C495
0187: $8E0 = create_marker_above_actor 0@
00BC: text_highpriority "COL2_B2" 10000 ms 1 ;; ~g~The courier is fleeing with
the guidance chips! Don't let him get away!
00A5: 5@ = create_car #PCJ600 at 41.7295 -897.1017 9.3919
0175: set_car 5@ z_angle_to 359.1412
00A5: 12@ = create_car #PCJ600 at 36.1736 -895.8868 9.3919
0175: set_car 12@ z_angle_to 266.8658

:Label04C495
0004: $8E6 = 13 ;; integer values

:Label04C49C
00D6: if 0
0018: $8E6 > 12 ;; integer values
004D: jump_if_false Label04C4D9
00D6: if 0
80E3: NOT player $PLAYER_CHAR 0 ()near_point 36.1736 -895.8868 radius 120.0
120.0
004D: jump_if_false Label04C4D9
01C3: remove_references_to_car 12@ ;; Like turning a car into any random car

:Label04C4D9
00D6: if 0
0038: $8E6 == 11 ;; integer values
004D: jump_if_false Label04C58F
00D6: if 0
03D0: wav 2 loaded
004D: jump_if_false Label04C58F
00D6: if 0
001C: $12CB > $8E7 ;; integer values
004D: jump_if_false Label04C58F
015F: set_camera_position -16.767 -942.2947 10.064 0.0 0.0 0.0
0160: point_camera -15.8789 -941.8711 10.2422 2
0395: clear_area 0 at -5.4288 -939.4909 range 13.0343 10.0
022A: remove_forbidden_for_peds_cube .778 -944.7307 14.4913 7.0235 -931.7332
23.0981
0084: $8E7 = $12CB ;; integer values and handles
0008: $8E7 += 2000 ;; integer values
0004: $8E6 = 12 ;; integer values

:Label04C58F
00D6: if 0
0038: $8E6 == 10 ;; integer values
004D: jump_if_false Label04C60F
00D6: if 0
03D2: wav 2 ended
004D: jump_if_false Label04C60F
00D6: if 0
03D0: wav 1 loaded
004D: jump_if_false Label04C60F
00D6: if 0
001C: $12CB > $8E7 ;; integer values
004D: jump_if_false Label04C60F
03CF: load_wav "COL2_8" as 2
03D1: play_wav 1
00BC: text_highpriority "COL2_9" 5000 ms 1 ;; You American idiot! They followed
you here!
0004: $8E8 = 0 ;; integer values
0084: $8E7 = $12CB ;; integer values and handles
0008: $8E7 += 2000 ;; integer values
0004: $8E6 = 11 ;; integer values

:Label04C60F
00D6: if 0
0038: $8E6 == 9 ;; integer values
004D: jump_if_false Label04C71A
00D6: if 0
03D2: wav 1 ended
004D: jump_if_false Label04C71A
00D6: if 0
03D0: wav 2 loaded
004D: jump_if_false Label04C71A
015F: set_camera_position 2.7282 -949.3295 23.6051 0.0 0.0 0.0
0160: point_camera 2.7581 -948.4955 23.054 2
00D6: if 0
8118: NOT actor 1@ dead
004D: jump_if_false Label04C6AB
00A1: put_actor 1@ at 4.2931 -947.4683 -100.0
011C: actor 1@ clear_objective
020F: actor 1@ look_at_player $PLAYER_CHAR
04C6: 1@ $PLAYER_ACTOR

:Label04C6AB
00D6: if 0
8118: NOT actor 2@ dead
004D: jump_if_false Label04C6E4
00A1: put_actor 2@ at 2.4581 -947.4636 -100.0
011C: actor 2@ clear_objective
020F: actor 2@ look_at_player $PLAYER_CHAR
04C6: 2@ $PLAYER_ACTOR

:Label04C6E4
00BC: text_highpriority "COL2_6A" 5000 ms 1 ;; Freeze, imperialist American pig!
Zat iz propertay of ze government Francais. 'And eet over!
03D1: play_wav 2
03CF: load_wav "COL2_9" as 1
0084: $8E7 = $12CB ;; integer values and handles
0008: $8E7 += 1000 ;; integer values
0004: $8E6 = 10 ;; integer values

:Label04C71A
00D6: if 0
0038: $8E6 == 8 ;; integer values
004D: jump_if_false Label04C79D
009A: 3@ = create_actor 4 #SPECIAL01 at 2.5231 -924.9479 9.3967
009A: 4@ = create_actor 4 #SPECIAL01 at 5.3188 -924.7693 9.3965
0411: (unknown) 3@ 0
0211: actor 3@ walk_to 2.7139 -936.8358
0411: (unknown) 3@ 0
0411: (unknown) 4@ 0
0211: actor 4@ walk_to 4.6123 -937.3372
0411: (unknown) 4@ 0
0004: $8E6 = 9 ;; integer values

:Label04C79D
00D6: if 0
0038: $8E6 == 7 ;; integer values
004D: jump_if_false Label04C80B
00D6: if 0
03D2: wav 2 ended
004D: jump_if_false Label04C80B
00D6: if 0
03D0: wav 1 loaded
004D: jump_if_false Label04C80B
00BC: text_highpriority "COL2_5" 2000 ms 1 ;; Oh...d'accord.
03D1: play_wav 1
03CF: load_wav "COL2_6A" as 2
01D2: actor 0@ follow_player $PLAYER_CHAR
0084: $8E7 = $12CB ;; integer values and handles
0008: $8E7 += 700 ;; integer values
0004: $8E6 = 8 ;; integer values

:Label04C80B
00D6: if 0
0038: $8E6 == 6 ;; integer values
004D: jump_if_false Label04C871
00D6: if 0
03D2: wav 1 ended
004D: jump_if_false Label04C871
00D6: if 0
03D0: wav 2 loaded
004D: jump_if_false Label04C871
00BC: text_highpriority "COL2_4" 3000 ms 1 ;; Look, Cortez sent me. Just give me
the damn chips.
03D1: play_wav 2
03CF: load_wav "COL2_5" as 1
0084: $8E7 = $12CB ;; integer values and handles
0008: $8E7 += 4000 ;; integer values
0004: $8E6 = 7 ;; integer values

:Label04C871
00D6: if 0
0038: $8E6 == 5 ;; integer values
004D: jump_if_false Label04C8C7
00D6: if 0
03D2: wav 2 ended
004D: jump_if_false Label04C8C7
00D6: if 0
03D0: wav 1 loaded
004D: jump_if_false Label04C8C7
00BC: text_highpriority "COL2_3" 2000 ms 1 ;; Ah, comment?
03D1: play_wav 1
03CF: load_wav "COL2_4" as 2
0004: $8E6 = 6 ;; integer values

:Label04C8C7
00D6: if 0
0038: $8E6 == 4 ;; integer values
004D: jump_if_false Label04C9D2
00D6: if 0
03D0: wav 2 loaded
004D: jump_if_false Label04C9D2
00D6: if 0
03D2: wav 1 ended
004D: jump_if_false Label04C9D2
015F: set_camera_position 3.8965 -930.553 16.1132 0.0 0.0 0.0
0160: point_camera 3.8828 -931.5497 16.1934 2
020F: actor 0@ look_at_player $PLAYER_CHAR
00BC: text_highpriority "COL2_2" 5000 ms 1 ;; What?
03D1: play_wav 2
03CF: load_wav "COL2_3" as 1
009A: 1@ = create_actor 4 #SPECIAL01 at 4.6792 -951.7053 20.733
009A: 2@ = create_actor 4 #SPECIAL01 at 2.1545 -954.6406 20.733
0411: (unknown) 1@ 0
0211: actor 1@ walk_to 4.2931 -947.4683
0411: (unknown) 1@ 0
0411: (unknown) 2@ 0
0211: actor 2@ walk_to 2.4581 -947.4636
0411: (unknown) 2@ 0
0084: $8E7 = $12CB ;; integer values and handles
0008: $8E7 += 1000 ;; integer values
0004: $8E6 = 5 ;; integer values

:Label04C9D2
00D6: if 0
0038: $8E6 == 3 ;; integer values
004D: jump_if_false Label04CA76
00D6: if 0
001C: $12CB > $8E7 ;; integer values
004D: jump_if_false Label04CA76
0172: $8ED = actor 0@ z_angle
000D: $8ED -= 12.0 ;; floating-point values
00D6: if 0
0022: 115.6022 > $8ED ;; floating-point values
004D: jump_if_false Label04CA61
0005: $8ED = 115.6022 ;; floating-point values
00D6: if 0
03D0: wav 1 loaded
004D: jump_if_false Label04CA61
0084: $8E7 = $12CB ;; integer values and handles
0008: $8E7 += 1500 ;; integer values
0004: $8E6 = 4 ;; integer values
00BC: text_highpriority "COL2_1" 5000 ms 1 ;; Ze rain, she is tres wet zis time
of the year...
03D1: play_wav 1

:Label04CA61
0173: set_actor 0@ z_angle_to $8ED
022F: set_actor 0@ stop_looking
022D: set_actor 0@ to_look_at_player $PLAYER_CHAR

:Label04CA76
00D6: if 0
0038: $8E6 == 2 ;; integer values
004D: jump_if_false Label04CABC
00D6: if 0
001C: $12CB > $8E7 ;; integer values
004D: jump_if_false Label04CABC
0372: set_actor 0@ anim 3 wait_state_time 900 ms
0084: $8E7 = $12CB ;; integer values and handles
0008: $8E7 += 1000 ;; integer values
0004: $8E6 = 3 ;; integer values

:Label04CABC
00D6: if 0
0038: $8E6 == 1 ;; integer values
004D: jump_if_false Label04CAE5
0084: $8E7 = $12CB ;; integer values and handles
0008: $8E7 += 500 ;; integer values
0004: $8E6 = 2 ;; integer values

:Label04CAE5
00D6: if 0
0038: $8E6 == 0 ;; integer values
004D: jump_if_false Label04CC14
00D6: if 0
00FC: player $PLAYER_CHAR 0 ()near_actor 0@ on_foot radius 3.0 3.0 2.0
004D: jump_if_false Label04CC14
0164: disable_marker $8E0
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 (true)
02A3: toggle_widescreen 1 (on)
03F4: 0 (clear) cars_can_be_damaged
011C: actor 0@ clear_objective
0395: clear_area 1 at 4.1929 -938.9565 range 15.076 5.0
0055: put_player $PLAYER_CHAR at 3.0914 -938.557 15.076
0210: player $PLAYER_CHAR look_at_actor 0@
015F: set_camera_position 8.1222 -935.515 17.0304 0.0 0.0 0.0
0160: point_camera 7.3126 -936.0714 16.8437 2
00A1: put_actor 0@ at 6.1112 -937.0656 15.076
0173: set_actor 0@ z_angle_to 262.8159
022B: create_forbidden_for_peds_cube .778 -944.7307 14.4913 7.0235 -931.7332
23.0981
0395: clear_area 0 at 3.6782 -939.0247 range 16.0038 6.0
0164: disable_marker $1B1
04CE: $1B1 = create_icon_marker_without_sphere 16 at $213 $214 $215
0004: $8E6 = 1 ;; integer values

:Label04CC14
00D6: if 0
0018: $8E6 > 10 ;; integer values
004D: jump_if_false Label04DC63
00D6: if 0
8118: NOT actor 0@ dead
004D: jump_if_false Label04D9F4
00A0: store_actor 0@ position_to $8EE $8EF $8F0
00D6: if 0
0038: $8E8 == 0 ;; integer values
004D: jump_if_false Label04CC81
0411: (unknown) 0@ 0
0502: unknown_actor 0@ sprint_to 1.8336 -938.0876
0411: (unknown) 0@ 0
02A9: set_actor 0@ immune_to_nonplayer 0
0004: $8E8 = 1 ;; integer values

:Label04CC81
00D6: if 0
0038: $8E8 == 1 ;; integer values
004D: jump_if_false Label04CCD6
00D6: if 0
00ED: actor 0@ 0 ()near_point_on_foot 1.8336 -938.0876 radius 1.0 1.0
004D: jump_if_false Label04CCD6
0502: unknown_actor 0@ sprint_to -11.6307 -938.0319
0411: (unknown) 0@ 0
0004: $8E8 = 2 ;; integer values

:Label04CCD6
00D6: if 0
0038: $8E8 == 2 ;; integer values
004D: jump_if_false Label04CD2B
00D6: if 0
00ED: actor 0@ 0 ()near_point_on_foot -11.6307 -938.0319 radius 1.0 1.0
004D: jump_if_false Label04CD2B
0502: unknown_actor 0@ sprint_to -11.4825 -935.4515
0411: (unknown) 0@ 0
0004: $8E8 = 3 ;; integer values

:Label04CD2B
00D6: if 0
0038: $8E8 == 3 ;; integer values
004D: jump_if_false Label04CD80
00D6: if 0
00ED: actor 0@ 0 ()near_point_on_foot -11.4825 -935.4515 radius 1.0 1.0
004D: jump_if_false Label04CD80
0502: unknown_actor 0@ sprint_to 1.7873 -928.6034
0411: (unknown) 0@ 0
0004: $8E8 = 4 ;; integer values

:Label04CD80
00D6: if 0
0038: $8E8 == 4 ;; integer values
004D: jump_if_false Label04CDD5
00D6: if 0
00ED: actor 0@ 0 ()near_point_on_foot 1.7873 -928.6034 radius 1.0 1.0
004D: jump_if_false Label04CDD5
0502: unknown_actor 0@ sprint_to 5.9929 -904.009
0411: (unknown) 0@ 0
0004: $8E8 = 5 ;; integer values

:Label04CDD5
00D6: if 0
0038: $8E8 == 5 ;; integer values
004D: jump_if_false Label04CE2A
00D6: if 0
00ED: actor 0@ 0 ()near_point_on_foot 5.9929 -904.009 radius 1.0 1.0
004D: jump_if_false Label04CE2A
0502: unknown_actor 0@ sprint_to 40.2117 -897.6254
0411: (unknown) 0@ 0
0004: $8E8 = 6 ;; integer values

:Label04CE2A
00D6: if 0
0038: $8E8 == 6 ;; integer values
004D: jump_if_false Label04CE8F
00D6: if 0
00ED: actor 0@ 0 ()near_point_on_foot 40.2117 -897.6254 radius 1.0 1.0
004D: jump_if_false Label04CE8F
00D6: if 0
8119: NOT car 5@ wrecked
004D: jump_if_false Label04CE8F
0319: set_actor 0@ wander_state_to 1 (off)
0411: (unknown) 0@ 1
01D5: actor 0@ go_to_and_drive_car 5@
0004: $8E8 = 7 ;; integer values

:Label04CE8F
00D6: if 0
0018: $8E6 > 13 ;; integer values
004D: jump_if_false Label04CF84
00D6: if 0
0038: $8E8 == 7 ;; integer values
004D: jump_if_false Label04CF84
00D6: if 0
8119: NOT car 5@ wrecked
004D: jump_if_false Label04CF32
00D6: if 0
00DB: actor 0@ in_car 5@
004D: jump_if_false Label04CF2B
00A7: car 5@ drive_to 267.4104 1287.846 16.1968
00AD: set_car 5@ max_speed_to 25.0
00AE: unknown_set_car 5@ to_ignore_traffic_lights 2
00D6: if 0
0038: $A01 == 0 ;; integer values
004D: jump_if_false Label04CF24
0004: $A01 = 1 ;; integer values
0084: $A1A = $12CB ;; integer values and handles
0008: $A1A += 6000 ;; integer values

:Label04CF24
0004: $8E8 = 8 ;; integer values

:Label04CF2B
0002: jump Label04CF84

:Label04CF32
00D6: if 0
82D8: NOT actor 0@ currentweapon == 23
004D: jump_if_false Label04CF53
01B2: give_actor 0@ weapon 23 ammo 9999 ;; Load the weapon model before using
this
011C: actor 0@ clear_objective

:Label04CF53
00D6: if 0
0038: $A03 == 0 ;; integer values
004D: jump_if_false Label04CF7C
0004: $A03 = 1 ;; integer values
0084: $A1C = $12CB ;; integer values and handles
0008: $A1C += 6000 ;; integer values

:Label04CF7C
01CA: actor 0@ kill_player $PLAYER_CHAR

:Label04CF84
00D6: if 0
0018: $8E8 > 7 ;; integer values
004D: jump_if_false Label04D075
00D6: if 0
8119: NOT car 5@ wrecked
004D: jump_if_false Label04D075
00D6: if 0
00DB: actor 0@ in_car 5@
004D: jump_if_false Label04D075
0054: store_player $PLAYER_CHAR position_to $5F $60 $1BF
00A0: store_actor 0@ position_to $1BD $1BE $1BF
0086: $12FE = $5F ;; floating-point values only
0061: $12FE -= $1BD ;; floating-point values
0086: $12FF = $60 ;; floating-point values only
0061: $12FF -= $1BE ;; floating-point values
0069: $12FE *= $12FE ;; floating-point values
0069: $12FF *= $12FF ;; floating-point values
0086: $1300 = $12FE ;; floating-point values only
0059: $1300 += $12FF ;; floating-point values
01FB: $1300 = square_root $1300
0005: $1B49 = 800.0 ;; floating-point values
0071: $1B49 /= $1300 ;; floating-point values
00D6: if 0
0020: $1B49 > 38.0 ;; floating-point values
004D: jump_if_false Label04D04E
0005: $1B49 = 38.0 ;; floating-point values

:Label04D04E
00D6: if 0
0022: 10.0 > $1B49 ;; floating-point values
004D: jump_if_false Label04D06D
0005: $1B49 = 10.0 ;; floating-point values

:Label04D06D
00AD: set_car 5@ max_speed_to $1B49

:Label04D075
00D6: if 0
0038: $8E8 == 8 ;; integer values
004D: jump_if_false Label04D20D
00D6: if 0
80DF: NOT actor 0@ driving
004D: jump_if_false Label04D11E
00D6: if 0
8119: NOT car 5@ wrecked
004D: jump_if_false Label04D0E6
00D6: if 0
0038: $A02 == 0 ;; integer values
004D: jump_if_false Label04D0D0
0004: $A02 = 1 ;; integer values
0084: $A1B = $12CB ;; integer values and handles
0008: $A1B += 6000 ;; integer values

:Label04D0D0
01D5: actor 0@ go_to_and_drive_car 5@
0004: $8E8 = 9 ;; integer values
0002: jump Label04D117

:Label04D0E6
01D0: actor 0@ avoid_player $PLAYER_CHAR
00D6: if 0
0038: $A04 == 0 ;; integer values
004D: jump_if_false Label04D117
0004: $A04 = 1 ;; integer values
0084: $A1D = $12CB ;; integer values and handles
0008: $A1D += 6000 ;; integer values

:Label04D117
0002: jump Label04D20D

:Label04D11E
00D6: if 0
8119: NOT car 5@ wrecked
004D: jump_if_false Label04D20D
00D6: if 0
0038: $8E3 == 0 ;; integer values
004D: jump_if_false Label04D187
00D6: if 0
01AD: car 5@ 0 ()near_point 267.4104 1287.846 15.0 15.0
004D: jump_if_false Label04D187
0477: unknown_car 5@ 6 200
0084: $8E4 = $12CB ;; integer values and handles
0008: $8E4 += 199 ;; integer values
0004: $8E3 = 1 ;; integer values

:Label04D187
00D6: if 0
0038: $8E3 == 1 ;; integer values
004D: jump_if_false Label04D1BD
00D6: if 0
001C: $12CB > $8E4 ;; integer values
004D: jump_if_false Label04D1BD
0477: unknown_car 5@ 3 5000
0004: $8E3 = 2 ;; integer values

:Label04D1BD
00D6: if 0
0038: $8E3 == 2 ;; integer values
004D: jump_if_false Label04D20D
00D6: if 0
01C1: car 5@ stopped
004D: jump_if_false Label04D20D
0477: unknown_car 5@ 1 5000
0502: unknown_actor 0@ sprint_to 266.123 1297.013
0411: (unknown) 0@ 0
0004: $8E8 = 10 ;; integer values
0004: $8E3 = 3 ;; integer values

:Label04D20D
00D6: if 0
0038: $8E8 == 9 ;; integer values
004D: jump_if_false Label04D2C7
00D6: if 0
8119: NOT car 5@ wrecked
004D: jump_if_false Label04D275
00D6: if 0
00DB: actor 0@ in_car 5@
004D: jump_if_false Label04D26E
00AD: set_car 5@ max_speed_to 25.0
00AE: unknown_set_car 5@ to_ignore_traffic_lights 2
00A7: car 5@ drive_to 267.4104 1287.846 16.1968
0004: $8E8 = 8 ;; integer values

:Label04D26E
0002: jump Label04D2C7

:Label04D275
00D6: if 0
82D8: NOT actor 0@ currentweapon == 23
004D: jump_if_false Label04D296
01B2: give_actor 0@ weapon 23 ammo 9999 ;; Load the weapon model before using
this
011C: actor 0@ clear_objective

:Label04D296
00D6: if 0
0038: $A03 == 0 ;; integer values
004D: jump_if_false Label04D2BF
0004: $A03 = 1 ;; integer values
0084: $A1C = $12CB ;; integer values and handles
0008: $A1C += 6000 ;; integer values

:Label04D2BF
01CA: actor 0@ kill_player $PLAYER_CHAR

:Label04D2C7
00D6: if 0
0038: $8E8 == 10 ;; integer values
004D: jump_if_false Label04D381
00D6: if 0
001A: 4 > $8E3 ;; integer values
004D: jump_if_false Label04D32E
00D6: if 0
00ED: actor 0@ 0 ()near_point_on_foot 266.123 1297.013 radius 1.0 1.0
004D: jump_if_false Label04D32E
0502: unknown_actor 0@ sprint_to 264.7184 1307.362
0411: (unknown) 0@ 0
0004: $8E3 = 4 ;; integer values

:Label04D32E
00D6: if 0
0038: $8E3 == 4 ;; integer values
004D: jump_if_false Label04D381
00D6: if 0
00ED: actor 0@ 0 ()near_point_on_foot 264.7184 1307.362 radius 1.0 1.0
004D: jump_if_false Label04D381
009B: destroy_actor_instantly 0@
00BC: text_highpriority "COL2_F4" 5000 ms 1 ;; ~r~The courier has escaped! You
failed to get the guidance chips.
0002: jump Label04DC6A

:Label04D381
00D6: if 0
0038: $A00 == 2 ;; integer values
004D: jump_if_false Label04D3B7
00D6: if 0
03D2: wav 1 ended
004D: jump_if_false Label04D3B7
0004: $A00 = 3 ;; integer values
0004: $A2F = 0 ;; integer values
0002: jump Label04BD61

:Label04D3B7
00D6: if 0
0038: $A00 == 1 ;; integer values
004D: jump_if_false Label04D3E3
00D6: if 0
03D0: wav 1 loaded
004D: jump_if_false Label04D3E3
03D1: play_wav 1
0004: $A00 = 2 ;; integer values

:Label04D3E3
00D6: if 0
0038: $A00 == 0 ;; integer values
004D: jump_if_false Label04D421
00D6: if 0
0038: $A2F == 0 ;; integer values
004D: jump_if_false Label04D421
03CF: load_wav "COL2_7" as 1
0004: $A00 = 1 ;; integer values
0004: $A2F = 1 ;; integer values

:Label04D421
00D6: if 0
0018: $A01 > 0 ;; integer values
004D: jump_if_false Label04D4EE
00D6: if 0
0038: $A01 == 3 ;; integer values
004D: jump_if_false Label04D469
00D6: if 0
03D2: wav 1 ended
004D: jump_if_false Label04D469
0004: $A01 = 0 ;; integer values
0004: $A2F = 0 ;; integer values
0002: jump Label04BD61

:Label04D469
00D6: if 0
0038: $A01 == 2 ;; integer values
004D: jump_if_false Label04D4B0
00D6: if 0
03D0: wav 1 loaded
004D: jump_if_false Label04D4B0
00A0: store_actor 0@ position_to $1BD $1BE $1BF
03D7: set_wav 1 location $1BD $1BE $1BF
03D1: play_wav 1
0004: $A01 = 3 ;; integer values

:Label04D4B0
00D6: if 0
0038: $A01 == 1 ;; integer values
004D: jump_if_false Label04D4EE
00D6: if 0
0038: $A2F == 0 ;; integer values
004D: jump_if_false Label04D4EE
03CF: load_wav "COL2_10" as 1
0004: $A01 = 2 ;; integer values
0004: $A2F = 1 ;; integer values

:Label04D4EE
00D6: if 0
0018: $A02 > 0 ;; integer values
004D: jump_if_false Label04D5BB
00D6: if 0
0038: $A02 == 3 ;; integer values
004D: jump_if_false Label04D536
00D6: if 0
03D2: wav 1 ended
004D: jump_if_false Label04D536
0004: $A02 = 0 ;; integer values
0004: $A2F = 0 ;; integer values
0002: jump Label04BD61
:Label04D536
00D6: if 0
0038: $A02 == 2 ;; integer values
004D: jump_if_false Label04D57D
00D6: if 0
03D0: wav 1 loaded
004D: jump_if_false Label04D57D
00A0: store_actor 0@ position_to $1BD $1BE $1BF
03D7: set_wav 1 location $1BD $1BE $1BF
03D1: play_wav 1
0004: $A02 = 3 ;; integer values

:Label04D57D
00D6: if 0
0038: $A02 == 1 ;; integer values
004D: jump_if_false Label04D5BB
00D6: if 0
0038: $A2F == 0 ;; integer values
004D: jump_if_false Label04D5BB
03CF: load_wav "COL2_11" as 1
0004: $A02 = 2 ;; integer values
0004: $A2F = 1 ;; integer values

:Label04D5BB
00D6: if 0
0018: $A03 > 0 ;; integer values
004D: jump_if_false Label04D688
00D6: if 0
0038: $A03 == 3 ;; integer values
004D: jump_if_false Label04D603
00D6: if 0
03D2: wav 1 ended
004D: jump_if_false Label04D603
0004: $A03 = 4 ;; integer values
0004: $A2F = 0 ;; integer values
0002: jump Label04BD61

:Label04D603
00D6: if 0
0038: $A03 == 2 ;; integer values
004D: jump_if_false Label04D64A
00D6: if 0
03D0: wav 1 loaded
004D: jump_if_false Label04D64A
00A0: store_actor 0@ position_to $1BD $1BE $1BF
03D7: set_wav 1 location $1BD $1BE $1BF
03D1: play_wav 1
0004: $A03 = 3 ;; integer values

:Label04D64A
00D6: if 0
0038: $A03 == 1 ;; integer values
004D: jump_if_false Label04D688
00D6: if 0
0038: $A2F == 0 ;; integer values
004D: jump_if_false Label04D688
03CF: load_wav "COL2_12" as 1
0004: $A03 = 2 ;; integer values
0004: $A2F = 1 ;; integer values
:Label04D688
00D6: if 0
0018: $A04 > 0 ;; integer values
004D: jump_if_false Label04D755
00D6: if 0
0038: $A04 == 3 ;; integer values
004D: jump_if_false Label04D6D0
00D6: if 0
03D2: wav 1 ended
004D: jump_if_false Label04D6D0
0004: $A04 = 4 ;; integer values
0004: $A2F = 0 ;; integer values
0002: jump Label04BD61

:Label04D6D0
00D6: if 0
0038: $A04 == 2 ;; integer values
004D: jump_if_false Label04D717
00D6: if 0
03D0: wav 1 loaded
004D: jump_if_false Label04D717
00A0: store_actor 0@ position_to $1BD $1BE $1BF
03D7: set_wav 1 location $1BD $1BE $1BF
03D1: play_wav 1
0004: $A04 = 3 ;; integer values

:Label04D717
00D6: if 0
0038: $A04 == 1 ;; integer values
004D: jump_if_false Label04D755
00D6: if 0
0038: $A2F == 0 ;; integer values
004D: jump_if_false Label04D755
03CF: load_wav "COL2_13" as 1
0004: $A04 = 2 ;; integer values
0004: $A2F = 1 ;; integer values

:Label04D755
00D6: if 0
00E9: player $PLAYER_CHAR 0 ()near_actor 0@ radius 15.0 15.0
004D: jump_if_false Label04D794
00D6: if 0
0038: $8EA == 0 ;; integer values
004D: jump_if_false Label04D78D
0004: $8EA = 1 ;; integer values

:Label04D78D
0002: jump Label04D79B

:Label04D794
0004: $8EA = 0 ;; integer values

:Label04D79B
00D6: if 0
0018: $8E6 > 12 ;; integer values
004D: jump_if_false Label04D9ED
00D6: if 0
0038: $A07 == 2 ;; integer values
004D: jump_if_false Label04D7E3
00D6: if 0
03D2: wav 1 ended
004D: jump_if_false Label04D7E3
0004: $A07 = 3 ;; integer values
0004: $A2F = 0 ;; integer values
0002: jump Label04BD61

:Label04D7E3
00D6: if 0
0038: $A07 == 1 ;; integer values
004D: jump_if_false Label04D80F
00D6: if 0
03D0: wav 1 loaded
004D: jump_if_false Label04D80F
03D1: play_wav 1
0004: $A07 = 2 ;; integer values

:Label04D80F
00D6: if 0
0038: $8EA == 1 ;; integer values
004D: jump_if_false Label04D86D
00D6: if 0
0038: $A07 == 0 ;; integer values
004D: jump_if_false Label04D86D
00D6: if 0
0038: $A2F == 0 ;; integer values
004D: jump_if_false Label04D86D
03CF: load_wav "COL2_14" as 1
0004: $A07 = 1 ;; integer values
0004: $A2F = 1 ;; integer values
0004: $8EA = 2 ;; integer values
0002: jump Label04BD61

:Label04D86D
00D6: if 0
0038: $A08 == 2 ;; integer values
004D: jump_if_false Label04D8A3
00D6: if 0
03D2: wav 1 ended
004D: jump_if_false Label04D8A3
0004: $A08 = 3 ;; integer values
0004: $A2F = 0 ;; integer values
0002: jump Label04BD61

:Label04D8A3
00D6: if 0
0038: $A08 == 1 ;; integer values
004D: jump_if_false Label04D8CF
00D6: if 0
03D0: wav 1 loaded
004D: jump_if_false Label04D8CF
03D1: play_wav 1
0004: $A08 = 2 ;; integer values

:Label04D8CF
00D6: if 0
0038: $8EA == 1 ;; integer values
004D: jump_if_false Label04D92D
00D6: if 0
0038: $A08 == 0 ;; integer values
004D: jump_if_false Label04D92D
00D6: if 0
0038: $A2F == 0 ;; integer values
004D: jump_if_false Label04D92D
03CF: load_wav "COL2_15" as 1
0004: $A08 = 1 ;; integer values
0004: $A2F = 1 ;; integer values
0004: $8EA = 2 ;; integer values
0002: jump Label04BD61

:Label04D92D
00D6: if 0
0038: $A09 == 2 ;; integer values
004D: jump_if_false Label04D963
00D6: if 0
03D2: wav 1 ended
004D: jump_if_false Label04D963
0004: $A09 = 3 ;; integer values
0004: $A2F = 0 ;; integer values
0002: jump Label04BD61

:Label04D963
00D6: if 0
0038: $A09 == 1 ;; integer values
004D: jump_if_false Label04D98F
00D6: if 0
03D0: wav 1 loaded
004D: jump_if_false Label04D98F
03D1: play_wav 1
0004: $A09 = 2 ;; integer values

:Label04D98F
00D6: if 0
0038: $8EA == 1 ;; integer values
004D: jump_if_false Label04D9ED
00D6: if 0
0038: $A09 == 0 ;; integer values
004D: jump_if_false Label04D9ED
00D6: if 0
0038: $A2F == 0 ;; integer values
004D: jump_if_false Label04D9ED
03CF: load_wav "COL2_16" as 1
0004: $A09 = 1 ;; integer values
0004: $A2F = 1 ;; integer values
0004: $8EA = 2 ;; integer values
0002: jump Label04BD61

:Label04D9ED
0002: jump Label04DC63

:Label04D9F4
00D6: if 0
0038: $8E1 == 0 ;; integer values
004D: jump_if_false Label04DAAC
040D: unload_wav 1
040D: unload_wav 2
00D6: if 0
84AD: NOT 0@
004D: jump_if_false Label04DA96
00BC: text_highpriority "COL2_F2" 5000 ms 1 ;; ~g~The courier is dead. Grab the
guidance chips.
0164: disable_marker $8E0
00D6: if 0
056D: unknown_actor 0@ dead_but_active
004D: jump_if_false Label04DA69
04A5: unknown_store_dead_actor 0@ position_to $1BD $1BE $1BF
0213: 10@ = create_pickup -120 (BRIEFCASE) type 3 at $1BD $1BE $1BF
0002: jump Label04DA7B

:Label04DA69
0213: 10@ = create_pickup -120 (BRIEFCASE) type 3 at $8EE $8EF $8F0

:Label04DA7B
0164: disable_marker $8E0
03DC: $8E0 = create_marker_above_pickup 10@
0004: $8E1 = 1 ;; integer values
0002: jump Label04DAAC

:Label04DA96
00BC: text_highpriority "COL2_F3" 5000 ms 1 ;; ~r~The guidance chips are at the
bottom of the sea.
0002: jump Label04DC6A

:Label04DAAC
00D6: if 0
0038: $8E1 == 1 ;; integer values
004D: jump_if_false Label04DB10
00D6: if 0
0214: pickup 10@ picked_up
004D: jump_if_false Label04DB10
0004: $8E1 = 2 ;; integer values
0164: disable_marker $8E0
018A: $8E0 = create_checkpoint_at -245.002 -1360.817 7.0786
00BC: text_highpriority "COL2_B3" 5000 ms 1 ;; ~g~Take the guidance chips back
to the Colonel.
018C: play_sound 1 at 0.0 0.0 0.0

:Label04DB10
00D6: if 0
0038: $8E1 == 2 ;; integer values
004D: jump_if_false Label04DC63
00D6: if 0
00F6: player $PLAYER_CHAR 1 (in-sphere)near_point_on_foot -245.002 -1360.817
7.0786 radius 2.0 2.0 3.0
004D: jump_if_false Label04DC63
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 (true)
03F4: 0 (clear) cars_can_be_damaged
0001: wait 0 ms
0001: wait 0 ms
015F: set_camera_position -245.1924 -1364.166 8.6417 0.0 0.0 0.0
0160: point_camera -246.0084 -1363.588 8.6193 2
0055: put_player $PLAYER_CHAR at -245.002 -1360.817 7.0786
02A3: toggle_widescreen 1 (on)
0239: actor $PLAYER_ACTOR run_to -258.4183 -1360.653
0001: wait 1000 ms
0169: set_fade_color 0 0 1
016A: fade 0 () 1000 ms

:Label04DBDA
00D6: if 0
016B: fading
004D: jump_if_false Label04DBF2
0001: wait 0 ms
0002: jump Label04DBDA

:Label04DBF2
011C: actor $PLAYER_ACTOR clear_objective
0395: clear_area 1 at -244.2799 -1360.67 range 7.0786 1.0
0055: put_player $PLAYER_CHAR at -244.2799 -1360.67 7.0786
0171: set_player $PLAYER_CHAR z_angle_to 279.1362
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
02A3: toggle_widescreen 0 (off)
0169: set_fade_color 0 0 1
016A: fade 1 (back) 1000 ms

:Label04DC44
00D6: if 0
016B: fading
004D: jump_if_false Label04DC5C
0001: wait 0 ms
0002: jump Label04DC44

:Label04DC5C
0002: jump Label04DC7B

:Label04DC63
0002: jump Label04BD61

:Label04DC6A
00BA: text_styled "M_FAIL" 5000 ms 1 ;; MISSION FAILED!
0051: return

:Label04DC7B
0004: $PASSED_COL2_MALL_SHOOTOUT = 1 ;; integer values
01E3: text_1number_styled "M_PASS" 500 5000 ms 1 ;; MISSION PASSED! $~1~
0110: clear_player $PLAYER_CHAR wanted_level
0109: player $PLAYER_CHAR money += 500
0318: set_latest_mission_passed "COL_2" ;; Mall Shootout
0394: play_music 1
030C: set_mission_points += 1
0004: $386 = 1 ;; integer values
004F: create_thread Label00B640
0051: return

:Label04DCC4
0004: $ONMISSION = 0 ;; integer values
00D6: if 0
0038: $8E1 == 1 ;; integer values
004D: jump_if_false Label04DCE2
0215: destroy_pickup 10@

:Label04DCE2
034F: destroy_actor_with_fade 0@ ;; The actor fades away like a ghost
034F: destroy_actor_with_fade 1@ ;; The actor fades away like a ghost
034F: destroy_actor_with_fade 2@ ;; The actor fades away like a ghost
034F: destroy_actor_with_fade 3@ ;; The actor fades away like a ghost
034F: destroy_actor_with_fade 4@ ;; The actor fades away like a ghost
034F: destroy_actor_with_fade 6@ ;; The actor fades away like a ghost
034F: destroy_actor_with_fade 7@ ;; The actor fades away like a ghost
034F: destroy_actor_with_fade 8@ ;; The actor fades away like a ghost
034F: destroy_actor_with_fade 9@ ;; The actor fades away like a ghost
034F: destroy_actor_with_fade 11@ ;; The actor fades away like a ghost
0164: disable_marker $1B1
04CE: $1B1 = create_icon_marker_without_sphere 16 at $213 $214 $215
0164: disable_marker $8E0
022A: remove_forbidden_for_peds_cube .778 -944.7307 14.4913 7.0235 -931.7332
23.0981
0249: release_model #PCJ600
0249: release_model #COLT45
0249: release_model #UZI
0296: unload_special_actor 1
0296: unload_special_actor 2
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
00D8: mission_cleanup
0051: return

;-------------Mission 9---------------
; Originally: Guardian Angels

:Label04DD6E
03A4: name_thread "GENERL3"
0050: gosub Label04DD9C
00D6: if 0
0112: wasted_or_busted
004D: jump_if_false Label04DD93
0050: gosub Label0543AC

:Label04DD93
0050: gosub Label05440B
004E: end_thread

:Label04DD9C
0317: increment_mission_attempts
0004: $ONMISSION = 1 ;; integer values
0001: wait 0 ms
054C: use_GXT_table "GENERA3"
058E: set_restart_mission_taxi_destination -163.0 -1439.4 9.0 201.5
0004: $938 = 0 ;; integer values
0005: $939 = 156.0404 ;; floating-point values
0005: $93A = -1193.324 ;; floating-point values
0005: $93B = 17.8427 ;; floating-point values
0005: $940 = 462.29 ;; floating-point values
0005: $941 = -486.0 ;; floating-point values
0005: $942 = 10.48 ;; floating-point values
0005: $93C = 463.4609 ;; floating-point values
0005: $93D = -461.3178 ;; floating-point values
0005: $93E = 9.486246 ;; floating-point values
0005: $93F = 178.791 ;; floating-point values
0005: $905 = 457.6495 ;; floating-point values
0005: $906 = -512.88 ;; floating-point values
0005: $907 = 9.899856 ;; floating-point values
0005: $908 = 454.1362 ;; floating-point values
0005: $909 = -503.9373 ;; floating-point values
0005: $90A = 16.9188 ;; floating-point values
0005: $90C = 462.877 ;; floating-point values
0005: $90D = -514.963 ;; floating-point values
0005: $90E = 16.951 ;; floating-point values
0005: $90F = 12.838 ;; floating-point values
0005: $8FF = 446.7785 ;; floating-point values
0005: $900 = -525.1792 ;; floating-point values
0005: $901 = 9.5282 ;; floating-point values
0005: $902 = 315.6846 ;; floating-point values
0004: $943 = 0 ;; integer values
0004: $945 = 0 ;; integer values
0005: $946 = 497.03 ;; floating-point values
0005: $947 = -518.829 ;; floating-point values
0005: $948 = 10.6891 ;; floating-point values
0005: $949 = 163.719 ;; floating-point values
0005: $94A = 455.754 ;; floating-point values
0005: $94B = -528.0207 ;; floating-point values
0004: $94D = 0 ;; integer values
0005: $94E = 423.574 ;; floating-point values
0005: $94F = -513.052 ;; floating-point values
0005: $950 = 9.774 ;; floating-point values
0005: $951 = 248.0281 ;; floating-point values
0005: $952 = 451.082 ;; floating-point values
0005: $953 = -523.164 ;; floating-point values
0005: $954 = 10.4 ;; floating-point values
0004: $956 = 0 ;; integer values
0005: $957 = 486.535 ;; floating-point values
0005: $958 = -537.118 ;; floating-point values
0005: $959 = 11.191 ;; floating-point values
0005: $95A = 250.382 ;; floating-point values
0004: $95C = 0 ;; integer values
0005: $95D = 465.478 ;; floating-point values
0005: $95E = -416.186 ;; floating-point values
0005: $95F = 11.2568 ;; floating-point values
0005: $960 = 172.784 ;; floating-point values
0005: $961 = 459.131 ;; floating-point values
0005: $962 = -485.317 ;; floating-point values
0005: $963 = 11.136 ;; floating-point values
0004: $965 = 0 ;; integer values
0005: $966 = 425.64 ;; floating-point values
0005: $967 = -513.68 ;; floating-point values
0005: $968 = 9.785 ;; floating-point values
0005: $969 = 245.37 ;; floating-point values
0005: $96A = 451.121 ;; floating-point values
0005: $96B = -519.82 ;; floating-point values
0005: $96C = 10.486 ;; floating-point values
0004: $91E = 0 ;; integer values
0004: $91F = 0 ;; integer values
0004: $920 = 0 ;; integer values
0004: $921 = 0 ;; integer values
0004: $922 = 0 ;; integer values
0004: $923 = 0 ;; integer values
0004: $924 = 0 ;; integer values
0004: $925 = 0 ;; integer values
0004: $926 = 0 ;; integer values
0004: $927 = 0 ;; integer values
0004: $970 = 0 ;; integer values
0004: $971 = 0 ;; integer values
0004: $972 = 0 ;; integer values
0004: $973 = 0 ;; integer values
0004: $974 = 0 ;; integer values
0004: $8FC = 0 ;; integer values
0004: $97A = 0 ;; integer values
0004: $97B = 0 ;; integer values
0004: $97C = 0 ;; integer values
0004: $97D = 0 ;; integer values
0004: $8F2 = 0 ;; integer values
0004: $97E = 0 ;; integer values
0004: $8FD = 0 ;; integer values
0004: $982 = 0 ;; integer values
0004: $97F = 0 ;; integer values
0004: $998 = 0 ;; integer values
0004: $999 = 0 ;; integer values
0004: $99A = 0 ;; integer values
0004: $970 = 0 ;; integer values
0004: $938 = 0 ;; integer values
0004: $99D = 0 ;; integer values
0004: $99F = 0 ;; integer values
0004: $9A0 = 0 ;; integer values
0004: $9A1 = 0 ;; integer values
0004: $9A2 = 0 ;; integer values
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 object -98
(LODCARGOSHP24) 0
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object -99
(LODCARGOSHP25) 0
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object -100
(LODCARGOSHP28) 0
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object -101
(LODCARGOSHP32) 0
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object -102
(LODCARGOSHP35) 0
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object -103
(LODCARGOSHP41) 0
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object -104
(LODCARGOSHP47) 0
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object -105
(LODCARGOSHP50) 0
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object -106
(LODCARGOSHP51) 0
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object -107
(LODCARGOSHP64) 0
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object -108
(LODCARGOSHP70) 0
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object -109
(LODCARGOSHP71) 0
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object -110
(LODCARGOSHP72) 0
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object -111
(LODCARGOSHP73) 0
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object -112
(LODARGOHULL2) 0
03CF: load_wav "MONO_9" as 1
023C: load_special_actor 1 "CSPLAY"
023C: load_special_actor 2 "CSCOLO"
01BB: store_object $2CA position_to $1C0 $1C1 $1C2
0009: $1C0 += .003 ;; floating-point values
000D: $1C1 -= 1.381 ;; floating-point values
0009: $1C2 += 3.149 ;; floating-point values
0244: set_cutscene_pos $1C0 $1C1 $1C2
03CB: set_camera $1C0 $1C1 $1C2
038B: load_requested_models

:Label04E351
00D6: if 21
823D: NOT special_actor 1 loaded
823D: NOT special_actor 2 loaded
004D: jump_if_false Label04E36F
0001: wait 0 ms
0002: jump Label04E351

:Label04E36F
041D: set_camera_near_clip .1
02E4: load_cutscene_data "COL_3A"
01BB: store_object $2CA position_to $1C0 $1C1 $1C2
0009: $1C0 += .003 ;; floating-point values
000D: $1C1 -= 1.381 ;; floating-point values
0009: $1C2 += 3.149 ;; floating-point values
0244: set_cutscene_pos $1C0 $1C1 $1C2
02E5: $7D = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $7D "CSPLAY"
02E5: $96 = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $96 "CSCOLO"
0395: clear_area 1 at -244.2799 -1360.67 range 7.0786 1.0
0055: put_player $PLAYER_CHAR at -244.2799 -1360.67 7.0786
0171: set_player $PLAYER_CHAR z_angle_to 279.1362
016A: fade 1 (back) 1500 ms
03AD: set_rubbish 0 (invisible)
03AF: set_streaming 1 (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label04E42B
00D6: if 0
001A: 2880 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label04E44E
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label04E42B

:Label04E44E
00BC: text_highpriority "GEN3_A" 10000 ms 1 ;; Thomas, I appreciate your coming.

:Label04E45D
00D6: if 0
001A: 4968 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label04E480
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label04E45D
:Label04E480
00BC: text_highpriority "GEN3_B" 10000 ms 1 ;; Forgive me for getting straight
to business.

:Label04E48F
00D6: if 0
001A: 8932 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label04E4B2
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label04E48F

:Label04E4B2
00BC: text_highpriority "GEN3_C" 10000 ms 1 ;; Diaz has asked me to oversee a
minor business transaction.

:Label04E4C1
00D6: if 0
001A: 11868 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label04E4E4
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label04E4C1

:Label04E4E4
00BC: text_highpriority "GEN3_D" 10000 ms 1 ;; Let's hope it goes better than
last time, huh?

:Label04E4F3
00D6: if 0
001A: 13573 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label04E516
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label04E4F3

:Label04E516
00BC: text_highpriority "GEN3_E" 10000 ms 1 ;; Which is why I thought of you, my
friend.

:Label04E525
00D6: if 0
001A: 16601 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label04E548
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label04E525

:Label04E548
00BC: text_highpriority "GEN3_F" 10000 ms 1 ;; I've dropped some protection at
the multistory carpark.

:Label04E557
00D6: if 0
001A: 19737 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label04E57A
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label04E557

:Label04E57A
00BC: text_highpriority "GEN3_G" 10000 ms 1 ;; Pick it up - then go and watch
over Diaz's men at the drop off.

:Label04E589
00D6: if 0
001A: 23717 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label04E5AC
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label04E589

:Label04E5AC
00BC: text_highpriority "GEN3_H" 10000 ms 1 ;; Gracias, amigo.

:Label04E5BB
00D6: if 0
001A: 24768 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label04E5DE
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label04E5BB

:Label04E5DE
016A: fade 0 () 1500 ms
00BE: text_clear_all
0001: wait 1000 ms
00D6: if 0
856A: NOT (unknown)
004D: jump_if_false Label04E613
00D6: if 0
03D0: wav 1 loaded
004D: jump_if_false Label04E613
03D1: play_wav 1
0004: $9A2 = 1 ;; integer values

:Label04E613
00D6: if 0
016B: fading
004D: jump_if_false Label04E62B
0001: wait 0 ms
0002: jump Label04E613

:Label04E62B
03AD: set_rubbish 1 (visible)
02EA: end_cutscene
0373: set_camera_directly_behind_player
0296: unload_special_actor 1
0296: unload_special_actor 2
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object -95
(LODCARGOSHP03) 1
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object -96
(LODCARGOSHP04) 1
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object -97
(LODCARGOSHP05) 1
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object -98
(LODCARGOSHP24) 1
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object -99
(LODCARGOSHP25) 1
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object -100
(LODCARGOSHP28) 1
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object -101
(LODCARGOSHP32) 1
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object -102
(LODCARGOSHP35) 1
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object -103
(LODCARGOSHP41) 1
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object -104
(LODCARGOSHP47) 1
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object -105
(LODCARGOSHP50) 1
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object -106
(LODCARGOSHP51) 1
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object -107
(LODCARGOSHP64) 1
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object -108
(LODCARGOSHP70) 1
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object -109
(LODCARGOSHP71) 1
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object -110
(LODCARGOSHP72) 1
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object -111
(LODCARGOSHP73) 1
0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object -112
(LODARGOHULL2) 1
04E4: unknown_refresh_game_renderer_at -244.2799 -1360.67
0395: clear_area 1 at -244.2799 -1360.67 range 7.0786 1.0
0055: put_player $PLAYER_CHAR at -244.2799 -1360.67 7.0786
0171: set_player $PLAYER_CHAR z_angle_to 279.1362
0373: set_camera_directly_behind_player
04BB: select_interiour 0 ;; select render area
0247: request_model #ADMIRAL
0247: request_model #CLA
0247: request_model #CLB
0247: request_model #INFERNUS
0247: request_model #UZI
0247: request_model #RUGER
023C: load_special_actor 1 "IGBUDDY"
023C: load_special_actor 2 "IGDIAZ"

:Label04E88B
00D6: if 21
823D: NOT special_actor 1 loaded
823D: NOT special_actor 2 loaded
004D: jump_if_false Label04E8A9
0001: wait 0 ms
0002: jump Label04E88B

:Label04E8A9
00D6: if 24
8248: NOT model #ADMIRAL available
8248: NOT model #CLA available
8248: NOT model #CLB available
8248: NOT model #INFERNUS available
8248: NOT model #UZI available
004D: jump_if_false Label04E8D6
0001: wait 0 ms
0002: jump Label04E8A9

:Label04E8D6
00D6: if 0
8248: NOT model #RUGER available
004D: jump_if_false Label04E8F1
0001: wait 0 ms
0002: jump Label04E8D6

:Label04E8F1
00D6: if 0
0038: $9A2 == 1 ;; integer values
004D: jump_if_false Label04E91D

:Label04E903
00D6: if 0
83D2: NOT wav 1 ended
004D: jump_if_false Label04E91D
0001: wait 0 ms
0002: jump Label04E903

:Label04E91D
03CF: load_wav "COL3_1" as 1
03CF: load_wav "COL3_2" as 2

:Label04E935
00D6: if 21
83D0: NOT wav 1 loaded
83D0: NOT wav 2 loaded
004D: jump_if_false Label04E953
0001: wait 0 ms
0002: jump Label04E935

:Label04E953
01B6: set_weather 4
016A: fade 1 (back) 1500 ms
032B: $8F1 = create_weapon_pickup #RUGER 3 ammo 210 at $939 $93A $93B
03DC: $936 = create_marker_above_pickup $8F1
00BC: text_highpriority "GEN3_20" 10000 ms 2 ;; ~g~The Colonel has arranged some
firepower for you at the multistory carpark.
0481: 3.0

:Label04E992
0001: wait 0 ms
00D6: if 0
00E3: player $PLAYER_CHAR 0 ()near_point 457.6495 -512.88 radius 100.0 100.0
004D: jump_if_false Label04E9C3
010D: set_player $PLAYER_CHAR wanted_level_to 0

:Label04E9C3
00D6: if 0
0038: $8FC == 0 ;; integer values
004D: jump_if_false Label04EB0B
00D6: if 0
0038: $938 == 0 ;; integer values
004D: jump_if_false Label04EB0B
00D6: if 0
0214: pickup $8F1 picked_up
004D: jump_if_false Label04EB0B
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
02A3: toggle_widescreen 1 (on)
0249: release_model #RUGER
0001: wait 100 ms
00A5: $98E = create_car #INFERNUS at 132.7045 -1211.924 15.2615
0175: set_car $98E z_angle_to 358.8415
0229: set_car $98E color_to 1 1
0129: $8F3 = create_actor 21 #SPECIAL01 in_car $98E driverseat
01ED: reset_actor $8F3 flags
0568: $8F3 1
00A9: set_car $98E to_normal_driver
01B8: set_player $PLAYER_CHAR armed_weapon_to 0
0223: set_actor $8F3 health_to 600
02C2: car $98E drive_to_point 132.4825 -1199.147 16.7405
00AD: set_car $98E max_speed_to 15.0
0395: clear_area 1 at 132.7045 -1211.924 range 15.2615 30.0
015F: set_camera_position 146.4568 -1198.274 17.66698 0.0 0.0 0.0
0159: camera_on_ped $8F3 15 2
0395: clear_area 1 at 154.763 -1193.619 range 16.7333 8.0
0055: put_player $PLAYER_CHAR at 154.763 -1193.619 16.7333
0171: set_player $PLAYER_CHAR z_angle_to 122.5278
0004: $8FC = 1 ;; integer values
0004: $938 = 1 ;; integer values
0006: 16@ = 0 ;; integer values

:Label04EB0B
00D6: if 0
0038: $8FC == 1 ;; integer values
004D: jump_if_false Label04EC08
00D6: if 0
0038: $938 == 1 ;; integer values
004D: jump_if_false Label04EC08
00D6: if 0
8118: NOT actor $8F3 dead
004D: jump_if_false Label04EC08
00D6: if 0
8119: NOT car $98E wrecked
004D: jump_if_false Label04EC08
00D6: if 0
01AF: car $98E 0 ()near_point 132.4825 -1199.147 16.7405 radius 3.0 3.0 3.0
004D: jump_if_false Label04EBD0
0055: put_player $PLAYER_CHAR at 154.763 -1193.619 16.7333
0171: set_player $PLAYER_CHAR z_angle_to 122.5278
02C2: car $98E drive_to_point 151.2979 -1196.164 16.7405
00AD: set_car $98E max_speed_to 15.0
0004: $8FC = 2 ;; integer values
0006: 16@ = 0 ;; integer values
0002: jump Label04EC08

:Label04EBD0
00D6: if 0
0019: 16@ > 25000 ;; integer values
004D: jump_if_false Label04EC08
00AB: put_car $98E at 133.0962 -1199.203 16.7405
0175: set_car $98E z_angle_to 272.7057
0006: 16@ = 0 ;; integer values

:Label04EC08
00D6: if 0
0038: $8FC == 2 ;; integer values
004D: jump_if_false Label04ED3D
00D6: if 0
0038: $938 == 1 ;; integer values
004D: jump_if_false Label04ED3D
00D6: if 0
8118: NOT actor $8F3 dead
004D: jump_if_false Label04ED3D
00D6: if 0
8119: NOT car $98E wrecked
004D: jump_if_false Label04ED3D
00D6: if 0
01AF: car $98E 0 ()near_point 151.2979 -1196.164 16.7405 radius 3.0 3.0 3.0
004D: jump_if_false Label04ED05
00A9: set_car $98E to_normal_driver
0001: wait 750 ms
015F: set_camera_position 155.74 -1190.988 17.96301 0.0 0.0 0.0
0160: point_camera 155.1032 -1191.757 17.90614 2
00D6: if 0
8118: NOT actor $8F3 dead
004D: jump_if_false Label04ECF0
00D6: if 0
8119: NOT car $98E wrecked
004D: jump_if_false Label04ECF0
01D3: actor $8F3 leave_car $98E
0210: player $PLAYER_CHAR look_at_actor $8F3
0006: 16@ = 0 ;; integer values

:Label04ECF0
0004: $8FC = 3 ;; integer values
0006: 16@ = 0 ;; integer values
0002: jump Label04ED3D

:Label04ED05
00D6: if 0
0019: 16@ > 25000 ;; integer values
004D: jump_if_false Label04ED3D
00AB: put_car $98E at 151.3173 -1196.147 16.7405
0175: set_car $98E z_angle_to 268.9265
0006: 16@ = 0 ;; integer values

:Label04ED3D
00D6: if 0
0038: $8FC == 3 ;; integer values
004D: jump_if_false Label04EDD7
00D6: if 0
0038: $938 == 1 ;; integer values
004D: jump_if_false Label04EDD7
00D6: if 0
8118: NOT actor $8F3 dead
004D: jump_if_false Label04EDD7
00D6: if 0
80DF: NOT actor $8F3 driving
004D: jump_if_false Label04EDD7
04C2: $8F3 $PLAYER_ACTOR
0006: 16@ = 0 ;; integer values
00BC: text_highpriority "GEN3_1" 5000 ms 1 ;; Hogging all the action, I see...
03D1: play_wav 1
:Label04EDA3
00D6: if 1
83D2: NOT wav 1 ended
8118: NOT actor $8F3 dead
004D: jump_if_false Label04EDC2
0001: wait 0 ms
0002: jump Label04EDA3

:Label04EDC2
040D: unload_wav 1
03D5: remove_text "GEN3_1" ;; Hogging all the action, I see...
0004: $8FC = 4 ;; integer values

:Label04EDD7
00D6: if 0
8118: NOT actor $8F3 dead
004D: jump_if_false Label04F099
00D6: if 0
0038: $8FC == 4 ;; integer values
004D: jump_if_false Label04F099
00D6: if 0
0038: $938 == 1 ;; integer values
004D: jump_if_false Label04F099
00D6: if 21
0126: actor $8F3 walking
0019: 16@ > 20000 ;; integer values
004D: jump_if_false Label04F099
00BC: text_highpriority "GEN3_2" 5000 ms 1 ;; Look, you wanna do something other
than just shadowing me everywhere? Why don't you come along and show me if you're
any use.
03D1: play_wav 2

:Label04EE36
00D6: if 1
83D2: NOT wav 2 ended
8118: NOT actor $8F3 dead
004D: jump_if_false Label04EE6D
0001: wait 0 ms
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label04EE66
0002: jump Label04EFC7

:Label04EE66
0002: jump Label04EE36

:Label04EE6D
040D: unload_wav 2
03D5: remove_text "GEN3_2" ;; Look, you wanna do something other than just
shadowing me everywhere? Why don't you come along and show me if you're any use.
03CF: load_wav "COL3_2A" as 1
03CF: load_wav "COL3_2B" as 2

:Label04EE93
00D6: if 21
83D0: NOT wav 1 loaded
83D0: NOT wav 2 loaded
004D: jump_if_false Label04EEB1
0001: wait 0 ms
0002: jump Label04EE93

:Label04EEB1
015F: set_camera_position 156.1723 -1199.14 18.43115 0.0 0.0 0.0
0160: point_camera 155.5315 -1198.387 18.27806 2
00D6: if 0
8118: NOT actor $8F3 dead
004D: jump_if_false Label04EEFE
0372: set_actor $8F3 anim 19 wait_state_time 10000 ms

:Label04EEFE
00BC: text_highpriority "GEN3_3" 5000 ms 1 ;; I might just do that. The name's
Lance, by the way.
03D1: play_wav 1

:Label04EF11
00D6: if 1
83D2: NOT wav 1 ended
8118: NOT actor $8F3 dead
004D: jump_if_false Label04EF48
0001: wait 0 ms
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label04EF41
0002: jump Label04EFC7

:Label04EF41
0002: jump Label04EF11

:Label04EF48
040D: unload_wav 1
03D5: remove_text "GEN3_3" ;; I might just do that. The name's Lance, by the way.
00D6: if 0
8118: NOT actor $8F3 dead
004D: jump_if_false Label04EF6F
0372: set_actor $8F3 anim 0 wait_state_time 100 ms

:Label04EF6F
00BC: text_highpriority "GEN3_4" 5000 ms 1 ;; Tommy Vercetti. Let's go...
03D1: play_wav 2

:Label04EF82
00D6: if 1
83D2: NOT wav 2 ended
8118: NOT actor $8F3 dead
004D: jump_if_false Label04EFB9
0001: wait 0 ms
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label04EFB2
0002: jump Label04EFC7

:Label04EFB2
0002: jump Label04EF82

:Label04EFB9
040D: unload_wav 2
03D5: remove_text "GEN3_4" ;; Tommy Vercetti. Let's go...
:Label04EFC7
040D: unload_wav 1
040D: unload_wav 2
0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 100 ms
00D6: if 0
8118: NOT actor $8F3 dead
004D: jump_if_false Label04EFF1
0372: set_actor $8F3 anim 0 wait_state_time 100 ms

:Label04EFF1
03EB: clear_small_messages_only
03CF: load_wav "COL3_3" as 1
03CF: load_wav "COL3_4" as 2

:Label04F00B
00D6: if 21
83D0: NOT wav 1 loaded
83D0: NOT wav 2 loaded
004D: jump_if_false Label04F029
0001: wait 0 ms
0002: jump Label04F00B

:Label04F029
00D6: if 0
8118: NOT actor $8F3 dead
004D: jump_if_false Label04F059
01DF: tie_actor $8F3 to_player $PLAYER_CHAR
04F5: unknown_actor $8F3 kiss_player $PLAYER_CHAR on 1
0004: $97E = 1 ;; integer values
0319: set_actor $8F3 wander_state_to 1 (off)

:Label04F059
0006: 16@ = 0 ;; integer values
02A3: toggle_widescreen 0 (off)
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
02EB: restore_camera_with_jumpcut
018A: $937 = create_checkpoint_at $905 $906 11.062
00BC: text_highpriority "GEN3_44" 10000 ms 2 ;; ~g~Go with Lance to the drop off
and watch over Diaz.
041E: set_radio_station 3 -1
0004: $938 = 2 ;; integer values

:Label04F099
00D6: if 0
0038: $938 == 2 ;; integer values
004D: jump_if_false Label04F0E8
00D6: if 0
0038: $9A0 == 0 ;; integer values
004D: jump_if_false Label04F0E8
00D6: if 0
0019: 16@ > 9500 ;; integer values
004D: jump_if_false Label04F0E8
03E5: text_box "GEN3_57" ;; The Kruger is an assault rifle, which allows you to
manually aim in 1st person.
0006: 16@ = 0 ;; integer values
0004: $9A0 = 1 ;; integer values

:Label04F0E8
00D6: if 0
0038: $938 == 2 ;; integer values
004D: jump_if_false Label04F16D
00D6: if 0
0038: $9A0 == 1 ;; integer values
004D: jump_if_false Label04F16D
00D6: if 0
0019: 16@ > 9500 ;; integer values
004D: jump_if_false Label04F16D
0293: $12 = current_controls
00D6: if 0
0038: $12 == 3 ;; integer values
004D: jump_if_false Label04F155
03E5: text_box "GEN3_59" ;; Press and hold the~h~ ~k~~PED_LOCK_TARGET~~w~ button
to ~h~aim~w~ with an assault rifle.
0006: 16@ = 0 ;; integer values
0004: $9A0 = 2 ;; integer values
0002: jump Label04F16D

:Label04F155
03E5: text_box "GEN3_58" ;; Press and hold the~h~ ~k~~PED_LOCK_TARGET~~w~ button
to ~h~aim~w~ with an assault rifle.
0006: 16@ = 0 ;; integer values
0004: $9A0 = 2 ;; integer values

:Label04F16D
00D6: if 0
0038: $938 == 2 ;; integer values
004D: jump_if_false Label04F223
00D6: if 0
0038: $9A0 == 2 ;; integer values
004D: jump_if_false Label04F223
00D6: if 0
0019: 16@ > 9500 ;; integer values
004D: jump_if_false Label04F223
0293: $12 = current_controls
00D6: if 0
0038: $12 == 3 ;; integer values
004D: jump_if_false Label04F1DA
03E5: text_box "GEN3_62" ;; Press the ~h~~k~~PED_FIREWEAPON~~w~ button to
~h~fire~w~ an assault rifle.
0006: 16@ = 0 ;; integer values
0004: $9A0 = 3 ;; integer values
0002: jump Label04F223

:Label04F1DA
00D6: if 0
0038: $12 == 2 ;; integer values
004D: jump_if_false Label04F20B
03E5: text_box "GEN3_61" ;; Press the ~h~~k~~PED_FIREWEAPON~~w~ button to
~h~fire~w~ an assault rifle.
0006: 16@ = 0 ;; integer values
0004: $9A0 = 3 ;; integer values
0002: jump Label04F223

:Label04F20B
03E5: text_box "GEN3_60" ;; Press the ~h~~k~~PED_FIREWEAPON~~w~ button to
~h~fire~w~ an assault rifle.
0006: 16@ = 0 ;; integer values
0004: $9A0 = 3 ;; integer values

:Label04F223
00D6: if 0
0038: $938 == 2 ;; integer values
004D: jump_if_false Label04F57C
00D6: if 0
8118: NOT actor $8F3 dead
004D: jump_if_false Label04F57C
00D6: if 0
00F8: player $PLAYER_CHAR stopped 1 (in-sphere)near_point $905 $906 $907 radius
3.0 3.0 1.5
004D: jump_if_false Label04F57C
00D6: if 0
0101: actor $8F3 stopped_near_point $905 $906 $907 radius 3.0 3.0 1.5 sphere
0
004D: jump_if_false Label04F57C
0249: release_model #INFERNUS
01C3: remove_references_to_car $98E ;; Like turning a car into any random car
022B: create_forbidden_for_peds_cube 378.103 -785.55 -10.908 448.572 -365.738
15.096
01E8: create_forbidden_for_cars_cube 378.103 -785.55 -10.908 448.572 -365.738
15.096
022B: create_forbidden_for_peds_cube 461.047 -407.806 -5.549 470.15 -391.0296
16.9967
01E8: create_forbidden_for_cars_cube 461.047 -407.806 -5.549 470.15 -391.0296
16.9967
022B: create_forbidden_for_peds_cube 435.0 -524.0 8.06 471.0 -543.0 10.22
01E8: create_forbidden_for_cars_cube 435.0 -524.0 8.06 471.0 -543.0 10.22
022B: create_forbidden_for_peds_cube 459.0238 -516.2858 -9.8426 442.6711
-521.8006 9.3815
022B: create_forbidden_for_peds_cube 453.827 -521.7261 -9.8193 458.1206 -518.6826
9.8448
022B: create_forbidden_for_peds_cube 463.6935 -522.5222 -9.9304 458.2091
-523.7589 9.9072
01E8: create_forbidden_for_cars_cube 360.1251 -718.2709 5.6599 358.0144
-714.4711 15.5665
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
02A3: toggle_widescreen 1 (on)
0164: disable_marker $937
0004: $97E = 2 ;; integer values
00D6: if 0
00E0: player $PLAYER_CHAR driving
004D: jump_if_false Label04F40F
03E2: actor $PLAYER_ACTOR exit_car

:Label04F40F
00D6: if 0
00DF: actor $8F3 driving
004D: jump_if_false Label04F424
03E2: actor $8F3 exit_car

:Label04F424
0395: clear_area 1 at $93C $93D range 50.0 50.0
00A5: $8F8 = create_car #ADMIRAL at $93C $93D $93E
0229: set_car $8F8 color_to 8 8
0175: set_car $8F8 z_angle_to $93F
00A9: set_car $8F8 to_normal_driver
020A: set_car $8F8 door_status_to 3
02AC: set_car $8F8 immunities 1 1 1 1 1
053F: set_car $8F8 tires_vulnerable 0
0129: $8F7 = create_actor 10 #SPECIAL02 in_car $8F8 driverseat
00A9: set_car $8F8 to_normal_driver
01ED: reset_actor $8F7 flags
0223: set_actor $8F7 health_to 500
0568: $8F7 1
01C8: $8F5 = create_actor 10 #CLB in_car $8F8 passenger_seat 0
01B2: give_actor $8F5 weapon 23 ammo 3000 ;; Load the weapon model before using
this
01ED: reset_actor $8F5 flags
0223: set_actor $8F5 health_to 10
011A: set_actor $8F5 flags 256
0243: set_actor $8F5 ped_stats_to 16
02E2: set_actor $8F5 weapon_accuracy_to 10
0568: $8F5 1
01C8: $8F6 = create_actor 10 #CLA in_car $8F8 passenger_seat 1
01B2: give_actor $8F6 weapon 23 ammo 3000 ;; Load the weapon model before using
this
01ED: reset_actor $8F6 flags
0223: set_actor $8F6 health_to 10
011A: set_actor $8F6 flags 256
0243: set_actor $8F6 ped_stats_to 16
02E2: set_actor $8F6 weapon_accuracy_to 10
0568: $8F6 1
00AD: set_car $8F8 max_speed_to 14.0
02C2: car $8F8 drive_to_point $940 $941 $942
015F: set_camera_position 453.4417 -534.7897 19.79188 0.0 0.0 0.0
0160: point_camera 453.7277 -533.8484 19.61285 2
0004: $938 = 3 ;; integer values
0006: 16@ = 0 ;; integer values

:Label04F57C
00D6: if 0
0038: $938 == 3 ;; integer values
004D: jump_if_false Label04F7D7
00D6: if 0
8118: NOT actor $8F3 dead
004D: jump_if_false Label04F7D7
00D6: if 0
8118: NOT actor $8F7 dead
004D: jump_if_false Label04F7D7
00D6: if 0
8118: NOT actor $8F5 dead
004D: jump_if_false Label04F7D7
00D6: if 0
8118: NOT actor $8F6 dead
004D: jump_if_false Label04F7D7
00D6: if 0
8119: NOT car $8F8 wrecked
004D: jump_if_false Label04F7D7
00D6: if 0
01AD: car $8F8 0 ()near_point $940 $941 1.3 1.0
004D: jump_if_false Label04F7A5
015F: set_camera_position 462.3436 -491.1512 11.73179 0.0 0.0 0.0
0160: point_camera 462.3286 -490.1543 11.65438 2
00A9: set_car $8F8 to_normal_driver
00D6: if 0
80DF: NOT actor $8F3 driving
004D: jump_if_false Label04F79E
00D6: if 0
80E0: NOT player $PLAYER_CHAR driving
004D: jump_if_false Label04F79E
0395: clear_area 1 at 461.4244 -493.8346 range 100.0 100.0
0055: put_player $PLAYER_CHAR at 461.4597 -494.8022 -100.0
00A1: put_actor $8F3 at 462.4995 -495.6623 -100.0
0395: clear_area 1 at 461.4244 -493.8346 range 100.0 100.0
0210: player $PLAYER_CHAR look_at_actor $8F7
020E: actor $8F3 look_at_actor $8F7
01E0: clear_leader $8F3
0319: set_actor $8F3 wander_state_to 0 (wander)
01B8: set_player $PLAYER_CHAR armed_weapon_to 0
00D6: if 0
00DF: actor $8F7 driving
004D: jump_if_false Label04F6E8
03E2: actor $8F7 exit_car

:Label04F6E8
0211: actor $8F7 walk_to 461.4244 -493.8346
0001: wait 350 ms
0004: $943 = 1 ;; integer values
00D6: if 0
8118: NOT actor $8F5 dead
004D: jump_if_false Label04F72D
00D6: if 0
00DF: actor $8F5 driving
004D: jump_if_false Label04F72D
03E2: actor $8F5 exit_car
0001: wait 250 ms

:Label04F72D
00D6: if 0
8118: NOT actor $8F6 dead
004D: jump_if_false Label04F752
00D6: if 0
00DF: actor $8F6 driving
004D: jump_if_false Label04F752
03E2: actor $8F6 exit_car

:Label04F752
00D6: if 0
8118: NOT actor $8F5 dead
004D: jump_if_false Label04F771
0211: actor $8F5 walk_to 460.9342 -492.7018

:Label04F771
00D6: if 0
8118: NOT actor $8F6 dead
004D: jump_if_false Label04F790
0211: actor $8F6 walk_to 462.7259 -492.7736

:Label04F790
0004: $938 = 4 ;; integer values
0006: 16@ = 0 ;; integer values

:Label04F79E
0002: jump Label04F7D7
:Label04F7A5
00D6: if 0
0019: 16@ > 20000 ;; integer values
004D: jump_if_false Label04F7D7
00AB: put_car $8F8 at $940 $941 -100.0
0175: set_car $8F8 z_angle_to $93F
0006: 16@ = 0 ;; integer values

:Label04F7D7
00D6: if 0
0038: $943 == 1 ;; integer values
004D: jump_if_false Label04F849
00D6: if 0
8118: NOT actor $8F7 dead
004D: jump_if_false Label04F849
00D6: if 0
8118: NOT actor $8F3 dead
004D: jump_if_false Label04F849
00D6: if 0
82CB: NOT actor $8F7 bounding_sphere_visible
004D: jump_if_false Label04F849
015F: set_camera_position 458.0866 -494.786 11.68491 0.0 0.0 0.0
0159: camera_on_ped $8F7 15 2
0004: $943 = 2 ;; integer values

:Label04F849
00D6: if 0
0038: $938 == 4 ;; integer values
004D: jump_if_false Label04FAE4
00D6: if 0
8118: NOT actor $8F7 dead
004D: jump_if_false Label04FAE4
00D6: if 0
8118: NOT actor $8F3 dead
004D: jump_if_false Label04FAE4
00D6: if 0
00E7: player $PLAYER_CHAR stopped 0 ()near_point_on_foot 461.4445 -495.2143
radius 2.0 2.0
004D: jump_if_false Label04FAAC
00D6: if 0
00F0: actor $8F3 stopped 0 ()near_point_on_foot 461.4445 -495.2143 radius 2.0
2.0
004D: jump_if_false Label04FA6D
00D6: if 0
00F0: actor $8F7 stopped 0 ()near_point_on_foot 461.4445 -495.2143 radius 2.0
2.0
004D: jump_if_false Label04FA2E
00D6: if 0
8118: NOT actor $8F5 dead
004D: jump_if_false Label04FA27
00D6: if 0
8118: NOT actor $8F6 dead
004D: jump_if_false Label04FA27
00D6: if 0
8119: NOT car $8F8 wrecked
004D: jump_if_false Label04FA27
0319: set_actor $8F3 wander_state_to 0 (wander)
011C: actor $8F7 clear_objective
011C: actor $PLAYER_ACTOR clear_objective
020F: actor $8F7 look_at_player $PLAYER_CHAR
0519: unknown_car $8F8 flag 1
0372: set_actor $8F7 anim 19 wait_state_time 10000 ms
00BC: text_highpriority "GEN3_5" 5000 ms 1 ;; You must be Cortez's new gun.
03D1: play_wav 1

:Label04F95A
00D6: if 1
83D2: NOT wav 1 ended
8118: NOT actor $8F7 dead
004D: jump_if_false Label04F979
0001: wait 0 ms
0002: jump Label04F95A

:Label04F979
040D: unload_wav 1
03D5: remove_text "GEN3_5" ;; You must be Cortez's new gun.
0372: set_actor $8F7 anim 0 wait_state_time 100 ms
0372: set_actor $PLAYER_ACTOR anim 19 wait_state_time 10000 ms
00BC: text_highpriority "GEN3_6" 5000 ms 1 ;; Until more gainful opportunities
arise.
03D1: play_wav 2

:Label04F9AD
00D6: if 1
83D2: NOT wav 2 ended
8118: NOT actor $8F7 dead
004D: jump_if_false Label04F9CC
0001: wait 0 ms
0002: jump Label04F9AD

:Label04F9CC
040D: unload_wav 2
03D5: remove_text "GEN3_6" ;; Until more gainful opportunities arise.
0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 100 ms
03CF: load_wav "COL3_5" as 1
03CF: load_wav "COL3_6" as 2

:Label04F9FB
00D6: if 21
83D0: NOT wav 1 loaded
83D0: NOT wav 2 loaded
004D: jump_if_false Label04FA19
0001: wait 0 ms
0002: jump Label04F9FB

:Label04FA19
0006: 16@ = 0 ;; integer values
0004: $938 = 5 ;; integer values

:Label04FA27
0002: jump Label04FA66

:Label04FA2E
00D6: if 0
0019: 16@ > 20000 ;; integer values
004D: jump_if_false Label04FA66
00A1: put_actor $8F7 at 461.4244 -493.8346 -100.0
0173: set_actor $8F7 z_angle_to 169.954
0006: 16@ = 0 ;; integer values

:Label04FA66
0002: jump Label04FAA5

:Label04FA6D
00D6: if 0
0019: 16@ > 20000 ;; integer values
004D: jump_if_false Label04FAA5
00A1: put_actor $8F3 at 462.4995 -495.6623 -100.0
0173: set_actor $8F3 z_angle_to 350.0
0006: 16@ = 0 ;; integer values

:Label04FAA5
0002: jump Label04FAE4

:Label04FAAC
00D6: if 0
0019: 16@ > 20000 ;; integer values
004D: jump_if_false Label04FAE4
0055: put_player $PLAYER_CHAR at 461.4597 -494.8022 -100.0
0171: set_player $PLAYER_CHAR z_angle_to 350.0
0006: 16@ = 0 ;; integer values

:Label04FAE4
00D6: if 0
0038: $938 == 5 ;; integer values
004D: jump_if_false Label04FC69
00D6: if 0
8118: NOT actor $8F7 dead
004D: jump_if_false Label04FC69
00D6: if 0
8118: NOT actor $8F3 dead
004D: jump_if_false Label04FC69
00D6: if 0
0019: 16@ > 500 ;; integer values
004D: jump_if_false Label04FC69
0350: unknown_actor $8F7 not_scared_flag 1
0210: player $PLAYER_CHAR look_at_actor $8F3
020F: actor $8F3 look_at_player $PLAYER_CHAR
015F: set_camera_position 463.0205 -492.5053 11.51502 0.0 0.0 0.0
0159: camera_on_ped $PLAYER_ACTOR 15 2
00D6: if 0
8118: NOT actor $8F6 dead
004D: jump_if_false Label04FB80
0337: unknown_actor $8F6 flag 0

:Label04FB80
0372: set_actor $PLAYER_ACTOR anim 19 wait_state_time 10000 ms
00BC: text_highpriority "GEN3_7" 5000 ms 1 ;; They'll be here any minute - we
both better get a good vantage point...
03D1: play_wav 1

:Label04FB9D
00D6: if 1
83D2: NOT wav 1 ended
8118: NOT actor $8F7 dead
004D: jump_if_false Label04FBBC
0001: wait 0 ms
0002: jump Label04FB9D

:Label04FBBC
040D: unload_wav 1
03D5: remove_text "GEN3_7" ;; They'll be here any minute - we both better get a
good vantage point...
00D6: if 0
8118: NOT actor $PLAYER_ACTOR dead
004D: jump_if_false Label04FBE3
0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 100 ms

:Label04FBE3
00D6: if 0
8118: NOT actor $8F3 dead
004D: jump_if_false Label04FBFD
0372: set_actor $8F3 anim 19 wait_state_time 10000 ms

:Label04FBFD
00BC: text_highpriority "GEN3_8" 5000 ms 1 ;; OK! I'll take the balcony, you get
the roof across the yard.
03D1: play_wav 2

:Label04FC10
00D6: if 1
83D2: NOT wav 2 ended
8118: NOT actor $8F7 dead
004D: jump_if_false Label04FC2F
0001: wait 0 ms
0002: jump Label04FC10

:Label04FC2F
040D: unload_wav 2
03D5: remove_text "GEN3_8" ;; OK! I'll take the balcony, you get the roof across
the yard.
00D6: if 0
8118: NOT actor $8F3 dead
004D: jump_if_false Label04FC56
0372: set_actor $8F3 anim 0 wait_state_time 100 ms

:Label04FC56
01E0: clear_leader $8F3
0006: 16@ = 0 ;; integer values
0004: $938 = 6 ;; integer values

:Label04FC69
00D6: if 0
0038: $938 == 6 ;; integer values
004D: jump_if_false Label04FD3A
00D6: if 0
8118: NOT actor $8F7 dead
004D: jump_if_false Label04FD3A
00D6: if 0
8118: NOT actor $8F3 dead
004D: jump_if_false Label04FD3A
00D6: if 0
8118: NOT actor $8F5 dead
004D: jump_if_false Label04FD3A
00D6: if 0
8118: NOT actor $8F6 dead
004D: jump_if_false Label04FD3A
01B2: give_actor $8F7 weapon 23 ammo 3000 ;; Load the weapon model before using
this
0337: unknown_actor $8F6 flag 1
02A3: toggle_widescreen 0 (off)
015A: restore_camera
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
018A: $90B = create_checkpoint_at $908 $909 $90A
009E: set_actor $8F3 path $90C $90D $90E unknown 1.0 1
0350: unknown_actor $8F7 not_scared_flag 1
0350: unknown_actor $8F5 not_scared_flag 1
0350: unknown_actor $8F6 not_scared_flag 1
0514: unknown_actor $8F7 3 0
0514: unknown_actor $8F5 3 0
0514: unknown_actor $8F6 3 0
0006: 16@ = 0 ;; integer values
0004: $938 = 7 ;; integer values

:Label04FD3A
00D6: if 0
0038: $938 == 7 ;; integer values
004D: jump_if_false Label04FD9B
00D6: if 0
8118: NOT actor $8F3 dead
004D: jump_if_false Label04FD9B
00D6: if 0
80FF: NOT actor $8F3 0 ()near_point_on_foot $90C $90D $90E radius 2.0 2.0
2.0
004D: jump_if_false Label04FD9B
009E: set_actor $8F3 path $90C $90D $90E unknown 1.0 1

:Label04FD9B
00D6: if 0
0018: $938 > 6 ;; integer values
004D: jump_if_false Label04FE35
00D6: if 0
8118: NOT actor $8F7 dead
004D: jump_if_false Label04FDD3
0226: $8FB = actor $8F7 health
0014: $8FB /= 5 ;; integer values
0002: jump Label04FDDA

:Label04FDD3
0004: $8FB = 0 ;; integer values

:Label04FDDA
00D6: if 0
002A: 0 >= $8FB ;; integer values
004D: jump_if_false Label04FDF1
0151: remove_status_text $8FB

:Label04FDF1
00D6: if 0
8118: NOT actor $8F3 dead
004D: jump_if_false Label04FE17
0226: $99C = actor $8F3 health
0014: $99C /= 6 ;; integer values
0002: jump Label04FE1E
:Label04FE17
0004: $99C = 0 ;; integer values

:Label04FE1E
00D6: if 0
002A: 0 >= $99C ;; integer values
004D: jump_if_false Label04FE35
0151: remove_status_text $99C

:Label04FE35
00D6: if 1
0018: $938 > 7 ;; integer values
001A: 13 > $938 ;; integer values
004D: jump_if_false Label0508E9
00D6: if 0
8118: NOT actor $8F3 dead
004D: jump_if_false Label050741
00D6: if 0
0118: actor $8F5 dead
004D: jump_if_false Label04FEA0
00D6: if 0
0038: $97C == 0 ;; integer values
004D: jump_if_false Label04FEA0
00D6: if 0
0038: $97A == 0 ;; integer values
004D: jump_if_false Label04FEA0
0004: $97A = 1 ;; integer values
0004: $97B = 0 ;; integer values

:Label04FEA0
00D6: if 0
0038: $998 == 0 ;; integer values
004D: jump_if_false Label04FEE9
00D6: if 0
031D: actor $8F3 hit_by_weapon 22
004D: jump_if_false Label04FEE9
0467: unknown_actor $8F3
00D6: if 0
0038: $97A == 0 ;; integer values
004D: jump_if_false Label04FEE9
0004: $97A = 3 ;; integer values
0004: $97B = 0 ;; integer values

:Label04FEE9
00D6: if 0
02E0: unknown_actor $8F3
004D: jump_if_false Label04FF2B
00D6: if 0
0038: $97D == 0 ;; integer values
004D: jump_if_false Label04FF2B
00D6: if 0
0038: $97A == 0 ;; integer values
004D: jump_if_false Label04FF2B
0004: $97A = 4 ;; integer values
0004: $97B = 0 ;; integer values

:Label04FF2B
00D6: if 0
02E0: unknown_actor $8F3
004D: jump_if_false Label04FF6D
00D6: if 0
0038: $97D == 1 ;; integer values
004D: jump_if_false Label04FF6D
00D6: if 0
0038: $97A == 0 ;; integer values
004D: jump_if_false Label04FF6D
0004: $97A = 5 ;; integer values
0004: $97B = 0 ;; integer values

:Label04FF6D
00D6: if 0
02E0: unknown_actor $8F3
004D: jump_if_false Label04FFAF
00D6: if 0
0038: $97D == 2 ;; integer values
004D: jump_if_false Label04FFAF
00D6: if 0
0038: $97A == 0 ;; integer values
004D: jump_if_false Label04FFAF
0004: $97A = 9 ;; integer values
0004: $97B = 0 ;; integer values

:Label04FFAF
00D6: if 0
0038: $998 == 1 ;; integer values
004D: jump_if_false Label04FFF8
00D6: if 0
031D: actor $8F3 hit_by_weapon 22
004D: jump_if_false Label04FFF8
0467: unknown_actor $8F3
00D6: if 0
0038: $97A == 0 ;; integer values
004D: jump_if_false Label04FFF8
0004: $97A = 6 ;; integer values
0004: $97B = 0 ;; integer values

:Label04FFF8
00D6: if 0
0038: $998 == 2 ;; integer values
004D: jump_if_false Label050041
00D6: if 0
031D: actor $8F3 hit_by_weapon 22
004D: jump_if_false Label050041
0467: unknown_actor $8F3
00D6: if 0
0038: $97A == 0 ;; integer values
004D: jump_if_false Label050041
0004: $97A = 7 ;; integer values
0004: $97B = 0 ;; integer values

:Label050041
00D6: if 0
0038: $998 == 3 ;; integer values
004D: jump_if_false Label05008A
00D6: if 0
031D: actor $8F3 hit_by_weapon 22
004D: jump_if_false Label05008A
0467: unknown_actor $8F3
00D6: if 0
0038: $97A == 0 ;; integer values
004D: jump_if_false Label05008A
0004: $97A = 8 ;; integer values
0004: $97B = 0 ;; integer values

:Label05008A
00D6: if 0
0038: $97A == 1 ;; integer values
004D: jump_if_false Label050160
00D6: if 0
0038: $97B == 0 ;; integer values
004D: jump_if_false Label0500C8
03CF: load_wav "COL3_10" as 1
0004: $97B = 1 ;; integer values
0002: jump Label050160

:Label0500C8
00D6: if 0
0038: $97B == 1 ;; integer values
004D: jump_if_false Label0500F0
00D6: if 0
03D0: wav 1 loaded
004D: jump_if_false Label0500F0
0004: $97B = 2 ;; integer values

:Label0500F0
00D6: if 0
0038: $97B == 2 ;; integer values
004D: jump_if_false Label05011C
00BC: text_highpriority "GEN3_16" 5000 ms 1 ;; Diaz's men are getting cut down!
03D1: play_wav 1
0004: $97B = 3 ;; integer values

:Label05011C
00D6: if 0
0038: $97B == 3 ;; integer values
004D: jump_if_false Label050160
00D6: if 0
03D2: wav 1 ended
004D: jump_if_false Label050160
0004: $97B = 0 ;; integer values
0004: $97A = 0 ;; integer values
040D: unload_wav 1
03D5: remove_text "GEN3_16" ;; Diaz's men are getting cut down!
0004: $97C = 1 ;; integer values

:Label050160
00D6: if 0
0038: $97A == 3 ;; integer values
004D: jump_if_false Label050236
00D6: if 0
0038: $97B == 0 ;; integer values
004D: jump_if_false Label05019E
03CF: load_wav "COL3_8" as 1
0004: $97B = 1 ;; integer values
0002: jump Label050236

:Label05019E
00D6: if 0
0038: $97B == 1 ;; integer values
004D: jump_if_false Label0501C6
00D6: if 0
03D0: wav 1 loaded
004D: jump_if_false Label0501C6
0004: $97B = 2 ;; integer values

:Label0501C6
00D6: if 0
0038: $97B == 2 ;; integer values
004D: jump_if_false Label0501F2
00BC: text_highpriority "GEN3_14" 5000 ms 1 ;; Tommy! I need some help here!
03D1: play_wav 1
0004: $97B = 3 ;; integer values

:Label0501F2
00D6: if 0
0038: $97B == 3 ;; integer values
004D: jump_if_false Label050236
00D6: if 0
03D2: wav 1 ended
004D: jump_if_false Label050236
0004: $97B = 0 ;; integer values
0004: $97A = 0 ;; integer values
040D: unload_wav 1
03D5: remove_text "GEN3_14" ;; Tommy! I need some help here!
0004: $998 = 1 ;; integer values

:Label050236
00D6: if 0
0038: $97A == 4 ;; integer values
004D: jump_if_false Label05030C
00D6: if 0
0038: $97B == 0 ;; integer values
004D: jump_if_false Label050274
03CF: load_wav "COL3_18" as 1
0004: $97B = 1 ;; integer values
0002: jump Label05030C

:Label050274
00D6: if 0
0038: $97B == 1 ;; integer values
004D: jump_if_false Label05029C
00D6: if 0
03D0: wav 1 loaded
004D: jump_if_false Label05029C
0004: $97B = 2 ;; integer values

:Label05029C
00D6: if 0
0038: $97B == 2 ;; integer values
004D: jump_if_false Label0502C8
00BC: text_highpriority "GEN3_46" 5000 ms 1 ;; Sheeit!
03D1: play_wav 1
0004: $97B = 3 ;; integer values

:Label0502C8
00D6: if 0
0038: $97B == 3 ;; integer values
004D: jump_if_false Label05030C
00D6: if 0
03D2: wav 1 ended
004D: jump_if_false Label05030C
0004: $97B = 0 ;; integer values
0004: $97A = 0 ;; integer values
040D: unload_wav 1
03D5: remove_text "GEN3_46" ;; Sheeit!
0004: $97D = 1 ;; integer values

:Label05030C
00D6: if 0
0038: $97A == 5 ;; integer values
004D: jump_if_false Label0503E2
00D6: if 0
0038: $97B == 0 ;; integer values
004D: jump_if_false Label05034A
03CF: load_wav "COL3_9" as 1
0004: $97B = 1 ;; integer values
0002: jump Label0503E2

:Label05034A
00D6: if 0
0038: $97B == 1 ;; integer values
004D: jump_if_false Label050372
00D6: if 0
03D0: wav 1 loaded
004D: jump_if_false Label050372
0004: $97B = 2 ;; integer values

:Label050372
00D6: if 0
0038: $97B == 2 ;; integer values
004D: jump_if_false Label05039E
00BC: text_highpriority "GEN3_15" 5000 ms 1 ;; Don't worry, I got you covered!
03D1: play_wav 1
0004: $97B = 3 ;; integer values

:Label05039E
00D6: if 0
0038: $97B == 3 ;; integer values
004D: jump_if_false Label0503E2
00D6: if 0
03D2: wav 1 ended
004D: jump_if_false Label0503E2
0004: $97B = 0 ;; integer values
0004: $97A = 0 ;; integer values
040D: unload_wav 1
03D5: remove_text "GEN3_15" ;; Don't worry, I got you covered!
0004: $97D = 2 ;; integer values

:Label0503E2
00D6: if 0
0038: $97A == 6 ;; integer values
004D: jump_if_false Label0504B8
00D6: if 0
0038: $97B == 0 ;; integer values
004D: jump_if_false Label050420
03CF: load_wav "COL3_20" as 1
0004: $97B = 1 ;; integer values
0002: jump Label0504B8

:Label050420
00D6: if 0
0038: $97B == 1 ;; integer values
004D: jump_if_false Label050448
00D6: if 0
03D0: wav 1 loaded
004D: jump_if_false Label050448
0004: $97B = 2 ;; integer values

:Label050448
00D6: if 0
0038: $97B == 2 ;; integer values
004D: jump_if_false Label050474
00BC: text_highpriority "GEN3_48" 5000 ms 1 ;; Damn!
03D1: play_wav 1
0004: $97B = 3 ;; integer values

:Label050474
00D6: if 0
0038: $97B == 3 ;; integer values
004D: jump_if_false Label0504B8
00D6: if 0
03D2: wav 1 ended
004D: jump_if_false Label0504B8
0004: $97B = 0 ;; integer values
0004: $97A = 0 ;; integer values
040D: unload_wav 1
03D5: remove_text "GEN3_48" ;; Damn!
0004: $998 = 2 ;; integer values

:Label0504B8
00D6: if 0
0038: $97A == 7 ;; integer values
004D: jump_if_false Label05058E
00D6: if 0
0038: $97B == 0 ;; integer values
004D: jump_if_false Label0504F6
03CF: load_wav "COL3_17" as 1
0004: $97B = 1 ;; integer values
0002: jump Label05058E

:Label0504F6
00D6: if 0
0038: $97B == 1 ;; integer values
004D: jump_if_false Label05051E
00D6: if 0
03D0: wav 1 loaded
004D: jump_if_false Label05051E
0004: $97B = 2 ;; integer values

:Label05051E
00D6: if 0
0038: $97B == 2 ;; integer values
004D: jump_if_false Label05054A
00BC: text_highpriority "GEN3_47" 5000 ms 1 ;; Tommy!
03D1: play_wav 1
0004: $97B = 3 ;; integer values

:Label05054A
00D6: if 0
0038: $97B == 3 ;; integer values
004D: jump_if_false Label05058E
00D6: if 0
03D2: wav 1 ended
004D: jump_if_false Label05058E
0004: $97B = 0 ;; integer values
0004: $97A = 0 ;; integer values
040D: unload_wav 1
03D5: remove_text "GEN3_47" ;; Tommy!
0004: $998 = 3 ;; integer values

:Label05058E
00D6: if 0
0038: $97A == 8 ;; integer values
004D: jump_if_false Label050664
00D6: if 0
0038: $97B == 0 ;; integer values
004D: jump_if_false Label0505CC
03CF: load_wav "COL3_19" as 1
0004: $97B = 1 ;; integer values
0002: jump Label050664

:Label0505CC
00D6: if 0
0038: $97B == 1 ;; integer values
004D: jump_if_false Label0505F4
00D6: if 0
03D0: wav 1 loaded
004D: jump_if_false Label0505F4
0004: $97B = 2 ;; integer values

:Label0505F4
00D6: if 0
0038: $97B == 2 ;; integer values
004D: jump_if_false Label050620
00BC: text_highpriority "GEN3_48" 5000 ms 1 ;; Damn!
03D1: play_wav 1
0004: $97B = 3 ;; integer values

:Label050620
00D6: if 0
0038: $97B == 3 ;; integer values
004D: jump_if_false Label050664
00D6: if 0
03D2: wav 1 ended
004D: jump_if_false Label050664
0004: $97B = 0 ;; integer values
0004: $97A = 0 ;; integer values
040D: unload_wav 1
03D5: remove_text "GEN3_48" ;; Damn!
0004: $998 = 4 ;; integer values

:Label050664
00D6: if 0
0038: $97A == 9 ;; integer values
004D: jump_if_false Label05073A
00D6: if 0
0038: $97B == 0 ;; integer values
004D: jump_if_false Label0506A2
03CF: load_wav "COL3_23" as 1
0004: $97B = 1 ;; integer values
0002: jump Label05073A

:Label0506A2
00D6: if 0
0038: $97B == 1 ;; integer values
004D: jump_if_false Label0506CA
00D6: if 0
03D0: wav 1 loaded
004D: jump_if_false Label0506CA
0004: $97B = 2 ;; integer values

:Label0506CA
00D6: if 0
0038: $97B == 2 ;; integer values
004D: jump_if_false Label0506F6
00BC: text_highpriority "GEN3_52" 5000 ms 1 ;; These Haitians think they can
take RICARDO DIAZ!?!
03D1: play_wav 1
0004: $97B = 3 ;; integer values

:Label0506F6
00D6: if 0
0038: $97B == 3 ;; integer values
004D: jump_if_false Label05073A
00D6: if 0
03D2: wav 1 ended
004D: jump_if_false Label05073A
0004: $97B = 0 ;; integer values
0004: $97A = 0 ;; integer values
040D: unload_wav 1
03D5: remove_text "GEN3_52" ;; These Haitians think they can take RICARDO DIAZ!?!
0004: $97D = 3 ;; integer values

:Label05073A
0002: jump Label0508E9

:Label050741
00D6: if 0
0038: $97A == 1 ;; integer values
004D: jump_if_false Label050776
0004: $97B = 0 ;; integer values
0004: $97A = 0 ;; integer values
040D: unload_wav 1
03D5: remove_text "GEN3_16" ;; Diaz's men are getting cut down!
0004: $97C = 1 ;; integer values

:Label050776
00D6: if 0
0038: $97A == 3 ;; integer values
004D: jump_if_false Label0507AB
0004: $97B = 0 ;; integer values
0004: $97A = 0 ;; integer values
040D: unload_wav 1
03D5: remove_text "GEN3_14" ;; Tommy! I need some help here!
0004: $998 = 1 ;; integer values

:Label0507AB
00D6: if 0
0038: $97A == 4 ;; integer values
004D: jump_if_false Label0507E0
0004: $97B = 0 ;; integer values
0004: $97A = 0 ;; integer values
040D: unload_wav 1
03D5: remove_text "GEN3_46" ;; Sheeit!
0004: $97D = 1 ;; integer values

:Label0507E0
00D6: if 0
0038: $97A == 5 ;; integer values
004D: jump_if_false Label050815
0004: $97B = 0 ;; integer values
0004: $97A = 0 ;; integer values
040D: unload_wav 1
03D5: remove_text "GEN3_15" ;; Don't worry, I got you covered!
0004: $97D = 2 ;; integer values

:Label050815
00D6: if 0
0038: $97A == 6 ;; integer values
004D: jump_if_false Label05084A
0004: $97B = 0 ;; integer values
0004: $97A = 0 ;; integer values
040D: unload_wav 1
03D5: remove_text "GEN3_48" ;; Damn!
0004: $998 = 2 ;; integer values

:Label05084A
00D6: if 0
0038: $97A == 7 ;; integer values
004D: jump_if_false Label05087F
0004: $97B = 0 ;; integer values
0004: $97A = 0 ;; integer values
040D: unload_wav 1
03D5: remove_text "GEN3_47" ;; Tommy!
0004: $998 = 3 ;; integer values

:Label05087F
00D6: if 0
0038: $97A == 8 ;; integer values
004D: jump_if_false Label0508B4
0004: $97B = 0 ;; integer values
0004: $97A = 0 ;; integer values
040D: unload_wav 1
03D5: remove_text "GEN3_48" ;; Damn!
0004: $998 = 4 ;; integer values

:Label0508B4
00D6: if 0
0038: $97A == 9 ;; integer values
004D: jump_if_false Label0508E9
0004: $97B = 0 ;; integer values
0004: $97A = 0 ;; integer values
040D: unload_wav 1
03D5: remove_text "GEN3_52" ;; These Haitians think they can take RICARDO DIAZ!?!
0004: $97D = 3 ;; integer values

:Label0508E9
00D6: if 0
0038: $938 == 7 ;; integer values
004D: jump_if_false Label050BBB
00D6: if 0
8118: NOT actor $8F7 dead
004D: jump_if_false Label050BBB
00D6: if 0
8118: NOT actor $8F3 dead
004D: jump_if_false Label050BBB
00D6: if 0
00F9: player $PLAYER_CHAR stopped 1 (in-sphere)near_point_on_foot $908 $909 $90A
radius 1.0 1.0 2.0
004D: jump_if_false Label050BBB
00D6: if 0
00FF: actor $8F3 0 ()near_point_on_foot $90C $90D $90E radius 2.0 2.0 2.0
004D: jump_if_false Label050B91
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
02A3: toggle_widescreen 1 (on)
01EB: set_car_density_to 0.0
0173: set_actor $8F3 z_angle_to $90F
0164: disable_marker $90B
02A9: set_actor $8F7 immune_to_nonplayer 1
0247: request_model #CUBAN
0247: request_model #CBA
0247: request_model #HNA
0247: request_model #HNB
0247: request_model #BURRITO
0247: request_model #VOODOO
0247: request_model #TEC9

:Label0509B5
00D6: if 22
8248: NOT model #CUBAN available
8248: NOT model #CBA available
8248: NOT model #VOODOO available
004D: jump_if_false Label0509D9
0001: wait 0 ms
0002: jump Label0509B5

:Label0509D9
00D6: if 23
8248: NOT model #TEC9 available
8248: NOT model #HNA available
8248: NOT model #HNB available
8248: NOT model #BURRITO available
004D: jump_if_false Label050A01
0001: wait 0 ms
0002: jump Label0509D9

:Label050A01
0395: clear_area 1 at $8FF $900 range 500.0 500.0
00A5: $8FE = create_car #CUBAN at $8FF $900 $901
053F: set_car $8FE tires_vulnerable 0
02AA: set_car $8FE immune_to_nonplayer 1
04E0: unknown_car $8FE 3
0175: set_car $8FE z_angle_to $902
0224: set_car $8FE health_to 3500
0129: $903 = create_actor 7 #CBA in_car $8FE driverseat
01B2: give_actor $903 weapon 22 ammo 3000 ;; Load the weapon model before using
this
00A9: set_car $8FE to_normal_driver
01ED: reset_actor $903 flags
011A: set_actor $903 flags 256
0223: set_actor $903 health_to 10
0568: $903 1
01C8: $904 = create_actor 7 #CBA in_car $8FE passenger_seat 0
01B2: give_actor $904 weapon 22 ammo 3000 ;; Load the weapon model before using
this
01ED: reset_actor $904 flags
011A: set_actor $904 flags 256
0223: set_actor $904 health_to 10
01DE: tie_actor $904 to_actor $903
0568: $904 1
00D6: if 0
8118: NOT actor $8F7 dead
004D: jump_if_false Label050AD4
020E: actor $8F7 look_at_actor $903

:Label050AD4
015F: set_camera_position 461.6998 -476.1379 18.4551 0.0 0.0 0.0
0160: point_camera 461.5766 -477.0688 18.11078 2
00AB: put_car $8FE at 448.662 -525.4344 9.576
0175: set_car $8FE z_angle_to 329.7276
02C2: car $8FE drive_to_point 465.2766 -496.3094 10.82948
00AD: set_car $8FE max_speed_to 8.0
020E: actor $PLAYER_ACTOR look_at_actor $903
00BC: text_highpriority "GEN3_37" 10000 ms 2 ;; ~g~Here come the Cubans. Watch
over the deal making sure Diaz and Lance are safe.
04F7: unknown_status_text $8FB 1 line 1 "GEN3_22" ;; Diaz's Health:
04F7: unknown_status_text $99C 1 line 2 "GEN3_49" ;; lance's health:
0006: 16@ = 0 ;; integer values
0004: $938 = 8 ;; integer values
0002: jump Label050BBB

:Label050B91
00D6: if 0
0019: 16@ > 35000 ;; integer values
004D: jump_if_false Label050BBB
00A1: put_actor $8F3 at $90C $90D $90E
0006: 16@ = 0 ;; integer values

:Label050BBB
00D6: if 0
0038: $938 == 8 ;; integer values
004D: jump_if_false Label050CDA
00D6: if 0
8118: NOT actor $8F7 dead
004D: jump_if_false Label050CDA
00D6: if 0
8118: NOT actor $8F3 dead
004D: jump_if_false Label050CDA
00D6: if 0
8118: NOT actor $903 dead
004D: jump_if_false Label050CDA
00D6: if 0
8118: NOT actor $904 dead
004D: jump_if_false Label050CDA
00D6: if 0
8119: NOT car $8FE wrecked
004D: jump_if_false Label050CDA
00D6: if 0
01AD: car $8FE 0 ()near_point 465.2766 -496.3094 1.5 1.5
004D: jump_if_false Label050CA2
00AD: set_car $8FE max_speed_to 0.0
0210: player $PLAYER_CHAR look_at_actor $903
02A3: toggle_widescreen 0 (off)
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
03D5: remove_text "GEN3_37" ;; ~g~Here come the Cubans. Watch over the deal making
sure Diaz and Lance are safe.
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
011A: set_actor $8F7 flags 256
0243: set_actor $8F7 ped_stats_to 16
01D3: actor $903 leave_car $8FE
01D3: actor $904 leave_car $8FE
0004: $938 = 9 ;; integer values
0006: 16@ = 0 ;; integer values
0002: jump Label050CDA

:Label050CA2
00D6: if 0
0019: 16@ > 20000 ;; integer values
004D: jump_if_false Label050CDA
00AB: put_car $8FE at 465.2766 -496.3094 -100.0
0175: set_car $8FE z_angle_to 349.697
0006: 16@ = 0 ;; integer values

:Label050CDA
00D6: if 0
0038: $938 == 9 ;; integer values
004D: jump_if_false Label050D88
00D6: if 0
8118: NOT actor $8F7 dead
004D: jump_if_false Label050D88
00D6: if 0
8118: NOT actor $8F3 dead
004D: jump_if_false Label050D88
00D6: if 0
8118: NOT actor $903 dead
004D: jump_if_false Label050D88
00D6: if 0
8118: NOT actor $904 dead
004D: jump_if_false Label050D88
00D6: if 0
80DF: NOT actor $903 driving
004D: jump_if_false Label050D88
00D6: if 0
80DF: NOT actor $904 driving
004D: jump_if_false Label050D88
00D6: if 0
8119: NOT car $8FE wrecked
004D: jump_if_false Label050D88
020A: set_car $8FE door_status_to 3
0211: actor $903 walk_to 461.4597 -494.8022
0211: actor $904 walk_to 462.4995 -495.6623
0004: $938 = 10 ;; integer values

:Label050D88
00D6: if 0
0038: $938 == 10 ;; integer values
004D: jump_if_false Label050F07
00D6: if 0
8118: NOT actor $8F7 dead
004D: jump_if_false Label050F07
00D6: if 0
8118: NOT actor $8F3 dead
004D: jump_if_false Label050F07
00D6: if 0
8118: NOT actor $903 dead
004D: jump_if_false Label050F07
00D6: if 0
8118: NOT actor $904 dead
004D: jump_if_false Label050F07
00D6: if 21
00F0: actor $903 stopped 0 ()near_point_on_foot 461.4445 -495.2143 radius 2.5
2.5
0019: 16@ > 35000 ;; integer values
004D: jump_if_false Label050F07
00D6: if 21
00F0: actor $904 stopped 0 ()near_point_on_foot 461.4445 -495.2143 radius 3.0
3.0
0019: 16@ > 35000 ;; integer values
004D: jump_if_false Label050F07
00A0: store_actor $903 position_to $983 $984 $985
00A0: store_actor $8F7 position_to $986 $987 $988
0011: $984 *= -1.0 ;; floating-point values
0011: $987 *= -1.0 ;; floating-point values
0086: $989 = $983 ;; floating-point values only
0059: $989 += $986 ;; floating-point values
0086: $98A = $987 ;; floating-point values only
0059: $98A += $984 ;; floating-point values
0015: $989 /= 2.0 ;; floating-point values
0015: $98A /= 2.0 ;; floating-point values
0011: $98A *= -1.0 ;; floating-point values
0107: $981 = create_object -120 (BRIEFCASE) at $989 $98A 10.0625
02A9: set_actor $8F7 immune_to_nonplayer 0
0446: (unknown) $8F7 0
0446: (unknown) $8F3 0
03F9: make_actors $903 $8F7 converse_in 20000 ms
01E0: clear_leader $904
0350: unknown_actor $904 not_scared_flag 1
0350: unknown_actor $903 not_scared_flag 1
0006: 16@ = 0 ;; integer values
04E3: unknown_player $PLAYER_CHAR 2 120000
0004: $938 = 11 ;; integer values

:Label050F07
00D6: if 0
0038: $938 == 11 ;; integer values
004D: jump_if_false Label050FC2
00D6: if 0
0019: 16@ > 4000 ;; integer values
004D: jump_if_false Label050FC2
00D6: if 0
8118: NOT actor $8F3 dead
004D: jump_if_false Label050FC2
00D6: if 0
8118: NOT actor $8F5 dead
004D: jump_if_false Label050FC2
00D6: if 0
8118: NOT actor $8F6 dead
004D: jump_if_false Label050FC2
00D6: if 0
8118: NOT actor $904 dead
004D: jump_if_false Label050FC2
0350: unknown_actor $8F3 not_scared_flag 1
011A: set_actor $8F3 flags 256
01B2: give_actor $8F3 weapon 23 ammo 300000 ;; Load the weapon model before
using this
0243: set_actor $8F3 ped_stats_to 16
0350: unknown_actor $8F5 not_scared_flag 0
0350: unknown_actor $8F6 not_scared_flag 0
0350: unknown_actor $904 not_scared_flag 0
03E5: text_box "HELP45" ;; Press the ~h~~k~~PED_DUCK~~w~ button to duck. This will
increase the accuracy of guns you are holding.
0006: 16@ = 0 ;; integer values
0006: 17@ = 0 ;; integer values
0004: $938 = 12 ;; integer values

:Label050FC2
00D6: if 0
0018: $938 > 5 ;; integer values
004D: jump_if_false Label0510BF
00D6: if 0
001A: 13 > $938 ;; integer values
004D: jump_if_false Label0510BF
00D6: if 0
0038: $970 == 0 ;; integer values
004D: jump_if_false Label0510BF
00D6: if 24
051A: unknown_actor $8F7 actor $PLAYER_ACTOR
051A: unknown_actor $8F5 actor $PLAYER_ACTOR
051A: unknown_actor $8F6 actor $PLAYER_ACTOR
0118: actor $8F5 dead
0118: actor $8F6 dead
004D: jump_if_false Label0510BF
00D6: if 0
8118: NOT actor $8F7 dead
004D: jump_if_false Label05103C
011A: set_actor $8F7 flags 1

:Label05103C
00D6: if 0
8118: NOT actor $8F5 dead
004D: jump_if_false Label051053
011A: set_actor $8F5 flags 1

:Label051053
00D6: if 0
8118: NOT actor $8F6 dead
004D: jump_if_false Label05106A
011A: set_actor $8F6 flags 1

:Label05106A
00D6: if 0
8118: NOT actor $8F7 dead
004D: jump_if_false Label05107F
054E: $8F7

:Label05107F
00D6: if 0
8118: NOT actor $8F5 dead
004D: jump_if_false Label051094
054E: $8F5

:Label051094
00D6: if 0
8118: NOT actor $8F6 dead
004D: jump_if_false Label0510A9
054E: $8F6

:Label0510A9
00BC: text_highpriority "GEN3_33" 7000 ms 1 ;; ~r~Check your fire!! You're
supposed to be watching over Diaz and his men, not shooting them!
0002: jump Label0543AC

:Label0510BF
00D6: if 0
0018: $938 > 7 ;; integer values
004D: jump_if_false Label05117E
00D6: if 0
001A: 13 > $938 ;; integer values
004D: jump_if_false Label05117E
00D6: if 0
0038: $970 == 0 ;; integer values
004D: jump_if_false Label05117E
00D6: if 21
051A: unknown_actor $903 actor $PLAYER_ACTOR
051A: unknown_actor $904 actor $PLAYER_ACTOR
004D: jump_if_false Label05117E
00D6: if 0
8118: NOT actor $903 dead
004D: jump_if_false Label051127
011A: set_actor $903 flags 1

:Label051127
00D6: if 0
8118: NOT actor $904 dead
004D: jump_if_false Label05113E
011A: set_actor $904 flags 1

:Label05113E
00BC: text_highpriority "GEN3_34" 7000 ms 1 ;; ~r~There ain't gonna be a deal if
you shoot the Cubans!
00D6: if 0
8118: NOT actor $903 dead
004D: jump_if_false Label051162
054E: $8F7
:Label051162
00D6: if 0
8118: NOT actor $904 dead
004D: jump_if_false Label051177
054E: $8F5

:Label051177
0002: jump Label0543AC

:Label05117E
00D6: if 0
0038: $999 == 1 ;; integer values
004D: jump_if_false Label0511E8
00D6: if 0
0038: $938 == 12 ;; integer values
004D: jump_if_false Label0511E8
00D6: if 0
8118: NOT actor $8F7 dead
004D: jump_if_false Label0511E8
00D6: if 0
0038: $99D == 0 ;; integer values
004D: jump_if_false Label0511E8
0350: unknown_actor $8F7 not_scared_flag 0
0239: actor $8F7 run_to 463.2771 -495.5872
0004: $99D = 1 ;; integer values
0004: $999 = 2 ;; integer values

:Label0511E8
00D6: if 0
0038: $999 == 2 ;; integer values
004D: jump_if_false Label05125A
00D6: if 0
0038: $938 == 12 ;; integer values
004D: jump_if_false Label05125A
00D6: if 0
8118: NOT actor $8F7 dead
004D: jump_if_false Label05125A
00D6: if 0
00ED: actor $8F7 0 ()near_point_on_foot 463.2771 -495.5872 radius 1.0 1.0
004D: jump_if_false Label05125A
0350: unknown_actor $8F7 not_scared_flag 1
0173: set_actor $8F7 z_angle_to 69.0
0004: $999 = 3 ;; integer values

:Label05125A
00D6: if 0
0038: $938 == 12 ;; integer values
004D: jump_if_false Label0512B8
00D6: if 0
0038: $999 == 3 ;; integer values
004D: jump_if_false Label0512B8
00D6: if 0
8118: NOT actor $8F7 dead
004D: jump_if_false Label0512B8
00D6: if 0
8118: NOT actor $8F3 dead
004D: jump_if_false Label0512B8
00D6: if 0
02E0: unknown_actor $8F3
004D: jump_if_false Label0512B8
04EB: unknown_actor $8F7 bank 1 account_number 5000

:Label0512B8
00D6: if 0
0038: $938 == 12 ;; integer values
004D: jump_if_false Label051354
00D6: if 0
82AD: NOT player $PLAYER_CHAR in_area 453.5544 -461.5191 441.1417 -531.2878
radius 33.5 sphere 0
004D: jump_if_false Label051354
00D6: if 0
8118: NOT actor $8F7 dead
004D: jump_if_false Label051354
00D6: if 0
82CB: NOT actor $8F7 bounding_sphere_visible
004D: jump_if_false Label051354
00D6: if 0
8038: NOT $974 == 1 ;; integer values
004D: jump_if_false Label051354
00D6: if 0
8038: NOT $973 == 1 ;; integer values
004D: jump_if_false Label051354
0321: kill_actor $8F7
00BC: text_highpriority "GEN3_56" 5000 ms 1 ;; ~r~Diaz was ambushed and died!
Next time keep him in your sights!
0002: jump Label0543AC

:Label051354
00D6: if 0
0038: $938 == 12 ;; integer values
004D: jump_if_false Label052A36
00D6: if 0
0019: 16@ > 5000 ;; integer values
004D: jump_if_false Label0516E5
00D6: if 0
0038: $945 == 0 ;; integer values
004D: jump_if_false Label051494
0395: clear_area 0 at $946 $947 range $948 5.0
00A5: $944 = create_car #VOODOO at $946 $947 $948
053F: set_car $944 tires_vulnerable 0
02AA: set_car $944 immune_to_nonplayer 1
0175: set_car $944 z_angle_to $949
0129: $910 = create_actor 8 #HNA in_car $944 driverseat
054A: unknown_actor $910 flag 0
01B2: give_actor $910 weapon 22 ammo 300000 ;; Load the weapon model before
using this
01ED: reset_actor $910 flags
011A: set_actor $910 flags 1024
011A: set_actor $910 flags 128
0243: set_actor $910 ped_stats_to 16
0162: tie_marker $928 to_actor $910 4 2
0168: show_on_radar $928 2
0223: set_actor $910 health_to 150
01C8: $911 = create_actor 8 #HNB in_car $944 passenger_seat 0
054A: unknown_actor $911 flag 0
01B2: give_actor $911 weapon 22 ammo 300000 ;; Load the weapon model before
using this
01ED: reset_actor $911 flags
011A: set_actor $911 flags 1024
011A: set_actor $911 flags 128
0243: set_actor $911 ped_stats_to 16
0162: tie_marker $929 to_actor $911 4 2
0168: show_on_radar $929 2
0223: set_actor $911 health_to 150
020A: set_car $944 door_status_to 3
0224: set_car $944 health_to 5000
00A9: set_car $944 to_normal_driver
0004: $970 = 1 ;; integer values
0004: $945 = 1 ;; integer values

:Label051494
00D6: if 0
0038: $945 == 1 ;; integer values
004D: jump_if_false Label0514E2
00D6: if 0
8119: NOT car $944 wrecked
004D: jump_if_false Label0514E2
02C2: car $944 drive_to_point 462.3186 -503.6335 10.77767
00AD: set_car $944 max_speed_to 24.0
00AE: unknown_set_car $944 to_ignore_traffic_lights 3
0004: $945 = 2 ;; integer values

:Label0514E2
00D6: if 0
0038: $945 == 2 ;; integer values
004D: jump_if_false Label05152D
00D6: if 0
8119: NOT car $944 wrecked
004D: jump_if_false Label05152D
00D6: if 0
01AD: car $944 0 ()near_point $94A $94B 4.0 4.0
004D: jump_if_false Label05152D
0004: $945 = 3 ;; integer values

:Label05152D
00D6: if 0
0038: $945 == 3 ;; integer values
004D: jump_if_false Label051556
00D6: if 0
8119: NOT car $944 wrecked
004D: jump_if_false Label051556
0004: $945 = 4 ;; integer values

:Label051556
00D6: if 0
0038: $945 == 4 ;; integer values
004D: jump_if_false Label05163B
00D6: if 0
8119: NOT car $944 wrecked
004D: jump_if_false Label05163B
00D6: if 0
8118: NOT actor $910 dead
004D: jump_if_false Label05163B
00D6: if 0
8118: NOT actor $911 dead
004D: jump_if_false Label05163B
00D6: if 0
01AD: car $944 0 ()near_point 462.3186 -503.6335 3.0 3.0
004D: jump_if_false Label05163B
00D6: if 0
0038: $999 == 0 ;; integer values
004D: jump_if_false Label0515E6
00BC: text_highpriority "GEN3_19" 7000 ms 2 ;; ~g~Haitians! They're busting the
deal! Protect Diaz!
0004: $999 = 1 ;; integer values

:Label0515E6
00A9: set_car $944 to_normal_driver
0224: set_car $944 health_to 1000
02AA: set_car $944 immune_to_nonplayer 1
03E2: actor $910 exit_car
03E2: actor $911 exit_car
00D6: if 0
8118: NOT actor $904 dead
004D: jump_if_false Label05161C
020E: actor $904 look_at_actor $910

:Label05161C
00D6: if 0
8118: NOT actor $903 dead
004D: jump_if_false Label051634
020E: actor $903 look_at_actor $911

:Label051634
0004: $945 = 5 ;; integer values

:Label05163B
00D6: if 0
8118: NOT actor $910 dead
004D: jump_if_false Label0516E5
00D6: if 0
80DF: NOT actor $910 driving
004D: jump_if_false Label0516E5
00D6: if 0
0038: $945 == 5 ;; integer values
004D: jump_if_false Label0516E5
00D6: if 0
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false Label0516B4
00D6: if 0
80E9: NOT player $PLAYER_CHAR 0 ()near_actor $910 radius 5.0 5.0
004D: jump_if_false Label0516AD
01BD: $98F = current_time_in_ms
04EB: unknown_actor $910 bank 1 account_number 300000

:Label0516AD
0002: jump Label0516E5

:Label0516B4
01BD: $990 = current_time_in_ms
0084: $991 = $990 ;; integer values and handles
0060: $991 -= $98F ;; integer values
00D6: if 0
0018: $991 > 1000 ;; integer values
004D: jump_if_false Label0516E5
04EB: unknown_actor $910 bank 0 account_number 100

:Label0516E5
00D6: if 0
0019: 17@ > 14000 ;; integer values
004D: jump_if_false Label0519AA
00D6: if 0
0038: $94D == 0 ;; integer values
004D: jump_if_false Label051844
00D6: if 0
0038: $970 == 1 ;; integer values
004D: jump_if_false Label051844
00D6: if 21
0018: $945 > 3 ;; integer values
0119: car $944 wrecked
004D: jump_if_false Label051844
0395: clear_area 0 at $94E $94F range $950 3.0
00A5: $94C = create_car #VOODOO at $94E $94F $950
053F: set_car $94C tires_vulnerable 0
02AA: set_car $94C immune_to_nonplayer 1
0175: set_car $94C z_angle_to $951
0129: $912 = create_actor 8 #HNB in_car $94C driverseat
054A: unknown_actor $912 flag 0
01B2: give_actor $912 weapon 22 ammo 300000 ;; Load the weapon model before
using this
01ED: reset_actor $912 flags
011A: set_actor $912 flags 1024
011A: set_actor $912 flags 128
011A: set_actor $912 flags 8192
0243: set_actor $912 ped_stats_to 16
0162: tie_marker $92A to_actor $912 4 2
0168: show_on_radar $92A 2
0223: set_actor $912 health_to 130
01C8: $913 = create_actor 8 #HNA in_car $94C passenger_seat 0
054A: unknown_actor $913 flag 0
01B2: give_actor $913 weapon 22 ammo 300000 ;; Load the weapon model before
using this
01ED: reset_actor $913 flags
011A: set_actor $913 flags 1024
011A: set_actor $913 flags 128
0243: set_actor $913 ped_stats_to 16
0162: tie_marker $92B to_actor $913 4 2
0168: show_on_radar $92B 2
0223: set_actor $913 health_to 130
00A9: set_car $94C to_normal_driver
0224: set_car $94C health_to 5000
0004: $971 = 1 ;; integer values
020A: set_car $94C door_status_to 3
0004: $94D = 1 ;; integer values

:Label051844
00D6: if 0
0038: $94D == 1 ;; integer values
004D: jump_if_false Label05188C
00D6: if 0
8119: NOT car $94C wrecked
004D: jump_if_false Label05188C
00A7: car $94C drive_to $952 $953 $954
00AD: set_car $94C max_speed_to 30.0
00AE: unknown_set_car $94C to_ignore_traffic_lights 3
0004: $94D = 2 ;; integer values

:Label05188C
00D6: if 0
0038: $94D == 2 ;; integer values
004D: jump_if_false Label0518B5
00D6: if 0
8119: NOT car $94C wrecked
004D: jump_if_false Label0518B5
0004: $94D = 3 ;; integer values

:Label0518B5
00D6: if 0
0038: $94D == 3 ;; integer values
004D: jump_if_false Label0518FC
00D6: if 0
8119: NOT car $94C wrecked
004D: jump_if_false Label0518FC
02C2: car $94C drive_to_point 458.637 -512.0005 10.6906
00AD: set_car $94C max_speed_to 30.0
0004: $94D = 4 ;; integer values

:Label0518FC
00D6: if 0
0038: $94D == 4 ;; integer values
004D: jump_if_false Label0519AA
00D6: if 0
8119: NOT car $94C wrecked
004D: jump_if_false Label0519AA
00D6: if 0
01AD: car $94C 0 ()near_point 459.637 -512.0005 3.0 3.0
004D: jump_if_false Label0519AA
00A9: set_car $94C to_normal_driver
0224: set_car $94C health_to 1000
00D6: if 0
0038: $999 == 0 ;; integer values
004D: jump_if_false Label051979
00BC: text_highpriority "GEN3_19" 7000 ms 2 ;; ~g~Haitians! They're busting the
deal! Protect Diaz!
0004: $999 = 1 ;; integer values

:Label051979
00D6: if 0
8118: NOT actor $912 dead
004D: jump_if_false Label05198E
03E2: actor $912 exit_car

:Label05198E
00D6: if 0
8118: NOT actor $913 dead
004D: jump_if_false Label0519AA
03E2: actor $913 exit_car
0004: $94D = 5 ;; integer values

:Label0519AA
00D6: if 0
0019: 17@ > 24000 ;; integer values
004D: jump_if_false Label051F58
00D6: if 0
0038: $956 == 0 ;; integer values
004D: jump_if_false Label051B8B
00D6: if 0
0038: $971 == 1 ;; integer values
004D: jump_if_false Label051B8B
00D6: if 21
0018: $94D > 3 ;; integer values
0119: car $94C wrecked
004D: jump_if_false Label051B8B
0395: clear_area 0 at $957 $958 range $959 3.0
00A5: $955 = create_car #BURRITO at $957 $958 $959
053F: set_car $955 tires_vulnerable 0
02AA: set_car $955 immune_to_nonplayer 1
0175: set_car $955 z_angle_to $95A
0129: $914 = create_actor 8 #HNA in_car $955 driverseat
054A: unknown_actor $914 flag 0
01B2: give_actor $914 weapon 22 ammo 300000 ;; Load the weapon model before
using this
01ED: reset_actor $914 flags
011A: set_actor $914 flags 1024
011A: set_actor $914 flags 128
0243: set_actor $914 ped_stats_to 16
0223: set_actor $914 health_to 150
0162: tie_marker $92C to_actor $914 4 2
0168: show_on_radar $92C 2
01C8: $915 = create_actor 8 #HNB in_car $955 passenger_seat 0
054A: unknown_actor $915 flag 0
01B2: give_actor $915 weapon 22 ammo 300000 ;; Load the weapon model before
using this
01ED: reset_actor $915 flags
011A: set_actor $915 flags 1024
011A: set_actor $915 flags 128
0243: set_actor $915 ped_stats_to 16
0162: tie_marker $92D to_actor $915 4 2
0168: show_on_radar $92D 2
01C8: $916 = create_actor 8 #HNB in_car $955 passenger_seat 1
01B2: give_actor $916 weapon 22 ammo 300000 ;; Load the weapon model before
using this
01ED: reset_actor $916 flags
011A: set_actor $916 flags 1024
011A: set_actor $916 flags 128
0243: set_actor $916 ped_stats_to 16
0162: tie_marker $92E to_actor $916 4 2
0168: show_on_radar $92E 2
01C8: $917 = create_actor 8 #HNA in_car $955 passenger_seat 2
01B2: give_actor $917 weapon 22 ammo 300000 ;; Load the weapon model before
using this
01ED: reset_actor $917 flags
011A: set_actor $917 flags 1024
011A: set_actor $917 flags 128
0243: set_actor $917 ped_stats_to 16
0162: tie_marker $92F to_actor $917 4 2
0168: show_on_radar $92F 2
00A9: set_car $955 to_normal_driver
0224: set_car $955 health_to 1000
020A: set_car $955 door_status_to 3
0004: $972 = 1 ;; integer values
0004: $956 = 1 ;; integer values
:Label051B8B
00D6: if 0
0038: $956 == 1 ;; integer values
004D: jump_if_false Label051BC3
00D6: if 0
8119: NOT car $955 wrecked
004D: jump_if_false Label051BC3
0477: unknown_car $955 2 4000
01BD: $96F = current_time_in_ms
0004: $956 = 2 ;; integer values

:Label051BC3
00D6: if 0
0038: $956 == 2 ;; integer values
004D: jump_if_false Label051C6D
00D6: if 0
8119: NOT car $955 wrecked
004D: jump_if_false Label051C6D
01BD: $96D = current_time_in_ms
0084: $96E = $96D ;; integer values and handles
0060: $96E -= $96F ;; integer values
00D6: if 21
0018: $96E > 3999 ;; integer values
0495: unknown_car_check $955
004D: jump_if_false Label051C6D
00D6: if 0
8118: NOT actor $914 dead
004D: jump_if_false Label051C27
03E2: actor $914 exit_car

:Label051C27
00D6: if 0
8118: NOT actor $915 dead
004D: jump_if_false Label051C3C
03E2: actor $915 exit_car

:Label051C3C
00D6: if 0
8118: NOT actor $916 dead
004D: jump_if_false Label051C51
03E2: actor $916 exit_car

:Label051C51
00D6: if 0
8118: NOT actor $917 dead
004D: jump_if_false Label051C66
03E2: actor $917 exit_car

:Label051C66
0004: $956 = 3 ;; integer values

:Label051C6D
00D6: if 0
0038: $956 == 3 ;; integer values
004D: jump_if_false Label051F58
00D6: if 0
0038: $91E == 0 ;; integer values
004D: jump_if_false Label051CE5
00D6: if 0
8118: NOT actor $914 dead
004D: jump_if_false Label051CE5
00D6: if 0
80DF: NOT actor $914 driving
004D: jump_if_false Label051CE5
00D6: if 0
8118: NOT actor $8F3 dead
004D: jump_if_false Label051CE5
0319: set_actor $914 wander_state_to 1 (off)
0239: actor $914 run_to 472.159 -528.149
0411: (unknown) $914 0
0004: $91E = 1 ;; integer values

:Label051CE5
00D6: if 0
0038: $91E == 1 ;; integer values
004D: jump_if_false Label051D5A
00D6: if 0
8118: NOT actor $914 dead
004D: jump_if_false Label051D5A
00D6: if 0
00ED: actor $914 0 ()near_point_on_foot 472.159 -528.149 radius 1.0 1.0
004D: jump_if_false Label051D5A
00D6: if 0
8118: NOT actor $8F3 dead
004D: jump_if_false Label051D5A
0239: actor $914 run_to 473.9421 -522.4988
0411: (unknown) $914 0
0004: $91E = 2 ;; integer values

:Label051D5A
00D6: if 0
0038: $91E == 2 ;; integer values
004D: jump_if_false Label051DCF
00D6: if 0
8118: NOT actor $914 dead
004D: jump_if_false Label051DCF
00D6: if 0
00ED: actor $914 0 ()near_point_on_foot 473.9421 -522.4988 radius 1.0 1.0
004D: jump_if_false Label051DCF
00D6: if 0
8118: NOT actor $8F3 dead
004D: jump_if_false Label051DCF
0239: actor $914 run_to 461.8707 -519.9242
0411: (unknown) $914 0
0004: $91E = 3 ;; integer values

:Label051DCF
00D6: if 0
0038: $91E == 3 ;; integer values
004D: jump_if_false Label051E36
00D6: if 0
8118: NOT actor $914 dead
004D: jump_if_false Label051E36
00D6: if 0
00ED: actor $914 0 ()near_point_on_foot 461.8707 -519.9242 radius 1.0 1.0
004D: jump_if_false Label051E36
00D6: if 0
8118: NOT actor $8F3 dead
004D: jump_if_false Label051E36
01C9: actor $914 kill_actor $8F3
0004: $91E = 4 ;; integer values

:Label051E36
00D6: if 0
0038: $91F == 0 ;; integer values
004D: jump_if_false Label051EB6
00D6: if 0
8119: NOT car $955 wrecked
004D: jump_if_false Label051EB6
00D6: if 0
8118: NOT actor $915 dead
004D: jump_if_false Label051EB6
00D6: if 0
80DF: NOT actor $915 driving
004D: jump_if_false Label051EB6
00D6: if 0
8118: NOT actor $8F7 dead
004D: jump_if_false Label051EB6
00D6: if 0
00F2: actor $915 near_actor $8F7 radius 100.0 100.0 0
004D: jump_if_false Label051EB6
01C9: actor $915 kill_actor $8F7
0004: $91F = 1 ;; integer values

:Label051EB6
00D6: if 0
0038: $920 == 0 ;; integer values
004D: jump_if_false Label051F07
00D6: if 0
8118: NOT actor $916 dead
004D: jump_if_false Label051F07
00D6: if 0
80DF: NOT actor $916 driving
004D: jump_if_false Label051F07
00D6: if 0
8118: NOT actor $8F7 dead
004D: jump_if_false Label051F07
01C9: actor $916 kill_actor $8F7
0004: $920 = 1 ;; integer values

:Label051F07
00D6: if 0
0038: $921 == 0 ;; integer values
004D: jump_if_false Label051F58
00D6: if 0
8118: NOT actor $917 dead
004D: jump_if_false Label051F58
00D6: if 0
80DF: NOT actor $917 driving
004D: jump_if_false Label051F58
00D6: if 0
8118: NOT actor $8F7 dead
004D: jump_if_false Label051F58
01C9: actor $917 kill_actor $8F7
0004: $921 = 1 ;; integer values
:Label051F58
00D6: if 0
0019: 17@ > 41000 ;; integer values
004D: jump_if_false Label0524E2
00D6: if 0
0038: $95C == 0 ;; integer values
004D: jump_if_false Label052132
00D6: if 0
0038: $971 == 1 ;; integer values
004D: jump_if_false Label052132
0395: clear_area 0 at $95D $95E range $95F 3.0
00A5: $95B = create_car #BURRITO at $95D $95E $95F
053F: set_car $95B tires_vulnerable 0
02AA: set_car $95B immune_to_nonplayer 1
0175: set_car $95B z_angle_to $960
0129: $918 = create_actor 8 #HNB in_car $95B driverseat
054A: unknown_actor $918 flag 0
01B2: give_actor $918 weapon 22 ammo 300000 ;; Load the weapon model before
using this
01ED: reset_actor $918 flags
011A: set_actor $918 flags 1024
011A: set_actor $918 flags 128
0243: set_actor $918 ped_stats_to 16
0162: tie_marker $930 to_actor $918 4 2
0168: show_on_radar $930 2
01C8: $919 = create_actor 8 #HNA in_car $95B passenger_seat 0
054A: unknown_actor $919 flag 0
01B2: give_actor $919 weapon 22 ammo 300000 ;; Load the weapon model before
using this
01ED: reset_actor $919 flags
011A: set_actor $919 flags 1024
011A: set_actor $919 flags 128
011A: set_actor $919 flags 1
0243: set_actor $919 ped_stats_to 16
0162: tie_marker $931 to_actor $919 4 2
0223: set_actor $919 health_to 130
0168: show_on_radar $931 2
01C8: $91A = create_actor 8 #HNB in_car $95B passenger_seat 1
01B2: give_actor $91A weapon 22 ammo 300000 ;; Load the weapon model before
using this
01ED: reset_actor $91A flags
011A: set_actor $91A flags 1
011A: set_actor $91A flags 1024
011A: set_actor $91A flags 128
0243: set_actor $91A ped_stats_to 16
0162: tie_marker $932 to_actor $91A 4 2
0223: set_actor $91A health_to 130
0168: show_on_radar $932 2
01C8: $91B = create_actor 8 #HNA in_car $95B passenger_seat 2
01B2: give_actor $91B weapon 22 ammo 300000 ;; Load the weapon model before
using this
01ED: reset_actor $91B flags
011A: set_actor $91B flags 1024
011A: set_actor $91B flags 128
011A: set_actor $91B flags 1
0243: set_actor $91B ped_stats_to 16
0162: tie_marker $933 to_actor $91B 4 2
0168: show_on_radar $933 2
00A9: set_car $95B to_normal_driver
020A: set_car $95B door_status_to 3
0004: $95C = 1 ;; integer values

:Label052132
00D6: if 0
0038: $95C == 1 ;; integer values
004D: jump_if_false Label052181
00D6: if 0
8119: NOT car $95B wrecked
004D: jump_if_false Label052181
00A7: car $95B drive_to $961 $962 $963
00AD: set_car $95B max_speed_to 22.0
00AE: unknown_set_car $95B to_ignore_traffic_lights 3
0004: $973 = 1 ;; integer values
0004: $95C = 2 ;; integer values

:Label052181
00D6: if 0
8119: NOT car $95B wrecked
004D: jump_if_false Label05222A
00D6: if 21
01AD: car $95B 0 ()near_point $961 $962 10.0 10.0
0495: unknown_car_check $95B
004D: jump_if_false Label05222A
00D6: if 0
0038: $95C == 2 ;; integer values
004D: jump_if_false Label05222A
00A9: set_car $95B to_normal_driver
00D6: if 0
8118: NOT actor $918 dead
004D: jump_if_false Label0521E4
03E2: actor $918 exit_car

:Label0521E4
00D6: if 0
8118: NOT actor $919 dead
004D: jump_if_false Label0521F9
03E2: actor $919 exit_car

:Label0521F9
00D6: if 0
8118: NOT actor $91A dead
004D: jump_if_false Label05220E
03E2: actor $91A exit_car

:Label05220E
00D6: if 0
8118: NOT actor $91B dead
004D: jump_if_false Label052223
03E2: actor $91B exit_car

:Label052223
0004: $95C = 3 ;; integer values

:Label05222A
00D6: if 0
0038: $95C == 3 ;; integer values
004D: jump_if_false Label0524E2
00D6: if 0
0038: $922 == 0 ;; integer values
004D: jump_if_false Label0522AC
00D6: if 0
8118: NOT actor $918 dead
004D: jump_if_false Label0522AC
00D6: if 0
80DF: NOT actor $918 driving
004D: jump_if_false Label0522AC
00D6: if 0
8118: NOT actor $8F7 dead
004D: jump_if_false Label0522AC
00D6: if 0
00F2: actor $918 near_actor $8F7 radius 50.0 100.0 0
004D: jump_if_false Label0522AC
01C9: actor $918 kill_actor $8F7
0004: $922 = 1 ;; integer values

:Label0522AC
00D6: if 0
0038: $923 == 0 ;; integer values
004D: jump_if_false Label05231C
00D6: if 0
8118: NOT actor $919 dead
004D: jump_if_false Label05231C
00D6: if 0
80DF: NOT actor $919 driving
004D: jump_if_false Label05231C
00D6: if 0
8118: NOT actor $8F7 dead
004D: jump_if_false Label05231C
00D6: if 0
00F2: actor $919 near_actor $8F7 radius 100.0 100.0 0
004D: jump_if_false Label05231C
01C9: actor $919 kill_actor $8F7
0004: $923 = 1 ;; integer values

:Label05231C
00D6: if 0
0038: $924 == 0 ;; integer values
004D: jump_if_false Label05235D
00D6: if 0
8118: NOT actor $91A dead
004D: jump_if_false Label05235D
00D6: if 0
80DF: NOT actor $91A driving
004D: jump_if_false Label05235D
01CA: actor $91A kill_player $PLAYER_CHAR
0004: $924 = 1 ;; integer values

:Label05235D
00D6: if 0
0038: $925 == 0 ;; integer values
004D: jump_if_false Label0523AE
00D6: if 0
8118: NOT actor $91B dead
004D: jump_if_false Label0523AE
00D6: if 0
80DF: NOT actor $91B driving
004D: jump_if_false Label0523AE
00D6: if 0
8118: NOT actor $8F7 dead
004D: jump_if_false Label0523AE
01C9: actor $91B kill_actor $8F7
0004: $925 = 1 ;; integer values

:Label0523AE
00D6: if 0
8118: NOT actor $918 dead
004D: jump_if_false Label052448
00D6: if 0
0038: $922 == 1 ;; integer values
004D: jump_if_false Label052448
00D6: if 0
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false Label052417
00D6: if 0
80E9: NOT player $PLAYER_CHAR 0 ()near_actor $918 radius 5.0 5.0
004D: jump_if_false Label052410
01BD: $992 = current_time_in_ms
04EB: unknown_actor $918 bank 1 account_number 300000

:Label052410
0002: jump Label052448

:Label052417
01BD: $993 = current_time_in_ms
0084: $994 = $993 ;; integer values and handles
0060: $994 -= $992 ;; integer values
00D6: if 0
0018: $994 > 500 ;; integer values
004D: jump_if_false Label052448
04EB: unknown_actor $918 bank 0 account_number 100

:Label052448
00D6: if 0
8118: NOT actor $919 dead
004D: jump_if_false Label0524E2
00D6: if 0
0038: $923 == 1 ;; integer values
004D: jump_if_false Label0524E2
00D6: if 0
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false Label0524B1
00D6: if 0
80E9: NOT player $PLAYER_CHAR 0 ()near_actor $919 radius 5.0 5.0
004D: jump_if_false Label0524AA
01BD: $995 = current_time_in_ms
04EB: unknown_actor $919 bank 1 account_number 300000

:Label0524AA
0002: jump Label0524E2

:Label0524B1
01BD: $996 = current_time_in_ms
0084: $997 = $996 ;; integer values and handles
0060: $997 -= $995 ;; integer values
00D6: if 0
0018: $997 > 1000 ;; integer values
004D: jump_if_false Label0524E2
04EB: unknown_actor $919 bank 0 account_number 100

:Label0524E2
00D6: if 0
0019: 17@ > 56000 ;; integer values
004D: jump_if_false Label0529F7
00D6: if 0
0038: $965 == 0 ;; integer values
004D: jump_if_false Label05264B
00D6: if 0
0038: $972 == 1 ;; integer values
004D: jump_if_false Label05264B
00D6: if 0
0038: $971 == 1 ;; integer values
004D: jump_if_false Label05264B
00D6: if 21
0018: $94D > 3 ;; integer values
0119: car $94C wrecked
004D: jump_if_false Label05264B
0395: clear_area 0 at $966 $967 range $968 3.0
00A5: $964 = create_car #VOODOO at $966 $967 $968
053F: set_car $964 tires_vulnerable 0
02AA: set_car $964 immune_to_nonplayer 1
0175: set_car $964 z_angle_to $969
0129: $91C = create_actor 8 #HNB in_car $964 driverseat
054A: unknown_actor $91C flag 0
01B2: give_actor $91C weapon 22 ammo 300000 ;; Load the weapon model before
using this
01ED: reset_actor $91C flags
011A: set_actor $91C flags 1024
011A: set_actor $91C flags 128
011A: set_actor $91C flags 1
0243: set_actor $91C ped_stats_to 16
0162: tie_marker $934 to_actor $91C 4 2
0168: show_on_radar $934 2
01C8: $91D = create_actor 8 #HNA in_car $964 passenger_seat 0
0223: set_actor $91D health_to 130
054A: unknown_actor $91D flag 0
01B2: give_actor $91D weapon 22 ammo 300000 ;; Load the weapon model before
using this
01ED: reset_actor $91D flags
011A: set_actor $91D flags 1024
011A: set_actor $91D flags 128
011A: set_actor $91D flags 1
0243: set_actor $91D ped_stats_to 16
0162: tie_marker $935 to_actor $91D 4 2
0168: show_on_radar $935 2
00A9: set_car $964 to_normal_driver
020A: set_car $964 door_status_to 3
0004: $974 = 1 ;; integer values
0004: $965 = 1 ;; integer values

:Label05264B
00D6: if 0
0038: $965 == 1 ;; integer values
004D: jump_if_false Label052693
00D6: if 0
8119: NOT car $964 wrecked
004D: jump_if_false Label052693
00A7: car $964 drive_to $96A $96B $96C
00AD: set_car $964 max_speed_to 30.0
00AE: unknown_set_car $964 to_ignore_traffic_lights 3
0004: $965 = 2 ;; integer values

:Label052693
00D6: if 0
0038: $965 == 2 ;; integer values
004D: jump_if_false Label052732
00D6: if 0
8119: NOT car $964 wrecked
004D: jump_if_false Label052732
00D6: if 21
01AD: car $964 0 ()near_point $96A $96B 3.5 3.5
0495: unknown_car_check $964
004D: jump_if_false Label052732
00A9: set_car $964 to_normal_driver
00D6: if 0
8118: NOT actor $91C dead
004D: jump_if_false Label052706
00D6: if 0
00DF: actor $91C driving
004D: jump_if_false Label052706
03E2: actor $91C exit_car

:Label052706
00D6: if 0
8118: NOT actor $91D dead
004D: jump_if_false Label05272B
00D6: if 0
00DF: actor $91D driving
004D: jump_if_false Label05272B
03E2: actor $91D exit_car

:Label05272B
0004: $965 = 3 ;; integer values

:Label052732
00D6: if 0
0038: $965 == 3 ;; integer values
004D: jump_if_false Label0529F7
00D6: if 0
0038: $926 == 0 ;; integer values
004D: jump_if_false Label0527C4
00D6: if 0
8119: NOT car $964 wrecked
004D: jump_if_false Label0527C4
00D6: if 0
8118: NOT actor $91C dead
004D: jump_if_false Label0527C4
00D6: if 0
80DF: NOT actor $91C driving
004D: jump_if_false Label0527C4
00D6: if 0
8118: NOT actor $8F7 dead
004D: jump_if_false Label0527C4
00D6: if 0
00F2: actor $91C near_actor $8F7 radius 50.0 50.0 0
004D: jump_if_false Label0527C4
01C9: actor $91C kill_actor $8F7
0004: $926 = 1 ;; integer values

:Label0527C4
00D6: if 0
0038: $927 == 0 ;; integer values
004D: jump_if_false Label05282A
00D6: if 0
8118: NOT actor $91D dead
004D: jump_if_false Label05282A
00D6: if 0
80DF: NOT actor $91D driving
004D: jump_if_false Label05282A
00D6: if 0
8118: NOT actor $8F3 dead
004D: jump_if_false Label05282A
0319: set_actor $91D wander_state_to 1 (off)
0239: actor $91D run_to 456.27 -524.856
0411: (unknown) $91D 0
0004: $927 = 1 ;; integer values

:Label05282A
00D6: if 0
0038: $927 == 1 ;; integer values
004D: jump_if_false Label0528A6
00D6: if 0
8118: NOT actor $91D dead
004D: jump_if_false Label0528A6
00D6: if 0
00ED: actor $91D 0 ()near_point_on_foot 456.27 -524.856 radius 1.0 1.0
004D: jump_if_false Label0528A6
00D6: if 0
8118: NOT actor $8F3 dead
004D: jump_if_false Label0528A6
0319: set_actor $91D wander_state_to 1 (off)
0239: actor $91D run_to 472.159 -528.149
0411: (unknown) $91D 0
0004: $927 = 2 ;; integer values

:Label0528A6
00D6: if 0
0038: $927 == 2 ;; integer values
004D: jump_if_false Label05291B
00D6: if 0
8118: NOT actor $91D dead
004D: jump_if_false Label05291B
00D6: if 0
00ED: actor $91D 0 ()near_point_on_foot 472.159 -528.149 radius 1.0 1.0
004D: jump_if_false Label05291B
00D6: if 0
8118: NOT actor $8F3 dead
004D: jump_if_false Label05291B
0239: actor $91D run_to 473.9421 -522.4988
0411: (unknown) $91D 0
0004: $927 = 3 ;; integer values

:Label05291B
00D6: if 0
0038: $927 == 3 ;; integer values
004D: jump_if_false Label052990
00D6: if 0
8118: NOT actor $91D dead
004D: jump_if_false Label052990
00D6: if 0
00ED: actor $91D 0 ()near_point_on_foot 473.9421 -522.4988 radius 1.0 1.0
004D: jump_if_false Label052990
00D6: if 0
8118: NOT actor $8F3 dead
004D: jump_if_false Label052990
0239: actor $91D run_to 461.8707 -519.9242
0411: (unknown) $91D 0
0004: $927 = 4 ;; integer values

:Label052990
00D6: if 0
0038: $927 == 4 ;; integer values
004D: jump_if_false Label0529F7
00D6: if 0
8118: NOT actor $91D dead
004D: jump_if_false Label0529F7
00D6: if 0
00ED: actor $91D 0 ()near_point_on_foot 461.8707 -519.9242 radius 1.0 1.0
004D: jump_if_false Label0529F7
00D6: if 0
8118: NOT actor $8F3 dead
004D: jump_if_false Label0529F7
01C9: actor $91D kill_actor $8F3
0004: $927 = 5 ;; integer values

:Label0529F7
00D6: if 0
0119: car $944 wrecked
004D: jump_if_false Label052A0C
01C3: remove_references_to_car $944 ;; Like turning a car into any random car

:Label052A0C
00D6: if 0
0119: car $94C wrecked
004D: jump_if_false Label052A21
01C3: remove_references_to_car $94C ;; Like turning a car into any random car

:Label052A21
00D6: if 0
0119: car $955 wrecked
004D: jump_if_false Label052A36
01C3: remove_references_to_car $955 ;; Like turning a car into any random car

:Label052A36
00D6: if 0
0038: $938 == 12 ;; integer values
004D: jump_if_false Label052B4A
00D6: if 0
0038: $974 == 1 ;; integer values
004D: jump_if_false Label052B4A
00D6: if 0
0118: actor $910 dead
004D: jump_if_false Label052B4A
00D6: if 0
0118: actor $911 dead
004D: jump_if_false Label052B4A
00D6: if 0
0118: actor $912 dead
004D: jump_if_false Label052B4A
00D6: if 0
0118: actor $913 dead
004D: jump_if_false Label052B4A
00D6: if 0
0118: actor $914 dead
004D: jump_if_false Label052B4A
00D6: if 0
0118: actor $915 dead
004D: jump_if_false Label052B4A
00D6: if 0
0118: actor $916 dead
004D: jump_if_false Label052B4A
00D6: if 0
0118: actor $917 dead
004D: jump_if_false Label052B4A
00D6: if 0
0118: actor $918 dead
004D: jump_if_false Label052B4A
00D6: if 0
0118: actor $919 dead
004D: jump_if_false Label052B4A
00D6: if 0
0118: actor $91A dead
004D: jump_if_false Label052B4A
00D6: if 0
0118: actor $91B dead
004D: jump_if_false Label052B4A
00D6: if 0
0118: actor $91C dead
004D: jump_if_false Label052B4A
00D6: if 0
0118: actor $91D dead
004D: jump_if_false Label052B4A
00BE: text_clear_all
0004: $938 = 13 ;; integer values
0006: 16@ = 0 ;; integer values

:Label052B4A
00D6: if 0
0038: $938 == 13 ;; integer values
004D: jump_if_false Label052F6D
00D6: if 0
0019: 16@ > 100 ;; integer values
004D: jump_if_false Label052F6D
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
02A3: toggle_widescreen 1 (on)
0247: request_model #SANCHEZ

:Label052B7E
00D6: if 0
8248: NOT model #SANCHEZ available
004D: jump_if_false Label052B99
0001: wait 0 ms
0002: jump Label052B7E

:Label052B99
03CF: load_wav "SNIPER" as 1
03CF: load_wav "COL3_24" as 2

:Label052BB1
00D6: if 21
83D0: NOT wav 1 loaded
83D0: NOT wav 2 loaded
004D: jump_if_false Label052BCF
0001: wait 0 ms
0002: jump Label052BB1

:Label052BCF
00A5: $975 = create_car #SANCHEZ at 467.9877 -432.7724 9.5777
0229: set_car $975 color_to 6 6
0175: set_car $975 z_angle_to 176.3589
0129: $977 = create_actor 8 #HNB in_car $975 driverseat
01ED: reset_actor $977 flags
02A9: set_actor $977 immune_to_nonplayer 1
02AA: set_car $975 immune_to_nonplayer 1
00A9: set_car $975 to_normal_driver
00AD: set_car $975 max_speed_to 20.0
02C2: car $975 drive_to_point 461.5507 -495.9435 10.06
04E0: unknown_car $975 5
00AE: unknown_set_car $975 to_ignore_traffic_lights 2
00A5: $978 = create_car #SANCHEZ at 465.387 -430.1095 9.53
0229: set_car $978 color_to 6 6
0175: set_car $978 z_angle_to 176.3589
0129: $979 = create_actor 8 #HNB in_car $978 driverseat
01ED: reset_actor $979 flags
02A9: set_actor $979 immune_to_nonplayer 1
02AA: set_car $978 immune_to_nonplayer 1
00A9: set_car $978 to_normal_driver
00AD: set_car $978 max_speed_to 30.0
02C2: car $978 drive_to_point 449.048 -548.812 9.71657
04E0: unknown_car $978 5
0395: clear_area 0 at 459.17 -384.687 range 300.0 300.0
00D6: if 0
8119: NOT car $8F8 wrecked
004D: jump_if_false Label052CEB
0519: unknown_car $8F8 flag 0

:Label052CEB
00A6: destroy_car $8FE
00A6: destroy_car $944
00A6: destroy_car $94C
00A6: destroy_car $955
00A6: destroy_car $95B
00A6: destroy_car $964
00A6: destroy_car $8F8
0108: destroy_object $981
009B: destroy_actor_instantly $903
009B: destroy_actor_instantly $904
0249: release_model #CBA
0249: release_model #BURRITO
0249: release_model #HNA
00A5: $8F8 = create_car #ADMIRAL at 462.8591 -482.4778 10.09055
0175: set_car $8F8 z_angle_to 177.3171
0229: set_car $8F8 color_to 8 8
020A: set_car $8F8 door_status_to 3
02AA: set_car $8F8 immune_to_nonplayer 1
053F: set_car $8F8 tires_vulnerable 0
00A5: $8FE = create_car #CUBAN at 466.8876 -495.2599 10.79347
0175: set_car $8FE z_angle_to 339.8893
053F: set_car $8FE tires_vulnerable 0
00A5: $944 = create_car #VOODOO at 464.6875 -501.6888 10.79347
0175: set_car $944 z_angle_to 327.731
053F: set_car $944 tires_vulnerable 0
0107: $981 = create_object -120 (BRIEFCASE) at 461.5507 -495.9435 10.06
0249: release_model #CUBAN
0249: release_model #VOODOO
0249: release_model #TEC9
00D6: if 0
0057: player $PLAYER_CHAR 0 ()in_cube 452.2447 -472.5703 -5.0 462.9531
-541.2667 12.743
004D: jump_if_false Label052E15
0004: $982 = 1 ;; integer values

:Label052E15
00D6: if 0
0038: $982 == 1 ;; integer values
004D: jump_if_false Label052E4C
0055: put_player $PLAYER_CHAR at 453.3544 -508.6663 9.9747
0171: set_player $PLAYER_CHAR z_angle_to 174.428
0002: jump Label052E6A

:Label052E4C
0055: put_player $PLAYER_CHAR at 454.112 -503.8624 16.9188
0171: set_player $PLAYER_CHAR z_angle_to 162.0138

:Label052E6A
00D6: if 0
8118: NOT actor $8F7 dead
004D: jump_if_false Label052EAF
04EB: unknown_actor $8F7 bank 0 account_number 100
02A9: set_actor $8F7 immune_to_nonplayer 1
00A1: put_actor $8F7 at 463.8191 -496.5726 10.0225
0173: set_actor $8F7 z_angle_to 154.3421
02E2: set_actor $8F7 weapon_accuracy_to 70

:Label052EAF
00D6: if 0
8118: NOT actor $8F5 dead
004D: jump_if_false Label052EF9
00A1: put_actor $8F5 at 464.8956 -493.4782 10.0225
0173: set_actor $8F5 z_angle_to 167.202
0350: unknown_actor $8F5 not_scared_flag 1
02E2: set_actor $8F5 weapon_accuracy_to 70
02A9: set_actor $8F5 immune_to_nonplayer 1
0002: jump Label052F02

:Label052EF9
009B: destroy_actor_instantly $8F5
0249: release_model #CLA

:Label052F02
00D6: if 0
8118: NOT actor $8F6 dead
004D: jump_if_false Label052F4C
00A1: put_actor $8F6 at 463.9327 -505.5049 9.9656
0173: set_actor $8F6 z_angle_to 90.4333
0350: unknown_actor $8F6 not_scared_flag 1
02E2: set_actor $8F6 weapon_accuracy_to 60
02A9: set_actor $8F6 immune_to_nonplayer 1
0002: jump Label052F55

:Label052F4C
009B: destroy_actor_instantly $8F6
0249: release_model #CLB

:Label052F55
0151: remove_status_text $8FB
0151: remove_status_text $99C
0004: $938 = 14 ;; integer values
0006: 16@ = 0 ;; integer values

:Label052F6D
00D6: if 0
0038: $938 == 14 ;; integer values
004D: jump_if_false Label052FFC
00D6: if 0
8118: NOT actor $977 dead
004D: jump_if_false Label052FFC
00D6: if 0
8119: NOT car $975 wrecked
004D: jump_if_false Label052FFC
00D6: if 0
00DB: actor $977 in_car $975
004D: jump_if_false Label052FFC
00D6: if 0
8118: NOT actor $979 dead
004D: jump_if_false Label052FFC
00D6: if 0
8119: NOT car $978 wrecked
004D: jump_if_false Label052FFC
00D6: if 0
00DB: actor $979 in_car $978
004D: jump_if_false Label052FFC
0158: camera_on_vehicle $978 14 2
0006: 16@ = 0 ;; integer values
0004: $938 = 15 ;; integer values

:Label052FFC
00D6: if 0
0038: $938 == 15 ;; integer values
004D: jump_if_false Label05313F
00D6: if 0
8118: NOT actor $977 dead
004D: jump_if_false Label05313F
00D6: if 0
8119: NOT car $975 wrecked
004D: jump_if_false Label05313F
00D6: if 0
00DB: actor $977 in_car $975
004D: jump_if_false Label05313F
00D6: if 0
8118: NOT actor $979 dead
004D: jump_if_false Label05313F
00D6: if 0
8119: NOT car $978 wrecked
004D: jump_if_false Label05313F
00D6: if 0
00DB: actor $979 in_car $978
004D: jump_if_false Label05313F
00D6: if 0
01AD: car $975 0 ()near_point 460.9107 -477.6669 5.0 5.0
004D: jump_if_false Label0530D8
015F: set_camera_position 454.5264 -507.1066 13.64925 0.0 0.0 0.0
0158: camera_on_vehicle $975 15 2
0004: $938 = 16 ;; integer values
0006: 16@ = 0 ;; integer values
0002: jump Label05313F

:Label0530D8
00D6: if 0
0019: 16@ > 15000 ;; integer values
004D: jump_if_false Label05313F
00AB: put_car $975 at 460.9107 -477.6669 -100.0
0175: set_car $975 z_angle_to 169.954
00D6: if 0
8448: NOT actor $977 in_car $975
004D: jump_if_false Label053124
036A: put_actor $977 in_car $975

:Label053124
02C2: car $975 drive_to_point 461.5507 -495.9435 10.06
0006: 16@ = 0 ;; integer values

:Label05313F
00D6: if 0
0038: $938 == 16 ;; integer values
004D: jump_if_false Label0532E3
00D6: if 0
8118: NOT actor $977 dead
004D: jump_if_false Label0532E3
00D6: if 0
8119: NOT car $975 wrecked
004D: jump_if_false Label0532E3
00D6: if 0
00DB: actor $977 in_car $975
004D: jump_if_false Label0532E3
00D6: if 0
01AD: car $975 0 ()near_point 461.5507 -495.9435 1.5 1.5
004D: jump_if_false Label053290
0108: destroy_object $981
00BC: text_highpriority "GEN3_35" 7000 ms 2 ;; ~g~He's stolen Diaz's money!
0187: $976 = create_marker_above_actor $977
00AE: unknown_set_car $975 to_ignore_traffic_lights 2
00AD: set_car $975 max_speed_to 16.0
02C2: car $975 drive_to_point 449.048 -548.812 9.71657
00D6: if 0
8118: NOT actor $8F7 dead
004D: jump_if_false Label053213
00D6: if 0
8118: NOT actor $977 dead
004D: jump_if_false Label053213
01C9: actor $8F7 kill_actor $977

:Label053213
00D6: if 0
8118: NOT actor $8F3 dead
004D: jump_if_false Label05323B
00D6: if 0
8118: NOT actor $979 dead
004D: jump_if_false Label05323B
01C9: actor $8F3 kill_actor $979

:Label05323B
00BC: text_highpriority "GEN3_53" 5000 ms 1 ;; MY MONEY!
03D1: play_wav 2

:Label05324E
00D6: if 1
83D2: NOT wav 2 ended
8118: NOT actor $8F7 dead
004D: jump_if_false Label05326D
0001: wait 0 ms
0002: jump Label05324E

:Label05326D
040D: unload_wav 2
03D5: remove_text "GEN3_53" ;; MY MONEY!
0004: $938 = 17 ;; integer values
0006: 16@ = 0 ;; integer values
0002: jump Label0532E3

:Label053290
00D6: if 0
0019: 16@ > 15000 ;; integer values
004D: jump_if_false Label0532E3
00AB: put_car $975 at 461.5507 -495.9435 -100.0
0175: set_car $975 z_angle_to 169.954
00D6: if 0
8448: NOT actor $977 in_car $975
004D: jump_if_false Label0532DC
036A: put_actor $977 in_car $975

:Label0532DC
0006: 16@ = 0 ;; integer values

:Label0532E3
00D6: if 0
0038: $938 == 17 ;; integer values
004D: jump_if_false Label053524
00D6: if 0
8118: NOT actor $977 dead
004D: jump_if_false Label053524
00D6: if 0
8119: NOT car $975 wrecked
004D: jump_if_false Label053524
00D6: if 0
00DB: actor $977 in_car $975
004D: jump_if_false Label053524
00D6: if 0
8118: NOT actor $8F7 dead
004D: jump_if_false Label053524
00D6: if 0
01AD: car $975 0 ()near_point 449.048 -548.812 7.5 7.5
004D: jump_if_false Label0534D1
00D6: if 0
8119: NOT car $978 wrecked
004D: jump_if_false Label053375
00AF: set_car $978 driver_behaviour_to 10

:Label053375
03D1: play_wav 1
00D6: if 0
8118: NOT actor $979 dead
004D: jump_if_false Label05338E
0321: kill_actor $979

:Label05338E
00D6: if 1
83D2: NOT wav 1 ended
8118: NOT actor $8F7 dead
004D: jump_if_false Label0533AD
0001: wait 0 ms
0002: jump Label05338E

:Label0533AD
040D: unload_wav 1
00D6: if 0
8119: NOT car $8F8 wrecked
004D: jump_if_false Label0533D0
036A: put_actor $8F7 in_car $8F8
054A: unknown_actor $8F7 flag 0

:Label0533D0
0001: wait 0 ms
00D6: if 0
8119: NOT car $8F8 wrecked
004D: jump_if_false Label053411
00AB: put_car $8F8 at 460.7918 -488.6781 10.0225
0175: set_car $8F8 z_angle_to 177.0297
02AC: set_car $8F8 immunities 1 1 1 1 1

:Label053411
009B: destroy_actor_instantly $8F5
0249: release_model #CLA
009B: destroy_actor_instantly $8F6
0249: release_model #CLB
00D6: if 0
8119: NOT car $978 wrecked
004D: jump_if_false Label053451
00AB: put_car $978 at 453.323 -541.0601 9.7917
0175: set_car $978 z_angle_to 161.5261

:Label053451
02A3: toggle_widescreen 0 (off)
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
01EB: set_car_density_to 1.0
032B: $99E = create_weapon_pickup #UZI 3 ammo 90 at 455.9854 -531.2479 10.7576
00D6: if 0
8119: NOT car $978 wrecked
004D: jump_if_false Label05349E
0161: tie_marker $99B to_car $978 0 1

:Label05349E
00D6: if 0
8119: NOT car $8F8 wrecked
004D: jump_if_false Label0534B5
0519: unknown_car $8F8 flag 1

:Label0534B5
0006: 16@ = 0 ;; integer values
0004: $8FD = 1 ;; integer values
0004: $938 = 18 ;; integer values
0002: jump Label053524

:Label0534D1
00D6: if 0
0019: 16@ > 25000 ;; integer values
004D: jump_if_false Label053524
00AB: put_car $975 at 449.048 -548.812 -100.0
0175: set_car $975 z_angle_to 169.954
00D6: if 0
8448: NOT actor $977 in_car $975
004D: jump_if_false Label05351D
036A: put_actor $977 in_car $975

:Label05351D
0006: 16@ = 0 ;; integer values

:Label053524
00D6: if 0
0038: $938 == 18 ;; integer values
004D: jump_if_false Label05360F
00D6: if 0
8118: NOT actor $8F7 dead
004D: jump_if_false Label05360B
00D6: if 0
0038: $99F == 0 ;; integer values
004D: jump_if_false Label05356B
03CF: load_wav "COL3_25" as 1
0004: $99F = 1 ;; integer values

:Label05356B
00D6: if 0
0038: $99F == 1 ;; integer values
004D: jump_if_false Label053593
00D6: if 0
03D0: wav 1 loaded
004D: jump_if_false Label053593
0004: $99F = 2 ;; integer values

:Label053593
00D6: if 0
0038: $99F == 2 ;; integer values
004D: jump_if_false Label0535BF
00BC: text_highpriority "GEN3_54" 5000 ms 1 ;; Don't just stand there, you
pricks, chase that Haitian dickhead down!
03D1: play_wav 1
0004: $99F = 3 ;; integer values

:Label0535BF
00D6: if 0
0038: $99F == 3 ;; integer values
004D: jump_if_false Label053604
00D6: if 0
03D2: wav 1 ended
004D: jump_if_false Label053604
040D: unload_wav 1
03D5: remove_text "GEN3_54" ;; Don't just stand there, you pricks, chase that
Haitian dickhead down!
00BC: text_highpriority "GEN3_36" 7000 ms 2 ;; ~g~Grab the bike, chase him down
and get Diaz's money back!
0004: $99F = 4 ;; integer values

:Label053604
0002: jump Label05360F

:Label05360B
040D: unload_wav 1

:Label05360F
00D6: if 0
8119: NOT car $978 wrecked
004D: jump_if_false Label05370C
00D6: if 0
0442: player $PLAYER_CHAR in_car $978
004D: jump_if_false Label05370C
00D6: if 0
0038: $9A1 == 0 ;; integer values
004D: jump_if_false Label05366F
00D6: if 0
0019: 16@ > 9500 ;; integer values
004D: jump_if_false Label05366F
03E5: text_box "GEN3_63" ;; As well as performing drive-by's,~h~ motorbikes
~w~allow you to ~h~shoot forwards~w~.
0006: 16@ = 0 ;; integer values
0004: $9A1 = 1 ;; integer values

:Label05366F
00D6: if 0
0038: $9A1 == 1 ;; integer values
004D: jump_if_false Label0536CF
0293: $12 = current_controls
00D6: if 0
0038: $12 == 3 ;; integer values
004D: jump_if_false Label0536B7
03E5: text_box "GEN3_66" ;; To shoot forwards while on a bike press the
~h~~k~~PED_FIREWEAPON~~w~ button.
0006: 16@ = 0 ;; integer values
0004: $9A1 = 2 ;; integer values
0002: jump Label0536CF

:Label0536B7
03E5: text_box "GEN3_64" ;; To shoot forwards while on a bike press the
~h~~k~~PED_FIREWEAPON~~w~ button.
0006: 16@ = 0 ;; integer values
0004: $9A1 = 2 ;; integer values

:Label0536CF
00D6: if 0
0038: $9A1 == 2 ;; integer values
004D: jump_if_false Label05370C
00D6: if 0
0019: 16@ > 9500 ;; integer values
004D: jump_if_false Label05370C
03E5: text_box "GEN3_67" ;; You must have a sub machine gun to shoot forwards on a
motorbike.
0006: 16@ = 0 ;; integer values
0004: $9A1 = 3 ;; integer values

:Label05370C
00D6: if 0
0038: $99A == 0 ;; integer values
004D: jump_if_false Label053789
00D6: if 0
0018: $938 > 17 ;; integer values
004D: jump_if_false Label053789
00D6: if 0
8038: NOT $938 == 50 ;; integer values
004D: jump_if_false Label053789
00D6: if 0
8119: NOT car $978 wrecked
004D: jump_if_false Label053789
00D6: if 22
0443: player $PLAYER_CHAR in_a_car
81FC: NOT player $PLAYER_CHAR near_car $978 radius 65.0 65.0 0
0018: $97F > 0 ;; integer values
004D: jump_if_false Label053789
0164: disable_marker $99B
0004: $99A = 1 ;; integer values

:Label053789
00D6: if 0
0018: $938 > 17 ;; integer values
004D: jump_if_false Label05382A
00D6: if 0
001A: 20 > $938 ;; integer values
004D: jump_if_false Label05382A
00D6: if 0
8118: NOT actor $977 dead
004D: jump_if_false Label05382A
00D6: if 0
8119: NOT car $975 wrecked
004D: jump_if_false Label05382A
00D6: if 0
02CB: actor $977 bounding_sphere_visible
004D: jump_if_false Label05382A
00D6: if 0
0448: actor $977 in_car $975
004D: jump_if_false Label05382A
00D6: if 0
00EB: player $PLAYER_CHAR 0 ()near_actor_in_car $977 radius 50.0 50.0
004D: jump_if_false Label053820
00AD: set_car $975 max_speed_to 30.0
0002: jump Label05382A

:Label053820
00AD: set_car $975 max_speed_to 22.0

:Label05382A
00D6: if 0
0038: $938 == 18 ;; integer values
004D: jump_if_false Label0538AA
00D6: if 0
8118: NOT actor $977 dead
004D: jump_if_false Label0538AA
0050: gosub Label05492D
00D6: if 0
8119: NOT car $975 wrecked
004D: jump_if_false Label0538AA
00D6: if 0
00DB: actor $977 in_car $975
004D: jump_if_false Label0538AA
00D6: if 0
01AD: car $975 0 ()near_point 258.262 -957.993 10.0 10.0
004D: jump_if_false Label0538AA
0004: $8FD = 1 ;; integer values
0004: $938 = 19 ;; integer values

:Label0538AA
00D6: if 0
0038: $938 == 19 ;; integer values
004D: jump_if_false Label05392A
00D6: if 0
8118: NOT actor $977 dead
004D: jump_if_false Label05392A
0050: gosub Label05492D
00D6: if 0
8119: NOT car $975 wrecked
004D: jump_if_false Label05392A
00D6: if 0
00DB: actor $977 in_car $975
004D: jump_if_false Label05392A
00D6: if 0
01AD: car $975 0 ()near_point 191.64 -1305.0 10.0 10.0
004D: jump_if_false Label05392A
0004: $8FD = 1 ;; integer values
0004: $938 = 20 ;; integer values

:Label05392A
00D6: if 0
0038: $938 == 20 ;; integer values
004D: jump_if_false Label053953
00D6: if 0
8118: NOT actor $977 dead
004D: jump_if_false Label053953
0050: gosub Label05492D

:Label053953
00D6: if 0
0018: $938 > 17 ;; integer values
004D: jump_if_false Label053A10
00D6: if 0
8038: NOT $938 == 50 ;; integer values
004D: jump_if_false Label053A10
00D6: if 0
0038: $97F == 0 ;; integer values
004D: jump_if_false Label053A10
00D6: if 0
0118: actor $977 dead
004D: jump_if_false Label053A10
00D6: if 0
056D: unknown_actor $977 dead_but_active
004D: jump_if_false Label0539F3
0164: disable_marker $976
04A5: unknown_store_dead_actor $977 position_to $98B $98C $98D
0213: $8F9 = create_pickup -120 (BRIEFCASE) type 3 at $98B $98C $98D
03DC: $8FA = create_marker_above_pickup $8F9
00BC: text_highpriority "GEN3_29" 7000 ms 2 ;; ~g~Collect the briefcase and take
it back to Diaz.
0004: $97F = 1 ;; integer values
0002: jump Label053A10

:Label0539F3
00BC: text_highpriority "GEN3_50" 5000 ms 1 ;; ~r~You lost Diaz's money! Next
time try not to reduce the money to ashes!
0004: $97F = 1 ;; integer values
0002: jump Label0543AC

:Label053A10
00D6: if 0
0038: $97F == 1 ;; integer values
004D: jump_if_false Label053A61
00D6: if 0
0214: pickup $8F9 picked_up
004D: jump_if_false Label053A61
0164: disable_marker $8FA
00BC: text_highpriority "GEN3_28" 7000 ms 2 ;; ~g~Take the briefcase back to
Diaz.
018A: $980 = create_checkpoint_at 461.1141 -483.7427 10.0225
0004: $97F = 2 ;; integer values

:Label053A61
00D6: if 0
0038: $97F == 2 ;; integer values
004D: jump_if_false Label053DE3
00D6: if 0
00E7: player $PLAYER_CHAR stopped 1 (in-sphere)near_point_on_foot 462.8465
-488.8573 radius 1.0 1.0
004D: jump_if_false Label053DE3
00D6: if 0
8118: NOT actor $8F7 dead
004D: jump_if_false Label053DE3
00D6: if 0
8119: NOT car $8F8 wrecked
004D: jump_if_false Label053DE3
0395: clear_area 1 at 461.1141 -483.7427 range 50.0 50.0
0164: disable_marker $980
02A3: toggle_widescreen 1 (on)
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
0519: unknown_car $8F8 flag 0
015F: set_camera_position 458.3597 -492.0299 11.40805 0.0 0.0 0.0
0160: point_camera 459.0232 -491.3191 11.1746 2
022D: set_actor $8F7 to_look_at_player $PLAYER_CHAR
022E: set_player $PLAYER_CHAR to_look_at_actor $8F7
0395: clear_area 0 at 459.03 -492.26 range 50.0 50.0
0055: put_player $PLAYER_CHAR at 462.3976 -488.8137 10.0225
0171: set_player $PLAYER_CHAR z_angle_to 94.7362
022E: set_player $PLAYER_CHAR to_look_at_actor $8F7
020F: actor $8F7 look_at_player $PLAYER_CHAR
0210: player $PLAYER_CHAR look_at_actor $8F7
01B8: set_player $PLAYER_CHAR armed_weapon_to 0
01B9: set_actor $8F7 armed_weapon_to 0
01C3: remove_references_to_car $8FE ;; Like turning a car into any random car
01C3: remove_references_to_car $944 ;; Like turning a car into any random car
00A6: destroy_car $975
00A6: destroy_car $978
0395: clear_area 0 at 462.5829 -507.5089 range 10.62216 1.0
00A5: $975 = create_car #SANCHEZ at 462.5829 -507.5089 10.62216
0175: set_car $975 z_angle_to 345.749
0229: set_car $975 color_to 6 6
01C3: remove_references_to_car $8FE ;; Like turning a car into any random car
01C3: remove_references_to_car $944 ;; Like turning a car into any random car
0395: clear_area 1 at 460.8782 -495.8145 range 10.018 2.0
0395: clear_area 1 at 460.3542 -498.9017 range 9.9931 2.0
0395: clear_area 1 at 459.4139 -503.3691 range 9.9561 2.0
0395: clear_area 1 at 458.4541 -507.1656 range 9.9158 2.0
0395: clear_area 1 at 457.2427 -513.5924 range 9.8549 2.0
03CF: load_wav "COL3_12" as 1
03CF: load_wav "COL3_13" as 2

:Label053C77
00D6: if 21
83D0: NOT wav 1 loaded
83D0: NOT wav 2 loaded
004D: jump_if_false Label053C95
0001: wait 0 ms
0002: jump Label053C77

:Label053C95
00BC: text_highpriority "GEN3_9" 5000 ms 1 ;; I live! Dickheads! And it's all
down to you! What is your name?
03D1: play_wav 1

:Label053CA8
00D6: if 1
83D2: NOT wav 1 ended
8118: NOT actor $8F7 dead
004D: jump_if_false Label053CC7
0001: wait 0 ms
0002: jump Label053CA8

:Label053CC7
040D: unload_wav 1
03D5: remove_text "GEN3_9" ;; I live! Dickheads! And it's all down to you! What is
your name?
00D6: if 0
8119: NOT car $8F8 wrecked
004D: jump_if_false Label053CEE
0158: camera_on_vehicle $8F8 14 2
:Label053CEE
015F: set_camera_position 464.5828 -484.9439 11.91287 0.0 0.0 0.0
0160: point_camera 463.8417 -485.5769 11.68894 2
00BC: text_highpriority "GEN3_10" 5000 ms 1 ;; Tommy.
03D1: play_wav 2

:Label053D34
00D6: if 1
83D2: NOT wav 2 ended
8118: NOT actor $PLAYER_ACTOR dead
004D: jump_if_false Label053D53
0001: wait 0 ms
0002: jump Label053D34

:Label053D53
040D: unload_wav 2
03D5: remove_text "GEN3_10" ;; Tommy.
03CF: load_wav "COL3_14" as 1
03CF: load_wav "COL3_15" as 2

:Label053D79
00D6: if 21
83D0: NOT wav 1 loaded
83D0: NOT wav 2 loaded
004D: jump_if_false Label053D97
0001: wait 0 ms
0002: jump Label053D79

:Label053D97
00BC: text_highpriority "GEN3_11" 5000 ms 1 ;; I see you soon, amigo, I think!
03D1: play_wav 1

:Label053DAA
00D6: if 1
83D2: NOT wav 1 ended
8118: NOT actor $8F7 dead
004D: jump_if_false Label053DC9
0001: wait 0 ms
0002: jump Label053DAA

:Label053DC9
040D: unload_wav 1
03D5: remove_text "GEN3_11" ;; I see you soon, amigo, I think!
0004: $97F = 3 ;; integer values
009B: destroy_actor_instantly $8F3

:Label053DE3
00D6: if 0
0038: $97F == 3 ;; integer values
004D: jump_if_false Label053E5B
00D6: if 0
8118: NOT actor $8F7 dead
004D: jump_if_false Label053E5B
00D6: if 0
8119: NOT car $8F8 wrecked
004D: jump_if_false Label053E5B
00D6: if 0
0448: actor $8F7 in_car $8F8
004D: jump_if_false Label053E5B
00AD: set_car $8F8 max_speed_to 20.0
00A7: car $8F8 drive_to 454.0 -629.2 9.65577
00AE: unknown_set_car $8F8 to_ignore_traffic_lights 2
0006: 16@ = 0 ;; integer values
0004: $97F = 4 ;; integer values

:Label053E5B
00D6: if 0
0038: $97F == 4 ;; integer values
004D: jump_if_false Label053F2C
00D6: if 0
8119: NOT car $8F8 wrecked
004D: jump_if_false Label053F2C
00D6: if 21
81FC: NOT player $PLAYER_CHAR near_car $8F8 radius 30.0 30.0 0
0019: 16@ > 15000 ;; integer values
004D: jump_if_false Label053F2C
0230: set_player $PLAYER_CHAR stop_looking
0372: set_actor $PLAYER_ACTOR anim 3 wait_state_time 2000 ms
00BC: text_highpriority "GEN3_12" 5000 ms 1 ;; Shit. Where's that guy Lance?
03D1: play_wav 2

:Label053EC6
00D6: if 1
83D2: NOT wav 2 ended
8118: NOT actor $PLAYER_ACTOR dead
004D: jump_if_false Label053EE5
0001: wait 0 ms
0002: jump Label053EC6

:Label053EE5
040D: unload_wav 2
03D5: remove_text "GEN3_12" ;; Shit. Where's that guy Lance?
0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 100 ms
00D6: if 0
8118: NOT actor $8F7 dead
004D: jump_if_false Label053F11
022F: set_actor $8F7 stop_looking

:Label053F11
02EB: restore_camera_with_jumpcut
02A3: toggle_widescreen 0 (off)
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
0002: jump Label0543C1
0004: $97F = 5 ;; integer values

:Label053F2C
00D6: if 0
0038: $97E == 1 ;; integer values
004D: jump_if_false Label053F9D
00D6: if 0
8118: NOT actor $8F3 dead
004D: jump_if_false Label053F9D
00D6: if 0
8320: NOT actor $8F3 in_range_of_player $PLAYER_CHAR
004D: jump_if_false Label053F9D
00D6: if 0
0038: $8F2 == 0 ;; integer values
004D: jump_if_false Label053F9D
00BC: text_highpriority "GEN3_23" 10000 ms 1 ;; ~g~You've left Lance behind! Go
and get him!
0164: disable_marker $937
0187: $8F4 = create_marker_above_actor $8F3
0004: $938 = 50 ;; integer values
0004: $8F2 = 1 ;; integer values

:Label053F9D
00D6: if 0
0038: $938 == 50 ;; integer values
004D: jump_if_false Label054020
00D6: if 0
8118: NOT actor $8F3 dead
004D: jump_if_false Label054020
00D6: if 0
0320: actor $8F3 in_range_of_player $PLAYER_CHAR
004D: jump_if_false Label054020
00D6: if 0
0038: $8F2 == 1 ;; integer values
004D: jump_if_false Label054020
018A: $937 = create_checkpoint_at $905 $906 11.062
0164: disable_marker $8F4
03D5: remove_text "GEN3_23" ;; ~g~You've left Lance behind! Go and get him!
00BC: text_highpriority "GEN3_44" 5000 ms 2 ;; ~g~Go with Lance to the drop off
and watch over Diaz.
0004: $8F2 = 0 ;; integer values
0004: $938 = 2 ;; integer values

:Label054020
00D6: if 0
0018: $938 > 11 ;; integer values
004D: jump_if_false Label054086
00D6: if 0
0118: actor $903 dead
004D: jump_if_false Label054047
01C2: remove_references_to_actor $903 ;; Like turning an actor into a random
pedestrian

:Label054047
00D6: if 0
0118: actor $904 dead
004D: jump_if_false Label05405C
01C2: remove_references_to_actor $904 ;; Like turning an actor into a random
pedestrian

:Label05405C
00D6: if 0
0118: actor $8F5 dead
004D: jump_if_false Label054071
01C2: remove_references_to_actor $8F5 ;; Like turning an actor into a random
pedestrian

:Label054071
00D6: if 0
0118: actor $8F6 dead
004D: jump_if_false Label054086
01C2: remove_references_to_actor $8F6 ;; Like turning an actor into a random
pedestrian
:Label054086
00D6: if 0
0018: $945 > 1 ;; integer values
004D: jump_if_false Label0540CC
00D6: if 0
0118: actor $910 dead
004D: jump_if_false Label0540B2
0164: disable_marker $928
01C2: remove_references_to_actor $910 ;; Like turning an actor into a random
pedestrian

:Label0540B2
00D6: if 0
0118: actor $911 dead
004D: jump_if_false Label0540CC
0164: disable_marker $929
01C2: remove_references_to_actor $911 ;; Like turning an actor into a random
pedestrian

:Label0540CC
00D6: if 0
0018: $94D > 1 ;; integer values
004D: jump_if_false Label054112
00D6: if 0
0118: actor $912 dead
004D: jump_if_false Label0540F8
0164: disable_marker $92A
01C2: remove_references_to_actor $912 ;; Like turning an actor into a random
pedestrian

:Label0540F8
00D6: if 0
0118: actor $913 dead
004D: jump_if_false Label054112
0164: disable_marker $92B
01C2: remove_references_to_actor $913 ;; Like turning an actor into a random
pedestrian

:Label054112
00D6: if 0
0018: $956 > 1 ;; integer values
004D: jump_if_false Label05418C
00D6: if 0
0118: actor $914 dead
004D: jump_if_false Label05413E
0164: disable_marker $92C
01C2: remove_references_to_actor $914 ;; Like turning an actor into a random
pedestrian

:Label05413E
00D6: if 0
0118: actor $915 dead
004D: jump_if_false Label054158
0164: disable_marker $92D
01C2: remove_references_to_actor $915 ;; Like turning an actor into a random
pedestrian

:Label054158
00D6: if 0
0118: actor $916 dead
004D: jump_if_false Label054172
0164: disable_marker $92E
01C2: remove_references_to_actor $916 ;; Like turning an actor into a random
pedestrian

:Label054172
00D6: if 0
0118: actor $917 dead
004D: jump_if_false Label05418C
0164: disable_marker $92F
01C2: remove_references_to_actor $917 ;; Like turning an actor into a random
pedestrian

:Label05418C
00D6: if 0
0018: $95C > 1 ;; integer values
004D: jump_if_false Label054206
00D6: if 0
0118: actor $918 dead
004D: jump_if_false Label0541B8
0164: disable_marker $930
01C2: remove_references_to_actor $918 ;; Like turning an actor into a random
pedestrian

:Label0541B8
00D6: if 0
0118: actor $919 dead
004D: jump_if_false Label0541D2
0164: disable_marker $931
01C2: remove_references_to_actor $919 ;; Like turning an actor into a random
pedestrian

:Label0541D2
00D6: if 0
0118: actor $91A dead
004D: jump_if_false Label0541EC
0164: disable_marker $932
01C2: remove_references_to_actor $91A ;; Like turning an actor into a random
pedestrian

:Label0541EC
00D6: if 0
0118: actor $91B dead
004D: jump_if_false Label054206
0164: disable_marker $933
01C2: remove_references_to_actor $91B ;; Like turning an actor into a random
pedestrian

:Label054206
00D6: if 0
0018: $965 > 1 ;; integer values
004D: jump_if_false Label05424C
00D6: if 0
0118: actor $91C dead
004D: jump_if_false Label054232
0164: disable_marker $934
01C2: remove_references_to_actor $91C ;; Like turning an actor into a random
pedestrian

:Label054232
00D6: if 0
0118: actor $91D dead
004D: jump_if_false Label05424C
0164: disable_marker $935
01C2: remove_references_to_actor $91D ;; Like turning an actor into a random
pedestrian

:Label05424C
00D6: if 0
0018: $938 > 1 ;; integer values
004D: jump_if_false Label0542A8
00D6: if 0
001A: 21 > $938 ;; integer values
004D: jump_if_false Label0542A8
00D6: if 0
001A: 3 > $97F ;; integer values
004D: jump_if_false Label0542A8
00D6: if 0
0118: actor $8F3 dead
004D: jump_if_false Label0542A8
00BC: text_highpriority "GEN3_25" 5000 ms 1 ;; ~r~Lance died!
0002: jump Label0543AC

:Label0542A8
00D6: if 0
0038: $938 == 50 ;; integer values
004D: jump_if_false Label0542E0
00D6: if 0
0118: actor $8F3 dead
004D: jump_if_false Label0542E0
00BC: text_highpriority "GEN3_25" 5000 ms 1 ;; ~r~Lance died!
0002: jump Label0543AC

:Label0542E0
00D6: if 0
0018: $938 > 3 ;; integer values
004D: jump_if_false Label05432A
00D6: if 0
001A: 50 > $938 ;; integer values
004D: jump_if_false Label05432A
00D6: if 0
0118: actor $8F7 dead
004D: jump_if_false Label05432A
00BC: text_highpriority "GEN3_38" 5000 ms 1 ;; ~r~Diaz died! You failed to
protect him!
0002: jump Label0543AC

:Label05432A
00D6: if 0
0038: $97F == 0 ;; integer values
004D: jump_if_false Label0543A5
00D6: if 0
0018: $938 > 17 ;; integer values
004D: jump_if_false Label0543A5
00D6: if 0
8038: NOT $938 == 50 ;; integer values
004D: jump_if_false Label0543A5
00D6: if 0
8118: NOT actor $977 dead
004D: jump_if_false Label0543A5
00D6: if 0
80E9: NOT player $PLAYER_CHAR 0 ()near_actor $977 radius 300.0 300.0
004D: jump_if_false Label0543A5
00BC: text_highpriority "GEN3_30" 5000 ms 1 ;; ~r~He got away with the money!
Diaz will have your balls for this!
0002: jump Label0543AC

:Label0543A5
0002: jump Label04E992

:Label0543AC
00BA: text_styled "M_FAIL" 5000 ms 1 ;; MISSION FAILED!
01F0: set_max_wanted_level_to 4
0051: return

:Label0543C1
0004: $PASSED_COL3_GUARDIAN_ANGELS = 1 ;; integer values
01E3: text_1number_styled "M_PASS" 1000 5000 ms 1 ;; MISSION PASSED! $~1~
0110: clear_player $PLAYER_CHAR wanted_level
0109: player $PLAYER_CHAR money += 1000
030C: set_mission_points += 1
01F0: set_max_wanted_level_to 5
0394: play_music 1
0318: set_latest_mission_passed "COL_3" ;; Guardian Angels
0004: $387 = 1 ;; integer values
0164: disable_marker $E4
0051: return

:Label05440B
0004: $ONMISSION = 0 ;; integer values
0164: disable_marker $936
0164: disable_marker $937
0164: disable_marker $90B
0164: disable_marker $980
0215: destroy_pickup $8F1
0215: destroy_pickup $99E
034F: destroy_actor_with_fade $8F7 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $8F3 ;; The actor fades away like a ghost
0296: unload_special_actor 1
0296: unload_special_actor 2
0108: destroy_object $981
00D6: if 0
8119: NOT car $8FE wrecked
004D: jump_if_false Label05445E
020A: set_car $8FE door_status_to 1

:Label05445E
00D6: if 0
8119: NOT car $944 wrecked
004D: jump_if_false Label054475
020A: set_car $944 door_status_to 1

:Label054475
00D6: if 0
8119: NOT car $8F8 wrecked
004D: jump_if_false Label054493
020A: set_car $8F8 door_status_to 1
0519: unknown_car $8F8 flag 0

:Label054493
0249: release_model #ADMIRAL
0249: release_model #CLA
0249: release_model #CLB
0249: release_model #CUBAN
0249: release_model #HNA
0249: release_model #HNB
0249: release_model #CBA
0249: release_model #BURRITO
0249: release_model #VOODOO
0249: release_model #TEC9
0249: release_model #SANCHEZ
0249: release_model #UZI
0249: release_model #RUGER
0249: release_model #INFERNUS
0164: disable_marker $928
0164: disable_marker $929
0164: disable_marker $92A
0164: disable_marker $92B
0164: disable_marker $92C
0164: disable_marker $92D
0164: disable_marker $92E
0164: disable_marker $92F
0164: disable_marker $930
0164: disable_marker $931
0164: disable_marker $932
0164: disable_marker $933
0164: disable_marker $934
0164: disable_marker $935
0164: disable_marker $976
0164: disable_marker $8FA
0215: destroy_pickup $8F9
0164: disable_marker $99B
01E7: remove_forbidden_for_cars_cube 360.1251 -718.2709 5.6599 358.0144
-714.4711 15.5665
022A: remove_forbidden_for_peds_cube 378.103 -785.55 -10.908 448.572 -365.738
15.096
022A: remove_forbidden_for_peds_cube 461.047 -407.806 -5.549 470.15 -391.0296
16.9967
022A: remove_forbidden_for_peds_cube 435.0 -524.0 8.06 471.0 -543.0 10.22
022A: remove_forbidden_for_peds_cube 459.0238 -516.2858 -9.8426 442.6711
-521.8006 9.3815
01E7: remove_forbidden_for_cars_cube 378.103 -785.55 -10.908 448.572 -365.738
15.096
01E7: remove_forbidden_for_cars_cube 461.047 -407.806 -5.549 470.15 -391.0296
16.9967
01E7: remove_forbidden_for_cars_cube 435.0 -524.0 8.06 471.0 -543.0 10.22
022A: remove_forbidden_for_peds_cube 453.827 -521.7261 -9.8193 458.1206 -518.6826
9.8448
022B: create_forbidden_for_peds_cube 448.1194 -547.571 -9.5965 451.8866 -545.3828
9.7703
022B: create_forbidden_for_peds_cube 363.3187 -740.4727 -9.8304 358.7317
-742.9393 9.8132
022B: create_forbidden_for_peds_cube 363.3187 -740.4727 -9.8304 358.7317
-742.9393 9.8132
022B: create_forbidden_for_peds_cube 252.7259 -1010.698 -9.3932 247.8766
-1015.847 9.4152
01E8: create_forbidden_for_cars_cube 448.1194 -547.571 -9.5965 451.8866 -545.3828
9.7703
01E8: create_forbidden_for_cars_cube 363.3187 -740.4727 -9.8304 358.7317
-742.9393 9.8132
01E8: create_forbidden_for_cars_cube 363.3187 -740.4727 -9.8304 358.7317
-742.9393 9.8132
01E8: create_forbidden_for_cars_cube 252.7259 -1010.698 -9.3932 247.8766
-1015.847 9.4152
01E8: create_forbidden_for_cars_cube 458.3911 -489.0092 -10.0225 463.1796
-482.4622 10.0225
01E8: create_forbidden_for_cars_cube 433.9177 -580.8214 -9.7481 430.8031
-571.5383 9.644
022B: create_forbidden_for_peds_cube 433.9177 -580.8214 -9.7481 430.8031
-571.5383 9.644
022B: create_forbidden_for_peds_cube 461.4449 -458.5997 -9.5192 466.4395
-452.1389 9.5569
022B: create_forbidden_for_peds_cube 409.9822 -628.7527 -9.6987 401.5934
-633.8622 9.7065
022B: create_forbidden_for_peds_cube 397.3751 -659.5804 -9.9223 392.3924
-652.4006 12.6895
022B: create_forbidden_for_peds_cube 451.3571 -549.2508 -9.72 371.0886 -706.9174
12.9341
022A: remove_forbidden_for_peds_cube 467.448 -562.4217 10.0455 498.3176
-559.6038 10.0255
022A: remove_forbidden_for_peds_cube 463.6935 -522.5222 -9.9304 458.2091
-523.7589 9.9072
022A: remove_forbidden_for_peds_cube 403.8958 -706.7869 5.047491 401.1646
-707.5736 12.05998
022A: remove_forbidden_for_peds_cube 512.5228 -414.8388 5.066745 515.016
-419.5481 12.06674
022A: remove_forbidden_for_peds_cube 409.0673 -567.9186 5.203645 407.8025
-563.9974 11.11817
022A: remove_forbidden_for_peds_cube 387.9402 -553.2854 5.080599 388.5724
-557.2782 11.06856
022A: remove_forbidden_for_peds_cube 369.0032 -563.5308 8.19 374.3449 -563.1741
10.09998
01B7: release_weather
0151: remove_status_text $8FB
0151: remove_status_text $99C
0164: disable_marker $8F4
0164: disable_marker $99B
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
00D8: mission_cleanup
0051: return

:Label05492D
00D6: if 0
001A: 2 > $8FD ;; integer values
004D: jump_if_false Label054995
00D6: if 0
8119: NOT car $975 wrecked
004D: jump_if_false Label05498E
00D6: if 0
80DC: NOT player $PLAYER_CHAR driving $975
004D: jump_if_false Label054980
00D6: if 0
02BF: car $975 sunk
004D: jump_if_false Label054979
0004: $8FD = 2 ;; integer values

:Label054979
0002: jump Label054987

:Label054980
0004: $8FD = 2 ;; integer values

:Label054987
0002: jump Label054995

:Label05498E
0004: $8FD = 2 ;; integer values

:Label054995
00D6: if 0
0038: $8FD == 0 ;; integer values
004D: jump_if_false Label0549CD
00D6: if 0
80DF: NOT actor $977 driving
004D: jump_if_false Label0549CD
01D5: actor $977 go_to_and_drive_car $975
0319: set_actor $977 wander_state_to 1 (off)
0004: $8FD = 1 ;; integer values

:Label0549CD
00D6: if 0
0038: $8FD == 1 ;; integer values
004D: jump_if_false Label054A69
00D6: if 0
0448: actor $977 in_car $975
004D: jump_if_false Label054A69
00AD: set_car $975 max_speed_to 30.0
00AE: unknown_set_car $975 to_ignore_traffic_lights 2
00D6: if 0
0038: $938 == 18 ;; integer values
004D: jump_if_false Label054A30
02C2: car $975 drive_to_point 256.0 -969.15 9.622
0002: jump Label054A62

:Label054A30
00D6: if 0
0038: $938 == 19 ;; integer values
004D: jump_if_false Label054A5D
02C2: car $975 drive_to_point 191.64 -1305.0 9.101
0002: jump Label054A62

:Label054A5D
00A8: set_car $975 to_psycho_driver

:Label054A62
0004: $8FD = 0 ;; integer values

:Label054A69
00D6: if 0
0038: $8FD == 2 ;; integer values
004D: jump_if_false Label054AC0
00D6: if 21
044B: (unknown) $977
0119: car $975 wrecked
004D: jump_if_false Label054AAB
011C: actor $977 clear_objective
01D0: actor $977 avoid_player $PLAYER_CHAR
0004: $8FD = 3 ;; integer values
0002: jump Label054AC0

:Label054AAB
00D6: if 0
0449: actor $977 in_a_car
004D: jump_if_false Label054AC0
03E2: actor $977 exit_car

:Label054AC0
0051: return

;-------------Mission 10---------------
; Originally: Sir, Yes Sir!

:Label054AC2
0050: gosub Label054AE6
00D6: if 0
0112: wasted_or_busted
004D: jump_if_false Label054ADD
0050: gosub Label05B9B9

:Label054ADD
0050: gosub Label05BA09
004E: end_thread

:Label054AE6
0004: $ONMISSION = 1 ;; integer values
0004: $643 = 1 ;; integer values
03A4: name_thread "COL_4"
0317: increment_mission_attempts
0001: wait 0 ms
054C: use_GXT_table "GENERA4"
058E: set_restart_mission_taxi_destination -163.0 -1439.4 9.0 201.5
0007: 9@ = 7.5 ;; floating-point values
0007: 14@ = 7.5 ;; floating-point values
0005: $A60 = 7.5 ;; floating-point values
0004: $9A7 = -1 ;; integer values
0004: $9CA = -1 ;; integer values
0004: $9CB = -1 ;; integer values
0004: $9BF = -1 ;; integer values
0004: $9C0 = -1 ;; integer values
0004: $9C1 = -1 ;; integer values
0004: $9C2 = -1 ;; integer values
0004: $9BE = -1 ;; integer values
0004: $9C3 = -1 ;; integer values
0004: $9C4 = -1 ;; integer values
0004: $9C5 = -1 ;; integer values
0004: $9C6 = -1 ;; integer values
0004: $9C9 = -1 ;; integer values
0004: $9D9 = 0 ;; integer values
0004: $9DA = 0 ;; integer values
0004: $9DD = 0 ;; integer values
0004: $9DE = 0 ;; integer values
0004: $9DF = 0 ;; integer values
0004: $9E2 = 0 ;; integer values
0004: $9D5 = 0 ;; integer values
0004: $9D6 = 0 ;; integer values
0004: $9E3 = 0 ;; integer values
0004: $9EF = 0 ;; integer values
0004: $9F0 = 0 ;; integer values
0004: $9D7 = 0 ;; integer values
0004: $9D8 = 0 ;; integer values
0005: $A57 = 0.0 ;; floating-point values
0004: $9E5 = 0 ;; integer values
0004: $9E6 = 0 ;; integer values
0004: $9E8 = 0 ;; integer values
0004: $9E9 = 0 ;; integer values
0004: $9F4 = 0 ;; integer values
0004: $9F5 = 0 ;; integer values
0004: $9F6 = 0 ;; integer values
0004: $9F7 = 0 ;; integer values
0004: $9F8 = 0 ;; integer values
0004: $9F9 = 0 ;; integer values
0004: $9FA = 0 ;; integer values
0004: $9FB = 0 ;; integer values
0004: $9EB = 0 ;; integer values
0004: $9EC = 0 ;; integer values
0004: $9ED = 0 ;; integer values
0004: $9EE = 0 ;; integer values
0004: $9FE = 0 ;; integer values
0004: $9FF = 0 ;; integer values
0004: $A34 = 0 ;; integer values
0004: $9DB = 0 ;; integer values
0004: $9DC = 0 ;; integer values
0004: $A35 = 0 ;; integer values
0004: $9FC = 0 ;; integer values
0004: $9FD = 0 ;; integer values
0005: $A5C = 0.0 ;; floating-point values
0005: $A5D = 0.0 ;; floating-point values
0005: $A58 = 0.0 ;; floating-point values
0005: $A59 = 0.0 ;; floating-point values
0005: $A5A = 0.0 ;; floating-point values
0005: $A5B = 0.0 ;; floating-point values
0005: $A55 = 0.0 ;; floating-point values
0005: $A56 = 0.0 ;; floating-point values
0007: 10@ = -100.0 ;; floating-point values
0005: $A63 = 0.0 ;; floating-point values
0005: $A64 = 0.0 ;; floating-point values
0005: $A67 = 0.0 ;; floating-point values
0005: $A69 = 0.0 ;; floating-point values
0005: $A68 = 0.0 ;; floating-point values
0005: $A6A = 0.0 ;; floating-point values
0004: $A38 = 0 ;; integer values
0004: $A39 = 0 ;; integer values
0004: $A3A = 0 ;; integer values
0004: $A3B = 0 ;; integer values
0004: $A3C = 0 ;; integer values
0004: $A2F = 0 ;; integer values
0004: $A00 = 0 ;; integer values
0004: $A01 = 0 ;; integer values
0004: $A02 = 0 ;; integer values
0004: $A03 = 0 ;; integer values
0004: $A04 = 0 ;; integer values
0004: $A07 = 0 ;; integer values
0004: $A08 = 0 ;; integer values
0004: $A09 = 0 ;; integer values
0004: $A0A = 0 ;; integer values
0004: $A0B = 0 ;; integer values
0004: $A0D = 0 ;; integer values
0004: $A0E = 0 ;; integer values
0004: $A0F = 0 ;; integer values
0004: $A10 = 0 ;; integer values
0004: $A11 = 0 ;; integer values
0004: $A13 = 0 ;; integer values
0004: $A14 = 0 ;; integer values
0004: $A15 = 0 ;; integer values
0004: $A16 = 0 ;; integer values
0004: $A17 = 0 ;; integer values
0004: $A18 = 0 ;; integer values
0004: $A1D = 0 ;; integer values
0004: $A2B = 0 ;; integer values
0004: $A2D = 0 ;; integer values
0004: $A30 = 0 ;; integer values
0004: $A31 = 0 ;; integer values
0004: $A36 = 0 ;; integer values
0004: $A32 = 0 ;; integer values
0004: $A37 = 0 ;; integer values
0004: $9F1 = 0 ;; integer values
0004: $9F2 = 0 ;; integer values
0004: $9E4 = 0 ;; integer values
0004: $9E0 = 0 ;; integer values
0004: $A05 = 0 ;; integer values
0004: $9E7 = 0 ;; integer values
0004: $A3D = 0 ;; integer values
0004: $A3E = 0 ;; integer values
0004: $A3F = 0 ;; integer values
0004: $A40 = 0 ;; integer values
0004: $A41 = 0 ;; integer values
0004: $A42 = 0 ;; integer values
0004: $A43 = 0 ;; integer values
0004: $A44 = 0 ;; integer values
0004: $9EA = 0 ;; integer values
0004: $A45 = 0 ;; integer values
0004: $A46 = 0 ;; integer values
0004: $A33 = 0 ;; integer values
0004: $9F3 = 0 ;; integer values
0004: $9E1 = 0 ;; integer values
0004: $A47 = 0 ;; integer values
0004: $A48 = 0 ;; integer values
0004: $A49 = 0 ;; integer values
0004: $A4A = 0 ;; integer values
0004: $A4B = 0 ;; integer values
0004: $A0C = 0 ;; integer values
0004: $A12 = 0 ;; integer values
0004: $A4C = 0 ;; integer values
0004: $A4D = 0 ;; integer values
0004: $A4E = 0 ;; integer values
0004: $A52 = 0 ;; integer values
0004: $A53 = 0 ;; integer values
0004: $A54 = 0 ;; integer values
0004: $A23 = 0 ;; integer values
023C: load_special_actor 1 "CSPLAY"
023C: load_special_actor 2 "CSCOLO"
0247: request_model -8 (YT_MAIN_BODY)
0247: request_model -9 (YT_MAIN_BODY2)
0247: request_model -10 (YT_DOORS14)
0247: request_model -11 (YT_TMP_BOAT)
0247: request_model -12 (LODMAIN_BODY)
0247: request_model -115 (BIG_POLY_TINGS)
0247: request_model -14 (YT_GANGPLNK_TMP)
038B: load_requested_models

:Label054F59
00D6: if 21
823D: NOT special_actor 1 loaded
823D: NOT special_actor 2 loaded
004D: jump_if_false Label054F77
0001: wait 0 ms
0002: jump Label054F59

:Label054F77
00D6: if 25
8248: NOT model -8 (YT_MAIN_BODY) available
8248: NOT model -9 (YT_MAIN_BODY2) available
8248: NOT model -10 (YT_DOORS14) available
8248: NOT model -11 (YT_TMP_BOAT) available
8248: NOT model -12 (LODMAIN_BODY) available
8248: NOT model -115 (BIG_POLY_TINGS) available
004D: jump_if_false Label054FA5
0001: wait 0 ms
0002: jump Label054F77

:Label054FA5
00D6: if 0
8248: NOT model -14 (YT_GANGPLNK_TMP) available
004D: jump_if_false Label054FBF
0001: wait 0 ms
0002: jump Label054FA5

:Label054FBF
041D: set_camera_near_clip .1
02E4: load_cutscene_data "COL_4A"
01BB: store_object $2CA position_to $1C0 $1C1 $1C2
0009: $1C0 += .003 ;; floating-point values
000D: $1C1 -= 1.381 ;; floating-point values
0009: $1C2 += 3.149 ;; floating-point values
0244: set_cutscene_pos $1C0 $1C1 $1C2
02E5: $7D = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $7D "CSPLAY"
02E5: $8D = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $8D "CSCOLO"
04E4: unknown_refresh_game_renderer_at -244.2799 -1360.67
0395: clear_area 1 at -244.2799 -1360.67 range 7.0786 1.0
0055: put_player $PLAYER_CHAR at -244.2799 -1360.67 7.0786
0171: set_player $PLAYER_CHAR z_angle_to 279.1362
0373: set_camera_directly_behind_player
0169: set_fade_color 0 0 1
016A: fade 1 (back) 1500 ms
03AD: set_rubbish 0 (invisible)
03AF: set_streaming 1 (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime
0004: $ADD = 210 ;; integer values
0050: gosub Label05C518
00BC: text_highpriority "COL4_01" 10000 ms 1 ;; Diaz was pleased, and would like
to meet you again.
0004: $ADD = 2773 ;; integer values
0050: gosub Label05C518
00BC: text_highpriority "COL4_02" 10000 ms 1 ;; Is that a good thing?
0004: $ADD = 3669 ;; integer values
0050: gosub Label05C518
00BC: text_highpriority "COL4_03" 10000 ms 1 ;; Of course! Although I'm starting
to think that Diaz was responsible for our unfortunate loss...
0004: $ADD = 8935 ;; integer values
0050: gosub Label05C518
00BC: text_highpriority "COL4_04" 10000 ms 1 ;; What makes you say that?
0004: $ADD = 10386 ;; integer values
0050: gosub Label05C518
00BC: text_highpriority "COL4_05" 10000 ms 1 ;; One does not wave accusations at
a man like Diaz - I'm merely thinking out loud...
0004: $ADD = 14243 ;; integer values
0050: gosub Label05C518
00BC: text_highpriority "COL4_06" 10000 ms 1 ;; No matter. I have a proposal
that you could profit from...
0004: $ADD = 16762 ;; integer values
0050: gosub Label05C518
00BC: text_highpriority "COL4_07" 10000 ms 1 ;; I don't have time to run more
errands, Cortez.
0004: $ADD = 19154 ;; integer values
0050: gosub Label05C518
00BC: text_highpriority "COL4_08" 10000 ms 1 ;; I would have thought a man with
such dangerous debts would be hungry for opportunities. Please, Tommy, at least
hear me out.
0004: $ADD = 25653 ;; integer values
0050: gosub Label05C518
00BC: text_highpriority "COL4_09" 10000 ms 1 ;; Go on...
0004: $ADD = 26526 ;; integer values
0050: gosub Label05C518
00BC: text_highpriority "COL410" 10000 ms 1 ;; I have a buyer for a piece of
military hardware that is being taken through town. Pick it up for me...
0004: $ADD = 32640 ;; integer values
0050: gosub Label05C518
00BC: text_highpriority "COL411" 10000 ms 1 ;; and once you get it, I want you
to call me immediately, then...
0004: $ADD = 34964 ;; integer values
0050: gosub Label05C518
0169: set_fade_color 0 0 1
016A: fade 0 () 1500 ms
00BE: text_clear_all

:Label0551FD
00D6: if 0
016B: fading
004D: jump_if_false Label055215
0001: wait 0 ms
0002: jump Label0551FD

:Label055215
00D6: if 0
82E9: NOT cutscene_reached_end
004D: jump_if_false Label05522D
0001: wait 0 ms
0002: jump Label055215

:Label05522D
03AD: set_rubbish 1 (visible)
02EA: end_cutscene
0373: set_camera_directly_behind_player
0296: unload_special_actor 1
0296: unload_special_actor 2
0249: release_model -8 (YT_MAIN_BODY)
0249: release_model -9 (YT_MAIN_BODY2)
0249: release_model -10 (YT_DOORS14)
0249: release_model -11 (YT_TMP_BOAT)
0249: release_model -12 (LODMAIN_BODY)
0249: release_model -115 (BIG_POLY_TINGS)
0249: release_model -14 (YT_GANGPLNK_TMP)
04E3: unknown_player $PLAYER_CHAR 1 60000
0247: request_model #RHINO
0247: request_model #BARRACKS
0247: request_model #ARMY
0247: request_model #PATRIOT
0247: request_model #RUGER
038B: load_requested_models

:Label05527F
00D6: if 24
8248: NOT model #RHINO available
8248: NOT model #BARRACKS available
8248: NOT model #ARMY available
8248: NOT model #PATRIOT available
8248: NOT model #RUGER available
004D: jump_if_false Label0552AD
0001: wait 0 ms
0002: jump Label05527F

:Label0552AD
0169: set_fade_color 0 0 1
016A: fade 1 (back) 1500 ms
035E: set_player $PLAYER_CHAR armour_to 200
0225: $1D1B = player $PLAYER_CHAR health
00D6: if 0
001A: 100 > $1D1B ;; integer values
004D: jump_if_false Label0552E5
0222: set_player $PLAYER_CHAR health_to 100

:Label0552E5
00D6: if 0
016B: fading
004D: jump_if_false Label0552FD
0001: wait 0 ms
0002: jump Label0552E5

:Label0552FD
00BC: text_highpriority "COL4_B1" 20000 ms 1 ;; ~g~Go and acquire the piece of
military hardware that is being taken through town.
01E8: create_forbidden_for_cars_cube -721.211 243.998 5.0 -651.211 693.998 25.0
01E8: create_forbidden_for_cars_cube -760.362 101.883 5.0 -700.362 251.883 25.0
01E8: create_forbidden_for_cars_cube -783.906 -46.826 5.0 -723.906 103.174 25.0
01E8: create_forbidden_for_cars_cube -853.397 -149.692 5.0 -773.397 .308 25.0
01E8: create_forbidden_for_cars_cube -870.656 -594.54 5.0 -810.656 -144.54 25.0
01E8: create_forbidden_for_cars_cube -837.282 -1041.814 5.0 -770.282 -591.814
25.0
01E8: create_forbidden_for_cars_cube -827.532 -1539.617 5.0 -747.532 -1039.617
25.0
0481: 6.0
00A5: $9A3 = create_car #PATRIOT at -751.1733 113.8836 9.8756
0175: set_car $9A3 z_angle_to 167.7853
00AD: set_car $9A3 max_speed_to 9@
00AE: unknown_set_car $9A3 to_ignore_traffic_lights 4
0466: unknown_car $9A3 flag 0
0229: set_car $9A3 color_to 43 72
02AA: set_car $9A3 immune_to_nonplayer 1
0129: $9A9 = create_actor 4 #ARMY in_car $9A3 driverseat
0084: $9A8 = $9A9 ;; integer values and handles
0050: gosub Label05C3D5
01C8: $9AA = create_actor 4 #ARMY in_car $9A3 passenger_seat 0
0084: $9A8 = $9AA ;; integer values and handles
0050: gosub Label05C3D5
02C2: car $9A3 drive_to_point -843.4301 -1503.7 11.9556
0506: unknown 163 -1 1
00A5: $9A4 = create_car #BARRACKS at -749.1604 123.1814 9.8749
0175: set_car $9A4 z_angle_to 167.7853
00AD: set_car $9A4 max_speed_to 1.0
00AE: unknown_set_car $9A4 to_ignore_traffic_lights 4
0466: unknown_car $9A4 flag 0
02AA: set_car $9A4 immune_to_nonplayer 1
0129: $9AD = create_actor 4 #ARMY in_car $9A4 driverseat
0084: $9A8 = $9AD ;; integer values and handles
0050: gosub Label05C3D5
01C8: $9AE = create_actor 4 #ARMY in_car $9A4 passenger_seat 0
0084: $9A8 = $9AE ;; integer values and handles
0050: gosub Label05C3D5
009A: $9B5 = create_actor 4 #ARMY at -686.0 665.0 10.1
0084: $9A8 = $9B5 ;; integer values and handles
0050: gosub Label05C3D5
0464: put_actor $9B5 into_turret_on_car $9A4 at_car_offset .4242 -.0679 1.1322
unknown 3 angle 270.0 with_weapon 27
009A: $9B6 = create_actor 4 #ARMY at -686.0 664.0 10.1
0084: $9A8 = $9B6 ;; integer values and handles
0050: gosub Label05C3D5
0464: put_actor $9B6 into_turret_on_car $9A4 at_car_offset -.7608 -1.4 1.1138
unknown 1 angle 270.0 with_weapon 27
009A: $9B7 = create_actor 4 #ARMY at -686.0 663.0 10.1
0084: $9A8 = $9B7 ;; integer values and handles
0050: gosub Label05C3D5
0464: put_actor $9B7 into_turret_on_car $9A4 at_car_offset -.7595 -3.5704 1.1108
unknown 2 angle 270.0 with_weapon 27
009A: $9B8 = create_actor 4 #ARMY at -686.0 662.0 10.1
0084: $9A8 = $9B8 ;; integer values and handles
0050: gosub Label05C3D5
0464: put_actor $9B8 into_turret_on_car $9A4 at_car_offset .7158 -3.6996 1.1162
unknown 2 angle 270.0 with_weapon 27
02C2: car $9A4 drive_to_point -848.7084 -1482.733 10.992
00A5: $9A6 = create_car #RHINO at -747.1234 132.5895 9.8742
0175: set_car $9A6 z_angle_to 167.7853
00AD: set_car $9A6 max_speed_to 1.0
00AE: unknown_set_car $9A6 to_ignore_traffic_lights 4
0466: unknown_car $9A6 flag 0
0186: $9D4 = create_marker_above_car $9A6
0493: unknown_car $9A6 0
0129: $9C7 = create_actor 4 #ARMY in_car $9A6 driverseat
0084: $9A8 = $9C7 ;; integer values and handles
0050: gosub Label05C3D5
01C8: $9C8 = create_actor 4 #ARMY in_car $9A6 passenger_seat 0
0084: $9A8 = $9C8 ;; integer values and handles
0050: gosub Label05C3D5
009A: $9BD = create_actor 4 #ARMY at -686.0 662.0 10.1
0084: $9A8 = $9BD ;; integer values and handles
0050: gosub Label05C3D5
0464: put_actor $9BD into_turret_on_car $9A6 at_car_offset .0455 -1.0043 1.9962
unknown 0 angle 360.0 with_weapon 27
02C2: car $9A6 drive_to_point -838.3314 -1492.5 11.0623
0506: unknown 163 -1 1
00A5: $9A5 = create_car #BARRACKS at -744.8403 143.1341 9.8734
0175: set_car $9A5 z_angle_to 167.7853
00AE: unknown_set_car $9A5 to_ignore_traffic_lights 4
00AD: set_car $9A5 max_speed_to 1.0
0466: unknown_car $9A5 flag 0
02AA: set_car $9A5 immune_to_nonplayer 1
0129: $9B1 = create_actor 4 #ARMY in_car $9A5 driverseat
0084: $9A8 = $9B1 ;; integer values and handles
0050: gosub Label05C3D5
01C8: $9B2 = create_actor 4 #ARMY in_car $9A5 passenger_seat 0
0084: $9A8 = $9B2 ;; integer values and handles
0050: gosub Label05C3D5
009A: $9B9 = create_actor 4 #ARMY at -686.0 665.0 10.1
0084: $9A8 = $9B9 ;; integer values and handles
0050: gosub Label05C3D5
0464: put_actor $9B9 into_turret_on_car $9A5 at_car_offset .4242 -.0679 1.1322
unknown 3 angle 270.0 with_weapon 27
009A: $9BA = create_actor 4 #ARMY at -686.0 664.0 10.1
0084: $9A8 = $9BA ;; integer values and handles
0050: gosub Label05C3D5
0464: put_actor $9BA into_turret_on_car $9A5 at_car_offset -.7608 -1.4 1.1138
unknown 1 angle 270.0 with_weapon 27
009A: $9BB = create_actor 4 #ARMY at -686.0 663.0 10.1
0084: $9A8 = $9BB ;; integer values and handles
0050: gosub Label05C3D5
0464: put_actor $9BB into_turret_on_car $9A5 at_car_offset -.7595 -3.5704 1.1108
unknown 2 angle 270.0 with_weapon 27
009A: $9BC = create_actor 4 #ARMY at -686.0 662.0 10.1
0084: $9A8 = $9BC ;; integer values and handles
0050: gosub Label05C3D5
0464: put_actor $9BC into_turret_on_car $9A5 at_car_offset .7158 -3.6996 1.1162
unknown 2 angle 270.0 with_weapon 27
02C2: car $9A5 drive_to_point -856.1463 -1480.377 10.9387
0407: create_coordinate $1BD $1BE $1BF from_car $9A6 offset 5.0 2.0 0.0
009A: $9B3 = create_actor 4 #ARMY at $1BD $1BE 10.0
0084: $9A8 = $9B3 ;; integer values and handles
0050: gosub Label05C3D5
02A9: set_actor $9B3 immune_to_nonplayer 1
0407: create_coordinate $1BD $1BE $1BF from_car $9A6 offset 5.0 -1.0 0.0
009A: $9B4 = create_actor 4 #ARMY at $1BD $1BE 10.0
0084: $9A8 = $9B4 ;; integer values and handles
0050: gosub Label05C3D5
02A9: set_actor $9B4 immune_to_nonplayer 1
0407: create_coordinate $1BD $1BE $1BF from_car $9A6 offset 5.0 -4.0 0.0
009A: $9AB = create_actor 4 #ARMY at $1BD $1BE 10.0
0084: $9A8 = $9AB ;; integer values and handles
0050: gosub Label05C3D5
02A9: set_actor $9AB immune_to_nonplayer 1
0407: create_coordinate $1BD $1BE $1BF from_car $9A6 offset -5.0 2.0 0.0
009A: $9AC = create_actor 4 #ARMY at $1BD $1BE 10.0
0084: $9A8 = $9AC ;; integer values and handles
0050: gosub Label05C3D5
02A9: set_actor $9AC immune_to_nonplayer 1
0407: create_coordinate $1BD $1BE $1BF from_car $9A6 offset -5.0 -1.0 0.0
009A: $9AF = create_actor 4 #ARMY at $1BD $1BE 10.0
0084: $9A8 = $9AF ;; integer values and handles
0050: gosub Label05C3D5
02A9: set_actor $9AF immune_to_nonplayer 1
0407: create_coordinate $1BD $1BE $1BF from_car $9A6 offset -5.0 -4.0 0.0
009A: $9B0 = create_actor 4 #ARMY at $1BD $1BE 10.0
0084: $9A8 = $9B0 ;; integer values and handles
0050: gosub Label05C3D5
02A9: set_actor $9B0 immune_to_nonplayer 1

:Label055A6D
0001: wait 0 ms
0008: $A05 += 1 ;; integer values
00D6: if 0
0018: $A05 > 3 ;; integer values
004D: jump_if_false Label055A91
0004: $A05 = 0 ;; integer values

:Label055A91
01BD: $12CB = current_time_in_ms
00D6: if 0
0038: $A05 == 0 ;; integer values
004D: jump_if_false Label056018
00D6: if 0
8119: NOT car $9A3 wrecked
004D: jump_if_false Label055FF8
00D6: if 0
80DC: NOT player $PLAYER_CHAR driving $9A3
004D: jump_if_false Label055F9A
00D6: if 0
8118: NOT actor $9A9 dead
004D: jump_if_false Label055F61
00D6: if 0
00DB: actor $9A9 in_car $9A3
004D: jump_if_false Label055F28
00AA: store_car $9A3 position_to 0@ 1@ 2@
0088: $12FE = 0@ ;; floating-point values only
000D: $12FE -= -837.0244 ;; floating-point values
0088: $12FF = 1@ ;; floating-point values only
000D: $12FF -= -1509.279 ;; floating-point values
0069: $12FE *= $12FE ;; floating-point values
0069: $12FF *= $12FF ;; floating-point values
0086: $1300 = $12FE ;; floating-point values only
0059: $1300 += $12FF ;; floating-point values
01FB: $A67 = square_root $1300
00D6: if 0
0038: $9DD == 0 ;; integer values
004D: jump_if_false Label055DAA
00D6: if 0
8118: NOT actor $9AA dead
004D: jump_if_false Label055C05
00D6: if 0
0038: $A46 == 0 ;; integer values
004D: jump_if_false Label055BFE
00D6: if 0
0038: $9E5 == 5 ;; integer values
004D: jump_if_false Label055BFE
00D6: if 0
00DB: actor $9AA in_car $9A3
004D: jump_if_false Label055BCF
0004: $9E5 = 0 ;; integer values
00D6: if 21
0038: $A38 == 0 ;; integer values
0038: $A38 == 7 ;; integer values
004D: jump_if_false Label055BC8
0004: $9DF = 0 ;; integer values

:Label055BC8
0002: jump Label055BFE

:Label055BCF
00D6: if 0
00DF: actor $9AA driving
004D: jump_if_false Label055BF6
03C0: $9C3 = actor $9AA car
01D3: actor $9AA leave_car $9C3
0002: jump Label055BFE

:Label055BF6
01D4: actor $9AA go_to_car $9A3 and_enter_it_as_a_passenger

:Label055BFE
0002: jump Label055C30

:Label055C05
00D6: if 0
8038: NOT $A46 == 3 ;; integer values
004D: jump_if_false Label055C30
00D6: if 0
0038: $9DD == 0 ;; integer values
004D: jump_if_false Label055C30
0004: $9DD = 1 ;; integer values

:Label055C30
00D6: if 0
0118: actor $9A9 dead
004D: jump_if_false Label055C6B
00D6: if 0
8038: NOT $A45 == 3 ;; integer values
004D: jump_if_false Label055C6B
00D6: if 0
0038: $9DD == 0 ;; integer values
004D: jump_if_false Label055C6B
0004: $9DD = 1 ;; integer values
:Label055C6B
00D6: if 0
031E: unknown_vehicle_check $9A3 unknown 39
004D: jump_if_false Label055CA3
00D6: if 0
01FC: player $PLAYER_CHAR near_car $9A3 radius 20.0 20.0 0
004D: jump_if_false Label055CA3
0004: $A4C = 1 ;; integer values

:Label055CA3
00D6: if 0
031E: unknown_vehicle_check $9A3 unknown 47
004D: jump_if_false Label055CD7
0227: $A4F = car $9A3 health
00D6: if 0
001A: 800 > $A4F ;; integer values
004D: jump_if_false Label055CD7
0004: $9DD = 1 ;; integer values

:Label055CD7
0468: $9A3
00D6: if 0
81AD: NOT car $9A3 0 ()near_point -838.3314 -1490.493 50.0 50.0
004D: jump_if_false Label055D4C
0086: $A6B = $A69 ;; floating-point values only
0061: $A6B -= $A67 ;; floating-point values
00D6: if 0
0020: $A6B > 20.0 ;; floating-point values
004D: jump_if_false Label055D42
00AD: set_car $9A3 max_speed_to 0.0
0477: unknown_car $9A3 1 200
0002: jump Label055D4C

:Label055D42
00AD: set_car $9A3 max_speed_to 7.5

:Label055D4C
00D6: if 0
8038: NOT $A46 == 3 ;; integer values
004D: jump_if_false Label055D7D
0084: $9CA = $9A3 ;; integer values and handles
0084: $9CB = $9AA ;; integer values and handles
0087: 10@ = 2@ ;; floating-point values only
0050: gosub Label05BB2C

:Label055D7D
00D6: if 0
0038: $9DF == 1 ;; integer values
004D: jump_if_false Label055DA3
00AD: set_car $9A3 max_speed_to 0.0
0477: unknown_car $9A3 1 500

:Label055DA3
0002: jump Label055F21

:Label055DAA
00D6: if 0
0038: $A23 == 1 ;; integer values
004D: jump_if_false Label055E84
00D6: if 21
0038: $A34 == 2 ;; integer values
0038: $A34 == 3 ;; integer values
004D: jump_if_false Label055DDC
0004: $A34 = 0 ;; integer values

:Label055DDC
00D6: if 0
0038: $A34 == 0 ;; integer values
004D: jump_if_false Label055E0D
00AD: set_car $9A3 max_speed_to 100.0
00AE: unknown_set_car $9A3 to_ignore_traffic_lights 2
00AF: set_car $9A3 driver_behaviour_to 2
0004: $A34 = 1 ;; integer values

:Label055E0D
00D6: if 0
0038: $A34 == 1 ;; integer values
004D: jump_if_false Label055E7D
00D6: if 0
0038: $A35 == 10 ;; integer values
004D: jump_if_false Label055E76
00D6: if 0
01FC: player $PLAYER_CHAR near_car $9A3 radius 20.0 20.0 0
004D: jump_if_false Label055E68
00D6: if 0
8118: NOT actor $9AA dead
004D: jump_if_false Label055E68
01CA: actor $9AA kill_player $PLAYER_CHAR

:Label055E68
0004: $A35 = 0 ;; integer values
0002: jump Label055E7D

:Label055E76
0008: $A35 += 1 ;; integer values

:Label055E7D
0002: jump Label055F21

:Label055E84
00D6: if 21
0038: $A34 == 0 ;; integer values
0038: $A34 == 1 ;; integer values
004D: jump_if_false Label055EA4
0004: $A34 = 2 ;; integer values

:Label055EA4
00D6: if 0
0038: $A34 == 2 ;; integer values
004D: jump_if_false Label055EDC
00AD: set_car $9A3 max_speed_to 100.0
00AE: unknown_set_car $9A3 to_ignore_traffic_lights 2
00A7: car $9A3 drive_to 3@ 4@ 5@
0004: $A34 = 3 ;; integer values

:Label055EDC
00D6: if 0
0038: $A34 == 3 ;; integer values
004D: jump_if_false Label055F21
00D6: if 0
01AD: car $9A3 0 ()near_point 3@ 4@ 20.0 20.0
004D: jump_if_false Label055F21
00AF: set_car $9A3 driver_behaviour_to 11
0477: unknown_car $9A3 1 500

:Label055F21
0002: jump Label055F5A

:Label055F28
00D6: if 0
8038: NOT $A45 == 3 ;; integer values
004D: jump_if_false Label055F5A
0004: $9D9 = 1 ;; integer values
00D6: if 0
0038: $9DD == 0 ;; integer values
004D: jump_if_false Label055F5A
0004: $9DD = 1 ;; integer values

:Label055F5A
0002: jump Label055F93

:Label055F61
00D6: if 0
8038: NOT $A45 == 3 ;; integer values
004D: jump_if_false Label055F93
0004: $9D9 = 1 ;; integer values
00D6: if 0
0038: $9DD == 0 ;; integer values
004D: jump_if_false Label055F93
0004: $9DD = 1 ;; integer values

:Label055F93
0002: jump Label055FF1

:Label055F9A
02AA: set_car $9A3 immune_to_nonplayer 0
00D6: if 0
8118: NOT actor $9A9 dead
004D: jump_if_false Label055FB9
01CA: actor $9A9 kill_player $PLAYER_CHAR

:Label055FB9
00D6: if 0
8118: NOT actor $9AA dead
004D: jump_if_false Label055FD1
01CA: actor $9AA kill_player $PLAYER_CHAR

:Label055FD1
00D6: if 0
0038: $9DD == 0 ;; integer values
004D: jump_if_false Label055FEA
0004: $9DD = 1 ;; integer values

:Label055FEA
0004: $9D9 = 1 ;; integer values

:Label055FF1
0002: jump Label056018

:Label055FF8
00D6: if 0
0038: $9DD == 0 ;; integer values
004D: jump_if_false Label056011
0004: $9DD = 1 ;; integer values

:Label056011
0004: $9D9 = 1 ;; integer values

:Label056018
00D6: if 0
0038: $A05 == 1 ;; integer values
004D: jump_if_false Label0566EA
00D6: if 0
8119: NOT car $9A4 wrecked
004D: jump_if_false Label05660E
00D6: if 0
80DC: NOT player $PLAYER_CHAR driving $9A4
004D: jump_if_false Label0565B0
00D6: if 0
8118: NOT actor $9AD dead
004D: jump_if_false Label056589
00D6: if 0
00DB: actor $9AD in_car $9A4
004D: jump_if_false Label056562
00AA: store_car $9A4 position_to 6@ 7@ 8@
0088: $12FE = 6@ ;; floating-point values only
000D: $12FE -= -837.0244 ;; floating-point values
0088: $12FF = 7@ ;; floating-point values only
000D: $12FF -= -1509.279 ;; floating-point values
0069: $12FE *= $12FE ;; floating-point values
0069: $12FF *= $12FF ;; floating-point values
0086: $1300 = $12FE ;; floating-point values only
0059: $1300 += $12FF ;; floating-point values
01FB: $A69 = square_root $1300
00D6: if 0
0038: $9DD == 0 ;; integer values
004D: jump_if_false Label0563E4
00D6: if 0
8118: NOT actor $9AE dead
004D: jump_if_false Label056175
00D6: if 0
0038: $9E6 == 5 ;; integer values
004D: jump_if_false Label05616E
00D6: if 0
00DB: actor $9AE in_car $9A4
004D: jump_if_false Label05613F
0004: $9E6 = 0 ;; integer values
00D6: if 21
0038: $A38 == 0 ;; integer values
0038: $A38 == 7 ;; integer values
004D: jump_if_false Label056138
0004: $9DF = 0 ;; integer values

:Label056138
0002: jump Label05616E
:Label05613F
00D6: if 0
00DF: actor $9AE driving
004D: jump_if_false Label056166
03C0: $9C4 = actor $9AE car
01D3: actor $9AE leave_car $9C4
0002: jump Label05616E

:Label056166
01D4: actor $9AE go_to_car $9A4 and_enter_it_as_a_passenger

:Label05616E
0002: jump Label05618E

:Label056175
00D6: if 0
0038: $9DD == 0 ;; integer values
004D: jump_if_false Label05618E
0004: $9DD = 1 ;; integer values

:Label05618E
00D6: if 0
0118: actor $9AD dead
004D: jump_if_false Label0561B7
00D6: if 0
0038: $9DD == 0 ;; integer values
004D: jump_if_false Label0561B7
0004: $9DD = 1 ;; integer values

:Label0561B7
00D6: if 0
031E: unknown_vehicle_check $9A4 unknown 39
004D: jump_if_false Label0561EF
00D6: if 0
01FC: player $PLAYER_CHAR near_car $9A4 radius 20.0 20.0 0
004D: jump_if_false Label0561EF
0004: $A4D = 1 ;; integer values

:Label0561EF
00D6: if 0
031E: unknown_vehicle_check $9A4 unknown 47
004D: jump_if_false Label056223
0227: $A50 = car $9A4 health
00D6: if 0
001A: 800 > $A50 ;; integer values
004D: jump_if_false Label056223
0004: $9DD = 1 ;; integer values

:Label056223
0468: $9A4
00D6: if 0
8038: NOT $9D9 == 1 ;; integer values
004D: jump_if_false Label056359
0088: $12FE = 6@ ;; floating-point values only
0067: $12FE -= 0@ ;; floating-point values
0088: $12FF = 7@ ;; floating-point values only
0067: $12FF -= 1@ ;; floating-point values
0069: $12FE *= $12FE ;; floating-point values
0069: $12FF *= $12FF ;; floating-point values
0086: $1300 = $12FE ;; floating-point values only
0059: $1300 += $12FF ;; floating-point values
01FB: $1300 = square_root $1300
0089: 9@ = $1300 ;; floating-point values only
000F: 9@ -= 3.0 ;; floating-point values
00D6: if 0
0021: 9@ > 100.0 ;; floating-point values
004D: jump_if_false Label0562B3
0007: 9@ = 100.0 ;; floating-point values

:Label0562B3
00D6: if 0
0023: 0.0 > 9@ ;; floating-point values
004D: jump_if_false Label0562D2
0007: 9@ = 0.0 ;; floating-point values

:Label0562D2
00D6: if 0
81AD: NOT car $9A4 0 ()near_point -838.3314 -1490.493 50.0 50.0
004D: jump_if_false Label05634B
00D6: if 0
0024: $A67 > $A69 ;; floating-point values only
004D: jump_if_false Label056315
0007: 9@ = 0.0 ;; floating-point values

:Label056315
0086: $A6C = $A68 ;; floating-point values only
0061: $A6C -= $A69 ;; floating-point values
00D6: if 0
0020: $A6C > 20.0 ;; floating-point values
004D: jump_if_false Label056344
0007: 9@ = 0.0 ;; floating-point values

:Label056344
0002: jump Label056352

:Label05634B
04E0: unknown_car $9A4 40

:Label056352
0002: jump Label056363

:Label056359
0007: 9@ = 12.0 ;; floating-point values

:Label056363
0084: $9CA = $9A4 ;; integer values and handles
0084: $9CB = $9AE ;; integer values and handles
0087: 10@ = 8@ ;; floating-point values only
0050: gosub Label05BB2C
00D6: if 0
0038: $9DF == 0 ;; integer values
004D: jump_if_false Label0563C9
00D6: if 0
0043: 9@ == 0.0 ;; floating-point values
004D: jump_if_false Label0563BA
0477: unknown_car $9A4 1 200
0002: jump Label0563C2
:Label0563BA
00AD: set_car $9A4 max_speed_to 9@

:Label0563C2
0002: jump Label0563DD

:Label0563C9
0007: 9@ = 0.0 ;; floating-point values
0477: unknown_car $9A4 1 500

:Label0563DD
0002: jump Label05655B

:Label0563E4
00D6: if 0
0038: $A23 == 1 ;; integer values
004D: jump_if_false Label0564BE
00D6: if 21
0038: $9DB == 2 ;; integer values
0038: $9DB == 3 ;; integer values
004D: jump_if_false Label056416
0004: $9DB = 0 ;; integer values

:Label056416
00D6: if 0
0038: $9DB == 0 ;; integer values
004D: jump_if_false Label056447
00AD: set_car $9A4 max_speed_to 100.0
00AE: unknown_set_car $9A4 to_ignore_traffic_lights 2
00AF: set_car $9A4 driver_behaviour_to 2
0004: $9DB = 1 ;; integer values

:Label056447
00D6: if 0
0038: $9DB == 1 ;; integer values
004D: jump_if_false Label0564B7
00D6: if 0
0038: $9FC == 10 ;; integer values
004D: jump_if_false Label0564B0
00D6: if 0
01FC: player $PLAYER_CHAR near_car $9A4 radius 20.0 20.0 0
004D: jump_if_false Label0564A2
00D6: if 0
8118: NOT actor $9AE dead
004D: jump_if_false Label0564A2
01CA: actor $9AE kill_player $PLAYER_CHAR

:Label0564A2
0004: $9FC = 0 ;; integer values
0002: jump Label0564B7

:Label0564B0
0008: $9FC += 1 ;; integer values

:Label0564B7
0002: jump Label05655B

:Label0564BE
00D6: if 21
0038: $9DB == 0 ;; integer values
0038: $9DB == 1 ;; integer values
004D: jump_if_false Label0564DE
0004: $9DB = 2 ;; integer values

:Label0564DE
00D6: if 0
0038: $9DB == 2 ;; integer values
004D: jump_if_false Label056516
00AD: set_car $9A4 max_speed_to 100.0
00AE: unknown_set_car $9A4 to_ignore_traffic_lights 2
00A7: car $9A4 drive_to 3@ 4@ 5@
0004: $9DB = 3 ;; integer values

:Label056516
00D6: if 0
0038: $9DB == 3 ;; integer values
004D: jump_if_false Label05655B
00D6: if 0
01AD: car $9A4 0 ()near_point 3@ 4@ 20.0 20.0
004D: jump_if_false Label05655B
00AF: set_car $9A4 driver_behaviour_to 11
0477: unknown_car $9A4 1 500

:Label05655B
0002: jump Label056582

:Label056562
00D6: if 0
0038: $9DD == 0 ;; integer values
004D: jump_if_false Label05657B
0004: $9DD = 1 ;; integer values

:Label05657B
0004: $9DA = 1 ;; integer values

:Label056582
0002: jump Label0565A9

:Label056589
00D6: if 0
0038: $9DD == 0 ;; integer values
004D: jump_if_false Label0565A2
0004: $9DD = 1 ;; integer values

:Label0565A2
0004: $9DA = 1 ;; integer values

:Label0565A9
0002: jump Label056607

:Label0565B0
02AA: set_car $9A4 immune_to_nonplayer 0
00D6: if 0
8118: NOT actor $9AD dead
004D: jump_if_false Label0565CF
01CA: actor $9AD kill_player $PLAYER_CHAR

:Label0565CF
00D6: if 0
8118: NOT actor $9AE dead
004D: jump_if_false Label0565E7
01CA: actor $9AE kill_player $PLAYER_CHAR

:Label0565E7
00D6: if 0
0038: $9DD == 0 ;; integer values
004D: jump_if_false Label056600
0004: $9DD = 1 ;; integer values

:Label056600
0004: $9DA = 1 ;; integer values

:Label056607
0002: jump Label05662E

:Label05660E
00D6: if 0
0038: $9DD == 0 ;; integer values
004D: jump_if_false Label056627
0004: $9DD = 1 ;; integer values

:Label056627
0004: $9DA = 1 ;; integer values

:Label05662E
0084: $9D1 = $9B5 ;; integer values and handles
0084: $9D2 = $9A4 ;; integer values and handles
0084: $9D3 = $9AD ;; integer values and handles
0084: $A06 = $9F4 ;; integer values and handles
0050: gosub Label05C53D
0084: $9F4 = $A06 ;; integer values and handles
0084: $9D1 = $9B6 ;; integer values and handles
0084: $9D2 = $9A4 ;; integer values and handles
0084: $9D3 = $9AD ;; integer values and handles
0084: $A06 = $9F5 ;; integer values and handles
0050: gosub Label05C53D
0084: $9F5 = $A06 ;; integer values and handles
0084: $9D1 = $9B7 ;; integer values and handles
0084: $9D2 = $9A4 ;; integer values and handles
0084: $9D3 = $9AD ;; integer values and handles
0084: $A06 = $9F6 ;; integer values and handles
0050: gosub Label05C53D
0084: $9F6 = $A06 ;; integer values and handles
0084: $9D1 = $9B8 ;; integer values and handles
0084: $9D2 = $9A4 ;; integer values and handles
0084: $9D3 = $9AD ;; integer values and handles
0084: $A06 = $9F7 ;; integer values and handles
0050: gosub Label05C53D
0084: $9F7 = $A06 ;; integer values and handles

:Label0566EA
00D6: if 0
0038: $A05 == 2 ;; integer values
004D: jump_if_false Label05897A
00D6: if 0
8119: NOT car $9A6 wrecked
004D: jump_if_false Label058952
00D6: if 0
80DC: NOT player $PLAYER_CHAR driving $9A6
004D: jump_if_false Label0585BB
00D6: if 1
03B1: garage $2B1 door_closed
0018: $A30 > 0 ;; integer values
004D: jump_if_false Label05674C
00BC: text_highpriority "COL4_B2" 5000 ms 1 ;; ~r~The tank arrived at its
destination safely!
0002: jump Label05B9B9

:Label05674C
00D6: if 0
0038: $A30 == 1 ;; integer values
004D: jump_if_false Label05685E
00D6: if 0
01AD: car $9A6 0 ()near_point -836.007 -1500.523 13.5 13.5
004D: jump_if_false Label05685E
00D6: if 0
02B3: player $PLAYER_CHAR in_cube -823.448 -1488.083 10.852 -841.991 -1480.591
16.165 radius 30.0 sphere 0
004D: jump_if_false Label05685E
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point -833.708 -1509.877 12.489 radius 4.0
6.0 1.5
004D: jump_if_false Label056809
00D6: if 0
0038: $A33 == 0 ;; integer values
004D: jump_if_false Label056802
0004: $A33 = 1 ;; integer values

:Label056802
0002: jump Label05685E

:Label056809
00D6: if 25
001A: 3 > $A3D ;; integer values
001A: 3 > $A45 ;; integer values
001A: 3 > $A3F ;; integer values
001A: 3 > $A40 ;; integer values
001A: 3 > $A46 ;; integer values
001A: 3 > $A42 ;; integer values
004D: jump_if_false Label056857
00D6: if 0
0038: $9DD == 0 ;; integer values
004D: jump_if_false Label056857
0004: $9DD = 1 ;; integer values

:Label056857
0004: $A30 = 2 ;; integer values

:Label05685E
00D6: if 0
01FC: player $PLAYER_CHAR near_car $9A6 radius 60.0 60.0 0
004D: jump_if_false Label0568CA
0004: $A32 = 1 ;; integer values
00D6: if 0
0038: $A37 == 0 ;; integer values
004D: jump_if_false Label0568BC
00BC: text_highpriority "COL4_B6" 5000 ms 1 ;; ~g~Find a way to steal the tank!
0084: $9F3 = $12CB ;; integer values and handles
0008: $9F3 += 5000 ;; integer values
0004: $A37 = 1 ;; integer values

:Label0568BC
010D: set_player $PLAYER_CHAR wanted_level_to 0
0002: jump Label0568D1

:Label0568CA
0004: $A32 = 0 ;; integer values

:Label0568D1
00D6: if 0
01FC: player $PLAYER_CHAR near_car $9A6 radius 250.0 250.0 0
004D: jump_if_false Label0568FE
0004: $A23 = 1 ;; integer values
0002: jump Label056905

:Label0568FE
0004: $A23 = 0 ;; integer values

:Label056905
00AA: store_car $9A6 position_to 3@ 4@ 5@
0088: $12FE = 3@ ;; floating-point values only
000D: $12FE -= -837.0244 ;; floating-point values
0088: $12FF = 4@ ;; floating-point values only
000D: $12FF -= -1509.279 ;; floating-point values
0069: $12FE *= $12FE ;; floating-point values
0069: $12FF *= $12FF ;; floating-point values
0086: $1300 = $12FE ;; floating-point values only
0059: $1300 += $12FF ;; floating-point values
01FB: $A68 = square_root $1300
00D6: if 0
0118: actor $9C7 dead
004D: jump_if_false Label0569CA
00D6: if 0
8038: NOT $A43 == 3 ;; integer values
004D: jump_if_false Label0569CA
00D6: if 0
0038: $9DD == 0 ;; integer values
004D: jump_if_false Label0569CA
00D6: if 0
056D: unknown_actor $9C7 dead_but_active
004D: jump_if_false Label0569C3
04A5: unknown_store_dead_actor $9C7 position_to $1BD $1BE $1BF
0213: $9CE = create_pickup -18 (BODYARMOUR) type 3 at $1BD $1BE $1BF

:Label0569C3
0004: $9DD = 1 ;; integer values

:Label0569CA
00D6: if 0
0118: actor $9C8 dead
004D: jump_if_false Label056A35
00D6: if 0
8038: NOT $A44 == 3 ;; integer values
004D: jump_if_false Label056A35
00D6: if 0
0038: $9DD == 0 ;; integer values
004D: jump_if_false Label056A35
00D6: if 0
056D: unknown_actor $9C8 dead_but_active
004D: jump_if_false Label056A2E
04A5: unknown_store_dead_actor $9C8 position_to $1BD $1BE $1BF
0213: $9CF = create_pickup -18 (BODYARMOUR) type 3 at $1BD $1BE $1BF

:Label056A2E
0004: $9DD = 1 ;; integer values

:Label056A35
00D6: if 0
0038: $9E1 == 0 ;; integer values
004D: jump_if_false Label056ACE
00D6: if 0
8038: NOT $9F0 == 2 ;; integer values
004D: jump_if_false Label056ACE
00D6: if 0
844A: NOT (unknown) $PLAYER_CHAR
004D: jump_if_false Label056ACE
0407: create_coordinate $1BD $1BE $1BF from_car $9A6 offset -2.5017 .3918 -.1973
00D6: if 0
00E4: player $PLAYER_CHAR 0 ()near_point_on_foot $1BD $1BE radius 1.0 1.0
004D: jump_if_false Label056ACE
00BC: text_highpriority "COL4_B4" 5000 ms 1 ;; ~g~The tank is locked. Find a way
to lure out the occupants.
0084: $9F3 = $12CB ;; integer values and handles
0008: $9F3 += 5000 ;; integer values
0004: $9E1 = 1 ;; integer values

:Label056ACE
00D6: if 0
0038: $A0C == 0 ;; integer values
004D: jump_if_false Label056B9D
00D6: if 0
0495: unknown_car_check $9A6
004D: jump_if_false Label056B9D
00D6: if 0
8118: NOT actor $9C7 dead
004D: jump_if_false Label056B1B
00D6: if 0
00DB: actor $9C7 in_car $9A6
004D: jump_if_false Label056B1B
01CE: actor $9C7 avoid_player $PLAYER_CHAR

:Label056B1B
00D6: if 0
8118: NOT actor $9C8 dead
004D: jump_if_false Label056B46
00D6: if 0
00DB: actor $9C8 in_car $9A6
004D: jump_if_false Label056B46
01CE: actor $9C8 avoid_player $PLAYER_CHAR

:Label056B46
00D6: if 0
0038: $A08 == 0 ;; integer values
004D: jump_if_false Label056B6F
0004: $A08 = 1 ;; integer values
0084: $A1F = $12CB ;; integer values and handles
0008: $A1F += 6000 ;; integer values

:Label056B6F
020A: set_car $9A6 door_status_to 1
0004: $9F0 = 2 ;; integer values
00D6: if 0
0038: $9DD == 0 ;; integer values
004D: jump_if_false Label056B96
0004: $9DD = 1 ;; integer values

:Label056B96
0004: $A0C = 1 ;; integer values

:Label056B9D
00D6: if 0
8038: NOT $9EA == 3 ;; integer values
004D: jump_if_false Label056DEE
00D6: if 0
8118: NOT actor $9BD dead
004D: jump_if_false Label056C09
00D6: if 0
0038: $9DD == 0 ;; integer values
004D: jump_if_false Label056BFA
00D6: if 0
0038: $9EA == 0 ;; integer values
004D: jump_if_false Label056BF3
0174: $1316 = car $9A6 z_angle
0173: set_actor $9BD z_angle_to $1316

:Label056BF3
0002: jump Label056C02

:Label056BFA
01CA: actor $9BD kill_player $PLAYER_CHAR

:Label056C02
0002: jump Label056DEE

:Label056C09
00D6: if 0
0038: $9DD == 0 ;; integer values
004D: jump_if_false Label056DE9
00D6: if 0
0038: $9FE == 0 ;; integer values
004D: jump_if_false Label056C4B
0004: $9DF = 1 ;; integer values
0004: $9FE = 1 ;; integer values
0084: $9FF = $12CB ;; integer values and handles
0008: $9FF += 2000 ;; integer values

:Label056C4B
00D6: if 0
0038: $9FE == 1 ;; integer values
004D: jump_if_false Label056CC9
00D6: if 0
001C: $12CB > $9FF ;; integer values
004D: jump_if_false Label056CC9
00D6: if 0
0038: $A0E == 0 ;; integer values
004D: jump_if_false Label056C99
0004: $A0E = 1 ;; integer values
0084: $A25 = $12CB ;; integer values and handles
0008: $A25 += 6000 ;; integer values

:Label056C99
00D6: if 0
0038: $A18 == 0 ;; integer values
004D: jump_if_false Label056CC2
0004: $A18 = 1 ;; integer values
0084: $A2E = $12CB ;; integer values and handles
0008: $A2E += 8000 ;; integer values

:Label056CC2
0004: $9FE = 2 ;; integer values

:Label056CC9
00D6: if 0
0038: $9FE == 2 ;; integer values
004D: jump_if_false Label056DA4
00D6: if 0
8118: NOT actor $9C7 dead
004D: jump_if_false Label056DA4
0407: create_coordinate $1BD $1BE $1BF from_car $9A6 offset -5.0 0.0 0.0
0239: actor $9C7 run_to $1BD $1BE
020A: set_car $9A6 door_status_to 1
0004: $9F0 = 2 ;; integer values
00D6: if 0
00ED: actor $9C7 0 ()near_point_on_foot $1BD $1BE radius 1.0 1.0
004D: jump_if_false Label056DA4
011C: actor $9C7 clear_objective
00AA: store_car $9A6 position_to $1BD $1BE $1BF
00D6: if 0
0038: $A09 == 0 ;; integer values
004D: jump_if_false Label056D7F
0004: $A09 = 1 ;; integer values
0084: $A20 = $12CB ;; integer values and handles
0008: $A20 += 6000 ;; integer values

:Label056D7F
01BE: set_actor $9C7 to_look_at_spot $1BD $1BE $1BF
0004: $9FE = 3 ;; integer values
0084: $9FF = $12CB ;; integer values and handles
0008: $9FF += 2000 ;; integer values

:Label056DA4
00D6: if 0
0038: $9FE == 3 ;; integer values
004D: jump_if_false Label056DE2
00D6: if 0
001C: $12CB > $9FF ;; integer values
004D: jump_if_false Label056DE2
00D6: if 0
0038: $9DD == 0 ;; integer values
004D: jump_if_false Label056DE2
0004: $9DD = 1 ;; integer values
:Label056DE2
0002: jump Label056DEE

:Label056DE9
0465: remove_actor $9BD from_turret_mode

:Label056DEE
00D6: if 0
0038: $9DD == 0 ;; integer values
004D: jump_if_false Label05751B
00D6: if 0
0038: $A3D == 0 ;; integer values
004D: jump_if_false Label056E9C
00D6: if 0
8118: NOT actor $9B3 dead
004D: jump_if_false Label056E71
0407: create_coordinate $1BD $1BE $1BF from_car $9A6 offset 5.0 2.0 0.0
00D6: if 0
0038: $9DF == 0 ;; integer values
004D: jump_if_false Label056E6A
0411: (unknown) $9B3 0
0239: actor $9B3 run_to $1BD $1BE
0411: (unknown) $9B3 0

:Label056E6A
0002: jump Label056E9C

:Label056E71
00D6: if 0
8038: NOT $A3D == 3 ;; integer values
004D: jump_if_false Label056E9C
00D6: if 0
0038: $9DD == 0 ;; integer values
004D: jump_if_false Label056E9C
0004: $9DD = 1 ;; integer values

:Label056E9C
00D6: if 0
0038: $A3E == 0 ;; integer values
004D: jump_if_false Label056F26
00D6: if 0
8118: NOT actor $9B4 dead
004D: jump_if_false Label056EFB
0407: create_coordinate $1BD $1BE $1BF from_car $9A6 offset 5.0 -1.0 0.0
0411: (unknown) $9B4 0
0239: actor $9B4 run_to $1BD $1BE
0411: (unknown) $9B4 0
0002: jump Label056F26

:Label056EFB
00D6: if 0
8038: NOT $A3E == 3 ;; integer values
004D: jump_if_false Label056F26
00D6: if 0
0038: $9DD == 0 ;; integer values
004D: jump_if_false Label056F26
0004: $9DD = 1 ;; integer values

:Label056F26
00D6: if 0
0038: $A3F == 0 ;; integer values
004D: jump_if_false Label057095
00D6: if 0
8118: NOT actor $9AB dead
004D: jump_if_false Label05706A
00D6: if 22
0038: $A4C == 1 ;; integer values
0038: $A4D == 1 ;; integer values
0038: $A4E == 1 ;; integer values
004D: jump_if_false Label057016
00D6: if 0
0038: $A12 == 0 ;; integer values
004D: jump_if_false Label056FAA
00D6: if 0
0038: $A16 == 0 ;; integer values
004D: jump_if_false Label056FA3
0004: $A16 = 1 ;; integer values
0084: $A2C = $12CB ;; integer values and handles
0008: $A2C += 6000 ;; integer values

:Label056FA3
0004: $A12 = 1 ;; integer values

:Label056FAA
0350: unknown_actor $9AB not_scared_flag 1
00D6: if 0
00E0: player $PLAYER_CHAR driving
004D: jump_if_false Label056FD8
03C1: $12B6 = player $PLAYER_CHAR car
01D9: actor $9AB run_away_from_car $12B6
0002: jump Label056FE0

:Label056FD8
01CA: actor $9AB kill_player $PLAYER_CHAR

:Label056FE0
00D6: if 0
001C: $12CB > $A52 ;; integer values
004D: jump_if_false Label05700F
0004: $A4C = 0 ;; integer values
0004: $A4D = 0 ;; integer values
0004: $A4E = 0 ;; integer values
0004: $A12 = 0 ;; integer values

:Label05700F
0002: jump Label057063

:Label057016
0350: unknown_actor $9AB not_scared_flag 0
0084: $A52 = $12CB ;; integer values and handles
0008: $A52 += 6000 ;; integer values
0407: create_coordinate $1BD $1BE $1BF from_car $9A6 offset 5.0 -4.0 0.0
0411: (unknown) $9AB 0
0239: actor $9AB run_to $1BD $1BE
0411: (unknown) $9AB 0

:Label057063
0002: jump Label057095
:Label05706A
00D6: if 0
8038: NOT $A3F == 3 ;; integer values
004D: jump_if_false Label057095
00D6: if 0
0038: $9DD == 0 ;; integer values
004D: jump_if_false Label057095
0004: $9DD = 1 ;; integer values

:Label057095
00D6: if 0
01AD: car $9A6 0 ()near_point -860.463 -204.449 8.0 75.0
004D: jump_if_false Label0570C9
0004: $9E0 = 1 ;; integer values
0002: jump Label0570D0

:Label0570C9
0004: $9E0 = 0 ;; integer values

:Label0570D0
00D6: if 0
0038: $A40 == 0 ;; integer values
004D: jump_if_false Label0571A2
00D6: if 0
8118: NOT actor $9AC dead
004D: jump_if_false Label057177
00D6: if 0
0038: $9E0 == 1 ;; integer values
004D: jump_if_false Label057128
0407: create_coordinate $1BD $1BE $1BF from_car $9A6 offset -3.5 -4.0 0.0
0002: jump Label057145

:Label057128
0407: create_coordinate $1BD $1BE $1BF from_car $9A6 offset -5.0 2.0 0.0

:Label057145
00D6: if 0
0038: $9DF == 0 ;; integer values
004D: jump_if_false Label057170
0411: (unknown) $9AC 0
0239: actor $9AC run_to $1BD $1BE
0411: (unknown) $9AC 0

:Label057170
0002: jump Label0571A2

:Label057177
00D6: if 0
8038: NOT $A40 == 3 ;; integer values
004D: jump_if_false Label0571A2
00D6: if 0
0038: $9DD == 0 ;; integer values
004D: jump_if_false Label0571A2
0004: $9DD = 1 ;; integer values

:Label0571A2
00D6: if 0
0038: $A41 == 0 ;; integer values
004D: jump_if_false Label05737E
00D6: if 0
8118: NOT actor $9AF dead
004D: jump_if_false Label057353
00D6: if 22
0038: $A4C == 1 ;; integer values
0038: $A4D == 1 ;; integer values
0038: $A4E == 1 ;; integer values
004D: jump_if_false Label0572B2
00D6: if 0
0118: actor $9AB dead
004D: jump_if_false Label057236
00D6: if 0
0038: $A12 == 0 ;; integer values
004D: jump_if_false Label057236
00D6: if 0
0038: $A16 == 0 ;; integer values
004D: jump_if_false Label05722F
0004: $A16 = 1 ;; integer values
0084: $A2C = $12CB ;; integer values and handles
0008: $A2C += 6000 ;; integer values

:Label05722F
0004: $A12 = 1 ;; integer values

:Label057236
0350: unknown_actor $9AF not_scared_flag 1
00D6: if 0
00E0: player $PLAYER_CHAR driving
004D: jump_if_false Label057264
03C1: $12B6 = player $PLAYER_CHAR car
01D9: actor $9AF run_away_from_car $12B6
0002: jump Label05726C

:Label057264
01CA: actor $9AF kill_player $PLAYER_CHAR

:Label05726C
00D6: if 0
0118: actor $9AB dead
004D: jump_if_false Label0572AB
00D6: if 0
001C: $12CB > $A52 ;; integer values
004D: jump_if_false Label0572AB
0004: $A4C = 0 ;; integer values
0004: $A4D = 0 ;; integer values
0004: $A4E = 0 ;; integer values
0004: $A12 = 0 ;; integer values

:Label0572AB
0002: jump Label05734C

:Label0572B2
00D6: if 0
0118: actor $9AB dead
004D: jump_if_false Label0572D9
0084: $A52 = $12CB ;; integer values and handles
0008: $A52 += 6000 ;; integer values
0002: jump Label0572E0
:Label0572D9
0350: unknown_actor $9AB not_scared_flag 0

:Label0572E0
00D6: if 0
0038: $9E0 == 1 ;; integer values
004D: jump_if_false Label057316
0407: create_coordinate $1BD $1BE $1BF from_car $9A6 offset -3.5 -1.0 0.0
0002: jump Label057333

:Label057316
0407: create_coordinate $1BD $1BE $1BF from_car $9A6 offset -5.0 -1.0 0.0

:Label057333
0411: (unknown) $9AF 0
0239: actor $9AF run_to $1BD $1BE
0411: (unknown) $9AF 0

:Label05734C
0002: jump Label05737E

:Label057353
00D6: if 0
8038: NOT $A41 == 3 ;; integer values
004D: jump_if_false Label05737E
00D6: if 0
0038: $9DD == 0 ;; integer values
004D: jump_if_false Label05737E
0004: $9DD = 1 ;; integer values

:Label05737E
00D6: if 0
0038: $A42 == 0 ;; integer values
004D: jump_if_false Label05743E
00D6: if 0
8118: NOT actor $9B0 dead
004D: jump_if_false Label057413
00D6: if 0
0038: $9E0 == 1 ;; integer values
004D: jump_if_false Label0573D6
0407: create_coordinate $1BD $1BE $1BF from_car $9A6 offset -3.5 2.0 0.0
0002: jump Label0573F3

:Label0573D6
0407: create_coordinate $1BD $1BE $1BF from_car $9A6 offset -5.0 -4.0 0.0

:Label0573F3
0411: (unknown) $9B0 0
0239: actor $9B0 run_to $1BD $1BE
0411: (unknown) $9B0 0
0002: jump Label05743E

:Label057413
00D6: if 0
8038: NOT $A42 == 3 ;; integer values
004D: jump_if_false Label05743E
00D6: if 0
0038: $9DD == 0 ;; integer values
004D: jump_if_false Label05743E
0004: $9DD = 1 ;; integer values

:Label05743E
00D6: if 0
8118: NOT actor $9C8 dead
004D: jump_if_false Label0574E9
00D6: if 0
0038: $A44 == 0 ;; integer values
004D: jump_if_false Label0574E2
00D6: if 0
0038: $9E8 == 5 ;; integer values
004D: jump_if_false Label0574E2
00D6: if 0
00DB: actor $9C8 in_car $9A6
004D: jump_if_false Label0574B3
0004: $9E8 = 0 ;; integer values
00D6: if 21
0038: $A38 == 0 ;; integer values
0038: $A38 == 7 ;; integer values
004D: jump_if_false Label0574AC
0004: $9DF = 0 ;; integer values

:Label0574AC
0002: jump Label0574E2

:Label0574B3
00D6: if 0
00DF: actor $9C8 driving
004D: jump_if_false Label0574DA
03C0: $9C5 = actor $9C8 car
01D3: actor $9C8 leave_car $9C5
0002: jump Label0574E2

:Label0574DA
01D4: actor $9C8 go_to_car $9A6 and_enter_it_as_a_passenger

:Label0574E2
0002: jump Label057514

:Label0574E9
00D6: if 0
8038: NOT $A44 == 3 ;; integer values
004D: jump_if_false Label057514
00D6: if 0
0038: $9DD == 0 ;; integer values
004D: jump_if_false Label057514
0004: $9DD = 1 ;; integer values

:Label057514
0002: jump Label057702

:Label05751B
00D6: if 0
0038: $9F0 == 0 ;; integer values
004D: jump_if_false Label057546
0084: $9EF = $12CB ;; integer values and handles
0008: $9EF += 100000 ;; integer values
0004: $9F0 = 1 ;; integer values
:Label057546
00D6: if 0
0038: $9F0 == 1 ;; integer values
004D: jump_if_false Label057672
00D6: if 0
0119: car $9A3 wrecked
004D: jump_if_false Label0575F8
00D6: if 0
0119: car $9A4 wrecked
004D: jump_if_false Label0575F8
00D6: if 0
0119: car $9A5 wrecked
004D: jump_if_false Label0575F8
00D6: if 0
0118: actor $9B3 dead
004D: jump_if_false Label0575F8
00D6: if 0
0118: actor $9B4 dead
004D: jump_if_false Label0575F8
00D6: if 0
0118: actor $9AB dead
004D: jump_if_false Label0575F8
00D6: if 0
0118: actor $9AC dead
004D: jump_if_false Label0575F8
00D6: if 0
0118: actor $9AF dead
004D: jump_if_false Label0575F8
00D6: if 0
0118: actor $9B0 dead
004D: jump_if_false Label0575F8
0084: $9EF = $12CB ;; integer values and handles
000C: $9EF -= 500 ;; integer values

:Label0575F8
00D6: if 0
001C: $12CB > $9EF ;; integer values
004D: jump_if_false Label057672
00D6: if 0
8118: NOT actor $9C7 dead
004D: jump_if_false Label057623
01CE: actor $9C7 avoid_player $PLAYER_CHAR

:Label057623
00D6: if 0
8118: NOT actor $9C8 dead
004D: jump_if_false Label05763B
01CE: actor $9C8 avoid_player $PLAYER_CHAR

:Label05763B
00D6: if 0
0038: $A08 == 0 ;; integer values
004D: jump_if_false Label057664
0004: $A08 = 1 ;; integer values
0084: $A1F = $12CB ;; integer values and handles
0008: $A1F += 6000 ;; integer values

:Label057664
020A: set_car $9A6 door_status_to 1
0004: $9F0 = 2 ;; integer values

:Label057672
00D6: if 0
8118: NOT actor $9B3 dead
004D: jump_if_false Label05768A
01CA: actor $9B3 kill_player $PLAYER_CHAR

:Label05768A
00D6: if 0
8118: NOT actor $9B4 dead
004D: jump_if_false Label0576A2
01CA: actor $9B4 kill_player $PLAYER_CHAR

:Label0576A2
00D6: if 0
8118: NOT actor $9AB dead
004D: jump_if_false Label0576BA
01CA: actor $9AB kill_player $PLAYER_CHAR

:Label0576BA
00D6: if 0
8118: NOT actor $9AC dead
004D: jump_if_false Label0576D2
01CA: actor $9AC kill_player $PLAYER_CHAR

:Label0576D2
00D6: if 0
8118: NOT actor $9AF dead
004D: jump_if_false Label0576EA
01CA: actor $9AF kill_player $PLAYER_CHAR

:Label0576EA
00D6: if 0
8118: NOT actor $9B0 dead
004D: jump_if_false Label057702
01CA: actor $9B0 kill_player $PLAYER_CHAR

:Label057702
00D6: if 0
0038: $9DD == 0 ;; integer values
004D: jump_if_false Label0582D7
00D6: if 0
8118: NOT actor $9C7 dead
004D: jump_if_false Label05779C
00D6: if 0
050D: $9C7
004D: jump_if_false Label05779C
00D6: if 0
8118: NOT actor $9C8 dead
004D: jump_if_false Label05779C
01CE: actor $9C8 avoid_player $PLAYER_CHAR
020A: set_car $9A6 door_status_to 1
0004: $9F0 = 2 ;; integer values
00D6: if 0
0038: $A07 == 0 ;; integer values
004D: jump_if_false Label057783
0004: $A07 = 1 ;; integer values
0084: $A1E = $12CB ;; integer values and handles
0008: $A1E += 6000 ;; integer values

:Label057783
00D6: if 0
0038: $9DD == 0 ;; integer values
004D: jump_if_false Label05779C
0004: $9DD = 1 ;; integer values

:Label05779C
00D6: if 0
8118: NOT actor $9C8 dead
004D: jump_if_false Label057B78
00D6: if 0
050D: $9C8
004D: jump_if_false Label057824
00D6: if 0
8118: NOT actor $9C7 dead
004D: jump_if_false Label057824
01CE: actor $9C7 avoid_player $PLAYER_CHAR
020A: set_car $9A6 door_status_to 1
0004: $9F0 = 2 ;; integer values
00D6: if 0
0038: $A07 == 0 ;; integer values
004D: jump_if_false Label05780B
0004: $A07 = 1 ;; integer values
0084: $A1E = $12CB ;; integer values and handles
0008: $A1E += 6000 ;; integer values

:Label05780B
00D6: if 0
0038: $9DD == 0 ;; integer values
004D: jump_if_false Label057824
0004: $9DD = 1 ;; integer values

:Label057824
00D6: if 0
0038: $A38 == 0 ;; integer values
004D: jump_if_false Label0578C2
00D6: if 0
01AD: car $9A6 0 ()near_point -834.422 -634.884 5.0 5.0
004D: jump_if_false Label0578C2
0004: $9DF = 1 ;; integer values
00D6: if 0
0038: $9E8 == 0 ;; integer values
004D: jump_if_false Label0578C2
020A: set_car $9A6 door_status_to 1
0004: $9F0 = 2 ;; integer values
00D6: if 0
0038: $A0A == 0 ;; integer values
004D: jump_if_false Label0578AC
0004: $A0A = 1 ;; integer values
0084: $A21 = $12CB ;; integer values and handles
0008: $A21 += 6000 ;; integer values

:Label0578AC
0239: actor $9C8 run_to -844.5248 -639.313
0004: $A38 = 1 ;; integer values
:Label0578C2
00D6: if 0
0038: $A38 == 1 ;; integer values
004D: jump_if_false Label057910
00D6: if 0
00ED: actor $9C8 0 ()near_point_on_foot -844.5248 -639.313 radius 1.0 1.0
004D: jump_if_false Label057910
0239: actor $9C8 run_to -850.9821 -633.8697
0004: $A38 = 2 ;; integer values

:Label057910
00D6: if 0
0038: $A38 == 2 ;; integer values
004D: jump_if_false Label05795F
00D6: if 0
00ED: actor $9C8 0 ()near_point_on_foot -850.9821 -633.8697 radius 1.0 1.0
004D: jump_if_false Label05795F
0084: $A39 = $12CB ;; integer values and handles
0008: $A39 += 2000 ;; integer values
0004: $A38 = 3 ;; integer values

:Label05795F
00D6: if 0
0038: $A38 == 3 ;; integer values
004D: jump_if_false Label05799A
00D6: if 0
001C: $12CB > $A39 ;; integer values
004D: jump_if_false Label05799A
0239: actor $9C8 run_to -850.9821 -633.8697
0004: $A38 = 4 ;; integer values

:Label05799A
00D6: if 0
0038: $A38 == 4 ;; integer values
004D: jump_if_false Label0579E8
00D6: if 0
00ED: actor $9C8 0 ()near_point_on_foot -850.9821 -633.8697 radius 1.0 1.0
004D: jump_if_false Label0579E8
0239: actor $9C8 run_to -844.5248 -639.313
0004: $A38 = 5 ;; integer values

:Label0579E8
00D6: if 0
0038: $A38 == 5 ;; integer values
004D: jump_if_false Label057A2F
00D6: if 0
00ED: actor $9C8 0 ()near_point_on_foot -844.5248 -639.313 radius 1.0 1.0
004D: jump_if_false Label057A2F
01D4: actor $9C8 go_to_car $9A6 and_enter_it_as_a_passenger
0004: $A38 = 6 ;; integer values

:Label057A2F
00D6: if 0
0038: $A38 == 6 ;; integer values
004D: jump_if_false Label057B71
00D6: if 0
00DB: actor $9C8 in_car $9A6
004D: jump_if_false Label057B71
00D6: if 0
0038: $A30 == 0 ;; integer values
004D: jump_if_false Label057B3D
00D6: if 0
0038: $A0B == 0 ;; integer values
004D: jump_if_false Label057A8F
0004: $A0B = 1 ;; integer values
0084: $A22 = $12CB ;; integer values and handles
0008: $A22 += 6000 ;; integer values

:Label057A8F
021B: set_garage $2B1 to_accept_car $9A6
0360: open_garage $2B1
009A: $9CC = create_actor 4 #ARMY at -830.7947 -1500.054 11.067
0173: set_actor $9CC z_angle_to 2.1778
01B2: give_actor $9CC weapon 27 ammo 9999 ;; Load the weapon model before using
this
01ED: reset_actor $9CC flags
0243: set_actor $9CC ped_stats_to 16
02A9: set_actor $9CC immune_to_nonplayer 1
0350: unknown_actor $9CC not_scared_flag 1
0411: (unknown) $9CC 0
009A: $9CD = create_actor 4 #ARMY at -824.3466 -1488.274 10.9186
0173: set_actor $9CD z_angle_to 117.421
01B2: give_actor $9CD weapon 27 ammo 9999 ;; Load the weapon model before using
this
01ED: reset_actor $9CD flags
0243: set_actor $9CD ped_stats_to 16
02A9: set_actor $9CD immune_to_nonplayer 1
0350: unknown_actor $9CD not_scared_flag 1
0411: (unknown) $9CD 0
0004: $A30 = 1 ;; integer values

:Label057B3D
00D6: if 0
0038: $9DE == 0 ;; integer values
004D: jump_if_false Label057B5D
0004: $9DF = 0 ;; integer values
0004: $A38 = 7 ;; integer values

:Label057B5D
02C2: car $9A6 drive_to_point -838.3314 -1492.5 11.0623

:Label057B71
0002: jump Label057BA3

:Label057B78
00D6: if 0
8038: NOT $A44 == 3 ;; integer values
004D: jump_if_false Label057BA3
00D6: if 0
0038: $9DD == 0 ;; integer values
004D: jump_if_false Label057BA3
0004: $9DD = 1 ;; integer values

:Label057BA3
00D6: if 0
01AD: car $9A6 0 ()near_point -838.3314 -1492.5 3.0 3.0
004D: jump_if_false Label057C3A
00D6: if 0
0038: $A31 == 0 ;; integer values
004D: jump_if_false Label057C2C
00D6: if 0
02B3: player $PLAYER_CHAR in_cube -823.448 -1488.083 10.852 -841.991 -1480.591
16.165 radius 30.0 sphere 0
004D: jump_if_false Label057C1E
0004: $9E4 = 1 ;; integer values
0002: jump Label057C25

:Label057C1E
0004: $9E4 = 0 ;; integer values

:Label057C25
0002: jump Label057C33

:Label057C2C
0004: $9E4 = 0 ;; integer values

:Label057C33
0002: jump Label057C41

:Label057C3A
0004: $9E4 = 0 ;; integer values

:Label057C41
00D6: if 0
0038: $A3D == 0 ;; integer values
004D: jump_if_false Label0582D0
00D6: if 0
0038: $A40 == 0 ;; integer values
004D: jump_if_false Label0582D0
00D6: if 0
0038: $9DE == 0 ;; integer values
004D: jump_if_false Label057E01
00D6: if 21
01FF: player $PLAYER_CHAR near_car $9A6 radius 8.0 10.0 3.0 unknown 0
0038: $9E4 == 1 ;; integer values
004D: jump_if_false Label057DF1
00D6: if 0
001C: $12CB > $A53 ;; integer values
004D: jump_if_false Label057DEA
00A0: store_actor $9B3 position_to $1BD $1BE $1BF
0054: store_player $PLAYER_CHAR position_to $5F $60 $1BF
0086: $12FE = $1BD ;; floating-point values only
0061: $12FE -= $5F ;; floating-point values
0086: $12FF = $1BE ;; floating-point values only
0061: $12FF -= $60 ;; floating-point values
0069: $12FE *= $12FE ;; floating-point values
0069: $12FF *= $12FF ;; floating-point values
0086: $1300 = $12FE ;; floating-point values only
0059: $1300 += $12FF ;; floating-point values
01FB: $A5E = square_root $1300
00A0: store_actor $9AC position_to $1BD $1BE $1BF
0086: $12FE = $1BD ;; floating-point values only
0061: $12FE -= $5F ;; floating-point values
0086: $12FF = $1BE ;; floating-point values only
0061: $12FF -= $60 ;; floating-point values
0069: $12FE *= $12FE ;; floating-point values
0069: $12FF *= $12FF ;; floating-point values
0086: $1300 = $12FE ;; floating-point values only
0059: $1300 += $12FF ;; floating-point values
01FB: $A5F = square_root $1300
00D6: if 0
0024: $A5F > $A5E ;; floating-point values only
004D: jump_if_false Label057D9B
022D: set_actor $9B3 to_look_at_player $PLAYER_CHAR
0005: $A5E = -100.0 ;; floating-point values
0002: jump Label057DAD

:Label057D9B
022D: set_actor $9AC to_look_at_player $PLAYER_CHAR
0005: $A5F = -100.0 ;; floating-point values

:Label057DAD
00D6: if 0
0038: $A0F == 0 ;; integer values
004D: jump_if_false Label057DD6
0004: $A0F = 1 ;; integer values
0084: $A26 = $12CB ;; integer values and handles
0008: $A26 += 6000 ;; integer values

:Label057DD6
01BD: $1AF0 = current_time_in_ms
0008: $1AF0 += 5000 ;; integer values
0004: $9DE = 1 ;; integer values

:Label057DEA
0002: jump Label057E01

:Label057DF1
0084: $A53 = $12CB ;; integer values and handles
0008: $A53 += 2000 ;; integer values

:Label057E01
00D6: if 0
0038: $9DE == 1 ;; integer values
004D: jump_if_false Label057EF2
00D6: if 21
01FF: player $PLAYER_CHAR near_car $9A6 radius 8.0 10.0 3.0 unknown 0
0038: $9E4 == 1 ;; integer values
004D: jump_if_false Label057EA4
00D6: if 0
001C: $12CB > $1AF0 ;; integer values
004D: jump_if_false Label057E9D
00D6: if 0
0038: $9DF == 0 ;; integer values
004D: jump_if_false Label057E6A
0004: $9DF = 1 ;; integer values

:Label057E6A
0004: $9DE = 2 ;; integer values
00D6: if 0
0042: $A5E == -100.0 ;; floating-point values
004D: jump_if_false Label057E95
01D2: actor $9B3 follow_player $PLAYER_CHAR
0002: jump Label057E9D

:Label057E95
01D2: actor $9AC follow_player $PLAYER_CHAR

:Label057E9D
0002: jump Label057EF2

:Label057EA4
00D6: if 3
0038: $9E5 == 0 ;; integer values
0038: $9E6 == 0 ;; integer values
0038: $9E8 == 0 ;; integer values
0038: $9E9 == 0 ;; integer values
004D: jump_if_false Label057EEB
00D6: if 21
0038: $A38 == 0 ;; integer values
0038: $A38 == 7 ;; integer values
004D: jump_if_false Label057EEB
0004: $9DF = 0 ;; integer values

:Label057EEB
0004: $9DE = 0 ;; integer values

:Label057EF2
00D6: if 0
0038: $9DE == 2 ;; integer values
004D: jump_if_false Label058058
00D6: if 21
01FF: player $PLAYER_CHAR near_car $9A6 radius 8.0 10.0 3.0 unknown 0
0038: $9E4 == 1 ;; integer values
004D: jump_if_false Label05800A
00D6: if 0
0042: $A5E == -100.0 ;; floating-point values
004D: jump_if_false Label057FA7
00D6: if 0
00E9: player $PLAYER_CHAR 0 ()near_actor $9B3 radius 4.0 4.0
004D: jump_if_false Label057FA0
00D6: if 0
0038: $A14 == 0 ;; integer values
004D: jump_if_false Label057F8C
0004: $A14 = 1 ;; integer values
0084: $A2A = $12CB ;; integer values and handles
0008: $A2A += 6000 ;; integer values

:Label057F8C
01BD: $1AF0 = current_time_in_ms
0008: $1AF0 += 6000 ;; integer values
0004: $9DE = 3 ;; integer values

:Label057FA0
0002: jump Label058003

:Label057FA7
00D6: if 0
00E9: player $PLAYER_CHAR 0 ()near_actor $9AC radius 4.0 4.0
004D: jump_if_false Label058003
00D6: if 0
0038: $A14 == 0 ;; integer values
004D: jump_if_false Label057FEF
0004: $A14 = 1 ;; integer values
0084: $A2A = $12CB ;; integer values and handles
0008: $A2A += 6000 ;; integer values

:Label057FEF
01BD: $1AF0 = current_time_in_ms
0008: $1AF0 += 6000 ;; integer values
0004: $9DE = 3 ;; integer values

:Label058003
0002: jump Label058058

:Label05800A
00D6: if 3
0038: $9E5 == 0 ;; integer values
0038: $9E6 == 0 ;; integer values
0038: $9E8 == 0 ;; integer values
0038: $9E9 == 0 ;; integer values
004D: jump_if_false Label058051
00D6: if 21
0038: $A38 == 0 ;; integer values
0038: $A38 == 7 ;; integer values
004D: jump_if_false Label058051
0004: $9DF = 0 ;; integer values

:Label058051
0004: $9DE = 0 ;; integer values

:Label058058
00D6: if 0
0038: $9DE == 3 ;; integer values
004D: jump_if_false Label05821A
00D6: if 21
01FF: player $PLAYER_CHAR near_car $9A6 radius 8.0 10.0 3.0 unknown 0
0038: $9E4 == 1 ;; integer values
004D: jump_if_false Label0581CC
00D6: if 0
001C: $12CB > $1AF0 ;; integer values
004D: jump_if_false Label0581C5
00D6: if 0
0038: $A13 == 0 ;; integer values
004D: jump_if_false Label0580D1
0004: $A13 = 1 ;; integer values
0084: $A29 = $12CB ;; integer values and handles
0008: $A29 += 6000 ;; integer values

:Label0580D1
00D6: if 0
0042: $A5E == -100.0 ;; floating-point values
004D: jump_if_false Label05811C
00D6: if 0
00E0: player $PLAYER_CHAR driving
004D: jump_if_false Label05810D
03C1: $12B6 = player $PLAYER_CHAR car
01D9: actor $9B3 run_away_from_car $12B6
0002: jump Label058115

:Label05810D
01CA: actor $9B3 kill_player $PLAYER_CHAR

:Label058115
0002: jump Label05814B

:Label05811C
00D6: if 0
00E0: player $PLAYER_CHAR driving
004D: jump_if_false Label058143
03C1: $12B6 = player $PLAYER_CHAR car
01D9: actor $9AC run_away_from_car $12B6
0002: jump Label05814B

:Label058143
01CA: actor $9AC kill_player $PLAYER_CHAR

:Label05814B
00D6: if 0
01FF: player $PLAYER_CHAR near_car $9A6 radius 2.0 2.0 1.0 unknown 0
004D: jump_if_false Label0581BE
00D6: if 0
0038: $A0D == 0 ;; integer values
004D: jump_if_false Label058198
0004: $A0D = 1 ;; integer values
0084: $A24 = $12CB ;; integer values and handles
0008: $A24 += 6000 ;; integer values

:Label058198
00D6: if 0
8118: NOT actor $9C8 dead
004D: jump_if_false Label0581B0
01CA: actor $9C8 kill_player $PLAYER_CHAR

:Label0581B0
020A: set_car $9A6 door_status_to 1
0004: $9F0 = 2 ;; integer values

:Label0581BE
0004: $9DE = 4 ;; integer values

:Label0581C5
0002: jump Label05821A

:Label0581CC
00D6: if 3
0038: $9E5 == 0 ;; integer values
0038: $9E6 == 0 ;; integer values
0038: $9E8 == 0 ;; integer values
0038: $9E9 == 0 ;; integer values
004D: jump_if_false Label058213
00D6: if 21
0038: $A38 == 0 ;; integer values
0038: $A38 == 7 ;; integer values
004D: jump_if_false Label058213
0004: $9DF = 0 ;; integer values

:Label058213
0004: $9DE = 0 ;; integer values

:Label05821A
00D6: if 0
0038: $9DE == 4 ;; integer values
004D: jump_if_false Label0582D0
00D6: if 1
81FF: NOT player $PLAYER_CHAR near_car $9A6 radius 8.0 10.0 3.0 unknown 0
0038: $9E4 == 0 ;; integer values
004D: jump_if_false Label0582D0
00D6: if 0
8118: NOT actor $9C8 dead
004D: jump_if_false Label058282
00D6: if 0
80DB: NOT actor $9C8 in_car $9A6
004D: jump_if_false Label058282
01D4: actor $9C8 go_to_car $9A6 and_enter_it_as_a_passenger

:Label058282
00D6: if 3
0038: $9E5 == 0 ;; integer values
0038: $9E6 == 0 ;; integer values
0038: $9E8 == 0 ;; integer values
0038: $9E9 == 0 ;; integer values
004D: jump_if_false Label0582C9
00D6: if 21
0038: $A38 == 0 ;; integer values
0038: $A38 == 7 ;; integer values
004D: jump_if_false Label0582C9
0004: $9DF = 0 ;; integer values

:Label0582C9
0004: $9DE = 0 ;; integer values

:Label0582D0
0002: jump Label0582F7

:Label0582D7
00D6: if 0
8038: NOT $9DE == -1 ;; integer values
004D: jump_if_false Label0582F7
00AE: unknown_set_car $9A6 to_ignore_traffic_lights 3
0004: $9DE = -1 ;; integer values

:Label0582F7
00D6: if 0
81AD: NOT car $9A6 0 ()near_point -838.3314 -1490.493 50.0 50.0
004D: jump_if_false Label05832B
0004: $9E7 = 1 ;; integer values
0002: jump Label058332

:Label05832B
0004: $9E7 = 0 ;; integer values

:Label058332
00D6: if 0
8038: NOT $9DA == 1 ;; integer values
004D: jump_if_false Label0583D3
0088: $12FE = 3@ ;; floating-point values only
0067: $12FE -= 6@ ;; floating-point values
0088: $12FF = 4@ ;; floating-point values only
0067: $12FF -= 7@ ;; floating-point values
0069: $12FE *= $12FE ;; floating-point values
0069: $12FF *= $12FF ;; floating-point values
0086: $1300 = $12FE ;; floating-point values only
0059: $1300 += $12FF ;; floating-point values
01FB: $1300 = square_root $1300
00D6: if 0
0024: $A69 > $A68 ;; floating-point values only
004D: jump_if_false Label0583CC
00D6: if 0
0038: $9E7 == 1 ;; integer values
004D: jump_if_false Label0583C2
0005: $1300 = 5.0 ;; floating-point values
0002: jump Label0583CC

:Label0583C2
0005: $1300 = 10.0 ;; floating-point values

:Label0583CC
0002: jump Label05847E

:Label0583D3
00D6: if 0
8038: NOT $9D9 == 1 ;; integer values
004D: jump_if_false Label058474
0088: $12FE = 3@ ;; floating-point values only
0067: $12FE -= 0@ ;; floating-point values
0088: $12FF = 4@ ;; floating-point values only
0067: $12FF -= 1@ ;; floating-point values
0069: $12FE *= $12FE ;; floating-point values
0069: $12FF *= $12FF ;; floating-point values
0086: $1300 = $12FE ;; floating-point values only
0059: $1300 += $12FF ;; floating-point values
01FB: $1300 = square_root $1300
00D6: if 0
0024: $A67 > $A68 ;; floating-point values only
004D: jump_if_false Label05846D
00D6: if 0
0038: $9E7 == 1 ;; integer values
004D: jump_if_false Label058463
0005: $1300 = 5.0 ;; floating-point values
0002: jump Label05846D

:Label058463
0005: $1300 = 10.0 ;; floating-point values

:Label05846D
0002: jump Label05847E

:Label058474
0005: $1300 = 12.0 ;; floating-point values

:Label05847E
0086: $A60 = $1300 ;; floating-point values only
000D: $A60 -= 5.0 ;; floating-point values
00D6: if 0
0020: $A60 > 100.0 ;; floating-point values
004D: jump_if_false Label0584AF
0005: $A60 = 100.0 ;; floating-point values

:Label0584AF
00D6: if 0
0022: 0.0 > $A60 ;; floating-point values
004D: jump_if_false Label0584CE
0005: $A60 = 0.0 ;; floating-point values

:Label0584CE
00D6: if 0
0038: $9E7 == 1 ;; integer values
004D: jump_if_false Label05850F
0086: $A6D = $A6A ;; floating-point values only
0061: $A6D -= $A68 ;; floating-point values
00D6: if 0
0020: $A6D > 20.0 ;; floating-point values
004D: jump_if_false Label05850F
0005: $A60 = 0.0 ;; floating-point values

:Label05850F
00D6: if 0
0038: $9DF == 0 ;; integer values
004D: jump_if_false Label058556
00D6: if 0
0042: $A60 == 0.0 ;; floating-point values
004D: jump_if_false Label058547
0477: unknown_car $9A6 1 500
0002: jump Label05854F

:Label058547
00AD: set_car $9A6 max_speed_to $A60

:Label05854F
0002: jump Label05856A

:Label058556
0005: $A60 = 0.0 ;; floating-point values
0477: unknown_car $9A6 1 500

:Label05856A
00D6: if 21
0038: $A38 == 0 ;; integer values
0038: $A38 == 7 ;; integer values
004D: jump_if_false Label0585B4
00D6: if 0
8038: NOT $A44 == 3 ;; integer values
004D: jump_if_false Label0585B4
0084: $9CA = $9A6 ;; integer values and handles
0084: $9CB = $9C8 ;; integer values and handles
0087: 10@ = 5@ ;; floating-point values only
0050: gosub Label05BB2C

:Label0585B4
0002: jump Label05894B

:Label0585BB
00D6: if 0
8118: NOT actor $9BD dead
004D: jump_if_false Label0585F6
00A0: store_actor $9BD position_to $1BD $1BE $1BF
0465: remove_actor $9BD from_turret_mode
0009: $1BF += .5 ;; floating-point values
00A1: put_actor $9BD at $1BD $1BE $1BF
:Label0585F6
00D6: if 0
0038: $9D7 == 0 ;; integer values
004D: jump_if_false Label05894B
00D6: if 0
0038: $A03 == 0 ;; integer values
004D: jump_if_false Label058631
0004: $A03 = 1 ;; integer values
0084: $A1C = $12CB ;; integer values and handles
0008: $A1C += 6000 ;; integer values

:Label058631
0084: $A3B = $12CB ;; integer values and handles
0008: $A3B += 6000 ;; integer values
00BC: text_highpriority "COL4_B3" 5000 ms 1 ;; ~g~Drop the tank off in the
Colonels lockup before it self destructs.
0084: $9F3 = $12CB ;; integer values and handles
0008: $9F3 += 5000 ;; integer values
0164: disable_marker $9D4
018A: $9D4 = create_checkpoint_at -1053.572 -478.045 11.2887
01E7: remove_forbidden_for_cars_cube -721.211 243.998 5.0 -651.211 693.998 25.0
01E7: remove_forbidden_for_cars_cube -760.362 101.883 5.0 -700.362 251.883 25.0
01E7: remove_forbidden_for_cars_cube -783.906 -46.826 5.0 -723.906 103.174 25.0
01E7: remove_forbidden_for_cars_cube -853.397 -149.692 5.0 -773.397 .308 25.0
01E7: remove_forbidden_for_cars_cube -870.656 -594.54 5.0 -810.656 -144.54 25.0
01E7: remove_forbidden_for_cars_cube -837.282 -1041.814 5.0 -777.282 -591.814
25.0
01E7: remove_forbidden_for_cars_cube -827.532 -1539.617 5.0 -747.532 -1039.617
25.0
0084: $9C9 = $9A6 ;; integer values and handles
021B: set_garage $2B0 to_accept_car $9C9
0493: unknown_car $9A6 1
0004: $9A6 = -1 ;; integer values
0004: $9D5 = 1 ;; integer values
0004: $9DD = 1 ;; integer values
0004: $9D7 = 1 ;; integer values
00D6: if 0
8118: NOT actor $9B3 dead
004D: jump_if_false Label0587B0
011A: set_actor $9B3 flags 1
01CA: actor $9B3 kill_player $PLAYER_CHAR
01C2: remove_references_to_actor $9B3 ;; Like turning an actor into a random
pedestrian

:Label0587B0
00D6: if 0
8118: NOT actor $9B4 dead
004D: jump_if_false Label0587D4
011A: set_actor $9B4 flags 1
01CA: actor $9B4 kill_player $PLAYER_CHAR
01C2: remove_references_to_actor $9B4 ;; Like turning an actor into a random
pedestrian

:Label0587D4
00D6: if 0
8118: NOT actor $9AB dead
004D: jump_if_false Label0587F8
011A: set_actor $9AB flags 1
01CA: actor $9AB kill_player $PLAYER_CHAR
01C2: remove_references_to_actor $9AB ;; Like turning an actor into a random
pedestrian

:Label0587F8
00D6: if 0
8118: NOT actor $9AC dead
004D: jump_if_false Label05881C
011A: set_actor $9AC flags 1
01CA: actor $9AC kill_player $PLAYER_CHAR
01C2: remove_references_to_actor $9AC ;; Like turning an actor into a random
pedestrian

:Label05881C
00D6: if 0
8118: NOT actor $9AF dead
004D: jump_if_false Label058840
011A: set_actor $9AF flags 1
01CA: actor $9AF kill_player $PLAYER_CHAR
01C2: remove_references_to_actor $9AF ;; Like turning an actor into a random
pedestrian

:Label058840
00D6: if 0
8118: NOT actor $9B0 dead
004D: jump_if_false Label058864
011A: set_actor $9B0 flags 1
01CA: actor $9B0 kill_player $PLAYER_CHAR
01C2: remove_references_to_actor $9B0 ;; Like turning an actor into a random
pedestrian

:Label058864
00D6: if 0
8118: NOT actor $9C7 dead
004D: jump_if_false Label058888
011A: set_actor $9C7 flags 1
01CA: actor $9C7 kill_player $PLAYER_CHAR
01C2: remove_references_to_actor $9C7 ;; Like turning an actor into a random
pedestrian

:Label058888
00D6: if 0
8118: NOT actor $9C8 dead
004D: jump_if_false Label0588AC
011A: set_actor $9C8 flags 1
01CA: actor $9C8 kill_player $PLAYER_CHAR
01C2: remove_references_to_actor $9C8 ;; Like turning an actor into a random
pedestrian

:Label0588AC
00D6: if 0
8118: NOT actor $9A9 dead
004D: jump_if_false Label0588D0
011A: set_actor $9A9 flags 1
01CA: actor $9A9 kill_player $PLAYER_CHAR
01C2: remove_references_to_actor $9A9 ;; Like turning an actor into a random
pedestrian

:Label0588D0
00D6: if 0
8118: NOT actor $9AA dead
004D: jump_if_false Label0588F4
011A: set_actor $9AA flags 1
01CA: actor $9AA kill_player $PLAYER_CHAR
01C2: remove_references_to_actor $9AA ;; Like turning an actor into a random
pedestrian

:Label0588F4
00D6: if 0
8118: NOT actor $9AE dead
004D: jump_if_false Label058918
011A: set_actor $9AE flags 1
01CA: actor $9AE kill_player $PLAYER_CHAR
01C2: remove_references_to_actor $9AE ;; Like turning an actor into a random
pedestrian

:Label058918
00D6: if 0
8118: NOT actor $9B2 dead
004D: jump_if_false Label05893C
011A: set_actor $9B2 flags 1
01CA: actor $9B2 kill_player $PLAYER_CHAR
01C2: remove_references_to_actor $9B2 ;; Like turning an actor into a random
pedestrian

:Label05893C
01C3: remove_references_to_car $9A3 ;; Like turning a car into any random car
01C3: remove_references_to_car $9A4 ;; Like turning a car into any random car
01C3: remove_references_to_car $9A5 ;; Like turning a car into any random car

:Label05894B
0002: jump Label05897A

:Label058952
00D6: if 0
0038: $9D7 == 0 ;; integer values
004D: jump_if_false Label05897A
00BC: text_highpriority "COL4_B5" 5000 ms 1 ;; ~r~The tank has been destroyed!
0002: jump Label05B9B9

:Label05897A
00D6: if 0
0038: $9D7 == 1 ;; integer values
004D: jump_if_false Label058C5C
00D6: if 0
021C: car_inside_garage $2B0
004D: jump_if_false Label0589A3
0002: jump Label05B9CA

:Label0589A3
00D6: if 0
0119: car $9C9 wrecked
004D: jump_if_false Label0589C9
00BC: text_highpriority "COL4_B5" 5000 ms 1 ;; ~r~The tank has been destroyed!
0002: jump Label05B9B9

:Label0589C9
00D6: if 0
81AD: NOT car $9C9 0 ()near_point -1058.095 -478.054 30.0 30.0
004D: jump_if_false Label0589FD
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 3
0002: jump Label058A04

:Label0589FD
010D: set_player $PLAYER_CHAR wanted_level_to 0

:Label058A04
00D6: if 0
00DC: player $PLAYER_CHAR driving $9C9
004D: jump_if_false Label058B20
00D6: if 0
0038: $A36 == 0 ;; integer values
004D: jump_if_false Label058A7F
00D6: if 0
00F7: player $PLAYER_CHAR 1 (in-sphere)near_point_in_car -1058.095 -478.054
10.0896 radius 4.0 4.0 3.0
004D: jump_if_false Label058A7F
00BC: text_highpriority "COL4_B7" 5000 ms 1 ;; ~g~Drive the tank into the
garage.
0084: $9F3 = $12CB ;; integer values and handles
0008: $9F3 += 5000 ;; integer values
0004: $A36 = 1 ;; integer values

:Label058A7F
00D6: if 0
0038: $A36 == 1 ;; integer values
004D: jump_if_false Label058AE7
00D6: if 0
00F7: player $PLAYER_CHAR 0 ()near_point_in_car -1043.661 -476.886 12.038
radius 7.0 8.0 2.0
004D: jump_if_false Label058AE7
00BC: text_highpriority "COL4_B8" 5000 ms 1 ;; ~g~Get out of the tank and walk
out of the garage.
0084: $9F3 = $12CB ;; integer values and handles
0008: $9F3 += 5000 ;; integer values
0004: $A36 = 2 ;; integer values

:Label058AE7
00D6: if 0
0038: $9D5 == 0 ;; integer values
004D: jump_if_false Label058B19
0164: disable_marker $9D4
018A: $9D4 = create_checkpoint_at -1053.572 -478.045 11.2887
0004: $9D5 = 1 ;; integer values

:Label058B19
0002: jump Label058B58

:Label058B20
00D6: if 0
0038: $9D5 == 1 ;; integer values
004D: jump_if_false Label058B58
00D6: if 0
8038: NOT $A36 == 2 ;; integer values
004D: jump_if_false Label058B58
0164: disable_marker $9D4
0186: $9D4 = create_marker_above_car $9C9
0004: $9D5 = 0 ;; integer values

:Label058B58
00D6: if 0
001C: $12CB > $A3B ;; integer values
004D: jump_if_false Label058BBC
00D6: if 0
0038: $A3C == 0 ;; integer values
004D: jump_if_false Label058BBC
00D6: if 0
0038: $A00 == 0 ;; integer values
004D: jump_if_false Label058BA6
0004: $A00 = 1 ;; integer values
0084: $A19 = $12CB ;; integer values and handles
0008: $A19 += 6000 ;; integer values

:Label058BA6
03C4: set_status_text_to $9D8 1 (bar) "DETON" ;; DETONATION:
0004: $A3C = 1 ;; integer values

:Label058BBC
00D6: if 0
0018: $A3C > 0 ;; integer values
004D: jump_if_false Label058C5C
00D6: if 0
0020: $A57 > 100.0 ;; floating-point values
004D: jump_if_false Label058BF6
0004: $9D8 = 100 ;; integer values
020B: explode_car $9C9
0002: jump Label058C08

:Label058BF6
0078: $A57 += unknown_inaccurate_float_timer .017 ;; floating-point values
008C: $9D8 = float_to_integer $A57

:Label058C08
00D6: if 0
0018: $9D8 > 95 ;; integer values
004D: jump_if_false Label058C5C
00D6: if 0
0038: $A3C == 1 ;; integer values
004D: jump_if_false Label058C5C
00D6: if 0
0038: $A01 == 0 ;; integer values
004D: jump_if_false Label058C55
0004: $A01 = 1 ;; integer values
0084: $A1A = $12CB ;; integer values and handles
0008: $A1A += 6000 ;; integer values

:Label058C55
0004: $A3C = 2 ;; integer values

:Label058C5C
00D6: if 0
0018: $A30 > 0 ;; integer values
004D: jump_if_false Label0591A3
00D6: if 0
02B3: player $PLAYER_CHAR in_cube -823.448 -1488.083 10.852 -841.991 -1480.591
16.165 radius 30.0 sphere 0
004D: jump_if_false Label058F13
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point -833.708 -1509.877 12.489 radius 4.0
6.0 1.5
004D: jump_if_false Label058EBD
00D6: if 0
8118: NOT actor $9CC dead
004D: jump_if_false Label058DBC
00D6: if 0
0038: $9F1 == 0 ;; integer values
004D: jump_if_false Label058D19
0411: (unknown) $9CC 0
0239: actor $9CC run_to -838.6741 -1498.07
0411: (unknown) $9CC 0
0004: $9F1 = 1 ;; integer values

:Label058D19
00D6: if 0
0038: $9F1 == 1 ;; integer values
004D: jump_if_false Label058D6E
00D6: if 0
00ED: actor $9CC 0 ()near_point_on_foot -838.6741 -1498.07 radius 1.0 1.0
004D: jump_if_false Label058D6E
0239: actor $9CC run_to -845.7342 -1501.918
0411: (unknown) $9CC 0
0004: $9F1 = 2 ;; integer values

:Label058D6E
00D6: if 0
0038: $9F1 == 2 ;; integer values
004D: jump_if_false Label058DB5
00D6: if 0
00ED: actor $9CC 0 ()near_point_on_foot -845.7342 -1501.918 radius 1.0 1.0
004D: jump_if_false Label058DB5
01CA: actor $9CC kill_player $PLAYER_CHAR
0004: $9F1 = 3 ;; integer values

:Label058DB5
0002: jump Label058EB6

:Label058DBC
01C2: remove_references_to_actor $9CC ;; Like turning an actor into a random
pedestrian
00D6: if 0
8118: NOT actor $9CD dead
004D: jump_if_false Label058EAA
00D6: if 0
0038: $9F2 == 0 ;; integer values
004D: jump_if_false Label058E07
0411: (unknown) $9CD 0
0239: actor $9CD run_to -838.6741 -1498.07
0411: (unknown) $9CD 0
0004: $9F2 = 1 ;; integer values

:Label058E07
00D6: if 0
0038: $9F2 == 1 ;; integer values
004D: jump_if_false Label058E5C
00D6: if 0
00ED: actor $9CD 0 ()near_point_on_foot -838.6741 -1498.07 radius 1.0 1.0
004D: jump_if_false Label058E5C
0239: actor $9CD run_to -845.7342 -1501.918
0411: (unknown) $9CD 0
0004: $9F2 = 2 ;; integer values

:Label058E5C
00D6: if 0
0038: $9F2 == 2 ;; integer values
004D: jump_if_false Label058EA3
00D6: if 0
00ED: actor $9CD 0 ()near_point_on_foot -845.7342 -1501.918 radius 1.0 1.0
004D: jump_if_false Label058EA3
01CA: actor $9CD kill_player $PLAYER_CHAR
0004: $9F2 = 3 ;; integer values

:Label058EA3
0002: jump Label058EB6

:Label058EAA
01C2: remove_references_to_actor $9CD ;; Like turning an actor into a random
pedestrian
0004: $A31 = 1 ;; integer values

:Label058EB6
0002: jump Label058F0C

:Label058EBD
00D6: if 0
8118: NOT actor $9CC dead
004D: jump_if_false Label058EDC
01CA: actor $9CC kill_player $PLAYER_CHAR
0002: jump Label058EE1

:Label058EDC
01C2: remove_references_to_actor $9CC ;; Like turning an actor into a random
pedestrian

:Label058EE1
00D6: if 0
8118: NOT actor $9CD dead
004D: jump_if_false Label058F00
01CA: actor $9CD kill_player $PLAYER_CHAR
0002: jump Label058F05

:Label058F00
01C2: remove_references_to_actor $9CD ;; Like turning an actor into a random
pedestrian

:Label058F05
0004: $A31 = 0 ;; integer values

:Label058F0C
0002: jump Label0591A3

:Label058F13
00D6: if 0
8118: NOT actor $9CC dead
004D: jump_if_false Label059056
00D6: if 0
0038: $9F1 == 0 ;; integer values
004D: jump_if_false Label058F6A
00D6: if 0
00ED: actor $9CC 0 ()near_point_on_foot -830.7947 -1500.054 radius 1.0 1.0
004D: jump_if_false Label058F6A
011C: actor $9CC clear_objective
0173: set_actor $9CC z_angle_to 2.1778

:Label058F6A
00D6: if 0
0038: $9F1 == 1 ;; integer values
004D: jump_if_false Label058FA0
0411: (unknown) $9CC 0
0239: actor $9CC run_to -830.7947 -1500.054
0411: (unknown) $9CC 0
0004: $9F1 = 0 ;; integer values

:Label058FA0
00D6: if 0
0038: $9F1 == 3 ;; integer values
004D: jump_if_false Label058FD6
0411: (unknown) $9CC 0
0239: actor $9CC run_to -839.5587 -1496.724
0411: (unknown) $9CC 0
0004: $9F1 = 2 ;; integer values

:Label058FD6
00D6: if 0
0038: $9F1 == 2 ;; integer values
004D: jump_if_false Label05904F
0411: (unknown) $9CC 0
0239: actor $9CC run_to -839.5587 -1496.724
0411: (unknown) $9CC 0
00D6: if 0
00ED: actor $9CC 0 ()near_point_on_foot -839.5587 -1496.724 radius 1.0 1.0
004D: jump_if_false Label05904F
0411: (unknown) $9CC 0
0239: actor $9CC run_to -830.7947 -1500.054
0411: (unknown) $9CC 0
0004: $9F1 = 0 ;; integer values

:Label05904F
0002: jump Label05905B

:Label059056
01C2: remove_references_to_actor $9CC ;; Like turning an actor into a random
pedestrian

:Label05905B
00D6: if 0
8118: NOT actor $9CD dead
004D: jump_if_false Label05919E
00D6: if 0
0038: $9F2 == 0 ;; integer values
004D: jump_if_false Label0590B2
00D6: if 0
00ED: actor $9CD 0 ()near_point_on_foot -824.3466 -1488.274 radius 1.0 1.0
004D: jump_if_false Label0590B2
011C: actor $9CD clear_objective
0173: set_actor $9CD z_angle_to 117.421

:Label0590B2
00D6: if 0
0038: $9F2 == 1 ;; integer values
004D: jump_if_false Label0590E8
0411: (unknown) $9CD 0
0239: actor $9CD run_to -824.3466 -1488.274
0411: (unknown) $9CD 0
0004: $9F2 = 0 ;; integer values

:Label0590E8
00D6: if 0
0038: $9F2 == 3 ;; integer values
004D: jump_if_false Label05911E
0411: (unknown) $9CD 0
0239: actor $9CD run_to -839.5587 -1496.724
0411: (unknown) $9CD 0
0004: $9F2 = 2 ;; integer values

:Label05911E
00D6: if 0
0038: $9F2 == 2 ;; integer values
004D: jump_if_false Label059197
0411: (unknown) $9CD 0
0239: actor $9CD run_to -839.5587 -1496.724
0411: (unknown) $9CD 0
00D6: if 0
00ED: actor $9CD 0 ()near_point_on_foot -839.5587 -1496.724 radius 1.0 1.0
004D: jump_if_false Label059197
0411: (unknown) $9CD 0
0239: actor $9CD run_to -824.3466 -1488.274
0411: (unknown) $9CD 0
0004: $9F2 = 0 ;; integer values

:Label059197
0002: jump Label0591A3

:Label05919E
01C2: remove_references_to_actor $9CD ;; Like turning an actor into a random
pedestrian

:Label0591A3
00D6: if 0
0038: $A33 == 1 ;; integer values
004D: jump_if_false Label059671
00D6: if 0
0038: $A02 == 0 ;; integer values
004D: jump_if_false Label0591DE
0004: $A02 = 1 ;; integer values
0084: $A1B = $12CB ;; integer values and handles
0008: $A1B += 6000 ;; integer values

:Label0591DE
00D6: if 0
8118: NOT actor $9B3 dead
004D: jump_if_false Label059214
0084: $9D0 = $9B3 ;; integer values and handles
0084: $A54 = $A3D ;; integer values and handles
0050: gosub Label05C3F4
0084: $A3D = $A54 ;; integer values and handles
0002: jump Label05922D

:Label059214
00D6: if 0
8038: NOT $A3D == 3 ;; integer values
004D: jump_if_false Label05922D
0004: $9DD = 1 ;; integer values

:Label05922D
00D6: if 0
8118: NOT actor $9B4 dead
004D: jump_if_false Label059263
0084: $9D0 = $9B4 ;; integer values and handles
0084: $A54 = $A3E ;; integer values and handles
0050: gosub Label05C3F4
0084: $A3E = $A54 ;; integer values and handles
0002: jump Label05927C

:Label059263
00D6: if 0
8038: NOT $A3E == 3 ;; integer values
004D: jump_if_false Label05927C
0004: $9DD = 1 ;; integer values

:Label05927C
00D6: if 0
8118: NOT actor $9AB dead
004D: jump_if_false Label0592B2
0084: $9D0 = $9AB ;; integer values and handles
0084: $A54 = $A3F ;; integer values and handles
0050: gosub Label05C3F4
0084: $A3F = $A54 ;; integer values and handles
0002: jump Label0592CB

:Label0592B2
00D6: if 0
8038: NOT $A3F == 3 ;; integer values
004D: jump_if_false Label0592CB
0004: $9DD = 1 ;; integer values

:Label0592CB
00D6: if 0
8118: NOT actor $9AC dead
004D: jump_if_false Label059301
0084: $9D0 = $9AC ;; integer values and handles
0084: $A54 = $A40 ;; integer values and handles
0050: gosub Label05C3F4
0084: $A40 = $A54 ;; integer values and handles
0002: jump Label05931A

:Label059301
00D6: if 0
8038: NOT $A40 == 3 ;; integer values
004D: jump_if_false Label05931A
0004: $9DD = 1 ;; integer values
:Label05931A
00D6: if 0
8118: NOT actor $9AF dead
004D: jump_if_false Label059350
0084: $9D0 = $9AF ;; integer values and handles
0084: $A54 = $A41 ;; integer values and handles
0050: gosub Label05C3F4
0084: $A41 = $A54 ;; integer values and handles
0002: jump Label059369

:Label059350
00D6: if 0
8038: NOT $A41 == 3 ;; integer values
004D: jump_if_false Label059369
0004: $9DD = 1 ;; integer values

:Label059369
00D6: if 0
8118: NOT actor $9B0 dead
004D: jump_if_false Label05939F
0084: $9D0 = $9B0 ;; integer values and handles
0084: $A54 = $A42 ;; integer values and handles
0050: gosub Label05C3F4
0084: $A42 = $A54 ;; integer values and handles
0002: jump Label0593B8

:Label05939F
00D6: if 0
8038: NOT $A42 == 3 ;; integer values
004D: jump_if_false Label0593B8
0004: $9DD = 1 ;; integer values

:Label0593B8
00D6: if 0
8118: NOT actor $9A9 dead
004D: jump_if_false Label0593EE
0084: $9D0 = $9A9 ;; integer values and handles
0084: $A54 = $A45 ;; integer values and handles
0050: gosub Label05C3F4
0084: $A45 = $A54 ;; integer values and handles
0002: jump Label059407

:Label0593EE
00D6: if 0
8038: NOT $A45 == 3 ;; integer values
004D: jump_if_false Label059407
0004: $9DD = 1 ;; integer values

:Label059407
00D6: if 0
8118: NOT actor $9AA dead
004D: jump_if_false Label05943D
0084: $9D0 = $9AA ;; integer values and handles
0084: $A54 = $A46 ;; integer values and handles
0050: gosub Label05C3F4
0084: $A46 = $A54 ;; integer values and handles
0002: jump Label059456

:Label05943D
00D6: if 0
8038: NOT $A46 == 3 ;; integer values
004D: jump_if_false Label059456
0004: $9DD = 1 ;; integer values

:Label059456
00D6: if 0
8118: NOT actor $9C7 dead
004D: jump_if_false Label05948C
0084: $9D0 = $9C7 ;; integer values and handles
0084: $A54 = $A43 ;; integer values and handles
0050: gosub Label05C3F4
0084: $A43 = $A54 ;; integer values and handles
0002: jump Label0594A5

:Label05948C
00D6: if 0
8038: NOT $A43 == 3 ;; integer values
004D: jump_if_false Label0594A5
0004: $9DD = 1 ;; integer values

:Label0594A5
00D6: if 0
8118: NOT actor $9C8 dead
004D: jump_if_false Label0594DB
0084: $9D0 = $9C8 ;; integer values and handles
0084: $A54 = $A44 ;; integer values and handles
0050: gosub Label05C3F4
0084: $A44 = $A54 ;; integer values and handles
0002: jump Label0594F4

:Label0594DB
00D6: if 0
8038: NOT $A44 == 3 ;; integer values
004D: jump_if_false Label0594F4
0004: $9DD = 1 ;; integer values

:Label0594F4
00D6: if 0
8118: NOT actor $9BD dead
004D: jump_if_false Label059658
00D6: if 0
0038: $9EA == 0 ;; integer values
004D: jump_if_false Label05956C
0465: remove_actor $9BD from_turret_mode
00A0: store_actor $9BD position_to $1BD $1BE $1BF
0009: $1BF += 1.0 ;; floating-point values
00A1: put_actor $9BD at $1BD $1BE $1BF
0291: unknown_actor $9BD unknown_behavior_flag 1
011A: set_actor $9BD flags 1
0239: actor $9BD run_to -829.7494 -1491.996
0411: (unknown) $9BD 0
0004: $9EA = 1 ;; integer values

:Label05956C
00D6: if 0
0038: $9EA == 1 ;; integer values
004D: jump_if_false Label0595E7
00D6: if 0
04FF: $9BD
004D: jump_if_false Label0595A4
0239: actor $9BD run_to -829.7494 -1491.996
0411: (unknown) $9BD 0

:Label0595A4
00D6: if 0
00ED: actor $9BD 0 ()near_point_on_foot -829.7494 -1491.996 radius 1.0 1.0
004D: jump_if_false Label0595E7
0239: actor $9BD run_to -826.0425 -1493.517
0411: (unknown) $9BD 0
0004: $9EA = 2 ;; integer values

:Label0595E7
00D6: if 0
0038: $9EA == 2 ;; integer values
004D: jump_if_false Label059651
00D6: if 0
04FF: $9BD
004D: jump_if_false Label05961F
0239: actor $9BD run_to -826.0425 -1493.517
0411: (unknown) $9BD 0

:Label05961F
00D6: if 0
00ED: actor $9BD 0 ()near_point_on_foot -826.0425 -1493.517 radius 1.0 1.0
004D: jump_if_false Label059651
009B: destroy_actor_instantly $9BD
0004: $9EA = 3 ;; integer values

:Label059651
0002: jump Label059671

:Label059658
00D6: if 0
8038: NOT $9EA == 3 ;; integer values
004D: jump_if_false Label059671
0004: $9DD = 1 ;; integer values

:Label059671
00D6: if 0
0038: $A05 == 3 ;; integer values
004D: jump_if_false Label059CD5
00D6: if 0
8119: NOT car $9A5 wrecked
004D: jump_if_false Label059C00
00D6: if 0
80DC: NOT player $PLAYER_CHAR driving $9A5
004D: jump_if_false Label059BA9
00D6: if 0
8118: NOT actor $9B1 dead
004D: jump_if_false Label059B89
00D6: if 0
00DB: actor $9B1 in_car $9A5
004D: jump_if_false Label059B69
00AA: store_car $9A5 position_to 11@ 12@ 13@
0088: $12FE = 11@ ;; floating-point values only
000D: $12FE -= -837.0244 ;; floating-point values
0088: $12FF = 12@ ;; floating-point values only
000D: $12FF -= -1509.279 ;; floating-point values
0069: $12FE *= $12FE ;; floating-point values
0069: $12FF *= $12FF ;; floating-point values
0086: $1300 = $12FE ;; floating-point values only
0059: $1300 += $12FF ;; floating-point values
01FB: $A6A = square_root $1300
00D6: if 0
0038: $9DD == 0 ;; integer values
004D: jump_if_false Label0599EB
00D6: if 0
8118: NOT actor $9B2 dead
004D: jump_if_false Label0597CE
00D6: if 0
0038: $9E9 == 5 ;; integer values
004D: jump_if_false Label0597C7
00D6: if 0
00DB: actor $9B2 in_car $9A5
004D: jump_if_false Label059798
0004: $9E9 = 0 ;; integer values
00D6: if 21
0038: $A38 == 0 ;; integer values
0038: $A38 == 7 ;; integer values
004D: jump_if_false Label059791
0004: $9DF = 0 ;; integer values

:Label059791
0002: jump Label0597C7

:Label059798
00D6: if 0
00DF: actor $9B2 driving
004D: jump_if_false Label0597BF
03C0: $9C6 = actor $9B2 car
01D3: actor $9B2 leave_car $9C6
0002: jump Label0597C7

:Label0597BF
01D4: actor $9B2 go_to_car $9A5 and_enter_it_as_a_passenger

:Label0597C7
0002: jump Label0597E7

:Label0597CE
00D6: if 0
0038: $9DD == 0 ;; integer values
004D: jump_if_false Label0597E7
0004: $9DD = 1 ;; integer values

:Label0597E7
00D6: if 0
0118: actor $9B1 dead
004D: jump_if_false Label059810
00D6: if 0
0038: $9DD == 0 ;; integer values
004D: jump_if_false Label059810
0004: $9DD = 1 ;; integer values

:Label059810
00D6: if 0
031E: unknown_vehicle_check $9A5 unknown 39
004D: jump_if_false Label059848
00D6: if 0
01FC: player $PLAYER_CHAR near_car $9A5 radius 20.0 20.0 0
004D: jump_if_false Label059848
0004: $A4E = 1 ;; integer values

:Label059848
00D6: if 0
031E: unknown_vehicle_check $9A5 unknown 47
004D: jump_if_false Label05987C
0227: $A51 = car $9A5 health
00D6: if 0
001A: 800 > $A51 ;; integer values
004D: jump_if_false Label05987C
0004: $9DD = 1 ;; integer values

:Label05987C
0468: $9A5
0088: $12FE = 11@ ;; floating-point values only
0067: $12FE -= 3@ ;; floating-point values
0088: $12FF = 12@ ;; floating-point values only
0067: $12FF -= 4@ ;; floating-point values
0069: $12FE *= $12FE ;; floating-point values
0069: $12FF *= $12FF ;; floating-point values
0086: $1300 = $12FE ;; floating-point values only
0059: $1300 += $12FF ;; floating-point values
01FB: $1300 = square_root $1300
0089: 14@ = $1300 ;; floating-point values only
000F: 14@ -= 4.0 ;; floating-point values
00D6: if 0
0021: 14@ > 100.0 ;; floating-point values
004D: jump_if_false Label0598FA
0007: 14@ = 100.0 ;; floating-point values

:Label0598FA
00D6: if 0
0023: 0.0 > 14@ ;; floating-point values
004D: jump_if_false Label059919
0007: 14@ = 0.0 ;; floating-point values

:Label059919
00D6: if 0
81AD: NOT car $9A5 0 ()near_point -838.3314 -1490.493 50.0 50.0
004D: jump_if_false Label059963
00D6: if 0
0024: $A68 > $A6A ;; floating-point values only
004D: jump_if_false Label05995C
0007: 14@ = 0.0 ;; floating-point values

:Label05995C
0002: jump Label05996A

:Label059963
04E0: unknown_car $9A5 40

:Label05996A
0084: $9CA = $9A5 ;; integer values and handles
0084: $9CB = $9B2 ;; integer values and handles
0087: 10@ = 13@ ;; floating-point values only
0050: gosub Label05BB2C
00D6: if 0
0038: $9DF == 0 ;; integer values
004D: jump_if_false Label0599D0
00D6: if 0
0043: 14@ == 0.0 ;; floating-point values
004D: jump_if_false Label0599C1
0477: unknown_car $9A5 1 500
0002: jump Label0599C9

:Label0599C1
00AD: set_car $9A5 max_speed_to 14@

:Label0599C9
0002: jump Label0599E4

:Label0599D0
0007: 14@ = 0.0 ;; floating-point values
0477: unknown_car $9A5 1 500

:Label0599E4
0002: jump Label059B62

:Label0599EB
00D6: if 0
0038: $A23 == 1 ;; integer values
004D: jump_if_false Label059AC5
00D6: if 21
0038: $9DC == 2 ;; integer values
0038: $9DC == 3 ;; integer values
004D: jump_if_false Label059A1D
0004: $9DC = 0 ;; integer values

:Label059A1D
00D6: if 0
0038: $9DC == 0 ;; integer values
004D: jump_if_false Label059A4E
00AD: set_car $9A5 max_speed_to 100.0
00AE: unknown_set_car $9A5 to_ignore_traffic_lights 2
00AF: set_car $9A5 driver_behaviour_to 2
0004: $9DC = 1 ;; integer values

:Label059A4E
00D6: if 0
0038: $9DC == 1 ;; integer values
004D: jump_if_false Label059ABE
00D6: if 0
0038: $9FD == 10 ;; integer values
004D: jump_if_false Label059AB7
00D6: if 0
01FC: player $PLAYER_CHAR near_car $9A5 radius 20.0 20.0 0
004D: jump_if_false Label059AA9
00D6: if 0
8118: NOT actor $9B2 dead
004D: jump_if_false Label059AA9
01CA: actor $9B2 kill_player $PLAYER_CHAR

:Label059AA9
0004: $9FD = 0 ;; integer values
0002: jump Label059ABE

:Label059AB7
0008: $9FD += 1 ;; integer values

:Label059ABE
0002: jump Label059B62

:Label059AC5
00D6: if 21
0038: $9DC == 0 ;; integer values
0038: $9DC == 1 ;; integer values
004D: jump_if_false Label059AE5
0004: $9DC = 2 ;; integer values

:Label059AE5
00D6: if 0
0038: $9DC == 2 ;; integer values
004D: jump_if_false Label059B1D
00AD: set_car $9A5 max_speed_to 100.0
00AE: unknown_set_car $9A5 to_ignore_traffic_lights 2
00A7: car $9A5 drive_to 3@ 4@ 5@
0004: $9DC = 3 ;; integer values

:Label059B1D
00D6: if 0
0038: $9DC == 3 ;; integer values
004D: jump_if_false Label059B62
00D6: if 0
01AD: car $9A5 0 ()near_point 3@ 4@ 20.0 20.0
004D: jump_if_false Label059B62
00AF: set_car $9A5 driver_behaviour_to 11
0477: unknown_car $9A5 1 500

:Label059B62
0002: jump Label059B82

:Label059B69
00D6: if 0
0038: $9DD == 0 ;; integer values
004D: jump_if_false Label059B82
0004: $9DD = 1 ;; integer values

:Label059B82
0002: jump Label059BA2

:Label059B89
00D6: if 0
0038: $9DD == 0 ;; integer values
004D: jump_if_false Label059BA2
0004: $9DD = 1 ;; integer values

:Label059BA2
0002: jump Label059BF9

:Label059BA9
02AA: set_car $9A5 immune_to_nonplayer 0
00D6: if 0
8118: NOT actor $9B1 dead
004D: jump_if_false Label059BC8
01CA: actor $9B1 kill_player $PLAYER_CHAR

:Label059BC8
00D6: if 0
8118: NOT actor $9B2 dead
004D: jump_if_false Label059BE0
01CA: actor $9B2 kill_player $PLAYER_CHAR

:Label059BE0
00D6: if 0
0038: $9DD == 0 ;; integer values
004D: jump_if_false Label059BF9
0004: $9DD = 1 ;; integer values

:Label059BF9
0002: jump Label059C19

:Label059C00
00D6: if 0
0038: $9DD == 0 ;; integer values
004D: jump_if_false Label059C19
0004: $9DD = 1 ;; integer values

:Label059C19
0084: $9D1 = $9B9 ;; integer values and handles
0084: $9D2 = $9A5 ;; integer values and handles
0084: $9D3 = $9B1 ;; integer values and handles
0084: $A06 = $9F8 ;; integer values and handles
0050: gosub Label05C53D
0084: $9F8 = $A06 ;; integer values and handles
0084: $9D1 = $9BA ;; integer values and handles
0084: $9D2 = $9A5 ;; integer values and handles
0084: $9D3 = $9B1 ;; integer values and handles
0084: $A06 = $9F9 ;; integer values and handles
0050: gosub Label05C53D
0084: $9F9 = $A06 ;; integer values and handles
0084: $9D1 = $9BB ;; integer values and handles
0084: $9D2 = $9A5 ;; integer values and handles
0084: $9D3 = $9B1 ;; integer values and handles
0084: $A06 = $9FA ;; integer values and handles
0050: gosub Label05C53D
0084: $9FA = $A06 ;; integer values and handles
0084: $9D1 = $9BC ;; integer values and handles
0084: $9D2 = $9A5 ;; integer values and handles
0084: $9D3 = $9B1 ;; integer values and handles
0084: $A06 = $9FB ;; integer values and handles
0050: gosub Label05C53D
0084: $9FB = $A06 ;; integer values and handles

:Label059CD5
00D6: if 0
803A: NOT $9DF == $A3A ;; integer values and handles
004D: jump_if_false Label059D5B
0084: $A3A = $9DF ;; integer values and handles
00D6: if 0
0038: $9DF == 1 ;; integer values
004D: jump_if_false Label059D32
00D6: if 0
0038: $A10 == 0 ;; integer values
004D: jump_if_false Label059D2B
0004: $A10 = 1 ;; integer values
0084: $A27 = $12CB ;; integer values and handles
0008: $A27 += 6000 ;; integer values

:Label059D2B
0002: jump Label059D5B

:Label059D32
00D6: if 0
0038: $A11 == 0 ;; integer values
004D: jump_if_false Label059D5B
0004: $A11 = 1 ;; integer values
0084: $A28 = $12CB ;; integer values and handles
0008: $A28 += 6000 ;; integer values

:Label059D5B
00D6: if 0
0018: $A00 > 0 ;; integer values
004D: jump_if_false Label059E61
00D6: if 0
0038: $A00 == 3 ;; integer values
004D: jump_if_false Label059DAD
00D6: if 0
03D2: wav 1 ended
004D: jump_if_false Label059DAD
03D5: remove_text "COL4_24" ;; Security protocol Delta India Echo triggered!
Vehicle self destruct initiated!
0004: $A00 = 0 ;; integer values
0004: $A2F = 0 ;; integer values
0002: jump Label055A6D

:Label059DAD
00D6: if 0
0038: $A00 == 2 ;; integer values
004D: jump_if_false Label059DFB
00D6: if 0
03D0: wav 1 loaded
004D: jump_if_false Label059DFB
03D1: play_wav 1
00D6: if 0
001C: $12CB > $9F3 ;; integer values
004D: jump_if_false Label059DF4
00BC: text_highpriority "COL4_24" 10000 ms 1 ;; Security protocol Delta India
Echo triggered! Vehicle self destruct initiated!

:Label059DF4
0004: $A00 = 3 ;; integer values

:Label059DFB
00D6: if 0
0038: $A00 == 1 ;; integer values
004D: jump_if_false Label059E5A
00D6: if 0
0038: $A2F == 0 ;; integer values
004D: jump_if_false Label059E40
03CF: load_wav "COL4_24" as 1
0004: $A00 = 2 ;; integer values
0004: $A2F = 1 ;; integer values
0002: jump Label059E5A

:Label059E40
00D6: if 0
001C: $12CB > $A19 ;; integer values
004D: jump_if_false Label059E5A
0004: $A00 = 0 ;; integer values

:Label059E5A
0002: jump Label059EA8

:Label059E61
00D6: if 0
0018: $A00 > 0 ;; integer values
004D: jump_if_false Label059EA8
00D6: if 0
0018: $A00 > 1 ;; integer values
004D: jump_if_false Label059EA1
0004: $A00 = 0 ;; integer values
0004: $A2F = 0 ;; integer values
0002: jump Label055A6D
0002: jump Label059EA8

:Label059EA1
0004: $A00 = 0 ;; integer values

:Label059EA8
00D6: if 0
0018: $A01 > 0 ;; integer values
004D: jump_if_false Label059FAE
00D6: if 0
0038: $A01 == 3 ;; integer values
004D: jump_if_false Label059EFA
00D6: if 0
03D2: wav 1 ended
004D: jump_if_false Label059EFA
03D5: remove_text "COL4_26" ;; Prepare to die Communist scum!
0004: $A01 = 0 ;; integer values
0004: $A2F = 0 ;; integer values
0002: jump Label055A6D

:Label059EFA
00D6: if 0
0038: $A01 == 2 ;; integer values
004D: jump_if_false Label059F48
00D6: if 0
03D0: wav 1 loaded
004D: jump_if_false Label059F48
03D1: play_wav 1
00D6: if 0
001C: $12CB > $9F3 ;; integer values
004D: jump_if_false Label059F41
00BC: text_highpriority "COL4_26" 10000 ms 1 ;; Prepare to die Communist scum!

:Label059F41
0004: $A01 = 3 ;; integer values
:Label059F48
00D6: if 0
0038: $A01 == 1 ;; integer values
004D: jump_if_false Label059FA7
00D6: if 0
0038: $A2F == 0 ;; integer values
004D: jump_if_false Label059F8D
03CF: load_wav "COL4_26" as 1
0004: $A01 = 2 ;; integer values
0004: $A2F = 1 ;; integer values
0002: jump Label059FA7

:Label059F8D
00D6: if 0
001C: $12CB > $A1A ;; integer values
004D: jump_if_false Label059FA7
0004: $A01 = 0 ;; integer values

:Label059FA7
0002: jump Label059FF5

:Label059FAE
00D6: if 0
0018: $A01 > 0 ;; integer values
004D: jump_if_false Label059FF5
00D6: if 0
0018: $A01 > 1 ;; integer values
004D: jump_if_false Label059FEE
0004: $A01 = 0 ;; integer values
0004: $A2F = 0 ;; integer values
0002: jump Label055A6D
0002: jump Label059FF5

:Label059FEE
0004: $A01 = 0 ;; integer values

:Label059FF5
00D6: if 1
0018: $A02 > 0 ;; integer values
0038: $A32 == 1 ;; integer values
004D: jump_if_false Label05A102
00D6: if 0
0038: $A02 == 3 ;; integer values
004D: jump_if_false Label05A04E
00D6: if 0
03D2: wav 1 ended
004D: jump_if_false Label05A04E
03D5: remove_text "COL4_23" ;; Objective completed! Platoon dismissed! - Lets go
eat some doughnuts.
0004: $A02 = 4 ;; integer values
0004: $A2F = 0 ;; integer values
0002: jump Label055A6D

:Label05A04E
00D6: if 0
0038: $A02 == 2 ;; integer values
004D: jump_if_false Label05A09C
00D6: if 0
03D0: wav 1 loaded
004D: jump_if_false Label05A09C
03D1: play_wav 1
00D6: if 0
001C: $12CB > $9F3 ;; integer values
004D: jump_if_false Label05A095
00BC: text_highpriority "COL4_23" 10000 ms 1 ;; Objective completed! Platoon
dismissed! - Lets go eat some doughnuts.

:Label05A095
0004: $A02 = 3 ;; integer values

:Label05A09C
00D6: if 0
0038: $A02 == 1 ;; integer values
004D: jump_if_false Label05A0FB
00D6: if 0
0038: $A2F == 0 ;; integer values
004D: jump_if_false Label05A0E1
03CF: load_wav "COL4_23" as 1
0004: $A02 = 2 ;; integer values
0004: $A2F = 1 ;; integer values
0002: jump Label05A0FB

:Label05A0E1
00D6: if 0
001C: $12CB > $A1B ;; integer values
004D: jump_if_false Label05A0FB
0004: $A02 = 0 ;; integer values

:Label05A0FB
0002: jump Label05A149

:Label05A102
00D6: if 0
0018: $A02 > 0 ;; integer values
004D: jump_if_false Label05A149
00D6: if 0
0018: $A02 > 1 ;; integer values
004D: jump_if_false Label05A142
0004: $A02 = 0 ;; integer values
0004: $A2F = 0 ;; integer values
0002: jump Label055A6D
0002: jump Label05A149

:Label05A142
0004: $A02 = 0 ;; integer values

:Label05A149
00D6: if 1
0018: $A03 > 0 ;; integer values
0038: $A32 == 1 ;; integer values
004D: jump_if_false Label05A256
00D6: if 0
0038: $A03 == 3 ;; integer values
004D: jump_if_false Label05A1A2
00D6: if 0
03D2: wav 1 ended
004D: jump_if_false Label05A1A2
03D5: remove_text "COL4_12" ;; Civilian in the TANK! STOP HIM!
0004: $A03 = 0 ;; integer values
0004: $A2F = 0 ;; integer values
0002: jump Label055A6D

:Label05A1A2
00D6: if 0
0038: $A03 == 2 ;; integer values
004D: jump_if_false Label05A1F0
00D6: if 0
03D0: wav 1 loaded
004D: jump_if_false Label05A1F0
03D1: play_wav 1
00D6: if 0
001C: $12CB > $9F3 ;; integer values
004D: jump_if_false Label05A1E9
00BC: text_highpriority "COL4_12" 10000 ms 1 ;; Civilian in the TANK! STOP HIM!

:Label05A1E9
0004: $A03 = 3 ;; integer values

:Label05A1F0
00D6: if 0
0038: $A03 == 1 ;; integer values
004D: jump_if_false Label05A24F
00D6: if 0
0038: $A2F == 0 ;; integer values
004D: jump_if_false Label05A235
03CF: load_wav "COL4_12" as 1
0004: $A03 = 2 ;; integer values
0004: $A2F = 1 ;; integer values
0002: jump Label05A24F

:Label05A235
00D6: if 0
001C: $12CB > $A1C ;; integer values
004D: jump_if_false Label05A24F
0004: $A03 = 0 ;; integer values

:Label05A24F
0002: jump Label05A29D

:Label05A256
00D6: if 0
0018: $A03 > 0 ;; integer values
004D: jump_if_false Label05A29D
00D6: if 0
0018: $A03 > 1 ;; integer values
004D: jump_if_false Label05A296
0004: $A03 = 0 ;; integer values
0004: $A2F = 0 ;; integer values
0002: jump Label055A6D
0002: jump Label05A29D

:Label05A296
0004: $A03 = 0 ;; integer values

:Label05A29D
00D6: if 1
0018: $A07 > 0 ;; integer values
0038: $A32 == 1 ;; integer values
004D: jump_if_false Label05A3AA
00D6: if 0
0038: $A07 == 3 ;; integer values
004D: jump_if_false Label05A2F6
00D6: if 0
03D2: wav 1 ended
004D: jump_if_false Label05A2F6
03D5: remove_text "COL4_21" ;; SNIPER!
0004: $A07 = 0 ;; integer values
0004: $A2F = 0 ;; integer values
0002: jump Label055A6D

:Label05A2F6
00D6: if 0
0038: $A07 == 2 ;; integer values
004D: jump_if_false Label05A344
00D6: if 0
03D0: wav 1 loaded
004D: jump_if_false Label05A344
03D1: play_wav 1
00D6: if 0
001C: $12CB > $9F3 ;; integer values
004D: jump_if_false Label05A33D
00BC: text_highpriority "COL4_21" 10000 ms 1 ;; SNIPER!

:Label05A33D
0004: $A07 = 3 ;; integer values

:Label05A344
00D6: if 0
0038: $A07 == 1 ;; integer values
004D: jump_if_false Label05A3A3
00D6: if 0
0038: $A2F == 0 ;; integer values
004D: jump_if_false Label05A389
03CF: load_wav "COL4_21" as 1
0004: $A07 = 2 ;; integer values
0004: $A2F = 1 ;; integer values
0002: jump Label05A3A3

:Label05A389
00D6: if 0
001C: $12CB > $A1E ;; integer values
004D: jump_if_false Label05A3A3
0004: $A07 = 0 ;; integer values

:Label05A3A3
0002: jump Label05A3F1

:Label05A3AA
00D6: if 0
0018: $A07 > 0 ;; integer values
004D: jump_if_false Label05A3F1
00D6: if 0
0018: $A07 > 1 ;; integer values
004D: jump_if_false Label05A3EA
0004: $A07 = 0 ;; integer values
0004: $A2F = 0 ;; integer values
0002: jump Label055A6D
0002: jump Label05A3F1

:Label05A3EA
0004: $A07 = 0 ;; integer values

:Label05A3F1
00D6: if 1
0018: $A08 > 0 ;; integer values
0038: $A32 == 1 ;; integer values
004D: jump_if_false Label05A4FE
00D6: if 0
0038: $A08 == 3 ;; integer values
004D: jump_if_false Label05A44A
00D6: if 0
03D2: wav 1 ended
004D: jump_if_false Label05A44A
03D5: remove_text "COL4_22" ;; I'm getting out of here.
0004: $A08 = 0 ;; integer values
0004: $A2F = 0 ;; integer values
0002: jump Label055A6D

:Label05A44A
00D6: if 0
0038: $A08 == 2 ;; integer values
004D: jump_if_false Label05A498
00D6: if 0
03D0: wav 1 loaded
004D: jump_if_false Label05A498
03D1: play_wav 1
00D6: if 0
001C: $12CB > $9F3 ;; integer values
004D: jump_if_false Label05A491
00BC: text_highpriority "COL4_22" 10000 ms 1 ;; I'm getting out of here.

:Label05A491
0004: $A08 = 3 ;; integer values

:Label05A498
00D6: if 0
0038: $A08 == 1 ;; integer values
004D: jump_if_false Label05A4F7
00D6: if 0
0038: $A2F == 0 ;; integer values
004D: jump_if_false Label05A4DD
03CF: load_wav "COL4_22" as 1
0004: $A08 = 2 ;; integer values
0004: $A2F = 1 ;; integer values
0002: jump Label05A4F7

:Label05A4DD
00D6: if 0
001C: $12CB > $A1F ;; integer values
004D: jump_if_false Label05A4F7
0004: $A08 = 0 ;; integer values

:Label05A4F7
0002: jump Label05A545
:Label05A4FE
00D6: if 0
0018: $A08 > 0 ;; integer values
004D: jump_if_false Label05A545
00D6: if 0
0018: $A08 > 1 ;; integer values
004D: jump_if_false Label05A53E
0004: $A08 = 0 ;; integer values
0004: $A2F = 0 ;; integer values
0002: jump Label055A6D
0002: jump Label05A545

:Label05A53E
0004: $A08 = 0 ;; integer values

:Label05A545
00D6: if 1
0018: $9DD > 0 ;; integer values
0038: $A32 == 1 ;; integer values
004D: jump_if_false Label05A67B
00D6: if 0
0038: $A04 == 3 ;; integer values
004D: jump_if_false Label05A59E
00D6: if 0
03D2: wav 1 ended
004D: jump_if_false Label05A59E
03D5: remove_text "COL4_9" ;; DEFENSIVE POSITIONS!
0004: $A04 = 4 ;; integer values
0004: $A2F = 0 ;; integer values
0002: jump Label055A6D

:Label05A59E
00D6: if 0
0038: $A04 == 2 ;; integer values
004D: jump_if_false Label05A5EC
00D6: if 0
03D0: wav 1 loaded
004D: jump_if_false Label05A5EC
03D1: play_wav 1
00D6: if 0
001C: $12CB > $9F3 ;; integer values
004D: jump_if_false Label05A5E5
00BC: text_highpriority "COL4_9" 10000 ms 1 ;; DEFENSIVE POSITIONS!

:Label05A5E5
0004: $A04 = 3 ;; integer values

:Label05A5EC
00D6: if 0
0038: $A04 == 1 ;; integer values
004D: jump_if_false Label05A64B
00D6: if 0
0038: $A2F == 0 ;; integer values
004D: jump_if_false Label05A631
03CF: load_wav "COL4_9" as 1
0004: $A04 = 2 ;; integer values
0004: $A2F = 1 ;; integer values
0002: jump Label05A64B
:Label05A631
00D6: if 0
001C: $12CB > $A1D ;; integer values
004D: jump_if_false Label05A64B
0004: $A04 = 0 ;; integer values

:Label05A64B
00D6: if 0
0038: $A04 == 0 ;; integer values
004D: jump_if_false Label05A674
0084: $A1D = $12CB ;; integer values and handles
0008: $A1D += 6000 ;; integer values
0004: $A04 = 1 ;; integer values

:Label05A674
0002: jump Label05A6D4

:Label05A67B
00D6: if 0
0018: $A04 > 0 ;; integer values
004D: jump_if_false Label05A6D4
00D6: if 0
0018: $A04 > 1 ;; integer values
004D: jump_if_false Label05A6CD
00D6: if 0
8038: NOT $A04 == 4 ;; integer values
004D: jump_if_false Label05A6B8
0004: $A04 = 0 ;; integer values

:Label05A6B8
0004: $A2F = 0 ;; integer values
0002: jump Label055A6D
0002: jump Label05A6D4

:Label05A6CD
0004: $A04 = 0 ;; integer values

:Label05A6D4
00D6: if 1
0018: $A09 > 0 ;; integer values
0038: $A32 == 1 ;; integer values
004D: jump_if_false Label05A7E1
00D6: if 0
0038: $A09 == 3 ;; integer values
004D: jump_if_false Label05A72D
00D6: if 0
03D2: wav 1 ended
004D: jump_if_false Label05A72D
03D5: remove_text "COL4_6" ;; WE'RE TAKING ENEMY FIRE!
0004: $A09 = 0 ;; integer values
0004: $A2F = 0 ;; integer values
0002: jump Label055A6D

:Label05A72D
00D6: if 0
0038: $A09 == 2 ;; integer values
004D: jump_if_false Label05A77B
00D6: if 0
03D0: wav 1 loaded
004D: jump_if_false Label05A77B
03D1: play_wav 1
00D6: if 0
001C: $12CB > $9F3 ;; integer values
004D: jump_if_false Label05A774
00BC: text_highpriority "COL4_6" 10000 ms 1 ;; WE'RE TAKING ENEMY FIRE!

:Label05A774
0004: $A09 = 3 ;; integer values

:Label05A77B
00D6: if 0
0038: $A09 == 1 ;; integer values
004D: jump_if_false Label05A7DA
00D6: if 0
0038: $A2F == 0 ;; integer values
004D: jump_if_false Label05A7C0
03CF: load_wav "COL4_6" as 1
0004: $A09 = 2 ;; integer values
0004: $A2F = 1 ;; integer values
0002: jump Label05A7DA

:Label05A7C0
00D6: if 0
001C: $12CB > $A20 ;; integer values
004D: jump_if_false Label05A7DA
0004: $A09 = 0 ;; integer values

:Label05A7DA
0002: jump Label05A828

:Label05A7E1
00D6: if 0
0018: $A09 > 0 ;; integer values
004D: jump_if_false Label05A828
00D6: if 0
0018: $A09 > 1 ;; integer values
004D: jump_if_false Label05A821
0004: $A09 = 0 ;; integer values
0004: $A2F = 0 ;; integer values
0002: jump Label055A6D
0002: jump Label05A828

:Label05A821
0004: $A09 = 0 ;; integer values

:Label05A828
00D6: if 1
0018: $A0A > 0 ;; integer values
0038: $A32 == 1 ;; integer values
004D: jump_if_false Label05A935
00D6: if 0
0038: $A0A == 3 ;; integer values
004D: jump_if_false Label05A881
00D6: if 0
03D2: wav 1 ended
004D: jump_if_false Label05A881
03D5: remove_text "COL4_19" ;; Go get some doughnuts, soldier! - Sir, Yes Sir!
0004: $A0A = 0 ;; integer values
0004: $A2F = 0 ;; integer values
0002: jump Label055A6D

:Label05A881
00D6: if 0
0038: $A0A == 2 ;; integer values
004D: jump_if_false Label05A8CF
00D6: if 0
03D0: wav 1 loaded
004D: jump_if_false Label05A8CF
03D1: play_wav 1
00D6: if 0
001C: $12CB > $9F3 ;; integer values
004D: jump_if_false Label05A8C8
00BC: text_highpriority "COL4_19" 10000 ms 1 ;; Go get some doughnuts, soldier!
- Sir, Yes Sir!

:Label05A8C8
0004: $A0A = 3 ;; integer values

:Label05A8CF
00D6: if 0
0038: $A0A == 1 ;; integer values
004D: jump_if_false Label05A92E
00D6: if 0
0038: $A2F == 0 ;; integer values
004D: jump_if_false Label05A914
03CF: load_wav "COL4_19" as 1
0004: $A0A = 2 ;; integer values
0004: $A2F = 1 ;; integer values
0002: jump Label05A92E

:Label05A914
00D6: if 0
001C: $12CB > $A21 ;; integer values
004D: jump_if_false Label05A92E
0004: $A0A = 0 ;; integer values

:Label05A92E
0002: jump Label05A97C

:Label05A935
00D6: if 0
0018: $A0A > 0 ;; integer values
004D: jump_if_false Label05A97C
00D6: if 0
0018: $A0A > 1 ;; integer values
004D: jump_if_false Label05A975
0004: $A0A = 0 ;; integer values
0004: $A2F = 0 ;; integer values
0002: jump Label055A6D
0002: jump Label05A97C

:Label05A975
0004: $A0A = 0 ;; integer values

:Label05A97C
00D6: if 1
0018: $A0B > 0 ;; integer values
0038: $A32 == 1 ;; integer values
004D: jump_if_false Label05AA89
00D6: if 0
0038: $A0B == 3 ;; integer values
004D: jump_if_false Label05A9D5
00D6: if 0
03D2: wav 1 ended
004D: jump_if_false Label05A9D5
03D5: remove_text "COL4_20" ;; Target acquired, Sir
0004: $A0B = 0 ;; integer values
0004: $A2F = 0 ;; integer values
0002: jump Label055A6D

:Label05A9D5
00D6: if 0
0038: $A0B == 2 ;; integer values
004D: jump_if_false Label05AA23
00D6: if 0
03D0: wav 1 loaded
004D: jump_if_false Label05AA23
03D1: play_wav 1
00D6: if 0
001C: $12CB > $9F3 ;; integer values
004D: jump_if_false Label05AA1C
00BC: text_highpriority "COL4_20" 10000 ms 1 ;; Target acquired, Sir

:Label05AA1C
0004: $A0B = 3 ;; integer values

:Label05AA23
00D6: if 0
0038: $A0B == 1 ;; integer values
004D: jump_if_false Label05AA82
00D6: if 0
0038: $A2F == 0 ;; integer values
004D: jump_if_false Label05AA68
03CF: load_wav "COL4_20" as 1
0004: $A0B = 2 ;; integer values
0004: $A2F = 1 ;; integer values
0002: jump Label05AA82

:Label05AA68
00D6: if 0
001C: $12CB > $A22 ;; integer values
004D: jump_if_false Label05AA82
0004: $A0B = 0 ;; integer values

:Label05AA82
0002: jump Label05AAD0

:Label05AA89
00D6: if 0
0018: $A0B > 0 ;; integer values
004D: jump_if_false Label05AAD0
00D6: if 0
0018: $A0B > 1 ;; integer values
004D: jump_if_false Label05AAC9
0004: $A0B = 0 ;; integer values
0004: $A2F = 0 ;; integer values
0002: jump Label055A6D
0002: jump Label05AAD0

:Label05AAC9
0004: $A0B = 0 ;; integer values

:Label05AAD0
00D6: if 1
0018: $A0D > 0 ;; integer values
0038: $A32 == 1 ;; integer values
004D: jump_if_false Label05ABDD
00D6: if 0
0038: $A0D == 3 ;; integer values
004D: jump_if_false Label05AB29
00D6: if 0
03D2: wav 1 ended
004D: jump_if_false Label05AB29
03D5: remove_text "COL4_18" ;; Someone's on the tank Sir!
0004: $A0D = 0 ;; integer values
0004: $A2F = 0 ;; integer values
0002: jump Label055A6D

:Label05AB29
00D6: if 0
0038: $A0D == 2 ;; integer values
004D: jump_if_false Label05AB77
00D6: if 0
03D0: wav 1 loaded
004D: jump_if_false Label05AB77
03D1: play_wav 1
00D6: if 0
001C: $12CB > $9F3 ;; integer values
004D: jump_if_false Label05AB70
00BC: text_highpriority "COL4_18" 10000 ms 1 ;; Someone's on the tank Sir!

:Label05AB70
0004: $A0D = 3 ;; integer values

:Label05AB77
00D6: if 0
0038: $A0D == 1 ;; integer values
004D: jump_if_false Label05ABD6
00D6: if 0
0038: $A2F == 0 ;; integer values
004D: jump_if_false Label05ABBC
03CF: load_wav "COL4_18" as 1
0004: $A0D = 2 ;; integer values
0004: $A2F = 1 ;; integer values
0002: jump Label05ABD6

:Label05ABBC
00D6: if 0
001C: $12CB > $A24 ;; integer values
004D: jump_if_false Label05ABD6
0004: $A0D = 0 ;; integer values

:Label05ABD6
0002: jump Label05AC24
:Label05ABDD
00D6: if 0
0018: $A0D > 0 ;; integer values
004D: jump_if_false Label05AC24
00D6: if 0
0018: $A0D > 1 ;; integer values
004D: jump_if_false Label05AC1D
0004: $A0D = 0 ;; integer values
0004: $A2F = 0 ;; integer values
0002: jump Label055A6D
0002: jump Label05AC24

:Label05AC1D
0004: $A0D = 0 ;; integer values

:Label05AC24
00D6: if 2
0018: $A0E > 0 ;; integer values
0038: $A32 == 1 ;; integer values
0038: $9DD == 0 ;; integer values
004D: jump_if_false Label05AD38
00D6: if 0
0038: $A0E == 3 ;; integer values
004D: jump_if_false Label05AC84
00D6: if 0
03D2: wav 1 ended
004D: jump_if_false Label05AC84
03D5: remove_text "COL4_1" ;; What's up with the Gunner? - Don't know Sir!
0004: $A0E = 0 ;; integer values
0004: $A2F = 0 ;; integer values
0002: jump Label055A6D

:Label05AC84
00D6: if 0
0038: $A0E == 2 ;; integer values
004D: jump_if_false Label05ACD2
00D6: if 0
03D0: wav 1 loaded
004D: jump_if_false Label05ACD2
03D1: play_wav 1
00D6: if 0
001C: $12CB > $9F3 ;; integer values
004D: jump_if_false Label05ACCB
00BC: text_highpriority "COL4_1" 10000 ms 1 ;; What's up with the Gunner? -
Don't know Sir!

:Label05ACCB
0004: $A0E = 3 ;; integer values

:Label05ACD2
00D6: if 0
0038: $A0E == 1 ;; integer values
004D: jump_if_false Label05AD31
00D6: if 0
0038: $A2F == 0 ;; integer values
004D: jump_if_false Label05AD17
03CF: load_wav "COL4_1" as 1
0004: $A0E = 2 ;; integer values
0004: $A2F = 1 ;; integer values
0002: jump Label05AD31

:Label05AD17
00D6: if 0
001C: $12CB > $A25 ;; integer values
004D: jump_if_false Label05AD31
0004: $A0E = 0 ;; integer values

:Label05AD31
0002: jump Label05AD7F

:Label05AD38
00D6: if 0
0018: $A0E > 0 ;; integer values
004D: jump_if_false Label05AD7F
00D6: if 0
0018: $A0E > 1 ;; integer values
004D: jump_if_false Label05AD78
0004: $A0E = 0 ;; integer values
0004: $A2F = 0 ;; integer values
0002: jump Label055A6D
0002: jump Label05AD7F

:Label05AD78
0004: $A0E = 0 ;; integer values

:Label05AD7F
00D6: if 2
0018: $A18 > 0 ;; integer values
0038: $A32 == 1 ;; integer values
0038: $9DD == 0 ;; integer values
004D: jump_if_false Label05AE93
00D6: if 0
0038: $A18 == 3 ;; integer values
004D: jump_if_false Label05ADDF
00D6: if 0
03D2: wav 1 ended
004D: jump_if_false Label05ADDF
03D5: remove_text "COL4_4" ;; Get topside soldier. - Sir, Yes Sir!
0004: $A18 = 0 ;; integer values
0004: $A2F = 0 ;; integer values
0002: jump Label055A6D

:Label05ADDF
00D6: if 0
0038: $A18 == 2 ;; integer values
004D: jump_if_false Label05AE2D
00D6: if 0
03D0: wav 1 loaded
004D: jump_if_false Label05AE2D
03D1: play_wav 1
00D6: if 0
001C: $12CB > $9F3 ;; integer values
004D: jump_if_false Label05AE26
00BC: text_highpriority "COL4_4" 10000 ms 1 ;; Get topside soldier. - Sir, Yes
Sir!

:Label05AE26
0004: $A18 = 3 ;; integer values
:Label05AE2D
00D6: if 0
0038: $A18 == 1 ;; integer values
004D: jump_if_false Label05AE8C
00D6: if 0
0038: $A2F == 0 ;; integer values
004D: jump_if_false Label05AE72
03CF: load_wav "COL4_4" as 1
0004: $A18 = 2 ;; integer values
0004: $A2F = 1 ;; integer values
0002: jump Label05AE8C

:Label05AE72
00D6: if 0
001C: $12CB > $A2E ;; integer values
004D: jump_if_false Label05AE8C
0004: $A18 = 0 ;; integer values

:Label05AE8C
0002: jump Label05AEDA

:Label05AE93
00D6: if 0
0018: $A18 > 0 ;; integer values
004D: jump_if_false Label05AEDA
00D6: if 0
0018: $A18 > 1 ;; integer values
004D: jump_if_false Label05AED3
0004: $A18 = 0 ;; integer values
0004: $A2F = 0 ;; integer values
0002: jump Label055A6D
0002: jump Label05AEDA

:Label05AED3
0004: $A18 = 0 ;; integer values

:Label05AEDA
00D6: if 2
0018: $A10 > 0 ;; integer values
0038: $A32 == 1 ;; integer values
0038: $9DD == 0 ;; integer values
004D: jump_if_false Label05AFEE
00D6: if 0
0038: $A10 == 3 ;; integer values
004D: jump_if_false Label05AF3A
00D6: if 0
03D2: wav 1 ended
004D: jump_if_false Label05AF3A
03D5: remove_text "COL4_3" ;; CONVOY HALT!
0004: $A10 = 0 ;; integer values
0004: $A2F = 0 ;; integer values
0002: jump Label055A6D

:Label05AF3A
00D6: if 0
0038: $A10 == 2 ;; integer values
004D: jump_if_false Label05AF88
00D6: if 0
03D0: wav 1 loaded
004D: jump_if_false Label05AF88
03D1: play_wav 1
00D6: if 0
001C: $12CB > $9F3 ;; integer values
004D: jump_if_false Label05AF81
00BC: text_highpriority "COL4_3" 10000 ms 1 ;; CONVOY HALT!

:Label05AF81
0004: $A10 = 3 ;; integer values

:Label05AF88
00D6: if 0
0038: $A10 == 1 ;; integer values
004D: jump_if_false Label05AFE7
00D6: if 0
0038: $A2F == 0 ;; integer values
004D: jump_if_false Label05AFCD
03CF: load_wav "COL4_3" as 1
0004: $A10 = 2 ;; integer values
0004: $A2F = 1 ;; integer values
0002: jump Label05AFE7

:Label05AFCD
00D6: if 0
001C: $12CB > $A27 ;; integer values
004D: jump_if_false Label05AFE7
0004: $A10 = 0 ;; integer values

:Label05AFE7
0002: jump Label05B035

:Label05AFEE
00D6: if 0
0018: $A10 > 0 ;; integer values
004D: jump_if_false Label05B035
00D6: if 0
0018: $A10 > 1 ;; integer values
004D: jump_if_false Label05B02E
0004: $A10 = 0 ;; integer values
0004: $A2F = 0 ;; integer values
0002: jump Label055A6D
0002: jump Label05B035

:Label05B02E
0004: $A10 = 0 ;; integer values

:Label05B035
00D6: if 2
0018: $A11 > 0 ;; integer values
0038: $A32 == 1 ;; integer values
0038: $9DD == 0 ;; integer values
004D: jump_if_false Label05B149
00D6: if 0
0038: $A11 == 3 ;; integer values
004D: jump_if_false Label05B095
00D6: if 0
03D2: wav 1 ended
004D: jump_if_false Label05B095
03D5: remove_text "COL4_17" ;; Ok, PLATOON MOVE IT OUT!
0004: $A11 = 0 ;; integer values
0004: $A2F = 0 ;; integer values
0002: jump Label055A6D

:Label05B095
00D6: if 0
0038: $A11 == 2 ;; integer values
004D: jump_if_false Label05B0E3
00D6: if 0
03D0: wav 1 loaded
004D: jump_if_false Label05B0E3
03D1: play_wav 1
00D6: if 0
001C: $12CB > $9F3 ;; integer values
004D: jump_if_false Label05B0DC
00BC: text_highpriority "COL4_17" 10000 ms 1 ;; Ok, PLATOON MOVE IT OUT!

:Label05B0DC
0004: $A11 = 3 ;; integer values

:Label05B0E3
00D6: if 0
0038: $A11 == 1 ;; integer values
004D: jump_if_false Label05B142
00D6: if 0
0038: $A2F == 0 ;; integer values
004D: jump_if_false Label05B128
03CF: load_wav "COL4_17" as 1
0004: $A11 = 2 ;; integer values
0004: $A2F = 1 ;; integer values
0002: jump Label05B142

:Label05B128
00D6: if 0
001C: $12CB > $A28 ;; integer values
004D: jump_if_false Label05B142
0004: $A11 = 0 ;; integer values

:Label05B142
0002: jump Label05B190

:Label05B149
00D6: if 0
0018: $A11 > 0 ;; integer values
004D: jump_if_false Label05B190
00D6: if 0
0018: $A11 > 1 ;; integer values
004D: jump_if_false Label05B189
0004: $A11 = 0 ;; integer values
0004: $A2F = 0 ;; integer values
0002: jump Label055A6D
0002: jump Label05B190

:Label05B189
0004: $A11 = 0 ;; integer values

:Label05B190
00D6: if 2
0018: $A0F > 0 ;; integer values
0038: $A32 == 1 ;; integer values
0038: $9DD == 0 ;; integer values
004D: jump_if_false Label05B2A4
00D6: if 0
0038: $A0F == 3 ;; integer values
004D: jump_if_false Label05B1F0
00D6: if 0
03D2: wav 1 ended
004D: jump_if_false Label05B1F0
03D5: remove_text "COL4_7" ;; Civilian, move away from the tank!
0004: $A0F = 0 ;; integer values
0004: $A2F = 0 ;; integer values
0002: jump Label055A6D

:Label05B1F0
00D6: if 0
0038: $A0F == 2 ;; integer values
004D: jump_if_false Label05B23E
00D6: if 0
03D0: wav 1 loaded
004D: jump_if_false Label05B23E
03D1: play_wav 1
00D6: if 0
001C: $12CB > $9F3 ;; integer values
004D: jump_if_false Label05B237
00BC: text_highpriority "COL4_7" 10000 ms 1 ;; Civilian, move away from the
tank!

:Label05B237
0004: $A0F = 3 ;; integer values

:Label05B23E
00D6: if 0
0038: $A0F == 1 ;; integer values
004D: jump_if_false Label05B29D
00D6: if 0
0038: $A2F == 0 ;; integer values
004D: jump_if_false Label05B283
03CF: load_wav "COL4_7" as 1
0004: $A0F = 2 ;; integer values
0004: $A2F = 1 ;; integer values
0002: jump Label05B29D

:Label05B283
00D6: if 0
001C: $12CB > $A26 ;; integer values
004D: jump_if_false Label05B29D
0004: $A0F = 0 ;; integer values

:Label05B29D
0002: jump Label05B2EB

:Label05B2A4
00D6: if 0
0018: $A0F > 0 ;; integer values
004D: jump_if_false Label05B2EB
00D6: if 0
0018: $A0F > 1 ;; integer values
004D: jump_if_false Label05B2E4
0004: $A0F = 0 ;; integer values
0004: $A2F = 0 ;; integer values
0002: jump Label055A6D
0002: jump Label05B2EB

:Label05B2E4
0004: $A0F = 0 ;; integer values

:Label05B2EB
00D6: if 2
0018: $A13 > 0 ;; integer values
0038: $A32 == 1 ;; integer values
0038: $9DD == 0 ;; integer values
004D: jump_if_false Label05B3FF
00D6: if 0
0038: $A13 == 3 ;; integer values
004D: jump_if_false Label05B34B
00D6: if 0
03D2: wav 1 ended
004D: jump_if_false Label05B34B
03D5: remove_text "COL4_14" ;; Drop him soldier.
0004: $A13 = 0 ;; integer values
0004: $A2F = 0 ;; integer values
0002: jump Label055A6D

:Label05B34B
00D6: if 0
0038: $A13 == 2 ;; integer values
004D: jump_if_false Label05B399
00D6: if 0
03D0: wav 1 loaded
004D: jump_if_false Label05B399
03D1: play_wav 1
00D6: if 0
001C: $12CB > $9F3 ;; integer values
004D: jump_if_false Label05B392
00BC: text_highpriority "COL4_14" 10000 ms 1 ;; Drop him soldier.

:Label05B392
0004: $A13 = 3 ;; integer values

:Label05B399
00D6: if 0
0038: $A13 == 1 ;; integer values
004D: jump_if_false Label05B3F8
00D6: if 0
0038: $A2F == 0 ;; integer values
004D: jump_if_false Label05B3DE
03CF: load_wav "COL4_14" as 1
0004: $A13 = 2 ;; integer values
0004: $A2F = 1 ;; integer values
0002: jump Label05B3F8

:Label05B3DE
00D6: if 0
001C: $12CB > $A29 ;; integer values
004D: jump_if_false Label05B3F8
0004: $A13 = 0 ;; integer values
:Label05B3F8
0002: jump Label05B446

:Label05B3FF
00D6: if 0
0018: $A13 > 0 ;; integer values
004D: jump_if_false Label05B446
00D6: if 0
0018: $A13 > 1 ;; integer values
004D: jump_if_false Label05B43F
0004: $A13 = 0 ;; integer values
0004: $A2F = 0 ;; integer values
0002: jump Label055A6D
0002: jump Label05B446

:Label05B43F
0004: $A13 = 0 ;; integer values

:Label05B446
00D6: if 2
0018: $A14 > 0 ;; integer values
0038: $A32 == 1 ;; integer values
0038: $9DD == 0 ;; integer values
004D: jump_if_false Label05B55A
00D6: if 0
0038: $A14 == 3 ;; integer values
004D: jump_if_false Label05B4A6
00D6: if 0
03D2: wav 1 ended
004D: jump_if_false Label05B4A6
03D5: remove_text "COL4_8" ;; I SAID, move away, IMMEDIATELY!
0004: $A14 = 0 ;; integer values
0004: $A2F = 0 ;; integer values
0002: jump Label055A6D

:Label05B4A6
00D6: if 0
0038: $A14 == 2 ;; integer values
004D: jump_if_false Label05B4F4
00D6: if 0
03D0: wav 1 loaded
004D: jump_if_false Label05B4F4
03D1: play_wav 1
00D6: if 0
001C: $12CB > $9F3 ;; integer values
004D: jump_if_false Label05B4ED
00BC: text_highpriority "COL4_8" 10000 ms 1 ;; I SAID, move away, IMMEDIATELY!

:Label05B4ED
0004: $A14 = 3 ;; integer values

:Label05B4F4
00D6: if 0
0038: $A14 == 1 ;; integer values
004D: jump_if_false Label05B553
00D6: if 0
0038: $A2F == 0 ;; integer values
004D: jump_if_false Label05B539
03CF: load_wav "COL4_8" as 1
0004: $A14 = 2 ;; integer values
0004: $A2F = 1 ;; integer values
0002: jump Label05B553

:Label05B539
00D6: if 0
001C: $12CB > $A2A ;; integer values
004D: jump_if_false Label05B553
0004: $A14 = 0 ;; integer values

:Label05B553
0002: jump Label05B5A1

:Label05B55A
00D6: if 0
0018: $A14 > 0 ;; integer values
004D: jump_if_false Label05B5A1
00D6: if 0
0018: $A14 > 1 ;; integer values
004D: jump_if_false Label05B59A
0004: $A14 = 0 ;; integer values
0004: $A2F = 0 ;; integer values
0002: jump Label055A6D
0002: jump Label05B5A1

:Label05B59A
0004: $A14 = 0 ;; integer values

:Label05B5A1
00D6: if 2
0018: $A15 > 0 ;; integer values
0038: $A32 == 1 ;; integer values
0038: $9DD == 0 ;; integer values
004D: jump_if_false Label05B6B5
00D6: if 0
0038: $A15 == 3 ;; integer values
004D: jump_if_false Label05B601
00D6: if 0
03D2: wav 1 ended
004D: jump_if_false Label05B601
03D5: remove_text "COL4_11" ;; Get that civilian out of our way soldier! - Sir,
Yes Sir!
0004: $A15 = 0 ;; integer values
0004: $A2F = 0 ;; integer values
0002: jump Label055A6D

:Label05B601
00D6: if 0
0038: $A15 == 2 ;; integer values
004D: jump_if_false Label05B64F
00D6: if 0
03D0: wav 1 loaded
004D: jump_if_false Label05B64F
03D1: play_wav 1
00D6: if 0
001C: $12CB > $9F3 ;; integer values
004D: jump_if_false Label05B648
00BC: text_highpriority "COL4_11" 10000 ms 1 ;; Get that civilian out of our way
soldier! - Sir, Yes Sir!

:Label05B648
0004: $A15 = 3 ;; integer values

:Label05B64F
00D6: if 0
0038: $A15 == 1 ;; integer values
004D: jump_if_false Label05B6AE
00D6: if 0
0038: $A2F == 0 ;; integer values
004D: jump_if_false Label05B694
03CF: load_wav "COL4_11" as 1
0004: $A15 = 2 ;; integer values
0004: $A2F = 1 ;; integer values
0002: jump Label05B6AE

:Label05B694
00D6: if 0
001C: $12CB > $A2B ;; integer values
004D: jump_if_false Label05B6AE
0004: $A15 = 0 ;; integer values

:Label05B6AE
0002: jump Label05B6FC

:Label05B6B5
00D6: if 0
0018: $A15 > 0 ;; integer values
004D: jump_if_false Label05B6FC
00D6: if 0
0018: $A15 > 1 ;; integer values
004D: jump_if_false Label05B6F5
0004: $A15 = 0 ;; integer values
0004: $A2F = 0 ;; integer values
0002: jump Label055A6D
0002: jump Label05B6FC

:Label05B6F5
0004: $A15 = 0 ;; integer values

:Label05B6FC
00D6: if 2
0018: $A16 > 0 ;; integer values
0038: $A32 == 1 ;; integer values
0038: $9DD == 0 ;; integer values
004D: jump_if_false Label05B810
00D6: if 0
0038: $A16 == 3 ;; integer values
004D: jump_if_false Label05B75C
00D6: if 0
03D2: wav 1 ended
004D: jump_if_false Label05B75C
03D5: remove_text "COL4_13" ;; This is a military convoy, do not obstruct our
route.
0004: $A16 = 0 ;; integer values
0004: $A2F = 0 ;; integer values
0002: jump Label055A6D
:Label05B75C
00D6: if 0
0038: $A16 == 2 ;; integer values
004D: jump_if_false Label05B7AA
00D6: if 0
03D0: wav 1 loaded
004D: jump_if_false Label05B7AA
03D1: play_wav 1
00D6: if 0
001C: $12CB > $9F3 ;; integer values
004D: jump_if_false Label05B7A3
00BC: text_highpriority "COL4_13" 10000 ms 1 ;; This is a military convoy, do
not obstruct our route.

:Label05B7A3
0004: $A16 = 3 ;; integer values

:Label05B7AA
00D6: if 0
0038: $A16 == 1 ;; integer values
004D: jump_if_false Label05B809
00D6: if 0
0038: $A2F == 0 ;; integer values
004D: jump_if_false Label05B7EF
03CF: load_wav "COL4_13" as 1
0004: $A16 = 2 ;; integer values
0004: $A2F = 1 ;; integer values
0002: jump Label05B809

:Label05B7EF
00D6: if 0
001C: $12CB > $A2C ;; integer values
004D: jump_if_false Label05B809
0004: $A16 = 0 ;; integer values

:Label05B809
0002: jump Label05B857

:Label05B810
00D6: if 0
0018: $A16 > 0 ;; integer values
004D: jump_if_false Label05B857
00D6: if 0
0018: $A16 > 1 ;; integer values
004D: jump_if_false Label05B850
0004: $A16 = 0 ;; integer values
0004: $A2F = 0 ;; integer values
0002: jump Label055A6D
0002: jump Label05B857

:Label05B850
0004: $A16 = 0 ;; integer values

:Label05B857
00D6: if 2
0018: $A17 > 0 ;; integer values
0038: $A32 == 1 ;; integer values
0038: $9DD == 0 ;; integer values
004D: jump_if_false Label05B96B
00D6: if 0
0038: $A17 == 3 ;; integer values
004D: jump_if_false Label05B8B7
00D6: if 0
03D2: wav 1 ended
004D: jump_if_false Label05B8B7
03D5: remove_text "COL4_15" ;; Get that civilian vehicle out of our way! - Sir!
Moving vehicle Sir!
0004: $A17 = 0 ;; integer values
0004: $A2F = 0 ;; integer values
0002: jump Label055A6D

:Label05B8B7
00D6: if 0
0038: $A17 == 2 ;; integer values
004D: jump_if_false Label05B905
00D6: if 0
03D0: wav 1 loaded
004D: jump_if_false Label05B905
03D1: play_wav 1
00D6: if 0
001C: $12CB > $9F3 ;; integer values
004D: jump_if_false Label05B8FE
00BC: text_highpriority "COL4_15" 10000 ms 1 ;; Get that civilian vehicle out of
our way! - Sir! Moving vehicle Sir!

:Label05B8FE
0004: $A17 = 3 ;; integer values

:Label05B905
00D6: if 0
0038: $A17 == 1 ;; integer values
004D: jump_if_false Label05B964
00D6: if 0
0038: $A2F == 0 ;; integer values
004D: jump_if_false Label05B94A
03CF: load_wav "COL4_15" as 1
0004: $A17 = 2 ;; integer values
0004: $A2F = 1 ;; integer values
0002: jump Label05B964

:Label05B94A
00D6: if 0
001C: $12CB > $A2D ;; integer values
004D: jump_if_false Label05B964
0004: $A17 = 0 ;; integer values

:Label05B964
0002: jump Label05B9B2

:Label05B96B
00D6: if 0
0018: $A17 > 0 ;; integer values
004D: jump_if_false Label05B9B2
00D6: if 0
0018: $A17 > 1 ;; integer values
004D: jump_if_false Label05B9AB
0004: $A17 = 0 ;; integer values
0004: $A2F = 0 ;; integer values
0002: jump Label055A6D
0002: jump Label05B9B2

:Label05B9AB
0004: $A17 = 0 ;; integer values

:Label05B9B2
0002: jump Label055A6D

:Label05B9B9
00BA: text_styled "M_FAIL" 5000 ms 1 ;; MISSION FAILED!
0051: return

:Label05B9CA
0004: $PASSED_COL4_SIR_YES_SIR = 1 ;; integer values
01E3: text_1number_styled "M_PASS" 2000 5000 ms 1 ;; MISSION PASSED! $~1~
0110: clear_player $PLAYER_CHAR wanted_level
0109: player $PLAYER_CHAR money += 2000
0318: set_latest_mission_passed "COL_4" ;; Sir, Yes Sir!
030C: set_mission_points += 1
0394: play_music 1
0164: disable_marker $E4
0051: return

:Label05BA09
0004: $ONMISSION = 0 ;; integer values
0164: disable_marker $9D4
01E7: remove_forbidden_for_cars_cube -721.211 243.998 5.0 -651.211 693.998 25.0
01E7: remove_forbidden_for_cars_cube -760.362 101.883 5.0 -700.362 251.883 25.0
01E7: remove_forbidden_for_cars_cube -783.906 -46.826 5.0 -723.906 103.174 25.0
01E7: remove_forbidden_for_cars_cube -853.397 -149.692 5.0 -773.397 .308 25.0
01E7: remove_forbidden_for_cars_cube -870.656 -594.54 5.0 -810.656 -144.54 25.0
01E7: remove_forbidden_for_cars_cube -837.282 -1041.814 5.0 -777.282 -591.814
25.0
01E7: remove_forbidden_for_cars_cube -827.532 -1539.617 5.0 -747.532 -1039.617
25.0
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
0249: release_model #RHINO
0249: release_model #BARRACKS
0249: release_model #ARMY
0249: release_model #PATRIOT
0249: release_model #RUGER
0151: remove_status_text $9D8
0215: destroy_pickup $9CE
0215: destroy_pickup $9CF
0004: $643 = 0 ;; integer values
00D8: mission_cleanup
0051: return

:Label05BB2C
00D6: if 0
003A: $9CB == $9AA ;; integer values and handles
004D: jump_if_false Label05BB6F
0084: $9E2 = $9E5 ;; integer values and handles
0084: $9E3 = $9EB ;; integer values and handles
0086: $A65 = $A5C ;; floating-point values only
0086: $A66 = $A5D ;; floating-point values only
0084: $9A7 = $9BF ;; integer values and handles
0084: $A47 = $A48 ;; integer values and handles
:Label05BB6F
00D6: if 0
003A: $9CB == $9AE ;; integer values and handles
004D: jump_if_false Label05BBB2
0084: $9E2 = $9E6 ;; integer values and handles
0084: $9E3 = $9EC ;; integer values and handles
0086: $A65 = $A58 ;; floating-point values only
0086: $A66 = $A59 ;; floating-point values only
0084: $9A7 = $9C0 ;; integer values and handles
0084: $A47 = $A49 ;; integer values and handles

:Label05BBB2
00D6: if 0
003A: $9CB == $9C8 ;; integer values and handles
004D: jump_if_false Label05BBF5
0084: $9E2 = $9E8 ;; integer values and handles
0084: $9E3 = $9ED ;; integer values and handles
0086: $A65 = $A5A ;; floating-point values only
0086: $A66 = $A5B ;; floating-point values only
0084: $9A7 = $9C1 ;; integer values and handles
0084: $A47 = $A4A ;; integer values and handles

:Label05BBF5
00D6: if 0
003A: $9CB == $9B2 ;; integer values and handles
004D: jump_if_false Label05BC38
0084: $9E2 = $9E9 ;; integer values and handles
0084: $9E3 = $9EE ;; integer values and handles
0086: $A65 = $A55 ;; floating-point values only
0086: $A66 = $A56 ;; floating-point values only
0084: $9A7 = $9C2 ;; integer values and handles
0084: $A47 = $A4B ;; integer values and handles

:Label05BC38
00D6: if 0
01C1: car $9CA stopped
004D: jump_if_false Label05C2A7
0407: create_coordinate $A63 $A64 $1BF from_car $9CA offset 0.0 7.0 0.0
00D6: if 0
8118: NOT actor $9CB dead
004D: jump_if_false Label05C2A0
00D6: if 0
00F6: player $PLAYER_CHAR 0 ()near_point_on_foot $A63 $A64 10@ radius 4.0 4.0
2.0
004D: jump_if_false Label05BE69
00D6: if 0
0038: $9E2 == 5 ;; integer values
004D: jump_if_false Label05BCB8
0004: $9E2 = 0 ;; integer values

:Label05BCB8
00D6: if 0
0038: $9E2 == 0 ;; integer values
004D: jump_if_false Label05BD8B
00D6: if 0
044B: (unknown) $9CB
004D: jump_if_false Label05BD1E
011C: actor $9CB clear_objective
01D2: actor $9CB follow_player $PLAYER_CHAR
00D6: if 0
0038: $A15 == 0 ;; integer values
004D: jump_if_false Label05BD10
0004: $A15 = 1 ;; integer values
0084: $A2B = $12CB ;; integer values and handles
0008: $A2B += 6000 ;; integer values

:Label05BD10
0004: $9E2 = 1 ;; integer values
0002: jump Label05BD72

:Label05BD1E
00D6: if 0
803A: NOT $9CB == $9C8 ;; integer values and handles
004D: jump_if_false Label05BD72
00D6: if 0
00DF: actor $9CB driving
004D: jump_if_false Label05BD72
03C0: $9BE = actor $9CB car
020A: set_car $9BE door_status_to 1
00D6: if 0
003A: $9BE == $9A6 ;; integer values and handles
004D: jump_if_false Label05BD6A
0004: $9F0 = 2 ;; integer values

:Label05BD6A
01D3: actor $9CB leave_car $9BE

:Label05BD72
00D6: if 0
0038: $9DF == 0 ;; integer values
004D: jump_if_false Label05BD8B
0004: $9DF = 1 ;; integer values

:Label05BD8B
00D6: if 0
0038: $9E2 == 1 ;; integer values
004D: jump_if_false Label05BE0C
00D6: if 0
80DF: NOT actor $9CB driving
004D: jump_if_false Label05BE0C
00D6: if 0
00E9: player $PLAYER_CHAR 0 ()near_actor $9CB radius 2.5 2.5
004D: jump_if_false Label05BE0C
00D6: if 0
0038: $A16 == 0 ;; integer values
004D: jump_if_false Label05BDF5
0004: $A16 = 1 ;; integer values
0084: $A2C = $12CB ;; integer values and handles
0008: $A2C += 6000 ;; integer values

:Label05BDF5
0084: $9E3 = $12CB ;; integer values and handles
0008: $9E3 += 7000 ;; integer values
0004: $9E2 = 2 ;; integer values

:Label05BE0C
00D6: if 0
0038: $9E2 == 2 ;; integer values
004D: jump_if_false Label05BE69
00D6: if 0
001C: $12CB > $9E3 ;; integer values
004D: jump_if_false Label05BE69
00D6: if 0
0038: $A13 == 0 ;; integer values
004D: jump_if_false Label05BE5A
0004: $A13 = 1 ;; integer values
0084: $A29 = $12CB ;; integer values and handles
0008: $A29 += 6000 ;; integer values

:Label05BE5A
01CA: actor $9CB kill_player $PLAYER_CHAR
0004: $9E2 = 3 ;; integer values

:Label05BE69
00D6: if 0
0038: $9E2 == 0 ;; integer values
004D: jump_if_false Label05BE92
00D6: if 0
80DF: NOT actor $9CB driving
004D: jump_if_false Label05BE92
0004: $9E2 = 5 ;; integer values

:Label05BE92
00D6: if 0
80F6: NOT player $PLAYER_CHAR 0 ()near_point_on_foot $A63 $A64 10@ radius
4.0 4.0 2.0
004D: jump_if_false Label05C133
00D6: if 22
0038: $9E2 == 1 ;; integer values
0038: $9E2 == 2 ;; integer values
0038: $9E2 == 3 ;; integer values
004D: jump_if_false Label05BF6C
0086: $A61 = $A63 ;; floating-point values only
0009: $A61 += 4.0 ;; floating-point values
0086: $A62 = $A64 ;; floating-point values only
0009: $A62 += 4.0 ;; floating-point values
0086: $1BD = $A61 ;; floating-point values only
000D: $1BD -= 8.0 ;; floating-point values
0086: $1BE = $A62 ;; floating-point values only
000D: $1BE -= 8.0 ;; floating-point values
053E: unknown $A61 $A62 $1BD $1BE -1 $9A7
00D6: if 0
0038: $9A7 == -1 ;; integer values
004D: jump_if_false Label05BF5E
0004: $9E2 = 5 ;; integer values
0004: $9D6 = 0 ;; integer values
0002: jump Label05BF6C

:Label05BF5E
0004: $9E2 = 0 ;; integer values
0004: $9D6 = 1 ;; integer values

:Label05BF6C
00D6: if 0
0038: $9E2 == 8 ;; integer values
004D: jump_if_false Label05BFEE
00D6: if 0
80DF: NOT actor $9CB driving
004D: jump_if_false Label05BFEE
00D6: if 0
8119: NOT car $9A7 wrecked
004D: jump_if_false Label05BFAD
01D5: actor $9CB go_to_and_drive_car $9A7
0002: jump Label05BFB9

:Label05BFAD
011C: actor $9CB clear_objective
0004: $9E2 = 5 ;; integer values

:Label05BFB9
01C3: remove_references_to_car $9A7 ;; Like turning a car into any random car
00D6: if 0
0038: $A17 == 0 ;; integer values
004D: jump_if_false Label05BFE7
0004: $A17 = 1 ;; integer values
0084: $A2D = $12CB ;; integer values and handles
0008: $A2D += 4000 ;; integer values

:Label05BFE7
0004: $9E2 = 4 ;; integer values

:Label05BFEE
00D6: if 0
0038: $9E2 == 0 ;; integer values
004D: jump_if_false Label05C12C
00D6: if 0
8038: NOT $9D6 == 1 ;; integer values
004D: jump_if_false Label05C06D
0086: $A61 = $A63 ;; floating-point values only
0009: $A61 += 4.0 ;; floating-point values
0086: $A62 = $A64 ;; floating-point values only
0009: $A62 += 4.0 ;; floating-point values
0086: $1BD = $A61 ;; floating-point values only
000D: $1BD -= 8.0 ;; floating-point values
0086: $1BE = $A62 ;; floating-point values only
000D: $1BE -= 8.0 ;; floating-point values
053E: unknown $A61 $A62 $1BD $1BE -1 $9A7

:Label05C06D
00D6: if 0
8038: NOT $9A7 == -1 ;; integer values
004D: jump_if_false Label05C12C
00D6: if 0
0119: car $9A7 wrecked
004D: jump_if_false Label05C0B0
00AE: unknown_set_car $9CA to_ignore_traffic_lights 3
01C3: remove_references_to_car $9A7 ;; Like turning a car into any random car
0004: $9E2 = 5 ;; integer values
0004: $9A7 = -1 ;; integer values
0002: jump Label05C12C

:Label05C0B0
00D6: if 0
80DF: NOT actor $9CB driving
004D: jump_if_false Label05C0DB
01D5: actor $9CB go_to_and_drive_car $9A7
01C3: remove_references_to_car $9A7 ;; Like turning a car into any random car
0004: $9E2 = 4 ;; integer values
0002: jump Label05C113

:Label05C0DB
03C0: $9BE = actor $9CB car
020A: set_car $9BE door_status_to 1
00D6: if 0
003A: $9BE == $9A6 ;; integer values and handles
004D: jump_if_false Label05C104
0004: $9F0 = 2 ;; integer values

:Label05C104
01D3: actor $9CB leave_car $9BE
0004: $9E2 = 8 ;; integer values

:Label05C113
00D6: if 0
0038: $9DF == 0 ;; integer values
004D: jump_if_false Label05C12C
0004: $9DF = 1 ;; integer values

:Label05C12C
0004: $9D6 = 0 ;; integer values

:Label05C133
00D6: if 0
0038: $9E2 == 4 ;; integer values
004D: jump_if_false Label05C22D
00D6: if 0
00DF: actor $9CB driving
004D: jump_if_false Label05C1DC
01C3: remove_references_to_car $9A7 ;; Like turning a car into any random car
0004: $9A7 = -1 ;; integer values
03C0: $9A7 = actor $9CB car
00AA: store_car $9A7 position_to $1BD $1BE $1BF
000D: $1BD -= 10.0 ;; floating-point values
000D: $1BE -= 25.0 ;; floating-point values
02C0: set $A65 $A66 $1BF to_ped_path_coords_closest_to $1BD $1BE $1BF
00AD: set_car $9A7 max_speed_to 20.0
00AE: unknown_set_car $9A7 to_ignore_traffic_lights 2
02C2: car $9A7 drive_to_point $A65 $A66 $1BF
0084: $9E3 = $12CB ;; integer values and handles
0008: $9E3 += 10000 ;; integer values
0004: $9E2 = 6 ;; integer values
0002: jump Label05C22D

:Label05C1DC
00D6: if 0
0119: car $9A7 wrecked
004D: jump_if_false Label05C1FF
011C: actor $9CB clear_objective
0004: $9E2 = 5 ;; integer values
0002: jump Label05C22D

:Label05C1FF
00D6: if 0
81AD: NOT car $9A7 0 ()near_point $A63 $A64 4.0 4.0
004D: jump_if_false Label05C22D
011C: actor $9CB clear_objective
0004: $9E2 = 5 ;; integer values

:Label05C22D
00D6: if 0
0038: $9E2 == 6 ;; integer values
004D: jump_if_false Label05C2A0
00D6: if 0
00EE: actor $9CB 0 ()near_point_in_car $A65 $A66 radius 3.0 3.0
004D: jump_if_false Label05C26F
0004: $9E2 = 5 ;; integer values
0002: jump Label05C2A0

:Label05C26F
00D6: if 0
001C: $12CB > $9E3 ;; integer values
004D: jump_if_false Label05C289
0004: $9E2 = 5 ;; integer values

:Label05C289
00D6: if 0
80DF: NOT actor $9CB driving
004D: jump_if_false Label05C2A0
0004: $9E2 = 5 ;; integer values

:Label05C2A0
0002: jump Label05C2C7

:Label05C2A7
00D6: if 1
8038: NOT $9E2 == 0 ;; integer values
8038: NOT $9E2 == 5 ;; integer values
004D: jump_if_false Label05C2C7
0004: $9E2 = 5 ;; integer values

:Label05C2C7
00D6: if 0
003A: $9CB == $9AA ;; integer values and handles
004D: jump_if_false Label05C30A
0084: $9E5 = $9E2 ;; integer values and handles
0084: $9EB = $9E3 ;; integer values and handles
0086: $A5C = $A65 ;; floating-point values only
0086: $A5D = $A66 ;; floating-point values only
0084: $9BF = $9A7 ;; integer values and handles
0084: $A48 = $A47 ;; integer values and handles

:Label05C30A
00D6: if 0
003A: $9CB == $9AE ;; integer values and handles
004D: jump_if_false Label05C34D
0084: $9E6 = $9E2 ;; integer values and handles
0084: $9EC = $9E3 ;; integer values and handles
0086: $A58 = $A65 ;; floating-point values only
0086: $A59 = $A66 ;; floating-point values only
0084: $9C0 = $9A7 ;; integer values and handles
0084: $A49 = $A47 ;; integer values and handles

:Label05C34D
00D6: if 0
003A: $9CB == $9C8 ;; integer values and handles
004D: jump_if_false Label05C390
0084: $9E8 = $9E2 ;; integer values and handles
0084: $9ED = $9E3 ;; integer values and handles
0086: $A5A = $A65 ;; floating-point values only
0086: $A5B = $A66 ;; floating-point values only
0084: $9C1 = $9A7 ;; integer values and handles
0084: $A4A = $A47 ;; integer values and handles

:Label05C390
00D6: if 0
003A: $9CB == $9B2 ;; integer values and handles
004D: jump_if_false Label05C3D3
0084: $9E9 = $9E2 ;; integer values and handles
0084: $9EE = $9E3 ;; integer values and handles
0086: $A55 = $A65 ;; floating-point values only
0086: $A56 = $A66 ;; floating-point values only
0084: $9C2 = $9A7 ;; integer values and handles
0084: $A4B = $A47 ;; integer values and handles

:Label05C3D3
0051: return

:Label05C3D5
01B2: give_actor $9A8 weapon 27 ammo 9999 ;; Load the weapon model before using
this
01ED: reset_actor $9A8 flags
0243: set_actor $9A8 ped_stats_to 16
0319: set_actor $9A8 wander_state_to 1 (off)
0051: return

:Label05C3F4
00D6: if 0
0038: $A54 == 0 ;; integer values
004D: jump_if_false Label05C431
0291: unknown_actor $9D0 unknown_behavior_flag 1
011A: set_actor $9D0 flags 1
0239: actor $9D0 run_to -829.7494 -1491.996
0411: (unknown) $9D0 0
0004: $A54 = 1 ;; integer values

:Label05C431
00D6: if 0
0038: $A54 == 1 ;; integer values
004D: jump_if_false Label05C4AC
00D6: if 0
04FF: $9D0
004D: jump_if_false Label05C469
0239: actor $9D0 run_to -829.7494 -1491.996
0411: (unknown) $9D0 0

:Label05C469
00D6: if 0
00ED: actor $9D0 0 ()near_point_on_foot -829.7494 -1491.996 radius 1.0 1.0
004D: jump_if_false Label05C4AC
0239: actor $9D0 run_to -826.0425 -1493.517
0411: (unknown) $9D0 0
0004: $A54 = 2 ;; integer values
:Label05C4AC
00D6: if 0
0038: $A54 == 2 ;; integer values
004D: jump_if_false Label05C516
00D6: if 0
04FF: $9D0
004D: jump_if_false Label05C4E4
0239: actor $9D0 run_to -826.0425 -1493.517
0411: (unknown) $9D0 0

:Label05C4E4
00D6: if 0
00ED: actor $9D0 0 ()near_point_on_foot -826.0425 -1493.517 radius 1.0 1.0
004D: jump_if_false Label05C516
009B: destroy_actor_instantly $9D0
0004: $A54 = 3 ;; integer values

:Label05C516
0051: return

:Label05C518
00D6: if 0
001C: $ADD > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label05C53B
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label05C518

:Label05C53B
0051: return

:Label05C53D
00D6: if 0
8119: NOT car $9D2 wrecked
004D: jump_if_false Label05C759
00D6: if 0
80DC: NOT player $PLAYER_CHAR driving $9D2
004D: jump_if_false Label05C72E
00D6: if 0
8118: NOT actor $9D3 dead
004D: jump_if_false Label05C68E
00D6: if 0
00DB: actor $9D3 in_car $9D2
004D: jump_if_false Label05C607
00D6: if 0
8038: NOT $9DD == 0 ;; integer values
004D: jump_if_false Label05C5C0
00D6: if 0
8118: NOT actor $9D1 dead
004D: jump_if_false Label05C5B4
01CA: actor $9D1 kill_player $PLAYER_CHAR
0002: jump Label05C5B9

:Label05C5B4
0465: remove_actor $9D1 from_turret_mode

:Label05C5B9
0002: jump Label05C600
:Label05C5C0
00D6: if 0
0118: actor $9D1 dead
004D: jump_if_false Label05C5F0
00D6: if 0
0038: $9DD == 0 ;; integer values
004D: jump_if_false Label05C5E9
0004: $9DD = 1 ;; integer values

:Label05C5E9
0002: jump Label05C600

:Label05C5F0
020F: actor $9D1 look_at_player $PLAYER_CHAR
04C6: $9D1 $PLAYER_ACTOR

:Label05C600
0002: jump Label05C687

:Label05C607
00D6: if 0
0038: $A06 == 0 ;; integer values
004D: jump_if_false Label05C687
00D6: if 0
8118: NOT actor $9D1 dead
004D: jump_if_false Label05C687
0465: remove_actor $9D1 from_turret_mode
0407: create_coordinate $1BD $1BE $1BF from_car $9D2 offset 0.0 -11.0 0.0
0239: actor $9D1 run_to $1BD $1BE
00D6: if 0
00ED: actor $9D1 0 ()near_point_on_foot $1BD $1BE radius 2.0 2.0
004D: jump_if_false Label05C687
01CA: actor $9D1 kill_player $PLAYER_CHAR
0004: $A06 = 1 ;; integer values

:Label05C687
0002: jump Label05C727

:Label05C68E
00D6: if 0
0038: $9DD == 0 ;; integer values
004D: jump_if_false Label05C6A7
0004: $9DD = 1 ;; integer values

:Label05C6A7
00D6: if 0
0038: $A06 == 0 ;; integer values
004D: jump_if_false Label05C727
00D6: if 0
8118: NOT actor $9D1 dead
004D: jump_if_false Label05C727
0465: remove_actor $9D1 from_turret_mode
0407: create_coordinate $1BD $1BE $1BF from_car $9D2 offset 0.0 -11.0 0.0
0239: actor $9D1 run_to $1BD $1BE
00D6: if 0
00ED: actor $9D1 0 ()near_point_on_foot $1BD $1BE radius 2.0 2.0
004D: jump_if_false Label05C727
01CA: actor $9D1 kill_player $PLAYER_CHAR
0004: $A06 = 1 ;; integer values

:Label05C727
0002: jump Label05C752

:Label05C72E
02AA: set_car $9D2 immune_to_nonplayer 0
0465: remove_actor $9D1 from_turret_mode
00D6: if 0
8118: NOT actor $9D1 dead
004D: jump_if_false Label05C752
01CA: actor $9D1 kill_player $PLAYER_CHAR

:Label05C752
0002: jump Label05C776

:Label05C759
0465: remove_actor $9D1 from_turret_mode
00D6: if 0
8118: NOT actor $9D1 dead
004D: jump_if_false Label05C776
01CA: actor $9D1 kill_player $PLAYER_CHAR

:Label05C776
0051: return

;-------------Mission 11---------------
; Originally: All Hands On Deck!

:Label05C778
0050: gosub Label05C79C
00D6: if 0
0112: wasted_or_busted
004D: jump_if_false Label05C793
0050: gosub Label063E47

:Label05C793
0050: gosub Label064032
004E: end_thread

:Label05C79C
0004: $ONMISSION = 1 ;; integer values
03A4: name_thread "COL_5"
0317: increment_mission_attempts
0001: wait 0 ms
054C: use_GXT_table "GENERA5"
058E: set_restart_mission_taxi_destination -163.0 -1439.4 9.0 201.5
0005: $AFA = 0.0 ;; floating-point values
0004: $ABD = 0 ;; integer values
0004: $ABE = 0 ;; integer values
0004: $AB5 = 0 ;; integer values
0004: $AB6 = 0 ;; integer values
0004: $ABA = 0 ;; integer values
0004: $ABB = 0 ;; integer values
0004: $ABC = 0 ;; integer values
0004: $ABF = 0 ;; integer values
0004: $AC1 = 0 ;; integer values
0004: $AC2 = 0 ;; integer values
0004: $AC3 = 0 ;; integer values
0004: $AC4 = 0 ;; integer values
0004: $AC5 = 0 ;; integer values
0004: $AC7 = 0 ;; integer values
0004: $AC8 = 0 ;; integer values
0004: $AC9 = 0 ;; integer values
0004: $ACA = 0 ;; integer values
0004: $ACB = -2 ;; integer values
0004: $A2F = 0 ;; integer values
0004: $A00 = 0 ;; integer values
0004: $A01 = 0 ;; integer values
0004: $A02 = 0 ;; integer values
0004: $A03 = 0 ;; integer values
0004: $A08 = 0 ;; integer values
0004: $A0A = 0 ;; integer values
0004: $A0B = 0 ;; integer values
0004: $A0D = 0 ;; integer values
0004: $A0E = 0 ;; integer values
0004: $A0F = 0 ;; integer values
0004: $A10 = 0 ;; integer values
0004: $A11 = 0 ;; integer values
0004: $A13 = 0 ;; integer values
0004: $A19 = 0 ;; integer values
0004: $A1A = 0 ;; integer values
0004: $A1B = 0 ;; integer values
0004: $A1C = 0 ;; integer values
0004: $A1F = 0 ;; integer values
0004: $A21 = 0 ;; integer values
0004: $A22 = 0 ;; integer values
0004: $A24 = 0 ;; integer values
0004: $A25 = 0 ;; integer values
0004: $A26 = 0 ;; integer values
0004: $A27 = 0 ;; integer values
0004: $A28 = 0 ;; integer values
0004: $A29 = 0 ;; integer values
0004: $AD0 = 0 ;; integer values
0004: $AD1 = 0 ;; integer values
0004: $AD2 = 0 ;; integer values
0004: $AD3 = 0 ;; integer values
0004: $AD4 = 0 ;; integer values
0004: $ACE = 0 ;; integer values
0004: $AE0 = -1 ;; integer values
0004: $AE1 = -1 ;; integer values
0004: $AEF = -1 ;; integer values
0004: $AE2 = -1 ;; integer values
0004: $ACF = -1 ;; integer values
0004: $AD7 = 0 ;; integer values
0004: $AD8 = 0 ;; integer values
0004: $ADB = 0 ;; integer values
0004: $ADC = 0 ;; integer values
0004: $AE4 = 0 ;; integer values
0004: $AE5 = 0 ;; integer values
0004: $AE6 = 0 ;; integer values
0004: $AE7 = 0 ;; integer values
0004: $AE8 = 0 ;; integer values
0004: $AE9 = 0 ;; integer values
0004: $AEA = 0 ;; integer values
0004: $AEB = 0 ;; integer values
0004: $AEC = 0 ;; integer values
0004: $AED = 0 ;; integer values
0004: $AEE = 0 ;; integer values
0004: $AE3 = 0 ;; integer values
0004: $AF0 = 0 ;; integer values
0004: $AF1 = 0 ;; integer values
0004: $AD5 = 0 ;; integer values
0004: $AD6 = 0 ;; integer values
0005: $AF5 = 10.0 ;; floating-point values
0004: $AB3 = 0 ;; integer values
0004: $ADA = 0 ;; integer values
0004: $ADF = 0 ;; integer values
0004: $AB4 = 0 ;; integer values
0004: $ACC = -1 ;; integer values
01BB: store_object $2CA position_to $1C0 $1C1 $1C2
0086: $AFC = $1C0 ;; floating-point values only
0086: $AFD = $1C1 ;; floating-point values only
0086: $AFE = $1C2 ;; floating-point values only
0482: 6.0
00C0: set_current_time 6 0
01B6: set_weather 0
023C: load_special_actor 1 "CSPLAY"
023C: load_special_actor 2 "CSCOLO"
023C: load_special_actor 3 "CGONA"
023C: load_special_actor 4 "CGONB"
0247: request_model -8 (YT_MAIN_BODY)
0247: request_model -9 (YT_MAIN_BODY2)
0247: request_model -10 (YT_DOORS14)
0247: request_model -11 (YT_TMP_BOAT)
0247: request_model -12 (LODMAIN_BODY)
0247: request_model -115 (BIG_POLY_TINGS)
0247: request_model -14 (YT_GANGPLNK_TMP)
038B: load_requested_models

:Label05CAA3
00D6: if 23
823D: NOT special_actor 1 loaded
823D: NOT special_actor 2 loaded
823D: NOT special_actor 3 loaded
823D: NOT special_actor 4 loaded
004D: jump_if_false Label05CAC9
0001: wait 0 ms
0002: jump Label05CAA3

:Label05CAC9
00D6: if 25
8248: NOT model -8 (YT_MAIN_BODY) available
8248: NOT model -9 (YT_MAIN_BODY2) available
8248: NOT model -10 (YT_DOORS14) available
8248: NOT model -11 (YT_TMP_BOAT) available
8248: NOT model -12 (LODMAIN_BODY) available
8248: NOT model -115 (BIG_POLY_TINGS) available
004D: jump_if_false Label05CAF7
0001: wait 0 ms
0002: jump Label05CAC9

:Label05CAF7
00D6: if 0
8248: NOT model -14 (YT_GANGPLNK_TMP) available
004D: jump_if_false Label05CB11
0001: wait 0 ms
0002: jump Label05CAF7

:Label05CB11
041D: set_camera_near_clip .1
02E4: load_cutscene_data "COL_5A"
01BB: store_object $2CA position_to $1C0 $1C1 $1C2
0009: $1C0 += .003 ;; floating-point values
000D: $1C1 -= 1.381 ;; floating-point values
0009: $1C2 += 3.149 ;; floating-point values
0244: set_cutscene_pos $1C0 $1C1 $1C2
02E5: $7D = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $7D "CSPLAY"
02E5: $8D = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $8D "CSCOLO"
02E5: $8DE = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim $8DE "CGONA"
02E5: $8DF = create_cutscene_object #SPECIAL04
02E6: set_cutscene_anim $8DF "CGONB"
0169: set_fade_color 0 0 1
016A: fade 1 (back) 1500 ms
03AD: set_rubbish 0 (invisible)
03AF: set_streaming 1 (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime
0004: $ADD = 791 ;; integer values
0050: gosub Label063CDC
00BC: text_highpriority "COL5A_1" 10000 ms 1 ;; Circumstances force a hasty
departure, amigo.
0004: $ADD = 3435 ;; integer values
0050: gosub Label063CDC
00BC: text_highpriority "COL5A_2" 10000 ms 1 ;; What's the problem?
0004: $ADD = 4140 ;; integer values
0050: gosub Label063CDC
00BC: text_highpriority "COL5A_3" 10000 ms 1 ;; Ehh, the French want their
missile technology back and after that last incident,
0004: $ADD = 7919 ;; integer values
0050: gosub Label063CDC
00BC: text_highpriority "COL5A_4" 10000 ms 1 ;; I feel it is time to find safer
harbors.
0004: $ADD = 9945 ;; integer values
0050: gosub Label063CDC
00BC: text_highpriority "COL5A_5" 10000 ms 1 ;; Wouldn't it be safer to fly?
0004: $ADD = 11371 ;; integer values
0050: gosub Label063CDC
00BC: text_highpriority "COL5A_6" 10000 ms 1 ;; I'd be dead before I reached
check-in. Besides, I need to get my merchandise out of the country.
0004: $ADD = 16000 ;; integer values
0050: gosub Label063CDC
00BC: text_highpriority "COL5A_7" 10000 ms 1 ;; Need another gun?
0004: $ADD = 17365 ;; integer values
0050: gosub Label063CDC
00BC: text_highpriority "COL5A_8" 10000 ms 1 ;; You, my friend, are worth ten
guns...
0004: $ADD = 21837 ;; integer values
0050: gosub Label063CDC
0169: set_fade_color 0 0 1
016A: fade 0 () 1500 ms
00BE: text_clear_all
:Label05CCD7
00D6: if 0
016B: fading
004D: jump_if_false Label05CCEF
0001: wait 0 ms
0002: jump Label05CCD7

:Label05CCEF
00D6: if 0
82E9: NOT cutscene_reached_end
004D: jump_if_false Label05CD07
0001: wait 0 ms
0002: jump Label05CCEF

:Label05CD07
03AD: set_rubbish 1 (visible)
02EA: end_cutscene
0373: set_camera_directly_behind_player
0296: unload_special_actor 1
0296: unload_special_actor 2
0296: unload_special_actor 3
0296: unload_special_actor 4
0249: release_model -8 (YT_MAIN_BODY)
0249: release_model -9 (YT_MAIN_BODY2)
0249: release_model -10 (YT_DOORS14)
0249: release_model -11 (YT_TMP_BOAT)
0249: release_model -12 (LODMAIN_BODY)
0249: release_model -115 (BIG_POLY_TINGS)
0249: release_model -14 (YT_GANGPLNK_TMP)
04E3: unknown_player $PLAYER_CHAR 3 60000
0247: request_model #HUNTER
0247: request_model #DINGHY
0247: request_model #SPEEDER
0247: request_model #RIO
0247: request_model #WASHING
0247: request_model #MAVERICK
0247: request_model #MARQUIS
0247: request_model #TROPIC
0247: request_model #RUGER
0247: request_model #KATANA
0247: request_model #HMOST
0247: request_model #UZI
0247: request_model #COLT45
023C: load_special_actor 1 "IGCOLON"
023C: load_special_actor 2 "CGONA"
038B: load_requested_models

:Label05CDA1
00D6: if 24
8248: NOT model #HUNTER available
8248: NOT model #DINGHY available
8248: NOT model #SPEEDER available
8248: NOT model #RIO available
8248: NOT model #WASHING available
004D: jump_if_false Label05CDD0
0001: wait 0 ms
0002: jump Label05CDA1
:Label05CDD0
00D6: if 24
8248: NOT model #MAVERICK available
8248: NOT model #MARQUIS available
8248: NOT model #TROPIC available
8248: NOT model #KATANA available
8248: NOT model #RUGER available
004D: jump_if_false Label05CDFF
0001: wait 0 ms
0002: jump Label05CDD0

:Label05CDFF
00D6: if 24
823D: NOT special_actor 1 loaded
823D: NOT special_actor 2 loaded
8248: NOT model #HMOST available
8248: NOT model #UZI available
8248: NOT model #COLT45 available
004D: jump_if_false Label05CE2B
0001: wait 0 ms
0002: jump Label05CDFF

:Label05CE2B
01B1: give_player $PLAYER_CHAR weapon 10 ammo 1 ;; Load the weapon model before
using this
035E: set_player $PLAYER_CHAR armour_to 200
0225: $1D1B = player $PLAYER_CHAR health
00D6: if 0
001A: 100 > $1D1B ;; integer values
004D: jump_if_false Label05CE5D
0222: set_player $PLAYER_CHAR health_to 100

:Label05CE5D
0108: destroy_object $6F8
0169: set_fade_color 0 0 1
016A: fade 1 (back) 1500 ms
01EB: set_car_density_to 0.0
03DE: set_pedestrians_density_multiplier_to 0.0
0108: destroy_object $2CC
0108: destroy_object $2D0
0108: destroy_object $2D1
0400: create_coordinate $1C0 $1C1 $1C2 from_object $2CA offset -.277 -16.662 3.152
0055: put_player $PLAYER_CHAR at $1C0 $1C1 $1C2
0171: set_player $PLAYER_CHAR z_angle_to 0.0
0373: set_camera_directly_behind_player
009A: $A7C = create_actor 4 #SPECIAL01 at $1C0 $1C1 $1C2
0084: $AAF = $A7C ;; integer values and handles
0050: gosub Label063DFD
0446: (unknown) $A7C 0
02AB: set_actor $A7C immunities 0 0 1 1 0
02E2: set_actor $A7C weapon_accuracy_to 40
0223: set_actor $A7C health_to 500
04F4: unknown_actor $A7C mess_around_with_object $2CA -2.5 -1.996 4.179 0 360.0
27
009A: $A7D = create_actor 4 #SPECIAL02 at $1C0 $1C1 $1C2
0084: $AAF = $A7D ;; integer values and handles
0050: gosub Label063DFD
04F4: unknown_actor $A7D mess_around_with_object $2CA 4.288 -11.674 4.179 0
360.0 27
009A: $A7E = create_actor 4 #SPECIAL02 at $1C0 $1C1 $1C2
0084: $AAF = $A7E ;; integer values and handles
0050: gosub Label063DFD
04F4: unknown_actor $A7E mess_around_with_object $2CA -4.215 -8.161 4.179 0
360.0 27
009A: $A7F = create_actor 4 #SPECIAL02 at $1C0 $1C1 $1C2
0084: $AAF = $A7F ;; integer values and handles
0050: gosub Label063DFD
04F4: unknown_actor $A7F mess_around_with_object $2CA 4.267 -4.745 4.179 0
360.0 27
009A: $AAA = create_actor 4 #SPECIAL02 at $1C0 $1C1 $1C2
0084: $AAF = $AAA ;; integer values and handles
0050: gosub Label063DFD
04F4: unknown_actor $AAA mess_around_with_object $2CA -4.225 -12.46 4.179 0
360.0 27
049E: unknown_change_special_objects_flag $2D2 0.0
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label05D26F
00A5: $A83 = create_car #HUNTER at 36.0195 -447.5407 15.017
00A5: $A81 = create_car #HUNTER at 36.0195 -447.5407 15.017
009A: $A82 = create_actor 9 #HMOST at 36.0195 -447.5407 15.017
009A: $A6E = create_actor 9 #HMOST at 36.0195 -447.5407 15.017
009A: $A6F = create_actor 9 #HMOST at 36.0195 -447.5407 15.017
009A: $A70 = create_actor 9 #HMOST at 36.0195 -447.5407 15.017
009A: $A71 = create_actor 9 #HMOST at 36.0195 -447.5407 15.017
009A: $A76 = create_actor 9 #HMOST at 36.0195 -447.5407 15.017
009A: $A77 = create_actor 9 #HMOST at 36.0195 -447.5407 15.017
009A: $A78 = create_actor 9 #HMOST at 36.0195 -447.5407 15.017
009A: $A79 = create_actor 9 #HMOST at 36.0195 -447.5407 15.017
009A: $A8F = create_actor 9 #HMOST at 36.0195 -447.5407 15.017
009A: $A90 = create_actor 9 #HMOST at 36.0195 -447.5407 15.017
009A: $A91 = create_actor 9 #HMOST at 36.0195 -447.5407 15.017
009A: $A92 = create_actor 9 #HMOST at 36.0195 -447.5407 15.017
009A: $A94 = create_actor 9 #HMOST at 36.0195 -447.5407 15.017
009A: $A95 = create_actor 9 #HMOST at 36.0195 -447.5407 15.017
009A: $A96 = create_actor 9 #HMOST at 36.0195 -447.5407 15.017
009A: $AA5 = create_actor 9 #HMOST at 36.0195 -447.5407 15.017
009A: $AA6 = create_actor 9 #HMOST at 36.0195 -447.5407 15.017
009A: $AA7 = create_actor 9 #HMOST at 36.0195 -447.5407 15.017
00A5: $A7A = create_car #WASHING at -238.2693 -1361.33 7.0786
00A5: $A75 = create_car #WASHING at -238.2693 -1361.33 7.0786

:Label05D26F
00A5: $A72 = create_car #MARQUIS at -327.2818 -1207.3 6.0
0175: set_car $A72 z_angle_to 90.0
02AA: set_car $A72 immune_to_nonplayer 1
00A5: $A73 = create_car #SPEEDER at -332.1327 -1221.623 6.0
0175: set_car $A73 z_angle_to 90.0
02AA: set_car $A73 immune_to_nonplayer 1
00A5: $A74 = create_car #RIO at -332.6164 -1233.008 6.0
0175: set_car $A74 z_angle_to 90.0
02AA: set_car $A74 immune_to_nonplayer 1
01BD: $12CB = current_time_in_ms
0084: $AC0 = $12CB ;; integer values and handles
0008: $AC0 += 12000 ;; integer values
0001: wait 0 ms
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 (true)
02A3: toggle_widescreen 1 (on)
03F4: 0 (clear) cars_can_be_damaged
015F: set_camera_position -410.4125 -1320.864 12.1604 0.0 0.0 0.0
0160: point_camera -409.6047 -1320.275 12.1915 2
0084: $AED = $12CB ;; integer values and handles
0008: $AED += 6100 ;; integer values

:Label05D359
0001: wait 0 ms
01BD: $12CB = current_time_in_ms
0054: store_player $PLAYER_CHAR position_to $5F $60 $61
010D: set_player $PLAYER_CHAR wanted_level_to 0
00D6: if 0
00E0: player $PLAYER_CHAR driving
004D: jump_if_false Label05D3EC
00D6: if 0
84A8: NOT $PLAYER_CHAR
004D: jump_if_false Label05D3EC
00D6: if 0
8118: NOT actor $A7C dead
004D: jump_if_false Label05D3AC
0321: kill_actor $A7C

:Label05D3AC
00BC: text_highpriority "COL5_B3" 5000 ms 1 ;; ~r~The Colonel is dead!
0169: set_fade_color 225 225 225
016A: fade 0 () 1000 ms

:Label05D3CD
00D6: if 0
016B: fading
004D: jump_if_false Label05D3E5
0001: wait 0 ms
0002: jump Label05D3CD

:Label05D3E5
0002: jump Label063E47

:Label05D3EC
00D6: if 0
0038: $AE3 == 0 ;; integer values
004D: jump_if_false Label05D42A
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 7 weapon $AB7 ammo $AB8
model $AB9
00D6: if 0
001A: 1 > $AB8 ;; integer values
004D: jump_if_false Label05D42A
01B1: give_player $PLAYER_CHAR weapon 27 ammo 180 ;; Load the weapon model
before using this

:Label05D42A
00D6: if 0
0038: $AB4 == 0 ;; integer values
004D: jump_if_false Label05D46E
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 6 weapon $AB7 ammo $AB8
model $AB9
00D6: if 0
001A: 1 > $AB8 ;; integer values
004D: jump_if_false Label05D46E
01B1: give_player $PLAYER_CHAR weapon 23 ammo 80 ;; Load the weapon model before
using this
0004: $AB4 = 1 ;; integer values

:Label05D46E
00D6: if 0
0038: $ACE == 2 ;; integer values
004D: jump_if_false Label05D524
00D6: if 0
0038: $AD5 == 0 ;; integer values
004D: jump_if_false Label05D4DA
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 7 weapon $AB7 ammo $AB8
model $AB9
00D6: if 0
001A: 1 > $AB8 ;; integer values
004D: jump_if_false Label05D4DA
00BC: text_highpriority "COL5_B6" 5000 ms 1 ;; ~g~You have run out of ammo, get
more from the stairs on the top deck.
0084: $AF1 = $12CB ;; integer values and handles
0008: $AF1 += 4000 ;; integer values
0004: $AD5 = 1 ;; integer values

:Label05D4DA
00D6: if 0
0038: $AD6 == 0 ;; integer values
004D: jump_if_false Label05D524
00D6: if 0
8183: NOT player $PLAYER_CHAR health > 40
004D: jump_if_false Label05D524
00BC: text_highpriority "COL5_B7" 5000 ms 1 ;; ~g~You are running low on health,
get more from the stairs on the top deck.
0084: $AF1 = $12CB ;; integer values and handles
0008: $AF1 += 4000 ;; integer values
0004: $AD6 = 1 ;; integer values

:Label05D524
00D6: if 0
0038: $AEE == 0 ;; integer values
004D: jump_if_false Label05D583
00D6: if 0
001C: $12CB > $AED ;; integer values
004D: jump_if_false Label05D583
015F: set_camera_position -381.3522 -1363.918 18.9859 0.0 0.0 0.0
0160: point_camera -381.1456 -1362.953 18.8254 2
0004: $AEE = 1 ;; integer values

:Label05D583
00D6: if 0
0038: $AEE == 1 ;; integer values
004D: jump_if_false Label05D608
00D6: if 0
0018: $ABF > 0 ;; integer values
004D: jump_if_false Label05D608
03CB: set_camera -264.5628 -1231.901 10.8113
015F: set_camera_position -264.5628 -1231.901 10.8113 0.0 0.0 0.0
00D6: if 0
8119: NOT car $A75 wrecked
004D: jump_if_false Label05D5F1
0158: camera_on_vehicle $A75 15 2
:Label05D5F1
0084: $AED = $12CB ;; integer values and handles
0008: $AED += 5500 ;; integer values
0004: $AEE = 2 ;; integer values

:Label05D608
00D6: if 0
0038: $AEE == 2 ;; integer values
004D: jump_if_false Label05D677
00D6: if 0
001C: $12CB > $AED ;; integer values
004D: jump_if_false Label05D677
015F: set_camera_position -233.0363 -1221.283 9.3205 0.0 0.0 0.0
0160: point_camera -233.9623 -1220.907 9.3547 2
0084: $AED = $12CB ;; integer values and handles
0008: $AED += 4000 ;; integer values
0004: $AEE = 3 ;; integer values

:Label05D677
00D6: if 0
0038: $AEE == 3 ;; integer values
004D: jump_if_false Label05D6E6
00D6: if 0
001C: $12CB > $AED ;; integer values
004D: jump_if_false Label05D6E6
015F: set_camera_position -267.5756 -1219.911 10.2994 0.0 0.0 0.0
0160: point_camera -268.5739 -1219.966 10.2809 2
0084: $AED = $12CB ;; integer values and handles
0008: $AED += 4000 ;; integer values
0004: $AEE = 4 ;; integer values

:Label05D6E6
00D6: if 0
0038: $AEE == 4 ;; integer values
004D: jump_if_false Label05D755
00D6: if 0
001C: $12CB > $AED ;; integer values
004D: jump_if_false Label05D755
015F: set_camera_position -351.4564 -1232.334 10.4296 0.0 0.0 0.0
0160: point_camera -350.6927 -1231.689 10.4065 2
0084: $AED = $12CB ;; integer values and handles
0008: $AED += 4000 ;; integer values
0004: $AEE = 5 ;; integer values

:Label05D755
00D6: if 0
0038: $AEE == 5 ;; integer values
004D: jump_if_false Label05D81B
00D6: if 0
001C: $12CB > $AED ;; integer values
004D: jump_if_false Label05D81B
0176: $AFB = object $2CA z_angle
0171: set_player $PLAYER_CHAR z_angle_to $AFB
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 (false)
02A3: toggle_widescreen 0 (off)
03F4: 1 (set) cars_can_be_damaged
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
00D6: if 0
0038: $AF0 == 1 ;; integer values
004D: jump_if_false Label05D7DC
00BC: text_highpriority "COL5_B2" 5000 ms 1 ;; ~g~Get up front and clear the
route for the Colonel's yacht.
0084: $AF1 = $12CB ;; integer values and handles
0008: $AF1 += 4000 ;; integer values
0008: $AF0 += 1 ;; integer values

:Label05D7DC
00D6: if 0
0038: $AF0 == 0 ;; integer values
004D: jump_if_false Label05D814
00BC: text_highpriority "COL5_B1" 5000 ms 1 ;; ~g~Defend the Colonel and his
yacht at all costs.
0084: $AF1 = $12CB ;; integer values and handles
0008: $AF1 += 4000 ;; integer values
0008: $AF0 += 1 ;; integer values

:Label05D814
0004: $AEE = 6 ;; integer values

:Label05D81B
00D6: if 0
0038: $AEE == 10 ;; integer values
004D: jump_if_false Label05D89B
00D6: if 0
001C: $12CB > $AED ;; integer values
004D: jump_if_false Label05D89B
015F: set_camera_position 223.1382 976.4195 11.1547 0.0 0.0 0.0
0160: point_camera 222.8153 975.4747 11.2115 2
03CB: set_camera 222.8153 975.4747 11.2115
0084: $AED = $12CB ;; integer values and handles
0008: $AED += 4000 ;; integer values
0004: $AEE = 5 ;; integer values

:Label05D89B
00D6: if 0
0038: $AEE == 15 ;; integer values
004D: jump_if_false Label05D90A
00D6: if 0
001C: $12CB > $AED ;; integer values
004D: jump_if_false Label05D90A
015F: set_camera_position 203.4923 871.4227 23.2555 0.0 0.0 0.0
0160: point_camera 203.3397 872.3857 23.0336 2
0084: $AED = $12CB ;; integer values and handles
0008: $AED += 4000 ;; integer values
0004: $AEE = 16 ;; integer values

:Label05D90A
00D6: if 0
0038: $AB6 == 2 ;; integer values
004D: jump_if_false Label05D9A7
00D6: if 0
816B: NOT fading
004D: jump_if_false Label05D9A7
015F: set_camera_position 75.9 748.5027 10.4895 0.0 0.0 0.0
00D6: if 0
8119: NOT car $A81 wrecked
004D: jump_if_false Label05D962
0158: camera_on_vehicle $A81 15 2

:Label05D962
0169: set_fade_color 0 0 1
016A: fade 1 (back) 500 ms
0395: clear_area 1 at 189.6395 888.1066 range 12.6813 60.0
0084: $AED = $12CB ;; integer values and handles
0008: $AED += 4000 ;; integer values
0004: $AEE = 5 ;; integer values
0004: $AB6 = 3 ;; integer values

:Label05D9A7
00D6: if 0
0038: $AEE == 16 ;; integer values
004D: jump_if_false Label05DA1F
00D6: if 0
001C: $12CB > $AED ;; integer values
004D: jump_if_false Label05DA1F
0169: set_fade_color 0 0 1
016A: fade 0 () 1500 ms

:Label05D9DB
00D6: if 0
016B: fading
004D: jump_if_false Label05D9F3
0001: wait 0 ms
0002: jump Label05D9DB

:Label05D9F3
04D7: lock_actor $PLAYER_ACTOR in_current_position 1
049F: unknown_change_special_objects_flag $2D2 3250.0
049E: unknown_change_special_objects_flag $2D2 0.0
02EB: restore_camera_with_jumpcut
0001: wait 0 ms
0001: wait 0 ms
0002: jump Label062EC9

:Label05DA1F
01BB: store_object $2CA position_to $1C0 $1C1 $1C2
0176: $AFB = object $2CA z_angle
00D6: if 0
0038: $AB5 == 0 ;; integer values
004D: jump_if_false Label05DA86
00D6: if 0
0022: 5.0 > $AFA ;; floating-point values
004D: jump_if_false Label05DA6D
0078: $AFA += unknown_inaccurate_float_timer .01 ;; floating-point values
0002: jump Label05DA7E

:Label05DA6D
0005: $AFA = 5.0 ;; floating-point values
0004: $AB5 = 1 ;; integer values

:Label05DA7E
049E: unknown_change_special_objects_flag $2D2 $AFA

:Label05DA86
00D6: if 0
0038: $AD0 == 0 ;; integer values
004D: jump_if_false Label05DB1C
00D6: if 0
04E5: unknown_object $2CA near_point -277.999 614.19 radius 25.0 25.0 unknown
0
004D: jump_if_false Label05DAE5
00D6: if 0
0038: $AE3 == 0 ;; integer values
004D: jump_if_false Label05DAD7
0004: $AE3 = 1 ;; integer values

:Label05DAD7
0004: $AD0 = 3 ;; integer values
0002: jump Label05DB1C

:Label05DAE5
00D6: if 2
0038: $AD1 == 1 ;; integer values
0038: $AD2 == 1 ;; integer values
0038: $AD3 == 1 ;; integer values
004D: jump_if_false Label05DB1C
0084: $AD4 = $12CB ;; integer values and handles
0008: $AD4 += 8000 ;; integer values
0004: $AD0 = 1 ;; integer values

:Label05DB1C
00D6: if 0
0038: $AE3 == 1 ;; integer values
004D: jump_if_false Label05DECC
01C3: remove_references_to_car $A75 ;; Like turning a car into any random car
01C3: remove_references_to_car $A7A ;; Like turning a car into any random car
01C3: remove_references_to_car $A72 ;; Like turning a car into any random car
01C3: remove_references_to_car $A73 ;; Like turning a car into any random car
01C3: remove_references_to_car $A74 ;; Like turning a car into any random car
01C2: remove_references_to_actor $A6E ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $A6F ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $A70 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $A71 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $A76 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $A77 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $A78 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $A79 ;; Like turning an actor into a random
pedestrian
00A5: $A86 = create_car #DINGHY at 246.161 934.99 6.0
0175: set_car $A86 z_angle_to 165.0
0129: $A97 = create_actor 9 #HMOST in_car $A86 driverseat
009A: $A98 = create_actor 9 #HMOST at 274.1312 969.9899 23.4139
0084: $AAE = $A98 ;; integer values and handles
0050: gosub Label063D8A
0464: put_actor $A98 into_turret_on_car $A86 at_car_offset .0742 -.8961 1.0623
unknown 2 angle 360.0 with_weapon 23
00A5: $A87 = create_car #DINGHY at 252.074 929.9 6.0
0175: set_car $A87 z_angle_to 165.0
0129: $A99 = create_actor 9 #HMOST in_car $A87 driverseat
009A: $A9A = create_actor 9 #HMOST at 274.1312 969.9899 23.4139
0084: $AAE = $A9A ;; integer values and handles
0050: gosub Label063D8A
0464: put_actor $A9A into_turret_on_car $A87 at_car_offset .0742 -.8961 1.0623
unknown 2 angle 360.0 with_weapon 23
00A5: $A88 = create_car #RIO at 229.653 929.049 6.0
0175: set_car $A88 z_angle_to 124.5
0129: $AA1 = create_actor 9 #HMOST in_car $A88 driverseat
009A: $A9B = create_actor 9 #HMOST at 274.1312 969.9899 23.4139
0084: $AAE = $A9B ;; integer values and handles
0050: gosub Label063D8A
0464: put_actor $A9B into_turret_on_car $A88 at_car_offset 0.0 4.0 1.5 unknown
0 angle 360.0 with_weapon 23
00A5: $A89 = create_car #TROPIC at 217.382 940.656 6.0
0175: set_car $A89 z_angle_to -136.5
00A5: $A8A = create_car #DINGHY at 210.127 932.185 6.0
0175: set_car $A8A z_angle_to 166.5
0129: $A9C = create_actor 9 #HMOST in_car $A8A driverseat
009A: $A9D = create_actor 9 #HMOST at 274.1312 969.9899 23.4139
0084: $AAE = $A9D ;; integer values and handles
0050: gosub Label063D8A
0464: put_actor $A9D into_turret_on_car $A8A at_car_offset .0742 -.8961 1.0623
unknown 2 angle 360.0 with_weapon 23
00A5: $A8B = create_car #MARQUIS at 201.639 942.166 6.0
0175: set_car $A8B z_angle_to 72.0
009A: $A9E = create_actor 9 #HMOST at 274.1312 969.9899 23.4139
0084: $AAE = $A9E ;; integer values and handles
0050: gosub Label063D8A
0464: put_actor $A9E into_turret_on_car $A8B at_car_offset 0.0 -2.0 1.2 unknown
0 angle 360.0 with_weapon 23
009A: $A9F = create_actor 9 #HMOST at 274.1312 969.9899 23.4139
0084: $AAE = $A9F ;; integer values and handles
0050: gosub Label063D8A
0464: put_actor $A9F into_turret_on_car $A8B at_car_offset 0.0 6.0 2.65 unknown
0 angle 360.0 with_weapon 23
009A: $AA0 = create_actor 9 #HMOST at 274.1312 969.9899 23.4139
0084: $AAE = $AA0 ;; integer values and handles
0050: gosub Label063D8A
0464: put_actor $AA0 into_turret_on_car $A8B at_car_offset 0.0 10.0 1.9 unknown
0 angle 360.0 with_weapon 23
00A5: $A8C = create_car #TROPIC at 187.631 953.41 6.0
0175: set_car $A8C z_angle_to -126.0
00A5: $A8D = create_car #MARQUIS at 168.216 955.625 6.0
0175: set_car $A8D z_angle_to -106.5
00A5: $A8E = create_car #TROPIC at 195.398 767.808 6.0
0175: set_car $A8E z_angle_to -7.5
0129: $AA2 = create_actor 9 #HMOST in_car $A8E driverseat
0004: $AE3 = 2 ;; integer values

:Label05DECC
00D6: if 0
0038: $AD0 == 1 ;; integer values
004D: jump_if_false Label05DF07
00D6: if 0
001C: $12CB > $AD4 ;; integer values
004D: jump_if_false Label05DF07
0169: set_fade_color 0 0 1
016A: fade 0 () 1500 ms
0004: $AD0 = 2 ;; integer values

:Label05DF07
00D6: if 0
0038: $AD0 == 3 ;; integer values
004D: jump_if_false Label05E019
00D6: if 0
0038: $AE3 == 0 ;; integer values
004D: jump_if_false Label05DF32
0004: $AE3 = 1 ;; integer values

:Label05DF32
04D7: lock_actor $PLAYER_ACTOR in_current_position 0
0400: create_coordinate $1C0 $1C1 $1C2 from_object $2CA offset -.277 -16.662 3.152
00D6: if 0
80E0: NOT player $PLAYER_CHAR driving
004D: jump_if_false Label05DF7B
0055: put_player $PLAYER_CHAR at $1C0 $1C1 $1C2
0002: jump Label05DF89

:Label05DF7B
012A: put_player $PLAYER_CHAR at $1C0 $1C1 $1C2 and_remove_from_car

:Label05DF89
0171: set_player $PLAYER_CHAR z_angle_to $AFB
0373: set_camera_directly_behind_player
03CB: set_camera $1C0 $1C1 $1C2
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 (true)
02A3: toggle_widescreen 1 (on)
03F4: 0 (clear) cars_can_be_damaged
015F: set_camera_position 160.3909 797.2673 7.6438 0.0 0.0 0.0
0160: point_camera 159.4485 797.5592 7.8072 2
0084: $AED = $12CB ;; integer values and handles
0008: $AED += 8500 ;; integer values
0004: $AEE = 10 ;; integer values
0001: wait 500 ms
0169: set_fade_color 0 0 1
016A: fade 1 (back) 1500 ms
0004: $AD0 = 4 ;; integer values

:Label05E019
00D6: if 0
0038: $AD0 == 2 ;; integer values
004D: jump_if_false Label05E050
00D6: if 0
816B: NOT fading
004D: jump_if_false Label05E050
049F: unknown_change_special_objects_flag $2D2 2700.0
04D7: lock_actor $PLAYER_ACTOR in_current_position 1
0004: $AD0 = 3 ;; integer values

:Label05E050
00D6: if 0
0038: $ACE == 0 ;; integer values
004D: jump_if_false Label05E08F
00D6: if 0
04E5: unknown_object $2CA near_point 194.999 891.496 radius 25.0 25.0 unknown
0
004D: jump_if_false Label05E08F
0004: $ACE = 1 ;; integer values

:Label05E08F
00D6: if 0
0038: $ACE == 1 ;; integer values
004D: jump_if_false Label05E171
00D6: if 0
0038: $AE4 == 0 ;; integer values
004D: jump_if_false Label05E0E3
00D6: if 0
0038: $A02 == 0 ;; integer values
004D: jump_if_false Label05E0DC
0004: $A02 = 1 ;; integer values
0084: $A1B = $12CB ;; integer values and handles
0008: $A1B += 5000 ;; integer values

:Label05E0DC
0004: $AE4 = 1 ;; integer values

:Label05E0E3
00D6: if 0
8042: NOT $AFA == 0.0 ;; floating-point values
004D: jump_if_false Label05E137
00D6: if 0
0022: 0.0 > $AFA ;; floating-point values
004D: jump_if_false Label05E11E
0005: $AFA = 0.0 ;; floating-point values
0002: jump Label05E128

:Label05E11E
007E: $AFA -= unknown_inaccurate_float_timer .01 ;; floating-point values

:Label05E128
049E: unknown_change_special_objects_flag $2D2 $AFA
0002: jump Label05E171

:Label05E137
0004: $ACE = 2 ;; integer values
0213: $AA8 = create_pickup -86 (HEALTH) type 2 at 189.4928 885.3084 13.7132
032B: $AA9 = create_weapon_pickup #RUGER 2 ammo 120 at 190.5261 885.2347
13.7132

:Label05E171
00D6: if 0
0038: $ACE == 2 ;; integer values
004D: jump_if_false Label05E22B
00D6: if 0
0038: $ACF == -1 ;; integer values
004D: jump_if_false Label05E19C
0004: $ACF = 1 ;; integer values

:Label05E19C
00D6: if 0
0038: $ACB == -2 ;; integer values
004D: jump_if_false Label05E1C7
0084: $ADE = $12CB ;; integer values and handles
0008: $ADE += 45000 ;; integer values
0004: $ACB = -1 ;; integer values

:Label05E1C7
00D6: if 0
0038: $AE0 == -1 ;; integer values
004D: jump_if_false Label05E1E0
0004: $AE0 = 0 ;; integer values

:Label05E1E0
00D6: if 0
0038: $AE1 == -1 ;; integer values
004D: jump_if_false Label05E1F9
0004: $AE1 = 0 ;; integer values

:Label05E1F9
00D6: if 0
0038: $AEF == -1 ;; integer values
004D: jump_if_false Label05E212
0004: $AEF = 0 ;; integer values

:Label05E212
00D6: if 0
0038: $AE2 == -1 ;; integer values
004D: jump_if_false Label05E22B
0004: $AE2 = 0 ;; integer values

:Label05E22B
00D6: if 0
0038: $AE8 == 0 ;; integer values
004D: jump_if_false Label05E29C
00D6: if 0
0018: $AB6 > 0 ;; integer values
004D: jump_if_false Label05E29C
00D6: if 0
0119: car $A81 wrecked
004D: jump_if_false Label05E29C
00D6: if 0
8119: NOT car $A8B wrecked
004D: jump_if_false Label05E285
00BC: text_highpriority "COL5_B2" 200 ms 1 ;; ~g~Get up front and clear the
route for the Colonel's yacht.
0002: jump Label05E29C

:Label05E285
0084: $AED = $12CB ;; integer values and handles
0008: $AED += 6000 ;; integer values
0004: $AE8 = 1 ;; integer values

:Label05E29C
00D6: if 0
0038: $AE8 == 1 ;; integer values
004D: jump_if_false Label05E385
00D6: if 0
001C: $12CB > $AED ;; integer values
004D: jump_if_false Label05E385
01C2: remove_references_to_actor $A8F ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $A90 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $A91 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $A92 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $A94 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $A95 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $A96 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $AA5 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $AA6 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $AA7 ;; Like turning an actor into a random
pedestrian
00A6: destroy_car $A8B
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 (true)
02A3: toggle_widescreen 1 (on)
03F4: 0 (clear) cars_can_be_damaged
015F: set_camera_position 218.3319 1001.141 10.0492 0.0 0.0 0.0
0160: point_camera 218.0191 1000.191 10.0691 2
049E: unknown_change_special_objects_flag $2D2 5.0
0395: clear_area 1 at $1C0 $1C1 range $1C2 100.0
0215: destroy_pickup $AA8
0215: destroy_pickup $AA9
0084: $AED = $12CB ;; integer values and handles
0008: $AED += 4000 ;; integer values
0004: $AEE = 15 ;; integer values
0004: $AE8 = 2 ;; integer values

:Label05E385
00D6: if 0
0038: $AE8 == 2 ;; integer values
004D: jump_if_false Label05E3E9
00D6: if 0
001C: $12CB > $AED ;; integer values
004D: jump_if_false Label05E3E9
00D6: if 0
0022: 5.0 > $AFA ;; floating-point values
004D: jump_if_false Label05E3D0
0078: $AFA += unknown_inaccurate_float_timer .01 ;; floating-point values
0002: jump Label05E3E1

:Label05E3D0
0005: $AFA = 5.0 ;; floating-point values
0004: $AE8 = 2 ;; integer values

:Label05E3E1
049E: unknown_change_special_objects_flag $2D2 $AFA

:Label05E3E9
00D6: if 0
8118: NOT actor $A7C dead
004D: jump_if_false Label05E4FD
00D6: if 0
0038: $AEB == 0 ;; integer values
004D: jump_if_false Label05E44D
00D6: if 0
8183: NOT player $PLAYER_CHAR health > 50
004D: jump_if_false Label05E44D
00D6: if 0
0038: $A11 == 0 ;; integer values
004D: jump_if_false Label05E446
0004: $A11 = 1 ;; integer values
0084: $A28 = $12CB ;; integer values and handles
0008: $A28 += 5000 ;; integer values

:Label05E446
0004: $AEB = 1 ;; integer values

:Label05E44D
00D6: if 0
0038: $AE9 == 0 ;; integer values
004D: jump_if_false Label05E4A2
00D6: if 0
8184: NOT actor $A7C health >= 180
004D: jump_if_false Label05E4A2
00D6: if 0
0038: $A08 == 0 ;; integer values
004D: jump_if_false Label05E49B
0004: $A08 = 1 ;; integer values
0084: $A1F = $12CB ;; integer values and handles
0008: $A1F += 5000 ;; integer values

:Label05E49B
0004: $AE9 = 1 ;; integer values

:Label05E4A2
00D6: if 0
0038: $AEA == 0 ;; integer values
004D: jump_if_false Label05E4F6
00D6: if 0
8184: NOT actor $A7C health >= 100
004D: jump_if_false Label05E4F6
00D6: if 0
0038: $A0A == 0 ;; integer values
004D: jump_if_false Label05E4EF
0004: $A0A = 1 ;; integer values
0084: $A21 = $12CB ;; integer values and handles
0008: $A21 += 5000 ;; integer values

:Label05E4EF
0004: $AEA = 1 ;; integer values

:Label05E4F6
0002: jump Label05E53D

:Label05E4FD
00BC: text_highpriority "COL5_B3" 5000 ms 1 ;; ~r~The Colonel is dead!
0169: set_fade_color 225 225 225
016A: fade 0 () 1000 ms

:Label05E51E
00D6: if 0
016B: fading
004D: jump_if_false Label05E536
0001: wait 0 ms
0002: jump Label05E51E

:Label05E536
0002: jump Label063E47

:Label05E53D
00D6: if 0
0118: actor $A7D dead
004D: jump_if_false Label05E552
034F: destroy_actor_with_fade $A7D ;; The actor fades away like a ghost

:Label05E552
00D6: if 0
0118: actor $A7E dead
004D: jump_if_false Label05E567
034F: destroy_actor_with_fade $A7E ;; The actor fades away like a ghost

:Label05E567
00D6: if 0
0118: actor $A7F dead
004D: jump_if_false Label05E57C
034F: destroy_actor_with_fade $A7F ;; The actor fades away like a ghost

:Label05E57C
00D6: if 0
0118: actor $AAA dead
004D: jump_if_false Label05E591
034F: destroy_actor_with_fade $AAA ;; The actor fades away like a ghost

:Label05E591
0084: $AAB = $A86 ;; integer values and handles
0084: $AAC = $A97 ;; integer values and handles
0084: $AAD = $A98 ;; integer values and handles
0084: $AD9 = $AE0 ;; integer values and handles
0050: gosub Label063365
0084: $A86 = $AAB ;; integer values and handles
0084: $AE0 = $AD9 ;; integer values and handles
0084: $AAB = $A87 ;; integer values and handles
0084: $AAC = $A99 ;; integer values and handles
0084: $AAD = $A9A ;; integer values and handles
0084: $AD9 = $AE1 ;; integer values and handles
0050: gosub Label063365
0084: $A87 = $AAB ;; integer values and handles
0084: $AE1 = $AD9 ;; integer values and handles
0084: $AAB = $A8A ;; integer values and handles
0084: $AAC = $A9C ;; integer values and handles
0084: $AAD = $A9D ;; integer values and handles
0084: $AD9 = $AE2 ;; integer values and handles
0050: gosub Label063365
0084: $A8A = $AAB ;; integer values and handles
0084: $AE2 = $AD9 ;; integer values and handles
00D6: if 0
8119: NOT car $A88 wrecked
004D: jump_if_false Label05E94D
00D6: if 0
8118: NOT actor $AA1 dead
004D: jump_if_false Label05E935
00D6: if 0
0038: $AEF == 0 ;; integer values
004D: jump_if_false Label05E68D
02DB: set_boat $A88 speed_to 10.0
02D3: boat $A88 drive_to 171.0578 942.3843 6.0
0004: $AEF = 1 ;; integer values

:Label05E68D
00D6: if 0
0038: $AEF == 1 ;; integer values
004D: jump_if_false Label05E6E0
00D6: if 0
01AD: car $A88 0 ()near_point 171.0578 942.3843 8.0 8.0
004D: jump_if_false Label05E6E0
02D3: boat $A88 drive_to 148.7975 947.8748 6.0
0004: $AEF = 2 ;; integer values

:Label05E6E0
00D6: if 0
0038: $AEF == 2 ;; integer values
004D: jump_if_false Label05E733
00D6: if 0
01AD: car $A88 0 ()near_point 148.7975 947.8748 8.0 8.0
004D: jump_if_false Label05E733
02D3: boat $A88 drive_to 129.6003 936.7351 6.0
0004: $AEF = 3 ;; integer values

:Label05E733
00D6: if 0
0038: $AEF == 3 ;; integer values
004D: jump_if_false Label05E786
00D6: if 0
01AD: car $A88 0 ()near_point 129.6003 936.7351 8.0 8.0
004D: jump_if_false Label05E786
02D3: boat $A88 drive_to 122.3512 920.2498 6.0
0004: $AEF = 4 ;; integer values

:Label05E786
00D6: if 0
0038: $AEF == 4 ;; integer values
004D: jump_if_false Label05E7D9
00D6: if 0
01AD: car $A88 0 ()near_point 122.3512 920.2498 8.0 8.0
004D: jump_if_false Label05E7D9
02D3: boat $A88 drive_to 124.624 909.1359 6.0
0004: $AEF = 5 ;; integer values

:Label05E7D9
00D6: if 0
0038: $AEF == 5 ;; integer values
004D: jump_if_false Label05E82C
00D6: if 0
01AD: car $A88 0 ()near_point 124.624 909.1359 8.0 8.0
004D: jump_if_false Label05E82C
02D3: boat $A88 drive_to 138.0438 900.7563 6.0
0004: $AEF = 6 ;; integer values

:Label05E82C
00D6: if 0
0038: $AEF == 6 ;; integer values
004D: jump_if_false Label05E87F
00D6: if 0
01AD: car $A88 0 ()near_point 138.0438 900.7563 8.0 8.0
004D: jump_if_false Label05E87F
02D3: boat $A88 drive_to 161.4032 891.2236 6.0
0004: $AEF = 7 ;; integer values

:Label05E87F
00D6: if 0
0038: $AEF == 7 ;; integer values
004D: jump_if_false Label05E8D2
00D6: if 0
01AD: car $A88 0 ()near_point 161.4032 891.2236 8.0 8.0
004D: jump_if_false Label05E8D2
02D3: boat $A88 drive_to 176.3047 887.8659 6.0
0004: $AEF = 8 ;; integer values

:Label05E8D2
00D6: if 0
0038: $AEF == 8 ;; integer values
004D: jump_if_false Label05E92E
00D6: if 0
01AD: car $A88 0 ()near_point 176.3047 887.8659 8.0 8.0
004D: jump_if_false Label05E92E
02DB: set_boat $A88 speed_to 0.0
02D4: unknown_turn_off_car $A88 engine
0323: unknown_car $A88 flag 1
00AF: set_car $A88 driver_behaviour_to 11
0004: $AEF = 9 ;; integer values

:Label05E92E
0002: jump Label05E946

:Label05E935
01C2: remove_references_to_actor $AA1 ;; Like turning an actor into a random
pedestrian
01C3: remove_references_to_car $A88 ;; Like turning a car into any random car
0004: $A8A = -1 ;; integer values

:Label05E946
0002: jump Label05E965

:Label05E94D
01C2: remove_references_to_actor $AA1 ;; Like turning an actor into a random
pedestrian
01C3: remove_references_to_car $A88 ;; Like turning a car into any random car
0004: $A8A = -1 ;; integer values
0004: $AEF = -1 ;; integer values

:Label05E965
00D6: if 0
8119: NOT car $A8E wrecked
004D: jump_if_false Label05EA5B
00D6: if 0
8118: NOT actor $AA2 dead
004D: jump_if_false Label05EA1F
00D6: if 0
0038: $ACF == 1 ;; integer values
004D: jump_if_false Label05E9BC
02D3: boat $A8E drive_to 200.4224 885.9669 6.0
02DB: set_boat $A8E speed_to 8.0
0004: $ACF = 2 ;; integer values

:Label05E9BC
00D6: if 0
0038: $ACF == 2 ;; integer values
004D: jump_if_false Label05EA18
00D6: if 0
01AD: car $A8E 0 ()near_point 200.4224 885.9669 8.0 8.0
004D: jump_if_false Label05EA18
02DB: set_boat $A8E speed_to 0.0
00AF: set_car $A8E driver_behaviour_to 11
02D4: unknown_turn_off_car $A8E engine
0323: unknown_car $A8E flag 1
0004: $ACF = 3 ;; integer values

:Label05EA18
0002: jump Label05EA54

:Label05EA1F
00AF: set_car $A8E driver_behaviour_to 11
02DB: set_boat $A8E speed_to 0.0
02D4: unknown_turn_off_car $A8E engine
0323: unknown_car $A8E flag 1
03A2: (unknown) $A8E 4
01C3: remove_references_to_car $A8E ;; Like turning a car into any random car
01C2: remove_references_to_actor $AA2 ;; Like turning an actor into a random
pedestrian
0004: $A8E = -1 ;; integer values

:Label05EA54
0002: jump Label05EA73

:Label05EA5B
01C3: remove_references_to_car $A8E ;; Like turning a car into any random car
01C2: remove_references_to_actor $AA2 ;; Like turning an actor into a random
pedestrian
0004: $A8E = -1 ;; integer values
0004: $ACF = -1 ;; integer values

:Label05EA73
00D6: if 0
0038: $ACF == 3 ;; integer values
004D: jump_if_false Label05EAE8
00D6: if 0
0038: $AD7 == 0 ;; integer values
004D: jump_if_false Label05EAE8
0054: store_player $PLAYER_CHAR position_to $1BD $1BE $1BF
00D6: if 0
0020: $1BF > 11.2 ;; floating-point values
004D: jump_if_false Label05EAE8
009A: $A8F = create_actor 9 #HMOST at 195.7159 886.0515 8.0
0084: $A85 = $A8F ;; integer values and handles
0050: gosub Label063D2E
0004: $AD7 = 1 ;; integer values

:Label05EAE8
00D6: if 0
8118: NOT actor $A8F dead
004D: jump_if_false Label05EE0F
00D6: if 0
0038: $AD7 == 1 ;; integer values
004D: jump_if_false Label05EB73
00D6: if 0
04FF: $A8F
004D: jump_if_false Label05EB30
0239: actor $A8F run_to 196.3903 888.9396
0411: (unknown) $A8F 0

:Label05EB30
00D6: if 0
00ED: actor $A8F 0 ()near_point_on_foot 196.3903 888.9396 radius 1.0 1.0
004D: jump_if_false Label05EB73
0239: actor $A8F run_to 194.5447 914.6995
0411: (unknown) $A8F 0
0004: $AD7 = 2 ;; integer values

:Label05EB73
00D6: if 0
0038: $AD7 == 2 ;; integer values
004D: jump_if_false Label05EBEE
00D6: if 0
04FF: $A8F
004D: jump_if_false Label05EBAB
0239: actor $A8F run_to 194.5447 914.6995
0411: (unknown) $A8F 0

:Label05EBAB
00D6: if 0
00ED: actor $A8F 0 ()near_point_on_foot 194.5447 914.6995 radius 1.0 1.0
004D: jump_if_false Label05EBEE
0239: actor $A8F run_to 192.41 901.3952
0411: (unknown) $A8F 0
0004: $AD7 = 3 ;; integer values

:Label05EBEE
00D6: if 0
0038: $AD7 == 3 ;; integer values
004D: jump_if_false Label05EC69
00D6: if 0
04FF: $A8F
004D: jump_if_false Label05EC26
0239: actor $A8F run_to 192.41 901.3952
0411: (unknown) $A8F 0

:Label05EC26
00D6: if 0
00ED: actor $A8F 0 ()near_point_on_foot 192.41 901.3952 radius 1.0 1.0
004D: jump_if_false Label05EC69
0239: actor $A8F run_to 196.3216 899.4728
0411: (unknown) $A8F 0
0004: $AD7 = 4 ;; integer values

:Label05EC69
00D6: if 0
0038: $AD7 == 4 ;; integer values
004D: jump_if_false Label05ECE4
00D6: if 0
04FF: $A8F
004D: jump_if_false Label05ECA1
0239: actor $A8F run_to 196.3216 899.4728
0411: (unknown) $A8F 0

:Label05ECA1
00D6: if 0
00ED: actor $A8F 0 ()near_point_on_foot 196.3216 899.4728 radius 1.0 1.0
004D: jump_if_false Label05ECE4
0239: actor $A8F run_to 192.9792 875.6545
0411: (unknown) $A8F 0
0004: $AD7 = 5 ;; integer values

:Label05ECE4
00D6: if 0
0038: $AD7 == 5 ;; integer values
004D: jump_if_false Label05ED58
00D6: if 0
04FF: $A8F
004D: jump_if_false Label05ED15
0239: actor $A8F run_to 192.9792 875.6545

:Label05ED15
00D6: if 0
00ED: actor $A8F 0 ()near_point_on_foot 192.9792 875.6545 radius 1.0 1.0
004D: jump_if_false Label05ED58
0239: actor $A8F run_to 191.2296 869.7584
0411: (unknown) $A8F 0
0004: $AD7 = 6 ;; integer values

:Label05ED58
00D6: if 0
0038: $AD7 == 6 ;; integer values
004D: jump_if_false Label05EDEE
00D6: if 0
04FF: $A8F
004D: jump_if_false Label05ED90
0239: actor $A8F run_to 191.2296 869.7584
0411: (unknown) $A8F 0

:Label05ED90
00D6: if 0
00ED: actor $A8F 0 ()near_point_on_foot 191.2296 869.7584 radius 2.0 2.0
004D: jump_if_false Label05EDEE
01CA: actor $A8F kill_player $PLAYER_CHAR
00D6: if 0
0038: $A0F == 0 ;; integer values
004D: jump_if_false Label05EDE7
0004: $A0F = 1 ;; integer values
0084: $A26 = $12CB ;; integer values and handles
0008: $A26 += 5000 ;; integer values

:Label05EDE7
0004: $AD7 = 7 ;; integer values

:Label05EDEE
00D6: if 0
0038: $AD7 == 7 ;; integer values
004D: jump_if_false Label05EE08
01CA: actor $A8F kill_player $PLAYER_CHAR

:Label05EE08
0002: jump Label05EE1B

:Label05EE0F
034F: destroy_actor_with_fade $A8F ;; The actor fades away like a ghost
0004: $AD7 = 0 ;; integer values

:Label05EE1B
00D6: if 0
0018: $AD7 > 1 ;; integer values
004D: jump_if_false Label05EE90
00D6: if 0
0038: $AD8 == 0 ;; integer values
004D: jump_if_false Label05EE90
0054: store_player $PLAYER_CHAR position_to $1BD $1BE $1BF
00D6: if 0
0020: $1BF > 11.2 ;; floating-point values
004D: jump_if_false Label05EE90
009A: $A90 = create_actor 9 #HMOST at 195.7159 886.0515 8.0
0084: $A85 = $A90 ;; integer values and handles
0050: gosub Label063D2E
0004: $AD8 = 1 ;; integer values

:Label05EE90
00D6: if 0
8118: NOT actor $A90 dead
004D: jump_if_false Label05F195
00D6: if 0
0038: $AD8 == 1 ;; integer values
004D: jump_if_false Label05EF1B
00D6: if 0
04FF: $A90
004D: jump_if_false Label05EED8
0239: actor $A90 run_to 196.3903 888.9396
0411: (unknown) $A90 0

:Label05EED8
00D6: if 0
00ED: actor $A90 0 ()near_point_on_foot 196.3903 888.9396 radius 1.0 1.0
004D: jump_if_false Label05EF1B
0239: actor $A90 run_to 194.5447 914.6995
0411: (unknown) $A90 0
0004: $AD8 = 2 ;; integer values

:Label05EF1B
00D6: if 0
0038: $AD8 == 2 ;; integer values
004D: jump_if_false Label05EF96
00D6: if 0
04FF: $A90
004D: jump_if_false Label05EF53
0239: actor $A90 run_to 194.5447 914.6995
0411: (unknown) $A90 0

:Label05EF53
00D6: if 0
00ED: actor $A90 0 ()near_point_on_foot 194.5447 914.6995 radius 1.0 1.0
004D: jump_if_false Label05EF96
0239: actor $A90 run_to 192.41 901.3952
0411: (unknown) $A90 0
0004: $AD8 = 3 ;; integer values

:Label05EF96
00D6: if 0
0038: $AD8 == 3 ;; integer values
004D: jump_if_false Label05F011
00D6: if 0
04FF: $A90
004D: jump_if_false Label05EFCE
0239: actor $A90 run_to 192.41 901.3952
0411: (unknown) $A90 0

:Label05EFCE
00D6: if 0
00ED: actor $A90 0 ()near_point_on_foot 192.41 901.3952 radius 1.0 1.0
004D: jump_if_false Label05F011
0239: actor $A90 run_to 187.9892 900.3357
0411: (unknown) $A90 0
0004: $AD8 = 4 ;; integer values

:Label05F011
00D6: if 0
0038: $AD8 == 4 ;; integer values
004D: jump_if_false Label05F08C
00D6: if 0
04FF: $A90
004D: jump_if_false Label05F049
0239: actor $A90 run_to 187.9892 900.3357
0411: (unknown) $A90 0

:Label05F049
00D6: if 0
00ED: actor $A90 0 ()near_point_on_foot 187.9892 900.3357 radius 1.0 1.0
004D: jump_if_false Label05F08C
0239: actor $A90 run_to 184.6517 876.7971
0411: (unknown) $A90 0
0004: $AD8 = 5 ;; integer values

:Label05F08C
00D6: if 0
0038: $AD8 == 5 ;; integer values
004D: jump_if_false Label05F107
00D6: if 0
04FF: $A90
004D: jump_if_false Label05F0C4
0239: actor $A90 run_to 184.6517 876.7971
0411: (unknown) $A90 0

:Label05F0C4
00D6: if 0
00ED: actor $A90 0 ()near_point_on_foot 184.6517 876.7971 radius 1.0 1.0
004D: jump_if_false Label05F107
0239: actor $A90 run_to 184.4611 870.8157
0411: (unknown) $A90 0
0004: $AD8 = 6 ;; integer values

:Label05F107
00D6: if 0
0038: $AD8 == 6 ;; integer values
004D: jump_if_false Label05F174
00D6: if 0
04FF: $A90
004D: jump_if_false Label05F13F
0239: actor $A90 run_to 184.4611 870.8157
0411: (unknown) $A90 0

:Label05F13F
00D6: if 0
00ED: actor $A90 0 ()near_point_on_foot 184.4611 870.8157 radius 2.0 2.0
004D: jump_if_false Label05F174
01CA: actor $A90 kill_player $PLAYER_CHAR
0004: $AD8 = 7 ;; integer values

:Label05F174
00D6: if 0
0038: $AD8 == 7 ;; integer values
004D: jump_if_false Label05F18E
01CA: actor $A90 kill_player $PLAYER_CHAR

:Label05F18E
0002: jump Label05F1A1

:Label05F195
034F: destroy_actor_with_fade $A90 ;; The actor fades away like a ghost
0004: $AD8 = 0 ;; integer values

:Label05F1A1
00D6: if 0
0038: $AEF == 9 ;; integer values
004D: jump_if_false Label05F216
00D6: if 0
0038: $ADB == 0 ;; integer values
004D: jump_if_false Label05F216
0054: store_player $PLAYER_CHAR position_to $1BD $1BE $1BF
00D6: if 0
0020: $1BF > 11.2 ;; floating-point values
004D: jump_if_false Label05F216
009A: $A91 = create_actor 9 #HMOST at 184.5751 887.7821 8.0
0084: $A85 = $A91 ;; integer values and handles
0050: gosub Label063D2E
0004: $ADB = 1 ;; integer values

:Label05F216
00D6: if 0
8118: NOT actor $A91 dead
004D: jump_if_false Label05F544
00D6: if 0
0038: $ADB == 1 ;; integer values
004D: jump_if_false Label05F2A1
00D6: if 0
04FF: $A91
004D: jump_if_false Label05F25E
0239: actor $A91 run_to 184.8738 891.4559
0411: (unknown) $A91 0

:Label05F25E
00D6: if 0
00ED: actor $A91 0 ()near_point_on_foot 184.8738 891.4559 radius 1.0 1.0
004D: jump_if_false Label05F2A1
0239: actor $A91 run_to 194.5447 914.6995
0411: (unknown) $A91 0
0004: $ADB = 2 ;; integer values

:Label05F2A1
00D6: if 0
0038: $ADB == 2 ;; integer values
004D: jump_if_false Label05F31C
00D6: if 0
04FF: $A91
004D: jump_if_false Label05F2D9
0239: actor $A91 run_to 194.5447 914.6995
0411: (unknown) $A91 0

:Label05F2D9
00D6: if 0
00ED: actor $A91 0 ()near_point_on_foot 194.5447 914.6995 radius 1.0 1.0
004D: jump_if_false Label05F31C
0239: actor $A91 run_to 192.41 901.3952
0411: (unknown) $A91 0
0004: $ADB = 3 ;; integer values

:Label05F31C
00D6: if 0
0038: $ADB == 3 ;; integer values
004D: jump_if_false Label05F397
00D6: if 0
04FF: $A91
004D: jump_if_false Label05F354
0239: actor $A91 run_to 192.41 901.3952
0411: (unknown) $A91 0

:Label05F354
00D6: if 0
00ED: actor $A91 0 ()near_point_on_foot 192.41 901.3952 radius 1.0 1.0
004D: jump_if_false Label05F397
0239: actor $A91 run_to 196.3216 899.4728
0411: (unknown) $A91 0
0004: $ADB = 4 ;; integer values

:Label05F397
00D6: if 0
0038: $ADB == 4 ;; integer values
004D: jump_if_false Label05F412
00D6: if 0
04FF: $A91
004D: jump_if_false Label05F3CF
0239: actor $A91 run_to 196.3216 899.4728
0411: (unknown) $A91 0

:Label05F3CF
00D6: if 0
00ED: actor $A91 0 ()near_point_on_foot 196.3216 899.4728 radius 1.0 1.0
004D: jump_if_false Label05F412
0239: actor $A91 run_to 192.9792 875.6545
0411: (unknown) $A91 0
0004: $ADB = 5 ;; integer values

:Label05F412
00D6: if 0
0038: $ADB == 5 ;; integer values
004D: jump_if_false Label05F48D
00D6: if 0
04FF: $A91
004D: jump_if_false Label05F44A
0239: actor $A91 run_to 192.9792 875.6545
0411: (unknown) $A91 0

:Label05F44A
00D6: if 0
00ED: actor $A91 0 ()near_point_on_foot 192.9792 875.6545 radius 1.0 1.0
004D: jump_if_false Label05F48D
0239: actor $A91 run_to 191.2296 869.7584
0411: (unknown) $A91 0
0004: $ADB = 6 ;; integer values

:Label05F48D
00D6: if 0
0038: $ADB == 6 ;; integer values
004D: jump_if_false Label05F523
00D6: if 0
04FF: $A91
004D: jump_if_false Label05F4C5
0239: actor $A91 run_to 191.2296 869.7584
0411: (unknown) $A91 0

:Label05F4C5
00D6: if 0
00ED: actor $A91 0 ()near_point_on_foot 191.2296 869.7584 radius 2.0 2.0
004D: jump_if_false Label05F523
01CA: actor $A91 kill_player $PLAYER_CHAR
00D6: if 0
0038: $A0F == 0 ;; integer values
004D: jump_if_false Label05F51C
0004: $A0F = 1 ;; integer values
0084: $A26 = $12CB ;; integer values and handles
0008: $A26 += 5000 ;; integer values

:Label05F51C
0004: $ADB = 7 ;; integer values

:Label05F523
00D6: if 0
0038: $ADB == 7 ;; integer values
004D: jump_if_false Label05F53D
01CA: actor $A91 kill_player $PLAYER_CHAR

:Label05F53D
0002: jump Label05F550

:Label05F544
034F: destroy_actor_with_fade $A91 ;; The actor fades away like a ghost
0004: $ADB = 0 ;; integer values

:Label05F550
00D6: if 0
0018: $ADB > 0 ;; integer values
004D: jump_if_false Label05F5C5
00D6: if 0
0038: $ADC == 0 ;; integer values
004D: jump_if_false Label05F5C5
0054: store_player $PLAYER_CHAR position_to $1BD $1BE $1BF
00D6: if 0
0020: $1BF > 11.2 ;; floating-point values
004D: jump_if_false Label05F5C5
009A: $A92 = create_actor 9 #HMOST at 184.5751 887.7821 8.0
0084: $A85 = $A92 ;; integer values and handles
0050: gosub Label063D2E
0004: $ADC = 1 ;; integer values

:Label05F5C5
00D6: if 0
8118: NOT actor $A92 dead
004D: jump_if_false Label05F8CA
00D6: if 0
0038: $ADC == 1 ;; integer values
004D: jump_if_false Label05F650
00D6: if 0
04FF: $A92
004D: jump_if_false Label05F60D
0239: actor $A92 run_to 184.8738 891.4559
0411: (unknown) $A92 0

:Label05F60D
00D6: if 0
00ED: actor $A92 0 ()near_point_on_foot 184.8738 891.4559 radius 1.0 1.0
004D: jump_if_false Label05F650
0239: actor $A92 run_to 194.5447 914.6995
0411: (unknown) $A92 0
0004: $ADC = 2 ;; integer values

:Label05F650
00D6: if 0
0038: $ADC == 2 ;; integer values
004D: jump_if_false Label05F6CB
00D6: if 0
04FF: $A92
004D: jump_if_false Label05F688
0239: actor $A92 run_to 194.5447 914.6995
0411: (unknown) $A92 0

:Label05F688
00D6: if 0
00ED: actor $A92 0 ()near_point_on_foot 194.5447 914.6995 radius 1.0 1.0
004D: jump_if_false Label05F6CB
0239: actor $A92 run_to 192.41 901.3952
0411: (unknown) $A92 0
0004: $ADC = 3 ;; integer values

:Label05F6CB
00D6: if 0
0038: $ADC == 3 ;; integer values
004D: jump_if_false Label05F746
00D6: if 0
04FF: $A92
004D: jump_if_false Label05F703
0239: actor $A92 run_to 192.41 901.3952
0411: (unknown) $A92 0

:Label05F703
00D6: if 0
00ED: actor $A92 0 ()near_point_on_foot 192.41 901.3952 radius 1.0 1.0
004D: jump_if_false Label05F746
0239: actor $A92 run_to 187.9892 900.3357
0411: (unknown) $A92 0
0004: $ADC = 4 ;; integer values

:Label05F746
00D6: if 0
0038: $ADC == 4 ;; integer values
004D: jump_if_false Label05F7C1
00D6: if 0
04FF: $A92
004D: jump_if_false Label05F77E
0239: actor $A92 run_to 187.9892 900.3357
0411: (unknown) $A92 0

:Label05F77E
00D6: if 0
00ED: actor $A92 0 ()near_point_on_foot 187.9892 900.3357 radius 1.0 1.0
004D: jump_if_false Label05F7C1
0239: actor $A92 run_to 184.6517 876.7971
0411: (unknown) $A92 0
0004: $ADC = 5 ;; integer values

:Label05F7C1
00D6: if 0
0038: $ADC == 5 ;; integer values
004D: jump_if_false Label05F83C
00D6: if 0
04FF: $A92
004D: jump_if_false Label05F7F9
0239: actor $A92 run_to 184.6517 876.7971
0411: (unknown) $A92 0

:Label05F7F9
00D6: if 0
00ED: actor $A92 0 ()near_point_on_foot 184.6517 876.7971 radius 1.0 1.0
004D: jump_if_false Label05F83C
0239: actor $A92 run_to 184.4611 870.8157
0411: (unknown) $A92 0
0004: $ADC = 6 ;; integer values

:Label05F83C
00D6: if 0
0038: $ADC == 6 ;; integer values
004D: jump_if_false Label05F8A9
00D6: if 0
04FF: $A92
004D: jump_if_false Label05F874
0239: actor $A92 run_to 184.4611 870.8157
0411: (unknown) $A92 0

:Label05F874
00D6: if 0
00ED: actor $A92 0 ()near_point_on_foot 184.4611 870.8157 radius 2.0 2.0
004D: jump_if_false Label05F8A9
01CA: actor $A92 kill_player $PLAYER_CHAR
0004: $ADC = 7 ;; integer values

:Label05F8A9
00D6: if 0
0038: $ADC == 7 ;; integer values
004D: jump_if_false Label05F8C3
01CA: actor $A92 kill_player $PLAYER_CHAR

:Label05F8C3
0002: jump Label05F8D6

:Label05F8CA
034F: destroy_actor_with_fade $A92 ;; The actor fades away like a ghost
0004: $ADC = 0 ;; integer values

:Label05F8D6
00D6: if 0
0038: $ACB == -1 ;; integer values
004D: jump_if_false Label05F902
00D6: if 0
001C: $12CB > $ADE ;; integer values
004D: jump_if_false Label05F902
0004: $ACB = 0 ;; integer values

:Label05F902
00D6: if 0
0038: $ACB == 0 ;; integer values
004D: jump_if_false Label05F9BC
00A5: $A83 = create_car #MAVERICK at 314.2827 993.9822 13.2063
0129: $A93 = create_actor 9 #HMOST in_car $A83 driverseat
020A: set_car $A83 door_status_to 2
01C8: $A94 = create_actor 9 #HMOST in_car $A83 passenger_seat 0
0084: $AB0 = $A94 ;; integer values and handles
0050: gosub Label063DC6
01C8: $A95 = create_actor 9 #HMOST in_car $A83 passenger_seat 1
0084: $AB0 = $A95 ;; integer values and handles
0050: gosub Label063DC6
01C8: $A96 = create_actor 9 #HMOST in_car $A83 passenger_seat 2
0084: $AB0 = $A96 ;; integer values and handles
0050: gosub Label063DC6
04BA: set_car $A83 speed_instantly .1
04A2: heli $A83 fly_to 314.2827 993.9822 40.0 speed 30
0004: $ACB = 1 ;; integer values

:Label05F9BC
00D6: if 0
0018: $ACB > 0 ;; integer values
004D: jump_if_false Label05FF3D
00D6: if 0
8119: NOT car $A83 wrecked
004D: jump_if_false Label05FEF9
00D6: if 0
8118: NOT actor $A93 dead
004D: jump_if_false Label05FE68
00D6: if 0
0038: $ACB == 1 ;; integer values
004D: jump_if_false Label05FA37
00D6: if 0
01AF: car $A83 0 ()near_point 314.2827 993.9822 40.0 radius 5.0 5.0 4.0
004D: jump_if_false Label05FA37
0004: $ACB = 2 ;; integer values

:Label05FA37
00D6: if 0
0038: $ACB == 2 ;; integer values
004D: jump_if_false Label05FAF7
04A2: heli $A83 fly_to 188.1993 877.1445 30.0 speed 20
00D6: if 0
0038: $AF0 == 2 ;; integer values
004D: jump_if_false Label05FAC0
00BC: text_highpriority "COL5_B5" 5000 ms 1 ;; ~g~Shoot down the helicopters, do
not endanger the yacht.
0084: $AF1 = $12CB ;; integer values and handles
0008: $AF1 += 4000 ;; integer values
00D6: if 0
0038: $A03 == 0 ;; integer values
004D: jump_if_false Label05FAB9
0004: $A03 = 1 ;; integer values
0084: $A1C = $12CB ;; integer values and handles
0008: $A1C += 5000 ;; integer values

:Label05FAB9
0008: $AF0 += 1 ;; integer values

:Label05FAC0
00D6: if 0
01AF: car $A83 0 ()near_point 188.1993 877.1445 30.0 radius 10.0 10.0 5.0
004D: jump_if_false Label05FAF7
0004: $ACB = 3 ;; integer values

:Label05FAF7
00D6: if 0
0038: $ACB == 3 ;; integer values
004D: jump_if_false Label05FB5B
04A2: heli $A83 fly_to 188.1993 877.1445 16.0 speed 10
00D6: if 0
01AD: car $A83 0 ()near_point 188.1993 877.1445 5.0 5.0
004D: jump_if_false Label05FB5B
0084: $AB2 = $12CB ;; integer values and handles
0008: $AB2 += 100 ;; integer values
0004: $ACB = 4 ;; integer values

:Label05FB5B
00D6: if 0
0038: $ACB == 4 ;; integer values
004D: jump_if_false Label05FBAE
00D6: if 0
001C: $12CB > $AB2 ;; integer values
004D: jump_if_false Label05FBAE
00D6: if 0
8118: NOT actor $A94 dead
004D: jump_if_false Label05FB98
01CA: actor $A94 kill_player $PLAYER_CHAR

:Label05FB98
0084: $AB2 = $12CB ;; integer values and handles
0008: $AB2 += 100 ;; integer values
0004: $ACB = 5 ;; integer values

:Label05FBAE
00D6: if 0
0038: $ACB == 5 ;; integer values
004D: jump_if_false Label05FC01
00D6: if 0
001C: $12CB > $AB2 ;; integer values
004D: jump_if_false Label05FC01
00D6: if 0
8118: NOT actor $A95 dead
004D: jump_if_false Label05FBEB
01CA: actor $A95 kill_player $PLAYER_CHAR

:Label05FBEB
0084: $AB2 = $12CB ;; integer values and handles
0008: $AB2 += 80 ;; integer values
0004: $ACB = 6 ;; integer values

:Label05FC01
00D6: if 0
0038: $ACB == 6 ;; integer values
004D: jump_if_false Label05FCB5
00D6: if 0
001C: $12CB > $AB2 ;; integer values
004D: jump_if_false Label05FCB5
00D6: if 0
8118: NOT actor $A96 dead
004D: jump_if_false Label05FC3E
01CA: actor $A96 kill_player $PLAYER_CHAR

:Label05FC3E
0084: $AB2 = $12CB ;; integer values and handles
0008: $AB2 += 1500 ;; integer values
00D6: if 0
0038: $A0E == 0 ;; integer values
004D: jump_if_false Label05FC7E
0004: $A0E = 1 ;; integer values
0084: $A25 = $12CB ;; integer values and handles
0008: $A25 += 5000 ;; integer values
0002: jump Label05FCAE

:Label05FC7E
0004: $A0E = 0 ;; integer values
00D6: if 0
0038: $A0F == 0 ;; integer values
004D: jump_if_false Label05FCAE
0004: $A0F = 1 ;; integer values
0084: $A26 = $12CB ;; integer values and handles
0008: $A26 += 5000 ;; integer values

:Label05FCAE
0004: $ACB = 7 ;; integer values

:Label05FCB5
00D6: if 0
0038: $ACB == 7 ;; integer values
004D: jump_if_false Label05FD27
00D6: if 0
001C: $12CB > $AB2 ;; integer values
004D: jump_if_false Label05FD27
04A2: heli $A83 fly_to 189.1993 879.1445 30.0 speed 20
00D6: if 0
01AF: car $A83 0 ()near_point 189.1993 879.1445 30.0 radius 5.0 5.0 4.0
004D: jump_if_false Label05FD27
0004: $ACB = 8 ;; integer values

:Label05FD27
00D6: if 0
0038: $ACB == 8 ;; integer values
004D: jump_if_false Label05FD86
04A2: heli $A83 fly_to 314.2827 993.9822 40.0 speed 20
00D6: if 0
01AF: car $A83 0 ()near_point 314.2827 993.9822 40.0 radius 5.0 5.0 4.0
004D: jump_if_false Label05FD86
0004: $ACB = 9 ;; integer values

:Label05FD86
00D6: if 0
0038: $ACB == 9 ;; integer values
004D: jump_if_false Label05FE61
04A2: heli $A83 fly_to 314.2827 993.9822 15.0 speed 20
00D6: if 0
01AF: car $A83 0 ()near_point 314.2827 993.9822 15.0 radius 5.0 5.0 4.0
004D: jump_if_false Label05FE61
01C2: remove_references_to_actor $A94 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $A95 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $A96 ;; Like turning an actor into a random
pedestrian
01C8: $A94 = create_actor 9 #HMOST in_car $A83 passenger_seat 0
0084: $AB0 = $A94 ;; integer values and handles
0050: gosub Label063DC6
01C8: $A95 = create_actor 9 #HMOST in_car $A83 passenger_seat 1
0084: $AB0 = $A95 ;; integer values and handles
0050: gosub Label063DC6
01C8: $A96 = create_actor 9 #HMOST in_car $A83 passenger_seat 2
0084: $AB0 = $A96 ;; integer values and handles
0050: gosub Label063DC6
04A2: heli $A83 fly_to 314.2827 993.9822 40.0 speed 20
0004: $ACB = 1 ;; integer values

:Label05FE61
0002: jump Label05FEF2

:Label05FE68
00D6: if 0
8118: NOT actor $A94 dead
004D: jump_if_false Label05FE8D
00D6: if 0
00DF: actor $A94 driving
004D: jump_if_false Label05FE8D
03E2: actor $A94 exit_car

:Label05FE8D
00D6: if 0
8118: NOT actor $A95 dead
004D: jump_if_false Label05FEB2
00D6: if 0
00DF: actor $A95 driving
004D: jump_if_false Label05FEB2
03E2: actor $A95 exit_car

:Label05FEB2
00D6: if 0
8118: NOT actor $A96 dead
004D: jump_if_false Label05FED7
00D6: if 0
00DF: actor $A96 driving
004D: jump_if_false Label05FED7
03E2: actor $A96 exit_car

:Label05FED7
0564: $A83
0508: $A83
01C3: remove_references_to_car $A83 ;; Like turning a car into any random car
034F: destroy_actor_with_fade $A93 ;; The actor fades away like a ghost
0004: $A83 = -1 ;; integer values

:Label05FEF2
0002: jump Label05FEFE

:Label05FEF9
01C3: remove_references_to_car $A83 ;; Like turning a car into any random car

:Label05FEFE
00D6: if 0
0118: actor $A94 dead
004D: jump_if_false Label05FF13
034F: destroy_actor_with_fade $A94 ;; The actor fades away like a ghost

:Label05FF13
00D6: if 0
0118: actor $A95 dead
004D: jump_if_false Label05FF28
034F: destroy_actor_with_fade $A95 ;; The actor fades away like a ghost

:Label05FF28
00D6: if 0
0118: actor $A96 dead
004D: jump_if_false Label05FF3D
034F: destroy_actor_with_fade $A96 ;; The actor fades away like a ghost

:Label05FF3D
00D6: if 1
0119: car $A83 wrecked
0018: $ACB > 0 ;; integer values
004D: jump_if_false Label05FF6D
00D6: if 0
0038: $ACC == -1 ;; integer values
004D: jump_if_false Label05FF6D
0004: $ACC = 0 ;; integer values

:Label05FF6D
00D6: if 0
0018: $ACB > 4 ;; integer values
004D: jump_if_false Label05FF98
00D6: if 0
0038: $ACC == -1 ;; integer values
004D: jump_if_false Label05FF98
0004: $ACC = 0 ;; integer values

:Label05FF98
00D6: if 0
0038: $ACC == 0 ;; integer values
004D: jump_if_false Label060052
00A5: $AA3 = create_car #MAVERICK at 302.9623 909.7476 11.6869
0129: $AA4 = create_actor 9 #HMOST in_car $AA3 driverseat
020A: set_car $AA3 door_status_to 2
01C8: $AA5 = create_actor 9 #HMOST in_car $AA3 passenger_seat 0
0084: $AB0 = $AA5 ;; integer values and handles
0050: gosub Label063DC6
01C8: $AA6 = create_actor 9 #HMOST in_car $AA3 passenger_seat 1
0084: $AB0 = $AA6 ;; integer values and handles
0050: gosub Label063DC6
01C8: $AA7 = create_actor 9 #HMOST in_car $AA3 passenger_seat 2
0084: $AB0 = $AA7 ;; integer values and handles
0050: gosub Label063DC6
04BA: set_car $AA3 speed_instantly .1
04A2: heli $AA3 fly_to 302.9623 909.7476 32.0 speed 30
0004: $ACC = 1 ;; integer values

:Label060052
00D6: if 0
0018: $ACC > 0 ;; integer values
004D: jump_if_false Label06059B
00D6: if 0
8119: NOT car $AA3 wrecked
004D: jump_if_false Label060557
00D6: if 0
8118: NOT actor $AA4 dead
004D: jump_if_false Label0604C6
00D6: if 0
0038: $ACC == 1 ;; integer values
004D: jump_if_false Label0600CD
00D6: if 0
01AF: car $AA3 0 ()near_point 302.9623 909.7476 32.0 radius 5.0 5.0 4.0
004D: jump_if_false Label0600CD
0004: $ACC = 2 ;; integer values

:Label0600CD
00D6: if 0
0038: $ACC == 2 ;; integer values
004D: jump_if_false Label060155
04A2: heli $AA3 fly_to 188.1993 879.1445 25.0 speed 20
00D6: if 0
01AF: car $AA3 0 ()near_point 188.1993 879.1445 25.0 radius 10.0 10.0 5.0
004D: jump_if_false Label060155
00D6: if 0
0038: $A03 == 0 ;; integer values
004D: jump_if_false Label06014E
0004: $A03 = 1 ;; integer values
0084: $A1C = $12CB ;; integer values and handles
0008: $A1C += 5000 ;; integer values

:Label06014E
0004: $ACC = 3 ;; integer values

:Label060155
00D6: if 0
0038: $ACC == 3 ;; integer values
004D: jump_if_false Label0601B9
04A2: heli $AA3 fly_to 188.1993 879.1445 16.0 speed 10
00D6: if 0
01AD: car $AA3 0 ()near_point 188.1993 879.1445 5.0 5.0
004D: jump_if_false Label0601B9
0084: $AB2 = $12CB ;; integer values and handles
0008: $AB2 += 100 ;; integer values
0004: $ACC = 4 ;; integer values

:Label0601B9
00D6: if 0
0038: $ACC == 4 ;; integer values
004D: jump_if_false Label06020C
00D6: if 0
001C: $12CB > $AB2 ;; integer values
004D: jump_if_false Label06020C
00D6: if 0
8118: NOT actor $AA5 dead
004D: jump_if_false Label0601F6
01CA: actor $AA5 kill_player $PLAYER_CHAR

:Label0601F6
0084: $AB2 = $12CB ;; integer values and handles
0008: $AB2 += 100 ;; integer values
0004: $ACC = 5 ;; integer values

:Label06020C
00D6: if 0
0038: $ACC == 5 ;; integer values
004D: jump_if_false Label06025F
00D6: if 0
001C: $12CB > $AB2 ;; integer values
004D: jump_if_false Label06025F
00D6: if 0
8118: NOT actor $AA6 dead
004D: jump_if_false Label060249
01CA: actor $AA6 kill_player $PLAYER_CHAR

:Label060249
0084: $AB2 = $12CB ;; integer values and handles
0008: $AB2 += 80 ;; integer values
0004: $ACC = 6 ;; integer values

:Label06025F
00D6: if 0
0038: $ACC == 6 ;; integer values
004D: jump_if_false Label060313
00D6: if 0
001C: $12CB > $AB2 ;; integer values
004D: jump_if_false Label060313
00D6: if 0
8118: NOT actor $AA7 dead
004D: jump_if_false Label06029C
01CA: actor $AA7 kill_player $PLAYER_CHAR

:Label06029C
0084: $AB2 = $12CB ;; integer values and handles
0008: $AB2 += 1500 ;; integer values
00D6: if 0
0038: $A10 == 0 ;; integer values
004D: jump_if_false Label0602DC
0004: $A10 = 1 ;; integer values
0084: $A27 = $12CB ;; integer values and handles
0008: $A27 += 5000 ;; integer values
0002: jump Label06030C

:Label0602DC
0004: $A10 = 0 ;; integer values
00D6: if 0
0038: $A13 == 0 ;; integer values
004D: jump_if_false Label06030C
0004: $A13 = 1 ;; integer values
0084: $A29 = $12CB ;; integer values and handles
0008: $A29 += 5000 ;; integer values

:Label06030C
0004: $ACC = 7 ;; integer values

:Label060313
00D6: if 0
0038: $ACC == 7 ;; integer values
004D: jump_if_false Label060385
00D6: if 0
001C: $12CB > $AB2 ;; integer values
004D: jump_if_false Label060385
04A2: heli $AA3 fly_to 189.1993 879.1445 30.0 speed 20
00D6: if 0
01AF: car $AA3 0 ()near_point 189.1993 879.1445 30.0 radius 5.0 5.0 4.0
004D: jump_if_false Label060385
0004: $ACC = 8 ;; integer values

:Label060385
00D6: if 0
0038: $ACC == 8 ;; integer values
004D: jump_if_false Label0603E4
04A2: heli $AA3 fly_to 302.9623 909.7476 32.0 speed 20
00D6: if 0
01AF: car $AA3 0 ()near_point 302.9623 909.7476 32.0 radius 5.0 5.0 4.0
004D: jump_if_false Label0603E4
0004: $ACC = 9 ;; integer values

:Label0603E4
00D6: if 0
0038: $ACC == 9 ;; integer values
004D: jump_if_false Label0604BF
04A2: heli $AA3 fly_to 302.9623 909.7476 13.0 speed 20
00D6: if 0
01AF: car $AA3 0 ()near_point 302.9623 909.7476 13.0 radius 5.0 5.0 4.0
004D: jump_if_false Label0604BF
01C2: remove_references_to_actor $AA5 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $AA6 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $AA7 ;; Like turning an actor into a random
pedestrian
01C8: $AA5 = create_actor 9 #HMOST in_car $AA3 passenger_seat 0
0084: $AB0 = $AA5 ;; integer values and handles
0050: gosub Label063DC6
01C8: $AA6 = create_actor 9 #HMOST in_car $AA3 passenger_seat 1
0084: $AB0 = $AA6 ;; integer values and handles
0050: gosub Label063DC6
01C8: $AA7 = create_actor 9 #HMOST in_car $AA3 passenger_seat 2
0084: $AB0 = $AA7 ;; integer values and handles
0050: gosub Label063DC6
04A2: heli $AA3 fly_to 302.9623 909.7476 40.0 speed 20
0004: $ACC = 1 ;; integer values

:Label0604BF
0002: jump Label060550

:Label0604C6
00D6: if 0
8118: NOT actor $AA5 dead
004D: jump_if_false Label0604EB
00D6: if 0
00DF: actor $AA5 driving
004D: jump_if_false Label0604EB
03E2: actor $AA5 exit_car

:Label0604EB
00D6: if 0
8118: NOT actor $AA6 dead
004D: jump_if_false Label060510
00D6: if 0
00DF: actor $AA6 driving
004D: jump_if_false Label060510
03E2: actor $AA6 exit_car

:Label060510
00D6: if 0
8118: NOT actor $AA7 dead
004D: jump_if_false Label060535
00D6: if 0
00DF: actor $AA7 driving
004D: jump_if_false Label060535
03E2: actor $AA7 exit_car

:Label060535
0564: $AA3
0508: $AA3
01C3: remove_references_to_car $AA3 ;; Like turning a car into any random car
034F: destroy_actor_with_fade $AA4 ;; The actor fades away like a ghost
0004: $AA3 = -1 ;; integer values
:Label060550
0002: jump Label06055C

:Label060557
01C3: remove_references_to_car $AA3 ;; Like turning a car into any random car

:Label06055C
00D6: if 0
0118: actor $AA5 dead
004D: jump_if_false Label060571
034F: destroy_actor_with_fade $AA5 ;; The actor fades away like a ghost

:Label060571
00D6: if 0
0118: actor $AA6 dead
004D: jump_if_false Label060586
034F: destroy_actor_with_fade $AA6 ;; The actor fades away like a ghost

:Label060586
00D6: if 0
0118: actor $AA7 dead
004D: jump_if_false Label06059B
034F: destroy_actor_with_fade $AA7 ;; The actor fades away like a ghost

:Label06059B
00D6: if 0
8119: NOT car $A81 wrecked
004D: jump_if_false Label060652
00D6: if 0
8118: NOT actor $A82 dead
004D: jump_if_false Label060630
0084: $A80 = $A81 ;; integer values and handles
0050: gosub Label063677
00D6: if 0
01AD: car $A81 0 ()near_point $1C0 $1C1 40.0 40.0
004D: jump_if_false Label060629
00D6: if 0
0038: $AEC == 0 ;; integer values
004D: jump_if_false Label060624
00BC: text_highpriority "COL5_B4" 5000 ms 1 ;; ~g~Shoot the attacking helicopter
out of the sky.
0084: $AF1 = $12CB ;; integer values and handles
0008: $AF1 += 4000 ;; integer values
0004: $AEC = 1 ;; integer values

:Label060624
0541: $A81

:Label060629
0002: jump Label06064B

:Label060630
0564: $A81
0508: $A81
01C3: remove_references_to_car $A81 ;; Like turning a car into any random car
01C2: remove_references_to_actor $A82 ;; Like turning an actor into a random
pedestrian
0004: $A81 = -1 ;; integer values
:Label06064B
0002: jump Label060768

:Label060652
01C3: remove_references_to_car $A81 ;; Like turning a car into any random car
01C2: remove_references_to_actor $A82 ;; Like turning an actor into a random
pedestrian
00D6: if 0
0038: $AB6 == 0 ;; integer values
004D: jump_if_false Label060768
00D6: if 1
0119: car $A83 wrecked
0018: $ACB > 0 ;; integer values
004D: jump_if_false Label0606F9
00D6: if 1
0119: car $AA3 wrecked
0018: $ACC > 0 ;; integer values
004D: jump_if_false Label0606E2
00D6: if 0
001C: $12CB > $AB3 ;; integer values
004D: jump_if_false Label0606DB
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 (true)
02A3: toggle_widescreen 1 (on)
03F4: 0 (clear) cars_can_be_damaged
0169: set_fade_color 0 0 1
016A: fade 0 () 500 ms
0004: $AB6 = 1 ;; integer values

:Label0606DB
0002: jump Label0606F2

:Label0606E2
0084: $AB3 = $12CB ;; integer values and handles
0008: $AB3 += 8000 ;; integer values

:Label0606F2
0002: jump Label060709

:Label0606F9
0084: $AB3 = $12CB ;; integer values and handles
0008: $AB3 += 8000 ;; integer values

:Label060709
00D6: if 0
0038: $AB6 == 1 ;; integer values
004D: jump_if_false Label060768
00A5: $A81 = create_car #HUNTER at 21.2864 720.1946 13.0
0175: set_car $A81 z_angle_to 312.7112
0129: $A82 = create_actor 9 #HMOST in_car $A81 driverseat
0224: set_car $A81 health_to 2500
020A: set_car $A81 door_status_to 2
04BA: set_car $A81 speed_instantly 30.0
0004: $AB6 = 2 ;; integer values

:Label060768
00D6: if 0
8038: NOT $ABF == 4 ;; integer values
004D: jump_if_false Label060971
00D6: if 0
8119: NOT car $A75 wrecked
004D: jump_if_false Label060853
00D6: if 0
0038: $ABF == 1 ;; integer values
004D: jump_if_false Label0607E3
00D6: if 0
01AD: car $A75 0 ()near_point -247.1728 -1215.75 26.0 26.0
004D: jump_if_false Label0607E3
0477: unknown_car $A75 6 200
0084: $AC0 = $12CB ;; integer values and handles
0008: $AC0 += 199 ;; integer values
0004: $ABF = 2 ;; integer values

:Label0607E3
00D6: if 0
0038: $ABF == 2 ;; integer values
004D: jump_if_false Label060819
00D6: if 0
001C: $12CB > $AC0 ;; integer values
004D: jump_if_false Label060819
0477: unknown_car $A75 3 5000
0004: $ABF = 3 ;; integer values

:Label060819
00D6: if 0
0038: $ABF == 3 ;; integer values
004D: jump_if_false Label06084C
00D6: if 0
01C1: car $A75 stopped
004D: jump_if_false Label06084C
0477: unknown_car $A75 1 5000
0004: $ABF = 4 ;; integer values

:Label06084C
0002: jump Label06096A

:Label060853
00D6: if 0
0038: $ABF == 0 ;; integer values
004D: jump_if_false Label06096A
00D6: if 0
001C: $12CB > $AC0 ;; integer values
004D: jump_if_false Label06096A
0395: clear_area 1 at -238.2693 -1361.33 range 7.0786 500.0
00A5: $A75 = create_car #WASHING at -238.2693 -1361.33 7.0786
0229: set_car $A75 color_to 0 0
0175: set_car $A75 z_angle_to 10.7405
0129: $A6E = create_actor 9 #HMOST in_car $A75 driverseat
0084: $A85 = $A6E ;; integer values and handles
0050: gosub Label063D01
01C8: $A6F = create_actor 9 #HMOST in_car $A75 passenger_seat 0
0084: $A85 = $A6F ;; integer values and handles
0050: gosub Label063D01
01C8: $A70 = create_actor 9 #HMOST in_car $A75 passenger_seat 1
0084: $A85 = $A70 ;; integer values and handles
0050: gosub Label063D01
01C8: $A71 = create_actor 9 #HMOST in_car $A75 passenger_seat 2
0084: $A85 = $A71 ;; integer values and handles
0050: gosub Label063D01
00AD: set_car $A75 max_speed_to 100.0
04BA: set_car $A75 speed_instantly 30.0
00AE: unknown_set_car $A75 to_ignore_traffic_lights 2
02C2: car $A75 drive_to_point -247.1728 -1215.75 7.0856
04E0: unknown_car $A75 255
0004: $ABF = 1 ;; integer values

:Label06096A
0002: jump Label061729

:Label060971
00D6: if 0
8118: NOT actor $A6E dead
004D: jump_if_false Label060B47
00D6: if 0
0038: $AC1 == 0 ;; integer values
004D: jump_if_false Label0609B0
0239: actor $A6E run_to -257.2504 -1214.484
0411: (unknown) $A6E 0
0004: $AC1 = 1 ;; integer values

:Label0609B0
00D6: if 0
0038: $AC1 == 1 ;; integer values
004D: jump_if_false Label060A05
00D6: if 0
00ED: actor $A6E 0 ()near_point_on_foot -257.2504 -1214.484 radius 1.5 1.5
004D: jump_if_false Label060A05
0239: actor $A6E run_to -266.0016 -1214.565
0411: (unknown) $A6E 0
0004: $AC1 = 2 ;; integer values

:Label060A05
00D6: if 0
0038: $AC1 == 2 ;; integer values
004D: jump_if_false Label060A5A
00D6: if 0
00ED: actor $A6E 0 ()near_point_on_foot -266.0016 -1214.565 radius 1.5 1.5
004D: jump_if_false Label060A5A
0239: actor $A6E run_to -321.7568 -1214.596
0411: (unknown) $A6E 0
0004: $AC1 = 3 ;; integer values

:Label060A5A
00D6: if 0
0038: $AC1 == 3 ;; integer values
004D: jump_if_false Label060AAF
00D6: if 0
00ED: actor $A6E 0 ()near_point_on_foot -321.7568 -1214.596 radius 1.5 1.5
004D: jump_if_false Label060AAF
0239: actor $A6E run_to -323.5134 -1232.98
0411: (unknown) $A6E 0
0004: $AC1 = 4 ;; integer values

:Label060AAF
00D6: if 0
0038: $AC1 == 4 ;; integer values
004D: jump_if_false Label060B2D
00D6: if 0
00ED: actor $A6E 0 ()near_point_on_foot -323.5134 -1232.98 radius 1.5 1.5
004D: jump_if_false Label060B2D
00D6: if 0
8119: NOT car $A74 wrecked
004D: jump_if_false Label060B25
0464: put_actor $A6E into_turret_on_car $A74 at_car_offset 0.0 4.0 1.5 unknown
0 angle 360.0 with_weapon 23
0004: $AC1 = 5 ;; integer values
0002: jump Label060B2D

:Label060B25
01CA: actor $A6E kill_player $PLAYER_CHAR

:Label060B2D
00D6: if 0
0038: $AC1 == 5 ;; integer values
004D: jump_if_false Label060B47
01CA: actor $A6E kill_player $PLAYER_CHAR

:Label060B47
00D6: if 0
8118: NOT actor $A6F dead
004D: jump_if_false Label060CF4
00D6: if 0
0038: $AC2 == 0 ;; integer values
004D: jump_if_false Label060B86
0239: actor $A6F run_to -257.2504 -1214.484
0411: (unknown) $A6F 0
0004: $AC2 = 1 ;; integer values

:Label060B86
00D6: if 0
0038: $AC2 == 1 ;; integer values
004D: jump_if_false Label060BDB
00D6: if 0
00ED: actor $A6F 0 ()near_point_on_foot -257.2504 -1214.484 radius 1.5 1.5
004D: jump_if_false Label060BDB
0239: actor $A6F run_to -266.0016 -1214.565
0411: (unknown) $A6F 0
0004: $AC2 = 2 ;; integer values

:Label060BDB
00D6: if 0
0038: $AC2 == 2 ;; integer values
004D: jump_if_false Label060C30
00D6: if 0
00ED: actor $A6F 0 ()near_point_on_foot -266.0016 -1214.565 radius 1.5 1.5
004D: jump_if_false Label060C30
0239: actor $A6F run_to -321.7568 -1214.596
0411: (unknown) $A6F 0
0004: $AC2 = 3 ;; integer values

:Label060C30
00D6: if 0
0038: $AC2 == 3 ;; integer values
004D: jump_if_false Label060C85
00D6: if 0
00ED: actor $A6F 0 ()near_point_on_foot -321.7568 -1214.596 radius 1.5 1.5
004D: jump_if_false Label060C85
0239: actor $A6F run_to -323.5134 -1232.98
0411: (unknown) $A6F 0
0004: $AC2 = 4 ;; integer values

:Label060C85
00D6: if 0
0038: $AC2 == 4 ;; integer values
004D: jump_if_false Label060CF4
00D6: if 0
00ED: actor $A6F 0 ()near_point_on_foot -323.5134 -1232.98 radius 1.5 1.5
004D: jump_if_false Label060CF4
00D6: if 0
8119: NOT car $A74 wrecked
004D: jump_if_false Label060CEC
009B: destroy_actor_instantly $A6F
0129: $A6F = create_actor 9 #HMOST in_car $A74 driverseat
0004: $AC2 = 5 ;; integer values
0002: jump Label060CF4

:Label060CEC
01CA: actor $A6F kill_player $PLAYER_CHAR

:Label060CF4
00D6: if 0
8119: NOT car $A74 wrecked
004D: jump_if_false Label060FC9
00D6: if 0
8118: NOT actor $A6F dead
004D: jump_if_false Label060FA0
00D6: if 1
0038: $AC1 == 5 ;; integer values
0038: $AC2 == 5 ;; integer values
004D: jump_if_false Label060F99
0400: create_coordinate $1BD $1BE $1BF from_object $2CA offset -20.0 -20.0 0.0
00D6: if 0
01AF: car $A74 0 ()near_point $1BD $1BE 6.0 radius 5.0 5.0 5.0
004D: jump_if_false Label060E3C
02DB: set_boat $A74 speed_to 2.0
0176: $1316 = object $2CA z_angle
0174: $AF8 = car $A74 z_angle
0086: $1722 = $1316 ;; floating-point values only
0061: $1722 -= $AF8 ;; floating-point values
00D6: if 0
0022: -180.0 > $1722 ;; floating-point values
004D: jump_if_false Label060DBF
0009: $1722 += 360.0 ;; floating-point values

:Label060DBF
00D6: if 0
0020: $1722 > 180.0 ;; floating-point values
004D: jump_if_false Label060DDE
000D: $1722 -= 360.0 ;; floating-point values

:Label060DDE
00D6: if 0
0022: 0.0 > $1722 ;; floating-point values
004D: jump_if_false Label060E04
0078: $AF8 += unknown_inaccurate_float_timer 1.0 ;; floating-point values
0002: jump Label060E0E

:Label060E04
007E: $AF8 -= unknown_inaccurate_float_timer 1.0 ;; floating-point values

:Label060E0E
00D6: if 1
0020: $1722 > 5.0 ;; floating-point values
0022: -5.0 > $1722 ;; floating-point values
004D: jump_if_false Label060E35
0175: set_car $A74 z_angle_to $AF8

:Label060E35
0002: jump Label060F2E

:Label060E3C
00D6: if 0
01AD: car $A74 0 ()near_point $1BD $1BE 10.0 10.0
004D: jump_if_false Label060F24
02DB: set_boat $A74 speed_to 6.0
0176: $1316 = object $2CA z_angle
0174: $AF8 = car $A74 z_angle
0086: $1722 = $1316 ;; floating-point values only
0061: $1722 -= $AF8 ;; floating-point values
00D6: if 0
0022: -180.0 > $1722 ;; floating-point values
004D: jump_if_false Label060EA7
0009: $1722 += 360.0 ;; floating-point values

:Label060EA7
00D6: if 0
0020: $1722 > 180.0 ;; floating-point values
004D: jump_if_false Label060EC6
000D: $1722 -= 360.0 ;; floating-point values

:Label060EC6
00D6: if 0
0022: 0.0 > $1722 ;; floating-point values
004D: jump_if_false Label060EEC
0078: $AF8 += unknown_inaccurate_float_timer 1.0 ;; floating-point values
0002: jump Label060EF6

:Label060EEC
007E: $AF8 -= unknown_inaccurate_float_timer 1.0 ;; floating-point values

:Label060EF6
00D6: if 1
0020: $1722 > 5.0 ;; floating-point values
0022: -5.0 > $1722 ;; floating-point values
004D: jump_if_false Label060F1D
0175: set_car $A74 z_angle_to $AF8

:Label060F1D
0002: jump Label060F2E

:Label060F24
02DB: set_boat $A74 speed_to 12.0

:Label060F2E
02D3: boat $A74 drive_to $1BD $1BE 6.0
00D6: if 0
81AD: NOT car $A74 0 ()near_point $1C0 $1C1 300.0 300.0
004D: jump_if_false Label060F67
0004: $A6E = -1 ;; integer values

:Label060F67
00D6: if 0
0118: actor $A6E dead
004D: jump_if_false Label060F99
01C3: remove_references_to_car $A7A ;; Like turning a car into any random car
01C3: remove_references_to_car $A74 ;; Like turning a car into any random car
0004: $A74 = -1 ;; integer values
01C2: remove_references_to_actor $A6F ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $A6E ;; Like turning an actor into a random
pedestrian
0004: $AD3 = 1 ;; integer values

:Label060F99
0002: jump Label060FC2

:Label060FA0
01C3: remove_references_to_car $A7A ;; Like turning a car into any random car
01C3: remove_references_to_car $A74 ;; Like turning a car into any random car
0004: $A74 = -1 ;; integer values
01C2: remove_references_to_actor $A6F ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $A6E ;; Like turning an actor into a random
pedestrian
0004: $AD3 = 1 ;; integer values

:Label060FC2
0002: jump Label06104D

:Label060FC9
00D6: if 0
0038: $AE5 == 0 ;; integer values
004D: jump_if_false Label06102B
00D6: if 0
8119: NOT car $A72 wrecked
004D: jump_if_false Label06102B
00D6: if 0
0119: car $A73 wrecked
004D: jump_if_false Label06102B
00D6: if 0
0038: $A01 == 0 ;; integer values
004D: jump_if_false Label061024
0004: $A01 = 1 ;; integer values
0084: $A1A = $12CB ;; integer values and handles
0008: $A1A += 5000 ;; integer values

:Label061024
0004: $AE5 = 1 ;; integer values

:Label06102B
01C3: remove_references_to_car $A7A ;; Like turning a car into any random car
01C3: remove_references_to_car $A74 ;; Like turning a car into any random car
0004: $A74 = -1 ;; integer values
01C2: remove_references_to_actor $A6F ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $A6E ;; Like turning an actor into a random
pedestrian
0004: $AD3 = 1 ;; integer values

:Label06104D
00D6: if 0
8118: NOT actor $A70 dead
004D: jump_if_false Label061223
00D6: if 0
0038: $AC3 == 0 ;; integer values
004D: jump_if_false Label06108C
0239: actor $A70 run_to -257.2504 -1214.484
0411: (unknown) $A70 0
0004: $AC3 = 1 ;; integer values

:Label06108C
00D6: if 0
0038: $AC3 == 1 ;; integer values
004D: jump_if_false Label0610E1
00D6: if 0
00ED: actor $A70 0 ()near_point_on_foot -257.2504 -1214.484 radius 1.5 1.5
004D: jump_if_false Label0610E1
0239: actor $A70 run_to -266.0016 -1214.565
0411: (unknown) $A70 0
0004: $AC3 = 2 ;; integer values

:Label0610E1
00D6: if 0
0038: $AC3 == 2 ;; integer values
004D: jump_if_false Label061136
00D6: if 0
00ED: actor $A70 0 ()near_point_on_foot -266.0016 -1214.565 radius 1.5 1.5
004D: jump_if_false Label061136
0239: actor $A70 run_to -321.7568 -1214.596
0411: (unknown) $A70 0
0004: $AC3 = 3 ;; integer values

:Label061136
00D6: if 0
0038: $AC3 == 3 ;; integer values
004D: jump_if_false Label06118B
00D6: if 0
00ED: actor $A70 0 ()near_point_on_foot -321.7568 -1214.596 radius 1.5 1.5
004D: jump_if_false Label06118B
0239: actor $A70 run_to -332.7804 -1217.117
0411: (unknown) $A70 0
0004: $AC3 = 4 ;; integer values

:Label06118B
00D6: if 0
0038: $AC3 == 4 ;; integer values
004D: jump_if_false Label061209
00D6: if 0
00ED: actor $A70 0 ()near_point_on_foot -332.7804 -1217.117 radius 2.0 2.0
004D: jump_if_false Label061209
00D6: if 0
8119: NOT car $A73 wrecked
004D: jump_if_false Label061201
0464: put_actor $A70 into_turret_on_car $A73 at_car_offset .6462 1.4897 1.3333
unknown 0 angle 360.0 with_weapon 23
0004: $AC3 = 5 ;; integer values
0002: jump Label061209

:Label061201
01CA: actor $A70 kill_player $PLAYER_CHAR

:Label061209
00D6: if 0
0038: $AC1 == 5 ;; integer values
004D: jump_if_false Label061223
01CA: actor $A70 kill_player $PLAYER_CHAR

:Label061223
00D6: if 0
8118: NOT actor $A71 dead
004D: jump_if_false Label0613D0
00D6: if 0
0038: $AC4 == 0 ;; integer values
004D: jump_if_false Label061262
0239: actor $A71 run_to -257.2504 -1214.484
0411: (unknown) $A71 0
0004: $AC4 = 1 ;; integer values

:Label061262
00D6: if 0
0038: $AC4 == 1 ;; integer values
004D: jump_if_false Label0612B7
00D6: if 0
00ED: actor $A71 0 ()near_point_on_foot -257.2504 -1214.484 radius 1.5 1.5
004D: jump_if_false Label0612B7
0239: actor $A71 run_to -266.0016 -1214.565
0411: (unknown) $A71 0
0004: $AC4 = 2 ;; integer values

:Label0612B7
00D6: if 0
0038: $AC4 == 2 ;; integer values
004D: jump_if_false Label06130C
00D6: if 0
00ED: actor $A71 0 ()near_point_on_foot -266.0016 -1214.565 radius 1.5 1.5
004D: jump_if_false Label06130C
0239: actor $A71 run_to -321.7568 -1214.596
0411: (unknown) $A71 0
0004: $AC4 = 3 ;; integer values

:Label06130C
00D6: if 0
0038: $AC4 == 3 ;; integer values
004D: jump_if_false Label061361
00D6: if 0
00ED: actor $A71 0 ()near_point_on_foot -321.7568 -1214.596 radius 1.5 1.5
004D: jump_if_false Label061361
0239: actor $A71 run_to -332.7804 -1217.117
0411: (unknown) $A71 0
0004: $AC4 = 4 ;; integer values
:Label061361
00D6: if 0
0038: $AC4 == 4 ;; integer values
004D: jump_if_false Label0613D0
00D6: if 0
00ED: actor $A71 0 ()near_point_on_foot -332.7804 -1217.117 radius 2.0 2.0
004D: jump_if_false Label0613D0
00D6: if 0
8119: NOT car $A73 wrecked
004D: jump_if_false Label0613C8
009B: destroy_actor_instantly $A71
0129: $A71 = create_actor 9 #HMOST in_car $A73 driverseat
0004: $AC4 = 5 ;; integer values
0002: jump Label0613D0

:Label0613C8
01CA: actor $A71 kill_player $PLAYER_CHAR

:Label0613D0
00D6: if 0
8119: NOT car $A73 wrecked
004D: jump_if_false Label0616A5
00D6: if 0
8118: NOT actor $A71 dead
004D: jump_if_false Label06167C
00D6: if 1
0038: $AC3 == 5 ;; integer values
0038: $AC4 == 5 ;; integer values
004D: jump_if_false Label06161A
0400: create_coordinate $1BD $1BE $1BF from_object $2CA offset -20.0 0.0 0.0
00D6: if 0
01AF: car $A73 0 ()near_point $1BD $1BE 6.0 radius 5.0 5.0 5.0
004D: jump_if_false Label061518
02DB: set_boat $A73 speed_to 2.0
0176: $1316 = object $2CA z_angle
0174: $AF7 = car $A73 z_angle
0086: $1722 = $1316 ;; floating-point values only
0061: $1722 -= $AF7 ;; floating-point values
00D6: if 0
0022: -180.0 > $1722 ;; floating-point values
004D: jump_if_false Label06149B
0009: $1722 += 360.0 ;; floating-point values

:Label06149B
00D6: if 0
0020: $1722 > 180.0 ;; floating-point values
004D: jump_if_false Label0614BA
000D: $1722 -= 360.0 ;; floating-point values

:Label0614BA
00D6: if 0
0022: 0.0 > $1722 ;; floating-point values
004D: jump_if_false Label0614E0
0078: $AF7 += unknown_inaccurate_float_timer 1.0 ;; floating-point values
0002: jump Label0614EA

:Label0614E0
007E: $AF7 -= unknown_inaccurate_float_timer 1.0 ;; floating-point values
:Label0614EA
00D6: if 1
0020: $1722 > 5.0 ;; floating-point values
0022: -5.0 > $1722 ;; floating-point values
004D: jump_if_false Label061511
0175: set_car $A73 z_angle_to $AF7

:Label061511
0002: jump Label06160A

:Label061518
00D6: if 0
01AD: car $A73 0 ()near_point $1BD $1BE 10.0 10.0
004D: jump_if_false Label061600
02DB: set_boat $A73 speed_to 6.0
0176: $1316 = object $2CA z_angle
0174: $AF7 = car $A73 z_angle
0086: $1722 = $1316 ;; floating-point values only
0061: $1722 -= $AF7 ;; floating-point values
00D6: if 0
0022: -180.0 > $1722 ;; floating-point values
004D: jump_if_false Label061583
0009: $1722 += 360.0 ;; floating-point values

:Label061583
00D6: if 0
0020: $1722 > 180.0 ;; floating-point values
004D: jump_if_false Label0615A2
000D: $1722 -= 360.0 ;; floating-point values

:Label0615A2
00D6: if 0
0022: 0.0 > $1722 ;; floating-point values
004D: jump_if_false Label0615C8
0078: $AF7 += unknown_inaccurate_float_timer 1.0 ;; floating-point values
0002: jump Label0615D2

:Label0615C8
007E: $AF7 -= unknown_inaccurate_float_timer 1.0 ;; floating-point values

:Label0615D2
00D6: if 1
0020: $1722 > 5.0 ;; floating-point values
0022: -5.0 > $1722 ;; floating-point values
004D: jump_if_false Label0615F9
0175: set_car $A73 z_angle_to $AF7

:Label0615F9
0002: jump Label06160A

:Label061600
02DB: set_boat $A73 speed_to 12.0

:Label06160A
02D3: boat $A73 drive_to $1BD $1BE 6.0

:Label06161A
00D6: if 0
81AD: NOT car $A73 0 ()near_point $1C0 $1C1 300.0 300.0
004D: jump_if_false Label061643
0004: $A70 = -1 ;; integer values

:Label061643
00D6: if 0
0118: actor $A70 dead
004D: jump_if_false Label061675
01C3: remove_references_to_car $A7A ;; Like turning a car into any random car
01C3: remove_references_to_car $A73 ;; Like turning a car into any random car
0004: $A73 = -1 ;; integer values
01C2: remove_references_to_actor $A71 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $A70 ;; Like turning an actor into a random
pedestrian
0004: $AD2 = 1 ;; integer values

:Label061675
0002: jump Label06169E

:Label06167C
01C3: remove_references_to_car $A7A ;; Like turning a car into any random car
01C3: remove_references_to_car $A73 ;; Like turning a car into any random car
0004: $A73 = -1 ;; integer values
01C2: remove_references_to_actor $A71 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $A70 ;; Like turning an actor into a random
pedestrian
0004: $AD2 = 1 ;; integer values

:Label06169E
0002: jump Label061729

:Label0616A5
00D6: if 0
0038: $AE5 == 0 ;; integer values
004D: jump_if_false Label061707
00D6: if 0
8119: NOT car $A72 wrecked
004D: jump_if_false Label061707
00D6: if 0
0119: car $A74 wrecked
004D: jump_if_false Label061707
00D6: if 0
0038: $A01 == 0 ;; integer values
004D: jump_if_false Label061700
0004: $A01 = 1 ;; integer values
0084: $A1A = $12CB ;; integer values and handles
0008: $A1A += 5000 ;; integer values

:Label061700
0004: $AE5 = 1 ;; integer values

:Label061707
01C3: remove_references_to_car $A7A ;; Like turning a car into any random car
01C3: remove_references_to_car $A73 ;; Like turning a car into any random car
0004: $A73 = -1 ;; integer values
01C2: remove_references_to_actor $A71 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $A70 ;; Like turning an actor into a random
pedestrian
0004: $AD2 = 1 ;; integer values

:Label061729
00D6: if 0
8038: NOT $AC5 == 4 ;; integer values
004D: jump_if_false Label06193E
00D6: if 0
8119: NOT car $A7A wrecked
004D: jump_if_false Label061814
00D6: if 0
0038: $AC5 == 1 ;; integer values
004D: jump_if_false Label0617A4
00D6: if 0
01AD: car $A7A 0 ()near_point -247.1728 -1215.75 33.0 33.0
004D: jump_if_false Label0617A4
0477: unknown_car $A7A 7 200
0084: $AC6 = $12CB ;; integer values and handles
0008: $AC6 += 199 ;; integer values
0004: $AC5 = 2 ;; integer values

:Label0617A4
00D6: if 0
0038: $AC5 == 2 ;; integer values
004D: jump_if_false Label0617DA
00D6: if 0
001C: $12CB > $AC6 ;; integer values
004D: jump_if_false Label0617DA
0477: unknown_car $A7A 4 5000
0004: $AC5 = 3 ;; integer values

:Label0617DA
00D6: if 0
0038: $AC5 == 3 ;; integer values
004D: jump_if_false Label06180D
00D6: if 0
01C1: car $A7A stopped
004D: jump_if_false Label06180D
0477: unknown_car $A7A 1 5000
0004: $AC5 = 4 ;; integer values

:Label06180D
0002: jump Label061937

:Label061814
00D6: if 1
0038: $AC5 == 0 ;; integer values
0018: $ABF > 0 ;; integer values
004D: jump_if_false Label061937
00D6: if 0
838A: NOT car_in_cube -238.2693 -1361.33 7.0786 4.0 4.0 4.0
004D: jump_if_false Label061937
00A5: $A7A = create_car #WASHING at -238.2693 -1361.33 7.0786
0229: set_car $A7A color_to 0 0
0175: set_car $A7A z_angle_to 10.7405
0249: release_model #WASHING
0129: $A76 = create_actor 9 #HMOST in_car $A7A driverseat
0084: $A85 = $A76 ;; integer values and handles
0050: gosub Label063D01
01C8: $A77 = create_actor 9 #HMOST in_car $A7A passenger_seat 0
0084: $A85 = $A77 ;; integer values and handles
0050: gosub Label063D01
01C8: $A78 = create_actor 9 #HMOST in_car $A7A passenger_seat 1
0084: $A85 = $A78 ;; integer values and handles
0050: gosub Label063D01
01C8: $A79 = create_actor 9 #HMOST in_car $A7A passenger_seat 2
0084: $A85 = $A79 ;; integer values and handles
0050: gosub Label063D01
00AD: set_car $A7A max_speed_to 100.0
04BA: set_car $A7A speed_instantly 30.0
00AE: unknown_set_car $A7A to_ignore_traffic_lights 2
02C2: car $A7A drive_to_point -247.1728 -1215.75 7.0856
04E0: unknown_car $A7A 255
0004: $AC5 = 1 ;; integer values

:Label061937
0002: jump Label06201E

:Label06193E
00D6: if 0
8118: NOT actor $A76 dead
004D: jump_if_false Label061A05
0084: $AB1 = $A76 ;; integer values and handles
0084: $ADA = $AC7 ;; integer values and handles
0050: gosub Label06415C
0084: $AC7 = $ADA ;; integer values and handles
00D6: if 0
0038: $AC7 == 4 ;; integer values
004D: jump_if_false Label0619EB
00D6: if 0
00ED: actor $A76 0 ()near_point_on_foot -328.9344 -1212.065 radius 1.5 1.5
004D: jump_if_false Label0619EB
00D6: if 0
8119: NOT car $A72 wrecked
004D: jump_if_false Label0619E3
0464: put_actor $A76 into_turret_on_car $A72 at_car_offset 0.0 -2.0 1.2 unknown
0 angle 360.0 with_weapon 23
0004: $AC7 = 5 ;; integer values
0002: jump Label0619EB

:Label0619E3
01CA: actor $A76 kill_player $PLAYER_CHAR

:Label0619EB
00D6: if 0
0038: $AC7 == 5 ;; integer values
004D: jump_if_false Label061A05
01CA: actor $A76 kill_player $PLAYER_CHAR

:Label061A05
00D6: if 0
8118: NOT actor $A77 dead
004D: jump_if_false Label061ACC
0084: $AB1 = $A77 ;; integer values and handles
0084: $ADA = $AC8 ;; integer values and handles
0050: gosub Label06415C
0084: $AC8 = $ADA ;; integer values and handles
00D6: if 0
0038: $AC8 == 4 ;; integer values
004D: jump_if_false Label061AB2
00D6: if 0
00ED: actor $A77 0 ()near_point_on_foot -328.9344 -1212.065 radius 1.5 1.5
004D: jump_if_false Label061AB2
00D6: if 0
8119: NOT car $A72 wrecked
004D: jump_if_false Label061AAA
0464: put_actor $A77 into_turret_on_car $A72 at_car_offset 0.0 6.0 2.65 unknown
0 angle 360.0 with_weapon 23
0004: $AC8 = 5 ;; integer values
0002: jump Label061AB2

:Label061AAA
01CA: actor $A77 kill_player $PLAYER_CHAR

:Label061AB2
00D6: if 0
0038: $AC8 == 5 ;; integer values
004D: jump_if_false Label061ACC
01CA: actor $A77 kill_player $PLAYER_CHAR

:Label061ACC
00D6: if 0
8118: NOT actor $A78 dead
004D: jump_if_false Label061B93
0084: $AB1 = $A78 ;; integer values and handles
0084: $ADA = $AC9 ;; integer values and handles
0050: gosub Label06415C
0084: $AC9 = $ADA ;; integer values and handles
00D6: if 0
0038: $AC9 == 4 ;; integer values
004D: jump_if_false Label061B79
00D6: if 0
00ED: actor $A78 0 ()near_point_on_foot -328.9344 -1212.065 radius 1.5 1.5
004D: jump_if_false Label061B79
00D6: if 0
8119: NOT car $A72 wrecked
004D: jump_if_false Label061B71
0464: put_actor $A78 into_turret_on_car $A72 at_car_offset 0.0 10.0 1.9 unknown
0 angle 360.0 with_weapon 23
0004: $AC9 = 5 ;; integer values
0002: jump Label061B79

:Label061B71
01CA: actor $A78 kill_player $PLAYER_CHAR

:Label061B79
00D6: if 0
0038: $AC9 == 5 ;; integer values
004D: jump_if_false Label061B93
01CA: actor $A78 kill_player $PLAYER_CHAR

:Label061B93
00D6: if 0
8118: NOT actor $A79 dead
004D: jump_if_false Label061C41
0084: $AB1 = $A79 ;; integer values and handles
0084: $ADA = $ACA ;; integer values and handles
0050: gosub Label06415C
0084: $ACA = $ADA ;; integer values and handles
00D6: if 0
0038: $ACA == 4 ;; integer values
004D: jump_if_false Label061C41
00D6: if 0
00ED: actor $A79 0 ()near_point_on_foot -328.9344 -1212.065 radius 1.5 1.5
004D: jump_if_false Label061C41
00D6: if 0
8119: NOT car $A72 wrecked
004D: jump_if_false Label061C39
009B: destroy_actor_instantly $A79
0129: $A79 = create_actor 9 #HMOST in_car $A72 driverseat
0084: $ACD = $12CB ;; integer values and handles
0008: $ACD += 5000 ;; integer values
0004: $ACA = 5 ;; integer values
0002: jump Label061C41

:Label061C39
01CA: actor $A79 kill_player $PLAYER_CHAR

:Label061C41
00D6: if 0
8119: NOT car $A72 wrecked
004D: jump_if_false Label061F9B
00D6: if 0
8118: NOT actor $A79 dead
004D: jump_if_false Label061F68
00D6: if 4
0038: $AC7 == 5 ;; integer values
0038: $AC8 == 5 ;; integer values
0038: $AC9 == 5 ;; integer values
0038: $ACA == 5 ;; integer values
001C: $12CB > $ACD ;; integer values
004D: jump_if_false Label061ECE
00D6: if 0
0038: $AE6 == 0 ;; integer values
004D: jump_if_false Label061D72
00D6: if 0
0038: $A00 == 0 ;; integer values
004D: jump_if_false Label061CCB
0004: $A00 = 1 ;; integer values
0084: $A19 = $12CB ;; integer values and handles
0008: $A19 += 5000 ;; integer values

:Label061CCB
00D6: if 0
8119: NOT car $A72 wrecked
004D: jump_if_false Label061CF3
00D6: if 0
8118: NOT actor $A7D dead
004D: jump_if_false Label061CF3
01D9: actor $A7D run_away_from_car $A72

:Label061CF3
00D6: if 0
8119: NOT car $A73 wrecked
004D: jump_if_false Label061D1B
00D6: if 0
8118: NOT actor $A7E dead
004D: jump_if_false Label061D1B
01D9: actor $A7E run_away_from_car $A73

:Label061D1B
00D6: if 0
8119: NOT car $A74 wrecked
004D: jump_if_false Label061D43
00D6: if 0
8118: NOT actor $A7F dead
004D: jump_if_false Label061D43
01D9: actor $A7F run_away_from_car $A72

:Label061D43
00D6: if 0
8119: NOT car $A74 wrecked
004D: jump_if_false Label061D6B
00D6: if 0
8118: NOT actor $AAA dead
004D: jump_if_false Label061D6B
01D9: actor $AAA run_away_from_car $A74

:Label061D6B
0004: $AE6 = 1 ;; integer values

:Label061D72
0400: create_coordinate $1BD $1BE $1BF from_object $2CA offset 20.0 20.0 0.0
0176: $1316 = object $2CA z_angle
0174: $AF6 = car $A72 z_angle
0086: $1722 = $1316 ;; floating-point values only
0061: $1722 -= $AF6 ;; floating-point values
00D6: if 0
0022: -180.0 > $1722 ;; floating-point values
004D: jump_if_false Label061DCE
0009: $1722 += 360.0 ;; floating-point values

:Label061DCE
00D6: if 0
0020: $1722 > 180.0 ;; floating-point values
004D: jump_if_false Label061DED
000D: $1722 -= 360.0 ;; floating-point values

:Label061DED
00D6: if 0
0022: 0.0 > $1722 ;; floating-point values
004D: jump_if_false Label061E13
007E: $AF6 -= unknown_inaccurate_float_timer 2.0 ;; floating-point values
0002: jump Label061E1D

:Label061E13
0078: $AF6 += unknown_inaccurate_float_timer 2.0 ;; floating-point values

:Label061E1D
00D6: if 1
0020: $1722 > 5.0 ;; floating-point values
0022: -5.0 > $1722 ;; floating-point values
004D: jump_if_false Label061E44
0175: set_car $A72 z_angle_to $AF6
:Label061E44
00D6: if 0
01AF: car $A72 0 ()near_point $1BD $1BE 6.0 radius 10.0 10.0 5.0
004D: jump_if_false Label061E81
02DB: set_boat $A72 speed_to 2.0
0002: jump Label061EBE

:Label061E81
00D6: if 0
01AD: car $A72 0 ()near_point $1BD $1BE 30.0 30.0
004D: jump_if_false Label061EB4
02DB: set_boat $A72 speed_to 6.0
0002: jump Label061EBE

:Label061EB4
02DB: set_boat $A72 speed_to 12.0

:Label061EBE
02D3: boat $A72 drive_to $1BD $1BE 6.0

:Label061ECE
00D6: if 0
81AD: NOT car $A72 0 ()near_point $1C0 $1C1 300.0 300.0
004D: jump_if_false Label061F05
0004: $A76 = -1 ;; integer values
0004: $A77 = -1 ;; integer values
0004: $A78 = -1 ;; integer values

:Label061F05
00D6: if 0
0118: actor $A76 dead
004D: jump_if_false Label061F61
00D6: if 0
0118: actor $A77 dead
004D: jump_if_false Label061F61
00D6: if 0
0118: actor $A78 dead
004D: jump_if_false Label061F61
01C3: remove_references_to_car $A72 ;; Like turning a car into any random car
0004: $A72 = -1 ;; integer values
01C3: remove_references_to_car $A75 ;; Like turning a car into any random car
01C2: remove_references_to_actor $A76 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $A77 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $A78 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $A79 ;; Like turning an actor into a random
pedestrian
0004: $AD1 = 1 ;; integer values

:Label061F61
0002: jump Label061F94

:Label061F68
01C3: remove_references_to_car $A72 ;; Like turning a car into any random car
0004: $A72 = -1 ;; integer values
01C3: remove_references_to_car $A75 ;; Like turning a car into any random car
01C2: remove_references_to_actor $A76 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $A77 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $A78 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $A79 ;; Like turning an actor into a random
pedestrian
0004: $AD1 = 1 ;; integer values

:Label061F94
0002: jump Label06201E

:Label061F9B
00D6: if 0
0038: $AE7 == 0 ;; integer values
004D: jump_if_false Label061FF2
00D6: if 21
8119: NOT car $A73 wrecked
8119: NOT car $A74 wrecked
004D: jump_if_false Label061FF2
00D6: if 0
0038: $A00 == 0 ;; integer values
004D: jump_if_false Label061FEB
0004: $A00 = 1 ;; integer values
0084: $A19 = $12CB ;; integer values and handles
0008: $A19 += 5000 ;; integer values

:Label061FEB
0004: $AE7 = 1 ;; integer values

:Label061FF2
01C3: remove_references_to_car $A72 ;; Like turning a car into any random car
0004: $A72 = -1 ;; integer values
01C3: remove_references_to_car $A75 ;; Like turning a car into any random car
01C2: remove_references_to_actor $A76 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $A77 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $A78 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $A79 ;; Like turning an actor into a random
pedestrian
0004: $AD1 = 1 ;; integer values

:Label06201E
00D6: if 0
0018: $A00 > 0 ;; integer values
004D: jump_if_false Label06211D
00D6: if 0
0038: $A00 == 3 ;; integer values
004D: jump_if_false Label062070
00D6: if 0
03D2: wav 1 ended
004D: jump_if_false Label062070
03D5: remove_text "COL5_1" ;; Port side! Port side!
0004: $A00 = 0 ;; integer values
0004: $A2F = 0 ;; integer values
0002: jump Label05D359
:Label062070
00D6: if 0
0038: $A00 == 2 ;; integer values
004D: jump_if_false Label0620BE
00D6: if 0
03D0: wav 1 loaded
004D: jump_if_false Label0620BE
03D1: play_wav 1
00D6: if 0
001C: $12CB > $AF1 ;; integer values
004D: jump_if_false Label0620B7
00BC: text_highpriority "COL5_1" 10000 ms 1 ;; Port side! Port side!

:Label0620B7
0004: $A00 = 3 ;; integer values

:Label0620BE
00D6: if 0
0038: $A00 == 1 ;; integer values
004D: jump_if_false Label06211D
00D6: if 0
0038: $A2F == 0 ;; integer values
004D: jump_if_false Label062103
03CF: load_wav "COL5_1" as 1
0004: $A00 = 2 ;; integer values
0004: $A2F = 1 ;; integer values
0002: jump Label06211D

:Label062103
00D6: if 0
001C: $12CB > $A19 ;; integer values
004D: jump_if_false Label06211D
0004: $A00 = 0 ;; integer values

:Label06211D
00D6: if 0
0018: $A01 > 0 ;; integer values
004D: jump_if_false Label06221C
00D6: if 0
0038: $A01 == 3 ;; integer values
004D: jump_if_false Label06216F
00D6: if 0
03D2: wav 1 ended
004D: jump_if_false Label06216F
03D5: remove_text "COL5_2" ;; They're attacking from starboard!
0004: $A01 = 0 ;; integer values
0004: $A2F = 0 ;; integer values
0002: jump Label05D359

:Label06216F
00D6: if 0
0038: $A01 == 2 ;; integer values
004D: jump_if_false Label0621BD
00D6: if 0
03D0: wav 1 loaded
004D: jump_if_false Label0621BD
03D1: play_wav 1
00D6: if 0
001C: $12CB > $AF1 ;; integer values
004D: jump_if_false Label0621B6
00BC: text_highpriority "COL5_2" 10000 ms 1 ;; They're attacking from starboard!

:Label0621B6
0004: $A01 = 3 ;; integer values

:Label0621BD
00D6: if 0
0038: $A01 == 1 ;; integer values
004D: jump_if_false Label06221C
00D6: if 0
0038: $A2F == 0 ;; integer values
004D: jump_if_false Label062202
03CF: load_wav "COL5_2" as 1
0004: $A01 = 2 ;; integer values
0004: $A2F = 1 ;; integer values
0002: jump Label06221C

:Label062202
00D6: if 0
001C: $12CB > $A1A ;; integer values
004D: jump_if_false Label06221C
0004: $A01 = 0 ;; integer values

:Label06221C
00D6: if 0
0018: $A02 > 0 ;; integer values
004D: jump_if_false Label06231B
00D6: if 0
0038: $A02 == 3 ;; integer values
004D: jump_if_false Label06226E
00D6: if 0
03D2: wav 1 ended
004D: jump_if_false Label06226E
03D5: remove_text "COL5_3" ;; The bridge up ahead!
0004: $A02 = 0 ;; integer values
0004: $A2F = 0 ;; integer values
0002: jump Label05D359

:Label06226E
00D6: if 0
0038: $A02 == 2 ;; integer values
004D: jump_if_false Label0622BC
00D6: if 0
03D0: wav 1 loaded
004D: jump_if_false Label0622BC
03D1: play_wav 1
00D6: if 0
001C: $12CB > $AF1 ;; integer values
004D: jump_if_false Label0622B5
00BC: text_highpriority "COL5_3" 10000 ms 1 ;; The bridge up ahead!

:Label0622B5
0004: $A02 = 3 ;; integer values

:Label0622BC
00D6: if 0
0038: $A02 == 1 ;; integer values
004D: jump_if_false Label06231B
00D6: if 0
0038: $A2F == 0 ;; integer values
004D: jump_if_false Label062301
03CF: load_wav "COL5_3" as 1
0004: $A02 = 2 ;; integer values
0004: $A2F = 1 ;; integer values
0002: jump Label06231B

:Label062301
00D6: if 0
001C: $12CB > $A1B ;; integer values
004D: jump_if_false Label06231B
0004: $A02 = 0 ;; integer values

:Label06231B
00D6: if 0
0018: $A03 > 0 ;; integer values
004D: jump_if_false Label0625CB
00D6: if 0
0038: $A03 == 3 ;; integer values
004D: jump_if_false Label06239F
00D6: if 0
03D2: wav 1 ended
004D: jump_if_false Label06239F
03D5: remove_text "COL5_17" ;; Oh my god they've got a helicopter!
03D5: remove_text "COL5_18" ;; Shoot the helicopter!
03D5: remove_text "COL5_19" ;; Tommy, take that chopper out!
03D5: remove_text "COL5_20" ;; He's coming again! Blow that chopper!
03D5: remove_text "COL5_21" ;; Look at the size of that chopper!
03D5: remove_text "COL5_22" ;; Here he comes again!
0004: $A03 = 0 ;; integer values
0004: $A2F = 0 ;; integer values
0002: jump Label05D359

:Label06239F
00D6: if 0
0038: $A03 == 2 ;; integer values
004D: jump_if_false Label0624C4
00D6: if 0
03D0: wav 1 loaded
004D: jump_if_false Label0624C4
03D1: play_wav 1
00D6: if 0
001C: $12CB > $AF1 ;; integer values
004D: jump_if_false Label06249D
00D6: if 0
0038: $ADF == 0 ;; integer values
004D: jump_if_false Label0623F8
00BC: text_highpriority "COL5_17" 10000 ms 1 ;; Oh my god they've got a
helicopter!

:Label0623F8
00D6: if 0
0038: $ADF == 1 ;; integer values
004D: jump_if_false Label062419
00BC: text_highpriority "COL5_18" 10000 ms 1 ;; Shoot the helicopter!

:Label062419
00D6: if 0
0038: $ADF == 2 ;; integer values
004D: jump_if_false Label06243A
00BC: text_highpriority "COL5_19" 10000 ms 1 ;; Tommy, take that chopper out!

:Label06243A
00D6: if 0
0038: $ADF == 3 ;; integer values
004D: jump_if_false Label06245B
00BC: text_highpriority "COL5_20" 10000 ms 1 ;; He's coming again! Blow that
chopper!

:Label06245B
00D6: if 0
0038: $ADF == 4 ;; integer values
004D: jump_if_false Label06247C
00BC: text_highpriority "COL5_21" 10000 ms 1 ;; Look at the size of that
chopper!

:Label06247C
00D6: if 0
0038: $ADF == 5 ;; integer values
004D: jump_if_false Label06249D
00BC: text_highpriority "COL5_22" 10000 ms 1 ;; Here he comes again!

:Label06249D
0008: $ADF += 1 ;; integer values
00D6: if 0
0038: $ADF == 6 ;; integer values
004D: jump_if_false Label0624BD
0004: $ADF = 0 ;; integer values

:Label0624BD
0004: $A03 = 3 ;; integer values

:Label0624C4
00D6: if 0
0038: $A03 == 1 ;; integer values
004D: jump_if_false Label0625CB
00D6: if 0
0038: $A2F == 0 ;; integer values
004D: jump_if_false Label0625B1
00D6: if 0
0038: $ADF == 0 ;; integer values
004D: jump_if_false Label062506
03CF: load_wav "COL5_17" as 1

:Label062506
00D6: if 0
0038: $ADF == 1 ;; integer values
004D: jump_if_false Label062524
03CF: load_wav "COL5_18" as 1

:Label062524
00D6: if 0
0038: $ADF == 2 ;; integer values
004D: jump_if_false Label062542
03CF: load_wav "COL5_19" as 1

:Label062542
00D6: if 0
0038: $ADF == 3 ;; integer values
004D: jump_if_false Label062560
03CF: load_wav "COL5_20" as 1

:Label062560
00D6: if 0
0038: $ADF == 4 ;; integer values
004D: jump_if_false Label06257E
03CF: load_wav "COL5_21" as 1

:Label06257E
00D6: if 0
0038: $ADF == 5 ;; integer values
004D: jump_if_false Label06259C
03CF: load_wav "COL5_22" as 1

:Label06259C
0004: $A03 = 2 ;; integer values
0004: $A2F = 1 ;; integer values
0002: jump Label0625CB

:Label0625B1
00D6: if 0
001C: $12CB > $A1C ;; integer values
004D: jump_if_false Label0625CB
0004: $A03 = 0 ;; integer values

:Label0625CB
00D6: if 0
0018: $A08 > 0 ;; integer values
004D: jump_if_false Label0626CA
00D6: if 0
0038: $A08 == 3 ;; integer values
004D: jump_if_false Label06261D
00D6: if 0
03D2: wav 1 ended
004D: jump_if_false Label06261D
03D5: remove_text "COL5_7" ;; Stop shooting at me!
0004: $A08 = 0 ;; integer values
0004: $A2F = 0 ;; integer values
0002: jump Label05D359

:Label06261D
00D6: if 0
0038: $A08 == 2 ;; integer values
004D: jump_if_false Label06266B
00D6: if 0
03D0: wav 1 loaded
004D: jump_if_false Label06266B
03D1: play_wav 1
00D6: if 0
001C: $12CB > $AF1 ;; integer values
004D: jump_if_false Label062664
00BC: text_highpriority "COL5_7" 10000 ms 1 ;; Stop shooting at me!

:Label062664
0004: $A08 = 3 ;; integer values
:Label06266B
00D6: if 0
0038: $A08 == 1 ;; integer values
004D: jump_if_false Label0626CA
00D6: if 0
0038: $A2F == 0 ;; integer values
004D: jump_if_false Label0626B0
03CF: load_wav "COL5_7" as 1
0004: $A08 = 2 ;; integer values
0004: $A2F = 1 ;; integer values
0002: jump Label0626CA

:Label0626B0
00D6: if 0
001C: $12CB > $A1F ;; integer values
004D: jump_if_false Label0626CA
0004: $A08 = 0 ;; integer values

:Label0626CA
00D6: if 0
0018: $A0A > 0 ;; integer values
004D: jump_if_false Label0627C9
00D6: if 0
0038: $A0A == 3 ;; integer values
004D: jump_if_false Label06271C
00D6: if 0
03D2: wav 1 ended
004D: jump_if_false Label06271C
03D5: remove_text "COL5_9" ;; Tommy, stop them shooting at me!
0004: $A0A = 0 ;; integer values
0004: $A2F = 0 ;; integer values
0002: jump Label05D359

:Label06271C
00D6: if 0
0038: $A0A == 2 ;; integer values
004D: jump_if_false Label06276A
00D6: if 0
03D0: wav 1 loaded
004D: jump_if_false Label06276A
03D1: play_wav 1
00D6: if 0
001C: $12CB > $AF1 ;; integer values
004D: jump_if_false Label062763
00BC: text_highpriority "COL5_9" 10000 ms 1 ;; Tommy, stop them shooting at me!

:Label062763
0004: $A0A = 3 ;; integer values

:Label06276A
00D6: if 0
0038: $A0A == 1 ;; integer values
004D: jump_if_false Label0627C9
00D6: if 0
0038: $A2F == 0 ;; integer values
004D: jump_if_false Label0627AF
03CF: load_wav "COL5_9" as 1
0004: $A0A = 2 ;; integer values
0004: $A2F = 1 ;; integer values
0002: jump Label0627C9

:Label0627AF
00D6: if 0
001C: $12CB > $A21 ;; integer values
004D: jump_if_false Label0627C9
0004: $A0A = 0 ;; integer values

:Label0627C9
00D6: if 0
0018: $A0B > 0 ;; integer values
004D: jump_if_false Label0628C8
00D6: if 0
0038: $A0B == 3 ;; integer values
004D: jump_if_false Label06281B
00D6: if 0
03D2: wav 1 ended
004D: jump_if_false Label06281B
03D5: remove_text "COL5_10" ;; I have diplomatic immunity!
0004: $A0B = 0 ;; integer values
0004: $A2F = 0 ;; integer values
0002: jump Label05D359

:Label06281B
00D6: if 0
0038: $A0B == 2 ;; integer values
004D: jump_if_false Label062869
00D6: if 0
03D0: wav 1 loaded
004D: jump_if_false Label062869
03D1: play_wav 1
00D6: if 0
001C: $12CB > $AF1 ;; integer values
004D: jump_if_false Label062862
00BC: text_highpriority "COL5_10" 10000 ms 1 ;; I have diplomatic immunity!

:Label062862
0004: $A0B = 3 ;; integer values

:Label062869
00D6: if 0
0038: $A0B == 1 ;; integer values
004D: jump_if_false Label0628C8
00D6: if 0
0038: $A2F == 0 ;; integer values
004D: jump_if_false Label0628AE
03CF: load_wav "COL5_10" as 1
0004: $A0B = 2 ;; integer values
0004: $A2F = 1 ;; integer values
0002: jump Label0628C8

:Label0628AE
00D6: if 0
001C: $12CB > $A22 ;; integer values
004D: jump_if_false Label0628C8
0004: $A0B = 0 ;; integer values

:Label0628C8
00D6: if 0
0018: $A0D > 0 ;; integer values
004D: jump_if_false Label0629C7
00D6: if 0
0038: $A0D == 3 ;; integer values
004D: jump_if_false Label06291A
00D6: if 0
03D2: wav 1 ended
004D: jump_if_false Label06291A
03D5: remove_text "COL5_11" ;; Don't shoot, I am a Colonel!
0004: $A0D = 0 ;; integer values
0004: $A2F = 0 ;; integer values
0002: jump Label05D359

:Label06291A
00D6: if 0
0038: $A0D == 2 ;; integer values
004D: jump_if_false Label062968
00D6: if 0
03D0: wav 1 loaded
004D: jump_if_false Label062968
03D1: play_wav 1
00D6: if 0
001C: $12CB > $AF1 ;; integer values
004D: jump_if_false Label062961
00BC: text_highpriority "COL5_11" 10000 ms 1 ;; Don't shoot, I am a Colonel!

:Label062961
0004: $A0D = 3 ;; integer values

:Label062968
00D6: if 0
0038: $A0D == 1 ;; integer values
004D: jump_if_false Label0629C7
00D6: if 0
0038: $A2F == 0 ;; integer values
004D: jump_if_false Label0629AD
03CF: load_wav "COL5_11" as 1
0004: $A0D = 2 ;; integer values
0004: $A2F = 1 ;; integer values
0002: jump Label0629C7

:Label0629AD
00D6: if 0
001C: $12CB > $A24 ;; integer values
004D: jump_if_false Label0629C7
0004: $A0D = 0 ;; integer values

:Label0629C7
00D6: if 0
0018: $A0E > 0 ;; integer values
004D: jump_if_false Label062AC6
00D6: if 0
0038: $A0E == 3 ;; integer values
004D: jump_if_false Label062A19
00D6: if 0
03D2: wav 1 ended
004D: jump_if_false Label062A19
03D5: remove_text "COL5_12" ;; Thomas, kill them, my country will love you.
0004: $A0E = 4 ;; integer values
0004: $A2F = 0 ;; integer values
0002: jump Label05D359

:Label062A19
00D6: if 0
0038: $A0E == 2 ;; integer values
004D: jump_if_false Label062A67
00D6: if 0
03D0: wav 1 loaded
004D: jump_if_false Label062A67
03D1: play_wav 1
00D6: if 0
001C: $12CB > $AF1 ;; integer values
004D: jump_if_false Label062A60
00BC: text_highpriority "COL5_12" 10000 ms 1 ;; Thomas, kill them, my country
will love you.

:Label062A60
0004: $A0E = 3 ;; integer values

:Label062A67
00D6: if 0
0038: $A0E == 1 ;; integer values
004D: jump_if_false Label062AC6
00D6: if 0
0038: $A2F == 0 ;; integer values
004D: jump_if_false Label062AAC
03CF: load_wav "COL5_12" as 1
0004: $A0E = 2 ;; integer values
0004: $A2F = 1 ;; integer values
0002: jump Label062AC6

:Label062AAC
00D6: if 0
001C: $12CB > $A25 ;; integer values
004D: jump_if_false Label062AC6
0004: $A0E = 0 ;; integer values

:Label062AC6
00D6: if 0
0018: $A0F > 0 ;; integer values
004D: jump_if_false Label062BC5
00D6: if 0
0038: $A0F == 3 ;; integer values
004D: jump_if_false Label062B18
00D6: if 0
03D2: wav 1 ended
004D: jump_if_false Label062B18
03D5: remove_text "COL5_13" ;; Tommy, we are being overrun by the French!
0004: $A0F = 0 ;; integer values
0004: $A2F = 0 ;; integer values
0002: jump Label05D359

:Label062B18
00D6: if 0
0038: $A0F == 2 ;; integer values
004D: jump_if_false Label062B66
00D6: if 0
03D0: wav 1 loaded
004D: jump_if_false Label062B66
03D1: play_wav 1
00D6: if 0
001C: $12CB > $AF1 ;; integer values
004D: jump_if_false Label062B5F
00BC: text_highpriority "COL5_13" 10000 ms 1 ;; Tommy, we are being overrun by
the French!

:Label062B5F
0004: $A0F = 3 ;; integer values

:Label062B66
00D6: if 0
0038: $A0F == 1 ;; integer values
004D: jump_if_false Label062BC5
00D6: if 0
0038: $A2F == 0 ;; integer values
004D: jump_if_false Label062BAB
03CF: load_wav "COL5_13" as 1
0004: $A0F = 2 ;; integer values
0004: $A2F = 1 ;; integer values
0002: jump Label062BC5

:Label062BAB
00D6: if 0
001C: $12CB > $A26 ;; integer values
004D: jump_if_false Label062BC5
0004: $A0F = 0 ;; integer values

:Label062BC5
00D6: if 0
0018: $A10 > 0 ;; integer values
004D: jump_if_false Label062CC4
00D6: if 0
0038: $A10 == 3 ;; integer values
004D: jump_if_false Label062C17
00D6: if 0
03D2: wav 1 ended
004D: jump_if_false Label062C17
03D5: remove_text "COL5_14" ;; Tommy, everywhere I look, there are French men, I
hate it!
0004: $A10 = 4 ;; integer values
0004: $A2F = 0 ;; integer values
0002: jump Label05D359

:Label062C17
00D6: if 0
0038: $A10 == 2 ;; integer values
004D: jump_if_false Label062C65
00D6: if 0
03D0: wav 1 loaded
004D: jump_if_false Label062C65
03D1: play_wav 1
00D6: if 0
001C: $12CB > $AF1 ;; integer values
004D: jump_if_false Label062C5E
00BC: text_highpriority "COL5_14" 10000 ms 1 ;; Tommy, everywhere I look, there
are French men, I hate it!
:Label062C5E
0004: $A10 = 3 ;; integer values

:Label062C65
00D6: if 0
0038: $A10 == 1 ;; integer values
004D: jump_if_false Label062CC4
00D6: if 0
0038: $A2F == 0 ;; integer values
004D: jump_if_false Label062CAA
03CF: load_wav "COL5_14" as 1
0004: $A10 = 2 ;; integer values
0004: $A2F = 1 ;; integer values
0002: jump Label062CC4

:Label062CAA
00D6: if 0
001C: $12CB > $A27 ;; integer values
004D: jump_if_false Label062CC4
0004: $A10 = 0 ;; integer values

:Label062CC4
00D6: if 0
0018: $A11 > 0 ;; integer values
004D: jump_if_false Label062DC3
00D6: if 0
0038: $A11 == 3 ;; integer values
004D: jump_if_false Label062D16
00D6: if 0
03D2: wav 1 ended
004D: jump_if_false Label062D16
03D5: remove_text "COL5_15" ;; Tommy, how are you?
0004: $A11 = 0 ;; integer values
0004: $A2F = 0 ;; integer values
0002: jump Label05D359

:Label062D16
00D6: if 0
0038: $A11 == 2 ;; integer values
004D: jump_if_false Label062D64
00D6: if 0
03D0: wav 1 loaded
004D: jump_if_false Label062D64
03D1: play_wav 1
00D6: if 0
001C: $12CB > $AF1 ;; integer values
004D: jump_if_false Label062D5D
00BC: text_highpriority "COL5_15" 10000 ms 1 ;; Tommy, how are you?

:Label062D5D
0004: $A11 = 3 ;; integer values

:Label062D64
00D6: if 0
0038: $A11 == 1 ;; integer values
004D: jump_if_false Label062DC3
00D6: if 0
0038: $A2F == 0 ;; integer values
004D: jump_if_false Label062DA9
03CF: load_wav "COL5_15" as 1
0004: $A11 = 2 ;; integer values
0004: $A2F = 1 ;; integer values
0002: jump Label062DC3

:Label062DA9
00D6: if 0
001C: $12CB > $A28 ;; integer values
004D: jump_if_false Label062DC3
0004: $A11 = 0 ;; integer values

:Label062DC3
00D6: if 0
0018: $A13 > 0 ;; integer values
004D: jump_if_false Label062EC2
00D6: if 0
0038: $A13 == 3 ;; integer values
004D: jump_if_false Label062E15
00D6: if 0
03D2: wav 1 ended
004D: jump_if_false Label062E15
03D5: remove_text "COL5_16" ;; This is for Piaf and Gainesbourg and your stupid
french bread!
0004: $A13 = 0 ;; integer values
0004: $A2F = 0 ;; integer values
0002: jump Label05D359

:Label062E15
00D6: if 0
0038: $A13 == 2 ;; integer values
004D: jump_if_false Label062E63
00D6: if 0
03D0: wav 1 loaded
004D: jump_if_false Label062E63
03D1: play_wav 1
00D6: if 0
001C: $12CB > $AF1 ;; integer values
004D: jump_if_false Label062E5C
00BC: text_highpriority "COL5_16" 10000 ms 1 ;; This is for Piaf and Gainesbourg
and your stupid french bread!

:Label062E5C
0004: $A13 = 3 ;; integer values

:Label062E63
00D6: if 0
0038: $A13 == 1 ;; integer values
004D: jump_if_false Label062EC2
00D6: if 0
0038: $A2F == 0 ;; integer values
004D: jump_if_false Label062EA8
03CF: load_wav "COL5_16" as 1
0004: $A13 = 2 ;; integer values
0004: $A2F = 1 ;; integer values
0002: jump Label062EC2

:Label062EA8
00D6: if 0
001C: $12CB > $A29 ;; integer values
004D: jump_if_false Label062EC2
0004: $A13 = 0 ;; integer values

:Label062EC2
0002: jump Label05D359

:Label062EC9
01BD: $12CB = current_time_in_ms
0084: $1C = $12CB ;; integer values and handles
0008: $1C += 5000 ;; integer values

:Label062EDE
00D6: if 1
83EE: NOT player $PLAYER_CHAR controllable
001C: $1C > $12CB ;; integer values
004D: jump_if_false Label062F06
0001: wait 0 ms
01BD: $12CB = current_time_in_ms
0002: jump Label062EDE

:Label062F06
03EF: player $PLAYER_CHAR make_safe
03AD: set_rubbish 0 (invisible)
03AF: set_streaming 0 (disabled)
00A6: destroy_car $A72
00A6: destroy_car $A73
00A6: destroy_car $A74
00A6: destroy_car $A75
00A6: destroy_car $A7A
00A6: destroy_car $A80
00A6: destroy_car $A81
00A6: destroy_car $A83
00A6: destroy_car $A86
00A6: destroy_car $A87
00A6: destroy_car $A88
00A6: destroy_car $A89
00A6: destroy_car $A8A
00A6: destroy_car $A8B
00A6: destroy_car $A8C
00A6: destroy_car $A8D
00A6: destroy_car $A8E
00A6: destroy_car $AA3
00A6: destroy_car $AAB
009B: destroy_actor_instantly $A6E
009B: destroy_actor_instantly $A6F
009B: destroy_actor_instantly $A70
009B: destroy_actor_instantly $A71
009B: destroy_actor_instantly $A76
009B: destroy_actor_instantly $A77
009B: destroy_actor_instantly $A78
009B: destroy_actor_instantly $A79
009B: destroy_actor_instantly $A7C
009B: destroy_actor_instantly $A7D
009B: destroy_actor_instantly $A7E
009B: destroy_actor_instantly $A7F
009B: destroy_actor_instantly $AAA
009B: destroy_actor_instantly $A82
009B: destroy_actor_instantly $A93
009B: destroy_actor_instantly $A94
009B: destroy_actor_instantly $A95
009B: destroy_actor_instantly $A96
009B: destroy_actor_instantly $AA4
009B: destroy_actor_instantly $AA5
009B: destroy_actor_instantly $AA6
009B: destroy_actor_instantly $AA7
009B: destroy_actor_instantly $A8F
009B: destroy_actor_instantly $A90
009B: destroy_actor_instantly $A91
009B: destroy_actor_instantly $A92
009B: destroy_actor_instantly $A97
009B: destroy_actor_instantly $A98
009B: destroy_actor_instantly $A99
009B: destroy_actor_instantly $A9A
009B: destroy_actor_instantly $A9B
009B: destroy_actor_instantly $A9C
009B: destroy_actor_instantly $A9D
009B: destroy_actor_instantly $A9E
009B: destroy_actor_instantly $A9F
009B: destroy_actor_instantly $AA0
009B: destroy_actor_instantly $AA1
009B: destroy_actor_instantly $AA2
0296: unload_special_actor 1
0296: unload_special_actor 2
0296: unload_special_actor 3
0296: unload_special_actor 4
023C: load_special_actor 1 "CSPLAY"
023C: load_special_actor 2 "CSCOLO"
01BB: store_object $2CA position_to $1C0 $1C1 $1C2
0009: $1C0 += .003 ;; floating-point values
000D: $1C1 -= 1.381 ;; floating-point values
0009: $1C2 += 3.149 ;; floating-point values
03CB: set_camera $1C0 $1C1 $1C2
038B: load_requested_models

:Label063091
00D6: if 21
823D: NOT special_actor 1 loaded
823D: NOT special_actor 2 loaded
004D: jump_if_false Label0630AF
0001: wait 0 ms
0002: jump Label063091

:Label0630AF
02E4: load_cutscene_data "COL_5B"
041D: set_camera_near_clip .1
0244: set_cutscene_pos $1C0 $1C1 $1C2
02E5: $7D = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $7D "CSPLAY"
02E5: $8D = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $8D "CSCOLO"
0169: set_fade_color 0 0 1
016A: fade 1 (back) 1500 ms
03AD: set_rubbish 0 (invisible)
03AF: set_streaming 1 (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime
0004: $ADD = 5880 ;; integer values
0050: gosub Label063CDC
00BC: text_highpriority "COL5B_1" 10000 ms 1 ;; Thomas, you have protected and
served me well.
0004: $ADD = 8941 ;; integer values
0050: gosub Label063CDC
00BC: text_highpriority "COL5B_2" 10000 ms 1 ;; But now you must leave us before
we reach the open seas.
0004: $ADD = 12276 ;; integer values
0050: gosub Label063CDC
00BC: text_highpriority "COL5B_3" 10000 ms 1 ;; I will lower my personal launch.
Keep it, my friend, a token of my gratitude.
0004: $ADD = 17735 ;; integer values
0050: gosub Label063CDC
00BC: text_highpriority "COL5B_4" 10000 ms 1 ;; Thank you, Colonel.
0004: $ADD = 18884 ;; integer values
0050: gosub Label063CDC
00BC: text_highpriority "COL5B_5" 10000 ms 1 ;; One more request. While I'm
away, could you keep an eye on Mercedes for me?
0004: $ADD = 24046 ;; integer values
0050: gosub Label063CDC
00BC: text_highpriority "COL5B_6" 10000 ms 1 ;; I think she could look after
herself, but sure, I'll keep an eye out.
0004: $ADD = 27722 ;; integer values
0050: gosub Label063CDC
00BC: text_highpriority "COL5B_7" 10000 ms 1 ;; Gracias, amigo. Hasta luego.
0004: $ADD = 30400 ;; integer values
0050: gosub Label063CDC
00BC: text_highpriority "COL5B_8" 10000 ms 1 ;; Adios, amigo.
0004: $ADD = 32127 ;; integer values
0050: gosub Label063CDC
0169: set_fade_color 0 0 1
016A: fade 0 () 1500 ms
00BE: text_clear_all

:Label063221
00D6: if 0
016B: fading
004D: jump_if_false Label063239
0001: wait 0 ms
0002: jump Label063221

:Label063239
00D6: if 0
82E9: NOT cutscene_reached_end
004D: jump_if_false Label063251
0001: wait 0 ms
0002: jump Label063239

:Label063251
03AD: set_rubbish 1 (visible)
02EA: end_cutscene
0296: unload_special_actor 1
0296: unload_special_actor 2
0169: set_fade_color 0 0 1
016A: fade 1 (back) 1500 ms
0108: destroy_object $2CE
0400: create_coordinate $1C0 $1C1 $1C2 from_object $2CA offset 0.0 -50.0 0.0
00A5: $A7B = create_car #SPEEDER at $1C0 $1C1 6.0
0175: set_car $A7B z_angle_to 270.0
00D6: if 0
80E0: NOT player $PLAYER_CHAR driving
004D: jump_if_false Label0632CC
0369: put_player $PLAYER_CHAR in_car $A7B
0002: jump Label06330E

:Label0632CC
0054: store_player $PLAYER_CHAR position_to $1BD $1BE $1BF
0009: $1BF += 1.0 ;; floating-point values
012A: put_player $PLAYER_CHAR at $1BD $1BE $1BF and_remove_from_car
0001: wait 0 ms
00D6: if 0
8119: NOT car $A7B wrecked
004D: jump_if_false Label06330E
0369: put_player $PLAYER_CHAR in_car $A7B

:Label06330E
04D7: lock_actor $PLAYER_ACTOR in_current_position 0
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
0108: destroy_object $2CA
0108: destroy_object $2CB
0108: destroy_object $2CC
0108: destroy_object $2CD
0108: destroy_object $2CE
0108: destroy_object $2CF
0108: destroy_object $2D0
0108: destroy_object $2D1
04A1: $2D2

:Label063346
00D6: if 0
016B: fading
004D: jump_if_false Label06335E
0001: wait 0 ms
0002: jump Label063346

:Label06335E
0002: jump Label063FF3

:Label063365
00D6: if 0
8119: NOT car $AAB wrecked
004D: jump_if_false Label063664
00D6: if 0
8118: NOT actor $AAC dead
004D: jump_if_false Label063617
00D6: if 0
0038: $AD9 == 0 ;; integer values
004D: jump_if_false Label0633E2
02D3: boat $AAB drive_to 210.4842 914.7 6.0
00D6: if 0
01AF: car $AAB 0 ()near_point 210.4842 914.7 6.0 radius 8.0 8.0 8.0
004D: jump_if_false Label0633E2
0004: $AD9 = 1 ;; integer values

:Label0633E2
00D6: if 0
0038: $AD9 == 1 ;; integer values
004D: jump_if_false Label06343F
02D3: boat $AAB drive_to 209.1303 871.395 6.0
00D6: if 0
01AF: car $AAB 0 ()near_point 209.1303 871.395 6.0 radius 8.0 8.0 8.0
004D: jump_if_false Label06343F
0004: $AD9 = 2 ;; integer values

:Label06343F
00D6: if 0
0038: $AD9 == 2 ;; integer values
004D: jump_if_false Label06349C
02D3: boat $AAB drive_to 190.7315 844.9837 6.0
00D6: if 0
01AF: car $AAB 0 ()near_point 190.7315 844.9837 6.0 radius 8.0 8.0 8.0
004D: jump_if_false Label06349C
0004: $AD9 = 3 ;; integer values

:Label06349C
00D6: if 0
0038: $AD9 == 3 ;; integer values
004D: jump_if_false Label0634F9
02D3: boat $AAB drive_to 166.0 862.7161 6.0
00D6: if 0
01AF: car $AAB 0 ()near_point 166.0 862.7161 6.0 radius 8.0 8.0 8.0
004D: jump_if_false Label0634F9
0004: $AD9 = 4 ;; integer values

:Label0634F9
00D6: if 0
0038: $AD9 == 4 ;; integer values
004D: jump_if_false Label063556
02D3: boat $AAB drive_to 173.0 907.8094 6.0
00D6: if 0
01AF: car $AAB 0 ()near_point 173.0 907.8094 6.0 radius 8.0 8.0 8.0
004D: jump_if_false Label063556
0004: $AD9 = 5 ;; integer values

:Label063556
00D6: if 0
0038: $AD9 == 5 ;; integer values
004D: jump_if_false Label0635B3
02D3: boat $AAB drive_to 196.3743 924.7827 6.0
00D6: if 0
01AF: car $AAB 0 ()near_point 196.3743 924.7827 6.0 radius 8.0 8.0 8.0
004D: jump_if_false Label0635B3
0004: $AD9 = 0 ;; integer values

:Label0635B3
00D6: if 0
0038: $AD9 == 6 ;; integer values
004D: jump_if_false Label063610
02D3: boat $AAB drive_to 210.4842 914.7 6.0
00D6: if 0
01AF: car $AAB 0 ()near_point 210.4842 914.7 6.0 radius 8.0 8.0 8.0
004D: jump_if_false Label063610
0004: $AD9 = 0 ;; integer values

:Label063610
0002: jump Label063628
:Label063617
01C2: remove_references_to_actor $AAC ;; Like turning an actor into a random
pedestrian
01C3: remove_references_to_car $AAB ;; Like turning a car into any random car
0004: $AAB = -1 ;; integer values

:Label063628
00D6: if 0
8118: NOT actor $AAD dead
004D: jump_if_false Label063647
01CA: actor $AAD kill_player $PLAYER_CHAR
0002: jump Label06365D

:Label063647
01C2: remove_references_to_actor $AAC ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $AAD ;; Like turning an actor into a random
pedestrian
01C3: remove_references_to_car $AAB ;; Like turning a car into any random car
0004: $AAB = -1 ;; integer values

:Label06365D
0002: jump Label063675

:Label063664
01C2: remove_references_to_actor $AAC ;; Like turning an actor into a random
pedestrian
01C3: remove_references_to_car $AAB ;; Like turning a car into any random car
0004: $AAB = -1 ;; integer values

:Label063675
0051: return

:Label063677
0054: store_player $PLAYER_CHAR position_to $5F $60 $61
0086: $AF4 = $AF5 ;; floating-point values only
00D6: if 0
003A: $A80 == $A81 ;; integer values and handles
004D: jump_if_false Label0636B0
0084: $ABA = $ABD ;; integer values and handles
0084: $ABB = $ABE ;; integer values and handles

:Label0636B0
00D6: if 0
0038: $ABA == 0 ;; integer values
004D: jump_if_false Label0636EB
0086: $AF2 = $5F ;; floating-point values only
0086: $AF3 = $60 ;; floating-point values only
0086: $AF4 = $61 ;; floating-point values only
0009: $AF4 += 7.0 ;; floating-point values
0002: jump Label06393B

:Label0636EB
00D6: if 0
0038: $ABA == 1 ;; integer values
004D: jump_if_false Label06373A
0086: $AF2 = $5F ;; floating-point values only
0009: $AF2 += 70.0 ;; floating-point values
0086: $AF3 = $60 ;; floating-point values only
0009: $AF3 += 70.0 ;; floating-point values
0086: $AF4 = $61 ;; floating-point values only
0009: $AF4 += 22.0 ;; floating-point values
0004: $ABB = 1 ;; integer values

:Label06373A
00D6: if 0
0038: $ABA == 2 ;; integer values
004D: jump_if_false Label06377F
0086: $AF2 = $5F ;; floating-point values only
0009: $AF2 += 70.0 ;; floating-point values
0086: $AF3 = $60 ;; floating-point values only
0086: $AF4 = $61 ;; floating-point values only
0009: $AF4 += 14.0 ;; floating-point values
0004: $ABB = 2 ;; integer values

:Label06377F
00D6: if 0
0038: $ABA == 3 ;; integer values
004D: jump_if_false Label0637CE
0086: $AF2 = $5F ;; floating-point values only
0009: $AF2 += 70.0 ;; floating-point values
0086: $AF3 = $60 ;; floating-point values only
000D: $AF3 -= 70.0 ;; floating-point values
0086: $AF4 = $61 ;; floating-point values only
0009: $AF4 += 14.0 ;; floating-point values
0004: $ABB = 3 ;; integer values

:Label0637CE
00D6: if 0
0038: $ABA == 4 ;; integer values
004D: jump_if_false Label063813
0086: $AF2 = $5F ;; floating-point values only
0086: $AF3 = $60 ;; floating-point values only
000D: $AF3 -= 70.0 ;; floating-point values
0086: $AF4 = $61 ;; floating-point values only
0009: $AF4 += 14.0 ;; floating-point values
0004: $ABB = 4 ;; integer values

:Label063813
00D6: if 0
0038: $ABA == 5 ;; integer values
004D: jump_if_false Label063862
0086: $AF2 = $5F ;; floating-point values only
000D: $AF2 -= 70.0 ;; floating-point values
0086: $AF3 = $60 ;; floating-point values only
000D: $AF3 -= 70.0 ;; floating-point values
0086: $AF4 = $61 ;; floating-point values only
0009: $AF4 += 14.0 ;; floating-point values
0004: $ABB = 5 ;; integer values

:Label063862
00D6: if 0
0038: $ABA == 6 ;; integer values
004D: jump_if_false Label0638A7
0086: $AF2 = $5F ;; floating-point values only
000D: $AF2 -= 70.0 ;; floating-point values
0086: $AF3 = $60 ;; floating-point values only
0086: $AF4 = $61 ;; floating-point values only
0009: $AF4 += 14.0 ;; floating-point values
0004: $ABB = 6 ;; integer values

:Label0638A7
00D6: if 0
0038: $ABA == 7 ;; integer values
004D: jump_if_false Label0638F6
0086: $AF2 = $5F ;; floating-point values only
000D: $AF2 -= 70.0 ;; floating-point values
0086: $AF3 = $60 ;; floating-point values only
0009: $AF3 += 70.0 ;; floating-point values
0086: $AF4 = $61 ;; floating-point values only
0009: $AF4 += 22.0 ;; floating-point values
0004: $ABB = 7 ;; integer values

:Label0638F6
00D6: if 0
0038: $ABA == 8 ;; integer values
004D: jump_if_false Label06393B
0086: $AF2 = $5F ;; floating-point values only
0086: $AF3 = $60 ;; floating-point values only
0009: $AF3 += 70.0 ;; floating-point values
0086: $AF4 = $61 ;; floating-point values only
0009: $AF4 += 22.0 ;; floating-point values
0004: $ABB = 8 ;; integer values

:Label06393B
00AA: store_car $A80 position_to $1BD $1BE $1BF
02CE: $62 = ground_z $1BD $1BE $1BF
0009: $62 += 10.0 ;; floating-point values
00D6: if 0
0024: $62 > $AF4 ;; floating-point values only
004D: jump_if_false Label063984
0086: $AF5 = $AF4 ;; floating-point values only
0086: $AF4 = $62 ;; floating-point values only

:Label063984
04A2: heli $A80 fly_to $AF2 $AF3 $AF4 speed 40
00D6: if 0
0038: $ABA == 0 ;; integer values
004D: jump_if_false Label0639B7
0005: $AF9 = 10.0 ;; floating-point values
0002: jump Label0639C1

:Label0639B7
0005: $AF9 = 15.0 ;; floating-point values

:Label0639C1
00D6: if 0
01AF: car $A80 0 ()near_point $AF2 $AF3 $AF4 radius $AF9 $AF9 10.0
004D: jump_if_false Label063CB7
0209: $ABC = random_int 0 3
00D6: if 0
0038: $ABA == 0 ;; integer values
004D: jump_if_false Label063CB0
00D6: if 0
0038: $ABB == 0 ;; integer values
004D: jump_if_false Label063A1B
0004: $ABB = 1 ;; integer values
:Label063A1B
00D6: if 0
0038: $ABB == 1 ;; integer values
004D: jump_if_false Label063A66
00D6: if 0
0038: $ABC == 0 ;; integer values
004D: jump_if_false Label063A46
0004: $ABA = 5 ;; integer values

:Label063A46
00D6: if 21
0038: $ABC == 1 ;; integer values
0038: $ABC == 2 ;; integer values
004D: jump_if_false Label063A66
0004: $ABA = 6 ;; integer values

:Label063A66
00D6: if 0
0038: $ABB == 2 ;; integer values
004D: jump_if_false Label063AB1
00D6: if 0
0038: $ABC == 0 ;; integer values
004D: jump_if_false Label063A91
0004: $ABA = 6 ;; integer values

:Label063A91
00D6: if 21
0038: $ABC == 1 ;; integer values
0038: $ABC == 2 ;; integer values
004D: jump_if_false Label063AB1
0004: $ABA = 7 ;; integer values

:Label063AB1
00D6: if 0
0038: $ABB == 3 ;; integer values
004D: jump_if_false Label063AFC
00D6: if 0
0038: $ABC == 0 ;; integer values
004D: jump_if_false Label063ADC
0004: $ABA = 7 ;; integer values

:Label063ADC
00D6: if 21
0038: $ABC == 1 ;; integer values
0038: $ABC == 2 ;; integer values
004D: jump_if_false Label063AFC
0004: $ABA = 8 ;; integer values

:Label063AFC
00D6: if 0
0038: $ABB == 4 ;; integer values
004D: jump_if_false Label063B59
00D6: if 0
0038: $ABC == 0 ;; integer values
004D: jump_if_false Label063B27
0004: $ABA = 7 ;; integer values

:Label063B27
00D6: if 0
0038: $ABC == 1 ;; integer values
004D: jump_if_false Label063B40
0004: $ABA = 8 ;; integer values

:Label063B40
00D6: if 0
0038: $ABC == 2 ;; integer values
004D: jump_if_false Label063B59
0004: $ABA = 1 ;; integer values

:Label063B59
00D6: if 0
0038: $ABB == 5 ;; integer values
004D: jump_if_false Label063BA4
00D6: if 21
0038: $ABC == 0 ;; integer values
0038: $ABC == 1 ;; integer values
004D: jump_if_false Label063B8B
0004: $ABA = 8 ;; integer values

:Label063B8B
00D6: if 0
0038: $ABC == 2 ;; integer values
004D: jump_if_false Label063BA4
0004: $ABA = 1 ;; integer values

:Label063BA4
00D6: if 0
0038: $ABB == 6 ;; integer values
004D: jump_if_false Label063BEF
00D6: if 21
0038: $ABC == 0 ;; integer values
0038: $ABC == 1 ;; integer values
004D: jump_if_false Label063BD6
0004: $ABA = 1 ;; integer values

:Label063BD6
00D6: if 0
0038: $ABC == 2 ;; integer values
004D: jump_if_false Label063BEF
0004: $ABA = 2 ;; integer values

:Label063BEF
00D6: if 0
0038: $ABB == 7 ;; integer values
004D: jump_if_false Label063C4C
00D6: if 0
0038: $ABC == 0 ;; integer values
004D: jump_if_false Label063C1A
0004: $ABA = 2 ;; integer values

:Label063C1A
00D6: if 0
0038: $ABC == 1 ;; integer values
004D: jump_if_false Label063C33
0004: $ABA = 3 ;; integer values

:Label063C33
00D6: if 0
0038: $ABC == 2 ;; integer values
004D: jump_if_false Label063C4C
0004: $ABA = 4 ;; integer values

:Label063C4C
00D6: if 0
0038: $ABB == 8 ;; integer values
004D: jump_if_false Label063CA9
00D6: if 0
0038: $ABC == 0 ;; integer values
004D: jump_if_false Label063C77
0004: $ABA = 3 ;; integer values

:Label063C77
00D6: if 0
0038: $ABC == 1 ;; integer values
004D: jump_if_false Label063C90
0004: $ABA = 4 ;; integer values

:Label063C90
00D6: if 0
0038: $ABC == 2 ;; integer values
004D: jump_if_false Label063CA9
0004: $ABA = 5 ;; integer values

:Label063CA9
0002: jump Label063CB7

:Label063CB0
0004: $ABA = 0 ;; integer values

:Label063CB7
00D6: if 0
003A: $A80 == $A81 ;; integer values and handles
004D: jump_if_false Label063CDA
0084: $ABD = $ABA ;; integer values and handles
0084: $ABE = $ABB ;; integer values and handles

:Label063CDA
0051: return

:Label063CDC
00D6: if 0
001C: $ADD > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label063CFF
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label063CDC

:Label063CFF
0051: return

:Label063D01
01ED: reset_actor $A85 flags
01B2: give_actor $A85 weapon 23 ammo 9999 ;; Load the weapon model before using
this
0243: set_actor $A85 ped_stats_to 16
0319: set_actor $A85 wander_state_to 1 (off)
0411: (unknown) $A85 0
0350: unknown_actor $A85 not_scared_flag 1
0051: return

:Label063D2E
0350: unknown_actor $A85 not_scared_flag 1
01B2: give_actor $A85 weapon 17 ammo 9999 ;; Load the weapon model before using
this
01ED: reset_actor $A85 flags
011A: set_actor $A85 flags 1
011A: set_actor $A85 flags 1048576
0291: unknown_actor $A85 unknown_behavior_flag 1
0239: actor $A85 run_to 196.3903 888.9396
0411: (unknown) $A85 0
0243: set_actor $A85 ped_stats_to 16
0562: $A85 1
0483: unknown_actor $A85 1500
0051: return

:Label063D8A
0350: unknown_actor $AAE not_scared_flag 1
01B2: give_actor $AAE weapon 17 ammo 9999 ;; Load the weapon model before using
this
01ED: reset_actor $AAE flags
011A: set_actor $AAE flags 1
0291: unknown_actor $AAE unknown_behavior_flag 1
0411: (unknown) $AAE 0
01CA: actor $AAE kill_player $PLAYER_CHAR
0243: set_actor $AAE ped_stats_to 16
0051: return

:Label063DC6
0350: unknown_actor $AB0 not_scared_flag 1
01B2: give_actor $AB0 weapon 17 ammo 9999 ;; Load the weapon model before using
this
01ED: reset_actor $AB0 flags
011A: set_actor $AB0 flags 1
011A: set_actor $AB0 flags 1048576
0291: unknown_actor $AB0 unknown_behavior_flag 1
0243: set_actor $AB0 ped_stats_to 16
0051: return

:Label063DFD
04F5: unknown_actor $AAF kiss_player $PLAYER_CHAR on 1
01ED: reset_actor $AAF flags
011A: set_actor $AAF flags 512
0291: unknown_actor $AAF unknown_behavior_flag 1
0243: set_actor $AAF ped_stats_to 16
0350: unknown_actor $AAF not_scared_flag 1
0411: (unknown) $AAF 0
02E2: set_actor $AAF weapon_accuracy_to 15
0568: $AAF 1
0562: $AAF 1
0051: return

:Label063E47
00BA: text_styled "M_FAIL" 5000 ms 1 ;; MISSION FAILED!
01BB: store_object $2CA position_to $1C0 $1C1 $1C2
0176: $1316 = object $2CA z_angle
029B: $A84 = init_object -8 (YT_MAIN_BODY) at $1C0 $1C1 $1C2
0177: set_object $A84 z_angle_to $1316
01C4: remove_references_to_object $A84 ;; This object will now disappear when the
player looks away
029B: $A84 = init_object -9 (YT_MAIN_BODY2) at $1C0 $1C1 $1C2
0177: set_object $A84 z_angle_to $1316
01C4: remove_references_to_object $A84 ;; This object will now disappear when the
player looks away
029B: $A84 = init_object -10 (YT_DOORS14) at $1C0 $1C1 $1C2
0177: set_object $A84 z_angle_to $1316
01C4: remove_references_to_object $A84 ;; This object will now disappear when the
player looks away
029B: $A84 = init_object -11 (YT_TMP_BOAT) at $1C0 $1C1 $1C2
0177: set_object $A84 z_angle_to $1316
01C4: remove_references_to_object $A84 ;; This object will now disappear when the
player looks away
029B: $A84 = init_object -12 (LODMAIN_BODY) at $1C0 $1C1 $1C2
0177: set_object $A84 z_angle_to $1316
01C4: remove_references_to_object $A84 ;; This object will now disappear when the
player looks away
0004: $A84 = -1 ;; integer values
049F: unknown_change_special_objects_flag $2D2 0.0
049E: unknown_change_special_objects_flag $2D2 0.0
01BB: store_object $2CA position_to $1C0 $1C1 $1C2
029B: $2D0 = init_object -14 (YT_GANGPLNK_TMP) at $AFC $AFD $AFE
01C7: remove_object_from_mission_cleanup_list $2D0
029B: $2D1 = init_object -13 (YACHT_CHUNK_KB) at $AFC $AFD $AFE
01C7: remove_object_from_mission_cleanup_list $2D1
00D6: if 0
8112: NOT wasted_or_busted
004D: jump_if_false Label063FF1
04E4: unknown_refresh_game_renderer_at -244.2799 -1360.67
03CB: set_camera -244.2799 -1360.67 7.0786
0395: clear_area 1 at -244.2799 -1360.67 range 7.0786 1.0
00D6: if 0
80E0: NOT player $PLAYER_CHAR driving
004D: jump_if_false Label063FBD
0055: put_player $PLAYER_CHAR at -244.2799 -1360.67 7.0786
0002: jump Label063FD1

:Label063FBD
012A: put_player $PLAYER_CHAR at -244.2799 -1360.67 7.0786 and_remove_from_car

:Label063FD1
0171: set_player $PLAYER_CHAR z_angle_to 279.1362
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
0169: set_fade_color 225 225 225
016A: fade 1 (back) 1000 ms

:Label063FF1
0051: return

:Label063FF3
0004: $PASSED_COL5_ALL_HANDS_ON_DECK = 1 ;; integer values
01E3: text_1number_styled "M_PASS" 5000 5000 ms 1 ;; MISSION PASSED! $~1~
0110: clear_player $PLAYER_CHAR wanted_level
0109: player $PLAYER_CHAR money += 5000
0164: disable_marker $E4
0318: set_latest_mission_passed "COL_5" ;; All Hands On Deck!
0394: play_music 1
030C: set_mission_points += 1
0051: return

:Label064032
0004: $ONMISSION = 0 ;; integer values
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
034F: destroy_actor_with_fade $A6E ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $A6F ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $A70 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $A71 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $A76 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $A77 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $A78 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $A79 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $A7C ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $A7D ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $A7E ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $A7F ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $AAA ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $A82 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $A93 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $A94 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $A95 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $A96 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $AA4 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $AA5 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $AA6 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $AA7 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $A8F ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $A90 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $A91 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $A92 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $A97 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $A98 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $A99 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $A9A ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $A9B ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $A9C ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $A9D ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $A9E ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $A9F ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $AA0 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $AA1 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $AA2 ;; The actor fades away like a ghost
0215: destroy_pickup $AA8
0215: destroy_pickup $AA9
0296: unload_special_actor 1
0296: unload_special_actor 2
0296: unload_special_actor 3
0296: unload_special_actor 4
01B7: release_weather
0249: release_model #UZI
0249: release_model #COLT45
0249: release_model #HUNTER
0249: release_model #DINGHY
0249: release_model #SPEEDER
0249: release_model #RIO
0249: release_model #WASHING
0249: release_model #RUGER
0249: release_model #MAVERICK
0249: release_model #MARQUIS
0249: release_model #TROPIC
0249: release_model #KATANA
0249: release_model #HMOST
00D8: mission_cleanup
0051: return

:Label06415C
00D6: if 0
0038: $ADA == 0 ;; integer values
004D: jump_if_false Label06418B
0239: actor $AB1 run_to -257.2504 -1214.484
0411: (unknown) $AB1 0
0004: $ADA = 1 ;; integer values

:Label06418B
00D6: if 0
0038: $ADA == 1 ;; integer values
004D: jump_if_false Label0641E0
00D6: if 0
00ED: actor $AB1 0 ()near_point_on_foot -257.2504 -1214.484 radius 1.5 1.5
004D: jump_if_false Label0641E0
0239: actor $AB1 run_to -266.0016 -1214.565
0411: (unknown) $AB1 0
0004: $ADA = 2 ;; integer values

:Label0641E0
00D6: if 0
0038: $ADA == 2 ;; integer values
004D: jump_if_false Label064235
00D6: if 0
00ED: actor $AB1 0 ()near_point_on_foot -266.0016 -1214.565 radius 1.5 1.5
004D: jump_if_false Label064235
0239: actor $AB1 run_to -321.7568 -1214.596
0411: (unknown) $AB1 0
0004: $ADA = 3 ;; integer values

:Label064235
00D6: if 0
0038: $ADA == 3 ;; integer values
004D: jump_if_false Label06428A
00D6: if 0
00ED: actor $AB1 0 ()near_point_on_foot -321.7568 -1214.596 radius 1.5 1.5
004D: jump_if_false Label06428A
0239: actor $AB1 run_to -328.9344 -1212.065
0411: (unknown) $AB1 0
0004: $ADA = 4 ;; integer values

:Label06428A
0051: return

;-------------Mission 12---------------
; Originally: The Chase

:Label06428C
0050: gosub Label0642B0
00D6: if 0
0112: wasted_or_busted
004D: jump_if_false Label0642A7
0050: gosub Label06644B

:Label0642A7
0050: gosub Label0664AC
004E: end_thread

:Label0642B0
0004: $ONMISSION = 1 ;; integer values
0317: increment_mission_attempts
03A4: name_thread "BARON1"
0001: wait 0 ms
054C: use_GXT_table "BARON1"
058E: set_restart_mission_taxi_destination -288.2 -487.5 9.8 275.0
0001: wait 500 ms
016A: fade 1 (back) 1500 ms
0006: 1@ = 0 ;; integer values
0005: $B02 = 391.6 ;; floating-point values
0005: $B03 = 251.2 ;; floating-point values
0005: $B04 = 14.0 ;; floating-point values
0006: 2@ = 0 ;; integer values
0006: 3@ = 0 ;; integer values
0006: 5@ = 0 ;; integer values
0006: 7@ = 0 ;; integer values
0004: $B01 = 0 ;; integer values
04F9: interiour_colors 8 0
03CF: load_wav "MONO10" as 1
04BB: select_interiour 2 ;; select render area
023C: load_special_actor 1 "CSPLAY"
023C: load_special_actor 2 "CSDIAZ"
023C: load_special_actor 3 "DGOONA"
023C: load_special_actor 4 "DGOONC"
02F3: load_object #CUTOBJ01 "DCFAN"
02F3: load_object #CUTOBJ02 "TELLY"
038B: load_requested_models
03CB: set_camera -378.3 -591.9 25.8

:Label0643AE
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 Label0643DE
0001: wait 0 ms
0002: jump Label0643AE

:Label0643DE
0569: "CSPLAY"
0569: "CSDIAZ"
0569: "DGOONC"
0569: "DCFAN"
0569: "TELLY"
0569: "DGOONA"
02E4: load_cutscene_data "COK_1"
0395: clear_area 1 at -378.6 -552.6 range 25.5 15.0
0395: clear_area 1 at -379.0 -564.6 range 19.8 15.0
03DE: set_pedestrians_density_multiplier_to 0.0
0244: set_cutscene_pos -378.62 -552.676 18.534
041D: set_camera_near_clip .1
02E5: $7D = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $7D "CSPLAY"
02E5: $A1 = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $A1 "CSDIAZ"
02E5: $C1 = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim $C1 "DGOONA"
02E5: $C2 = create_cutscene_object #SPECIAL04
02E6: set_cutscene_anim $C2 "DGOONC"
02E5: $CB = create_cutscene_object #CUTOBJ01
04BC: "DCFAN"
02E6: set_cutscene_anim $CB "DCFAN"
02E5: 10@ = create_cutscene_object #CUTOBJ02
02E6: set_cutscene_anim 10@ "TELLY"
0395: clear_area 1 at -379.2 -536.4 range 16.2 .5
0055: put_player $PLAYER_CHAR at -379.2 -536.4 16.2
0171: set_player $PLAYER_CHAR z_angle_to 0.0
016A: fade 1 (back) 1500 ms
03AD: set_rubbish 0 (invisible)
03AF: set_streaming 1 (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label064543
00D6: if 0
001A: 13 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label064565
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label064543

:Label064565
00BC: text_highpriority "COK1_A" 10000 ms 1 ;; Come on, baby, go! Yeah! Yeah!
Arrrrr!

:Label064574
00D6: if 0
001A: 5570 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label064597
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label064574

:Label064597
00BC: text_highpriority "COK1_B" 10000 ms 1 ;; Stupid horse! I'll chop your head
off! Grrrrr...

:Label0645A6
00D6: if 0
001A: 10037 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0645C9
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0645A6
:Label0645C9
00BC: text_highpriority "COK1_C" 10000 ms 1 ;; Who is this dickhead?

:Label0645D8
00D6: if 0
001A: 11525 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0645FB
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0645D8

:Label0645FB
00BC: text_highpriority "COK1_D" 10000 ms 1 ;; Tommy Vercetti. You remember me.

:Label06460A
00D6: if 0
001A: 13845 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label06462D
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label06460A

:Label06462D
00BC: text_highpriority "COK1_E" 10000 ms 1 ;; Excuse me. I'm a little anxious.
Never trust a goddamn horse!

:Label06463C
00D6: if 0
001A: 19000 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label06465F
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label06463C

:Label06465F
00D6: if 0
856A: NOT (unknown)
004D: jump_if_false Label06469C
039D: scatter_particles 17 .2 0 0 0 30000 at -375.4 -595.8 25.75 .05 .
05 .05

:Label06469C
00D6: if 0
001A: 24070 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0646BF
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label06469C

:Label0646BF
00BC: text_highpriority "COK1_F" 10000 ms 1 ;; You do a good job - you work for
me now.

:Label0646CE
00D6: if 0
001A: 27858 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0646F1
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0646CE

:Label0646F1
00BC: text_highpriority "COK1_G" 10000 ms 1 ;; I work for money.

:Label064700
00D6: if 0
001A: 29027 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label064723
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label064700

:Label064723
00BC: text_highpriority "COK1_H" 10000 ms 1 ;; As I said, amigo, you work for me
now. Shut up. Some Judas has betrayed me.

:Label064732
00D6: if 0
001A: 34900 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label064757
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label064732

:Label064757
00BC: text_highpriority "COK1_I" 10000 ms 1 ;; He thinks I don't know how much
money I should be making, but stealing 3% is as good as stealing 100%.

:Label064766
00D6: if 0
001A: 42260 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label06478B
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label064766

:Label06478B
00BC: text_highpriority "COK1_J" 10000 ms 1 ;; No one does this to me. NO ONE!!

:Label06479A
00D6: if 0
001A: 45900 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0647BF
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label06479A

:Label0647BF
00BC: text_highpriority "COK1_K" 10000 ms 1 ;; You follow him from his apartment
and you see where he goes! Later, we will kill him.

:Label0647CE
00D6: if 0
001A: 53576 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0647F3
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0647CE

:Label0647F3
00BE: text_clear_all

:Label0647F5
00D6: if 0
001A: 54076 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label06481A
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0647F5

:Label06481A
016A: fade 0 () 1500 ms
00BE: text_clear_all
0001: wait 1000 ms
00D6: if 0
856A: NOT (unknown)
004D: jump_if_false Label064862
00D6: if 0
03D0: wav 1 loaded
004D: jump_if_false Label064862
03D1: play_wav 1

:Label064848
00D6: if 0
83D2: NOT wav 1 ended
004D: jump_if_false Label064862
0001: wait 0 ms
0002: jump Label064848

:Label064862
00D6: if 0
016B: fading
004D: jump_if_false Label06487A
0001: wait 0 ms
0002: jump Label064862

:Label06487A
03AD: set_rubbish 1 (visible)
02EA: end_cutscene
03DE: set_pedestrians_density_multiplier_to 1.0
04FA: reset_interior_colors 0
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
04BB: select_interiour 0 ;; select render area
03CB: set_camera -379.2 -536.4 16.2
0001: wait 500 ms
016A: fade 1 (back) 1500 ms
00BC: text_highpriority "COK1_10" 10000 ms 1 ;; ~g~Go to the thief's house and
find out where he's stashing the money.
018A: $3F = create_checkpoint_at 380.3 247.4 10.0
023C: load_special_actor 5 "SGC"
0247: request_model #BFINJECT
0247: request_model #RUGER
0247: request_model -114 (BARREL4)
0247: request_model #FAGGIO
0247: request_model -121 (FAKETARGET)
0247: request_model #SGA

:Label064910
00D6: if 25
823D: NOT special_actor 5 loaded
8248: NOT model #BFINJECT available
8248: NOT model #RUGER available
8248: NOT model -114 (BARREL4) available
8248: NOT model #FAGGIO available
8248: NOT model -121 (FAKETARGET) available
004D: jump_if_false Label064941
0001: wait 0 ms
0002: jump Label064910

:Label064941
00D6: if 0
8248: NOT model #SGA available
004D: jump_if_false Label06495B
0001: wait 0 ms
0002: jump Label064941

:Label06495B
00D6: if 1
80FA: NOT player $PLAYER_CHAR stopped 1 (in-sphere)near_point_in_car 380.3
247.4 10.0 radius 3.0 3.0 3.0
80F6: NOT player $PLAYER_CHAR 0 ()near_point_on_foot 380.3 247.4 10.0
radius 3.0 3.0 3.0
004D: jump_if_false Label0649BB
0001: wait 0 ms
0002: jump Label06495B

:Label0649BB
0164: disable_marker $3F
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
02A3: toggle_widescreen 1 (on)
015F: set_camera_position 387.967 246.69 15.277 0.0 0.0 0.0
0160: point_camera 388.694 247.372 15.356 2
00BC: text_highpriority "COK1_11" 5000 ms 1 ;; ~g~Have a look through his
window.
0001: wait 1600 ms
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
02A3: toggle_widescreen 0 (off)
02EB: restore_camera_with_jumpcut
018A: $3F = create_checkpoint_at $B02 $B03 $B04

:Label064A2D
00D6: if 0
80F6: NOT player $PLAYER_CHAR 1 (in-sphere)near_point_on_foot $B02 $B03 $B04
radius 1.0 1.0 2.0
004D: jump_if_false Label064A62
0001: wait 0 ms
0002: jump Label064A2D

:Label064A62
0164: disable_marker $3F
0395: clear_area 1 at 370.99 256.28 range 18.4 3.0
009A: 0@ = create_actor 4 #SPECIAL05 at 370.99 256.28 18.4
0489: unknown_actor 0@ flag 1
0223: set_actor 0@ health_to 600
01ED: reset_actor 0@ flags
0173: set_actor 0@ z_angle_to 224.7
0187: $3F = create_marker_above_actor 0@
0192: set_actor 0@ objective_to_stand_still
0243: set_actor 0@ ped_stats_to 16
0319: set_actor 0@ wander_state_to 1 (off)
014C: set_parked_car_generator $75C cars_to_generate_to 0
00A5: 9@ = create_car #FAGGIO at 376.9 477.0 11.2
0175: set_car 9@ z_angle_to 282.0
03CF: load_wav "COK1_1" as 1
03CF: load_wav "COK1_4" as 2
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
02A3: toggle_widescreen 1 (on)
0336: (unknown) $PLAYER_CHAR 0
0210: player $PLAYER_CHAR look_at_actor 0@
015F: set_camera_position 391.533 250.984 16.481 0.0 0.0 0.0
0160: point_camera 392.37 251.5 16.3 2
0006: 17@ = 0 ;; integer values

:Label064B64
00D6: if 0
8019: NOT 17@ > 500 ;; integer values
004D: jump_if_false Label064B82
0001: wait 0 ms
0002: jump Label064B64

:Label064B82
0460: set_camera_pointing_time 5.0 1000
015F: set_camera_position 391.533 250.984 16.481 0.0 0.0 0.0
0160: point_camera 392.496 250.785 16.3 1

:Label064BBF
00D6: if 0
8019: NOT 17@ > 2000 ;; integer values
004D: jump_if_false Label064BF5
0001: wait 0 ms
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label064BEE
0002: jump Label064D5A

:Label064BEE
0002: jump Label064BBF

:Label064BF5
0460: set_camera_pointing_time 5.0 1000
015F: set_camera_position 391.533 250.984 16.481 0.0 0.0 0.0
0160: point_camera 392.37 251.5 16.3 1

:Label064C32
00D6: if 0
8019: NOT 17@ > 3500 ;; integer values
004D: jump_if_false Label064C68
0001: wait 0 ms
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label064C61
0002: jump Label064D5A

:Label064C61
0002: jump Label064C32

:Label064C68
00D6: if 0
8118: NOT actor 0@ dead
004D: jump_if_false Label064CB5
0460: set_camera_pointing_time 5.0 1000
015F: set_camera_position 391.533 250.984 16.481 0.0 0.0 0.0
0160: point_camera 390.645 251.287 16.578 1

:Label064CB5
00D6: if 0
8019: NOT 17@ > 5500 ;; integer values
004D: jump_if_false Label064CEB
0001: wait 0 ms
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label064CE4
0002: jump Label064D5A

:Label064CE4
0002: jump Label064CB5

:Label064CEB
00D6: if 0
8118: NOT actor 0@ dead
004D: jump_if_false Label064D24
0239: actor 0@ run_to 373.0 257.4
0411: (unknown) 0@ 0
03D1: play_wav 1
00BC: text_highpriority "COK1_1" 2000 ms 1 ;; Ooh shit!

:Label064D24
00D6: if 0
8019: NOT 17@ > 6500 ;; integer values
004D: jump_if_false Label064D5A
0001: wait 0 ms
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label064D53
0002: jump Label064D5A

:Label064D53
0002: jump Label064D24

:Label064D5A
0055: put_player $PLAYER_CHAR at 391.3 251.8 14.4
0171: set_player $PLAYER_CHAR z_angle_to 90.0
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
02A3: toggle_widescreen 0 (off)
0336: (unknown) $PLAYER_CHAR 1
0107: 12@ = create_object -114 (BARREL4) at 347.5 417.4 20.6
0107: 13@ = create_object -114 (BARREL4) at 352.9 416.5 20.6
00D6: if 0
8118: NOT actor 0@ dead
004D: jump_if_false Label064E0F
0395: clear_area 1 at 358.7 277.0 range 22.5 3.0
00A1: put_actor 0@ at 358.7 277.0 22.5
0173: set_actor 0@ z_angle_to 247.0
01B2: give_actor 0@ weapon 27 ammo 30000 ;; Load the weapon model before using
this
01B9: set_actor 0@ armed_weapon_to 27

:Label064E0F
00BC: text_highpriority "COK1_7" 5000 ms 2 ;; ~g~He's escaped to the roof, keep
on his tail but don't kill him!
0006: 17@ = 0 ;; integer values

:Label064E25
00D6: if 0
80FE: NOT actor $PLAYER_ACTOR 0 ()near_point 374.3 265.5 23.5 radius 2.0
2.0 3.0
004D: jump_if_false Label064EB6
0001: wait 0 ms
00D6: if 0
0118: actor 0@ dead
004D: jump_if_false Label064E7F
00BC: text_highpriority "COK1_9" 5000 ms 2 ;; ~r~You're supposed to follow him,
not kill him!
0002: jump Label06644B

:Label064E7F
00D6: if 0
0019: 17@ > 60000 ;; integer values
004D: jump_if_false Label064EAF
00BC: text_highpriority "TEX1_5" 5000 ms 2 ;; ~r~He got away!
009B: destroy_actor_instantly 0@
0002: jump Label06644B

:Label064EAF
0002: jump Label064E25

:Label064EB6
01B5: force_weather 0
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
02A3: toggle_widescreen 1 (on)
04E3: unknown_player $PLAYER_CHAR 1 300000
00D6: if 0
8118: NOT actor 0@ dead
004D: jump_if_false Label065020
015F: set_camera_position 357.505 277.646 24.28 0.0 0.0 0.0
0160: point_camera 358.296 277.044 24.171 2
0350: unknown_actor 0@ not_scared_flag 1
01ED: reset_actor 0@ flags
011C: actor $PLAYER_ACTOR clear_objective
0482: 3.0
03D1: play_wav 2
00BC: text_highpriority "COK1_4" 1000 ms 1 ;; Loser.
00D6: if 0
847E: NOT player $PLAYER_CHAR driving_a_motorbike
004D: jump_if_false Label064FCE
0395: clear_area 1 at 373.8 265.3 range 22.5 2.0
009A: 11@ = create_actor 5 #NULL at 373.8 265.3 22.5
0223: set_actor 11@ health_to 1000
0446: (unknown) 11@ 0
01ED: reset_actor 11@ flags
0243: set_actor 11@ ped_stats_to 16
0173: set_actor 11@ z_angle_to 48.0
0482: 2.0
01C9: actor 0@ kill_actor 11@
0055: put_player $PLAYER_CHAR at 349.4 278.0 18.6
0002: jump Label065020

:Label064FCE
0055: put_player $PLAYER_CHAR at 373.7 265.5 22.5
0171: set_player $PLAYER_CHAR z_angle_to 50.0
00DA: 6@ = player $PLAYER_CHAR car
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 (false)
0107: 4@ = create_object -121 (FAKETARGET) at 371.6 267.7 22.0
02E2: set_actor 0@ weapon_accuracy_to 100
01D8: unknown_actor 0@ unknown_fire_at_target 4@

:Label065020
0001: wait 500 ms
00D6: if 0
847E: NOT player $PLAYER_CHAR driving_a_motorbike
004D: jump_if_false Label065059
00D6: if 0
8118: NOT actor 11@ dead
004D: jump_if_false Label065059
0372: set_actor 11@ anim 14 wait_state_time 2000 ms
0372: set_actor $PLAYER_ACTOR anim 14 wait_state_time 2000 ms

:Label065059
00D6: if 0
047E: player $PLAYER_CHAR driving_a_motorbike
004D: jump_if_false Label06508F
00D6: if 0
8119: NOT car 6@ wrecked
004D: jump_if_false Label06508F
04FE: unknown_car 6@ flag 0
04FE: unknown_car 6@ flag 1
0224: set_car 6@ health_to 350

:Label06508F
0001: wait 1500 ms
00D6: if 0
8118: NOT actor 0@ dead
004D: jump_if_false Label0650F2
0350: unknown_actor 0@ not_scared_flag 0
01ED: reset_actor 0@ flags
0482: 1.0
0395: clear_area 1 at 350.5 317.5 range 18.5 2.0
00A1: put_actor 0@ at 350.5 317.5 18.5
0239: actor 0@ run_to 351.6 341.3

:Label0650F2
00D6: if 0
847E: NOT player $PLAYER_CHAR driving_a_motorbike
004D: jump_if_false Label065125
009B: destroy_actor_instantly 11@
0055: put_player $PLAYER_CHAR at 373.8 265.3 22.4
0171: set_player $PLAYER_CHAR z_angle_to 48.0

:Label065125
02A3: toggle_widescreen 0 (off)
02EB: restore_camera_with_jumpcut
03CF: load_wav "COK1_2" as 1
03CF: load_wav "COK1_5" as 2
0006: 17@ = 0 ;; integer values
0001: wait 400 ms
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
00D6: if 0
847E: NOT player $PLAYER_CHAR driving_a_motorbike
004D: jump_if_false Label065174
0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 0 ms
053D: $PLAYER_ACTOR

:Label065174
0395: clear_area 1 at 417.1 464.3 range 27.4 2.0
00D6: if 0
8118: NOT actor 0@ dead
004D: jump_if_false Label0651BA
00A5: $B00 = create_car #BFINJECT at 417.1 464.3 27.4
01EC: make_car $B00 very_heavy 1

:Label0651BA
03BA: clear_cars_from_cube 361.9 269.1 26.0 336.5 380.8 15.0
03BA: clear_cars_from_cube 334.4 381.4 26.0 383.9 478.7 15.0

:Label0651FA
00D6: if 0
80DB: NOT actor 0@ in_car $B00
004D: jump_if_false Label065ADA
0001: wait 0 ms
00D6: if 0
0119: car $B00 wrecked
004D: jump_if_false Label065237
00BC: text_highpriority "COK1_9" 5000 ms 2 ;; ~r~You're supposed to follow him,
not kill him!
0002: jump Label06644B

:Label065237
00D6: if 0
0118: actor 0@ dead
004D: jump_if_false Label06525D
00BC: text_highpriority "COK1_9" 5000 ms 2 ;; ~r~You're supposed to follow him,
not kill him!
0002: jump Label06644B

:Label06525D
00D6: if 0
8118: NOT actor 0@ dead
004D: jump_if_false Label0658F0
00D6: if 0
0039: 1@ == 0 ;; integer values
004D: jump_if_false Label0658F0
00D6: if 0
00FE: actor 0@ 0 ()near_point 351.6 341.3 18.0 radius 1.0 1.0 5.0
004D: jump_if_false Label0652C5
0239: actor 0@ run_to 351.6 347.0
0411: (unknown) 0@ 0

:Label0652C5
00D6: if 0
00FE: actor 0@ 0 ()near_point 351.6 347.0 18.0 radius 1.0 1.0 5.0
004D: jump_if_false Label06530B
0239: actor 0@ run_to 350.8 358.0
0411: (unknown) 0@ 0

:Label06530B
00D6: if 0
00FE: actor 0@ 0 ()near_point 350.8 358.0 18.0 radius 1.0 1.0 5.0
004D: jump_if_false Label065351
0502: unknown_actor 0@ sprint_to 350.4 375.6
0411: (unknown) 0@ 0

:Label065351
00D6: if 0
00FE: actor 0@ 0 ()near_point 350.4 375.6 18.0 radius 1.0 1.0 5.0
004D: jump_if_false Label065397
0239: actor 0@ run_to 350.4 380.5
0411: (unknown) 0@ 0

:Label065397
00D6: if 0
00FE: actor 0@ 0 ()near_point 350.4 380.5 19.5 radius 1.0 1.0 5.0
004D: jump_if_false Label0653DD
0239: actor 0@ run_to 349.8 389.3
0411: (unknown) 0@ 0

:Label0653DD
00D6: if 0
00FE: actor 0@ 0 ()near_point 349.8 389.3 18.0 radius 1.0 1.0 5.0
004D: jump_if_false Label065423
0502: unknown_actor 0@ sprint_to 346.0 405.6
0411: (unknown) 0@ 0

:Label065423
00D6: if 0
00FE: actor 0@ 0 ()near_point 346.0 405.6 18.0 radius 1.0 1.0 5.0
004D: jump_if_false Label065469
0502: unknown_actor 0@ sprint_to 349.9 415.8
0411: (unknown) 0@ 0

:Label065469
00D6: if 0
00FE: actor 0@ 0 ()near_point 349.9 415.8 18.0 radius 1.0 1.0 5.0
004D: jump_if_false Label0654AF
0239: actor 0@ run_to 355.1 423.7
0411: (unknown) 0@ 0

:Label0654AF
00D6: if 0
0039: 3@ == 0 ;; integer values
004D: jump_if_false Label0654F1
00D6: if 0
0019: 17@ > 60000 ;; integer values
004D: jump_if_false Label0654F1
00BC: text_highpriority "TEX1_5" 5000 ms 2 ;; ~r~He got away!
009B: destroy_actor_instantly 0@
0002: jump Label06644B

:Label0654F1
00D6: if 0
00FE: actor 0@ 0 ()near_point 355.1 423.7 20.6 radius 1.0 1.0 5.0
004D: jump_if_false Label065756
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point 355.1 423.7 20.6 radius 10.0 11.0
7.0
004D: jump_if_false Label065581
00D6: if 0
03D0: wav 2 loaded
004D: jump_if_false Label065573
03D1: play_wav 2
00BC: text_highpriority "COK1_5" 2000 ms 1 ;; You better keep on running,
asshole!

:Label065573
0006: 7@ = 1 ;; integer values
0006: 3@ = 1 ;; integer values

:Label065581
00D6: if 0
0039: 3@ == 0 ;; integer values
004D: jump_if_false Label065730
0192: set_actor 0@ objective_to_stand_still
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point 352.4 415.3 25.0 radius 10.0 20.0
7.0
004D: jump_if_false Label065729
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
02A3: toggle_widescreen 1 (on)
015F: set_camera_position 357.699 429.507 19.518 0.0 0.0 0.0
0160: point_camera 357.237 428.62 19.533 2
00A1: put_actor 0@ at 356.6 428.2 18.1
0173: set_actor 0@ z_angle_to 158.0
00D6: if 0
03D0: wav 1 loaded
004D: jump_if_false Label065646
03D1: play_wav 1
00BC: text_highpriority "COK1_2" 2000 ms 1 ;; Too slow grandad!

:Label065646
0001: wait 600 ms
00D6: if 0
8118: NOT actor 0@ dead
004D: jump_if_false Label06566A
02E2: set_actor 0@ weapon_accuracy_to 100
01D8: unknown_actor 0@ unknown_fire_at_target 13@

:Label06566A
0001: wait 500 ms
02CF: 14@ = create_fire_at 347.5 417.4 20.6
02CF: 15@ = create_fire_at 350.9 412.6 20.6
02CF: $AFF = create_fire_at 349.5 416.6 20.6
0001: wait 900 ms
00D6: if 0
8118: NOT actor 0@ dead
004D: jump_if_false Label0656E7
011C: actor 0@ clear_objective
0350: unknown_actor 0@ not_scared_flag 0
01ED: reset_actor 0@ flags
0502: unknown_actor 0@ sprint_to 366.0 444.6
0411: (unknown) 0@ 0

:Label0656E7
0173: set_actor $PLAYER_ACTOR z_angle_to 344.0
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
02A3: toggle_widescreen 0 (off)
00D6: if 0
03D0: wav 2 loaded
004D: jump_if_false Label065722
03D1: play_wav 2
00BC: text_highpriority "COK1_5" 2000 ms 1 ;; You better keep on running,
asshole!

:Label065722
0006: 3@ = 1 ;; integer values

:Label065729
0002: jump Label065756

:Label065730
00D6: if 0
8118: NOT actor 0@ dead
004D: jump_if_false Label065756
0502: unknown_actor 0@ sprint_to 360.4 432.9
0411: (unknown) 0@ 0

:Label065756
00D6: if 0
8118: NOT actor 0@ dead
004D: jump_if_false Label0658F0
00D6: if 0
00FE: actor 0@ 0 ()near_point 366.0 444.6 19.7 radius 1.0 1.0 5.0
004D: jump_if_false Label0657AC
0502: unknown_actor 0@ sprint_to 374.0 456.3
0411: (unknown) 0@ 0

:Label0657AC
00D6: if 0
00FE: actor 0@ 0 ()near_point 374.0 456.3 19.7 radius 1.0 1.0 5.0
004D: jump_if_false Label0657F2
0239: actor 0@ run_to 374.2 465.8
0411: (unknown) 0@ 0

:Label0657F2
00D6: if 0
00FE: actor 0@ 0 ()near_point 374.2 465.8 19.4 radius 1.0 1.0 5.0
004D: jump_if_false Label0658F0
00D6: if 0
0039: 5@ == 0 ;; integer values
004D: jump_if_false Label0658F0
00D6: if 0
8119: NOT car $B00 wrecked
004D: jump_if_false Label0658F0
03AB: (unknown) $B00 1
00AB: put_car $B00 at 368.4 478.6 10.4
0129: 8@ = create_actor 9 #SGA in_car $B00 driverseat
01B2: give_actor 8@ weapon 27 ammo 30000 ;; Load the weapon model before using
this
0243: set_actor 8@ ped_stats_to 16
01ED: reset_actor 8@ flags
0175: set_car $B00 z_angle_to 311.0
00AD: set_car $B00 max_speed_to 0.0
0239: actor 0@ run_to 375.5 471.4
0411: (unknown) 0@ 0
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
02A3: toggle_widescreen 1 (on)
015F: set_camera_position 382.421 481.019 12.024 0.0 0.0 0.0
0160: point_camera 381.675 480.371 12.177 2
0006: 5@ = 1 ;; integer values

:Label0658F0
00D6: if 1
0039: 2@ == 1 ;; integer values
0039: 3@ == 1 ;; integer values
004D: jump_if_false Label065958
00D6: if 0
8118: NOT actor 0@ dead
004D: jump_if_false Label065958
00D6: if 0
00FE: actor 0@ 0 ()near_point 355.1 423.7 20.6 radius 1.0 1.0 5.0
004D: jump_if_false Label065958
0239: actor 0@ run_to 366.0 444.6

:Label065958
00D6: if 0
0039: 7@ == 1 ;; integer values
004D: jump_if_false Label0659B9
00D6: if 0
8118: NOT actor 0@ dead
004D: jump_if_false Label0659B9
00D6: if 0
00FE: actor 0@ 0 ()near_point 355.1 423.7 20.6 radius 1.0 1.0 5.0
004D: jump_if_false Label0659B9
0239: actor 0@ run_to 366.0 444.6

:Label0659B9
00D6: if 21
0366: (unknown) 12@
0366: (unknown) 13@
004D: jump_if_false Label065A3C
00D6: if 0
0039: 2@ == 0 ;; integer values
004D: jump_if_false Label065A3C
00D6: if 0
0039: 3@ == 0 ;; integer values
004D: jump_if_false Label065A3C
02CF: 14@ = create_fire_at 347.5 417.4 20.6
02CF: 15@ = create_fire_at 350.9 412.6 20.6
02CF: $AFF = create_fire_at 349.5 416.6 20.6
0006: 2@ = 1 ;; integer values
0006: 3@ = 1 ;; integer values

:Label065A3C
00D6: if 0
8118: NOT actor 0@ dead
004D: jump_if_false Label065AAD
00D6: if 0
0039: 1@ == 0 ;; integer values
004D: jump_if_false Label065AAD
00D6: if 0
00FE: actor 0@ 0 ()near_point 375.5 471.4 14.1 radius 3.0 3.0 5.0
004D: jump_if_false Label065AAD
00D6: if 0
8119: NOT car $B00 wrecked
004D: jump_if_false Label065AAD
01D4: actor 0@ go_to_car $B00 and_enter_it_as_a_passenger
0006: 1@ = 1 ;; integer values

:Label065AAD
00D6: if 0
0119: car $B00 wrecked
004D: jump_if_false Label065AD3
00BC: text_highpriority "COK1_9" 5000 ms 2 ;; ~r~You're supposed to follow him,
not kill him!
0002: jump Label06644B

:Label065AD3
0002: jump Label0651FA

:Label065ADA
0171: set_player $PLAYER_CHAR z_angle_to 0.0
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
02A3: toggle_widescreen 0 (off)
00BC: text_highpriority "COK1_8" 15000 ms 2 ;; ~g~Quick! Grab some wheels and
follow him!
0001: wait 2000 ms
00D6: if 0
8118: NOT actor 0@ dead
004D: jump_if_false Label065BB9
00D6: if 0
8119: NOT car $B00 wrecked
004D: jump_if_false Label065BB9
0489: unknown_actor 0@ flag 0
011C: actor 0@ clear_objective
0362: remove_actor 0@ from_car_and_place_at 349.4 278.0 18.6
0464: put_actor 0@ into_turret_on_car $B00 at_car_offset .4 0.0 1.0 unknown 2
angle 180.0 with_weapon 27
011A: set_actor 0@ flags 1
02E2: set_actor 0@ weapon_accuracy_to 50
01CA: actor 0@ kill_player $PLAYER_CHAR
0319: set_actor 0@ wander_state_to 1 (off)
00D6: if 0
8119: NOT car $B00 wrecked
004D: jump_if_false Label065BB9
00A7: car $B00 drive_to 541.1 482.6 10.8
00AD: set_car $B00 max_speed_to 18.0
00AE: unknown_set_car $B00 to_ignore_traffic_lights 2
:Label065BB9
0006: 16@ = 0 ;; integer values
00D6: if 0
8118: NOT actor 0@ dead
004D: jump_if_false Label065BD0

:Label065BD0
00D6: if 21
80F5: NOT player $PLAYER_CHAR 0 ()near_point 34.9 1086.8 14.5 radius 20.0
20.0 10.0
80FE: NOT actor 0@ 0 ()near_point 34.9 1086.8 14.5 radius 15.0 15.0
10.0
004D: jump_if_false Label066374
0001: wait 0 ms
00D6: if 0
0118: actor 0@ dead
004D: jump_if_false Label065C4F
00BC: text_highpriority "COK1_9" 5000 ms 2 ;; ~r~You're supposed to follow him,
not kill him!
0002: jump Label06644B

:Label065C4F
00D6: if 0
80E9: NOT player $PLAYER_CHAR 0 ()near_actor 0@ radius 180.0 180.0
004D: jump_if_false Label065C84
00BC: text_highpriority "TEX1_5" 5000 ms 2 ;; ~r~He got away!
0002: jump Label06644B

:Label065C84
00D6: if 0
8118: NOT actor 0@ dead
004D: jump_if_false Label06602F
00D6: if 0
8118: NOT actor 8@ dead
004D: jump_if_false Label065CE9
00D6: if 0
8119: NOT car $B00 wrecked
004D: jump_if_false Label065CE9
00D6: if 0
80DB: NOT actor 8@ in_car $B00
004D: jump_if_false Label065CD4
0465: remove_actor 0@ from_turret_mode
01CA: actor 8@ kill_player $PLAYER_CHAR

:Label065CD4
00D6: if 0
02BF: car $B00 sunk
004D: jump_if_false Label065CE9
0465: remove_actor 0@ from_turret_mode

:Label065CE9
00D6: if 0
8118: NOT actor 0@ dead
004D: jump_if_false Label065D5A
00D6: if 0
8119: NOT car $B00 wrecked
004D: jump_if_false Label065D5A
00D6: if 0
80DB: NOT actor 0@ in_car $B00
004D: jump_if_false Label065D5A
00D6: if 0
8118: NOT actor 8@ dead
004D: jump_if_false Label065D50
00D6: if 0
80DB: NOT actor 8@ in_car $B00
004D: jump_if_false Label065D49
00AD: set_car $B00 max_speed_to 0.0

:Label065D49
0002: jump Label065D5A

:Label065D50
00AD: set_car $B00 max_speed_to 0.0

:Label065D5A
00D6: if 0
8119: NOT car $B00 wrecked
004D: jump_if_false Label065DCB
00D6: if 0
00DC: player $PLAYER_CHAR driving $B00
004D: jump_if_false Label065DCB
00D6: if 0
8118: NOT actor 0@ dead
004D: jump_if_false Label065DCB
0465: remove_actor 0@ from_turret_mode
00D6: if 0
8119: NOT car $B00 wrecked
004D: jump_if_false Label065DCB
00D6: if 0
0019: 16@ > 1000 ;; integer values
004D: jump_if_false Label065DCB
0319: set_actor 0@ wander_state_to 1 (off)
01D5: actor 0@ go_to_and_drive_car $B00
0006: 16@ = 0 ;; integer values

:Label065DCB
00D6: if 0
0118: actor 8@ dead
004D: jump_if_false Label065E42
00D6: if 0
8119: NOT car $B00 wrecked
004D: jump_if_false Label065E42
0465: remove_actor 0@ from_turret_mode
00D6: if 0
0185: car $B00 health >= 269
004D: jump_if_false Label065E1C
01D5: actor 0@ go_to_and_drive_car $B00
00AD: set_car $B00 max_speed_to 0.0
0002: jump Label065E42

:Label065E1C
00D6: if 0
0019: 16@ > 1500 ;; integer values
004D: jump_if_false Label065E42
0319: set_actor 0@ wander_state_to 1 (off)
0377: set_actor 0@ objective_to-32
0006: 16@ = 0 ;; integer values
:Label065E42
00D6: if 0
0038: $B01 == 0 ;; integer values
004D: jump_if_false Label065EA7
00D6: if 0
8119: NOT car $B00 wrecked
004D: jump_if_false Label065EA7
00D6: if 0
01F4: car $B00 flipped
004D: jump_if_false Label065EA7
00D6: if 0
80DB: NOT actor 0@ in_car $B00
004D: jump_if_false Label065E98
0465: remove_actor 0@ from_turret_mode
0377: set_actor 0@ objective_to-32
0002: jump Label065EA0

:Label065E98
01D3: actor 0@ leave_car $B00

:Label065EA0
0004: $B01 = 1 ;; integer values

:Label065EA7
00D6: if 0
8119: NOT car $B00 wrecked
004D: jump_if_false Label065FBF
00D6: if 0
8185: NOT car $B00 health >= 270
004D: jump_if_false Label065FB8
00AD: set_car $B00 max_speed_to 10.0
0465: remove_actor 0@ from_turret_mode
00D6: if 0
00DB: actor 0@ in_car $B00
004D: jump_if_false Label065F48
01D3: actor 0@ leave_car $B00

:Label065EF4
00D6: if 0
00DB: actor 0@ in_car $B00
004D: jump_if_false Label065F48
0001: wait 0 ms
00D6: if 0
0118: actor 0@ dead
004D: jump_if_false Label065F31
00BC: text_highpriority "COK1_9" 5000 ms 2 ;; ~r~You're supposed to follow him,
not kill him!
0002: jump Label06644B

:Label065F31
00D6: if 0
0119: car $B00 wrecked
004D: jump_if_false Label065F41

:Label065F41
0002: jump Label065EF4

:Label065F48
00D6: if 0
00DF: actor 0@ driving
004D: jump_if_false Label065F92
00D9: $B00 = actor 0@ car
00D6: if 0
8119: NOT car $B00 wrecked
004D: jump_if_false Label065F8B
00A7: car $B00 drive_to 34.9 1086.8 14.5
00AE: unknown_set_car $B00 to_ignore_traffic_lights 2

:Label065F8B
0002: jump Label065FB8

:Label065F92
00D6: if 0
0019: 16@ > 1500 ;; integer values
004D: jump_if_false Label065FB8
0319: set_actor 0@ wander_state_to 1 (off)
0377: set_actor 0@ objective_to-32
0006: 16@ = 0 ;; integer values

:Label065FB8
0002: jump Label06602F

:Label065FBF
00D6: if 0
00DF: actor 0@ driving
004D: jump_if_false Label066009
00D9: $B00 = actor 0@ car
00D6: if 0
8119: NOT car $B00 wrecked
004D: jump_if_false Label066002
00A7: car $B00 drive_to 34.9 1086.8 14.5
00AE: unknown_set_car $B00 to_ignore_traffic_lights 2

:Label066002
0002: jump Label06602F

:Label066009
00D6: if 0
0019: 16@ > 1500 ;; integer values
004D: jump_if_false Label06602F
0319: set_actor 0@ wander_state_to 1 (off)
0377: set_actor 0@ objective_to-32
0006: 16@ = 0 ;; integer values

:Label06602F
00D6: if 0
8118: NOT actor 8@ dead
004D: jump_if_false Label066176
00D6: if 0
8119: NOT car $B00 wrecked
004D: jump_if_false Label066176
00D6: if 0
00DB: actor 8@ in_car $B00
004D: jump_if_false Label066176
00D6: if 0
00E9: player $PLAYER_CHAR 0 ()near_actor 0@ radius 50.0 50.0
004D: jump_if_false Label066099
00AD: set_car $B00 max_speed_to 34.0
02E2: set_actor 0@ weapon_accuracy_to 60
0002: jump Label0660AA

:Label066099
00AD: set_car $B00 max_speed_to 18.0
02E2: set_actor 0@ weapon_accuracy_to 50

:Label0660AA
00D6: if 0
00FE: actor 0@ 0 ()near_point 541.1 482.6 10.8 radius 8.0 8.0 6.0
004D: jump_if_false Label0660EE
00A7: car $B00 drive_to 527.9 974.9 17.6

:Label0660EE
00D6: if 0
00FE: actor 0@ 0 ()near_point 527.9 974.9 17.6 radius 8.0 8.0 6.0
004D: jump_if_false Label066132
00A7: car $B00 drive_to 455.1 1285.5 17.3

:Label066132
00D6: if 0
00FE: actor 0@ 0 ()near_point 455.1 1285.5 17.3 radius 8.0 8.0 6.0
004D: jump_if_false Label066176
00A7: car $B00 drive_to 266.2 1139.9 21.1

:Label066176
00D6: if 0
8118: NOT actor 0@ dead
004D: jump_if_false Label0662AF
00D6: if 0
8119: NOT car $B00 wrecked
004D: jump_if_false Label0662AF
00D6: if 0
00DB: actor 0@ in_car $B00
004D: jump_if_false Label0662AF
00D6: if 0
00E9: player $PLAYER_CHAR 0 ()near_actor 0@ radius 50.0 50.0
004D: jump_if_false Label0661D9
00AD: set_car $B00 max_speed_to 34.0
0002: jump Label0661E3

:Label0661D9
00AD: set_car $B00 max_speed_to 20.0

:Label0661E3
00D6: if 0
00FE: actor 0@ 0 ()near_point 541.1 482.6 10.8 radius 8.0 8.0 6.0
004D: jump_if_false Label066227
00A7: car $B00 drive_to 527.9 974.9 17.6

:Label066227
00D6: if 0
00FE: actor 0@ 0 ()near_point 527.9 974.9 17.6 radius 8.0 8.0 6.0
004D: jump_if_false Label06626B
00A7: car $B00 drive_to 455.1 1285.5 17.3

:Label06626B
00D6: if 0
00FE: actor 0@ 0 ()near_point 455.1 1285.5 17.3 radius 8.0 8.0 6.0
004D: jump_if_false Label0662AF
00A7: car $B00 drive_to 266.2 1139.9 21.1

:Label0662AF
00D6: if 0
00FE: actor 0@ 0 ()near_point 266.2 1139.9 21.1 radius 8.0 8.0 6.0
004D: jump_if_false Label066303
00D6: if 0
8119: NOT car $B00 wrecked
004D: jump_if_false Label066303
00A7: car $B00 drive_to 34.9 1086.8 14.5

:Label066303
00D6: if 21
0366: (unknown) 12@
0366: (unknown) 13@
004D: jump_if_false Label06636D
00D6: if 0
0039: 2@ == 0 ;; integer values
004D: jump_if_false Label06636D
02CF: 14@ = create_fire_at 347.5 417.4 20.6
02CF: 15@ = create_fire_at 350.9 412.6 20.6
02CF: $AFF = create_fire_at 349.5 416.6 20.6
0006: 2@ = 1 ;; integer values

:Label06636D
0002: jump Label065BD0

:Label066374
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
0001: wait 0 ms
02A3: toggle_widescreen 1 (on)
00D6: if 0
8118: NOT actor 0@ dead
004D: jump_if_false Label0663FA
00D6: if 0
00DF: actor 0@ driving
004D: jump_if_false Label0663B7
0362: remove_actor 0@ from_car_and_place_at 56.4 1081.1 15.0

:Label0663B7
0465: remove_actor 0@ from_turret_mode
01ED: reset_actor 0@ flags
011C: actor 0@ clear_objective
00A1: put_actor 0@ at 56.4 1081.1 15.0
0173: set_actor 0@ z_angle_to 275.0
0239: actor 0@ run_to 72.4 1082.8
0411: (unknown) 0@ 0

:Label0663FA
015F: set_camera_position 79.834 1069.695 14.212 0.0 0.0 0.0
0160: point_camera 79.273 1070.427 14.597 2
0001: wait 3000 ms
009B: destroy_actor_instantly 0@
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
02A3: toggle_widescreen 0 (off)
02EB: restore_camera_with_jumpcut
0002: jump Label06645C
:Label06644B
00BA: text_styled "M_FAIL" 5000 ms 1 ;; MISSION FAILED!
0051: return

:Label06645C
0004: $PASSED_COK1_THE_CHASE = 1 ;; integer values
0394: play_music 1
01E3: text_1number_styled "M_PASS" 1000 5000 ms 1 ;; MISSION PASSED! $~1~
0110: clear_player $PLAYER_CHAR wanted_level
0109: player $PLAYER_CHAR money += 1000
0318: set_latest_mission_passed "COK_1" ;; The Chase
030C: set_mission_points += 1
0004: $364 = 1 ;; integer values
0004: $36A = 1 ;; integer values
004F: create_thread Label00B8F8
0051: return

:Label0664AC
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
0164: disable_marker $3F
0249: release_model #BFINJECT
0249: release_model #RUGER
0249: release_model -114 (BARREL4)
0249: release_model #FAGGIO
0249: release_model -121 (FAKETARGET)
0249: release_model #SGA
01C3: remove_references_to_car $B00 ;; Like turning a car into any random car
01C2: remove_references_to_actor 0@ ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor 8@ ;; Like turning an actor into a random
pedestrian
0296: unload_special_actor 5
0482: 0.0
014C: set_parked_car_generator $75C cars_to_generate_to 101
00D6: if 0
8119: NOT car $B00 wrecked
004D: jump_if_false Label066509
03AB: (unknown) $B00 0

:Label066509
0004: $ONMISSION = 0 ;; integer values
040D: unload_wav 1
040D: unload_wav 2
01B7: release_weather
009B: destroy_actor_instantly 11@
01C4: remove_references_to_object 12@ ;; This object will now disappear when the
player looks away
01C4: remove_references_to_object 13@ ;; This object will now disappear when the
player looks away
031A: remove_all_fires
00D8: mission_cleanup
0051: return

;-------------Mission 13---------------
; Originally: Phnom Penh '86

:Label06652F
0050: gosub Label066553
00D6: if 0
0112: wasted_or_busted
004D: jump_if_false Label06654A
0050: gosub Label069B87

:Label06654A
0050: gosub Label069E31
004E: end_thread

:Label066553
0317: increment_mission_attempts
0004: $ONMISSION = 1 ;; integer values
03A4: name_thread "BARON2"
0001: wait 0 ms
054C: use_GXT_table "BARON2"
058E: set_restart_mission_taxi_destination -288.2 -487.5 9.8 275.0
0006: 10@ = 0 ;; integer values
0006: 11@ = 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: $29 = 0 ;; integer values
0004: $2A = 0 ;; integer values
0004: $2B = 0 ;; integer values
0006: 12@ = 0 ;; integer values
0006: 13@ = 0 ;; integer values
0006: 14@ = 0 ;; integer values
0006: 15@ = 0 ;; integer values
0004: $B2F = 0 ;; integer values
0004: $B1E = 0 ;; integer values
0006: 5@ = 0 ;; integer values
0004: $B0A = 0 ;; integer values
03DE: set_pedestrians_density_multiplier_to 0.0
04BB: select_interiour 2 ;; select render area
04F9: interiour_colors 8 0
023C: load_special_actor 1 "CSPLAY"
023C: load_special_actor 2 "CSDIAZ"
023C: load_special_actor 3 "CSBUDDY"
023C: load_special_actor 4 "IGBUDDY"
0247: request_model #MAVERICK
02F3: load_object #CUTOBJ01 "DZPLANT"
02F3: load_object #CUTOBJ02 "COLPHON"
038B: load_requested_models
03CB: set_camera -378.3 -591.9 25.8

:Label06667B
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
8248: NOT model #MAVERICK available
004D: jump_if_false Label0666A6
0001: wait 0 ms
0002: jump Label06667B
:Label0666A6
00D6: if 21
8248: NOT model #CUTOBJ01 available
8248: NOT model #CUTOBJ02 available
004D: jump_if_false Label0666C6
0001: wait 0 ms
0002: jump Label0666A6

:Label0666C6
02E4: load_cutscene_data "COK_2A"
0395: clear_area 1 at -378.6 -552.6 range 25.5 15.0
0395: clear_area 1 at -379.0 -564.6 range 19.8 15.0
0244: set_cutscene_pos -378.62 -552.676 18.534
041D: set_camera_near_clip .1
02E5: $7D = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $7D "CSPLAY"
02E5: $A1 = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $A1 "CSDIAZ"
02E5: $88 = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim $88 "CSBUDDY"
02E5: $B1C = create_cutscene_object #CUTOBJ01
02E6: set_cutscene_anim $B1C "DZPLANT"
02E5: $8C = create_cutscene_object #CUTOBJ02
02E6: set_cutscene_anim $8C "COLPHON"
0395: clear_area 1 at -379.2 -536.4 range 16.2 1.0
0055: put_player $PLAYER_CHAR at -379.2 -536.4 16.2
0171: set_player $PLAYER_CHAR z_angle_to 0.0
016A: fade 1 (back) 1500 ms
03AD: set_rubbish 0 (invisible)
03AF: set_streaming 1 (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0667CA
00D6: if 0
001A: 4424 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0667ED
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0667CA

:Label0667ED
00BC: text_highpriority "COK2_A" 10000 ms 1 ;; What kind of incompetent fool are
you?

:Label0667FC
00D6: if 0
001A: 6836 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label06681F
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0667FC

:Label06681F
00BC: text_highpriority "COK2_B" 10000 ms 1 ;; FOOL! FOOL! FOOL! FOOL!

:Label06682E
00D6: if 0
001A: 12564 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label066851
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label06682E

:Label066851
00BC: text_highpriority "COK2_C" 10000 ms 1 ;; Tommy!

:Label066860
00D6: if 0
001A: 13816 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label066883
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label066860

:Label066883
00BC: text_highpriority "COK2_D" 10000 ms 1 ;; What, Ricardo?

:Label066892
00D6: if 0
001A: 15862 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0668B5
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label066892

:Label0668B5
00BC: text_highpriority "COK2_E" 10000 ms 1 ;; These idiots - they always trying
to screw you.

:Label0668C4
00D6: if 0
001A: 17918 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0668E7
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0668C4

:Label0668E7
00BC: text_highpriority "COK2_F" 10000 ms 1 ;; That's the problem with this
business.

:Label0668F6
00D6: if 0
001A: 20021 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label066919
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0668F6

:Label066919
00BC: text_highpriority "COK2_G" 10000 ms 1 ;; What do you think you're doing?

:Label066928
00D6: if 0
001A: 24585 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label06694B
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label066928

:Label06694B
00BC: text_highpriority "COK2_H" 10000 ms 1 ;; These pricks have failed me
miserably,

:Label06695A
00D6: if 0
001A: 27367 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label06697D
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label06695A

:Label06697D
00BC: text_highpriority "COK2_I" 10000 ms 1 ;; Soon any mom and pop will think
they can sell gallo in Vice City.

:Label06698C
00D6: if 0
001A: 32111 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0669AF
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label06698C

:Label0669AF
00BC: text_highpriority "COK2_J" 10000 ms 1 ;; What next, huh? The stinking
Mafia?!

:Label0669BE
00D6: if 0
001A: 35328 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0669E3
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0669BE

:Label0669E3
00BC: text_highpriority "COK2_K" 10000 ms 1 ;; That gang place is a fortress at
ground level,

:Label0669F2
00D6: if 0
001A: 39729 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label066A17
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0669F2

:Label066A17
00BC: text_highpriority "COK2_L" 10000 ms 1 ;; so Quentin here - Quentin!
QUENTIN!

:Label066A26
00D6: if 0
001A: 41796 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label066A4B
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label066A26

:Label066A4B
00BC: text_highpriority "COK2_M" 10000 ms 1 ;; He'll fly you over the area!

:Label066A5A
00D6: if 0
001A: 44036 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label066A7F
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label066A5A

:Label066A7F
00BC: text_highpriority "COK2_N" 10000 ms 1 ;; Eradicate them!

:Label066A8E
00D6: if 0
001A: 45599 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label066AB3
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label066A8E

:Label066AB3
00BC: text_highpriority "COK2_O" 10000 ms 1 ;; What do you think you're doing?

:Label066AC2
00D6: if 0
001A: 48599 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label066AE7
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label066AC2

:Label066AE7
00BE: text_clear_all

:Label066AE9
00D6: if 0
001A: 49960 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label066B0E
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label066AE9

:Label066B0E
0296: unload_special_actor 1
0296: unload_special_actor 2
0296: unload_special_actor 3
0249: release_model #CUTOBJ01
0249: release_model #CUTOBJ02
04FA: reset_interior_colors 0
016A: fade 0 () 1500 ms
00BA: text_styled "COK_2" 15000 ms 2 ;; Phnom Penh '86

:Label066B3E
00D6: if 0
016B: fading
004D: jump_if_false Label066B56
0001: wait 0 ms
0002: jump Label066B3E

:Label066B56
02EA: end_cutscene
03DE: set_pedestrians_density_multiplier_to 0.0
023C: load_special_actor 1 "CSPLAY"
023C: load_special_actor 2 "CSBUDDY"
02F3: load_object #CUTOBJ01 "CSCHOPB"
038B: load_requested_models

:Label066B86
00D6: if 22
823D: NOT special_actor 1 loaded
823D: NOT special_actor 2 loaded
8248: NOT model #CUTOBJ01 available
004D: jump_if_false Label066BA9
0001: wait 0 ms
0002: jump Label066B86

:Label066BA9
04BB: select_interiour 0 ;; select render area
03CB: set_camera -380.9 -565.7 40.0
02E4: load_cutscene_data "COK_2B"
0244: set_cutscene_pos -390.8 -573.877 40.1
041D: set_camera_near_clip .1
02E5: $7D = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $7D "CSPLAY"
02E5: $88 = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $88 "CSBUDDY"
02E5: $94 = create_cutscene_object #CUTOBJ01
02E6: set_cutscene_anim $94 "CSCHOPB"
016A: fade 1 (back) 1500 ms
03AD: set_rubbish 0 (invisible)
03AF: set_streaming 1 (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label066C33
00D6: if 0
001A: 130 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label066C56
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label066C33

:Label066C56
00BC: text_highpriority "COK2_P" 10000 ms 1 ;; What are you doing here?

:Label066C65
00D6: if 0
001A: 1110 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label066C88
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label066C65
:Label066C88
00BC: text_highpriority "COK2_Q" 10000 ms 1 ;; Hey, I've been asking around and
it's obvious

:Label066C97
00D6: if 0
001A: 3040 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label066CBA
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label066C97

:Label066CBA
00BC: text_highpriority "COK2_R" 10000 ms 1 ;; that Diaz jumped the deal and
iced my brother.

:Label066CC9
00D6: if 0
001A: 5010 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label066CEC
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label066CC9

:Label066CEC
00BC: text_highpriority "COK2_S" 10000 ms 1 ;; And he'll kill you, too!

:Label066CFB
00D6: if 0
001A: 6070 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label066D1E
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label066CFB

:Label066D1E
00BC: text_highpriority "COK2_T" 10000 ms 1 ;; I can take Diaz!

:Label066D2D
00D6: if 0
001A: 7050 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label066D50
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label066D2D

:Label066D50
00BC: text_highpriority "COK2_U" 10000 ms 1 ;; No - listen to me! I'll handle
Diaz -

:Label066D5F
00D6: if 0
001A: 10040 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label066D82
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label066D5F
:Label066D82
00BC: text_highpriority "COK2_V" 10000 ms 1 ;; - he's beginning to trust me.

:Label066D91
00D6: if 0
001A: 11500 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label066DB4
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label066D91

:Label066DB4
00BE: text_clear_all
016A: fade 0 () 1500 ms
00BE: text_clear_all

:Label066DBF
00D6: if 0
016B: fading
004D: jump_if_false Label066DD7
0001: wait 0 ms
0002: jump Label066DBF

:Label066DD7
03AD: set_rubbish 1 (visible)
02EA: end_cutscene
0296: unload_special_actor 1
0296: unload_special_actor 2
0249: release_model #CUTOBJ01
0247: request_model #SGA
0247: request_model #SGB
0247: request_model #M60
0247: request_model #TEC9
0247: request_model #BOBCAT
0247: request_model -114 (BARREL4)
0247: request_model #RUGER
0247: request_model #GANGBUR
0247: request_model #SPARROW
023C: load_special_actor 5 "SGC"
038B: load_requested_models

:Label066E22
00D6: if 25
8248: NOT model #SGA available
8248: NOT model #SGB available
8248: NOT model #M60 available
8248: NOT model #TEC9 available
8248: NOT model #BOBCAT available
823D: NOT special_actor 5 loaded
004D: jump_if_false Label066E53
0001: wait 0 ms
0002: jump Label066E22

:Label066E53
00D6: if 23
8248: NOT model -114 (BARREL4) available
8248: NOT model #RUGER available
8248: NOT model #SPARROW available
8248: NOT model #GANGBUR available
004D: jump_if_false Label066E7C
0001: wait 0 ms
0002: jump Label066E53

:Label066E7C
00A5: $B05 = create_car #MAVERICK at -391.0 -573.0 -100.0
0229: set_car $B05 color_to 3 1
0224: set_car $B05 health_to 3000
023C: load_special_actor 6 "SPANDXA"
0247: request_model #MARQUIS
0247: request_model #RIO
0247: request_model #SEASPAR
0247: request_model #WMYGO
0247: request_model #CADDY
0482: 2.0
00D6: if 0
8119: NOT car $B05 wrecked
004D: jump_if_false Label066F77
0227: $B07 = car $B05 health
03C4: set_status_text_to $B07 1 (bar) "COK2_24" ;; Heli Health:
0050: gosub Label069F51
04E2: $PLAYER_CHAR 1
0129: $LANCE_VANCE = create_actor 4 #SPECIAL04 in_car $B05 driverseat
0446: (unknown) $LANCE_VANCE 0
04F5: unknown_actor $LANCE_VANCE kiss_player $PLAYER_CHAR on 1
04A2: heli $B05 fly_to -375.155 -548.155 48.266 speed 20
015F: set_camera_position -386.772 -581.461 40.134 0.0 0.0 0.0
0160: point_camera -387.379 -580.692 40.335 2
04DF: $B05 1
041E: set_radio_station 3 -1

:Label066F77
0001: wait 500 ms
016A: fade 1 (back) 1000 ms
0001: wait 6000 ms
01EB: set_car_density_to 0.0
03DE: set_pedestrians_density_multiplier_to 0.0
0169: set_fade_color 1 1 1
043C: unknown_set_game_sounds 0
016A: fade 0 () 500 ms
0001: wait 500 ms
00D6: if 0
00E0: player $PLAYER_CHAR driving
004D: jump_if_false Label066FD2
012A: put_player $PLAYER_CHAR at -379.2 -536.4 16.2 and_remove_from_car

:Label066FD2
00D6: if 0
8119: NOT car $B05 wrecked
004D: jump_if_false Label067002
0464: put_actor $PLAYER_ACTOR into_turret_on_car $B05 at_car_offset -1.4 1.0 -.1
unknown 1 angle 90.0 with_weapon 32

:Label067002
02EB: restore_camera_with_jumpcut
016A: fade 1 (back) 500 ms
00D6: if 0
0248: model #MARQUIS available
004D: jump_if_false Label067032
00A5: $B18 = create_car #MARQUIS at -363.6 -226.7 5.5

:Label067032
00D6: if 0
80F5: NOT player $PLAYER_CHAR 0 ()near_point 89.1 1084.0 39.0 radius 6.0
6.0 6.0
004D: jump_if_false Label067AF6
0001: wait 0 ms
00D6: if 0
0119: car $B05 wrecked
004D: jump_if_false Label067087
0465: remove_actor $PLAYER_ACTOR from_turret_mode
0322: kill_player $PLAYER_CHAR
0002: jump Label069B87

:Label067087
0050: gosub Label069F51
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point -375.0 -548.0 48.266 radius 6.0 6.0
6.0
004D: jump_if_false Label0670D4
04A2: heli $B05 fly_to -366.0 -346.0 50.0 speed 50

:Label0670D4
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point -366.0 -346.0 50.0 radius 6.0 6.0
6.0
004D: jump_if_false Label0671CE
04A2: heli $B05 fly_to -264.0 46.2 15.0 speed 70
0169: set_fade_color 0 0 0
00D6: if 0
0039: 10@ == 0 ;; integer values
004D: jump_if_false Label06717C
00A5: 6@ = create_car #SEASPAR at -110.0 692.4 70.0
0224: set_car 6@ health_to 500
0129: 8@ = create_actor 4 #SGA in_car 6@ driverseat
04A2: heli 6@ fly_to -110.0 -48.2 38.0 speed 2
0006: 10@ = 1 ;; integer values

:Label06717C
00D6: if 0
0039: 11@ == 0 ;; integer values
004D: jump_if_false Label0671CE
00A5: 7@ = create_car #SPARROW at -108.0 720.4 68.0
0129: 9@ = create_actor 4 #SGA in_car 7@ driverseat
04A2: heli 7@ fly_to -108.0 -48.2 40.0 speed 7
0006: 11@ = 1 ;; integer values

:Label0671CE
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point -264.0 46.2 15.0 radius 6.0 6.0
6.0
004D: jump_if_false Label067367
04A2: heli $B05 fly_to 17.9 1035.5 34.2 speed 40
00D6: if 0
0038: $B0A == 0 ;; integer values
004D: jump_if_false Label067367
00A6: destroy_car $B18
00D6: if 0
023D: special_actor 6 loaded
004D: jump_if_false Label067252
009A: $B0C = create_actor 4 #SPECIAL06 at -261.6 62.4 26.2

:Label067252
00A5: $B18 = create_car #MARQUIS at -211.6 394.1 5.5
0224: set_car $B18 health_to 500
0175: set_car $B18 z_angle_to 238.0
00A5: $B19 = create_car #RIO at -193.1 384.0 5.5
0224: set_car $B19 health_to 500
0175: set_car $B19 z_angle_to 119.0
00A5: $B1A = create_car #MARQUIS at -222.9 363.8 5.5
0224: set_car $B1A health_to 500
009A: $B0D = create_actor 4 #WMYGO at -151.4 493.2 15.3
0243: set_actor $B0D ped_stats_to 39
009A: $B0E = create_actor 4 #WMYGO at -150.5 496.3 15.4
0243: set_actor $B0E ped_stats_to 39
03F9: make_actors $B0D $B0E converse_in 999999 ms
00A5: $B24 = create_car #CADDY at -145.6 496.0 14.8
0224: set_car $B24 health_to 500
0175: set_car $B24 z_angle_to 58.0
00A5: $B0B = create_car #CADDY at -148.8 490.1 14.8
0224: set_car $B0B health_to 500
0175: set_car $B0B z_angle_to 90.0
0004: $B0A = 1 ;; integer values

:Label067367
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point 17.9 1035.5 34.2 radius 6.0 6.0
6.0
004D: jump_if_false Label0675D3
04A2: heli $B05 fly_to 87.0 1087.6 38.0 speed 50
00D6: if 0
0038: $B16 == 0 ;; integer values
004D: jump_if_false Label0675D3
00A6: destroy_car 6@
00A6: destroy_car 7@
009B: destroy_actor_instantly 8@
009B: destroy_actor_instantly 9@
009B: destroy_actor_instantly $B0D
009B: destroy_actor_instantly $B0E
00A6: destroy_car $B18
00A6: destroy_car $B19
00A6: destroy_car $B1A
00A6: destroy_car $B24
00A6: destroy_car $B0B
0249: release_model #SPARROW
0249: release_model #MARQUIS
0249: release_model #RIO
0249: release_model #SEASPAR
0249: release_model #CADDY
0249: release_model #WMYGO
0296: unload_special_actor 6
00D6: if 0
8119: NOT car $B05 wrecked
004D: jump_if_false Label06758A
009A: $B0C = create_actor 4 #SGA at 70.9 1106.4 -100.0
0350: unknown_actor $B0C not_scared_flag 1
01D9: actor $B0C run_away_from_car $B05
011A: set_actor $B0C flags 1
022D: set_actor $B0C to_look_at_player $PLAYER_CHAR
01B2: give_actor $B0C weapon 22 ammo 30000 ;; Load the weapon model before using
this
0223: set_actor $B0C health_to 50
009A: $B0D = create_actor 4 #SGB at 75.0 1106.9 -100.0
0350: unknown_actor $B0D not_scared_flag 1
01D9: actor $B0D run_away_from_car $B05
011A: set_actor $B0D flags 1
022D: set_actor $B0D to_look_at_player $PLAYER_CHAR
01B2: give_actor $B0D weapon 22 ammo 30000 ;; Load the weapon model before using
this
0223: set_actor $B0D health_to 50
009A: $B0E = create_actor 4 #SGA at 71.5 1099.0 -100.0
0350: unknown_actor $B0E not_scared_flag 1
01D9: actor $B0E run_away_from_car $B05
011A: set_actor $B0E flags 1
022D: set_actor $B0E to_look_at_player $PLAYER_CHAR
01B2: give_actor $B0E weapon 22 ammo 30000 ;; Load the weapon model before using
this
0223: set_actor $B0E health_to 50
009A: $B0F = create_actor 4 #SGB at 78.4 1101.6 -100.0
0350: unknown_actor $B0F not_scared_flag 1
01D9: actor $B0F run_away_from_car $B05
011A: set_actor $B0F flags 1
022D: set_actor $B0F to_look_at_player $PLAYER_CHAR
01B2: give_actor $B0F weapon 22 ammo 30000 ;; Load the weapon model before using
this
0223: set_actor $B0F health_to 50
009A: $B10 = create_actor 4 #SGA at 76.0 1095.6 -100.0
0350: unknown_actor $B10 not_scared_flag 1
01D9: actor $B10 run_away_from_car $B05
011A: set_actor $B10 flags 1
022D: set_actor $B10 to_look_at_player $PLAYER_CHAR
01B2: give_actor $B10 weapon 22 ammo 30000 ;; Load the weapon model before using
this
0223: set_actor $B10 health_to 50

:Label06758A
0107: $B2A = create_object -114 (BARREL4) at 65.6 1104.6 31.5
0107: $B2B = create_object -114 (BARREL4) at 65.7 1107.5 31.5
0107: $B2C = create_object -114 (BARREL4) at 86.7 1114.3 31.5
0004: $B16 = 1 ;; integer values

:Label0675D3
00D6: if 0
0038: $26 == 0 ;; integer values
004D: jump_if_false Label06767E
00D6: if 0
0038: $21 == 0 ;; integer values
004D: jump_if_false Label06761D
03CF: load_wav "COK2_1" as 1
03CF: load_wav "COK2_2" as 2
0004: $21 = 1 ;; integer values
0002: jump Label067624

:Label06761D
0050: gosub Label06A004
:Label067624
00D6: if 0
0038: $22 == 1 ;; integer values
004D: jump_if_false Label06767E
03D1: play_wav 1
00BC: text_highpriority "COK2_1" 5000 ms 2 ;; One thing puzzling me, What's with
'Quentin!?
00D6: if 0
03D2: wav 1 ended
004D: jump_if_false Label06767E
0001: wait 500 ms
03D1: play_wav 2
00BC: text_highpriority "COK2_2" 5000 ms 2 ;; I dunno, I always kinda liked
it...Quentin Vance...
0004: $26 = 1 ;; integer values
0050: gosub Label06A020

:Label06767E
00D6: if 2
0038: $26 == 1 ;; integer values
0038: $27 == 0 ;; integer values
0019: 17@ > 3000 ;; integer values
004D: jump_if_false Label067738
00D6: if 0
0038: $21 == 0 ;; integer values
004D: jump_if_false Label0676D7
03CF: load_wav "COK2_3" as 1
03CF: load_wav "COK2_4" as 2
0004: $21 = 1 ;; integer values
0002: jump Label0676DE

:Label0676D7
0050: gosub Label06A004

:Label0676DE
00D6: if 0
0038: $22 == 1 ;; integer values
004D: jump_if_false Label067738
03D1: play_wav 1
00BC: text_highpriority "COK2_3" 5000 ms 2 ;; Vance? Your name's Lance Vance?
00D6: if 0
03D2: wav 1 ended
004D: jump_if_false Label067738
0001: wait 500 ms
03D1: play_wav 2
00BC: text_highpriority "COK2_4" 5000 ms 2 ;; Hey! I got enough of that at
school!
0004: $27 = 1 ;; integer values
0050: gosub Label06A020

:Label067738
00D6: if 2
0038: $27 == 1 ;; integer values
0038: $28 == 0 ;; integer values
0019: 17@ > 3000 ;; integer values
004D: jump_if_false Label067800
00D6: if 0
0038: $21 == 0 ;; integer values
004D: jump_if_false Label067791
03CF: load_wav "COK2_8D" as 1
03CF: load_wav "COK2_7B" as 2
0004: $21 = 1 ;; integer values
0002: jump Label067798

:Label067791
0050: gosub Label06A004

:Label067798
00D6: if 0
0038: $22 == 1 ;; integer values
004D: jump_if_false Label067800
03D1: play_wav 1
00BC: text_highpriority "COK2_13" 4000 ms 2 ;; Lance Vance. Poor bastard.
00D6: if 0
03D2: wav 1 ended
004D: jump_if_false Label067800
00D6: if 0
0019: 17@ > 6000 ;; integer values
004D: jump_if_false Label067800
03D1: play_wav 2
00BC: text_highpriority "COK2_8" 4000 ms 2 ;; Where the hell are we headed
anyway?
0004: $28 = 1 ;; integer values
0050: gosub Label06A020

:Label067800
00D6: if 2
0038: $28 == 1 ;; integer values
0038: $29 == 0 ;; integer values
0019: 17@ > 2000 ;; integer values
004D: jump_if_false Label0678C8
00D6: if 0
0038: $21 == 0 ;; integer values
004D: jump_if_false Label067859
03CF: load_wav "COK2_7C" as 1
03CF: load_wav "COK2_5" as 2
0004: $21 = 1 ;; integer values
0002: jump Label067860

:Label067859
0050: gosub Label06A004

:Label067860
00D6: if 0
0038: $22 == 1 ;; integer values
004D: jump_if_false Label0678C8
03D1: play_wav 1
00BC: text_highpriority "COK2_9" 5000 ms 2 ;; Prawn Island.
00D6: if 0
03D2: wav 1 ended
004D: jump_if_false Label0678C8
00D6: if 0
0019: 17@ > 4000 ;; integer values
004D: jump_if_false Label0678C8
03D1: play_wav 2
00BC: text_highpriority "COK2_5" 5000 ms 2 ;; You ever fired one of those from a
whirly?
0004: $29 = 1 ;; integer values
0050: gosub Label06A020

:Label0678C8
00D6: if 2
0038: $29 == 1 ;; integer values
0038: $2A == 0 ;; integer values
0019: 17@ > 3000 ;; integer values
004D: jump_if_false Label067990
00D6: if 0
0038: $21 == 0 ;; integer values
004D: jump_if_false Label067921
03CF: load_wav "COK2_6" as 1
03CF: load_wav "COK2_9" as 2
0004: $21 = 1 ;; integer values
0002: jump Label067928

:Label067921
0050: gosub Label06A004

:Label067928
00D6: if 0
0038: $22 == 1 ;; integer values
004D: jump_if_false Label067990
03D1: play_wav 1
00BC: text_highpriority "COK2_6" 3000 ms 2 ;; No. I'll get a bit of practice on
the way though.
00D6: if 0
03D2: wav 1 ended
004D: jump_if_false Label067990
00D6: if 0
0019: 17@ > 12000 ;; integer values
004D: jump_if_false Label067990
03D1: play_wav 2
00BC: text_highpriority "COK2_14" 5000 ms 2 ;; Ok, we're almost there.
0004: $2A = 1 ;; integer values
0050: gosub Label06A020

:Label067990
00D6: if 2
0038: $2A == 1 ;; integer values
0038: $2B == 0 ;; integer values
0019: 17@ > 2000 ;; integer values
004D: jump_if_false Label067A4A
00D6: if 0
0038: $21 == 0 ;; integer values
004D: jump_if_false Label0679E9
03CF: load_wav "COK210A" as 1
03CF: load_wav "COK210B" as 2
0004: $21 = 1 ;; integer values
0002: jump Label0679F0

:Label0679E9
0050: gosub Label06A004

:Label0679F0
00D6: if 0
0038: $22 == 1 ;; integer values
004D: jump_if_false Label067A4A
03D1: play_wav 1
00BC: text_highpriority "COK2_15" 5000 ms 2 ;; We'll make a couple of passes.
00D6: if 0
03D2: wav 1 ended
004D: jump_if_false Label067A4A
0001: wait 500 ms
03D1: play_wav 2
00BC: text_highpriority "COK2_16" 5000 ms 2 ;; So take out as many guns as you
can.
0004: $2B = 1 ;; integer values
0050: gosub Label06A020

:Label067A4A
00D6: if 2
0038: $2B == 1 ;; integer values
0039: 14@ == 0 ;; integer values
0019: 17@ > 2500 ;; integer values
004D: jump_if_false Label067AEF
00D6: if 0
0038: $21 == 0 ;; integer values
004D: jump_if_false Label067A97
03CF: load_wav "COK210C" as 1
0004: $21 = 1 ;; integer values
0002: jump Label067AAD

:Label067A97
00D6: if 0
03D0: wav 1 loaded
004D: jump_if_false Label067AAD
0004: $22 = 1 ;; integer values

:Label067AAD
00D6: if 0
0038: $22 == 1 ;; integer values
004D: jump_if_false Label067AEF
03D1: play_wav 1
00BC: text_highpriority "COK2_17" 4000 ms 2 ;; Then I'll set you down and you're
on your way.
00D6: if 0
03D2: wav 1 ended
004D: jump_if_false Label067AEF
0006: 14@ = 1 ;; integer values
0050: gosub Label06A020

:Label067AEF
0002: jump Label067032

:Label067AF6
00D6: if 0
8119: NOT car $B05 wrecked
004D: jump_if_false Label067B10
04D0: unknown_heli $B05 turn_to_angle 270.0

:Label067B10
0050: gosub Label069F76

:Label067B17
00D6: if 0
8038: NOT $B06 == 5 ;; integer values
004D: jump_if_false Label067BF8
0001: wait 0 ms
00D6: if 0
0119: car $B05 wrecked
004D: jump_if_false Label067B4E
0465: remove_actor $PLAYER_ACTOR from_turret_mode
0322: kill_player $PLAYER_CHAR
0002: jump Label069B87

:Label067B4E
0050: gosub Label069F51
0050: gosub Label06A037
00D6: if 0
0019: 17@ > 50000 ;; integer values
004D: jump_if_false Label067B78
0002: jump Label067BF8

:Label067B78
00D6: if 0
0038: $26 == 0 ;; integer values
004D: jump_if_false Label067BF1
00D6: if 0
0038: $21 == 0 ;; integer values
004D: jump_if_false Label067BB6
03CF: load_wav "COK2_13" as 1
0004: $21 = 1 ;; integer values
0002: jump Label067BCC

:Label067BB6
00D6: if 0
03D0: wav 1 loaded
004D: jump_if_false Label067BCC
0004: $22 = 1 ;; integer values

:Label067BCC
00D6: if 0
0038: $22 == 1 ;; integer values
004D: jump_if_false Label067BF1
03D1: play_wav 1
00BC: text_highpriority "COK2_20" 4000 ms 2 ;; Damn! This is a war zone! Take
out some of those gunmen!

:Label067BF1
0002: jump Label067B17

:Label067BF8
00D6: if 0
8119: NOT car $B05 wrecked
004D: jump_if_false Label067C23
04D1: $B05
04A2: heli $B05 fly_to 113.0 1106.9 30.0 speed 40

:Label067C23
00D6: if 0
80F5: NOT player $PLAYER_CHAR 0 ()near_point 117.0 1106.9 30.0 radius 6.0
6.0 6.0
004D: jump_if_false Label067C86
0001: wait 0 ms
00D6: if 0
0119: car $B05 wrecked
004D: jump_if_false Label067C78
0465: remove_actor $PLAYER_ACTOR from_turret_mode
0322: kill_player $PLAYER_CHAR
0002: jump Label069B87

:Label067C78
0050: gosub Label069F51
0002: jump Label067C23

:Label067C86
00D6: if 0
8119: NOT car $B05 wrecked
004D: jump_if_false Label067CA0
04D0: unknown_heli $B05 turn_to_angle 1.0

:Label067CA0
009B: destroy_actor_instantly $B0C
009B: destroy_actor_instantly $B0D
009B: destroy_actor_instantly $B0E
009B: destroy_actor_instantly $B0F
009B: destroy_actor_instantly $B10
00D6: if 0
8119: NOT car $B05 wrecked
004D: jump_if_false Label067DE1
009A: $B0C = create_actor 4 #SGA at 59.0 1117.7 17.7
011A: set_actor $B0C flags 1
022D: set_actor $B0C to_look_at_player $PLAYER_CHAR
01B2: give_actor $B0C weapon 22 ammo 30000 ;; Load the weapon model before using
this
0223: set_actor $B0C health_to 50
009A: $B0D = create_actor 4 #SGB at 64.7 1089.8 17.7
011A: set_actor $B0D flags 1
022D: set_actor $B0D to_look_at_player $PLAYER_CHAR
01B2: give_actor $B0D weapon 22 ammo 30000 ;; Load the weapon model before using
this
0223: set_actor $B0D health_to 50
009A: $B0E = create_actor 4 #SGA at 61.0 1091.1 24.4
011A: set_actor $B0E flags 1
022D: set_actor $B0E to_look_at_player $PLAYER_CHAR
01B2: give_actor $B0E weapon 22 ammo 30000 ;; Load the weapon model before using
this
0223: set_actor $B0E health_to 50
009A: $B0F = create_actor 4 #SGB at 58.2 1118.7 24.4
011A: set_actor $B0F flags 1
022D: set_actor $B0F to_look_at_player $PLAYER_CHAR
01B2: give_actor $B0F weapon 22 ammo 30000 ;; Load the weapon model before using
this
0223: set_actor $B0F health_to 50
009A: $B10 = create_actor 4 #SGA at 64.9 1119.0 24.4
011A: set_actor $B10 flags 1
022D: set_actor $B10 to_look_at_player $PLAYER_CHAR
01B2: give_actor $B10 weapon 22 ammo 30000 ;; Load the weapon model before using
this
0223: set_actor $B10 health_to 50

:Label067DE1
0050: gosub Label069F76

:Label067DE8
00D6: if 0
8038: NOT $B06 == 5 ;; integer values
004D: jump_if_false Label068251
0001: wait 0 ms
00D6: if 0
0119: car $B05 wrecked
004D: jump_if_false Label067E1F
0465: remove_actor $PLAYER_ACTOR from_turret_mode
0322: kill_player $PLAYER_CHAR
0002: jump Label069B87

:Label067E1F
0050: gosub Label069F51
0050: gosub Label06A037
00D6: if 0
8118: NOT actor $B0C dead
004D: jump_if_false Label067EFA
00D6: if 0
00FE: actor $B0C 0 ()near_point 59.0 1117.7 17.7 radius 1.0 1.0 5.0
004D: jump_if_false Label067E7C
0239: actor $B0C run_to 89.7 1118.1

:Label067E7C
00D6: if 0
00FE: actor $B0C 0 ()near_point 89.7 1118.1 17.7 radius 1.0 1.0 5.0
004D: jump_if_false Label067EBB
0239: actor $B0C run_to 94.7 1107.1

:Label067EBB
00D6: if 0
00FE: actor $B0C 0 ()near_point 94.7 1107.1 17.7 radius 1.0 1.0 5.0
004D: jump_if_false Label067EFA
01D9: actor $B0C run_away_from_car $B05
0350: unknown_actor $B0C not_scared_flag 1

:Label067EFA
00D6: if 0
8118: NOT actor $B0D dead
004D: jump_if_false Label067FC7
00D6: if 0
00FE: actor $B0D 0 ()near_point 64.7 1089.8 17.7 radius 1.0 1.0 5.0
004D: jump_if_false Label067F49
0239: actor $B0D run_to 90.1 1090.1

:Label067F49
00D6: if 0
00FE: actor $B0D 0 ()near_point 90.1 1090.1 17.7 radius 1.0 1.0 5.0
004D: jump_if_false Label067F88
0239: actor $B0D run_to 91.1 1097.8

:Label067F88
00D6: if 0
00FE: actor $B0D 0 ()near_point 91.1 1097.8 17.7 radius 1.0 1.0 5.0
004D: jump_if_false Label067FC7
01D9: actor $B0D run_away_from_car $B05
0350: unknown_actor $B0D not_scared_flag 1

:Label067FC7
00D6: if 0
8118: NOT actor $B0E dead
004D: jump_if_false Label068094
00D6: if 0
00FE: actor $B0E 0 ()near_point 61.0 1091.1 24.4 radius 1.0 1.0 5.0
004D: jump_if_false Label068016
0239: actor $B0E run_to 89.4 1091.0

:Label068016
00D6: if 0
00FE: actor $B0E 0 ()near_point 89.4 1091.0 24.4 radius 1.0 1.0 5.0
004D: jump_if_false Label068055
0239: actor $B0E run_to 94.5 1100.5

:Label068055
00D6: if 0
00FE: actor $B0E 0 ()near_point 94.5 1100.5 24.4 radius 1.0 1.0 5.0
004D: jump_if_false Label068094
01D9: actor $B0E run_away_from_car $B05
0350: unknown_actor $B0E not_scared_flag 1

:Label068094
00D6: if 0
8118: NOT actor $B0F dead
004D: jump_if_false Label068161
00D6: if 0
00FE: actor $B0F 0 ()near_point 58.2 1118.7 24.4 radius 1.0 1.0 5.0
004D: jump_if_false Label0680E3
0239: actor $B0F run_to 90.0 1118.8

:Label0680E3
00D6: if 0
00FE: actor $B0F 0 ()near_point 90.0 1118.8 24.4 radius 1.0 1.0 5.0
004D: jump_if_false Label068122
0239: actor $B0F run_to 94.5 1099.9

:Label068122
00D6: if 0
00FE: actor $B0F 0 ()near_point 94.5 1099.9 24.4 radius 1.0 1.0 5.0
004D: jump_if_false Label068161
01D9: actor $B0F run_away_from_car $B05
0350: unknown_actor $B0F not_scared_flag 1

:Label068161
00D6: if 0
8118: NOT actor $B10 dead
004D: jump_if_false Label06822E
00D6: if 0
00FE: actor $B10 0 ()near_point 64.9 1119.0 24.4 radius 1.0 1.0 5.0
004D: jump_if_false Label0681B0
0239: actor $B10 run_to 89.1 1117.9

:Label0681B0
00D6: if 0
00FE: actor $B10 0 ()near_point 89.1 1117.9 24.4 radius 1.0 1.0 5.0
004D: jump_if_false Label0681EF
0239: actor $B10 run_to 93.0 1110.0

:Label0681EF
00D6: if 0
00FE: actor $B10 0 ()near_point 93.0 1110.0 24.4 radius 1.0 1.0 5.0
004D: jump_if_false Label06822E
01D9: actor $B10 run_away_from_car $B05
0350: unknown_actor $B10 not_scared_flag 1

:Label06822E
00D6: if 0
0019: 17@ > 40000 ;; integer values
004D: jump_if_false Label06824A
0002: jump Label068251

:Label06824A
0002: jump Label067DE8

:Label068251
00D6: if 0
8119: NOT car $B05 wrecked
004D: jump_if_false Label06827C
04D1: $B05
04A2: heli $B05 fly_to 90.9 1196.0 40.0 speed 40

:Label06827C
00D6: if 0
80F5: NOT player $PLAYER_CHAR 0 ()near_point 90.9 1196.0 40.0 radius 6.0
6.0 6.0
004D: jump_if_false Label0682DF
0001: wait 0 ms
00D6: if 0
0119: car $B05 wrecked
004D: jump_if_false Label0682D1
0465: remove_actor $PLAYER_ACTOR from_turret_mode
0322: kill_player $PLAYER_CHAR
0002: jump Label069B87

:Label0682D1
0050: gosub Label069F51
0002: jump Label06827C

:Label0682DF
00A5: $B18 = create_car #BOBCAT at 19.8 1213.4 -100.0
0175: set_car $B18 z_angle_to 233.7
00A5: $B19 = create_car #BOBCAT at -12.1 1207.3 -100.0
0175: set_car $B19 z_angle_to 159.6
00A5: $B1A = create_car #GANGBUR at -20.1 1198.4 -100.0
0175: set_car $B1A z_angle_to 34.6
0107: 1@ = create_object -114 (BARREL4) at 14.6 1177.9 22.5
0107: 2@ = create_object -114 (BARREL4) at 7.2 1193.1 17.8
0107: 3@ = create_object -114 (BARREL4) at -13.2 1217.7 20.4
0107: 4@ = create_object -114 (BARREL4) at -18.3 1217.5 20.4
009B: destroy_actor_instantly $B0C
009B: destroy_actor_instantly $B0D
009B: destroy_actor_instantly $B0E
009B: destroy_actor_instantly $B0F
009B: destroy_actor_instantly $B10
00D6: if 0
8119: NOT car $B05 wrecked
004D: jump_if_false Label0686BE
009A: $B0C = create_actor 4 #SGA at 17.8 1212.0 20.9
0350: unknown_actor $B0C not_scared_flag 1
01D9: actor $B0C run_away_from_car $B05
011A: set_actor $B0C flags 1
022D: set_actor $B0C to_look_at_player $PLAYER_CHAR
01B2: give_actor $B0C weapon 22 ammo 30000 ;; Load the weapon model before using
this
0223: set_actor $B0C health_to 50
00A5: $B08 = create_car #GANGBUR at 43.8 1129.6 17.9
0175: set_car $B08 z_angle_to 0.0
0129: $B0D = create_actor 4 #SGB in_car $B08 driverseat
01B2: give_actor $B0D weapon 22 ammo 30000 ;; Load the weapon model before using
this
0223: set_actor $B0D health_to 50
022D: set_actor $B0D to_look_at_player $PLAYER_CHAR
011A: set_actor $B0D flags 1
00A7: car $B08 drive_to 38.8 1198.0 20.8
04E0: unknown_car $B08 100
04BA: set_car $B08 speed_instantly 10.0
00AD: set_car $B08 max_speed_to 25.0
009A: $B0E = create_actor 4 #SGA at 19.3 1196.2 19.0
0350: unknown_actor $B0E not_scared_flag 1
01D9: actor $B0E run_away_from_car $B05
011A: set_actor $B0E flags 1
022D: set_actor $B0E to_look_at_player $PLAYER_CHAR
01B2: give_actor $B0E weapon 22 ammo 30000 ;; Load the weapon model before using
this
0223: set_actor $B0E health_to 50
009A: $B0F = create_actor 4 #SGB at -11.8 1208.5 22.5
0350: unknown_actor $B0F not_scared_flag 1
01D9: actor $B0F run_away_from_car $B05
011A: set_actor $B0F flags 1
022D: set_actor $B0F to_look_at_player $PLAYER_CHAR
01B2: give_actor $B0F weapon 22 ammo 30000 ;; Load the weapon model before using
this
0223: set_actor $B0F health_to 50
009A: $B10 = create_actor 4 #SGA at -22.9 1198.6 22.1
0350: unknown_actor $B10 not_scared_flag 1
01D9: actor $B10 run_away_from_car $B05
011A: set_actor $B10 flags 1
022D: set_actor $B10 to_look_at_player $PLAYER_CHAR
01B2: give_actor $B10 weapon 22 ammo 30000 ;; Load the weapon model before using
this
0223: set_actor $B10 health_to 50
009A: $B11 = create_actor 4 #SGB at -34.7 1202.3 20.4
0350: unknown_actor $B11 not_scared_flag 1
01D9: actor $B11 run_away_from_car $B05
011A: set_actor $B11 flags 1
022D: set_actor $B11 to_look_at_player $PLAYER_CHAR
01B2: give_actor $B11 weapon 22 ammo 30000 ;; Load the weapon model before using
this
0223: set_actor $B11 health_to 50
009A: $B12 = create_actor 4 #SGB at -40.5 1195.1 20.4
0350: unknown_actor $B12 not_scared_flag 1
01D9: actor $B12 run_away_from_car $B05
011A: set_actor $B12 flags 1
022D: set_actor $B12 to_look_at_player $PLAYER_CHAR
01B2: give_actor $B12 weapon 22 ammo 30000 ;; Load the weapon model before using
this
0223: set_actor $B12 health_to 50
009A: $B13 = create_actor 4 #SGA at -22.3 1218.0 20.4
0350: unknown_actor $B13 not_scared_flag 1
01D9: actor $B13 run_away_from_car $B05
011A: set_actor $B13 flags 1
022D: set_actor $B13 to_look_at_player $PLAYER_CHAR
01B2: give_actor $B13 weapon 22 ammo 30000 ;; Load the weapon model before using
this
0223: set_actor $B13 health_to 50
009A: $B14 = create_actor 4 #SGA at 27.3 1196.4 19.6
0350: unknown_actor $B14 not_scared_flag 1
01D9: actor $B14 run_away_from_car $B05
011A: set_actor $B14 flags 1
022D: set_actor $B14 to_look_at_player $PLAYER_CHAR
01B2: give_actor $B14 weapon 22 ammo 30000 ;; Load the weapon model before using
this
0223: set_actor $B14 health_to 50
009A: $B15 = create_actor 4 #SGA at .8 1212.9 20.4
0350: unknown_actor $B15 not_scared_flag 1
01D9: actor $B15 run_away_from_car $B05
011A: set_actor $B15 flags 1
022D: set_actor $B15 to_look_at_player $PLAYER_CHAR
01B2: give_actor $B15 weapon 22 ammo 30000 ;; Load the weapon model before using
this
0223: set_actor $B10 health_to 50

:Label0686BE
00D6: if 0
8119: NOT car $B05 wrecked
004D: jump_if_false Label0686E9
04D1: $B05
04A2: heli $B05 fly_to 28.1 1224.5 26.4 speed 40

:Label0686E9
00D6: if 0
80F5: NOT player $PLAYER_CHAR 0 ()near_point 28.1 1224.5 27.4 radius 6.0
6.0 6.0
004D: jump_if_false Label068829
0001: wait 0 ms
00D6: if 0
0119: car $B05 wrecked
004D: jump_if_false Label06873E
0465: remove_actor $PLAYER_ACTOR from_turret_mode
0322: kill_player $PLAYER_CHAR
0002: jump Label069B87

:Label06873E
00D6: if 0
0038: $B2F == 0 ;; integer values
004D: jump_if_false Label0687C0
00D6: if 0
8118: NOT actor $B0D dead
004D: jump_if_false Label0687B9
00D6: if 0
8119: NOT car $B08 wrecked
004D: jump_if_false Label0687B9
00D6: if 0
00FE: actor $B0D 0 ()near_point 38.8 1198.0 20.8 radius 4.0 4.0 4.0
004D: jump_if_false Label0687B9
00AD: set_car $B08 max_speed_to 0.0
01D3: actor $B0D leave_car $B08
0004: $B2F = 1 ;; integer values

:Label0687B9
0002: jump Label06881B

:Label0687C0
00D6: if 0
0038: $B1E == 0 ;; integer values
004D: jump_if_false Label06881B
00D6: if 0
8118: NOT actor $B0D dead
004D: jump_if_false Label06881B
00D6: if 0
8119: NOT car $B08 wrecked
004D: jump_if_false Label06881B
00D6: if 0
80DB: NOT actor $B0D in_car $B08
004D: jump_if_false Label06881B
01D9: actor $B0D run_away_from_car $B05
0350: unknown_actor $B0D not_scared_flag 1
0004: $B1E = 1 ;; integer values

:Label06881B
0050: gosub Label069F51
0002: jump Label0686E9

:Label068829
00D6: if 0
8119: NOT car $B05 wrecked
004D: jump_if_false Label068843
04D0: unknown_heli $B05 turn_to_angle 90.0

:Label068843
0050: gosub Label069F76
0006: 5@ = 1 ;; integer values

:Label068851
00D6: if 0
8018: NOT $B06 > 9 ;; integer values
004D: jump_if_false Label0689F6
0001: wait 0 ms
00D6: if 0
0119: car $B05 wrecked
004D: jump_if_false Label068888
0465: remove_actor $PLAYER_ACTOR from_turret_mode
0322: kill_player $PLAYER_CHAR
0002: jump Label069B87

:Label068888
0050: gosub Label069F51
0050: gosub Label06A037
00D6: if 0
0038: $B2F == 0 ;; integer values
004D: jump_if_false Label068918
00D6: if 0
8118: NOT actor $B0D dead
004D: jump_if_false Label068911
00D6: if 0
8119: NOT car $B08 wrecked
004D: jump_if_false Label068911
00D6: if 0
00FE: actor $B0D 0 ()near_point 38.8 1198.0 20.8 radius 4.0 4.0 4.0
004D: jump_if_false Label068911
00AD: set_car $B08 max_speed_to 0.0
01D3: actor $B0D leave_car $B08
0004: $B2F = 1 ;; integer values

:Label068911
0002: jump Label068973

:Label068918
00D6: if 0
0038: $B1E == 0 ;; integer values
004D: jump_if_false Label068973
00D6: if 0
8118: NOT actor $B0D dead
004D: jump_if_false Label068973
00D6: if 0
8119: NOT car $B08 wrecked
004D: jump_if_false Label068973
00D6: if 0
80DB: NOT actor $B0D in_car $B08
004D: jump_if_false Label068973
01D9: actor $B0D run_away_from_car $B05
0350: unknown_actor $B0D not_scared_flag 1
0004: $B1E = 1 ;; integer values

:Label068973
00D6: if 0
0019: 17@ > 20000 ;; integer values
004D: jump_if_false Label06898D
0002: jump Label0689F6

:Label06898D
00D6: if 0
8119: NOT car $B05 wrecked
004D: jump_if_false Label0689EF
00D6: if 0
0039: 12@ == 0 ;; integer values
004D: jump_if_false Label0689EF
03CF: load_wav "COK2_14" as 1

:Label0689BB
00D6: if 0
83D0: NOT wav 1 loaded
004D: jump_if_false Label0689D5
0001: wait 0 ms
0002: jump Label0689BB

:Label0689D5
03D1: play_wav 1
00BC: text_highpriority "COK2_21" 5000 ms 2 ;; We're taking hits here, man!
0006: 12@ = 1 ;; integer values

:Label0689EF
0002: jump Label068851

:Label0689F6
00D6: if 0
8119: NOT car $B05 wrecked
004D: jump_if_false Label068A21
04D1: $B05
04A2: heli $B05 fly_to -32.4 1222.5 30.6 speed 40

:Label068A21
00D6: if 0
80F5: NOT player $PLAYER_CHAR 0 ()near_point -32.4 1222.5 30.6 radius 6.0
6.0 6.0
004D: jump_if_false Label068A84
0001: wait 0 ms
00D6: if 0
0119: car $B05 wrecked
004D: jump_if_false Label068A76
0465: remove_actor $PLAYER_ACTOR from_turret_mode
0322: kill_player $PLAYER_CHAR
0002: jump Label069B87

:Label068A76
0050: gosub Label069F51
0002: jump Label068A21

:Label068A84
00D6: if 0
8119: NOT car $B05 wrecked
004D: jump_if_false Label068A9E
04D0: unknown_heli $B05 turn_to_angle 140.0

:Label068A9E
0006: 17@ = 0 ;; integer values

:Label068AA5
00D6: if 0
8018: NOT $B06 > 9 ;; integer values
004D: jump_if_false Label068B6D
0001: wait 0 ms
00D6: if 0
0119: car $B05 wrecked
004D: jump_if_false Label068ADC
0465: remove_actor $PLAYER_ACTOR from_turret_mode
0322: kill_player $PLAYER_CHAR
0002: jump Label069B87

:Label068ADC
0050: gosub Label069F51
0050: gosub Label06A037
00D6: if 0
0019: 17@ > 20000 ;; integer values
004D: jump_if_false Label068B04
0002: jump Label068B6D

:Label068B04
00D6: if 0
8119: NOT car $B05 wrecked
004D: jump_if_false Label068B66
00D6: if 0
0039: 12@ == 0 ;; integer values
004D: jump_if_false Label068B66
03CF: load_wav "COK2_14" as 1

:Label068B32
00D6: if 0
83D0: NOT wav 1 loaded
004D: jump_if_false Label068B4C
0001: wait 0 ms
0002: jump Label068B32

:Label068B4C
03D1: play_wav 1
00BC: text_highpriority "COK2_21" 5000 ms 2 ;; We're taking hits here, man!
0006: 12@ = 1 ;; integer values

:Label068B66
0002: jump Label068AA5

:Label068B6D
0006: 5@ = 0 ;; integer values
0001: wait 500 ms
009B: destroy_actor_instantly $B0C
009B: destroy_actor_instantly $B0D
009B: destroy_actor_instantly $B0E
009B: destroy_actor_instantly $B0F
009B: destroy_actor_instantly $B10
00D6: if 0
8119: NOT car $B05 wrecked
004D: jump_if_false Label068D05
009A: $B0C = create_actor 4 #SGB at -41.4 1114.4 -100.0
0350: unknown_actor $B0C not_scared_flag 1
01D9: actor $B0C run_away_from_car $B05
011A: set_actor $B0C flags 1
022D: set_actor $B0C to_look_at_player $PLAYER_CHAR
01B2: give_actor $B0C weapon 22 ammo 30000 ;; Load the weapon model before using
this
0223: set_actor $B0C health_to 50
009A: $B0D = create_actor 4 #SGA at -59.3 1113.0 -100.0
0350: unknown_actor $B0D not_scared_flag 1
01D9: actor $B0D run_away_from_car $B05
011A: set_actor $B0D flags 1
022D: set_actor $B0D to_look_at_player $PLAYER_CHAR
01B2: give_actor $B0D weapon 22 ammo 30000 ;; Load the weapon model before using
this
0223: set_actor $B0D health_to 50
009A: $B0E = create_actor 4 #SGB at -57.8 1121.4 -100.0
0350: unknown_actor $B0E not_scared_flag 1
01D9: actor $B0E run_away_from_car $B05
011A: set_actor $B0E flags 1
022D: set_actor $B0E to_look_at_player $PLAYER_CHAR
01B2: give_actor $B0E weapon 22 ammo 30000 ;; Load the weapon model before using
this
0223: set_actor $B0E health_to 50
009A: $B0F = create_actor 4 #SGA at -44.4 1119.6 -100.0
0350: unknown_actor $B0F not_scared_flag 1
01D9: actor $B0F run_away_from_car $B05
011A: set_actor $B0F flags 1
022D: set_actor $B0F to_look_at_player $PLAYER_CHAR
01B2: give_actor $B0F weapon 22 ammo 30000 ;; Load the weapon model before using
this
0223: set_actor $B0F health_to 50
009A: $B10 = create_actor 4 #SGB at -45.0 1123.6 -100.0
0350: unknown_actor $B10 not_scared_flag 1
01D9: actor $B10 run_away_from_car $B05
011A: set_actor $B10 flags 1
022D: set_actor $B10 to_look_at_player $PLAYER_CHAR
01B2: give_actor $B10 weapon 22 ammo 30000 ;; Load the weapon model before using
this
0223: set_actor $B10 health_to 50

:Label068D05
0107: $B2D = create_object -114 (BARREL4) at -41.1 1106.3 29.9
0107: $B2E = create_object -114 (BARREL4) at -60.8 1102.7 29.9
0107: 0@ = create_object -114 (BARREL4) at -46.6 1118.5 29.9
00D6: if 0
8119: NOT car $B05 wrecked
004D: jump_if_false Label068D72
04D1: $B05
04A2: heli $B05 fly_to -49.8 1144.7 38.3 speed 40

:Label068D72
00D6: if 0
80F5: NOT player $PLAYER_CHAR 0 ()near_point -49.8 1144.7 38.3 radius 6.0
6.0 6.0
004D: jump_if_false Label068DD5
0001: wait 0 ms
00D6: if 0
0119: car $B05 wrecked
004D: jump_if_false Label068DC7
0465: remove_actor $PLAYER_ACTOR from_turret_mode
0322: kill_player $PLAYER_CHAR
0002: jump Label069B87

:Label068DC7
0050: gosub Label069F51
0002: jump Label068D72

:Label068DD5
00D6: if 0
8119: NOT car $B05 wrecked
004D: jump_if_false Label068DEF
04D0: unknown_heli $B05 turn_to_angle 90.0

:Label068DEF
009B: destroy_actor_instantly $B11
009B: destroy_actor_instantly $B12
009B: destroy_actor_instantly $B13
009B: destroy_actor_instantly $B14
009B: destroy_actor_instantly $B15
0050: gosub Label069F76

:Label068E0F
00D6: if 0
8038: NOT $B06 == 5 ;; integer values
004D: jump_if_false Label068ED9
0001: wait 0 ms
00D6: if 0
0119: car $B05 wrecked
004D: jump_if_false Label068E46
0465: remove_actor $PLAYER_ACTOR from_turret_mode
0322: kill_player $PLAYER_CHAR
0002: jump Label069B87

:Label068E46
0050: gosub Label069F51
0050: gosub Label06A037
00D6: if 0
0019: 17@ > 40000 ;; integer values
004D: jump_if_false Label068E70
0002: jump Label068ED9

:Label068E70
00D6: if 0
8119: NOT car $B05 wrecked
004D: jump_if_false Label068ED2
00D6: if 0
0039: 13@ == 0 ;; integer values
004D: jump_if_false Label068ED2
03CF: load_wav "COK2_15" as 1

:Label068E9E
00D6: if 0
83D0: NOT wav 1 loaded
004D: jump_if_false Label068EB8
0001: wait 0 ms
0002: jump Label068E9E

:Label068EB8
03D1: play_wav 1
00BC: text_highpriority "COK2_22" 5000 ms 2 ;; This thing ain't cheap to fix!
Take them out!
0006: 13@ = 1 ;; integer values

:Label068ED2
0002: jump Label068E0F

:Label068ED9
0001: wait 1500 ms
009B: destroy_actor_instantly $B0C
009B: destroy_actor_instantly $B0D
009B: destroy_actor_instantly $B0E
009B: destroy_actor_instantly $B0F
009B: destroy_actor_instantly $B10
00D6: if 0
8119: NOT car $B05 wrecked
004D: jump_if_false Label06906A
009A: $B0C = create_actor 4 #SGB at 14.6 1145.4 -100.0
0350: unknown_actor $B0C not_scared_flag 1
01D9: actor $B0C run_away_from_car $B05
011A: set_actor $B0C flags 1
022D: set_actor $B0C to_look_at_player $PLAYER_CHAR
01B2: give_actor $B0C weapon 22 ammo 30000 ;; Load the weapon model before using
this
0223: set_actor $B0C health_to 50
009A: $B0D = create_actor 4 #SGA at 21.9 1146.7 -100.0
0350: unknown_actor $B0D not_scared_flag 1
01D9: actor $B0D run_away_from_car $B05
011A: set_actor $B0D flags 1
022D: set_actor $B0D to_look_at_player $PLAYER_CHAR
01B2: give_actor $B0D weapon 22 ammo 30000 ;; Load the weapon model before using
this
0223: set_actor $B0D health_to 50
009A: $B0E = create_actor 4 #SGA at 11.3 1147.0 22.5
0350: unknown_actor $B0E not_scared_flag 1
01D9: actor $B0E run_away_from_car $B05
011A: set_actor $B0E flags 1
022D: set_actor $B0E to_look_at_player $PLAYER_CHAR
01B2: give_actor $B0E weapon 22 ammo 30000 ;; Load the weapon model before using
this
0223: set_actor $B0E health_to 50
009A: $B0F = create_actor 4 #SGA at 28.9 1146.3 20.5
0350: unknown_actor $B0F not_scared_flag 1
01D9: actor $B0F run_away_from_car $B05
011A: set_actor $B0F flags 1
022D: set_actor $B0F to_look_at_player $PLAYER_CHAR
01B2: give_actor $B0F weapon 22 ammo 30000 ;; Load the weapon model before using
this
0223: set_actor $B0F health_to 50
009A: $B10 = create_actor 4 #SGB at 15.9 1145.5 22.5
0350: unknown_actor $B10 not_scared_flag 1
01D9: actor $B10 run_away_from_car $B05
011A: set_actor $B10 flags 1
022D: set_actor $B10 to_look_at_player $PLAYER_CHAR
01B2: give_actor $B10 weapon 22 ammo 30000 ;; Load the weapon model before using
this
0223: set_actor $B10 health_to 50

:Label06906A
00D6: if 0
8119: NOT car $B05 wrecked
004D: jump_if_false Label069095
04D1: $B05
04A2: heli $B05 fly_to 20.0 1125.0 36.0 speed 20

:Label069095
00D6: if 0
80F5: NOT player $PLAYER_CHAR 0 ()near_point 20.0 1125.0 36.0 radius 6.0
6.0 6.0
004D: jump_if_false Label0690F8
0001: wait 0 ms
00D6: if 0
0119: car $B05 wrecked
004D: jump_if_false Label0690EA
0465: remove_actor $PLAYER_ACTOR from_turret_mode
0322: kill_player $PLAYER_CHAR
0002: jump Label069B87

:Label0690EA
0050: gosub Label069F51
0002: jump Label069095

:Label0690F8
00D6: if 0
8119: NOT car $B05 wrecked
004D: jump_if_false Label069112
04D0: unknown_heli $B05 turn_to_angle 270.0
:Label069112
0050: gosub Label069F76

:Label069119
00D6: if 0
8038: NOT $B06 == 5 ;; integer values
004D: jump_if_false Label069181
0001: wait 0 ms
00D6: if 0
0119: car $B05 wrecked
004D: jump_if_false Label069150
0465: remove_actor $PLAYER_ACTOR from_turret_mode
0322: kill_player $PLAYER_CHAR
0002: jump Label069B87

:Label069150
0050: gosub Label069F51
0050: gosub Label06A037
00D6: if 0
0019: 17@ > 40000 ;; integer values
004D: jump_if_false Label06917A
0002: jump Label069181

:Label06917A
0002: jump Label069119

:Label069181
00D6: if 0
8119: NOT car $B05 wrecked
004D: jump_if_false Label069253
009A: $B1D = create_actor 4 #SPECIAL05 at 68.7 1098.2 31.7
0350: unknown_actor $B1D not_scared_flag 1
022D: set_actor $B1D to_look_at_player $PLAYER_CHAR
01B2: give_actor $B1D weapon 27 ammo 30000 ;; Load the weapon model before using
this
0223: set_actor $B1D health_to 100
0173: set_actor $B1D z_angle_to 90.0
009A: $B0C = create_actor 4 #SGB at 62.8 1098.2 31.7
0350: unknown_actor $B0C not_scared_flag 1
01CA: actor $B0C kill_player $PLAYER_CHAR
022D: set_actor $B0C to_look_at_player $PLAYER_CHAR
01B2: give_actor $B0C weapon 27 ammo 30000 ;; Load the weapon model before using
this
0223: set_actor $B0C health_to 50
009A: $B0D = create_actor 4 #SGB at 66.6 1093.7 31.7
0350: unknown_actor $B0D not_scared_flag 1
01CA: actor $B0D kill_player $PLAYER_CHAR
022D: set_actor $B0D to_look_at_player $PLAYER_CHAR
01B2: give_actor $B0D weapon 27 ammo 30000 ;; Load the weapon model before using
this
0223: set_actor $B0D health_to 50

:Label069253
00D6: if 0
8119: NOT car $B05 wrecked
004D: jump_if_false Label06928D
04D1: $B05
04A2: heli $B05 fly_to 37.0 1075.0 43.0 speed 20
02AC: set_car $B05 immunities 1 1 1 1 1
:Label06928D
0004: $26 = 0 ;; integer values
0004: $27 = 0 ;; integer values
0004: $21 = 0 ;; integer values
0004: $22 = 0 ;; integer values
03CF: load_wav "COK2_20" as 1
03CF: load_wav "COK2_21" as 2
0004: $21 = 1 ;; integer values
00D6: if 0
8118: NOT actor $B1D dead
004D: jump_if_false Label069498
0001: wait 3500 ms
00D6: if 0
8119: NOT car $B05 wrecked
004D: jump_if_false Label06931D
041D: set_camera_near_clip .5
015F: set_camera_position 69.915 1098.858 33.058 0.0 0.0 0.0
0158: camera_on_vehicle $B05 15 2

:Label06931D
0001: wait 500 ms
00D6: if 0
8118: NOT actor $B1D dead
004D: jump_if_false Label069472

:Label069332
00D6: if 0
0038: $26 == 0 ;; integer values
004D: jump_if_false Label069472
0001: wait 0 ms
00D6: if 0
0038: $21 == 1 ;; integer values
004D: jump_if_false Label069374
00D6: if 1
03D0: wav 1 loaded
03D0: wav 2 loaded
004D: jump_if_false Label069374
0004: $22 = 1 ;; integer values

:Label069374
00D6: if 0
0038: $22 == 1 ;; integer values
004D: jump_if_false Label06946B
03D1: play_wav 1
00BC: text_highpriority "COK2_27" 2000 ms 2 ;; You're on MY turf asshole!
00D6: if 0
03D2: wav 1 ended
004D: jump_if_false Label06946B
00D6: if 0
8118: NOT actor $B1D dead
004D: jump_if_false Label0693DE
00D6: if 0
8119: NOT car $B05 wrecked
004D: jump_if_false Label0693DE
01D9: actor $B1D run_away_from_car $B05
011A: set_actor $B1D flags 1
02E2: set_actor $B1D weapon_accuracy_to 30
:Label0693DE
00D6: if 0
8118: NOT actor $B0C dead
004D: jump_if_false Label069414
00D6: if 0
8119: NOT car $B05 wrecked
004D: jump_if_false Label069414
01D9: actor $B0C run_away_from_car $B05
011A: set_actor $B0C flags 1
02E2: set_actor $B0C weapon_accuracy_to 20

:Label069414
00D6: if 0
8118: NOT actor $B0D dead
004D: jump_if_false Label06944A
00D6: if 0
8119: NOT car $B05 wrecked
004D: jump_if_false Label06944A
01D9: actor $B0D run_away_from_car $B05
011A: set_actor $B0D flags 1
02E2: set_actor $B0D weapon_accuracy_to 20

:Label06944A
03D1: play_wav 2
00BC: text_highpriority "COK2_28" 2000 ms 2 ;; You're going down!
0004: $26 = 1 ;; integer values
0050: gosub Label06A020

:Label06946B
0002: jump Label069332

:Label069472
0001: wait 1000 ms
02EB: restore_camera_with_jumpcut
00D6: if 0
8119: NOT car $B05 wrecked
004D: jump_if_false Label069498
02AC: set_car $B05 immunities 0 0 0 0 0

:Label069498
00D6: if 0
80F5: NOT player $PLAYER_CHAR 0 ()near_point 37.0 1075.0 43.0 radius 6.0
6.0 6.0
004D: jump_if_false Label0694FB
0001: wait 0 ms
00D6: if 0
0119: car $B05 wrecked
004D: jump_if_false Label0694ED
0465: remove_actor $PLAYER_ACTOR from_turret_mode
0322: kill_player $PLAYER_CHAR
0002: jump Label069B87

:Label0694ED
0050: gosub Label069F51
0002: jump Label069498

:Label0694FB
00D6: if 0
8119: NOT car $B05 wrecked
004D: jump_if_false Label069515
04D0: unknown_heli $B05 turn_to_angle 237.0

:Label069515
00D6: if 0
0118: actor $B0C dead
004D: jump_if_false Label069525

:Label069525
0050: gosub Label069F76

:Label06952C
00D6: if 22
8118: NOT actor $B1D dead
8118: NOT actor $B0C dead
8118: NOT actor $B0D dead
004D: jump_if_false Label069579
0001: wait 0 ms
00D6: if 0
0119: car $B05 wrecked
004D: jump_if_false Label06956B
0465: remove_actor $PLAYER_ACTOR from_turret_mode
0322: kill_player $PLAYER_CHAR
0002: jump Label069B87

:Label06956B
0050: gosub Label069F51
0002: jump Label06952C

:Label069579
0213: $B17 = create_pickup -120 (BRIEFCASE) type 3 at 68.7 1098.2 32.5
00D6: if 0
8119: NOT car $B05 wrecked
004D: jump_if_false Label0695D3
04D1: $B05
04A2: heli $B05 fly_to 33.7 1083.0 15.0 speed 2
04D0: unknown_heli $B05 turn_to_angle 180.0
0151: remove_status_text $B07
0224: set_car $B05 health_to 1000

:Label0695D3
01EB: set_car_density_to 1.0
03DE: set_pedestrians_density_multiplier_to 1.0

:Label0695E1
00D6: if 0
80F5: NOT player $PLAYER_CHAR 0 ()near_point 33.7 1083.0 15.0 radius 6.0
6.0 4.0
004D: jump_if_false Label0696BD
0001: wait 0 ms
00D6: if 0
0119: car $B05 wrecked
004D: jump_if_false Label069636
0465: remove_actor $PLAYER_ACTOR from_turret_mode
0322: kill_player $PLAYER_CHAR
0002: jump Label069B87

:Label069636
00D6: if 0
0039: 15@ == 0 ;; integer values
004D: jump_if_false Label0696B6
00D6: if 0
0038: $21 == 0 ;; integer values
004D: jump_if_false Label069674
03CF: load_wav "COK2_16" as 1
0004: $21 = 1 ;; integer values
0002: jump Label06968A

:Label069674
00D6: if 0
03D0: wav 1 loaded
004D: jump_if_false Label06968A
0004: $22 = 1 ;; integer values

:Label06968A
00D6: if 0
0038: $22 == 1 ;; integer values
004D: jump_if_false Label0696B6
03D1: play_wav 1
00BC: text_highpriority "COK2_23" 5000 ms 2 ;; Ok, you're on your own from here!
Good luck, brother!
0006: 15@ = 0 ;; integer values

:Label0696B6
0002: jump Label0695E1

:Label0696BD
00D6: if 0
8119: NOT car $B05 wrecked
004D: jump_if_false Label0696D7
04D0: unknown_heli $B05 turn_to_angle 180.0

:Label0696D7
0001: wait 1000 ms
0465: remove_actor $PLAYER_ACTOR from_turret_mode
01B1: give_player $PLAYER_CHAR weapon 32 ammo 100 ;; Load the weapon model
before using this
01B8: set_player $PLAYER_CHAR armed_weapon_to 32
01F0: set_max_wanted_level_to 5
04E2: $PLAYER_CHAR 0
00D6: if 0
8119: NOT car $B05 wrecked
004D: jump_if_false Label069738
02AC: set_car $B05 immunities 0 0 0 0 0
04A2: heli $B05 fly_to -19.9 878.0 45.0 speed 20
04DF: $B05 0

:Label069738
00BC: text_highpriority "COK2_25" 8000 ms 1 ;; ~g~Go and collect the money on
the roof.
009B: destroy_actor_instantly $B0C
009B: destroy_actor_instantly $B0D
009B: destroy_actor_instantly $B0E
009B: destroy_actor_instantly $B0F
009B: destroy_actor_instantly $B10
009A: $B0C = create_actor 4 #SGB at 79.6 1106.4 17.7
0350: unknown_actor $B0C not_scared_flag 1
01CA: actor $B0C kill_player $PLAYER_CHAR
011A: set_actor $B0C flags 1
022D: set_actor $B0C to_look_at_player $PLAYER_CHAR
01B2: give_actor $B0C weapon 22 ammo 30000 ;; Load the weapon model before using
this
0223: set_actor $B0C health_to 50
009A: $B0D = create_actor 4 #SGA at 70.4 1103.9 17.7
0350: unknown_actor $B0D not_scared_flag 1
01CA: actor $B0D kill_player $PLAYER_CHAR
011A: set_actor $B0D flags 1
022D: set_actor $B0D to_look_at_player $PLAYER_CHAR
01B2: give_actor $B0D weapon 22 ammo 30000 ;; Load the weapon model before using
this
0223: set_actor $B0D health_to 50
009A: $B0E = create_actor 4 #SGB at 67.6 1107.2 24.4
0350: unknown_actor $B0E not_scared_flag 1
01CA: actor $B0E kill_player $PLAYER_CHAR
011A: set_actor $B0E flags 1
022D: set_actor $B0E to_look_at_player $PLAYER_CHAR
01B2: give_actor $B0E weapon 22 ammo 30000 ;; Load the weapon model before using
this
0223: set_actor $B0E health_to 50
009A: $B0F = create_actor 4 #SGA at 74.9 1112.9 22.2
0350: unknown_actor $B0F not_scared_flag 1
01CA: actor $B0F kill_player $PLAYER_CHAR
011A: set_actor $B0F flags 1
022D: set_actor $B0F to_look_at_player $PLAYER_CHAR
01B2: give_actor $B0F weapon 22 ammo 30000 ;; Load the weapon model before using
this
0223: set_actor $B0F health_to 50
009A: $B10 = create_actor 4 #SGB at 79.0 1111.1 20.0
0350: unknown_actor $B10 not_scared_flag 1
01CA: actor $B10 kill_player $PLAYER_CHAR
011A: set_actor $B10 flags 1
022D: set_actor $B10 to_look_at_player $PLAYER_CHAR
01B2: give_actor $B10 weapon 22 ammo 30000 ;; Load the weapon model before using
this
0223: set_actor $B10 health_to 50
009A: $B11 = create_actor 4 #SGA at 81.6 1105.6 24.6
0350: unknown_actor $B11 not_scared_flag 1
01CA: actor $B11 kill_player $PLAYER_CHAR
011A: set_actor $B11 flags 1
022D: set_actor $B11 to_look_at_player $PLAYER_CHAR
01B2: give_actor $B11 weapon 22 ammo 30000 ;; Load the weapon model before using
this
0223: set_actor $B11 health_to 50
009A: $B12 = create_actor 4 #SGB at 62.9 1102.1 31.5
0350: unknown_actor $B12 not_scared_flag 1
01CA: actor $B12 kill_player $PLAYER_CHAR
011A: set_actor $B12 flags 1
022D: set_actor $B12 to_look_at_player $PLAYER_CHAR
01B2: give_actor $B12 weapon 22 ammo 30000 ;; Load the weapon model before using
this
0223: set_actor $B12 health_to 50
03DC: $3F = create_marker_above_pickup $B17

:Label069959
00D6: if 0
8214: NOT pickup $B17 picked_up
004D: jump_if_false Label06999A
0001: wait 0 ms
00D6: if 0
0119: car $B05 wrecked
004D: jump_if_false Label069993
00BC: text_highpriority "COK2_26" 5000 ms 1 ;; ~r~You killed Lance!
0002: jump Label069B87

:Label069993
0002: jump Label069959

:Label06999A
0001: wait 500 ms
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
02A3: toggle_widescreen 1 (on)
00A6: destroy_car $B05
009B: destroy_actor_instantly $LANCE_VANCE
00A5: $B05 = create_car #MAVERICK at 31.5 884.7 60.0
0129: $LANCE_VANCE = create_actor 4 #SPECIAL04 in_car $B05 driverseat
0229: set_car $B05 color_to 3 1
04BA: set_car $B05 speed_instantly 30.0
04A2: heli $B05 fly_to 68.9 1101.6 35.0 speed 50
022E: set_player $PLAYER_CHAR to_look_at_actor $LANCE_VANCE
015F: set_camera_position 62.132 1093.546 33.835 0.0 0.0 0.0
0158: camera_on_vehicle $B05 15 2
0395: clear_area 1 at 62.132 1093.546 range 33.835 1.0
0001: wait 9000 ms
016A: fade 0 () 600 ms

:Label069A55
00D6: if 0
016B: fading
004D: jump_if_false Label069A6D
0001: wait 0 ms
0002: jump Label069A55

:Label069A6D
00D6: if 0
8119: NOT car $B05 wrecked
004D: jump_if_false Label069AB0
015F: set_camera_position 39.867 1057.5 42.034 0.0 0.0 0.0
0158: camera_on_vehicle $B05 15 2
0175: set_car $B05 z_angle_to 180.0

:Label069AB0
0055: put_player $PLAYER_CHAR at 76.7 1119.8 25.4
0230: set_player $PLAYER_CHAR stop_looking
016A: fade 1 (back) 600 ms
00D6: if 0
8119: NOT car $B05 wrecked
004D: jump_if_false Label069B04
04A2: heli $B05 fly_to -19.9 878.0 45.0 speed 50
01C8: $B09 = create_actor 5 #NULL in_car $B05 passenger_seat 0

:Label069B04
0001: wait 6000 ms
016A: fade 0 () 1000 ms

:Label069B10
00D6: if 0
016B: fading
004D: jump_if_false Label069B28
0001: wait 0 ms
0002: jump Label069B10

:Label069B28
00D6: if 0
8119: NOT car $B05 wrecked
004D: jump_if_false Label069B67
03CB: set_camera -375.7 -543.5 16.6
0055: put_player $PLAYER_CHAR at -375.7 -543.5 16.2
0171: set_player $PLAYER_CHAR z_angle_to 0.0

:Label069B67
0001: wait 300 ms
016A: fade 1 (back) 1000 ms
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
02A3: toggle_widescreen 0 (off)
0002: jump Label069B98

:Label069B87
00BA: text_styled "M_FAIL" 5000 ms 1 ;; MISSION FAILED!
0051: return

:Label069B98
0004: $PASSED_COK2_PHNOM_PENH_86 = 1 ;; integer values
0394: play_music 1
01E3: text_1number_styled "M_PASS" 2000 5000 ms 1 ;; MISSION PASSED! $~1~
0110: clear_player $PLAYER_CHAR wanted_level
0109: player $PLAYER_CHAR money += 2000
0318: set_latest_mission_passed "COK_2" ;; Phnom Penh '86
030C: set_mission_points += 1
0004: $34F = 1 ;; integer values
057C: 0
016C: restart_if_wasted at -822.7 1157.9 10.1 4.0
016D: restart_if_busted at -659.5 760.4 10.5 133.0
016C: restart_if_wasted at -885.2 -470.4 12.1 276.0
016D: restart_if_busted at -871.9 -682.3 10.2 328.1
022A: remove_forbidden_for_peds_cube 189.8 230.3 0.0 248.0 258.5 30.0
022A: remove_forbidden_for_peds_cube -38.0 84.3 0.0 -102.3 95.1 30.0
01E7: remove_forbidden_for_cars_cube 189.8 230.3 0.0 248.0 258.5 30.0
01E7: remove_forbidden_for_cars_cube -38.0 84.3 0.0 -102.3 95.1 30.0
01E7: remove_forbidden_for_cars_cube 175.0 236.1 0.0 161.0 242.4 30.0
01E7: remove_forbidden_for_cars_cube 149.8 231.4 0.0 136.0 235.3 30.0
01E7: remove_forbidden_for_cars_cube 63.4 188.6 0.0 49.4 189.7 30.0
0108: destroy_object $6F6
022A: remove_forbidden_for_peds_cube -214.6 -948.8 0.0 -258.7 -920.6 30.0
01E7: remove_forbidden_for_cars_cube -214.6 -948.8 0.0 -258.7 -920.6 30.0
0108: destroy_object $6F7
022A: remove_forbidden_for_peds_cube -787.8 -519.4 10.0 -657.5 -475.2 20.0
01E7: remove_forbidden_for_cars_cube -787.8 -519.4 10.0 -657.5 -475.2 20.0
0108: destroy_object $6F3
029B: $6F3 = init_object -31 (COMGATE1OPEN) at -712.524 -489.428 12.549
01C7: remove_object_from_mission_cleanup_list $6F3
0108: destroy_object $6F8
022A: remove_forbidden_for_peds_cube -99.8 1041.9 0.0 -129.0 1097.4 30.0
01E7: remove_forbidden_for_cars_cube -99.8 1041.9 0.0 -129.0 1097.4 30.0
0108: destroy_object $6F5
057D: 1
014C: set_parked_car_generator $734 cars_to_generate_to 101
014C: set_parked_car_generator $74B cars_to_generate_to 101
014C: set_parked_car_generator $732 cars_to_generate_to 101
014C: set_parked_car_generator $733 cars_to_generate_to 101
004F: create_thread Label00B9A6
0051: return

:Label069E31
0004: $ONMISSION = 0 ;; integer values
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
0249: release_model #SPARROW
0249: release_model #M60
0249: release_model #TEC9
0249: release_model #RUGER
0249: release_model #BOBCAT
0249: release_model -114 (BARREL4)
0249: release_model #SGA
0249: release_model #SGB
0249: release_model #MAVERICK
0249: release_model #GANGBUR
0249: release_model #MARQUIS
0249: release_model #RIO
0249: release_model #SEASPAR
0249: release_model #CADDY
0249: release_model #WMYGO
01C4: remove_references_to_object $B2A ;; This object will now disappear when the
player looks away
01C4: remove_references_to_object $B2B ;; This object will now disappear when the
player looks away
01C4: remove_references_to_object $B2C ;; This object will now disappear when the
player looks away
01C4: remove_references_to_object $B2D ;; This object will now disappear when the
player looks away
01C4: remove_references_to_object $B2E ;; This object will now disappear when the
player looks away
01C4: remove_references_to_object 0@ ;; This object will now disappear when the
player looks away
01C4: remove_references_to_object 1@ ;; This object will now disappear when the
player looks away
01C4: remove_references_to_object 2@ ;; This object will now disappear when the
player looks away
01C4: remove_references_to_object 3@ ;; This object will now disappear when the
player looks away
01C4: remove_references_to_object 4@ ;; This object will now disappear when the
player looks away
0482: 0.0
03DE: set_pedestrians_density_multiplier_to 1.0
01EB: set_car_density_to 1.0
0296: unload_special_actor 4
0296: unload_special_actor 5
0296: unload_special_actor 6
043C: unknown_set_game_sounds 1
040D: unload_wav 1
040D: unload_wav 2
009B: destroy_actor_instantly $B0C
009B: destroy_actor_instantly $B0D
009B: destroy_actor_instantly $B0E
009B: destroy_actor_instantly $B0F
009B: destroy_actor_instantly $B10
009B: destroy_actor_instantly $B11
009B: destroy_actor_instantly $B12
009B: destroy_actor_instantly $B13
009B: destroy_actor_instantly $B14
009B: destroy_actor_instantly $B15
009B: destroy_actor_instantly $B09
00A6: destroy_car $B24
00A6: destroy_car $B0B
00A6: destroy_car 6@
04E2: $PLAYER_CHAR 0
0164: disable_marker $3F
0215: destroy_pickup $B17
0151: remove_status_text $B07
009B: destroy_actor_instantly $LANCE_VANCE
0465: remove_actor $PLAYER_ACTOR from_turret_mode
00D8: mission_cleanup
01F0: set_max_wanted_level_to 5
0051: return

:Label069F51
00D6: if 0
8119: NOT car $B05 wrecked
004D: jump_if_false Label069F74
0227: $B07 = car $B05 health
01F0: set_max_wanted_level_to 0
0014: $B07 /= 30 ;; integer values

:Label069F74
0051: return

:Label069F76
0006: 17@ = 0 ;; integer values
0004: $B06 = 0 ;; integer values
0004: $B1F = 0 ;; integer values
0004: $B20 = 0 ;; integer values
0004: $B21 = 0 ;; integer values
0004: $B22 = 0 ;; integer values
0004: $B23 = 0 ;; integer values
0004: $B25 = 0 ;; integer values
0004: $B26 = 0 ;; integer values
0004: $B27 = 0 ;; integer values
0004: $B28 = 0 ;; integer values
0004: $B29 = 0 ;; integer values
0004: $B16 = 0 ;; integer values
0004: $B1B = 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: $29 = 0 ;; integer values
0051: return

:Label06A004
00D6: if 1
03D0: wav 1 loaded
03D0: wav 2 loaded
004D: jump_if_false Label06A01E
0004: $22 = 1 ;; integer values

:Label06A01E
0051: return

:Label06A020
0004: $21 = 0 ;; integer values
0004: $22 = 0 ;; integer values
0006: 17@ = 0 ;; integer values
0051: return

:Label06A037
00D6: if 0
0038: $B1F == 0 ;; integer values
004D: jump_if_false Label06A067
00D6: if 0
0118: actor $B0C dead
004D: jump_if_false Label06A067
0008: $B06 += 1 ;; integer values
0004: $B1F = 1 ;; integer values

:Label06A067
00D6: if 0
0038: $B20 == 0 ;; integer values
004D: jump_if_false Label06A097
00D6: if 0
0118: actor $B0D dead
004D: jump_if_false Label06A097
0008: $B06 += 1 ;; integer values
0004: $B20 = 1 ;; integer values

:Label06A097
00D6: if 0
0038: $B21 == 0 ;; integer values
004D: jump_if_false Label06A0C7
00D6: if 0
0118: actor $B0E dead
004D: jump_if_false Label06A0C7
0008: $B06 += 1 ;; integer values
0004: $B21 = 1 ;; integer values

:Label06A0C7
00D6: if 0
0038: $B22 == 0 ;; integer values
004D: jump_if_false Label06A0F7
00D6: if 0
0118: actor $B0F dead
004D: jump_if_false Label06A0F7
0008: $B06 += 1 ;; integer values
0004: $B22 = 1 ;; integer values

:Label06A0F7
00D6: if 0
0038: $B23 == 0 ;; integer values
004D: jump_if_false Label06A127
00D6: if 0
0118: actor $B10 dead
004D: jump_if_false Label06A127
0008: $B06 += 1 ;; integer values
0004: $B23 = 1 ;; integer values

:Label06A127
00D6: if 0
0039: 5@ == 1 ;; integer values
004D: jump_if_false Label06A229
00D6: if 0
0038: $B25 == 0 ;; integer values
004D: jump_if_false Label06A169
00D6: if 0
0118: actor $B11 dead
004D: jump_if_false Label06A169
0008: $B06 += 1 ;; integer values
0004: $B25 = 1 ;; integer values

:Label06A169
00D6: if 0
0038: $B26 == 0 ;; integer values
004D: jump_if_false Label06A199
00D6: if 0
0118: actor $B12 dead
004D: jump_if_false Label06A199
0008: $B06 += 1 ;; integer values
0004: $B26 = 1 ;; integer values

:Label06A199
00D6: if 0
0038: $B27 == 0 ;; integer values
004D: jump_if_false Label06A1C9
00D6: if 0
0118: actor $B13 dead
004D: jump_if_false Label06A1C9
0008: $B06 += 1 ;; integer values
0004: $B27 = 1 ;; integer values

:Label06A1C9
00D6: if 0
0038: $B28 == 0 ;; integer values
004D: jump_if_false Label06A1F9
00D6: if 0
0118: actor $B14 dead
004D: jump_if_false Label06A1F9
0008: $B06 += 1 ;; integer values
0004: $B28 = 1 ;; integer values

:Label06A1F9
00D6: if 0
0038: $B29 == 0 ;; integer values
004D: jump_if_false Label06A229
00D6: if 0
0118: actor $B15 dead
004D: jump_if_false Label06A229
0008: $B06 += 1 ;; integer values
0004: $B29 = 1 ;; integer values

:Label06A229
0051: return

;-------------Mission 14---------------
; Originally: The Fastest Boat

:Label06A22B
0050: gosub Label06A24F
00D6: if 0
0112: wasted_or_busted
004D: jump_if_false Label06A246
0050: gosub Label06C011

:Label06A246
0050: gosub Label06C064
004E: end_thread

:Label06A24F
0317: increment_mission_attempts
0004: $ONMISSION = 1 ;; integer values
03A4: name_thread "BARON3"
0001: wait 0 ms
054C: use_GXT_table "BARON3"
058E: set_restart_mission_taxi_destination -288.2 -487.5 9.8 275.0
0004: $B47 = 0 ;; integer values
0004: $B48 = 0 ;; integer values
0004: $B4B = 0 ;; integer values
0004: $B4C = 0 ;; integer values
0004: $B4F = 0 ;; integer values
0004: $B50 = 0 ;; integer values
0004: $B43 = 0 ;; integer values
0004: $B44 = 0 ;; integer values
0006: 11@ = 0 ;; integer values
0004: $B41 = 0 ;; integer values
0005: $B3F = 270.0 ;; floating-point values
0005: $B40 = 270.0 ;; floating-point values
0004: $B4A = 0 ;; integer values
0006: 3@ = 0 ;; integer values
0006: 12@ = 0 ;; integer values
04BB: select_interiour 0 ;; select render area
023C: load_special_actor 1 "CSPLAY"
023C: load_special_actor 2 "CSDIAZ"
02F3: load_object #CUTOBJ01 "DSHOTGN"
038B: load_requested_models
03CB: set_camera -378.3 -591.9 25.8

:Label06A331
00D6: if 22
823D: NOT special_actor 1 loaded
823D: NOT special_actor 2 loaded
8248: NOT model #CUTOBJ01 available
004D: jump_if_false Label06A354
0001: wait 0 ms
0002: jump Label06A331

:Label06A354
0569: "CSPLAY"
0569: "CSDIAZ"
02E4: load_cutscene_data "COK_3"
0395: clear_area 1 at -378.6 -552.6 range 25.5 15.0
0395: clear_area 1 at -379.0 -564.6 range 19.8 15.0
03DE: set_pedestrians_density_multiplier_to 0.0
0244: set_cutscene_pos -378.62 -552.676 18.534
041D: set_camera_near_clip .1
02E5: $7D = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $7D "CSPLAY"
02E5: $A1 = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $A1 "CSDIAZ"
02E5: $B4E = create_cutscene_object #CUTOBJ01
0524: unknown_cutscene_command $B4E $A1 24
0395: clear_area 1 at -379.2 -536.4 range 16.2 .5
0055: put_player $PLAYER_CHAR at -379.2 -536.4 16.2
0171: set_player $PLAYER_CHAR z_angle_to 0.0
016A: fade 1 (back) 1500 ms
03AD: set_rubbish 0 (invisible)
03AF: set_streaming 1 (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label06A447
00D6: if 0
001A: 2000 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label06A46A
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label06A447

:Label06A46A
00D6: if 0
856A: NOT (unknown)
004D: jump_if_false Label06A497
058A: unknown -386.581 -614.139 17.96 -386.794 -614.627 18.155

:Label06A497
00D6: if 0
001A: 3599 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label06A4BA
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label06A497

:Label06A4BA
00BC: text_highpriority "COK3_A" 10000 ms 1 ;; Not so pleased with your selves
NOW, huh!

:Label06A4C9
00D6: if 0
001A: 5985 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label06A4EC
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label06A4C9

:Label06A4EC
00BC: text_highpriority "COK3_B" 10000 ms 1 ;; Ahahahahaa, Ahahahahaa.

:Label06A4FB
00D6: if 0
001A: 8050 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label06A51E
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label06A4FB

:Label06A51E
00BC: text_highpriority "COK3_C" 10000 ms 1 ;; Whoa! Watch where you're waving
that thing!

:Label06A52D
00D6: if 0
001A: 9520 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label06A550
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label06A52D

:Label06A550
00BC: text_highpriority "COK3_D" 10000 ms 1 ;; No more pigeon shit on MY car, eh
Tommy!

:Label06A55F
00D6: if 0
001A: 12144 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label06A582
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label06A55F

:Label06A582
00BC: text_highpriority "COK3_E" 10000 ms 1 ;; Guess not.

:Label06A591
00D6: if 0
001A: 13827 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label06A5B4
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label06A591

:Label06A5B4
00BC: text_highpriority "COK3_F" 10000 ms 1 ;; You're damn right. Now listen,

:Label06A5C3
00D6: if 0
001A: 16253 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label06A5E6
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label06A5C3

:Label06A5E6
00BC: text_highpriority "COK3_G" 10000 ms 1 ;; you know who owns the fastest
boat on the east coast?

:Label06A5F5
00D6: if 0
001A: 18599 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label06A618
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label06A5F5

:Label06A618
00BC: text_highpriority "COK3_H" 10000 ms 1 ;; Not off hand, no.

:Label06A627
00D6: if 0
001A: 19835 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label06A64A
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label06A627

:Label06A64A
00BC: text_highpriority "COK3_I" 10000 ms 1 ;; ME. And I want it to stay that
way.

:Label06A659
00D6: if 0
001A: 23576 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label06A67C
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label06A659

:Label06A67C
00BC: text_highpriority "COK3_J" 10000 ms 1 ;; Every smuggler from here to
Caracas has one dream, a faster boat.

:Label06A68B
00D6: if 0
001A: 28644 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label06A6AE
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label06A68B

:Label06A6AE
00BC: text_highpriority "COK3_K" 10000 ms 1 ;; Rumor has it the boatyard has
just completed such a vessel.

:Label06A6BD
00D6: if 0
001A: 32972 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label06A6E2
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label06A6BD

:Label06A6E2
00BC: text_highpriority "COK3_L" 10000 ms 1 ;; for some Costa Rican dickhead.

:Label06A6F1
00D6: if 0
001A: 35549 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label06A716
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label06A6F1
:Label06A716
00BC: text_highpriority "COK3_M" 10000 ms 1 ;; And Tommy...I WANT THAT BOAT!!!

:Label06A725
00D6: if 0
001A: 40624 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label06A74A
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label06A725

:Label06A74A
00BC: text_highpriority "COK3_O" 10000 ms 1 ;; Ah! I thought I got you. Where'd
you come from?

:Label06A759
00D6: if 0
001A: 43796 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label06A77E
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label06A759

:Label06A77E
00BC: text_highpriority "COK3_P" 10000 ms 1 ;; Pigeons! Boom! Aaaaah!

:Label06A78D
00D6: if 0
001A: 43866 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label06A7B2
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label06A78D

:Label06A7B2
00D6: if 0
856A: NOT (unknown)
004D: jump_if_false Label06A7DF
058A: unknown -386.404 -614.265 17.955 -386.639 -614.744 18.148

:Label06A7DF
00D6: if 0
001A: 44500 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label06A804
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label06A7DF

:Label06A804
00D6: if 0
856A: NOT (unknown)
004D: jump_if_false Label06A831
058A: unknown -386.466 -614.374 17.876 -386.739 -614.85 18.024

:Label06A831
00D6: if 0
001A: 46018 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label06A856
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label06A831

:Label06A856
00BC: text_highpriority "COK3_N" 10000 ms 1 ;; I think your pigeons are back.

:Label06A865
00D6: if 0
001A: 47040 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label06A88A
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label06A865

:Label06A88A
016A: fade 0 () 1500 ms
00BE: text_clear_all

:Label06A893
00D6: if 0
016B: fading
004D: jump_if_false Label06A8AB
0001: wait 0 ms
0002: jump Label06A893

:Label06A8AB
03AD: set_rubbish 1 (visible)
02EA: end_cutscene
03DE: set_pedestrians_density_multiplier_to 1.0
0296: unload_special_actor 1
0296: unload_special_actor 2
0249: release_model #CUTOBJ01
04BB: select_interiour 0 ;; select render area
03CB: set_camera -379.2 -536.4 16.2
0001: wait 500 ms
016A: fade 1 (back) 1500 ms
0247: request_model #HMYAP
0247: request_model #SQUALO
0247: request_model #HMYST
0247: request_model #TEC9
0247: request_model #HAMMER
0247: request_model #SCREWDRIVER
0247: request_model #SPEEDER
0247: request_model #DINGHY
0247: request_model #RUGER

:Label06A911
00D6: if 24
8248: NOT model #HMYAP available
8248: NOT model #SQUALO available
8248: NOT model #HMYST available
8248: NOT model #TEC9 available
8248: NOT model #HAMMER available
004D: jump_if_false Label06A93E
0001: wait 0 ms
0002: jump Label06A911

:Label06A93E
00D6: if 23
8248: NOT model #SCREWDRIVER available
8248: NOT model #SPEEDER available
8248: NOT model #DINGHY available
8248: NOT model #RUGER available
004D: jump_if_false Label06A968
0001: wait 0 ms
0002: jump Label06A93E

:Label06A968
0108: destroy_object $6FA
03BC: $B52 = create_sphere -665.4 -1484.7 12.8 1.0
00A5: $40 = create_car #SQUALO at -597.6 -1507.7 5.4
0175: set_car $40 z_angle_to 250.0
0186: $41 = create_marker_above_car $40
00BC: text_highpriority "COK3_8" 10000 ms 1 ;; ~g~Go to the boatyard at the
docks and steal the fastest boat.

:Label06A9BE
00D6: if 0
81FC: NOT player $PLAYER_CHAR near_car $40 radius 120.0 120.0 0
004D: jump_if_false Label06AA0E
0001: wait 0 ms
00D6: if 0
0119: car $40 wrecked
004D: jump_if_false Label06AA07
00BC: text_highpriority "COK3_7" 5000 ms 1 ;; ~r~You destroyed the boat!
0002: jump Label06C011

:Label06AA07
0002: jump Label06A9BE

:Label06AA0E
015C: set_zone_gang_info "DOCKS" 1 (day) 2 0 0 0 0 0 0 0 0 0 20
015C: set_zone_gang_info "DOCKS" 0 (night) 2 0 0 0 0 0 0 0 0 0 10
00A5: $B45 = create_car #SPEEDER at -582.4 -1493.6 5.4
0175: set_car $B45 z_angle_to 250.0
00A5: $B46 = create_car #DINGHY at -576.1 -1525.5 5.4
0175: set_car $B46 z_angle_to 250.0
009A: 4@ = create_actor 7 #HMYST at -640.9 -1491.3 -100.0
0173: set_actor 4@ z_angle_to 270.0
01ED: reset_actor 4@ flags
011A: set_actor 4@ flags 1
0243: set_actor 4@ ped_stats_to 16
01B2: give_actor 4@ weapon 27 ammo 500 ;; Load the weapon model before using
this
0350: unknown_actor 4@ not_scared_flag 1
009A: 5@ = create_actor 7 #HMYST at -636.8 -1480.0 -100.0
0173: set_actor 5@ z_angle_to 270.0
01ED: reset_actor 5@ flags
011A: set_actor 5@ flags 1
0243: set_actor 5@ ped_stats_to 16
01B2: give_actor 5@ weapon 27 ammo 500 ;; Load the weapon model before using
this
0350: unknown_actor 5@ not_scared_flag 1
009A: 6@ = create_actor 7 #HMYST at -623.9 -1477.7 -100.0
0173: set_actor 6@ z_angle_to 73.5
01ED: reset_actor 6@ flags
011A: set_actor 6@ flags 1
0243: set_actor 6@ ped_stats_to 16
01B2: give_actor 6@ weapon 27 ammo 500 ;; Load the weapon model before using
this
009A: 7@ = create_actor 7 #HMYST at -682.8 -1484.8 -100.0
0173: set_actor 7@ z_angle_to 260.0
01ED: reset_actor 7@ flags
011A: set_actor 7@ flags 1
0243: set_actor 7@ ped_stats_to 16
01B2: give_actor 7@ weapon 27 ammo 500 ;; Load the weapon model before using
this
009A: 8@ = create_actor 7 #HMYST at -671.7 -1459.1 -100.0
0173: set_actor 8@ z_angle_to 160.5
01ED: reset_actor 8@ flags
011A: set_actor 8@ flags 1
0243: set_actor 8@ ped_stats_to 16
01B2: give_actor 8@ weapon 27 ammo 500 ;; Load the weapon model before using
this
009A: 9@ = create_actor 7 #HMYST at -573.7 -1522.5 6.9
0173: set_actor 9@ z_angle_to 70.0
01ED: reset_actor 9@ flags
011A: set_actor 9@ flags 1
0243: set_actor 9@ ped_stats_to 16
01B2: give_actor 9@ weapon 27 ammo 500 ;; Load the weapon model before using
this
0350: unknown_actor 9@ not_scared_flag 1
009A: 10@ = create_actor 7 #HMYST at -586.9 -1496.2 7.0
0173: set_actor 10@ z_angle_to 76.0
01ED: reset_actor 10@ flags
011A: set_actor 10@ flags 1
0243: set_actor 10@ ped_stats_to 16
01B2: give_actor 10@ weapon 27 ammo 500 ;; Load the weapon model before using
this
0350: unknown_actor 10@ not_scared_flag 1
009A: 0@ = create_actor 7 #HMYAP at -662.0 -1481.7 13.0
0173: set_actor 0@ z_angle_to 6.0
01ED: reset_actor 0@ flags
011A: set_actor 0@ flags 1
0243: set_actor 0@ ped_stats_to 16
01B2: give_actor 0@ weapon 7 ammo 0 ;; Load the weapon model before using this
009A: 1@ = create_actor 7 #HMYAP at -661.9 -1479.7 12.5
0173: set_actor 1@ z_angle_to 200.0
01ED: reset_actor 1@ flags
011A: set_actor 1@ flags 1
0243: set_actor 1@ ped_stats_to 16
01B2: give_actor 1@ weapon 2 ammo 0 ;; Load the weapon model before using this
009A: 2@ = create_actor 7 #HMYAP at -662.4 -1481.6 13.0
0173: set_actor 2@ z_angle_to 280.0
01ED: reset_actor 2@ flags
011A: set_actor 2@ flags 1
0243: set_actor 2@ ped_stats_to 16
01B2: give_actor 2@ weapon 7 ammo 0 ;; Load the weapon model before using this
03F9: make_actors 2@ 1@ converse_in 999999 ms
0006: 17@ = 0 ;; integer values
0006: 16@ = 0 ;; integer values

:Label06AD3E
0001: wait 0 ms
00D6: if 0
8119: NOT car $40 wrecked
004D: jump_if_false Label06AD6C
00D6: if 0
00DC: player $PLAYER_CHAR driving $40
004D: jump_if_false Label06AD6C
0002: jump Label06BCBA

:Label06AD6C
00D6: if 0
82B3: NOT player $PLAYER_CHAR in_cube -643.2 -1495.3 12.0 -679.1 -1481.3 18.0
radius -19.5 sphere 0
004D: jump_if_false Label06ADA1

:Label06ADA1
00D6: if 0
0119: car $40 wrecked
004D: jump_if_false Label06AE63
00D6: if 0
02B3: player $PLAYER_CHAR in_cube -643.2 -1495.3 12.0 -679.1 -1481.3 18.0
radius -19.5 sphere 0
004D: jump_if_false Label06AE4D
03BD: destroy_sphere $B52
0164: disable_marker $41

:Label06ADF0
00D6: if 0
02B3: player $PLAYER_CHAR in_cube -643.2 -1495.3 12.0 -679.1 -1481.3 18.0
radius -19.5 sphere 0
004D: jump_if_false Label06AE30
0001: wait 0 ms
0002: jump Label06ADF0

:Label06AE30
00BC: text_highpriority "COK3_7" 5000 ms 1 ;; ~r~You destroyed the boat!
0002: jump Label06C011
0002: jump Label06AE63

:Label06AE4D
00BC: text_highpriority "COK3_7" 5000 ms 1 ;; ~r~You destroyed the boat!
0002: jump Label06C011

:Label06AE63
00D6: if 0
0039: 11@ == 0 ;; integer values
004D: jump_if_false Label06AE7C
0050: gosub Label06C235

:Label06AE7C
00D6: if 0
8118: NOT actor 0@ dead
004D: jump_if_false Label06AEE8
00D6: if 1
00FB: player $PLAYER_CHAR 0 ()near_actor 0@ radius 20.0 20.0 6.0
0123: actor 0@ spotted_player $PLAYER_CHAR
004D: jump_if_false Label06AEC7
01CA: actor 0@ kill_player $PLAYER_CHAR
0006: 12@ = 1 ;; integer values

:Label06AEC7
00D6: if 0
8184: NOT actor 0@ health >= 90
004D: jump_if_false Label06AEE8
01CA: actor 0@ kill_player $PLAYER_CHAR
0006: 12@ = 1 ;; integer values

:Label06AEE8
00D6: if 0
8118: NOT actor 1@ dead
004D: jump_if_false Label06AF54
00D6: if 1
00FB: player $PLAYER_CHAR 0 ()near_actor 1@ radius 20.0 20.0 6.0
0123: actor 1@ spotted_player $PLAYER_CHAR
004D: jump_if_false Label06AF33
01CA: actor 1@ kill_player $PLAYER_CHAR
0006: 12@ = 1 ;; integer values

:Label06AF33
00D6: if 0
8184: NOT actor 1@ health >= 90
004D: jump_if_false Label06AF54
01CA: actor 1@ kill_player $PLAYER_CHAR
0006: 12@ = 1 ;; integer values

:Label06AF54
00D6: if 0
8118: NOT actor 2@ dead
004D: jump_if_false Label06AFC0
00D6: if 1
00FB: player $PLAYER_CHAR 0 ()near_actor 2@ radius 20.0 20.0 6.0
0123: actor 2@ spotted_player $PLAYER_CHAR
004D: jump_if_false Label06AF9F
01CA: actor 2@ kill_player $PLAYER_CHAR
0006: 12@ = 1 ;; integer values

:Label06AF9F
00D6: if 0
8184: NOT actor 2@ health >= 90
004D: jump_if_false Label06AFC0
01CA: actor 2@ kill_player $PLAYER_CHAR
0006: 12@ = 1 ;; integer values

:Label06AFC0
00D6: if 0
0039: 12@ == 1 ;; integer values
004D: jump_if_false Label06B021
00D6: if 0
8118: NOT actor 0@ dead
004D: jump_if_false Label06AFEA
01CA: actor 0@ kill_player $PLAYER_CHAR

:Label06AFEA
00D6: if 0
8118: NOT actor 1@ dead
004D: jump_if_false Label06B002
01CA: actor 1@ kill_player $PLAYER_CHAR

:Label06B002
00D6: if 0
8118: NOT actor 2@ dead
004D: jump_if_false Label06B01A
01CA: actor 2@ kill_player $PLAYER_CHAR

:Label06B01A
0006: 12@ = 2 ;; integer values

:Label06B021
00D6: if 0
8118: NOT actor 4@ dead
004D: jump_if_false Label06B1CE
00D6: if 0
0038: $B41 == 0 ;; integer values
004D: jump_if_false Label06B1B1
00D6: if 1
00FB: player $PLAYER_CHAR 0 ()near_actor 4@ radius 20.0 20.0 6.0
0123: actor 4@ spotted_player $PLAYER_CHAR
004D: jump_if_false Label06B076
0004: $B41 = 1 ;; integer values

:Label06B076
00D6: if 0
8184: NOT actor 4@ health >= 90
004D: jump_if_false Label06B08F
0004: $B41 = 1 ;; integer values

:Label06B08F
00D6: if 1
0019: 17@ > 3000 ;; integer values
001B: 6000 > 17@ ;; integer values
004D: jump_if_false Label06B0D1
00D6: if 0
8042: NOT $B3F == 160.0 ;; floating-point values
004D: jump_if_false Label06B0D1
000D: $B3F -= 5.0 ;; floating-point values
0173: set_actor 4@ z_angle_to $B3F

:Label06B0D1
00D6: if 1
0019: 17@ > 6000 ;; integer values
001B: 9000 > 17@ ;; integer values
004D: jump_if_false Label06B113
00D6: if 0
8042: NOT $B3F == 270.0 ;; floating-point values
004D: jump_if_false Label06B113
0009: $B3F += 5.0 ;; floating-point values
0173: set_actor 4@ z_angle_to $B3F

:Label06B113
00D6: if 1
0019: 17@ > 9000 ;; integer values
001B: 12000 > 17@ ;; integer values
004D: jump_if_false Label06B155
00D6: if 0
8042: NOT $B3F == 340.0 ;; floating-point values
004D: jump_if_false Label06B155
0009: $B3F += 5.0 ;; floating-point values
0173: set_actor 4@ z_angle_to $B3F

:Label06B155
00D6: if 1
0019: 17@ > 12000 ;; integer values
001B: 15000 > 17@ ;; integer values
004D: jump_if_false Label06B197
00D6: if 0
8042: NOT $B3F == 270.0 ;; floating-point values
004D: jump_if_false Label06B197
000D: $B3F -= 5.0 ;; floating-point values
0173: set_actor 4@ z_angle_to $B3F

:Label06B197
00D6: if 0
0019: 17@ > 15000 ;; integer values
004D: jump_if_false Label06B1B1
0006: 17@ = 0 ;; integer values

:Label06B1B1
00A0: store_actor 4@ position_to $B30 $B31 $B32
008A: $B42 = 4@ ;; integer values and handles
0050: gosub Label06C125

:Label06B1CE
00D6: if 0
8118: NOT actor 5@ dead
004D: jump_if_false Label06B37B
00D6: if 0
0038: $B41 == 0 ;; integer values
004D: jump_if_false Label06B35E
00D6: if 1
00FB: player $PLAYER_CHAR 0 ()near_actor 5@ radius 20.0 20.0 6.0
0123: actor 5@ spotted_player $PLAYER_CHAR
004D: jump_if_false Label06B223
0004: $B41 = 1 ;; integer values

:Label06B223
00D6: if 0
8184: NOT actor 5@ health >= 90
004D: jump_if_false Label06B23C
0004: $B41 = 1 ;; integer values

:Label06B23C
00D6: if 1
0019: 16@ > 4000 ;; integer values
001B: 7000 > 16@ ;; integer values
004D: jump_if_false Label06B27E
00D6: if 0
8042: NOT $B40 == 160.0 ;; floating-point values
004D: jump_if_false Label06B27E
000D: $B40 -= 5.0 ;; floating-point values
0173: set_actor 5@ z_angle_to $B40

:Label06B27E
00D6: if 1
0019: 16@ > 7000 ;; integer values
001B: 10000 > 16@ ;; integer values
004D: jump_if_false Label06B2C0
00D6: if 0
8042: NOT $B40 == 270.0 ;; floating-point values
004D: jump_if_false Label06B2C0
0009: $B40 += 5.0 ;; floating-point values
0173: set_actor 5@ z_angle_to $B40

:Label06B2C0
00D6: if 1
0019: 16@ > 10000 ;; integer values
001B: 13000 > 16@ ;; integer values
004D: jump_if_false Label06B302
00D6: if 0
8042: NOT $B40 == 340.0 ;; floating-point values
004D: jump_if_false Label06B302
0009: $B40 += 5.0 ;; floating-point values
0173: set_actor 5@ z_angle_to $B40

:Label06B302
00D6: if 1
0019: 16@ > 13000 ;; integer values
001B: 16000 > 16@ ;; integer values
004D: jump_if_false Label06B344
00D6: if 0
8042: NOT $B40 == 270.0 ;; floating-point values
004D: jump_if_false Label06B344
000D: $B40 -= 5.0 ;; floating-point values
0173: set_actor 5@ z_angle_to $B40

:Label06B344
00D6: if 0
0019: 16@ > 16000 ;; integer values
004D: jump_if_false Label06B35E
0006: 16@ = 0 ;; integer values

:Label06B35E
00A0: store_actor 5@ position_to $B33 $B34 $B35
008A: $B42 = 5@ ;; integer values and handles
0050: gosub Label06C125

:Label06B37B
00D6: if 0
8118: NOT actor 6@ dead
004D: jump_if_false Label06B54A
00D6: if 0
0038: $B41 == 0 ;; integer values
004D: jump_if_false Label06B52D
00D6: if 1
00FB: player $PLAYER_CHAR 0 ()near_actor 6@ radius 20.0 20.0 6.0
0123: actor 6@ spotted_player $PLAYER_CHAR
004D: jump_if_false Label06B3D0
0004: $B41 = 1 ;; integer values

:Label06B3D0
00D6: if 0
8184: NOT actor 6@ health >= 90
004D: jump_if_false Label06B3E9
0004: $B41 = 1 ;; integer values

:Label06B3E9
00D6: if 0
00FF: actor 6@ 0 ()near_point_on_foot -623.9 -1477.7 12.0 radius 1.0 1.0
4.0
004D: jump_if_false Label06B48B
00D6: if 0
0038: $B47 == 0 ;; integer values
004D: jump_if_false Label06B443
0372: set_actor 6@ anim 3 wait_state_time 5000 ms
0004: $B49 = 0 ;; integer values
0004: $B47 = 1 ;; integer values

:Label06B443
00D6: if 0
0038: $B47 == 1 ;; integer values
004D: jump_if_false Label06B48B
0008: $B49 += 1 ;; integer values
00D6: if 0
0018: $B49 > 90 ;; integer values
004D: jump_if_false Label06B48B
0211: actor 6@ walk_to -671.7 -1459.1
0411: (unknown) 6@ 0
0004: $B48 = 0 ;; integer values

:Label06B48B
00D6: if 0
00FF: actor 6@ 0 ()near_point_on_foot -671.7 -1459.1 12.0 radius 1.0 1.0
4.0
004D: jump_if_false Label06B52D
00D6: if 0
0038: $B48 == 0 ;; integer values
004D: jump_if_false Label06B4E5
0372: set_actor 6@ anim 3 wait_state_time 5000 ms
0004: $B49 = 0 ;; integer values
0004: $B48 = 1 ;; integer values

:Label06B4E5
00D6: if 0
0038: $B48 == 1 ;; integer values
004D: jump_if_false Label06B52D
0008: $B49 += 1 ;; integer values
00D6: if 0
0018: $B49 > 90 ;; integer values
004D: jump_if_false Label06B52D
0211: actor 6@ walk_to -623.9 -1477.7
0411: (unknown) 6@ 0
0004: $B47 = 0 ;; integer values

:Label06B52D
00A0: store_actor 6@ position_to $B36 $B37 $B38
008A: $B42 = 6@ ;; integer values and handles
0050: gosub Label06C125

:Label06B54A
00D6: if 0
8118: NOT actor 7@ dead
004D: jump_if_false Label06B719
00D6: if 0
0038: $B41 == 0 ;; integer values
004D: jump_if_false Label06B6FC
00D6: if 1
00FB: player $PLAYER_CHAR 0 ()near_actor 7@ radius 20.0 20.0 6.0
0123: actor 7@ spotted_player $PLAYER_CHAR
004D: jump_if_false Label06B59F
0004: $B41 = 1 ;; integer values

:Label06B59F
00D6: if 0
8184: NOT actor 7@ health >= 90
004D: jump_if_false Label06B5B8
0004: $B41 = 1 ;; integer values

:Label06B5B8
00D6: if 0
00FF: actor 7@ 0 ()near_point_on_foot -682.8 -1484.8 14.5 radius 1.0 1.0
4.0
004D: jump_if_false Label06B65A
00D6: if 0
0038: $B4B == 0 ;; integer values
004D: jump_if_false Label06B612
0372: set_actor 7@ anim 3 wait_state_time 5000 ms
0004: $B4D = 0 ;; integer values
0004: $B4B = 1 ;; integer values

:Label06B612
00D6: if 0
0038: $B4B == 1 ;; integer values
004D: jump_if_false Label06B65A
0008: $B4D += 1 ;; integer values
00D6: if 0
0018: $B4D > 90 ;; integer values
004D: jump_if_false Label06B65A
0211: actor 7@ walk_to -638.9 -1500.9
0411: (unknown) 7@ 0
0004: $B4C = 0 ;; integer values

:Label06B65A
00D6: if 0
00FF: actor 7@ 0 ()near_point_on_foot -638.9 -1500.9 12.0 radius 1.0 1.0
4.0
004D: jump_if_false Label06B6FC
00D6: if 0
0038: $B4C == 0 ;; integer values
004D: jump_if_false Label06B6B4
0372: set_actor 7@ anim 3 wait_state_time 5000 ms
0004: $B4D = 0 ;; integer values
0004: $B4C = 1 ;; integer values

:Label06B6B4
00D6: if 0
0038: $B4C == 1 ;; integer values
004D: jump_if_false Label06B6FC
0008: $B4D += 1 ;; integer values
00D6: if 0
0018: $B4D > 90 ;; integer values
004D: jump_if_false Label06B6FC
0211: actor 7@ walk_to -682.8 -1484.8
0411: (unknown) 7@ 0
0004: $B4B = 0 ;; integer values

:Label06B6FC
00A0: store_actor 7@ position_to $B39 $B3A $B3B
008A: $B42 = 7@ ;; integer values and handles
0050: gosub Label06C125

:Label06B719
00D6: if 0
8118: NOT actor 8@ dead
004D: jump_if_false Label06B9F6
00D6: if 0
0038: $B41 == 0 ;; integer values
004D: jump_if_false Label06B9D9
00D6: if 1
00FB: player $PLAYER_CHAR 0 ()near_actor 8@ radius 20.0 20.0 6.0
0123: actor 8@ spotted_player $PLAYER_CHAR
004D: jump_if_false Label06B76E
0004: $B41 = 1 ;; integer values

:Label06B76E
00D6: if 0
8184: NOT actor 8@ health >= 90
004D: jump_if_false Label06B787
0004: $B41 = 1 ;; integer values

:Label06B787
00D6: if 0
00FF: actor 8@ 0 ()near_point_on_foot -671.7 -1459.1 12.0 radius 1.0 1.0
4.0
004D: jump_if_false Label06B8B0
00D6: if 0
0038: $B4F == 0 ;; integer values
004D: jump_if_false Label06B7E8
0372: set_actor 8@ anim 3 wait_state_time 5000 ms
0004: $B51 = 0 ;; integer values
0004: $B43 = 0 ;; integer values
0004: $B4F = 1 ;; integer values

:Label06B7E8
00D6: if 0
0038: $B4F == 1 ;; integer values
004D: jump_if_false Label06B830
0008: $B51 += 1 ;; integer values
00D6: if 0
0018: $B51 > 90 ;; integer values
004D: jump_if_false Label06B830
0211: actor 8@ walk_to -682.8 -1484.8
0411: (unknown) 8@ 0
0004: $B50 = 0 ;; integer values

:Label06B830
00D6: if 0
8118: NOT actor 7@ dead
004D: jump_if_false Label06B8B0
00D6: if 0
00FF: actor 7@ 0 ()near_point_on_foot -671.7 -1459.1 12.0 radius 1.0 1.0
4.0
004D: jump_if_false Label06B8B0
00D6: if 0
0038: $B43 == 0 ;; integer values
004D: jump_if_false Label06B8B0
0372: set_actor 7@ anim 3 wait_state_time 0 ms
011C: actor 7@ clear_objective
0372: set_actor 8@ anim 3 wait_state_time 0 ms
011C: actor 8@ clear_objective
03F9: make_actors 8@ 7@ converse_in 10000 ms
0004: $B43 = 1 ;; integer values

:Label06B8B0
00D6: if 0
00FF: actor 8@ 0 ()near_point_on_foot -682.8 -1484.8 12.0 radius 1.0 1.0
4.0
004D: jump_if_false Label06B9D9
00D6: if 0
0038: $B50 == 0 ;; integer values
004D: jump_if_false Label06B911
0372: set_actor 8@ anim 3 wait_state_time 5000 ms
0004: $B51 = 0 ;; integer values
0004: $B44 = 0 ;; integer values
0004: $B50 = 1 ;; integer values

:Label06B911
00D6: if 0
0038: $B50 == 1 ;; integer values
004D: jump_if_false Label06B959
0008: $B51 += 1 ;; integer values
00D6: if 0
0018: $B51 > 90 ;; integer values
004D: jump_if_false Label06B959
0211: actor 8@ walk_to -671.7 -1459.1
0411: (unknown) 8@ 0
0004: $B4F = 0 ;; integer values

:Label06B959
00D6: if 0
8118: NOT actor 6@ dead
004D: jump_if_false Label06B9D9
00D6: if 0
00FF: actor 6@ 0 ()near_point_on_foot -682.8 -1484.8 12.0 radius 1.0 1.0
4.0
004D: jump_if_false Label06B9D9
00D6: if 0
0038: $B44 == 0 ;; integer values
004D: jump_if_false Label06B9D9
0372: set_actor 6@ anim 3 wait_state_time 0 ms
0372: set_actor 8@ anim 3 wait_state_time 0 ms
011C: actor 8@ clear_objective
011C: actor 6@ clear_objective
03F9: make_actors 8@ 6@ converse_in 10000 ms
0004: $B44 = 1 ;; integer values

:Label06B9D9
00A0: store_actor 8@ position_to $B3C $B3D $B3E
008A: $B42 = 8@ ;; integer values and handles
0050: gosub Label06C125

:Label06B9F6
00D6: if 0
8118: NOT actor 9@ dead
004D: jump_if_false Label06BAF0
00D6: if 0
0038: $B41 == 0 ;; integer values
004D: jump_if_false Label06BAF0
00D6: if 1
00FB: player $PLAYER_CHAR 0 ()near_actor 9@ radius 20.0 20.0 6.0
0123: actor 9@ spotted_player $PLAYER_CHAR
004D: jump_if_false Label06BA4B
0004: $B41 = 1 ;; integer values

:Label06BA4B
00D6: if 0
8184: NOT actor 9@ health >= 90
004D: jump_if_false Label06BA64
0004: $B41 = 1 ;; integer values

:Label06BA64
00D6: if 0
00FF: actor 9@ 0 ()near_point_on_foot -573.7 -1522.5 7.0 radius 1.0 1.0 4.0
004D: jump_if_false Label06BAAA
0211: actor 9@ walk_to -598.6 -1513.0
0411: (unknown) 9@ 0

:Label06BAAA
00D6: if 0
00FF: actor 9@ 0 ()near_point_on_foot -598.6 -1513.0 7.0 radius 1.0 1.0 4.0
004D: jump_if_false Label06BAF0
0211: actor 9@ walk_to -573.7 -1522.5
0411: (unknown) 9@ 0

:Label06BAF0
00D6: if 0
8118: NOT actor 10@ dead
004D: jump_if_false Label06BBEA
00D6: if 0
0038: $B41 == 0 ;; integer values
004D: jump_if_false Label06BBEA
00D6: if 1
00FB: player $PLAYER_CHAR 0 ()near_actor 10@ radius 20.0 20.0 6.0
0123: actor 10@ spotted_player $PLAYER_CHAR
004D: jump_if_false Label06BB45
0004: $B41 = 1 ;; integer values

:Label06BB45
00D6: if 0
8184: NOT actor 10@ health >= 90
004D: jump_if_false Label06BB5E
0004: $B41 = 1 ;; integer values

:Label06BB5E
00D6: if 0
00FF: actor 10@ 0 ()near_point_on_foot -586.9 -1496.2 7.0 radius 1.0 1.0
4.0
004D: jump_if_false Label06BBA4
0211: actor 10@ walk_to -569.0 -1503.1
0411: (unknown) 10@ 0

:Label06BBA4
00D6: if 0
00FF: actor 10@ 0 ()near_point_on_foot -569.0 -1503.1 7.0 radius 1.0 1.0
4.0
004D: jump_if_false Label06BBEA
0211: actor 10@ walk_to -586.9 -1496.2
0411: (unknown) 10@ 0

:Label06BBEA
0050: gosub Label06C740
00D6: if 0
0119: car $40 wrecked
004D: jump_if_false Label06BCB3
00D6: if 0
02B3: player $PLAYER_CHAR in_cube -643.2 -1495.3 12.0 -679.1 -1481.3 18.0
radius -19.5 sphere 0
004D: jump_if_false Label06BC9D
03BD: destroy_sphere $B52
0164: disable_marker $41

:Label06BC40
00D6: if 0
02B3: player $PLAYER_CHAR in_cube -643.2 -1495.3 12.0 -679.1 -1481.3 18.0
radius -19.5 sphere 0
004D: jump_if_false Label06BC80
0001: wait 0 ms
0002: jump Label06BC40

:Label06BC80
00BC: text_highpriority "COK3_7" 5000 ms 1 ;; ~r~You destroyed the boat!
0002: jump Label06C011
0002: jump Label06BCB3

:Label06BC9D
00BC: text_highpriority "COK3_7" 5000 ms 1 ;; ~r~You destroyed the boat!
0002: jump Label06C011

:Label06BCB3
0002: jump Label06AD3E

:Label06BCBA
0164: disable_marker $41
018A: $41 = create_checkpoint_at -378.5 -660.0 5.6
00BC: text_highpriority "COK3_6" 5000 ms 1 ;; ~g~Get the boat to the mansion.
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 3

:Label06BCE9
00D6: if 21
80F5: NOT player $PLAYER_CHAR 1 (in-sphere)near_point -378.5 -660.0 5.0
radius 20.0 30.0 6.0
80DC: NOT player $PLAYER_CHAR driving $40
004D: jump_if_false Label06BDF5
0001: wait 0 ms
00D6: if 0
0119: car $40 wrecked
004D: jump_if_false Label06BDE7
00D6: if 0
02B3: player $PLAYER_CHAR in_cube -643.2 -1495.3 12.0 -679.1 -1481.3 18.0
radius -19.5 sphere 0
004D: jump_if_false Label06BDD1
03BD: destroy_sphere $B52
0164: disable_marker $41
:Label06BD74
00D6: if 0
02B3: player $PLAYER_CHAR in_cube -643.2 -1495.3 12.0 -679.1 -1481.3 18.0
radius -19.5 sphere 0
004D: jump_if_false Label06BDB4
0001: wait 0 ms
0002: jump Label06BD74

:Label06BDB4
00BC: text_highpriority "COK3_7" 5000 ms 1 ;; ~r~You destroyed the boat!
0002: jump Label06C011
0002: jump Label06BDE7

:Label06BDD1
00BC: text_highpriority "COK3_7" 5000 ms 1 ;; ~r~You destroyed the boat!
0002: jump Label06C011

:Label06BDE7
0050: gosub Label06C740
0002: jump Label06BCE9

:Label06BDF5
00D6: if 0
8119: NOT car $40 wrecked
004D: jump_if_false Label06BE14
02D4: unknown_turn_off_car $40 engine
02DB: set_boat $40 speed_to 0.0

:Label06BE14
016A: fade 0 () 1000 ms
0001: wait 1000 ms
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
02A3: toggle_widescreen 1 (on)
0395: clear_area 1 at -366.1 -655.2 range 6.9 1.0
00D6: if 0
8119: NOT car $40 wrecked
004D: jump_if_false Label06BE8F
00AB: put_car $40 at -393.8 -660.4 5.6
0175: set_car $40 z_angle_to 270.0
02D3: boat $40 drive_to -378.5 -660.0 5.6
02DB: set_boat $40 speed_to 8.0

:Label06BE8F
0001: wait 0 ms
015F: set_camera_position -365.183 -654.17 8.057 0.0 0.0 0.0
0160: point_camera -366.024 -654.71 8.009 2
016A: fade 1 (back) 1500 ms
0006: 17@ = 0 ;; integer values

:Label06BED4
00D6: if 0
8019: NOT 17@ > 3500 ;; integer values
004D: jump_if_false Label06BF41
0001: wait 0 ms
00D6: if 0
8119: NOT car $40 wrecked
004D: jump_if_false Label06BF3A
00D6: if 0
01AF: car $40 0 ()near_point -378.5 -660.0 5.6 radius 2.0 2.0 4.0
004D: jump_if_false Label06BF3A
02D4: unknown_turn_off_car $40 engine
02DB: set_boat $40 speed_to 0.0

:Label06BF3A
0002: jump Label06BED4

:Label06BF41
016A: fade 0 () 1000 ms
0001: wait 1000 ms
0395: clear_area 1 at -372.7 -656.7 range 6.9 1.0
00D6: if 0
8119: NOT car $40 wrecked
004D: jump_if_false Label06BFB7
00D6: if 0
00DC: player $PLAYER_CHAR driving $40
004D: jump_if_false Label06BFA3
012A: put_player $PLAYER_CHAR at -372.7 -656.7 6.9 and_remove_from_car
0002: jump Label06BFB7

:Label06BFA3
0055: put_player $PLAYER_CHAR at -372.7 -656.7 6.9

:Label06BFB7
00D6: if 0
8119: NOT car $40 wrecked
004D: jump_if_false Label06BFE5
00AB: put_car $40 at -378.5 -660.0 5.6
0175: set_car $40 z_angle_to 270.0

:Label06BFE5
0171: set_player $PLAYER_CHAR z_angle_to 90.0
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
0001: wait 500 ms
016A: fade 1 (back) 1000 ms
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
02A3: toggle_widescreen 0 (off)
0002: jump Label06C022

:Label06C011
00BA: text_styled "M_FAIL" 5000 ms 1 ;; MISSION FAILED!
0051: return

:Label06C022
0004: $PASSED_COK3_THE_FASTEST_BOAT = 1 ;; integer values
0394: play_music 1
01E3: text_1number_styled "M_PASS" 4000 5000 ms 1 ;; MISSION PASSED! $~1~
0110: clear_player $PLAYER_CHAR wanted_level
0109: player $PLAYER_CHAR money += 4000
0318: set_latest_mission_passed "COK_3" ;; The Fastest Boat
030C: set_mission_points += 1
004F: create_thread Label00BA54
0051: return

:Label06C064
0004: $ONMISSION = 0 ;; integer values
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
0249: release_model #HMYAP
0249: release_model #SQUALO
0249: release_model #HMYST
0249: release_model #TEC9
0249: release_model #HAMMER
0249: release_model #SCREWDRIVER
0249: release_model #SPEEDER
0249: release_model #DINGHY
0249: release_model #RUGER
00D6: if 0
8119: NOT car $40 wrecked
004D: jump_if_false Label06C0B0
01C3: remove_references_to_car $40 ;; Like turning a car into any random car

:Label06C0B0
029B: $6FA = init_object -65 (B_HSE_DOORS) at -640.012 -1485.941 15.457
01C7: remove_object_from_mission_cleanup_list $6FA
03BD: destroy_sphere $B52
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
0164: disable_marker $41
040D: unload_wav 1
040D: unload_wav 2
00D8: mission_cleanup
0051: return

:Label06C125
00D6: if 1
0118: actor 4@ dead
00FF: actor $B42 0 ()near_point_on_foot $B30 $B31 $B32 radius 4.0 4.0 4.0
004D: jump_if_false Label06C15B
0004: $B41 = 1 ;; integer values

:Label06C15B
00D6: if 1
0118: actor 5@ dead
00FF: actor $B42 0 ()near_point_on_foot $B33 $B34 $B35 radius 4.0 4.0 4.0
004D: jump_if_false Label06C191
0004: $B41 = 1 ;; integer values

:Label06C191
00D6: if 1
0118: actor 6@ dead
00FF: actor $B42 0 ()near_point_on_foot $B36 $B37 $B38 radius 4.0 4.0 4.0
004D: jump_if_false Label06C1C7
0004: $B41 = 1 ;; integer values

:Label06C1C7
00D6: if 1
0118: actor 7@ dead
00FF: actor $B42 0 ()near_point_on_foot $B39 $B3A $B3B radius 4.0 4.0 4.0
004D: jump_if_false Label06C1FD
0004: $B41 = 1 ;; integer values

:Label06C1FD
00D6: if 1
0118: actor 8@ dead
00FF: actor $B42 0 ()near_point_on_foot $B3C $B3D $B3E radius 4.0 4.0 4.0
004D: jump_if_false Label06C233
0004: $B41 = 1 ;; integer values
:Label06C233
0051: return

:Label06C235
00D6: if 0
8119: NOT car $40 wrecked
004D: jump_if_false Label06C263
00AB: put_car $40 at -597.6 -1507.7 11.5
0175: set_car $40 z_angle_to 256.0

:Label06C263
00D6: if 0
0038: $B4A == 0 ;; integer values
004D: jump_if_false Label06C427
00D6: if 0
8119: NOT car $40 wrecked
004D: jump_if_false Label06C427
00D6: if 0
01FF: player $PLAYER_CHAR near_car $40 radius 40.0 40.0 20.0 unknown 0
004D: jump_if_false Label06C427
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
02A3: toggle_widescreen 1 (on)
00BC: text_highpriority "COK3_5" 6000 ms 1 ;; ~g~Find the switch to lower the
boat.
015F: set_camera_position -598.588 -1496.503 16.717 0.0 0.0 0.0
0160: point_camera -598.493 -1497.474 16.496 2
0006: 17@ = 0 ;; integer values

:Label06C2FD
00D6: if 0
8019: NOT 17@ > 500 ;; integer values
004D: jump_if_false Label06C349
0001: wait 0 ms
00D6: if 0
8119: NOT car $40 wrecked
004D: jump_if_false Label06C342
00AB: put_car $40 at -597.6 -1507.7 11.5
0175: set_car $40 z_angle_to 256.0

:Label06C342
0002: jump Label06C2FD

:Label06C349
00D6: if 0
8019: NOT 17@ > 4000 ;; integer values
004D: jump_if_false Label06C411
0001: wait 0 ms
00D6: if 0
8119: NOT car $40 wrecked
004D: jump_if_false Label06C38E
00AB: put_car $40 at -597.6 -1507.7 11.5
0175: set_car $40 z_angle_to 256.0

:Label06C38E
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label06C40A
:Label06C39F
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label06C403
0001: wait 0 ms
00D6: if 0
8119: NOT car $40 wrecked
004D: jump_if_false Label06C3E2
00AB: put_car $40 at -597.6 -1507.7 11.5
0175: set_car $40 z_angle_to 256.0

:Label06C3E2
00D6: if 0
0019: 17@ > 3500 ;; integer values
004D: jump_if_false Label06C3FC
0002: jump Label06C411

:Label06C3FC
0002: jump Label06C39F

:Label06C403
0002: jump Label06C411

:Label06C40A
0002: jump Label06C349

:Label06C411
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
02A3: toggle_widescreen 0 (off)
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
0004: $B4A = 1 ;; integer values

:Label06C427
00D6: if 0
00F6: player $PLAYER_CHAR 0 ()near_point_on_foot -665.4 -1484.7 12.8 radius .5
.5 1.5
004D: jump_if_false Label06C73E
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
02A3: toggle_widescreen 1 (on)
0171: set_player $PLAYER_CHAR z_angle_to 150.0
046F: unknown_player $PLAYER_CHAR 13@
01B8: set_player $PLAYER_CHAR armed_weapon_to 0
0372: set_actor $PLAYER_ACTOR anim 25 wait_state_time 1000 ms
0006: 17@ = 0 ;; integer values

:Label06C48C
00D6: if 0
8019: NOT 17@ > 1000 ;; integer values
004D: jump_if_false Label06C4D8
0001: wait 0 ms
00D6: if 0
8119: NOT car $40 wrecked
004D: jump_if_false Label06C4D1
00AB: put_car $40 at -597.6 -1507.7 11.5
0175: set_car $40 z_angle_to 256.0

:Label06C4D1
0002: jump Label06C48C
:Label06C4D8
053D: $PLAYER_ACTOR
01B8: set_player $PLAYER_CHAR armed_weapon_to 13@
015F: set_camera_position -600.685 -1498.843 25.889 0.0 0.0 0.0
0160: point_camera -600.498 -1499.38 25.066 2
03BD: destroy_sphere $B52

:Label06C51D
00D6: if 0
8019: NOT 17@ > 2500 ;; integer values
004D: jump_if_false Label06C569
0001: wait 0 ms
00D6: if 0
8119: NOT car $40 wrecked
004D: jump_if_false Label06C562
00AB: put_car $40 at -597.6 -1507.7 11.5
0175: set_car $40 z_angle_to 256.0

:Label06C562
0002: jump Label06C51D

:Label06C569
0001: wait 4000 ms
0055: put_player $PLAYER_CHAR at -665.4 -1484.7 12.8
0171: set_player $PLAYER_CHAR z_angle_to 150.0
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
02A3: toggle_widescreen 0 (off)
02EB: restore_camera_with_jumpcut
00BC: text_highpriority "COK3_9" 8000 ms 1 ;; ~g~Now get into the boat.
009A: $B53 = create_actor 7 #HMYST at -640.6 -1500.3 -100.0
0173: set_actor $B53 z_angle_to 335.0
01ED: reset_actor $B53 flags
011A: set_actor $B53 flags 1
0243: set_actor $B53 ped_stats_to 16
01B2: give_actor $B53 weapon 22 ammo 500 ;; Load the weapon model before using
this
0350: unknown_actor $B53 not_scared_flag 1
009A: $B54 = create_actor 7 #HMYST at -652.5 -1497.5 -100.0
0173: set_actor $B54 z_angle_to 245.0
01ED: reset_actor $B54 flags
011A: set_actor $B54 flags 1
0243: set_actor $B54 ped_stats_to 16
01B2: give_actor $B54 weapon 22 ammo 500 ;; Load the weapon model before using
this
0350: unknown_actor $B54 not_scared_flag 1
009A: $B55 = create_actor 7 #HMYST at -632.5 -1476.1 -100.0
0173: set_actor $B55 z_angle_to 165.9
01ED: reset_actor $B55 flags
011A: set_actor $B55 flags 1
0243: set_actor $B55 ped_stats_to 16
01B2: give_actor $B55 weapon 22 ammo 500 ;; Load the weapon model before using
this
009A: $B56 = create_actor 7 #HMYST at -643.2 -1467.1 -100.0
0173: set_actor $B56 z_angle_to 252.0
01ED: reset_actor $B56 flags
011A: set_actor $B56 flags 1
0243: set_actor $B56 ped_stats_to 16
01B2: give_actor $B56 weapon 22 ammo 500 ;; Load the weapon model before using
this
009A: $B57 = create_actor 7 #HMYST at -666.5 -1458.0 -100.0
0173: set_actor $B57 z_angle_to 245.0
01ED: reset_actor $B57 flags
011A: set_actor $B57 flags 1
0243: set_actor $B57 ped_stats_to 16
01B2: give_actor $B57 weapon 22 ammo 500 ;; Load the weapon model before using
this
009A: $B58 = create_actor 7 #HMYST at -678.8 -1486.3 -100.0
0173: set_actor $B58 z_angle_to 252.0
01ED: reset_actor $B58 flags
011A: set_actor $B58 flags 1
0243: set_actor $B58 ped_stats_to 16
01B2: give_actor $B58 weapon 22 ammo 500 ;; Load the weapon model before using
this
0004: $B41 = 1 ;; integer values
0006: 11@ = 1 ;; integer values

:Label06C73E
0051: return

:Label06C740
00D6: if 0
0038: $B41 == 1 ;; integer values
004D: jump_if_false Label06CBB4
00D6: if 0
0039: 3@ == 0 ;; integer values
004D: jump_if_false Label06C813
00D6: if 0
8118: NOT actor 10@ dead
004D: jump_if_false Label06C77C
01CA: actor 10@ kill_player $PLAYER_CHAR

:Label06C77C
00D6: if 0
8118: NOT actor 9@ dead
004D: jump_if_false Label06C794
01CA: actor 9@ kill_player $PLAYER_CHAR

:Label06C794
00D6: if 0
8118: NOT actor 8@ dead
004D: jump_if_false Label06C7AC
01CA: actor 8@ kill_player $PLAYER_CHAR

:Label06C7AC
00D6: if 0
8118: NOT actor 7@ dead
004D: jump_if_false Label06C7C4
01CA: actor 7@ kill_player $PLAYER_CHAR

:Label06C7C4
00D6: if 0
8118: NOT actor 6@ dead
004D: jump_if_false Label06C7DC
01CA: actor 6@ kill_player $PLAYER_CHAR

:Label06C7DC
00D6: if 0
8118: NOT actor 5@ dead
004D: jump_if_false Label06C7F4
01CA: actor 5@ kill_player $PLAYER_CHAR

:Label06C7F4
00D6: if 0
8118: NOT actor 4@ dead
004D: jump_if_false Label06C80C
01CA: actor 4@ kill_player $PLAYER_CHAR

:Label06C80C
0006: 3@ = 1 ;; integer values

:Label06C813
00D6: if 0
0019: 16@ > 1000 ;; integer values
004D: jump_if_false Label06CBB4
0054: store_player $PLAYER_CHAR position_to $5F $60 $61
00D6: if 0
8118: NOT actor 10@ dead
004D: jump_if_false Label06C877
00D6: if 0
8510: NOT unknown_actor 10@ on_path $5F $60 $61 radius 4.0
004D: jump_if_false Label06C877
009E: set_actor 10@ path $5F $60 $61 unknown 4.0 1

:Label06C877
00D6: if 0
8118: NOT actor 9@ dead
004D: jump_if_false Label06C8BA
00D6: if 0
8510: NOT unknown_actor 9@ on_path $5F $60 $61 radius 4.0
004D: jump_if_false Label06C8BA
009E: set_actor 9@ path $5F $60 $61 unknown 4.0 1

:Label06C8BA
00D6: if 0
8118: NOT actor 8@ dead
004D: jump_if_false Label06C8FD
00D6: if 0
8510: NOT unknown_actor 8@ on_path $5F $60 $61 radius 4.0
004D: jump_if_false Label06C8FD
009E: set_actor 8@ path $5F $60 $61 unknown 4.0 1

:Label06C8FD
00D6: if 0
8118: NOT actor 7@ dead
004D: jump_if_false Label06C940
00D6: if 0
8510: NOT unknown_actor 7@ on_path $5F $60 $61 radius 4.0
004D: jump_if_false Label06C940
009E: set_actor 7@ path $5F $60 $61 unknown 4.0 1

:Label06C940
00D6: if 0
8118: NOT actor 6@ dead
004D: jump_if_false Label06C983
00D6: if 0
8510: NOT unknown_actor 6@ on_path $5F $60 $61 radius 4.0
004D: jump_if_false Label06C983
009E: set_actor 6@ path $5F $60 $61 unknown 4.0 1

:Label06C983
00D6: if 0
8118: NOT actor 5@ dead
004D: jump_if_false Label06C9C6
00D6: if 0
8510: NOT unknown_actor 5@ on_path $5F $60 $61 radius 4.0
004D: jump_if_false Label06C9C6
009E: set_actor 5@ path $5F $60 $61 unknown 4.0 1

:Label06C9C6
00D6: if 0
8118: NOT actor 4@ dead
004D: jump_if_false Label06CA09
00D6: if 0
8510: NOT unknown_actor 4@ on_path $5F $60 $61 radius 4.0
004D: jump_if_false Label06CA09
009E: set_actor 4@ path $5F $60 $61 unknown 4.0 1

:Label06CA09
00D6: if 0
0039: 11@ == 1 ;; integer values
004D: jump_if_false Label06CBAD
00D6: if 0
8118: NOT actor $B53 dead
004D: jump_if_false Label06CA5E
00D6: if 0
8510: NOT unknown_actor $B53 on_path $5F $60 $61 radius 4.0
004D: jump_if_false Label06CA5E
009E: set_actor $B53 path $5F $60 $61 unknown 4.0 1

:Label06CA5E
00D6: if 0
8118: NOT actor $B54 dead
004D: jump_if_false Label06CAA1
00D6: if 0
8510: NOT unknown_actor $B54 on_path $5F $60 $61 radius 4.0
004D: jump_if_false Label06CAA1
009E: set_actor $B54 path $5F $60 $61 unknown 4.0 1

:Label06CAA1
00D6: if 0
8118: NOT actor $B55 dead
004D: jump_if_false Label06CAE4
00D6: if 0
8510: NOT unknown_actor $B55 on_path $5F $60 $61 radius 4.0
004D: jump_if_false Label06CAE4
009E: set_actor $B55 path $5F $60 $61 unknown 4.0 1

:Label06CAE4
00D6: if 0
8118: NOT actor $B56 dead
004D: jump_if_false Label06CB27
00D6: if 0
8510: NOT unknown_actor $B56 on_path $5F $60 $61 radius 4.0
004D: jump_if_false Label06CB27
009E: set_actor $B56 path $5F $60 $61 unknown 4.0 1
:Label06CB27
00D6: if 0
8118: NOT actor $B57 dead
004D: jump_if_false Label06CB6A
00D6: if 0
8510: NOT unknown_actor $B57 on_path $5F $60 $61 radius 4.0
004D: jump_if_false Label06CB6A
009E: set_actor $B57 path $5F $60 $61 unknown 4.0 1

:Label06CB6A
00D6: if 0
8118: NOT actor $B58 dead
004D: jump_if_false Label06CBAD
00D6: if 0
8510: NOT unknown_actor $B58 on_path $5F $60 $61 radius 4.0
004D: jump_if_false Label06CBAD
009E: set_actor $B58 path $5F $60 $61 unknown 4.0 1

:Label06CBAD
0006: 16@ = 0 ;; integer values

:Label06CBB4
0051: return

;-------------Mission 15---------------
; Originally: Supply & Demand

:Label06CBB6
0050: gosub Label06CBDA
00D6: if 0
0112: wasted_or_busted
004D: jump_if_false Label06CBD1
0050: gosub Label06F3E2

:Label06CBD1
0050: gosub Label06F457
004E: end_thread

:Label06CBDA
0317: increment_mission_attempts
0004: $ONMISSION = 1 ;; integer values
03A4: name_thread "BARON4"
0001: wait 0 ms
054C: use_GXT_table "BARON4"
058E: set_restart_mission_taxi_destination -288.2 -487.5 9.8 275.0
01B5: force_weather 0
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: $29 = 0 ;; integer values
0004: $2A = 0 ;; integer values
0004: $2B = 0 ;; integer values
0006: 6@ = 0 ;; integer values
0004: $B60 = 0 ;; integer values
0004: $B62 = 0 ;; integer values
0004: $B63 = 0 ;; integer values
0004: $B64 = 0 ;; integer values
0004: $B65 = 0 ;; integer values
0004: $B69 = 0 ;; integer values
0004: $B6A = 0 ;; integer values
04BB: select_interiour 2 ;; select render area
04F9: interiour_colors 8 0
023C: load_special_actor 1 "CSPLAY"
023C: load_special_actor 2 "CSDIAZ"
02F3: load_object #CUTOBJ01 "DCFAN"
02F3: load_object #CUTOBJ02 "DEAGL"
02F3: load_object #CUTOBJ03 "SHOTVCR"
038B: load_requested_models
03CB: set_camera -378.3 -591.9 25.8

:Label06CCE1
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 Label06CD0E
0001: wait 0 ms
0002: jump Label06CCE1

:Label06CD0E
0569: "CSPLAY"
0569: "CSDIAZ"
0569: "DCFAN"
0569: "DEAGL"
0569: "SHOTVCR"
02E4: load_cutscene_data "COK_4A"
0244: set_cutscene_pos -378.62 -552.676 18.534
041D: set_camera_near_clip .1
02E5: $7D = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $7D "CSPLAY"
02E5: $A1 = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $A1 "CSDIAZ"
02E5: $CB = create_cutscene_object #CUTOBJ01
04BC: "DCFAN"
02E6: set_cutscene_anim $CB "DCFAN"
02E5: $CE = create_cutscene_object #CUTOBJ02
02E6: set_cutscene_anim $CE "DEAGL"
02E5: $B67 = create_cutscene_object #CUTOBJ03
02E6: set_cutscene_anim $B67 "SHOTVCR"
0395: clear_area 1 at -412.3 -607.0 range 16.2 1.0
0055: put_player $PLAYER_CHAR at -412.3 -607.0 16.2
0171: set_player $PLAYER_CHAR z_angle_to 180.0
016A: fade 1 (back) 1500 ms
03AD: set_rubbish 0 (invisible)
03AF: set_streaming 1 (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label06CE1F
00D6: if 0
001A: 3123 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label06CE42
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label06CE1F

:Label06CE42
00BC: text_highpriority "COK4_A" 10000 ms 1 ;; Eject! PLASTIC CRAP!

:Label06CE51
00D6: if 0
001A: 5921 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label06CE74
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label06CE51

:Label06CE74
00BC: text_highpriority "COK4_B" 10000 ms 1 ;; You doing this to me?

:Label06CE83
00D6: if 0
001A: 7616 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label06CEA6
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label06CE83

:Label06CEA6
00BC: text_highpriority "COK4_C" 10000 ms 1 ;; Who do you think you are, you
piece of plastic SHIT? Aaarrgh!

:Label06CEB5
00D6: if 0
001A: 14933 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label06CED8
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label06CEB5

:Label06CED8
00D6: if 0
856A: NOT (unknown)
004D: jump_if_false Label06CF05
058A: unknown -407.737 -559.252 18.852 -404.218 -559.623 18.5

:Label06CF05
00D6: if 0
001A: 14966 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label06CF28
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label06CF05

:Label06CF28
00D6: if 0
856A: NOT (unknown)
004D: jump_if_false Label06CF65
039D: scatter_particles 17 .05 0 0 0 500 at -408.2 -559.9 18.7 .05 .05 .
05
:Label06CF65
00D6: if 0
001A: 15433 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label06CF88
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label06CF65

:Label06CF88
00D6: if 0
856A: NOT (unknown)
004D: jump_if_false Label06CFB5
058A: unknown -407.729 -559.322 18.842 -408.281 -559.653 18.5

:Label06CFB5
00D6: if 0
001A: 15466 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label06CFD8
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label06CFB5

:Label06CFD8
00D6: if 0
001A: 15656 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label06CFFB
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label06CFD8

:Label06CFFB
00BC: text_highpriority "COK4_D" 10000 ms 1 ;; SCREW YOU!

:Label06D00A
00D6: if 0
001A: 18764 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label06D02D
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label06D00A

:Label06D02D
00BC: text_highpriority "COK4_E" 10000 ms 1 ;; It eats my favorite El burro
movie, it die!

:Label06D03C
00D6: if 0
001A: 21799 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label06D05F
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label06D03C

:Label06D05F
00BC: text_highpriority "COK4_F" 10000 ms 1 ;; What else could I do?

:Label06D06E
00D6: if 0
001A: 22980 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label06D091
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label06D06E

:Label06D091
00BC: text_highpriority "COK4_G" 10000 ms 1 ;; It's probably not plugged in.

:Label06D0A0
00D6: if 0
001A: 24759 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label06D0C3
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label06D0A0

:Label06D0C3
00BC: text_highpriority "COK4_H" 10000 ms 1 ;; What?

:Label06D0D2
00D6: if 0
001A: 26995 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label06D0F5
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label06D0D2

:Label06D0F5
00BC: text_highpriority "COK4_I" 10000 ms 1 ;; Damn - no matter, I can buy a
hundred more.

:Label06D104
00D6: if 0
001A: 31939 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label06D127
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label06D104

:Label06D127
00BC: text_highpriority "COK4_J" 10000 ms 1 ;; Now Tommy,

:Label06D136
00D6: if 0
001A: 35149 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label06D15B
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label06D136

:Label06D15B
00BC: text_highpriority "COK4_K" 10000 ms 1 ;; each month a freelancer sails
into Vice City and moors his yacht.

:Label06D16A
00D6: if 0
001A: 40362 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label06D18F
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label06D16A

:Label06D18F
00BC: text_highpriority "COK4_L" 10000 ms 1 ;; He sells his cargo to the first
boat.

:Label06D19E
00D6: if 0
001A: 44300 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label06D1C3
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label06D19E

:Label06D1C3
00BC: text_highpriority "COK4_M" 10000 ms 1 ;; I want you to take the speedboat

:Label06D1D2
00D6: if 0
001A: 47740 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label06D1F7
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label06D1D2

:Label06D1F7
00BC: text_highpriority "COK4_N" 10000 ms 1 ;; and beat all the other shitheads
to it,

:Label06D206
00D6: if 0
001A: 50131 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label06D22B
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label06D206

:Label06D22B
00BC: text_highpriority "COK4_O" 10000 ms 1 ;; then you bring the cargo here,
ok!?

:Label06D23A
00D6: if 0
001A: 52131 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label06D25F
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label06D23A

:Label06D25F
00BE: text_clear_all

:Label06D261
00D6: if 0
001A: 56064 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label06D286
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label06D261

:Label06D286
016A: fade 0 () 1500 ms
00BE: text_clear_all

:Label06D28F
00D6: if 0
016B: fading
004D: jump_if_false Label06D2A7
0001: wait 0 ms
0002: jump Label06D28F

:Label06D2A7
03AD: set_rubbish 1 (visible)
02EA: end_cutscene
0373: set_camera_directly_behind_player
04FA: reset_interior_colors 0
0296: unload_special_actor 1
0296: unload_special_actor 2
0249: release_model #CUTOBJ01
0249: release_model #CUTOBJ02
0249: release_model #CUTOBJ03
03AE: remove_objects_from_cube -406.8 -552.0 25.0 -437.9 -569.4 10.0
04BB: select_interiour 0 ;; select render area
03CB: set_camera -412.3 -607.0 16.2
0001: wait 500 ms
016A: fade 1 (back) 1500 ms
00BC: text_highpriority "COK4_31" 5000 ms 2 ;; ~g~Go to the fastest boat at the
jetty!
018A: 4@ = create_checkpoint_at -378.6 -649.8 10.6
03BC: $B59 = create_sphere -378.6 -649.8 10.6 4.0
0247: request_model #SQUALO
0247: request_model #SPEEDER
0247: request_model #MARQUIS
0247: request_model #RUGER
0247: request_model #CBA

:Label06D35F
00D6: if 24
8248: NOT model #SQUALO available
8248: NOT model #SPEEDER available
8248: NOT model #MARQUIS available
8248: NOT model #RUGER available
8248: NOT model #CBA available
004D: jump_if_false Label06D38D
0001: wait 0 ms
0002: jump Label06D35F

:Label06D38D
00A5: $40 = create_car #SQUALO at -378.5 -660.0 5.6
0175: set_car $40 z_angle_to 270.0

:Label06D3AE
00D6: if 0
80F5: NOT player $PLAYER_CHAR 0 ()near_point -378.5 -660.0 5.6 radius 16.5
11.5 8.0
004D: jump_if_false Label06D40F
0001: wait 0 ms
00D6: if 0
0119: car $40 wrecked
004D: jump_if_false Label06D408
00BC: text_highpriority "COK4_33" 5000 ms 2 ;; ~r~You destroyed the boat!
0002: jump Label06F3E2

:Label06D408
0002: jump Label06D3AE

:Label06D40F
03BD: destroy_sphere $B59
01BD: $1D = current_time_in_ms
0004: $1E = 0 ;; integer values

:Label06D420
00D6: if 1
83EE: NOT player $PLAYER_CHAR controllable
001A: 5000 > $1E ;; integer values
004D: jump_if_false Label06D458
0001: wait 0 ms
01BD: $1C = current_time_in_ms
0084: $1E = $1C ;; integer values and handles
0060: $1E -= $1D ;; integer values
0002: jump Label06D420

:Label06D458
03EF: player $PLAYER_CHAR make_safe
0169: set_fade_color 0 0 0
016A: fade 0 () 1500 ms

:Label06D46C
00D6: if 0
016B: fading
004D: jump_if_false Label06D484
0001: wait 0 ms
0002: jump Label06D46C

:Label06D484
00D6: if 0
8119: NOT car $40 wrecked
004D: jump_if_false Label06D4B9
00AB: put_car $40 at -378.5 -659.5 4.3
0175: set_car $40 z_angle_to 270.0
0519: unknown_car $40 flag 1

:Label06D4B9
03AD: set_rubbish 0 (invisible)
03AF: set_streaming 0 (disabled)
023C: load_special_actor 1 "CSPLAY"
023C: load_special_actor 2 "CSBUDDY"
023C: load_special_actor 3 "IGBUDDY"
038B: load_requested_models

:Label06D4E7
00D6: if 22
823D: NOT special_actor 1 loaded
823D: NOT special_actor 2 loaded
823D: NOT special_actor 3 loaded
004D: jump_if_false Label06D509
0001: wait 0 ms
0002: jump Label06D4E7

:Label06D509
02E4: load_cutscene_data "COK_4A2"
0395: clear_area 1 at -378.6 -552.6 range 25.5 15.0
0395: clear_area 1 at -379.0 -564.6 range 19.8 15.0
03DE: set_pedestrians_density_multiplier_to 0.0
0244: set_cutscene_pos -378.62 -552.676 18.534
02E5: $7D = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $7D "CSPLAY"
02E5: $88 = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $88 "CSBUDDY"
054B: $7D $40
054B: $88 $40
0395: clear_area 1 at -378.8 -656.8 range 6.9 2.0
00D6: if 0
00E0: player $PLAYER_CHAR driving
004D: jump_if_false Label06D5D6
012A: put_player $PLAYER_CHAR at -378.8 -656.8 6.9 and_remove_from_car
0002: jump Label06D5EA

:Label06D5D6
0055: put_player $PLAYER_CHAR at -378.8 -656.8 6.9

:Label06D5EA
0171: set_player $PLAYER_CHAR z_angle_to 180.0
016A: fade 1 (back) 1500 ms
03AD: set_rubbish 0 (invisible)
03AF: set_streaming 1 (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label06D60A
00D6: if 0
001A: 4823 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label06D62D
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label06D60A

:Label06D62D
00BC: text_highpriority "COK4_P" 10000 ms 1 ;; Let me guess, you thought I could
use a guardian angel.

:Label06D63C
00D6: if 0
001A: 8992 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label06D65F
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label06D63C

:Label06D65F
00BC: text_highpriority "COK4_Q" 10000 ms 1 ;; I'm just saying you need to let
me in there, my man.

:Label06D66E
00D6: if 0
001A: 12753 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label06D691
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label06D66E

:Label06D691
00BC: text_highpriority "COK4_R" 10000 ms 1 ;; Now you can feed me all this
'lonely tough guy' crap,

:Label06D6A0
00D6: if 0
001A: 16046 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label06D6C3
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label06D6A0

:Label06D6C3
00BC: text_highpriority "COK4_S" 10000 ms 1 ;; but I know one day I'm gonna save
your ass,

:Label06D6D2
00D6: if 0
001A: 18611 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label06D6F5
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label06D6D2

:Label06D6F5
00BC: text_highpriority "COK4_T" 10000 ms 1 ;; and you're probably gonna wanna
kiss me!

:Label06D704
00D6: if 0
001A: 20832 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label06D727
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label06D704

:Label06D727
00BC: text_highpriority "COK4_U" 10000 ms 1 ;; Wacko.

:Label06D736
00D6: if 0
001A: 21443 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label06D759
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label06D736

:Label06D759
00BC: text_highpriority "COK4_V" 10000 ms 1 ;; Hahahahahaha!

:Label06D768
00D6: if 0
001A: 22443 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label06D78B
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label06D768

:Label06D78B
00BE: text_clear_all

:Label06D78D
00D6: if 0
001A: 22984 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label06D7B0
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label06D78D

:Label06D7B0
016A: fade 0 () 1500 ms
00BE: text_clear_all

:Label06D7B9
00D6: if 0
016B: fading
004D: jump_if_false Label06D7D1
0001: wait 0 ms
0002: jump Label06D7B9

:Label06D7D1
03CB: set_camera -378.8 -656.8 6.9
00D6: if 0
8119: NOT car $40 wrecked
004D: jump_if_false Label06D7F9
0519: unknown_car $40 flag 0

:Label06D7F9
03AD: set_rubbish 1 (visible)
02EA: end_cutscene
0373: set_camera_directly_behind_player
0296: unload_special_actor 1
0296: unload_special_actor 2
00D6: if 0
8119: NOT car $40 wrecked
004D: jump_if_false Label06D893
00AB: put_car $40 at -378.5 -661.0 4.3
009A: $LANCE_VANCE = create_actor 4 #SPECIAL03 at -380.0 -655.0 6.9
01ED: reset_actor $LANCE_VANCE flags
0482: 3.0
0446: (unknown) $LANCE_VANCE 0
04F5: unknown_actor $LANCE_VANCE kiss_player $PLAYER_CHAR on 1
0568: $LANCE_VANCE 1
0464: put_actor $LANCE_VANCE into_turret_on_car $40 at_car_offset -.7 .5 1.4
unknown 0 angle 180.0 with_weapon 27
0173: set_actor $LANCE_VANCE z_angle_to 270.0

:Label06D893
0001: wait 500 ms
016A: fade 1 (back) 1500 ms
00D6: if 0
0119: car $40 wrecked
004D: jump_if_false Label06D8BD
0002: jump Label06F3E2
0002: jump Label06D8D2

:Label06D8BD
0186: $41 = create_marker_above_car $40
0164: disable_marker 4@
0369: put_player $PLAYER_CHAR in_car $40

:Label06D8D2
00D6: if 0
80DC: NOT player $PLAYER_CHAR driving $40
004D: jump_if_false Label06D93C
0001: wait 0 ms
00D6: if 0
0119: car $40 wrecked
004D: jump_if_false Label06D90F
00BC: text_highpriority "COK4_33" 5000 ms 2 ;; ~r~You destroyed the boat!
0002: jump Label06F3E2

:Label06D90F
00D6: if 0
0118: actor $LANCE_VANCE dead
004D: jump_if_false Label06D935
00BC: text_highpriority "COK2_26" 5000 ms 2 ;; ~r~You killed Lance!
0002: jump Label06F3E2

:Label06D935
0002: jump Label06D8D2

:Label06D93C
01EB: set_car_density_to 0.0
03DE: set_pedestrians_density_multiplier_to 0.0
0164: disable_marker 4@
018A: 4@ = create_checkpoint_at 324.0 604.0 6.0
0164: disable_marker $41
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
02A3: toggle_widescreen 1 (on)
03CF: load_wav "COK4_8" as 1
03CB: set_camera -274.6 -696.6 9.1
015F: set_camera_position -275.577 -697.145 9.22 0.0 0.0 0.0
0160: point_camera -274.699 -696.673 9.139 2
00A5: 0@ = create_car #SPEEDER at -295.5 -685.8 5.6
0129: 7@ = create_actor 4 #CBA in_car 0@ driverseat
0175: set_car 0@ z_angle_to 270.0
02D3: boat 0@ drive_to 90.0 -664.2 5.6
02DB: set_boat 0@ speed_to 40.0
00A5: 1@ = create_car #SPEEDER at -281.1 -737.5 5.6
0129: 8@ = create_actor 4 #CBA in_car 1@ driverseat
0175: set_car 1@ z_angle_to 330.0
02D3: boat 1@ drive_to -116.7 -458.3 5.6
02DB: set_boat 1@ speed_to 40.0
0001: wait 1000 ms
00A5: 2@ = create_car #SPEEDER at -291.8 -750.9 5.6
0129: 9@ = create_actor 4 #CBA in_car 2@ driverseat
0175: set_car 2@ z_angle_to 330.0
02D3: boat 2@ drive_to -116.7 -458.3 5.6
02DB: set_boat 2@ speed_to 40.0
00A5: 3@ = create_car #SPEEDER at -309.5 -686.4 5.6
0129: 10@ = create_actor 4 #CBA in_car 3@ driverseat
0175: set_car 3@ z_angle_to 270.0
02D3: boat 3@ drive_to 90.0 -664.2 5.6
02DB: set_boat 3@ speed_to 40.0
00D6: if 0
03D0: wav 1 loaded
004D: jump_if_false Label06DB16
03D1: play_wav 1
00BC: text_highpriority "COK4_8" 5000 ms 2 ;; We got some competition!

:Label06DB16
0001: wait 2000 ms
00BC: text_highpriority "COK4_28" 5000 ms 2 ;; ~g~Get to the yacht before the
other boats do!
0001: wait 3000 ms
00D6: if 0
8119: NOT car $40 wrecked
004D: jump_if_false Label06DB58
0175: set_car $40 z_angle_to 270.0
02AC: set_car $40 immunities 1 1 1 0 0

:Label06DB58
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
02A3: toggle_widescreen 0 (off)
02EB: restore_camera_with_jumpcut
00D6: if 0
0119: car $40 wrecked
004D: jump_if_false Label06DB7C
0002: jump Label06F3E2

:Label06DB7C
00D6: if 21
80F5: NOT player $PLAYER_CHAR 0 ()near_point 324.0 604.0 6.0 radius 40.0
40.0 20.0
80DC: NOT player $PLAYER_CHAR driving $40
004D: jump_if_false Label06E191
0001: wait 0 ms
00D6: if 0
0119: car $40 wrecked
004D: jump_if_false Label06DBD6
0002: jump Label06F3E2
0002: jump Label06DBFB

:Label06DBD6
00D6: if 0
01F4: car $40 flipped
004D: jump_if_false Label06DBFB
00D6: if 0
8118: NOT actor $LANCE_VANCE dead
004D: jump_if_false Label06DBFB
0465: remove_actor $LANCE_VANCE from_turret_mode

:Label06DBFB
00D6: if 0
0118: actor $LANCE_VANCE dead
004D: jump_if_false Label06DC21
00BC: text_highpriority "COK2_26" 5000 ms 2 ;; ~r~You killed Lance!
0002: jump Label06F3E2
:Label06DC21
00D6: if 0
8118: NOT actor 7@ dead
004D: jump_if_false Label06DC77
00D6: if 0
00FE: actor 7@ 0 ()near_point 324.0 604.0 6.0 radius 30.0 30.0 20.0
004D: jump_if_false Label06DC77
00BC: text_highpriority "COK4_32" 5000 ms 2 ;; ~r~Too slow!
0002: jump Label06F3E2

:Label06DC77
00D6: if 0
8118: NOT actor 8@ dead
004D: jump_if_false Label06DCCD
00D6: if 0
00FE: actor 8@ 0 ()near_point 324.0 604.0 6.0 radius 30.0 30.0 20.0
004D: jump_if_false Label06DCCD
00BC: text_highpriority "COK4_32" 5000 ms 2 ;; ~r~Too slow!
0002: jump Label06F3E2

:Label06DCCD
00D6: if 0
8118: NOT actor 9@ dead
004D: jump_if_false Label06DD23
00D6: if 0
00FE: actor 9@ 0 ()near_point 324.0 604.0 6.0 radius 30.0 30.0 20.0
004D: jump_if_false Label06DD23
00BC: text_highpriority "COK4_32" 5000 ms 2 ;; ~r~Too slow!
0002: jump Label06F3E2

:Label06DD23
00D6: if 0
8118: NOT actor 10@ dead
004D: jump_if_false Label06DD79
00D6: if 0
00FE: actor 10@ 0 ()near_point 324.0 604.0 6.0 radius 30.0 30.0 20.0
004D: jump_if_false Label06DD79
00BC: text_highpriority "COK4_32" 5000 ms 2 ;; ~r~Too slow!
0002: jump Label06F3E2

:Label06DD79
00D6: if 0
8118: NOT actor $LANCE_VANCE dead
004D: jump_if_false Label06DDC7
00D6: if 0
8119: NOT car 0@ wrecked
004D: jump_if_false Label06DDC7
00D6: if 0
0202: actor $LANCE_VANCE near_car 0@ radius 20.0 20.0 unknown 0
004D: jump_if_false Label06DDC7
01D9: actor $LANCE_VANCE run_away_from_car 0@
0050: gosub Label06F4E7

:Label06DDC7
00D6: if 0
8118: NOT actor $LANCE_VANCE dead
004D: jump_if_false Label06DE15
00D6: if 0
8119: NOT car 1@ wrecked
004D: jump_if_false Label06DE15
00D6: if 0
0202: actor $LANCE_VANCE near_car 1@ radius 20.0 20.0 unknown 0
004D: jump_if_false Label06DE15
01D9: actor $LANCE_VANCE run_away_from_car 1@
0050: gosub Label06F4E7

:Label06DE15
00D6: if 0
8118: NOT actor $LANCE_VANCE dead
004D: jump_if_false Label06DE63
00D6: if 0
8119: NOT car 2@ wrecked
004D: jump_if_false Label06DE63
00D6: if 0
0202: actor $LANCE_VANCE near_car 2@ radius 20.0 20.0 unknown 0
004D: jump_if_false Label06DE63
01D9: actor $LANCE_VANCE run_away_from_car 2@
0050: gosub Label06F4E7

:Label06DE63
00D6: if 0
8118: NOT actor $LANCE_VANCE dead
004D: jump_if_false Label06DEB1
00D6: if 0
8119: NOT car 3@ wrecked
004D: jump_if_false Label06DEB1
00D6: if 0
0202: actor $LANCE_VANCE near_car 3@ radius 20.0 20.0 unknown 0
004D: jump_if_false Label06DEB1
01D9: actor $LANCE_VANCE run_away_from_car 3@
0050: gosub Label06F4E7

:Label06DEB1
00D6: if 0
0019: 16@ > 100 ;; integer values
004D: jump_if_false Label06DF46
00D6: if 0
8119: NOT car 0@ wrecked
004D: jump_if_false Label06DEE2
008A: $B5B = 0@ ;; integer values and handles
0050: gosub Label06F57B

:Label06DEE2
00D6: if 0
8119: NOT car 1@ wrecked
004D: jump_if_false Label06DF01
008A: $B5B = 1@ ;; integer values and handles
0050: gosub Label06F82F

:Label06DF01
00D6: if 0
8119: NOT car 2@ wrecked
004D: jump_if_false Label06DF20
008A: $B5B = 2@ ;; integer values and handles
0050: gosub Label06F82F

:Label06DF20
00D6: if 0
8119: NOT car 3@ wrecked
004D: jump_if_false Label06DF3F
008A: $B5B = 3@ ;; integer values and handles
0050: gosub Label06F57B

:Label06DF3F
0006: 16@ = 0 ;; integer values

:Label06DF46
00D6: if 0
0038: $26 == 0 ;; integer values
004D: jump_if_false Label06DFFA
00D6: if 0
0038: $21 == 0 ;; integer values
004D: jump_if_false Label06DF90
03CF: load_wav "COK4_1" as 1
03CF: load_wav "COK4_3" as 2
0004: $21 = 1 ;; integer values
0002: jump Label06DF97

:Label06DF90
0050: gosub Label06FDE5

:Label06DF97
00D6: if 0
0038: $22 == 1 ;; integer values
004D: jump_if_false Label06DFFA
03D1: play_wav 1
00BC: text_highpriority "COK4_1" 5000 ms 2 ;; So Tommy, we know it was Diaz
busted our deal..
00D6: if 0
03D2: wav 1 ended
004D: jump_if_false Label06DFFA
03D1: play_wav 2
00BC: text_highpriority "COK4_3" 5000 ms 2 ;; So why the hell are we running
errands for him?
0004: $26 = 1 ;; integer values
0004: $21 = 0 ;; integer values
0004: $22 = 0 ;; integer values
0006: 17@ = 0 ;; integer values

:Label06DFFA
00D6: if 2
0038: $26 == 1 ;; integer values
0038: $27 == 0 ;; integer values
0019: 17@ > 2000 ;; integer values
004D: jump_if_false Label06E0C2
00D6: if 0
0038: $21 == 0 ;; integer values
004D: jump_if_false Label06E053
03CF: load_wav "COK4_4" as 1
03CF: load_wav "COK4_5" as 2
0004: $21 = 1 ;; integer values
0002: jump Label06E05A

:Label06E053
0050: gosub Label06FDE5

:Label06E05A
00D6: if 0
0038: $22 == 1 ;; integer values
004D: jump_if_false Label06E0C2
03D1: play_wav 1
00BC: text_highpriority "COK4_4" 5000 ms 2 ;; The more we learn now, the less we
have to learn when we take this town over!
00D6: if 0
03D2: wav 1 ended
004D: jump_if_false Label06E0C2
0001: wait 500 ms
03D1: play_wav 2
00BC: text_highpriority "COK4_5" 5000 ms 2 ;; I like your style, man. Real
fresh.
0004: $27 = 1 ;; integer values
0004: $21 = 0 ;; integer values
0004: $22 = 0 ;; integer values
0006: 17@ = 0 ;; integer values

:Label06E0C2
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point 324.0 604.0 6.0 radius 200.0 200.0
20.0
004D: jump_if_false Label06E173
00D6: if 0
0038: $B69 == 0 ;; integer values
004D: jump_if_false Label06E13B
00A5: 5@ = create_car #MARQUIS at 324.0 604.0 6.0
0175: set_car 5@ z_angle_to 60.0
0186: $B5A = create_marker_above_car 5@
018B: show_on_radar $B5A 1
0004: $B69 = 1 ;; integer values

:Label06E13B
00D6: if 0
0038: $B69 == 1 ;; integer values
004D: jump_if_false Label06E173
00D6: if 0
0119: car 5@ wrecked
004D: jump_if_false Label06E173
00BC: text_highpriority "COK4_33" 5000 ms 2 ;; ~r~You destroyed the boat!
0002: jump Label06F3E2

:Label06E173
00D6: if 0
0119: car $40 wrecked
004D: jump_if_false Label06E18A
0002: jump Label06F3E2

:Label06E18A
0002: jump Label06DB7C

:Label06E191
0164: disable_marker 4@
018A: $E = create_checkpoint_at -366.6 -660.1 5.6
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
02A3: toggle_widescreen 1 (on)
00D6: if 0
8119: NOT car $40 wrecked
004D: jump_if_false Label06E1D4
02D4: unknown_turn_off_car $40 engine
02DB: set_boat $40 speed_to 0.0

:Label06E1D4
0247: request_model #SPARROW
0247: request_model #RUGER
0247: request_model -114 (BARREL4)
0247: request_model #TEC9
0247: request_model #UZI
015F: set_camera_position 278.74 579.153 26.07 0.0 0.0 0.0
0160: point_camera 279.551 579.66 25.78 2
0001: wait 500 ms
016A: fade 0 () 1500 ms

:Label06E22B
00D6: if 0
016B: fading
004D: jump_if_false Label06E243
0001: wait 0 ms
0002: jump Label06E22B

:Label06E243
00D6: if 24
8248: NOT model #SPARROW available
8248: NOT model #RUGER available
8248: NOT model -114 (BARREL4) available
8248: NOT model #TEC9 available
8248: NOT model #UZI available
004D: jump_if_false Label06E271
0001: wait 0 ms
0002: jump Label06E243

:Label06E271
02EB: restore_camera_with_jumpcut
00D6: if 0
8119: NOT car $40 wrecked
004D: jump_if_false Label06E2B2
00D6: if 0
00DC: player $PLAYER_CHAR driving $40
004D: jump_if_false Label06E2B2
012A: put_player $PLAYER_CHAR at 260.4 -1292.5 -100.0 and_remove_from_car
0224: set_car $40 health_to 1500

:Label06E2B2
009B: destroy_actor_instantly $LANCE_VANCE
0129: $LANCE_VANCE = create_actor 4 #SPECIAL03 in_car $40 driverseat
0446: (unknown) $LANCE_VANCE 0
01ED: reset_actor $LANCE_VANCE flags
04F5: unknown_actor $LANCE_VANCE kiss_player $PLAYER_CHAR on 1
0464: put_actor $PLAYER_ACTOR into_turret_on_car $40 at_car_offset -.8 .3 1.7
unknown 2 angle 181.0 with_weapon 27
03C4: set_status_text_to $B61 1 (bar) "COK4_35" ;; Boat health:
0050: gosub Label06FE01
00D6: if 0
8119: NOT car 0@ wrecked
004D: jump_if_false Label06E3A3
00AB: put_car 0@ at 326.3 570.9 5.6
0175: set_car 0@ z_angle_to 140.0
02D3: boat 0@ drive_to 286.2 482.0 5.6
02DB: set_boat 0@ speed_to 24.0
009A: 11@ = create_actor 4 #CBA at 354.4 595.0 9.2
0464: put_actor 11@ into_turret_on_car 0@ at_car_offset -.8 .3 1.5 unknown 0
angle 181.0 with_weapon 23
01D9: actor 11@ run_away_from_car $40
0224: set_car 0@ health_to 1000

:Label06E3A3
00A6: destroy_car 1@
009B: destroy_actor_instantly 8@
00D6: if 0
8119: NOT car 2@ wrecked
004D: jump_if_false Label06E441
00AB: put_car 2@ at 333.0 560.4 5.6
0175: set_car 2@ z_angle_to 140.0
02D3: boat 2@ drive_to 286.2 482.0 5.6
02DB: set_boat 2@ speed_to 24.0
009A: 12@ = create_actor 4 #CBA at 354.4 597.0 9.2
0464: put_actor 12@ into_turret_on_car 2@ at_car_offset -.8 .3 1.5 unknown 0
angle 181.0 with_weapon 23
01D9: actor 12@ run_away_from_car $40
0224: set_car 2@ health_to 1000

:Label06E441
00D6: if 0
8119: NOT car 3@ wrecked
004D: jump_if_false Label06E4C1
00AB: put_car 3@ at 292.0 130.2 5.6
0175: set_car 3@ z_angle_to 180.0
02DB: set_boat 3@ speed_to 0.0
009A: 13@ = create_actor 4 #CBA at 354.4 598.0 9.2
0464: put_actor 13@ into_turret_on_car 3@ at_car_offset -.8 .3 1.5 unknown 0
angle 181.0 with_weapon 23
01D9: actor 13@ run_away_from_car $40
0224: set_car 3@ health_to 1000

:Label06E4C1
00A5: $B66 = create_car #SPARROW at 473.9 90.0 65.0
0175: set_car $B66 z_angle_to 180.0
0519: unknown_car $B66 flag 1
04DF: $B66 1
0129: 8@ = create_actor 4 #CBA in_car $B66 driverseat
009A: $B68 = create_actor 4 #CBA at -370.4 -655.0 9.2
0464: put_actor $B68 into_turret_on_car $B66 at_car_offset .8 0.0 .5 unknown 3
angle 180.0 with_weapon 27
04A2: heli $B66 fly_to -231.6 -672.1 50.0 speed 100
00D6: if 0
0119: car $40 wrecked
004D: jump_if_false Label06E561
0002: jump Label06F3E2

:Label06E561
0164: disable_marker $B5A
00A6: destroy_car 5@
0249: release_model #MARQUIS
02DB: set_boat $40 speed_to 26.0
00AB: put_car $40 at 336.2 540.9 5.6
0175: set_car $40 z_angle_to 140.0
02AC: set_car $40 immunities 0 1 1 1 0
02AB: set_actor $LANCE_VANCE immunities 0 1 1 1 0
02D3: boat $40 drive_to 286.2 482.0 5.6
0001: wait 1500 ms
016A: fade 1 (back) 1500 ms
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
02A3: toggle_widescreen 0 (off)
00BC: text_highpriority "COK4_34" 5000 ms 2 ;; ~g~Take those boats out!
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
0006: 17@ = 0 ;; integer values

:Label06E61A
00D6: if 0
80F5: NOT player $PLAYER_CHAR 0 ()near_point -378.5 -660.0 5.6 radius 16.0
16.0 6.0
004D: jump_if_false Label06F0A0
0001: wait 0 ms
00D6: if 0
0119: car $40 wrecked
004D: jump_if_false Label06E676
0465: remove_actor $PLAYER_ACTOR from_turret_mode
0322: kill_player $PLAYER_CHAR
0002: jump Label06F3E2
0002: jump Label06E68B

:Label06E676
00D6: if 0
01F4: car $40 flipped
004D: jump_if_false Label06E68B
0465: remove_actor $PLAYER_ACTOR from_turret_mode

:Label06E68B
00D6: if 0
8119: NOT car $40 wrecked
004D: jump_if_false Label06E73E
00D6: if 0
82BF: NOT car $40 sunk
004D: jump_if_false Label06E6EB
00D6: if 0
01C1: car $40 stopped
004D: jump_if_false Label06E6EB
0227: $B61 = car $40 health
000C: $B61 -= 1 ;; integer values
00D6: if 0
001A: 1 > $B61 ;; integer values
004D: jump_if_false Label06E6E3
0004: $B61 = 1 ;; integer values

:Label06E6E3
0224: set_car $40 health_to $B61

:Label06E6EB
00D6: if 0
8119: NOT car $40 wrecked
004D: jump_if_false Label06E73E
00D6: if 0
8185: NOT car $40 health >= 250
004D: jump_if_false Label06E73E
0227: $B61 = car $40 health
000C: $B61 -= 1 ;; integer values
00D6: if 0
001A: 1 > $B61 ;; integer values
004D: jump_if_false Label06E736
0004: $B61 = 1 ;; integer values

:Label06E736
0224: set_car $40 health_to $B61

:Label06E73E
00D6: if 0
0118: actor $LANCE_VANCE dead
004D: jump_if_false Label06E764
00BC: text_highpriority "COK2_26" 5000 ms 2 ;; ~r~You killed Lance!
0002: jump Label06F3E2

:Label06E764
0050: gosub Label06FE01
00D6: if 0
0019: 16@ > 300 ;; integer values
004D: jump_if_false Label06EAA1
00D6: if 0
8118: NOT actor 7@ dead
004D: jump_if_false Label06E7FE
00D6: if 0
8119: NOT car 0@ wrecked
004D: jump_if_false Label06E7F7
00D6: if 0
0118: actor 9@ dead
004D: jump_if_false Label06E7E8
00D6: if 0
01FC: player $PLAYER_CHAR near_car 0@ radius 20.0 20.0 0
004D: jump_if_false Label06E7DE
02DB: set_boat 0@ speed_to 26.0
0002: jump Label06E7E8

:Label06E7DE
02DB: set_boat 0@ speed_to 32.0

:Label06E7E8
008A: $B5B = 0@ ;; integer values and handles
0050: gosub Label06FB31

:Label06E7F7
0002: jump Label06E818

:Label06E7FE
00D6: if 0
8119: NOT car 0@ wrecked
004D: jump_if_false Label06E818
02DB: set_boat 0@ speed_to 0.0

:Label06E818
00D6: if 0
0118: actor 11@ dead
004D: jump_if_false Label06E82D
0465: remove_actor 11@ from_turret_mode

:Label06E82D
00D6: if 0
8118: NOT actor 9@ dead
004D: jump_if_false Label06E89D
00D6: if 0
8119: NOT car 2@ wrecked
004D: jump_if_false Label06E896
00D6: if 0
01FC: player $PLAYER_CHAR near_car 2@ radius 20.0 20.0 0
004D: jump_if_false Label06E87D
02DB: set_boat 2@ speed_to 26.0
0002: jump Label06E887

:Label06E87D
02DB: set_boat 2@ speed_to 32.0

:Label06E887
008A: $B5B = 2@ ;; integer values and handles
0050: gosub Label06FB31

:Label06E896
0002: jump Label06E8B7

:Label06E89D
00D6: if 0
8119: NOT car 2@ wrecked
004D: jump_if_false Label06E8B7
02DB: set_boat 2@ speed_to 0.0

:Label06E8B7
00D6: if 0
0118: actor 12@ dead
004D: jump_if_false Label06E8CC
0465: remove_actor 12@ from_turret_mode

:Label06E8CC
00D6: if 0
8118: NOT actor 10@ dead
004D: jump_if_false Label06E97C
00D6: if 0
8119: NOT car 3@ wrecked
004D: jump_if_false Label06E975
00D6: if 0
0019: 17@ > 8000 ;; integer values
004D: jump_if_false Label06E975
00D6: if 0
0038: $B62 == 0 ;; integer values
004D: jump_if_false Label06E92C
02D3: boat 3@ drive_to 419.5 -21.8 5.6
0004: $B62 = 1 ;; integer values

:Label06E92C
008A: $B5B = 3@ ;; integer values and handles
00D6: if 0
01FC: player $PLAYER_CHAR near_car 3@ radius 20.0 20.0 0
004D: jump_if_false Label06E964
02DB: set_boat 3@ speed_to 30.0
0002: jump Label06E96E

:Label06E964
02DB: set_boat 3@ speed_to 19.0

:Label06E96E
0050: gosub Label06FB31

:Label06E975
0002: jump Label06E996

:Label06E97C
00D6: if 0
8119: NOT car 3@ wrecked
004D: jump_if_false Label06E996
02DB: set_boat 3@ speed_to 0.0

:Label06E996
00D6: if 0
0118: actor 13@ dead
004D: jump_if_false Label06E9AB
0465: remove_actor 13@ from_turret_mode

:Label06E9AB
00D6: if 0
8119: NOT car $40 wrecked
004D: jump_if_false Label06E9CA
0084: $B5B = $40 ;; integer values and handles
0050: gosub Label06FB31

:Label06E9CA
00D6: if 0
0038: $27 == 1 ;; integer values
004D: jump_if_false Label06EA9A
00D6: if 0
8119: NOT car $B66 wrecked
004D: jump_if_false Label06EA9A
00D6: if 0
0038: $B6A == 0 ;; integer values
004D: jump_if_false Label06EA41
0519: unknown_car $B66 flag 0
04BA: set_car $B66 speed_instantly 20.0
00D6: if 0
8118: NOT actor $B68 dead
004D: jump_if_false Label06EA35
01D9: actor $B68 run_away_from_car $40
02E2: set_actor $B68 weapon_accuracy_to 40
0002: jump Label06EA3A

:Label06EA35
0465: remove_actor $B68 from_turret_mode

:Label06EA3A
0004: $B6A = 1 ;; integer values

:Label06EA41
0054: store_player $PLAYER_CHAR position_to $5F $60 $61
0009: $61 += 10.0 ;; floating-point values
000D: $60 -= 4.0 ;; floating-point values
00D6: if 0
8118: NOT actor 8@ dead
004D: jump_if_false Label06EA8A
04A2: heli $B66 fly_to $5F $60 $61 speed 75
0002: jump Label06EA9A

:Label06EA8A
04A2: heli $B66 fly_to $5F $60 $61 speed 0

:Label06EA9A
0006: 16@ = 0 ;; integer values

:Label06EAA1
00D6: if 0
0038: $26 == 0 ;; integer values
004D: jump_if_false Label06EB53
00D6: if 0
0038: $21 == 0 ;; integer values
004D: jump_if_false Label06EAEB
03CF: load_wav "COK4_12" as 1
03CF: load_wav "COK4_13" as 2
0004: $21 = 1 ;; integer values
0002: jump Label06EAF2

:Label06EAEB
0050: gosub Label06FDE5

:Label06EAF2
00D6: if 0
0038: $22 == 1 ;; integer values
004D: jump_if_false Label06EB53
03D1: play_wav 1
00BC: text_highpriority "COK4_12" 5000 ms 2 ;; Watch yourself, they're coming
from all over!
00D6: if 0
03D2: wav 1 ended
004D: jump_if_false Label06EB53
0001: wait 500 ms
03D1: play_wav 2
00BC: text_highpriority "COK4_13" 5000 ms 2 ;; Got 'em. Head for Diaz's as fast
as you can!
0004: $26 = 1 ;; integer values
0004: $21 = 0 ;; integer values
0004: $22 = 0 ;; integer values

:Label06EB53
00D6: if 0
00E3: player $PLAYER_CHAR 0 ()near_point 416.0 -76.1 radius 40.0 40.0
004D: jump_if_false Label06ED7F
00D6: if 0
0038: $B60 == 0 ;; integer values
004D: jump_if_false Label06ECEA
00D6: if 0
8119: NOT car $40 wrecked
004D: jump_if_false Label06ECEA
0107: $B6B = create_object -114 (BARREL4) at 396.3 -178.9 6.4
0107: $B6C = create_object -114 (BARREL4) at 395.3 -184.6 6.4
009A: $B5C = create_actor 4 #CBA at 401.4 -171.0 6.6
0350: unknown_actor $B5C not_scared_flag 1
01D9: actor $B5C run_away_from_car $40
011A: set_actor $B5C flags 1
022D: set_actor $B5C to_look_at_player $PLAYER_CHAR
01B2: give_actor $B5C weapon 22 ammo 30000 ;; Load the weapon model before using
this
0223: set_actor $B5C health_to 50
009A: $B5D = create_actor 4 #CBA at 400.7 -177.8 6.6
0350: unknown_actor $B5D not_scared_flag 1
01D9: actor $B5D run_away_from_car $40
011A: set_actor $B5D flags 1
022D: set_actor $B5D to_look_at_player $PLAYER_CHAR
01B2: give_actor $B5D weapon 22 ammo 30000 ;; Load the weapon model before using
this
0223: set_actor $B5D health_to 50
009A: $B5E = create_actor 4 #CBA at 398.8 -190.8 6.6
0350: unknown_actor $B5E not_scared_flag 1
01D9: actor $B5E run_away_from_car $40
011A: set_actor $B5E flags 1
022D: set_actor $B5E to_look_at_player $PLAYER_CHAR
01B2: give_actor $B5E weapon 22 ammo 30000 ;; Load the weapon model before using
this
0223: set_actor $B5E health_to 50
009A: $B5F = create_actor 4 #CBA at 399.6 -183.9 6.6
0350: unknown_actor $B5F not_scared_flag 1
01D9: actor $B5F run_away_from_car $40
011A: set_actor $B5F flags 1
022D: set_actor $B5F to_look_at_player $PLAYER_CHAR
01B2: give_actor $B5F weapon 22 ammo 30000 ;; Load the weapon model before using
this
0223: set_actor $B5F health_to 50
0004: $B60 = 1 ;; integer values

:Label06ECEA
00D6: if 1
0038: $26 == 1 ;; integer values
0038: $27 == 0 ;; integer values
004D: jump_if_false Label06ED7F
00D6: if 0
0038: $21 == 0 ;; integer values
004D: jump_if_false Label06ED2F
03CF: load_wav "COK4_20" as 1
0004: $21 = 1 ;; integer values
0002: jump Label06ED36

:Label06ED2F
0050: gosub Label06FDE5

:Label06ED36
00D6: if 0
0038: $22 == 1 ;; integer values
004D: jump_if_false Label06ED7F
03D1: play_wav 1
00BC: text_highpriority "COK4_20" 3000 ms 2 ;; There are gunmen on that jetty!
00D6: if 0
03D2: wav 1 ended
004D: jump_if_false Label06ED7F
0004: $27 = 1 ;; integer values
0004: $21 = 0 ;; integer values
0004: $22 = 0 ;; integer values
:Label06ED7F
00D6: if 0
8119: NOT car 3@ wrecked
004D: jump_if_false Label06EE43
00D6: if 0
01FC: player $PLAYER_CHAR near_car 3@ radius 65.0 65.0 0
004D: jump_if_false Label06EE43
00D6: if 1
0038: $27 == 1 ;; integer values
0038: $28 == 0 ;; integer values
004D: jump_if_false Label06EE43
00D6: if 0
0038: $21 == 0 ;; integer values
004D: jump_if_false Label06EDF3
03CF: load_wav "COK4_19" as 1
0004: $21 = 1 ;; integer values
0002: jump Label06EDFA

:Label06EDF3
0050: gosub Label06FDE5

:Label06EDFA
00D6: if 0
0038: $22 == 1 ;; integer values
004D: jump_if_false Label06EE43
03D1: play_wav 1
00BC: text_highpriority "COK4_19" 2000 ms 2 ;; More trouble up ahead!
00D6: if 0
03D2: wav 1 ended
004D: jump_if_false Label06EE43
0004: $28 = 1 ;; integer values
0004: $21 = 0 ;; integer values
0004: $22 = 0 ;; integer values

:Label06EE43
00D6: if 0
0019: 17@ > 6000 ;; integer values
004D: jump_if_false Label06F099
00D6: if 0
0038: $26 == 1 ;; integer values
004D: jump_if_false Label06F099
00D6: if 1
02DF: unknown_player $PLAYER_CHAR
031E: unknown_vehicle_check 2@ unknown 27
004D: jump_if_false Label06EF0D
00D6: if 0
0038: $B64 == 0 ;; integer values
004D: jump_if_false Label06EF0D
00D6: if 0
0038: $21 == 0 ;; integer values
004D: jump_if_false Label06EEBD
03CF: load_wav "COK4_16" as 2
0004: $21 = 1 ;; integer values
0002: jump Label06EEC4

:Label06EEBD
0050: gosub Label06FDE5
:Label06EEC4
00D6: if 0
0038: $22 == 1 ;; integer values
004D: jump_if_false Label06EF0D
03D1: play_wav 2
00BC: text_highpriority "COK4_16" 3000 ms 2 ;; Eat it! EAT IT!
00D6: if 0
03D2: wav 2 ended
004D: jump_if_false Label06EF0D
0004: $B64 = 1 ;; integer values
0004: $21 = 0 ;; integer values
0004: $22 = 0 ;; integer values

:Label06EF0D
00D6: if 1
02DF: unknown_player $PLAYER_CHAR
031E: unknown_vehicle_check 0@ unknown 27
004D: jump_if_false Label06EFC4
00D6: if 0
0038: $B64 == 1 ;; integer values
004D: jump_if_false Label06EFC4
00D6: if 0
0038: $B65 == 0 ;; integer values
004D: jump_if_false Label06EFC4
00D6: if 0
0038: $21 == 0 ;; integer values
004D: jump_if_false Label06EF74
03CF: load_wav "COK4_15" as 2
0004: $21 = 1 ;; integer values
0002: jump Label06EF7B

:Label06EF74
0050: gosub Label06FDE5

:Label06EF7B
00D6: if 0
0038: $22 == 1 ;; integer values
004D: jump_if_false Label06EFC4
03D1: play_wav 2
00BC: text_highpriority "COK4_15" 3000 ms 2 ;; Sleep with the fish!
00D6: if 0
03D2: wav 2 ended
004D: jump_if_false Label06EFC4
0004: $B65 = 1 ;; integer values
0004: $21 = 0 ;; integer values
0004: $22 = 0 ;; integer values

:Label06EFC4
00D6: if 0
0038: $28 == 1 ;; integer values
004D: jump_if_false Label06F099
00D6: if 1
02DF: unknown_player $PLAYER_CHAR
031E: unknown_vehicle_check 3@ unknown 27
004D: jump_if_false Label06F099
00D6: if 0
0038: $B63 == 0 ;; integer values
004D: jump_if_false Label06F099
00D6: if 0
0038: $21 == 0 ;; integer values
004D: jump_if_false Label06F02B
03CF: load_wav "COK4_14" as 2
0004: $21 = 1 ;; integer values
0002: jump Label06F032

:Label06F02B
0050: gosub Label06FDE5

:Label06F032
00D6: if 0
0038: $22 == 1 ;; integer values
004D: jump_if_false Label06F099
03D1: play_wav 2
00BC: text_highpriority "COK4_14" 3000 ms 2 ;; You want some of this?!
009B: destroy_actor_instantly $B5C
009B: destroy_actor_instantly $B5D
009B: destroy_actor_instantly $B5E
009B: destroy_actor_instantly $B5F
0108: destroy_object $B6B
0108: destroy_object $B6C
00D6: if 0
03D2: wav 2 ended
004D: jump_if_false Label06F099
0004: $B63 = 1 ;; integer values
0004: $21 = 0 ;; integer values
0004: $22 = 0 ;; integer values

:Label06F099
0002: jump Label06E61A

:Label06F0A0
00D6: if 0
8119: NOT car $40 wrecked
004D: jump_if_false Label06F0BF
02D4: unknown_turn_off_car $40 engine
02DB: set_boat $40 speed_to 0.0

:Label06F0BF
016A: fade 0 () 1000 ms
03CF: load_wav "COK4_24" as 1
03CF: load_wav "COK4_25" as 2

:Label06F0DE
00D6: if 0
016B: fading
004D: jump_if_false Label06F0F6
0001: wait 0 ms
0002: jump Label06F0DE

:Label06F0F6
03CB: set_camera -372.7 -656.7 6.9
00A6: destroy_car 0@
00A6: destroy_car 1@
00A6: destroy_car 2@
00A6: destroy_car 3@
00A6: destroy_car $B66
009B: destroy_actor_instantly 7@
009B: destroy_actor_instantly 9@
009B: destroy_actor_instantly 10@
009B: destroy_actor_instantly $B68
009B: destroy_actor_instantly 11@
009B: destroy_actor_instantly 12@
009B: destroy_actor_instantly 13@
009B: destroy_actor_instantly $B5C
009B: destroy_actor_instantly $B5D
009B: destroy_actor_instantly $B5E
009B: destroy_actor_instantly $B5F
0395: clear_area 1 at -366.1 -655.2 range 6.9 1.0
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
02A3: toggle_widescreen 1 (on)
00D6: if 0
8119: NOT car $40 wrecked
004D: jump_if_false Label06F201
0465: remove_actor $PLAYER_ACTOR from_turret_mode
0224: set_car $40 health_to 1000
0001: wait 0 ms
0395: clear_area 1 at -372.7 -656.7 range 6.9 1.0
0055: put_player $PLAYER_CHAR at -372.7 -656.7 6.9
0171: set_player $PLAYER_CHAR z_angle_to 128.0
0373: set_camera_directly_behind_player
00D6: if 0
8119: NOT car $40 wrecked
004D: jump_if_false Label06F201
00AB: put_car $40 at -378.5 -661.0 5.6
0175: set_car $40 z_angle_to 90.0

:Label06F201
015F: set_camera_position -367.062 -660.511 10.406 0.0 0.0 0.0
0160: point_camera -368.0 -660.319 10.116 2
0001: wait 500 ms
016A: fade 1 (back) 1000 ms

:Label06F240
00D6: if 0
016B: fading
004D: jump_if_false Label06F258
0001: wait 0 ms
0002: jump Label06F240

:Label06F258
00D6: if 0
83D0: NOT wav 1 loaded
004D: jump_if_false Label06F272
0001: wait 0 ms
0002: jump Label06F258

:Label06F272
03D1: play_wav 1
00BC: text_highpriority "COK4_24" 5000 ms 1 ;; Good shooting, my friend. You're
a real, proper, grade A lunatic.

:Label06F285
00D6: if 0
83D2: NOT wav 1 ended
004D: jump_if_false Label06F29F
0001: wait 0 ms
0002: jump Label06F285
:Label06F29F
03CF: load_wav "COK4_26" as 1

:Label06F2AB
00D6: if 0
83D0: NOT wav 2 loaded
004D: jump_if_false Label06F2C5
0001: wait 0 ms
0002: jump Label06F2AB

:Label06F2C5
03D1: play_wav 2
00BC: text_highpriority "COK4_25" 5000 ms 1 ;; Well, thank you.

:Label06F2D8
00D6: if 0
83D2: NOT wav 2 ended
004D: jump_if_false Label06F2F2
0001: wait 0 ms
0002: jump Label06F2D8

:Label06F2F2
03CF: load_wav "COK4_27" as 2

:Label06F2FE
00D6: if 0
83D0: NOT wav 1 loaded
004D: jump_if_false Label06F318
0001: wait 0 ms
0002: jump Label06F2FE

:Label06F318
03D1: play_wav 1
00BC: text_highpriority "COK4_26" 5000 ms 1 ;; See you around, Tommy.

:Label06F32B
00D6: if 0
83D2: NOT wav 1 ended
004D: jump_if_false Label06F345
0001: wait 0 ms
0002: jump Label06F32B

:Label06F345
00D6: if 0
83D0: NOT wav 2 loaded
004D: jump_if_false Label06F35F
0001: wait 0 ms
0002: jump Label06F345

:Label06F35F
03D1: play_wav 2
00BC: text_highpriority "COK4_27" 5000 ms 1 ;; Okay, Mr. Lance Vance Dance.
0372: set_actor $PLAYER_ACTOR anim 19 wait_state_time 10000 ms

:Label06F37C
00D6: if 0
83D2: NOT wav 2 ended
004D: jump_if_false Label06F396
0001: wait 0 ms
0002: jump Label06F37C

:Label06F396
0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 100 ms
00BE: text_clear_all
00D6: if 0
8119: NOT car $40 wrecked
004D: jump_if_false Label06F3CF
02DB: set_boat $40 speed_to 50.0
02D3: boat $40 drive_to -354.3 -836.5 5.6

:Label06F3CF
0001: wait 3000 ms
02EB: restore_camera_with_jumpcut
00A6: destroy_car $40
0002: jump Label06F3F3

:Label06F3E2
00BA: text_styled "M_FAIL" 5000 ms 1 ;; MISSION FAILED!
0051: return

:Label06F3F3
0004: $PASSED_COK4_SUPPLY_AND_DEMAND = 1 ;; integer values
0394: play_music 1
01E3: text_1number_styled "M_PASS" 10000 5000 ms 1 ;; MISSION PASSED! $~1~
0110: clear_player $PLAYER_CHAR wanted_level
0109: player $PLAYER_CHAR money += 10000
0318: set_latest_mission_passed "COK_4" ;; Supply & Demand
030C: set_mission_points += 1
055B: $50C = create_clothes_pickup 10 at -917.4 885.1 11.0
0004: $4F8 = 1 ;; integer values
004F: create_thread Label02B59A
0164: disable_marker $EA
0051: return

:Label06F457
0004: $ONMISSION = 0 ;; integer values
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
0249: release_model #SQUALO
0249: release_model #SPEEDER
0249: release_model #RUGER
0249: release_model #MARQUIS
0249: release_model #CBA
0249: release_model #UZI
0249: release_model #TEC9
0249: release_model #SPARROW
0249: release_model #RUGER
0249: release_model -114 (BARREL4)
01C3: remove_references_to_car $B66 ;; Like turning a car into any random car
01B7: release_weather
0465: remove_actor $PLAYER_ACTOR from_turret_mode
034F: destroy_actor_with_fade $LANCE_VANCE ;; The actor fades away like a ghost
040D: unload_wav 1
040D: unload_wav 2
0296: unload_special_actor 3
0164: disable_marker $41
0164: disable_marker 4@
0164: disable_marker $E
0164: disable_marker $B5A
0151: remove_status_text $B61
01EB: set_car_density_to 1.0
03DE: set_pedestrians_density_multiplier_to 1.0
0482: 0.0
03BD: destroy_sphere $B59
00D8: mission_cleanup
0051: return

:Label06F4E7
00D6: if 0
0039: 6@ == 0 ;; integer values
004D: jump_if_false Label06F579
00D6: if 0
0038: $27 == 1 ;; integer values
004D: jump_if_false Label06F579
00D6: if 0
0038: $21 == 0 ;; integer values
004D: jump_if_false Label06F537
03CF: load_wav "COK4_9A" as 1
0004: $21 = 1 ;; integer values
0002: jump Label06F54D

:Label06F537
00D6: if 0
03D0: wav 1 loaded
004D: jump_if_false Label06F54D
0004: $22 = 1 ;; integer values

:Label06F54D
00D6: if 0
0038: $22 == 1 ;; integer values
004D: jump_if_false Label06F579
03D1: play_wav 1
00BC: text_highpriority "COK4_9A" 5000 ms 2 ;; It's time for the Lance Vance
Dance!
0006: 6@ = 1 ;; integer values

:Label06F579
0051: return

:Label06F57B
00D6: if 0
01AF: car $B5B 0 ()near_point 90.0 -664.2 5.6 radius 10.0 10.0 6.0
004D: jump_if_false Label06F5BF
02D3: boat $B5B drive_to 160.1 -639.0 5.6

:Label06F5BF
00D6: if 0
01AF: car $B5B 0 ()near_point 160.1 -639.0 5.6 radius 10.0 10.0 6.0
004D: jump_if_false Label06F603
02D3: boat $B5B drive_to 221.3 -567.0 5.6

:Label06F603
00D6: if 0
01AF: car $B5B 0 ()near_point 221.3 -567.0 5.6 radius 10.0 10.0 6.0
004D: jump_if_false Label06F647
02D3: boat $B5B drive_to 405.1 -286.6 5.6
:Label06F647
00D6: if 0
01AF: car $B5B 0 ()near_point 405.1 -286.6 5.6 radius 10.0 10.0 6.0
004D: jump_if_false Label06F68B
02D3: boat $B5B drive_to 410.1 -1.9 5.6

:Label06F68B
00D6: if 0
01AF: car $B5B 0 ()near_point 410.1 -1.9 5.6 radius 10.0 10.0 6.0
004D: jump_if_false Label06F6CF
02D3: boat $B5B drive_to 191.9 236.0 5.6

:Label06F6CF
00D6: if 0
01AF: car $B5B 0 ()near_point 191.9 236.0 5.6 radius 10.0 10.0 6.0
004D: jump_if_false Label06F713
02D3: boat $B5B drive_to 238.1 324.6 5.6

:Label06F713
00D6: if 0
01AF: car $B5B 0 ()near_point 238.1 324.6 5.6 radius 10.0 10.0 6.0
004D: jump_if_false Label06F757
02D3: boat $B5B drive_to 244.9 434.8 5.6

:Label06F757
00D6: if 0
01AF: car $B5B 0 ()near_point 244.9 434.8 5.6 radius 10.0 10.0 6.0
004D: jump_if_false Label06F79B
02D3: boat $B5B drive_to 319.1 520.7 5.6

:Label06F79B
00D6: if 0
01AF: car $B5B 0 ()near_point 319.1 520.7 5.6 radius 10.0 10.0 6.0
004D: jump_if_false Label06F7DF
02D3: boat $B5B drive_to 323.5 596.6 5.6

:Label06F7DF
00D6: if 0
01AF: car $B5B 0 ()near_point 323.5 596.6 5.6 radius 10.0 10.0 6.0
004D: jump_if_false Label06F82D
02D3: boat $B5B drive_to 323.5 596.6 5.6
02DB: set_boat $B5B speed_to 1.0

:Label06F82D
0051: return

:Label06F82F
00D6: if 0
01AF: car $B5B 0 ()near_point -116.7 -458.3 5.6 radius 10.0 10.0 6.0
004D: jump_if_false Label06F873
02D3: boat $B5B drive_to 25.6 -275.0 5.6

:Label06F873
00D6: if 0
01AF: car $B5B 0 ()near_point 25.6 -275.0 5.6 radius 10.0 10.0 6.0
004D: jump_if_false Label06F8C1
02DB: set_boat $B5B speed_to 35.0
02D3: boat $B5B drive_to 130.2 -228.8 5.6
:Label06F8C1
00D6: if 0
01AF: car $B5B 0 ()near_point 130.2 -228.8 5.6 radius 10.0 10.0 6.0
004D: jump_if_false Label06F905
02D3: boat $B5B drive_to 221.3 -130.2 5.6

:Label06F905
00D6: if 0
01AF: car $B5B 0 ()near_point 221.3 -130.2 5.6 radius 10.0 10.0 6.0
004D: jump_if_false Label06F949
02D3: boat $B5B drive_to 221.0 56.5 5.6

:Label06F949
00D6: if 0
01AF: car $B5B 0 ()near_point 221.0 56.5 5.6 radius 10.0 10.0 6.0
004D: jump_if_false Label06F98D
02D3: boat $B5B drive_to 248.0 183.5 5.6

:Label06F98D
00D6: if 0
01AF: car $B5B 0 ()near_point 248.0 183.5 5.6 radius 10.0 10.0 6.0
004D: jump_if_false Label06F9D1
02D3: boat $B5B drive_to 192.6 242.7 5.6

:Label06F9D1
00D6: if 0
01AF: car $B5B 0 ()near_point 192.6 242.7 5.6 radius 10.0 10.0 6.0
004D: jump_if_false Label06FA15
02D3: boat $B5B drive_to 234.8 329.3 5.6

:Label06FA15
00D6: if 0
01AF: car $B5B 0 ()near_point 234.8 329.3 5.6 radius 10.0 10.0 6.0
004D: jump_if_false Label06FA59
02D3: boat $B5B drive_to 245.7 436.0 5.6

:Label06FA59
00D6: if 0
01AF: car $B5B 0 ()near_point 245.7 436.0 5.6 radius 10.0 10.0 6.0
004D: jump_if_false Label06FA9D
02D3: boat $B5B drive_to 314.0 516.4 5.6

:Label06FA9D
00D6: if 0
01AF: car $B5B 0 ()near_point 314.0 516.4 5.6 radius 10.0 10.0 6.0
004D: jump_if_false Label06FAE1
02D3: boat $B5B drive_to 323.5 596.6 5.6

:Label06FAE1
00D6: if 0
01AF: car $B5B 0 ()near_point 323.5 596.6 5.6 radius 10.0 10.0 6.0
004D: jump_if_false Label06FB2F
02D3: boat $B5B drive_to 323.5 596.6 5.6
02DB: set_boat $B5B speed_to 1.0

:Label06FB2F
0051: return

:Label06FB31
00D6: if 0
01AF: car $B5B 0 ()near_point 286.2 482.0 5.6 radius 10.0 10.0 6.0
004D: jump_if_false Label06FB75
02D3: boat $B5B drive_to 237.4 427.9 5.6

:Label06FB75
00D6: if 0
01AF: car $B5B 0 ()near_point 237.4 427.9 5.6 radius 10.0 10.0 6.0
004D: jump_if_false Label06FBB9
02D3: boat $B5B drive_to 230.3 315.9 5.6

:Label06FBB9
00D6: if 0
01AF: car $B5B 0 ()near_point 230.3 315.9 5.6 radius 10.0 10.0 6.0
004D: jump_if_false Label06FBFD
02D3: boat $B5B drive_to 192.3 233.3 5.6

:Label06FBFD
00D6: if 0
01AF: car $B5B 0 ()near_point 192.3 233.3 5.6 radius 10.0 10.0 6.0
004D: jump_if_false Label06FC41
02D3: boat $B5B drive_to 419.5 -21.8 5.6

:Label06FC41
00D6: if 0
01AF: car $B5B 0 ()near_point 419.5 -21.8 5.6 radius 10.0 10.0 6.0
004D: jump_if_false Label06FC85
02D3: boat $B5B drive_to 396.8 -304.7 5.6

:Label06FC85
00D6: if 0
01AF: car $B5B 0 ()near_point 396.8 -304.7 5.6 radius 10.0 10.0 6.0
004D: jump_if_false Label06FCC9
02D3: boat $B5B drive_to 212.3 -588.7 5.6

:Label06FCC9
00D6: if 0
01AF: car $B5B 0 ()near_point 212.3 -588.7 5.6 radius 10.0 10.0 6.0
004D: jump_if_false Label06FD0D
02D3: boat $B5B drive_to 197.1 -617.8 5.6

:Label06FD0D
00D6: if 0
01AF: car $B5B 0 ()near_point 197.1 -617.8 5.6 radius 10.0 10.0 6.0
004D: jump_if_false Label06FD51
02D3: boat $B5B drive_to 154.5 -638.7 5.6

:Label06FD51
00D6: if 0
01AF: car $B5B 0 ()near_point 154.5 -638.7 5.6 radius 10.0 10.0 6.0
004D: jump_if_false Label06FD95
02D3: boat $B5B drive_to 90.0 -664.2 5.6

:Label06FD95
00D6: if 0
01AF: car $B5B 0 ()near_point 90.0 -664.2 5.6 radius 10.0 10.0 6.0
004D: jump_if_false Label06FDE3
02DB: set_boat $B5B speed_to 35.0
02D3: boat $B5B drive_to -378.5 -660.0 5.6
:Label06FDE3
0051: return

:Label06FDE5
00D6: if 1
03D0: wav 1 loaded
03D0: wav 2 loaded
004D: jump_if_false Label06FDFF
0004: $22 = 1 ;; integer values

:Label06FDFF
0051: return

:Label06FE01
00D6: if 0
8119: NOT car $40 wrecked
004D: jump_if_false Label06FE20
0227: $B61 = car $40 health
0014: $B61 /= 15 ;; integer values

:Label06FE20
0051: return

;-------------Mission 16---------------
; Originally: Rub Out

:Label06FE22
0050: gosub Label06FE46
00D6: if 0
0112: wasted_or_busted
004D: jump_if_false Label06FE3D
0050: gosub Label072E1E

:Label06FE3D
0050: gosub Label073099
004E: end_thread

:Label06FE46
0317: increment_mission_attempts
0004: $ONMISSION = 1 ;; integer values
0004: $38 = 0 ;; integer values
0006: 2@ = 0 ;; integer values
0004: $B70 = 0 ;; integer values
0004: $26 = 0 ;; integer values
0004: $21 = 0 ;; integer values
0004: $22 = 0 ;; integer values
0006: 3@ = 0 ;; integer values
0004: $B73 = 0 ;; integer values
0004: $B74 = 0 ;; integer values
0004: $B71 = 0 ;; integer values
0004: $B72 = 0 ;; integer values
0004: $B77 = 0 ;; integer values
0004: $B7C = 0 ;; integer values
0006: 6@ = 0 ;; integer values
0004: $B96 = 0 ;; integer values
0004: $B97 = 0 ;; integer values
0004: $B98 = 0 ;; integer values
03A4: name_thread "BARON5"
0001: wait 0 ms
054C: use_GXT_table "BARON5"
058E: set_restart_mission_taxi_destination -288.2 -487.5 9.8 275.0
0247: request_model #STALLION
023C: load_special_actor 5 "IGBUDDY"
038B: load_requested_models
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
02A3: toggle_widescreen 1 (on)
00A5: $1A = create_car #STALLION at -290.0 -489.0 10.5
0129: $LANCE_VANCE = create_actor 4 #SPECIAL05 in_car $1A driverseat
00AE: unknown_set_car $1A to_ignore_traffic_lights 3
0395: clear_area 1 at -250.6 -488.1 range 10.5 40.0
0175: set_car $1A z_angle_to 270.0
00AD: set_car $1A max_speed_to 25.0
00A7: car $1A drive_to -250.6 -488.1 10.5
015F: set_camera_position -239.7 -485.397 11.393 0.0 0.0 0.0
0160: point_camera -240.525 -485.962 11.378 2
0055: put_player $PLAYER_CHAR at -244.6 -491.3 10.6
0171: set_player $PLAYER_CHAR z_angle_to 0.0
0001: wait 500 ms
016A: fade 1 (back) 500 ms
0006: 17@ = 0 ;; integer values
0001: wait 500 ms

:Label06FFE5
00D6: if 0
8019: NOT 17@ > 4000 ;; integer values
004D: jump_if_false Label07001B
0001: wait 0 ms
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label070014
0002: jump Label07001B

:Label070014
0002: jump Label06FFE5

:Label07001B
016A: fade 0 () 1000 ms

:Label070022
00D6: if 0
016B: fading
004D: jump_if_false Label07003A
0001: wait 0 ms
0002: jump Label070022

:Label07003A
03AF: set_streaming 0 (disabled)
023C: load_special_actor 1 "CSPLAY"
023C: load_special_actor 2 "CSBUDDY"
02F3: load_object #CUTOBJ01 "MFOUR"
02F3: load_object #CUTOBJ02 "CARBACK"
038B: load_requested_models

:Label070072
00D6: if 23
823D: NOT special_actor 1 loaded
823D: NOT special_actor 2 loaded
8248: NOT model #CUTOBJ01 available
8248: NOT model #CUTOBJ02 available
004D: jump_if_false Label07009A
0001: wait 0 ms
0002: jump Label070072

:Label07009A
0395: clear_area 1 at $1FE $1FF range $200 40.0
02E4: load_cutscene_data "ASS_1"
0244: set_cutscene_pos $1FE $1FF $200
041D: set_camera_near_clip .1
02E5: $7D = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $7D "CSPLAY"
02E5: $88 = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $88 "CSBUDDY"
02E5: $B75 = create_cutscene_object #CUTOBJ01
02E6: set_cutscene_anim $B75 "MFOUR01"
02E5: $B75 = create_cutscene_object #CUTOBJ01
02E6: set_cutscene_anim $B75 "MFOUR02"
02E5: 4@ = create_cutscene_object #CUTOBJ02
02E6: set_cutscene_anim 4@ "CARBACK"
016A: fade 1 (back) 1500 ms
03AD: set_rubbish 0 (invisible)
03AF: set_streaming 1 (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label070145
00D6: if 0
001A: 1828 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label070168
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label070145

:Label070168
00BC: text_highpriority "ASS1_A" 10000 ms 1 ;; I got us some cannons in the
trunk.

:Label070177
00D6: if 0
001A: 3471 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label07019A
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label070177

:Label07019A
00BC: text_highpriority "ASS1_B" 10000 ms 1 ;; Holy shit! Where'd you get all
this stuff?

:Label0701A9
00D6: if 0
001A: 6244 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0701CC
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0701A9
:Label0701CC
00BC: text_highpriority "ASS1_C" 10000 ms 1 ;; Been saving it for a rainy day.

:Label0701DB
00D6: if 0
001A: 10181 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0701FE
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0701DB

:Label0701FE
00BC: text_highpriority "ASS1_D" 10000 ms 1 ;; You like?

:Label07020D
00D6: if 0
001A: 11087 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label070230
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label07020D

:Label070230
00BC: text_highpriority "ASS1_E" 10000 ms 1 ;; Yeah, I like.

:Label07023F
00D6: if 0
001A: 12087 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label070262
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label07023F

:Label070262
00BE: text_clear_all

:Label070264
00D6: if 0
001A: 17068 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label070287
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label070264

:Label070287
016A: fade 0 () 1500 ms
00BE: text_clear_all

:Label070290
00D6: if 0
016B: fading
004D: jump_if_false Label0702A8
0001: wait 0 ms
0002: jump Label070290

:Label0702A8
03AD: set_rubbish 1 (visible)
02EA: end_cutscene
0296: unload_special_actor 1
0296: unload_special_actor 2
0249: release_model #CUTOBJ01
0249: release_model #CUTOBJ02
0247: request_model #CLA
0247: request_model #CLB
0247: request_model #M4
0247: request_model #UZI
0247: request_model #MP5LNG
023C: load_special_actor 4 "IGDIAZ"

:Label0702E3
00D6: if 23
8248: NOT model #CLA available
8248: NOT model #UZI available
8248: NOT model #M4 available
8248: NOT model #MP5LNG available
004D: jump_if_false Label07030C
0001: wait 0 ms
0002: jump Label0702E3

:Label07030C
00D6: if 22
823D: NOT special_actor 4 loaded
823D: NOT special_actor 5 loaded
8248: NOT model #CLB available
004D: jump_if_false Label07032E
0001: wait 0 ms
0002: jump Label07030C

:Label07032E
0001: wait 500 ms
016A: fade 1 (back) 1500 ms
0004: $3E9 = 1 ;; integer values
0108: destroy_object $6FB
022B: create_forbidden_for_peds_cube -396.4 -583.6 15.0 -360.5 -555.6 33.0
022B: create_forbidden_for_peds_cube -271.6 -504.3 0.0 -510.5 -661.2 55.0
015C: set_zone_gang_info "GANG1" 1 (day) 0 0 0 0 0 0 0 0 0 0 0
015C: set_zone_gang_info "GANG1" 0 (night) 0 0 0 0 0 0 0 0 0 0 0
01B1: give_player $PLAYER_CHAR weapon 26 ammo 150 ;; Load the weapon model
before using this
01B8: set_player $PLAYER_CHAR armed_weapon_to 26
03F1: pedtype 10 add_threat 1
00D6: if 0
8118: NOT actor $LANCE_VANCE dead
004D: jump_if_false Label070452
0362: remove_actor $LANCE_VANCE from_car_and_place_at -254.9 -491.3 10.2
01ED: reset_actor $LANCE_VANCE flags
0243: set_actor $LANCE_VANCE ped_stats_to 16
0446: (unknown) $LANCE_VANCE 0
01B2: give_actor $LANCE_VANCE weapon 26 ammo 9999 ;; Load the weapon model
before using this
011A: set_actor $LANCE_VANCE flags 1024
0223: set_actor $LANCE_VANCE health_to 200
0319: set_actor $LANCE_VANCE wander_state_to 1 (off)
04F5: unknown_actor $LANCE_VANCE kiss_player $PLAYER_CHAR on 1
0568: $LANCE_VANCE 1
0483: unknown_actor $LANCE_VANCE 1500
:Label070452
009A: 12@ = create_actor 10 #CLB at -375.2 -552.1 18.7
0243: set_actor 12@ ped_stats_to 16
011A: set_actor 12@ flags 1
011A: set_actor 12@ flags 16
01B2: give_actor 12@ weapon 23 ammo 9999 ;; Load the weapon model before using
this
0350: unknown_actor 12@ not_scared_flag 1
0483: unknown_actor 12@ 1500
0223: set_actor 12@ health_to 150
009A: 13@ = create_actor 10 #CLA at -381.7 -552.4 18.7
0243: set_actor 13@ ped_stats_to 16
011A: set_actor 13@ flags 1
011A: set_actor 13@ flags 16
01B2: give_actor 13@ weapon 23 ammo 9999 ;; Load the weapon model before using
this
0350: unknown_actor 13@ not_scared_flag 1
0483: unknown_actor 13@ 1500
0223: set_actor 13@ health_to 150
009A: $B78 = create_actor 10 #CLB at -327.9 -606.5 12.1
0173: set_actor $B78 z_angle_to 180.0
0243: set_actor $B78 ped_stats_to 16
011A: set_actor $B78 flags 1
011A: set_actor $B78 flags 16
01B2: give_actor $B78 weapon 23 ammo 9999 ;; Load the weapon model before using
this
0350: unknown_actor $B78 not_scared_flag 1
0483: unknown_actor $B78 1500
0223: set_actor $B78 health_to 150
009A: $B79 = create_actor 10 #CLA at -363.9 -610.2 9.6
0173: set_actor $B79 z_angle_to 266.0
0243: set_actor $B79 ped_stats_to 16
011A: set_actor $B79 flags 1
011A: set_actor $B79 flags 16
01B2: give_actor $B79 weapon 23 ammo 9999 ;; Load the weapon model before using
this
0350: unknown_actor $B79 not_scared_flag 1
0483: unknown_actor $B79 1500
0223: set_actor $B79 health_to 150
009A: $B7B = create_actor 10 #CLB at -392.6 -616.5 10.9
0173: set_actor $B7B z_angle_to 270.0
0243: set_actor $B7B ped_stats_to 16
011A: set_actor $B7B flags 1
011A: set_actor $B7B flags 16
01B2: give_actor $B7B weapon 23 ammo 9999 ;; Load the weapon model before using
this
0350: unknown_actor $B7B not_scared_flag 1
0483: unknown_actor $B7B 1500
0223: set_actor $B7B health_to 150
009A: $B7E = create_actor 10 #CLB at -303.5 -554.8 12.1
0243: set_actor $B7E ped_stats_to 16
011A: set_actor $B7E flags 1
011A: set_actor $B7E flags 16
01B2: give_actor $B7E weapon 23 ammo 9999 ;; Load the weapon model before using
this
0350: unknown_actor $B7E not_scared_flag 1
0173: set_actor $B7E z_angle_to 270.0
0483: unknown_actor $B7E 1500
0291: unknown_actor $B7E unknown_behavior_flag 1
056B: $B7E 1
0223: set_actor $B7E health_to 150
009A: $B7F = create_actor 10 #CLA at -301.8 -555.0 12.1
0243: set_actor $B7F ped_stats_to 16
011A: set_actor $B7F flags 1
011A: set_actor $B7F flags 16
01B2: give_actor $B7F weapon 23 ammo 9999 ;; Load the weapon model before using
this
0350: unknown_actor $B7F not_scared_flag 1
0173: set_actor $B7F z_angle_to 90.0
0483: unknown_actor $B7F 1500
03F9: make_actors $B7E $B7F converse_in 999999 ms
056B: $B7F 1
0291: unknown_actor $B7F unknown_behavior_flag 1
0223: set_actor $B7F health_to 150
009A: $B8C = create_actor 10 #CLB at -287.0 -581.8 12.1
0173: set_actor $B8C z_angle_to 90.0
0243: set_actor $B8C ped_stats_to 16
011A: set_actor $B8C flags 1
011A: set_actor $B8C flags 16
01B2: give_actor $B8C weapon 23 ammo 9999 ;; Load the weapon model before using
this
0350: unknown_actor $B8C not_scared_flag 1
0483: unknown_actor $B8C 1500
0223: set_actor $B8C health_to 150
009A: $B82 = create_actor 10 #CLB at -468.3 -576.2 11.9
0173: set_actor $B82 z_angle_to 265.0
0243: set_actor $B82 ped_stats_to 16
011A: set_actor $B82 flags 1
011A: set_actor $B82 flags 16
01B2: give_actor $B82 weapon 23 ammo 9999 ;; Load the weapon model before using
this
0350: unknown_actor $B82 not_scared_flag 1
0483: unknown_actor $B82 1500
0223: set_actor $B82 health_to 150
009A: $B83 = create_actor 10 #CLA at -471.1 -590.2 11.9
0173: set_actor $B83 z_angle_to 90.0
0243: set_actor $B83 ped_stats_to 16
011A: set_actor $B83 flags 1
011A: set_actor $B83 flags 16
01B2: give_actor $B83 weapon 23 ammo 9999 ;; Load the weapon model before using
this
0350: unknown_actor $B83 not_scared_flag 1
0483: unknown_actor $B83 1500
0223: set_actor $B83 health_to 150
009A: $B84 = create_actor 10 #CLA at -407.7 -592.3 10.9
0173: set_actor $B84 z_angle_to 8.0
0243: set_actor $B84 ped_stats_to 16
011A: set_actor $B84 flags 1
011A: set_actor $B84 flags 16
01B2: give_actor $B84 weapon 23 ammo 9999 ;; Load the weapon model before using
this
0350: unknown_actor $B84 not_scared_flag 1
0483: unknown_actor $B84 1500
0223: set_actor $B84 health_to 150
009A: $B85 = create_actor 10 #CLB at -407.0 -590.1 10.6
0173: set_actor $B85 z_angle_to 180.0
0243: set_actor $B85 ped_stats_to 16
011A: set_actor $B85 flags 1
011A: set_actor $B85 flags 16
01B2: give_actor $B85 weapon 23 ammo 9999 ;; Load the weapon model before using
this
0350: unknown_actor $B85 not_scared_flag 1
0483: unknown_actor $B85 1500
0223: set_actor $B85 health_to 150
03F9: make_actors $B84 $B85 converse_in 999999 ms
009A: $B8D = create_actor 10 #CLB at -374.2 -518.1 11.7
0173: set_actor $B8D z_angle_to 230.0
0243: set_actor $B8D ped_stats_to 16
011A: set_actor $B8D flags 1
011A: set_actor $B8D flags 16
01B2: give_actor $B8D weapon 23 ammo 9999 ;; Load the weapon model before using
this
0350: unknown_actor $B8D not_scared_flag 1
0483: unknown_actor $B8D 1500
0223: set_actor $B8D health_to 150
009A: $B8E = create_actor 10 #CLA at -372.0 -519.6 11.7
0173: set_actor $B8E z_angle_to 62.0
0243: set_actor $B8E ped_stats_to 16
011A: set_actor $B8E flags 1
011A: set_actor $B8E flags 16
01B2: give_actor $B8E weapon 23 ammo 9999 ;; Load the weapon model before using
this
0350: unknown_actor $B8E not_scared_flag 1
0483: unknown_actor $B8E 1500
0223: set_actor $B8E health_to 150
03F9: make_actors $B8E $B8D converse_in 999999 ms
009A: $B88 = create_actor 10 #CLA at -312.4 -570.2 12.0
0173: set_actor $B88 z_angle_to 342.0
0243: set_actor $B88 ped_stats_to 16
011A: set_actor $B88 flags 1
011A: set_actor $B88 flags 16
01B2: give_actor $B88 weapon 23 ammo 9999 ;; Load the weapon model before using
this
0350: unknown_actor $B88 not_scared_flag 1
0483: unknown_actor $B88 1500
0223: set_actor $B88 health_to 150
009A: $B89 = create_actor 10 #CLB at -316.4 -617.7 9.5
0173: set_actor $B89 z_angle_to 11.0
0243: set_actor $B89 ped_stats_to 16
011A: set_actor $B89 flags 1
011A: set_actor $B89 flags 16
01B2: give_actor $B89 weapon 23 ammo 9999 ;; Load the weapon model before using
this
0350: unknown_actor $B89 not_scared_flag 1
0483: unknown_actor $B89 1500
0223: set_actor $B89 health_to 150
009A: $B8A = create_actor 10 #CLA at -445.0 -574.4 12.0
0173: set_actor $B8A z_angle_to 180.0
0243: set_actor $B8A ped_stats_to 16
011A: set_actor $B8A flags 1
011A: set_actor $B8A flags 16
01B2: give_actor $B8A weapon 23 ammo 9999 ;; Load the weapon model before using
this
0350: unknown_actor $B8A not_scared_flag 1
0483: unknown_actor $B8A 1500
0223: set_actor $B89 health_to 150
009A: $B8F = create_actor 10 #CLA at -293.7 -606.3 12.0
0173: set_actor $B8F z_angle_to 0.0
0243: set_actor $B8F ped_stats_to 16
011A: set_actor $B8F flags 1
011A: set_actor $B8F flags 16
01B2: give_actor $B8F weapon 23 ammo 9999 ;; Load the weapon model before using
this
0350: unknown_actor $B8F not_scared_flag 1
0483: unknown_actor $B8F 1500
0223: set_actor $B8F health_to 150
009A: $B90 = create_actor 10 #CLA at -343.9 -530.4 14.4
0173: set_actor $B90 z_angle_to 280.0
0243: set_actor $B90 ped_stats_to 16
011A: set_actor $B90 flags 1
011A: set_actor $B90 flags 16
01B2: give_actor $B90 weapon 23 ammo 9999 ;; Load the weapon model before using
this
0350: unknown_actor $B90 not_scared_flag 1
0483: unknown_actor $B90 1500
0223: set_actor $B90 health_to 150
009A: $B91 = create_actor 10 #CLA at -442.8 -555.0 13.1
0173: set_actor $B91 z_angle_to 160.0
0243: set_actor $B91 ped_stats_to 16
011A: set_actor $B91 flags 1
011A: set_actor $B91 flags 16
01B2: give_actor $B91 weapon 23 ammo 9999 ;; Load the weapon model before using
this
0350: unknown_actor $B91 not_scared_flag 1
0483: unknown_actor $B91 1500
0223: set_actor $B91 health_to 150
009A: $B92 = create_actor 10 #CLB at -443.7 -557.4 13.1
0173: set_actor $B92 z_angle_to 345.0
0243: set_actor $B92 ped_stats_to 16
011A: set_actor $B92 flags 1
011A: set_actor $B92 flags 16
01B2: give_actor $B92 weapon 23 ammo 9999 ;; Load the weapon model before using
this
0350: unknown_actor $B92 not_scared_flag 1
0483: unknown_actor $B92 1500
0223: set_actor $B92 health_to 150
03F9: make_actors $B92 $B91 converse_in 999999 ms
0226: $B87 = actor $LANCE_VANCE health
03C4: set_status_text_to $B87 1 (bar) "BUD1" ;; Lances Health:
0187: $39 = create_marker_above_actor $LANCE_VANCE
018B: show_on_radar $39 2
01DF: tie_actor $LANCE_VANCE to_player $PLAYER_CHAR
018A: 1@ = create_checkpoint_at -382.02 -596.57 24.9
009A: 0@ = create_actor 10 #SPECIAL04 at -382.02 -596.57 24.9
0446: (unknown) 0@ 0
054A: unknown_actor 0@ flag 0
01ED: reset_actor 0@ flags
0223: set_actor 0@ health_to 1000
0173: set_actor 0@ z_angle_to 53.0
0350: unknown_actor 0@ not_scared_flag 1
0372: set_actor 0@ anim 24 wait_state_time 99999 ms
0483: unknown_actor 0@ 1500
0107: $B76 = create_object #MP5LNG at -383.126 -593.654 25.06
0392: object $B76 toggle_in_moving_list 0
0453: object $B76 set_rotation 90.0 0.0 10.0
01C7: remove_object_from_mission_cleanup_list $B76
041D: set_camera_near_clip .05
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
02A3: toggle_widescreen 1 (on)
015F: set_camera_position -377.123 -597.167 25.449 0.0 0.0 0.0
0160: point_camera -378.119 -597.144 25.534 2
04BB: select_interiour 2 ;; select render area
03CB: set_camera -376.452 -593.374 26.273
0006: 17@ = 0 ;; integer values

:Label070CF8
00D6: if 0
8019: NOT 17@ > 1200 ;; integer values
004D: jump_if_false Label070D16
0001: wait 0 ms
0002: jump Label070CF8

:Label070D16
00D6: if 0
8019: NOT 17@ > 3200 ;; integer values
004D: jump_if_false Label070D4C
0001: wait 0 ms
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label070D45
0002: jump Label071048

:Label070D45
0002: jump Label070D16

:Label070D4C
00D6: if 0
8118: NOT actor 0@ dead
004D: jump_if_false Label070D75
0372: set_actor 0@ anim 23 wait_state_time 500 ms
0211: actor 0@ walk_to -383.8 -596.6

:Label070D75
0006: 17@ = 0 ;; integer values

:Label070D7C
00D6: if 0
8019: NOT 17@ > 1400 ;; integer values
004D: jump_if_false Label070DB2
0001: wait 0 ms
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label070DAB
0002: jump Label071048

:Label070DAB
0002: jump Label070D7C

:Label070DB2
015F: set_camera_position -380.109 -591.29 28.673 0.0 0.0 0.0
0160: point_camera -380.595 -592.094 28.331 2
0006: 17@ = 0 ;; integer values

:Label070DEC
00D6: if 0
8019: NOT 17@ > 2500 ;; integer values
004D: jump_if_false Label070E22
0001: wait 0 ms
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label070E1B
0002: jump Label071048

:Label070E1B
0002: jump Label070DEC

:Label070E22
00D6: if 0
8118: NOT actor $PLAYER_ACTOR dead
004D: jump_if_false Label070E55
00A1: put_actor $PLAYER_ACTOR at -273.0 -500.1 10.7
0239: actor $PLAYER_ACTOR run_to -282.3 -511.0

:Label070E55
00D6: if 0
8118: NOT actor $LANCE_VANCE dead
004D: jump_if_false Label070E88
00A1: put_actor $LANCE_VANCE at -270.5 -492.4 10.2
0239: actor $LANCE_VANCE run_to -282.3 -511.0

:Label070E88
0006: 17@ = 0 ;; integer values

:Label070E8F
00D6: if 0
8019: NOT 17@ > 500 ;; integer values
004D: jump_if_false Label070EC5
0001: wait 0 ms
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label070EBE
0002: jump Label071048

:Label070EBE
0002: jump Label070E8F

:Label070EC5
04BB: select_interiour 0 ;; select render area
03CB: set_camera -277.513 -498.283 13.227
015F: set_camera_position -278.092 -497.514 13.499 0.0 0.0 0.0
0160: point_camera -277.513 -498.283 13.227 2
04C7: toggle_camera_green_scanlines 1
0006: 17@ = 0 ;; integer values

:Label070F18
00D6: if 0
8019: NOT 17@ > 3000 ;; integer values
004D: jump_if_false Label070F4E
0001: wait 0 ms
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label070F47
0002: jump Label071048
:Label070F47
0002: jump Label070F18

:Label070F4E
00D6: if 0
8118: NOT actor 0@ dead
004D: jump_if_false Label070F8B
0173: set_actor 0@ z_angle_to 26.0
00A1: put_actor 0@ at -381.7 -595.9 24.9
0211: actor 0@ walk_to -381.97 -593.9

:Label070F8B
04C7: toggle_camera_green_scanlines 0
015F: set_camera_position -383.35 -592.699 25.732 0.0 0.0 0.0
0160: point_camera -382.977 -593.619 25.612 2
04BB: select_interiour 2 ;; select render area
03CB: set_camera -376.452 -593.374 26.273
0006: 17@ = 0 ;; integer values

:Label070FDE
00D6: if 0
8019: NOT 17@ > 1500 ;; integer values
004D: jump_if_false Label071048
0001: wait 0 ms
00D6: if 0
8118: NOT actor 0@ dead
004D: jump_if_false Label071029
00D6: if 0
0126: actor 0@ walking
004D: jump_if_false Label071029
01BE: set_actor 0@ to_look_at_spot -383.126 -593.654 25.06

:Label071029
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label071041
0002: jump Label071048

:Label071041
0002: jump Label070FDE

:Label071048
016A: fade 0 () 1500 ms

:Label07104F
00D6: if 0
016B: fading
004D: jump_if_false Label071067
0001: wait 0 ms
0002: jump Label07104F

:Label071067
00D6: if 0
8118: NOT actor $LANCE_VANCE dead
004D: jump_if_false Label071090
011C: actor $LANCE_VANCE clear_objective
00A1: put_actor $LANCE_VANCE at -276.3 -505.0 11.7

:Label071090
00D6: if 0
8118: NOT actor $PLAYER_ACTOR dead
004D: jump_if_false Label0710B9
011C: actor $PLAYER_ACTOR clear_objective
00A1: put_actor $PLAYER_ACTOR at -282.3 -511.0 11.7

:Label0710B9
00D6: if 0
8118: NOT actor 0@ dead
004D: jump_if_false Label0710E2
011C: actor 0@ clear_objective
00A1: put_actor 0@ at -378.4 -586.8 24.9

:Label0710E2
04C7: toggle_camera_green_scanlines 0
04BB: select_interiour 0 ;; select render area
03CB: set_camera -282.3 -511.0 11.7
02EB: restore_camera_with_jumpcut
0171: set_player $PLAYER_CHAR z_angle_to 100.0
0373: set_camera_directly_behind_player
02A3: toggle_widescreen 0 (off)
016A: fade 1 (back) 1500 ms
0001: wait 500 ms
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
00D6: if 0
8118: NOT actor 0@ dead
004D: jump_if_false Label071144
00A1: put_actor 0@ at -374.9 -585.2 24.6

:Label071144
0249: release_model #STALLION
00BC: text_highpriority "ASS1_16" 10000 ms 1 ;; ~g~Kill Diaz!
0006: 17@ = 0 ;; integer values
00D6: if 0
8118: NOT actor $LANCE_VANCE dead
004D: jump_if_false Label071177
01DF: tie_actor $LANCE_VANCE to_player $PLAYER_CHAR

:Label071177
00D6: if 0
80F5: NOT player $PLAYER_CHAR 0 ()near_point -345.6 -559.4 26.0 radius 12.0
2.0 10.0
004D: jump_if_false Label071C76
0001: wait 0 ms
00D6: if 0
0038: $26 == 0 ;; integer values
004D: jump_if_false Label071298
00D6: if 0
0019: 17@ > 1000 ;; integer values
004D: jump_if_false Label071298
00D6: if 0
0038: $21 == 0 ;; integer values
004D: jump_if_false Label071208
03CF: load_wav "ASS_1" as 1
03CF: load_wav "ASS_2" as 2
0004: $21 = 1 ;; integer values
0002: jump Label071222

:Label071208
00D6: if 1
03D0: wav 1 loaded
03D0: wav 2 loaded
004D: jump_if_false Label071222
0004: $22 = 1 ;; integer values

:Label071222
00D6: if 0
0038: $22 == 1 ;; integer values
004D: jump_if_false Label071298
04E2: $PLAYER_CHAR 1
03D1: play_wav 1
00BC: text_highpriority "ASS1_1" 4000 ms 1 ;; This place is going to be crawling
with assholes...be careful...
00D6: if 0
03D2: wav 1 ended
004D: jump_if_false Label071298
0001: wait 500 ms
03D1: play_wav 2
00BC: text_highpriority "ASS1_2" 3000 ms 1 ;; Don't worry Tommy, I'll cover you.
04E2: $PLAYER_CHAR 0
0004: $26 = 1 ;; integer values
0004: $21 = 0 ;; integer values
0004: $22 = 0 ;; integer values
0006: 17@ = 0 ;; integer values

:Label071298
00D6: if 0
0038: $B7C == 0 ;; integer values
004D: jump_if_false Label071406
00D6: if 0
0038: $B77 == 0 ;; integer values
004D: jump_if_false Label071406
00D6: if 0
8118: NOT actor $LANCE_VANCE dead
004D: jump_if_false Label071406
00D6: if 24
00FE: actor $LANCE_VANCE 0 ()near_point -455.1 -557.8 11.8 radius 4.0 3.0
5.0
00FE: actor $LANCE_VANCE 0 ()near_point -490.1 -581.9 11.8 radius 3.0 4.0
5.0
00FE: actor $LANCE_VANCE 0 ()near_point -458.3 -604.2 11.8 radius 4.0 3.0
5.0
00FE: actor $LANCE_VANCE 0 ()near_point -303.0 -556.3 12.0 radius 12.0 2.0
5.0
00FE: actor $LANCE_VANCE 0 ()near_point -239.8 -582.2 12.0 radius 3.0 3.0
5.0
004D: jump_if_false Label071406
00D6: if 0
00FB: player $PLAYER_CHAR 0 ()near_actor $LANCE_VANCE radius 15.0 15.0 5.0
004D: jump_if_false Label071406
00D6: if 0
0038: $26 == 1 ;; integer values
004D: jump_if_false Label071406
03CF: load_wav "LAW2_4" as 1

:Label0713D2
00D6: if 0
83D0: NOT wav 1 loaded
004D: jump_if_false Label0713EC
0001: wait 0 ms
0002: jump Label0713D2

:Label0713EC
03D1: play_wav 1
00BC: text_highpriority "ASS1_19" 2000 ms 2 ;; This way!
0004: $B77 = 1 ;; integer values

:Label071406
00D6: if 0
0118: actor $LANCE_VANCE dead
004D: jump_if_false Label07142C
00BC: text_highpriority "COK4_30" 5000 ms 2 ;; ~r~Lance is dead!
0002: jump Label072E1E

:Label07142C
00D6: if 0
8118: NOT actor $LANCE_VANCE dead
004D: jump_if_false Label07144B
0226: $B87 = actor $LANCE_VANCE health
0014: $B87 /= 2 ;; integer values

:Label07144B
00D6: if 0
0038: $B72 == 0 ;; integer values
004D: jump_if_false Label0715FE
00D6: if 0
8118: NOT actor $LANCE_VANCE dead
004D: jump_if_false Label0714D7
00D6: if 0
80FB: NOT player $PLAYER_CHAR 0 ()near_actor $LANCE_VANCE radius 15.0 15.0
3.0
004D: jump_if_false Label0714B6
00D6: if 0
0038: $38 == 0 ;; integer values
004D: jump_if_false Label0714AF
01E0: clear_leader $LANCE_VANCE
0004: $38 = 1 ;; integer values

:Label0714AF
0002: jump Label0714D7

:Label0714B6
00D6: if 0
0038: $38 == 1 ;; integer values
004D: jump_if_false Label0714D7
01DF: tie_actor $LANCE_VANCE to_player $PLAYER_CHAR
0004: $38 = 0 ;; integer values

:Label0714D7
00D6: if 0
0038: $38 == 1 ;; integer values
004D: jump_if_false Label0714F0
0050: gosub Label07354C

:Label0714F0
00D6: if 22
00F5: player $PLAYER_CHAR 0 ()near_point -455.1 -557.8 11.8 radius 4.0 3.0
5.0
00F5: player $PLAYER_CHAR 0 ()near_point -490.1 -581.9 11.8 radius 3.0 4.0
5.0
00F5: player $PLAYER_CHAR 0 ()near_point -458.3 -604.2 11.8 radius 4.0 3.0
5.0
004D: jump_if_false Label071586
00D6: if 0
8118: NOT actor $LANCE_VANCE dead
004D: jump_if_false Label071586
01E0: clear_leader $LANCE_VANCE
0004: $B72 = 1 ;; integer values

:Label071586
00D6: if 21
00F5: player $PLAYER_CHAR 0 ()near_point -303.0 -556.3 12.0 radius 12.0 2.0
5.0
00F5: player $PLAYER_CHAR 0 ()near_point -239.8 -582.2 12.0 radius 3.0 3.0
5.0
004D: jump_if_false Label0715F7
00D6: if 0
8118: NOT actor $LANCE_VANCE dead
004D: jump_if_false Label0715F7
01E0: clear_leader $LANCE_VANCE
0004: $B72 = 2 ;; integer values

:Label0715F7
0002: jump Label0717D8

:Label0715FE
00D6: if 0
0038: $B7C == 0 ;; integer values
004D: jump_if_false Label0717D8
00D6: if 0
0038: $B72 == 1 ;; integer values
004D: jump_if_false Label0716F4
00D6: if 1
00F5: player $PLAYER_CHAR 0 ()near_point -442.6 -574.9 11.8 radius 2.0 2.0
3.0
00FE: actor $LANCE_VANCE 0 ()near_point -442.6 -574.9 11.8 radius 2.0 2.0
3.0
004D: jump_if_false Label0716DB
01DF: tie_actor $LANCE_VANCE to_player $PLAYER_CHAR
03F1: pedtype 10 add_threat 1
03CF: load_wav "ASS_4" as 2

:Label071691
00D6: if 0
83D0: NOT wav 2 loaded
004D: jump_if_false Label0716AB
0001: wait 0 ms
0002: jump Label071691

:Label0716AB
00D6: if 0
03D0: wav 2 loaded
004D: jump_if_false Label0716CD
03D1: play_wav 2
00BC: text_highpriority "ASS1_4" 1500 ms 2 ;; Diaz must be inside!
:Label0716CD
0004: $38 = 0 ;; integer values
0004: $B72 = 3 ;; integer values

:Label0716DB
00D6: if 0
0038: $B7C == 0 ;; integer values
004D: jump_if_false Label0716F4
0050: gosub Label073476

:Label0716F4
00D6: if 0
0038: $B72 == 2 ;; integer values
004D: jump_if_false Label0717D8
00D6: if 1
00F5: player $PLAYER_CHAR 0 ()near_point -370.1 -596.4 9.5 radius 2.0 2.0
3.0
00FE: actor $LANCE_VANCE 0 ()near_point -370.1 -596.4 9.5 radius 2.0 2.0 3.0
004D: jump_if_false Label0717BF
01DF: tie_actor $LANCE_VANCE to_player $PLAYER_CHAR
03F1: pedtype 10 add_threat 1
03CF: load_wav "ASS_4" as 2

:Label071775
00D6: if 0
83D0: NOT wav 2 loaded
004D: jump_if_false Label07178F
0001: wait 0 ms
0002: jump Label071775

:Label07178F
00D6: if 0
03D0: wav 2 loaded
004D: jump_if_false Label0717B1
03D1: play_wav 2
00BC: text_highpriority "ASS1_4" 1500 ms 2 ;; Diaz must be inside!

:Label0717B1
0004: $38 = 0 ;; integer values
0004: $B72 = 3 ;; integer values

:Label0717BF
00D6: if 0
0038: $B7C == 0 ;; integer values
004D: jump_if_false Label0717D8
0050: gosub Label0734E1

:Label0717D8
00D6: if 0
0038: $B72 == 3 ;; integer values
004D: jump_if_false Label07187D
00D6: if 0
8118: NOT actor $LANCE_VANCE dead
004D: jump_if_false Label071864
00D6: if 0
80FB: NOT player $PLAYER_CHAR 0 ()near_actor $LANCE_VANCE radius 15.0 15.0
3.0
004D: jump_if_false Label071843
00D6: if 0
0038: $38 == 0 ;; integer values
004D: jump_if_false Label07183C
01E0: clear_leader $LANCE_VANCE
0004: $38 = 1 ;; integer values

:Label07183C
0002: jump Label071864

:Label071843
00D6: if 0
0038: $38 == 1 ;; integer values
004D: jump_if_false Label071864
01DF: tie_actor $LANCE_VANCE to_player $PLAYER_CHAR
0004: $38 = 0 ;; integer values

:Label071864
00D6: if 0
0038: $38 == 1 ;; integer values
004D: jump_if_false Label07187D
0050: gosub Label07354C

:Label07187D
00D6: if 0
0038: $B7C == 0 ;; integer values
004D: jump_if_false Label071AD7
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point -338.5 -578.7 11.6 radius 2.0 2.0
3.0
004D: jump_if_false Label071AD7
009B: destroy_actor_instantly 12@
009B: destroy_actor_instantly 13@
009B: destroy_actor_instantly $B78
009B: destroy_actor_instantly $B79
009B: destroy_actor_instantly $B7B
009B: destroy_actor_instantly $B7E
009B: destroy_actor_instantly $B7F
009B: destroy_actor_instantly $B88
009A: $B7A = create_actor 10 #CLA at -318.2 -577.1 15.4
0173: set_actor $B7A z_angle_to 90.0
0243: set_actor $B7A ped_stats_to 16
011A: set_actor $B7A flags 1
011A: set_actor $B7A flags 16
01B2: give_actor $B7A weapon 23 ammo 9999 ;; Load the weapon model before using
this
0350: unknown_actor $B7A not_scared_flag 1
0483: unknown_actor $B7A 1500
0291: unknown_actor $B7A unknown_behavior_flag 1
056B: $B7A 1
0223: set_actor $B7A health_to 150
009A: $B7D = create_actor 10 #CLB at -324.6 -581.2 19.0
0173: set_actor $B7D z_angle_to 305.0
0243: set_actor $B7D ped_stats_to 16
011A: set_actor $B7D flags 1
011A: set_actor $B7D flags 16
01B2: give_actor $B7D weapon 23 ammo 9999 ;; Load the weapon model before using
this
0350: unknown_actor $B7D not_scared_flag 1
0483: unknown_actor $B7D 1500
0291: unknown_actor $B7D unknown_behavior_flag 1
056B: $B7D 1
0223: set_actor $B7D health_to 150
009A: $B8B = create_actor 10 #CLB at -318.2 -573.4 22.0
0173: set_actor $B8B z_angle_to 90.0
0243: set_actor $B8B ped_stats_to 16
011A: set_actor $B8B flags 1
011A: set_actor $B8B flags 16
01B2: give_actor $B8B weapon 23 ammo 9999 ;; Load the weapon model before using
this
0350: unknown_actor $B8B not_scared_flag 1
0483: unknown_actor $B8B 1500
0291: unknown_actor $B8B unknown_behavior_flag 1
056B: $B8B 1
0223: set_actor $B8B health_to 150
009A: $B80 = create_actor 10 #CLB at -335.5 -568.6 19.0
0173: set_actor $B80 z_angle_to 180.0
0243: set_actor $B80 ped_stats_to 16
011A: set_actor $B80 flags 1
011A: set_actor $B80 flags 16
01B2: give_actor $B80 weapon 23 ammo 9999 ;; Load the weapon model before using
this
0350: unknown_actor $B80 not_scared_flag 1
0483: unknown_actor $B80 1500
0291: unknown_actor $B80 unknown_behavior_flag 1
056B: $B80 1
0223: set_actor $B80 health_to 150
0004: $B72 = 0 ;; integer values
00D6: if 0
8118: NOT actor $LANCE_VANCE dead
004D: jump_if_false Label071AB8
01DF: tie_actor $LANCE_VANCE to_player $PLAYER_CHAR
03F1: pedtype 10 add_threat 1
00A1: put_actor $LANCE_VANCE at -341.0 -578.5 10.9

:Label071AB8
03CF: load_wav "ASS_11" as 1
03CF: load_wav "ASS_12" as 2
0004: $B7C = 1 ;; integer values

:Label071AD7
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point -378.4 -551.9 19.4 radius 4.0 1.0
3.0
004D: jump_if_false Label071B16
00BC: text_highpriority "ASS1_18" 2000 ms 2 ;; ~g~The door is locked, try
another route.

:Label071B16
00D6: if 0
0038: $B7C == 1 ;; integer values
004D: jump_if_false Label071C6F
010D: set_player $PLAYER_CHAR wanted_level_to 0
00D6: if 0
0038: $B96 == 0 ;; integer values
004D: jump_if_false Label071BCF
00D6: if 1
00F5: player $PLAYER_CHAR 0 ()near_point -336.0 -570.8 18.5 radius 4.0 6.0
4.0
00FE: actor $LANCE_VANCE 0 ()near_point -336.0 -570.8 18.5 radius 4.0 6.0
4.0
004D: jump_if_false Label071BCF
00D6: if 0
8118: NOT actor $LANCE_VANCE dead
004D: jump_if_false Label071BCF
00D6: if 0
03D0: wav 1 loaded
004D: jump_if_false Label071BCF
03D1: play_wav 1
00BC: text_highpriority "ASS1_11" 4500 ms 1 ;; Hey Tommy, can my room have a
view of the bay?
0004: $B96 = 1 ;; integer values

:Label071BCF
00D6: if 0
0038: $B97 == 0 ;; integer values
004D: jump_if_false Label071C6F
00D6: if 1
00F5: player $PLAYER_CHAR 0 ()near_point -336.0 -570.8 27.5 radius 4.0 6.0
4.0
00FE: actor $LANCE_VANCE 0 ()near_point -336.0 -570.8 27.5 radius 4.0 6.0
4.0
004D: jump_if_false Label071C6F
00D6: if 0
8118: NOT actor $LANCE_VANCE dead
004D: jump_if_false Label071C6F
00D6: if 0
03D0: wav 2 loaded
004D: jump_if_false Label071C6F
03D1: play_wav 2
00BC: text_highpriority "ASS1_12" 4500 ms 1 ;; Beautiful high ceilings in
here...
0004: $B97 = 1 ;; integer values

:Label071C6F
0002: jump Label071177

:Label071C76
009B: destroy_actor_instantly 12@
009B: destroy_actor_instantly 13@
009A: 14@ = create_actor 10 #CLA at -373.5 -564.8 18.7
0243: set_actor 14@ ped_stats_to 16
011A: set_actor 14@ flags 1
011A: set_actor 14@ flags 16
01B2: give_actor 14@ weapon 23 ammo 9999 ;; Load the weapon model before using
this
0173: set_actor 14@ z_angle_to 0.0
0350: unknown_actor 14@ not_scared_flag 1
0483: unknown_actor 14@ 1500
0223: set_actor 14@ health_to 150
009A: $B86 = create_actor 10 #CLB at -383.7 -565.3 18.7
0243: set_actor $B86 ped_stats_to 16
011A: set_actor $B86 flags 1
011A: set_actor $B86 flags 16
01B2: give_actor $B86 weapon 23 ammo 9999 ;; Load the weapon model before using
this
0173: set_actor $B86 z_angle_to 0.0
0350: unknown_actor $B86 not_scared_flag 1
0483: unknown_actor $B86 1500
056B: $B86 1
0223: set_actor $B86 health_to 150
009A: 7@ = create_actor 10 #CLA at -376.0 -582.5 24.5
0243: set_actor 7@ ped_stats_to 16
011A: set_actor 7@ flags 1
011A: set_actor 7@ flags 16
01B2: give_actor 7@ weapon 23 ammo 9999 ;; Load the weapon model before using
this
0350: unknown_actor 7@ not_scared_flag 1
0483: unknown_actor 7@ 1500
0223: set_actor 7@ health_to 150
009A: 8@ = create_actor 10 #CLB at -380.9 -582.6 24.5
0243: set_actor 8@ ped_stats_to 16
011A: set_actor 8@ flags 1
011A: set_actor 8@ flags 16
01B2: give_actor 8@ weapon 23 ammo 9999 ;; Load the weapon model before using
this
0350: unknown_actor 8@ not_scared_flag 1
0483: unknown_actor 8@ 1500
0223: set_actor 8@ health_to 150
009A: 9@ = create_actor 10 #CLA at -361.6 -559.3 26.6
0243: set_actor 9@ ped_stats_to 16
011A: set_actor 9@ flags 1
011A: set_actor 9@ flags 16
01B2: give_actor 9@ weapon 23 ammo 9999 ;; Load the weapon model before using
this
0350: unknown_actor 9@ not_scared_flag 1
0173: set_actor 9@ z_angle_to 156.6
0483: unknown_actor 9@ 1500
0223: set_actor 9@ health_to 150
009A: 10@ = create_actor 10 #CLB at -378.2 -560.7 26.6
0243: set_actor 10@ ped_stats_to 16
011A: set_actor 10@ flags 1
011A: set_actor 10@ flags 16
01B2: give_actor 10@ weapon 23 ammo 9999 ;; Load the weapon model before using
this
0350: unknown_actor 10@ not_scared_flag 1
0173: set_actor 10@ z_angle_to 180.0
0483: unknown_actor 10@ 1500
0223: set_actor 10@ health_to 150
009A: 11@ = create_actor 10 #CLB at -391.6 -566.5 26.6
0243: set_actor 11@ ped_stats_to 16
011A: set_actor 11@ flags 1
011A: set_actor 11@ flags 16
01B2: give_actor 11@ weapon 23 ammo 9999 ;; Load the weapon model before using
this
0350: unknown_actor 11@ not_scared_flag 1
0173: set_actor 11@ z_angle_to 248.7
0483: unknown_actor 11@ 1500
056B: 11@ 1
0223: set_actor 11@ health_to 150

:Label071EE2
00D6: if 0
8118: NOT actor 0@ dead
004D: jump_if_false Label0726A5
0001: wait 0 ms
00D6: if 0
0118: actor 0@ dead
004D: jump_if_false Label071F0D
0002: jump Label0726A5

:Label071F0D
00D6: if 0
0118: actor $LANCE_VANCE dead
004D: jump_if_false Label071F33
00BC: text_highpriority "COK4_30" 5000 ms 2 ;; ~r~Lance is dead!
0002: jump Label072E1E

:Label071F33
00D6: if 0
8118: NOT actor $LANCE_VANCE dead
004D: jump_if_false Label071F52
0226: $B87 = actor $LANCE_VANCE health
0014: $B87 /= 2 ;; integer values

:Label071F52
00D6: if 0
0057: player $PLAYER_CHAR 0 ()in_cube -360.8 -564.0 17.0 -396.0 -580.5 35.0
004D: jump_if_false Label072218
00D6: if 0
8118: NOT actor 0@ dead
004D: jump_if_false Label072218
00D6: if 0
0039: 3@ == 0 ;; integer values
004D: jump_if_false Label072218
03CF: load_wav "ASS_13" as 1
03CF: load_wav "ASS_14" as 2
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
02A3: toggle_widescreen 1 (on)
0173: set_actor $PLAYER_ACTOR z_angle_to 180.0
0001: wait 0 ms
0395: clear_area 1 at 378.4 -588.4 range 24.5 1.0
00D6: if 0
8118: NOT actor 0@ dead
004D: jump_if_false Label0720AE
01B2: give_actor 0@ weapon 25 ammo 30000 ;; Load the weapon model before using
this
011C: actor 0@ clear_objective
053D: 0@
00A1: put_actor 0@ at -378.4 -588.4 24.5
0243: set_actor 0@ ped_stats_to 16
0245: set_actor 0@ walk_style_to 33
0395: clear_area 1 at -378.4 -575.7 range 24.5 1.0
0001: wait 0 ms
00D6: if 0
8118: NOT actor 0@ dead
004D: jump_if_false Label07206E
0211: actor 0@ walk_to -378.4 -575.7

:Label07206E
04C4: create_coordinate $B93 $B94 $B95 from_actor $PLAYER_ACTOR offset 0.0 2.0
0.0
00D6: if 0
8118: NOT actor $LANCE_VANCE dead
004D: jump_if_false Label0720A9
00A1: put_actor $LANCE_VANCE at $B93 $B94 $B95
:Label0720A9
0108: destroy_object $B76

:Label0720AE
015F: set_camera_position -377.054 -578.589 24.429 0.0 0.0 0.0
0160: point_camera -377.288 -579.531 24.668 2
00D6: if 0
8118: NOT actor 0@ dead
004D: jump_if_false Label072100
0211: actor 0@ walk_to -378.4 -575.7

:Label072100
0001: wait 2500 ms
00D6: if 0
8118: NOT actor 0@ dead
004D: jump_if_false Label072124
0211: actor 0@ walk_to -378.4 -575.7

:Label072124
00D6: if 0
03D0: wav 1 loaded
004D: jump_if_false Label072146
03D1: play_wav 1
00BC: text_highpriority "ASS1_13" 4500 ms 1 ;; DIAZ?! I've come to take over
your business!

:Label072146
0001: wait 3500 ms
00D6: if 0
8118: NOT actor 0@ dead
004D: jump_if_false Label07216A
0211: actor 0@ walk_to -378.4 -575.7

:Label07216A
015F: set_camera_position -388.502 -583.468 28.897 0.0 0.0 0.0
0160: point_camera -387.833 -582.797 28.577 2
00D6: if 0
03D0: wav 2 loaded
004D: jump_if_false Label0721BF
03D1: play_wav 2
00BC: text_highpriority "ASS1_14" 4500 ms 1 ;; TOMMY! You betrayed me, you
idiot! I'm gonna kill you real soon..

:Label0721BF
0001: wait 3000 ms
00D6: if 0
8118: NOT actor 0@ dead
004D: jump_if_false Label072218
0243: set_actor 0@ ped_stats_to 16
02A9: set_actor 0@ immune_to_nonplayer 1
011A: set_actor 0@ flags 1
011A: set_actor 0@ flags 16
01CA: actor 0@ kill_player $PLAYER_CHAR
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
02A3: toggle_widescreen 0 (off)
02EB: restore_camera_with_jumpcut
03CF: load_wav "ASS_7" as 1
0006: 3@ = 1 ;; integer values
:Label072218
00D6: if 0
0038: $B98 == 0 ;; integer values
004D: jump_if_false Label072285
00D6: if 0
0039: 3@ == 1 ;; integer values
004D: jump_if_false Label072285
00D6: if 0
8118: NOT actor $LANCE_VANCE dead
004D: jump_if_false Label072285
00D6: if 0
02E0: unknown_actor $LANCE_VANCE
004D: jump_if_false Label072285
00D6: if 0
03D0: wav 1 loaded
004D: jump_if_false Label072285
03D1: play_wav 1
00BC: text_highpriority "ASS1_7" 4500 ms 1 ;; Eat this, you murdering bastards!!
0004: $B98 = 1 ;; integer values

:Label072285
00D6: if 0
0039: 3@ == 1 ;; integer values
004D: jump_if_false Label0723E3
00D6: if 0
0038: $B81 == 0 ;; integer values
004D: jump_if_false Label0723E3
00D6: if 0
8118: NOT actor 0@ dead
004D: jump_if_false Label0723E3
00D6: if 0
8184: NOT actor 0@ health >= 500
004D: jump_if_false Label0723E3
00D6: if 0
00FF: actor 0@ 0 ()near_point_on_foot -378.4 -575.7 25.0 radius 5.0 5.0 4.0
004D: jump_if_false Label072310
01ED: reset_actor 0@ flags
0239: actor 0@ run_to -378.5 -589.6

:Label072310
00D6: if 0
00FF: actor 0@ 0 ()near_point_on_foot -378.5 -589.6 25.0 radius 1.0 1.0 4.0
004D: jump_if_false Label07234F
0239: actor 0@ run_to -375.1 -595.5

:Label07234F
00D6: if 0
00FF: actor 0@ 0 ()near_point_on_foot -375.1 -595.5 25.0 radius 1.0 1.5 4.0
004D: jump_if_false Label07238E
0239: actor 0@ run_to -378.6 -595.7

:Label07238E
00D6: if 0
00FF: actor 0@ 0 ()near_point_on_foot -378.6 -595.7 25.0 radius .5 .5 4.0
004D: jump_if_false Label0723E3
020F: actor 0@ look_at_player $PLAYER_CHAR
011A: set_actor 0@ flags 1
011A: set_actor 0@ flags 16
01CA: actor 0@ kill_player $PLAYER_CHAR
0004: $B81 = 1 ;; integer values

:Label0723E3
00D6: if 0
0038: $B73 == 0 ;; integer values
004D: jump_if_false Label0725EB
00D6: if 0
8118: NOT actor 14@ dead
004D: jump_if_false Label072451
00D6: if 1
00FB: player $PLAYER_CHAR 0 ()near_actor 14@ radius 20.0 20.0 10.0
0123: actor 14@ spotted_player $PLAYER_CHAR
004D: jump_if_false Label072438
0004: $B73 = 1 ;; integer values

:Label072438
00D6: if 0
8184: NOT actor 14@ health >= 90
004D: jump_if_false Label072451
0004: $B73 = 1 ;; integer values

:Label072451
00D6: if 0
8118: NOT actor $B86 dead
004D: jump_if_false Label0724AD
00D6: if 1
00FB: player $PLAYER_CHAR 0 ()near_actor $B86 radius 20.0 20.0 10.0
0123: actor $B86 spotted_player $PLAYER_CHAR
004D: jump_if_false Label072494
0004: $B73 = 1 ;; integer values

:Label072494
00D6: if 0
8184: NOT actor $B86 health >= 90
004D: jump_if_false Label0724AD
0004: $B73 = 1 ;; integer values

:Label0724AD
00D6: if 0
8118: NOT actor 9@ dead
004D: jump_if_false Label072510
00D6: if 1
00FB: player $PLAYER_CHAR 0 ()near_actor 9@ radius 20.0 20.0 10.0
0123: actor 9@ spotted_player $PLAYER_CHAR
004D: jump_if_false Label0724F0
0004: $B73 = 1 ;; integer values

:Label0724F0
00D6: if 0
8184: NOT actor 9@ health >= 90
004D: jump_if_false Label072509
0004: $B73 = 1 ;; integer values

:Label072509
0002: jump Label072517

:Label072510
0004: $B73 = 1 ;; integer values
:Label072517
00D6: if 0
8118: NOT actor 10@ dead
004D: jump_if_false Label07257A
00D6: if 1
00FB: player $PLAYER_CHAR 0 ()near_actor 10@ radius 20.0 20.0 10.0
0123: actor 10@ spotted_player $PLAYER_CHAR
004D: jump_if_false Label07255A
0004: $B73 = 1 ;; integer values

:Label07255A
00D6: if 0
8184: NOT actor 10@ health >= 90
004D: jump_if_false Label072573
0004: $B73 = 1 ;; integer values

:Label072573
0002: jump Label072581

:Label07257A
0004: $B73 = 1 ;; integer values

:Label072581
00D6: if 0
8118: NOT actor 11@ dead
004D: jump_if_false Label0725E4
00D6: if 1
00FB: player $PLAYER_CHAR 0 ()near_actor 11@ radius 20.0 20.0 10.0
0123: actor 11@ spotted_player $PLAYER_CHAR
004D: jump_if_false Label0725C4
0004: $B73 = 1 ;; integer values

:Label0725C4
00D6: if 0
8184: NOT actor 11@ health >= 90
004D: jump_if_false Label0725DD
0004: $B73 = 1 ;; integer values

:Label0725DD
0002: jump Label0725EB

:Label0725E4
0004: $B73 = 1 ;; integer values

:Label0725EB
0050: gosub Label0731DC
00D6: if 0
8118: NOT actor $LANCE_VANCE dead
004D: jump_if_false Label07266C
00D6: if 0
80FB: NOT player $PLAYER_CHAR 0 ()near_actor $LANCE_VANCE radius 15.0 15.0
3.0
004D: jump_if_false Label07264B
00D6: if 0
0038: $38 == 0 ;; integer values
004D: jump_if_false Label072644
01E0: clear_leader $LANCE_VANCE
0004: $38 = 1 ;; integer values
:Label072644
0002: jump Label07266C

:Label07264B
00D6: if 0
0038: $38 == 1 ;; integer values
004D: jump_if_false Label07266C
01DF: tie_actor $LANCE_VANCE to_player $PLAYER_CHAR
0004: $38 = 0 ;; integer values

:Label07266C
00D6: if 0
0038: $38 == 1 ;; integer values
004D: jump_if_false Label072685
0050: gosub Label07354C

:Label072685
00D6: if 0
0038: $B7C == 1 ;; integer values
004D: jump_if_false Label07269E
010D: set_player $PLAYER_CHAR wanted_level_to 0

:Label07269E
0002: jump Label071EE2

:Label0726A5
0151: remove_status_text $B87
0169: set_fade_color 0 0 0
016A: fade 0 () 1000 ms

:Label0726B9
00D6: if 0
016B: fading
004D: jump_if_false Label0726D1
0001: wait 0 ms
0002: jump Label0726B9

:Label0726D1
009B: destroy_actor_instantly 7@
009B: destroy_actor_instantly 8@
009B: destroy_actor_instantly 9@
009B: destroy_actor_instantly 10@
009B: destroy_actor_instantly 11@
009B: destroy_actor_instantly 12@
009B: destroy_actor_instantly 13@
009B: destroy_actor_instantly $B8D
009B: destroy_actor_instantly $B8E
009B: destroy_actor_instantly 14@
009B: destroy_actor_instantly $B86
009B: destroy_actor_instantly 0@
009B: destroy_actor_instantly $LANCE_VANCE
009B: destroy_actor_instantly $B78
009B: destroy_actor_instantly $B79
009B: destroy_actor_instantly $B7A
009B: destroy_actor_instantly $B7B
009B: destroy_actor_instantly $B7D
009B: destroy_actor_instantly $B8B
009B: destroy_actor_instantly $B80
009B: destroy_actor_instantly $B8C
009B: destroy_actor_instantly $B88
009B: destroy_actor_instantly $B89
009B: destroy_actor_instantly $B8A
009B: destroy_actor_instantly $B8F
009B: destroy_actor_instantly $B90
009B: destroy_actor_instantly $B91
009B: destroy_actor_instantly $B92
009B: destroy_actor_instantly $B82
009B: destroy_actor_instantly $B83
009B: destroy_actor_instantly $B84
009B: destroy_actor_instantly $B85
00D6: if 0
047A: $PLAYER_ACTOR
004D: jump_if_false Label0727B2
00DA: $B99 = player $PLAYER_CHAR car
00D6: if 0
8119: NOT car $B99 wrecked
004D: jump_if_false Label0727B2
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -378.3 -592.4 24.8
00A6: destroy_car $B99

:Label0727B2
009A: 12@ = create_actor 10 #CLB at -392.0 -559.5 27.5
0173: set_actor 12@ z_angle_to 286.0
0446: (unknown) 12@ 0
0321: kill_actor 12@
009A: $B78 = create_actor 10 #CLA at -393.0 -565.4 27.5
0173: set_actor $B78 z_angle_to 180.0
0446: (unknown) $B78 0
0321: kill_actor $B78
009A: $B79 = create_actor 10 #CLA at -382.3 -557.7 27.5
0173: set_actor $B79 z_angle_to 90.0
0446: (unknown) $B79 0
0321: kill_actor $B79
009A: $B7A = create_actor 10 #CLA at -371.8 -580.4 25.5
0173: set_actor $B7A z_angle_to 270.0
0446: (unknown) $B7A 0
0321: kill_actor $B7A
009A: $B7B = create_actor 10 #CLA at -389.7 -580.2 25.5
0173: set_actor $B7B z_angle_to 166.0
0446: (unknown) $B7B 0
0321: kill_actor $B7B
009A: $B7D = create_actor 10 #CLA at -370.3 -559.2 27.5
0173: set_actor $B7D z_angle_to 100.0
0446: (unknown) $B7D 0
0321: kill_actor $B7D
01BD: $1D = current_time_in_ms
0004: $1E = 0 ;; integer values

:Label0728D2
00D6: if 1
83EE: NOT player $PLAYER_CHAR controllable
001A: 5000 > $1E ;; integer values
004D: jump_if_false Label07290A
0001: wait 0 ms
01BD: $1C = current_time_in_ms
0084: $1E = $1C ;; integer values and handles
0060: $1E -= $1D ;; integer values
0002: jump Label0728D2
:Label07290A
03EF: player $PLAYER_CHAR make_safe
03AD: set_rubbish 0 (invisible)
03AF: set_streaming 0 (disabled)
04F9: interiour_colors 8 0
023C: load_special_actor 1 "CSPLAY"
023C: load_special_actor 2 "CSDIAZ"
023C: load_special_actor 3 "CSBUDDY"
02F3: load_object #CUTOBJ01 "CPYTH"
02F3: load_object #CUTOBJ02 "DEAGL"
03CB: set_camera -378.3 -577.3 25.3
038B: load_requested_models

:Label07296E
00D6: if 24
823D: NOT special_actor 1 loaded
823D: NOT special_actor 2 loaded
823D: NOT special_actor 3 loaded
8248: NOT model #CUTOBJ01 available
8248: NOT model #CUTOBJ02 available
004D: jump_if_false Label07299A
0001: wait 0 ms
0002: jump Label07296E

:Label07299A
0001: wait 1500 ms
02E4: load_cutscene_data "ASS_2"
0395: clear_area 1 at -378.6 -552.6 range 25.5 40.0
0395: clear_area 1 at -379.0 -564.6 range 19.8 40.0
03DE: set_pedestrians_density_multiplier_to 0.0
0244: set_cutscene_pos -378.62 -552.676 18.534
041D: set_camera_near_clip .1
02E5: $7D = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $7D "CSPLAY"
02E5: $A1 = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $A1 "CSDIAZ"
02E5: $88 = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim $88 "CSBUDDY"
02E5: $B75 = create_cutscene_object #CUTOBJ01
0524: unknown_cutscene_command $B75 $7D 24
02E5: 5@ = create_cutscene_object #CUTOBJ02
02E6: set_cutscene_anim 5@ "DEAGL"
016A: fade 1 (back) 1500 ms
03AD: set_rubbish 0 (invisible)
03AF: set_streaming 1 (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label072A71
00D6: if 0
001A: 5061 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label072A94
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label072A71

:Label072A94
00BC: text_highpriority "ASS1_F" 10000 ms 1 ;; You stupid pricks...
:Label072AA3
00D6: if 0
001A: 8717 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label072AC6
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label072AA3

:Label072AC6
00BC: text_highpriority "ASS1_G" 10000 ms 1 ;; my beautiful house

:Label072AD5
00D6: if 0
001A: 11569 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label072AF8
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label072AD5

:Label072AF8
00BC: text_highpriority "ASS1_H" 10000 ms 1 ;; look what you've done to it!

:Label072B07
00D6: if 0
001A: 13154 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label072B2A
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label072B07

:Label072B2A
00BC: text_highpriority "ASS1_I" 10000 ms 1 ;; This is for my brother!

:Label072B39
00D6: if 0
001A: 15615 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label072B5C
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label072B39

:Label072B5C
00BC: text_highpriority "ASS1_J" 10000 ms 1 ;; I trusted you, Tommy.

:Label072B6B
00D6: if 0
001A: 20715 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label072B8E
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label072B6B

:Label072B8E
00BC: text_highpriority "ASS1_K" 10000 ms 1 ;; I woulda had you made...

:Label072B9D
00D6: if 0
001A: 23530 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label072BC0
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label072B9D

:Label072BC0
00BC: text_highpriority "ASS1_L" 5000 ms 1 ;; Say goodnight, Mr. Diaz.

:Label072BCF
00D6: if 0
001A: 24530 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label072BF2
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label072BCF

:Label072BF2
00D6: if 0
001A: 27376 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label072C15
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label072BF2

:Label072C15
043C: unknown_set_game_sounds 0
00BE: text_clear_all
03EB: clear_small_messages_only
0169: set_fade_color 255 255 255
016A: fade 0 () 0 ms

:Label072C2E
00D6: if 0
001A: 28876 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label072C51
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label072C2E

:Label072C51
00BE: text_clear_all
03EB: clear_small_messages_only

:Label072C55
00D6: if 0
016B: fading
004D: jump_if_false Label072C6D
0001: wait 0 ms
0002: jump Label072C55

:Label072C6D
0001: wait 1000 ms
00BE: text_clear_all
03EB: clear_small_messages_only
03AD: set_rubbish 1 (visible)
02EA: end_cutscene
00BE: text_clear_all
0001: wait 0 ms
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
02A3: toggle_widescreen 1 (on)
043C: unknown_set_game_sounds 1
0296: unload_special_actor 1
0296: unload_special_actor 2
0296: unload_special_actor 3
0249: release_model #CUTOBJ01
0249: release_model #CUTOBJ02
04FA: reset_interior_colors 0
014C: set_parked_car_generator $7C3 cars_to_generate_to 101
015C: set_zone_gang_info "GANG1" 1 (day) 12 0 0 0 0 0 0 1000 0 0 0
015C: set_zone_gang_info "GANG1" 0 (night) 12 0 0 0 0 0 0 1000 0 0 0
0395: clear_area 1 at -378.6 -552.6 range 25.5 40.0
0395: clear_area 1 at -379.0 -564.6 range 19.8 40.0
04BB: select_interiour 0 ;; select render area
03CB: set_camera -381.8 -536.0 26.3
015F: set_camera_position -415.273 -502.09 39.183 0.0 0.0 0.0
0160: point_camera -414.699 -502.788 38.754 2
016A: fade 1 (back) 1500 ms

:Label072D77
00D6: if 0
016B: fading
004D: jump_if_false Label072D8F
0001: wait 0 ms
0002: jump Label072D77

:Label072D8F
0394: play_music 1
00BA: text_styled "PROP_A" 7000 ms 6 ;; PROPERTY ACQUIRED!
0001: wait 6000 ms
0169: set_fade_color 0 0 0
016A: fade 0 () 1000 ms

:Label072DB6
00D6: if 0
016B: fading
004D: jump_if_false Label072DCE
0001: wait 0 ms
0002: jump Label072DB6

:Label072DCE
0055: put_player $PLAYER_CHAR at -378.3 -592.4 24.8
02A3: toggle_widescreen 0 (off)
0171: set_player $PLAYER_CHAR z_angle_to 0.0
03C8: rotate_player-180-degrees
02EB: restore_camera_with_jumpcut
0001: wait 500 ms
04BB: select_interiour 2 ;; select render area
03CB: set_camera -378.3 -592.4 24.8
016A: fade 1 (back) 1000 ms
00BE: text_clear_all
0002: jump Label072F42

:Label072E1E
00BA: text_styled "M_FAIL" 5000 ms 1 ;; MISSION FAILED!
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label072F1E
00D6: if 22
0038: $3DF == 1 ;; integer values
0057: player $PLAYER_CHAR 0 ()in_cube -350.93 -574.95 10.0 -369.2 -598.84 13.5
0057: player $PLAYER_CHAR 0 ()in_cube -387.75 -598.51 10.0 -443.6 -571.64 13.5
004D: jump_if_false Label072F1E
00D6: if 0
0118: actor $LANCE_VANCE dead
004D: jump_if_false Label072F1E
016A: fade 0 () 1000 ms

:Label072EB0
00D6: if 0
016B: fading
004D: jump_if_false Label072EC8
0001: wait 0 ms
0002: jump Label072EB0

:Label072EC8
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label072F17
04BB: select_interiour 0 ;; select render area
03CB: set_camera -274.4 -492.9 10.3
0055: put_player $PLAYER_CHAR at -274.4 -492.9 10.3
0171: set_player $PLAYER_CHAR z_angle_to 270.0
0373: set_camera_directly_behind_player
00A6: destroy_car $1A
009B: destroy_actor_instantly $LANCE_VANCE

:Label072F17
016A: fade 1 (back) 1000 ms

:Label072F1E
029B: $6FB = init_object -61 (MANSION_NEW_DOORS) at -391.19 -575.906 24.071
01C7: remove_object_from_mission_cleanup_list $6FB
0004: $3E9 = 0 ;; integer values
0051: return

:Label072F42
0004: $PASSED_ASS1_RUB_OUT = 1 ;; integer values
0108: destroy_object $6FC
029B: $6FD = init_object -122 (MAN_DOOROPEN) at -378.542 -554.006 21.96
01C7: remove_object_from_mission_cleanup_list $6FD
0004: $3E9 = 2 ;; integer values
0110: clear_player $PLAYER_CHAR wanted_level
0109: player $PLAYER_CHAR money += 50000
0318: set_latest_mission_passed "ASS_1" ;; Rub Out
01F0: set_max_wanted_level_to 6
030C: set_mission_points += 1
014C: set_parked_car_generator $7CC cars_to_generate_to 101
014C: set_parked_car_generator $7CD cars_to_generate_to 101
014C: set_parked_car_generator $7CE cars_to_generate_to 101
02FA: garage $2AE change_to_type 31
032B: $4D = create_weapon_pickup #M4 15 ammo 120 at -330.9 -569.7 11.6
032B: $4E = create_weapon_pickup #CHROMEGUN 15 ammo 50 at -335.9 -569.5 11.6
0213: $4F = create_pickup -86 (HEALTH) type 2 at -330.702 -573.366 11.6
0213: $50 = create_pickup -18 (BODYARMOUR) type 2 at -336.0 -573.7 11.6
055B: $511 = create_clothes_pickup 1 at -384.5 -591.9 25.3
0004: $4FE = 1 ;; integer values
014C: set_parked_car_generator $758 cars_to_generate_to 0
014C: set_parked_car_generator $53 cars_to_generate_to 101
0004: $357 = 1 ;; integer values
0004: $38A = 1 ;; integer values
0004: $38B = 1 ;; integer values
004F: create_thread Label00C688
004F: create_thread Label01099A
0164: disable_marker $EA
0164: disable_marker $109
01E3: text_1number_styled "M_PASS" 50000 2000 ms 1 ;; MISSION PASSED! $~1~
02A7: $109 = create_icon_marker_and_sphere 29 at -378.3 -579.8 24.5
0051: return

:Label073099
0004: $ONMISSION = 0 ;; integer values
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
0249: release_model #CLA
0249: release_model #CLB
0249: release_model #M4
0249: release_model #MP5LNG
0249: release_model #UZI
0249: release_model #STALLION
01C2: remove_references_to_actor 7@ ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor 8@ ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor 9@ ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor 10@ ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor 11@ ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor 12@ ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor 13@ ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $B8D ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $B8E ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor 14@ ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $B86 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor 0@ ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $LANCE_VANCE ;; Like turning an actor into a
random pedestrian
01C2: remove_references_to_actor $B78 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $B79 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $B7A ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $B7B ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $B7D ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $B8B ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $B80 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $B8C ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $B88 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $B89 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $B8A ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $B8F ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $B90 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $B91 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $B92 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $B82 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $B83 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $B84 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $B85 ;; Like turning an actor into a random
pedestrian
0296: unload_special_actor 4
0296: unload_special_actor 5
0164: disable_marker 1@
0164: disable_marker $39
0108: destroy_object $B76
034F: destroy_actor_with_fade $LANCE_VANCE ;; The actor fades away like a ghost
0151: remove_status_text $B87
040D: unload_wav 1
040D: unload_wav 2
022A: remove_forbidden_for_peds_cube -271.6 -504.3 0.0 -510.5 -661.2 55.0
022B: create_forbidden_for_peds_cube -396.4 -583.6 15.0 -360.5 -555.6 33.0
01EB: set_car_density_to 1.0
03DE: set_pedestrians_density_multiplier_to 1.0
00D8: mission_cleanup
0051: return

:Label0731DC
00D6: if 0
0038: $B73 == 1 ;; integer values
004D: jump_if_false Label073474
00D6: if 0
0039: 6@ == 0 ;; integer values
004D: jump_if_false Label073237
00D6: if 0
8118: NOT actor 7@ dead
004D: jump_if_false Label073218
01CA: actor 7@ kill_player $PLAYER_CHAR

:Label073218
00D6: if 0
8118: NOT actor 8@ dead
004D: jump_if_false Label073230
01CA: actor 8@ kill_player $PLAYER_CHAR
:Label073230
0006: 6@ = 1 ;; integer values

:Label073237
00D6: if 0
0038: $B71 == 0 ;; integer values
004D: jump_if_false Label0732DD
00D6: if 0
8118: NOT actor 9@ dead
004D: jump_if_false Label073268
0350: unknown_actor 9@ not_scared_flag 0
01CA: actor 9@ kill_player $PLAYER_CHAR

:Label073268
00D6: if 0
8118: NOT actor 10@ dead
004D: jump_if_false Label073287
0350: unknown_actor 10@ not_scared_flag 0
01CA: actor 10@ kill_player $PLAYER_CHAR

:Label073287
00D6: if 0
8118: NOT actor 11@ dead
004D: jump_if_false Label07329F
01CA: actor 11@ kill_player $PLAYER_CHAR

:Label07329F
00D6: if 0
8118: NOT actor 14@ dead
004D: jump_if_false Label0732BE
0350: unknown_actor 14@ not_scared_flag 0
01CA: actor 14@ kill_player $PLAYER_CHAR

:Label0732BE
00D6: if 0
8118: NOT actor $B86 dead
004D: jump_if_false Label0732D6
01CA: actor $B86 kill_player $PLAYER_CHAR

:Label0732D6
0004: $B71 = 1 ;; integer values

:Label0732DD
00D6: if 0
0019: 16@ > 1000 ;; integer values
004D: jump_if_false Label073474
0054: store_player $PLAYER_CHAR position_to $5F $60 $61
00D6: if 0
0039: 3@ == 1 ;; integer values
004D: jump_if_false Label0733A4
00D6: if 0
8118: NOT actor 7@ dead
004D: jump_if_false Label07335A
0350: unknown_actor 7@ not_scared_flag 0
00D6: if 0
8510: NOT unknown_actor 7@ on_path $5F $60 $61 radius 1.0
004D: jump_if_false Label07335A
009E: set_actor 7@ path $5F $60 $61 unknown 1.0 1
:Label07335A
00D6: if 0
8118: NOT actor 8@ dead
004D: jump_if_false Label0733A4
0350: unknown_actor 8@ not_scared_flag 0
00D6: if 0
8510: NOT unknown_actor 8@ on_path $5F $60 $61 radius 1.0
004D: jump_if_false Label0733A4
009E: set_actor 8@ path $5F $60 $61 unknown 1.0 1

:Label0733A4
00D6: if 0
8118: NOT actor 9@ dead
004D: jump_if_false Label0733E7
00D6: if 0
8510: NOT unknown_actor 9@ on_path $5F $60 $61 radius 1.0
004D: jump_if_false Label0733E7
009E: set_actor 9@ path $5F $60 $61 unknown 1.0 1

:Label0733E7
00D6: if 0
8118: NOT actor 10@ dead
004D: jump_if_false Label07342A
00D6: if 0
8510: NOT unknown_actor 10@ on_path $5F $60 $61 radius 1.0
004D: jump_if_false Label07342A
009E: set_actor 10@ path $5F $60 $61 unknown 1.0 1

:Label07342A
00D6: if 0
8118: NOT actor 14@ dead
004D: jump_if_false Label07346D
00D6: if 0
8510: NOT unknown_actor 14@ on_path $5F $60 $61 radius 1.0
004D: jump_if_false Label07346D
009E: set_actor 14@ path $5F $60 $61 unknown 1.0 1

:Label07346D
0006: 16@ = 0 ;; integer values

:Label073474
0051: return

:Label073476
00D6: if 0
0019: 16@ > 1000 ;; integer values
004D: jump_if_false Label0734DF
00D6: if 0
8118: NOT actor $LANCE_VANCE dead
004D: jump_if_false Label0734D8
00D6: if 0
8510: NOT unknown_actor $LANCE_VANCE on_path -442.6 -574.9 11.0 radius .5
004D: jump_if_false Label0734D8
009E: set_actor $LANCE_VANCE path -442.6 -574.9 11.0 unknown .5 1

:Label0734D8
0006: 16@ = 0 ;; integer values
:Label0734DF
0051: return

:Label0734E1
00D6: if 0
0019: 16@ > 1000 ;; integer values
004D: jump_if_false Label07354A
00D6: if 0
8118: NOT actor $LANCE_VANCE dead
004D: jump_if_false Label073543
00D6: if 0
8510: NOT unknown_actor $LANCE_VANCE on_path -370.1 -596.4 9.5 radius .5
004D: jump_if_false Label073543
009E: set_actor $LANCE_VANCE path -370.1 -596.4 9.5 unknown .5 1

:Label073543
0006: 16@ = 0 ;; integer values

:Label07354A
0051: return

:Label07354C
00D6: if 0
0019: 17@ > 1000 ;; integer values
004D: jump_if_false Label0735B7
0054: store_player $PLAYER_CHAR position_to $5F $60 $61
00D6: if 0
8118: NOT actor $LANCE_VANCE dead
004D: jump_if_false Label0735B0
00D6: if 0
8510: NOT unknown_actor $LANCE_VANCE on_path $5F $60 $61 radius .5
004D: jump_if_false Label0735B0
009E: set_actor $LANCE_VANCE path $5F $60 $61 unknown .5 1

:Label0735B0
0006: 17@ = 0 ;; integer values

:Label0735B7
0051: return

;-------------Mission 17---------------
; Originally: Death Row

:Label0735B9
03A4: name_thread "KENT1"
0050: gosub Label0735E7
00D6: if 0
0112: wasted_or_busted
004D: jump_if_false Label0735DE
0050: gosub Label0753C0

:Label0735DE
0050: gosub Label07542A
004E: end_thread

:Label0735E7
0317: increment_mission_attempts
0004: $ONMISSION = 1 ;; integer values
0005: $5F = 0.0 ;; floating-point values
0005: $60 = 0.0 ;; floating-point values
0005: $61 = 0.0 ;; floating-point values
0006: 12@ = 0 ;; integer values
0004: $B9B = 0 ;; integer values
0006: 11@ = 0 ;; integer values
0006: 10@ = 0 ;; integer values
0006: 2@ = 0 ;; integer values
0006: 3@ = 0 ;; integer values
0006: 4@ = 0 ;; integer values
0007: 6@ = -1310.325 ;; floating-point values
0007: 7@ = 165.808 ;; floating-point values
0007: 8@ = 10.59 ;; floating-point values
0007: 9@ = 280.723 ;; floating-point values
0004: $B9A = 100 ;; integer values
0006: 1@ = 100 ;; integer values
0005: $B9D = -1308.51 ;; floating-point values
0005: $B9E = 162.002 ;; floating-point values
0005: $B9F = 10.56 ;; floating-point values
0004: $BA0 = 0 ;; integer values
0004: $BA1 = 0 ;; integer values
0004: $BA3 = 0 ;; integer values
0005: $BA4 = -1256.36 ;; floating-point values
0005: $BA5 = 2.86 ;; floating-point values
0005: $BA6 = 10.45 ;; floating-point values
0005: $BA7 = -1255.89 ;; floating-point values
0005: $BA8 = 12.26 ;; floating-point values
0005: $BA9 = 10.45 ;; floating-point values
0005: $BAA = -1255.72 ;; floating-point values
0005: $BAB = 19.11 ;; floating-point values
0005: $BAC = 10.45 ;; floating-point values
0005: $BAD = -1255.89 ;; floating-point values
0005: $BAE = 12.26 ;; floating-point values
0005: $BAF = 10.45 ;; floating-point values
0005: $BB0 = -1256.36 ;; floating-point values
0005: $BB1 = 2.86 ;; floating-point values
0005: $BB2 = 10.45 ;; floating-point values
0004: $BB4 = 0 ;; integer values
0004: $BB5 = 0 ;; integer values
0005: $BB9 = 180.0 ;; floating-point values
0005: $BB6 = -1310.29 ;; floating-point values
0005: $BB7 = 155.36 ;; floating-point values
0005: $BB8 = 10.56 ;; floating-point values
0004: $BBB = 0 ;; integer values
0004: $BBC = 0 ;; integer values
0005: $BC0 = 180.0 ;; floating-point values
0005: $BBD = -1303.69 ;; floating-point values
0005: $BBE = 155.36 ;; floating-point values
0005: $BBF = 10.56 ;; floating-point values
0004: $BC2 = 0 ;; integer values
0004: $BC3 = 0 ;; integer values
0005: $BC4 = -1259.0 ;; floating-point values
0005: $BC5 = 104.09 ;; floating-point values
0005: $BC6 = 10.45 ;; floating-point values
0005: $BC7 = -1260.03 ;; floating-point values
0005: $BC8 = 95.52 ;; floating-point values
0005: $BC9 = 10.45 ;; floating-point values
0005: $BCA = -1260.07 ;; floating-point values
0005: $BCB = 80.4 ;; floating-point values
0005: $BCC = 10.45 ;; floating-point values
0005: $BCD = -1259.79 ;; floating-point values
0005: $BCE = 60.42 ;; floating-point values
0005: $BCF = 10.26 ;; floating-point values
0005: $BD0 = -1259.66 ;; floating-point values
0005: $BD1 = 49.85 ;; floating-point values
0005: $BD2 = 10.21 ;; floating-point values
0005: $BD3 = -1259.79 ;; floating-point values
0005: $BD4 = 60.42 ;; floating-point values
0005: $BD5 = 10.26 ;; floating-point values
0005: $BD6 = -1260.07 ;; floating-point values
0005: $BD7 = 80.4 ;; floating-point values
0005: $BD8 = 10.45 ;; floating-point values
0005: $BD9 = -1260.03 ;; floating-point values
0005: $BDA = 95.52 ;; floating-point values
0005: $BDB = 10.45 ;; floating-point values
0005: $BDC = -1259.0 ;; floating-point values
0005: $BDD = 104.09 ;; floating-point values
0005: $BDE = 10.45 ;; floating-point values
0004: $BE0 = 0 ;; integer values
0004: $BE1 = 0 ;; integer values
0005: $BE2 = -1302.17 ;; floating-point values
0005: $BE3 = 82.09 ;; floating-point values
0005: $BE4 = 10.46 ;; floating-point values
0005: $BE5 = -1303.89 ;; floating-point values
0005: $BE6 = 75.11 ;; floating-point values
0005: $BE7 = 10.46 ;; floating-point values
0005: $BE8 = -1306.49 ;; floating-point values
0005: $BE9 = 61.84 ;; floating-point values
0005: $BEA = 10.46 ;; floating-point values
0005: $BEB = -1302.17 ;; floating-point values
0005: $BEC = 82.09 ;; floating-point values
0005: $BED = 10.46 ;; floating-point values
0004: $BEF = 0 ;; integer values
0004: $BF1 = 0 ;; integer values
0004: $BF2 = 0 ;; integer values
0004: $BF4 = 0 ;; integer values
0004: $BF5 = 0 ;; integer values
0004: $BF7 = 0 ;; integer values
0004: $BF8 = 0 ;; integer values
0004: $BFA = 0 ;; integer values
0004: $BFB = 0 ;; integer values
0004: $BFD = 0 ;; integer values
0004: $BFE = 0 ;; integer values
0004: $C00 = 0 ;; integer values
0004: $C02 = 0 ;; integer values
0004: $C04 = 0 ;; integer values
0004: $C06 = 0 ;; integer values
0005: $C08 = -823.45 ;; floating-point values
0005: $C09 = 1162.13 ;; floating-point values
0005: $C0A = 10.06 ;; floating-point values
0004: $C0B = 0 ;; integer values
0004: $C0C = 0 ;; integer values
0004: $C0E = 0 ;; integer values
0004: $C0F = 0 ;; integer values
0004: $C11 = 0 ;; integer values
0004: $C12 = 0 ;; integer values
0004: $C19 = 0 ;; integer values
0004: $C1A = 0 ;; integer values
0004: $C1C = 0 ;; integer values
0004: $C1D = 0 ;; integer values
0004: $C1E = 0 ;; integer values
0004: $C1F = 0 ;; integer values
0004: $C20 = 0 ;; integer values
0004: $C21 = 0 ;; integer values
0004: $C22 = 0 ;; integer values
0004: $C23 = 0 ;; integer values
0004: $C24 = 0 ;; integer values
0004: $C25 = 0 ;; integer values
0004: $C26 = 0 ;; integer values
0004: $C27 = 0 ;; integer values
0004: $C28 = 0 ;; integer values
0004: $C29 = 0 ;; integer values
0004: $C2A = 0 ;; integer values
0004: $C2B = 0 ;; integer values
0004: $C2C = 0 ;; integer values
0004: $C2D = 0 ;; integer values
0004: $C2E = 0 ;; integer values
0004: $C31 = 0 ;; integer values
0004: $C32 = 0 ;; integer values
0004: $C33 = 0 ;; integer values
0004: $C34 = 0 ;; integer values
0004: $C35 = 0 ;; integer values
0004: $C36 = 0 ;; integer values
0004: $C37 = 0 ;; integer values
0004: $C38 = 0 ;; integer values
0004: $C39 = 0 ;; integer values
0004: $C3A = 0 ;; integer values
0004: $C3B = 0 ;; integer values
0004: $C3D = 0 ;; integer values
0005: $C3E = 0.0 ;; floating-point values
0005: $C3F = 0.0 ;; floating-point values
0005: $C40 = 0.0 ;; floating-point values
0005: $C41 = 0.0 ;; floating-point values
0005: $C42 = 0.0 ;; floating-point values
0005: $C43 = 0.0 ;; floating-point values
0005: $C44 = 0.0 ;; floating-point values
0005: $C45 = 0.0 ;; floating-point values
0005: $C46 = 0.0 ;; floating-point values
0005: $C47 = 0.0 ;; floating-point values
0005: $C48 = 0.0 ;; floating-point values
0005: $C49 = 0.0 ;; floating-point values
0005: $C4A = 0.0 ;; floating-point values
0005: $C4B = 0.0 ;; floating-point values
0005: $C4C = 0.0 ;; floating-point values
0005: $C4D = 0.0 ;; floating-point values
0005: $C4E = 0.0 ;; floating-point values
0005: $C4F = 0.0 ;; floating-point values
0005: $C50 = 0.0 ;; floating-point values
0005: $C51 = 0.0 ;; floating-point values
0005: $C52 = 0.0 ;; floating-point values
0005: $C53 = 0.0 ;; floating-point values
0005: $C54 = 0.0 ;; floating-point values
0005: $C55 = 0.0 ;; floating-point values
0004: $C56 = 0 ;; integer values
0004: $C57 = 0 ;; integer values
0001: wait 0 ms
054C: use_GXT_table "KENT1"
058E: set_restart_mission_taxi_destination 512.591 -74.9 9.573 189.24
0004: $3F3 = 1 ;; integer values
023C: load_special_actor 1 "CSPLAY"
023C: load_special_actor 2 "CSKENT"
04F9: interiour_colors 1 0
04BB: select_interiour 17 ;; select render area
03CB: set_camera 476.12 -63.377 10.0
038B: load_requested_models

:Label073C42
00D6: if 21
823D: NOT special_actor 1 loaded
823D: NOT special_actor 2 loaded
004D: jump_if_false Label073C60
0001: wait 0 ms
0002: jump Label073C42

:Label073C60
02E4: load_cutscene_data "RESC_1A"
0244: set_cutscene_pos 477.687 -58.001 8.943
041D: set_camera_near_clip .1
02E5: $7D = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $7D "CSPLAY"
02E5: $8E = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $8E "CSKENT"
0395: clear_area 1 at 495.74 -82.79 range 9.03 1.0
0055: put_player $PLAYER_CHAR at 495.74 -82.79 9.03
0171: set_player $PLAYER_CHAR z_angle_to 211.2
016A: fade 1 (back) 2000 ms
03AD: set_rubbish 0 (invisible)
03AF: set_streaming 1 (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label073CF6
00D6: if 0
001A: 798 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label073D19
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label073CF6

:Label073D19
00BC: text_highpriority "KPM1_A" 10000 ms 1 ;; Awright mush, I'm gonna save your
Vera, mate.

:Label073D28
00D6: if 0
001A: 3079 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label073D4B
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label073D28

:Label073D4B
00BC: text_highpriority "KPM1_B" 10000 ms 1 ;; What the hell are you talking
about?

:Label073D5A
00D6: if 0
001A: 4603 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label073D7D
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label073D5A

:Label073D7D
00BC: text_highpriority "KPM1_C" 10000 ms 1 ;; You know that wanker Diaz, the
Bugle Master.

:Label073D8C
00D6: if 0
001A: 6776 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label073DAF
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label073D8C

:Label073DAF
00BC: text_highpriority "KPM1_D" 10000 ms 1 ;; He's got your boy, Lance. Word is
your mate tried to jump him...

:Label073DBE
00D6: if 0
001A: 9460 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label073DE1
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label073DBE

:Label073DE1
00BC: text_highpriority "KPM1_E" 10000 ms 1 ;; didn't jump high enough if you
know what I mean.

:Label073DF0
00D6: if 0
001A: 11736 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label073E13
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label073DF0

:Label073E13
00BC: text_highpriority "KPM1_F" 10000 ms 1 ;; Where did he take him? In plain
English?

:Label073E22
00D6: if 0
001A: 14992 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label073E45
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label073E22

:Label073E45
00BC: text_highpriority "KPM1_G" 10000 ms 1 ;; Keep your barnet on! They got him
across town at the junkyard.
:Label073E54
00D6: if 0
001A: 20583 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label073E77
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label073E54

:Label073E77
00BC: text_highpriority "KPM1_H" 10000 ms 1 ;; Bloody hell....you nutter!

:Label073E86
00D6: if 0
001A: 22880 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label073EA9
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label073E86

:Label073EA9
00BE: text_clear_all

:Label073EAB
00D6: if 0
001A: 23352 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label073ECE
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label073EAB

:Label073ECE
016A: fade 0 () 2000 ms
00BE: text_clear_all

:Label073ED7
00D6: if 0
016B: fading
004D: jump_if_false Label073EEF
0001: wait 0 ms
0002: jump Label073ED7

:Label073EEF
00BA: text_styled "BEACH3" 3000 ms 2 ;; Vice Point
03AD: set_rubbish 1 (visible)
02EA: end_cutscene
0373: set_camera_directly_behind_player
0296: unload_special_actor 1
0296: unload_special_actor 2
04FA: reset_interior_colors 0
04BB: select_interiour 0 ;; select render area
03CB: set_camera 495.74 -82.79 9.03
0004: $3F3 = 0 ;; integer values
0004: $3DA = 0 ;; integer values
04E3: unknown_player $PLAYER_CHAR 2 60000
0167: $C3C = create_marker_at -1219.969 8.543 10.44 1 3
0168: show_on_radar $C3C 3
0004: $C3D = 1 ;; integer values
03C4: set_status_text_to $B9A 1 (bar) "KPM1_3" ;; LANCE'S HEALTH:
00BC: text_highpriority "KPM1_1" 7000 ms 1 ;; ~g~Lance is being held at the junk
yard, Go and rescue him!
0169: set_fade_color 0 0 0
0001: wait 500 ms
016A: fade 1 (back) 1500 ms
0247: request_model #CLA
0247: request_model #CLB
0247: request_model #UZI
0247: request_model #SENTINEL
0247: request_model #COMET
0247: request_model #RUGER
04ED: load_animation "LANCE"
023C: load_special_actor 3 "IGBUDDY"

:Label073FCB
00D6: if 25
8248: NOT model #CLA available
8248: NOT model #CLB available
8248: NOT model #UZI available
823D: NOT special_actor 3 loaded
8248: NOT model #SENTINEL available
8248: NOT model #COMET available
004D: jump_if_false Label073FFC
0001: wait 0 ms
0002: jump Label073FCB

:Label073FFC
00D6: if 21
84EE: NOT animation "LANCE" loaded
8248: NOT model #RUGER available
004D: jump_if_false Label074021
0001: wait 0 ms
0002: jump Label073FFC

:Label074021
00A5: $C14 = create_car #COMET at -1066.072 -55.111 10.262
00A6: destroy_car $C14
00A5: $C15 = create_car #COMET at -1066.714 -28.923 10.246
00A6: destroy_car $C15
00A5: $C16 = create_car #COMET at -1073.399 77.886 10.239
00A6: destroy_car $C16
00A5: $C17 = create_car #COMET at -1072.822 41.816 10.27
00A6: destroy_car $C17
00A5: $C30 = create_car #SENTINEL at -1292.08 155.609 10.45
0175: set_car $C30 z_angle_to 176.706
00A5: $C13 = create_car #SENTINEL at -1240.28 7.5 10.46
0175: set_car $C13 z_angle_to 180.0
009A: 0@ = create_actor 4 #SPECIAL03 at 6@ 7@ 8@
0446: (unknown) 0@ 0
01ED: reset_actor 0@ flags
04F5: unknown_actor 0@ kiss_player $PLAYER_CHAR on 1
0568: 0@ 1
0173: set_actor 0@ z_angle_to 285.31
009A: $B9C = create_actor 10 #CLA at $B9D $B9E $B9F
01ED: reset_actor $B9C flags
03FE: unknown_actor $B9C 200
009A: $BA2 = create_actor 10 #CLA at $BA4 $BA5 $BA6
01ED: reset_actor $BA2 flags
03FE: unknown_actor $BA2 200
009A: $BB3 = create_actor 10 #CLA at $BB6 $BB7 $BB8
01ED: reset_actor $BB3 flags
03FE: unknown_actor $BB3 200
009A: $BBA = create_actor 10 #CLA at $BBD $BBE $BBF
01ED: reset_actor $BBA flags
03FE: unknown_actor $BBA 200
009A: $BC1 = create_actor 10 #CLA at $BC4 $BC5 $BC6
01ED: reset_actor $BC1 flags
03FE: unknown_actor $BC1 200
009A: $BDF = create_actor 10 #CLA at $BE2 $BE3 $BE4
01ED: reset_actor $BDF flags
03FE: unknown_actor $BDF 200
009A: $BEE = create_actor 4 #CLA at -1293.67 142.31 16.94
01ED: reset_actor $BEE flags
03FE: unknown_actor $BEE 200
009A: $BF0 = create_actor 4 #CLA at -1243.05 10.0 10.46
01ED: reset_actor $BF0 flags
03FE: unknown_actor $BF0 200
009A: $BF3 = create_actor 4 #CLA at -1242.57 4.5 10.45
01ED: reset_actor $BF3 flags
03FE: unknown_actor $BF3 200
009A: $BF6 = create_actor 10 #CLA at -1252.871 42.226 12.313
01ED: reset_actor $BF6 flags
03FE: unknown_actor $BF6 200
009A: $BF9 = create_actor 10 #CLA at -1257.927 79.62 10.45
01ED: reset_actor $BF9 flags
03FE: unknown_actor $BF9 200
009A: $BFC = create_actor 10 #CLA at -1257.345 85.37 10.45
01ED: reset_actor $BFC flags
03FE: unknown_actor $BFC 200
0004: $7B = 0 ;; integer values
0006: 16@ = 0 ;; integer values

:Label0742B2
00D6: if 0
0039: 2@ == 0 ;; integer values
004D: jump_if_false Label074EAC
0001: wait 0 ms
00D6: if 0
0056: player $PLAYER_CHAR 0 ()in_rectangle -1234.15 -1.0 -1367.51 250.33
004D: jump_if_false Label074305
00D6: if 0
0039: 11@ == 0 ;; integer values
004D: jump_if_false Label074305
0110: clear_player $PLAYER_CHAR wanted_level

:Label074305
00D6: if 0
0028: $C56 >= 4 ;; integer values
004D: jump_if_false Label074479
00D6: if 0
0038: $C57 == 0 ;; integer values
004D: jump_if_false Label074479
00D6: if 21
0057: player $PLAYER_CHAR 0 ()in_cube -1236.888 15.474 8.0 -1288.145 122.99
20.0
0057: player $PLAYER_CHAR 0 ()in_cube -1301.625 59.126 8.0 -1236.84 15.482
20.0
004D: jump_if_false Label074479
009A: $BFF = create_actor 10 #CLA at -1307.682 147.943 10.45
01ED: reset_actor $BFF flags
0243: set_actor $BFF ped_stats_to 16
011A: set_actor $BFF flags 1
01B2: give_actor $BFF weapon 23 ammo 30000 ;; Load the weapon model before using
this
01CA: actor $BFF kill_player $PLAYER_CHAR
009A: $C01 = create_actor 10 #CLB at -1305.706 149.732 10.44
01ED: reset_actor $C01 flags
0243: set_actor $C01 ped_stats_to 16
011A: set_actor $C01 flags 1
01B2: give_actor $C01 weapon 23 ammo 30000 ;; Load the weapon model before using
this
01CA: actor $C01 kill_player $PLAYER_CHAR
009A: $C03 = create_actor 10 #CLA at -1305.314 145.067 10.45
01ED: reset_actor $C03 flags
0243: set_actor $C03 ped_stats_to 16
011A: set_actor $C03 flags 1
01B2: give_actor $C03 weapon 23 ammo 30000 ;; Load the weapon model before using
this
01CA: actor $C03 kill_player $PLAYER_CHAR
009A: $C05 = create_actor 10 #CLB at -1302.267 146.64 10.45
01ED: reset_actor $C05 flags
0243: set_actor $C05 ped_stats_to 16
011A: set_actor $C05 flags 1
01B2: give_actor $C05 weapon 23 ammo 30000 ;; Load the weapon model before using
this
01CA: actor $C05 kill_player $PLAYER_CHAR
0004: $C57 = 1 ;; integer values

:Label074479
00D6: if 0
0038: $C3D == 1 ;; integer values
004D: jump_if_false Label07450F
00D6: if 21
0056: player $PLAYER_CHAR 0 ()in_rectangle -1234.15 -1.0 -1367.51 250.33
0038: $B9B == 1 ;; integer values
004D: jump_if_false Label07450F
00D6: if 0
8118: NOT actor 0@ dead
004D: jump_if_false Label0744E3
0164: disable_marker $C3C
0187: 5@ = create_marker_above_actor 0@
0004: $C3D = 0 ;; integer values
0002: jump Label07450F

:Label0744E3
0164: disable_marker 5@
040D: unload_wav 1
040D: unload_wav 2
00BE: text_clear_all
00BC: text_highpriority "KPM1_2" 5000 ms 1 ;; ~r~You were supposed to get Lance
out alive!
0002: jump Label0753C0
0006: 3@ = 1 ;; integer values

:Label07450F
00D6: if 0
001A: 13 > $C2B ;; integer values
004D: jump_if_false Label07452F
0050: gosub Label076C94
0002: jump Label074598

:Label07452F
0008: $C3B += 1 ;; integer values
00D6: if 0
0038: $C57 == 1 ;; integer values
004D: jump_if_false Label074569
00D6: if 0
0018: $C3B > 270 ;; integer values
004D: jump_if_false Label074562
0004: $C3B = 0 ;; integer values

:Label074562
0002: jump Label074583

:Label074569
00D6: if 0
0018: $C3B > 150 ;; integer values
004D: jump_if_false Label074583
0004: $C3B = 0 ;; integer values

:Label074583
0054: store_player $PLAYER_CHAR position_to $5F $60 $61
0050: gosub Label075505

:Label074598
00D6: if 0
0039: 3@ == 0 ;; integer values
004D: jump_if_false Label074D5D
00D6: if 0
0118: actor 0@ dead
004D: jump_if_false Label0745ED
0164: disable_marker 5@
040D: unload_wav 1
040D: unload_wav 2
00BE: text_clear_all
00BC: text_highpriority "KPM1_2" 5000 ms 1 ;; ~r~You were supposed to get Lance
out alive!
0002: jump Label0753C0
0006: 3@ = 1 ;; integer values
0002: jump Label074D5D

:Label0745ED
00D6: if 0
0038: $C2D == 0 ;; integer values
004D: jump_if_false Label074607
0223: set_actor 0@ health_to $B9A

:Label074607
0226: 1@ = actor 0@ health
00D6: if 0
0038: $C0B == 0 ;; integer values
004D: jump_if_false Label07468A
00D6: if 0
80A3: NOT actor 0@ 0 ()in_rectangle -1234.15 -1.0 -1367.51 250.33
004D: jump_if_false Label07468A
01C2: remove_references_to_actor $B9C ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $BA2 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $BB3 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $BBA ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $BC1 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $BDF ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $BEE ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $BF0 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $BF3 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $BF6 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $BF9 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $BFC ;; Like turning an actor into a random
pedestrian
0004: $C0B = 1 ;; integer values

:Label07468A
00D6: if 0
0039: 11@ == 1 ;; integer values
004D: jump_if_false Label0746D5
0050: gosub Label075FC7
00D6: if 0
0101: actor 0@ stopped_near_point $C08 $C09 $C0A radius 3.0 3.0 3.0 sphere
$7B
004D: jump_if_false Label0746D5
0006: 2@ = 1 ;; integer values

:Label0746D5
00D6: if 0
0039: 10@ == 0 ;; integer values
004D: jump_if_false Label07475A
00D6: if 0
0039: 11@ == 1 ;; integer values
004D: jump_if_false Label07475A
00D6: if 0
8118: NOT actor 0@ dead
004D: jump_if_false Label07472E
02A9: set_actor 0@ immune_to_nonplayer 0
04D7: lock_actor 0@ in_current_position 0
0372: set_actor 0@ anim 0 wait_state_time 1 ms
0006: 10@ = 1 ;; integer values
0002: jump Label07475A

:Label07472E
0164: disable_marker 5@
040D: unload_wav 1
040D: unload_wav 2
00BE: text_clear_all
00BC: text_highpriority "KPM1_2" 5000 ms 1 ;; ~r~You were supposed to get Lance
out alive!
0002: jump Label0753C0
0006: 3@ = 1 ;; integer values

:Label07475A
00D6: if 0
0038: $BA0 == 1 ;; integer values
004D: jump_if_false Label074D5D
00D6: if 0
0039: 11@ == 0 ;; integer values
004D: jump_if_false Label074D5D
00D6: if 0
00F9: player $PLAYER_CHAR stopped 0 ()near_point_on_foot 6@ 7@ 8@ radius 2.0
2.0 4.0
004D: jump_if_false Label074D5D
0004: $C2D = 1 ;; integer values
00D6: if 0
0038: $C2E == 0 ;; integer values
004D: jump_if_false Label074887
0164: disable_marker $C3C
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)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 (true)
0470: $C35 = actor $PLAYER_ACTOR armed_weapon unknown
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0
0395: clear_area 0 at -1312.775 170.233 range 12.036 1.0
015F: set_camera_position -1312.775 170.233 12.036 0.0 0.0 0.0
0160: point_camera -1312.312 169.349 11.982 2
00D6: if 0
8118: NOT actor 0@ dead
004D: jump_if_false Label074887
008B: 1@ = $B9A ;; integer values and handles
0223: set_actor 0@ health_to 1@
0350: unknown_actor 0@ not_scared_flag 0
04D7: lock_actor 0@ in_current_position 0
0372: set_actor 0@ anim 0 wait_state_time 1 ms
020E: actor $PLAYER_ACTOR look_at_actor 0@
020E: actor 0@ look_at_actor $PLAYER_ACTOR
0004: $C2E = 1 ;; integer values

:Label074887
00D6: if 0
0038: $C2E == 1 ;; integer values
004D: jump_if_false Label074C91
00D6: if 0
0038: $C2C == 0 ;; integer values
004D: jump_if_false Label0748CA
03CF: load_wav "RESC_4" as 1
03CF: load_wav "RESC_5" as 2
0004: $C2C = 1 ;; integer values

:Label0748CA
00D6: if 0
0038: $C2C == 1 ;; integer values
004D: jump_if_false Label0748F6
00D6: if 1
03D0: wav 1 loaded
03D0: wav 2 loaded
004D: jump_if_false Label0748F6
0004: $C2C = 2 ;; integer values
:Label0748F6
00D6: if 0
0038: $C2C == 2 ;; integer values
004D: jump_if_false Label07492E
03D1: play_wav 1
00BC: text_highpriority "RESC_4" 5000 ms 1 ;; There goes my careful planning
blown to shit, thanks to you. You screwed up real good, Lance!
0372: set_actor $PLAYER_ACTOR anim 19 wait_state_time 1000000 ms
0004: $C2C = 3 ;; integer values

:Label07492E
00D6: if 0
0038: $C2C == 3 ;; integer values
004D: jump_if_false Label074969
00D6: if 0
03D2: wav 1 ended
004D: jump_if_false Label074969
03D5: remove_text "RESC_4" ;; There goes my careful planning blown to shit, thanks
to you. You screwed up real good, Lance!
0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 1 ms
0004: $C2C = 4 ;; integer values

:Label074969
00D6: if 0
0038: $C2C == 4 ;; integer values
004D: jump_if_false Label0749A1
03D1: play_wav 2
00BC: text_highpriority "RESC_5" 5000 ms 1 ;; He killed my brother. What do you
expect me to do, mow his lawns?
0372: set_actor 0@ anim 19 wait_state_time 1000000 ms
0004: $C2C = 5 ;; integer values

:Label0749A1
00D6: if 0
0038: $C2C == 5 ;; integer values
004D: jump_if_false Label0749E8
03CF: load_wav "RESC_6" as 1
00D6: if 0
03D2: wav 2 ended
004D: jump_if_false Label0749E8
03D5: remove_text "RESC_5" ;; He killed my brother. What do you expect me to do,
mow his lawns?
0372: set_actor 0@ anim 0 wait_state_time 1 ms
0004: $C2C = 6 ;; integer values

:Label0749E8
00D6: if 0
0038: $C2C == 6 ;; integer values
004D: jump_if_false Label074A10
00D6: if 0
03D0: wav 1 loaded
004D: jump_if_false Label074A10
0004: $C2C = 7 ;; integer values

:Label074A10
00D6: if 0
0038: $C2C == 7 ;; integer values
004D: jump_if_false Label074A54
03CF: load_wav "RESC_1" as 2
03D1: play_wav 1
00BC: text_highpriority "RESC_6" 5000 ms 1 ;; We're gonna have to take out that
prick Diaz before he takes us out.
0372: set_actor $PLAYER_ACTOR anim 19 wait_state_time 1000000 ms
0004: $C2C = 8 ;; integer values

:Label074A54
00D6: if 0
0038: $C2C == 8 ;; integer values
004D: jump_if_false Label074A8F
00D6: if 0
03D2: wav 1 ended
004D: jump_if_false Label074A8F
03D5: remove_text "RESC_6" ;; We're gonna have to take out that prick Diaz before
he takes us out.
0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 1 ms
0004: $C2C = 9 ;; integer values

:Label074A8F
00D6: if 0
0038: $C2C == 9 ;; integer values
004D: jump_if_false Label074AB7
00D6: if 0
03D0: wav 2 loaded
004D: jump_if_false Label074AB7
0004: $C2C = 10 ;; integer values

:Label074AB7
00D6: if 0
0038: $C2C == 10 ;; integer values
004D: jump_if_false Label074AFB
03CF: load_wav "RESC_2" as 1
03D1: play_wav 2
00BC: text_highpriority "RESC_1" 5000 ms 1 ;; You ok to use a gun?
0372: set_actor $PLAYER_ACTOR anim 19 wait_state_time 1000000 ms
0004: $C2C = 11 ;; integer values

:Label074AFB
00D6: if 0
0038: $C2C == 11 ;; integer values
004D: jump_if_false Label074B36
00D6: if 0
03D2: wav 2 ended
004D: jump_if_false Label074B36
03D5: remove_text "RESC_1" ;; You ok to use a gun?
0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 1 ms
0004: $C2C = 12 ;; integer values

:Label074B36
00D6: if 0
0038: $C2C == 12 ;; integer values
004D: jump_if_false Label074B5E
00D6: if 0
03D0: wav 1 loaded
004D: jump_if_false Label074B5E
0004: $C2C = 13 ;; integer values

:Label074B5E
00D6: if 0
0038: $C2C == 13 ;; integer values
004D: jump_if_false Label074BA2
03CF: load_wav "RESC_3" as 2
03D1: play_wav 1
00BC: text_highpriority "RESC_2" 5000 ms 1 ;; Sure...I guess...nice to see you,
too.
0372: set_actor 0@ anim 19 wait_state_time 1000000 ms
0004: $C2C = 14 ;; integer values

:Label074BA2
00D6: if 0
0038: $C2C == 14 ;; integer values
004D: jump_if_false Label074BDD
00D6: if 0
03D2: wav 1 ended
004D: jump_if_false Label074BDD
03D5: remove_text "RESC_2" ;; Sure...I guess...nice to see you, too.
0372: set_actor 0@ anim 0 wait_state_time 1 ms
0004: $C2C = 15 ;; integer values

:Label074BDD
00D6: if 0
0038: $C2C == 15 ;; integer values
004D: jump_if_false Label074C05
00D6: if 0
03D0: wav 2 loaded
004D: jump_if_false Label074C05
0004: $C2C = 16 ;; integer values

:Label074C05
00D6: if 0
0038: $C2C == 16 ;; integer values
004D: jump_if_false Label074C3D
03D1: play_wav 2
00BC: text_highpriority "RESC_3" 5000 ms 1 ;; Let's get out of here.
0372: set_actor $PLAYER_ACTOR anim 19 wait_state_time 1000000 ms
0004: $C2C = 17 ;; integer values

:Label074C3D
00D6: if 0
0038: $C2C == 17 ;; integer values
004D: jump_if_false Label074C78
00D6: if 0
03D2: wav 2 ended
004D: jump_if_false Label074C78
03D5: remove_text "RESC_3" ;; Let's get out of here.
0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 1 ms
0004: $C2C = 18 ;; integer values

:Label074C78
00D6: if 0
0038: $C2C == 18 ;; integer values
004D: jump_if_false Label074C91
0004: $C2E = 2 ;; integer values

:Label074C91
00D6: if 0
0038: $C2E == 2 ;; integer values
004D: jump_if_false Label074D5D
01DF: tie_actor 0@ to_player $PLAYER_CHAR
0319: set_actor 0@ wander_state_to 1 (off)
00D6: if 0
8118: NOT actor 0@ dead
004D: jump_if_false Label074CDA
0332: set_actor 0@ bleeding_to 0 (false)
01B2: give_actor 0@ weapon 23 ammo 30000 ;; Load the weapon model before using
this
0002: jump Label074CF7

:Label074CDA
00BC: text_highpriority "KPM1_2" 5000 ms 1 ;; ~r~You were supposed to get Lance
out alive!
0002: jump Label0753C0
0006: 3@ = 1 ;; integer values

:Label074CF7
0164: disable_marker 5@
00BC: text_highpriority "KPM1_4" 5000 ms 1 ;; ~g~Get Lance to the hospital!
018A: $C07 = create_checkpoint_at $C08 $C09 $C0A
0004: $7B = 1 ;; integer values
0151: remove_status_text $B9A
01B9: set_actor $PLAYER_ACTOR armed_weapon_to $C35
02A3: toggle_widescreen 0 (off)
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 (false)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 (false)
02EB: restore_camera_with_jumpcut
0006: 4@ = 1 ;; integer values
0006: 11@ = 1 ;; integer values
0004: $C2E = 3 ;; integer values

:Label074D5D
00D6: if 0
0038: $C2D == 0 ;; integer values
004D: jump_if_false Label074E6C
00D6: if 0
0038: $B9B == 1 ;; integer values
004D: jump_if_false Label074DE5
00D6: if 0
0029: 16@ >= 1500 ;; integer values
004D: jump_if_false Label074DDE
00D6: if 0
0018: $B9A > 0 ;; integer values
004D: jump_if_false Label074DBB
000C: $B9A -= 1 ;; integer values
0006: 16@ = 0 ;; integer values
0002: jump Label074DDE

:Label074DBB
0004: $B9A = 0 ;; integer values
0006: 16@ = 0 ;; integer values
00D6: if 0
8118: NOT actor 0@ dead
004D: jump_if_false Label074DDE
0321: kill_actor 0@

:Label074DDE
0002: jump Label074E42

:Label074DE5
00D6: if 0
0029: 16@ >= 3000 ;; integer values
004D: jump_if_false Label074E42
00D6: if 0
0018: $B9A > 0 ;; integer values
004D: jump_if_false Label074E1F
000C: $B9A -= 1 ;; integer values
0006: 16@ = 0 ;; integer values
0002: jump Label074E42

:Label074E1F
0004: $B9A = 0 ;; integer values
0006: 16@ = 0 ;; integer values
00D6: if 0
8118: NOT actor 0@ dead
004D: jump_if_false Label074E42
0321: kill_actor 0@

:Label074E42
00D6: if 0
001E: $B9A > 1@ ;; integer values
004D: jump_if_false Label074E64
008A: $B9A = 1@ ;; integer values and handles
0002: jump Label074E6C

:Label074E64
008B: 1@ = $B9A ;; integer values and handles

:Label074E6C
00D6: if 0
0038: $C0B == 1 ;; integer values
004D: jump_if_false Label074EA5
00D6: if 0
0038: $C0C == 0 ;; integer values
004D: jump_if_false Label074E9E
0050: gosub Label0760C6
0002: jump Label074EA5

:Label074E9E
0050: gosub Label0762CB

:Label074EA5
0002: jump Label0742B2

:Label074EAC
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)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 (true)
0395: clear_area 0 at -830.107 1157.09 range 12.98 1.0
015F: set_camera_position -830.107 1157.09 12.98 0.0 0.0 0.0
0160: point_camera -829.292 1157.611 12.74 2
03CF: load_wav "RESC_7" as 1
03CF: load_wav "RESC_8" as 2
00D6: if 0
8118: NOT actor 0@ dead
004D: jump_if_false Label074F44
01E0: clear_leader 0@
0002: jump Label074F5F

:Label074F44
0164: disable_marker 5@
00BC: text_highpriority "KPM1_2" 5000 ms 1 ;; ~r~You were supposed to get Lance
out alive!
0002: jump Label0753C0

:Label074F5F
00D6: if 21
83D0: NOT wav 1 loaded
83D0: NOT wav 2 loaded
004D: jump_if_false Label074FA8
0001: wait 0 ms
00D6: if 0
0118: actor 0@ dead
004D: jump_if_false Label074FA1
0164: disable_marker 5@
00BC: text_highpriority "KPM1_2" 5000 ms 1 ;; ~r~You were supposed to get Lance
out alive!
0002: jump Label0753C0

:Label074FA1
0002: jump Label074F5F

:Label074FA8
00D6: if 0
8118: NOT actor 0@ dead
004D: jump_if_false Label07501F
00D6: if 0
00DF: actor $PLAYER_ACTOR driving
004D: jump_if_false Label074FE2
03D1: play_wav 1
00BC: text_highpriority "RESC_7" 5000 ms 1 ;; Get patched up and meet me on the
bridge to Star Island, ok?
0002: jump Label075018

:Label074FE2
020E: actor $PLAYER_ACTOR look_at_actor 0@
0470: $C35 = actor $PLAYER_ACTOR armed_weapon unknown
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0
0372: set_actor $PLAYER_ACTOR anim 19 wait_state_time 1000000 ms
03D1: play_wav 1
00BC: text_highpriority "RESC_7" 5000 ms 1 ;; Get patched up and meet me on the
bridge to Star Island, ok?

:Label075018
0002: jump Label075044

:Label07501F
0164: disable_marker 5@
040D: unload_wav 1
040D: unload_wav 2
00BE: text_clear_all
00BC: text_highpriority "KPM1_2" 5000 ms 1 ;; ~r~You were supposed to get Lance
out alive!
0002: jump Label0753C0
:Label075044
00D6: if 0
83D2: NOT wav 1 ended
004D: jump_if_false Label075089
0001: wait 0 ms
00D6: if 0
0118: actor 0@ dead
004D: jump_if_false Label075082
0164: disable_marker 5@
00BC: text_highpriority "KPM1_2" 5000 ms 1 ;; ~r~You were supposed to get Lance
out alive!
0002: jump Label0753C0

:Label075082
0002: jump Label075044

:Label075089
03D5: remove_text "RESC_7" ;; Get patched up and meet me on the bridge to Star
Island, ok?
0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 1 ms
00D6: if 0
8118: NOT actor 0@ dead
004D: jump_if_false Label075103
00D6: if 0
00DF: actor 0@ driving
004D: jump_if_false Label0750D6
03D1: play_wav 2
00BC: text_highpriority "RESC_8" 5000 ms 1 ;; Ok, I got you.
0002: jump Label0750FC

:Label0750D6
01B9: set_actor 0@ armed_weapon_to 0
0372: set_actor 0@ anim 19 wait_state_time 1000000 ms
03D1: play_wav 2
00BC: text_highpriority "RESC_8" 5000 ms 1 ;; Ok, I got you.

:Label0750FC
0002: jump Label075128

:Label075103
0164: disable_marker 5@
040D: unload_wav 1
040D: unload_wav 2
00BE: text_clear_all
00BC: text_highpriority "KPM1_2" 5000 ms 1 ;; ~r~You were supposed to get Lance
out alive!
0002: jump Label0753C0

:Label075128
00D6: if 0
83D2: NOT wav 2 ended
004D: jump_if_false Label075173
0001: wait 0 ms
00D6: if 0
0118: actor 0@ dead
004D: jump_if_false Label07516C
0164: disable_marker 5@
040D: unload_wav 2
00BE: text_clear_all
00BC: text_highpriority "KPM1_2" 5000 ms 1 ;; ~r~You were supposed to get Lance
out alive!
0002: jump Label0753C0

:Label07516C
0002: jump Label075128

:Label075173
03D5: remove_text "RESC_8" ;; Ok, I got you.
00D6: if 0
8118: NOT actor 0@ dead
004D: jump_if_false Label07519D
0372: set_actor 0@ anim 0 wait_state_time 1 ms
0002: jump Label0751BE

:Label07519D
0164: disable_marker 5@
040D: unload_wav 2
00BE: text_clear_all
00BC: text_highpriority "KPM1_2" 5000 ms 1 ;; ~r~You were supposed to get Lance
out alive!
0002: jump Label0753C0

:Label0751BE
00D6: if 0
8118: NOT actor 0@ dead
004D: jump_if_false Label075284
00D6: if 0
00DF: actor 0@ driving
004D: jump_if_false Label07527D
00D9: $C2F = actor 0@ car
01D3: actor 0@ leave_car $C2F

:Label0751EE
00D6: if 0
00DF: actor 0@ driving
004D: jump_if_false Label07527D
0001: wait 0 ms
00D6: if 0
0118: actor 0@ dead
004D: jump_if_false Label07522D
0164: disable_marker 5@
00BC: text_highpriority "KPM1_2" 5000 ms 1 ;; ~r~You were supposed to get Lance
out alive!
0002: jump Label0753C0

:Label07522D
00D6: if 0
0119: car $C2F wrecked
004D: jump_if_false Label075276
00D6: if 0
0118: actor 0@ dead
004D: jump_if_false Label07526F
0164: disable_marker 5@
00BC: text_highpriority "KPM1_2" 5000 ms 1 ;; ~r~You were supposed to get Lance
out alive!
0002: jump Label0753C0
0002: jump Label075276
:Label07526F
0002: jump Label0753C0

:Label075276
0002: jump Label0751EE

:Label07527D
0002: jump Label07529F

:Label075284
0164: disable_marker 5@
00BC: text_highpriority "KPM1_2" 5000 ms 1 ;; ~r~You were supposed to get Lance
out alive!
0002: jump Label0753C0

:Label07529F
00D6: if 0
8118: NOT actor 0@ dead
004D: jump_if_false Label0752D4
00A1: put_actor 0@ at -822.71 1158.16 10.07
0173: set_actor 0@ z_angle_to 202.594
0002: jump Label0752EF

:Label0752D4
0164: disable_marker 5@
00BC: text_highpriority "KPM1_2" 5000 ms 1 ;; ~r~You were supposed to get Lance
out alive!
0002: jump Label0753C0

:Label0752EF
015F: set_camera_position -826.493 1154.238 11.78 0.0 0.0 0.0
0160: point_camera -825.78 1154.921 11.62 2
0211: actor 0@ walk_to -822.856 1153.668
0006: 16@ = 0 ;; integer values

:Label075338
00D6: if 0
001B: 3000 > 16@ ;; integer values
004D: jump_if_false Label075381
0001: wait 0 ms
00D6: if 0
0118: actor 0@ dead
004D: jump_if_false Label07537A
0164: disable_marker 5@
00BC: text_highpriority "KPM1_2" 5000 ms 1 ;; ~r~You were supposed to get Lance
out alive!
0002: jump Label0753C0

:Label07537A
0002: jump Label075338

:Label075381
02EB: restore_camera_with_jumpcut
009B: destroy_actor_instantly 0@
00D6: if 0
80E0: NOT player $PLAYER_CHAR driving
004D: jump_if_false Label0753A0
01B9: set_actor $PLAYER_ACTOR armed_weapon_to $C35
:Label0753A0
02A3: toggle_widescreen 0 (off)
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 (false)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 (false)
0002: jump Label0753D1

:Label0753C0
00BA: text_styled "M_FAIL" 5000 ms 1 ;; MISSION FAILED!
0051: return

:Label0753D1
0004: $PASSED_KENT1_DEATH_ROW = 1 ;; integer values
0004: $3E4 = 0 ;; integer values
0318: set_latest_mission_passed "KENT_1" ;; Death Row
0394: play_music 1
030C: set_mission_points += 1
00BA: text_styled "M_PASSN" 5000 ms 1 ;; MISSION PASSED!
0110: clear_player $PLAYER_CHAR wanted_level
0164: disable_marker $F1
0164: disable_marker $EA
02A7: $EA = create_icon_marker_and_sphere $1A4 at $1FE $1FF $200
004F: create_thread Label00BB02
0051: return

:Label07542A
03AC: clear_route 0
03AC: clear_route 1
03AC: clear_route 2
0004: $ONMISSION = 0 ;; integer values
034F: destroy_actor_with_fade 0@ ;; The actor fades away like a ghost
04EF: release_animation "LANCE"
01E7: remove_forbidden_for_cars_cube -1208.09 1.78 6.0 -1172.68 18.66 20.0
0164: disable_marker 5@
0164: disable_marker $C07
0164: disable_marker $C3C
0296: unload_special_actor 3
00D6: if 0
8119: NOT car $C14 wrecked
004D: jump_if_false Label075496
00AF: set_car $C14 driver_behaviour_to 0

:Label075496
00D6: if 0
8119: NOT car $C15 wrecked
004D: jump_if_false Label0754AD
00AF: set_car $C15 driver_behaviour_to 0

:Label0754AD
00D6: if 0
8119: NOT car $C16 wrecked
004D: jump_if_false Label0754C4
00AF: set_car $C16 driver_behaviour_to 0

:Label0754C4
00D6: if 0
8119: NOT car $C17 wrecked
004D: jump_if_false Label0754DB
00AF: set_car $C17 driver_behaviour_to 0

:Label0754DB
0249: release_model #CLA
0249: release_model #CLB
0249: release_model #UZI
0249: release_model #SENTINEL
0249: release_model #COMET
0249: release_model #RUGER
0151: remove_status_text $B9A
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
00D8: mission_cleanup
0051: return

:Label075505
00D6: if 0
0038: $BA0 == 0 ;; integer values
004D: jump_if_false Label075576
00D6: if 0
0118: actor $B9C dead
004D: jump_if_false Label07553C
0008: $C56 += 1 ;; integer values
0004: $BA0 = 1 ;; integer values
0002: jump Label075576

:Label07553C
00D6: if 0
0039: 11@ == 1 ;; integer values
004D: jump_if_false Label075576
00D6: if 0
0038: $BA1 == 0 ;; integer values
004D: jump_if_false Label075576
0350: unknown_actor $B9C not_scared_flag 0
01CC: actor $B9C kill_player $PLAYER_CHAR
0004: $BA1 = 1 ;; integer values

:Label075576
00D6: if 0
0038: $BA3 == 0 ;; integer values
004D: jump_if_false Label07561A
00D6: if 0
0118: actor $BA2 dead
004D: jump_if_false Label0755AD
0008: $C56 += 1 ;; integer values
0004: $BA3 = 1 ;; integer values
0002: jump Label07561A

:Label0755AD
00D6: if 0
0038: $B9B == 0 ;; integer values
004D: jump_if_false Label0755D9
00D6: if 0
0123: actor $BA2 spotted_player $PLAYER_CHAR
004D: jump_if_false Label0755D9
0004: $B9B = 1 ;; integer values

:Label0755D9
00D6: if 0
0038: $B9B == 1 ;; integer values
004D: jump_if_false Label07561A
00D6: if 0
0038: $C3B == 0 ;; integer values
004D: jump_if_false Label07561A
009E: set_actor $BA2 path $5F $60 $61 unknown .5 1
01CA: actor $BA2 kill_player $PLAYER_CHAR

:Label07561A
00D6: if 0
0038: $BB4 == 0 ;; integer values
004D: jump_if_false Label0756AF
00D6: if 0
0118: actor $BB3 dead
004D: jump_if_false Label075651
0008: $C56 += 1 ;; integer values
0004: $BB4 = 1 ;; integer values
0002: jump Label0756AF

:Label075651
00D6: if 0
0038: $B9B == 0 ;; integer values
004D: jump_if_false Label07567D
00D6: if 0
0123: actor $BB3 spotted_player $PLAYER_CHAR
004D: jump_if_false Label07567D
0004: $B9B = 1 ;; integer values

:Label07567D
00D6: if 0
0039: 11@ == 1 ;; integer values
004D: jump_if_false Label0756AF
00D6: if 0
0038: $BB5 == 0 ;; integer values
004D: jump_if_false Label0756AF
0350: unknown_actor $BB3 not_scared_flag 0
0004: $BB5 = 1 ;; integer values

:Label0756AF
00D6: if 0
0038: $BBB == 0 ;; integer values
004D: jump_if_false Label075744
00D6: if 0
0118: actor $BBA dead
004D: jump_if_false Label0756E6
0008: $C56 += 1 ;; integer values
0004: $BBB = 1 ;; integer values
0002: jump Label075744

:Label0756E6
00D6: if 0
0038: $B9B == 0 ;; integer values
004D: jump_if_false Label075712
00D6: if 0
0123: actor $BBA spotted_player $PLAYER_CHAR
004D: jump_if_false Label075712
0004: $B9B = 1 ;; integer values

:Label075712
00D6: if 0
0039: 11@ == 1 ;; integer values
004D: jump_if_false Label075744
00D6: if 0
0038: $BBC == 0 ;; integer values
004D: jump_if_false Label075744
0350: unknown_actor $BBA not_scared_flag 0
0004: $BBC = 1 ;; integer values

:Label075744
00D6: if 0
0038: $BC2 == 0 ;; integer values
004D: jump_if_false Label075825
00D6: if 0
0118: actor $BC1 dead
004D: jump_if_false Label07577B
0008: $C56 += 1 ;; integer values
0004: $BC2 = 1 ;; integer values
0002: jump Label075825

:Label07577B
00D6: if 0
0038: $B9B == 0 ;; integer values
004D: jump_if_false Label0757A7
00D6: if 0
0123: actor $BC1 spotted_player $PLAYER_CHAR
004D: jump_if_false Label0757A7
0004: $B9B = 1 ;; integer values

:Label0757A7
00D6: if 0
0038: $B9B == 1 ;; integer values
004D: jump_if_false Label075825
00D6: if 0
0038: $BC3 == 0 ;; integer values
004D: jump_if_false Label0757F6
009E: set_actor $BC1 path $5F $60 $61 unknown .5 1
01CA: actor $BC1 kill_player $PLAYER_CHAR
0004: $BC3 = 1 ;; integer values
0002: jump Label075825

:Label0757F6
00D6: if 0
0038: $C3B == 30 ;; integer values
004D: jump_if_false Label075825
009E: set_actor $BC1 path $5F $60 $61 unknown .5 1
01CA: actor $BC1 kill_player $PLAYER_CHAR

:Label075825
00D6: if 0
0038: $BE0 == 0 ;; integer values
004D: jump_if_false Label075906
00D6: if 0
0118: actor $BDF dead
004D: jump_if_false Label07585C
0008: $C56 += 1 ;; integer values
0004: $BE0 = 1 ;; integer values
0002: jump Label075906

:Label07585C
00D6: if 0
0038: $B9B == 0 ;; integer values
004D: jump_if_false Label075888
00D6: if 0
0123: actor $BDF spotted_player $PLAYER_CHAR
004D: jump_if_false Label075888
0004: $B9B = 1 ;; integer values

:Label075888
00D6: if 0
0038: $B9B == 1 ;; integer values
004D: jump_if_false Label075906
00D6: if 0
0038: $BE1 == 0 ;; integer values
004D: jump_if_false Label0758D7
009E: set_actor $BDF path $5F $60 $61 unknown .5 1
01CA: actor $BDF kill_player $PLAYER_CHAR
0004: $BE1 = 1 ;; integer values
0002: jump Label075906

:Label0758D7
00D6: if 0
0038: $C3B == 60 ;; integer values
004D: jump_if_false Label075906
009E: set_actor $BDF path $5F $60 $61 unknown .5 1
01CA: actor $BDF kill_player $PLAYER_CHAR

:Label075906
00D6: if 0
0038: $BEF == 0 ;; integer values
004D: jump_if_false Label07593D
00D6: if 0
0118: actor $BEE dead
004D: jump_if_false Label07593D
0008: $C56 += 1 ;; integer values
0004: $BEF = 1 ;; integer values
0002: jump Label07593D

:Label07593D
00D6: if 0
0038: $BF1 == 0 ;; integer values
004D: jump_if_false Label0759F5
00D6: if 0
0118: actor $BF0 dead
004D: jump_if_false Label075974
0008: $C56 += 1 ;; integer values
0004: $BF1 = 1 ;; integer values
0002: jump Label0759F5

:Label075974
00D6: if 0
0038: $B9B == 0 ;; integer values
004D: jump_if_false Label0759A0
00D6: if 0
0123: actor $BF0 spotted_player $PLAYER_CHAR
004D: jump_if_false Label0759A0
0004: $B9B = 1 ;; integer values

:Label0759A0
00D6: if 21
0039: 11@ == 1 ;; integer values
0056: player $PLAYER_CHAR 0 ()in_rectangle -1234.15 -1.0 -1367.51 250.33
004D: jump_if_false Label0759F5
00D6: if 0
0038: $BF2 == 0 ;; integer values
004D: jump_if_false Label0759F5
0350: unknown_actor $BF0 not_scared_flag 0
01CA: actor $BF0 kill_player $PLAYER_CHAR
0004: $BF2 = 1 ;; integer values

:Label0759F5
00D6: if 0
0038: $BF4 == 0 ;; integer values
004D: jump_if_false Label075AAD
00D6: if 0
0118: actor $BF3 dead
004D: jump_if_false Label075A2C
0008: $C56 += 1 ;; integer values
0004: $BF4 = 1 ;; integer values
0002: jump Label075AAD

:Label075A2C
00D6: if 0
0038: $B9B == 0 ;; integer values
004D: jump_if_false Label075A58
00D6: if 0
0123: actor $BF3 spotted_player $PLAYER_CHAR
004D: jump_if_false Label075A58
0004: $B9B = 1 ;; integer values

:Label075A58
00D6: if 21
0039: 11@ == 1 ;; integer values
0056: player $PLAYER_CHAR 0 ()in_rectangle -1234.15 -1.0 -1367.51 250.33
004D: jump_if_false Label075AAD
00D6: if 0
0038: $BF5 == 0 ;; integer values
004D: jump_if_false Label075AAD
0350: unknown_actor $BF3 not_scared_flag 0
01CA: actor $BF3 kill_player $PLAYER_CHAR
0004: $BF5 = 1 ;; integer values

:Label075AAD
00D6: if 0
0038: $BF7 == 0 ;; integer values
004D: jump_if_false Label075B94
00D6: if 0
0118: actor $BF6 dead
004D: jump_if_false Label075AE4
0008: $C56 += 1 ;; integer values
0004: $BF7 = 1 ;; integer values
0002: jump Label075B94

:Label075AE4
00D6: if 0
0038: $B9B == 0 ;; integer values
004D: jump_if_false Label075B10
00D6: if 0
0123: actor $BF6 spotted_player $PLAYER_CHAR
004D: jump_if_false Label075B10
0004: $B9B = 1 ;; integer values

:Label075B10
00D6: if 21
0039: 11@ == 1 ;; integer values
0056: player $PLAYER_CHAR 0 ()in_rectangle -1234.15 -1.0 -1367.51 250.33
004D: jump_if_false Label075B94
00D6: if 0
0038: $BF8 == 0 ;; integer values
004D: jump_if_false Label075B65
0350: unknown_actor $BF6 not_scared_flag 0
01CC: actor $BF6 kill_player $PLAYER_CHAR
0004: $BF8 = 1 ;; integer values

:Label075B65
00D6: if 0
0038: $C3B == 90 ;; integer values
004D: jump_if_false Label075B94
009E: set_actor $BF6 path $5F $60 $61 unknown 1.0 1
01CA: actor $BF6 kill_player $PLAYER_CHAR

:Label075B94
00D6: if 0
0038: $BFA == 0 ;; integer values
004D: jump_if_false Label075C7B
00D6: if 0
0118: actor $BF9 dead
004D: jump_if_false Label075BCB
0008: $C56 += 1 ;; integer values
0004: $BFA = 1 ;; integer values
0002: jump Label075C7B

:Label075BCB
00D6: if 0
0038: $B9B == 0 ;; integer values
004D: jump_if_false Label075BF7
00D6: if 0
0123: actor $BF9 spotted_player $PLAYER_CHAR
004D: jump_if_false Label075BF7
0004: $B9B = 1 ;; integer values

:Label075BF7
00D6: if 21
0039: 11@ == 1 ;; integer values
0056: player $PLAYER_CHAR 0 ()in_rectangle -1234.15 -1.0 -1367.51 250.33
004D: jump_if_false Label075C7B
00D6: if 0
0038: $BFB == 0 ;; integer values
004D: jump_if_false Label075C4C
0350: unknown_actor $BF9 not_scared_flag 0
01CC: actor $BF9 kill_player $PLAYER_CHAR
0004: $BFB = 1 ;; integer values

:Label075C4C
00D6: if 0
0038: $C3B == 120 ;; integer values
004D: jump_if_false Label075C7B
009E: set_actor $BF9 path $5F $60 $61 unknown 1.0 1
01CA: actor $BF9 kill_player $PLAYER_CHAR

:Label075C7B
00D6: if 0
0038: $BFD == 0 ;; integer values
004D: jump_if_false Label075D63
00D6: if 0
0118: actor $BFC dead
004D: jump_if_false Label075CB2
0008: $C56 += 1 ;; integer values
0004: $BFD = 1 ;; integer values
0002: jump Label075D63

:Label075CB2
00D6: if 0
0038: $B9B == 0 ;; integer values
004D: jump_if_false Label075CDE
00D6: if 0
0123: actor $BFC spotted_player $PLAYER_CHAR
004D: jump_if_false Label075CDE
0004: $B9B = 1 ;; integer values

:Label075CDE
00D6: if 21
0039: 11@ == 1 ;; integer values
0056: player $PLAYER_CHAR 0 ()in_rectangle -1234.15 -1.0 -1367.51 250.33
004D: jump_if_false Label075D63
00D6: if 0
0038: $BFE == 0 ;; integer values
004D: jump_if_false Label075D33
0350: unknown_actor $BFC not_scared_flag 0
01CC: actor $BFC kill_player $PLAYER_CHAR
0004: $BFE = 1 ;; integer values

:Label075D33
00D6: if 0
0038: $C3B == 150 ;; integer values
004D: jump_if_false Label075D63
009E: set_actor $BFC path $5F $60 $61 unknown 1.0 1
01CA: actor $BFC kill_player $PLAYER_CHAR

:Label075D63
00D6: if 0
0038: $C57 == 1 ;; integer values
004D: jump_if_false Label075FC5
00D6: if 0
0038: $C00 == 0 ;; integer values
004D: jump_if_false Label075E09
00D6: if 0
0118: actor $BFF dead
004D: jump_if_false Label075DAC
0008: $C56 += 1 ;; integer values
0004: $C00 = 1 ;; integer values
0002: jump Label075E09

:Label075DAC
00D6: if 21
0039: 11@ == 1 ;; integer values
0056: player $PLAYER_CHAR 0 ()in_rectangle -1234.15 -1.0 -1367.51 250.33
004D: jump_if_false Label075E09
00D6: if 0
0038: $C3B == 180 ;; integer values
004D: jump_if_false Label075E09
009E: set_actor $BFF path $5F $60 $61 unknown 1.0 1
01CA: actor $BFF kill_player $PLAYER_CHAR

:Label075E09
00D6: if 0
0038: $C02 == 0 ;; integer values
004D: jump_if_false Label075E9D
00D6: if 0
0118: actor $C01 dead
004D: jump_if_false Label075E40
0008: $C56 += 1 ;; integer values
0004: $C02 = 1 ;; integer values
0002: jump Label075E9D

:Label075E40
00D6: if 21
0039: 11@ == 1 ;; integer values
0056: player $PLAYER_CHAR 0 ()in_rectangle -1234.15 -1.0 -1367.51 250.33
004D: jump_if_false Label075E9D
00D6: if 0
0038: $C3B == 210 ;; integer values
004D: jump_if_false Label075E9D
009E: set_actor $C01 path $5F $60 $61 unknown 1.0 1
01CA: actor $C01 kill_player $PLAYER_CHAR

:Label075E9D
00D6: if 0
0038: $C04 == 0 ;; integer values
004D: jump_if_false Label075F31
00D6: if 0
0118: actor $C03 dead
004D: jump_if_false Label075ED4
0008: $C56 += 1 ;; integer values
0004: $C04 = 1 ;; integer values
0002: jump Label075F31

:Label075ED4
00D6: if 21
0039: 11@ == 1 ;; integer values
0056: player $PLAYER_CHAR 0 ()in_rectangle -1234.15 -1.0 -1367.51 250.33
004D: jump_if_false Label075F31
00D6: if 0
0038: $C3B == 240 ;; integer values
004D: jump_if_false Label075F31
009E: set_actor $C03 path $5F $60 $61 unknown 1.0 1
01CA: actor $C03 kill_player $PLAYER_CHAR

:Label075F31
00D6: if 0
0038: $C06 == 0 ;; integer values
004D: jump_if_false Label075FC5
00D6: if 0
0118: actor $C05 dead
004D: jump_if_false Label075F68
0008: $C56 += 1 ;; integer values
0004: $C06 = 1 ;; integer values
0002: jump Label075FC5

:Label075F68
00D6: if 21
0039: 11@ == 1 ;; integer values
0056: player $PLAYER_CHAR 0 ()in_rectangle -1234.15 -1.0 -1367.51 250.33
004D: jump_if_false Label075FC5
00D6: if 0
0038: $C3B == 270 ;; integer values
004D: jump_if_false Label075FC5
009E: set_actor $C05 path $5F $60 $61 unknown 1.0 1
01CA: actor $C05 kill_player $PLAYER_CHAR

:Label075FC5
0051: return

:Label075FC7
00D6: if 0
0039: 11@ == 1 ;; integer values
004D: jump_if_false Label0760C4
00D6: if 0
0039: 4@ == 1 ;; integer values
004D: jump_if_false Label076048
00D6: if 0
8320: NOT actor 0@ in_range_of_player $PLAYER_CHAR
004D: jump_if_false Label076041
00D6: if 0
0039: 12@ == 0 ;; integer values
004D: jump_if_false Label076041
00BC: text_highpriority "HEY" 5000 ms 1 ;; ~g~Don't go solo, keep your posse
together!
0187: 5@ = create_marker_above_actor 0@
0164: disable_marker $C07
0004: $7B = 0 ;; integer values
0006: 4@ = 0 ;; integer values
0006: 12@ = 1 ;; integer values

:Label076041
0002: jump Label0760C4

:Label076048
00D6: if 0
0039: 12@ == 1 ;; integer values
004D: jump_if_false Label0760C4
00D6: if 0
00FB: player $PLAYER_CHAR 0 ()near_actor 0@ radius 8.0 8.0 8.0
004D: jump_if_false Label0760C4
01DF: tie_actor 0@ to_player $PLAYER_CHAR
0319: set_actor 0@ wander_state_to 1 (off)
00BC: text_highpriority "KPM1_4" 5000 ms 1 ;; ~g~Get Lance to the hospital!
0164: disable_marker 5@
018A: $C07 = create_checkpoint_at $C08 $C09 $C0A
0004: $7B = 1 ;; integer values
0006: 4@ = 1 ;; integer values
0006: 12@ = 0 ;; integer values

:Label0760C4
0051: return

:Label0760C6
00A5: $C14 = create_car #COMET at -1066.072 -55.111 10.262
0129: $C0D = create_actor 10 #CLB in_car $C14 driverseat
0175: set_car $C14 z_angle_to 355.752
01ED: reset_actor $C0D flags
03FE: unknown_actor $C0D 200
011A: set_actor $C0D flags 1
0243: set_actor $C0D ped_stats_to 16
01B2: give_actor $C0D weapon 23 ammo 30000 ;; Load the weapon model before using
this
04BA: set_car $C14 speed_instantly 20.0
00AD: set_car $C14 max_speed_to 100.0
0190: unknown_car $C14
03CC: car $C14 add_to_stuck_car_check .5 = 3000
0004: $C31 = 1 ;; integer values
00A5: $C15 = create_car #COMET at -1066.714 -28.923 10.246
0175: set_car $C15 z_angle_to 5.6
0129: $C10 = create_actor 10 #CLA in_car $C15 driverseat
01ED: reset_actor $C10 flags
03FE: unknown_actor $C10 200
011A: set_actor $C10 flags 1
0243: set_actor $C10 ped_stats_to 16
01B2: give_actor $C10 weapon 23 ammo 30000 ;; Load the weapon model before using
this
04BA: set_car $C15 speed_instantly 20.0
00AD: set_car $C15 max_speed_to 100.0
0190: unknown_car $C15
03CC: car $C15 add_to_stuck_car_check .5 = 3000
0004: $C32 = 1 ;; integer values
00A5: $C16 = create_car #COMET at -1073.399 77.886 10.239
0175: set_car $C16 z_angle_to 186.085
0129: $C18 = create_actor 10 #CLA in_car $C16 driverseat
01ED: reset_actor $C18 flags
03FE: unknown_actor $C18 200
011A: set_actor $C18 flags 1
0243: set_actor $C18 ped_stats_to 16
01B2: give_actor $C18 weapon 23 ammo 30000 ;; Load the weapon model before using
this
04BA: set_car $C16 speed_instantly 20.0
00AD: set_car $C16 max_speed_to 100.0
0190: unknown_car $C16
03CC: car $C16 add_to_stuck_car_check .5 = 3000
0004: $C33 = 1 ;; integer values
00A5: $C17 = create_car #COMET at -1072.822 41.816 10.27
0175: set_car $C17 z_angle_to 178.162
0129: $C1B = create_actor 10 #CLA in_car $C17 driverseat
01ED: reset_actor $C1B flags
03FE: unknown_actor $C1B 200
011A: set_actor $C1B flags 1
0243: set_actor $C1B ped_stats_to 16
01B2: give_actor $C1B weapon 23 ammo 30000 ;; Load the weapon model before using
this
04BA: set_car $C17 speed_instantly 20.0
00AD: set_car $C17 max_speed_to 100.0
0190: unknown_car $C17
03CC: car $C17 add_to_stuck_car_check .5 = 3000
0004: $C34 = 1 ;; integer values
0004: $C0C = 1 ;; integer values
0051: return

:Label0762CB
00D6: if 0
0038: $C0E == 0 ;; integer values
004D: jump_if_false Label07653B
00D6: if 0
0118: actor $C0D dead
004D: jump_if_false Label0762FB
0004: $C0E = 1 ;; integer values
0002: jump Label07653B

:Label0762FB
00D6: if 0
0038: $C3A == 0 ;; integer values
004D: jump_if_false Label076333
00D6: if 0
02CB: actor $C0D bounding_sphere_visible
004D: jump_if_false Label076333
00BC: text_highpriority "KPM1_5" 5000 ms 1 ;; ~g~Diaz's guys are after you! Get
Lance to the hospital.
0004: $C3A = 1 ;; integer values

:Label076333
00D6: if 0
0038: $C31 == 0 ;; integer values
004D: jump_if_false Label0764A3
00D6: if 0
02CB: actor $C0D bounding_sphere_visible
004D: jump_if_false Label076389
00D6: if 0
0038: $C0F == 0 ;; integer values
004D: jump_if_false Label076382
01ED: reset_actor $C0D flags
011A: set_actor $C0D flags 1
01CC: actor $C0D kill_player $PLAYER_CHAR
0004: $C0F = 1 ;; integer values

:Label076382
0002: jump Label07645E

:Label076389
0004: $C0F = 0 ;; integer values
00D6: if 0
0038: $C0F == 0 ;; integer values
004D: jump_if_false Label07645E
00D6: if 0
80E9: NOT player $PLAYER_CHAR 0 ()near_actor $C0D radius 20.0 20.0
004D: jump_if_false Label07645E
00A0: store_actor $C0D position_to $C41 $C42 $C43
02C1: set $C3E $C3F $C40 to_car_path_coords_closest_to $C41 $C42 $C43
00D6: if 0
838A: NOT car_in_cube $C3E $C3F $C40 4.0 4.0 3.0
004D: jump_if_false Label07645E
00D6: if 0
80C2: NOT sphere_onscreen $C3E $C3F $C40 4.0
004D: jump_if_false Label07645E
03CD: car $C14 remove_from_stuck_car_check
0191: unknown_car $C14
01C3: remove_references_to_car $C14 ;; Like turning a car into any random car
00A5: $C14 = create_car #COMET at $C3E $C3F $C40
011C: actor $C0D clear_objective
036A: put_actor $C0D in_car $C14
0004: $C36 = 0 ;; integer values
0004: $C0F = 1 ;; integer values

:Label07645E
00D6: if 0
00DF: actor $C0D driving
004D: jump_if_false Label0764A3
00D9: $C14 = actor $C0D car
00AD: set_car $C14 max_speed_to 100.0
0190: unknown_car $C14
03CC: car $C14 add_to_stuck_car_check .5 = 3000
04BA: set_car $C14 speed_instantly 30.0
0004: $C31 = 1 ;; integer values

:Label0764A3
00D6: if 0
0038: $C31 == 1 ;; integer values
004D: jump_if_false Label07653B
00D6: if 0
8119: NOT car $C14 wrecked
004D: jump_if_false Label076507
00D6: if 0
0038: $C36 == 0 ;; integer values
004D: jump_if_false Label0764E5
00AF: set_car $C14 driver_behaviour_to 2
0004: $C36 = 1 ;; integer values

:Label0764E5
00D6: if 22
01F4: car $C14 flipped
0495: unknown_car_check $C14
03CE: car $C14 stuck
004D: jump_if_false Label076507
01D3: actor $C0D leave_car $C14

:Label076507
00D6: if 0
80DF: NOT actor $C0D driving
004D: jump_if_false Label07653B
03CD: car $C14 remove_from_stuck_car_check
0191: unknown_car $C14
01C3: remove_references_to_car $C14 ;; Like turning a car into any random car
0004: $C36 = 0 ;; integer values
0004: $C0F = 0 ;; integer values
0004: $C31 = 0 ;; integer values

:Label07653B
00D6: if 0
0038: $C11 == 0 ;; integer values
004D: jump_if_false Label0767AB
00D6: if 0
0118: actor $C10 dead
004D: jump_if_false Label07656B
0004: $C11 = 1 ;; integer values
0002: jump Label0767AB

:Label07656B
00D6: if 0
0038: $C3A == 0 ;; integer values
004D: jump_if_false Label0765A3
00D6: if 0
02CB: actor $C10 bounding_sphere_visible
004D: jump_if_false Label0765A3
00BC: text_highpriority "KPM1_5" 5000 ms 1 ;; ~g~Diaz's guys are after you! Get
Lance to the hospital.
0004: $C3A = 1 ;; integer values

:Label0765A3
00D6: if 0
0038: $C32 == 0 ;; integer values
004D: jump_if_false Label076713
00D6: if 0
02CB: actor $C10 bounding_sphere_visible
004D: jump_if_false Label0765F9
00D6: if 0
0038: $C12 == 0 ;; integer values
004D: jump_if_false Label0765F2
01ED: reset_actor $C10 flags
011A: set_actor $C10 flags 1
01CC: actor $C10 kill_player $PLAYER_CHAR
0004: $C12 = 1 ;; integer values

:Label0765F2
0002: jump Label0766CE

:Label0765F9
0004: $C12 = 0 ;; integer values
00D6: if 0
0038: $C12 == 0 ;; integer values
004D: jump_if_false Label0766CE
00D6: if 0
80E9: NOT player $PLAYER_CHAR 0 ()near_actor $C10 radius 20.0 20.0
004D: jump_if_false Label0766CE
00A0: store_actor $C10 position_to $C47 $C48 $C49
02C1: set $C44 $C45 $C46 to_car_path_coords_closest_to $C47 $C48 $C49
00D6: if 0
838A: NOT car_in_cube $C44 $C45 $C46 4.0 4.0 3.0
004D: jump_if_false Label0766CE
00D6: if 0
80C2: NOT sphere_onscreen $C44 $C45 $C46 4.0
004D: jump_if_false Label0766CE
03CD: car $C15 remove_from_stuck_car_check
0191: unknown_car $C15
01C3: remove_references_to_car $C15 ;; Like turning a car into any random car
00A5: $C15 = create_car #COMET at $C44 $C45 $C46
011C: actor $C10 clear_objective
036A: put_actor $C10 in_car $C15
0004: $C37 = 0 ;; integer values
0004: $C12 = 1 ;; integer values

:Label0766CE
00D6: if 0
00DF: actor $C10 driving
004D: jump_if_false Label076713
00D9: $C15 = actor $C10 car
00AD: set_car $C15 max_speed_to 100.0
0190: unknown_car $C15
03CC: car $C15 add_to_stuck_car_check .5 = 3000
04BA: set_car $C15 speed_instantly 30.0
0004: $C32 = 1 ;; integer values

:Label076713
00D6: if 0
0038: $C32 == 1 ;; integer values
004D: jump_if_false Label0767AB
00D6: if 0
8119: NOT car $C15 wrecked
004D: jump_if_false Label076777
00D6: if 0
0038: $C37 == 0 ;; integer values
004D: jump_if_false Label076755
00AF: set_car $C15 driver_behaviour_to 2
0004: $C37 = 1 ;; integer values

:Label076755
00D6: if 22
01F4: car $C15 flipped
0495: unknown_car_check $C15
03CE: car $C15 stuck
004D: jump_if_false Label076777
01D3: actor $C10 leave_car $C15

:Label076777
00D6: if 0
80DF: NOT actor $C10 driving
004D: jump_if_false Label0767AB
03CD: car $C15 remove_from_stuck_car_check
0191: unknown_car $C15
01C3: remove_references_to_car $C15 ;; Like turning a car into any random car
0004: $C37 = 0 ;; integer values
0004: $C12 = 0 ;; integer values
0004: $C32 = 0 ;; integer values

:Label0767AB
00D6: if 0
0038: $C19 == 0 ;; integer values
004D: jump_if_false Label076A1B
00D6: if 0
0118: actor $C18 dead
004D: jump_if_false Label0767DB
0004: $C19 = 1 ;; integer values
0002: jump Label076A1B

:Label0767DB
00D6: if 0
0038: $C3A == 0 ;; integer values
004D: jump_if_false Label076813
00D6: if 0
02CB: actor $C18 bounding_sphere_visible
004D: jump_if_false Label076813
00BC: text_highpriority "KPM1_5" 5000 ms 1 ;; ~g~Diaz's guys are after you! Get
Lance to the hospital.
0004: $C3A = 1 ;; integer values

:Label076813
00D6: if 0
0038: $C33 == 0 ;; integer values
004D: jump_if_false Label076983
00D6: if 0
02CB: actor $C18 bounding_sphere_visible
004D: jump_if_false Label076869
00D6: if 0
0038: $C1A == 0 ;; integer values
004D: jump_if_false Label076862
01ED: reset_actor $C18 flags
011A: set_actor $C18 flags 1
01CC: actor $C18 kill_player $PLAYER_CHAR
0004: $C1A = 1 ;; integer values

:Label076862
0002: jump Label07693E

:Label076869
0004: $C1A = 0 ;; integer values
00D6: if 0
0038: $C1A == 0 ;; integer values
004D: jump_if_false Label07693E
00D6: if 0
80E9: NOT player $PLAYER_CHAR 0 ()near_actor $C18 radius 20.0 20.0
004D: jump_if_false Label07693E
00A0: store_actor $C18 position_to $C4D $C4E $C4F
02C1: set $C4A $C4B $C4C to_car_path_coords_closest_to $C4D $C4E $C4F
00D6: if 0
838A: NOT car_in_cube $C4A $C4B $C4C 4.0 4.0 3.0
004D: jump_if_false Label07693E
00D6: if 0
80C2: NOT sphere_onscreen $C4A $C4B $C4C 4.0
004D: jump_if_false Label07693E
03CD: car $C16 remove_from_stuck_car_check
0191: unknown_car $C16
01C3: remove_references_to_car $C16 ;; Like turning a car into any random car
00A5: $C16 = create_car #COMET at $C4A $C4B $C4C
011C: actor $C18 clear_objective
036A: put_actor $C18 in_car $C16
0004: $C38 = 0 ;; integer values
0004: $C1A = 1 ;; integer values

:Label07693E
00D6: if 0
00DF: actor $C18 driving
004D: jump_if_false Label076983
00D9: $C16 = actor $C18 car
00AD: set_car $C16 max_speed_to 100.0
0190: unknown_car $C16
03CC: car $C16 add_to_stuck_car_check .5 = 3000
04BA: set_car $C16 speed_instantly 30.0
0004: $C33 = 1 ;; integer values

:Label076983
00D6: if 0
0038: $C33 == 1 ;; integer values
004D: jump_if_false Label076A1B
00D6: if 0
8119: NOT car $C16 wrecked
004D: jump_if_false Label0769E7
00D6: if 0
0038: $C38 == 0 ;; integer values
004D: jump_if_false Label0769C5
00AF: set_car $C16 driver_behaviour_to 2
0004: $C38 = 1 ;; integer values

:Label0769C5
00D6: if 22
01F4: car $C16 flipped
0495: unknown_car_check $C16
03CE: car $C16 stuck
004D: jump_if_false Label0769E7
01D3: actor $C18 leave_car $C16

:Label0769E7
00D6: if 0
80DF: NOT actor $C18 driving
004D: jump_if_false Label076A1B
03CD: car $C16 remove_from_stuck_car_check
0191: unknown_car $C16
01C3: remove_references_to_car $C16 ;; Like turning a car into any random car
0004: $C38 = 0 ;; integer values
0004: $C1A = 0 ;; integer values
0004: $C33 = 0 ;; integer values

:Label076A1B
00D6: if 0
0038: $C1C == 0 ;; integer values
004D: jump_if_false Label076C92
00D6: if 0
0118: actor $C1B dead
004D: jump_if_false Label076A4B
0004: $C1C = 1 ;; integer values
0002: jump Label076C92

:Label076A4B
00D6: if 0
0038: $C3A == 0 ;; integer values
004D: jump_if_false Label076A83
00D6: if 0
02CB: actor $C1B bounding_sphere_visible
004D: jump_if_false Label076A83
00BC: text_highpriority "KPM1_5" 5000 ms 1 ;; ~g~Diaz's guys are after you! Get
Lance to the hospital.
0004: $C3A = 1 ;; integer values

:Label076A83
00D6: if 0
0038: $C34 == 0 ;; integer values
004D: jump_if_false Label076BFA
00D6: if 0
02CB: actor $C1B bounding_sphere_visible
004D: jump_if_false Label076AD9
00D6: if 0
0038: $C1D == 0 ;; integer values
004D: jump_if_false Label076AD2
01ED: reset_actor $C1B flags
011A: set_actor $C1B flags 1
01CC: actor $C1B kill_player $PLAYER_CHAR
0004: $C1D = 1 ;; integer values

:Label076AD2
0002: jump Label076BAE

:Label076AD9
0004: $C1D = 0 ;; integer values
00D6: if 0
0038: $C1D == 0 ;; integer values
004D: jump_if_false Label076BAE
00D6: if 0
80E9: NOT player $PLAYER_CHAR 0 ()near_actor $C1B radius 20.0 20.0
004D: jump_if_false Label076BAE
00A0: store_actor $C1B position_to $C53 $C54 $C55
02C1: set $C50 $C51 $C52 to_car_path_coords_closest_to $C53 $C54 $C55
00D6: if 0
838A: NOT car_in_cube $C50 $C51 $C52 4.0 4.0 3.0
004D: jump_if_false Label076BAE
00D6: if 0
80C2: NOT sphere_onscreen $C50 $C51 $C52 4.0
004D: jump_if_false Label076BAE
03CD: car $C17 remove_from_stuck_car_check
0191: unknown_car $C17
01C3: remove_references_to_car $C17 ;; Like turning a car into any random car
00A5: $C17 = create_car #COMET at $C50 $C51 $C52
011C: actor $C1B clear_objective
036A: put_actor $C1B in_car $C17
0004: $C39 = 0 ;; integer values
0004: $C1D = 1 ;; integer values

:Label076BAE
00D6: if 0
00DF: actor $C1B driving
004D: jump_if_false Label076BFA
00D9: $C17 = actor $C1B car
00AD: set_car $C17 max_speed_to 100.0
0190: unknown_car $C17
03CC: car $C17 add_to_stuck_car_check .5 = 3000
04BA: set_car $C17 speed_instantly 30.0
0004: $C1D = 0 ;; integer values
0004: $C34 = 1 ;; integer values

:Label076BFA
00D6: if 0
0038: $C34 == 1 ;; integer values
004D: jump_if_false Label076C92
00D6: if 0
8119: NOT car $C17 wrecked
004D: jump_if_false Label076C5E
00D6: if 0
0038: $C39 == 0 ;; integer values
004D: jump_if_false Label076C3C
00AF: set_car $C17 driver_behaviour_to 2
0004: $C39 = 1 ;; integer values
:Label076C3C
00D6: if 22
01F4: car $C17 flipped
0495: unknown_car_check $C17
03CE: car $C17 stuck
004D: jump_if_false Label076C5E
01D3: actor $C1B leave_car $C17

:Label076C5E
00D6: if 0
80DF: NOT actor $C1B driving
004D: jump_if_false Label076C92
03CD: car $C17 remove_from_stuck_car_check
0191: unknown_car $C17
01C3: remove_references_to_car $C17 ;; Like turning a car into any random car
0004: $C39 = 0 ;; integer values
0004: $C1D = 0 ;; integer values
0004: $C34 = 0 ;; integer values

:Label076C92
0051: return

:Label076C94
00D6: if 0
001A: 11 > $C2B ;; integer values
004D: jump_if_false Label077338
00D6: if 0
0038: $C1F == 0 ;; integer values
004D: jump_if_false Label076D16
00D6: if 0
8118: NOT actor 0@ dead
004D: jump_if_false Label076D16
00D6: if 0
84F0: NOT unknown_actor_check 0@
004D: jump_if_false Label076D16
01ED: reset_actor 0@ flags
02A9: set_actor 0@ immune_to_nonplayer 1
0372: set_actor 0@ anim 34 wait_state_time 1000000 ms
0332: set_actor 0@ bleeding_to 1 (true)
04D7: lock_actor 0@ in_current_position 1
04F5: unknown_actor 0@ kiss_player $PLAYER_CHAR on 1
0008: $C2B += 1 ;; integer values
0004: $C1F = 1 ;; integer values

:Label076D16
00D6: if 0
0038: $C1E == 0 ;; integer values
004D: jump_if_false Label076D8C
00D6: if 0
8118: NOT actor $B9C dead
004D: jump_if_false Label076D8C
00D6: if 0
84F0: NOT unknown_actor_check $B9C
004D: jump_if_false Label076D8C
01ED: reset_actor $B9C flags
011A: set_actor $B9C flags 1
01B2: give_actor $B9C weapon 23 ammo 30000 ;; Load the weapon model before using
this
02E2: set_actor $B9C weapon_accuracy_to 80
0173: set_actor $B9C z_angle_to 196.45
0350: unknown_actor $B9C not_scared_flag 1
01CA: actor $B9C kill_player $PLAYER_CHAR
0008: $C2B += 1 ;; integer values
0004: $C1E = 1 ;; integer values

:Label076D8C
00D6: if 0
0038: $C20 == 0 ;; integer values
004D: jump_if_false Label076E26
00D6: if 0
8118: NOT actor $BA2 dead
004D: jump_if_false Label076E26
00D6: if 0
84F0: NOT unknown_actor_check $BA2
004D: jump_if_false Label076E26
01ED: reset_actor $BA2 flags
011A: set_actor $BA2 flags 1
0243: set_actor $BA2 ped_stats_to 16
01B2: give_actor $BA2 weapon 23 ammo 30000 ;; Load the weapon model before using
this
01E2: add_route_point 0 at $BA7 $BA8 $BA9
01E2: add_route_point 0 at $BAA $BAB $BAC
01E2: add_route_point 0 at $BAD $BAE $BAF
01E2: add_route_point 0 at $BB0 $BB1 $BB2
01E1: set_actor $BA2 follow_route 0 3
0008: $C2B += 1 ;; integer values
0004: $C20 = 1 ;; integer values

:Label076E26
00D6: if 0
0038: $C21 == 0 ;; integer values
004D: jump_if_false Label076E9A
00D6: if 0
8118: NOT actor $BB3 dead
004D: jump_if_false Label076E9A
00D6: if 0
84F0: NOT unknown_actor_check $BB3
004D: jump_if_false Label076E9A
01ED: reset_actor $BB3 flags
011A: set_actor $BB3 flags 1
0243: set_actor $BB3 ped_stats_to 16
01B2: give_actor $BB3 weapon 23 ammo 30000 ;; Load the weapon model before using
this
0173: set_actor $BB3 z_angle_to $BB9
0350: unknown_actor $BB3 not_scared_flag 1
01CA: actor $BB3 kill_player $PLAYER_CHAR
0008: $C2B += 1 ;; integer values
0004: $C21 = 1 ;; integer values

:Label076E9A
00D6: if 0
0038: $C22 == 0 ;; integer values
004D: jump_if_false Label076F0E
00D6: if 0
8118: NOT actor $BBA dead
004D: jump_if_false Label076F0E
00D6: if 0
84F0: NOT unknown_actor_check $BBA
004D: jump_if_false Label076F0E
01ED: reset_actor $BBA flags
011A: set_actor $BBA flags 1
0243: set_actor $BBA ped_stats_to 16
01B2: give_actor $BBA weapon 23 ammo 30000 ;; Load the weapon model before using
this
0173: set_actor $BBA z_angle_to $BC0
0350: unknown_actor $BBA not_scared_flag 1
01CA: actor $BBA kill_player $PLAYER_CHAR
0008: $C2B += 1 ;; integer values
0004: $C22 = 1 ;; integer values

:Label076F0E
00D6: if 0
0038: $C23 == 0 ;; integer values
004D: jump_if_false Label076FDC
00D6: if 0
8118: NOT actor $BC1 dead
004D: jump_if_false Label076FDC
00D6: if 0
84F0: NOT unknown_actor_check $BC1
004D: jump_if_false Label076FDC
01ED: reset_actor $BC1 flags
011A: set_actor $BC1 flags 1
0243: set_actor $BC1 ped_stats_to 16
01B2: give_actor $BC1 weapon 23 ammo 30000 ;; Load the weapon model before using
this
01E2: add_route_point 1 at $BC7 $BC8 $BC9
01E2: add_route_point 1 at $BCA $BCB $BCC
01E2: add_route_point 1 at $BCD $BCE $BCF
01E2: add_route_point 1 at $BD0 $BD1 $BD2
01E2: add_route_point 1 at $BD3 $BD4 $BD5
01E2: add_route_point 1 at $BD6 $BD7 $BD8
01E2: add_route_point 1 at $BD9 $BDA $BDB
01E2: add_route_point 1 at $BDC $BDD $BDE
01E1: set_actor $BC1 follow_route 1 3
0008: $C2B += 1 ;; integer values
0004: $C23 = 1 ;; integer values

:Label076FDC
00D6: if 0
0038: $C24 == 0 ;; integer values
004D: jump_if_false Label077069
00D6: if 0
8118: NOT actor $BDF dead
004D: jump_if_false Label077069
00D6: if 0
84F0: NOT unknown_actor_check $BDF
004D: jump_if_false Label077069
01ED: reset_actor $BDF flags
011A: set_actor $BDF flags 1
0243: set_actor $BDF ped_stats_to 16
01B2: give_actor $BDF weapon 23 ammo 30000 ;; Load the weapon model before using
this
01E2: add_route_point 2 at $BE5 $BE6 $BE7
01E2: add_route_point 2 at $BE8 $BE9 $BEA
01E2: add_route_point 2 at $BEB $BEC $BED
01E1: set_actor $BDF follow_route 2 3
0008: $C2B += 1 ;; integer values
0004: $C24 = 1 ;; integer values

:Label077069
00D6: if 0
0038: $C25 == 0 ;; integer values
004D: jump_if_false Label0770DC
00D6: if 0
8118: NOT actor $BEE dead
004D: jump_if_false Label0770DC
00D6: if 0
84F0: NOT unknown_actor_check $BEE
004D: jump_if_false Label0770DC
01ED: reset_actor $BEE flags
011A: set_actor $BEE flags 1
0243: set_actor $BEE ped_stats_to 16
01B2: give_actor $BEE weapon 27 ammo 30000 ;; Load the weapon model before using
this
02E2: set_actor $BEE weapon_accuracy_to 80
0350: unknown_actor $BEE not_scared_flag 1
01CA: actor $BEE kill_player $PLAYER_CHAR
0008: $C2B += 1 ;; integer values
0004: $C25 = 1 ;; integer values

:Label0770DC
00D6: if 0
0038: $C26 == 0 ;; integer values
004D: jump_if_false Label077159
00D6: if 0
8118: NOT actor $BF0 dead
004D: jump_if_false Label077159
00D6: if 0
84F0: NOT unknown_actor_check $BF0
004D: jump_if_false Label077159
01ED: reset_actor $BF0 flags
0173: set_actor $BF0 z_angle_to 289.74
011A: set_actor $BF0 flags 1
0243: set_actor $BF0 ped_stats_to 16
01B2: give_actor $BF0 weapon 27 ammo 30000 ;; Load the weapon model before using
this
02E2: set_actor $BF0 weapon_accuracy_to 80
0350: unknown_actor $BF0 not_scared_flag 1
01CA: actor $BF0 kill_player $PLAYER_CHAR
0008: $C2B += 1 ;; integer values
0004: $C26 = 1 ;; integer values

:Label077159
00D6: if 0
0038: $C27 == 0 ;; integer values
004D: jump_if_false Label0771D6
00D6: if 0
8118: NOT actor $BF3 dead
004D: jump_if_false Label0771D6
00D6: if 0
84F0: NOT unknown_actor_check $BF3
004D: jump_if_false Label0771D6
01ED: reset_actor $BF3 flags
0173: set_actor $BF3 z_angle_to 289.74
011A: set_actor $BF3 flags 1
0243: set_actor $BF3 ped_stats_to 16
01B2: give_actor $BF3 weapon 27 ammo 30000 ;; Load the weapon model before using
this
02E2: set_actor $BF3 weapon_accuracy_to 80
0350: unknown_actor $BF3 not_scared_flag 1
01CA: actor $BF3 kill_player $PLAYER_CHAR
0008: $C2B += 1 ;; integer values
0004: $C27 = 1 ;; integer values

:Label0771D6
00D6: if 0
0038: $C28 == 0 ;; integer values
004D: jump_if_false Label07724C
00D6: if 0
8118: NOT actor $BF6 dead
004D: jump_if_false Label07724C
00D6: if 0
84F0: NOT unknown_actor_check $BF6
004D: jump_if_false Label07724C
01ED: reset_actor $BF6 flags
0173: set_actor $BF6 z_angle_to 87.55
011A: set_actor $BF6 flags 1
0243: set_actor $BF6 ped_stats_to 16
01B2: give_actor $BF6 weapon 27 ammo 30000 ;; Load the weapon model before using
this
0350: unknown_actor $BF6 not_scared_flag 1
01CA: actor $BF6 kill_player $PLAYER_CHAR
0008: $C2B += 1 ;; integer values
0004: $C28 = 1 ;; integer values

:Label07724C
00D6: if 0
0038: $C29 == 0 ;; integer values
004D: jump_if_false Label0772C2
00D6: if 0
8118: NOT actor $BF9 dead
004D: jump_if_false Label0772C2
00D6: if 0
84F0: NOT unknown_actor_check $BF9
004D: jump_if_false Label0772C2
01ED: reset_actor $BF9 flags
0173: set_actor $BF9 z_angle_to 128.477
011A: set_actor $BF9 flags 1
0243: set_actor $BF9 ped_stats_to 16
01B2: give_actor $BF9 weapon 23 ammo 30000 ;; Load the weapon model before using
this
0350: unknown_actor $BF9 not_scared_flag 1
01CA: actor $BF9 kill_player $PLAYER_CHAR
0008: $C2B += 1 ;; integer values
0004: $C29 = 1 ;; integer values

:Label0772C2
00D6: if 0
0038: $C2A == 0 ;; integer values
004D: jump_if_false Label077338
00D6: if 0
8118: NOT actor $BFC dead
004D: jump_if_false Label077338
00D6: if 0
84F0: NOT unknown_actor_check $BFC
004D: jump_if_false Label077338
01ED: reset_actor $BFC flags
0173: set_actor $BFC z_angle_to 98.364
011A: set_actor $BFC flags 1
0243: set_actor $BFC ped_stats_to 16
01B2: give_actor $BFC weapon 23 ammo 30000 ;; Load the weapon model before using
this
0350: unknown_actor $BFC not_scared_flag 1
01CA: actor $BFC kill_player $PLAYER_CHAR
0008: $C2B += 1 ;; integer values
0004: $C2A = 1 ;; integer values

:Label077338
0051: return

;-------------Mission 18---------------
; Originally: Four Iron

:Label07733A
03A4: name_thread "SERG1"
0050: gosub Label07736F
00D6: if 0
0112: wasted_or_busted
004D: jump_if_false Label07735F
0050: gosub Label079981

:Label07735F
0050: gosub Label0799F9
004E: end_thread
0006: 16@ = 0 ;; integer values

:Label07736F
0317: increment_mission_attempts
054C: use_GXT_table "SERG1"
058E: set_restart_mission_taxi_destination 252.7968 -230.9387 9.8638 333.9001
0004: $ONMISSION = 1 ;; integer values
0001: wait 0 ms
0001: wait 500 ms
00D6: if 0
8118: NOT actor $PLAYER_ACTOR dead
004D: jump_if_false Label0773D5
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 Label0773D5
0353: refresh_actor $PLAYER_ACTOR

:Label0773D5
0004: $CAA = 0 ;; integer values
0004: $CAB = 0 ;; integer values
0004: $CAC = 0 ;; integer values
0004: $CAF = 5 ;; integer values
0004: $CB2 = 5 ;; integer values
0004: $CB4 = 0 ;; integer values
0004: $CB5 = 0 ;; integer values
0004: $CB6 = 5 ;; integer values
0004: $CB0 = 0 ;; integer values
0004: $CB1 = 0 ;; integer values
0004: $CB8 = 0 ;; integer values
0004: $CC4 = 0 ;; integer values
0004: $CD4 = 0 ;; integer values
0004: $CBF = 0 ;; integer values
0004: $CC0 = 0 ;; integer values
0004: $CC1 = 0 ;; integer values
0004: $CC2 = 0 ;; integer values
0004: $CB9 = 0 ;; integer values
0004: $CBA = 0 ;; integer values
0004: $CBB = 0 ;; integer values
0004: $CBC = 0 ;; integer values
0004: $CBD = 0 ;; integer values
0004: $CBE = 0 ;; integer values
0004: $CD5 = 0 ;; integer values
0004: $CD1 = 0 ;; integer values
0004: $CD2 = 0 ;; integer values
0004: $CD3 = 0 ;; integer values
0004: $CB9 = 0 ;; integer values
0004: $CAE = 0 ;; integer values
0004: $CD6 = 0 ;; integer values
0004: $CD7 = 0 ;; integer values
0004: $CDA = 0 ;; integer values
0004: $CDB = 0 ;; integer values
0004: $CDC = 0 ;; integer values
0004: $CDD = 0 ;; integer values
0004: $CD8 = 0 ;; integer values
0004: $CD9 = 0 ;; integer values
0004: $CDE = 0 ;; integer values
0004: $CDF = 0 ;; integer values
0004: $CE0 = 0 ;; integer values
0004: $CE1 = 0 ;; integer values
0004: $CE2 = 0 ;; integer values
0004: $CE3 = 0 ;; integer values
0005: $63 = 325.2479 ;; floating-point values
0005: $64 = 203.6996 ;; floating-point values
0005: $65 = 10.39881 ;; floating-point values
0005: $C75 = 94.725 ;; floating-point values
0005: $C76 = 268.87 ;; floating-point values
0005: $C77 = 21.764 ;; floating-point values
0005: $C6D = 101.989 ;; floating-point values
0005: $C6E = 251.821 ;; floating-point values
0005: $C6F = 21.77 ;; floating-point values
0005: $C78 = 80.339 ;; floating-point values
0005: $C79 = 579.956 ;; floating-point values
0005: $C7A = 17.442 ;; floating-point values
0005: $C88 = 319.5175 ;; floating-point values
0005: $C7B = 78.689 ;; floating-point values
0005: $C7C = 582.528 ;; floating-point values
0005: $C7D = 17.39414 ;; floating-point values
0005: $C89 = 308.28 ;; floating-point values
0005: $C7E = 85.716 ;; floating-point values
0005: $C7F = 572.613 ;; floating-point values
0005: $C80 = 17.57464 ;; floating-point values
0005: $C8A = 304.955 ;; floating-point values
0005: $C81 = 74.674 ;; floating-point values
0005: $C82 = 597.314 ;; floating-point values
0005: $C83 = 17.57464 ;; floating-point values
0005: $C8B = 238.371 ;; floating-point values
0005: $C84 = 83.422 ;; floating-point values
0005: $C85 = 596.1174 ;; floating-point values
0005: $C86 = 12.965 ;; floating-point values
0005: $C87 = 231.757 ;; floating-point values
0005: $C8C = 79.1955 ;; floating-point values
0005: $C8D = 580.3671 ;; floating-point values
0005: $C8E = 17.4168 ;; floating-point values
0005: $C93 = 93.72506 ;; floating-point values
0005: $C94 = 563.45 ;; floating-point values
0005: $C95 = 13.175 ;; floating-point values
0005: $C96 = 95.591 ;; floating-point values
0005: $C97 = 561.284 ;; floating-point values
0005: $C98 = 13.133 ;; floating-point values
0005: $C99 = 98.84 ;; floating-point values
0005: $C9A = 557.794 ;; floating-point values
0005: $C9B = 13.04 ;; floating-point values
0005: $C9C = 95.518 ;; floating-point values
0005: $C9D = 573.821 ;; floating-point values
0005: $C9E = 13.087 ;; floating-point values
0005: $C9F = 304.078 ;; floating-point values
0005: $CA0 = 308.83 ;; floating-point values
0005: $CA1 = 308.439 ;; floating-point values
0005: $CA2 = 17.252 ;; floating-point values
00C0: set_current_time 10 0
01B6: set_weather 4
0395: clear_area 1 at 299.0 -205.0 range 10.5 5.0
0395: clear_area 1 at 305.0 -219.5 range 10.5 10.0
0055: put_player $PLAYER_CHAR at 299.0 -205.0 10.5
0171: set_player $PLAYER_CHAR z_angle_to 230.0
015F: set_camera_position 297.0 -204.7 13.0 0.0 0.0 0.0
0160: point_camera 318.5 -219.23 22.4 2
0247: request_model #STRETCH
03CB: set_camera 270.0 -218.0 13.4

:Label077783
00D6: if 0
8248: NOT model #STRETCH available
004D: jump_if_false Label07779E
0001: wait 0 ms
0002: jump Label077783

:Label07779E
0395: clear_area 1 at 306.9 -241.65 range 12.3 15.0
00A5: $642 = create_car #STRETCH at 306.9 -241.65 12.3
0229: set_car $642 color_to 0 0
0175: set_car $642 z_angle_to 0.0
016A: fade 1 (back) 1500 ms

:Label0777E7
00D6: if 0
016B: fading
004D: jump_if_false Label0777FF
0001: wait 0 ms
0002: jump Label0777E7

:Label0777FF
00D6: if 0
8119: NOT car $642 wrecked
004D: jump_if_false Label077823
04BA: set_car $642 speed_instantly 15.0
0477: unknown_car $642 8 8000

:Label077823
0006: 16@ = 0 ;; integer values

:Label07782A
00D6: if 0
001B: 1000 > 16@ ;; integer values
004D: jump_if_false Label077848
0001: wait 0 ms
0002: jump Label07782A

:Label077848
00D6: if 0
8119: NOT car $642 wrecked
004D: jump_if_false Label077861
0158: camera_on_vehicle $642 15 1

:Label077861
0006: 16@ = 0 ;; integer values

:Label077868
00D6: if 0
001B: 3000 > 16@ ;; integer values
004D: jump_if_false Label077886
0001: wait 0 ms
0002: jump Label077868

:Label077886
00D6: if 0
8119: NOT car $642 wrecked
004D: jump_if_false Label0778AF
00AA: store_car $642 position_to $63F $640 $641
0211: actor $PLAYER_ACTOR walk_to $63F $640

:Label0778AF
016A: fade 0 () 1500 ms

:Label0778B6
00D6: if 0
016B: fading
004D: jump_if_false Label0778CE
0001: wait 0 ms
0002: jump Label0778B6

:Label0778CE
00A6: destroy_car $642
0249: release_model #STRETCH
015A: restore_camera
011C: actor $PLAYER_ACTOR clear_objective
009F: set_actor $PLAYER_ACTOR objective_to-1
0006: 16@ = 0 ;; integer values
03CF: load_wav "MONO_6" as 1
023C: load_special_actor 1 "CSPLAY"
023C: load_special_actor 2 "CSAVERY"
02F3: load_object #CUTOBJ01 "CS_LIMO"
02F3: load_object #CUTOBJ02 "GPASS"
038B: load_requested_models
:Label07792B
00D6: if 21
823D: NOT special_actor 1 loaded
823D: NOT special_actor 2 loaded
004D: jump_if_false Label077949
0001: wait 0 ms
0002: jump Label07792B

:Label077949
00D6: if 21
8248: NOT model #CUTOBJ01 available
8248: NOT model #CUTOBJ02 available
004D: jump_if_false Label077969
0001: wait 0 ms
0002: jump Label077949

:Label077969
02E4: load_cutscene_data "TEX_1"
0244: set_cutscene_pos 305.2 -211.9 11.3
041D: set_camera_near_clip .1
02E5: $7D = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $7D "CSPLAY"
02E5: $95 = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $95 "CSAVERY"
02E5: $CE4 = create_cutscene_object #CUTOBJ01
02E6: set_cutscene_anim $CE4 "CS_LIMO"
02E5: $CE5 = create_cutscene_object #CUTOBJ02
02E6: set_cutscene_anim $CE5 "GPASS"
0395: clear_area 1 at 265.129 -234.531 range 11.107 1.0
0055: put_player $PLAYER_CHAR at 265.129 -234.531 11.1013
0171: set_player $PLAYER_CHAR z_angle_to 78.21838
04E4: unknown_refresh_game_renderer_at 265.129 -234.531
016A: fade 1 (back) 1500 ms
03AD: set_rubbish 0 (invisible)
03AF: set_streaming 1 (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label077A35
00D6: if 0
001A: 1569 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label077A58
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label077A35

:Label077A58
00BC: text_highpriority "TEX1_A" 10000 ms 1 ;; Come in and park yourself on the
hide, son.

:Label077A67
00D6: if 0
001A: 4896 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label077A8A
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label077A67
:Label077A8A
00BC: text_highpriority "TEX1_B" 10000 ms 1 ;; Hell, my daddy used to say, never
look a gift horse in the mouth, and by golly, he never did.

:Label077A99
00D6: if 0
001A: 10768 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label077ABC
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label077A99

:Label077ABC
00BC: text_highpriority "TEX1_C" 10000 ms 1 ;; Would you like a drop of the old
Kentucky?

:Label077ACB
00D6: if 0
001A: 12947 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label077AEE
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label077ACB

:Label077AEE
00BC: text_highpriority "TEX1_D" 10000 ms 1 ;; No thanks.

:Label077AFD
00D6: if 0
001A: 13927 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label077B20
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label077AFD

:Label077B20
00BC: text_highpriority "TEX1_E" 10000 ms 1 ;; A clean thinker! I like that.

:Label077B2F
00D6: if 0
001A: 16556 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label077B52
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label077B2F

:Label077B52
00BC: text_highpriority "TEX1_F" 10000 ms 1 ;; Now, the property business isn't
all about high-falootin' paper pushing.

:Label077B61
00D6: if 0
001A: 20072 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label077B84
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label077B61

:Label077B84
00BC: text_highpriority "TEX1_G" 10000 ms 1 ;; It's about dirt! And the will to
claim that dirt! You with me, son?

:Label077B93
00D6: if 0
001A: 24493 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label077BB6
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label077B93

:Label077BB6
00BC: text_highpriority "TEX1_H" 10000 ms 1 ;; Oh yeah.

:Label077BC5
00D6: if 0
001A: 25569 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label077BE8
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label077BC5

:Label077BE8
00BC: text_highpriority "TEX1_I" 10000 ms 1 ;; Well, I need some tenacious
bastard to let go of some dirt,

:Label077BF7
00D6: if 0
001A: 28462 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label077C1A
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label077BF7

:Label077C1A
00BC: text_highpriority "TEX1_J" 10000 ms 1 ;; and you look to me like the kind
of guy to persuade him.

:Label077C29
00D6: if 0
001A: 31069 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label077C4C
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label077C29

:Label077C4C
00BC: text_highpriority "TEX1_K" 10000 ms 1 ;; Persuasion's my forte.

:Label077C5B
00D6: if 0
001A: 32859 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label077C80
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label077C5B

:Label077C80
00BC: text_highpriority "TEX1_L" 10000 ms 1 ;; Yeh, he'll be down at the country
club, down on the golf course.

:Label077C8F
00D6: if 0
001A: 36053 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label077CB4
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label077C8F

:Label077CB4
00BC: text_highpriority "TEX1_M" 10000 ms 1 ;; They don't allow guns, so his
bodyguards won't be packing lawgivers.

:Label077CC3
00D6: if 0
001A: 40174 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label077CE8
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label077CC3

:Label077CE8
00BC: text_highpriority "TEX1_N" 10000 ms 1 ;; Go beat eight tons of crap out of
him.

:Label077CF7
00D6: if 0
001A: 42460 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label077D1C
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label077CF7

:Label077D1C
00BC: text_highpriority "TEX1_O" 10000 ms 1 ;; Here now - I got you a
membership, and boy you're going to need more appropriate clothing.

:Label077D2B
00D6: if 0
001A: 47168 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label077D50
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label077D2B

:Label077D50
00BE: text_clear_all
016A: fade 0 () 1500 ms
00BE: text_clear_all
0001: wait 1000 ms
00D6: if 0
856A: NOT (unknown)
004D: jump_if_false Label077D80
00D6: if 0
03D0: wav 1 loaded
004D: jump_if_false Label077D80
03D1: play_wav 1
:Label077D80
00D6: if 0
016B: fading
004D: jump_if_false Label077D98
0001: wait 0 ms
0002: jump Label077D80

:Label077D98
03AD: set_rubbish 1 (visible)
02EA: end_cutscene
0373: set_camera_directly_behind_player
0296: unload_special_actor 1
0296: unload_special_actor 2
0249: release_model #CUTOBJ01
0249: release_model #CUTOBJ02
04BB: select_interiour 0 ;; select render area
016A: fade 1 (back) 1500 ms
0215: destroy_pickup $511
0215: destroy_pickup $512
0215: destroy_pickup $504
0215: destroy_pickup $505
0215: destroy_pickup $506
0215: destroy_pickup $507
0215: destroy_pickup $508
0215: destroy_pickup $509
0215: destroy_pickup $50A
0215: destroy_pickup $50B
0215: destroy_pickup $50C
0215: destroy_pickup $510
00D6: if 0
0038: $CAA == 0 ;; integer values
004D: jump_if_false Label077E31
02A8: $C5F = create_marker 28 at $63 $64 $65
00BC: text_highpriority "TEX1_1" 7000 ms 2 ;; ~g~Go and pick up some golfing
clothes from Jocksports.
0004: $CAA = 1 ;; integer values

:Label077E31
0247: request_model #WMYGO
0247: request_model #CADDY
0247: request_model #GOLFCLUB
0247: request_model #GREENWOO

:Label077E44
00D6: if 23
8248: NOT model #WMYGO available
8248: NOT model #CADDY available
8248: NOT model #GOLFCLUB available
8248: NOT model #GREENWOO available
004D: jump_if_false Label077E6D
0001: wait 0 ms
0002: jump Label077E44

:Label077E6D
023C: load_special_actor 1 "BGA"
023C: load_special_actor 2 "BGB"

:Label077E85
00D6: if 21
823D: NOT special_actor 1 loaded
823D: NOT special_actor 2 loaded
004D: jump_if_false Label077EA3
0001: wait 0 ms
0002: jump Label077E85

:Label077EA3
0108: destroy_object $71D
029B: $71D = init_object -123 (GOLF_GATESOPEN) at 107.81 228.072 20.989
01C7: remove_object_from_mission_cleanup_list $71D
04E2: $PLAYER_CHAR 1
0481: 2.5
00D6: if 0
0038: $CC2 == 1 ;; integer values
004D: jump_if_false Label077EFA
00A5: $CAD = create_car #CADDY at 226.4403 468.6706 12.06724

:Label077EFA
0001: wait 0 ms
00D6: if 0
0038: $CAA == 1 ;; integer values
004D: jump_if_false Label07828F
00D6: if 0
00F6: player $PLAYER_CHAR 1 (in-sphere)near_point_on_foot $63 $64 $65 radius
1.5 1.5 2.0
004D: jump_if_false Label07828F
0164: disable_marker $C5F
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
02A3: toggle_widescreen 1 (on)
015F: set_camera_position 322.1944 201.5772 14.571 0.0 0.0 0.0
0160: point_camera 322.9228 202.133 14.17033 2
0211: actor $PLAYER_ACTOR walk_to 328.3383 206.0568
0001: wait 1300 ms
016A: fade 0 () 1500 ms
0001: wait 1500 ms
00D6: if 0
8118: NOT actor $PLAYER_ACTOR dead
004D: jump_if_false Label077FD1
0352: set_actor $PLAYER_ACTOR skin_to "PLAYER4"
038B: load_requested_models
00D6: if 0
8118: NOT actor $PLAYER_ACTOR dead
004D: jump_if_false Label077FD1
0353: refresh_actor $PLAYER_ACTOR

:Label077FD1
03CF: load_wav "TEX1_3" as 1
03CF: load_wav "TEX1_4" as 2

:Label077FE9
00D6: if 21
83D0: NOT wav 1 loaded
83D0: NOT wav 2 loaded
004D: jump_if_false Label078007
0001: wait 0 ms
0002: jump Label077FE9

:Label078007
0395: clear_area 0 at 325.2479 283.6996 range 1.0 1.0
0395: clear_area 0 at 324.8611 203.3913 range 1.0 1.0
042B: clear_peds_from_cube 316.5 207.966 9.23 335.8277 190.5508 11.3988
011C: actor $PLAYER_ACTOR clear_objective
0055: put_player $PLAYER_CHAR at 325.9265 204.2 10.39881
0171: set_player $PLAYER_CHAR z_angle_to 128.1122
01B8: set_player $PLAYER_CHAR armed_weapon_to 0
016A: fade 1 (back) 1500 ms
015F: set_camera_position 324.8611 203.3913 11.26842 0.0 0.0 0.0
0160: point_camera 325.5527 203.925 10.78171 2
0001: wait 1000 ms
0460: set_camera_pointing_time 5.0 3000
015F: set_camera_position 324.861 203.3913 11.26842 0.0 0.0 0.0
0160: point_camera 325.5336 203.9103 11.79598 1
0006: 17@ = 0 ;; integer values

:Label078104
00D6: if 0
8019: NOT 17@ > 5000 ;; integer values
004D: jump_if_false Label078262
0001: wait 0 ms
00D6: if 0
0019: 17@ > 450 ;; integer values
004D: jump_if_false Label0781A6
00D6: if 0
0038: $CD8 == 0 ;; integer values
004D: jump_if_false Label0781A6
00BC: text_highpriority "TEX1_7" 5000 ms 2 ;; Is this me?
00D6: if 0
0038: $CDB == 0 ;; integer values
004D: jump_if_false Label07816C
03D1: play_wav 1
0004: $CDB = 1 ;; integer values

:Label07816C
00D6: if 0
0038: $CDB == 1 ;; integer values
004D: jump_if_false Label0781A6
00D6: if 0
03D2: wav 1 ended
004D: jump_if_false Label0781A6
0004: $CDB = 0 ;; integer values
040D: unload_wav 1
0004: $CDA = 1 ;; integer values
0004: $CD8 = 1 ;; integer values

:Label0781A6
00D6: if 0
0038: $CD8 == 1 ;; integer values
004D: jump_if_false Label078243
00D6: if 0
0038: $CD9 == 0 ;; integer values
004D: jump_if_false Label078243
03D7: set_wav 1 location 311.06 218.27 11.74
00BC: text_highpriority "TEX1_6" 5000 ms 2 ;; Nice ass baby!
00D6: if 0
0038: $CDD == 0 ;; integer values
004D: jump_if_false Label078209
03D1: play_wav 2
0004: $CDD = 1 ;; integer values
:Label078209
00D6: if 0
0038: $CDD == 1 ;; integer values
004D: jump_if_false Label078243
00D6: if 0
03D2: wav 1 ended
004D: jump_if_false Label078243
0004: $CDD = 0 ;; integer values
040D: unload_wav 1
0004: $CDC = 1 ;; integer values
0004: $CD9 = 1 ;; integer values

:Label078243
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label07825B
0002: jump Label078262

:Label07825B
0002: jump Label078104

:Label078262
00D6: if 0
810F: NOT player $PLAYER_CHAR wanted_level > 2
004D: jump_if_false Label078279
0110: clear_player $PLAYER_CHAR wanted_level

:Label078279
011C: actor $PLAYER_ACTOR clear_objective
03EB: clear_small_messages_only
040D: unload_wav 1
040D: unload_wav 2
0004: $CAA = 2 ;; integer values

:Label07828F
00D6: if 0
0038: $CAA == 2 ;; integer values
004D: jump_if_false Label0782F2
00D6: if 0
0019: 16@ > 4000 ;; integer values
004D: jump_if_false Label0782F2
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)
018A: $C58 = create_checkpoint_at 100.5953 251.247 20.729
00BC: text_highpriority "TEX1_2" 7000 ms 2 ;; ~g~Now head to the Leaf Links Golf
Club.
0004: $CAA = 3 ;; integer values

:Label0782F2
00D6: if 0
0038: $CAA == 3 ;; integer values
004D: jump_if_false Label07835D
00D6: if 0
0038: $CAB == 0 ;; integer values
004D: jump_if_false Label07835D
00D6: if 0
00F5: player $PLAYER_CHAR 1 (in-sphere)near_point 100.5953 251.247 20.729
radius 2.0 2.0 3.0
004D: jump_if_false Label07835D
0164: disable_marker $C58
02A3: toggle_widescreen 1 (on)
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
0004: $CAB = 1 ;; integer values

:Label07835D
00D6: if 0
0038: $CE0 == 0 ;; integer values
004D: jump_if_false Label078399
00D6: if 0
00DE: player $PLAYER_CHAR driving_vehicle_type #CADDY
004D: jump_if_false Label078399
03E5: text_box "TEX1_8" ;; Each time you enter a caddy you automatically receive a
golf club, providing your melee weapon slot is empty.
041E: set_radio_station 6 -1
0004: $CE0 = 1 ;; integer values

:Label078399
00D6: if 0
0038: $CAB == 1 ;; integer values
004D: jump_if_false Label078724
016A: fade 0 () 1000 ms

:Label0783B2
00D6: if 0
016B: fading
004D: jump_if_false Label0783CA
0001: wait 0 ms
0002: jump Label0783B2

:Label0783CA
03C7: unknown_maby_cops_density .1
010D: set_player $PLAYER_CHAR wanted_level_to 0
009A: $C59 = create_actor 21 #SPECIAL01 at $C78 $C79 $C7A
01B2: give_actor $C59 weapon 3 ammo 3000 ;; Load the weapon model before using
this
02A9: set_actor $C59 immune_to_nonplayer 1
0223: set_actor $C59 health_to 250
0173: set_actor $C59 z_angle_to $C88
009A: $C5A = create_actor 21 #SPECIAL02 at $C7B $C7C $C7D
01B2: give_actor $C5A weapon 3 ammo 3000 ;; Load the weapon model before using
this
02A9: set_actor $C5A immune_to_nonplayer 1
0223: set_actor $C5A health_to 250
0173: set_actor $C5A z_angle_to $C88
009A: $C5B = create_actor 21 #SPECIAL01 at $C7E $C7F $C80
01B2: give_actor $C5B weapon 3 ammo 3000 ;; Load the weapon model before using
this
02A9: set_actor $C5B immune_to_nonplayer 1
0223: set_actor $C5B health_to 250
0173: set_actor $C5B z_angle_to $C88
009A: $C5C = create_actor 21 #SPECIAL02 at $C81 $C82 $C83
01B2: give_actor $C5C weapon 3 ammo 3000 ;; Load the weapon model before using
this
02A9: set_actor $C5C immune_to_nonplayer 1
0223: set_actor $C5C health_to 250
0173: set_actor $C5C z_angle_to $C88
009A: $C5E = create_actor 4 #WMYGO at $C8C $C8D $C8E
01B2: give_actor $C5E weapon 3 ammo 3000 ;; Load the weapon model before using
this
01ED: reset_actor $C5E flags
0223: set_actor $C5E health_to 250
02A9: set_actor $C5E immune_to_nonplayer 1
0187: $C63 = create_marker_above_actor $C5E
0173: set_actor $C5E z_angle_to 56.6491
00A5: $C70 = create_car #CADDY at $C93 $C94 $C95
00A9: set_car $C70 to_normal_driver
0175: set_car $C70 z_angle_to $C9F
00A5: $C71 = create_car #CADDY at $C96 $C97 $C98
00A9: set_car $C71 to_normal_driver
0175: set_car $C71 z_angle_to $CA0
00A5: $C72 = create_car #CADDY at $C99 $C9A $C9B
00A9: set_car $C72 to_normal_driver
0175: set_car $C72 z_angle_to $CA1
00A5: $C73 = create_car #CADDY at $C9C $C9D $C9E
00A9: set_car $C73 to_normal_driver
0175: set_car $C73 z_angle_to $CA2
00A5: $C74 = create_car #CADDY at $C84 $C85 $C86
0129: $C5D = create_actor 21 #SPECIAL01 in_car $C74 driverseat
0243: set_actor $C5D ped_stats_to 16
00A9: set_car $C74 to_normal_driver
0175: set_car $C74 z_angle_to $C87
00A5: $C62 = create_car #CADDY at 96.9997 301.46 19.448
03CB: set_camera 109.9577 573.5403 16.59207
0001: wait 500 ms
016A: fade 1 (back) 1000 ms
015F: set_camera_position 108.7098 563.4672 16.37469 0.0 0.0 0.0
0160: point_camera 107.7731 563.7946 16.25006 2
0006: 16@ = 0 ;; integer values

:Label0785FD
00D6: if 0
001B: 3000 > 16@ ;; integer values
004D: jump_if_false Label07864A
0001: wait 0 ms
00BC: text_highpriority "TEX1_0" 10000 ms 2 ;; ~g~The target is at the driving
range enjoying a game of golf. Make sure it's his last.
00D6: if 1
00E1: key_pressed 0 16
0019: 16@ > 1000 ;; integer values
004D: jump_if_false Label078643
0002: jump Label0786D3

:Label078643
0002: jump Label0785FD

:Label07864A
015F: set_camera_position 82.77916 583.3534 18.74928 0.0 0.0 0.0
0160: point_camera 81.94122 582.8141 18.66525 2
0006: 16@ = 0 ;; integer values
00D6: if 0
8118: NOT actor $C5E dead
004D: jump_if_false Label07869D
0372: set_actor $C5E anim 33 wait_state_time -1 ms
:Label07869D
00D6: if 0
001B: 2500 > 16@ ;; integer values
004D: jump_if_false Label0786D3
0001: wait 0 ms
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label0786CC
0002: jump Label0786D3

:Label0786CC
0002: jump Label07869D

:Label0786D3
0395: clear_area 0 at 100.1102 254.2736 range 20.7242 1.0
03D5: remove_text "TEX1_0" ;; ~g~The target is at the driving range enjoying a
game of golf. Make sure it's his last.
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
00D6: if 0
8118: NOT actor $C5E dead
004D: jump_if_false Label078712
0372: set_actor $C5E anim 0 wait_state_time 100 ms

:Label078712
02A3: toggle_widescreen 0 (off)
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
0004: $CAB = 2 ;; integer values

:Label078724
00D6: if 0
0038: $CAB == 2 ;; integer values
004D: jump_if_false Label0789C7
00D6: if 0
8118: NOT actor $C59 dead
004D: jump_if_false Label07895D
00D6: if 0
0038: $CD6 == 0 ;; integer values
004D: jump_if_false Label078778
00D6: if 0
0038: $CE1 == 1 ;; integer values
004D: jump_if_false Label078778
0004: $CD6 = 2 ;; integer values
0004: $CD7 = 0 ;; integer values

:Label078778
00D6: if 0
0038: $CD6 == 0 ;; integer values
004D: jump_if_false Label0787AA
00D6: if 0
0038: $CE1 == 2 ;; integer values
004D: jump_if_false Label0787AA
0004: $CD6 = 3 ;; integer values
0004: $CD7 = 0 ;; integer values

:Label0787AA
00D6: if 0
0038: $CD6 == 2 ;; integer values
004D: jump_if_false Label078880
00D6: if 0
0038: $CD7 == 0 ;; integer values
004D: jump_if_false Label0787E8
03CF: load_wav "TEX1_5" as 1
0004: $CD7 = 1 ;; integer values
0002: jump Label078880

:Label0787E8
00D6: if 0
0038: $CD7 == 1 ;; integer values
004D: jump_if_false Label078810
00D6: if 0
03D0: wav 1 loaded
004D: jump_if_false Label078810
0004: $CD7 = 2 ;; integer values

:Label078810
00D6: if 0
0038: $CD7 == 2 ;; integer values
004D: jump_if_false Label07883C
00BC: text_highpriority "TEX1_9" 5000 ms 1 ;; Get him!
03D1: play_wav 1
0004: $CD7 = 3 ;; integer values

:Label07883C
00D6: if 0
0038: $CD7 == 3 ;; integer values
004D: jump_if_false Label078880
00D6: if 0
03D2: wav 1 ended
004D: jump_if_false Label078880
0004: $CD7 = 0 ;; integer values
0004: $CD6 = 0 ;; integer values
040D: unload_wav 1
03D5: remove_text "TEX1_9" ;; Get him!
0004: $CE1 = 2 ;; integer values

:Label078880
00D6: if 0
0038: $CD6 == 3 ;; integer values
004D: jump_if_false Label078956
00D6: if 0
0038: $CD7 == 0 ;; integer values
004D: jump_if_false Label0788BE
03CF: load_wav "TEX1_6" as 1
0004: $CD7 = 1 ;; integer values
0002: jump Label078956

:Label0788BE
00D6: if 0
0038: $CD7 == 1 ;; integer values
004D: jump_if_false Label0788E6
00D6: if 0
03D0: wav 1 loaded
004D: jump_if_false Label0788E6
0004: $CD7 = 2 ;; integer values

:Label0788E6
00D6: if 0
0038: $CD7 == 2 ;; integer values
004D: jump_if_false Label078912
00BC: text_highpriority "TEX1_10" 5000 ms 1 ;; Kill that Psycho!
03D1: play_wav 1
0004: $CD7 = 3 ;; integer values

:Label078912
00D6: if 0
0038: $CD7 == 3 ;; integer values
004D: jump_if_false Label078956
00D6: if 0
03D2: wav 1 ended
004D: jump_if_false Label078956
0004: $CD7 = 0 ;; integer values
0004: $CD6 = 0 ;; integer values
040D: unload_wav 1
03D5: remove_text "TEX1_10" ;; Kill that Psycho!
0004: $CE1 = 3 ;; integer values

:Label078956
0002: jump Label0789C7

:Label07895D
00D6: if 0
0038: $CD6 == 2 ;; integer values
004D: jump_if_false Label078992
0004: $CD7 = 0 ;; integer values
0004: $CD6 = 0 ;; integer values
040D: unload_wav 1
03D5: remove_text "TEX1_9" ;; Get him!
0004: $CE1 = 2 ;; integer values

:Label078992
00D6: if 0
0038: $CD6 == 3 ;; integer values
004D: jump_if_false Label0789C7
0004: $CD7 = 0 ;; integer values
0004: $CD6 = 0 ;; integer values
040D: unload_wav 1
03D5: remove_text "TEX1_10" ;; Kill that Psycho!
0004: $CE1 = 3 ;; integer values

:Label0789C7
00D6: if 0
0038: $CAB == 2 ;; integer values
004D: jump_if_false Label078A4A
00D6: if 0
0038: $CC1 == 0 ;; integer values
004D: jump_if_false Label078A4A
00D6: if 0
0019: 16@ > 1500 ;; integer values
004D: jump_if_false Label078A17
00D6: if 0
8118: NOT actor $C5E dead
004D: jump_if_false Label078A17
0372: set_actor $C5E anim 33 wait_state_time -1 ms

:Label078A17
00D6: if 0
0019: 16@ > 4000 ;; integer values
004D: jump_if_false Label078A4A
00D6: if 0
8118: NOT actor $C5E dead
004D: jump_if_false Label078A4A
0372: set_actor $C5E anim 0 wait_state_time 100 ms
0006: 16@ = 0 ;; integer values

:Label078A4A
00D6: if 0
8118: NOT actor $C5E dead
004D: jump_if_false Label078F90
00D6: if 0
0038: $CAB == 2 ;; integer values
004D: jump_if_false Label078F90
00D6: if 0
0038: $CC1 == 0 ;; integer values
004D: jump_if_false Label078AE4
00D6: if 21
00FB: player $PLAYER_CHAR 0 ()near_actor $C5E radius 9.5 9.5 1.0
0038: $CC4 == 1 ;; integer values
004D: jump_if_false Label078AE4
0372: set_actor $C5E anim 0 wait_state_time 100 ms
0239: actor $C5E run_to 86.645 584.7784
0004: $CD6 = 1 ;; integer values
0004: $CC1 = 1 ;; integer values
0004: $CC4 = 1 ;; integer values
0006: 17@ = 0 ;; integer values
0006: 16@ = 0 ;; integer values

:Label078AE4
00D6: if 0
0038: $CD6 == 1 ;; integer values
004D: jump_if_false Label078C0D
00D6: if 0
8118: NOT actor $C5E dead
004D: jump_if_false Label078BD1
00D6: if 0
0038: $CD7 == 0 ;; integer values
004D: jump_if_false Label078B32
03CF: load_wav "TEX1_1" as 1
0004: $CD7 = 1 ;; integer values
0002: jump Label078BCA

:Label078B32
00D6: if 0
0038: $CD7 == 1 ;; integer values
004D: jump_if_false Label078B5A
00D6: if 0
03D0: wav 1 loaded
004D: jump_if_false Label078B5A
0004: $CD7 = 2 ;; integer values

:Label078B5A
00D6: if 0
0038: $CD7 == 2 ;; integer values
004D: jump_if_false Label078B86
00BC: text_highpriority "TEX1_3" 5000 ms 1 ;; Who's this guy? Boys, deal with
him.
03D1: play_wav 1
0004: $CD7 = 3 ;; integer values

:Label078B86
00D6: if 0
0038: $CD7 == 3 ;; integer values
004D: jump_if_false Label078BCA
00D6: if 0
03D2: wav 1 ended
004D: jump_if_false Label078BCA
0004: $CD7 = 0 ;; integer values
040D: unload_wav 1
03D5: remove_text "TEX1_3" ;; Who's this guy? Boys, deal with him.
0004: $CD6 = 0 ;; integer values
0004: $CE1 = 1 ;; integer values

:Label078BCA
0002: jump Label078C0D

:Label078BD1
00D6: if 0
0038: $CD6 == 1 ;; integer values
004D: jump_if_false Label078C0D
040D: unload_wav 1
03D5: remove_text "TEX1_3" ;; Who's this guy? Boys, deal with him.
0004: $CC1 = 1 ;; integer values
0004: $CD7 = 0 ;; integer values
0004: $CD6 = 0 ;; integer values
0004: $CE1 = 1 ;; integer values

:Label078C0D
00D6: if 0
0038: $CC1 == 1 ;; integer values
004D: jump_if_false Label078C5D
00D6: if 0
00FF: actor $C5E 0 ()near_point_on_foot 86.645 584.7784 13.3303 radius 7.0
7.0 2.0
004D: jump_if_false Label078C5D
0004: $CC1 = 2 ;; integer values
0050: gosub Label079C38

:Label078C5D
00D6: if 0
0038: $CC1 == 2 ;; integer values
004D: jump_if_false Label078F90
00D6: if 0
0038: $CC0 == 1 ;; integer values
004D: jump_if_false Label078D51
00D6: if 0
044B: (unknown) $C5E
004D: jump_if_false Label078C9F
0050: gosub Label079C38
0002: jump Label078D51

:Label078C9F
00D6: if 0
8119: NOT car $CAD wrecked
004D: jump_if_false Label078D51
00D6: if 0
0448: actor $C5E in_car $CAD
004D: jump_if_false Label078CED
00AD: set_car $CAD max_speed_to 22.0
00AE: unknown_set_car $CAD to_ignore_traffic_lights 2
00A8: set_car $CAD to_psycho_driver
0006: 16@ = 0 ;; integer values
0004: $CC0 = 3 ;; integer values
0002: jump Label078D51

:Label078CED
00D6: if 0
8203: NOT actor $C5E near_car_on_foot $CAD radius 35.0 35.0 unknown 0
004D: jump_if_false Label078D13
0050: gosub Label079C38

:Label078D13
00D6: if 0
8119: NOT car $CAD wrecked
004D: jump_if_false Label078D51
00D6: if 1
00DC: player $PLAYER_CHAR driving $CAD
8203: NOT actor $C5E near_car_on_foot $CAD radius 5.0 5.0 unknown 0
004D: jump_if_false Label078D51
0050: gosub Label079C38

:Label078D51
00D6: if 0
0038: $CC0 == 3 ;; integer values
004D: jump_if_false Label078D8D
00D6: if 0
8119: NOT car $CAD wrecked
004D: jump_if_false Label078D8D
00D6: if 0
80DB: NOT actor $C5E in_car $CAD
004D: jump_if_false Label078D8D
0050: gosub Label079C38

:Label078D8D
00D6: if 0
0038: $CC0 == 4 ;; integer values
004D: jump_if_false Label078DDE
00D6: if 0
0019: 17@ > 1000 ;; integer values
004D: jump_if_false Label078DDE
00D6: if 0
8118: NOT actor $C5E dead
004D: jump_if_false Label078DD7
009E: set_actor $C5E path $C75 $C76 $C77 unknown 2.0 1

:Label078DD7
0006: 17@ = 0 ;; integer values

:Label078DDE
00D6: if 0
0038: $CC0 == 4 ;; integer values
004D: jump_if_false Label078E1D
00D6: if 0
00EC: actor $C5E 0 ()near_point 96.0986 265.837 radius 27.0 27.0
004D: jump_if_false Label078E1D
0004: $CC0 = 5 ;; integer values

:Label078E1D
00D6: if 0
0038: $CC0 == 3 ;; integer values
004D: jump_if_false Label078E7B
00D6: if 0
0019: 16@ > 75000 ;; integer values
004D: jump_if_false Label078E7B
00D6: if 0
8119: NOT car $CAD wrecked
004D: jump_if_false Label078E7B
00D6: if 0
0448: actor $C5E in_car $CAD
004D: jump_if_false Label078E7B
00A7: car $CAD drive_to 88.973 280.344 21.39544

:Label078E7B
00D6: if 0
0038: $CC0 == 3 ;; integer values
004D: jump_if_false Label078ED6
00D6: if 0
00EC: actor $C5E 0 ()near_point 96.0986 265.837 radius 27.0 27.0
004D: jump_if_false Label078ED6
00D6: if 0
00DF: actor $C5E driving
004D: jump_if_false Label078ED6
03E2: actor $C5E exit_car
0319: set_actor $C5E wander_state_to 1 (off)
0004: $CC0 = 5 ;; integer values

:Label078ED6
00D6: if 0
0038: $CC0 == 5 ;; integer values
004D: jump_if_false Label078F37
00D6: if 0
8118: NOT actor $C5E dead
004D: jump_if_false Label078F37
00D6: if 0
80DF: NOT actor $C5E driving
004D: jump_if_false Label078F37
00D6: if 0
0019: 16@ > 1000 ;; integer values
004D: jump_if_false Label078F37
009E: set_actor $C5E path $C6D $C6E $C6F unknown 1.0 1
0006: 16@ = 0 ;; integer values

:Label078F37
00D6: if 0
0038: $CC0 == 5 ;; integer values
004D: jump_if_false Label078F90
00D6: if 0
0038: $CDE == 0 ;; integer values
004D: jump_if_false Label078F90
00D6: if 0
8118: NOT actor $38D dead
004D: jump_if_false Label078F72
0223: set_actor $38D health_to 89
:Label078F72
00D6: if 0
8118: NOT actor $38E dead
004D: jump_if_false Label078F89
0223: set_actor $38E health_to 89

:Label078F89
0004: $CDE = 1 ;; integer values

:Label078F90
00D6: if 0
0038: $CBB == 0 ;; integer values
004D: jump_if_false Label079012
00D6: if 0
8118: NOT actor $C59 dead
004D: jump_if_false Label079012
00D6: if 24
00FB: player $PLAYER_CHAR 0 ()near_actor $C59 radius 10.0 10.0 .6
0038: $CC4 == 1 ;; integer values
0118: actor $C5A dead
0118: actor $C5B dead
0118: actor $C5C dead
004D: jump_if_false Label079012
0372: set_actor $C59 anim 0 wait_state_time 0 ms
0243: set_actor $C59 ped_stats_to 16
011A: set_actor $C59 flags 1
01CA: actor $C59 kill_player $PLAYER_CHAR
0004: $CBB = 1 ;; integer values

:Label079012
00D6: if 0
0038: $CBC == 0 ;; integer values
004D: jump_if_false Label079094
00D6: if 0
8118: NOT actor $C5A dead
004D: jump_if_false Label079094
00D6: if 24
00FB: player $PLAYER_CHAR 0 ()near_actor $C5A radius 10.0 10.0 .6
0038: $CC4 == 1 ;; integer values
0118: actor $C59 dead
0118: actor $C5B dead
0118: actor $C5C dead
004D: jump_if_false Label079094
0372: set_actor $C5A anim 0 wait_state_time 0 ms
0243: set_actor $C5A ped_stats_to 16
011A: set_actor $C5A flags 1
01CA: actor $C5A kill_player $PLAYER_CHAR
0004: $CBC = 1 ;; integer values

:Label079094
00D6: if 0
0038: $CBD == 0 ;; integer values
004D: jump_if_false Label07911D
00D6: if 0
8118: NOT actor $C5B dead
004D: jump_if_false Label07911D
00D6: if 24
00FB: player $PLAYER_CHAR 0 ()near_actor $C5B radius 5.0 5.0 .6
0038: $CC4 == 1 ;; integer values
0118: actor $C59 dead
0118: actor $C5A dead
0118: actor $C5C dead
004D: jump_if_false Label07911D
0004: $CC4 = 1 ;; integer values
0372: set_actor $C5B anim 0 wait_state_time 0 ms
0243: set_actor $C5B ped_stats_to 16
011A: set_actor $C5B flags 1
01CA: actor $C5B kill_player $PLAYER_CHAR
0004: $CBD = 1 ;; integer values

:Label07911D
00D6: if 0
0038: $CBE == 0 ;; integer values
004D: jump_if_false Label0791A6
00D6: if 0
8118: NOT actor $C5C dead
004D: jump_if_false Label0791A6
00D6: if 24
00FB: player $PLAYER_CHAR 0 ()near_actor $C5C radius 5.0 5.0 .6
0038: $CC4 == 1 ;; integer values
0118: actor $C59 dead
0118: actor $C5A dead
0118: actor $C5B dead
004D: jump_if_false Label0791A6
0372: set_actor $C5C anim 0 wait_state_time 0 ms
0243: set_actor $C5C ped_stats_to 16
011A: set_actor $C5C flags 1
01CA: actor $C5C kill_player $PLAYER_CHAR
0004: $CC4 = 1 ;; integer values
0004: $CBE = 1 ;; integer values

:Label0791A6
00D6: if 0
0038: $CAB == 2 ;; integer values
004D: jump_if_false Label079213
00D6: if 0
02AD: player $PLAYER_CHAR in_area 64.8222 613.6588 96.7488 550.3496 radius
20.0 sphere 0
004D: jump_if_false Label079213
00D6: if 0
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false Label079213
00D6: if 0
0038: $CE2 == 0 ;; integer values
004D: jump_if_false Label079213
0004: $CC4 = 1 ;; integer values
0004: $CE2 = 1 ;; integer values

:Label079213
00D6: if 0
0038: $CBA == 0 ;; integer values
004D: jump_if_false Label07930A
00D6: if 0
8118: NOT actor $C5E dead
004D: jump_if_false Label07930A
00D6: if 0
8118: NOT actor $C5D dead
004D: jump_if_false Label07930A
00D6: if 0
8119: NOT car $C74 wrecked
004D: jump_if_false Label07930A
00D6: if 0
00DB: actor $C5D in_car $C74
004D: jump_if_false Label0792F4
00D6: if 0
8104: NOT actor $C5D near_actor $C5E radius 30.0 30.0 30.0 sphere 0
004D: jump_if_false Label0792ED
00D6: if 22
00FB: player $PLAYER_CHAR 0 ()near_actor $C5D radius 25.0 25.0 6.0
0038: $CC4 == 1 ;; integer values
80EC: NOT actor $C5D 0 ()near_point $C84 $C85 radius 1.5 1.5
004D: jump_if_false Label0792ED
00AD: set_car $C74 max_speed_to 24.0
00AF: set_car $C74 driver_behaviour_to 2
0004: $CBA = 1 ;; integer values
0004: $CC4 = 1 ;; integer values

:Label0792ED
0002: jump Label07930A

:Label0792F4
01CA: actor $C5D kill_player $PLAYER_CHAR
0004: $CBA = 1 ;; integer values
0004: $CC4 = 1 ;; integer values

:Label07930A
00D6: if 0
0038: $CBA == 1 ;; integer values
004D: jump_if_false Label079386
00D6: if 0
8118: NOT actor $C5D dead
004D: jump_if_false Label079357
00D6: if 0
00EE: actor $C5D 0 ()near_point_in_car 96.0986 265.837 radius 35.0 35.0
004D: jump_if_false Label079357
03E2: actor $C5D exit_car

:Label079357
00D6: if 0
8118: NOT actor $C5D dead
004D: jump_if_false Label079386
00D6: if 0
80DF: NOT actor $C5D driving
004D: jump_if_false Label079386
01CA: actor $C5D kill_player $PLAYER_CHAR
0004: $CBA = 2 ;; integer values

:Label079386
00D6: if 0
0038: $CD5 == 0 ;; integer values
004D: jump_if_false Label079409
00D6: if 0
0018: $CC1 > 0 ;; integer values
004D: jump_if_false Label079409
0395: clear_area 0 at 102.908 246.514 range 21.6 3.0
00A5: $C6C = create_car #GREENWOO at 102.111 248.316 21.5
0175: set_car $C6C z_angle_to 290.299
0129: $C6B = create_actor 21 #SPECIAL02 in_car $C6C driverseat
0243: set_actor $C6B ped_stats_to 16
00A9: set_car $C6C to_normal_driver
02AA: set_car $C6C immune_to_nonplayer 1
0004: $CD5 = 1 ;; integer values

:Label079409
00D6: if 0
0038: $CC0 == 5 ;; integer values
004D: jump_if_false Label07950B
00D6: if 0
8118: NOT actor $C5E dead
004D: jump_if_false Label07950B
00D6: if 0
8119: NOT car $C6C wrecked
004D: jump_if_false Label0794FC
00D6: if 0
00ED: actor $C5E 0 ()near_point_on_foot $C6D $C6E radius 5.0 5.0
004D: jump_if_false Label0794F5
00D6: if 0
0202: actor $C5E near_car $C6C radius 20.0 20.0 unknown 0
004D: jump_if_false Label0794E6
00D6: if 0
8118: NOT actor $C6B dead
004D: jump_if_false Label0794D1
00D6: if 0
0448: actor $C6B in_car $C6C
004D: jump_if_false Label0794BC
01D4: actor $C5E go_to_car $C6C and_enter_it_as_a_passenger
0004: $CD1 = 1 ;; integer values
0004: $CC0 = 6 ;; integer values
0002: jump Label0794CA

:Label0794BC
0004: $CD2 = 1 ;; integer values
0004: $CC0 = 6 ;; integer values

:Label0794CA
0002: jump Label0794DF

:Label0794D1
0004: $CD2 = 1 ;; integer values
0004: $CC0 = 6 ;; integer values

:Label0794DF
0002: jump Label0794F5

:Label0794E6
01D0: actor $C5E avoid_player $PLAYER_CHAR
0004: $CC0 = 6 ;; integer values

:Label0794F5
0002: jump Label07950B

:Label0794FC
01D0: actor $C5E avoid_player $PLAYER_CHAR
0004: $CC0 = 6 ;; integer values
:Label07950B
00D6: if 0
0038: $CD1 == 1 ;; integer values
004D: jump_if_false Label07969E
00D6: if 0
8118: NOT actor $C5E dead
004D: jump_if_false Label07969E
00D6: if 0
0038: $CD3 == 0 ;; integer values
004D: jump_if_false Label0795D3
00D6: if 0
8119: NOT car $C6C wrecked
004D: jump_if_false Label0795D3
00D6: if 0
80DC: NOT player $PLAYER_CHAR driving $C6C
004D: jump_if_false Label0795CB
00D6: if 0
8118: NOT actor $C6B dead
004D: jump_if_false Label0795C4
00D6: if 0
0448: actor $C6B in_car $C6C
004D: jump_if_false Label0795C4
00D6: if 0
0448: actor $C5E in_car $C6C
004D: jump_if_false Label0795C4
00AD: set_car $C6C max_speed_to 26.5
00AE: unknown_set_car $C6C to_ignore_traffic_lights 2
00A7: car $C6C drive_to 18.47 -1420.258 10.318
0004: $CD3 = 1 ;; integer values

:Label0795C4
0002: jump Label0795D3

:Label0795CB
01D0: actor $C5E avoid_player $PLAYER_CHAR

:Label0795D3
00D6: if 21
0038: $CD3 == 1 ;; integer values
0038: $CD3 == 2 ;; integer values
004D: jump_if_false Label079604
00D6: if 0
80DF: NOT actor $C5E driving
004D: jump_if_false Label079604
01D0: actor $C5E avoid_player $PLAYER_CHAR

:Label079604
00D6: if 0
0038: $CD3 == 1 ;; integer values
004D: jump_if_false Label07969E
00D6: if 0
8119: NOT car $C6C wrecked
004D: jump_if_false Label07969E
00D6: if 0
8118: NOT actor $C6B dead
004D: jump_if_false Label07969E
00D6: if 0
0448: actor $C6B in_car $C6C
004D: jump_if_false Label07969E
00D6: if 0
8118: NOT actor $C5E dead
004D: jump_if_false Label07969E
00D6: if 0
0448: actor $C5E in_car $C6C
004D: jump_if_false Label07969E
00D6: if 0
01AD: car $C6C 0 ()near_point 18.47 -1420.258 15.0 15.0
004D: jump_if_false Label07969E
00A8: set_car $C6C to_psycho_driver
0004: $CD3 = 2 ;; integer values

:Label07969E
00D6: if 0
0038: $CD2 == 1 ;; integer values
004D: jump_if_false Label079841
00D6: if 0
8118: NOT actor $C5E dead
004D: jump_if_false Label079841
00D6: if 0
0038: $CD4 == 0 ;; integer values
004D: jump_if_false Label079739
00D6: if 0
80DF: NOT actor $C5E driving
004D: jump_if_false Label079739
00D6: if 0
8119: NOT car $C6C wrecked
004D: jump_if_false Label079731
00D6: if 0
80DC: NOT player $PLAYER_CHAR driving $C6C
004D: jump_if_false Label079722
01D5: actor $C5E go_to_and_drive_car $C6C
0319: set_actor $C5E wander_state_to 1 (off)
0004: $CD4 = 1 ;; integer values
0002: jump Label07972A

:Label079722
01D0: actor $C5E avoid_player $PLAYER_CHAR

:Label07972A
0002: jump Label079739

:Label079731
01D0: actor $C5E avoid_player $PLAYER_CHAR

:Label079739
00D6: if 0
0038: $CD4 == 1 ;; integer values
004D: jump_if_false Label0797A9
00D6: if 0
8119: NOT car $C6C wrecked
004D: jump_if_false Label0797A9
00D6: if 0
00DB: actor $C5E in_car $C6C
004D: jump_if_false Label0797A1
00AD: set_car $C6C max_speed_to 24.0
00AE: unknown_set_car $C6C to_ignore_traffic_lights 2
00A7: car $C6C drive_to 18.47 -1420.258 10.318
0004: $CD4 = 2 ;; integer values
0002: jump Label0797A9

:Label0797A1
01D0: actor $C5E avoid_player $PLAYER_CHAR

:Label0797A9
00D6: if 0
0038: $CD4 == 2 ;; integer values
004D: jump_if_false Label079810
00D6: if 0
8119: NOT car $C6C wrecked
004D: jump_if_false Label079810
00D6: if 0
0448: actor $C5E in_car $C6C
004D: jump_if_false Label079810
00D6: if 0
01AD: car $C6C 0 ()near_point 18.47 -1420.258 15.0 15.0
004D: jump_if_false Label079810
00A8: set_car $C6C to_psycho_driver
0004: $CD4 = 3 ;; integer values

:Label079810
00D6: if 21
0038: $CD4 == 2 ;; integer values
0038: $CD4 == 3 ;; integer values
004D: jump_if_false Label079841
00D6: if 0
80DF: NOT actor $C5E driving
004D: jump_if_false Label079841
01D0: actor $C5E avoid_player $PLAYER_CHAR

:Label079841
00D6: if 0
8118: NOT actor $C6B dead
004D: jump_if_false Label079870
00D6: if 0
80DF: NOT actor $C6B driving
004D: jump_if_false Label079870
01CC: actor $C6B kill_player $PLAYER_CHAR
0319: set_actor $C6B wander_state_to 1 (off)

:Label079870
00D6: if 0
0038: $CC0 == 6 ;; integer values
004D: jump_if_false Label0798EA
00D6: if 0
0038: $CE3 == 0 ;; integer values
004D: jump_if_false Label0798EA
00D6: if 0
8121: NOT player $PLAYER_CHAR in_zone "GOLFC"
004D: jump_if_false Label0798EA
01C3: remove_references_to_car $C70 ;; Like turning a car into any random car
01C3: remove_references_to_car $C71 ;; Like turning a car into any random car
01C3: remove_references_to_car $C72 ;; Like turning a car into any random car
01C3: remove_references_to_car $C73 ;; Like turning a car into any random car
01C3: remove_references_to_car $C62 ;; Like turning a car into any random car
01C3: remove_references_to_car $C74 ;; Like turning a car into any random car
01C2: remove_references_to_actor $C59 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $C5A ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $C5B ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $C5C ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $C5D ;; Like turning an actor into a random
pedestrian
0004: $CE3 = 1 ;; integer values

:Label0798EA
00D6: if 0
0118: actor $C5E dead
004D: jump_if_false Label079913
00D6: if 0
0018: $CAB > 1 ;; integer values
004D: jump_if_false Label079913
0002: jump Label079992

:Label079913
00D6: if 0
0018: $CC0 > 5 ;; integer values
004D: jump_if_false Label07997A
00D6: if 0
8118: NOT actor $C5E dead
004D: jump_if_false Label07997A
00D6: if 0
80E9: NOT player $PLAYER_CHAR 0 ()near_actor $C5E radius 210.0 210.0
004D: jump_if_false Label07997A
00D6: if 0
82CB: NOT actor $C5E bounding_sphere_visible
004D: jump_if_false Label07997A
00BC: text_highpriority "TEX1_5" 5000 ms 1 ;; ~r~He got away!
0002: jump Label079981

:Label07997A
0002: jump Label077EFA

:Label079981
00BA: text_styled "M_FAIL" 5000 ms 1 ;; MISSION FAILED!
0051: return

:Label079992
0004: $PASSED_TEX1_FOUR_IRON = 1 ;; integer values
01E3: text_1number_styled "M_PASS" 500 5000 ms 1 ;; MISSION PASSED! $~1~
0394: play_music 1
0110: clear_player $PLAYER_CHAR wanted_level
0109: player $PLAYER_CHAR money += 500
0318: set_latest_mission_passed "TEX_1" ;; Four Iron
030C: set_mission_points += 1
004F: create_thread Label00BD18
055B: $507 = create_clothes_pickup 4 at 106.5 253.0 21.7
0004: $4F3 = 1 ;; integer values
004F: create_thread Label02B513
0051: return

:Label0799F9
0004: $ONMISSION = 0 ;; integer values
04E2: $PLAYER_CHAR 0
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
0249: release_model #WMYGO
0249: release_model #CADDY
0249: release_model #GOLFCLUB
0249: release_model #GREENWOO
0296: unload_special_actor 1
0296: unload_special_actor 2
0164: disable_marker $C63
0164: disable_marker $C5F
0164: disable_marker $C58
01B7: release_weather
040D: unload_wav 1
040D: unload_wav 2
00D6: if 0
0038: $4FE == 1 ;; integer values
004D: jump_if_false Label079A6A
055B: $511 = create_clothes_pickup 1 at -384.5 -591.9 25.3

:Label079A6A
00D6: if 0
0038: $4FD == 1 ;; integer values
004D: jump_if_false Label079A92
055B: $504 = create_clothes_pickup 1 at 226.4 -1265.6 20.1

:Label079A92
00D6: if 0
0038: $514 == 1 ;; integer values
004D: jump_if_false Label079ABA
055B: $512 = create_clothes_pickup 1 at -820.2 1364.1 66.4

:Label079ABA
00D6: if 0
0038: $4F1 == 1 ;; integer values
004D: jump_if_false Label079AE2
055B: $505 = create_clothes_pickup 2 at 97.5 -1133.6 10.4

:Label079AE2
00D6: if 0
0038: $4F2 == 1 ;; integer values
004D: jump_if_false Label079B0A
055B: $506 = create_clothes_pickup 3 at 364.2 1086.1 19.0

:Label079B0A
00D6: if 0
0038: $4F3 == 1 ;; integer values
004D: jump_if_false Label079B44
00D6: if 0
8038: NOT $PASSED_TEX1_FOUR_IRON == 1 ;; integer values
004D: jump_if_false Label079B44
055B: $507 = create_clothes_pickup 4 at 106.5 253.0 21.7

:Label079B44
00D6: if 0
0038: $4F4 == 1 ;; integer values
004D: jump_if_false Label079B6C
055B: $508 = create_clothes_pickup 5 at -1024.5 -433.9 10.9

:Label079B6C
00D6: if 0
0038: $4F5 == 1 ;; integer values
004D: jump_if_false Label079B94
055B: $509 = create_clothes_pickup 6 at 405.7 -485.6 12.3

:Label079B94
00D6: if 0
0038: $4F6 == 1 ;; integer values
004D: jump_if_false Label079BBC
055B: $50A = create_clothes_pickup 8 at 414.3 1042.0 25.4

:Label079BBC
00D6: if 0
0038: $4F7 == 1 ;; integer values
004D: jump_if_false Label079BE4
055B: $50B = create_clothes_pickup 9 at 158.3 -1275.9 10.6

:Label079BE4
00D6: if 0
0038: $4F8 == 1 ;; integer values
004D: jump_if_false Label079C0C
055B: $50C = create_clothes_pickup 10 at -917.4 885.1 11.0

:Label079C0C
00D6: if 0
0038: $4FC == 1 ;; integer values
004D: jump_if_false Label079C34
055B: $510 = create_clothes_pickup 7 at 465.3 -57.4 15.7

:Label079C34
00D8: mission_cleanup
0051: return

:Label079C38
00D6: if 0
8118: NOT actor $C5E dead
004D: jump_if_false Label07A03B
0005: $CD0 = 99999.9 ;; floating-point values
0004: $CAD = -1 ;; integer values
00A0: store_actor $C5E position_to $CCC $CCD $CCE
00D6: if 0
8119: NOT car $C70 wrecked
004D: jump_if_false Label079D41
00D6: if 0
82BF: NOT car $C70 sunk
004D: jump_if_false Label079D41
046C: $CC3 = unknown_car $C70 driver
00D6: if 0
0038: $CC3 == -1 ;; integer values
004D: jump_if_false Label079D41
00D6: if 0
0203: actor $C5E near_car_on_foot $C70 radius 35.0 35.0 unknown 0
004D: jump_if_false Label079D41
00AA: store_car $C70 position_to $CC9 $CCA $CCB
0086: $CC5 = $CC9 ;; floating-point values only
0061: $CC5 -= $CCC ;; floating-point values
0086: $CC6 = $CCA ;; floating-point values only
0061: $CC6 -= $CCD ;; floating-point values
0086: $CC8 = $CC5 ;; floating-point values only
0069: $CC8 *= $CC5 ;; floating-point values
0086: $CC7 = $CC6 ;; floating-point values only
0069: $CC7 *= $CC6 ;; floating-point values
0086: $CCF = $CC7 ;; floating-point values only
0059: $CCF += $CC8 ;; floating-point values
00D6: if 0
0024: $CD0 > $CCF ;; floating-point values only
004D: jump_if_false Label079D41
0086: $CD0 = $CCF ;; floating-point values only
0084: $CAD = $C70 ;; integer values and handles

:Label079D41
00D6: if 0
8119: NOT car $C71 wrecked
004D: jump_if_false Label079E1B
00D6: if 0
82BF: NOT car $C71 sunk
004D: jump_if_false Label079E1B
046C: $CC3 = unknown_car $C71 driver
00D6: if 0
0038: $CC3 == -1 ;; integer values
004D: jump_if_false Label079E1B
00D6: if 0
0203: actor $C5E near_car_on_foot $C71 radius 35.0 35.0 unknown 0
004D: jump_if_false Label079E1B
00AA: store_car $C71 position_to $CC9 $CCA $CCB
0086: $CC5 = $CC9 ;; floating-point values only
0061: $CC5 -= $CCC ;; floating-point values
0086: $CC6 = $CCA ;; floating-point values only
0061: $CC6 -= $CCD ;; floating-point values
0086: $CC8 = $CC5 ;; floating-point values only
0069: $CC8 *= $CC5 ;; floating-point values
0086: $CC7 = $CC6 ;; floating-point values only
0069: $CC7 *= $CC6 ;; floating-point values
0086: $CCF = $CC7 ;; floating-point values only
0059: $CCF += $CC8 ;; floating-point values
00D6: if 0
0024: $CD0 > $CCF ;; floating-point values only
004D: jump_if_false Label079E1B
0086: $CD0 = $CCF ;; floating-point values only
0084: $CAD = $C71 ;; integer values and handles

:Label079E1B
00D6: if 0
8119: NOT car $C72 wrecked
004D: jump_if_false Label079EF5
00D6: if 0
82BF: NOT car $C72 sunk
004D: jump_if_false Label079EF5
046C: $CC3 = unknown_car $C72 driver
00D6: if 0
0038: $CC3 == -1 ;; integer values
004D: jump_if_false Label079EF5
00D6: if 0
0203: actor $C5E near_car_on_foot $C72 radius 35.0 35.0 unknown 0
004D: jump_if_false Label079EF5
00AA: store_car $C72 position_to $CC9 $CCA $CCB
0086: $CC5 = $CC9 ;; floating-point values only
0061: $CC5 -= $CCC ;; floating-point values
0086: $CC6 = $CCA ;; floating-point values only
0061: $CC6 -= $CCD ;; floating-point values
0086: $CC8 = $CC5 ;; floating-point values only
0069: $CC8 *= $CC5 ;; floating-point values
0086: $CC7 = $CC6 ;; floating-point values only
0069: $CC7 *= $CC6 ;; floating-point values
0086: $CCF = $CC7 ;; floating-point values only
0059: $CCF += $CC8 ;; floating-point values
00D6: if 0
0024: $CD0 > $CCF ;; floating-point values only
004D: jump_if_false Label079EF5
0086: $CD0 = $CCF ;; floating-point values only
0084: $CAD = $C72 ;; integer values and handles

:Label079EF5
00D6: if 0
8119: NOT car $C73 wrecked
004D: jump_if_false Label079FCF
00D6: if 0
82BF: NOT car $C73 sunk
004D: jump_if_false Label079FCF
046C: $CC3 = unknown_car $C73 driver
00D6: if 0
0038: $CC3 == -1 ;; integer values
004D: jump_if_false Label079FCF
00D6: if 0
0203: actor $C5E near_car_on_foot $C73 radius 35.0 35.0 unknown 0
004D: jump_if_false Label079FCF
00AA: store_car $C73 position_to $CC9 $CCA $CCB
0086: $CC5 = $CC9 ;; floating-point values only
0061: $CC5 -= $CCC ;; floating-point values
0086: $CC6 = $CCA ;; floating-point values only
0061: $CC6 -= $CCD ;; floating-point values
0086: $CC8 = $CC5 ;; floating-point values only
0069: $CC8 *= $CC5 ;; floating-point values
0086: $CC7 = $CC6 ;; floating-point values only
0069: $CC7 *= $CC6 ;; floating-point values
0086: $CCF = $CC7 ;; floating-point values only
0059: $CCF += $CC8 ;; floating-point values
00D6: if 0
0024: $CD0 > $CCF ;; floating-point values only
004D: jump_if_false Label079FCF
0086: $CD0 = $CCF ;; floating-point values only
0084: $CAD = $C73 ;; integer values and handles

:Label079FCF
00D6: if 21
0038: $CAD == -1 ;; integer values
0018: $CBF > 3 ;; integer values
004D: jump_if_false Label07A01E
011C: actor $C5E clear_objective
009E: set_actor $C5E path $C75 $C76 $C77 unknown 15.0 1
0319: set_actor $C5E wander_state_to 1 (off)
0004: $CC0 = 4 ;; integer values
0006: 17@ = 0 ;; integer values
0002: jump Label07A03B

:Label07A01E
01D5: actor $C5E go_to_and_drive_car $CAD
0319: set_actor $C5E wander_state_to 1 (off)
0004: $CC0 = 1 ;; integer values
0008: $CBF += 1 ;; integer values

:Label07A03B
0051: return

;-------------Mission 19---------------
; Originally: Demolition Man

:Label07A03D
03A4: name_thread "SERG3"
0050: gosub Label07A06B
00D6: if 0
0112: wasted_or_busted
004D: jump_if_false Label07A062
0050: gosub Label07F230

:Label07A062
0050: gosub Label07FC0F
004E: end_thread

:Label07A06B
0317: increment_mission_attempts
0004: $ONMISSION = 1 ;; integer values
0004: $43C = 1 ;; integer values
0001: wait 0 ms
054C: use_GXT_table "SERG3"
058E: set_restart_mission_taxi_destination 252.7968 -230.9387 9.8638 333.9001
016A: fade 1 (back) 1500 ms
0005: $CE6 = 226.9151 ;; floating-point values
0005: $CE7 = -352.211 ;; floating-point values
0005: $CE8 = 9.9086 ;; floating-point values
0005: $CE9 = 79.9842 ;; floating-point values
0005: $D00 = 226.192 ;; floating-point values
0005: $D01 = -342.5692 ;; floating-point values
0005: $D02 = 10.3744 ;; floating-point values
0005: $D03 = 87.8676 ;; floating-point values
0005: $D0F = 229.8516 ;; floating-point values
0005: $D10 = -347.11 ;; floating-point values
0005: $D11 = 10.0998 ;; floating-point values
0005: $D12 = 229.8516 ;; floating-point values
0005: $D13 = -344.0284 ;; floating-point values
0005: $D14 = 10.1517 ;; floating-point values
0005: $D15 = 229.8516 ;; floating-point values
0005: $D16 = -341.11 ;; floating-point values
0005: $D17 = 10.56018 ;; floating-point values
0005: $D18 = 229.8516 ;; floating-point values
0005: $D19 = -338.11 ;; floating-point values
0005: $D1A = 10.46479 ;; floating-point values
0005: $D27 = 97.574 ;; floating-point values
0005: $D28 = -381.658 ;; floating-point values
0005: $D29 = 7.6407 ;; floating-point values
0005: $D2A = 156.5491 ;; floating-point values
0005: $D2B = -348.0284 ;; floating-point values
0005: $D2C = 16.8517 ;; floating-point values
0005: $D2D = 88.1474 ;; floating-point values
0005: $D2E = -361.8685 ;; floating-point values
0005: $D2F = 26.076 ;; floating-point values
0005: $D30 = 140.0079 ;; floating-point values
0005: $D31 = -383.1253 ;; floating-point values
0005: $D32 = 35.3172 ;; floating-point values
0004: $D4D = 0 ;; integer values
0004: $D4E = 0 ;; integer values
0004: $D4F = 0 ;; integer values
0004: $D50 = 0 ;; integer values
0004: $D51 = 0 ;; integer values
0004: $D52 = 0 ;; integer values
0004: $D53 = 0 ;; integer values
0004: $D54 = 0 ;; integer values
0004: $D55 = 0 ;; integer values
0004: $D3F = 0 ;; integer values
0004: $D48 = 0 ;; integer values
0004: $D40 = 0 ;; integer values
0004: $D41 = 0 ;; integer values
0004: $D42 = 0 ;; integer values
0004: $D43 = 0 ;; integer values
0004: $D44 = 0 ;; integer values
0004: $D45 = 0 ;; integer values
0004: $D46 = 0 ;; integer values
0004: $D47 = 0 ;; integer values
0004: $D49 = 0 ;; integer values
0004: $D4B = 0 ;; integer values
0004: $D4C = 0 ;; integer values
0004: $D62 = 0 ;; integer values
0004: $D63 = 0 ;; integer values
0004: $D64 = 0 ;; integer values
0004: $D65 = 0 ;; integer values
0004: $D66 = 0 ;; integer values
0004: $D67 = 0 ;; integer values
0004: $D68 = 0 ;; integer values
0004: $D6A = 0 ;; integer values
0004: $D6B = 0 ;; integer values
0004: $D6C = 0 ;; integer values
0004: $D6D = 0 ;; integer values
0004: $D69 = 0 ;; integer values
0004: $D83 = 0 ;; integer values
0004: $D6F = 0 ;; integer values
0004: $D56 = 0 ;; integer values
0004: $D70 = 0 ;; integer values
0004: $CEB = 4 ;; integer values
0004: $D81 = 0 ;; integer values
0004: $D71 = 0 ;; integer values
0004: $D72 = 0 ;; integer values
0004: $D73 = 0 ;; integer values
0004: $D74 = 0 ;; integer values
0004: $D75 = 0 ;; integer values
0004: $D76 = 0 ;; integer values
0004: $D77 = 0 ;; integer values
0004: $D78 = 0 ;; integer values
0004: $D82 = 0 ;; integer values
01B6: set_weather 4
02A3: toggle_widescreen 1 (on)
0395: clear_area 1 at 299.0 -205.0 range 10.5 5.0
0395: clear_area 1 at 305.0 -219.5 range 10.5 10.0
0055: put_player $PLAYER_CHAR at 299.0 -205.0 10.5
0171: set_player $PLAYER_CHAR z_angle_to 230.0
015F: set_camera_position 297.0 -204.7 13.0 0.0 0.0 0.0
0160: point_camera 318.5 -219.23 22.4 2
0247: request_model #STRETCH
03CB: set_camera 270.0 -218.0 13.4

:Label07A3DC
00D6: if 0
8248: NOT model #STRETCH available
004D: jump_if_false Label07A3F7
0001: wait 0 ms
0002: jump Label07A3DC

:Label07A3F7
0395: clear_area 1 at 306.9 -241.65 range 12.3 15.0
00A5: $642 = create_car #STRETCH at 306.9 -241.65 12.3
0229: set_car $642 color_to 0 0
0175: set_car $642 z_angle_to 0.0
016A: fade 1 (back) 1500 ms

:Label07A440
00D6: if 0
016B: fading
004D: jump_if_false Label07A458
0001: wait 0 ms
0002: jump Label07A440

:Label07A458
00D6: if 0
8119: NOT car $642 wrecked
004D: jump_if_false Label07A47C
04BA: set_car $642 speed_instantly 15.0
0477: unknown_car $642 8 8000

:Label07A47C
0006: 16@ = 0 ;; integer values

:Label07A483
00D6: if 0
001B: 1000 > 16@ ;; integer values
004D: jump_if_false Label07A4A1
0001: wait 0 ms
0002: jump Label07A483

:Label07A4A1
00D6: if 0
8119: NOT car $642 wrecked
004D: jump_if_false Label07A4BA
0158: camera_on_vehicle $642 15 1

:Label07A4BA
0006: 16@ = 0 ;; integer values

:Label07A4C1
00D6: if 0
001B: 3000 > 16@ ;; integer values
004D: jump_if_false Label07A4DF
0001: wait 0 ms
0002: jump Label07A4C1

:Label07A4DF
00D6: if 0
8119: NOT car $642 wrecked
004D: jump_if_false Label07A508
00AA: store_car $642 position_to $63F $640 $641
0211: actor $PLAYER_ACTOR walk_to $63F $640

:Label07A508
016A: fade 0 () 1500 ms

:Label07A50F
00D6: if 0
016B: fading
004D: jump_if_false Label07A527
0001: wait 0 ms
0002: jump Label07A50F

:Label07A527
00A6: destroy_car $642
0249: release_model #STRETCH
015A: restore_camera
011C: actor $PLAYER_ACTOR clear_objective
009F: set_actor $PLAYER_ACTOR objective_to-1
0006: 16@ = 0 ;; integer values
023C: load_special_actor 1 "CSPLAY"
023C: load_special_actor 2 "CSAVERY"
02F3: load_object #CUTOBJ01 "CS_LIMO"
038B: load_requested_models

:Label07A56B
00D6: if 21
823D: NOT special_actor 1 loaded
823D: NOT special_actor 2 loaded
004D: jump_if_false Label07A589
0001: wait 0 ms
0002: jump Label07A56B

:Label07A589
00D6: if 0
8248: NOT model #CUTOBJ01 available
004D: jump_if_false Label07A5A4
0001: wait 0 ms
0002: jump Label07A589

:Label07A5A4
02E4: load_cutscene_data "TEX_3"
0244: set_cutscene_pos 305.2 -211.9 11.3
041D: set_camera_near_clip .1
02E5: $7D = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $7D "CSPLAY"
02E5: $95 = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $95 "CSAVERY"
02E5: $D84 = create_cutscene_object #CUTOBJ01
0395: clear_area 1 at 265.129 -234.531 range 11.107 1.0
0055: put_player $PLAYER_CHAR at 265.129 -234.531 11.1013
0171: set_player $PLAYER_CHAR z_angle_to 78.21838
04E4: unknown_refresh_game_renderer_at 265.129 -234.531
016A: fade 1 (back) 1500 ms
03AD: set_rubbish 0 (invisible)
03AF: set_streaming 1 (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label07A64E
00D6: if 0
001A: 1378 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label07A671
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label07A64E

:Label07A671
00BC: text_highpriority "TEX3_A" 10000 ms 1 ;; Now look here, son. I got a
problem and I reckon you could help me with it.

:Label07A680
00D6: if 0
001A: 6014 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label07A6A3
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label07A680

:Label07A6A3
00BC: text_highpriority "TEX3_B" 10000 ms 1 ;; I'm no builder.

:Label07A6B2
00D6: if 0
001A: 7125 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label07A6D5
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label07A6B2

:Label07A6D5
00BC: text_highpriority "TEX3_C" 10000 ms 1 ;; No, I was thinking more of your
demolition skills.

:Label07A6E4
00D6: if 0
001A: 11052 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label07A707
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label07A6E4

:Label07A707
00BC: text_highpriority "TEX3_D" 10000 ms 1 ;; Now this here, this is the
development as planned and this,

:Label07A716
00D6: if 0
001A: 15314 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label07A739
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label07A716

:Label07A739
00BC: text_highpriority "TEX3_E" 10000 ms 1 ;; this is the property that we're
looking at.

:Label07A748
00D6: if 0
001A: 17674 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label07A76B
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label07A748

:Label07A76B
00BC: text_highpriority "TEX3_F" 10000 ms 1 ;; You're trying to say this new
office block is kind of in the way.

:Label07A77A
00D6: if 0
001A: 20508 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label07A79D
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label07A77A

:Label07A79D
00BC: text_highpriority "TEX3_G" 10000 ms 1 ;; You catch on quick.

:Label07A7AC
00D6: if 0
001A: 22010 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label07A7CF
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label07A7AC

:Label07A7CF
00BC: text_highpriority "TEX3_H" 10000 ms 1 ;; Now I'm going to head out of town
for a while

:Label07A7DE
00D6: if 0
001A: 24331 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label07A801
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label07A7DE

:Label07A801
00BC: text_highpriority "TEX3_I" 10000 ms 1 ;; and if that office development
were to face sudden and insurmountable structural problems, then I..

:Label07A810
00D6: if 0
001A: 30049 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label07A833
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label07A810

:Label07A833
00BC: text_highpriority "TEX3_J" 10000 ms 1 ;; As a civil minded individual
you'd feel obliged to step in and

:Label07A842
00D6: if 0
001A: 33978 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label07A867
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label07A842

:Label07A867
00BC: text_highpriority "TEX3_K" 10000 ms 1 ;; save the rejuvenation of an
important area of the city?

:Label07A876
00D6: if 0
001A: 37030 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label07A89B
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label07A876

:Label07A89B
00BC: text_highpriority "TEX3_L" 10000 ms 1 ;; Where can I get more guys like
you?

:Label07A8AA
00D6: if 0
001A: 39030 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label07A8CF
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label07A8AA

:Label07A8CF
00BE: text_clear_all
016A: fade 0 () 1500 ms
00BE: text_clear_all

:Label07A8DA
00D6: if 0
016B: fading
004D: jump_if_false Label07A8F2
0001: wait 0 ms
0002: jump Label07A8DA

:Label07A8F2
03AD: set_rubbish 1 (visible)
02EA: end_cutscene
0373: set_camera_directly_behind_player
0296: unload_special_actor 1
0296: unload_special_actor 2
0249: release_model #CUTOBJ01
01B7: release_weather
04BB: select_interiour 0 ;; select render area
016A: fade 1 (back) 1500 ms
0247: request_model -124 (DYNAMITE)
0247: request_model #TOPFUN
0247: request_model #WMYCW
0247: request_model #HAMMER
0247: request_model #RCGOBLIN
0247: request_model -125 (BARREL2)
0247: request_model #GDA
0247: request_model #COLT45

:Label07A938
00D6: if 25
8248: NOT model -124 (DYNAMITE) available
8248: NOT model #HAMMER available
8248: NOT model #WMYCW available
8248: NOT model #TOPFUN available
8248: NOT model -125 (BARREL2) available
8248: NOT model #COLT45 available
004D: jump_if_false Label07A969
0001: wait 0 ms
0002: jump Label07A938

:Label07A969
00D6: if 0
8248: NOT model #GDA available
004D: jump_if_false Label07A983
0001: wait 0 ms
0002: jump Label07A969

:Label07A983
048A: 0
0395: clear_area 0 at $CE6 $CE7 range $CE8 35.0
00A5: $CEC = create_car #TOPFUN at $CE6 $CE7 $CE8
0004: $D81 = 1 ;; integer values
0175: set_car $CEC z_angle_to $CE9
0186: $CEA = create_marker_above_car $CEC
00BC: text_highpriority "TEX3_16" 7000 ms 2 ;; ~g~Get to the ~w~TOPFUN ~g~van
near the building site to be demolished.
022B: create_forbidden_for_peds_cube 208.6046 -355.3371 -5.5941 248.6443
-338.1352 12.9291
0519: unknown_car $CEC flag 1

:Label07A9F7
0001: wait 0 ms
00D6: if 0
8119: NOT car $CEC wrecked
004D: jump_if_false Label07AA43
00D6: if 0
0442: player $PLAYER_CHAR in_car $CEC
004D: jump_if_false Label07AA43
00D6: if 0
0038: $D70 == 0 ;; integer values
004D: jump_if_false Label07AA43
020A: set_car $CEC door_status_to 2
0001: wait 1000 ms
0004: $D70 = 1 ;; integer values

:Label07AA43
00D6: if 0
8119: NOT car $CEC wrecked
004D: jump_if_false Label07AA86
00D6: if 0
8442: NOT player $PLAYER_CHAR in_car $CEC
004D: jump_if_false Label07AA86
00D6: if 0
0038: $D70 == 1 ;; integer values
004D: jump_if_false Label07AA86
020A: set_car $CEC door_status_to 1
0004: $D70 = 0 ;; integer values

:Label07AA86
00D6: if 0
8119: NOT car $CEC wrecked
004D: jump_if_false Label07B496
00D6: if 0
00DC: player $PLAYER_CHAR driving $CEC
004D: jump_if_false Label07B496
00D6: if 1
0038: $D3F == 0 ;; integer values
0038: $D70 == 1 ;; integer values
004D: jump_if_false Label07B496
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 (true)
0107: $D5E = create_object -125 (BARREL2) at 97.574 -381.658 7.9721
0107: $D5F = create_object -125 (BARREL2) at 156.5491 -348.0284 16.8517
0107: $D60 = create_object -125 (BARREL2) at 88.1474 -361.8685 26.076
0107: $D61 = create_object -125 (BARREL2) at 140.0079 -383.1253 35.3172
009A: $CEF = create_actor 4 #WMYCW at 121.4188 -371.5533 7.6307
01B2: give_actor $CEF weapon 7 ammo 1 ;; Load the weapon model before using this
0173: set_actor $CEF z_angle_to 189.9082
0319: set_actor $CEF wander_state_to 1 (off)
009A: $CF0 = create_actor 4 #WMYCW at 160.0738 -375.754 7.6307
01B2: give_actor $CF0 weapon 7 ammo 1 ;; Load the weapon model before using this
0173: set_actor $CF0 z_angle_to 268.8645
0319: set_actor $CF0 wander_state_to 1 (off)
009A: $CF1 = create_actor 4 #WMYCW at 116.1989 -348.1792 16.8494
01B2: give_actor $CF1 weapon 7 ammo 1 ;; Load the weapon model before using this
0173: set_actor $CF1 z_angle_to 288.6831
0319: set_actor $CF1 wander_state_to 1 (off)
009A: $CF2 = create_actor 4 #WMYCW at 117.5286 -348.1254 16.8494
01B2: give_actor $CF2 weapon 7 ammo 1 ;; Load the weapon model before using this
0173: set_actor $CF2 z_angle_to 110.9578
0319: set_actor $CF2 wander_state_to 1 (off)
03F9: make_actors $CF2 $CF1 converse_in 800000 ms
009A: $CF3 = create_actor 4 #WMYCW at 160.1008 -356.3203 16.8517
01B2: give_actor $CF3 weapon 7 ammo 1 ;; Load the weapon model before using this
0173: set_actor $CF3 z_angle_to 277.8673
0319: set_actor $CF3 wander_state_to 1 (off)
0372: set_actor $CF3 anim 25 wait_state_time 300000 ms
009A: $CF4 = create_actor 4 #WMYCW at 160.3129 -375.7929 16.8517
01B2: give_actor $CF4 weapon 7 ammo 1 ;; Load the weapon model before using this
0173: set_actor $CF4 z_angle_to 261.674
0319: set_actor $CF4 wander_state_to 1 (off)
0372: set_actor $CF4 anim 25 wait_state_time 300000 ms
009A: $CF5 = create_actor 4 #WMYCW at 81.4138 -356.4398 26.076
01B2: give_actor $CF5 weapon 7 ammo 1 ;; Load the weapon model before using this
0173: set_actor $CF5 z_angle_to 87.3059
0319: set_actor $CF5 wander_state_to 1 (off)
0372: set_actor $CF5 anim 25 wait_state_time 300000 ms
009A: $CF6 = create_actor 4 #WMYCW at 81.5607 -354.9395 26.076
01B2: give_actor $CF6 weapon 7 ammo 1 ;; Load the weapon model before using this
0173: set_actor $CF6 z_angle_to 176.8125
0319: set_actor $CF6 wander_state_to 1 (off)
0372: set_actor $CF6 anim 19 wait_state_time 800000 ms
009A: $CF7 = create_actor 4 #GDA at 121.0359 -379.109 26.0805
01B2: give_actor $CF7 weapon 17 ammo 300000 ;; Load the weapon model before
using this
0173: set_actor $CF7 z_angle_to 15.4943
0319: set_actor $CF7 wander_state_to 1 (off)
0489: unknown_actor $CF7 flag 1
009A: $CF8 = create_actor 4 #WMYCW at 112.2413 -356.3021 35.3172
01B2: give_actor $CF8 weapon 7 ammo 1 ;; Load the weapon model before using this
0173: set_actor $CF8 z_angle_to 278.5729
0319: set_actor $CF8 wander_state_to 1 (off)
009A: $CF9 = create_actor 4 #WMYCW at 98.2973 -376.011 35.3172
01B2: give_actor $CF9 weapon 7 ammo 1 ;; Load the weapon model before using this
0173: set_actor $CF9 z_angle_to 76.4463
0319: set_actor $CF9 wander_state_to 1 (off)
009A: $CFA = create_actor 4 #WMYCW at 160.5181 -356.3491 35.3172
01B2: give_actor $CFA weapon 7 ammo 1 ;; Load the weapon model before using this
0173: set_actor $CFA z_angle_to 278.5729
0319: set_actor $CFA wander_state_to 1 (off)
009A: $CFB = create_actor 4 #WMYCW at 129.3469 -366.2533 35.3172
01B2: give_actor $CFB weapon 7 ammo 1 ;; Load the weapon model before using this
0173: set_actor $CFB z_angle_to 84.4686
0319: set_actor $CFB wander_state_to 1 (off)
009A: $CFC = create_actor 4 #GDA at 120.1059 -346.0308 35.3104
01B2: give_actor $CFC weapon 17 ammo 300000 ;; Load the weapon model before
using this
0173: set_actor $CFC z_angle_to 185.866
0319: set_actor $CFC wander_state_to 1 (off)
02E2: set_actor $CFC weapon_accuracy_to 80
0489: unknown_actor $CFC flag 1
009A: $CFD = create_actor 4 #GDA at 123.3658 -380.2271 35.3172
01B2: give_actor $CFD weapon 17 ammo 300000 ;; Load the weapon model before
using this
0173: set_actor $CFD z_angle_to 358.9169
0319: set_actor $CFD wander_state_to 1 (off)
0489: unknown_actor $CFD flag 1
009A: $CFE = create_actor 4 #GDA at 104.143 -346.1777 26.268
01B2: give_actor $CFE weapon 17 ammo 300000 ;; Load the weapon model before
using this
0173: set_actor $CFE z_angle_to 185.866
0319: set_actor $CFE wander_state_to 1 (off)
0489: unknown_actor $CFE flag 1
0164: disable_marker $CEA
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 (true)
01C0: $CEE = player $PLAYER_CHAR wanted_level
0110: clear_player $PLAYER_CHAR wanted_level
02A3: toggle_widescreen 1 (on)
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
046E: unknown_put_player $PLAYER_CHAR in_RC_mode_at $D00 $D01 $D02 angle $D03
RC_model #RCGOBLIN
0484: $CFF = player $PLAYER_CHAR rc_car
0224: set_car $CFF health_to 1400
0107: $D07 = create_object -124 (DYNAMITE) at $D0F $D10 $D11
0382: unknown_set_object $D07 collision_detection 1
0392: object $D07 toggle_in_moving_list 1
0188: $D0B = create_marker_above_object $D07
0107: $D08 = create_object -124 (DYNAMITE) at $D12 $D13 $D14
0382: unknown_set_object $D08 collision_detection 1
0392: object $D08 toggle_in_moving_list 1
0188: $D0C = create_marker_above_object $D08
0107: $D09 = create_object -124 (DYNAMITE) at $D15 $D16 $D17
0382: unknown_set_object $D09 collision_detection 1
0392: object $D09 toggle_in_moving_list 1
0188: $D0D = create_marker_above_object $D09
0107: $D0A = create_object -124 (DYNAMITE) at $D18 $D19 $D1A
0382: unknown_set_object $D0A collision_detection 1
0392: object $D0A toggle_in_moving_list 1
0188: $D0E = create_marker_above_object $D0A
0550: $D5E 1
0550: $D5F 1
0550: $D60 1
0550: $D61 1
015F: set_camera_position 275.6988 -255.7764 35.36815 0.0 0.0 0.0
0160: point_camera 274.9049 -256.3752 35.47337 2
0395: clear_area 0 at $D00 $D01 range $D02 15.0
0006: 16@ = 0 ;; integer values

:Label07AFF5
00D6: if 0
001B: 5000 > 16@ ;; integer values
004D: jump_if_false Label07B042
0001: wait 0 ms
00BC: text_highpriority "TEX3_1" 5000 ms 2 ;; ~g~Use the RC helicopter to
transport bombs to four demolition points on the building site.
00D6: if 1
00E1: key_pressed 0 16
0019: 16@ > 1000 ;; integer values
004D: jump_if_false Label07B03B
0002: jump Label07B44E

:Label07B03B
0002: jump Label07AFF5

:Label07B042
015F: set_camera_position 221.9318 -347.8253 14.86874 0.0 0.0 0.0
0160: point_camera 222.5816 -347.2625 14.35743 2
0006: 16@ = 0 ;; integer values

:Label07B07C
00D6: if 0
001B: 5000 > 16@ ;; integer values
004D: jump_if_false Label07B0C1
0001: wait 0 ms
00BC: text_highpriority "TEX3_2" 5000 ms 2 ;; ~g~You must place one bomb at each
target. You can place bombs in any order.
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label07B0BA
0002: jump Label07B44E

:Label07B0BA
0002: jump Label07B07C

:Label07B0C1
015F: set_camera_position 229.9853 -348.7427 11.14897 0.0 0.0 0.0
0160: point_camera 229.9513 -347.8613 10.67796 2
0006: 16@ = 0 ;; integer values
:Label07B0FB
00D6: if 0
001B: 5000 > 16@ ;; integer values
004D: jump_if_false Label07B140
0001: wait 0 ms
00BC: text_highpriority "TEX3_30" 5000 ms 2 ;; ~g~To pick up a bomb, simply
maneuver the RC helicopter next to it. The RC Helicopter can carry one bomb at a
time.
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label07B139
0002: jump Label07B44E

:Label07B139
0002: jump Label07B0FB

:Label07B140
015F: set_camera_position 94.208 -381.946 8.67 0.0 0.0 0.0
0160: point_camera 95.28442 -381.862 8.660458 2
0395: clear_area 0 at $D00 $D01 range $D02 10.0
0006: 16@ = 0 ;; integer values

:Label07B18C
00D6: if 0
001B: 5000 > 16@ ;; integer values
004D: jump_if_false Label07B1FE
0001: wait 0 ms
0293: $12 = current_controls
00D6: if 0
0038: $12 == 3 ;; integer values
004D: jump_if_false Label07B1D0
00BC: text_highpriority "TEX3_39" 5000 ms 2 ;; ~g~To drop a bomb press the
~h~~k~~VEHICLE_HANDBRAKE~ ~g~button.
0002: jump Label07B1DF

:Label07B1D0
00BC: text_highpriority "TEX3_4" 5000 ms 2 ;; ~g~To drop a bomb press the~h~
~k~~PED_FIREWEAPON~ ~g~button.

:Label07B1DF
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label07B1F7
0002: jump Label07B44E

:Label07B1F7
0002: jump Label07B18C

:Label07B1FE
015F: set_camera_position 153.3567 -365.0051 17.8099 0.0 0.0 0.0
0160: point_camera 153.5378 -364.0217 17.82351 2
0006: 16@ = 0 ;; integer values

:Label07B238
00D6: if 0
001B: 5000 > 16@ ;; integer values
004D: jump_if_false Label07B2B5
0001: wait 0 ms
00BC: text_highpriority "TEX3_5" 5000 ms 2 ;; ~g~If you place a bomb
unsuccessfully you can pick it up and try again.
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label07B276
0002: jump Label07B44E

:Label07B276
00D6: if 0
8118: NOT actor $CF3 dead
004D: jump_if_false Label07B292
0372: set_actor $CF3 anim 25 wait_state_time 300000 ms

:Label07B292
00D6: if 0
8118: NOT actor $CF4 dead
004D: jump_if_false Label07B2AE
0372: set_actor $CF4 anim 25 wait_state_time 300000 ms

:Label07B2AE
0002: jump Label07B238

:Label07B2B5
015F: set_camera_position 93.85921 -360.9543 27.00828 0.0 0.0 0.0
0160: point_camera 92.8611 -361.0136 26.99214 2
0006: 16@ = 0 ;; integer values

:Label07B2EF
00D6: if 0
001B: 5000 > 16@ ;; integer values
004D: jump_if_false Label07B350
0001: wait 0 ms
00BC: text_highpriority "TEX3_6" 5000 ms 2 ;; ~g~Once you have picked up a bomb
for the first time, the detonation timer will start.
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label07B32D
0002: jump Label07B44E

:Label07B32D
00D6: if 0
8118: NOT actor $CF5 dead
004D: jump_if_false Label07B349
0372: set_actor $CF5 anim 25 wait_state_time 300000 ms

:Label07B349
0002: jump Label07B2EF

:Label07B350
015F: set_camera_position 120.767 -377.2256 35.94569 0.0 0.0 0.0
0160: point_camera 121.6996 -377.581 36.00743 2
0006: 16@ = 0 ;; integer values

:Label07B38A
00D6: if 0
001B: 5000 > 16@ ;; integer values
004D: jump_if_false Label07B3CF
0001: wait 0 ms
00BC: text_highpriority "TEX3_7" 5000 ms 2 ;; ~g~You must then place the
remaining bombs in 7 minutes!
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label07B3C8
0002: jump Label07B44E

:Label07B3C8
0002: jump Label07B38A

:Label07B3CF
015F: set_camera_position 117.7222 -388.8373 10.20708 0.0 0.0 0.0
0160: point_camera 117.7434 -387.8386 10.25837 2
0006: 16@ = 0 ;; integer values

:Label07B409
00D6: if 0
001B: 5000 > 16@ ;; integer values
004D: jump_if_false Label07B44E
0001: wait 0 ms
00BC: text_highpriority "TEX3_27" 5000 ms 2 ;; ~g~A central stairway allows
access to all the floors in the building.
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label07B447
0002: jump Label07B44E

:Label07B447
0002: jump Label07B409

:Label07B44E
0001: wait 0 ms
00BE: text_clear_all
02A3: toggle_widescreen 0 (off)
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
00D6: if 0
8119: NOT car $CFF wrecked
004D: jump_if_false Label07B480
0158: camera_on_vehicle $CFF 18 2
0001: wait 0 ms
032A: unknown 0

:Label07B480
03C4: set_status_text_to $CEB 0 (number) "TEX3_11" ;; targets left:
0004: $D3F = 1 ;; integer values

:Label07B496
00D6: if 0
0038: $D3F == 1 ;; integer values
004D: jump_if_false Label07B4D2
00D6: if 0
0038: $D71 == 0 ;; integer values
004D: jump_if_false Label07B4D2
0006: 16@ = 0 ;; integer values
03E5: text_box "TEX3_22" ;; Pressing the ~h~~k~~VEHICLE_ACCELERATE~ ~w~button
increases the rotor speed, causing the helicopter to ~h~ascend.
0004: $D71 = 1 ;; integer values

:Label07B4D2
00D6: if 0
0038: $D3F == 1 ;; integer values
004D: jump_if_false Label07B521
00D6: if 0
0038: $D71 == 1 ;; integer values
004D: jump_if_false Label07B521
00D6: if 0
0019: 16@ > 9500 ;; integer values
004D: jump_if_false Label07B521
03E5: text_box "TEX3_23" ;; Press the ~h~~k~~VEHICLE_TURRETUP~~w~ and
~h~~k~~VEHICLE_TURRETDOWN~~w~ buttons to tilt the helicopter in the direction you
wish to maneuver it.
0006: 16@ = 0 ;; integer values
0004: $D71 = 2 ;; integer values

:Label07B521
00D6: if 0
0038: $D3F == 1 ;; integer values
004D: jump_if_false Label07B570
00D6: if 0
0038: $D71 == 2 ;; integer values
004D: jump_if_false Label07B570
00D6: if 0
0019: 16@ > 9500 ;; integer values
004D: jump_if_false Label07B570
03E5: text_box "TEX3_25" ;; Press the ~h~~k~~VEHICLE_LOOKRIGHT~ ~w~button to
rotate the helicopter clockwise.
0006: 16@ = 0 ;; integer values
0004: $D71 = 3 ;; integer values

:Label07B570
00D6: if 0
0038: $D3F == 1 ;; integer values
004D: jump_if_false Label07B5BF
00D6: if 0
0038: $D71 == 3 ;; integer values
004D: jump_if_false Label07B5BF
00D6: if 0
0019: 16@ > 9500 ;; integer values
004D: jump_if_false Label07B5BF
03E5: text_box "TEX3_24" ;; Press the ~h~~k~~VEHICLE_LOOKLEFT~ ~w~button to rotate
the helicopter counter-clockwise.
0006: 16@ = 0 ;; integer values
0004: $D71 = 4 ;; integer values

:Label07B5BF
00D6: if 0
0038: $D3F == 1 ;; integer values
004D: jump_if_false Label07B60E
00D6: if 0
0038: $D71 == 4 ;; integer values
004D: jump_if_false Label07B60E
00D6: if 0
0019: 16@ > 9500 ;; integer values
004D: jump_if_false Label07B60E
03E5: text_box "TEX3_26" ;; Pressing the ~h~~k~~VEHICLE_BRAKE~ ~w~button
~w~decreases the rotor speed, causing the helicopter to~h~ descend.
0006: 16@ = 0 ;; integer values
0004: $D71 = 5 ;; integer values
:Label07B60E
00D6: if 0
0038: $D3F == 1 ;; integer values
004D: jump_if_false Label07B65D
00D6: if 0
0038: $D71 == 5 ;; integer values
004D: jump_if_false Label07B65D
00D6: if 0
0019: 16@ > 9500 ;; integer values
004D: jump_if_false Label07B65D
03E5: text_box "TEX3_32" ;; You can ~h~look behind~w~ by simultaneously pressing
the ~h~~k~~VEHICLE_LOOKLEFT~~w~ and the ~h~~k~~VEHICLE_LOOKRIGHT~~w~ buttons.
0006: 16@ = 0 ;; integer values
0004: $D71 = 6 ;; integer values

:Label07B65D
00D6: if 0
0038: $D3F == 1 ;; integer values
004D: jump_if_false Label07B6AC
00D6: if 0
0038: $D71 == 6 ;; integer values
004D: jump_if_false Label07B6AC
00D6: if 0
0019: 16@ > 9500 ;; integer values
004D: jump_if_false Label07B6AC
03E5: text_box "TEX3_28" ;; To ~h~pick up a bomb~w~, simply maneuver the RC
helicopter next to it. The RC Helicopter can carry one bomb at a time.
0006: 16@ = 0 ;; integer values
0004: $D71 = 7 ;; integer values

:Label07B6AC
00D6: if 0
0038: $D3F == 1 ;; integer values
004D: jump_if_false Label07B723
00D6: if 0
0038: $D71 == 7 ;; integer values
004D: jump_if_false Label07B723
00D6: if 0
0019: 16@ > 9500 ;; integer values
004D: jump_if_false Label07B723
0293: $12 = current_controls
00D6: if 0
0038: $12 == 3 ;; integer values
004D: jump_if_false Label07B70B
03E5: text_box "TEX3_40" ;; To drop a bomb press the ~h~~k~~VEHICLE_HANDBRAKE~
~w~button.
0002: jump Label07B715

:Label07B70B
03E5: text_box "TEX3_29" ;; To drop a bomb press the~h~ ~k~~PED_FIREWEAPON~
~w~button.

:Label07B715
0006: 16@ = 0 ;; integer values
0004: $D71 = 8 ;; integer values

:Label07B723
00D6: if 0
0038: $D3F == 1 ;; integer values
004D: jump_if_false Label07B772
00D6: if 0
0038: $D71 == 8 ;; integer values
004D: jump_if_false Label07B772
00D6: if 0
0019: 16@ > 9500 ;; integer values
004D: jump_if_false Label07B772
03E5: text_box "TEX3_33" ;; Once you pick up a bomb the radar will show you the
position of the target relative to the RC helicopter.
0006: 16@ = 0 ;; integer values
0004: $D71 = 9 ;; integer values

:Label07B772
00D6: if 0
0038: $D3F == 1 ;; integer values
004D: jump_if_false Label07B7C1
00D6: if 0
0038: $D71 == 9 ;; integer values
004D: jump_if_false Label07B7C1
00D6: if 0
0019: 16@ > 9500 ;; integer values
004D: jump_if_false Label07B7C1
03E5: text_box "TEX3_34" ;; An ~h~upwards pointing triangular blip ~w~indicates
the target is ~h~above ~w~the RC helicopter.
0006: 16@ = 0 ;; integer values
0004: $D71 = 10 ;; integer values

:Label07B7C1
00D6: if 0
0038: $D3F == 1 ;; integer values
004D: jump_if_false Label07B810
00D6: if 0
0038: $D71 == 10 ;; integer values
004D: jump_if_false Label07B810
00D6: if 0
0019: 16@ > 9500 ;; integer values
004D: jump_if_false Label07B810
03E5: text_box "TEX3_35" ;; A ~h~downward pointing triangular blip ~w~indicates
the target is ~h~below ~w~the RC helicopter.
0006: 16@ = 0 ;; integer values
0004: $D71 = 11 ;; integer values

:Label07B810
00D6: if 0
0038: $D3F == 1 ;; integer values
004D: jump_if_false Label07B85F
00D6: if 0
0038: $D71 == 11 ;; integer values
004D: jump_if_false Label07B85F
00D6: if 0
0019: 16@ > 9500 ;; integer values
004D: jump_if_false Label07B85F
03E5: text_box "TEX3_36" ;; A ~h~square blip ~w~indicates the target is on the
~h~same level ~w~as the RC helicopter
0006: 16@ = 0 ;; integer values
0004: $D71 = 12 ;; integer values

:Label07B85F
00D6: if 0
0038: $D3F == 1 ;; integer values
004D: jump_if_false Label07B8CE
00D6: if 0
8119: NOT car $CFF wrecked
004D: jump_if_false Label07B8CE
00D6: if 0
81FC: NOT player $PLAYER_CHAR near_car $CFF radius 200.0 200.0 0
004D: jump_if_false Label07B8CE
00D6: if 0
01FC: player $PLAYER_CHAR near_car $CFF radius 249.0 249.0 0
004D: jump_if_false Label07B8CE
00BC: text_highpriority "TEX3_20" 1000 ms 1 ;; ~r~The RC Helicopter is nearly
out of range!

:Label07B8CE
00D6: if 0
8119: NOT car $CFF wrecked
004D: jump_if_false Label07B926
00D6: if 0
0241: player $PLAYER_CHAR in_remote_mode
004D: jump_if_false Label07B926
01BB: store_object $D07 position_to $D1B $D1C $D1D
01BB: store_object $D08 position_to $D1E $D1F $D20
01BB: store_object $D09 position_to $D21 $D22 $D23
01BB: store_object $D0A position_to $D24 $D25 $D26

:Label07B926
00D6: if 0
0038: $D40 == 2 ;; integer values
004D: jump_if_false Label07B972
00D6: if 0
04DA: unknown_object_check $D07
004D: jump_if_false Label07B972
0392: object $D07 toggle_in_moving_list 0
0382: unknown_set_object $D07 collision_detection 0
04D9: $D07 0
0004: $D40 = 0 ;; integer values
0050: gosub Label07F3AB
0050: gosub Label07F32D

:Label07B972
00D6: if 0
0038: $D41 == 2 ;; integer values
004D: jump_if_false Label07B9BE
00D6: if 0
04DA: unknown_object_check $D08
004D: jump_if_false Label07B9BE
0392: object $D08 toggle_in_moving_list 0
0382: unknown_set_object $D08 collision_detection 0
04D9: $D08 0
0004: $D41 = 0 ;; integer values
0050: gosub Label07F5C4
0050: gosub Label07F32D

:Label07B9BE
00D6: if 0
0038: $D42 == 2 ;; integer values
004D: jump_if_false Label07BA0A
00D6: if 0
04DA: unknown_object_check $D09
004D: jump_if_false Label07BA0A
0392: object $D09 toggle_in_moving_list 0
0382: unknown_set_object $D09 collision_detection 0
04D9: $D09 0
0004: $D42 = 0 ;; integer values
0050: gosub Label07F7DD
0050: gosub Label07F32D

:Label07BA0A
00D6: if 0
0038: $D43 == 2 ;; integer values
004D: jump_if_false Label07BA56
00D6: if 0
04DA: unknown_object_check $D0A
004D: jump_if_false Label07BA56
0392: object $D0A toggle_in_moving_list 0
0382: unknown_set_object $D0A collision_detection 0
04D9: $D0A 0
0004: $D43 = 0 ;; integer values
0050: gosub Label07F9F6
0050: gosub Label07F32D

:Label07BA56
00D6: if 0
8119: NOT car $CFF wrecked
004D: jump_if_false Label07BC04
00D6: if 0
0241: player $PLAYER_CHAR in_remote_mode
004D: jump_if_false Label07BC04
00D6: if 21
0038: $D41 == 0 ;; integer values
0038: $D41 == 3 ;; integer values
004D: jump_if_false Label07BC04
00D6: if 21
0038: $D42 == 0 ;; integer values
0038: $D42 == 3 ;; integer values
004D: jump_if_false Label07BC04
00D6: if 21
0038: $D43 == 0 ;; integer values
0038: $D43 == 3 ;; integer values
004D: jump_if_false Label07BC04
00D6: if 0
001A: 2 > $D40 ;; integer values
004D: jump_if_false Label07BC04
00D6: if 21
01AF: car $CFF 0 ()near_point $D1B $D1C $D1D radius .7 .7 .7
0038: $D40 == 1 ;; integer values
004D: jump_if_false Label07BC04
00AA: store_car $CFF position_to $D04 $D05 $D06
035C: place_object $D07 relative_to_car $CFF offset 0.0 0.0 -.4
00D6: if 0
0038: $D4B == 0 ;; integer values
004D: jump_if_false Label07BB4C
0004: $D4B = 1 ;; integer values
0004: $D4A = 420000 ;; integer values

:Label07BB4C
0382: unknown_set_object $D07 collision_detection 0
0392: object $D07 toggle_in_moving_list 0
02CE: $D3B = ground_z $D04 $D05 $D06
0086: $D37 = $D06 ;; floating-point values only
0061: $D37 -= $D3B ;; floating-point values
00D6: if 0
0038: $D40 == 0 ;; integer values
004D: jump_if_false Label07BB91
0050: gosub Label07F288

:Label07BB91
0004: $D40 = 1 ;; integer values
00D6: if 0
0038: $D40 == 1 ;; integer values
004D: jump_if_false Label07BC04
00D6: if 0
0020: $D37 > 1.2 ;; floating-point values
004D: jump_if_false Label07BC04
00D6: if 0
0585: (unknown)
004D: jump_if_false Label07BC04
0004: $D40 = 2 ;; integer values
0392: object $D07 toggle_in_moving_list 1
0382: unknown_set_object $D07 collision_detection 1
04D9: $D07 1
050E: $D07 $CFF
0381: throw_object $D07 distance 0.0 0.0 -1.0

:Label07BC04
00D6: if 0
8119: NOT car $CFF wrecked
004D: jump_if_false Label07BDB2
00D6: if 0
0241: player $PLAYER_CHAR in_remote_mode
004D: jump_if_false Label07BDB2
00D6: if 21
0038: $D40 == 0 ;; integer values
0038: $D40 == 3 ;; integer values
004D: jump_if_false Label07BDB2
00D6: if 21
0038: $D42 == 0 ;; integer values
0038: $D42 == 3 ;; integer values
004D: jump_if_false Label07BDB2
00D6: if 21
0038: $D43 == 0 ;; integer values
0038: $D43 == 3 ;; integer values
004D: jump_if_false Label07BDB2
00D6: if 0
001A: 2 > $D41 ;; integer values
004D: jump_if_false Label07BDB2
00D6: if 21
01AF: car $CFF 0 ()near_point $D1E $D1F $D20 radius .7 .7 .7
0038: $D41 == 1 ;; integer values
004D: jump_if_false Label07BDB2
00AA: store_car $CFF position_to $D04 $D05 $D06
035C: place_object $D08 relative_to_car $CFF offset 0.0 0.0 -.4
00D6: if 0
0038: $D4B == 0 ;; integer values
004D: jump_if_false Label07BCFA
0004: $D4B = 1 ;; integer values
0004: $D4A = 420000 ;; integer values

:Label07BCFA
0382: unknown_set_object $D08 collision_detection 0
0392: object $D08 toggle_in_moving_list 0
02CE: $D3C = ground_z $D04 $D05 $D06
0086: $D38 = $D06 ;; floating-point values only
0061: $D38 -= $D3C ;; floating-point values
00D6: if 0
0038: $D41 == 0 ;; integer values
004D: jump_if_false Label07BD3F
0050: gosub Label07F288

:Label07BD3F
0004: $D41 = 1 ;; integer values
00D6: if 0
0038: $D41 == 1 ;; integer values
004D: jump_if_false Label07BDB2
00D6: if 0
0020: $D38 > 1.2 ;; floating-point values
004D: jump_if_false Label07BDB2
00D6: if 0
0585: (unknown)
004D: jump_if_false Label07BDB2
0004: $D41 = 2 ;; integer values
04D9: $D08 1
0392: object $D08 toggle_in_moving_list 1
0382: unknown_set_object $D08 collision_detection 1
050E: $D08 $CFF
0381: throw_object $D08 distance 0.0 0.0 -1.0

:Label07BDB2
00D6: if 0
8119: NOT car $CFF wrecked
004D: jump_if_false Label07BF60
00D6: if 0
0241: player $PLAYER_CHAR in_remote_mode
004D: jump_if_false Label07BF60
00D6: if 21
0038: $D40 == 0 ;; integer values
0038: $D40 == 3 ;; integer values
004D: jump_if_false Label07BF60
00D6: if 21
0038: $D41 == 0 ;; integer values
0038: $D41 == 3 ;; integer values
004D: jump_if_false Label07BF60
00D6: if 21
0038: $D43 == 0 ;; integer values
0038: $D43 == 3 ;; integer values
004D: jump_if_false Label07BF60
00D6: if 0
001A: 2 > $D42 ;; integer values
004D: jump_if_false Label07BF60
00D6: if 21
01AF: car $CFF 0 ()near_point $D21 $D22 $D23 radius .7 .7 .7
0038: $D42 == 1 ;; integer values
004D: jump_if_false Label07BF60
00AA: store_car $CFF position_to $D04 $D05 $D06
035C: place_object $D09 relative_to_car $CFF offset 0.0 0.0 -.4
00D6: if 0
0038: $D4B == 0 ;; integer values
004D: jump_if_false Label07BEA8
0004: $D4B = 1 ;; integer values
0004: $D4A = 420000 ;; integer values

:Label07BEA8
0382: unknown_set_object $D09 collision_detection 0
0392: object $D09 toggle_in_moving_list 0
02CE: $D3D = ground_z $D04 $D05 $D06
0086: $D39 = $D06 ;; floating-point values only
0061: $D39 -= $D3D ;; floating-point values
00D6: if 0
0038: $D42 == 0 ;; integer values
004D: jump_if_false Label07BEED
0050: gosub Label07F288

:Label07BEED
0004: $D42 = 1 ;; integer values
00D6: if 0
0038: $D42 == 1 ;; integer values
004D: jump_if_false Label07BF60
00D6: if 0
0020: $D39 > 1.2 ;; floating-point values
004D: jump_if_false Label07BF60
00D6: if 0
0585: (unknown)
004D: jump_if_false Label07BF60
0004: $D42 = 2 ;; integer values
04D9: $D09 1
0392: object $D09 toggle_in_moving_list 1
0382: unknown_set_object $D09 collision_detection 1
050E: $D09 $CFF
0381: throw_object $D09 distance 0.0 0.0 -1.0

:Label07BF60
00D6: if 0
8119: NOT car $CFF wrecked
004D: jump_if_false Label07C10E
00D6: if 0
0241: player $PLAYER_CHAR in_remote_mode
004D: jump_if_false Label07C10E
00D6: if 21
0038: $D40 == 0 ;; integer values
0038: $D40 == 3 ;; integer values
004D: jump_if_false Label07C10E
00D6: if 21
0038: $D41 == 0 ;; integer values
0038: $D41 == 3 ;; integer values
004D: jump_if_false Label07C10E
00D6: if 21
0038: $D42 == 0 ;; integer values
0038: $D42 == 3 ;; integer values
004D: jump_if_false Label07C10E
00D6: if 0
001A: 2 > $D43 ;; integer values
004D: jump_if_false Label07C10E
00D6: if 21
01AF: car $CFF 0 ()near_point $D24 $D25 $D26 radius .7 .7 .7
0038: $D43 == 1 ;; integer values
004D: jump_if_false Label07C10E
00AA: store_car $CFF position_to $D04 $D05 $D06
035C: place_object $D0A relative_to_car $CFF offset 0.0 0.0 -.4
00D6: if 0
0038: $D4B == 0 ;; integer values
004D: jump_if_false Label07C056
0004: $D4B = 1 ;; integer values
0004: $D4A = 420000 ;; integer values

:Label07C056
0382: unknown_set_object $D0A collision_detection 0
0392: object $D0A toggle_in_moving_list 0
02CE: $D3E = ground_z $D04 $D05 $D06
0086: $D3A = $D06 ;; floating-point values only
0061: $D3A -= $D3E ;; floating-point values
00D6: if 0
0038: $D43 == 0 ;; integer values
004D: jump_if_false Label07C09B
0050: gosub Label07F288

:Label07C09B
0004: $D43 = 1 ;; integer values
00D6: if 0
0038: $D43 == 1 ;; integer values
004D: jump_if_false Label07C10E
00D6: if 0
0020: $D3A > 1.2 ;; floating-point values
004D: jump_if_false Label07C10E
00D6: if 0
0585: (unknown)
004D: jump_if_false Label07C10E
0004: $D43 = 2 ;; integer values
04D9: $D0A 1
0392: object $D0A toggle_in_moving_list 1
0382: unknown_set_object $D0A collision_detection 1
050E: $D0A $CFF
0381: throw_object $D0A distance 0.0 0.0 -1.0

:Label07C10E
00D6: if 0
0038: $D3F == 1 ;; integer values
004D: jump_if_false Label07C1E4
00D6: if 0
8038: NOT $D44 == 1 ;; integer values
004D: jump_if_false Label07C151
04E6: unknown_object $D07 near_point $D27 $D28 $D29 radius 3.5 3.5 3.5 unknown
1

:Label07C151
00D6: if 0
8038: NOT $D45 == 1 ;; integer values
004D: jump_if_false Label07C182
04E6: unknown_object $D07 near_point $D2A $D2B $D2C radius 3.5 3.5 3.5 unknown
1

:Label07C182
00D6: if 0
8038: NOT $D46 == 1 ;; integer values
004D: jump_if_false Label07C1B3
04E6: unknown_object $D07 near_point $D2D $D2E $D2F radius 3.5 3.5 3.5 unknown
1

:Label07C1B3
00D6: if 0
8038: NOT $D47 == 1 ;; integer values
004D: jump_if_false Label07C1E4
04E6: unknown_object $D07 near_point $D30 $D31 $D32 radius 3.5 3.5 3.5 unknown
1

:Label07C1E4
00D6: if 0
8118: NOT actor $CEF dead
004D: jump_if_false Label07C222
00D6: if 0
8119: NOT car $CFF wrecked
004D: jump_if_false Label07C222
00D6: if 0
0038: $D62 == 0 ;; integer values
004D: jump_if_false Label07C222
0372: set_actor $CEF anim 13 wait_state_time 300000 ms

:Label07C222
00D6: if 0
8118: NOT actor $CF0 dead
004D: jump_if_false Label07C260
00D6: if 0
8119: NOT car $CFF wrecked
004D: jump_if_false Label07C260
00D6: if 0
0038: $D63 == 0 ;; integer values
004D: jump_if_false Label07C260
0372: set_actor $CF0 anim 25 wait_state_time 300000 ms

:Label07C260
00D6: if 0
8118: NOT actor $CF3 dead
004D: jump_if_false Label07C29E
00D6: if 0
8119: NOT car $CFF wrecked
004D: jump_if_false Label07C29E
00D6: if 0
0038: $D65 == 0 ;; integer values
004D: jump_if_false Label07C29E
0372: set_actor $CF3 anim 25 wait_state_time 300000 ms

:Label07C29E
00D6: if 0
8118: NOT actor $CF4 dead
004D: jump_if_false Label07C2DC
00D6: if 0
8119: NOT car $CFF wrecked
004D: jump_if_false Label07C2DC
00D6: if 0
0038: $D66 == 0 ;; integer values
004D: jump_if_false Label07C2DC
0372: set_actor $CF4 anim 25 wait_state_time 300000 ms
:Label07C2DC
00D6: if 0
8118: NOT actor $CF5 dead
004D: jump_if_false Label07C31A
00D6: if 0
8119: NOT car $CFF wrecked
004D: jump_if_false Label07C31A
00D6: if 0
0038: $D67 == 0 ;; integer values
004D: jump_if_false Label07C31A
0372: set_actor $CF5 anim 25 wait_state_time 300000 ms

:Label07C31A
00D6: if 0
8118: NOT actor $CF7 dead
004D: jump_if_false Label07C358
00D6: if 0
8119: NOT car $CFF wrecked
004D: jump_if_false Label07C358
00D6: if 0
0038: $D69 == 0 ;; integer values
004D: jump_if_false Label07C358
0372: set_actor $CF7 anim 13 wait_state_time 300000 ms

:Label07C358
00D6: if 0
8118: NOT actor $CF8 dead
004D: jump_if_false Label07C396
00D6: if 0
8119: NOT car $CFF wrecked
004D: jump_if_false Label07C396
00D6: if 0
0038: $D6A == 0 ;; integer values
004D: jump_if_false Label07C396
0372: set_actor $CF8 anim 25 wait_state_time 300000 ms

:Label07C396
00D6: if 0
8118: NOT actor $CF9 dead
004D: jump_if_false Label07C3D4
00D6: if 0
8119: NOT car $CFF wrecked
004D: jump_if_false Label07C3D4
00D6: if 0
0038: $D6B == 0 ;; integer values
004D: jump_if_false Label07C3D4
0372: set_actor $CF9 anim 25 wait_state_time 300000 ms

:Label07C3D4
00D6: if 0
8118: NOT actor $CFA dead
004D: jump_if_false Label07C412
00D6: if 0
8119: NOT car $CFF wrecked
004D: jump_if_false Label07C412
00D6: if 0
0038: $D6C == 0 ;; integer values
004D: jump_if_false Label07C412
0372: set_actor $CFA anim 25 wait_state_time 300000 ms
:Label07C412
00D6: if 0
8118: NOT actor $CFB dead
004D: jump_if_false Label07C450
00D6: if 0
8119: NOT car $CFF wrecked
004D: jump_if_false Label07C450
00D6: if 0
0038: $D6D == 0 ;; integer values
004D: jump_if_false Label07C450
0372: set_actor $CFB anim 25 wait_state_time 300000 ms

:Label07C450
00D6: if 0
8118: NOT actor $CEF dead
004D: jump_if_false Label07C4B4
00D6: if 0
8119: NOT car $CFF wrecked
004D: jump_if_false Label07C4B4
00D6: if 0
0205: actor $CEF near_car $CFF radius 7.0 7.0 6.0 unknown 0
004D: jump_if_false Label07C4B4
0372: set_actor $CEF anim 0 wait_state_time 300 ms
01D9: actor $CEF run_away_from_car $CFF
0319: set_actor $CEF wander_state_to 1 (off)
0004: $D62 = 1 ;; integer values

:Label07C4B4
00D6: if 0
8118: NOT actor $CF0 dead
004D: jump_if_false Label07C518
00D6: if 0
8119: NOT car $CFF wrecked
004D: jump_if_false Label07C518
00D6: if 0
0205: actor $CF0 near_car $CFF radius 12.0 12.0 6.0 unknown 0
004D: jump_if_false Label07C518
0372: set_actor $CF0 anim 0 wait_state_time 300 ms
01D9: actor $CF0 run_away_from_car $CFF
0319: set_actor $CF0 wander_state_to 1 (off)
0004: $D63 = 1 ;; integer values

:Label07C518
00D6: if 0
8118: NOT actor $CF1 dead
004D: jump_if_false Label07C57C
00D6: if 0
8119: NOT car $CFF wrecked
004D: jump_if_false Label07C57C
00D6: if 0
0205: actor $CF1 near_car $CFF radius 10.0 10.0 3.0 unknown 0
004D: jump_if_false Label07C57C
0372: set_actor $CF1 anim 0 wait_state_time 300 ms
01D9: actor $CF1 run_away_from_car $CFF
0319: set_actor $CF1 wander_state_to 1 (off)
0004: $D64 = 1 ;; integer values

:Label07C57C
00D6: if 0
8118: NOT actor $CF2 dead
004D: jump_if_false Label07C5D9
00D6: if 0
8119: NOT car $CFF wrecked
004D: jump_if_false Label07C5D9
00D6: if 0
0205: actor $CF2 near_car $CFF radius 10.0 10.0 3.0 unknown 0
004D: jump_if_false Label07C5D9
0372: set_actor $CF2 anim 0 wait_state_time 300 ms
01D9: actor $CF2 run_away_from_car $CFF
0319: set_actor $CF2 wander_state_to 1 (off)

:Label07C5D9
00D6: if 0
8118: NOT actor $CF3 dead
004D: jump_if_false Label07C63D
00D6: if 0
8119: NOT car $CFF wrecked
004D: jump_if_false Label07C63D
00D6: if 0
0205: actor $CF3 near_car $CFF radius 7.0 7.0 5.0 unknown 0
004D: jump_if_false Label07C63D
0372: set_actor $CF3 anim 0 wait_state_time 300 ms
01D9: actor $CF3 run_away_from_car $CFF
0319: set_actor $CF3 wander_state_to 1 (off)
0004: $D65 = 1 ;; integer values

:Label07C63D
00D6: if 0
8118: NOT actor $CF4 dead
004D: jump_if_false Label07C6A1
00D6: if 0
8119: NOT car $CFF wrecked
004D: jump_if_false Label07C6A1
00D6: if 0
0205: actor $CF4 near_car $CFF radius 15.0 15.0 4.0 unknown 0
004D: jump_if_false Label07C6A1
0372: set_actor $CF4 anim 0 wait_state_time 300 ms
01D9: actor $CF4 run_away_from_car $CFF
0319: set_actor $CF4 wander_state_to 1 (off)
0004: $D66 = 1 ;; integer values

:Label07C6A1
00D6: if 0
8118: NOT actor $CF5 dead
004D: jump_if_false Label07C705
00D6: if 0
8119: NOT car $CFF wrecked
004D: jump_if_false Label07C705
00D6: if 0
0205: actor $CF5 near_car $CFF radius 15.0 15.0 3.0 unknown 0
004D: jump_if_false Label07C705
0372: set_actor $CF5 anim 0 wait_state_time 300 ms
01D9: actor $CF5 run_away_from_car $CFF
0319: set_actor $CF5 wander_state_to 1 (off)
0004: $D67 = 1 ;; integer values

:Label07C705
00D6: if 0
8118: NOT actor $CF6 dead
004D: jump_if_false Label07C769
00D6: if 0
8119: NOT car $CFF wrecked
004D: jump_if_false Label07C769
00D6: if 0
0205: actor $CF6 near_car $CFF radius 15.0 15.0 6.0 unknown 0
004D: jump_if_false Label07C769
0372: set_actor $CF6 anim 0 wait_state_time 300 ms
01D9: actor $CF6 run_away_from_car $CFF
0319: set_actor $CF6 wander_state_to 1 (off)
0004: $D68 = 1 ;; integer values

:Label07C769
00D6: if 0
8118: NOT actor $CF7 dead
004D: jump_if_false Label07C7CD
00D6: if 0
8119: NOT car $CFF wrecked
004D: jump_if_false Label07C7CD
00D6: if 0
0205: actor $CF7 near_car $CFF radius 18.0 18.0 3.0 unknown 0
004D: jump_if_false Label07C7CD
0372: set_actor $CF7 anim 0 wait_state_time 300 ms
01D9: actor $CF7 run_away_from_car $CFF
0319: set_actor $CF7 wander_state_to 1 (off)
0004: $D69 = 1 ;; integer values

:Label07C7CD
00D6: if 0
8118: NOT actor $CF8 dead
004D: jump_if_false Label07C831
00D6: if 0
8119: NOT car $CFF wrecked
004D: jump_if_false Label07C831
00D6: if 0
0205: actor $CF8 near_car $CFF radius 15.0 15.0 6.0 unknown 0
004D: jump_if_false Label07C831
0372: set_actor $CF8 anim 0 wait_state_time 300 ms
01D9: actor $CF8 run_away_from_car $CFF
0319: set_actor $CF8 wander_state_to 1 (off)
0004: $D6A = 1 ;; integer values

:Label07C831
00D6: if 0
8118: NOT actor $CF9 dead
004D: jump_if_false Label07C895
00D6: if 0
8119: NOT car $CFF wrecked
004D: jump_if_false Label07C895
00D6: if 0
0205: actor $CF9 near_car $CFF radius 15.0 15.0 4.0 unknown 0
004D: jump_if_false Label07C895
0372: set_actor $CF9 anim 0 wait_state_time 300 ms
01D9: actor $CF9 run_away_from_car $CFF
0319: set_actor $CF9 wander_state_to 1 (off)
0004: $D6B = 1 ;; integer values
:Label07C895
00D6: if 0
8118: NOT actor $CFA dead
004D: jump_if_false Label07C8F9
00D6: if 0
8119: NOT car $CFF wrecked
004D: jump_if_false Label07C8F9
00D6: if 0
0205: actor $CFA near_car $CFF radius 15.0 15.0 6.0 unknown 0
004D: jump_if_false Label07C8F9
0372: set_actor $CFA anim 0 wait_state_time 300 ms
01D9: actor $CFA run_away_from_car $CFF
0319: set_actor $CFA wander_state_to 1 (off)
0004: $D6C = 1 ;; integer values

:Label07C8F9
00D6: if 0
8118: NOT actor $CFB dead
004D: jump_if_false Label07C95D
00D6: if 0
8119: NOT car $CFF wrecked
004D: jump_if_false Label07C95D
00D6: if 0
0205: actor $CFB near_car $CFF radius 10.0 10.0 4.0 unknown 0
004D: jump_if_false Label07C95D
0372: set_actor $CFB anim 0 wait_state_time 300 ms
01D9: actor $CFB run_away_from_car $CFF
0319: set_actor $CFB wander_state_to 1 (off)
0004: $D6D = 1 ;; integer values

:Label07C95D
00D6: if 0
8118: NOT actor $CFC dead
004D: jump_if_false Label07C9A9
00D6: if 0
8119: NOT car $CFF wrecked
004D: jump_if_false Label07C9A9
00D6: if 0
0205: actor $CFC near_car $CFF radius 18.0 18.0 3.0 unknown 0
004D: jump_if_false Label07C9A9
01D9: actor $CFC run_away_from_car $CFF

:Label07C9A9
00D6: if 0
8118: NOT actor $CFD dead
004D: jump_if_false Label07C9FC
00D6: if 0
8119: NOT car $CFF wrecked
004D: jump_if_false Label07C9FC
00D6: if 0
0205: actor $CFD near_car $CFF radius 18.0 18.0 3.0 unknown 0
004D: jump_if_false Label07C9FC
01D9: actor $CFD run_away_from_car $CFF
0004: $D83 = 1 ;; integer values

:Label07C9FC
00D6: if 0
8118: NOT actor $CFE dead
004D: jump_if_false Label07CA48
00D6: if 0
8119: NOT car $CFF wrecked
004D: jump_if_false Label07CA48
00D6: if 0
0205: actor $CFE near_car $CFF radius 18.0 18.0 3.0 unknown 0
004D: jump_if_false Label07CA48
01D9: actor $CFE run_away_from_car $CFF

:Label07CA48
00D6: if 0
8118: NOT actor $CEF dead
004D: jump_if_false Label07CB60
00D6: if 0
0038: $D62 == 1 ;; integer values
004D: jump_if_false Label07CA9C
00D6: if 0
0038: $D74 == 0 ;; integer values
004D: jump_if_false Label07CA9C
00D6: if 0
0038: $D72 == 0 ;; integer values
004D: jump_if_false Label07CA9C
0004: $D72 = 1 ;; integer values
0004: $D73 = 0 ;; integer values

:Label07CA9C
00D6: if 0
0038: $D72 == 1 ;; integer values
004D: jump_if_false Label07CB59
00D6: if 0
0038: $D73 == 0 ;; integer values
004D: jump_if_false Label07CADA
03CF: load_wav "TEX3_2" as 1
0004: $D73 = 1 ;; integer values
0002: jump Label07CB59

:Label07CADA
00D6: if 0
0038: $D73 == 1 ;; integer values
004D: jump_if_false Label07CB02
00D6: if 0
03D0: wav 1 loaded
004D: jump_if_false Label07CB02
0004: $D73 = 2 ;; integer values

:Label07CB02
00D6: if 0
0038: $D73 == 2 ;; integer values
004D: jump_if_false Label07CB1F
03D1: play_wav 1
0004: $D73 = 3 ;; integer values

:Label07CB1F
00D6: if 0
0038: $D73 == 3 ;; integer values
004D: jump_if_false Label07CB59
00D6: if 0
03D2: wav 1 ended
004D: jump_if_false Label07CB59
0004: $D73 = 0 ;; integer values
0004: $D72 = 0 ;; integer values
040D: unload_wav 1
0004: $D74 = 1 ;; integer values

:Label07CB59
0002: jump Label07CB8B

:Label07CB60
00D6: if 0
0038: $D72 == 1 ;; integer values
004D: jump_if_false Label07CB8B
0004: $D73 = 0 ;; integer values
0004: $D72 = 0 ;; integer values
040D: unload_wav 1
0004: $D74 = 1 ;; integer values

:Label07CB8B
00D6: if 0
8118: NOT actor $CF1 dead
004D: jump_if_false Label07CCA3
00D6: if 0
0038: $D64 == 1 ;; integer values
004D: jump_if_false Label07CBDF
00D6: if 0
0038: $D75 == 0 ;; integer values
004D: jump_if_false Label07CBDF
00D6: if 0
0038: $D72 == 0 ;; integer values
004D: jump_if_false Label07CBDF
0004: $D72 = 2 ;; integer values
0004: $D73 = 0 ;; integer values

:Label07CBDF
00D6: if 0
0038: $D72 == 2 ;; integer values
004D: jump_if_false Label07CC9C
00D6: if 0
0038: $D73 == 0 ;; integer values
004D: jump_if_false Label07CC1D
03CF: load_wav "TEX3_1" as 1
0004: $D73 = 1 ;; integer values
0002: jump Label07CC9C

:Label07CC1D
00D6: if 0
0038: $D73 == 1 ;; integer values
004D: jump_if_false Label07CC45
00D6: if 0
03D0: wav 1 loaded
004D: jump_if_false Label07CC45
0004: $D73 = 2 ;; integer values

:Label07CC45
00D6: if 0
0038: $D73 == 2 ;; integer values
004D: jump_if_false Label07CC62
03D1: play_wav 1
0004: $D73 = 3 ;; integer values
:Label07CC62
00D6: if 0
0038: $D73 == 3 ;; integer values
004D: jump_if_false Label07CC9C
00D6: if 0
03D2: wav 1 ended
004D: jump_if_false Label07CC9C
0004: $D73 = 0 ;; integer values
0004: $D72 = 0 ;; integer values
040D: unload_wav 1
0004: $D75 = 1 ;; integer values

:Label07CC9C
0002: jump Label07CCCE

:Label07CCA3
00D6: if 0
0038: $D72 == 2 ;; integer values
004D: jump_if_false Label07CCCE
0004: $D73 = 0 ;; integer values
0004: $D72 = 0 ;; integer values
040D: unload_wav 1
0004: $D75 = 1 ;; integer values

:Label07CCCE
00D6: if 0
8118: NOT actor $CF5 dead
004D: jump_if_false Label07CDE6
00D6: if 0
0038: $D67 == 1 ;; integer values
004D: jump_if_false Label07CD22
00D6: if 0
0038: $D76 == 0 ;; integer values
004D: jump_if_false Label07CD22
00D6: if 0
0038: $D72 == 0 ;; integer values
004D: jump_if_false Label07CD22
0004: $D72 = 3 ;; integer values
0004: $D73 = 0 ;; integer values

:Label07CD22
00D6: if 0
0038: $D72 == 3 ;; integer values
004D: jump_if_false Label07CDDF
00D6: if 0
0038: $D73 == 0 ;; integer values
004D: jump_if_false Label07CD60
03CF: load_wav "TEX3_3" as 1
0004: $D73 = 1 ;; integer values
0002: jump Label07CDDF

:Label07CD60
00D6: if 0
0038: $D73 == 1 ;; integer values
004D: jump_if_false Label07CD88
00D6: if 0
03D0: wav 1 loaded
004D: jump_if_false Label07CD88
0004: $D73 = 2 ;; integer values
:Label07CD88
00D6: if 0
0038: $D73 == 2 ;; integer values
004D: jump_if_false Label07CDA5
03D1: play_wav 1
0004: $D73 = 3 ;; integer values

:Label07CDA5
00D6: if 0
0038: $D73 == 3 ;; integer values
004D: jump_if_false Label07CDDF
00D6: if 0
03D2: wav 1 ended
004D: jump_if_false Label07CDDF
0004: $D73 = 0 ;; integer values
0004: $D72 = 0 ;; integer values
040D: unload_wav 1
0004: $D76 = 1 ;; integer values

:Label07CDDF
0002: jump Label07CE11

:Label07CDE6
00D6: if 0
0038: $D72 == 3 ;; integer values
004D: jump_if_false Label07CE11
0004: $D73 = 0 ;; integer values
0004: $D72 = 0 ;; integer values
040D: unload_wav 1
0004: $D76 = 1 ;; integer values

:Label07CE11
00D6: if 0
8118: NOT actor $CFB dead
004D: jump_if_false Label07CF29
00D6: if 0
0038: $D6D == 1 ;; integer values
004D: jump_if_false Label07CE65
00D6: if 0
0038: $D77 == 0 ;; integer values
004D: jump_if_false Label07CE65
00D6: if 0
0038: $D72 == 0 ;; integer values
004D: jump_if_false Label07CE65
0004: $D72 = 4 ;; integer values
0004: $D73 = 0 ;; integer values

:Label07CE65
00D6: if 0
0038: $D72 == 4 ;; integer values
004D: jump_if_false Label07CF22
00D6: if 0
0038: $D73 == 0 ;; integer values
004D: jump_if_false Label07CEA3
03CF: load_wav "TEX3_4" as 1
0004: $D73 = 1 ;; integer values
0002: jump Label07CF22
:Label07CEA3
00D6: if 0
0038: $D73 == 1 ;; integer values
004D: jump_if_false Label07CECB
00D6: if 0
03D0: wav 1 loaded
004D: jump_if_false Label07CECB
0004: $D73 = 2 ;; integer values

:Label07CECB
00D6: if 0
0038: $D73 == 2 ;; integer values
004D: jump_if_false Label07CEE8
03D1: play_wav 1
0004: $D73 = 3 ;; integer values

:Label07CEE8
00D6: if 0
0038: $D73 == 3 ;; integer values
004D: jump_if_false Label07CF22
00D6: if 0
03D2: wav 1 ended
004D: jump_if_false Label07CF22
0004: $D73 = 0 ;; integer values
0004: $D72 = 0 ;; integer values
040D: unload_wav 1
0004: $D77 = 1 ;; integer values

:Label07CF22
0002: jump Label07CF54

:Label07CF29
00D6: if 0
0038: $D72 == 4 ;; integer values
004D: jump_if_false Label07CF54
0004: $D73 = 0 ;; integer values
0004: $D72 = 0 ;; integer values
040D: unload_wav 1
0004: $D77 = 1 ;; integer values

:Label07CF54
00D6: if 0
8118: NOT actor $CF7 dead
004D: jump_if_false Label07D06C
00D6: if 0
0038: $D69 == 1 ;; integer values
004D: jump_if_false Label07CFA8
00D6: if 0
0038: $D78 == 0 ;; integer values
004D: jump_if_false Label07CFA8
00D6: if 0
0038: $D72 == 0 ;; integer values
004D: jump_if_false Label07CFA8
0004: $D72 = 5 ;; integer values
0004: $D73 = 0 ;; integer values

:Label07CFA8
00D6: if 0
0038: $D72 == 5 ;; integer values
004D: jump_if_false Label07D065
00D6: if 0
0038: $D73 == 0 ;; integer values
004D: jump_if_false Label07CFE6
03CF: load_wav "TEX3_8" as 1
0004: $D73 = 1 ;; integer values
0002: jump Label07D065

:Label07CFE6
00D6: if 0
0038: $D73 == 1 ;; integer values
004D: jump_if_false Label07D00E
00D6: if 0
03D0: wav 1 loaded
004D: jump_if_false Label07D00E
0004: $D73 = 2 ;; integer values

:Label07D00E
00D6: if 0
0038: $D73 == 2 ;; integer values
004D: jump_if_false Label07D02B
03D1: play_wav 1
0004: $D73 = 3 ;; integer values

:Label07D02B
00D6: if 0
0038: $D73 == 3 ;; integer values
004D: jump_if_false Label07D065
00D6: if 0
03D2: wav 1 ended
004D: jump_if_false Label07D065
0004: $D73 = 0 ;; integer values
0004: $D72 = 0 ;; integer values
040D: unload_wav 1
0004: $D78 = 1 ;; integer values

:Label07D065
0002: jump Label07D097

:Label07D06C
00D6: if 0
0038: $D72 == 5 ;; integer values
004D: jump_if_false Label07D097
0004: $D73 = 0 ;; integer values
0004: $D72 = 0 ;; integer values
040D: unload_wav 1
0004: $D78 = 1 ;; integer values

:Label07D097
00D6: if 0
8118: NOT actor $CFD dead
004D: jump_if_false Label07D1AF
00D6: if 0
0038: $D83 == 1 ;; integer values
004D: jump_if_false Label07D0EB
00D6: if 0
0038: $D82 == 0 ;; integer values
004D: jump_if_false Label07D0EB
00D6: if 0
0038: $D72 == 0 ;; integer values
004D: jump_if_false Label07D0EB
0004: $D72 = 6 ;; integer values
0004: $D73 = 0 ;; integer values

:Label07D0EB
00D6: if 0
0038: $D72 == 6 ;; integer values
004D: jump_if_false Label07D1A8
00D6: if 0
0038: $D73 == 0 ;; integer values
004D: jump_if_false Label07D129
03CF: load_wav "TEX3_6" as 1
0004: $D73 = 1 ;; integer values
0002: jump Label07D1A8

:Label07D129
00D6: if 0
0038: $D73 == 1 ;; integer values
004D: jump_if_false Label07D151
00D6: if 0
03D0: wav 1 loaded
004D: jump_if_false Label07D151
0004: $D73 = 2 ;; integer values

:Label07D151
00D6: if 0
0038: $D73 == 2 ;; integer values
004D: jump_if_false Label07D16E
03D1: play_wav 1
0004: $D73 = 3 ;; integer values

:Label07D16E
00D6: if 0
0038: $D73 == 3 ;; integer values
004D: jump_if_false Label07D1A8
00D6: if 0
03D2: wav 1 ended
004D: jump_if_false Label07D1A8
0004: $D73 = 0 ;; integer values
0004: $D72 = 0 ;; integer values
040D: unload_wav 1
0004: $D82 = 1 ;; integer values

:Label07D1A8
0002: jump Label07D1DA

:Label07D1AF
00D6: if 0
0038: $D72 == 6 ;; integer values
004D: jump_if_false Label07D1DA
0004: $D73 = 0 ;; integer values
0004: $D72 = 0 ;; integer values
040D: unload_wav 1
0004: $D82 = 1 ;; integer values

:Label07D1DA
00D6: if 0
0038: $D4B == 1 ;; integer values
004D: jump_if_false Label07D223
00D6: if 0
8038: NOT $D4A == 0 ;; integer values
004D: jump_if_false Label07D223
03C3: set_timer_with_text_to $D4A type 1 text "RACES" ;; TIME:
00BC: text_highpriority "TEX3_15" 7000 ms 1 ;; ~r~Detonation timer initiated!
~g~You must plant the ~w~4 bombs ~g~in the remaining time!
0004: $D4B = 2 ;; integer values

:Label07D223
00D6: if 0
0038: $D4C == 0 ;; integer values
004D: jump_if_false Label07D294
0084: $D50 = $D44 ;; integer values and handles
0058: $D50 += $D45 ;; integer values
0084: $D53 = $D46 ;; integer values and handles
0058: $D53 += $D47 ;; integer values
0084: $D4D = $D50 ;; integer values and handles
0058: $D4D += $D53 ;; integer values
00D6: if 0
0038: $D4D == 1 ;; integer values
004D: jump_if_false Label07D294
0004: $CEB = 3 ;; integer values
0004: $D4C = 1 ;; integer values
00BC: text_highpriority "TEX3_12" 5000 ms 2 ;; ~g~Bomb planted! Only 3 more
targets to go! Go back and get another bomb.

:Label07D294
00D6: if 0
0038: $D4C == 1 ;; integer values
004D: jump_if_false Label07D305
0084: $D51 = $D44 ;; integer values and handles
0058: $D51 += $D45 ;; integer values
0084: $D54 = $D46 ;; integer values and handles
0058: $D54 += $D47 ;; integer values
0084: $D4E = $D51 ;; integer values and handles
0058: $D4E += $D54 ;; integer values
00D6: if 0
0038: $D4E == 2 ;; integer values
004D: jump_if_false Label07D305
0004: $CEB = 2 ;; integer values
0004: $D4C = 2 ;; integer values
00BC: text_highpriority "TEX3_13" 5000 ms 2 ;; ~g~Bomb planted! Only 2 more
targets to go! Go back and get another bomb.

:Label07D305
00D6: if 0
0038: $D4C == 2 ;; integer values
004D: jump_if_false Label07D376
0084: $D52 = $D44 ;; integer values and handles
0058: $D52 += $D45 ;; integer values
0084: $D55 = $D46 ;; integer values and handles
0058: $D55 += $D47 ;; integer values
0084: $D4F = $D52 ;; integer values and handles
0058: $D4F += $D55 ;; integer values
00D6: if 0
0038: $D4F == 3 ;; integer values
004D: jump_if_false Label07D376
0004: $CEB = 1 ;; integer values
0004: $D4C = 3 ;; integer values
00BC: text_highpriority "TEX3_14" 5000 ms 2 ;; ~g~Bomb planted! Only 1 more
target to go! Go back and get another bomb.

:Label07D376
00D6: if 3
0038: $D44 == 1 ;; integer values
0038: $D45 == 1 ;; integer values
0038: $D46 == 1 ;; integer values
0038: $D47 == 1 ;; integer values
004D: jump_if_false Label07D3A4
0002: jump Label07D505

:Label07D3A4
00D6: if 0
001A: 1 > $D4A ;; integer values
004D: jump_if_false Label07D3DE
00D6: if 0
0038: $D4B == 2 ;; integer values
004D: jump_if_false Label07D3DE
00BC: text_highpriority "TEX3_17" 5000 ms 1 ;; ~r~You ran out of time!
0002: jump Label07F230

:Label07D3DE
00D6: if 0
0119: car $CFF wrecked
004D: jump_if_false Label07D416
00D6: if 0
0038: $D3F == 1 ;; integer values
004D: jump_if_false Label07D416
00BC: text_highpriority "TEX3_18" 5000 ms 2 ;; ~r~Your RC Helicopter has been
destroyed!
0002: jump Label07F230

:Label07D416
00D6: if 0
0038: $D3F == 1 ;; integer values
004D: jump_if_false Label07D46D
00D6: if 0
8119: NOT car $CFF wrecked
004D: jump_if_false Label07D46D
00D6: if 0
81FC: NOT player $PLAYER_CHAR near_car $CFF radius 250.0 250.0 0
004D: jump_if_false Label07D46D
00BC: text_highpriority "TEX3_21" 5000 ms 1 ;; ~r~The RC Helicopter went out of
range!
0002: jump Label07F230

:Label07D46D
00D6: if 0
0038: $D3F == 1 ;; integer values
004D: jump_if_false Label07D4B4
00D6: if 23
04E7: $D07
04E7: $D08
04E7: $D09
04E7: $D0A
004D: jump_if_false Label07D4B4
00BC: text_highpriority "TEX3_19" 5000 ms 1 ;; ~r~You dropped your bomb in the
water! That ain't no way to fish!
0002: jump Label07F230

:Label07D4B4
00D6: if 0
0038: $D3F == 0 ;; integer values
004D: jump_if_false Label07D4FE
00D6: if 0
0038: $D81 == 1 ;; integer values
004D: jump_if_false Label07D4FE
00D6: if 0
0119: car $CEC wrecked
004D: jump_if_false Label07D4FE
00BC: text_highpriority "TEX3_31" 5000 ms 1 ;; ~r~You destroyed the TOPFUN van
that contained the bombs and RC helicopter!
0002: jump Label07F230

:Label07D4FE
0002: jump Label07A9F7

:Label07D505
014F: stop_timer $D4A
0151: remove_status_text $CEB
02A3: toggle_widescreen 1 (on)
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
0249: release_model -124 (DYNAMITE)
0249: release_model #HAMMER
0249: release_model -114 (BARREL4)
0249: release_model #GDA
0249: release_model #GDA
009B: destroy_actor_instantly $CEF
009B: destroy_actor_instantly $CF0
009B: destroy_actor_instantly $CF1
009B: destroy_actor_instantly $CF2
009B: destroy_actor_instantly $CF3
009B: destroy_actor_instantly $CF4
009B: destroy_actor_instantly $CF5
009B: destroy_actor_instantly $CF6
009B: destroy_actor_instantly $CF7
009B: destroy_actor_instantly $CF8
009B: destroy_actor_instantly $CFC
009B: destroy_actor_instantly $CFD
009B: destroy_actor_instantly $CFE
00D6: if 0
8119: NOT car $CEC wrecked
004D: jump_if_false Label07D587
0519: unknown_car $CEC flag 0

:Label07D587
015F: set_camera_position 27.198 -352.651 12.977 0.0 0.0 0.0
0160: point_camera 28.1425 -352.8275 13.2567 2
0247: request_model -126 (BLDNGST2MESHDAM)

:Label07D5BE
00D6: if 0
8248: NOT model -126 (BLDNGST2MESHDAM) available
004D: jump_if_false Label07D5D8
0001: wait 0 ms
0002: jump Label07D5BE
:Label07D5D8
0003: shake_camera 2500
0565: create_temporary_explosion_fire 69.42 -371.249 30.28 2
0565: create_temporary_explosion_fire 69.42 -371.249 30.28 11
020C: create_explosion 1 at 69.42 -371.249 30.28
0565: create_temporary_explosion_fire 69.42 -371.249 30.28 6
0565: create_temporary_explosion_fire 72.875 -360.392 23.922 2
0565: create_temporary_explosion_fire 72.875 -360.392 23.922 11
0565: create_temporary_explosion_fire 72.875 -360.392 23.922 6
0565: create_temporary_explosion_fire 73.18 -366.699 13.236 2
0565: create_temporary_explosion_fire 73.18 -366.699 13.236 11
0565: create_temporary_explosion_fire 73.18 -366.699 13.236 1
0565: create_temporary_explosion_fire 73.18 -366.699 13.236 6
020C: create_explosion 2 at 71.554 -356.053 24.468
0565: create_temporary_explosion_fire 71.554 -356.053 24.468 11
0565: create_temporary_explosion_fire 71.554 -356.053 24.468 1
0565: create_temporary_explosion_fire 71.554 -356.053 24.468 6
0001: wait 10 ms
03B6: replace_model_at 117.991 -362.461 10.179 radius 80.0 from -127
(BLDNGST2MESH) to -126 (BLDNGST2MESHDAM)
0001: wait 250 ms
0565: create_temporary_explosion_fire 72.875 -360.392 23.922 2
020C: create_explosion 11 at 72.875 -360.392 23.922
0565: create_temporary_explosion_fire 72.875 -360.392 23.922 6
0565: create_temporary_explosion_fire 73.18 -366.699 13.236 2
0565: create_temporary_explosion_fire 73.18 -366.699 13.236 11
0565: create_temporary_explosion_fire 73.18 -366.699 13.236 1
0565: create_temporary_explosion_fire 73.18 -366.699 13.236 6
0565: create_temporary_explosion_fire 71.554 -356.053 24.468 2
0565: create_temporary_explosion_fire 71.554 -356.053 24.468 11
0565: create_temporary_explosion_fire 71.554 -356.053 24.468 1
020C: create_explosion 6 at 71.554 -356.053 24.468
0565: create_temporary_explosion_fire 69.42 -370.249 30.28 2
0565: create_temporary_explosion_fire 69.42 -370.249 30.28 11
0565: create_temporary_explosion_fire 69.42 -370.249 30.28 1
0565: create_temporary_explosion_fire 69.42 -370.249 30.28 6
0565: create_temporary_explosion_fire 72.875 -361.392 23.922 2
0565: create_temporary_explosion_fire 72.875 -361.392 23.922 11
0565: create_temporary_explosion_fire 72.875 -361.392 23.922 6
0565: create_temporary_explosion_fire 73.18 -368.699 13.236 2
0565: create_temporary_explosion_fire 73.18 -368.699 13.236 11
0565: create_temporary_explosion_fire 73.18 -368.699 13.236 6
0565: create_temporary_explosion_fire 71.554 -354.053 24.468 2
0565: create_temporary_explosion_fire 71.554 -354.053 24.468 11
0565: create_temporary_explosion_fire 71.554 -354.053 24.468 1
0565: create_temporary_explosion_fire 71.554 -354.053 24.468 6
0565: create_temporary_explosion_fire 69.42 -370.249 30.28 2
0565: create_temporary_explosion_fire 69.42 -370.249 30.28 11
0565: create_temporary_explosion_fire 69.42 -370.249 30.28 6
0565: create_temporary_explosion_fire 72.875 -361.392 23.922 2
0565: create_temporary_explosion_fire 72.875 -361.392 23.922 11
020C: create_explosion 6 at 72.875 -361.392 23.922
0001: wait 105 ms
0001: wait 105 ms
0565: create_temporary_explosion_fire 73.18 -368.699 13.236 2
0565: create_temporary_explosion_fire 73.18 -368.699 13.236 11
0565: create_temporary_explosion_fire 73.18 -368.699 13.236 1
020C: create_explosion 6 at 73.18 -368.699 13.236
0249: release_model -126 (BLDNGST2MESHDAM)
0001: wait 105 ms
0001: wait 105 ms
0565: create_temporary_explosion_fire 71.554 -354.053 24.468 2
020C: create_explosion 11 at 71.554 -354.053 24.468
0565: create_temporary_explosion_fire 71.554 -354.053 24.468 6
0565: create_temporary_explosion_fire 69.42 -371.249 30.28 2
0565: create_temporary_explosion_fire 69.42 -371.249 30.28 11
0565: create_temporary_explosion_fire 69.42 -371.249 30.28 1
020C: create_explosion 6 at 69.42 -371.249 30.28
0001: wait 105 ms
0565: create_temporary_explosion_fire 72.875 -360.392 23.922 2
0565: create_temporary_explosion_fire 72.875 -360.392 23.922 11
0565: create_temporary_explosion_fire 72.875 -360.392 23.922 6
0565: create_temporary_explosion_fire 73.18 -366.699 13.236 2
020C: create_explosion 11 at 73.18 -366.699 13.236
0565: create_temporary_explosion_fire 73.18 -366.699 13.236 1
0565: create_temporary_explosion_fire 73.18 -366.699 13.236 6
039D: scatter_particles 4 5.0 0 0 0 11000 at 73.18 -366.699 13.236 16.0
0.0 .1
0001: wait 105 ms
0565: create_temporary_explosion_fire 71.554 -356.053 24.468 2
0565: create_temporary_explosion_fire 71.554 -356.053 24.468 11
020C: create_explosion 6 at 71.554 -356.053 24.468
0565: create_temporary_explosion_fire 69.42 -370.249 30.28 2
0565: create_temporary_explosion_fire 69.42 -370.249 30.28 11
0565: create_temporary_explosion_fire 69.42 -370.249 30.28 6
0001: wait 300 ms
0565: create_temporary_explosion_fire 72.875 -361.392 23.922 2
0565: create_temporary_explosion_fire 72.875 -361.392 23.922 11
0565: create_temporary_explosion_fire 72.875 -361.392 23.922 1
020C: create_explosion 6 at 72.875 -361.392 23.922
039D: scatter_particles 4 5.0 0 0 0 11000 at 69.42 -370.249 30.28 16.0
0.0 .1
0001: wait 105 ms
0565: create_temporary_explosion_fire 71.554 -354.053 24.468 2
020C: create_explosion 11 at 71.554 -354.053 24.468
0565: create_temporary_explosion_fire 71.554 -354.053 24.468 1
0565: create_temporary_explosion_fire 71.554 -354.053 24.468 6
0001: wait 400 ms
020C: create_explosion 2 at 67.421 -374.562 25.85
0565: create_temporary_explosion_fire 67.421 -374.562 25.85 11
0565: create_temporary_explosion_fire 67.421 -374.562 25.85 1
0565: create_temporary_explosion_fire 67.421 -374.562 25.85 6
0565: create_temporary_explosion_fire 71.875 -360.392 30.092 2
0565: create_temporary_explosion_fire 71.875 -360.392 30.092 11
0565: create_temporary_explosion_fire 71.875 -360.392 30.092 6
0001: wait 300 ms
0565: create_temporary_explosion_fire 73.18 -366.699 13.236 2
0565: create_temporary_explosion_fire 73.18 -366.699 13.236 11
020C: create_explosion 6 at 73.18 -366.699 13.236
0565: create_temporary_explosion_fire 71.554 -356.053 24.468 2
0565: create_temporary_explosion_fire 71.554 -356.053 24.468 11
0565: create_temporary_explosion_fire 71.554 -356.053 24.468 6
0001: wait 300 ms
0565: create_temporary_explosion_fire 69.224 -371.249 26.28 2
020C: create_explosion 11 at 69.224 -371.249 26.28
0565: create_temporary_explosion_fire 69.224 -371.249 26.28 6
039D: scatter_particles 4 5.0 0 0 0 5000 at 69.224 -371.249 26.28 16.0
0.0 .1
0001: wait 200 ms
0565: create_temporary_explosion_fire 72.875 -360.392 23.922 2
020C: create_explosion 11 at 72.875 -360.392 23.922
0565: create_temporary_explosion_fire 72.875 -360.392 23.922 6
039D: scatter_particles 4 5.0 0 0 0 5000 at 72.875 -360.392 23.922 16.0
0.0 .1
0001: wait 100 ms
0565: create_temporary_explosion_fire 73.18 -366.699 13.236 2
020C: create_explosion 11 at 73.18 -366.699 13.236
0565: create_temporary_explosion_fire 73.18 -366.699 13.236 1
0565: create_temporary_explosion_fire 73.18 -366.699 13.236 6
0001: wait 50 ms
0565: create_temporary_explosion_fire 71.554 -356.053 24.468 2
0565: create_temporary_explosion_fire 71.554 -356.053 24.468 11
0565: create_temporary_explosion_fire 71.554 -356.053 24.468 1
020C: create_explosion 6 at 71.554 -356.053 24.468
039D: scatter_particles 4 5.0 0 0 0 5000 at 71.554 -356.053 24.468 16.0
0.0 .1
0001: wait 250 ms
0247: request_model -127 (BLDNGST2MESH)

:Label07DF05
00D6: if 0
8248: NOT model -127 (BLDNGST2MESH) available
004D: jump_if_false Label07DF1F
0001: wait 0 ms
0002: jump Label07DF05

:Label07DF1F
03B6: replace_model_at 117.991 -362.461 10.179 radius 80.0 from -126
(BLDNGST2MESHDAM) to -127 (BLDNGST2MESH)
015F: set_camera_position 95.42784 -431.413 66.25831 0.0 0.0 0.0
0160: point_camera 96.13597 -430.9128 65.75952 2
031A: remove_all_fires
0249: release_model -127 (BLDNGST2MESH)
0247: request_model -126 (BLDNGST2MESHDAM)

:Label07DF76
00D6: if 0
8248: NOT model -126 (BLDNGST2MESHDAM) available
004D: jump_if_false Label07DF90
0001: wait 0 ms
0002: jump Label07DF76

:Label07DF90
0003: shake_camera 2500
0565: create_temporary_explosion_fire 138.234 -398.796 49.419 2
020C: create_explosion 11 at 138.234 -398.796 49.419
0565: create_temporary_explosion_fire 138.234 -398.796 49.419 6
0565: create_temporary_explosion_fire 146.365 -401.27 45.175 2
0565: create_temporary_explosion_fire 146.365 -401.27 45.175 11
0565: create_temporary_explosion_fire 146.365 -401.27 45.175 6
0565: create_temporary_explosion_fire 135.271 -390.0 31.704 2
0565: create_temporary_explosion_fire 135.271 -390.0 31.704 11
0565: create_temporary_explosion_fire 135.271 -390.0 31.704 6
0565: create_temporary_explosion_fire 145.54 -400.172 32.071 2
0565: create_temporary_explosion_fire 145.54 -400.172 32.071 11
0565: create_temporary_explosion_fire 145.54 -400.172 32.071 1
0565: create_temporary_explosion_fire 145.54 -400.172 32.071 6
0001: wait 105 ms
0565: create_temporary_explosion_fire 135.271 -390.0 31.704 2
0565: create_temporary_explosion_fire 135.271 -390.0 31.704 11
0565: create_temporary_explosion_fire 135.271 -390.0 31.704 1
0565: create_temporary_explosion_fire 135.271 -390.0 31.704 6
0565: create_temporary_explosion_fire 130.865 -399.556 45.108 2
020C: create_explosion 11 at 130.865 -399.556 45.108
0565: create_temporary_explosion_fire 130.865 -399.556 45.108 6
0001: wait 50 ms
0565: create_temporary_explosion_fire 135.62 -399.96 41.42 2
0565: create_temporary_explosion_fire 135.62 -399.96 41.42 11
0565: create_temporary_explosion_fire 135.62 -399.96 41.42 6
0565: create_temporary_explosion_fire 135.62 -399.96 41.42 2
0565: create_temporary_explosion_fire 135.62 -399.96 41.42 11
0565: create_temporary_explosion_fire 135.62 -399.96 41.42 1
0565: create_temporary_explosion_fire 135.62 -399.96 41.42 6
0565: create_temporary_explosion_fire 138.234 -398.796 49.419 2
0565: create_temporary_explosion_fire 138.234 -398.796 49.419 11
0565: create_temporary_explosion_fire 138.234 -398.796 49.419 1
020C: create_explosion 6 at 138.234 -398.796 49.419
0565: create_temporary_explosion_fire 140.531 -399.2166 26.636 2
0565: create_temporary_explosion_fire 140.531 -399.2166 26.636 11
0565: create_temporary_explosion_fire 140.531 -399.2166 26.636 6
0001: wait 105 ms
0001: wait 105 ms
0565: create_temporary_explosion_fire 130.865 -399.556 45.108 2
0565: create_temporary_explosion_fire 130.865 -399.556 45.108 11
0565: create_temporary_explosion_fire 130.865 -399.556 45.108 1
0565: create_temporary_explosion_fire 130.865 -399.556 45.108 6
0565: create_temporary_explosion_fire 138.693 -399.751 45.107 2
020C: create_explosion 11 at 138.693 -399.751 45.107
0565: create_temporary_explosion_fire 138.693 -399.751 45.107 6
0565: create_temporary_explosion_fire 139.529 -400.04 34.706 2
0565: create_temporary_explosion_fire 139.529 -397.04 34.706 11
0565: create_temporary_explosion_fire 139.529 -397.04 34.706 1
0565: create_temporary_explosion_fire 139.529 -397.04 34.706 6
020C: create_explosion 2 at 135.62 -399.96 41.42
0565: create_temporary_explosion_fire 135.62 -399.96 41.42 11
0565: create_temporary_explosion_fire 135.62 -399.96 41.42 6
0565: create_temporary_explosion_fire 135.62 -399.96 41.42 2
0565: create_temporary_explosion_fire 135.62 -399.96 41.42 11
0565: create_temporary_explosion_fire 135.62 -399.96 41.42 6
0565: create_temporary_explosion_fire 140.531 -399.2166 26.636 2
020C: create_explosion 11 at 140.531 -399.2166 26.636
0565: create_temporary_explosion_fire 140.531 -399.2166 26.636 6
0565: create_temporary_explosion_fire 139.529 -400.04 34.706 2
0565: create_temporary_explosion_fire 139.529 -397.04 34.706 11
0565: create_temporary_explosion_fire 139.529 -397.04 34.706 1
020C: create_explosion 6 at 139.529 -397.04 34.706
03B6: replace_model_at 117.991 -362.461 10.179 radius 80.0 from -127
(BLDNGST2MESH) to -126 (BLDNGST2MESHDAM)
039D: scatter_particles 4 5.0 0 0 0 11000 at 135.271 -390.0 31.704 16.0
0.0 .1
0565: create_temporary_explosion_fire 135.271 -390.0 31.704 2
0565: create_temporary_explosion_fire 135.271 -390.0 31.704 11
0565: create_temporary_explosion_fire 135.271 -390.0 31.704 1
020C: create_explosion 6 at 135.271 -390.0 31.704
0565: create_temporary_explosion_fire 130.865 -399.556 45.108 2
020C: create_explosion 11 at 130.865 -399.556 45.108
0565: create_temporary_explosion_fire 135.271 -390.0 31.704 1
020C: create_explosion 6 at 130.865 -399.556 45.108
039D: scatter_particles 4 5.0 0 0 0 11000 at 135.271 -390.0 31.704 16.0
0.0 .1
0249: release_model -126 (BLDNGST2MESHDAM)
0001: wait 105 ms
0001: wait 105 ms
0565: create_temporary_explosion_fire 138.693 -399.751 45.107 2
020C: create_explosion 11 at 138.693 -399.751 45.107
0565: create_temporary_explosion_fire 138.693 -399.751 45.107 1
0565: create_temporary_explosion_fire 138.693 -399.751 45.107 6
0001: wait 105 ms
0565: create_temporary_explosion_fire 135.271 -390.0 31.704 2
0565: create_temporary_explosion_fire 135.271 -390.0 31.704 11
0565: create_temporary_explosion_fire 135.271 -390.0 31.704 6
0001: wait 105 ms
0001: wait 100 ms
0565: create_temporary_explosion_fire 135.62 -399.96 41.42 2
020C: create_explosion 11 at 135.62 -399.96 41.42
0565: create_temporary_explosion_fire 135.62 -399.96 41.42 6
0001: wait 250 ms
020C: create_explosion 2 at 140.531 -399.2166 26.636
0565: create_temporary_explosion_fire 140.531 -399.2166 26.636 11
0565: create_temporary_explosion_fire 140.531 -399.2166 26.636 6
039D: scatter_particles 4 5.0 0 0 0 11000 at 139.529 -400.04 34.706 16.0
0.0 .1
0001: wait 105 ms
0001: wait 105 ms
0565: create_temporary_explosion_fire 138.234 -398.796 49.419 2
020C: create_explosion 11 at 138.234 -398.796 49.419
0565: create_temporary_explosion_fire 138.234 -398.796 49.419 1
0565: create_temporary_explosion_fire 138.234 -398.796 49.419 6
0565: create_temporary_explosion_fire 140.531 -399.2166 26.636 2
0565: create_temporary_explosion_fire 140.531 -399.2166 26.636 11
0565: create_temporary_explosion_fire 140.531 -399.2166 26.636 6
0001: wait 105 ms
0001: wait 105 ms
0001: wait 50 ms
0565: create_temporary_explosion_fire 139.529 -400.04 34.706 2
020C: create_explosion 11 at 139.529 -397.04 34.706
0565: create_temporary_explosion_fire 139.529 -397.04 34.706 1
0565: create_temporary_explosion_fire 139.529 -397.04 34.706 6
0001: wait 250 ms
0565: create_temporary_explosion_fire 135.271 -390.0 31.704 2
0565: create_temporary_explosion_fire 135.271 -390.0 31.704 11
0565: create_temporary_explosion_fire 135.271 -390.0 31.704 6
0565: create_temporary_explosion_fire 130.865 -399.556 45.108 2
0565: create_temporary_explosion_fire 130.865 -399.556 45.108 11
0565: create_temporary_explosion_fire 130.865 -399.556 45.108 1
0565: create_temporary_explosion_fire 130.865 -399.556 45.108 6
0565: create_temporary_explosion_fire 135.62 -399.96 41.42 2
020C: create_explosion 11 at 135.62 -399.96 41.42
0565: create_temporary_explosion_fire 135.62 -399.96 41.42 6
0565: create_temporary_explosion_fire 135.62 -399.96 41.42 2
0565: create_temporary_explosion_fire 135.62 -399.96 41.42 11
0565: create_temporary_explosion_fire 135.62 -399.96 41.42 6
0001: wait 50 ms
0565: create_temporary_explosion_fire 140.531 -399.2166 26.636 2
0565: create_temporary_explosion_fire 140.531 -399.2166 26.636 11
0565: create_temporary_explosion_fire 140.531 -399.2166 26.636 6
039D: scatter_particles 4 5.0 0 0 0 5000 at 130.865 -399.556 45.108 16.0
0.0 .1
039D: scatter_particles 4 5.0 0 0 0 5000 at 139.529 -400.04 34.706 16.0
0.0 .1
0001: wait 100 ms
0247: request_model -127 (BLDNGST2MESH)

:Label07E8CF
00D6: if 0
8248: NOT model -127 (BLDNGST2MESH) available
004D: jump_if_false Label07E8E9
0001: wait 0 ms
0002: jump Label07E8CF

:Label07E8E9
03B6: replace_model_at 117.991 -362.461 10.179 radius 80.0 from -126
(BLDNGST2MESHDAM) to -127 (BLDNGST2MESH)
015F: set_camera_position 202.0835 -305.277 12.0866 0.0 0.0 0.0
0160: point_camera 201.496 -305.966 12.247 2
031A: remove_all_fires
0249: release_model -127 (BLDNGST2MESH)
0001: wait 750 ms
0565: create_temporary_explosion_fire 168.166 -361.913 15.148 2
0565: create_temporary_explosion_fire 168.166 -366.913 15.206 11
020C: create_explosion 6 at 164.8878 -340.8933 16.268
0003: shake_camera 2000
0565: create_temporary_explosion_fire 168.166 -361.913 15.148 2
0565: create_temporary_explosion_fire 168.166 -366.913 15.206 11
0565: create_temporary_explosion_fire 164.8878 -340.8933 16.268 6
0247: request_model -126 (BLDNGST2MESHDAM)

:Label07E9BC
00D6: if 0
8248: NOT model -126 (BLDNGST2MESHDAM) available
004D: jump_if_false Label07E9D6
0001: wait 0 ms
0002: jump Label07E9BC

:Label07E9D6
0565: create_temporary_explosion_fire 168.166 -361.913 15.148 2
020C: create_explosion 11 at 168.166 -366.913 15.206
0565: create_temporary_explosion_fire 164.8878 -340.8933 16.268 6
0001: wait 105 ms
0565: create_temporary_explosion_fire 168.166 -361.913 15.148 2
020C: create_explosion 11 at 168.166 -366.913 15.206
0565: create_temporary_explosion_fire 167.0835 -350.057 16.283 1
0565: create_temporary_explosion_fire 164.8878 -340.8933 16.268 6
0001: wait 50 ms
0565: create_temporary_explosion_fire 158.365 -335.0422 21.805 2
0565: create_temporary_explosion_fire 158.365 -335.0422 21.805 11
0565: create_temporary_explosion_fire 158.365 -335.0422 21.805 6
020C: create_explosion 2 at 143.1712 -335.231 22.164
0565: create_temporary_explosion_fire 143.1712 -335.231 22.164 11
0565: create_temporary_explosion_fire 168.692 -336.464 19.678 1
0565: create_temporary_explosion_fire 143.1712 -335.231 22.164 6
0565: create_temporary_explosion_fire 168.692 -336.464 19.678 2
0565: create_temporary_explosion_fire 168.692 -336.464 19.678 11
0565: create_temporary_explosion_fire 168.692 -336.464 19.678 1
020C: create_explosion 6 at 168.692 -336.464 19.678
03B6: replace_model_at 117.991 -362.461 10.179 radius 80.0 from -127
(BLDNGST2MESH) to -126 (BLDNGST2MESHDAM)
020C: create_explosion 2 at 168.166 -361.913 15.148
0565: create_temporary_explosion_fire 168.166 -366.913 15.206 11
0565: create_temporary_explosion_fire 164.8878 -340.8933 16.268 6
0565: create_temporary_explosion_fire 168.166 -361.913 15.148 2
020C: create_explosion 11 at 168.166 -366.913 15.206
0565: create_temporary_explosion_fire 167.0835 -350.057 16.283 1
0565: create_temporary_explosion_fire 164.8878 -340.8933 16.268 6
0001: wait 50 ms
0565: create_temporary_explosion_fire 168.477 -335.314 22.231 2
0565: create_temporary_explosion_fire 168.477 -335.314 22.231 11
0565: create_temporary_explosion_fire 168.477 -335.314 22.231 1
0565: create_temporary_explosion_fire 168.477 -335.314 22.231 6
0565: create_temporary_explosion_fire 169.708 -337.357 19.075 2
0565: create_temporary_explosion_fire 169.708 -337.357 19.075 11
0565: create_temporary_explosion_fire 169.708 -337.357 19.075 6
0565: create_temporary_explosion_fire 169.708 -351.357 18.075 2
0565: create_temporary_explosion_fire 169.708 -351.357 18.075 11
0565: create_temporary_explosion_fire 169.708 -351.357 18.075 1
020C: create_explosion 6 at 169.708 -351.357 18.075
0001: wait 105 ms
0001: wait 300 ms
0565: create_temporary_explosion_fire 168.282 -335.453 18.769 2
0565: create_temporary_explosion_fire 168.282 -335.453 18.769 11
0565: create_temporary_explosion_fire 168.282 -335.453 18.769 6
0565: create_temporary_explosion_fire 168.692 -336.464 19.678 2
0565: create_temporary_explosion_fire 168.692 -336.464 19.678 11
0565: create_temporary_explosion_fire 168.692 -336.464 19.678 1
020C: create_explosion 6 at 168.692 -336.464 19.678
0249: release_model -126 (BLDNGST2MESHDAM)
0001: wait 105 ms
0565: create_temporary_explosion_fire 169.708 -351.357 18.075 2
0565: create_temporary_explosion_fire 169.708 -351.357 18.075 11
020C: create_explosion 1 at 169.708 -351.357 18.075
0565: create_temporary_explosion_fire 169.708 -351.357 18.075 6
0565: create_temporary_explosion_fire 134.058 -335.45 22.873 2
0565: create_temporary_explosion_fire 134.058 -335.45 22.873 11
0565: create_temporary_explosion_fire 134.058 -335.45 22.873 6
0001: wait 105 ms
0565: create_temporary_explosion_fire 158.365 -335.0422 21.805 2
0565: create_temporary_explosion_fire 158.365 -335.0422 21.805 11
020C: create_explosion 6 at 158.365 -335.0422 21.805
0001: wait 300 ms
0565: create_temporary_explosion_fire 154.231 -335.0846 20.826 2
0565: create_temporary_explosion_fire 154.231 -335.0846 20.826 11
020C: create_explosion 6 at 154.231 -335.0846 20.826
039D: scatter_particles 4 5.0 0 0 0 11000 at 154.231 -335.0846 20.826 16.0
0.0 .1
0565: create_temporary_explosion_fire 169.335 -337.878 19.478 2
0565: create_temporary_explosion_fire 169.335 -337.878 19.478 11
0565: create_temporary_explosion_fire 169.335 -337.878 19.478 6
0001: wait 500 ms
020C: create_explosion 2 at 164.531 -334.908 19.209
0565: create_temporary_explosion_fire 164.531 -334.908 19.209 11
0565: create_temporary_explosion_fire 164.531 -334.908 19.209 1
0565: create_temporary_explosion_fire 164.531 -334.908 19.209 6
0001: wait 105 ms
0001: wait 105 ms
0001: wait 105 ms
0001: wait 105 ms
020C: create_explosion 2 at 168.692 -336.464 19.678
0565: create_temporary_explosion_fire 168.692 -336.464 19.678 11
0565: create_temporary_explosion_fire 168.692 -336.464 19.678 6
0565: create_temporary_explosion_fire 146.933 -331.328 23.657 2
0565: create_temporary_explosion_fire 146.933 -331.328 23.657 11
0565: create_temporary_explosion_fire 146.933 -331.328 23.657 6
0001: wait 300 ms
020C: create_explosion 2 at 169.335 -337.878 19.478
0565: create_temporary_explosion_fire 169.335 -337.878 19.478 11
0565: create_temporary_explosion_fire 169.335 -337.878 19.478 6
0565: create_temporary_explosion_fire 168.282 -335.453 18.769 2
0565: create_temporary_explosion_fire 168.282 -335.453 18.769 11
0565: create_temporary_explosion_fire 168.282 -335.453 18.769 1
0565: create_temporary_explosion_fire 168.282 -335.453 18.769 6
039D: scatter_particles 4 5.0 0 0 0 5000 at 168.282 -335.453 18.769 16.0
0.0 .1
0001: wait 500 ms
0565: create_temporary_explosion_fire 158.365 -335.0422 21.805 2
0565: create_temporary_explosion_fire 158.365 -335.0422 21.805 11
0565: create_temporary_explosion_fire 158.365 -335.0422 21.805 6
0565: create_temporary_explosion_fire 143.1712 -335.231 22.164 2
020C: create_explosion 11 at 143.1712 -335.231 22.164
0565: create_temporary_explosion_fire 143.1712 -335.231 22.164 6
0001: wait 500 ms
0565: create_temporary_explosion_fire 168.692 -336.464 19.678 2
0565: create_temporary_explosion_fire 168.692 -336.464 19.678 11
0565: create_temporary_explosion_fire 168.692 -336.464 19.678 6
0001: wait 250 ms
0565: create_temporary_explosion_fire 164.531 -334.908 19.209 2
0565: create_temporary_explosion_fire 164.531 -334.908 19.209 11
0565: create_temporary_explosion_fire 164.531 -334.908 19.209 1
0565: create_temporary_explosion_fire 164.531 -334.908 19.209 6
0001: wait 50 ms
0565: create_temporary_explosion_fire 158.365 -335.0422 21.805 2
020C: create_explosion 11 at 158.365 -335.0422 21.805
039D: scatter_particles 4 5.0 0 0 0 14000 at 149.7423 -398.409 8.639 16.0
0.0 .1
039D: scatter_particles 4 10.0 0 0 0 14000 at 168.692 -336.464 19.678 16.0
0.0 .1
039D: scatter_particles 4 5.0 0 0 0 14000 at 149.7423 -398.409 8.639 16.0
0.0 .1
039D: scatter_particles 4 10.0 0 0 0 14000 at 169.335 -337.878 19.478 16.0
0.0 .1
0001: wait 3500 ms
0002: jump Label07F249

:Label07F230
010D: set_player $PLAYER_CHAR wanted_level_to $CEE
00BA: text_styled "M_FAIL" 2000 ms 1 ;; MISSION FAILED!
0051: return

:Label07F249
0004: $F5 = 1 ;; integer values
01E3: text_1number_styled "M_PASS" 1000 5000 ms 1 ;; MISSION PASSED! $~1~
0394: play_music 1
0110: clear_player $PLAYER_CHAR wanted_level
0109: player $PLAYER_CHAR money += 1000
0318: set_latest_mission_passed "TEX_3" ;; Demolition Man
030C: set_mission_points += 1
0164: disable_marker $F3
0051: return

:Label07F288
00D6: if 0
8038: NOT $D44 == 1 ;; integer values
004D: jump_if_false Label07F2A8
018A: $D33 = create_checkpoint_at $D27 $D28 $D29

:Label07F2A8
00D6: if 0
8038: NOT $D45 == 1 ;; integer values
004D: jump_if_false Label07F2C8
018A: $D34 = create_checkpoint_at $D2A $D2B $D2C

:Label07F2C8
00D6: if 0
8038: NOT $D46 == 1 ;; integer values
004D: jump_if_false Label07F2E8
018A: $D35 = create_checkpoint_at $D2D $D2E $D2F

:Label07F2E8
00D6: if 0
8038: NOT $D47 == 1 ;; integer values
004D: jump_if_false Label07F308
018A: $D36 = create_checkpoint_at $D30 $D31 $D32

:Label07F308
0164: disable_marker $D0B
0164: disable_marker $D0C
0164: disable_marker $D0D
0164: disable_marker $D0E
00BC: text_highpriority "TEX3_10" 2000 ms 2 ;; ~g~Drop the bomb at a target.
0051: return

:Label07F32D
00D6: if 0
8038: NOT $D40 == 3 ;; integer values
004D: jump_if_false Label07F347
0188: $D0B = create_marker_above_object $D07

:Label07F347
00D6: if 0
8038: NOT $D41 == 3 ;; integer values
004D: jump_if_false Label07F361
0188: $D0C = create_marker_above_object $D08

:Label07F361
00D6: if 0
8038: NOT $D42 == 3 ;; integer values
004D: jump_if_false Label07F37B
0188: $D0D = create_marker_above_object $D09

:Label07F37B
00D6: if 0
8038: NOT $D43 == 3 ;; integer values
004D: jump_if_false Label07F395
0188: $D0E = create_marker_above_object $D0A

:Label07F395
0164: disable_marker $D33
0164: disable_marker $D34
0164: disable_marker $D35
0164: disable_marker $D36
0051: return

:Label07F3AB
00D6: if 0
0038: $D40 == 0 ;; integer values
004D: jump_if_false Label07F5C2
00D6: if 0
0038: $D44 == 0 ;; integer values
004D: jump_if_false Label07F436
00D6: if 0
04E6: unknown_object $D07 near_point $D27 $D28 $D29 radius 3.5 3.5 2.0 unknown
0
004D: jump_if_false Label07F436
018C: play_sound 16 at $D27 $D28 $D29
0004: $D40 = 3 ;; integer values
0004: $D44 = 1 ;; integer values
01BC: put_object $D07 at 97.574 -381.658 9.2721
0382: unknown_set_object $D07 collision_detection 0
0392: object $D07 toggle_in_moving_list 0

:Label07F436
00D6: if 0
0038: $D45 == 0 ;; integer values
004D: jump_if_false Label07F4AF
00D6: if 0
04E6: unknown_object $D07 near_point $D2A $D2B $D2C radius 3.5 3.5 2.0 unknown
0
004D: jump_if_false Label07F4AF
018C: play_sound 16 at $D2A $D2B $D2C
0004: $D40 = 3 ;; integer values
0004: $D45 = 1 ;; integer values
01BC: put_object $D07 at 156.5491 -348.0284 18.1517
0382: unknown_set_object $D07 collision_detection 0
0392: object $D07 toggle_in_moving_list 0

:Label07F4AF
00D6: if 0
0038: $D46 == 0 ;; integer values
004D: jump_if_false Label07F528
00D6: if 0
04E6: unknown_object $D07 near_point $D2D $D2E $D2F radius 3.5 3.5 2.0 unknown
0
004D: jump_if_false Label07F528
018C: play_sound 16 at $D2D $D2E $D2F
0004: $D40 = 3 ;; integer values
0004: $D46 = 1 ;; integer values
01BC: put_object $D07 at 88.1474 -361.8685 27.376
0382: unknown_set_object $D07 collision_detection 0
0392: object $D07 toggle_in_moving_list 0
:Label07F528
00D6: if 0
0038: $D47 == 0 ;; integer values
004D: jump_if_false Label07F5A1
00D6: if 0
04E6: unknown_object $D07 near_point $D30 $D31 $D32 radius 3.5 3.5 2.0 unknown
0
004D: jump_if_false Label07F5A1
018C: play_sound 16 at $D30 $D31 $D32
0004: $D40 = 3 ;; integer values
0004: $D47 = 1 ;; integer values
01BC: put_object $D07 at 140.0079 -383.1253 36.6172
0382: unknown_set_object $D07 collision_detection 0
0392: object $D07 toggle_in_moving_list 0

:Label07F5A1
00D6: if 0
8038: NOT $D40 == 3 ;; integer values
004D: jump_if_false Label07F5C2
00BC: text_highpriority "TEX3_8" 3000 ms 2 ;; ~g~You missed the target! Pick up
a bomb and try again!

:Label07F5C2
0051: return

:Label07F5C4
00D6: if 0
0038: $D41 == 0 ;; integer values
004D: jump_if_false Label07F7DB
00D6: if 0
0038: $D44 == 0 ;; integer values
004D: jump_if_false Label07F64F
00D6: if 0
04E6: unknown_object $D08 near_point $D27 $D28 $D29 radius 3.5 3.5 2.0 unknown
0
004D: jump_if_false Label07F64F
018C: play_sound 16 at $D27 $D28 $D29
0004: $D41 = 3 ;; integer values
0004: $D44 = 1 ;; integer values
01BC: put_object $D08 at 97.574 -381.658 9.2721
0382: unknown_set_object $D08 collision_detection 0
0392: object $D08 toggle_in_moving_list 0

:Label07F64F
00D6: if 0
0038: $D45 == 0 ;; integer values
004D: jump_if_false Label07F6C8
00D6: if 0
04E6: unknown_object $D08 near_point $D2A $D2B $D2C radius 3.5 3.5 2.0 unknown
0
004D: jump_if_false Label07F6C8
018C: play_sound 16 at $D2A $D2B $D2C
0004: $D41 = 3 ;; integer values
0004: $D45 = 1 ;; integer values
01BC: put_object $D08 at 156.5491 -348.0284 18.1517
0382: unknown_set_object $D08 collision_detection 0
0392: object $D08 toggle_in_moving_list 0

:Label07F6C8
00D6: if 0
0038: $D46 == 0 ;; integer values
004D: jump_if_false Label07F741
00D6: if 0
04E6: unknown_object $D08 near_point $D2D $D2E $D2F radius 3.5 3.5 2.0 unknown
0
004D: jump_if_false Label07F741
018C: play_sound 16 at $D2D $D2E $D2F
0004: $D41 = 3 ;; integer values
0004: $D46 = 1 ;; integer values
01BC: put_object $D08 at 88.1474 -361.8685 27.376
0382: unknown_set_object $D08 collision_detection 0
0392: object $D08 toggle_in_moving_list 0

:Label07F741
00D6: if 0
0038: $D47 == 0 ;; integer values
004D: jump_if_false Label07F7BA
00D6: if 0
04E6: unknown_object $D08 near_point $D30 $D31 $D32 radius 3.5 3.5 2.0 unknown
0
004D: jump_if_false Label07F7BA
018C: play_sound 16 at $D30 $D31 $D32
0004: $D41 = 3 ;; integer values
0004: $D47 = 1 ;; integer values
01BC: put_object $D08 at 140.0079 -383.1253 36.6172
0382: unknown_set_object $D08 collision_detection 0
0392: object $D08 toggle_in_moving_list 0

:Label07F7BA
00D6: if 0
8038: NOT $D41 == 3 ;; integer values
004D: jump_if_false Label07F7DB
00BC: text_highpriority "TEX3_8" 3000 ms 2 ;; ~g~You missed the target! Pick up
a bomb and try again!

:Label07F7DB
0051: return

:Label07F7DD
00D6: if 0
0038: $D42 == 0 ;; integer values
004D: jump_if_false Label07F9F4
00D6: if 0
0038: $D44 == 0 ;; integer values
004D: jump_if_false Label07F868
00D6: if 0
04E6: unknown_object $D09 near_point $D27 $D28 $D29 radius 3.5 3.5 2.0 unknown
0
004D: jump_if_false Label07F868
018C: play_sound 16 at $D27 $D28 $D29
0004: $D42 = 3 ;; integer values
0004: $D44 = 1 ;; integer values
01BC: put_object $D09 at 97.574 -381.658 9.2721
0382: unknown_set_object $D09 collision_detection 0
0392: object $D09 toggle_in_moving_list 0

:Label07F868
00D6: if 0
0038: $D45 == 0 ;; integer values
004D: jump_if_false Label07F8E1
00D6: if 0
04E6: unknown_object $D09 near_point $D2A $D2B $D2C radius 3.5 3.5 2.0 unknown
0
004D: jump_if_false Label07F8E1
018C: play_sound 16 at $D2A $D2B $D2C
0004: $D42 = 3 ;; integer values
0004: $D45 = 1 ;; integer values
01BC: put_object $D09 at 156.5491 -348.0284 18.1517
0382: unknown_set_object $D09 collision_detection 0
0392: object $D09 toggle_in_moving_list 0

:Label07F8E1
00D6: if 0
0038: $D46 == 0 ;; integer values
004D: jump_if_false Label07F95A
00D6: if 0
04E6: unknown_object $D09 near_point $D2D $D2E $D2F radius 3.5 3.5 2.0 unknown
0
004D: jump_if_false Label07F95A
018C: play_sound 16 at $D2D $D2E $D2F
0004: $D42 = 3 ;; integer values
0004: $D46 = 1 ;; integer values
01BC: put_object $D09 at 88.1474 -361.8685 27.376
0382: unknown_set_object $D09 collision_detection 0
0392: object $D09 toggle_in_moving_list 0

:Label07F95A
00D6: if 0
0038: $D47 == 0 ;; integer values
004D: jump_if_false Label07F9D3
00D6: if 0
04E6: unknown_object $D09 near_point $D30 $D31 $D32 radius 3.5 3.5 2.0 unknown
0
004D: jump_if_false Label07F9D3
018C: play_sound 16 at $D30 $D31 $D32
0004: $D42 = 3 ;; integer values
0004: $D47 = 1 ;; integer values
01BC: put_object $D09 at 140.0079 -383.1253 36.6172
0382: unknown_set_object $D09 collision_detection 0
0392: object $D09 toggle_in_moving_list 0

:Label07F9D3
00D6: if 0
8038: NOT $D42 == 3 ;; integer values
004D: jump_if_false Label07F9F4
00BC: text_highpriority "TEX3_8" 3000 ms 2 ;; ~g~You missed the target! Pick up
a bomb and try again!

:Label07F9F4
0051: return

:Label07F9F6
00D6: if 0
0038: $D43 == 0 ;; integer values
004D: jump_if_false Label07FC0D
00D6: if 0
0038: $D44 == 0 ;; integer values
004D: jump_if_false Label07FA81
00D6: if 0
04E6: unknown_object $D0A near_point $D27 $D28 $D29 radius 3.5 3.5 2.0 unknown
0
004D: jump_if_false Label07FA81
018C: play_sound 16 at $D27 $D28 $D29
0004: $D43 = 3 ;; integer values
0004: $D44 = 1 ;; integer values
01BC: put_object $D0A at 97.574 -381.658 9.2721
0382: unknown_set_object $D0A collision_detection 0
0392: object $D0A toggle_in_moving_list 0

:Label07FA81
00D6: if 0
0038: $D45 == 0 ;; integer values
004D: jump_if_false Label07FAFA
00D6: if 0
04E6: unknown_object $D0A near_point $D2A $D2B $D2C radius 3.5 3.5 2.0 unknown
0
004D: jump_if_false Label07FAFA
018C: play_sound 16 at $D2A $D2B $D2C
0004: $D43 = 3 ;; integer values
0004: $D45 = 1 ;; integer values
01BC: put_object $D0A at 156.5491 -348.0284 18.1517
0382: unknown_set_object $D0A collision_detection 0
0392: object $D0A toggle_in_moving_list 0

:Label07FAFA
00D6: if 0
0038: $D46 == 0 ;; integer values
004D: jump_if_false Label07FB73
00D6: if 0
04E6: unknown_object $D0A near_point $D2D $D2E $D2F radius 3.5 3.5 2.0 unknown
0
004D: jump_if_false Label07FB73
018C: play_sound 16 at $D2D $D2E $D2F
0004: $D43 = 3 ;; integer values
0004: $D46 = 1 ;; integer values
01BC: put_object $D0A at 88.1474 -361.8685 27.376
0382: unknown_set_object $D0A collision_detection 0
0392: object $D0A toggle_in_moving_list 0

:Label07FB73
00D6: if 0
0038: $D47 == 0 ;; integer values
004D: jump_if_false Label07FBEC
00D6: if 0
04E6: unknown_object $D0A near_point $D30 $D31 $D32 radius 3.5 3.5 2.0 unknown
0
004D: jump_if_false Label07FBEC
018C: play_sound 16 at $D30 $D31 $D32
0004: $D43 = 3 ;; integer values
0004: $D47 = 1 ;; integer values
01BC: put_object $D0A at 140.0079 -383.1253 36.6172
0382: unknown_set_object $D0A collision_detection 0
0392: object $D0A toggle_in_moving_list 0

:Label07FBEC
00D6: if 0
8038: NOT $D43 == 3 ;; integer values
004D: jump_if_false Label07FC0D
00BC: text_highpriority "TEX3_8" 3000 ms 2 ;; ~g~You missed the target! Pick up
a bomb and try again!

:Label07FC0D
0051: return

:Label07FC0F
0004: $ONMISSION = 0 ;; integer values
02A3: toggle_widescreen 0 (off)
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
04DB: (unknown)
0004: $43C = 0 ;; integer values
0164: disable_marker $CEA
0164: disable_marker $D33
0164: disable_marker $D34
0164: disable_marker $D35
0164: disable_marker $D36
0164: disable_marker $D0B
0164: disable_marker $D0C
0164: disable_marker $D0D
0164: disable_marker $D0E
009B: destroy_actor_instantly $CEF
009B: destroy_actor_instantly $CF0
009B: destroy_actor_instantly $CF1
009B: destroy_actor_instantly $CF2
009B: destroy_actor_instantly $CF3
009B: destroy_actor_instantly $CF4
009B: destroy_actor_instantly $CF5
009B: destroy_actor_instantly $CF6
009B: destroy_actor_instantly $CF7
009B: destroy_actor_instantly $CF8
014F: stop_timer $D4A
0151: remove_status_text $CEB
00D6: if 0
8119: NOT car $CEC wrecked
004D: jump_if_false Label07FCAA
020A: set_car $CEC door_status_to 1

:Label07FCAA
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 (false)
00D6: if 0
8119: NOT car $CEC wrecked
004D: jump_if_false Label07FCC8
0519: unknown_car $CEC flag 0

:Label07FCC8
0108: destroy_object $D07
0108: destroy_object $D08
0108: destroy_object $D09
0108: destroy_object $D0A
0108: destroy_object $D5E
0108: destroy_object $D5F
0108: destroy_object $D60
0108: destroy_object $D61
0249: release_model -124 (DYNAMITE)
0249: release_model #TOPFUN
0249: release_model #WMYCW
0249: release_model #HAMMER
0249: release_model #RCGOBLIN
0249: release_model -125 (BARREL2)
0249: release_model #GDA
0249: release_model #COLT45
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 (false)
031A: remove_all_fires
00D8: mission_cleanup
0051: return

;-------------Mission 20---------------
; Originally: Two Bit Hit

:Label07FD21
0050: gosub Label07FD45
00D6: if 0
0112: wasted_or_busted
004D: jump_if_false Label07FD3C
0050: gosub Label081095

:Label07FD3C
0050: gosub Label081228
004E: end_thread

:Label07FD45
0317: increment_mission_attempts
0004: $ONMISSION = 1 ;; integer values
03A4: name_thread "SERG2"
054C: use_GXT_table "SERG2"
058E: set_restart_mission_taxi_destination 252.7968 -230.9387 9.8638 333.9001
0001: wait 0 ms
01B6: set_weather 0
01B7: release_weather
0004: $D9A = 0 ;; integer values
0004: $D9B = 0 ;; integer values
0004: $D9C = 0 ;; integer values
0004: $D9D = 0 ;; integer values
0004: $D9F = 0 ;; integer values
0004: $DA2 = 0 ;; integer values
0004: $DA0 = 0 ;; integer values
0004: $DA1 = 0 ;; integer values
0004: $DA3 = 0 ;; integer values
0004: $DA4 = 0 ;; integer values
0004: $D94 = 0 ;; integer values
0004: $D95 = 0 ;; integer values
0004: $D9E = 0 ;; integer values
0004: $DAF = 0 ;; integer values
0004: $DA5 = 0 ;; integer values
0004: $DA6 = 0 ;; integer values
0005: $63 = -1021.94 ;; floating-point values
0005: $64 = -428.68 ;; floating-point values
0005: $65 = 10.0 ;; floating-point values
0005: $C92 = 10.5 ;; floating-point values
0005: $CA3 = -1064.0 ;; floating-point values
0005: $CA4 = 57.0 ;; floating-point values
0005: $CA5 = -1056.0 ;; floating-point values
0005: $CA6 = 52.0 ;; floating-point values
0005: $CA7 = -1037.7 ;; floating-point values
0005: $CA8 = 70.0 ;; floating-point values
0007: 8@ = -1055.0 ;; floating-point values
0007: 9@ = 26.0 ;; floating-point values
0007: 10@ = -1064.0 ;; floating-point values
0007: 11@ = 40.0 ;; floating-point values
0005: $DA8 = -1046.9 ;; floating-point values
0005: $DA9 = 71.3 ;; floating-point values
0005: $DAA = 60.0 ;; floating-point values
0007: 12@ = -1090.0 ;; floating-point values
0007: 14@ = -1030.0 ;; floating-point values
0007: 13@ = 0.0 ;; floating-point values
0007: 15@ = 90.0 ;; floating-point values
0004: $D96 = 0 ;; integer values
0004: $D97 = 0 ;; integer values
0004: $D98 = 0 ;; integer values
0004: $D99 = 0 ;; integer values
0395: clear_area 1 at 299.0 -205.0 range 10.5 5.0
0395: clear_area 1 at 305.0 -219.5 range 10.5 10.0
04E4: unknown_refresh_game_renderer_at 299.0 -205.0
0055: put_player $PLAYER_CHAR at 299.0 -205.0 10.5
0171: set_player $PLAYER_CHAR z_angle_to 230.0
015F: set_camera_position 297.0 -204.7 13.0 0.0 0.0 0.0
0160: point_camera 318.5 -219.23 22.4 2
0247: request_model #STRETCH
03CB: set_camera 270.0 -218.0 13.4

:Label07FF83
00D6: if 0
8248: NOT model #STRETCH available
004D: jump_if_false Label07FF9E
0001: wait 0 ms
0002: jump Label07FF83

:Label07FF9E
0395: clear_area 1 at 306.9 -241.65 range 12.3 15.0
00A5: $642 = create_car #STRETCH at 306.9 -241.65 12.3
0229: set_car $642 color_to 0 0
0175: set_car $642 z_angle_to 0.0
02A3: toggle_widescreen 1 (on)
016A: fade 1 (back) 1500 ms

:Label07FFEB
00D6: if 0
016B: fading
004D: jump_if_false Label080003
0001: wait 0 ms
0002: jump Label07FFEB

:Label080003
00D6: if 0
8119: NOT car $642 wrecked
004D: jump_if_false Label080027
04BA: set_car $642 speed_instantly 15.0
0477: unknown_car $642 8 8000

:Label080027
0006: 16@ = 0 ;; integer values

:Label08002E
00D6: if 0
001B: 1000 > 16@ ;; integer values
004D: jump_if_false Label08004C
0001: wait 0 ms
0002: jump Label08002E

:Label08004C
00D6: if 0
8119: NOT car $642 wrecked
004D: jump_if_false Label080065
0158: camera_on_vehicle $642 15 1

:Label080065
0006: 16@ = 0 ;; integer values

:Label08006C
00D6: if 0
001B: 3000 > 16@ ;; integer values
004D: jump_if_false Label08008A
0001: wait 0 ms
0002: jump Label08006C

:Label08008A
00D6: if 0
8119: NOT car $642 wrecked
004D: jump_if_false Label0800B3
00AA: store_car $642 position_to $63F $640 $641
0211: actor $PLAYER_ACTOR walk_to $63F $640

:Label0800B3
016A: fade 0 () 1500 ms

:Label0800BA
00D6: if 0
016B: fading
004D: jump_if_false Label0800D2
0001: wait 0 ms
0002: jump Label0800BA

:Label0800D2
00A6: destroy_car $642
0249: release_model #STRETCH
015A: restore_camera
011C: actor $PLAYER_ACTOR clear_objective
009F: set_actor $PLAYER_ACTOR objective_to-1
023C: load_special_actor 1 "CSPLAY"
023C: load_special_actor 2 "CSAVERY"
023C: load_special_actor 3 "CSDLOVE"
02F3: load_object #CUTOBJ01 "CS_LIMO"
03CB: set_camera 305.2 -211.9 11.3
038B: load_requested_models

:Label08012C
00D6: if 23
823D: NOT special_actor 1 loaded
823D: NOT special_actor 2 loaded
823D: NOT special_actor 3 loaded
8248: NOT model #CUTOBJ01 available
004D: jump_if_false Label080153
0001: wait 0 ms
0002: jump Label08012C

:Label080153
02E4: load_cutscene_data "TEX_2"
0244: set_cutscene_pos 305.2 -211.9 11.3
041D: set_camera_near_clip .1
02E5: $7D = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $7D "CSPLAY"
02E5: $95 = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $95 "CSAVERY"
02E5: $DB = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim $DB "CSDLOVE"
02E5: $D84 = create_cutscene_object #CUTOBJ01
02E6: set_cutscene_anim $D84 "CS_LIMO"
0395: clear_area 1 at 265.129 -234.531 range 11.107 1.0
0055: put_player $PLAYER_CHAR at 265.129 -234.531 11.107
0171: set_player $PLAYER_CHAR z_angle_to 78.21838
016A: fade 1 (back) 1500 ms
03AD: set_rubbish 0 (invisible)
03AF: set_streaming 1 (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label080212
00D6: if 0
001A: 574 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label080235
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label080212

:Label080235
00BC: text_highpriority "TEX2_A" 10000 ms 1 ;; Tommy, this is Donald Love.
Donald, this here is Tommy Vercetti,

:Label080244
00D6: if 0
001A: 4124 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label080267
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label080244

:Label080267
00BC: text_highpriority "TEX2_B" 10000 ms 1 ;; the latest gunslinger to come to
these parts.

:Label080276
00D6: if 0
001A: 6167 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label080299
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label080276

:Label080299
00BC: text_highpriority "TEX2_C" 10000 ms 1 ;; Yeh...uh...
:Label0802A8
00D6: if 0
001A: 6740 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0802CB
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0802A8

:Label0802CB
00BC: text_highpriority "TEX2_D" 10000 ms 1 ;; Donald, you just shut up and
listen, and you might learn something.

:Label0802DA
00D6: if 0
001A: 10018 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0802FD
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0802DA

:Label0802FD
00BC: text_highpriority "TEX2_E" 10000 ms 1 ;; Now, nothing brings down real
estate prices quicker than a good old-fashioned gang war -

:Label08030C
00D6: if 0
001A: 14794 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label08032F
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label08030C

:Label08032F
00BC: text_highpriority "TEX2_F" 10000 ms 1 ;; 'cept maybe a disaster, like a
biblical plague or something,

:Label08033E
00D6: if 0
001A: 17966 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label080361
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label08033E

:Label080361
00BC: text_highpriority "TEX2_G" 10000 ms 1 ;; but, that may be going too far in
this case.

:Label080370
00D6: if 0
001A: 20378 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label080393
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label080370

:Label080393
00BC: text_highpriority "TEX2_H" 10000 ms 1 ;; You getting this down, you four-
eyed prick?
:Label0803A2
00D6: if 0
001A: 23680 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0803C5
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0803A2

:Label0803C5
00BC: text_highpriority "TEX2_I" 10000 ms 1 ;; Now recently a Haitian gang lord
died. Apparently the Cubans did it, nobody's certain.

:Label0803D4
00D6: if 0
001A: 28473 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0803F7
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0803D4

:Label0803F7
00BC: text_highpriority "TEX2_J" 10000 ms 1 ;; But let's make them certain! You
disguise yourself as a Cuban hombre,

:Label080406
00D6: if 0
001A: 31827 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label080429
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label080406

:Label080429
00BC: text_highpriority "TEX2_K" 10000 ms 1 ;; and head on down to crash that
funeral. Mix it up, and then high tail it.

:Label080438
00D6: if 0
001A: 35494 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label08045D
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label080438

:Label08045D
00BC: text_highpriority "TEX2_L" 10000 ms 1 ;; You getting this down, Donald?

:Label08046C
00D6: if 0
001A: 37278 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label080491
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label08046C

:Label080491
00BC: text_highpriority "TEX2_M" 10000 ms 1 ;; Well, that ought to put the
coyote in the chicken coop, huh?
:Label0804A0
00D6: if 0
001A: 40242 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0804C5
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0804A0

:Label0804C5
00BC: text_highpriority "TEX2_N" 10000 ms 1 ;; And then we'll just sit back, and
watch the prices tumble.

:Label0804D4
00D6: if 0
001A: 43214 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0804F9
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0804D4

:Label0804F9
00BE: text_clear_all
016A: fade 0 () 1500 ms
00BE: text_clear_all

:Label080504
00D6: if 0
016B: fading
004D: jump_if_false Label08051C
0001: wait 0 ms
0002: jump Label080504

:Label08051C
03AD: set_rubbish 1 (visible)
02EA: end_cutscene
0373: set_camera_directly_behind_player
0296: unload_special_actor 1
0296: unload_special_actor 2
0296: unload_special_actor 3
0249: release_model #CUTOBJ01
04BB: select_interiour 0 ;; select render area
016A: fade 1 (back) 1500 ms
02A3: toggle_widescreen 0 (off)
0247: request_model #HNA
0247: request_model #HNB
0247: request_model #TEC9
038B: load_requested_models

:Label080553
00D6: if 0
8248: NOT model #HNA available
004D: jump_if_false Label08056D
0001: wait 0 ms
0002: jump Label080553

:Label08056D
00D6: if 0
8248: NOT model #HNB available
004D: jump_if_false Label080587
0001: wait 0 ms
0002: jump Label08056D

:Label080587
00D6: if 0
8248: NOT model #TEC9 available
004D: jump_if_false Label0805A2
0001: wait 0 ms
0002: jump Label080587

:Label0805A2
00D6: if 0
8500: NOT player $PLAYER_CHAR skin == "PLAYER5"
004D: jump_if_false Label080709
00BC: text_highpriority "TEX_2C" 5000 ms 1 ;; ~g~Go get yourself some Cuban gang
colors in Little Havana!
02A8: $DB0 = create_marker 28 at $63 $64 $65

:Label0805D9
00D6: if 0
80F6: NOT player $PLAYER_CHAR 1 (in-sphere)near_point_on_foot $63 $64 $65
radius 1.2 1.2 3.0
004D: jump_if_false Label08060E
0001: wait 0 ms
0002: jump Label0805D9

:Label08060E
0164: disable_marker $DB0
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
02A3: toggle_widescreen 1 (on)
0110: clear_player $PLAYER_CHAR wanted_level
0211: actor $PLAYER_ACTOR walk_to -1026.1 -429.5
0169: set_fade_color 0 0 1
016A: fade 0 () 1500 ms

:Label080641
00D6: if 0
016B: fading
004D: jump_if_false Label080659
0001: wait 0 ms
0002: jump Label080641

:Label080659
00D6: if 0
8118: NOT actor $PLAYER_ACTOR dead
004D: jump_if_false Label08068D
0352: set_actor $PLAYER_ACTOR skin_to "PLAYER5"
038B: load_requested_models
00D6: if 0
8118: NOT actor $PLAYER_ACTOR dead
004D: jump_if_false Label08068D
0353: refresh_actor $PLAYER_ACTOR

:Label08068D
011C: actor $PLAYER_ACTOR clear_objective
0055: put_player $PLAYER_CHAR at -1023.5 -429.0 10.0
0171: set_player $PLAYER_CHAR z_angle_to 280.0
02EB: restore_camera_with_jumpcut
03C8: rotate_player-180-degrees
0395: clear_area 0 at $63 $64 range $65 1.0
0211: actor $PLAYER_ACTOR walk_to -1019.4 -428.3
016A: fade 1 (back) 1500 ms

:Label0806DC
00D6: if 0
016B: fading
004D: jump_if_false Label0806F4
0001: wait 0 ms
0002: jump Label0806DC

:Label0806F4
011C: actor $PLAYER_ACTOR clear_objective
009F: set_actor $PLAYER_ACTOR objective_to-1
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
02A3: toggle_widescreen 0 (off)

:Label080709
00BC: text_highpriority "TEX_2D" 10000 ms 1 ;; ~g~Take out the Haitian Gang Lord
at Romero's Funeral Parlor!
03F1: pedtype 8 add_threat 1
018A: $CA9 = create_checkpoint_at $DA8 $DA9 20.0
01E8: create_forbidden_for_cars_cube 12@ 13@ 14.0 14@ 15@ 20.0
0005: $62 = 0.0 ;; floating-point values

:Label080750
00D6: if 0
0042: $62 == 0.0 ;; floating-point values
004D: jump_if_false Label080780
0001: wait 0 ms
02CE: $62 = ground_z $DA8 $DA9 50.0
0002: jump Label080750

:Label080780
01EB: set_car_density_to 0.0
0247: request_model #ROMERO

:Label08078C
00D6: if 0
8248: NOT model #ROMERO available
004D: jump_if_false Label0807A7
0001: wait 0 ms
0002: jump Label08078C

:Label0807A7
0247: request_model #VOODOO

:Label0807AC
00D6: if 0
8248: NOT model #VOODOO available
004D: jump_if_false Label0807C7
0001: wait 0 ms
0002: jump Label0807AC

:Label0807C7
0247: request_model -121 (FAKETARGET)

:Label0807CB
00D6: if 0
8248: NOT model -121 (FAKETARGET) available
004D: jump_if_false Label0807E5
0001: wait 0 ms
0002: jump Label0807CB

:Label0807E5
0247: request_model #M4

:Label0807EA
00D6: if 0
8248: NOT model #M4 available
004D: jump_if_false Label080805
0001: wait 0 ms
0002: jump Label0807EA

:Label080805
0247: request_model -128 (JW_COFFIN)

:Label080809
00D6: if 0
8248: NOT model -128 (JW_COFFIN) available
004D: jump_if_false Label080823
0001: wait 0 ms
0002: jump Label080809

:Label080823
00A5: $D85 = create_car #VOODOO at -1063.0 40.0 11.0
0175: set_car $D85 z_angle_to 180.0
0229: set_car $D85 color_to 0 0
0129: $D8C = create_actor 8 #HNB in_car $D85 driverseat
01ED: reset_actor $D8C flags
00A9: set_car $D85 to_normal_driver
00A5: $D86 = create_car #ROMERO at -1063.0 55.0 11.0
0175: set_car $D86 z_angle_to 180.0
0229: set_car $D86 color_to 0 0
0129: $D8D = create_actor 8 #HNA in_car $D86 driverseat
01ED: reset_actor $D8D flags
0224: set_car $D86 health_to 2000
00A9: set_car $D86 to_normal_driver
00A5: $D87 = create_car #ROMERO at -1057.05 69.64 11.05
0175: set_car $D87 z_angle_to 90.0
02AA: set_car $D87 immune_to_nonplayer 1
0129: $D8E = create_actor 8 #HNA in_car $D87 driverseat
01ED: reset_actor $D8E flags
00A9: set_car $D87 to_normal_driver
02AC: set_car $D87 immunities 0 1 0 0 0
0224: set_car $D87 health_to 1500
01EC: make_car $D87 very_heavy 1
00A5: $D88 = create_car #VOODOO at -1070.0 18.6 11.0
0175: set_car $D88 z_angle_to 270.0
0129: $D8F = create_actor 8 #HNB in_car $D88 driverseat
01ED: reset_actor $D8F flags
00A9: set_car $D88 to_normal_driver
00A5: $D89 = create_car #VOODOO at -1070.0 75.4 11.0
0175: set_car $D89 z_angle_to 270.0
0129: $D90 = create_actor 8 #HNB in_car $D89 driverseat
01ED: reset_actor $D90 flags
00A9: set_car $D89 to_normal_driver
009A: 0@ = create_actor 8 #HNB at $CA3 $CA4 $C92
0243: set_actor 0@ ped_stats_to 16
0173: set_actor 0@ z_angle_to 75.0
01B2: give_actor 0@ weapon 22 ammo 9999 ;; Load the weapon model before using
this
0372: set_actor 0@ anim 13 wait_state_time 999999 ms
009A: 1@ = create_actor 8 #HNA at $CA5 $CA6 $C92
0243: set_actor 1@ ped_stats_to 16
0173: set_actor 1@ z_angle_to 12.0
01B2: give_actor 1@ weapon 22 ammo 9999 ;; Load the weapon model before using
this
0372: set_actor 1@ anim 3 wait_state_time 999999 ms
009A: 2@ = create_actor 8 #HNB at $CA7 $CA8 $C92
0243: set_actor 2@ ped_stats_to 16
0173: set_actor 2@ z_angle_to 280.0
01B2: give_actor 2@ weapon 26 ammo 9999 ;; Load the weapon model before using
this
01ED: reset_actor 2@ flags
011A: set_actor 2@ flags 1
0291: unknown_actor 2@ unknown_behavior_flag 1
0372: set_actor 2@ anim 13 wait_state_time 999999 ms
009A: 3@ = create_actor 8 #HNA at 8@ 9@ $C92
0243: set_actor 3@ ped_stats_to 16
0173: set_actor 3@ z_angle_to 165.0
01B2: give_actor 3@ weapon 22 ammo 9999 ;; Load the weapon model before using
this
0372: set_actor 3@ anim 13 wait_state_time 999999 ms
009A: 4@ = create_actor 8 #HNB at 10@ 11@ $C92
0243: set_actor 4@ ped_stats_to 16
0173: set_actor 4@ z_angle_to 97.0
01B2: give_actor 4@ weapon 22 ammo 9999 ;; Load the weapon model before using
this
0372: set_actor 4@ anim 3 wait_state_time 999999 ms
009A: 6@ = create_actor 8 #HNA at -1047.8 54.8 13.3
0243: set_actor 6@ ped_stats_to 16
011A: set_actor 6@ flags 1
0173: set_actor 6@ z_angle_to 140.0
0350: unknown_actor 6@ not_scared_flag 1
01B2: give_actor 6@ weapon 26 ammo 9999 ;; Load the weapon model before using
this
0372: set_actor 6@ anim 13 wait_state_time 999999 ms
009A: 7@ = create_actor 8 #HNA at -1042.44 64.96 15.5
0243: set_actor 7@ ped_stats_to 16
011A: set_actor 7@ flags 1
0173: set_actor 7@ z_angle_to 80.0
0350: unknown_actor 6@ not_scared_flag 1
01B2: give_actor 7@ weapon 26 ammo 9999 ;; Load the weapon model before using
this
0372: set_actor 7@ anim 13 wait_state_time 999999 ms
009A: $D8A = create_actor 8 #HNA at $DA8 $DA9 $C92
01ED: reset_actor $D8A flags
0173: set_actor $D8A z_angle_to $DAA
02A9: set_actor $D8A immune_to_nonplayer 1
000D: $DA8 -= 1.0 ;; floating-point values
0009: $DA9 += 1.0 ;; floating-point values
009A: 5@ = create_actor 8 #HNB at $DA8 $DA9 $C92
01ED: reset_actor 5@ flags
020E: actor 5@ look_at_actor $D8A
0009: $DA8 += 1.0 ;; floating-point values
009A: $D8B = create_actor 8 #HNB at $DA8 $DA9 $C92
01ED: reset_actor $D8B flags
020E: actor $D8B look_at_actor $D8A
0164: disable_marker $CA9
0187: $CA9 = create_marker_above_actor $D8A
01BD: $D91 = current_time_in_ms

:Label080BD3
00D6: if 1
8056: NOT player $PLAYER_CHAR 0 ()in_rectangle 12@ 13@ 14@ 15@
0038: $D9B == 0 ;; integer values
004D: jump_if_false Label080C1F
0001: wait 0 ms
0050: gosub Label081B81
0050: gosub Label08143C
0050: gosub Label081534
0050: gosub Label081FC5
0002: jump Label080BD3

:Label080C1F
0004: $DA0 = 1 ;; integer values

:Label080C26
00D6: if 0
0038: $D9B == 0 ;; integer values
004D: jump_if_false Label080C76
0001: wait 0 ms
0050: gosub Label081B81
00D6: if 0
0118: actor $D8A dead
004D: jump_if_false Label080C5A
0002: jump Label081012

:Label080C5A
0050: gosub Label081534
0050: gosub Label08143C
0050: gosub Label081FC5
0002: jump Label080C26

:Label080C76
00D6: if 0
8117: NOT player $PLAYER_CHAR wasted
004D: jump_if_false Label081012
0001: wait 0 ms
0050: gosub Label081B81
00D6: if 21
00E4: player $PLAYER_CHAR 0 ()near_point_on_foot $DA8 $DA9 radius 30.0 40.0
00E5: player $PLAYER_CHAR 0 ()near_point_in_car $DA8 $DA9 radius 10.0 15.0
004D: jump_if_false Label080CE9
00D6: if 0
0500: player $PLAYER_CHAR skin == "PLAYER5"
004D: jump_if_false Label080CE9
0050: gosub Label081F81

:Label080CE9
00D6: if 1
8056: NOT player $PLAYER_CHAR 0 ()in_rectangle 12@ 13@ 14@ 15@
001A: 2 > $D9B ;; integer values
004D: jump_if_false Label080D44
00D6: if 0
8118: NOT actor 1@ dead
004D: jump_if_false Label080D29
0211: actor 1@ walk_to $CA5 $CA6

:Label080D29
00D6: if 0
8118: NOT actor 3@ dead
004D: jump_if_false Label080D44
0211: actor 3@ walk_to 8@ 9@

:Label080D44
0050: gosub Label08143C
0050: gosub Label081534
00D6: if 0
8118: NOT actor $D8A dead
004D: jump_if_false Label080EE0
00D6: if 0
8119: NOT car $D87 wrecked
004D: jump_if_false Label080DC0
00D6: if 0
00DB: actor $D8A in_car $D87
004D: jump_if_false Label080DB9
0084: $DA7 = $D87 ;; integer values and handles
0050: gosub Label08225D
00D6: if 0
80A3: NOT actor $D8A 0 ()in_rectangle 12@ 13@ 14@ 15@
004D: jump_if_false Label080DB9
0050: gosub Label08203F

:Label080DB9
0002: jump Label080ED9

:Label080DC0
00D6: if 1
8119: NOT car $D86 wrecked
8118: NOT actor $D8A dead
004D: jump_if_false Label080ED9
00D6: if 1
0202: actor $D8A near_car $D86 radius 30.0 30.0 unknown 0
80DB: NOT actor $D8A in_car $D86
004D: jump_if_false Label080E04
01D5: actor $D8A go_to_and_drive_car $D86

:Label080E04
00D6: if 0
00DB: actor $D8A in_car $D86
004D: jump_if_false Label080ED9
0084: $DA7 = $D86 ;; integer values and handles
0050: gosub Label08225D
00D6: if 0
80A3: NOT actor $D8A 0 ()in_rectangle 12@ 13@ 14@ 15@
004D: jump_if_false Label080E4B
0050: gosub Label08203F

:Label080E4B
00D6: if 0
0038: $DA4 == 1 ;; integer values
004D: jump_if_false Label080EAA
00D6: if 0
8185: NOT car $D86 health >= 350
004D: jump_if_false Label080EAA
01D3: actor $D8A leave_car $D86
00AD: set_car $D86 max_speed_to 0.0
00D6: if 0
8118: NOT actor $D8D dead
004D: jump_if_false Label080EA3
01B2: give_actor $D8D weapon 22 ammo 60 ;; Load the weapon model before using
this
01CA: actor $D8D kill_player $PLAYER_CHAR

:Label080EA3
0004: $DA4 = 2 ;; integer values

:Label080EAA
00D6: if 0
0038: $DA4 == 0 ;; integer values
004D: jump_if_false Label080ED9
00AD: set_car $D86 max_speed_to 40.0
00AE: unknown_set_car $D86 to_ignore_traffic_lights 3
00A8: set_car $D86 to_psycho_driver
0004: $DA4 = 1 ;; integer values

:Label080ED9
0002: jump Label080EE7

:Label080EE0
0002: jump Label081012

:Label080EE7
00D6: if 1
0119: car $D87 wrecked
0038: $DA5 == 0 ;; integer values
004D: jump_if_false Label080F0C
0004: $DA4 = 0 ;; integer values
0004: $DA5 = 1 ;; integer values

:Label080F0C
00D6: if 0
0038: $DA4 == 2 ;; integer values
004D: jump_if_false Label080F6E
00D6: if 0
80DF: NOT actor $D8A driving
004D: jump_if_false Label080F6E
00D6: if 0
0038: $DA6 == 0 ;; integer values
004D: jump_if_false Label080F67
011A: set_actor $D8A flags 1
0291: unknown_actor $D8A unknown_behavior_flag 1
020F: actor $D8A look_at_player $PLAYER_CHAR
01B2: give_actor $D8A weapon 26 ammo 9999 ;; Load the weapon model before using
this
0004: $DA6 = 1 ;; integer values

:Label080F67
0004: $DA4 = 3 ;; integer values

:Label080F6E
00D6: if 0
8118: NOT actor 5@ dead
004D: jump_if_false Label080FCE
00D6: if 0
8119: NOT car $D85 wrecked
004D: jump_if_false Label080FC7
00D6: if 1
00DB: actor 5@ in_car $D85
0038: $DA3 == 0 ;; integer values
004D: jump_if_false Label080FC7
00AD: set_car $D85 max_speed_to 40.0
00AE: unknown_set_car $D85 to_ignore_traffic_lights 2
00AF: set_car $D85 driver_behaviour_to 2
0004: $DA3 = 1 ;; integer values

:Label080FC7
0002: jump Label081004

:Label080FCE
00D6: if 1
8119: NOT car $D85 wrecked
0038: $DA3 == 0 ;; integer values
004D: jump_if_false Label081004
00AD: set_car $D85 max_speed_to 40.0
00AE: unknown_set_car $D85 to_ignore_traffic_lights 2
00AF: set_car $D85 driver_behaviour_to 2
0004: $DA3 = 1 ;; integer values

:Label081004
0050: gosub Label081FC5
0002: jump Label080C76

:Label081012
0164: disable_marker $CA9
0004: $D9B = 3 ;; integer values
0004: $D93 = 7000 ;; integer values
0050: gosub Label081534
00D6: if 0
0038: $D9F == 0 ;; integer values
004D: jump_if_false Label081055
00BC: text_highpriority "TEX_2B" 5000 ms 1 ;; ~r~Fool! People have to WITNESS a
Cuban doing the hit!
0002: jump Label081095

:Label081055
00D6: if 0
0121: player $PLAYER_CHAR in_zone "HAITI"
004D: jump_if_false Label08108E
0001: wait 0 ms
0050: gosub Label081FC5
00BC: text_highpriority "TEXEXIT" 1000 ms 1 ;; ~g~Now get out of Little Haiti!
0002: jump Label081055

:Label08108E
0002: jump Label0810A6

:Label081095
00BA: text_styled "M_FAIL" 5000 ms 1 ;; MISSION FAILED!
0051: return
:Label0810A6
055B: $508 = create_clothes_pickup 5 at -1025.2 -429.2 10.8
0004: $4F4 = 1 ;; integer values
004F: create_thread Label02B52E
0004: $F6 = 1 ;; integer values
01E3: text_1number_styled "M_PASS" 2500 5000 ms 1 ;; MISSION PASSED! $~1~
0394: play_music 1
0110: clear_player $PLAYER_CHAR wanted_level
0109: player $PLAYER_CHAR money += 2500
0318: set_latest_mission_passed "TEX_2" ;; Two Bit Hit
030C: set_mission_points += 1
03F1: pedtype 8 add_threat 128
03F1: pedtype 7 add_threat 256
015C: set_zone_gang_info "GHETTO1" 1 (day) 13 60 100 0 0 0 0 0 0 0 20
015C: set_zone_gang_info "GHETTO1" 0 (night) 10 80 100 0 0 0 0 0 0 0 10

0152: set_zone_car_info "GHETTO1" 1 (day) 12 60 100 0 0 0 0 0 0 0 10


0152: set_zone_car_info "GHETTO1" 0 (night) 10 80 100 0 0 0 0 0 0 0 10
015C: set_zone_gang_info "GHETTO2" 1 (day) 13 100 60 0 0 0 0 0 0 0 20
015C: set_zone_gang_info "GHETTO2" 0 (night) 10 100 80 0 0 0 0 0 0 0 10

0152: set_zone_car_info "GHETTO2" 1 (day) 12 100 60 0 0 0 0 0 0 0 10


0152: set_zone_car_info "GHETTO2" 0 (night) 10 100 80 0 0 0 0 0 0 0 10
0164: disable_marker $F3
0051: return

:Label081228
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
01EB: set_car_density_to 1.0
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
02A3: toggle_widescreen 0 (off)
02EB: restore_camera_with_jumpcut
01E7: remove_forbidden_for_cars_cube 12@ 13@ 14.0 14@ 15@ 20.0
03F2: pedgroup 8 remove_threat 1
0164: disable_marker $CA9
0164: disable_marker $DB0
00D6: if 0
8118: NOT actor 0@ dead
004D: jump_if_false Label08127E
01C2: remove_references_to_actor 0@ ;; Like turning an actor into a random
pedestrian

:Label08127E
00D6: if 0
8118: NOT actor 1@ dead
004D: jump_if_false Label081293
01C2: remove_references_to_actor 1@ ;; Like turning an actor into a random
pedestrian

:Label081293
00D6: if 0
8118: NOT actor 2@ dead
004D: jump_if_false Label0812A8
01C2: remove_references_to_actor 2@ ;; Like turning an actor into a random
pedestrian

:Label0812A8
00D6: if 0
8118: NOT actor 3@ dead
004D: jump_if_false Label0812BD
01C2: remove_references_to_actor 3@ ;; Like turning an actor into a random
pedestrian

:Label0812BD
00D6: if 0
8118: NOT actor 4@ dead
004D: jump_if_false Label0812D2
01C2: remove_references_to_actor 4@ ;; Like turning an actor into a random
pedestrian

:Label0812D2
00D6: if 0
8118: NOT actor 5@ dead
004D: jump_if_false Label0812E7
01C2: remove_references_to_actor 5@ ;; Like turning an actor into a random
pedestrian

:Label0812E7
00D6: if 0
8118: NOT actor $D8A dead
004D: jump_if_false Label0812FC
01C2: remove_references_to_actor $D8A ;; Like turning an actor into a random
pedestrian

:Label0812FC
00D6: if 0
8118: NOT actor $D8B dead
004D: jump_if_false Label081311
01C2: remove_references_to_actor $D8B ;; Like turning an actor into a random
pedestrian

:Label081311
00D6: if 0
8118: NOT actor $D8F dead
004D: jump_if_false Label081326
01C2: remove_references_to_actor $D8F ;; Like turning an actor into a random
pedestrian

:Label081326
00D6: if 0
8118: NOT actor $D90 dead
004D: jump_if_false Label08133B
01C2: remove_references_to_actor $D90 ;; Like turning an actor into a random
pedestrian

:Label08133B
00D6: if 0
8118: NOT actor 6@ dead
004D: jump_if_false Label081350
01C2: remove_references_to_actor 6@ ;; Like turning an actor into a random
pedestrian

:Label081350
00D6: if 0
8118: NOT actor 7@ dead
004D: jump_if_false Label081365
01C2: remove_references_to_actor 7@ ;; Like turning an actor into a random
pedestrian

:Label081365
00D6: if 0
8118: NOT actor $D8C dead
004D: jump_if_false Label08137A
01C2: remove_references_to_actor $D8C ;; Like turning an actor into a random
pedestrian

:Label08137A
00D6: if 0
8118: NOT actor $D8D dead
004D: jump_if_false Label08138F
01C2: remove_references_to_actor $D8D ;; Like turning an actor into a random
pedestrian

:Label08138F
00D6: if 0
8118: NOT actor $D8E dead
004D: jump_if_false Label0813A4
01C2: remove_references_to_actor $D8E ;; Like turning an actor into a random
pedestrian

:Label0813A4
00D6: if 0
8119: NOT car $D85 wrecked
004D: jump_if_false Label0813B9
01C3: remove_references_to_car $D85 ;; Like turning a car into any random car

:Label0813B9
00D6: if 0
8119: NOT car $D86 wrecked
004D: jump_if_false Label0813CE
01C3: remove_references_to_car $D86 ;; Like turning a car into any random car

:Label0813CE
00D6: if 0
8119: NOT car $D87 wrecked
004D: jump_if_false Label0813E3
01C3: remove_references_to_car $D87 ;; Like turning a car into any random car

:Label0813E3
00D6: if 0
8119: NOT car $D88 wrecked
004D: jump_if_false Label0813F8
01C3: remove_references_to_car $D88 ;; Like turning a car into any random car

:Label0813F8
00D6: if 0
8119: NOT car $D89 wrecked
004D: jump_if_false Label08140D
01C3: remove_references_to_car $D89 ;; Like turning a car into any random car

:Label08140D
0249: release_model #VOODOO
0249: release_model #ROMERO
0249: release_model #M4
0249: release_model #HNA
0249: release_model #HNB
0249: release_model -121 (FAKETARGET)
0249: release_model -128 (JW_COFFIN)
0249: release_model #TEC9
0004: $ONMISSION = 0 ;; integer values
00D8: mission_cleanup
0051: return

:Label08143C
00D6: if 0
001A: 2 > $D9B ;; integer values
004D: jump_if_false Label081532
01BD: $D92 = current_time_in_ms
0084: $D93 = $D92 ;; integer values and handles
0060: $D93 -= $D91 ;; integer values
00D6: if 0
0018: $D93 > 9000 ;; integer values
004D: jump_if_false Label081485
0004: $D93 = 0 ;; integer values
0084: $D91 = $D92 ;; integer values and handles

:Label081485
0209: $D94 = random_int 1 13
0084: $D95 = $D94 ;; integer values and handles
0010: $D95 *= 1000 ;; integer values
00D6: if 0
001A: 3001 > $D93 ;; integer values
004D: jump_if_false Label0814CA
00D6: if 0
0038: $D9A == 0 ;; integer values
004D: jump_if_false Label0814CA
0050: gosub Label081987

:Label0814CA
00D6: if 1
001A: 6001 > $D93 ;; integer values
0018: $D93 > 3000 ;; integer values
004D: jump_if_false Label0814FE
00D6: if 0
0038: $D9A == 1 ;; integer values
004D: jump_if_false Label0814FE
0050: gosub Label081987

:Label0814FE
00D6: if 1
001A: 9001 > $D93 ;; integer values
0018: $D93 > 6000 ;; integer values
004D: jump_if_false Label081532
00D6: if 0
0038: $D9A == 2 ;; integer values
004D: jump_if_false Label081532
0050: gosub Label081987

:Label081532
0051: return

:Label081534
00D6: if 1
0018: $D9B > 0 ;; integer values
0038: $DA1 == 0 ;; integer values
004D: jump_if_false Label0815D1
00D6: if 0
8118: NOT actor 1@ dead
004D: jump_if_false Label081566
0372: set_actor 1@ anim 0 wait_state_time 0 ms

:Label081566
00D6: if 0
8118: NOT actor 3@ dead
004D: jump_if_false Label08157F
0372: set_actor 3@ anim 0 wait_state_time 0 ms

:Label08157F
00D6: if 0
8118: NOT actor 0@ dead
004D: jump_if_false Label081598
0372: set_actor 0@ anim 0 wait_state_time 0 ms

:Label081598
00D6: if 0
8118: NOT actor 2@ dead
004D: jump_if_false Label0815B1
0372: set_actor 2@ anim 0 wait_state_time 0 ms

:Label0815B1
00D6: if 0
8118: NOT actor 4@ dead
004D: jump_if_false Label0815CA
0372: set_actor 4@ anim 0 wait_state_time 0 ms

:Label0815CA
0004: $DA1 = 1 ;; integer values

:Label0815D1
00D6: if 1
0038: $D9B == 1 ;; integer values
0038: $D9C == 0 ;; integer values
004D: jump_if_false Label081669
00D6: if 0
8118: NOT actor 1@ dead
004D: jump_if_false Label081602
01D2: actor 1@ follow_player $PLAYER_CHAR

:Label081602
00D6: if 0
8118: NOT actor 3@ dead
004D: jump_if_false Label08161A
01D2: actor 3@ follow_player $PLAYER_CHAR

:Label08161A
00D6: if 0
8118: NOT actor 0@ dead
004D: jump_if_false Label081632
022D: set_actor 0@ to_look_at_player $PLAYER_CHAR

:Label081632
00D6: if 0
8118: NOT actor 2@ dead
004D: jump_if_false Label08164A
022D: set_actor 2@ to_look_at_player $PLAYER_CHAR

:Label08164A
00D6: if 0
8118: NOT actor 4@ dead
004D: jump_if_false Label081662
022D: set_actor 4@ to_look_at_player $PLAYER_CHAR

:Label081662
0004: $D9C = 1 ;; integer values

:Label081669
00D6: if 1
0038: $D9B == 2 ;; integer values
001A: 2 > $D9C ;; integer values
004D: jump_if_false Label0817C2
01BD: $D91 = current_time_in_ms
00D6: if 0
8118: NOT actor 0@ dead
004D: jump_if_false Label0816A1
0372: set_actor 0@ anim 14 wait_state_time 3500 ms

:Label0816A1
00D6: if 0
8118: NOT actor 1@ dead
004D: jump_if_false Label0816DC
00D6: if 0
0038: $DA0 == 1 ;; integer values
004D: jump_if_false Label0816D2
01CC: actor 1@ kill_player $PLAYER_CHAR
0002: jump Label0816DC

:Label0816D2
0372: set_actor 1@ anim 14 wait_state_time 6000 ms

:Label0816DC
00D6: if 0
8118: NOT actor 2@ dead
004D: jump_if_false Label0816F6
0372: set_actor 2@ anim 14 wait_state_time 6000 ms

:Label0816F6
00D6: if 0
8118: NOT actor 3@ dead
004D: jump_if_false Label081731
00D6: if 0
0038: $DA0 == 1 ;; integer values
004D: jump_if_false Label081727
01CC: actor 3@ kill_player $PLAYER_CHAR
0002: jump Label081731

:Label081727
0372: set_actor 3@ anim 14 wait_state_time 6000 ms

:Label081731
00D6: if 0
8118: NOT actor 4@ dead
004D: jump_if_false Label08174B
0372: set_actor 4@ anim 14 wait_state_time 3500 ms
:Label08174B
00D6: if 0
8118: NOT actor 5@ dead
004D: jump_if_false Label08176E
0372: set_actor 5@ anim 0 wait_state_time 0 ms
0372: set_actor 5@ anim 14 wait_state_time 6000 ms

:Label08176E
00D6: if 0
8118: NOT actor $D8A dead
004D: jump_if_false Label081791
0372: set_actor $D8A anim 0 wait_state_time 0 ms
0372: set_actor $D8A anim 14 wait_state_time 3000 ms

:Label081791
00D6: if 0
8118: NOT actor $D8B dead
004D: jump_if_false Label0817B4
0372: set_actor $D8B anim 0 wait_state_time 0 ms
0372: set_actor $D8B anim 14 wait_state_time 3500 ms

:Label0817B4
0004: $D9C = 2 ;; integer values
0004: $D9B = 3 ;; integer values

:Label0817C2
00D6: if 1
0038: $D9B == 3 ;; integer values
001A: 3 > $D9C ;; integer values
004D: jump_if_false Label081985
01BD: $D92 = current_time_in_ms
0084: $D93 = $D92 ;; integer values and handles
0060: $D93 -= $D91 ;; integer values
00D6: if 1
0018: $D93 > 4000 ;; integer values
0038: $D9D == 0 ;; integer values
004D: jump_if_false Label0818FC
00D6: if 0
8118: NOT actor 0@ dead
004D: jump_if_false Label081822
01CC: actor 0@ kill_player $PLAYER_CHAR

:Label081822
00D6: if 0
8118: NOT actor 4@ dead
004D: jump_if_false Label08183A
01CC: actor 4@ kill_player $PLAYER_CHAR

:Label08183A
00D6: if 0
8118: NOT actor $D8F dead
004D: jump_if_false Label081852
01CC: actor $D8F kill_player $PLAYER_CHAR

:Label081852
00D6: if 0
8118: NOT actor $D90 dead
004D: jump_if_false Label08186A
01CC: actor $D90 kill_player $PLAYER_CHAR

:Label08186A
00D6: if 0
8118: NOT actor $D8A dead
004D: jump_if_false Label0818C6
011C: actor $D8A clear_objective
0372: set_actor $D8A anim 0 wait_state_time 0 ms
0319: set_actor $D8A wander_state_to 1 (off)
00D6: if 0
8119: NOT car $D87 wrecked
004D: jump_if_false Label0818AE
01D4: actor $D8A go_to_car $D87 and_enter_it_as_a_passenger
0002: jump Label0818C6

:Label0818AE
00D6: if 0
8119: NOT car $D85 wrecked
004D: jump_if_false Label0818C6
01D4: actor $D8A go_to_car $D85 and_enter_it_as_a_passenger

:Label0818C6
00D6: if 0
8118: NOT actor $D8B dead
004D: jump_if_false Label0818F5
011C: actor $D8B clear_objective
0372: set_actor $D8B anim 0 wait_state_time 0 ms
01B2: give_actor $D8B weapon 22 ammo 60 ;; Load the weapon model before using
this
01CC: actor $D8B kill_player $PLAYER_CHAR

:Label0818F5
0004: $D9D = 1 ;; integer values

:Label0818FC
00D6: if 1
0018: $D93 > 6500 ;; integer values
0038: $D9D == 1 ;; integer values
004D: jump_if_false Label081985
00D6: if 0
8118: NOT actor 2@ dead
004D: jump_if_false Label08192E
01CC: actor 2@ kill_player $PLAYER_CHAR

:Label08192E
00D6: if 0
8118: NOT actor 5@ dead
004D: jump_if_false Label081977
011C: actor 5@ clear_objective
0372: set_actor 5@ anim 0 wait_state_time 0 ms
00D6: if 0
8119: NOT car $D85 wrecked
004D: jump_if_false Label081972
0319: set_actor 5@ wander_state_to 1 (off)
01D4: actor 5@ go_to_car $D85 and_enter_it_as_a_passenger
0002: jump Label081977

:Label081972
0193: set_actor 5@ objective_to_act_like_ped
:Label081977
0004: $D9D = 2 ;; integer values
0004: $D9C = 3 ;; integer values

:Label081985
0051: return

:Label081987
00D6: if 1
0018: $D94 > 0 ;; integer values
001A: 5 > $D94 ;; integer values
004D: jump_if_false Label0819A7
0050: gosub Label0819E9

:Label0819A7
00D6: if 1
0018: $D94 > 4 ;; integer values
001A: 9 > $D94 ;; integer values
004D: jump_if_false Label0819C7
0050: gosub Label081A71

:Label0819C7
00D6: if 1
0018: $D94 > 8 ;; integer values
001A: 13 > $D94 ;; integer values
004D: jump_if_false Label0819E7
0050: gosub Label081AF9

:Label0819E7
0051: return

:Label0819E9
00D6: if 1
8118: NOT actor $D8A dead
8118: NOT actor 5@ dead
004D: jump_if_false Label081A6F
0084: $D95 = $D94 ;; integer values and handles
0010: $D95 *= 1000 ;; integer values
022F: set_actor 5@ stop_looking
022F: set_actor $D8A stop_looking
0372: set_actor 5@ anim 19 wait_state_time $D95 ms
022C: set_actor 5@ to_look_at_actor $D8A
022C: set_actor $D8A to_look_at_actor 5@
00D6: if 0
8118: NOT actor $D8B dead
004D: jump_if_false Label081A4F
022F: set_actor $D8B stop_looking
022C: set_actor $D8B to_look_at_actor 5@

:Label081A4F
0008: $D9A += 1 ;; integer values
00D6: if 0
0018: $D9A > 2 ;; integer values
004D: jump_if_false Label081A6F
0004: $D9A = 0 ;; integer values

:Label081A6F
0051: return
:Label081A71
00D6: if 1
8118: NOT actor $D8A dead
8118: NOT actor $D8B dead
004D: jump_if_false Label081AF7
0084: $D95 = $D94 ;; integer values and handles
0010: $D95 *= 1000 ;; integer values
022F: set_actor $D8B stop_looking
022F: set_actor $D8A stop_looking
0372: set_actor $D8A anim 19 wait_state_time $D95 ms
022C: set_actor $D8B to_look_at_actor $D8A
022C: set_actor $D8A to_look_at_actor $D8B
00D6: if 0
8118: NOT actor 5@ dead
004D: jump_if_false Label081AD7
022F: set_actor 5@ stop_looking
022C: set_actor 5@ to_look_at_actor $D8B

:Label081AD7
0008: $D9A += 1 ;; integer values
00D6: if 0
0018: $D9A > 2 ;; integer values
004D: jump_if_false Label081AF7
0004: $D9A = 0 ;; integer values

:Label081AF7
0051: return

:Label081AF9
00D6: if 1
8118: NOT actor $D8B dead
8118: NOT actor 5@ dead
004D: jump_if_false Label081B7F
0084: $D95 = $D94 ;; integer values and handles
0010: $D95 *= 750 ;; integer values
022F: set_actor 5@ stop_looking
022F: set_actor $D8B stop_looking
0372: set_actor $D8B anim 19 wait_state_time $D95 ms
022C: set_actor 5@ to_look_at_actor $D8B
022C: set_actor $D8B to_look_at_actor 5@
00D6: if 0
8118: NOT actor $D8A dead
004D: jump_if_false Label081B5F
022F: set_actor $D8A stop_looking
022C: set_actor $D8A to_look_at_actor $D8B

:Label081B5F
0008: $D9A += 1 ;; integer values
00D6: if 0
0018: $D9A > 2 ;; integer values
004D: jump_if_false Label081B7F
0004: $D9A = 0 ;; integer values

:Label081B7F
0051: return

:Label081B81
00D6: if 0
001A: 3 > $D9B ;; integer values
004D: jump_if_false Label081CFF
00D6: if 0
0118: actor $D8C dead
004D: jump_if_false Label081BAF
0004: $D9B = 2 ;; integer values
01C2: remove_references_to_actor $D8C ;; Like turning an actor into a random
pedestrian

:Label081BAF
00D6: if 0
0118: actor $D8D dead
004D: jump_if_false Label081BCB
0004: $D9B = 2 ;; integer values
01C2: remove_references_to_actor $D8D ;; Like turning an actor into a random
pedestrian

:Label081BCB
00D6: if 0
0118: actor $D8E dead
004D: jump_if_false Label081BE7
0004: $D9B = 2 ;; integer values
01C2: remove_references_to_actor $D8E ;; Like turning an actor into a random
pedestrian

:Label081BE7
00D6: if 0
0118: actor $D8F dead
004D: jump_if_false Label081C03
0004: $D9B = 2 ;; integer values
01C2: remove_references_to_actor $D8F ;; Like turning an actor into a random
pedestrian

:Label081C03
00D6: if 0
0118: actor $D90 dead
004D: jump_if_false Label081C1F
0004: $D9B = 2 ;; integer values
01C2: remove_references_to_actor $D90 ;; Like turning an actor into a random
pedestrian

:Label081C1F
00D6: if 0
0118: actor 0@ dead
004D: jump_if_false Label081C3B
0004: $D9B = 2 ;; integer values
01C2: remove_references_to_actor 0@ ;; Like turning an actor into a random
pedestrian

:Label081C3B
00D6: if 0
0118: actor 1@ dead
004D: jump_if_false Label081C57
0004: $D9B = 2 ;; integer values
01C2: remove_references_to_actor 1@ ;; Like turning an actor into a random
pedestrian

:Label081C57
00D6: if 0
0118: actor 2@ dead
004D: jump_if_false Label081C73
0004: $D9B = 2 ;; integer values
01C2: remove_references_to_actor 2@ ;; Like turning an actor into a random
pedestrian

:Label081C73
00D6: if 0
0118: actor 3@ dead
004D: jump_if_false Label081C8F
0004: $D9B = 2 ;; integer values
01C2: remove_references_to_actor 3@ ;; Like turning an actor into a random
pedestrian

:Label081C8F
00D6: if 0
0118: actor 4@ dead
004D: jump_if_false Label081CAB
0004: $D9B = 2 ;; integer values
01C2: remove_references_to_actor 4@ ;; Like turning an actor into a random
pedestrian

:Label081CAB
00D6: if 0
0118: actor 5@ dead
004D: jump_if_false Label081CC7
0004: $D9B = 2 ;; integer values
01C2: remove_references_to_actor 5@ ;; Like turning an actor into a random
pedestrian

:Label081CC7
00D6: if 0
0118: actor $D8A dead
004D: jump_if_false Label081CE3
0004: $D9B = 2 ;; integer values
01C2: remove_references_to_actor $D8A ;; Like turning an actor into a random
pedestrian

:Label081CE3
00D6: if 0
0118: actor $D8B dead
004D: jump_if_false Label081CFF
0004: $D9B = 2 ;; integer values
01C2: remove_references_to_actor $D8B ;; Like turning an actor into a random
pedestrian

:Label081CFF
00D6: if 0
0038: $DA0 == 1 ;; integer values
004D: jump_if_false Label081F7F
00D6: if 0
001A: 3 > $D9B ;; integer values
004D: jump_if_false Label081E07
00D6: if 22
00DE: player $PLAYER_CHAR driving_vehicle_type #SANCHEZ
00DE: player $PLAYER_CHAR driving_vehicle_type #PIZZABOY
00DE: player $PLAYER_CHAR driving_vehicle_type #FAGGIO
004D: jump_if_false Label081D7E
00D6: if 0
0500: player $PLAYER_CHAR skin == "PLAYER5"
004D: jump_if_false Label081D7E
0050: gosub Label081F81
00D6: if 0
001A: 2 > $D9B ;; integer values
004D: jump_if_false Label081D7E
0004: $D9B = 1 ;; integer values

:Label081D7E
00D6: if 21
00DE: player $PLAYER_CHAR driving_vehicle_type #FREEWAY
00DE: player $PLAYER_CHAR driving_vehicle_type #PCJ600
004D: jump_if_false Label081DBF
00D6: if 0
0500: player $PLAYER_CHAR skin == "PLAYER5"
004D: jump_if_false Label081DBF
0050: gosub Label081F81
0004: $D9B = 1 ;; integer values

:Label081DBF
00D6: if 0
80E0: NOT player $PLAYER_CHAR driving
004D: jump_if_false Label081E07
00D6: if 0
0500: player $PLAYER_CHAR skin == "PLAYER5"
004D: jump_if_false Label081E07
0050: gosub Label081F81
00D6: if 0
001A: 2 > $D9B ;; integer values
004D: jump_if_false Label081E07
0004: $D9B = 1 ;; integer values

:Label081E07
00D6: if 1
00E0: player $PLAYER_CHAR driving
847E: NOT player $PLAYER_CHAR driving_a_motorbike
004D: jump_if_false Label081E65
00D6: if 0
0548: unknown_player $PLAYER_CHAR near_peds #HNA or #HNB radius 10.0 10.0 10.0
004D: jump_if_false Label081E5E
00D6: if 0
0500: player $PLAYER_CHAR skin == "PLAYER5"
004D: jump_if_false Label081E5E
0050: gosub Label081F81

:Label081E5E
0002: jump Label081EA7

:Label081E65
00D6: if 0
0548: unknown_player $PLAYER_CHAR near_peds #HNA or #HNB radius 15.0 15.0 15.0
004D: jump_if_false Label081EA7
00D6: if 0
0500: player $PLAYER_CHAR skin == "PLAYER5"
004D: jump_if_false Label081EA7
0050: gosub Label081F81

:Label081EA7
00D6: if 1
00DE: player $PLAYER_CHAR driving_vehicle_type #CUBAN
001A: 3 > $D9B ;; integer values
004D: jump_if_false Label081EE7
00D6: if 0
0500: player $PLAYER_CHAR skin == "PLAYER5"
004D: jump_if_false Label081EE0
0050: gosub Label081F81

:Label081EE0
0004: $D9B = 2 ;; integer values

:Label081EE7
00D6: if 1
02DF: unknown_player $PLAYER_CHAR
001A: 3 > $D9B ;; integer values
004D: jump_if_false Label081F05
0004: $D9B = 2 ;; integer values

:Label081F05
00D6: if 0
8118: NOT actor $D8A dead
004D: jump_if_false Label081F7F
00D6: if 1
00FB: player $PLAYER_CHAR 0 ()near_actor $D8A radius 20.0 20.0 20.0
001A: 3 > $D9B ;; integer values
004D: jump_if_false Label081F7F
00D6: if 0
0500: player $PLAYER_CHAR skin == "PLAYER5"
004D: jump_if_false Label081F5F
0050: gosub Label081F81

:Label081F5F
0004: $D9B = 2 ;; integer values
00D6: if 0
82D7: NOT player $PLAYER_CHAR currentweapon == 0
004D: jump_if_false Label081F7F
0004: $D9B = 3 ;; integer values

:Label081F7F
0051: return

:Label081F81
0004: $D9F = 1 ;; integer values
00D6: if 0
0038: $DA2 == 0 ;; integer values
004D: jump_if_false Label081FC3
00BC: text_highpriority "TEX_2A" 5000 ms 1 ;; ~g~Excellent! They've spotted you!
018C: play_sound 1 at 0.0 0.0 0.0
0004: $DA2 = 1 ;; integer values

:Label081FC3
0051: return

:Label081FC5
00D6: if 0
8118: NOT actor $D8A dead
004D: jump_if_false Label082014
00D6: if 21
8056: NOT player $PLAYER_CHAR 0 ()in_rectangle 12@ 13@ 14@ 15@
80A3: NOT actor $D8A 0 ()in_rectangle 12@ 13@ 14@ 15@
004D: jump_if_false Label08200D
01EB: set_car_density_to 1.0

:Label08200D
0002: jump Label08201B

:Label082014
01EB: set_car_density_to 1.0

:Label08201B
00D6: if 0
8121: NOT player $PLAYER_CHAR in_zone "HAITI"
004D: jump_if_false Label08203D
01C2: remove_references_to_actor 6@ ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor 7@ ;; Like turning an actor into a random
pedestrian

:Label08203D
0051: return

:Label08203F
00D6: if 0
01FC: player $PLAYER_CHAR near_car $DA7 radius 20.0 20.0 0
004D: jump_if_false Label08206F
00AD: set_car $DA7 max_speed_to 30.0
0002: jump Label082079

:Label08206F
00AD: set_car $DA7 max_speed_to 20.0

:Label082079
00D6: if 0
0038: $D9E == 0 ;; integer values
004D: jump_if_false Label08218A
01EB: set_car_density_to 1.0
01EC: make_car $DA7 very_heavy 0
00AA: store_car $DA7 position_to $DAB $DAC $DAD
0407: create_coordinate $63F $640 $DB4 from_car $DA7 offset 0.0 -15.0 0.0
0086: $641 = $DB4 ;; floating-point values only
02CE: $DB4 = ground_z $63F $640 $DB4
0086: $DB5 = $DAD ;; floating-point values only
0009: $DB5 += 1.0 ;; floating-point values
00D6: if 1
0024: $DAD > $DB4 ;; floating-point values only
00E3: player $PLAYER_CHAR 0 ()near_point $63F $640 radius 8.0 8.0
004D: jump_if_false Label08218A
0061: $63F -= $DAB ;; floating-point values
0061: $640 -= $DAC ;; floating-point values
0061: $641 -= $DAD ;; floating-point values
0009: $641 += 4.0 ;; floating-point values
0107: $DAE = create_object -128 (JW_COFFIN) at $DAB $DAC $DAD
0382: unknown_set_object $DAE collision_detection 1
0392: object $DAE toggle_in_moving_list 1
035C: place_object $DAE relative_to_car $DA7 offset 0.0 -.6 .1
050E: $DAE $DA7
038C: object $DAE scatter $63F $640 $641
0004: $D9E = 1 ;; integer values
:Label08218A
00D6: if 0
0038: $D9E == 1 ;; integer values
004D: jump_if_false Label08221A
00D6: if 0
0366: (unknown) $DAE
004D: jump_if_false Label0821DA
01BB: store_object $DAE position_to $63F $640 $641
020C: create_explosion 1 at $63F $640 $641
0108: destroy_object $DAE
0004: $D9E = 0 ;; integer values
0002: jump Label08221A

:Label0821DA
00D6: if 0
8471: NOT unknown_actor $PLAYER_ACTOR near_object $DAE radius 15.0 15.0
unknown 0
004D: jump_if_false Label08221A
00D6: if 0
82CC: NOT unknown_object $DAE bounding_sphere_visible
004D: jump_if_false Label08221A
0108: destroy_object $DAE
0004: $D9E = 2 ;; integer values
01BD: $DB1 = current_time_in_ms

:Label08221A
00D6: if 0
0038: $D9E == 2 ;; integer values
004D: jump_if_false Label08225B
01BD: $DB3 = current_time_in_ms
0084: $DB2 = $DB3 ;; integer values and handles
0060: $DB2 -= $DB1 ;; integer values
00D6: if 0
0018: $DB2 > 3000 ;; integer values
004D: jump_if_false Label08225B
0004: $D9E = 0 ;; integer values

:Label08225B
0051: return

:Label08225D
00D6: if 0
0038: $DA4 == 0 ;; integer values
004D: jump_if_false Label0822DA
00AD: set_car $DA7 max_speed_to 15.0
00AE: unknown_set_car $DA7 to_ignore_traffic_lights 2
00A7: car $DA7 drive_to -1062.0 -117.0 11.0
0190: unknown_car $DA7
03CC: car $DA7 add_to_stuck_car_check 1.5 = 2000
050B: $DA7
00D6: if 0
8119: NOT car $D85 wrecked
004D: jump_if_false Label0822D3
00AD: set_car $D85 max_speed_to 30.0
00AE: unknown_set_car $D85 to_ignore_traffic_lights 3
00AF: set_car $D85 driver_behaviour_to 2

:Label0822D3
0004: $DA4 = 1 ;; integer values

:Label0822DA
00D6: if 0
0038: $DA4 == 1 ;; integer values
004D: jump_if_false Label082691
00D6: if 0
0038: $D96 == 1 ;; integer values
004D: jump_if_false Label082315
00D6: if 0
83CE: NOT car $DA7 stuck
004D: jump_if_false Label082315
0004: $D96 = 0 ;; integer values

:Label082315
00D6: if 0
03CE: car $DA7 stuck
004D: jump_if_false Label082395
00D6: if 0
0038: $D96 == 0 ;; integer values
004D: jump_if_false Label082343
01BD: $D98 = current_time_in_ms
0004: $D96 = 1 ;; integer values

:Label082343
00D6: if 0
0038: $D96 == 1 ;; integer values
004D: jump_if_false Label08238E
01BD: $D97 = current_time_in_ms
0084: $D99 = $D97 ;; integer values and handles
0060: $D99 -= $D98 ;; integer values
00D6: if 0
0018: $D99 > 3000 ;; integer values
004D: jump_if_false Label08238E
0477: unknown_car $DA7 2 500
0004: $D96 = 0 ;; integer values

:Label08238E
0002: jump Label082637

:Label082395
00D6: if 0
0038: $DAF == 0 ;; integer values
004D: jump_if_false Label0823F2
00D6: if 0
01AD: car $DA7 0 ()near_point -1062.0 -117.0 10.0 10.0
004D: jump_if_false Label0823F2
00A7: car $DA7 drive_to -872.0 -284.0 11.0
00AD: set_car $DA7 max_speed_to 25.0
0004: $DAF = 1 ;; integer values

:Label0823F2
00D6: if 0
0038: $DAF == 1 ;; integer values
004D: jump_if_false Label082445
00D6: if 0
01AD: car $DA7 0 ()near_point -872.0 -284.0 10.0 10.0
004D: jump_if_false Label082445
00A7: car $DA7 drive_to -854.0 -498.0 11.0
0004: $DAF = 2 ;; integer values

:Label082445
00D6: if 0
0038: $DAF == 2 ;; integer values
004D: jump_if_false Label082498
00D6: if 0
01AD: car $DA7 0 ()near_point -854.0 -498.0 10.0 10.0
004D: jump_if_false Label082498
00A7: car $DA7 drive_to 154.0 -445.0 11.0
0004: $DAF = 3 ;; integer values

:Label082498
00D6: if 0
0038: $DAF == 3 ;; integer values
004D: jump_if_false Label0824EB
00D6: if 0
01AD: car $DA7 0 ()near_point 154.0 -445.0 10.0 10.0
004D: jump_if_false Label0824EB
00A7: car $DA7 drive_to 321.0 -54.0 11.0
0004: $DAF = 4 ;; integer values

:Label0824EB
00D6: if 0
0038: $DAF == 4 ;; integer values
004D: jump_if_false Label08253E
00D6: if 0
01AD: car $DA7 0 ()near_point 321.0 -54.0 10.0 10.0
004D: jump_if_false Label08253E
00A7: car $DA7 drive_to 410.0 41.0 11.0
0004: $DAF = 5 ;; integer values

:Label08253E
00D6: if 0
0038: $DAF == 5 ;; integer values
004D: jump_if_false Label082591
00D6: if 0
01AD: car $DA7 0 ()near_point 410.0 41.0 10.0 10.0
004D: jump_if_false Label082591
00A7: car $DA7 drive_to 295.0 230.0 11.0
0004: $DAF = 6 ;; integer values

:Label082591
00D6: if 0
0038: $DAF == 6 ;; integer values
004D: jump_if_false Label0825E4
00D6: if 0
01AD: car $DA7 0 ()near_point 295.0 230.0 10.0 10.0
004D: jump_if_false Label0825E4
00A7: car $DA7 drive_to -814.0 36.0 11.0
0004: $DAF = 7 ;; integer values

:Label0825E4
00D6: if 0
0038: $DAF == 7 ;; integer values
004D: jump_if_false Label082637
00D6: if 0
01AD: car $DA7 0 ()near_point -814.0 36.0 10.0 10.0
004D: jump_if_false Label082637
00A7: car $DA7 drive_to -854.0 -498.0 11.0
0004: $DAF = 2 ;; integer values

:Label082637
00D6: if 22
8185: NOT car $DA7 health >= 350
018F: unknown_car_check $DA7
00DC: player $PLAYER_CHAR driving $DA7
004D: jump_if_false Label082691
01CE: actor $D8A avoid_player $PLAYER_CHAR
00AD: set_car $DA7 max_speed_to 0.0
00D6: if 0
8118: NOT actor $D8E dead
004D: jump_if_false Label08268A
01B2: give_actor $D8E weapon 22 ammo 60 ;; Load the weapon model before using
this
01CA: actor $D8E kill_player $PLAYER_CHAR

:Label08268A
0004: $DA4 = 2 ;; integer values

:Label082691
0051: return

;-------------Mission 21---------------
; Originally: No Escape?

:Label082693
03A4: name_thread "BANKJO1"
0050: gosub Label0826C1
00D6: if 0
0112: wasted_or_busted
004D: jump_if_false Label0826B8
0050: gosub Label084466

:Label0826B8
0050: gosub Label0844B9
004E: end_thread

:Label0826C1
0004: $ONMISSION = 1 ;; integer values
0004: $3DA = 0 ;; integer values
0004: $3E5 = 1 ;; integer values
0317: increment_mission_attempts
0004: $DB7 = 0 ;; integer values
0004: $DB9 = 0 ;; integer values
0004: $DBA = 0 ;; integer values
0004: $DBB = 0 ;; integer values
0004: $DBE = 0 ;; integer values
0004: $DBF = 0 ;; integer values
0004: $DC0 = 0 ;; integer values
0004: $DC1 = 0 ;; integer values
0004: $DC2 = 0 ;; integer values
0004: $DC3 = 0 ;; integer values
0004: $DC4 = 0 ;; integer values
0004: $DC5 = 0 ;; integer values
0004: $DC6 = 0 ;; integer values
0004: $DC7 = 100 ;; integer values
0004: $DC9 = 0 ;; integer values
0004: $DCA = 0 ;; integer values
0004: $DCB = 0 ;; integer values
0004: $DCC = 0 ;; integer values
0004: $DCD = 0 ;; integer values
0004: $DCE = 0 ;; integer values
0004: $DCF = 0 ;; integer values
0004: $DD0 = 0 ;; integer values
0004: $DD1 = 0 ;; integer values
0004: $DD2 = 100 ;; integer values
0004: $DD4 = 0 ;; integer values
0004: $DD5 = 0 ;; integer values
0004: $DD6 = 0 ;; integer values
0004: $DD7 = 0 ;; integer values
0004: $DD8 = 0 ;; integer values
0004: $DD9 = 0 ;; integer values
0004: $DDA = 0 ;; integer values
0004: $DDB = 0 ;; integer values
0004: $DDC = 0 ;; integer values
0004: $DDD = 100 ;; integer values
0004: $DDF = 0 ;; integer values
0004: $DE0 = 0 ;; integer values
0004: $DE1 = 0 ;; integer values
0004: $DE2 = 0 ;; integer values
0004: $DE3 = 0 ;; integer values
0004: $DE4 = 0 ;; integer values
0004: $DE5 = 0 ;; integer values
0004: $DE6 = 0 ;; integer values
0004: $DE7 = 0 ;; integer values
0004: $DE8 = 100 ;; integer values
0004: $DEA = 0 ;; integer values
0004: $DEB = 0 ;; integer values
0004: $DEC = 100 ;; integer values
0004: $DEE = 0 ;; integer values
0004: $DEF = 0 ;; integer values
0004: $DF0 = 0 ;; integer values
0004: $DF1 = 0 ;; integer values
0004: $DF2 = 0 ;; integer values
0004: $DF3 = 0 ;; integer values
0004: $DF4 = 0 ;; integer values
0004: $DF5 = 0 ;; integer values
0004: $DF6 = 0 ;; integer values
0004: $DF7 = 100 ;; integer values
0004: $DF9 = 0 ;; integer values
0004: $DFA = 0 ;; integer values
0004: $DFB = 100 ;; integer values
0004: $DFC = 0 ;; integer values
0004: $DFE = 0 ;; integer values
0004: $DFF = 0 ;; integer values
0004: $E00 = 100 ;; integer values
0004: $E02 = 0 ;; integer values
0004: $E03 = 0 ;; integer values
0004: $E04 = 100 ;; integer values
0004: $E06 = 0 ;; integer values
0004: $E07 = 0 ;; integer values
0004: $E08 = 100 ;; integer values
0004: $E0A = 0 ;; integer values
0004: $E0B = 0 ;; integer values
0004: $E0C = 100 ;; integer values
0004: $E0D = 0 ;; integer values
0004: $E0E = 0 ;; integer values
0004: $E0F = 0 ;; integer values
0005: $E10 = 0.0 ;; floating-point values
0005: $E11 = 0.0 ;; floating-point values
0005: $E12 = 0.0 ;; floating-point values
0004: $E16 = 0 ;; integer values
0004: $E17 = 0 ;; integer values
0004: $E18 = 0 ;; integer values
0004: $E19 = 0 ;; integer values
0004: $E1A = 0 ;; integer values
0004: $E1B = 0 ;; integer values
0004: $E1C = 0 ;; integer values
0004: $E1D = 0 ;; integer values
0004: $E2F = 0 ;; integer values
0004: $E30 = 0 ;; integer values
0004: $E31 = 0 ;; integer values
0004: $E1F = 0 ;; integer values
0004: $E21 = 0 ;; integer values
0004: $E23 = 0 ;; integer values
0004: $E25 = 0 ;; integer values
0004: $E27 = 0 ;; integer values
0004: $E29 = 0 ;; integer values
0004: $E2B = 0 ;; integer values
0004: $E2D = 0 ;; integer values
0004: $E2E = 0 ;; integer values
0004: $E32 = 0 ;; integer values
0004: $E33 = 0 ;; integer values
0004: $E3B = 0 ;; integer values
0004: $E36 = 0 ;; integer values
0004: $E37 = 0 ;; integer values
0004: $E38 = 0 ;; integer values
0004: $E39 = 0 ;; integer values
0004: $E3A = 0 ;; integer values
0004: $E3C = 1 ;; integer values
0004: $E3D = 1 ;; integer values
0004: $E3E = 1 ;; integer values
0004: $E3F = 1 ;; integer values
0004: $E40 = 1 ;; integer values
0004: $E41 = 1 ;; integer values
0004: $E42 = 1 ;; integer values
0004: $E43 = 1 ;; integer values
0004: $E44 = 0 ;; integer values
0004: $E46 = 0 ;; integer values
0004: $E47 = 0 ;; integer values
0004: $E48 = 0 ;; integer values
0004: $E49 = 0 ;; integer values
0004: $E4A = 0 ;; integer values
0004: $E4B = 0 ;; integer values
0004: $E4C = 0 ;; integer values
0004: $E4D = 0 ;; integer values
0004: $E4E = 0 ;; integer values
0004: $E4F = 0 ;; integer values
0004: $E52 = 0 ;; integer values
0004: $E54 = 0 ;; integer values
0004: $E57 = 0 ;; integer values
0004: $E59 = 0 ;; integer values
0001: wait 0 ms
054C: use_GXT_table "BANKJ1"
058E: set_restart_mission_taxi_destination 512.591 -74.9 9.573 189.24
0215: destroy_pickup $511
0215: destroy_pickup $512
0215: destroy_pickup $504
0215: destroy_pickup $505
0215: destroy_pickup $506
0215: destroy_pickup $507
0215: destroy_pickup $508
0215: destroy_pickup $509
0215: destroy_pickup $50A
0215: destroy_pickup $50B
0215: destroy_pickup $50C
0215: destroy_pickup $510
0215: destroy_pickup $7D9
022B: create_forbidden_for_peds_cube 371.0 -503.0 -10.0 403.0 -490.0 30.0
022B: create_forbidden_for_peds_cube 357.0 -506.0 -10.0 384.0 -475.0 30.0
022B: create_forbidden_for_peds_cube 363.0 -476.0 -10.0 378.0 -468.0 30.0
022B: create_forbidden_for_peds_cube 383.0 -488.0 -10.0 398.3 -470.5 30.0
022B: create_forbidden_for_peds_cube 376.66 -453.85 -10.0 328.91 -504.02 30.0
018D: $E51 = create_sound 0 at 385.49 -509.0 9.6
018E: stop_sound $E51
00D6: if 0
8118: NOT actor $PLAYER_ACTOR dead
004D: jump_if_false Label082BC3
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 Label082BC3
0353: refresh_actor $PLAYER_ACTOR

:Label082BC3
023C: load_special_actor 1 "CSPLAY"
023C: load_special_actor 2 "CSKEN"
02F3: load_object #CUTOBJ01 "GCFAN"
02F3: load_object #CUTOBJ02 "CLCHR"
04BB: select_interiour 17 ;; select render area
03CB: set_camera 481.03 -64.21 8.98
038B: load_requested_models

:Label082C0C
00D6: if 23
823D: NOT special_actor 1 loaded
823D: NOT special_actor 2 loaded
8248: NOT model #CUTOBJ01 available
8248: NOT model #CUTOBJ02 available
004D: jump_if_false Label082C34
0001: wait 0 ms
0002: jump Label082C0C

:Label082C34
02E4: load_cutscene_data "BANK_1"
0244: set_cutscene_pos 476.972 -65.499 8.943
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: $BD = create_cutscene_object #CUTOBJ01
04BC: "GCFAN"
02E6: set_cutscene_anim $BD "GCFAN"
02E5: $BE = create_cutscene_object #CUTOBJ02
02E6: set_cutscene_anim $BE "CLCHR"
0395: clear_area 1 at 493.1 -82.4 range 9.8 1.0
0055: put_player $PLAYER_CHAR at 493.1 -82.4 9.8
0171: set_player $PLAYER_CHAR z_angle_to 220.0
016A: fade 1 (back) 2000 ms
03AD: set_rubbish 0 (invisible)
03AF: set_streaming 1 (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label082CFE
00D6: if 0
001A: 9500 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label082D21
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label082CFE

:Label082D21
00BC: text_highpriority "BJM1_A" 10000 ms 1 ;; Tommy! Hey, Tommy, look at this,
this is great! I've got us this minibar installed!

:Label082D30
00D6: if 0
001A: 13934 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label082D53
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label082D30

:Label082D53
00BC: text_highpriority "BJM1_B" 10000 ms 1 ;; We got a whole bar downstairs,
Ken.

:Label082D62
00D6: if 0
001A: 17483 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label082D85
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label082D62

:Label082D85
00BC: text_highpriority "BJM1_C" 10000 ms 1 ;; Yeah, yeah, whatever. Well, I got
the chalkboard you asked for.

:Label082D94
00D6: if 0
001A: 20276 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label082DB7
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label082D94

:Label082DB7
00BC: text_highpriority "BJM1_D" 10000 ms 1 ;; Ah, that's the benefit of a law
school education: the ability to follow instructions.

:Label082DC6
00D6: if 0
001A: 25517 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label082DE9
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label082DC6

:Label082DE9
00BC: text_highpriority "BJM1_E" 10000 ms 1 ;; Now, I need a safe man.

:Label082DF8
00D6: if 0
001A: 27000 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label082E1B
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label082DF8

:Label082E1B
00BC: text_highpriority "BJM1_F" 10000 ms 1 ;; Oh, all right, well, let me
think...safe, safe, safe, safe - I got it! This guy will blow you away!

:Label082E2A
00D6: if 0
001A: 33662 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label082E4F
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label082E2A

:Label082E4F
00BC: text_highpriority "BJM1_G" 10000 ms 1 ;; Ahh, nah, that schmuck. He's on
the inside.

:Label082E5E
00D6: if 0
001A: 36542 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label082E83
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label082E5E

:Label082E83
00BC: text_highpriority "BJM1_H" 10000 ms 1 ;; Where inside?

:Label082E92
00D6: if 0
001A: 38100 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label082EB7
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label082E92

:Label082EB7
00BC: text_highpriority "BJM1_I" 10000 ms 1 ;; In a police headquarter cell
awaiting transfer.
:Label082EC6
00D6: if 0
001A: 40677 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label082EEB
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label082EC6

:Label082EEB
00BC: text_highpriority "BJM1_J" 10000 ms 1 ;; I think he's about to get
paroled....

:Label082EFA
00D6: if 0
001A: 43072 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label082F1F
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label082EFA

:Label082F1F
00BE: text_clear_all

:Label082F21
00D6: if 0
001A: 47316 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label082F46
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label082F21

:Label082F46
00BE: text_clear_all
016A: fade 0 () 2000 ms

:Label082F4F
00D6: if 0
016B: fading
004D: jump_if_false Label082F67
0001: wait 0 ms
0002: jump Label082F4F

:Label082F67
00BA: text_styled "BEACH3" 3000 ms 2 ;; Vice Point
04FA: reset_interior_colors 0
03AD: set_rubbish 1 (visible)
02EA: end_cutscene
01EB: set_car_density_to 1.0
0296: unload_special_actor 1
0296: unload_special_actor 2
0249: release_model #CUTOBJ01
0249: release_model #CUTOBJ02
0373: set_camera_directly_behind_player
04BB: select_interiour 0 ;; select render area
03CB: set_camera 493.1 -82.4 9.8
0004: $3DA = 0 ;; integer values
04E3: unknown_player $PLAYER_CHAR 0 60000
00D6: if 0
8366: NOT (unknown) $711
004D: jump_if_false Label082FE7
01BC: put_object $711 at 384.098 -505.893 9.68

:Label082FE7
018A: $DBC = create_checkpoint_at -848.02 -901.72 10.1
0164: disable_marker $DBC
03BC: $E35 = create_sphere 385.13 -509.0 8.0 1.0
03BD: destroy_sphere $E35
0169: set_fade_color 0 0 0
0001: wait 500 ms
016A: fade 1 (back) 2000 ms
0247: request_model #COP
023C: load_special_actor 3 "IGMIKE"
0247: request_model #UZI
0247: request_model #SENTINEL

:Label08304C
00D6: if 23
8248: NOT model #COP available
8248: NOT model #UZI available
823D: NOT special_actor 3 loaded
8248: NOT model #SENTINEL available
004D: jump_if_false Label083074
0001: wait 0 ms
0002: jump Label08304C

:Label083074
0213: $E56 = create_pickup -86 (HEALTH) type 3 at 366.9 -491.8 13.5
009A: $DB6 = create_actor 4 #SPECIAL03 at 381.528 -504.34 8.4
01ED: reset_actor $DB6 flags
0173: set_actor $DB6 z_angle_to 132.535
04F5: unknown_actor $DB6 kiss_player $PLAYER_CHAR on 1
0446: (unknown) $DB6 0
0568: $DB6 1
0372: set_actor $DB6 anim 21 wait_state_time 1000000 ms
00BC: text_highpriority "BJM1_1" 4000 ms 1 ;; ~g~Break Cam Jones out of police
custody!
0187: $DB8 = create_marker_above_actor $DB6
009A: $DBD = create_actor 4 #COP at 388.3 -473.9 11.34
0008: $E30 += 1 ;; integer values
0243: set_actor $DBD ped_stats_to 16
01ED: reset_actor $DBD flags
0173: set_actor $DBD z_angle_to 217.58
0350: unknown_actor $DBD not_scared_flag 1
0194: set_actor $DBD objective_to_go_to_point 388.3 -473.9 11.34
009A: $DC8 = create_actor 4 #COP at 387.58 -471.051 11.35
0008: $E30 += 1 ;; integer values
0243: set_actor $DC8 ped_stats_to 16
01ED: reset_actor $DC8 flags
0350: unknown_actor $DC8 not_scared_flag 1
0173: set_actor $DC8 z_angle_to 352.371
0372: set_actor $DC8 anim 21 wait_state_time 1000000 ms
009A: $DD3 = create_actor 4 #COP at 384.196 -472.554 11.35
0008: $E30 += 1 ;; integer values
0243: set_actor $DD3 ped_stats_to 16
01ED: reset_actor $DD3 flags
0350: unknown_actor $DD3 not_scared_flag 1
0173: set_actor $DD3 z_angle_to 105.497
0372: set_actor $DD3 anim 21 wait_state_time 1000000 ms
009A: $DDE = create_actor 4 #COP at 363.709 -475.485 12.83
0008: $E30 += 1 ;; integer values
0243: set_actor $DDE ped_stats_to 16
01ED: reset_actor $DDE flags
0350: unknown_actor $DDE not_scared_flag 1
0173: set_actor $DDE z_angle_to 11.32
0372: set_actor $DDE anim 21 wait_state_time 1000000 ms
009A: $DE9 = create_actor 4 #COP at 362.483 -485.782 12.83
0008: $E30 += 1 ;; integer values
0243: set_actor $DE9 ped_stats_to 16
01ED: reset_actor $DE9 flags
0350: unknown_actor $DE9 not_scared_flag 1
0173: set_actor $DE9 z_angle_to 137.47
0372: set_actor $DE9 anim 19 wait_state_time 1000000 ms
009A: $DED = create_actor 4 #COP at 400.053 -493.559 9.87
0008: $E30 += 1 ;; integer values
0243: set_actor $DED ped_stats_to 16
01ED: reset_actor $DED flags
0350: unknown_actor $DED not_scared_flag 1
0173: set_actor $DED z_angle_to 326.965
0372: set_actor $DED anim 21 wait_state_time 1000000 ms
009A: $DFD = create_actor 4 #COP at 360.686 -487.4 12.8
0008: $E30 += 1 ;; integer values
0243: set_actor $DFD ped_stats_to 16
01ED: reset_actor $DFD flags
0350: unknown_actor $DFD not_scared_flag 1
0173: set_actor $DFD z_angle_to 289.756
0372: set_actor $DFD anim 21 wait_state_time 1000000 ms
009A: $E01 = create_actor 4 #COP at 369.358 -477.192 12.83
0008: $E30 += 1 ;; integer values
0243: set_actor $E01 ped_stats_to 16
01ED: reset_actor $E01 flags
0173: set_actor $E01 z_angle_to 168.022
0372: set_actor $E01 anim 21 wait_state_time 1000000 ms
009A: $E05 = create_actor 4 #COP at 373.331 -477.744 12.8
0008: $E30 += 1 ;; integer values
0243: set_actor $E05 ped_stats_to 16
01ED: reset_actor $E05 flags
0173: set_actor $E05 z_angle_to 177.095
0372: set_actor $E05 anim 21 wait_state_time 1000000 ms
009A: $DF8 = create_actor 4 #COP at 371.0 -482.2 12.8
0008: $E30 += 1 ;; integer values
0243: set_actor $DF8 ped_stats_to 16
01ED: reset_actor $DF8 flags
0173: set_actor $DF8 z_angle_to 47.54
0372: set_actor $DF8 anim 25 wait_state_time 1000 ms
0004: $DFC = 1 ;; integer values
009A: $E09 = create_actor 4 #COP at 372.118 -490.603 12.831
0008: $E30 += 1 ;; integer values
0243: set_actor $E09 ped_stats_to 16
01ED: reset_actor $E09 flags
0173: set_actor $E09 z_angle_to 232.192
0372: set_actor $E09 anim 25 wait_state_time 1000 ms
0004: $E0D = 1 ;; integer values
0213: $E14 = create_pickup -129 (KEYCARD) type 3 at 364.99 -472.46 14.1
03BC: $E34 = create_sphere 407.9 -486.35 11.35 1.0
018D: $E53 = create_sound 6 at 405.565 -488.547 12.69
0004: $7B = 1 ;; integer values
0006: 16@ = 0 ;; integer values

:Label083452
00D6: if 21
8101: NOT actor $DB6 stopped_near_point -829.62 -898.8 10.11 radius 3.0 3.0
6.0 sphere $7B
010F: player $PLAYER_CHAR wanted_level > 0
004D: jump_if_false Label083FE4
0001: wait 0 ms
00D6: if 0
0038: $E59 == 0 ;; integer values
004D: jump_if_false Label0834F2
00D6: if 0
0038: $DB9 == 1 ;; integer values
004D: jump_if_false Label0834F2
0395: clear_area 0 at 381.942 -449.662 range 9.078 4.0
00A5: $E58 = create_car #SENTINEL at 381.942 -449.662 9.078
0175: set_car $E58 z_angle_to 123.277
0004: $E59 = 1 ;; integer values

:Label0834F2
00D6: if 0
02B4: player $PLAYER_CHAR in_cube_on_foot 393.174 -470.686 10.0 386.992
-478.052 15.0 radius 8.2 sphere 0
004D: jump_if_false Label083547
00D6: if 0
0038: $E54 == 0 ;; integer values
004D: jump_if_false Label083547
0006: 17@ = 0 ;; integer values
0004: $E54 = 1 ;; integer values

:Label083547
00D6: if 0
0038: $E0E == 0 ;; integer values
004D: jump_if_false Label0838B9
00D6: if 25
02B4: player $PLAYER_CHAR in_cube_on_foot 393.174 -470.686 10.0 386.992
-478.052 15.0 radius 8.2 sphere 0
02B4: player $PLAYER_CHAR in_cube_on_foot 389.12 -478.56 10.34 379.5 -489.4
14.0 radius 4.0 sphere 0
02B4: player $PLAYER_CHAR in_cube_on_foot 397.983 -479.156 10.0 394.546
-483.252 15.0 radius 3.3 sphere 0
02B4: player $PLAYER_CHAR in_cube_on_foot 401.651 -480.614 10.0 397.416
-485.66 15.0 radius 9.4 sphere 0
02B4: player $PLAYER_CHAR in_cube_on_foot 407.682 -480.576 10.0 405.289
-483.392 15.0 radius 4.8 sphere 0
02B4: player $PLAYER_CHAR in_cube_on_foot 389.12 -478.56 10.34 379.5 -489.4
14.0 radius 4.0 sphere 0
004D: jump_if_false Label083709
00D6: if 0
0029: 17@ >= 3000 ;; integer values
004D: jump_if_false Label083709
00D6: if 0
0038: $E19 == 0 ;; integer values
004D: jump_if_false Label0836B4
00D6: if 0
0038: $E4F == 0 ;; integer values
004D: jump_if_false Label0836AD
00BC: text_highpriority "BJM1_3" 6000 ms 1 ;; ~g~You will find something useful
in the station's locker room.
0004: $E4F = 1 ;; integer values

:Label0836AD
0002: jump Label083709

:Label0836B4
00D6: if 0
0038: $E16 == 0 ;; integer values
004D: jump_if_false Label083709
00D6: if 0
0038: $E4D == 0 ;; integer values
004D: jump_if_false Label083709
00D6: if 0
0029: 16@ >= 6000 ;; integer values
004D: jump_if_false Label083709
00BC: text_highpriority "BJM1_21" 5000 ms 1 ;; ~g~The key card to the cells can
be found upstairs in the station.
03DC: $E15 = create_marker_above_pickup $E14
0004: $E4D = 1 ;; integer values

:Label083709
00D6: if 25
02B4: player $PLAYER_CHAR in_cube_on_foot 387.811 -486.137 10.0 386.424
-487.79 15.0 radius 4.2 sphere 0
02B4: player $PLAYER_CHAR in_cube_on_foot 393.073 -495.966 8.0 390.441
-499.103 15.0 radius 2.2 sphere 0
02B4: player $PLAYER_CHAR in_cube_on_foot 378.554 -485.414 11.0 377.167
-487.068 15.0 radius 4.2 sphere 0
02B4: player $PLAYER_CHAR in_cube_on_foot 395.032 -484.093 8.0 388.44 -491.948
15.0 radius 11.6 sphere 0
02B4: player $PLAYER_CHAR in_cube_on_foot 396.233 -504.359 7.0 386.533 -496.22
15.0 radius 12.7 sphere 0
02B4: player $PLAYER_CHAR in_cube_on_foot 368.888 -465.922 11.0 353.713
-484.155 20.0 radius 19.8 sphere 0
004D: jump_if_false Label0838B9
00D6: if 0
0019: 17@ > 4000 ;; integer values
004D: jump_if_false Label0838B9
00D6: if 0
0038: $E19 == 0 ;; integer values
004D: jump_if_false Label083864
00D6: if 0
0038: $E4F == 0 ;; integer values
004D: jump_if_false Label08385D
00BC: text_highpriority "BJM1_3" 6000 ms 1 ;; ~g~You will find something useful
in the station's locker room.
0004: $E4F = 1 ;; integer values

:Label08385D
0002: jump Label0838B9

:Label083864
00D6: if 0
0038: $E16 == 0 ;; integer values
004D: jump_if_false Label0838B9
00D6: if 0
0038: $E4D == 0 ;; integer values
004D: jump_if_false Label0838B9
00D6: if 0
0019: 16@ > 6000 ;; integer values
004D: jump_if_false Label0838B9
00BC: text_highpriority "BJM1_21" 5000 ms 1 ;; ~g~The key card to the cells can
be found upstairs in the station.
03DC: $E15 = create_marker_above_pickup $E14
0004: $E4D = 1 ;; integer values

:Label0838B9
01BD: $E46 = current_time_in_ms
00D6: if 0
0038: $E0E == 1 ;; integer values
004D: jump_if_false Label08398A
00D6: if 0
0038: $E49 == 0 ;; integer values
004D: jump_if_false Label0838F1
0084: $E47 = $E46 ;; integer values and handles
0004: $E49 = 1 ;; integer values

:Label0838F1
00D6: if 0
0038: $E49 == 1 ;; integer values
004D: jump_if_false Label08392D
0084: $E48 = $E46 ;; integer values and handles
0060: $E48 -= $E47 ;; integer values
00D6: if 0
0028: $E48 >= 2000 ;; integer values
004D: jump_if_false Label08392D
0004: $E49 = 2 ;; integer values

:Label08392D
00D6: if 0
0038: $E4A == 0 ;; integer values
004D: jump_if_false Label08394E
0084: $E4C = $E46 ;; integer values and handles
0004: $E4A = 1 ;; integer values

:Label08394E
00D6: if 0
0038: $E4A == 1 ;; integer values
004D: jump_if_false Label08398A
0084: $E4B = $E46 ;; integer values and handles
0060: $E4B -= $E4C ;; integer values
00D6: if 0
0028: $E4B >= 2000 ;; integer values
004D: jump_if_false Label08398A
0004: $E4A = 2 ;; integer values

:Label08398A
00D6: if 0
0038: $E3A == 0 ;; integer values
004D: jump_if_false Label0839AA
0006: 17@ = 0 ;; integer values
0004: $E3A = 1 ;; integer values

:Label0839AA
00D6: if 0
0038: $E3A == 1 ;; integer values
004D: jump_if_false Label083A17
00D6: if 0
0029: 17@ >= 1000 ;; integer values
004D: jump_if_false Label083A17
00D6: if 0
0038: $E0E == 1 ;; integer values
004D: jump_if_false Label083A17
00D6: if 0
0038: $E3B == 0 ;; integer values
004D: jump_if_false Label083A17
018D: $E13 = create_sound 0 at 385.49 -509.0 9.6
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 4
0004: $E3B = 1 ;; integer values

:Label083A17
0054: store_player $PLAYER_CHAR position_to $E10 $E11 $E12
00D6: if 0
0038: $E0E == 0 ;; integer values
004D: jump_if_false Label083A76
00D6: if 0
00E7: player $PLAYER_CHAR stopped 0 ()near_point_on_foot 407.9 -486.35 radius
1.0 1.0
004D: jump_if_false Label083A76
00D6: if 0
0038: $E19 == 0 ;; integer values
004D: jump_if_false Label083A76
0050: gosub Label088752

:Label083A76
00D6: if 0
0038: $E18 == 0 ;; integer values
004D: jump_if_false Label083A8F
0050: gosub Label08695A

:Label083A8F
00D6: if 0
0038: $E0E == 0 ;; integer values
004D: jump_if_false Label083ACB
0050: gosub Label087ADE
0050: gosub Label087296
0050: gosub Label087891
0050: gosub Label088A77
0050: gosub Label087D1E
0002: jump Label083AD0

:Label083ACB
03BD: destroy_sphere $E34

:Label083AD0
0050: gosub Label08471E
0050: gosub Label084EF3
00D6: if 0
0038: $DB7 == 0 ;; integer values
004D: jump_if_false Label083EE4
00D6: if 21
0118: actor $DB6 dead
0038: $E33 == 1 ;; integer values
004D: jump_if_false Label083B6D
040D: unload_wav 1
040D: unload_wav 2
00BC: text_highpriority "BJM1_2" 5000 ms 1 ;; ~r~You were supposed to bust Cam
out, not get him killed!
0164: disable_marker $DB8
00D6: if 0
02B4: player $PLAYER_CHAR in_cube_on_foot 376.66 -453.85 9.0 328.91 -504.02
20.0 radius 50.0 sphere 0
004D: jump_if_false Label083B5F
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 4

:Label083B5F
0002: jump Label084466
0004: $DB7 = 1 ;; integer values

:Label083B6D
00D6: if 0
0038: $DB9 == 0 ;; integer values
004D: jump_if_false Label083CF5
00D6: if 0
0038: $E18 == 1 ;; integer values
004D: jump_if_false Label083CE9
00D6: if 0
00FC: player $PLAYER_CHAR 0 ()near_actor $DB6 on_foot radius 4.0 4.0 4.0
004D: jump_if_false Label083CE2
01DF: tie_actor $DB6 to_player $PLAYER_CHAR
01B2: give_actor $DB6 weapon 23 ammo 30000 ;; Load the weapon model before using
this
0319: set_actor $DB6 wander_state_to 1 (off)
0164: disable_marker $DB8
0004: $E0E = 1 ;; integer values
00D6: if 0
0038: $E38 == 0 ;; integer values
004D: jump_if_false Label083CE2
00D6: if 0
0038: $E39 == 0 ;; integer values
004D: jump_if_false Label083C11
03CF: load_wav "BNK1_12" as 1
0004: $E39 = 1 ;; integer values

:Label083C11
00D6: if 0
0038: $E39 == 1 ;; integer values
004D: jump_if_false Label083C39
00D6: if 0
03D0: wav 1 loaded
004D: jump_if_false Label083C39
0004: $E39 = 2 ;; integer values

:Label083C39
00D6: if 0
0038: $E39 == 2 ;; integer values
004D: jump_if_false Label083C67
03D1: play_wav 1
00BC: text_highpriority "BNK1_12" 100000 ms 1 ;; Lose the heat and get me back
to my place!
0004: $E39 = 3 ;; integer values

:Label083C67
00D6: if 0
0038: $E39 == 3 ;; integer values
004D: jump_if_false Label083CA0
00D6: if 0
03D2: wav 1 ended
004D: jump_if_false Label083CA0
03D5: remove_text "BNK1_12" ;; Lose the heat and get me back to my place!
0004: $DB9 = 1 ;; integer values
0004: $E39 = 4 ;; integer values

:Label083CA0
00D6: if 0
0038: $E39 == 4 ;; integer values
004D: jump_if_false Label083CE2
018A: $E55 = create_checkpoint_at -3.8 -1265.8 12.0
0004: $DBB = 1 ;; integer values
0004: $E38 = 1 ;; integer values
0004: $E0F = 1 ;; integer values
0004: $E39 = 5 ;; integer values

:Label083CE2
0002: jump Label083CF5

:Label083CE9
0372: set_actor $DB6 anim 24 wait_state_time 1000000 ms

:Label083CF5
00D6: if 0
0038: $DB9 == 1 ;; integer values
004D: jump_if_false Label083EE4
00D6: if 0
0038: $E0F == 1 ;; integer values
004D: jump_if_false Label083E9A
00D6: if 0
010F: player $PLAYER_CHAR wanted_level > 0
004D: jump_if_false Label083DAC
00D6: if 0
0038: $E38 == 1 ;; integer values
004D: jump_if_false Label083D80
00D6: if 0
0038: $DBB == 0 ;; integer values
004D: jump_if_false Label083D80
00BC: text_highpriority "WANTED1" 5000 ms 1 ;; ~g~Shake the cops and lose your
wanted level!
018A: $E55 = create_checkpoint_at -3.8 -1265.8 12.0
0004: $7B = 0 ;; integer values
0004: $DBB = 1 ;; integer values

:Label083D80
00D6: if 0
0038: $DBA == 1 ;; integer values
004D: jump_if_false Label083DA5
0004: $7B = 0 ;; integer values
0164: disable_marker $DBC
0004: $DBA = 0 ;; integer values

:Label083DA5
0002: jump Label083E1F

:Label083DAC
00D6: if 0
0038: $DBB == 1 ;; integer values
004D: jump_if_false Label083DCA
0164: disable_marker $E55
0004: $DBB = 0 ;; integer values

:Label083DCA
00D6: if 0
0038: $E38 == 1 ;; integer values
004D: jump_if_false Label083E1F
00D6: if 0
0038: $DBA == 0 ;; integer values
004D: jump_if_false Label083E1F
0004: $7B = 1 ;; integer values
018A: $DBC = create_checkpoint_at -848.02 -901.72 10.1
00BC: text_highpriority "BJM1_22" 5000 ms 1 ;; ~g~Get Cam back to his house!
0004: $DBA = 1 ;; integer values

:Label083E1F
00D6: if 0
8320: NOT actor $DB6 in_range_of_player $PLAYER_CHAR
004D: jump_if_false Label083E9A
0187: $DB8 = create_marker_above_actor $DB6
00BC: text_highpriority "HEY" 5000 ms 1 ;; ~g~Don't go solo, keep your posse
together!
0004: $7B = 0 ;; integer values
00D6: if 0
0038: $DBA == 1 ;; integer values
004D: jump_if_false Label083E75
0004: $7B = 0 ;; integer values
0164: disable_marker $DBC
0004: $DBA = 0 ;; integer values

:Label083E75
00D6: if 0
0038: $DBB == 1 ;; integer values
004D: jump_if_false Label083E93
0164: disable_marker $E55
0004: $DBB = 0 ;; integer values

:Label083E93
0004: $E0F = 0 ;; integer values

:Label083E9A
00D6: if 0
0038: $E0F == 0 ;; integer values
004D: jump_if_false Label083EE4
00D6: if 0
00FB: player $PLAYER_CHAR 0 ()near_actor $DB6 radius 8.0 8.0 8.0
004D: jump_if_false Label083EE4
01DF: tie_actor $DB6 to_player $PLAYER_CHAR
0164: disable_marker $DB8
0004: $E0F = 1 ;; integer values

:Label083EE4
00D6: if 0
0038: $E0E == 0 ;; integer values
004D: jump_if_false Label083F1D
00D6: if 21
0038: $E1A == 1 ;; integer values
0038: $E1C == 1 ;; integer values
004D: jump_if_false Label083F16
0004: $E0E = 1 ;; integer values

:Label083F16
0002: jump Label083F64

:Label083F1D
00D6: if 0
0038: $E2E == 0 ;; integer values
004D: jump_if_false Label083F3D
0006: 17@ = 0 ;; integer values
0004: $E2E = 1 ;; integer values

:Label083F3D
00D6: if 0
0038: $E57 == 0 ;; integer values
004D: jump_if_false Label083F64
0050: gosub Label087F4E
0050: gosub Label08834F
0050: gosub Label0883DF

:Label083F64
00D6: if 0
0038: $DB9 == 1 ;; integer values
004D: jump_if_false Label083FDD
00D6: if 0
0038: $E57 == 0 ;; integer values
004D: jump_if_false Label083FDD
00D6: if 0
82B4: NOT player $PLAYER_CHAR in_cube_on_foot 376.66 -453.85 9.0 328.91
-504.02 20.0 radius 50.0 sphere 0
004D: jump_if_false Label083FDD
0004: $E57 = 1 ;; integer values
00D6: if 0
0038: $E57 == 1 ;; integer values
004D: jump_if_false Label083FDD
0050: gosub Label088BEB

:Label083FDD
0002: jump Label083452

:Label083FE4
0164: disable_marker $DBC
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)
015F: set_camera_position -833.312 -904.83 12.62 0.0 0.0 0.0
0160: point_camera -832.709 -904.049 12.49 2
03CF: load_wav "BNK1_13" as 1
03CF: load_wav "BNK1_14" as 2

:Label08404D
00D6: if 21
83D0: NOT wav 1 loaded
83D0: NOT wav 2 loaded
004D: jump_if_false Label084096
0001: wait 0 ms
00D6: if 0
0118: actor $DB6 dead
004D: jump_if_false Label08408F
00BC: text_highpriority "BJM1_2" 5000 ms 1 ;; ~r~You were supposed to bust Cam
out, not get him killed!
0164: disable_marker $DB8
0002: jump Label084466

:Label08408F
0002: jump Label08404D

:Label084096
0470: $E50 = actor $PLAYER_ACTOR armed_weapon unknown
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0
00D6: if 0
8118: NOT actor $DB6 dead
004D: jump_if_false Label0840C3
01B9: set_actor $DB6 armed_weapon_to 0
0002: jump Label0840DE

:Label0840C3
00BC: text_highpriority "BJM1_2" 5000 ms 1 ;; ~r~You were supposed to bust Cam
out, not get him killed!
0164: disable_marker $DB8
0002: jump Label084466

:Label0840DE
00D6: if 0
80DF: NOT actor $PLAYER_ACTOR driving
004D: jump_if_false Label08411C
020E: actor $PLAYER_ACTOR look_at_actor $DB6
03D1: play_wav 1
00BC: text_highpriority "BNK1_13" 5000 ms 1 ;; I'm gonna be doing a job and
you're my safe cracker.
0372: set_actor $PLAYER_ACTOR anim 19 wait_state_time 1000000 ms
0002: jump Label08412F

:Label08411C
03D1: play_wav 1
00BC: text_highpriority "BNK1_13" 5000 ms 1 ;; I'm gonna be doing a job and
you're my safe cracker.

:Label08412F
00D6: if 0
83D2: NOT wav 1 ended
004D: jump_if_false Label084174
0001: wait 0 ms
00D6: if 0
0118: actor $DB6 dead
004D: jump_if_false Label08416D
00BC: text_highpriority "BJM1_2" 5000 ms 1 ;; ~r~You were supposed to bust Cam
out, not get him killed!
0164: disable_marker $DB8
0002: jump Label084466

:Label08416D
0002: jump Label08412F

:Label084174
03D5: remove_text "BNK1_13" ;; I'm gonna be doing a job and you're my safe
cracker.
0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 1 ms
00D6: if 0
8118: NOT actor $DB6 dead
004D: jump_if_false Label0841E7
00D6: if 0
80DF: NOT actor $DB6 driving
004D: jump_if_false Label0841CD
03D1: play_wav 2
00BC: text_highpriority "BNK1_14" 5000 ms 1 ;; Beats losing my ass in a cell!
0372: set_actor $DB6 anim 19 wait_state_time 1000000 ms
0002: jump Label0841E0

:Label0841CD
03D1: play_wav 2
00BC: text_highpriority "BNK1_14" 5000 ms 1 ;; Beats losing my ass in a cell!

:Label0841E0
0002: jump Label0841FD

:Label0841E7
00BC: text_highpriority "BJM1_2" 5000 ms 1 ;; ~r~You were supposed to bust Cam
out, not get him killed!
0002: jump Label084466

:Label0841FD
00D6: if 0
83D2: NOT wav 2 ended
004D: jump_if_false Label084248
0001: wait 0 ms
00D6: if 0
0118: actor $DB6 dead
004D: jump_if_false Label084241
040D: unload_wav 2
00BE: text_clear_all
00BC: text_highpriority "BJM1_2" 5000 ms 1 ;; ~r~You were supposed to bust Cam
out, not get him killed!
0164: disable_marker $DB8
0002: jump Label084466

:Label084241
0002: jump Label0841FD

:Label084248
00D6: if 0
8118: NOT actor $DB6 dead
004D: jump_if_false Label084277
03D5: remove_text "BNK1_14" ;; Beats losing my ass in a cell!
0372: set_actor $DB6 anim 0 wait_state_time 1 ms
01E0: clear_leader $DB6
0002: jump Label08428D

:Label084277
00BC: text_highpriority "BJM1_2" 5000 ms 1 ;; ~r~You were supposed to bust Cam
out, not get him killed!
0002: jump Label084466

:Label08428D
00D6: if 0
8118: NOT actor $DB6 dead
004D: jump_if_false Label084349
00D6: if 0
00DF: actor $DB6 driving
004D: jump_if_false Label084342
00D9: $E45 = actor $DB6 car
01D3: actor $DB6 leave_car $E45

:Label0842BD
00D6: if 0
00DF: actor $DB6 driving
004D: jump_if_false Label084342
0001: wait 0 ms
00D6: if 0
0118: actor $DB6 dead
004D: jump_if_false Label0842F7
00BC: text_highpriority "BJM1_2" 5000 ms 1 ;; ~r~You were supposed to bust Cam
out, not get him killed!
0002: jump Label084466

:Label0842F7
00D6: if 0
0119: car $E45 wrecked
004D: jump_if_false Label08433B
00D6: if 0
0118: actor $DB6 dead
004D: jump_if_false Label084334
00BC: text_highpriority "BJM1_2" 5000 ms 1 ;; ~r~You were supposed to bust Cam
out, not get him killed!
0002: jump Label084466
0002: jump Label08433B

:Label084334
0002: jump Label084466

:Label08433B
0002: jump Label0842BD

:Label084342
0002: jump Label08435F

:Label084349
00BC: text_highpriority "BJM1_2" 5000 ms 1 ;; ~r~You were supposed to bust Cam
out, not get him killed!
0002: jump Label084466

:Label08435F
00D6: if 0
8118: NOT actor $DB6 dead
004D: jump_if_false Label084394
00A1: put_actor $DB6 at -832.446 -902.456 10.11
0173: set_actor $DB6 z_angle_to 165.972
0002: jump Label0843AA

:Label084394
00BC: text_highpriority "BJM1_2" 5000 ms 1 ;; ~r~You were supposed to bust Cam
out, not get him killed!
0002: jump Label084466
:Label0843AA
015F: set_camera_position -833.797 -908.45 12.06 0.0 0.0 0.0
0160: point_camera -833.34 -907.569 11.94 2
0211: actor $DB6 walk_to -833.613 -908.439
0006: 16@ = 0 ;; integer values

:Label0843F3
00D6: if 0
001B: 3000 > 16@ ;; integer values
004D: jump_if_false Label084437
0001: wait 0 ms
00D6: if 0
0118: actor $DB6 dead
004D: jump_if_false Label084430
00BC: text_highpriority "BJM1_2" 5000 ms 1 ;; ~r~You were supposed to bust Cam
out, not get him killed!
0002: jump Label084466

:Label084430
0002: jump Label0843F3

:Label084437
009B: destroy_actor_instantly $DB6
01B9: set_actor $PLAYER_ACTOR armed_weapon_to $E50
02A3: toggle_widescreen 0 (off)
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 (false)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 (false)
02EB: restore_camera_with_jumpcut
0002: jump Label084477

:Label084466
00BA: text_styled "M_FAIL" 5000 ms 1 ;; MISSION FAILED!
0051: return

:Label084477
0004: $F8 = 1 ;; integer values
0318: set_latest_mission_passed "BANK_1" ;; No Escape?
01E3: text_1number_styled "M_PASS" 1000 5000 ms 1 ;; MISSION PASSED! $~1~
0109: player $PLAYER_CHAR money += 1000
030C: set_mission_points += 1
0394: play_music 1
0110: clear_player $PLAYER_CHAR wanted_level
004F: create_thread Label00BF14
0051: return

:Label0844B9
0004: $ONMISSION = 0 ;; integer values
0004: $3E5 = 0 ;; integer values
034F: destroy_actor_with_fade $DB6 ;; The actor fades away like a ghost
0213: $7D9 = create_pickup #NITESTICK type 15 at 402.4 -488.3 12.4
0215: destroy_pickup $E56
01EB: set_car_density_to 1.0
018E: stop_sound $E51
018E: stop_sound $E53
0215: destroy_pickup $E14
018E: stop_sound $E13
0249: release_model #COP
0249: release_model #UZI
0249: release_model #SENTINEL
0296: unload_special_actor 3
03BD: destroy_sphere $E34
03BD: destroy_sphere $E35
0164: disable_marker $DB8
0164: disable_marker $DBC
0164: disable_marker $E15
0164: disable_marker $E55
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
00D6: if 0
0038: $4FE == 1 ;; integer values
004D: jump_if_false Label084562
055B: $511 = create_clothes_pickup 1 at -384.5 -591.9 25.3

:Label084562
00D6: if 0
0038: $514 == 1 ;; integer values
004D: jump_if_false Label08458A
055B: $512 = create_clothes_pickup 1 at -820.2 1364.1 66.4

:Label08458A
00D6: if 0
0038: $4FD == 1 ;; integer values
004D: jump_if_false Label0845B2
055B: $504 = create_clothes_pickup 1 at 226.4 -1265.6 20.1

:Label0845B2
00D6: if 0
0038: $4F1 == 1 ;; integer values
004D: jump_if_false Label0845DA
055B: $505 = create_clothes_pickup 2 at 97.5 -1133.6 10.4

:Label0845DA
00D6: if 0
0038: $4F2 == 1 ;; integer values
004D: jump_if_false Label084602
055B: $506 = create_clothes_pickup 3 at 364.2 1086.1 19.0

:Label084602
00D6: if 0
0038: $4F3 == 1 ;; integer values
004D: jump_if_false Label08462A
055B: $507 = create_clothes_pickup 4 at 106.5 253.0 21.7

:Label08462A
00D6: if 0
0038: $4F4 == 1 ;; integer values
004D: jump_if_false Label084652
055B: $508 = create_clothes_pickup 5 at -1024.5 -433.9 10.9

:Label084652
00D6: if 0
0038: $4F5 == 1 ;; integer values
004D: jump_if_false Label08467A
055B: $509 = create_clothes_pickup 6 at 405.7 -485.6 12.3

:Label08467A
00D6: if 0
0038: $4F6 == 1 ;; integer values
004D: jump_if_false Label0846A2
055B: $50A = create_clothes_pickup 8 at 414.3 1042.0 25.4

:Label0846A2
00D6: if 0
0038: $4F7 == 1 ;; integer values
004D: jump_if_false Label0846CA
055B: $50B = create_clothes_pickup 9 at 158.3 -1275.9 10.6

:Label0846CA
00D6: if 0
0038: $4F8 == 1 ;; integer values
004D: jump_if_false Label0846F2
055B: $50C = create_clothes_pickup 10 at -917.4 885.1 11.0

:Label0846F2
00D6: if 0
0038: $4FC == 1 ;; integer values
004D: jump_if_false Label08471A
055B: $510 = create_clothes_pickup 7 at 465.3 -57.4 15.7

:Label08471A
00D8: mission_cleanup
0051: return

:Label08471E
00D6: if 0
0038: $DBE == 0 ;; integer values
004D: jump_if_false Label084797
00D6: if 0
0118: actor $DBD dead
004D: jump_if_false Label08475C
000C: $E30 -= 1 ;; integer values
0004: $E0E = 1 ;; integer values
0004: $DBE = 1 ;; integer values
0002: jump Label084797

:Label08475C
0226: $DC7 = actor $DBD health
00D6: if 0
0038: $E0E == 0 ;; integer values
004D: jump_if_false Label084797
00D6: if 21
0457: unknown_player $PLAYER_CHAR unknown_actor $DBD
002A: 95 >= $DC7 ;; integer values
004D: jump_if_false Label084797
0004: $E0E = 1 ;; integer values

:Label084797
00D6: if 0
0038: $DC9 == 0 ;; integer values
004D: jump_if_false Label084855
00D6: if 0
0118: actor $DC8 dead
004D: jump_if_false Label0847D5
000C: $E30 -= 1 ;; integer values
0004: $E0E = 1 ;; integer values
0004: $DC9 = 1 ;; integer values
0002: jump Label084855

:Label0847D5
0226: $DD2 = actor $DC8 health
00D6: if 0
0038: $E0E == 0 ;; integer values
004D: jump_if_false Label084833
00D6: if 0
0038: $E3C == 1 ;; integer values
004D: jump_if_false Label08480B
0372: set_actor $DC8 anim 24 wait_state_time 1000 ms

:Label08480B
00D6: if 21
0457: unknown_player $PLAYER_CHAR unknown_actor $DC8
002A: 95 >= $DD2 ;; integer values
004D: jump_if_false Label08482C
0004: $E0E = 1 ;; integer values

:Label08482C
0002: jump Label084855

:Label084833
00D6: if 0
0038: $E3C == 1 ;; integer values
004D: jump_if_false Label084855
0372: set_actor $DC8 anim 0 wait_state_time 1 ms
0004: $E3C = 0 ;; integer values

:Label084855
00D6: if 0
0038: $DD4 == 0 ;; integer values
004D: jump_if_false Label084913
00D6: if 0
0118: actor $DD3 dead
004D: jump_if_false Label084893
000C: $E30 -= 1 ;; integer values
0004: $E0E = 1 ;; integer values
0004: $DD4 = 1 ;; integer values
0002: jump Label084913

:Label084893
0226: $DDD = actor $DD3 health
00D6: if 0
0038: $E0E == 0 ;; integer values
004D: jump_if_false Label0848F1
00D6: if 0
0038: $E3D == 1 ;; integer values
004D: jump_if_false Label0848C9
0372: set_actor $DD3 anim 24 wait_state_time 1000 ms

:Label0848C9
00D6: if 21
0457: unknown_player $PLAYER_CHAR unknown_actor $DD3
002A: 95 >= $DDD ;; integer values
004D: jump_if_false Label0848EA
0004: $E0E = 1 ;; integer values

:Label0848EA
0002: jump Label084913

:Label0848F1
00D6: if 0
0038: $E3D == 1 ;; integer values
004D: jump_if_false Label084913
0372: set_actor $DD3 anim 0 wait_state_time 1 ms
0004: $E3D = 0 ;; integer values

:Label084913
00D6: if 0
0038: $DDF == 0 ;; integer values
004D: jump_if_false Label0849D1
00D6: if 0
0118: actor $DDE dead
004D: jump_if_false Label084951
000C: $E30 -= 1 ;; integer values
0004: $E0E = 1 ;; integer values
0004: $DDF = 1 ;; integer values
0002: jump Label0849D1

:Label084951
0226: $DE8 = actor $DDE health
00D6: if 0
0038: $E0E == 0 ;; integer values
004D: jump_if_false Label0849AF
00D6: if 0
0038: $E3E == 1 ;; integer values
004D: jump_if_false Label084987
0372: set_actor $DDE anim 24 wait_state_time 1000 ms

:Label084987
00D6: if 21
0457: unknown_player $PLAYER_CHAR unknown_actor $DDE
002A: 95 >= $DE8 ;; integer values
004D: jump_if_false Label0849A8
0004: $E0E = 1 ;; integer values

:Label0849A8
0002: jump Label0849D1

:Label0849AF
00D6: if 0
0038: $E3E == 1 ;; integer values
004D: jump_if_false Label0849D1
0372: set_actor $DDE anim 0 wait_state_time 1 ms
0004: $E3E = 0 ;; integer values

:Label0849D1
00D6: if 0
0038: $DEA == 0 ;; integer values
004D: jump_if_false Label084A73
00D6: if 0
0118: actor $DE9 dead
004D: jump_if_false Label084A0F
000C: $E30 -= 1 ;; integer values
0004: $E0E = 1 ;; integer values
0004: $DEA = 1 ;; integer values
0002: jump Label084A73
:Label084A0F
0226: $DEC = actor $DE9 health
00D6: if 0
0038: $E0E == 0 ;; integer values
004D: jump_if_false Label084A51
00D6: if 21
0457: unknown_player $PLAYER_CHAR unknown_actor $DE9
002A: 95 >= $DEC ;; integer values
004D: jump_if_false Label084A4A
0004: $E0E = 1 ;; integer values

:Label084A4A
0002: jump Label084A73

:Label084A51
00D6: if 0
0038: $E3F == 1 ;; integer values
004D: jump_if_false Label084A73
0372: set_actor $DE9 anim 0 wait_state_time 1 ms
0004: $E3F = 0 ;; integer values

:Label084A73
00D6: if 0
0038: $DEE == 0 ;; integer values
004D: jump_if_false Label084B31
00D6: if 0
0118: actor $DED dead
004D: jump_if_false Label084AB1
000C: $E30 -= 1 ;; integer values
0004: $E0E = 1 ;; integer values
0004: $DEE = 1 ;; integer values
0002: jump Label084B31

:Label084AB1
0226: $DF7 = actor $DED health
00D6: if 0
0038: $E0E == 0 ;; integer values
004D: jump_if_false Label084B0F
00D6: if 0
0038: $E40 == 1 ;; integer values
004D: jump_if_false Label084AE7
0372: set_actor $DED anim 24 wait_state_time 1000 ms

:Label084AE7
00D6: if 21
0457: unknown_player $PLAYER_CHAR unknown_actor $DED
002A: 95 >= $DF7 ;; integer values
004D: jump_if_false Label084B08
0004: $E0E = 1 ;; integer values

:Label084B08
0002: jump Label084B31

:Label084B0F
00D6: if 0
0038: $E40 == 1 ;; integer values
004D: jump_if_false Label084B31
0372: set_actor $DED anim 0 wait_state_time 1 ms
0004: $E40 = 0 ;; integer values

:Label084B31
00D6: if 0
0038: $DF9 == 0 ;; integer values
004D: jump_if_false Label084BF4
00D6: if 0
0118: actor $DF8 dead
004D: jump_if_false Label084B6F
000C: $E30 -= 1 ;; integer values
0004: $E0E = 1 ;; integer values
0004: $DF9 = 1 ;; integer values
0002: jump Label084BF4

:Label084B6F
0226: $DFB = actor $DF8 health
00D6: if 0
0038: $E0E == 0 ;; integer values
004D: jump_if_false Label084BCD
00D6: if 0
0038: $DFC == 1 ;; integer values
004D: jump_if_false Label084BA5
0372: set_actor $DF8 anim 25 wait_state_time 1000 ms

:Label084BA5
00D6: if 21
0457: unknown_player $PLAYER_CHAR unknown_actor $DF8
002A: 95 >= $DFB ;; integer values
004D: jump_if_false Label084BC6
0004: $E0E = 1 ;; integer values

:Label084BC6
0002: jump Label084BF4

:Label084BCD
00D6: if 0
0038: $DFC == 1 ;; integer values
004D: jump_if_false Label084BF4
0372: set_actor $DF8 anim 0 wait_state_time 1 ms
053D: $DF8
0004: $DFC = 0 ;; integer values

:Label084BF4
00D6: if 0
0038: $DFE == 0 ;; integer values
004D: jump_if_false Label084CB2
00D6: if 0
0118: actor $DFD dead
004D: jump_if_false Label084C32
000C: $E30 -= 1 ;; integer values
0004: $E0E = 1 ;; integer values
0004: $DFE = 1 ;; integer values
0002: jump Label084CB2

:Label084C32
0226: $E00 = actor $DFD health
00D6: if 0
0038: $E0E == 0 ;; integer values
004D: jump_if_false Label084C90
00D6: if 21
0457: unknown_player $PLAYER_CHAR unknown_actor $DFD
002A: 95 >= $E00 ;; integer values
004D: jump_if_false Label084C6D
0004: $E0E = 1 ;; integer values

:Label084C6D
00D6: if 0
0038: $E41 == 1 ;; integer values
004D: jump_if_false Label084C89
0372: set_actor $DFD anim 24 wait_state_time 1000 ms

:Label084C89
0002: jump Label084CB2

:Label084C90
00D6: if 0
0038: $E41 == 1 ;; integer values
004D: jump_if_false Label084CB2
0372: set_actor $DFD anim 0 wait_state_time 1 ms
0004: $E41 = 0 ;; integer values

:Label084CB2
00D6: if 0
0038: $E02 == 0 ;; integer values
004D: jump_if_false Label084D70
00D6: if 0
0118: actor $E01 dead
004D: jump_if_false Label084CF0
000C: $E30 -= 1 ;; integer values
0004: $E0E = 1 ;; integer values
0004: $E02 = 1 ;; integer values
0002: jump Label084D70

:Label084CF0
0226: $E04 = actor $E01 health
00D6: if 0
0038: $E0E == 0 ;; integer values
004D: jump_if_false Label084D4E
00D6: if 21
0457: unknown_player $PLAYER_CHAR unknown_actor $E01
002A: 95 >= $E04 ;; integer values
004D: jump_if_false Label084D2B
0004: $E0E = 1 ;; integer values

:Label084D2B
00D6: if 0
0038: $E42 == 1 ;; integer values
004D: jump_if_false Label084D47
0372: set_actor $E01 anim 24 wait_state_time 1000 ms

:Label084D47
0002: jump Label084D70

:Label084D4E
00D6: if 0
0038: $E42 == 1 ;; integer values
004D: jump_if_false Label084D70
0372: set_actor $E01 anim 0 wait_state_time 1 ms
0004: $E42 = 0 ;; integer values

:Label084D70
00D6: if 0
0038: $E06 == 0 ;; integer values
004D: jump_if_false Label084E2E
00D6: if 0
0118: actor $E05 dead
004D: jump_if_false Label084DAE
000C: $E30 -= 1 ;; integer values
0004: $E0E = 1 ;; integer values
0004: $E06 = 1 ;; integer values
0002: jump Label084E2E

:Label084DAE
0226: $E08 = actor $E05 health
00D6: if 0
0038: $E0E == 0 ;; integer values
004D: jump_if_false Label084E0C
00D6: if 21
0457: unknown_player $PLAYER_CHAR unknown_actor $E05
002A: 95 >= $E08 ;; integer values
004D: jump_if_false Label084DE9
0004: $E0E = 1 ;; integer values

:Label084DE9
00D6: if 0
0038: $E43 == 1 ;; integer values
004D: jump_if_false Label084E05
0372: set_actor $E05 anim 24 wait_state_time 1000 ms

:Label084E05
0002: jump Label084E2E

:Label084E0C
00D6: if 0
0038: $E43 == 1 ;; integer values
004D: jump_if_false Label084E2E
0372: set_actor $E05 anim 0 wait_state_time 1 ms
0004: $E43 = 0 ;; integer values

:Label084E2E
00D6: if 0
0038: $E0A == 0 ;; integer values
004D: jump_if_false Label084EF1
00D6: if 0
0118: actor $E09 dead
004D: jump_if_false Label084E6C
000C: $E30 -= 1 ;; integer values
0004: $E0E = 1 ;; integer values
0004: $E0A = 1 ;; integer values
0002: jump Label084EF1

:Label084E6C
0226: $E0C = actor $E09 health
00D6: if 0
0038: $E0E == 0 ;; integer values
004D: jump_if_false Label084ECA
00D6: if 0
0038: $E0D == 1 ;; integer values
004D: jump_if_false Label084EA2
0372: set_actor $E09 anim 25 wait_state_time 1000 ms

:Label084EA2
00D6: if 21
0457: unknown_player $PLAYER_CHAR unknown_actor $E09
002A: 95 >= $E0C ;; integer values
004D: jump_if_false Label084EC3
0004: $E0E = 1 ;; integer values

:Label084EC3
0002: jump Label084EF1

:Label084ECA
00D6: if 0
0038: $E0D == 1 ;; integer values
004D: jump_if_false Label084EF1
0372: set_actor $E09 anim 0 wait_state_time 1 ms
053D: $E09
0004: $E0D = 0 ;; integer values

:Label084EF1
0051: return

:Label084EF3
00D6: if 0
0038: $E0E == 1 ;; integer values
004D: jump_if_false Label08693F
00D6: if 0
0038: $DBE == 0 ;; integer values
004D: jump_if_false Label08538D
00D6: if 0
0118: actor $DBD dead
004D: jump_if_false Label084F3C
000C: $E30 -= 1 ;; integer values
0004: $DBE = 1 ;; integer values
0002: jump Label08538D

:Label084F3C
00D6: if 0
0038: $DBF == 1 ;; integer values
004D: jump_if_false Label084F55
0008: $DC0 += 1 ;; integer values

:Label084F55
00D6: if 0
0028: $DC0 >= 100 ;; integer values
004D: jump_if_false Label084F6E
0004: $DBF = 0 ;; integer values

:Label084F6E
00D6: if 0
0038: $DC2 == 1 ;; integer values
004D: jump_if_false Label084F87
0008: $DC1 += 1 ;; integer values

:Label084F87
00D6: if 25
02B4: player $PLAYER_CHAR in_cube_on_foot 393.174 -470.686 10.0 386.992
-478.052 15.0 radius 8.2 sphere 0
02B4: player $PLAYER_CHAR in_cube_on_foot 389.12 -478.56 10.34 379.5 -489.4
14.0 radius 4.0 sphere 0
02B4: player $PLAYER_CHAR in_cube_on_foot 397.983 -479.156 10.0 394.546
-483.252 15.0 radius 3.3 sphere 0
02B4: player $PLAYER_CHAR in_cube_on_foot 401.651 -480.614 10.0 397.416
-485.66 15.0 radius 9.4 sphere 0
02B4: player $PLAYER_CHAR in_cube_on_foot 407.682 -480.576 10.0 405.289
-483.392 15.0 radius 4.8 sphere 0
02B4: player $PLAYER_CHAR in_cube_on_foot 389.12 -478.56 10.34 379.5 -489.4
14.0 radius 4.0 sphere 0
004D: jump_if_false Label08538D
00D6: if 0
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false Label08529B
00D6: if 0
00EA: player $PLAYER_CHAR 0 ()near_actor_on_foot $DBD radius 2.0 2.0
004D: jump_if_false Label0851B6
00D6: if 0
0038: $DC5 == 0 ;; integer values
004D: jump_if_false Label085104
01BE: set_actor $DBD to_look_at_spot $E10 $E11 $E12
01B2: give_actor $DBD weapon 23 ammo 30000 ;; Load the weapon model before using
this
011A: set_actor $DBD flags 1
0350: unknown_actor $DBD not_scared_flag 1
01CA: actor $DBD kill_player $PLAYER_CHAR
0004: $DC5 = 1 ;; integer values

:Label085104
00D6: if 0
0038: $DBF == 0 ;; integer values
004D: jump_if_false Label08511D
0004: $DC2 = 0 ;; integer values

:Label08511D
00D6: if 0
0038: $DC4 == 0 ;; integer values
004D: jump_if_false Label08513D
0004: $DC6 = 0 ;; integer values
0004: $DC4 = 1 ;; integer values

:Label08513D
00D6: if 0
0038: $DC4 == 1 ;; integer values
004D: jump_if_false Label085156
0008: $DC6 += 1 ;; integer values

:Label085156
00D6: if 0
0028: $DC6 >= 20 ;; integer values
004D: jump_if_false Label0851AF
00D6: if 0
0038: $DC3 == 0 ;; integer values
004D: jump_if_false Label0851AF
01BE: set_actor $DBD to_look_at_spot $E10 $E11 $E12
01B2: give_actor $DBD weapon 23 ammo 30000 ;; Load the weapon model before using
this
011A: set_actor $DBD flags 1
0350: unknown_actor $DBD not_scared_flag 1
01CA: actor $DBD kill_player $PLAYER_CHAR
0004: $DC3 = 1 ;; integer values

:Label0851AF
0002: jump Label085294

:Label0851B6
0004: $DC4 = 0 ;; integer values
00D6: if 0
0038: $DC3 == 1 ;; integer values
004D: jump_if_false Label0851E9
011C: actor $DBD clear_objective
01ED: reset_actor $DBD flags
01B2: give_actor $DBD weapon 23 ammo 0 ;; Load the weapon model before using
this
0004: $DC3 = 0 ;; integer values

:Label0851E9
00D6: if 0
0038: $DBF == 0 ;; integer values
004D: jump_if_false Label08522B
011C: actor $DBD clear_objective
01ED: reset_actor $DBD flags
0372: set_actor $DBD anim 14 wait_state_time 3000 ms
0004: $DC0 = 0 ;; integer values
0004: $DC1 = 0 ;; integer values
0004: $DC2 = 1 ;; integer values
0004: $DBF = 1 ;; integer values

:Label08522B
00D6: if 1
0038: $DBF == 1 ;; integer values
0028: $DC1 >= 30 ;; integer values
004D: jump_if_false Label085294
0372: set_actor $DBD anim 0 wait_state_time 0 ms
00D6: if 0
0038: $DC3 == 0 ;; integer values
004D: jump_if_false Label08527E
01BE: set_actor $DBD to_look_at_spot $E10 $E11 $E12
01B2: give_actor $DBD weapon 23 ammo 30000 ;; Load the weapon model before using
this
0004: $DC3 = 1 ;; integer values

:Label08527E
011A: set_actor $DBD flags 1
0350: unknown_actor $DBD not_scared_flag 1
01CA: actor $DBD kill_player $PLAYER_CHAR

:Label085294
0002: jump Label08538D

:Label08529B
00D6: if 0
0038: $DC5 == 0 ;; integer values
004D: jump_if_false Label0852E2
01BE: set_actor $DBD to_look_at_spot $E10 $E11 $E12
01B2: give_actor $DBD weapon 23 ammo 30000 ;; Load the weapon model before using
this
011A: set_actor $DBD flags 1
0350: unknown_actor $DBD not_scared_flag 1
01CA: actor $DBD kill_player $PLAYER_CHAR
0004: $DC5 = 1 ;; integer values

:Label0852E2
00D6: if 0
0038: $DBF == 0 ;; integer values
004D: jump_if_false Label0852FB
0004: $DC2 = 0 ;; integer values

:Label0852FB
00D6: if 0
0038: $DC4 == 0 ;; integer values
004D: jump_if_false Label08531B
0004: $DC6 = 0 ;; integer values
0004: $DC4 = 1 ;; integer values

:Label08531B
00D6: if 0
0038: $DC4 == 1 ;; integer values
004D: jump_if_false Label085334
0008: $DC6 += 1 ;; integer values

:Label085334
00D6: if 0
0028: $DC6 >= 20 ;; integer values
004D: jump_if_false Label08538D
00D6: if 0
0038: $DC3 == 0 ;; integer values
004D: jump_if_false Label08538D
01BE: set_actor $DBD to_look_at_spot $E10 $E11 $E12
01B2: give_actor $DBD weapon 23 ammo 30000 ;; Load the weapon model before using
this
011A: set_actor $DBD flags 1
0350: unknown_actor $DBD not_scared_flag 1
01CA: actor $DBD kill_player $PLAYER_CHAR
0004: $DC3 = 1 ;; integer values

:Label08538D
00D6: if 0
0038: $DC9 == 0 ;; integer values
004D: jump_if_false Label085837
00D6: if 0
0118: actor $DC8 dead
004D: jump_if_false Label0853C4
000C: $E30 -= 1 ;; integer values
0004: $DC9 = 1 ;; integer values
0002: jump Label085837

:Label0853C4
00D6: if 0
0038: $DCA == 1 ;; integer values
004D: jump_if_false Label0853DD
0008: $DCB += 1 ;; integer values

:Label0853DD
00D6: if 0
0028: $DCB >= 100 ;; integer values
004D: jump_if_false Label0853F6
0004: $DCA = 0 ;; integer values

:Label0853F6
00D6: if 0
0038: $DCD == 1 ;; integer values
004D: jump_if_false Label08540F
0008: $DCC += 1 ;; integer values

:Label08540F
00D6: if 25
02B4: player $PLAYER_CHAR in_cube_on_foot 393.174 -470.686 10.0 386.992
-478.052 15.0 radius 8.2 sphere 0
02B4: player $PLAYER_CHAR in_cube_on_foot 389.12 -478.56 10.34 379.5 -489.4
14.0 radius 4.0 sphere 0
02B4: player $PLAYER_CHAR in_cube_on_foot 397.983 -479.156 10.0 394.546
-483.252 15.0 radius 3.3 sphere 0
02B4: player $PLAYER_CHAR in_cube_on_foot 401.651 -480.614 10.0 397.416
-485.66 15.0 radius 9.4 sphere 0
02B4: player $PLAYER_CHAR in_cube_on_foot 407.682 -480.576 10.0 405.289
-483.392 15.0 radius 4.8 sphere 0
02B4: player $PLAYER_CHAR in_cube_on_foot 389.12 -478.56 10.34 379.5 -489.4
14.0 radius 4.0 sphere 0
004D: jump_if_false Label08581C
00D6: if 0
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false Label085723
00D6: if 0
00EA: player $PLAYER_CHAR 0 ()near_actor_on_foot $DC8 radius 2.0 2.0
004D: jump_if_false Label08563E
00D6: if 0
0038: $DD0 == 0 ;; integer values
004D: jump_if_false Label08558C
01BE: set_actor $DC8 to_look_at_spot $E10 $E11 $E12
01B2: give_actor $DC8 weapon 23 ammo 30000 ;; Load the weapon model before using
this
011A: set_actor $DC8 flags 1
0350: unknown_actor $DC8 not_scared_flag 1
01CA: actor $DC8 kill_player $PLAYER_CHAR
0004: $DD0 = 1 ;; integer values

:Label08558C
00D6: if 0
0038: $DCA == 0 ;; integer values
004D: jump_if_false Label0855A5
0004: $DCD = 0 ;; integer values

:Label0855A5
00D6: if 0
0038: $DCF == 0 ;; integer values
004D: jump_if_false Label0855C5
0004: $DD1 = 0 ;; integer values
0004: $DCF = 1 ;; integer values

:Label0855C5
00D6: if 0
0038: $DCF == 1 ;; integer values
004D: jump_if_false Label0855DE
0008: $DD1 += 1 ;; integer values

:Label0855DE
00D6: if 0
0028: $DD1 >= 20 ;; integer values
004D: jump_if_false Label085637
00D6: if 0
0038: $DCE == 0 ;; integer values
004D: jump_if_false Label085637
01BE: set_actor $DC8 to_look_at_spot $E10 $E11 $E12
01B2: give_actor $DC8 weapon 23 ammo 30000 ;; Load the weapon model before using
this
011A: set_actor $DC8 flags 1
0350: unknown_actor $DC8 not_scared_flag 1
01CA: actor $DC8 kill_player $PLAYER_CHAR
0004: $DCE = 1 ;; integer values

:Label085637
0002: jump Label08571C

:Label08563E
0004: $DCF = 0 ;; integer values
00D6: if 0
0038: $DCE == 1 ;; integer values
004D: jump_if_false Label085671
011C: actor $DC8 clear_objective
01ED: reset_actor $DC8 flags
01B2: give_actor $DC8 weapon 23 ammo 0 ;; Load the weapon model before using
this
0004: $DCE = 0 ;; integer values

:Label085671
00D6: if 0
0038: $DCA == 0 ;; integer values
004D: jump_if_false Label0856B3
011C: actor $DC8 clear_objective
01ED: reset_actor $DC8 flags
0372: set_actor $DC8 anim 14 wait_state_time 3000 ms
0004: $DCB = 0 ;; integer values
0004: $DCC = 0 ;; integer values
0004: $DCD = 1 ;; integer values
0004: $DCA = 1 ;; integer values

:Label0856B3
00D6: if 1
0038: $DCA == 1 ;; integer values
0028: $DCC >= 30 ;; integer values
004D: jump_if_false Label08571C
0372: set_actor $DC8 anim 0 wait_state_time 0 ms
00D6: if 0
0038: $DCE == 0 ;; integer values
004D: jump_if_false Label085706
01BE: set_actor $DC8 to_look_at_spot $E10 $E11 $E12
01B2: give_actor $DC8 weapon 23 ammo 30000 ;; Load the weapon model before using
this
0004: $DCE = 1 ;; integer values

:Label085706
011A: set_actor $DC8 flags 1
0350: unknown_actor $DC8 not_scared_flag 1
01CA: actor $DC8 kill_player $PLAYER_CHAR

:Label08571C
0002: jump Label085815

:Label085723
00D6: if 0
0038: $DD0 == 0 ;; integer values
004D: jump_if_false Label08576A
01BE: set_actor $DC8 to_look_at_spot $E10 $E11 $E12
01B2: give_actor $DC8 weapon 23 ammo 30000 ;; Load the weapon model before using
this
011A: set_actor $DC8 flags 1
0350: unknown_actor $DC8 not_scared_flag 1
01CA: actor $DC8 kill_player $PLAYER_CHAR
0004: $DD0 = 1 ;; integer values

:Label08576A
00D6: if 0
0038: $DCA == 0 ;; integer values
004D: jump_if_false Label085783
0004: $DCD = 0 ;; integer values

:Label085783
00D6: if 0
0038: $DCF == 0 ;; integer values
004D: jump_if_false Label0857A3
0004: $DD1 = 0 ;; integer values
0004: $DCF = 1 ;; integer values

:Label0857A3
00D6: if 0
0038: $DCF == 1 ;; integer values
004D: jump_if_false Label0857BC
0008: $DD1 += 1 ;; integer values

:Label0857BC
00D6: if 0
0028: $DD1 >= 20 ;; integer values
004D: jump_if_false Label085815
00D6: if 0
0038: $DCE == 0 ;; integer values
004D: jump_if_false Label085815
01BE: set_actor $DC8 to_look_at_spot $E10 $E11 $E12
01B2: give_actor $DC8 weapon 23 ammo 30000 ;; Load the weapon model before using
this
011A: set_actor $DC8 flags 1
0350: unknown_actor $DC8 not_scared_flag 1
01CA: actor $DC8 kill_player $PLAYER_CHAR
0004: $DCE = 1 ;; integer values

:Label085815
0002: jump Label085837

:Label08581C
00D6: if 0
0038: $E0E == 0 ;; integer values
004D: jump_if_false Label085837
0372: set_actor $DC8 anim 24 wait_state_time 10 ms

:Label085837
00D6: if 0
0038: $DD4 == 0 ;; integer values
004D: jump_if_false Label085CE1
00D6: if 0
0118: actor $DD3 dead
004D: jump_if_false Label08586E
000C: $E30 -= 1 ;; integer values
0004: $DD4 = 1 ;; integer values
0002: jump Label085CE1

:Label08586E
00D6: if 0
0038: $DD5 == 1 ;; integer values
004D: jump_if_false Label085887
0008: $DD6 += 1 ;; integer values

:Label085887
00D6: if 0
0028: $DD6 >= 50 ;; integer values
004D: jump_if_false Label0858A0
0004: $DD5 = 0 ;; integer values

:Label0858A0
00D6: if 0
0038: $DD8 == 1 ;; integer values
004D: jump_if_false Label0858B9
0008: $DD7 += 1 ;; integer values

:Label0858B9
00D6: if 25
02B4: player $PLAYER_CHAR in_cube_on_foot 393.174 -470.686 10.0 386.992
-478.052 15.0 radius 8.2 sphere 0
02B4: player $PLAYER_CHAR in_cube_on_foot 389.12 -478.56 10.34 379.5 -489.4
14.0 radius 4.0 sphere 0
02B4: player $PLAYER_CHAR in_cube_on_foot 397.983 -479.156 10.0 394.546
-483.252 15.0 radius 3.3 sphere 0
02B4: player $PLAYER_CHAR in_cube_on_foot 401.651 -480.614 10.0 397.416
-485.66 15.0 radius 9.4 sphere 0
02B4: player $PLAYER_CHAR in_cube_on_foot 407.682 -480.576 10.0 405.289
-483.392 15.0 radius 4.8 sphere 0
02B4: player $PLAYER_CHAR in_cube_on_foot 389.12 -478.56 10.34 379.5 -489.4
14.0 radius 4.0 sphere 0
004D: jump_if_false Label085CC6
00D6: if 0
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false Label085BCD
00D6: if 0
00EA: player $PLAYER_CHAR 0 ()near_actor_on_foot $DD3 radius 2.0 2.0
004D: jump_if_false Label085AE8
00D6: if 0
0038: $DDB == 0 ;; integer values
004D: jump_if_false Label085A36
01BE: set_actor $DD3 to_look_at_spot $E10 $E11 $E12
01B2: give_actor $DD3 weapon 23 ammo 30000 ;; Load the weapon model before using
this
011A: set_actor $DD3 flags 1
0350: unknown_actor $DD3 not_scared_flag 1
01CA: actor $DD3 kill_player $PLAYER_CHAR
0004: $DDB = 1 ;; integer values

:Label085A36
00D6: if 0
0038: $DD5 == 0 ;; integer values
004D: jump_if_false Label085A4F
0004: $DD8 = 0 ;; integer values

:Label085A4F
00D6: if 0
0038: $DDA == 0 ;; integer values
004D: jump_if_false Label085A6F
0004: $DDC = 0 ;; integer values
0004: $DDA = 1 ;; integer values

:Label085A6F
00D6: if 0
0038: $DDA == 1 ;; integer values
004D: jump_if_false Label085A88
0008: $DDC += 1 ;; integer values

:Label085A88
00D6: if 0
0028: $DDC >= 20 ;; integer values
004D: jump_if_false Label085AE1
00D6: if 0
0038: $DD9 == 0 ;; integer values
004D: jump_if_false Label085AE1
01BE: set_actor $DD3 to_look_at_spot $E10 $E11 $E12
01B2: give_actor $DD3 weapon 23 ammo 30000 ;; Load the weapon model before using
this
011A: set_actor $DD3 flags 1
0350: unknown_actor $DD3 not_scared_flag 1
01CA: actor $DD3 kill_player $PLAYER_CHAR
0004: $DD9 = 1 ;; integer values

:Label085AE1
0002: jump Label085BC6

:Label085AE8
0004: $DDA = 0 ;; integer values
00D6: if 0
0038: $DD9 == 1 ;; integer values
004D: jump_if_false Label085B1B
011C: actor $DD3 clear_objective
01ED: reset_actor $DD3 flags
01B2: give_actor $DD3 weapon 23 ammo 0 ;; Load the weapon model before using
this
0004: $DD9 = 0 ;; integer values

:Label085B1B
00D6: if 0
0038: $DD5 == 0 ;; integer values
004D: jump_if_false Label085B5D
011C: actor $DD3 clear_objective
01ED: reset_actor $DD3 flags
0372: set_actor $DD3 anim 14 wait_state_time 3000 ms
0004: $DD6 = 0 ;; integer values
0004: $DD7 = 0 ;; integer values
0004: $DD8 = 1 ;; integer values
0004: $DD5 = 1 ;; integer values

:Label085B5D
00D6: if 1
0038: $DD5 == 1 ;; integer values
0028: $DD7 >= 30 ;; integer values
004D: jump_if_false Label085BC6
0372: set_actor $DD3 anim 0 wait_state_time 0 ms
00D6: if 0
0038: $DD9 == 0 ;; integer values
004D: jump_if_false Label085BB0
01BE: set_actor $DD3 to_look_at_spot $E10 $E11 $E12
01B2: give_actor $DD3 weapon 23 ammo 30000 ;; Load the weapon model before using
this
0004: $DD9 = 1 ;; integer values

:Label085BB0
011A: set_actor $DD3 flags 1
0350: unknown_actor $DD3 not_scared_flag 1
01CA: actor $DD3 kill_player $PLAYER_CHAR

:Label085BC6
0002: jump Label085CBF

:Label085BCD
00D6: if 0
0038: $DDB == 0 ;; integer values
004D: jump_if_false Label085C14
01BE: set_actor $DD3 to_look_at_spot $E10 $E11 $E12
01B2: give_actor $DD3 weapon 23 ammo 30000 ;; Load the weapon model before using
this
011A: set_actor $DD3 flags 1
0350: unknown_actor $DD3 not_scared_flag 1
01CA: actor $DD3 kill_player $PLAYER_CHAR
0004: $DDB = 1 ;; integer values

:Label085C14
00D6: if 0
0038: $DD5 == 0 ;; integer values
004D: jump_if_false Label085C2D
0004: $DD8 = 0 ;; integer values

:Label085C2D
00D6: if 0
0038: $DDA == 0 ;; integer values
004D: jump_if_false Label085C4D
0004: $DDC = 0 ;; integer values
0004: $DDA = 1 ;; integer values

:Label085C4D
00D6: if 0
0038: $DDA == 1 ;; integer values
004D: jump_if_false Label085C66
0008: $DDC += 1 ;; integer values

:Label085C66
00D6: if 0
0028: $DDC >= 20 ;; integer values
004D: jump_if_false Label085CBF
00D6: if 0
0038: $DD9 == 0 ;; integer values
004D: jump_if_false Label085CBF
01BE: set_actor $DD3 to_look_at_spot $E10 $E11 $E12
01B2: give_actor $DD3 weapon 23 ammo 30000 ;; Load the weapon model before using
this
011A: set_actor $DD3 flags 1
0350: unknown_actor $DD3 not_scared_flag 1
01CA: actor $DD3 kill_player $PLAYER_CHAR
0004: $DD9 = 1 ;; integer values

:Label085CBF
0002: jump Label085CE1

:Label085CC6
00D6: if 0
0038: $E0E == 0 ;; integer values
004D: jump_if_false Label085CE1
0372: set_actor $DD3 anim 24 wait_state_time 10 ms

:Label085CE1
00D6: if 0
0038: $DDF == 0 ;; integer values
004D: jump_if_false Label0860DB
00D6: if 0
0118: actor $DDE dead
004D: jump_if_false Label085D18
000C: $E30 -= 1 ;; integer values
0004: $DDF = 1 ;; integer values
0002: jump Label0860DB

:Label085D18
00D6: if 0
0038: $DE0 == 1 ;; integer values
004D: jump_if_false Label085D31
0008: $DE1 += 1 ;; integer values

:Label085D31
00D6: if 0
0028: $DE1 >= 80 ;; integer values
004D: jump_if_false Label085D4A
0004: $DE0 = 0 ;; integer values

:Label085D4A
00D6: if 0
0038: $DE3 == 1 ;; integer values
004D: jump_if_false Label085D63
0008: $DE2 += 1 ;; integer values

:Label085D63
00D6: if 21
02B3: player $PLAYER_CHAR in_cube 368.888 -465.922 11.0 353.713 -484.155 20.0
radius 19.8 sphere 0
02B3: player $PLAYER_CHAR in_cube 378.554 -485.414 11.0 377.167 -487.068 15.0
radius 4.2 sphere 0
004D: jump_if_false Label0860C0
00D6: if 0
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false Label085FC7
00D6: if 0
00EA: player $PLAYER_CHAR 0 ()near_actor_on_foot $DDE radius 2.0 2.0
004D: jump_if_false Label085EEA
00D6: if 0
0038: $DE6 == 0 ;; integer values
004D: jump_if_false Label085E38
01BE: set_actor $DDE to_look_at_spot $E10 $E11 $E12
01B2: give_actor $DDE weapon 23 ammo 30000 ;; Load the weapon model before using
this
011A: set_actor $DDE flags 1
0350: unknown_actor $DDE not_scared_flag 1
01CA: actor $DDE kill_player $PLAYER_CHAR
0004: $DE6 = 1 ;; integer values

:Label085E38
00D6: if 0
0038: $DE0 == 0 ;; integer values
004D: jump_if_false Label085E51
0004: $DE3 = 0 ;; integer values

:Label085E51
00D6: if 0
0038: $DE5 == 0 ;; integer values
004D: jump_if_false Label085E71
0004: $DE7 = 0 ;; integer values
0004: $DE5 = 1 ;; integer values

:Label085E71
00D6: if 0
0038: $DE5 == 1 ;; integer values
004D: jump_if_false Label085E8A
0008: $DE7 += 1 ;; integer values

:Label085E8A
00D6: if 0
0028: $DE7 >= 20 ;; integer values
004D: jump_if_false Label085EE3
00D6: if 0
0038: $DE4 == 0 ;; integer values
004D: jump_if_false Label085EE3
01BE: set_actor $DDE to_look_at_spot $E10 $E11 $E12
01B2: give_actor $DDE weapon 23 ammo 30000 ;; Load the weapon model before using
this
011A: set_actor $DDE flags 1
0350: unknown_actor $DDE not_scared_flag 1
01CA: actor $DDE kill_player $PLAYER_CHAR
0004: $DE4 = 1 ;; integer values

:Label085EE3
0002: jump Label085FC0

:Label085EEA
0004: $DE5 = 0 ;; integer values
00D6: if 0
0038: $DE4 == 1 ;; integer values
004D: jump_if_false Label085F1D
011C: actor $DDE clear_objective
01ED: reset_actor $DDE flags
01B2: give_actor $DDE weapon 23 ammo 0 ;; Load the weapon model before using
this
0004: $DE4 = 0 ;; integer values

:Label085F1D
00D6: if 0
0038: $DE0 == 0 ;; integer values
004D: jump_if_false Label085F5F
011C: actor $DDE clear_objective
01ED: reset_actor $DDE flags
0372: set_actor $DDE anim 14 wait_state_time 3000 ms
0004: $DE1 = 0 ;; integer values
0004: $DE2 = 0 ;; integer values
0004: $DE3 = 1 ;; integer values
0004: $DE0 = 1 ;; integer values

:Label085F5F
00D6: if 1
0038: $DE0 == 1 ;; integer values
0028: $DE2 >= 30 ;; integer values
004D: jump_if_false Label085FC0
0372: set_actor $DDE anim 0 wait_state_time 0 ms
00D6: if 0
0038: $DE4 == 0 ;; integer values
004D: jump_if_false Label085FB2
01BE: set_actor $DDE to_look_at_spot $E10 $E11 $E12
01B2: give_actor $DDE weapon 23 ammo 30000 ;; Load the weapon model before using
this
0004: $DE4 = 1 ;; integer values

:Label085FB2
011A: set_actor $DDE flags 1
0350: unknown_actor $DDE not_scared_flag 1

:Label085FC0
0002: jump Label0860B9

:Label085FC7
00D6: if 0
0038: $DE6 == 0 ;; integer values
004D: jump_if_false Label08600E
01BE: set_actor $DDE to_look_at_spot $E10 $E11 $E12
01B2: give_actor $DDE weapon 23 ammo 30000 ;; Load the weapon model before using
this
011A: set_actor $DDE flags 1
0350: unknown_actor $DDE not_scared_flag 1
01CA: actor $DDE kill_player $PLAYER_CHAR
0004: $DE6 = 1 ;; integer values

:Label08600E
00D6: if 0
0038: $DE0 == 0 ;; integer values
004D: jump_if_false Label086027
0004: $DE3 = 0 ;; integer values

:Label086027
00D6: if 0
0038: $DE5 == 0 ;; integer values
004D: jump_if_false Label086047
0004: $DE7 = 0 ;; integer values
0004: $DE5 = 1 ;; integer values

:Label086047
00D6: if 0
0038: $DE5 == 1 ;; integer values
004D: jump_if_false Label086060
0008: $DE7 += 1 ;; integer values

:Label086060
00D6: if 0
0028: $DE7 >= 20 ;; integer values
004D: jump_if_false Label0860B9
00D6: if 0
0038: $DE4 == 0 ;; integer values
004D: jump_if_false Label0860B9
01BE: set_actor $DDE to_look_at_spot $E10 $E11 $E12
01B2: give_actor $DDE weapon 23 ammo 30000 ;; Load the weapon model before using
this
011A: set_actor $DDE flags 1
0350: unknown_actor $DDE not_scared_flag 1
01CA: actor $DDE kill_player $PLAYER_CHAR
0004: $DE4 = 1 ;; integer values

:Label0860B9
0002: jump Label0860DB

:Label0860C0
00D6: if 0
0038: $E0E == 0 ;; integer values
004D: jump_if_false Label0860DB
0372: set_actor $DDE anim 24 wait_state_time 10 ms

:Label0860DB
00D6: if 0
0038: $DEA == 0 ;; integer values
004D: jump_if_false Label086181
00D6: if 0
0118: actor $DE9 dead
004D: jump_if_false Label086112
000C: $E30 -= 1 ;; integer values
0004: $DEA = 1 ;; integer values
0002: jump Label086181

:Label086112
00D6: if 0
0038: $DEB == 0 ;; integer values
004D: jump_if_false Label086152
01B2: give_actor $DE9 weapon 23 ammo 30000 ;; Load the weapon model before using
this
009E: set_actor $DE9 path $E10 $E11 $E12 unknown .5 1
01CA: actor $DE9 kill_player $PLAYER_CHAR
0004: $DEB = 1 ;; integer values

:Label086152
00D6: if 0
0038: $E49 == 2 ;; integer values
004D: jump_if_false Label086181
009E: set_actor $DE9 path $E10 $E11 $E12 unknown .5 1
01CA: actor $DE9 kill_player $PLAYER_CHAR

:Label086181
00D6: if 0
0038: $DEE == 0 ;; integer values
004D: jump_if_false Label086601
00D6: if 0
0118: actor $DED dead
004D: jump_if_false Label0861B8
000C: $E30 -= 1 ;; integer values
0004: $DEE = 1 ;; integer values
0002: jump Label086601

:Label0861B8
00D6: if 0
0038: $DEF == 1 ;; integer values
004D: jump_if_false Label0861D1
0008: $DF0 += 1 ;; integer values

:Label0861D1
00D6: if 0
0028: $DF0 >= 80 ;; integer values
004D: jump_if_false Label0861EA
0004: $DEF = 0 ;; integer values

:Label0861EA
00D6: if 0
0038: $DF2 == 1 ;; integer values
004D: jump_if_false Label086203
0008: $DF1 += 1 ;; integer values

:Label086203
00D6: if 24
02B3: player $PLAYER_CHAR in_cube 387.811 -486.137 10.0 386.424 -487.79 15.0
radius 4.2 sphere 0
02B3: player $PLAYER_CHAR in_cube 395.032 -484.093 8.0 388.44 -491.948 15.0
radius 11.6 sphere 0
02B3: player $PLAYER_CHAR in_cube 396.233 -504.359 7.0 386.533 -496.22 15.0
radius 12.7 sphere 0
02B3: player $PLAYER_CHAR in_cube 393.073 -495.966 8.0 390.441 -499.103 15.0
radius 2.2 sphere 0
02B4: player $PLAYER_CHAR in_cube_on_foot 389.12 -478.56 10.34 379.5 -489.4
14.0 radius 4.0 sphere 0
004D: jump_if_false Label0865E6
00D6: if 0
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false Label0864ED
00D6: if 0
00EA: player $PLAYER_CHAR 0 ()near_actor_on_foot $DED radius 2.0 2.0
004D: jump_if_false Label086408
00D6: if 0
0038: $DF5 == 0 ;; integer values
004D: jump_if_false Label086356
01BE: set_actor $DED to_look_at_spot $E10 $E11 $E12
01B2: give_actor $DED weapon 23 ammo 30000 ;; Load the weapon model before using
this
011A: set_actor $DED flags 1
0350: unknown_actor $DED not_scared_flag 1
01CA: actor $DED kill_player $PLAYER_CHAR
0004: $DF5 = 1 ;; integer values

:Label086356
00D6: if 0
0038: $DEF == 0 ;; integer values
004D: jump_if_false Label08636F
0004: $DF2 = 0 ;; integer values

:Label08636F
00D6: if 0
0038: $DF4 == 0 ;; integer values
004D: jump_if_false Label08638F
0004: $DF6 = 0 ;; integer values
0004: $DF4 = 1 ;; integer values

:Label08638F
00D6: if 0
0038: $DF4 == 1 ;; integer values
004D: jump_if_false Label0863A8
0008: $DF6 += 1 ;; integer values

:Label0863A8
00D6: if 0
0028: $DF6 >= 20 ;; integer values
004D: jump_if_false Label086401
00D6: if 0
0038: $DF3 == 0 ;; integer values
004D: jump_if_false Label086401
01BE: set_actor $DED to_look_at_spot $E10 $E11 $E12
01B2: give_actor $DED weapon 23 ammo 30000 ;; Load the weapon model before using
this
011A: set_actor $DED flags 1
0350: unknown_actor $DED not_scared_flag 1
01CA: actor $DED kill_player $PLAYER_CHAR
0004: $DF3 = 1 ;; integer values

:Label086401
0002: jump Label0864E6

:Label086408
0004: $DF4 = 0 ;; integer values
00D6: if 0
0038: $DF3 == 1 ;; integer values
004D: jump_if_false Label08643B
011C: actor $DED clear_objective
01ED: reset_actor $DED flags
01B2: give_actor $DED weapon 23 ammo 0 ;; Load the weapon model before using
this
0004: $DF3 = 0 ;; integer values

:Label08643B
00D6: if 0
0038: $DEF == 0 ;; integer values
004D: jump_if_false Label08647D
011C: actor $DED clear_objective
01ED: reset_actor $DED flags
0372: set_actor $DED anim 14 wait_state_time 3000 ms
0004: $DF0 = 0 ;; integer values
0004: $DF1 = 0 ;; integer values
0004: $DF2 = 1 ;; integer values
0004: $DEF = 1 ;; integer values

:Label08647D
00D6: if 1
0038: $DEF == 1 ;; integer values
0028: $DF1 >= 30 ;; integer values
004D: jump_if_false Label0864E6
0372: set_actor $DED anim 0 wait_state_time 0 ms
00D6: if 0
0038: $DF3 == 0 ;; integer values
004D: jump_if_false Label0864D0
01BE: set_actor $DED to_look_at_spot $E10 $E11 $E12
01B2: give_actor $DED weapon 23 ammo 30000 ;; Load the weapon model before using
this
0004: $DF3 = 1 ;; integer values

:Label0864D0
011A: set_actor $DED flags 1
0350: unknown_actor $DED not_scared_flag 1
01CA: actor $DED kill_player $PLAYER_CHAR

:Label0864E6
0002: jump Label0865DF

:Label0864ED
00D6: if 0
0038: $DF5 == 0 ;; integer values
004D: jump_if_false Label086534
01BE: set_actor $DED to_look_at_spot $E10 $E11 $E12
01B2: give_actor $DED weapon 23 ammo 30000 ;; Load the weapon model before using
this
011A: set_actor $DED flags 1
01CA: actor $DED kill_player $PLAYER_CHAR
0350: unknown_actor $DED not_scared_flag 1
0004: $DF5 = 1 ;; integer values

:Label086534
00D6: if 0
0038: $DEF == 0 ;; integer values
004D: jump_if_false Label08654D
0004: $DF2 = 0 ;; integer values

:Label08654D
00D6: if 0
0038: $DF4 == 0 ;; integer values
004D: jump_if_false Label08656D
0004: $DF6 = 0 ;; integer values
0004: $DF4 = 1 ;; integer values

:Label08656D
00D6: if 0
0038: $DF4 == 1 ;; integer values
004D: jump_if_false Label086586
0008: $DF6 += 1 ;; integer values

:Label086586
00D6: if 0
0028: $DF6 >= 20 ;; integer values
004D: jump_if_false Label0865DF
00D6: if 0
0038: $DF3 == 0 ;; integer values
004D: jump_if_false Label0865DF
01BE: set_actor $DED to_look_at_spot $E10 $E11 $E12
01B2: give_actor $DED weapon 23 ammo 30000 ;; Load the weapon model before using
this
011A: set_actor $DED flags 1
0350: unknown_actor $DED not_scared_flag 1
01CA: actor $DED kill_player $PLAYER_CHAR
0004: $DF3 = 1 ;; integer values

:Label0865DF
0002: jump Label086601

:Label0865E6
00D6: if 0
0038: $E0E == 0 ;; integer values
004D: jump_if_false Label086601
0372: set_actor $DED anim 24 wait_state_time 10 ms

:Label086601
00D6: if 0
0038: $DF9 == 0 ;; integer values
004D: jump_if_false Label0866A7
00D6: if 0
0118: actor $DF8 dead
004D: jump_if_false Label086638
000C: $E30 -= 1 ;; integer values
0004: $DF9 = 1 ;; integer values
0002: jump Label0866A7

:Label086638
00D6: if 0
0038: $DFA == 0 ;; integer values
004D: jump_if_false Label086678
01B2: give_actor $DF8 weapon 23 ammo 30000 ;; Load the weapon model before using
this
009E: set_actor $DF8 path $E10 $E11 $E12 unknown .5 1
01CA: actor $DF8 kill_player $PLAYER_CHAR
0004: $DFA = 1 ;; integer values

:Label086678
00D6: if 0
0038: $E49 == 2 ;; integer values
004D: jump_if_false Label0866A7
009E: set_actor $DF8 path $E10 $E11 $E12 unknown .5 1
01CA: actor $DF8 kill_player $PLAYER_CHAR

:Label0866A7
00D6: if 0
0038: $DFE == 0 ;; integer values
004D: jump_if_false Label08674D
00D6: if 0
0118: actor $DFD dead
004D: jump_if_false Label0866DE
000C: $E30 -= 1 ;; integer values
0004: $DFE = 1 ;; integer values
0002: jump Label08674D

:Label0866DE
00D6: if 0
0038: $DFF == 0 ;; integer values
004D: jump_if_false Label08671E
01B2: give_actor $DFD weapon 23 ammo 30000 ;; Load the weapon model before using
this
009E: set_actor $DFD path $E10 $E11 $E12 unknown .5 1
01CA: actor $DFD kill_player $PLAYER_CHAR
0004: $DFF = 1 ;; integer values

:Label08671E
00D6: if 0
0038: $E49 == 2 ;; integer values
004D: jump_if_false Label08674D
009E: set_actor $DFD path $E10 $E11 $E12 unknown .5 1
01CA: actor $DFD kill_player $PLAYER_CHAR

:Label08674D
00D6: if 0
0038: $E02 == 0 ;; integer values
004D: jump_if_false Label0867F3
00D6: if 0
0118: actor $E01 dead
004D: jump_if_false Label086784
000C: $E30 -= 1 ;; integer values
0004: $E02 = 1 ;; integer values
0002: jump Label0867F3

:Label086784
00D6: if 0
0038: $E03 == 0 ;; integer values
004D: jump_if_false Label0867C4
01B2: give_actor $E01 weapon 23 ammo 30000 ;; Load the weapon model before using
this
009E: set_actor $E01 path $E10 $E11 $E12 unknown .5 1
01CA: actor $E01 kill_player $PLAYER_CHAR
0004: $E03 = 1 ;; integer values

:Label0867C4
00D6: if 0
0038: $E49 == 2 ;; integer values
004D: jump_if_false Label0867F3
009E: set_actor $E01 path $E10 $E11 $E12 unknown .5 1
01CA: actor $E01 kill_player $PLAYER_CHAR

:Label0867F3
00D6: if 0
0038: $E06 == 0 ;; integer values
004D: jump_if_false Label086899
00D6: if 0
0118: actor $E05 dead
004D: jump_if_false Label08682A
000C: $E30 -= 1 ;; integer values
0004: $E06 = 1 ;; integer values
0002: jump Label086899
:Label08682A
00D6: if 0
0038: $E07 == 0 ;; integer values
004D: jump_if_false Label08686A
01B2: give_actor $E05 weapon 23 ammo 30000 ;; Load the weapon model before using
this
009E: set_actor $E05 path $E10 $E11 $E12 unknown .5 1
01CA: actor $E05 kill_player $PLAYER_CHAR
0004: $E07 = 1 ;; integer values

:Label08686A
00D6: if 0
0038: $E49 == 2 ;; integer values
004D: jump_if_false Label086899
009E: set_actor $E05 path $E10 $E11 $E12 unknown .5 1
01CA: actor $E05 kill_player $PLAYER_CHAR

:Label086899
00D6: if 0
0038: $E0A == 0 ;; integer values
004D: jump_if_false Label08693F
00D6: if 0
0118: actor $E09 dead
004D: jump_if_false Label0868D0
000C: $E30 -= 1 ;; integer values
0004: $E0A = 1 ;; integer values
0002: jump Label08693F

:Label0868D0
00D6: if 0
0038: $E0B == 0 ;; integer values
004D: jump_if_false Label086910
01B2: give_actor $E09 weapon 23 ammo 30000 ;; Load the weapon model before using
this
009E: set_actor $E09 path $E10 $E11 $E12 unknown .5 1
01CA: actor $E09 kill_player $PLAYER_CHAR
0004: $E0B = 1 ;; integer values

:Label086910
00D6: if 0
0038: $E49 == 2 ;; integer values
004D: jump_if_false Label08693F
009E: set_actor $E09 path $E10 $E11 $E12 unknown .5 1
01CA: actor $E09 kill_player $PLAYER_CHAR

:Label08693F
00D6: if 0
0038: $E49 == 2 ;; integer values
004D: jump_if_false Label086958
0004: $E49 = 0 ;; integer values

:Label086958
0051: return

:Label08695A
00D6: if 0
0038: $E16 == 0 ;; integer values
004D: jump_if_false Label086A0E
00D6: if 0
00F6: player $PLAYER_CHAR 0 ()near_point_on_foot 385.13 -509.0 8.0 radius .5
.5 3.0
004D: jump_if_false Label0869CB
00D6: if 0
0038: $E4E == 0 ;; integer values
004D: jump_if_false Label0869C4
00BC: text_highpriority "BJM1_23" 5000 ms 1 ;; ~g~You need to get the key card
first!
0004: $E4E = 1 ;; integer values

:Label0869C4
0002: jump Label0869D2

:Label0869CB
0004: $E4E = 0 ;; integer values

:Label0869D2
00D6: if 0
0214: pickup $E14 picked_up
004D: jump_if_false Label086A07
0164: disable_marker $E15
03BC: $E35 = create_sphere 385.13 -509.0 8.0 1.0
0004: $E16 = 1 ;; integer values

:Label086A07
0002: jump Label087294

:Label086A0E
00D6: if 0
0038: $E18 == 0 ;; integer values
004D: jump_if_false Label087294
00D6: if 0
00F9: player $PLAYER_CHAR stopped 0 ()near_point_on_foot 385.13 -509.0 8.0
radius .5 .5 3.0
004D: jump_if_false Label087294
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)
0470: $E50 = actor $PLAYER_ACTOR armed_weapon unknown
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0
03BD: destroy_sphere $E35
0395: clear_area 0 at 387.22 -506.517 range 9.194 1.0
015F: set_camera_position 387.22 -506.517 9.194 0.0 0.0 0.0
0160: point_camera 386.633 -507.287 9.43 2
01BE: set_actor $PLAYER_ACTOR to_look_at_spot 384.932 -510.077 9.848
0372: set_actor $PLAYER_ACTOR anim 25 wait_state_time 100000 ms
0006: 16@ = 0 ;; integer values

:Label086AEF
00D6: if 0
001B: 3000 > 16@ ;; integer values
004D: jump_if_false Label086B63
0001: wait 0 ms
00D6: if 0
0118: actor $DB6 dead
004D: jump_if_false Label086B1D
0004: $E33 = 1 ;; integer values
:Label086B1D
00D6: if 0
0029: 16@ >= 2000 ;; integer values
004D: jump_if_false Label086B5C
00D6: if 0
0038: $E52 == 0 ;; integer values
004D: jump_if_false Label086B5C
018C: play_sound 18 at 384.932 -510.077 9.848
0004: $E52 = 1 ;; integer values

:Label086B5C
0002: jump Label086AEF

:Label086B63
053D: $PLAYER_ACTOR
0160: point_camera 386.25 -506.384 9.373 2
03CF: load_wav "BNK1_7" as 1
03CF: load_wav "BNK1_10" as 2
00D6: if 0
0038: $E17 == 0 ;; integer values
004D: jump_if_false Label086C92

:Label086BA5
00D6: if 22
834E: NOT unknown_move_object $711 to 383.252 -506.903 9.68 unknown_angle .01
.01 0.0 0
83D0: NOT wav 1 loaded
83D0: NOT wav 2 loaded
004D: jump_if_false Label086C5A
0001: wait 0 ms
00D6: if 0
0038: $E37 == 0 ;; integer values
004D: jump_if_false Label086C0D
018C: play_sound 3 at 383.252 -506.903 9.68
0004: $E37 = 1 ;; integer values

:Label086C0D
00D6: if 0
0038: $E37 == 1 ;; integer values
004D: jump_if_false Label086C3C
018D: $E51 = create_sound 2 at 383.252 -506.903 9.68
0004: $E37 = 2 ;; integer values

:Label086C3C
00D6: if 0
0118: actor $DB6 dead
004D: jump_if_false Label086C53
0004: $E33 = 1 ;; integer values

:Label086C53
0002: jump Label086BA5

:Label086C5A
018E: stop_sound $E51
00D6: if 0
0038: $E37 == 2 ;; integer values
004D: jump_if_false Label086C8B
018C: play_sound 3 at 383.252 -506.903 9.68
0004: $E37 = 3 ;; integer values
:Label086C8B
0004: $E17 = 1 ;; integer values

:Label086C92
0211: actor $PLAYER_ACTOR walk_to 384.12 -507.38
0006: 16@ = 0 ;; integer values
00D6: if 0
8118: NOT actor $DB6 dead
004D: jump_if_false Label086CD7
0372: set_actor $DB6 anim 0 wait_state_time 1 ms
0211: actor $DB6 walk_to 383.523 -505.34
0002: jump Label086CDE

:Label086CD7
0004: $E33 = 1 ;; integer values

:Label086CDE
00D6: if 0
80ED: NOT actor $PLAYER_ACTOR 0 ()near_point_on_foot 384.12 -507.38 radius .
5 .5
004D: jump_if_false Label086D73
0001: wait 0 ms
00D6: if 0
0118: actor $DB6 dead
004D: jump_if_false Label086D1F
0004: $E33 = 1 ;; integer values

:Label086D1F
00D6: if 0
0019: 16@ > 8000 ;; integer values
004D: jump_if_false Label086D6C
00D6: if 0
80ED: NOT actor $PLAYER_ACTOR 0 ()near_point_on_foot 384.12 -507.38 radius .
5 .5
004D: jump_if_false Label086D6C
00A1: put_actor $PLAYER_ACTOR at 384.12 -507.38 8.4

:Label086D6C
0002: jump Label086CDE

:Label086D73
0006: 17@ = 0 ;; integer values

:Label086D7A
00D6: if 0
80ED: NOT actor $DB6 0 ()near_point_on_foot 383.523 -505.34 radius .5 .5
004D: jump_if_false Label086E16
0001: wait 0 ms
00D6: if 0
0118: actor $DB6 dead
004D: jump_if_false Label086DC2
0004: $E33 = 1 ;; integer values
0002: jump Label086E0F

:Label086DC2
00D6: if 0
0019: 17@ > 8000 ;; integer values
004D: jump_if_false Label086E0F
00D6: if 0
80ED: NOT actor $DB6 0 ()near_point_on_foot 383.523 -505.34 radius .5 .5
004D: jump_if_false Label086E0F
00A1: put_actor $DB6 at 383.523 -505.34 8.4

:Label086E0F
0002: jump Label086D7A

:Label086E16
020E: actor $PLAYER_ACTOR look_at_actor $DB6
03D1: play_wav 1
00BC: text_highpriority "BNK1_7" 5000 ms 1 ;; Cam Jones?
0372: set_actor $PLAYER_ACTOR anim 19 wait_state_time 1000000 ms

:Label086E3D
00D6: if 0
83D2: NOT wav 1 ended
004D: jump_if_false Label086E6E
0001: wait 0 ms
00D6: if 0
0118: actor $DB6 dead
004D: jump_if_false Label086E67
0004: $E33 = 1 ;; integer values

:Label086E67
0002: jump Label086E3D

:Label086E6E
03D5: remove_text "BNK1_7" ;; Cam Jones?
0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 1 ms
03CF: load_wav "BNK1_8" as 1
03D1: play_wav 2
00BC: text_highpriority "BNK1_10" 10000 ms 1 ;; Yeah, that's me..
00D6: if 0
8118: NOT actor $DB6 dead
004D: jump_if_false Label086EC3
0372: set_actor $DB6 anim 19 wait_state_time 1000000 ms
0002: jump Label086ECA

:Label086EC3
0004: $E33 = 1 ;; integer values

:Label086ECA
00D6: if 21
83D2: NOT wav 2 ended
83D0: NOT wav 1 loaded
004D: jump_if_false Label086EFF
0001: wait 0 ms
00D6: if 0
0118: actor $DB6 dead
004D: jump_if_false Label086EF8
0004: $E33 = 1 ;; integer values

:Label086EF8
0002: jump Label086ECA

:Label086EFF
03D5: remove_text "BNK1_10" ;; Yeah, that's me..
00D6: if 0
8118: NOT actor $DB6 dead
004D: jump_if_false Label086F29
0372: set_actor $DB6 anim 0 wait_state_time 1 ms
0002: jump Label086F30

:Label086F29
0004: $E33 = 1 ;; integer values

:Label086F30
03CF: load_wav "BNK1_11" as 2
03D1: play_wav 1
00BC: text_highpriority "BNK1_8" 10000 ms 1 ;; I'm busting you out!
0372: set_actor $PLAYER_ACTOR anim 19 wait_state_time 1000000 ms

:Label086F5B
00D6: if 21
83D2: NOT wav 1 ended
83D0: NOT wav 2 loaded
004D: jump_if_false Label086F90
0001: wait 0 ms
00D6: if 0
0118: actor $DB6 dead
004D: jump_if_false Label086F89
0004: $E33 = 1 ;; integer values

:Label086F89
0002: jump Label086F5B

:Label086F90
03D5: remove_text "BNK1_8" ;; I'm busting you out!
0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 1 ms
03D1: play_wav 2
00BC: text_highpriority "BNK1_11" 10000 ms 1 ;; Whatever you say!
00D6: if 0
8118: NOT actor $DB6 dead
004D: jump_if_false Label086FD9
0372: set_actor $DB6 anim 19 wait_state_time 1000000 ms
0002: jump Label086FE0

:Label086FD9
0004: $E33 = 1 ;; integer values

:Label086FE0
00D6: if 0
83D2: NOT wav 2 ended
004D: jump_if_false Label087011
0001: wait 0 ms
00D6: if 0
0118: actor $DB6 dead
004D: jump_if_false Label08700A
0004: $E33 = 1 ;; integer values

:Label08700A
0002: jump Label086FE0

:Label087011
03D5: remove_text "BNK1_11" ;; Whatever you say!
00D6: if 0
8118: NOT actor $DB6 dead
004D: jump_if_false Label08703B
0372: set_actor $DB6 anim 0 wait_state_time 1 ms
0002: jump Label087042

:Label08703B
0004: $E33 = 1 ;; integer values

:Label087042
0395: clear_area 0 at 389.95 -503.077 range 9.114 1.0
015F: set_camera_position 389.95 -503.077 9.114 0.0 0.0 0.0
0160: point_camera 389.151 -503.666 9.229 2
0211: actor $PLAYER_ACTOR walk_to 387.64 -505.7
0006: 17@ = 0 ;; integer values

:Label0870A3
00D6: if 0
001B: 750 > 17@ ;; integer values
004D: jump_if_false Label0870D8
0001: wait 0 ms
00D6: if 0
0118: actor $DB6 dead
004D: jump_if_false Label0870D1
0004: $E33 = 1 ;; integer values

:Label0870D1
0002: jump Label0870A3

:Label0870D8
00D6: if 0
8118: NOT actor $DB6 dead
004D: jump_if_false Label0870F7
0211: actor $DB6 walk_to 385.48 -506.76

:Label0870F7
0006: 16@ = 0 ;; integer values

:Label0870FE
00D6: if 0
80ED: NOT actor $PLAYER_ACTOR 0 ()near_point_on_foot 387.64 -505.7 radius .5
.5
004D: jump_if_false Label087193
0001: wait 0 ms
00D6: if 0
0118: actor $DB6 dead
004D: jump_if_false Label08713F
0004: $E33 = 1 ;; integer values

:Label08713F
00D6: if 0
0019: 16@ > 5000 ;; integer values
004D: jump_if_false Label08718C
00D6: if 0
80ED: NOT actor $PLAYER_ACTOR 0 ()near_point_on_foot 387.64 -505.7 radius .5
.5
004D: jump_if_false Label08718C
00A1: put_actor $PLAYER_ACTOR at 387.64 -505.7 8.41

:Label08718C
0002: jump Label0870FE
:Label087193
0006: 17@ = 0 ;; integer values

:Label08719A
00D6: if 0
80ED: NOT actor $DB6 0 ()near_point_on_foot 385.48 -506.76 radius .5 .5
004D: jump_if_false Label087236
0001: wait 0 ms
00D6: if 0
0118: actor $DB6 dead
004D: jump_if_false Label0871E2
0004: $E33 = 1 ;; integer values
0002: jump Label08722F

:Label0871E2
00D6: if 0
0019: 17@ > 5000 ;; integer values
004D: jump_if_false Label08722F
00D6: if 0
80ED: NOT actor $PLAYER_ACTOR 0 ()near_point_on_foot 385.48 -506.76 radius .
5 .5
004D: jump_if_false Label08722F
00A1: put_actor $PLAYER_ACTOR at 385.48 -506.76 8.41

:Label08722F
0002: jump Label08719A

:Label087236
0173: set_actor $PLAYER_ACTOR z_angle_to 333.85
00D6: if 0
8118: NOT actor $DB6 dead
004D: jump_if_false Label087261
0173: set_actor $DB6 z_angle_to 333.85
0002: jump Label087268

:Label087261
0004: $E33 = 1 ;; integer values

:Label087268
01B9: set_actor $PLAYER_ACTOR armed_weapon_to $E50
02A3: toggle_widescreen 0 (off)
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 (false)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 (false)
03C8: rotate_player-180-degrees
02EB: restore_camera_with_jumpcut
0004: $E18 = 1 ;; integer values

:Label087294
0051: return

:Label087296
00D6: if 0
0038: $E19 == 0 ;; integer values
004D: jump_if_false Label08788F
00D6: if 25
02B4: player $PLAYER_CHAR in_cube_on_foot 393.174 -470.686 10.0 386.992
-478.052 15.0 radius 8.2 sphere 0
02B4: player $PLAYER_CHAR in_cube_on_foot 389.12 -478.56 10.34 379.5 -489.4
14.0 radius 4.0 sphere 0
02B4: player $PLAYER_CHAR in_cube_on_foot 397.983 -479.156 10.0 394.546
-483.252 15.0 radius 3.3 sphere 0
02B4: player $PLAYER_CHAR in_cube_on_foot 401.651 -480.614 10.0 397.416
-485.66 15.0 radius 9.4 sphere 0
02B4: player $PLAYER_CHAR in_cube_on_foot 407.682 -480.576 10.0 405.289
-483.392 15.0 radius 4.8 sphere 0
02B4: player $PLAYER_CHAR in_cube_on_foot 389.12 -478.56 10.34 379.5 -489.4
14.0 radius 4.0 sphere 0
004D: jump_if_false Label08759F
00D6: if 1
82D7: NOT player $PLAYER_CHAR currentweapon == 0
82D7: NOT player $PLAYER_CHAR currentweapon == 1
004D: jump_if_false Label08758A
00D6: if 0
0038: $E36 == 0 ;; integer values
004D: jump_if_false Label0873ED
03CF: load_wav "BJM1_20" as 1
0004: $E36 = 1 ;; integer values

:Label0873ED
00D6: if 0
0038: $E36 == 1 ;; integer values
004D: jump_if_false Label087415
00D6: if 0
03D0: wav 1 loaded
004D: jump_if_false Label087415
0004: $E36 = 2 ;; integer values

:Label087415
00D6: if 0
0038: $E36 == 2 ;; integer values
004D: jump_if_false Label087441
03D1: play_wav 1
00BC: text_highpriority "BJM1_20" 5000 ms 1 ;; Put the weapon away or face the
consequences!
0004: $E36 = 3 ;; integer values

:Label087441
00D6: if 0
0038: $E36 == 3 ;; integer values
004D: jump_if_false Label087473
00D6: if 0
03D2: wav 1 ended
004D: jump_if_false Label087473
03D5: remove_text "BJM1_20" ;; Put the weapon away or face the consequences!
0004: $E36 = 4 ;; integer values

:Label087473
00D6: if 0
0038: $E36 == 4 ;; integer values
004D: jump_if_false Label087493
0006: 17@ = 0 ;; integer values
0004: $E36 = 5 ;; integer values

:Label087493
00D6: if 0
0038: $E36 == 5 ;; integer values
004D: jump_if_false Label0874DD
00D6: if 0
0029: 17@ >= 4000 ;; integer values
004D: jump_if_false Label0874DD
00D6: if 0
0038: $E1B == 0 ;; integer values
004D: jump_if_false Label0874DD
03CF: load_wav "BJM1_4" as 2
0004: $E1B = 1 ;; integer values

:Label0874DD
00D6: if 0
0038: $E1B == 1 ;; integer values
004D: jump_if_false Label087505
00D6: if 0
03D0: wav 2 loaded
004D: jump_if_false Label087505
0004: $E1B = 2 ;; integer values

:Label087505
00D6: if 0
0038: $E1B == 2 ;; integer values
004D: jump_if_false Label087531
03D1: play_wav 2
00BC: text_highpriority "BJM1_4" 5000 ms 1 ;; He's armed! Kill him!
0004: $E1B = 3 ;; integer values

:Label087531
00D6: if 0
0038: $E1B == 3 ;; integer values
004D: jump_if_false Label087563
00D6: if 0
03D2: wav 2 ended
004D: jump_if_false Label087563
03D5: remove_text "BJM1_4" ;; He's armed! Kill him!
0004: $E1B = 4 ;; integer values

:Label087563
00D6: if 0
0038: $E1B == 4 ;; integer values
004D: jump_if_false Label087583
0004: $E1A = 1 ;; integer values
0004: $E1B = 5 ;; integer values

:Label087583
0002: jump Label08759F

:Label08758A
0004: $E1B = 0 ;; integer values
0004: $E36 = 0 ;; integer values
0004: $E1A = 0 ;; integer values

:Label08759F
00D6: if 25
02B4: player $PLAYER_CHAR in_cube_on_foot 387.811 -486.137 10.0 386.424
-487.79 15.0 radius 4.2 sphere 0
02B4: player $PLAYER_CHAR in_cube_on_foot 393.073 -495.966 8.0 390.441
-499.103 15.0 radius 2.2 sphere 0
02B4: player $PLAYER_CHAR in_cube_on_foot 378.554 -485.414 11.0 377.167
-487.068 15.0 radius 4.2 sphere 0
02B4: player $PLAYER_CHAR in_cube_on_foot 395.032 -484.093 8.0 388.44 -491.948
15.0 radius 11.6 sphere 0
02B4: player $PLAYER_CHAR in_cube_on_foot 396.233 -504.359 7.0 386.533 -496.22
15.0 radius 12.7 sphere 0
02B4: player $PLAYER_CHAR in_cube_on_foot 368.888 -465.922 11.0 353.713
-484.155 20.0 radius 19.8 sphere 0
004D: jump_if_false Label08788F
00D6: if 0
82D7: NOT player $PLAYER_CHAR currentweapon == 0
004D: jump_if_false Label08787A
00D6: if 0
0038: $E36 == 0 ;; integer values
004D: jump_if_false Label0876DD
03CF: load_wav "BJM1_20" as 1
0004: $E36 = 1 ;; integer values

:Label0876DD
00D6: if 0
0038: $E36 == 1 ;; integer values
004D: jump_if_false Label087705
00D6: if 0
03D0: wav 1 loaded
004D: jump_if_false Label087705
0004: $E36 = 2 ;; integer values

:Label087705
00D6: if 0
0038: $E36 == 2 ;; integer values
004D: jump_if_false Label087731
03D1: play_wav 1
00BC: text_highpriority "BJM1_20" 5000 ms 1 ;; Put the weapon away or face the
consequences!
0004: $E36 = 3 ;; integer values

:Label087731
00D6: if 0
0038: $E36 == 3 ;; integer values
004D: jump_if_false Label087763
00D6: if 0
03D2: wav 1 ended
004D: jump_if_false Label087763
03D5: remove_text "BJM1_20" ;; Put the weapon away or face the consequences!
0004: $E36 = 4 ;; integer values

:Label087763
00D6: if 0
0038: $E36 == 4 ;; integer values
004D: jump_if_false Label087783
0006: 17@ = 0 ;; integer values
0004: $E36 = 5 ;; integer values

:Label087783
00D6: if 0
0038: $E36 == 5 ;; integer values
004D: jump_if_false Label0877CD
00D6: if 0
0029: 17@ >= 4000 ;; integer values
004D: jump_if_false Label0877CD
00D6: if 0
0038: $E1B == 0 ;; integer values
004D: jump_if_false Label0877CD
03CF: load_wav "BJM1_4" as 2
0004: $E1B = 1 ;; integer values

:Label0877CD
00D6: if 0
0038: $E1B == 1 ;; integer values
004D: jump_if_false Label0877F5
00D6: if 0
03D0: wav 2 loaded
004D: jump_if_false Label0877F5
0004: $E1B = 2 ;; integer values

:Label0877F5
00D6: if 0
0038: $E1B == 2 ;; integer values
004D: jump_if_false Label087821
03D1: play_wav 2
00BC: text_highpriority "BJM1_4" 5000 ms 1 ;; He's armed! Kill him!
0004: $E1B = 3 ;; integer values

:Label087821
00D6: if 0
0038: $E1B == 3 ;; integer values
004D: jump_if_false Label087853
00D6: if 0
03D2: wav 2 ended
004D: jump_if_false Label087853
03D5: remove_text "BJM1_4" ;; He's armed! Kill him!
0004: $E1B = 4 ;; integer values

:Label087853
00D6: if 0
0038: $E1B == 4 ;; integer values
004D: jump_if_false Label087873
0004: $E1A = 1 ;; integer values
0004: $E1B = 5 ;; integer values

:Label087873
0002: jump Label08788F

:Label08787A
0004: $E1B = 0 ;; integer values
0004: $E36 = 0 ;; integer values
0004: $E1A = 0 ;; integer values

:Label08788F
0051: return

:Label087891
00D6: if 0
0038: $E19 == 0 ;; integer values
004D: jump_if_false Label087ADC
00D6: if 0
02B4: player $PLAYER_CHAR in_cube_on_foot 389.12 -478.56 10.34 379.5 -489.4
14.0 radius 4.0 sphere 0
004D: jump_if_false Label0878F1
00D6: if 0
0038: $E1D == 0 ;; integer values
004D: jump_if_false Label0878F1
0004: $E1D = 1 ;; integer values

:Label0878F1
00D6: if 25
02B4: player $PLAYER_CHAR in_cube_on_foot 387.811 -486.137 10.0 386.424
-487.79 15.0 radius 4.2 sphere 0
02B4: player $PLAYER_CHAR in_cube_on_foot 393.073 -495.966 8.0 390.441
-499.103 15.0 radius 2.2 sphere 0
02B4: player $PLAYER_CHAR in_cube_on_foot 378.554 -485.414 11.0 377.167
-487.068 15.0 radius 4.2 sphere 0
02B4: player $PLAYER_CHAR in_cube_on_foot 395.032 -484.093 8.0 388.44 -491.948
15.0 radius 11.6 sphere 0
02B4: player $PLAYER_CHAR in_cube_on_foot 396.233 -504.359 7.0 386.533 -496.22
15.0 radius 12.7 sphere 0
02B4: player $PLAYER_CHAR in_cube_on_foot 368.888 -465.922 11.0 353.713
-484.155 20.0 radius 19.8 sphere 0
004D: jump_if_false Label087A11
00D6: if 0
0038: $E1D == 0 ;; integer values
004D: jump_if_false Label087A11
0004: $E1D = 1 ;; integer values

:Label087A11
00D6: if 0
0038: $E1D == 1 ;; integer values
004D: jump_if_false Label087A36
03CF: load_wav "BJM1_5" as 2
0004: $E1D = 2 ;; integer values

:Label087A36
00D6: if 0
0038: $E1D == 2 ;; integer values
004D: jump_if_false Label087A5E
00D6: if 0
03D0: wav 2 loaded
004D: jump_if_false Label087A5E
0004: $E1D = 3 ;; integer values

:Label087A5E
00D6: if 0
0038: $E1D == 3 ;; integer values
004D: jump_if_false Label087A8A
03D1: play_wav 2
00BC: text_highpriority "BJM1_5" 5000 ms 1 ;; Only authorized personnel beyond
this point!
0004: $E1D = 4 ;; integer values

:Label087A8A
00D6: if 0
0038: $E1D == 4 ;; integer values
004D: jump_if_false Label087ABC
00D6: if 0
03D2: wav 2 ended
004D: jump_if_false Label087ABC
03D5: remove_text "BJM1_5" ;; Only authorized personnel beyond this point!
0004: $E1D = 5 ;; integer values
:Label087ABC
00D6: if 0
0038: $E1D == 5 ;; integer values
004D: jump_if_false Label087ADC
0004: $E1C = 1 ;; integer values
0004: $E1D = 6 ;; integer values

:Label087ADC
0051: return

:Label087ADE
00D6: if 0
0038: $E0E == 0 ;; integer values
004D: jump_if_false Label087D1C
00D6: if 0
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false Label087D1C
00D6: if 25
02B4: player $PLAYER_CHAR in_cube_on_foot 393.174 -470.686 10.0 386.992
-478.052 15.0 radius 8.2 sphere 0
02B4: player $PLAYER_CHAR in_cube_on_foot 389.12 -478.56 10.34 379.5 -489.4
14.0 radius 4.0 sphere 0
02B4: player $PLAYER_CHAR in_cube_on_foot 397.983 -479.156 10.0 394.546
-483.252 15.0 radius 3.3 sphere 0
02B4: player $PLAYER_CHAR in_cube_on_foot 401.651 -480.614 10.0 397.416
-485.66 15.0 radius 9.4 sphere 0
02B4: player $PLAYER_CHAR in_cube_on_foot 407.682 -480.576 10.0 405.289
-483.392 15.0 radius 4.8 sphere 0
02B4: player $PLAYER_CHAR in_cube_on_foot 389.12 -478.56 10.34 379.5 -489.4
14.0 radius 4.0 sphere 0
004D: jump_if_false Label087C0E
0004: $E0E = 1 ;; integer values

:Label087C0E
00D6: if 25
02B4: player $PLAYER_CHAR in_cube_on_foot 387.811 -486.137 10.0 386.424
-487.79 15.0 radius 4.2 sphere 0
02B4: player $PLAYER_CHAR in_cube_on_foot 393.073 -495.966 8.0 390.441
-499.103 15.0 radius 2.2 sphere 0
02B4: player $PLAYER_CHAR in_cube_on_foot 378.554 -485.414 11.0 377.167
-487.068 15.0 radius 4.2 sphere 0
02B4: player $PLAYER_CHAR in_cube_on_foot 395.032 -484.093 8.0 388.44 -491.948
15.0 radius 11.6 sphere 0
02B4: player $PLAYER_CHAR in_cube_on_foot 396.233 -504.359 7.0 386.533 -496.22
15.0 radius 12.7 sphere 0
02B4: player $PLAYER_CHAR in_cube_on_foot 368.888 -465.922 11.0 353.713
-484.155 20.0 radius 19.8 sphere 0
004D: jump_if_false Label087D1C
0004: $E0E = 1 ;; integer values

:Label087D1C
0051: return

:Label087D1E
00D6: if 0
0038: $E0E == 0 ;; integer values
004D: jump_if_false Label087F4C
00D6: if 25
02B5: player $PLAYER_CHAR in_cube_in_car 393.174 -470.686 10.0 386.992
-478.052 15.0 radius 8.2 sphere 0
02B5: player $PLAYER_CHAR in_cube_in_car 389.12 -478.56 10.34 379.5 -489.4
14.0 radius 4.0 sphere 0
02B5: player $PLAYER_CHAR in_cube_in_car 397.983 -479.156 10.0 394.546
-483.252 15.0 radius 3.3 sphere 0
02B5: player $PLAYER_CHAR in_cube_in_car 401.651 -480.614 10.0 397.416 -485.66
15.0 radius 9.4 sphere 0
02B5: player $PLAYER_CHAR in_cube_in_car 407.682 -480.576 10.0 405.289
-483.392 15.0 radius 4.8 sphere 0
02B5: player $PLAYER_CHAR in_cube_in_car 389.12 -478.56 10.34 379.5 -489.4
14.0 radius 4.0 sphere 0
004D: jump_if_false Label087E3E
0004: $E0E = 1 ;; integer values

:Label087E3E
00D6: if 25
02B5: player $PLAYER_CHAR in_cube_in_car 387.811 -486.137 10.0 386.424 -487.79
15.0 radius 4.2 sphere 0
02B5: player $PLAYER_CHAR in_cube_in_car 393.073 -495.966 8.0 390.441 -499.103
15.0 radius 2.2 sphere 0
02B5: player $PLAYER_CHAR in_cube_in_car 378.554 -485.414 11.0 377.167
-487.068 15.0 radius 4.2 sphere 0
02B5: player $PLAYER_CHAR in_cube_in_car 395.032 -484.093 8.0 388.44 -491.948
15.0 radius 11.6 sphere 0
02B5: player $PLAYER_CHAR in_cube_in_car 396.233 -504.359 7.0 386.533 -496.22
15.0 radius 12.7 sphere 0
02B5: player $PLAYER_CHAR in_cube_in_car 368.888 -465.922 11.0 353.713
-484.155 20.0 radius 19.8 sphere 0
004D: jump_if_false Label087F4C
0004: $E0E = 1 ;; integer values

:Label087F4C
0051: return

:Label087F4E
00D6: if 0
0038: $E57 == 0 ;; integer values
004D: jump_if_false Label08834D
00D6: if 0
002A: 20 >= $E2F ;; integer values
004D: jump_if_false Label08834D
00D6: if 0
001A: 6 > $E30 ;; integer values
004D: jump_if_false Label08834D
00D6: if 0
0038: $E31 == 2 ;; integer values
004D: jump_if_false Label087FA4
0006: 17@ = 0 ;; integer values
0004: $E31 = 0 ;; integer values

:Label087FA4
00D6: if 0
8339: NOT objects_in_cube 380.0 -491.64 8.0 375.62 -493.57 16.0 0 1 1 0
0
004D: jump_if_false Label08834D
00D6: if 0
0029: 17@ >= 5000 ;; integer values
004D: jump_if_false Label08834D
00D6: if 0
0038: $E31 == 0 ;; integer values
004D: jump_if_false Label08834D
0004: $E32 = -1 ;; integer values
00D6: if 21
0038: $E1F == 0 ;; integer values
0038: $E1F == 2 ;; integer values
004D: jump_if_false Label088064
0395: clear_area 0 at 379.88 -493.05 range 11.34 4.0
009A: $E1E = create_actor 4 #COP at 379.88 -493.05 11.34
0084: $E32 = $E1E ;; integer values and handles
0004: $E1F = 1 ;; integer values
0002: jump Label0882F6

:Label088064
00D6: if 21
0038: $E21 == 0 ;; integer values
0038: $E21 == 2 ;; integer values
004D: jump_if_false Label0880C3
0395: clear_area 0 at 379.88 -493.05 range 11.34 4.0
009A: $E20 = create_actor 4 #COP at 379.88 -493.05 11.34
0084: $E32 = $E20 ;; integer values and handles
0004: $E21 = 1 ;; integer values
0002: jump Label0882F6

:Label0880C3
00D6: if 21
0038: $E23 == 0 ;; integer values
0038: $E23 == 2 ;; integer values
004D: jump_if_false Label088122
0395: clear_area 0 at 379.88 -493.05 range 11.34 4.0
009A: $E22 = create_actor 4 #COP at 379.88 -493.05 11.34
0084: $E32 = $E22 ;; integer values and handles
0004: $E23 = 1 ;; integer values
0002: jump Label0882F6

:Label088122
00D6: if 21
0038: $E25 == 0 ;; integer values
0038: $E25 == 2 ;; integer values
004D: jump_if_false Label088181
0395: clear_area 0 at -379.88 -493.05 range 11.34 4.0
009A: $E24 = create_actor 4 #COP at 379.88 -493.05 11.34
0084: $E32 = $E24 ;; integer values and handles
0004: $E25 = 1 ;; integer values
0002: jump Label0882F6

:Label088181
00D6: if 21
0038: $E27 == 0 ;; integer values
0038: $E27 == 2 ;; integer values
004D: jump_if_false Label0881E0
0395: clear_area 0 at 379.88 -493.05 range 11.34 4.0
009A: $E26 = create_actor 4 #COP at 379.88 -493.05 11.34
0084: $E32 = $E26 ;; integer values and handles
0004: $E27 = 1 ;; integer values
0002: jump Label0882F6

:Label0881E0
00D6: if 21
0038: $E29 == 0 ;; integer values
0038: $E29 == 2 ;; integer values
004D: jump_if_false Label08823F
0395: clear_area 0 at 379.88 -493.05 range 11.34 4.0
009A: $E28 = create_actor 4 #COP at 379.88 -493.05 11.34
0084: $E32 = $E28 ;; integer values and handles
0004: $E29 = 1 ;; integer values
0002: jump Label0882F6

:Label08823F
00D6: if 21
0038: $E2B == 0 ;; integer values
0038: $E2B == 2 ;; integer values
004D: jump_if_false Label08829E
0395: clear_area 0 at 379.88 -493.05 range 11.34 4.0
009A: $E2A = create_actor 4 #COP at 379.88 -493.05 11.34
0084: $E32 = $E2A ;; integer values and handles
0004: $E2B = 1 ;; integer values
0002: jump Label0882F6

:Label08829E
00D6: if 21
0038: $E2D == 0 ;; integer values
0038: $E2D == 2 ;; integer values
004D: jump_if_false Label0882F6
0395: clear_area 0 at 379.88 -493.05 range 11.34 4.0
009A: $E2C = create_actor 4 #COP at 379.88 -493.05 11.34
0084: $E32 = $E2C ;; integer values and handles
0004: $E2D = 1 ;; integer values

:Label0882F6
00D6: if 0
8118: NOT actor $E32 dead
004D: jump_if_false Label08834D
00D6: if 0
8038: NOT $E32 == -1 ;; integer values
004D: jump_if_false Label08834D
0243: set_actor $E32 ped_stats_to 16
0173: set_actor $E32 z_angle_to 180.0
0239: actor $E32 run_to 381.53 -490.91
0008: $E30 += 1 ;; integer values
0008: $E2F += 1 ;; integer values
0004: $E31 = 1 ;; integer values

:Label08834D
0051: return

:Label08834F
00D6: if 0
0038: $E31 == 1 ;; integer values
004D: jump_if_false Label0883DD
00D6: if 0
8118: NOT actor $E32 dead
004D: jump_if_false Label0883D6
00D6: if 0
00FF: actor $E32 0 ()near_point_on_foot 381.53 -490.91 11.35 radius 1.0 1.0
2.0
004D: jump_if_false Label0883CF
01B2: give_actor $E32 weapon 23 ammo 30000 ;; Load the weapon model before using
this
009E: set_actor $E32 path $E10 $E11 $E12 unknown .5 1
01CA: actor $E32 kill_player $PLAYER_CHAR
0004: $E31 = 2 ;; integer values

:Label0883CF
0002: jump Label0883DD

:Label0883D6
0004: $E31 = 2 ;; integer values

:Label0883DD
0051: return

:Label0883DF
00D6: if 0
0038: $E1F == 1 ;; integer values
004D: jump_if_false Label08844A
00D6: if 0
0118: actor $E1E dead
004D: jump_if_false Label08841B
034F: destroy_actor_with_fade $E1E ;; The actor fades away like a ghost
000C: $E30 -= 1 ;; integer values
0004: $E1F = 2 ;; integer values
0002: jump Label08844A

:Label08841B
00D6: if 0
0038: $E4A == 2 ;; integer values
004D: jump_if_false Label08844A
009E: set_actor $E1E path $E10 $E11 $E12 unknown .5 1
01CA: actor $E1E kill_player $PLAYER_CHAR

:Label08844A
00D6: if 0
0038: $E21 == 1 ;; integer values
004D: jump_if_false Label0884B5
00D6: if 0
0118: actor $E20 dead
004D: jump_if_false Label088486
034F: destroy_actor_with_fade $E20 ;; The actor fades away like a ghost
000C: $E30 -= 1 ;; integer values
0004: $E21 = 2 ;; integer values
0002: jump Label0884B5

:Label088486
00D6: if 0
0038: $E4A == 2 ;; integer values
004D: jump_if_false Label0884B5
009E: set_actor $E20 path $E10 $E11 $E12 unknown .5 1
01CA: actor $E20 kill_player $PLAYER_CHAR

:Label0884B5
00D6: if 0
0038: $E23 == 1 ;; integer values
004D: jump_if_false Label088520
00D6: if 0
0118: actor $E22 dead
004D: jump_if_false Label0884F1
034F: destroy_actor_with_fade $E22 ;; The actor fades away like a ghost
000C: $E30 -= 1 ;; integer values
0004: $E23 = 2 ;; integer values
0002: jump Label088520

:Label0884F1
00D6: if 0
0038: $E4A == 2 ;; integer values
004D: jump_if_false Label088520
009E: set_actor $E22 path $E10 $E11 $E12 unknown .5 1
01CA: actor $E22 kill_player $PLAYER_CHAR

:Label088520
00D6: if 0
0038: $E25 == 1 ;; integer values
004D: jump_if_false Label08858B
00D6: if 0
0118: actor $E24 dead
004D: jump_if_false Label08855C
034F: destroy_actor_with_fade $E24 ;; The actor fades away like a ghost
000C: $E30 -= 1 ;; integer values
0004: $E25 = 2 ;; integer values
0002: jump Label08858B

:Label08855C
00D6: if 0
0038: $E4A == 2 ;; integer values
004D: jump_if_false Label08858B
009E: set_actor $E24 path $E10 $E11 $E12 unknown .5 1
01CA: actor $E24 kill_player $PLAYER_CHAR

:Label08858B
00D6: if 0
0038: $E27 == 1 ;; integer values
004D: jump_if_false Label0885F6
00D6: if 0
0118: actor $E26 dead
004D: jump_if_false Label0885C7
034F: destroy_actor_with_fade $E26 ;; The actor fades away like a ghost
000C: $E30 -= 1 ;; integer values
0004: $E27 = 2 ;; integer values
0002: jump Label0885F6

:Label0885C7
00D6: if 0
0038: $E4A == 2 ;; integer values
004D: jump_if_false Label0885F6
009E: set_actor $E26 path $E10 $E11 $E12 unknown .5 1
01CA: actor $E26 kill_player $PLAYER_CHAR

:Label0885F6
00D6: if 0
0038: $E29 == 1 ;; integer values
004D: jump_if_false Label088661
00D6: if 0
0118: actor $E28 dead
004D: jump_if_false Label088632
034F: destroy_actor_with_fade $E28 ;; The actor fades away like a ghost
000C: $E30 -= 1 ;; integer values
0004: $E29 = 2 ;; integer values
0002: jump Label088661

:Label088632
00D6: if 0
0038: $E4A == 2 ;; integer values
004D: jump_if_false Label088661
009E: set_actor $E28 path $E10 $E11 $E12 unknown .5 1
01CA: actor $E28 kill_player $PLAYER_CHAR

:Label088661
00D6: if 0
0038: $E2B == 1 ;; integer values
004D: jump_if_false Label0886CC
00D6: if 0
0118: actor $E2A dead
004D: jump_if_false Label08869D
034F: destroy_actor_with_fade $E2A ;; The actor fades away like a ghost
000C: $E30 -= 1 ;; integer values
0004: $E2B = 2 ;; integer values
0002: jump Label0886CC

:Label08869D
00D6: if 0
0038: $E4A == 2 ;; integer values
004D: jump_if_false Label0886CC
009E: set_actor $E2A path $E10 $E11 $E12 unknown .5 1
01CA: actor $E2A kill_player $PLAYER_CHAR

:Label0886CC
00D6: if 0
0038: $E2D == 1 ;; integer values
004D: jump_if_false Label088737
00D6: if 0
0118: actor $E2C dead
004D: jump_if_false Label088708
034F: destroy_actor_with_fade $E2C ;; The actor fades away like a ghost
000C: $E30 -= 1 ;; integer values
0004: $E2D = 2 ;; integer values
0002: jump Label088737

:Label088708
00D6: if 0
0038: $E4A == 2 ;; integer values
004D: jump_if_false Label088737
009E: set_actor $E2C path $E10 $E11 $E12 unknown .5 1
01CA: actor $E2C kill_player $PLAYER_CHAR

:Label088737
00D6: if 0
0038: $E4A == 2 ;; integer values
004D: jump_if_false Label088750
0004: $E4A = 0 ;; integer values

:Label088750
0051: return

:Label088752
00D6: if 0
0038: $E19 == 0 ;; integer values
004D: jump_if_false Label088A75
03BD: destroy_sphere $E34
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)
01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR
015F: set_camera_position 399.925 -485.48 14.542 0.0 0.0 0.0
0160: point_camera 400.831 -485.674 14.162 2
0211: actor $PLAYER_ACTOR walk_to 409.56 -484.36
0006: 16@ = 0 ;; integer values

:Label0887D3
00D6: if 0
80ED: NOT actor $PLAYER_ACTOR 0 ()near_point_on_foot 409.56 -484.36 radius
1.0 1.0
004D: jump_if_false Label08888A
0001: wait 0 ms
00D6: if 0
0038: $E33 == 0 ;; integer values
004D: jump_if_false Label088826
00D6: if 0
0118: actor $DB6 dead
004D: jump_if_false Label088826
0004: $E33 = 1 ;; integer values

:Label088826
00D6: if 0
0019: 16@ > 8000 ;; integer values
004D: jump_if_false Label088883
00D6: if 0
80ED: NOT actor $PLAYER_ACTOR 0 ()near_point_on_foot 409.56 -484.36 radius
1.0 1.0
004D: jump_if_false Label088883
00D6: if 0
8118: NOT actor $PLAYER_ACTOR dead
004D: jump_if_false Label088883
00A1: put_actor $PLAYER_ACTOR at 409.56 -484.36 11.35

:Label088883
0002: jump Label0887D3

:Label08888A
00D6: if 0
8118: NOT actor $PLAYER_ACTOR dead
004D: jump_if_false Label0888BE
0352: set_actor $PLAYER_ACTOR skin_to "PLAYER6"
038B: load_requested_models
00D6: if 0
8118: NOT actor $PLAYER_ACTOR dead
004D: jump_if_false Label0888BE
0353: refresh_actor $PLAYER_ACTOR

:Label0888BE
0211: actor $PLAYER_ACTOR walk_to 407.77 -487.13
0006: 16@ = 0 ;; integer values
:Label0888D4
00D6: if 0
80ED: NOT actor $PLAYER_ACTOR 0 ()near_point_on_foot 407.77 -487.13 radius .
5 .5
004D: jump_if_false Label08898B
0001: wait 0 ms
00D6: if 0
0019: 16@ > 8000 ;; integer values
004D: jump_if_false Label08895B
00D6: if 0
80ED: NOT actor $PLAYER_ACTOR 0 ()near_point_on_foot 407.77 -487.13 radius .
5 .5
004D: jump_if_false Label08895B
00D6: if 0
8118: NOT actor $PLAYER_ACTOR dead
004D: jump_if_false Label08895B
00A1: put_actor $PLAYER_ACTOR at 407.77 -487.13 11.35

:Label08895B
00D6: if 0
0038: $E33 == 0 ;; integer values
004D: jump_if_false Label088984
00D6: if 0
0118: actor $DB6 dead
004D: jump_if_false Label088984
0004: $E33 = 1 ;; integer values

:Label088984
0002: jump Label0888D4

:Label08898B
0211: actor $PLAYER_ACTOR walk_to 406.16 -487.14

:Label08899A
00D6: if 0
80ED: NOT actor $PLAYER_ACTOR 0 ()near_point_on_foot 406.16 -487.14 radius .
5 .5
004D: jump_if_false Label088A51
0001: wait 0 ms
00D6: if 0
0038: $E33 == 0 ;; integer values
004D: jump_if_false Label0889ED
00D6: if 0
0118: actor $DB6 dead
004D: jump_if_false Label0889ED
0004: $E33 = 1 ;; integer values

:Label0889ED
00D6: if 0
0019: 16@ > 8000 ;; integer values
004D: jump_if_false Label088A4A
00D6: if 0
80ED: NOT actor $PLAYER_ACTOR 0 ()near_point_on_foot 406.16 -487.14 radius .
5 .5
004D: jump_if_false Label088A4A
00D6: if 0
8118: NOT actor $PLAYER_ACTOR dead
004D: jump_if_false Label088A4A
00A1: put_actor $PLAYER_ACTOR at 406.16 -487.14 11.35
:Label088A4A
0002: jump Label08899A

:Label088A51
02A3: toggle_widescreen 0 (off)
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 (false)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 (false)
03C8: rotate_player-180-degrees
02EB: restore_camera_with_jumpcut
0004: $E19 = 1 ;; integer values

:Label088A75
0051: return

:Label088A77
00D6: if 0
0038: $E0E == 0 ;; integer values
004D: jump_if_false Label088BE9
00D6: if 0
0038: $E19 == 0 ;; integer values
004D: jump_if_false Label088BE9
00D6: if 0
02B4: player $PLAYER_CHAR in_cube_on_foot 393.174 -470.686 8.0 386.992
-478.052 15.0 radius 8.2 sphere 0
004D: jump_if_false Label088AE9
00D6: if 0
010F: player $PLAYER_CHAR wanted_level > 0
004D: jump_if_false Label088AE9
0004: $E0E = 1 ;; integer values

:Label088AE9
00D6: if 0
02B3: player $PLAYER_CHAR in_cube 390.82 -471.0 10.0 385.0 -468.27 15.0
radius 10.0 sphere 0
004D: jump_if_false Label088B37
00D6: if 0
0038: $E44 == 0 ;; integer values
004D: jump_if_false Label088B37
0004: $E44 = 1 ;; integer values

:Label088B37
00D6: if 0
0038: $E44 == 1 ;; integer values
004D: jump_if_false Label088B5C
03CF: load_wav "BJM1_5" as 2
0004: $E44 = 2 ;; integer values

:Label088B5C
00D6: if 0
0038: $E44 == 2 ;; integer values
004D: jump_if_false Label088B84
00D6: if 0
03D0: wav 2 loaded
004D: jump_if_false Label088B84
0004: $E44 = 3 ;; integer values

:Label088B84
00D6: if 0
0038: $E44 == 3 ;; integer values
004D: jump_if_false Label088BB0
03D1: play_wav 2
00BC: text_highpriority "BJM1_5" 5000 ms 1 ;; Only authorized personnel beyond
this point!
0004: $E44 = 4 ;; integer values

:Label088BB0
00D6: if 0
0038: $E44 == 4 ;; integer values
004D: jump_if_false Label088BE9
00D6: if 0
03D2: wav 2 ended
004D: jump_if_false Label088BE9
03D5: remove_text "BJM1_5" ;; Only authorized personnel beyond this point!
0004: $E0E = 1 ;; integer values
0004: $E44 = 5 ;; integer values

:Label088BE9
0051: return

:Label088BEB
01C2: remove_references_to_actor $DBD ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $DC8 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $DD3 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $DDE ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $DE9 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $DED ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $DF8 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $DFD ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $E01 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $E05 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $E09 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $E1E ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $E20 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $E22 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $E24 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $E26 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $E28 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $E2A ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $E2C ;; Like turning an actor into a random
pedestrian
0004: $E57 = 2 ;; integer values
0051: return

;-------------Mission 22---------------
; Originally: The Shootist

:Label088C53
03A4: name_thread "BANKJO2"
0050: gosub Label088C96
00D6: if 0
0112: wasted_or_busted
004D: jump_if_false Label088C78
0050: gosub Label08F62C

:Label088C78
0050: gosub Label08F69C
004E: end_thread
0004: $F82 = 0 ;; integer values
0004: $F83 = 0 ;; integer values
0004: $F84 = 0 ;; integer values

:Label088C96
0317: increment_mission_attempts
0004: $ONMISSION = 1 ;; integer values
0004: $3DA = 0 ;; integer values
0004: $E5D = 121000 ;; integer values
0004: $E5A = 0 ;; integer values
0004: $E5C = 0 ;; integer values
0004: $E60 = 0 ;; integer values
0004: $E61 = 0 ;; integer values
0004: $E62 = 0 ;; integer values
0004: $E63 = 0 ;; integer values
0004: $E64 = 0 ;; integer values
0004: $E65 = 0 ;; integer values
0004: $E67 = 0 ;; integer values
0004: $E68 = 0 ;; integer values
0004: $E69 = 0 ;; integer values
0004: $E6A = 0 ;; integer values
0004: $E6B = 0 ;; integer values
0004: $E6C = 0 ;; integer values
0005: $E73 = 0.0 ;; floating-point values
0005: $E74 = 0.0 ;; floating-point values
0005: $E75 = 0.0 ;; floating-point values
0004: $E66 = 0 ;; integer values
0004: $EB2 = 0 ;; integer values
0004: $EB3 = 0 ;; integer values
0005: $E73 = -673.29 ;; floating-point values
0005: $E74 = 1238.52 ;; floating-point values
0005: $E75 = 11.5 ;; floating-point values
0004: $E7B = 0 ;; integer values
0004: $E7C = 0 ;; integer values
0004: $E7D = 0 ;; integer values
0004: $E7E = 0 ;; integer values
0004: $E7F = 0 ;; integer values
0004: $E80 = 0 ;; integer values
0005: $E87 = 0.0 ;; floating-point values
0005: $E88 = 0.0 ;; floating-point values
0005: $E89 = 0.0 ;; floating-point values
0004: $E7A = 0 ;; integer values
0005: $E8A = 0.0 ;; floating-point values
0005: $E8B = 0.0 ;; floating-point values
0005: $E8C = 0.0 ;; floating-point values
0004: $E8D = 0 ;; integer values
0005: $E87 = -676.11 ;; floating-point values
0005: $E88 = 1227.0 ;; floating-point values
0005: $E89 = 11.5 ;; floating-point values
0004: $E8F = 0 ;; integer values
0004: $E90 = 0 ;; integer values
0004: $E91 = 0 ;; integer values
0004: $E92 = 0 ;; integer values
0004: $E93 = 0 ;; integer values
0004: $E94 = 0 ;; integer values
0005: $E9B = 0.0 ;; floating-point values
0005: $E9C = 0.0 ;; floating-point values
0005: $E9D = 0.0 ;; floating-point values
0004: $E8E = 0 ;; integer values
0005: $E9E = 0.0 ;; floating-point values
0005: $E9F = 0.0 ;; floating-point values
0005: $EA0 = 0.0 ;; floating-point values
0004: $EA1 = 0 ;; integer values
0005: $E9B = -679.04 ;; floating-point values
0005: $E9C = 1238.52 ;; floating-point values
0005: $E9D = 11.5 ;; floating-point values
0004: $EA2 = 0 ;; integer values
0004: $EA3 = 0 ;; integer values
0004: $EFB = 0 ;; integer values
0004: $EA5 = 0 ;; integer values
0005: $EA6 = 0.0 ;; floating-point values
0005: $EA7 = 0.0 ;; floating-point values
0005: $EA8 = 0.0 ;; floating-point values
0005: $EA9 = 0.0 ;; floating-point values
0004: $EAB = 0 ;; integer values
0004: $EAC = 0 ;; integer values
0005: $EAD = 0.0 ;; floating-point values
0005: $EAE = 0.0 ;; floating-point values
0005: $EAF = 0.0 ;; floating-point values
0004: $EB0 = 0 ;; integer values
0004: $EB1 = 0 ;; integer values
0005: $EB4 = 0.0 ;; floating-point values
0005: $EB5 = 0.0 ;; floating-point values
0005: $EB6 = 0.0 ;; floating-point values
0005: $EB7 = 0.0 ;; floating-point values
0004: $EB9 = 0 ;; integer values
0004: $EBA = 0 ;; integer values
0005: $EBB = 0.0 ;; floating-point values
0005: $EBC = 0.0 ;; floating-point values
0005: $EBD = 0.0 ;; floating-point values
0004: $EBE = 0 ;; integer values
0004: $EBF = 0 ;; integer values
0005: $EC2 = 0.0 ;; floating-point values
0005: $EC3 = 0.0 ;; floating-point values
0005: $EC4 = 0.0 ;; floating-point values
0005: $EC5 = 0.0 ;; floating-point values
0004: $EC7 = 0 ;; integer values
0004: $EC8 = 0 ;; integer values
0005: $EC9 = 0.0 ;; floating-point values
0005: $ECA = 0.0 ;; floating-point values
0005: $ECB = 0.0 ;; floating-point values
0004: $ECC = 0 ;; integer values
0004: $ECD = 0 ;; integer values
0005: $ED0 = 0.0 ;; floating-point values
0005: $ED1 = 0.0 ;; floating-point values
0005: $ED2 = 0.0 ;; floating-point values
0005: $ED3 = 0.0 ;; floating-point values
0004: $ED5 = 0 ;; integer values
0004: $ED6 = 0 ;; integer values
0005: $ED7 = 0.0 ;; floating-point values
0005: $ED8 = 0.0 ;; floating-point values
0005: $ED9 = 0.0 ;; floating-point values
0004: $EDA = 0 ;; integer values
0004: $EDB = 0 ;; integer values
0005: $EDE = 0.0 ;; floating-point values
0005: $EDF = 0.0 ;; floating-point values
0005: $EE0 = 0.0 ;; floating-point values
0005: $EE1 = 0.0 ;; floating-point values
0004: $EE3 = 0 ;; integer values
0004: $EE4 = 0 ;; integer values
0005: $EE5 = 0.0 ;; floating-point values
0005: $EE6 = 0.0 ;; floating-point values
0005: $EE7 = 0.0 ;; floating-point values
0004: $EE8 = 0 ;; integer values
0004: $EE9 = 0 ;; integer values
0005: $EEC = 0.0 ;; floating-point values
0005: $EED = 0.0 ;; floating-point values
0005: $EEE = 0.0 ;; floating-point values
0005: $EEF = 0.0 ;; floating-point values
0004: $EF1 = 0 ;; integer values
0004: $EF2 = 0 ;; integer values
0005: $EF3 = 0.0 ;; floating-point values
0005: $EF4 = 0.0 ;; floating-point values
0005: $EF5 = 0.0 ;; floating-point values
0004: $EF6 = 0 ;; integer values
0004: $EF7 = 0 ;; integer values
0004: $EFA = 0 ;; integer values
0004: $EFE = 0 ;; integer values
0004: $EFF = 0 ;; integer values
0005: $F04 = -674.16 ;; floating-point values
0005: $F05 = 1288.23 ;; floating-point values
0005: $F06 = 9.81 ;; floating-point values
0005: $F00 = 0.0 ;; floating-point values
0005: $F01 = 0.0 ;; floating-point values
0005: $F02 = 0.0 ;; floating-point values
0004: $F03 = 0 ;; integer values
0004: $F08 = 0 ;; integer values
0004: $F09 = 0 ;; integer values
0005: $F0E = -673.46 ;; floating-point values
0005: $F0F = 1279.29 ;; floating-point values
0005: $F10 = 9.81 ;; floating-point values
0005: $F0A = 0.0 ;; floating-point values
0005: $F0B = 0.0 ;; floating-point values
0005: $F0C = 0.0 ;; floating-point values
0004: $F0D = 0 ;; integer values
0004: $F12 = 0 ;; integer values
0004: $F13 = 0 ;; integer values
0005: $F18 = -683.23 ;; floating-point values
0005: $F19 = 1281.5 ;; floating-point values
0005: $F1A = 9.81 ;; floating-point values
0005: $F14 = 0.0 ;; floating-point values
0005: $F15 = 0.0 ;; floating-point values
0005: $F16 = 0.0 ;; floating-point values
0004: $F17 = 0 ;; integer values
0004: $F1C = 0 ;; integer values
0004: $F1D = 0 ;; integer values
0005: $F22 = -683.73 ;; floating-point values
0005: $F23 = 1289.19 ;; floating-point values
0005: $F24 = 9.81 ;; floating-point values
0005: $F1E = 0.0 ;; floating-point values
0005: $F1F = 0.0 ;; floating-point values
0005: $F20 = 0.0 ;; floating-point values
0004: $F21 = 0 ;; integer values
0004: $F26 = 0 ;; integer values
0004: $F27 = 0 ;; integer values
0005: $F2C = -678.21 ;; floating-point values
0005: $F2D = 1293.04 ;; floating-point values
0005: $F2E = 8.0 ;; floating-point values
0005: $F28 = 0.0 ;; floating-point values
0005: $F29 = 0.0 ;; floating-point values
0005: $F2A = 0.0 ;; floating-point values
0004: $F2B = 0 ;; integer values
0004: $F30 = 0 ;; integer values
0004: $F31 = 0 ;; integer values
0005: $F36 = -682.67 ;; floating-point values
0005: $F37 = 1279.42 ;; floating-point values
0005: $F38 = 13.0 ;; floating-point values
0005: $F32 = 0.0 ;; floating-point values
0005: $F33 = 0.0 ;; floating-point values
0005: $F34 = 0.0 ;; floating-point values
0004: $F35 = 0 ;; integer values
0004: $F3A = 0 ;; integer values
0004: $F3B = 0 ;; integer values
0005: $F40 = -673.1 ;; floating-point values
0005: $F41 = 1277.8 ;; floating-point values
0005: $F42 = 13.0 ;; floating-point values
0005: $F3C = 0.0 ;; floating-point values
0005: $F3D = 0.0 ;; floating-point values
0005: $F3E = 0.0 ;; floating-point values
0004: $F3F = 0 ;; integer values
0004: $E79 = 0 ;; integer values
0005: $EA6 = -683.07 ;; floating-point values
0005: $EA7 = 1269.74 ;; floating-point values
0005: $EA8 = 9.81 ;; floating-point values
0005: $EA9 = 90.0 ;; floating-point values
0005: $EB4 = -683.11 ;; floating-point values
0005: $EB5 = 1272.55 ;; floating-point values
0005: $EB6 = 9.81 ;; floating-point values
0005: $EB7 = 90.0 ;; floating-point values
0005: $EC2 = -683.23 ;; floating-point values
0005: $EC3 = 1275.01 ;; floating-point values
0005: $EC4 = 9.81 ;; floating-point values
0005: $EC5 = 90.0 ;; floating-point values
0005: $ED0 = -683.64 ;; floating-point values
0005: $ED1 = 1278.1 ;; floating-point values
0005: $ED2 = 12.56 ;; floating-point values
0005: $ED3 = 90.0 ;; floating-point values
0005: $EDE = -683.54 ;; floating-point values
0005: $EDF = 1275.25 ;; floating-point values
0005: $EE0 = 12.62 ;; floating-point values
0005: $EE1 = 90.0 ;; floating-point values
0005: $EEC = -683.54 ;; floating-point values
0005: $EED = 1272.39 ;; floating-point values
0005: $EEE = 12.62 ;; floating-point values
0005: $EEF = 90.0 ;; floating-point values
0004: $F47 = 0 ;; integer values
0004: $F48 = 0 ;; integer values
0004: $F49 = 0 ;; integer values
0004: $F4A = 0 ;; integer values
0004: $F4B = 0 ;; integer values
0004: $F4C = 0 ;; integer values
0004: $F4D = 0 ;; integer values
0004: $F4E = 61000 ;; integer values
0004: $F4F = 61000 ;; integer values
0004: $F50 = 0 ;; integer values
0004: $F51 = 0 ;; integer values
0004: $F52 = 0 ;; integer values
0004: $F53 = 0 ;; integer values
0004: $F54 = 0 ;; integer values
0004: $F55 = 0 ;; integer values
0004: $F56 = 0 ;; integer values
0004: $F57 = 0 ;; integer values
0004: $F58 = 0 ;; integer values
0004: $F59 = 0 ;; integer values
0004: $F5A = 0 ;; integer values
0004: $F5B = 0 ;; integer values
0004: $F5C = 0 ;; integer values
0004: $F5D = 0 ;; integer values
0004: $F5E = 0 ;; integer values
0004: $F5F = 0 ;; integer values
0004: $F60 = 0 ;; integer values
0004: $F61 = 0 ;; integer values
0004: $F62 = 0 ;; integer values
0004: $F63 = 0 ;; integer values
0004: $F64 = 0 ;; integer values
0004: $F65 = 0 ;; integer values
0004: $F66 = 0 ;; integer values
0004: $F67 = 0 ;; integer values
0004: $F6B = 0 ;; integer values
0004: $F6C = 0 ;; integer values
0004: $F6D = 0 ;; integer values
0004: $F6E = 0 ;; integer values
0004: $F6F = 0 ;; integer values
0004: $F70 = 0 ;; integer values
0004: $F71 = 0 ;; integer values
0004: $F72 = 0 ;; integer values
0004: $F73 = 0 ;; integer values
0004: $F75 = 0 ;; integer values
0004: $F76 = 0 ;; integer values
0004: $F77 = 0 ;; integer values
0004: $F78 = 0 ;; integer values
0004: $F79 = 0 ;; integer values
0004: $F7A = 0 ;; integer values
0004: $F7B = 0 ;; integer values
0004: $F7C = 0 ;; integer values
0004: $F7D = 0 ;; integer values
0004: $F85 = 0 ;; integer values
0004: $F86 = 0 ;; integer values
0004: $F87 = 0 ;; integer values
0004: $F88 = 0 ;; integer values
0004: $F89 = 0 ;; integer values
0004: $F8B = 0 ;; integer values
0004: $F8C = 0 ;; integer values
0004: $F8D = 0 ;; integer values
0004: $F8E = 0 ;; integer values
0004: $F8F = 0 ;; integer values
0004: $F90 = 0 ;; integer values
0004: $F91 = 0 ;; integer values
0004: $F92 = 0 ;; integer values
0004: $F93 = 0 ;; integer values
0004: $F94 = 60 ;; integer values
0004: $F95 = 0 ;; integer values
0004: $F80 = 0 ;; integer values
0004: $F81 = 0 ;; integer values
0001: wait 0 ms
054C: use_GXT_table "BANKJ2"
058E: set_restart_mission_taxi_destination 512.591 -74.9 9.573 189.24
023C: load_special_actor 1 "CSPLAY"
023C: load_special_actor 2 "CSKEN"
023C: load_special_actor 3 "CSCAMJ"
02F3: load_object #CUTOBJ01 "GCFAN"
02F3: load_object #CUTOBJ02 "CLCHR"
04BB: select_interiour 17 ;; select render area
03CB: set_camera 481.03 -64.21 8.98
038B: load_requested_models

:Label089686
00D6: if 24
823D: NOT special_actor 1 loaded
823D: NOT special_actor 2 loaded
823D: NOT special_actor 3 loaded
8248: NOT model #CUTOBJ01 available
8248: NOT model #CUTOBJ02 available
004D: jump_if_false Label0896B2
0001: wait 0 ms
0002: jump Label089686

:Label0896B2
02E4: load_cutscene_data "BANK_2A"
0244: set_cutscene_pos 476.972 -65.499 8.943
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: $BC = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim $BC "CSCAMJ"
02E5: $BD = create_cutscene_object #CUTOBJ01
04BC: "GCFAN"
02E6: set_cutscene_anim $BD "GCFAN"
02E5: $BE = create_cutscene_object #CUTOBJ02
02E6: set_cutscene_anim $BE "CLCHR"
0395: clear_area 1 at 493.1 -82.4 range 9.8 1.0
0055: put_player $PLAYER_CHAR at 493.1 -82.4 9.8
0171: set_player $PLAYER_CHAR z_angle_to 220.0
016A: fade 1 (back) 2000 ms
03AD: set_rubbish 0 (invisible)
03AF: set_streaming 1 (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label089790
00D6: if 0
001A: 4027 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0897B3
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label089790

:Label0897B3
00BC: text_highpriority "BJM2_A" 10000 ms 1 ;; We need a stick up man. You know
one?

:Label0897C2
00D6: if 0
001A: 6132 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0897E5
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0897C2

:Label0897E5
00BC: text_highpriority "BJM2_B" 10000 ms 1 ;; Hey, Tommy, Tommy, Tommy, this
stuff keeps you sharp, man.

:Label0897F4
00D6: if 0
001A: 8289 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label089817
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0897F4

:Label089817
00BC: text_highpriority "BJM2_C" 10000 ms 1 ;; WoooOOOooo!

:Label089826
00D6: if 0
001A: 9182 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label089849
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label089826

:Label089849
00BC: text_highpriority "BJM2_D" 10000 ms 1 ;; I could be your stick up man!
Stick 'em up! Stick 'em up!

:Label089858
00D6: if 0
001A: 11691 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label08987B
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label089858

:Label08987B
00BC: text_highpriority "BJM2_E" 10000 ms 1 ;; You ain't a stick up man, you're
an idiot.

:Label08988A
00D6: if 0
001A: 13719 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0898AD
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label08988A

:Label0898AD
00BC: text_highpriority "BJM2_F" 10000 ms 1 ;; Now get yourself a drink and shut
up.

:Label0898BC
00D6: if 0
001A: 16291 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0898DF
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0898BC

:Label0898DF
00BC: text_highpriority "BJM2_G" 10000 ms 1 ;; Hey, get outta my way! Yeh yeh
yeh - ow ow ow!

:Label0898EE
00D6: if 0
001A: 18784 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label089911
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0898EE

:Label089911
00BC: text_highpriority "BJM2_N" 10000 ms 1 ;; Relax

:Label089920
00D6: if 0
001A: 19689 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label089943
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label089920

:Label089943
00BC: text_highpriority "BJM2_H" 10000 ms 1 ;; Cam, what do you think?

:Label089952
00D6: if 0
001A: 21204 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label089975
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label089952

:Label089975
00BC: text_highpriority "BJM2_I" 10000 ms 1 ;; Well, the best shooter in this
town is a guy named Cassidy.

:Label089984
00D6: if 0
001A: 23822 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0899A7
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label089984

:Label0899A7
00BC: text_highpriority "BJM2_J" 10000 ms 1 ;; Is that so?

:Label0899B6
00D6: if 0
001A: 24473 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0899D9
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0899B6

:Label0899D9
00BC: text_highpriority "BJM2_K" 10000 ms 1 ;; Yeah. A military guy, or he
thinks he is.

:Label0899E8
00D6: if 0
001A: 27111 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label089A0B
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0899E8

:Label089A0B
00BC: text_highpriority "BJM2_L" 10000 ms 1 ;; I doubt he was ever in the army,
but he certainly knows how to get a hold of guns.

:Label089A1A
00D6: if 0
001A: 30697 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label089A3D
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label089A1A

:Label089A3D
00BC: text_highpriority "BJM2_M" 10000 ms 1 ;; He'll be down at the shooting
range.

:Label089A4C
00D6: if 0
001A: 32448 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label089A6F
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label089A4C

:Label089A6F
00BE: text_clear_all

:Label089A71
00D6: if 0
001A: 32758 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label089A94
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label089A71

:Label089A94
016A: fade 0 () 2000 ms
00BE: text_clear_all

:Label089A9D
00D6: if 0
016B: fading
004D: jump_if_false Label089AB5
0001: wait 0 ms
0002: jump Label089A9D

:Label089AB5
00BA: text_styled "BEACH3" 3000 ms 2 ;; Vice Point
04FA: reset_interior_colors 0
03AD: set_rubbish 1 (visible)
01EB: set_car_density_to 1.0
02EA: end_cutscene
0373: set_camera_directly_behind_player
0296: unload_special_actor 1
0296: unload_special_actor 2
0296: unload_special_actor 3
0249: release_model #CUTOBJ01
0249: release_model #CUTOBJ02
04BB: select_interiour 0 ;; select render area
03CB: set_camera 493.1 -82.4 9.8
0004: $3DA = 0 ;; integer values
04E3: unknown_player $PLAYER_CHAR 0 60000
0169: set_fade_color 0 0 0
0001: wait 500 ms
016A: fade 1 (back) 2000 ms
00BC: text_highpriority "BJM2_1" 5000 ms 1 ;; ~g~Go to Ammu-Nation in Downtown
and talk to Phil Cassidy.
018A: $E5B = create_checkpoint_at -667.85 1211.9 10.08
03BC: $F7E = create_sphere -667.85 1211.9 10.08 1.5
0004: $3E3 = 1 ;; integer values

:Label089B6C
00D6: if 0
80F6: NOT player $PLAYER_CHAR 1 (in-sphere)near_point_on_foot -667.8 1221.0
10.5 radius 1.5 1.5 3.0
004D: jump_if_false Label089BDC
0001: wait 0 ms
00D6: if 0
00F6: player $PLAYER_CHAR 0 ()near_point_on_foot -667.85 1211.9 10.08 radius
1.5 1.5 3.0
004D: jump_if_false Label089BD5
03BD: destroy_sphere $F7E

:Label089BD5
0002: jump Label089B6C

:Label089BDC
03BD: destroy_sphere $F7E
0164: disable_marker $E5B
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
03AD: set_rubbish 0 (invisible)
03AF: set_streaming 0 (disabled)

:Label089BF5
00D6: if 0
016B: fading
004D: jump_if_false Label089C0D
0001: wait 0 ms
0002: jump Label089BF5

:Label089C0D
01BD: $1D = current_time_in_ms
0004: $1E = 0 ;; integer values

:Label089C19
00D6: if 1
83EE: NOT player $PLAYER_CHAR controllable
001A: 5000 > $1E ;; integer values
004D: jump_if_false Label089C51
0001: wait 0 ms
01BD: $1C = current_time_in_ms
0084: $1E = $1C ;; integer values and handles
0060: $1E -= $1D ;; integer values
0002: jump Label089C19

:Label089C51
03EF: player $PLAYER_CHAR make_safe
0522: (unknown)
03AF: set_streaming 0 (disabled)
023C: load_special_actor 1 "CSPLAY"
023C: load_special_actor 2 "CSPHIL"
023C: load_special_actor 3 "SHOOTRA"
023C: load_special_actor 4 "SHOOTRB"
02F3: load_object #CUTOBJ01 "DEAGL"
02F3: load_object #CUTOBJ02 "CPYTH"
03CB: set_camera -661.91 1231.87 10.08
038B: load_requested_models

:Label089CB9
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 Label089CE9
0001: wait 0 ms
0002: jump Label089CB9
:Label089CE9
02E4: load_cutscene_data "BANK_2B"
0244: set_cutscene_pos -666.305 1225.687 10.031
041D: set_camera_near_clip .1
02E5: $7D = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $7D "CSPLAY"
02E5: $89 = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $89 "CSPHIL"
02E5: $B6 = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim $B6 "SHOOTRA"
02E5: $B7 = create_cutscene_object #SPECIAL04
02E6: set_cutscene_anim $B7 "SHOOTRB"
02E5: $B8 = create_cutscene_object #CUTOBJ01
02E6: set_cutscene_anim $B8 "DEAGL01"
02E5: $B9 = create_cutscene_object #CUTOBJ01
02E6: set_cutscene_anim $B9 "DEAGL02"
02E5: $85 = create_cutscene_object #CUTOBJ02
02E6: set_cutscene_anim $85 "CPYTH01"
02E5: $86 = create_cutscene_object #CUTOBJ02
02E6: set_cutscene_anim $86 "CPYTH02"
0395: clear_area 1 at -666.46 1231.72 range 10.07 1.0
0055: put_player $PLAYER_CHAR at -666.46 1231.72 10.07
0171: set_player $PLAYER_CHAR z_angle_to 84.0
016A: fade 1 (back) 2000 ms
03AD: set_rubbish 0 (invisible)
03AF: set_streaming 1 (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label089DFB
00D6: if 0
001A: 333 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label089E1E
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label089DFB

:Label089E1E
00D6: if 0
856A: NOT (unknown)
004D: jump_if_false Label089E4B
058A: unknown -667.67 1227.545 11.559 -667.921 1227.529 11.568

:Label089E4B
00D6: if 0
001A: 3433 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label089E6E
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label089E4B

:Label089E6E
00D6: if 0
856A: NOT (unknown)
004D: jump_if_false Label089E9B
058A: unknown -667.682 1229.793 11.764 -667.921 1229.807 11.769

:Label089E9B
00D6: if 0
001A: 11500 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label089EBE
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label089E9B

:Label089EBE
00D6: if 0
856A: NOT (unknown)
004D: jump_if_false Label089EEB
058A: unknown -667.742 1233.778 11.661 -667.96 1233.741 11.668

:Label089EEB
00D6: if 0
001A: 12256 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label089F0E
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label089EEB

:Label089F0E
00BC: text_highpriority "BJM2_2A" 10000 ms 1 ;; You Phil Cassidy?

:Label089F1D
00D6: if 0
001A: 13731 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label089F40
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label089F1D

:Label089F40
00BC: text_highpriority "BJM2_2B" 10000 ms 1 ;; Why?

:Label089F4F
00D6: if 0
001A: 14800 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label089F72
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label089F4F

:Label089F72
00D6: if 0
856A: NOT (unknown)
004D: jump_if_false Label089F9F
058A: unknown -667.788 1264.023 11.613 -667.96 1234.055 11.611

:Label089F9F
00D6: if 0
001A: 15378 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label089FC2
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label089F9F

:Label089FC2
00BC: text_highpriority "BJM2_2C" 10000 ms 1 ;; I'm looking for a man who can
handle a gun. From this setup, I'm not too convinced.
:Label089FD1
00D6: if 0
001A: 17100 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label089FF4
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label089FD1

:Label089FF4
00D6: if 0
856A: NOT (unknown)
004D: jump_if_false Label08A021
058A: unknown -667.763 1233.782 11.634 -667.977 1233.746 11.665

:Label08A021
00D6: if 0
001A: 19500 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label08A044
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label08A021

:Label08A044
00D6: if 0
856A: NOT (unknown)
004D: jump_if_false Label08A071
058A: unknown -667.79 1233.966 11.617 -667.992 1234.007 11.6

:Label08A071
00D6: if 0
001A: 20669 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label08A094
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label08A071

:Label08A094
00BC: text_highpriority "BJM2_2D" 10000 ms 1 ;; Son, I could shoot a fly off
your head at 80 feet.

:Label08A0A3
00D6: if 0
001A: 24067 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label08A0C6
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label08A0A3

:Label08A0C6
00BC: text_highpriority "BJM2_2E" 10000 ms 1 ;; Oh really?

:Label08A0D5
00D6: if 0
001A: 24900 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label08A0F8
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label08A0D5
:Label08A0F8
00D6: if 0
856A: NOT (unknown)
004D: jump_if_false Label08A125
058A: unknown -667.723 1233.882 11.51 -667.925 1233.924 11.507

:Label08A125
00D6: if 0
001A: 25633 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label08A148
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label08A125

:Label08A148
00D6: if 0
856A: NOT (unknown)
004D: jump_if_false Label08A175
058A: unknown -667.621 1233.834 11.589 -667.807 1233.785 11.676

:Label08A175
00D6: if 0
001A: 25716 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label08A198
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label08A175

:Label08A198
00BC: text_highpriority "BJM2_2F" 10000 ms 1 ;; Yeah. I learnt in the army.

:Label08A1A7
00D6: if 0
001A: 26500 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label08A1CA
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label08A1A7

:Label08A1CA
00D6: if 0
856A: NOT (unknown)
004D: jump_if_false Label08A1F7
058A: unknown -667.651 1233.901 11.568 -667.851 1233.951 11.575

:Label08A1F7
00D6: if 0
001A: 27333 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label08A21A
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label08A1F7

:Label08A21A
00D6: if 0
856A: NOT (unknown)
004D: jump_if_false Label08A247
058A: unknown -667.597 1233.878 11.597 -667.792 1233.853 11.688
:Label08A247
00D6: if 0
001A: 27997 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label08A26A
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label08A247

:Label08A26A
00BC: text_highpriority "BJM2_2G" 10000 ms 1 ;; Fly shooting real popular in the
army? Glad I don't pay tax.

:Label08A279
00D6: if 0
001A: 28333 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label08A29C
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label08A279

:Label08A29C
00D6: if 0
856A: NOT (unknown)
004D: jump_if_false Label08A2C9
058A: unknown -667.668 1233.848 11.601 -667.875 1233.869 11.598

:Label08A2C9
00D6: if 0
001A: 29266 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label08A2EC
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label08A2C9

:Label08A2EC
00D6: if 0
856A: NOT (unknown)
004D: jump_if_false Label08A319
058A: unknown -667.597 1233.892 11.522 -667.802 1233.843 11.555

:Label08A319
00D6: if 0
001A: 31594 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label08A33C
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label08A319

:Label08A33C
00BC: text_highpriority "BJM2_2H" 10000 ms 1 ;; You tryin' to be funny kid?

:Label08A34B
00D6: if 0
001A: 34852 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label08A370
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label08A34B
:Label08A370
00BC: text_highpriority "BJM2_2I" 10000 ms 1 ;; Ha ha ha ha ha!

:Label08A37F
00D6: if 0
001A: 37052 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label08A3A4
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label08A37F

:Label08A3A4
00BC: text_highpriority "BJM2_2J" 10000 ms 1 ;; Let's shoot.

:Label08A3B3
00D6: if 0
001A: 39168 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label08A3D8
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label08A3B3

:Label08A3D8
00BE: text_clear_all

:Label08A3DA
00D6: if 0
001A: 41968 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label08A3FF
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label08A3DA

:Label08A3FF
016A: fade 0 () 2000 ms
00BE: text_clear_all

:Label08A408
00D6: if 0
016B: fading
004D: jump_if_false Label08A420
0001: wait 0 ms
0002: jump Label08A408

:Label08A420
03AD: set_rubbish 1 (visible)
02EA: end_cutscene
0373: set_camera_directly_behind_player
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
03CB: set_camera -663.95 1231.29 10.08
0004: $3E3 = 0 ;; integer values
04E3: unknown_player $PLAYER_CHAR 0 60000
04E2: $PLAYER_CHAR 1
0247: request_model #MALE01
0247: request_model -130 (TAR_GUN1)
0247: request_model -131 (TAR_GUN2)
0247: request_model #COLT45
0247: request_model -132 (TAR_FRAME)
0247: request_model -133 (TAR_DOWNLEFT)
0247: request_model -134 (TAR_DOWNRIGHT)
0247: request_model -135 (TAR_TOP)
0247: request_model -136 (TAR_UPLEFT)
0247: request_model -137 (TAR_UPRIGHT)
0247: request_model -121 (FAKETARGET)
023C: load_special_actor 5 "IGPHIL"
03CF: load_wav "BNK2_1" as 1
03CF: load_wav "BNK2_2" as 2

:Label08A4C6
00D6: if 25
8248: NOT model #MALE01 available
8248: NOT model #COLT45 available
8248: NOT model -130 (TAR_GUN1) available
823D: NOT special_actor 5 loaded
83D0: NOT wav 1 loaded
83D0: NOT wav 2 loaded
004D: jump_if_false Label08A4F6
0001: wait 0 ms
0002: jump Label08A4C6

:Label08A4F6
00D6: if 25
8248: NOT model -132 (TAR_FRAME) available
8248: NOT model -133 (TAR_DOWNLEFT) available
8248: NOT model -134 (TAR_DOWNRIGHT) available
8248: NOT model -135 (TAR_TOP) available
8248: NOT model -136 (TAR_UPLEFT) available
8248: NOT model -137 (TAR_UPRIGHT) available
004D: jump_if_false Label08A52A
0001: wait 0 ms
0002: jump Label08A4F6

:Label08A52A
00D6: if 21
8248: NOT model -121 (FAKETARGET) available
8248: NOT model -131 (TAR_GUN2) available
004D: jump_if_false Label08A549
0001: wait 0 ms
0002: jump Label08A52A

:Label08A549
009A: $F44 = create_actor 4 #SPECIAL05 at -665.99 1234.17 10.08
01ED: reset_actor $F44 flags
01B2: give_actor $F44 weapon 17 ammo 1 ;; Load the weapon model before using
this
0173: set_actor $F44 z_angle_to 90.0
009A: $F45 = create_actor 4 #MALE01 at -666.29 1229.32 10.08
01ED: reset_actor $F45 flags
01B2: give_actor $F45 weapon 17 ammo 1 ;; Load the weapon model before using
this
0173: set_actor $F45 z_angle_to 90.0
029B: $F68 = init_object -121 (FAKETARGET) at -668.42 1231.65 10.08
01C7: remove_object_from_mission_cleanup_list $F68
0177: set_object $F68 z_angle_to 90.0
029B: $F69 = init_object -121 (FAKETARGET) at -664.73 1269.09 9.81
01C7: remove_object_from_mission_cleanup_list $F69
0177: set_object $F69 z_angle_to 90.0
029B: $F6A = init_object -121 (FAKETARGET) at -677.75 1272.03 9.81
01C7: remove_object_from_mission_cleanup_list $F6A
0177: set_object $F6A z_angle_to 0.0
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 4 weapon $F62 ammo $F63
model $F64
04F4: unknown_actor $PLAYER_ACTOR mess_around_with_object $F68 0.0 -2.0 1.0 0
60.0 17
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 17
017A: set_player $PLAYER_CHAR weapon 17 ammo_to 100
0004: $F47 = 100 ;; integer values
0169: set_fade_color 0 0 0
0001: wait 500 ms
016A: fade 1 (back) 2000 ms

:Label08A67A
00D6: if 0
016B: fading
004D: jump_if_false Label08A724
0001: wait 0 ms
00D6: if 0
0118: actor $F44 dead
004D: jump_if_false Label08A6B1
00BC: text_highpriority "BJM2_11" 5000 ms 1 ;; ~r~Phil's dead!
0002: jump Label08F62C

:Label08A6B1
00D6: if 0
0118: actor $F45 dead
004D: jump_if_false Label08A6D7
00BC: text_highpriority "BJM2_12" 5000 ms 1 ;; ~r~One of the shooters is dead!
0002: jump Label08F62C

:Label08A6D7
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point -667.8 1210.0 10.5 radius 3.0 3.0
3.0
004D: jump_if_false Label08A71D
00BC: text_highpriority "BJM2_22" 5000 ms 1 ;; ~r~You have left the shooting
range!
0002: jump Label08F62C

:Label08A71D
0002: jump Label08A67A

:Label08A724
00BC: text_highpriority "BJM2_19" 8000 ms 1 ;; ~g~Hit as many targets as you can
in the time limit!
00D6: if 0
0038: $6D == 1 ;; integer values
004D: jump_if_false Label08A763
00D6: if 21
00E1: key_pressed 0 16
00E1: key_pressed 0 12
004D: jump_if_false Label08A763
0002: jump Label08AE15

:Label08A763
0006: 16@ = 0 ;; integer values

:Label08A76A
00D6: if 0
001B: 5000 > 16@ ;; integer values
004D: jump_if_false Label08A84A
0001: wait 0 ms
00D6: if 0
0038: $6D == 1 ;; integer values
004D: jump_if_false Label08A7B1
00D6: if 21
00E1: key_pressed 0 16
00E1: key_pressed 0 12
004D: jump_if_false Label08A7B1
0002: jump Label08AE15

:Label08A7B1
00D6: if 0
0118: actor $F44 dead
004D: jump_if_false Label08A7D7
00BC: text_highpriority "BJM2_11" 5000 ms 1 ;; ~r~Phil's dead!
0002: jump Label08F62C

:Label08A7D7
00D6: if 0
0118: actor $F45 dead
004D: jump_if_false Label08A7FD
00BC: text_highpriority "BJM2_12" 5000 ms 1 ;; ~r~One of the shooters is dead!
0002: jump Label08F62C

:Label08A7FD
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point -667.8 1210.0 10.5 radius 3.0 3.0
3.0
004D: jump_if_false Label08A843
00BC: text_highpriority "BJM2_22" 5000 ms 1 ;; ~r~You have left the shooting
range!
0002: jump Label08F62C

:Label08A843
0002: jump Label08A76A

:Label08A84A
00BC: text_highpriority "BJM2_20" 8000 ms 1 ;; ~g~When you run out of ~w~time
~g~or ~w~ammunition ~g~the round is over!
0006: 16@ = 0 ;; integer values

:Label08A860
00D6: if 0
001B: 5000 > 16@ ;; integer values
004D: jump_if_false Label08A940
0001: wait 0 ms
00D6: if 0
0038: $6D == 1 ;; integer values
004D: jump_if_false Label08A8A7
00D6: if 21
00E1: key_pressed 0 16
00E1: key_pressed 0 12
004D: jump_if_false Label08A8A7
0002: jump Label08AE15

:Label08A8A7
00D6: if 0
0118: actor $F44 dead
004D: jump_if_false Label08A8CD
00BC: text_highpriority "BJM2_11" 5000 ms 1 ;; ~r~Phil's dead!
0002: jump Label08F62C

:Label08A8CD
00D6: if 0
0118: actor $F45 dead
004D: jump_if_false Label08A8F3
00BC: text_highpriority "BJM2_12" 5000 ms 1 ;; ~r~One of the shooters is dead!
0002: jump Label08F62C

:Label08A8F3
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point -667.8 1210.0 10.5 radius 3.0 3.0
3.0
004D: jump_if_false Label08A939
00BC: text_highpriority "BJM2_22" 5000 ms 1 ;; ~r~You have left the shooting
range!
0002: jump Label08F62C

:Label08A939
0002: jump Label08A860

:Label08A940
00BC: text_highpriority "BJM2_24" 8000 ms 1 ;; ~g~The closest target is worth
one point.
0006: 16@ = 0 ;; integer values

:Label08A956
00D6: if 0
001B: 5000 > 16@ ;; integer values
004D: jump_if_false Label08AA36
0001: wait 0 ms
00D6: if 0
0038: $6D == 1 ;; integer values
004D: jump_if_false Label08A99D
00D6: if 21
00E1: key_pressed 0 16
00E1: key_pressed 0 12
004D: jump_if_false Label08A99D
0002: jump Label08AE15

:Label08A99D
00D6: if 0
0118: actor $F44 dead
004D: jump_if_false Label08A9C3
00BC: text_highpriority "BJM2_11" 5000 ms 1 ;; ~r~Phil's dead!
0002: jump Label08F62C

:Label08A9C3
00D6: if 0
0118: actor $F45 dead
004D: jump_if_false Label08A9E9
00BC: text_highpriority "BJM2_12" 5000 ms 1 ;; ~r~One of the shooters is dead!
0002: jump Label08F62C

:Label08A9E9
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point -667.8 1210.0 10.5 radius 3.0 3.0
3.0
004D: jump_if_false Label08AA2F
00BC: text_highpriority "BJM2_22" 5000 ms 1 ;; ~r~You have left the shooting
range!
0002: jump Label08F62C

:Label08AA2F
0002: jump Label08A956

:Label08AA36
00BC: text_highpriority "BJM2_25" 8000 ms 1 ;; ~g~The middle target is worth two
points.
0006: 16@ = 0 ;; integer values

:Label08AA4C
00D6: if 0
001B: 5000 > 16@ ;; integer values
004D: jump_if_false Label08AB2C
0001: wait 0 ms
00D6: if 0
0038: $6D == 1 ;; integer values
004D: jump_if_false Label08AA93
00D6: if 21
00E1: key_pressed 0 16
00E1: key_pressed 0 12
004D: jump_if_false Label08AA93
0002: jump Label08AE15

:Label08AA93
00D6: if 0
0118: actor $F44 dead
004D: jump_if_false Label08AAB9
00BC: text_highpriority "BJM2_11" 5000 ms 1 ;; ~r~Phil's dead!
0002: jump Label08F62C

:Label08AAB9
00D6: if 0
0118: actor $F45 dead
004D: jump_if_false Label08AADF
00BC: text_highpriority "BJM2_12" 5000 ms 1 ;; ~r~One of the shooters is dead!
0002: jump Label08F62C

:Label08AADF
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point -667.8 1210.0 10.5 radius 3.0 3.0
3.0
004D: jump_if_false Label08AB25
00BC: text_highpriority "BJM2_22" 5000 ms 1 ;; ~r~You have left the shooting
range!
0002: jump Label08F62C
:Label08AB25
0002: jump Label08AA4C

:Label08AB2C
00BC: text_highpriority "BJM2_26" 8000 ms 1 ;; ~g~The far target is worth three
points.
0006: 16@ = 0 ;; integer values

:Label08AB42
00D6: if 0
001B: 5000 > 16@ ;; integer values
004D: jump_if_false Label08AC22
0001: wait 0 ms
00D6: if 0
0038: $6D == 1 ;; integer values
004D: jump_if_false Label08AB89
00D6: if 21
00E1: key_pressed 0 16
00E1: key_pressed 0 12
004D: jump_if_false Label08AB89
0002: jump Label08AE15

:Label08AB89
00D6: if 0
0118: actor $F44 dead
004D: jump_if_false Label08ABAF
00BC: text_highpriority "BJM2_11" 5000 ms 1 ;; ~r~Phil's dead!
0002: jump Label08F62C

:Label08ABAF
00D6: if 0
0118: actor $F45 dead
004D: jump_if_false Label08ABD5
00BC: text_highpriority "BJM2_12" 5000 ms 1 ;; ~r~One of the shooters is dead!
0002: jump Label08F62C

:Label08ABD5
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point -667.8 1210.0 10.5 radius 3.0 3.0
3.0
004D: jump_if_false Label08AC1B
00BC: text_highpriority "BJM2_22" 5000 ms 1 ;; ~r~You have left the shooting
range!
0002: jump Label08F62C

:Label08AC1B
0002: jump Label08AB42

:Label08AC22
00BC: text_highpriority "BJM2_2" 8000 ms 1 ;; ~g~To exit the round press the
~h~~k~~PED_JUMPING~ ~g~button.
0006: 16@ = 0 ;; integer values

:Label08AC38
00D6: if 0
001B: 5000 > 16@ ;; integer values
004D: jump_if_false Label08AD18
0001: wait 0 ms
00D6: if 0
0038: $6D == 1 ;; integer values
004D: jump_if_false Label08AC7F
00D6: if 21
00E1: key_pressed 0 16
00E1: key_pressed 0 12
004D: jump_if_false Label08AC7F
0002: jump Label08AE15

:Label08AC7F
00D6: if 0
0118: actor $F44 dead
004D: jump_if_false Label08ACA5
00BC: text_highpriority "BJM2_11" 5000 ms 1 ;; ~r~Phil's dead!
0002: jump Label08F62C

:Label08ACA5
00D6: if 0
0118: actor $F45 dead
004D: jump_if_false Label08ACCB
00BC: text_highpriority "BJM2_12" 5000 ms 1 ;; ~r~One of the shooters is dead!
0002: jump Label08F62C

:Label08ACCB
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point -667.8 1210.0 10.5 radius 3.0 3.0
3.0
004D: jump_if_false Label08AD11
00BC: text_highpriority "BJM2_22" 5000 ms 1 ;; ~r~You have left the shooting
range!
0002: jump Label08F62C

:Label08AD11
0002: jump Label08AC38

:Label08AD18
00BC: text_highpriority "BJM2_23" 8000 ms 1 ;; ~g~If you leave the shooting
range during the competition, you will fail the mission.
0006: 16@ = 0 ;; integer values

:Label08AD2E
00D6: if 0
001B: 5000 > 16@ ;; integer values
004D: jump_if_false Label08AE0E
0001: wait 0 ms
00D6: if 0
0038: $6D == 1 ;; integer values
004D: jump_if_false Label08AD75
00D6: if 21
00E1: key_pressed 0 16
00E1: key_pressed 0 12
004D: jump_if_false Label08AD75
0002: jump Label08AE15

:Label08AD75
00D6: if 0
0118: actor $F44 dead
004D: jump_if_false Label08AD9B
00BC: text_highpriority "BJM2_11" 5000 ms 1 ;; ~r~Phil's dead!
0002: jump Label08F62C

:Label08AD9B
00D6: if 0
0118: actor $F45 dead
004D: jump_if_false Label08ADC1
00BC: text_highpriority "BJM2_12" 5000 ms 1 ;; ~r~One of the shooters is dead!
0002: jump Label08F62C

:Label08ADC1
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point -667.8 1210.0 10.5 radius 3.0 3.0
3.0
004D: jump_if_false Label08AE07
00BC: text_highpriority "BJM2_22" 5000 ms 1 ;; ~r~You have left the shooting
range!
0002: jump Label08F62C

:Label08AE07
0002: jump Label08AD2E

:Label08AE0E
0004: $6D = 1 ;; integer values

:Label08AE15
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
00BC: text_highpriority "BNK2_1" 5000 ms 1 ;; LIVE AMMUNITION
03D1: play_wav 1
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 (true)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 (true)
0004: $7B = 1 ;; integer values

:Label08AE44
00D6: if 0
83D2: NOT wav 1 ended
004D: jump_if_false Label08AEF0
0001: wait 0 ms
00D6: if 0
0118: actor $F44 dead
004D: jump_if_false Label08AE7D
00BC: text_highpriority "BJM2_11" 5000 ms 1 ;; ~r~Phil's dead!
0002: jump Label08F62C

:Label08AE7D
00D6: if 0
0118: actor $F45 dead
004D: jump_if_false Label08AEA3
00BC: text_highpriority "BJM2_12" 5000 ms 1 ;; ~r~One of the shooters is dead!
0002: jump Label08F62C

:Label08AEA3
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point -667.8 1210.0 10.5 radius 3.0 3.0
3.0
004D: jump_if_false Label08AEE9
00BC: text_highpriority "BJM2_22" 5000 ms 1 ;; ~r~You have left the shooting
range!
0002: jump Label08F62C
:Label08AEE9
0002: jump Label08AE44

:Label08AEF0
03D5: remove_text "BNK2_1" ;; LIVE AMMUNITION
03CF: load_wav "BNK2_5" as 1
03D1: play_wav 2
00BC: text_highpriority "BNK2_2" 5000 ms 1 ;; AIM 3-2-1 FIRE!

:Label08AF19
00D6: if 21
83D2: NOT wav 2 ended
83D0: NOT wav 1 loaded
004D: jump_if_false Label08AFC9
0001: wait 0 ms
00D6: if 0
0118: actor $F44 dead
004D: jump_if_false Label08AF56
00BC: text_highpriority "BJM2_11" 5000 ms 1 ;; ~r~Phil's dead!
0002: jump Label08F62C

:Label08AF56
00D6: if 0
0118: actor $F45 dead
004D: jump_if_false Label08AF7C
00BC: text_highpriority "BJM2_12" 5000 ms 1 ;; ~r~One of the shooters is dead!
0002: jump Label08F62C

:Label08AF7C
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point -667.8 1210.0 10.5 radius 3.0 3.0
3.0
004D: jump_if_false Label08AFC2
00BC: text_highpriority "BJM2_22" 5000 ms 1 ;; ~r~You have left the shooting
range!
0002: jump Label08F62C

:Label08AFC2
0002: jump Label08AF19

:Label08AFC9
03D5: remove_text "BNK2_2" ;; AIM 3-2-1 FIRE!
03CF: load_wav "BNK2_4" as 2
0004: $F65 = 0 ;; integer values
0004: $F66 = 1 ;; integer values
014E: set_timer_to $E5D type 1
04F7: unknown_status_text $F94 0 line 2 "BJM2_18" ;; SCORE TO BEAT:
04F7: unknown_status_text $F80 0 line 1 "BJM2_15" ;; SCORE:
0006: 16@ = 0 ;; integer values
018D: $F7F = create_sound 11 at -679.403 1232.564 11.105

:Label08B033
00D6: if 0
0038: $E5C == 0 ;; integer values
004D: jump_if_false Label08C073
0001: wait 0 ms
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point -667.8 1210.0 10.5 radius 3.0 3.0
3.0
004D: jump_if_false Label08B08F
00BC: text_highpriority "BJM2_22" 5000 ms 1 ;; ~r~You have left the shooting
range!
0002: jump Label08F62C

:Label08B08F
00D6: if 0
00E1: key_pressed 0 14
004D: jump_if_false Label08B0A7
0004: $E5C = 1 ;; integer values

:Label08B0A7
00D6: if 0
0038: $F65 == 0 ;; integer values
004D: jump_if_false Label08B0CF
00D6: if 0
03D0: wav 2 loaded
004D: jump_if_false Label08B0CF
0004: $F65 = 1 ;; integer values

:Label08B0CF
00D6: if 0
0038: $F65 == 1 ;; integer values
004D: jump_if_false Label08B155
00D6: if 0
0038: $F66 == 1 ;; integer values
004D: jump_if_false Label08B155
00D6: if 0
0029: 16@ >= 60000 ;; integer values
004D: jump_if_false Label08B155
00D6: if 0
0028: $E5A >= 20 ;; integer values
004D: jump_if_false Label08B13B
03D1: play_wav 2
00BC: text_highpriority "BNK2_4" 5000 ms 1 ;; Hoooeee!
0004: $F65 = 2 ;; integer values
0002: jump Label08B155

:Label08B13B
03D1: play_wav 1
00BC: text_highpriority "BNK2_5" 5000 ms 1 ;; Couldn't hit a barn door!
0004: $F66 = 2 ;; integer values

:Label08B155
00D6: if 0
0038: $F65 == 2 ;; integer values
004D: jump_if_false Label08B18F
00D6: if 0
03D2: wav 2 ended
004D: jump_if_false Label08B18F
03D5: remove_text "BNK2_4" ;; Hoooeee!
040D: unload_wav 1
040D: unload_wav 2
0004: $F65 = 3 ;; integer values

:Label08B18F
00D6: if 0
0038: $F66 == 2 ;; integer values
004D: jump_if_false Label08B1C9
00D6: if 0
03D2: wav 1 ended
004D: jump_if_false Label08B1C9
03D5: remove_text "BNK2_5" ;; Couldn't hit a barn door!
040D: unload_wav 1
040D: unload_wav 2
0004: $F66 = 3 ;; integer values

:Label08B1C9
00D6: if 21
0038: $F65 == 3 ;; integer values
0038: $F66 == 3 ;; integer values
004D: jump_if_false Label08B213
00D6: if 0
0038: $F67 == 0 ;; integer values
004D: jump_if_false Label08B213
03CF: load_wav "BNK2_3" as 1
03CF: load_wav "BNK2_2" as 2
0004: $F67 = 1 ;; integer values

:Label08B213
00D6: if 0
0038: $F67 == 1 ;; integer values
004D: jump_if_false Label08B23F
00D6: if 1
03D0: wav 1 loaded
03D0: wav 2 loaded
004D: jump_if_false Label08B23F
0004: $F67 = 2 ;; integer values

:Label08B23F
00D6: if 0
0118: actor $F44 dead
004D: jump_if_false Label08B265
00BC: text_highpriority "BJM2_11" 5000 ms 1 ;; ~r~Phil's dead!
0002: jump Label08F62C

:Label08B265
00D6: if 0
0118: actor $F45 dead
004D: jump_if_false Label08B28B
00BC: text_highpriority "BJM2_12" 5000 ms 1 ;; ~r~One of the shooters is dead!
0002: jump Label08F62C

:Label08B28B
0110: clear_player $PLAYER_CHAR wanted_level
0419: $E60 = player $PLAYER_CHAR weapon 17 ammo
00D6: if 21
0038: $E5D == 0 ;; integer values
0038: $E60 == 0 ;; integer values
004D: jump_if_false Label08B320
00D6: if 0
0038: $F82 == 0 ;; integer values
004D: jump_if_false Label08B2DA
0006: 16@ = 0 ;; integer values
0004: $F82 = 1 ;; integer values
0002: jump Label08B320

:Label08B2DA
00D6: if 0
0019: 16@ > 200 ;; integer values
004D: jump_if_false Label08B320
00D6: if 0
0038: $F67 == 2 ;; integer values
004D: jump_if_false Label08B319
03D1: play_wav 1
00BC: text_highpriority "BNK2_3" 5000 ms 1 ;; AREA CLEAR!
0004: $F6B = 1 ;; integer values

:Label08B319
0004: $E5C = 1 ;; integer values

:Label08B320
01BD: $F8A = current_time_in_ms
00D6: if 0
0038: $F8B == 0 ;; integer values
004D: jump_if_false Label08B34B
01BD: $F8A = current_time_in_ms
0084: $F8C = $F8A ;; integer values and handles
0004: $F8B = 1 ;; integer values

:Label08B34B
00D6: if 0
0038: $F8B == 1 ;; integer values
004D: jump_if_false Label08B36D
0084: $F8D = $F8A ;; integer values and handles
0060: $F8D -= $F8C ;; integer values

:Label08B36D
00D6: if 0
0028: $F8D >= 2000 ;; integer values
004D: jump_if_false Label08B46C
00D6: if 0
0038: $E66 == 0 ;; integer values
004D: jump_if_false Label08B46C
0107: $E6D = create_object -132 (TAR_FRAME) at $E73 $E74 $E75
0177: set_object $E6D z_angle_to 90.0
0107: $E6E = create_object -133 (TAR_DOWNLEFT) at $E73 $E74 $E75
0177: set_object $E6E z_angle_to 90.0
0107: $E6F = create_object -134 (TAR_DOWNRIGHT) at $E73 $E74 $E75
0177: set_object $E6F z_angle_to 90.0
0107: $E70 = create_object -135 (TAR_TOP) at $E73 $E74 $E75
0177: set_object $E70 z_angle_to 90.0
0107: $E71 = create_object -136 (TAR_UPLEFT) at $E73 $E74 $E75
0177: set_object $E71 z_angle_to 90.0
0107: $E72 = create_object -137 (TAR_UPRIGHT) at $E73 $E74 $E75
0177: set_object $E72 z_angle_to 90.0
0004: $E67 = 0 ;; integer values
0004: $E68 = 0 ;; integer values
0004: $E69 = 0 ;; integer values
0004: $E6A = 0 ;; integer values
0004: $E6B = 0 ;; integer values
0004: $E6C = 0 ;; integer values
0004: $E79 = 0 ;; integer values
0004: $E66 = 1 ;; integer values

:Label08B46C
00D6: if 0
0038: $E66 == 1 ;; integer values
004D: jump_if_false Label08B58F
00D6: if 0
0038: $E67 == 0 ;; integer values
004D: jump_if_false Label08B528
00D6: if 0
8366: NOT (unknown) $E6D
004D: jump_if_false Label08B4AE
01BB: store_object $E6D position_to $E76 $E77 $E78

:Label08B4AE
00D6: if 0
0038: $E79 == 0 ;; integer values
004D: jump_if_false Label08B4F4
00D6: if 0
0032: 1228.7 >= $E77 ;; floating-point values
004D: jump_if_false Label08B4E3
0004: $E79 = 1 ;; integer values
0002: jump Label08B4ED

:Label08B4E3
007E: $E77 -= unknown_inaccurate_float_timer .06 ;; floating-point values

:Label08B4ED
0002: jump Label08B521

:Label08B4F4
00D6: if 0
0030: $E77 >= 1236.5 ;; floating-point values
004D: jump_if_false Label08B517
0004: $E79 = 0 ;; integer values
0002: jump Label08B521

:Label08B517
0078: $E77 += unknown_inaccurate_float_timer .06 ;; floating-point values

:Label08B521
0002: jump Label08B58F

:Label08B528
00D6: if 0
8366: NOT (unknown) $E6D
004D: jump_if_false Label08B58F
01BB: store_object $E6D position_to $E76 $E77 $E78
00D6: if 0
0030: $E77 >= 1239.0 ;; floating-point values
004D: jump_if_false Label08B585
00D6: if 0
8366: NOT (unknown) $E6D
004D: jump_if_false Label08B570
0108: destroy_object $E6D

:Label08B570
0004: $E66 = 0 ;; integer values
0004: $F8B = 0 ;; integer values
0002: jump Label08B58F

:Label08B585
0078: $E77 += unknown_inaccurate_float_timer .06 ;; floating-point values
:Label08B58F
00D6: if 0
0038: $E66 == 1 ;; integer values
004D: jump_if_false Label08B784
01BC: put_object $E6D at $E76 $E77 $E78
00D6: if 0
0038: $E67 == 0 ;; integer values
004D: jump_if_false Label08B784
00D6: if 4
0038: $E68 == 1 ;; integer values
0038: $E69 == 1 ;; integer values
0038: $E6A == 1 ;; integer values
0038: $E6B == 1 ;; integer values
0038: $E6C == 1 ;; integer values
004D: jump_if_false Label08B612
0008: $F95 += 1 ;; integer values
0008: $E5A += 1 ;; integer values
0008: $F80 += 1 ;; integer values
0004: $F8B = 0 ;; integer values
0004: $E67 = 1 ;; integer values

:Label08B612
00D6: if 0
0038: $E68 == 0 ;; integer values
004D: jump_if_false Label08B65C
00D6: if 0
0366: (unknown) $E6E
004D: jump_if_false Label08B64E
0108: destroy_object $E6E
0008: $E61 += 1 ;; integer values
0004: $E68 = 1 ;; integer values
0002: jump Label08B65C

:Label08B64E
01BC: put_object $E6E at $E76 $E77 $E78

:Label08B65C
00D6: if 0
0038: $E69 == 0 ;; integer values
004D: jump_if_false Label08B6A6
00D6: if 0
0366: (unknown) $E6F
004D: jump_if_false Label08B698
0108: destroy_object $E6F
0008: $E61 += 1 ;; integer values
0004: $E69 = 1 ;; integer values
0002: jump Label08B6A6

:Label08B698
01BC: put_object $E6F at $E76 $E77 $E78

:Label08B6A6
00D6: if 0
0038: $E6A == 0 ;; integer values
004D: jump_if_false Label08B6F0
00D6: if 0
0366: (unknown) $E70
004D: jump_if_false Label08B6E2
0108: destroy_object $E70
0008: $E61 += 1 ;; integer values
0004: $E6A = 1 ;; integer values
0002: jump Label08B6F0

:Label08B6E2
01BC: put_object $E70 at $E76 $E77 $E78

:Label08B6F0
00D6: if 0
0038: $E6B == 0 ;; integer values
004D: jump_if_false Label08B73A
00D6: if 0
0366: (unknown) $E71
004D: jump_if_false Label08B72C
0108: destroy_object $E71
0008: $E61 += 1 ;; integer values
0004: $E6B = 1 ;; integer values
0002: jump Label08B73A

:Label08B72C
01BC: put_object $E71 at $E76 $E77 $E78

:Label08B73A
00D6: if 0
0038: $E6C == 0 ;; integer values
004D: jump_if_false Label08B784
00D6: if 0
0366: (unknown) $E72
004D: jump_if_false Label08B776
0108: destroy_object $E72
0008: $E61 += 1 ;; integer values
0004: $E6C = 1 ;; integer values
0002: jump Label08B784

:Label08B776
01BC: put_object $E72 at $E76 $E77 $E78

:Label08B784
00D6: if 0
0038: $F8E == 0 ;; integer values
004D: jump_if_false Label08B7AA
01BD: $F8A = current_time_in_ms
0084: $F8F = $F8A ;; integer values and handles
0004: $F8E = 1 ;; integer values

:Label08B7AA
00D6: if 0
0038: $F8E == 1 ;; integer values
004D: jump_if_false Label08B7CC
0084: $F90 = $F8A ;; integer values and handles
0060: $F90 -= $F8F ;; integer values

:Label08B7CC
00D6: if 0
0028: $F90 >= 2000 ;; integer values
004D: jump_if_false Label08B8CB
00D6: if 0
0038: $E7A == 0 ;; integer values
004D: jump_if_false Label08B8CB
0107: $E81 = create_object -132 (TAR_FRAME) at $E87 $E88 $E89
0177: set_object $E81 z_angle_to 90.0
0107: $E82 = create_object -133 (TAR_DOWNLEFT) at $E87 $E88 $E89
0177: set_object $E82 z_angle_to 90.0
0107: $E83 = create_object -134 (TAR_DOWNRIGHT) at $E87 $E88 $E89
0177: set_object $E83 z_angle_to 90.0
0107: $E84 = create_object -135 (TAR_TOP) at $E87 $E88 $E89
0177: set_object $E84 z_angle_to 90.0
0107: $E85 = create_object -136 (TAR_UPLEFT) at $E87 $E88 $E89
0177: set_object $E85 z_angle_to 90.0
0107: $E86 = create_object -137 (TAR_UPRIGHT) at $E87 $E88 $E89
0177: set_object $E86 z_angle_to 90.0
0004: $E7B = 0 ;; integer values
0004: $E7C = 0 ;; integer values
0004: $E7D = 0 ;; integer values
0004: $E7E = 0 ;; integer values
0004: $E7F = 0 ;; integer values
0004: $E80 = 0 ;; integer values
0004: $E8D = 1 ;; integer values
0004: $E7A = 1 ;; integer values

:Label08B8CB
00D6: if 0
0038: $E7A == 1 ;; integer values
004D: jump_if_false Label08B9EE
00D6: if 0
0038: $E7B == 0 ;; integer values
004D: jump_if_false Label08B987
00D6: if 0
8366: NOT (unknown) $E81
004D: jump_if_false Label08B90D
01BB: store_object $E81 position_to $E8A $E8B $E8C

:Label08B90D
00D6: if 0
0038: $E8D == 0 ;; integer values
004D: jump_if_false Label08B953
00D6: if 0
0032: 1228.7 >= $E8B ;; floating-point values
004D: jump_if_false Label08B942
0004: $E8D = 1 ;; integer values
0002: jump Label08B94C

:Label08B942
007E: $E8B -= unknown_inaccurate_float_timer .04 ;; floating-point values

:Label08B94C
0002: jump Label08B980

:Label08B953
00D6: if 0
0030: $E8B >= 1236.5 ;; floating-point values
004D: jump_if_false Label08B976
0004: $E8D = 0 ;; integer values
0002: jump Label08B980

:Label08B976
0078: $E8B += unknown_inaccurate_float_timer .04 ;; floating-point values
:Label08B980
0002: jump Label08B9EE

:Label08B987
00D6: if 0
8366: NOT (unknown) $E81
004D: jump_if_false Label08B9EE
01BB: store_object $E81 position_to $E8A $E8B $E8C
00D6: if 0
0032: 1227.0 >= $E8B ;; floating-point values
004D: jump_if_false Label08B9E4
00D6: if 0
8366: NOT (unknown) $E81
004D: jump_if_false Label08B9CF
0108: destroy_object $E81

:Label08B9CF
0004: $E7A = 0 ;; integer values
0004: $F8E = 0 ;; integer values
0002: jump Label08B9EE

:Label08B9E4
007E: $E8B -= unknown_inaccurate_float_timer .06 ;; floating-point values

:Label08B9EE
00D6: if 0
0038: $E7A == 1 ;; integer values
004D: jump_if_false Label08BBF1
01BC: put_object $E81 at $E8A $E8B $E8C
00D6: if 0
0038: $E7B == 0 ;; integer values
004D: jump_if_false Label08BBF1
00D6: if 4
0038: $E7C == 1 ;; integer values
0038: $E7D == 1 ;; integer values
0038: $E7E == 1 ;; integer values
0038: $E7F == 1 ;; integer values
0038: $E80 == 1 ;; integer values
004D: jump_if_false Label08BA7F
0008: $F95 += 1 ;; integer values
0008: $E5A += 1 ;; integer values
0008: $E5A += 1 ;; integer values
0008: $F80 += 1 ;; integer values
0008: $F80 += 1 ;; integer values
0004: $F8E = 0 ;; integer values
0004: $E7B = 1 ;; integer values

:Label08BA7F
00D6: if 0
0038: $E7C == 0 ;; integer values
004D: jump_if_false Label08BAC9
00D6: if 0
0366: (unknown) $E82
004D: jump_if_false Label08BABB
0108: destroy_object $E82
0008: $E61 += 1 ;; integer values
0004: $E7C = 1 ;; integer values
0002: jump Label08BAC9
:Label08BABB
01BC: put_object $E82 at $E8A $E8B $E8C

:Label08BAC9
00D6: if 0
0038: $E7D == 0 ;; integer values
004D: jump_if_false Label08BB13
00D6: if 0
0366: (unknown) $E83
004D: jump_if_false Label08BB05
0108: destroy_object $E83
0008: $E61 += 1 ;; integer values
0004: $E7D = 1 ;; integer values
0002: jump Label08BB13

:Label08BB05
01BC: put_object $E83 at $E8A $E8B $E8C

:Label08BB13
00D6: if 0
0038: $E7E == 0 ;; integer values
004D: jump_if_false Label08BB5D
00D6: if 0
0366: (unknown) $E84
004D: jump_if_false Label08BB4F
0108: destroy_object $E84
0008: $E61 += 1 ;; integer values
0004: $E7E = 1 ;; integer values
0002: jump Label08BB5D

:Label08BB4F
01BC: put_object $E84 at $E8A $E8B $E8C

:Label08BB5D
00D6: if 0
0038: $E7F == 0 ;; integer values
004D: jump_if_false Label08BBA7
00D6: if 0
0366: (unknown) $E85
004D: jump_if_false Label08BB99
0108: destroy_object $E85
0008: $E61 += 1 ;; integer values
0004: $E7F = 1 ;; integer values
0002: jump Label08BBA7

:Label08BB99
01BC: put_object $E85 at $E8A $E8B $E8C

:Label08BBA7
00D6: if 0
0038: $E80 == 0 ;; integer values
004D: jump_if_false Label08BBF1
00D6: if 0
0366: (unknown) $E86
004D: jump_if_false Label08BBE3
0108: destroy_object $E86
0008: $E61 += 1 ;; integer values
0004: $E80 = 1 ;; integer values
0002: jump Label08BBF1

:Label08BBE3
01BC: put_object $E86 at $E8A $E8B $E8C

:Label08BBF1
00D6: if 0
0038: $F91 == 0 ;; integer values
004D: jump_if_false Label08BC17
01BD: $F8A = current_time_in_ms
0084: $F92 = $F8A ;; integer values and handles
0004: $F91 = 1 ;; integer values

:Label08BC17
00D6: if 0
0038: $F91 == 1 ;; integer values
004D: jump_if_false Label08BC39
0084: $F93 = $F8A ;; integer values and handles
0060: $F93 -= $F92 ;; integer values

:Label08BC39
00D6: if 0
0028: $F93 >= 2000 ;; integer values
004D: jump_if_false Label08BD38
00D6: if 0
0038: $E8E == 0 ;; integer values
004D: jump_if_false Label08BD38
0107: $E95 = create_object -132 (TAR_FRAME) at $E9B $E9C $E9D
0177: set_object $E95 z_angle_to 90.0
0107: $E96 = create_object -133 (TAR_DOWNLEFT) at $E9B $E9C $E9D
0177: set_object $E96 z_angle_to 90.0
0107: $E97 = create_object -134 (TAR_DOWNRIGHT) at $E9B $E9C $E9D
0177: set_object $E97 z_angle_to 90.0
0107: $E98 = create_object -135 (TAR_TOP) at $E9B $E9C $E9D
0177: set_object $E98 z_angle_to 90.0
0107: $E99 = create_object -136 (TAR_UPLEFT) at $E9B $E9C $E9D
0177: set_object $E99 z_angle_to 90.0
0107: $E9A = create_object -137 (TAR_UPRIGHT) at $E9B $E9C $E9D
0177: set_object $E9A z_angle_to 90.0
0004: $E8F = 0 ;; integer values
0004: $E90 = 0 ;; integer values
0004: $E91 = 0 ;; integer values
0004: $E92 = 0 ;; integer values
0004: $E93 = 0 ;; integer values
0004: $E94 = 0 ;; integer values
0004: $EA1 = 0 ;; integer values
0004: $E8E = 1 ;; integer values

:Label08BD38
00D6: if 0
0038: $E8E == 1 ;; integer values
004D: jump_if_false Label08BE5B
00D6: if 0
0038: $E8F == 0 ;; integer values
004D: jump_if_false Label08BDF4
00D6: if 0
8366: NOT (unknown) $E95
004D: jump_if_false Label08BD7A
01BB: store_object $E95 position_to $E9E $E9F $EA0
:Label08BD7A
00D6: if 0
0038: $EA1 == 0 ;; integer values
004D: jump_if_false Label08BDC0
00D6: if 0
0032: 1228.7 >= $E9F ;; floating-point values
004D: jump_if_false Label08BDAF
0004: $EA1 = 1 ;; integer values
0002: jump Label08BDB9

:Label08BDAF
007E: $E9F -= unknown_inaccurate_float_timer .02 ;; floating-point values

:Label08BDB9
0002: jump Label08BDED

:Label08BDC0
00D6: if 0
0030: $E9F >= 1236.5 ;; floating-point values
004D: jump_if_false Label08BDE3
0004: $EA1 = 0 ;; integer values
0002: jump Label08BDED

:Label08BDE3
0078: $E9F += unknown_inaccurate_float_timer .02 ;; floating-point values

:Label08BDED
0002: jump Label08BE5B

:Label08BDF4
00D6: if 0
8366: NOT (unknown) $E95
004D: jump_if_false Label08BE5B
01BB: store_object $E95 position_to $E9E $E9F $EA0
00D6: if 0
0030: $E9F >= 1239.0 ;; floating-point values
004D: jump_if_false Label08BE51
00D6: if 0
8366: NOT (unknown) $E95
004D: jump_if_false Label08BE3C
0108: destroy_object $E95

:Label08BE3C
0004: $E8E = 0 ;; integer values
0004: $F93 = 0 ;; integer values
0002: jump Label08BE5B

:Label08BE51
0078: $E9F += unknown_inaccurate_float_timer .06 ;; floating-point values

:Label08BE5B
00D6: if 0
0038: $E8E == 1 ;; integer values
004D: jump_if_false Label08C06C
01BC: put_object $E95 at $E9E $E9F $EA0
00D6: if 0
0038: $E8F == 0 ;; integer values
004D: jump_if_false Label08C06C
00D6: if 4
0038: $E90 == 1 ;; integer values
0038: $E91 == 1 ;; integer values
0038: $E92 == 1 ;; integer values
0038: $E93 == 1 ;; integer values
0038: $E94 == 1 ;; integer values
004D: jump_if_false Label08BEFA
0008: $F95 += 1 ;; integer values
0008: $E5A += 1 ;; integer values
0008: $E5A += 1 ;; integer values
0008: $E5A += 1 ;; integer values
0008: $F80 += 1 ;; integer values
0008: $F80 += 1 ;; integer values
0008: $F80 += 1 ;; integer values
0004: $F93 = 0 ;; integer values
0004: $E8F = 1 ;; integer values

:Label08BEFA
00D6: if 0
0038: $E90 == 0 ;; integer values
004D: jump_if_false Label08BF44
00D6: if 0
0366: (unknown) $E96
004D: jump_if_false Label08BF36
0108: destroy_object $E96
0008: $E61 += 1 ;; integer values
0004: $E90 = 1 ;; integer values
0002: jump Label08BF44

:Label08BF36
01BC: put_object $E96 at $E9E $E9F $EA0

:Label08BF44
00D6: if 0
0038: $E91 == 0 ;; integer values
004D: jump_if_false Label08BF8E
00D6: if 0
0366: (unknown) $E97
004D: jump_if_false Label08BF80
0108: destroy_object $E97
0008: $E61 += 1 ;; integer values
0004: $E91 = 1 ;; integer values
0002: jump Label08BF8E

:Label08BF80
01BC: put_object $E97 at $E9E $E9F $EA0

:Label08BF8E
00D6: if 0
0038: $E92 == 0 ;; integer values
004D: jump_if_false Label08BFD8
00D6: if 0
0366: (unknown) $E98
004D: jump_if_false Label08BFCA
0108: destroy_object $E98
0008: $E61 += 1 ;; integer values
0004: $E92 = 1 ;; integer values
0002: jump Label08BFD8
:Label08BFCA
01BC: put_object $E98 at $E9E $E9F $EA0

:Label08BFD8
00D6: if 0
0038: $E93 == 0 ;; integer values
004D: jump_if_false Label08C022
00D6: if 0
0366: (unknown) $E99
004D: jump_if_false Label08C014
0108: destroy_object $E99
0008: $E61 += 1 ;; integer values
0004: $E93 = 1 ;; integer values
0002: jump Label08C022

:Label08C014
01BC: put_object $E99 at $E9E $E9F $EA0

:Label08C022
00D6: if 0
0038: $E94 == 0 ;; integer values
004D: jump_if_false Label08C06C
00D6: if 0
0366: (unknown) $E9A
004D: jump_if_false Label08C05E
0108: destroy_object $E9A
0008: $E61 += 1 ;; integer values
0004: $E94 = 1 ;; integer values
0002: jump Label08C06C

:Label08C05E
01BC: put_object $E9A at $E9E $E9F $EA0

:Label08C06C
0002: jump Label08B033

:Label08C073
018E: stop_sound $F7F
00D6: if 0
0038: $F6B == 1 ;; integer values
004D: jump_if_false Label08C136

:Label08C08A
00D6: if 0
83D2: NOT wav 1 ended
004D: jump_if_false Label08C136
0001: wait 0 ms
00D6: if 0
0118: actor $F44 dead
004D: jump_if_false Label08C0C3
00BC: text_highpriority "BJM2_11" 5000 ms 1 ;; ~r~Phil's dead!
0002: jump Label08F62C

:Label08C0C3
00D6: if 0
0118: actor $F45 dead
004D: jump_if_false Label08C0E9
00BC: text_highpriority "BJM2_12" 5000 ms 1 ;; ~r~One of the shooters is dead!
0002: jump Label08F62C
:Label08C0E9
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point -667.8 1210.0 10.5 radius 3.0 3.0
3.0
004D: jump_if_false Label08C12F
00BC: text_highpriority "BJM2_22" 5000 ms 1 ;; ~r~You have left the shooting
range!
0002: jump Label08F62C

:Label08C12F
0002: jump Label08C08A

:Label08C136
03D5: remove_text "BJM2_19" ;; ~g~Hit as many targets as you can in the time
limit!
03D5: remove_text "BJM2_20" ;; ~g~When you run out of ~w~time ~g~or ~w~ammunition
~g~the round is over!
03D5: remove_text "BJM2_2" ;; ~g~To exit the round press the ~h~~k~~PED_JUMPING~
~g~button.
03D5: remove_text "BNK2_3" ;; AREA CLEAR!
0084: $F48 = $F47 ;; integer values and handles
0060: $F48 -= $E60 ;; integer values
01B8: set_player $PLAYER_CHAR armed_weapon_to 0
0465: remove_actor $PLAYER_ACTOR from_turret_mode
0108: destroy_object $F68
014F: stop_timer $E5D
01E3: text_1number_styled "BJM2_4" $E5A 3000 ms 1 ;; SCORE ROUND ONE: ~1~
00BC: text_highpriority "BJM2_9" 2000 ms 1 ;; ~g~Get to round two's starting
point.
018A: $E5E = create_checkpoint_at -664.73 1269.09 9.81
0004: $7B = 1 ;; integer values

:Label08C1C0
00D6: if 0
80F6: NOT player $PLAYER_CHAR $7B near_point_on_foot -664.73 1269.09 9.81
radius 2.0 2.0 2.0
004D: jump_if_false Label08C28E
0001: wait 0 ms
00D6: if 0
0118: actor $F44 dead
004D: jump_if_false Label08C21B
00BC: text_highpriority "BJM2_11" 5000 ms 1 ;; ~r~Phil's dead!
0002: jump Label08F62C

:Label08C21B
00D6: if 0
0118: actor $F45 dead
004D: jump_if_false Label08C241
00BC: text_highpriority "BJM2_12" 5000 ms 1 ;; ~r~One of the shooters is dead!
0002: jump Label08F62C

:Label08C241
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point -667.8 1210.0 10.5 radius 3.0 3.0
3.0
004D: jump_if_false Label08C287
00BC: text_highpriority "BJM2_22" 5000 ms 1 ;; ~r~You have left the shooting
range!
0002: jump Label08F62C

:Label08C287
0002: jump Label08C1C0

:Label08C28E
0164: disable_marker $E5E
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
00D6: if 0
8118: NOT actor $F45 dead
004D: jump_if_false Label08C2AF
01C2: remove_references_to_actor $F45 ;; Like turning an actor into a random
pedestrian

:Label08C2AF
00D6: if 0
8118: NOT actor $F44 dead
004D: jump_if_false Label08C2C9
0173: set_actor $F44 z_angle_to 270.0

:Label08C2C9
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 (true)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 (true)
0001: wait 500 ms
00D6: if 0
0118: actor $F44 dead
004D: jump_if_false Label08C302
00BC: text_highpriority "BJM2_11" 5000 ms 1 ;; ~r~Phil's dead!
0002: jump Label08F62C

:Label08C302
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point -667.8 1210.0 10.5 radius 3.0 3.0
3.0
004D: jump_if_false Label08C348
00BC: text_highpriority "BJM2_22" 5000 ms 1 ;; ~r~You have left the shooting
range!
0002: jump Label08F62C

:Label08C348
04F4: unknown_actor $PLAYER_ACTOR mess_around_with_object $F69 0.0 0.0 1.0 0
60.0 17
017A: set_player $PLAYER_CHAR weapon 17 ammo_to 50
0004: $F49 = 50 ;; integer values
0108: destroy_object $E6D
0108: destroy_object $E6E
0108: destroy_object $E6F
0108: destroy_object $E70
0108: destroy_object $E71
0108: destroy_object $E72
0108: destroy_object $E81
0108: destroy_object $E82
0108: destroy_object $E83
0108: destroy_object $E84
0108: destroy_object $E85
0108: destroy_object $E86
0108: destroy_object $E95
0108: destroy_object $E96
0108: destroy_object $E97
0108: destroy_object $E98
0108: destroy_object $E99
0108: destroy_object $E9A
00BC: text_highpriority "BJM2_19" 8000 ms 1 ;; ~g~Hit as many targets as you can
in the time limit!
0006: 16@ = 0 ;; integer values

:Label08C3E8
00D6: if 0
001B: 5000 > 16@ ;; integer values
004D: jump_if_false Label08C4A2
0001: wait 0 ms
00D6: if 0
0038: $6D == 1 ;; integer values
004D: jump_if_false Label08C42F
00D6: if 21
00E1: key_pressed 0 16
00E1: key_pressed 0 12
004D: jump_if_false Label08C42F
0002: jump Label08C642

:Label08C42F
00D6: if 0
0118: actor $F44 dead
004D: jump_if_false Label08C455
00BC: text_highpriority "BJM2_11" 5000 ms 1 ;; ~r~Phil's dead!
0002: jump Label08F62C

:Label08C455
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point -667.8 1210.0 10.5 radius 3.0 3.0
3.0
004D: jump_if_false Label08C49B
00BC: text_highpriority "BJM2_22" 5000 ms 1 ;; ~r~You have left the shooting
range!
0002: jump Label08F62C

:Label08C49B
0002: jump Label08C3E8

:Label08C4A2
00BC: text_highpriority "BJM2_20" 8000 ms 1 ;; ~g~When you run out of ~w~time
~g~or ~w~ammunition ~g~the round is over!
0006: 16@ = 0 ;; integer values

:Label08C4B8
00D6: if 0
001B: 5000 > 16@ ;; integer values
004D: jump_if_false Label08C572
0001: wait 0 ms
00D6: if 0
0038: $6D == 1 ;; integer values
004D: jump_if_false Label08C4FF
00D6: if 21
00E1: key_pressed 0 16
00E1: key_pressed 0 12
004D: jump_if_false Label08C4FF
0002: jump Label08C642
:Label08C4FF
00D6: if 0
0118: actor $F44 dead
004D: jump_if_false Label08C525
00BC: text_highpriority "BJM2_11" 5000 ms 1 ;; ~r~Phil's dead!
0002: jump Label08F62C

:Label08C525
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point -667.8 1210.0 10.5 radius 3.0 3.0
3.0
004D: jump_if_false Label08C56B
00BC: text_highpriority "BJM2_22" 5000 ms 1 ;; ~r~You have left the shooting
range!
0002: jump Label08F62C

:Label08C56B
0002: jump Label08C4B8

:Label08C572
00BC: text_highpriority "BJM2_27" 8000 ms 1 ;; ~g~All targets this round are
worth one point.
0006: 16@ = 0 ;; integer values

:Label08C588
00D6: if 0
001B: 5000 > 16@ ;; integer values
004D: jump_if_false Label08C642
0001: wait 0 ms
00D6: if 0
0038: $6D == 1 ;; integer values
004D: jump_if_false Label08C5CF
00D6: if 21
00E1: key_pressed 0 16
00E1: key_pressed 0 12
004D: jump_if_false Label08C5CF
0002: jump Label08C642

:Label08C5CF
00D6: if 0
0118: actor $F44 dead
004D: jump_if_false Label08C5F5
00BC: text_highpriority "BJM2_11" 5000 ms 1 ;; ~r~Phil's dead!
0002: jump Label08F62C

:Label08C5F5
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point -667.8 1210.0 10.5 radius 3.0 3.0
3.0
004D: jump_if_false Label08C63B
00BC: text_highpriority "BJM2_22" 5000 ms 1 ;; ~r~You have left the shooting
range!
0002: jump Label08F62C

:Label08C63B
0002: jump Label08C588

:Label08C642
03CF: load_wav "BNK2_2" as 2
03CF: load_wav "BNK2_3" as 1

:Label08C65A
00D6: if 21
83D0: NOT wav 2 loaded
83D0: NOT wav 1 loaded
004D: jump_if_false Label08C6E4
0001: wait 0 ms
00D6: if 0
0118: actor $F44 dead
004D: jump_if_false Label08C697
00BC: text_highpriority "BJM2_11" 5000 ms 1 ;; ~r~Phil's dead!
0002: jump Label08F62C

:Label08C697
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point -667.8 1210.0 10.5 radius 3.0 3.0
3.0
004D: jump_if_false Label08C6DD
00BC: text_highpriority "BJM2_22" 5000 ms 1 ;; ~r~You have left the shooting
range!
0002: jump Label08F62C

:Label08C6DD
0002: jump Label08C65A

:Label08C6E4
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
03D1: play_wav 2
00BC: text_highpriority "BNK2_2" 4000 ms 1 ;; AIM 3-2-1 FIRE!

:Label08C6FE
00D6: if 0
83D2: NOT wav 2 ended
004D: jump_if_false Label08C784
0001: wait 0 ms
00D6: if 0
0118: actor $F44 dead
004D: jump_if_false Label08C737
00BC: text_highpriority "BJM2_11" 5000 ms 1 ;; ~r~Phil's dead!
0002: jump Label08F62C

:Label08C737
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point -667.8 1210.0 10.5 radius 3.0 3.0
3.0
004D: jump_if_false Label08C77D
00BC: text_highpriority "BJM2_22" 5000 ms 1 ;; ~r~You have left the shooting
range!
0002: jump Label08F62C

:Label08C77D
0002: jump Label08C6FE

:Label08C784
03D5: remove_text "BNK2_2" ;; AIM 3-2-1 FIRE!
014E: set_timer_to $F4E type 1
018D: $F7F = create_sound 11 at -682.092 1273.931 10.818
:Label08C7AB
00D6: if 0
0038: $EA3 == 0 ;; integer values
004D: jump_if_false Label08D618
0001: wait 0 ms
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point -667.8 1210.0 10.5 radius 3.0 3.0
3.0
004D: jump_if_false Label08C807
00BC: text_highpriority "BJM2_22" 5000 ms 1 ;; ~r~You have left the shooting
range!
0002: jump Label08F62C

:Label08C807
00D6: if 0
00E1: key_pressed 0 14
004D: jump_if_false Label08C81F
0004: $EA3 = 1 ;; integer values

:Label08C81F
01BD: $EA5 = current_time_in_ms
00D6: if 0
0038: $F50 == 0 ;; integer values
004D: jump_if_false Label08C84A
01BD: $EA5 = current_time_in_ms
0084: $F51 = $EA5 ;; integer values and handles
0004: $F50 = 1 ;; integer values

:Label08C84A
00D6: if 0
0038: $F50 == 1 ;; integer values
004D: jump_if_false Label08C86C
0084: $F52 = $EA5 ;; integer values and handles
0060: $F52 -= $F51 ;; integer values

:Label08C86C
00D6: if 0
0028: $F52 >= 500 ;; integer values
004D: jump_if_false Label08CA5A
00D6: if 0
0038: $EB1 == 0 ;; integer values
004D: jump_if_false Label08C8C6
029B: $EAA = init_object -130 (TAR_GUN1) at $EA6 $EA7 $EA8
0177: set_object $EAA z_angle_to $EA9
0004: $EAB = 0 ;; integer values
0004: $EAC = 0 ;; integer values
0004: $EB0 = 0 ;; integer values
0004: $EB1 = 1 ;; integer values

:Label08C8C6
00D6: if 0
0038: $EB1 == 1 ;; integer values
004D: jump_if_false Label08CA5A
00D6: if 1
0038: $EAB == 0 ;; integer values
0038: $EAC == 0 ;; integer values
004D: jump_if_false Label08CA5A
00D6: if 0
8366: NOT (unknown) $EAA
004D: jump_if_false Label08CA10
01BB: store_object $EAA position_to $EAD $EAE $EAF
00D6: if 0
0038: $EB0 == 0 ;; integer values
004D: jump_if_false Label08C96D
00D6: if 0
0022: 1271.36 > $EAE ;; floating-point values
004D: jump_if_false Label08C947
0078: $EAE += unknown_inaccurate_float_timer .02 ;; floating-point values
0002: jump Label08C96D

:Label08C947
00D6: if 0
0038: $EB0 == 0 ;; integer values
004D: jump_if_false Label08C96D
01BD: $EA5 = current_time_in_ms
0084: $EB3 = $EA5 ;; integer values and handles
0004: $EB0 = 1 ;; integer values

:Label08C96D
00D6: if 0
0038: $EB0 == 1 ;; integer values
004D: jump_if_false Label08C9E2
0084: $EB2 = $EA5 ;; integer values and handles
0060: $EB2 -= $EB3 ;; integer values
00D6: if 0
0028: $EB2 >= 800 ;; integer values
004D: jump_if_false Label08C9E2
00D6: if 0
0020: $EAE > 1268.74 ;; floating-point values
004D: jump_if_false Label08C9C8
007E: $EAE -= unknown_inaccurate_float_timer .02 ;; floating-point values
0002: jump Label08C9E2

:Label08C9C8
0108: destroy_object $EAA
0004: $EB1 = 0 ;; integer values
0004: $F50 = 0 ;; integer values
0004: $EAC = 1 ;; integer values

:Label08C9E2
00D6: if 1
0038: $EAC == 0 ;; integer values
0038: $EAB == 0 ;; integer values
004D: jump_if_false Label08CA09
01BC: put_object $EAA at $EAD $EAE $EAF

:Label08CA09
0002: jump Label08CA5A

:Label08CA10
00D6: if 0
0038: $EAC == 0 ;; integer values
004D: jump_if_false Label08CA5A
00D6: if 0
0366: (unknown) $EAA
004D: jump_if_false Label08CA5A
0008: $EA2 += 1 ;; integer values
0008: $F80 += 1 ;; integer values
0108: destroy_object $EAA
0004: $F50 = 0 ;; integer values
0004: $EB1 = 0 ;; integer values
0004: $EAB = 1 ;; integer values

:Label08CA5A
00D6: if 0
0038: $F53 == 0 ;; integer values
004D: jump_if_false Label08CA80
01BD: $EA5 = current_time_in_ms
0084: $F54 = $EA5 ;; integer values and handles
0004: $F53 = 1 ;; integer values

:Label08CA80
00D6: if 0
0038: $F53 == 1 ;; integer values
004D: jump_if_false Label08CAA2
0084: $F55 = $EA5 ;; integer values and handles
0060: $F55 -= $F54 ;; integer values

:Label08CAA2
00D6: if 0
0028: $F55 >= 4000 ;; integer values
004D: jump_if_false Label08CAFC
00D6: if 0
0038: $EBF == 0 ;; integer values
004D: jump_if_false Label08CAFC
029B: $EB8 = init_object -131 (TAR_GUN2) at $EB4 $EB5 $EB6
0177: set_object $EB8 z_angle_to $EB7
0004: $EB9 = 0 ;; integer values
0004: $EBA = 0 ;; integer values
0004: $EBE = 0 ;; integer values
0004: $EBF = 1 ;; integer values

:Label08CAFC
00D6: if 0
0038: $EBF == 1 ;; integer values
004D: jump_if_false Label08CC90
00D6: if 1
0038: $EB9 == 0 ;; integer values
0038: $EBA == 0 ;; integer values
004D: jump_if_false Label08CC90
00D6: if 0
8366: NOT (unknown) $EB8
004D: jump_if_false Label08CC46
01BB: store_object $EB8 position_to $EBB $EBC $EBD
00D6: if 0
0038: $EBE == 0 ;; integer values
004D: jump_if_false Label08CBA3
00D6: if 0
0022: 1273.73 > $EBC ;; floating-point values
004D: jump_if_false Label08CB7D
0078: $EBC += unknown_inaccurate_float_timer .02 ;; floating-point values
0002: jump Label08CBA3

:Label08CB7D
00D6: if 0
0038: $EBE == 0 ;; integer values
004D: jump_if_false Label08CBA3
01BD: $EA5 = current_time_in_ms
0084: $EC1 = $EA5 ;; integer values and handles
0004: $EBE = 1 ;; integer values

:Label08CBA3
00D6: if 0
0038: $EBE == 1 ;; integer values
004D: jump_if_false Label08CC18
0084: $EC0 = $EA5 ;; integer values and handles
0060: $EC0 -= $EC1 ;; integer values
00D6: if 0
0028: $EC0 >= 1000 ;; integer values
004D: jump_if_false Label08CC18
00D6: if 0
0020: $EBC > 1272.55 ;; floating-point values
004D: jump_if_false Label08CBFE
007E: $EBC -= unknown_inaccurate_float_timer .02 ;; floating-point values
0002: jump Label08CC18

:Label08CBFE
0108: destroy_object $EB8
0004: $F53 = 0 ;; integer values
0004: $EBF = 0 ;; integer values
0004: $EBA = 1 ;; integer values

:Label08CC18
00D6: if 1
0038: $EBA == 0 ;; integer values
0038: $EB9 == 0 ;; integer values
004D: jump_if_false Label08CC3F
01BC: put_object $EB8 at $EBB $EBC $EBD

:Label08CC3F
0002: jump Label08CC90

:Label08CC46
00D6: if 0
0038: $EBA == 0 ;; integer values
004D: jump_if_false Label08CC90
00D6: if 0
0366: (unknown) $EB8
004D: jump_if_false Label08CC90
0008: $EA2 += 1 ;; integer values
0008: $F80 += 1 ;; integer values
0108: destroy_object $EB8
0004: $F53 = 0 ;; integer values
0004: $EBF = 0 ;; integer values
0004: $EB9 = 1 ;; integer values

:Label08CC90
00D6: if 0
0038: $F56 == 0 ;; integer values
004D: jump_if_false Label08CCB6
01BD: $EA5 = current_time_in_ms
0084: $F57 = $EA5 ;; integer values and handles
0004: $F56 = 1 ;; integer values

:Label08CCB6
00D6: if 0
0038: $F56 == 1 ;; integer values
004D: jump_if_false Label08CCD8
0084: $F58 = $EA5 ;; integer values and handles
0060: $F58 -= $F57 ;; integer values

:Label08CCD8
00D6: if 0
0028: $F58 >= 1300 ;; integer values
004D: jump_if_false Label08CD32
00D6: if 0
0038: $ECD == 0 ;; integer values
004D: jump_if_false Label08CD32
029B: $EC6 = init_object -130 (TAR_GUN1) at $EC2 $EC3 $EC4
0177: set_object $EC6 z_angle_to $EC5
0004: $EC7 = 0 ;; integer values
0004: $EC8 = 0 ;; integer values
0004: $ECC = 0 ;; integer values
0004: $ECD = 1 ;; integer values

:Label08CD32
00D6: if 0
0038: $ECD == 1 ;; integer values
004D: jump_if_false Label08CEC6
00D6: if 1
0038: $EC7 == 0 ;; integer values
0038: $EC8 == 0 ;; integer values
004D: jump_if_false Label08CEC6
00D6: if 0
8366: NOT (unknown) $EC6
004D: jump_if_false Label08CE7C
01BB: store_object $EC6 position_to $EC9 $ECA $ECB
00D6: if 0
0038: $ECC == 0 ;; integer values
004D: jump_if_false Label08CDD9
00D6: if 0
0022: 1276.8 > $ECA ;; floating-point values
004D: jump_if_false Label08CDB3
0078: $ECA += unknown_inaccurate_float_timer .02 ;; floating-point values
0002: jump Label08CDD9

:Label08CDB3
00D6: if 0
0038: $ECC == 0 ;; integer values
004D: jump_if_false Label08CDD9
01BD: $EA5 = current_time_in_ms
0084: $ECF = $EA5 ;; integer values and handles
0004: $ECC = 1 ;; integer values

:Label08CDD9
00D6: if 0
0038: $ECC == 1 ;; integer values
004D: jump_if_false Label08CE4E
0084: $ECE = $EA5 ;; integer values and handles
0060: $ECE -= $ECF ;; integer values
00D6: if 0
0028: $ECE >= 1500 ;; integer values
004D: jump_if_false Label08CE4E
00D6: if 0
0020: $ECA > 1275.01 ;; floating-point values
004D: jump_if_false Label08CE34
007E: $ECA -= unknown_inaccurate_float_timer .02 ;; floating-point values
0002: jump Label08CE4E

:Label08CE34
0108: destroy_object $EC6
0004: $F56 = 0 ;; integer values
0004: $ECD = 0 ;; integer values
0004: $EC8 = 1 ;; integer values

:Label08CE4E
00D6: if 1
0038: $EC8 == 0 ;; integer values
0038: $EC7 == 0 ;; integer values
004D: jump_if_false Label08CE75
01BC: put_object $EC6 at $EC9 $ECA $ECB

:Label08CE75
0002: jump Label08CEC6

:Label08CE7C
00D6: if 0
0038: $EC8 == 0 ;; integer values
004D: jump_if_false Label08CEC6
00D6: if 0
0366: (unknown) $EC6
004D: jump_if_false Label08CEC6
0008: $EA2 += 1 ;; integer values
0008: $F80 += 1 ;; integer values
0108: destroy_object $EC6
0004: $F56 = 0 ;; integer values
0004: $ECD = 0 ;; integer values
0004: $EC7 = 1 ;; integer values

:Label08CEC6
00D6: if 0
0038: $F59 == 0 ;; integer values
004D: jump_if_false Label08CEEC
01BD: $EA5 = current_time_in_ms
0084: $F5A = $EA5 ;; integer values and handles
0004: $F59 = 1 ;; integer values

:Label08CEEC
00D6: if 0
0038: $F59 == 1 ;; integer values
004D: jump_if_false Label08CF0E
0084: $F5B = $EA5 ;; integer values and handles
0060: $F5B -= $F5A ;; integer values

:Label08CF0E
00D6: if 0
0028: $F5B >= 2800 ;; integer values
004D: jump_if_false Label08CF68
00D6: if 0
0038: $EDB == 0 ;; integer values
004D: jump_if_false Label08CF68
029B: $ED4 = init_object -131 (TAR_GUN2) at $ED0 $ED1 $ED2
0177: set_object $ED4 z_angle_to $ED3
0004: $ED5 = 0 ;; integer values
0004: $ED6 = 0 ;; integer values
0004: $EDA = 0 ;; integer values
0004: $EDB = 1 ;; integer values

:Label08CF68
00D6: if 0
0038: $EDB == 1 ;; integer values
004D: jump_if_false Label08D0FC
00D6: if 1
0038: $ED5 == 0 ;; integer values
0038: $ED6 == 0 ;; integer values
004D: jump_if_false Label08D0FC
00D6: if 0
8366: NOT (unknown) $ED4
004D: jump_if_false Label08D0B2
01BB: store_object $ED4 position_to $ED7 $ED8 $ED9
00D6: if 0
0038: $EDA == 0 ;; integer values
004D: jump_if_false Label08D00F
00D6: if 0
0020: $ED8 > 1276.8 ;; floating-point values
004D: jump_if_false Label08CFE9
007E: $ED8 -= unknown_inaccurate_float_timer .02 ;; floating-point values
0002: jump Label08D00F

:Label08CFE9
00D6: if 0
0038: $EDA == 0 ;; integer values
004D: jump_if_false Label08D00F
01BD: $EA5 = current_time_in_ms
0084: $EDD = $EA5 ;; integer values and handles
0004: $EDA = 1 ;; integer values

:Label08D00F
00D6: if 0
0038: $EDA == 1 ;; integer values
004D: jump_if_false Label08D084
0084: $EDC = $EA5 ;; integer values and handles
0060: $EDC -= $EDD ;; integer values
00D6: if 0
0028: $EDC >= 1250 ;; integer values
004D: jump_if_false Label08D084
00D6: if 0
0022: 1281.1 > $ED8 ;; floating-point values
004D: jump_if_false Label08D06A
0078: $ED8 += unknown_inaccurate_float_timer .02 ;; floating-point values
0002: jump Label08D084

:Label08D06A
0108: destroy_object $ED4
0004: $F59 = 0 ;; integer values
0004: $EDB = 0 ;; integer values
0004: $ED6 = 1 ;; integer values

:Label08D084
00D6: if 1
0038: $ED6 == 0 ;; integer values
0038: $ED5 == 0 ;; integer values
004D: jump_if_false Label08D0AB
01BC: put_object $ED4 at $ED7 $ED8 $ED9

:Label08D0AB
0002: jump Label08D0FC

:Label08D0B2
00D6: if 0
0038: $ED6 == 0 ;; integer values
004D: jump_if_false Label08D0FC
00D6: if 0
0366: (unknown) $ED4
004D: jump_if_false Label08D0FC
0008: $EA2 += 1 ;; integer values
0008: $F80 += 1 ;; integer values
0108: destroy_object $ED4
0004: $F59 = 0 ;; integer values
0004: $EDB = 0 ;; integer values
0004: $ED5 = 1 ;; integer values

:Label08D0FC
00D6: if 0
0038: $F5C == 0 ;; integer values
004D: jump_if_false Label08D122
01BD: $EA5 = current_time_in_ms
0084: $F5D = $EA5 ;; integer values and handles
0004: $F5C = 1 ;; integer values

:Label08D122
00D6: if 0
0038: $F5C == 1 ;; integer values
004D: jump_if_false Label08D144
0084: $F5E = $EA5 ;; integer values and handles
0060: $F5E -= $F5D ;; integer values

:Label08D144
00D6: if 0
0028: $F5E >= 600 ;; integer values
004D: jump_if_false Label08D19E
00D6: if 0
0038: $EE9 == 0 ;; integer values
004D: jump_if_false Label08D19E
029B: $EE2 = init_object -130 (TAR_GUN1) at $EDE $EDF $EE0
0177: set_object $EE2 z_angle_to $EE1
0004: $EE3 = 0 ;; integer values
0004: $EE4 = 0 ;; integer values
0004: $EE8 = 0 ;; integer values
0004: $EE9 = 1 ;; integer values

:Label08D19E
00D6: if 0
0038: $EE9 == 1 ;; integer values
004D: jump_if_false Label08D332
00D6: if 1
0038: $EE3 == 0 ;; integer values
0038: $EE4 == 0 ;; integer values
004D: jump_if_false Label08D332
00D6: if 0
8366: NOT (unknown) $EE2
004D: jump_if_false Label08D2E8
01BB: store_object $EE2 position_to $EE5 $EE6 $EE7
00D6: if 0
0038: $EE8 == 0 ;; integer values
004D: jump_if_false Label08D245
00D6: if 0
0020: $EE6 > 1273.87 ;; floating-point values
004D: jump_if_false Label08D21F
007E: $EE6 -= unknown_inaccurate_float_timer .02 ;; floating-point values
0002: jump Label08D245

:Label08D21F
00D6: if 0
0038: $EE8 == 0 ;; integer values
004D: jump_if_false Label08D245
01BD: $EA5 = current_time_in_ms
0084: $EEB = $EA5 ;; integer values and handles
0004: $EE8 = 1 ;; integer values

:Label08D245
00D6: if 0
0038: $EE8 == 1 ;; integer values
004D: jump_if_false Label08D2BA
0084: $EEA = $EA5 ;; integer values and handles
0060: $EEA -= $EEB ;; integer values
00D6: if 0
0028: $EEA >= 1500 ;; integer values
004D: jump_if_false Label08D2BA
00D6: if 0
0022: 1275.25 > $EE6 ;; floating-point values
004D: jump_if_false Label08D2A0
0078: $EE6 += unknown_inaccurate_float_timer .02 ;; floating-point values
0002: jump Label08D2BA

:Label08D2A0
0108: destroy_object $EE2
0004: $F5C = 0 ;; integer values
0004: $EE9 = 0 ;; integer values
0004: $EE4 = 1 ;; integer values

:Label08D2BA
00D6: if 1
0038: $EE4 == 0 ;; integer values
0038: $EE3 == 0 ;; integer values
004D: jump_if_false Label08D2E1
01BC: put_object $EE2 at $EE5 $EE6 $EE7

:Label08D2E1
0002: jump Label08D332

:Label08D2E8
00D6: if 0
0038: $EE4 == 0 ;; integer values
004D: jump_if_false Label08D332
00D6: if 0
0366: (unknown) $EE2
004D: jump_if_false Label08D332
0008: $EA2 += 1 ;; integer values
0008: $F80 += 1 ;; integer values
0108: destroy_object $EE2
0004: $F5C = 0 ;; integer values
0004: $EE9 = 0 ;; integer values
0004: $EE3 = 1 ;; integer values

:Label08D332
00D6: if 0
0038: $F5F == 0 ;; integer values
004D: jump_if_false Label08D358
01BD: $EA5 = current_time_in_ms
0084: $F60 = $EA5 ;; integer values and handles
0004: $F5F = 1 ;; integer values

:Label08D358
00D6: if 0
0038: $F5F == 1 ;; integer values
004D: jump_if_false Label08D37A
0084: $F61 = $EA5 ;; integer values and handles
0060: $F61 -= $F60 ;; integer values

:Label08D37A
00D6: if 0
0028: $F61 >= 2000 ;; integer values
004D: jump_if_false Label08D3D4
00D6: if 0
0038: $EF7 == 0 ;; integer values
004D: jump_if_false Label08D3D4
029B: $EF0 = init_object -130 (TAR_GUN1) at $EEC $EED $EEE
0177: set_object $EF0 z_angle_to $EEF
0004: $EF1 = 0 ;; integer values
0004: $EF2 = 0 ;; integer values
0004: $EF6 = 0 ;; integer values
0004: $EF7 = 1 ;; integer values

:Label08D3D4
00D6: if 0
0038: $EF7 == 1 ;; integer values
004D: jump_if_false Label08D568
00D6: if 1
0038: $EF1 == 0 ;; integer values
0038: $EF2 == 0 ;; integer values
004D: jump_if_false Label08D568
00D6: if 0
8366: NOT (unknown) $EF0
004D: jump_if_false Label08D51E
01BB: store_object $EF0 position_to $EF3 $EF4 $EF5
00D6: if 0
0038: $EF6 == 0 ;; integer values
004D: jump_if_false Label08D47B
00D6: if 0
0020: $EF4 > 1270.67 ;; floating-point values
004D: jump_if_false Label08D455
007E: $EF4 -= unknown_inaccurate_float_timer .02 ;; floating-point values
0002: jump Label08D47B

:Label08D455
00D6: if 0
0038: $EF6 == 0 ;; integer values
004D: jump_if_false Label08D47B
01BD: $EA5 = current_time_in_ms
0084: $EF9 = $EA5 ;; integer values and handles
0004: $EF6 = 1 ;; integer values

:Label08D47B
00D6: if 0
0038: $EF6 == 1 ;; integer values
004D: jump_if_false Label08D4F0
0084: $EF8 = $EA5 ;; integer values and handles
0060: $EF8 -= $EF9 ;; integer values
00D6: if 0
0028: $EF8 >= 500 ;; integer values
004D: jump_if_false Label08D4F0
00D6: if 0
0022: 1272.29 > $EF4 ;; floating-point values
004D: jump_if_false Label08D4D6
0078: $EF4 += unknown_inaccurate_float_timer .02 ;; floating-point values
0002: jump Label08D4F0

:Label08D4D6
0108: destroy_object $EF0
0004: $F5F = 0 ;; integer values
0004: $EF7 = 0 ;; integer values
0004: $EF2 = 1 ;; integer values

:Label08D4F0
00D6: if 1
0038: $EF2 == 0 ;; integer values
0038: $EF1 == 0 ;; integer values
004D: jump_if_false Label08D517
01BC: put_object $EF0 at $EF3 $EF4 $EF5

:Label08D517
0002: jump Label08D568

:Label08D51E
00D6: if 0
0038: $EF2 == 0 ;; integer values
004D: jump_if_false Label08D568
00D6: if 0
0366: (unknown) $EF0
004D: jump_if_false Label08D568
0008: $EA2 += 1 ;; integer values
0008: $F80 += 1 ;; integer values
0108: destroy_object $EF0
0004: $F5F = 0 ;; integer values
0004: $EF7 = 0 ;; integer values
0004: $EF1 = 1 ;; integer values

:Label08D568
00D6: if 0
0118: actor $F44 dead
004D: jump_if_false Label08D58E
00BC: text_highpriority "BJM2_11" 5000 ms 1 ;; ~r~Phil's dead!
0002: jump Label08F62C

:Label08D58E
0110: clear_player $PLAYER_CHAR wanted_level
0419: $EA4 = player $PLAYER_CHAR weapon 17 ammo
00D6: if 21
0038: $F4E == 0 ;; integer values
0038: $EA4 == 0 ;; integer values
004D: jump_if_false Label08D611
00D6: if 0
0038: $F83 == 0 ;; integer values
004D: jump_if_false Label08D5DD
0006: 16@ = 0 ;; integer values
0004: $F83 = 1 ;; integer values
0002: jump Label08D611

:Label08D5DD
00D6: if 0
0019: 16@ > 200 ;; integer values
004D: jump_if_false Label08D611
03D1: play_wav 1
00BC: text_highpriority "BNK2_3" 5000 ms 1 ;; AREA CLEAR!
0004: $F6C = 1 ;; integer values
0004: $EA3 = 1 ;; integer values

:Label08D611
0002: jump Label08C7AB

:Label08D618
018E: stop_sound $F7F
00D6: if 0
0038: $F6C == 1 ;; integer values
004D: jump_if_false Label08D6B5

:Label08D62F
00D6: if 0
83D2: NOT wav 1 ended
004D: jump_if_false Label08D6B5
0001: wait 0 ms
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point -667.8 1210.0 10.5 radius 3.0 3.0
3.0
004D: jump_if_false Label08D688
00BC: text_highpriority "BJM2_22" 5000 ms 1 ;; ~r~You have left the shooting
range!
0002: jump Label08F62C

:Label08D688
00D6: if 0
0118: actor $F44 dead
004D: jump_if_false Label08D6AE
00BC: text_highpriority "BJM2_11" 5000 ms 1 ;; ~r~Phil's dead!
0002: jump Label08F62C

:Label08D6AE
0002: jump Label08D62F

:Label08D6B5
01E3: text_1number_styled "BJM2_6" $EA2 5000 ms 1 ;; SCORE ROUND TWO: ~1~
0084: $E62 = $EA2 ;; integer values and handles
03D5: remove_text "BNK2_3" ;; AREA CLEAR!
0084: $F4A = $F49 ;; integer values and handles
0060: $F4A -= $EA4 ;; integer values
01B8: set_player $PLAYER_CHAR armed_weapon_to 0
0465: remove_actor $PLAYER_ACTOR from_turret_mode
0108: destroy_object $F69
00A1: put_actor $PLAYER_ACTOR at -664.73 1269.09 9.81
014F: stop_timer $F4E
00BC: text_highpriority "BJM2_14" 5000 ms 1 ;; ~g~Move on to the next area!
018A: $F43 = create_checkpoint_at -677.75 1272.03 9.81
03CF: load_wav "BNK2_3" as 1
03CF: load_wav "BNK2_2" as 2
0004: $7B = 1 ;; integer values

:Label08D755
00D6: if 22
80F6: NOT player $PLAYER_CHAR $7B near_point_on_foot -677.75 1272.03 9.81
radius 2.0 2.0 2.0
83D0: NOT wav 1 loaded
83D0: NOT wav 2 loaded
004D: jump_if_false Label08D805
0001: wait 0 ms
00D6: if 0
0118: actor $F44 dead
004D: jump_if_false Label08D7B8
00BC: text_highpriority "BJM2_11" 5000 ms 1 ;; ~r~Phil's dead!
0002: jump Label08F62C

:Label08D7B8
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point -667.8 1210.0 10.5 radius 3.0 3.0
3.0
004D: jump_if_false Label08D7FE
00BC: text_highpriority "BJM2_22" 5000 ms 1 ;; ~r~You have left the shooting
range!
0002: jump Label08F62C

:Label08D7FE
0002: jump Label08D755

:Label08D805
0164: disable_marker $F43
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)
0001: wait 500 ms
00D6: if 0
0118: actor $F44 dead
004D: jump_if_false Label08D84A
00BC: text_highpriority "BJM2_11" 5000 ms 1 ;; ~r~Phil's dead!
0002: jump Label08F62C

:Label08D84A
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point -667.8 1210.0 10.5 radius 3.0 3.0
3.0
004D: jump_if_false Label08D890
00BC: text_highpriority "BJM2_22" 5000 ms 1 ;; ~r~You have left the shooting
range!
0002: jump Label08F62C

:Label08D890
04F4: unknown_actor $PLAYER_ACTOR mess_around_with_object $F6A 0.0 0.0 1.0 0
50.0 17
017A: set_player $PLAYER_CHAR weapon 17 ammo_to 30
0004: $F4B = 30 ;; integer values
03D6: remove_big_text "BJM2_6" ;; SCORE ROUND TWO: ~1~
0108: destroy_object $EAA
0108: destroy_object $EB8
0108: destroy_object $EC6
0108: destroy_object $ED4
0108: destroy_object $EE2
0108: destroy_object $EF0
00BC: text_highpriority "BJM2_19" 8000 ms 1 ;; ~g~Hit as many targets as you can
in the time limit!
0006: 16@ = 0 ;; integer values

:Label08D8FE
00D6: if 0
001B: 5000 > 16@ ;; integer values
004D: jump_if_false Label08D9B8
0001: wait 0 ms
00D6: if 0
0038: $6D == 1 ;; integer values
004D: jump_if_false Label08D945
00D6: if 21
00E1: key_pressed 0 16
00E1: key_pressed 0 12
004D: jump_if_false Label08D945
0002: jump Label08DB58

:Label08D945
00D6: if 0
0118: actor $F44 dead
004D: jump_if_false Label08D96B
00BC: text_highpriority "BJM2_11" 5000 ms 1 ;; ~r~Phil's dead!
0002: jump Label08F62C

:Label08D96B
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point -667.8 1210.0 10.5 radius 3.0 3.0
3.0
004D: jump_if_false Label08D9B1
00BC: text_highpriority "BJM2_22" 5000 ms 1 ;; ~r~You have left the shooting
range!
0002: jump Label08F62C

:Label08D9B1
0002: jump Label08D8FE

:Label08D9B8
00BC: text_highpriority "BJM2_20" 8000 ms 1 ;; ~g~When you run out of ~w~time
~g~or ~w~ammunition ~g~the round is over!
0006: 16@ = 0 ;; integer values

:Label08D9CE
00D6: if 0
001B: 5000 > 16@ ;; integer values
004D: jump_if_false Label08DA88
0001: wait 0 ms
00D6: if 0
0038: $6D == 1 ;; integer values
004D: jump_if_false Label08DA15
00D6: if 21
00E1: key_pressed 0 16
00E1: key_pressed 0 12
004D: jump_if_false Label08DA15
0002: jump Label08DB58

:Label08DA15
00D6: if 0
0118: actor $F44 dead
004D: jump_if_false Label08DA3B
00BC: text_highpriority "BJM2_11" 5000 ms 1 ;; ~r~Phil's dead!
0002: jump Label08F62C

:Label08DA3B
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point -667.8 1210.0 10.5 radius 3.0 3.0
3.0
004D: jump_if_false Label08DA81
00BC: text_highpriority "BJM2_22" 5000 ms 1 ;; ~r~You have left the shooting
range!
0002: jump Label08F62C

:Label08DA81
0002: jump Label08D9CE

:Label08DA88
00BC: text_highpriority "BJM2_27" 8000 ms 1 ;; ~g~All targets this round are
worth one point.
0006: 16@ = 0 ;; integer values

:Label08DA9E
00D6: if 0
001B: 5000 > 16@ ;; integer values
004D: jump_if_false Label08DB58
0001: wait 0 ms
00D6: if 0
0038: $6D == 1 ;; integer values
004D: jump_if_false Label08DAE5
00D6: if 21
00E1: key_pressed 0 16
00E1: key_pressed 0 12
004D: jump_if_false Label08DAE5
0002: jump Label08DB58

:Label08DAE5
00D6: if 0
0118: actor $F44 dead
004D: jump_if_false Label08DB0B
00BC: text_highpriority "BJM2_11" 5000 ms 1 ;; ~r~Phil's dead!
0002: jump Label08F62C

:Label08DB0B
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point -667.8 1210.0 10.5 radius 3.0 3.0
3.0
004D: jump_if_false Label08DB51
00BC: text_highpriority "BJM2_22" 5000 ms 1 ;; ~r~You have left the shooting
range!
0002: jump Label08F62C
:Label08DB51
0002: jump Label08DA9E

:Label08DB58
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
03D1: play_wav 2
00BC: text_highpriority "BNK2_2" 4000 ms 1 ;; AIM 3-2-1 FIRE!

:Label08DB72
00D6: if 0
83D2: NOT wav 2 ended
004D: jump_if_false Label08DBF8
0001: wait 0 ms
00D6: if 0
0118: actor $F44 dead
004D: jump_if_false Label08DBAB
00BC: text_highpriority "BJM2_11" 5000 ms 1 ;; ~r~Phil's dead!
0002: jump Label08F62C

:Label08DBAB
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point -667.8 1210.0 10.5 radius 3.0 3.0
3.0
004D: jump_if_false Label08DBF1
00BC: text_highpriority "BJM2_22" 5000 ms 1 ;; ~r~You have left the shooting
range!
0002: jump Label08F62C

:Label08DBF1
0002: jump Label08DB72

:Label08DBF8
03D5: remove_text "BNK2_2" ;; AIM 3-2-1 FIRE!
0006: 17@ = 0 ;; integer values
014E: set_timer_to $F4F type 1
018D: $F7F = create_sound 11 at -670.111 1291.234 10.818

:Label08DC26
00D6: if 0
0038: $EFB == 0 ;; integer values
004D: jump_if_false Label08EABD
0001: wait 0 ms
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point -667.8 1210.0 10.5 radius 3.0 3.0
3.0
004D: jump_if_false Label08DC82
00BC: text_highpriority "BJM2_22" 5000 ms 1 ;; ~r~You have left the shooting
range!
0002: jump Label08F62C

:Label08DC82
00D6: if 0
0038: $F75 == 0 ;; integer values
004D: jump_if_false Label08DD95
00D6: if 0
0038: $F6E == 0 ;; integer values
004D: jump_if_false Label08DCC5
0004: $F74 = 0 ;; integer values
0209: $F74 = random_int 1 8
0084: $F71 = $F74 ;; integer values and handles
0004: $F6E = 1 ;; integer values

:Label08DCC5
00D6: if 0
0038: $F6E == 1 ;; integer values
004D: jump_if_false Label08DD29
00D6: if 0
0038: $F6F == 0 ;; integer values
004D: jump_if_false Label08DD29
0004: $F74 = 0 ;; integer values
0209: $F74 = random_int 1 8
00D6: if 0
803A: NOT $F74 == $F71 ;; integer values and handles
004D: jump_if_false Label08DD22
0084: $F72 = $F74 ;; integer values and handles
0004: $F6F = 1 ;; integer values
0002: jump Label08DD29

:Label08DD22
0004: $F6F = 0 ;; integer values

:Label08DD29
00D6: if 0
0038: $F6F == 1 ;; integer values
004D: jump_if_false Label08DD95
00D6: if 0
0038: $F70 == 0 ;; integer values
004D: jump_if_false Label08DD95
0004: $F74 = 0 ;; integer values
0209: $F74 = random_int 1 8
00D6: if 1
803A: NOT $F74 == $F71 ;; integer values and handles
803A: NOT $F74 == $F72 ;; integer values and handles
004D: jump_if_false Label08DD8E
0084: $F73 = $F74 ;; integer values and handles
0004: $F70 = 1 ;; integer values
0002: jump Label08DD95

:Label08DD8E
0004: $F70 = 0 ;; integer values

:Label08DD95
00D6: if 2
0038: $F6E == 1 ;; integer values
0038: $F6F == 1 ;; integer values
0038: $F70 == 1 ;; integer values
004D: jump_if_false Label08DDBC
0004: $F75 = 1 ;; integer values

:Label08DDBC
00D6: if 0
0038: $F76 == 3 ;; integer values
004D: jump_if_false Label08DE45
0004: $EFE = 0 ;; integer values
0004: $F08 = 0 ;; integer values
0004: $F12 = 0 ;; integer values
0004: $F1C = 0 ;; integer values
0004: $F26 = 0 ;; integer values
0004: $F30 = 0 ;; integer values
0004: $F3A = 0 ;; integer values
0004: $F85 = 0 ;; integer values
0004: $F86 = 0 ;; integer values
0004: $F87 = 0 ;; integer values
0004: $F88 = 0 ;; integer values
0004: $F89 = 0 ;; integer values
0004: $F6E = 0 ;; integer values
0004: $F6F = 0 ;; integer values
0004: $F70 = 0 ;; integer values
0004: $F75 = 0 ;; integer values
0004: $F76 = 0 ;; integer values

:Label08DE45
00D6: if 0
00E1: key_pressed 0 14
004D: jump_if_false Label08DE5D
0004: $EFB = 1 ;; integer values

:Label08DE5D
00D6: if 0
0038: $F75 == 1 ;; integer values
004D: jump_if_false Label08EA0D
00D6: if 22
0038: $F71 == 1 ;; integer values
0038: $F72 == 1 ;; integer values
0038: $F73 == 1 ;; integer values
004D: jump_if_false Label08DED8
00D6: if 0
0038: $EFE == 0 ;; integer values
004D: jump_if_false Label08DED8
029B: $EFD = init_object -131 (TAR_GUN2) at $F04 $F05 $F06
0177: set_object $EFD z_angle_to 0.0
0004: $F77 = 0 ;; integer values
0004: $EFF = 0 ;; integer values
0004: $F03 = 0 ;; integer values
0004: $EFE = 1 ;; integer values

:Label08DED8
00D6: if 0
0038: $EFE == 1 ;; integer values
004D: jump_if_false Label08E006
00D6: if 0
0038: $EFF == 0 ;; integer values
004D: jump_if_false Label08E006
00D6: if 0
8366: NOT (unknown) $EFD
004D: jump_if_false Label08DFD5
01BB: store_object $EFD position_to $F00 $F01 $F02
00D6: if 0
0038: $F03 == 0 ;; integer values
004D: jump_if_false Label08DF60
00D6: if 0
0032: -676.53 >= $F00 ;; floating-point values
004D: jump_if_false Label08DF4F
0004: $F03 = 1 ;; integer values
0002: jump Label08DF59
:Label08DF4F
007E: $F00 -= unknown_inaccurate_float_timer .03 ;; floating-point values

:Label08DF59
0002: jump Label08DF94

:Label08DF60
00D6: if 0
0030: $F00 >= -674.16 ;; floating-point values
004D: jump_if_false Label08DF8A
0004: $F77 = 1 ;; integer values
0004: $F03 = 0 ;; integer values
0002: jump Label08DF94

:Label08DF8A
0078: $F00 += unknown_inaccurate_float_timer .03 ;; floating-point values

:Label08DF94
00D6: if 0
0038: $F77 == 1 ;; integer values
004D: jump_if_false Label08DFC0
0108: destroy_object $EFD
0008: $F76 += 1 ;; integer values
0004: $EFF = 1 ;; integer values
0002: jump Label08DFCE

:Label08DFC0
01BC: put_object $EFD at $F00 $F01 $F02

:Label08DFCE
0002: jump Label08E006

:Label08DFD5
00D6: if 0
0366: (unknown) $EFD
004D: jump_if_false Label08E006
0108: destroy_object $EFD
0008: $EFA += 1 ;; integer values
0008: $F80 += 1 ;; integer values
0008: $F76 += 1 ;; integer values
0004: $EFF = 1 ;; integer values

:Label08E006
00D6: if 22
0038: $F71 == 2 ;; integer values
0038: $F72 == 2 ;; integer values
0038: $F73 == 2 ;; integer values
004D: jump_if_false Label08E06F
00D6: if 0
0038: $F08 == 0 ;; integer values
004D: jump_if_false Label08E06F
029B: $F07 = init_object -130 (TAR_GUN1) at $F0E $F0F $F10
0177: set_object $F07 z_angle_to 0.0
0004: $F78 = 0 ;; integer values
0004: $F09 = 0 ;; integer values
0004: $F0D = 0 ;; integer values
0004: $F08 = 1 ;; integer values

:Label08E06F
00D6: if 0
0038: $F08 == 1 ;; integer values
004D: jump_if_false Label08E19D
00D6: if 0
0038: $F09 == 0 ;; integer values
004D: jump_if_false Label08E19D
00D6: if 0
8366: NOT (unknown) $F07
004D: jump_if_false Label08E16C
01BB: store_object $F07 position_to $F0A $F0B $F0C
00D6: if 0
0038: $F0D == 0 ;; integer values
004D: jump_if_false Label08E0F7
00D6: if 0
0032: -677.95 >= $F0A ;; floating-point values
004D: jump_if_false Label08E0E6
0004: $F0D = 1 ;; integer values
0002: jump Label08E0F0

:Label08E0E6
007E: $F0A -= unknown_inaccurate_float_timer .04 ;; floating-point values

:Label08E0F0
0002: jump Label08E12B

:Label08E0F7
00D6: if 0
0030: $F0A >= -673.46 ;; floating-point values
004D: jump_if_false Label08E121
0004: $F78 = 1 ;; integer values
0004: $F0D = 0 ;; integer values
0002: jump Label08E12B

:Label08E121
0078: $F0A += unknown_inaccurate_float_timer .04 ;; floating-point values

:Label08E12B
00D6: if 0
0038: $F78 == 1 ;; integer values
004D: jump_if_false Label08E157
0108: destroy_object $F07
0008: $F76 += 1 ;; integer values
0004: $F09 = 1 ;; integer values
0002: jump Label08E165

:Label08E157
01BC: put_object $F07 at $F0A $F0B $F0C

:Label08E165
0002: jump Label08E19D

:Label08E16C
00D6: if 0
0366: (unknown) $F07
004D: jump_if_false Label08E19D
0108: destroy_object $F07
0008: $EFA += 1 ;; integer values
0008: $F80 += 1 ;; integer values
0008: $F76 += 1 ;; integer values
0004: $F09 = 1 ;; integer values

:Label08E19D
00D6: if 22
0038: $F71 == 3 ;; integer values
0038: $F72 == 3 ;; integer values
0038: $F73 == 3 ;; integer values
004D: jump_if_false Label08E206
00D6: if 0
0038: $F12 == 0 ;; integer values
004D: jump_if_false Label08E206
029B: $F11 = init_object -130 (TAR_GUN1) at $F18 $F19 $F1A
0177: set_object $F11 z_angle_to 0.0
0004: $F79 = 0 ;; integer values
0004: $F13 = 0 ;; integer values
0004: $F17 = 0 ;; integer values
0004: $F12 = 1 ;; integer values

:Label08E206
00D6: if 0
0038: $F12 == 1 ;; integer values
004D: jump_if_false Label08E34D
00D6: if 0
0038: $F13 == 0 ;; integer values
004D: jump_if_false Label08E34D
00D6: if 0
8366: NOT (unknown) $F11
004D: jump_if_false Label08E31C
01BB: store_object $F11 position_to $F14 $F15 $F16
00D6: if 0
0038: $F17 == 0 ;; integer values
004D: jump_if_false Label08E2A7
00D6: if 0
0032: -683.24 >= $F14 ;; floating-point values
004D: jump_if_false Label08E296
00D6: if 0
0038: $F85 == 1 ;; integer values
004D: jump_if_false Label08E288
0004: $F79 = 1 ;; integer values

:Label08E288
0004: $F17 = 1 ;; integer values
0002: jump Label08E2A0

:Label08E296
007E: $F14 -= unknown_inaccurate_float_timer .06 ;; floating-point values

:Label08E2A0
0002: jump Label08E2DB

:Label08E2A7
00D6: if 0
0030: $F14 >= -680.49 ;; floating-point values
004D: jump_if_false Label08E2D1
0004: $F17 = 0 ;; integer values
0004: $F85 = 1 ;; integer values
0002: jump Label08E2DB

:Label08E2D1
0078: $F14 += unknown_inaccurate_float_timer .06 ;; floating-point values

:Label08E2DB
00D6: if 0
0038: $F79 == 1 ;; integer values
004D: jump_if_false Label08E307
0108: destroy_object $F11
0008: $F76 += 1 ;; integer values
0004: $F13 = 1 ;; integer values
0002: jump Label08E315

:Label08E307
01BC: put_object $F11 at $F14 $F15 $F16

:Label08E315
0002: jump Label08E34D

:Label08E31C
00D6: if 0
0366: (unknown) $F11
004D: jump_if_false Label08E34D
0108: destroy_object $F11
0008: $EFA += 1 ;; integer values
0008: $F80 += 1 ;; integer values
0008: $F76 += 1 ;; integer values
0004: $F13 = 1 ;; integer values

:Label08E34D
00D6: if 22
0038: $F71 == 4 ;; integer values
0038: $F72 == 4 ;; integer values
0038: $F73 == 4 ;; integer values
004D: jump_if_false Label08E3B6
00D6: if 0
0038: $F1C == 0 ;; integer values
004D: jump_if_false Label08E3B6
029B: $F1B = init_object -131 (TAR_GUN2) at $F22 $F23 $F24
0177: set_object $F1B z_angle_to 0.0
0004: $F7A = 0 ;; integer values
0004: $F1D = 0 ;; integer values
0004: $F21 = 0 ;; integer values
0004: $F1C = 1 ;; integer values

:Label08E3B6
00D6: if 0
0038: $F1C == 1 ;; integer values
004D: jump_if_false Label08E4FD
00D6: if 0
0038: $F1D == 0 ;; integer values
004D: jump_if_false Label08E4FD
00D6: if 0
8366: NOT (unknown) $F1B
004D: jump_if_false Label08E4CC
01BB: store_object $F1B position_to $F1E $F1F $F20
00D6: if 0
0038: $F21 == 0 ;; integer values
004D: jump_if_false Label08E457
00D6: if 0
0032: -683.73 >= $F1E ;; floating-point values
004D: jump_if_false Label08E446
00D6: if 0
0038: $F86 == 1 ;; integer values
004D: jump_if_false Label08E438
0004: $F7A = 1 ;; integer values

:Label08E438
0004: $F21 = 1 ;; integer values
0002: jump Label08E450

:Label08E446
007E: $F1E -= unknown_inaccurate_float_timer .05 ;; floating-point values

:Label08E450
0002: jump Label08E48B

:Label08E457
00D6: if 0
0030: $F1E >= -681.59 ;; floating-point values
004D: jump_if_false Label08E481
0004: $F21 = 0 ;; integer values
0004: $F86 = 1 ;; integer values
0002: jump Label08E48B

:Label08E481
0078: $F1E += unknown_inaccurate_float_timer .05 ;; floating-point values

:Label08E48B
00D6: if 0
0038: $F7A == 1 ;; integer values
004D: jump_if_false Label08E4B7
0108: destroy_object $F1B
0008: $F76 += 1 ;; integer values
0004: $F1D = 1 ;; integer values
0002: jump Label08E4C5

:Label08E4B7
01BC: put_object $F1B at $F1E $F1F $F20

:Label08E4C5
0002: jump Label08E4FD

:Label08E4CC
00D6: if 0
0366: (unknown) $F1B
004D: jump_if_false Label08E4FD
0108: destroy_object $F1B
0008: $EFA += 1 ;; integer values
0008: $F80 += 1 ;; integer values
0008: $F76 += 1 ;; integer values
0004: $F1D = 1 ;; integer values

:Label08E4FD
00D6: if 22
0038: $F71 == 5 ;; integer values
0038: $F72 == 5 ;; integer values
0038: $F73 == 5 ;; integer values
004D: jump_if_false Label08E566
00D6: if 0
0038: $F26 == 0 ;; integer values
004D: jump_if_false Label08E566
029B: $F25 = init_object -130 (TAR_GUN1) at $F2C $F2D $F2E
0177: set_object $F25 z_angle_to 0.0
0004: $F7B = 0 ;; integer values
0004: $F27 = 0 ;; integer values
0004: $F2B = 0 ;; integer values
0004: $F26 = 1 ;; integer values

:Label08E566
00D6: if 0
0038: $F26 == 1 ;; integer values
004D: jump_if_false Label08E6AD
00D6: if 0
0038: $F27 == 0 ;; integer values
004D: jump_if_false Label08E6AD
00D6: if 0
8366: NOT (unknown) $F25
004D: jump_if_false Label08E67C
01BB: store_object $F25 position_to $F28 $F29 $F2A
00D6: if 0
0038: $F2B == 0 ;; integer values
004D: jump_if_false Label08E607
00D6: if 0
0032: 8.0 >= $F2A ;; floating-point values
004D: jump_if_false Label08E5F6
00D6: if 0
0038: $F87 == 1 ;; integer values
004D: jump_if_false Label08E5E8
0004: $F7B = 1 ;; integer values

:Label08E5E8
0004: $F2B = 1 ;; integer values
0002: jump Label08E600

:Label08E5F6
007E: $F2A -= unknown_inaccurate_float_timer .06 ;; floating-point values

:Label08E600
0002: jump Label08E63B

:Label08E607
00D6: if 0
0030: $F2A >= 15.0 ;; floating-point values
004D: jump_if_false Label08E631
0004: $F2B = 0 ;; integer values
0004: $F87 = 1 ;; integer values
0002: jump Label08E63B

:Label08E631
0078: $F2A += unknown_inaccurate_float_timer .06 ;; floating-point values

:Label08E63B
00D6: if 0
0038: $F7B == 1 ;; integer values
004D: jump_if_false Label08E667
0108: destroy_object $F25
0008: $F76 += 1 ;; integer values
0004: $F27 = 1 ;; integer values
0002: jump Label08E675

:Label08E667
01BC: put_object $F25 at $F28 $F29 $F2A

:Label08E675
0002: jump Label08E6AD

:Label08E67C
00D6: if 0
0366: (unknown) $F25
004D: jump_if_false Label08E6AD
0108: destroy_object $F25
0008: $EFA += 1 ;; integer values
0008: $F80 += 1 ;; integer values
0008: $F76 += 1 ;; integer values
0004: $F27 = 1 ;; integer values

:Label08E6AD
00D6: if 22
0038: $F71 == 6 ;; integer values
0038: $F72 == 6 ;; integer values
0038: $F73 == 6 ;; integer values
004D: jump_if_false Label08E716
00D6: if 0
0038: $F30 == 0 ;; integer values
004D: jump_if_false Label08E716
029B: $F2F = init_object -131 (TAR_GUN2) at $F36 $F37 $F38
0177: set_object $F2F z_angle_to 90.0
0004: $F7C = 0 ;; integer values
0004: $F31 = 0 ;; integer values
0004: $F35 = 0 ;; integer values
0004: $F30 = 1 ;; integer values

:Label08E716
00D6: if 0
0038: $F30 == 1 ;; integer values
004D: jump_if_false Label08E85D
00D6: if 0
0038: $F31 == 0 ;; integer values
004D: jump_if_false Label08E85D
00D6: if 0
8366: NOT (unknown) $F2F
004D: jump_if_false Label08E82C
01BB: store_object $F2F position_to $F32 $F33 $F34
00D6: if 0
0038: $F35 == 0 ;; integer values
004D: jump_if_false Label08E7B7
00D6: if 0
0032: 1279.42 >= $F33 ;; floating-point values
004D: jump_if_false Label08E7A6
00D6: if 0
0038: $F88 == 1 ;; integer values
004D: jump_if_false Label08E798
0004: $F7C = 1 ;; integer values

:Label08E798
0004: $F35 = 1 ;; integer values
0002: jump Label08E7B0
:Label08E7A6
007E: $F33 -= unknown_inaccurate_float_timer .05 ;; floating-point values

:Label08E7B0
0002: jump Label08E7EB

:Label08E7B7
00D6: if 0
0030: $F33 >= 1283.7 ;; floating-point values
004D: jump_if_false Label08E7E1
0004: $F35 = 0 ;; integer values
0004: $F88 = 1 ;; integer values
0002: jump Label08E7EB

:Label08E7E1
0078: $F33 += unknown_inaccurate_float_timer .05 ;; floating-point values

:Label08E7EB
00D6: if 0
0038: $F7C == 1 ;; integer values
004D: jump_if_false Label08E817
0108: destroy_object $F2F
0008: $F76 += 1 ;; integer values
0004: $F31 = 1 ;; integer values
0002: jump Label08E825

:Label08E817
01BC: put_object $F2F at $F32 $F33 $F34

:Label08E825
0002: jump Label08E85D

:Label08E82C
00D6: if 0
0366: (unknown) $F2F
004D: jump_if_false Label08E85D
0108: destroy_object $F2F
0008: $EFA += 1 ;; integer values
0008: $F80 += 1 ;; integer values
0008: $F76 += 1 ;; integer values
0004: $F31 = 1 ;; integer values

:Label08E85D
00D6: if 22
0038: $F71 == 7 ;; integer values
0038: $F72 == 7 ;; integer values
0038: $F73 == 7 ;; integer values
004D: jump_if_false Label08E8C6
00D6: if 0
0038: $F3A == 0 ;; integer values
004D: jump_if_false Label08E8C6
029B: $F39 = init_object -130 (TAR_GUN1) at $F40 $F41 $F42
0177: set_object $F39 z_angle_to 90.0
0004: $F7D = 0 ;; integer values
0004: $F3B = 0 ;; integer values
0004: $F3F = 0 ;; integer values
0004: $F3A = 1 ;; integer values
:Label08E8C6
00D6: if 0
0038: $F3A == 1 ;; integer values
004D: jump_if_false Label08EA0D
00D6: if 0
0038: $F3B == 0 ;; integer values
004D: jump_if_false Label08EA0D
00D6: if 0
8366: NOT (unknown) $F39
004D: jump_if_false Label08E9DC
01BB: store_object $F39 position_to $F3C $F3D $F3E
00D6: if 0
0038: $F3F == 0 ;; integer values
004D: jump_if_false Label08E967
00D6: if 0
0032: 1277.8 >= $F3D ;; floating-point values
004D: jump_if_false Label08E956
00D6: if 0
0038: $F89 == 1 ;; integer values
004D: jump_if_false Label08E948
0004: $F7D = 1 ;; integer values

:Label08E948
0004: $F3F = 1 ;; integer values
0002: jump Label08E960

:Label08E956
007E: $F3D -= unknown_inaccurate_float_timer .04 ;; floating-point values

:Label08E960
0002: jump Label08E99B

:Label08E967
00D6: if 0
0030: $F3D >= 1282.51 ;; floating-point values
004D: jump_if_false Label08E991
0004: $F3F = 0 ;; integer values
0004: $F89 = 1 ;; integer values
0002: jump Label08E99B

:Label08E991
0078: $F3D += unknown_inaccurate_float_timer .04 ;; floating-point values

:Label08E99B
00D6: if 0
0038: $F7D == 1 ;; integer values
004D: jump_if_false Label08E9C7
0108: destroy_object $F39
0008: $F76 += 1 ;; integer values
0004: $F3B = 1 ;; integer values
0002: jump Label08E9D5

:Label08E9C7
01BC: put_object $F39 at $F3C $F3D $F3E

:Label08E9D5
0002: jump Label08EA0D

:Label08E9DC
00D6: if 0
0366: (unknown) $F39
004D: jump_if_false Label08EA0D
0108: destroy_object $F39
0008: $EFA += 1 ;; integer values
0008: $F80 += 1 ;; integer values
0008: $F76 += 1 ;; integer values
0004: $F3B = 1 ;; integer values

:Label08EA0D
00D6: if 0
0118: actor $F44 dead
004D: jump_if_false Label08EA33
00BC: text_highpriority "BJM2_11" 5000 ms 1 ;; ~r~Phil's dead!
0002: jump Label08F62C

:Label08EA33
0110: clear_player $PLAYER_CHAR wanted_level
0419: $EFC = player $PLAYER_CHAR weapon 17 ammo
00D6: if 21
0038: $F4F == 0 ;; integer values
0038: $EFC == 0 ;; integer values
004D: jump_if_false Label08EAB6
00D6: if 0
0038: $F84 == 0 ;; integer values
004D: jump_if_false Label08EA82
0006: 16@ = 0 ;; integer values
0004: $F84 = 1 ;; integer values
0002: jump Label08EAB6

:Label08EA82
00D6: if 0
0019: 16@ > 200 ;; integer values
004D: jump_if_false Label08EAB6
03D1: play_wav 1
00BC: text_highpriority "BNK2_3" 5000 ms 1 ;; AREA CLEAR!
0004: $F6D = 1 ;; integer values
0004: $EFB = 1 ;; integer values

:Label08EAB6
0002: jump Label08DC26

:Label08EABD
018E: stop_sound $F7F
00D6: if 0
0038: $F6D == 1 ;; integer values
004D: jump_if_false Label08EB5A

:Label08EAD4
00D6: if 0
83D2: NOT wav 1 ended
004D: jump_if_false Label08EB5A
0001: wait 0 ms
00D6: if 0
0118: actor $F44 dead
004D: jump_if_false Label08EB0D
00BC: text_highpriority "BJM2_11" 5000 ms 1 ;; ~r~Phil's dead!
0002: jump Label08F62C
:Label08EB0D
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point -667.8 1210.0 10.5 radius 3.0 3.0
3.0
004D: jump_if_false Label08EB53
00BC: text_highpriority "BJM2_22" 5000 ms 1 ;; ~r~You have left the shooting
range!
0002: jump Label08F62C

:Label08EB53
0002: jump Label08EAD4

:Label08EB5A
014F: stop_timer $F4F
03D5: remove_text "BNK2_3" ;; AREA CLEAR!
0084: $F4C = $F4B ;; integer values and handles
0060: $F4C -= $EFC ;; integer values
01B8: set_player $PLAYER_CHAR armed_weapon_to 0
03C8: rotate_player-180-degrees
01E3: text_1number_styled "BJM2_28" $EFA 4000 ms 1 ;; SCORE ROUND THREE: ~1~
0084: $E63 = $EFA ;; integer values and handles
0151: remove_status_text $F80
0151: remove_status_text $F94
0001: wait 4000 ms
00D6: if 0
0118: actor $F44 dead
004D: jump_if_false Label08EBD1
00BC: text_highpriority "BJM2_11" 5000 ms 1 ;; ~r~Phil's dead!
0002: jump Label08F62C

:Label08EBD1
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point -667.8 1210.0 10.5 radius 3.0 3.0
3.0
004D: jump_if_false Label08EC17
00BC: text_highpriority "BJM2_22" 5000 ms 1 ;; ~r~You have left the shooting
range!
0002: jump Label08F62C

:Label08EC17
03D6: remove_big_text "BJM2_6" ;; SCORE ROUND TWO: ~1~
01E3: text_1number_styled "BJM2_7" $F80 4000 ms 1 ;; TOTAL SCORE FOR SHOOT: ~1~
0001: wait 4000 ms
00D6: if 0
0118: actor $F44 dead
004D: jump_if_false Label08EC5E
00BC: text_highpriority "BJM2_11" 5000 ms 1 ;; ~r~Phil's dead!
0002: jump Label08F62C

:Label08EC5E
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point -667.8 1210.0 10.5 radius 3.0 3.0
3.0
004D: jump_if_false Label08ECA4
00BC: text_highpriority "BJM2_22" 5000 ms 1 ;; ~r~You have left the shooting
range!
0002: jump Label08F62C

:Label08ECA4
03D6: remove_big_text "BJM2_7" ;; TOTAL SCORE FOR SHOOT: ~1~
0084: $F4D = $F48 ;; integer values and handles
0058: $F4D += $F4A ;; integer values
0084: $F81 = $F4D ;; integer values and handles
0058: $F81 += $F4C ;; integer values
0084: $E64 = $E61 ;; integer values and handles
0058: $E64 += $E62 ;; integer values
0084: $E65 = $E64 ;; integer values and handles
0058: $E65 += $E63 ;; integer values
0084: $F46 = $E65 ;; integer values and handles
0010: $F46 *= 100 ;; integer values
00D6: if 0
0018: $F4D > 0 ;; integer values
004D: jump_if_false Label08ED1E
0070: $F46 /= $F81 ;; integer values
0002: jump Label08ED25

:Label08ED1E
0004: $F46 = 0 ;; integer values

:Label08ED25
01E3: text_1number_styled "BJM2_3" $F46 4000 ms 1 ;; HIT RATE: ~1~%
0001: wait 4000 ms
00D6: if 0
0118: actor $F44 dead
004D: jump_if_false Label08ED62
00BC: text_highpriority "BJM2_11" 5000 ms 1 ;; ~r~Phil's dead!
0002: jump Label08F62C

:Label08ED62
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point -667.8 1210.0 10.5 radius 3.0 3.0
3.0
004D: jump_if_false Label08EDA8
00BC: text_highpriority "BJM2_22" 5000 ms 1 ;; ~r~You have left the shooting
range!
0002: jump Label08F62C

:Label08EDA8
03D6: remove_big_text "BJM2_3" ;; HIT RATE: ~1~%
0465: remove_actor $PLAYER_ACTOR from_turret_mode
0108: destroy_object $F6A
00A1: put_actor $PLAYER_ACTOR at -677.75 1272.03 9.81
00BC: text_highpriority "BJM2_17" 5000 ms 1 ;; ~g~Go and talk to Phil.
018A: $E5F = create_checkpoint_at -665.99 1234.17 10.08
0004: $7B = 1 ;; integer values
03CF: load_wav "BNK2_7" as 1
03CF: load_wav "BNK2_8" as 2

:Label08EE12
00D6: if 22
80F6: NOT player $PLAYER_CHAR 0 ()near_point_on_foot -651.18 1260.08 9.82
radius 3.0 3.0 6.0
83D0: NOT wav 1 loaded
83D0: NOT wav 2 loaded
004D: jump_if_false Label08EEC1
0001: wait 0 ms
00D6: if 0
0118: actor $F44 dead
004D: jump_if_false Label08EE74
00BC: text_highpriority "BJM2_11" 5000 ms 1 ;; ~r~Phil's dead!
0002: jump Label08F62C

:Label08EE74
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point -667.8 1210.0 10.5 radius 3.0 3.0
3.0
004D: jump_if_false Label08EEBA
00BC: text_highpriority "BJM2_22" 5000 ms 1 ;; ~r~You have left the shooting
range!
0002: jump Label08F62C

:Label08EEBA
0002: jump Label08EE12

:Label08EEC1
0169: set_fade_color 0 0 0
016A: fade 0 () 1000 ms
00D6: if 0
8118: NOT actor $F44 dead
004D: jump_if_false Label08EEEE
01B9: set_actor $F44 armed_weapon_to 0
0002: jump Label08EF04

:Label08EEEE
00BC: text_highpriority "BJM2_11" 5000 ms 1 ;; ~r~Phil's dead!
0002: jump Label08F62C

:Label08EF04
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)

:Label08EF0B
00D6: if 0
016B: fading
004D: jump_if_false Label08EF8F
0001: wait 0 ms
00D6: if 0
0118: actor $F44 dead
004D: jump_if_false Label08EF42
00BC: text_highpriority "BJM2_11" 5000 ms 1 ;; ~r~Phil's dead!
0002: jump Label08F62C

:Label08EF42
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point -667.8 1210.0 10.5 radius 3.0 3.0
3.0
004D: jump_if_false Label08EF88
00BC: text_highpriority "BJM2_22" 5000 ms 1 ;; ~r~You have left the shooting
range!
0002: jump Label08F62C

:Label08EF88
0002: jump Label08EF0B

:Label08EF8F
00BE: text_clear_all
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0
02A3: toggle_widescreen 1 (on)
0108: destroy_object $EFD
0108: destroy_object $F07
0108: destroy_object $F11
0108: destroy_object $F1B
0108: destroy_object $F25
0108: destroy_object $F2F
0108: destroy_object $F39
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 (true)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 (true)
01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR
0164: disable_marker $E5F
03CB: set_camera -665.99 1234.17 9.08
009F: set_actor $PLAYER_ACTOR objective_to-1
011C: actor $PLAYER_ACTOR clear_objective
00A1: put_actor $PLAYER_ACTOR at -664.58 1233.74 10.1
0173: set_actor $PLAYER_ACTOR z_angle_to 87.36
009F: set_actor $PLAYER_ACTOR objective_to-1
00D6: if 0
8118: NOT actor $F44 dead
004D: jump_if_false Label08F037
020E: actor $PLAYER_ACTOR look_at_actor $F44
0002: jump Label08F04D

:Label08F037
00BC: text_highpriority "BJM2_11" 5000 ms 1 ;; ~r~Phil's dead!
0002: jump Label08F62C

:Label08F04D
0169: set_fade_color 0 0 0
00D6: if 0
8118: NOT actor $F44 dead
004D: jump_if_false Label08F074
020E: actor $F44 look_at_actor $PLAYER_ACTOR
0002: jump Label08F08A

:Label08F074
00BC: text_highpriority "BJM2_11" 5000 ms 1 ;; ~r~Phil's dead!
0002: jump Label08F62C

:Label08F08A
016A: fade 1 (back) 1000 ms
015F: set_camera_position -662.67 1229.52 10.84 0.0 0.0 0.0
0160: point_camera -663.27 1230.3 11.06 2

:Label08F0C4
00D6: if 0
016B: fading
004D: jump_if_false Label08F148
0001: wait 0 ms
00D6: if 0
0118: actor $F44 dead
004D: jump_if_false Label08F0FB
00BC: text_highpriority "BJM2_11" 5000 ms 1 ;; ~r~Phil's dead!
0002: jump Label08F62C

:Label08F0FB
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point -667.8 1210.0 10.5 radius 3.0 3.0
3.0
004D: jump_if_false Label08F141
00BC: text_highpriority "BJM2_22" 5000 ms 1 ;; ~r~You have left the shooting
range!
0002: jump Label08F62C

:Label08F141
0002: jump Label08F0C4

:Label08F148
03D1: play_wav 1
00BC: text_highpriority "BNK2_7" 5000 ms 1 ;; So you wanna do me a favor, and
help me put together a job?
0372: set_actor $PLAYER_ACTOR anim 19 wait_state_time 1000000 ms

:Label08F167
00D6: if 0
83D2: NOT wav 1 ended
004D: jump_if_false Label08F1ED
0001: wait 0 ms
00D6: if 0
0118: actor $F44 dead
004D: jump_if_false Label08F1A0
00BC: text_highpriority "BJM2_11" 5000 ms 1 ;; ~r~Phil's dead!
0002: jump Label08F62C

:Label08F1A0
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point -667.8 1210.0 10.5 radius 3.0 3.0
3.0
004D: jump_if_false Label08F1E6
00BC: text_highpriority "BJM2_22" 5000 ms 1 ;; ~r~You have left the shooting
range!
0002: jump Label08F62C

:Label08F1E6
0002: jump Label08F167

:Label08F1ED
0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 1 ms
03D5: remove_text "BNK2_7" ;; So you wanna do me a favor, and help me put together
a job?
03CF: load_wav "BNK2_9" as 1

:Label08F20C
00D6: if 0
83D0: NOT wav 1 loaded
004D: jump_if_false Label08F292
0001: wait 0 ms
00D6: if 0
0118: actor $F44 dead
004D: jump_if_false Label08F245
00BC: text_highpriority "BJM2_11" 5000 ms 1 ;; ~r~Phil's dead!
0002: jump Label08F62C

:Label08F245
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point -667.8 1210.0 10.5 radius 3.0 3.0
3.0
004D: jump_if_false Label08F28B
00BC: text_highpriority "BJM2_22" 5000 ms 1 ;; ~r~You have left the shooting
range!
0002: jump Label08F62C

:Label08F28B
0002: jump Label08F20C

:Label08F292
00D6: if 0
001C: $F80 > $F94 ;; integer values
004D: jump_if_false Label08F2CB
03D1: play_wav 2
00BC: text_highpriority "BNK2_8" 5000 ms 1 ;; Son, after shooting like that, if
you asked me to be your wife, I'd say yes.
0372: set_actor $F44 anim 19 wait_state_time 1000000 ms
0002: jump Label08F2EA

:Label08F2CB
03D1: play_wav 1
00BC: text_highpriority "BNK2_9A" 10000 ms 1 ;; Son, you better get your fancy
talking and big ideas and shove 'em where there ain't no sun. You can't shoot
nothin'!
0372: set_actor $F44 anim 19 wait_state_time 1000000 ms

:Label08F2EA
00D6: if 0
001C: $F80 > $F94 ;; integer values
004D: jump_if_false Label08F3E8

:Label08F2FD
00D6: if 0
83D2: NOT wav 2 ended
004D: jump_if_false Label08F3A1
0001: wait 0 ms
00D6: if 0
0118: actor $F44 dead
004D: jump_if_false Label08F354
03D5: remove_text "BNK2_8" ;; Son, after shooting like that, if you asked me to be
your wife, I'd say yes.
03D5: remove_text "BNK2_9A" ;; Son, you better get your fancy talking and big
ideas and shove 'em where there ain't no sun. You can't shoot nothin'!
03D5: remove_text "BNK2_9B" ;; You can't shoot nothin'.
00BC: text_highpriority "BJM2_11" 5000 ms 1 ;; ~r~Phil's dead!
0002: jump Label08F62C

:Label08F354
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point -667.8 1210.0 10.5 radius 3.0 3.0
3.0
004D: jump_if_false Label08F39A
00BC: text_highpriority "BJM2_22" 5000 ms 1 ;; ~r~You have left the shooting
range!
0002: jump Label08F62C

:Label08F39A
0002: jump Label08F2FD

:Label08F3A1
00D6: if 0
8118: NOT actor $F44 dead
004D: jump_if_false Label08F3C1
0372: set_actor $F44 anim 0 wait_state_time 1 ms
0002: jump Label08F3D7

:Label08F3C1
00BC: text_highpriority "BJM2_11" 5000 ms 1 ;; ~r~Phil's dead!
0002: jump Label08F62C

:Label08F3D7
03D5: remove_text "BNK2_8" ;; Son, after shooting like that, if you asked me to be
your wife, I'd say yes.
0002: jump Label08F4D6

:Label08F3E8
00D6: if 0
83D2: NOT wav 1 ended
004D: jump_if_false Label08F48C
0001: wait 0 ms
00D6: if 0
0118: actor $F44 dead
004D: jump_if_false Label08F43F
03D5: remove_text "BNK2_8" ;; Son, after shooting like that, if you asked me to be
your wife, I'd say yes.
03D5: remove_text "BNK2_9A" ;; Son, you better get your fancy talking and big
ideas and shove 'em where there ain't no sun. You can't shoot nothin'!
03D5: remove_text "BNK2_9B" ;; You can't shoot nothin'.
00BC: text_highpriority "BJM2_11" 5000 ms 1 ;; ~r~Phil's dead!
0002: jump Label08F62C

:Label08F43F
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point -667.8 1210.0 10.5 radius 3.0 3.0
3.0
004D: jump_if_false Label08F485
00BC: text_highpriority "BJM2_22" 5000 ms 1 ;; ~r~You have left the shooting
range!
0002: jump Label08F62C

:Label08F485
0002: jump Label08F3E8

:Label08F48C
00D6: if 0
8118: NOT actor $F44 dead
004D: jump_if_false Label08F4AC
0372: set_actor $F44 anim 0 wait_state_time 1 ms
0002: jump Label08F4C2

:Label08F4AC
00BC: text_highpriority "BJM2_11" 5000 ms 1 ;; ~r~Phil's dead!
0002: jump Label08F62C

:Label08F4C2
03D5: remove_text "BNK2_9A" ;; Son, you better get your fancy talking and big
ideas and shove 'em where there ain't no sun. You can't shoot nothin'!
03D5: remove_text "BNK2_9B" ;; You can't shoot nothin'.

:Label08F4D6
0211: actor $F44 walk_to -664.41 1228.08
0006: 16@ = 0 ;; integer values

:Label08F4EC
00D6: if 0
80ED: NOT actor $F44 0 ()near_point_on_foot -664.41 1228.08 radius 2.0 2.0
004D: jump_if_false Label08F5E4
0001: wait 0 ms
00D6: if 0
0118: actor $F44 dead
004D: jump_if_false Label08F543
00BC: text_highpriority "BJM2_11" 5000 ms 1 ;; ~r~Phil's dead!
0002: jump Label08F62C
0002: jump Label08F597

:Label08F543
00D6: if 0
0029: 16@ >= 10000 ;; integer values
004D: jump_if_false Label08F597
00D6: if 0
80ED: NOT actor $F44 0 ()near_point_on_foot -664.41 1228.08 radius 2.0 2.0
004D: jump_if_false Label08F597
00A1: put_actor $F44 at -664.41 1228.08 10.08
0002: jump Label08F5E4

:Label08F597
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point -667.8 1210.0 10.5 radius 3.0 3.0
3.0
004D: jump_if_false Label08F5DD
00BC: text_highpriority "BJM2_22" 5000 ms 1 ;; ~r~You have left the shooting
range!
0002: jump Label08F62C

:Label08F5DD
0002: jump Label08F4EC

:Label08F5E4
009B: destroy_actor_instantly $F44
02A3: toggle_widescreen 0 (off)
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 (false)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 (false)
00D6: if 0
001C: $F80 > $F94 ;; integer values
004D: jump_if_false Label08F625
0002: jump Label08F63D
0002: jump Label08F62C

:Label08F625
0002: jump Label08F62C

:Label08F62C
00BA: text_styled "M_FAIL" 5000 ms 1 ;; MISSION FAILED!
0051: return

:Label08F63D
0004: $F9 = 1 ;; integer values
01EB: set_car_density_to 1.0
0318: set_latest_mission_passed "BANK_2" ;; The Shootist
030C: set_mission_points += 1
01E3: text_1number_styled "M_PASS" 2000 5000 ms 1 ;; MISSION PASSED! $~1~
0109: player $PLAYER_CHAR money += 2000
0394: play_music 1
0110: clear_player $PLAYER_CHAR wanted_level
042F: save_record 0 $F80
042F: save_record 1 $F46
004F: create_thread Label00BFC2
004F: create_thread Label00E267
0051: return

:Label08F69C
018E: stop_sound $F7F
034F: destroy_actor_with_fade $F44 ;; The actor fades away like a ghost
0108: destroy_object $E6D
0108: destroy_object $E6E
0108: destroy_object $E6F
0108: destroy_object $E70
0108: destroy_object $E71
0108: destroy_object $E72
0108: destroy_object $E81
0108: destroy_object $E82
0108: destroy_object $E83
0108: destroy_object $E84
0108: destroy_object $E85
0108: destroy_object $E86
0108: destroy_object $E95
0108: destroy_object $E96
0108: destroy_object $E97
0108: destroy_object $E98
0108: destroy_object $E99
0108: destroy_object $E9A
0108: destroy_object $EAA
0108: destroy_object $EB8
0108: destroy_object $EC6
0108: destroy_object $ED4
0108: destroy_object $EE2
0108: destroy_object $EF0
0108: destroy_object $EFD
0108: destroy_object $F07
0108: destroy_object $F11
0108: destroy_object $F1B
0108: destroy_object $F25
0108: destroy_object $F2F
0108: destroy_object $F39
0465: remove_actor $PLAYER_ACTOR from_turret_mode
00D6: if 0
0018: $F63 > 0 ;; integer values
004D: jump_if_false Label08F75D
0247: request_model $F64

:Label08F75D
038B: load_requested_models
01B1: give_player $PLAYER_CHAR weapon $F62 ammo $F63 ;; Load the weapon model
before using this
0249: release_model $F64
0004: $ONMISSION = 0 ;; integer values
0004: $3E3 = 0 ;; integer values
04E2: $PLAYER_CHAR 0
03BD: destroy_sphere $F7E
0108: destroy_object $F68
0108: destroy_object $F69
0108: destroy_object $F6A
0164: disable_marker $E5B
0164: disable_marker $E5E
0164: disable_marker $E5F
0164: disable_marker $F43
0151: remove_status_text $F80
0151: remove_status_text $F94
014F: stop_timer $E5D
014F: stop_timer $F4E
014F: stop_timer $F4F
0249: release_model #MALE01
0249: release_model #COLT45
0249: release_model -130 (TAR_GUN1)
0249: release_model -131 (TAR_GUN2)
0249: release_model -132 (TAR_FRAME)
0249: release_model -133 (TAR_DOWNLEFT)
0249: release_model -134 (TAR_DOWNRIGHT)
0249: release_model -135 (TAR_TOP)
0249: release_model -136 (TAR_UPLEFT)
0249: release_model -137 (TAR_UPRIGHT)
0249: release_model -121 (FAKETARGET)
0296: unload_special_actor 5
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
00D8: mission_cleanup
0051: return

;-------------Mission 23---------------
; Originally: The Driver

:Label08F807
03A4: name_thread "BANKJO3"
0050: gosub Label08F835
00D6: if 0
0112: wasted_or_busted
004D: jump_if_false Label08F82C
0050: gosub Label0914DB

:Label08F82C
0050: gosub Label0915E1
004E: end_thread

:Label08F835
0317: increment_mission_attempts
0004: $ONMISSION = 1 ;; integer values
0004: $3DA = 0 ;; integer values
0004: $FF5 = 0 ;; integer values
0004: $FAD = 0 ;; integer values
0004: $F9D = 0 ;; integer values
0005: $F9A = 7.0 ;; floating-point values
0004: $FF8 = 0 ;; integer values
0004: $FF9 = 0 ;; integer values
0004: $FFA = 0 ;; integer values
0004: $FFC = 0 ;; integer values
0004: $FF7 = 0 ;; integer values
0004: $FFE = 0 ;; integer values
0004: $FFF = 0 ;; integer values
0004: $1000 = 0 ;; integer values
0004: $1001 = 0 ;; integer values
0004: $1002 = 0 ;; integer values
0001: wait 0 ms
054C: use_GXT_table "BANKJ3"
03CF: load_wav "MONO13" as 1
058E: set_restart_mission_taxi_destination 512.591 -74.9 9.573 189.24
023C: load_special_actor 1 "CSPLAY"
023C: load_special_actor 2 "CSKEN"
023C: load_special_actor 3 "CSPHIL"
02F3: load_object #CUTOBJ01 "GCFAN"
02F3: load_object #CUTOBJ02 "CLCHR"
02F3: load_object #CUTOBJ03 "COLPHON"
04BB: select_interiour 17 ;; select render area
03CB: set_camera 481.03 -64.21 8.98
038B: load_requested_models

:Label08F93C
00D6: if 25
823D: NOT special_actor 1 loaded
823D: NOT special_actor 2 loaded
823D: NOT special_actor 3 loaded
8248: NOT model #CUTOBJ01 available
8248: NOT model #CUTOBJ02 available
8248: NOT model #CUTOBJ03 available
004D: jump_if_false Label08F96D
0001: wait 0 ms
0002: jump Label08F93C

:Label08F96D
02E4: load_cutscene_data "BANK_3A"
0244: set_cutscene_pos 476.972 -65.499 8.943
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: $89 = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim $89 "CSPHIL"
02E5: $BD = create_cutscene_object #CUTOBJ01
04BC: "GCFAN"
02E6: set_cutscene_anim $BD "GCFAN"
02E5: $BE = create_cutscene_object #CUTOBJ02
02E6: set_cutscene_anim $BE "CLCHR"
02E5: $D3 = create_cutscene_object #CUTOBJ03
02E6: set_cutscene_anim $D3 "COLPHON"
0395: clear_area 1 at 493.1 -82.4 range 9.8 1.0
0055: put_player $PLAYER_CHAR at 493.1 -82.4 9.8
0171: set_player $PLAYER_CHAR z_angle_to 220.0
016A: fade 1 (back) 3000 ms
03AD: set_rubbish 0 (invisible)
03AF: set_streaming 1 (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label08FA60
00D6: if 0
001A: 2827 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label08FA83
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label08FA60

:Label08FA83
00BC: text_highpriority "BJM3_A" 10000 ms 1 ;; Things are starting to come
together nicely here.

:Label08FA92
00D6: if 0
001A: 4964 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label08FAB5
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label08FA92

:Label08FAB5
00BC: text_highpriority "BJM3_B" 10000 ms 1 ;; What's the plan, Tommy? Que pasa,
amigo?

:Label08FAC4
00D6: if 0
001A: 7438 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label08FAE7
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label08FAC4

:Label08FAE7
00BC: text_highpriority "BJM3_C" 10000 ms 1 ;; The plan is you keep doing that
like a moron. Anyhow, we need a driver.

:Label08FAF6
00D6: if 0
001A: 12291 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label08FB19
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label08FAF6

:Label08FB19
00BC: text_highpriority "BJM3_D" 10000 ms 1 ;; Tommy, I'll do it. I can drive.

:Label08FB28
00D6: if 0
001A: 14893 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label08FB4B
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label08FB28

:Label08FB4B
00BC: text_highpriority "BJM3_E" 10000 ms 1 ;; You want Hilary, mister. Not some
smart-talking law school chump.

:Label08FB5A
00D6: if 0
001A: 19162 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label08FB7D
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label08FB5A

:Label08FB7D
00BC: text_highpriority "BJM3_F" 10000 ms 1 ;; Hilary's the real deal. You ain't
never seen anyone drive so fast. I'll give him a call here.

:Label08FB8C
00D6: if 0
001A: 26056 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label08FBAF
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label08FB8C

:Label08FBAF
00BC: text_highpriority "BJM3_G" 10000 ms 1 ;; Hey Hil, it's Phil. How's it
going? No. don't talk. We'll reminisce later. You want to do me a favor?

:Label08FBBE
00D6: if 0
001A: 34674 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label08FBE3
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label08FBBE

:Label08FBE3
00BC: text_highpriority "BJM3_H" 10000 ms 1 ;; I got me a guy from up north. No,
no, I don't think he was in the service, but he wants a driver.

:Label08FBF2
00D6: if 0
001A: 40799 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label08FC17
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label08FBF2

:Label08FC17
00BC: text_highpriority "BJM3_I" 10000 ms 1 ;; For a bit of action. Okay, I
understand.

:Label08FC26
00D6: if 0
001A: 46343 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label08FC4B
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label08FC26

:Label08FC4B
00BC: text_highpriority "BJM3_J" 10000 ms 1 ;; What'd he say?

:Label08FC5A
00D6: if 0
001A: 47448 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label08FC7F
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label08FC5A

:Label08FC7F
00BC: text_highpriority "BJM3_K" 10000 ms 1 ;; Well, he'll do it, no problem.
Well, there might be a little problem - see, he has abandonment issues.

:Label08FC8E
00D6: if 0
001A: 52709 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label08FCB3
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label08FC8E

:Label08FCB3
00BC: text_highpriority "BJM3_L" 10000 ms 1 ;; Seems he won't work for anyone
who can't beat him. Something to do with his momma.

:Label08FCC2
00D6: if 0
001A: 56624 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label08FCE7
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label08FCC2

:Label08FCE7
00BC: text_highpriority "BJM3_M" 10000 ms 1 ;; Anyway, he wants to race you
first, said he'd meet you outside..

:Label08FCF6
00D6: if 0
001A: 59809 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label08FD1B
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label08FCF6

:Label08FD1B
00BE: text_clear_all
016A: fade 0 () 2000 ms
00BE: text_clear_all
0001: wait 1000 ms
00D6: if 0
856A: NOT (unknown)
004D: jump_if_false Label08FD4B
00D6: if 0
03D0: wav 1 loaded
004D: jump_if_false Label08FD4B
03D1: play_wav 1

:Label08FD4B
00D6: if 0
016B: fading
004D: jump_if_false Label08FD63
0001: wait 0 ms
0002: jump Label08FD4B

:Label08FD63
00BA: text_styled "BEACH3" 3000 ms 2 ;; Vice Point
03AD: set_rubbish 1 (visible)
02EA: end_cutscene
01EB: set_car_density_to 1.0
0373: set_camera_directly_behind_player
0296: unload_special_actor 1
0296: unload_special_actor 2
0296: unload_special_actor 3
0249: release_model #CUTOBJ01
0249: release_model #CUTOBJ02
0249: release_model #CUTOBJ03
04BB: select_interiour 0 ;; select render area
04FA: reset_interior_colors 0
03CB: set_camera 449.89 -116.18 9.74
0004: $3DA = 0 ;; integer values
01E8: create_forbidden_for_cars_cube 439.691 -319.016 8.0 533.378 139.155 14.0
03BA: clear_cars_from_cube 439.691 -319.016 8.0 533.378 139.155 14.0
042B: clear_peds_from_cube 439.691 -319.016 8.0 533.378 139.155 14.0
023C: load_special_actor 1 "CSPLAY"
023C: load_special_actor 2 "CSHLARY"
02F3: load_object #CUTOBJ01 "HLRYCAR"
03CB: set_camera 479.09 -149.436 9.0
038B: load_requested_models

:Label08FE54
00D6: if 22
823D: NOT special_actor 1 loaded
823D: NOT special_actor 2 loaded
8248: NOT model #CUTOBJ01 available
004D: jump_if_false Label08FE77
0001: wait 0 ms
0002: jump Label08FE54

:Label08FE77
02E4: load_cutscene_data "BANK_3B"
0244: set_cutscene_pos 479.09 -149.436 9.0
041D: set_camera_near_clip .1
02E5: $7D = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $7D "CSPLAY"
02E5: $BA = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $BA "CSHLARY"
02E5: $BB = create_cutscene_object #CUTOBJ01
02E6: set_cutscene_anim $BB "HLRYCAR"
0395: clear_area 1 at 449.89 -116.18 range 9.74 1.0
0055: put_player $PLAYER_CHAR at 449.89 -116.18 9.74
0171: set_player $PLAYER_CHAR z_angle_to 310.41
016A: fade 1 (back) 2000 ms
03AD: set_rubbish 0 (invisible)
03AF: set_streaming 1 (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label08FF22
00D6: if 0
001A: 4501 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label08FF45
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label08FF22

:Label08FF45
00BC: text_highpriority "BJM3_2A" 10000 ms 1 ;; You Tommy? Of course you're
Tommy, I mean,

:Label08FF54
00D6: if 0
001A: 7978 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label08FF77
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label08FF54

:Label08FF77
00BC: text_highpriority "BJM3_2B" 10000 ms 1 ;; Why else would anyone want to
speak to me?

:Label08FF86
00D6: if 0
001A: 9549 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label08FFA9
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label08FF86

:Label08FFA9
00BC: text_highpriority "BJM3_2C" 10000 ms 1 ;; OK. Consider it this way -

:Label08FFB8
00D6: if 0
001A: 11840 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label08FFDB
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label08FFB8

:Label08FFDB
00BC: text_highpriority "BJM3_2D" 10000 ms 1 ;; I'll drive for you IF, and only
IF, you can drive properly.

:Label08FFEA
00D6: if 0
001A: 17081 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label09000D
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label08FFEA

:Label09000D
00BC: text_highpriority "BJM3_2E" 10000 ms 1 ;; Leave me alone - and I'll never
forgive you.

:Label09001C
00D6: if 0
001A: 20480 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label09003F
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label09001C

:Label09003F
00BE: text_clear_all

:Label090041
00D6: if 0
001A: 24056 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label090064
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label090041

:Label090064
016A: fade 0 () 2000 ms
00BE: text_clear_all

:Label09006D
00D6: if 0
016B: fading
004D: jump_if_false Label090085
0001: wait 0 ms
0002: jump Label09006D

:Label090085
03AD: set_rubbish 1 (visible)
02EA: end_cutscene
0373: set_camera_directly_behind_player
0296: unload_special_actor 1
0296: unload_special_actor 2
0249: release_model #CUTOBJ01
04E3: unknown_player $PLAYER_CHAR 1 60000
0005: $F9F = 479.09 ;; floating-point values
0005: $FA0 = -149.436 ;; floating-point values
0005: $FA1 = 9.0 ;; floating-point values
0005: $F96 = 185.022 ;; floating-point values
0004: $FB4 = 18 ;; integer values
0005: $FA7 = 483.19 ;; floating-point values
0005: $FA8 = -149.436 ;; floating-point values
0005: $FA9 = 9.0 ;; floating-point values
0005: $FB5 = 479.06 ;; floating-point values
0005: $FB6 = -174.68 ;; floating-point values
0005: $FB7 = 9.0 ;; floating-point values
0005: $FB8 = 477.68 ;; floating-point values
0005: $FB9 = -213.29 ;; floating-point values
0005: $FBA = 10.77 ;; floating-point values
0005: $FBB = 458.74 ;; floating-point values
0005: $FBC = -315.75 ;; floating-point values
0005: $FBD = 9.08 ;; floating-point values
0005: $FBE = 418.92 ;; floating-point values
0005: $FBF = -397.27 ;; floating-point values
0005: $FC0 = 8.95 ;; floating-point values
0005: $FC1 = 230.78 ;; floating-point values
0005: $FC2 = -697.36 ;; floating-point values
0005: $FC3 = 9.28 ;; floating-point values
0005: $FC4 = 71.23 ;; floating-point values
0005: $FC5 = -1006.72 ;; floating-point values
0005: $FC6 = 9.31 ;; floating-point values
0005: $FC7 = 171.8 ;; floating-point values
0005: $FC8 = -1132.57 ;; floating-point values
0005: $FC9 = 9.28 ;; floating-point values
0005: $FCA = 160.03 ;; floating-point values
0005: $FCB = -1331.92 ;; floating-point values
0005: $FCC = 9.28 ;; floating-point values
0005: $FCD = 38.84 ;; floating-point values
0005: $FCE = -1473.71 ;; floating-point values
0005: $FCF = 9.3 ;; floating-point values
0005: $FD0 = -54.79 ;; floating-point values
0005: $FD1 = -1560.57 ;; floating-point values
0005: $FD2 = 9.28 ;; floating-point values
0005: $FD3 = -190.29 ;; floating-point values
0005: $FD4 = -1215.46 ;; floating-point values
0005: $FD5 = 9.31 ;; floating-point values
0005: $FD6 = -88.78 ;; floating-point values
0005: $FD7 = -936.21 ;; floating-point values
0005: $FD8 = 9.31 ;; floating-point values
0005: $FD9 = 124.88 ;; floating-point values
0005: $FDA = -800.59 ;; floating-point values
0005: $FDB = 9.31 ;; floating-point values
0005: $FDC = 183.11 ;; floating-point values
0005: $FDD = -496.49 ;; floating-point values
0005: $FDE = 9.9 ;; floating-point values
0005: $FDF = 277.36 ;; floating-point values
0005: $FE0 = -176.64 ;; floating-point values
0005: $FE1 = 10.3 ;; floating-point values
0005: $FE2 = 446.8 ;; floating-point values
0005: $FE3 = 68.27 ;; floating-point values
0005: $FE4 = 10.16 ;; floating-point values
0005: $FE5 = 489.63 ;; floating-point values
0005: $FE6 = 67.13 ;; floating-point values
0005: $FE7 = 10.0 ;; floating-point values
0005: $FE8 = 517.55 ;; floating-point values
0005: $FE9 = -74.78 ;; floating-point values
0005: $FEA = 9.59 ;; floating-point values
01EB: set_car_density_to .3
0247: request_model #SABRETUR
0247: request_model #SENTINEL
023C: load_special_actor 3 "IGHLARY"
03CF: load_wav "CARREV" as 1
03CF: load_wav "BNK3_3A" as 2

:Label090344
00D6: if 24
8248: NOT model #SABRETUR available
8248: NOT model #SENTINEL available
83D0: NOT wav 1 loaded
83D0: NOT wav 2 loaded
823D: NOT special_actor 3 loaded
004D: jump_if_false Label090370
0001: wait 0 ms
0002: jump Label090344

:Label090370
0395: clear_area 1 at 526.2 -76.85 range 10.78 5.0
00A5: $F9C = create_car #SABRETUR at $F9F $FA0 $FA1
020A: set_car $F9C door_status_to 2
02AC: set_car $F9C immunities 1 1 1 0 1
039C: (unknown) $F9C 1
03AB: (unknown) $F9C 1
0423: car $F9C improve_handling 1.5
03ED: (unknown) $F9C 1
04E0: unknown_car $F9C 200
0129: $FA5 = create_actor 4 #SPECIAL03 in_car $F9C driverseat
01ED: reset_actor $FA5 flags
039E: (unknown) $FA5 1
0175: set_car $F9C z_angle_to $F96
00A9: set_car $F9C to_normal_driver
00AE: unknown_set_car $F9C to_ignore_traffic_lights 2
00AD: set_car $F9C max_speed_to 45.0
02AA: set_car $F9C immune_to_nonplayer 1
00A5: $FFD = create_car #SENTINEL at $FA7 $FA8 $FA9
0175: set_car $FFD z_angle_to $F96
036A: put_actor $PLAYER_ACTOR in_car $FFD
0395: clear_area 0 at 473.713 -149.895 range 10.546 1.0
015F: set_camera_position 473.713 -149.895 10.546 0.0 0.0 0.0
0160: point_camera 474.708 -149.824 10.479 2
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 (true)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 (true)
00D6: if 0
8118: NOT actor $FA5 dead
004D: jump_if_false Label0904BB
022C: set_actor $FA5 to_look_at_actor $PLAYER_ACTOR
022C: set_actor $PLAYER_ACTOR to_look_at_actor $FA5
0002: jump Label0904D1

:Label0904BB
00BC: text_highpriority "BJM3_2" 5000 ms 1 ;; ~r~Hilary is dead!
0002: jump Label0914DB

:Label0904D1
0169: set_fade_color 0 0 0
0001: wait 500 ms
016A: fade 1 (back) 1500 ms

:Label0904E5
00D6: if 0
016B: fading
004D: jump_if_false Label090596
0001: wait 0 ms
00D6: if 0
0119: car $F9C wrecked
004D: jump_if_false Label09050D
0002: jump Label0914DB

:Label09050D
00D6: if 0
0118: actor $FA5 dead
004D: jump_if_false Label090548
00BC: text_highpriority "BJM3_2" 5000 ms 1 ;; ~r~Hilary is dead!
0002: jump Label0914DB
00D6: if 0
8119: NOT car $F9C wrecked
004D: jump_if_false Label090548
00A9: set_car $F9C to_normal_driver

:Label090548
0227: $FF3 = car $F9C health
00D6: if 21
001A: 1000 > $FF3 ;; integer values
0496: unknown_car_check $F9C 4
004D: jump_if_false Label090578
0004: $FF3 = 9 ;; integer values
0002: jump Label090710

:Label090578
00D6: if 0
0119: car $FFD wrecked
004D: jump_if_false Label09058F
0002: jump Label0914DB

:Label09058F
0002: jump Label0904E5

:Label090596
00D6: if 22
80FA: NOT player $PLAYER_CHAR stopped 1 (in-sphere)near_point_in_car $FA7 $FA8
$FA9 radius 2.0 2.0 2.0
04A8: $PLAYER_CHAR
04C9: $PLAYER_CHAR
004D: jump_if_false Label090710
0001: wait 0 ms
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point $FA7 $FA8 $FA9 radius 2.0 2.0 2.0
004D: jump_if_false Label090695
00D6: if 21
04A8: $PLAYER_CHAR
04C9: $PLAYER_CHAR
004D: jump_if_false Label09063C
00D6: if 0
0038: $FFC == 0 ;; integer values
004D: jump_if_false Label090635
00BC: text_highpriority "BJM3_4" 5000 ms 1 ;; ~g~You need a car to take part!
0004: $FFC = 1 ;; integer values

:Label090635
0002: jump Label09068E

:Label09063C
00D6: if 0
00F9: player $PLAYER_CHAR stopped 0 ()near_point_on_foot $FA7 $FA8 $FA9 radius
2.0 2.0 2.0
004D: jump_if_false Label09068E
00D6: if 0
0038: $FFC == 0 ;; integer values
004D: jump_if_false Label09068E
00BC: text_highpriority "BJM3_4" 5000 ms 1 ;; ~g~You need a car to take part!
0004: $FFC = 1 ;; integer values

:Label09068E
0002: jump Label09069C
:Label090695
0004: $FFC = 0 ;; integer values

:Label09069C
00D6: if 0
0119: car $F9C wrecked
004D: jump_if_false Label0906B3
0002: jump Label0914DB

:Label0906B3
00D6: if 0
0118: actor $FA5 dead
004D: jump_if_false Label0906D9
00BC: text_highpriority "BJM3_2" 5000 ms 1 ;; ~r~Hilary is dead!
0002: jump Label0914DB

:Label0906D9
0227: $FF3 = car $F9C health
00D6: if 21
001A: 1000 > $FF3 ;; integer values
0496: unknown_car_check $F9C 4
004D: jump_if_false Label090709
0004: $FF3 = 9 ;; integer values
0002: jump Label090710

:Label090709
0002: jump Label090596

:Label090710
03D1: play_wav 1
00D6: if 0
0038: $FF3 == 9 ;; integer values
004D: jump_if_false Label09073E
00BA: text_styled "RACE1" 1200 ms 4 ;; ~g~3..2..1.. GO GO GO!
02EB: restore_camera_with_jumpcut
0002: jump Label0908D4

:Label09073E
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 (true)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 (true)
00BA: text_styled "RACE2" 1500 ms 4 ;; ~g~3
018C: play_sound 7 at 0.0 0.0 0.0
0001: wait 1500 ms
0395: clear_area 0 at 481.704 -155.509 range 10.9 1.0
015F: set_camera_position 481.704 -155.509 10.9 0.0 0.0 0.0
0160: point_camera 481.675 -154.522 10.741 2
00BA: text_styled "RACE3" 1500 ms 4 ;; ~g~2
018C: play_sound 8 at 0.0 0.0 0.0
0001: wait 1500 ms
0395: clear_area 0 at 487.907 -148.861 range 11.167 1.0
015F: set_camera_position 487.907 -148.861 11.167 0.0 0.0 0.0
0160: point_camera 486.924 -148.899 10.98 2
00BA: text_styled "RACE4" 1500 ms 4 ;; ~g~1
018C: play_sound 9 at 0.0 0.0 0.0
0001: wait 1500 ms
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
022F: set_actor $PLAYER_ACTOR stop_looking
00D6: if 0
8118: NOT actor $FA5 dead
004D: jump_if_false Label090883
022F: set_actor $FA5 stop_looking
0002: jump Label090899

:Label090883
00BC: text_highpriority "BJM3_2" 5000 ms 1 ;; ~r~Hilary is dead!
0002: jump Label0914DB

:Label090899
00BA: text_styled "RACE5" 800 ms 4 ;; ~g~GO!
018C: play_sound 10 at 0.0 0.0 0.0
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 (false)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 (false)

:Label0908D4
00D6: if 0
0119: car $F9C wrecked
004D: jump_if_false Label0908FA
00BC: text_highpriority "BJM3_2" 5000 ms 1 ;; ~r~Hilary is dead!
0002: jump Label0914DB

:Label0908FA
0161: tie_marker $F9E to_car $F9C 0 1
03CC: car $F9C add_to_stuck_car_check .1 = 1000
0050: gosub Label09169A
0086: $FAA = $FEB ;; floating-point values only
0086: $FAB = $FEC ;; floating-point values only
0086: $FAC = $FED ;; floating-point values only
0086: $FAE = $FEE ;; floating-point values only
0086: $FAF = $FEF ;; floating-point values only
0086: $FB0 = $FF0 ;; floating-point values only
0086: $FA2 = $FEB ;; floating-point values only
0086: $FA3 = $FEC ;; floating-point values only
0086: $FA4 = $FED ;; floating-point values only
018A: $FF1 = create_checkpoint_at $FAA $FAB $FAC
0167: $FF2 = create_marker_at $FAE $FAF $FB0 5 2
0168: show_on_radar $FF2 2
0166: set_marker $FF2 brightness_to 1
00A7: car $F9C drive_to $FA2 $FA3 $FA4
03C3: set_timer_with_text_to $FF7 type 0 text "R_TIME" ;; RACE TIME:

:Label0909AD
00D6: if 0
001C: $FB4 > $FAD ;; integer values
004D: jump_if_false Label090FE1
0001: wait 0 ms
00D6: if 0
0028: $FF5 >= 4 ;; integer values
004D: jump_if_false Label090BC0
00D6: if 0
0038: $FF8 == 0 ;; integer values
004D: jump_if_false Label0909FE
00D6: if 0
03D0: wav 2 loaded
004D: jump_if_false Label0909FE
0004: $FF8 = 1 ;; integer values

:Label0909FE
00D6: if 0
0038: $FF8 == 1 ;; integer values
004D: jump_if_false Label090A31
03D1: play_wav 2
00BC: text_highpriority "BNK3_3A" 5000 ms 1 ;; Illegal street race in progress
at Vice Point.
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2
0004: $FF8 = 2 ;; integer values

:Label090A31
00D6: if 0
0038: $FF8 == 2 ;; integer values
004D: jump_if_false Label090A63
00D6: if 0
03D2: wav 2 ended
004D: jump_if_false Label090A63
03D5: remove_text "BNK3_3A" ;; Illegal street race in progress at Vice Point.
0004: $FF8 = 3 ;; integer values

:Label090A63
00D6: if 0
0038: $FF8 == 3 ;; integer values
004D: jump_if_false Label090A94
03CF: load_wav "BNK3_3B" as 1
03CF: load_wav "BNK3_3C" as 2
0004: $FF8 = 4 ;; integer values

:Label090A94
00D6: if 0
0038: $FF8 == 4 ;; integer values
004D: jump_if_false Label090ABC
00D6: if 0
03D0: wav 1 loaded
004D: jump_if_false Label090ABC
0004: $FF8 = 5 ;; integer values

:Label090ABC
00D6: if 0
0038: $FF8 == 5 ;; integer values
004D: jump_if_false Label090AE8
03D1: play_wav 1
00BC: text_highpriority "BNK3_3B" 5000 ms 1 ;; Calling all officers.
0004: $FF8 = 6 ;; integer values

:Label090AE8
00D6: if 0
0038: $FF8 == 6 ;; integer values
004D: jump_if_false Label090B1A
00D6: if 0
03D2: wav 1 ended
004D: jump_if_false Label090B1A
03D5: remove_text "BNK3_3B" ;; Calling all officers.
0004: $FF8 = 7 ;; integer values

:Label090B1A
00D6: if 0
0038: $FF8 == 7 ;; integer values
004D: jump_if_false Label090B42
00D6: if 0
03D0: wav 2 loaded
004D: jump_if_false Label090B42
0004: $FF8 = 8 ;; integer values

:Label090B42
00D6: if 0
0038: $FF8 == 8 ;; integer values
004D: jump_if_false Label090B6E
03D1: play_wav 2
00BC: text_highpriority "BNK3_3C" 5000 ms 1 ;; Street racers, this is illegal
and forbidden!
0004: $FF8 = 9 ;; integer values

:Label090B6E
00D6: if 0
0038: $FF8 == 9 ;; integer values
004D: jump_if_false Label090BC0
00D6: if 0
03D2: wav 2 ended
004D: jump_if_false Label090BC0
03D5: remove_text "BNK3_3C" ;; Street racers, this is illegal and forbidden!
01E7: remove_forbidden_for_cars_cube 439.691 -319.016 8.0 533.378 139.155 14.0
0004: $FF8 = 10 ;; integer values

:Label090BC0
00D6: if 0
0038: $FFA == 0 ;; integer values
004D: jump_if_false Label090BDD
040D: unload_wav 1
0004: $FFA = 1 ;; integer values

:Label090BDD
00D6: if 0
0038: $FF8 == 1 ;; integer values
004D: jump_if_false Label090C1D
00D6: if 0
03D2: wav 2 ended
004D: jump_if_false Label090C1D
03D5: remove_text "BNK3_3A" ;; Illegal street race in progress at Vice Point.
03D5: remove_text "BNK3_3B" ;; Calling all officers.
040D: unload_wav 2
0004: $FF8 = 2 ;; integer values

:Label090C1D
0004: $FF6 = 0 ;; integer values
00D6: if 2
00F7: player $PLAYER_CHAR 0 ()near_point_in_car $FAA $FAB $FAC radius 6.0 6.0
6.0
84A8: NOT $PLAYER_CHAR
84C9: NOT $PLAYER_CHAR
004D: jump_if_false Label090D15
0008: $FAD += 1 ;; integer values
018C: play_sound 1 at 0.0 0.0 0.0
0164: disable_marker $FF1
0164: disable_marker $FF2
0084: $FF5 = $FAD ;; integer values and handles
0050: gosub Label09169A
0086: $FAA = $FEB ;; floating-point values only
0086: $FAB = $FEC ;; floating-point values only
0086: $FAC = $FED ;; floating-point values only
0086: $FAE = $FEE ;; floating-point values only
0086: $FAF = $FEF ;; floating-point values only
0086: $FB0 = $FF0 ;; floating-point values only
00D6: if 0
003A: $FAD == $FB4 ;; integer values and handles
004D: jump_if_false Label090CD5
0002: jump Label090FE6

:Label090CD5
018A: $FF1 = create_checkpoint_at $FAA $FAB $FAC
00D6: if 0
001A: 17 > $FAD ;; integer values
004D: jump_if_false Label090D15
0167: $FF2 = create_marker_at $FAE $FAF $FB0 5 2
0166: set_marker $FF2 brightness_to 1
0168: show_on_radar $FF2 2

:Label090D15
00D6: if 0
0118: actor $FA5 dead
004D: jump_if_false Label090D3B
00BC: text_highpriority "BJM3_2" 5000 ms 1 ;; ~r~Hilary is dead!
0002: jump Label0914DB

:Label090D3B
00D6: if 0
8119: NOT car $F9C wrecked
004D: jump_if_false Label090F32
00D6: if 0
0118: actor $FA5 dead
004D: jump_if_false Label090D71
00BC: text_highpriority "BJM3_2" 5000 ms 1 ;; ~r~Hilary is dead!
0002: jump Label0914DB

:Label090D71
0084: $FF4 = $F9C ;; integer values and handles
0084: $FF5 = $F9D ;; integer values and handles
0086: $FEB = $FA2 ;; floating-point values only
0086: $FEC = $FA3 ;; floating-point values only
0086: $FED = $FA4 ;; floating-point values only
0050: gosub Label091B40
00D6: if 0
01AF: car $F9C 0 ()near_point $FA2 $FA3 $FA4 radius $F9A $F9A $F9A
004D: jump_if_false Label090E90
0008: $F9D += 1 ;; integer values
00D6: if 0
0038: $1001 == 0 ;; integer values
004D: jump_if_false Label090DEB
04E0: unknown_car $F9C 20
0004: $1001 = 1 ;; integer values

:Label090DEB
0084: $FF5 = $F9D ;; integer values and handles
0050: gosub Label09169A
0086: $FA2 = $FEB ;; floating-point values only
0086: $FA3 = $FEC ;; floating-point values only
0086: $FA4 = $FED ;; floating-point values only
00D6: if 0
003A: $F9D == $FB4 ;; integer values and handles
004D: jump_if_false Label090E2F
0005: $F9A = 6.0 ;; floating-point values

:Label090E2F
00D6: if 0
003A: $F9D == $FB4 ;; integer values and handles
004D: jump_if_false Label090E58
00BC: text_highpriority "RACEFA" 5000 ms 1 ;; ~r~You failed to win the race!
0002: jump Label0914DB

:Label090E58
00D6: if 0
0042: $F9A == 7.0 ;; floating-point values
004D: jump_if_false Label090E82
00A7: car $F9C drive_to $FA2 $FA3 $FA4
0002: jump Label090E90

:Label090E82
02C2: car $F9C drive_to_point $FA2 $FA3 $FA4

:Label090E90
00D6: if 0
02BF: car $F9C sunk
004D: jump_if_false Label090F2B
00D6: if 0
82CA: NOT car $F9C bounding_sphere_visible
004D: jump_if_false Label090F2B
00AA: store_car $F9C position_to $FB1 $FB2 $FB3
02C1: set $FB1 $FB2 $FB3 to_car_path_coords_closest_to $FB1 $FB2 $FB3
00D6: if 0
838A: NOT car_in_cube $FB1 $FB2 $FB3 4.0 4.0 4.0
004D: jump_if_false Label090F2B
00D6: if 0
80C2: NOT sphere_onscreen $FB1 $FB2 $FB3 3.0
004D: jump_if_false Label090F2B
00AB: put_car $F9C at $FB1 $FB2 $FB3
039F: car $F9C race_to $FA2 $FA3

:Label090F2B
0002: jump Label090F49

:Label090F32
00D6: if 0
82BF: NOT car $F9C sunk
004D: jump_if_false Label090F49
0004: $F9D = 0 ;; integer values

:Label090F49
00D6: if 0
0038: $FF6 == 0 ;; integer values
004D: jump_if_false Label090F69
00BB: text_lowpriority "FIRST" 100 ms 1 ;; ~b~1st

:Label090F69
00D6: if 0
0038: $FF6 == 1 ;; integer values
004D: jump_if_false Label090F89
00BB: text_lowpriority "SECOND" 100 ms 1 ;; ~b~2nd

:Label090F89
00D6: if 0
0038: $FAD == 17 ;; integer values
004D: jump_if_false Label090FBD
024F: create_corona 5.5 6 0 with_color 255 0 0 at_point $FAA $FAB $FAC
0002: jump Label090FDA

:Label090FBD
024F: create_corona 5.5 6 0 with_color 255 137 205 at_point $FAA $FAB $FAC

:Label090FDA
0002: jump Label0909AD

:Label090FE1
014F: stop_timer $FF7

:Label090FE6
0110: clear_player $PLAYER_CHAR wanted_level
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
02A3: toggle_widescreen 1 (on)
00D6: if 0
00E0: player $PLAYER_CHAR driving
004D: jump_if_false Label091015
0221: set_player $PLAYER_CHAR trapped_in_car 1
00DA: $FFB = player $PLAYER_CHAR car

:Label091015
0169: set_fade_color 1 1 1
016A: fade 0 () 1500 ms

:Label091024
00D6: if 0
016B: fading
004D: jump_if_false Label091079
0001: wait 0 ms
00D6: if 0
0119: car $F9C wrecked
004D: jump_if_false Label09105B
00BC: text_highpriority "BJM3_2" 5000 ms 1 ;; ~r~Hilary is dead!
0002: jump Label0914DB

:Label09105B
00D6: if 0
0119: car $FFB wrecked
004D: jump_if_false Label091072
0002: jump Label0914DB

:Label091072
0002: jump Label091024

:Label091079
015F: set_camera_position 515.93 -82.24 12.87 0.0 0.0 0.0
0160: point_camera 515.92 -81.38 12.55 2
0395: clear_area 1 at 513.7 -74.3 range 9.58 4.0
03BA: clear_cars_from_cube 528.63 64.64 8.0 376.19 -320.62 16.0
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 (true)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 (true)
00AB: put_car $FFB at 513.7 -74.3 9.58
0175: set_car $FFB z_angle_to 180.0
00AB: put_car $F9C at 517.19 -74.3 9.58
0175: set_car $F9C z_angle_to 180.0
0164: disable_marker $F9E
00AD: set_car $F9C max_speed_to 0.0
00A9: set_car $F9C to_normal_driver
00D6: if 0
0038: $FF9 == 0 ;; integer values
004D: jump_if_false Label091167
03CF: load_wav "BNK3_1" as 1
0004: $FF9 = 1 ;; integer values

:Label091167
00D6: if 0
83D0: NOT wav 1 loaded
004D: jump_if_false Label0911BE
0001: wait 0 ms
00D6: if 0
0119: car $F9C wrecked
004D: jump_if_false Label0911A0
00BC: text_highpriority "BJM3_2" 5000 ms 1 ;; ~r~Hilary is dead!
0002: jump Label0914DB

:Label0911A0
00D6: if 0
0119: car $FFB wrecked
004D: jump_if_false Label0911B7
0002: jump Label0914DB

:Label0911B7
0002: jump Label091167

:Label0911BE
0169: set_fade_color 1 1 1
016A: fade 1 (back) 1500 ms

:Label0911CD
00D6: if 0
016B: fading
004D: jump_if_false Label091222
0001: wait 0 ms
00D6: if 0
0119: car $F9C wrecked
004D: jump_if_false Label091204
00BC: text_highpriority "BJM3_2" 5000 ms 1 ;; ~r~Hilary is dead!
0002: jump Label0914DB

:Label091204
00D6: if 0
0119: car $FFB wrecked
004D: jump_if_false Label09121B
0002: jump Label0914DB

:Label09121B
0002: jump Label0911CD
:Label091222
00D6: if 0
8118: NOT actor $FA5 dead
004D: jump_if_false Label091249
022E: set_player $PLAYER_CHAR to_look_at_actor $FA5
022D: set_actor $FA5 to_look_at_player $PLAYER_CHAR
0002: jump Label09125F

:Label091249
00BC: text_highpriority "BJM3_2" 5000 ms 1 ;; ~r~Hilary is dead!
0002: jump Label0914DB

:Label09125F
00D6: if 0
003A: $FAD == $FB4 ;; integer values and handles
004D: jump_if_false Label091285
03D1: play_wav 1
00BC: text_highpriority "BNK3_1" 6000 ms 1 ;; Ok. I'll drive for you, but
please, treat me bad.

:Label091285
00D6: if 0
83D2: NOT wav 1 ended
004D: jump_if_false Label091312
0001: wait 0 ms
00D6: if 0
0118: actor $FA5 dead
004D: jump_if_false Label0912BE
00BC: text_highpriority "BJM3_2" 5000 ms 1 ;; ~r~Hilary is dead!
0002: jump Label0914DB

:Label0912BE
00D6: if 0
0119: car $F9C wrecked
004D: jump_if_false Label0912F4
00D6: if 0
0118: actor $FA5 dead
004D: jump_if_false Label0912F4
00BC: text_highpriority "BJM3_2" 5000 ms 1 ;; ~r~Hilary is dead!
0002: jump Label0914DB

:Label0912F4
00D6: if 0
0119: car $FFB wrecked
004D: jump_if_false Label09130B
0002: jump Label0914DB

:Label09130B
0002: jump Label091285

:Label091312
040D: unload_wav 1
03D5: remove_text "BNK3_1" ;; Ok. I'll drive for you, but please, treat me bad.
00D6: if 0
8118: NOT actor $FA5 dead
004D: jump_if_false Label091341
0230: set_player $PLAYER_CHAR stop_looking
022F: set_actor $FA5 stop_looking
0002: jump Label091357

:Label091341
00BC: text_highpriority "BJM3_2" 5000 ms 1 ;; ~r~Hilary is dead!
0002: jump Label0914DB

:Label091357
00D6: if 0
8119: NOT car $F9C wrecked
004D: jump_if_false Label09138A
03CD: car $F9C remove_from_stuck_car_check
00AD: set_car $F9C max_speed_to 30.0
00A7: car $F9C drive_to 478.26 -129.32 9.01

:Label09138A
0006: 17@ = 0 ;; integer values
0006: 16@ = 0 ;; integer values

:Label091398
00D6: if 1
02CB: actor $FA5 bounding_sphere_visible
001B: 3000 > 16@ ;; integer values
004D: jump_if_false Label091485
0001: wait 0 ms
00D6: if 0
0118: actor $FA5 dead
004D: jump_if_false Label0913DA
00BC: text_highpriority "BJM3_2" 5000 ms 1 ;; ~r~Hilary is dead!
0002: jump Label0914DB

:Label0913DA
00D6: if 0
0119: car $F9C wrecked
004D: jump_if_false Label091410
00D6: if 0
0118: actor $FA5 dead
004D: jump_if_false Label091410
00BC: text_highpriority "BJM3_2" 5000 ms 1 ;; ~r~Hilary is dead!
0002: jump Label0914DB

:Label091410
00D6: if 0
0029: 16@ >= 5000 ;; integer values
004D: jump_if_false Label091467
00D6: if 0
8118: NOT actor $FA5 dead
004D: jump_if_false Label091451
00D6: if 0
02CB: actor $FA5 bounding_sphere_visible
004D: jump_if_false Label09144A
0002: jump Label091485

:Label09144A
0002: jump Label091467

:Label091451
00BC: text_highpriority "BJM3_2" 5000 ms 1 ;; ~r~Hilary is dead!
0002: jump Label0914DB
:Label091467
00D6: if 0
0119: car $FFB wrecked
004D: jump_if_false Label09147E
0002: jump Label0914DB

:Label09147E
0002: jump Label091398

:Label091485
00A9: set_car $F9C to_normal_driver
009B: destroy_actor_instantly $FA5
00A6: destroy_car $F9C
00D6: if 0
8119: NOT car $FFB wrecked
004D: jump_if_false Label0914B2
0221: set_player $PLAYER_CHAR trapped_in_car 0
0002: jump Label0914B9

:Label0914B2
0002: jump Label0914DB

:Label0914B9
02A3: toggle_widescreen 0 (off)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 (false)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 (false)
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
02EB: restore_camera_with_jumpcut
0002: jump Label09151F

:Label0914DB
03D5: remove_text "FIRST" ;; ~b~1st
03D5: remove_text "SECOND" ;; ~b~2nd
00BA: text_styled "M_FAIL" 5000 ms 1 ;; MISSION FAILED!
00D6: if 0
8119: NOT car $F9C wrecked
004D: jump_if_false Label09151D
00AD: set_car $F9C max_speed_to 0.0
00A9: set_car $F9C to_normal_driver

:Label09151D
0051: return

:Label09151F
0004: $FA = 1 ;; integer values
0318: set_latest_mission_passed "BANK_3" ;; The Driver
030C: set_mission_points += 1
0394: play_music 1
0110: clear_player $PLAYER_CHAR wanted_level
0084: $1000 = $FF7 ;; integer values and handles
0014: $1000 /= 1000 ;; integer values
042E: 1 $1000
0084: $FFE = $1000 ;; integer values and handles
0014: $FFE /= 60 ;; integer values
0084: $FFF = $FFE ;; integer values and handles
0010: $FFF *= 60 ;; integer values
0060: $1000 -= $FFF ;; integer values
0109: player $PLAYER_CHAR money += 3000
01E3: text_1number_styled "M_PASS" 3000 5000 ms 1 ;; MISSION PASSED! $~1~
00D6: if 0
0028: $1000 >= 10 ;; integer values
004D: jump_if_false Label0915C2
02FD: text_2numbers_lowpriority "RACETM" $FFE $1000 5000 ms 1 ;; ~b~RACE TIME:
~1~:~1~
0002: jump Label0915D7

:Label0915C2
02FD: text_2numbers_lowpriority "RACETM2" $FFE $1000 5000 ms 1 ;; ~b~RACE TIME:
~1~:0~1~

:Label0915D7
004F: create_thread Label00C070
0051: return

:Label0915E1
034F: destroy_actor_with_fade $FA5 ;; The actor fades away like a ghost
00D6: if 0
8119: NOT car $F9C wrecked
004D: jump_if_false Label09161A
02AC: set_car $F9C immunities 0 0 0 0 0
039C: (unknown) $F9C 0
03AB: (unknown) $F9C 0
03ED: (unknown) $F9C 0

:Label09161A
01E7: remove_forbidden_for_cars_cube 439.691 -319.016 8.0 533.378 139.155 14.0
01EB: set_car_density_to 1.0
0004: $ONMISSION = 0 ;; integer values
01EB: set_car_density_to 1.0
0296: unload_special_actor 3
0249: release_model #SABRETUR
0249: release_model #SENTINEL
01E7: remove_forbidden_for_cars_cube 444.9 -203.82 8.0 572.14 133.77 20.0
0164: disable_marker $F9E
0164: disable_marker $FF1
0164: disable_marker $FF2
014F: stop_timer $FF7
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
00D8: mission_cleanup
0051: return

:Label09169A
00D6: if 0
0038: $FF5 == 0 ;; integer values
004D: jump_if_false Label0916DC
0086: $FEB = $FB5 ;; floating-point values only
0086: $FEC = $FB6 ;; floating-point values only
0086: $FED = $FB7 ;; floating-point values only
0086: $FEE = $FB8 ;; floating-point values only
0086: $FEF = $FB9 ;; floating-point values only
0086: $FF0 = $FBA ;; floating-point values only

:Label0916DC
00D6: if 0
0038: $FF5 == 1 ;; integer values
004D: jump_if_false Label09171E
0086: $FEB = $FB8 ;; floating-point values only
0086: $FEC = $FB9 ;; floating-point values only
0086: $FED = $FBA ;; floating-point values only
0086: $FEE = $FBB ;; floating-point values only
0086: $FEF = $FBC ;; floating-point values only
0086: $FF0 = $FBD ;; floating-point values only

:Label09171E
00D6: if 0
0038: $FF5 == 2 ;; integer values
004D: jump_if_false Label091760
0086: $FEB = $FBB ;; floating-point values only
0086: $FEC = $FBC ;; floating-point values only
0086: $FED = $FBD ;; floating-point values only
0086: $FEE = $FBE ;; floating-point values only
0086: $FEF = $FBF ;; floating-point values only
0086: $FF0 = $FC0 ;; floating-point values only

:Label091760
00D6: if 0
0038: $FF5 == 3 ;; integer values
004D: jump_if_false Label0917A2
0086: $FEB = $FBE ;; floating-point values only
0086: $FEC = $FBF ;; floating-point values only
0086: $FED = $FC0 ;; floating-point values only
0086: $FEE = $FC1 ;; floating-point values only
0086: $FEF = $FC2 ;; floating-point values only
0086: $FF0 = $FC3 ;; floating-point values only

:Label0917A2
00D6: if 0
0038: $FF5 == 4 ;; integer values
004D: jump_if_false Label0917E4
0086: $FEB = $FC1 ;; floating-point values only
0086: $FEC = $FC2 ;; floating-point values only
0086: $FED = $FC3 ;; floating-point values only
0086: $FEE = $FC4 ;; floating-point values only
0086: $FEF = $FC5 ;; floating-point values only
0086: $FF0 = $FC6 ;; floating-point values only

:Label0917E4
00D6: if 0
0038: $FF5 == 5 ;; integer values
004D: jump_if_false Label091826
0086: $FEB = $FC4 ;; floating-point values only
0086: $FEC = $FC5 ;; floating-point values only
0086: $FED = $FC6 ;; floating-point values only
0086: $FEE = $FC7 ;; floating-point values only
0086: $FEF = $FC8 ;; floating-point values only
0086: $FF0 = $FC9 ;; floating-point values only

:Label091826
00D6: if 0
0038: $FF5 == 6 ;; integer values
004D: jump_if_false Label091868
0086: $FEB = $FC7 ;; floating-point values only
0086: $FEC = $FC8 ;; floating-point values only
0086: $FED = $FC9 ;; floating-point values only
0086: $FEE = $FCA ;; floating-point values only
0086: $FEF = $FCB ;; floating-point values only
0086: $FF0 = $FCC ;; floating-point values only
:Label091868
00D6: if 0
0038: $FF5 == 7 ;; integer values
004D: jump_if_false Label0918AA
0086: $FEB = $FCA ;; floating-point values only
0086: $FEC = $FCB ;; floating-point values only
0086: $FED = $FCC ;; floating-point values only
0086: $FEE = $FCD ;; floating-point values only
0086: $FEF = $FCE ;; floating-point values only
0086: $FF0 = $FCF ;; floating-point values only

:Label0918AA
00D6: if 0
0038: $FF5 == 8 ;; integer values
004D: jump_if_false Label0918EC
0086: $FEB = $FCD ;; floating-point values only
0086: $FEC = $FCE ;; floating-point values only
0086: $FED = $FCF ;; floating-point values only
0086: $FEE = $FD0 ;; floating-point values only
0086: $FEF = $FD1 ;; floating-point values only
0086: $FF0 = $FD2 ;; floating-point values only

:Label0918EC
00D6: if 0
0038: $FF5 == 9 ;; integer values
004D: jump_if_false Label09192E
0086: $FEB = $FD0 ;; floating-point values only
0086: $FEC = $FD1 ;; floating-point values only
0086: $FED = $FD2 ;; floating-point values only
0086: $FEE = $FD3 ;; floating-point values only
0086: $FEF = $FD4 ;; floating-point values only
0086: $FF0 = $FD5 ;; floating-point values only

:Label09192E
00D6: if 0
0038: $FF5 == 10 ;; integer values
004D: jump_if_false Label091970
0086: $FEB = $FD3 ;; floating-point values only
0086: $FEC = $FD4 ;; floating-point values only
0086: $FED = $FD5 ;; floating-point values only
0086: $FEE = $FD6 ;; floating-point values only
0086: $FEF = $FD7 ;; floating-point values only
0086: $FF0 = $FD8 ;; floating-point values only

:Label091970
00D6: if 0
0038: $FF5 == 11 ;; integer values
004D: jump_if_false Label0919B2
0086: $FEB = $FD6 ;; floating-point values only
0086: $FEC = $FD7 ;; floating-point values only
0086: $FED = $FD8 ;; floating-point values only
0086: $FEE = $FD9 ;; floating-point values only
0086: $FEF = $FDA ;; floating-point values only
0086: $FF0 = $FDB ;; floating-point values only

:Label0919B2
00D6: if 0
0038: $FF5 == 12 ;; integer values
004D: jump_if_false Label0919F4
0086: $FEB = $FD9 ;; floating-point values only
0086: $FEC = $FDA ;; floating-point values only
0086: $FED = $FDB ;; floating-point values only
0086: $FEE = $FDC ;; floating-point values only
0086: $FEF = $FDD ;; floating-point values only
0086: $FF0 = $FDE ;; floating-point values only

:Label0919F4
00D6: if 0
0038: $FF5 == 13 ;; integer values
004D: jump_if_false Label091A36
0086: $FEB = $FDC ;; floating-point values only
0086: $FEC = $FDD ;; floating-point values only
0086: $FED = $FDE ;; floating-point values only
0086: $FEE = $FDF ;; floating-point values only
0086: $FEF = $FE0 ;; floating-point values only
0086: $FF0 = $FE1 ;; floating-point values only

:Label091A36
00D6: if 0
0038: $FF5 == 14 ;; integer values
004D: jump_if_false Label091A78
0086: $FEB = $FDF ;; floating-point values only
0086: $FEC = $FE0 ;; floating-point values only
0086: $FED = $FE1 ;; floating-point values only
0086: $FEE = $FE2 ;; floating-point values only
0086: $FEF = $FE3 ;; floating-point values only
0086: $FF0 = $FE4 ;; floating-point values only

:Label091A78
00D6: if 0
0038: $FF5 == 15 ;; integer values
004D: jump_if_false Label091ABA
0086: $FEB = $FE2 ;; floating-point values only
0086: $FEC = $FE3 ;; floating-point values only
0086: $FED = $FE4 ;; floating-point values only
0086: $FEE = $FE5 ;; floating-point values only
0086: $FEF = $FE6 ;; floating-point values only
0086: $FF0 = $FE7 ;; floating-point values only

:Label091ABA
00D6: if 0
0038: $FF5 == 16 ;; integer values
004D: jump_if_false Label091AFC
0086: $FEB = $FE5 ;; floating-point values only
0086: $FEC = $FE6 ;; floating-point values only
0086: $FED = $FE7 ;; floating-point values only
0086: $FEE = $FE8 ;; floating-point values only
0086: $FEF = $FE9 ;; floating-point values only
0086: $FF0 = $FEA ;; floating-point values only

:Label091AFC
00D6: if 0
0038: $FF5 == 17 ;; integer values
004D: jump_if_false Label091B3E
0086: $FEB = $FE8 ;; floating-point values only
0086: $FEC = $FE9 ;; floating-point values only
0086: $FED = $FEA ;; floating-point values only
0086: $FEE = $FE8 ;; floating-point values only
0086: $FEF = $FE9 ;; floating-point values only
0086: $FF0 = $FEA ;; floating-point values only

:Label091B3E
0051: return

:Label091B40
0227: $FF3 = car $FF4 health
00D6: if 0
001A: 500 > $FF3 ;; integer values
004D: jump_if_false Label091B63
0224: set_car $FF4 health_to 1000

:Label091B63
00D6: if 0
003A: $FAD == $FF5 ;; integer values and handles
004D: jump_if_false Label091C43
00AA: store_car $FF4 position_to $FB1 $FB2 $FB3
0086: $F97 = $FB1 ;; floating-point values only
0061: $F97 -= $FAA ;; floating-point values
0086: $F98 = $FB2 ;; floating-point values only
0061: $F98 -= $FAB ;; floating-point values
0069: $F97 *= $F97 ;; floating-point values
0069: $F98 *= $F98 ;; floating-point values
0086: $F99 = $F97 ;; floating-point values only
0059: $F99 += $F98 ;; floating-point values
01FB: $F9B = square_root $F99
0054: store_player $PLAYER_CHAR position_to $FB1 $FB2 $FB3
0086: $F97 = $FB1 ;; floating-point values only
0061: $F97 -= $FAA ;; floating-point values
0086: $F98 = $FB2 ;; floating-point values only
0061: $F98 -= $FAB ;; floating-point values
0069: $F97 *= $F97 ;; floating-point values
0069: $F98 *= $F98 ;; floating-point values
0086: $F99 = $F97 ;; floating-point values only
0059: $F99 += $F98 ;; floating-point values
01FB: $FA6 = square_root $F99
00D6: if 0
0024: $FA6 > $F9B ;; floating-point values only
004D: jump_if_false Label091C3C
0008: $FF6 += 1 ;; integer values

:Label091C3C
0002: jump Label091C5D

:Label091C43
00D6: if 0
001C: $FF5 > $FAD ;; integer values
004D: jump_if_false Label091C5D
0008: $FF6 += 1 ;; integer values

:Label091C5D
00D6: if 0
03CE: car $FF4 stuck
004D: jump_if_false Label091E46
00D6: if 0
82CA: NOT car $FF4 bounding_sphere_visible
004D: jump_if_false Label091E46
00D6: if 0
81FF: NOT player $PLAYER_CHAR near_car $FF4 radius 30.0 30.0 30.0 unknown 0
004D: jump_if_false Label091E46
00AA: store_car $FF4 position_to $FB1 $FB2 $FB3
02C1: set $FB1 $FB2 $FB3 to_car_path_coords_closest_to $FB1 $FB2 $FB3
00D6: if 0
838A: NOT car_in_cube $FB1 $FB2 $FB3 4.0 4.0 3.0
004D: jump_if_false Label091D7D
00D6: if 0
80C2: NOT sphere_onscreen $FB1 $FB2 $FB3 4.0
004D: jump_if_false Label091D76
00AB: put_car $FF4 at $FB1 $FB2 $FB3
039F: car $FF4 race_to $FA2 $FA3
00D6: if 0
0042: $F9A == 7.0 ;; floating-point values
004D: jump_if_false Label091D57
00AE: unknown_set_car $FF4 to_ignore_traffic_lights 2
00AD: set_car $FF4 max_speed_to 45.0
00A7: car $FF4 drive_to $FEB $FEC $FED
0002: jump Label091D76

:Label091D57
00AE: unknown_set_car $FF4 to_ignore_traffic_lights 2
00AD: set_car $FF4 max_speed_to 45.0
02C2: car $FF4 drive_to_point $FEB $FEC $FED

:Label091D76
0002: jump Label091E46

:Label091D7D
04D3: unknown_race_stuff $FB1 $FB2 $FB3 2 $FB1 $FB2 $FB3
00D6: if 0
838A: NOT car_in_cube $FB1 $FB2 $FB3 4.0 4.0 3.0
004D: jump_if_false Label091E46
00D6: if 0
80C2: NOT sphere_onscreen $FB1 $FB2 $FB3 4.0
004D: jump_if_false Label091E46
00AB: put_car $FF4 at $FB1 $FB2 $FB3
039F: car $FF4 race_to $FA2 $FA3
00D6: if 0
0042: $F9A == 7.0 ;; floating-point values
004D: jump_if_false Label091E27
00AE: unknown_set_car $FF4 to_ignore_traffic_lights 2
00AD: set_car $FF4 max_speed_to 45.0
00A7: car $FF4 drive_to $FEB $FEC $FED
0002: jump Label091E46

:Label091E27
00AE: unknown_set_car $FF4 to_ignore_traffic_lights 2
00AD: set_car $FF4 max_speed_to 45.0
02C2: car $FF4 drive_to_point $FEB $FEC $FED

:Label091E46
00D6: if 0
01F4: car $FF4 flipped
004D: jump_if_false Label092041
00D6: if 0
82CA: NOT car $FF4 bounding_sphere_visible
004D: jump_if_false Label092041
00D6: if 0
81FF: NOT player $PLAYER_CHAR near_car $FF4 radius 30.0 30.0 30.0 unknown 0
004D: jump_if_false Label092041
00AA: store_car $FF4 position_to $FB1 $FB2 $FB3
02C1: set $FB1 $FB2 $FB3 to_car_path_coords_closest_to $FB1 $FB2 $FB3
0395: clear_area 0 at $FB1 $FB2 range $FB3 4.0
00D6: if 0
838A: NOT car_in_cube $FB1 $FB2 $FB3 4.0 4.0 3.0
004D: jump_if_false Label091F78
00D6: if 0
80C2: NOT sphere_onscreen $FB1 $FB2 $FB3 4.0
004D: jump_if_false Label091F71
00AB: put_car $FF4 at $FB1 $FB2 $FB3
039F: car $FF4 race_to $FA2 $FA3
00D6: if 0
0042: $F9A == 7.0 ;; floating-point values
004D: jump_if_false Label091F52
00AE: unknown_set_car $FF4 to_ignore_traffic_lights 2
00AD: set_car $FF4 max_speed_to 45.0
00A7: car $FF4 drive_to $FEB $FEC $FED
0002: jump Label091F71

:Label091F52
00AE: unknown_set_car $FF4 to_ignore_traffic_lights 2
00AD: set_car $FF4 max_speed_to 45.0
02C2: car $FF4 drive_to_point $FEB $FEC $FED

:Label091F71
0002: jump Label092041

:Label091F78
04D3: unknown_race_stuff $FB1 $FB2 $FB3 2 $FB1 $FB2 $FB3
00D6: if 0
838A: NOT car_in_cube $FB1 $FB2 $FB3 4.0 4.0 3.0
004D: jump_if_false Label092041
00D6: if 0
80C2: NOT sphere_onscreen $FB1 $FB2 $FB3 4.0
004D: jump_if_false Label092041
00AB: put_car $FF4 at $FB1 $FB2 $FB3
039F: car $FF4 race_to $FA2 $FA3
00D6: if 0
0042: $F9A == 7.0 ;; floating-point values
004D: jump_if_false Label092022
00AE: unknown_set_car $FF4 to_ignore_traffic_lights 2
00AD: set_car $FF4 max_speed_to 45.0
00A7: car $FF4 drive_to $FEB $FEC $FED
0002: jump Label092041

:Label092022
00AE: unknown_set_car $FF4 to_ignore_traffic_lights 2
00AD: set_car $FF4 max_speed_to 45.0
02C2: car $FF4 drive_to_point $FEB $FEC $FED

:Label092041
0084: $1002 = $FAD ;; integer values and handles
000C: $1002 -= 3 ;; integer values
00D6: if 0
001C: $1002 > $FF5 ;; integer values
004D: jump_if_false Label0920D6
00D6: if 0
82CA: NOT car $FF4 bounding_sphere_visible
004D: jump_if_false Label0920D6
00D6: if 0
838A: NOT car_in_cube $FA2 $FA3 $FA4 4.0 4.0 3.0
004D: jump_if_false Label0920D6
00D6: if 0
80C2: NOT sphere_onscreen $FA2 $FA3 $FA4 4.0
004D: jump_if_false Label0920D6
00AB: put_car $FF4 at $FA2 $FA3 $FA4
039F: car $FF4 race_to $FAA $FAB
04BA: set_car $FF4 speed_instantly 30.0

:Label0920D6
0084: $1002 = $FAD ;; integer values and handles
0008: $1002 += 2 ;; integer values
00D6: if 0
001C: $FF5 > $1002 ;; integer values
004D: jump_if_false Label092109
00AD: set_car $FF4 max_speed_to 35.0
0002: jump Label092113

:Label092109
00AD: set_car $FF4 max_speed_to 45.0

:Label092113
0051: return

;-------------Mission 24---------------
; Originally: The Job

:Label092115
0050: gosub Label092139
00D6: if 0
0112: wasted_or_busted
004D: jump_if_false Label092130
0050: gosub Label0977C1

:Label092130
0050: gosub Label0986CD
004E: end_thread

:Label092139
03A4: name_thread "BANKJO4"
0004: $ONMISSION = 1 ;; integer values
054C: use_GXT_table "BANKJ4"
058E: set_restart_mission_taxi_destination 512.591 -74.9 9.573 189.24
0004: $3DA = 0 ;; integer values
0317: increment_mission_attempts
0001: wait 0 ms
0004: $1003 = 1 ;; integer values
0004: $1005 = 0 ;; integer values
0004: $1006 = 0 ;; integer values
0004: $165 = 0 ;; integer values
0004: $1008 = 0 ;; integer values
0004: $100A = 0 ;; integer values
0004: $1009 = 0 ;; integer values
0004: $1058 = 0 ;; integer values
0004: $1059 = 0 ;; integer values
0004: $105A = 0 ;; integer values
0004: $101B = 0 ;; integer values
0004: $101C = 0 ;; integer values
0004: $101D = 0 ;; integer values
0004: $101E = 0 ;; integer values
0004: $1029 = 0 ;; integer values
0004: $1026 = 0 ;; integer values
0004: $1074 = 0 ;; integer values
0004: $1065 = 0 ;; integer values
0004: $1066 = 0 ;; integer values
0004: $1067 = 0 ;; integer values
0004: $1007 = 0 ;; integer values
0004: $1073 = 0 ;; integer values
0004: $106C = 0 ;; integer values
0004: $106D = 0 ;; integer values
0004: $106E = 0 ;; integer values
0004: $106F = 0 ;; integer values
0004: $1062 = 0 ;; integer values
0004: $1063 = 0 ;; integer values
0004: $1064 = 0 ;; integer values
0004: $1060 = 0 ;; integer values
0004: $1039 = 0 ;; integer values
0004: $103A = 0 ;; integer values
0004: $103B = 0 ;; integer values
0004: $103C = 0 ;; integer values
0004: $103D = 0 ;; integer values
0004: $103E = 0 ;; integer values
0004: $103F = 0 ;; integer values
0004: $1069 = 0 ;; integer values
0004: $1040 = 0 ;; integer values
0004: $1041 = 0 ;; integer values
0004: $1042 = 0 ;; integer values
0004: $1075 = 0 ;; integer values
0004: $1056 = 0 ;; integer values
0004: $1057 = 0 ;; integer values
0004: $1076 = 0 ;; integer values
0004: $106B = 0 ;; integer values
0004: $1068 = 0 ;; integer values
0004: $1014 = 0 ;; integer values
0004: $1068 = 0 ;; integer values
0006: 0@ = 0 ;; integer values
0006: 1@ = 0 ;; integer values
0006: 2@ = 0 ;; integer values
0006: 3@ = 0 ;; integer values
0006: 4@ = 0 ;; integer values
0006: 5@ = 0 ;; integer values
0006: 6@ = 0 ;; integer values
0006: 7@ = 0 ;; integer values
0006: 8@ = 0 ;; integer values
0006: 9@ = 0 ;; integer values
0006: 10@ = 0 ;; integer values
0006: 11@ = 0 ;; integer values
0004: $105B = 0 ;; integer values
0004: $1043 = 0 ;; integer values
0004: $105E = 0 ;; integer values
03AF: set_streaming 0 (disabled)
04BB: select_interiour 17 ;; select render area
01EB: set_car_density_to 0.0
03CB: set_camera 481.03 -64.21 8.98
023C: load_special_actor 1 "CSPLAY"
023C: load_special_actor 2 "CSKEN"
023C: load_special_actor 3 "CSPHIL"
023C: load_special_actor 4 "CSHLARY"
023C: load_special_actor 5 "CSCAMJ"
02F3: load_object #CUTOBJ01 "GCFAN"
02F3: load_object #CUTOBJ02 "CLCHR"
038B: load_requested_models

:Label0923AF
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 Label0923D9
0001: wait 0 ms
0002: jump Label0923AF

:Label0923D9
00D6: if 21
8248: NOT model #CUTOBJ01 available
8248: NOT model #CUTOBJ02 available
004D: jump_if_false Label0923F9
0001: wait 0 ms
0002: jump Label0923D9

:Label0923F9
041D: set_camera_near_clip .1
02E4: load_cutscene_data "BANK_4"
0244: set_cutscene_pos 476.972 -65.499 8.943
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: $89 = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim $89 "CSPHIL"
02E5: $BA = create_cutscene_object #SPECIAL04
02E6: set_cutscene_anim $BA "CSHLARY"
02E5: $BC = create_cutscene_object #SPECIAL05
02E6: set_cutscene_anim $BC "CSCAMJ"
04BC: "GCFAN"
02E5: $BD = create_cutscene_object #CUTOBJ01
02E6: set_cutscene_anim $BD "GCFAN"
04BC: "GCFAN"
02E5: $BE = create_cutscene_object #CUTOBJ02
02E6: set_cutscene_anim $BE "CLCHR"
041D: set_camera_near_clip .1
0395: clear_area 1 at 495.12 -83.39 range 9.02 1.0
0055: put_player $PLAYER_CHAR at 495.12 -83.39 9.02
0171: set_player $PLAYER_CHAR z_angle_to 223.21
016A: fade 1 (back) 1500 ms
03AD: set_rubbish 0 (invisible)
03AF: set_streaming 1 (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime
:Label092510
00D6: if 0
001A: 3659 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label092533
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label092510

:Label092533
00BC: text_highpriority "BNK4_A" 10000 ms 1 ;; ~w~As you can see, gentlemen,
this is going to be the easiest buck we ever made.

:Label092542
00D6: if 0
001A: 7265 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label092565
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label092542

:Label092565
00BC: text_highpriority "BNK4_B" 10000 ms 1 ;; ~w~Tommy, seriously, you gotta
consider going into law.

:Label092574
00D6: if 0
001A: 11744 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label092597
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label092574

:Label092597
00BC: text_highpriority "BNK4_C" 10000 ms 1 ;; ~w~What the hell are you smoking,
man? This ain't no simple plan!

:Label0925A6
00D6: if 0
001A: 16951 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0925C9
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0925A6

:Label0925C9
00BC: text_highpriority "BNK4_D" 10000 ms 1 ;; ~w~Well, who needs a simple plan
anyway?

:Label0925D8
00D6: if 0
001A: 18806 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0925FB
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0925D8

:Label0925FB
00BC: text_highpriority "BNK4_E" 10000 ms 1 ;; ~w~Take communism, now that was a
simple plan. Didn't do Russia any favors, huh?
:Label09260A
00D6: if 0
001A: 24030 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label09262D
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label09260A

:Label09262D
00BC: text_highpriority "BNK4_F" 10000 ms 1 ;; ~w~Calm down, all right? With a
team like this it's going to be no problem.

:Label09263C
00D6: if 0
001A: 28243 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label09265F
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label09263C

:Label09265F
00BC: text_highpriority "BNK4_G" 10000 ms 1 ;; ~w~We got Cam on safe. Phil? You
and me will handle security, and Hilary'll drive the getaway car.

:Label09266E
00D6: if 0
001A: 34410 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label092693
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label09266E

:Label092693
00BC: text_highpriority "BNK4_H" 10000 ms 1 ;; ~w~Uh, heh heh, aren't you
forgetting somebody? Somebody who helped you to no end in this town? Somebody
who...

:Label0926A2
00D6: if 0
001A: 39555 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0926C7
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0926A2

:Label0926C7
00BC: text_highpriority "BNK4_I" 10000 ms 1 ;; ~w~Ken... Ken, that's right. Ken
here, he washes the money for us and he keeps the drinks on ice.

:Label0926D6
00D6: if 0
001A: 46880 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0926FB
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0926D6

:Label0926FB
00BC: text_highpriority "BNK4_J" 10000 ms 1 ;; ~w~I don't understand what I am
supposed to be doing here.

:Label09270A
00D6: if 0
001A: 49700 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label09272F
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label09270A

:Label09272F
00BC: text_highpriority "BNK4_K" 10000 ms 1 ;; ~w~Look, it's easy. Haven't you
ever seen a movie?

:Label09273E
00D6: if 0
001A: 52105 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label092763
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label09273E

:Label092763
00BC: text_highpriority "BNK4_L" 10000 ms 1 ;; ~w~We walk into the bank, we wave
the gun around, and leave very rich men.

:Label092772
00D6: if 0
001A: 55224 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label092797
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label092772

:Label092797
00BE: text_clear_all

:Label092799
00D6: if 0
001A: 59584 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0927BE
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label092799

:Label0927BE
016A: fade 0 () 1500 ms
00BE: text_clear_all

:Label0927C7
00D6: if 0
016B: fading
004D: jump_if_false Label0927DF
0001: wait 0 ms
0002: jump Label0927C7

:Label0927DF
03AD: set_rubbish 1 (visible)
02EA: end_cutscene
0373: set_camera_directly_behind_player
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
04BB: select_interiour 0 ;; select render area
04FA: reset_interior_colors 0
0004: $3DA = 0 ;; integer values
022B: create_forbidden_for_peds_cube 468.0 -77.0 0.0 490.0 -54.0 30.0
00C0: set_current_time 8 30
01EB: set_car_density_to 1.0
0247: request_model #M4
0247: request_model #MP5LNG
0247: request_model #TAXI
0247: request_model #PYTHON
03CB: set_camera 496.5 -84.0 9.8

:Label092861
00D6: if 23
8248: NOT model #M4 available
8248: NOT model #MP5LNG available
8248: NOT model #PYTHON available
8248: NOT model #TAXI available
004D: jump_if_false Label09288B
0001: wait 0 ms
0002: jump Label092861

:Label09288B
0395: clear_area 1 at 496.5 -84.0 range 9.8 10.0
00A5: $1027 = create_car #TAXI at 496.5 -84.0 9.8
0175: set_car $1027 z_angle_to 137.0
0190: unknown_car $1027
023C: load_special_actor 1 "IGPHIL"
023C: load_special_actor 2 "IGHLARY"
023C: load_special_actor 3 "IGMIKE"

:Label0928ED
00D6: if 22
823D: NOT special_actor 1 loaded
823D: NOT special_actor 2 loaded
823D: NOT special_actor 3 loaded
004D: jump_if_false Label09290F
0001: wait 0 ms
0002: jump Label0928ED

:Label09290F
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
03C8: rotate_player-180-degrees
0055: put_player $PLAYER_CHAR at 491.6465 -80.4476 10.4539
0171: set_player $PLAYER_CHAR z_angle_to 225.0
009A: $1020 = create_actor 4 #SPECIAL01 at 490.6913 -79.4378 10.4539
0173: set_actor $1020 z_angle_to 225.0
01ED: reset_actor $1020 flags
0243: set_actor $1020 ped_stats_to 16
04F5: unknown_actor $1020 kiss_player $PLAYER_CHAR on 1
0446: (unknown) $1020 0
009A: $1021 = create_actor 4 #SPECIAL02 at 490.0092 -80.1343 10.4539
0173: set_actor $1021 z_angle_to 225.0
01ED: reset_actor $1021 flags
04F5: unknown_actor $1021 kiss_player $PLAYER_CHAR on 1
0446: (unknown) $1021 0
009A: $1022 = create_actor 4 #SPECIAL03 at 491.371 -78.7345 10.4539
0173: set_actor $1022 z_angle_to 225.0
01ED: reset_actor $1022 flags
04F5: unknown_actor $1022 kiss_player $PLAYER_CHAR on 1
0446: (unknown) $1022 0
018A: $105F = create_checkpoint_at -833.0 -348.0 11.0
0004: $1026 = 1 ;; integer values
0004: $1074 = 1 ;; integer values
016A: fade 1 (back) 750 ms

:Label092A0E
00D6: if 0
016B: fading
004D: jump_if_false Label092A26
0001: wait 0 ms
0002: jump Label092A0E

:Label092A26
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
041E: set_radio_station 6 -1
00BA: text_styled "BEACH3" 3000 ms 2 ;; Vice Point
03CF: load_wav "BNK4_3A" as 2
01BD: $166 = current_time_in_ms

:Label092A53
0001: wait 0 ms
0050: gosub Label0980B3
0050: gosub Label0981AA
0050: gosub Label098339
0050: gosub Label0984C8
00D6: if 0
001A: 7 > $1039 ;; integer values
004D: jump_if_false Label092A93
0050: gosub Label0989FE
0050: gosub Label09968D

:Label092A93
00D6: if 0
0038: $103A == 1 ;; integer values
004D: jump_if_false Label092AB3
0050: gosub Label0989FE
0050: gosub Label099945

:Label092AB3
00D6: if 0
8119: NOT car $1027 wrecked
004D: jump_if_false Label092B3D
00D6: if 1
80DC: NOT player $PLAYER_CHAR driving $1027
0038: $1060 == 1 ;; integer values
004D: jump_if_false Label092B36
00D6: if 0
0038: $1042 == 0 ;; integer values
004D: jump_if_false Label092B2F
03CF: load_wav "BNK4_3V" as $1003
0050: gosub Label098A15
00BC: text_highpriority "BNK4_3V" 10000 ms 1 ;; Hey Tommy, why have we stopped?
0050: gosub Label098A79
00BC: text_highpriority "GETCAR" 4000 ms 1 ;; ~g~Get in the getaway car to do
the bank job!
0004: $1042 = 1 ;; integer values

:Label092B2F
0002: jump Label092B3D

:Label092B36
0004: $1042 = 0 ;; integer values

:Label092B3D
00D6: if 0
8119: NOT car $1027 wrecked
004D: jump_if_false Label092B94
00D6: if 1
0038: $1040 == 0 ;; integer values
8185: NOT car $1027 health >= 800
004D: jump_if_false Label092B94
0004: $1003 = 2 ;; integer values
0050: gosub Label098A15
00BC: text_highpriority "BNK4_3A" 10000 ms 1 ;; Hey, watch the wheels, Tommy!
0050: gosub Label098A79
00BE: text_clear_all
0004: $1040 = 1 ;; integer values

:Label092B94
00D6: if 0
8119: NOT car $1027 wrecked
004D: jump_if_false Label092BC5
00D6: if 1
0038: $1040 == 1 ;; integer values
8185: NOT car $1027 health >= 650
004D: jump_if_false Label092BC5
0050: gosub Label099A5D

:Label092BC5
00D6: if 22
0038: $101C == 1 ;; integer values
0038: $101D == 1 ;; integer values
0038: $101E == 1 ;; integer values
004D: jump_if_false Label092BF3
0004: $1026 = 0 ;; integer values
0002: jump Label092DF5

:Label092BF3
00D6: if 0
0038: $1005 == 1 ;; integer values
004D: jump_if_false Label092D84
00D6: if 0
0038: $1060 == 0 ;; integer values
004D: jump_if_false Label092CF8
00D6: if 1
8119: NOT car $1027 wrecked
8118: NOT actor $1020 dead
004D: jump_if_false Label092CF8
00D6: if 1
00DB: actor $1020 in_car $1027
8118: NOT actor $1022 dead
004D: jump_if_false Label092CF8
00D6: if 1
00DB: actor $1022 in_car $1027
8118: NOT actor $1021 dead
004D: jump_if_false Label092CF8
00D6: if 0
00DB: actor $1021 in_car $1027
004D: jump_if_false Label092CF8
009B: destroy_actor_instantly $1020
009B: destroy_actor_instantly $1022
009B: destroy_actor_instantly $1021
01C8: $1020 = create_actor 4 #SPECIAL01 in_car $1027 passenger_seat 1
01ED: reset_actor $1020 flags
0243: set_actor $1020 ped_stats_to 16
04F5: unknown_actor $1020 kiss_player $PLAYER_CHAR on 1
0446: (unknown) $1020 0
01C8: $1021 = create_actor 4 #SPECIAL02 in_car $1027 passenger_seat 0
01ED: reset_actor $1021 flags
04F5: unknown_actor $1021 kiss_player $PLAYER_CHAR on 1
0446: (unknown) $1021 0
01C8: $1022 = create_actor 4 #SPECIAL03 in_car $1027 passenger_seat 2
01ED: reset_actor $1022 flags
04F5: unknown_actor $1022 kiss_player $PLAYER_CHAR on 1
0446: (unknown) $1022 0
0004: $1060 = 1 ;; integer values

:Label092CF8
00D6: if 0
0038: $1026 == 0 ;; integer values
004D: jump_if_false Label092D25
018A: $105F = create_checkpoint_at -833.0 -348.0 10.0
0004: $1026 = 1 ;; integer values

:Label092D25
00D6: if 1
8119: NOT car $1027 wrecked
0038: $1060 == 1 ;; integer values
004D: jump_if_false Label092D7D
00D6: if 2
01AF: car $1027 1 (in-sphere)near_point -833.0 -348.0 10.0 radius 4.0 4.0
4.0
01C1: car $1027 stopped
81F4: NOT car $1027 flipped
004D: jump_if_false Label092D7D
0002: jump Label092E15

:Label092D7D
0002: jump Label092DF5

:Label092D84
00D6: if 0
0038: $1060 == 1 ;; integer values
004D: jump_if_false Label092DF5
00D6: if 1
8119: NOT car $1027 wrecked
8118: NOT actor $1020 dead
004D: jump_if_false Label092DF5
00D6: if 1
80DB: NOT actor $1020 in_car $1027
8118: NOT actor $1022 dead
004D: jump_if_false Label092DF5
00D6: if 1
80DB: NOT actor $1022 in_car $1027
8118: NOT actor $1021 dead
004D: jump_if_false Label092DF5
00D6: if 0
80DB: NOT actor $1021 in_car $1027
004D: jump_if_false Label092DF5
0004: $1060 = 0 ;; integer values

:Label092DF5
00D6: if 0
0038: $1009 == 1 ;; integer values
004D: jump_if_false Label092E0E
0002: jump Label0977C1

:Label092E0E
0002: jump Label092A53

:Label092E15
0004: $1074 = 0 ;; integer values
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
02A3: toggle_widescreen 1 (on)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 (true)
00D6: if 0
8119: NOT car $1027 wrecked
004D: jump_if_false Label092E54
0224: set_car $1027 health_to 1000
00AA: store_car $1027 position_to $107F $1080 $107C

:Label092E54
0009: $107F += 7.0 ;; floating-point values
0009: $107C += 2.5 ;; floating-point values
00D6: if 0
8118: NOT actor $1021 dead
004D: jump_if_false Label092E7D
01E0: clear_leader $1021

:Label092E7D
015F: set_camera_position $107F $1080 $107C 0.0 0.0 0.0
0407: create_coordinate $1077 $1078 $1079 from_car $1027 offset 0.0 -3.5 0.0
0407: create_coordinate $107A $107B $107C from_car $1027 offset 0.0 -3.5 0.0
0407: create_coordinate $107D $107E $107C from_car $1027 offset -1.0 -4.5 0.0
0407: create_coordinate $107F $1080 $107C from_car $1027 offset 1.0 -4.5 0.0
00AA: store_car $1027 position_to $5F $60 $61
0174: $1081 = car $1027 z_angle
0004: $165 = 0 ;; integer values

:Label092F28
0001: wait 0 ms
00D6: if 0
0038: $165 == 0 ;; integer values
004D: jump_if_false Label092FE1
01BD: $166 = current_time_in_ms
00D6: if 0
8119: NOT car $1027 wrecked
004D: jump_if_false Label092FDA
0158: camera_on_vehicle $1027 15 2
00D6: if 0
8118: NOT actor $PLAYER_ACTOR dead
004D: jump_if_false Label092F74
01D3: actor $PLAYER_ACTOR leave_car $1027

:Label092F74
0001: wait 500 ms
00D6: if 1
8118: NOT actor $1020 dead
8119: NOT car $1027 wrecked
004D: jump_if_false Label092F96
01D3: actor $1020 leave_car $1027

:Label092F96
0001: wait 150 ms
00D6: if 1
8118: NOT actor $1022 dead
8119: NOT car $1027 wrecked
004D: jump_if_false Label092FB8
01D3: actor $1022 leave_car $1027

:Label092FB8
0001: wait 500 ms
00D6: if 1
8118: NOT actor $1021 dead
8119: NOT car $1027 wrecked
004D: jump_if_false Label092FDA
01D3: actor $1021 leave_car $1027

:Label092FDA
0004: $165 = 1 ;; integer values

:Label092FE1
0050: gosub Label0989FE
00D6: if 0
0038: $165 == 1 ;; integer values
004D: jump_if_false Label093052
00D6: if 0
8118: NOT actor $1021 dead
004D: jump_if_false Label093052
00D6: if 0
80DF: NOT actor $1021 driving
004D: jump_if_false Label093052
0004: $1003 = 1 ;; integer values
03CF: load_wav "BNK4_4A" as $1003
0050: gosub Label098A15
00BC: text_highpriority "BNK4_4A" 3000 ms 1 ;; ~w~Keep driving around the block,
OK?
0050: gosub Label098A79
0004: $165 = 2 ;; integer values

:Label093052
00D6: if 1
0018: $167 > 2000 ;; integer values
0038: $165 == 2 ;; integer values
004D: jump_if_false Label09310B
03CF: load_wav "BNK4_5" as $1003
0050: gosub Label098A15
00BC: text_highpriority "BNK4_5" 3000 ms 1 ;; ~w~Okay, Tommy, Okay.
00D6: if 1
8118: NOT actor $1021 dead
8119: NOT car $1027 wrecked
004D: jump_if_false Label0930AC
01D5: actor $1021 go_to_and_drive_car $1027

:Label0930AC
00D6: if 0
8118: NOT actor $PLAYER_ACTOR dead
004D: jump_if_false Label0930C7
0211: actor $PLAYER_ACTOR walk_to $107A $107B

:Label0930C7
00D6: if 0
8118: NOT actor $1020 dead
004D: jump_if_false Label0930E2
0211: actor $1020 walk_to $107D $107E

:Label0930E2
00D6: if 0
8118: NOT actor $1022 dead
004D: jump_if_false Label0930FD
0211: actor $1022 walk_to $107F $1080

:Label0930FD
0050: gosub Label098A79
0004: $165 = 3 ;; integer values

:Label09310B
00D6: if 1
0018: $167 > 4000 ;; integer values
0038: $165 == 3 ;; integer values
004D: jump_if_false Label093221
00D6: if 1
8118: NOT actor $PLAYER_ACTOR dead
00ED: actor $PLAYER_ACTOR 0 ()near_point_on_foot $107A $107B radius 3.0 3.0
004D: jump_if_false Label093221
0009: $61 += .25 ;; floating-point values
015F: set_camera_position $5F $60 $61 0.0 0.0 0.0
0009: $61 += 2.0 ;; floating-point values
011C: actor $PLAYER_ACTOR clear_objective
00A1: put_actor $PLAYER_ACTOR at $107A $107B -100.0
0173: set_actor $PLAYER_ACTOR z_angle_to $1081
0159: camera_on_ped $PLAYER_ACTOR 15 2
00D6: if 0
8118: NOT actor $1020 dead
004D: jump_if_false Label0931D7
011C: actor $1020 clear_objective
00A1: put_actor $1020 at $107D $107E -100.0
0009: $1081 += 70.0 ;; floating-point values
0173: set_actor $1020 z_angle_to $1081

:Label0931D7
00D6: if 0
8118: NOT actor $1022 dead
004D: jump_if_false Label09320E
011C: actor $1022 clear_objective
00A1: put_actor $1022 at $107F $1080 -100.0
000D: $1081 -= 140.0 ;; floating-point values
0173: set_actor $1022 z_angle_to $1081

:Label09320E
01BD: $166 = current_time_in_ms
0050: gosub Label0989FE
0004: $165 = 4 ;; integer values

:Label093221
00D6: if 1
0038: $165 == 4 ;; integer values
0018: $167 > 2000 ;; integer values
004D: jump_if_false Label093257
00D6: if 0
8119: NOT car $1027 wrecked
004D: jump_if_false Label093257
050B: $1027
0004: $165 = 5 ;; integer values

:Label093257
00D6: if 1
0038: $165 == 5 ;; integer values
0018: $167 > 4000 ;; integer values
004D: jump_if_false Label093278
0004: $165 = 6 ;; integer values

:Label093278
00D6: if 1
0038: $165 == 6 ;; integer values
0018: $167 > 5000 ;; integer values
004D: jump_if_false Label0932F9
00D6: if 0
8119: NOT car $1027 wrecked
004D: jump_if_false Label0932BF
0407: create_coordinate $107A $107B $107C from_car $1027 offset -6.0 -3.0 1.0

:Label0932BF
015F: set_camera_position $107A $107B $107C 0.0 0.0 0.0
00D6: if 0
8118: NOT actor $PLAYER_ACTOR dead
004D: jump_if_false Label0932F2
0159: camera_on_ped $PLAYER_ACTOR 15 2

:Label0932F2
0004: $165 = 7 ;; integer values

:Label0932F9
00D6: if 1
0038: $165 == 7 ;; integer values
0018: $167 > 7000 ;; integer values
004D: jump_if_false Label093367
00D6: if 1
8119: NOT car $1027 wrecked
8118: NOT actor $1021 dead
004D: jump_if_false Label093360
00D6: if 0
80DB: NOT actor $1021 in_car $1027
004D: jump_if_false Label093343
036A: put_actor $1021 in_car $1027

:Label093343
039E: (unknown) $1021 1
00A8: set_car $1027 to_psycho_driver
00AD: set_car $1027 max_speed_to 15.0
020A: set_car $1027 door_status_to 2

:Label093360
0004: $165 = 8 ;; integer values

:Label093367
00D6: if 1
0038: $165 == 8 ;; integer values
0018: $167 > 8000 ;; integer values
004D: jump_if_false Label093395
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
02A3: toggle_widescreen 0 (off)
02EB: restore_camera_with_jumpcut
0004: $165 = 9 ;; integer values

:Label093395
00D6: if 0
8038: NOT $165 == 9 ;; integer values
004D: jump_if_false Label0933AE
0002: jump Label092F28

:Label0933AE
0004: $1008 = 1 ;; integer values
0004: $1005 = 0 ;; integer values
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
0164: disable_marker $105F
018A: $105F = create_checkpoint_at -894.0 -331.2 12.45
00D6: if 0
8118: NOT actor $1022 dead
004D: jump_if_false Label0933F4
01DF: tie_actor $1022 to_player $PLAYER_CHAR

:Label0933F4
00D6: if 0
8118: NOT actor $1020 dead
004D: jump_if_false Label09340C
01DF: tie_actor $1020 to_player $PLAYER_CHAR

:Label09340C
00D6: if 0
80F6: NOT player $PLAYER_CHAR 1 (in-sphere)near_point_on_foot -894.0 -331.2
12.45 radius 2.0 2.0 3.0
004D: jump_if_false Label093475
0001: wait 0 ms
0050: gosub Label0991B2
0050: gosub Label09918A
0050: gosub Label098063
00D6: if 0
0038: $1009 == 1 ;; integer values
004D: jump_if_false Label09346E
0002: jump Label0977C1
:Label09346E
0002: jump Label09340C

:Label093475
00BE: text_clear_all
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
02A3: toggle_widescreen 1 (on)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 (true)
0211: actor $PLAYER_ACTOR walk_to -893.9 -324.6
0169: set_fade_color 0 0 1
016A: fade 0 () 750 ms

:Label0934A7
00D6: if 0
016B: fading
004D: jump_if_false Label093529
0001: wait 0 ms
00D6: if 1
8119: NOT car $1027 wrecked
0038: $105E == 0 ;; integer values
004D: jump_if_false Label093522
00D6: if 0
82CA: NOT car $1027 bounding_sphere_visible
004D: jump_if_false Label093522
059B: $1027
00AB: put_car $1027 at -903.6 -376.6 56.7
0175: set_car $1027 z_angle_to 270.0
00AD: set_car $1027 max_speed_to 0.0
0224: set_car $1027 health_to 1000
0519: unknown_car $1027 flag 1
0004: $105E = 1 ;; integer values

:Label093522
0002: jump Label0934A7

:Label093529
0395: clear_area 1 at -894.0 -331.2 range 12.45 10.0
00A1: put_actor $PLAYER_ACTOR at -893.9 -327.2 12.45
0173: set_actor $PLAYER_ACTOR z_angle_to 175.0
009B: destroy_actor_instantly $1020
009B: destroy_actor_instantly $1022
0296: unload_special_actor 1
0296: unload_special_actor 3
023C: load_special_actor 1 "IGPHIL3"
023C: load_special_actor 3 "IGMIKE2"
038B: load_requested_models

:Label09358B
00D6: if 21
823D: NOT special_actor 3 loaded
823D: NOT special_actor 1 loaded
004D: jump_if_false Label0935A9
0001: wait 0 ms
0002: jump Label09358B

:Label0935A9
009A: $1020 = create_actor 4 #SPECIAL01 at -894.1 -325.0 12.45
0173: set_actor $1020 z_angle_to 175.0
01ED: reset_actor $1020 flags
04F5: unknown_actor $1020 kiss_player $PLAYER_CHAR on 1
0446: (unknown) $1020 0
0243: set_actor $1020 ped_stats_to 30
0223: set_actor $1020 health_to 200
0568: $1020 1
009A: $1022 = create_actor 4 #SPECIAL03 at -894.1 -324.5 12.45
0173: set_actor $1022 z_angle_to 175.0
01ED: reset_actor $1022 flags
04F5: unknown_actor $1022 kiss_player $PLAYER_CHAR on 1
0446: (unknown) $1022 0
0243: set_actor $1022 ped_stats_to 16
0223: set_actor $1022 health_to 200
0568: $1022 1
00D6: if 0
8118: NOT actor $PLAYER_ACTOR dead
004D: jump_if_false Label093679
0352: set_actor $PLAYER_ACTOR skin_to "PLAYER7"
038B: load_requested_models
00D6: if 0
8118: NOT actor $PLAYER_ACTOR dead
004D: jump_if_false Label093679
0353: refresh_actor $PLAYER_ACTOR

:Label093679
00D6: if 0
8118: NOT actor $PLAYER_ACTOR dead
004D: jump_if_false Label0936C6
00D6: if 0
8118: NOT actor $1020 dead
004D: jump_if_false Label0936A3
01B2: give_actor $1020 weapon 26 ammo 9999 ;; Load the weapon model before using
this

:Label0936A3
00D6: if 0
8118: NOT actor $1022 dead
004D: jump_if_false Label0936BD
01B2: give_actor $1022 weapon 25 ammo 9999 ;; Load the weapon model before using
this

:Label0936BD
01B2: give_actor $PLAYER_ACTOR weapon 18 ammo 24 ;; Load the weapon model before
using this

:Label0936C6
0004: $1003 = 1 ;; integer values
03CF: load_wav "BNK4_94" as $1003
0050: gosub Label098A15
00BC: text_highpriority "BNK4_94" 10000 ms 1 ;; ~w~Ok, guys. Nice an easy just
as we planned.
0050: gosub Label098A79
00BE: text_clear_all
00D6: if 0
8118: NOT actor $PLAYER_ACTOR dead
004D: jump_if_false Label093718
0211: actor $PLAYER_ACTOR walk_to -894.2 -330.25

:Label093718
015F: set_camera_position -894.05 -331.06 13.3 0.0 0.0 0.0
0054: store_player $PLAYER_CHAR position_to $107A $107B $107C
0009: $107C += .8 ;; floating-point values
0160: point_camera $107A $107B $107C 2
016A: fade 1 (back) 750 ms

:Label093764
00D6: if 0
016B: fading
004D: jump_if_false Label0937A1
0001: wait 0 ms
0054: store_player $PLAYER_CHAR position_to $107A $107B $107C
0009: $107C += .8 ;; floating-point values
0160: point_camera $107A $107B $107C 2
0002: jump Label093764

:Label0937A1
00D6: if 0
8118: NOT actor $1022 dead
004D: jump_if_false Label0937C0
0211: actor $1022 walk_to -894.7 -328.0

:Label0937C0
00D6: if 0
8118: NOT actor $1020 dead
004D: jump_if_false Label0937DF
0211: actor $1020 walk_to -893.25 -329.5

:Label0937DF
01BD: $166 = current_time_in_ms
0050: gosub Label0989FE

:Label0937EB
00D6: if 0
001A: 7000 > $167 ;; integer values
004D: jump_if_false Label093835
0001: wait 0 ms
0054: store_player $PLAYER_CHAR position_to $107A $107B $107C
0009: $107C += .8 ;; floating-point values
0160: point_camera $107A $107B $107C 2
0050: gosub Label0989FE
0002: jump Label0937EB

:Label093835
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
02A3: toggle_widescreen 0 (off)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 (false)
00D6: if 0
8118: NOT actor $1020 dead
004D: jump_if_false Label093861
01DF: tie_actor $1020 to_player $PLAYER_CHAR

:Label093861
00D6: if 0
8118: NOT actor $1022 dead
004D: jump_if_false Label093879
01DF: tie_actor $1022 to_player $PLAYER_CHAR

:Label093879
00D6: if 0
80F6: NOT player $PLAYER_CHAR 1 (in-sphere)near_point_on_foot -896.0 -341.0
12.5 radius 2.0 2.0 3.0
004D: jump_if_false Label093936
0001: wait 0 ms
0050: gosub Label0980B3
0050: gosub Label09918A
0050: gosub Label0991B2
0050: gosub Label098ADA
00D6: if 0
0038: $1009 == 1 ;; integer values
004D: jump_if_false Label0938E2
0002: jump Label0977C1

:Label0938E2
00D6: if 0
80F5: NOT player $PLAYER_CHAR 0 ()near_point -906.0 -341.0 12.5 radius 30.0
30.0 10.0
004D: jump_if_false Label09392F
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 4
00BC: text_highpriority "IDIOT" 5000 ms 1 ;; ~r~ That's right, just wander about
dressed like a lunatic and draw attention to yourself, IDIOT!
0002: jump Label0977C1

:Label09392F
0002: jump Label093879

:Label093936
016A: fade 0 () 1000 ms

:Label09393D
00D6: if 0
016B: fading
004D: jump_if_false Label093955
0001: wait 0 ms
0002: jump Label09393D

:Label093955
0247: request_model #WFYBU
0247: request_model #HFYBU
0247: request_model #WMORI

:Label093961
00D6: if 22
8248: NOT model #WFYBU available
8248: NOT model #HFYBU available
8248: NOT model #WMORI available
004D: jump_if_false Label093983
0001: wait 0 ms
0002: jump Label093961

:Label093983
0247: request_model #GDA
0247: request_model #GDB

:Label09398B
00D6: if 21
8248: NOT model #GDA available
8248: NOT model #GDB available
004D: jump_if_false Label0939A9
0001: wait 0 ms
0002: jump Label09398B

:Label0939A9
009A: $102A = create_actor 5 #WFYBU at -904.7 -328.6 12.49
0173: set_actor $102A z_angle_to 190.0
01ED: reset_actor $102A flags
0243: set_actor $102A ped_stats_to 20
0568: $102A 1
009A: $102B = create_actor 5 #HFYBU at -910.1 -328.6 12.49
0173: set_actor $102B z_angle_to 190.0
01ED: reset_actor $102B flags
0243: set_actor $102B ped_stats_to 20
0568: $102B 1
009A: $102C = create_actor 5 #HFYBU at -912.5 -328.6 12.49
0173: set_actor $102C z_angle_to 190.0
01ED: reset_actor $102C flags
0243: set_actor $102C ped_stats_to 19
0568: $102C 1
009A: $102D = create_actor 5 #WFYBU at -907.5 -353.6 12.49
0173: set_actor $102D z_angle_to 10.0
01ED: reset_actor $102D flags
0243: set_actor $102D ped_stats_to 20
0568: $102D 1
009A: $102E = create_actor 5 #WFYBU at -910.2 -353.6 12.49
0173: set_actor $102E z_angle_to 10.0
01ED: reset_actor $102E flags
0243: set_actor $102E ped_stats_to 19
0568: $102E 1
009A: $102F = create_actor 5 #HFYBU at -915.3 -353.6 12.49
0173: set_actor $102F z_angle_to 10.0
01ED: reset_actor $102F flags
0243: set_actor $102F ped_stats_to 20
0568: $102F 1
009A: $1030 = create_actor 5 #WFYBU at -920.36 -343.7 14.6
0173: set_actor $1030 z_angle_to 65.0
01ED: reset_actor $1030 flags
0243: set_actor $1030 ped_stats_to 19
0568: $1030 1
009A: $1031 = create_actor 4 #WMORI at -921.76 -345.15 12.49
0173: set_actor $1031 z_angle_to 310.0
01ED: reset_actor $1031 flags
0243: set_actor $1031 ped_stats_to 13
0568: $1031 1
009A: $100B = create_actor 4 #GDA at -917.3 -340.0 12.49
01ED: reset_actor $100B flags
0173: set_actor $100B z_angle_to 270.0
009F: set_actor $100B objective_to-1
0568: $100B 1
009A: $100C = create_actor 4 #GDB at -908.0 -347.77 12.49
01ED: reset_actor $100C flags
0173: set_actor $100C z_angle_to 270.0
009F: set_actor $100C objective_to-1
0568: $100C 1
009A: $100D = create_actor 4 #GDA at -919.14 -336.0 12.49
01ED: reset_actor $100D flags
0173: set_actor $100D z_angle_to 130.0
0350: unknown_actor $100D not_scared_flag 1
0568: $100D 1
0002: jump Label093C2D
009A: $1010 = create_actor 4 #GDA at -918.7 -353.3 16.8
009B: destroy_actor_instantly $1010
009A: $101A = create_actor 4 #WMORI at -963.28 -337.12 14.6
009B: destroy_actor_instantly $101A

:Label093C2D
0004: $1070 = 25 ;; integer values
0004: $1071 = 19 ;; integer values
0004: $1072 = 21 ;; integer values
0164: disable_marker $105F
018A: $105F = create_checkpoint_at -896.5 -341.0 12.5
04BB: select_interiour 3 ;; select render area
03AD: set_rubbish 0 (invisible)
03CB: set_camera -903.0 -341.0 13.4
0004: $3D9 = 1 ;; integer values
04F9: interiour_colors 4 0
00BE: text_clear_all
0004: $3D9 = 1 ;; integer values
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
02A3: toggle_widescreen 1 (on)
01B1: give_player $PLAYER_CHAR weapon 18 ammo 24 ;; Load the weapon model before
using this
01B8: set_player $PLAYER_CHAR armed_weapon_to 18
0395: clear_area 0 at -890.0 -340.0 range 11.0 10.0
041D: set_camera_near_clip .1
00D6: if 0
8118: NOT actor $1020 dead
004D: jump_if_false Label093CD9
01E0: clear_leader $1020

:Label093CD9
00D6: if 0
8118: NOT actor $1022 dead
004D: jump_if_false Label093CEE
01E0: clear_leader $1022

:Label093CEE
0050: gosub Label099041
0004: $165 = 0 ;; integer values
0004: $1003 = 1 ;; integer values

:Label093D03
0001: wait 0 ms
0050: gosub Label098ADA
00D6: if 0
0038: $165 == 0 ;; integer values
004D: jump_if_false Label093DF0
01BD: $166 = current_time_in_ms
00D6: if 0
8118: NOT actor $PLAYER_ACTOR dead
004D: jump_if_false Label093D53
00A1: put_actor $PLAYER_ACTOR at -911.8 -341.0 12.5
0173: set_actor $PLAYER_ACTOR z_angle_to 90.0

:Label093D53
00D6: if 0
8118: NOT actor $1020 dead
004D: jump_if_false Label093D83
00A1: put_actor $1020 at -909.8 -339.0 12.5
0223: set_actor $1020 health_to 100
009F: set_actor $1020 objective_to-1

:Label093D83
00D6: if 0
8118: NOT actor $1022 dead
004D: jump_if_false Label093DB3
00A1: put_actor $1022 at -909.55 -341.6 12.5
0223: set_actor $1022 health_to 100
009F: set_actor $1022 objective_to-1

:Label093DB3
015F: set_camera_position -914.5 -341.1 12.7 0.0 0.0 0.0
0157: camera_on_player $PLAYER_CHAR 15 2
0004: $165 = 1 ;; integer values
03CF: load_wav "BNK4_6" as $1003

:Label093DF0
0050: gosub Label0989FE
0050: gosub Label0991B2
0050: gosub Label09918A
00D6: if 0
0038: $1009 == 1 ;; integer values
004D: jump_if_false Label093E1E
0002: jump Label0947AE

:Label093E1E
00D6: if 1
0018: $167 > 1000 ;; integer values
0038: $165 == 1 ;; integer values
004D: jump_if_false Label093EA8
00D6: if 1
8118: NOT actor $100D dead
8118: NOT actor $1020 dead
004D: jump_if_false Label093E5D
020E: actor $100D look_at_actor $1020
020E: actor $1020 look_at_actor $100D

:Label093E5D
00D6: if 1
8118: NOT actor $100C dead
8118: NOT actor $1022 dead
004D: jump_if_false Label093E82
020E: actor $100C look_at_actor $1022
020E: actor $1022 look_at_actor $100C

:Label093E82
016A: fade 1 (back) 1000 ms

:Label093E89
00D6: if 0
016B: fading
004D: jump_if_false Label093EA1
0001: wait 0 ms
0002: jump Label093E89

:Label093EA1
0004: $165 = 2 ;; integer values

:Label093EA8
00D6: if 1
0018: $167 > 2000 ;; integer values
0038: $165 == 2 ;; integer values
004D: jump_if_false Label093F0B
0050: gosub Label098A15
00D6: if 0
8118: NOT actor $100B dead
004D: jump_if_false Label093EE1
04C6: $PLAYER_ACTOR $100B

:Label093EE1
00BC: text_highpriority "BNK4_6" 3000 ms 1 ;; ~w~THIS IS A RAID!
0050: gosub Label098A79
03CF: load_wav "BNK4_7" as $1003
0004: $165 = 3 ;; integer values

:Label093F0B
00D6: if 1
0018: $167 > 3000 ;; integer values
0038: $165 == 3 ;; integer values
004D: jump_if_false Label093FD6
0004: $1073 = 0 ;; integer values
0004: $1070 = 0 ;; integer values
0004: $1071 = 0 ;; integer values
0004: $1072 = 0 ;; integer values
0050: gosub Label098ADA
0004: $1073 = 0 ;; integer values
0004: $1070 = 35 ;; integer values
0004: $1071 = 35 ;; integer values
0004: $1072 = 35 ;; integer values
0050: gosub Label098ADA
0050: gosub Label098A15
00D6: if 1
8118: NOT actor $1020 dead
8118: NOT actor $100D dead
004D: jump_if_false Label093F8F
04C6: $1020 $100D

:Label093F8F
00D6: if 1
8118: NOT actor $1022 dead
8118: NOT actor $100C dead
004D: jump_if_false Label093FAC
04C6: $1022 $100C

:Label093FAC
00BC: text_highpriority "BNK4_7" 5000 ms 1 ;; ~w~NOBODY MOVE!
0050: gosub Label098A79
03CF: load_wav "BNK4_8" as $1003
0004: $165 = 4 ;; integer values

:Label093FD6
00D6: if 1
0018: $167 > 4000 ;; integer values
0038: $165 == 4 ;; integer values
004D: jump_if_false Label093FF7
0004: $165 = 5 ;; integer values

:Label093FF7
00D6: if 1
0018: $167 > 5000 ;; integer values
0038: $165 == 5 ;; integer values
004D: jump_if_false Label09407B
0050: gosub Label098A15
015F: set_camera_position -908.8 -340.2 14.0 0.0 0.0 0.0
00D6: if 0
8118: NOT actor $100B dead
004D: jump_if_false Label094051
0159: camera_on_ped $100B 15 2

:Label094051
00BC: text_highpriority "BNK4_8" 5000 ms 1 ;; ~w~EVERYBODY UP AGAINST THAT WALL!
0050: gosub Label098A79
03CF: load_wav "BNK4_9" as $1003
0004: $165 = 6 ;; integer values

:Label09407B
00D6: if 1
0018: $167 > 6500 ;; integer values
0038: $165 == 6 ;; integer values
004D: jump_if_false Label0940F1
015F: set_camera_position -919.2 -330.0 18.75 0.0 0.0 0.0
00D6: if 0
8118: NOT actor $PLAYER_ACTOR dead
004D: jump_if_false Label0940CE
0159: camera_on_ped $PLAYER_ACTOR 15 2

:Label0940CE
0004: $1073 = 0 ;; integer values
0004: $1070 = 0 ;; integer values
0004: $1071 = 0 ;; integer values
0004: $1072 = 0 ;; integer values
0004: $165 = 7 ;; integer values

:Label0940F1
00D6: if 1
0018: $167 > 7000 ;; integer values
0038: $165 == 7 ;; integer values
004D: jump_if_false Label094267
00D6: if 0
8118: NOT actor $100D dead
004D: jump_if_false Label09412A
0239: actor $100D run_to -923.0 -335.8

:Label09412A
00D6: if 0
8118: NOT actor $100C dead
004D: jump_if_false Label094149
0239: actor $100C run_to -923.0 -335.8

:Label094149
00D6: if 0
8118: NOT actor $100B dead
004D: jump_if_false Label094168
0239: actor $100B run_to -923.0 -335.8
:Label094168
00D6: if 0
8118: NOT actor $102A dead
004D: jump_if_false Label094187
0239: actor $102A run_to -923.0 -335.8

:Label094187
00D6: if 0
8118: NOT actor $102B dead
004D: jump_if_false Label0941A6
0239: actor $102B run_to -923.0 -335.8

:Label0941A6
00D6: if 0
8118: NOT actor $102C dead
004D: jump_if_false Label0941C5
0239: actor $102C run_to -923.0 -335.8

:Label0941C5
00D6: if 0
8118: NOT actor $102D dead
004D: jump_if_false Label0941E4
0239: actor $102D run_to -918.2 -342.0

:Label0941E4
00D6: if 0
8118: NOT actor $102E dead
004D: jump_if_false Label094203
0239: actor $102E run_to -918.0 -344.0

:Label094203
00D6: if 0
8118: NOT actor $102F dead
004D: jump_if_false Label094222
0239: actor $102F run_to -917.8 -346.0

:Label094222
00D6: if 0
8118: NOT actor $1030 dead
004D: jump_if_false Label094241
0239: actor $1030 run_to -917.0 -345.0

:Label094241
00D6: if 0
8118: NOT actor $1031 dead
004D: jump_if_false Label094260
0239: actor $1031 run_to -917.0 -343.0

:Label094260
0004: $165 = 8 ;; integer values

:Label094267
00D6: if 1
0018: $167 > 9000 ;; integer values
0038: $165 == 8 ;; integer values
004D: jump_if_false Label09462D
00D6: if 0
8118: NOT actor $100D dead
004D: jump_if_false Label0942F6
011C: actor $100D clear_objective
0173: set_actor $100D z_angle_to 84.0
009F: set_actor $100D objective_to-1
0350: unknown_actor $100D not_scared_flag 1
00A1: put_actor $100D at -924.0 -339.6 12.4
00D6: if 0
8118: NOT actor $1020 dead
004D: jump_if_false Label0942F6
00A1: put_actor $1020 at -918.87 -336.2 12.4
0173: set_actor $1020 z_angle_to 146.0
04C6: $1020 $100D

:Label0942F6
00D6: if 0
8118: NOT actor $100C dead
004D: jump_if_false Label094335
011C: actor $100C clear_objective
0173: set_actor $100C z_angle_to 93.0
009F: set_actor $100C objective_to-1
0350: unknown_actor $100C not_scared_flag 1
00A1: put_actor $100C at -923.5 -338.6 12.4

:Label094335
00D6: if 0
8118: NOT actor $100B dead
004D: jump_if_false Label094374
011C: actor $100B clear_objective
0173: set_actor $100B z_angle_to 90.0
009F: set_actor $100B objective_to-1
0350: unknown_actor $100B not_scared_flag 1
00A1: put_actor $100B at -923.0 -337.7 12.4

:Label094374
00D6: if 0
8118: NOT actor $102A dead
004D: jump_if_false Label0943B3
011C: actor $102A clear_objective
0173: set_actor $102A z_angle_to 88.0
009F: set_actor $102A objective_to-1
0350: unknown_actor $102A not_scared_flag 1
00A1: put_actor $102A at -923.4 -336.6 12.4

:Label0943B3
00D6: if 0
8118: NOT actor $102B dead
004D: jump_if_false Label0943F2
011C: actor $102B clear_objective
0173: set_actor $102B z_angle_to 98.0
009F: set_actor $102B objective_to-1
0350: unknown_actor $102B not_scared_flag 1
00A1: put_actor $102B at -923.0 -335.6 12.4

:Label0943F2
00D6: if 0
8118: NOT actor $102C dead
004D: jump_if_false Label094431
011C: actor $102C clear_objective
0173: set_actor $102C z_angle_to 90.0
009F: set_actor $102C objective_to-1
0350: unknown_actor $102C not_scared_flag 1
00A1: put_actor $102C at -923.8 -334.3 12.4

:Label094431
00D6: if 0
8118: NOT actor $102D dead
004D: jump_if_false Label094470
011C: actor $102D clear_objective
0173: set_actor $102D z_angle_to 82.0
009F: set_actor $102D objective_to-1
0350: unknown_actor $102D not_scared_flag 1
00A1: put_actor $102D at -918.2 -342.0 12.4

:Label094470
00D6: if 0
8118: NOT actor $102E dead
004D: jump_if_false Label0944AF
011C: actor $102E clear_objective
0173: set_actor $102E z_angle_to 90.0
009F: set_actor $102E objective_to-1
0350: unknown_actor $102E not_scared_flag 1
00A1: put_actor $102E at -918.0 -344.0 12.4

:Label0944AF
00D6: if 0
8118: NOT actor $102F dead
004D: jump_if_false Label0944EE
011C: actor $102F clear_objective
0173: set_actor $102F z_angle_to 93.0
009F: set_actor $102F objective_to-1
0350: unknown_actor $102F not_scared_flag 1
00A1: put_actor $102F at -917.8 -346.0 12.4

:Label0944EE
00D6: if 0
8118: NOT actor $1030 dead
004D: jump_if_false Label09452D
011C: actor $1030 clear_objective
0173: set_actor $1030 z_angle_to 93.0
009F: set_actor $1030 objective_to-1
0350: unknown_actor $1030 not_scared_flag 1
00A1: put_actor $1030 at -917.0 -345.0 12.4

:Label09452D
00D6: if 0
8118: NOT actor $1031 dead
004D: jump_if_false Label0945A2
011C: actor $1031 clear_objective
0173: set_actor $1031 z_angle_to 93.0
009F: set_actor $1031 objective_to-1
0350: unknown_actor $1031 not_scared_flag 1
00A1: put_actor $1031 at -917.0 -343.0 12.4
00D6: if 0
8118: NOT actor $1022 dead
004D: jump_if_false Label0945A2
00A1: put_actor $1022 at -916.0 -340.0 12.4
0173: set_actor $1022 z_angle_to 120.0
04C6: $1022 $1031
:Label0945A2
00D6: if 0
8118: NOT actor $PLAYER_ACTOR dead
004D: jump_if_false Label0945D0
00A1: put_actor $PLAYER_ACTOR at -918.55 -337.8 13.5
0173: set_actor $PLAYER_ACTOR z_angle_to 80.0

:Label0945D0
015F: set_camera_position -911.5 -344.0 15.0 0.0 0.0 0.0
0160: point_camera -922.0 -344.295 13.94 2
0004: $1073 = 0 ;; integer values
0004: $1070 = 35 ;; integer values
0004: $1071 = 35 ;; integer values
0004: $1072 = 35 ;; integer values
0050: gosub Label098ADA
0004: $165 = 9 ;; integer values

:Label09462D
00D6: if 1
0018: $167 > 11500 ;; integer values
0038: $165 == 9 ;; integer values
004D: jump_if_false Label0946A8
015F: set_camera_position -917.8 -329.8 15.8 0.0 0.0 0.0
0159: camera_on_ped $PLAYER_ACTOR 15 2
0050: gosub Label098A15
00BC: text_highpriority "BNK4_9" 5000 ms 1 ;; Phil, hold down the fort!
0050: gosub Label098ADA
0050: gosub Label098A79
03CF: load_wav "BNK4_10" as $1003
0004: $165 = 10 ;; integer values

:Label0946A8
00D6: if 1
0018: $167 > 12000 ;; integer values
0038: $165 == 10 ;; integer values
004D: jump_if_false Label0946F3
0050: gosub Label098A15
00BC: text_highpriority "BNK4_10" 5000 ms 1 ;; Wilco roger that!
0050: gosub Label098A79
03CF: load_wav "BNK4_11" as $1003
0004: $165 = 11 ;; integer values

:Label0946F3
00D6: if 1
0018: $167 > 14000 ;; integer values
0038: $165 == 11 ;; integer values
004D: jump_if_false Label094731
0050: gosub Label098A15
00BC: text_highpriority "BNK4_11" 5000 ms 1 ;; Come on Cam, the vault's
upstairs...
0050: gosub Label098A79
0004: $165 = 12 ;; integer values

:Label094731
00D6: if 0
8038: NOT $165 == 12 ;; integer values
004D: jump_if_false Label09474A
0002: jump Label093D03
:Label09474A
011C: actor $PLAYER_ACTOR clear_objective
022F: set_actor $PLAYER_ACTOR stop_looking
009F: set_actor $PLAYER_ACTOR objective_to-1
053D: $PLAYER_ACTOR
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
02EB: restore_camera_with_jumpcut
02A3: toggle_widescreen 0 (off)
00D6: if 0
8118: NOT actor $1020 dead
004D: jump_if_false Label09478C
01E0: clear_leader $1020
0319: set_actor $1020 wander_state_to 0 (wander)
011C: actor $1020 clear_objective

:Label09478C
00D6: if 0
8118: NOT actor $1022 dead
004D: jump_if_false Label0947AE
011C: actor $1022 clear_objective
022F: set_actor $1022 stop_looking
01DF: tie_actor $1022 to_player $PLAYER_CHAR

:Label0947AE
00D6: if 0
0038: $1009 == 1 ;; integer values
004D: jump_if_false Label0947C7
0002: jump Label0977C1

:Label0947C7
0164: disable_marker $105F
018A: $105F = create_checkpoint_at -938.56 -351.5 16.8
009A: $100E = create_actor 4 #GDA at -961.75 -329.1 14.6
01ED: reset_actor $100E flags
011A: set_actor $100E flags 1
0173: set_actor $100E z_angle_to 240.0
01B2: give_actor $100E weapon 25 ammo 9999 ;; Load the weapon model before using
this
009A: $100F = create_actor 4 #GDB at -956.75 -340.4 14.6
01ED: reset_actor $100F flags
011A: set_actor $100F flags 1
0173: set_actor $100F z_angle_to 10.0
01B2: give_actor $100F weapon 25 ammo 9999 ;; Load the weapon model before using
this
009A: $1011 = create_actor 4 #GDA at -935.73 -348.3 16.8
01ED: reset_actor $1011 flags
011A: set_actor $1011 flags 1
0173: set_actor $1011 z_angle_to 266.0
04EB: unknown_actor $1011 bank 1 account_number 300000
01B2: give_actor $1011 weapon 25 ammo 9999 ;; Load the weapon model before using
this
009A: $1012 = create_actor 4 #GDB at -943.0 -343.9 6.3
01ED: reset_actor $1012 flags
011A: set_actor $1012 flags 1
011A: set_actor $1012 flags 524288
0291: unknown_actor $1012 unknown_behavior_flag 1
0173: set_actor $1012 z_angle_to 270.0
01B2: give_actor $1012 weapon 25 ammo 9999 ;; Load the weapon model before using
this
01E2: add_route_point 1 at -943.0 -343.9 6.3
01E2: add_route_point 1 at -934.8 -343.9 6.3
01E1: set_actor $1012 follow_route 1 3
0107: $1037 = create_object -138 (BNK_LFT_DOOR1) at -936.964 -349.488 3.235
0107: $1038 = create_object -139 (BNK_LFT_DOOR2) at -936.964 -353.369 3.235
0213: $1036 = create_pickup -86 (HEALTH) type 3 at -959.3 -335.97 15.59
0213: $1035 = create_pickup -18 (BODYARMOUR) type 3 at -956.7 -337.64 15.6

:Label09496A
00D6: if 0
80F6: NOT player $PLAYER_CHAR 1 (in-sphere)near_point_on_foot -938.56 -351.5
16.8 radius 1.5 1.5 1.5
004D: jump_if_false Label094C72
0001: wait 0 ms
0050: gosub Label09904D
0050: gosub Label09918A
0050: gosub Label0991B2
0050: gosub Label0992C6
0050: gosub Label099674
0050: gosub Label098CD5
00D6: if 0
0038: $106E == 1 ;; integer values
004D: jump_if_false Label0949E1
0050: gosub Label09929E

:Label0949E1
00D6: if 0
00F6: player $PLAYER_CHAR 0 ()near_point_on_foot -942.5 -331.3 14.6 radius 3.0
3.0 3.0
004D: jump_if_false Label094AA0
0050: gosub Label098ADA
00D6: if 0
8118: NOT actor $100F dead
004D: jump_if_false Label094A57
00D6: if 0
0038: $106D == 0 ;; integer values
004D: jump_if_false Label094A50
0239: actor $100F run_to -952.8 -334.6
0004: $106D = 1 ;; integer values

:Label094A50
0002: jump Label094A5C

:Label094A57
01C2: remove_references_to_actor $100F ;; Like turning an actor into a random
pedestrian

:Label094A5C
00D6: if 0
8118: NOT actor $100E dead
004D: jump_if_false Label094A9B
00D6: if 0
0038: $106C == 0 ;; integer values
004D: jump_if_false Label094A94
0239: actor $100E run_to -956.8 -331.3
0004: $106C = 1 ;; integer values

:Label094A94
0002: jump Label094AA0

:Label094A9B
01C2: remove_references_to_actor $100E ;; Like turning an actor into a random
pedestrian

:Label094AA0
00D6: if 1
8118: NOT actor $100E dead
0038: $106C == 1 ;; integer values
004D: jump_if_false Label094AFD
00D6: if 0
00FF: actor $100E 0 ()near_point_on_foot -956.8 -331.3 15.6 radius 2.0 2.0
2.0
004D: jump_if_false Label094AFD
0350: unknown_actor $100E not_scared_flag 1
01CA: actor $100E kill_player $PLAYER_CHAR
0004: $106C = 2 ;; integer values

:Label094AFD
00D6: if 0
0038: $106E == 1 ;; integer values
004D: jump_if_false Label094BF5
00D6: if 0
00F6: player $PLAYER_CHAR 0 ()near_point_on_foot -922.3 -333.0 17.8 radius 3.0
3.0 1.5
004D: jump_if_false Label094BF5
0050: gosub Label0989FE
00D6: if 0
001C: $167 > $1061 ;; integer values
004D: jump_if_false Label094B81
00D6: if 0
8118: NOT actor $1010 dead
004D: jump_if_false Label094B81
04EB: unknown_actor $1010 bank 0 account_number 0
0350: unknown_actor $1010 not_scared_flag 1
01CA: actor $1010 kill_player $PLAYER_CHAR

:Label094B81
00D6: if 0
0018: $167 > 4000 ;; integer values
004D: jump_if_false Label094BBD
00D6: if 0
8118: NOT actor $1010 dead
004D: jump_if_false Label094BBD
04EB: unknown_actor $1010 bank 1 account_number 2000
01BD: $166 = current_time_in_ms
0209: $1061 = random_int 0 4000

:Label094BBD
00D6: if 0
0038: $106F == 0 ;; integer values
004D: jump_if_false Label094BF5
00D6: if 0
8118: NOT actor $1011 dead
004D: jump_if_false Label094BF5
0239: actor $1011 run_to -923.7 -348.25
0004: $106F = 1 ;; integer values
:Label094BF5
00D6: if 1
8118: NOT actor $1011 dead
0038: $106F == 1 ;; integer values
004D: jump_if_false Label094C52
00D6: if 0
00FF: actor $1011 0 ()near_point_on_foot -923.7 -348.25 16.8 radius 2.0 2.0
2.0
004D: jump_if_false Label094C52
0350: unknown_actor $1011 not_scared_flag 1
01CA: actor $1011 kill_player $PLAYER_CHAR
0004: $106F = 2 ;; integer values

:Label094C52
00D6: if 0
0038: $1009 == 1 ;; integer values
004D: jump_if_false Label094C6B
0002: jump Label0977C1

:Label094C6B
0002: jump Label09496A

:Label094C72
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 (true)
00D6: if 0
8118: NOT actor $1022 dead
004D: jump_if_false Label094CB0
01E0: clear_leader $1022
009E: set_actor $1022 path -938.56 -351.5 16.8 unknown .5 1

:Label094CB0
00D6: if 0
8118: NOT actor $1022 dead
004D: jump_if_false Label094D83
0006: 16@ = 0 ;; integer values

:Label094CC7
00D6: if 0
80FF: NOT actor $1022 0 ()near_point_on_foot -938.56 -351.5 16.8 radius 1.5
1.5 3.0
004D: jump_if_false Label094D7C
0001: wait 0 ms
00D6: if 0
0019: 16@ > 2500 ;; integer values
004D: jump_if_false Label094D5E
00D6: if 0
8118: NOT actor $1022 dead
004D: jump_if_false Label094D57
00A1: put_actor $1022 at -932.9 -351.3 16.8
0173: set_actor $1022 z_angle_to 90.0
009E: set_actor $1022 path -938.56 -351.5 16.8 unknown .5 1

:Label094D57
0006: 16@ = 0 ;; integer values

:Label094D5E
00D6: if 0
0118: actor $1022 dead
004D: jump_if_false Label094D75
0002: jump Label094CB0

:Label094D75
0002: jump Label094CC7

:Label094D7C
0002: jump Label094D99

:Label094D83
00BC: text_highpriority "C_DEAD" 5000 ms 1 ;; ~r~Cam's dead!!
0002: jump Label0977C1

:Label094D99
00D6: if 0
8118: NOT actor $1022 dead
004D: jump_if_false Label094DB5
0350: unknown_actor $1022 not_scared_flag 1
011C: actor $1022 clear_objective

:Label094DB5
0050: gosub Label099EA1
00D6: if 0
8118: NOT actor $1022 dead
004D: jump_if_false Label094DF2
00A1: put_actor $1022 at -939.1 -351.12 6.23
0173: set_actor $1022 z_angle_to 260.0
01DF: tie_actor $1022 to_player $PLAYER_CHAR

:Label094DF2
00D6: if 0
8118: NOT actor $1012 dead
004D: jump_if_false Label094E26
00A1: put_actor $1012 at -943.0 -343.9 6.3
01E1: set_actor $1012 follow_route 1 3
011A: set_actor $1012 flags 1

:Label094E26
0050: gosub Label099F34
00D6: if 0
8118: NOT actor $1022 dead
004D: jump_if_false Label094E44
0350: unknown_actor $1022 not_scared_flag 0

:Label094E44
0164: disable_marker $105F
018A: $105F = create_checkpoint_at -944.5 -341.58 6.3
0004: $1043 = 1 ;; integer values

:Label094E64
00D6: if 0
8118: NOT actor $1012 dead
004D: jump_if_false Label094EB4
0001: wait 0 ms
0050: gosub Label09918A
0050: gosub Label099674
0050: gosub Label09929E
00D6: if 0
0038: $1009 == 1 ;; integer values
004D: jump_if_false Label094EA6
0002: jump Label0977C1

:Label094EA6
0050: gosub Label098CD5
0002: jump Label094E64

:Label094EB4
00D6: if 0
80F6: NOT player $PLAYER_CHAR 1 (in-sphere)near_point_on_foot -944.5 -341.58
6.3 radius 1.0 1.0 1.5
004D: jump_if_false Label094F24
0001: wait 0 ms
0050: gosub Label09918A
0050: gosub Label099674
0050: gosub Label09929E
00D6: if 0
0038: $1009 == 1 ;; integer values
004D: jump_if_false Label094F16
0002: jump Label0977C1

:Label094F16
0050: gosub Label098CD5
0002: jump Label094EB4

:Label094F24
0164: disable_marker $105F
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 (true)
02A3: toggle_widescreen 1 (on)
01BE: set_actor $PLAYER_ACTOR to_look_at_spot -944.5 -344.12 8.0
015F: set_camera_position -940.2 -343.6 8.6 0.0 0.0 0.0
0160: point_camera -944.5 -343.8 7.45 2
00D6: if 0
8118: NOT actor $1022 dead
004D: jump_if_false Label094FA6
01E0: clear_leader $1022
0239: actor $1022 run_to -944.5 -344.12

:Label094FA6
00D6: if 0
8118: NOT actor $1022 dead
004D: jump_if_false Label09506D
0006: 16@ = 0 ;; integer values

:Label094FBD
00D6: if 0
80FF: NOT actor $1022 0 ()near_point_on_foot -944.5 -344.12 7.0 radius 1.5
1.5 3.0
004D: jump_if_false Label095066
0001: wait 0 ms
00D6: if 0
0019: 16@ > 2000 ;; integer values
004D: jump_if_false Label095048
00D6: if 0
8118: NOT actor $1022 dead
004D: jump_if_false Label095041
00A1: put_actor $1022 at -937.0 -343.6 7.0
0173: set_actor $1022 z_angle_to 90.0
0239: actor $1022 run_to -944.5 -344.12

:Label095041
0006: 16@ = 0 ;; integer values

:Label095048
00D6: if 0
0118: actor $1022 dead
004D: jump_if_false Label09505F
0002: jump Label094FA6

:Label09505F
0002: jump Label094FBD

:Label095066
0002: jump Label095083

:Label09506D
00BC: text_highpriority "C_DEAD" 5000 ms 1 ;; ~r~Cam's dead!!
0002: jump Label0977C1

:Label095083
00D6: if 0
8118: NOT actor $1022 dead
004D: jump_if_false Label0950B1
0173: set_actor $1022 z_angle_to 90.0
04EB: unknown_actor $1022 bank 1 account_number 300000
020E: actor $PLAYER_ACTOR look_at_actor $1022

:Label0950B1
0004: $1003 = 1 ;; integer values
03CF: load_wav "BK4_12A" as $1003
0050: gosub Label098A15
00BC: text_highpriority "BK4_12A" 10000 ms 1 ;; Damn! It's a Flange 9000!
0050: gosub Label098A79
03CF: load_wav "BK4_12B" as $1003
0050: gosub Label098A15
00BC: text_highpriority "BK4_12B" 10000 ms 1 ;; This could take hours to crack,
0050: gosub Label098A79
03CF: load_wav "BK4_12C" as $1003
0050: gosub Label098A15
00BC: text_highpriority "BK4_12C" 10000 ms 1 ;; Or five minutes if you could
find the manager.
0050: gosub Label098A79
00D6: if 0
8118: NOT actor $1022 dead
004D: jump_if_false Label09514F
04EB: unknown_actor $1022 bank 0 account_number 0

:Label09514F
03CF: load_wav "BNK4_13" as $1003
0050: gosub Label098A15
00BC: text_highpriority "BNK4_13" 10000 ms 1 ;; I'll go find where he's holed
up.
0050: gosub Label098A79
00BE: text_clear_all
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 (false)
02A3: toggle_widescreen 0 (off)
02EB: restore_camera_with_jumpcut
0164: disable_marker $105F
018A: $105F = create_checkpoint_at -964.0 -335.0 14.6

:Label0951A8
00D6: if 0
80F6: NOT player $PLAYER_CHAR 0 ()near_point_on_foot -939.84 -351.73 6.23
radius 1.5 1.5 1.5
004D: jump_if_false Label095211
0001: wait 0 ms
0050: gosub Label09918A
0050: gosub Label099674
00D6: if 0
0038: $1009 == 1 ;; integer values
004D: jump_if_false Label095203
0002: jump Label0977C1

:Label095203
0050: gosub Label098CD5
0002: jump Label0951A8

:Label095211
0050: gosub Label099D89
0050: gosub Label098ADA

:Label09521F
00D6: if 0
80F6: NOT player $PLAYER_CHAR 0 ()near_point_on_foot -964.0 -337.0 14.6
radius 3.0 3.0 3.0
004D: jump_if_false Label09533F
0001: wait 0 ms
0050: gosub Label09904D
0050: gosub Label09918A
0050: gosub Label0991B2
0050: gosub Label0992C6
0050: gosub Label099674
0050: gosub Label09929E
0050: gosub Label098CD5
00D6: if 0
0038: $1009 == 1 ;; integer values
004D: jump_if_false Label09529D
0002: jump Label0977C1

:Label09529D
00D6: if 1
00F6: player $PLAYER_CHAR 0 ()near_point_on_foot -922.3 -348.2 16.6 radius 3.0
3.0 3.0
0038: $1069 == 0 ;; integer values
004D: jump_if_false Label095338
0004: $1003 = 1 ;; integer values
03CF: load_wav "BK4_14B" as $1003
0050: gosub Label098A15
00BC: text_highpriority "BK4_14A" 10000 ms 1 ;; Phil, things still sweet?
0050: gosub Label098A79
03CF: load_wav "BNK4_15" as $1003
0050: gosub Label098A15
00BC: text_highpriority "BNK4_15" 10000 ms 1 ;; Sure. Everything's reeaal quiet.
0050: gosub Label098A79
00BE: text_clear_all
0004: $1069 = 1 ;; integer values

:Label095338
0002: jump Label09521F

:Label09533F
0004: $1069 = 0 ;; integer values
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 (true)
02A3: toggle_widescreen 1 (on)
00D6: if 0
8118: NOT actor $101A dead
004D: jump_if_false Label095399
04C6: $PLAYER_ACTOR $101A
015F: set_camera_position -961.3 -330.8 16.6 0.0 0.0 0.0
0159: camera_on_ped $101A 15 1

:Label095399
0004: $1003 = 1 ;; integer values
03CF: load_wav "BNK4_16" as $1003
0050: gosub Label098A15
00BC: text_highpriority "BNK4_16" 10000 ms 1 ;; You - you're coming with me!
0050: gosub Label098A79
00D6: if 0
8118: NOT actor $101A dead
004D: jump_if_false Label0953FC
04EB: unknown_actor $101A bank 0 account_number 0
01ED: reset_actor $101A flags
020E: actor $101A look_at_actor $PLAYER_ACTOR
0372: set_actor $101A anim 17 wait_state_time 300000 ms

:Label0953FC
03CF: load_wav "BNK4_17" as $1003
0050: gosub Label098A15
00BC: text_highpriority "BNK4_17" 10000 ms 1 ;; Ok! Ok! Just don't shoot!
0050: gosub Label098A79
00BE: text_clear_all
00D6: if 0
8118: NOT actor $101A dead
004D: jump_if_false Label095449
0372: set_actor $101A anim 0 wait_state_time 0 ms
01DF: tie_actor $101A to_player $PLAYER_CHAR

:Label095449
011C: actor $PLAYER_ACTOR clear_objective
022F: set_actor $PLAYER_ACTOR stop_looking
009F: set_actor $PLAYER_ACTOR objective_to-1
053D: $PLAYER_ACTOR
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 (false)
02A3: toggle_widescreen 0 (off)
015A: restore_camera
0164: disable_marker $105F
018A: $105F = create_checkpoint_at -944.36 -342.0 6.3

:Label09548A
00D6: if 0
80F6: NOT player $PLAYER_CHAR 1 (in-sphere)near_point_on_foot -938.56 -351.5
16.8 radius 1.5 1.5 1.5
004D: jump_if_false Label09557E
0001: wait 0 ms
0050: gosub Label09904D
0050: gosub Label0992C6
0050: gosub Label099674
0050: gosub Label09918A
0050: gosub Label0991B2
0050: gosub Label09929E
0050: gosub Label098CD5
00D6: if 0
0038: $1009 == 1 ;; integer values
004D: jump_if_false Label095508
0002: jump Label0977C1

:Label095508
00D6: if 1
00F6: player $PLAYER_CHAR 0 ()near_point_on_foot -922.3 -348.3 17.8 radius 3.0
3.0 3.0
0038: $1069 == 0 ;; integer values
004D: jump_if_false Label095577
0004: $1003 = 1 ;; integer values
03CF: load_wav "BNK4_18" as $1003
0050: gosub Label098A15
00BC: text_highpriority "BNK4_18" 10000 ms 1 ;; I SAID NOBODY MOVE!
0050: gosub Label098A79
0004: $1069 = 1 ;; integer values

:Label095577
0002: jump Label09548A

:Label09557E
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 (true)
00D6: if 0
8118: NOT actor $101A dead
004D: jump_if_false Label0955BC
01E0: clear_leader $101A
009E: set_actor $101A path -938.56 -351.5 16.8 unknown .5 1

:Label0955BC
00D6: if 0
8118: NOT actor $101A dead
004D: jump_if_false Label09568F
0006: 16@ = 0 ;; integer values

:Label0955D3
00D6: if 0
80FF: NOT actor $101A 0 ()near_point_on_foot -938.56 -351.5 16.8 radius 1.5
1.5 3.0
004D: jump_if_false Label095688
0001: wait 0 ms
00D6: if 0
0019: 16@ > 2500 ;; integer values
004D: jump_if_false Label09566A
00D6: if 0
8118: NOT actor $101A dead
004D: jump_if_false Label095663
00A1: put_actor $101A at -932.9 -351.3 16.8
0173: set_actor $101A z_angle_to 90.0
009E: set_actor $101A path -938.56 -351.5 16.8 unknown .5 1

:Label095663
0006: 16@ = 0 ;; integer values

:Label09566A
00D6: if 0
0118: actor $101A dead
004D: jump_if_false Label095681
0002: jump Label0955BC

:Label095681
0002: jump Label0955D3

:Label095688
0002: jump Label0956A5

:Label09568F
00BC: text_highpriority "BM_DEAD" 5000 ms 1 ;; ~r~You needed the bank manager
alive!!
0002: jump Label0977C1

:Label0956A5
00D6: if 0
8118: NOT actor $101A dead
004D: jump_if_false Label0956C1
0350: unknown_actor $101A not_scared_flag 1
011C: actor $101A clear_objective

:Label0956C1
0050: gosub Label099EA1
00D6: if 0
8118: NOT actor $101A dead
004D: jump_if_false Label0956FE
00A1: put_actor $101A at -939.1 -351.12 6.23
0173: set_actor $101A z_angle_to 260.0
01DF: tie_actor $101A to_player $PLAYER_CHAR

:Label0956FE
0050: gosub Label099F34
00D6: if 0
8118: NOT actor $101A dead
004D: jump_if_false Label09571C
0350: unknown_actor $101A not_scared_flag 0

:Label09571C
00D6: if 0
80F6: NOT player $PLAYER_CHAR 1 (in-sphere)near_point_on_foot -944.5 -341.58
6.3 radius 1.0 1.0 1.5
004D: jump_if_false Label09578C
0001: wait 0 ms
0050: gosub Label09918A
0050: gosub Label09929E
0050: gosub Label099674
00D6: if 0
0038: $1009 == 1 ;; integer values
004D: jump_if_false Label09577E
0002: jump Label0977C1
:Label09577E
0050: gosub Label098CD5
0002: jump Label09571C

:Label09578C
0164: disable_marker $105F
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 (true)
02A3: toggle_widescreen 1 (on)
015F: set_camera_position -940.2 -343.6 8.6 0.0 0.0 0.0
0160: point_camera -944.5 -343.8 7.45 2
00D6: if 1
8118: NOT actor $1022 dead
8118: NOT actor $101A dead
004D: jump_if_false Label0957FB
020E: actor $1022 look_at_actor $101A
022C: set_actor $1022 to_look_at_actor $101A

:Label0957FB
00D6: if 0
8118: NOT actor $101A dead
004D: jump_if_false Label095824
01E0: clear_leader $101A
01ED: reset_actor $101A flags
0239: actor $101A run_to -943.68 -343.47

:Label095824
00D6: if 0
8118: NOT actor $101A dead
004D: jump_if_false Label0958EB
0006: 16@ = 0 ;; integer values

:Label09583B
00D6: if 0
80FF: NOT actor $101A 0 ()near_point_on_foot -943.5 -343.5 6.2 radius 1.5
1.5 3.0
004D: jump_if_false Label0958E4
0001: wait 0 ms
00D6: if 0
0019: 16@ > 2500 ;; integer values
004D: jump_if_false Label0958C6
00D6: if 0
8118: NOT actor $101A dead
004D: jump_if_false Label0958BF
00A1: put_actor $101A at -937.0 -343.5 6.2
0173: set_actor $101A z_angle_to 90.0
0239: actor $101A run_to -943.68 -343.47

:Label0958BF
0006: 16@ = 0 ;; integer values

:Label0958C6
00D6: if 0
0118: actor $101A dead
004D: jump_if_false Label0958DD
0002: jump Label095824

:Label0958DD
0002: jump Label09583B
:Label0958E4
0002: jump Label095901

:Label0958EB
00BC: text_highpriority "BM_DEAD" 5000 ms 1 ;; ~r~You needed the bank manager
alive!!
0002: jump Label0977C1

:Label095901
00D6: if 0
8118: NOT actor $101A dead
004D: jump_if_false Label095932
0350: unknown_actor $101A not_scared_flag 1
0173: set_actor $101A z_angle_to 90.0
020E: actor $PLAYER_ACTOR look_at_actor $101A
04C6: $PLAYER_ACTOR $101A

:Label095932
0004: $1003 = 1 ;; integer values
03CF: load_wav "BK4_19A" as $1003
0050: gosub Label098A15
00BC: text_highpriority "BK4_19A" 10000 ms 1 ;; It's on a time lock,
0050: gosub Label098A79
03CF: load_wav "BK4_19B" as $1003
0050: gosub Label098A15
00BC: text_highpriority "BK4_19B" 10000 ms 1 ;; You might as well give up now!
0050: gosub Label098A79
00D6: if 2
8118: NOT actor $1022 dead
8118: NOT actor $PLAYER_ACTOR dead
8118: NOT actor $101A dead
004D: jump_if_false Label095A0F
020E: actor $1022 look_at_actor $PLAYER_ACTOR
015F: set_camera_position -943.0 -343.6 7.9 0.0 0.0 0.0
00A1: put_actor $101A at -941.0 -345.2 6.23
00A0: store_actor $1022 position_to $107A $107B $107C
0009: $107C += .6 ;; floating-point values
0160: point_camera $107A $107B $107C 2
041D: set_camera_near_clip .02

:Label095A0F
03CF: load_wav "BK4_20A" as $1003
0050: gosub Label098A15
00BC: text_highpriority "BK4_20A" 10000 ms 1 ;; Hell, I can bypass the time
lock,
0050: gosub Label098A79
00D6: if 1
8118: NOT actor $1022 dead
8118: NOT actor $101A dead
004D: jump_if_false Label095A77
022F: set_actor $1022 stop_looking
00A1: put_actor $101A at -941.8 -342.9 6.23
020E: actor $1022 look_at_actor $101A
022C: set_actor $1022 to_look_at_actor $101A

:Label095A77
03CF: load_wav "BK4_20B" as $1003
0050: gosub Label098A15
00BC: text_highpriority "BK4_20B" 10000 ms 1 ;; Then we just need your key code
and we're good!
0050: gosub Label098A79
00D6: if 1
8118: NOT actor $1022 dead
8118: NOT actor $PLAYER_ACTOR dead
004D: jump_if_false Label095AC4
022F: set_actor $1022 stop_looking
0372: set_actor $1022 anim 0 wait_state_time 0 ms

:Label095AC4
00D6: if 0
8118: NOT actor $PLAYER_ACTOR dead
004D: jump_if_false Label095AEC
00A0: store_actor $PLAYER_ACTOR position_to $107A $107B $107C
0009: $107C += .6 ;; floating-point values

:Label095AEC
00D6: if 0
8118: NOT actor $101A dead
004D: jump_if_false Label095B10
00A1: put_actor $101A at -942.37 -345.2 6.23

:Label095B10
0160: point_camera $107A $107B $107C 1
03CF: load_wav "BNK4_21" as $1003
0050: gosub Label098A15
00BC: text_highpriority "BNK4_21" 10000 ms 1 ;; Stay here. You try anything and
you're dead.
0050: gosub Label098A79
03CF: load_wav "BK4_24A" as $1003
0050: gosub Label098A15
00BC: text_highpriority "BK4_24A" 10000 ms 1 ;; I'm gonna check on Phil, I'll be
right back.
0050: gosub Label098A79
00BE: text_clear_all
011C: actor $PLAYER_ACTOR clear_objective
022F: set_actor $PLAYER_ACTOR stop_looking
009F: set_actor $PLAYER_ACTOR objective_to-1
053D: $PLAYER_ACTOR
00D6: if 0
8118: NOT actor $101A dead
004D: jump_if_false Label095BAB
00A1: put_actor $101A at -943.0 -343.6 6.23

:Label095BAB
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 (false)
02A3: toggle_widescreen 0 (off)
0164: disable_marker $105F

:Label095BC4
00D6: if 0
80F6: NOT player $PLAYER_CHAR 0 ()near_point_on_foot -939.84 -351.73 6.23
radius 1.5 1.5 1.5
004D: jump_if_false Label095C34
0001: wait 0 ms
0050: gosub Label09918A
0050: gosub Label099674
0050: gosub Label09929E
00D6: if 0
0038: $1009 == 1 ;; integer values
004D: jump_if_false Label095C26
0002: jump Label0977C1

:Label095C26
0050: gosub Label098CD5
0002: jump Label095BC4

:Label095C34
0050: gosub Label099D89
0050: gosub Label098ADA

:Label095C42
00D6: if 0
80F6: NOT player $PLAYER_CHAR 0 ()near_point_on_foot -922.3 -348.3 17.8
radius 3.0 3.0 3.0
004D: jump_if_false Label095CB9
0001: wait 0 ms
0050: gosub Label0991B2
0050: gosub Label09904D
0050: gosub Label0992C6
0050: gosub Label099674
00D6: if 0
0038: $1009 == 1 ;; integer values
004D: jump_if_false Label095CAB
0002: jump Label0977C1

:Label095CAB
0050: gosub Label098CD5
0002: jump Label095C42

:Label095CB9
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 3
018D: $1015 = create_sound 0 at -916.0 -340.0 15.0
03CF: load_wav "BK4_24B" as $1003
0050: gosub Label098A15
00BC: text_highpriority "BK4_24B" 10000 ms 1 ;; I told you not to touch that
alarm!
0050: gosub Label098A79
00BE: text_clear_all
009A: $1013 = create_actor 4 #GDA at -920.6 -340.0 13.4
0223: set_actor $1013 health_to 50
0173: set_actor $1013 z_angle_to 270.0
0239: actor $1013 run_to -902.0 -340.0
00D6: if 0
8118: NOT actor $1020 dead
004D: jump_if_false Label095D59
01C9: actor $1020 kill_actor $1013
02E2: set_actor $1020 weapon_accuracy_to 80

:Label095D59
00D6: if 0
8118: NOT actor $1013 dead
004D: jump_if_false Label095DA9
0001: wait 0 ms
0050: gosub Label0991B2
0050: gosub Label09904D
0050: gosub Label0992C6
00D6: if 0
0038: $1009 == 1 ;; integer values
004D: jump_if_false Label095D9B
0002: jump Label0977C1

:Label095D9B
0050: gosub Label098CD5
0002: jump Label095D59

:Label095DA9
03CF: load_wav "BNK4_25" as $1003
0050: gosub Label098A15
00BC: text_highpriority "BNK4_25" 10000 ms 1 ;; The SWAT team will be here any
minute!
0050: gosub Label098A79
03CF: load_wav "BNK4_27" as $1003
0050: gosub Label098A15
00BC: text_highpriority "BNK4_27" 10000 ms 1 ;; I could do with some help here,
Tommy!
0050: gosub Label098A79
0164: disable_marker $105F
018A: $105F = create_checkpoint_at -907.8 -345.87 12.4

:Label095E16
00D6: if 0
80F6: NOT player $PLAYER_CHAR 1 (in-sphere)near_point_on_foot -907.8 -345.87
12.4 radius 1.5 1.5 1.5
004D: jump_if_false Label095F06
0001: wait 0 ms
0050: gosub Label09904D
0050: gosub Label0992C6
0050: gosub Label0991B2
00D6: if 0
0038: $1009 == 1 ;; integer values
004D: jump_if_false Label095E78
0002: jump Label0977C1

:Label095E78
0050: gosub Label098CD5
00D6: if 0
8118: NOT actor $1020 dead
004D: jump_if_false Label095EFF
00D6: if 1
82CB: NOT actor $1020 bounding_sphere_visible
0038: $1075 == 0 ;; integer values
004D: jump_if_false Label095EFF
00D6: if 0
80C2: NOT sphere_onscreen -917.6 -337.57 13.46 2.0
004D: jump_if_false Label095EFF
00A1: put_actor $1020 at -917.6 -337.57 13.46
0173: set_actor $1020 z_angle_to 272.0
04EB: unknown_actor $1020 bank 1 account_number 999999
0350: unknown_actor $1020 not_scared_flag 1
0004: $1075 = 1 ;; integer values

:Label095EFF
0002: jump Label095E16
:Label095F06
00D6: if 0
8118: NOT actor $1020 dead
004D: jump_if_false Label095F1B
01E0: clear_leader $1020

:Label095F1B
0164: disable_marker $105F
009A: $1013 = create_actor 4 #GDA at -897.0 -341.1 12.4
0350: unknown_actor $1013 not_scared_flag 1
00D6: if 0
8118: NOT actor $PLAYER_ACTOR dead
004D: jump_if_false Label095F57
04C6: $PLAYER_ACTOR $1013

:Label095F57
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 (true)
02A3: toggle_widescreen 1 (on)
015F: set_camera_position -914.5 -347.25 15.0 0.0 0.0 0.0
0160: point_camera -902.2 -341.9 12.69 2
03CF: load_wav "BNK4_28" as $1003
0050: gosub Label098A15
00BC: text_highpriority "BNK4_28" 10000 ms 1 ;; Vice City S.W.A.T! You are
completely surrounded!
0050: gosub Label098A79
00D6: if 0
8118: NOT actor $1020 dead
004D: jump_if_false Label095FFF
015F: set_camera_position -915.8 -335.0 13.8 0.0 0.0 0.0
0159: camera_on_ped $1020 15 2

:Label095FFF
03CF: load_wav "BNK4_29" as $1003
0050: gosub Label098A15
00BC: text_highpriority "BNK4_29" 10000 ms 1 ;; Surrounded? HA HA HA HAAAAAaaa!
0050: gosub Label098A79
03CF: load_wav "BNK4_30" as $1003
0050: gosub Label098A15
00BC: text_highpriority "BNK4_30" 10000 ms 1 ;; They're crapping themselves,
corrupt bastards!
00D6: if 1
8118: NOT actor $1020 dead
8118: NOT actor $1013 dead
004D: jump_if_false Label096069
04C6: $1020 $1013

:Label096069
0050: gosub Label098A79
00D6: if 0
8118: NOT actor $1022 dead
004D: jump_if_false Label0960CE
00A1: put_actor $1022 at -920.0 -347.0 16.8
0173: set_actor $1022 z_angle_to 290.0
015F: set_camera_position -914.3 -345.25 15.8 0.0 0.0 0.0
0159: camera_on_ped $1022 15 2
0004: $1043 = 0 ;; integer values
:Label0960CE
03CF: load_wav "BK4_31B" as $1003
0050: gosub Label098A15
00BC: text_highpriority "BK4_31A" 10000 ms 1 ;; Tommy! The vault's open!
0050: gosub Label098A79
015F: set_camera_position -905.76 -345.84 14.0 0.0 0.0 0.0
0159: camera_on_ped $PLAYER_ACTOR 15 2
03CF: load_wav "BK4_34A" as $1003
0050: gosub Label098A15
00BC: text_highpriority "BK4_34A" 10000 ms 1 ;; Ok, we got the SWAT retirement
fund. Let's get out of here!
0050: gosub Label098A79
015F: set_camera_position -914.5 -347.25 15.0 0.0 0.0 0.0
0160: point_camera -902.2 -341.9 12.69 2
03CF: load_wav "BK4_34B" as $1003
0050: gosub Label098A15
00BC: text_highpriority "BK4_34B" 10000 ms 1 ;; Ok, you asked for it! You've had
your last chance!
0050: gosub Label098A79
00D6: if 0
8118: NOT actor $1020 dead
004D: jump_if_false Label0961E1
015F: set_camera_position -915.8 -335.0 13.8 0.0 0.0 0.0
0159: camera_on_ped $1020 15 2

:Label0961E1
03CF: load_wav "BK4_35A" as $1003
0050: gosub Label098A15
00BC: text_highpriority "BK4_35A" 10000 ms 1 ;; They're storming the place!
0050: gosub Label098A79
03CF: load_wav "BK4_35B" as $1003
0050: gosub Label098A15
00BC: text_highpriority "BK4_35B" 10000 ms 1 ;; Take cover!
0050: gosub Label098A79
00D6: if 0
8118: NOT actor $PLAYER_ACTOR dead
004D: jump_if_false Label09624C
011C: actor $PLAYER_ACTOR clear_objective
0373: set_camera_directly_behind_player

:Label09624C
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 (false)
02A3: toggle_widescreen 0 (off)
02EB: restore_camera_with_jumpcut
00D6: if 0
8118: NOT actor $1020 dead
004D: jump_if_false Label09627C
011C: actor $1020 clear_objective
011A: set_actor $1020 flags 64

:Label09627C
009B: destroy_actor_instantly $1013
009B: destroy_actor_instantly $101A
0004: $1075 = 0 ;; integer values
00D6: if 0
8118: NOT actor $1020 dead
004D: jump_if_false Label0962BF
011C: actor $1020 clear_objective
0350: unknown_actor $1020 not_scared_flag 1
0223: set_actor $1020 health_to 200
011A: set_actor $1020 flags 64
0291: unknown_actor $1020 unknown_behavior_flag 1

:Label0962BF
0247: request_model #SWAT
0247: request_model -140 (GASGRENADE)

:Label0962C8
00D6: if 21
8248: NOT model #SWAT available
8248: NOT model -140 (GASGRENADE) available
004D: jump_if_false Label0962E7
0001: wait 0 ms
0002: jump Label0962C8

:Label0962E7
0004: $1070 = 0 ;; integer values
0004: $1071 = 0 ;; integer values
0004: $1072 = 0 ;; integer values
0004: $1073 = 0 ;; integer values
0050: gosub Label098ADA
0004: $1070 = 15 ;; integer values
0004: $1071 = 15 ;; integer values
0004: $1072 = 15 ;; integer values
0004: $1073 = 0 ;; integer values
0050: gosub Label098ADA
0392: object $720 toggle_in_moving_list 1
0392: object $721 toggle_in_moving_list 1
0392: object $722 toggle_in_moving_list 1
0392: object $723 toggle_in_moving_list 1
0392: object $724 toggle_in_moving_list 1
0392: object $725 toggle_in_moving_list 1
0382: unknown_set_object $720 collision_detection 1
0382: unknown_set_object $721 collision_detection 1
0382: unknown_set_object $722 collision_detection 1
0382: unknown_set_object $723 collision_detection 1
0382: unknown_set_object $724 collision_detection 1
0382: unknown_set_object $725 collision_detection 1
0004: $1003 = 2 ;; integer values
03CF: load_wav "BLOROOF" as $1003
0050: gosub Label098A15
0050: gosub Label098A79
0004: $1003 = 1 ;; integer values
03AC: clear_route 1
03AC: clear_route 2
0006: 16@ = 0 ;; integer values

:Label0963B9
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label096B40
0001: wait 0 ms
0050: gosub Label0991B2
00D6: if 0
0038: $1009 == 1 ;; integer values
004D: jump_if_false Label0963ED
0002: jump Label0977C1
:Label0963ED
0050: gosub Label0992C6
0050: gosub Label098CD5
00D6: if 1
8118: NOT actor $1020 dead
0018: $1056 > 1 ;; integer values
004D: jump_if_false Label0965B9
00D6: if 0
0038: $1014 == 0 ;; integer values
004D: jump_if_false Label0964BE
0469: unknown_create_actor $1016 in area -919.5 -329.8 -901.5 -351.45 unknown 0 1
0 0 0
0469: unknown_create_actor $1017 in area -919.5 -329.8 -901.5 -351.45 unknown 0 1
0 0 0
0469: unknown_create_actor $1018 in area -919.5 -329.8 -901.5 -351.45 unknown 0 1
0 0 0
0469: unknown_create_actor $1019 in area -919.5 -329.8 -901.5 -351.45 unknown 0 1
0 0 0
0004: $1014 = 1 ;; integer values
0002: jump Label0965B9

:Label0964BE
00D6: if 0
8118: NOT actor $1016 dead
004D: jump_if_false Label0964F6
00D6: if 0
0038: $1014 == 1 ;; integer values
004D: jump_if_false Label0964EF
01C9: actor $1020 kill_actor $1016
0004: $1014 = 2 ;; integer values

:Label0964EF
0002: jump Label0965B9

:Label0964F6
01C2: remove_references_to_actor $1016 ;; Like turning an actor into a random
pedestrian
00D6: if 0
8118: NOT actor $1017 dead
004D: jump_if_false Label096533
00D6: if 0
0038: $1014 == 2 ;; integer values
004D: jump_if_false Label09652C
01C9: actor $1020 kill_actor $1017
0004: $1014 = 3 ;; integer values

:Label09652C
0002: jump Label0965B9

:Label096533
01C2: remove_references_to_actor $1017 ;; Like turning an actor into a random
pedestrian
00D6: if 0
8118: NOT actor $1018 dead
004D: jump_if_false Label096570
00D6: if 0
0038: $1014 == 3 ;; integer values
004D: jump_if_false Label096569
01C9: actor $1020 kill_actor $1018
0004: $1014 = 4 ;; integer values

:Label096569
0002: jump Label0965B9

:Label096570
01C2: remove_references_to_actor $1018 ;; Like turning an actor into a random
pedestrian
00D6: if 0
8118: NOT actor $1019 dead
004D: jump_if_false Label0965AD
00D6: if 0
0038: $1014 == 4 ;; integer values
004D: jump_if_false Label0965A6
01C9: actor $1020 kill_actor $1019
0004: $1014 = 5 ;; integer values

:Label0965A6
0002: jump Label0965B9

:Label0965AD
01C2: remove_references_to_actor $1019 ;; Like turning an actor into a random
pedestrian
0004: $1014 = 6 ;; integer values

:Label0965B9
00D6: if 0
001A: 2 > $1057 ;; integer values
004D: jump_if_false Label096728
01BB: store_object $722 position_to $1077 $1078 $1079
00D6: if 1
0038: $1057 == 0 ;; integer values
0019: 16@ > 2000 ;; integer values
004D: jump_if_false Label096728
0108: destroy_object $71F
029B: $71F = init_object -141 (ROCKETED_WIN1) at -899.851 -341.061 14.318
01C7: remove_object_from_mission_cleanup_list $71F
029B: $1044 = init_object -140 (GASGRENADE) at -900.7 -333.88 14.73
0392: object $1044 toggle_in_moving_list 1
0382: unknown_set_object $1044 collision_detection 1
038C: object $1044 scatter -.5 0.0 0.0
029B: $1045 = init_object -140 (GASGRENADE) at -900.7 -348.4 14.73
0392: object $1045 toggle_in_moving_list 1
0382: unknown_set_object $1045 collision_detection 1
038C: object $1045 scatter -.5 0.0 0.0
029B: $1046 = init_object -140 (GASGRENADE) at -907.307 -336.618 18.0
0392: object $1046 toggle_in_moving_list 1
0382: unknown_set_object $1046 collision_detection 1
029B: $1047 = init_object -140 (GASGRENADE) at -907.307 -345.504 18.0
0392: object $1047 toggle_in_moving_list 1
0382: unknown_set_object $1047 collision_detection 1
029B: $1048 = init_object -140 (GASGRENADE) at -915.401 -336.6184 18.0
0392: object $1048 toggle_in_moving_list 1
0382: unknown_set_object $1048 collision_detection 1
029B: $1049 = init_object -140 (GASGRENADE) at -915.401 -345.5 18.0
0392: object $1049 toggle_in_moving_list 1
0382: unknown_set_object $1049 collision_detection 1
0004: $1057 = 1 ;; integer values
0006: 17@ = 0 ;; integer values

:Label096728
00D6: if 0
0038: $1057 == 1 ;; integer values
004D: jump_if_false Label09675A
00D6: if 0
0019: 17@ > 50 ;; integer values
004D: jump_if_false Label09675A
0006: 17@ = 0 ;; integer values
0050: gosub Label099CB5

:Label09675A
00D6: if 1
0038: $1056 == 0 ;; integer values
0019: 16@ > 2000 ;; integer values
004D: jump_if_false Label0967BF
0503: create_gas_smoke -907.307 -336.618 26.0
0503: create_gas_smoke -907.307 -345.504 26.0
0503: create_gas_smoke -915.401 -336.6184 26.0
0503: create_gas_smoke -915.401 -345.5 26.0
0004: $1056 = 1 ;; integer values

:Label0967BF
00D6: if 1
0019: 16@ > 4000 ;; integer values
0038: $1056 == 1 ;; integer values
004D: jump_if_false Label0967E0
0004: $1056 = 2 ;; integer values

:Label0967E0
00D6: if 1
0019: 16@ > 5000 ;; integer values
0038: $1056 == 2 ;; integer values
004D: jump_if_false Label096928
009A: $1054 = create_actor 6 #SWAT at -899.214 -333.656 23.0
0173: set_actor $1054 z_angle_to 0.0
01B2: give_actor $1054 weapon 25 ammo 9999 ;; Load the weapon model before using
this
009A: $1055 = create_actor 6 #SWAT at -899.214 -348.466 23.0
0173: set_actor $1055 z_angle_to 180.0
01B2: give_actor $1055 weapon 25 ammo 9999 ;; Load the weapon model before using
this
00D6: if 0
8118: NOT actor $1022 dead
004D: jump_if_false Label096921
01C9: actor $1054 kill_actor $1022
01C9: actor $1055 kill_actor $1022
01E2: add_route_point 1 at -921.5 -347.1 17.0
01E2: add_route_point 1 at -923.0 -334.3 17.0
01E2: add_route_point 1 at -937.2 -333.8 15.0
01E2: add_route_point 1 at -935.0 -329.6 15.0
01E2: add_route_point 1 at -927.3 -328.5 13.0
01E2: add_route_point 1 at -921.1 -326.5 13.0
01E2: add_route_point 1 at -920.7 -339.0 13.0
01E2: add_route_point 1 at -910.6 -346.6 13.0
01E1: set_actor $1022 follow_route 1 1
0411: (unknown) $1022 0
011A: set_actor $1022 flags 64
:Label096921
0004: $1056 = 3 ;; integer values

:Label096928
00D6: if 0
8118: NOT actor $1022 dead
004D: jump_if_false Label0969DE
00A0: store_actor $1022 position_to $107A $107B $107C
0054: store_player $PLAYER_CHAR position_to $5F $60 $61
00D6: if 0
0038: $1076 == 0 ;; integer values
004D: jump_if_false Label0969D7
00D6: if 21
00FF: actor $1022 0 ()near_point_on_foot $5F $60 $61 radius 5.0 5.0 2.0
00FF: actor $1022 0 ()near_point_on_foot -910.6 -346.6 13.0 radius 10.0 10.0
2.0
004D: jump_if_false Label0969D7
011C: actor $1022 clear_objective
011A: set_actor $1022 flags 64
0291: unknown_actor $1022 unknown_behavior_flag 1
01DF: tie_actor $1022 to_player $PLAYER_CHAR
0004: $1076 = 1 ;; integer values

:Label0969D7
0002: jump Label096A31

:Label0969DE
00D6: if 0
0038: $1068 == 0 ;; integer values
004D: jump_if_false Label096A31
01C2: remove_references_to_actor $1022 ;; Like turning an actor into a random
pedestrian
00BC: text_highpriority "C_DEAD" 5000 ms 1 ;; ~r~Cam's dead!!
0213: $106A = create_pickup -120 (BRIEFCASE) type 3 at $107A $107B $107C
0164: disable_marker $105F
03DC: $105F = create_marker_above_pickup $106A
0004: $1068 = 1 ;; integer values
0004: $1076 = 0 ;; integer values

:Label096A31
00D6: if 0
0038: $1068 == 1 ;; integer values
004D: jump_if_false Label096A61
00D6: if 1
0214: pickup $106A picked_up
001A: 2 > $1076 ;; integer values
004D: jump_if_false Label096A61
0004: $1076 = 1 ;; integer values

:Label096A61
00D6: if 0
0038: $1076 == 1 ;; integer values
004D: jump_if_false Label096AF0
00D6: if 0
0038: $1014 == 6 ;; integer values
004D: jump_if_false Label096AF0
03CF: load_wav "BNK4_38" as $1003
0050: gosub Label098A15
00BC: text_highpriority "BNK4_38" 10000 ms 1 ;; That's the last of them. GO! GO!
GO!
0050: gosub Label098A79
00D6: if 0
8118: NOT actor $1020 dead
004D: jump_if_false Label096AD0
04EB: unknown_actor $1020 bank 0 account_number 0
01DF: tie_actor $1020 to_player $PLAYER_CHAR

:Label096AD0
0164: disable_marker $105F
018A: $105F = create_checkpoint_at -900.0 -341.0 13.4
0004: $1076 = 2 ;; integer values

:Label096AF0
00D6: if 0
0038: $1076 == 2 ;; integer values
004D: jump_if_false Label096B39
00D6: if 0
00F5: player $PLAYER_CHAR 1 (in-sphere)near_point -900.0 -341.0 13.4 radius
1.4 1.4 3.0
004D: jump_if_false Label096B39
0002: jump Label096B40

:Label096B39
0002: jump Label0963B9

:Label096B40
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 (true)
02A3: toggle_widescreen 1 (on)
0050: gosub Label097FBF
022B: create_forbidden_for_peds_cube -956.0 -355.0 5.0 -898.0 -328.0 25.0
022B: create_forbidden_for_peds_cube -877.0 -368.0 5.0 -832.0 -317.0 25.0
0164: disable_marker $105F
0395: clear_area 1 at -863.0 -340.9 range 12.19 30.0
0050: gosub Label098961
015F: set_camera_position -889.57 -341.42 15.0 0.0 0.0 0.0
0160: point_camera -894.3 -346.0 13.4 2
00A1: put_actor $PLAYER_ACTOR at -892.1 -349.47 12.0
0173: set_actor $PLAYER_ACTOR z_angle_to 12.0
04EB: unknown_actor $PLAYER_ACTOR bank 1 account_number 999999
0004: $3D9 = 0 ;; integer values
00D6: if 0
8118: NOT actor $1020 dead
004D: jump_if_false Label096C60
011C: actor $1020 clear_objective
00A1: put_actor $1020 at -892.8 -349.37 12.7
0173: set_actor $1020 z_angle_to 317.0
04EB: unknown_actor $1020 bank 1 account_number 999999

:Label096C60
00D6: if 0
8118: NOT actor $1022 dead
004D: jump_if_false Label096CA6
011C: actor $1022 clear_objective
00A1: put_actor $1022 at -894.3 -349.5 12.5
0173: set_actor $1022 z_angle_to 330.0
04EB: unknown_actor $1022 bank 1 account_number 999999
0002: jump Label096CB2

:Label096CA6
01C2: remove_references_to_actor $1022 ;; Like turning an actor into a random
pedestrian
0004: $1068 = 1 ;; integer values

:Label096CB2
0247: request_model #ENFORCER

:Label096CB7
00D6: if 0
8248: NOT model #ENFORCER available
004D: jump_if_false Label096CD2
0001: wait 0 ms
0002: jump Label096CB7

:Label096CD2
00D6: if 0
8118: NOT actor $1020 dead
004D: jump_if_false Label096CEB
0159: camera_on_ped $1020 15 2

:Label096CEB
009A: $100B = create_actor 4 #SWAT at -875.9 -334.0 10.3
01ED: reset_actor $100B flags
0173: set_actor $100B z_angle_to 137.0
01B2: give_actor $100B weapon 25 ammo 9999 ;; Load the weapon model before using
this
04EB: unknown_actor $100B bank 1 account_number 9999
01CC: actor $100B kill_player $PLAYER_CHAR
0350: unknown_actor $100B not_scared_flag 1
009A: $100C = create_actor 4 #SWAT at -876.39 -347.45 10.3
01ED: reset_actor $100C flags
0173: set_actor $100C z_angle_to 130.0
01B2: give_actor $100C weapon 25 ammo 9999 ;; Load the weapon model before using
this
04EB: unknown_actor $100C bank 1 account_number 9999
01CC: actor $100C kill_player $PLAYER_CHAR
0350: unknown_actor $100C not_scared_flag 1
009A: $100D = create_actor 4 #SWAT at -864.6 -341.0 9.9
01ED: reset_actor $100D flags
0173: set_actor $100D z_angle_to 95.0
01B2: give_actor $100D weapon 25 ammo 9999 ;; Load the weapon model before using
this
01CC: actor $100D kill_player $PLAYER_CHAR
0350: unknown_actor $100D not_scared_flag 1
009A: $100E = create_actor 4 #SWAT at -868.4 -339.98 9.9
01ED: reset_actor $100E flags
0173: set_actor $100E z_angle_to 90.0
01B2: give_actor $100E weapon 25 ammo 9999 ;; Load the weapon model before using
this
04EB: unknown_actor $100E bank 1 account_number 9999
01CC: actor $100E kill_player $PLAYER_CHAR
0350: unknown_actor $100E not_scared_flag 1
009A: $100F = create_actor 4 #SWAT at -856.3 -294.7 10.1
01ED: reset_actor $100F flags
0173: set_actor $100F z_angle_to 167.0
01B2: give_actor $100F weapon 25 ammo 9999 ;; Load the weapon model before using
this
04EB: unknown_actor $100F bank 1 account_number 9999
011A: set_actor $100F flags 1
0291: unknown_actor $100F unknown_behavior_flag 1
009A: $1010 = create_actor 4 #SWAT at -852.1 -304.3 10.1
01ED: reset_actor $1010 flags
0173: set_actor $1010 z_angle_to 140.0
01B2: give_actor $1010 weapon 25 ammo 9999 ;; Load the weapon model before using
this
04EB: unknown_actor $1010 bank 1 account_number 9999
011A: set_actor $1010 flags 1
0291: unknown_actor $1010 unknown_behavior_flag 1
00A5: $1032 = create_car #ENFORCER at -870.0 -344.5 10.2
0175: set_car $1032 z_angle_to 124.0
020A: set_car $1032 door_status_to 1
00A5: $1033 = create_car #ENFORCER at -869.43 -336.3 10.2
0175: set_car $1033 z_angle_to 43.0
020A: set_car $1033 door_status_to 1
00A5: $1034 = create_car #ENFORCER at -852.73 -298.3 10.2
0175: set_car $1034 z_angle_to 30.0
020A: set_car $1034 door_status_to 1
0169: set_fade_color 0 0 1
016A: fade 1 (back) 1500 ms

:Label096F22
00D6: if 0
016B: fading
004D: jump_if_false Label096F3A
0001: wait 0 ms
0002: jump Label096F22

:Label096F3A
00D6: if 0
0038: $1068 == 1 ;; integer values
004D: jump_if_false Label096FA9
03CF: load_wav "BNK4_36" as $1003
0050: gosub Label098A15
00BC: text_highpriority "BNK4_36" 10000 ms 1 ;; Where's Cam?
0050: gosub Label098A79
0159: camera_on_ped $PLAYER_ACTOR 15 2
03CF: load_wav "BNK4_37" as $1003
0050: gosub Label098A15
00BC: text_highpriority "BNK4_37" 10000 ms 1 ;; History...
0050: gosub Label098A79

:Label096FA9
03CF: load_wav "BNK_39" as $1003
0050: gosub Label098A15
00BC: text_highpriority "BNK_39" 10000 ms 1 ;; Shit! Where's Hilary?
0050: gosub Label098A79
015F: set_camera_position -888.25 -341.4 13.9 0.0 0.0 0.0
0160: point_camera -863.0 -340.9 12.19 2
03CF: load_wav "BK4_40A" as $1003
0050: gosub Label098A15
00BC: text_highpriority "BK4_40A" 10000 ms 1 ;; I'll give him abandonment
issues!
0050: gosub Label098A79
00D6: if 0
8119: NOT car $1027 wrecked
004D: jump_if_false Label09706D
00AB: put_car $1027 at -884.1 -311.3 10.8
0175: set_car $1027 z_angle_to 180.0
0224: set_car $1027 health_to 1000
020A: set_car $1027 door_status_to 1

:Label09706D
009B: destroy_actor_instantly $1021
0296: unload_special_actor 2
023C: load_special_actor 2 "IGHLRY2"
038B: load_requested_models

:Label097084
00D6: if 0
823D: NOT special_actor 2 loaded
004D: jump_if_false Label09709E
0001: wait 0 ms
0002: jump Label097084

:Label09709E
00D6: if 0
8119: NOT car $1027 wrecked
004D: jump_if_false Label0970FC
0129: $1021 = create_actor 4 #SPECIAL02 in_car $1027 driverseat
01ED: reset_actor $1021 flags
04F5: unknown_actor $1021 kiss_player $PLAYER_CHAR on 1
0446: (unknown) $1021 0
0243: set_actor $1021 ped_stats_to 30
01B2: give_actor $1021 weapon 25 ammo 9999 ;; Load the weapon model before using
this
0519: unknown_car $1027 flag 0
0477: unknown_car $1027 8 3000
04BA: set_car $1027 speed_instantly 30.0

:Label0970FC
015F: set_camera_position -873.12 -348.1 13.96 0.0 0.0 0.0
0160: point_camera -879.4 -341.7 10.75 2

:Label09712F
00D6: if 0
8119: NOT car $1027 wrecked
004D: jump_if_false Label097181
00D6: if 0
01AF: car $1027 0 ()near_point -884.8 -334.2 10.0 radius 3.0 3.0 3.0
004D: jump_if_false Label097176
0002: jump Label097181

:Label097176
0001: wait 0 ms
0002: jump Label09712F

:Label097181
0477: unknown_car $1027 0 0
0477: unknown_car $1027 3 3000
0006: 16@ = 0 ;; integer values

:Label09719B
00D6: if 0
001B: 1000 > 16@ ;; integer values
004D: jump_if_false Label0971B9
0001: wait 0 ms
0002: jump Label09719B

:Label0971B9
00D6: if 1
8118: NOT actor $1021 dead
8119: NOT car $1027 wrecked
004D: jump_if_false Label0971D6
01D3: actor $1021 leave_car $1027

:Label0971D6
00D6: if 0
8118: NOT actor $1021 dead
004D: jump_if_false Label097220
00D6: if 0
044B: (unknown) $1021
004D: jump_if_false Label097215
0173: set_actor $1021 z_angle_to 280.0
011A: set_actor $1021 flags 64
0291: unknown_actor $1021 unknown_behavior_flag 1
0002: jump Label097220

:Label097215
0001: wait 0 ms
0002: jump Label0971D6

:Label097220
00D6: if 0
8119: NOT car $1027 wrecked
004D: jump_if_false Label09724D
0407: create_coordinate $1077 $1078 $1079 from_car $1027 offset -2.0 3.5 -.2

:Label09724D
015F: set_camera_position $1077 $1078 $1079 0.0 0.0 0.0
00D6: if 0
8118: NOT actor $1021 dead
004D: jump_if_false Label097280
0159: camera_on_ped $1021 15 2

:Label097280
03CF: load_wav "BNK4_42" as $1003
0050: gosub Label098A15
00BC: text_highpriority "BNK4_42" 10000 ms 1 ;; Hey guys! Get in! I got you
covered!
0050: gosub Label098A79
00D6: if 1
8118: NOT actor $100B dead
8118: NOT actor $1021 dead
004D: jump_if_false Label0972D6
0223: set_actor $1021 health_to 100
01CB: actor $100B kill_actor $1021
01CB: actor $1021 kill_actor $100B

:Label0972D6
0006: 16@ = 0 ;; integer values

:Label0972DD
00D6: if 0
001B: 2000 > 16@ ;; integer values
004D: jump_if_false Label0972FB
0001: wait 0 ms
0002: jump Label0972DD

:Label0972FB
00D6: if 0
8118: NOT actor $1021 dead
004D: jump_if_false Label097310
0321: kill_actor $1021

:Label097310
0006: 16@ = 0 ;; integer values

:Label097317
00D6: if 0
001B: 1000 > 16@ ;; integer values
004D: jump_if_false Label097335
0001: wait 0 ms
0002: jump Label097317

:Label097335
04EB: unknown_actor $PLAYER_ACTOR bank 0 account_number 0
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 (false)
02A3: toggle_widescreen 0 (off)
02EB: restore_camera_with_jumpcut
03C8: rotate_player-180-degrees
041E: set_radio_station 6 -1
00D6: if 0
8118: NOT actor $1020 dead
004D: jump_if_false Label097390
04EB: unknown_actor $1020 bank 0 account_number 0
01DF: tie_actor $1020 to_player $PLAYER_CHAR
011A: set_actor $1020 flags 64
0291: unknown_actor $1020 unknown_behavior_flag 1
0319: set_actor $1020 wander_state_to 1 (off)

:Label097390
00D6: if 0
8118: NOT actor $1021 dead
004D: jump_if_false Label0973BB
011C: actor $1021 clear_objective
011A: set_actor $1021 flags 64
0291: unknown_actor $1021 unknown_behavior_flag 1
01DF: tie_actor $1021 to_player $PLAYER_CHAR

:Label0973BB
00D6: if 0
8118: NOT actor $1022 dead
004D: jump_if_false Label0973ED
011C: actor $1022 clear_objective
011A: set_actor $1022 flags 64
0291: unknown_actor $1022 unknown_behavior_flag 1
01DF: tie_actor $1022 to_player $PLAYER_CHAR
0319: set_actor $1022 wander_state_to 1 (off)

:Label0973ED
0004: $101C = 0 ;; integer values
00D6: if 0
8118: NOT actor $100B dead
004D: jump_if_false Label097413
0350: unknown_actor $100B not_scared_flag 0
01CC: actor $100B kill_player $PLAYER_CHAR

:Label097413
00D6: if 0
8118: NOT actor $100C dead
004D: jump_if_false Label09742A
0350: unknown_actor $100C not_scared_flag 0

:Label09742A
00D6: if 0
8118: NOT actor $100D dead
004D: jump_if_false Label097441
0350: unknown_actor $100D not_scared_flag 0

:Label097441
00D6: if 0
8118: NOT actor $100E dead
004D: jump_if_false Label097458
0350: unknown_actor $100E not_scared_flag 0

:Label097458
01C3: remove_references_to_car $1027 ;; Like turning a car into any random car

:Label09745D
00D6: if 0
0038: $101C == 1 ;; integer values
004D: jump_if_false Label09749A
0001: wait 0 ms
0050: gosub Label0991DA
00D6: if 0
0038: $1009 == 1 ;; integer values
004D: jump_if_false Label097493
0002: jump Label0977C1

:Label097493
0002: jump Label09745D

:Label09749A
0164: disable_marker $105F
018A: $105F = create_checkpoint_at -871.57 -118.5 10.0

:Label0974B3
00D6: if 0
010F: player $PLAYER_CHAR wanted_level > 0
004D: jump_if_false Label09758E
0001: wait 0 ms
0050: gosub Label0991DA
00D6: if 0
0038: $1009 == 1 ;; integer values
004D: jump_if_false Label0974E9
0002: jump Label0977C1

:Label0974E9
00D6: if 0
00F5: player $PLAYER_CHAR 1 (in-sphere)near_point -879.57 -114.5 10.0 radius
3.0 3.0 2.0
004D: jump_if_false Label097519

:Label097519
00D6: if 0
0038: $101C == 1 ;; integer values
004D: jump_if_false Label097532
0002: jump Label09745D

:Label097532
00D6: if 0
80F5: NOT player $PLAYER_CHAR 0 ()near_point -844.95 -901.0 10.0 radius 15.0
15.0 15.0
004D: jump_if_false Label097587
034E: unknown_move_object $701 to -837.134 -901.672 12.03 unknown_angle 0.0 0.0
.025 0

:Label097587
0002: jump Label0974B3

:Label09758E
0164: disable_marker $105F
018A: $105F = create_checkpoint_at -832.2 -901.0 10.0

:Label0975A7
00D6: if 0
810F: NOT player $PLAYER_CHAR wanted_level > 0
004D: jump_if_false Label0976AE
0001: wait 0 ms
0050: gosub Label0991DA
00D6: if 0
0038: $1009 == 1 ;; integer values
004D: jump_if_false Label0975DD
0002: jump Label0977C1

:Label0975DD
00D6: if 1
00F5: player $PLAYER_CHAR 1 (in-sphere)near_point -832.2 -901.0 10.0 radius
3.0 3.0 2.0
00FE: actor $1020 0 ()near_point -832.2 -901.0 10.0 radius 3.0 3.0 2.0
004D: jump_if_false Label097639
0002: jump Label0976B5

:Label097639
00D6: if 0
0038: $101C == 1 ;; integer values
004D: jump_if_false Label097652
0002: jump Label09745D

:Label097652
00D6: if 0
80F5: NOT player $PLAYER_CHAR 0 ()near_point -844.95 -901.0 10.0 radius 15.0
15.0 15.0
004D: jump_if_false Label0976A7
034E: unknown_move_object $701 to -837.134 -901.672 12.03 unknown_angle 0.0 0.0
.025 0

:Label0976A7
0002: jump Label0975A7
:Label0976AE
0002: jump Label09749A

:Label0976B5
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label0977B5
0001: wait 0 ms
034E: unknown_move_object $701 to -837.134 -901.672 15.03 unknown_angle 0.0 0.0
.025 0
0050: gosub Label0991DA
00D6: if 0
0038: $1009 == 1 ;; integer values
004D: jump_if_false Label09770E
0002: jump Label0977C1

:Label09770E
00D6: if 0
0038: $101C == 1 ;; integer values
004D: jump_if_false Label097727
0002: jump Label09745D

:Label097727
00D6: if 0
010F: player $PLAYER_CHAR wanted_level > 0
004D: jump_if_false Label097740
0002: jump Label09749A

:Label097740
00D6: if 0
00F5: player $PLAYER_CHAR 1 (in-sphere)near_point -844.95 -901.0 10.0 radius
3.5 3.5 3.5
004D: jump_if_false Label097777
0002: jump Label0977B5

:Label097777
00D6: if 0
80F5: NOT player $PLAYER_CHAR 0 ()near_point -844.95 -901.0 10.0 radius 15.0
15.0 15.0
004D: jump_if_false Label0977AE
0002: jump Label09758E

:Label0977AE
0002: jump Label0976B5

:Label0977B5
0164: disable_marker $105F
0002: jump Label097872

:Label0977C1
00BA: text_styled "M_FAIL" 5000 ms 1 ;; MISSION FAILED!
0169: set_fade_color 0 0 1
022B: create_forbidden_for_peds_cube -414.0 -597.0 12.0 -332.0 -555.0 30.0

:Label0977F8
00D6: if 0
0057: player $PLAYER_CHAR 0 ()in_cube -852.8 -915.0 10.0 -837.5 -897.2 13.0
004D: jump_if_false Label097833
0001: wait 0 ms
0002: jump Label0977F8

:Label097833
00D6: if 1
0256: player $PLAYER_CHAR defined
0038: $3D9 == 1 ;; integer values
004D: jump_if_false Label097870
0050: gosub Label097FBF
016A: fade 1 (back) 1500 ms

:Label097858
00D6: if 0
016B: fading
004D: jump_if_false Label097870
0001: wait 0 ms
0002: jump Label097858

:Label097870
0051: return

:Label097872
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 (true)
02A3: toggle_widescreen 1 (on)
00D6: if 1
00E0: player $PLAYER_CHAR driving
8119: NOT car $1027 wrecked
004D: jump_if_false Label0978A1
01D3: actor $PLAYER_ACTOR leave_car $1027

:Label0978A1
041E: set_radio_station 3 -1
043C: unknown_set_game_sounds 0
0169: set_fade_color 0 0 1
016A: fade 0 () 1500 ms

:Label0978BA
00D6: if 0
016B: fading
004D: jump_if_false Label0978F7
0001: wait 0 ms
034E: unknown_move_object $701 to -837.134 -901.672 12.03 unknown_angle 0.0 0.0
.025 0
0002: jump Label0978BA

:Label0978F7
015F: set_camera_position -827.5 -894.2 22.5 0.0 0.0 0.0
0160: point_camera -833.15 -899.4 17.6 2
016A: fade 1 (back) 500 ms

:Label097931
00D6: if 0
016B: fading
004D: jump_if_false Label097949
0001: wait 0 ms
0002: jump Label097931

:Label097949
009B: destroy_actor_instantly $1020
009B: destroy_actor_instantly $1022
01E3: text_1number_styled "M_PASS" 50000 5000 ms 1 ;; MISSION PASSED! $~1~
0109: player $PLAYER_CHAR money += 50000
0394: play_music 1
03CF: load_wav "BNK4_44" as $1003
0050: gosub Label098A15
00BC: text_highpriority "BNK4_44" 10000 ms 1 ;; We made it! We're rich! RICH!
0050: gosub Label098A79
00D6: if 0
0038: $1068 == 1 ;; integer values
004D: jump_if_false Label097A2F
03CF: load_wav "BNK4_45" as $1003
0050: gosub Label098A15
00BC: text_highpriority "BNK4_45" 10000 ms 1 ;; Shame Cam didn't make it, he was
a good guy!
0050: gosub Label098A79
03CF: load_wav "BNK4_46" as $1003
0050: gosub Label098A15
00BC: text_highpriority "BNK4_46" 10000 ms 1 ;; Yeah. Still... more for us!
0050: gosub Label098A79
03CF: load_wav "BNK4_47" as $1003
0050: gosub Label098A15
00BC: text_highpriority "BNK4_47" 10000 ms 1 ;; Damned straight! YEEEEHAAAH!
0050: gosub Label098A79

:Label097A2F
03CF: load_wav "BNK4_48" as $1003
0050: gosub Label098A15
00BC: text_highpriority "BNK4_48" 10000 ms 1 ;; Tommy, would you like a massage?
0050: gosub Label098A79
03CF: load_wav "BNK4_49" as $1003
0050: gosub Label098A15
00BC: text_highpriority "BNK4_49" 10000 ms 1 ;; Well, Hi there, Mercedes! Yeah,
I'm a little tense...
0050: gosub Label098A79
03CF: load_wav "BNK450A" as $1003
0050: gosub Label098A15
00BC: text_highpriority "BNK450A" 10000 ms 1 ;; What'd I tell you Tommy? What'd
I tell you? Bent SWAT better watch out when Kent Paul is in town.
0050: gosub Label098A79
03CF: load_wav "BNK450B" as $1003
0050: gosub Label098A15
00BC: text_highpriority "BNK450B" 10000 ms 1 ;; Come on, gimme a bigger slice,
mate, c'mon. I gotta get some new threads.
0050: gosub Label098A79
0169: set_fade_color 0 0 1
016A: fade 0 () 500 ms
0247: request_model -142 (OD_CLUBOUT_DY)
0247: request_model -143 (OD_CLUBOUT_NT)
0247: request_model -144 (OD_CLUBNEON)
0247: request_model -145 (OD_CLUBDOORS)
0247: request_model -25 (OD_CLBDR_CLOSE)
0247: request_model -20 (OD_CLBDR_OPEN)
0247: request_model -146 (VEG_PALMKBB11)
0247: request_model -147 (ODNROAD01_NT)
0247: request_model -148 (ODNROAD01_DY)
0247: request_model -149 (OD_CLUBBACK)
0247: request_model -150 (MIAMIODNROADXA)
0247: request_model -151 (LODD_BUILD2)
0247: request_model -152 (SPAD_BUILDNEW)
0247: request_model -153 (VEG_PALMBIG14)

:Label097B2A
00D6: if 0
016B: fading
004D: jump_if_false Label097B42
0001: wait 0 ms
0002: jump Label097B2A

:Label097B42
00D6: if 0
8248: NOT model -142 (OD_CLUBOUT_DY) available
004D: jump_if_false Label097B5D
0001: wait 0 ms
0002: jump Label097B42

:Label097B5D
00D6: if 0
8248: NOT model -143 (OD_CLUBOUT_NT) available
004D: jump_if_false Label097B78
0001: wait 0 ms
0002: jump Label097B5D

:Label097B78
00D6: if 0
8248: NOT model -144 (OD_CLUBNEON) available
004D: jump_if_false Label097B93
0001: wait 0 ms
0002: jump Label097B78

:Label097B93
00D6: if 0
8248: NOT model -145 (OD_CLUBDOORS) available
004D: jump_if_false Label097BAE
0001: wait 0 ms
0002: jump Label097B93

:Label097BAE
00D6: if 0
8248: NOT model -25 (OD_CLBDR_CLOSE) available
004D: jump_if_false Label097BC8
0001: wait 0 ms
0002: jump Label097BAE

:Label097BC8
00D6: if 0
8248: NOT model -20 (OD_CLBDR_OPEN) available
004D: jump_if_false Label097BE2
0001: wait 0 ms
0002: jump Label097BC8

:Label097BE2
00D6: if 0
8248: NOT model -146 (VEG_PALMKBB11) available
004D: jump_if_false Label097BFD
0001: wait 0 ms
0002: jump Label097BE2
:Label097BFD
00D6: if 0
8248: NOT model -147 (ODNROAD01_NT) available
004D: jump_if_false Label097C18
0001: wait 0 ms
0002: jump Label097BFD

:Label097C18
00D6: if 0
8248: NOT model -148 (ODNROAD01_DY) available
004D: jump_if_false Label097C33
0001: wait 0 ms
0002: jump Label097C18

:Label097C33
00D6: if 0
8248: NOT model -149 (OD_CLUBBACK) available
004D: jump_if_false Label097C4E
0001: wait 0 ms
0002: jump Label097C33

:Label097C4E
00D6: if 0
8248: NOT model -150 (MIAMIODNROADXA) available
004D: jump_if_false Label097C69
0001: wait 0 ms
0002: jump Label097C4E

:Label097C69
00D6: if 0
8248: NOT model -151 (LODD_BUILD2) available
004D: jump_if_false Label097C84
0001: wait 0 ms
0002: jump Label097C69

:Label097C84
00D6: if 0
8248: NOT model -152 (SPAD_BUILDNEW) available
004D: jump_if_false Label097C9F
0001: wait 0 ms
0002: jump Label097C84

:Label097C9F
00D6: if 0
8248: NOT model -153 (VEG_PALMBIG14) available
004D: jump_if_false Label097CBA
0001: wait 0 ms
0002: jump Label097C9F

:Label097CBA
015F: set_camera_position 513.5 -44.5 22.0 0.0 0.0 0.0
0160: point_camera 502.0 -60.5 14.0 2
0164: disable_marker $F7
04CE: $F7 = create_icon_marker_without_sphere $1A6 at $234 $235 $236
04A6: $281 = create_asset_money_pickup_at $234 $235 $236 money $280 $280
00C0: set_current_time 21 30
016A: fade 1 (back) 1000 ms
:Label097D24
00D6: if 0
016B: fading
004D: jump_if_false Label097D3C
0001: wait 0 ms
0002: jump Label097D24

:Label097D3C
0006: 16@ = 0 ;; integer values

:Label097D43
00D6: if 0
001B: 2000 > 16@ ;; integer values
004D: jump_if_false Label097D61
0001: wait 0 ms
0002: jump Label097D43

:Label097D61
00BA: text_styled "ASSET_A" 10000 ms 6 ;; BANK HEIST ASSET COMPLETED!
01E5: text_1number_highpriority "ASSET_B" $280 10000 ms 1 ;; ~g~The Malibu Club
will now generate revenue up to a maximum of $~1~ per day. Pick up your cash
regularly!
015F: set_camera_position 493.6 -87.0 10.8 0.0 0.0 0.0
0160: point_camera 492.6 -77.4 13.2 2
0006: 16@ = 0 ;; integer values

:Label097DBC
00D6: if 0
001B: 1500 > 16@ ;; integer values
004D: jump_if_false Label097DDA
0001: wait 0 ms
0002: jump Label097DBC

:Label097DDA
0160: point_camera $234 $235 $236 1
0006: 16@ = 0 ;; integer values

:Label097DEE
00D6: if 0
001B: 1000 > 16@ ;; integer values
004D: jump_if_false Label097E0C
0001: wait 0 ms
0002: jump Label097DEE

:Label097E0C
0006: 16@ = 0 ;; integer values

:Label097E13
00D6: if 0
001B: 5000 > 16@ ;; integer values
004D: jump_if_false Label097E31
0001: wait 0 ms
0002: jump Label097E13

:Label097E31
016A: fade 0 () 500 ms

:Label097E38
00D6: if 0
016B: fading
004D: jump_if_false Label097E50
0001: wait 0 ms
0002: jump Label097E38

:Label097E50
03CB: set_camera -833.6 -908.5 11.11
0395: clear_area 1 at -833.6 -908.5 range 11.11 2.0
00D6: if 0
00E0: player $PLAYER_CHAR driving
004D: jump_if_false Label097EA4
012A: put_player $PLAYER_CHAR at -833.6 -908.5 11.11 and_remove_from_car
0002: jump Label097EB8

:Label097EA4
0055: put_player $PLAYER_CHAR at -833.6 -908.5 11.11

:Label097EB8
00D6: if 0
8118: NOT actor $PLAYER_ACTOR dead
004D: jump_if_false Label097EEC
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 Label097EEC
0353: refresh_actor $PLAYER_ACTOR

:Label097EEC
0171: set_player $PLAYER_CHAR z_angle_to 345.0
01BC: put_object $701 at -837.134 -901.672 12.03
02EB: restore_camera_with_jumpcut
00BE: text_clear_all
016A: fade 1 (back) 1500 ms

:Label097F15
00D6: if 0
016B: fading
004D: jump_if_false Label097F2D
0001: wait 0 ms
0002: jump Label097F15

:Label097F2D
043C: unknown_set_game_sounds 1
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 (false)
04E3: unknown_player $PLAYER_CHAR 3 60000
02A3: toggle_widescreen 0 (off)
0318: set_latest_mission_passed "BANK_4" ;; The Job
0004: $282 = 1 ;; integer values
0008: $497 += 1 ;; integer values
0004: $FB = 1 ;; integer values
0110: clear_player $PLAYER_CHAR wanted_level
030C: set_mission_points += 1
055B: $510 = create_clothes_pickup 7 at 465.3 -57.4 15.7
0213: $51B = create_pickup #KNIFECUR type 2 at 468.5 -54.2 15.7
0004: $4FC = 1 ;; integer values
004F: create_thread Label02B5B5
004F: create_thread Label00C11E
0051: return

:Label097FBF
016A: fade 0 () 1500 ms

:Label097FC6
00D6: if 0
016B: fading
004D: jump_if_false Label097FDE
0001: wait 0 ms
0002: jump Label097FC6

:Label097FDE
04FA: reset_interior_colors 0
01EB: set_car_density_to 1.0
03AD: set_rubbish 1 (visible)
04BB: select_interiour 0 ;; select render area
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
0051: return

:Label098063
00D6: if 0
0118: actor $1021 dead
004D: jump_if_false Label09808B
00BC: text_highpriority "H_DEAD" 5000 ms 1 ;; ~r~Hilary's dead!!
0004: $1009 = 1 ;; integer values
0051: return

:Label09808B
00D6: if 0
0119: car $1027 wrecked
004D: jump_if_false Label0980B1
00BC: text_highpriority "TRASHED" 5000 ms 1 ;; ~r~YOU TRASHED THE GETAWAY CAR!!
0004: $1009 = 1 ;; integer values

:Label0980B1
0051: return

:Label0980B3
00D6: if 0
0038: $1008 == 0 ;; integer values
004D: jump_if_false Label0981A8
00D6: if 0
8119: NOT car $1027 wrecked
004D: jump_if_false Label098192
00D6: if 0
80DC: NOT player $PLAYER_CHAR driving $1027
004D: jump_if_false Label09814A
0004: $1005 = 0 ;; integer values
0054: store_player $PLAYER_CHAR position_to $5F $60 $61
00D6: if 1
0038: $1008 == 0 ;; integer values
0038: $1029 == 0 ;; integer values
004D: jump_if_false Label098125
0186: $1028 = create_marker_above_car $1027
0004: $1029 = 1 ;; integer values

:Label098125
00D6: if 0
0038: $1026 == 1 ;; integer values
004D: jump_if_false Label098143
0164: disable_marker $105F
0004: $1026 = 0 ;; integer values

:Label098143
0002: jump Label09816F

:Label09814A
0004: $1005 = 1 ;; integer values
00D6: if 0
0038: $1029 == 1 ;; integer values
004D: jump_if_false Label09816F
0164: disable_marker $1028
0004: $1029 = 0 ;; integer values

:Label09816F
00D6: if 1
01F4: car $1027 flipped
01C1: car $1027 stopped
004D: jump_if_false Label09818B
0004: $1009 = 1 ;; integer values

:Label09818B
0002: jump Label0981A8

:Label098192
00BC: text_highpriority "TRASHED" 5000 ms 1 ;; ~r~YOU TRASHED THE GETAWAY CAR!!
0004: $1009 = 1 ;; integer values

:Label0981A8
0051: return

:Label0981AA
00D6: if 0
8119: NOT car $1027 wrecked
004D: jump_if_false Label098337
00D6: if 0
0118: actor $1020 dead
004D: jump_if_false Label0981E7
00BC: text_highpriority "P_DEAD" 5000 ms 1 ;; ~r~Phil's dead!!
0004: $1009 = 1 ;; integer values
0002: jump Label098337

:Label0981E7
00D6: if 0
0038: $1005 == 1 ;; integer values
004D: jump_if_false Label09825B
00D6: if 0
80DB: NOT actor $1020 in_car $1027
004D: jump_if_false Label098254
01D4: actor $1020 go_to_car $1027 and_enter_it_as_a_passenger
00D6: if 1
0205: actor $1020 near_car $1027 radius 2.5 2.5 2.5 unknown 0
810F: NOT player $PLAYER_CHAR wanted_level > 0
004D: jump_if_false Label09824D
0319: set_actor $1020 wander_state_to 0 (wander)
0002: jump Label098254

:Label09824D
0319: set_actor $1020 wander_state_to 1 (off)

:Label098254
0002: jump Label0982BE

:Label09825B
00D6: if 0
00E9: player $PLAYER_CHAR 0 ()near_actor $1020 radius 4.0 4.0
004D: jump_if_false Label0982A7
00D6: if 0
0038: $1058 == 0 ;; integer values
004D: jump_if_false Label0982A0
011C: actor $1020 clear_objective
01DF: tie_actor $1020 to_player $PLAYER_CHAR
0004: $1058 = 1 ;; integer values

:Label0982A0
0002: jump Label0982BE

:Label0982A7
01E0: clear_leader $1020
0239: actor $1020 run_to $5F $60
0004: $1058 = 0 ;; integer values

:Label0982BE
00D6: if 0
80E9: NOT player $PLAYER_CHAR 0 ()near_actor $1020 radius 20.0 20.0
004D: jump_if_false Label098319
00D6: if 0
0038: $101C == 0 ;; integer values
004D: jump_if_false Label098312
00BC: text_highpriority "P_HIND" 5000 ms 1 ;; ~r~You've lost Phil!
0164: disable_marker $105F
0187: $1023 = create_marker_above_actor $1020
0004: $101C = 1 ;; integer values

:Label098312
0002: jump Label098337

:Label098319
00D6: if 0
0038: $101C == 1 ;; integer values
004D: jump_if_false Label098337
0164: disable_marker $1023
0004: $101C = 0 ;; integer values

:Label098337
0051: return

:Label098339
00D6: if 0
8119: NOT car $1027 wrecked
004D: jump_if_false Label0984C6
00D6: if 0
0118: actor $1022 dead
004D: jump_if_false Label098376
00BC: text_highpriority "C_DEAD" 5000 ms 1 ;; ~r~Cam's dead!!
0004: $1009 = 1 ;; integer values
0002: jump Label0984C6

:Label098376
00D6: if 0
0038: $1005 == 1 ;; integer values
004D: jump_if_false Label0983EA
00D6: if 0
80DB: NOT actor $1022 in_car $1027
004D: jump_if_false Label0983E3
01D4: actor $1022 go_to_car $1027 and_enter_it_as_a_passenger
00D6: if 1
0205: actor $1022 near_car $1027 radius 2.5 2.5 2.5 unknown 0
810F: NOT player $PLAYER_CHAR wanted_level > 0
004D: jump_if_false Label0983DC
0319: set_actor $1022 wander_state_to 0 (wander)
0002: jump Label0983E3

:Label0983DC
0319: set_actor $1022 wander_state_to 1 (off)

:Label0983E3
0002: jump Label09844D

:Label0983EA
00D6: if 0
00E9: player $PLAYER_CHAR 0 ()near_actor $1022 radius 4.0 4.0
004D: jump_if_false Label098436
00D6: if 0
0038: $105A == 0 ;; integer values
004D: jump_if_false Label09842F
011C: actor $1022 clear_objective
01DF: tie_actor $1022 to_player $PLAYER_CHAR
0004: $105A = 1 ;; integer values

:Label09842F
0002: jump Label09844D

:Label098436
01E0: clear_leader $1022
0239: actor $1022 run_to $5F $60
0004: $105A = 0 ;; integer values

:Label09844D
00D6: if 0
80E9: NOT player $PLAYER_CHAR 0 ()near_actor $1022 radius 20.0 20.0
004D: jump_if_false Label0984A8
00D6: if 0
0038: $101E == 0 ;; integer values
004D: jump_if_false Label0984A1
00BC: text_highpriority "C_HIND" 5000 ms 1 ;; ~r~Cam's been left behind!
0164: disable_marker $105F
0187: $1025 = create_marker_above_actor $1022
0004: $101E = 1 ;; integer values
:Label0984A1
0002: jump Label0984C6

:Label0984A8
00D6: if 0
0038: $101E == 1 ;; integer values
004D: jump_if_false Label0984C6
0164: disable_marker $1025
0004: $101E = 0 ;; integer values

:Label0984C6
0051: return

:Label0984C8
00D6: if 1
0038: $1008 == 0 ;; integer values
8119: NOT car $1027 wrecked
004D: jump_if_false Label09865C
00D6: if 0
0118: actor $1021 dead
004D: jump_if_false Label09850C
00BC: text_highpriority "H_DEAD" 5000 ms 1 ;; ~r~Hilary's dead!!
0004: $1009 = 1 ;; integer values
0002: jump Label09865C

:Label09850C
00D6: if 0
0038: $1005 == 1 ;; integer values
004D: jump_if_false Label098580
00D6: if 0
80DB: NOT actor $1021 in_car $1027
004D: jump_if_false Label098579
01D4: actor $1021 go_to_car $1027 and_enter_it_as_a_passenger
00D6: if 1
0205: actor $1021 near_car $1027 radius 2.5 2.5 2.5 unknown 0
810F: NOT player $PLAYER_CHAR wanted_level > 0
004D: jump_if_false Label098572
0319: set_actor $1021 wander_state_to 0 (wander)
0002: jump Label098579

:Label098572
0319: set_actor $1021 wander_state_to 1 (off)

:Label098579
0002: jump Label0985E3

:Label098580
00D6: if 0
00E9: player $PLAYER_CHAR 0 ()near_actor $1021 radius 4.0 4.0
004D: jump_if_false Label0985CC
00D6: if 0
0038: $1059 == 0 ;; integer values
004D: jump_if_false Label0985C5
011C: actor $1021 clear_objective
01DF: tie_actor $1021 to_player $PLAYER_CHAR
0004: $1059 = 1 ;; integer values

:Label0985C5
0002: jump Label0985E3

:Label0985CC
01E0: clear_leader $1021
0239: actor $1021 run_to $5F $60
0004: $1059 = 0 ;; integer values

:Label0985E3
00D6: if 0
80E9: NOT player $PLAYER_CHAR 0 ()near_actor $1021 radius 20.0 20.0
004D: jump_if_false Label09863E
00D6: if 0
0038: $101D == 0 ;; integer values
004D: jump_if_false Label098637
00BC: text_highpriority "H_HIND" 5000 ms 1 ;; ~r~Hilary's been abandoned!
0164: disable_marker $105F
0187: $1024 = create_marker_above_actor $1021
0004: $101D = 1 ;; integer values

:Label098637
0002: jump Label09865C

:Label09863E
00D6: if 0
0038: $101D == 1 ;; integer values
004D: jump_if_false Label09865C
0164: disable_marker $1024
0004: $101D = 0 ;; integer values

:Label09865C
0051: return
00D6: if 22
0038: $101C == 1 ;; integer values
0038: $101D == 1 ;; integer values
0038: $101E == 1 ;; integer values
004D: jump_if_false Label09868C
0004: $1026 = 0 ;; integer values
0002: jump Label0986CB

:Label09868C
00D6: if 0
0038: $1005 == 1 ;; integer values
004D: jump_if_false Label0986CB
00D6: if 0
0038: $1026 == 0 ;; integer values
004D: jump_if_false Label0986CB
018A: $105F = create_checkpoint_at -896.5 -341.0 13.4
0004: $1026 = 1 ;; integer values

:Label0986CB
0051: return

:Label0986CD
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
0001: wait 5 ms
0164: disable_marker $105F
0164: disable_marker $1023
0164: disable_marker $1025
0164: disable_marker $1024
0164: disable_marker $1028
03AC: clear_route 1
03AC: clear_route 2
018E: stop_sound $1015
00D6: if 0
8118: NOT actor $PLAYER_ACTOR dead
004D: jump_if_false Label098711
011C: actor $PLAYER_ACTOR clear_objective

:Label098711
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label09872F
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 (false)

:Label09872F
02EB: restore_camera_with_jumpcut
01BC: put_object $701 at -837.134 -901.672 12.03
022A: remove_forbidden_for_peds_cube -877.0 -368.0 5.0 -832.0 -317.0 25.0
043C: unknown_set_game_sounds 1
04FA: reset_interior_colors 0
0249: release_model #GDA
0249: release_model #GDB
0249: release_model #SWAT
0249: release_model -140 (GASGRENADE)
0249: release_model #M4
0249: release_model #MP5LNG
0249: release_model #TAXI
0249: release_model #PYTHON
0249: release_model #ENFORCER
0249: release_model #WFYBU
0249: release_model #HFYBU
0249: release_model #WMORI
0249: release_model -142 (OD_CLUBOUT_DY)
0249: release_model -143 (OD_CLUBOUT_NT)
0249: release_model -144 (OD_CLUBNEON)
0249: release_model -145 (OD_CLUBDOORS)
0249: release_model -25 (OD_CLBDR_CLOSE)
0249: release_model -20 (OD_CLBDR_OPEN)
0249: release_model -146 (VEG_PALMKBB11)
0249: release_model -147 (ODNROAD01_NT)
0249: release_model -148 (ODNROAD01_DY)
0249: release_model -149 (OD_CLUBBACK)
0249: release_model -150 (MIAMIODNROADXA)
0249: release_model -151 (LODD_BUILD2)
0249: release_model -152 (SPAD_BUILDNEW)
0249: release_model -153 (VEG_PALMBIG14)
034F: destroy_actor_with_fade $1020 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $1022 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $1021 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $101A ;; The actor fades away like a ghost
0215: destroy_pickup $106A
01C2: remove_references_to_actor $100B ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $100C ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $100D ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $100E ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $100F ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $1010 ;; Like turning an actor into a random
pedestrian
01C3: remove_references_to_car $1032 ;; Like turning a car into any random car
01C3: remove_references_to_car $1033 ;; Like turning a car into any random car
01C3: remove_references_to_car $1034 ;; Like turning a car into any random car
01C3: remove_references_to_car $1027 ;; Like turning a car into any random car
0296: unload_special_actor 1
0296: unload_special_actor 2
0296: unload_special_actor 3
0050: gosub Label098961
029B: $71F = init_object -84 (UNROCKETED_WIN1) at -899.851 -341.061 14.318
01C7: remove_object_from_mission_cleanup_list $71F
029B: $720 = init_object -85 (BNK_GRILL01) at -899.214 -333.656 21.0
0392: object $720 toggle_in_moving_list 0
01C7: remove_object_from_mission_cleanup_list $720
0566: $720 3
029B: $721 = init_object -85 (BNK_GRILL01) at -899.214 -348.466 21.03
0392: object $721 toggle_in_moving_list 0
01C7: remove_object_from_mission_cleanup_list $721
0566: $721 3
029B: $722 = init_object -85 (BNK_GRILL01) at -907.307 -336.618 23.7
0392: object $722 toggle_in_moving_list 0
01C7: remove_object_from_mission_cleanup_list $722
0566: $722 3
029B: $723 = init_object -85 (BNK_GRILL01) at -907.307 -345.504 23.7
0392: object $723 toggle_in_moving_list 0
01C7: remove_object_from_mission_cleanup_list $723
0566: $723 3
029B: $724 = init_object -85 (BNK_GRILL01) at -915.401 -336.6184 23.7
0392: object $724 toggle_in_moving_list 0
01C7: remove_object_from_mission_cleanup_list $724
0566: $724 3
029B: $725 = init_object -85 (BNK_GRILL01) at -915.401 -345.5 23.7
0392: object $725 toggle_in_moving_list 0
01C7: remove_object_from_mission_cleanup_list $725
0566: $725 3
0004: $ONMISSION = 0 ;; integer values
00D8: mission_cleanup
0051: return

:Label098961
0108: destroy_object $71F
0108: destroy_object $720
0108: destroy_object $721
0108: destroy_object $722
0108: destroy_object $723
0108: destroy_object $724
0108: destroy_object $725
009B: destroy_actor_instantly $102A
009B: destroy_actor_instantly $102B
009B: destroy_actor_instantly $102C
009B: destroy_actor_instantly $102D
009B: destroy_actor_instantly $102E
009B: destroy_actor_instantly $102F
009B: destroy_actor_instantly $1030
009B: destroy_actor_instantly $1031
009B: destroy_actor_instantly $100B
009B: destroy_actor_instantly $100C
009B: destroy_actor_instantly $100D
009B: destroy_actor_instantly $100E
009B: destroy_actor_instantly $100F
009B: destroy_actor_instantly $1010
009B: destroy_actor_instantly $1011
009B: destroy_actor_instantly $1012
009B: destroy_actor_instantly $1016
009B: destroy_actor_instantly $1017
009B: destroy_actor_instantly $1018
009B: destroy_actor_instantly $1019
0215: destroy_pickup $1036
0215: destroy_pickup $1035
0108: destroy_object $1037
0108: destroy_object $1038
0051: return

:Label0989FE
01BD: $168 = current_time_in_ms
0084: $167 = $168 ;; integer values and handles
0060: $167 -= $166 ;; integer values
0051: return

:Label098A15
00D6: if 0
83D0: NOT wav $1003 loaded
004D: jump_if_false Label098A72
0001: wait 0 ms
00D6: if 0
0038: $1074 == 1 ;; integer values
004D: jump_if_false Label098A6B
00D6: if 0
00F5: player $PLAYER_CHAR 1 (in-sphere)near_point -833.0 -348.0 10.0 radius
4.0 4.0 4.0
004D: jump_if_false Label098A6B

:Label098A6B
0002: jump Label098A15

:Label098A72
03D1: play_wav $1003
0051: return

:Label098A79
00D6: if 0
83D2: NOT wav $1003 ended
004D: jump_if_false Label098AD6
0001: wait 0 ms
00D6: if 0
0038: $1074 == 1 ;; integer values
004D: jump_if_false Label098ACF
00D6: if 0
00F5: player $PLAYER_CHAR 1 (in-sphere)near_point -833.0 -348.0 10.0 radius
4.0 4.0 4.0
004D: jump_if_false Label098ACF

:Label098ACF
0002: jump Label098A79

:Label098AD6
00BE: text_clear_all
0051: return

:Label098ADA
00D6: if 0
0038: $1073 == 0 ;; integer values
004D: jump_if_false Label098CD3
00D6: if 0
8118: NOT actor $102A dead
004D: jump_if_false Label098B12
0372: set_actor $102A anim 0 wait_state_time 0 ms
0372: set_actor $102A anim $1070 wait_state_time 999999 ms

:Label098B12
00D6: if 0
8118: NOT actor $102B dead
004D: jump_if_false Label098B38
0372: set_actor $102B anim 0 wait_state_time 0 ms
0372: set_actor $102B anim $1071 wait_state_time 999999 ms

:Label098B38
00D6: if 0
8118: NOT actor $102C dead
004D: jump_if_false Label098B5E
0372: set_actor $102C anim 0 wait_state_time 0 ms
0372: set_actor $102C anim $1070 wait_state_time 999999 ms

:Label098B5E
00D6: if 0
8118: NOT actor $102D dead
004D: jump_if_false Label098B84
0372: set_actor $102D anim 0 wait_state_time 0 ms
0372: set_actor $102D anim $1071 wait_state_time 999999 ms

:Label098B84
00D6: if 0
8118: NOT actor $102E dead
004D: jump_if_false Label098BAA
0372: set_actor $102E anim 0 wait_state_time 0 ms
0372: set_actor $102E anim $1071 wait_state_time 999999 ms

:Label098BAA
00D6: if 0
8118: NOT actor $102F dead
004D: jump_if_false Label098BD0
0372: set_actor $102F anim 0 wait_state_time 0 ms
0372: set_actor $102F anim $1070 wait_state_time 999999 ms

:Label098BD0
00D6: if 0
8118: NOT actor $1030 dead
004D: jump_if_false Label098BF6
0372: set_actor $1030 anim 0 wait_state_time 0 ms
0372: set_actor $1030 anim $1071 wait_state_time 999999 ms

:Label098BF6
00D6: if 0
8118: NOT actor $1031 dead
004D: jump_if_false Label098C1C
0372: set_actor $1031 anim 0 wait_state_time 0 ms
0372: set_actor $1031 anim $1070 wait_state_time 999999 ms

:Label098C1C
00D6: if 0
8118: NOT actor $100D dead
004D: jump_if_false Label098C42
0372: set_actor $100D anim 0 wait_state_time 0 ms
0372: set_actor $100D anim $1072 wait_state_time 999999 ms

:Label098C42
00D6: if 0
8118: NOT actor $100C dead
004D: jump_if_false Label098C68
0372: set_actor $100C anim 0 wait_state_time 0 ms
0372: set_actor $100C anim $1072 wait_state_time 999999 ms

:Label098C68
00D6: if 0
8118: NOT actor $100B dead
004D: jump_if_false Label098C8E
0372: set_actor $100B anim 0 wait_state_time 0 ms
0372: set_actor $100B anim $1072 wait_state_time 999999 ms

:Label098C8E
00D6: if 0
8118: NOT actor $101A dead
004D: jump_if_false Label098CCC
00D6: if 0
0038: $106E == 1 ;; integer values
004D: jump_if_false Label098CC3
04EB: unknown_actor $101A bank 1 account_number 999999
0002: jump Label098CCC

:Label098CC3
04EB: unknown_actor $101A bank 0 account_number 0

:Label098CCC
0004: $1073 = 1 ;; integer values

:Label098CD3
0051: return

:Label098CD5
00D6: if 1
0118: actor $102A dead
0039: 1@ == 0 ;; integer values
004D: jump_if_false Label098CFA
000A: 0@ += 1 ;; integer values
0006: 1@ = 1 ;; integer values

:Label098CFA
00D6: if 1
0118: actor $102B dead
0039: 2@ == 0 ;; integer values
004D: jump_if_false Label098D1F
000A: 0@ += 1 ;; integer values
0006: 2@ = 1 ;; integer values

:Label098D1F
00D6: if 1
0118: actor $102C dead
0039: 3@ == 0 ;; integer values
004D: jump_if_false Label098D44
000A: 0@ += 1 ;; integer values
0006: 3@ = 1 ;; integer values

:Label098D44
00D6: if 1
0118: actor $102D dead
0039: 4@ == 0 ;; integer values
004D: jump_if_false Label098D69
000A: 0@ += 1 ;; integer values
0006: 4@ = 1 ;; integer values

:Label098D69
00D6: if 1
0118: actor $102E dead
0039: 5@ == 0 ;; integer values
004D: jump_if_false Label098D8E
000A: 0@ += 1 ;; integer values
0006: 5@ = 1 ;; integer values

:Label098D8E
00D6: if 1
0118: actor $102F dead
0039: 6@ == 0 ;; integer values
004D: jump_if_false Label098DB3
000A: 0@ += 1 ;; integer values
0006: 6@ = 1 ;; integer values

:Label098DB3
00D6: if 1
0118: actor $1030 dead
0039: 7@ == 0 ;; integer values
004D: jump_if_false Label098DD8
000A: 0@ += 1 ;; integer values
0006: 7@ = 1 ;; integer values

:Label098DD8
00D6: if 1
0118: actor $1031 dead
0039: 8@ == 0 ;; integer values
004D: jump_if_false Label098DFD
000A: 0@ += 1 ;; integer values
0006: 8@ = 1 ;; integer values

:Label098DFD
00D6: if 1
0118: actor $100D dead
0039: 9@ == 0 ;; integer values
004D: jump_if_false Label098E22
000A: 0@ += 1 ;; integer values
0006: 9@ = 1 ;; integer values
:Label098E22
00D6: if 1
0118: actor $100C dead
0039: 10@ == 0 ;; integer values
004D: jump_if_false Label098E47
000A: 0@ += 1 ;; integer values
0006: 10@ = 1 ;; integer values

:Label098E47
00D6: if 1
0118: actor $100B dead
0039: 11@ == 0 ;; integer values
004D: jump_if_false Label098E6C
000A: 0@ += 1 ;; integer values
0006: 11@ = 1 ;; integer values

:Label098E6C
00D6: if 1
0019: 0@ > 2 ;; integer values
0038: $105B == 0 ;; integer values
004D: jump_if_false Label098FBB
0084: $105C = $102A ;; integer values and handles
0050: gosub Label098FBD
0084: $105C = $102B ;; integer values and handles
0050: gosub Label098FBD
0084: $105C = $102C ;; integer values and handles
0050: gosub Label098FBD
0084: $105C = $102D ;; integer values and handles
0050: gosub Label098FBD
0084: $105C = $102E ;; integer values and handles
0050: gosub Label098FBD
0084: $105C = $102F ;; integer values and handles
0050: gosub Label098FBD
0084: $105C = $1030 ;; integer values and handles
0050: gosub Label098FBD
0084: $105C = $1031 ;; integer values and handles
0050: gosub Label098FBD
0084: $105C = $100B ;; integer values and handles
0050: gosub Label098FBD
0084: $105C = $100C ;; integer values and handles
0050: gosub Label098FBD
0084: $105C = $100D ;; integer values and handles
0050: gosub Label098FBD
00D6: if 0
8118: NOT actor $1020 dead
004D: jump_if_false Label098F58
011A: set_actor $1020 flags 2048
011A: set_actor $1020 flags 64
0291: unknown_actor $1020 unknown_behavior_flag 1
01DF: tie_actor $1020 to_player $PLAYER_CHAR

:Label098F58
00D6: if 1
8118: NOT actor $1022 dead
0038: $1043 == 0 ;; integer values
004D: jump_if_false Label098F8D
011A: set_actor $1022 flags 2048
011A: set_actor $1022 flags 64
0291: unknown_actor $1022 unknown_behavior_flag 1
01DF: tie_actor $1022 to_player $PLAYER_CHAR

:Label098F8D
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 3
022A: remove_forbidden_for_peds_cube -414.0 -597.0 12.0 -332.0 -555.0 30.0
0004: $105B = 1 ;; integer values

:Label098FBB
0051: return

:Label098FBD
00D6: if 0
8118: NOT actor $105C dead
004D: jump_if_false Label09903F
0209: $105D = random_int 0 2
00D6: if 0
0038: $105D == 0 ;; integer values
004D: jump_if_false Label099017
00D6: if 0
8118: NOT actor $1020 dead
004D: jump_if_false Label099010
0372: set_actor $105C anim 0 wait_state_time 0 ms
01CB: actor $105C kill_actor $1020
0350: unknown_actor $105C not_scared_flag 0

:Label099010
0002: jump Label09903F

:Label099017
00D6: if 0
8118: NOT actor $1022 dead
004D: jump_if_false Label09903F
0372: set_actor $105C anim 0 wait_state_time 0 ms
01CB: actor $105C kill_actor $1022
0350: unknown_actor $105C not_scared_flag 0

:Label09903F
0051: return

:Label099041
0164: disable_marker $1023
0164: disable_marker $1025
0051: return

:Label09904D
00D6: if 0
0057: player $PLAYER_CHAR 0 ()in_cube -926.3 -330.0 12.4 -929.0 -327.67 15.0
004D: jump_if_false Label099188
00D6: if 0
0038: $106E == 0 ;; integer values
004D: jump_if_false Label099181
009A: $1010 = create_actor 4 #GDA at -918.7 -353.3 16.8
01ED: reset_actor $1010 flags
011A: set_actor $1010 flags 1
0173: set_actor $1010 z_angle_to 60.0
04EB: unknown_actor $1010 bank 1 account_number 300000
01B2: give_actor $1010 weapon 25 ammo 9999 ;; Load the weapon model before using
this
01BD: $166 = current_time_in_ms
00D6: if 0
8118: NOT actor $1020 dead
004D: jump_if_false Label099139
01E2: add_route_point 2 at -921.0 -340.0 13.4
01E2: add_route_point 2 at -921.0 -333.0 13.4
00A1: put_actor $1020 at -921.0 -340.0 12.4
01E1: set_actor $1020 follow_route 2 3
0411: (unknown) $1020 0
011A: set_actor $1020 flags 64

:Label099139
009A: $101A = create_actor 4 #WMORI at -963.8 -336.43 14.6
0489: unknown_actor $101A flag 1
0173: set_actor $101A z_angle_to 205.0
01ED: reset_actor $101A flags
04EB: unknown_actor $101A bank 1 account_number 300000
0243: set_actor $101A ped_stats_to 13
0004: $106E = 1 ;; integer values

:Label099181
0050: gosub Label098ADA

:Label099188
0051: return

:Label09918A
00D6: if 0
0118: actor $1022 dead
004D: jump_if_false Label0991B0
0004: $1009 = 1 ;; integer values
00BC: text_highpriority "C_DEAD" 5000 ms 1 ;; ~r~Cam's dead!!

:Label0991B0
0051: return

:Label0991B2
00D6: if 0
0118: actor $1020 dead
004D: jump_if_false Label0991D8
00BC: text_highpriority "P_DEAD" 5000 ms 1 ;; ~r~Phil's dead!!
0004: $1009 = 1 ;; integer values

:Label0991D8
0051: return

:Label0991DA
00D6: if 0
8118: NOT actor $1020 dead
004D: jump_if_false Label09926F
00D6: if 0
00FB: player $PLAYER_CHAR 0 ()near_actor $1020 radius 10.0 10.0 10.0
004D: jump_if_false Label099233
00D6: if 0
0038: $101C == 1 ;; integer values
004D: jump_if_false Label09922C
0164: disable_marker $1023
0004: $101C = 0 ;; integer values

:Label09922C
0002: jump Label099268

:Label099233
00D6: if 0
0038: $101C == 0 ;; integer values
004D: jump_if_false Label099268
0164: disable_marker $1023
0187: $1023 = create_marker_above_actor $1020
00BC: text_highpriority "P_HIND" 5000 ms 1 ;; ~r~You've lost Phil!
0004: $101C = 1 ;; integer values

:Label099268
0002: jump Label099285

:Label09926F
00BC: text_highpriority "P_DEAD" 5000 ms 1 ;; ~r~Phil's dead!!
0004: $1009 = 1 ;; integer values

:Label099285
00D6: if 0
0118: actor $1022 dead
004D: jump_if_false Label09929C
0004: $1068 = 1 ;; integer values

:Label09929C
0051: return

:Label09929E
00D6: if 0
0118: actor $101A dead
004D: jump_if_false Label0992C4
00BC: text_highpriority "BM_DEAD" 5000 ms 1 ;; ~r~You needed the bank manager
alive!!
0004: $1009 = 1 ;; integer values

:Label0992C4
0051: return

:Label0992C6
00D6: if 0
00F6: player $PLAYER_CHAR 0 ()near_point_on_foot -954.5 -341.87 14.6 radius
1.5 1.5 2.0
004D: jump_if_false Label09966B
00D6: if 0
0038: $1064 == 0 ;; integer values
004D: jump_if_false Label099664
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 (true)
02A3: toggle_widescreen 1 (on)
0169: set_fade_color 0 0 1
016A: fade 0 () 250 ms

:Label099329
00D6: if 0
016B: fading
004D: jump_if_false Label099341
0001: wait 0 ms
0002: jump Label099329
:Label099341
01BD: $166 = current_time_in_ms
015F: set_camera_position -916.4 -330.55 15.86 0.0 0.0 0.0
0160: point_camera -922.5 -338.75 13.44 2
04C7: toggle_camera_green_scanlines 1
016A: fade 1 (back) 250 ms

:Label099384
00D6: if 0
016B: fading
004D: jump_if_false Label09939C
0001: wait 0 ms
0002: jump Label099384

:Label09939C
00BC: text_highpriority "EXIT_1" 5000 ms 1 ;; Press the ~h~~k~~PED_SPRINT~
~w~button to exit.

:Label0993AB
00D6: if 0
0038: $1062 == 0 ;; integer values
004D: jump_if_false Label0995E4
0001: wait 0 ms
0050: gosub Label0989FE
00D6: if 1
0018: $167 > 2000 ;; integer values
0038: $1063 == 0 ;; integer values
004D: jump_if_false Label09941C
015F: set_camera_position -910.7 -351.9 16.0 0.0 0.0 0.0
0160: point_camera -901.5 -342.45 13.7 2
0004: $1063 = 1 ;; integer values

:Label09941C
00D6: if 1
0018: $167 > 4000 ;; integer values
0038: $1063 == 1 ;; integer values
004D: jump_if_false Label099470
015F: set_camera_position -926.3 -339.6 20.5 0.0 0.0 0.0
0160: point_camera -931.0 -345.9 17.47 2
0004: $1063 = 2 ;; integer values

:Label099470
00D6: if 1
0018: $167 > 6000 ;; integer values
0038: $1063 == 2 ;; integer values
004D: jump_if_false Label0994C4
015F: set_camera_position -959.0 -328.4 17.85 0.0 0.0 0.0
0160: point_camera -963.5 -334.6 15.6 2
0004: $1063 = 3 ;; integer values

:Label0994C4
00D6: if 1
0018: $167 > 8000 ;; integer values
0038: $1063 == 3 ;; integer values
004D: jump_if_false Label099518
015F: set_camera_position -933.4 -340.23 9.5 0.0 0.0 0.0
0160: point_camera -936.67 -344.34 7.8 2
0004: $1063 = 4 ;; integer values
:Label099518
00D6: if 1
0018: $167 > 10000 ;; integer values
0038: $1063 == 4 ;; integer values
004D: jump_if_false Label09956C
015F: set_camera_position -936.8 -343.7 9.1 0.0 0.0 0.0
0160: point_camera -942.15 -343.74 7.4 2
0004: $1063 = 5 ;; integer values

:Label09956C
00D6: if 1
0018: $167 > 12000 ;; integer values
0038: $1063 == 5 ;; integer values
004D: jump_if_false Label0995C5
015F: set_camera_position -916.4 -330.55 15.86 0.0 0.0 0.0
0160: point_camera -922.5 -338.75 13.44 2
01BD: $166 = current_time_in_ms
0004: $1063 = 0 ;; integer values

:Label0995C5
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label0995DD
0004: $1062 = 1 ;; integer values

:Label0995DD
0002: jump Label0993AB

:Label0995E4
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label099600
0001: wait 0 ms
0002: jump Label0995E4

:Label099600
016A: fade 0 () 250 ms

:Label099607
00D6: if 0
016B: fading
004D: jump_if_false Label09961F
0001: wait 0 ms
0002: jump Label099607

:Label09961F
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 (false)
02A3: toggle_widescreen 0 (off)
04C7: toggle_camera_green_scanlines 0
0004: $1062 = 0 ;; integer values
0004: $1064 = 1 ;; integer values
016A: fade 1 (back) 250 ms

:Label09964C
00D6: if 0
016B: fading
004D: jump_if_false Label099664
0001: wait 0 ms
0002: jump Label09964C

:Label099664
0002: jump Label099672

:Label09966B
0004: $1064 = 0 ;; integer values

:Label099672
0051: return

:Label099674
00D6: if 0
0038: $105B == 0 ;; integer values
004D: jump_if_false Label09968B
0110: clear_player $PLAYER_CHAR wanted_level

:Label09968B
0051: return

:Label09968D
0004: $1003 = 1 ;; integer values
00D6: if 0
0038: $1039 == 0 ;; integer values
004D: jump_if_false Label099703
03CF: load_wav "BNK4_1" as $1003
0050: gosub Label098A15
00BC: text_highpriority "BNK4_1" 10000 ms 1 ;; I'll drive.
0050: gosub Label098A79
03CF: load_wav "BNK4_2" as $1003
0050: gosub Label098A15
00BC: text_highpriority "BNK4_2" 10000 ms 1 ;; Great. A passenger. Wait 'til I
tell the group about this.
0050: gosub Label098A79
00BE: text_clear_all
0004: $1039 = 1 ;; integer values

:Label099703
00D6: if 1
8119: NOT car $1027 wrecked
0018: $167 > 20000 ;; integer values
004D: jump_if_false Label099943
00D6: if 1
00DC: player $PLAYER_CHAR driving $1027
8118: NOT actor $1020 dead
004D: jump_if_false Label099943
00D6: if 1
00DB: actor $1020 in_car $1027
8118: NOT actor $1021 dead
004D: jump_if_false Label099943
00D6: if 1
00DB: actor $1021 in_car $1027
8118: NOT actor $1022 dead
004D: jump_if_false Label099943
00D6: if 0
00DB: actor $1022 in_car $1027
004D: jump_if_false Label099905
00D6: if 0
0038: $1039 == 6 ;; integer values
004D: jump_if_false Label0997AD
00D6: if 0
001A: 1 > $103A ;; integer values
004D: jump_if_false Label0997A1
0004: $103A = 1 ;; integer values

:Label0997A1
0004: $1039 = 7 ;; integer values
01BD: $166 = current_time_in_ms

:Label0997AD
00D6: if 0
0038: $1039 == 5 ;; integer values
004D: jump_if_false Label0997F2
03CF: load_wav "BNK4_3F" as $1003
0050: gosub Label098A15
00BC: text_highpriority "BNK4_3F" 10000 ms 1 ;; Yeah - HILARY.
0050: gosub Label098A79
00BE: text_clear_all
0004: $1039 = 6 ;; integer values

:Label0997F2
00D6: if 0
0038: $1039 == 4 ;; integer values
004D: jump_if_false Label099835
03CF: load_wav "BNK4_3E" as $1003
0050: gosub Label098A15
00BC: text_highpriority "BNK4_3E" 10000 ms 1 ;; Hey, shut up you two, or you can
get out and walk.
0050: gosub Label098A79
0004: $1039 = 5 ;; integer values

:Label099835
00D6: if 0
0038: $1039 == 3 ;; integer values
004D: jump_if_false Label099878
03CF: load_wav "BNK4_3D" as $1003
0050: gosub Label098A15
00BC: text_highpriority "BNK4_3D" 10000 ms 1 ;; Are too!
0050: gosub Label098A79
0004: $1039 = 4 ;; integer values

:Label099878
00D6: if 0
0038: $1039 == 2 ;; integer values
004D: jump_if_false Label0998BB
03CF: load_wav "BNK4_3C" as $1003
0050: gosub Label098A15
00BC: text_highpriority "BNK4_3C" 10000 ms 1 ;; I am not!
0050: gosub Label098A79
0004: $1039 = 3 ;; integer values

:Label0998BB
00D6: if 0
0038: $1039 == 1 ;; integer values
004D: jump_if_false Label0998FE
03CF: load_wav "BNK4_3B" as $1003
0050: gosub Label098A15
00BC: text_highpriority "BNK4_3B" 10000 ms 1 ;; Tommy, Hilary's taking up too
much room!
0050: gosub Label098A79
0004: $1039 = 2 ;; integer values

:Label0998FE
0002: jump Label099943

:Label099905
00D6: if 1
001A: 6 > $1039 ;; integer values
0018: $1039 > 1 ;; integer values
004D: jump_if_false Label099943
0004: $1039 = 7 ;; integer values
00D6: if 0
001A: 1 > $103A ;; integer values
004D: jump_if_false Label099943
0004: $103A = 1 ;; integer values
01BD: $166 = current_time_in_ms

:Label099943
0051: return

:Label099945
0004: $1003 = 1 ;; integer values
00D6: if 1
0018: $167 > 40000 ;; integer values
0018: $103A > 0 ;; integer values
004D: jump_if_false Label099A5B
00D6: if 0
8119: NOT car $1027 wrecked
004D: jump_if_false Label099A5B
00D6: if 1
00DC: player $PLAYER_CHAR driving $1027
8118: NOT actor $1020 dead
004D: jump_if_false Label099A5B
00D6: if 1
00DB: actor $1020 in_car $1027
8118: NOT actor $1021 dead
004D: jump_if_false Label099A5B
00D6: if 1
00DB: actor $1021 in_car $1027
8118: NOT actor $1022 dead
004D: jump_if_false Label099A5B
00D6: if 0
00DB: actor $1022 in_car $1027
004D: jump_if_false Label099A5B
00D6: if 0
0038: $103A == 2 ;; integer values
004D: jump_if_false Label099A16
03CF: load_wav "BNK4_3J" as $1003
0050: gosub Label098A15
00BC: text_highpriority "BNK4_3J" 10000 ms 1 ;; Yeah, you'll have somebody's eye
out!
0050: gosub Label098A79
0004: $103A = 3 ;; integer values

:Label099A16
00D6: if 0
0038: $103A == 1 ;; integer values
004D: jump_if_false Label099A5B
03CF: load_wav "BNK4_3I" as $1003
0050: gosub Label098A15
00BC: text_highpriority "BNK4_3I" 10000 ms 1 ;; For god's sake, Phil, stop
waving that thing around!
0050: gosub Label098A79
00BE: text_clear_all
0004: $103A = 2 ;; integer values

:Label099A5B
0051: return

:Label099A5D
0004: $1003 = 1 ;; integer values
0084: $103C = $1039 ;; integer values and handles
0004: $1039 = 10 ;; integer values
0084: $103D = $103A ;; integer values and handles
0004: $103A = 10 ;; integer values
00D6: if 0
0038: $103B == 7 ;; integer values
004D: jump_if_false Label099ADC
03CF: load_wav "BNK4_3U" as $1003
0050: gosub Label098A15
00BC: text_highpriority "BNK4_3U" 10000 ms 1 ;; Don't mention it.
0050: gosub Label098A79
0004: $1040 = 1 ;; integer values
0084: $1039 = $103C ;; integer values and handles
0084: $103A = $103D ;; integer values and handles
0004: $103B = 8 ;; integer values

:Label099ADC
00D6: if 0
0038: $103B == 6 ;; integer values
004D: jump_if_false Label099B1F
03CF: load_wav "BNK4_3T" as $1003
0050: gosub Label098A15
00BC: text_highpriority "BNK4_3T" 10000 ms 1 ;; You're right. Thanks, Cam.
0050: gosub Label098A79
0004: $103B = 7 ;; integer values

:Label099B1F
00D6: if 0
0038: $103B == 5 ;; integer values
004D: jump_if_false Label099B64
03CF: load_wav "BNK4_3S" as $1003
0050: gosub Label098A15
00BC: text_highpriority "BNK4_3S" 10000 ms 1 ;; All will pass or end and you
must accept that.
0050: gosub Label098A79
00BE: text_clear_all
0004: $103B = 6 ;; integer values

:Label099B64
00D6: if 0
0038: $103B == 4 ;; integer values
004D: jump_if_false Label099BA7
03CF: load_wav "BNK4_3R" as $1003
0050: gosub Label098A15
00BC: text_highpriority "BNK4_3R" 10000 ms 1 ;; Youth, loved ones, pizza,
0050: gosub Label098A79
0004: $103B = 5 ;; integer values

:Label099BA7
00D6: if 0
0038: $103B == 3 ;; integer values
004D: jump_if_false Label099BEA
03CF: load_wav "BNK4_3Q" as $1003
0050: gosub Label098A15
00BC: text_highpriority "BNK4_3Q" 10000 ms 1 ;; You think all things will last.
0050: gosub Label098A79
0004: $103B = 4 ;; integer values

:Label099BEA
00D6: if 0
0038: $103B == 2 ;; integer values
004D: jump_if_false Label099C2D
03CF: load_wav "BNK4_3P" as $1003
0050: gosub Label098A15
00BC: text_highpriority "BNK4_3P" 10000 ms 1 ;; What?
0050: gosub Label098A79
0004: $103B = 3 ;; integer values

:Label099C2D
00D6: if 0
0038: $103B == 1 ;; integer values
004D: jump_if_false Label099C70
03CF: load_wav "BNK4_3O" as $1003
0050: gosub Label098A15
00BC: text_highpriority "BNK4_3O" 10000 ms 1 ;; You cling to an illusion of
permanence.
0050: gosub Label098A79
0004: $103B = 2 ;; integer values

:Label099C70
00D6: if 0
0038: $103B == 0 ;; integer values
004D: jump_if_false Label099CB3
03CF: load_wav "BNK4_3M" as $1003
0050: gosub Label098A15
00BC: text_highpriority "BNK4_3M" 10000 ms 1 ;; The car's ruined. RUINED!
0050: gosub Label098A79
0004: $103B = 1 ;; integer values

:Label099CB3
0051: return

:Label099CB5
0084: $104A = $1044 ;; integer values and handles
0050: gosub Label099D11
0084: $104A = $1045 ;; integer values and handles
0050: gosub Label099D11
0084: $104A = $1046 ;; integer values and handles
0050: gosub Label099D11
0084: $104A = $1047 ;; integer values and handles
0050: gosub Label099D11
0084: $104A = $1048 ;; integer values and handles
0050: gosub Label099D11
0084: $104A = $1049 ;; integer values and handles
0050: gosub Label099D11
0051: return

:Label099D11
01BB: store_object $104A position_to $104B $104C $104D
0400: create_coordinate $1051 $1052 $1053 from_object $104A offset 0.0 0.0 .2
0086: $104E = $1051 ;; floating-point values only
0061: $104E -= $104B ;; floating-point values
0086: $104F = $1052 ;; floating-point values only
0061: $104F -= $104C ;; floating-point values
0086: $1050 = $1053 ;; floating-point values only
0061: $1050 -= $104D ;; floating-point values
0437: scatter_particle 23 .3 at $104B $104C $104D $104E $104F $1050
0051: return

:Label099D89
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
016A: fade 0 () 1500 ms

:Label099DA6
00D6: if 0
016B: fading
004D: jump_if_false Label099E08
0001: wait 0 ms
034E: unknown_move_object $1037 to -936.964 -350.688 3.235 unknown_angle 0.0 .
025 0.0 0
034E: unknown_move_object $1038 to -936.964 -352.169 3.235 unknown_angle 0.0 .
025 0.0 0
0002: jump Label099DA6

:Label099E08
0055: put_player $PLAYER_CHAR at -938.56 -351.5 16.8
0171: set_player $PLAYER_CHAR z_angle_to 280.0
03C8: rotate_player-180-degrees
016A: fade 1 (back) 1500 ms

:Label099E2F
00D6: if 0
016B: fading
004D: jump_if_false Label099E91
0001: wait 0 ms
034E: unknown_move_object $1037 to -936.964 -349.488 3.235 unknown_angle 0.0 .
025 0.0 0
034E: unknown_move_object $1038 to -936.964 -353.369 3.235 unknown_angle 0.0 .
025 0.0 0
0002: jump Label099E2F

:Label099E91
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 (false)
0051: return

:Label099EA1
0169: set_fade_color 0 0 1
016A: fade 0 () 1500 ms
:Label099EB0
00D6: if 0
016B: fading
004D: jump_if_false Label099F12
0001: wait 0 ms
034E: unknown_move_object $1037 to -936.964 -350.688 3.235 unknown_angle 0.0 .
025 0.0 0
034E: unknown_move_object $1038 to -936.964 -352.169 3.235 unknown_angle 0.0 .
025 0.0 0
0002: jump Label099EB0

:Label099F12
0055: put_player $PLAYER_CHAR at -937.84 -351.73 6.23
0171: set_player $PLAYER_CHAR z_angle_to 280.0
03C8: rotate_player-180-degrees
0051: return

:Label099F34
016A: fade 1 (back) 1500 ms

:Label099F3B
00D6: if 0
016B: fading
004D: jump_if_false Label099F9D
0001: wait 0 ms
034E: unknown_move_object $1037 to -936.964 -349.488 3.235 unknown_angle 0.0 .
025 0.0 0
034E: unknown_move_object $1038 to -936.964 -353.369 3.235 unknown_angle 0.0 .
025 0.0 0
0002: jump Label099F3B

:Label099F9D
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 (false)
0051: return

;-------------Mission 25---------------
; Originally: Gun Runner

:Label099FAD
03A4: name_thread "PHIL1"
0050: gosub Label099FDB
00D6: if 0
0112: wasted_or_busted
004D: jump_if_false Label099FD2
0050: gosub Label09CFD3

:Label099FD2
0050: gosub Label09D025
004E: end_thread

:Label099FDB
03D5: remove_text "M_FAIL" ;; MISSION FAILED!
0004: $ONMISSION = 1 ;; integer values
0317: increment_mission_attempts
0001: wait 0 ms
054C: use_GXT_table "PHIL1"
058E: set_restart_mission_taxi_destination -1004.5 311.1 9.9 155.7
0004: $10A6 = 0 ;; integer values
0004: $10A7 = 0 ;; integer values
0004: $10A8 = 0 ;; integer values
0004: $10A9 = 0 ;; integer values
0004: $10AA = 0 ;; integer values
0004: $10AB = 0 ;; integer values
0004: $10AC = 0 ;; integer values
0004: $10AD = 0 ;; integer values
0004: $10AE = 0 ;; integer values
0004: $10AF = 2 ;; integer values
0004: $10B0 = 2 ;; integer values
0004: $10B1 = 2 ;; integer values
0004: $10B2 = 2 ;; integer values
0004: $10B3 = 0 ;; integer values
0004: $10B4 = 0 ;; integer values
0004: $10B5 = 1 ;; integer values
0004: $10B6 = 1 ;; integer values
0004: $10B7 = 1 ;; integer values
0004: $10B8 = 1 ;; integer values
0004: $10B9 = 0 ;; integer values
0004: $10BA = 0 ;; integer values
0004: $10BB = 0 ;; integer values
0004: $10BC = 0 ;; integer values
0004: $10BD = 0 ;; integer values
0005: $10BE = 0.0 ;; floating-point values
0004: $10BF = 0 ;; integer values
0004: $10C0 = 0 ;; integer values
0004: $10C1 = 0 ;; integer values
0004: $10C2 = 0 ;; integer values
0004: $10C3 = 0 ;; integer values
0004: $10C4 = 0 ;; integer values
0004: $10C5 = 0 ;; integer values
0004: $10C6 = 0 ;; integer values
0004: $10C7 = 0 ;; integer values
0004: $10C8 = 0 ;; integer values
0004: $10C9 = 0 ;; integer values
0004: $10CA = 0 ;; integer values
0004: $10CB = 0 ;; integer values
0004: $10CC = 0 ;; integer values
0004: $10CE = 0 ;; integer values
0004: $10CF = 0 ;; integer values
0004: $10D0 = 0 ;; integer values
0004: $10D1 = 0 ;; integer values
0004: $10D2 = 0 ;; integer values
0004: $10D3 = 0 ;; integer values
0004: $10D4 = 0 ;; integer values
0004: $10D5 = 0 ;; integer values
0004: $10D6 = 0 ;; integer values
0005: $5F = 0.0 ;; floating-point values
0005: $60 = 0.0 ;; floating-point values
0005: $61 = 0.0 ;; floating-point values
0005: $10D9 = 0.0 ;; floating-point values
0005: $10DA = 0.0 ;; floating-point values
0005: $10DB = 0.0 ;; floating-point values
0005: $10DC = 0.0 ;; floating-point values
0005: $10DD = 0.0 ;; floating-point values
0005: $10DE = 0.0 ;; floating-point values
0005: $10DF = 0.0 ;; floating-point values
0005: $10E0 = 0.0 ;; floating-point values
0005: $10E1 = 0.0 ;; floating-point values
0005: $10E2 = 0.0 ;; floating-point values
0005: $10E3 = 0.0 ;; floating-point values
0005: $10E4 = 0.0 ;; floating-point values
0005: $10E5 = 0.0 ;; floating-point values
0005: $10E6 = 0.0 ;; floating-point values
0005: $10E7 = 0.0 ;; floating-point values
0005: $10E8 = 0.0 ;; floating-point values
0005: $10E9 = 0.0 ;; floating-point values
0005: $10EA = 0.0 ;; floating-point values
0005: $10EB = 0.0 ;; floating-point values
0005: $10EC = 0.0 ;; floating-point values
0005: $10ED = 0.0 ;; floating-point values
0005: $10EE = 0.0 ;; floating-point values
0005: $10EF = 0.0 ;; floating-point values
0005: $10F0 = 0.0 ;; floating-point values
0005: $10F1 = 0.0 ;; floating-point values
0005: $10F2 = 0.0 ;; floating-point values
0005: $10F3 = 0.0 ;; floating-point values
0005: $10F4 = 0.0 ;; floating-point values
0005: $10D8 = 0.0 ;; floating-point values
023C: load_special_actor 1 "CSPLAY"
023C: load_special_actor 2 "CSPHIL"
02F3: load_object #CUTOBJ01 "EXPLTRK"
03CB: set_camera -1099.62 327.21 10.23
038B: load_requested_models

:Label09A2DD
00D6: if 21
823D: NOT special_actor 1 loaded
823D: NOT special_actor 2 loaded
004D: jump_if_false Label09A2FB
0001: wait 0 ms
0002: jump Label09A2DD

:Label09A2FB
00D6: if 0
8248: NOT model #CUTOBJ01 available
004D: jump_if_false Label09A316
0001: wait 0 ms
0002: jump Label09A2FB

:Label09A316
0395: clear_area 1 at -1083.1 321.1 range 11.2 300.0
02E4: load_cutscene_data "PHIL_1"
0244: set_cutscene_pos -1099.62 327.21 10.23
041D: set_camera_near_clip .1
02E5: $7D = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $7D "CSPLAY"
02E5: $89 = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $89 "CSPHIL"
02E5: $10F5 = create_cutscene_object #CUTOBJ01
02E6: set_cutscene_anim $10F5 "EXPLTRK"
0395: clear_area 1 at -1098.8 342.6 range 10.2 1.0
0055: put_player $PLAYER_CHAR at -1098.8 342.6 10.2
0171: set_player $PLAYER_CHAR z_angle_to 265.8
016A: fade 1 (back) 1500 ms
03AD: set_rubbish 0 (invisible)
03AF: set_streaming 1 (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label09A3D9
00D6: if 0
001A: 2823 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label09A3FC
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label09A3D9

:Label09A3FC
00BC: text_highpriority "PHIL1_A" 10000 ms 1 ;; Phil?

:Label09A40B
00D6: if 0
001A: 3522 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label09A42E
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label09A40B

:Label09A42E
00BC: text_highpriority "PHIL1_B" 10000 ms 1 ;; RUN!

:Label09A43D
00D6: if 0
001A: 5525 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label09A460
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label09A43D

:Label09A460
00BC: text_highpriority "PHIL1_C" 10000 ms 1 ;; Run

:Label09A46F
00D6: if 0
001A: 8000 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label09A492
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label09A46F

:Label09A492
00D6: if 0
856A: NOT (unknown)
004D: jump_if_false Label09A4EB
020C: create_explosion 2 at -1091.6 327.6 10.5
020C: create_explosion 11 at -1091.6 327.6 10.5
020C: create_explosion 1 at -1091.6 327.6 10.5
020C: create_explosion 6 at -1091.6 327.6 10.5

:Label09A4EB
00D6: if 0
001A: 13868 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label09A50E
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label09A4EB

:Label09A50E
00BC: text_highpriority "PHIL1_O" 10000 ms 1 ;; Hoooooweeeeee!

:Label09A51D
00D6: if 0
001A: 17669 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label09A540
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label09A51D

:Label09A540
00BC: text_highpriority "PHIL1_D" 10000 ms 1 ;; Never get a naked flame too
close to one of Phil Cassidy's Boomshine stills!

:Label09A54F
00D6: if 0
001A: 23022 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label09A572
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label09A54F

:Label09A572
00BC: text_highpriority "PHIL1_E" 10000 ms 1 ;; Shit Phil, you drink that stuff?

:Label09A581
00D6: if 0
001A: 25871 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label09A5A4
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label09A581

:Label09A5A4
00BC: text_highpriority "PHIL1_F" 10000 ms 1 ;; Hell, you don't have to drink it

:Label09A5B3
00D6: if 0
001A: 28447 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label09A5D6
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label09A5B3

:Label09A5D6
00BC: text_highpriority "PHIL1_G" 10000 ms 1 ;; - just a good whiff will set you
off. Hoowwee!

:Label09A5E5
00D6: if 0
001A: 30702 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label09A608
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label09A5E5
:Label09A608
00BC: text_highpriority "PHIL1_H" 10000 ms 1 ;; Listen Phil, you said you could
fix me up with some firepower...

:Label09A617
00D6: if 0
001A: 34919 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label09A63C
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label09A617

:Label09A63C
00BC: text_highpriority "PHIL1_I" 10000 ms 1 ;; Sure thing.

:Label09A64B
00D6: if 0
001A: 36645 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label09A670
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label09A64B

:Label09A670
00BC: text_highpriority "PHIL1_J" 10000 ms 1 ;; There's some Mexican gun-runner
been doing me for business of late.

:Label09A67F
00D6: if 0
001A: 41023 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label09A6A4
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label09A67F

:Label09A6A4
00BC: text_highpriority "PHIL1_K" 10000 ms 1 ;; He does his weekly run about
now.

:Label09A6B3
00D6: if 0
001A: 45336 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label09A6D8
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label09A6B3

:Label09A6D8
00BC: text_highpriority "PHIL1_L" 10000 ms 1 ;; Ram his hardware off the back of
his trucks before he goes to ground.

:Label09A6E7
00D6: if 0
001A: 49603 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label09A70C
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label09A6E7
:Label09A70C
00BC: text_highpriority "PHIL1_M" 10000 ms 1 ;; And you'd be doing me a favor
while you're at it.

:Label09A71B
00D6: if 0
001A: 52389 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label09A740
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label09A71B

:Label09A740
00BC: text_highpriority "PHIL1_N" 10000 ms 1 ;; Then finish him off.

:Label09A74F
00D6: if 0
001A: 53589 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label09A774
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label09A74F

:Label09A774
00BE: text_clear_all

:Label09A776
00D6: if 0
001A: 54400 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label09A79B
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label09A776

:Label09A79B
016A: fade 0 () 1500 ms
00BE: text_clear_all

:Label09A7A4
00D6: if 0
016B: fading
004D: jump_if_false Label09A7BC
0001: wait 0 ms
0002: jump Label09A7A4

:Label09A7BC
03AD: set_rubbish 1 (visible)
02EA: end_cutscene
0296: unload_special_actor 1
0296: unload_special_actor 2
0249: release_model #CUTOBJ01
01EB: set_car_density_to 1.0
03DE: set_pedestrians_density_multiplier_to 1.0
0169: set_fade_color 0 0 0
0001: wait 500 ms
0373: set_camera_directly_behind_player
04E3: unknown_player $PLAYER_CHAR 0 60000
0247: request_model #WALTON
0247: request_model #WMYCR
0247: request_model #FAGGIO
0247: request_model -154 (GUNBOX)
0247: request_model #PATRIOT

:Label09A810
00D6: if 24
8248: NOT model #WALTON available
8248: NOT model #WMYCR available
8248: NOT model #FAGGIO available
8248: NOT model -154 (GUNBOX) available
8248: NOT model #PATRIOT available
004D: jump_if_false Label09A83E
0001: wait 0 ms
0002: jump Label09A810

:Label09A83E
0247: request_model #PYTHON
0247: request_model #SHOTGSPA
0247: request_model #INGRAMSL
0247: request_model #M60
0247: request_model #UZI

:Label09A857
00D6: if 24
8248: NOT model #PYTHON available
8248: NOT model #SHOTGSPA available
8248: NOT model #INGRAMSL available
8248: NOT model #M60 available
8248: NOT model #UZI available
004D: jump_if_false Label09A886
0001: wait 0 ms
0002: jump Label09A857

:Label09A886
03CF: load_wav "PHIL1_2" as 1
03CF: load_wav "PHIL1_3" as 2

:Label09A89E
00D6: if 21
83D0: NOT wav 1 loaded
83D0: NOT wav 2 loaded
004D: jump_if_false Label09A8BC
0001: wait 0 ms
0002: jump Label09A89E

:Label09A8BC
00BC: text_highpriority "PHI1_01" 11000 ms 1 ;; ~g~Go and knock the arms off the
back of the dealers' trucks.
0481: 3.0
00A5: $109C = create_car #PATRIOT at -1073.4 325.3 10.2
0175: set_car $109C z_angle_to 259.7
032B: $109D = create_weapon_pickup #BOMB 3 ammo 15 at -1058.6 325.9 11.2
016A: fade 1 (back) 1500 ms
00A5: $1082 = create_car #WALTON at -757.6 23.9 9.9
0229: set_car $1082 color_to 1 1
0428: unknown_car $1082 flag 1
039C: (unknown) $1082 1
0129: $1086 = create_actor 4 #WMYCR in_car $1082 driverseat
00AD: set_car $1082 max_speed_to 15.0
00AE: unknown_set_car $1082 to_ignore_traffic_lights 2
00A8: set_car $1082 to_psycho_driver
0428: unknown_car $1082 flag 1
0186: $109E = create_marker_above_car $1082
0107: $1098 = create_object -154 (GUNBOX) at -757.6 23.9 10.0
0382: unknown_set_object $1098 collision_detection 0
009A: $1096 = create_actor 11 #WMYCR at -757.6 23.9 10.0
011A: set_actor $1096 flags 256
011A: set_actor $1096 flags 128
011A: set_actor $1096 flags 64
0464: put_actor $1096 into_turret_on_car $1082 at_car_offset 0.0 -1.0 .9 unknown
2 angle 45.0 with_weapon 23
00A5: $1083 = create_car #WALTON at -763.6 12.9 9.9
0229: set_car $1083 color_to 1 1
0428: unknown_car $1083 flag 1
039C: (unknown) $1083 1
0129: $1087 = create_actor 4 #WMYCR in_car $1083 driverseat
00AD: set_car $1083 max_speed_to 15.0
00AE: unknown_set_car $1083 to_ignore_traffic_lights 2
00A8: set_car $1083 to_psycho_driver
0428: unknown_car $1083 flag 1
0186: $109F = create_marker_above_car $1083
0107: $1099 = create_object -154 (GUNBOX) at -763.6 12.9 10.0
0382: unknown_set_object $1099 collision_detection 0
00A5: $1084 = create_car #WALTON at -674.9 788.4 10.3
0229: set_car $1084 color_to 1 1
0428: unknown_car $1084 flag 1
039C: (unknown) $1084 1
0129: $1088 = create_actor 4 #WMYCR in_car $1084 driverseat
00AD: set_car $1084 max_speed_to 15.0
00AE: unknown_set_car $1084 to_ignore_traffic_lights 2
00A8: set_car $1084 to_psycho_driver
0428: unknown_car $1084 flag 1
0186: $10A0 = create_marker_above_car $1084
009A: $1097 = create_actor 11 #WMYCR at -674.9 788.4 10.3
011A: set_actor $1097 flags 256
011A: set_actor $1097 flags 128
011A: set_actor $1097 flags 64
0464: put_actor $1097 into_turret_on_car $1084 at_car_offset 0.0 -1.0 .9 unknown
2 angle 45.0 with_weapon 23
0107: $109A = create_object -154 (GUNBOX) at -674.9 788.4 10.3
0382: unknown_set_object $109A collision_detection 0
00A5: $1085 = create_car #WALTON at -674.9 777.1 10.3
0229: set_car $1085 color_to 1 1
0428: unknown_car $1085 flag 1
039C: (unknown) $1085 1
0129: $1089 = create_actor 4 #WMYCR in_car $1085 driverseat
00AD: set_car $1085 max_speed_to 15.0
00AE: unknown_set_car $1085 to_ignore_traffic_lights 2
00A8: set_car $1085 to_psycho_driver
0428: unknown_car $1085 flag 1
0186: $10A1 = create_marker_above_car $1085
0107: $109B = create_object -154 (GUNBOX) at -674.9 777.1 10.3
0382: unknown_set_object $109B collision_detection 0
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label09AC45
00A5: $108E = create_car #FAGGIO at -844.0 -325.0 10.0
0129: $1092 = create_actor 4 #WMYCR in_car $108E driverseat
00A5: $108F = create_car #FAGGIO at -844.0 -325.0 10.0
0129: $1093 = create_actor 4 #WMYCR in_car $108F driverseat
00A5: $1090 = create_car #FAGGIO at -844.0 -325.0 10.0
0129: $1094 = create_actor 4 #WMYCR in_car $1090 driverseat
00A5: $1091 = create_car #FAGGIO at -844.0 -325.0 10.0
0129: $1095 = create_actor 4 #WMYCR in_car $1091 driverseat

:Label09AC45
0001: wait 0 ms
00D6: if 0
0214: pickup $109D picked_up
004D: jump_if_false Label09AC7C
00D6: if 0
0038: $10D7 == 0 ;; integer values
004D: jump_if_false Label09AC7C
03E5: text_box "PHI1_HP" ;; When using Detonator Grenades, throw a grenade then
trigger the explosion at any time.
0004: $10D7 = 1 ;; integer values

:Label09AC7C
00D6: if 0
0038: $10A6 == 0 ;; integer values
004D: jump_if_false Label09BA2F
00D6: if 0
0038: $10BF == 4 ;; integer values
004D: jump_if_false Label09AD2A
00D6: if 0
8119: NOT car $1082 wrecked
004D: jump_if_false Label09ACBD
0164: disable_marker $109E
0186: $109E = create_marker_above_car $1082

:Label09ACBD
00D6: if 0
8119: NOT car $1083 wrecked
004D: jump_if_false Label09ACDA
0164: disable_marker $109F
0186: $109F = create_marker_above_car $1083

:Label09ACDA
00D6: if 0
8119: NOT car $1084 wrecked
004D: jump_if_false Label09ACF7
0164: disable_marker $10A0
0186: $10A0 = create_marker_above_car $1084

:Label09ACF7
00D6: if 0
8119: NOT car $1085 wrecked
004D: jump_if_false Label09AD14
0164: disable_marker $10A1
0186: $10A1 = create_marker_above_car $1085

:Label09AD14
00BC: text_highpriority "PHI1_04" 11000 ms 1 ;; ~g~Now go and finish off the
remaining arms dealers.
0004: $10A6 = 1 ;; integer values

:Label09AD2A
00D6: if 0
8119: NOT car $1082 wrecked
004D: jump_if_false Label09AEA1
00D6: if 0
0038: $10AF == 2 ;; integer values
004D: jump_if_false Label09AD63
035C: place_object $1098 relative_to_car $1082 offset 0.0 -2.0 .3

:Label09AD63
0227: $10A7 = car $1082 health
00D6: if 0
0038: $10AF == 2 ;; integer values
004D: jump_if_false Label09AE26
00D6: if 22
001A: 970 > $10A7 ;; integer values
00DC: player $PLAYER_CHAR driving $1082
0366: (unknown) $1098
004D: jump_if_false Label09AE26
00D6: if 0
0038: $10C4 == 0 ;; integer values
004D: jump_if_false Label09ADB6
0004: $10C4 = 1 ;; integer values

:Label09ADB6
00D6: if 0
0038: $10AB == 0 ;; integer values
004D: jump_if_false Label09AE26
0050: gosub Label09E227
035C: place_object $1098 relative_to_car $1082 offset 0.0 -2.0 .8
0382: unknown_set_object $1098 collision_detection 1
0392: object $1098 toggle_in_moving_list 1
038C: object $1098 scatter 0.0 0.0 3.0
0188: $10A2 = create_marker_above_object $1098
00BC: text_highpriority "PHI1_02" 7000 ms 1 ;; ~g~The arms dealer dropped his
load. Smash the crate and pick up the weapon.
0004: $10AF = 0 ;; integer values

:Label09AE26
00D6: if 0
001A: 300 > $10A7 ;; integer values
004D: jump_if_false Label09AE9A
00D6: if 0
8118: NOT actor $1096 dead
004D: jump_if_false Label09AE6F
0465: remove_actor $1096 from_turret_mode
00D6: if 0
0038: $10D5 == 0 ;; integer values
004D: jump_if_false Label09AE6F
01CC: actor $1096 kill_player $PLAYER_CHAR
0004: $10D5 = 1 ;; integer values

:Label09AE6F
00D6: if 0
8118: NOT actor $1086 dead
004D: jump_if_false Label09AE9A
00D6: if 0
00DB: actor $1086 in_car $1082
004D: jump_if_false Label09AE9A
01D3: actor $1086 leave_car $1082
:Label09AE9A
0002: jump Label09AF25

:Label09AEA1
00D6: if 0
0038: $10AF == 2 ;; integer values
004D: jump_if_false Label09AF25
00D6: if 0
0038: $10C4 == 0 ;; integer values
004D: jump_if_false Label09AECC
0004: $10C4 = 1 ;; integer values

:Label09AECC
00D6: if 0
0038: $10AB == 0 ;; integer values
004D: jump_if_false Label09AF25
0050: gosub Label09E227
0382: unknown_set_object $1098 collision_detection 1
0392: object $1098 toggle_in_moving_list 1
038C: object $1098 scatter 0.0 0.0 3.0
0188: $10A2 = create_marker_above_object $1098
00BC: text_highpriority "PHI1_02" 7000 ms 1 ;; ~g~The arms dealer dropped his
load. Smash the crate and pick up the weapon.
0004: $10AF = 0 ;; integer values

:Label09AF25
00D6: if 0
8119: NOT car $1083 wrecked
004D: jump_if_false Label09B066
00D6: if 0
0038: $10B0 == 2 ;; integer values
004D: jump_if_false Label09AF5E
035C: place_object $1099 relative_to_car $1083 offset 0.0 -2.0 .3

:Label09AF5E
0227: $10A8 = car $1083 health
00D6: if 0
0038: $10B0 == 2 ;; integer values
004D: jump_if_false Label09B021
00D6: if 22
001A: 970 > $10A8 ;; integer values
00DC: player $PLAYER_CHAR driving $1083
0366: (unknown) $1099
004D: jump_if_false Label09B021
00D6: if 0
0038: $10C5 == 0 ;; integer values
004D: jump_if_false Label09AFB1
0004: $10C5 = 1 ;; integer values

:Label09AFB1
00D6: if 0
0038: $10AC == 0 ;; integer values
004D: jump_if_false Label09B021
0050: gosub Label09E227
035C: place_object $1099 relative_to_car $1083 offset 0.0 -2.0 .8
0382: unknown_set_object $1099 collision_detection 1
0392: object $1099 toggle_in_moving_list 1
038C: object $1099 scatter 0.0 0.0 3.0
0188: $10A3 = create_marker_above_object $1099
00BC: text_highpriority "PHI1_02" 7000 ms 1 ;; ~g~The arms dealer dropped his
load. Smash the crate and pick up the weapon.
0004: $10B0 = 0 ;; integer values

:Label09B021
00D6: if 0
001A: 300 > $10A8 ;; integer values
004D: jump_if_false Label09B05F
00D6: if 0
8118: NOT actor $1087 dead
004D: jump_if_false Label09B05F
00D6: if 0
00DB: actor $1087 in_car $1083
004D: jump_if_false Label09B05F
01D3: actor $1087 leave_car $1083

:Label09B05F
0002: jump Label09B0EA

:Label09B066
00D6: if 0
0038: $10B0 == 2 ;; integer values
004D: jump_if_false Label09B0EA
00D6: if 0
0038: $10C5 == 0 ;; integer values
004D: jump_if_false Label09B091
0004: $10C5 = 1 ;; integer values

:Label09B091
00D6: if 0
0038: $10AC == 0 ;; integer values
004D: jump_if_false Label09B0EA
0050: gosub Label09E227
0382: unknown_set_object $1099 collision_detection 1
0392: object $1099 toggle_in_moving_list 1
038C: object $1099 scatter 0.0 0.0 3.0
0188: $10A3 = create_marker_above_object $1099
00BC: text_highpriority "PHI1_02" 7000 ms 1 ;; ~g~The arms dealer dropped his
load. Smash the crate and pick up the weapon.
0004: $10B0 = 0 ;; integer values

:Label09B0EA
00D6: if 0
8119: NOT car $1084 wrecked
004D: jump_if_false Label09B261
00D6: if 0
0038: $10B1 == 2 ;; integer values
004D: jump_if_false Label09B123
035C: place_object $109A relative_to_car $1084 offset 0.0 -2.0 .3

:Label09B123
0227: $10A9 = car $1084 health
00D6: if 0
0038: $10B1 == 2 ;; integer values
004D: jump_if_false Label09B1E6
00D6: if 22
001A: 970 > $10A9 ;; integer values
00DC: player $PLAYER_CHAR driving $1084
0366: (unknown) $109A
004D: jump_if_false Label09B1E6
00D6: if 0
0038: $10C6 == 0 ;; integer values
004D: jump_if_false Label09B176
0004: $10C6 = 1 ;; integer values

:Label09B176
00D6: if 0
0038: $10AD == 0 ;; integer values
004D: jump_if_false Label09B1E6
0050: gosub Label09E227
035C: place_object $109A relative_to_car $1084 offset 0.0 -2.0 .8
0382: unknown_set_object $109A collision_detection 1
0392: object $109A toggle_in_moving_list 1
038C: object $109A scatter 0.0 0.0 3.0
0188: $10A4 = create_marker_above_object $109A
00BC: text_highpriority "PHI1_02" 7000 ms 1 ;; ~g~The arms dealer dropped his
load. Smash the crate and pick up the weapon.
0004: $10B1 = 0 ;; integer values

:Label09B1E6
00D6: if 0
001A: 300 > $10A9 ;; integer values
004D: jump_if_false Label09B25A
00D6: if 0
8118: NOT actor $1097 dead
004D: jump_if_false Label09B22F
0465: remove_actor $1097 from_turret_mode
00D6: if 0
0038: $10D6 == 0 ;; integer values
004D: jump_if_false Label09B22F
01CC: actor $1097 kill_player $PLAYER_CHAR
0004: $10D6 = 1 ;; integer values

:Label09B22F
00D6: if 0
8118: NOT actor $1088 dead
004D: jump_if_false Label09B25A
00D6: if 0
00DB: actor $1088 in_car $1084
004D: jump_if_false Label09B25A
01D3: actor $1088 leave_car $1084

:Label09B25A
0002: jump Label09B2E5

:Label09B261
00D6: if 0
0038: $10B1 == 2 ;; integer values
004D: jump_if_false Label09B2E5
00D6: if 0
0038: $10C6 == 0 ;; integer values
004D: jump_if_false Label09B28C
0004: $10C6 = 1 ;; integer values

:Label09B28C
00D6: if 0
0038: $10AD == 0 ;; integer values
004D: jump_if_false Label09B2E5
0050: gosub Label09E227
0382: unknown_set_object $109A collision_detection 1
0392: object $109A toggle_in_moving_list 1
038C: object $109A scatter 0.0 0.0 3.0
0188: $10A4 = create_marker_above_object $109A
00BC: text_highpriority "PHI1_02" 7000 ms 1 ;; ~g~The arms dealer dropped his
load. Smash the crate and pick up the weapon.
0004: $10B1 = 0 ;; integer values

:Label09B2E5
00D6: if 0
8119: NOT car $1085 wrecked
004D: jump_if_false Label09B426
00D6: if 0
0038: $10B2 == 2 ;; integer values
004D: jump_if_false Label09B31E
035C: place_object $109B relative_to_car $1085 offset 0.0 -2.0 .3

:Label09B31E
0227: $10AA = car $1085 health
00D6: if 0
0038: $10B2 == 2 ;; integer values
004D: jump_if_false Label09B3E1
00D6: if 22
001A: 970 > $10AA ;; integer values
00DC: player $PLAYER_CHAR driving $1085
0366: (unknown) $109B
004D: jump_if_false Label09B3E1
00D6: if 0
0038: $10C7 == 0 ;; integer values
004D: jump_if_false Label09B371
0004: $10C7 = 1 ;; integer values

:Label09B371
00D6: if 0
0038: $10AE == 0 ;; integer values
004D: jump_if_false Label09B3E1
0050: gosub Label09E227
035C: place_object $109B relative_to_car $1085 offset 0.0 -2.0 .8
0382: unknown_set_object $109B collision_detection 1
0392: object $109B toggle_in_moving_list 1
038C: object $109B scatter 0.0 0.0 3.0
0188: $10A5 = create_marker_above_object $109B
00BC: text_highpriority "PHI1_02" 7000 ms 1 ;; ~g~The arms dealer dropped his
load. Smash the crate and pick up the weapon.
0004: $10B2 = 0 ;; integer values

:Label09B3E1
00D6: if 0
001A: 300 > $10AA ;; integer values
004D: jump_if_false Label09B41F
00D6: if 0
8118: NOT actor $1089 dead
004D: jump_if_false Label09B41F
00D6: if 0
00DB: actor $1089 in_car $1085
004D: jump_if_false Label09B41F
01D3: actor $1089 leave_car $1085
:Label09B41F
0002: jump Label09B4AA

:Label09B426
00D6: if 0
0038: $10B2 == 2 ;; integer values
004D: jump_if_false Label09B4AA
00D6: if 0
0038: $10C7 == 0 ;; integer values
004D: jump_if_false Label09B451
0004: $10C7 = 1 ;; integer values

:Label09B451
00D6: if 0
0038: $10AE == 0 ;; integer values
004D: jump_if_false Label09B4AA
0050: gosub Label09E227
0382: unknown_set_object $109B collision_detection 1
0392: object $109B toggle_in_moving_list 1
038C: object $109B scatter 0.0 0.0 3.0
0188: $10A5 = create_marker_above_object $109B
00BC: text_highpriority "PHI1_02" 7000 ms 1 ;; ~g~The arms dealer dropped his
load. Smash the crate and pick up the weapon.
0004: $10B2 = 0 ;; integer values

:Label09B4AA
00D6: if 23
0038: $10C4 == 1 ;; integer values
0038: $10C5 == 1 ;; integer values
0038: $10C6 == 1 ;; integer values
0038: $10C7 == 1 ;; integer values
004D: jump_if_false Label09B51F
01C3: remove_references_to_car $109C ;; Like turning a car into any random car
00D6: if 0
8118: NOT actor $1096 dead
004D: jump_if_false Label09B4EE
01CC: actor $1096 kill_player $PLAYER_CHAR

:Label09B4EE
00D6: if 0
8118: NOT actor $1097 dead
004D: jump_if_false Label09B506
01CC: actor $1097 kill_player $PLAYER_CHAR

:Label09B506
00D6: if 0
0038: $10C2 == 0 ;; integer values
004D: jump_if_false Label09B51F
0004: $10C2 = 1 ;; integer values

:Label09B51F
00D6: if 0
0038: $10AB == 0 ;; integer values
004D: jump_if_false Label09B5D0
00D6: if 0
0038: $10AF == 0 ;; integer values
004D: jump_if_false Label09B5D0
00D6: if 0
8366: NOT (unknown) $1098
004D: jump_if_false Label09B59D
01BB: store_object $1098 position_to $10E9 $10EA $10EB
02CE: $10D8 = ground_z $10E9 $10EA $10EB
00D6: if 0
0020: $10D8 > 9.0 ;; floating-point values
004D: jump_if_false Label09B596
0009: $10D8 += 1.0 ;; floating-point values
0086: $10EB = $10D8 ;; floating-point values only

:Label09B596
0002: jump Label09B5D0

:Label09B59D
0213: $108A = create_pickup #PYTHON type 3 at $10E9 $10EA $10EB
0164: disable_marker $10A2
03DC: $10A2 = create_marker_above_pickup $108A
01C4: remove_references_to_object $1098 ;; This object will now disappear when the
player looks away
0004: $10AF = 1 ;; integer values
0008: $10B3 += 1 ;; integer values

:Label09B5D0
00D6: if 0
0038: $10AC == 0 ;; integer values
004D: jump_if_false Label09B681
00D6: if 0
0038: $10B0 == 0 ;; integer values
004D: jump_if_false Label09B681
00D6: if 0
8366: NOT (unknown) $1099
004D: jump_if_false Label09B64E
01BB: store_object $1099 position_to $10EC $10ED $10EE
02CE: $10D8 = ground_z $10EC $10ED $10EE
00D6: if 0
0020: $10D8 > 9.0 ;; floating-point values
004D: jump_if_false Label09B647
0009: $10D8 += 1.0 ;; floating-point values
0086: $10EE = $10D8 ;; floating-point values only

:Label09B647
0002: jump Label09B681

:Label09B64E
0213: $108B = create_pickup #SHOTGSPA type 3 at $10EC $10ED $10EE
0164: disable_marker $10A3
03DC: $10A3 = create_marker_above_pickup $108B
01C4: remove_references_to_object $1099 ;; This object will now disappear when the
player looks away
0004: $10B0 = 1 ;; integer values
0008: $10B3 += 1 ;; integer values

:Label09B681
00D6: if 0
0038: $10AD == 0 ;; integer values
004D: jump_if_false Label09B732
00D6: if 0
0038: $10B1 == 0 ;; integer values
004D: jump_if_false Label09B732
00D6: if 0
8366: NOT (unknown) $109A
004D: jump_if_false Label09B6FF
01BB: store_object $109A position_to $10EF $10F0 $10F1
02CE: $10D8 = ground_z $10EF $10F0 $10F1
00D6: if 0
0020: $10D8 > 9.0 ;; floating-point values
004D: jump_if_false Label09B6F8
0009: $10D8 += 1.0 ;; floating-point values
0086: $10F1 = $10D8 ;; floating-point values only

:Label09B6F8
0002: jump Label09B732

:Label09B6FF
0213: $108C = create_pickup #M60 type 3 at $10EF $10F0 $10F1
0164: disable_marker $10A4
03DC: $10A4 = create_marker_above_pickup $108C
01C4: remove_references_to_object $109A ;; This object will now disappear when the
player looks away
0004: $10B1 = 1 ;; integer values
0008: $10B3 += 1 ;; integer values

:Label09B732
00D6: if 0
0038: $10AE == 0 ;; integer values
004D: jump_if_false Label09B7E3
00D6: if 0
0038: $10B2 == 0 ;; integer values
004D: jump_if_false Label09B7E3
00D6: if 0
8366: NOT (unknown) $109B
004D: jump_if_false Label09B7B0
01BB: store_object $109B position_to $10F2 $10F3 $10F4
02CE: $10D8 = ground_z $10F2 $10F3 $10F4
00D6: if 0
0020: $10D8 > 9.0 ;; floating-point values
004D: jump_if_false Label09B7A9
0009: $10D8 += 1.0 ;; floating-point values
0086: $10F4 = $10D8 ;; floating-point values only

:Label09B7A9
0002: jump Label09B7E3

:Label09B7B0
0213: $108D = create_pickup #INGRAMSL type 3 at $10F2 $10F3 $10F4
0164: disable_marker $10A5
03DC: $10A5 = create_marker_above_pickup $108D
01C4: remove_references_to_object $109B ;; This object will now disappear when the
player looks away
0004: $10B2 = 1 ;; integer values
0008: $10B3 += 1 ;; integer values

:Label09B7E3
00D6: if 0
0018: $10B3 > 0 ;; integer values
004D: jump_if_false Label09B823
00D6: if 23
0038: $10AF == 1 ;; integer values
0038: $10B0 == 1 ;; integer values
0038: $10B1 == 1 ;; integer values
0038: $10B2 == 1 ;; integer values
004D: jump_if_false Label09B823
0050: gosub Label09D0CB

:Label09B823
00D6: if 0
8038: NOT $10AF == 2 ;; integer values
004D: jump_if_false Label09B852
00D6: if 0
0038: $10CE == 0 ;; integer values
004D: jump_if_false Label09B852
03D1: play_wav 1
0004: $10CE = 1 ;; integer values

:Label09B852
00D6: if 0
8038: NOT $10B1 == 2 ;; integer values
004D: jump_if_false Label09B881
00D6: if 0
0038: $10CF == 0 ;; integer values
004D: jump_if_false Label09B881
03D1: play_wav 2
0004: $10CF = 1 ;; integer values

:Label09B881
00D6: if 0
0038: $10B3 == 0 ;; integer values
004D: jump_if_false Label09BA2F
00D6: if 0
8119: NOT car $1082 wrecked
004D: jump_if_false Label09B8FA
00D6: if 0
00DC: player $PLAYER_CHAR driving $1082
004D: jump_if_false Label09B8C2
0164: disable_marker $109E
0002: jump Label09B8FA

:Label09B8C2
00D6: if 0
0038: $10AB == 0 ;; integer values
004D: jump_if_false Label09B8FA
00D6: if 0
0038: $10C8 == 0 ;; integer values
004D: jump_if_false Label09B8FA
0164: disable_marker $109E
0186: $109E = create_marker_above_car $1082
0004: $10C8 = 1 ;; integer values

:Label09B8FA
00D6: if 0
8119: NOT car $1083 wrecked
004D: jump_if_false Label09B961
00D6: if 0
00DC: player $PLAYER_CHAR driving $1083
004D: jump_if_false Label09B929
0164: disable_marker $109F
0002: jump Label09B961
:Label09B929
00D6: if 0
0038: $10AC == 0 ;; integer values
004D: jump_if_false Label09B961
00D6: if 0
0038: $10C9 == 0 ;; integer values
004D: jump_if_false Label09B961
0164: disable_marker $109F
0186: $109F = create_marker_above_car $1083
0004: $10C9 = 1 ;; integer values

:Label09B961
00D6: if 0
8119: NOT car $1084 wrecked
004D: jump_if_false Label09B9C8
00D6: if 0
00DC: player $PLAYER_CHAR driving $1084
004D: jump_if_false Label09B990
0164: disable_marker $10A0
0002: jump Label09B9C8

:Label09B990
00D6: if 0
0038: $10AD == 0 ;; integer values
004D: jump_if_false Label09B9C8
00D6: if 0
0038: $10CA == 0 ;; integer values
004D: jump_if_false Label09B9C8
0164: disable_marker $10A0
0186: $10A0 = create_marker_above_car $1084
0004: $10CA = 1 ;; integer values

:Label09B9C8
00D6: if 0
8119: NOT car $1085 wrecked
004D: jump_if_false Label09BA2F
00D6: if 0
00DC: player $PLAYER_CHAR driving $1085
004D: jump_if_false Label09B9F7
0164: disable_marker $10A1
0002: jump Label09BA2F

:Label09B9F7
00D6: if 0
0038: $10AE == 0 ;; integer values
004D: jump_if_false Label09BA2F
00D6: if 0
0038: $10CB == 0 ;; integer values
004D: jump_if_false Label09BA2F
0164: disable_marker $10A1
0186: $10A1 = create_marker_above_car $1085
0004: $10CB = 1 ;; integer values

:Label09BA2F
00D6: if 0
8119: NOT car $1082 wrecked
004D: jump_if_false Label09BAA0
00D6: if 0
8118: NOT actor $1086 dead
004D: jump_if_false Label09BAA0
00D6: if 0
00DB: actor $1086 in_car $1082
004D: jump_if_false Label09BA98
0084: $10C3 = $10C4 ;; integer values and handles
0084: $10D4 = $10D0 ;; integer values and handles
0084: $10C0 = $1082 ;; integer values and handles
0084: $10C1 = $1086 ;; integer values and handles
0050: gosub Label09D32D
0084: $10D0 = $10D4 ;; integer values and handles
0002: jump Label09BAA0

:Label09BA98
01CC: actor $1086 kill_player $PLAYER_CHAR

:Label09BAA0
00D6: if 0
8119: NOT car $1083 wrecked
004D: jump_if_false Label09BB11
00D6: if 0
8118: NOT actor $1087 dead
004D: jump_if_false Label09BB11
00D6: if 0
00DB: actor $1087 in_car $1083
004D: jump_if_false Label09BB09
0084: $10C3 = $10C5 ;; integer values and handles
0084: $10D4 = $10D1 ;; integer values and handles
0084: $10C0 = $1083 ;; integer values and handles
0084: $10C1 = $1087 ;; integer values and handles
0050: gosub Label09D32D
0084: $10D1 = $10D4 ;; integer values and handles
0002: jump Label09BB11

:Label09BB09
01CC: actor $1087 kill_player $PLAYER_CHAR

:Label09BB11
00D6: if 0
8119: NOT car $1084 wrecked
004D: jump_if_false Label09BB82
00D6: if 0
8118: NOT actor $1088 dead
004D: jump_if_false Label09BB82
00D6: if 0
00DB: actor $1088 in_car $1084
004D: jump_if_false Label09BB7A
0084: $10C3 = $10C6 ;; integer values and handles
0084: $10D4 = $10D2 ;; integer values and handles
0084: $10C0 = $1084 ;; integer values and handles
0084: $10C1 = $1088 ;; integer values and handles
0050: gosub Label09D32D
0084: $10D2 = $10D4 ;; integer values and handles
0002: jump Label09BB82

:Label09BB7A
01CC: actor $1088 kill_player $PLAYER_CHAR

:Label09BB82
00D6: if 0
8119: NOT car $1085 wrecked
004D: jump_if_false Label09BBF3
00D6: if 0
8118: NOT actor $1089 dead
004D: jump_if_false Label09BBF3
00D6: if 0
00DB: actor $1089 in_car $1085
004D: jump_if_false Label09BBEB
0084: $10C3 = $10C7 ;; integer values and handles
0084: $10D4 = $10D3 ;; integer values and handles
0084: $10C0 = $1085 ;; integer values and handles
0084: $10C1 = $1089 ;; integer values and handles
0050: gosub Label09D32D
0084: $10D3 = $10D4 ;; integer values and handles
0002: jump Label09BBF3

:Label09BBEB
01CC: actor $1089 kill_player $PLAYER_CHAR

:Label09BBF3
00D6: if 0
0038: $10BF == 2 ;; integer values
004D: jump_if_false Label09BC2D
00D6: if 0
0038: $10B4 == 0 ;; integer values
004D: jump_if_false Label09BC2D
00BB: text_lowpriority "PHI1_03" 7000 ms 1 ;; ~g~Looks like they have called for
back up.
0004: $10B4 = 1 ;; integer values

:Label09BC2D
00D6: if 0
0038: $10B4 == 1 ;; integer values
004D: jump_if_false Label09CC03
00D6: if 0
0038: $10B9 == 4 ;; integer values
004D: jump_if_false Label09CBFC
00D6: if 0
8118: NOT actor $1092 dead
004D: jump_if_false Label09BFBF
00D6: if 0
8119: NOT car $108E wrecked
004D: jump_if_false Label09BF86
00D6: if 0
00DB: actor $1092 in_car $108E
004D: jump_if_false Label09BF3E
00D6: if 0
0038: $10BA == 1 ;; integer values
004D: jump_if_false Label09BCAB
00AF: set_car $108E driver_behaviour_to 5
00AE: unknown_set_car $108E to_ignore_traffic_lights 2
0004: $10BA = 0 ;; integer values

:Label09BCAB
00D6: if 0
00E0: player $PLAYER_CHAR driving
004D: jump_if_false Label09BDE1
0054: store_player $PLAYER_CHAR position_to $5F $60 $61
00D6: if 0
01AD: car $108E 0 ()near_point $5F $60 12.0 12.0
004D: jump_if_false Label09BD04
00AD: set_car $108E max_speed_to 0.0
01D3: actor $1092 leave_car $108E
0002: jump Label09BDDA

:Label09BD04
00D6: if 0
01AD: car $108E 0 ()near_point $5F $60 14.0 14.0
004D: jump_if_false Label09BD37
00AD: set_car $108E max_speed_to 1.0
0002: jump Label09BDDA

:Label09BD37
00D6: if 0
01AD: car $108E 0 ()near_point $5F $60 15.0 15.0
004D: jump_if_false Label09BD6A
00AD: set_car $108E max_speed_to 2.0
0002: jump Label09BDDA

:Label09BD6A
00D6: if 0
01AD: car $108E 0 ()near_point $5F $60 18.0 18.0
004D: jump_if_false Label09BD9D
00AD: set_car $108E max_speed_to 3.0
0002: jump Label09BDDA

:Label09BD9D
00D6: if 0
01AD: car $108E 0 ()near_point $5F $60 20.0 20.0
004D: jump_if_false Label09BDD0
00AD: set_car $108E max_speed_to 4.0
0002: jump Label09BDDA

:Label09BDD0
00AD: set_car $108E max_speed_to 40.0

:Label09BDDA
0002: jump Label09BE19

:Label09BDE1
00D6: if 0
00E9: player $PLAYER_CHAR 0 ()near_actor $1092 radius 13.0 13.0
004D: jump_if_false Label09BE0F
01CA: actor $1092 kill_player $PLAYER_CHAR
0002: jump Label09BE19

:Label09BE0F
00AD: set_car $108E max_speed_to 40.0

:Label09BE19
00D6: if 0
8119: NOT car $108E wrecked
004D: jump_if_false Label09BF37
00D6: if 0
01AF: car $108E 0 ()near_point $10DC $10DD $10DE radius 5.0 5.0 5.0
004D: jump_if_false Label09BEF8
00D6: if 0
0019: 16@ > 4000 ;; integer values
004D: jump_if_false Label09BEF8
00D6: if 0
82CA: NOT car $108E bounding_sphere_visible
004D: jump_if_false Label09BEF8
00AA: store_car $108E position_to $10E3 $10E4 $10E5
03D3: point $10E3 $10E4 $10E5 get_nearby_vector $10E3 $10E4 $10E5 $10E8
00D6: if 0
80C2: NOT sphere_onscreen $10E3 $10E4 $10E5 3.0
004D: jump_if_false Label09BEF8
00D6: if 0
838A: NOT car_in_cube $10E3 $10E4 $10E5 3.0 3.0 2.0
004D: jump_if_false Label09BEF8
00AB: put_car $108E at $10E3 $10E4 $10E5
0175: set_car $108E z_angle_to $10E8
0006: 16@ = 0 ;; integer values

:Label09BEF8
00D6: if 0
81AF: NOT car $108E 0 ()near_point $10DC $10DD $10DE radius 4.0 4.0 4.0
004D: jump_if_false Label09BF37
00AA: store_car $108E position_to $10DC $10DD $10DE
0006: 16@ = 0 ;; integer values

:Label09BF37
0002: jump Label09BF7F

:Label09BF3E
01C3: remove_references_to_car $108E ;; Like turning a car into any random car
00D6: if 0
00E9: player $PLAYER_CHAR 0 ()near_actor $1092 radius 13.0 13.0
004D: jump_if_false Label09BF71
01CA: actor $1092 kill_player $PLAYER_CHAR
0002: jump Label09BF7F

:Label09BF71
0004: $10BA = 1 ;; integer values
0050: gosub Label09DAEF

:Label09BF7F
0002: jump Label09BFB8

:Label09BF86
01C3: remove_references_to_car $108E ;; Like turning a car into any random car
00D6: if 0
80E9: NOT player $PLAYER_CHAR 0 ()near_actor $1092 radius 13.0 13.0
004D: jump_if_false Label09BFB8
0004: $10BA = 1 ;; integer values
0050: gosub Label09DAEF

:Label09BFB8
0002: jump Label09C03A

:Label09BFBF
000C: $10B9 -= 1 ;; integer values
00D6: if 0
840C: NOT is_german_game
004D: jump_if_false Label09C029
00D6: if 0
001A: 13 > $10CD ;; integer values
004D: jump_if_false Label09C029
00D6: if 0
0038: $10CC == 1 ;; integer values
004D: jump_if_false Label09C029
01E3: text_1number_styled "BONUS" 100 1000 ms 1 ;; ~g~BONUS $~1~
018C: play_sound 1 at 0.0 0.0 0.0
0109: player $PLAYER_CHAR money += 100
0008: $10CD += 1 ;; integer values

:Label09C029
01C2: remove_references_to_actor $1092 ;; Like turning an actor into a random
pedestrian
01C3: remove_references_to_car $108E ;; Like turning a car into any random car
0004: $10B5 = 1 ;; integer values

:Label09C03A
00D6: if 0
8118: NOT actor $1093 dead
004D: jump_if_false Label09C3A8
00D6: if 0
8119: NOT car $108F wrecked
004D: jump_if_false Label09C36F
00D6: if 0
00DB: actor $1093 in_car $108F
004D: jump_if_false Label09C327
00D6: if 0
0038: $10BB == 1 ;; integer values
004D: jump_if_false Label09C094
00AF: set_car $108F driver_behaviour_to 5
00AE: unknown_set_car $108F to_ignore_traffic_lights 2
0004: $10BB = 0 ;; integer values

:Label09C094
00D6: if 0
00E0: player $PLAYER_CHAR driving
004D: jump_if_false Label09C1CA
0054: store_player $PLAYER_CHAR position_to $5F $60 $61
00D6: if 0
01AD: car $108F 0 ()near_point $5F $60 12.0 12.0
004D: jump_if_false Label09C0ED
00AD: set_car $108F max_speed_to 0.0
01D3: actor $1093 leave_car $108F
0002: jump Label09C1C3

:Label09C0ED
00D6: if 0
01AD: car $108F 0 ()near_point $5F $60 14.0 14.0
004D: jump_if_false Label09C120
00AD: set_car $108F max_speed_to 1.0
0002: jump Label09C1C3

:Label09C120
00D6: if 0
01AD: car $108F 0 ()near_point $5F $60 15.0 15.0
004D: jump_if_false Label09C153
00AD: set_car $108F max_speed_to 2.0
0002: jump Label09C1C3
:Label09C153
00D6: if 0
01AD: car $108F 0 ()near_point $5F $60 18.0 18.0
004D: jump_if_false Label09C186
00AD: set_car $108F max_speed_to 3.0
0002: jump Label09C1C3

:Label09C186
00D6: if 0
01AD: car $108F 0 ()near_point $5F $60 20.0 20.0
004D: jump_if_false Label09C1B9
00AD: set_car $108F max_speed_to 4.0
0002: jump Label09C1C3

:Label09C1B9
00AD: set_car $108F max_speed_to 40.0

:Label09C1C3
0002: jump Label09C202

:Label09C1CA
00D6: if 0
00E9: player $PLAYER_CHAR 0 ()near_actor $1093 radius 13.0 13.0
004D: jump_if_false Label09C1F8
01CA: actor $1093 kill_player $PLAYER_CHAR
0002: jump Label09C202

:Label09C1F8
00AD: set_car $108F max_speed_to 40.0

:Label09C202
00D6: if 0
8119: NOT car $108F wrecked
004D: jump_if_false Label09C320
00D6: if 0
01AF: car $108F 0 ()near_point $10DC $10DD $10DE radius 5.0 5.0 5.0
004D: jump_if_false Label09C2E1
00D6: if 0
0019: 16@ > 4000 ;; integer values
004D: jump_if_false Label09C2E1
00D6: if 0
82CA: NOT car $108F bounding_sphere_visible
004D: jump_if_false Label09C2E1
00AA: store_car $108F position_to $10E3 $10E4 $10E5
03D3: point $10E3 $10E4 $10E5 get_nearby_vector $10E3 $10E4 $10E5 $10E8
00D6: if 0
80C2: NOT sphere_onscreen $10E3 $10E4 $10E5 3.0
004D: jump_if_false Label09C2E1
00D6: if 0
838A: NOT car_in_cube $10E3 $10E4 $10E5 3.0 3.0 2.0
004D: jump_if_false Label09C2E1
00AB: put_car $108F at $10E3 $10E4 $10E5
0175: set_car $108F z_angle_to $10E8
0006: 16@ = 0 ;; integer values

:Label09C2E1
00D6: if 0
81AF: NOT car $108F 0 ()near_point $10DC $10DD $10DE radius 4.0 4.0 4.0
004D: jump_if_false Label09C320
00AA: store_car $108F position_to $10DC $10DD $10DE
0006: 16@ = 0 ;; integer values

:Label09C320
0002: jump Label09C368

:Label09C327
01C3: remove_references_to_car $108F ;; Like turning a car into any random car
00D6: if 0
00E9: player $PLAYER_CHAR 0 ()near_actor $1093 radius 13.0 13.0
004D: jump_if_false Label09C35A
01CA: actor $1093 kill_player $PLAYER_CHAR
0002: jump Label09C368

:Label09C35A
0004: $10BB = 1 ;; integer values
0050: gosub Label09DCBD

:Label09C368
0002: jump Label09C3A1

:Label09C36F
01C3: remove_references_to_car $108F ;; Like turning a car into any random car
00D6: if 0
80E9: NOT player $PLAYER_CHAR 0 ()near_actor $1093 radius 13.0 13.0
004D: jump_if_false Label09C3A1
0004: $10BB = 1 ;; integer values
0050: gosub Label09DCBD

:Label09C3A1
0002: jump Label09C423

:Label09C3A8
000C: $10B9 -= 1 ;; integer values
00D6: if 0
840C: NOT is_german_game
004D: jump_if_false Label09C412
00D6: if 0
001A: 13 > $10CD ;; integer values
004D: jump_if_false Label09C412
00D6: if 0
0038: $10CC == 1 ;; integer values
004D: jump_if_false Label09C412
01E3: text_1number_styled "BONUS" 100 1000 ms 1 ;; ~g~BONUS $~1~
018C: play_sound 1 at 0.0 0.0 0.0
0109: player $PLAYER_CHAR money += 100
0008: $10CD += 1 ;; integer values

:Label09C412
01C2: remove_references_to_actor $1093 ;; Like turning an actor into a random
pedestrian
01C3: remove_references_to_car $108F ;; Like turning a car into any random car
0004: $10B6 = 1 ;; integer values

:Label09C423
00D6: if 0
8118: NOT actor $1094 dead
004D: jump_if_false Label09C791
00D6: if 0
8119: NOT car $1090 wrecked
004D: jump_if_false Label09C758
00D6: if 0
00DB: actor $1094 in_car $1090
004D: jump_if_false Label09C710
00D6: if 0
0038: $10BC == 1 ;; integer values
004D: jump_if_false Label09C47D
00AF: set_car $1090 driver_behaviour_to 5
00AE: unknown_set_car $1090 to_ignore_traffic_lights 2
0004: $10BC = 0 ;; integer values

:Label09C47D
00D6: if 0
00E0: player $PLAYER_CHAR driving
004D: jump_if_false Label09C5B3
0054: store_player $PLAYER_CHAR position_to $5F $60 $61
00D6: if 0
01AD: car $1090 0 ()near_point $5F $60 12.0 12.0
004D: jump_if_false Label09C4D6
00AD: set_car $1090 max_speed_to 0.0
01D3: actor $1094 leave_car $1090
0002: jump Label09C5AC

:Label09C4D6
00D6: if 0
01AD: car $1090 0 ()near_point $5F $60 14.0 14.0
004D: jump_if_false Label09C509
00AD: set_car $1090 max_speed_to 1.0
0002: jump Label09C5AC

:Label09C509
00D6: if 0
01AD: car $1090 0 ()near_point $5F $60 15.0 15.0
004D: jump_if_false Label09C53C
00AD: set_car $1090 max_speed_to 2.0
0002: jump Label09C5AC

:Label09C53C
00D6: if 0
01AD: car $1090 0 ()near_point $5F $60 18.0 18.0
004D: jump_if_false Label09C56F
00AD: set_car $1090 max_speed_to 3.0
0002: jump Label09C5AC

:Label09C56F
00D6: if 0
01AD: car $1090 0 ()near_point $5F $60 20.0 20.0
004D: jump_if_false Label09C5A2
00AD: set_car $1090 max_speed_to 4.0
0002: jump Label09C5AC

:Label09C5A2
00AD: set_car $1090 max_speed_to 40.0

:Label09C5AC
0002: jump Label09C5EB

:Label09C5B3
00D6: if 0
00E9: player $PLAYER_CHAR 0 ()near_actor $1094 radius 13.0 13.0
004D: jump_if_false Label09C5E1
01CA: actor $1094 kill_player $PLAYER_CHAR
0002: jump Label09C5EB

:Label09C5E1
00AD: set_car $1090 max_speed_to 40.0

:Label09C5EB
00D6: if 0
8119: NOT car $1090 wrecked
004D: jump_if_false Label09C709
00D6: if 0
01AF: car $1090 0 ()near_point $10DC $10DD $10DE radius 5.0 5.0 5.0
004D: jump_if_false Label09C6CA
00D6: if 0
0019: 16@ > 4000 ;; integer values
004D: jump_if_false Label09C6CA
00D6: if 0
82CA: NOT car $1090 bounding_sphere_visible
004D: jump_if_false Label09C6CA
00AA: store_car $1090 position_to $10E3 $10E4 $10E5
03D3: point $10E3 $10E4 $10E5 get_nearby_vector $10E3 $10E4 $10E5 $10E8
00D6: if 0
80C2: NOT sphere_onscreen $10E3 $10E4 $10E5 3.0
004D: jump_if_false Label09C6CA
00D6: if 0
838A: NOT car_in_cube $10E3 $10E4 $10E5 3.0 3.0 2.0
004D: jump_if_false Label09C6CA
00AB: put_car $1090 at $10E3 $10E4 $10E5
0175: set_car $1090 z_angle_to $10E8
0006: 16@ = 0 ;; integer values

:Label09C6CA
00D6: if 0
81AF: NOT car $1090 0 ()near_point $10DC $10DD $10DE radius 4.0 4.0 4.0
004D: jump_if_false Label09C709
00AA: store_car $1090 position_to $10DC $10DD $10DE
0006: 16@ = 0 ;; integer values

:Label09C709
0002: jump Label09C751

:Label09C710
01C3: remove_references_to_car $1090 ;; Like turning a car into any random car
00D6: if 0
00E9: player $PLAYER_CHAR 0 ()near_actor $1094 radius 13.0 13.0
004D: jump_if_false Label09C743
01CA: actor $1094 kill_player $PLAYER_CHAR
0002: jump Label09C751

:Label09C743
0004: $10BC = 1 ;; integer values
0050: gosub Label09DE8B

:Label09C751
0002: jump Label09C78A
:Label09C758
01C3: remove_references_to_car $1090 ;; Like turning a car into any random car
00D6: if 0
80E9: NOT player $PLAYER_CHAR 0 ()near_actor $1094 radius 13.0 13.0
004D: jump_if_false Label09C78A
0004: $10BC = 1 ;; integer values
0050: gosub Label09DE8B

:Label09C78A
0002: jump Label09C80C

:Label09C791
000C: $10B9 -= 1 ;; integer values
00D6: if 0
840C: NOT is_german_game
004D: jump_if_false Label09C7FB
00D6: if 0
001A: 13 > $10CD ;; integer values
004D: jump_if_false Label09C7FB
00D6: if 0
0038: $10CC == 1 ;; integer values
004D: jump_if_false Label09C7FB
01E3: text_1number_styled "BONUS" 100 1000 ms 1 ;; ~g~BONUS $~1~
018C: play_sound 1 at 0.0 0.0 0.0
0109: player $PLAYER_CHAR money += 100
0008: $10CD += 1 ;; integer values

:Label09C7FB
01C2: remove_references_to_actor $1094 ;; Like turning an actor into a random
pedestrian
01C3: remove_references_to_car $1090 ;; Like turning a car into any random car
0004: $10B7 = 1 ;; integer values

:Label09C80C
00D6: if 0
8118: NOT actor $1095 dead
004D: jump_if_false Label09CB7A
00D6: if 0
8119: NOT car $1091 wrecked
004D: jump_if_false Label09CB41
00D6: if 0
00DB: actor $1095 in_car $1091
004D: jump_if_false Label09CAF9
00D6: if 0
0038: $10BD == 1 ;; integer values
004D: jump_if_false Label09C866
00AF: set_car $1091 driver_behaviour_to 5
00AE: unknown_set_car $1091 to_ignore_traffic_lights 2
0004: $10BD = 0 ;; integer values

:Label09C866
00D6: if 0
00E0: player $PLAYER_CHAR driving
004D: jump_if_false Label09C99C
0054: store_player $PLAYER_CHAR position_to $5F $60 $61
00D6: if 0
01AD: car $1091 0 ()near_point $5F $60 12.0 12.0
004D: jump_if_false Label09C8BF
00AD: set_car $1091 max_speed_to 0.0
01D3: actor $1095 leave_car $1091
0002: jump Label09C995

:Label09C8BF
00D6: if 0
01AD: car $1091 0 ()near_point $5F $60 14.0 14.0
004D: jump_if_false Label09C8F2
00AD: set_car $1091 max_speed_to 1.0
0002: jump Label09C995

:Label09C8F2
00D6: if 0
01AD: car $1091 0 ()near_point $5F $60 15.0 15.0
004D: jump_if_false Label09C925
00AD: set_car $1091 max_speed_to 2.0
0002: jump Label09C995

:Label09C925
00D6: if 0
01AD: car $1091 0 ()near_point $5F $60 18.0 18.0
004D: jump_if_false Label09C958
00AD: set_car $1091 max_speed_to 3.0
0002: jump Label09C995

:Label09C958
00D6: if 0
01AD: car $1091 0 ()near_point $5F $60 20.0 20.0
004D: jump_if_false Label09C98B
00AD: set_car $1091 max_speed_to 4.0
0002: jump Label09C995

:Label09C98B
00AD: set_car $1091 max_speed_to 40.0

:Label09C995
0002: jump Label09C9D4

:Label09C99C
00D6: if 0
00E9: player $PLAYER_CHAR 0 ()near_actor $1095 radius 13.0 13.0
004D: jump_if_false Label09C9CA
01CA: actor $1095 kill_player $PLAYER_CHAR
0002: jump Label09C9D4

:Label09C9CA
00AD: set_car $1091 max_speed_to 40.0

:Label09C9D4
00D6: if 0
8119: NOT car $1091 wrecked
004D: jump_if_false Label09CAF2
00D6: if 0
01AF: car $1091 0 ()near_point $10DC $10DD $10DE radius 5.0 5.0 5.0
004D: jump_if_false Label09CAB3
00D6: if 0
0019: 16@ > 4000 ;; integer values
004D: jump_if_false Label09CAB3
00D6: if 0
82CA: NOT car $1091 bounding_sphere_visible
004D: jump_if_false Label09CAB3
00AA: store_car $1091 position_to $10E3 $10E4 $10E5
03D3: point $10E3 $10E4 $10E5 get_nearby_vector $10E3 $10E4 $10E5 $10E8
00D6: if 0
80C2: NOT sphere_onscreen $10E3 $10E4 $10E5 3.0
004D: jump_if_false Label09CAB3
00D6: if 0
838A: NOT car_in_cube $10E3 $10E4 $10E5 3.0 3.0 2.0
004D: jump_if_false Label09CAB3
00AB: put_car $1091 at $10E3 $10E4 $10E5
0175: set_car $1091 z_angle_to $10E8
0006: 16@ = 0 ;; integer values

:Label09CAB3
00D6: if 0
81AF: NOT car $1091 0 ()near_point $10DC $10DD $10DE radius 4.0 4.0 4.0
004D: jump_if_false Label09CAF2
00AA: store_car $1091 position_to $10DC $10DD $10DE
0006: 16@ = 0 ;; integer values

:Label09CAF2
0002: jump Label09CB3A

:Label09CAF9
01C3: remove_references_to_car $1091 ;; Like turning a car into any random car
00D6: if 0
00E9: player $PLAYER_CHAR 0 ()near_actor $1095 radius 13.0 13.0
004D: jump_if_false Label09CB2C
01CA: actor $1095 kill_player $PLAYER_CHAR
0002: jump Label09CB3A

:Label09CB2C
0004: $10BD = 1 ;; integer values
0050: gosub Label09E059

:Label09CB3A
0002: jump Label09CB73

:Label09CB41
01C3: remove_references_to_car $1091 ;; Like turning a car into any random car
00D6: if 0
80E9: NOT player $PLAYER_CHAR 0 ()near_actor $1095 radius 13.0 13.0
004D: jump_if_false Label09CB73
0004: $10BD = 1 ;; integer values
0050: gosub Label09E059

:Label09CB73
0002: jump Label09CBF5

:Label09CB7A
000C: $10B9 -= 1 ;; integer values
00D6: if 0
840C: NOT is_german_game
004D: jump_if_false Label09CBE4
00D6: if 0
001A: 10 > $10CD ;; integer values
004D: jump_if_false Label09CBE4
00D6: if 0
0038: $10CC == 1 ;; integer values
004D: jump_if_false Label09CBE4
01E3: text_1number_styled "BONUS" 100 1000 ms 1 ;; ~g~BONUS $~1~
018C: play_sound 1 at 0.0 0.0 0.0
0109: player $PLAYER_CHAR money += 100
0008: $10CD += 1 ;; integer values

:Label09CBE4
01C2: remove_references_to_actor $1095 ;; Like turning an actor into a random
pedestrian
01C3: remove_references_to_car $1091 ;; Like turning a car into any random car
0004: $10B8 = 1 ;; integer values

:Label09CBF5
0002: jump Label09CC03

:Label09CBFC
0050: gosub Label09D824

:Label09CC03
00D6: if 0
0119: car $1082 wrecked
004D: jump_if_false Label09CC37
00D6: if 0
8118: NOT actor $1096 dead
004D: jump_if_false Label09CC2D
0465: remove_actor $1096 from_turret_mode
0321: kill_actor $1096

:Label09CC2D
0164: disable_marker $109E
01C3: remove_references_to_car $1082 ;; Like turning a car into any random car

:Label09CC37
00D6: if 0
0119: car $1083 wrecked
004D: jump_if_false Label09CC51
0164: disable_marker $109F
01C3: remove_references_to_car $1083 ;; Like turning a car into any random car

:Label09CC51
00D6: if 0
0119: car $1084 wrecked
004D: jump_if_false Label09CC85
00D6: if 0
8118: NOT actor $1097 dead
004D: jump_if_false Label09CC7B
0465: remove_actor $1097 from_turret_mode
0321: kill_actor $1097

:Label09CC7B
0164: disable_marker $10A0
01C3: remove_references_to_car $1084 ;; Like turning a car into any random car

:Label09CC85
00D6: if 0
0119: car $1085 wrecked
004D: jump_if_false Label09CC9F
0164: disable_marker $10A1
01C3: remove_references_to_car $1085 ;; Like turning a car into any random car
:Label09CC9F
00D6: if 0
8118: NOT actor $1096 dead
004D: jump_if_false Label09CCE8
00D6: if 0
00DC: player $PLAYER_CHAR driving $1082
004D: jump_if_false Label09CCE8
0465: remove_actor $1096 from_turret_mode
00D6: if 0
0038: $10D5 == 0 ;; integer values
004D: jump_if_false Label09CCE8
01CC: actor $1096 kill_player $PLAYER_CHAR
0004: $10D5 = 1 ;; integer values

:Label09CCE8
00D6: if 0
8118: NOT actor $1097 dead
004D: jump_if_false Label09CD31
00D6: if 0
00DC: player $PLAYER_CHAR driving $1084
004D: jump_if_false Label09CD31
0465: remove_actor $1097 from_turret_mode
00D6: if 0
0038: $10D6 == 0 ;; integer values
004D: jump_if_false Label09CD31
01CC: actor $1097 kill_player $PLAYER_CHAR
0004: $10D6 = 1 ;; integer values

:Label09CD31
00D6: if 0
0118: actor $1096 dead
004D: jump_if_false Label09CD4B
0465: remove_actor $1096 from_turret_mode
01C2: remove_references_to_actor $1096 ;; Like turning an actor into a random
pedestrian

:Label09CD4B
00D6: if 0
0118: actor $1097 dead
004D: jump_if_false Label09CD65
0465: remove_actor $1097 from_turret_mode
01C2: remove_references_to_actor $1097 ;; Like turning an actor into a random
pedestrian

:Label09CD65
00D6: if 0
0118: actor $1086 dead
004D: jump_if_false Label09CD7A
01C2: remove_references_to_actor $1086 ;; Like turning an actor into a random
pedestrian

:Label09CD7A
00D6: if 0
0118: actor $1087 dead
004D: jump_if_false Label09CD8F
01C2: remove_references_to_actor $1087 ;; Like turning an actor into a random
pedestrian
:Label09CD8F
00D6: if 0
0118: actor $1088 dead
004D: jump_if_false Label09CDA4
01C2: remove_references_to_actor $1088 ;; Like turning an actor into a random
pedestrian

:Label09CDA4
00D6: if 0
0118: actor $1089 dead
004D: jump_if_false Label09CDB9
01C2: remove_references_to_actor $1089 ;; Like turning an actor into a random
pedestrian

:Label09CDB9
00D6: if 0
0118: actor $1096 dead
004D: jump_if_false Label09CDCE
01C2: remove_references_to_actor $1096 ;; Like turning an actor into a random
pedestrian

:Label09CDCE
00D6: if 0
0118: actor $1097 dead
004D: jump_if_false Label09CDE3
01C2: remove_references_to_actor $1097 ;; Like turning an actor into a random
pedestrian

:Label09CDE3
00D6: if 0
0038: $10A6 == 1 ;; integer values
004D: jump_if_false Label09CE3C
00D6: if 0
0119: car $1082 wrecked
004D: jump_if_false Label09CE3C
00D6: if 0
0119: car $1083 wrecked
004D: jump_if_false Label09CE3C
00D6: if 0
0119: car $1084 wrecked
004D: jump_if_false Label09CE3C
00D6: if 0
0119: car $1085 wrecked
004D: jump_if_false Label09CE3C
0002: jump Label09CFE4

:Label09CE3C
00D6: if 0
8119: NOT car $1082 wrecked
004D: jump_if_false Label09CE87
00D6: if 0
81FC: NOT player $PLAYER_CHAR near_car $1082 radius 200.0 200.0 0
004D: jump_if_false Label09CE79
0574: $1082 1
0002: jump Label09CE80

:Label09CE79
0574: $1082 0
:Label09CE80
0002: jump Label09CEA0

:Label09CE87
00D6: if 0
0038: $10C2 == 0 ;; integer values
004D: jump_if_false Label09CEA0
0004: $10C2 = 1 ;; integer values

:Label09CEA0
00D6: if 0
8119: NOT car $1083 wrecked
004D: jump_if_false Label09CEEB
00D6: if 0
81FC: NOT player $PLAYER_CHAR near_car $1083 radius 200.0 200.0 0
004D: jump_if_false Label09CEDD
0574: $1083 1
0002: jump Label09CEE4

:Label09CEDD
0574: $1083 0

:Label09CEE4
0002: jump Label09CF04

:Label09CEEB
00D6: if 0
0038: $10C2 == 0 ;; integer values
004D: jump_if_false Label09CF04
0004: $10C2 = 1 ;; integer values

:Label09CF04
00D6: if 0
8119: NOT car $1084 wrecked
004D: jump_if_false Label09CF4F
00D6: if 0
81FC: NOT player $PLAYER_CHAR near_car $1084 radius 200.0 200.0 0
004D: jump_if_false Label09CF41
0574: $1084 1
0002: jump Label09CF48

:Label09CF41
0574: $1084 0

:Label09CF48
0002: jump Label09CF68

:Label09CF4F
00D6: if 0
0038: $10C2 == 0 ;; integer values
004D: jump_if_false Label09CF68
0004: $10C2 = 1 ;; integer values

:Label09CF68
00D6: if 0
8119: NOT car $1085 wrecked
004D: jump_if_false Label09CFB3
00D6: if 0
81FC: NOT player $PLAYER_CHAR near_car $1085 radius 200.0 200.0 0
004D: jump_if_false Label09CFA5
0574: $1085 1
0002: jump Label09CFAC

:Label09CFA5
0574: $1085 0

:Label09CFAC
0002: jump Label09CFCC

:Label09CFB3
00D6: if 0
0038: $10C2 == 0 ;; integer values
004D: jump_if_false Label09CFCC
0004: $10C2 = 1 ;; integer values

:Label09CFCC
0002: jump Label09AC45

:Label09CFD3
00BA: text_styled "M_FAIL" 5000 ms 1 ;; MISSION FAILED!
0051: return

:Label09CFE4
00BE: text_clear_all
01E3: text_1number_styled "M_PASS" 2000 5000 ms 1 ;; MISSION PASSED! $~1~
0109: player $PLAYER_CHAR money += 2000
0110: clear_player $PLAYER_CHAR wanted_level
0394: play_music 1
030C: set_mission_points += 1
0318: set_latest_mission_passed "PHIL_1" ;; Gun Runner
0164: disable_marker $FD
0004: $FE = 1 ;; integer values
0051: return

:Label09D025
00D6: if 0
8214: NOT pickup $109D picked_up
004D: jump_if_false Label09D03A
0215: destroy_pickup $109D

:Label09D03A
0164: disable_marker $109E
0164: disable_marker $109F
0164: disable_marker $10A0
0164: disable_marker $10A1
0164: disable_marker $10A2
0164: disable_marker $10A3
0164: disable_marker $10A4
0164: disable_marker $10A5
0108: destroy_object $1098
0108: destroy_object $1099
0108: destroy_object $109A
0108: destroy_object $109B
0249: release_model #WALTON
0249: release_model #WMYCR
0249: release_model #FAGGIO
0249: release_model #PYTHON
0249: release_model #SHOTGSPA
0249: release_model #INGRAMSL
0249: release_model #M60
0249: release_model -154 (GUNBOX)
0249: release_model #PATRIOT
0249: release_model #UZI
0215: destroy_pickup $108A
0215: destroy_pickup $108B
0215: destroy_pickup $108C
0215: destroy_pickup $108D
0004: $ONMISSION = 0 ;; integer values
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
00D8: mission_cleanup
0051: return

:Label09D0CB
00D6: if 0
0038: $10AB == 0 ;; integer values
004D: jump_if_false Label09D163
00D6: if 0
0038: $10AF == 1 ;; integer values
004D: jump_if_false Label09D163
00D6: if 0
0214: pickup $108A picked_up
004D: jump_if_false Label09D163
018C: play_sound 1 at 0.0 0.0 0.0
0164: disable_marker $10A2
0008: $10BF += 1 ;; integer values
000C: $10B3 -= 1 ;; integer values
0004: $10AB = 1 ;; integer values
0004: $10AF = 0 ;; integer values
00D6: if 0
0038: $10B3 == 0 ;; integer values
004D: jump_if_false Label09D161
0004: $10C8 = 0 ;; integer values
0004: $10C9 = 0 ;; integer values
0004: $10CA = 0 ;; integer values
0004: $10CB = 0 ;; integer values

:Label09D161
0051: return

:Label09D163
00D6: if 0
0038: $10AC == 0 ;; integer values
004D: jump_if_false Label09D1FB
00D6: if 0
0038: $10B0 == 1 ;; integer values
004D: jump_if_false Label09D1FB
00D6: if 0
0214: pickup $108B picked_up
004D: jump_if_false Label09D1FB
018C: play_sound 1 at 0.0 0.0 0.0
0164: disable_marker $10A3
0008: $10BF += 1 ;; integer values
000C: $10B3 -= 1 ;; integer values
0004: $10AC = 1 ;; integer values
0004: $10B0 = 0 ;; integer values
00D6: if 0
0038: $10B3 == 0 ;; integer values
004D: jump_if_false Label09D1F9
0004: $10C8 = 0 ;; integer values
0004: $10C9 = 0 ;; integer values
0004: $10CA = 0 ;; integer values
0004: $10CB = 0 ;; integer values

:Label09D1F9
0051: return

:Label09D1FB
00D6: if 0
0038: $10AD == 0 ;; integer values
004D: jump_if_false Label09D293
00D6: if 0
0038: $10B1 == 1 ;; integer values
004D: jump_if_false Label09D293
00D6: if 0
0214: pickup $108C picked_up
004D: jump_if_false Label09D293
018C: play_sound 1 at 0.0 0.0 0.0
0164: disable_marker $10A4
0008: $10BF += 1 ;; integer values
000C: $10B3 -= 1 ;; integer values
0004: $10AD = 1 ;; integer values
0004: $10B1 = 0 ;; integer values
00D6: if 0
0038: $10B3 == 0 ;; integer values
004D: jump_if_false Label09D291
0004: $10C8 = 0 ;; integer values
0004: $10C9 = 0 ;; integer values
0004: $10CA = 0 ;; integer values
0004: $10CB = 0 ;; integer values

:Label09D291
0051: return

:Label09D293
00D6: if 0
0038: $10AE == 0 ;; integer values
004D: jump_if_false Label09D32B
00D6: if 0
0038: $10B2 == 1 ;; integer values
004D: jump_if_false Label09D32B
00D6: if 0
0214: pickup $108D picked_up
004D: jump_if_false Label09D32B
018C: play_sound 1 at 0.0 0.0 0.0
0164: disable_marker $10A5
0008: $10BF += 1 ;; integer values
000C: $10B3 -= 1 ;; integer values
0004: $10AE = 1 ;; integer values
0004: $10B2 = 0 ;; integer values
00D6: if 0
0038: $10B3 == 0 ;; integer values
004D: jump_if_false Label09D329
0004: $10C8 = 0 ;; integer values
0004: $10C9 = 0 ;; integer values
0004: $10CA = 0 ;; integer values
0004: $10CB = 0 ;; integer values
:Label09D329
0051: return

:Label09D32B
0051: return

:Label09D32D
00D6: if 0
0038: $10C2 == 1 ;; integer values
004D: jump_if_false Label09D433
00AA: store_car $10C0 position_to $10D9 $10DA $10DB
0054: store_player $PLAYER_CHAR position_to $5F $60 $61
0086: $10E0 = $5F ;; floating-point values only
0061: $10E0 -= $10D9 ;; floating-point values
0086: $10E1 = $60 ;; floating-point values only
0061: $10E1 -= $10DA ;; floating-point values
0069: $10E0 *= $10E0 ;; floating-point values
0069: $10E1 *= $10E1 ;; floating-point values
0086: $10E2 = $10E0 ;; floating-point values only
0059: $10E2 += $10E1 ;; floating-point values
01FB: $10E2 = square_root $10E2
0005: $10BE = 640.0 ;; floating-point values
0071: $10BE /= $10E2 ;; floating-point values
00D6: if 0
0020: $10BE > 20.0 ;; floating-point values
004D: jump_if_false Label09D3D4
0005: $10BE = 20.0 ;; floating-point values

:Label09D3D4
00D6: if 0
0038: $10B4 == 1 ;; integer values
004D: jump_if_false Label09D40C
00D6: if 0
0022: 20.0 > $10BE ;; floating-point values
004D: jump_if_false Label09D405
0005: $10BE = 20.0 ;; floating-point values

:Label09D405
0002: jump Label09D42B

:Label09D40C
00D6: if 0
0022: 10.0 > $10BE ;; floating-point values
004D: jump_if_false Label09D42B
0005: $10BE = 10.0 ;; floating-point values

:Label09D42B
00AD: set_car $10C0 max_speed_to $10BE

:Label09D433
00D6: if 0
0038: $10C3 == 1 ;; integer values
004D: jump_if_false Label09D50C
00D6: if 0
8118: NOT actor $10C1 dead
004D: jump_if_false Label09D50C
00D6: if 0
00DB: actor $10C1 in_car $10C0
004D: jump_if_false Label09D504
00D6: if 0
0038: $10D4 == 0 ;; integer values
004D: jump_if_false Label09D488
00AF: set_car $10C0 driver_behaviour_to 3
0004: $10D4 = 1 ;; integer values

:Label09D488
00D6: if 0
0038: $10C2 == 0 ;; integer values
004D: jump_if_false Label09D4FD
00D6: if 0
8119: NOT car $1082 wrecked
004D: jump_if_false Label09D4B1
00AE: unknown_set_car $1082 to_ignore_traffic_lights 2

:Label09D4B1
00D6: if 0
8119: NOT car $1083 wrecked
004D: jump_if_false Label09D4C8
00AE: unknown_set_car $1083 to_ignore_traffic_lights 2

:Label09D4C8
00D6: if 0
8119: NOT car $1084 wrecked
004D: jump_if_false Label09D4DF
00AE: unknown_set_car $1084 to_ignore_traffic_lights 2

:Label09D4DF
00D6: if 0
8119: NOT car $1085 wrecked
004D: jump_if_false Label09D4F6
00AE: unknown_set_car $1085 to_ignore_traffic_lights 2

:Label09D4F6
0004: $10C2 = 1 ;; integer values

:Label09D4FD
0002: jump Label09D50C

:Label09D504
01CC: actor $10C1 kill_player $PLAYER_CHAR

:Label09D50C
00D6: if 0
81FC: NOT player $PLAYER_CHAR near_car $10C0 radius 80.0 80.0 0
004D: jump_if_false Label09D539
02AA: set_car $10C0 immune_to_nonplayer 1
0002: jump Label09D540

:Label09D539
02AA: set_car $10C0 immune_to_nonplayer 0

:Label09D540
00D6: if 0
8118: NOT actor $10C1 dead
004D: jump_if_false Label09D690
00D6: if 0
00DB: actor $10C1 in_car $10C0
004D: jump_if_false Label09D688
00D6: if 0
8119: NOT car $10C0 wrecked
004D: jump_if_false Label09D681
00D6: if 0
01AF: car $10C0 0 ()near_point $10DC $10DD $10DE radius 5.0 5.0 5.0
004D: jump_if_false Label09D642
00D6: if 0
0019: 16@ > 4000 ;; integer values
004D: jump_if_false Label09D642
00D6: if 0
82CA: NOT car $10C0 bounding_sphere_visible
004D: jump_if_false Label09D642
00AA: store_car $10C0 position_to $10D9 $10DA $10DB
03D3: point $10D9 $10DA $10DB get_nearby_vector $10D9 $10DA $10DB $10DF
00D6: if 0
838A: NOT car_in_cube $10D9 $10DA $10DB 5.0 5.0 5.0
004D: jump_if_false Label09D642
00D6: if 0
80C2: NOT sphere_onscreen $10D9 $10DA $10DB 4.0
004D: jump_if_false Label09D642
00AB: put_car $10C0 at $10D9 $10DA $10DB
0175: set_car $10C0 z_angle_to $10DF
0006: 16@ = 0 ;; integer values

:Label09D642
00D6: if 0
81AF: NOT car $10C0 0 ()near_point $10DC $10DD $10DE radius 4.0 4.0 4.0
004D: jump_if_false Label09D681
00AA: store_car $10C0 position_to $10DC $10DD $10DE
0006: 16@ = 0 ;; integer values

:Label09D681
0002: jump Label09D690

:Label09D688
01CC: actor $10C1 kill_player $PLAYER_CHAR

:Label09D690
00D6: if 0
8118: NOT actor $10C1 dead
004D: jump_if_false Label09D767
00D6: if 0
00DB: actor $10C1 in_car $10C0
004D: jump_if_false Label09D75F
00D6: if 0
0119: car $10C0 wrecked
004D: jump_if_false Label09D758
00D6: if 0
02BF: car $10C0 sunk
004D: jump_if_false Label09D758
00D6: if 0
81FC: NOT player $PLAYER_CHAR near_car $10C0 radius 50.0 50.0 0
004D: jump_if_false Label09D758
00D6: if 0
82CA: NOT car $10C0 bounding_sphere_visible
004D: jump_if_false Label09D758
00AA: store_car $10C0 position_to $10D9 $10DA $10DB
03D3: point $10D9 $10DA $10DB get_nearby_vector $10D9 $10DA $10DB $10DF
00D6: if 0
80C2: NOT sphere_onscreen $10D9 $10DA $10DB 3.0
004D: jump_if_false Label09D758
00AB: put_car $10C0 at $10D9 $10DA $10DB
0175: set_car $10C0 z_angle_to $10DF

:Label09D758
0002: jump Label09D767

:Label09D75F
01CC: actor $10C1 kill_player $PLAYER_CHAR

:Label09D767
00D6: if 0
8118: NOT actor $10C1 dead
004D: jump_if_false Label09D822
00D6: if 0
00DB: actor $10C1 in_car $10C0
004D: jump_if_false Label09D81A
00D6: if 1
01F4: car $10C0 flipped
01C1: car $10C0 stopped
004D: jump_if_false Label09D813
00D6: if 0
82CA: NOT car $10C0 bounding_sphere_visible
004D: jump_if_false Label09D813
03ED: (unknown) $10C0 1
00AA: store_car $10C0 position_to $10D9 $10DA $10DB
03D3: point $10D9 $10DA $10DB get_nearby_vector $10D9 $10DA $10DB $10DF
00D6: if 0
80C2: NOT sphere_onscreen $10D9 $10DA $10DB 3.0
004D: jump_if_false Label09D813
00AB: put_car $10C0 at $10D9 $10DA $10DB
0175: set_car $10C0 z_angle_to $10DF
03ED: (unknown) $10C0 0

:Label09D813
0002: jump Label09D822

:Label09D81A
01CC: actor $10C1 kill_player $PLAYER_CHAR

:Label09D822
0051: return

:Label09D824
00D6: if 0
0038: $10B5 == 1 ;; integer values
004D: jump_if_false Label09D8D0
01C3: remove_references_to_car $108E ;; Like turning a car into any random car
01C2: remove_references_to_actor $1092 ;; Like turning an actor into a random
pedestrian
00D6: if 0
8121: NOT player $PLAYER_CHAR in_zone "HAITI"
004D: jump_if_false Label09D876
00A5: $108E = create_car #FAGGIO at -984.7 -73.1 9.9
0002: jump Label09D897

:Label09D876
00A5: $108E = create_car #FAGGIO at -679.5 652.6 9.9
0175: set_car $108E z_angle_to 173.4

:Label09D897
0129: $1092 = create_actor 4 #WMYCR in_car $108E driverseat
01B2: give_actor $1092 weapon 23 ammo 30000 ;; Load the weapon model before
using this
02AA: set_car $108E immune_to_nonplayer 1
00AF: set_car $108E driver_behaviour_to 5
00AE: unknown_set_car $108E to_ignore_traffic_lights 2
0008: $10B9 += 1 ;; integer values
0004: $10B5 = 0 ;; integer values

:Label09D8D0
00D6: if 0
0038: $10B6 == 1 ;; integer values
004D: jump_if_false Label09D97C
01C3: remove_references_to_car $108F ;; Like turning a car into any random car
01C2: remove_references_to_actor $1093 ;; Like turning an actor into a random
pedestrian
00D6: if 0
8121: NOT player $PLAYER_CHAR in_zone "HAITI"
004D: jump_if_false Label09D922
00A5: $108F = create_car #FAGGIO at -984.7 -78.1 9.9
0002: jump Label09D943

:Label09D922
00A5: $108F = create_car #FAGGIO at -679.5 657.6 9.9
0175: set_car $108F z_angle_to 173.4

:Label09D943
0129: $1093 = create_actor 4 #WMYCR in_car $108F driverseat
01B2: give_actor $1093 weapon 23 ammo 30000 ;; Load the weapon model before
using this
02AA: set_car $108F immune_to_nonplayer 1
00AF: set_car $108F driver_behaviour_to 5
00AE: unknown_set_car $108F to_ignore_traffic_lights 2
0008: $10B9 += 1 ;; integer values
0004: $10B6 = 0 ;; integer values

:Label09D97C
00D6: if 0
0038: $10B7 == 1 ;; integer values
004D: jump_if_false Label09DA28
01C3: remove_references_to_car $1090 ;; Like turning a car into any random car
01C2: remove_references_to_actor $1094 ;; Like turning an actor into a random
pedestrian
00D6: if 0
8121: NOT player $PLAYER_CHAR in_zone "HAITI"
004D: jump_if_false Label09D9CE
00A5: $1090 = create_car #FAGGIO at -984.7 -83.1 9.9
0002: jump Label09D9EF

:Label09D9CE
00A5: $1090 = create_car #FAGGIO at -679.5 662.6 9.9
0175: set_car $1090 z_angle_to 173.4

:Label09D9EF
0129: $1094 = create_actor 4 #WMYCR in_car $1090 driverseat
01B2: give_actor $1094 weapon 23 ammo 30000 ;; Load the weapon model before
using this
02AA: set_car $1090 immune_to_nonplayer 1
00AF: set_car $1090 driver_behaviour_to 5
00AE: unknown_set_car $1090 to_ignore_traffic_lights 2
0008: $10B9 += 1 ;; integer values
0004: $10B7 = 0 ;; integer values

:Label09DA28
00D6: if 0
0038: $10B8 == 1 ;; integer values
004D: jump_if_false Label09DAD4
01C3: remove_references_to_car $1091 ;; Like turning a car into any random car
01C2: remove_references_to_actor $1095 ;; Like turning an actor into a random
pedestrian
00D6: if 0
8121: NOT player $PLAYER_CHAR in_zone "HAITI"
004D: jump_if_false Label09DA7A
00A5: $1091 = create_car #FAGGIO at -984.7 -88.1 9.9
0002: jump Label09DA9B

:Label09DA7A
00A5: $1091 = create_car #FAGGIO at -679.5 667.6 9.9
0175: set_car $1091 z_angle_to 173.4

:Label09DA9B
0129: $1095 = create_actor 4 #WMYCR in_car $1091 driverseat
01B2: give_actor $1095 weapon 23 ammo 30000 ;; Load the weapon model before
using this
02AA: set_car $1091 immune_to_nonplayer 1
00AF: set_car $1091 driver_behaviour_to 5
00AE: unknown_set_car $1091 to_ignore_traffic_lights 2
0008: $10B9 += 1 ;; integer values
0004: $10B8 = 0 ;; integer values

:Label09DAD4
00D6: if 0
0038: $10CC == 0 ;; integer values
004D: jump_if_false Label09DAED
0004: $10CC = 1 ;; integer values

:Label09DAED
0051: return

:Label09DAEF
00D6: if 0
0038: $10BA == 1 ;; integer values
004D: jump_if_false Label09DCBB
00D6: if 0
8118: NOT actor $1092 dead
004D: jump_if_false Label09DCBB
00A0: store_actor $1092 position_to $10E3 $10E4 $10E5
00D6: if 0
00E9: player $PLAYER_CHAR 0 ()near_actor $1092 radius 50.0 50.0
004D: jump_if_false Label09DBE6
00D6: if 0
80E9: NOT player $PLAYER_CHAR 0 ()near_actor $1092 radius 13.0 13.0
004D: jump_if_false Label09DBDF
0086: $10E6 = $10E3 ;; floating-point values only
0009: $10E6 += 20.0 ;; floating-point values
0086: $10E7 = $10E4 ;; floating-point values only
0009: $10E7 += 20.0 ;; floating-point values
000D: $10E3 -= 20.0 ;; floating-point values
000D: $10E4 -= 20.0 ;; floating-point values
01C3: remove_references_to_car $108E ;; Like turning a car into any random car
0327: $108E = create_random_car_with_actors -1 in_area $10E3 $10E4 $10E6 $10E7
00D6: if 0
8038: NOT $108E == -1 ;; integer values
004D: jump_if_false Label09DBDF
020A: set_car $108E door_status_to 1
00AD: set_car $108E max_speed_to 0.0
01D5: actor $1092 go_to_and_drive_car $108E
0319: set_actor $1092 wander_state_to 1 (off)

:Label09DBDF
0002: jump Label09DC73

:Label09DBE6
03D3: point $10E3 $10E4 $10E5 get_nearby_vector $10E3 $10E4 $10E5 $10E8
00D6: if 0
80C2: NOT sphere_onscreen $10E3 $10E4 $10E5 3.0
004D: jump_if_false Label09DC73
00D6: if 0
838A: NOT car_in_cube $10E3 $10E4 $10E5 3.0 3.0 2.0
004D: jump_if_false Label09DC73
01C3: remove_references_to_car $108E ;; Like turning a car into any random car
00A5: $108E = create_car #FAGGIO at $10E3 $10E4 $10E5
0175: set_car $108E z_angle_to $10E8
00D6: if 0
80DF: NOT actor $1092 driving
004D: jump_if_false Label09DC73
036A: put_actor $1092 in_car $108E

:Label09DC73
00D6: if 0
8119: NOT car $108E wrecked
004D: jump_if_false Label09DCBB
00D6: if 0
8118: NOT actor $1092 dead
004D: jump_if_false Label09DCBB
00D6: if 0
00DB: actor $1092 in_car $108E
004D: jump_if_false Label09DCBB
00AF: set_car $108E driver_behaviour_to 5
00AE: unknown_set_car $108E to_ignore_traffic_lights 2
0004: $10BA = 0 ;; integer values

:Label09DCBB
0051: return

:Label09DCBD
00D6: if 0
0038: $10BB == 1 ;; integer values
004D: jump_if_false Label09DE89
00D6: if 0
8118: NOT actor $1093 dead
004D: jump_if_false Label09DE89
00A0: store_actor $1093 position_to $10E3 $10E4 $10E5
00D6: if 0
00E9: player $PLAYER_CHAR 0 ()near_actor $1093 radius 50.0 50.0
004D: jump_if_false Label09DDB4
00D6: if 0
80E9: NOT player $PLAYER_CHAR 0 ()near_actor $1093 radius 13.0 13.0
004D: jump_if_false Label09DDAD
0086: $10E6 = $10E3 ;; floating-point values only
0009: $10E6 += 20.0 ;; floating-point values
0086: $10E7 = $10E4 ;; floating-point values only
0009: $10E7 += 20.0 ;; floating-point values
000D: $10E3 -= 20.0 ;; floating-point values
000D: $10E4 -= 20.0 ;; floating-point values
01C3: remove_references_to_car $108F ;; Like turning a car into any random car
0327: $108F = create_random_car_with_actors -1 in_area $10E3 $10E4 $10E6 $10E7
00D6: if 0
8038: NOT $108F == -1 ;; integer values
004D: jump_if_false Label09DDAD
020A: set_car $108F door_status_to 1
00AD: set_car $108F max_speed_to 0.0
01D5: actor $1093 go_to_and_drive_car $108F
0319: set_actor $1093 wander_state_to 1 (off)

:Label09DDAD
0002: jump Label09DE41

:Label09DDB4
03D3: point $10E3 $10E4 $10E5 get_nearby_vector $10E3 $10E4 $10E5 $10E8
00D6: if 0
80C2: NOT sphere_onscreen $10E3 $10E4 $10E5 3.0
004D: jump_if_false Label09DE41
00D6: if 0
838A: NOT car_in_cube $10E3 $10E4 $10E5 3.0 3.0 2.0
004D: jump_if_false Label09DE41
01C3: remove_references_to_car $108F ;; Like turning a car into any random car
00A5: $108F = create_car #FAGGIO at $10E3 $10E4 $10E5
0175: set_car $108F z_angle_to $10E8
00D6: if 0
80DF: NOT actor $1093 driving
004D: jump_if_false Label09DE41
036A: put_actor $1093 in_car $108F

:Label09DE41
00D6: if 0
8119: NOT car $108F wrecked
004D: jump_if_false Label09DE89
00D6: if 0
8118: NOT actor $1093 dead
004D: jump_if_false Label09DE89
00D6: if 0
00DB: actor $1093 in_car $108F
004D: jump_if_false Label09DE89
00AF: set_car $108F driver_behaviour_to 5
00AE: unknown_set_car $108F to_ignore_traffic_lights 2
0004: $10BB = 0 ;; integer values

:Label09DE89
0051: return

:Label09DE8B
00D6: if 0
0038: $10BC == 1 ;; integer values
004D: jump_if_false Label09E057
00D6: if 0
8118: NOT actor $1094 dead
004D: jump_if_false Label09E057
00A0: store_actor $1094 position_to $10E3 $10E4 $10E5
00D6: if 0
00E9: player $PLAYER_CHAR 0 ()near_actor $1094 radius 50.0 50.0
004D: jump_if_false Label09DF82
00D6: if 0
80E9: NOT player $PLAYER_CHAR 0 ()near_actor $1094 radius 13.0 13.0
004D: jump_if_false Label09DF7B
0086: $10E6 = $10E3 ;; floating-point values only
0009: $10E6 += 20.0 ;; floating-point values
0086: $10E7 = $10E4 ;; floating-point values only
0009: $10E7 += 20.0 ;; floating-point values
000D: $10E3 -= 20.0 ;; floating-point values
000D: $10E4 -= 20.0 ;; floating-point values
01C3: remove_references_to_car $1090 ;; Like turning a car into any random car
0327: $1090 = create_random_car_with_actors -1 in_area $10E3 $10E4 $10E6 $10E7
00D6: if 0
8038: NOT $1090 == -1 ;; integer values
004D: jump_if_false Label09DF7B
020A: set_car $1090 door_status_to 1
00AD: set_car $1090 max_speed_to 0.0
01D5: actor $1094 go_to_and_drive_car $1090
0319: set_actor $1094 wander_state_to 1 (off)

:Label09DF7B
0002: jump Label09E00F

:Label09DF82
03D3: point $10E3 $10E4 $10E5 get_nearby_vector $10E3 $10E4 $10E5 $10E8
00D6: if 0
80C2: NOT sphere_onscreen $10E3 $10E4 $10E5 3.0
004D: jump_if_false Label09E00F
00D6: if 0
838A: NOT car_in_cube $10E3 $10E4 $10E5 3.0 3.0 2.0
004D: jump_if_false Label09E00F
01C3: remove_references_to_car $1090 ;; Like turning a car into any random car
00A5: $1090 = create_car #FAGGIO at $10E3 $10E4 $10E5
0175: set_car $1090 z_angle_to $10E8
00D6: if 0
80DF: NOT actor $1094 driving
004D: jump_if_false Label09E00F
036A: put_actor $1094 in_car $1090

:Label09E00F
00D6: if 0
8119: NOT car $1090 wrecked
004D: jump_if_false Label09E057
00D6: if 0
8118: NOT actor $1094 dead
004D: jump_if_false Label09E057
00D6: if 0
00DB: actor $1094 in_car $1090
004D: jump_if_false Label09E057
00AF: set_car $1090 driver_behaviour_to 5
00AE: unknown_set_car $1090 to_ignore_traffic_lights 2
0004: $10BC = 0 ;; integer values

:Label09E057
0051: return

:Label09E059
00D6: if 0
0038: $10BD == 1 ;; integer values
004D: jump_if_false Label09E225
00D6: if 0
8118: NOT actor $1095 dead
004D: jump_if_false Label09E225
00A0: store_actor $1095 position_to $10E3 $10E4 $10E5
00D6: if 0
00E9: player $PLAYER_CHAR 0 ()near_actor $1095 radius 50.0 50.0
004D: jump_if_false Label09E150
00D6: if 0
80E9: NOT player $PLAYER_CHAR 0 ()near_actor $1095 radius 13.0 13.0
004D: jump_if_false Label09E149
0086: $10E6 = $10E3 ;; floating-point values only
0009: $10E6 += 20.0 ;; floating-point values
0086: $10E7 = $10E4 ;; floating-point values only
0009: $10E7 += 20.0 ;; floating-point values
000D: $10E3 -= 20.0 ;; floating-point values
000D: $10E4 -= 20.0 ;; floating-point values
01C3: remove_references_to_car $1091 ;; Like turning a car into any random car
0327: $1091 = create_random_car_with_actors -1 in_area $10E3 $10E4 $10E6 $10E7
00D6: if 0
8038: NOT $1091 == -1 ;; integer values
004D: jump_if_false Label09E149
020A: set_car $1091 door_status_to 1
00AD: set_car $1091 max_speed_to 0.0
01D5: actor $1095 go_to_and_drive_car $1091
0319: set_actor $1095 wander_state_to 1 (off)

:Label09E149
0002: jump Label09E1DD

:Label09E150
03D3: point $10E3 $10E4 $10E5 get_nearby_vector $10E3 $10E4 $10E5 $10E8
00D6: if 0
80C2: NOT sphere_onscreen $10E3 $10E4 $10E5 3.0
004D: jump_if_false Label09E1DD
00D6: if 0
838A: NOT car_in_cube $10E3 $10E4 $10E5 3.0 3.0 2.0
004D: jump_if_false Label09E1DD
01C3: remove_references_to_car $1091 ;; Like turning a car into any random car
00A5: $1091 = create_car #FAGGIO at $10E3 $10E4 $10E5
0175: set_car $1091 z_angle_to $10E8
00D6: if 0
80DF: NOT actor $1095 driving
004D: jump_if_false Label09E1DD
036A: put_actor $1095 in_car $1091

:Label09E1DD
00D6: if 0
8119: NOT car $1091 wrecked
004D: jump_if_false Label09E225
00D6: if 0
8118: NOT actor $1095 dead
004D: jump_if_false Label09E225
00D6: if 0
00DB: actor $1095 in_car $1091
004D: jump_if_false Label09E225
00AF: set_car $1091 driver_behaviour_to 5
00AE: unknown_set_car $1091 to_ignore_traffic_lights 2
0004: $10BD = 0 ;; integer values

:Label09E225
0051: return

:Label09E227
00D6: if 0
8119: NOT car $1082 wrecked
004D: jump_if_false Label09E243
0164: disable_marker $109E
0004: $10C8 = 1 ;; integer values

:Label09E243
00D6: if 0
8119: NOT car $1083 wrecked
004D: jump_if_false Label09E25F
0164: disable_marker $109F
0004: $10C9 = 1 ;; integer values

:Label09E25F
00D6: if 0
8119: NOT car $1084 wrecked
004D: jump_if_false Label09E27B
0164: disable_marker $10A0
0004: $10CA = 1 ;; integer values

:Label09E27B
00D6: if 0
8119: NOT car $1085 wrecked
004D: jump_if_false Label09E297
0164: disable_marker $10A1
0004: $10CB = 1 ;; integer values

:Label09E297
0051: return

;-------------Mission 26---------------
; Originally: Boomshine Saigon

:Label09E299
03A4: name_thread "PHIL2"
0050: gosub Label09E2C7
00D6: if 0
0112: wasted_or_busted
004D: jump_if_false Label09E2BE
0050: gosub Label09FDEB

:Label09E2BE
0050: gosub Label09FE4A
004E: end_thread
:Label09E2C7
03D5: remove_text "M_FAIL" ;; MISSION FAILED!
0004: $ONMISSION = 1 ;; integer values
0317: increment_mission_attempts
0001: wait 0 ms
054C: use_GXT_table "PHIL2"
058E: set_restart_mission_taxi_destination -1004.5 311.1 9.9 155.7
0004: $1100 = 0 ;; integer values
0004: $1101 = 0 ;; integer values
0004: $1102 = 0 ;; integer values
0004: $1103 = 0 ;; integer values
0004: $1104 = 0 ;; integer values
0004: $1105 = 100 ;; integer values
0004: $1106 = 0 ;; integer values
0004: $1107 = 0 ;; integer values
0004: $1108 = 8 ;; integer values
0004: $1109 = 255 ;; integer values
0004: $110A = 0 ;; integer values
0004: $110B = 0 ;; integer values
0005: $5F = 0.0 ;; floating-point values
0005: $60 = 0.0 ;; floating-point values
0005: $61 = 0.0 ;; floating-point values
0005: $110C = 0.0 ;; floating-point values
0005: $110D = 0.0 ;; floating-point values
0005: $110E = 0.0 ;; floating-point values
0005: $110F = 0.0 ;; floating-point values
0005: $1110 = 0.0 ;; floating-point values
0005: $1111 = 0.0 ;; floating-point values
023C: load_special_actor 1 "CSPLAY"
023C: load_special_actor 2 "CSPHIL"
02F3: load_object #CUTOBJ01 "PHILBMB"
03CB: set_camera -1099.62 327.21 10.23
038B: load_requested_models

:Label09E3E5
00D6: if 21
823D: NOT special_actor 1 loaded
823D: NOT special_actor 2 loaded
004D: jump_if_false Label09E403
0001: wait 0 ms
0002: jump Label09E3E5

:Label09E403
00D6: if 0
8248: NOT model #CUTOBJ01 available
004D: jump_if_false Label09E41E
0001: wait 0 ms
0002: jump Label09E403

:Label09E41E
0395: clear_area 1 at -1083.1 321.1 range 11.2 300.0
02E4: load_cutscene_data "PHIL_2"
0244: set_cutscene_pos -1099.62 327.21 10.23
041D: set_camera_near_clip .1
02E5: $7D = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $7D "CSPLAY"
02E5: $89 = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $89 "CSPHIL"
02E5: $1112 = create_cutscene_object #CUTOBJ01
02E6: set_cutscene_anim $1112 "PHILBMB"
0395: clear_area 1 at -1105.0 334.0 range 10.8 1.0
0055: put_player $PLAYER_CHAR at -1105.0 334.0 10.8
0171: set_player $PLAYER_CHAR z_angle_to 265.8
016A: fade 1 (back) 1500 ms
03AD: set_rubbish 0 (invisible)
03AF: set_streaming 1 (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label09E4E1
00D6: if 0
001A: 1073 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label09E504
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label09E4E1

:Label09E504
00BC: text_highpriority "PHIL2_A" 10000 ms 1 ;; Hey Phil, how's it goin?

:Label09E513
00D6: if 0
001A: 2713 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label09E536
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label09E513

:Label09E536
00BC: text_highpriority "PHIL2_B" 10000 ms 1 ;; Heeyyyy, Tommy. Howyadoin'? Ish
been too long...

:Label09E545
00D6: if 0
001A: 8842 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label09E568
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label09E545

:Label09E568
00BC: text_highpriority "PHIL2_C" 10000 ms 1 ;; I swear you should lay off that
boomshine, man -

:Label09E577
00D6: if 0
001A: 10547 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label09E59A
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label09E577

:Label09E59A
00BC: text_highpriority "PHIL2_D" 10000 ms 1 ;; smells like paint stripper.
Making my eyes burn...

:Label09E5A9
00D6: if 0
001A: 13397 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label09E5CC
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label09E5A9

:Label09E5CC
00BC: text_highpriority "PHIL2_E" 10000 ms 1 ;; Shshs shhh youshelf Tommy,

:Label09E5DB
00D6: if 0
001A: 16619 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label09E5FE
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label09E5DB

:Label09E5FE
00BC: text_highpriority "PHIL2_F" 10000 ms 1 ;; and come over here because
there's someshin' I wanna show you.. someshin.

:Label09E60D
00D6: if 0
001A: 20734 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label09E630
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label09E60D

:Label09E630
00BC: text_highpriority "PHIL2_G" 10000 ms 1 ;; Woof! God! Should I be able to
smell that from way over here? I'm feeling woozy.

:Label09E63F
00D6: if 0
001A: 24299 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label09E662
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label09E63F

:Label09E662
00BC: text_highpriority "PHIL2_H" 10000 ms 1 ;; Don'tchaworry about the shmell
Tommy, you jush wash thish.

:Label09E671
00D6: if 0
001A: 32636 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label09E694
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label09E671

:Label09E694
00BC: text_highpriority "PHIL2_I" 10000 ms 1 ;; Shittycheapbatteriesh or
shumin'. There'sh shum more on the bench.

:Label09E6A3
00D6: if 0
001A: 44824 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label09E6C8
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label09E6A3

:Label09E6C8
00BC: text_highpriority "PHIL2_J" 10000 ms 1 ;; TA-DAAA!

:Label09E6D7
00D6: if 0
001A: 46000 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label09E6FC
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label09E6D7

:Label09E6FC
00D6: if 0
856A: NOT (unknown)
004D: jump_if_false Label09E742
020C: create_explosion 2 at -1083.8 352.7 11.3
020C: create_explosion 11 at -1083.8 352.7 11.3
020C: create_explosion 6 at -1083.8 352.7 11.3

:Label09E742
00D6: if 0
001A: 48307 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label09E767
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label09E742

:Label09E767
00BC: text_highpriority "PHIL2_K" 10000 ms 1 ;; Aww Damn!
00D6: if 0
856A: NOT (unknown)
004D: jump_if_false Label09E7A7
00D6: if 1
840C: NOT is_german_game
840B: NOT is_french_game
004D: jump_if_false Label09E7A7
0050: gosub Label09FE8C
0050: gosub Label09FE8C
0050: gosub Label09FE8C

:Label09E7A7
00D6: if 0
001A: 48807 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label09E7CC
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label09E7A7

:Label09E7CC
00D6: if 0
856A: NOT (unknown)
004D: jump_if_false Label09E7FD
00D6: if 1
840C: NOT is_german_game
840B: NOT is_french_game
004D: jump_if_false Label09E7FD
0050: gosub Label09FE8C
0050: gosub Label09FE8C
0050: gosub Label09FE8C

:Label09E7FD
00D6: if 0
001A: 49307 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label09E822
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label09E7FD

:Label09E822
00BE: text_clear_all

:Label09E824
00D6: if 0
001A: 49907 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label09E849
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label09E824

:Label09E849
00D6: if 0
856A: NOT (unknown)
004D: jump_if_false Label09E87A
00D6: if 1
840C: NOT is_german_game
840B: NOT is_french_game
004D: jump_if_false Label09E87A
0050: gosub Label09FE8C
0050: gosub Label09FE8C
0050: gosub Label09FE8C

:Label09E87A
00D6: if 0
001A: 50007 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label09E89F
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label09E87A

:Label09E89F
00D6: if 0
856A: NOT (unknown)
004D: jump_if_false Label09E8D0
00D6: if 1
840C: NOT is_german_game
840B: NOT is_french_game
004D: jump_if_false Label09E8D0
0050: gosub Label09FE8C
0050: gosub Label09FE8C
0050: gosub Label09FE8C
:Label09E8D0
00D6: if 0
001A: 51007 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label09E8F5
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label09E8D0

:Label09E8F5
00D6: if 0
856A: NOT (unknown)
004D: jump_if_false Label09E926
00D6: if 1
840C: NOT is_german_game
840B: NOT is_french_game
004D: jump_if_false Label09E926
0050: gosub Label09FE8C
0050: gosub Label09FE8C
0050: gosub Label09FE8C

:Label09E926
00D6: if 0
001A: 52207 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label09E94B
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label09E926

:Label09E94B
00D6: if 0
856A: NOT (unknown)
004D: jump_if_false Label09E97C
00D6: if 1
840C: NOT is_german_game
840B: NOT is_french_game
004D: jump_if_false Label09E97C
0050: gosub Label09FE8C
0050: gosub Label09FE8C
0050: gosub Label09FE8C

:Label09E97C
00BE: text_clear_all

:Label09E97E
00D6: if 0
001A: 53376 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label09E9A3
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label09E97E

:Label09E9A3
016A: fade 0 () 1500 ms
00BE: text_clear_all

:Label09E9AC
00D6: if 0
016B: fading
004D: jump_if_false Label09E9C4
0001: wait 0 ms
0002: jump Label09E9AC

:Label09E9C4
03AD: set_rubbish 1 (visible)
02EA: end_cutscene
0296: unload_special_actor 1
0296: unload_special_actor 2
0249: release_model #CUTOBJ01
01EB: set_car_density_to 1.0
03DE: set_pedestrians_density_multiplier_to 1.0
0169: set_fade_color 0 0 0
0001: wait 500 ms
0373: set_camera_directly_behind_player
04E3: unknown_player $PLAYER_CHAR 0 60000
0247: request_model #PATRIOT

:Label09EA05
00D6: if 0
8248: NOT model #PATRIOT available
004D: jump_if_false Label09EA20
0001: wait 0 ms
0002: jump Label09EA05

:Label09EA20
03CF: load_wav "PHIL2_1" as 2

:Label09EA2C
00D6: if 0
83D0: NOT wav 2 loaded
004D: jump_if_false Label09EA46
0001: wait 0 ms
0002: jump Label09EA2C

:Label09EA46
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label09EA6C
018A: $10FF = create_checkpoint_at -1183.0 -664.2 10.5

:Label09EA6C
023C: load_special_actor 1 "IGPHIL2"

:Label09EA78
00D6: if 0
823D: NOT special_actor 1 loaded
004D: jump_if_false Label09EA92
0001: wait 0 ms
0002: jump Label09EA78

:Label09EA92
00A5: $10F6 = create_car #PATRIOT at -1097.0 334.0 10.8
0175: set_car $10F6 z_angle_to 269.2
0369: put_player $PLAYER_CHAR in_car $10F6
0373: set_camera_directly_behind_player
01C8: $10F7 = create_actor 4 #SPECIAL01 in_car $10F6 passenger_seat 0
04F5: unknown_actor $10F7 kiss_player $PLAYER_CHAR on 1
03FD: set_player $PLAYER_CHAR handling_responsiveness $1108
052C: set_player $PLAYER_CHAR drunk_visuals 255
00D6: if 1
840C: NOT is_german_game
840B: NOT is_french_game
004D: jump_if_false Label09EAFB
0332: set_actor $10F7 bleeding_to 1 (true)

:Label09EAFB
039E: (unknown) $10F7 1
0526: unknown_actor $10F7 1
015D: set_gamespeed 1.0
018A: $10FE = create_checkpoint_at -871.6 -469.5 9.9
03C4: set_status_text_to $1105 1 (bar) "PHI2_04" ;; PHIL'S HEALTH:
0227: $1106 = car $10F6 health
0014: $1106 /= 10 ;; integer values
0006: 16@ = 0 ;; integer values
0006: 17@ = 0 ;; integer values
016A: fade 1 (back) 1500 ms
00BC: text_highpriority "PHI2_01" 5000 ms 1 ;; ~g~Quick, get Phil to the
hospital.

:Label09EB66
0001: wait 0 ms
00D6: if 0
8119: NOT car $10F6 wrecked
004D: jump_if_false Label09F367
00D6: if 0
00DC: player $PLAYER_CHAR driving $10F6
004D: jump_if_false Label09F367
00D6: if 0
0038: $110B == 0 ;; integer values
004D: jump_if_false Label09F363
00D6: if 0
0038: $110A == 0 ;; integer values
004D: jump_if_false Label09ECBA
00D6: if 0
001A: 85 > $1105 ;; integer values
004D: jump_if_false Label09ECBA
03CF: load_wav "PHIL2_4" as 1

:Label09EBCF
00D6: if 0
83D0: NOT wav 1 loaded
004D: jump_if_false Label09EC2E
0001: wait 0 ms
00D6: if 0
0038: $1100 == 0 ;; integer values
004D: jump_if_false Label09EC11
03A1: unknown_clear_point -871.6 -469.5 9.9 radius 7.0
0002: jump Label09EC27

:Label09EC11
03A1: unknown_clear_point -1183.0 -664.2 10.5 radius 7.0

:Label09EC27
0002: jump Label09EBCF

:Label09EC2E
00BC: text_highpriority "PHI2_08" 5000 ms 1 ;; Watch out! Charlie in the tree
line!
03D1: play_wav 1

:Label09EC41
00D6: if 1
83D2: NOT wav 1 ended
8118: NOT actor $10F7 dead
004D: jump_if_false Label09ECA5
0001: wait 0 ms
00D6: if 0
0038: $1100 == 0 ;; integer values
004D: jump_if_false Label09EC88
03A1: unknown_clear_point -871.6 -469.5 9.9 radius 7.0
0002: jump Label09EC9E

:Label09EC88
03A1: unknown_clear_point -1183.0 -664.2 10.5 radius 7.0

:Label09EC9E
0002: jump Label09EC41

:Label09ECA5
040D: unload_wav 1
03D5: remove_text "PHI2_08" ;; Watch out! Charlie in the tree line!
0004: $110A = 1 ;; integer values

:Label09ECBA
00D6: if 0
0038: $110A == 1 ;; integer values
004D: jump_if_false Label09EDD5
00D6: if 0
001A: 75 > $1105 ;; integer values
004D: jump_if_false Label09EDD5
03CF: load_wav "PHIL2_5" as 1

:Label09ECEA
00D6: if 0
83D0: NOT wav 1 loaded
004D: jump_if_false Label09ED49
0001: wait 0 ms
00D6: if 0
0038: $1100 == 0 ;; integer values
004D: jump_if_false Label09ED2C
03A1: unknown_clear_point -871.6 -469.5 9.9 radius 7.0
0002: jump Label09ED42

:Label09ED2C
03A1: unknown_clear_point -1183.0 -664.2 10.5 radius 7.0

:Label09ED42
0002: jump Label09ECEA

:Label09ED49
00BC: text_highpriority "PHI2_09" 5000 ms 1 ;; Is it me or are the roads made of
jelly?
03D1: play_wav 1

:Label09ED5C
00D6: if 1
83D2: NOT wav 1 ended
8118: NOT actor $10F7 dead
004D: jump_if_false Label09EDC0
0001: wait 0 ms
00D6: if 0
0038: $1100 == 0 ;; integer values
004D: jump_if_false Label09EDA3
03A1: unknown_clear_point -871.6 -469.5 9.9 radius 7.0
0002: jump Label09EDB9

:Label09EDA3
03A1: unknown_clear_point -1183.0 -664.2 10.5 radius 7.0

:Label09EDB9
0002: jump Label09ED5C

:Label09EDC0
040D: unload_wav 1
03D5: remove_text "PHI2_09" ;; Is it me or are the roads made of jelly?
0004: $110A = 2 ;; integer values

:Label09EDD5
00D6: if 0
0038: $110A == 2 ;; integer values
004D: jump_if_false Label09EEF0
00D6: if 0
001A: 65 > $1105 ;; integer values
004D: jump_if_false Label09EEF0
03CF: load_wav "PHIL2_6" as 1

:Label09EE05
00D6: if 0
83D0: NOT wav 1 loaded
004D: jump_if_false Label09EE64
0001: wait 0 ms
00D6: if 0
0038: $1100 == 0 ;; integer values
004D: jump_if_false Label09EE47
03A1: unknown_clear_point -871.6 -469.5 9.9 radius 7.0
0002: jump Label09EE5D

:Label09EE47
03A1: unknown_clear_point -1183.0 -664.2 10.5 radius 7.0

:Label09EE5D
0002: jump Label09EE05

:Label09EE64
00BC: text_highpriority "PHI2_10" 5000 ms 1 ;; Broken Spoon to Mother Hen, you
copy?
03D1: play_wav 1

:Label09EE77
00D6: if 1
83D2: NOT wav 1 ended
8118: NOT actor $10F7 dead
004D: jump_if_false Label09EEDB
0001: wait 0 ms
00D6: if 0
0038: $1100 == 0 ;; integer values
004D: jump_if_false Label09EEBE
03A1: unknown_clear_point -871.6 -469.5 9.9 radius 7.0
0002: jump Label09EED4

:Label09EEBE
03A1: unknown_clear_point -1183.0 -664.2 10.5 radius 7.0

:Label09EED4
0002: jump Label09EE77

:Label09EEDB
040D: unload_wav 1
03D5: remove_text "PHI2_10" ;; Broken Spoon to Mother Hen, you copy?
0004: $110A = 3 ;; integer values

:Label09EEF0
00D6: if 0
0038: $110A == 3 ;; integer values
004D: jump_if_false Label09F00B
00D6: if 0
001A: 55 > $1105 ;; integer values
004D: jump_if_false Label09F00B
03CF: load_wav "PHIL2_7" as 1

:Label09EF20
00D6: if 0
83D0: NOT wav 1 loaded
004D: jump_if_false Label09EF7F
0001: wait 0 ms
00D6: if 0
0038: $1100 == 0 ;; integer values
004D: jump_if_false Label09EF62
03A1: unknown_clear_point -871.6 -469.5 9.9 radius 7.0
0002: jump Label09EF78

:Label09EF62
03A1: unknown_clear_point -1183.0 -664.2 10.5 radius 7.0

:Label09EF78
0002: jump Label09EF20

:Label09EF7F
00BC: text_highpriority "PHI2_11" 5000 ms 1 ;; Spooney Wooney Woo Woo Woooo!
03D1: play_wav 1

:Label09EF92
00D6: if 1
83D2: NOT wav 1 ended
8118: NOT actor $10F7 dead
004D: jump_if_false Label09EFF6
0001: wait 0 ms
00D6: if 0
0038: $1100 == 0 ;; integer values
004D: jump_if_false Label09EFD9
03A1: unknown_clear_point -871.6 -469.5 9.9 radius 7.0
0002: jump Label09EFEF

:Label09EFD9
03A1: unknown_clear_point -1183.0 -664.2 10.5 radius 7.0
:Label09EFEF
0002: jump Label09EF92

:Label09EFF6
040D: unload_wav 1
03D5: remove_text "PHI2_11" ;; Spooney Wooney Woo Woo Woooo!
0004: $110A = 4 ;; integer values

:Label09F00B
00D6: if 0
0038: $110A == 4 ;; integer values
004D: jump_if_false Label09F126
00D6: if 0
001A: 45 > $1105 ;; integer values
004D: jump_if_false Label09F126
03CF: load_wav "PHIL2_8" as 1

:Label09F03B
00D6: if 0
83D0: NOT wav 1 loaded
004D: jump_if_false Label09F09A
0001: wait 0 ms
00D6: if 0
0038: $1100 == 0 ;; integer values
004D: jump_if_false Label09F07D
03A1: unknown_clear_point -871.6 -469.5 9.9 radius 7.0
0002: jump Label09F093

:Label09F07D
03A1: unknown_clear_point -1183.0 -664.2 10.5 radius 7.0

:Label09F093
0002: jump Label09F03B

:Label09F09A
00BC: text_highpriority "PHI2_12" 5000 ms 1 ;; He's come for me boy!
03D1: play_wav 1

:Label09F0AD
00D6: if 1
83D2: NOT wav 1 ended
8118: NOT actor $10F7 dead
004D: jump_if_false Label09F111
0001: wait 0 ms
00D6: if 0
0038: $1100 == 0 ;; integer values
004D: jump_if_false Label09F0F4
03A1: unknown_clear_point -871.6 -469.5 9.9 radius 7.0
0002: jump Label09F10A

:Label09F0F4
03A1: unknown_clear_point -1183.0 -664.2 10.5 radius 7.0

:Label09F10A
0002: jump Label09F0AD

:Label09F111
040D: unload_wav 1
03D5: remove_text "PHI2_12" ;; He's come for me boy!
0004: $110A = 5 ;; integer values

:Label09F126
00D6: if 0
0038: $110A == 5 ;; integer values
004D: jump_if_false Label09F241
00D6: if 0
001A: 35 > $1105 ;; integer values
004D: jump_if_false Label09F241
03CF: load_wav "PHIL2_9" as 1

:Label09F156
00D6: if 0
83D0: NOT wav 1 loaded
004D: jump_if_false Label09F1B5
0001: wait 0 ms
00D6: if 0
0038: $1100 == 0 ;; integer values
004D: jump_if_false Label09F198
03A1: unknown_clear_point -871.6 -469.5 9.9 radius 7.0
0002: jump Label09F1AE

:Label09F198
03A1: unknown_clear_point -1183.0 -664.2 10.5 radius 7.0

:Label09F1AE
0002: jump Label09F156

:Label09F1B5
00BC: text_highpriority "PHI2_13" 5000 ms 1 ;; Black feathered wings beating all
around...
03D1: play_wav 1

:Label09F1C8
00D6: if 1
83D2: NOT wav 1 ended
8118: NOT actor $10F7 dead
004D: jump_if_false Label09F22C
0001: wait 0 ms
00D6: if 0
0038: $1100 == 0 ;; integer values
004D: jump_if_false Label09F20F
03A1: unknown_clear_point -871.6 -469.5 9.9 radius 7.0
0002: jump Label09F225

:Label09F20F
03A1: unknown_clear_point -1183.0 -664.2 10.5 radius 7.0

:Label09F225
0002: jump Label09F1C8

:Label09F22C
040D: unload_wav 1
03D5: remove_text "PHI2_13" ;; Black feathered wings beating all around...
0004: $110A = 6 ;; integer values

:Label09F241
00D6: if 0
0038: $110A == 6 ;; integer values
004D: jump_if_false Label09F35C
00D6: if 0
001A: 25 > $1105 ;; integer values
004D: jump_if_false Label09F35C
03CF: load_wav "PHIL210" as 1

:Label09F271
00D6: if 0
83D0: NOT wav 1 loaded
004D: jump_if_false Label09F2D0
0001: wait 0 ms
00D6: if 0
0038: $1100 == 0 ;; integer values
004D: jump_if_false Label09F2B3
03A1: unknown_clear_point -871.6 -469.5 9.9 radius 7.0
0002: jump Label09F2C9

:Label09F2B3
03A1: unknown_clear_point -1183.0 -664.2 10.5 radius 7.0

:Label09F2C9
0002: jump Label09F271

:Label09F2D0
00BC: text_highpriority "PHI2_14" 5000 ms 1 ;; It's beautiful, man ... it's
beautiful ... but so cold ...
03D1: play_wav 1

:Label09F2E3
00D6: if 1
83D2: NOT wav 1 ended
8118: NOT actor $10F7 dead
004D: jump_if_false Label09F347
0001: wait 0 ms
00D6: if 0
0038: $1100 == 0 ;; integer values
004D: jump_if_false Label09F32A
03A1: unknown_clear_point -871.6 -469.5 9.9 radius 7.0
0002: jump Label09F340

:Label09F32A
03A1: unknown_clear_point -1183.0 -664.2 10.5 radius 7.0

:Label09F340
0002: jump Label09F2E3

:Label09F347
040D: unload_wav 1
03D5: remove_text "PHI2_14" ;; It's beautiful, man ... it's beautiful ... but so
cold ...
0004: $110A = 7 ;; integer values

:Label09F35C
0002: jump Label09F367

:Label09F363
040D: unload_wav 1
:Label09F367
00D6: if 0
8119: NOT car $10F6 wrecked
004D: jump_if_false Label09FDA8
00D6: if 1
01F4: car $10F6 flipped
01C1: car $10F6 stopped
004D: jump_if_false Label09F393
0004: $1102 = 1 ;; integer values

:Label09F393
00D6: if 2
80DC: NOT player $PLAYER_CHAR driving $10F6
0038: $1101 == 0 ;; integer values
0038: $1102 == 0 ;; integer values
004D: jump_if_false Label09F3DC
00BC: text_highpriority "IN_VEH" 5000 ms 1 ;; ~g~Hey! Get back in the vehicle!
0186: $10FD = create_marker_above_car $10F6
0164: disable_marker $10FE
0164: disable_marker $10FF
0004: $1101 = 1 ;; integer values

:Label09F3DC
00D6: if 1
00DC: player $PLAYER_CHAR driving $10F6
0038: $1101 == 1 ;; integer values
004D: jump_if_false Label09F45A
0164: disable_marker $10FD
0164: disable_marker $10FE
0164: disable_marker $10FF
00D6: if 0
0038: $1100 == 0 ;; integer values
004D: jump_if_false Label09F42B
018A: $10FE = create_checkpoint_at -871.6 -469.5 9.9

:Label09F42B
00D6: if 0
0038: $1100 == 1 ;; integer values
004D: jump_if_false Label09F451
018A: $10FF = create_checkpoint_at -1183.0 -664.2 10.5

:Label09F451
00BE: text_clear_all
0004: $1101 = 0 ;; integer values

:Label09F45A
0227: $1104 = car $10F6 health
0014: $1104 /= 10 ;; integer values
00D6: if 0
001C: $1106 > $1104 ;; integer values
004D: jump_if_false Label09F494
0084: $1107 = $1106 ;; integer values and handles
0060: $1107 -= $1104 ;; integer values
0060: $1105 -= $1107 ;; integer values

:Label09F494
0084: $1106 = $1104 ;; integer values and handles
00D6: if 0
0019: 16@ > 1000 ;; integer values
004D: jump_if_false Label09F4BD
000C: $1105 -= 1 ;; integer values
0006: 16@ = 0 ;; integer values

:Label09F4BD
00D6: if 0
001A: 1 > $1105 ;; integer values
004D: jump_if_false Label09F4FA
00D6: if 0
8118: NOT actor $10F7 dead
004D: jump_if_false Label09F4E4
0321: kill_actor $10F7

:Label09F4E4
00BC: text_highpriority "PHI2_03" 5000 ms 1 ;; ~r~Phil Cassidy is dead!!! Now
who's gonna supply arms in Vice City?
0002: jump Label09FDEB

:Label09F4FA
00D6: if 0
0019: 17@ > 20000 ;; integer values
004D: jump_if_false Label09F532
000C: $1108 -= 1 ;; integer values
000C: $1109 -= 30 ;; integer values
03FD: set_player $PLAYER_CHAR handling_responsiveness $1108
052C: set_player $PLAYER_CHAR drunk_visuals $1109
0006: 17@ = 0 ;; integer values

:Label09F532
02E3: $1110 = car $10F6 speed
00D6: if 0
0020: $1110 > 5.0 ;; floating-point values
004D: jump_if_false Label09F6E0
00D6: if 0
810F: NOT player $PLAYER_CHAR wanted_level > 0
004D: jump_if_false Label09F6E0
0054: store_player $PLAYER_CHAR position_to $5F $60 $61
0086: $110C = $5F ;; floating-point values only
0009: $110C += 10.0 ;; floating-point values
0086: $110D = $60 ;; floating-point values only
0009: $110D += 10.0 ;; floating-point values
0086: $110E = $5F ;; floating-point values only
000D: $110E -= 10.0 ;; floating-point values
0086: $110F = $60 ;; floating-point values only
000D: $110F -= 10.0 ;; floating-point values
0469: unknown_create_actor $10F8 in area $110C $110D $110E $110F unknown 1 0 0
0 0
00D6: if 0
8038: NOT $10F8 == -1 ;; integer values
004D: jump_if_false Label09F6DB
010D: set_player $PLAYER_CHAR wanted_level_to 1
03CF: load_wav "PHIL211" as 1

:Label09F5F7
00D6: if 0
83D0: NOT wav 1 loaded
004D: jump_if_false Label09F656
0001: wait 0 ms
00D6: if 0
0038: $1100 == 0 ;; integer values
004D: jump_if_false Label09F639
03A1: unknown_clear_point -871.6 -469.5 9.9 radius 7.0
0002: jump Label09F64F

:Label09F639
03A1: unknown_clear_point -1183.0 -664.2 10.5 radius 7.0

:Label09F64F
0002: jump Label09F5F7

:Label09F656
00BC: text_highpriority "PHI2_15" 5000 ms 1 ;; 10-4 we've got a drunk driver.
03D1: play_wav 1

:Label09F669
00D6: if 1
83D2: NOT wav 1 ended
8118: NOT actor $10F7 dead
004D: jump_if_false Label09F6CD
0001: wait 0 ms
00D6: if 0
0038: $1100 == 0 ;; integer values
004D: jump_if_false Label09F6B0
03A1: unknown_clear_point -871.6 -469.5 9.9 radius 7.0
0002: jump Label09F6C6

:Label09F6B0
03A1: unknown_clear_point -1183.0 -664.2 10.5 radius 7.0

:Label09F6C6
0002: jump Label09F669

:Label09F6CD
040D: unload_wav 1
03D5: remove_text "PHI2_15" ;; 10-4 we've got a drunk driver.

:Label09F6DB
01C2: remove_references_to_actor $10F8 ;; Like turning an actor into a random
pedestrian

:Label09F6E0
00D6: if 0
0038: $1100 == 0 ;; integer values
004D: jump_if_false Label09F87F
00D6: if 0
8119: NOT car $10F6 wrecked
004D: jump_if_false Label09F87F
00D6: if 0
00DC: player $PLAYER_CHAR driving $10F6
004D: jump_if_false Label09F87F
00D6: if 0
01B0: car $10F6 stopped 1 (in-sphere)near_point -871.6 -469.5 9.9 radius 7.0
7.0 7.0
004D: jump_if_false Label09F87F
0164: disable_marker $10FE
018A: $10FF = create_checkpoint_at -1183.0 -664.2 10.5
0004: $110B = 1 ;; integer values
00BC: text_highpriority "PHI2_05" 5000 ms 1 ;; Not the hospital, man! Too many
cops and Viet Cong!
03D1: play_wav 2

:Label09F778
00D6: if 1
83D2: NOT wav 2 ended
8118: NOT actor $10F7 dead
004D: jump_if_false Label09F797
0001: wait 0 ms
0002: jump Label09F778

:Label09F797
040D: unload_wav 2
03D5: remove_text "PHI2_05" ;; Not the hospital, man! Too many cops and Viet Cong!
03CF: load_wav "PHIL2_2" as 2

:Label09F7B1
00D6: if 0
83D0: NOT wav 2 loaded
004D: jump_if_false Label09F7CB
0001: wait 0 ms
0002: jump Label09F7B1

:Label09F7CB
00BC: text_highpriority "PHI2_06" 5000 ms 1 ;; There's an ex-army surgeon owes
me a few favors and a lawnmower.
03D1: play_wav 2

:Label09F7DE
00D6: if 1
83D2: NOT wav 2 ended
8118: NOT actor $10F7 dead
004D: jump_if_false Label09F7FD
0001: wait 0 ms
0002: jump Label09F7DE

:Label09F7FD
040D: unload_wav 2
03D5: remove_text "PHI2_06" ;; There's an ex-army surgeon owes me a few favors and
a lawnmower.
03CF: load_wav "PHIL2_3" as 2

:Label09F817
00D6: if 0
83D0: NOT wav 2 loaded
004D: jump_if_false Label09F831
0001: wait 0 ms
0002: jump Label09F817

:Label09F831
00BC: text_highpriority "PHI2_07" 5000 ms 1 ;; He's got a place down Little
Havana - ooo look, a giant fish.
03D1: play_wav 2

:Label09F844
00D6: if 1
83D2: NOT wav 2 ended
8118: NOT actor $10F7 dead
004D: jump_if_false Label09F863
0001: wait 0 ms
0002: jump Label09F844

:Label09F863
040D: unload_wav 2
03D5: remove_text "PHI2_07" ;; He's got a place down Little Havana - ooo look, a
giant fish.
0004: $110B = 0 ;; integer values
0004: $1100 = 1 ;; integer values

:Label09F87F
00D6: if 0
0038: $1100 == 1 ;; integer values
004D: jump_if_false Label09FDA1
00D6: if 0
8119: NOT car $10F6 wrecked
004D: jump_if_false Label09FD8B
00D6: if 0
00DC: player $PLAYER_CHAR driving $10F6
004D: jump_if_false Label09FD84
00D6: if 0
01B0: car $10F6 stopped 1 (in-sphere)near_point -1183.0 -664.2 10.5 radius 7.0
7.0 7.0
004D: jump_if_false Label09FD84
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
02A3: toggle_widescreen 1 (on)
052C: set_player $PLAYER_CHAR drunk_visuals 0
00D6: if 0
8118: NOT actor $10F7 dead
004D: jump_if_false Label09F936
0174: $1111 = car $10F6 z_angle
00AB: put_car $10F6 at -1183.0 -664.2 10.5
0175: set_car $10F6 z_angle_to $1111
03E2: actor $10F7 exit_car
0245: set_actor $10F7 walk_style_to 48

:Label09F936
015F: set_camera_position -1178.1 -676.3 15.5 0.0 0.0 0.0
0160: point_camera -1183.7 -656.7 11.1 2
03BA: clear_cars_from_cube -1190.0 -671.2 17.5 -1174.0 -657.2 3.5
00D6: if 0
8118: NOT actor $10F7 dead
004D: jump_if_false Label09F9AD
011C: actor $10F7 clear_objective
0211: actor $10F7 walk_to -1218.9 -665.1

:Label09F9AD
0006: 16@ = 0 ;; integer values
0006: 17@ = 0 ;; integer values

:Label09F9BB
0001: wait 0 ms
00D6: if 0
0019: 17@ > 500 ;; integer values
004D: jump_if_false Label09F9FF
00D6: if 0
8118: NOT actor $10F7 dead
004D: jump_if_false Label09F9F8
00D6: if 1
840C: NOT is_german_game
840B: NOT is_french_game
004D: jump_if_false Label09F9F8
0050: gosub Label0A0258

:Label09F9F8
0006: 17@ = 0 ;; integer values

:Label09F9FF
00D6: if 0
0019: 16@ > 2000 ;; integer values
004D: jump_if_false Label09FA27
0006: 16@ = 0 ;; integer values
0006: 17@ = 0 ;; integer values
0002: jump Label09FA2E

:Label09FA27
0002: jump Label09F9BB

:Label09FA2E
0001: wait 0 ms
00D6: if 0
8118: NOT actor $10F7 dead
004D: jump_if_false Label09FAB7
00D6: if 0
0019: 17@ > 500 ;; integer values
004D: jump_if_false Label09FA82
00D6: if 0
8118: NOT actor $10F7 dead
004D: jump_if_false Label09FA7B
00D6: if 1
840C: NOT is_german_game
840B: NOT is_french_game
004D: jump_if_false Label09FA7B
0050: gosub Label0A0258

:Label09FA7B
0006: 17@ = 0 ;; integer values

:Label09FA82
00D6: if 21
00ED: actor $10F7 0 ()near_point_on_foot -1218.9 -665.1 radius 3.0 3.0
0019: 16@ > 3000 ;; integer values
004D: jump_if_false Label09FAB7
0002: jump Label09FABE

:Label09FAB7
0002: jump Label09FA2E

:Label09FABE
00D6: if 0
8118: NOT actor $10F7 dead
004D: jump_if_false Label09FAF6
011C: actor $10F7 clear_objective
00A1: put_actor $10F7 at -1191.7 -664.3 10.5
0211: actor $10F7 walk_to -1218.9 -665.1

:Label09FAF6
0006: 16@ = 0 ;; integer values
0006: 17@ = 0 ;; integer values
015F: set_camera_position -1174.3 -664.2 15.9 0.0 0.0 0.0
0160: point_camera -1184.5 -664.1 11.64 2

:Label09FB37
0001: wait 0 ms
00D6: if 0
8118: NOT actor $10F7 dead
004D: jump_if_false Label09FBC0
00D6: if 0
0019: 17@ > 500 ;; integer values
004D: jump_if_false Label09FB8B
00D6: if 0
8118: NOT actor $10F7 dead
004D: jump_if_false Label09FB84
00D6: if 1
840C: NOT is_german_game
840B: NOT is_french_game
004D: jump_if_false Label09FB84
0050: gosub Label0A0258

:Label09FB84
0006: 17@ = 0 ;; integer values

:Label09FB8B
00D6: if 21
00ED: actor $10F7 0 ()near_point_on_foot -1218.9 -665.1 radius 3.0 3.0
0019: 16@ > 3000 ;; integer values
004D: jump_if_false Label09FBC0
0002: jump Label09FBC7

:Label09FBC0
0002: jump Label09FB37

:Label09FBC7
015D: set_gamespeed 1.0
016A: fade 0 () 500 ms

:Label09FBD5
00D6: if 0
016B: fading
004D: jump_if_false Label09FBED
0001: wait 0 ms
0002: jump Label09FBD5

:Label09FBED
009B: destroy_actor_instantly $10F7
0213: $10F9 = create_pickup #M60 type 1 at -1105.9 335.3 11.1
0213: $10FA = create_pickup #ROCKETLA type 1 at -1105.9 330.3 11.1
0213: $10FB = create_pickup #MINIGUN type 1 at -1105.9 325.3 11.1
0213: $10FC = create_pickup #BOMB type 1 at -1105.9 320.3 11.1
03CB: set_camera -1038.4 309.7 20.9
015F: set_camera_position -1038.4 309.7 20.9 0.0 0.0 0.0
0160: point_camera -1065.6 322.1 21.7 2
016A: fade 1 (back) 500 ms

:Label09FCA1
00D6: if 0
016B: fading
004D: jump_if_false Label09FCB9
0001: wait 0 ms
0002: jump Label09FCA1

:Label09FCB9
0394: play_music 1
00BA: text_styled "PHI_AS1" 5000 ms 6 ;; PHILS PLACE ASSET COMPLETED
0001: wait 5000 ms
03CB: set_camera -1093.2 345.0 14.3
015F: set_camera_position -1093.2 345.0 14.3 0.0 0.0 0.0
0160: point_camera -1110.1 331.3 11.0 2
00BC: text_highpriority "PHI_AS2" 6000 ms 1 ;; ~g~New Weapons available to
purchase from Phils Place.
0001: wait 6000 ms
016A: fade 0 () 500 ms

:Label09FD30
00D6: if 0
016B: fading
004D: jump_if_false Label09FD48
0001: wait 0 ms
0002: jump Label09FD30

:Label09FD48
0054: store_player $PLAYER_CHAR position_to $5F $60 $61
03CB: set_camera $5F $60 $61
016A: fade 1 (back) 500 ms
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
02A3: toggle_widescreen 0 (off)
052C: set_player $PLAYER_CHAR drunk_visuals $1109
0002: jump Label09FDFC

:Label09FD84
0002: jump Label09FDA1

:Label09FD8B
00BC: text_highpriority "PHI2_03" 5000 ms 1 ;; ~r~Phil Cassidy is dead!!! Now
who's gonna supply arms in Vice City?
0002: jump Label09FDEB

:Label09FDA1
0002: jump Label09FDBE

:Label09FDA8
00BC: text_highpriority "PHI2_03" 5000 ms 1 ;; ~r~Phil Cassidy is dead!!! Now
who's gonna supply arms in Vice City?
0002: jump Label09FDEB

:Label09FDBE
00D6: if 0
0118: actor $10F7 dead
004D: jump_if_false Label09FDE4
00BC: text_highpriority "PHI2_03" 5000 ms 1 ;; ~r~Phil Cassidy is dead!!! Now
who's gonna supply arms in Vice City?
0002: jump Label09FDEB

:Label09FDE4
0002: jump Label09EB66
:Label09FDEB
00BA: text_styled "M_FAIL" 5000 ms 1 ;; MISSION FAILED!
0051: return

:Label09FDFC
00BE: text_clear_all
01E3: text_1number_styled "M_PASS" 4000 5000 ms 1 ;; MISSION PASSED! $~1~
0110: clear_player $PLAYER_CHAR wanted_level
0109: player $PLAYER_CHAR money += 4000
030C: set_mission_points += 1
0318: set_latest_mission_passed "PHIL_2" ;; Boomshine Saigon
0164: disable_marker $FD
04CE: $FD = create_icon_marker_without_sphere $1A7 at $1EC $1ED $1EE
0004: $FF = 1 ;; integer values
0051: return

:Label09FE4A
0004: $ONMISSION = 0 ;; integer values
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
0249: release_model #PATRIOT
01C2: remove_references_to_actor $10F8 ;; Like turning an actor into a random
pedestrian
0003: shake_camera 0
034F: destroy_actor_with_fade $10F7 ;; The actor fades away like a ghost
0296: unload_special_actor 1
0164: disable_marker $10FD
0164: disable_marker $10FE
0164: disable_marker $10FF
0151: remove_status_text $1105
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
00D8: mission_cleanup
0051: return

:Label09FE8C
00D6: if 0
80E1: NOT key_pressed 0 16
004D: jump_if_false Label0A0256
0400: create_coordinate $5F $60 $61 from_object $89 offset .3 .3 .3
0437: scatter_particle 76 .1 at $5F $60 $61 0.0 0.0 0.0
0437: scatter_particle 7 0.0 at $5F $60 $61 0.0 0.0 .03
0437: scatter_particle 7 0.0 at $5F $60 $61 0.0 0.0 .03
0437: scatter_particle 7 0.0 at $5F $60 $61 0.0 0.0 .03
0437: scatter_particle 7 0.0 at $5F $60 $61 0.0 0.0 .03
0437: scatter_particle 7 0.0 at $5F $60 $61 0.0 0.0 .03
0437: scatter_particle 7 0.0 at $5F $60 $61 0.0 0.0 .03
0437: scatter_particle 7 0.0 at $5F $60 $61 0.0 0.0 .03
0437: scatter_particle 7 0.0 at $5F $60 $61 0.0 0.0 .03
0437: scatter_particle 7 0.0 at $5F $60 $61 0.0 0.0 .03
0437: scatter_particle 7 0.0 at $5F $60 $61 0.0 0.0 .03
0437: scatter_particle 7 0.0 at $5F $60 $61 0.0 0.0 .03
0437: scatter_particle 7 0.0 at $5F $60 $61 0.0 0.0 .03
0437: scatter_particle 7 0.0 at $5F $60 $61 0.0 0.0 .03
0437: scatter_particle 7 0.0 at $5F $60 $61 0.0 0.0 .03
0437: scatter_particle 7 0.0 at $5F $60 $61 0.0 0.0 .03
0437: scatter_particle 8 0.0 at $5F $60 $61 0.0 1.0 .03
0437: scatter_particle 8 0.0 at $5F $60 $61 0.0 1.0 .03
0437: scatter_particle 8 0.0 at $5F $60 $61 0.0 1.0 .03
0437: scatter_particle 8 0.0 at $5F $60 $61 0.0 1.0 .03
0437: scatter_particle 8 0.0 at $5F $60 $61 0.0 1.0 .03
0437: scatter_particle 8 0.0 at $5F $60 $61 0.0 1.0 .03
0437: scatter_particle 8 0.0 at $5F $60 $61 0.0 1.0 .03
0437: scatter_particle 41 0.0 at $5F $60 $61 0.0 0.0 .03
0437: scatter_particle 41 0.0 at $5F $60 $61 0.0 0.0 .03
0437: scatter_particle 41 0.0 at $5F $60 $61 0.0 0.0 .03
0437: scatter_particle 41 0.0 at $5F $60 $61 0.0 0.0 .03
0437: scatter_particle 41 0.0 at $5F $60 $61 0.0 0.0 .03

:Label0A0256
0051: return

:Label0A0258
04C4: create_coordinate $5F $60 $61 from_actor $10F7 offset -.3 .3 .3
0437: scatter_particle 76 .1 at $5F $60 $61 0.0 0.0 0.0
0437: scatter_particle 7 0.0 at $5F $60 $61 0.0 0.0 .03
0437: scatter_particle 7 0.0 at $5F $60 $61 0.0 0.0 .03
0437: scatter_particle 7 0.0 at $5F $60 $61 0.0 0.0 .03
0437: scatter_particle 7 0.0 at $5F $60 $61 0.0 0.0 .03
0437: scatter_particle 7 0.0 at $5F $60 $61 0.0 0.0 .03
0437: scatter_particle 7 0.0 at $5F $60 $61 0.0 0.0 .03
0437: scatter_particle 7 0.0 at $5F $60 $61 0.0 0.0 .03
0437: scatter_particle 7 0.0 at $5F $60 $61 0.0 0.0 .03
0437: scatter_particle 7 0.0 at $5F $60 $61 0.0 0.0 .03
0437: scatter_particle 7 0.0 at $5F $60 $61 0.0 0.0 .03
0437: scatter_particle 7 0.0 at $5F $60 $61 0.0 0.0 .03
0437: scatter_particle 7 0.0 at $5F $60 $61 0.0 0.0 .03
0437: scatter_particle 7 0.0 at $5F $60 $61 0.0 0.0 .03
0437: scatter_particle 7 0.0 at $5F $60 $61 0.0 0.0 .03
0437: scatter_particle 7 0.0 at $5F $60 $61 0.0 0.0 .03
0437: scatter_particle 8 0.0 at $5F $60 $61 0.0 .1 .03
0437: scatter_particle 8 0.0 at $5F $60 $61 0.0 .1 .03
0437: scatter_particle 8 0.0 at $5F $60 $61 0.0 .1 .03
0437: scatter_particle 8 0.0 at $5F $60 $61 0.0 .1 .03
0437: scatter_particle 8 0.0 at $5F $60 $61 0.0 .1 .03
0437: scatter_particle 8 0.0 at $5F $60 $61 0.0 .1 .03
0437: scatter_particle 8 0.0 at $5F $60 $61 0.0 .1 .03
0051: return

;-------------Mission 27---------------
; Originally: Recruitment Drive

:Label0A056E
03A4: name_thread "PORNO1"
0050: gosub Label0A059C
00D6: if 0
0112: wasted_or_busted
004D: jump_if_false Label0A0593
0050: gosub Label0A310A

:Label0A0593
0050: gosub Label0A315F
004E: end_thread

:Label0A059C
03D5: remove_text "M_FAIL" ;; MISSION FAILED!
0004: $ONMISSION = 1 ;; integer values
0317: increment_mission_attempts
0001: wait 0 ms
054C: use_GXT_table "PORN1"
058E: set_restart_mission_taxi_destination 21.489 966.28 9.5 172.7
0004: $1123 = 0 ;; integer values
0004: $1124 = 0 ;; integer values
0004: $1122 = 0 ;; integer values
0005: $1130 = 0.0 ;; floating-point values
0004: $1125 = 0 ;; integer values
0004: $1126 = 0 ;; integer values
0004: $1127 = 0 ;; integer values
0004: $1128 = 0 ;; integer values
0004: $1129 = 0 ;; integer values
0004: $112A = 0 ;; integer values
0004: $112B = 0 ;; integer values
0005: $1131 = 0.0 ;; floating-point values
0005: $1132 = 0.0 ;; floating-point values
0005: $1133 = 0.0 ;; floating-point values
0005: $1134 = 0.0 ;; floating-point values
0004: $112C = 0 ;; integer values
0004: $112D = 0 ;; integer values
0004: $112E = 0 ;; integer values
0005: $112F = 0.0 ;; floating-point values
03CF: load_wav "MONO_3" as 1
023C: load_special_actor 1 "CSPLAY"
023C: load_special_actor 2 "CSDIREC"
023C: load_special_actor 3 "CSJUGGZ"
023C: load_special_actor 4 "CMRAMAN"
023C: load_special_actor 5 "MPORNA"
02F3: load_object #CUTOBJ01 "CS_CAM"
02F3: load_object #CUTOBJ02 "DRCHAIR"
03CB: set_camera -86.0 929.0 9.764
038B: load_requested_models

:Label0A06DF
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 Label0A0709
0001: wait 0 ms
0002: jump Label0A06DF

:Label0A0709
00D6: if 21
8248: NOT model #CUTOBJ01 available
8248: NOT model #CUTOBJ02 available
004D: jump_if_false Label0A0729
0001: wait 0 ms
0002: jump Label0A0709

:Label0A0729
02E4: load_cutscene_data "PORN_1"
0244: set_cutscene_pos -69.128 920.965 9.764
041D: set_camera_near_clip .1
02E5: $7D = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $7D "CSPLAY"
02E5: $A3 = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $A3 "CSDIREC"
02E5: $1135 = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim $1135 "CSJUGGZ"
02E5: $C5 = create_cutscene_object #SPECIAL04
02E6: set_cutscene_anim $C5 "CMRAMAN"
02E5: $A4 = create_cutscene_object #SPECIAL05
02E6: set_cutscene_anim $A4 "MPORNA"
02E5: $D1 = create_cutscene_object #CUTOBJ01
02E6: set_cutscene_anim $D1 "CS_CAM"
02E5: $D7 = create_cutscene_object #CUTOBJ02
02E6: set_cutscene_anim $D7 "DRCHAIR"
0395: clear_area 1 at -66.0 933.04 range 10.2 1.0
0055: put_player $PLAYER_CHAR at -66.0 933.04 10.2
0171: set_player $PLAYER_CHAR z_angle_to 275.6
016A: fade 1 (back) 1500 ms
03AD: set_rubbish 0 (invisible)
03AF: set_streaming 1 (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0A0825
00D6: if 0
001A: 2533 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0A0848
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A0825

:Label0A0848
00BC: text_highpriority "POR1_A" 10000 ms 1 ;; Action.

:Label0A0857
00D6: if 0
001A: 3343 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0A087A
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A0857

:Label0A087A
00BC: text_highpriority "POR1_B" 10000 ms 1 ;; Whoa! Now that's big.

:Label0A0889
00D6: if 0
001A: 6008 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0A08AC
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A0889

:Label0A08AC
00BC: text_highpriority "POR1_C" 10000 ms 1 ;; 12 inches. That is regulation
baby.

:Label0A08BB
00D6: if 0
001A: 11226 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0A08DE
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A08BB

:Label0A08DE
00BC: text_highpriority "POR1_D" 10000 ms 1 ;; CUT!! Who IS this idiot? You!
YOU! Why are you in my space? WHY?

:Label0A08ED
00D6: if 0
001A: 16462 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0A0910
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A08ED

:Label0A0910
00BC: text_highpriority "POR1_E" 10000 ms 1 ;; What is all this crap?

:Label0A091F
00D6: if 0
001A: 18076 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0A0942
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A091F

:Label0A0942
00BC: text_highpriority "POR1_F" 10000 ms 1 ;; Aliens? Fishing poles?

:Label0A0951
00D6: if 0
001A: 20247 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0A0974
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A0951

:Label0A0974
00BC: text_highpriority "POR1_G" 10000 ms 1 ;; Who's ever seen a shark that big?

:Label0A0983
00D6: if 0
001A: 22282 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0A09A6
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A0983

:Label0A09A6
00BC: text_highpriority "POR1_H" 10000 ms 1 ;; All this stuff's gotta go.

:Label0A09B5
00D6: if 0
001A: 24320 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0A09D8
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A09B5
:Label0A09D8
00BC: text_highpriority "POR1_I" 10000 ms 1 ;; Why'd you get in this business,
ya prick?

:Label0A09E7
00D6: if 0
001A: 26352 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0A0A0A
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A09E7

:Label0A0A0A
00BC: text_highpriority "POR1_J" 10000 ms 1 ;; Huh?

:Label0A0A19
00D6: if 0
001A: 27126 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0A0A3C
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A0A19

:Label0A0A3C
00BC: text_highpriority "POR1_K" 10000 ms 1 ;; For the pussy, that's why! What
is this??

:Label0A0A4B
00D6: if 0
001A: 30127 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0A0A6E
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A0A4B

:Label0A0A6E
00BC: text_highpriority "POR1_L" 10000 ms 1 ;; This is my art - SECURITY!

:Label0A0A7D
00D6: if 0
001A: 34028 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0A0AA2
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A0A7D

:Label0A0AA2
00BC: text_highpriority "POR1_M" 10000 ms 1 ;; Look, you pompous asshole, I own
you now. I own all of this.

:Label0A0AB1
00D6: if 0
001A: 38273 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0A0AD6
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A0AB1

:Label0A0AD6
00BC: text_highpriority "POR1_N" 10000 ms 1 ;; We're gonna turn this place
around...

:Label0A0AE5
00D6: if 0
001A: 40013 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0A0B0A
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A0AE5

:Label0A0B0A
00BC: text_highpriority "POR1_O" 10000 ms 1 ;; I'm gonna make you rich.

:Label0A0B19
00D6: if 0
001A: 42086 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0A0B3E
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A0B19

:Label0A0B3E
00BC: text_highpriority "POR1_P" 10000 ms 1 ;; Uh. You're - You - you're Tommy
Vercetti? But I thought that you were...

:Label0A0B4D
00D6: if 0
001A: 46091 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0A0B72
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A0B4D

:Label0A0B72
00BC: text_highpriority "POR1_Q" 10000 ms 1 ;; That's right.

:Label0A0B81
00D6: if 0
001A: 47169 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0A0BA6
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A0B81

:Label0A0BA6
00BC: text_highpriority "POR1_R" 10000 ms 1 ;; We're gonna be making some
changes around here and start making some real money.

:Label0A0BB5
00D6: if 0
001A: 50143 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0A0BDA
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A0BB5

:Label0A0BDA
00BC: text_highpriority "POR1_S" 10000 ms 1 ;; Actually, have you ever thought
about, umm...

:Label0A0BE9
00D6: if 0
001A: 52720 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0A0C0E
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A0BE9

:Label0A0C0E
00BC: text_highpriority "POR1_T" 10000 ms 1 ;; But first we're going to need
some good-looking broads.

:Label0A0C1D
00D6: if 0
001A: 54090 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0A0C42
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A0C1D

:Label0A0C42
00BC: text_highpriority "POR1_U" 10000 ms 1 ;; Yeh, girls are fine but you...
whew!

:Label0A0C51
00D6: if 0
001A: 56976 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0A0C76
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A0C51

:Label0A0C76
016A: fade 0 () 1500 ms
00BE: text_clear_all
0001: wait 1000 ms
00D6: if 0
856A: NOT (unknown)
004D: jump_if_false Label0A0CA4
00D6: if 0
03D0: wav 1 loaded
004D: jump_if_false Label0A0CA4
03D1: play_wav 1

:Label0A0CA4
00D6: if 0
016B: fading
004D: jump_if_false Label0A0CBC
0001: wait 0 ms
0002: jump Label0A0CA4

:Label0A0CBC
03AD: set_rubbish 1 (visible)
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
0249: release_model #CUTOBJ01
0249: release_model #CUTOBJ02
01EB: set_car_density_to 1.0
03DE: set_pedestrians_density_multiplier_to 1.0
0169: set_fade_color 0 0 0
0001: wait 500 ms
03CB: set_camera -67.0 939.297 10.94
0373: set_camera_directly_behind_player
04E3: unknown_player $PLAYER_CHAR 0 60000
0247: request_model #WMYPI
0247: request_model #BMYCR
0247: request_model #HMYRI
0247: request_model #SENTINEL
0247: request_model #BAT
0247: request_model #TEC9
0247: request_model #STRETCH

:Label0A0D3A
00D6: if 22
8248: NOT model #WMYPI available
8248: NOT model #BMYCR available
8248: NOT model #HMYRI available
004D: jump_if_false Label0A0D5C
0001: wait 0 ms
0002: jump Label0A0D3A

:Label0A0D5C
00D6: if 23
8248: NOT model #SENTINEL available
8248: NOT model #BAT available
8248: NOT model #TEC9 available
8248: NOT model #STRETCH available
004D: jump_if_false Label0A0D86
0001: wait 0 ms
0002: jump Label0A0D5C

:Label0A0D86
023C: load_special_actor 1 "IGCANDY"
023C: load_special_actor 2 "IGMERC"

:Label0A0D9E
00D6: if 21
823D: NOT special_actor 1 loaded
823D: NOT special_actor 2 loaded
004D: jump_if_false Label0A0DBC
0001: wait 0 ms
0002: jump Label0A0D9E

:Label0A0DBC
038B: load_requested_models
018A: $111E = create_checkpoint_at -448.3 1324.6 10.7
016A: fade 1 (back) 1500 ms
00BC: text_highpriority "POR1_01" 5000 ms 1 ;; ~g~Candy Suxxx would be perfect
for a starring role!
00BB: text_lowpriority "POR1_23" 5000 ms 1 ;; ~g~Candy will be taking care of
business ~h~Downtown~g~.
0481: 3.0
:Label0A0DFE
00D6: if 0
80F6: NOT player $PLAYER_CHAR 1 (in-sphere)near_point_on_foot -448.3 1324.6
10.7 radius 1.0 1.0 2.0
004D: jump_if_false Label0A0E71
0001: wait 0 ms
00D6: if 0
00F7: player $PLAYER_CHAR 0 ()near_point_in_car -448.3 1324.6 10.7 radius
20.0 20.0 20.0
004D: jump_if_false Label0A0E6A
00DA: $111A = player $PLAYER_CHAR car

:Label0A0E6A
0002: jump Label0A0DFE

:Label0A0E71
03CF: load_wav "PORN1_1" as 1
03CF: load_wav "PORN1_2" as 2

:Label0A0E89
00D6: if 21
83D0: NOT wav 1 loaded
83D0: NOT wav 2 loaded
004D: jump_if_false Label0A0EA7
0001: wait 0 ms
0002: jump Label0A0E89

:Label0A0EA7
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
02A3: toggle_widescreen 1 (on)
00D6: if 0
8119: NOT car $111A wrecked
004D: jump_if_false Label0A0F06
00D6: if 0
01AD: car $111A 0 ()near_point -448.3 1324.6 30.0 30.0
004D: jump_if_false Label0A0F06
00AB: put_car $111A at -441.9 1337.0 10.7
0175: set_car $111A z_angle_to 289.8

:Label0A0F06
03BA: clear_cars_from_cube -584.8 1320.7 5.5 -309.7 1360.2 15.5
01EB: set_car_density_to 0.0
0055: put_player $PLAYER_CHAR at -448.3 1324.6 10.7
0171: set_player $PLAYER_CHAR z_angle_to 19.7
015F: set_camera_position -445.3 1321.8 13.0 0.0 0.0 0.0
0160: point_camera -450.3 1327.7 12.0 2
00BC: text_highpriority "POR1_26" 5000 ms 1 ;; ~g~Here's Candy, looks like she
has been with Congressman Shrub again.
00A5: $111B = create_car #STRETCH at -492.4 1335.8 10.4
00AE: unknown_set_car $111B to_ignore_traffic_lights 2
0175: set_car $111B z_angle_to 276.1
0129: $111C = create_actor 4 #HMYRI in_car $111B driverseat
0229: set_car $111B color_to 34 34
01C8: $1114 = create_actor 5 #SPECIAL01 in_car $111B passenger_seat 2
04F5: unknown_actor $1114 kiss_player $PLAYER_CHAR on 1
01ED: reset_actor $1114 flags
02A9: set_actor $1114 immune_to_nonplayer 1
0245: set_actor $1114 walk_style_to 46
0319: set_actor $1114 wander_state_to 1 (off)
0568: $1114 1
053C: $1114 0
04BA: set_car $111B speed_instantly 15.0
00AD: set_car $111B max_speed_to 15.0
00A7: car $111B drive_to -448.4 1340.6 10.4
0006: 17@ = 0 ;; integer values

:Label0A1039
0001: wait 0 ms
00D6: if 0
8119: NOT car $111B wrecked
004D: jump_if_false Label0A10C3
00D6: if 0
0019: 17@ > 7000 ;; integer values
004D: jump_if_false Label0A1067
0002: jump Label0A10CA

:Label0A1067
00D6: if 0
81AF: NOT car $111B 0 ()near_point -448.4 1340.6 10.4 radius 4.0 4.0 4.0
004D: jump_if_false Label0A10B2
00A7: car $111B drive_to -448.4 1340.6 10.4
0002: jump Label0A10C3

:Label0A10B2
00AD: set_car $111B max_speed_to 0.0
0002: jump Label0A10CA

:Label0A10C3
0002: jump Label0A1039

:Label0A10CA
00D6: if 0
8119: NOT car $111B wrecked
004D: jump_if_false Label0A10FC
00D6: if 0
8118: NOT actor $1114 dead
004D: jump_if_false Label0A10FC
00AD: set_car $111B max_speed_to 0.0
01D3: actor $1114 leave_car $111B

:Label0A10FC
0001: wait 0 ms
00D6: if 0
8119: NOT car $111B wrecked
004D: jump_if_false Label0A1267
01E9: $112B = car $111B num_passengers
00D6: if 0
0038: $112B == 0 ;; integer values
004D: jump_if_false Label0A1260
00D6: if 0
8118: NOT actor $1114 dead
004D: jump_if_false Label0A124B
02EB: restore_camera_with_jumpcut
01D1: actor $1114 follow_actor $PLAYER_ACTOR
01D1: actor $PLAYER_ACTOR follow_actor $1114
00D6: if 0
8119: NOT car $111B wrecked
004D: jump_if_false Label0A117A
00AD: set_car $111B max_speed_to 15.0
00A7: car $111B drive_to -338.6 1133.1 8.5

:Label0A117A
00A5: $1113 = create_car #SENTINEL at -492.4 1335.8 10.4
0175: set_car $1113 z_angle_to 276.1
00AE: unknown_set_car $1113 to_ignore_traffic_lights 2
02AA: set_car $1113 immune_to_nonplayer 1
0129: $1115 = create_actor 4 #WMYPI in_car $1113 driverseat
01B2: give_actor $1115 weapon 22 ammo 30000 ;; Load the weapon model before
using this
02A9: set_actor $1115 immune_to_nonplayer 1
01C8: $1116 = create_actor 4 #BMYCR in_car $1113 passenger_seat 0
01B2: give_actor $1116 weapon 6 ammo 1 ;; Load the weapon model before using
this
01ED: reset_actor $1116 flags
01C8: $1117 = create_actor 4 #BMYCR in_car $1113 passenger_seat 1
01B2: give_actor $1117 weapon 6 ammo 1 ;; Load the weapon model before using
this
01ED: reset_actor $1117 flags
01C8: $1118 = create_actor 4 #BMYCR in_car $1113 passenger_seat 2
01B2: give_actor $1118 weapon 22 ammo 30000 ;; Load the weapon model before
using this
01ED: reset_actor $1118 flags
0187: $111F = create_marker_above_actor $1115
04BA: set_car $111B speed_instantly 15.0
00AD: set_car $1113 max_speed_to 15.0
00A7: car $1113 drive_to -448.4 1340.6 10.4

:Label0A124B
0006: 17@ = 0 ;; integer values
0002: jump Label0A126E
0002: jump Label0A1267

:Label0A1260
0002: jump Label0A10FC

:Label0A1267
0002: jump Label0A10FC

:Label0A126E
0001: wait 0 ms
00D6: if 0
0019: 17@ > 7000 ;; integer values
004D: jump_if_false Label0A128C
0002: jump Label0A12E3

:Label0A128C
00D6: if 0
8118: NOT actor $1114 dead
004D: jump_if_false Label0A12DC
00D6: if 0
00E9: player $PLAYER_CHAR 0 ()near_actor $1114 radius 2.0 2.0
004D: jump_if_false Label0A12DC
011C: actor $1114 clear_objective
011C: actor $PLAYER_ACTOR clear_objective
020E: actor $PLAYER_ACTOR look_at_actor $1114
020F: actor $1114 look_at_player $PLAYER_CHAR
0002: jump Label0A12E3

:Label0A12DC
0002: jump Label0A126E

:Label0A12E3
015F: set_camera_position -450.2 1328.1 12.8 0.0 0.0 0.0
0160: point_camera -449.9 1330.8 12.2 2
0372: set_actor $PLAYER_ACTOR anim 19 wait_state_time 10000 ms
00BC: text_highpriority "POR1_04" 4000 ms 1 ;; Yo, Candy. I'm looking for movie
talent - you interested?
03D1: play_wav 1

:Label0A1333
00D6: if 0
83D2: NOT wav 1 ended
004D: jump_if_false Label0A134D
0001: wait 0 ms
0002: jump Label0A1333

:Label0A134D
040D: unload_wav 1
03D5: remove_text "POR1_04" ;; Yo, Candy. I'm looking for movie talent - you
interested?
0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 100 ms
00D6: if 0
8118: NOT actor $1114 dead
004D: jump_if_false Label0A137E
0372: set_actor $1114 anim 19 wait_state_time 10000 ms

:Label0A137E
00D6: if 0
8118: NOT actor $1115 dead
004D: jump_if_false Label0A13A6
00D6: if 0
8119: NOT car $1113 wrecked
004D: jump_if_false Label0A13A6
01D3: actor $1115 leave_car $1113

:Label0A13A6
00BC: text_highpriority "POR1_05" 4000 ms 1 ;; Sure! But, you'd have to talk to
my agent...
03D1: play_wav 2

:Label0A13B9
00D6: if 1
83D2: NOT wav 2 ended
8118: NOT actor $1114 dead
004D: jump_if_false Label0A13F0
00D6: if 0
8118: NOT actor $1115 dead
004D: jump_if_false Label0A13E5
020E: actor $1115 look_at_actor $PLAYER_ACTOR

:Label0A13E5
0001: wait 0 ms
0002: jump Label0A13B9

:Label0A13F0
040D: unload_wav 2
03D5: remove_text "POR1_05" ;; Sure! But, you'd have to talk to my agent...
03CF: load_wav "PRN1_3A" as 1
03CF: load_wav "PORN1_3" as 2

:Label0A1416
00D6: if 21
83D0: NOT wav 1 loaded
83D0: NOT wav 2 loaded
004D: jump_if_false Label0A1434
0001: wait 0 ms
0002: jump Label0A1416

:Label0A1434
00D6: if 0
8118: NOT actor $1114 dead
004D: jump_if_false Label0A1465
0372: set_actor $1114 anim 0 wait_state_time 100 ms
00D6: if 0
8118: NOT actor $1115 dead
004D: jump_if_false Label0A1465
020E: actor $1114 look_at_actor $1115

:Label0A1465
00BC: text_highpriority "POR1_06" 4000 ms 1 ;; The HELL are you doin'?
03D1: play_wav 2

:Label0A1478
00D6: if 1
83D2: NOT wav 2 ended
8118: NOT actor $1115 dead
004D: jump_if_false Label0A1497
0001: wait 0 ms
0002: jump Label0A1478

:Label0A1497
040D: unload_wav 2
03D5: remove_text "POR1_06" ;; The HELL are you doin'?
01BE: set_actor $PLAYER_ACTOR to_look_at_spot -448.4 1340.6 10.4
0211: actor $PLAYER_ACTOR walk_to -448.4 1333.6
00BC: text_highpriority "POR1_07" 4000 ms 1 ;; You should have stayed at home
today!
03D1: play_wav 1

:Label0A14DB
00D6: if 0
83D2: NOT wav 1 ended
004D: jump_if_false Label0A14F5
0001: wait 0 ms
0002: jump Label0A14DB

:Label0A14F5
040D: unload_wav 1
03D5: remove_text "POR1_07" ;; You should have stayed at home today!
03CF: load_wav "PRN1_21" as 2

:Label0A150F
00D6: if 0
83D0: NOT wav 2 loaded
004D: jump_if_false Label0A1529
0001: wait 0 ms
0002: jump Label0A150F

:Label0A1529
00D6: if 0
8118: NOT actor $1115 dead
004D: jump_if_false Label0A1551
00D6: if 0
8119: NOT car $1113 wrecked
004D: jump_if_false Label0A1551
01D5: actor $1115 go_to_and_drive_car $1113

:Label0A1551
00BC: text_highpriority "POR1_7B" 4000 ms 1 ;; Can you believe this asshole?
03D1: play_wav 2

:Label0A1564
00D6: if 1
83D2: NOT wav 2 ended
8118: NOT actor $1115 dead
004D: jump_if_false Label0A1583
0001: wait 0 ms
0002: jump Label0A1564

:Label0A1583
040D: unload_wav 2
03D5: remove_text "POR1_7B" ;; Can you believe this asshole?
00D6: if 0
8118: NOT actor $1116 dead
004D: jump_if_false Label0A15D9
00D6: if 0
8118: NOT actor $1117 dead
004D: jump_if_false Label0A15D9
00D6: if 0
8118: NOT actor $1118 dead
004D: jump_if_false Label0A15D9
01CA: actor $1116 kill_player $PLAYER_CHAR
01CA: actor $1117 kill_player $PLAYER_CHAR
01CA: actor $1118 kill_player $PLAYER_CHAR

:Label0A15D9
00D6: if 0
8118: NOT actor $1114 dead
004D: jump_if_false Label0A15FE
0350: unknown_actor $1114 not_scared_flag 1
0004: $1128 = 1 ;; integer values
0002: jump Label0A1614

:Label0A15FE
00BC: text_highpriority "POR1_03" 5000 ms 1 ;; ~r~Candy is dead!
0002: jump Label0A310A

:Label0A1614
0001: wait 1000 ms
00D6: if 0
8119: NOT car $111B wrecked
004D: jump_if_false Label0A1653
00D6: if 0
82CA: NOT car $111B bounding_sphere_visible
004D: jump_if_false Label0A1653
00D6: if 0
8118: NOT actor $111C dead
004D: jump_if_false Label0A164E
009B: destroy_actor_instantly $111C

:Label0A164E
00A6: destroy_car $111B

:Label0A1653
011C: actor $PLAYER_ACTOR clear_objective
01EB: set_car_density_to 1.0
01C3: remove_references_to_car $111A ;; Like turning a car into any random car
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
02A3: toggle_widescreen 0 (off)
0164: disable_marker $111E
00BC: text_highpriority "POR1_02" 7000 ms 1 ;; ~g~ Go and take out Candy's pimp,
then return and pick up Candy.
00D6: if 0
8119: NOT car $1113 wrecked
004D: jump_if_false Label0A16A4
03CC: car $1113 add_to_stuck_car_check 1.5 = 4000

:Label0A16A4
0001: wait 0 ms
00D6: if 0
0038: $1122 == 0 ;; integer values
004D: jump_if_false Label0A1B16
00D6: if 0
8118: NOT actor $1115 dead
004D: jump_if_false Label0A1B0F
00D6: if 0
8119: NOT car $1113 wrecked
004D: jump_if_false Label0A1B08
00D6: if 0
81FC: NOT player $PLAYER_CHAR near_car $1113 radius 80.0 80.0 0
004D: jump_if_false Label0A1707
02AA: set_car $1113 immune_to_nonplayer 1
0002: jump Label0A170E

:Label0A1707
02AA: set_car $1113 immune_to_nonplayer 0

:Label0A170E
0227: $1125 = car $1113 health
00D6: if 0
0018: $1125 > 300 ;; integer values
004D: jump_if_false Label0A1AF4
00D6: if 0
00DB: actor $1115 in_car $1113
004D: jump_if_false Label0A1AE1
01E9: $1123 = car $1113 num_passengers
00D6: if 0
0038: $1123 == 3 ;; integer values
004D: jump_if_false Label0A189B
00D6: if 0
01FC: player $PLAYER_CHAR near_car $1113 radius 50.0 50.0 0
004D: jump_if_false Label0A188A
00D6: if 0
0038: $1127 == 0 ;; integer values
004D: jump_if_false Label0A1795
0006: 16@ = 0 ;; integer values
0004: $1127 = 1 ;; integer values

:Label0A1795
00AD: set_car $1113 max_speed_to 0.0
00D6: if 0
80E0: NOT player $PLAYER_CHAR driving
004D: jump_if_false Label0A1813
00D6: if 0
8118: NOT actor $1116 dead
004D: jump_if_false Label0A180C
00D6: if 0
8118: NOT actor $1117 dead
004D: jump_if_false Label0A180C
00D6: if 0
8118: NOT actor $1118 dead
004D: jump_if_false Label0A180C
01CA: actor $1116 kill_player $PLAYER_CHAR
01CA: actor $1117 kill_player $PLAYER_CHAR
01CA: actor $1118 kill_player $PLAYER_CHAR
0004: $1123 = 0 ;; integer values
0004: $1126 = 0 ;; integer values
0004: $1127 = 0 ;; integer values

:Label0A180C
0002: jump Label0A1883

:Label0A1813
00D6: if 0
0019: 16@ > 3000 ;; integer values
004D: jump_if_false Label0A1883
00D6: if 0
8118: NOT actor $1116 dead
004D: jump_if_false Label0A1883
00D6: if 0
8118: NOT actor $1117 dead
004D: jump_if_false Label0A1883
00D6: if 0
8118: NOT actor $1118 dead
004D: jump_if_false Label0A1883
01CA: actor $1116 kill_player $PLAYER_CHAR
01CA: actor $1117 kill_player $PLAYER_CHAR
01CA: actor $1118 kill_player $PLAYER_CHAR
0004: $1123 = 0 ;; integer values
0004: $1126 = 0 ;; integer values
0004: $1127 = 0 ;; integer values

:Label0A1883
0002: jump Label0A1894

:Label0A188A
00AD: set_car $1113 max_speed_to 20.0

:Label0A1894
0002: jump Label0A1A8A

:Label0A189B
00D6: if 0
0038: $1126 == 0 ;; integer values
004D: jump_if_false Label0A18B9
00A8: set_car $1113 to_psycho_driver
0004: $1126 = 1 ;; integer values

:Label0A18B9
00AD: set_car $1113 max_speed_to 40.0
00D6: if 0
81FC: NOT player $PLAYER_CHAR near_car $1113 radius 100.0 100.0 0
004D: jump_if_false Label0A1A8A
00D6: if 0
82CA: NOT car $1113 bounding_sphere_visible
004D: jump_if_false Label0A1A8A
00D6: if 0
8118: NOT actor $1116 dead
004D: jump_if_false Label0A195D
00D6: if 0
80DB: NOT actor $1116 in_car $1113
004D: jump_if_false Label0A1956
00D6: if 0
80E9: NOT player $PLAYER_CHAR 0 ()near_actor $1116 radius 60.0 60.0
004D: jump_if_false Label0A1956
0321: kill_actor $1116
01C2: remove_references_to_actor $1116 ;; Like turning an actor into a random
pedestrian
01C8: $1116 = create_actor 4 #BMYCR in_car $1113 passenger_seat 0
01B2: give_actor $1116 weapon 22 ammo 30000 ;; Load the weapon model before
using this

:Label0A1956
0002: jump Label0A197A

:Label0A195D
01C2: remove_references_to_actor $1116 ;; Like turning an actor into a random
pedestrian
01C8: $1116 = create_actor 4 #BMYCR in_car $1113 passenger_seat 0
01B2: give_actor $1116 weapon 22 ammo 30000 ;; Load the weapon model before
using this

:Label0A197A
00D6: if 0
8118: NOT actor $1117 dead
004D: jump_if_false Label0A19E5
00D6: if 0
80DB: NOT actor $1117 in_car $1113
004D: jump_if_false Label0A19DE
00D6: if 0
80E9: NOT player $PLAYER_CHAR 0 ()near_actor $1117 radius 60.0 60.0
004D: jump_if_false Label0A19DE
0321: kill_actor $1117
01C2: remove_references_to_actor $1117 ;; Like turning an actor into a random
pedestrian
01C8: $1117 = create_actor 4 #BMYCR in_car $1113 passenger_seat 1
01B2: give_actor $1117 weapon 22 ammo 30000 ;; Load the weapon model before
using this
:Label0A19DE
0002: jump Label0A1A02

:Label0A19E5
01C2: remove_references_to_actor $1117 ;; Like turning an actor into a random
pedestrian
01C8: $1117 = create_actor 4 #BMYCR in_car $1113 passenger_seat 1
01B2: give_actor $1117 weapon 22 ammo 30000 ;; Load the weapon model before
using this

:Label0A1A02
00D6: if 0
8118: NOT actor $1118 dead
004D: jump_if_false Label0A1A6D
00D6: if 0
80DB: NOT actor $1118 in_car $1113
004D: jump_if_false Label0A1A66
00D6: if 0
80E9: NOT player $PLAYER_CHAR 0 ()near_actor $1118 radius 60.0 60.0
004D: jump_if_false Label0A1A66
0321: kill_actor $1118
01C2: remove_references_to_actor $1118 ;; Like turning an actor into a random
pedestrian
01C8: $1118 = create_actor 4 #BMYCR in_car $1113 passenger_seat 2
01B2: give_actor $1118 weapon 22 ammo 30000 ;; Load the weapon model before
using this

:Label0A1A66
0002: jump Label0A1A8A

:Label0A1A6D
01C2: remove_references_to_actor $1118 ;; Like turning an actor into a random
pedestrian
01C8: $1118 = create_actor 4 #BMYCR in_car $1113 passenger_seat 2
01B2: give_actor $1118 weapon 22 ammo 30000 ;; Load the weapon model before
using this

:Label0A1A8A
00D6: if 0
0038: $1122 == 0 ;; integer values
004D: jump_if_false Label0A1AB6
00D6: if 0
03CE: car $1113 stuck
004D: jump_if_false Label0A1AB6
0477: unknown_car $1113 2 1000

:Label0A1AB6
00D6: if 0
01F4: car $1113 flipped
004D: jump_if_false Label0A1ADA
01D3: actor $1115 leave_car $1113
03CD: car $1113 remove_from_stuck_car_check
0004: $1122 = 1 ;; integer values

:Label0A1ADA
0002: jump Label0A1AED

:Label0A1AE1
03CD: car $1113 remove_from_stuck_car_check
0004: $1122 = 1 ;; integer values

:Label0A1AED
0002: jump Label0A1B08

:Label0A1AF4
01D3: actor $1115 leave_car $1113
03CD: car $1113 remove_from_stuck_car_check
0004: $1122 = 1 ;; integer values

:Label0A1B08
0002: jump Label0A1B16

:Label0A1B0F
0002: jump Label0A1DAB

:Label0A1B16
00D6: if 0
0038: $1122 == 1 ;; integer values
004D: jump_if_false Label0A1CF9
00D6: if 0
8118: NOT actor $1115 dead
004D: jump_if_false Label0A1CF2
00D6: if 0
0038: $1124 == 0 ;; integer values
004D: jump_if_false Label0A1B63
0164: disable_marker $111F
0187: $111F = create_marker_above_actor $1115
01C3: remove_references_to_car $1113 ;; Like turning a car into any random car
0004: $1124 = 1 ;; integer values

:Label0A1B63
00D6: if 0
8449: NOT actor $1115 in_a_car
004D: jump_if_false Label0A1CA5
01C3: remove_references_to_car $1113 ;; Like turning a car into any random car

:Label0A1B78
0001: wait 0 ms
00D6: if 0
8118: NOT actor $1115 dead
004D: jump_if_false Label0A1C9E
00A0: store_actor $1115 position_to $1130 $1131 $1134
0086: $1132 = $1130 ;; floating-point values only
0009: $1132 += 20.0 ;; floating-point values
0086: $1133 = $1131 ;; floating-point values only
0009: $1133 += 20.0 ;; floating-point values
000D: $1130 -= 20.0 ;; floating-point values
000D: $1131 -= 20.0 ;; floating-point values
0327: $1113 = create_random_car_with_actors -1 in_area $1130 $1131 $1132 $1133
00D6: if 0
0038: $1113 == -1 ;; integer values
004D: jump_if_false Label0A1C0F
01C3: remove_references_to_car $1113 ;; Like turning a car into any random car
0193: set_actor $1115 objective_to_act_like_ped
0002: jump Label0A1B78
0002: jump Label0A1C9E
:Label0A1C0F
01EA: $1123 = car $1113 max_passengers
00D6: if 0
001A: 3 > $1123 ;; integer values
004D: jump_if_false Label0A1C46
01C3: remove_references_to_car $1113 ;; Like turning a car into any random car
011C: actor $1115 clear_objective
0193: set_actor $1115 objective_to_act_like_ped
0002: jump Label0A1B78
0002: jump Label0A1C9E

:Label0A1C46
0227: $1125 = car $1113 health
00D6: if 0
001A: 300 > $1125 ;; integer values
004D: jump_if_false Label0A1C79
01C3: remove_references_to_car $1113 ;; Like turning a car into any random car
0193: set_actor $1115 objective_to_act_like_ped
0002: jump Label0A1B78
0002: jump Label0A1C9E

:Label0A1C79
020A: set_car $1113 door_status_to 1
00AD: set_car $1113 max_speed_to 0.0
011C: actor $1115 clear_objective
01D5: actor $1115 go_to_and_drive_car $1113
0319: set_actor $1115 wander_state_to 1 (off)

:Label0A1C9E
0002: jump Label0A1CEB

:Label0A1CA5
0164: disable_marker $111F
00D6: if 0
8119: NOT car $1113 wrecked
004D: jump_if_false Label0A1CD6
0187: $111F = create_marker_above_actor $1115
00AE: unknown_set_car $1113 to_ignore_traffic_lights 2
03CC: car $1113 add_to_stuck_car_check 1.5 = 4000

:Label0A1CD6
0004: $1124 = 0 ;; integer values
0004: $1122 = 0 ;; integer values
0004: $1126 = 0 ;; integer values

:Label0A1CEB
0002: jump Label0A1CF9

:Label0A1CF2
0002: jump Label0A1DAB

:Label0A1CF9
00D6: if 0
8118: NOT actor $1114 dead
004D: jump_if_false Label0A1D8E
00D6: if 0
00F0: actor $1114 stopped 0 ()near_point_on_foot -448.3 1324.6 radius 3.0 3.0
004D: jump_if_false Label0A1D6A
00D6: if 0
0038: $1128 == 0 ;; integer values
004D: jump_if_false Label0A1D63
01BE: set_actor $1114 to_look_at_spot -448.4 1340.6 10.7
0350: unknown_actor $1114 not_scared_flag 1
0004: $1128 = 1 ;; integer values

:Label0A1D63
0002: jump Label0A1D87

:Label0A1D6A
0350: unknown_actor $1114 not_scared_flag 0
0239: actor $1114 run_to -448.3 1324.6
0004: $1128 = 0 ;; integer values

:Label0A1D87
0002: jump Label0A1DA4

:Label0A1D8E
00BC: text_highpriority "POR1_03" 5000 ms 1 ;; ~r~Candy is dead!
0002: jump Label0A310A

:Label0A1DA4
0002: jump Label0A16A4

:Label0A1DAB
00BC: text_highpriority "POR1_24" 7000 ms 1 ;; ~g~Go back and collect Candy.
0164: disable_marker $111F
00D6: if 0
8118: NOT actor $1114 dead
004D: jump_if_false Label0A1DFD
0372: set_actor $1114 anim 0 wait_state_time 1 ms
0173: set_actor $1114 z_angle_to 14.9
0350: unknown_actor $1114 not_scared_flag 0
018A: $111E = create_checkpoint_at -448.3 1324.6 10.7

:Label0A1DFD
00D6: if 0
80F6: NOT player $PLAYER_CHAR 1 (in-sphere)near_point_on_foot -448.3 1326.6
10.7 radius 1.0 1.0 2.0
004D: jump_if_false Label0A1EE3
0001: wait 0 ms
00D6: if 0
0118: actor $1114 dead
004D: jump_if_false Label0A1E5E
00BC: text_highpriority "POR1_03" 5000 ms 1 ;; ~r~Candy is dead!
0002: jump Label0A310A
0002: jump Label0A1EDC

:Label0A1E5E
00D6: if 0
00F0: actor $1114 stopped 0 ()near_point_on_foot -448.3 1324.6 radius 3.0 3.0
004D: jump_if_false Label0A1EBF
00D6: if 0
0038: $1128 == 0 ;; integer values
004D: jump_if_false Label0A1EB8
01BE: set_actor $1114 to_look_at_spot -448.4 1340.6 10.7
0350: unknown_actor $1114 not_scared_flag 1
0004: $1128 = 1 ;; integer values
:Label0A1EB8
0002: jump Label0A1EDC

:Label0A1EBF
0350: unknown_actor $1114 not_scared_flag 0
0239: actor $1114 run_to -448.3 1324.6
0004: $1128 = 0 ;; integer values

:Label0A1EDC
0002: jump Label0A1DFD

:Label0A1EE3
01DF: tie_actor $1114 to_player $PLAYER_CHAR
0004: $1129 = 1 ;; integer values
0164: disable_marker $111E
03CF: load_wav "PRN1_16" as 1

:Label0A1F03
00D6: if 0
83D0: NOT wav 1 loaded
004D: jump_if_false Label0A1F1D
0001: wait 0 ms
0002: jump Label0A1F03

:Label0A1F1D
00BC: text_highpriority "POR1_27" 4000 ms 1 ;; Come on, let's go.
03D1: play_wav 1

:Label0A1F30
00D6: if 1
83D2: NOT wav 1 ended
8118: NOT actor $1114 dead
004D: jump_if_false Label0A1F4F
0001: wait 0 ms
0002: jump Label0A1F30

:Label0A1F4F
040D: unload_wav 1
03D5: remove_text "POR1_19" ;; Hey!
00BB: text_lowpriority "POR1_12" 5000 ms 1 ;; ~g~Take Candy with you to meet up
with Mercedes.
01C2: remove_references_to_actor $1116 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $1117 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $1118 ;; Like turning an actor into a random
pedestrian
01C3: remove_references_to_car $1113 ;; Like turning a car into any random car
009A: $1119 = create_actor 5 #SPECIAL02 at -902.3 800.2 10.4
0173: set_actor $1119 z_angle_to 95.9
04F5: unknown_actor $1119 kiss_player $PLAYER_CHAR on 1
0245: set_actor $1119 walk_style_to 46
0319: set_actor $1119 wander_state_to 1 (off)
053C: $1119 0
0372: set_actor $1119 anim 19 wait_state_time 86400000 ms
0568: $1119 1
00A5: $1113 = create_car #SENTINEL at -858.0 796.5 10.9
0175: set_car $1113 z_angle_to 187.1
0376: $1116 = create_random_actor -887.5 800.5 10.3
0376: $1117 = create_random_actor -888.5 800.5 10.3
0376: $1118 = create_random_actor -888.6 801.2 10.3
03F9: make_actors $1116 $1117 converse_in 86400000 ms
03F9: make_actors $1118 $1117 converse_in 86400000 ms
018A: $1120 = create_checkpoint_at -900.8 796.0 10.3

:Label0A205F
00D6: if 0
80F6: NOT player $PLAYER_CHAR $1129 near_point_on_foot -900.8 796.0 10.3
radius 1.0 1.0 2.0
004D: jump_if_false Label0A242A
0001: wait 0 ms
00D6: if 0
8118: NOT actor $1114 dead
004D: jump_if_false Label0A23D4
00D6: if 0
0038: $1129 == 1 ;; integer values
004D: jump_if_false Label0A2167
00D6: if 0
8320: NOT actor $1114 in_range_of_player $PLAYER_CHAR
004D: jump_if_false Label0A2167
03CF: load_wav "PRN1_13" as 1

:Label0A20D5
00D6: if 0
83D0: NOT wav 1 loaded
004D: jump_if_false Label0A20EF
0001: wait 0 ms
0002: jump Label0A20D5

:Label0A20EF
00BC: text_highpriority "POR1_20" 4000 ms 1 ;; Tommy where are you going? Get
back here!
03D1: play_wav 1

:Label0A2102
00D6: if 1
83D2: NOT wav 1 ended
8118: NOT actor $1114 dead
004D: jump_if_false Label0A2121
0001: wait 0 ms
0002: jump Label0A2102

:Label0A2121
040D: unload_wav 1
03D5: remove_text "POR1_20" ;; Tommy where are you going? Get back here!
00BB: text_lowpriority "POR1_25" 4000 ms 1 ;; ~g~You have left Candy behind, go
and get her.
0164: disable_marker $1120
0164: disable_marker $111E
00D6: if 0
8118: NOT actor $1114 dead
004D: jump_if_false Label0A2160
0187: $111E = create_marker_above_actor $1114

:Label0A2160
0004: $1129 = 0 ;; integer values

:Label0A2167
00D6: if 0
0038: $1129 == 0 ;; integer values
004D: jump_if_false Label0A2234
00D6: if 0
00FB: player $PLAYER_CHAR 0 ()near_actor $1114 radius 8.0 8.0 8.0
004D: jump_if_false Label0A2234
01DF: tie_actor $1114 to_player $PLAYER_CHAR
03CF: load_wav "PRN1_12" as 2

:Label0A21B1
00D6: if 0
83D0: NOT wav 2 loaded
004D: jump_if_false Label0A21CB
0001: wait 0 ms
0002: jump Label0A21B1

:Label0A21CB
00BC: text_highpriority "POR1_19" 4000 ms 1 ;; Hey!
03D1: play_wav 2

:Label0A21DE
00D6: if 1
83D2: NOT wav 2 ended
8118: NOT actor $1114 dead
004D: jump_if_false Label0A21FD
0001: wait 0 ms
0002: jump Label0A21DE

:Label0A21FD
040D: unload_wav 2
03D5: remove_text "POR1_19" ;; Hey!
0164: disable_marker $1120
0164: disable_marker $111E
00D6: if 0
8118: NOT actor $1119 dead
004D: jump_if_false Label0A222D
0187: $1120 = create_marker_above_actor $1119

:Label0A222D
0004: $1129 = 1 ;; integer values

:Label0A2234
00D6: if 0
001A: 2 > $112C ;; integer values
004D: jump_if_false Label0A23CD
00D6: if 0
0320: actor $1114 in_range_of_player $PLAYER_CHAR
004D: jump_if_false Label0A23CD
00D6: if 0
00E0: player $PLAYER_CHAR driving
004D: jump_if_false Label0A23CD
03C1: $111D = player $PLAYER_CHAR car
00D6: if 0
00DB: actor $1114 in_car $111D
004D: jump_if_false Label0A23CD
0227: $112E = car $111D health
02E3: $112F = car $111D speed
00D6: if 0
0020: $112F > 15.0 ;; floating-point values
004D: jump_if_false Label0A23CD
00D6: if 0
0038: $112C == 0 ;; integer values
004D: jump_if_false Label0A233B
00D6: if 0
001A: 700 > $112E ;; integer values
004D: jump_if_false Label0A233B
03CF: load_wav "PRN1_17" as 1

:Label0A22DA
00D6: if 0
83D0: NOT wav 1 loaded
004D: jump_if_false Label0A22F4
0001: wait 0 ms
0002: jump Label0A22DA

:Label0A22F4
00BC: text_highpriority "POR1_28" 4000 ms 1 ;; Tommy be careful! My implants
aren't insured yet!
03D1: play_wav 1

:Label0A2307
00D6: if 1
83D2: NOT wav 1 ended
8118: NOT actor $1114 dead
004D: jump_if_false Label0A2326
0001: wait 0 ms
0002: jump Label0A2307

:Label0A2326
040D: unload_wav 1
03D5: remove_text "POR1_28" ;; Tommy be careful! My implants aren't insured yet!
0004: $112C = 1 ;; integer values

:Label0A233B
00D6: if 0
0038: $112C == 1 ;; integer values
004D: jump_if_false Label0A23CD
00D6: if 0
001A: 400 > $112E ;; integer values
004D: jump_if_false Label0A23CD
03CF: load_wav "PRN1_19" as 1

:Label0A236C
00D6: if 0
83D0: NOT wav 1 loaded
004D: jump_if_false Label0A2386
0001: wait 0 ms
0002: jump Label0A236C

:Label0A2386
00BC: text_highpriority "POR1_30" 4000 ms 1 ;; I can't do porno after this!
03D1: play_wav 1

:Label0A2399
00D6: if 1
83D2: NOT wav 1 ended
8118: NOT actor $1114 dead
004D: jump_if_false Label0A23B8
0001: wait 0 ms
0002: jump Label0A2399

:Label0A23B8
040D: unload_wav 1
03D5: remove_text "POR1_30" ;; I can't do porno after this!
0004: $112C = 2 ;; integer values

:Label0A23CD
0002: jump Label0A23EA

:Label0A23D4
00BC: text_highpriority "POR1_03" 5000 ms 1 ;; ~r~Candy is dead!
0002: jump Label0A310A

:Label0A23EA
00D6: if 0
0118: actor $1119 dead
004D: jump_if_false Label0A2417
00BC: text_highpriority "POR1_18" 5000 ms 1 ;; ~r~Mercedes is dead!
0002: jump Label0A310A
0002: jump Label0A2423

:Label0A2417
0372: set_actor $1119 anim 25 wait_state_time 86400000 ms

:Label0A2423
0002: jump Label0A205F

:Label0A242A
0164: disable_marker $1120
0055: put_player $PLAYER_CHAR at -900.8 796.0 10.3
03DE: set_pedestrians_density_multiplier_to 0.0
00D6: if 0
8118: NOT actor $1119 dead
004D: jump_if_false Label0A246E
00A1: put_actor $1119 at -902.3 800.2 10.4

:Label0A246E
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
02A3: toggle_widescreen 1 (on)
015F: set_camera_position -897.3 799.7 12.5 0.0 0.0 0.0
0160: point_camera -902.4 798.0 11.4 2
03CF: load_wav "PORN1_4" as 1
03CF: load_wav "PORN1_5" as 2

:Label0A24C4
00D6: if 21
83D0: NOT wav 1 loaded
83D0: NOT wav 2 loaded
004D: jump_if_false Label0A24E2
0001: wait 0 ms
0002: jump Label0A24C4

:Label0A24E2
00D6: if 0
8118: NOT actor $1119 dead
004D: jump_if_false Label0A24FA
020E: actor $PLAYER_ACTOR look_at_actor $1119
:Label0A24FA
0372: set_actor $PLAYER_ACTOR anim 19 wait_state_time 10000 ms
00BC: text_highpriority "POR1_08" 4000 ms 1 ;; Hey Mercedes!
03D1: play_wav 1

:Label0A2517
00D6: if 0
83D2: NOT wav 1 ended
004D: jump_if_false Label0A2531
0001: wait 0 ms
0002: jump Label0A2517

:Label0A2531
040D: unload_wav 1
03D5: remove_text "POR1_08" ;; Hey Mercedes!
0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 100 ms
00D6: if 0
8118: NOT actor $1119 dead
004D: jump_if_false Label0A255D
053D: $1119

:Label0A255D
0001: wait 100 ms
00D6: if 0
8118: NOT actor $1119 dead
004D: jump_if_false Label0A2579
01D1: actor $1119 follow_actor $PLAYER_ACTOR

:Label0A2579
00BC: text_highpriority "POR1_09" 4000 ms 1 ;; Hey Tommy! You wanna party?
03D1: play_wav 2

:Label0A258C
00D6: if 1
83D2: NOT wav 2 ended
8118: NOT actor $1119 dead
004D: jump_if_false Label0A25AB
0001: wait 0 ms
0002: jump Label0A258C

:Label0A25AB
040D: unload_wav 2
03D5: remove_text "POR1_09" ;; Hey Tommy! You wanna party?
03CF: load_wav "PORN1_6" as 1
03CF: load_wav "PORN1_7" as 2

:Label0A25D1
00D6: if 21
83D0: NOT wav 1 loaded
83D0: NOT wav 2 loaded
004D: jump_if_false Label0A25EF
0001: wait 0 ms
0002: jump Label0A25D1

:Label0A25EF
0372: set_actor $PLAYER_ACTOR anim 19 wait_state_time 10000 ms
00BC: text_highpriority "POR1_10" 4000 ms 1 ;; Not now sweets. You interested in
doing some movies?
03D1: play_wav 1

:Label0A260C
00D6: if 0
83D2: NOT wav 1 ended
004D: jump_if_false Label0A2626
0001: wait 0 ms
0002: jump Label0A260C

:Label0A2626
040D: unload_wav 1
03D5: remove_text "POR1_10" ;; Not now sweets. You interested in doing some
movies?
0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 100 ms
00BC: text_highpriority "POR1_11" 4000 ms 1 ;; Of course. As long as it's cheap
and sleazy.
03D1: play_wav 2

:Label0A2650
00D6: if 1
83D2: NOT wav 2 ended
8118: NOT actor $1119 dead
004D: jump_if_false Label0A266F
0001: wait 0 ms
0002: jump Label0A2650

:Label0A266F
040D: unload_wav 2
03D5: remove_text "POR1_11" ;; Of course. As long as it's cheap and sleazy.
0372: set_actor $PLAYER_ACTOR anim 19 wait_state_time 10000 ms
03CF: load_wav "PORN1_8" as 1

:Label0A2693
00D6: if 0
83D0: NOT wav 1 loaded
004D: jump_if_false Label0A26AD
0001: wait 0 ms
0002: jump Label0A2693

:Label0A26AD
00BC: text_highpriority "POR1_14" 4000 ms 1 ;; Heh heh - you're hired!
03D1: play_wav 1

:Label0A26C0
00D6: if 0
83D2: NOT wav 1 ended
004D: jump_if_false Label0A26DA
0001: wait 0 ms
0002: jump Label0A26C0

:Label0A26DA
040D: unload_wav 1
03D5: remove_text "POR1_14" ;; Heh heh - you're hired!
0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 100 ms
03DE: set_pedestrians_density_multiplier_to 1.0
00D6: if 0
8118: NOT actor $1119 dead
004D: jump_if_false Label0A2710
01DF: tie_actor $1119 to_player $PLAYER_CHAR
:Label0A2710
0004: $112A = 1 ;; integer values
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
02A3: toggle_widescreen 0 (off)
00BB: text_lowpriority "POR1_13" 5000 ms 1 ;; ~g~Take the girls back to the
Studio to meet Steve.
018A: $1121 = create_checkpoint_at -60.2 934.5 10.6

:Label0A2747
0001: wait 0 ms
00D6: if 0
8118: NOT actor $1114 dead
004D: jump_if_false Label0A28F4
00D6: if 0
001A: 2 > $112D ;; integer values
004D: jump_if_false Label0A28F4
00D6: if 0
0320: actor $1114 in_range_of_player $PLAYER_CHAR
004D: jump_if_false Label0A28F4
00D6: if 0
00E0: player $PLAYER_CHAR driving
004D: jump_if_false Label0A28F4
03C1: $111D = player $PLAYER_CHAR car
00D6: if 0
00DB: actor $1114 in_car $111D
004D: jump_if_false Label0A28F4
0227: $112E = car $111D health
02E3: $112F = car $111D speed
00D6: if 0
0020: $112F > 15.0 ;; floating-point values
004D: jump_if_false Label0A28F4
00D6: if 0
0038: $112D == 0 ;; integer values
004D: jump_if_false Label0A2862
00D6: if 0
001A: 700 > $112E ;; integer values
004D: jump_if_false Label0A2862
03CF: load_wav "PRN1_18" as 1

:Label0A2801
00D6: if 0
83D0: NOT wav 1 loaded
004D: jump_if_false Label0A281B
0001: wait 0 ms
0002: jump Label0A2801

:Label0A281B
00BC: text_highpriority "POR1_29" 4000 ms 1 ;; You call that driving?
03D1: play_wav 1

:Label0A282E
00D6: if 1
83D2: NOT wav 1 ended
8118: NOT actor $1114 dead
004D: jump_if_false Label0A284D
0001: wait 0 ms
0002: jump Label0A282E
:Label0A284D
040D: unload_wav 1
03D5: remove_text "POR1_29" ;; You call that driving?
0004: $112D = 1 ;; integer values

:Label0A2862
00D6: if 0
0038: $112D == 1 ;; integer values
004D: jump_if_false Label0A28F4
00D6: if 0
001A: 400 > $112E ;; integer values
004D: jump_if_false Label0A28F4
03CF: load_wav "PRN1_20" as 1

:Label0A2893
00D6: if 0
83D0: NOT wav 1 loaded
004D: jump_if_false Label0A28AD
0001: wait 0 ms
0002: jump Label0A2893

:Label0A28AD
00BC: text_highpriority "POR1_31" 4000 ms 1 ;; What? Are you trying to kill me?
I thought I was the star!
03D1: play_wav 1

:Label0A28C0
00D6: if 1
83D2: NOT wav 1 ended
8118: NOT actor $1114 dead
004D: jump_if_false Label0A28DF
0001: wait 0 ms
0002: jump Label0A28C0

:Label0A28DF
040D: unload_wav 1
03D5: remove_text "POR1_31" ;; What? Are you trying to kill me? I thought I was
the star!
0004: $112D = 2 ;; integer values

:Label0A28F4
00D6: if 0
8118: NOT actor $1114 dead
004D: jump_if_false Label0A2AA9
00D6: if 0
0038: $1129 == 1 ;; integer values
004D: jump_if_false Label0A29C7
00D6: if 0
8320: NOT actor $1114 in_range_of_player $PLAYER_CHAR
004D: jump_if_false Label0A29C7
03CF: load_wav "PRN1_13" as 1

:Label0A2935
00D6: if 0
83D0: NOT wav 1 loaded
004D: jump_if_false Label0A294F
0001: wait 0 ms
0002: jump Label0A2935
:Label0A294F
00BC: text_highpriority "POR1_20" 4000 ms 1 ;; Tommy where are you going? Get
back here!
03D1: play_wav 1

:Label0A2962
00D6: if 1
83D2: NOT wav 1 ended
8118: NOT actor $1114 dead
004D: jump_if_false Label0A2981
0001: wait 0 ms
0002: jump Label0A2962

:Label0A2981
040D: unload_wav 1
03D5: remove_text "POR1_20" ;; Tommy where are you going? Get back here!
00BB: text_lowpriority "POR1_25" 4000 ms 1 ;; ~g~You have left Candy behind, go
and get her.
0164: disable_marker $111E
0164: disable_marker $1121
00D6: if 0
8118: NOT actor $1114 dead
004D: jump_if_false Label0A29C0
0187: $111E = create_marker_above_actor $1114

:Label0A29C0
0004: $1129 = 0 ;; integer values

:Label0A29C7
00D6: if 0
0038: $1129 == 0 ;; integer values
004D: jump_if_false Label0A2AA2
00D6: if 0
00FB: player $PLAYER_CHAR 0 ()near_actor $1114 radius 8.0 8.0 8.0
004D: jump_if_false Label0A2AA2
01DF: tie_actor $1114 to_player $PLAYER_CHAR
03CF: load_wav "PRN1_12" as 2

:Label0A2A11
00D6: if 0
83D0: NOT wav 2 loaded
004D: jump_if_false Label0A2A2B
0001: wait 0 ms
0002: jump Label0A2A11

:Label0A2A2B
00BC: text_highpriority "POR1_19" 4000 ms 1 ;; Hey!
03D1: play_wav 2

:Label0A2A3E
00D6: if 1
83D2: NOT wav 2 ended
8118: NOT actor $1114 dead
004D: jump_if_false Label0A2A5D
0001: wait 0 ms
0002: jump Label0A2A3E

:Label0A2A5D
040D: unload_wav 2
03D5: remove_text "POR1_19" ;; Hey!
0164: disable_marker $111E
0164: disable_marker $1121
00D6: if 0
0038: $112A == 1 ;; integer values
004D: jump_if_false Label0A2A9B
018A: $1121 = create_checkpoint_at -60.2 934.5 10.6

:Label0A2A9B
0004: $1129 = 1 ;; integer values

:Label0A2AA2
0002: jump Label0A2ABF

:Label0A2AA9
00BC: text_highpriority "POR1_03" 5000 ms 1 ;; ~r~Candy is dead!
0002: jump Label0A310A

:Label0A2ABF
00D6: if 0
8118: NOT actor $1119 dead
004D: jump_if_false Label0A2C74
00D6: if 0
0038: $112A == 1 ;; integer values
004D: jump_if_false Label0A2B92
00D6: if 0
8320: NOT actor $1119 in_range_of_player $PLAYER_CHAR
004D: jump_if_false Label0A2B92
03CF: load_wav "PRN1_14" as 1

:Label0A2B00
00D6: if 0
83D0: NOT wav 1 loaded
004D: jump_if_false Label0A2B1A
0001: wait 0 ms
0002: jump Label0A2B00

:Label0A2B1A
00BC: text_highpriority "POR1_21" 4000 ms 1 ;; Where are you going?
03D1: play_wav 1

:Label0A2B2D
00D6: if 1
83D2: NOT wav 1 ended
8118: NOT actor $1119 dead
004D: jump_if_false Label0A2B4C
0001: wait 0 ms
0002: jump Label0A2B2D

:Label0A2B4C
040D: unload_wav 1
03D5: remove_text "POR1_21" ;; Where are you going?
00BC: text_highpriority "TAXW3_1" 4000 ms 1 ;; ~g~Go and pick up Mercedes.
0164: disable_marker $1120
0164: disable_marker $1121
00D6: if 0
8118: NOT actor $1119 dead
004D: jump_if_false Label0A2B8B
0187: $1120 = create_marker_above_actor $1119

:Label0A2B8B
0004: $112A = 0 ;; integer values

:Label0A2B92
00D6: if 0
0038: $112A == 0 ;; integer values
004D: jump_if_false Label0A2C6D
00D6: if 0
00FB: player $PLAYER_CHAR 0 ()near_actor $1119 radius 8.0 8.0 8.0
004D: jump_if_false Label0A2C6D
01DF: tie_actor $1119 to_player $PLAYER_CHAR
03CF: load_wav "PRN1_15" as 2

:Label0A2BDC
00D6: if 0
83D0: NOT wav 2 loaded
004D: jump_if_false Label0A2BF6
0001: wait 0 ms
0002: jump Label0A2BDC

:Label0A2BF6
00BC: text_highpriority "POR1_22" 4000 ms 1 ;; Tommy, when are we going to spend
some time alone together?
03D1: play_wav 2

:Label0A2C09
00D6: if 1
83D2: NOT wav 2 ended
8118: NOT actor $1119 dead
004D: jump_if_false Label0A2C28
0001: wait 0 ms
0002: jump Label0A2C09

:Label0A2C28
040D: unload_wav 2
03D5: remove_text "POR1_22" ;; Tommy, when are we going to spend some time alone
together?
0164: disable_marker $1120
0164: disable_marker $1121
00D6: if 0
0038: $1129 == 1 ;; integer values
004D: jump_if_false Label0A2C66
018A: $1121 = create_checkpoint_at -60.2 934.5 10.6

:Label0A2C66
0004: $112A = 1 ;; integer values

:Label0A2C6D
0002: jump Label0A2C8A

:Label0A2C74
00BC: text_highpriority "POR1_18" 5000 ms 1 ;; ~r~Mercedes is dead!
0002: jump Label0A310A

:Label0A2C8A
00D6: if 0
0038: $112A == 1 ;; integer values
004D: jump_if_false Label0A2D85
00D6: if 0
0038: $1129 == 1 ;; integer values
004D: jump_if_false Label0A2D85
00D6: if 0
8118: NOT actor $1114 dead
004D: jump_if_false Label0A2D85
00D6: if 0
8118: NOT actor $1119 dead
004D: jump_if_false Label0A2D85
00D6: if 0
00F5: player $PLAYER_CHAR 1 (in-sphere)near_point -65.0 934.1 9.8 radius 5.0
5.0 5.0
004D: jump_if_false Label0A2D85
00D6: if 0
00FE: actor $1114 0 ()near_point -65.0 934.1 9.8 radius 5.0 5.0 5.0
004D: jump_if_false Label0A2D85
00D6: if 0
00FE: actor $1119 0 ()near_point -65.0 934.1 9.8 radius 5.0 5.0 5.0
004D: jump_if_false Label0A2D85
00D6: if 0
00E0: player $PLAYER_CHAR driving
004D: jump_if_false Label0A2D7E
00DA: $111A = player $PLAYER_CHAR car
0174: $61 = car $111A z_angle

:Label0A2D7E
0002: jump Label0A2D8C

:Label0A2D85
0002: jump Label0A2747

:Label0A2D8C
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
02A3: toggle_widescreen 1 (on)
00D6: if 0
8119: NOT car $111A wrecked
004D: jump_if_false Label0A2DC3
00AB: put_car $111A at -54.0 942.1 9.8
0175: set_car $111A z_angle_to $61

:Label0A2DC3
015F: set_camera_position -50.7 927.4 10.1 0.0 0.0 0.0
0160: point_camera -85.3 960.7 22.7 2
03CF: load_wav "PRN1_10" as 1
03CF: load_wav "PORN1_9" as 2

:Label0A2E0E
00D6: if 21
83D0: NOT wav 1 loaded
83D0: NOT wav 2 loaded
004D: jump_if_false Label0A2E2C
0001: wait 0 ms
0002: jump Label0A2E0E

:Label0A2E2C
00BC: text_highpriority "POR1_15" 4000 ms 1 ;; Tommy, you coming in for a warm-
up?
03D1: play_wav 2
:Label0A2E3F
00D6: if 1
83D2: NOT wav 2 ended
8118: NOT actor $1119 dead
004D: jump_if_false Label0A2E5E
0001: wait 0 ms
0002: jump Label0A2E3F

:Label0A2E5E
040D: unload_wav 2
03D5: remove_text "POR1_15" ;; Tommy, you coming in for a warm-up?
00BC: text_highpriority "POR1_16" 4000 ms 1 ;; Maybe later, babe...
03D1: play_wav 1

:Label0A2E7F
00D6: if 0
83D2: NOT wav 1 ended
004D: jump_if_false Label0A2E99
0001: wait 0 ms
0002: jump Label0A2E7F

:Label0A2E99
040D: unload_wav 1
03D5: remove_text "POR1_16" ;; Maybe later, babe...
00D6: if 0
8118: NOT actor $1114 dead
004D: jump_if_false Label0A2ED1
01E0: clear_leader $1114
00D6: if 0
00DF: actor $1114 driving
004D: jump_if_false Label0A2ED1
03E2: actor $1114 exit_car

:Label0A2ED1
00D6: if 0
8118: NOT actor $1119 dead
004D: jump_if_false Label0A2EFB
01E0: clear_leader $1119
00D6: if 0
00DF: actor $1119 driving
004D: jump_if_false Label0A2EFB
03E2: actor $1119 exit_car

:Label0A2EFB
00D6: if 0
8118: NOT actor $1114 dead
004D: jump_if_false Label0A2F0B

:Label0A2F0B
00D6: if 0
00DF: actor $1114 driving
004D: jump_if_false Label0A2F36
0001: wait 0 ms
00D6: if 0
8118: NOT actor $1114 dead
004D: jump_if_false Label0A2F2F

:Label0A2F2F
0002: jump Label0A2F0B

:Label0A2F36
00D6: if 0
8118: NOT actor $1119 dead
004D: jump_if_false Label0A2F46

:Label0A2F46
00D6: if 0
00DF: actor $1119 driving
004D: jump_if_false Label0A2F71
0001: wait 0 ms
00D6: if 0
8118: NOT actor $1119 dead
004D: jump_if_false Label0A2F6A

:Label0A2F6A
0002: jump Label0A2F46

:Label0A2F71
00D6: if 0
8118: NOT actor $1114 dead
004D: jump_if_false Label0A2F95
011C: actor $1114 clear_objective
0211: actor $1114 walk_to -75.25 930.9

:Label0A2F95
00D6: if 0
8118: NOT actor $1119 dead
004D: jump_if_false Label0A2FB9
011C: actor $1119 clear_objective
0211: actor $1119 walk_to -75.25 930.9

:Label0A2FB9
015F: set_camera_position -63.3 933.9 12.9 0.0 0.0 0.0
0160: point_camera -78.1 930.8 10.5 2
00D6: if 0
8118: NOT actor $1119 dead
004D: jump_if_false Label0A3010
00A1: put_actor $1119 at -62.3 933.6 9.9

:Label0A3010
00D6: if 0
8118: NOT actor $1114 dead
004D: jump_if_false Label0A3034
00A1: put_actor $1114 at -62.3 935.6 9.9

:Label0A3034
0006: 17@ = 0 ;; integer values

:Label0A303B
00D6: if 1
80EC: NOT actor $1114 0 ()near_point -75.25 930.9 radius 1.0 1.0
001B: 8000 > 17@ ;; integer values
004D: jump_if_false Label0A3084
0001: wait 0 ms
00D6: if 0
8118: NOT actor $1114 dead
004D: jump_if_false Label0A307D
:Label0A307D
0002: jump Label0A303B

:Label0A3084
03CF: load_wav "PRN1_11" as 1

:Label0A3090
00D6: if 0
83D0: NOT wav 1 loaded
004D: jump_if_false Label0A30AA
0001: wait 0 ms
0002: jump Label0A3090

:Label0A30AA
00BC: text_highpriority "POR1_17" 4000 ms 1 ;; Whoa, cool shark!
03D1: play_wav 1

:Label0A30BD
00D6: if 1
83D2: NOT wav 1 ended
8118: NOT actor $1114 dead
004D: jump_if_false Label0A30DC
0001: wait 0 ms
0002: jump Label0A30BD

:Label0A30DC
040D: unload_wav 1
03D5: remove_text "POR1_17" ;; Whoa, cool shark!
009B: destroy_actor_instantly $1114
009B: destroy_actor_instantly $1119
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
02A3: toggle_widescreen 0 (off)
0002: jump Label0A311B

:Label0A310A
00BA: text_styled "M_FAIL" 5000 ms 1 ;; MISSION FAILED!
0051: return

:Label0A311B
00BE: text_clear_all
01E3: text_1number_styled "M_PASS" 1000 5000 ms 1 ;; MISSION PASSED! $~1~
0394: play_music 1
0110: clear_player $PLAYER_CHAR wanted_level
0109: player $PLAYER_CHAR money += 1000
030C: set_mission_points += 1
0318: set_latest_mission_passed "PORN_1" ;; Recruitment Drive
004F: create_thread Label00C47E
0004: $101 = 1 ;; integer values
0051: return

:Label0A315F
0004: $ONMISSION = 0 ;; integer values
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
0249: release_model #WMYPI
0249: release_model #BMYCR
0249: release_model #HMYRI
0249: release_model #SENTINEL
0249: release_model #BAT
0249: release_model #TEC9
0249: release_model #STRETCH
034F: destroy_actor_with_fade $1114 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $1119 ;; The actor fades away like a ghost
0296: unload_special_actor 1
0296: unload_special_actor 2
0164: disable_marker $111E
0164: disable_marker $1120
0164: disable_marker $111F
0164: disable_marker $1121
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
00D8: mission_cleanup
0051: return

;-------------Mission 28---------------
; Originally: Dildo Dodo

:Label0A31BC
03A4: name_thread "PORNO2"
0050: gosub Label0A31EA
00D6: if 0
0112: wasted_or_busted
004D: jump_if_false Label0A31E1
0050: gosub Label0A4EC6

:Label0A31E1
0050: gosub Label0A4F26
004E: end_thread

:Label0A31EA
03D5: remove_text "M_FAIL" ;; MISSION FAILED!
0004: $ONMISSION = 1 ;; integer values
0317: increment_mission_attempts
0001: wait 0 ms
054C: use_GXT_table "PORN2"
058E: set_restart_mission_taxi_destination 21.489 966.28 9.5 172.7
0004: $113E = 6 ;; integer values
0004: $113F = 0 ;; integer values
0004: $1140 = 0 ;; integer values
0004: $1141 = 0 ;; integer values
0004: $1142 = 0 ;; integer values
0004: $1143 = 0 ;; integer values
0004: $1144 = 0 ;; integer values
0004: $1145 = 0 ;; integer values
0004: $1146 = 100 ;; integer values
0004: $1147 = 0 ;; integer values
0004: $1148 = 0 ;; integer values
0004: $1149 = 0 ;; integer values
0005: $1154 = -703.0 ;; floating-point values
0005: $1155 = -1496.0 ;; floating-point values
0005: $1156 = 45.0 ;; floating-point values
0005: $1157 = -601.0 ;; floating-point values
0005: $1158 = 660.0 ;; floating-point values
0005: $1159 = 44.0 ;; floating-point values
0005: $115A = -464.2 ;; floating-point values
0005: $115B = 1459.3 ;; floating-point values
0005: $115C = 40.0 ;; floating-point values
0005: $115D = -872.8 ;; floating-point values
0005: $115E = 805.8 ;; floating-point values
0005: $115F = 35.0 ;; floating-point values
0005: $1160 = -1130.2 ;; floating-point values
0005: $1161 = -182.7 ;; floating-point values
0005: $1162 = 36.0 ;; floating-point values
0005: $1163 = -867.4 ;; floating-point values
0005: $1164 = -343.2 ;; floating-point values
0005: $1165 = 40.0 ;; floating-point values
0005: $5F = 0.0 ;; floating-point values
0005: $60 = 0.0 ;; floating-point values
0005: $61 = 0.0 ;; floating-point values
0004: $114B = 0 ;; integer values
0004: $114C = 0 ;; integer values
0004: $114D = 0 ;; integer values
0004: $114E = 0 ;; integer values
0004: $114F = 0 ;; integer values
0004: $1150 = 0 ;; integer values
0004: $1151 = 0 ;; integer values
0004: $1152 = 0 ;; integer values
0004: $1153 = 0 ;; integer values
023C: load_special_actor 1 "CSPLAY"
023C: load_special_actor 2 "CSDIREC"
023C: load_special_actor 3 "CSMERC"
023C: load_special_actor 4 "CREWA"
023C: load_special_actor 5 "CREWB"
02F3: load_object #CUTOBJ01 "SCENERY"
02F3: load_object #CUTOBJ02 "DRCHAIR"
03CB: set_camera -86.0 929.0 9.764
038B: load_requested_models

:Label0A33EF
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 Label0A3419
0001: wait 0 ms
0002: jump Label0A33EF

:Label0A3419
00D6: if 21
8248: NOT model #CUTOBJ01 available
8248: NOT model #CUTOBJ02 available
004D: jump_if_false Label0A3439
0001: wait 0 ms
0002: jump Label0A3419

:Label0A3439
02E4: load_cutscene_data "PORN_2"
0244: set_cutscene_pos -69.128 920.965 9.764
041D: set_camera_near_clip .1
02E5: $7D = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $7D "CSPLAY"
02E5: $A3 = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $A3 "CSDIREC"
02E5: $A2 = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim $A2 "CSMERC"
02E5: $C3 = create_cutscene_object #SPECIAL04
02E6: set_cutscene_anim $C3 "CREWA"
02E5: $C4 = create_cutscene_object #SPECIAL05
02E6: set_cutscene_anim $C4 "CREWB"
02E5: $1166 = create_cutscene_object #CUTOBJ01
02E6: set_cutscene_anim $1166 "SCENERY"
02E5: $D7 = create_cutscene_object #CUTOBJ02
02E6: set_cutscene_anim $D7 "DRCHAIR"
0395: clear_area 1 at -66.0 933.04 range 10.2 1.0
0055: put_player $PLAYER_CHAR at -66.0 933.04 10.2
0171: set_player $PLAYER_CHAR z_angle_to 275.6
016A: fade 1 (back) 1500 ms
03AD: set_rubbish 0 (invisible)
03AF: set_streaming 1 (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0A3535
00D6: if 0
001A: 6922 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0A3558
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A3535

:Label0A3558
00BC: text_highpriority "POR2_A" 10000 ms 1 ;; How's filming going, Steve?

:Label0A3567
00D6: if 0
001A: 8243 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0A358A
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A3567

:Label0A358A
00BC: text_highpriority "POR2_B" 10000 ms 1 ;; Well, Candy is a natural and that
new girl - she's insatiable!

:Label0A3599
00D6: if 0
001A: 13374 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0A35BC
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A3599

:Label0A35BC
00BC: text_highpriority "POR2_C" 10000 ms 1 ;; She went through half the cast
and crew before I even took a light reading.

:Label0A35CB
00D6: if 0
001A: 17692 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0A35EE
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A35CB

:Label0A35EE
00BC: text_highpriority "POR2_D" 10000 ms 1 ;; Anyway, hey, tomorrow we're going
on location to shoot the boat scenes -

:Label0A35FD
00D6: if 0
001A: 21037 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0A3620
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A35FD

:Label0A3620
00BC: text_highpriority "POR2_E" 10000 ms 1 ;; Boat scenes?! What boat scenes?

:Label0A362F
00D6: if 0
001A: 23916 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0A3652
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A362F

:Label0A3652
00BC: text_highpriority "POR2_F" 10000 ms 1 ;; The fishermen are in the throes
of passion when this giant shark comes in -

:Label0A3661
00D6: if 0
001A: 26964 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0A3684
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A3661

:Label0A3684
00BC: text_highpriority "POR2_G" 10000 ms 1 ;; What'd I say about the giant
shark?

:Label0A3693
00D6: if 0
001A: 28660 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0A36B6
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A3693

:Label0A36B6
00BC: text_highpriority "POR2_Q" 10000 ms 1 ;; Oh, boy.

:Label0A36C5
00D6: if 0
001A: 30017 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0A36E8
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A36C5

:Label0A36E8
00BC: text_highpriority "POR2_H" 10000 ms 1 ;; I said, 'NO GIANT SHARK',
alright?

:Label0A36F7
00D6: if 0
001A: 33395 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0A371C
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A36F7

:Label0A371C
00BC: text_highpriority "POR2_I" 10000 ms 1 ;; Just keep the cameras pointed at
the poontang!

:Label0A372B
00D6: if 0
001A: 35819 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0A3750
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A372B

:Label0A3750
00BC: text_highpriority "POR2_J" 10000 ms 1 ;; Ok ok, hey Tommy, a guy's gotta
try, right?

:Label0A375F
00D6: if 0
001A: 38651 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0A3784
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A375F

:Label0A3784
00BC: text_highpriority "POR2_K" 10000 ms 1 ;; Get those flyers printed up?

:Label0A3793
00D6: if 0
001A: 40472 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0A37B8
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A3793

:Label0A37B8
00BC: text_highpriority "POR2_L" 10000 ms 1 ;; Yeah, but nobody's gonna let us
distribute those things, I mean

:Label0A37C7
00D6: if 0
001A: 43374 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0A37EC
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A37C7

:Label0A37EC
00BC: text_highpriority "POR2_M" 10000 ms 1 ;; They're just too, uh, they're
unimaginative.

:Label0A37FB
00D6: if 0
001A: 46300 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0A3820
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A37FB

:Label0A3820
00BC: text_highpriority "POR2_N" 10000 ms 1 ;; You don't worry about that.

:Label0A382F
00D6: if 0
001A: 47862 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0A3854
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A382F

:Label0A3854
00BC: text_highpriority "POR2_O" 10000 ms 1 ;; I've got my own ideas for
distribution.

:Label0A3863
00D6: if 0
001A: 49597 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0A3888
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A3863

:Label0A3888
00D6: if 0
059A: false
004D: jump_if_false Label0A38C1

:Label0A3895
00D6: if 0
001A: 49697 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0A38BA
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A3895

:Label0A38BA
0002: jump Label0A3932

:Label0A38C1
00BC: text_highpriority "POR2_P" 10000 ms 1 ;; O.K. Hey, Candy, uh - in my
trailer.

:Label0A38D0
00D6: if 0
001A: 50597 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0A38F5
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A38D0

:Label0A38F5
00D6: if 0
001A: 53376 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0A391A
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A38F5

:Label0A391A
00D6: if 0
82E9: NOT cutscene_reached_end
004D: jump_if_false Label0A3932
0001: wait 0 ms
0002: jump Label0A391A

:Label0A3932
016A: fade 0 () 1500 ms
00BE: text_clear_all

:Label0A393B
00D6: if 0
016B: fading
004D: jump_if_false Label0A3953
0001: wait 0 ms
0002: jump Label0A393B

:Label0A3953
03AD: set_rubbish 1 (visible)
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
0249: release_model #CUTOBJ01
0249: release_model #CUTOBJ02
01EB: set_car_density_to 1.0
03DE: set_pedestrians_density_multiplier_to 1.0
0169: set_fade_color 0 0 0
0001: wait 500 ms
03CB: set_camera -67.0 939.297 10.94
0373: set_camera_directly_behind_player
04E3: unknown_player $PLAYER_CHAR 0 60000
0247: request_model #SKIMMER

:Label0A39B6
00D6: if 0
8248: NOT model #SKIMMER available
004D: jump_if_false Label0A39D1
0001: wait 0 ms
0002: jump Label0A39B6

:Label0A39D1
01B6: set_weather 4
00A5: $1136 = create_car #SKIMMER at -141.1 1030.4 7.5
0175: set_car $1136 z_angle_to 180.0
0186: $1137 = create_marker_above_car $1136
016A: fade 1 (back) 1500 ms
00BC: text_highpriority "POR2_01" 7000 ms 1 ;; ~g~There is a seaplane that was
used as a prop in some old indie film round the back of the studios.
00BB: text_lowpriority "POR2_05" 5000 ms 1 ;; ~g~Use it to distribute the flyers
around town.

:Label0A3A23
0001: wait 0 ms
00D6: if 0
8119: NOT car $1136 wrecked
004D: jump_if_false Label0A3A58
00D6: if 0
00DC: player $PLAYER_CHAR driving $1136
004D: jump_if_false Label0A3A51
0002: jump Label0A3A66

:Label0A3A51
0002: jump Label0A3A5F

:Label0A3A58
0002: jump Label0A4EC6

:Label0A3A5F
0002: jump Label0A3A23

:Label0A3A66
0164: disable_marker $1137
00BC: text_highpriority "POR2_02" 5000 ms 1 ;; ~g~Pick one of the checkpoints to
start dropping the flyers from.
00BB: text_lowpriority "POR2_03" 5000 ms 1 ;; ~g~Drop the flyers all the way to
the end checkpoint.
018A: $1138 = create_checkpoint_at $1154 $1155 $1156
0165: set_marker $1138 color_to 2
018A: $1139 = create_checkpoint_at $1157 $1158 $1159
0165: set_marker $1139 color_to 2
018A: $113A = create_checkpoint_at $115A $115B $115C
0165: set_marker $113A color_to 2
018A: $113B = create_checkpoint_at $115D $115E $115F
0165: set_marker $113B color_to 2
018A: $113C = create_checkpoint_at $1160 $1161 $1162
0165: set_marker $113C color_to 2
018A: $113D = create_checkpoint_at $1163 $1164 $1165
0165: set_marker $113D color_to 2
0006: 16@ = 0 ;; integer values
03C4: set_status_text_to $1146 1 (bar) "DILDO" ;; Skimmer Fuel:
0006: 17@ = 0 ;; integer values

:Label0A3B24
0001: wait 0 ms
00D6: if 0
8119: NOT car $1136 wrecked
004D: jump_if_false Label0A4D04
00D6: if 0
00DC: player $PLAYER_CHAR driving $1136
004D: jump_if_false Label0A3B96
00D6: if 0
0038: $114A == 0 ;; integer values
004D: jump_if_false Label0A3B96
0293: $12 = current_controls
00D6: if 0
0038: $12 == 3 ;; integer values
004D: jump_if_false Label0A3B85
03E5: text_box "PLANE_4" ;; Use the ~h~~k~~VEHICLE_ACCELERATE~~w~ button to
accelerate, Left and right to turn.
0002: jump Label0A3B8F

:Label0A3B85
03E5: text_box "PLANE_H" ;; Use the ~h~~k~~VEHICLE_ACCELERATE~~w~ button to
accelerate, Left and right to turn.

:Label0A3B8F
0004: $114A = 1 ;; integer values

:Label0A3B96
00D6: if 0
0038: $1145 == 0 ;; integer values
004D: jump_if_false Label0A408F
00D6: if 0
0038: $113F == 0 ;; integer values
004D: jump_if_false Label0A3C78
00D6: if 0
80F5: NOT player $PLAYER_CHAR 0 ()near_point $1154 $1155 $1156 radius 10.0
10.0 10.0
004D: jump_if_false Label0A3C06
024F: create_corona 5.5 6 0 with_color 0 0 255 at_point $1154 $1155 $1156
0002: jump Label0A3C78

:Label0A3C06
018C: play_sound 1 at 0.0 0.0 0.0
0164: disable_marker $1138
0005: $1154 = -872.0 ;; floating-point values
0005: $1155 = -574.0 ;; floating-point values
0005: $1156 = 55.0 ;; floating-point values
018A: $1138 = create_checkpoint_at $1154 $1155 $1156
0165: set_marker $1138 color_to 0
0164: disable_marker $1139
0164: disable_marker $113A
0164: disable_marker $113B
0164: disable_marker $113C
0164: disable_marker $113D
0004: $1145 = 1 ;; integer values
0004: $113F = 1 ;; integer values

:Label0A3C78
00D6: if 0
0038: $1140 == 0 ;; integer values
004D: jump_if_false Label0A3D48
00D6: if 0
80F5: NOT player $PLAYER_CHAR 0 ()near_point $1157 $1158 $1159 radius 10.0
10.0 10.0
004D: jump_if_false Label0A3CD6
024F: create_corona 5.5 6 0 with_color 0 0 255 at_point $1157 $1158 $1159
0002: jump Label0A3D48
:Label0A3CD6
018C: play_sound 1 at 0.0 0.0 0.0
0164: disable_marker $1138
0164: disable_marker $1139
0005: $1157 = -354.2 ;; floating-point values
0005: $1158 = 1088.0 ;; floating-point values
0005: $1159 = 47.0 ;; floating-point values
018A: $1139 = create_checkpoint_at $1157 $1158 $1159
0165: set_marker $1139 color_to 0
0164: disable_marker $113A
0164: disable_marker $113B
0164: disable_marker $113C
0164: disable_marker $113D
0004: $1145 = 1 ;; integer values
0004: $1140 = 1 ;; integer values

:Label0A3D48
00D6: if 0
0038: $1141 == 0 ;; integer values
004D: jump_if_false Label0A3E18
00D6: if 0
80F5: NOT player $PLAYER_CHAR 0 ()near_point $115A $115B $115C radius 10.0
10.0 10.0
004D: jump_if_false Label0A3DA6
024F: create_corona 5.5 6 0 with_color 0 0 255 at_point $115A $115B $115C
0002: jump Label0A3E18

:Label0A3DA6
018C: play_sound 1 at 0.0 0.0 0.0
0164: disable_marker $1138
0164: disable_marker $1139
0164: disable_marker $113A
0005: $115A = -861.4 ;; floating-point values
0005: $115B = 1084.8 ;; floating-point values
0005: $115C = 54.5 ;; floating-point values
018A: $113A = create_checkpoint_at $115A $115B $115C
0165: set_marker $113A color_to 0
0164: disable_marker $113B
0164: disable_marker $113C
0164: disable_marker $113D
0004: $1145 = 1 ;; integer values
0004: $1141 = 1 ;; integer values

:Label0A3E18
00D6: if 0
0038: $1142 == 0 ;; integer values
004D: jump_if_false Label0A3EE8
00D6: if 0
80F5: NOT player $PLAYER_CHAR 0 ()near_point $115D $115E $115F radius 10.0
10.0 10.0
004D: jump_if_false Label0A3E76
024F: create_corona 5.5 6 0 with_color 0 0 255 at_point $115D $115E $115F
0002: jump Label0A3EE8

:Label0A3E76
018C: play_sound 1 at 0.0 0.0 0.0
0164: disable_marker $1138
0164: disable_marker $1139
0164: disable_marker $113A
0164: disable_marker $113B
0005: $115D = -1070.8 ;; floating-point values
0005: $115E = 88.0 ;; floating-point values
0005: $115F = 35.0 ;; floating-point values
018A: $113B = create_checkpoint_at $115D $115E $115F
0165: set_marker $113B color_to 0
0164: disable_marker $113C
0164: disable_marker $113D
0004: $1145 = 1 ;; integer values
0004: $1142 = 1 ;; integer values

:Label0A3EE8
00D6: if 0
0038: $1143 == 0 ;; integer values
004D: jump_if_false Label0A3FB8
00D6: if 0
80F5: NOT player $PLAYER_CHAR 0 ()near_point $1160 $1161 $1162 radius 10.0
10.0 10.0
004D: jump_if_false Label0A3F46
024F: create_corona 5.5 6 0 with_color 0 0 255 at_point $1160 $1161 $1162
0002: jump Label0A3FB8

:Label0A3F46
018C: play_sound 1 at 0.0 0.0 0.0
0164: disable_marker $1138
0164: disable_marker $1139
0164: disable_marker $113A
0164: disable_marker $113B
0164: disable_marker $113C
0005: $1160 = -1433.8 ;; floating-point values
0005: $1161 = -807.1 ;; floating-point values
0005: $1162 = 45.5 ;; floating-point values
018A: $113C = create_checkpoint_at $1160 $1161 $1162
0165: set_marker $113C color_to 0
0164: disable_marker $113D
0004: $1145 = 1 ;; integer values
0004: $1143 = 1 ;; integer values

:Label0A3FB8
00D6: if 0
0038: $1144 == 0 ;; integer values
004D: jump_if_false Label0A4088
00D6: if 0
80F5: NOT player $PLAYER_CHAR 0 ()near_point $1163 $1164 $1165 radius 10.0
10.0 10.0
004D: jump_if_false Label0A4016
024F: create_corona 5.5 6 0 with_color 0 0 255 at_point $1163 $1164 $1165
0002: jump Label0A4088

:Label0A4016
018C: play_sound 1 at 0.0 0.0 0.0
0164: disable_marker $1138
0164: disable_marker $1139
0164: disable_marker $113A
0164: disable_marker $113B
0164: disable_marker $113C
0164: disable_marker $113D
0005: $1163 = -771.9 ;; floating-point values
0005: $1164 = 304.6 ;; floating-point values
0005: $1165 = 50.1 ;; floating-point values
018A: $113D = create_checkpoint_at $1163 $1164 $1165
0165: set_marker $113D color_to 0
0004: $1145 = 1 ;; integer values
0004: $1144 = 1 ;; integer values

:Label0A4088
0002: jump Label0A48CC

:Label0A408F
0209: $1149 = random_int 1 7
00D6: if 0
0038: $1149 == 1 ;; integer values
004D: jump_if_false Label0A40B1
0050: gosub Label0A4F71

:Label0A40B1
00D6: if 0
0038: $1149 == 2 ;; integer values
004D: jump_if_false Label0A40D1
0050: gosub Label0A4F71
0050: gosub Label0A4F71

:Label0A40D1
00D6: if 0
0038: $1149 == 3 ;; integer values
004D: jump_if_false Label0A40F8
0050: gosub Label0A4F71
0050: gosub Label0A4F71
0050: gosub Label0A4F71

:Label0A40F8
00D6: if 0
0038: $113F == 1 ;; integer values
004D: jump_if_false Label0A4246
00D6: if 0
80F5: NOT player $PLAYER_CHAR 0 ()near_point $1154 $1155 $1156 radius 10.0
10.0 10.0
004D: jump_if_false Label0A4156
024F: create_corona 5.5 6 0 with_color 255 0 0 at_point $1154 $1155 $1156
0002: jump Label0A4246

:Label0A4156
000C: $113E -= 1 ;; integer values
00D6: if 0
0038: $1140 == 0 ;; integer values
004D: jump_if_false Label0A4184
018A: $1139 = create_checkpoint_at $1157 $1158 $1159
0165: set_marker $1139 color_to 2

:Label0A4184
00D6: if 0
0038: $1141 == 0 ;; integer values
004D: jump_if_false Label0A41AB
018A: $113A = create_checkpoint_at $115A $115B $115C
0165: set_marker $113A color_to 2

:Label0A41AB
00D6: if 0
0038: $1142 == 0 ;; integer values
004D: jump_if_false Label0A41D2
018A: $113B = create_checkpoint_at $115D $115E $115F
0165: set_marker $113B color_to 2

:Label0A41D2
00D6: if 0
0038: $1143 == 0 ;; integer values
004D: jump_if_false Label0A41F9
018A: $113C = create_checkpoint_at $1160 $1161 $1162
0165: set_marker $113C color_to 2

:Label0A41F9
00D6: if 0
0038: $1144 == 0 ;; integer values
004D: jump_if_false Label0A4220
018A: $113D = create_checkpoint_at $1163 $1164 $1165
0165: set_marker $113D color_to 2

:Label0A4220
018C: play_sound 1 at 0.0 0.0 0.0
0164: disable_marker $1138
0004: $1145 = 0 ;; integer values
0004: $113F = 2 ;; integer values

:Label0A4246
00D6: if 0
0038: $1140 == 1 ;; integer values
004D: jump_if_false Label0A4394
00D6: if 0
80F5: NOT player $PLAYER_CHAR 0 ()near_point $1157 $1158 $1159 radius 10.0
10.0 10.0
004D: jump_if_false Label0A42A4
024F: create_corona 5.5 6 0 with_color 255 0 0 at_point $1157 $1158 $1159
0002: jump Label0A4394

:Label0A42A4
000C: $113E -= 1 ;; integer values
00D6: if 0
0038: $113F == 0 ;; integer values
004D: jump_if_false Label0A42D2
018A: $1138 = create_checkpoint_at $1154 $1155 $1156
0165: set_marker $1138 color_to 2

:Label0A42D2
00D6: if 0
0038: $1141 == 0 ;; integer values
004D: jump_if_false Label0A42F9
018A: $113A = create_checkpoint_at $115A $115B $115C
0165: set_marker $113A color_to 2

:Label0A42F9
00D6: if 0
0038: $1142 == 0 ;; integer values
004D: jump_if_false Label0A4320
018A: $113B = create_checkpoint_at $115D $115E $115F
0165: set_marker $113B color_to 2

:Label0A4320
00D6: if 0
0038: $1143 == 0 ;; integer values
004D: jump_if_false Label0A4347
018A: $113C = create_checkpoint_at $1160 $1161 $1162
0165: set_marker $113C color_to 2

:Label0A4347
00D6: if 0
0038: $1144 == 0 ;; integer values
004D: jump_if_false Label0A436E
018A: $113D = create_checkpoint_at $1163 $1164 $1165
0165: set_marker $113D color_to 2

:Label0A436E
018C: play_sound 1 at 0.0 0.0 0.0
0164: disable_marker $1139
0004: $1145 = 0 ;; integer values
0004: $1140 = 2 ;; integer values

:Label0A4394
00D6: if 0
0038: $1141 == 1 ;; integer values
004D: jump_if_false Label0A44E2
00D6: if 0
80F5: NOT player $PLAYER_CHAR 0 ()near_point $115A $115B $115C radius 10.0
10.0 10.0
004D: jump_if_false Label0A43F2
024F: create_corona 5.5 6 0 with_color 255 0 0 at_point $115A $115B $115C
0002: jump Label0A44E2

:Label0A43F2
000C: $113E -= 1 ;; integer values
00D6: if 0
0038: $113F == 0 ;; integer values
004D: jump_if_false Label0A4420
018A: $1138 = create_checkpoint_at $1154 $1155 $1156
0165: set_marker $1138 color_to 2

:Label0A4420
00D6: if 0
0038: $1140 == 0 ;; integer values
004D: jump_if_false Label0A4447
018A: $1139 = create_checkpoint_at $1157 $1158 $1159
0165: set_marker $1139 color_to 2

:Label0A4447
00D6: if 0
0038: $1142 == 0 ;; integer values
004D: jump_if_false Label0A446E
018A: $113B = create_checkpoint_at $115D $115E $115F
0165: set_marker $113B color_to 2

:Label0A446E
00D6: if 0
0038: $1143 == 0 ;; integer values
004D: jump_if_false Label0A4495
018A: $113C = create_checkpoint_at $1160 $1161 $1162
0165: set_marker $113C color_to 2
:Label0A4495
00D6: if 0
0038: $1144 == 0 ;; integer values
004D: jump_if_false Label0A44BC
018A: $113D = create_checkpoint_at $1163 $1164 $1165
0165: set_marker $113D color_to 2

:Label0A44BC
018C: play_sound 1 at 0.0 0.0 0.0
0164: disable_marker $113A
0004: $1145 = 0 ;; integer values
0004: $1141 = 2 ;; integer values

:Label0A44E2
00D6: if 0
0038: $1142 == 1 ;; integer values
004D: jump_if_false Label0A4630
00D6: if 0
80F5: NOT player $PLAYER_CHAR 0 ()near_point $115D $115E $115F radius 10.0
10.0 10.0
004D: jump_if_false Label0A4540
024F: create_corona 5.5 6 0 with_color 255 0 0 at_point $115D $115E $115F
0002: jump Label0A4630

:Label0A4540
000C: $113E -= 1 ;; integer values
00D6: if 0
0038: $113F == 0 ;; integer values
004D: jump_if_false Label0A456E
018A: $1138 = create_checkpoint_at $1154 $1155 $1156
0165: set_marker $1138 color_to 2

:Label0A456E
00D6: if 0
0038: $1140 == 0 ;; integer values
004D: jump_if_false Label0A4595
018A: $1139 = create_checkpoint_at $1157 $1158 $1159
0165: set_marker $1139 color_to 2

:Label0A4595
00D6: if 0
0038: $1141 == 0 ;; integer values
004D: jump_if_false Label0A45BC
018A: $113A = create_checkpoint_at $115A $115B $115C
0165: set_marker $113A color_to 2

:Label0A45BC
00D6: if 0
0038: $1143 == 0 ;; integer values
004D: jump_if_false Label0A45E3
018A: $113C = create_checkpoint_at $1160 $1161 $1162
0165: set_marker $113C color_to 2

:Label0A45E3
00D6: if 0
0038: $1144 == 0 ;; integer values
004D: jump_if_false Label0A460A
018A: $113D = create_checkpoint_at $1163 $1164 $1165
0165: set_marker $113D color_to 2
:Label0A460A
018C: play_sound 1 at 0.0 0.0 0.0
0164: disable_marker $113B
0004: $1145 = 0 ;; integer values
0004: $1142 = 2 ;; integer values

:Label0A4630
00D6: if 0
0038: $1143 == 1 ;; integer values
004D: jump_if_false Label0A477E
00D6: if 0
80F5: NOT player $PLAYER_CHAR 0 ()near_point $1160 $1161 $1162 radius 10.0
10.0 10.0
004D: jump_if_false Label0A468E
024F: create_corona 5.5 6 0 with_color 255 0 0 at_point $1160 $1161 $1162
0002: jump Label0A477E

:Label0A468E
000C: $113E -= 1 ;; integer values
00D6: if 0
0038: $113F == 0 ;; integer values
004D: jump_if_false Label0A46BC
018A: $1138 = create_checkpoint_at $1154 $1155 $1156
0165: set_marker $1138 color_to 2

:Label0A46BC
00D6: if 0
0038: $1140 == 0 ;; integer values
004D: jump_if_false Label0A46E3
018A: $1139 = create_checkpoint_at $1157 $1158 $1159
0165: set_marker $1139 color_to 2

:Label0A46E3
00D6: if 0
0038: $1141 == 0 ;; integer values
004D: jump_if_false Label0A470A
018A: $113A = create_checkpoint_at $115A $115B $115C
0165: set_marker $113A color_to 2

:Label0A470A
00D6: if 0
0038: $1142 == 0 ;; integer values
004D: jump_if_false Label0A4731
018A: $113B = create_checkpoint_at $115D $115E $115F
0165: set_marker $113B color_to 2

:Label0A4731
00D6: if 0
0038: $1144 == 0 ;; integer values
004D: jump_if_false Label0A4758
018A: $113D = create_checkpoint_at $1163 $1164 $1165
0165: set_marker $113D color_to 2

:Label0A4758
018C: play_sound 1 at 0.0 0.0 0.0
0164: disable_marker $113C
0004: $1145 = 0 ;; integer values
0004: $1143 = 2 ;; integer values
:Label0A477E
00D6: if 0
0038: $1144 == 1 ;; integer values
004D: jump_if_false Label0A48CC
00D6: if 0
80F5: NOT player $PLAYER_CHAR 0 ()near_point $1163 $1164 $1165 radius 10.0
10.0 10.0
004D: jump_if_false Label0A47DC
024F: create_corona 5.5 6 0 with_color 255 0 0 at_point $1163 $1164 $1165
0002: jump Label0A48CC

:Label0A47DC
000C: $113E -= 1 ;; integer values
00D6: if 0
0038: $113F == 0 ;; integer values
004D: jump_if_false Label0A480A
018A: $1138 = create_checkpoint_at $1154 $1155 $1156
0165: set_marker $1138 color_to 2

:Label0A480A
00D6: if 0
0038: $1140 == 0 ;; integer values
004D: jump_if_false Label0A4831
018A: $1139 = create_checkpoint_at $1157 $1158 $1159
0165: set_marker $1139 color_to 2

:Label0A4831
00D6: if 0
0038: $1141 == 0 ;; integer values
004D: jump_if_false Label0A4858
018A: $113A = create_checkpoint_at $115A $115B $115C
0165: set_marker $113A color_to 2

:Label0A4858
00D6: if 0
0038: $1142 == 0 ;; integer values
004D: jump_if_false Label0A487F
018A: $113B = create_checkpoint_at $115D $115E $115F
0165: set_marker $113B color_to 2

:Label0A487F
00D6: if 0
0038: $1143 == 0 ;; integer values
004D: jump_if_false Label0A48A6
018A: $113C = create_checkpoint_at $1160 $1161 $1162
0165: set_marker $113C color_to 2

:Label0A48A6
018C: play_sound 1 at 0.0 0.0 0.0
0164: disable_marker $113D
0004: $1145 = 0 ;; integer values
0004: $1144 = 2 ;; integer values

:Label0A48CC
00D6: if 0
80DC: NOT player $PLAYER_CHAR driving $1136
004D: jump_if_false Label0A49DC
01BD: $1153 = current_time_in_ms
0084: $114D = $1146 ;; integer values and handles
0010: $114D *= 5000 ;; integer values
00D6: if 0
0038: $114B == 0 ;; integer values
004D: jump_if_false Label0A493C
01BD: $114C = current_time_in_ms
00D6: if 0
0018: $114D > 30000 ;; integer values
004D: jump_if_false Label0A492D
0004: $114E = 30000 ;; integer values
0002: jump Label0A4935

:Label0A492D
0084: $114E = $114D ;; integer values and handles

:Label0A4935
0004: $114B = 1 ;; integer values

:Label0A493C
01BD: $114F = current_time_in_ms
0084: $1150 = $114F ;; integer values and handles
0060: $1150 -= $114C ;; integer values
0060: $114E -= $1150 ;; integer values
0084: $114C = $114F ;; integer values and handles
0084: $1151 = $114E ;; integer values and handles
0014: $1151 /= 1000 ;; integer values
01E5: text_1number_highpriority "PORN2_9" $1151 200 ms 1 ;; ~g~You have ~1~
seconds to return to a Skimmer before the mission ends.
00D6: if 0
001A: 1 > $1151 ;; integer values
004D: jump_if_false Label0A49C5
00D6: if 0
001C: $1153 > $1152 ;; integer values
004D: jump_if_false Label0A49BE
00BC: text_highpriority "TAXI2" 3000 ms 1 ;; ~r~You're out of time!
0002: jump Label0A4EC6

:Label0A49BE
0002: jump Label0A49D5

:Label0A49C5
0084: $1152 = $1153 ;; integer values and handles
0008: $1152 += 1000 ;; integer values

:Label0A49D5
0002: jump Label0A49E3

:Label0A49DC
0004: $114B = 0 ;; integer values

:Label0A49E3
00D6: if 1
01F4: car $1136 flipped
01C1: car $1136 stopped
004D: jump_if_false Label0A49FF
0004: $1148 = 1 ;; integer values

:Label0A49FF
00D6: if 2
80DC: NOT player $PLAYER_CHAR driving $1136
0038: $1147 == 0 ;; integer values
0038: $1148 == 0 ;; integer values
004D: jump_if_false Label0A4A4D
0186: $1137 = create_marker_above_car $1136
0164: disable_marker $1138
0164: disable_marker $1139
0164: disable_marker $113A
0164: disable_marker $113B
0164: disable_marker $113C
0164: disable_marker $113D
0004: $1147 = 1 ;; integer values

:Label0A4A4D
00D6: if 1
00DC: player $PLAYER_CHAR driving $1136
0038: $1147 == 1 ;; integer values
004D: jump_if_false Label0A4CFD
0164: disable_marker $1137
00D6: if 0
0038: $113F == 0 ;; integer values
004D: jump_if_false Label0A4A93
018A: $1138 = create_checkpoint_at $1154 $1155 $1156
0165: set_marker $1138 color_to 2

:Label0A4A93
00D6: if 0
0038: $1140 == 0 ;; integer values
004D: jump_if_false Label0A4ABA
018A: $1139 = create_checkpoint_at $1157 $1158 $1159
0165: set_marker $1139 color_to 2

:Label0A4ABA
00D6: if 0
0038: $1141 == 0 ;; integer values
004D: jump_if_false Label0A4AE1
018A: $113A = create_checkpoint_at $115A $115B $115C
0165: set_marker $113A color_to 2

:Label0A4AE1
00D6: if 0
0038: $1142 == 0 ;; integer values
004D: jump_if_false Label0A4B08
018A: $113B = create_checkpoint_at $115D $115E $115F
0165: set_marker $113B color_to 2

:Label0A4B08
00D6: if 0
0038: $1143 == 0 ;; integer values
004D: jump_if_false Label0A4B2F
018A: $113C = create_checkpoint_at $1160 $1161 $1162
0165: set_marker $113C color_to 2

:Label0A4B2F
00D6: if 0
0038: $1144 == 0 ;; integer values
004D: jump_if_false Label0A4B56
018A: $113D = create_checkpoint_at $1163 $1164 $1165
0165: set_marker $113D color_to 2
:Label0A4B56
00D6: if 0
0038: $113F == 1 ;; integer values
004D: jump_if_false Label0A4B9B
0164: disable_marker $1138
018A: $1138 = create_checkpoint_at $1154 $1155 $1156
0165: set_marker $1138 color_to 0
0164: disable_marker $1139
0164: disable_marker $113A
0164: disable_marker $113B
0164: disable_marker $113C
0164: disable_marker $113D

:Label0A4B9B
00D6: if 0
0038: $1140 == 1 ;; integer values
004D: jump_if_false Label0A4BE0
0164: disable_marker $1138
0164: disable_marker $1139
018A: $1139 = create_checkpoint_at $1157 $1158 $1159
0165: set_marker $1139 color_to 0
0164: disable_marker $113A
0164: disable_marker $113B
0164: disable_marker $113C
0164: disable_marker $113D

:Label0A4BE0
00D6: if 0
0038: $1141 == 1 ;; integer values
004D: jump_if_false Label0A4C25
0164: disable_marker $1138
0164: disable_marker $1139
0164: disable_marker $113A
018A: $113A = create_checkpoint_at $115A $115B $115C
0165: set_marker $113A color_to 0
0164: disable_marker $113B
0164: disable_marker $113C
0164: disable_marker $113D

:Label0A4C25
00D6: if 0
0038: $1142 == 1 ;; integer values
004D: jump_if_false Label0A4C6A
0164: disable_marker $1138
0164: disable_marker $1139
0164: disable_marker $113A
0164: disable_marker $113B
018A: $113B = create_checkpoint_at $115D $115E $115F
0165: set_marker $113B color_to 0
0164: disable_marker $113C
0164: disable_marker $113D

:Label0A4C6A
00D6: if 0
0038: $1143 == 1 ;; integer values
004D: jump_if_false Label0A4CAF
0164: disable_marker $1138
0164: disable_marker $1139
0164: disable_marker $113A
0164: disable_marker $113B
0164: disable_marker $113C
018A: $113C = create_checkpoint_at $1160 $1161 $1162
0165: set_marker $113C color_to 0
0164: disable_marker $113D

:Label0A4CAF
00D6: if 0
0038: $1144 == 1 ;; integer values
004D: jump_if_false Label0A4CF4
0164: disable_marker $1138
0164: disable_marker $1139
0164: disable_marker $113A
0164: disable_marker $113B
0164: disable_marker $113C
0164: disable_marker $113D
018A: $113D = create_checkpoint_at $1163 $1164 $1165
0165: set_marker $113D color_to 0

:Label0A4CF4
00BE: text_clear_all
0004: $1147 = 0 ;; integer values

:Label0A4CFD
0002: jump Label0A4D0B

:Label0A4D04
0002: jump Label0A4EC6

:Label0A4D0B
00D6: if 0
0038: $1146 == 0 ;; integer values
004D: jump_if_false Label0A4DC9
00D6: if 0
00DC: player $PLAYER_CHAR driving $1136
004D: jump_if_false Label0A4D37
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)

:Label0A4D37
00D6: if 0
0019: 17@ > 3000 ;; integer values
004D: jump_if_false Label0A4DC9
03F5: unknown_prepare_car $1136 for_explosion flag 1
020B: explode_car $1136
00AA: store_car $1136 position_to $5F $60 $61
020C: create_explosion 2 at $5F $60 $61
020C: create_explosion 11 at $5F $60 $61
020C: create_explosion 1 at $5F $60 $61
020C: create_explosion 6 at $5F $60 $61
039D: scatter_particles 17 .8 0 0 0 11000 at $5F $60 $61 .1 0.0 .2
0002: jump Label0A4EC6

:Label0A4DC9
00D6: if 0
0018: $1146 > 0 ;; integer values
004D: jump_if_false Label0A4E03
00D6: if 0
0019: 17@ > 5000 ;; integer values
004D: jump_if_false Label0A4DFC
000C: $1146 -= 1 ;; integer values
0006: 17@ = 0 ;; integer values

:Label0A4DFC
0002: jump Label0A4E0A

:Label0A4E03
0004: $1146 = 0 ;; integer values

:Label0A4E0A
00D6: if 0
0018: $1146 > 0 ;; integer values
004D: jump_if_false Label0A4EA6
00D6: if 0
001A: 10 > $1146 ;; integer values
004D: jump_if_false Label0A4EA6
00D6: if 0
8119: NOT car $1136 wrecked
004D: jump_if_false Label0A4E71
00D6: if 0
00DC: player $PLAYER_CHAR driving $1136
004D: jump_if_false Label0A4E67
00BC: text_highpriority "POR2_04" 5000 ms 1 ;; ~r~LOW FUEL!!!
0002: jump Label0A4E71

:Label0A4E67
03D5: remove_text "POR2_04" ;; ~r~LOW FUEL!!!

:Label0A4E71
00D6: if 0
0019: 16@ > 1000 ;; integer values
004D: jump_if_false Label0A4EA6
00AA: store_car $1136 position_to $5F $60 $61
018C: play_sound 35 at $5F $60 $61
0006: 16@ = 0 ;; integer values

:Label0A4EA6
00D6: if 0
0038: $113E == 0 ;; integer values
004D: jump_if_false Label0A4EBF
0002: jump Label0A4ED7

:Label0A4EBF
0002: jump Label0A3B24

:Label0A4EC6
00BA: text_styled "M_FAIL" 5000 ms 1 ;; MISSION FAILED!
0051: return

:Label0A4ED7
00BE: text_clear_all
055A: 1
01E3: text_1number_styled "M_PASS" 2000 5000 ms 1 ;; MISSION PASSED! $~1~
0394: play_music 1
0110: clear_player $PLAYER_CHAR wanted_level
0109: player $PLAYER_CHAR money += 2000
014C: set_parked_car_generator $789 cars_to_generate_to 101
030C: set_mission_points += 1
0318: set_latest_mission_passed "PORN_2" ;; Dildo Dodo
004F: create_thread Label00C52C
0004: $102 = 1 ;; integer values
0051: return

:Label0A4F26
0004: $ONMISSION = 0 ;; integer values
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
0249: release_model #SKIMMER
0151: remove_status_text $113E
0151: remove_status_text $1146
0164: disable_marker $1137
0164: disable_marker $1138
0164: disable_marker $1139
0164: disable_marker $113A
0164: disable_marker $113B
0164: disable_marker $113C
0164: disable_marker $113D
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
01B7: release_weather
00D8: mission_cleanup
0051: return

:Label0A4F71
0407: create_coordinate $5F $60 $61 from_car $1136 offset 0.0 -2.0 -2.0
0437: scatter_particle 11 .8 at $5F $60 $61 0.0 0.0 0.0
0051: return

;-------------Mission 29---------------
; Originally: Martha's Mug Shot

:Label0A4FB1
03A4: name_thread "PORNO3"
0050: gosub Label0A5029
00D6: if 0
0112: wasted_or_busted
004D: jump_if_false Label0A5020
00D6: if 0
0038: $1187 == 1 ;; integer values
004D: jump_if_false Label0A5019
03B6: replace_model_at 568.54 -4.801 13.264 radius 80.0 from -155 (OD_WTSIGN) to
-156 (OD_CHARIOT)
03B6: replace_model_at 568.54 -4.801 13.264 radius 80.0 from -157
(LODD_BUILDNEW) to -158 (LODCHARIOT)

:Label0A5019
0050: gosub Label0A73A8

:Label0A5020
0050: gosub Label0A7416
004E: end_thread

:Label0A5029
03D5: remove_text "M_FAIL" ;; MISSION FAILED!
0004: $ONMISSION = 1 ;; integer values
0317: increment_mission_attempts
0001: wait 0 ms
054C: use_GXT_table "PORN3"
058E: set_restart_mission_taxi_destination 21.489 966.28 9.5 172.7
0004: $117F = 0 ;; integer values
0004: $1180 = 0 ;; integer values
0004: $1181 = 0 ;; integer values
0004: $1182 = 0 ;; integer values
0004: $1183 = 0 ;; integer values
0004: $1184 = 0 ;; integer values
0004: $1185 = 0 ;; integer values
0004: $1186 = 0 ;; integer values
0004: $1187 = 0 ;; integer values
0004: $118A = 0 ;; integer values
0004: $118C = 0 ;; integer values
0004: $118D = 0 ;; integer values
0004: $118E = 0 ;; integer values
0004: $118F = 0 ;; integer values
0004: $1190 = 0 ;; integer values
0004: $1191 = 0 ;; integer values
023C: load_special_actor 1 "CSPLAY"
023C: load_special_actor 2 "CSDIREC"
023C: load_special_actor 3 "CSCANDY"
023C: load_special_actor 4 "MPORNA"
023C: load_special_actor 5 "CMRAMAN"
02F3: load_object #CUTOBJ01 "CS_CAM"
02F3: load_object #CUTOBJ02 "DRCHAIR"
03CB: set_camera -86.0 929.0 9.764
038B: load_requested_models

:Label0A5139
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 Label0A5163
0001: wait 0 ms
0002: jump Label0A5139

:Label0A5163
00D6: if 21
8248: NOT model #CUTOBJ01 available
8248: NOT model #CUTOBJ02 available
004D: jump_if_false Label0A5183
0001: wait 0 ms
0002: jump Label0A5163

:Label0A5183
02E4: load_cutscene_data "PORN_3"
0244: set_cutscene_pos -69.128 920.965 9.764
041D: set_camera_near_clip .1
02E5: $7D = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $7D "CSPLAY"
02E5: $A3 = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $A3 "CSDIREC"
02E5: $A5 = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim $A5 "CSCANDY"
02E5: $A4 = create_cutscene_object #SPECIAL04
02E6: set_cutscene_anim $A4 "MPORNA"
02E5: $C5 = create_cutscene_object #SPECIAL05
02E6: set_cutscene_anim $C5 "CMRAMAN"
02E5: $D1 = create_cutscene_object #CUTOBJ01
02E6: set_cutscene_anim $D1 "CS_CAM"
02E5: $D7 = create_cutscene_object #CUTOBJ02
02E6: set_cutscene_anim $D7 "DRCHAIR"
0395: clear_area 1 at -66.0 933.04 range 10.2 1.0
0055: put_player $PLAYER_CHAR at -66.0 933.04 10.2
0171: set_player $PLAYER_CHAR z_angle_to 275.6
016A: fade 1 (back) 1500 ms
03AD: set_rubbish 0 (invisible)
03AF: set_streaming 1 (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0A527F
00D6: if 0
001A: 5363 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0A52A2
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A527F

:Label0A52A2
00BC: text_highpriority "POR3_A" 10000 ms 1 ;; Ok, what's the problem now?

:Label0A52B1
00D6: if 0
001A: 7267 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0A52D4
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A52B1

:Label0A52D4
00BC: text_highpriority "POR3_B" 10000 ms 1 ;; SSShhhh!

:Label0A52E3
00D6: if 0
001A: 8405 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0A5306
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A52E3

:Label0A5306
00BC: text_highpriority "POR3_C" 10000 ms 1 ;; Well, after his close encounter
with the nympho-invaders,

:Label0A5315
00D6: if 0
001A: 11940 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0A5338
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A5315

:Label0A5338
00BC: text_highpriority "POR3_D" 10000 ms 1 ;; our hero finds himself unable to
think of anything but this huge phallic mountain -
:Label0A5347
00D6: if 0
001A: 17623 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0A536A
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A5347

:Label0A536A
00BC: text_highpriority "POR3_E" 10000 ms 1 ;; and that's when I want to do the
scene with the vat of mashed potatoes, but then we, uh -

:Label0A5379
00D6: if 0
001A: 20572 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0A539C
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A5379

:Label0A539C
00BC: text_highpriority "POR3_F" 10000 ms 1 ;; I don't give a crap about that!

:Label0A53AB
00D6: if 0
001A: 23405 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0A53CE
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A53AB

:Label0A53CE
00BC: text_highpriority "POR3_G" 10000 ms 1 ;; J - Just keep going, keep going!

:Label0A53DD
00D6: if 0
001A: 24264 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0A5400
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A53DD

:Label0A5400
00D6: if 0
001A: 25472 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0A5423
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A5400

:Label0A5423
00BC: text_highpriority "POR3_I" 10000 ms 1 ;; You mentioned something about
some legal problem on the phone?

:Label0A5432
00D6: if 0
001A: 29817 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0A5455
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A5432

:Label0A5455
00BC: text_highpriority "POR3_J" 10000 ms 1 ;; Congressman Alex Shrub has jumped
on the pre-election bandwagon, he's going after the puritan vote.

:Label0A5464
00D6: if 0
001A: 35410 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0A5489
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A5464

:Label0A5489
00BC: text_highpriority "POR3_K" 10000 ms 1 ;; Rumors are he's gonna support
measures to restrict, shall we say,

:Label0A5498
00D6: if 0
001A: 38788 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0A54BD
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A5498

:Label0A54BD
00BC: text_highpriority "POR3_L" 10000 ms 1 ;; the more fleshy aspects of this
nation's great entertainment industry.

:Label0A54CC
00D6: if 0
001A: 44773 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0A54F1
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A54CC

:Label0A54F1
00BC: text_highpriority "POR3_M" 10000 ms 1 ;; Great.

:Label0A5500
00D6: if 0
001A: 47875 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0A5525
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A5500

:Label0A5525
00BC: text_highpriority "POR3_N" 10000 ms 1 ;; Candy! You know Shrub,

:Label0A5534
00D6: if 0
001A: 50039 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0A5559
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A5534

:Label0A5559
00BC: text_highpriority "POR3_O" 10000 ms 1 ;; you guys get up to anything
kinky?

:Label0A5568
00D6: if 0
001A: 53487 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0A558D
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A5568

:Label0A558D
00BC: text_highpriority "POR3_P" 10000 ms 1 ;; Oh yeah, oh yeah, oh yeah! Yes
yes yes YES OOOoooh!

:Label0A559C
00D6: if 0
001A: 62879 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0A55C1
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A559C

:Label0A55C1
00BC: text_highpriority "POR3_Q" 10000 ms 1 ;; Please - tell me you got that.

:Label0A55D0
00D6: if 0
001A: 64505 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0A55F5
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A55D0

:Label0A55F5
00BC: text_highpriority "POR3_R" 10000 ms 1 ;; Was that part of the, uh... or
was she talking to..?

:Label0A5604
00D6: if 0
001A: 66734 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0A5629
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A5604

:Label0A5629
00BC: text_highpriority "POR3_S" 10000 ms 1 ;; Hey, I can never tell. Anyway...

:Label0A5638
00D6: if 0
001A: 69061 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0A565D
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A5638

:Label0A565D
00BC: text_highpriority "POR3_T" 10000 ms 1 ;; You're probably best following
her after the shoot,

:Label0A566C
00D6: if 0
001A: 72018 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0A5691
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A566C

:Label0A5691
00BC: text_highpriority "POR3_U" 10000 ms 1 ;; see if she'll lead you to their
new love nest.

:Label0A56A0
00D6: if 0
001A: 74686 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0A56C5
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A56A0

:Label0A56C5
00BC: text_highpriority "POR3_V" 10000 ms 1 ;; You got a camera?

:Label0A56D4
00D6: if 0
001A: 76802 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0A56F9
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A56D4

:Label0A56F9
00BC: text_highpriority "POR3_X" 10000 ms 1 ;; Yeah. Get him a camera.

:Label0A5708
00D6: if 0
001A: 77802 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0A572D
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A5708

:Label0A572D
00BE: text_clear_all

:Label0A572F
00D6: if 0
001A: 78976 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0A5754
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A572F
:Label0A5754
016A: fade 0 () 1500 ms
00BE: text_clear_all

:Label0A575D
00D6: if 0
016B: fading
004D: jump_if_false Label0A5775
0001: wait 0 ms
0002: jump Label0A575D

:Label0A5775
03AD: set_rubbish 1 (visible)
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
0249: release_model #CUTOBJ01
0249: release_model #CUTOBJ02
01EB: set_car_density_to .75
03DE: set_pedestrians_density_multiplier_to 1.0
0169: set_fade_color 0 0 0
0001: wait 500 ms
03CB: set_camera -67.0 939.297 10.94
0373: set_camera_directly_behind_player
04E3: unknown_player $PLAYER_CHAR 0 60000
023C: load_special_actor 1 "IGCANDY"
023C: load_special_actor 2 "IGALSCB"

:Label0A57EB
00D6: if 21
823D: NOT special_actor 1 loaded
823D: NOT special_actor 2 loaded
004D: jump_if_false Label0A5809
0001: wait 0 ms
0002: jump Label0A57EB

:Label0A5809
038B: load_requested_models
0247: request_model #HMYRI
0247: request_model #CAMERA
0247: request_model #FBI
0247: request_model #GDA
0247: request_model #UZI
0247: request_model #SPARROW
0247: request_model #STRETCH
0247: request_model #RANCHER
0247: request_model #M4

:Label0A5835
00D6: if 24
8248: NOT model #HMYRI available
8248: NOT model #CAMERA available
8248: NOT model #FBI available
8248: NOT model #GDA available
8248: NOT model #UZI available
004D: jump_if_false Label0A5861
0001: wait 0 ms
0002: jump Label0A5835

:Label0A5861
00D6: if 23
8248: NOT model #SPARROW available
8248: NOT model #STRETCH available
8248: NOT model #RANCHER available
8248: NOT model #M4 available
004D: jump_if_false Label0A588B
0001: wait 0 ms
0002: jump Label0A5861

:Label0A588B
0108: destroy_object $717
029B: $1172 = init_object -117 (SPAD_DR_OPEN2) at 461.961 31.436 31.24
01C7: remove_object_from_mission_cleanup_list $1172
0108: destroy_object $719
029B: $1192 = init_object -159 (PH_BUILD_DR_OPEN) at 569.33 52.737 14.616
01C7: remove_object_from_mission_cleanup_list $1192
034D: unknown_rotate_object $1192 unknown_angle 350.0 350.0 0
022B: create_forbidden_for_peds_cube 479.9 -1.4 11.0 450.3 59.5 40.0
01B1: give_player $PLAYER_CHAR weapon 36 ammo 12 ;; Load the weapon model before
using this
0004: $118B = 12 ;; integer values
009A: $1168 = create_actor 5 #SPECIAL01 at -40.4 945.0 9.9
04F5: unknown_actor $1168 kiss_player $PLAYER_CHAR on 1
0245: set_actor $1168 walk_style_to 46
01ED: reset_actor $1168 flags
0173: set_actor $1168 z_angle_to 296.8
02A9: set_actor $1168 immune_to_nonplayer 1
0211: actor $1168 walk_to 9.2 964.4
0187: $117B = create_marker_above_actor $1168
0568: $1168 1
00A5: $1169 = create_car #STRETCH at 18.8 961.6 10.6
0175: set_car $1169 z_angle_to 360.1
0229: set_car $1169 color_to 34 34
00AE: unknown_set_car $1169 to_ignore_traffic_lights 2
0129: $116A = create_actor 4 #HMYRI in_car $1169 driverseat
020A: set_car $1169 door_status_to 3
00A9: set_car $1169 to_normal_driver
02AA: set_car $1169 immune_to_nonplayer 1
00A5: $1171 = create_car #SPARROW at -61.7 1019.0 9.9
0175: set_car $1171 z_angle_to 356.2
0186: $117E = create_marker_above_car $1171
016A: fade 1 (back) 1500 ms
009A: $1167 = create_actor 4 #SPECIAL02 at 471.3 27.0 29.6
01ED: reset_actor $1167 flags
0350: unknown_actor $1167 not_scared_flag 1
0173: set_actor $1167 z_angle_to 90.5
009A: $116D = create_actor 4 #FBI at 477.6 30.1 29.9
0173: set_actor $116D z_angle_to 286.6
01B2: give_actor $116D weapon 23 ammo 30000 ;; Load the weapon model before
using this
01ED: reset_actor $116D flags
0243: set_actor $116D ped_stats_to 16
0291: unknown_actor $116D unknown_behavior_flag 1
0350: unknown_actor $116D not_scared_flag 1
02A9: set_actor $116D immune_to_nonplayer 1
009A: $116E = create_actor 4 #FBI at 458.8 18.1 32.0
01B2: give_actor $116E weapon 23 ammo 30000 ;; Load the weapon model before
using this
01ED: reset_actor $116E flags
0243: set_actor $116E ped_stats_to 16
0291: unknown_actor $116E unknown_behavior_flag 1
01E2: add_route_point 1 at 458.8 18.1 32.0
01E2: add_route_point 1 at 472.0 18.1 32.0
01E2: add_route_point 1 at 458.8 18.1 32.0
01E1: set_actor $116E follow_route 1 3
02A9: set_actor $116E immune_to_nonplayer 1
009A: $116F = create_actor 4 #FBI at 458.4 42.9 32.0
01B2: give_actor $116F weapon 23 ammo 30000 ;; Load the weapon model before
using this
01ED: reset_actor $116F flags
0243: set_actor $116F ped_stats_to 16
0291: unknown_actor $116F unknown_behavior_flag 1
01E2: add_route_point 2 at 458.4 42.9 32.0
01E2: add_route_point 2 at 472.0 42.9 32.0
01E2: add_route_point 2 at 458.4 42.9 32.0
01E1: set_actor $116F follow_route 2 3
02A9: set_actor $116F immune_to_nonplayer 1
009A: $1170 = create_actor 4 #FBI at 455.0 37.6 33.8
01B2: give_actor $1170 weapon 23 ammo 30000 ;; Load the weapon model before
using this
01ED: reset_actor $1170 flags
0243: set_actor $1170 ped_stats_to 16
0291: unknown_actor $1170 unknown_behavior_flag 1
01E2: add_route_point 3 at 455.0 37.6 33.8
01E2: add_route_point 3 at 455.0 23.8 33.8
01E2: add_route_point 3 at 455.0 37.6 33.8
01E1: set_actor $1170 follow_route 3 3
02A9: set_actor $1170 immune_to_nonplayer 1
009A: $116B = create_actor 4 #GDA at 474.9 31.9 11.0
0173: set_actor $116B z_angle_to 269.6
01B2: give_actor $116B weapon 23 ammo 30000 ;; Load the weapon model before
using this
01ED: reset_actor $116B flags
0243: set_actor $116B ped_stats_to 16
0291: unknown_actor $116B unknown_behavior_flag 1
0350: unknown_actor $116B not_scared_flag 1
02A9: set_actor $116B immune_to_nonplayer 1
009A: $116C = create_actor 4 #GDA at 474.9 28.9 11.0
0173: set_actor $116C z_angle_to 269.6
01B2: give_actor $116C weapon 23 ammo 30000 ;; Load the weapon model before
using this
01ED: reset_actor $116C flags
0243: set_actor $116C ped_stats_to 16
0291: unknown_actor $116C unknown_behavior_flag 1
0350: unknown_actor $116C not_scared_flag 1
02A9: set_actor $116C immune_to_nonplayer 1
0006: 16@ = 0 ;; integer values
0293: $12 = current_controls

:Label0A5C85
0001: wait 0 ms
00D6: if 0
0038: $1188 == 0 ;; integer values
004D: jump_if_false Label0A5D6D
00D6: if 0
001B: 7000 > 16@ ;; integer values
004D: jump_if_false Label0A5D53
00D6: if 0
0038: $1189 == 0 ;; integer values
004D: jump_if_false Label0A5D4C
00D6: if 0
0038: $12 == 0 ;; integer values
004D: jump_if_false Label0A5CE3
03E5: text_box "POR3_08" ;; Press and hold the~h~ ~k~~PED_LOCK_TARGET~ ~w~button
to ~h~target~w~ with the camera.
0004: $1189 = 1 ;; integer values

:Label0A5CE3
00D6: if 0
0038: $12 == 1 ;; integer values
004D: jump_if_false Label0A5D06
03E5: text_box "POR3_08" ;; Press and hold the~h~ ~k~~PED_LOCK_TARGET~ ~w~button
to ~h~target~w~ with the camera.
0004: $1189 = 1 ;; integer values

:Label0A5D06
00D6: if 0
0038: $12 == 2 ;; integer values
004D: jump_if_false Label0A5D29
03E5: text_box "POR3_08" ;; Press and hold the~h~ ~k~~PED_LOCK_TARGET~ ~w~button
to ~h~target~w~ with the camera.
0004: $1189 = 1 ;; integer values

:Label0A5D29
00D6: if 0
0038: $12 == 3 ;; integer values
004D: jump_if_false Label0A5D4C
03E5: text_box "POR3_09" ;; Press and hold the~h~ ~k~~PED_LOCK_TARGET~ ~w~button
to ~h~target ~w~with the camera.
0004: $1189 = 1 ;; integer values

:Label0A5D4C
0002: jump Label0A5D6D

:Label0A5D53
0293: $12 = current_controls
0004: $1188 = 1 ;; integer values
0006: 16@ = 0 ;; integer values
0004: $1189 = 0 ;; integer values

:Label0A5D6D
00D6: if 0
0038: $1188 == 1 ;; integer values
004D: jump_if_false Label0A5E51
00D6: if 0
001B: 7000 > 16@ ;; integer values
004D: jump_if_false Label0A5E37
00D6: if 0
0038: $1189 == 0 ;; integer values
004D: jump_if_false Label0A5E30
00D6: if 0
0038: $12 == 0 ;; integer values
004D: jump_if_false Label0A5DC7
03E5: text_box "POR3_10" ;; Press the~h~ ~k~~PED_SNIPER_ZOOM_IN~ ~w~button to
~h~zoom in ~w~with the camera and the~h~ ~k~~PED_SNIPER_ZOOM_OUT~ ~w~button to
~h~zoom out ~w~again.
0004: $1189 = 1 ;; integer values

:Label0A5DC7
00D6: if 0
0038: $12 == 1 ;; integer values
004D: jump_if_false Label0A5DEA
03E5: text_box "POR3_10" ;; Press the~h~ ~k~~PED_SNIPER_ZOOM_IN~ ~w~button to
~h~zoom in ~w~with the camera and the~h~ ~k~~PED_SNIPER_ZOOM_OUT~ ~w~button to
~h~zoom out ~w~again.
0004: $1189 = 1 ;; integer values

:Label0A5DEA
00D6: if 0
0038: $12 == 2 ;; integer values
004D: jump_if_false Label0A5E0D
03E5: text_box "POR3_11" ;; Press the~h~ ~k~~PED_SNIPER_ZOOM_IN~ ~w~button to
~h~zoom in ~w~with the camera and the~h~ ~k~~PED_SNIPER_ZOOM_OUT~ ~w~button to
~h~zoom out ~w~again.
0004: $1189 = 1 ;; integer values

:Label0A5E0D
00D6: if 0
0038: $12 == 3 ;; integer values
004D: jump_if_false Label0A5E30
03E5: text_box "POR3_10" ;; Press the~h~ ~k~~PED_SNIPER_ZOOM_IN~ ~w~button to
~h~zoom in ~w~with the camera and the~h~ ~k~~PED_SNIPER_ZOOM_OUT~ ~w~button to
~h~zoom out ~w~again.
0004: $1189 = 1 ;; integer values

:Label0A5E30
0002: jump Label0A5E51

:Label0A5E37
0293: $12 = current_controls
0004: $1188 = 2 ;; integer values
0006: 16@ = 0 ;; integer values
0004: $1189 = 0 ;; integer values

:Label0A5E51
00D6: if 0
0038: $1188 == 2 ;; integer values
004D: jump_if_false Label0A5F30
00D6: if 0
001B: 7000 > 16@ ;; integer values
004D: jump_if_false Label0A5F1B
00D6: if 0
0038: $1189 == 0 ;; integer values
004D: jump_if_false Label0A5F14
00D6: if 0
0038: $12 == 0 ;; integer values
004D: jump_if_false Label0A5EAB
03E5: text_box "POR3_12" ;; Press the~h~ ~k~~PED_FIREWEAPON~ ~w~button to take a
picture.
0004: $1189 = 1 ;; integer values

:Label0A5EAB
00D6: if 0
0038: $12 == 1 ;; integer values
004D: jump_if_false Label0A5ECE
03E5: text_box "POR3_12" ;; Press the~h~ ~k~~PED_FIREWEAPON~ ~w~button to take a
picture.
0004: $1189 = 1 ;; integer values

:Label0A5ECE
00D6: if 0
0038: $12 == 2 ;; integer values
004D: jump_if_false Label0A5EF1
03E5: text_box "POR3_13" ;; Press the~h~ ~k~~PED_FIREWEAPON~ ~w~button to take a
picture.
0004: $1189 = 1 ;; integer values

:Label0A5EF1
00D6: if 0
0038: $12 == 3 ;; integer values
004D: jump_if_false Label0A5F14
03E5: text_box "POR3_14" ;; Press the~h~ ~k~~PED_FIREWEAPON~ ~w~button to take a
picture.
0004: $1189 = 1 ;; integer values

:Label0A5F14
0002: jump Label0A5F30

:Label0A5F1B
0004: $1188 = 3 ;; integer values
0006: 16@ = 0 ;; integer values
0004: $1189 = 0 ;; integer values

:Label0A5F30
00D6: if 0
0038: $1188 == 3 ;; integer values
004D: jump_if_false Label0A5F7A
00D6: if 0
0019: 16@ > 1000 ;; integer values
004D: jump_if_false Label0A5F7A
00BC: text_highpriority "POR3_01" 7000 ms 1 ;; ~g~Follow Candy's ~h~Stretch~g~.
00BB: text_lowpriority "POR3_20" 5000 ms 1 ;; ~g~If you need transport, use the
~h~Sparrow~g~ round the back.
0004: $1188 = 4 ;; integer values

:Label0A5F7A
00D6: if 0
8119: NOT car $1171 wrecked
004D: jump_if_false Label0A5FB0
00D6: if 0
00E0: player $PLAYER_CHAR driving
004D: jump_if_false Label0A5FA9
0164: disable_marker $117E
03D5: remove_text "POR3_20" ;; ~g~If you need transport, use the ~h~Sparrow~g~
round the back.

:Label0A5FA9
0002: jump Label0A5FBF

:Label0A5FB0
0164: disable_marker $117E
03D5: remove_text "POR3_20" ;; ~g~If you need transport, use the ~h~Sparrow~g~
round the back.

:Label0A5FBF
00D6: if 0
8118: NOT actor $1168 dead
004D: jump_if_false Label0A617C
00D6: if 0
8119: NOT car $1169 wrecked
004D: jump_if_false Label0A615F
00D6: if 0
8118: NOT actor $116A dead
004D: jump_if_false Label0A6142
00D6: if 0
0038: $1180 == 0 ;; integer values
004D: jump_if_false Label0A60D4
00D6: if 0
00DB: actor $1168 in_car $1169
004D: jump_if_false Label0A6098
0362: remove_actor $1168 from_car_and_place_at -862.0 -607.4 11.1
009B: destroy_actor_instantly $1168
01C8: $1168 = create_actor 5 #SPECIAL01 in_car $1169 passenger_seat 2
04F5: unknown_actor $1168 kiss_player $PLAYER_CHAR on 1
0245: set_actor $1168 walk_style_to 46
01ED: reset_actor $1168 flags
02A9: set_actor $1168 immune_to_nonplayer 1
00A7: car $1169 drive_to 485.9 31.3 10.7
00AD: set_car $1169 max_speed_to 20.0
0164: disable_marker $117B
0187: $117B = create_marker_above_actor $1168
0006: 16@ = 0 ;; integer values
0004: $1180 = 1 ;; integer values
0002: jump Label0A60CD

:Label0A6098
00D6: if 0
00ED: actor $1168 0 ()near_point_on_foot 9.2 964.4 radius 1.0 1.0
004D: jump_if_false Label0A60CD
01D4: actor $1168 go_to_car $1169 and_enter_it_as_a_passenger
0319: set_actor $1168 wander_state_to 1 (off)

:Label0A60CD
0002: jump Label0A613B

:Label0A60D4
00D6: if 1
82CA: NOT car $1169 bounding_sphere_visible
81FC: NOT player $PLAYER_CHAR near_car $1169 radius 170.0 170.0 0
004D: jump_if_false Label0A610E
00BC: text_highpriority "POR3_21" 5000 ms 1 ;; ~g~You lost Candy's Stretch!
0002: jump Label0A73A8

:Label0A610E
00D6: if 0
01AD: car $1169 0 ()near_point 485.9 31.3 15.0 15.0
004D: jump_if_false Label0A613B
0002: jump Label0A624E

:Label0A613B
0002: jump Label0A6158

:Label0A6142
00BC: text_highpriority "POR3_15" 5000 ms 1 ;; ~r~You trashed Candy's Stretch!
0002: jump Label0A73A8

:Label0A6158
0002: jump Label0A6175

:Label0A615F
00BC: text_highpriority "POR3_15" 5000 ms 1 ;; ~r~You trashed Candy's Stretch!
0002: jump Label0A73A8

:Label0A6175
0002: jump Label0A6192

:Label0A617C
00BC: text_highpriority "POR1_03" 5000 ms 1 ;; ~r~Candy is dead!
0002: jump Label0A73A8

:Label0A6192
0050: gosub Label0A76A7
00D6: if 0
0038: $1181 == 1 ;; integer values
004D: jump_if_false Label0A61C1
00BC: text_highpriority "POR1_03" 5000 ms 1 ;; ~r~Candy is dead!
0002: jump Label0A73A8

:Label0A61C1
00D6: if 0
0038: $1181 == 2 ;; integer values
004D: jump_if_false Label0A61E9
00BC: text_highpriority "POR3_02" 5000 ms 1 ;; ~r~You've killed the Congressman!
There's no way you can blackmail him now.
0002: jump Label0A73A8

:Label0A61E9
00D6: if 0
0038: $1181 == 3 ;; integer values
004D: jump_if_false Label0A6211
00BC: text_highpriority "POR3_03" 5000 ms 1 ;; ~r~You've alerted the
Congressman's protection, they will get him out of there immediately.
0002: jump Label0A73A8

:Label0A6211
0050: gosub Label0A7828
0050: gosub Label0A794C
00D6: if 0
0038: $1181 == 4 ;; integer values
004D: jump_if_false Label0A6247
00BC: text_highpriority "POR3_19" 5000 ms 1 ;; ~r~You ran out of film!
0002: jump Label0A73A8

:Label0A6247
0002: jump Label0A5C85

:Label0A624E
0169: set_fade_color 0 0 1
016A: fade 0 () 500 ms
:Label0A625D
00D6: if 0
016B: fading
004D: jump_if_false Label0A6275
0001: wait 0 ms
0002: jump Label0A625D

:Label0A6275
00D6: if 0
8119: NOT car $1169 wrecked
004D: jump_if_false Label0A62A3
00AB: put_car $1169 at 485.9 31.3 9.8
0175: set_car $1169 z_angle_to 196.8

:Label0A62A3
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
02A3: toggle_widescreen 1 (on)
0004: $118E = 0 ;; integer values
0004: $118F = 0 ;; integer values
00D6: if 0
8119: NOT car $1171 wrecked
004D: jump_if_false Label0A62E6
00D6: if 0
00DC: player $PLAYER_CHAR driving $1171
004D: jump_if_false Label0A62E6
0519: unknown_car $1171 flag 1

:Label0A62E6
03CB: set_camera 478.4 30.4 11.0
03BA: clear_cars_from_cube 487.5 24.2 0.0 479.3 36.11 15.0
016A: fade 1 (back) 500 ms
015F: set_camera_position 473.99 27.96 13.03 0.0 0.0 0.0
0160: point_camera 484.0 31.4 10.1 2
0001: wait 500 ms
00D6: if 0
8118: NOT actor $1168 dead
004D: jump_if_false Label0A637E
00D6: if 0
8119: NOT car $1169 wrecked
004D: jump_if_false Label0A637E
01D3: actor $1168 leave_car $1169

:Label0A637E
0001: wait 0 ms
00D6: if 0
8119: NOT car $1169 wrecked
004D: jump_if_false Label0A641C
01E9: $1186 = car $1169 num_passengers
00D6: if 0
0038: $1186 == 0 ;; integer values
004D: jump_if_false Label0A6415
00D6: if 0
8118: NOT actor $1168 dead
004D: jump_if_false Label0A640E
00D6: if 0
8119: NOT car $1169 wrecked
004D: jump_if_false Label0A63EA
00A7: car $1169 drive_to 479.0 -174.4 9.0
00AD: set_car $1169 max_speed_to 20.0

:Label0A63EA
0319: set_actor $1168 wander_state_to 0 (wander)
0211: actor $1168 walk_to 475.9 30.2
0006: 16@ = 0 ;; integer values
0002: jump Label0A6423

:Label0A640E
0002: jump Label0A641C

:Label0A6415
0002: jump Label0A637E

:Label0A641C
0002: jump Label0A637E

:Label0A6423
0001: wait 0 ms
00D6: if 0
8118: NOT actor $1168 dead
004D: jump_if_false Label0A6471
00D6: if 21
00EC: actor $1168 0 ()near_point 475.9 30.2 radius 1.0 1.0
0019: 16@ > 7000 ;; integer values
004D: jump_if_false Label0A6471
0192: set_actor $1168 objective_to_stand_still
0002: jump Label0A6478

:Label0A6471
0002: jump Label0A6423

:Label0A6478
00A1: put_actor $1168 at 457.6 30.6 30.1
0173: set_actor $1168 z_angle_to 270.0
015F: set_camera_position 471.75 25.95 30.53 0.0 0.0 0.0
0160: point_camera 429.69 57.3 24.51 2
0006: 16@ = 0 ;; integer values

:Label0A64D0
0001: wait 0 ms
00D6: if 0
0019: 16@ > 12000 ;; integer values
004D: jump_if_false Label0A64EE
0002: jump Label0A6644

:Label0A64EE
00D6: if 0
8118: NOT actor $1168 dead
004D: jump_if_false Label0A663D
00D6: if 0
8118: NOT actor $1167 dead
004D: jump_if_false Label0A663D
00D6: if 0
0038: $118C == 0 ;; integer values
004D: jump_if_false Label0A65D1
00D6: if 0
00EC: actor $1168 0 ()near_point 463.8 31.4 radius 1.0 1.0
004D: jump_if_false Label0A65C2
04C2: $1168 $1167
03CF: load_wav "PRN1_12" as 1

:Label0A655A
00D6: if 0
83D0: NOT wav 1 loaded
004D: jump_if_false Label0A6574
0001: wait 0 ms
0002: jump Label0A655A

:Label0A6574
00BC: text_highpriority "POR1_19" 4000 ms 1 ;; Hey!
03D1: play_wav 1

:Label0A6587
00D6: if 1
83D2: NOT wav 1 ended
8118: NOT actor $1168 dead
004D: jump_if_false Label0A65A6
0001: wait 0 ms
0002: jump Label0A6587

:Label0A65A6
040D: unload_wav 1
03D5: remove_text "POR1_19" ;; Hey!
0004: $118C = 1 ;; integer values
0002: jump Label0A65D1

:Label0A65C2
0211: actor $1168 walk_to 463.8 31.4

:Label0A65D1
00D6: if 0
0038: $118C == 1 ;; integer values
004D: jump_if_false Label0A663D
00D6: if 0
8118: NOT actor $1168 dead
004D: jump_if_false Label0A663D
00D6: if 0
8118: NOT actor $1167 dead
004D: jump_if_false Label0A663D
00D6: if 0
00F2: actor $1168 near_actor $1167 radius 2.0 2.0 0
004D: jump_if_false Label0A6635
0192: set_actor $1168 objective_to_stand_still
0002: jump Label0A6644
0002: jump Label0A663D

:Label0A6635
04C2: $1168 $1167

:Label0A663D
0002: jump Label0A64D0

:Label0A6644
03CF: load_wav "PORN3_1" as 1
03CF: load_wav "PORN3_2" as 2

:Label0A665C
00D6: if 21
83D0: NOT wav 1 loaded
83D0: NOT wav 2 loaded
004D: jump_if_false Label0A667A
0001: wait 0 ms
0002: jump Label0A665C

:Label0A667A
00D6: if 0
8118: NOT actor $1167 dead
004D: jump_if_false Label0A6694
0372: set_actor $1167 anim 19 wait_state_time 10000 ms

:Label0A6694
00BC: text_highpriority "POR3_04" 4000 ms 1 ;; Uh, Candy, could you call me
Martha?
03D1: play_wav 1

:Label0A66A7
00D6: if 1
83D2: NOT wav 1 ended
8118: NOT actor $1167 dead
004D: jump_if_false Label0A66C6
0001: wait 0 ms
0002: jump Label0A66A7

:Label0A66C6
040D: unload_wav 1
03D5: remove_text "POR3_04" ;; Uh, Candy, could you call me Martha?
00D6: if 0
8118: NOT actor $1167 dead
004D: jump_if_false Label0A66ED
0372: set_actor $1167 anim 0 wait_state_time 10 ms

:Label0A66ED
00D6: if 0
8118: NOT actor $1168 dead
004D: jump_if_false Label0A6707
0372: set_actor $1168 anim 19 wait_state_time 10000 ms

:Label0A6707
00BC: text_highpriority "POR3_05" 4000 ms 1 ;; Oh Alex - I mean Martha. Whatever
you say...
03D1: play_wav 2

:Label0A671A
00D6: if 1
83D2: NOT wav 2 ended
8118: NOT actor $1168 dead
004D: jump_if_false Label0A6739
0001: wait 0 ms
0002: jump Label0A671A

:Label0A6739
040D: unload_wav 2
03D5: remove_text "POR3_05" ;; Oh Alex - I mean Martha. Whatever you say...
00D6: if 0
8118: NOT actor $1168 dead
004D: jump_if_false Label0A6760
0372: set_actor $1168 anim 0 wait_state_time 10 ms

:Label0A6760
0001: wait 1000 ms
00D6: if 0
0038: $118E == 0 ;; integer values
004D: jump_if_false Label0A67A4
03CF: load_wav "CAML" as 1

:Label0A6783
00D6: if 0
83D0: NOT wav 1 loaded
004D: jump_if_false Label0A679D
0001: wait 0 ms
0002: jump Label0A6783

:Label0A679D
0004: $118E = 1 ;; integer values

:Label0A67A4
00D6: if 0
0038: $118F == 0 ;; integer values
004D: jump_if_false Label0A67E3
03CF: load_wav "CAMR" as 2

:Label0A67C2
00D6: if 0
83D0: NOT wav 2 loaded
004D: jump_if_false Label0A67DC
0001: wait 0 ms
0002: jump Label0A67C2

:Label0A67DC
0004: $118F = 1 ;; integer values

:Label0A67E3
0054: store_player $PLAYER_CHAR position_to $5F $60 $61
03CB: set_camera $5F $60 $61
0169: set_fade_color 0 0 1
016A: fade 0 () 500 ms

:Label0A680B
00D6: if 0
016B: fading
004D: jump_if_false Label0A6823
0001: wait 0 ms
0002: jump Label0A680B

:Label0A6823
00D6: if 0
8119: NOT car $1171 wrecked
004D: jump_if_false Label0A684D
00D6: if 0
00DC: player $PLAYER_CHAR driving $1171
004D: jump_if_false Label0A684D
0519: unknown_car $1171 flag 0

:Label0A684D
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
02A3: toggle_widescreen 0 (off)
016A: fade 1 (back) 500 ms
00D6: if 0
8118: NOT actor $1167 dead
004D: jump_if_false Label0A68BD
00A1: put_actor $1167 at 463.3 31.7 29.9
0173: set_actor $1167 z_angle_to 245.8
00D6: if 0
8118: NOT actor $1168 dead
004D: jump_if_false Label0A68BD
00A1: put_actor $1168 at 463.9 30.3 29.9
0173: set_actor $1168 z_angle_to 44.8

:Label0A68BD
011C: actor $1167 clear_objective
011C: actor $1168 clear_objective
03F9: make_actors $1167 $1168 converse_in 86400000 ms
018A: $117D = create_checkpoint_at 559.0 17.6 51.7
00BC: text_highpriority "POR3_16" 7000 ms 1 ;; ~g~You need three good blackmail
photographs of Alex Shrub with Candy.
00BB: text_lowpriority "POR3_22" 7000 ms 1 ;; ~g~The WK Chariot Hotel across
from his balcony should provide an ideal photo-grabbing location.
00BB: text_lowpriority "POR3_23" 7000 ms 1 ;; ~g~There is a side door that will
allow you access to the hotel.
03C4: set_status_text_to $1191 0 (number) "POR3_24" ;; PHOTOS TAKEN:
01EB: set_car_density_to 1.0

:Label0A692B
0001: wait 0 ms
00D6: if 0
8118: NOT actor $1167 dead
004D: jump_if_false Label0A6B1F
00D6: if 0
04C5: $1167
004D: jump_if_false Label0A6969
018C: play_sound 1 at 0.0 0.0 0.0
0008: $1191 += 1 ;; integer values

:Label0A6969
00D6: if 0
0018: $1191 > 2 ;; integer values
004D: jump_if_false Label0A6B1F
0151: remove_status_text $1191
00D6: if 0
8118: NOT actor $116B dead
004D: jump_if_false Label0A69CC
00A1: put_actor $116B at 571.4 49.3 13.3
0173: set_actor $116B z_angle_to 185.6
011A: set_actor $116B flags 1
01CA: actor $116B kill_player $PLAYER_CHAR
02E2: set_actor $116B weapon_accuracy_to 90
0223: set_actor $116B health_to 150

:Label0A69CC
00D6: if 0
8118: NOT actor $116C dead
004D: jump_if_false Label0A6A18
00A1: put_actor $116C at 569.9 49.0 13.3
0173: set_actor $116C z_angle_to 185.6
011A: set_actor $116C flags 1
01CA: actor $116C kill_player $PLAYER_CHAR
02E2: set_actor $116C weapon_accuracy_to 90
0223: set_actor $116C health_to 150

:Label0A6A18
00D6: if 0
0038: $118A == 0 ;; integer values
004D: jump_if_false Label0A6AE2
0004: $118E = 0 ;; integer values
03CF: load_wav "PORN3_3" as 1

:Label0A6A3D
00D6: if 0
83D0: NOT wav 1 loaded
004D: jump_if_false Label0A6A57
0001: wait 0 ms
0002: jump Label0A6A3D

:Label0A6A57
00BC: text_highpriority "POR3_06" 4000 ms 1 ;; Martha, someone's watching.. how
kinky.
03D1: play_wav 1

:Label0A6A6A
00D6: if 1
83D2: NOT wav 1 ended
8118: NOT actor $1168 dead
004D: jump_if_false Label0A6A89
0001: wait 0 ms
0002: jump Label0A6A6A

:Label0A6A89
040D: unload_wav 1
03D5: remove_text "POR3_06" ;; Martha, someone's watching.. how kinky.
00D6: if 0
0038: $118E == 0 ;; integer values
004D: jump_if_false Label0A6AD6
03CF: load_wav "CAML" as 1

:Label0A6AB5
00D6: if 0
83D0: NOT wav 1 loaded
004D: jump_if_false Label0A6ACF
0001: wait 0 ms
0002: jump Label0A6AB5

:Label0A6ACF
0004: $118E = 1 ;; integer values

:Label0A6AD6
0164: disable_marker $117D
0004: $118A = 1 ;; integer values

:Label0A6AE2
0164: disable_marker $117B
018A: $117C = create_checkpoint_at -52.5 941.9 9.9
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 5
00BC: text_highpriority "POR3_17" 7000 ms 1 ;; ~g~Get back to the Porn Studios
with the film.
0004: $118C = 0 ;; integer values
0002: jump Label0A6BDB

:Label0A6B1F
0050: gosub Label0A76A7
00D6: if 0
0038: $1181 == 1 ;; integer values
004D: jump_if_false Label0A6B4E
00BC: text_highpriority "POR1_03" 5000 ms 1 ;; ~r~Candy is dead!
0002: jump Label0A73A8

:Label0A6B4E
00D6: if 0
0038: $1181 == 2 ;; integer values
004D: jump_if_false Label0A6B76
00BC: text_highpriority "POR3_02" 5000 ms 1 ;; ~r~You've killed the Congressman!
There's no way you can blackmail him now.
0002: jump Label0A73A8

:Label0A6B76
00D6: if 0
0038: $1181 == 3 ;; integer values
004D: jump_if_false Label0A6B9E
00BC: text_highpriority "POR3_03" 5000 ms 1 ;; ~r~You've alerted the
Congressman's protection, they will get him out of there immediately.
0002: jump Label0A73A8

:Label0A6B9E
0050: gosub Label0A794C
00D6: if 0
0038: $1181 == 4 ;; integer values
004D: jump_if_false Label0A6BCD
00BC: text_highpriority "POR3_19" 5000 ms 1 ;; ~r~You ran out of film!
0002: jump Label0A73A8

:Label0A6BCD
0050: gosub Label0A7828
0002: jump Label0A692B

:Label0A6BDB
0001: wait 0 ms
00D6: if 0
00F5: player $PLAYER_CHAR 1 (in-sphere)near_point -52.5 941.9 9.9 radius 5.0
5.0 5.0
004D: jump_if_false Label0A6C16
0002: jump Label0A73D2

:Label0A6C16
00D6: if 0
0038: $1190 == 0 ;; integer values
004D: jump_if_false Label0A6EBC
00D6: if 0
0121: player $PLAYER_CHAR in_zone "PORNI"
004D: jump_if_false Label0A6EBC
01C2: remove_references_to_actor $116D ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $116E ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $116F ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $1170 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $116B ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $116C ;; Like turning an actor into a random
pedestrian
009A: $1173 = create_actor 4 #FBI at 14.3 966.0 9.9
0173: set_actor $1173 z_angle_to 327.1
01B2: give_actor $1173 weapon 26 ammo 30000 ;; Load the weapon model before
using this
01ED: reset_actor $1173 flags
0243: set_actor $1173 ped_stats_to 16
0291: unknown_actor $1173 unknown_behavior_flag 1
0350: unknown_actor $1173 not_scared_flag 1
011A: set_actor $1173 flags 1
01CA: actor $1173 kill_player $PLAYER_CHAR
02E2: set_actor $1173 weapon_accuracy_to 90
0223: set_actor $1173 health_to 150
009A: $1174 = create_actor 4 #FBI at 13.2 960.4 9.9
0173: set_actor $1174 z_angle_to 191.9
01B2: give_actor $1174 weapon 26 ammo 30000 ;; Load the weapon model before
using this
01ED: reset_actor $1174 flags
0243: set_actor $1174 ped_stats_to 16
0291: unknown_actor $1174 unknown_behavior_flag 1
0350: unknown_actor $1174 not_scared_flag 1
011A: set_actor $1174 flags 1
01CA: actor $1174 kill_player $PLAYER_CHAR
02E2: set_actor $1174 weapon_accuracy_to 90
0223: set_actor $1174 health_to 150
009A: $1177 = create_actor 4 #FBI at 10.1 965.7 9.9
0173: set_actor $1177 z_angle_to 121.8
01B2: give_actor $1177 weapon 26 ammo 30000 ;; Load the weapon model before
using this
01ED: reset_actor $1177 flags
0243: set_actor $1177 ped_stats_to 16
0291: unknown_actor $1177 unknown_behavior_flag 1
0350: unknown_actor $1177 not_scared_flag 1
011A: set_actor $1177 flags 1
01CA: actor $1177 kill_player $PLAYER_CHAR
02E2: set_actor $1177 weapon_accuracy_to 90
0223: set_actor $1177 health_to 150
00A5: $1178 = create_car #RANCHER at 15.5 962.7 10.0
0175: set_car $1178 z_angle_to 352.8
009A: $1175 = create_actor 4 #FBI at -6.9 883.8 9.7
0173: set_actor $1175 z_angle_to 254.8
01B2: give_actor $1175 weapon 26 ammo 30000 ;; Load the weapon model before
using this
01ED: reset_actor $1175 flags
0243: set_actor $1175 ped_stats_to 16
0291: unknown_actor $1175 unknown_behavior_flag 1
0350: unknown_actor $1175 not_scared_flag 1
011A: set_actor $1175 flags 1
01CA: actor $1175 kill_player $PLAYER_CHAR
02E2: set_actor $1175 weapon_accuracy_to 90
0223: set_actor $1175 health_to 150
009A: $1176 = create_actor 4 #FBI at -12.6 877.7 9.8
0173: set_actor $1176 z_angle_to 222.4
01B2: give_actor $1176 weapon 26 ammo 30000 ;; Load the weapon model before
using this
01ED: reset_actor $1176 flags
0243: set_actor $1176 ped_stats_to 16
0291: unknown_actor $1176 unknown_behavior_flag 1
0350: unknown_actor $1176 not_scared_flag 1
011A: set_actor $1176 flags 1
01CA: actor $1176 kill_player $PLAYER_CHAR
02E2: set_actor $1176 weapon_accuracy_to 90
0223: set_actor $1176 health_to 150
00A5: $1179 = create_car #RANCHER at -5.8 887.2 9.8
0175: set_car $1179 z_angle_to 187.0
00A5: $117A = create_car #RANCHER at -8.5 880.2 9.8
0175: set_car $117A z_angle_to 311.2
0004: $1190 = 1 ;; integer values

:Label0A6EBC
00D6: if 0
8118: NOT actor $116D dead
004D: jump_if_false Label0A7018
00D6: if 0
0038: $1182 == 0 ;; integer values
004D: jump_if_false Label0A6F31
00D6: if 0
82CB: NOT actor $116D bounding_sphere_visible
004D: jump_if_false Label0A6F31
00A1: put_actor $116D at 562.4 29.6 16.7
0173: set_actor $116D z_angle_to 271.4
011A: set_actor $116D flags 1
01CA: actor $116D kill_player $PLAYER_CHAR
02E2: set_actor $116D weapon_accuracy_to 90
0223: set_actor $116D health_to 150
0004: $1182 = 1 ;; integer values

:Label0A6F31
00D6: if 0
0038: $1182 == 1 ;; integer values
004D: jump_if_false Label0A7018
00D6: if 0
02CB: actor $116D bounding_sphere_visible
004D: jump_if_false Label0A7018
00D6: if 0
0038: $118A == 1 ;; integer values
004D: jump_if_false Label0A7018
0004: $118E = 0 ;; integer values
03CF: load_wav "PORN3_4" as 1

:Label0A6F78
00D6: if 0
83D0: NOT wav 1 loaded
004D: jump_if_false Label0A6F92
0001: wait 0 ms
0002: jump Label0A6F78

:Label0A6F92
00BC: text_highpriority "POR3_07" 4000 ms 1 ;; You! Give me that camera!
03D1: play_wav 1
:Label0A6FA5
00D6: if 1
83D2: NOT wav 1 ended
8118: NOT actor $116D dead
004D: jump_if_false Label0A6FC4
0001: wait 0 ms
0002: jump Label0A6FA5

:Label0A6FC4
040D: unload_wav 1
03D5: remove_text "POR3_07" ;; You! Give me that camera!
00D6: if 0
0038: $118E == 0 ;; integer values
004D: jump_if_false Label0A7011
03CF: load_wav "CAML" as 1

:Label0A6FF0
00D6: if 0
83D0: NOT wav 1 loaded
004D: jump_if_false Label0A700A
0001: wait 0 ms
0002: jump Label0A6FF0

:Label0A700A
0004: $118E = 1 ;; integer values

:Label0A7011
0004: $118A = 2 ;; integer values

:Label0A7018
00D6: if 0
8118: NOT actor $116E dead
004D: jump_if_false Label0A7094
00D6: if 0
0038: $1183 == 0 ;; integer values
004D: jump_if_false Label0A7094
00D6: if 0
82CB: NOT actor $116E bounding_sphere_visible
004D: jump_if_false Label0A7094
0350: unknown_actor $116E not_scared_flag 1
00A1: put_actor $116E at 561.7 27.4 16.7
0173: set_actor $116E z_angle_to 302.4
011A: set_actor $116E flags 1
01CA: actor $116E kill_player $PLAYER_CHAR
02E2: set_actor $116E weapon_accuracy_to 90
0223: set_actor $116E health_to 150
0004: $1183 = 1 ;; integer values

:Label0A7094
00D6: if 0
8118: NOT actor $116F dead
004D: jump_if_false Label0A7110
00D6: if 0
0038: $1184 == 0 ;; integer values
004D: jump_if_false Label0A7110
00D6: if 0
82CB: NOT actor $116F bounding_sphere_visible
004D: jump_if_false Label0A7110
0350: unknown_actor $116F not_scared_flag 1
00A1: put_actor $116F at 574.2 24.2 11.7
0173: set_actor $116F z_angle_to 89.0
011A: set_actor $116F flags 1
01CA: actor $116F kill_player $PLAYER_CHAR
02E2: set_actor $116F weapon_accuracy_to 90
0223: set_actor $116F health_to 150
0004: $1184 = 1 ;; integer values

:Label0A7110
00D6: if 0
8118: NOT actor $1170 dead
004D: jump_if_false Label0A718C
00D6: if 0
0038: $1185 == 0 ;; integer values
004D: jump_if_false Label0A718C
00D6: if 0
82CB: NOT actor $1170 bounding_sphere_visible
004D: jump_if_false Label0A718C
0350: unknown_actor $1170 not_scared_flag 1
00A1: put_actor $1170 at 574.8 26.3 11.7
0173: set_actor $1170 z_angle_to 107.0
011A: set_actor $1170 flags 1
01CA: actor $1170 kill_player $PLAYER_CHAR
02E2: set_actor $1170 weapon_accuracy_to 90
0223: set_actor $1170 health_to 150
0004: $1185 = 1 ;; integer values

:Label0A718C
00D6: if 0
8118: NOT actor $1168 dead
004D: jump_if_false Label0A7254
00D6: if 0
0038: $118C == 0 ;; integer values
004D: jump_if_false Label0A7200
00D6: if 0
00EC: actor $1168 0 ()near_point 463.8 31.4 radius 1.0 1.0
004D: jump_if_false Label0A71F1
0211: actor $1168 walk_to 457.6 30.6
0004: $118C = 1 ;; integer values
0002: jump Label0A7200

:Label0A71F1
0211: actor $1168 walk_to 463.8 31.4

:Label0A7200
00D6: if 0
0038: $118C == 1 ;; integer values
004D: jump_if_false Label0A7254
00D6: if 0
8118: NOT actor $1168 dead
004D: jump_if_false Label0A7254
00D6: if 0
00EC: actor $1168 0 ()near_point 457.6 30.6 radius 1.0 1.0
004D: jump_if_false Label0A7254
009B: destroy_actor_instantly $1168
0004: $118C = 2 ;; integer values

:Label0A7254
00D6: if 0
8118: NOT actor $1167 dead
004D: jump_if_false Label0A731C
00D6: if 0
0038: $118D == 0 ;; integer values
004D: jump_if_false Label0A72C8
00D6: if 0
00EC: actor $1167 0 ()near_point 463.8 31.4 radius 1.0 1.0
004D: jump_if_false Label0A72B9
0211: actor $1167 walk_to 457.6 30.6
0004: $118D = 1 ;; integer values
0002: jump Label0A72C8

:Label0A72B9
0211: actor $1167 walk_to 463.8 31.4

:Label0A72C8
00D6: if 0
0038: $118D == 1 ;; integer values
004D: jump_if_false Label0A731C
00D6: if 0
8118: NOT actor $1167 dead
004D: jump_if_false Label0A731C
00D6: if 0
00EC: actor $1167 0 ()near_point 457.6 30.6 radius 1.0 1.0
004D: jump_if_false Label0A731C
009B: destroy_actor_instantly $1167
0004: $118D = 2 ;; integer values

:Label0A731C
0050: gosub Label0A7828
0050: gosub Label0A794C
00D6: if 0
8038: NOT $118C == 2 ;; integer values
004D: jump_if_false Label0A7362
00D6: if 0
0118: actor $1168 dead
004D: jump_if_false Label0A7362
00BC: text_highpriority "POR1_03" 5000 ms 1 ;; ~r~Candy is dead!
0002: jump Label0A73A8

:Label0A7362
00D6: if 0
8038: NOT $118D == 2 ;; integer values
004D: jump_if_false Label0A73A1
00D6: if 0
0118: actor $1167 dead
004D: jump_if_false Label0A73A1
00BC: text_highpriority "POR3_02" 5000 ms 1 ;; ~r~You've killed the Congressman!
There's no way you can blackmail him now.
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 5
0002: jump Label0A73A8

:Label0A73A1
0002: jump Label0A6BDB

:Label0A73A8
00BA: text_styled "M_FAIL" 5000 ms 1 ;; MISSION FAILED!
00D6: if 0
0038: $1181 == 2 ;; integer values
004D: jump_if_false Label0A73D0
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 5

:Label0A73D0
0051: return

:Label0A73D2
00BE: text_clear_all
01E3: text_1number_styled "M_PASS" 4000 5000 ms 1 ;; MISSION PASSED! $~1~
0394: play_music 1
0110: clear_player $PLAYER_CHAR wanted_level
0109: player $PLAYER_CHAR money += 4000
030C: set_mission_points += 1
0318: set_latest_mission_passed "PORN_3" ;; Martha's Mug Shot
004F: create_thread Label00C5DA
0004: $103 = 1 ;; integer values
0051: return

:Label0A7416
0004: $ONMISSION = 0 ;; integer values
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
0004: $1188 = 3 ;; integer values
034F: destroy_actor_with_fade $1168 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $1167 ;; The actor fades away like a ghost
0296: unload_special_actor 1
0296: unload_special_actor 2
0249: release_model #HMYRI
0249: release_model #STRETCH
0249: release_model #CAMERA
0249: release_model #FBI
0249: release_model #GDA
0249: release_model #UZI
0249: release_model #SPARROW
0249: release_model #RANCHER
0249: release_model #M4
0151: remove_status_text $1191
03AC: clear_route 1
03AC: clear_route 2
03AC: clear_route 3
022A: remove_forbidden_for_peds_cube 479.9 -1.4 11.0 450.3 59.5 40.0
017A: set_player $PLAYER_CHAR weapon 36 ammo_to 0
00D6: if 0
0056: player $PLAYER_CHAR 0 ()in_rectangle 585.7 52.8 555.9 8.1
004D: jump_if_false Label0A756B
016A: fade 0 () 400 ms
0055: put_player $PLAYER_CHAR at 568.7 55.2 13.3
00D6: if 0
0038: $1187 == 1 ;; integer values
004D: jump_if_false Label0A752C
03B6: replace_model_at 568.54 -4.801 13.264 radius 80.0 from -155 (OD_WTSIGN) to
-156 (OD_CHARIOT)
03B6: replace_model_at 568.54 -4.801 13.264 radius 80.0 from -157
(LODD_BUILDNEW) to -158 (LODCHARIOT)

:Label0A752C
0108: destroy_object $1192
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
016A: fade 1 (back) 400 ms
0002: jump Label0A75E7

:Label0A756B
00D6: if 0
8038: NOT $103 == 1 ;; integer values
004D: jump_if_false Label0A75B5
0108: destroy_object $1192
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
0002: jump Label0A75E7

:Label0A75B5
0108: destroy_object $719
029B: $1192 = init_object -159 (PH_BUILD_DR_OPEN) at 569.33 52.737 14.616
01C7: remove_object_from_mission_cleanup_list $1192
034D: unknown_rotate_object $1192 unknown_angle 350.0 350.0 0

:Label0A75E7
00D6: if 0
0057: player $PLAYER_CHAR 0 ()in_cube 465.1 32.8 29.9 454.5 27.2 32.6
004D: jump_if_false Label0A7665
016A: fade 0 () 400 ms
0055: put_player $PLAYER_CHAR at 463.4 29.5 30.1
0108: destroy_object $1172
0108: destroy_object $717
029B: $717 = init_object -77 (SPAD_DR_CLOSED2) at 465.375 30.336 33.181
01C7: remove_object_from_mission_cleanup_list $717
016A: fade 1 (back) 400 ms
0002: jump Label0A768A

:Label0A7665
0108: destroy_object $1172
0108: destroy_object $717
029B: $717 = init_object -77 (SPAD_DR_CLOSED2) at 465.375 30.336 33.181
01C7: remove_object_from_mission_cleanup_list $717

:Label0A768A
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
0164: disable_marker $117B
0164: disable_marker $117C
0164: disable_marker $117D
0164: disable_marker $117E
00D8: mission_cleanup
0051: return

:Label0A76A7
00D6: if 0
0118: actor $1168 dead
004D: jump_if_false Label0A76BE
0004: $1181 = 1 ;; integer values

:Label0A76BE
00D6: if 0
0118: actor $1167 dead
004D: jump_if_false Label0A76D5
0004: $1181 = 2 ;; integer values
:Label0A76D5
00D6: if 0
0118: actor $116B dead
004D: jump_if_false Label0A76EC
0004: $1181 = 3 ;; integer values

:Label0A76EC
00D6: if 0
0118: actor $116C dead
004D: jump_if_false Label0A7703
0004: $1181 = 3 ;; integer values

:Label0A7703
00D6: if 0
0118: actor $116D dead
004D: jump_if_false Label0A771A
0004: $1181 = 3 ;; integer values

:Label0A771A
00D6: if 0
0118: actor $116E dead
004D: jump_if_false Label0A7731
0004: $1181 = 3 ;; integer values

:Label0A7731
00D6: if 0
0118: actor $116F dead
004D: jump_if_false Label0A7748
0004: $1181 = 3 ;; integer values

:Label0A7748
00D6: if 0
0118: actor $1170 dead
004D: jump_if_false Label0A775F
0004: $1181 = 3 ;; integer values

:Label0A775F
00D6: if 0
0057: player $PLAYER_CHAR 0 ()in_cube 477.3 14.8 29.4 448.6 45.5 38.2
004D: jump_if_false Label0A7826
00D6: if 0
8118: NOT actor $116B dead
004D: jump_if_false Label0A77A7
01CC: actor $116B kill_player $PLAYER_CHAR

:Label0A77A7
00D6: if 0
8118: NOT actor $116C dead
004D: jump_if_false Label0A77BF
01CC: actor $116C kill_player $PLAYER_CHAR

:Label0A77BF
00D6: if 0
8118: NOT actor $116D dead
004D: jump_if_false Label0A77D7
01CC: actor $116D kill_player $PLAYER_CHAR

:Label0A77D7
00D6: if 0
8118: NOT actor $116E dead
004D: jump_if_false Label0A77EF
01CC: actor $116E kill_player $PLAYER_CHAR

:Label0A77EF
00D6: if 0
8118: NOT actor $116F dead
004D: jump_if_false Label0A7807
01CC: actor $116F kill_player $PLAYER_CHAR

:Label0A7807
00D6: if 0
8118: NOT actor $1170 dead
004D: jump_if_false Label0A781F
01CC: actor $1170 kill_player $PLAYER_CHAR

:Label0A781F
0004: $1181 = 3 ;; integer values

:Label0A7826
0051: return

:Label0A7828
00D6: if 0
0038: $1187 == 0 ;; integer values
004D: jump_if_false Label0A78B9
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point 563.4 26.8 47.6 radius 7.0 7.0
7.0
004D: jump_if_false Label0A78B9
00D6: if 0
8117: NOT player $PLAYER_CHAR wasted
004D: jump_if_false Label0A78B2
03B6: replace_model_at 568.54 -4.801 13.264 radius 80.0 from -156 (OD_CHARIOT)
to -155 (OD_WTSIGN)
03B6: replace_model_at 568.54 -4.801 13.264 radius 80.0 from -158 (LODCHARIOT)
to -157 (LODD_BUILDNEW)

:Label0A78B2
0004: $1187 = 1 ;; integer values

:Label0A78B9
00D6: if 0
0038: $1187 == 1 ;; integer values
004D: jump_if_false Label0A794A
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point 561.9 26.4 18.1 radius 7.0 7.0
7.0
004D: jump_if_false Label0A794A
00D6: if 0
8117: NOT player $PLAYER_CHAR wasted
004D: jump_if_false Label0A7943
03B6: replace_model_at 568.54 -4.801 13.264 radius 80.0 from -155 (OD_WTSIGN) to
-156 (OD_CHARIOT)
03B6: replace_model_at 568.54 -4.801 13.264 radius 80.0 from -157
(LODD_BUILDNEW) to -158 (LODCHARIOT)

:Label0A7943
0004: $1187 = 0 ;; integer values

:Label0A794A
0051: return

:Label0A794C
0419: $118B = player $PLAYER_CHAR weapon 36 ammo
00D6: if 0
0038: $118B == 0 ;; integer values
004D: jump_if_false Label0A796F
0004: $1181 = 4 ;; integer values

:Label0A796F
00D6: if 0
0019: 17@ > 280 ;; integer values
004D: jump_if_false Label0A7A3D
00D6: if 0
0038: $118E == 1 ;; integer values
004D: jump_if_false Label0A7A3D
00D6: if 0
0038: $118F == 1 ;; integer values
004D: jump_if_false Label0A7A3D
00D6: if 0
02D7: player $PLAYER_CHAR currentweapon == 36
004D: jump_if_false Label0A7A3D
00D6: if 0
00E1: key_pressed 0 6
004D: jump_if_false Label0A7A3D
00D6: if 0
00E1: key_pressed 0 17
004D: jump_if_false Label0A7A3D
03D1: play_wav 1
0004: $118E = 0 ;; integer values
03D1: play_wav 2
0004: $118F = 0 ;; integer values
0006: 17@ = 0 ;; integer values
00D6: if 0
0038: $1181 == 4 ;; integer values
004D: jump_if_false Label0A7A3D

:Label0A7A09
00D6: if 0
83D2: NOT wav 1 ended
004D: jump_if_false Label0A7A23
0001: wait 0 ms
0002: jump Label0A7A09

:Label0A7A23
00D6: if 0
83D2: NOT wav 2 ended
004D: jump_if_false Label0A7A3D
0001: wait 0 ms
0002: jump Label0A7A23

:Label0A7A3D
00D6: if 0
0038: $118E == 0 ;; integer values
004D: jump_if_false Label0A7A7C
03CF: load_wav "CAML" as 1
:Label0A7A5B
00D6: if 0
83D0: NOT wav 1 loaded
004D: jump_if_false Label0A7A75
0001: wait 0 ms
0002: jump Label0A7A5B

:Label0A7A75
0004: $118E = 1 ;; integer values

:Label0A7A7C
00D6: if 0
0038: $118F == 0 ;; integer values
004D: jump_if_false Label0A7ABB
03CF: load_wav "CAMR" as 2

:Label0A7A9A
00D6: if 0
83D0: NOT wav 2 loaded
004D: jump_if_false Label0A7AB4
0001: wait 0 ms
0002: jump Label0A7A9A

:Label0A7AB4
0004: $118F = 1 ;; integer values

:Label0A7ABB
0051: return

;-------------Mission 30---------------
; Originally: G-spotlight

:Label0A7ABD
03A4: name_thread "PORNO4"
0050: gosub Label0A7AEB
00D6: if 0
0112: wasted_or_busted
004D: jump_if_false Label0A7AE2
0050: gosub Label0AA703

:Label0A7AE2
0050: gosub Label0AA80B
004E: end_thread

:Label0A7AEB
03D5: remove_text "M_FAIL" ;; MISSION FAILED!
0004: $ONMISSION = 1 ;; integer values
0317: increment_mission_attempts
0001: wait 0 ms
054C: use_GXT_table "PORN4"
058E: set_restart_mission_taxi_destination 21.489 966.28 9.5 172.7
0004: $11AD = 0 ;; integer values
0004: $11AE = 0 ;; integer values
0004: $11AF = 0 ;; integer values
0004: $11B0 = 0 ;; integer values
0004: $11B1 = 0 ;; integer values
0004: $11B2 = 1 ;; integer values
0004: $11B3 = 0 ;; integer values
0004: $3D = 0 ;; integer values
0004: $11B4 = 0 ;; integer values
0004: $319 = 0 ;; integer values
023C: load_special_actor 1 "CSPLAY"
023C: load_special_actor 2 "CSDIREC"
023C: load_special_actor 3 "CSCANDY"
023C: load_special_actor 4 "CMRAMAN"
023C: load_special_actor 5 "MPORNA"
02F3: load_object #CUTOBJ01 "CS_CAM"
02F3: load_object #CUTOBJ02 "DRCHAIR"
03CB: set_camera -86.0 929.0 9.764
038B: load_requested_models

:Label0A7BD1
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 Label0A7BFB
0001: wait 0 ms
0002: jump Label0A7BD1

:Label0A7BFB
00D6: if 21
8248: NOT model #CUTOBJ01 available
8248: NOT model #CUTOBJ02 available
004D: jump_if_false Label0A7C1B
0001: wait 0 ms
0002: jump Label0A7BFB

:Label0A7C1B
02E4: load_cutscene_data "PORN_4"
0244: set_cutscene_pos -69.128 920.965 9.764
041D: set_camera_near_clip .1
02E5: $7D = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $7D "CSPLAY"
02E5: $A3 = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $A3 "CSDIREC"
02E5: $A5 = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim $A5 "CSCANDY"
02E5: $C5 = create_cutscene_object #SPECIAL04
02E6: set_cutscene_anim $C5 "CMRAMAN"
02E5: $A4 = create_cutscene_object #SPECIAL05
02E6: set_cutscene_anim $A4 "MPORNA"
02E5: $D1 = create_cutscene_object #CUTOBJ01
02E6: set_cutscene_anim $D1 "CS_CAM"
02E5: $D7 = create_cutscene_object #CUTOBJ02
02E6: set_cutscene_anim $D7 "DRCHAIR"
0395: clear_area 1 at -66.0 933.04 range 10.2 1.0
0055: put_player $PLAYER_CHAR at -66.0 933.04 10.2
0171: set_player $PLAYER_CHAR z_angle_to 275.6
016A: fade 1 (back) 1500 ms
03AD: set_rubbish 0 (invisible)
03AF: set_streaming 1 (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime
00D6: if 0
859A: NOT false
004D: jump_if_false Label0A8171

:Label0A7D24
00D6: if 0
001A: 47 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0A7D46
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A7D24

:Label0A7D46
00BC: text_highpriority "POR4_A" 10000 ms 1 ;; I'm sorry, but I just can't
swallow this right now.

:Label0A7D55
00D6: if 0
001A: 1741 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0A7D78
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A7D55

:Label0A7D78
00BC: text_highpriority "POR4_B" 10000 ms 1 ;; Oh COME ON darling!

:Label0A7D87
00D6: if 0
001A: 3291 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0A7DAA
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A7D87

:Label0A7DAA
00BC: text_highpriority "POR4_C" 10000 ms 1 ;; He's hung like a sperm whale for
pity's sake,

:Label0A7DB9
00D6: if 0
001A: 5700 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0A7DDC
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A7DB9

:Label0A7DDC
00BC: text_highpriority "POR4_D" 10000 ms 1 ;; how can you not feel the part?!

:Label0A7DEB
00D6: if 0
001A: 7244 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0A7E0E
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A7DEB

:Label0A7E0E
00BC: text_highpriority "POR4_E" 10000 ms 1 ;; But Stevie...

:Label0A7E1D
00D6: if 0
001A: 9917 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0A7E40
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A7E1D

:Label0A7E40
00BC: text_highpriority "POR4_F" 10000 ms 1 ;; How's my star director?

:Label0A7E4F
00D6: if 0
001A: 10414 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0A7E72
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A7E4F

:Label0A7E72
00BC: text_highpriority "POR4_G" 10000 ms 1 ;; Oh, man. The struggle between the
artistic integrity and

:Label0A7E81
00D6: if 0
001A: 13409 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0A7EA4
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A7E81

:Label0A7EA4
00BC: text_highpriority "POR4_H" 10000 ms 1 ;; the humping, pumping action
continues unabated.

:Label0A7EB3
00D6: if 0
001A: 16161 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0A7ED6
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A7EB3

:Label0A7ED6
00BC: text_highpriority "POR4_I" 10000 ms 1 ;; And before you ask, yes, all four
videos will be released by their...

:Label0A7EE5
00D6: if 0
001A: 19667 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0A7F08
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A7EE5

:Label0A7F08
00BC: text_highpriority "POR4_J" 10000 ms 1 ;; Honey, can you PLEASE keep the
anaconda in the shot,

:Label0A7F17
00D6: if 0
001A: 22706 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0A7F3A
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A7F17

:Label0A7F3A
00BC: text_highpriority "POR4_K" 10000 ms 1 ;; he costs more per hour than you
do!

:Label0A7F49
00D6: if 0
001A: 24572 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0A7F6C
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A7F49

:Label0A7F6C
00BC: text_highpriority "POR4_L" 10000 ms 1 ;; Oh, sorry Steve.

:Label0A7F7B
00D6: if 0
001A: 25843 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0A7F9E
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A7F7B

:Label0A7F9E
00BC: text_highpriority "POR4_M" 10000 ms 1 ;; I was thinking, we need some kind
of big stunt to really promote the launch.

:Label0A7FAD
00D6: if 0
001A: 29291 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0A7FD0
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A7FAD

:Label0A7FD0
00BC: text_highpriority "POR4_N" 10000 ms 1 ;; Something that will make a real
impact on the City - you got any ideas?

:Label0A7FDF
00D6: if 0
001A: 34272 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0A8004
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A7FDF

:Label0A8004
00BC: text_highpriority "POR4_O" 10000 ms 1 ;; Well, in the old days they used
to have gala events,

:Label0A8013
00D6: if 0
001A: 37360 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0A8038
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A8013

:Label0A8038
00BC: text_highpriority "POR4_P" 10000 ms 1 ;; stars, limos, the night sky
crisscrossed with searchlights...

:Label0A8047
00D6: if 0
001A: 42492 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0A806C
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A8047

:Label0A806C
00BC: text_highpriority "POR4_Q" 10000 ms 1 ;; Searchlights! I've got an idea...

:Label0A807B
00D6: if 0
001A: 45162 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0A80A0
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A807B

:Label0A80A0
00BC: text_highpriority "POR4_R" 10000 ms 1 ;; ...yeah, yeah, yeah. The little
sequined numbers, and the limos, oh, premieres

:Label0A80AF
00D6: if 0
001A: 50224 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0A80D4
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A80AF

:Label0A80D4
00BC: text_highpriority "POR4_S" 10000 ms 1 ;; Oh, yes ma'am, of course ma'am,

:Label0A80E3
00D6: if 0
001A: 53220 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0A8108
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A80E3

:Label0A8108
016A: fade 0 () 3000 ms
00BC: text_highpriority "POR4_T" 10000 ms 1 ;; and the press, and the barrage of
lights...

:Label0A811E
00D6: if 0
001A: 54220 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0A8143
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A811E

:Label0A8143
00BE: text_clear_all

:Label0A8145
00D6: if 0
001A: 56064 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0A816A
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A8145

:Label0A816A
0002: jump Label0A83F7

:Label0A8171
00D6: if 0
001A: 194 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0A8194
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A8171

:Label0A8194
00BC: text_highpriority "POR4_F" 10000 ms 1 ;; How's my star director?

:Label0A81A3
00D6: if 0
001A: 1394 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0A81C6
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A81A3

:Label0A81C6
00BC: text_highpriority "POR4_G" 10000 ms 1 ;; Oh, man. The struggle between the
artistic integrity and

:Label0A81D5
00D6: if 0
001A: 4344 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0A81F8
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A81D5

:Label0A81F8
00BC: text_highpriority "POR4_H" 10000 ms 1 ;; the humping, pumping action
continues unabated.
:Label0A8207
00D6: if 0
001A: 7178 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0A822A
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A8207

:Label0A822A
00BC: text_highpriority "POR4_I" 10000 ms 1 ;; And before you ask, yes, all four
videos will be released by their...

:Label0A8239
00D6: if 0
001A: 10656 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0A825C
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A8239

:Label0A825C
00BC: text_highpriority "POR4_J" 10000 ms 1 ;; Honey, can you PLEASE keep the
anaconda in the shot,

:Label0A826B
00D6: if 0
001A: 13704 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0A828E
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A826B

:Label0A828E
00BC: text_highpriority "POR4_K" 10000 ms 1 ;; he costs more per hour than you
do!

:Label0A829D
00D6: if 0
001A: 15550 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0A82C0
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A829D

:Label0A82C0
00BC: text_highpriority "POR4_L" 10000 ms 1 ;; Oh, sorry Steve.

:Label0A82CF
00D6: if 0
001A: 16828 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0A82F2
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A82CF

:Label0A82F2
00BC: text_highpriority "POR4_M" 10000 ms 1 ;; I was thinking, we need some kind
of big stunt to really promote the launch.
:Label0A8301
00D6: if 0
001A: 20256 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0A8324
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A8301

:Label0A8324
00BC: text_highpriority "POR4_N" 10000 ms 1 ;; Something that will make a real
impact on the City - you got any ideas?

:Label0A8333
00D6: if 0
001A: 25295 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0A8356
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A8333

:Label0A8356
00BC: text_highpriority "POR4_O" 10000 ms 1 ;; Well, in the old days they used
to have gala events,

:Label0A8365
00D6: if 0
001A: 28750 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0A8388
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A8365

:Label0A8388
00BC: text_highpriority "POR4_P" 10000 ms 1 ;; stars, limos, the night sky
crisscrossed with searchlights...

:Label0A8397
00D6: if 0
001A: 33584 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0A83BC
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A8397

:Label0A83BC
00BC: text_highpriority "POR4_Q" 10000 ms 1 ;; Searchlights! I've got an idea...

:Label0A83CB
00D6: if 0
001A: 36184 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0A83F0
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A83CB

:Label0A83F0
016A: fade 0 () 3000 ms

:Label0A83F7
00BE: text_clear_all

:Label0A83F9
00D6: if 0
016B: fading
004D: jump_if_false Label0A8411
0001: wait 0 ms
0002: jump Label0A83F9

:Label0A8411
03AD: set_rubbish 1 (visible)
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
0249: release_model #CUTOBJ01
0249: release_model #CUTOBJ02
01EB: set_car_density_to 1.0
03DE: set_pedestrians_density_multiplier_to 1.0
0169: set_fade_color 0 0 0
0001: wait 500 ms
0373: set_camera_directly_behind_player
03CB: set_camera -67.0 939.297 10.94
00C0: set_current_time 17 0
04E3: unknown_player $PLAYER_CHAR 3 60000
0247: request_model #HFYBU
0247: request_model #WFYBU
0247: request_model #WMYBU
0247: request_model #WMOBU
0247: request_model #PCJ600
0247: request_model #GDA

:Label0A848E
00D6: if 23
8248: NOT model #HFYBU available
8248: NOT model #WFYBU available
8248: NOT model #WMYBU available
8248: NOT model #WMOBU available
004D: jump_if_false Label0A84B4
0001: wait 0 ms
0002: jump Label0A848E

:Label0A84B4
00D6: if 21
8248: NOT model #PCJ600 available
8248: NOT model #GDA available
004D: jump_if_false Label0A84D3
0001: wait 0 ms
0002: jump Label0A84B4

:Label0A84D3
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label0A850D
018A: $11AA = create_checkpoint_at -483.5 853.0 9.9
018A: $11AC = create_checkpoint_at -526.2 886.2 70.0
:Label0A850D
00A5: $11A5 = create_car #PCJ600 at -6.4 957.1 9.4
009A: $11A6 = create_actor 4 #GDA at .3 958.3 9.9
016A: fade 1 (back) 1500 ms
00BC: text_highpriority "POR4_01" 5000 ms 1 ;; ~g~Go ~y~Downtown~g~ and adjust
the spotlight on top of the building.
00BB: text_lowpriority "POR4_02" 5000 ms 1 ;; ~g~A fast bike will be needed to
jump from roof to roof. The Security Guard usually drives a ~y~PCJ 600~g~ to
work...
018A: $11A9 = create_checkpoint_at 6.8 953.5 9.4

:Label0A8575
0001: wait 0 ms
00D6: if 21
0038: $11AD == 0 ;; integer values
0038: $11AD == 2 ;; integer values
004D: jump_if_false Label0A8721
00D6: if 0
00F5: player $PLAYER_CHAR 1 (in-sphere)near_point -487.9 837.7 10.0 radius
5.0 5.0 5.0
004D: jump_if_false Label0A8721
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
02A3: toggle_widescreen 1 (on)
0253: (unknown)
015F: set_camera_position -456.4 851.2 25.9 0.0 0.0 0.0
0160: point_camera -499.2 837.7 11.1 2
00BE: text_clear_all
0006: 16@ = 0 ;; integer values

:Label0A860B
00D6: if 0
001B: 1000 > 16@ ;; integer values
004D: jump_if_false Label0A867A
0001: wait 0 ms
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label0A865A
00D6: if 0
0038: $3D == 1 ;; integer values
004D: jump_if_false Label0A8653
0004: $3D = 0 ;; integer values
0002: jump Label0A86FF

:Label0A8653
0002: jump Label0A8673

:Label0A865A
00D6: if 0
0038: $3D == 0 ;; integer values
004D: jump_if_false Label0A8673
0004: $3D = 1 ;; integer values

:Label0A8673
0002: jump Label0A860B

:Label0A867A
00BC: text_highpriority "POR4_05" 5000 ms 1 ;; ~g~These stairs will lead round
to a lower office.
0006: 16@ = 0 ;; integer values
:Label0A8690
00D6: if 0
001B: 5000 > 16@ ;; integer values
004D: jump_if_false Label0A86FF
0001: wait 0 ms
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label0A86DF
00D6: if 0
0038: $3D == 1 ;; integer values
004D: jump_if_false Label0A86D8
0004: $3D = 0 ;; integer values
0002: jump Label0A86FF

:Label0A86D8
0002: jump Label0A86F8

:Label0A86DF
00D6: if 0
0038: $3D == 0 ;; integer values
004D: jump_if_false Label0A86F8
0004: $3D = 1 ;; integer values

:Label0A86F8
0002: jump Label0A8690

:Label0A86FF
00BE: text_clear_all
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
0254: (unknown)
02A3: toggle_widescreen 0 (off)
0164: disable_marker $11A9
0164: disable_marker $11AA
0004: $11AD = 3 ;; integer values

:Label0A8721
00D6: if 0
0038: $11AD == 1 ;; integer values
004D: jump_if_false Label0A8753
0164: disable_marker $11A9
018A: $11AA = create_checkpoint_at -487.9 837.7 10.0
0004: $11AD = 2 ;; integer values

:Label0A8753
00D6: if 0
0038: $11AD == 3 ;; integer values
004D: jump_if_false Label0A8780
018A: $11A7 = create_checkpoint_at -562.7 782.7 22.4
0004: $11AD = 4 ;; integer values

:Label0A8780
00D6: if 0
0038: $11AD == 5 ;; integer values
004D: jump_if_false Label0A87AD
018A: $11AB = create_checkpoint_at -528.2 774.5 98.0
0004: $11AD = 6 ;; integer values
:Label0A87AD
00D6: if 0
0038: $11AD == 6 ;; integer values
004D: jump_if_false Label0A8A35
00D6: if 0
0038: $11B3 == 0 ;; integer values
004D: jump_if_false Label0A8A17
00D6: if 0
00F5: player $PLAYER_CHAR 1 (in-sphere)near_point -528.2 774.5 98.0 radius
5.0 5.0 5.0
004D: jump_if_false Label0A8A17
0164: disable_marker $11AB
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
02A3: toggle_widescreen 1 (on)
0253: (unknown)
015F: set_camera_position -531.8 817.6 99.1 0.0 0.0 0.0
0160: point_camera -532.3 825.6 98.7 2
0055: put_player $PLAYER_CHAR at -537.3 897.3 67.4
0171: set_player $PLAYER_CHAR z_angle_to 4.5
00BE: text_clear_all
0001: wait 500 ms
00BC: text_highpriority "POR4_08" 5000 ms 1 ;; ~g~Smash through the window to
start the course. You have until 07:00 before it gets too light to get up there
unseen.
0006: 16@ = 0 ;; integer values

:Label0A8881
00D6: if 0
001B: 5000 > 16@ ;; integer values
004D: jump_if_false Label0A88F0
0001: wait 0 ms
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label0A88D0
00D6: if 0
0038: $3D == 1 ;; integer values
004D: jump_if_false Label0A88C9
0004: $3D = 0 ;; integer values
0002: jump Label0A89D8

:Label0A88C9
0002: jump Label0A88E9

:Label0A88D0
00D6: if 0
0038: $3D == 0 ;; integer values
004D: jump_if_false Label0A88E9
0004: $3D = 1 ;; integer values

:Label0A88E9
0002: jump Label0A8881

:Label0A88F0
015F: set_camera_position -530.2 825.27 98.4 0.0 0.0 0.0
0160: point_camera -529.6 901.06 72.1 2
00BC: text_highpriority "POR4_09" 5000 ms 1 ;; ~g~The pickups will show you
which building to jump to next.
0006: 16@ = 0 ;; integer values
:Label0A8939
00D6: if 0
001B: 5000 > 16@ ;; integer values
004D: jump_if_false Label0A89D8
0001: wait 0 ms
00D6: if 0
00F5: player $PLAYER_CHAR 1 (in-sphere)near_point -526.2 886.2 70.0 radius
10.0 10.0 10.0
004D: jump_if_false Label0A8980

:Label0A8980
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label0A89B8
00D6: if 0
0038: $3D == 1 ;; integer values
004D: jump_if_false Label0A89B1
0004: $3D = 0 ;; integer values
0002: jump Label0A89D8

:Label0A89B1
0002: jump Label0A89D1

:Label0A89B8
00D6: if 0
0038: $3D == 0 ;; integer values
004D: jump_if_false Label0A89D1
0004: $3D = 1 ;; integer values

:Label0A89D1
0002: jump Label0A8939

:Label0A89D8
00BE: text_clear_all
0055: put_player $PLAYER_CHAR at -528.2 774.5 96.5
0171: set_player $PLAYER_CHAR z_angle_to 4.5
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
0254: (unknown)
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
02A3: toggle_widescreen 0 (off)
0004: $11AD = 7 ;; integer values
0004: $11B3 = 1 ;; integer values

:Label0A8A17
0164: disable_marker $11AB
0164: disable_marker $11AC
018A: $11AC = create_checkpoint_at -526.2 886.2 70.0

:Label0A8A35
00D6: if 0
0038: $11AD == 7 ;; integer values
004D: jump_if_false Label0A8A97
00D6: if 0
00F5: player $PLAYER_CHAR 1 (in-sphere)near_point -526.2 886.2 70.0 radius
10.0 10.0 10.0
004D: jump_if_false Label0A8A97
0164: disable_marker $11AC
018A: $11AC = create_checkpoint_at -552.6 1074.7 52.4
0004: $11AD = 8 ;; integer values

:Label0A8A97
00D6: if 0
0038: $11AD == 8 ;; integer values
004D: jump_if_false Label0A8B0C
00D6: if 0
00F5: player $PLAYER_CHAR 1 (in-sphere)near_point -552.6 1074.7 52.4 radius
15.0 15.0 15.0
004D: jump_if_false Label0A8B0C
018C: play_sound 1 at 0.0 0.0 0.0
0164: disable_marker $11AC
018A: $11AC = create_checkpoint_at -645.7 1129.7 29.1
0004: $11AD = 9 ;; integer values

:Label0A8B0C
00D6: if 0
0038: $11AD == 9 ;; integer values
004D: jump_if_false Label0A8B81
00D6: if 0
00F5: player $PLAYER_CHAR 1 (in-sphere)near_point -645.7 1129.7 29.1 radius
10.0 10.0 10.0
004D: jump_if_false Label0A8B81
018C: play_sound 1 at 0.0 0.0 0.0
0164: disable_marker $11AC
018A: $11AC = create_checkpoint_at -695.5 1130.3 32.6
0004: $11AD = 10 ;; integer values

:Label0A8B81
00D6: if 0
0038: $11AD == 10 ;; integer values
004D: jump_if_false Label0A8BF6
00D6: if 0
00F5: player $PLAYER_CHAR 1 (in-sphere)near_point -695.5 1130.3 32.6 radius
10.0 10.0 10.0
004D: jump_if_false Label0A8BF6
018C: play_sound 1 at 0.0 0.0 0.0
0164: disable_marker $11AC
018A: $11AC = create_checkpoint_at -800.6 1141.7 25.6
0004: $11AD = 11 ;; integer values

:Label0A8BF6
00D6: if 0
0038: $11AD == 11 ;; integer values
004D: jump_if_false Label0A8C6B
00D6: if 0
00F5: player $PLAYER_CHAR 1 (in-sphere)near_point -800.6 1141.7 25.6 radius
20.0 20.0 20.0
004D: jump_if_false Label0A8C6B
018C: play_sound 1 at 0.0 0.0 0.0
0164: disable_marker $11AC
018A: $11AC = create_checkpoint_at -840.1 1194.3 16.7
0004: $11AD = 12 ;; integer values

:Label0A8C6B
00D6: if 0
0038: $11AD == 12 ;; integer values
004D: jump_if_false Label0A8CCD
00D6: if 0
00F5: player $PLAYER_CHAR 1 (in-sphere)near_point -840.1 1194.3 16.7 radius
10.0 10.0 10.0
004D: jump_if_false Label0A8CCD
0164: disable_marker $11AC
018A: $11AC = create_checkpoint_at -792.4 1299.2 27.9
0004: $11AD = 13 ;; integer values

:Label0A8CCD
00D6: if 0
0038: $11AD == 13 ;; integer values
004D: jump_if_false Label0A8D42
00D6: if 0
00F5: player $PLAYER_CHAR 1 (in-sphere)near_point -792.4 1299.2 27.9 radius
10.0 10.0 10.0
004D: jump_if_false Label0A8D42
018C: play_sound 1 at 0.0 0.0 0.0
0164: disable_marker $11AC
018A: $11AC = create_checkpoint_at -710.1 1302.5 20.6
0004: $11AD = 14 ;; integer values

:Label0A8D42
00D6: if 0
0038: $11AD == 14 ;; integer values
004D: jump_if_false Label0A8DB7
00D6: if 0
00F5: player $PLAYER_CHAR 1 (in-sphere)near_point -710.1 1302.5 20.6 radius
10.0 10.0 10.0
004D: jump_if_false Label0A8DB7
018C: play_sound 1 at 0.0 0.0 0.0
0164: disable_marker $11AC
018A: $11AC = create_checkpoint_at -681.8 1338.8 24.3
0004: $11AD = 15 ;; integer values

:Label0A8DB7
00D6: if 0
0038: $11AD == 15 ;; integer values
004D: jump_if_false Label0A8E2C
00D6: if 0
00F5: player $PLAYER_CHAR 1 (in-sphere)near_point -681.8 1338.8 24.3 radius
10.0 10.0 10.0
004D: jump_if_false Label0A8E2C
018C: play_sound 1 at 0.0 0.0 0.0
0164: disable_marker $11AC
018A: $11AC = create_checkpoint_at -573.5 1365.4 16.6
0004: $11AD = 16 ;; integer values

:Label0A8E2C
00D6: if 0
0038: $11AD == 16 ;; integer values
004D: jump_if_false Label0A8EA1
00D6: if 0
00F5: player $PLAYER_CHAR 1 (in-sphere)near_point -573.5 1365.4 16.6 radius
10.0 10.0 10.0
004D: jump_if_false Label0A8EA1
018C: play_sound 1 at 0.0 0.0 0.0
0164: disable_marker $11AC
018A: $11AC = create_checkpoint_at -482.0 1355.7 24.7
0004: $11AD = 17 ;; integer values
:Label0A8EA1
00D6: if 0
0018: $11AD > 16 ;; integer values
004D: jump_if_false Label0A8FA9
00D6: if 0
029F: player $PLAYER_CHAR stopped
004D: jump_if_false Label0A8FA9
00D6: if 0
0038: $11B7 == 0 ;; integer values
004D: jump_if_false Label0A8FA9
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
02A3: toggle_widescreen 1 (on)
0253: (unknown)
015F: set_camera_position -605.6 1371.6 23.1 0.0 0.0 0.0
0160: point_camera -562.94 1373.14 14.81 2
0001: wait 1000 ms

:Label0A8F1A
00D6: if 0
0030: $11B9 >= -140.0 ;; floating-point values
004D: jump_if_false Label0A8F56
0001: wait 0 ms
0453: object $70F set_rotation $11B9 0.0 0.0
007E: $11B9 -= unknown_inaccurate_float_timer 1.0 ;; floating-point values
0002: jump Label0A8F1A

:Label0A8F56
0001: wait 1000 ms
0164: disable_marker $11A7
00BC: text_highpriority "POR4_11" 7000 ms 1 ;; ~g~Return to the ladder if you
need access to the rooftops again.
0164: disable_marker $11A7
0167: $11A7 = create_marker_at -574.2 1373.35 16.1 5 2
0166: set_marker $11A7 brightness_to 1
02EB: restore_camera_with_jumpcut
0254: (unknown)
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
02A3: toggle_widescreen 0 (off)
0004: $11B7 = 1 ;; integer values

:Label0A8FA9
00D6: if 0
0038: $11AD == 17 ;; integer values
004D: jump_if_false Label0A901E
00D6: if 0
00F5: player $PLAYER_CHAR 1 (in-sphere)near_point -482.0 1355.7 24.7 radius
10.0 10.0 10.0
004D: jump_if_false Label0A901E
018C: play_sound 1 at 0.0 0.0 0.0
0164: disable_marker $11AC
018A: $11AC = create_checkpoint_at -410.6 1364.8 29.7
0004: $11AD = 18 ;; integer values

:Label0A901E
00D6: if 0
0038: $11AD == 18 ;; integer values
004D: jump_if_false Label0A9093
00D6: if 0
00F5: player $PLAYER_CHAR 1 (in-sphere)near_point -410.6 1364.8 29.7 radius
10.0 10.0 10.0
004D: jump_if_false Label0A9093
018C: play_sound 1 at 0.0 0.0 0.0
0164: disable_marker $11AC
018A: $11AC = create_checkpoint_at -354.3 1385.0 27.0
0004: $11AD = 19 ;; integer values

:Label0A9093
00D6: if 0
0038: $11AD == 19 ;; integer values
004D: jump_if_false Label0A9108
00D6: if 0
00F5: player $PLAYER_CHAR 1 (in-sphere)near_point -354.3 1385.0 27.0 radius
10.0 10.0 10.0
004D: jump_if_false Label0A9108
018C: play_sound 1 at 0.0 0.0 0.0
0164: disable_marker $11AC
018A: $11AC = create_checkpoint_at -283.3 1401.7 27.3
0004: $11AD = 20 ;; integer values

:Label0A9108
00D6: if 0
0038: $11AD == 20 ;; integer values
004D: jump_if_false Label0A917D
00D6: if 0
00F5: player $PLAYER_CHAR 1 (in-sphere)near_point -283.3 1401.7 27.3 radius
10.0 10.0 10.0
004D: jump_if_false Label0A917D
018C: play_sound 1 at 0.0 0.0 0.0
0164: disable_marker $11AC
018A: $11AC = create_checkpoint_at -280.5 1335.0 27.1
0004: $11AD = 21 ;; integer values

:Label0A917D
00D6: if 0
0038: $11AD == 21 ;; integer values
004D: jump_if_false Label0A91F2
00D6: if 0
00F5: player $PLAYER_CHAR 1 (in-sphere)near_point -280.5 1335.0 27.1 radius
10.0 10.0 10.0
004D: jump_if_false Label0A91F2
018C: play_sound 1 at 0.0 0.0 0.0
0164: disable_marker $11AC
018A: $11AC = create_checkpoint_at -277.1 1274.0 27.9
0004: $11AD = 22 ;; integer values

:Label0A91F2
00D6: if 0
0038: $11AD == 22 ;; integer values
004D: jump_if_false Label0A9267
00D6: if 0
00F5: player $PLAYER_CHAR 1 (in-sphere)near_point -277.1 1274.0 27.9 radius
10.0 10.0 10.0
004D: jump_if_false Label0A9267
018C: play_sound 1 at 0.0 0.0 0.0
0164: disable_marker $11AC
018A: $11AC = create_checkpoint_at -277.3 1216.3 42.6
0004: $11AD = 23 ;; integer values
:Label0A9267
00D6: if 0
0038: $11AD == 23 ;; integer values
004D: jump_if_false Label0A92DC
00D6: if 0
00F5: player $PLAYER_CHAR 1 (in-sphere)near_point -277.3 1216.3 42.6 radius
10.0 10.0 10.0
004D: jump_if_false Label0A92DC
018C: play_sound 1 at 0.0 0.0 0.0
0164: disable_marker $11AC
018A: $11AC = create_checkpoint_at -336.5 1047.8 38.7
0004: $11AD = 24 ;; integer values

:Label0A92DC
00D6: if 0
0038: $11AD == 24 ;; integer values
004D: jump_if_false Label0A932A
00D6: if 0
00F5: player $PLAYER_CHAR 1 (in-sphere)near_point -336.5 1047.8 38.7 radius
10.0 10.0 10.0
004D: jump_if_false Label0A932A
0164: disable_marker $11AC
0004: $11AD = 25 ;; integer values

:Label0A932A
00D6: if 0
0018: $11AD > 24 ;; integer values
004D: jump_if_false Label0A943C
00D6: if 0
029F: player $PLAYER_CHAR stopped
004D: jump_if_false Label0A943C
00D6: if 0
0038: $11B8 == 0 ;; integer values
004D: jump_if_false Label0A943C
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
02A3: toggle_widescreen 1 (on)
0253: (unknown)
0005: $11B9 = 0.0 ;; floating-point values
015F: set_camera_position -303.3 858.4 21.0 0.0 0.0 0.0
0160: point_camera -356.3 919.0 23.0 2
0001: wait 3000 ms
015F: set_camera_position -345.3 914.7 17.6 0.0 0.0 0.0
0160: point_camera -368.9 909.8 16.8 2
0001: wait 1000 ms

:Label0A93E5
00D6: if 0
0030: $11B9 >= -150.0 ;; floating-point values
004D: jump_if_false Label0A9421
0001: wait 0 ms
0453: object $710 set_rotation $11B9 0.0 157.0
007E: $11B9 -= unknown_inaccurate_float_timer 1.0 ;; floating-point values
0002: jump Label0A93E5

:Label0A9421
0001: wait 1000 ms
02EB: restore_camera_with_jumpcut
0254: (unknown)
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
02A3: toggle_widescreen 0 (off)
0004: $11B8 = 1 ;; integer values

:Label0A943C
00D6: if 0
0038: $11AD == 25 ;; integer values
004D: jump_if_false Label0A9469
018A: $11A8 = create_checkpoint_at -358.0 992.2 46.3
0004: $11AD = 26 ;; integer values

:Label0A9469
00D6: if 0
00DE: player $PLAYER_CHAR driving_vehicle_type #PCJ600
004D: jump_if_false Label0A94A6
00D6: if 0
0038: $11AD == 0 ;; integer values
004D: jump_if_false Label0A94A6
00BE: text_clear_all
00BC: text_highpriority "POR4_03" 5000 ms 1 ;; ~g~You will need to get onto the
roofs of the buildings. There should be a lift into one of the upper offices...
0004: $11AD = 1 ;; integer values

:Label0A94A6
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point 6.8 953.5 10.0 radius 80.0 80.0
80.0
004D: jump_if_false Label0A9525
00D6: if 0
0038: $11B2 == 0 ;; integer values
004D: jump_if_false Label0A951E
00A5: $11A5 = create_car #PCJ600 at -6.4 957.1 9.4
009A: $11A6 = create_actor 4 #GDA at .3 958.3 9.9
0004: $11B2 = 1 ;; integer values

:Label0A951E
0002: jump Label0A9548

:Label0A9525
00D6: if 0
0038: $11B2 == 1 ;; integer values
004D: jump_if_false Label0A9548
01C2: remove_references_to_actor $11A6 ;; Like turning an actor into a random
pedestrian
01C3: remove_references_to_car $11A5 ;; Like turning a car into any random car
0004: $11B2 = 0 ;; integer values

:Label0A9548
00D6: if 0
0038: $11AD == 0 ;; integer values
004D: jump_if_false Label0A9583
00D6: if 0
0038: $11B2 == 1 ;; integer values
004D: jump_if_false Label0A9583
00D6: if 0
0119: car $11A5 wrecked
004D: jump_if_false Label0A9583
0004: $11AD = 1 ;; integer values

:Label0A9583
00D6: if 0
00F8: player $PLAYER_CHAR stopped 1 (in-sphere)near_point -562.5 782.3 21.8
radius 2.0 2.0 2.0
004D: jump_if_false Label0A9F3F
00D6: if 0
847E: NOT player $PLAYER_CHAR driving_a_motorbike
004D: jump_if_false Label0A95D2
00BC: text_highpriority "POR4_07" 5000 ms 1 ;; ~g~You will need a bike so you
can jump from building to building.

:Label0A95D2
00D6: if 0
047E: player $PLAYER_CHAR driving_a_motorbike
004D: jump_if_false Label0A9F3F
00D6: if 0
0443: player $PLAYER_CHAR in_a_car
004D: jump_if_false Label0A9F3F
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
02A3: toggle_widescreen 1 (on)
0253: (unknown)
015F: set_camera_position -565.4 782.6 23.7 0.0 0.0 0.0
0160: point_camera -556.8 782.0 22.8 2
00DA: $11A3 = player $PLAYER_CHAR car
00AB: put_car $11A3 at -562.5 782.3 21.8
0175: set_car $11A3 z_angle_to 264.8
009A: $11A1 = create_actor 5 #WMOBU at -556.2 783.0 21.8
0173: set_actor $11A1 z_angle_to 204.7
009A: $11A2 = create_actor 5 #WFYBU at -555.8 781.3 21.8
0173: set_actor $11A2 z_angle_to 12.4
03F9: make_actors $11A1 $11A2 converse_in 86400000 ms
0001: wait 1000 ms
03CF: load_wav "LIFTOP" as 1

:Label0A96BA
00D6: if 0
83D0: NOT wav 1 loaded
004D: jump_if_false Label0A96D4
0001: wait 0 ms
0002: jump Label0A96BA

:Label0A96D4
03CF: load_wav "LIFTBEL" as 2

:Label0A96E0
00D6: if 0
83D0: NOT wav 2 loaded
004D: jump_if_false Label0A96FA
0001: wait 0 ms
0002: jump Label0A96E0

:Label0A96FA
03D1: play_wav 2

:Label0A96FE
00D6: if 0
83D2: NOT wav 2 ended
004D: jump_if_false Label0A9718
0001: wait 0 ms
0002: jump Label0A96FE
:Label0A9718
040D: unload_wav 2
03CF: load_wav "LIFTRUN" as 2

:Label0A9728
00D6: if 0
83D0: NOT wav 2 loaded
004D: jump_if_false Label0A9742
0001: wait 0 ms
0002: jump Label0A9728

:Label0A9742
0006: 16@ = 0 ;; integer values

:Label0A9749
0001: wait 0 ms
03D1: play_wav 1
034E: unknown_move_object $709 to -559.476 784.807 23.279 unknown_angle 0.0 .1
0.0 0
034E: unknown_move_object $70A to -559.476 779.64 23.279 unknown_angle 0.0 .1
0.0 0
00D6: if 0
0019: 16@ > 2000 ;; integer values
004D: jump_if_false Label0A97B5
0002: jump Label0A97BC

:Label0A97B5
0002: jump Label0A9749

:Label0A97BC
00D6: if 0
8118: NOT actor $11A1 dead
004D: jump_if_false Label0A97EE
00D6: if 0
8118: NOT actor $11A2 dead
004D: jump_if_false Label0A97EE
03F9: make_actors $11A1 $11A2 converse_in 10 ms
022D: set_actor $11A1 to_look_at_player $PLAYER_CHAR

:Label0A97EE
0001: wait 80 ms
00D6: if 0
8118: NOT actor $11A2 dead
004D: jump_if_false Label0A980A
022D: set_actor $11A2 to_look_at_player $PLAYER_CHAR

:Label0A980A
0001: wait 100 ms
03CF: load_wav "INLIFT" as 1

:Label0A981A
00D6: if 0
83D0: NOT wav 1 loaded
004D: jump_if_false Label0A9834
0001: wait 0 ms
0002: jump Label0A981A

:Label0A9834
00D6: if 0
8119: NOT car $11A3 wrecked
004D: jump_if_false Label0A9860
03A2: (unknown) $11A3 3
00AE: unknown_set_car $11A3 to_ignore_traffic_lights 3
0477: unknown_car $11A3 8 1100
03D1: play_wav 1

:Label0A9860
0006: 16@ = 0 ;; integer values

:Label0A9867
0001: wait 0 ms
00D6: if 0
8119: NOT car $11A3 wrecked
004D: jump_if_false Label0A98A8
00D6: if 0
01AD: car $11A3 0 ()near_point -557.9 782.3 1.3 1.3
004D: jump_if_false Label0A98A8
0002: jump Label0A98C9

:Label0A98A8
00D6: if 0
0019: 16@ > 900 ;; integer values
004D: jump_if_false Label0A98C2
0002: jump Label0A98C9

:Label0A98C2
0002: jump Label0A9867

:Label0A98C9
0477: unknown_car $11A3 5 1
00D6: if 0
8118: NOT actor $11A1 dead
004D: jump_if_false Label0A98FB
022F: set_actor $11A1 stop_looking
01BE: set_actor $11A1 to_look_at_spot -562.5 782.3 21.8

:Label0A98FB
0001: wait 80 ms
00D6: if 0
8118: NOT actor $11A2 dead
004D: jump_if_false Label0A9928
022F: set_actor $11A2 stop_looking
01BE: set_actor $11A2 to_look_at_spot -562.5 782.3 21.8

:Label0A9928
0001: wait 1000 ms
0006: 16@ = 0 ;; integer values
03CF: load_wav "LIFTCL" as 1

:Label0A9940
00D6: if 0
83D0: NOT wav 1 loaded
004D: jump_if_false Label0A995A
0001: wait 0 ms
0002: jump Label0A9940

:Label0A995A
0001: wait 0 ms
034E: unknown_move_object $709 to -559.476 783.107 23.279 unknown_angle 0.0 .1
0.0 0
034E: unknown_move_object $70A to -559.476 781.34 23.279 unknown_angle 0.0 .1
0.0 0
03D1: play_wav 1
00D6: if 0
0019: 16@ > 1000 ;; integer values
004D: jump_if_false Label0A9A54
00D6: if 0
0038: $11B0 == 0 ;; integer values
004D: jump_if_false Label0A9A54
009B: destroy_actor_instantly $11A1
009B: destroy_actor_instantly $11A2
009A: $11A1 = create_actor 5 #WMOBU at -550.0 788.7 96.5
0173: set_actor $11A1 z_angle_to 90.6
009A: $11A2 = create_actor 5 #WFYBU at -550.0 787.2 96.5
0173: set_actor $11A2 z_angle_to 90.6
00D6: if 0
8119: NOT car $11A3 wrecked
004D: jump_if_false Label0A9A4D
00AB: put_car $11A3 at -551.5 787.9 96.5
0175: set_car $11A3 z_angle_to 269.4

:Label0A9A4D
0004: $11B0 = 1 ;; integer values

:Label0A9A54
00D6: if 0
0019: 16@ > 2000 ;; integer values
004D: jump_if_false Label0A9A6E
0002: jump Label0A9A75

:Label0A9A6E
0002: jump Label0A995A

:Label0A9A75
03D1: play_wav 2
015F: set_camera_position -553.3 786.1 100.0 0.0 0.0 0.0
0160: point_camera -550.4 788.4 97.2 2
0507: set_camera_interference 1
0001: wait 5000 ms
040D: unload_wav 1
03CF: load_wav "LIFTBEL" as 2

:Label0A9AC5
00D6: if 0
83D0: NOT wav 2 loaded
004D: jump_if_false Label0A9ADF
0001: wait 0 ms
0002: jump Label0A9AC5

:Label0A9ADF
03D1: play_wav 2

:Label0A9AE3
00D6: if 0
83D2: NOT wav 2 ended
004D: jump_if_false Label0A9AFD
0001: wait 0 ms
0002: jump Label0A9AE3

:Label0A9AFD
040D: unload_wav 2
009A: $1199 = create_actor 5 #HFYBU at -564.4 784.4 96.5
0173: set_actor $1199 z_angle_to 3.1
009A: $119A = create_actor 5 #WFYBU at -552.6 768.6 96.5
0173: set_actor $119A z_angle_to 179.0
009A: $119B = create_actor 5 #HFYBU at -537.9 787.6 96.5
0173: set_actor $119B z_angle_to 92.5
009A: $119C = create_actor 5 #HFYBU at -524.0 811.6 96.5
0173: set_actor $119C z_angle_to 108.6
009A: $119D = create_actor 5 #WMOBU at -524.0 810.0 96.5
0173: set_actor $119D z_angle_to 0.0
03F9: make_actors $119C $119D converse_in 86400000 ms
009A: $119E = create_actor 5 #WMYBU at -529.5 826.9 96.5
0173: set_actor $119E z_angle_to 358.0
009A: $119F = create_actor 5 #WMYBU at -539.2 768.6 96.5
0173: set_actor $119F z_angle_to 6.5
009A: $11A0 = create_actor 5 #HFYBU at -540.2 769.3 96.5
0173: set_actor $11A0 z_angle_to 214.6
03F9: make_actors $119F $11A0 converse_in 86400000 ms
0004: $11AF = 1 ;; integer values
0507: set_camera_interference 0
015F: set_camera_position -557.0 787.7 99.0 0.0 0.0 0.0
0160: point_camera -550.6 787.6 97.5 2
0006: 16@ = 0 ;; integer values
03CF: load_wav "LIFTOP" as 1

:Label0A9C7C
00D6: if 0
83D0: NOT wav 1 loaded
004D: jump_if_false Label0A9C96
0001: wait 0 ms
0002: jump Label0A9C7C

:Label0A9C96
0001: wait 0 ms
03D1: play_wav 1
034E: unknown_move_object $70B to -553.563 790.595 97.917 unknown_angle 0.0 .1
0.0 0
034E: unknown_move_object $70C to -553.563 785.427 97.917 unknown_angle 0.0 .1
0.0 0
00D6: if 0
0019: 16@ > 2000 ;; integer values
004D: jump_if_false Label0A9D02
0002: jump Label0A9D09

:Label0A9D02
0002: jump Label0A9C96

:Label0A9D09
00D6: if 0
8119: NOT car $11A3 wrecked
004D: jump_if_false Label0A9D2A
0477: unknown_car $11A3 2 10000
0006: 16@ = 0 ;; integer values
:Label0A9D2A
0001: wait 0 ms
00D6: if 0
8119: NOT car $11A3 wrecked
004D: jump_if_false Label0A9D6B
00D6: if 0
01AD: car $11A3 0 ()near_point -560.5 788.0 1.0 1.0
004D: jump_if_false Label0A9D6B
0002: jump Label0A9D8C

:Label0A9D6B
00D6: if 0
0019: 16@ > 2500 ;; integer values
004D: jump_if_false Label0A9D85
0002: jump Label0A9D8C

:Label0A9D85
0002: jump Label0A9D2A

:Label0A9D8C
0477: unknown_car $11A3 5 1
00D6: if 0
81AD: NOT car $11A3 0 ()near_point -560.5 788.0 1.0 1.0
004D: jump_if_false Label0A9DD9
00AB: put_car $11A3 at -560.5 788.0 96.0
0175: set_car $11A3 z_angle_to 186.0

:Label0A9DD9
0001: wait 1000 ms
0006: 16@ = 0 ;; integer values
03CF: load_wav "LIFTCL" as 1

:Label0A9DF1
00D6: if 0
83D0: NOT wav 1 loaded
004D: jump_if_false Label0A9E0B
0001: wait 0 ms
0002: jump Label0A9DF1

:Label0A9E0B
0001: wait 0 ms
034E: unknown_move_object $70B to -553.563 788.895 97.917 unknown_angle 0.0 .1
0.0 0
034E: unknown_move_object $70C to -553.563 787.127 97.917 unknown_angle 0.0 .1
0.0 0
03D1: play_wav 1
00D6: if 0
0019: 16@ > 2000 ;; integer values
004D: jump_if_false Label0A9E77
0002: jump Label0A9E7E

:Label0A9E77
0002: jump Label0A9E0B

:Label0A9E7E
01C2: remove_references_to_actor $11A1 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $11A2 ;; Like turning an actor into a random
pedestrian
00D6: if 0
8119: NOT car $11A3 wrecked
004D: jump_if_false Label0A9E9F
03A2: (unknown) $11A3 0

:Label0A9E9F
0004: $11B0 = 0 ;; integer values
0507: set_camera_interference 0
02EB: restore_camera_with_jumpcut
0254: (unknown)
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
02A3: toggle_widescreen 0 (off)
00D6: if 21
0038: $11AD == 1 ;; integer values
0038: $11AD == 2 ;; integer values
004D: jump_if_false Label0A9EDE
0164: disable_marker $11AA
0004: $11AD = 4 ;; integer values

:Label0A9EDE
00D6: if 0
0038: $11AD == 4 ;; integer values
004D: jump_if_false Label0A9F33
00BE: text_clear_all
00BC: text_highpriority "POR4_06" 7000 ms 1 ;; ~g~Return to the lower office if
you need access to the rooftops again.
0164: disable_marker $11A7
0167: $11A7 = create_marker_at -562.7 782.7 22.4 5 2
0166: set_marker $11A7 brightness_to 1
0004: $11AD = 5 ;; integer values
0002: jump Label0A9F3F

:Label0A9F33
0164: disable_marker $11A8
0004: $11AD = 7 ;; integer values

:Label0A9F3F
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point -568.0 793.2 22.0 radius 40.0 40.0
40.0
004D: jump_if_false Label0AA0A5
00D6: if 0
0057: player $PLAYER_CHAR 0 ()in_cube -576.9 836.2 15.0 -583.0 821.6 25.0
004D: jump_if_false Label0AA09E
00D6: if 0
0038: $11AE == 0 ;; integer values
004D: jump_if_false Label0AA09E
009A: $1193 = create_actor 5 #HFYBU at -571.5 776.5 21.8
0173: set_actor $1193 z_angle_to 355.4
009A: $1194 = create_actor 5 #WFYBU at -570.9 779.1 21.8
0173: set_actor $1194 z_angle_to 171.2
03F9: make_actors $1193 $1194 converse_in 86400000 ms
009A: $1195 = create_actor 5 #WMYBU at -574.1 788.0 21.8
0173: set_actor $1195 z_angle_to 278.0
009A: $1196 = create_actor 5 #HFYBU at -571.2 810.6 21.8
0173: set_actor $1196 z_angle_to 272.9
009A: $1197 = create_actor 5 #HFYBU at -560.8 787.5 21.8
0173: set_actor $1197 z_angle_to 278.8
009A: $1198 = create_actor 5 #WMOBU at -569.4 810.5 21.8
0173: set_actor $1198 z_angle_to 114.1
03F9: make_actors $1196 $1198 converse_in 86400000 ms
0004: $11AE = 1 ;; integer values

:Label0AA09E
0002: jump Label0AA0DC

:Label0AA0A5
00D6: if 0
0038: $11AE == 1 ;; integer values
004D: jump_if_false Label0AA0DC
009B: destroy_actor_instantly $1193
009B: destroy_actor_instantly $1194
009B: destroy_actor_instantly $1195
009B: destroy_actor_instantly $1196
009B: destroy_actor_instantly $1197
009B: destroy_actor_instantly $1198
0004: $11AE = 0 ;; integer values

:Label0AA0DC
00D6: if 0
8118: NOT actor $1195 dead
004D: jump_if_false Label0AA0F8
0372: set_actor $1195 anim 24 wait_state_time 999999 ms

:Label0AA0F8
00D6: if 0
8118: NOT actor $1197 dead
004D: jump_if_false Label0AA114
0372: set_actor $1197 anim 25 wait_state_time 999999 ms

:Label0AA114
00D6: if 0
8118: NOT actor $1198 dead
004D: jump_if_false Label0AA130
0372: set_actor $1198 anim 24 wait_state_time 999999 ms

:Label0AA130
00D6: if 0
8118: NOT actor $1199 dead
004D: jump_if_false Label0AA14C
0372: set_actor $1199 anim 24 wait_state_time 999999 ms

:Label0AA14C
00D6: if 0
8118: NOT actor $119A dead
004D: jump_if_false Label0AA168
0372: set_actor $119A anim 25 wait_state_time 999999 ms

:Label0AA168
00D6: if 0
8118: NOT actor $119B dead
004D: jump_if_false Label0AA184
0372: set_actor $119B anim 24 wait_state_time 999999 ms

:Label0AA184
00D6: if 0
8118: NOT actor $119F dead
004D: jump_if_false Label0AA1A0
0372: set_actor $119F anim 24 wait_state_time 999999 ms

:Label0AA1A0
00D6: if 0
8057: NOT player $PLAYER_CHAR 0 ()in_cube -568.6 765.4 90.9 -479.8 846.2
111.0
004D: jump_if_false Label0AA211
00D6: if 0
0038: $11AF == 1 ;; integer values
004D: jump_if_false Label0AA211
009B: destroy_actor_instantly $1199
009B: destroy_actor_instantly $119A
009B: destroy_actor_instantly $119B
009B: destroy_actor_instantly $119C
009B: destroy_actor_instantly $119D
009B: destroy_actor_instantly $119E
009B: destroy_actor_instantly $119F
009B: destroy_actor_instantly $11A0
0004: $11AF = 0 ;; integer values

:Label0AA211
00D6: if 0
0038: $11AD == 26 ;; integer values
004D: jump_if_false Label0AA6CB
00D6: if 0
00F9: player $PLAYER_CHAR stopped 1 (in-sphere)near_point_on_foot -355.6 990.8
44.4 radius 1.0 1.0 2.0
004D: jump_if_false Label0AA6CB
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
02A3: toggle_widescreen 1 (on)
00BF: $11B5 = current_time_hours, $11B6 = current_time_minutes
00D6: if 0
0018: $11B5 > 16 ;; integer values
004D: jump_if_false Label0AA290
00D6: if 0
001A: 23 > $11B5 ;; integer values
004D: jump_if_false Label0AA290
00C0: set_current_time 23 0

:Label0AA290
0395: clear_area 1 at -356.1 990.1 range 44.4 1.0
0055: put_player $PLAYER_CHAR at -356.1 990.1 44.4
0171: set_player $PLAYER_CHAR z_angle_to 260.5
015F: set_camera_position -358.1 991.5 46.8 0.0 0.0 0.0
0160: point_camera -355.2 990.3 46.1 2
02E4: load_cutscene_data "GSPOT"
02E7: start_cutscene
0001: wait 1000 ms
0372: set_actor $PLAYER_ACTOR anim 25 wait_state_time 1000 ms
0001: wait 2000 ms
053D: $PLAYER_ACTOR
0108: destroy_object $70E
0001: wait 500 ms
029B: $70E = init_object -70 (DTS_SOAPYTITWANK_A) at -324.797 991.184 71.708
0001: wait 500 ms
0108: destroy_object $70E
0001: wait 500 ms
029B: $70E = init_object -70 (DTS_SOAPYTITWANK_A) at -324.797 991.184 71.708
0001: wait 300 ms
0108: destroy_object $70E
0001: wait 200 ms
029B: $70E = init_object -70 (DTS_SOAPYTITWANK_A) at -324.797 991.184 71.708
0001: wait 100 ms
0108: destroy_object $70E
0001: wait 50 ms
029B: $70E = init_object -70 (DTS_SOAPYTITWANK_A) at -324.797 991.184 71.708
0001: wait 10 ms
0108: destroy_object $70E
0001: wait 10 ms
029B: $70E = init_object -70 (DTS_SOAPYTITWANK_A) at -324.797 991.184 71.708
0001: wait 10 ms
0108: destroy_object $70E
0001: wait 500 ms
015F: set_camera_position -350.1 991.07 44.97 0.0 0.0 0.0
0160: point_camera -478.2 969.8 137.3 2
0001: wait 1000 ms
0055: put_player $PLAYER_CHAR at -342.9 984.7 44.8

:Label0AA428
00D6: if 0
834D: NOT unknown_rotate_object $70D unknown_angle 360.0 1.0 0
004D: jump_if_false Label0AA44F
0001: wait 0 ms
0002: jump Label0AA428

:Label0AA44F
0001: wait 500 ms
029B: $11A4 = init_object -160 (DTS_SOAPYTITWANK_B) at -419.28 952.886 140.66
0001: wait 10 ms
0108: destroy_object $11A4
0001: wait 10 ms
029B: $11A4 = init_object -160 (DTS_SOAPYTITWANK_B) at -419.28 952.886 140.66
0001: wait 10 ms
0108: destroy_object $11A4
0001: wait 50 ms
029B: $11A4 = init_object -160 (DTS_SOAPYTITWANK_B) at -419.28 952.886 140.66
0001: wait 100 ms
0108: destroy_object $11A4
0001: wait 200 ms
029B: $11A4 = init_object -160 (DTS_SOAPYTITWANK_B) at -419.28 952.886 140.66
0001: wait 300 ms
0108: destroy_object $11A4
0001: wait 500 ms
029B: $11A4 = init_object -160 (DTS_SOAPYTITWANK_B) at -419.28 952.886 140.66
0001: wait 500 ms
0108: destroy_object $11A4
0001: wait 500 ms
029B: $11A4 = init_object -160 (DTS_SOAPYTITWANK_B) at -419.28 952.886 140.66
01C7: remove_object_from_mission_cleanup_list $11A4
0001: wait 5000 ms
02EA: end_cutscene
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
02A3: toggle_widescreen 0 (off)
016A: fade 0 () 500 ms

:Label0AA544
00D6: if 0
016B: fading
004D: jump_if_false Label0AA55C
0001: wait 0 ms
0002: jump Label0AA544

:Label0AA55C
0055: put_player $PLAYER_CHAR at -2.8 985.9 10.9
04A6: $278 = create_asset_money_pickup_at $240 $241 $242 money $277 $277
03CB: set_camera 17.6 957.6 16.7
015F: set_camera_position 39.5 940.1 21.8 0.0 0.0 0.0
0160: point_camera 17.6 957.6 16.7 2
016A: fade 1 (back) 500 ms

:Label0AA5CF
00D6: if 0
016B: fading
004D: jump_if_false Label0AA5E7
0001: wait 0 ms
0002: jump Label0AA5CF

:Label0AA5E7
0394: play_music 1
00BA: text_styled "POR_AS1" 5000 ms 6 ;; FILM STUDIO ASSET COMPLETED
0001: wait 5000 ms
03CB: set_camera -4.0 961.5 9.7
015F: set_camera_position 9.2 964.6 12.9 0.0 0.0 0.0
0160: point_camera -4.0 961.5 9.7 2
01E5: text_1number_highpriority "POR_AS2" $277 6000 ms 1 ;; ~g~Inter Global
Films 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

:Label0AA661
00D6: if 0
016B: fading
004D: jump_if_false Label0AA679
0001: wait 0 ms
0002: jump Label0AA661

:Label0AA679
0055: put_player $PLAYER_CHAR at -353.0 990.0 44.4
0171: set_player $PLAYER_CHAR z_angle_to 102.5
0054: store_player $PLAYER_CHAR position_to $5F $60 $61
03CB: set_camera $5F $60 $61
016A: fade 1 (back) 500 ms
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
02A3: toggle_widescreen 0 (off)
0002: jump Label0AA714

:Label0AA6CB
00C1: $11B1 = minutes_to_current_time 7 0
00D6: if 0
0038: $11B1 == 0 ;; integer values
004D: jump_if_false Label0AA6FC
00BC: text_highpriority "POR4_10" 5000 ms 1 ;; ~r~It's too light to get up there
unseen.
0002: jump Label0AA703
:Label0AA6FC
0002: jump Label0A8575

:Label0AA703
00BA: text_styled "M_FAIL" 5000 ms 1 ;; MISSION FAILED!
0051: return

:Label0AA714
00BE: text_clear_all
01E3: text_1number_styled "M_PASS" 8000 5000 ms 1 ;; MISSION PASSED! $~1~
0110: clear_player $PLAYER_CHAR wanted_level
0109: player $PLAYER_CHAR money += 8000
014C: set_parked_car_generator $7CB cars_to_generate_to 101
034E: unknown_move_object $709 to -559.476 784.807 23.279 unknown_angle 0.0
10.0 0.0 0
034E: unknown_move_object $70A to -559.476 779.64 23.279 unknown_angle 0.0 10.0
0.0 0
034E: unknown_move_object $70B to -553.563 790.595 97.917 unknown_angle 0.0
10.0 0.0 0
034E: unknown_move_object $70C to -553.563 785.427 97.917 unknown_angle 0.0
10.0 0.0 0
030C: set_mission_points += 1
0318: set_latest_mission_passed "PORN_4" ;; G-spotlight
0164: disable_marker $100
04CE: $100 = create_icon_marker_without_sphere $1A8 at $240 $241 $242
0008: $497 += 1 ;; integer values
0004: $279 = 1 ;; integer values
0004: $104 = 1 ;; integer values
0051: return

:Label0AA80B
0004: $ONMISSION = 0 ;; integer values
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
0164: disable_marker $11A7
0164: disable_marker $11A8
0164: disable_marker $11A9
0164: disable_marker $11AA
0164: disable_marker $11AB
0164: disable_marker $11AC
0249: release_model #HFYBU
0249: release_model #WFYBU
0249: release_model #WMYBU
0249: release_model #WMOBU
0249: release_model #PCJ600
0249: release_model #GDA
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
00D8: mission_cleanup
0051: return

;-------------Mission 31---------------
; Originally: Shakedown

:Label0AA859
03A4: name_thread "PROTEC1"
0050: gosub Label0AA887
00D6: if 0
0112: wasted_or_busted
004D: jump_if_false Label0AA87E
0050: gosub Label0AC372

:Label0AA87E
0050: gosub Label0AC3E4
004E: end_thread

:Label0AA887
03D5: remove_text "M_FAIL" ;; MISSION FAILED!
0004: $ONMISSION = 1 ;; integer values
0317: increment_mission_attempts
0001: wait 0 ms
054C: use_GXT_table "PROT1"
058E: set_restart_mission_taxi_destination -288.2 -487.5 9.8 275.0
0004: $11D5 = 0 ;; integer values
0004: $11D6 = 301000 ;; integer values
0004: $11D7 = 0 ;; integer values
0004: $11D8 = 0 ;; integer values
0004: $11D9 = 0 ;; integer values
0004: $11DA = 0 ;; integer values
0004: $11DB = 0 ;; integer values
0004: $11DC = 0 ;; integer values
0004: $11DD = 0 ;; integer values
0004: $11DE = 0 ;; integer values
0004: $11DF = 0 ;; integer values
0004: $11E0 = 0 ;; integer values
0004: $11E1 = 0 ;; integer values
0004: $11E2 = 0 ;; integer values
0004: $11E3 = 0 ;; integer values
0004: $11E4 = 0 ;; integer values
0004: $11E5 = 0 ;; integer values
0004: $11E6 = 0 ;; integer values
0004: $11E7 = 0 ;; integer values
0004: $11E8 = 0 ;; integer values
0004: $11E9 = 0 ;; integer values
0004: $11EA = 0 ;; integer values
0004: $11EB = 0 ;; integer values
0004: $11EC = 0 ;; integer values
0004: $11ED = 0 ;; integer values
0004: $11EE = 0 ;; integer values
0004: $11EF = 0 ;; integer values
0004: $11F0 = 0 ;; integer values
0004: $11F1 = 0 ;; integer values
0004: $11F2 = 0 ;; integer values
0004: $11F3 = 0 ;; integer values
0004: $11F4 = 0 ;; integer values
0004: $11F5 = 0 ;; integer values
0004: $11F6 = 0 ;; integer values
0004: $11F7 = 0 ;; integer values
0004: $11F8 = 0 ;; integer values
0004: $11F9 = 0 ;; integer values
0004: $11FA = 0 ;; integer values
0004: $11FB = 0 ;; integer values
04BB: select_interiour 2 ;; select render area
0004: $3DF = 1 ;; integer values
023C: load_special_actor 1 "CSPLAY"
023C: load_special_actor 2 "CSKEN"
023C: load_special_actor 3 "CSBUDDY"
023C: load_special_actor 4 "CSAVERY"
03CB: set_camera -378.62 -552.676 18.534
038B: load_requested_models

:Label0AAA20
00D6: if 23
823D: NOT special_actor 1 loaded
823D: NOT special_actor 2 loaded
823D: NOT special_actor 3 loaded
823D: NOT special_actor 4 loaded
004D: jump_if_false Label0AAA46
0001: wait 0 ms
0002: jump Label0AAA20

:Label0AAA46
02E4: load_cutscene_data "BUD_1"
0395: clear_area 1 at -378.6 -552.6 range 25.5 15.0
0395: clear_area 1 at -379.0 -564.6 range 19.8 15.0
03DE: set_pedestrians_density_multiplier_to 0.0
0244: set_cutscene_pos -378.62 -552.676 18.534
041D: set_camera_near_clip .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: $88 = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim $88 "CSBUDDY"
02E5: $95 = create_cutscene_object #SPECIAL04
02E6: set_cutscene_anim $95 "CSAVERY"
016A: fade 1 (back) 1500 ms
03AD: set_rubbish 0 (invisible)
03AF: set_streaming 1 (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0AAB05
00D6: if 0
001A: 498 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0AAB28
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0AAB05

:Label0AAB28
00BC: text_highpriority "PRO1_A" 10000 ms 1 ;; Oh, we gotta redecorate this
place. We gotta make it look older.

:Label0AAB37
00D6: if 0
001A: 3470 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0AAB5A
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0AAB37

:Label0AAB5A
00BC: text_highpriority "PRO1_B" 10000 ms 1 ;; I can't stand this look. Tommy,
whadaya say? Whadaya say we put a bar in...

:Label0AAB69
00D6: if 0
001A: 7473 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0AAB8C
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0AAB69

:Label0AAB8C
00BC: text_highpriority "PRO1_C" 10000 ms 1 ;; You're my lawyer, Rosenberg, not
my interior decorator. Got it?

:Label0AAB9B
00D6: if 0
001A: 11644 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0AABBE
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0AAB9B

:Label0AABBE
00BC: text_highpriority "PRO1_D" 10000 ms 1 ;; Listen to me,

:Label0AABCD
00D6: if 0
001A: 12448 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0AABF0
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0AABCD

:Label0AABF0
00BC: text_highpriority "PRO1_E" 10000 ms 1 ;; The time to take over this town
is now. It's all out there waiting for us.

:Label0AABFF
00D6: if 0
001A: 16477 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0AAC22
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0AABFF

:Label0AAC22
00BC: text_highpriority "PRO1_F" 10000 ms 1 ;; We need to start seizing
territory,

:Label0AAC31
00D6: if 0
001A: 18657 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0AAC54
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0AAC31

:Label0AAC54
00BC: text_highpriority "PRO1_G" 10000 ms 1 ;; let Vice City know we're the new
players in town, know what I'm saying?

:Label0AAC63
00D6: if 0
001A: 21849 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0AAC86
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0AAC63

:Label0AAC86
00BC: text_highpriority "PRO1_I" 10000 ms 1 ;; What you need is a legitimate
front Tommy, real estate. It's never done me no harm.

:Label0AAC95
00D6: if 0
001A: 26212 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0AACB8
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0AAC95

:Label0AACB8
00BC: text_highpriority "PRO1_J" 10000 ms 1 ;; We need to start using some
muscle or we can kiss all that hard work goodbye.

:Label0AACC7
00D6: if 0
001A: 30323 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0AACEA
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0AACC7

:Label0AACEA
00BC: text_highpriority "PRO1_K" 10000 ms 1 ;; Local businesses know Diaz is
dead, and they're refusing to pay protection!

:Label0AACF9
00D6: if 0
001A: 34351 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0AAD1E
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0AACF9

:Label0AAD1E
00BC: text_highpriority "PRO1_L" 10000 ms 1 ;; Ooh! We could try bribery...

:Label0AAD2D
00D6: if 0
001A: 36310 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0AAD52
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0AAD2D

:Label0AAD52
00BC: text_highpriority "PRO1_M" 10000 ms 1 ;; Bribery? Screw bribery! I'll show
you how to make 'em scared!

:Label0AAD61
00D6: if 0
001A: 40077 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0AAD86
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0AAD61

:Label0AAD86
00BC: text_highpriority "PRO1_N" 10000 ms 1 ;; I'll be back here in five
minutes...

:Label0AAD95
00D6: if 0
001A: 41077 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0AADBA
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0AAD95

:Label0AADBA
00BE: text_clear_all

:Label0AADBC
00D6: if 0
001A: 42112 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0AADE1
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0AADBC

:Label0AADE1
016A: fade 0 () 1500 ms
00BE: text_clear_all

:Label0AADEA
00D6: if 0
016B: fading
004D: jump_if_false Label0AAE02
0001: wait 0 ms
0002: jump Label0AADEA

:Label0AAE02
03AD: set_rubbish 1 (visible)
02EA: end_cutscene
0296: unload_special_actor 1
0296: unload_special_actor 2
0296: unload_special_actor 3
0296: unload_special_actor 4
03DE: set_pedestrians_density_multiplier_to 1.0
01EB: set_car_density_to 1.0
0004: $3DF = 0 ;; integer values
04BB: select_interiour 0 ;; select render area
0169: set_fade_color 0 0 0
0001: wait 500 ms
03CB: set_camera -375.9 -510.6 16.2
0055: put_player $PLAYER_CHAR at -375.9 -544.6 16.2
0171: set_player $PLAYER_CHAR z_angle_to 360.0
0373: set_camera_directly_behind_player
04E3: unknown_player $PLAYER_CHAR 3 60000
0164: disable_marker $1B2
0164: disable_marker $1B5
0247: request_model #STINGER

:Label0AAE8A
00D6: if 0
8248: NOT model #STINGER available
004D: jump_if_false Label0AAEA5
0001: wait 0 ms
0002: jump Label0AAE8A

:Label0AAEA5
00A5: $11BA = create_car #STINGER at -345.3 -524.6 11.5
032B: $11BB = create_weapon_pickup #UZI 3 ammo 250 at -347.8 -527.2 12.7
016A: fade 1 (back) 1500 ms
00BC: text_highpriority "PRO1_11" 5000 ms 1 ;; ~g~Get to ~y~The North Point
Mall~g~ in ~y~Vice Point~g~.
00BB: text_lowpriority "PRO1_01" 5000 ms 1 ;; ~g~Do a hit and run on the shop
fronts and the owners will be begging for protection.
00BB: text_lowpriority "PRO1_13" 5000 ms 1 ;; ~g~You have five minutes to smash
them all.
0540: unknown_player $PLAYER_CHAR window_washer_credibility 0
018A: $11BC = create_checkpoint_at 459.9 1004.1 18.1
018A: $11BD = create_checkpoint_at 467.2 1012.0 18.1
018A: $11BE = create_checkpoint_at 457.5 1197.6 18.1
018A: $11BF = create_checkpoint_at 463.8 1207.4 18.1
018A: $11C0 = create_checkpoint_at 466.8 1211.8 18.1
018A: $11C1 = create_checkpoint_at 369.9 1222.0 18.1
018A: $11C2 = create_checkpoint_at 369.9 1212.2 18.1
018A: $11C3 = create_checkpoint_at 356.5 1120.0 24.5
018A: $11C4 = create_checkpoint_at 356.6 1115.5 24.5
018A: $11C5 = create_checkpoint_at 361.1 1110.2 24.5
018A: $11C6 = create_checkpoint_at 364.2 1107.2 24.5
018A: $11C7 = create_checkpoint_at 367.0 1104.2 24.5
018A: $11C8 = create_checkpoint_at 369.2 1101.7 24.5
018A: $11C9 = create_checkpoint_at 403.1 1022.0 24.5
018A: $11CA = create_checkpoint_at 403.1 1033.0 24.5
018A: $11CB = create_checkpoint_at 406.7 1041.0 24.5
018A: $11CC = create_checkpoint_at 421.0 1041.0 24.5
018A: $11CD = create_checkpoint_at 425.1 1035.7 24.5
018A: $11CE = create_checkpoint_at 425.1 1021.8 24.5
018A: $11CF = create_checkpoint_at 403.1 1024.6 18.1
018A: $11D0 = create_checkpoint_at 403.1 1033.0 18.1
018A: $11D1 = create_checkpoint_at 406.7 1041.0 18.1
018A: $11D2 = create_checkpoint_at 421.0 1041.0 18.1
018A: $11D3 = create_checkpoint_at 425.1 1035.7 18.1
018A: $11D4 = create_checkpoint_at 425.1 1021.8 18.1
014E: set_timer_to $11D6 type 1

:Label0AB10E
0001: wait 0 ms
00D6: if 0
0038: $3EB == 1 ;; integer values
004D: jump_if_false Label0ABEF9
00D6: if 0
0038: $11F6 == 0 ;; integer values
004D: jump_if_false Label0AB14C
00BC: text_highpriority "PRO1_12" 5000 ms 1 ;; ~g~Smash the panes of glass in
each shop front and the owners will be begging for new protection.
0004: $11F6 = 1 ;; integer values

:Label0AB14C
00D6: if 0
0038: $11D7 == 25 ;; integer values
004D: jump_if_false Label0AB16C
0004: $11D5 = 1 ;; integer values
0002: jump Label0ABEF9

:Label0AB16C
00D6: if 0
001A: 2 > $11D8 ;; integer values
004D: jump_if_false Label0AB234
00D6: if 0
0038: $11DD == 0 ;; integer values
004D: jump_if_false Label0AB1D9
00D6: if 0
0523: unknown_glass_window_at 459.9 1004.1 19.7 broken
004D: jump_if_false Label0AB1D9
0008: $11D8 += 1 ;; integer values
0004: $11DD = 1 ;; integer values
0008: $11D7 += 1 ;; integer values
018C: play_sound 1 at 0.0 0.0 0.0
0164: disable_marker $11BC

:Label0AB1D9
00D6: if 0
0038: $11DE == 0 ;; integer values
004D: jump_if_false Label0AB234
00D6: if 0
0523: unknown_glass_window_at 467.2 1012.0 19.7 broken
004D: jump_if_false Label0AB234
0008: $11D8 += 1 ;; integer values
0004: $11DE = 1 ;; integer values
0008: $11D7 += 1 ;; integer values
018C: play_sound 1 at 0.0 0.0 0.0
0164: disable_marker $11BD

:Label0AB234
00D6: if 0
0038: $11D8 == 2 ;; integer values
004D: jump_if_false Label0AB2AE
03CF: load_wav "BUD1_1" as 1

:Label0AB252
00D6: if 0
83D0: NOT wav 1 loaded
004D: jump_if_false Label0AB26C
0001: wait 0 ms
0002: jump Label0AB252

:Label0AB26C
00BC: text_highpriority "PRO1_04" 4000 ms 1 ;; My livelihood, destroyed!
03D1: play_wav 1

:Label0AB27F
00D6: if 0
83D2: NOT wav 1 ended
004D: jump_if_false Label0AB299
0001: wait 0 ms
0002: jump Label0AB27F

:Label0AB299
040D: unload_wav 1
03D5: remove_text "PRO1_04" ;; My livelihood, destroyed!
0004: $11D8 = 3 ;; integer values

:Label0AB2AE
00D6: if 0
0038: $11D8 == 3 ;; integer values
004D: jump_if_false Label0AB328
03CF: load_wav "BUD1_9" as 2

:Label0AB2CC
00D6: if 0
83D0: NOT wav 2 loaded
004D: jump_if_false Label0AB2E6
0001: wait 0 ms
0002: jump Label0AB2CC

:Label0AB2E6
00BC: text_highpriority "PRO1_09" 4000 ms 1 ;; Vercetti. Remember the name.
03D1: play_wav 2

:Label0AB2F9
00D6: if 0
83D2: NOT wav 2 ended
004D: jump_if_false Label0AB313
0001: wait 0 ms
0002: jump Label0AB2F9

:Label0AB313
040D: unload_wav 2
03D5: remove_text "PRO1_09" ;; Vercetti. Remember the name.
0004: $11D8 = 4 ;; integer values

:Label0AB328
00D6: if 0
001A: 3 > $11D9 ;; integer values
004D: jump_if_false Label0AB44B
00D6: if 0
0038: $11DF == 0 ;; integer values
004D: jump_if_false Label0AB395
00D6: if 0
0523: unknown_glass_window_at 457.5 1197.6 19.7 broken
004D: jump_if_false Label0AB395
0008: $11D9 += 1 ;; integer values
0004: $11DF = 1 ;; integer values
0008: $11D7 += 1 ;; integer values
018C: play_sound 1 at 0.0 0.0 0.0
0164: disable_marker $11BE

:Label0AB395
00D6: if 0
0038: $11E0 == 0 ;; integer values
004D: jump_if_false Label0AB3F0
00D6: if 0
0523: unknown_glass_window_at 463.8 1207.4 19.7 broken
004D: jump_if_false Label0AB3F0
0008: $11D9 += 1 ;; integer values
0004: $11E0 = 1 ;; integer values
0008: $11D7 += 1 ;; integer values
018C: play_sound 1 at 0.0 0.0 0.0
0164: disable_marker $11BF

:Label0AB3F0
00D6: if 0
0038: $11E1 == 0 ;; integer values
004D: jump_if_false Label0AB44B
00D6: if 0
0523: unknown_glass_window_at 466.8 1211.8 19.7 broken
004D: jump_if_false Label0AB44B
0008: $11D9 += 1 ;; integer values
0004: $11E1 = 1 ;; integer values
0008: $11D7 += 1 ;; integer values
018C: play_sound 1 at 0.0 0.0 0.0
0164: disable_marker $11C0

:Label0AB44B
00D6: if 0
0038: $11D9 == 3 ;; integer values
004D: jump_if_false Label0AB4C5
03CF: load_wav "BUD1_2" as 1

:Label0AB469
00D6: if 0
83D0: NOT wav 1 loaded
004D: jump_if_false Label0AB483
0001: wait 0 ms
0002: jump Label0AB469

:Label0AB483
00BC: text_highpriority "PRO1_05" 4000 ms 1 ;; Ruined...RUINED!!
03D1: play_wav 1

:Label0AB496
00D6: if 0
83D2: NOT wav 1 ended
004D: jump_if_false Label0AB4B0
0001: wait 0 ms
0002: jump Label0AB496

:Label0AB4B0
040D: unload_wav 1
03D5: remove_text "PRO1_05" ;; Ruined...RUINED!!
0004: $11D9 = 4 ;; integer values

:Label0AB4C5
00D6: if 0
001A: 2 > $11DA ;; integer values
004D: jump_if_false Label0AB58D
00D6: if 0
0038: $11E2 == 0 ;; integer values
004D: jump_if_false Label0AB532
00D6: if 0
0523: unknown_glass_window_at 369.9 1222.0 19.7 broken
004D: jump_if_false Label0AB532
0008: $11DA += 1 ;; integer values
0004: $11E2 = 1 ;; integer values
0008: $11D7 += 1 ;; integer values
018C: play_sound 1 at 0.0 0.0 0.0
0164: disable_marker $11C1

:Label0AB532
00D6: if 0
0038: $11E3 == 0 ;; integer values
004D: jump_if_false Label0AB58D
00D6: if 0
0523: unknown_glass_window_at 369.9 1212.2 19.7 broken
004D: jump_if_false Label0AB58D
0008: $11DA += 1 ;; integer values
0004: $11E3 = 1 ;; integer values
0008: $11D7 += 1 ;; integer values
018C: play_sound 1 at 0.0 0.0 0.0
0164: disable_marker $11C2

:Label0AB58D
00D6: if 0
0038: $11DA == 2 ;; integer values
004D: jump_if_false Label0AB607
03CF: load_wav "BUD1_3" as 1

:Label0AB5AB
00D6: if 0
83D0: NOT wav 1 loaded
004D: jump_if_false Label0AB5C5
0001: wait 0 ms
0002: jump Label0AB5AB

:Label0AB5C5
00BC: text_highpriority "PRO1_06" 4000 ms 1 ;; I pay through the ass for
protection!
03D1: play_wav 1

:Label0AB5D8
00D6: if 0
83D2: NOT wav 1 ended
004D: jump_if_false Label0AB5F2
0001: wait 0 ms
0002: jump Label0AB5D8

:Label0AB5F2
040D: unload_wav 1
03D5: remove_text "PRO1_06" ;; I pay through the ass for protection!
0004: $11DA = 3 ;; integer values

:Label0AB607
00D6: if 0
0038: $11DA == 3 ;; integer values
004D: jump_if_false Label0AB681
03CF: load_wav "BUD1_10" as 2

:Label0AB625
00D6: if 0
83D0: NOT wav 2 loaded
004D: jump_if_false Label0AB63F
0001: wait 0 ms
0002: jump Label0AB625

:Label0AB63F
00BC: text_highpriority "PRO1_10" 4000 ms 1 ;; I run this town now. ME!
03D1: play_wav 2

:Label0AB652
00D6: if 0
83D2: NOT wav 2 ended
004D: jump_if_false Label0AB66C
0001: wait 0 ms
0002: jump Label0AB652

:Label0AB66C
040D: unload_wav 2
03D5: remove_text "PRO1_10" ;; I run this town now. ME!
0004: $11DA = 4 ;; integer values

:Label0AB681
00D6: if 0
001A: 6 > $11DB ;; integer values
004D: jump_if_false Label0AB8B5
00D6: if 0
0038: $11E4 == 0 ;; integer values
004D: jump_if_false Label0AB6EE
00D6: if 0
0523: unknown_glass_window_at 356.5 1120.0 25.7 broken
004D: jump_if_false Label0AB6EE
0008: $11DB += 1 ;; integer values
0004: $11E4 = 1 ;; integer values
0008: $11D7 += 1 ;; integer values
018C: play_sound 1 at 0.0 0.0 0.0
0164: disable_marker $11C3

:Label0AB6EE
00D6: if 0
0038: $11E5 == 0 ;; integer values
004D: jump_if_false Label0AB749
00D6: if 0
0523: unknown_glass_window_at 356.6 1115.5 25.7 broken
004D: jump_if_false Label0AB749
0008: $11DB += 1 ;; integer values
0004: $11E5 = 1 ;; integer values
0008: $11D7 += 1 ;; integer values
018C: play_sound 1 at 0.0 0.0 0.0
0164: disable_marker $11C4

:Label0AB749
00D6: if 0
0038: $11E6 == 0 ;; integer values
004D: jump_if_false Label0AB7A4
00D6: if 0
0523: unknown_glass_window_at 361.1 1110.2 25.7 broken
004D: jump_if_false Label0AB7A4
0008: $11DB += 1 ;; integer values
0004: $11E6 = 1 ;; integer values
0008: $11D7 += 1 ;; integer values
018C: play_sound 1 at 0.0 0.0 0.0
0164: disable_marker $11C5

:Label0AB7A4
00D6: if 0
0038: $11E7 == 0 ;; integer values
004D: jump_if_false Label0AB7FF
00D6: if 0
0523: unknown_glass_window_at 364.2 1107.2 25.7 broken
004D: jump_if_false Label0AB7FF
0008: $11DB += 1 ;; integer values
0004: $11E7 = 1 ;; integer values
0008: $11D7 += 1 ;; integer values
018C: play_sound 1 at 0.0 0.0 0.0
0164: disable_marker $11C6

:Label0AB7FF
00D6: if 0
0038: $11E8 == 0 ;; integer values
004D: jump_if_false Label0AB85A
00D6: if 0
0523: unknown_glass_window_at 367.0 1104.2 25.7 broken
004D: jump_if_false Label0AB85A
0008: $11DB += 1 ;; integer values
0004: $11E8 = 1 ;; integer values
0008: $11D7 += 1 ;; integer values
018C: play_sound 1 at 0.0 0.0 0.0
0164: disable_marker $11C7

:Label0AB85A
00D6: if 0
0038: $11E9 == 0 ;; integer values
004D: jump_if_false Label0AB8B5
00D6: if 0
0523: unknown_glass_window_at 369.2 1101.7 25.7 broken
004D: jump_if_false Label0AB8B5
0008: $11DB += 1 ;; integer values
0004: $11E9 = 1 ;; integer values
0008: $11D7 += 1 ;; integer values
018C: play_sound 1 at 0.0 0.0 0.0
0164: disable_marker $11C8

:Label0AB8B5
00D6: if 0
0038: $11DB == 6 ;; integer values
004D: jump_if_false Label0AB92F
03CF: load_wav "BUD1_4" as 1

:Label0AB8D3
00D6: if 0
83D0: NOT wav 1 loaded
004D: jump_if_false Label0AB8ED
0001: wait 0 ms
0002: jump Label0AB8D3

:Label0AB8ED
00BC: text_highpriority "PRO1_07" 4000 ms 1 ;; My beautiful window display!
03D1: play_wav 1

:Label0AB900
00D6: if 0
83D2: NOT wav 1 ended
004D: jump_if_false Label0AB91A
0001: wait 0 ms
0002: jump Label0AB900

:Label0AB91A
040D: unload_wav 1
03D5: remove_text "PRO1_07" ;; My beautiful window display!
0004: $11DB = 7 ;; integer values

:Label0AB92F
00D6: if 0
001A: 12 > $11DC ;; integer values
004D: jump_if_false Label0ABD85
00D6: if 0
0038: $11EA == 0 ;; integer values
004D: jump_if_false Label0AB99C
00D6: if 0
0523: unknown_glass_window_at 403.1 1022.0 25.7 broken
004D: jump_if_false Label0AB99C
0008: $11DC += 1 ;; integer values
0004: $11EA = 1 ;; integer values
0008: $11D7 += 1 ;; integer values
018C: play_sound 1 at 0.0 0.0 0.0
0164: disable_marker $11C9

:Label0AB99C
00D6: if 0
0038: $11EB == 0 ;; integer values
004D: jump_if_false Label0AB9F7
00D6: if 0
0523: unknown_glass_window_at 403.1 1033.0 25.7 broken
004D: jump_if_false Label0AB9F7
0008: $11DC += 1 ;; integer values
0004: $11EB = 1 ;; integer values
0008: $11D7 += 1 ;; integer values
018C: play_sound 1 at 0.0 0.0 0.0
0164: disable_marker $11CA

:Label0AB9F7
00D6: if 0
0038: $11EC == 0 ;; integer values
004D: jump_if_false Label0ABA52
00D6: if 0
0523: unknown_glass_window_at 406.7 1041.0 25.7 broken
004D: jump_if_false Label0ABA52
0008: $11DC += 1 ;; integer values
0004: $11EC = 1 ;; integer values
0008: $11D7 += 1 ;; integer values
018C: play_sound 1 at 0.0 0.0 0.0
0164: disable_marker $11CB

:Label0ABA52
00D6: if 0
0038: $11ED == 0 ;; integer values
004D: jump_if_false Label0ABAAD
00D6: if 0
0523: unknown_glass_window_at 421.0 1041.0 25.7 broken
004D: jump_if_false Label0ABAAD
0008: $11DC += 1 ;; integer values
0004: $11ED = 1 ;; integer values
0008: $11D7 += 1 ;; integer values
018C: play_sound 1 at 0.0 0.0 0.0
0164: disable_marker $11CC

:Label0ABAAD
00D6: if 0
0038: $11EE == 0 ;; integer values
004D: jump_if_false Label0ABB08
00D6: if 0
0523: unknown_glass_window_at 425.1 1035.7 25.7 broken
004D: jump_if_false Label0ABB08
0008: $11DC += 1 ;; integer values
0004: $11EE = 1 ;; integer values
0008: $11D7 += 1 ;; integer values
018C: play_sound 1 at 0.0 0.0 0.0
0164: disable_marker $11CD

:Label0ABB08
00D6: if 0
0038: $11EF == 0 ;; integer values
004D: jump_if_false Label0ABB63
00D6: if 0
0523: unknown_glass_window_at 425.1 1021.8 25.7 broken
004D: jump_if_false Label0ABB63
0008: $11DC += 1 ;; integer values
0004: $11EF = 1 ;; integer values
0008: $11D7 += 1 ;; integer values
018C: play_sound 1 at 0.0 0.0 0.0
0164: disable_marker $11CE

:Label0ABB63
00D6: if 0
0038: $11F0 == 0 ;; integer values
004D: jump_if_false Label0ABBBE
00D6: if 0
0523: unknown_glass_window_at 403.1 1024.6 19.7 broken
004D: jump_if_false Label0ABBBE
0008: $11DC += 1 ;; integer values
0004: $11F0 = 1 ;; integer values
0008: $11D7 += 1 ;; integer values
018C: play_sound 1 at 0.0 0.0 0.0
0164: disable_marker $11CF

:Label0ABBBE
00D6: if 0
0038: $11F1 == 0 ;; integer values
004D: jump_if_false Label0ABC19
00D6: if 0
0523: unknown_glass_window_at 403.1 1033.0 19.7 broken
004D: jump_if_false Label0ABC19
0008: $11DC += 1 ;; integer values
0004: $11F1 = 1 ;; integer values
0008: $11D7 += 1 ;; integer values
018C: play_sound 1 at 0.0 0.0 0.0
0164: disable_marker $11D0
:Label0ABC19
00D6: if 0
0038: $11F2 == 0 ;; integer values
004D: jump_if_false Label0ABC74
00D6: if 0
0523: unknown_glass_window_at 406.7 1041.0 19.7 broken
004D: jump_if_false Label0ABC74
0008: $11DC += 1 ;; integer values
0004: $11F2 = 1 ;; integer values
0008: $11D7 += 1 ;; integer values
018C: play_sound 1 at 0.0 0.0 0.0
0164: disable_marker $11D1

:Label0ABC74
00D6: if 0
0038: $11F3 == 0 ;; integer values
004D: jump_if_false Label0ABCCF
00D6: if 0
0523: unknown_glass_window_at 421.0 1041.0 19.7 broken
004D: jump_if_false Label0ABCCF
0008: $11DC += 1 ;; integer values
0004: $11F3 = 1 ;; integer values
0008: $11D7 += 1 ;; integer values
018C: play_sound 1 at 0.0 0.0 0.0
0164: disable_marker $11D2

:Label0ABCCF
00D6: if 0
0038: $11F4 == 0 ;; integer values
004D: jump_if_false Label0ABD2A
00D6: if 0
0523: unknown_glass_window_at 425.1 1035.7 19.7 broken
004D: jump_if_false Label0ABD2A
0008: $11DC += 1 ;; integer values
0004: $11F4 = 1 ;; integer values
0008: $11D7 += 1 ;; integer values
018C: play_sound 1 at 0.0 0.0 0.0
0164: disable_marker $11D3

:Label0ABD2A
00D6: if 0
0038: $11F5 == 0 ;; integer values
004D: jump_if_false Label0ABD85
00D6: if 0
0523: unknown_glass_window_at 425.1 1021.8 19.7 broken
004D: jump_if_false Label0ABD85
0008: $11DC += 1 ;; integer values
0004: $11F5 = 1 ;; integer values
0008: $11D7 += 1 ;; integer values
018C: play_sound 1 at 0.0 0.0 0.0
0164: disable_marker $11D4

:Label0ABD85
00D6: if 0
0038: $11DC == 12 ;; integer values
004D: jump_if_false Label0ABDFF
03CF: load_wav "BUD1_5" as 1

:Label0ABDA3
00D6: if 0
83D0: NOT wav 1 loaded
004D: jump_if_false Label0ABDBD
0001: wait 0 ms
0002: jump Label0ABDA3

:Label0ABDBD
00BC: text_highpriority "PRO1_08" 4000 ms 1 ;; My store. My wonderful store.
03D1: play_wav 1

:Label0ABDD0
00D6: if 0
83D2: NOT wav 1 ended
004D: jump_if_false Label0ABDEA
0001: wait 0 ms
0002: jump Label0ABDD0

:Label0ABDEA
040D: unload_wav 1
03D5: remove_text "PRO1_08" ;; My store. My wonderful store.
0004: $11DC = 13 ;; integer values

:Label0ABDFF
00D6: if 0
0018: $11D7 > 4 ;; integer values
004D: jump_if_false Label0ABE31
00D6: if 0
0038: $11F7 == 0 ;; integer values
004D: jump_if_false Label0ABE31
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 1
0004: $11F7 = 1 ;; integer values

:Label0ABE31
00D6: if 0
0018: $11D7 > 9 ;; integer values
004D: jump_if_false Label0ABE63
00D6: if 0
0038: $11F8 == 0 ;; integer values
004D: jump_if_false Label0ABE63
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2
0004: $11F8 = 1 ;; integer values

:Label0ABE63
00D6: if 0
0018: $11D7 > 14 ;; integer values
004D: jump_if_false Label0ABE95
00D6: if 0
0038: $11F9 == 0 ;; integer values
004D: jump_if_false Label0ABE95
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 3
0004: $11F9 = 1 ;; integer values

:Label0ABE95
00D6: if 0
0018: $11D7 > 19 ;; integer values
004D: jump_if_false Label0ABEC7
00D6: if 0
0038: $11FA == 0 ;; integer values
004D: jump_if_false Label0ABEC7
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 4
0004: $11FA = 1 ;; integer values

:Label0ABEC7
00D6: if 0
0018: $11D7 > 24 ;; integer values
004D: jump_if_false Label0ABEF9
00D6: if 0
0038: $11FB == 0 ;; integer values
004D: jump_if_false Label0ABEF9
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 5
0004: $11FB = 1 ;; integer values

:Label0ABEF9
00D6: if 0
0038: $11D6 == 0 ;; integer values
004D: jump_if_false Label0ABF21
00BC: text_highpriority "PRO1_03" 5000 ms 1 ;; ~r~This was supposed to be a hit
and run, not a 'hit and have coffee'.
0002: jump Label0AC372

:Label0ABF21
00D6: if 0
0038: $11D5 == 1 ;; integer values
004D: jump_if_false Label0AC36B
0215: destroy_pickup $PRINT_WORKS_ASSET
0570: $27A = create_asset_radar_marker_with_icon 25 at $225 $226 $227
018B: show_on_radar $27A 2
0518: $PRINT_WORKS_ASSET = create_available_asset_pickup "PRNT_L" at $225 $226 $227
price $27B ;; Press the ~h~~k~~PED_ANSWER_PHONE~ ~w~button to purchase the Print
Works for $~1~
004F: create_thread Label00C9EB
0215: destroy_pickup $CAR_SHOWROOM_ASSET
0570: $270 = create_asset_radar_marker_with_icon 25 at $228 $229 $22A
018B: show_on_radar $270 2
0518: $CAR_SHOWROOM_ASSET = create_available_asset_pickup "CAR_L" at $228 $229 $22A
price $271 ;; Press the ~h~~k~~PED_ANSWER_PHONE~ ~w~button to purchase the Car
Showroom for $~1~
004F: create_thread Label00CA49
0215: destroy_pickup $FILM_STUDIO_ASSET
0570: $275 = create_asset_radar_marker_with_icon 25 at $22B $22C $22D
018B: show_on_radar $275 2
0518: $FILM_STUDIO_ASSET = create_available_asset_pickup "PORN_L" at $22B $22C $22D
price $276 ;; Press the ~h~~k~~PED_ANSWER_PHONE~ ~w~button to purchase the Film
Studios for $~1~
004F: create_thread Label00CAD5
0215: destroy_pickup $ICE_CREAM_FACTORY_ASSET
0570: $260 = create_asset_radar_marker_with_icon 25 at $22E $22F $230
018B: show_on_radar $260 2
0518: $ICE_CREAM_FACTORY_ASSET = create_available_asset_pickup "ICE_L" at $22E $22F
$230 price $261 ;; Press the ~h~~k~~PED_ANSWER_PHONE~ ~w~button to purchase the
Ice Cream Factory for $~1~
004F: create_thread Label00CB33
0215: destroy_pickup $2A6
0570: $26B = create_asset_radar_marker_with_icon 25 at $231 $232 $233
018B: show_on_radar $26B 2
0518: $2A6 = create_available_asset_pickup "TAXI_L" at $231 $232 $233 price
$26C ;; Press the ~h~~k~~PED_ANSWER_PHONE~ ~w~button to purchase the Taxi Company
for $~1~
004F: create_thread Label00CBC7
0215: destroy_pickup $2A7
0570: $27E = create_asset_radar_marker_with_icon 25 at $234 $235 $236
018B: show_on_radar $27E 2
0518: $2A7 = create_available_asset_pickup "BANK_L" at $234 $235 $236 price
$27F ;; Press the ~h~~k~~PED_ANSWER_PHONE~ ~w~button to purchase The Malibu for
$~1~
004F: create_thread Label00CC5B
0215: destroy_pickup $2A8
0570: $25B = create_asset_radar_marker_with_icon 25 at $237 $238 $239
018B: show_on_radar $25B 2
0518: $2A8 = create_available_asset_pickup "BOAT_L" at $237 $238 $239 price
$25C ;; Press the ~h~~k~~PED_ANSWER_PHONE~ ~w~button to purchase the Boatyard for
$~1~
004F: create_thread Label00CCB9
0215: destroy_pickup $267
0518: $267 = create_available_asset_pickup "STRP_L" at $23A $23B $23C price
$266 ;; Press the ~h~~k~~PED_ANSWER_PHONE~ ~w~button to purchase the Pole Position
Club for $~1~
0570: $265 = create_asset_radar_marker_with_icon 25 at $23A $23B $23C
018B: show_on_radar $265 2
004F: create_thread Label00CD45
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)
016A: fade 0 () 1500 ms

:Label0AC137
00D6: if 0
016B: fading
004D: jump_if_false Label0AC14F
0001: wait 0 ms
0002: jump Label0AC137

:Label0AC14F
02A3: toggle_widescreen 1 (on)
00C0: set_current_time 22 0
00D6: if 0
0038: $3EB == 1 ;; integer values
004D: jump_if_false Label0AC16F
04BB: select_interiour 0 ;; select render area

:Label0AC16F
01EB: set_car_density_to 0.0
03DE: set_pedestrians_density_multiplier_to 0.0
03CB: set_camera 475.4 -67.8 19.6
016A: fade 1 (back) 1500 ms
015F: set_camera_position 524.9 -88.8 15.6 0.0 0.0 0.0
0160: point_camera 498.2 -74.0 13.6 2
0006: 17@ = 0 ;; integer values
00BC: text_highpriority "BUYP1" 8000 ms 1 ;; You can now buy property in certain
areas of the map.

:Label0AC1DE
00D6: if 0
8019: NOT 17@ > 8000 ;; integer values
004D: jump_if_false Label0AC214
0001: wait 0 ms
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label0AC20D
0002: jump Label0AC2DF

:Label0AC20D
0002: jump Label0AC1DE

:Label0AC214
0006: 17@ = 0 ;; integer values
015F: set_camera_position 495.7 -79.5 12.6 0.0 0.0 0.0
0160: point_camera 488.6 -79.7 12.3 2
00BC: text_highpriority "BUYP2" 8000 ms 1 ;; If you see a green house pickup,
you can buy that property.

:Label0AC25D
00D6: if 0
8019: NOT 17@ > 8000 ;; integer values
004D: jump_if_false Label0AC293
0001: wait 0 ms
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label0AC28C
0002: jump Label0AC2DF

:Label0AC28C
0002: jump Label0AC25D

:Label0AC293
0006: 17@ = 0 ;; integer values
00BC: text_highpriority "BUYP3" 8000 ms 1 ;; Stand inside the pickup, then press
the ~h~~k~~PED_ANSWER_PHONE~~w~ button to purchase that property.

:Label0AC2A9
00D6: if 0
8019: NOT 17@ > 8000 ;; integer values
004D: jump_if_false Label0AC2DF
0001: wait 0 ms
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label0AC2D8
0002: jump Label0AC2DF

:Label0AC2D8
0002: jump Label0AC2A9

:Label0AC2DF
016A: fade 0 () 1000 ms

:Label0AC2E6
00D6: if 0
016B: fading
004D: jump_if_false Label0AC2FE
0001: wait 0 ms
0002: jump Label0AC2E6

:Label0AC2FE
00D6: if 0
0038: $3EB == 1 ;; integer values
004D: jump_if_false Label0AC314
04BB: select_interiour 4 ;; select render area

:Label0AC314
01EB: set_car_density_to 1.0
03DE: set_pedestrians_density_multiplier_to 1.0
0054: store_player $PLAYER_CHAR position_to $5F $60 $61
03CB: set_camera $5F $60 $61
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
02A3: toggle_widescreen 0 (off)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 (false)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 (false)
016A: fade 1 (back) 1000 ms
0110: clear_player $PLAYER_CHAR wanted_level
0002: jump Label0AC383

:Label0AC36B
0002: jump Label0AB10E

:Label0AC372
00BA: text_styled "M_FAIL" 5000 ms 1 ;; MISSION FAILED!
0051: return

:Label0AC383
00BE: text_clear_all
01E3: text_1number_styled "M_PASS" 2000 5000 ms 1 ;; MISSION PASSED! $~1~
0394: play_music 1
0109: player $PLAYER_CHAR money += 2000
030C: set_mission_points += 1
0318: set_latest_mission_passed "BUD_1" ;; Shakedown
0164: disable_marker $109
02A7: $109 = create_icon_marker_and_sphere 29 at -397.4 -561.3 18.7
004F: create_thread Label00C735
0004: $358 = 1 ;; integer values
0004: $10A = 1 ;; integer values
0051: return

:Label0AC3E4
0004: $ONMISSION = 0 ;; integer values
0540: unknown_player $PLAYER_CHAR window_washer_credibility 1
0164: disable_marker $1B2
0164: disable_marker $1B5
04CE: $1B2 = create_icon_marker_without_sphere 16 at 364.8 1051.5 21.0
04CE: $1B5 = create_icon_marker_without_sphere 18 at 364.8 1086.5 21.0
0164: disable_marker $11BC
0164: disable_marker $11BD
0164: disable_marker $11BE
0164: disable_marker $11BF
0164: disable_marker $11C0
0164: disable_marker $11C1
0164: disable_marker $11C2
0164: disable_marker $11C3
0164: disable_marker $11C4
0164: disable_marker $11C5
0164: disable_marker $11C6
0164: disable_marker $11C7
0164: disable_marker $11C8
0164: disable_marker $11C9
0164: disable_marker $11CA
0164: disable_marker $11CB
0164: disable_marker $11CC
0164: disable_marker $11CD
0164: disable_marker $11CE
0164: disable_marker $11CF
0164: disable_marker $11D0
0164: disable_marker $11D1
0164: disable_marker $11D2
0164: disable_marker $11D3
0164: disable_marker $11D4
00D6: if 0
8214: NOT pickup $11BB picked_up
004D: jump_if_false Label0AC4BA
0215: destroy_pickup $11BB

:Label0AC4BA
0249: release_model #STINGER
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
014F: stop_timer $11D6
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
00D8: mission_cleanup
0051: return

;-------------Mission 32---------------
; Originally: Bar Brawl

:Label0AC4D4
03A4: name_thread "PROTEC2"
0050: gosub Label0AC502
00D6: if 0
0112: wasted_or_busted
004D: jump_if_false Label0AC4F9
0050: gosub Label0AF3E3

:Label0AC4F9
0050: gosub Label0AF45A
004E: end_thread

:Label0AC502
03D5: remove_text "M_FAIL" ;; MISSION FAILED!
0004: $ONMISSION = 1 ;; integer values
0317: increment_mission_attempts
0001: wait 0 ms
054C: use_GXT_table "PROT2"
058E: set_restart_mission_taxi_destination -288.2 -487.5 9.8 275.0
0004: $1215 = 0 ;; integer values
0004: $1217 = 0 ;; integer values
0004: $1216 = 0 ;; integer values
0004: $3D = 0 ;; integer values
0004: $1218 = 0 ;; integer values
0004: $1219 = 0 ;; integer values
0004: $121A = 0 ;; integer values
0004: $121B = 301000 ;; integer values
0004: $121C = 0 ;; integer values
0004: $121D = 0 ;; integer values
0004: $121E = 0 ;; integer values
0004: $121F = 0 ;; integer values
0004: $120D = 0 ;; integer values
0004: $120E = 0 ;; integer values
04BB: select_interiour 2 ;; select render area
0215: destroy_pickup $80D
0004: $3DF = 1 ;; integer values
023C: load_special_actor 1 "CSPLAY"
023C: load_special_actor 2 "CSBUDDY"
023C: load_special_actor 3 "DGOONA"
023C: load_special_actor 4 "DGOONC"
023C: load_special_actor 5 "CSAVERY"
02F3: load_object #CUTOBJ01 "DCFAN"
02F3: load_object #CUTOBJ02 "DRINK"
03CB: set_camera -378.62 -552.676 18.534
038B: load_requested_models

:Label0AC617
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 Label0AC641
0001: wait 0 ms
0002: jump Label0AC617

:Label0AC641
00D6: if 21
8248: NOT model #CUTOBJ01 available
8248: NOT model #CUTOBJ02 available
004D: jump_if_false Label0AC661
0001: wait 0 ms
0002: jump Label0AC641

:Label0AC661
02E4: load_cutscene_data "BUD_2"
0395: clear_area 1 at -378.6 -552.6 range 25.5 15.0
0395: clear_area 1 at -379.0 -564.6 range 19.8 15.0
03DE: set_pedestrians_density_multiplier_to 0.0
0244: set_cutscene_pos -378.62 -552.676 18.534
041D: set_camera_near_clip .1
02E5: $7D = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $7D "CSPLAY"
02E5: $88 = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $88 "CSBUDDY"
02E5: $C1 = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim $C1 "DGOONA"
02E5: $C2 = create_cutscene_object #SPECIAL04
02E6: set_cutscene_anim $C2 "DGOONC"
02E5: $95 = create_cutscene_object #SPECIAL05
02E6: set_cutscene_anim $95 "CSAVERY"
02E5: $CB = create_cutscene_object #CUTOBJ01
04BC: "DCFAN"
02E6: set_cutscene_anim $CB "DCFAN"
02E5: $1220 = create_cutscene_object #CUTOBJ02
02E6: set_cutscene_anim $1220 "DRINK01"
02E5: $1221 = create_cutscene_object #CUTOBJ02
02E6: set_cutscene_anim $1221 "DRINK02"
02E5: $1222 = create_cutscene_object #CUTOBJ02
02E6: set_cutscene_anim $1222 "DRINK03"
016A: fade 1 (back) 1500 ms
03AD: set_rubbish 0 (invisible)
03AF: set_streaming 1 (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0AC792
00D6: if 0
001A: 5914 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0AC7B5
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0AC792

:Label0AC7B5
00BC: text_highpriority "PRO2_A" 10000 ms 1 ;; What's the problem?

:Label0AC7C4
00D6: if 0
001A: 7399 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0AC7E7
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0AC7C4

:Label0AC7E7
00BC: text_highpriority "PRO2_B" 10000 ms 1 ;; Some bar is refusing to pay.

:Label0AC7F6
00D6: if 0
001A: 9756 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0AC819
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0AC7F6

:Label0AC819
00BC: text_highpriority "PRO2_C" 10000 ms 1 ;; They reckon they're protected by
a local gang of thugs.

:Label0AC828
00D6: if 0
001A: 12705 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0AC84B
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0AC828

:Label0AC84B
00BC: text_highpriority "PRO2_D" 10000 ms 1 ;; But don't worry Tommy, I can
handle it.

:Label0AC85A
00D6: if 0
001A: 16592 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0AC87D
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0AC85A

:Label0AC87D
00BC: text_highpriority "PRO2_E" 10000 ms 1 ;; You call this handling it?

:Label0AC88C
00D6: if 0
001A: 19312 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0AC8AF
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0AC88C

:Label0AC8AF
00BC: text_highpriority "PRO2_F" 10000 ms 1 ;; You two, off your asses...

:Label0AC8BE
00D6: if 0
001A: 21275 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0AC8E1
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0AC8BE

:Label0AC8E1
00BC: text_highpriority "PRO2_G" 10000 ms 1 ;; Let's go.

:Label0AC8F0
00D6: if 0
001A: 22275 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0AC913
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0AC8F0

:Label0AC913
00BE: text_clear_all

:Label0AC915
00D6: if 0
001A: 22784 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0AC938
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0AC915

:Label0AC938
016A: fade 0 () 1500 ms
00BE: text_clear_all

:Label0AC941
00D6: if 0
016B: fading
004D: jump_if_false Label0AC959
0001: wait 0 ms
0002: jump Label0AC941

:Label0AC959
03AD: set_rubbish 1 (visible)
02EA: end_cutscene
0296: unload_special_actor 1
0296: unload_special_actor 2
0296: unload_special_actor 5
0249: release_model #CUTOBJ01
0249: release_model #CUTOBJ02
0213: $80D = create_pickup -86 (HEALTH) type 2 at -406.2503 -566.4947 19.5804
03DE: set_pedestrians_density_multiplier_to 1.0
01EB: set_car_density_to 1.0
04BB: select_interiour 0 ;; select render area
0004: $3DF = 0 ;; integer values
0169: set_fade_color 0 0 0
0001: wait 500 ms
0055: put_player $PLAYER_CHAR at -375.9 -544.6 16.2
03CB: set_camera -375.9 -510.6 16.2
0171: set_player $PLAYER_CHAR z_angle_to 360.0
0373: set_camera_directly_behind_player
04E3: unknown_player $PLAYER_CHAR 1 60000
0247: request_model #UZI
0247: request_model #BRASSKNUCKLE
0247: request_model #M4
0247: request_model #PCJ600
0247: request_model #OCEANIC
0247: request_model #SENTINEL

:Label0ACA0E
00D6: if 25
8248: NOT model #UZI available
8248: NOT model #BRASSKNUCKLE available
8248: NOT model #M4 available
8248: NOT model #PCJ600 available
8248: NOT model #OCEANIC available
8248: NOT model #SENTINEL available
004D: jump_if_false Label0ACA42
0001: wait 0 ms
0002: jump Label0ACA0E

:Label0ACA42
0247: request_model #GDA
0247: request_model #GDB
0247: request_model #HMOST
0247: request_model #SECURICA

:Label0ACA53
00D6: if 23
8248: NOT model #GDA available
8248: NOT model #GDB available
8248: NOT model #HMOST available
8248: NOT model #SECURICA available
004D: jump_if_false Label0ACA7A
0001: wait 0 ms
0002: jump Label0ACA53

:Label0ACA7A
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label0ACAA0
018A: $1214 = create_checkpoint_at 240.9 -1241.8 10.8
:Label0ACAA0
009A: $11FC = create_actor 13 #SPECIAL03 at -368.8 -544.8 16.2
04F5: unknown_actor $11FC kiss_player $PLAYER_CHAR on 1
01B2: give_actor $11FC weapon 23 ammo 30000 ;; Load the weapon model before
using this
01ED: reset_actor $11FC flags
02A9: set_actor $11FC immune_to_nonplayer 1
039E: (unknown) $11FC 1
0243: set_actor $11FC ped_stats_to 16
0291: unknown_actor $11FC unknown_behavior_flag 1
0173: set_actor $11FC z_angle_to 281.0
009A: $11FD = create_actor 13 #SPECIAL04 at -370.9 -546.8 16.2
04F5: unknown_actor $11FD kiss_player $PLAYER_CHAR on 1
01B2: give_actor $11FD weapon 23 ammo 30000 ;; Load the weapon model before
using this
01ED: reset_actor $11FD flags
02A9: set_actor $11FD immune_to_nonplayer 1
039E: (unknown) $11FD 1
0243: set_actor $11FD ped_stats_to 16
0291: unknown_actor $11FD unknown_behavior_flag 1
0173: set_actor $11FD z_angle_to 281.0
01DF: tie_actor $11FC to_player $PLAYER_CHAR
01DF: tie_actor $11FD to_player $PLAYER_CHAR
0319: set_actor $11FC wander_state_to 1 (off)
0319: set_actor $11FD wander_state_to 1 (off)
00A5: $1207 = create_car #SENTINEL at -345.3 -524.6 11.5
016A: fade 1 (back) 1500 ms
00BC: text_highpriority "PRO2_01" 11000 ms 1 ;; ~g~Take out the guards
protecting the Front Page Bar and find out who supplied them.
0376: $1202 = create_random_actor 236.8 -1244.0 10.9
0173: set_actor $1202 z_angle_to 320.4
0376: $1203 = create_random_actor 237.5 -1243.0 10.9
0173: set_actor $1203 z_angle_to 140.3
03F9: make_actors $1202 $1203 converse_in 86400000 ms
009A: $11FF = create_actor 11 #GDA at 243.1 -1243.4 10.0
0173: set_actor $11FF z_angle_to .9
01B2: give_actor $11FF weapon 23 ammo 10000 ;; Load the weapon model before
using this
01ED: reset_actor $11FF flags
0243: set_actor $11FF ped_stats_to 16
0187: $120F = create_marker_above_actor $11FF
0350: unknown_actor $11FF not_scared_flag 1
009A: $1200 = create_actor 11 #GDB at 243.2 -1239.9 10.0
0173: set_actor $1200 z_angle_to 194.6
01B2: give_actor $1200 weapon 23 ammo 10000 ;; Load the weapon model before
using this
01ED: reset_actor $1200 flags
0243: set_actor $1200 ped_stats_to 16
0187: $1210 = create_marker_above_actor $1200
0350: unknown_actor $1200 not_scared_flag 1
03F9: make_actors $1200 $11FF converse_in 86400000 ms

:Label0ACC7D
0001: wait 0 ms
00D6: if 0
0038: $1215 == 1 ;; integer values
004D: jump_if_false Label0ACCBD
00D6: if 0
8118: NOT actor $1202 dead
004D: jump_if_false Label0ACCA8
01C2: remove_references_to_actor $1202 ;; Like turning an actor into a random
pedestrian

:Label0ACCA8
00D6: if 0
8118: NOT actor $1203 dead
004D: jump_if_false Label0ACCBD
01C2: remove_references_to_actor $1202 ;; Like turning an actor into a random
pedestrian

:Label0ACCBD
00D6: if 0
0038: $1215 == 0 ;; integer values
004D: jump_if_false Label0ACD23
00D6: if 0
8118: NOT actor $11FF dead
004D: jump_if_false Label0ACCF9
00D6: if 0
0457: unknown_player $PLAYER_CHAR unknown_actor $11FF
004D: jump_if_false Label0ACCF9
0004: $1215 = 1 ;; integer values

:Label0ACCF9
00D6: if 0
8118: NOT actor $1200 dead
004D: jump_if_false Label0ACD23
00D6: if 0
0457: unknown_player $PLAYER_CHAR unknown_actor $1200
004D: jump_if_false Label0ACD23
0004: $1215 = 1 ;; integer values

:Label0ACD23
00D6: if 0
0038: $1218 == 0 ;; integer values
004D: jump_if_false Label0ACE05
00D6: if 0
8118: NOT actor $11FC dead
004D: jump_if_false Label0ACE05
00D6: if 0
0320: actor $11FC in_range_of_player $PLAYER_CHAR
004D: jump_if_false Label0ACE05
00D6: if 0
00E0: player $PLAYER_CHAR driving
004D: jump_if_false Label0ACE05
00D6: if 0
8449: NOT actor $11FC in_a_car
004D: jump_if_false Label0ACE05
00D6: if 0
847E: NOT player $PLAYER_CHAR driving_a_motorbike
004D: jump_if_false Label0ACE05
00D6: if 0
84AA: NOT $PLAYER_CHAR
004D: jump_if_false Label0ACE05
03CF: load_wav "BUD2_1" as 1

:Label0ACDA4
00D6: if 0
83D0: NOT wav 1 loaded
004D: jump_if_false Label0ACDBE
0001: wait 0 ms
0002: jump Label0ACDA4

:Label0ACDBE
00BC: text_highpriority "PRO2_11" 4000 ms 1 ;; Get in the car, useless.
03D1: play_wav 1

:Label0ACDD1
00D6: if 1
83D2: NOT wav 1 ended
8118: NOT actor $11FC dead
004D: jump_if_false Label0ACDF0
0001: wait 0 ms
0002: jump Label0ACDD1

:Label0ACDF0
040D: unload_wav 1
03D5: remove_text "PRO2_11" ;; Get in the car, useless.
0004: $1218 = 1 ;; integer values

:Label0ACE05
00D6: if 0
8118: NOT actor $11FF dead
004D: jump_if_false Label0ACE77
00D6: if 0
8184: NOT actor $11FF health >= 95
004D: jump_if_false Label0ACE40
00D6: if 0
0038: $1215 == 0 ;; integer values
004D: jump_if_false Label0ACE40
0004: $1215 = 1 ;; integer values

:Label0ACE40
00D6: if 0
0038: $1215 == 1 ;; integer values
004D: jump_if_false Label0ACE70
0350: unknown_actor $11FF not_scared_flag 0
011A: set_actor $11FF flags 1
011A: set_actor $11FF flags 8192
01CA: actor $11FF kill_player $PLAYER_CHAR

:Label0ACE70
0002: jump Label0ACE9A

:Label0ACE77
00D6: if 0
0038: $1215 == 0 ;; integer values
004D: jump_if_false Label0ACE90
0004: $1215 = 1 ;; integer values

:Label0ACE90
0164: disable_marker $120F
01C2: remove_references_to_actor $11FF ;; Like turning an actor into a random
pedestrian

:Label0ACE9A
00D6: if 0
8118: NOT actor $1200 dead
004D: jump_if_false Label0ACFB6
00D6: if 0
8184: NOT actor $1200 health >= 95
004D: jump_if_false Label0ACED5
00D6: if 0
0038: $1215 == 0 ;; integer values
004D: jump_if_false Label0ACED5
0004: $1215 = 1 ;; integer values

:Label0ACED5
00D6: if 0
0038: $1215 == 1 ;; integer values
004D: jump_if_false Label0ACFAF
0350: unknown_actor $1200 not_scared_flag 0
00D6: if 0
0038: $1216 == 0 ;; integer values
004D: jump_if_false Label0ACF52
00D6: if 0
80EC: NOT actor $1200 0 ()near_point 240.2 -1241.8 radius 1.0 1.0
004D: jump_if_false Label0ACF3C
0239: actor $1200 run_to 240.2 -1241.8
0002: jump Label0ACF52

:Label0ACF3C
0239: actor $1200 run_to 242.9 -1241.5
0004: $1216 = 1 ;; integer values

:Label0ACF52
00D6: if 0
0038: $1216 == 1 ;; integer values
004D: jump_if_false Label0ACFAF
00D6: if 0
80EC: NOT actor $1200 0 ()near_point 242.9 -1241.5 radius 1.0 1.0
004D: jump_if_false Label0ACFA0
0239: actor $1200 run_to 242.9 -1241.5
0002: jump Label0ACFAF

:Label0ACFA0
01D0: actor $1200 avoid_player $PLAYER_CHAR
0004: $1216 = 2 ;; integer values

:Label0ACFAF
0002: jump Label0ACFD9

:Label0ACFB6
00D6: if 0
0038: $1215 == 0 ;; integer values
004D: jump_if_false Label0ACFCF
0004: $1215 = 1 ;; integer values

:Label0ACFCF
0164: disable_marker $1210
01C2: remove_references_to_actor $1200 ;; Like turning an actor into a random
pedestrian

:Label0ACFD9
00D6: if 0
0118: actor $11FF dead
004D: jump_if_false Label0AD71C
00D6: if 0
0118: actor $1200 dead
004D: jump_if_false Label0AD71C
00D6: if 0
00F9: player $PLAYER_CHAR stopped 1 (in-sphere)near_point_on_foot 240.9 -1241.8
10.8 radius 1.0 1.0 2.0
004D: jump_if_false Label0AD6E0
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
02A3: toggle_widescreen 1 (on)
0164: disable_marker $1214
03EB: clear_small_messages_only
009A: $11FE = create_actor 4 #HMOST at 235.6 -1236.0 13.3
01ED: reset_actor $11FE flags
01D1: actor $11FE follow_actor $PLAYER_ACTOR
01BE: set_actor $PLAYER_ACTOR to_look_at_spot 233.1 -1240.6 11.9
0568: $11FE 1
015F: set_camera_position 245.88 -1241.78 13.24 0.0 0.0 0.0
0160: point_camera 240.75 -1241.51 11.93 2
0006: 16@ = 0 ;; integer values

:Label0AD0B5
0001: wait 0 ms
00D6: if 0
8118: NOT actor $11FE dead
004D: jump_if_false Label0AD6D2
00D6: if 0
8118: NOT actor $11FC dead
004D: jump_if_false Label0AD10B
00D6: if 0
00F3: actor $11FC near_actor_on_foot $11FE radius 5.0 5.0 0
004D: jump_if_false Label0AD10B
01E0: clear_leader $11FC
0291: unknown_actor $11FC unknown_behavior_flag 0
0350: unknown_actor $11FC not_scared_flag 1

:Label0AD10B
00D6: if 0
8118: NOT actor $11FD dead
004D: jump_if_false Label0AD14D
00D6: if 0
00F3: actor $11FD near_actor_on_foot $11FE radius 5.0 5.0 0
004D: jump_if_false Label0AD14D
01E0: clear_leader $11FD
0291: unknown_actor $11FD unknown_behavior_flag 0
0350: unknown_actor $11FD not_scared_flag 1

:Label0AD14D
00D6: if 21
00F3: actor $PLAYER_ACTOR near_actor_on_foot $11FE radius 2.0 2.0 0
0019: 16@ > 2000 ;; integer values
004D: jump_if_false Label0AD6D2
0001: wait 500 ms
00D6: if 0
8118: NOT actor $11FE dead
004D: jump_if_false Label0AD19E
011C: actor $11FE clear_objective
020F: actor $11FE look_at_player $PLAYER_CHAR
020E: actor $PLAYER_ACTOR look_at_actor $11FE
:Label0AD19E
0372: set_actor $PLAYER_ACTOR anim 19 wait_state_time 10000 ms
03CF: load_wav "BUD2_2" as 1
03CF: load_wav "BUD2_3" as 2

:Label0AD1C0
00D6: if 21
83D0: NOT wav 1 loaded
83D0: NOT wav 2 loaded
004D: jump_if_false Label0AD1DE
0001: wait 0 ms
0002: jump Label0AD1C0

:Label0AD1DE
00BC: text_highpriority "PRO2_02" 4000 ms 1 ;; Your protection needs a little
more protection.
03D1: play_wav 1

:Label0AD1F1
00D6: if 0
83D2: NOT wav 1 ended
004D: jump_if_false Label0AD25C
0001: wait 0 ms
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label0AD23C
00D6: if 0
0038: $3D == 1 ;; integer values
004D: jump_if_false Label0AD235
0004: $3D = 0 ;; integer values
0002: jump Label0AD60F

:Label0AD235
0002: jump Label0AD255

:Label0AD23C
00D6: if 0
0038: $3D == 0 ;; integer values
004D: jump_if_false Label0AD255
0004: $3D = 1 ;; integer values

:Label0AD255
0002: jump Label0AD1F1

:Label0AD25C
040D: unload_wav 1
03D5: remove_text "PRO2_02" ;; Your protection needs a little more protection.
0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 100 ms
00D6: if 0
8118: NOT actor $11FE dead
004D: jump_if_false Label0AD28D
0372: set_actor $11FE anim 19 wait_state_time 20000 ms

:Label0AD28D
00BC: text_highpriority "PRO2_03" 4000 ms 1 ;; Aw hell, not again! I don't need
this crap!
03D1: play_wav 2

:Label0AD2A0
00D6: if 1
83D2: NOT wav 2 ended
8118: NOT actor $11FE dead
004D: jump_if_false Label0AD310
0001: wait 0 ms
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label0AD2F0
00D6: if 0
0038: $3D == 1 ;; integer values
004D: jump_if_false Label0AD2E9
0004: $3D = 0 ;; integer values
0002: jump Label0AD60F

:Label0AD2E9
0002: jump Label0AD309

:Label0AD2F0
00D6: if 0
0038: $3D == 0 ;; integer values
004D: jump_if_false Label0AD309
0004: $3D = 1 ;; integer values

:Label0AD309
0002: jump Label0AD2A0

:Label0AD310
040D: unload_wav 2
03D5: remove_text "PRO2_03" ;; Aw hell, not again! I don't need this crap!
03CF: load_wav "BUD2_4" as 1
03CF: load_wav "BUD2_5" as 2

:Label0AD336
00D6: if 21
83D0: NOT wav 1 loaded
83D0: NOT wav 2 loaded
004D: jump_if_false Label0AD354
0001: wait 0 ms
0002: jump Label0AD336

:Label0AD354
00BC: text_highpriority "PRO2_04" 4000 ms 1 ;; These idiots operate out of DBP
Security around the block.
03D1: play_wav 1

:Label0AD367
00D6: if 1
83D2: NOT wav 1 ended
8118: NOT actor $11FE dead
004D: jump_if_false Label0AD3D7
0001: wait 0 ms
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label0AD3B7
00D6: if 0
0038: $3D == 1 ;; integer values
004D: jump_if_false Label0AD3B0
0004: $3D = 0 ;; integer values
0002: jump Label0AD60F
:Label0AD3B0
0002: jump Label0AD3D0

:Label0AD3B7
00D6: if 0
0038: $3D == 0 ;; integer values
004D: jump_if_false Label0AD3D0
0004: $3D = 1 ;; integer values

:Label0AD3D0
0002: jump Label0AD367

:Label0AD3D7
040D: unload_wav 1
03D5: remove_text "PRO2_04" ;; These idiots operate out of DBP Security around the
block.
00BC: text_highpriority "PRO2_05" 4000 ms 1 ;; You guys just sort it out amongst
yourselves.
03D1: play_wav 2

:Label0AD3F8
00D6: if 1
83D2: NOT wav 2 ended
8118: NOT actor $11FE dead
004D: jump_if_false Label0AD468
0001: wait 0 ms
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label0AD448
00D6: if 0
0038: $3D == 1 ;; integer values
004D: jump_if_false Label0AD441
0004: $3D = 0 ;; integer values
0002: jump Label0AD60F

:Label0AD441
0002: jump Label0AD461

:Label0AD448
00D6: if 0
0038: $3D == 0 ;; integer values
004D: jump_if_false Label0AD461
0004: $3D = 1 ;; integer values

:Label0AD461
0002: jump Label0AD3F8

:Label0AD468
040D: unload_wav 2
03D5: remove_text "PRO2_05" ;; You guys just sort it out amongst yourselves.
00D6: if 0
8118: NOT actor $11FE dead
004D: jump_if_false Label0AD48F
0372: set_actor $11FE anim 0 wait_state_time 100 ms

:Label0AD48F
0372: set_actor $PLAYER_ACTOR anim 19 wait_state_time 10000 ms
03CF: load_wav "BUD2_6" as 1
03CF: load_wav "BUD2_7" as 2

:Label0AD4B1
00D6: if 21
83D0: NOT wav 1 loaded
83D0: NOT wav 2 loaded
004D: jump_if_false Label0AD4CF
0001: wait 0 ms
0002: jump Label0AD4B1

:Label0AD4CF
00BC: text_highpriority "PRO2_06" 4000 ms 1 ;; I'll be seeing you later.
03D1: play_wav 1

:Label0AD4E2
00D6: if 0
83D2: NOT wav 1 ended
004D: jump_if_false Label0AD54D
0001: wait 0 ms
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label0AD52D
00D6: if 0
0038: $3D == 1 ;; integer values
004D: jump_if_false Label0AD526
0004: $3D = 0 ;; integer values
0002: jump Label0AD60F

:Label0AD526
0002: jump Label0AD546

:Label0AD52D
00D6: if 0
0038: $3D == 0 ;; integer values
004D: jump_if_false Label0AD546
0004: $3D = 1 ;; integer values

:Label0AD546
0002: jump Label0AD4E2

:Label0AD54D
040D: unload_wav 1
03D5: remove_text "PRO2_06" ;; I'll be seeing you later.
0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 100 ms
00D6: if 0
8118: NOT actor $11FE dead
004D: jump_if_false Label0AD57E
0372: set_actor $11FE anim 19 wait_state_time 20000 ms

:Label0AD57E
00BC: text_highpriority "PRO2_07" 4000 ms 1 ;; Yeah, yeah, whatever.
03D1: play_wav 2

:Label0AD591
00D6: if 1
83D2: NOT wav 2 ended
8118: NOT actor $11FE dead
004D: jump_if_false Label0AD601
0001: wait 0 ms
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label0AD5E1
00D6: if 0
0038: $3D == 1 ;; integer values
004D: jump_if_false Label0AD5DA
0004: $3D = 0 ;; integer values
0002: jump Label0AD60F

:Label0AD5DA
0002: jump Label0AD5FA

:Label0AD5E1
00D6: if 0
0038: $3D == 0 ;; integer values
004D: jump_if_false Label0AD5FA
0004: $3D = 1 ;; integer values

:Label0AD5FA
0002: jump Label0AD591

:Label0AD601
040D: unload_wav 2
03D5: remove_text "PRO2_07" ;; Yeah, yeah, whatever.

:Label0AD60F
03EB: clear_small_messages_only
040D: unload_wav 1
040D: unload_wav 2
0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 100 ms
00D6: if 0
8118: NOT actor $11FE dead
004D: jump_if_false Label0AD63B
0372: set_actor $11FE anim 0 wait_state_time 100 ms

:Label0AD63B
00D6: if 0
8118: NOT actor $11FC dead
004D: jump_if_false Label0AD661
0291: unknown_actor $11FC unknown_behavior_flag 1
0350: unknown_actor $11FC not_scared_flag 0
01DF: tie_actor $11FC to_player $PLAYER_CHAR

:Label0AD661
00D6: if 0
8118: NOT actor $11FD dead
004D: jump_if_false Label0AD687
0291: unknown_actor $11FD unknown_behavior_flag 1
0350: unknown_actor $11FD not_scared_flag 0
01DF: tie_actor $11FD to_player $PLAYER_CHAR

:Label0AD687
011C: actor $PLAYER_ACTOR clear_objective
00D6: if 0
8118: NOT actor $11FE dead
004D: jump_if_false Label0AD6A1
011C: actor $11FE clear_objective

:Label0AD6A1
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
02A3: toggle_widescreen 0 (off)
00BC: text_highpriority "PRO2_08" 11000 ms 1 ;; ~g~DBP Security will know you
are on your way, go and get them before they clear out.
014E: set_timer_to $121B type 1
0004: $1215 = 0 ;; integer values
0002: jump Label0AD723

:Label0AD6D2
0002: jump Label0AD0B5
0002: jump Label0AD71C

:Label0AD6E0
00D6: if 0
0038: $1215 == 1 ;; integer values
004D: jump_if_false Label0AD71C
00BC: text_highpriority "PRO2_09" 11000 ms 1 ;; ~g~Go and speak to the Front
Page Bar Owner.
018A: $1214 = create_checkpoint_at 240.9 -1241.8 10.8
0004: $1215 = 2 ;; integer values

:Label0AD71C
0002: jump Label0ACC7D

:Label0AD723
00A5: $1204 = create_car #OCEANIC at 346.8 -727.1 9.1
0175: set_car $1204 z_angle_to 247.9
04E1: $1204
0107: $1208 = create_object -120 (BRIEFCASE) at 346.8 -727.1 9.1
0107: $1209 = create_object -120 (BRIEFCASE) at 346.8 -727.1 9.1
0107: $120A = create_object -120 (BRIEFCASE) at 346.8 -727.1 9.1
0382: unknown_set_object $1208 collision_detection 0
0382: unknown_set_object $1209 collision_detection 0
0382: unknown_set_object $120A collision_detection 0
009A: $11FF = create_actor 11 #GDB at 353.4 -732.9 9.6
0173: set_actor $11FF z_angle_to 339.7
01B2: give_actor $11FF weapon 23 ammo 30000 ;; Load the weapon model before
using this
01ED: reset_actor $11FF flags
0243: set_actor $11FF ped_stats_to 16
0187: $120F = create_marker_above_actor $11FF
0350: unknown_actor $11FF not_scared_flag 1
02E2: set_actor $11FF weapon_accuracy_to 90
0223: set_actor $11FF health_to 150
009A: $1200 = create_actor 11 #GDA at 350.6 -731.9 9.6
0173: set_actor $1200 z_angle_to 339.2
01B2: give_actor $1200 weapon 23 ammo 30000 ;; Load the weapon model before
using this
01ED: reset_actor $1200 flags
0243: set_actor $1200 ped_stats_to 16
0187: $1210 = create_marker_above_actor $1200
0350: unknown_actor $1200 not_scared_flag 1
02E2: set_actor $1200 weapon_accuracy_to 90
0223: set_actor $1200 health_to 150
009A: $1201 = create_actor 11 #GDA at 349.1 -726.2 9.6
0173: set_actor $1201 z_angle_to 148.2
01B2: give_actor $1201 weapon 23 ammo 30000 ;; Load the weapon model before
using this
01ED: reset_actor $1201 flags
0243: set_actor $1201 ped_stats_to 16
0187: $1211 = create_marker_above_actor $1201
02E2: set_actor $1201 weapon_accuracy_to 90
0223: set_actor $1201 health_to 150
04EB: unknown_actor $1201 bank 1 account_number 86400000
009A: $1202 = create_actor 11 #GDB at 343.7 -725.2 9.2
0173: set_actor $1202 z_angle_to 190.7
01B2: give_actor $1202 weapon 23 ammo 30000 ;; Load the weapon model before
using this
01ED: reset_actor $1202 flags
0243: set_actor $1202 ped_stats_to 16
0187: $1212 = create_marker_above_actor $1202
02E2: set_actor $1202 weapon_accuracy_to 90
0223: set_actor $1202 health_to 150
009A: $1203 = create_actor 11 #GDA at 343.2 -726.4 9.2
0173: set_actor $1203 z_angle_to 1.8
01B2: give_actor $1203 weapon 23 ammo 30000 ;; Load the weapon model before
using this
01ED: reset_actor $1203 flags
0243: set_actor $1203 ped_stats_to 16
0187: $1213 = create_marker_above_actor $1203
02E2: set_actor $1203 weapon_accuracy_to 90
0223: set_actor $1203 health_to 150
03F9: make_actors $1202 $1203 converse_in 86400000 ms
0006: 17@ = 0 ;; integer values

:Label0AD959
0001: wait 0 ms
00D6: if 0
0038: $121B == 0 ;; integer values
004D: jump_if_false Label0AD985
00BC: text_highpriority "TAXI2" 5000 ms 1 ;; ~r~You're out of time!
0002: jump Label0AF3E3

:Label0AD985
00D6: if 0
8119: NOT car $1204 wrecked
004D: jump_if_false Label0ADA06
00D6: if 0
00DC: player $PLAYER_CHAR driving $1204
004D: jump_if_false Label0AD9C1
00D6: if 0
0038: $1215 == 0 ;; integer values
004D: jump_if_false Label0AD9C1
0004: $1215 = 1 ;; integer values

:Label0AD9C1
035C: place_object $1208 relative_to_car $1204 offset 0.0 -2.0 0.0
035C: place_object $1209 relative_to_car $1204 offset 0.0 -2.2 0.0
035C: place_object $120A relative_to_car $1204 offset 0.0 -2.4 0.0

:Label0ADA06
00D6: if 0
8118: NOT actor $11FF dead
004D: jump_if_false Label0ADAA5
00D6: if 0
0019: 16@ > 500 ;; integer values
004D: jump_if_false Label0ADA4A
00D6: if 0
0123: actor $11FF spotted_player $PLAYER_CHAR
004D: jump_if_false Label0ADA4A
0004: $1215 = 1 ;; integer values
0006: 17@ = 0 ;; integer values

:Label0ADA4A
00D6: if 0
8184: NOT actor $11FF health >= 95
004D: jump_if_false Label0ADA75
00D6: if 0
0038: $1215 == 0 ;; integer values
004D: jump_if_false Label0ADA75
0004: $1215 = 1 ;; integer values

:Label0ADA75
00D6: if 0
0038: $1215 == 1 ;; integer values
004D: jump_if_false Label0ADA9E
011A: set_actor $11FF flags 1
011A: set_actor $11FF flags 8192
01CA: actor $11FF kill_player $PLAYER_CHAR

:Label0ADA9E
0002: jump Label0ADAB6

:Label0ADAA5
0004: $1215 = 1 ;; integer values
0164: disable_marker $120F
01C2: remove_references_to_actor $11FF ;; Like turning an actor into a random
pedestrian

:Label0ADAB6
00D6: if 0
8118: NOT actor $1200 dead
004D: jump_if_false Label0ADB21
00D6: if 0
8184: NOT actor $1200 health >= 95
004D: jump_if_false Label0ADAF1
00D6: if 0
0038: $1215 == 0 ;; integer values
004D: jump_if_false Label0ADAF1
0004: $1215 = 1 ;; integer values

:Label0ADAF1
00D6: if 0
0038: $1215 == 1 ;; integer values
004D: jump_if_false Label0ADB1A
011A: set_actor $1200 flags 1
011A: set_actor $1200 flags 8192
01CA: actor $1200 kill_player $PLAYER_CHAR

:Label0ADB1A
0002: jump Label0ADB32

:Label0ADB21
0004: $1215 = 1 ;; integer values
0164: disable_marker $1210
01C2: remove_references_to_actor $1200 ;; Like turning an actor into a random
pedestrian

:Label0ADB32
00D6: if 0
8118: NOT actor $1201 dead
004D: jump_if_false Label0ADC29
00D6: if 0
8184: NOT actor $1201 health >= 95
004D: jump_if_false Label0ADB6D
00D6: if 0
0038: $1215 == 0 ;; integer values
004D: jump_if_false Label0ADB6D
0004: $1215 = 1 ;; integer values

:Label0ADB6D
00D6: if 0
0038: $121C == 0 ;; integer values
004D: jump_if_false Label0ADBAE
00D6: if 0
0038: $1215 == 1 ;; integer values
004D: jump_if_false Label0ADBAE
0350: unknown_actor $1201 not_scared_flag 0
011A: set_actor $1201 flags 1
011A: set_actor $1201 flags 8192
0004: $121C = 1 ;; integer values

:Label0ADBAE
00D6: if 0
0038: $121C == 1 ;; integer values
004D: jump_if_false Label0ADBD6
0239: actor $1201 run_to 355.6 -726.0
0004: $121C = 2 ;; integer values

:Label0ADBD6
00D6: if 0
0038: $121C == 2 ;; integer values
004D: jump_if_false Label0ADC22
00D6: if 0
00EC: actor $1201 0 ()near_point 355.6 -726.0 radius 2.0 2.0
004D: jump_if_false Label0ADC22
011C: actor $1201 clear_objective
01CA: actor $1201 kill_player $PLAYER_CHAR
0004: $121C = 3 ;; integer values

:Label0ADC22
0002: jump Label0ADC3A

:Label0ADC29
0004: $1215 = 1 ;; integer values
0164: disable_marker $1211
01C2: remove_references_to_actor $1201 ;; Like turning an actor into a random
pedestrian

:Label0ADC3A
00D6: if 0
8118: NOT actor $1202 dead
004D: jump_if_false Label0ADD31
00D6: if 0
8184: NOT actor $1202 health >= 95
004D: jump_if_false Label0ADC75
00D6: if 0
0038: $1215 == 0 ;; integer values
004D: jump_if_false Label0ADC75
0004: $1215 = 1 ;; integer values

:Label0ADC75
00D6: if 0
0038: $121D == 0 ;; integer values
004D: jump_if_false Label0ADCB6
00D6: if 0
0038: $1215 == 1 ;; integer values
004D: jump_if_false Label0ADCB6
0350: unknown_actor $1202 not_scared_flag 0
011A: set_actor $1202 flags 1
011A: set_actor $1202 flags 8192
0004: $121D = 1 ;; integer values

:Label0ADCB6
00D6: if 0
0038: $121D == 1 ;; integer values
004D: jump_if_false Label0ADCDE
0239: actor $1202 run_to 355.6 -726.0
0004: $121D = 2 ;; integer values

:Label0ADCDE
00D6: if 0
0038: $121D == 2 ;; integer values
004D: jump_if_false Label0ADD2A
00D6: if 0
00EC: actor $1202 0 ()near_point 355.6 -726.0 radius 2.0 2.0
004D: jump_if_false Label0ADD2A
011C: actor $1202 clear_objective
01CA: actor $1202 kill_player $PLAYER_CHAR
0004: $121D = 3 ;; integer values

:Label0ADD2A
0002: jump Label0ADD42

:Label0ADD31
0004: $1215 = 1 ;; integer values
0164: disable_marker $1212
01C2: remove_references_to_actor $1202 ;; Like turning an actor into a random
pedestrian

:Label0ADD42
00D6: if 0
8118: NOT actor $1203 dead
004D: jump_if_false Label0ADE39
00D6: if 0
8184: NOT actor $1203 health >= 95
004D: jump_if_false Label0ADD7D
00D6: if 0
0038: $1215 == 0 ;; integer values
004D: jump_if_false Label0ADD7D
0004: $1215 = 1 ;; integer values

:Label0ADD7D
00D6: if 0
0038: $121E == 0 ;; integer values
004D: jump_if_false Label0ADDBE
00D6: if 0
0038: $1215 == 1 ;; integer values
004D: jump_if_false Label0ADDBE
0350: unknown_actor $1203 not_scared_flag 0
011A: set_actor $1203 flags 1
011A: set_actor $1203 flags 8192
0004: $121E = 1 ;; integer values

:Label0ADDBE
00D6: if 0
0038: $121E == 1 ;; integer values
004D: jump_if_false Label0ADDE6
0239: actor $1203 run_to 355.6 -726.0
0004: $121E = 2 ;; integer values

:Label0ADDE6
00D6: if 0
0038: $121E == 2 ;; integer values
004D: jump_if_false Label0ADE32
00D6: if 0
00EC: actor $1203 0 ()near_point 355.6 -726.0 radius 2.0 2.0
004D: jump_if_false Label0ADE32
011C: actor $1203 clear_objective
01CA: actor $1203 kill_player $PLAYER_CHAR
0004: $121E = 3 ;; integer values

:Label0ADE32
0002: jump Label0ADE4A

:Label0ADE39
0004: $1215 = 1 ;; integer values
0164: disable_marker $1213
01C2: remove_references_to_actor $1203 ;; Like turning an actor into a random
pedestrian

:Label0ADE4A
00D6: if 0
0118: actor $11FF dead
004D: jump_if_false Label0ADEAD
00D6: if 0
0118: actor $1200 dead
004D: jump_if_false Label0ADEAD
00D6: if 0
0118: actor $1201 dead
004D: jump_if_false Label0ADEAD
00D6: if 0
0118: actor $1202 dead
004D: jump_if_false Label0ADEAD
00D6: if 0
0118: actor $1203 dead
004D: jump_if_false Label0ADEAD
01C3: remove_references_to_car $1204 ;; Like turning a car into any random car
0004: $1215 = 0 ;; integer values
0002: jump Label0ADEB4

:Label0ADEAD
0002: jump Label0AD959
:Label0ADEB4
0001: wait 2000 ms
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
02A3: toggle_widescreen 1 (on)
03BA: clear_cars_from_cube 347.3 -703.4 5.0 397.4 -773.0 20.0
015F: set_camera_position 353.54 -719.07 13.89 0.0 0.0 0.0
0160: point_camera 365.18 -730.36 10.99 2
0239: actor $PLAYER_ACTOR run_to 356.8 -724.7
0001: wait 1000 ms
020C: create_explosion 2 at 366.4 -730.3 9.0
020C: create_explosion 11 at 366.4 -730.3 9.0
020C: create_explosion 6 at 366.4 -730.3 9.0
039D: scatter_particles 17 .8 0 0 0 11000 at 366.4 -730.3 9.0 .1 0.0 .2
0001: wait 500 ms
00A5: $1205 = create_car #PCJ600 at 359.0 -742.1 10.0
0175: set_car $1205 z_angle_to 332.8
00AE: unknown_set_car $1205 to_ignore_traffic_lights 2
00AD: set_car $1205 max_speed_to 0.0
02AA: set_car $1205 immune_to_nonplayer 1
02AC: set_car $1205 immunities 1 1 1 1 1
0129: $11FF = create_actor 5 #GDB in_car $1205 driverseat
01B2: give_actor $11FF weapon 26 ammo 30000 ;; Load the weapon model before
using this
01ED: reset_actor $11FF flags
0243: set_actor $11FF ped_stats_to 16
011A: set_actor $11FF flags 1
011A: set_actor $11FF flags 8192
0319: set_actor $11FF wander_state_to 1 (off)
02AB: set_actor $11FF immunities 1 1 1 1 1
02A9: set_actor $11FF immune_to_nonplayer 1
0223: set_actor $11FF health_to 150
0187: $120F = create_marker_above_actor $11FF
0291: unknown_actor $11FF unknown_behavior_flag 1
00A5: $1206 = create_car #PCJ600 at 357.5 -745.2 10.0
0175: set_car $1206 z_angle_to 332.8
00AE: unknown_set_car $1206 to_ignore_traffic_lights 3
00AD: set_car $1206 max_speed_to 0.0
02AA: set_car $1206 immune_to_nonplayer 1
02AC: set_car $1206 immunities 1 1 1 1 1
0129: $1200 = create_actor 5 #GDA in_car $1206 driverseat
01B2: give_actor $1200 weapon 26 ammo 30000 ;; Load the weapon model before
using this
01ED: reset_actor $1200 flags
0243: set_actor $1200 ped_stats_to 16
011A: set_actor $1200 flags 1
011A: set_actor $1200 flags 8192
0319: set_actor $1200 wander_state_to 1 (off)
02AB: set_actor $1200 immunities 1 1 1 1 1
02A9: set_actor $1200 immune_to_nonplayer 1
0223: set_actor $11FF health_to 150
0187: $1210 = create_marker_above_actor $1200
04BD: unknown_car $1205 1
04E0: unknown_car $1205 255
04BD: unknown_car $1206 1
04E0: unknown_car $1206 255
0291: unknown_actor $1200 unknown_behavior_flag 1
00A5: $120B = create_car #SECURICA at 250.8 -1292.2 10.0
0175: set_car $120B z_angle_to 347.7
00AE: unknown_set_car $120B to_ignore_traffic_lights 2
00AD: set_car $120B max_speed_to 0.0
04E0: unknown_car $120B 15
020A: set_car $120B door_status_to 2
0129: $120C = create_actor 5 #GDA in_car $120B driverseat
01B2: give_actor $120C weapon 26 ammo 30000 ;; Load the weapon model before
using this
01ED: reset_actor $120C flags
0243: set_actor $120C ped_stats_to 16
011A: set_actor $120C flags 1
011A: set_actor $120C flags 8192
0319: set_actor $120C wander_state_to 1 (off)
00D6: if 0
8119: NOT car $1205 wrecked
004D: jump_if_false Label0AE1B7
00A7: car $1205 drive_to 368.4 -726.3 10.1
00AD: set_car $1205 max_speed_to 25.0

:Label0AE1B7
00D6: if 0
8119: NOT car $1206 wrecked
004D: jump_if_false Label0AE1E5
00A7: car $1206 drive_to 368.4 -726.3 10.1
00AD: set_car $1206 max_speed_to 15.0

:Label0AE1E5
00D6: if 0
8119: NOT car $1205 wrecked
004D: jump_if_false Label0AE1FE
0158: camera_on_vehicle $1205 15 2

:Label0AE1FE
0006: 16@ = 0 ;; integer values

:Label0AE205
0001: wait 0 ms
00D6: if 0
8119: NOT car $1205 wrecked
004D: jump_if_false Label0AE25A
00D6: if 0
01AD: car $1205 0 ()near_point 368.4 -726.3 2.0 2.0
004D: jump_if_false Label0AE25A
00A7: car $1205 drive_to 391.7 -743.9 10.9
0004: $1219 = 1 ;; integer values

:Label0AE25A
00D6: if 0
8119: NOT car $1206 wrecked
004D: jump_if_false Label0AE2B5
00D6: if 0
01AD: car $1206 0 ()near_point 368.4 -726.3 2.0 2.0
004D: jump_if_false Label0AE2B5
00A7: car $1206 drive_to 391.7 -743.9 10.9
00AD: set_car $1206 max_speed_to 23.0
0004: $121A = 1 ;; integer values

:Label0AE2B5
00D6: if 1
0038: $1219 == 1 ;; integer values
0038: $121A == 1 ;; integer values
004D: jump_if_false Label0AE2D5
0002: jump Label0AE2F6

:Label0AE2D5
00D6: if 0
0019: 16@ > 5000 ;; integer values
004D: jump_if_false Label0AE2EF
0002: jump Label0AE2F6

:Label0AE2EF
0002: jump Label0AE205

:Label0AE2F6
0004: $1215 = 0 ;; integer values
00D6: if 0
0038: $1219 == 0 ;; integer values
004D: jump_if_false Label0AE323
00A7: car $1205 drive_to 391.7 -743.9 10.9

:Label0AE323
00D6: if 0
0038: $121A == 0 ;; integer values
004D: jump_if_false Label0AE349
00A7: car $1206 drive_to 391.7 -743.9 10.9

:Label0AE349
0004: $1219 = 0 ;; integer values
0004: $121A = 0 ;; integer values
00D6: if 0
8119: NOT car $1205 wrecked
004D: jump_if_false Label0AE376
02AC: set_car $1205 immunities 0 0 0 0 0

:Label0AE376
00D6: if 0
8119: NOT car $1206 wrecked
004D: jump_if_false Label0AE395
02AC: set_car $1206 immunities 0 0 0 0 0

:Label0AE395
00D6: if 0
8118: NOT actor $11FF dead
004D: jump_if_false Label0AE3B4
02AB: set_actor $11FF immunities 0 0 0 0 0

:Label0AE3B4
00D6: if 0
8118: NOT actor $1200 dead
004D: jump_if_false Label0AE3D3
02AB: set_actor $1200 immunities 0 0 0 0 0

:Label0AE3D3
0001: wait 2000 ms
011C: actor $PLAYER_ACTOR clear_objective
00BC: text_highpriority "PRO2_10" 5000 ms 1 ;; ~g~Two more have made a run for
it. Track them down and finish this.
0481: 3.5
011C: actor $PLAYER_ACTOR clear_objective
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
02A3: toggle_widescreen 0 (off)
00D6: if 0
8119: NOT car $120B wrecked
004D: jump_if_false Label0AE426
00AD: set_car $120B max_speed_to 100.0
00AF: set_car $120B driver_behaviour_to 2

:Label0AE426
0001: wait 0 ms
00D6: if 0
0038: $121F == 0 ;; integer values
004D: jump_if_false Label0AE480
00D6: if 0
0119: car $120B wrecked
004D: jump_if_false Label0AE480
01E3: text_1number_styled "BONUS" 1000 1000 ms 1 ;; ~g~BONUS $~1~
018C: play_sound 1 at 0.0 0.0 0.0
0109: player $PLAYER_CHAR money += 1000
0004: $121F = 1 ;; integer values

:Label0AE480
00D6: if 0
0038: $121B == 0 ;; integer values
004D: jump_if_false Label0AE4A8
00BC: text_highpriority "TAXI2" 5000 ms 1 ;; ~r~You're out of time!
0002: jump Label0AF3E3

:Label0AE4A8
00D6: if 0
8119: NOT car $1204 wrecked
004D: jump_if_false Label0AE4FD
035C: place_object $1208 relative_to_car $1204 offset 0.0 -2.0 0.0
035C: place_object $1209 relative_to_car $1204 offset 0.0 -2.2 0.0
035C: place_object $120A relative_to_car $1204 offset 0.0 -2.4 0.0

:Label0AE4FD
00D6: if 0
8118: NOT actor $11FF dead
004D: jump_if_false Label0AEC54
00D6: if 0
8119: NOT car $1205 wrecked
004D: jump_if_false Label0AEC40
00D6: if 0
00DB: actor $11FF in_car $1205
004D: jump_if_false Label0AEA9F
00D6: if 0
0038: $1219 == 0 ;; integer values
004D: jump_if_false Label0AE5BF
00D6: if 0
0038: $120D == 1 ;; integer values
004D: jump_if_false Label0AE57E
011C: actor $11FF clear_objective
00A7: car $1205 drive_to 391.7 -743.9 10.9
00AD: set_car $1205 max_speed_to 25.0
0004: $120D = 0 ;; integer values

:Label0AE57E
00D6: if 0
01AD: car $1205 0 ()near_point 391.7 -743.9 7.0 7.0
004D: jump_if_false Label0AE5BF
02C2: car $1205 drive_to_point 300.3 -955.4 10.8
0004: $1219 = 1 ;; integer values

:Label0AE5BF
00D6: if 0
0038: $1219 == 1 ;; integer values
004D: jump_if_false Label0AE64E
00D6: if 0
0038: $120D == 1 ;; integer values
004D: jump_if_false Label0AE60D
011C: actor $11FF clear_objective
02C2: car $1205 drive_to_point 300.3 -955.4 10.8
00AD: set_car $1205 max_speed_to 25.0
0004: $120D = 0 ;; integer values

:Label0AE60D
00D6: if 0
01AD: car $1205 0 ()near_point 300.3 -955.4 7.0 7.0
004D: jump_if_false Label0AE64E
02C2: car $1205 drive_to_point 285.3 -1048.8 11.3
0004: $1219 = 2 ;; integer values

:Label0AE64E
00D6: if 0
0038: $1219 == 2 ;; integer values
004D: jump_if_false Label0AE6DD
00D6: if 0
0038: $120D == 1 ;; integer values
004D: jump_if_false Label0AE69C
011C: actor $11FF clear_objective
02C2: car $1205 drive_to_point 285.3 -1048.8 10.8
00AD: set_car $1205 max_speed_to 25.0
0004: $120D = 0 ;; integer values

:Label0AE69C
00D6: if 0
01AD: car $1205 0 ()near_point 285.3 -1048.8 7.0 7.0
004D: jump_if_false Label0AE6DD
02C2: car $1205 drive_to_point 257.9 -1206.8 11.3
0004: $1219 = 3 ;; integer values

:Label0AE6DD
00D6: if 0
0038: $1219 == 3 ;; integer values
004D: jump_if_false Label0AE76C
00D6: if 0
0038: $120D == 1 ;; integer values
004D: jump_if_false Label0AE72B
011C: actor $11FF clear_objective
02C2: car $1205 drive_to_point 257.9 -1206.8 10.8
00AD: set_car $1205 max_speed_to 25.0
0004: $120D = 0 ;; integer values

:Label0AE72B
00D6: if 0
01AD: car $1205 0 ()near_point 257.9 -1206.8 7.0 7.0
004D: jump_if_false Label0AE76C
02C2: car $1205 drive_to_point 234.4 -1326.1 11.3
0004: $1219 = 4 ;; integer values

:Label0AE76C
00D6: if 0
0038: $1219 == 4 ;; integer values
004D: jump_if_false Label0AE7FB
00D6: if 0
0038: $120D == 1 ;; integer values
004D: jump_if_false Label0AE7BA
011C: actor $11FF clear_objective
02C2: car $1205 drive_to_point 234.4 -1326.1 10.8
00AD: set_car $1205 max_speed_to 25.0
0004: $120D = 0 ;; integer values

:Label0AE7BA
00D6: if 0
01AD: car $1205 0 ()near_point 234.4 -1326.1 7.0 7.0
004D: jump_if_false Label0AE7FB
02C2: car $1205 drive_to_point 220.7 -1398.6 11.3
0004: $1219 = 5 ;; integer values

:Label0AE7FB
00D6: if 0
0038: $1219 == 5 ;; integer values
004D: jump_if_false Label0AE88A
00D6: if 0
0038: $120D == 1 ;; integer values
004D: jump_if_false Label0AE849
011C: actor $11FF clear_objective
02C2: car $1205 drive_to_point 220.7 -1398.6 11.3
00AD: set_car $1205 max_speed_to 25.0
0004: $120D = 0 ;; integer values

:Label0AE849
00D6: if 0
01AD: car $1205 0 ()near_point 220.7 -1398.6 7.0 7.0
004D: jump_if_false Label0AE88A
02C2: car $1205 drive_to_point 169.0 -1525.2 11.3
0004: $1219 = 6 ;; integer values

:Label0AE88A
00D6: if 0
0038: $1219 == 6 ;; integer values
004D: jump_if_false Label0AE919
00D6: if 0
0038: $120D == 1 ;; integer values
004D: jump_if_false Label0AE8D8
011C: actor $11FF clear_objective
02C2: car $1205 drive_to_point 169.0 -1525.2 10.8
00AD: set_car $1205 max_speed_to 25.0
0004: $120D = 0 ;; integer values

:Label0AE8D8
00D6: if 0
01AD: car $1205 0 ()near_point 169.0 -1525.2 7.0 7.0
004D: jump_if_false Label0AE919
02C2: car $1205 drive_to_point 192.8 -1583.0 11.3
0004: $1219 = 7 ;; integer values

:Label0AE919
00D6: if 0
0038: $1219 == 7 ;; integer values
004D: jump_if_false Label0AE9B2
00D6: if 0
0038: $120D == 1 ;; integer values
004D: jump_if_false Label0AE967
011C: actor $11FF clear_objective
02C2: car $1205 drive_to_point 192.8 -1583.0 10.8
00AD: set_car $1205 max_speed_to 25.0
0004: $120D = 0 ;; integer values

:Label0AE967
00D6: if 0
01AD: car $1205 0 ()near_point 192.8 -1583.0 7.0 7.0
004D: jump_if_false Label0AE9B2
02C2: car $1205 drive_to_point 240.5 -1689.2 11.3
00AD: set_car $1205 max_speed_to 15.0
0004: $1219 = 8 ;; integer values

:Label0AE9B2
00D6: if 0
0038: $1219 == 8 ;; integer values
004D: jump_if_false Label0AEA48
00D6: if 0
0038: $120D == 1 ;; integer values
004D: jump_if_false Label0AEA00
011C: actor $11FF clear_objective
02C2: car $1205 drive_to_point 240.5 -1689.2 10.8
00AD: set_car $1205 max_speed_to 25.0
0004: $120D = 0 ;; integer values

:Label0AEA00
00D6: if 0
01AD: car $1205 0 ()near_point 240.5 -1689.2 7.0 7.0
004D: jump_if_false Label0AEA48
0477: unknown_car $1205 5 10000
00AD: set_car $1205 max_speed_to 0.0
02AA: set_car $1205 immune_to_nonplayer 0
0004: $1219 = 9 ;; integer values

:Label0AEA48
00D6: if 0
0038: $1219 == 9 ;; integer values
004D: jump_if_false Label0AEA7F
01D3: actor $11FF leave_car $1205
0239: actor $11FF run_to 258.7 -1703.0
0006: 16@ = 0 ;; integer values
0004: $1219 = 10 ;; integer values

:Label0AEA7F
00D6: if 0
0018: $1219 > 9 ;; integer values
004D: jump_if_false Label0AEA98
0004: $1219 = 9 ;; integer values

:Label0AEA98
0002: jump Label0AEC39

:Label0AEA9F
00D6: if 0
001A: 9 > $1219 ;; integer values
004D: jump_if_false Label0AEB23
00D6: if 0
00E9: player $PLAYER_CHAR 0 ()near_actor $11FF radius 10.0 10.0
004D: jump_if_false Label0AEADF
01CC: actor $11FF kill_player $PLAYER_CHAR
0002: jump Label0AEB15

:Label0AEADF
00D6: if 0
0202: actor $11FF near_car $1205 radius 30.0 30.0 unknown 0
004D: jump_if_false Label0AEB0D
01D5: actor $11FF go_to_and_drive_car $1205
0002: jump Label0AEB15

:Label0AEB0D
01CC: actor $11FF kill_player $PLAYER_CHAR

:Label0AEB15
0004: $120D = 1 ;; integer values
0002: jump Label0AEC39

:Label0AEB23
00D6: if 0
0038: $121A == 9 ;; integer values
004D: jump_if_false Label0AEB6D
00D6: if 0
00DB: actor $11FF in_car $1205
004D: jump_if_false Label0AEB50
01D3: actor $11FF leave_car $1205

:Label0AEB50
0239: actor $11FF run_to 258.7 -1703.0
0006: 16@ = 0 ;; integer values
0004: $121A = 10 ;; integer values

:Label0AEB6D
00D6: if 0
0038: $1219 == 10 ;; integer values
004D: jump_if_false Label0AEC18
00D6: if 0
80EC: NOT actor $11FF 0 ()near_point 454.3 -1727.9 radius 5.0 5.0
004D: jump_if_false Label0AEC05
00D6: if 0
0019: 16@ > 500 ;; integer values
004D: jump_if_false Label0AEBFE
00D6: if 0
8510: NOT unknown_actor $11FF on_path 454.3 -1727.9 9.0 radius 1.0
004D: jump_if_false Label0AEBF7
009E: set_actor $11FF path 454.3 -1727.9 9.0 unknown 1.0 1

:Label0AEBF7
0006: 16@ = 0 ;; integer values

:Label0AEBFE
0002: jump Label0AEC18

:Label0AEC05
011C: actor $11FF clear_objective
0350: unknown_actor $11FF not_scared_flag 1
0004: $1219 = 11 ;; integer values

:Label0AEC18
00D6: if 0
0038: $1219 == 11 ;; integer values
004D: jump_if_false Label0AEC39
01CA: actor $11FF kill_player $PLAYER_CHAR
0004: $1219 = 12 ;; integer values

:Label0AEC39
0002: jump Label0AEC4D

:Label0AEC40
01C3: remove_references_to_car $1205 ;; Like turning a car into any random car
01CC: actor $11FF kill_player $PLAYER_CHAR

:Label0AEC4D
0002: jump Label0AEC59

:Label0AEC54
0164: disable_marker $120F

:Label0AEC59
00D6: if 0
8118: NOT actor $1200 dead
004D: jump_if_false Label0AF3B0
00D6: if 0
8119: NOT car $1206 wrecked
004D: jump_if_false Label0AF39C
00D6: if 0
00DB: actor $1200 in_car $1206
004D: jump_if_false Label0AF1FB
00D6: if 0
0038: $121A == 0 ;; integer values
004D: jump_if_false Label0AED1B
00D6: if 0
0038: $120E == 1 ;; integer values
004D: jump_if_false Label0AECDA
011C: actor $1200 clear_objective
00A7: car $1206 drive_to 391.7 -743.9 10.9
00AD: set_car $1206 max_speed_to 23.0
0004: $120E = 0 ;; integer values

:Label0AECDA
00D6: if 0
01AD: car $1206 0 ()near_point 391.7 -743.9 7.0 7.0
004D: jump_if_false Label0AED1B
02C2: car $1206 drive_to_point 300.3 -955.4 10.8
0004: $121A = 1 ;; integer values

:Label0AED1B
00D6: if 0
0038: $121A == 1 ;; integer values
004D: jump_if_false Label0AEDAA
00D6: if 0
0038: $120E == 1 ;; integer values
004D: jump_if_false Label0AED69
011C: actor $1200 clear_objective
00A7: car $1206 drive_to 300.3 -955.4 10.9
00AD: set_car $1206 max_speed_to 23.0
0004: $120E = 0 ;; integer values

:Label0AED69
00D6: if 0
01AD: car $1206 0 ()near_point 300.3 -955.4 7.0 7.0
004D: jump_if_false Label0AEDAA
02C2: car $1206 drive_to_point 285.3 -1048.8 11.3
0004: $121A = 2 ;; integer values

:Label0AEDAA
00D6: if 0
0038: $121A == 2 ;; integer values
004D: jump_if_false Label0AEE39
00D6: if 0
0038: $120E == 1 ;; integer values
004D: jump_if_false Label0AEDF8
011C: actor $1200 clear_objective
00A7: car $1206 drive_to 285.3 -1048.8 10.9
00AD: set_car $1206 max_speed_to 23.0
0004: $120E = 0 ;; integer values

:Label0AEDF8
00D6: if 0
01AD: car $1206 0 ()near_point 285.3 -1048.8 7.0 7.0
004D: jump_if_false Label0AEE39
02C2: car $1206 drive_to_point 257.9 -1206.8 11.3
0004: $121A = 3 ;; integer values

:Label0AEE39
00D6: if 0
0038: $121A == 3 ;; integer values
004D: jump_if_false Label0AEEC8
00D6: if 0
0038: $120E == 1 ;; integer values
004D: jump_if_false Label0AEE87
011C: actor $1200 clear_objective
00A7: car $1206 drive_to 257.9 -1206.8 10.9
00AD: set_car $1206 max_speed_to 23.0
0004: $120E = 0 ;; integer values

:Label0AEE87
00D6: if 0
01AD: car $1206 0 ()near_point 257.9 -1206.8 7.0 7.0
004D: jump_if_false Label0AEEC8
02C2: car $1206 drive_to_point 234.4 -1326.1 11.3
0004: $121A = 4 ;; integer values

:Label0AEEC8
00D6: if 0
0038: $121A == 4 ;; integer values
004D: jump_if_false Label0AEF57
00D6: if 0
0038: $120E == 1 ;; integer values
004D: jump_if_false Label0AEF16
011C: actor $1200 clear_objective
00A7: car $1206 drive_to 234.4 -1326.1 10.9
00AD: set_car $1206 max_speed_to 23.0
0004: $120E = 0 ;; integer values

:Label0AEF16
00D6: if 0
01AD: car $1206 0 ()near_point 234.4 -1326.1 7.0 7.0
004D: jump_if_false Label0AEF57
02C2: car $1206 drive_to_point 220.7 -1398.6 11.3
0004: $121A = 5 ;; integer values

:Label0AEF57
00D6: if 0
0038: $121A == 5 ;; integer values
004D: jump_if_false Label0AEFE6
00D6: if 0
0038: $120E == 1 ;; integer values
004D: jump_if_false Label0AEFA5
011C: actor $1200 clear_objective
00A7: car $1206 drive_to 220.7 -1398.6 10.9
00AD: set_car $1206 max_speed_to 23.0
0004: $120E = 0 ;; integer values

:Label0AEFA5
00D6: if 0
01AD: car $1206 0 ()near_point 220.7 -1398.6 7.0 7.0
004D: jump_if_false Label0AEFE6
02C2: car $1206 drive_to_point 169.0 -1525.2 11.3
0004: $121A = 6 ;; integer values

:Label0AEFE6
00D6: if 0
0038: $121A == 6 ;; integer values
004D: jump_if_false Label0AF07F
00D6: if 0
0038: $120E == 1 ;; integer values
004D: jump_if_false Label0AF034
011C: actor $1200 clear_objective
00A7: car $1206 drive_to 169.0 -1525.2 10.9
00AD: set_car $1206 max_speed_to 23.0
0004: $120E = 0 ;; integer values

:Label0AF034
00D6: if 0
01AD: car $1206 0 ()near_point 169.0 -1525.2 7.0 7.0
004D: jump_if_false Label0AF07F
02C2: car $1206 drive_to_point 192.8 -1583.0 11.3
00AD: set_car $1206 max_speed_to 15.0
0004: $121A = 7 ;; integer values

:Label0AF07F
00D6: if 0
0038: $121A == 7 ;; integer values
004D: jump_if_false Label0AF10E
00D6: if 0
0038: $120E == 1 ;; integer values
004D: jump_if_false Label0AF0CD
011C: actor $1200 clear_objective
00A7: car $1206 drive_to 192.8 -1583.0 10.9
00AD: set_car $1206 max_speed_to 23.0
0004: $120E = 0 ;; integer values

:Label0AF0CD
00D6: if 0
01AD: car $1206 0 ()near_point 192.8 -1583.0 7.0 7.0
004D: jump_if_false Label0AF10E
02C2: car $1206 drive_to_point 240.5 -1689.2 11.3
0004: $121A = 8 ;; integer values

:Label0AF10E
00D6: if 0
0038: $121A == 8 ;; integer values
004D: jump_if_false Label0AF1A4
00D6: if 0
0038: $120E == 1 ;; integer values
004D: jump_if_false Label0AF15C
011C: actor $1200 clear_objective
00A7: car $1206 drive_to 240.5 -1689.2 10.9
00AD: set_car $1206 max_speed_to 15.0
0004: $120E = 0 ;; integer values

:Label0AF15C
00D6: if 0
01AD: car $1206 0 ()near_point 240.5 -1689.2 9.0 9.0
004D: jump_if_false Label0AF1A4
0477: unknown_car $1206 5 10000
00AD: set_car $1206 max_speed_to 0.0
02AA: set_car $1206 immune_to_nonplayer 0
0004: $121A = 9 ;; integer values

:Label0AF1A4
00D6: if 0
0038: $121A == 9 ;; integer values
004D: jump_if_false Label0AF1DB
01D3: actor $1200 leave_car $1206
0239: actor $1200 run_to 258.7 -1703.0
0006: 16@ = 0 ;; integer values
0004: $121A = 10 ;; integer values

:Label0AF1DB
00D6: if 0
0018: $121A > 9 ;; integer values
004D: jump_if_false Label0AF1F4
0004: $121A = 9 ;; integer values

:Label0AF1F4
0002: jump Label0AF395

:Label0AF1FB
00D6: if 0
001A: 9 > $121A ;; integer values
004D: jump_if_false Label0AF27F
00D6: if 0
00E9: player $PLAYER_CHAR 0 ()near_actor $1200 radius 10.0 10.0
004D: jump_if_false Label0AF23B
01CC: actor $1200 kill_player $PLAYER_CHAR
0002: jump Label0AF271

:Label0AF23B
00D6: if 0
0202: actor $1200 near_car $1206 radius 30.0 30.0 unknown 0
004D: jump_if_false Label0AF269
01D5: actor $1200 go_to_and_drive_car $1206
0002: jump Label0AF271

:Label0AF269
01CC: actor $1200 kill_player $PLAYER_CHAR

:Label0AF271
0004: $120E = 1 ;; integer values
0002: jump Label0AF395

:Label0AF27F
00D6: if 0
0038: $121A == 9 ;; integer values
004D: jump_if_false Label0AF2C9
00D6: if 0
00DB: actor $1200 in_car $1206
004D: jump_if_false Label0AF2AC
01D3: actor $1200 leave_car $1206

:Label0AF2AC
0239: actor $1200 run_to 258.7 -1703.0
0006: 16@ = 0 ;; integer values
0004: $121A = 10 ;; integer values

:Label0AF2C9
00D6: if 0
0038: $121A == 10 ;; integer values
004D: jump_if_false Label0AF374
00D6: if 0
80EC: NOT actor $1200 0 ()near_point 454.3 -1727.9 radius 5.0 5.0
004D: jump_if_false Label0AF361
00D6: if 0
0019: 16@ > 500 ;; integer values
004D: jump_if_false Label0AF35A
00D6: if 0
8510: NOT unknown_actor $1200 on_path 454.3 -1727.9 9.0 radius 1.0
004D: jump_if_false Label0AF353
009E: set_actor $1200 path 454.3 -1727.9 9.0 unknown 1.0 1

:Label0AF353
0006: 16@ = 0 ;; integer values

:Label0AF35A
0002: jump Label0AF374

:Label0AF361
011C: actor $1200 clear_objective
0350: unknown_actor $1200 not_scared_flag 1
0004: $121A = 11 ;; integer values

:Label0AF374
00D6: if 0
0038: $121A == 11 ;; integer values
004D: jump_if_false Label0AF395
01CA: actor $1200 kill_player $PLAYER_CHAR
0004: $121A = 12 ;; integer values

:Label0AF395
0002: jump Label0AF3A9

:Label0AF39C
01C3: remove_references_to_car $1206 ;; Like turning a car into any random car
01CC: actor $1200 kill_player $PLAYER_CHAR

:Label0AF3A9
0002: jump Label0AF3B5

:Label0AF3B0
0164: disable_marker $1210

:Label0AF3B5
00D6: if 0
0118: actor $11FF dead
004D: jump_if_false Label0AF3DC
00D6: if 0
0118: actor $1200 dead
004D: jump_if_false Label0AF3DC
0002: jump Label0AF3F4

:Label0AF3DC
0002: jump Label0AE426

:Label0AF3E3
00BA: text_styled "M_FAIL" 5000 ms 1 ;; MISSION FAILED!
0051: return

:Label0AF3F4
00BE: text_clear_all
01E3: text_1number_styled "M_PASS" 4000 5000 ms 1 ;; MISSION PASSED! $~1~
0394: play_music 1
0110: clear_player $PLAYER_CHAR wanted_level
0109: player $PLAYER_CHAR money += 4000
0318: set_latest_mission_passed "BUD_2" ;; Bar Brawl
030C: set_mission_points += 1
0164: disable_marker $109
02A7: $109 = create_icon_marker_and_sphere 29 at -348.5 -541.8 16.4
004F: create_thread Label00C7E2
0004: $10B = 1 ;; integer values
0004: $350 = 1 ;; integer values
0051: return

:Label0AF45A
0004: $ONMISSION = 0 ;; integer values
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
014F: stop_timer $121B
0249: release_model #UZI
0249: release_model #BRASSKNUCKLE
0249: release_model #M4
0249: release_model #PCJ600
0249: release_model #GDA
0249: release_model #GDB
0249: release_model #HMOST
0249: release_model #OCEANIC
0249: release_model #SENTINEL
0249: release_model #SECURICA
034F: destroy_actor_with_fade $11FC ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $11FD ;; The actor fades away like a ghost
0296: unload_special_actor 3
0296: unload_special_actor 4
0164: disable_marker $120F
0164: disable_marker $1210
0164: disable_marker $1211
0164: disable_marker $1212
0164: disable_marker $1213
0164: disable_marker $1214
0108: destroy_object $1208
0108: destroy_object $1209
0108: destroy_object $120A
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
00D8: mission_cleanup
0051: return

;-------------Mission 33---------------
; Originally: Cop Land

:Label0AF4E4
03A4: name_thread "PROTEC3"
0050: gosub Label0AF512
00D6: if 0
0112: wasted_or_busted
004D: jump_if_false Label0AF509
0050: gosub Label0B2354

:Label0AF509
0050: gosub Label0B2417
004E: end_thread

:Label0AF512
03D5: remove_text "M_FAIL" ;; MISSION FAILED!
0110: clear_player $PLAYER_CHAR wanted_level
0004: $ONMISSION = 1 ;; integer values
0004: $643 = 1 ;; integer values
0317: increment_mission_attempts
0001: wait 0 ms
054C: use_GXT_table "PROT3"
00D6: if 0
8118: NOT actor $PLAYER_ACTOR dead
004D: jump_if_false Label0AF573
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 Label0AF573
0353: refresh_actor $PLAYER_ACTOR

:Label0AF573
058E: set_restart_mission_taxi_destination -288.2 -487.5 9.8 275.0
0004: $1248 = 0 ;; integer values
0004: $1249 = 0 ;; integer values
0004: $124A = 1 ;; integer values
0004: $124B = 0 ;; integer values
0004: $124C = 0 ;; integer values
0004: $124D = 0 ;; integer values
0004: $124E = 0 ;; integer values
0004: $124F = 0 ;; integer values
0004: $1250 = 0 ;; integer values
0004: $1252 = 0 ;; integer values
0004: $1253 = 0 ;; integer values
0004: $1254 = 0 ;; integer values
0004: $1239 = 0 ;; integer values
0004: $123A = 0 ;; integer values
0004: $123B = 0 ;; integer values
0004: $123C = 0 ;; integer values
0004: $1242 = 0 ;; integer values
0004: $1243 = 0 ;; integer values
0005: $1251 = 0.0 ;; floating-point values
023C: load_special_actor 1 "CSPLAY"
023C: load_special_actor 2 "CSBUDDY"
023C: load_special_actor 3 "DGOONA"
03CB: set_camera -378.62 -552.676 18.534
038B: load_requested_models

:Label0AF648
00D6: if 22
823D: NOT special_actor 1 loaded
823D: NOT special_actor 2 loaded
823D: NOT special_actor 3 loaded
004D: jump_if_false Label0AF66A
0001: wait 0 ms
0002: jump Label0AF648

:Label0AF66A
02E4: load_cutscene_data "BUD_3"
0244: set_cutscene_pos -378.62 -552.676 18.534
041D: set_camera_near_clip .1
02E5: $7D = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $7D "CSPLAY"
02E5: $88 = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $88 "CSBUDDY"
02E5: $C1 = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim $C1 "DGOONA"
0395: clear_area 1 at -379.0 -539.6 range 19.8 60.0
03DE: set_pedestrians_density_multiplier_to 0.0
016A: fade 1 (back) 1500 ms
03AD: set_rubbish 0 (invisible)
03AF: set_streaming 1 (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0AF6FD
00D6: if 0
001A: 640 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0AF720
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0AF6FD

:Label0AF720
00BC: text_highpriority "PRO3_A" 10000 ms 1 ;; You moron! What were you
thinking?!

:Label0AF72F
00D6: if 0
001A: 3260 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0AF752
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0AF72F

:Label0AF752
00BC: text_highpriority "PRO3_B" 10000 ms 1 ;; Do you realize what this means?!

:Label0AF761
00D6: if 0
001A: 5037 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0AF784
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0AF761

:Label0AF784
00BC: text_highpriority "PRO3_C" 10000 ms 1 ;; We could all be sunk!

:Label0AF793
00D6: if 0
001A: 6257 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0AF7B6
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0AF793

:Label0AF7B6
00BC: text_highpriority "PRO3_D" 10000 ms 1 ;; The timer must have got screwed.

:Label0AF7C5
00D6: if 0
001A: 8063 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0AF7E8
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0AF7C5

:Label0AF7E8
00BC: text_highpriority "PRO3_E" 10000 ms 1 ;; That place was wired to go up
like a firework factory.

:Label0AF7F7
00D6: if 0
001A: 10576 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0AF81A
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0AF7F7

:Label0AF81A
00BC: text_highpriority "PRO3_F" 10000 ms 1 ;; Then somebody tipped off the
cops...
:Label0AF829
00D6: if 0
001A: 12294 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0AF84C
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0AF829

:Label0AF84C
00BC: text_highpriority "PRO3_G" 10000 ms 1 ;; What's the problem, fellas?

:Label0AF85B
00D6: if 0
001A: 13350 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0AF87E
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0AF85B

:Label0AF87E
00BC: text_highpriority "PRO3_H" 10000 ms 1 ;; Mike was supposed to torch some
place in the mall,

:Label0AF88D
00D6: if 0
001A: 15890 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0AF8B0
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0AF88D

:Label0AF8B0
00BC: text_highpriority "PRO3_I" 10000 ms 1 ;; but he screwed the fuses and now
the cops are crawling all over it.

:Label0AF8BF
00D6: if 0
001A: 19687 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0AF8E2
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0AF8BF

:Label0AF8E2
00BC: text_highpriority "PRO3_J" 10000 ms 1 ;; We gotta get our stuff and get
out of here!

:Label0AF8F1
00D6: if 0
001A: 21037 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0AF914
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0AF8F1

:Label0AF914
00BC: text_highpriority "PRO3_K" 10000 ms 1 ;; Relax, both of you, let me think
for a second!
:Label0AF923
00D6: if 0
001A: 23717 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0AF946
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0AF923

:Label0AF946
00BC: text_highpriority "PRO3_L" 10000 ms 1 ;; Tommy Vercetti just doesn't cut
and run.

:Label0AF955
00D6: if 0
001A: 29837 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0AF978
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0AF955

:Label0AF978
00BC: text_highpriority "PRO3_M" 10000 ms 1 ;; The cops are gonna be going over
that building with a fine toothed comb, right?

:Label0AF987
00D6: if 0
001A: 33146 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0AF9AC
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0AF987

:Label0AF9AC
00BC: text_highpriority "PRO3_N" 10000 ms 1 ;; But that takes time.

:Label0AF9BB
00D6: if 0
001A: 34850 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0AF9E0
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0AF9BB

:Label0AF9E0
00BC: text_highpriority "PRO3_O" 10000 ms 1 ;; We gotta go in and torch that
place ourselves.

:Label0AF9EF
00D6: if 0
001A: 36855 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0AFA14
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0AF9EF

:Label0AFA14
00BC: text_highpriority "PRO3_P" 10000 ms 1 ;; Yeah, but...

:Label0AFA23
00D6: if 0
001A: 37233 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0AFA48
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0AFA23

:Label0AFA48
00BC: text_highpriority "PRO3_Q" 10000 ms 1 ;; No one but a cop could get within
a mile of that place!

:Label0AFA57
00D6: if 0
001A: 39659 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0AFA7C
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0AFA57

:Label0AFA7C
00BC: text_highpriority "PRO3_R" 10000 ms 1 ;; So we go as cops.

:Label0AFA8B
00D6: if 0
001A: 41424 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0AFAB0
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0AFA8B

:Label0AFAB0
00BC: text_highpriority "PRO3_S" 10000 ms 1 ;; We gotta get uniforms - and we're
gonna need a squad car.

:Label0AFABF
00D6: if 0
001A: 44643 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0AFAE4
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0AFABF

:Label0AFAE4
00BC: text_highpriority "PRO3_T" 10000 ms 1 ;; All thanks to you Mike.

:Label0AFAF3
00D6: if 0
001A: 45615 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0AFB18
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0AFAF3

:Label0AFB18
00BC: text_highpriority "PRO3_U" 10000 ms 1 ;; I'm sorry.

:Label0AFB27
00D6: if 0
001A: 46434 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0AFB4C
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0AFB27

:Label0AFB4C
00BC: text_highpriority "PRO3_V" 10000 ms 1 ;; I got it.

:Label0AFB5B
00D6: if 0
001A: 48010 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0AFB80
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0AFB5B

:Label0AFB80
00BC: text_highpriority "PRO3_W" 10000 ms 1 ;; What we got to do is lure the
cops in with the finger,

:Label0AFB8F
00D6: if 0
001A: 50758 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0AFBB4
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0AFB8F

:Label0AFBB4
00BC: text_highpriority "PRO3_X" 10000 ms 1 ;; put them in a lock-up

:Label0AFBC3
00D6: if 0
001A: 52122 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0AFBE8
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0AFBC3

:Label0AFBE8
00BC: text_highpriority "PRO3_Y" 10000 ms 1 ;; and jump 'em.

:Label0AFBF7
00D6: if 0
001A: 52864 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0AFC1C
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0AFBF7

:Label0AFC1C
00BC: text_highpriority "PRO3_Z" 10000 ms 1 ;; Good plan. Let's go!

:Label0AFC2B
00D6: if 0
001A: 54506 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0AFC50
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0AFC2B

:Label0AFC50
00BC: text_highpriority "PRO3_A1" 10000 ms 1 ;; Alright.

:Label0AFC5F
00D6: if 0
001A: 55506 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0AFC84
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0AFC5F

:Label0AFC84
00BE: text_clear_all

:Label0AFC86
00D6: if 0
001A: 56320 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0AFCAB
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0AFC86

:Label0AFCAB
016A: fade 0 () 1500 ms
00BE: text_clear_all

:Label0AFCB4
00D6: if 0
016B: fading
004D: jump_if_false Label0AFCCC
0001: wait 0 ms
0002: jump Label0AFCB4

:Label0AFCCC
03AD: set_rubbish 1 (visible)
02EA: end_cutscene
0296: unload_special_actor 1
0296: unload_special_actor 2
0296: unload_special_actor 3
03DE: set_pedestrians_density_multiplier_to 1.0
01EB: set_car_density_to 1.0
0004: $3DF = 0 ;; integer values
0169: set_fade_color 0 0 0
0001: wait 500 ms
0373: set_camera_directly_behind_player
0055: put_player $PLAYER_CHAR at -353.1 -526.4 11.7
03CB: set_camera -353.1 -510.4 11.7
0171: set_player $PLAYER_CHAR z_angle_to 304.3
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
04E3: unknown_player $PLAYER_CHAR 0 60000
0215: destroy_pickup $511
0215: destroy_pickup $512
0215: destroy_pickup $504
0215: destroy_pickup $505
0215: destroy_pickup $506
0215: destroy_pickup $507
0215: destroy_pickup $508
0215: destroy_pickup $509
0215: destroy_pickup $50A
0215: destroy_pickup $50B
0215: destroy_pickup $50C
0215: destroy_pickup $510
0247: request_model -124 (DYNAMITE)
0247: request_model #COP
0247: request_model #ARMY
0247: request_model #NITESTICK
0247: request_model #BUDDYSHOT
0247: request_model #M4
0247: request_model #SENTINEL
0247: request_model #POLICE
0247: request_model #COLT45

:Label0AFDAA
00D6: if 23
8248: NOT model #COP available
8248: NOT model #ARMY available
8248: NOT model -124 (DYNAMITE) available
8248: NOT model #NITESTICK available
004D: jump_if_false Label0AFDD1
0001: wait 0 ms
0002: jump Label0AFDAA

:Label0AFDD1
00D6: if 24
8248: NOT model #BUDDYSHOT available
8248: NOT model #M4 available
8248: NOT model #SENTINEL available
8248: NOT model #POLICE available
8248: NOT model #COLT45 available
004D: jump_if_false Label0AFE00
0001: wait 0 ms
0002: jump Label0AFDD1

:Label0AFE00
023C: load_special_actor 1 "IGBUDDY"
023C: load_special_actor 2 "IGBUDY2"
023C: load_special_actor 3 "PLAYER6"
038B: load_requested_models

:Label0AFE26
00D6: if 22
823D: NOT special_actor 1 loaded
823D: NOT special_actor 2 loaded
823D: NOT special_actor 3 loaded
004D: jump_if_false Label0AFE48
0001: wait 0 ms
0002: jump Label0AFE26

:Label0AFE48
038B: load_requested_models
03CF: load_wav "BUD3_1A" as 1
03CF: load_wav "BUD3_1B" as 2

:Label0AFE62
00D6: if 21
83D0: NOT wav 1 loaded
83D0: NOT wav 2 loaded
004D: jump_if_false Label0AFE80
0001: wait 0 ms
0002: jump Label0AFE62

:Label0AFE80
015C: set_zone_gang_info "RICH1" 1 (day) 13 0 0 0 0 0 0 0 0 0 1000
015C: set_zone_gang_info "RICH1" 0 (night) 10 0 0 0 0 0 0 0 0 0 1000
0152: set_zone_car_info "RICH1" 1 (day) 12 0 0 0 0 0 0 0 0 0 1000
0152: set_zone_car_info "RICH1" 0 (night) 10 0 0 0 0 0 0 0 0 0 1000
04EC: set_zone_car_class_info "RICH1" 1 90 0 400 400 0 0 100 0 10 500
500
04EC: set_zone_car_class_info "RICH1" 0 90 0 400 400 0 0 100 0 10 500
500
0324: set_zone_pedgroup_info "RICH1" 1 (day) 25
0324: set_zone_pedgroup_info "RICH1" 0 (night) 26
015C: set_zone_gang_info "SHOP1" 1 (day) 30 0 0 0 0 0 0 0 0 0 1000
015C: set_zone_gang_info "SHOP1" 0 (night) 20 0 0 0 0 0 0 0 0 0 1000
0152: set_zone_car_info "SHOP1" 1 (day) 15 0 0 0 0 0 0 0 0 0 1000
0152: set_zone_car_info "SHOP1" 0 (night) 13 0 0 0 0 0 0 0 0 0 1000
04EC: set_zone_car_class_info "SHOP1" 1 250 250 200 0 100 0 200 0 0 500
500
04EC: set_zone_car_class_info "SHOP1" 0 250 250 200 0 100 0 200 0 0 500
500
0324: set_zone_pedgroup_info "SHOP1" 1 (day) 31
0324: set_zone_pedgroup_info "SHOP1" 0 (night) 32
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label0B00C9
018A: $1244 = create_checkpoint_at 471.0 1028.0 19.1
0469: unknown_create_actor $1224 in area 587.7 -70.7 551.6 -110.6 unknown 1 0
0 0 0
018A: $1246 = create_checkpoint_at 157.4 -1277.0 9.4

:Label0B00C9
009A: $LANCE_VANCE = create_actor 13 #SPECIAL01 at -351.3 -525.1 11.7
0173: set_actor $LANCE_VANCE z_angle_to 124.3
04F5: unknown_actor $LANCE_VANCE kiss_player $PLAYER_CHAR on 1
01ED: reset_actor $LANCE_VANCE flags
0243: set_actor $LANCE_VANCE ped_stats_to 16
02A9: set_actor $LANCE_VANCE immune_to_nonplayer 1
039E: (unknown) $LANCE_VANCE 1
01B2: give_actor $LANCE_VANCE weapon 21 ammo 30000 ;; Load the weapon model
before using this
0319: set_actor $LANCE_VANCE wander_state_to 1 (off)
01DF: tie_actor $LANCE_VANCE to_player $PLAYER_CHAR
009A: $1227 = create_actor 4 #ARMY at 464.3 1010.9 17.2
0173: set_actor $1227 z_angle_to 37.9
02A9: set_actor $1227 immune_to_nonplayer 1
01B2: give_actor $1227 weapon 26 ammo 30000 ;; Load the weapon model before
using this
02E2: set_actor $1227 weapon_accuracy_to 90
0350: unknown_actor $1227 not_scared_flag 1
009A: $1228 = create_actor 4 #ARMY at 462.5 1009.0 17.2
0173: set_actor $1228 z_angle_to 54.3
02A9: set_actor $1228 immune_to_nonplayer 1
01B2: give_actor $1228 weapon 26 ammo 30000 ;; Load the weapon model before
using this
0350: unknown_actor $1228 not_scared_flag 1
02E2: set_actor $1227 weapon_accuracy_to 90
0107: $123D = create_object -124 (DYNAMITE) at 467.9 1004.8 18.9
0382: unknown_set_object $123D collision_detection 0
0392: object $123D toggle_in_moving_list 0
0107: $123E = create_object -124 (DYNAMITE) at 468.5 1004.4 18.9
0382: unknown_set_object $123E collision_detection 0
0392: object $123E toggle_in_moving_list 0
0107: $123F = create_object -124 (DYNAMITE) at 468.1 1004.8 18.9
0382: unknown_set_object $123F collision_detection 0
0392: object $123F toggle_in_moving_list 0
0107: $1240 = create_object -124 (DYNAMITE) at 468.3 1004.5 18.9
0382: unknown_set_object $1240 collision_detection 0
0392: object $1240 toggle_in_moving_list 0
0107: $1241 = create_object -124 (DYNAMITE) at 468.4 1004.3 18.9
0382: unknown_set_object $1241 collision_detection 0
0392: object $1241 toggle_in_moving_list 0
0514: unknown_actor $LANCE_VANCE 6 0
0514: unknown_actor $PLAYER_ACTOR 6 0
0360: open_garage $2B2
03DA: set_garage $2B2 camera_follows_player
00A5: $1237 = create_car #SENTINEL at -345.3 -524.6 11.5
00A5: $1238 = create_car #POLICE at 469.6 336.6 11.4
020A: set_car $1238 door_status_to 1
016A: fade 1 (back) 1500 ms
0001: wait 1000 ms
00BC: text_highpriority "PRO3_01" 5000 ms 1 ;; Ok Lance, let's get the cops'
attention!
03D1: play_wav 1

:Label0B02CE
00D6: if 0
83D2: NOT wav 1 ended
004D: jump_if_false Label0B02E8
0001: wait 0 ms
0002: jump Label0B02CE

:Label0B02E8
040D: unload_wav 1
03D5: remove_text "PRO3_01" ;; Ok Lance, let's get the cops' attention!
00BB: text_lowpriority "PRO3_21" 5000 ms 1 ;; ~g~Get a wanted level so the cops
will follow you into the lock-up.
018A: $1245 = create_checkpoint_at 459.1 332.5 9.4
0006: 16@ = 0 ;; integer values

:Label0B0320
0001: wait 0 ms
00D6: if 0
0038: $1248 == 0 ;; integer values
004D: jump_if_false Label0B0F02
00D6: if 0
8118: NOT actor $LANCE_VANCE dead
004D: jump_if_false Label0B09C6
00D6: if 0
010F: player $PLAYER_CHAR wanted_level > 0
004D: jump_if_false Label0B03E3
00D6: if 0
0038: $124D == 0 ;; integer values
004D: jump_if_false Label0B03E3
00D6: if 0
8118: NOT actor $LANCE_VANCE dead
004D: jump_if_false Label0B03E3
00D6: if 0
0320: actor $LANCE_VANCE in_range_of_player $PLAYER_CHAR
004D: jump_if_false Label0B03E3
00BC: text_highpriority "PRO3_19" 5000 ms 1 ;; Now that got them really
irritated.
00BB: text_lowpriority "PRO3_20" 5000 ms 1 ;; ~g~ Get two cops to follow you
into the garage.
03D1: play_wav 2

:Label0B03AF
00D6: if 1
83D2: NOT wav 2 ended
8118: NOT actor $LANCE_VANCE dead
004D: jump_if_false Label0B03CE
0001: wait 0 ms
0002: jump Label0B03AF

:Label0B03CE
040D: unload_wav 2
03D5: remove_text "PRO3_19" ;; Now that got them really irritated.
0004: $124D = 1 ;; integer values

:Label0B03E3
00D6: if 0
0056: player $PLAYER_CHAR 0 ()in_rectangle 466.1 325.5 448.1 335.2
004D: jump_if_false Label0B098B
00D6: if 0
8038: NOT $1249 == 2 ;; integer values
004D: jump_if_false Label0B0501
00D6: if 0
010F: player $PLAYER_CHAR wanted_level > 1
004D: jump_if_false Label0B0501
00D6: if 0
0038: $1253 == 0 ;; integer values
004D: jump_if_false Label0B0497
00D6: if 0
80C2: NOT sphere_onscreen 444.6 348.4 10.7 2.0
004D: jump_if_false Label0B0497
009A: $1225 = create_actor 4 #COP at 444.6 348.4 10.7
01CA: actor $1225 kill_player $PLAYER_CHAR
011A: set_actor $1225 flags 1
01B2: give_actor $1225 weapon 4 ammo 1 ;; Load the weapon model before using
this
0004: $1253 = 1 ;; integer values

:Label0B0497
00D6: if 0
0038: $1254 == 0 ;; integer values
004D: jump_if_false Label0B0501
00D6: if 0
80C2: NOT sphere_onscreen 472.1 347.8 10.6 2.0
004D: jump_if_false Label0B0501
009A: $1226 = create_actor 4 #COP at 472.1 347.8 10.6
01CA: actor $1226 kill_player $PLAYER_CHAR
011A: set_actor $1226 flags 1
01B2: give_actor $1226 weapon 4 ammo 1 ;; Load the weapon model before using
this
0004: $1254 = 1 ;; integer values

:Label0B0501
00D6: if 0
00A3: actor $LANCE_VANCE 0 ()in_rectangle 466.1 325.5 448.1 339.2
004D: jump_if_false Label0B0949
00D6: if 0
0038: $1249 == 0 ;; integer values
004D: jump_if_false Label0B0713
00D6: if 0
0038: $1253 == 1 ;; integer values
004D: jump_if_false Label0B05D4
00D6: if 0
8118: NOT actor $1225 dead
004D: jump_if_false Label0B05C1
00D6: if 0
00A3: actor $1225 0 ()in_rectangle 466.1 325.5 448.1 337.2
004D: jump_if_false Label0B05BA
00D6: if 0
0038: $123B == 0 ;; integer values
004D: jump_if_false Label0B05BA
00D6: if 0
0038: $123C == 0 ;; integer values
004D: jump_if_false Label0B05BA
0008: $1249 += 1 ;; integer values
0004: $123B = 1 ;; integer values
0004: $1242 = 1 ;; integer values

:Label0B05BA
0002: jump Label0B05D4

:Label0B05C1
01C2: remove_references_to_actor $1225 ;; Like turning an actor into a random
pedestrian
0004: $1253 = 0 ;; integer values
0004: $1242 = 0 ;; integer values

:Label0B05D4
00D6: if 0
0038: $1254 == 1 ;; integer values
004D: jump_if_false Label0B066F
00D6: if 0
8118: NOT actor $1226 dead
004D: jump_if_false Label0B065C
00D6: if 0
00A3: actor $1226 0 ()in_rectangle 466.1 325.5 448.1 337.2
004D: jump_if_false Label0B0655
00D6: if 0
0038: $123B == 0 ;; integer values
004D: jump_if_false Label0B0655
00D6: if 0
0038: $123C == 0 ;; integer values
004D: jump_if_false Label0B0655
0008: $1249 += 1 ;; integer values
0004: $123C = 1 ;; integer values
0004: $1243 = 1 ;; integer values

:Label0B0655
0002: jump Label0B066F
:Label0B065C
01C2: remove_references_to_actor $1226 ;; Like turning an actor into a random
pedestrian
0004: $1254 = 0 ;; integer values
0004: $1243 = 0 ;; integer values

:Label0B066F
0469: unknown_create_actor $1223 in area 466.1 325.5 448.1 339.2 unknown 1 0
0 0 0
00D6: if 0
8038: NOT $1223 == -1 ;; integer values
004D: jump_if_false Label0B0713
00D6: if 0
8118: NOT actor $1223 dead
004D: jump_if_false Label0B0702
00D6: if 0
02F2: unknown_actor $1223 flag 1
004D: jump_if_false Label0B06FB
00D6: if 0
0038: $1239 == 0 ;; integer values
004D: jump_if_false Label0B06E6
0008: $1249 += 1 ;; integer values
0004: $1239 = 1 ;; integer values

:Label0B06E6
00D6: if 0
00DF: actor $1223 driving
004D: jump_if_false Label0B06FB
03E2: actor $1223 exit_car

:Label0B06FB
0002: jump Label0B0713

:Label0B0702
01C2: remove_references_to_actor $1223 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $1224 ;; Like turning an actor into a random
pedestrian
0004: $1249 = 0 ;; integer values

:Label0B0713
00D6: if 0
0038: $1249 == 1 ;; integer values
004D: jump_if_false Label0B0942
00D6: if 0
0038: $1253 == 1 ;; integer values
004D: jump_if_false Label0B07CB
00D6: if 0
8118: NOT actor $1225 dead
004D: jump_if_false Label0B07B8
00D6: if 0
00A3: actor $1225 0 ()in_rectangle 466.1 325.5 448.1 337.2
004D: jump_if_false Label0B07B1
00D6: if 0
0038: $1242 == 0 ;; integer values
004D: jump_if_false Label0B07B1
00D6: if 0
001A: 2 > $123B ;; integer values
004D: jump_if_false Label0B07B1
00D6: if 0
001A: 2 > $123C ;; integer values
004D: jump_if_false Label0B07B1
0008: $1249 += 1 ;; integer values
0004: $123B = 2 ;; integer values

:Label0B07B1
0002: jump Label0B07CB

:Label0B07B8
01C2: remove_references_to_actor $1225 ;; Like turning an actor into a random
pedestrian
0004: $1253 = 0 ;; integer values
0004: $1242 = 0 ;; integer values

:Label0B07CB
00D6: if 0
0038: $1254 == 1 ;; integer values
004D: jump_if_false Label0B0871
00D6: if 0
8118: NOT actor $1226 dead
004D: jump_if_false Label0B085E
00D6: if 0
00A3: actor $1226 0 ()in_rectangle 466.1 325.5 448.1 337.2
004D: jump_if_false Label0B0857
00D6: if 0
0038: $1243 == 0 ;; integer values
004D: jump_if_false Label0B0857
00D6: if 0
001A: 2 > $123B ;; integer values
004D: jump_if_false Label0B0857
00D6: if 0
001A: 2 > $123C ;; integer values
004D: jump_if_false Label0B0857
0008: $1249 += 1 ;; integer values
0004: $123C = 2 ;; integer values

:Label0B0857
0002: jump Label0B0871

:Label0B085E
01C2: remove_references_to_actor $1226 ;; Like turning an actor into a random
pedestrian
0004: $1254 = 0 ;; integer values
0004: $1243 = 0 ;; integer values

:Label0B0871
0469: unknown_create_actor $1224 in area 466.1 325.5 448.1 339.2 unknown 1 0
0 0 0
00D6: if 0
8038: NOT $1224 == -1 ;; integer values
004D: jump_if_false Label0B0942
00D6: if 0
8118: NOT actor $1224 dead
004D: jump_if_false Label0B0931
00D6: if 0
8118: NOT actor $LANCE_VANCE dead
004D: jump_if_false Label0B0914
00D6: if 0
02F2: unknown_actor $1224 flag 1
004D: jump_if_false Label0B090D
00D6: if 0
0038: $123A == 0 ;; integer values
004D: jump_if_false Label0B08F8
0008: $1249 += 1 ;; integer values
0004: $123A = 1 ;; integer values

:Label0B08F8
00D6: if 0
00DF: actor $1224 driving
004D: jump_if_false Label0B090D
03E2: actor $1224 exit_car

:Label0B090D
0002: jump Label0B092A

:Label0B0914
00BC: text_highpriority "PRO3_05" 5000 ms 1 ;; ~r~You killed Lance!
0002: jump Label0B2354

:Label0B092A
0002: jump Label0B0942

:Label0B0931
01C2: remove_references_to_actor $1223 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $1224 ;; Like turning an actor into a random
pedestrian
0004: $1249 = 0 ;; integer values

:Label0B0942
0002: jump Label0B0984

:Label0B0949
01C2: remove_references_to_actor $1223 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $1224 ;; Like turning an actor into a random
pedestrian
0004: $1249 = 0 ;; integer values
0004: $1239 = 0 ;; integer values
0004: $123A = 0 ;; integer values
0004: $123B = 0 ;; integer values
0004: $123C = 0 ;; integer values
0004: $1242 = 0 ;; integer values
0004: $1243 = 0 ;; integer values

:Label0B0984
0002: jump Label0B09C6

:Label0B098B
01C2: remove_references_to_actor $1223 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $1224 ;; Like turning an actor into a random
pedestrian
0004: $1249 = 0 ;; integer values
0004: $1239 = 0 ;; integer values
0004: $123A = 0 ;; integer values
0004: $123B = 0 ;; integer values
0004: $123C = 0 ;; integer values
0004: $1242 = 0 ;; integer values
0004: $1243 = 0 ;; integer values

:Label0B09C6
00D6: if 0
0038: $1249 == 2 ;; integer values
004D: jump_if_false Label0B0EAB
00D6: if 0
8339: NOT objects_in_cube 465.2 339.8 5.0 451.5 341.0 15.5 0 1 0 0 0
004D: jump_if_false Label0B0E92
00D6: if 0
8118: NOT actor $1223 dead
004D: jump_if_false Label0B0A2A
01ED: reset_actor $1223 flags
01D2: actor $1223 follow_player $PLAYER_CHAR

:Label0B0A2A
00D6: if 0
8118: NOT actor $1224 dead
004D: jump_if_false Label0B0A47
01ED: reset_actor $1224 flags
01D2: actor $1224 follow_player $PLAYER_CHAR

:Label0B0A47
00D6: if 0
8118: NOT actor $1225 dead
004D: jump_if_false Label0B0A64
01ED: reset_actor $1225 flags
01D2: actor $1225 follow_player $PLAYER_CHAR

:Label0B0A64
00D6: if 0
8118: NOT actor $1226 dead
004D: jump_if_false Label0B0A81
01ED: reset_actor $1226 flags
01D2: actor $1226 follow_player $PLAYER_CHAR

:Label0B0A81
00BE: text_clear_all
0110: clear_player $PLAYER_CHAR wanted_level
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 (true)
01F0: set_max_wanted_level_to 0
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
02A3: toggle_widescreen 1 (on)
015F: set_camera_position 460.0 350.5 14.1 0.0 0.0 0.0
0160: point_camera 458.85 342.56 11.7 2
0361: close_garage $2B2

:Label0B0AD6
00D6: if 0
83B1: NOT garage $2B2 door_closed
004D: jump_if_false Label0B0AF1
0001: wait 0 ms
0002: jump Label0B0AD6

:Label0B0AF1
00D6: if 0
0018: $1239 > 0 ;; integer values
004D: jump_if_false Label0B0B18
00D6: if 0
8118: NOT actor $1223 dead
004D: jump_if_false Label0B0B18
0321: kill_actor $1223

:Label0B0B18
00D6: if 0
0018: $123A > 0 ;; integer values
004D: jump_if_false Label0B0B3F
00D6: if 0
8118: NOT actor $1224 dead
004D: jump_if_false Label0B0B3F
0321: kill_actor $1224

:Label0B0B3F
00D6: if 0
0018: $123B > 0 ;; integer values
004D: jump_if_false Label0B0B66
00D6: if 0
8118: NOT actor $1225 dead
004D: jump_if_false Label0B0B66
0321: kill_actor $1225

:Label0B0B66
00D6: if 0
0018: $123C > 0 ;; integer values
004D: jump_if_false Label0B0B8D
00D6: if 0
8118: NOT actor $1226 dead
004D: jump_if_false Label0B0B8D
0321: kill_actor $1226

:Label0B0B8D
0591: unknown_clear_birds_from_airspace 466.1 325.5 448.1 339.2
042B: clear_peds_from_cube 466.1 325.5 5.0 448.0 340.1 15.0
03CF: load_wav "BUD3_1" as 1
03CF: load_wav "BUD3_2" as 2

:Label0B0BDB
00D6: if 21
83D0: NOT wav 1 loaded
83D0: NOT wav 2 loaded
004D: jump_if_false Label0B0BF9
0001: wait 0 ms
0002: jump Label0B0BDB

:Label0B0BF9
0164: disable_marker $1245
0001: wait 2000 ms
00BC: text_highpriority "PRO3_09" 5000 ms 1 ;; Tie 'em up and gag 'em!
03D1: play_wav 1

:Label0B0C16
00D6: if 0
83D2: NOT wav 1 ended
004D: jump_if_false Label0B0C30
0001: wait 0 ms
0002: jump Label0B0C16

:Label0B0C30
040D: unload_wav 1
03D5: remove_text "PRO3_09" ;; Tie 'em up and gag 'em!
00BC: text_highpriority "PRO3_10" 5000 ms 1 ;; Ooo. Fits perfectly!
03D1: play_wav 2

:Label0B0C51
00D6: if 1
83D2: NOT wav 2 ended
8118: NOT actor $LANCE_VANCE dead
004D: jump_if_false Label0B0C70
0001: wait 0 ms
0002: jump Label0B0C51

:Label0B0C70
040D: unload_wav 2
03D5: remove_text "PRO3_10" ;; Ooo. Fits perfectly!
009B: destroy_actor_instantly $LANCE_VANCE
009A: $LANCE_VANCE = create_actor 4 #SPECIAL02 at 456.4 338.7 10.8
04F5: unknown_actor $LANCE_VANCE kiss_player $PLAYER_CHAR on 1
01ED: reset_actor $LANCE_VANCE flags
0243: set_actor $LANCE_VANCE ped_stats_to 16
02A9: set_actor $LANCE_VANCE immune_to_nonplayer 1
039E: (unknown) $LANCE_VANCE 1
01B2: give_actor $LANCE_VANCE weapon 21 ammo 30000 ;; Load the weapon model
before using this
0319: set_actor $LANCE_VANCE wander_state_to 1 (off)
01DF: tie_actor $LANCE_VANCE to_player $PLAYER_CHAR
00D6: if 0
00E0: player $PLAYER_CHAR driving
004D: jump_if_false Label0B0D03
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 458.5 338.9 10.8
0002: jump Label0B0D17

:Label0B0D03
0055: put_player $PLAYER_CHAR at 458.5 338.9 10.8

:Label0B0D17
00D6: if 0
8118: NOT actor $PLAYER_ACTOR dead
004D: jump_if_false Label0B0D4B
0352: set_actor $PLAYER_ACTOR skin_to "PLAYER6"
038B: load_requested_models
00D6: if 0
8118: NOT actor $PLAYER_ACTOR dead
004D: jump_if_false Label0B0D4B
0353: refresh_actor $PLAYER_ACTOR

:Label0B0D4B
03CF: load_wav "BUD3_3" as 1
03CF: load_wav "BUD3_4" as 2

:Label0B0D63
00D6: if 21
83D0: NOT wav 1 loaded
83D0: NOT wav 2 loaded
004D: jump_if_false Label0B0D81
0001: wait 0 ms
0002: jump Label0B0D63

:Label0B0D81
00BC: text_highpriority "PRO3_11" 5000 ms 1 ;; Bit tight around the crotch
though...
03D1: play_wav 1

:Label0B0D94
00D6: if 0
83D2: NOT wav 1 ended
004D: jump_if_false Label0B0DAE
0001: wait 0 ms
0002: jump Label0B0D94

:Label0B0DAE
040D: unload_wav 1
03D5: remove_text "PRO3_11" ;; Bit tight around the crotch though...
00BC: text_highpriority "PRO3_12" 5000 ms 1 ;; Oh yeah yeah, mine too. Mine too.
03D1: play_wav 2

:Label0B0DCF
00D6: if 1
83D2: NOT wav 2 ended
8118: NOT actor $LANCE_VANCE dead
004D: jump_if_false Label0B0DEE
0001: wait 0 ms
0002: jump Label0B0DCF

:Label0B0DEE
040D: unload_wav 2
03D5: remove_text "PRO3_12" ;; Oh yeah yeah, mine too. Mine too.
03CF: load_wav "BUD3_1C" as 1
03CF: load_wav "BUD3_5" as 2

:Label0B0E14
00D6: if 21
83D0: NOT wav 1 loaded
83D0: NOT wav 2 loaded
004D: jump_if_false Label0B0E32
0001: wait 0 ms
0002: jump Label0B0E14

:Label0B0E32
009B: destroy_actor_instantly $1223
009B: destroy_actor_instantly $1224
009B: destroy_actor_instantly $1225
009B: destroy_actor_instantly $1226
0001: wait 2000 ms
0360: open_garage $2B2

:Label0B0E50
00D6: if 0
83B0: NOT garage $2B2 door_open
004D: jump_if_false Label0B0E6B
0001: wait 0 ms
0002: jump Label0B0E50

:Label0B0E6B
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
02A3: toggle_widescreen 0 (off)
0164: disable_marker $1244
0004: $124D = 0 ;; integer values
0004: $1248 = 1 ;; integer values
0002: jump Label0B0EAB

:Label0B0E92
01C2: remove_references_to_actor $1223 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $1224 ;; Like turning an actor into a random
pedestrian
00BC: text_highpriority "PRO3_22" 5000 ms 1 ;; ~g~The lock-up door is blocked!
You need to clear the door so it can close.

:Label0B0EAB
00D6: if 0
0038: $3EB == 1 ;; integer values
004D: jump_if_false Label0B0F02
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 5
00D6: if 0
8118: NOT actor $1227 dead
004D: jump_if_false Label0B0EE3
0243: set_actor $1227 ped_stats_to 16
01CC: actor $1227 kill_player $PLAYER_CHAR

:Label0B0EE3
00D6: if 0
8118: NOT actor $1228 dead
004D: jump_if_false Label0B0F02
0243: set_actor $1228 ped_stats_to 16
01CC: actor $1228 kill_player $PLAYER_CHAR

:Label0B0F02
00D6: if 0
0038: $1248 == 1 ;; integer values
004D: jump_if_false Label0B10E3
009A: $1229 = create_actor 4 #COP at 452.1 994.0 17.2
0173: set_actor $1229 z_angle_to 171.9
02A9: set_actor $1229 immune_to_nonplayer 1
01B2: give_actor $1229 weapon 26 ammo 30000 ;; Load the weapon model before
using this
009A: $122A = create_actor 4 #COP at 377.3 993.8 17.2
0173: set_actor $122A z_angle_to 172.1
02A9: set_actor $122A immune_to_nonplayer 1
01B2: give_actor $122A weapon 26 ammo 30000 ;; Load the weapon model before
using this
009A: $122B = create_actor 4 #COP at 348.9 1122.3 17.2
0173: set_actor $122B z_angle_to 86.1
02A9: set_actor $122B immune_to_nonplayer 1
01B2: give_actor $122B weapon 17 ammo 30000 ;; Load the weapon model before
using this
009A: $122C = create_actor 4 #COP at 478.9 1125.5 17.5
0173: set_actor $122C z_angle_to 259.1
02A9: set_actor $122C immune_to_nonplayer 1
01B2: give_actor $122C weapon 17 ammo 30000 ;; Load the weapon model before
using this
009A: $122D = create_actor 4 #COP at 368.9 1208.5 24.5
0173: set_actor $122D z_angle_to 90.1
02A9: set_actor $122D immune_to_nonplayer 1
01B2: give_actor $122D weapon 17 ammo 30000 ;; Load the weapon model before
using this
009A: $122E = create_actor 4 #COP at 380.5 1257.9 16.4
0173: set_actor $122E z_angle_to 353.1
02A9: set_actor $122E immune_to_nonplayer 1
01B2: give_actor $122E weapon 17 ammo 30000 ;; Load the weapon model before
using this
009A: $122F = create_actor 4 #COP at 447.7 1257.1 17.3
0173: set_actor $122F z_angle_to 2.6
02A9: set_actor $122F immune_to_nonplayer 1
01B2: give_actor $122F weapon 17 ammo 30000 ;; Load the weapon model before
using this
04C0: unknown_line 556.5 763.3 10.2 538.5 763.3 10.2
04C0: unknown_line 306.3 881.2 10.2 325.5 881.2 10.2
018A: $1244 = create_checkpoint_at 468.0 1005.9 18.1
00BB: text_lowpriority "PRO3_02" 7000 ms 1 ;; ~g~ Take a cop car and go and
plant the bomb at the Tarbrush Coffee Shop in the Mall.
0004: $1248 = 2 ;; integer values

:Label0B10E3
00D6: if 0
0038: $1248 == 2 ;; integer values
004D: jump_if_false Label0B1DCC
00D6: if 0
0038: $3EB == 1 ;; integer values
004D: jump_if_false Label0B112F
00D6: if 0
0038: $1252 == 0 ;; integer values
004D: jump_if_false Label0B112F
00BC: text_highpriority "PRO3_23" 5000 ms 1 ;; ~g~Walk into the marker to plant
the bomb.
0004: $1252 = 1 ;; integer values

:Label0B112F
00D6: if 0
8118: NOT actor $LANCE_VANCE dead
004D: jump_if_false Label0B1235
00D6: if 21
00F5: player $PLAYER_CHAR 0 ()near_point 556.5 763.3 10.2 radius 20.0 20.0
20.0
00F5: player $PLAYER_CHAR 0 ()near_point 306.3 881.2 10.2 radius 20.0 20.0
20.0
004D: jump_if_false Label0B1235
00D6: if 0
0038: $124D == 0 ;; integer values
004D: jump_if_false Label0B1235
00D6: if 0
0320: actor $LANCE_VANCE in_range_of_player $PLAYER_CHAR
004D: jump_if_false Label0B1235
00D6: if 0
00E0: player $PLAYER_CHAR driving
004D: jump_if_false Label0B1235
00DA: $1235 = player $PLAYER_CHAR car
02E3: $1251 = car $1235 speed
00D6: if 0
0020: $1251 > 10.0 ;; floating-point values
004D: jump_if_false Label0B1235
00BC: text_highpriority "PRO3_13" 5000 ms 1 ;; Easy brother! No cop drives this
bad!
03D1: play_wav 1

:Label0B1201
00D6: if 1
83D2: NOT wav 1 ended
8118: NOT actor $LANCE_VANCE dead
004D: jump_if_false Label0B1220
0001: wait 0 ms
0002: jump Label0B1201

:Label0B1220
040D: unload_wav 1
03D5: remove_text "PRO3_13" ;; Easy brother! No cop drives this bad!
0004: $124D = 1 ;; integer values

:Label0B1235
00D6: if 24
0057: player $PLAYER_CHAR 0 ()in_cube 436.2 995.1 17.3 468.7 988.7 19.7
00F5: player $PLAYER_CHAR 0 ()near_point 377.3 993.8 18.2 radius 15.0 15.0
15.0
00F5: player $PLAYER_CHAR 0 ()near_point 348.9 1122.3 18.2 radius 15.0 15.0
15.0
00F5: player $PLAYER_CHAR 0 ()near_point 478.9 1125.5 17.5 radius 15.0 15.0
15.0
00F5: player $PLAYER_CHAR 0 ()near_point 368.9 1208.5 25.5 radius 15.0 15.0
15.0
004D: jump_if_false Label0B14DB
00D6: if 0
810F: NOT player $PLAYER_CHAR wanted_level > 0
004D: jump_if_false Label0B14DB
00D6: if 0
8118: NOT actor $LANCE_VANCE dead
004D: jump_if_false Label0B1392
00D6: if 0
0038: $124E == 0 ;; integer values
004D: jump_if_false Label0B1392
00D6: if 0
0320: actor $LANCE_VANCE in_range_of_player $PLAYER_CHAR
004D: jump_if_false Label0B1392
00D6: if 0
80E0: NOT player $PLAYER_CHAR driving
004D: jump_if_false Label0B1392
00BC: text_highpriority "PRO3_14" 5000 ms 1 ;; Remember - smile at the other
cops
03D1: play_wav 2

:Label0B1363
00D6: if 0
83D2: NOT wav 2 ended
004D: jump_if_false Label0B137D
0001: wait 0 ms
0002: jump Label0B1363

:Label0B137D
040D: unload_wav 2
03D5: remove_text "PRO3_14" ;; Remember - smile at the other cops
0004: $124E = 1 ;; integer values
:Label0B1392
00D6: if 0
0038: $124E == 1 ;; integer values
004D: jump_if_false Label0B1454
03CF: load_wav "BUD3_6" as 1
03CF: load_wav "BUD3_7" as 2

:Label0B13BC
00D6: if 21
83D0: NOT wav 1 loaded
83D0: NOT wav 2 loaded
004D: jump_if_false Label0B13DA
0001: wait 0 ms
0002: jump Label0B13BC

:Label0B13DA
00D6: if 0
8118: NOT actor $LANCE_VANCE dead
004D: jump_if_false Label0B1454
00D6: if 0
0320: actor $LANCE_VANCE in_range_of_player $PLAYER_CHAR
004D: jump_if_false Label0B1454
00D6: if 0
80E0: NOT player $PLAYER_CHAR driving
004D: jump_if_false Label0B1454
00BC: text_highpriority "PRO3_15" 5000 ms 1 ;; Hey there officer. Nice badge,
nice badge.
03D1: play_wav 1

:Label0B1420
00D6: if 1
83D2: NOT wav 1 ended
8118: NOT actor $LANCE_VANCE dead
004D: jump_if_false Label0B143F
0001: wait 0 ms
0002: jump Label0B1420

:Label0B143F
040D: unload_wav 1
03D5: remove_text "PRO3_15" ;; Hey there officer. Nice badge, nice badge.
0004: $124E = 2 ;; integer values

:Label0B1454
00D6: if 0
8118: NOT actor $LANCE_VANCE dead
004D: jump_if_false Label0B14DB
00D6: if 0
0038: $124E == 2 ;; integer values
004D: jump_if_false Label0B14DB
00D6: if 0
0320: actor $LANCE_VANCE in_range_of_player $PLAYER_CHAR
004D: jump_if_false Label0B14DB
00D6: if 0
80E0: NOT player $PLAYER_CHAR driving
004D: jump_if_false Label0B14DB
00BC: text_highpriority "PRO3_16" 5000 ms 1 ;; Real smooth, Lance.
03D1: play_wav 2
:Label0B14AC
00D6: if 0
83D2: NOT wav 2 ended
004D: jump_if_false Label0B14C6
0001: wait 0 ms
0002: jump Label0B14AC

:Label0B14C6
040D: unload_wav 2
03D5: remove_text "PRO3_16" ;; Real smooth, Lance.
0004: $124E = 3 ;; integer values

:Label0B14DB
00D6: if 0
0038: $124C == 0 ;; integer values
004D: jump_if_false Label0B1541
00D6: if 0
8500: NOT player $PLAYER_CHAR skin == "PLAYER6"
004D: jump_if_false Label0B151E
00D6: if 0
0038: $3EB == 1 ;; integer values
004D: jump_if_false Label0B151E
0004: $124C = 1 ;; integer values

:Label0B151E
00D6: if 21
0118: actor $1227 dead
0118: actor $1228 dead
004D: jump_if_false Label0B153A
0004: $124C = 1 ;; integer values

:Label0B153A
0002: jump Label0B1684

:Label0B1541
00BB: text_lowpriority "PRO3_07" 5000 ms 1 ;; ~g~ You have blown your cover.
Hurry up and plant the bomb!
00D6: if 0
0038: $124B == 0 ;; integer values
004D: jump_if_false Label0B156D
01F0: set_max_wanted_level_to 6
010D: set_player $PLAYER_CHAR wanted_level_to 4

:Label0B156D
00D6: if 0
8118: NOT actor $1229 dead
004D: jump_if_false Label0B158C
0243: set_actor $1229 ped_stats_to 16
01CC: actor $1229 kill_player $PLAYER_CHAR

:Label0B158C
00D6: if 0
8118: NOT actor $122A dead
004D: jump_if_false Label0B15AB
0243: set_actor $122A ped_stats_to 16
01CC: actor $122A kill_player $PLAYER_CHAR

:Label0B15AB
00D6: if 0
8118: NOT actor $122B dead
004D: jump_if_false Label0B15CA
0243: set_actor $122B ped_stats_to 16
01CC: actor $122B kill_player $PLAYER_CHAR

:Label0B15CA
00D6: if 0
8118: NOT actor $122C dead
004D: jump_if_false Label0B15E9
0243: set_actor $122C ped_stats_to 16
01CC: actor $122C kill_player $PLAYER_CHAR

:Label0B15E9
00D6: if 0
8118: NOT actor $122D dead
004D: jump_if_false Label0B1608
0243: set_actor $122D ped_stats_to 16
01CC: actor $122D kill_player $PLAYER_CHAR

:Label0B1608
00D6: if 0
8118: NOT actor $122E dead
004D: jump_if_false Label0B1627
0243: set_actor $122E ped_stats_to 16
01CC: actor $122E kill_player $PLAYER_CHAR

:Label0B1627
00D6: if 0
8118: NOT actor $122F dead
004D: jump_if_false Label0B1646
0243: set_actor $122F ped_stats_to 16
01CC: actor $122F kill_player $PLAYER_CHAR

:Label0B1646
00D6: if 0
8118: NOT actor $1227 dead
004D: jump_if_false Label0B1665
0243: set_actor $1227 ped_stats_to 16
01CC: actor $1227 kill_player $PLAYER_CHAR

:Label0B1665
00D6: if 0
8118: NOT actor $1228 dead
004D: jump_if_false Label0B1684
0243: set_actor $1228 ped_stats_to 16
01CC: actor $1228 kill_player $PLAYER_CHAR

:Label0B1684
00D6: if 0
0038: $124B == 0 ;; integer values
004D: jump_if_false Label0B1780
00D6: if 0
00F6: player $PLAYER_CHAR 1 (in-sphere)near_point_on_foot 468.0 1005.9 18.1
radius 1.0 1.0 2.0
004D: jump_if_false Label0B1780
0164: disable_marker $1244
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
03CF: load_wav "BUD3_8A" as 1
03CF: load_wav "BUD3_9A" as 2
:Label0B16EA
00D6: if 21
83D0: NOT wav 1 loaded
83D0: NOT wav 2 loaded
004D: jump_if_false Label0B1708
0001: wait 0 ms
0002: jump Label0B16EA

:Label0B1708
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 (true)
01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR
0173: set_actor $PLAYER_ACTOR z_angle_to 232.0
0372: set_actor $PLAYER_ACTOR anim 31 wait_state_time 1000 ms
0373: set_camera_directly_behind_player
0001: wait 1000 ms
00D6: if 0
8118: NOT actor $PLAYER_ACTOR dead
004D: jump_if_false Label0B174B
0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 1 ms

:Label0B174B
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 (false)
00D6: if 0
8118: NOT actor $PLAYER_ACTOR dead
004D: jump_if_false Label0B1772
0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 1 ms

:Label0B1772
0006: 17@ = 0 ;; integer values
0004: $124B = 1 ;; integer values

:Label0B1780
00D6: if 0
0038: $124B == 1 ;; integer values
004D: jump_if_false Label0B1DCC
00D6: if 0
0038: $124F == 0 ;; integer values
004D: jump_if_false Label0B1869
00BC: text_highpriority "PRO3_17" 5000 ms 1 ;; Ok, timers are set, 5 seconds and
ticking.
03D1: play_wav 1

:Label0B17B7
00D6: if 0
83D2: NOT wav 1 ended
004D: jump_if_false Label0B1808
0001: wait 0 ms
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point 448.65 1003.0 18.4 radius 5.0 5.0
5.0
004D: jump_if_false Label0B1801
0002: jump Label0B18A1

:Label0B1801
0002: jump Label0B17B7

:Label0B1808
040D: unload_wav 1
03D5: remove_text "PRO3_17" ;; Ok, timers are set, 5 seconds and ticking.
0006: 17@ = 0 ;; integer values
00D6: if 0
8118: NOT actor $LANCE_VANCE dead
004D: jump_if_false Label0B1862
00D6: if 0
0320: actor $LANCE_VANCE in_range_of_player $PLAYER_CHAR
004D: jump_if_false Label0B1862
00BC: text_highpriority "PRO3_18" 5000 ms 1 ;; 5 seconds?!! We got to get the
hell out of here!
00BB: text_lowpriority "PRO3_24" 5000 ms 1 ;; ~g~Get clear of the Cafe!
03D1: play_wav 2

:Label0B1862
0004: $124F = 1 ;; integer values

:Label0B1869
00D6: if 21
0019: 17@ > 6000 ;; integer values
00F5: player $PLAYER_CHAR 0 ()near_point 448.65 1003.0 18.4 radius 5.0 5.0
5.0
004D: jump_if_false Label0B1DCC

:Label0B18A1
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point 448.65 1003.0 18.4 radius 5.0 5.0
5.0
004D: jump_if_false Label0B1904
00D6: if 0
847E: NOT player $PLAYER_CHAR driving_a_motorbike
004D: jump_if_false Label0B18E6
0579: $PLAYER_ACTOR

:Label0B18E6
0055: put_player $PLAYER_CHAR at 449.4 1007.1 18.1
0171: set_player $PLAYER_CHAR z_angle_to 182.3

:Label0B1904
00D6: if 0
8057: NOT player $PLAYER_CHAR 0 ()in_cube 458.7 1002.1 25.0 398.2 1095.3
15.7
004D: jump_if_false Label0B195D
00D6: if 0
847E: NOT player $PLAYER_CHAR driving_a_motorbike
004D: jump_if_false Label0B1949
0579: $PLAYER_ACTOR

:Label0B1949
0055: put_player $PLAYER_CHAR at 435.1 1030.4 18.1

:Label0B195D
0054: store_player $PLAYER_CHAR position_to $5F $60 $61
0009: $60 += 1.0 ;; floating-point values
00D6: if 0
8118: NOT actor $LANCE_VANCE dead
004D: jump_if_false Label0B1993
00A1: put_actor $LANCE_VANCE at $5F $60 $61
:Label0B1993
00BE: text_clear_all
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
02A3: toggle_widescreen 1 (on)
0336: (unknown) $PLAYER_CHAR 0
00D6: if 0
8118: NOT actor $LANCE_VANCE dead
004D: jump_if_false Label0B19C6
02AB: set_actor $LANCE_VANCE immunities 1 1 1 1 1

:Label0B19C6
015F: set_camera_position 450.5358 1023.133 22.5928 0.0 0.0 0.0
0160: point_camera 451.2465 1022.443 22.4529 2
020C: create_explosion 2 at 471.5 1009.5 18.1
020C: create_explosion 11 at 471.5 1009.5 18.1
020C: create_explosion 1 at 471.5 1009.5 18.1
020C: create_explosion 6 at 471.5 1009.5 18.1
0003: shake_camera 900
0001: wait 1000 ms
020C: create_explosion 2 at 468.5 1010.1 18.1
020C: create_explosion 11 at 468.5 1010.1 18.1
020C: create_explosion 1 at 468.5 1010.1 18.1
020C: create_explosion 6 at 468.5 1010.1 18.1
039D: scatter_particles 17 .6 5 156 165 11000 at 468.5 1010.1 18.1 .1
0.0 .2
020C: create_explosion 2 at 466.5 1012.5 18.1
020C: create_explosion 11 at 466.5 1012.5 18.1
020C: create_explosion 1 at 466.5 1012.5 18.1
0003: shake_camera 900
0001: wait 1000 ms
020C: create_explosion 2 at 465.3 1005.6 18.1
020C: create_explosion 11 at 465.3 1005.6 18.1
020C: create_explosion 1 at 465.3 1005.6 18.1
020C: create_explosion 2 at 461.7 1002.3 18.1
020C: create_explosion 11 at 461.7 1002.3 18.1
020C: create_explosion 1 at 461.7 1002.3 18.1
020C: create_explosion 6 at 461.7 1002.3 18.1
039D: scatter_particles 17 .8 0 0 0 11000 at 461.7 1002.3 18.1 .1 0.0 .
2
0003: shake_camera 1800
0001: wait 2000 ms
020C: create_explosion 6 at 463.9 1008.0 18.1
020C: create_explosion 6 at 464.3 1008.0 18.1
020C: create_explosion 6 at 464.9 1008.0 18.1
020C: create_explosion 6 at 465.3 1008.0 18.1
020C: create_explosion 6 at 465.9 1008.0 18.1
039D: scatter_particles 4 3.0 0 0 0 11000 at 463.9 1008.0 18.1 .2 0.0 .
1
020C: create_explosion 6 at 452.5358 1023.133 22.5928
0003: shake_camera 1000
0169: set_fade_color 255 255 255
016A: fade 0 () 400 ms
00D6: if 0
8117: NOT player $PLAYER_CHAR wasted
004D: jump_if_false Label0B1CDD
00D6: if 0
8118: NOT actor $LANCE_VANCE dead
004D: jump_if_false Label0B1CDD
03B6: replace_model_at 468.882 1006.67 20.681 radius 80.0 from -161
(ML_TARBRUSH) to -162 (ML_TARBRUSHDAMAGE)
00D6: if 0
0038: $1250 == 0 ;; integer values
004D: jump_if_false Label0B1CDD
0004: $1250 = 1 ;; integer values

:Label0B1CDD
016A: fade 1 (back) 400 ms
02CF: $1230 = create_fire_at 471.5 1009.5 18.1
02CF: $1231 = create_fire_at 468.5 1010.1 18.1
02CF: $1232 = create_fire_at 465.3 1005.6 18.1
02CF: $1233 = create_fire_at 461.7 1002.3 18.1
02CF: $1234 = create_fire_at 463.9 1008.0 18.1
0001: wait 3000 ms
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
02A3: toggle_widescreen 0 (off)
0336: (unknown) $PLAYER_CHAR 1
01F0: set_max_wanted_level_to 6
010D: set_player $PLAYER_CHAR wanted_level_to 5
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 (false)
00D6: if 0
8118: NOT actor $LANCE_VANCE dead
004D: jump_if_false Label0B1D92
02AB: set_actor $LANCE_VANCE immunities 0 0 0 0 0

:Label0B1D92
0004: $124C = 1 ;; integer values
00BC: text_highpriority "PRO3_08" 5000 ms 1 ;; ~g~ Get back to ~h~Vercetti
Estate~g~ on ~h~Starfish Island~g~.
018A: $1246 = create_checkpoint_at -378.2 -549.8 17.6
04C1: unknown 0 $1248 3 0 $124B 1

:Label0B1DCC
00D6: if 0
0038: $1248 == 3 ;; integer values
004D: jump_if_false Label0B21CE
00D6: if 0
00F9: player $PLAYER_CHAR stopped 1 (in-sphere)near_point_on_foot -378.2 -549.8
17.6 radius 3.0 3.0 3.0
004D: jump_if_false Label0B21CE
00D6: if 0
8118: NOT actor $LANCE_VANCE dead
004D: jump_if_false Label0B21CE
00D6: if 0
0320: actor $LANCE_VANCE in_range_of_player $PLAYER_CHAR
004D: jump_if_false Label0B21CE
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
02A3: toggle_widescreen 1 (on)
0055: put_player $PLAYER_CHAR at -381.4 -532.3 16.1
009A: $1223 = create_actor 4 #SPECIAL03 at -378.2 -549.8 17.6
0173: set_actor $1223 z_angle_to 184.6
00D6: if 0
8118: NOT actor $1223 dead
004D: jump_if_false Label0B1E91
0239: actor $1223 run_to -378.4 -561.1

:Label0B1E91
00D6: if 0
8118: NOT actor $LANCE_VANCE dead
004D: jump_if_false Label0B1ED3
00A1: put_actor $LANCE_VANCE at -377.4 -547.9 16.7
0173: set_actor $LANCE_VANCE z_angle_to 184.6
01E0: clear_leader $LANCE_VANCE
0239: actor $LANCE_VANCE run_to -378.4 -561.1

:Label0B1ED3
015F: set_camera_position -378.5 -546.1 21.2 0.0 0.0 0.0
0160: point_camera -378.7 -553.7 19.6 2
0001: wait 1000 ms
00D6: if 0
8118: NOT actor $1223 dead
004D: jump_if_false Label0B1F2A
0239: actor $1223 run_to -378.4 -561.1

:Label0B1F2A
0006: 16@ = 0 ;; integer values

:Label0B1F31
00D6: if 1
80ED: NOT actor $1223 0 ()near_point_on_foot -378.4 -561.1 radius 1.0 1.0
8019: NOT 16@ > 7000 ;; integer values
004D: jump_if_false Label0B1F7A
0001: wait 0 ms
00D6: if 0
8118: NOT actor $1223 dead
004D: jump_if_false Label0B1F73

:Label0B1F73
0002: jump Label0B1F31

:Label0B1F7A
00D6: if 0
8118: NOT actor $1223 dead
004D: jump_if_false Label0B1F8F
009B: destroy_actor_instantly $1223

:Label0B1F8F
00D6: if 0
8118: NOT actor $PLAYER_ACTOR dead
004D: jump_if_false Label0B1FC3
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 Label0B1FC3
0353: refresh_actor $PLAYER_ACTOR

:Label0B1FC3
00D6: if 0
8118: NOT actor $LANCE_VANCE dead
004D: jump_if_false Label0B1FD8
009B: destroy_actor_instantly $LANCE_VANCE

:Label0B1FD8
009A: $1223 = create_actor 4 #NULL at -378.4 -561.1 18.5
00D6: if 0
8118: NOT actor $1223 dead
004D: jump_if_false Label0B200F
0239: actor $1223 run_to -378.2 -549.8

:Label0B200F
0006: 16@ = 0 ;; integer values

:Label0B2016
00D6: if 1
80ED: NOT actor $1223 0 ()near_point_on_foot -378.2 -549.8 radius 1.0 1.0
8019: NOT 16@ > 7000 ;; integer values
004D: jump_if_false Label0B205F
0001: wait 0 ms
00D6: if 0
8118: NOT actor $1223 dead
004D: jump_if_false Label0B2058

:Label0B2058
0002: jump Label0B2016

:Label0B205F
0001: wait 2000 ms
009B: destroy_actor_instantly $1223
0055: put_player $PLAYER_CHAR at -378.2 -549.8 17.6
0171: set_player $PLAYER_CHAR z_angle_to 9.3
0373: set_camera_directly_behind_player
0164: disable_marker $1246
016A: fade 0 () 500 ms

:Label0B2095
00D6: if 0
016B: fading
004D: jump_if_false Label0B20AD
0001: wait 0 ms
0002: jump Label0B2095

:Label0B20AD
04A6: $1236 = create_asset_money_pickup_at -378.4 -536.9 17.2 money $26D $26D
015F: set_camera_position -369.1 -467.9 22.7 0.0 0.0 0.0
0160: point_camera -370.6 -533.8 18.0 2
016A: fade 1 (back) 500 ms

:Label0B2101
00D6: if 0
016B: fading
004D: jump_if_false Label0B2119
0001: wait 0 ms
0002: jump Label0B2101

:Label0B2119
0394: play_music 1
00BA: text_styled "PRO_AS1" 5000 ms 6 ;; PROTECTION RING ASSET COMPLETED
0001: wait 5000 ms
015F: set_camera_position -377.1 -526.9 19.4 0.0 0.0 0.0
0160: point_camera -377.6 -536.6 17.5 2
01E5: text_1number_highpriority "PRO_AS2" $26D 6000 ms 1 ;; ~g~Vercetti Estate
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
:Label0B2182
00D6: if 0
016B: fading
004D: jump_if_false Label0B219A
0001: wait 0 ms
0002: jump Label0B2182

:Label0B219A
0054: store_player $PLAYER_CHAR position_to $5F $60 $61
03CB: set_camera $5F $60 $61
016A: fade 1 (back) 500 ms
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
02A3: toggle_widescreen 0 (off)
0002: jump Label0B2393

:Label0B21CE
00D6: if 0
8118: NOT actor $LANCE_VANCE dead
004D: jump_if_false Label0B2337
00D6: if 0
0038: $124A == 1 ;; integer values
004D: jump_if_false Label0B2243
00D6: if 0
8320: NOT actor $LANCE_VANCE in_range_of_player $PLAYER_CHAR
004D: jump_if_false Label0B2243
00D6: if 0
0019: 16@ > 3000 ;; integer values
004D: jump_if_false Label0B2225
00BC: text_highpriority "PRO3_03" 5000 ms 1 ;; ~g~ You've left Lance behind, go
and get him.

:Label0B2225
0164: disable_marker $1245
0164: disable_marker $1244
0164: disable_marker $1246
0187: $1247 = create_marker_above_actor $LANCE_VANCE
0004: $124A = 0 ;; integer values

:Label0B2243
00D6: if 0
0038: $124A == 0 ;; integer values
004D: jump_if_false Label0B2330
00D6: if 0
00FB: player $PLAYER_CHAR 0 ()near_actor $LANCE_VANCE radius 8.0 8.0 8.0
004D: jump_if_false Label0B2330
01DF: tie_actor $LANCE_VANCE to_player $PLAYER_CHAR
00D6: if 0
0019: 16@ > 3000 ;; integer values
004D: jump_if_false Label0B22A3
00BC: text_highpriority "PRO3_04" 5000 ms 1 ;; ~g~ Let's go.

:Label0B22A3
0164: disable_marker $1247
0164: disable_marker $1245
0164: disable_marker $1244
0164: disable_marker $1246
00D6: if 0
0038: $1248 == 0 ;; integer values
004D: jump_if_false Label0B22DD
018A: $1245 = create_checkpoint_at 457.4 335.28 9.4

:Label0B22DD
00D6: if 0
0038: $1248 == 2 ;; integer values
004D: jump_if_false Label0B2303
018A: $1244 = create_checkpoint_at 471.5 1009.5 18.1

:Label0B2303
00D6: if 0
0038: $1248 == 3 ;; integer values
004D: jump_if_false Label0B2329
018A: $1246 = create_checkpoint_at -378.2 -549.8 17.6

:Label0B2329
0004: $124A = 1 ;; integer values

:Label0B2330
0002: jump Label0B234D

:Label0B2337
00BC: text_highpriority "PRO3_05" 5000 ms 1 ;; ~r~You killed Lance!
0002: jump Label0B2354

:Label0B234D
0002: jump Label0B0320

:Label0B2354
00BA: text_styled "M_FAIL" 5000 ms 1 ;; MISSION FAILED!
00D6: if 0
0038: $1250 == 1 ;; integer values
004D: jump_if_false Label0B2391
03B6: replace_model_at 468.882 1006.67 20.681 radius 80.0 from -162
(ML_TARBRUSHDAMAGE) to -161 (ML_TARBRUSH)

:Label0B2391
0051: return

:Label0B2393
00BE: text_clear_all
01E3: text_1number_styled "M_PASS" 10000 5000 ms 1 ;; MISSION PASSED! $~1~
055B: $509 = create_clothes_pickup 6 at 405.7 -485.6 12.3
0004: $4F5 = 1 ;; integer values
004F: create_thread Label02B549
0110: clear_player $PLAYER_CHAR wanted_level
0109: player $PLAYER_CHAR money += 10000
030C: set_mission_points += 1
0318: set_latest_mission_passed "BUD_3" ;; Cop Land
0164: disable_marker $109
0164: disable_marker $EA
04CE: $EA = create_icon_marker_without_sphere 29 at -378.4 -536.9 17.2
0008: $497 += 1 ;; integer values
0004: $10C = 1 ;; integer values
0051: return

:Label0B2417
0004: $ONMISSION = 0 ;; integer values
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
01F0: set_max_wanted_level_to 6
034F: destroy_actor_with_fade $LANCE_VANCE ;; The actor fades away like a ghost
0296: unload_special_actor 1
0296: unload_special_actor 2
0296: unload_special_actor 3
0249: release_model #COP
0249: release_model #ARMY
0249: release_model #BUDDYSHOT
0249: release_model #M4
0249: release_model #SENTINEL
0249: release_model #POLICE
0249: release_model -124 (DYNAMITE)
0249: release_model #NITESTICK
0249: release_model #COLT45
0108: destroy_object $123D
0108: destroy_object $123E
0108: destroy_object $123F
0108: destroy_object $1240
0108: destroy_object $1241
0164: disable_marker $1246
0164: disable_marker $1245
0164: disable_marker $1244
0164: disable_marker $1247
015C: set_zone_gang_info "RICH1" 1 (day) 13 0 0 0 0 0 0 0 0 0 20
015C: set_zone_gang_info "RICH1" 0 (night) 10 0 0 0 0 0 0 0 0 0 10
0152: set_zone_car_info "RICH1" 1 (day) 12 0 0 0 0 0 0 0 0 0 10
0152: set_zone_car_info "RICH1" 0 (night) 10 0 0 0 0 0 0 0 0 0 10
04EC: set_zone_car_class_info "RICH1" 1 90 0 400 400 0 0 100 0 10 500
500
04EC: set_zone_car_class_info "RICH1" 0 90 0 400 400 0 0 100 0 10 500
500
0324: set_zone_pedgroup_info "RICH1" 1 (day) 25
0324: set_zone_pedgroup_info "RICH1" 0 (night) 26
015C: set_zone_gang_info "SHOP1" 1 (day) 30 0 0 50 0 50 0 0 0 0 10
015C: set_zone_gang_info "SHOP1" 0 (night) 20 0 0 50 0 50 0 0 0 0 10
0152: set_zone_car_info "SHOP1" 1 (day) 15 0 0 50 0 0 0 0 0 0 10
0152: set_zone_car_info "SHOP1" 0 (night) 13 0 0 50 0 0 0 0 0 0 10
04EC: set_zone_car_class_info "SHOP1" 1 250 250 200 0 100 0 200 0 0 500
500
04EC: set_zone_car_class_info "SHOP1" 0 250 250 200 0 100 0 200 0 0 500
500
0324: set_zone_pedgroup_info "SHOP1" 1 (day) 31
0324: set_zone_pedgroup_info "SHOP1" 0 (night) 32
00D6: if 0
0038: $4FE == 1 ;; integer values
004D: jump_if_false Label0B269D
055B: $511 = create_clothes_pickup 1 at -384.5 -591.9 25.3

:Label0B269D
00D6: if 0
0038: $4FD == 1 ;; integer values
004D: jump_if_false Label0B26C5
055B: $504 = create_clothes_pickup 1 at 226.4 -1265.6 20.1

:Label0B26C5
00D6: if 0
0038: $514 == 1 ;; integer values
004D: jump_if_false Label0B26ED
055B: $512 = create_clothes_pickup 1 at -820.2 1364.1 66.4

:Label0B26ED
00D6: if 0
0038: $4F1 == 1 ;; integer values
004D: jump_if_false Label0B2715
055B: $505 = create_clothes_pickup 2 at 97.5 -1133.6 10.4

:Label0B2715
00D6: if 0
0038: $4F2 == 1 ;; integer values
004D: jump_if_false Label0B273D
055B: $506 = create_clothes_pickup 3 at 364.2 1086.1 19.0

:Label0B273D
00D6: if 0
0038: $4F3 == 1 ;; integer values
004D: jump_if_false Label0B2765
055B: $507 = create_clothes_pickup 4 at 106.5 253.0 21.7

:Label0B2765
00D6: if 0
0038: $4F4 == 1 ;; integer values
004D: jump_if_false Label0B278D
055B: $508 = create_clothes_pickup 5 at -1024.5 -433.9 10.9

:Label0B278D
00D6: if 0
0038: $10C == 0 ;; integer values
004D: jump_if_false Label0B27C7
00D6: if 0
0038: $4F5 == 1 ;; integer values
004D: jump_if_false Label0B27C7
055B: $509 = create_clothes_pickup 6 at 405.7 -485.6 12.3

:Label0B27C7
00D6: if 0
0038: $4F6 == 1 ;; integer values
004D: jump_if_false Label0B27EF
055B: $50A = create_clothes_pickup 8 at 414.3 1042.0 25.4

:Label0B27EF
00D6: if 0
0038: $4F7 == 1 ;; integer values
004D: jump_if_false Label0B2817
055B: $50B = create_clothes_pickup 9 at 158.3 -1275.9 10.6

:Label0B2817
00D6: if 0
0038: $4F8 == 1 ;; integer values
004D: jump_if_false Label0B283F
055B: $50C = create_clothes_pickup 10 at -917.4 885.1 11.0

:Label0B283F
00D6: if 0
0038: $4FC == 1 ;; integer values
004D: jump_if_false Label0B2867
055B: $510 = create_clothes_pickup 7 at 465.3 -57.4 15.7
:Label0B2867
03AE: remove_objects_from_cube 466.0 1023.0 14.1 476.0 1033.0 24.1
031A: remove_all_fires
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
0004: $643 = 0 ;; integer values
00D8: mission_cleanup
0051: return

;-------------Mission 34---------------
; Originally: Spilling the Beans

:Label0B2899
03A4: name_thread "COUNT1"
0050: gosub Label0B28C7
00D6: if 0
0112: wasted_or_busted
004D: jump_if_false Label0B28BE
0050: gosub Label0B4200

:Label0B28BE
0050: gosub Label0B4253
004E: end_thread

:Label0B28C7
0317: increment_mission_attempts
0004: $ONMISSION = 1 ;; integer values
0004: $3E2 = 1 ;; integer values
0004: $1256 = 0 ;; integer values
0004: $1259 = 0 ;; integer values
0004: $1257 = 0 ;; integer values
0004: $125B = 0 ;; integer values
0004: $125C = 0 ;; integer values
0004: $125D = 0 ;; integer values
0004: $125A = 0 ;; integer values
0004: $1260 = 0 ;; integer values
0004: $125F = 0 ;; integer values
0004: $1261 = 0 ;; integer values
0004: $1264 = 0 ;; integer values
0004: $1263 = 0 ;; integer values
0004: $1265 = 0 ;; integer values
0004: $1268 = 0 ;; integer values
0004: $1267 = 0 ;; integer values
0004: $1269 = 0 ;; integer values
0004: $126C = 0 ;; integer values
0004: $126B = 0 ;; integer values
0004: $126D = 0 ;; integer values
0004: $1270 = 0 ;; integer values
0004: $126F = 0 ;; integer values
0004: $1271 = 0 ;; integer values
0004: $1274 = 0 ;; integer values
0004: $1273 = 0 ;; integer values
0004: $1275 = 0 ;; integer values
0004: $1278 = 0 ;; integer values
0004: $1277 = 0 ;; integer values
0004: $1279 = 0 ;; integer values
0004: $127C = 0 ;; integer values
0004: $127B = 0 ;; integer values
0004: $127D = 0 ;; integer values
0004: $1280 = 0 ;; integer values
0004: $127F = 0 ;; integer values
0004: $1281 = 0 ;; integer values
0004: $1283 = 0 ;; integer values
0004: $1284 = 0 ;; integer values
0004: $1285 = 0 ;; integer values
0004: $128B = 0 ;; integer values
0004: $1287 = 0 ;; integer values
0005: $1288 = 0.0 ;; floating-point values
0005: $1289 = 0.0 ;; floating-point values
0005: $128A = 0.0 ;; floating-point values
0004: $128E = 0 ;; integer values
0004: $128F = 0 ;; integer values
0004: $1290 = 0 ;; integer values
0004: $1293 = 0 ;; integer values
0004: $1295 = 0 ;; integer values
0004: $1297 = 0 ;; integer values
0004: $1299 = 0 ;; integer values
0004: $129B = 0 ;; integer values
0004: $129D = 0 ;; integer values
0004: $129F = 0 ;; integer values
0004: $12A1 = 0 ;; integer values
0004: $12A2 = 0 ;; integer values
0004: $12A3 = 0 ;; integer values
0004: $12A4 = 0 ;; integer values
0004: $12A7 = 0 ;; integer values
0004: $12A8 = 0 ;; integer values
0004: $12A9 = 0 ;; integer values
0004: $12AA = 0 ;; integer values
0004: $12AB = 0 ;; integer values
0004: $12AC = 0 ;; integer values
0004: $12AD = 0 ;; integer values
0004: $12AE = 0 ;; integer values
0004: $12B1 = 0 ;; integer values
0004: $12B2 = 0 ;; integer values
0004: $128C = 0 ;; integer values
0001: wait 0 ms
054C: use_GXT_table "COUNT1"
058E: set_restart_mission_taxi_destination -1045.726 -292.454 9.758 97.607
023C: load_special_actor 1 "CSPLAY"
023C: load_special_actor 2 "CSKELLY"
04BB: select_interiour 18 ;; select render area
03CB: set_camera -1070.05 -280.06 11.09
038B: load_requested_models

:Label0B2B08
00D6: if 21
823D: NOT special_actor 1 loaded
823D: NOT special_actor 2 loaded
004D: jump_if_false Label0B2B26
0001: wait 0 ms
0002: jump Label0B2B08

:Label0B2B26
02E4: load_cutscene_data "CNT_1A"
0244: set_cutscene_pos -1064.103 -276.39 11.066
041D: set_camera_near_clip .1
02E5: $7D = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $7D "CSPLAY"
02E5: $A7 = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $A7 "CSKELLY"
0395: clear_area 1 at -1059.841 -278.7214 range 10.4044 1.0
0055: put_player $PLAYER_CHAR at -1059.841 -278.7214 10.4044
0171: set_player $PLAYER_CHAR z_angle_to 272.2088
016A: fade 1 (back) 2000 ms
03AD: set_rubbish 0 (invisible)
03AF: set_streaming 1 (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0B2BBC
00D6: if 0
001A: 11104 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0B2BDF
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0B2BBC

:Label0B2BDF
00BC: text_highpriority "CM1_A" 10000 ms 1 ;; Mr. Vercetti? Hey. You bought the
old print works?

:Label0B2BEE
00D6: if 0
001A: 15668 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0B2C11
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0B2BEE

:Label0B2C11
00BC: text_highpriority "CM1_B" 10000 ms 1 ;; Yeah, my old man used to work on
these.

:Label0B2C20
00D6: if 0
001A: 18152 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0B2C43
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0B2C20

:Label0B2C43
00BC: text_highpriority "CM1_N" 10000 ms 1 ;; I used to spend the evenings with
him, cleaning the rollers...

:Label0B2C52
00D6: if 0
001A: 21286 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0B2C75
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0B2C52

:Label0B2C75
00BC: text_highpriority "CM1_C" 10000 ms 1 ;; I was going to follow him in his
trade, but...I lived a different life.
:Label0B2C84
00D6: if 0
001A: 25141 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0B2CA7
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0B2C84

:Label0B2CA7
00BC: text_highpriority "CM1_D" 10000 ms 1 ;; You planning on selling the old
machinery, breaking it down?

:Label0B2CB6
00D6: if 0
001A: 28808 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0B2CD9
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0B2CB6

:Label0B2CD9
00BC: text_highpriority "CM1_E" 10000 ms 1 ;; I'm thinking we might print
something - a newspaper, a magazine...

:Label0B2CE8
00D6: if 0
001A: 31680 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0B2D0B
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0B2CE8

:Label0B2D0B
00BC: text_highpriority "CM1_F" 10000 ms 1 ;; Oh, crap, sonny, low grade crap.
I've always fancied printing money. It ain't too hard.

:Label0B2D1A
00D6: if 0
001A: 37694 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0B2D3F
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0B2D1A

:Label0B2D3F
00BC: text_highpriority "CM1_G" 10000 ms 1 ;; You know, I've been doing it on a
small scale for years.

:Label0B2D4E
00D6: if 0
001A: 40520 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0B2D73
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0B2D4E

:Label0B2D73
00BC: text_highpriority "CM1_H" 10000 ms 1 ;; Really?
:Label0B2D82
00D6: if 0
001A: 41862 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0B2DA7
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0B2D82

:Label0B2DA7
00BC: text_highpriority "CM1_I" 10000 ms 1 ;; Sure. But we'd need some good
quality plates.

:Label0B2DB6
00D6: if 0
001A: 46771 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0B2DDB
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0B2DB6

:Label0B2DDB
00BC: text_highpriority "CM1_J" 10000 ms 1 ;; Of course! There's a
counterfeiting syndicate already operating in Florida.

:Label0B2DEA
00D6: if 0
001A: 51081 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0B2E0F
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0B2DEA

:Label0B2E0F
00BC: text_highpriority "CM1_K" 10000 ms 1 ;; A syndicate?

:Label0B2E1E
00D6: if 0
001A: 51973 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0B2E43
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0B2E1E

:Label0B2E43
00BC: text_highpriority "CM1_L" 10000 ms 1 ;; Yeah. Just rumors is all I've
heard.

:Label0B2E52
00D6: if 0
001A: 54422 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0B2E77
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0B2E52

:Label0B2E77
00BC: text_highpriority "CM1_M" 10000 ms 1 ;; I know a man who's good with
rumors...
:Label0B2E86
00D6: if 0
001A: 56704 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0B2EAB
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0B2E86

:Label0B2EAB
00BE: text_clear_all

:Label0B2EAD
00D6: if 0
001A: 57968 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0B2ED2
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0B2EAD

:Label0B2ED2
016A: fade 0 () 2000 ms
00BE: text_clear_all

:Label0B2EDB
00D6: if 0
016B: fading
004D: jump_if_false Label0B2EF3
0001: wait 0 ms
0002: jump Label0B2EDB

:Label0B2EF3
04BB: select_interiour 0 ;; select render area
03AD: set_rubbish 1 (visible)
02EA: end_cutscene
0373: set_camera_directly_behind_player
0296: unload_special_actor 1
0296: unload_special_actor 2
03CB: set_camera -1059.841 -278.7214 10.4044
04E3: unknown_player $PLAYER_CHAR 0 60000
0556: unknown_cab -1047.664 -298.188 11.0 266.28 512.591 -74.9 9.573 189.24
00D6: if 0
0038: $62C == 0 ;; integer values
004D: jump_if_false Label0B2F75
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)

:Label0B2F75
0169: set_fade_color 0 0 0
0001: wait 500 ms
016A: fade 1 (back) 1500 ms
0247: request_model #GDA
0247: request_model #GDB
0247: request_model #MP5LNG
0247: request_model #M4
03CF: load_wav "CNT1_1" as 2

:Label0B2FA7
00D6: if 24
8248: NOT model #GDA available
8248: NOT model #GDB available
8248: NOT model #MP5LNG available
8248: NOT model #M4 available
83D0: NOT wav 2 loaded
004D: jump_if_false Label0B2FD3
0001: wait 0 ms
0002: jump Label0B2FA7

:Label0B2FD3
00D6: if 0
016B: fading
004D: jump_if_false Label0B2FEB
0001: wait 0 ms
0002: jump Label0B2FD3

:Label0B2FEB
00D6: if 0
0038: $62C == 0 ;; integer values
004D: jump_if_false Label0B30AE
0001: wait 100 ms
0395: clear_area 0 at -1042.921 -304.553 range 12.463 1.0
015F: set_camera_position -1042.921 -304.553 12.463 0.0 0.0 0.0
0160: point_camera -1043.434 -303.718 12.266 2
00BC: text_highpriority "TAXSHRT" 10000 ms 1 ;; ~g~You can use this Kaufman Cab
to take you to destinations instead of driving. It will cost you $9.
0006: 16@ = 0 ;; integer values

:Label0B3062
00D6: if 0
001B: 6000 > 16@ ;; integer values
004D: jump_if_false Label0B3080
0001: wait 0 ms
0002: jump Label0B3062

:Label0B3080
03D5: remove_text "TAXSHRT" ;; ~g~You can use this Kaufman Cab to take you to
destinations instead of driving. It will cost you $9.
02A3: toggle_widescreen 0 (off)
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 (false)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 (false)
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
0004: $62C = 1 ;; integer values

:Label0B30AE
00BC: text_highpriority "CM1_5" 5000 ms 1 ;; ~g~Go and meet Kent Paul at the
Malibu Club!
018A: $128D = create_checkpoint_at 491.0 -77.7 10.4
0108: destroy_object $3F5
029B: $3F5 = init_object -20 (OD_CLBDR_OPEN) at 490.34 -77.017 11.598
0004: $3F4 = 1 ;; integer values
0004: $3F3 = 0 ;; integer values

:Label0B30FA
00D6: if 0
80F5: NOT player $PLAYER_CHAR 1 (in-sphere)near_point 491.0 -77.7 10.4
radius 3.0 3.0 3.0
004D: jump_if_false Label0B3135
0001: wait 0 ms
0002: jump Label0B30FA

:Label0B3135
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
0164: disable_marker $128D
0169: set_fade_color 0 0 0
016A: fade 0 () 1500 ms

:Label0B3150
00D6: if 0
016B: fading
004D: jump_if_false Label0B3168
0001: wait 0 ms
0002: jump Label0B3150

:Label0B3168
01BD: $1D = current_time_in_ms
0004: $1E = 0 ;; integer values

:Label0B3174
00D6: if 1
83EE: NOT player $PLAYER_CHAR controllable
001A: 5000 > $1E ;; integer values
004D: jump_if_false Label0B31AC
0001: wait 0 ms
01BD: $1C = current_time_in_ms
0084: $1E = $1C ;; integer values and handles
0060: $1E -= $1D ;; integer values
0002: jump Label0B3174

:Label0B31AC
03EF: player $PLAYER_CHAR make_safe
03AD: set_rubbish 0 (invisible)
03AF: set_streaming 0 (disabled)
023C: load_special_actor 1 "CSPLAY"
023C: load_special_actor 2 "CSKENT"
023C: load_special_actor 3 "FLOOZYA"
04BB: select_interiour 17 ;; select render area
03CB: set_camera 470.495 -57.014 10.04
038B: load_requested_models

:Label0B31F4
00D6: if 22
823D: NOT special_actor 1 loaded
823D: NOT special_actor 2 loaded
823D: NOT special_actor 3 loaded
004D: jump_if_false Label0B3216
0001: wait 0 ms
0002: jump Label0B31F4

:Label0B3216
04F9: interiour_colors 1 0
02E4: load_cutscene_data "CNT_1B"
0244: set_cutscene_pos 476.972 -65.499 8.943
041D: set_camera_near_clip .1
02E5: $7D = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $7D "CSPLAY"
02E5: $8E = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $8E "CSKENT"
02E5: $AE = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim $AE "FLOOZYA"
0395: clear_area 1 at 493.1 -82.4 range 9.8 1.0
00D6: if 0
00E0: player $PLAYER_CHAR driving
004D: jump_if_false Label0B32FD
00D9: $12B0 = actor $PLAYER_ACTOR car
00D6: if 0
8119: NOT car $12B0 wrecked
004D: jump_if_false Label0B32D8
00AB: put_car $12B0 at 496.3 -82.8 9.0
0175: set_car $12B0 z_angle_to 116.6

:Label0B32D8
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 493.1 -82.4 9.8
0171: set_player $PLAYER_CHAR z_angle_to 220.0
0002: jump Label0B331B

:Label0B32FD
0055: put_player $PLAYER_CHAR at 493.1 -82.4 9.8
0171: set_player $PLAYER_CHAR z_angle_to 220.0

:Label0B331B
016A: fade 1 (back) 2000 ms
03AD: set_rubbish 0 (invisible)
03AF: set_streaming 1 (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0B3331
00D6: if 0
001A: 7872 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0B3354
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0B3331

:Label0B3354
00BC: text_highpriority "CM1_2A" 10000 ms 1 ;; Look at the arse on that!

:Label0B3363
00D6: if 0
001A: 12284 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0B3386
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0B3363

:Label0B3386
00BC: text_highpriority "CM1_2B" 10000 ms 1 ;; Awright girl, it's your loss mate
init!

:Label0B3395
00D6: if 0
001A: 14399 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0B33B8
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0B3395

:Label0B33B8
00BC: text_highpriority "CM1_2C" 10000 ms 1 ;; Awright me ol'china, how's it
hangin'?

:Label0B33C7
00D6: if 0
001A: 17102 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0B33EA
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0B33C7

:Label0B33EA
00BC: text_highpriority "CM1_2D" 10000 ms 1 ;; What do you know about
counterfeiting?

:Label0B33F9
00D6: if 0
001A: 18528 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0B341C
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0B33F9

:Label0B341C
00BC: text_highpriority "CM1_2E" 10000 ms 1 ;; Oh I'm fine Paul, how 'bout you?

:Label0B342B
00D6: if 0
001A: 20285 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0B344E
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0B342B

:Label0B344E
00BC: text_highpriority "CM1_2F" 10000 ms 1 ;; Come 'ere!

:Label0B345D
00D6: if 0
001A: 21336 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0B3480
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0B345D

:Label0B3480
00BC: text_highpriority "CM1_2G" 10000 ms 1 ;; Awright! Awright! Awright!!
You're obviously a busy man.

:Label0B348F
00D6: if 0
001A: 24945 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0B34B2
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0B348F

:Label0B34B2
00BC: text_highpriority "CM1_2H" 10000 ms 1 ;; All I know about dodgy readys is
the Triads supply the plates.

:Label0B34C1
00D6: if 0
001A: 31191 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0B34E4
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0B34C1

:Label0B34E4
00BC: text_highpriority "CM1_2I" 10000 ms 1 ;; They've got a shipping company
down the docks,

:Label0B34F3
00D6: if 0
001A: 33488 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0B3518
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0B34F3

:Label0B3518
00BC: text_highpriority "CM1_2J" 10000 ms 1 ;; the boss man would know when the
plates are coming in next!

:Label0B3527
00D6: if 0
001A: 37791 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0B354C
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0B3527

:Label0B354C
00BC: text_highpriority "CM1_2K" 10000 ms 1 ;; Thanks Paul.

:Label0B355B
00D6: if 0
001A: 40783 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0B3580
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0B355B

:Label0B3580
00BC: text_highpriority "CM1_2L" 10000 ms 1 ;; What's the matter with you, you
maniac!

:Label0B358F
00D6: if 0
001A: 43496 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0B35B4
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0B358F

:Label0B35B4
00BC: text_highpriority "CM1_2M" 10000 ms 1 ;; Give me another drink, lively!

:Label0B35C3
00D6: if 0
001A: 45120 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0B35E8
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0B35C3

:Label0B35E8
00BE: text_clear_all

:Label0B35EA
00D6: if 0
001A: 47160 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0B360F
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0B35EA

:Label0B360F
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
0004: $3E2 = 0 ;; integer values
0004: $3DA = 0 ;; integer values
016A: fade 0 () 2000 ms
00BE: text_clear_all

:Label0B3654
00D6: if 0
016B: fading
004D: jump_if_false Label0B366C
0001: wait 0 ms
0002: jump Label0B3654

:Label0B366C
00BA: text_styled "BEACH3" 3000 ms 2 ;; Vice Point
04BB: select_interiour 0 ;; select render area
04FA: reset_interior_colors 0
03AD: set_rubbish 1 (visible)
02EA: end_cutscene
0373: set_camera_directly_behind_player
0296: unload_special_actor 1
0296: unload_special_actor 2
0296: unload_special_actor 3
03CB: set_camera 493.1 -82.4 9.8
04E3: unknown_player $PLAYER_CHAR 2 60000
0169: set_fade_color 0 0 0
0001: wait 500 ms
016A: fade 1 (back) 1500 ms
00BC: text_highpriority "CM1_1" 5000 ms 1 ;; ~g~Go to the Chartered Libertine
Lines boat at the docks.
00BB: text_lowpriority "CM1_2" 5000 ms 1 ;; ~g~The Shipping Officer will have
the information that is required.
018A: $1255 = create_checkpoint_at -686.85 -1245.43 30.14
03BC: $12A5 = create_sphere -686.85 -1245.43 30.14 1.5
0005: $62 = 0.0 ;; floating-point values

:Label0B371D
00D6: if 0
0022: 10.0 > $62 ;; floating-point values
004D: jump_if_false Label0B3751
0001: wait 0 ms
02CE: $62 = ground_z -686.85 -1245.43 30.14
0002: jump Label0B371D

:Label0B3751
009A: $1258 = create_actor 11 #GDA at -662.12 -1326.81 15.26
0008: $128F += 1 ;; integer values
01ED: reset_actor $1258 flags
01B2: give_actor $1258 weapon 25 ammo 30000 ;; Load the weapon model before
using this
011A: set_actor $1258 flags 1
01E2: add_route_point 0 at -666.06 -1318.48 15.26
01E2: add_route_point 0 at -673.8 -1302.02 15.26
01E2: add_route_point 0 at -683.28 -1282.11 15.26
01E2: add_route_point 0 at -693.41 -1258.63 15.24
01E2: add_route_point 0 at -699.76 -1245.01 15.26
01E2: add_route_point 0 at -693.41 -1258.63 15.24
01E2: add_route_point 0 at -683.28 -1282.11 15.26
01E2: add_route_point 0 at -673.8 -1302.02 15.26
01E2: add_route_point 0 at -666.06 -1318.48 15.26
01E2: add_route_point 0 at -662.12 -1326.81 15.26
01E1: set_actor $1258 follow_route 0 3
009A: $125E = create_actor 11 #GDB at -659.26 -1330.93 15.26
0008: $128F += 1 ;; integer values
01ED: reset_actor $125E flags
01B2: give_actor $125E weapon 25 ammo 30000 ;; Load the weapon model before
using this
011A: set_actor $125E flags 1
01E2: add_route_point 1 at -653.93 -1342.18 15.26
01E2: add_route_point 1 at -647.19 -1355.4 15.27
01E2: add_route_point 1 at -632.47 -1382.57 15.29
01E2: add_route_point 1 at -647.19 -1355.4 15.27
01E2: add_route_point 1 at -653.93 -1342.18 15.26
01E2: add_route_point 1 at -659.26 -1330.93 15.26
01E1: set_actor $125E follow_route 1 3
009A: $1262 = create_actor 11 #GDA at -609.85 -1381.29 15.25
0008: $128F += 1 ;; integer values
01ED: reset_actor $1262 flags
01B2: give_actor $1262 weapon 25 ammo 30000 ;; Load the weapon model before
using this
011A: set_actor $1262 flags 1
01E2: add_route_point 2 at -615.43 -1367.41 15.28
01E2: add_route_point 2 at -620.06 -1355.03 15.28
01E2: add_route_point 2 at -635.64 -1363.45 15.28
01E2: add_route_point 2 at -620.06 -1355.03 15.28
01E2: add_route_point 2 at -615.43 -1367.41 15.28
01E2: add_route_point 2 at -609.85 -1381.29 15.25
01E1: set_actor $1262 follow_route 2 3
009A: $1266 = create_actor 11 #GDB at -627.04 -1339.79 15.27
0008: $128F += 1 ;; integer values
01ED: reset_actor $1266 flags
01B2: give_actor $1266 weapon 25 ammo 30000 ;; Load the weapon model before
using this
011A: set_actor $1266 flags 1
01E2: add_route_point 3 at -630.43 -1333.91 15.27
01E2: add_route_point 3 at -634.26 -1322.39 15.27
01E2: add_route_point 3 at -639.33 -1307.99 15.26
01E2: add_route_point 3 at -642.71 -1303.6 15.26
01E2: add_route_point 3 at -639.33 -1307.99 15.26
01E2: add_route_point 3 at -634.26 -1322.39 15.27
01E2: add_route_point 3 at -630.43 -1333.91 15.27
01E2: add_route_point 3 at -627.04 -1339.79 15.27
01E1: set_actor $1266 follow_route 3 3
009A: $126A = create_actor 11 #GDA at -653.46 -1279.55 15.26
0008: $128F += 1 ;; integer values
01ED: reset_actor $126A flags
01B2: give_actor $126A weapon 25 ammo 30000 ;; Load the weapon model before
using this
011A: set_actor $126A flags 1
01E2: add_route_point 4 at -656.61 -1271.76 15.26
01E2: add_route_point 4 at -660.34 -1262.76 15.26
01E2: add_route_point 4 at -664.83 -1254.11 15.26
01E2: add_route_point 4 at -660.34 -1262.76 15.26
01E2: add_route_point 4 at -656.61 -1271.76 15.26
01E2: add_route_point 4 at -653.46 -1279.55 15.26
01E1: set_actor $126A follow_route 4 3
009A: $126E = create_actor 11 #GDB at -691.13 -1260.5 31.93
0008: $128F += 1 ;; integer values
0173: set_actor $126E z_angle_to 180.0
01ED: reset_actor $126E flags
01B2: give_actor $126E weapon 26 ammo 30000 ;; Load the weapon model before
using this
011A: set_actor $126E flags 1
0350: unknown_actor $126E not_scared_flag 1
009A: $1272 = create_actor 11 #GDA at -667.68 -1249.14 31.93
0008: $128F += 1 ;; integer values
0173: set_actor $1272 z_angle_to 180.0
01ED: reset_actor $1272 flags
01B2: give_actor $1272 weapon 26 ammo 30000 ;; Load the weapon model before
using this
011A: set_actor $1272 flags 1
0350: unknown_actor $1272 not_scared_flag 1
009A: $1276 = create_actor 11 #GDB at -690.94 -1218.18 15.28
0008: $128F += 1 ;; integer values
01ED: reset_actor $1276 flags
01B2: give_actor $1276 weapon 25 ammo 30000 ;; Load the weapon model before
using this
011A: set_actor $1276 flags 1
01E2: add_route_point 5 at -698.0 -1221.23 15.28
01E2: add_route_point 5 at -690.94 -1218.18 15.28
01E1: set_actor $1276 follow_route 5 3
009A: $127A = create_actor 11 #GDB at -690.69 -1229.06 22.46
0008: $128F += 1 ;; integer values
0173: set_actor $127A z_angle_to 33.0
01ED: reset_actor $127A flags
01B2: give_actor $127A weapon 25 ammo 30000 ;; Load the weapon model before
using this
011A: set_actor $127A flags 1
0350: unknown_actor $127A not_scared_flag 1
009A: $127E = create_actor 11 #GDB at -689.14 -1242.03 30.14
0008: $128F += 1 ;; integer values
0173: set_actor $127E z_angle_to 100.0
01ED: reset_actor $127E flags
01B2: give_actor $127E weapon 25 ammo 30000 ;; Load the weapon model before
using this
011A: set_actor $127E flags 1
0350: unknown_actor $127E not_scared_flag 1
009A: $1282 = create_actor 11 #GDA at -670.709 -1296.564 18.94
0008: $128F += 1 ;; integer values
0173: set_actor $1282 z_angle_to 146.102
01ED: reset_actor $1282 flags
01B2: give_actor $1282 weapon 26 ammo 30000 ;; Load the weapon model before
using this
011A: set_actor $1282 flags 1
0350: unknown_actor $1282 not_scared_flag 1

:Label0B3CF5
00D6: if 0
001A: 2 > $12A4 ;; integer values
004D: jump_if_false Label0B4078
0001: wait 0 ms
0008: $12AE += 1 ;; integer values
00D6: if 0
0018: $12AE > 17 ;; integer values
004D: jump_if_false Label0B3D2B
0004: $12AE = 0 ;; integer values

:Label0B3D2B
00D6: if 0
0028: $12A4 >= 1 ;; integer values
004D: jump_if_false Label0B3DB5
00D6: if 1
82B3: NOT player $PLAYER_CHAR in_cube -716.95 -1218.89 2.0 -697.73 -1266.5
50.0 radius 60.0 sphere 0
82B3: NOT player $PLAYER_CHAR in_cube -697.73 -1266.5 2.0 -616.29 -1430.59
50.0 radius 60.0 sphere 0
004D: jump_if_false Label0B3DB5
00D6: if 0
0038: $12B2 == 0 ;; integer values
004D: jump_if_false Label0B3DB5
0050: gosub Label0B68E2

:Label0B3DB5
01BD: $12A7 = current_time_in_ms
00D6: if 0
0038: $12A4 == 1 ;; integer values
004D: jump_if_false Label0B3E40
00D6: if 21
02B3: player $PLAYER_CHAR in_cube -716.95 -1218.89 2.0 -697.73 -1266.5 50.0
radius 60.0 sphere 0
02B3: player $PLAYER_CHAR in_cube -697.73 -1266.5 2.0 -616.29 -1430.59 50.0
radius 60.0 sphere 0
004D: jump_if_false Label0B3E39
0004: $12A4 = 1 ;; integer values
0002: jump Label0B3E40

:Label0B3E39
0004: $12A4 = 2 ;; integer values

:Label0B3E40
0054: store_player $PLAYER_CHAR position_to $1288 $1289 $128A
00D6: if 21
02B3: player $PLAYER_CHAR in_cube -716.95 -1218.89 2.0 -697.73 -1266.5 50.0
radius 60.0 sphere 0
02B3: player $PLAYER_CHAR in_cube -697.73 -1266.5 2.0 -616.29 -1430.59 50.0
radius 60.0 sphere 0
004D: jump_if_false Label0B3EB4
0004: $1287 = 1 ;; integer values

:Label0B3EB4
00D6: if 0
0038: $1256 == 0 ;; integer values
004D: jump_if_false Label0B3EFD
00D6: if 0
00E4: player $PLAYER_CHAR 0 ()near_point_on_foot -686.85 -1245.43 radius .5 .5
004D: jump_if_false Label0B3EFD
03BD: destroy_sphere $12A5
0164: disable_marker $1255
0004: $1256 = 1 ;; integer values

:Label0B3EFD
00D6: if 0
0038: $1256 == 1 ;; integer values
004D: jump_if_false Label0B3FA8
00D6: if 0
0038: $12A3 == 0 ;; integer values
004D: jump_if_false Label0B3F2F
0050: gosub Label0B6093
0002: jump Label0B3FA8

:Label0B3F2F
00D6: if 0
0038: $12A4 == 0 ;; integer values
004D: jump_if_false Label0B3FA8
00BC: text_highpriority "CM1_6" 5000 ms 1 ;; ~g~Get the information back to the
Print Works!
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2
018A: $12A6 = create_checkpoint_at -1052.579 -282.013 10.279
00D6: if 0
0038: $1285 == 0 ;; integer values
004D: jump_if_false Label0B3FA1
018D: $1286 = create_sound 0 at -692.33 -1258.94 15.25
0004: $128B = 1 ;; integer values
0004: $1285 = 1 ;; integer values

:Label0B3FA1
0004: $12A4 = 1 ;; integer values

:Label0B3FA8
0050: gosub Label0B42E4
00D6: if 0
0038: $128C == 1 ;; integer values
004D: jump_if_false Label0B3FCF
0006: 16@ = 0 ;; integer values
0004: $128C = 2 ;; integer values
:Label0B3FCF
00D6: if 0
0038: $128C == 2 ;; integer values
004D: jump_if_false Label0B402A
00D6: if 0
0029: 16@ >= 30000 ;; integer values
004D: jump_if_false Label0B402A
00D6: if 0
0038: $1285 == 0 ;; integer values
004D: jump_if_false Label0B402A
018D: $1286 = create_sound 0 at -692.33 -1258.94 15.25
0004: $128B = 1 ;; integer values
0004: $1285 = 1 ;; integer values

:Label0B402A
00D6: if 0
0038: $1285 == 1 ;; integer values
004D: jump_if_false Label0B4071
00D6: if 0
0038: $12A2 == 0 ;; integer values
004D: jump_if_false Label0B405C
0006: 17@ = 0 ;; integer values
0004: $12A2 = 1 ;; integer values

:Label0B405C
0050: gosub Label0B58BC
0050: gosub Label0B5CB3
0050: gosub Label0B5D39

:Label0B4071
0002: jump Label0B3CF5

:Label0B4078
0004: $7B = 1 ;; integer values

:Label0B407F
00D6: if 0
80F8: NOT player $PLAYER_CHAR stopped $7B near_point -1052.579 -282.013 10.279
radius 3.0 3.0 3.0
004D: jump_if_false Label0B40BB
0001: wait 0 ms
0002: jump Label0B407F

:Label0B40BB
0164: disable_marker $12A6
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)
0395: clear_area 0 at -1063.095 -286.61 range 14.163 1.0
015F: set_camera_position -1063.095 -286.61 14.163 0.0 0.0 0.0
0160: point_camera -1062.265 -286.498 13.616 2
00D6: if 0
00E0: player $PLAYER_CHAR driving
004D: jump_if_false Label0B4179
00DA: $12AF = player $PLAYER_CHAR car
01D3: actor $PLAYER_ACTOR leave_car $12AF

:Label0B4144
00D6: if 0
00DC: player $PLAYER_CHAR driving $12AF
004D: jump_if_false Label0B4179
0001: wait 0 ms
00D6: if 0
0119: car $12AF wrecked
004D: jump_if_false Label0B4172
0002: jump Label0B4200

:Label0B4172
0002: jump Label0B4144

:Label0B4179
0211: actor $PLAYER_ACTOR walk_to -1061.465 -287.322
0006: 16@ = 0 ;; integer values
0006: 17@ = 0 ;; integer values

:Label0B4196
00D6: if 0
001B: 4000 > 16@ ;; integer values
004D: jump_if_false Label0B41B4
0001: wait 0 ms
0002: jump Label0B4196

:Label0B41B4
02EB: restore_camera_with_jumpcut
009F: set_actor $PLAYER_ACTOR objective_to-1
0055: put_player $PLAYER_CHAR at -1059.214 -285.815 10.22
0171: set_player $PLAYER_CHAR z_angle_to 289.0
03C8: rotate_player-180-degrees
02A3: toggle_widescreen 0 (off)
0001: wait 300 ms
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 (false)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 (false)
0002: jump Label0B4211

:Label0B4200
00BA: text_styled "M_FAIL" 5000 ms 1 ;; MISSION FAILED!
0051: return

:Label0B4211
0004: $110 = 1 ;; integer values
0318: set_latest_mission_passed "CNT_1" ;; Spilling the Beans
030C: set_mission_points += 1
0394: play_music 1
0110: clear_player $PLAYER_CHAR wanted_level
01E3: text_1number_styled "M_PASS" 2000 5000 ms 1 ;; MISSION PASSED! $~1~
0109: player $PLAYER_CHAR money += 2000
004F: create_thread Label00C93D
0051: return

:Label0B4253
0004: $ONMISSION = 0 ;; integer values
03AC: clear_route 0
03AC: clear_route 1
03AC: clear_route 2
03AC: clear_route 3
03AC: clear_route 4
03AC: clear_route 5
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
0004: $3E2 = 0 ;; integer values
0004: $3DA = 0 ;; integer values
0557: (unknown)
0249: release_model #GDA
0249: release_model #GDB
0249: release_model #MP5LNG
0249: release_model #M4
0164: disable_marker $12A6
03BD: destroy_sphere $12A5
018E: stop_sound $1286
0164: disable_marker $1255
0164: disable_marker $128D
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
00D8: mission_cleanup
0051: return

:Label0B42E4
00D6: if 0
0038: $12AE == 0 ;; integer values
004D: jump_if_false Label0B45D3
00D6: if 0
0038: $1259 == 0 ;; integer values
004D: jump_if_false Label0B45D3
00D6: if 0
0118: actor $1258 dead
004D: jump_if_false Label0B4411
000C: $128F -= 1 ;; integer values
00D6: if 0
0038: $128C == 0 ;; integer values
004D: jump_if_false Label0B43FE
00D6: if 25
031D: actor $1258 hit_by_weapon 12
031D: actor $1258 hit_by_weapon 13
031D: actor $1258 hit_by_weapon 15
031D: actor $1258 hit_by_weapon 16
031D: actor $1258 hit_by_weapon 17
031D: actor $1258 hit_by_weapon 18
004D: jump_if_false Label0B436D
0004: $128C = 1 ;; integer values

:Label0B436D
00D6: if 25
031D: actor $1258 hit_by_weapon 19
031D: actor $1258 hit_by_weapon 20
031D: actor $1258 hit_by_weapon 21
031D: actor $1258 hit_by_weapon 27
031D: actor $1258 hit_by_weapon 22
031D: actor $1258 hit_by_weapon 26
004D: jump_if_false Label0B43A9
0004: $128C = 1 ;; integer values

:Label0B43A9
00D6: if 25
031D: actor $1258 hit_by_weapon 25
031D: actor $1258 hit_by_weapon 23
031D: actor $1258 hit_by_weapon 42
031D: actor $1258 hit_by_weapon 31
031D: actor $1258 hit_by_weapon 32
031D: actor $1258 hit_by_weapon 33
004D: jump_if_false Label0B43E5
0004: $128C = 1 ;; integer values

:Label0B43E5
00D6: if 0
031D: actor $1258 hit_by_weapon 11
004D: jump_if_false Label0B43FE
0004: $128C = 1 ;; integer values

:Label0B43FE
01C2: remove_references_to_actor $1258 ;; Like turning an actor into a random
pedestrian
0004: $1259 = 1 ;; integer values
0002: jump Label0B45D3

:Label0B4411
00D6: if 0
0038: $1287 == 1 ;; integer values
004D: jump_if_false Label0B45D3
00D6: if 23
0123: actor $1258 spotted_player $PLAYER_CHAR
0480: unknown_actor $1258 pedgroup 11
0038: $1285 == 1 ;; integer values
0038: $128B == 1 ;; integer values
004D: jump_if_false Label0B45D3
00D6: if 0
0038: $1285 == 0 ;; integer values
004D: jump_if_false Label0B4580
00D6: if 0
0038: $1257 == 0 ;; integer values
004D: jump_if_false Label0B448C
00BC: text_highpriority "CM1_3" 5000 ms 1 ;; ~g~You've been spotted!
0004: $128B = 1 ;; integer values
0004: $1257 = 1 ;; integer values

:Label0B448C
00D6: if 21
0038: $125B == 0 ;; integer values
0038: $125A == 1 ;; integer values
004D: jump_if_false Label0B4579
00D6: if 0
0038: $125C == 0 ;; integer values
004D: jump_if_false Label0B44D9
009E: set_actor $1258 path -697.39 -1250.62 15.24 unknown .5 1
0004: $125C = 1 ;; integer values

:Label0B44D9
00D6: if 0
0038: $125C == 1 ;; integer values
004D: jump_if_false Label0B4579
00D6: if 0
00ED: actor $1258 0 ()near_point_on_foot -697.39 -1250.62 radius 1.0 1.0
004D: jump_if_false Label0B4579
00D6: if 0
0038: $1285 == 0 ;; integer values
004D: jump_if_false Label0B4540
018D: $1286 = create_sound 0 at -692.33 -1258.94 15.25
0004: $1285 = 1 ;; integer values

:Label0B4540
009E: set_actor $1258 path $1288 $1289 $128A unknown .5 1
011A: set_actor $1258 flags 1
01CA: actor $1258 kill_player $PLAYER_CHAR
0004: $128B = 1 ;; integer values
0004: $125B = 1 ;; integer values
0004: $125C = 2 ;; integer values

:Label0B4579
0002: jump Label0B45D3

:Label0B4580
00D6: if 0
0038: $125D == 0 ;; integer values
004D: jump_if_false Label0B45B6
009E: set_actor $1258 path $1288 $1289 $128A unknown .5 1
01CA: actor $1258 kill_player $PLAYER_CHAR
0004: $125D = 1 ;; integer values

:Label0B45B6
009E: set_actor $1258 path $1288 $1289 $128A unknown .5 1
01CA: actor $1258 kill_player $PLAYER_CHAR

:Label0B45D3
00D6: if 0
0038: $12AE == 1 ;; integer values
004D: jump_if_false Label0B47D5
00D6: if 0
0038: $1260 == 0 ;; integer values
004D: jump_if_false Label0B47D5
00D6: if 0
0118: actor $125E dead
004D: jump_if_false Label0B4700
000C: $128F -= 1 ;; integer values
00D6: if 0
0038: $128C == 0 ;; integer values
004D: jump_if_false Label0B46ED
00D6: if 25
031D: actor $125E hit_by_weapon 12
031D: actor $125E hit_by_weapon 13
031D: actor $125E hit_by_weapon 15
031D: actor $125E hit_by_weapon 16
031D: actor $125E hit_by_weapon 17
031D: actor $125E hit_by_weapon 18
004D: jump_if_false Label0B465C
0004: $128C = 1 ;; integer values

:Label0B465C
00D6: if 25
031D: actor $125E hit_by_weapon 19
031D: actor $125E hit_by_weapon 20
031D: actor $125E hit_by_weapon 21
031D: actor $125E hit_by_weapon 27
031D: actor $125E hit_by_weapon 22
031D: actor $125E hit_by_weapon 26
004D: jump_if_false Label0B4698
0004: $128C = 1 ;; integer values

:Label0B4698
00D6: if 25
031D: actor $125E hit_by_weapon 25
031D: actor $125E hit_by_weapon 23
031D: actor $125E hit_by_weapon 42
031D: actor $125E hit_by_weapon 31
031D: actor $125E hit_by_weapon 32
031D: actor $125E hit_by_weapon 33
004D: jump_if_false Label0B46D4
0004: $128C = 1 ;; integer values

:Label0B46D4
00D6: if 0
031D: actor $125E hit_by_weapon 11
004D: jump_if_false Label0B46ED
0004: $128C = 1 ;; integer values

:Label0B46ED
01C2: remove_references_to_actor $125E ;; Like turning an actor into a random
pedestrian
0004: $1260 = 1 ;; integer values
0002: jump Label0B47D5

:Label0B4700
00D6: if 0
0038: $1287 == 1 ;; integer values
004D: jump_if_false Label0B47D5
00D6: if 23
0480: unknown_actor $125E pedgroup 11
0123: actor $125E spotted_player $PLAYER_CHAR
0038: $1285 == 1 ;; integer values
0038: $128B == 1 ;; integer values
004D: jump_if_false Label0B47D5
00D6: if 0
0038: $1285 == 0 ;; integer values
004D: jump_if_false Label0B4782
00D6: if 0
0038: $1261 == 0 ;; integer values
004D: jump_if_false Label0B4782
00BC: text_highpriority "CM1_3" 5000 ms 1 ;; ~g~You've been spotted!
0004: $125A = 1 ;; integer values
0004: $128B = 1 ;; integer values
0004: $1261 = 1 ;; integer values

:Label0B4782
00D6: if 0
0038: $125F == 0 ;; integer values
004D: jump_if_false Label0B47B8
009E: set_actor $125E path $1288 $1289 $128A unknown .5 1
01CA: actor $125E kill_player $PLAYER_CHAR
0004: $125F = 1 ;; integer values

:Label0B47B8
009E: set_actor $125E path $1288 $1289 $128A unknown .5 1
01CA: actor $125E kill_player $PLAYER_CHAR

:Label0B47D5
00D6: if 0
0038: $12AE == 2 ;; integer values
004D: jump_if_false Label0B49D7
00D6: if 0
0038: $1264 == 0 ;; integer values
004D: jump_if_false Label0B49D7
00D6: if 0
0118: actor $1262 dead
004D: jump_if_false Label0B4902
000C: $128F -= 1 ;; integer values
00D6: if 0
0038: $128C == 0 ;; integer values
004D: jump_if_false Label0B48EF
00D6: if 25
031D: actor $1262 hit_by_weapon 12
031D: actor $1262 hit_by_weapon 13
031D: actor $1262 hit_by_weapon 15
031D: actor $1262 hit_by_weapon 16
031D: actor $1262 hit_by_weapon 17
031D: actor $1262 hit_by_weapon 18
004D: jump_if_false Label0B485E
0004: $128C = 1 ;; integer values

:Label0B485E
00D6: if 25
031D: actor $1262 hit_by_weapon 19
031D: actor $1262 hit_by_weapon 20
031D: actor $1262 hit_by_weapon 21
031D: actor $1262 hit_by_weapon 27
031D: actor $1262 hit_by_weapon 22
031D: actor $1262 hit_by_weapon 26
004D: jump_if_false Label0B489A
0004: $128C = 1 ;; integer values

:Label0B489A
00D6: if 25
031D: actor $1262 hit_by_weapon 25
031D: actor $1262 hit_by_weapon 23
031D: actor $1262 hit_by_weapon 42
031D: actor $1262 hit_by_weapon 31
031D: actor $1262 hit_by_weapon 32
031D: actor $1262 hit_by_weapon 33
004D: jump_if_false Label0B48D6
0004: $128C = 1 ;; integer values

:Label0B48D6
00D6: if 0
031D: actor $1262 hit_by_weapon 11
004D: jump_if_false Label0B48EF
0004: $128C = 1 ;; integer values

:Label0B48EF
01C2: remove_references_to_actor $1262 ;; Like turning an actor into a random
pedestrian
0004: $1264 = 1 ;; integer values
0002: jump Label0B49D7
:Label0B4902
00D6: if 0
0038: $1287 == 1 ;; integer values
004D: jump_if_false Label0B49D7
00D6: if 23
0480: unknown_actor $1262 pedgroup 11
0123: actor $1262 spotted_player $PLAYER_CHAR
0038: $1285 == 1 ;; integer values
0038: $128B == 1 ;; integer values
004D: jump_if_false Label0B49D7
00D6: if 0
0038: $1285 == 0 ;; integer values
004D: jump_if_false Label0B4984
00D6: if 0
0038: $1265 == 0 ;; integer values
004D: jump_if_false Label0B4984
00BC: text_highpriority "CM1_3" 5000 ms 1 ;; ~g~You've been spotted!
0004: $125A = 1 ;; integer values
0004: $128B = 1 ;; integer values
0004: $1265 = 1 ;; integer values

:Label0B4984
00D6: if 0
0038: $1263 == 0 ;; integer values
004D: jump_if_false Label0B49BA
009E: set_actor $1262 path $1288 $1289 $128A unknown .5 1
01CA: actor $1262 kill_player $PLAYER_CHAR
0004: $1263 = 1 ;; integer values

:Label0B49BA
009E: set_actor $1262 path $1288 $1289 $128A unknown .5 1
01CA: actor $1262 kill_player $PLAYER_CHAR

:Label0B49D7
00D6: if 0
0038: $12AE == 3 ;; integer values
004D: jump_if_false Label0B4BD9
00D6: if 0
0038: $1268 == 0 ;; integer values
004D: jump_if_false Label0B4BD9
00D6: if 0
0118: actor $1266 dead
004D: jump_if_false Label0B4B04
000C: $128F -= 1 ;; integer values
00D6: if 0
0038: $128C == 0 ;; integer values
004D: jump_if_false Label0B4AF1
00D6: if 25
031D: actor $1266 hit_by_weapon 12
031D: actor $1266 hit_by_weapon 13
031D: actor $1266 hit_by_weapon 15
031D: actor $1266 hit_by_weapon 16
031D: actor $1266 hit_by_weapon 17
031D: actor $1266 hit_by_weapon 18
004D: jump_if_false Label0B4A60
0004: $128C = 1 ;; integer values

:Label0B4A60
00D6: if 25
031D: actor $1266 hit_by_weapon 19
031D: actor $1266 hit_by_weapon 20
031D: actor $1266 hit_by_weapon 21
031D: actor $1266 hit_by_weapon 27
031D: actor $1266 hit_by_weapon 22
031D: actor $1266 hit_by_weapon 26
004D: jump_if_false Label0B4A9C
0004: $128C = 1 ;; integer values

:Label0B4A9C
00D6: if 25
031D: actor $1266 hit_by_weapon 25
031D: actor $1266 hit_by_weapon 23
031D: actor $1266 hit_by_weapon 42
031D: actor $1266 hit_by_weapon 31
031D: actor $1266 hit_by_weapon 32
031D: actor $1266 hit_by_weapon 33
004D: jump_if_false Label0B4AD8
0004: $128C = 1 ;; integer values

:Label0B4AD8
00D6: if 0
031D: actor $1266 hit_by_weapon 11
004D: jump_if_false Label0B4AF1
0004: $128C = 1 ;; integer values

:Label0B4AF1
01C2: remove_references_to_actor $1266 ;; Like turning an actor into a random
pedestrian
0004: $1268 = 1 ;; integer values
0002: jump Label0B4BD9

:Label0B4B04
00D6: if 0
0038: $1287 == 1 ;; integer values
004D: jump_if_false Label0B4BD9
00D6: if 23
0480: unknown_actor $1266 pedgroup 11
0123: actor $1266 spotted_player $PLAYER_CHAR
0038: $1285 == 1 ;; integer values
0038: $128B == 1 ;; integer values
004D: jump_if_false Label0B4BD9
00D6: if 0
0038: $1285 == 0 ;; integer values
004D: jump_if_false Label0B4B86
00D6: if 0
0038: $1269 == 0 ;; integer values
004D: jump_if_false Label0B4B86
00BC: text_highpriority "CM1_3" 5000 ms 1 ;; ~g~You've been spotted!
0004: $125A = 1 ;; integer values
0004: $128B = 1 ;; integer values
0004: $1269 = 1 ;; integer values

:Label0B4B86
00D6: if 0
0038: $1267 == 0 ;; integer values
004D: jump_if_false Label0B4BBC
009E: set_actor $1266 path $1288 $1289 $128A unknown .5 1
01CA: actor $1266 kill_player $PLAYER_CHAR
0004: $1267 = 1 ;; integer values

:Label0B4BBC
009E: set_actor $1266 path $1288 $1289 $128A unknown .5 1
01CA: actor $1266 kill_player $PLAYER_CHAR

:Label0B4BD9
00D6: if 0
0038: $12AE == 4 ;; integer values
004D: jump_if_false Label0B4DDB
00D6: if 0
0038: $126C == 0 ;; integer values
004D: jump_if_false Label0B4DDB
00D6: if 0
0118: actor $126A dead
004D: jump_if_false Label0B4D06
000C: $128F -= 1 ;; integer values
00D6: if 0
0038: $128C == 0 ;; integer values
004D: jump_if_false Label0B4CF3
00D6: if 25
031D: actor $126A hit_by_weapon 12
031D: actor $126A hit_by_weapon 13
031D: actor $126A hit_by_weapon 15
031D: actor $126A hit_by_weapon 16
031D: actor $126A hit_by_weapon 17
031D: actor $126A hit_by_weapon 18
004D: jump_if_false Label0B4C62
0004: $128C = 1 ;; integer values

:Label0B4C62
00D6: if 25
031D: actor $126A hit_by_weapon 19
031D: actor $126A hit_by_weapon 20
031D: actor $126A hit_by_weapon 21
031D: actor $126A hit_by_weapon 27
031D: actor $126A hit_by_weapon 22
031D: actor $126A hit_by_weapon 26
004D: jump_if_false Label0B4C9E
0004: $128C = 1 ;; integer values

:Label0B4C9E
00D6: if 25
031D: actor $126A hit_by_weapon 25
031D: actor $126A hit_by_weapon 23
031D: actor $126A hit_by_weapon 42
031D: actor $126A hit_by_weapon 31
031D: actor $126A hit_by_weapon 32
031D: actor $126A hit_by_weapon 33
004D: jump_if_false Label0B4CDA
0004: $128C = 1 ;; integer values

:Label0B4CDA
00D6: if 0
031D: actor $126A hit_by_weapon 11
004D: jump_if_false Label0B4CF3
0004: $128C = 1 ;; integer values
:Label0B4CF3
01C2: remove_references_to_actor $126A ;; Like turning an actor into a random
pedestrian
0004: $126C = 1 ;; integer values
0002: jump Label0B4DDB

:Label0B4D06
00D6: if 0
0038: $1287 == 1 ;; integer values
004D: jump_if_false Label0B4DDB
00D6: if 23
0480: unknown_actor $126A pedgroup 11
0123: actor $126A spotted_player $PLAYER_CHAR
0038: $1285 == 1 ;; integer values
0038: $128B == 1 ;; integer values
004D: jump_if_false Label0B4DDB
00D6: if 0
0038: $1285 == 0 ;; integer values
004D: jump_if_false Label0B4D88
00D6: if 0
0038: $126D == 0 ;; integer values
004D: jump_if_false Label0B4D88
00BC: text_highpriority "CM1_3" 5000 ms 1 ;; ~g~You've been spotted!
0004: $125A = 1 ;; integer values
0004: $128B = 1 ;; integer values
0004: $126D = 1 ;; integer values

:Label0B4D88
00D6: if 0
0038: $126B == 0 ;; integer values
004D: jump_if_false Label0B4DBE
009E: set_actor $126A path $1288 $1289 $128A unknown .5 1
01CA: actor $126A kill_player $PLAYER_CHAR
0004: $126B = 1 ;; integer values

:Label0B4DBE
009E: set_actor $126A path $1288 $1289 $128A unknown .5 1
01CA: actor $126A kill_player $PLAYER_CHAR

:Label0B4DDB
00D6: if 0
0038: $12AE == 5 ;; integer values
004D: jump_if_false Label0B4FAB
00D6: if 0
0038: $1270 == 0 ;; integer values
004D: jump_if_false Label0B4FAB
00D6: if 0
0118: actor $126E dead
004D: jump_if_false Label0B4F08
000C: $128F -= 1 ;; integer values
00D6: if 0
0038: $128C == 0 ;; integer values
004D: jump_if_false Label0B4EF5
00D6: if 25
031D: actor $126E hit_by_weapon 12
031D: actor $126E hit_by_weapon 13
031D: actor $126E hit_by_weapon 15
031D: actor $126E hit_by_weapon 16
031D: actor $126E hit_by_weapon 17
031D: actor $126E hit_by_weapon 18
004D: jump_if_false Label0B4E64
0004: $128C = 1 ;; integer values

:Label0B4E64
00D6: if 25
031D: actor $126E hit_by_weapon 19
031D: actor $126E hit_by_weapon 20
031D: actor $126E hit_by_weapon 21
031D: actor $126E hit_by_weapon 27
031D: actor $126E hit_by_weapon 22
031D: actor $126E hit_by_weapon 26
004D: jump_if_false Label0B4EA0
0004: $128C = 1 ;; integer values

:Label0B4EA0
00D6: if 25
031D: actor $126E hit_by_weapon 25
031D: actor $126E hit_by_weapon 23
031D: actor $126E hit_by_weapon 42
031D: actor $126E hit_by_weapon 31
031D: actor $126E hit_by_weapon 32
031D: actor $126E hit_by_weapon 33
004D: jump_if_false Label0B4EDC
0004: $128C = 1 ;; integer values

:Label0B4EDC
00D6: if 0
031D: actor $126E hit_by_weapon 11
004D: jump_if_false Label0B4EF5
0004: $128C = 1 ;; integer values

:Label0B4EF5
01C2: remove_references_to_actor $126E ;; Like turning an actor into a random
pedestrian
0004: $1270 = 1 ;; integer values
0002: jump Label0B4FAB

:Label0B4F08
00D6: if 0
0038: $1287 == 1 ;; integer values
004D: jump_if_false Label0B4FAB
00D6: if 23
0480: unknown_actor $126E pedgroup 11
0123: actor $126E spotted_player $PLAYER_CHAR
0038: $1285 == 1 ;; integer values
0038: $128B == 1 ;; integer values
004D: jump_if_false Label0B4FAB
00D6: if 0
0038: $1285 == 0 ;; integer values
004D: jump_if_false Label0B4F8A
00D6: if 0
0038: $1271 == 0 ;; integer values
004D: jump_if_false Label0B4F8A
00BC: text_highpriority "CM1_3" 5000 ms 1 ;; ~g~You've been spotted!
0004: $125A = 1 ;; integer values
0004: $128B = 1 ;; integer values
0004: $1271 = 1 ;; integer values
:Label0B4F8A
00D6: if 0
0038: $126F == 0 ;; integer values
004D: jump_if_false Label0B4FAB
01CA: actor $126E kill_player $PLAYER_CHAR
0004: $126F = 1 ;; integer values

:Label0B4FAB
00D6: if 0
0038: $12AE == 6 ;; integer values
004D: jump_if_false Label0B517B
00D6: if 0
0038: $1274 == 0 ;; integer values
004D: jump_if_false Label0B517B
00D6: if 0
0118: actor $1272 dead
004D: jump_if_false Label0B50D8
000C: $128F -= 1 ;; integer values
00D6: if 0
0038: $128C == 0 ;; integer values
004D: jump_if_false Label0B50C5
00D6: if 25
031D: actor $1272 hit_by_weapon 12
031D: actor $1272 hit_by_weapon 13
031D: actor $1272 hit_by_weapon 15
031D: actor $1272 hit_by_weapon 16
031D: actor $1272 hit_by_weapon 17
031D: actor $1272 hit_by_weapon 18
004D: jump_if_false Label0B5034
0004: $128C = 1 ;; integer values

:Label0B5034
00D6: if 25
031D: actor $1272 hit_by_weapon 19
031D: actor $1272 hit_by_weapon 20
031D: actor $1272 hit_by_weapon 21
031D: actor $1272 hit_by_weapon 27
031D: actor $1272 hit_by_weapon 22
031D: actor $1272 hit_by_weapon 26
004D: jump_if_false Label0B5070
0004: $128C = 1 ;; integer values

:Label0B5070
00D6: if 25
031D: actor $1272 hit_by_weapon 25
031D: actor $1272 hit_by_weapon 23
031D: actor $1272 hit_by_weapon 42
031D: actor $1272 hit_by_weapon 31
031D: actor $1272 hit_by_weapon 32
031D: actor $1272 hit_by_weapon 33
004D: jump_if_false Label0B50AC
0004: $128C = 1 ;; integer values

:Label0B50AC
00D6: if 0
031D: actor $1272 hit_by_weapon 11
004D: jump_if_false Label0B50C5
0004: $128C = 1 ;; integer values
:Label0B50C5
01C2: remove_references_to_actor $1272 ;; Like turning an actor into a random
pedestrian
0004: $1274 = 1 ;; integer values
0002: jump Label0B517B

:Label0B50D8
00D6: if 0
0038: $1287 == 1 ;; integer values
004D: jump_if_false Label0B517B
00D6: if 23
0480: unknown_actor $1272 pedgroup 11
0123: actor $1272 spotted_player $PLAYER_CHAR
0038: $1285 == 1 ;; integer values
0038: $128B == 1 ;; integer values
004D: jump_if_false Label0B517B
00D6: if 0
0038: $1285 == 0 ;; integer values
004D: jump_if_false Label0B515A
00D6: if 0
0038: $1275 == 0 ;; integer values
004D: jump_if_false Label0B515A
00BC: text_highpriority "CM1_3" 5000 ms 1 ;; ~g~You've been spotted!
0004: $125A = 1 ;; integer values
0004: $128B = 1 ;; integer values
0004: $1275 = 1 ;; integer values

:Label0B515A
00D6: if 0
0038: $1273 == 0 ;; integer values
004D: jump_if_false Label0B517B
01CA: actor $1272 kill_player $PLAYER_CHAR
0004: $1273 = 1 ;; integer values

:Label0B517B
00D6: if 0
0038: $12AE == 7 ;; integer values
004D: jump_if_false Label0B537D
00D6: if 0
0038: $1278 == 0 ;; integer values
004D: jump_if_false Label0B537D
00D6: if 0
0118: actor $1276 dead
004D: jump_if_false Label0B52A8
000C: $128F -= 1 ;; integer values
00D6: if 0
0038: $128C == 0 ;; integer values
004D: jump_if_false Label0B5295
00D6: if 25
031D: actor $1276 hit_by_weapon 12
031D: actor $1276 hit_by_weapon 13
031D: actor $1276 hit_by_weapon 15
031D: actor $1276 hit_by_weapon 16
031D: actor $1276 hit_by_weapon 17
031D: actor $1276 hit_by_weapon 18
004D: jump_if_false Label0B5204
0004: $128C = 1 ;; integer values

:Label0B5204
00D6: if 25
031D: actor $1276 hit_by_weapon 19
031D: actor $1276 hit_by_weapon 20
031D: actor $1276 hit_by_weapon 21
031D: actor $1276 hit_by_weapon 27
031D: actor $1276 hit_by_weapon 22
031D: actor $1276 hit_by_weapon 26
004D: jump_if_false Label0B5240
0004: $128C = 1 ;; integer values

:Label0B5240
00D6: if 25
031D: actor $1276 hit_by_weapon 25
031D: actor $1276 hit_by_weapon 23
031D: actor $1276 hit_by_weapon 42
031D: actor $1276 hit_by_weapon 31
031D: actor $1276 hit_by_weapon 32
031D: actor $1276 hit_by_weapon 33
004D: jump_if_false Label0B527C
0004: $128C = 1 ;; integer values

:Label0B527C
00D6: if 0
031D: actor $1276 hit_by_weapon 11
004D: jump_if_false Label0B5295
0004: $128C = 1 ;; integer values

:Label0B5295
01C2: remove_references_to_actor $1276 ;; Like turning an actor into a random
pedestrian
0004: $1278 = 1 ;; integer values
0002: jump Label0B537D

:Label0B52A8
00D6: if 0
0038: $1287 == 1 ;; integer values
004D: jump_if_false Label0B537D
00D6: if 23
0480: unknown_actor $1276 pedgroup 11
0123: actor $1276 spotted_player $PLAYER_CHAR
0038: $1285 == 1 ;; integer values
0038: $128B == 1 ;; integer values
004D: jump_if_false Label0B537D
00D6: if 0
0038: $1285 == 0 ;; integer values
004D: jump_if_false Label0B532A
00D6: if 0
0038: $1279 == 0 ;; integer values
004D: jump_if_false Label0B532A
00BC: text_highpriority "CM1_3" 5000 ms 1 ;; ~g~You've been spotted!
0004: $125A = 1 ;; integer values
0004: $128B = 1 ;; integer values
0004: $1279 = 1 ;; integer values

:Label0B532A
00D6: if 0
0038: $1277 == 0 ;; integer values
004D: jump_if_false Label0B5360
009E: set_actor $1276 path $1288 $1289 $128A unknown .5 1
01CA: actor $1276 kill_player $PLAYER_CHAR
0004: $1277 = 1 ;; integer values

:Label0B5360
009E: set_actor $1276 path $1288 $1289 $128A unknown .5 1
01CA: actor $1276 kill_player $PLAYER_CHAR

:Label0B537D
00D6: if 0
0038: $12AE == 8 ;; integer values
004D: jump_if_false Label0B554D
00D6: if 0
0038: $127C == 0 ;; integer values
004D: jump_if_false Label0B554D
00D6: if 0
0118: actor $127A dead
004D: jump_if_false Label0B54AA
000C: $128F -= 1 ;; integer values
00D6: if 0
0038: $128C == 0 ;; integer values
004D: jump_if_false Label0B5497
00D6: if 25
031D: actor $127A hit_by_weapon 12
031D: actor $127A hit_by_weapon 13
031D: actor $127A hit_by_weapon 15
031D: actor $127A hit_by_weapon 16
031D: actor $127A hit_by_weapon 17
031D: actor $127A hit_by_weapon 18
004D: jump_if_false Label0B5406
0004: $128C = 1 ;; integer values

:Label0B5406
00D6: if 25
031D: actor $127A hit_by_weapon 19
031D: actor $127A hit_by_weapon 20
031D: actor $127A hit_by_weapon 21
031D: actor $127A hit_by_weapon 27
031D: actor $127A hit_by_weapon 22
031D: actor $127A hit_by_weapon 26
004D: jump_if_false Label0B5442
0004: $128C = 1 ;; integer values

:Label0B5442
00D6: if 25
031D: actor $127A hit_by_weapon 25
031D: actor $127A hit_by_weapon 23
031D: actor $127A hit_by_weapon 42
031D: actor $127A hit_by_weapon 31
031D: actor $127A hit_by_weapon 32
031D: actor $127A hit_by_weapon 33
004D: jump_if_false Label0B547E
0004: $128C = 1 ;; integer values

:Label0B547E
00D6: if 0
031D: actor $127A hit_by_weapon 11
004D: jump_if_false Label0B5497
0004: $128C = 1 ;; integer values
:Label0B5497
01C2: remove_references_to_actor $127A ;; Like turning an actor into a random
pedestrian
0004: $127C = 1 ;; integer values
0002: jump Label0B554D

:Label0B54AA
00D6: if 0
0038: $1287 == 1 ;; integer values
004D: jump_if_false Label0B554D
00D6: if 23
0480: unknown_actor $127A pedgroup 11
0123: actor $127A spotted_player $PLAYER_CHAR
0038: $1285 == 1 ;; integer values
0038: $128B == 1 ;; integer values
004D: jump_if_false Label0B554D
00D6: if 0
0038: $1285 == 0 ;; integer values
004D: jump_if_false Label0B552C
00D6: if 0
0038: $127D == 0 ;; integer values
004D: jump_if_false Label0B552C
00BC: text_highpriority "CM1_3" 5000 ms 1 ;; ~g~You've been spotted!
0004: $125A = 1 ;; integer values
0004: $128B = 1 ;; integer values
0004: $127D = 1 ;; integer values

:Label0B552C
00D6: if 0
0038: $127B == 0 ;; integer values
004D: jump_if_false Label0B554D
01CA: actor $127A kill_player $PLAYER_CHAR
0004: $127B = 1 ;; integer values

:Label0B554D
00D6: if 0
0038: $12AE == 9 ;; integer values
004D: jump_if_false Label0B571D
00D6: if 0
0038: $1280 == 0 ;; integer values
004D: jump_if_false Label0B571D
00D6: if 0
0118: actor $127E dead
004D: jump_if_false Label0B567A
000C: $128F -= 1 ;; integer values
00D6: if 0
0038: $128C == 0 ;; integer values
004D: jump_if_false Label0B5667
00D6: if 25
031D: actor $127E hit_by_weapon 12
031D: actor $127E hit_by_weapon 13
031D: actor $127E hit_by_weapon 15
031D: actor $127E hit_by_weapon 16
031D: actor $127E hit_by_weapon 17
031D: actor $127E hit_by_weapon 18
004D: jump_if_false Label0B55D6
0004: $128C = 1 ;; integer values

:Label0B55D6
00D6: if 25
031D: actor $127E hit_by_weapon 19
031D: actor $127E hit_by_weapon 20
031D: actor $127E hit_by_weapon 21
031D: actor $127E hit_by_weapon 27
031D: actor $127E hit_by_weapon 22
031D: actor $127E hit_by_weapon 26
004D: jump_if_false Label0B5612
0004: $128C = 1 ;; integer values

:Label0B5612
00D6: if 25
031D: actor $127E hit_by_weapon 25
031D: actor $127E hit_by_weapon 23
031D: actor $127E hit_by_weapon 42
031D: actor $127E hit_by_weapon 31
031D: actor $127E hit_by_weapon 32
031D: actor $127E hit_by_weapon 33
004D: jump_if_false Label0B564E
0004: $128C = 1 ;; integer values

:Label0B564E
00D6: if 0
031D: actor $127E hit_by_weapon 11
004D: jump_if_false Label0B5667
0004: $128C = 1 ;; integer values

:Label0B5667
01C2: remove_references_to_actor $127E ;; Like turning an actor into a random
pedestrian
0004: $1280 = 1 ;; integer values
0002: jump Label0B571D

:Label0B567A
00D6: if 0
0038: $1287 == 1 ;; integer values
004D: jump_if_false Label0B571D
00D6: if 23
0480: unknown_actor $127E pedgroup 11
0123: actor $127E spotted_player $PLAYER_CHAR
0038: $1285 == 1 ;; integer values
0038: $128B == 1 ;; integer values
004D: jump_if_false Label0B571D
00D6: if 0
0038: $1285 == 0 ;; integer values
004D: jump_if_false Label0B56FC
00D6: if 0
0038: $1281 == 0 ;; integer values
004D: jump_if_false Label0B56FC
00BC: text_highpriority "CM1_3" 5000 ms 1 ;; ~g~You've been spotted!
0004: $125A = 1 ;; integer values
0004: $128B = 1 ;; integer values
0004: $1281 = 1 ;; integer values

:Label0B56FC
00D6: if 0
0038: $127F == 0 ;; integer values
004D: jump_if_false Label0B571D
01CA: actor $127E kill_player $PLAYER_CHAR
0004: $127F = 1 ;; integer values

:Label0B571D
00D6: if 0
0038: $1283 == 0 ;; integer values
004D: jump_if_false Label0B58BA
00D6: if 0
0118: actor $1282 dead
004D: jump_if_false Label0B5838
000C: $128F -= 1 ;; integer values
00D6: if 0
0038: $128C == 0 ;; integer values
004D: jump_if_false Label0B5825
00D6: if 25
031D: actor $1282 hit_by_weapon 12
031D: actor $1282 hit_by_weapon 13
031D: actor $1282 hit_by_weapon 15
031D: actor $1282 hit_by_weapon 16
031D: actor $1282 hit_by_weapon 17
031D: actor $1282 hit_by_weapon 18
004D: jump_if_false Label0B5794
0004: $128C = 1 ;; integer values

:Label0B5794
00D6: if 25
031D: actor $1282 hit_by_weapon 19
031D: actor $1282 hit_by_weapon 20
031D: actor $1282 hit_by_weapon 21
031D: actor $1282 hit_by_weapon 27
031D: actor $1282 hit_by_weapon 22
031D: actor $1282 hit_by_weapon 26
004D: jump_if_false Label0B57D0
0004: $128C = 1 ;; integer values

:Label0B57D0
00D6: if 25
031D: actor $1282 hit_by_weapon 25
031D: actor $1282 hit_by_weapon 23
031D: actor $1282 hit_by_weapon 42
031D: actor $1282 hit_by_weapon 31
031D: actor $1282 hit_by_weapon 32
031D: actor $1282 hit_by_weapon 33
004D: jump_if_false Label0B580C
0004: $128C = 1 ;; integer values

:Label0B580C
00D6: if 0
031D: actor $1282 hit_by_weapon 11
004D: jump_if_false Label0B5825
0004: $128C = 1 ;; integer values

:Label0B5825
01C2: remove_references_to_actor $1282 ;; Like turning an actor into a random
pedestrian
0004: $1283 = 1 ;; integer values
0002: jump Label0B58BA

:Label0B5838
00D6: if 0
0038: $1287 == 1 ;; integer values
004D: jump_if_false Label0B58BA
00D6: if 23
0480: unknown_actor $1282 pedgroup 11
0123: actor $1282 spotted_player $PLAYER_CHAR
0038: $1285 == 1 ;; integer values
0038: $128B == 1 ;; integer values
004D: jump_if_false Label0B58BA
00D6: if 0
0038: $1285 == 0 ;; integer values
004D: jump_if_false Label0B58BA
00D6: if 0
0038: $1284 == 0 ;; integer values
004D: jump_if_false Label0B58BA
00BC: text_highpriority "CM1_3" 5000 ms 1 ;; ~g~You've been spotted!
0004: $125A = 1 ;; integer values
0004: $128B = 1 ;; integer values
0004: $1284 = 1 ;; integer values

:Label0B58BA
0051: return

:Label0B58BC
00D6: if 0
002A: 40 >= $128E ;; integer values
004D: jump_if_false Label0B5CB1
00D6: if 0
001A: 6 > $128F ;; integer values
004D: jump_if_false Label0B5CB1
00D6: if 0
0038: $1290 == 2 ;; integer values
004D: jump_if_false Label0B5900
0006: 17@ = 0 ;; integer values
0004: $1290 = 0 ;; integer values

:Label0B5900
00D6: if 0
8339: NOT objects_in_cube -693.25 -1257.23 14.0 -685.06 -1261.67 17.0 0 1
1 0 0
004D: jump_if_false Label0B5CB1
0004: $12B1 = 3000 ;; integer values
00D6: if 0
002F: 17@ >= $12B1 ;; integer values
004D: jump_if_false Label0B5CB1
00D6: if 0
0038: $1290 == 0 ;; integer values
004D: jump_if_false Label0B5CB1
0004: $1291 = -1 ;; integer values
00D6: if 21
0038: $1293 == 0 ;; integer values
0038: $1293 == 2 ;; integer values
004D: jump_if_false Label0B59C8
0395: clear_area 0 at -689.73 -1259.37 range 15.24 1.0
009A: $1292 = create_actor 11 #GDA at -689.73 -1259.37 15.24
0084: $1291 = $1292 ;; integer values and handles
0004: $1293 = 1 ;; integer values
0002: jump Label0B5C5A

:Label0B59C8
00D6: if 21
0038: $1295 == 0 ;; integer values
0038: $1295 == 2 ;; integer values
004D: jump_if_false Label0B5A27
0395: clear_area 0 at -689.73 -1259.37 range 15.24 1.0
009A: $1294 = create_actor 11 #GDA at -689.73 -1259.37 15.24
0084: $1291 = $1294 ;; integer values and handles
0004: $1295 = 1 ;; integer values
0002: jump Label0B5C5A

:Label0B5A27
00D6: if 21
0038: $1297 == 0 ;; integer values
0038: $1297 == 2 ;; integer values
004D: jump_if_false Label0B5A86
0395: clear_area 0 at -689.73 -1259.37 range 15.24 1.0
009A: $1296 = create_actor 11 #GDA at -689.73 -1259.37 15.24
0084: $1291 = $1296 ;; integer values and handles
0004: $1297 = 1 ;; integer values
0002: jump Label0B5C5A

:Label0B5A86
00D6: if 21
0038: $1299 == 0 ;; integer values
0038: $1299 == 2 ;; integer values
004D: jump_if_false Label0B5AE5
0395: clear_area 0 at -689.73 -1259.37 range 15.24 1.0
009A: $1298 = create_actor 11 #GDA at -689.73 -1259.37 15.24
0084: $1291 = $1298 ;; integer values and handles
0004: $1299 = 1 ;; integer values
0002: jump Label0B5C5A

:Label0B5AE5
00D6: if 21
0038: $129B == 0 ;; integer values
0038: $129B == 2 ;; integer values
004D: jump_if_false Label0B5B44
0395: clear_area 0 at -689.73 -1259.37 range 15.24 1.0
009A: $129A = create_actor 11 #GDA at -689.73 -1259.37 15.24
0084: $1291 = $129A ;; integer values and handles
0004: $129B = 1 ;; integer values
0002: jump Label0B5C5A

:Label0B5B44
00D6: if 21
0038: $129D == 0 ;; integer values
0038: $129D == 2 ;; integer values
004D: jump_if_false Label0B5BA3
0395: clear_area 0 at -689.73 -1259.37 range 15.24 1.0
009A: $129C = create_actor 11 #GDA at -689.73 -1259.37 15.24
0084: $1291 = $129C ;; integer values and handles
0004: $129D = 1 ;; integer values
0002: jump Label0B5C5A

:Label0B5BA3
00D6: if 21
0038: $129F == 0 ;; integer values
0038: $129F == 2 ;; integer values
004D: jump_if_false Label0B5C02
0395: clear_area 0 at -689.73 -1259.37 range 15.24 1.0
009A: $129E = create_actor 11 #GDA at -689.73 -1259.37 15.24
0084: $1291 = $129E ;; integer values and handles
0004: $129F = 1 ;; integer values
0002: jump Label0B5C5A

:Label0B5C02
00D6: if 21
0038: $12A1 == 0 ;; integer values
0038: $12A1 == 2 ;; integer values
004D: jump_if_false Label0B5C5A
0395: clear_area 0 at -689.73 -1259.37 range 15.24 1.0
009A: $12A0 = create_actor 11 #GDA at -689.73 -1259.37 15.24
0084: $1291 = $12A0 ;; integer values and handles
0004: $12A1 = 1 ;; integer values

:Label0B5C5A
00D6: if 0
8118: NOT actor $1291 dead
004D: jump_if_false Label0B5CB1
00D6: if 0
8038: NOT $1291 == -1 ;; integer values
004D: jump_if_false Label0B5CB1
0243: set_actor $1291 ped_stats_to 16
0173: set_actor $1291 z_angle_to 204.71
0239: actor $1291 run_to -688.4 -1262.07
0008: $128F += 1 ;; integer values
0008: $128E += 1 ;; integer values
0004: $1290 = 1 ;; integer values

:Label0B5CB1
0051: return

:Label0B5CB3
00D6: if 0
0038: $1290 == 1 ;; integer values
004D: jump_if_false Label0B5D37
00D6: if 0
8118: NOT actor $1291 dead
004D: jump_if_false Label0B5D30
00D6: if 0
00ED: actor $1291 0 ()near_point_on_foot -688.4 -1262.07 radius 1.0 1.0
004D: jump_if_false Label0B5D29
01B2: give_actor $1291 weapon 25 ammo 30000 ;; Load the weapon model before
using this
009E: set_actor $1291 path $1288 $1289 $128A unknown .5 1
01CA: actor $1291 kill_player $PLAYER_CHAR
0004: $1290 = 2 ;; integer values

:Label0B5D29
0002: jump Label0B5D37

:Label0B5D30
0004: $1290 = 2 ;; integer values

:Label0B5D37
0051: return

:Label0B5D39
00D6: if 0
0038: $12AE == 10 ;; integer values
004D: jump_if_false Label0B5DA4
00D6: if 0
0038: $1293 == 1 ;; integer values
004D: jump_if_false Label0B5DA4
00D6: if 0
0118: actor $1292 dead
004D: jump_if_false Label0B5D87
034F: destroy_actor_with_fade $1292 ;; The actor fades away like a ghost
000C: $128F -= 1 ;; integer values
0004: $1293 = 2 ;; integer values
0002: jump Label0B5DA4

:Label0B5D87
009E: set_actor $1292 path $1288 $1289 $128A unknown .5 1
01CA: actor $1292 kill_player $PLAYER_CHAR

:Label0B5DA4
00D6: if 0
0038: $12AE == 11 ;; integer values
004D: jump_if_false Label0B5E0F
00D6: if 0
0038: $1295 == 1 ;; integer values
004D: jump_if_false Label0B5E0F
00D6: if 0
0118: actor $1294 dead
004D: jump_if_false Label0B5DF2
034F: destroy_actor_with_fade $1294 ;; The actor fades away like a ghost
000C: $128F -= 1 ;; integer values
0004: $1295 = 2 ;; integer values
0002: jump Label0B5E0F

:Label0B5DF2
009E: set_actor $1294 path $1288 $1289 $128A unknown .5 1
01CA: actor $1294 kill_player $PLAYER_CHAR

:Label0B5E0F
00D6: if 0
0038: $12AE == 12 ;; integer values
004D: jump_if_false Label0B5E7A
00D6: if 0
0038: $1297 == 1 ;; integer values
004D: jump_if_false Label0B5E7A
00D6: if 0
0118: actor $1296 dead
004D: jump_if_false Label0B5E5D
034F: destroy_actor_with_fade $1296 ;; The actor fades away like a ghost
000C: $128F -= 1 ;; integer values
0004: $1297 = 2 ;; integer values
0002: jump Label0B5E7A

:Label0B5E5D
009E: set_actor $1296 path $1288 $1289 $128A unknown .5 1
01CA: actor $1296 kill_player $PLAYER_CHAR

:Label0B5E7A
00D6: if 0
0038: $12AE == 13 ;; integer values
004D: jump_if_false Label0B5EE5
00D6: if 0
0038: $1299 == 1 ;; integer values
004D: jump_if_false Label0B5EE5
00D6: if 0
0118: actor $1298 dead
004D: jump_if_false Label0B5EC8
034F: destroy_actor_with_fade $1298 ;; The actor fades away like a ghost
000C: $128F -= 1 ;; integer values
0004: $1299 = 2 ;; integer values
0002: jump Label0B5EE5

:Label0B5EC8
009E: set_actor $1298 path $1288 $1289 $128A unknown .5 1
01CA: actor $1298 kill_player $PLAYER_CHAR

:Label0B5EE5
00D6: if 0
0038: $12AE == 14 ;; integer values
004D: jump_if_false Label0B5F50
00D6: if 0
0038: $129B == 1 ;; integer values
004D: jump_if_false Label0B5F50
00D6: if 0
0118: actor $129A dead
004D: jump_if_false Label0B5F33
034F: destroy_actor_with_fade $129A ;; The actor fades away like a ghost
000C: $128F -= 1 ;; integer values
0004: $129B = 2 ;; integer values
0002: jump Label0B5F50

:Label0B5F33
009E: set_actor $129A path $1288 $1289 $128A unknown .5 1
01CA: actor $129A kill_player $PLAYER_CHAR

:Label0B5F50
00D6: if 0
0038: $12AE == 15 ;; integer values
004D: jump_if_false Label0B5FBB
00D6: if 0
0038: $129D == 1 ;; integer values
004D: jump_if_false Label0B5FBB
00D6: if 0
0118: actor $129C dead
004D: jump_if_false Label0B5F9E
034F: destroy_actor_with_fade $129C ;; The actor fades away like a ghost
000C: $128F -= 1 ;; integer values
0004: $129D = 2 ;; integer values
0002: jump Label0B5FBB

:Label0B5F9E
009E: set_actor $129C path $1288 $1289 $128A unknown .5 1
01CA: actor $129C kill_player $PLAYER_CHAR

:Label0B5FBB
00D6: if 0
0038: $12AE == 16 ;; integer values
004D: jump_if_false Label0B6026
00D6: if 0
0038: $129F == 1 ;; integer values
004D: jump_if_false Label0B6026
00D6: if 0
0118: actor $129E dead
004D: jump_if_false Label0B6009
034F: destroy_actor_with_fade $129E ;; The actor fades away like a ghost
000C: $128F -= 1 ;; integer values
0004: $129F = 2 ;; integer values
0002: jump Label0B6026

:Label0B6009
009E: set_actor $129E path $1288 $1289 $128A unknown .5 1
01CA: actor $129E kill_player $PLAYER_CHAR

:Label0B6026
00D6: if 0
0038: $12AE == 17 ;; integer values
004D: jump_if_false Label0B6091
00D6: if 0
0038: $12A1 == 1 ;; integer values
004D: jump_if_false Label0B6091
00D6: if 0
0118: actor $12A0 dead
004D: jump_if_false Label0B6074
034F: destroy_actor_with_fade $12A0 ;; The actor fades away like a ghost
000C: $128F -= 1 ;; integer values
0004: $12A1 = 2 ;; integer values
0002: jump Label0B6091

:Label0B6074
009E: set_actor $12A0 path $1288 $1289 $128A unknown .5 1
01CA: actor $12A0 kill_player $PLAYER_CHAR

:Label0B6091
0051: return

:Label0B6093
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)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 (true)
01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR
0395: clear_area 0 at -684.9 -1248.98 range 30.14 2.0
0395: clear_area 0 at -686.85 -1245.43 range 30.14 2.0
015F: set_camera_position -691.09 -1242.906 31.45 0.0 0.0 0.0
0160: point_camera -690.182 -1243.3 31.46 2
0211: actor $PLAYER_ACTOR walk_to -684.9 -1248.98
0006: 16@ = 0 ;; integer values

:Label0B612D
00D6: if 0
80ED: NOT actor $PLAYER_ACTOR 0 ()near_point_on_foot -684.9 -1248.98 radius .
5 .5
004D: jump_if_false Label0B62CA
0001: wait 0 ms
01BD: $12A7 = current_time_in_ms
00D6: if 0
0038: $128B == 1 ;; integer values
004D: jump_if_false Label0B6228
00D6: if 0
0038: $12AA == 0 ;; integer values
004D: jump_if_false Label0B618F
0084: $12A8 = $12A7 ;; integer values and handles
0004: $12AA = 1 ;; integer values

:Label0B618F
00D6: if 0
0038: $12AA == 1 ;; integer values
004D: jump_if_false Label0B61CB
0084: $12A9 = $12A7 ;; integer values and handles
0060: $12A9 -= $12A8 ;; integer values
00D6: if 0
0028: $12A9 >= 1000 ;; integer values
004D: jump_if_false Label0B61CB
0004: $12AA = 2 ;; integer values

:Label0B61CB
00D6: if 0
0038: $12AB == 0 ;; integer values
004D: jump_if_false Label0B61EC
0084: $12AD = $12A7 ;; integer values and handles
0004: $12AA = 1 ;; integer values

:Label0B61EC
00D6: if 0
0038: $12AB == 1 ;; integer values
004D: jump_if_false Label0B6228
0084: $12AC = $12A7 ;; integer values and handles
0060: $12AC -= $12AD ;; integer values
00D6: if 0
0028: $12AC >= 1000 ;; integer values
004D: jump_if_false Label0B6228
0004: $12AB = 2 ;; integer values

:Label0B6228
00D6: if 0
0029: 16@ >= 6000 ;; integer values
004D: jump_if_false Label0B6275
00D6: if 0
80ED: NOT actor $PLAYER_ACTOR 0 ()near_point_on_foot -684.9 -1248.98 radius .
5 .5
004D: jump_if_false Label0B6275
00A1: put_actor $PLAYER_ACTOR at -684.9 -1248.98 30.14

:Label0B6275
0050: gosub Label0B42E4
00D6: if 0
0038: $1285 == 1 ;; integer values
004D: jump_if_false Label0B62C3
00D6: if 0
0038: $12A2 == 0 ;; integer values
004D: jump_if_false Label0B62AE
0006: 17@ = 0 ;; integer values
0004: $12A2 = 1 ;; integer values

:Label0B62AE
0050: gosub Label0B58BC
0050: gosub Label0B5CB3
0050: gosub Label0B5D39

:Label0B62C3
0002: jump Label0B612D

:Label0B62CA
03D1: play_wav 2
00BC: text_highpriority "CNT1_1" 5000 ms 1 ;; Who are you? Oooof! Aaiieee! Not
the face! Not the face!
03CF: load_wav "CNT1_2" as 1

:Label0B62E9
00D6: if 0
83D2: NOT wav 2 ended
004D: jump_if_false Label0B6422
0001: wait 0 ms
01BD: $12A7 = current_time_in_ms
00D6: if 0
0038: $128B == 1 ;; integer values
004D: jump_if_false Label0B63CD
00D6: if 0
0038: $12AA == 0 ;; integer values
004D: jump_if_false Label0B6334
0084: $12A8 = $12A7 ;; integer values and handles
0004: $12AA = 1 ;; integer values

:Label0B6334
00D6: if 0
0038: $12AA == 1 ;; integer values
004D: jump_if_false Label0B6370
0084: $12A9 = $12A7 ;; integer values and handles
0060: $12A9 -= $12A8 ;; integer values
00D6: if 0
0028: $12A9 >= 1000 ;; integer values
004D: jump_if_false Label0B6370
0004: $12AA = 2 ;; integer values

:Label0B6370
00D6: if 0
0038: $12AB == 0 ;; integer values
004D: jump_if_false Label0B6391
0084: $12AD = $12A7 ;; integer values and handles
0004: $12AA = 1 ;; integer values

:Label0B6391
00D6: if 0
0038: $12AB == 1 ;; integer values
004D: jump_if_false Label0B63CD
0084: $12AC = $12A7 ;; integer values and handles
0060: $12AC -= $12AD ;; integer values
00D6: if 0
0028: $12AC >= 1000 ;; integer values
004D: jump_if_false Label0B63CD
0004: $12AB = 2 ;; integer values

:Label0B63CD
0050: gosub Label0B42E4
00D6: if 0
0038: $1285 == 1 ;; integer values
004D: jump_if_false Label0B641B
00D6: if 0
0038: $12A2 == 0 ;; integer values
004D: jump_if_false Label0B6406
0006: 17@ = 0 ;; integer values
0004: $12A2 = 1 ;; integer values

:Label0B6406
0050: gosub Label0B58BC
0050: gosub Label0B5CB3
0050: gosub Label0B5D39

:Label0B641B
0002: jump Label0B62E9

:Label0B6422
03D5: remove_text "CNT1_1" ;; Who are you? Oooof! Aaiieee! Not the face! Not the
face!

:Label0B642C
00D6: if 0
83D0: NOT wav 1 loaded
004D: jump_if_false Label0B6565
0001: wait 0 ms
01BD: $12A7 = current_time_in_ms
00D6: if 0
0038: $128B == 1 ;; integer values
004D: jump_if_false Label0B6510
00D6: if 0
0038: $12AA == 0 ;; integer values
004D: jump_if_false Label0B6477
0084: $12A8 = $12A7 ;; integer values and handles
0004: $12AA = 1 ;; integer values

:Label0B6477
00D6: if 0
0038: $12AA == 1 ;; integer values
004D: jump_if_false Label0B64B3
0084: $12A9 = $12A7 ;; integer values and handles
0060: $12A9 -= $12A8 ;; integer values
00D6: if 0
0028: $12A9 >= 1000 ;; integer values
004D: jump_if_false Label0B64B3
0004: $12AA = 2 ;; integer values

:Label0B64B3
00D6: if 0
0038: $12AB == 0 ;; integer values
004D: jump_if_false Label0B64D4
0084: $12AD = $12A7 ;; integer values and handles
0004: $12AA = 1 ;; integer values

:Label0B64D4
00D6: if 0
0038: $12AB == 1 ;; integer values
004D: jump_if_false Label0B6510
0084: $12AC = $12A7 ;; integer values and handles
0060: $12AC -= $12AD ;; integer values
00D6: if 0
0028: $12AC >= 1000 ;; integer values
004D: jump_if_false Label0B6510
0004: $12AB = 2 ;; integer values

:Label0B6510
0050: gosub Label0B42E4
00D6: if 0
0038: $1285 == 1 ;; integer values
004D: jump_if_false Label0B655E
00D6: if 0
0038: $12A2 == 0 ;; integer values
004D: jump_if_false Label0B6549
0006: 17@ = 0 ;; integer values
0004: $12A2 = 1 ;; integer values

:Label0B6549
0050: gosub Label0B58BC
0050: gosub Label0B5CB3
0050: gosub Label0B5D39

:Label0B655E
0002: jump Label0B642C

:Label0B6565
03D1: play_wav 1
00BC: text_highpriority "CNT1_2" 5000 ms 1 ;; Ok, I talk! I talk!

:Label0B6578
00D6: if 0
83D2: NOT wav 1 ended
004D: jump_if_false Label0B66B1
0001: wait 0 ms
01BD: $12A7 = current_time_in_ms
00D6: if 0
0038: $128B == 1 ;; integer values
004D: jump_if_false Label0B665C
00D6: if 0
0038: $12AA == 0 ;; integer values
004D: jump_if_false Label0B65C3
0084: $12A8 = $12A7 ;; integer values and handles
0004: $12AA = 1 ;; integer values

:Label0B65C3
00D6: if 0
0038: $12AA == 1 ;; integer values
004D: jump_if_false Label0B65FF
0084: $12A9 = $12A7 ;; integer values and handles
0060: $12A9 -= $12A8 ;; integer values
00D6: if 0
0028: $12A9 >= 1000 ;; integer values
004D: jump_if_false Label0B65FF
0004: $12AA = 2 ;; integer values

:Label0B65FF
00D6: if 0
0038: $12AB == 0 ;; integer values
004D: jump_if_false Label0B6620
0084: $12AD = $12A7 ;; integer values and handles
0004: $12AA = 1 ;; integer values
:Label0B6620
00D6: if 0
0038: $12AB == 1 ;; integer values
004D: jump_if_false Label0B665C
0084: $12AC = $12A7 ;; integer values and handles
0060: $12AC -= $12AD ;; integer values
00D6: if 0
0028: $12AC >= 1000 ;; integer values
004D: jump_if_false Label0B665C
0004: $12AB = 2 ;; integer values

:Label0B665C
0050: gosub Label0B42E4
00D6: if 0
0038: $1285 == 1 ;; integer values
004D: jump_if_false Label0B66AA
00D6: if 0
0038: $12A2 == 0 ;; integer values
004D: jump_if_false Label0B6695
0006: 17@ = 0 ;; integer values
0004: $12A2 = 1 ;; integer values

:Label0B6695
0050: gosub Label0B58BC
0050: gosub Label0B5CB3
0050: gosub Label0B5D39

:Label0B66AA
0002: jump Label0B6578

:Label0B66B1
03D5: remove_text "CNT1_2" ;; Ok, I talk! I talk!
00A1: put_actor $PLAYER_ACTOR at -685.59 -1247.87 30.14
0173: set_actor $PLAYER_ACTOR z_angle_to 32.24
0395: clear_area 0 at -686.85 -1245.43 range 30.14 2.0
0395: clear_area 0 at -684.9 -1248.98 range 30.14 2.0
0211: actor $PLAYER_ACTOR walk_to -686.85 -1245.43
0006: 17@ = 0 ;; integer values

:Label0B671F
00D6: if 0
80ED: NOT actor $PLAYER_ACTOR 0 ()near_point_on_foot -686.85 -1245.43
radius .5 .5
004D: jump_if_false Label0B68BC
0001: wait 0 ms
01BD: $12A7 = current_time_in_ms
00D6: if 0
0038: $128B == 1 ;; integer values
004D: jump_if_false Label0B681A
00D6: if 0
0038: $12AA == 0 ;; integer values
004D: jump_if_false Label0B6781
0084: $12A8 = $12A7 ;; integer values and handles
0004: $12AA = 1 ;; integer values

:Label0B6781
00D6: if 0
0038: $12AA == 1 ;; integer values
004D: jump_if_false Label0B67BD
0084: $12A9 = $12A7 ;; integer values and handles
0060: $12A9 -= $12A8 ;; integer values
00D6: if 0
0028: $12A9 >= 1000 ;; integer values
004D: jump_if_false Label0B67BD
0004: $12AA = 2 ;; integer values

:Label0B67BD
00D6: if 0
0038: $12AB == 0 ;; integer values
004D: jump_if_false Label0B67DE
0084: $12AD = $12A7 ;; integer values and handles
0004: $12AA = 1 ;; integer values

:Label0B67DE
00D6: if 0
0038: $12AB == 1 ;; integer values
004D: jump_if_false Label0B681A
0084: $12AC = $12A7 ;; integer values and handles
0060: $12AC -= $12AD ;; integer values
00D6: if 0
0028: $12AC >= 1000 ;; integer values
004D: jump_if_false Label0B681A
0004: $12AB = 2 ;; integer values

:Label0B681A
00D6: if 0
0029: 17@ >= 4000 ;; integer values
004D: jump_if_false Label0B6867
00D6: if 0
80ED: NOT actor $PLAYER_ACTOR 0 ()near_point_on_foot -686.85 -1245.43
radius .5 .5
004D: jump_if_false Label0B6867
00A1: put_actor $PLAYER_ACTOR at -686.85 -1245.43 30.14

:Label0B6867
0050: gosub Label0B42E4
00D6: if 0
0038: $1285 == 1 ;; integer values
004D: jump_if_false Label0B68B5
00D6: if 0
0038: $12A2 == 0 ;; integer values
004D: jump_if_false Label0B68A0
0006: 17@ = 0 ;; integer values
0004: $12A2 = 1 ;; integer values

:Label0B68A0
0050: gosub Label0B58BC
0050: gosub Label0B5CB3
0050: gosub Label0B5D39

:Label0B68B5
0002: jump Label0B671F

:Label0B68BC
02A3: toggle_widescreen 0 (off)
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 (false)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 (false)
03C8: rotate_player-180-degrees
02EB: restore_camera_with_jumpcut
0004: $12A3 = 1 ;; integer values
0051: return

:Label0B68E2
018E: stop_sound $1286
01C2: remove_references_to_actor $1258 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $125E ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $1262 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $1266 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $126A ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $126E ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $1272 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $1276 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $127A ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $127E ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $1282 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $1292 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $1294 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $1296 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $1298 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $129A ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $129C ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $129E ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $12A0 ;; Like turning an actor into a random
pedestrian
0004: $12B2 = 1 ;; integer values
0051: return

;-------------Mission 35---------------
; Originally: Hit the Courier

:Label0B694F
0050: gosub Label0B6973
00D6: if 0
0112: wasted_or_busted
004D: jump_if_false Label0B696A
0050: gosub Label0BB2F0
:Label0B696A
0050: gosub Label0BB506
004E: end_thread

:Label0B6973
0004: $ONMISSION = 1 ;; integer values
03A4: name_thread "COUNT2"
0317: increment_mission_attempts
0001: wait 0 ms
054C: use_GXT_table "COUNT2"
058E: set_restart_mission_taxi_destination -1045.726 -292.454 9.758 97.607
0004: $12CB = 0 ;; integer values
0004: $12CC = 0 ;; integer values
0004: $12D3 = 0 ;; integer values
0004: $12D7 = 0 ;; integer values
0004: $12D8 = 0 ;; integer values
0004: $12CD = 0 ;; integer values
0004: $12DC = 0 ;; integer values
0004: $12E3 = 0 ;; integer values
0004: $12CF = 0 ;; integer values
0004: $12D0 = 0 ;; integer values
0004: $12D1 = 0 ;; integer values
0004: $12E2 = 0 ;; integer values
0004: $12CE = 0 ;; integer values
0004: $12D2 = 0 ;; integer values
0004: $12D4 = 0 ;; integer values
0004: $12D5 = 0 ;; integer values
0004: $12D6 = 0 ;; integer values
0004: $12EA = 0 ;; integer values
0004: $12D9 = 0 ;; integer values
0004: $12DA = 0 ;; integer values
0004: $12DB = 0 ;; integer values
0004: $12DD = 0 ;; integer values
0004: $12DE = 0 ;; integer values
0004: $12DF = 0 ;; integer values
0004: $12E0 = 0 ;; integer values
0004: $12E1 = 0 ;; integer values
0004: $12E4 = 0 ;; integer values
0004: $12E5 = 0 ;; integer values
0004: $12E6 = 0 ;; integer values
0004: $12E7 = 0 ;; integer values
0004: $12E8 = 0 ;; integer values
0004: $12E9 = 0 ;; integer values
0004: $12EB = 0 ;; integer values
0004: $12EC = 0 ;; integer values
0004: $12ED = 0 ;; integer values
0004: $12EE = 0 ;; integer values
0004: $12EF = 0 ;; integer values
0004: $12F0 = 0 ;; integer values
0004: $12F1 = 0 ;; integer values
0004: $12F2 = 0 ;; integer values
0005: $12F5 = 0.0 ;; floating-point values
0005: $12F6 = 0.0 ;; floating-point values
0005: $12F7 = 0.0 ;; floating-point values
0005: $12F8 = 0.0 ;; floating-point values
0005: $12F9 = 0.0 ;; floating-point values
0005: $12FA = 0.0 ;; floating-point values
0005: $12FB = 0.0 ;; floating-point values
0005: $12FC = 0.0 ;; floating-point values
0005: $12FD = 0.0 ;; floating-point values
0005: $1316 = 0.0 ;; floating-point values
0007: 9@ = 0.0 ;; floating-point values
0007: 10@ = 0.0 ;; floating-point values
0007: 11@ = 0.0 ;; floating-point values
0005: $1308 = 0.0 ;; floating-point values
0005: $1309 = 0.0 ;; floating-point values
0005: $130A = 0.0 ;; floating-point values
0007: 12@ = 0.0 ;; floating-point values
0007: 13@ = 0.0 ;; floating-point values
0004: $12F3 = 0 ;; integer values
0004: $A2F = 0 ;; integer values
0004: $A00 = 0 ;; integer values
0004: $A01 = 0 ;; integer values
0004: $A02 = 0 ;; integer values
0004: $A03 = 0 ;; integer values
0004: $A05 = 0 ;; integer values
0005: $1B32 = 0.0 ;; floating-point values
023C: load_special_actor 1 "CSPLAY"
023C: load_special_actor 2 "CSKELLY"
023C: load_special_actor 3 "CSBUDDY"
04BB: select_interiour 18 ;; select render area
03CB: set_camera -1071.56 -278.9497 12.3606
038B: load_requested_models

:Label0B6BEC
00D6: if 22
823D: NOT special_actor 1 loaded
823D: NOT special_actor 2 loaded
823D: NOT special_actor 3 loaded
004D: jump_if_false Label0B6C0E
0001: wait 0 ms
0002: jump Label0B6BEC

:Label0B6C0E
02E4: load_cutscene_data "CNT_2"
0244: set_cutscene_pos -1064.103 -276.39 11.066
02E5: $7D = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $7D "CSPLAY"
02E5: $8D = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $8D "CSKELLY"
02E5: $88 = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim $88 "CSBUDDY"
0395: clear_area 1 at -1071.579 -281.4316 range 12.3068 3.0
0395: clear_area 1 at -1059.841 -278.7214 range 10.4044 1.0
0055: put_player $PLAYER_CHAR at -1059.841 -278.7214 10.4044
0171: set_player $PLAYER_CHAR z_angle_to 272.2088
041D: set_camera_near_clip .1
0169: set_fade_color 0 0 1
016A: fade 1 (back) 1500 ms
03AD: set_rubbish 0 (invisible)
03AF: set_streaming 1 (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0B6CD8
00D6: if 0
001A: 1444 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0B6CFB
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0B6CD8

:Label0B6CFB
00BC: text_highpriority "CNT2_B1" 10000 ms 1 ;; Alright, the courier's moving
the plates from the docks today.

:Label0B6D0A
00D6: if 0
001A: 3750 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0B6D2D
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0B6D0A

:Label0B6D2D
00BC: text_highpriority "CNT2_B2" 10000 ms 1 ;; I'm gonna go intercept them,
grab the plates, lose any heat, and make my way back here.

:Label0B6D3C
00D6: if 0
001A: 7974 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0B6D5F
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0B6D3C

:Label0B6D5F
00BC: text_highpriority "CNT2_B3" 10000 ms 1 ;; Now. Depending how well this
goes,

:Label0B6D6E
00D6: if 0
001A: 9975 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0B6D91
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0B6D6E

:Label0B6D91
00BC: text_highpriority "CNT2_B4" 10000 ms 1 ;; we may have five minutes to
print the money before the counterfeit syndicate finds us, or we may have all year.

:Label0B6DA0
00D6: if 0
001A: 14465 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0B6DC3
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0B6DA0

:Label0B6DC3
00BC: text_highpriority "CNT2_B5" 10000 ms 1 ;; Either way, I want green rolling
off the presses five minutes after I get back. Got it?

:Label0B6DD2
00D6: if 0
001A: 18722 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0B6DF5
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0B6DD2

:Label0B6DF5
00BC: text_highpriority "CNT2_B6" 10000 ms 1 ;; Don't you worry Tommy. We'll be
ready.

:Label0B6E04
00D6: if 0
001A: 22232 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0B6E27
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0B6E04

:Label0B6E27
00BC: text_highpriority "CNT2_B7" 10000 ms 1 ;; Me an'the boys will be around in
the neighborhood case you need any heat taken care of.

:Label0B6E36
00D6: if 0
001A: 28537 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0B6E59
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0B6E36

:Label0B6E59
00BC: text_highpriority "CNT2_B8" 10000 ms 1 ;; All right, everybody cool? All
right. I'll catch you later...

:Label0B6E68
00D6: if 0
001A: 30268 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0B6E8B
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0B6E68

:Label0B6E8B
0169: set_fade_color 0 0 1
016A: fade 0 () 1500 ms
00BE: text_clear_all

:Label0B6E9C
00D6: if 0
016B: fading
004D: jump_if_false Label0B6EB4
0001: wait 0 ms
0002: jump Label0B6E9C

:Label0B6EB4
00D6: if 0
82E9: NOT cutscene_reached_end
004D: jump_if_false Label0B6ECC
0001: wait 0 ms
0002: jump Label0B6EB4

:Label0B6ECC
03AD: set_rubbish 1 (visible)
00BE: text_clear_all
02EA: end_cutscene
0373: set_camera_directly_behind_player
0296: unload_special_actor 1
0296: unload_special_actor 2
0296: unload_special_actor 3
04BB: select_interiour 0 ;; select render area
03CB: set_camera -1059.841 -278.7214 10.4044
04E3: unknown_player $PLAYER_CHAR 3 60000
0247: request_model #SENTINEL
0247: request_model #COLT45
0247: request_model -120 (BRIEFCASE)
0247: request_model #MAVERICK
0247: request_model #SNIPER
0247: request_model #TEC9
0247: request_model #HFORI
0247: request_model #HFYBU
0247: request_model #WFYRI
0247: request_model #WFORI
0247: request_model #BFYST
0247: request_model #WFYBU
0247: request_model #UZI
0247: request_model #CHROMEGUN
038B: load_requested_models

:Label0B6F44
00D6: if 25
8248: NOT model #SENTINEL available
8248: NOT model #COLT45 available
8248: NOT model #HFORI available
8248: NOT model #HFYBU available
8248: NOT model #WFYRI available
8248: NOT model #WFORI available
004D: jump_if_false Label0B6F74
0001: wait 0 ms
0002: jump Label0B6F44

:Label0B6F74
00D6: if 25
8248: NOT model -120 (BRIEFCASE) available
8248: NOT model #MAVERICK available
8248: NOT model #SNIPER available
8248: NOT model #TEC9 available
8248: NOT model #BFYST available
8248: NOT model #WFYBU available
004D: jump_if_false Label0B6FA5
0001: wait 0 ms
0002: jump Label0B6F74

:Label0B6FA5
00D6: if 21
8248: NOT model #CHROMEGUN available
8248: NOT model #UZI available
004D: jump_if_false Label0B6FC5
0001: wait 0 ms
0002: jump Label0B6FA5

:Label0B6FC5
00A5: $12B7 = create_car #MAVERICK at 408.198 -1726.195 50.0
0587: $12B7 0
04BA: set_car $12B7 speed_instantly 10.0
0129: $12BF = create_actor 9 #WFORI in_car $12B7 driverseat
01B2: give_actor $12BF weapon 22 ammo 9999 ;; Load the weapon model before using
this
01ED: reset_actor $12BF flags
011A: set_actor $12BF flags 1
011A: set_actor $12BF flags 4194304
0243: set_actor $12BF ped_stats_to 16
0319: set_actor $12BF wander_state_to 1 (off)
0245: set_actor $12BF walk_style_to 46
0588: $12BF 0
01C8: $12C0 = create_actor 9 #HFYBU in_car $12B7 passenger_seat 0
01B2: give_actor $12C0 weapon 19 ammo 6 ;; Load the weapon model before using
this
01ED: reset_actor $12C0 flags
011A: set_actor $12C0 flags 1
011A: set_actor $12C0 flags 4194304
0243: set_actor $12C0 ped_stats_to 16
0319: set_actor $12C0 wander_state_to 1 (off)
0245: set_actor $12C0 walk_style_to 46
0588: $12C0 0
0187: $105F = create_marker_above_actor $12C0
0168: show_on_radar $105F 3
04A2: heli $12B7 fly_to -649.6716 -1590.727 40.0 speed 15
04BA: set_car $12B7 speed_instantly 15.0
0004: $12CC = 1 ;; integer values
016A: fade 1 (back) 1500 ms

:Label0B70BB
00D6: if 0
016B: fading
004D: jump_if_false Label0B70D3
0001: wait 0 ms
0002: jump Label0B70BB

:Label0B70D3
00BC: text_highpriority "CNT2_01" 30000 ms 1 ;; ~g~The counterfeit plates
~y~courier~g~ is arriving at the ~r~docks~g~ in a helicopter any second now.
018A: $12F4 = create_checkpoint_at -683.1377 -1566.971 11.4
0481: 10.0
0482: 3.0
00A5: $12B3 = create_car #SENTINEL at -707.2035 -1549.606 11.4769
0229: set_car $12B3 color_to 10 0
0175: set_car $12B3 z_angle_to 66.0
00AD: set_car $12B3 max_speed_to 15.0
0007: 2@ = 0.0 ;; floating-point values
00AE: unknown_set_car $12B3 to_ignore_traffic_lights 2
02AA: set_car $12B3 immune_to_nonplayer 1
0466: unknown_car $12B3 flag 0
03ED: (unknown) $12B3 1
00A9: set_car $12B3 to_normal_driver
04BD: unknown_car $12B3 1
00AF: set_car $12B3 driver_behaviour_to 11
00A5: $12B4 = create_car #SENTINEL at -708.85 -1553.722 11.4936
0229: set_car $12B4 color_to 0 0
0175: set_car $12B4 z_angle_to 66.0
00AD: set_car $12B4 max_speed_to 15.0
0007: 5@ = 0.0 ;; floating-point values
00AE: unknown_set_car $12B4 to_ignore_traffic_lights 2
02AA: set_car $12B4 immune_to_nonplayer 1
0466: unknown_car $12B4 flag 0
03ED: (unknown) $12B4 1
020A: set_car $12B4 door_status_to 3
00A9: set_car $12B4 to_normal_driver
04BD: unknown_car $12B4 1
00AF: set_car $12B4 driver_behaviour_to 11
00A5: $12B5 = create_car #SENTINEL at -710.5004 -1557.81 11.5109
0229: set_car $12B5 color_to 10 0
0175: set_car $12B5 z_angle_to 66.0
00AD: set_car $12B5 max_speed_to 15.0
0007: 8@ = 0.0 ;; floating-point values
00AE: unknown_set_car $12B5 to_ignore_traffic_lights 2
02AA: set_car $12B5 immune_to_nonplayer 1
0466: unknown_car $12B5 flag 0
03ED: (unknown) $12B5 1
00A9: set_car $12B5 to_normal_driver
04BD: unknown_car $12B5 1
00AF: set_car $12B5 driver_behaviour_to 11
009A: $12B9 = create_actor 9 #HFORI at -718.9443 -1530.91 11.2232
0173: set_actor $12B9 z_angle_to 299.6208
01B2: give_actor $12B9 weapon 19 ammo 2 ;; Load the weapon model before using
this
01ED: reset_actor $12B9 flags
011A: set_actor $12B9 flags 1
011A: set_actor $12B9 flags 4194304
011A: set_actor $12B9 flags 1048576
0243: set_actor $12B9 ped_stats_to 16
0319: set_actor $12B9 wander_state_to 1 (off)
0194: set_actor $12B9 objective_to_go_to_point -718.9443 -1530.91 11.2232
0245: set_actor $12B9 walk_style_to 46
009A: $12BA = create_actor 9 #HFORI at -716.1127 -1533.785 11.2238
0173: set_actor $12BA z_angle_to 258.1555
01B2: give_actor $12BA weapon 23 ammo 9999 ;; Load the weapon model before using
this
01ED: reset_actor $12BA flags
011A: set_actor $12BA flags 1
011A: set_actor $12BA flags 4194304
011A: set_actor $12BA flags 1048576
0243: set_actor $12BA ped_stats_to 16
0319: set_actor $12BA wander_state_to 1 (off)
0372: set_actor $12BA anim 24 wait_state_time 60000000 ms
0194: set_actor $12BA objective_to_go_to_point -716.1127 -1533.785 11.2238
0245: set_actor $12BA walk_style_to 46
009A: $12BB = create_actor 9 #WFORI at -715.5613 -1535.627 11.2565
0173: set_actor $12BB z_angle_to 16.6536
01B2: give_actor $12BB weapon 17 ammo 9999 ;; Load the weapon model before using
this
01ED: reset_actor $12BB flags
011A: set_actor $12BB flags 1
011A: set_actor $12BB flags 4194304
011A: set_actor $12BB flags 1048576
0243: set_actor $12BB ped_stats_to 16
0319: set_actor $12BB wander_state_to 1 (off)
0372: set_actor $12BB anim 19 wait_state_time 60000000 ms
0194: set_actor $12BB objective_to_go_to_point -715.5613 -1535.627 11.2565
0245: set_actor $12BB walk_style_to 46
009A: $12BC = create_actor 9 #WFYRI at -710.0019 -1543.779 11.4329
0173: set_actor $12BC z_angle_to 22.8506
01B2: give_actor $12BC weapon 22 ammo 9999 ;; Load the weapon model before using
this
01ED: reset_actor $12BC flags
011A: set_actor $12BC flags 1
011A: set_actor $12BC flags 4194304
011A: set_actor $12BC flags 1048576
0243: set_actor $12BC ped_stats_to 16
0319: set_actor $12BC wander_state_to 1 (off)
0372: set_actor $12BC anim 13 wait_state_time 60000000 ms
0194: set_actor $12BC objective_to_go_to_point -710.0019 -1543.779 11.4329
0245: set_actor $12BC walk_style_to 46
009A: $12BD = create_actor 9 #WFORI at -681.0981 -1557.247 11.4438
0173: set_actor $12BD z_angle_to 334.7375
01B2: give_actor $12BD weapon 23 ammo 9999 ;; Load the weapon model before using
this
01ED: reset_actor $12BD flags
011A: set_actor $12BD flags 1
011A: set_actor $12BD flags 4194304
011A: set_actor $12BD flags 1048576
0243: set_actor $12BD ped_stats_to 16
0319: set_actor $12BD wander_state_to 1 (off)
0194: set_actor $12BD objective_to_go_to_point -681.0981 -1557.247 11.4438
0245: set_actor $12BD walk_style_to 46
009A: $12BE = create_actor 9 #WFYBU at -679.4094 -1559.045 11.4483
0173: set_actor $12BE z_angle_to 223.2479
01B2: give_actor $12BE weapon 22 ammo 9999 ;; Load the weapon model before using
this
01ED: reset_actor $12BE flags
011A: set_actor $12BE flags 1
011A: set_actor $12BE flags 4194304
011A: set_actor $12BE flags 1048576
0243: set_actor $12BE ped_stats_to 16
0319: set_actor $12BE wander_state_to 1 (off)
0194: set_actor $12BE objective_to_go_to_point -679.4094 -1559.045 11.4483
0245: set_actor $12BE walk_style_to 46
009A: $12C2 = create_actor 9 #HFORI at -718.4953 -1560.214 13.858
0173: set_actor $12C2 z_angle_to 14.0515
01B2: give_actor $12C2 weapon 19 ammo 2 ;; Load the weapon model before using
this
01ED: reset_actor $12C2 flags
011A: set_actor $12C2 flags 1
011A: set_actor $12C2 flags 4194304
011A: set_actor $12C2 flags 1048576
0243: set_actor $12C2 ped_stats_to 16
0319: set_actor $12C2 wander_state_to 1 (off)
0194: set_actor $12C2 objective_to_go_to_point -718.4953 -1560.214 13.858
0245: set_actor $12C2 walk_style_to 46
009A: $12C3 = create_actor 9 #WFYBU at -722.6389 -1557.029 13.8587
0173: set_actor $12C3 z_angle_to 344.0981
01B2: give_actor $12C3 weapon 22 ammo 9999 ;; Load the weapon model before using
this
01ED: reset_actor $12C3 flags
011A: set_actor $12C3 flags 1
011A: set_actor $12C3 flags 4194304
011A: set_actor $12C3 flags 1048576
0243: set_actor $12C3 ped_stats_to 16
0319: set_actor $12C3 wander_state_to 1 (off)
0194: set_actor $12C3 objective_to_go_to_point -722.6389 -1557.029 13.8587
0245: set_actor $12C3 walk_style_to 46
009A: $12C4 = create_actor 9 #WFYRI at -721.5871 -1542.477 13.8572
0173: set_actor $12C4 z_angle_to 344.0981
01B2: give_actor $12C4 weapon 23 ammo 9999 ;; Load the weapon model before using
this
01ED: reset_actor $12C4 flags
011A: set_actor $12C4 flags 1
011A: set_actor $12C4 flags 4194304
011A: set_actor $12C4 flags 1048576
0243: set_actor $12C4 ped_stats_to 16
0319: set_actor $12C4 wander_state_to 1 (off)
0194: set_actor $12C4 objective_to_go_to_point -721.5871 -1542.477 13.8572
0245: set_actor $12C4 walk_style_to 46
009A: $12C5 = create_actor 9 #WFYRI at -721.0208 -1548.822 11.4844
0173: set_actor $12C5 z_angle_to 263.0088
01B2: give_actor $12C5 weapon 22 ammo 9999 ;; Load the weapon model before using
this
01ED: reset_actor $12C5 flags
011A: set_actor $12C5 flags 1
011A: set_actor $12C5 flags 4194304
011A: set_actor $12C5 flags 1048576
0243: set_actor $12C5 ped_stats_to 16
0319: set_actor $12C5 wander_state_to 1 (off)
0194: set_actor $12C5 objective_to_go_to_point -721.0208 -1548.822 11.4844
0245: set_actor $12C5 walk_style_to 46
009A: $12C6 = create_actor 9 #BFYST at -703.3905 -1573.135 15.6165
0173: set_actor $12C6 z_angle_to 312.8055
01B2: give_actor $12C6 weapon 28 ammo 9999 ;; Load the weapon model before using
this
01ED: reset_actor $12C6 flags
011A: set_actor $12C6 flags 1
011A: set_actor $12C6 flags 4194304
011A: set_actor $12C6 flags 1048576
0243: set_actor $12C6 ped_stats_to 16
0319: set_actor $12C6 wander_state_to 1 (off)
04C6: $12C6 $PLAYER_ACTOR
0350: unknown_actor $12C6 not_scared_flag 1
0291: unknown_actor $12C6 unknown_behavior_flag 1
009A: $12C7 = create_actor 9 #BFYST at -671.947 -1553.906 22.7296
0173: set_actor $12C7 z_angle_to 3.9435
01B2: give_actor $12C7 weapon 28 ammo 9999 ;; Load the weapon model before using
this
01ED: reset_actor $12C7 flags
011A: set_actor $12C7 flags 1
011A: set_actor $12C7 flags 4194304
011A: set_actor $12C7 flags 1048576
0243: set_actor $12C7 ped_stats_to 16
0319: set_actor $12C7 wander_state_to 1 (off)
04C6: $12C7 $PLAYER_ACTOR
0350: unknown_actor $12C7 not_scared_flag 1
0291: unknown_actor $12C7 unknown_behavior_flag 1
009A: $12C8 = create_actor 9 #BFYST at -722.8923 -1528.647 15.904
0173: set_actor $12C8 z_angle_to 331.8096
01B2: give_actor $12C8 weapon 28 ammo 9999 ;; Load the weapon model before using
this
01ED: reset_actor $12C8 flags
011A: set_actor $12C8 flags 1
011A: set_actor $12C8 flags 4194304
011A: set_actor $12C8 flags 1048576
0243: set_actor $12C8 ped_stats_to 16
0319: set_actor $12C8 wander_state_to 1 (off)
04C6: $12C8 $PLAYER_ACTOR
0350: unknown_actor $12C8 not_scared_flag 1
0291: unknown_actor $12C8 unknown_behavior_flag 1
009A: $12C9 = create_actor 9 #BFYST at -728.5547 -1554.013 21.8729
0173: set_actor $12C9 z_angle_to 275.5398
01B2: give_actor $12C9 weapon 28 ammo 9999 ;; Load the weapon model before using
this
01ED: reset_actor $12C9 flags
011A: set_actor $12C9 flags 1
011A: set_actor $12C9 flags 4194304
011A: set_actor $12C9 flags 1048576
0243: set_actor $12C9 ped_stats_to 16
0319: set_actor $12C9 wander_state_to 1 (off)
04C6: $12C9 $PLAYER_ACTOR
0350: unknown_actor $12C9 not_scared_flag 1
0291: unknown_actor $12C9 unknown_behavior_flag 1
009A: $12CA = create_actor 9 #WFYRI at -721.8732 -1500.1 10.3946
0173: set_actor $12CA z_angle_to 44.3659
01B2: give_actor $12CA weapon 19 ammo 9999 ;; Load the weapon model before using
this
0319: set_actor $12CA wander_state_to 1 (off)
0243: set_actor $12CA ped_stats_to 16
0006: 16@ = 3000 ;; integer values
0006: 17@ = 3000 ;; integer values
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label0B7939
00A5: $12B7 = create_car #MAVERICK at 408.198 -1726.195 84.1376

:Label0B7939
0001: wait 0 ms
0054: store_player $PLAYER_CHAR position_to $5F $60 $61
01BD: $12CB = current_time_in_ms
0008: $A05 += 1 ;; integer values
00D6: if 0
0018: $A05 > 3 ;; integer values
004D: jump_if_false Label0B7970
0004: $A05 = 0 ;; integer values

:Label0B7970
00D6: if 0
0038: $A05 == 0 ;; integer values
004D: jump_if_false Label0B818D
00D6: if 0
0038: $12EB == 0 ;; integer values
004D: jump_if_false Label0B7A02
00D6: if 0
8119: NOT car $12B7 wrecked
004D: jump_if_false Label0B7A02
00D6: if 0
00DC: player $PLAYER_CHAR driving $12B7
004D: jump_if_false Label0B7A02
00D6: if 0
8118: NOT actor $12C6 dead
004D: jump_if_false Label0B79D9
01B2: give_actor $12C6 weapon 19 ammo 999 ;; Load the weapon model before using
this
01D9: actor $12C6 run_away_from_car $12B7

:Label0B79D9
00D6: if 0
8118: NOT actor $12C7 dead
004D: jump_if_false Label0B79FB
01B2: give_actor $12C7 weapon 19 ammo 999 ;; Load the weapon model before using
this
01D9: actor $12C7 run_away_from_car $12B7

:Label0B79FB
0004: $12EB = 1 ;; integer values

:Label0B7A02
00D6: if 0
8118: NOT actor $12B9 dead
004D: jump_if_false Label0B806E
00D6: if 0
00DF: actor $12B9 driving
004D: jump_if_false Label0B7F1E
01C3: remove_references_to_car $12B3 ;; Like turning a car into any random car
03C0: $12B3 = actor $12B9 car
00AA: store_car $12B3 position_to 0@ 1@ $1BF
00D6: if 0
0038: $12D0 == -1 ;; integer values
004D: jump_if_false Label0B7A5D
0006: 16@ = 0 ;; integer values
0004: $12D0 = 0 ;; integer values

:Label0B7A5D
00D6: if 0
0038: $12D0 == 0 ;; integer values
004D: jump_if_false Label0B7BBB
00D6: if 0
0018: $12CC > 4 ;; integer values
004D: jump_if_false Label0B7BBB
00D6: if 0
0019: 16@ > 2500 ;; integer values
004D: jump_if_false Label0B7BBB
00D6: if 0
0038: $12CE == 1 ;; integer values
004D: jump_if_false Label0B7B0E
00AD: set_car $12B3 max_speed_to 100.0
0007: 2@ = 100.0 ;; floating-point values
00AE: unknown_set_car $12B3 to_ignore_traffic_lights 2
00AF: set_car $12B3 driver_behaviour_to 2
0084: $12DD = $12CB ;; integer values and handles
0004: $12D0 = 1 ;; integer values
0004: $12D4 = 0 ;; integer values
00D6: if 0
0038: $12CC == 7 ;; integer values
004D: jump_if_false Label0B7B07
0084: $12D8 = $12CB ;; integer values and handles
0008: $12D8 += 250 ;; integer values
0004: $12CC = 8 ;; integer values
:Label0B7B07
0002: jump Label0B7BBB

:Label0B7B0E
00D6: if 0
0018: $12CC > 6 ;; integer values
004D: jump_if_false Label0B7BBB
00AD: set_car $12B3 max_speed_to 15.0
0007: 2@ = 15.0 ;; floating-point values
00AE: unknown_set_car $12B3 to_ignore_traffic_lights 2
00D6: if 0
0038: $12E4 == 0 ;; integer values
004D: jump_if_false Label0B7B68
00A7: car $12B3 drive_to -1133.062 -342.2911 9.8989
0002: jump Label0B7B7C

:Label0B7B68
02C2: car $12B3 drive_to_point -963.9817 322.1035 10.1818

:Label0B7B7C
0004: $12D0 = 2 ;; integer values
0004: $12D4 = 0 ;; integer values
0084: $12DD = $12CB ;; integer values and handles
00D6: if 0
0038: $12CC == 7 ;; integer values
004D: jump_if_false Label0B7BBB
0004: $12CC = 8 ;; integer values
0084: $12D8 = $12CB ;; integer values and handles
0008: $12D8 += 750 ;; integer values

:Label0B7BBB
00D6: if 0
01FC: player $PLAYER_CHAR near_car $12B3 radius 15.0 15.0 0
004D: jump_if_false Label0B7BE8
02AA: set_car $12B3 immune_to_nonplayer 0
0002: jump Label0B7BEF

:Label0B7BE8
02AA: set_car $12B3 immune_to_nonplayer 1

:Label0B7BEF
00D6: if 0
00DC: player $PLAYER_CHAR driving $12B3
004D: jump_if_false Label0B7C0A
01CA: actor $12B9 kill_player $PLAYER_CHAR

:Label0B7C0A
00D6: if 0
0038: $12E7 == 0 ;; integer values
004D: jump_if_false Label0B7C49
00D6: if 0
01AD: car $12B3 0 ()near_point -963.9817 322.1035 3.0 3.0
004D: jump_if_false Label0B7C49
0004: $12E7 = 1 ;; integer values

:Label0B7C49
00D6: if 0
0038: $12E7 == 0 ;; integer values
004D: jump_if_false Label0B7CF0
00D6: if 0
8043: NOT 2@ == 0.0 ;; floating-point values
004D: jump_if_false Label0B7CF0
0084: $1310 = $12B3 ;; integer values and handles
0084: $1311 = $12D4 ;; integer values and handles
0084: $1312 = $12DD ;; integer values and handles
0086: $130D = $12F5 ;; floating-point values only
0086: $130E = $12F6 ;; floating-point values only
0086: $130F = $12F7 ;; floating-point values only
0050: gosub Label0BB8F9
0084: $12D4 = $1311 ;; integer values and handles
0084: $12DD = $1312 ;; integer values and handles
0086: $12F5 = $130D ;; floating-point values only
0086: $12F6 = $130E ;; floating-point values only
0086: $12F7 = $130F ;; floating-point values only
00D6: if 0
0038: $12D4 == -9 ;; integer values
004D: jump_if_false Label0B7CF0
046B: unknown_actor $12B9 car $12B3
0004: $12D4 = 0 ;; integer values

:Label0B7CF0
00D6: if 0
0018: $12D0 > 0 ;; integer values
004D: jump_if_false Label0B7F17
0227: $12D9 = car $12B3 health
00D6: if 0
0018: $12CE > 0 ;; integer values
004D: jump_if_false Label0B7D35
00D6: if 0
0038: $12D0 == 2 ;; integer values
004D: jump_if_false Label0B7D35
0004: $12D0 = 0 ;; integer values

:Label0B7D35
00D6: if 0
001A: 900 > $12D9 ;; integer values
004D: jump_if_false Label0B7D7A
00D6: if 0
0038: $12CE == 0 ;; integer values
004D: jump_if_false Label0B7D7A
00D6: if 0
0038: $12D0 == 2 ;; integer values
004D: jump_if_false Label0B7D7A
0004: $12D0 = 0 ;; integer values
0004: $12CE = 1 ;; integer values

:Label0B7D7A
00D6: if 0
001A: 300 > $12D9 ;; integer values
004D: jump_if_false Label0B7D95
046B: unknown_actor $12B9 car $12B3

:Label0B7D95
00AA: store_car $12B3 position_to 0@ 1@ $1BF
0088: $1B2E = 0@ ;; floating-point values only
000D: $1B2E -= -963.9817 ;; floating-point values
0088: $1B2F = 1@ ;; floating-point values only
000D: $1B2F -= 322.1035 ;; floating-point values
0069: $1B2E *= $1B2E ;; floating-point values
0069: $1B2F *= $1B2F ;; floating-point values
0059: $1B2E += $1B2F ;; floating-point values
01FB: 9@ = square_root $1B2E
00D6: if 0
0038: $12CE == 0 ;; integer values
004D: jump_if_false Label0B7EA9
00D6: if 0
0038: $12E4 == 0 ;; integer values
004D: jump_if_false Label0B7E4C
00D6: if 0
01AD: car $12B3 0 ()near_point -1133.062 -342.2911 10.0 10.0
004D: jump_if_false Label0B7E4C
02C2: car $12B3 drive_to_point -963.9817 322.1035 10.1818
0004: $12E4 = 1 ;; integer values

:Label0B7E4C
0088: $1301 = 10@ ;; floating-point values only
0067: $1301 -= 9@ ;; floating-point values
00D6: if 0
0020: $1301 > 20.0 ;; floating-point values
004D: jump_if_false Label0B7E95
00AD: set_car $12B3 max_speed_to 0.0
0477: unknown_car $12B3 1 100
0007: 2@ = 0.0 ;; floating-point values
0002: jump Label0B7EA9

:Label0B7E95
00AD: set_car $12B3 max_speed_to 15.0
0007: 2@ = 15.0 ;; floating-point values

:Label0B7EA9
00D6: if 0
0038: $12D0 == 1 ;; integer values
004D: jump_if_false Label0B7F10
00D6: if 0
80E0: NOT player $PLAYER_CHAR driving
004D: jump_if_false Label0B7F10
0084: $1303 = $12B3 ;; integer values and handles
0004: $1304 = -1 ;; integer values
0050: gosub Label0BB573
0089: 2@ = $1B32 ;; floating-point values only
00D6: if 0
01FC: player $PLAYER_CHAR near_car $12B3 radius 15.0 15.0 0
004D: jump_if_false Label0B7F10
01CA: actor $12B9 kill_player $PLAYER_CHAR

:Label0B7F10
0050: gosub Label0BBBB3

:Label0B7F17
0002: jump Label0B8067

:Label0B7F1E
0004: $12D0 = -1 ;; integer values
00D6: if 0
0018: $12CC > 4 ;; integer values
004D: jump_if_false Label0B8067
00D6: if 0
00E9: player $PLAYER_CHAR 0 ()near_actor $12B9 radius 40.0 40.0
004D: jump_if_false Label0B8005
00D6: if 0
80E0: NOT player $PLAYER_CHAR driving
004D: jump_if_false Label0B7F75
01CA: actor $12B9 kill_player $PLAYER_CHAR
0002: jump Label0B7FFE

:Label0B7F75
00D6: if 0
00E9: player $PLAYER_CHAR 0 ()near_actor $12B9 radius 25.0 25.0
004D: jump_if_false Label0B7FA3
01CA: actor $12B9 kill_player $PLAYER_CHAR
0002: jump Label0B7FFE

:Label0B7FA3
0084: $1305 = $12B9 ;; integer values and handles
00D6: if 0
8119: NOT car $12B3 wrecked
004D: jump_if_false Label0B7FF7
00D6: if 0
0202: actor $12B9 near_car $12B3 radius 20.0 20.0 unknown 0
004D: jump_if_false Label0B7FE9
01D5: actor $12B9 go_to_and_drive_car $12B3
0002: jump Label0B7FF0

:Label0B7FE9
0050: gosub Label0BB67E

:Label0B7FF0
0002: jump Label0B7FFE

:Label0B7FF7
0050: gosub Label0BB67E

:Label0B7FFE
0002: jump Label0B8060

:Label0B8005
0084: $1305 = $12B9 ;; integer values and handles
00D6: if 0
8119: NOT car $12B3 wrecked
004D: jump_if_false Label0B8059
00D6: if 0
0202: actor $12B9 near_car $12B3 radius 20.0 20.0 unknown 0
004D: jump_if_false Label0B804B
01D5: actor $12B9 go_to_and_drive_car $12B3
0002: jump Label0B8052

:Label0B804B
0050: gosub Label0BB67E

:Label0B8052
0002: jump Label0B8060

:Label0B8059
0050: gosub Label0BB67E
:Label0B8060
0050: gosub Label0BBBB3

:Label0B8067
0002: jump Label0B818D

:Label0B806E
01C2: remove_references_to_actor $12B9 ;; Like turning an actor into a random
pedestrian
00D6: if 0
8118: NOT actor $12BA dead
004D: jump_if_false Label0B80FF
0084: $12B9 = $12BA ;; integer values and handles
0004: $12BA = -1 ;; integer values
00D6: if 0
8118: NOT actor $12BB dead
004D: jump_if_false Label0B80C5
01DE: tie_actor $12BB to_actor $12B9
00D6: if 0
831F: NOT unknown_actor $12BB unknown_actor $12B9
004D: jump_if_false Label0B80C5
01CC: actor $12BB kill_player $PLAYER_CHAR

:Label0B80C5
00D6: if 0
8118: NOT actor $12BC dead
004D: jump_if_false Label0B80F8
01DE: tie_actor $12BC to_actor $12B9
00D6: if 0
831F: NOT unknown_actor $12BC unknown_actor $12B9
004D: jump_if_false Label0B80F8
01CC: actor $12BC kill_player $PLAYER_CHAR

:Label0B80F8
0002: jump Label0B818D

:Label0B80FF
01C2: remove_references_to_actor $12BA ;; Like turning an actor into a random
pedestrian
00D6: if 0
8118: NOT actor $12BB dead
004D: jump_if_false Label0B815D
0084: $12B9 = $12BB ;; integer values and handles
0004: $12BB = -1 ;; integer values
00D6: if 0
8118: NOT actor $12BC dead
004D: jump_if_false Label0B8156
01DE: tie_actor $12BC to_actor $12B9
00D6: if 0
831F: NOT unknown_actor $12BC unknown_actor $12B9
004D: jump_if_false Label0B8156
01CC: actor $12BC kill_player $PLAYER_CHAR

:Label0B8156
0002: jump Label0B818D

:Label0B815D
01C2: remove_references_to_actor $12BB ;; Like turning an actor into a random
pedestrian
00D6: if 0
8118: NOT actor $12BC dead
004D: jump_if_false Label0B8188
0084: $12B9 = $12BC ;; integer values and handles
0004: $12BC = -1 ;; integer values
0002: jump Label0B818D

:Label0B8188
01C2: remove_references_to_actor $12BC ;; Like turning an actor into a random
pedestrian

:Label0B818D
00D6: if 0
0038: $A05 == 1 ;; integer values
004D: jump_if_false Label0B9149
00D6: if 0
0018: $12CC > 4 ;; integer values
004D: jump_if_false Label0B8419
00D6: if 0
8118: NOT actor $12B9 dead
004D: jump_if_false Label0B82CC
00D6: if 0
0038: $12E0 == 0 ;; integer values
004D: jump_if_false Label0B8271
00D6: if 0
8119: NOT car $12B3 wrecked
004D: jump_if_false Label0B8251
00D6: if 0
8118: NOT actor $12BA dead
004D: jump_if_false Label0B81FB
01DE: tie_actor $12BA to_actor $12B9

:Label0B81FB
00D6: if 0
8118: NOT actor $12BB dead
004D: jump_if_false Label0B8213
01DE: tie_actor $12BB to_actor $12B9

:Label0B8213
00D6: if 0
8118: NOT actor $12BC dead
004D: jump_if_false Label0B822B
01DE: tie_actor $12BC to_actor $12B9

:Label0B822B
00D6: if 0
80DF: NOT actor $12B9 driving
004D: jump_if_false Label0B824A
01D5: actor $12B9 go_to_and_drive_car $12B3
0004: $12E0 = 1 ;; integer values

:Label0B824A
0002: jump Label0B826A

:Label0B8251
00D6: if 0
0038: $12CE == 0 ;; integer values
004D: jump_if_false Label0B826A
0004: $12CE = 1 ;; integer values
:Label0B826A
0002: jump Label0B82C5

:Label0B8271
00D6: if 0
0038: $12CE == 1 ;; integer values
004D: jump_if_false Label0B82C5
00D6: if 0
00DF: actor $12B9 driving
004D: jump_if_false Label0B829A
0004: $12E0 = 2 ;; integer values

:Label0B829A
00D6: if 0
0038: $12E0 == 1 ;; integer values
004D: jump_if_false Label0B82C5
011C: actor $12B9 clear_objective
009F: set_actor $12B9 objective_to-1
01CA: actor $12B9 kill_player $PLAYER_CHAR
0004: $12E0 = 2 ;; integer values

:Label0B82C5
0002: jump Label0B82E5

:Label0B82CC
00D6: if 0
0038: $12CE == 0 ;; integer values
004D: jump_if_false Label0B82E5
0004: $12CE = 1 ;; integer values

:Label0B82E5
00D6: if 0
8118: NOT actor $12C2 dead
004D: jump_if_false Label0B8400
00D6: if 0
0038: $12E1 == 0 ;; integer values
004D: jump_if_false Label0B83A5
00D6: if 0
8119: NOT car $12B5 wrecked
004D: jump_if_false Label0B8385
00D6: if 0
8118: NOT actor $12C3 dead
004D: jump_if_false Label0B832F
01DE: tie_actor $12C3 to_actor $12C2

:Label0B832F
00D6: if 0
8118: NOT actor $12C4 dead
004D: jump_if_false Label0B8347
01DE: tie_actor $12C4 to_actor $12C2

:Label0B8347
00D6: if 0
8118: NOT actor $12C5 dead
004D: jump_if_false Label0B835F
01DE: tie_actor $12C5 to_actor $12C2

:Label0B835F
00D6: if 0
80DF: NOT actor $12C2 driving
004D: jump_if_false Label0B837E
01D5: actor $12C2 go_to_and_drive_car $12B5
0004: $12E1 = 1 ;; integer values

:Label0B837E
0002: jump Label0B839E

:Label0B8385
00D6: if 0
0038: $12CE == 0 ;; integer values
004D: jump_if_false Label0B839E
0004: $12CE = 1 ;; integer values

:Label0B839E
0002: jump Label0B83F9

:Label0B83A5
00D6: if 0
0038: $12CE == 1 ;; integer values
004D: jump_if_false Label0B83F9
00D6: if 0
00DF: actor $12C2 driving
004D: jump_if_false Label0B83CE
0004: $12E1 = 2 ;; integer values

:Label0B83CE
00D6: if 0
0038: $12E1 == 1 ;; integer values
004D: jump_if_false Label0B83F9
011C: actor $12C2 clear_objective
009F: set_actor $12C2 objective_to-1
01CA: actor $12C2 kill_player $PLAYER_CHAR
0004: $12E1 = 2 ;; integer values

:Label0B83F9
0002: jump Label0B8419

:Label0B8400
00D6: if 0
0038: $12CE == 0 ;; integer values
004D: jump_if_false Label0B8419
0004: $12CE = 1 ;; integer values

:Label0B8419
00D6: if 0
8118: NOT actor $12CA dead
004D: jump_if_false Label0B8584
00D6: if 0
00E4: player $PLAYER_CHAR 0 ()near_point_on_foot -725.096 -1499.147 radius 3.7
3.0
004D: jump_if_false Label0B84A0
00D6: if 0
0038: $12F3 == 0 ;; integer values
004D: jump_if_false Label0B8499
00D6: if 0
0038: $A03 == 0 ;; integer values
004D: jump_if_false Label0B848A
0004: $A03 = 1 ;; integer values
0084: $A1C = $12CB ;; integer values and handles
0008: $A1C += 6000 ;; integer values

:Label0B848A
01D2: actor $12CA follow_player $PLAYER_CHAR
0004: $12F3 = 1 ;; integer values

:Label0B8499
0002: jump Label0B850E

:Label0B84A0
00D6: if 21
00E4: player $PLAYER_CHAR 0 ()near_point_on_foot -706.433 -1512.958 radius 15.0
15.0
00E4: player $PLAYER_CHAR 0 ()near_point_on_foot -723.606 -1515.598 radius 15.0
15.0
004D: jump_if_false Label0B84F0
01CA: actor $12CA kill_player $PLAYER_CHAR
0002: jump Label0B850E

:Label0B84F0
00D6: if 0
0038: $12F3 == 1 ;; integer values
004D: jump_if_false Label0B850E
011C: actor $12CA clear_objective
0004: $12F3 = 0 ;; integer values

:Label0B850E
00D6: if 0
00E5: player $PLAYER_CHAR 0 ()near_point_in_car -725.096 -1499.147 radius 3.7
3.0
004D: jump_if_false Label0B857D
00D6: if 0
8038: NOT $12F3 == 2 ;; integer values
004D: jump_if_false Label0B857D
01ED: reset_actor $12CA flags
011A: set_actor $12CA flags 1
011A: set_actor $12CA flags 4194304
011A: set_actor $12CA flags 1048576
03C1: $12B6 = player $PLAYER_CHAR car
01D9: actor $12CA run_away_from_car $12B6
0004: $12F3 = 2 ;; integer values

:Label0B857D
0002: jump Label0B85A2

:Label0B8584
01C2: remove_references_to_actor $12CA ;; Like turning an actor into a random
pedestrian
00D6: if 0
0038: $12CE == 0 ;; integer values
004D: jump_if_false Label0B85A2
0004: $12CE = 1 ;; integer values

:Label0B85A2
00D6: if 0
0118: actor $12B9 dead
004D: jump_if_false Label0B85D7
01C2: remove_references_to_actor $12B9 ;; Like turning an actor into a random
pedestrian
00D6: if 0
0038: $12CE == 0 ;; integer values
004D: jump_if_false Label0B85D0
0004: $12CE = 1 ;; integer values

:Label0B85D0
0002: jump Label0B85F8

:Label0B85D7
00D6: if 1
0038: $12CE == 1 ;; integer values
001A: 7 > $12CC ;; integer values
004D: jump_if_false Label0B85F8
01CA: actor $12B9 kill_player $PLAYER_CHAR

:Label0B85F8
00D6: if 0
0118: actor $12BA dead
004D: jump_if_false Label0B862D
01C2: remove_references_to_actor $12BA ;; Like turning an actor into a random
pedestrian
00D6: if 0
0038: $12CE == 0 ;; integer values
004D: jump_if_false Label0B8626
0004: $12CE = 1 ;; integer values

:Label0B8626
0002: jump Label0B864E

:Label0B862D
00D6: if 1
0038: $12CE == 1 ;; integer values
001A: 7 > $12CC ;; integer values
004D: jump_if_false Label0B864E
01CA: actor $12BA kill_player $PLAYER_CHAR

:Label0B864E
00D6: if 0
0118: actor $12BB dead
004D: jump_if_false Label0B8683
01C2: remove_references_to_actor $12BB ;; Like turning an actor into a random
pedestrian
00D6: if 0
0038: $12CE == 0 ;; integer values
004D: jump_if_false Label0B867C
0004: $12CE = 1 ;; integer values

:Label0B867C
0002: jump Label0B86A4

:Label0B8683
00D6: if 1
0038: $12CE == 1 ;; integer values
001A: 7 > $12CC ;; integer values
004D: jump_if_false Label0B86A4
01CA: actor $12BB kill_player $PLAYER_CHAR
:Label0B86A4
00D6: if 0
0118: actor $12BC dead
004D: jump_if_false Label0B86D9
01C2: remove_references_to_actor $12BC ;; Like turning an actor into a random
pedestrian
00D6: if 0
0038: $12CE == 0 ;; integer values
004D: jump_if_false Label0B86D2
0004: $12CE = 1 ;; integer values

:Label0B86D2
0002: jump Label0B86FA

:Label0B86D9
00D6: if 1
0038: $12CE == 1 ;; integer values
001A: 7 > $12CC ;; integer values
004D: jump_if_false Label0B86FA
01CA: actor $12BC kill_player $PLAYER_CHAR

:Label0B86FA
00D6: if 0
0118: actor $12BD dead
004D: jump_if_false Label0B872F
01C2: remove_references_to_actor $12BD ;; Like turning an actor into a random
pedestrian
00D6: if 0
0038: $12CE == 0 ;; integer values
004D: jump_if_false Label0B8728
0004: $12CE = 1 ;; integer values

:Label0B8728
0002: jump Label0B8750

:Label0B872F
00D6: if 1
0038: $12CE == 1 ;; integer values
001A: 7 > $12CC ;; integer values
004D: jump_if_false Label0B8750
01CA: actor $12BD kill_player $PLAYER_CHAR

:Label0B8750
00D6: if 0
0118: actor $12BE dead
004D: jump_if_false Label0B8785
01C2: remove_references_to_actor $12BE ;; Like turning an actor into a random
pedestrian
00D6: if 0
0038: $12CE == 0 ;; integer values
004D: jump_if_false Label0B877E
0004: $12CE = 1 ;; integer values

:Label0B877E
0002: jump Label0B87A6

:Label0B8785
00D6: if 1
0038: $12CE == 1 ;; integer values
001A: 7 > $12CC ;; integer values
004D: jump_if_false Label0B87A6
01CA: actor $12BE kill_player $PLAYER_CHAR

:Label0B87A6
00D6: if 0
0118: actor $12C2 dead
004D: jump_if_false Label0B87DB
01C2: remove_references_to_actor $12C2 ;; Like turning an actor into a random
pedestrian
00D6: if 0
0038: $12CE == 0 ;; integer values
004D: jump_if_false Label0B87D4
0004: $12CE = 1 ;; integer values

:Label0B87D4
0002: jump Label0B87FC

:Label0B87DB
00D6: if 1
0038: $12CE == 1 ;; integer values
001A: 7 > $12CC ;; integer values
004D: jump_if_false Label0B87FC
01CA: actor $12C2 kill_player $PLAYER_CHAR

:Label0B87FC
00D6: if 0
0118: actor $12C3 dead
004D: jump_if_false Label0B8831
01C2: remove_references_to_actor $12C3 ;; Like turning an actor into a random
pedestrian
00D6: if 0
0038: $12CE == 0 ;; integer values
004D: jump_if_false Label0B882A
0004: $12CE = 1 ;; integer values

:Label0B882A
0002: jump Label0B8852

:Label0B8831
00D6: if 1
0038: $12CE == 1 ;; integer values
001A: 7 > $12CC ;; integer values
004D: jump_if_false Label0B8852
01CA: actor $12C3 kill_player $PLAYER_CHAR

:Label0B8852
00D6: if 0
0118: actor $12C4 dead
004D: jump_if_false Label0B8887
01C2: remove_references_to_actor $12C4 ;; Like turning an actor into a random
pedestrian
00D6: if 0
0038: $12CE == 0 ;; integer values
004D: jump_if_false Label0B8880
0004: $12CE = 1 ;; integer values

:Label0B8880
0002: jump Label0B88A8
:Label0B8887
00D6: if 1
0038: $12CE == 1 ;; integer values
001A: 7 > $12CC ;; integer values
004D: jump_if_false Label0B88A8
01CA: actor $12C4 kill_player $PLAYER_CHAR

:Label0B88A8
00D6: if 0
0118: actor $12C5 dead
004D: jump_if_false Label0B88DD
01C2: remove_references_to_actor $12C5 ;; Like turning an actor into a random
pedestrian
00D6: if 0
0038: $12CE == 0 ;; integer values
004D: jump_if_false Label0B88D6
0004: $12CE = 1 ;; integer values

:Label0B88D6
0002: jump Label0B88FE

:Label0B88DD
00D6: if 1
0038: $12CE == 1 ;; integer values
001A: 7 > $12CC ;; integer values
004D: jump_if_false Label0B88FE
01CA: actor $12C5 kill_player $PLAYER_CHAR

:Label0B88FE
00D6: if 0
0118: actor $12C6 dead
004D: jump_if_false Label0B8933
01C2: remove_references_to_actor $12C6 ;; Like turning an actor into a random
pedestrian
00D6: if 0
0038: $12CE == 0 ;; integer values
004D: jump_if_false Label0B892C
0004: $12CE = 1 ;; integer values

:Label0B892C
0002: jump Label0B8954

:Label0B8933
00D6: if 1
0038: $12CE == 1 ;; integer values
001A: 7 > $12CC ;; integer values
004D: jump_if_false Label0B8954
01CA: actor $12C6 kill_player $PLAYER_CHAR

:Label0B8954
00D6: if 0
0118: actor $12C7 dead
004D: jump_if_false Label0B8989
01C2: remove_references_to_actor $12C7 ;; Like turning an actor into a random
pedestrian
00D6: if 0
0038: $12CE == 0 ;; integer values
004D: jump_if_false Label0B8982
0004: $12CE = 1 ;; integer values

:Label0B8982
0002: jump Label0B89AA

:Label0B8989
00D6: if 1
0038: $12CE == 1 ;; integer values
001A: 7 > $12CC ;; integer values
004D: jump_if_false Label0B89AA
01CA: actor $12C7 kill_player $PLAYER_CHAR

:Label0B89AA
00D6: if 0
0118: actor $12C8 dead
004D: jump_if_false Label0B89DF
01C2: remove_references_to_actor $12C8 ;; Like turning an actor into a random
pedestrian
00D6: if 0
0038: $12CE == 0 ;; integer values
004D: jump_if_false Label0B89D8
0004: $12CE = 1 ;; integer values

:Label0B89D8
0002: jump Label0B8A00

:Label0B89DF
00D6: if 1
0038: $12CE == 1 ;; integer values
001A: 7 > $12CC ;; integer values
004D: jump_if_false Label0B8A00
01CA: actor $12C8 kill_player $PLAYER_CHAR

:Label0B8A00
00D6: if 0
0118: actor $12C9 dead
004D: jump_if_false Label0B8A35
01C2: remove_references_to_actor $12C9 ;; Like turning an actor into a random
pedestrian
00D6: if 0
0038: $12CE == 0 ;; integer values
004D: jump_if_false Label0B8A2E
0004: $12CE = 1 ;; integer values

:Label0B8A2E
0002: jump Label0B8A56

:Label0B8A35
00D6: if 1
0038: $12CE == 1 ;; integer values
001A: 7 > $12CC ;; integer values
004D: jump_if_false Label0B8A56
01CA: actor $12C9 kill_player $PLAYER_CHAR

:Label0B8A56
00D6: if 0
8118: NOT actor $12C0 dead
004D: jump_if_false Label0B904B
00D6: if 0
00DF: actor $12C0 driving
004D: jump_if_false Label0B8AA2
00D6: if 0
050D: $12C0
004D: jump_if_false Label0B8A94
0004: $12D7 = 0 ;; integer values
0002: jump Label0B8A9B

:Label0B8A94
0004: $12D7 = 1 ;; integer values

:Label0B8A9B
0002: jump Label0B8AC3

:Label0B8AA2
0004: $12D7 = 0 ;; integer values
00D6: if 0
001C: $12DC > $12CB ;; integer values
004D: jump_if_false Label0B8AC3
0050: gosub Label0BBB51

:Label0B8AC3
00D6: if 0
0038: $12CC == 1 ;; integer values
004D: jump_if_false Label0B8B32
00D6: if 0
0100: actor $12C0 near_point_in_car -649.6716 -1590.727 40.0 radius 5.0 5.0
5.0 sphere 0
004D: jump_if_false Label0B8B32
00D6: if 0
8119: NOT car $12B7 wrecked
004D: jump_if_false Label0B8B2B
04A2: heli $12B7 fly_to -664.9825 -1579.252 25.0 speed 15

:Label0B8B2B
0004: $12CC = 2 ;; integer values

:Label0B8B32
00D6: if 0
0038: $12CC == 2 ;; integer values
004D: jump_if_false Label0B8BA1
00D6: if 0
0100: actor $12C0 near_point_in_car -664.9825 -1579.252 25.0 radius 5.0 5.0
5.0 sphere 0
004D: jump_if_false Label0B8BA1
00D6: if 0
8119: NOT car $12B7 wrecked
004D: jump_if_false Label0B8B9A
04A2: heli $12B7 fly_to -679.126 -1569.792 17.7605 speed 10

:Label0B8B9A
0004: $12CC = 3 ;; integer values

:Label0B8BA1
00D6: if 0
0038: $12CC == 3 ;; integer values
004D: jump_if_false Label0B8C10
00D6: if 0
0100: actor $12C0 near_point_in_car -679.126 -1569.792 17.7605 radius 5.0 5.0
5.0 sphere 0
004D: jump_if_false Label0B8C10
00D6: if 0
8119: NOT car $12B7 wrecked
004D: jump_if_false Label0B8C09
04A2: heli $12B7 fly_to -683.1377 -1566.971 11.4 speed 5

:Label0B8C09
0004: $12CC = 4 ;; integer values

:Label0B8C10
00D6: if 0
0038: $12CC == 4 ;; integer values
004D: jump_if_false Label0B8D37
00D6: if 0
8119: NOT car $12B7 wrecked
004D: jump_if_false Label0B8D37
00D6: if 0
00FE: actor $12C0 0 ()near_point -683.1377 -1566.971 11.4 radius 3.0 3.0 3.0
004D: jump_if_false Label0B8D37
00D6: if 0
81F3: NOT car $12B7 airborne
004D: jump_if_false Label0B8D37
00D6: if 0
8119: NOT car $12B4 wrecked
004D: jump_if_false Label0B8CF1
03E2: actor $12C0 exit_car
00D6: if 0
8118: NOT actor $12BD dead
004D: jump_if_false Label0B8C9F
01DE: tie_actor $12BD to_actor $12C0

:Label0B8C9F
00D6: if 0
8118: NOT actor $12BE dead
004D: jump_if_false Label0B8CB7
01DE: tie_actor $12BE to_actor $12C0

:Label0B8CB7
00D6: if 0
8118: NOT actor $12BF dead
004D: jump_if_false Label0B8CCF
01DE: tie_actor $12BF to_actor $12C0

:Label0B8CCF
0004: $12CC = 5 ;; integer values
00BC: text_highpriority "CNT2_08" 5000 ms 1 ;; ~g~The ~r~courier~g~ with the
plates has arrived at the docks.
0164: disable_marker $12F4
0002: jump Label0B8D37

:Label0B8CF1
00D6: if 0
8119: NOT car $12B7 wrecked
004D: jump_if_false Label0B8D17
04A2: heli $12B7 fly_to -679.126 -1569.792 17.7605 speed 60

:Label0B8D17
0004: $12CC = -1 ;; integer values
00D6: if 0
8038: NOT $12CE == 1 ;; integer values
004D: jump_if_false Label0B8D37
0004: $12CE = 1 ;; integer values

:Label0B8D37
00D6: if 0
0038: $12CC == 5 ;; integer values
004D: jump_if_false Label0B8DC7
00D6: if 0
80DF: NOT actor $12C0 driving
004D: jump_if_false Label0B8DC7
00D6: if 0
8119: NOT car $12B4 wrecked
004D: jump_if_false Label0B8D7F
01D5: actor $12C0 go_to_and_drive_car $12B4
0004: $12CC = 6 ;; integer values
0002: jump Label0B8DC7

:Label0B8D7F
00D6: if 0
0038: $A02 == 0 ;; integer values
004D: jump_if_false Label0B8DA8
0004: $A02 = 1 ;; integer values
0084: $A1B = $12CB ;; integer values and handles
0008: $A1B += 6000 ;; integer values

:Label0B8DA8
00D6: if 0
8119: NOT car $12B7 wrecked
004D: jump_if_false Label0B8DC7
01D5: actor $12C0 go_to_and_drive_car $12B7
0004: $12CC = -1 ;; integer values

:Label0B8DC7
00D6: if 0
0038: $12CC == 6 ;; integer values
004D: jump_if_false Label0B8DF0
00D6: if 0
00DF: actor $12C0 driving
004D: jump_if_false Label0B8DF0
0004: $12CC = 7 ;; integer values

:Label0B8DF0
00D6: if 0
0038: $12CC == -1 ;; integer values
004D: jump_if_false Label0B8E42
00D6: if 0
8119: NOT car $12B7 wrecked
004D: jump_if_false Label0B8E42
00D6: if 0
00DB: actor $12C0 in_car $12B7
004D: jump_if_false Label0B8E42
04A2: heli $12B7 fly_to -664.9825 -1579.252 31.0306 speed 60
0004: $12CC = -2 ;; integer values

:Label0B8E42
00D6: if 0
0038: $12CC == -2 ;; integer values
004D: jump_if_false Label0B8EC0
00D6: if 0
0100: actor $12C0 near_point_in_car -664.9825 -1579.252 31.0306 radius 5.0 5.0
5.0 sphere 0
004D: jump_if_false Label0B8EC0
00D6: if 0
8119: NOT car $12B7 wrecked
004D: jump_if_false Label0B8EC0
04A2: heli $12B7 fly_to -649.6716 -1590.727 40.0 speed 60
00BC: text_highpriority "CNT2_02" 5000 ms 1 ;; ~r~The plates courier has fled in
the helicopter.
0002: jump Label0BB2F0

:Label0B8EC0
00D6: if 0
0038: $12D3 == 1 ;; integer values
004D: jump_if_false Label0B8F33
01E0: clear_leader $12C0
00D6: if 0
8118: NOT actor $12BD dead
004D: jump_if_false Label0B8EEC
01E0: clear_leader $12BD

:Label0B8EEC
00D6: if 0
8118: NOT actor $12BE dead
004D: jump_if_false Label0B8F01
01E0: clear_leader $12BE

:Label0B8F01
00D6: if 0
8118: NOT actor $12BF dead
004D: jump_if_false Label0B8F16
01E0: clear_leader $12BF

:Label0B8F16
0239: actor $12C0 run_to -973.956 317.3278
0411: (unknown) $12C0 0
0004: $12D3 = 2 ;; integer values

:Label0B8F33
00D6: if 0
0038: $12D3 == 2 ;; integer values
004D: jump_if_false Label0B8F88
00D6: if 0
00ED: actor $12C0 0 ()near_point_on_foot -973.956 317.3278 radius 1.5 1.5
004D: jump_if_false Label0B8F88
0239: actor $12C0 run_to -974.5215 266.5887
0411: (unknown) $12C0 0
0004: $12D3 = 3 ;; integer values

:Label0B8F88
00D6: if 0
0038: $12D3 == 3 ;; integer values
004D: jump_if_false Label0B8FDD
00D6: if 0
00ED: actor $12C0 0 ()near_point_on_foot -974.5215 266.5887 radius 1.5 1.5
004D: jump_if_false Label0B8FDD
0239: actor $12C0 run_to -987.1808 266.6001
0411: (unknown) $12C0 0
0004: $12D3 = 4 ;; integer values

:Label0B8FDD
00D6: if 0
0038: $12D3 == 4 ;; integer values
004D: jump_if_false Label0B9044
00D6: if 0
00F0: actor $12C0 stopped 0 ()near_point_on_foot -987.1808 266.6001 radius 1.5
1.5
004D: jump_if_false Label0B9044
0194: set_actor $12C0 objective_to_go_to_point -987.1808 266.6001 7.7758
01B2: give_actor $12C0 weapon 19 ammo 9999 ;; Load the weapon model before using
this
0173: set_actor $12C0 z_angle_to 270.0
0004: $12D3 = 5 ;; integer values

:Label0B9044
0002: jump Label0B9149

:Label0B904B
00D6: if 0
0038: $12D7 == 1 ;; integer values
004D: jump_if_false Label0B907A
00BC: text_highpriority "CNT2_04" 5000 ms 1 ;; ~r~You destroyed the plates in
the explosion!
0002: jump Label0BB2F0
0002: jump Label0B9149

:Label0B907A
00D6: if 0
84AD: NOT $12C0
004D: jump_if_false Label0B9133
00D6: if 0
8038: NOT $12CE == 1 ;; integer values
004D: jump_if_false Label0B90A3
0004: $12CE = 1 ;; integer values

:Label0B90A3
00D6: if 0
0038: $12E2 == 0 ;; integer values
004D: jump_if_false Label0B912C
0164: disable_marker $105F
00D6: if 0
056D: unknown_actor $12C0 dead_but_active
004D: jump_if_false Label0B90DF
04A5: unknown_store_dead_actor $12C0 position_to $1BD $1BE $1BF
0002: jump Label0B90F5

:Label0B90DF
00BC: text_highpriority "CNT2_04" 5000 ms 1 ;; ~r~You destroyed the plates in
the explosion!
0002: jump Label0BB2F0

:Label0B90F5
0213: $12B8 = create_pickup -120 (BRIEFCASE) type 3 at $1BD $1BE $1BF
03DC: $105F = create_marker_above_pickup $12B8
00BC: text_highpriority "CNT2_06" 5000 ms 1 ;; ~g~The courier has died and
dropped the plates, get to them before anyone else.
0004: $12D7 = 2 ;; integer values
0004: $12E2 = 1 ;; integer values

:Label0B912C
0002: jump Label0B9149

:Label0B9133
00BC: text_highpriority "CNT2_11" 5000 ms 1 ;; ~r~The plates are at the bottom
of the sea!
0002: jump Label0BB2F0

:Label0B9149
00D6: if 0
0038: $12D7 == 2 ;; integer values
004D: jump_if_false Label0B9483
00D6: if 0
8214: NOT pickup $12B8 picked_up
004D: jump_if_false Label0B947C
00D6: if 0
0038: $A01 == 0 ;; integer values
004D: jump_if_false Label0B9194
0004: $A01 = 1 ;; integer values
0084: $A1A = $12CB ;; integer values and handles
0008: $A1A += 6000 ;; integer values

:Label0B9194
00D6: if 0
8118: NOT actor $12BD dead
004D: jump_if_false Label0B928C
01E0: clear_leader $12BD
011C: actor $12BD clear_objective
0239: actor $12BD run_to $1BD $1BE
0411: (unknown) $12BD 0
00D6: if 0
00ED: actor $12BD 0 ()near_point_on_foot $1BD $1BE radius 1.0 1.0
004D: jump_if_false Label0B9285
0164: disable_marker $105F
0215: destroy_pickup $12B8
00BC: text_highpriority "CNT2_07" 5000 ms 1 ;; ~g~One of the guards has picked
up the plates, don't let 'em get away.
0004: $12E2 = 0 ;; integer values
0084: $12C0 = $12BD ;; integer values and handles
0004: $12BD = -1 ;; integer values
0004: $12D7 = 0 ;; integer values
0004: $12D2 = 1 ;; integer values
0004: $12D3 = 0 ;; integer values
0187: $105F = create_marker_above_actor $12C0
00D6: if 0
8119: NOT car $12B4 wrecked
004D: jump_if_false Label0B9276
00D6: if 0
0185: car $12B4 health >= 400
004D: jump_if_false Label0B9260
01D5: actor $12C0 go_to_and_drive_car $12B4
0002: jump Label0B926F

:Label0B9260
0084: $1305 = $12C0 ;; integer values and handles
0050: gosub Label0BB67E
:Label0B926F
0002: jump Label0B9285

:Label0B9276
0084: $1305 = $12C0 ;; integer values and handles
0050: gosub Label0BB67E

:Label0B9285
0002: jump Label0B9475

:Label0B928C
00D6: if 0
8118: NOT actor $12BE dead
004D: jump_if_false Label0B9384
01E0: clear_leader $12BE
011C: actor $12BE clear_objective
0239: actor $12BE run_to $1BD $1BE
0411: (unknown) $12BE 0
00D6: if 0
00ED: actor $12BE 0 ()near_point_on_foot $1BD $1BE radius 1.0 1.0
004D: jump_if_false Label0B937D
0164: disable_marker $105F
0215: destroy_pickup $12B8
00BC: text_highpriority "CNT2_07" 5000 ms 1 ;; ~g~One of the guards has picked
up the plates, don't let 'em get away.
0004: $12E2 = 0 ;; integer values
0084: $12C0 = $12BE ;; integer values and handles
0004: $12BE = -1 ;; integer values
0004: $12D7 = 0 ;; integer values
0004: $12D2 = 1 ;; integer values
0004: $12D3 = 0 ;; integer values
0187: $105F = create_marker_above_actor $12C0
00D6: if 0
8119: NOT car $12B4 wrecked
004D: jump_if_false Label0B936E
00D6: if 0
0185: car $12B4 health >= 400
004D: jump_if_false Label0B9358
01D5: actor $12C0 go_to_and_drive_car $12B4
0002: jump Label0B9367

:Label0B9358
0084: $1305 = $12C0 ;; integer values and handles
0050: gosub Label0BB67E

:Label0B9367
0002: jump Label0B937D

:Label0B936E
0084: $1305 = $12C0 ;; integer values and handles
0050: gosub Label0BB67E

:Label0B937D
0002: jump Label0B9475

:Label0B9384
00D6: if 0
8118: NOT actor $12BF dead
004D: jump_if_false Label0B9475
01E0: clear_leader $12BF
011C: actor $12BF clear_objective
0239: actor $12BF run_to $1BD $1BE
0411: (unknown) $12BF 0
00D6: if 0
00ED: actor $12BF 0 ()near_point_on_foot $1BD $1BE radius 1.0 1.0
004D: jump_if_false Label0B9475
0164: disable_marker $105F
0215: destroy_pickup $12B8
00BC: text_highpriority "CNT2_07" 5000 ms 1 ;; ~g~One of the guards has picked
up the plates, don't let 'em get away.
0004: $12E2 = 0 ;; integer values
0084: $12C0 = $12BF ;; integer values and handles
0004: $12BF = -1 ;; integer values
0004: $12D7 = 0 ;; integer values
0004: $12D2 = 1 ;; integer values
0004: $12D3 = 0 ;; integer values
0187: $105F = create_marker_above_actor $12C0
00D6: if 0
8119: NOT car $12B4 wrecked
004D: jump_if_false Label0B9466
00D6: if 0
0185: car $12B4 health >= 400
004D: jump_if_false Label0B9450
01D5: actor $12C0 go_to_and_drive_car $12B4
0002: jump Label0B945F

:Label0B9450
0084: $1305 = $12C0 ;; integer values and handles
0050: gosub Label0BB67E

:Label0B945F
0002: jump Label0B9475

:Label0B9466
0084: $1305 = $12C0 ;; integer values and handles
0050: gosub Label0BB67E

:Label0B9475
0002: jump Label0B9483

:Label0B947C
0004: $12D7 = 3 ;; integer values

:Label0B9483
00D6: if 1
0038: $12D2 == 1 ;; integer values
0038: $12D7 == 1 ;; integer values
004D: jump_if_false Label0B9532
00D6: if 0
8118: NOT actor $12C0 dead
004D: jump_if_false Label0B9532
01C3: remove_references_to_car $12B4 ;; Like turning a car into any random car
0004: $12B4 = -1 ;; integer values
00D9: $12B4 = actor $12C0 car
00AD: set_car $12B4 max_speed_to 15.0
0007: 5@ = 15.0 ;; floating-point values
00AE: unknown_set_car $12B4 to_ignore_traffic_lights 2
00D6: if 0
0038: $12E5 == 0 ;; integer values
004D: jump_if_false Label0B9508
00A7: car $12B4 drive_to -1133.062 -342.2911 9.8989
0002: jump Label0B951C

:Label0B9508
02C2: car $12B4 drive_to_point -971.6564 322.1157 10.1667

:Label0B951C
0004: $12D5 = 0 ;; integer values
0084: $12DE = $12CB ;; integer values and handles
0004: $12D2 = 0 ;; integer values

:Label0B9532
00D6: if 0
0038: $12D7 == 3 ;; integer values
004D: jump_if_false Label0B9580
0164: disable_marker $105F
018C: play_sound 1 at 0.0 0.0 0.0
00BC: text_highpriority "CNT2_05" 5000 ms 1 ;; ~g~You have the counterfeit
plates. Take them to the print works.
018A: $105F = create_checkpoint_at $1DA $1DB $1DC
0004: $12D7 = 4 ;; integer values

:Label0B9580
00D6: if 0
0038: $12D7 == 4 ;; integer values
004D: jump_if_false Label0B95C3
00D6: if 0
00F5: player $PLAYER_CHAR 1 (in-sphere)near_point $1DA $1DB $1DC radius 1.5
2.0 2.0
004D: jump_if_false Label0B95C3
0002: jump Label0BB301

:Label0B95C3
00D6: if 0
0018: $12CC > 6 ;; integer values
004D: jump_if_false Label0B96B9
00D6: if 0
8118: NOT actor $12C6 dead
004D: jump_if_false Label0B96B9
00D6: if 0
8119: NOT car $12B7 wrecked
004D: jump_if_false Label0B96B9
00D6: if 0
0038: $12EA == 0 ;; integer values
004D: jump_if_false Label0B9659
00D6: if 0
80DC: NOT player $PLAYER_CHAR driving $12B7
004D: jump_if_false Label0B9659
00D6: if 0
01AF: car $12B7 0 ()near_point -683.1377 -1566.971 11.4 radius 4.0 4.0 4.0
004D: jump_if_false Label0B9659
01D5: actor $12C6 go_to_and_drive_car $12B7
0004: $12EA = 1 ;; integer values

:Label0B9659
00D6: if 0
0038: $12EA == 1 ;; integer values
004D: jump_if_false Label0B96B9
00D6: if 0
00DB: actor $12C6 in_car $12B7
004D: jump_if_false Label0B96B9
04A2: heli $12B7 fly_to 408.198 -1726.195 84.1376 speed 50
01C3: remove_references_to_car $12B7 ;; Like turning a car into any random car
01C2: remove_references_to_actor $12C6 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $12C7 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $12C8 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $12C9 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $12CA ;; Like turning an actor into a random
pedestrian
0004: $12EA = 2 ;; integer values

:Label0B96B9
00D6: if 0
0038: $A05 == 2 ;; integer values
004D: jump_if_false Label0BA0DC
00D6: if 0
8119: NOT car $12B4 wrecked
004D: jump_if_false Label0BA0C6
00AA: store_car $12B4 position_to 3@ 4@ $1BF
00D6: if 0
0038: $12E3 == 1 ;; integer values
004D: jump_if_false Label0B98B1
00D6: if 0
0038: $12CF == 1 ;; integer values
004D: jump_if_false Label0B9714
0004: $12CF = 2 ;; integer values

:Label0B9714
00D6: if 0
0038: $12CF == 0 ;; integer values
004D: jump_if_false Label0B9802
00D6: if 0
001C: $12CB > $12EC ;; integer values
004D: jump_if_false Label0B9802
00D6: if 0
8118: NOT actor $12BF dead
004D: jump_if_false Label0B9764
00D6: if 0
00DB: actor $12BF in_car $12B4
004D: jump_if_false Label0B9764
0084: $12C1 = $12BF ;; integer values and handles

:Label0B9764
00D6: if 0
8118: NOT actor $12BE dead
004D: jump_if_false Label0B978F
00D6: if 0
00DB: actor $12BE in_car $12B4
004D: jump_if_false Label0B978F
0084: $12C1 = $12BE ;; integer values and handles
:Label0B978F
00D6: if 0
8118: NOT actor $12BD dead
004D: jump_if_false Label0B97BA
00D6: if 0
00DB: actor $12BD in_car $12B4
004D: jump_if_false Label0B97BA
0084: $12C1 = $12BD ;; integer values and handles

:Label0B97BA
00D6: if 0
8118: NOT actor $12C1 dead
004D: jump_if_false Label0B9802
00D6: if 0
00DB: actor $12C1 in_car $12B4
004D: jump_if_false Label0B9802
00AA: store_car $12B4 position_to $1BD $1BE $1BF
0362: remove_actor $12C1 from_car_and_place_at $1BD $1BE -10.0
0004: $12CF = 1 ;; integer values

:Label0B9802
00D6: if 0
0038: $12CF == 3 ;; integer values
004D: jump_if_false Label0B9861
00D6: if 0
8118: NOT actor $12C1 dead
004D: jump_if_false Label0B985A
00D6: if 0
00E0: player $PLAYER_CHAR driving
004D: jump_if_false Label0B984B
03C1: $12B6 = player $PLAYER_CHAR car
01D9: actor $12C1 run_away_from_car $12B6
0002: jump Label0B9853

:Label0B984B
01CA: actor $12C1 kill_player $PLAYER_CHAR

:Label0B9853
0002: jump Label0B9861

:Label0B985A
0004: $12E3 = 0 ;; integer values

:Label0B9861
00D6: if 0
0038: $12CF == 2 ;; integer values
004D: jump_if_false Label0B98AA
00D6: if 0
8118: NOT actor $12C1 dead
004D: jump_if_false Label0B98AA
0464: put_actor $12C1 into_turret_on_car $12B4 at_car_offset 0.0 -.3 .8 unknown
2 angle 360.0 with_weapon 22
0004: $12CF = 3 ;; integer values

:Label0B98AA
0002: jump Label0B99EF

:Label0B98B1
00D6: if 0
0018: $12CF > 0 ;; integer values
004D: jump_if_false Label0B99EF
00D6: if 0
8118: NOT actor $12C1 dead
004D: jump_if_false Label0B99E3
0465: remove_actor $12C1 from_turret_mode
0004: $12CD = 0 ;; integer values

:Label0B98DF
00D6: if 0
8431: NOT unknown_car $12B4 flag $12CD
004D: jump_if_false Label0B9900
0008: $12CD += 1 ;; integer values
0002: jump Label0B98DF

:Label0B9900
00D6: if 0
003A: $12C1 == $12BD ;; integer values and handles
004D: jump_if_false Label0B992F
009B: destroy_actor_instantly $12BD
01C8: $12BD = create_actor 9 #WFORI in_car $12B4 passenger_seat $12CD
0084: $12C1 = $12BD ;; integer values and handles

:Label0B992F
00D6: if 0
003A: $12C1 == $12BE ;; integer values and handles
004D: jump_if_false Label0B995E
009B: destroy_actor_instantly $12BE
01C8: $12BE = create_actor 9 #WFYBU in_car $12B4 passenger_seat $12CD
0084: $12C1 = $12BE ;; integer values and handles

:Label0B995E
00D6: if 0
003A: $12C1 == $12BF ;; integer values and handles
004D: jump_if_false Label0B998D
009B: destroy_actor_instantly $12BF
01C8: $12BF = create_actor 9 #WFORI in_car $12B4 passenger_seat $12CD
0084: $12C1 = $12BF ;; integer values and handles

:Label0B998D
01B2: give_actor $12C1 weapon 22 ammo 9999 ;; Load the weapon model before using
this
01ED: reset_actor $12C1 flags
011A: set_actor $12C1 flags 1
011A: set_actor $12C1 flags 4194304
011A: set_actor $12C1 flags 1048576
0243: set_actor $12C1 ped_stats_to 16
0319: set_actor $12C1 wander_state_to 1 (off)
0084: $12EC = $12CB ;; integer values and handles
0008: $12EC += 500 ;; integer values
0004: $12CF = 0 ;; integer values
0002: jump Label0B99EF

:Label0B99E3
0465: remove_actor $12C1 from_turret_mode
0004: $12CF = 0 ;; integer values

:Label0B99EF
00D6: if 0
8118: NOT actor $12C0 dead
004D: jump_if_false Label0B9A2B
00D6: if 0
00DB: actor $12C0 in_car $12B4
004D: jump_if_false Label0B9A2B
00D6: if 0
0038: $12CE == 1 ;; integer values
004D: jump_if_false Label0B9A2B
0004: $12CC = 8 ;; integer values

:Label0B9A2B
00D6: if 0
0038: $12CC == 8 ;; integer values
004D: jump_if_false Label0B9ADE
00D6: if 21
001C: $12CB > $12D8 ;; integer values
0038: $12CE == 1 ;; integer values
004D: jump_if_false Label0B9ADE
00AD: set_car $12B4 max_speed_to 15.0
0007: 5@ = 15.0 ;; floating-point values
00AE: unknown_set_car $12B4 to_ignore_traffic_lights 2
00D6: if 0
0038: $12E5 == 0 ;; integer values
004D: jump_if_false Label0B9AA4
00A7: car $12B4 drive_to -1133.062 -342.2911 9.8989
01C2: remove_references_to_actor $12CA ;; Like turning an actor into a random
pedestrian
0002: jump Label0B9AB8

:Label0B9AA4
02C2: car $12B4 drive_to_point -971.6564 322.1157 10.1667

:Label0B9AB8
0004: $12D5 = 0 ;; integer values
0084: $12DE = $12CB ;; integer values and handles
0084: $12D8 = $12CB ;; integer values and handles
0008: $12D8 += 750 ;; integer values
0004: $12CC = 9 ;; integer values

:Label0B9ADE
00D6: if 0
01FC: player $PLAYER_CHAR near_car $12B4 radius 15.0 15.0 0
004D: jump_if_false Label0B9B0B
02AA: set_car $12B4 immune_to_nonplayer 0
0002: jump Label0B9B12

:Label0B9B0B
02AA: set_car $12B4 immune_to_nonplayer 1

:Label0B9B12
00D6: if 0
0038: $12E5 == 0 ;; integer values
004D: jump_if_false Label0B9B65
00D6: if 0
01AD: car $12B4 0 ()near_point -1133.062 -342.2911 10.0 10.0
004D: jump_if_false Label0B9B65
02C2: car $12B4 drive_to_point -971.6564 322.1157 10.1667
0004: $12E5 = 1 ;; integer values
:Label0B9B65
00D6: if 0
0018: $12CC > 8 ;; integer values
004D: jump_if_false Label0B9C9F
00D6: if 0
0038: $12E8 == 0 ;; integer values
004D: jump_if_false Label0B9BB6
00D6: if 0
01AD: car $12B4 0 ()near_point -971.6564 322.1157 3.0 3.0
004D: jump_if_false Label0B9BB6
0004: $12E8 = 1 ;; integer values

:Label0B9BB6
00D6: if 0
0038: $12E8 == 0 ;; integer values
004D: jump_if_false Label0B9C86
00D6: if 0
8043: NOT 5@ == 0.0 ;; floating-point values
004D: jump_if_false Label0B9C7F
0084: $1310 = $12B4 ;; integer values and handles
0084: $1311 = $12D5 ;; integer values and handles
0084: $1312 = $12DE ;; integer values and handles
0086: $130D = $12F8 ;; floating-point values only
0086: $130E = $12F9 ;; floating-point values only
0086: $130F = $12FA ;; floating-point values only
0050: gosub Label0BB8F9
0084: $12D5 = $1311 ;; integer values and handles
0084: $12DE = $1312 ;; integer values and handles
0086: $12F8 = $130D ;; floating-point values only
0086: $12F9 = $130E ;; floating-point values only
0086: $12FA = $130F ;; floating-point values only
00D6: if 0
0018: $12CE > 0 ;; integer values
004D: jump_if_false Label0B9C7F
00D6: if 0
0038: $12D5 == -9 ;; integer values
004D: jump_if_false Label0B9C7F
00D6: if 0
8118: NOT actor $12C0 dead
004D: jump_if_false Label0B9C78
046B: unknown_actor $12C0 car $12B4

:Label0B9C78
0004: $12D5 = 0 ;; integer values

:Label0B9C7F
0002: jump Label0B9C9F

:Label0B9C86
00D6: if 0
0038: $12D3 == 0 ;; integer values
004D: jump_if_false Label0B9C9F
0004: $12D3 = 1 ;; integer values

:Label0B9C9F
0227: $12DA = car $12B4 health
00D6: if 0
001A: 990 > $12DA ;; integer values
004D: jump_if_false Label0B9CD3
00D6: if 0
0038: $12CE == 0 ;; integer values
004D: jump_if_false Label0B9CD3
0004: $12CE = 1 ;; integer values

:Label0B9CD3
00D6: if 0
0018: $12CC > 8 ;; integer values
004D: jump_if_false Label0BA0B8
00D6: if 0
001A: 300 > $12DA ;; integer values
004D: jump_if_false Label0B9D44
00AD: set_car $12B4 max_speed_to 0.0
0477: unknown_car $12B4 1 100
0007: 5@ = 0.0 ;; floating-point values
00D6: if 0
8118: NOT actor $12C0 dead
004D: jump_if_false Label0B9D2D
046B: unknown_actor $12C0 car $12B4

:Label0B9D2D
0084: $12DC = $12CB ;; integer values and handles
0008: $12DC += 5000 ;; integer values
0004: $12CE = 1 ;; integer values

:Label0B9D44
00D6: if 0
0038: $12CE == 0 ;; integer values
004D: jump_if_false Label0B9F22
00D6: if 0
8119: NOT car $12B3 wrecked
004D: jump_if_false Label0B9EB1
0084: $1303 = $12B4 ;; integer values and handles
0084: $1304 = $12B3 ;; integer values and handles
0050: gosub Label0BB573
0089: 5@ = $1B32 ;; floating-point values only
00AA: store_car $12B4 position_to 3@ 4@ $1BF
0088: $1B2E = 3@ ;; floating-point values only
000D: $1B2E -= -963.9817 ;; floating-point values
0088: $1B2F = 4@ ;; floating-point values only
000D: $1B2F -= 322.1035 ;; floating-point values
0069: $1B2E *= $1B2E ;; floating-point values
0069: $1B2F *= $1B2F ;; floating-point values
0059: $1B2E += $1B2F ;; floating-point values
01FB: 10@ = square_root $1B2E
02F8: unknown_car $12B4 unknown_cosine $1B40
02F9: unknown_car $12B4 unknown_sinus $1B41
00D6: if 0
8119: NOT car $12B3 wrecked
004D: jump_if_false Label0B9E05
00AA: store_car $12B3 position_to 0@ 1@ $1BF

:Label0B9E05
00AA: store_car $12B4 position_to 3@ 4@ $1BF
0088: $1B2E = 3@ ;; floating-point values only
0067: $1B2E -= 0@ ;; floating-point values
0069: $1B40 *= $1B2E ;; floating-point values
0088: $1B2F = 4@ ;; floating-point values only
0067: $1B2F -= 1@ ;; floating-point values
0069: $1B41 *= $1B2F ;; floating-point values
0086: $1300 = $1B40 ;; floating-point values only
0059: $1300 += $1B41 ;; floating-point values
0088: $1B43 = 1@ ;; floating-point values only
000D: $1B43 -= 20.0 ;; floating-point values
00D6: if 0
0020: $1300 > 0.0 ;; floating-point values
004D: jump_if_false Label0B9EAA
00D6: if 0
0027: 4@ > $1B43 ;; floating-point values only
004D: jump_if_false Label0B9EAA
00AD: set_car $12B4 max_speed_to 0.0
0477: unknown_car $12B4 1 100
0007: 5@ = 0.0 ;; floating-point values

:Label0B9EAA
0002: jump Label0B9EC5

:Label0B9EB1
00AD: set_car $12B4 max_speed_to 15.0
0007: 5@ = 15.0 ;; floating-point values

:Label0B9EC5
0088: $1302 = 11@ ;; floating-point values only
0067: $1302 -= 10@ ;; floating-point values
00D6: if 0
0020: $1302 > 20.0 ;; floating-point values
004D: jump_if_false Label0B9F0E
00AD: set_car $12B4 max_speed_to 0.0
0477: unknown_car $12B4 1 100
0007: 5@ = 0.0 ;; floating-point values
0002: jump Label0B9F22

:Label0B9F0E
00AD: set_car $12B4 max_speed_to 15.0
0007: 5@ = 15.0 ;; floating-point values

:Label0B9F22
00D6: if 0
0038: $12CE == 1 ;; integer values
004D: jump_if_false Label0BA0AA
0086: $12FE = $5F ;; floating-point values only
0067: $12FE -= 3@ ;; floating-point values
0086: $12FF = $60 ;; floating-point values only
0067: $12FF -= 4@ ;; floating-point values
0069: $12FE *= $12FE ;; floating-point values
0069: $12FF *= $12FF ;; floating-point values
0086: $1300 = $12FE ;; floating-point values only
0059: $1300 += $12FF ;; floating-point values
01FB: $1300 = square_root $1300
0007: 5@ = 1000.0 ;; floating-point values
0077: 5@ /= $1300 ;; floating-point values
00D6: if 0
0021: 5@ > 50.0 ;; floating-point values
004D: jump_if_false Label0B9FAD
0007: 5@ = 50.0 ;; floating-point values

:Label0B9FAD
00D6: if 0
0023: 20.0 > 5@ ;; floating-point values
004D: jump_if_false Label0B9FCC
0007: 5@ = 20.0 ;; floating-point values

:Label0B9FCC
00AD: set_car $12B4 max_speed_to 5@
00D6: if 0
01FE: player $PLAYER_CHAR near_car_in_car $12B4 radius 20.0 20.0 0
004D: jump_if_false Label0BA09C
00D6: if 0
020D: car $12B4 flipped
004D: jump_if_false Label0BA08E
00D6: if 0
81C1: NOT car $12B4 stopped
004D: jump_if_false Label0BA080
00D6: if 0
0021: 5@ > 15.0 ;; floating-point values
004D: jump_if_false Label0BA072
00D6: if 1
031E: unknown_vehicle_check $12B4 unknown 39
8185: NOT car $12B4 health >= $12ED
004D: jump_if_false Label0BA050
0004: $12E3 = 0 ;; integer values
0002: jump Label0BA057

:Label0BA050
0004: $12E3 = 1 ;; integer values

:Label0BA057
0468: $12B4
0227: $12ED = car $12B4 health
000C: $12ED -= 25 ;; integer values
0002: jump Label0BA079

:Label0BA072
0004: $12E3 = 0 ;; integer values

:Label0BA079
0002: jump Label0BA087

:Label0BA080
0004: $12E3 = 0 ;; integer values

:Label0BA087
0002: jump Label0BA095

:Label0BA08E
0004: $12E3 = 0 ;; integer values

:Label0BA095
0002: jump Label0BA0A3

:Label0BA09C
0004: $12E3 = 0 ;; integer values

:Label0BA0A3
0002: jump Label0BA0B1

:Label0BA0AA
0004: $12E3 = 0 ;; integer values

:Label0BA0B1
0002: jump Label0BA0BF

:Label0BA0B8
0004: $12E3 = 0 ;; integer values

:Label0BA0BF
0002: jump Label0BA0DC

:Label0BA0C6
0465: remove_actor $12BD from_turret_mode
0465: remove_actor $12BE from_turret_mode
0465: remove_actor $12BF from_turret_mode
0004: $12E3 = 0 ;; integer values

:Label0BA0DC
00D6: if 0
0038: $A05 == 3 ;; integer values
004D: jump_if_false Label0BAFA5
00D6: if 0
8118: NOT actor $12C2 dead
004D: jump_if_false Label0BA7EC
00D6: if 0
00DF: actor $12C2 driving
004D: jump_if_false Label0BA69C
01C3: remove_references_to_car $12B5 ;; Like turning a car into any random car
03C0: $12B5 = actor $12C2 car
00AA: store_car $12B5 position_to 6@ 7@ $1BF
00D6: if 0
0038: $12D1 == -1 ;; integer values
004D: jump_if_false Label0BA149
0006: 17@ = 0 ;; integer values
0004: $12D1 = 0 ;; integer values

:Label0BA149
00D6: if 0
0038: $12CC == 9 ;; integer values
004D: jump_if_false Label0BA1E0
00D6: if 0
001C: $12CB > $12D8 ;; integer values
004D: jump_if_false Label0BA1E0
00AD: set_car $12B5 max_speed_to 15.0
0007: 8@ = 15.0 ;; floating-point values
00AE: unknown_set_car $12B5 to_ignore_traffic_lights 2
00D6: if 0
0038: $12E6 == 0 ;; integer values
004D: jump_if_false Label0BA1B6
00A7: car $12B5 drive_to -1133.062 -342.2911 9.8989
0002: jump Label0BA1CA

:Label0BA1B6
02C2: car $12B5 drive_to_point -984.1348 322.0096 10.1792

:Label0BA1CA
0004: $12D6 = 0 ;; integer values
0084: $12DF = $12CB ;; integer values and handles
0004: $12CC = 10 ;; integer values
:Label0BA1E0
00D6: if 0
01FC: player $PLAYER_CHAR near_car $12B5 radius 15.0 15.0 0
004D: jump_if_false Label0BA20D
02AA: set_car $12B5 immune_to_nonplayer 0
0002: jump Label0BA214

:Label0BA20D
02AA: set_car $12B5 immune_to_nonplayer 1

:Label0BA214
00D6: if 0
0038: $12D1 == 0 ;; integer values
004D: jump_if_false Label0BA311
00D6: if 21
0018: $12CC > 4 ;; integer values
0038: $12CE == 1 ;; integer values
004D: jump_if_false Label0BA311
00D6: if 0
0019: 17@ > 2500 ;; integer values
004D: jump_if_false Label0BA311
00D6: if 0
0038: $12CE == 1 ;; integer values
004D: jump_if_false Label0BA29C
00AD: set_car $12B5 max_speed_to 100.0
0007: 8@ = 100.0 ;; floating-point values
00AE: unknown_set_car $12B5 to_ignore_traffic_lights 2
00AF: set_car $12B5 driver_behaviour_to 2
0084: $12DF = $12CB ;; integer values and handles
0004: $12D1 = 1 ;; integer values
0002: jump Label0BA311

:Label0BA29C
00D6: if 0
0018: $12CC > 9 ;; integer values
004D: jump_if_false Label0BA311
00AD: set_car $12B5 max_speed_to 15.0
0007: 8@ = 15.0 ;; floating-point values
00AE: unknown_set_car $12B5 to_ignore_traffic_lights 2
00D6: if 0
0038: $12E6 == 0 ;; integer values
004D: jump_if_false Label0BA2F6
00A7: car $12B5 drive_to -1133.062 -342.2911 9.8989
0002: jump Label0BA30A

:Label0BA2F6
02C2: car $12B5 drive_to_point -984.1348 322.0096 10.1792

:Label0BA30A
0004: $12D1 = 2 ;; integer values

:Label0BA311
00D6: if 0
0018: $12D1 > 0 ;; integer values
004D: jump_if_false Label0BA695
00D6: if 0
00DC: player $PLAYER_CHAR driving $12B5
004D: jump_if_false Label0BA33E
01CA: actor $12C2 kill_player $PLAYER_CHAR

:Label0BA33E
00D6: if 0
0018: $12CC > 9 ;; integer values
004D: jump_if_false Label0BA4BA
00D6: if 0
0038: $12E9 == 0 ;; integer values
004D: jump_if_false Label0BA38F
00D6: if 0
01AD: car $12B5 0 ()near_point -984.1348 322.0096 3.0 3.0
004D: jump_if_false Label0BA38F
0004: $12E9 = 1 ;; integer values

:Label0BA38F
00D6: if 0
0038: $12E9 == 0 ;; integer values
004D: jump_if_false Label0BA436
00D6: if 0
8043: NOT 8@ == 0.0 ;; floating-point values
004D: jump_if_false Label0BA436
0084: $1310 = $12B5 ;; integer values and handles
0084: $1311 = $12D6 ;; integer values and handles
0084: $1312 = $12DF ;; integer values and handles
0086: $130D = $12FB ;; floating-point values only
0086: $130E = $12FC ;; floating-point values only
0086: $130F = $12FD ;; floating-point values only
0050: gosub Label0BB8F9
0084: $12D6 = $1311 ;; integer values and handles
0084: $12DF = $1312 ;; integer values and handles
0086: $12FB = $130D ;; floating-point values only
0086: $12FC = $130E ;; floating-point values only
0086: $12FD = $130F ;; floating-point values only
00D6: if 0
0038: $12D6 == -9 ;; integer values
004D: jump_if_false Label0BA436
046B: unknown_actor $12C2 car $12B5
0004: $12D6 = 0 ;; integer values

:Label0BA436
00D6: if 0
0038: $12CE == 0 ;; integer values
004D: jump_if_false Label0BA4BA
00D6: if 0
0038: $12E6 == 0 ;; integer values
004D: jump_if_false Label0BA49B
00D6: if 0
01AD: car $12B5 0 ()near_point -1133.062 -342.2911 10.0 10.0
004D: jump_if_false Label0BA49B
02C2: car $12B5 drive_to_point -984.1348 322.0096 10.1792
0004: $12E6 = 1 ;; integer values

:Label0BA49B
0084: $1303 = $12B5 ;; integer values and handles
0084: $1304 = $12B4 ;; integer values and handles
0050: gosub Label0BB573
0089: 8@ = $1B32 ;; floating-point values only

:Label0BA4BA
0227: $12DB = car $12B5 health
00D6: if 0
0038: $12CE == 1 ;; integer values
004D: jump_if_false Label0BA4F4
00D6: if 0
0038: $12D1 == 2 ;; integer values
004D: jump_if_false Label0BA4ED
0004: $12D1 = 0 ;; integer values

:Label0BA4ED
0002: jump Label0BA5C7

:Label0BA4F4
02F8: unknown_car $12B5 unknown_cosine $1B40
02F9: unknown_car $12B5 unknown_sinus $1B41
00D6: if 0
8119: NOT car $12B4 wrecked
004D: jump_if_false Label0BA522
00AA: store_car $12B4 position_to 3@ 4@ $1BF

:Label0BA522
00AA: store_car $12B5 position_to 6@ 7@ $1BF
0088: $1B2E = 6@ ;; floating-point values only
0067: $1B2E -= 3@ ;; floating-point values
0069: $1B40 *= $1B2E ;; floating-point values
0088: $1B2F = 7@ ;; floating-point values only
0067: $1B2F -= 4@ ;; floating-point values
0069: $1B41 *= $1B2F ;; floating-point values
0086: $1300 = $1B40 ;; floating-point values only
0059: $1300 += $1B41 ;; floating-point values
0088: $1B43 = 4@ ;; floating-point values only
000D: $1B43 -= 20.0 ;; floating-point values
00D6: if 0
0020: $1300 > 0.0 ;; floating-point values
004D: jump_if_false Label0BA5C7
00D6: if 0
0027: 7@ > $1B43 ;; floating-point values only
004D: jump_if_false Label0BA5C7
00AD: set_car $12B5 max_speed_to 0.0
0477: unknown_car $12B5 1 100
0007: 8@ = 0.0 ;; floating-point values

:Label0BA5C7
00D6: if 0
001A: 900 > $12DB ;; integer values
004D: jump_if_false Label0BA60C
00D6: if 0
0038: $12CE == 0 ;; integer values
004D: jump_if_false Label0BA60C
00D6: if 0
0038: $12D1 == 2 ;; integer values
004D: jump_if_false Label0BA60C
0004: $12D1 = 0 ;; integer values
0004: $12CE = 1 ;; integer values

:Label0BA60C
00D6: if 0
001A: 300 > $12DB ;; integer values
004D: jump_if_false Label0BA627
046B: unknown_actor $12C2 car $12B5

:Label0BA627
00D6: if 0
0038: $12D1 == 1 ;; integer values
004D: jump_if_false Label0BA68E
00D6: if 0
80E0: NOT player $PLAYER_CHAR driving
004D: jump_if_false Label0BA68E
0084: $1303 = $12B5 ;; integer values and handles
0004: $1304 = -1 ;; integer values
0050: gosub Label0BB573
0089: 8@ = $1B32 ;; floating-point values only
00D6: if 0
01FC: player $PLAYER_CHAR near_car $12B5 radius 15.0 15.0 0
004D: jump_if_false Label0BA68E
01CA: actor $12C2 kill_player $PLAYER_CHAR

:Label0BA68E
0050: gosub Label0BBCF4

:Label0BA695
0002: jump Label0BA7E5

:Label0BA69C
0004: $12D1 = -1 ;; integer values
00D6: if 0
0018: $12CC > 4 ;; integer values
004D: jump_if_false Label0BA7E5
00D6: if 0
00E9: player $PLAYER_CHAR 0 ()near_actor $12C2 radius 40.0 40.0
004D: jump_if_false Label0BA783
00D6: if 0
80E0: NOT player $PLAYER_CHAR driving
004D: jump_if_false Label0BA6F3
01CA: actor $12C2 kill_player $PLAYER_CHAR
0002: jump Label0BA77C

:Label0BA6F3
00D6: if 0
00E9: player $PLAYER_CHAR 0 ()near_actor $12C2 radius 25.0 25.0
004D: jump_if_false Label0BA721
01CA: actor $12C2 kill_player $PLAYER_CHAR
0002: jump Label0BA77C

:Label0BA721
0084: $1305 = $12C2 ;; integer values and handles
00D6: if 0
8119: NOT car $12B5 wrecked
004D: jump_if_false Label0BA775
00D6: if 0
0202: actor $12C2 near_car $12B5 radius 20.0 20.0 unknown 0
004D: jump_if_false Label0BA767
01D5: actor $12C2 go_to_and_drive_car $12B5
0002: jump Label0BA76E

:Label0BA767
0050: gosub Label0BB67E
:Label0BA76E
0002: jump Label0BA77C

:Label0BA775
0050: gosub Label0BB67E

:Label0BA77C
0002: jump Label0BA7DE

:Label0BA783
0084: $1305 = $12C2 ;; integer values and handles
00D6: if 0
8119: NOT car $12B5 wrecked
004D: jump_if_false Label0BA7D7
00D6: if 0
0202: actor $12C2 near_car $12B5 radius 20.0 20.0 unknown 0
004D: jump_if_false Label0BA7C9
01D5: actor $12C2 go_to_and_drive_car $12B5
0002: jump Label0BA7D0

:Label0BA7C9
0050: gosub Label0BB67E

:Label0BA7D0
0002: jump Label0BA7DE

:Label0BA7D7
0050: gosub Label0BB67E

:Label0BA7DE
0050: gosub Label0BBCF4

:Label0BA7E5
0002: jump Label0BA90B

:Label0BA7EC
01C2: remove_references_to_actor $12C2 ;; Like turning an actor into a random
pedestrian
00D6: if 0
8118: NOT actor $12C3 dead
004D: jump_if_false Label0BA87D
0084: $12C2 = $12C3 ;; integer values and handles
0004: $12C3 = -1 ;; integer values
00D6: if 0
8118: NOT actor $12C4 dead
004D: jump_if_false Label0BA843
01DE: tie_actor $12C4 to_actor $12C2
00D6: if 0
831F: NOT unknown_actor $12C4 unknown_actor $12C2
004D: jump_if_false Label0BA843
01CC: actor $12C4 kill_player $PLAYER_CHAR

:Label0BA843
00D6: if 0
8118: NOT actor $12C5 dead
004D: jump_if_false Label0BA876
01DE: tie_actor $12C5 to_actor $12C2
00D6: if 0
831F: NOT unknown_actor $12C5 unknown_actor $12C2
004D: jump_if_false Label0BA876
01CC: actor $12C5 kill_player $PLAYER_CHAR

:Label0BA876
0002: jump Label0BA90B

:Label0BA87D
01C2: remove_references_to_actor $12C3 ;; Like turning an actor into a random
pedestrian
00D6: if 0
8118: NOT actor $12C4 dead
004D: jump_if_false Label0BA8DB
0084: $12C2 = $12C4 ;; integer values and handles
0004: $12C4 = -1 ;; integer values
00D6: if 0
8118: NOT actor $12C5 dead
004D: jump_if_false Label0BA8D4
01DE: tie_actor $12C5 to_actor $12C2
00D6: if 0
831F: NOT unknown_actor $12C5 unknown_actor $12C2
004D: jump_if_false Label0BA8D4
01CC: actor $12C5 kill_player $PLAYER_CHAR

:Label0BA8D4
0002: jump Label0BA90B

:Label0BA8DB
01C2: remove_references_to_actor $12C4 ;; Like turning an actor into a random
pedestrian
00D6: if 0
8118: NOT actor $12C5 dead
004D: jump_if_false Label0BA906
0084: $12C2 = $12C5 ;; integer values and handles
0004: $12C5 = -1 ;; integer values
0002: jump Label0BA90B

:Label0BA906
01C2: remove_references_to_actor $12C5 ;; Like turning an actor into a random
pedestrian

:Label0BA90B
00D6: if 0
0038: $12E5 == 1 ;; integer values
004D: jump_if_false Label0BAAA6
00D6: if 0
0038: $12F2 == 0 ;; integer values
004D: jump_if_false Label0BAAA6
01C2: remove_references_to_actor $12C6 ;; Like turning an actor into a random
pedestrian
009A: $12C6 = create_actor 9 #BFYST at -987.1808 266.6001 7.7758
01B2: give_actor $12C6 weapon 19 ammo 9999 ;; Load the weapon model before using
this
01ED: reset_actor $12C6 flags
011A: set_actor $12C6 flags 1
011A: set_actor $12C6 flags 4194304
011A: set_actor $12C6 flags 1048576
0243: set_actor $12C6 ped_stats_to 16
0319: set_actor $12C6 wander_state_to 1 (off)
0245: set_actor $12C6 walk_style_to 46
01C2: remove_references_to_actor $12C7 ;; Like turning an actor into a random
pedestrian
009A: $12C7 = create_actor 9 #BFYST at -985.7646 266.4785 7.7755
01B2: give_actor $12C7 weapon 19 ammo 9999 ;; Load the weapon model before using
this
01ED: reset_actor $12C7 flags
011A: set_actor $12C7 flags 1
011A: set_actor $12C7 flags 4194304
011A: set_actor $12C7 flags 1048576
0243: set_actor $12C7 ped_stats_to 16
0319: set_actor $12C7 wander_state_to 1 (off)
0245: set_actor $12C7 walk_style_to 46
01C2: remove_references_to_actor $12C8 ;; Like turning an actor into a random
pedestrian
009A: $12C8 = create_actor 9 #BFYST at -984.2117 266.6248 7.7751
01B2: give_actor $12C8 weapon 19 ammo 9999 ;; Load the weapon model before using
this
01ED: reset_actor $12C8 flags
011A: set_actor $12C8 flags 1
011A: set_actor $12C8 flags 4194304
011A: set_actor $12C8 flags 1048576
0243: set_actor $12C8 ped_stats_to 16
0319: set_actor $12C8 wander_state_to 1 (off)
0245: set_actor $12C8 walk_style_to 46
01C2: remove_references_to_actor $12C9 ;; Like turning an actor into a random
pedestrian
009A: $12C9 = create_actor 9 #BFYST at -982.5906 266.5252 7.7803
01B2: give_actor $12C9 weapon 19 ammo 9999 ;; Load the weapon model before using
this
01ED: reset_actor $12C9 flags
011A: set_actor $12C9 flags 1
011A: set_actor $12C9 flags 4194304
011A: set_actor $12C9 flags 1048576
0243: set_actor $12C9 ped_stats_to 16
0319: set_actor $12C9 wander_state_to 1 (off)
0245: set_actor $12C9 walk_style_to 46
0004: $12F2 = 1 ;; integer values

:Label0BAAA6
00D6: if 0
0038: $12F2 == 1 ;; integer values
004D: jump_if_false Label0BAB5F
000B: 12@ += 3.0 ;; floating-point values
00D6: if 0
0021: 12@ > 90.0 ;; floating-point values
004D: jump_if_false Label0BAAE1
0007: 12@ = 90.0 ;; floating-point values

:Label0BAAE1
0177: set_object $714 z_angle_to 12@
000F: 13@ -= 3.0 ;; floating-point values
00D6: if 0
0023: 0.0 > 13@ ;; floating-point values
004D: jump_if_false Label0BAB12
000B: 13@ += 360.0 ;; floating-point values

:Label0BAB12
00D6: if 0
0023: 270.0 > 13@ ;; floating-point values
004D: jump_if_false Label0BAB31
0007: 13@ = 270.0 ;; floating-point values

:Label0BAB31
0177: set_object $715 z_angle_to 13@
00D6: if 1
0043: 12@ == 90.0 ;; floating-point values
0043: 13@ == 270.0 ;; floating-point values
004D: jump_if_false Label0BAB5F
0004: $12F2 = 2 ;; integer values

:Label0BAB5F
00D6: if 0
0038: $12F2 == 2 ;; integer values
004D: jump_if_false Label0BAFA5
00D6: if 0
8118: NOT actor $12C0 dead
004D: jump_if_false Label0BAC7D
00D6: if 0
00A4: actor $12C0 0 ()in_cube -991.591 261.036 7.775 -983.0 271.96 11.506
004D: jump_if_false Label0BAC7D
00D6: if 0
8057: NOT player $PLAYER_CHAR 0 ()in_cube -991.591 261.036 7.775 -981.068
271.96 11.506
004D: jump_if_false Label0BAC7D
000F: 12@ -= 3.0 ;; floating-point values
00D6: if 0
0023: 0.0 > 12@ ;; floating-point values
004D: jump_if_false Label0BAC0A
0007: 12@ = 0.0 ;; floating-point values

:Label0BAC0A
0177: set_object $714 z_angle_to 12@
000B: 13@ += 3.0 ;; floating-point values
00D6: if 0
0021: 13@ > 360.0 ;; floating-point values
004D: jump_if_false Label0BAC3B
0007: 13@ = 0.0 ;; floating-point values

:Label0BAC3B
0177: set_object $715 z_angle_to 13@
00D6: if 1
0043: 12@ == 0.0 ;; floating-point values
0043: 13@ == 0.0 ;; floating-point values
004D: jump_if_false Label0BAC7D
00BC: text_highpriority "CNT2_03" 5000 ms 1 ;; ~r~The courier has arrived at his
destination safely, you're too late!
009B: destroy_actor_instantly $12C0
0002: jump Label0BB2F0

:Label0BAC7D
00D6: if 0
8118: NOT actor $12C6 dead
004D: jump_if_false Label0BAD47
00D6: if 0
0038: $12EE == 0 ;; integer values
004D: jump_if_false Label0BACDB
0211: actor $12C6 walk_to -973.5972 266.4069
00D6: if 0
00ED: actor $12C6 0 ()near_point_on_foot -973.5972 266.4069 radius 1.0 1.0
004D: jump_if_false Label0BACDB
0004: $12EE = 1 ;; integer values

:Label0BACDB
00D6: if 0
0038: $12EE == 1 ;; integer values
004D: jump_if_false Label0BAD47
0211: actor $12C6 walk_to -974.2487 262.6737
00D6: if 0
00F0: actor $12C6 stopped 0 ()near_point_on_foot -974.2487 262.6737 radius 1.0
1.0
004D: jump_if_false Label0BAD47
0194: set_actor $12C6 objective_to_go_to_point -974.2487 262.6737 10.2265
0173: set_actor $12C6 z_angle_to 321.3187
0004: $12EE = 2 ;; integer values

:Label0BAD47
00D6: if 0
8118: NOT actor $12C7 dead
004D: jump_if_false Label0BAE11
00D6: if 0
0038: $12EF == 0 ;; integer values
004D: jump_if_false Label0BADA5
0211: actor $12C7 walk_to -973.5972 266.4069
00D6: if 0
00ED: actor $12C7 0 ()near_point_on_foot -973.5972 266.4069 radius 1.0 1.0
004D: jump_if_false Label0BADA5
0004: $12EF = 1 ;; integer values

:Label0BADA5
00D6: if 0
0038: $12EF == 1 ;; integer values
004D: jump_if_false Label0BAE11
0211: actor $12C7 walk_to -969.084 282.6923
00D6: if 0
00F0: actor $12C7 stopped 0 ()near_point_on_foot -969.084 282.6923 radius 1.0
1.0
004D: jump_if_false Label0BAE11
0194: set_actor $12C7 objective_to_go_to_point -969.084 282.6923 10.2265
0173: set_actor $12C7 z_angle_to 159.319
0004: $12EF = 2 ;; integer values

:Label0BAE11
00D6: if 0
8118: NOT actor $12C8 dead
004D: jump_if_false Label0BAEDB
00D6: if 0
0038: $12F0 == 0 ;; integer values
004D: jump_if_false Label0BAE6F
0211: actor $12C8 walk_to -973.5972 266.4069
00D6: if 0
00ED: actor $12C8 0 ()near_point_on_foot -973.5972 266.4069 radius 1.0 1.0
004D: jump_if_false Label0BAE6F
0004: $12F0 = 1 ;; integer values

:Label0BAE6F
00D6: if 0
0038: $12F0 == 1 ;; integer values
004D: jump_if_false Label0BAEDB
0211: actor $12C8 walk_to -969.8824 263.6498
00D6: if 0
00F0: actor $12C8 stopped 0 ()near_point_on_foot -969.8824 263.6498 radius 1.0
1.0
004D: jump_if_false Label0BAEDB
0194: set_actor $12C8 objective_to_go_to_point -969.8824 263.6498 10.2265
0173: set_actor $12C8 z_angle_to 12.6357
0004: $12F0 = 2 ;; integer values

:Label0BAEDB
00D6: if 0
8118: NOT actor $12C9 dead
004D: jump_if_false Label0BAFA5
00D6: if 0
0038: $12F1 == 0 ;; integer values
004D: jump_if_false Label0BAF39
0211: actor $12C9 walk_to -973.5972 266.4069
00D6: if 0
00ED: actor $12C9 0 ()near_point_on_foot -973.5972 266.4069 radius 1.0 1.0
004D: jump_if_false Label0BAF39
0004: $12F1 = 1 ;; integer values

:Label0BAF39
00D6: if 0
0038: $12F1 == 1 ;; integer values
004D: jump_if_false Label0BAFA5
0211: actor $12C9 walk_to -977.6256 277.8756
00D6: if 0
00F0: actor $12C9 stopped 0 ()near_point_on_foot -977.6256 277.8756 radius 1.0
1.0
004D: jump_if_false Label0BAFA5
0194: set_actor $12C9 objective_to_go_to_point -977.6256 277.8756 10.2265
0173: set_actor $12C9 z_angle_to 3.8761
0004: $12F1 = 2 ;; integer values

:Label0BAFA5
00D6: if 0
0038: $12CE == 1 ;; integer values
004D: jump_if_false Label0BB057
00D6: if 0
0038: $A00 == 3 ;; integer values
004D: jump_if_false Label0BAFED
00D6: if 0
03D2: wav 1 ended
004D: jump_if_false Label0BAFED
0004: $A00 = 4 ;; integer values
0004: $A2F = 0 ;; integer values
0002: jump Label0B7939

:Label0BAFED
00D6: if 0
0038: $A00 == 2 ;; integer values
004D: jump_if_false Label0BB019
00D6: if 0
03D0: wav 1 loaded
004D: jump_if_false Label0BB019
03D1: play_wav 1
0004: $A00 = 3 ;; integer values
:Label0BB019
00D6: if 0
0038: $A00 == 0 ;; integer values
004D: jump_if_false Label0BB057
00D6: if 0
0038: $A2F == 0 ;; integer values
004D: jump_if_false Label0BB057
03CF: load_wav "CNT2_1" as 1
0004: $A00 = 2 ;; integer values
0004: $A2F = 1 ;; integer values

:Label0BB057
00D6: if 0
0018: $A01 > 0 ;; integer values
004D: jump_if_false Label0BB12A
00D6: if 0
0038: $A01 == 3 ;; integer values
004D: jump_if_false Label0BB09F
00D6: if 0
03D2: wav 1 ended
004D: jump_if_false Label0BB09F
0004: $A01 = 4 ;; integer values
0004: $A2F = 0 ;; integer values
0002: jump Label0B7939

:Label0BB09F
00D6: if 0
0038: $A01 == 2 ;; integer values
004D: jump_if_false Label0BB0CB
00D6: if 0
03D0: wav 1 loaded
004D: jump_if_false Label0BB0CB
03D1: play_wav 1
0004: $A01 = 3 ;; integer values

:Label0BB0CB
00D6: if 0
0038: $A01 == 1 ;; integer values
004D: jump_if_false Label0BB12A
00D6: if 0
0038: $A2F == 0 ;; integer values
004D: jump_if_false Label0BB110
03CF: load_wav "CNT2_2" as 1
0004: $A01 = 2 ;; integer values
0004: $A2F = 1 ;; integer values
0002: jump Label0BB12A

:Label0BB110
00D6: if 0
001C: $12CB > $A1A ;; integer values
004D: jump_if_false Label0BB12A
0004: $A01 = 0 ;; integer values

:Label0BB12A
00D6: if 0
0018: $A02 > 0 ;; integer values
004D: jump_if_false Label0BB1FD
00D6: if 0
0038: $A02 == 3 ;; integer values
004D: jump_if_false Label0BB172
00D6: if 0
03D2: wav 1 ended
004D: jump_if_false Label0BB172
0004: $A02 = 0 ;; integer values
0004: $A2F = 0 ;; integer values
0002: jump Label0B7939

:Label0BB172
00D6: if 0
0038: $A02 == 2 ;; integer values
004D: jump_if_false Label0BB19E
00D6: if 0
03D0: wav 1 loaded
004D: jump_if_false Label0BB19E
03D1: play_wav 1
0004: $A02 = 3 ;; integer values

:Label0BB19E
00D6: if 0
0038: $A02 == 1 ;; integer values
004D: jump_if_false Label0BB1FD
00D6: if 0
0038: $A2F == 0 ;; integer values
004D: jump_if_false Label0BB1E3
03CF: load_wav "CNT2_3" as 1
0004: $A02 = 2 ;; integer values
0004: $A2F = 1 ;; integer values
0002: jump Label0BB1FD

:Label0BB1E3
00D6: if 0
001C: $12CB > $A1B ;; integer values
004D: jump_if_false Label0BB1FD
0004: $A02 = 0 ;; integer values

:Label0BB1FD
00D6: if 0
0018: $A03 > 0 ;; integer values
004D: jump_if_false Label0BB2E9
00D6: if 0
0038: $A03 == 3 ;; integer values
004D: jump_if_false Label0BB24F
00D6: if 0
03D2: wav 1 ended
004D: jump_if_false Label0BB24F
03D5: remove_text "CNT2_4" ;; Private business. You're not welcome!
0004: $A03 = 0 ;; integer values
0004: $A2F = 0 ;; integer values
0002: jump Label0B7939

:Label0BB24F
00D6: if 0
0038: $A03 == 2 ;; integer values
004D: jump_if_false Label0BB28A
00D6: if 0
03D0: wav 1 loaded
004D: jump_if_false Label0BB28A
00BC: text_highpriority "CNT2_4" 5000 ms 1 ;; Private business. You're not
welcome!
03D1: play_wav 1
0004: $A03 = 3 ;; integer values

:Label0BB28A
00D6: if 0
0038: $A03 == 1 ;; integer values
004D: jump_if_false Label0BB2E9
00D6: if 0
0038: $A2F == 0 ;; integer values
004D: jump_if_false Label0BB2CF
03CF: load_wav "CNT2_4" as 1
0004: $A03 = 2 ;; integer values
0004: $A2F = 1 ;; integer values
0002: jump Label0BB2E9

:Label0BB2CF
00D6: if 0
001C: $12CB > $A1C ;; integer values
004D: jump_if_false Label0BB2E9
0004: $A03 = 0 ;; integer values

:Label0BB2E9
0002: jump Label0B7939

:Label0BB2F0
00BA: text_styled "M_FAIL" 5000 ms 1 ;; MISSION FAILED!
0051: return

:Label0BB301
0169: set_fade_color 0 0 1
016A: fade 0 () 500 ms
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 (true)
03F4: 0 (clear) cars_can_be_damaged
0395: clear_area 1 at $225 $226 range $227 4.0

:Label0BB334
00D6: if 0
016B: fading
004D: jump_if_false Label0BB34C
0001: wait 0 ms
0002: jump Label0BB334

:Label0BB34C
04A6: $27D = create_asset_money_pickup_at $225 $226 $227 money $27C $27C
02A3: toggle_widescreen 1 (on)
015F: set_camera_position -1027.338 -281.6154 16.3511 0.0 0.0 0.0
0160: point_camera -1028.162 -281.0542 16.273 2
0169: set_fade_color 0 0 1
016A: fade 1 (back) 500 ms

:Label0BB3A6
00D6: if 0
016B: fading
004D: jump_if_false Label0BB3BE
0001: wait 0 ms
0002: jump Label0BB3A6
:Label0BB3BE
0394: play_music 1
0110: clear_player $PLAYER_CHAR wanted_level
00BA: text_styled "CNT2_09" 5000 ms 6 ;; PRINT WORKS ASSET COMPLETED
0001: wait 5000 ms
015F: set_camera_position -1056.368 -273.4923 12.0057 0.0 0.0 0.0
0160: point_camera -1057.288 -273.828 11.8015 2
01E5: text_1number_highpriority "CNT2_10" $27C 6000 ms 1 ;; ~g~The print works
will now generate revenue up to a maximum of $~1~. Make sure you collect it
regularly.
0001: wait 6000 ms
0169: set_fade_color 0 0 1
016A: fade 0 () 500 ms

:Label0BB434
00D6: if 0
016B: fading
004D: jump_if_false Label0BB44C
0001: wait 0 ms
0002: jump Label0BB434

:Label0BB44C
0395: clear_area 1 at -1059.841 -278.7214 range 10.4044 1.0
0055: put_player $PLAYER_CHAR at -1059.841 -278.7214 10.4044
0171: set_player $PLAYER_CHAR z_angle_to 272.2088
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 (false)
03F4: 1 (set) cars_can_be_damaged
02A3: toggle_widescreen 0 (off)
0164: disable_marker $10F
04CE: $10F = create_icon_marker_without_sphere $1AA at $1DA $1DB $1DC
0004: $111 = 1 ;; integer values
0008: $497 += 1 ;; integer values
0318: set_latest_mission_passed "CNT_2" ;; Hit the Courier
030C: set_mission_points += 1
0110: clear_player $PLAYER_CHAR wanted_level
0394: play_music 1
01E3: text_1number_styled "M_PASS" 5000 2500 ms 1 ;; MISSION PASSED! $~1~
0109: player $PLAYER_CHAR money += 5000
0169: set_fade_color 0 0 1
016A: fade 1 (back) 500 ms
0001: wait 0 ms
0051: return

:Label0BB506
0004: $ONMISSION = 0 ;; integer values
0164: disable_marker $105F
0164: disable_marker $12F4
0249: release_model #UZI
0249: release_model #SENTINEL
0249: release_model #COLT45
0249: release_model -120 (BRIEFCASE)
0249: release_model #MAVERICK
0249: release_model #SNIPER
0249: release_model #TEC9
0249: release_model #HFORI
0249: release_model #HFYBU
0249: release_model #WFYRI
0249: release_model #WFORI
0249: release_model #BFYST
0249: release_model #WFYBU
0249: release_model #CHROMEGUN
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
0177: set_object $714 z_angle_to 0.0
0177: set_object $715 z_angle_to 0.0
00D8: mission_cleanup
0051: return

:Label0BB573
00D6: if 0
0038: $1304 == -1 ;; integer values
004D: jump_if_false Label0BB59A
0054: store_player $PLAYER_CHAR position_to $1B30 $1B31 $1B2E
0002: jump Label0BB5B8

:Label0BB59A
00D6: if 0
8119: NOT car $1304 wrecked
004D: jump_if_false Label0BB5B8
00AA: store_car $1304 position_to $1B30 $1B31 $1B2E

:Label0BB5B8
00AA: store_car $1303 position_to $1B2C $1B2D $1B2E
0086: $1B2E = $1B2C ;; floating-point values only
0061: $1B2E -= $1B30 ;; floating-point values
0086: $1B2F = $1B2D ;; floating-point values only
0061: $1B2F -= $1B31 ;; floating-point values
0069: $1B2E *= $1B2E ;; floating-point values
0069: $1B2F *= $1B2F ;; floating-point values
0059: $1B2E += $1B2F ;; floating-point values
01FB: $1B2E = square_root $1B2E
0086: $1B32 = $1B2E ;; floating-point values only
0009: $1B32 += 3.0 ;; floating-point values
00D6: if 0
0020: $1B32 > 100.0 ;; floating-point values
004D: jump_if_false Label0BB637
0005: $1B32 = 100.0 ;; floating-point values

:Label0BB637
00D6: if 0
0022: 0.0 > $1B32 ;; floating-point values
004D: jump_if_false Label0BB656
0005: $1B32 = 0.0 ;; floating-point values

:Label0BB656
00AD: set_car $1303 max_speed_to $1B32
00D6: if 0
0042: $1B32 == 0.0 ;; floating-point values
004D: jump_if_false Label0BB67C
0477: unknown_car $1303 1 100

:Label0BB67C
0051: return

:Label0BB67E
00D6: if 0
0042: $1316 == 919.9 ;; floating-point values
004D: jump_if_false Label0BB6A4
00A5: $1C3 = create_car #SENTINEL at $1308 $1309 $130A

:Label0BB6A4
00A0: store_actor $1305 position_to $1308 $1309 $130A
00D6: if 0
00E9: player $PLAYER_CHAR 0 ()near_actor $1305 radius 40.0 40.0
004D: jump_if_false Label0BB80A
0086: $130B = $1308 ;; floating-point values only
0009: $130B += 20.0 ;; floating-point values
0086: $130C = $1309 ;; floating-point values only
0009: $130C += 20.0 ;; floating-point values
000D: $1308 -= 20.0 ;; floating-point values
000D: $1309 -= 20.0 ;; floating-point values
01C3: remove_references_to_car $1C3 ;; Like turning a car into any random car
0327: $1C3 = create_random_car_with_actors -1 in_area $1308 $1309 $130B $130C
00D6: if 0
0038: $1C3 == -1 ;; integer values
004D: jump_if_false Label0BB752
00D6: if 0
8118: NOT actor $1305 dead
004D: jump_if_false Label0BB74B
01CA: actor $1305 kill_player $PLAYER_CHAR

:Label0BB74B
0002: jump Label0BB803

:Label0BB752
0441: $1306 = car $1C3 model
0227: $1307 = car $1C3 health
00D6: if 0
0018: $1307 > 300 ;; integer values
004D: jump_if_false Label0BB7FB
00D6: if 25
0038: $1306 == 116 ;; integer values
0038: $1306 == 106 ;; integer values
0038: $1306 == 122 ;; integer values
0038: $1306 == 117 ;; integer values
0038: $1306 == 97 ;; integer values
0038: $1306 == 107 ;; integer values
004D: jump_if_false Label0BB7C9
00D6: if 0
8118: NOT actor $1305 dead
004D: jump_if_false Label0BB7C2
01CA: actor $1305 kill_player $PLAYER_CHAR

:Label0BB7C2
0002: jump Label0BB7F4

:Label0BB7C9
00AD: set_car $1C3 max_speed_to 0.0
0477: unknown_car $1C3 1 100
00D6: if 0
8118: NOT actor $1305 dead
004D: jump_if_false Label0BB7F4
01D5: actor $1305 go_to_and_drive_car $1C3
:Label0BB7F4
0002: jump Label0BB803

:Label0BB7FB
01CA: actor $1305 kill_player $PLAYER_CHAR

:Label0BB803
0002: jump Label0BB8F7

:Label0BB80A
03D3: point $1308 $1309 $130A get_nearby_vector $1308 $1309 $130A $1316
00D6: if 0
80C2: NOT sphere_onscreen $1308 $1309 $130A 3.0
004D: jump_if_false Label0BB8F7
00D6: if 0
838A: NOT car_in_cube $1308 $1309 $130A 3.0 3.0 2.0
004D: jump_if_false Label0BB89E
01C3: remove_references_to_car $1C3 ;; Like turning a car into any random car
00A5: $1C3 = create_car #SENTINEL at $1308 $1309 $130A
0175: set_car $1C3 z_angle_to $1316
00D6: if 0
8118: NOT actor $1305 dead
004D: jump_if_false Label0BB897
01D5: actor $1305 go_to_and_drive_car $1C3

:Label0BB897
0002: jump Label0BB8F7

:Label0BB89E
00D6: if 0
8118: NOT actor $1305 dead
004D: jump_if_false Label0BB8F7
00D6: if 0
00FF: actor $1305 0 ()near_point_on_foot $1308 $1309 $130A radius 3.0 3.0 2.0
004D: jump_if_false Label0BB8F7
02C0: set $1308 $1309 $130A to_ped_path_coords_closest_to $1308 $1309 $130A
0239: actor $1305 run_to $1308 $1309

:Label0BB8F7
0051: return

:Label0BB8F9
01BD: $1317 = current_time_in_ms
00D6: if 0
8119: NOT car $1310 wrecked
004D: jump_if_false Label0BBB4F
00D6: if 1
01F4: car $1310 flipped
01C1: car $1310 stopped
004D: jump_if_false Label0BB9BD
00D6: if 0
01FC: player $PLAYER_CHAR near_car $1310 radius 90.0 90.0 0
004D: jump_if_false Label0BB957
03ED: (unknown) $1310 0
0004: $1311 = -9 ;; integer values
0002: jump Label0BB9BD

:Label0BB957
00D6: if 0
82CA: NOT car $1310 bounding_sphere_visible
004D: jump_if_false Label0BB9BD
00AA: store_car $1310 position_to $1313 $1314 $1315
03D3: point $1313 $1314 $1315 get_nearby_vector $1313 $1314 $1315 $1316
00D6: if 0
80C2: NOT sphere_onscreen $1313 $1314 $1315 4.0
004D: jump_if_false Label0BB9BD
00AB: put_car $1310 at $1313 $1314 $1315
0175: set_car $1310 z_angle_to $1316

:Label0BB9BD
00D6: if 0
01AF: car $1310 0 ()near_point $130D $130E $130F radius 4.0 4.0 4.0
004D: jump_if_false Label0BBB10
00D6: if 0
0038: $1311 == 0 ;; integer values
004D: jump_if_false Label0BBA08
0084: $1312 = $1317 ;; integer values and handles
0004: $1311 = 1 ;; integer values

:Label0BBA08
0060: $1317 -= $1312 ;; integer values
00D6: if 0
0038: $1311 == 1 ;; integer values
004D: jump_if_false Label0BBB10
00D6: if 0
0018: $1317 > 8000 ;; integer values
004D: jump_if_false Label0BBB10
00D6: if 0
01FC: player $PLAYER_CHAR near_car $1310 radius 90.0 90.0 0
004D: jump_if_false Label0BBA71
03ED: (unknown) $1310 0
0084: $1312 = $1317 ;; integer values and handles
0004: $1311 = -9 ;; integer values
0002: jump Label0BBB10

:Label0BBA71
00D6: if 0
82CA: NOT car $1310 bounding_sphere_visible
004D: jump_if_false Label0BBB10
00AA: store_car $1310 position_to $1313 $1314 $1315
03D3: point $1313 $1314 $1315 get_nearby_vector $1313 $1314 $1315 $1316
00D6: if 0
838A: NOT car_in_cube $1313 $1314 $1315 4.0 4.0 4.0
004D: jump_if_false Label0BBB10
00D6: if 0
80C2: NOT sphere_onscreen $1313 $1314 $1315 4.0
004D: jump_if_false Label0BBB10
00AB: put_car $1310 at $1313 $1314 $1315
0175: set_car $1310 z_angle_to $1316
0450: car $1310 warp_to_player
0084: $1312 = $1317 ;; integer values and handles
0004: $1311 = 0 ;; integer values

:Label0BBB10
00D6: if 0
81AF: NOT car $1310 0 ()near_point $130D $130E $130F radius 4.0 4.0 4.0
004D: jump_if_false Label0BBB4F
00AA: store_car $1310 position_to $130D $130E $130F
0004: $1311 = 0 ;; integer values

:Label0BBB4F
0051: return

:Label0BBB51
00D6: if 0
8118: NOT actor $12BD dead
004D: jump_if_false Label0BBB69
01CA: actor $12BD kill_player $PLAYER_CHAR

:Label0BBB69
00D6: if 0
8118: NOT actor $12BE dead
004D: jump_if_false Label0BBB81
01CA: actor $12BE kill_player $PLAYER_CHAR

:Label0BBB81
00D6: if 0
8118: NOT actor $12BF dead
004D: jump_if_false Label0BBB99
01CA: actor $12BF kill_player $PLAYER_CHAR

:Label0BBB99
00D6: if 0
8118: NOT actor $12C0 dead
004D: jump_if_false Label0BBBB1
01CA: actor $12C0 kill_player $PLAYER_CHAR

:Label0BBBB1
0051: return

:Label0BBBB3
00D6: if 0
8118: NOT actor $12B9 dead
004D: jump_if_false Label0BBCF2
00D6: if 0
8118: NOT actor $12BA dead
004D: jump_if_false Label0BBC23
00D6: if 0
831F: NOT unknown_actor $12BA unknown_actor $12B9
004D: jump_if_false Label0BBC1C
00D6: if 0
00F2: actor $12BA near_actor $12B9 radius 30.0 30.0 0
004D: jump_if_false Label0BBC14
01DE: tie_actor $12BA to_actor $12B9
0002: jump Label0BBC1C

:Label0BBC14
01CC: actor $12BA kill_player $PLAYER_CHAR

:Label0BBC1C
0002: jump Label0BBC28

:Label0BBC23
01C2: remove_references_to_actor $12BA ;; Like turning an actor into a random
pedestrian

:Label0BBC28
00D6: if 0
8118: NOT actor $12BB dead
004D: jump_if_false Label0BBC88
00D6: if 0
831F: NOT unknown_actor $12BB unknown_actor $12B9
004D: jump_if_false Label0BBC81
00D6: if 0
00F2: actor $12BB near_actor $12B9 radius 30.0 30.0 0
004D: jump_if_false Label0BBC79
01DE: tie_actor $12BB to_actor $12B9
0002: jump Label0BBC81

:Label0BBC79
01CC: actor $12BB kill_player $PLAYER_CHAR

:Label0BBC81
0002: jump Label0BBC8D

:Label0BBC88
01C2: remove_references_to_actor $12BB ;; Like turning an actor into a random
pedestrian

:Label0BBC8D
00D6: if 0
8118: NOT actor $12BC dead
004D: jump_if_false Label0BBCED
00D6: if 0
831F: NOT unknown_actor $12BC unknown_actor $12B9
004D: jump_if_false Label0BBCE6
00D6: if 0
00F2: actor $12BC near_actor $12B9 radius 30.0 30.0 0
004D: jump_if_false Label0BBCDE
01DE: tie_actor $12BC to_actor $12B9
0002: jump Label0BBCE6

:Label0BBCDE
01CC: actor $12BC kill_player $PLAYER_CHAR

:Label0BBCE6
0002: jump Label0BBCF2

:Label0BBCED
01C2: remove_references_to_actor $12BC ;; Like turning an actor into a random
pedestrian

:Label0BBCF2
0051: return

:Label0BBCF4
00D6: if 0
8118: NOT actor $12C2 dead
004D: jump_if_false Label0BBE33
00D6: if 0
8118: NOT actor $12C3 dead
004D: jump_if_false Label0BBD64
00D6: if 0
831F: NOT unknown_actor $12C3 unknown_actor $12C2
004D: jump_if_false Label0BBD5D
00D6: if 0
00F2: actor $12C3 near_actor $12C2 radius 30.0 30.0 0
004D: jump_if_false Label0BBD55
01DE: tie_actor $12C3 to_actor $12C2
0002: jump Label0BBD5D

:Label0BBD55
01CC: actor $12C3 kill_player $PLAYER_CHAR

:Label0BBD5D
0002: jump Label0BBD69

:Label0BBD64
01C2: remove_references_to_actor $12C3 ;; Like turning an actor into a random
pedestrian

:Label0BBD69
00D6: if 0
8118: NOT actor $12C4 dead
004D: jump_if_false Label0BBDC9
00D6: if 0
831F: NOT unknown_actor $12C4 unknown_actor $12C2
004D: jump_if_false Label0BBDC2
00D6: if 0
00F2: actor $12C4 near_actor $12C2 radius 30.0 30.0 0
004D: jump_if_false Label0BBDBA
01DE: tie_actor $12C4 to_actor $12C2
0002: jump Label0BBDC2

:Label0BBDBA
01CC: actor $12C4 kill_player $PLAYER_CHAR

:Label0BBDC2
0002: jump Label0BBDCE

:Label0BBDC9
01C2: remove_references_to_actor $12C4 ;; Like turning an actor into a random
pedestrian

:Label0BBDCE
00D6: if 0
8118: NOT actor $12C5 dead
004D: jump_if_false Label0BBE2E
00D6: if 0
831F: NOT unknown_actor $12C5 unknown_actor $12C2
004D: jump_if_false Label0BBE27
00D6: if 0
00F2: actor $12C5 near_actor $12C2 radius 30.0 30.0 0
004D: jump_if_false Label0BBE1F
01DE: tie_actor $12C5 to_actor $12C2
0002: jump Label0BBE27

:Label0BBE1F
01CC: actor $12C5 kill_player $PLAYER_CHAR

:Label0BBE27
0002: jump Label0BBE33

:Label0BBE2E
01C2: remove_references_to_actor $12C5 ;; Like turning an actor into a random
pedestrian

:Label0BBE33
0051: return

;-------------Mission 36---------------
; Originally: (no description)

:Label0BBE35
03A4: name_thread "BUYPRO1"
0004: $ONMISSION = 1 ;; integer values
0001: wait 0 ms
0164: disable_marker $10F
0164: disable_marker $27A
030C: set_mission_points += 1
015C: set_zone_gang_info "PRINTWK" 1 (day) 13 0 0 0 0 0 0 1000 0 0 0
015C: set_zone_gang_info "PRINTWK" 0 (night) 10 0 0 0 0 0 0 1000 0 0 0
022A: remove_forbidden_for_peds_cube -1176.038 -266.898 0.0 -1012.796 -158.26
30.0
0169: set_fade_color 0 0 1
016A: fade 0 () 500 ms
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 (true)
03F4: 0 (clear) cars_can_be_damaged

:Label0BBEDF
00D6: if 0
016B: fading
004D: jump_if_false Label0BBF22
0001: wait 0 ms
00D6: if 0
8256: NOT player $PLAYER_CHAR defined
004D: jump_if_false Label0BBF1B
02A7: $10F = create_icon_marker_and_sphere $1AA at $1DA $1DB $1DC
004F: create_thread Label00C88F
004E: end_thread

:Label0BBF1B
0002: jump Label0BBEDF

:Label0BBF22
0395: clear_area 1 at -1059.841 -278.7214 range 10.4044 1.0
0055: put_player $PLAYER_CHAR at -1059.841 -278.7214 10.4044
0171: set_player $PLAYER_CHAR z_angle_to 90.0
02A3: toggle_widescreen 1 (on)
0169: set_fade_color 0 0 1
016A: fade 1 (back) 500 ms
015F: set_camera_position -1027.338 -281.6154 16.3511 0.0 0.0 0.0
0160: point_camera -1028.162 -281.0542 16.273 2

:Label0BBF9E
00D6: if 0
016B: fading
004D: jump_if_false Label0BBFE1
0001: wait 0 ms
00D6: if 0
8256: NOT player $PLAYER_CHAR defined
004D: jump_if_false Label0BBFDA
02A7: $10F = create_icon_marker_and_sphere $1AA at $1DA $1DB $1DC
004F: create_thread Label00C88F
004E: end_thread

:Label0BBFDA
0002: jump Label0BBF9E

:Label0BBFE1
01E3: text_1number_styled "CNTBUY1" $27B 4000 ms 6 ;; Printworks purchased: $~1~
0529: unknown_add $27B to_money_spent_on_property_stats
0542: add_property 1 to_property_own_stats
0394: play_music 1
043C: unknown_set_game_sounds 0
0001: wait 4000 ms
00D6: if 0
8256: NOT player $PLAYER_CHAR defined
004D: jump_if_false Label0BC038
043C: unknown_set_game_sounds 1
02A7: $10F = create_icon_marker_and_sphere $1AA at $1DA $1DB $1DC
004F: create_thread Label00C88F
004E: end_thread

:Label0BC038
0169: set_fade_color 0 0 1
016A: fade 0 () 500 ms

:Label0BC047
00D6: if 0
016B: fading
004D: jump_if_false Label0BC08E
0001: wait 0 ms
00D6: if 0
8256: NOT player $PLAYER_CHAR defined
004D: jump_if_false Label0BC087
043C: unknown_set_game_sounds 1
02A7: $10F = create_icon_marker_and_sphere $1AA at $1DA $1DB $1DC
004F: create_thread Label00C88F
004E: end_thread

:Label0BC087
0002: jump Label0BC047

:Label0BC08E
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 (false)
03F4: 1 (set) cars_can_be_damaged
02A3: toggle_widescreen 0 (off)
02A7: $10F = create_icon_marker_and_sphere $1AA at $1DA $1DB $1DC
004F: create_thread Label00C88F
0169: set_fade_color 0 0 1
016A: fade 1 (back) 500 ms

:Label0BC0D0
00D6: if 0
016B: fading
004D: jump_if_false Label0BC0FE
0001: wait 0 ms
00D6: if 0
8256: NOT player $PLAYER_CHAR defined
004D: jump_if_false Label0BC0F7
043C: unknown_set_game_sounds 1
004E: end_thread

:Label0BC0F7
0002: jump Label0BC0D0

:Label0BC0FE
043C: unknown_set_game_sounds 1
004F: create_thread Label011102
0004: $ONMISSION = 0 ;; integer values
00D8: mission_cleanup
004E: end_thread
0051: return

;-------------Mission 37---------------
; Originally: Sunshine Autos

:Label0BC117
0004: $ONMISSION = 1 ;; integer values
03A4: name_thread "CARBUY1"
0001: wait 0 ms
054C: use_GXT_table "CARBUY"
023C: load_special_actor 1 "CSPLAY"
023C: load_special_actor 2 "CSBJ"
02F3: load_object #CUTOBJ01 "HLRYCAR"
0247: request_model #SENTINEL
038B: load_requested_models

:Label0BC162
00D6: if 23
823D: NOT special_actor 1 loaded
823D: NOT special_actor 2 loaded
8248: NOT model #CUTOBJ01 available
8248: NOT model #SENTINEL available
004D: jump_if_false Label0BC18A
0001: wait 0 ms
0002: jump Label0BC162

:Label0BC18A
00A5: $131A = create_car #SENTINEL at -1033.211 -856.8564 12.0452
0175: set_car $131A z_angle_to 210.278
0249: release_model #SENTINEL
02E4: load_cutscene_data "CAR_1"
0244: set_cutscene_pos -1018.647 -877.935 12.045
02E5: $1319 = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $1319 "CSPLAY"
02E5: $1318 = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $1318 "CSBJ"
02E5: $D6 = create_cutscene_object #CUTOBJ01
02E6: set_cutscene_anim $D6 "HLRYCAR"
0395: clear_area 1 at -1007.303 -869.9353 range 11.8668 1.0
0055: put_player $PLAYER_CHAR at -1007.303 -869.9353 11.8668
0171: set_player $PLAYER_CHAR z_angle_to 30.0
0169: set_fade_color 0 0 1
016A: fade 1 (back) 1500 ms
03AD: set_rubbish 0 (invisible)
03AF: set_streaming 1 (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0BC25C
00D6: if 0
001A: 976 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0BC27F
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BC25C

:Label0BC27F
00BC: text_highpriority "CAR1_1" 10000 ms 1 ;; B.J. Smith. And you must be Mr.
Vercetti.

:Label0BC28E
00D6: if 0
001A: 4506 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0BC2B1
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BC28E

:Label0BC2B1
00BC: text_highpriority "CAR1_2" 10000 ms 1 ;; Would you like the tour?

:Label0BC2C0
00D6: if 0
001A: 6299 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0BC2E3
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BC2C0

:Label0BC2E3
00BC: text_highpriority "CAR1_3" 10000 ms 1 ;; Might as well.

:Label0BC2F2
00D6: if 0
001A: 7695 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0BC315
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BC2F2

:Label0BC315
00BC: text_highpriority "CAR1_4" 10000 ms 1 ;; Well, I'm very sad to be selling
the dealership to y'all.

:Label0BC324
00D6: if 0
001A: 10390 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0BC347
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BC324
:Label0BC347
00BC: text_highpriority "CAR1_5" 10000 ms 1 ;; This was my first investment
after I turned pro.

:Label0BC356
00D6: if 0
001A: 13170 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0BC379
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BC356

:Label0BC379
00BC: text_highpriority "CAR1_6" 10000 ms 1 ;; But now it's time for me to move
on.

:Label0BC388
00D6: if 0
001A: 14855 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0BC3AB
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BC388

:Label0BC3AB
00BC: text_highpriority "CAR1_7" 10000 ms 1 ;; You're leaving town?

:Label0BC3BA
00D6: if 0
001A: 16114 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0BC3DD
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BC3BA

:Label0BC3DD
00BC: text_highpriority "CAR1_8" 10000 ms 1 ;; Not in too much of a hurry, I
hope?

:Label0BC3EC
00D6: if 0
001A: 18118 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0BC40F
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BC3EC

:Label0BC40F
00BC: text_highpriority "CAR1_9" 10000 ms 1 ;; No. I'm just coming out of
retirement, and preparing for my future comeback.

:Label0BC41E
00D6: if 0
001A: 22505 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0BC441
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BC41E
:Label0BC441
00BC: text_highpriority "CAR1_10" 10000 ms 1 ;; The business wasn't too strong,

:Label0BC450
00D6: if 0
001A: 23989 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0BC473
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BC450

:Label0BC473
00BC: text_highpriority "CAR1_11" 10000 ms 1 ;; and my staff took it upon
themselves to get a bit more

:Label0BC482
00D6: if 0
001A: 26958 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0BC4A5
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BC482

:Label0BC4A5
00BC: text_highpriority "CAR1_12" 10000 ms 1 ;; creative with the generation of
wealth.

:Label0BC4B4
00D6: if 0
001A: 35538 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0BC4D9
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BC4B4

:Label0BC4D9
00BC: text_highpriority "CAR1_13" 10000 ms 1 ;; Obviously, I could wind down the
business before I hand it over.

:Label0BC4E8
00D6: if 0
001A: 39241 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0BC50D
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BC4E8

:Label0BC50D
00BC: text_highpriority "CAR1_14" 10000 ms 1 ;; Hell, I could burn the place
down if I wanted to.

:Label0BC51C
00D6: if 0
001A: 43374 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0BC541
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BC51C
:Label0BC541
00BC: text_highpriority "CAR1_15" 10000 ms 1 ;; This is prime development land.

:Label0BC550
00D6: if 0
001A: 45142 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0BC575
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BC550

:Label0BC575
00BC: text_highpriority "CAR1_16" 10000 ms 1 ;; Oh, I wouldn't worry about any
of that.

:Label0BC584
00D6: if 0
001A: 48422 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0BC5A9
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BC584

:Label0BC5A9
00BC: text_highpriority "CAR1_17" 10000 ms 1 ;; This place seems perfect.

:Label0BC5B8
00D6: if 0
001A: 50000 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0BC5DD
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BC5B8

:Label0BC5DD
00BC: text_highpriority "CAR1_18" 10000 ms 1 ;; Yeh it does, So I take it we
have a deal?

:Label0BC5EC
00D6: if 0
001A: 53504 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0BC611
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BC5EC

:Label0BC611
0169: set_fade_color 0 0 1
016A: fade 0 () 1500 ms
00BE: text_clear_all

:Label0BC622
00D6: if 0
016B: fading
004D: jump_if_false Label0BC63A
0001: wait 0 ms
0002: jump Label0BC622

:Label0BC63A
00D6: if 0
82E9: NOT cutscene_reached_end
004D: jump_if_false Label0BC652
0001: wait 0 ms
0002: jump Label0BC63A

:Label0BC652
03AD: set_rubbish 1 (visible)
00BE: text_clear_all
02EA: end_cutscene
0373: set_camera_directly_behind_player
0249: release_model #CUTOBJ01
0296: unload_special_actor 1
0296: unload_special_actor 2
0001: wait 0 ms
0001: wait 0 ms
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
02A3: toggle_widescreen 1 (on)
03F4: 0 (clear) cars_can_be_damaged
015F: set_camera_position -1017.024 -922.2878 19.0987 0.0 0.0 0.0
0160: point_camera -1017.044 -921.3013 18.9361 2
03EA: generate_cars_around_camera 1
0169: set_fade_color 0 0 1
016A: fade 1 (back) 1500 ms

:Label0BC6C6
00D6: if 0
016B: fading
004D: jump_if_false Label0BC6DE
0001: wait 0 ms
0002: jump Label0BC6C6

:Label0BC6DE
0394: play_music 1
01E3: text_1number_styled "CARBUY" $271 7000 ms 6 ;; Car Showroom purchased:
$~1~
0529: unknown_add $271 to_money_spent_on_property_stats
0542: add_property 4 to_property_own_stats
02FA: garage $2B4 change_to_type 27
02FA: garage $2B5 change_to_type 28
02FA: garage $2B6 change_to_type 29
02FA: garage $2B7 change_to_type 30
0001: wait 5000 ms
0169: set_fade_color 0 0 1
016A: fade 0 () 1500 ms

:Label0BC72D
00D6: if 0
016B: fading
004D: jump_if_false Label0BC745
0001: wait 0 ms
0002: jump Label0BC72D

:Label0BC745
0189: $131B = unknown_create_checkpoint_at -967.705 -827.3005 5.7702
018B: show_on_radar $131B 1
030C: set_mission_points += 1
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
0164: disable_marker $270
0570: $270 = create_asset_radar_marker_with_icon 26 at $228 $229 $22A
018B: show_on_radar $270 2
029B: $45A = init_object -26 (LH_IMP_EXP01) at -981.754 -841.278 8.586
01C7: remove_object_from_mission_cleanup_list $45A
015C: set_zone_gang_info "CARYRD" 1 (day) 13 0 0 0 0 0 0 1000 0 0 0
015C: set_zone_gang_info "CARYRD" 0 (night) 5 0 0 0 0 0 0 1000 0 0 0
022A: remove_forbidden_for_peds_cube -1031.494 -902.312 0.0 -949.479 -821.592
30.0
004F: create_thread Label00F9B3
004F: create_thread Label010AD8
004F: create_thread Label022924
02FA: garage $2AF change_to_type 8
0169: set_fade_color 0 0 1
016A: fade 1 (back) 1500 ms
03EA: generate_cars_around_camera 0
02EB: restore_camera_with_jumpcut
0004: $ONMISSION = 0 ;; integer values
00D8: mission_cleanup
004E: end_thread

;-------------Mission 38---------------
; Originally: (no description)

:Label0BC845
03A4: name_thread "BUYPRO2"
0004: $ONMISSION = 1 ;; integer values
0001: wait 0 ms
0164: disable_marker $100
0164: disable_marker $275
030C: set_mission_points += 1
015C: set_zone_gang_info "PORNSTU" 1 (day) 4 0 0 0 0 0 0 1000 0 0 0
015C: set_zone_gang_info "PORNSTU" 0 (night) 5 0 0 0 0 0 0 1000 0 0 0
022A: remove_forbidden_for_peds_cube -112.495 920.349 0.0 9.705 1025.694 30.0
0169: set_fade_color 0 0 1
016A: fade 0 () 500 ms
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 (true)
03F4: 0 (clear) cars_can_be_damaged

:Label0BC8EF
00D6: if 0
016B: fading
004D: jump_if_false Label0BC932
0001: wait 0 ms
00D6: if 0
8256: NOT player $PLAYER_CHAR defined
004D: jump_if_false Label0BC92B
02A7: $100 = create_icon_marker_and_sphere $1A8 at $1D7 $1D8 $1D9
004F: create_thread Label00C3D0
004E: end_thread

:Label0BC92B
0002: jump Label0BC8EF

:Label0BC932
0108: destroy_object $FILM_STUDIO_FRONT_GATE_CLOSED
0108: destroy_object $FILM_STUDIO_BACK_GATE_CLOSED
029B: $FILM_STUDIO_FRONT_GATE_OPEN = init_object -163 (CI_GATESOPEN) at 10.273
963.308 12.258
01C7: remove_object_from_mission_cleanup_list $FILM_STUDIO_FRONT_GATE_OPEN
029B: $FILM_STUDIO_BACK_GATE_OPEN = init_object -164 (CI_BACKGATEOPEN) at -14.381
884.12 13.542
01C7: remove_object_from_mission_cleanup_list $FILM_STUDIO_BACK_GATE_OPEN
0108: destroy_object $713
029B: $712 = init_object -165 (CI_JETYGATESOPEN) at -115.825 1028.55 11.334
01C7: remove_object_from_mission_cleanup_list $712
0395: clear_area 1 at 10.1629 963.4605 range 9.8996 1.0
0055: put_player $PLAYER_CHAR at 10.1629 963.4605 9.8996
0171: set_player $PLAYER_CHAR z_angle_to 84.6334
02A3: toggle_widescreen 1 (on)
0169: set_fade_color 0 0 1
016A: fade 1 (back) 500 ms
015F: set_camera_position 75.8516 976.8268 41.9825 0.0 0.0 0.0
0160: point_camera 74.8664 976.7122 41.855 2

:Label0BCA11
00D6: if 0
016B: fading
004D: jump_if_false Label0BCA54
0001: wait 0 ms
00D6: if 0
8256: NOT player $PLAYER_CHAR defined
004D: jump_if_false Label0BCA4D
02A7: $100 = create_icon_marker_and_sphere $1A8 at $1D7 $1D8 $1D9
004F: create_thread Label00C3D0
004E: end_thread

:Label0BCA4D
0002: jump Label0BCA11

:Label0BCA54
01E3: text_1number_styled "PORNBUY" $276 5000 ms 6 ;; Film Studio purchased:
$~1~
0529: unknown_add $276 to_money_spent_on_property_stats
0542: add_property 2 to_property_own_stats
0394: play_music 1
043C: unknown_set_game_sounds 0
0001: wait 4000 ms
00D6: if 0
8256: NOT player $PLAYER_CHAR defined
004D: jump_if_false Label0BCAAB
043C: unknown_set_game_sounds 1
02A7: $100 = create_icon_marker_and_sphere $1A8 at $1D7 $1D8 $1D9
004F: create_thread Label00C3D0
004E: end_thread

:Label0BCAAB
0169: set_fade_color 0 0 1
016A: fade 0 () 500 ms

:Label0BCABA
00D6: if 0
016B: fading
004D: jump_if_false Label0BCB01
0001: wait 0 ms
00D6: if 0
8256: NOT player $PLAYER_CHAR defined
004D: jump_if_false Label0BCAFA
043C: unknown_set_game_sounds 1
02A7: $100 = create_icon_marker_and_sphere $1A8 at $1D7 $1D8 $1D9
004F: create_thread Label00C3D0
004E: end_thread

:Label0BCAFA
0002: jump Label0BCABA

:Label0BCB01
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 (false)
03F4: 1 (set) cars_can_be_damaged
02A3: toggle_widescreen 0 (off)
02A7: $100 = create_icon_marker_and_sphere $1A8 at $1D7 $1D8 $1D9
004F: create_thread Label00C3D0
0169: set_fade_color 0 0 1
016A: fade 1 (back) 500 ms

:Label0BCB43
00D6: if 0
016B: fading
004D: jump_if_false Label0BCB71
0001: wait 0 ms
00D6: if 0
8256: NOT player $PLAYER_CHAR defined
004D: jump_if_false Label0BCB6A
043C: unknown_set_game_sounds 1
004E: end_thread

:Label0BCB6A
0002: jump Label0BCB43

:Label0BCB71
043C: unknown_set_game_sounds 1
004F: create_thread Label011240
0004: $ONMISSION = 0 ;; integer values
00D8: mission_cleanup
004E: end_thread
0051: return

;-------------Mission 39---------------
; Originally: Cherry Popper Icecreams

:Label0BCB8A
03A4: name_thread "ICECUT"
0004: $ONMISSION = 1 ;; integer values
0001: wait 0 ms
054C: use_GXT_table "ICECUT"
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)
03CF: load_wav "MONO_5" as 1
023C: load_special_actor 1 "CSPLAY"
023C: load_special_actor 2 "CSMAUDE"
02F3: load_object #CUTOBJ01 "MCANE"
038B: load_requested_models
03CB: set_camera -873.5121 -574.0815 10.1528

:Label0BCC03
00D6: if 22
823D: NOT special_actor 1 loaded
823D: NOT special_actor 2 loaded
8248: NOT model #CUTOBJ01 available
004D: jump_if_false Label0BCC26
0001: wait 0 ms
0002: jump Label0BCC03

:Label0BCC26
0247: request_model #MRWHOOP

:Label0BCC2B
00D6: if 0
8248: NOT model #MRWHOOP available
004D: jump_if_false Label0BCC46
0001: wait 0 ms
0002: jump Label0BCC2B

:Label0BCC46
00A5: $131E = create_car #MRWHOOP at -877.8974 -562.5469 10.2353
0175: set_car $131E z_angle_to 184.4191
02E4: load_cutscene_data "ICE_1"
0244: set_cutscene_pos -873.5121 -574.0815 10.1528
02E5: $7D = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $7D "CSPLAY"
02E5: $131C = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $131C "CSMAUDE"
02E5: $131D = create_cutscene_object #CUTOBJ01
0524: unknown_cutscene_command $131D $131C 34
016A: fade 1 (back) 1500 ms
03AD: set_rubbish 0 (invisible)
03AF: set_streaming 1 (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0BCCD2
00D6: if 0
001A: 6929 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0BCCF5
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BCCD2

:Label0BCCF5
00BC: text_highpriority "ICC1_A" 10000 ms 1 ;; Who are you?
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0BCD09
00D6: if 0
001A: 8306 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0BCD2C
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BCD09
:Label0BCD2C
00BC: text_highpriority "ICC1_B" 10000 ms 1 ;; Your new owner.
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0BCD40
00D6: if 0
001A: 10381 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0BCD63
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BCD40

:Label0BCD63
00BC: text_highpriority "ICC1_C" 10000 ms 1 ;; Were you now, or at any time, a
child?
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0BCD77
00D6: if 0
001A: 13633 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0BCD9A
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BCD77

:Label0BCD9A
00BC: text_highpriority "ICC1_D" 10000 ms 1 ;; What are you talking about?
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0BCDAE
00D6: if 0
001A: 14189 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0BCDD1
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BCDAE

:Label0BCDD1
00BC: text_highpriority "ICC1_E" 10000 ms 1 ;; Were you a child?
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0BCDE5
00D6: if 0
001A: 15441 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0BCE08
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BCDE5

:Label0BCE08
00BC: text_highpriority "ICC1_F" 10000 ms 1 ;; Yes! Calm down! What's wrong with
you?
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0BCE1C
00D6: if 0
001A: 16881 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0BCE3F
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BCE1C

:Label0BCE3F
00BC: text_highpriority "ICC1_G" 10000 ms 1 ;; I knew it. A child.
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0BCE53
00D6: if 0
001A: 20281 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0BCE76
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BCE53

:Label0BCE76
00BC: text_highpriority "ICC1_H" 10000 ms 1 ;; A dirty, stinking, sniveling,
snotting, vile, puking, crying little baby!
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0BCE8A
00D6: if 0
001A: 25045 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0BCEAD
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BCE8A

:Label0BCEAD
00BC: text_highpriority "ICC1_I" 10000 ms 1 ;; A baby.. an awful, horrible,
disgusting little boo hoo.
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0BCEC1
00D6: if 0
001A: 29698 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0BCEE4
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BCEC1

:Label0BCEE4
00BC: text_highpriority "ICC1_J" 10000 ms 1 ;; Mommy doesn't love you. You
little shit!
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0BCEF8
00D6: if 0
001A: 32513 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0BCF1B
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BCEF8

:Label0BCF1B
00BC: text_highpriority "ICC1_K" 10000 ms 1 ;; Ow! Calm down.
02E8: $CUT_SCENE_TIME = cutscenetime
:Label0BCF2F
00D6: if 0
001A: 35215 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0BCF54
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BCF2F

:Label0BCF54
00BC: text_highpriority "ICC1_L" 10000 ms 1 ;; I HATE babies, and I hate
children.
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0BCF68
00D6: if 0
001A: 38544 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0BCF8D
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BCF68

:Label0BCF8D
00BC: text_highpriority "ICC1_M" 10000 ms 1 ;; They're dirty, sniveling,
snotting, vile, puking little..
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0BCFA1
00D6: if 0
001A: 40042 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0BCFC6
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BCFA1

:Label0BCFC6
00BC: text_highpriority "ICC1_N" 10000 ms 1 ;; Enough already!
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0BCFDA
00D6: if 0
001A: 41685 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0BCFFF
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BCFDA

:Label0BCFFF
00BC: text_highpriority "ICC1_O" 10000 ms 1 ;; What is wrong with you??
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0BD013
00D6: if 0
001A: 43879 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0BD038
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BD013

:Label0BD038
00BC: text_highpriority "ICC1_P" 10000 ms 1 ;; You make soft ice cream, okay?
It's purely for kids.
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0BD04C
00D6: if 0
001A: 48927 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0BD071
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BD04C

:Label0BD071
00BC: text_highpriority "ICC1_Q" 10000 ms 1 ;; What kind of psycho are you?
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0BD085
00D6: if 0
001A: 51501 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0BD0AA
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BD085

:Label0BD0AA
00BC: text_highpriority "ICC1_R" 10000 ms 1 ;; Just so I understand this, why
make children happy if you hate them?
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0BD0BE
00D6: if 0
001A: 55814 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0BD0E3
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BD0BE

:Label0BD0E3
00BC: text_highpriority "ICC1_S" 10000 ms 1 ;; Oh, you stupid, sniveling,
snotty-
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0BD0F7
00D6: if 0
001A: 59535 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0BD11C
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BD0F7

:Label0BD11C
00BC: text_highpriority "ICC1_T" 10000 ms 1 ;; Shut up!
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0BD130
00D6: if 0
001A: 60379 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0BD155
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BD130

:Label0BD155
00BC: text_highpriority "ICC1_U" 10000 ms 1 ;; - Brat!
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0BD169
00D6: if 0
001A: 62496 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0BD18E
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BD169

:Label0BD18E
00BC: text_highpriority "ICC1_V" 10000 ms 1 ;; The ice cream is a front.
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0BD1A2
00D6: if 0
001A: 64801 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0BD1C7
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BD1A2

:Label0BD1C7
00BC: text_highpriority "ICC1_W" 10000 ms 1 ;; We distribute other, non-dairy
products.
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0BD1DB
00D6: if 0
001A: 68699 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0BD200
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BD1DB

:Label0BD200
00BC: text_highpriority "ICC1_X" 10000 ms 1 ;; And if I see a kid, I put him to
good use.
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0BD214
00D6: if 0
001A: 72778 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0BD239
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BD214

:Label0BD239
00BC: text_highpriority "ICC1_Y" 10000 ms 1 ;; Don't I, kiddies? Yes - yes, I
do. Mummy doesn't love you.
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0BD24D
00D6: if 0
001A: 78390 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0BD272
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BD24D

:Label0BD272
00BC: text_highpriority "ICC1_Z" 10000 ms 1 ;; She HATES you!

:Label0BD281
00D6: if 0
001A: 81000 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0BD2A6
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BD281

:Label0BD2A6
03AD: set_rubbish 1 (visible)
016A: fade 0 () 1500 ms
00BE: text_clear_all
0001: wait 1000 ms
00D6: if 0
856A: NOT (unknown)
004D: jump_if_false Label0BD2D8
00D6: if 0
03D0: wav 1 loaded
004D: jump_if_false Label0BD2D8
03D1: play_wav 1

:Label0BD2D8
00BE: text_clear_all

:Label0BD2DA
00D6: if 0
016B: fading
004D: jump_if_false Label0BD2F2
0001: wait 0 ms
0002: jump Label0BD2DA

:Label0BD2F2
03AD: set_rubbish 1 (visible)
03CB: set_camera -839.512 -582.021 24.777
0296: unload_special_actor 1
0296: unload_special_actor 2
0249: release_model #CUTOBJ01
01C3: remove_references_to_car $131E ;; Like turning a car into any random car
00A6: destroy_car $131E
0004: $152 = 1 ;; integer values
0529: unknown_add $261 to_money_spent_on_property_stats
014C: set_parked_car_generator $731 cars_to_generate_to 101
0164: disable_marker $260
0570: $260 = create_asset_radar_marker_with_icon 21 at -878.5 -575.1 11.2
018B: show_on_radar $260 2
015C: set_zone_gang_info "ICCREAM" 1 (day) 13 0 0 0 0 0 0 1000 0 0 0
015C: set_zone_gang_info "ICCREAM" 0 (night) 10 0 0 0 0 0 0 1000 0 0 0
022A: remove_forbidden_for_peds_cube -896.098 -593.101 0.0 -855.09 -548.64 30.0
0542: add_property 3 to_property_own_stats
004F: create_thread Label010FC4
0001: wait 1000 ms
016A: fade 1 (back) 1500 ms
034E: unknown_move_object $71B to -866.689 -572.095 15.573 unknown_angle 0.0 0.0
4.5 0
0395: clear_area 1 at -874.324 -565.683 range 11.194 1.0
0055: put_player $PLAYER_CHAR at -874.324 -565.683 11.194
0171: set_player $PLAYER_CHAR z_angle_to 183.398
01C4: remove_references_to_object $71B ;; This object will now disappear when the
player looks away
015F: set_camera_position -839.512 -582.021 24.777 0.0 0.0 0.0
0160: point_camera -840.451 -581.759 24.553 2
0394: play_music 1
01E3: text_1number_styled "ICEBUY" $261 7000 ms 6 ;; Ice Cream Factory
purchased: $~1~
0001: wait 7000 ms
0004: $ONMISSION = 0 ;; integer values
030C: set_mission_points += 1
02EA: end_cutscene
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
00D8: mission_cleanup
004E: end_thread
0051: return

;-------------Mission 40---------------
; Originally: Kaufman Cabs

:Label0BD496
0004: $ONMISSION = 1 ;; integer values
0108: destroy_object $6F9
03A4: name_thread "TAXCUT"
0001: wait 0 ms
054C: use_GXT_table "TAXICUT"
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label0BD4DC
0570: $26B = create_asset_radar_marker_with_icon 25 at $231 $232 $233

:Label0BD4DC
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)
0522: (unknown)
0247: request_model #KAUFMAN

:Label0BD4F9
00D6: if 0
8248: NOT model #KAUFMAN available
004D: jump_if_false Label0BD514
0001: wait 0 ms
0002: jump Label0BD4F9

:Label0BD514
0395: clear_area 1 at -1001.7 198.8 range 11.4 4.0
00A5: 3@ = create_car #KAUFMAN at -1001.7 198.8 11.3
0175: set_car 3@ z_angle_to 180.0
023C: load_special_actor 1 "CSPLAY"
023C: load_special_actor 2 "CSDORIS"
023C: load_special_actor 3 "CDRIVRA"
023C: load_special_actor 4 "CDRIVRB"
038B: load_requested_models

:Label0BD57F
00D6: if 23
823D: NOT special_actor 1 loaded
823D: NOT special_actor 2 loaded
823D: NOT special_actor 3 loaded
823D: NOT special_actor 4 loaded
004D: jump_if_false Label0BD5A5
0001: wait 0 ms
0002: jump Label0BD57F

:Label0BD5A5
02E4: load_cutscene_data "TAX_1"
0244: set_cutscene_pos -1002.4 202.0 10.4
041D: set_camera_near_clip .1
02E5: $7D = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $7D "CSPLAY"
02E5: 0@ = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim 0@ "CSDORIS"
02E5: 1@ = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim 1@ "CDRIVRA"
02E5: 2@ = create_cutscene_object #SPECIAL04
02E6: set_cutscene_anim 2@ "CDRIVRB"
0395: clear_area 1 at -999.1 193.0 range 10.4 1.0
0055: put_player $PLAYER_CHAR at -999.1 193.0 10.4
0171: set_player $PLAYER_CHAR z_angle_to 80.0
0001: wait 700 ms
016A: fade 1 (back) 1500 ms
03AD: set_rubbish 0 (invisible)
03AF: set_streaming 1 (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0BD668
00D6: if 0
001A: 10228 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0BD68B
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BD668

:Label0BD68B
00BC: text_highpriority "TAXC_A" 10000 ms 1 ;; Guess you're the new owner.

:Label0BD69A
00D6: if 0
001A: 11538 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0BD6BD
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BD69A

:Label0BD6BD
00BC: text_highpriority "TAXC_B" 10000 ms 1 ;; What are you, mob? Cartel? You
don't look Mexican...

:Label0BD6CC
00D6: if 0
001A: 15232 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0BD6EF
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BD6CC

:Label0BD6EF
00BC: text_highpriority "TAXC_C" 10000 ms 1 ;; Anyhoo, I guess you better get on
with the 'things are gonna change around here' crap,

:Label0BD6FE
00D6: if 0
001A: 19887 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0BD721
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BD6FE

:Label0BD721
00BC: text_highpriority "TAXC_D" 10000 ms 1 ;; maybe threaten one of the drivers
-

:Label0BD730
00D6: if 0
001A: 22198 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0BD753
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BD730

:Label0BD753
00BC: text_highpriority "TAXC_E" 10000 ms 1 ;; go steady on Ted over there, he's
just had his hernia fixed.

:Label0BD762
00D6: if 0
001A: 27570 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0BD785
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BD762

:Label0BD785
00BC: text_highpriority "TAXC_F" 10000 ms 1 ;; Well, yeah. Things are going to
change around here, lady.

:Label0BD794
00D6: if 0
001A: 30477 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0BD7B7
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BD794

:Label0BD7B7
00BC: text_highpriority "TAXC_G" 10000 ms 1 ;; Oh crap, sonny. Might as well
leave this to me -

:Label0BD7C6
00D6: if 0
001A: 33933 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0BD7EB
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BD7C6

:Label0BD7EB
00BC: text_highpriority "TAXC_H" 10000 ms 1 ;; I've been doing this for years.

:Label0BD7FA
00D6: if 0
001A: 36327 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0BD81F
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BD7FA

:Label0BD81F
00BC: text_highpriority "TAXC_I" 10000 ms 1 ;; Now hear this.

:Label0BD82E
00D6: if 0
001A: 38262 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0BD853
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BD82E

:Label0BD853
00BC: text_highpriority "TAXC_J" 10000 ms 1 ;; We are now under new management
and things are going to change around here again.

:Label0BD862
00D6: if 0
001A: 43042 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0BD887
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BD862

:Label0BD887
00BC: text_highpriority "TAXC_K" 10000 ms 1 ;; Our new management, the

:Label0BD896
00D6: if 0
001A: 45254 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0BD8BB
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BD896

:Label0BD8BB
00BC: text_highpriority "TAXC_L" 10000 ms 1 ;; - Which gang are you?
:Label0BD8CA
00D6: if 0
001A: 46583 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0BD8EF
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BD8CA

:Label0BD8EF
00BC: text_highpriority "TAXC_M" 10000 ms 1 ;; Well, I'm not part of any gang
actually.

:Label0BD8FE
00D6: if 0
001A: 48993 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0BD923
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BD8FE

:Label0BD923
00BC: text_highpriority "TAXC_N" 10000 ms 1 ;; What's your goddamned name, kid?

:Label0BD932
00D6: if 0
001A: 51083 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0BD957
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BD932

:Label0BD957
00BC: text_highpriority "TAXC_O" 10000 ms 1 ;; Vercetti, Tommy Vercetti.

:Label0BD966
00D6: if 0
001A: 52858 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0BD98B
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BD966

:Label0BD98B
00BC: text_highpriority "TAXC_P" 10000 ms 1 ;; Our new management, the Vercetti
Gang,

:Label0BD99A
00D6: if 0
001A: 55674 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0BD9BF
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BD99A

:Label0BD9BF
00BC: text_highpriority "TAXC_Q" 10000 ms 1 ;; is gonna make sure we get no
trouble.

:Label0BD9CE
00D6: if 0
001A: 57991 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0BD9F3
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BD9CE

:Label0BD9F3
00BC: text_highpriority "TAXC_R" 10000 ms 1 ;; Capiche? Out!

:Label0BDA02
00D6: if 0
001A: 59837 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0BDA27
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BDA02

:Label0BDA27
00BC: text_highpriority "TAXC_S" 10000 ms 1 ;; Did you like the 'capiche'? I
liked the 'capiche'.

:Label0BDA36
00D6: if 0
001A: 62496 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0BDA5B
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BDA36

:Label0BDA5B
00BC: text_highpriority "TAXC_T" 10000 ms 1 ;; So this is how it's worked in the
past,

:Label0BDA6A
00D6: if 0
001A: 64179 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0BDA8F
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BDA6A

:Label0BDA8F
00BC: text_highpriority "TAXC_U" 10000 ms 1 ;; We run the firm as usual.

:Label0BDA9E
00D6: if 0
001A: 65671 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0BDAC3
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BDA9E

:Label0BDAC3
00BC: text_highpriority "TAXC_V" 10000 ms 1 ;; If we get any trouble from rival
firms, you beat the crap out of them.

:Label0BDAD2
00D6: if 0
001A: 68752 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0BDAF7
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BDAD2

:Label0BDAF7
00BC: text_highpriority "TAXC_W" 10000 ms 1 ;; Then they beat the crap out of
us,

:Label0BDB06
00D6: if 0
001A: 70262 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0BDB2B
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BDB06

:Label0BDB2B
00BC: text_highpriority "TAXC_X" 10000 ms 1 ;; then you beat the crap out of
them,

:Label0BDB3A
00D6: if 0
001A: 71555 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0BDB5F
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BDB3A

:Label0BDB5F
00BC: text_highpriority "TAXC_Y" 10000 ms 1 ;; etcetera, etcetera. You got it?

:Label0BDB6E
00D6: if 0
001A: 73865 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0BDB93
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BDB6E

:Label0BDB93
00BC: text_highpriority "TAXC_Z" 10000 ms 1 ;; Uh, yeah, I guess...

:Label0BDBA2
00D6: if 0
001A: 76173 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0BDBC7
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BDBA2

:Label0BDBC7
00BC: text_highpriority "TAXC_A1" 10000 ms 1 ;; Just grab a taxi from the garage
if you feel like jumping in.

:Label0BDBD6
00D6: if 0
001A: 77173 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0BDBFB
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BDBD6

:Label0BDBFB
00D6: if 0
001A: 81852 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0BDC20
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BDBFB

:Label0BDC20
016A: fade 0 () 1500 ms
00BE: text_clear_all

:Label0BDC29
00D6: if 0
016B: fading
004D: jump_if_false Label0BDC41
0001: wait 0 ms
0002: jump Label0BDC29

:Label0BDC41
03AD: set_rubbish 1 (visible)
02EA: end_cutscene
03CB: set_camera -999.1 193.0 10.4
0296: unload_special_actor 1
0296: unload_special_actor 2
0296: unload_special_actor 3
0296: unload_special_actor 4
0249: release_model #KAUFMAN
0004: $133 = 1 ;; integer values
0001: wait 1000 ms
02A3: toggle_widescreen 1 (on)
016A: fade 1 (back) 1500 ms
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
03CB: set_camera -1017.904 207.165 15.09
015F: set_camera_position -1018.54 207.931 15.185 0.0 0.0 0.0
0160: point_camera -1017.904 207.165 15.09 2
0394: play_music 1
01E3: text_1number_styled "TAXIBUY" $26C 7000 ms 6 ;; Taxi Firm purchased: $~1~
0529: unknown_add $26C to_money_spent_on_property_stats
0542: add_property 5 to_property_own_stats
0001: wait 7000 ms
0004: $ONMISSION = 0 ;; integer values
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
0164: disable_marker $26B
0164: disable_marker $132
02A7: $132 = create_icon_marker_and_sphere $1B0 at $1E9 $1EA $1EB
004F: create_thread Label010C16
030C: set_mission_points += 1
02EB: restore_camera_with_jumpcut
015C: set_zone_gang_info "KAUFCAB" 1 (day) 13 0 0 0 0 0 0 1000 0 0 0
015C: set_zone_gang_info "KAUFCAB" 0 (night) 10 0 0 0 0 0 0 1000 0 0 0
022A: remove_forbidden_for_peds_cube -1012.06 181.561 0.0 -982.06 216.561 30.0
00D8: mission_cleanup
004E: end_thread
0051: return

;-------------Mission 41---------------
; Originally: (no description)

:Label0BDD94
03A4: name_thread "BUYPRO3"
0004: $ONMISSION = 1 ;; integer values
0001: wait 0 ms
0164: disable_marker $F7
0164: disable_marker $27E
030C: set_mission_points += 1
0169: set_fade_color 0 0 1
016A: fade 0 () 500 ms
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 (true)
03F4: 0 (clear) cars_can_be_damaged

:Label0BDDD8
00D6: if 0
016B: fading
004D: jump_if_false Label0BDE22
0001: wait 0 ms
00D6: if 0
8256: NOT player $PLAYER_CHAR defined
004D: jump_if_false Label0BDE1B
02A7: $F7 = create_icon_marker_and_sphere $1A6 at $1D4 $1D5 $1D6
004F: create_thread Label00BE66
0004: $444 = 1 ;; integer values
004E: end_thread

:Label0BDE1B
0002: jump Label0BDDD8

:Label0BDE22
0395: clear_area 1 at 495.651 -84.2263 range 8.9929 1.0
0055: put_player $PLAYER_CHAR at 495.651 -84.2263 8.9929
0171: set_player $PLAYER_CHAR z_angle_to 47.6086
02A3: toggle_widescreen 1 (on)
0169: set_fade_color 0 0 1
016A: fade 1 (back) 500 ms
015F: set_camera_position 505.4001 -107.8699 12.9888 0.0 0.0 0.0
0160: point_camera 504.9025 -107.0028 12.9664 2

:Label0BDE9E
00D6: if 0
016B: fading
004D: jump_if_false Label0BDEE8
0001: wait 0 ms
00D6: if 0
8256: NOT player $PLAYER_CHAR defined
004D: jump_if_false Label0BDEE1
02A7: $F7 = create_icon_marker_and_sphere $1A6 at $1D4 $1D5 $1D6
004F: create_thread Label00BE66
0004: $444 = 1 ;; integer values
004E: end_thread

:Label0BDEE1
0002: jump Label0BDE9E

:Label0BDEE8
01E3: text_1number_styled "BANKBUY" $27F 5000 ms 6 ;; The Malibu purchased: $~1~
0529: unknown_add $27F to_money_spent_on_property_stats
0542: add_property 0 to_property_own_stats
0394: play_music 1
043C: unknown_set_game_sounds 0
0001: wait 4000 ms
00D6: if 0
8256: NOT player $PLAYER_CHAR defined
004D: jump_if_false Label0BDF46
043C: unknown_set_game_sounds 1
02A7: $F7 = create_icon_marker_and_sphere $1A6 at $1D4 $1D5 $1D6
004F: create_thread Label00BE66
0004: $444 = 1 ;; integer values
004E: end_thread

:Label0BDF46
0169: set_fade_color 0 0 1
016A: fade 0 () 500 ms

:Label0BDF55
00D6: if 0
016B: fading
004D: jump_if_false Label0BDFA3
0001: wait 0 ms
00D6: if 0
8256: NOT player $PLAYER_CHAR defined
004D: jump_if_false Label0BDF9C
043C: unknown_set_game_sounds 1
02A7: $F7 = create_icon_marker_and_sphere $1A6 at $1D4 $1D5 $1D6
004F: create_thread Label00BE66
0004: $444 = 1 ;; integer values
004E: end_thread

:Label0BDF9C
0002: jump Label0BDF55

:Label0BDFA3
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 (false)
03F4: 1 (set) cars_can_be_damaged
02A3: toggle_widescreen 0 (off)
02A7: $F7 = create_icon_marker_and_sphere $1A6 at $1D4 $1D5 $1D6
004F: create_thread Label00BE66
0004: $444 = 1 ;; integer values
0169: set_fade_color 0 0 1
016A: fade 1 (back) 500 ms

:Label0BDFEC
00D6: if 0
016B: fading
004D: jump_if_false Label0BE01A
0001: wait 0 ms
00D6: if 0
8256: NOT player $PLAYER_CHAR defined
004D: jump_if_false Label0BE013
043C: unknown_set_game_sounds 1
004E: end_thread

:Label0BE013
0002: jump Label0BDFEC

:Label0BE01A
043C: unknown_set_game_sounds 1
004F: create_thread Label01137E
0004: $ONMISSION = 0 ;; integer values
00D8: mission_cleanup
004E: end_thread
0051: return

;-------------Mission 42---------------
; Originally: The Boatyard

:Label0BE033
0004: $ONMISSION = 1 ;; integer values
03A4: name_thread "BOATBY"
0001: wait 0 ms
0108: destroy_object $6FA
054C: use_GXT_table "BOATBUY"
023C: load_special_actor 1 "CSPLAY"
023C: load_special_actor 2 "CSDWAYN"
023C: load_special_actor 3 "CSJETRO"
029B: 0@ = init_object -166 (DK_REEF) at -651.0 -1481.21 16.647
01C7: remove_object_from_mission_cleanup_list 0@
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label0BE0BF
04CE: $25B = create_icon_marker_without_sphere 9 at -664.1 -1476.3 13.8

:Label0BE0BF
0001: wait 0 ms
03CB: set_camera -649.7202 -1482.1 14.9076
038B: load_requested_models

:Label0BE0D6
00D6: if 22
823D: NOT special_actor 1 loaded
823D: NOT special_actor 2 loaded
823D: NOT special_actor 3 loaded
004D: jump_if_false Label0BE0F8
0001: wait 0 ms
0002: jump Label0BE0D6

:Label0BE0F8
0569: "CSPLAY"
0569: "CSDWAYN"
0569: "CSJETRO"
02E4: load_cutscene_data "DRUG_1"
0244: set_cutscene_pos -690.0 -1568.0 11.4
041D: set_camera_near_clip .1
02E5: $7D = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $7D "CSPLAY"
02E5: 1@ = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim 1@ "CSDWAYN"
02E5: 2@ = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim 2@ "CSJETRO"
0395: clear_area 1 at -633.2 -1488.8 range 12.7 1.0
0055: put_player $PLAYER_CHAR at -633.2 -1488.8 12.7
0171: set_player $PLAYER_CHAR z_angle_to 250.0
0169: set_fade_color 0 0 1
016A: fade 1 (back) 1500 ms
03AD: set_rubbish 0 (invisible)
03AF: set_streaming 1 (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0BE1C8
00D6: if 0
001A: 142 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0BE1EB
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BE1C8

:Label0BE1EB
00BC: text_highpriority "DRUG_1" 10000 ms 1 ;; Hello? Hel-lo?! Hello?

:Label0BE1FA
00D6: if 0
001A: 9838 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0BE21D
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BE1FA

:Label0BE21D
00BC: text_highpriority "DRUG_2" 10000 ms 1 ;; Put it out. There's a dude here.

:Label0BE22C
00D6: if 0
001A: 12335 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0BE24F
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BE22C

:Label0BE24F
00BC: text_highpriority "DRUG_3" 10000 ms 1 ;; Hey suit dude! I guess you're the
new owner?

:Label0BE25E
00D6: if 0
001A: 14831 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0BE281
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BE25E

:Label0BE281
00BC: text_highpriority "DRUG_4" 10000 ms 1 ;; Yeah. Which one of the boats is
the fastest?
:Label0BE290
00D6: if 0
001A: 17624 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0BE2B3
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BE290

:Label0BE2B3
00BC: text_highpriority "DRUG_5" 10000 ms 1 ;; It's already in the water, dude,

:Label0BE2C2
00D6: if 0
001A: 19626 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0BE2E5
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BE2C2

:Label0BE2E5
00BC: text_highpriority "DRUG_6" 10000 ms 1 ;; I though you might want to try
her out.

:Label0BE2F4
00D6: if 0
001A: 21916 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0BE317
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BE2F4

:Label0BE317
00BC: text_highpriority "DRUG_7" 10000 ms 1 ;; Dude, she's already running with
a 300 horse power engine...

:Label0BE326
00D6: if 0
001A: 24845 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0BE349
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BE326

:Label0BE349
00BC: text_highpriority "DRUG_8" 10000 ms 1 ;; ...and the fiberglass hull, she
just shoots through the waves.!

:Label0BE358
00D6: if 0
001A: 29051 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0BE37B
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BE358

:Label0BE37B
00BC: text_highpriority "DRUG_9" 10000 ms 1 ;; She can do like zero to sixty in
four seconds flat dude...
:Label0BE38A
00D6: if 0
001A: 33053 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0BE3AF
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BE38A

:Label0BE3AF
00BC: text_highpriority "DRUG_10" 10000 ms 1 ;; and she can hold like twenty
bales of the best Jamaican smoke right in the hull!

:Label0BE3BE
00D6: if 0
001A: 37627 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0BE3E3
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BE3BE

:Label0BE3E3
00BC: text_highpriority "DRUG_11" 10000 ms 1 ;; So go ahead dude, she's ready to
fly!

:Label0BE3F2
00D6: if 0
001A: 40309 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0BE417
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BE3F2

:Label0BE417
00BC: text_highpriority "DRUG_12" 10000 ms 1 ;; Yo yo, uh, suit dude, you gotta
light?

:Label0BE426
00D6: if 0
001A: 44071 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0BE44B
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BE426

:Label0BE44B
00BC: text_highpriority "DRUG_13" 10000 ms 1 ;; Dude?

:Label0BE45A
00D6: if 0
001A: 45000 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0BE47F
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BE45A

:Label0BE47F
0169: set_fade_color 0 0 1
016A: fade 0 () 1500 ms
:Label0BE48E
00D6: if 0
016B: fading
004D: jump_if_false Label0BE4A6
0001: wait 0 ms
0002: jump Label0BE48E

:Label0BE4A6
00D6: if 0
82E9: NOT cutscene_reached_end
004D: jump_if_false Label0BE4BE
0001: wait 0 ms
0002: jump Label0BE4A6

:Label0BE4BE
03AD: set_rubbish 1 (visible)
00BE: text_clear_all
02EA: end_cutscene
0373: set_camera_directly_behind_player
0296: unload_special_actor 1
0296: unload_special_actor 2
0296: unload_special_actor 3
0249: release_model #CUTOBJ01
0249: release_model #CUTOBJ02
0247: request_model #JETMAX
0247: request_model #SQUALO
038B: load_requested_models

:Label0BE4EA
00D6: if 21
8248: NOT model #JETMAX available
8248: NOT model #SQUALO available
004D: jump_if_false Label0BE50A
0001: wait 0 ms
0002: jump Label0BE4EA

:Label0BE50A
00A5: 3@ = create_car #JETMAX at -586.6 -1512.2 5.0
0175: set_car 3@ z_angle_to 253.0
00A5: 4@ = create_car #SQUALO at -581.2 -1503.2 5.0
0175: set_car 4@ z_angle_to 250.0
0001: wait 0 ms
0001: wait 0 ms
0169: set_fade_color 0 0 1
016A: fade 1 (back) 1500 ms
02A3: toggle_widescreen 1 (on)
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
03CB: set_camera -565.647 -1506.333 8.906
015F: set_camera_position -564.65 -1506.31 8.99 0.0 0.0 0.0
0160: point_camera -565.647 -1506.333 8.906 2

:Label0BE5B2
00D6: if 0
016B: fading
004D: jump_if_false Label0BE5CA
0001: wait 0 ms
0002: jump Label0BE5B2

:Label0BE5CA
0394: play_music 1
01E3: text_1number_styled "BOATBUY" $25C 7000 ms 6 ;; Boatyard purchased: $~1~
0529: unknown_add $25C to_money_spent_on_property_stats
0542: add_property 6 to_property_own_stats
0001: wait 7000 ms
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
030C: set_mission_points += 1
014C: set_parked_car_generator $7BE cars_to_generate_to 101
014C: set_parked_car_generator $7BF cars_to_generate_to 101
0164: disable_marker $25B
0570: $25B = create_asset_radar_marker_with_icon 12 at -664.1 -1476.3 13.8
018B: show_on_radar $25B 2
015C: set_zone_gang_info "BOATYRD" 1 (day) 13 0 0 0 0 0 0 1000 0 0 0
015C: set_zone_gang_info "BOATYRD" 0 (night) 10 0 0 0 0 0 0 1000 0 0 0
022A: remove_forbidden_for_peds_cube -692.193 -1522.901 0.0 -575.311 -1453.378
30.0
004F: create_thread Label010E86
004F: create_thread Label010600
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
0001: wait 0 ms
0249: release_model #JETMAX
0249: release_model #SQUALO
0004: $ONMISSION = 0 ;; integer values
00D8: mission_cleanup
004E: end_thread

;-------------Mission 43---------------
; Originally: (no description)

:Label0BE6BA
03A4: name_thread "BUYPRO4"
0004: $ONMISSION = 1 ;; integer values
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label0BE6F4
0570: $265 = create_asset_radar_marker_with_icon 20 at $23A $23B $23C
018B: show_on_radar $265 2

:Label0BE6F4
0001: wait 0 ms
0164: disable_marker $265
030C: set_mission_points += 1
0169: set_fade_color 0 0 1
016A: fade 0 () 500 ms
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 (true)
03F4: 0 (clear) cars_can_be_damaged

:Label0BE722
00D6: if 0
016B: fading
004D: jump_if_false Label0BE76A
0001: wait 0 ms
00D6: if 0
8256: NOT player $PLAYER_CHAR defined
004D: jump_if_false Label0BE763
0570: $265 = create_asset_radar_marker_with_icon 20 at $23A $23B $23C
018B: show_on_radar $265 2
0004: $3E7 = 1 ;; integer values
004E: end_thread

:Label0BE763
0002: jump Label0BE722

:Label0BE76A
0570: $265 = create_asset_radar_marker_with_icon 20 at $23A $23B $23C
018B: show_on_radar $265 2
004F: create_thread Label010D54
0004: $3E7 = 1 ;; integer values
055B: $50B = create_clothes_pickup 9 at 158.3 -1275.9 10.6
0004: $4F7 = 1 ;; integer values
004F: create_thread Label02B57F
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
02A3: toggle_widescreen 1 (on)
0169: set_fade_color 0 0 1
016A: fade 1 (back) 500 ms
015F: set_camera_position 112.9674 -1486.218 11.2691 0.0 0.0 0.0
0160: point_camera 112.1791 -1485.63 11.4509 2

:Label0BE831
00D6: if 0
016B: fading
004D: jump_if_false Label0BE85B
0001: wait 0 ms
00D6: if 0
8256: NOT player $PLAYER_CHAR defined
004D: jump_if_false Label0BE854
004E: end_thread

:Label0BE854
0002: jump Label0BE831

:Label0BE85B
01E3: text_1number_styled "STRPBUY" $266 5000 ms 6 ;; Pole Position Club
purchased: $~1~
0529: unknown_add $266 to_money_spent_on_property_stats
0542: add_property 7 to_property_own_stats
0394: play_music 1
043C: unknown_set_game_sounds 0
0001: wait 4000 ms
00D6: if 0
8256: NOT player $PLAYER_CHAR defined
004D: jump_if_false Label0BE899
043C: unknown_set_game_sounds 1
004E: end_thread

:Label0BE899
0169: set_fade_color 0 0 1
016A: fade 0 () 500 ms

:Label0BE8A8
00D6: if 0
016B: fading
004D: jump_if_false Label0BE8D6
0001: wait 0 ms
00D6: if 0
8256: NOT player $PLAYER_CHAR defined
004D: jump_if_false Label0BE8CF
043C: unknown_set_game_sounds 1
004E: end_thread

:Label0BE8CF
0002: jump Label0BE8A8

:Label0BE8D6
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 (false)
03F4: 1 (set) cars_can_be_damaged
02A3: toggle_widescreen 0 (off)
0169: set_fade_color 0 0 1
016A: fade 1 (back) 500 ms

:Label0BE8FF
00D6: if 0
016B: fading
004D: jump_if_false Label0BE917
0001: wait 0 ms
0002: jump Label0BE8FF

:Label0BE917
043C: unknown_set_game_sounds 1
0004: $ONMISSION = 0 ;; integer values
00D8: mission_cleanup
004E: end_thread
0051: return

;-------------Mission 44---------------
; Originally: (no description)

:Label0BE928
03A4: name_thread "BUYPRO5"
0004: $ONMISSION = 1 ;; integer values
0001: wait 0 ms
0164: disable_marker $294
030C: set_mission_points += 1
0169: set_fade_color 0 0 1
016A: fade 0 () 500 ms
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 (true)
03F4: 0 (clear) cars_can_be_damaged

:Label0BE967
00D6: if 0
016B: fading
004D: jump_if_false Label0BE9B0
0001: wait 0 ms
00D6: if 0
8256: NOT player $PLAYER_CHAR defined
004D: jump_if_false Label0BE9A9
0570: $294 = create_asset_radar_marker_with_icon 19 at $23D $23E $23F
018B: show_on_radar $294 2
004F: create_thread Label0114BC
004E: end_thread

:Label0BE9A9
0002: jump Label0BE967

:Label0BE9B0
0570: $294 = create_asset_radar_marker_with_icon 19 at $23D $23E $23F
018B: show_on_radar $294 2
004F: create_thread Label0114BC
0395: clear_area 1 at 428.373 608.9806 range 11.6898 1.0
0055: put_player $PLAYER_CHAR at 428.373 608.9806 11.6898
0171: set_player $PLAYER_CHAR z_angle_to 0.0
02A3: toggle_widescreen 1 (on)
0169: set_fade_color 0 0 1
016A: fade 1 (back) 500 ms
015F: set_camera_position 415.9304 640.0891 12.9833 0.0 0.0 0.0
0160: point_camera 416.2365 639.1425 13.0847 2

:Label0BEA4B
00D6: if 0
016B: fading
004D: jump_if_false Label0BEA75
0001: wait 0 ms
00D6: if 0
8256: NOT player $PLAYER_CHAR defined
004D: jump_if_false Label0BEA6E
004E: end_thread

:Label0BEA6E
0002: jump Label0BEA4B

:Label0BEA75
0004: $706 = 1 ;; integer values
0004: $517 = 1 ;; integer values
01E3: text_1number_styled "NBMNBUY" $295 5000 ms 6 ;; El Swanko Casa purchased:
$~1~
0529: unknown_add $295 to_money_spent_on_property_stats
0542: add_property 10 to_property_own_stats
0394: play_music 1
043C: unknown_set_game_sounds 0
0001: wait 2000 ms
00BC: text_highpriority "BUYSAVE" 3000 ms 1 ;; ~g~You can now save your game
here when not on a mission.
0001: wait 3000 ms
015F: set_camera_position 427.813 650.6702 15.3209 0.0 0.0 0.0
0160: point_camera 428.6758 650.2003 15.1346 2
00BC: text_highpriority "BUYGARG" 3000 ms 1 ;; ~g~You can also store vehicles in
this garage.
02FA: garage $297 change_to_type 16
0001: wait 3000 ms
0169: set_fade_color 0 0 1
016A: fade 0 () 500 ms

:Label0BEB1C
00D6: if 0
016B: fading
004D: jump_if_false Label0BEB4A
0001: wait 0 ms
00D6: if 0
8256: NOT player $PLAYER_CHAR defined
004D: jump_if_false Label0BEB43
043C: unknown_set_game_sounds 1
004E: end_thread

:Label0BEB43
0002: jump Label0BEB1C

:Label0BEB4A
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 (false)
03F4: 1 (set) cars_can_be_damaged
02A3: toggle_widescreen 0 (off)
0169: set_fade_color 0 0 1
016A: fade 1 (back) 500 ms
0050: gosub Label0128AA
043C: unknown_set_game_sounds 1
0004: $ONMISSION = 0 ;; integer values
00D8: mission_cleanup
004E: end_thread
0051: return

;-------------Mission 45---------------
; Originally: (no description)

:Label0BEB8B
03A4: name_thread "LNKVBUY"
0004: $ONMISSION = 1 ;; integer values
0001: wait 0 ms
0164: disable_marker $28C
030C: set_mission_points += 1
0169: set_fade_color 0 0 1
016A: fade 0 () 500 ms
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 (true)
03F4: 0 (clear) cars_can_be_damaged

:Label0BEBCA
00D6: if 0
016B: fading
004D: jump_if_false Label0BEC13
0001: wait 0 ms
00D6: if 0
8256: NOT player $PLAYER_CHAR defined
004D: jump_if_false Label0BEC0C
0570: $28C = create_asset_radar_marker_with_icon 19 at $249 $24A $24B
018B: show_on_radar $28C 2
004F: create_thread Label0115EE
004E: end_thread

:Label0BEC0C
0002: jump Label0BEBCA

:Label0BEC13
0570: $28C = create_asset_radar_marker_with_icon 19 at $249 $24A $24B
018B: show_on_radar $28C 2
004F: create_thread Label0115EE
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
02A3: toggle_widescreen 1 (on)
0169: set_fade_color 0 0 1
016A: fade 1 (back) 500 ms
015F: set_camera_position 241.4097 420.0691 10.388 0.0 0.0 0.0
0160: point_camera 242.141 419.4232 10.6071 2

:Label0BECAE
00D6: if 0
016B: fading
004D: jump_if_false Label0BECD8
0001: wait 0 ms
00D6: if 0
8256: NOT player $PLAYER_CHAR defined
004D: jump_if_false Label0BECD1
004E: end_thread

:Label0BECD1
0002: jump Label0BECAE

:Label0BECD8
0004: $707 = 1 ;; integer values
0004: $518 = 1 ;; integer values
01E3: text_1number_styled "LNKVBUY" $28D 5000 ms 6 ;; Links View Apartment
purchased: $~1~
0529: unknown_add $28D to_money_spent_on_property_stats
0542: add_property 9 to_property_own_stats
0394: play_music 1
043C: unknown_set_game_sounds 0
0001: wait 2000 ms
00BC: text_highpriority "BUYSAVE" 3000 ms 1 ;; ~g~You can now save your game
here when not on a mission.
0001: wait 3000 ms
015F: set_camera_position 313.6496 390.976 14.5314 0.0 0.0 0.0
0160: point_camera 313.0024 391.738 14.5534 2
00BC: text_highpriority "BUYGARG" 3000 ms 1 ;; ~g~You can also store vehicles in
this garage.
02FA: garage $28F change_to_type 26
0001: wait 3000 ms
0169: set_fade_color 0 0 1
016A: fade 0 () 500 ms

:Label0BED7F
00D6: if 0
016B: fading
004D: jump_if_false Label0BEDAD
0001: wait 0 ms
00D6: if 0
8256: NOT player $PLAYER_CHAR defined
004D: jump_if_false Label0BEDA6
043C: unknown_set_game_sounds 1
004E: end_thread

:Label0BEDA6
0002: jump Label0BED7F

:Label0BEDAD
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 (false)
03F4: 1 (set) cars_can_be_damaged
02A3: toggle_widescreen 0 (off)
0169: set_fade_color 0 0 1
016A: fade 1 (back) 500 ms
0050: gosub Label0128AA
043C: unknown_set_game_sounds 1
0004: $ONMISSION = 0 ;; integer values
00D8: mission_cleanup
004E: end_thread
0051: return

;-------------Mission 46---------------
; Originally: (no description)

:Label0BEDEE
03A4: name_thread "HYCOBUY"
0004: $ONMISSION = 1 ;; integer values
0001: wait 0 ms
0164: disable_marker $298
030C: set_mission_points += 1
0169: set_fade_color 0 0 1
016A: fade 0 () 500 ms
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 (true)
03F4: 0 (clear) cars_can_be_damaged

:Label0BEE2D
00D6: if 0
016B: fading
004D: jump_if_false Label0BEE76
0001: wait 0 ms
00D6: if 0
8256: NOT player $PLAYER_CHAR defined
004D: jump_if_false Label0BEE6F
0570: $298 = create_asset_radar_marker_with_icon 19 at $24C $24D $24E
018B: show_on_radar $298 2
004F: create_thread Label011720
004E: end_thread

:Label0BEE6F
0002: jump Label0BEE2D

:Label0BEE76
0570: $298 = create_asset_radar_marker_with_icon 19 at $24C $24D $24E
018B: show_on_radar $298 2
004F: create_thread Label011720
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
02A3: toggle_widescreen 1 (on)
0169: set_fade_color 0 0 1
016A: fade 1 (back) 500 ms
015F: set_camera_position -905.0276 1352.564 50.7682 0.0 0.0 0.0
0160: point_camera -904.088 1352.261 50.9287 2

:Label0BEF11
00D6: if 0
016B: fading
004D: jump_if_false Label0BEF3B
0001: wait 0 ms
00D6: if 0
8256: NOT player $PLAYER_CHAR defined
004D: jump_if_false Label0BEF34
004E: end_thread

:Label0BEF34
0002: jump Label0BEF11

:Label0BEF3B
0004: $703 = 1 ;; integer values
055B: $512 = create_clothes_pickup 1 at -820.2 1364.1 66.4
0004: $514 = 1 ;; integer values
01E3: text_1number_styled "HYCOBUY" $299 5000 ms 6 ;; Hyman Condo purchased:
$~1~
0529: unknown_add $299 to_money_spent_on_property_stats
0542: add_property 14 to_property_own_stats
0394: play_music 1
043C: unknown_set_game_sounds 0
0001: wait 2000 ms
00BC: text_highpriority "BUYSAVE" 3000 ms 1 ;; ~g~You can now save your game
here when not on a mission.
0001: wait 3000 ms
015F: set_camera_position -848.3207 1292.835 11.4866 0.0 0.0 0.0
0160: point_camera -847.6996 1293.611 11.5998 2
00BC: text_highpriority "BUYGARS" 3000 ms 1 ;; ~g~You can also store vehicles in
these garages.
02FA: garage $29B change_to_type 17
02FA: garage $29C change_to_type 18
02FA: garage $29D change_to_type 24
0001: wait 3000 ms
0169: set_fade_color 0 0 1
016A: fade 0 () 500 ms

:Label0BF006
00D6: if 0
016B: fading
004D: jump_if_false Label0BF034
0001: wait 0 ms
00D6: if 0
8256: NOT player $PLAYER_CHAR defined
004D: jump_if_false Label0BF02D
043C: unknown_set_game_sounds 1
004E: end_thread

:Label0BF02D
0002: jump Label0BF006

:Label0BF034
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 (false)
03F4: 1 (set) cars_can_be_damaged
02A3: toggle_widescreen 0 (off)
0169: set_fade_color 0 0 1
016A: fade 1 (back) 500 ms
0050: gosub Label0128AA
043C: unknown_set_game_sounds 1
0004: $ONMISSION = 0 ;; integer values
00D8: mission_cleanup
004E: end_thread
0051: return

;-------------Mission 47---------------
; Originally: (no description)

:Label0BF075
03A4: name_thread "OCHEBUY"
0004: $ONMISSION = 1 ;; integer values
0001: wait 0 ms
0164: disable_marker $290
030C: set_mission_points += 1
0169: set_fade_color 0 0 1
016A: fade 0 () 500 ms
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 (true)
03F4: 0 (clear) cars_can_be_damaged

:Label0BF0B4
00D6: if 0
016B: fading
004D: jump_if_false Label0BF0FD
0001: wait 0 ms
00D6: if 0
8256: NOT player $PLAYER_CHAR defined
004D: jump_if_false Label0BF0F6
0570: $290 = create_asset_radar_marker_with_icon 19 at $24F $250 $251
018B: show_on_radar $290 2
004F: create_thread Label011984
004E: end_thread

:Label0BF0F6
0002: jump Label0BF0B4

:Label0BF0FD
0570: $290 = create_asset_radar_marker_with_icon 19 at $24F $250 $251
018B: show_on_radar $290 2
004F: create_thread Label011984
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
02A3: toggle_widescreen 1 (on)
0169: set_fade_color 0 0 1
016A: fade 1 (back) 500 ms
015F: set_camera_position -9.9202 -1467.05 10.114 0.0 0.0 0.0
0160: point_camera -9.376 -1467.813 10.4639 2

:Label0BF198
00D6: if 0
016B: fading
004D: jump_if_false Label0BF1C2
0001: wait 0 ms
00D6: if 0
8256: NOT player $PLAYER_CHAR defined
004D: jump_if_false Label0BF1BB
004E: end_thread

:Label0BF1BB
0002: jump Label0BF198

:Label0BF1C2
0004: $708 = 1 ;; integer values
0004: $519 = 1 ;; integer values
01E3: text_1number_styled "OCHEBUY" $291 5000 ms 6 ;; Ocean Heights Apartment
purchased: $~1~
0529: unknown_add $291 to_money_spent_on_property_stats
0542: add_property 12 to_property_own_stats
0394: play_music 1
043C: unknown_set_game_sounds 0
0001: wait 2000 ms
00BC: text_highpriority "BUYSAVE" 3000 ms 1 ;; ~g~You can now save your game
here when not on a mission.
0001: wait 3000 ms
015F: set_camera_position 17.7346 -1467.674 18.6329 0.0 0.0 0.0
0160: point_camera 18.0802 -1468.512 18.2106 2
00BC: text_highpriority "BUYGARG" 3000 ms 1 ;; ~g~You can also store vehicles in
this garage.
02FA: garage $293 change_to_type 25
0001: wait 3000 ms
0169: set_fade_color 0 0 1
016A: fade 0 () 500 ms

:Label0BF269
00D6: if 0
016B: fading
004D: jump_if_false Label0BF297
0001: wait 0 ms
00D6: if 0
8256: NOT player $PLAYER_CHAR defined
004D: jump_if_false Label0BF290
043C: unknown_set_game_sounds 1
004E: end_thread

:Label0BF290
0002: jump Label0BF269

:Label0BF297
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 (false)
03F4: 1 (set) cars_can_be_damaged
02A3: toggle_widescreen 0 (off)
0169: set_fade_color 0 0 1
016A: fade 1 (back) 500 ms
0050: gosub Label0128AA
043C: unknown_set_game_sounds 1
0004: $ONMISSION = 0 ;; integer values
00D8: mission_cleanup
004E: end_thread
0051: return

;-------------Mission 48---------------
; Originally: (no description)

:Label0BF2D8
03A4: name_thread "WASHBUY"
0004: $ONMISSION = 1 ;; integer values
0001: wait 0 ms
0164: disable_marker $289
030C: set_mission_points += 1
0169: set_fade_color 0 0 1
016A: fade 0 () 500 ms
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 (true)
03F4: 0 (clear) cars_can_be_damaged

:Label0BF317
00D6: if 0
016B: fading
004D: jump_if_false Label0BF360
0001: wait 0 ms
00D6: if 0
8256: NOT player $PLAYER_CHAR defined
004D: jump_if_false Label0BF359
0570: $289 = create_asset_radar_marker_with_icon 19 at $252 $253 $254
018B: show_on_radar $289 2
004F: create_thread Label011852
004E: end_thread

:Label0BF359
0002: jump Label0BF317

:Label0BF360
0570: $289 = create_asset_radar_marker_with_icon 19 at $252 $253 $254
018B: show_on_radar $289 2
004F: create_thread Label011852
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
02A3: toggle_widescreen 1 (on)
0169: set_fade_color 0 0 1
016A: fade 1 (back) 500 ms
015F: set_camera_position 57.5999 -681.8762 10.4095 0.0 0.0 0.0
0160: point_camera 57.8653 -682.802 10.6787 2

:Label0BF3FB
00D6: if 0
016B: fading
004D: jump_if_false Label0BF425
0001: wait 0 ms
00D6: if 0
8256: NOT player $PLAYER_CHAR defined
004D: jump_if_false Label0BF41E
004E: end_thread
:Label0BF41E
0002: jump Label0BF3FB

:Label0BF425
0004: $704 = 1 ;; integer values
0004: $515 = 1 ;; integer values
01E3: text_1number_styled "WASHBUY" $28A 5000 ms 6 ;; 1102 Washington Street
purchased: $~1~
0529: unknown_add $28A to_money_spent_on_property_stats
0542: add_property 11 to_property_own_stats
0394: play_music 1
043C: unknown_set_game_sounds 0
0001: wait 2000 ms
00BC: text_highpriority "BUYSAVE" 3000 ms 1 ;; ~g~You can now save your game
here when not on a mission.
0001: wait 3000 ms
0169: set_fade_color 0 0 1
016A: fade 0 () 500 ms

:Label0BF47E
00D6: if 0
016B: fading
004D: jump_if_false Label0BF4AC
0001: wait 0 ms
00D6: if 0
8256: NOT player $PLAYER_CHAR defined
004D: jump_if_false Label0BF4A5
043C: unknown_set_game_sounds 1
004E: end_thread

:Label0BF4A5
0002: jump Label0BF47E

:Label0BF4AC
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 (false)
03F4: 1 (set) cars_can_be_damaged
02A3: toggle_widescreen 0 (off)
0169: set_fade_color 0 0 1
016A: fade 1 (back) 500 ms
0050: gosub Label0128AA
043C: unknown_set_game_sounds 1
0004: $ONMISSION = 0 ;; integer values
00D8: mission_cleanup
004E: end_thread
0051: return

;-------------Mission 49---------------
; Originally: (no description)

:Label0BF4ED
03A4: name_thread "VCPTBUY"
0004: $ONMISSION = 1 ;; integer values
0001: wait 0 ms
0164: disable_marker $286
030C: set_mission_points += 1
0169: set_fade_color 0 0 1
016A: fade 0 () 500 ms
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 (true)
03F4: 0 (clear) cars_can_be_damaged

:Label0BF52C
00D6: if 0
016B: fading
004D: jump_if_false Label0BF575
0001: wait 0 ms
00D6: if 0
8256: NOT player $PLAYER_CHAR defined
004D: jump_if_false Label0BF56E
0570: $286 = create_asset_radar_marker_with_icon 19 at $255 $256 $257
018B: show_on_radar $286 2
004F: create_thread Label011AB6
004E: end_thread

:Label0BF56E
0002: jump Label0BF52C

:Label0BF575
0570: $286 = create_asset_radar_marker_with_icon 19 at $255 $256 $257
018B: show_on_radar $286 2
004F: create_thread Label011AB6
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
02A3: toggle_widescreen 1 (on)
0169: set_fade_color 0 0 1
016A: fade 1 (back) 500 ms
015F: set_camera_position 468.3571 1259.458 21.8848 0.0 0.0 0.0
0160: point_camera 469.2978 1259.797 21.8834 2

:Label0BF610
00D6: if 0
016B: fading
004D: jump_if_false Label0BF63A
0001: wait 0 ms
00D6: if 0
8256: NOT player $PLAYER_CHAR defined
004D: jump_if_false Label0BF633
004E: end_thread

:Label0BF633
0002: jump Label0BF610

:Label0BF63A
0004: $705 = 1 ;; integer values
0004: $516 = 1 ;; integer values
01E3: text_1number_styled "VCPTBUY" $287 5000 ms 6 ;; 3321 Vice Point purchased:
$~1~
0529: unknown_add $287 to_money_spent_on_property_stats
0542: add_property 8 to_property_own_stats
0394: play_music 1
043C: unknown_set_game_sounds 0
0001: wait 2000 ms
00BC: text_highpriority "BUYSAVE" 3000 ms 1 ;; ~g~You can now save your game
here when not on a mission.
0001: wait 3000 ms
0169: set_fade_color 0 0 1
016A: fade 0 () 500 ms

:Label0BF693
00D6: if 0
016B: fading
004D: jump_if_false Label0BF6C1
0001: wait 0 ms
00D6: if 0
8256: NOT player $PLAYER_CHAR defined
004D: jump_if_false Label0BF6BA
043C: unknown_set_game_sounds 1
004E: end_thread

:Label0BF6BA
0002: jump Label0BF693

:Label0BF6C1
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 (false)
03F4: 1 (set) cars_can_be_damaged
02A3: toggle_widescreen 0 (off)
0169: set_fade_color 0 0 1
016A: fade 1 (back) 500 ms
0050: gosub Label0128AA
043C: unknown_set_game_sounds 1
0004: $ONMISSION = 0 ;; integer values
00D8: mission_cleanup
004E: end_thread
0051: return

;-------------Mission 50---------------
; Originally: (no description)

:Label0BF702
03A4: name_thread "SKUMBUY"
0004: $ONMISSION = 1 ;; integer values
0001: wait 0 ms
0164: disable_marker $283
030C: set_mission_points += 1
0169: set_fade_color 0 0 1
016A: fade 0 () 500 ms
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 (true)
03F4: 0 (clear) cars_can_be_damaged

:Label0BF741
00D6: if 0
016B: fading
004D: jump_if_false Label0BF78A
0001: wait 0 ms
00D6: if 0
8256: NOT player $PLAYER_CHAR defined
004D: jump_if_false Label0BF783
0570: $283 = create_asset_radar_marker_with_icon 19 at $258 $259 $25A
018B: show_on_radar $283 2
004F: create_thread Label011BE8
004E: end_thread

:Label0BF783
0002: jump Label0BF741

:Label0BF78A
0570: $283 = create_asset_radar_marker_with_icon 19 at $258 $259 $25A
018B: show_on_radar $283 2
004F: create_thread Label011BE8
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
02A3: toggle_widescreen 1 (on)
0169: set_fade_color 0 0 1
016A: fade 1 (back) 500 ms
015F: set_camera_position -570.4593 708.1309 24.3593 0.0 0.0 0.0
0160: point_camera -569.6928 707.5626 24.0599 2

:Label0BF825
00D6: if 0
016B: fading
004D: jump_if_false Label0BF84F
0001: wait 0 ms
00D6: if 0
8256: NOT player $PLAYER_CHAR defined
004D: jump_if_false Label0BF848
004E: end_thread

:Label0BF848
0002: jump Label0BF825

:Label0BF84F
0004: $702 = 1 ;; integer values
0004: $513 = 1 ;; integer values
01E3: text_1number_styled "SKUMBUY" $284 5000 ms 6 ;; Skumole Shack purchased:
$~1~
0529: unknown_add $284 to_money_spent_on_property_stats
0542: add_property 13 to_property_own_stats
0394: play_music 1
043C: unknown_set_game_sounds 0
0001: wait 2000 ms
00BC: text_highpriority "BUYSAVE" 3000 ms 1 ;; ~g~You can now save your game
here when not on a mission.
0001: wait 3000 ms
0169: set_fade_color 0 0 1
016A: fade 0 () 500 ms

:Label0BF8A8
00D6: if 0
016B: fading
004D: jump_if_false Label0BF8D6
0001: wait 0 ms
00D6: if 0
8256: NOT player $PLAYER_CHAR defined
004D: jump_if_false Label0BF8CF
043C: unknown_set_game_sounds 1
004E: end_thread

:Label0BF8CF
0002: jump Label0BF8A8

:Label0BF8D6
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 (false)
03F4: 1 (set) cars_can_be_damaged
02A3: toggle_widescreen 0 (off)
0169: set_fade_color 0 0 1
016A: fade 1 (back) 500 ms
0050: gosub Label0128AA
043C: unknown_set_game_sounds 1
0004: $ONMISSION = 0 ;; integer values
00D8: mission_cleanup
004E: end_thread
0051: return

;-------------Mission 51---------------
; Originally: Cap the Collector

:Label0BF917
0050: gosub Label0BF93B
00D6: if 0
0112: wasted_or_busted
004D: jump_if_false Label0BF932
0050: gosub Label0C1CDE

:Label0BF932
0050: gosub Label0C1D58
004E: end_thread

:Label0BF93B
0004: $ONMISSION = 1 ;; integer values
0317: increment_mission_attempts
03A4: name_thread "CAP_1"
0001: wait 0 ms
054C: use_GXT_table "CAP_1"
058E: set_restart_mission_taxi_destination -1045.726 -292.454 9.758 97.607
0004: $131F = -1 ;; integer values
0004: $1320 = -1 ;; integer values
0004: $1321 = -1 ;; integer values
0004: $134C = 0 ;; integer values
0004: $134D = 0 ;; integer values
0004: $134E = 0 ;; integer values
0004: $134F = 0 ;; integer values
0004: $1350 = 0 ;; integer values
0004: $1351 = 0 ;; integer values
0005: $1366 = 0.0 ;; floating-point values
0005: $1367 = 0.0 ;; floating-point values
0005: $1368 = 0.0 ;; floating-point values
0005: $1369 = 0.0 ;; floating-point values
0005: $136A = 0.0 ;; floating-point values
0004: $1322 = -1 ;; integer values
0004: $1323 = -1 ;; integer values
0004: $1324 = -1 ;; integer values
0004: $1352 = 0 ;; integer values
0004: $1353 = 0 ;; integer values
0004: $1354 = 0 ;; integer values
0004: $1355 = 0 ;; integer values
0004: $1356 = 0 ;; integer values
0004: $1357 = 0 ;; integer values
0007: 0@ = 0.0 ;; floating-point values
0007: 1@ = 0.0 ;; floating-point values
0007: 2@ = 0.0 ;; floating-point values
0007: 3@ = 0.0 ;; floating-point values
0007: 4@ = 0.0 ;; floating-point values
0004: $1325 = -1 ;; integer values
0004: $1326 = -1 ;; integer values
0004: $1327 = -1 ;; integer values
0004: $1358 = 0 ;; integer values
0004: $1359 = 0 ;; integer values
0004: $135A = 0 ;; integer values
0004: $135B = 0 ;; integer values
0004: $135C = 0 ;; integer values
0004: $135D = 0 ;; integer values
0007: 5@ = 0.0 ;; floating-point values
0007: 6@ = 0.0 ;; floating-point values
0007: 7@ = 0.0 ;; floating-point values
0007: 8@ = 0.0 ;; floating-point values
0007: 9@ = 0.0 ;; floating-point values
0004: $1328 = -1 ;; integer values
0004: $1329 = -1 ;; integer values
0004: $132A = -1 ;; integer values
0004: $135F = 0 ;; integer values
0004: $1360 = 0 ;; integer values
0004: $1361 = 0 ;; integer values
0004: $1362 = 0 ;; integer values
0004: $1363 = 0 ;; integer values
0004: $1364 = 0 ;; integer values
0007: 10@ = 0.0 ;; floating-point values
0007: 11@ = 0.0 ;; floating-point values
0007: 12@ = 0.0 ;; floating-point values
0007: 13@ = 0.0 ;; floating-point values
0007: 14@ = 0.0 ;; floating-point values
0004: $1334 = 0 ;; integer values
0004: $1335 = 0 ;; integer values
0004: $1336 = 0 ;; integer values
0004: $1337 = 0 ;; integer values
0004: $1338 = 0 ;; integer values
0004: $1339 = 0 ;; integer values
0004: $133A = 0 ;; integer values
0004: $133D = 0 ;; integer values
0004: $133E = 0 ;; integer values
0004: $133F = 0 ;; integer values
0004: $1340 = 0 ;; integer values
0004: $1341 = 0 ;; integer values
0004: $1342 = 0 ;; integer values
0004: $1343 = 0 ;; integer values
0004: $1344 = 0 ;; integer values
0004: $1345 = 0 ;; integer values
0004: $1346 = 0 ;; integer values
0004: $133B = 0 ;; integer values
0004: $A2F = 0 ;; integer values
0004: $A00 = 0 ;; integer values
0004: $A01 = 0 ;; integer values
0004: $A02 = 0 ;; integer values
0004: $A03 = 0 ;; integer values
0004: $A04 = 0 ;; integer values
0004: $A07 = 0 ;; integer values
0004: $A08 = 0 ;; integer values
0004: $A09 = 0 ;; integer values
0004: $A0A = 0 ;; integer values
0004: $A0B = 0 ;; integer values
0004: $A0D = 0 ;; integer values
0004: $1347 = 0 ;; integer values
0004: $1348 = 0 ;; integer values
0004: $1349 = 0 ;; integer values
0004: $134A = 0 ;; integer values
0004: $AED = 0 ;; integer values
0005: $1308 = 0.0 ;; floating-point values
0005: $1309 = 0.0 ;; floating-point values
0005: $130A = 0.0 ;; floating-point values
0004: $A19 = 0 ;; integer values
0004: $A1A = 0 ;; integer values
0004: $A1B = 0 ;; integer values
0004: $A1C = 0 ;; integer values
0004: $A1D = 0 ;; integer values
0004: $A1E = 0 ;; integer values
0004: $A1F = 0 ;; integer values
0004: $A20 = 0 ;; integer values
0004: $A21 = 0 ;; integer values
0004: $A22 = 0 ;; integer values
0004: $A24 = 0 ;; integer values
0004: $135E = 0 ;; integer values
0004: $1365 = 0 ;; integer values
0004: $133C = 0 ;; integer values
023C: load_special_actor 1 "CSPLAY"
023C: load_special_actor 2 "CSKELLY"
023C: load_special_actor 3 "PRINTRA"
023C: load_special_actor 4 "PRINTRB"
023C: load_special_actor 5 "PRINTRC"
04BB: select_interiour 18 ;; select render area
03CB: set_camera -1071.56 -278.9497 12.3606
038B: load_requested_models

:Label0BFCFE
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 Label0BFD28
0001: wait 0 ms
0002: jump Label0BFCFE

:Label0BFD28
02E4: load_cutscene_data "CAP_1"
041D: set_camera_near_clip .1
0244: set_cutscene_pos -1064.103 -276.39 11.066
02E5: $7D = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $7D "CSPLAY"
02E5: $A7 = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $A7 "CSKELLY"
02E5: $88 = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim $88 "PRINTRA"
02E5: $8A = create_cutscene_object #SPECIAL04
02E6: set_cutscene_anim $8A "PRINTRB"
02E5: $81 = create_cutscene_object #SPECIAL05
02E6: set_cutscene_anim $81 "PRINTRC"
0395: clear_area 1 at -1059.841 -278.7214 range 10.4044 1.0
0055: put_player $PLAYER_CHAR at -1059.841 -278.7214 10.4044
0171: set_player $PLAYER_CHAR z_angle_to 272.2088
0169: set_fade_color 0 0 1
016A: fade 1 (back) 1500 ms
03AD: set_rubbish 0 (invisible)
03AF: set_streaming 1 (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0BFE02
00D6: if 0
001A: 2420 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0BFE25
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BFE02

:Label0BFE25
00BC: text_highpriority "CAP_01" 10000 ms 1 ;; Ok, what's the emergency?

:Label0BFE34
00D6: if 0
001A: 5636 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0BFE57
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BFE34

:Label0BFE57
00BC: text_highpriority "CAP_02" 10000 ms 1 ;; WHO?

:Label0BFE66
00D6: if 0
001A: 6065 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0BFE89
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BFE66

:Label0BFE89
00BC: text_highpriority "CAP_03" 10000 ms 1 ;; Tommy...some mob thugs ...said
they'd come to take their cut...

:Label0BFE98
00D6: if 0
001A: 10876 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0BFEBB
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BFE98

:Label0BFEBB
00BC: text_highpriority "CAP_04" 10000 ms 1 ;; ...said it was a Mr. Forello's
money...I feel like crap.

:Label0BFECA
00D6: if 0
001A: 14640 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0BFEED
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BFECA

:Label0BFEED
00BC: text_highpriority "CAP_05" 10000 ms 1 ;; Forelli? SONNY Forelli?

:Label0BFEFC
00D6: if 0
001A: 17053 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0BFF1F
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BFEFC

:Label0BFF1F
00BC: text_highpriority "CAP_06" 10000 ms 1 ;; Yeah, that's the guy...I
think...they were very insistent...

:Label0BFF2E
00D6: if 0
001A: 20816 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0BFF51
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BFF2E

:Label0BFF51
00BC: text_highpriority "CAP_07" 10000 ms 1 ;; Don't you worry, pop, I'm not
angry with you.

:Label0BFF60
00D6: if 0
001A: 22129 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0BFF83
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BFF60

:Label0BFF83
00BC: text_highpriority "CAP_08" 10000 ms 1 ;; Get him to the hospital.

:Label0BFF92
00D6: if 0
001A: 24218 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0BFFB5
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BFF92
:Label0BFFB5
00BC: text_highpriority "CAP_09" 10000 ms 1 ;; Tommy...rip that guy a new
asshole for me...

:Label0BFFC4
00D6: if 0
001A: 27085 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0BFFE7
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BFFC4

:Label0BFFE7
00BC: text_highpriority "CAP_10" 10000 ms 1 ;; I'm gonna rip him two!

:Label0BFFF6
00D6: if 0
001A: 27367 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0C0019
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BFFF6

:Label0C0019
0169: set_fade_color 0 0 1
016A: fade 0 () 1500 ms
0001: wait 1000 ms
00BE: text_clear_all

:Label0C002F
00D6: if 0
016B: fading
004D: jump_if_false Label0C0047
0001: wait 0 ms
0002: jump Label0C002F

:Label0C0047
00D6: if 0
82E9: NOT cutscene_reached_end
004D: jump_if_false Label0C005F
0001: wait 0 ms
0002: jump Label0C0047

:Label0C005F
03AD: set_rubbish 1 (visible)
02EA: end_cutscene
0373: set_camera_directly_behind_player
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
04BB: select_interiour 0 ;; select render area
03CB: set_camera -1059.841 -278.7214 10.4044
023C: load_special_actor 1 "MBA"
023C: load_special_actor 2 "MBB"
0247: request_model #M4
0247: request_model #CHROMEGUN
0247: request_model #SANCHEZ
038B: load_requested_models

:Label0C00B9
00D6: if 24
8248: NOT model #M4 available
8248: NOT model #CHROMEGUN available
8248: NOT model #SANCHEZ available
823D: NOT special_actor 1 loaded
823D: NOT special_actor 2 loaded
004D: jump_if_false Label0C00E6
0001: wait 0 ms
0002: jump Label0C00B9

:Label0C00E6
00D6: if 0
0038: $282 == 1 ;; integer values
004D: jump_if_false Label0C0123
04CE: $1332 = create_icon_marker_without_sphere 13 at 499.791 -63.8411 10.4539
0168: show_on_radar $1332 2
0165: set_marker $1332 color_to 5
0002: jump Label0C012A

:Label0C0123
0004: $1334 = 2 ;; integer values

:Label0C012A
00D6: if 0
0038: $279 == 1 ;; integer values
004D: jump_if_false Label0C015E
04CE: $1333 = create_icon_marker_without_sphere 15 at 8.5461 968.7767 9.8996
0108: destroy_object $FILM_STUDIO_FRONT_GATE_CLOSED
0002: jump Label0C0165

:Label0C015E
0004: $1337 = 2 ;; integer values

:Label0C0165
00D6: if 0
0038: $264 == 1 ;; integer values
004D: jump_if_false Label0C0194
04CE: $132E = create_icon_marker_without_sphere 21 at -863.9365 -576.4991 10.0646
0002: jump Label0C019B

:Label0C0194
0004: $1338 = 2 ;; integer values

:Label0C019B
00D6: if 0
0038: $26F == 1 ;; integer values
004D: jump_if_false Label0C01CA
04CE: $132F = create_icon_marker_without_sphere 22 at -997.1398 189.8333 10.3916
0002: jump Label0C01D1

:Label0C01CA
0004: $1339 = 2 ;; integer values

:Label0C01D1
00D6: if 0
0038: $25F == 1 ;; integer values
004D: jump_if_false Label0C0200
04CE: $1330 = create_icon_marker_without_sphere 12 at -640.8567 -1491.843 12.758
0002: jump Label0C0207

:Label0C0200
0004: $1335 = 2 ;; integer values

:Label0C0207
00D6: if 0
0038: $274 == 1 ;; integer values
004D: jump_if_false Label0C0236
04CE: $1331 = create_icon_marker_without_sphere 26 at -1014.468 -833.3465 12.0452
0002: jump Label0C023D

:Label0C0236
0004: $1336 = 2 ;; integer values

:Label0C023D
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label0C02C7
04A6: $26E = create_asset_money_pickup_at $1BD $1BE $1BF money $277 $277
04A6: $278 = create_asset_money_pickup_at $1BD $1BE $1BF money $277 $277
04A6: $281 = create_asset_money_pickup_at $1BD $1BE $1BF money $277 $277
04A6: $263 = create_asset_money_pickup_at $1BD $1BE $1BF money $277 $277
04A6: $25E = create_asset_money_pickup_at $1BD $1BE $1BF money $277 $277
04A6: $273 = create_asset_money_pickup_at $1BD $1BE $1BF money $277 $277

:Label0C02C7
00A5: $1323 = create_car #SANCHEZ at -866.8224 -448.586 9.8801
0175: set_car $1323 z_angle_to 198.0
02AA: set_car $1323 immune_to_nonplayer 1
0466: unknown_car $1323 flag 0
04BA: set_car $1323 speed_instantly 10.0
0129: $1322 = create_actor 4 #SPECIAL01 in_car $1323 driverseat
01B2: give_actor $1322 weapon 26 ammo 9999 ;; Load the weapon model before using
this
01ED: reset_actor $1322 flags
011A: set_actor $1322 flags 1
0243: set_actor $1322 ped_stats_to 16
0223: set_actor $1322 health_to 250
0483: unknown_actor $1322 1150
0291: unknown_actor $1322 unknown_behavior_flag 1
0350: unknown_actor $1322 not_scared_flag 1
0319: set_actor $1322 wander_state_to 1 (off)
01C8: $1324 = create_actor 4 #SPECIAL02 in_car $1323 passenger_seat 0
01B2: give_actor $1324 weapon 19 ammo 9999 ;; Load the weapon model before using
this
01ED: reset_actor $1324 flags
011A: set_actor $1324 flags 1
0243: set_actor $1324 ped_stats_to 16
0223: set_actor $1324 health_to 250
0291: unknown_actor $1324 unknown_behavior_flag 1
0350: unknown_actor $1324 not_scared_flag 1
0319: set_actor $1324 wander_state_to 1 (off)
01DE: tie_actor $1324 to_actor $1322
0050: gosub Label0C3EAB
0089: 0@ = $1366 ;; floating-point values only
0089: 1@ = $1367 ;; floating-point values only
0089: 2@ = $1368 ;; floating-point values only
00D6: if 0
8119: NOT car $1323 wrecked
004D: jump_if_false Label0C03EC
02C2: car $1323 drive_to_point 0@ 1@ 2@
00AD: set_car $1323 max_speed_to 100.0
00AE: unknown_set_car $1323 to_ignore_traffic_lights 2

:Label0C03EC
0481: 10.0

:Label0C03F3
0001: wait 0 ms
01BD: $12CB = current_time_in_ms
00D6: if 0
0038: $133B == 3 ;; integer values
004D: jump_if_false Label0C0493
00D6: if 0
816B: NOT fading
004D: jump_if_false Label0C0493
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 (false)
02A3: toggle_widescreen 0 (off)
03F4: 1 (set) cars_can_be_damaged
03EA: generate_cars_around_camera 0
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
0054: store_player $PLAYER_CHAR position_to $1BD $1BE $1BF
03CB: set_camera $1BD $1BE $1BF
0169: set_fade_color 0 0 1
016A: fade 1 (back) 1500 ms
00D6: if 0
8118: NOT actor $1322 dead
004D: jump_if_false Label0C0480
0187: $132B = create_marker_above_actor $1322
0165: set_marker $132B color_to 0

:Label0C0480
04E3: unknown_player $PLAYER_CHAR 2 60000
0004: $133B = 4 ;; integer values

:Label0C0493
00D6: if 0
0038: $133B == 2 ;; integer values
004D: jump_if_false Label0C04CE
00D6: if 0
001C: $12CB > $AED ;; integer values
004D: jump_if_false Label0C04CE
0169: set_fade_color 0 0 1
016A: fade 0 () 1500 ms
0004: $133B = 3 ;; integer values

:Label0C04CE
00D6: if 0
0038: $133B == 1 ;; integer values
004D: jump_if_false Label0C0523
00D6: if 0
001C: $12CB > $AED ;; integer values
004D: jump_if_false Label0C0523
00D6: if 0
8119: NOT car $1323 wrecked
004D: jump_if_false Label0C051C
0158: camera_on_vehicle $1323 18 2
0084: $AED = $12CB ;; integer values and handles
0008: $AED += 2000 ;; integer values

:Label0C051C
0004: $133B = 2 ;; integer values

:Label0C0523
00D6: if 0
0038: $133B == 0 ;; integer values
004D: jump_if_false Label0C0609
00D6: if 0
001C: $12CB > $AED ;; integer values
004D: jump_if_false Label0C0609
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 (true)
02A3: toggle_widescreen 1 (on)
03F4: 0 (clear) cars_can_be_damaged
03EA: generate_cars_around_camera 1
015F: set_camera_position -856.1546 -497.3885 10.7677 0.0 0.0 0.0
00D6: if 0
8119: NOT car $1323 wrecked
004D: jump_if_false Label0C059B
0158: camera_on_vehicle $1323 15 2

:Label0C059B
00D6: if 0
8118: NOT actor $1322 dead
004D: jump_if_false Label0C05B9
00A0: store_actor $1322 position_to $1BD $1BE $1BF

:Label0C05B9
03CB: set_camera $1BD $1BE $1BF
0084: $AED = $12CB ;; integer values and handles
0008: $AED += 4000 ;; integer values
0169: set_fade_color 0 0 1
016A: fade 1 (back) 1500 ms
00BC: text_highpriority "CAP1_B1" 20000 ms 1 ;; ~g~The Mafia is taxing your
businesses. Find them and kill them.
0084: $9F3 = $12CB ;; integer values and handles
0008: $9F3 += 20000 ;; integer values
0004: $133B = 1 ;; integer values

:Label0C0609
00D6: if 0
8118: NOT actor $1322 dead
004D: jump_if_false Label0C0707
0084: $131F = $1322 ;; integer values and handles
0084: $1320 = $1323 ;; integer values and handles
0084: $134C = $1352 ;; integer values and handles
0088: $1366 = 0@ ;; floating-point values only
0088: $1367 = 1@ ;; floating-point values only
0088: $1368 = 2@ ;; floating-point values only
0084: $134D = $1353 ;; integer values and handles
0088: $1369 = 3@ ;; floating-point values only
0088: $136A = 4@ ;; floating-point values only
0084: $134E = $1354 ;; integer values and handles
0084: $134F = $1355 ;; integer values and handles
0084: $1321 = $1324 ;; integer values and handles
0084: $1350 = $1356 ;; integer values and handles
0084: $1351 = $1357 ;; integer values and handles
0050: gosub Label0C1ED5
0084: $1322 = $131F ;; integer values and handles
0084: $1323 = $1320 ;; integer values and handles
0084: $1352 = $134C ;; integer values and handles
0089: 0@ = $1366 ;; floating-point values only
0089: 1@ = $1367 ;; floating-point values only
0089: 2@ = $1368 ;; floating-point values only
0084: $1353 = $134D ;; integer values and handles
0089: 3@ = $1369 ;; floating-point values only
0089: 4@ = $136A ;; floating-point values only
0084: $1354 = $134E ;; integer values and handles
0084: $1355 = $134F ;; integer values and handles
0084: $1324 = $1321 ;; integer values and handles
0084: $1356 = $1350 ;; integer values and handles
0084: $1357 = $1351 ;; integer values and handles
0002: jump Label0C099D

:Label0C0707
0164: disable_marker $132B
00D6: if 0
8118: NOT actor $1324 dead
004D: jump_if_false Label0C079B
00D6: if 0
056D: unknown_actor $1322 dead_but_active
004D: jump_if_false Label0C073A
04A5: unknown_store_dead_actor $1322 position_to $1BD $1BE $1BF

:Label0C073A
00D6: if 0
00EC: actor $1324 0 ()near_point $1BD $1BE radius 30.0 30.0
004D: jump_if_false Label0C0788
0084: $1322 = $1324 ;; integer values and handles
0004: $1324 = -1 ;; integer values
0004: $1356 = 0 ;; integer values
0187: $132B = create_marker_above_actor $1322
0165: set_marker $132B color_to 0
0002: jump Label0C0794

:Label0C0788
01C2: remove_references_to_actor $1324 ;; Like turning an actor into a random
pedestrian
0004: $1324 = -1 ;; integer values

:Label0C0794
0002: jump Label0C099D

:Label0C079B
00D6: if 0
8043: NOT 0@ == 1E+9.0 ;; floating-point values
004D: jump_if_false Label0C099D
00D6: if 0
0043: 0@ == -852.5533 ;; floating-point values
004D: jump_if_false Label0C07FE
00D6: if 0
0038: $1338 == 1 ;; integer values
004D: jump_if_false Label0C07DE
0004: $1338 = 0 ;; integer values

:Label0C07DE
00D6: if 1
0038: $1341 == 0 ;; integer values
0038: $1338 == 2 ;; integer values
004D: jump_if_false Label0C07FE
0004: $1338 = 0 ;; integer values

:Label0C07FE
00D6: if 0
0043: 0@ == -1016.264 ;; floating-point values
004D: jump_if_false Label0C084C
00D6: if 0
0038: $1339 == 1 ;; integer values
004D: jump_if_false Label0C082C
0004: $1339 = 0 ;; integer values

:Label0C082C
00D6: if 1
0038: $1342 == 0 ;; integer values
0038: $1339 == 2 ;; integer values
004D: jump_if_false Label0C084C
0004: $1339 = 0 ;; integer values

:Label0C084C
00D6: if 0
0043: 0@ == -726.0752 ;; floating-point values
004D: jump_if_false Label0C089A
00D6: if 0
0038: $1335 == 1 ;; integer values
004D: jump_if_false Label0C087A
0004: $1335 = 0 ;; integer values

:Label0C087A
00D6: if 1
0038: $1343 == 0 ;; integer values
0038: $1335 == 2 ;; integer values
004D: jump_if_false Label0C089A
0004: $1335 = 0 ;; integer values

:Label0C089A
00D6: if 0
0043: 0@ == -1025.169 ;; floating-point values
004D: jump_if_false Label0C08E8
00D6: if 0
0038: $1336 == 1 ;; integer values
004D: jump_if_false Label0C08C8
0004: $1336 = 0 ;; integer values

:Label0C08C8
00D6: if 1
0038: $1345 == 0 ;; integer values
0038: $1336 == 2 ;; integer values
004D: jump_if_false Label0C08E8
0004: $1336 = 0 ;; integer values
:Label0C08E8
00D6: if 0
0043: 0@ == 506.2871 ;; floating-point values
004D: jump_if_false Label0C0936
00D6: if 0
0038: $1334 == 1 ;; integer values
004D: jump_if_false Label0C0916
0004: $1334 = 0 ;; integer values

:Label0C0916
00D6: if 1
0038: $1344 == 0 ;; integer values
0038: $1334 == 2 ;; integer values
004D: jump_if_false Label0C0936
0004: $1334 = 0 ;; integer values

:Label0C0936
00D6: if 0
0043: 0@ == 17.6185 ;; floating-point values
004D: jump_if_false Label0C0984
00D6: if 0
0038: $1337 == 1 ;; integer values
004D: jump_if_false Label0C0964
0004: $1337 = 0 ;; integer values

:Label0C0964
00D6: if 1
0038: $1346 == 0 ;; integer values
0038: $1337 == 2 ;; integer values
004D: jump_if_false Label0C0984
0004: $1337 = 0 ;; integer values

:Label0C0984
0007: 0@ = 1E+9.0 ;; floating-point values
00BC: text_highpriority "CAP1B10" 5000 ms 1 ;; You've capped the Collectors.
More are on their way.

:Label0C099D
00D6: if 0
0038: $135E == 0 ;; integer values
004D: jump_if_false Label0C0AFA
00D6: if 0
0118: actor $1322 dead
004D: jump_if_false Label0C0AFA
00A5: $1326 = create_car #SANCHEZ at -830.2028 756.1009 9.8816
0175: set_car $1326 z_angle_to 264.7463
02AA: set_car $1326 immune_to_nonplayer 1
0466: unknown_car $1326 flag 0
04BA: set_car $1326 speed_instantly 10.0
0129: $1325 = create_actor 4 #SPECIAL01 in_car $1326 driverseat
01B2: give_actor $1325 weapon 26 ammo 9999 ;; Load the weapon model before using
this
01ED: reset_actor $1325 flags
011A: set_actor $1325 flags 1
0243: set_actor $1325 ped_stats_to 16
0223: set_actor $1325 health_to 250
0483: unknown_actor $1325 1150
0291: unknown_actor $1325 unknown_behavior_flag 1
0350: unknown_actor $1325 not_scared_flag 1
0319: set_actor $1325 wander_state_to 1 (off)
0187: $132C = create_marker_above_actor $1325
0165: set_marker $132C color_to 0
01C8: $1327 = create_actor 4 #SPECIAL02 in_car $1326 passenger_seat 0
01B2: give_actor $1327 weapon 19 ammo 9999 ;; Load the weapon model before using
this
01ED: reset_actor $1327 flags
011A: set_actor $1327 flags 1
0243: set_actor $1327 ped_stats_to 16
0223: set_actor $1327 health_to 250
0291: unknown_actor $1327 unknown_behavior_flag 1
0350: unknown_actor $1327 not_scared_flag 1
0319: set_actor $1327 wander_state_to 1 (off)
01DE: tie_actor $1327 to_actor $1325
0050: gosub Label0C3EAB
0089: 5@ = $1366 ;; floating-point values only
0089: 6@ = $1367 ;; floating-point values only
0089: 7@ = $1368 ;; floating-point values only
00D6: if 0
8119: NOT car $1326 wrecked
004D: jump_if_false Label0C0AF3
02C2: car $1326 drive_to_point 5@ 6@ 7@
00AD: set_car $1326 max_speed_to 100.0
00AE: unknown_set_car $1326 to_ignore_traffic_lights 2

:Label0C0AF3
0004: $135E = 1 ;; integer values

:Label0C0AFA
00D6: if 0
0118: actor $1322 dead
004D: jump_if_false Label0C0E9E
00D6: if 0
8118: NOT actor $1325 dead
004D: jump_if_false Label0C0C08
0084: $131F = $1325 ;; integer values and handles
0084: $1320 = $1326 ;; integer values and handles
0084: $134C = $1358 ;; integer values and handles
0088: $1366 = 5@ ;; floating-point values only
0088: $1367 = 6@ ;; floating-point values only
0088: $1368 = 7@ ;; floating-point values only
0084: $134D = $1359 ;; integer values and handles
0088: $1369 = 8@ ;; floating-point values only
0088: $136A = 9@ ;; floating-point values only
0084: $134E = $135A ;; integer values and handles
0084: $134F = $135B ;; integer values and handles
0084: $1321 = $1327 ;; integer values and handles
0084: $1350 = $135C ;; integer values and handles
0084: $1351 = $135D ;; integer values and handles
0050: gosub Label0C1ED5
0084: $1325 = $131F ;; integer values and handles
0084: $1326 = $1320 ;; integer values and handles
0084: $1358 = $134C ;; integer values and handles
0089: 5@ = $1366 ;; floating-point values only
0089: 6@ = $1367 ;; floating-point values only
0089: 7@ = $1368 ;; floating-point values only
0084: $1359 = $134D ;; integer values and handles
0089: 8@ = $1369 ;; floating-point values only
0089: 9@ = $136A ;; floating-point values only
0084: $135A = $134E ;; integer values and handles
0084: $135B = $134F ;; integer values and handles
0084: $1327 = $1321 ;; integer values and handles
0084: $135C = $1350 ;; integer values and handles
0084: $135D = $1351 ;; integer values and handles
0002: jump Label0C0E9E

:Label0C0C08
0164: disable_marker $132C
00D6: if 0
8118: NOT actor $1327 dead
004D: jump_if_false Label0C0C9C
00D6: if 0
056D: unknown_actor $1325 dead_but_active
004D: jump_if_false Label0C0C3B
04A5: unknown_store_dead_actor $1325 position_to $1BD $1BE $1BF

:Label0C0C3B
00D6: if 0
00EC: actor $1327 0 ()near_point $1BD $1BE radius 30.0 30.0
004D: jump_if_false Label0C0C89
0084: $1325 = $1327 ;; integer values and handles
0004: $1327 = -1 ;; integer values
0004: $135C = 0 ;; integer values
0187: $132C = create_marker_above_actor $1325
0165: set_marker $132C color_to 0
0002: jump Label0C0C95

:Label0C0C89
01C2: remove_references_to_actor $1327 ;; Like turning an actor into a random
pedestrian
0004: $1327 = -1 ;; integer values

:Label0C0C95
0002: jump Label0C0E9E

:Label0C0C9C
00D6: if 0
8043: NOT 5@ == 1E+9.0 ;; floating-point values
004D: jump_if_false Label0C0E9E
00D6: if 0
0043: 5@ == -852.5533 ;; floating-point values
004D: jump_if_false Label0C0CFF
00D6: if 0
0038: $1338 == 1 ;; integer values
004D: jump_if_false Label0C0CDF
0004: $1338 = 0 ;; integer values

:Label0C0CDF
00D6: if 1
0038: $1341 == 0 ;; integer values
0038: $1338 == 2 ;; integer values
004D: jump_if_false Label0C0CFF
0004: $1338 = 0 ;; integer values

:Label0C0CFF
00D6: if 0
0043: 5@ == -1016.264 ;; floating-point values
004D: jump_if_false Label0C0D4D
00D6: if 0
0038: $1339 == 1 ;; integer values
004D: jump_if_false Label0C0D2D
0004: $1339 = 0 ;; integer values

:Label0C0D2D
00D6: if 1
0038: $1342 == 0 ;; integer values
0038: $1339 == 2 ;; integer values
004D: jump_if_false Label0C0D4D
0004: $1339 = 0 ;; integer values

:Label0C0D4D
00D6: if 0
0043: 5@ == -726.0752 ;; floating-point values
004D: jump_if_false Label0C0D9B
00D6: if 0
0038: $1335 == 1 ;; integer values
004D: jump_if_false Label0C0D7B
0004: $1335 = 0 ;; integer values

:Label0C0D7B
00D6: if 1
0038: $1343 == 0 ;; integer values
0038: $1335 == 2 ;; integer values
004D: jump_if_false Label0C0D9B
0004: $1335 = 0 ;; integer values

:Label0C0D9B
00D6: if 0
0043: 5@ == -1025.169 ;; floating-point values
004D: jump_if_false Label0C0DE9
00D6: if 0
0038: $1336 == 1 ;; integer values
004D: jump_if_false Label0C0DC9
0004: $1336 = 0 ;; integer values

:Label0C0DC9
00D6: if 1
0038: $1345 == 0 ;; integer values
0038: $1336 == 2 ;; integer values
004D: jump_if_false Label0C0DE9
0004: $1336 = 0 ;; integer values

:Label0C0DE9
00D6: if 0
0043: 5@ == 506.2871 ;; floating-point values
004D: jump_if_false Label0C0E37
00D6: if 0
0038: $1334 == 1 ;; integer values
004D: jump_if_false Label0C0E17
0004: $1334 = 0 ;; integer values

:Label0C0E17
00D6: if 1
0038: $1344 == 0 ;; integer values
0038: $1334 == 2 ;; integer values
004D: jump_if_false Label0C0E37
0004: $1334 = 0 ;; integer values

:Label0C0E37
00D6: if 0
0043: 5@ == 17.6185 ;; floating-point values
004D: jump_if_false Label0C0E85
00D6: if 0
0038: $1337 == 1 ;; integer values
004D: jump_if_false Label0C0E65
0004: $1337 = 0 ;; integer values

:Label0C0E65
00D6: if 1
0038: $1346 == 0 ;; integer values
0038: $1337 == 2 ;; integer values
004D: jump_if_false Label0C0E85
0004: $1337 = 0 ;; integer values

:Label0C0E85
0007: 5@ = 1E+9.0 ;; floating-point values
00BC: text_highpriority "CAP1B10" 5000 ms 1 ;; You've capped the Collectors.
More are on their way.

:Label0C0E9E
00D6: if 0
0038: $1365 == 0 ;; integer values
004D: jump_if_false Label0C1000
00D6: if 1
0118: actor $1322 dead
0118: actor $1325 dead
004D: jump_if_false Label0C1000
00A5: $1329 = create_car #SANCHEZ at -301.5698 1245.774 9.8718
0175: set_car $1329 z_angle_to 181.6262
02AA: set_car $1329 immune_to_nonplayer 1
0466: unknown_car $1329 flag 0
04BA: set_car $1329 speed_instantly 10.0
0129: $1328 = create_actor 4 #SPECIAL01 in_car $1329 driverseat
01B2: give_actor $1328 weapon 26 ammo 9999 ;; Load the weapon model before using
this
01ED: reset_actor $1328 flags
011A: set_actor $1328 flags 1
0243: set_actor $1328 ped_stats_to 16
0223: set_actor $1328 health_to 250
0483: unknown_actor $1328 1150
0291: unknown_actor $1328 unknown_behavior_flag 1
0350: unknown_actor $1328 not_scared_flag 1
0319: set_actor $1328 wander_state_to 1 (off)
0187: $132D = create_marker_above_actor $1328
0165: set_marker $132D color_to 0
01C8: $132A = create_actor 4 #SPECIAL02 in_car $1329 passenger_seat 0
01B2: give_actor $132A weapon 19 ammo 9999 ;; Load the weapon model before using
this
01ED: reset_actor $132A flags
011A: set_actor $132A flags 1
0243: set_actor $132A ped_stats_to 16
0223: set_actor $132A health_to 250
0291: unknown_actor $132A unknown_behavior_flag 1
0350: unknown_actor $132A not_scared_flag 1
0319: set_actor $132A wander_state_to 1 (off)
01DE: tie_actor $132A to_actor $1328
0050: gosub Label0C3EAB
0089: 10@ = $1366 ;; floating-point values only
0089: 11@ = $1367 ;; floating-point values only
0089: 12@ = $1368 ;; floating-point values only
00D6: if 0
8119: NOT car $1329 wrecked
004D: jump_if_false Label0C0FF9
02C2: car $1329 drive_to_point 10@ 11@ 12@
00AD: set_car $1329 max_speed_to 100.0
00AE: unknown_set_car $1329 to_ignore_traffic_lights 2

:Label0C0FF9
0004: $1365 = 1 ;; integer values

:Label0C1000
00D6: if 1
0118: actor $1322 dead
0118: actor $1325 dead
004D: jump_if_false Label0C11AE
00D6: if 0
8118: NOT actor $1328 dead
004D: jump_if_false Label0C1113
0084: $131F = $1328 ;; integer values and handles
0084: $1320 = $1329 ;; integer values and handles
0084: $134C = $135F ;; integer values and handles
0088: $1366 = 10@ ;; floating-point values only
0088: $1367 = 11@ ;; floating-point values only
0088: $1368 = 12@ ;; floating-point values only
0084: $134D = $1360 ;; integer values and handles
0088: $1369 = 13@ ;; floating-point values only
0088: $136A = 14@ ;; floating-point values only
0084: $134E = $1361 ;; integer values and handles
0084: $134F = $1362 ;; integer values and handles
0084: $1321 = $132A ;; integer values and handles
0084: $1350 = $1363 ;; integer values and handles
0084: $1351 = $1364 ;; integer values and handles
0050: gosub Label0C1ED5
0084: $1328 = $131F ;; integer values and handles
0084: $1329 = $1320 ;; integer values and handles
0084: $135F = $134C ;; integer values and handles
0089: 10@ = $1366 ;; floating-point values only
0089: 11@ = $1367 ;; floating-point values only
0089: 12@ = $1368 ;; floating-point values only
0084: $1360 = $134D ;; integer values and handles
0089: 13@ = $1369 ;; floating-point values only
0089: 14@ = $136A ;; floating-point values only
0084: $1361 = $134E ;; integer values and handles
0084: $1362 = $134F ;; integer values and handles
0084: $132A = $1321 ;; integer values and handles
0084: $1363 = $1350 ;; integer values and handles
0084: $1364 = $1351 ;; integer values and handles
0002: jump Label0C11AE

:Label0C1113
0164: disable_marker $132D
00D6: if 0
8118: NOT actor $132A dead
004D: jump_if_false Label0C11A7
00D6: if 0
056D: unknown_actor $1328 dead_but_active
004D: jump_if_false Label0C1146
04A5: unknown_store_dead_actor $1328 position_to $1BD $1BE $1BF

:Label0C1146
00D6: if 0
00EC: actor $132A 0 ()near_point $1BD $1BE radius 30.0 30.0
004D: jump_if_false Label0C1194
0084: $1328 = $132A ;; integer values and handles
0004: $132A = -1 ;; integer values
0004: $1363 = 0 ;; integer values
0187: $132D = create_marker_above_actor $1328
0165: set_marker $132D color_to 0
0002: jump Label0C11A0

:Label0C1194
01C2: remove_references_to_actor $132A ;; Like turning an actor into a random
pedestrian
0004: $132A = -1 ;; integer values

:Label0C11A0
0002: jump Label0C11AE

:Label0C11A7
0002: jump Label0C1CEF

:Label0C11AE
00D6: if 3
0038: $1336 == 2 ;; integer values
0038: $1335 == 2 ;; integer values
0038: $1338 == 2 ;; integer values
0038: $1339 == 2 ;; integer values
004D: jump_if_false Label0C11E3
0004: $133F = 1 ;; integer values
0002: jump Label0C11EA

:Label0C11E3
0004: $133F = 0 ;; integer values

:Label0C11EA
00D6: if 2
0038: $1334 == 2 ;; integer values
0038: $1337 == 2 ;; integer values
0038: $134C == 0 ;; integer values
004D: jump_if_false Label0C1218
0004: $1340 = 1 ;; integer values
0002: jump Label0C121F

:Label0C1218
0004: $1340 = 0 ;; integer values

:Label0C121F
00D6: if 1
0038: $133F == 1 ;; integer values
0038: $1340 == 1 ;; integer values
004D: jump_if_false Label0C125E
00BC: text_highpriority "CAP1_B8" 5000 ms 1 ;; ~r~The collector has taxed all of
your businesses.
0084: $9F3 = $12CB ;; integer values and handles
0008: $9F3 += 5000 ;; integer values
0002: jump Label0C1CDE

:Label0C125E
00D6: if 0
0018: $A00 > 0 ;; integer values
004D: jump_if_false Label0C134E
00D6: if 0
0038: $A00 == 3 ;; integer values
004D: jump_if_false Label0C12B0
00D6: if 0
03D2: wav 1 ended
004D: jump_if_false Label0C12B0
03D5: remove_text "CAP1_2" ;; You know the rules, Vercetti!
0004: $A00 = 0 ;; integer values
0004: $A2F = 0 ;; integer values
0002: jump Label0C03F3

:Label0C12B0
00D6: if 0
0038: $A00 == 2 ;; integer values
004D: jump_if_false Label0C12EF
00D6: if 0
03D0: wav 1 loaded
004D: jump_if_false Label0C12EF
03D1: play_wav 1
00D6: if 0
001C: $12CB > $9F3 ;; integer values
004D: jump_if_false Label0C12E8

:Label0C12E8
0004: $A00 = 3 ;; integer values

:Label0C12EF
00D6: if 0
0038: $A00 == 1 ;; integer values
004D: jump_if_false Label0C134E
00D6: if 0
0038: $A2F == 0 ;; integer values
004D: jump_if_false Label0C1334
03CF: load_wav "CAP1_2" as 1
0004: $A00 = 2 ;; integer values
0004: $A2F = 1 ;; integer values
0002: jump Label0C134E

:Label0C1334
00D6: if 0
001C: $12CB > $A19 ;; integer values
004D: jump_if_false Label0C134E
0004: $A00 = 0 ;; integer values

:Label0C134E
00D6: if 0
0018: $A01 > 0 ;; integer values
004D: jump_if_false Label0C143E
00D6: if 0
0038: $A01 == 3 ;; integer values
004D: jump_if_false Label0C13A0
00D6: if 0
03D2: wav 1 ended
004D: jump_if_false Label0C13A0
03D5: remove_text "CAP1_3" ;; Mr. Forelli sends his regards!
0004: $A01 = 0 ;; integer values
0004: $A2F = 0 ;; integer values
0002: jump Label0C03F3

:Label0C13A0
00D6: if 0
0038: $A01 == 2 ;; integer values
004D: jump_if_false Label0C13DF
00D6: if 0
03D0: wav 1 loaded
004D: jump_if_false Label0C13DF
03D1: play_wav 1
00D6: if 0
001C: $12CB > $9F3 ;; integer values
004D: jump_if_false Label0C13D8

:Label0C13D8
0004: $A01 = 3 ;; integer values

:Label0C13DF
00D6: if 0
0038: $A01 == 1 ;; integer values
004D: jump_if_false Label0C143E
00D6: if 0
0038: $A2F == 0 ;; integer values
004D: jump_if_false Label0C1424
03CF: load_wav "CAP1_3" as 1
0004: $A01 = 2 ;; integer values
0004: $A2F = 1 ;; integer values
0002: jump Label0C143E

:Label0C1424
00D6: if 0
001C: $12CB > $A1A ;; integer values
004D: jump_if_false Label0C143E
0004: $A01 = 0 ;; integer values

:Label0C143E
00D6: if 0
0018: $A02 > 0 ;; integer values
004D: jump_if_false Label0C152E
00D6: if 0
0038: $A02 == 3 ;; integer values
004D: jump_if_false Label0C1490
00D6: if 0
03D2: wav 1 ended
004D: jump_if_false Label0C1490
03D5: remove_text "CAP1_4" ;; It's the Harwood Butcher!
0004: $A02 = 0 ;; integer values
0004: $A2F = 0 ;; integer values
0002: jump Label0C03F3

:Label0C1490
00D6: if 0
0038: $A02 == 2 ;; integer values
004D: jump_if_false Label0C14CF
00D6: if 0
03D0: wav 1 loaded
004D: jump_if_false Label0C14CF
03D1: play_wav 1
00D6: if 0
001C: $12CB > $9F3 ;; integer values
004D: jump_if_false Label0C14C8

:Label0C14C8
0004: $A02 = 3 ;; integer values

:Label0C14CF
00D6: if 0
0038: $A02 == 1 ;; integer values
004D: jump_if_false Label0C152E
00D6: if 0
0038: $A2F == 0 ;; integer values
004D: jump_if_false Label0C1514
03CF: load_wav "CAP1_4" as 1
0004: $A02 = 2 ;; integer values
0004: $A2F = 1 ;; integer values
0002: jump Label0C152E

:Label0C1514
00D6: if 0
001C: $12CB > $A1B ;; integer values
004D: jump_if_false Label0C152E
0004: $A02 = 0 ;; integer values

:Label0C152E
00D6: if 0
0018: $A03 > 0 ;; integer values
004D: jump_if_false Label0C161E
00D6: if 0
0038: $A03 == 3 ;; integer values
004D: jump_if_false Label0C1580
00D6: if 0
03D2: wav 1 ended
004D: jump_if_false Label0C1580
03D5: remove_text "CAP1_5" ;; You tell Sonny - stay away!
0004: $A03 = 0 ;; integer values
0004: $A2F = 0 ;; integer values
0002: jump Label0C03F3

:Label0C1580
00D6: if 0
0038: $A03 == 2 ;; integer values
004D: jump_if_false Label0C15BF
00D6: if 0
03D0: wav 1 loaded
004D: jump_if_false Label0C15BF
03D1: play_wav 1
00D6: if 0
001C: $12CB > $9F3 ;; integer values
004D: jump_if_false Label0C15B8

:Label0C15B8
0004: $A03 = 3 ;; integer values
:Label0C15BF
00D6: if 0
0038: $A03 == 1 ;; integer values
004D: jump_if_false Label0C161E
00D6: if 0
0038: $A2F == 0 ;; integer values
004D: jump_if_false Label0C1604
03CF: load_wav "CAP1_5" as 1
0004: $A03 = 2 ;; integer values
0004: $A2F = 1 ;; integer values
0002: jump Label0C161E

:Label0C1604
00D6: if 0
001C: $12CB > $A1C ;; integer values
004D: jump_if_false Label0C161E
0004: $A03 = 0 ;; integer values

:Label0C161E
00D6: if 0
0018: $A04 > 0 ;; integer values
004D: jump_if_false Label0C1737
00D6: if 0
0038: $A04 == 3 ;; integer values
004D: jump_if_false Label0C1670
00D6: if 0
03D2: wav 1 ended
004D: jump_if_false Label0C1670
03D5: remove_text "CAP1_6" ;; Vice City is MINE now, NOT his.
0004: $A04 = 0 ;; integer values
0004: $A2F = 0 ;; integer values
0002: jump Label0C03F3

:Label0C1670
00D6: if 0
0038: $A04 == 2 ;; integer values
004D: jump_if_false Label0C16AF
00D6: if 0
03D0: wav 1 loaded
004D: jump_if_false Label0C16AF
03D1: play_wav 1
00D6: if 0
001C: $12CB > $9F3 ;; integer values
004D: jump_if_false Label0C16A8

:Label0C16A8
0004: $A04 = 3 ;; integer values

:Label0C16AF
00D6: if 0
0038: $A04 == 1 ;; integer values
004D: jump_if_false Label0C170E
00D6: if 0
0038: $A2F == 0 ;; integer values
004D: jump_if_false Label0C16F4
03CF: load_wav "CAP1_6" as 1
0004: $A04 = 2 ;; integer values
0004: $A2F = 1 ;; integer values
0002: jump Label0C170E

:Label0C16F4
00D6: if 0
001C: $12CB > $A1D ;; integer values
004D: jump_if_false Label0C170E
0004: $A04 = 0 ;; integer values

:Label0C170E
00D6: if 0
0038: $A04 == 0 ;; integer values
004D: jump_if_false Label0C1737
0084: $A1D = $12CB ;; integer values and handles
0008: $A1D += 6000 ;; integer values
0004: $A04 = 1 ;; integer values

:Label0C1737
00D6: if 0
0018: $A07 > 0 ;; integer values
004D: jump_if_false Label0C1827
00D6: if 0
0038: $A07 == 3 ;; integer values
004D: jump_if_false Label0C1789
00D6: if 0
03D2: wav 1 ended
004D: jump_if_false Label0C1789
03D5: remove_text "CAP1_7" ;; You think you can take me down, Vercetti?
0004: $A07 = 0 ;; integer values
0004: $A2F = 0 ;; integer values
0002: jump Label0C03F3

:Label0C1789
00D6: if 0
0038: $A07 == 2 ;; integer values
004D: jump_if_false Label0C17C8
00D6: if 0
03D0: wav 1 loaded
004D: jump_if_false Label0C17C8
03D1: play_wav 1
00D6: if 0
001C: $12CB > $9F3 ;; integer values
004D: jump_if_false Label0C17C1

:Label0C17C1
0004: $A07 = 3 ;; integer values

:Label0C17C8
00D6: if 0
0038: $A07 == 1 ;; integer values
004D: jump_if_false Label0C1827
00D6: if 0
0038: $A2F == 0 ;; integer values
004D: jump_if_false Label0C180D
03CF: load_wav "CAP1_7" as 1
0004: $A07 = 2 ;; integer values
0004: $A2F = 1 ;; integer values
0002: jump Label0C1827

:Label0C180D
00D6: if 0
001C: $12CB > $A1E ;; integer values
004D: jump_if_false Label0C1827
0004: $A07 = 0 ;; integer values

:Label0C1827
00D6: if 0
0018: $A08 > 0 ;; integer values
004D: jump_if_false Label0C1917
00D6: if 0
0038: $A08 == 3 ;; integer values
004D: jump_if_false Label0C1879
00D6: if 0
03D2: wav 1 ended
004D: jump_if_false Label0C1879
03D5: remove_text "CAP1_8" ;; We'll keep coming after you until you die, Vercetti.
0004: $A08 = 0 ;; integer values
0004: $A2F = 0 ;; integer values
0002: jump Label0C03F3

:Label0C1879
00D6: if 0
0038: $A08 == 2 ;; integer values
004D: jump_if_false Label0C18B8
00D6: if 0
03D0: wav 1 loaded
004D: jump_if_false Label0C18B8
03D1: play_wav 1
00D6: if 0
001C: $12CB > $9F3 ;; integer values
004D: jump_if_false Label0C18B1

:Label0C18B1
0004: $A08 = 3 ;; integer values

:Label0C18B8
00D6: if 0
0038: $A08 == 1 ;; integer values
004D: jump_if_false Label0C1917
00D6: if 0
0038: $A2F == 0 ;; integer values
004D: jump_if_false Label0C18FD
03CF: load_wav "CAP1_8" as 1
0004: $A08 = 2 ;; integer values
0004: $A2F = 1 ;; integer values
0002: jump Label0C1917

:Label0C18FD
00D6: if 0
001C: $12CB > $A1F ;; integer values
004D: jump_if_false Label0C1917
0004: $A08 = 0 ;; integer values

:Label0C1917
00D6: if 0
0018: $A09 > 0 ;; integer values
004D: jump_if_false Label0C1A07
00D6: if 0
0038: $A09 == 3 ;; integer values
004D: jump_if_false Label0C1969
00D6: if 0
03D2: wav 1 ended
004D: jump_if_false Label0C1969
03D5: remove_text "CAP1_9" ;; You don't stand a chance, you psychotic prick.
0004: $A09 = 0 ;; integer values
0004: $A2F = 0 ;; integer values
0002: jump Label0C03F3

:Label0C1969
00D6: if 0
0038: $A09 == 2 ;; integer values
004D: jump_if_false Label0C19A8
00D6: if 0
03D0: wav 1 loaded
004D: jump_if_false Label0C19A8
03D1: play_wav 1
00D6: if 0
001C: $12CB > $9F3 ;; integer values
004D: jump_if_false Label0C19A1

:Label0C19A1
0004: $A09 = 3 ;; integer values

:Label0C19A8
00D6: if 0
0038: $A09 == 1 ;; integer values
004D: jump_if_false Label0C1A07
00D6: if 0
0038: $A2F == 0 ;; integer values
004D: jump_if_false Label0C19ED
03CF: load_wav "CAP1_9" as 1
0004: $A09 = 2 ;; integer values
0004: $A2F = 1 ;; integer values
0002: jump Label0C1A07

:Label0C19ED
00D6: if 0
001C: $12CB > $A20 ;; integer values
004D: jump_if_false Label0C1A07
0004: $A09 = 0 ;; integer values

:Label0C1A07
00D6: if 0
0018: $A0A > 0 ;; integer values
004D: jump_if_false Label0C1AF7
00D6: if 0
0038: $A0A == 3 ;; integer values
004D: jump_if_false Label0C1A59
00D6: if 0
03D2: wav 1 ended
004D: jump_if_false Label0C1A59
03D5: remove_text "CAP1_10" ;; I'll murder you Vercetti.
0004: $A0A = 0 ;; integer values
0004: $A2F = 0 ;; integer values
0002: jump Label0C03F3

:Label0C1A59
00D6: if 0
0038: $A0A == 2 ;; integer values
004D: jump_if_false Label0C1A98
00D6: if 0
03D0: wav 1 loaded
004D: jump_if_false Label0C1A98
03D1: play_wav 1
00D6: if 0
001C: $12CB > $9F3 ;; integer values
004D: jump_if_false Label0C1A91

:Label0C1A91
0004: $A0A = 3 ;; integer values

:Label0C1A98
00D6: if 0
0038: $A0A == 1 ;; integer values
004D: jump_if_false Label0C1AF7
00D6: if 0
0038: $A2F == 0 ;; integer values
004D: jump_if_false Label0C1ADD
03CF: load_wav "CAP1_10" as 1
0004: $A0A = 2 ;; integer values
0004: $A2F = 1 ;; integer values
0002: jump Label0C1AF7

:Label0C1ADD
00D6: if 0
001C: $12CB > $A21 ;; integer values
004D: jump_if_false Label0C1AF7
0004: $A0A = 0 ;; integer values

:Label0C1AF7
00D6: if 0
0018: $A0B > 0 ;; integer values
004D: jump_if_false Label0C1BE7
00D6: if 0
0038: $A0B == 3 ;; integer values
004D: jump_if_false Label0C1B49
00D6: if 0
03D2: wav 1 ended
004D: jump_if_false Label0C1B49
03D5: remove_text "CAP1_11" ;; You always were a jerk.
0004: $A0B = 0 ;; integer values
0004: $A2F = 0 ;; integer values
0002: jump Label0C03F3

:Label0C1B49
00D6: if 0
0038: $A0B == 2 ;; integer values
004D: jump_if_false Label0C1B88
00D6: if 0
03D0: wav 1 loaded
004D: jump_if_false Label0C1B88
03D1: play_wav 1
00D6: if 0
001C: $12CB > $9F3 ;; integer values
004D: jump_if_false Label0C1B81

:Label0C1B81
0004: $A0B = 3 ;; integer values

:Label0C1B88
00D6: if 0
0038: $A0B == 1 ;; integer values
004D: jump_if_false Label0C1BE7
00D6: if 0
0038: $A2F == 0 ;; integer values
004D: jump_if_false Label0C1BCD
03CF: load_wav "CAP1_11" as 1
0004: $A0B = 2 ;; integer values
0004: $A2F = 1 ;; integer values
0002: jump Label0C1BE7

:Label0C1BCD
00D6: if 0
001C: $12CB > $A22 ;; integer values
004D: jump_if_false Label0C1BE7
0004: $A0B = 0 ;; integer values

:Label0C1BE7
00D6: if 0
0018: $A0D > 0 ;; integer values
004D: jump_if_false Label0C1CD7
00D6: if 0
0038: $A0D == 3 ;; integer values
004D: jump_if_false Label0C1C39
00D6: if 0
03D2: wav 1 ended
004D: jump_if_false Label0C1C39
03D5: remove_text "CAP1_12" ;; You're going to die, Vercetti.
0004: $A0D = 0 ;; integer values
0004: $A2F = 0 ;; integer values
0002: jump Label0C03F3

:Label0C1C39
00D6: if 0
0038: $A0D == 2 ;; integer values
004D: jump_if_false Label0C1C78
00D6: if 0
03D0: wav 1 loaded
004D: jump_if_false Label0C1C78
03D1: play_wav 1
00D6: if 0
001C: $12CB > $9F3 ;; integer values
004D: jump_if_false Label0C1C71

:Label0C1C71
0004: $A0D = 3 ;; integer values

:Label0C1C78
00D6: if 0
0038: $A0D == 1 ;; integer values
004D: jump_if_false Label0C1CD7
00D6: if 0
0038: $A2F == 0 ;; integer values
004D: jump_if_false Label0C1CBD
03CF: load_wav "CAP1_12" as 1
0004: $A0D = 2 ;; integer values
0004: $A2F = 1 ;; integer values
0002: jump Label0C1CD7

:Label0C1CBD
00D6: if 0
001C: $12CB > $A24 ;; integer values
004D: jump_if_false Label0C1CD7
0004: $A0D = 0 ;; integer values

:Label0C1CD7
0002: jump Label0C03F3

:Label0C1CDE
00BA: text_styled "M_FAIL" 5000 ms 1 ;; MISSION FAILED!
0051: return

:Label0C1CEF
0004: $10D = 1 ;; integer values
01E3: text_1number_styled "M_PASS" 30000 5000 ms 1 ;; MISSION PASSED! $~1~
0109: player $PLAYER_CHAR money += 30000
0110: clear_player $PLAYER_CHAR wanted_level
0394: play_music 1
0318: set_latest_mission_passed "CAP_1" ;; Cap the Collector
030C: set_mission_points += 1
0164: disable_marker $10F
04CE: $10F = create_icon_marker_without_sphere $1AA at $1DA $1DB $1DC
0215: destroy_pickup $27D
04A6: $27D = create_asset_money_pickup_at $225 $226 $227 money $27C $27C
0051: return

:Label0C1D58
00D6: if 0
0038: $1341 == 1 ;; integer values
004D: jump_if_false Label0C1D83
0215: destroy_pickup $263
04A6: $263 = create_asset_money_pickup_at $22E $22F $230 money $262 $262

:Label0C1D83
00D6: if 0
0038: $1342 == 1 ;; integer values
004D: jump_if_false Label0C1DAE
0215: destroy_pickup $26E
04A6: $26E = create_asset_money_pickup_at $246 $247 $248 money $26D $26D

:Label0C1DAE
00D6: if 0
0038: $1343 == 1 ;; integer values
004D: jump_if_false Label0C1DD9
0215: destroy_pickup $25E
04A6: $25E = create_asset_money_pickup_at $243 $244 $245 money $25D $25D

:Label0C1DD9
00D6: if 0
0038: $1344 == 1 ;; integer values
004D: jump_if_false Label0C1E04
0215: destroy_pickup $281
04A6: $281 = create_asset_money_pickup_at $234 $235 $236 money $280 $280

:Label0C1E04
00D6: if 0
0038: $1345 == 1 ;; integer values
004D: jump_if_false Label0C1E2F
0215: destroy_pickup $273
04A6: $273 = create_asset_money_pickup_at $228 $229 $22A money $272 $272

:Label0C1E2F
00D6: if 0
0038: $1346 == 1 ;; integer values
004D: jump_if_false Label0C1E5A
0215: destroy_pickup $278
04A6: $278 = create_asset_money_pickup_at $240 $241 $242 money $277 $277

:Label0C1E5A
034F: destroy_actor_with_fade $1322 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $1324 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $1325 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $1327 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $1328 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $132A ;; The actor fades away like a ghost
0296: unload_special_actor 1
0296: unload_special_actor 2
0249: release_model #M4
0249: release_model #CHROMEGUN
0249: release_model #SANCHEZ
0164: disable_marker $132B
0164: disable_marker $132C
0164: disable_marker $132D
0164: disable_marker $132E
0164: disable_marker $132F
0164: disable_marker $1330
0164: disable_marker $1331
0164: disable_marker $1332
0164: disable_marker $1333
03EA: generate_cars_around_camera 0
03CD: car $1323 remove_from_stuck_car_check
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
0004: $ONMISSION = 0 ;; integer values
00D8: mission_cleanup
0051: return

:Label0C1ED5
00D6: if 0
0449: actor $131F in_a_car
004D: jump_if_false Label0C2660
03C0: $1320 = actor $131F car
02AA: set_car $1320 immune_to_nonplayer 1
0466: unknown_car $1320 flag 0
00D6: if 3
0038: $1336 == 2 ;; integer values
0038: $1335 == 2 ;; integer values
0038: $1338 == 2 ;; integer values
0038: $1339 == 2 ;; integer values
004D: jump_if_false Label0C1F30
0004: $133D = 1 ;; integer values
0002: jump Label0C1F37

:Label0C1F30
0004: $133D = 0 ;; integer values
:Label0C1F37
00D6: if 2
0038: $1334 == 2 ;; integer values
0038: $1337 == 2 ;; integer values
0038: $134C == 0 ;; integer values
004D: jump_if_false Label0C1F65
0004: $133E = 1 ;; integer values
0002: jump Label0C1F6C

:Label0C1F65
0004: $133E = 0 ;; integer values

:Label0C1F6C
00D6: if 0
8118: NOT actor $1321 dead
004D: jump_if_false Label0C1FC9
00D6: if 0
80F2: NOT actor $131F near_actor $1321 radius 20.0 20.0 0
004D: jump_if_false Label0C1FC2
00D6: if 0
031F: unknown_actor $1321 unknown_actor $131F
004D: jump_if_false Label0C1FC2
01E0: clear_leader $1321
01CC: actor $1321 kill_player $PLAYER_CHAR
0483: unknown_actor $1321 0

:Label0C1FC2
0002: jump Label0C1FCE

:Label0C1FC9
01C2: remove_references_to_actor $1321 ;; Like turning an actor into a random
pedestrian

:Label0C1FCE
00D6: if 0
0038: $134C == 100 ;; integer values
004D: jump_if_false Label0C217F
00D6: if 1
0038: $133D == 1 ;; integer values
0038: $133E == 1 ;; integer values
004D: jump_if_false Label0C2005
00A8: set_car $1320 to_psycho_driver
0002: jump Label0C2167

:Label0C2005
02C2: car $1320 drive_to_point $1366 $1367 $1368
00D6: if 0
0042: $1366 == -852.5533 ;; floating-point values
004D: jump_if_false Label0C2047
00BC: text_highpriority "CAP1_D3" 5000 ms 1 ;; ~g~The Mafia is leaving the Ice
Cream Factory!
0084: $9F3 = $12CB ;; integer values and handles
0008: $9F3 += 5000 ;; integer values

:Label0C2047
00D6: if 0
0042: $1366 == -1016.264 ;; floating-point values
004D: jump_if_false Label0C207B
00BC: text_highpriority "CAP1_D5" 5000 ms 1 ;; ~g~The Mafia is leaving the Taxi
Firm!
0084: $9F3 = $12CB ;; integer values and handles
0008: $9F3 += 5000 ;; integer values

:Label0C207B
00D6: if 0
0042: $1366 == -726.0752 ;; floating-point values
004D: jump_if_false Label0C20AF
00BC: text_highpriority "CAP1_D2" 5000 ms 1 ;; ~g~The Mafia is leaving the
Boatyard!
0084: $9F3 = $12CB ;; integer values and handles
0008: $9F3 += 5000 ;; integer values

:Label0C20AF
00D6: if 0
0042: $1366 == -1025.169 ;; floating-point values
004D: jump_if_false Label0C20E3
00BC: text_highpriority "CAP1_D4" 5000 ms 1 ;; ~g~The Mafia is leaving the Car
Showroom!
0084: $9F3 = $12CB ;; integer values and handles
0008: $9F3 += 5000 ;; integer values

:Label0C20E3
00D6: if 0
0042: $1366 == 506.2871 ;; floating-point values
004D: jump_if_false Label0C2117
00BC: text_highpriority "CAP1_D9" 5000 ms 1 ;; ~g~The Mafia is leaving The
Malibu!
0084: $9F3 = $12CB ;; integer values and handles
0008: $9F3 += 5000 ;; integer values

:Label0C2117
00D6: if 0
0042: $1366 == 17.6185 ;; floating-point values
004D: jump_if_false Label0C214B
00BC: text_highpriority "CAP1_D0" 5000 ms 1 ;; ~g~The Mafia is leaving the film
studio!
0084: $9F3 = $12CB ;; integer values and handles
0008: $9F3 += 5000 ;; integer values

:Label0C214B
0050: gosub Label0C3EAB
00AF: set_car $1320 driver_behaviour_to 8
02C2: car $1320 drive_to_point $1366 $1367 $1368

:Label0C2167
00AD: set_car $1320 max_speed_to 100.0
00AE: unknown_set_car $1320 to_ignore_traffic_lights 2
0004: $134C = 0 ;; integer values

:Label0C217F
00D6: if 0
0038: $134D == 1 ;; integer values
004D: jump_if_false Label0C21D5
00D6: if 1
0038: $133D == 1 ;; integer values
0038: $133E == 1 ;; integer values
004D: jump_if_false Label0C21B6
00A8: set_car $1320 to_psycho_driver
0002: jump Label0C21C4

:Label0C21B6
02C2: car $1320 drive_to_point $1366 $1367 $1368

:Label0C21C4
00AD: set_car $1320 max_speed_to 100.0
00AE: unknown_set_car $1320 to_ignore_traffic_lights 2

:Label0C21D5
0004: $134D = 0 ;; integer values
00D6: if 0
00FE: actor $131F 0 ()near_point $1366 $1367 $1368 radius 35.0 35.0 35.0
004D: jump_if_false Label0C24A7
00AD: set_car $1320 max_speed_to 8.0
00D6: if 0
0038: $134C == 0 ;; integer values
004D: jump_if_false Label0C24A0
00D6: if 0
00FE: actor $131F 0 ()near_point $1366 $1367 $1368 radius 6.0 6.0 6.0
004D: jump_if_false Label0C2256
0477: unknown_car $1320 1 400

:Label0C2256
00D6: if 0
0101: actor $131F stopped_near_point $1366 $1367 $1368 radius 6.0 6.0 6.0
sphere 0
004D: jump_if_false Label0C24A0
0477: unknown_car $1320 1 200
00D6: if 0
0038: $1338 == 1 ;; integer values
004D: jump_if_false Label0C22E3
00D6: if 0
0042: $1366 == -852.5533 ;; floating-point values
004D: jump_if_false Label0C22E3
00BC: text_highpriority "CAP1_C3" 5000 ms 1 ;; ~g~The Mafia has arrived at the
Ice Cream Factory!
0084: $9F3 = $12CB ;; integer values and handles
0008: $9F3 += 5000 ;; integer values
0004: $134C = 1 ;; integer values
03E2: actor $131F exit_car
0004: $1338 = 2 ;; integer values

:Label0C22E3
00D6: if 0
0038: $1339 == 1 ;; integer values
004D: jump_if_false Label0C233C
00D6: if 0
0042: $1366 == -1016.264 ;; floating-point values
004D: jump_if_false Label0C233C
00BC: text_highpriority "CAP1_C5" 5000 ms 1 ;; ~g~The Mafia has arrived at the
Taxi Firm!
0084: $9F3 = $12CB ;; integer values and handles
0008: $9F3 += 5000 ;; integer values
0004: $134C = 2 ;; integer values
03E2: actor $131F exit_car
0004: $1339 = 2 ;; integer values
:Label0C233C
00D6: if 0
0038: $1335 == 1 ;; integer values
004D: jump_if_false Label0C2395
00D6: if 0
0042: $1366 == -726.0752 ;; floating-point values
004D: jump_if_false Label0C2395
00BC: text_highpriority "CAP1_C2" 5000 ms 1 ;; ~g~The Mafia has arrived at the
Boatyard!
0084: $9F3 = $12CB ;; integer values and handles
0008: $9F3 += 5000 ;; integer values
0004: $134C = 3 ;; integer values
03E2: actor $131F exit_car
0004: $1335 = 2 ;; integer values

:Label0C2395
00D6: if 0
0038: $1336 == 1 ;; integer values
004D: jump_if_false Label0C23EE
00D6: if 0
0042: $1366 == -1025.169 ;; floating-point values
004D: jump_if_false Label0C23EE
00BC: text_highpriority "CAP1_C4" 5000 ms 1 ;; ~g~The Mafia has arrived at the
Car Showroom!
0084: $9F3 = $12CB ;; integer values and handles
0008: $9F3 += 5000 ;; integer values
0004: $134C = 4 ;; integer values
03E2: actor $131F exit_car
0004: $1336 = 2 ;; integer values

:Label0C23EE
00D6: if 0
0038: $1334 == 1 ;; integer values
004D: jump_if_false Label0C2447
00D6: if 0
0042: $1366 == 506.2871 ;; floating-point values
004D: jump_if_false Label0C2447
00BC: text_highpriority "CAP1_C9" 5000 ms 1 ;; ~g~The Mafia has arrived at The
Malibu!
0084: $9F3 = $12CB ;; integer values and handles
0008: $9F3 += 5000 ;; integer values
0004: $134C = 5 ;; integer values
03E2: actor $131F exit_car
0004: $1334 = 2 ;; integer values

:Label0C2447
00D6: if 0
0038: $1337 == 1 ;; integer values
004D: jump_if_false Label0C24A0
00D6: if 0
0042: $1366 == 17.6185 ;; floating-point values
004D: jump_if_false Label0C24A0
00BC: text_highpriority "CAP1_C0" 5000 ms 1 ;; ~g~The Mafia has arrived at the
film studio!
0084: $9F3 = $12CB ;; integer values and handles
0008: $9F3 += 5000 ;; integer values
0004: $134C = 6 ;; integer values
03E2: actor $131F exit_car
0004: $1337 = 2 ;; integer values
:Label0C24A0
0002: jump Label0C2659

:Label0C24A7
00D6: if 0
0038: $134C == 0 ;; integer values
004D: jump_if_false Label0C2659
00D6: if 0
00EC: actor $131F 0 ()near_point $1369 $136A radius 4.0 4.0
004D: jump_if_false Label0C25D4
00D6: if 0
001C: $12CB > $134E ;; integer values
004D: jump_if_false Label0C25CD
00D6: if 0
82CA: NOT car $1320 bounding_sphere_visible
004D: jump_if_false Label0C25CD
00AA: store_car $1320 position_to $1D29 $1D2A $1D2B
02C1: set $1D29 $1D2A $1D2B to_car_path_coords_closest_to $1D29 $1D2A $1D2B
00D6: if 0
838A: NOT car_in_cube $1D29 $1D2A $1D2B 4.0 4.0 3.0
004D: jump_if_false Label0C25CD
00D6: if 0
80C2: NOT sphere_onscreen $1D29 $1D2A $1D2B 4.0
004D: jump_if_false Label0C25CD
00AB: put_car $1320 at $1D29 $1D2A $1D2B
039F: car $1320 race_to $1366 $1367
00AD: set_car $1320 max_speed_to 100.0
00AE: unknown_set_car $1320 to_ignore_traffic_lights 2
0084: $134E = $12CB ;; integer values and handles
0008: $134E += 4000 ;; integer values
00D6: if 1
0038: $133D == 1 ;; integer values
0038: $133E == 1 ;; integer values
004D: jump_if_false Label0C25BF
00A8: set_car $1320 to_psycho_driver
0002: jump Label0C25CD

:Label0C25BF
02C2: car $1320 drive_to_point $1366 $1367 $1368

:Label0C25CD
0002: jump Label0C25F2

:Label0C25D4
00AA: store_car $1320 position_to $1369 $136A $1BF
0084: $134E = $12CB ;; integer values and handles
0008: $134E += 4000 ;; integer values

:Label0C25F2
00D6: if 0
001C: $12CB > $134F ;; integer values
004D: jump_if_false Label0C2659
00AD: set_car $1320 max_speed_to 100.0
00AE: unknown_set_car $1320 to_ignore_traffic_lights 2
00D6: if 1
0038: $133D == 1 ;; integer values
0038: $133E == 1 ;; integer values
004D: jump_if_false Label0C263B
00A8: set_car $1320 to_psycho_driver
0002: jump Label0C2649

:Label0C263B
02C2: car $1320 drive_to_point $1366 $1367 $1368

:Label0C2649
0084: $134F = $12CB ;; integer values and handles
0008: $134F += 2000 ;; integer values

:Label0C2659
0002: jump Label0C3ABE

:Label0C2660
00D6: if 0
001C: $12CB > $133C ;; integer values
004D: jump_if_false Label0C2688
011C: actor $131F clear_objective
0084: $133C = $12CB ;; integer values and handles
0008: $133C += 1500 ;; integer values

:Label0C2688
00D6: if 21
0038: $134C == 0 ;; integer values
0038: $134C == 100 ;; integer values
004D: jump_if_false Label0C2B75
00D6: if 0
0038: $134D == 0 ;; integer values
004D: jump_if_false Label0C29B1
00D6: if 1
00FE: actor $131F 0 ()near_point $1366 $1367 $1368 radius 6.0 6.0 6.0
0038: $134C == 0 ;; integer values
004D: jump_if_false Label0C28E3
00D6: if 0
0038: $1338 == 1 ;; integer values
004D: jump_if_false Label0C2738
00D6: if 0
0042: $1366 == -852.5533 ;; floating-point values
004D: jump_if_false Label0C2738
00BC: text_highpriority "CAP1_C3" 5000 ms 1 ;; ~g~The Mafia has arrived at the
Ice Cream Factory!
0084: $9F3 = $12CB ;; integer values and handles
0008: $9F3 += 5000 ;; integer values
0004: $134C = 1 ;; integer values
0004: $1338 = 2 ;; integer values

:Label0C2738
00D6: if 0
0038: $1339 == 1 ;; integer values
004D: jump_if_false Label0C278C
00D6: if 0
0042: $1366 == -1016.264 ;; floating-point values
004D: jump_if_false Label0C278C
00BC: text_highpriority "CAP1_C5" 5000 ms 1 ;; ~g~The Mafia has arrived at the
Taxi Firm!
0084: $9F3 = $12CB ;; integer values and handles
0008: $9F3 += 5000 ;; integer values
0004: $134C = 2 ;; integer values
0004: $1339 = 2 ;; integer values
:Label0C278C
00D6: if 0
0038: $1335 == 1 ;; integer values
004D: jump_if_false Label0C27E0
00D6: if 0
0042: $1366 == -726.0752 ;; floating-point values
004D: jump_if_false Label0C27E0
00BC: text_highpriority "CAP1_C2" 5000 ms 1 ;; ~g~The Mafia has arrived at the
Boatyard!
0084: $9F3 = $12CB ;; integer values and handles
0008: $9F3 += 5000 ;; integer values
0004: $134C = 3 ;; integer values
0004: $1335 = 2 ;; integer values

:Label0C27E0
00D6: if 0
0038: $1336 == 1 ;; integer values
004D: jump_if_false Label0C2834
00D6: if 0
0042: $1366 == -1025.169 ;; floating-point values
004D: jump_if_false Label0C2834
00BC: text_highpriority "CAP1_C4" 5000 ms 1 ;; ~g~The Mafia has arrived at the
Car Showroom!
0084: $9F3 = $12CB ;; integer values and handles
0008: $9F3 += 5000 ;; integer values
0004: $134C = 4 ;; integer values
0004: $1336 = 2 ;; integer values

:Label0C2834
00D6: if 0
0038: $1334 == 1 ;; integer values
004D: jump_if_false Label0C2888
00D6: if 0
0042: $1366 == 506.2871 ;; floating-point values
004D: jump_if_false Label0C2888
00BC: text_highpriority "CAP1_C9" 5000 ms 1 ;; ~g~The Mafia has arrived at The
Malibu!
0084: $9F3 = $12CB ;; integer values and handles
0008: $9F3 += 5000 ;; integer values
0004: $134C = 5 ;; integer values
0004: $1334 = 2 ;; integer values

:Label0C2888
00D6: if 0
0038: $1337 == 1 ;; integer values
004D: jump_if_false Label0C28DC
00D6: if 0
0042: $1366 == 17.6185 ;; floating-point values
004D: jump_if_false Label0C28DC
00BC: text_highpriority "CAP1_C0" 5000 ms 1 ;; ~g~The Mafia has arrived at the
film studio!
0084: $9F3 = $12CB ;; integer values and handles
0008: $9F3 += 5000 ;; integer values
0004: $134C = 6 ;; integer values
0004: $1337 = 2 ;; integer values

:Label0C28DC
0002: jump Label0C29B1
:Label0C28E3
00D6: if 0
80E9: NOT player $PLAYER_CHAR 0 ()near_actor $131F radius 30.0 30.0
004D: jump_if_false Label0C29A9
00D6: if 0
8119: NOT car $1320 wrecked
004D: jump_if_false Label0C2993
00D6: if 0
82BF: NOT car $1320 sunk
004D: jump_if_false Label0C297D
00D6: if 0
0203: actor $131F near_car_on_foot $1320 radius 30.0 30.0 unknown 0
004D: jump_if_false Label0C2967
01D5: actor $131F go_to_and_drive_car $1320
0084: $1351 = $12CB ;; integer values and handles
0008: $1351 += 8000 ;; integer values
0004: $134D = 1 ;; integer values
0002: jump Label0C2976

:Label0C2967
0084: $1305 = $131F ;; integer values and handles
0050: gosub Label0C400A

:Label0C2976
0002: jump Label0C298C

:Label0C297D
0084: $1305 = $131F ;; integer values and handles
0050: gosub Label0C400A

:Label0C298C
0002: jump Label0C29A2

:Label0C2993
0084: $1305 = $131F ;; integer values and handles
0050: gosub Label0C400A

:Label0C29A2
0002: jump Label0C29B1

:Label0C29A9
01CC: actor $131F kill_player $PLAYER_CHAR

:Label0C29B1
00D6: if 0
0038: $134D == 1 ;; integer values
004D: jump_if_false Label0C2B6E
00D6: if 0
80E9: NOT player $PLAYER_CHAR 0 ()near_actor $131F radius 30.0 30.0
004D: jump_if_false Label0C2B66
00D6: if 0
8119: NOT car $1320 wrecked
004D: jump_if_false Label0C2B50
00D6: if 0
82BF: NOT car $1320 sunk
004D: jump_if_false Label0C2B3A
00D6: if 0
0203: actor $131F near_car_on_foot $1320 radius 30.0 30.0 unknown 0
004D: jump_if_false Label0C2B24
01D5: actor $131F go_to_and_drive_car $1320
00D6: if 0
001C: $12CB > $1351 ;; integer values
004D: jump_if_false Label0C2B1D
00D6: if 0
82CA: NOT car $1320 bounding_sphere_visible
004D: jump_if_false Label0C2B1D
00D6: if 0
82CB: NOT actor $131F bounding_sphere_visible
004D: jump_if_false Label0C2B1D
011C: actor $131F clear_objective
00AA: store_car $1320 position_to $1BD $1BE $1BF
0174: $1316 = car $1320 z_angle
00A6: destroy_car $1320
00A5: $1320 = create_car #SANCHEZ at $1BD $1BE $1BF
0175: set_car $1320 z_angle_to $1316
02AA: set_car $1320 immune_to_nonplayer 1
0466: unknown_car $1320 flag 0
036A: put_actor $131F in_car $1320
00D6: if 0
8118: NOT actor $1321 dead
004D: jump_if_false Label0C2B1D
00D6: if 0
0431: unknown_car $1320 flag 0
004D: jump_if_false Label0C2B1D
01C8: $1321 = create_actor 4 #SPECIAL02 in_car $1320 passenger_seat 0
01B2: give_actor $1321 weapon 19 ammo 9999 ;; Load the weapon model before using
this
01ED: reset_actor $1321 flags
011A: set_actor $1321 flags 1
0243: set_actor $1321 ped_stats_to 16
0223: set_actor $1321 health_to 250
0291: unknown_actor $1321 unknown_behavior_flag 1
0350: unknown_actor $1321 not_scared_flag 1
0319: set_actor $1321 wander_state_to 1 (off)
01DE: tie_actor $1321 to_actor $131F

:Label0C2B1D
0002: jump Label0C2B33

:Label0C2B24
0084: $1305 = $131F ;; integer values and handles
0050: gosub Label0C400A

:Label0C2B33
0002: jump Label0C2B49

:Label0C2B3A
0084: $1305 = $131F ;; integer values and handles
0050: gosub Label0C400A

:Label0C2B49
0002: jump Label0C2B5F

:Label0C2B50
0084: $1305 = $131F ;; integer values and handles
0050: gosub Label0C400A
:Label0C2B5F
0002: jump Label0C2B6E

:Label0C2B66
01CC: actor $131F kill_player $PLAYER_CHAR

:Label0C2B6E
0002: jump Label0C3ABE

:Label0C2B75
00D6: if 0
8119: NOT car $1320 wrecked
004D: jump_if_false Label0C2B8E
0477: unknown_car $1320 1 17

:Label0C2B8E
00D6: if 0
0038: $134C == 1 ;; integer values
004D: jump_if_false Label0C2BB9
0239: actor $131F run_to $22E $22F
0411: (unknown) $131F 0
0004: $134C = 30 ;; integer values

:Label0C2BB9
00D6: if 0
0038: $134C == 30 ;; integer values
004D: jump_if_false Label0C2C9C
00D6: if 0
0571: $131F
004D: jump_if_false Label0C2C0A
00D6: if 0
80E9: NOT player $PLAYER_CHAR 0 ()near_actor $131F radius 120.0 120.0
004D: jump_if_false Label0C2C0A
00A1: put_actor $131F at $22E $22F 10.5

:Label0C2C0A
00D6: if 0
04FF: $131F
004D: jump_if_false Label0C2C2C
0239: actor $131F run_to $22E $22F
0411: (unknown) $131F 0

:Label0C2C2C
00D6: if 0
00ED: actor $131F 0 ()near_point_on_foot $22E $22F radius 1.0 1.0
004D: jump_if_false Label0C2C9C
00BC: text_highpriority "CAP1_B3" 5000 ms 1 ;; ~g~The Mafia has taxed the Ice
Cream Factory!
0084: $9F3 = $12CB ;; integer values and handles
0008: $9F3 += 5000 ;; integer values
0164: disable_marker $132E
0058: $1350 += $262 ;; integer values
03FE: unknown_actor $131F $1350
0004: $1341 = 1 ;; integer values
0215: destroy_pickup $263
0004: $134D = 0 ;; integer values
0004: $134C = 100 ;; integer values

:Label0C2C9C
00D6: if 0
0038: $134C == 2 ;; integer values
004D: jump_if_false Label0C2CDB
0239: actor $131F run_to -1009.286 196.7185
0411: (unknown) $131F 0
0084: $8E2 = $12CB ;; integer values and handles
0008: $8E2 += 5000 ;; integer values
0004: $134C = 7 ;; integer values

:Label0C2CDB
00D6: if 0
0038: $134C == 7 ;; integer values
004D: jump_if_false Label0C2D95
00D6: if 0
0571: $131F
004D: jump_if_false Label0C2D30
00D6: if 0
80E9: NOT player $PLAYER_CHAR 0 ()near_actor $131F radius 120.0 120.0
004D: jump_if_false Label0C2D30
00A1: put_actor $131F at -1009.286 196.7185 10.5

:Label0C2D30
00D6: if 0
04FF: $131F
004D: jump_if_false Label0C2D56
0239: actor $131F run_to -1009.286 196.7185
0411: (unknown) $131F 0

:Label0C2D56
00D6: if 0
00ED: actor $131F 0 ()near_point_on_foot -1009.286 196.7185 radius 1.0 1.0
004D: jump_if_false Label0C2D95
0239: actor $131F run_to $246 $247
0411: (unknown) $131F 0
0004: $134C = 8 ;; integer values

:Label0C2D95
00D6: if 0
0038: $134C == 8 ;; integer values
004D: jump_if_false Label0C2E41
00D6: if 0
04FF: $131F
004D: jump_if_false Label0C2DC9
0239: actor $131F run_to $246 $247
0411: (unknown) $131F 0

:Label0C2DC9
00D6: if 0
00ED: actor $131F 0 ()near_point_on_foot $246 $247 radius 1.0 1.0
004D: jump_if_false Label0C2E41
00BC: text_highpriority "CAP1_B5" 5000 ms 1 ;; ~g~The Mafia has taxed the Taxi
Firm!
0084: $9F3 = $12CB ;; integer values and handles
0008: $9F3 += 5000 ;; integer values
0164: disable_marker $132F
0058: $1350 += $26D ;; integer values
03FE: unknown_actor $131F $1350
0004: $1342 = 1 ;; integer values
0215: destroy_pickup $26E
0239: actor $131F run_to -1009.286 196.7185
0004: $134C = 9 ;; integer values

:Label0C2E41
00D6: if 0
0038: $134C == 9 ;; integer values
004D: jump_if_false Label0C2EAD
00D6: if 0
04FF: $131F
004D: jump_if_false Label0C2E79
0239: actor $131F run_to -1009.286 196.7185
0411: (unknown) $131F 0

:Label0C2E79
00D6: if 0
00ED: actor $131F 0 ()near_point_on_foot -1009.286 196.7185 radius 1.0 1.0
004D: jump_if_false Label0C2EAD
0004: $134D = 0 ;; integer values
0004: $134C = 100 ;; integer values

:Label0C2EAD
00D6: if 0
0038: $134C == 3 ;; integer values
004D: jump_if_false Label0C2EDC
0239: actor $131F run_to -725.3655 -1501.66
0411: (unknown) $131F 0
0004: $134C = 10 ;; integer values

:Label0C2EDC
00D6: if 0
0038: $134C == 10 ;; integer values
004D: jump_if_false Label0C2F9A
00D6: if 0
0571: $131F
004D: jump_if_false Label0C2F31
00D6: if 0
80E9: NOT player $PLAYER_CHAR 0 ()near_actor $131F radius 120.0 120.0
004D: jump_if_false Label0C2F31
00A1: put_actor $131F at -725.3655 -1501.66 10.8

:Label0C2F31
00D6: if 0
04FF: $131F
004D: jump_if_false Label0C2F57
0239: actor $131F run_to -725.3655 -1501.66
0411: (unknown) $131F 0

:Label0C2F57
00D6: if 0
00ED: actor $131F 0 ()near_point_on_foot -725.3655 -1501.66 radius 1.0 1.0
004D: jump_if_false Label0C2F9A
0239: actor $131F run_to -681.0613 -1490.428
0411: (unknown) $131F 0
0004: $134C = 11 ;; integer values

:Label0C2F9A
00D6: if 0
0038: $134C == 11 ;; integer values
004D: jump_if_false Label0C3015
00D6: if 0
04FF: $131F
004D: jump_if_false Label0C2FD2
0239: actor $131F run_to -681.0613 -1490.428
0411: (unknown) $131F 0

:Label0C2FD2
00D6: if 0
00ED: actor $131F 0 ()near_point_on_foot -681.0613 -1490.428 radius 1.0 1.0
004D: jump_if_false Label0C3015
0239: actor $131F run_to -636.2616 -1500.152
0411: (unknown) $131F 0
0004: $134C = 12 ;; integer values

:Label0C3015
00D6: if 0
0038: $134C == 12 ;; integer values
004D: jump_if_false Label0C3090
00D6: if 0
04FF: $131F
004D: jump_if_false Label0C304D
0239: actor $131F run_to -636.2616 -1500.152
0411: (unknown) $131F 0

:Label0C304D
00D6: if 0
00ED: actor $131F 0 ()near_point_on_foot -636.2616 -1500.152 radius 1.0 1.0
004D: jump_if_false Label0C3090
0239: actor $131F run_to -642.8112 -1496.429
0411: (unknown) $131F 0
0004: $134C = 13 ;; integer values

:Label0C3090
00D6: if 0
0038: $134C == 13 ;; integer values
004D: jump_if_false Label0C3107
00D6: if 0
04FF: $131F
004D: jump_if_false Label0C30C8
0239: actor $131F run_to -642.8112 -1496.429
0411: (unknown) $131F 0

:Label0C30C8
00D6: if 0
00ED: actor $131F 0 ()near_point_on_foot -642.8112 -1496.429 radius 1.0 1.0
004D: jump_if_false Label0C3107
0239: actor $131F run_to $243 $244
0411: (unknown) $131F 0
0004: $134C = 14 ;; integer values

:Label0C3107
00D6: if 0
0038: $134C == 14 ;; integer values
004D: jump_if_false Label0C31B3
00D6: if 0
04FF: $131F
004D: jump_if_false Label0C313B
0239: actor $131F run_to $243 $244
0411: (unknown) $131F 0
:Label0C313B
00D6: if 0
00ED: actor $131F 0 ()near_point_on_foot $243 $244 radius 1.0 1.0
004D: jump_if_false Label0C31B3
0239: actor $131F run_to -642.8112 -1496.429
00BC: text_highpriority "CAP1_B2" 5000 ms 1 ;; ~g~The Mafia has taxed the
Boatyard!
0084: $9F3 = $12CB ;; integer values and handles
0008: $9F3 += 5000 ;; integer values
0215: destroy_pickup $25E
0004: $1343 = 1 ;; integer values
0058: $1350 += $25D ;; integer values
03FE: unknown_actor $131F $1350
0164: disable_marker $1330
0004: $134C = 15 ;; integer values

:Label0C31B3
00D6: if 0
0038: $134C == 15 ;; integer values
004D: jump_if_false Label0C322E
00D6: if 0
04FF: $131F
004D: jump_if_false Label0C31EB
0239: actor $131F run_to -642.8112 -1496.429
0411: (unknown) $131F 0

:Label0C31EB
00D6: if 0
00ED: actor $131F 0 ()near_point_on_foot -642.8112 -1496.429 radius 1.0 1.0
004D: jump_if_false Label0C322E
0239: actor $131F run_to -636.2616 -1500.152
0411: (unknown) $131F 0
0004: $134C = 16 ;; integer values

:Label0C322E
00D6: if 0
0038: $134C == 16 ;; integer values
004D: jump_if_false Label0C32A9
00D6: if 0
04FF: $131F
004D: jump_if_false Label0C3266
0239: actor $131F run_to -636.2616 -1500.152
0411: (unknown) $131F 0

:Label0C3266
00D6: if 0
00ED: actor $131F 0 ()near_point_on_foot -636.2616 -1500.152 radius 1.0 1.0
004D: jump_if_false Label0C32A9
0239: actor $131F run_to -681.0613 -1490.428
0411: (unknown) $131F 0
0004: $134C = 17 ;; integer values

:Label0C32A9
00D6: if 0
0038: $134C == 17 ;; integer values
004D: jump_if_false Label0C3324
00D6: if 0
04FF: $131F
004D: jump_if_false Label0C32E1
0239: actor $131F run_to -681.0613 -1490.428
0411: (unknown) $131F 0

:Label0C32E1
00D6: if 0
00ED: actor $131F 0 ()near_point_on_foot -681.0613 -1490.428 radius 1.0 1.0
004D: jump_if_false Label0C3324
0239: actor $131F run_to -725.3655 -1501.66
0411: (unknown) $131F 0
0004: $134C = 18 ;; integer values

:Label0C3324
00D6: if 0
0038: $134C == 18 ;; integer values
004D: jump_if_false Label0C3390
00D6: if 0
04FF: $131F
004D: jump_if_false Label0C335C
0239: actor $131F run_to -725.3655 -1501.66
0411: (unknown) $131F 0

:Label0C335C
00D6: if 0
00ED: actor $131F 0 ()near_point_on_foot -725.3655 -1501.66 radius 1.0 1.0
004D: jump_if_false Label0C3390
0004: $134D = 0 ;; integer values
0004: $134C = 100 ;; integer values

:Label0C3390
00D6: if 0
0038: $134C == 4 ;; integer values
004D: jump_if_false Label0C33BF
0239: actor $131F run_to -1023.79 -901.9847
0411: (unknown) $131F 0
0004: $134C = 40 ;; integer values

:Label0C33BF
00D6: if 0
0038: $134C == 40 ;; integer values
004D: jump_if_false Label0C3479
00D6: if 0
0571: $131F
004D: jump_if_false Label0C3414
00D6: if 0
80E9: NOT player $PLAYER_CHAR 0 ()near_actor $131F radius 120.0 120.0
004D: jump_if_false Label0C3414
00A1: put_actor $131F at -1023.79 -901.9847 13.8

:Label0C3414
00D6: if 0
04FF: $131F
004D: jump_if_false Label0C343A
0239: actor $131F run_to -1023.79 -901.9847
0411: (unknown) $131F 0

:Label0C343A
00D6: if 0
00ED: actor $131F 0 ()near_point_on_foot -1023.79 -901.9847 radius 1.0 1.0
004D: jump_if_false Label0C3479
0239: actor $131F run_to $228 $229
0411: (unknown) $131F 0
0004: $134C = 41 ;; integer values

:Label0C3479
00D6: if 0
0038: $134C == 41 ;; integer values
004D: jump_if_false Label0C352C
00D6: if 0
04FF: $131F
004D: jump_if_false Label0C34AD
0239: actor $131F run_to $228 $229
0411: (unknown) $131F 0

:Label0C34AD
00D6: if 0
00ED: actor $131F 0 ()near_point_on_foot $228 $229 radius 1.0 1.0
004D: jump_if_false Label0C352C
0239: actor $131F run_to -1023.79 -901.9847
00BC: text_highpriority "CAP1_B4" 5000 ms 1 ;; ~g~The Mafia has taxed the Car
Showroom!
0084: $9F3 = $12CB ;; integer values and handles
0008: $9F3 += 5000 ;; integer values
0215: destroy_pickup $273
0004: $1345 = 1 ;; integer values
0058: $1350 += $272 ;; integer values
03FE: unknown_actor $131F $1350
0164: disable_marker $1331
0004: $134D = 0 ;; integer values
0004: $134C = 42 ;; integer values

:Label0C352C
00D6: if 0
0038: $134C == 42 ;; integer values
004D: jump_if_false Label0C3598
00D6: if 0
04FF: $131F
004D: jump_if_false Label0C3564
0239: actor $131F run_to -1023.79 -901.9847
0411: (unknown) $131F 0

:Label0C3564
00D6: if 0
00ED: actor $131F 0 ()near_point_on_foot -1023.79 -901.9847 radius 1.0 1.0
004D: jump_if_false Label0C3598
0004: $134D = 0 ;; integer values
0004: $134C = 100 ;; integer values

:Label0C3598
00D6: if 0
0038: $134C == 5 ;; integer values
004D: jump_if_false Label0C35D7
0239: actor $131F run_to 501.5787 -81.769
0411: (unknown) $131F 0
0084: $8E2 = $12CB ;; integer values and handles
0008: $8E2 += 5000 ;; integer values
0004: $134C = 20 ;; integer values
:Label0C35D7
00D6: if 0
0038: $134C == 20 ;; integer values
004D: jump_if_false Label0C3695
00D6: if 0
0571: $131F
004D: jump_if_false Label0C362C
00D6: if 0
80E9: NOT player $PLAYER_CHAR 0 ()near_actor $131F radius 120.0 120.0
004D: jump_if_false Label0C362C
00A1: put_actor $131F at 501.5787 -81.769 9.5

:Label0C362C
00D6: if 0
04FF: $131F
004D: jump_if_false Label0C3652
0239: actor $131F run_to 501.5787 -81.769
0411: (unknown) $131F 0

:Label0C3652
00D6: if 0
00ED: actor $131F 0 ()near_point_on_foot 501.5787 -81.769 radius 1.0 1.0
004D: jump_if_false Label0C3695
0239: actor $131F run_to 491.7617 -78.5777
0411: (unknown) $131F 0
0004: $134C = 21 ;; integer values

:Label0C3695
00D6: if 0
0038: $134C == 21 ;; integer values
004D: jump_if_false Label0C370C
00D6: if 0
04FF: $131F
004D: jump_if_false Label0C36CD
0239: actor $131F run_to 491.7617 -78.5777
0411: (unknown) $131F 0

:Label0C36CD
00D6: if 0
00ED: actor $131F 0 ()near_point_on_foot 491.7617 -78.5777 radius 1.0 1.0
004D: jump_if_false Label0C370C
0239: actor $131F run_to $234 $235
0411: (unknown) $131F 0
0004: $134C = 23 ;; integer values

:Label0C370C
00D6: if 0
0038: $134C == 23 ;; integer values
004D: jump_if_false Label0C37BF
00D6: if 0
04FF: $131F
004D: jump_if_false Label0C3740
0239: actor $131F run_to $234 $235
0411: (unknown) $131F 0

:Label0C3740
00D6: if 0
00ED: actor $131F 0 ()near_point_on_foot $234 $235 radius 1.0 1.0
004D: jump_if_false Label0C37BF
00BC: text_highpriority "CAP1_B9" 5000 ms 1 ;; ~g~The mafia has taxed The
Malibu!
0084: $9F3 = $12CB ;; integer values and handles
0008: $9F3 += 5000 ;; integer values
0164: disable_marker $1332
0215: destroy_pickup $281
0058: $1350 += $280 ;; integer values
03FE: unknown_actor $131F $1350
0004: $1344 = 1 ;; integer values
0239: actor $131F run_to 491.7617 -78.5777
0411: (unknown) $131F 0
0004: $134C = 25 ;; integer values

:Label0C37BF
00D6: if 0
0038: $134C == 25 ;; integer values
004D: jump_if_false Label0C383A
00D6: if 0
04FF: $131F
004D: jump_if_false Label0C37F7
0239: actor $131F run_to 491.7617 -78.5777
0411: (unknown) $131F 0

:Label0C37F7
00D6: if 0
00ED: actor $131F 0 ()near_point_on_foot 491.7617 -78.5777 radius 1.0 1.0
004D: jump_if_false Label0C383A
0239: actor $131F run_to 501.5787 -81.769
0411: (unknown) $131F 0
0004: $134C = 26 ;; integer values

:Label0C383A
00D6: if 0
0038: $134C == 26 ;; integer values
004D: jump_if_false Label0C38A6
00D6: if 0
04FF: $131F
004D: jump_if_false Label0C3872
0239: actor $131F run_to 501.5787 -81.769
0411: (unknown) $131F 0

:Label0C3872
00D6: if 0
00ED: actor $131F 0 ()near_point_on_foot 501.5787 -81.769 radius 1.0 1.0
004D: jump_if_false Label0C38A6
0004: $134D = 0 ;; integer values
0004: $134C = 100 ;; integer values

:Label0C38A6
00D6: if 0
0038: $134C == 6 ;; integer values
004D: jump_if_false Label0C38E5
0239: actor $131F run_to 12.285 963.0108
0411: (unknown) $131F 0
0084: $8E2 = $12CB ;; integer values and handles
0008: $8E2 += 5000 ;; integer values
0004: $134C = 27 ;; integer values

:Label0C38E5
00D6: if 0
0038: $134C == 27 ;; integer values
004D: jump_if_false Label0C399F
00D6: if 0
0571: $131F
004D: jump_if_false Label0C393A
00D6: if 0
80E9: NOT player $PLAYER_CHAR 0 ()near_actor $131F radius 120.0 120.0
004D: jump_if_false Label0C393A
00A1: put_actor $131F at 12.285 963.0108 10.5

:Label0C393A
00D6: if 0
04FF: $131F
004D: jump_if_false Label0C3960
0239: actor $131F run_to 12.285 963.0108
0411: (unknown) $131F 0

:Label0C3960
00D6: if 0
00ED: actor $131F 0 ()near_point_on_foot 12.285 963.0108 radius 1.0 1.0
004D: jump_if_false Label0C399F
0239: actor $131F run_to $240 $241
0411: (unknown) $131F 0
0004: $134C = 28 ;; integer values

:Label0C399F
00D6: if 0
0038: $134C == 28 ;; integer values
004D: jump_if_false Label0C3A52
00D6: if 0
04FF: $131F
004D: jump_if_false Label0C39D3
0239: actor $131F run_to $240 $241
0411: (unknown) $131F 0

:Label0C39D3
00D6: if 0
00ED: actor $131F 0 ()near_point_on_foot $240 $241 radius 1.0 1.0
004D: jump_if_false Label0C3A52
00BC: text_highpriority "CAP1_B0" 5000 ms 1 ;; ~g~The mafia has taxed the film
studio!
0084: $9F3 = $12CB ;; integer values and handles
0008: $9F3 += 5000 ;; integer values
0058: $1350 += $277 ;; integer values
03FE: unknown_actor $131F $1350
0164: disable_marker $1333
0215: destroy_pickup $278
0004: $1346 = 1 ;; integer values
0239: actor $131F run_to 12.285 963.0108
0411: (unknown) $131F 0
0004: $134C = 29 ;; integer values

:Label0C3A52
00D6: if 0
0038: $134C == 29 ;; integer values
004D: jump_if_false Label0C3ABE
00D6: if 0
04FF: $131F
004D: jump_if_false Label0C3A8A
0239: actor $131F run_to 12.285 963.0108
0411: (unknown) $131F 0

:Label0C3A8A
00D6: if 0
00ED: actor $131F 0 ()near_point_on_foot 12.285 963.0108 radius 1.0 1.0
004D: jump_if_false Label0C3ABE
0004: $134D = 0 ;; integer values
0004: $134C = 100 ;; integer values

:Label0C3ABE
00D6: if 0
00EA: player $PLAYER_CHAR 0 ()near_actor_on_foot $131F radius 40.0 40.0
004D: jump_if_false Label0C3EA9
00D6: if 0
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false Label0C3BA4
00D6: if 0
001C: $12CB > $1347 ;; integer values
004D: jump_if_false Label0C3BA4
00D6: if 0
0038: $1348 == 1 ;; integer values
004D: jump_if_false Label0C3B52
00D6: if 0
0038: $A04 == 0 ;; integer values
004D: jump_if_false Label0C3B3B
0004: $A04 = 1 ;; integer values
0084: $A1D = $12CB ;; integer values and handles
0008: $A1D += 6000 ;; integer values

:Label0C3B3B
0008: $1348 += 1 ;; integer values
0084: $1347 = $12CB ;; integer values and handles
0008: $1347 += 3000 ;; integer values

:Label0C3B52
00D6: if 0
0038: $1348 == 0 ;; integer values
004D: jump_if_false Label0C3BA4
00D6: if 0
0038: $A03 == 0 ;; integer values
004D: jump_if_false Label0C3B8D
0004: $A03 = 1 ;; integer values
0084: $A1C = $12CB ;; integer values and handles
0008: $A1C += 6000 ;; integer values

:Label0C3B8D
0008: $1348 += 1 ;; integer values
0084: $1347 = $12CB ;; integer values and handles
0008: $1347 += 3000 ;; integer values

:Label0C3BA4
00D6: if 0
02E0: unknown_actor $131F
004D: jump_if_false Label0C3EA9
00D6: if 0
001C: $12CB > $1349 ;; integer values
004D: jump_if_false Label0C3EA9
00D6: if 0
0038: $134A == 8 ;; integer values
004D: jump_if_false Label0C3C19
00D6: if 0
0038: $A0B == 0 ;; integer values
004D: jump_if_false Label0C3C02
0004: $A0B = 1 ;; integer values
0084: $A22 = $12CB ;; integer values and handles
0008: $A22 += 6000 ;; integer values

:Label0C3C02
0008: $134A += 1 ;; integer values
0084: $1349 = $12CB ;; integer values and handles
0008: $1349 += 3000 ;; integer values

:Label0C3C19
00D6: if 0
0038: $134A == 7 ;; integer values
004D: jump_if_false Label0C3C6B
00D6: if 0
0038: $A0A == 0 ;; integer values
004D: jump_if_false Label0C3C54
0004: $A0A = 1 ;; integer values
0084: $A21 = $12CB ;; integer values and handles
0008: $A21 += 6000 ;; integer values

:Label0C3C54
0008: $134A += 1 ;; integer values
0084: $1349 = $12CB ;; integer values and handles
0008: $1349 += 3000 ;; integer values

:Label0C3C6B
00D6: if 0
0038: $134A == 6 ;; integer values
004D: jump_if_false Label0C3CBD
00D6: if 0
0038: $A07 == 0 ;; integer values
004D: jump_if_false Label0C3CA6
0004: $A07 = 1 ;; integer values
0084: $A1E = $12CB ;; integer values and handles
0008: $A1E += 6000 ;; integer values

:Label0C3CA6
0008: $134A += 1 ;; integer values
0084: $1349 = $12CB ;; integer values and handles
0008: $1349 += 3000 ;; integer values

:Label0C3CBD
00D6: if 0
0038: $134A == 5 ;; integer values
004D: jump_if_false Label0C3D0F
00D6: if 0
0038: $A09 == 0 ;; integer values
004D: jump_if_false Label0C3CF8
0004: $A09 = 1 ;; integer values
0084: $A20 = $12CB ;; integer values and handles
0008: $A20 += 6000 ;; integer values

:Label0C3CF8
0008: $134A += 1 ;; integer values
0084: $1349 = $12CB ;; integer values and handles
0008: $1349 += 3000 ;; integer values

:Label0C3D0F
00D6: if 0
0038: $134A == 4 ;; integer values
004D: jump_if_false Label0C3D61
00D6: if 0
0038: $A08 == 0 ;; integer values
004D: jump_if_false Label0C3D4A
0004: $A08 = 1 ;; integer values
0084: $A1F = $12CB ;; integer values and handles
0008: $A1F += 6000 ;; integer values

:Label0C3D4A
0008: $134A += 1 ;; integer values
0084: $1349 = $12CB ;; integer values and handles
0008: $1349 += 3000 ;; integer values

:Label0C3D61
00D6: if 0
0038: $134A == 3 ;; integer values
004D: jump_if_false Label0C3DB3
00D6: if 0
0038: $A01 == 0 ;; integer values
004D: jump_if_false Label0C3D9C
0004: $A01 = 1 ;; integer values
0084: $A1A = $12CB ;; integer values and handles
0008: $A1A += 6000 ;; integer values

:Label0C3D9C
0008: $134A += 1 ;; integer values
0084: $1349 = $12CB ;; integer values and handles
0008: $1349 += 3000 ;; integer values

:Label0C3DB3
00D6: if 0
0038: $134A == 2 ;; integer values
004D: jump_if_false Label0C3E05
00D6: if 0
0038: $A00 == 0 ;; integer values
004D: jump_if_false Label0C3DEE
0004: $A00 = 1 ;; integer values
0084: $A19 = $12CB ;; integer values and handles
0008: $A19 += 6000 ;; integer values

:Label0C3DEE
0008: $134A += 1 ;; integer values
0084: $1349 = $12CB ;; integer values and handles
0008: $1349 += 3000 ;; integer values

:Label0C3E05
00D6: if 0
0038: $134A == 1 ;; integer values
004D: jump_if_false Label0C3E57
00D6: if 0
0038: $A0D == 0 ;; integer values
004D: jump_if_false Label0C3E40
0004: $A0D = 1 ;; integer values
0084: $A24 = $12CB ;; integer values and handles
0008: $A24 += 6000 ;; integer values

:Label0C3E40
0008: $134A += 1 ;; integer values
0084: $1349 = $12CB ;; integer values and handles
0008: $1349 += 3000 ;; integer values

:Label0C3E57
00D6: if 0
0038: $134A == 0 ;; integer values
004D: jump_if_false Label0C3EA9
00D6: if 0
0038: $A02 == 0 ;; integer values
004D: jump_if_false Label0C3E92
0004: $A02 = 1 ;; integer values
0084: $A1B = $12CB ;; integer values and handles
0008: $A1B += 6000 ;; integer values

:Label0C3E92
0008: $134A += 1 ;; integer values
0084: $1349 = $12CB ;; integer values and handles
0008: $1349 += 3000 ;; integer values

:Label0C3EA9
0051: return

:Label0C3EAB
00D6: if 0
0038: $1335 == 0 ;; integer values
004D: jump_if_false Label0C3EE4
0005: $1366 = -726.0752 ;; floating-point values
0005: $1367 = -1494.487 ;; floating-point values
0005: $1368 = 10.3799 ;; floating-point values
0004: $1335 = 1 ;; integer values
0051: return

:Label0C3EE4
00D6: if 0
0038: $1336 == 0 ;; integer values
004D: jump_if_false Label0C3F1D
0005: $1366 = -1025.169 ;; floating-point values
0005: $1367 = -904.9712 ;; floating-point values
0005: $1368 = 13.2096 ;; floating-point values
0004: $1336 = 1 ;; integer values
0051: return

:Label0C3F1D
00D6: if 0
0038: $1334 == 0 ;; integer values
004D: jump_if_false Label0C3F56
0005: $1366 = 506.2871 ;; floating-point values
0005: $1367 = -82.8296 ;; floating-point values
0005: $1368 = 9.2532 ;; floating-point values
0004: $1334 = 1 ;; integer values
0051: return

:Label0C3F56
00D6: if 0
0038: $1338 == 0 ;; integer values
004D: jump_if_false Label0C3F8F
0005: $1366 = -852.5533 ;; floating-point values
0005: $1367 = -568.4194 ;; floating-point values
0005: $1368 = 10.0567 ;; floating-point values
0004: $1338 = 1 ;; integer values
0051: return

:Label0C3F8F
00D6: if 0
0038: $1339 == 0 ;; integer values
004D: jump_if_false Label0C3FC8
0005: $1366 = -1016.264 ;; floating-point values
0005: $1367 = 199.9105 ;; floating-point values
0005: $1368 = 10.2062 ;; floating-point values
0004: $1339 = 1 ;; integer values
0051: return

:Label0C3FC8
00D6: if 0
0038: $1337 == 0 ;; integer values
004D: jump_if_false Label0C4001
0005: $1366 = 17.6185 ;; floating-point values
0005: $1367 = 962.106 ;; floating-point values
0005: $1368 = 9.727 ;; floating-point values
0004: $1337 = 1 ;; integer values
0051: return

:Label0C4001
0004: $133A = 5 ;; integer values
0051: return

:Label0C400A
00D6: if 0
8118: NOT actor $1305 dead
004D: jump_if_false Label0C4228
00D6: if 0
0042: $1316 == 919.9 ;; floating-point values
004D: jump_if_false Label0C4040
00A5: $1C3 = create_car #SANCHEZ at $1308 $1309 $130A

:Label0C4040
00A0: store_actor $1305 position_to $1308 $1309 $130A
00D6: if 0
00E9: player $PLAYER_CHAR 0 ()near_actor $1305 radius 30.0 30.0
004D: jump_if_false Label0C414B
0086: $130B = $1308 ;; floating-point values only
0009: $130B += 40.0 ;; floating-point values
0086: $130C = $1309 ;; floating-point values only
0009: $130C += 40.0 ;; floating-point values
000D: $1308 -= 40.0 ;; floating-point values
000D: $1309 -= 40.0 ;; floating-point values
01C3: remove_references_to_car $1C3 ;; Like turning a car into any random car
0004: $1C3 = -1 ;; integer values
0327: $1C3 = create_random_car_with_actors -1 in_area $1308 $1309 $130B $130C
00D6: if 21
0038: $1C3 == -1 ;; integer values
003A: $1323 == $1C3 ;; integer values and handles
004D: jump_if_false Label0C40ED
01CC: actor $1305 kill_player $PLAYER_CHAR
0002: jump Label0C4144

:Label0C40ED
00D6: if 0
0185: car $1C3 health >= 400
004D: jump_if_false Label0C4130
046D: $1AF2 = unknown_actor $1305 car car_seats
01EA: $134B = car $1C3 max_passengers
020A: set_car $1C3 door_status_to 1
00AD: set_car $1C3 max_speed_to 0.0
01D5: actor $1305 go_to_and_drive_car $1C3
0002: jump Label0C4144

:Label0C4130
01CC: actor $1305 kill_player $PLAYER_CHAR
01C3: remove_references_to_car $1C3 ;; Like turning a car into any random car
0004: $1C3 = -1 ;; integer values

:Label0C4144
0002: jump Label0C4228

:Label0C414B
03D3: point $1308 $1309 $130A get_nearby_vector $1308 $1309 $130A $1316
00D6: if 0
80C2: NOT sphere_onscreen $1308 $1309 $130A 3.0
004D: jump_if_false Label0C4228
00D6: if 0
838A: NOT car_in_cube $1308 $1309 $130A 3.0 3.0 2.0
004D: jump_if_false Label0C41DF
00D6: if 0
0248: model #SANCHEZ available
004D: jump_if_false Label0C41D8
01C3: remove_references_to_car $1C3 ;; Like turning a car into any random car
00A5: $1C3 = create_car #SANCHEZ at $1308 $1309 $130A
0175: set_car $1C3 z_angle_to $1316
01D5: actor $1305 go_to_and_drive_car $1C3

:Label0C41D8
0002: jump Label0C4228

:Label0C41DF
00D6: if 0
00FF: actor $1305 0 ()near_point_on_foot $1308 $1309 $130A radius 3.0 3.0 2.0
004D: jump_if_false Label0C4228
02C0: set $1308 $1309 $130A to_ped_path_coords_closest_to $1308 $1309 $130A
0239: actor $1305 run_to $1308 $1309

:Label0C4228
0051: return

;-------------Mission 52---------------
; Originally: Keep your Friends Close...

:Label0C422A
0050: gosub Label0C424E
00D6: if 0
0112: wasted_or_busted
004D: jump_if_false Label0C4245
0050: gosub Label0CAC17

:Label0C4245
0050: gosub Label0CAD60
004E: end_thread

:Label0C424E
0004: $ONMISSION = 1 ;; integer values
0317: increment_mission_attempts
03A4: name_thread "FIN_1"
0001: wait 0 ms
0108: destroy_object $6FC
054C: use_GXT_table "FINALE"
058E: set_restart_mission_taxi_destination -288.2 -487.5 9.8 275.0
0005: $1396 = -373.2288 ;; floating-point values
0005: $1397 = -597.0028 ;; floating-point values
0005: $1398 = 24.7818 ;; floating-point values
0004: $139A = 0 ;; integer values
0004: $139B = -1 ;; integer values
0004: $13A0 = 0 ;; integer values
0004: $13A1 = 0 ;; integer values
0004: $13A3 = -1 ;; integer values
0004: $13A4 = 0 ;; integer values
0004: $13A5 = 0 ;; integer values
0004: $13A6 = 0 ;; integer values
0004: $13A7 = 0 ;; integer values
0005: $13A9 = 0.0 ;; floating-point values
0005: $13AA = 0.0 ;; floating-point values
0005: $13AB = 0.0 ;; floating-point values
0004: $13CB = -1 ;; integer values
0004: $13CC = 0 ;; integer values
0004: $13CD = 0 ;; integer values
0004: $13CE = 0 ;; integer values
0004: $13D0 = -1 ;; integer values
0004: $13D1 = 0 ;; integer values
0004: $13D2 = 0 ;; integer values
0004: $13D3 = 0 ;; integer values
0004: $13D5 = -1 ;; integer values
0004: $13D6 = 0 ;; integer values
0004: $13D7 = 0 ;; integer values
0004: $13D8 = 0 ;; integer values
0004: $13DA = -1 ;; integer values
0004: $13DB = 0 ;; integer values
0004: $13DC = 0 ;; integer values
0004: $13DD = 0 ;; integer values
0004: $13DF = -1 ;; integer values
0004: $13E0 = 0 ;; integer values
0004: $13E1 = 0 ;; integer values
0004: $13E2 = 0 ;; integer values
0004: $13E4 = -1 ;; integer values
0004: $13E5 = 0 ;; integer values
0004: $13E6 = 0 ;; integer values
0004: $13E7 = 0 ;; integer values
0004: $13E9 = -1 ;; integer values
0004: $13EA = 0 ;; integer values
0004: $13EB = 0 ;; integer values
0004: $13EC = 0 ;; integer values
0004: $13EE = -1 ;; integer values
0004: $13EF = 0 ;; integer values
0004: $13F0 = 0 ;; integer values
0004: $13F1 = 0 ;; integer values
0004: $13F3 = -1 ;; integer values
0004: $13F4 = 0 ;; integer values
0004: $13F5 = 0 ;; integer values
0004: $13F6 = 0 ;; integer values
0004: $136E = 0 ;; integer values
0004: $1377 = 0 ;; integer values
0004: $1378 = 0 ;; integer values
0004: $1373 = 0 ;; integer values
0004: $136F = 0 ;; integer values
0004: $137D = 0 ;; integer values
0004: $137E = 0 ;; integer values
0004: $137F = 0 ;; integer values
0004: $1380 = 0 ;; integer values
0004: $13BC = 0 ;; integer values
0004: $13BE = 0 ;; integer values
0004: $13C0 = 0 ;; integer values
0004: $13C1 = 0 ;; integer values
0004: $13C2 = 0 ;; integer values
0004: $13C3 = 0 ;; integer values
0004: $13C4 = 0 ;; integer values
0004: $13C6 = 0 ;; integer values
0004: $13C7 = 0 ;; integer values
0004: $13C8 = 0 ;; integer values
0004: $13C9 = 0 ;; integer values
0004: $13CF = 0 ;; integer values
0004: $13D4 = 0 ;; integer values
0004: $13D9 = 0 ;; integer values
0004: $13DE = 0 ;; integer values
0004: $13E3 = 0 ;; integer values
0004: $13E8 = 0 ;; integer values
0004: $13ED = 0 ;; integer values
0004: $13F2 = 0 ;; integer values
0004: $13F7 = 0 ;; integer values
0007: 0@ = 0.0 ;; floating-point values
0007: 1@ = 0.0 ;; floating-point values
0007: 2@ = 0.0 ;; floating-point values
0007: 3@ = 0.0 ;; floating-point values
0007: 4@ = 0.0 ;; floating-point values
0007: 5@ = 0.0 ;; floating-point values
0007: 6@ = 0.0 ;; floating-point values
0007: 7@ = 0.0 ;; floating-point values
0007: 8@ = 0.0 ;; floating-point values
0007: 9@ = 0.0 ;; floating-point values
0007: 10@ = 0.0 ;; floating-point values
0007: 11@ = 0.0 ;; floating-point values
0007: 12@ = 0.0 ;; floating-point values
0007: 13@ = 0.0 ;; floating-point values
0007: 14@ = 0.0 ;; floating-point values
0005: $13F8 = 0.0 ;; floating-point values
0005: $13F9 = 0.0 ;; floating-point values
0005: $13FA = 0.0 ;; floating-point values
0005: $13FB = 0.0 ;; floating-point values
0005: $13FC = 0.0 ;; floating-point values
0005: $13FD = 0.0 ;; floating-point values
0005: $13FE = 0.0 ;; floating-point values
0005: $13FF = 0.0 ;; floating-point values
0005: $1400 = 0.0 ;; floating-point values
0005: $1401 = 0.0 ;; floating-point values
0005: $1402 = 0.0 ;; floating-point values
0005: $1403 = 0.0 ;; floating-point values
0004: $139C = 0 ;; integer values
0004: $1370 = 0 ;; integer values
0004: $13AF = 0 ;; integer values
0004: $13B0 = 0 ;; integer values
0004: $13A2 = 0 ;; integer values
0004: $139D = 0 ;; integer values
0004: $139E = 0 ;; integer values
010B: $1379 = player $PLAYER_CHAR money
04BB: select_interiour 2 ;; select render area
0004: $3DF = 1 ;; integer values
022B: create_forbidden_for_peds_cube -522.414 -662.451 -9.357 -222.414 -502.451
90.643
03AD: set_rubbish 0 (invisible)
04F9: interiour_colors 7 0
03DE: set_pedestrians_density_multiplier_to 0.0
0395: clear_area 0 at -354.419 -569.529 range 30.0 200.0
023C: load_special_actor 1 "CSPLAY"
023C: load_special_actor 2 "CSKEN"
023C: load_special_actor 3 "CSBUDDY"
03CB: set_camera -378.466 -596.1799 24.7818
038B: load_requested_models

:Label0C469E
00D6: if 22
823D: NOT special_actor 1 loaded
823D: NOT special_actor 2 loaded
823D: NOT special_actor 3 loaded
004D: jump_if_false Label0C46C0
0001: wait 0 ms
0002: jump Label0C469E

:Label0C46C0
0569: "CSPLAY"
0569: "CSKEN"
0569: "CSBUDDY"
02E4: load_cutscene_data "FIN"
041D: set_camera_near_clip .1
0244: set_cutscene_pos -378.62 -552.676 18.534
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: $88 = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim $88 "CSBUDDY"
0169: set_fade_color 0 0 1
016A: fade 1 (back) 1500 ms
03AD: set_rubbish 0 (invisible)
03AF: set_streaming 1 (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0C475A
00D6: if 0
001A: 1085 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0C477D
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0C475A

:Label0C477D
00BC: text_highpriority "FIN1_01" 10000 ms 1 ;; What's going on?

:Label0C478C
00D6: if 0
001A: 1924 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0C47AF
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0C478C

:Label0C47AF
00BC: text_highpriority "FIN1_02" 10000 ms 1 ;; Tommy! Oh good, good. Listen,
listen. Uh, listen,

:Label0C47BE
00D6: if 0
001A: 5027 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0C47E1
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0C47BE

:Label0C47E1
00BC: text_highpriority "FIN1_03" 10000 ms 1 ;; I like fish. I love fish.

:Label0C47F0
00D6: if 0
001A: 7525 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0C4813
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0C47F0

:Label0C4813
00BC: text_highpriority "FIN1_04" 10000 ms 1 ;; I love them as pets in bowls, or
as food on a plate,

:Label0C4822
00D6: if 0
001A: 10739 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0C4845
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0C4822

:Label0C4845
00BC: text_highpriority "FIN1_05" 10000 ms 1 ;; but as much as I love em, I
don't want to sleep with them.

:Label0C4854
00D6: if 0
001A: 13469 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0C4877
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0C4854

:Label0C4877
00BC: text_highpriority "FIN1_06" 10000 ms 1 ;; Okay, but right now your Italian
brothers are coming from up there to fit me with some cement shoes, and I...

:Label0C4886
00D6: if 0
001A: 19005 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0C48A9
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0C4886

:Label0C48A9
00BC: text_highpriority "FIN1_07" 10000 ms 1 ;; Shut up Ken. Sit down.

:Label0C48B8
00D6: if 0
001A: 24137 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0C48DB
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0C48B8

:Label0C48DB
00BC: text_highpriority "FIN1_08" 10000 ms 1 ;; Lance, what the hell's going on?

:Label0C48EA
00D6: if 0
001A: 26080 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0C490D
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0C48EA

:Label0C490D
00BC: text_highpriority "FIN1_09" 10000 ms 1 ;; It's your friends up north
Tommy. They ain't too happy you capped their man.

:Label0C491C
00D6: if 0
001A: 30104 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0C493F
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0C491C

:Label0C493F
00BC: text_highpriority "FIN1_10" 10000 ms 1 ;; They're coming down to see the
business today.

:Label0C494E
00D6: if 0
001A: 32108 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0C4971
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0C494E

:Label0C4971
00BC: text_highpriority "FIN1_11" 10000 ms 1 ;; They took longer than I
thought...

:Label0C4980
00D6: if 0
001A: 34187 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0C49A5
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0C4980

:Label0C49A5
00BC: text_highpriority "FIN1_12" 10000 ms 1 ;; Guys, we gotta make this final
we gotta leave no doubt that this is my operation. Mine!

:Label0C49B4
00D6: if 0
001A: 39927 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0C49D9
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0C49B4

:Label0C49D9
00BC: text_highpriority "FIN1_13" 10000 ms 1 ;; Ken, you get the first run of
counterfeit cash and put three mil in briefcases.

:Label0C49E8
00D6: if 0
001A: 45104 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0C4A0D
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0C49E8

:Label0C4A0D
00BC: text_highpriority "FIN1_14" 10000 ms 1 ;; Lance, you get the guys
together...

:Label0C4A1C
00D6: if 0
001A: 52998 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0C4A41
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0C4A1C

:Label0C4A41
0169: set_fade_color 0 0 1
016A: fade 0 () 1500 ms
00BE: text_clear_all

:Label0C4A52
00D6: if 0
016B: fading
004D: jump_if_false Label0C4A6A
0001: wait 0 ms
0002: jump Label0C4A52

:Label0C4A6A
00D6: if 0
82E9: NOT cutscene_reached_end
004D: jump_if_false Label0C4A82
0001: wait 0 ms
0002: jump Label0C4A6A

:Label0C4A82
03AD: set_rubbish 1 (visible)
02EA: end_cutscene
023C: load_special_actor 1 "CSPLAY"
023C: load_special_actor 2 "CSKEN"
023C: load_special_actor 3 "CSBUDDY"
023C: load_special_actor 4 "CSSONNY"
023C: load_special_actor 5 "SFRENDA"
023C: load_special_actor 6 "SGOONA"
023C: load_special_actor 7 "SGOONB"
02F3: load_object #CUTOBJ01 "DELCASE"
03CB: set_camera -378.466 -596.1799 24.7818
038B: load_requested_models

:Label0C4AFC
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 Label0C4B2A
0001: wait 0 ms
0002: jump Label0C4AFC

:Label0C4B2A
00D6: if 21
823D: NOT special_actor 7 loaded
8248: NOT model #CUTOBJ01 available
004D: jump_if_false Label0C4B49
0001: wait 0 ms
0002: jump Label0C4B2A

:Label0C4B49
02E4: load_cutscene_data "FIN_2"
041D: set_camera_near_clip .1
0244: set_cutscene_pos -378.62 -552.676 18.534
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: $88 = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim $88 "CSBUDDY"
02E5: $8A = create_cutscene_object #SPECIAL04
02E6: set_cutscene_anim $8A "CSSONNY"
02E5: $7F = create_cutscene_object #SPECIAL05
02E6: set_cutscene_anim $7F "SFRENDA"
02E5: $81 = create_cutscene_object #SPECIAL06
02E6: set_cutscene_anim $81 "SGOONA"
02E5: $82 = create_cutscene_object #SPECIAL07
02E6: set_cutscene_anim $82 "SGOONB"
02E5: $BF = create_cutscene_object #CUTOBJ01
02E6: set_cutscene_anim $BF "DELCASE"
0169: set_fade_color 0 0 1
016A: fade 1 (back) 1500 ms
03AD: set_rubbish 0 (invisible)
03AF: set_streaming 1 (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0C4C2A
00D6: if 0
001A: 3853 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0C4C4D
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0C4C2A

:Label0C4C4D
00BC: text_highpriority "FIN2_01" 10000 ms 1 ;; Tommy!

:Label0C4C5C
00D6: if 0
001A: 6297 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0C4C7F
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0C4C5C

:Label0C4C7F
00BC: text_highpriority "FIN2_02" 10000 ms 1 ;; What? No big hugs for your old
buddy?

:Label0C4C8E
00D6: if 0
001A: 8417 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0C4CB1
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0C4C8E

:Label0C4CB1
00BC: text_highpriority "FIN2_03" 10000 ms 1 ;; I've had fifteen years out of
the loop,

:Label0C4CC0
00D6: if 0
001A: 10472 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0C4CE3
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0C4CC0

:Label0C4CE3
00BC: text_highpriority "FIN2_04" 10000 ms 1 ;; I'm a bit rusty on family
etiquette.
:Label0C4CF2
00D6: if 0
001A: 12387 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0C4D15
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0C4CF2

:Label0C4D15
00BC: text_highpriority "FIN2_05" 10000 ms 1 ;; Always angry, eh Tommy.

:Label0C4D24
00D6: if 0
001A: 13627 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0C4D47
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0C4D24

:Label0C4D47
00BC: text_highpriority "FIN2_06" 10000 ms 1 ;; Didn't I say your temper would
get you into trouble, huh?

:Label0C4D56
00D6: if 0
001A: 16943 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0C4D79
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0C4D56

:Label0C4D79
00BC: text_highpriority "FIN2_07" 10000 ms 1 ;; There's three mil in the
cases...

:Label0C4D88
00D6: if 0
001A: 18730 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0C4DAB
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0C4D88

:Label0C4DAB
00BC: text_highpriority "FIN2_08" 10000 ms 1 ;; How many was it? Ten? No, eleven
men.

:Label0C4DBA
00D6: if 0
001A: 22330 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0C4DDD
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0C4DBA

:Label0C4DDD
00BC: text_highpriority "FIN2_09" 10000 ms 1 ;; That's how you get to be called
the Harwood Butcher! Heh-heh-heh!
:Label0C4DEC
00D6: if 0
001A: 25267 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0C4E0F
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0C4DEC

:Label0C4E0F
00BC: text_highpriority "FIN2_10" 10000 ms 1 ;; You sent me to kill one man, ONE
MAN. They knew I was coming Sonny...

:Label0C4E1E
00D6: if 0
001A: 30987 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0C4E41
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0C4E1E

:Label0C4E41
00BC: text_highpriority "FIN2_11" 10000 ms 1 ;; Tommy, Tommy, watch your tone.

:Label0C4E50
00D6: if 0
001A: 32780 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0C4E75
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0C4E50

:Label0C4E75
00BC: text_highpriority "FIN2_12" 10000 ms 1 ;; Anyone would think you blame me
for that unfortunate set of circumstances.

:Label0C4E84
00D6: if 0
001A: 36617 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0C4EA9
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0C4E84

:Label0C4EA9
00BC: text_highpriority "FIN2_13" 10000 ms 1 ;; Just take the money...

:Label0C4EB8
00D6: if 0
001A: 37728 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0C4EDD
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0C4EB8

:Label0C4EDD
00BC: text_highpriority "FIN2_14" 10000 ms 1 ;; Get the damn cash.

:Label0C4EEC
00D6: if 0
001A: 40994 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0C4F11
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0C4EEC

:Label0C4F11
00BC: text_highpriority "FIN2_15" 10000 ms 1 ;; You know, Tommy? I did what I
could for you, I pulled strings, called in favors.

:Label0C4F20
00D6: if 0
001A: 45718 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0C4F45
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0C4F20

:Label0C4F45
00BC: text_highpriority "FIN2_16" 10000 ms 1 ;; I was your friend, Tommy. I
hoped you'd see sense, see what's good for business.

:Label0C4F54
00D6: if 0
001A: 49615 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0C4F79
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0C4F54

:Label0C4F79
00BC: text_highpriority "FIN2_17" 10000 ms 1 ;; I trusted you, Tommy, and you
disappointed me.

:Label0C4F88
00D6: if 0
001A: 53574 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0C4FAD
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0C4F88

:Label0C4FAD
00BC: text_highpriority "FIN2_18" 10000 ms 1 ;; But at least someone in your
chicken shit organization knows how to do business,

:Label0C4FBC
00D6: if 0
001A: 58188 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0C4FE1
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0C4FBC

:Label0C4FE1
00BC: text_highpriority "FIN2_19" 10000 ms 1 ;; Isn't that right, Lance?

:Label0C4FF0
00D6: if 0
001A: 60272 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0C5015
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0C4FF0

:Label0C5015
00BC: text_highpriority "FIN2_20" 10000 ms 1 ;; I'm sorry Tommy. This is Vice
City. This is business.

:Label0C5024
00D6: if 0
001A: 66249 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0C5049
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0C5024

:Label0C5049
00BC: text_highpriority "FIN2_21" 10000 ms 1 ;; You sold us out...

:Label0C5058
00D6: if 0
001A: 68133 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0C507D
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0C5058

:Label0C507D
00BC: text_highpriority "FIN2_22" 10000 ms 1 ;; No. I sold YOU out, Tommy, I
sold YOU out.

:Label0C508C
00D6: if 0
001A: 73431 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0C50B1
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0C508C

:Label0C50B1
00BC: text_highpriority "FIN2_23" 10000 ms 1 ;; The real cash is upstairs in the
safe.

:Label0C50C0
00D6: if 0
001A: 76741 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0C50E5
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0C50C0

:Label0C50E5
00BC: text_highpriority "FIN2_24" 10000 ms 1 ;; Tommy, what was the big plan?

:Label0C50F4
00D6: if 0
001A: 78116 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0C5119
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0C50F4

:Label0C5119
00BC: text_highpriority "FIN2_25" 10000 ms 1 ;; You think I'd just take the fake
cash?

:Label0C5128
00D6: if 0
001A: 80094 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0C514D
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0C5128

:Label0C514D
00BC: text_highpriority "FIN2_26" 10000 ms 1 ;; Save face and run away with my
tail between my legs?!

:Label0C515C
00D6: if 0
001A: 83916 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0C5181
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0C515C

:Label0C5181
00BC: text_highpriority "FIN2_27" 10000 ms 1 ;; No.

:Label0C5190
00D6: if 0
001A: 84910 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0C51B5
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0C5190

:Label0C51B5
00BC: text_highpriority "FIN2_28" 10000 ms 1 ;; I just wanted to piss you off
before I kill you.

:Label0C51C4
00D6: if 0
001A: 86980 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0C51E9
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0C51C4

:Label0C51E9
0169: set_fade_color 0 0 1
016A: fade 0 () 1500 ms
00BE: text_clear_all

:Label0C51FA
00D6: if 0
016B: fading
004D: jump_if_false Label0C5212
0001: wait 0 ms
0002: jump Label0C51FA

:Label0C5212
00D6: if 0
82E9: NOT cutscene_reached_end
004D: jump_if_false Label0C522A
0001: wait 0 ms
0002: jump Label0C5212

:Label0C522A
03AD: set_rubbish 1 (visible)
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
0249: release_model #CUTOBJ01
03DE: set_pedestrians_density_multiplier_to 1.0
0395: clear_area 0 at -354.419 -569.529 range 30.0 200.0
0247: request_model #STRETCH
0247: request_model #RUGER
0247: request_model #TEC9
0247: request_model #COLT45
023C: load_special_actor 1 "IGBUDDY"
023C: load_special_actor 2 "IGSONNY"
023C: load_special_actor 3 "MBA"
023C: load_special_actor 4 "MBB"
038B: load_requested_models

:Label0C52B6
00D6: if 23
8248: NOT model #STRETCH available
8248: NOT model #TEC9 available
8248: NOT model #RUGER available
8248: NOT model #COLT45 available
004D: jump_if_false Label0C52E0
0001: wait 0 ms
0002: jump Label0C52B6

:Label0C52E0
00D6: if 23
823D: NOT special_actor 1 loaded
823D: NOT special_actor 2 loaded
823D: NOT special_actor 3 loaded
823D: NOT special_actor 4 loaded
004D: jump_if_false Label0C5306
0001: wait 0 ms
0002: jump Label0C52E0

:Label0C5306
015C: set_zone_gang_info "GANG1" 1 (day) 14 0 0 300 0 0 0 700 0 0 0
015C: set_zone_gang_info "GANG1" 0 (night) 14 0 0 300 0 0 0 700 0 0 0
03F1: pedtype 13 add_threat 512
03F1: pedtype 9 add_threat 8192
03F1: pedtype 9 add_threat 1
0237: set_gang 6 primary_weapon_to 17 secondary_weapon_to 17
0237: set_gang 2 primary_weapon_to 17 secondary_weapon_to 17
0235: set_gang 2 models_to #SPECIAL03 #SPECIAL04
0514: unknown_actor $PLAYER_ACTOR 6 0
04BB: select_interiour 2 ;; select render area
0004: $3DF = 1 ;; integer values
03AD: set_rubbish 0 (invisible)
04F9: interiour_colors 7 0
03CB: set_camera -378.466 -596.1799 24.7818
0482: 2.0
0395: clear_area 1 at -378.466 -596.1799 range 24.7818 1.0
0055: put_player $PLAYER_CHAR at -378.466 -596.1799 24.7818
0171: set_player $PLAYER_CHAR z_angle_to 0.0
0373: set_camera_directly_behind_player
0225: $1D1B = player $PLAYER_CHAR health
00D6: if 0
8018: NOT $1D1B > 100 ;; integer values
004D: jump_if_false Label0C5409
0222: set_player $PLAYER_CHAR health_to 100

:Label0C5409
035E: set_player $PLAYER_CHAR armour_to 200
00A5: $136B = create_car #STRETCH at -386.1734 -515.6445 11.7682
0175: set_car $136B z_angle_to 123.5502
02AA: set_car $136B immune_to_nonplayer 1
00A5: $136C = create_car #STRETCH at -375.7929 -514.4023 11.7776
0175: set_car $136C z_angle_to 75.6302
02AA: set_car $136C immune_to_nonplayer 1
00A5: $136D = create_car #STRETCH at -366.1754 -517.2399 11.7561
0175: set_car $136D z_angle_to 60.5286
02AA: set_car $136D immune_to_nonplayer 1
00A9: set_car $136B to_normal_driver
00A9: set_car $136C to_normal_driver
00A9: set_car $136D to_normal_driver
00AF: set_car $136B driver_behaviour_to 11
00AF: set_car $136C driver_behaviour_to 11
00AF: set_car $136D driver_behaviour_to 11
0169: set_fade_color 0 0 1
016A: fade 1 (back) 1500 ms
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label0C568A
01C8: $13A3 = create_actor 9 #SPECIAL03 in_car $136B passenger_seat 1
01C8: $13CB = create_actor 9 #SPECIAL03 in_car $136B passenger_seat 1
01C8: $13D0 = create_actor 9 #SPECIAL03 in_car $136B passenger_seat 1
01C8: $13D5 = create_actor 9 #SPECIAL03 in_car $136B passenger_seat 1
01C8: $13DA = create_actor 9 #SPECIAL03 in_car $136B passenger_seat 1
01C8: $13DF = create_actor 9 #SPECIAL03 in_car $136B passenger_seat 1
01C8: $13E4 = create_actor 9 #SPECIAL03 in_car $136B passenger_seat 1
01C8: $13E9 = create_actor 9 #SPECIAL03 in_car $136B passenger_seat 1
01C8: $13EE = create_actor 9 #SPECIAL03 in_car $136B passenger_seat 1
01C8: $13F3 = create_actor 9 #SPECIAL03 in_car $136B passenger_seat 1
01C8: $13B1 = create_actor 9 #SPECIAL03 in_car $136B passenger_seat 1
01C8: $13B2 = create_actor 9 #SPECIAL03 in_car $136B passenger_seat 1
01C8: $13B3 = create_actor 9 #SPECIAL03 in_car $136B passenger_seat 1
01C8: $13B4 = create_actor 9 #SPECIAL03 in_car $136B passenger_seat 1
01C8: $13B5 = create_actor 9 #SPECIAL03 in_car $136B passenger_seat 1
01C8: $13B6 = create_actor 9 #SPECIAL03 in_car $136B passenger_seat 1
01C8: $13B7 = create_actor 9 #SPECIAL03 in_car $136B passenger_seat 1
01C8: $13B8 = create_actor 9 #SPECIAL03 in_car $136B passenger_seat 1
01C8: $13B9 = create_actor 9 #SPECIAL03 in_car $136B passenger_seat 1
01C8: $13BA = create_actor 9 #SPECIAL03 in_car $136B passenger_seat 1
01C8: $13BB = create_actor 9 #SPECIAL03 in_car $136B passenger_seat 1
0213: $80D = create_pickup -86 (HEALTH) type 2 at -336.6208 -568.994 11.6022
0213: $1371 = create_pickup -18 (BODYARMOUR) type 2 at -336.6208 -570.994 11.6022
032B: $1372 = create_weapon_pickup #TEC9 2 ammo 120 at -336.6208 -572.994
11.6022
032B: $1374 = create_weapon_pickup #TEC9 2 ammo 120 at -336.6208 -572.994
11.6022
0213: $137C = create_pickup -86 (HEALTH) type 2 at -336.6208 -568.994 11.6022
0213: $1381 = create_pickup -86 (HEALTH) type 2 at -336.6208 -568.994 11.6022

:Label0C568A
0215: destroy_pickup $80D
0215: destroy_pickup $1371
0215: destroy_pickup $1372
0215: destroy_pickup $1374
0213: $80D = create_pickup -86 (HEALTH) type 2 at -406.2503 -566.4947 19.5804
0213: $1371 = create_pickup -18 (BODYARMOUR) type 2 at -406.2992 -564.582 19.5804
032B: $1372 = create_weapon_pickup #PYTHON 2 ammo 120 at -401.7512 -566.0168
19.5804
032B: $1374 = create_weapon_pickup #PYTHON 3 ammo 120 at -374.4366 -587.5957
25.3355
01BD: $12CB = current_time_in_ms
0084: $139A = $12CB ;; integer values and handles
0008: $139A += 60000 ;; integer values
0084: $13A0 = $12CB ;; integer values and handles
0008: $13A0 += 120000 ;; integer values

:Label0C572D
00D6: if 0
016B: fading
004D: jump_if_false Label0C5745
0001: wait 0 ms
0002: jump Label0C572D

:Label0C5745
00BC: text_highpriority "FIN_B3" 5000 ms 1 ;; ~g~The Mafia are trying to steal
your money. Defend the safe.
010B: $1379 = player $PLAYER_CHAR money
04E3: unknown_player $PLAYER_CHAR 2 60000

:Label0C5768
0001: wait 0 ms
01BD: $12CB = current_time_in_ms
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point -354.419 -569.529 30.0 radius 200.0
120.0 30.0
004D: jump_if_false Label0C57C8
010D: set_player $PLAYER_CHAR wanted_level_to 0
00D6: if 0
0038: $1380 == 0 ;; integer values
004D: jump_if_false Label0C57C1
0004: $1380 = 1 ;; integer values
:Label0C57C1
0002: jump Label0C57E1

:Label0C57C8
00D6: if 0
0038: $1380 == 1 ;; integer values
004D: jump_if_false Label0C57E1
0004: $1380 = 0 ;; integer values

:Label0C57E1
00D6: if 0
8183: NOT player $PLAYER_CHAR health > 70
004D: jump_if_false Label0C5871
00D6: if 0
0038: $1377 == 1 ;; integer values
004D: jump_if_false Label0C586A
00BC: text_highpriority "FIN_B4" 6000 ms 1 ;; ~g~You are close to death, get
some ~w~health~g~ from downstairs.
00D6: if 0
0038: $1373 == 0 ;; integer values
004D: jump_if_false Label0C5863
018A: $137A = create_checkpoint_at -406.2503 -566.4947 19.5804
0165: set_marker $137A color_to 3
018A: $1376 = create_checkpoint_at -335.625 -571.77 11.0
0165: set_marker $1376 color_to 3
0004: $1373 = 1 ;; integer values

:Label0C5863
0004: $1377 = 0 ;; integer values

:Label0C586A
0002: jump Label0C588A

:Label0C5871
00D6: if 0
0038: $1377 == 0 ;; integer values
004D: jump_if_false Label0C588A
0004: $1377 = 1 ;; integer values

:Label0C588A
00D6: if 24
0038: $13CE == 2 ;; integer values
0038: $13D3 == 2 ;; integer values
0038: $13D8 == 2 ;; integer values
0038: $13DD == 2 ;; integer values
0038: $13E2 == 2 ;; integer values
004D: jump_if_false Label0C58C6
0004: $137D = 1 ;; integer values
0002: jump Label0C58CD

:Label0C58C6
0004: $137D = 0 ;; integer values

:Label0C58CD
00D6: if 23
0038: $13E7 == 2 ;; integer values
0038: $13EC == 2 ;; integer values
0038: $13F1 == 2 ;; integer values
0038: $13F6 == 2 ;; integer values
004D: jump_if_false Label0C5902
0004: $137E = 1 ;; integer values
0002: jump Label0C5909

:Label0C5902
0004: $137E = 0 ;; integer values

:Label0C5909
00D6: if 21
0038: $137D == 1 ;; integer values
0038: $137E == 1 ;; integer values
004D: jump_if_false Label0C5966
00D6: if 0
0038: $1378 == 1 ;; integer values
004D: jump_if_false Label0C595F
00BC: text_highpriority "FIN_B5" 5000 ms 1 ;; ~g~The Mafia is stealing your
money, defend the ~c~safe
018A: $137B = create_checkpoint_at $1396 $1397 $1398
0165: set_marker $137B color_to 6
0004: $1378 = 0 ;; integer values

:Label0C595F
0002: jump Label0C5984

:Label0C5966
00D6: if 0
0038: $1378 == 0 ;; integer values
004D: jump_if_false Label0C5984
0164: disable_marker $137B
0004: $1378 = 1 ;; integer values

:Label0C5984
00D6: if 0
0038: $139B == -1 ;; integer values
004D: jump_if_false Label0C5A3C
00D6: if 0
001C: $12CB > $139A ;; integer values
004D: jump_if_false Label0C5A3C
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point -378.523 -579.67 27.284 radius 6.0
4.0 3.0
004D: jump_if_false Label0C59E7
0004: $139B = 0 ;; integer values
0002: jump Label0C5A3C

:Label0C59E7
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point -378.551 -591.784 28.232 radius 8.114
8.0 3.44
004D: jump_if_false Label0C5A2D
00BC: text_highpriority "FIN_B1" 200 ms 1 ;; ~g~Go and kill ~y~Lance Vance~g~
the backstabber.
0002: jump Label0C5A3C

:Label0C5A2D
00BC: text_highpriority "DEFSAFE" 200 ms 1 ;; ~g~Get back to the safe and defend
it.

:Label0C5A3C
00D6: if 0
0038: $139B == 0 ;; integer values
004D: jump_if_false Label0C5BB7
009B: destroy_actor_instantly $13CB
009B: destroy_actor_instantly $13D0
009B: destroy_actor_instantly $13D5
009B: destroy_actor_instantly $13DA
009B: destroy_actor_instantly $13DF
009B: destroy_actor_instantly $13E4
009B: destroy_actor_instantly $13E9
009B: destroy_actor_instantly $13EE
009B: destroy_actor_instantly $13F3
009B: destroy_actor_instantly $13B1
009B: destroy_actor_instantly $13B2
009B: destroy_actor_instantly $13B3
009B: destroy_actor_instantly $13B4
009B: destroy_actor_instantly $13B5
009B: destroy_actor_instantly $13B6
009B: destroy_actor_instantly $13B7
009B: destroy_actor_instantly $13B8
009B: destroy_actor_instantly $13B9
009B: destroy_actor_instantly $13BA
009B: destroy_actor_instantly $13BB
009A: $1399 = create_actor 21 #SPECIAL01 at -357.6711 -559.5632 26.5411
0050: gosub Label0C8A95
03CF: load_wav "FIN_3" as 1
03CF: load_wav "FIN_1B" as 2
0239: actor $1399 run_to -362.1062 -559.4869
0411: (unknown) $1399 0
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 (true)
02A3: toggle_widescreen 1 (on)
03F4: 0 (clear) cars_can_be_damaged
0004: $1370 = 1 ;; integer values
0395: clear_area 1 at -378.0434 -579.1422 range 18.5385 2.0
0055: put_player $PLAYER_CHAR at -378.0434 -579.1422 18.5385
009A: $1375 = create_actor 4 #NULL at -378.4288 -582.1033 24.2735
01B2: give_actor $1375 weapon 18 ammo 9 ;; Load the weapon model before using
this
020E: actor $1375 look_at_actor $1399
01ED: reset_actor $1375 flags
0489: unknown_actor $1375 flag 1
015F: set_camera_position -379.238 -583.7946 26.1261 0.0 0.0 0.0
0160: point_camera -378.7026 -582.9524 26.0619 2
0004: $139B = 1 ;; integer values

:Label0C5BB7
00D6: if 0
0018: $139B > 0 ;; integer values
004D: jump_if_false Label0C6DE6
00D6: if 0
8118: NOT actor $1399 dead
004D: jump_if_false Label0C6D5A
00D6: if 1
001A: 12 > $139B ;; integer values
0018: $139B > 4 ;; integer values
004D: jump_if_false Label0C5C24
00D6: if 0
001C: $12CB > $139A ;; integer values
004D: jump_if_false Label0C5C24
00BC: text_highpriority "FIN_B1" 5000 ms 1 ;; ~g~Go and kill ~y~Lance Vance~g~
the backstabber.
0084: $139A = $12CB ;; integer values and handles
0008: $139A += 10000 ;; integer values

:Label0C5C24
00D6: if 0
0038: $139B == 1 ;; integer values
004D: jump_if_false Label0C5CAD
00D6: if 0
00F0: actor $1399 stopped 0 ()near_point_on_foot -362.1062 -559.4869 radius 1.0
1.0
004D: jump_if_false Label0C5CAD
00D6: if 0
03D0: wav 1 loaded
004D: jump_if_false Label0C5CAD
00D6: if 0
8118: NOT actor $1375 dead
004D: jump_if_false Label0C5C83
04C6: $1399 $1375

:Label0C5C83
03D1: play_wav 1
00BC: text_highpriority "FIN_3" 5000 ms 1 ;; No one to cover your ass now, eh
Tommy?
0084: $139A = $12CB ;; integer values and handles
0008: $139A += 500 ;; integer values
0004: $139B = 2 ;; integer values

:Label0C5CAD
00D6: if 0
0038: $139B == 2 ;; integer values
004D: jump_if_false Label0C5D89
00D6: if 0
001C: $12CB > $139A ;; integer values
004D: jump_if_false Label0C5D89
00D6: if 0
8118: NOT actor $1375 dead
004D: jump_if_false Label0C5CEA
0172: $3CF = actor $1375 z_angle

:Label0C5CEA
0009: $3CF += 12.0 ;; floating-point values
00D6: if 0
0020: $3CF > 325.2151 ;; floating-point values
004D: jump_if_false Label0C5D64
0005: $3CF = 325.2151 ;; floating-point values
00D6: if 1
03D2: wav 1 ended
03D0: wav 2 loaded
004D: jump_if_false Label0C5D64
03D1: play_wav 2
00BC: text_highpriority "FIN_1B" 5000 ms 1 ;; You're going down, you back
stabbing prick!
00D6: if 0
8118: NOT actor $1375 dead
004D: jump_if_false Label0C5D51
04C6: $1375 $1399
:Label0C5D51
03CF: load_wav "FIN_2B" as 1
0004: $139B = 3 ;; integer values

:Label0C5D64
00D6: if 0
8118: NOT actor $1375 dead
004D: jump_if_false Label0C5D89
0173: set_actor $1375 z_angle_to $3CF
022F: set_actor $1375 stop_looking
022C: set_actor $1375 to_look_at_actor $1399

:Label0C5D89
00D6: if 0
0038: $139B == 3 ;; integer values
004D: jump_if_false Label0C5E2C
00D6: if 1
03D2: wav 2 ended
03D0: wav 1 loaded
004D: jump_if_false Label0C5E2C
015F: set_camera_position -362.8571 -557.6577 28.198 0.0 0.0 0.0
0160: point_camera -362.9028 -558.6328 27.9812 2
03D1: play_wav 1
00BC: text_highpriority "FIN_2B" 5000 ms 1 ;; Oh you think so!
03CF: load_wav "FIN_1A" as 2
00D6: if 0
8118: NOT actor $1375 dead
004D: jump_if_false Label0C5E15
022F: set_actor $1375 stop_looking

:Label0C5E15
0084: $139A = $12CB ;; integer values and handles
0008: $139A += 1100 ;; integer values
0004: $139B = 4 ;; integer values

:Label0C5E2C
00D6: if 0
0038: $139B == 4 ;; integer values
004D: jump_if_false Label0C5E78
00D6: if 0
03D2: wav 1 ended
004D: jump_if_false Label0C5E78
00D6: if 0
001C: $12CB > $139A ;; integer values
004D: jump_if_false Label0C5E78
011C: actor $PLAYER_ACTOR clear_objective
03CF: load_wav "FIN_4" as 1
0004: $139B = 5 ;; integer values

:Label0C5E78
00D6: if 0
0038: $139B == 5 ;; integer values
004D: jump_if_false Label0C5FB4
00D6: if 0
0038: $139C == 2 ;; integer values
004D: jump_if_false Label0C5F25
009B: destroy_actor_instantly $1375
0395: clear_area 1 at -378.4288 -582.1033 range 24.2735 2.0
0055: put_player $PLAYER_CHAR at -378.4288 -582.1033 24.2735
0171: set_player $PLAYER_CHAR z_angle_to $3CF
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
0222: set_player $PLAYER_CHAR health_to 200
035E: set_player $PLAYER_CHAR armour_to 200
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 (false)
02A3: toggle_widescreen 0 (off)
03F4: 1 (set) cars_can_be_damaged
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
0084: $13A2 = $12CB ;; integer values and handles
0008: $13A2 += 400 ;; integer values
0004: $1370 = 0 ;; integer values
00BC: text_highpriority "FIN_B1" 10000 ms 1 ;; ~g~Go and kill ~y~Lance Vance~g~
the backstabber.

:Label0C5F25
0008: $139C += 1 ;; integer values
00D6: if 0
0018: $139C > 2 ;; integer values
004D: jump_if_false Label0C5FB4
00D6: if 21
031D: actor $1399 hit_by_weapon 47
00F5: player $PLAYER_CHAR 0 ()near_point -378.523 -561.41 29.034 radius 18.0
6.0 2.5
004D: jump_if_false Label0C5F99
0502: unknown_actor $1399 sprint_to -335.4508 -560.4796
0411: (unknown) $1399 0
0004: $139B = 6 ;; integer values
0002: jump Label0C5FB4

:Label0C5F99
00D6: if 0
001C: $12CB > $13A2 ;; integer values
004D: jump_if_false Label0C5FB4
01CA: actor $1399 kill_player $PLAYER_CHAR

:Label0C5FB4
00D6: if 0
0038: $139B == 6 ;; integer values
004D: jump_if_false Label0C601F
00D6: if 0
00ED: actor $1399 0 ()near_point_on_foot -347.6153 -559.3744 radius 2.0 2.0
004D: jump_if_false Label0C601F
009B: destroy_actor_instantly $1399
009A: $1399 = create_actor 21 #SPECIAL01 at -335.4508 -560.4796 26.538
0050: gosub Label0C8A95
01CA: actor $1399 kill_player $PLAYER_CHAR
0004: $139B = 7 ;; integer values

:Label0C601F
00D6: if 0
0038: $139B == 7 ;; integer values
004D: jump_if_false Label0C60EA
00D6: if 0
02E0: unknown_actor $1399
004D: jump_if_false Label0C6048
0004: $139B = 8 ;; integer values
:Label0C6048
00D6: if 21
00F5: player $PLAYER_CHAR 0 ()near_point -347.4754 -559.3594 27.5816 radius
2.0 2.0 2.0
031D: actor $1399 hit_by_weapon 47
004D: jump_if_false Label0C6086
0004: $139B = 8 ;; integer values

:Label0C6086
00D6: if 21
00F5: player $PLAYER_CHAR 0 ()near_point -330.993 -578.541 20.332 radius 3.134
1.732 1.81
00F5: player $PLAYER_CHAR 0 ()near_point -330.8983 -578.8625 11.6069 radius
2.0 2.0 2.0
004D: jump_if_false Label0C60EA
0004: $139A = -9999 ;; integer values
0004: $139B = 12 ;; integer values

:Label0C60EA
00D6: if 0
0038: $139B == 8 ;; integer values
004D: jump_if_false Label0C61B4
00D6: if 21
00F5: player $PLAYER_CHAR 0 ()near_point -347.4754 -559.3594 27.5816 radius
2.0 2.0 2.0
031D: actor $1399 hit_by_weapon 47
004D: jump_if_false Label0C6150
0502: unknown_actor $1399 sprint_to -334.3681 -579.2608
0411: (unknown) $1399 0
0004: $139B = 9 ;; integer values

:Label0C6150
00D6: if 21
00F5: player $PLAYER_CHAR 0 ()near_point -330.993 -578.541 20.332 radius 3.134
1.732 1.81
00F5: player $PLAYER_CHAR 0 ()near_point -330.8983 -578.8625 11.6069 radius
2.0 2.0 2.0
004D: jump_if_false Label0C61B4
0004: $139A = -9999 ;; integer values
0004: $139B = 12 ;; integer values

:Label0C61B4
00D6: if 0
0038: $139B == 9 ;; integer values
004D: jump_if_false Label0C621F
00D6: if 0
00ED: actor $1399 0 ()near_point_on_foot -336.135 -567.6742 radius 2.0 2.0
004D: jump_if_false Label0C621F
009B: destroy_actor_instantly $1399
009A: $1399 = create_actor 21 #SPECIAL01 at -334.3681 -579.2608 26.5109
0050: gosub Label0C8A95
01CA: actor $1399 kill_player $PLAYER_CHAR
0004: $139B = 10 ;; integer values

:Label0C621F
00D6: if 0
0038: $139B == 10 ;; integer values
004D: jump_if_false Label0C62EA
00D6: if 0
02E0: unknown_actor $1399
004D: jump_if_false Label0C6248
0004: $139B = 11 ;; integer values

:Label0C6248
00D6: if 21
00F5: player $PLAYER_CHAR 0 ()near_point -336.1548 -565.9336 27.5698 radius
2.0 2.0 2.0
031D: actor $1399 hit_by_weapon 47
004D: jump_if_false Label0C6286
0004: $139B = 11 ;; integer values

:Label0C6286
00D6: if 21
00F5: player $PLAYER_CHAR 0 ()near_point -330.993 -578.541 20.332 radius 3.134
1.732 1.81
00F5: player $PLAYER_CHAR 0 ()near_point -330.8983 -578.8625 11.6069 radius
2.0 2.0 2.0
004D: jump_if_false Label0C62EA
0004: $139A = -9999 ;; integer values
0004: $139B = 12 ;; integer values

:Label0C62EA
00D6: if 0
0038: $139B == 11 ;; integer values
004D: jump_if_false Label0C63B4
00D6: if 21
00F5: player $PLAYER_CHAR 0 ()near_point -336.1548 -565.9336 27.5698 radius
2.0 2.0 2.0
031D: actor $1399 hit_by_weapon 47
004D: jump_if_false Label0C6350
0502: unknown_actor $1399 sprint_to -325.5564 -578.9694
0411: (unknown) $1399 0
0004: $139B = 12 ;; integer values

:Label0C6350
00D6: if 21
00F5: player $PLAYER_CHAR 0 ()near_point -330.993 -578.541 20.332 radius 3.134
1.732 1.81
00F5: player $PLAYER_CHAR 0 ()near_point -330.8983 -578.8625 11.6069 radius
2.0 2.0 2.0
004D: jump_if_false Label0C63B4
0004: $139A = -9999 ;; integer values
0004: $139B = 12 ;; integer values

:Label0C63B4
00D6: if 0
0038: $139B == 12 ;; integer values
004D: jump_if_false Label0C643D
00D6: if 21
00ED: actor $1399 0 ()near_point_on_foot -330.0031 -578.982 radius 2.0 2.0
0038: $139A == -9999 ;; integer values
004D: jump_if_false Label0C643D
009B: destroy_actor_instantly $1399
009A: $1399 = create_actor 21 #SPECIAL01 at -317.6072 -580.8336 32.5255
0173: set_actor $1399 z_angle_to 80.6458
04EB: unknown_actor $1399 bank 1 account_number 999999
0050: gosub Label0C8A95
01CA: actor $1399 kill_player $PLAYER_CHAR
0004: $139B = 13 ;; integer values

:Label0C643D
00D6: if 0
0038: $139B == 13 ;; integer values
004D: jump_if_false Label0C650A
00D6: if 23
00F5: player $PLAYER_CHAR 0 ()near_point -323.0355 -573.3547 28.5367 radius
2.0 2.0 2.0
00F5: player $PLAYER_CHAR 0 ()near_point -330.993 -578.541 20.332 radius 3.134
1.732 1.81
031D: actor $1399 hit_by_weapon 47
00F5: player $PLAYER_CHAR 0 ()near_point -330.8983 -578.8625 11.6069 radius
2.0 2.0 2.0
004D: jump_if_false Label0C650A
04EB: unknown_actor $1399 bank 0 account_number 200
0084: $139A = $12CB ;; integer values and handles
000C: $139A -= 1000 ;; integer values
0004: $139B = 14 ;; integer values
00D6: if 0
0038: $137F == 0 ;; integer values
004D: jump_if_false Label0C650A
0004: $137F = 1 ;; integer values

:Label0C650A
00D6: if 0
0038: $139B == 14 ;; integer values
004D: jump_if_false Label0C65DD
00D6: if 23
00F5: player $PLAYER_CHAR 0 ()near_point -323.0355 -573.3547 28.5367 radius
2.0 2.0 2.0
00F5: player $PLAYER_CHAR 0 ()near_point -330.993 -578.541 20.332 radius 3.134
1.732 1.81
031D: actor $1399 hit_by_weapon 47
00F5: player $PLAYER_CHAR 0 ()near_point -330.8983 -578.8625 11.6069 radius
2.0 2.0 2.0
004D: jump_if_false Label0C65DD
04EB: unknown_actor $1399 bank 0 account_number 200
0502: unknown_actor $1399 sprint_to -318.4535 -583.2459
0411: (unknown) $1399 0
00D6: if 0
0038: $137F == 0 ;; integer values
004D: jump_if_false Label0C65D6
0004: $137F = 1 ;; integer values

:Label0C65D6
0004: $139B = 15 ;; integer values

:Label0C65DD
00D6: if 0
0038: $139B == 15 ;; integer values
004D: jump_if_false Label0C6632
00D6: if 0
00ED: actor $1399 0 ()near_point_on_foot -318.4535 -583.2459 radius 1.0 1.0
004D: jump_if_false Label0C6632
0502: unknown_actor $1399 sprint_to -330.377 -582.4593
0411: (unknown) $1399 0
0004: $139B = 16 ;; integer values
:Label0C6632
00D6: if 0
0038: $139B == 16 ;; integer values
004D: jump_if_false Label0C6687
00D6: if 0
00ED: actor $1399 0 ()near_point_on_foot -330.377 -582.4593 radius 1.0 1.0
004D: jump_if_false Label0C6687
0502: unknown_actor $1399 sprint_to -330.2176 -576.3726
0411: (unknown) $1399 0
0004: $139B = 17 ;; integer values

:Label0C6687
00D6: if 1
0018: $139B > 4 ;; integer values
001A: 18 > $139B ;; integer values
004D: jump_if_false Label0C66D2
0054: store_player $PLAYER_CHAR position_to $5F $60 $61
00D6: if 0
0020: $61 > 35.9013 ;; floating-point values
004D: jump_if_false Label0C66D2
0004: $139A = -9999 ;; integer values
0004: $139B = 17 ;; integer values

:Label0C66D2
00D6: if 0
0038: $139B == 17 ;; integer values
004D: jump_if_false Label0C6AE4
00D6: if 21
00ED: actor $1399 0 ()near_point_on_foot -330.2176 -576.3726 radius 2.0 2.0
0038: $139A == -9999 ;; integer values
004D: jump_if_false Label0C6AE4
009B: destroy_actor_instantly $13B1
009B: destroy_actor_instantly $13B2
009B: destroy_actor_instantly $13B3
009B: destroy_actor_instantly $13B4
009B: destroy_actor_instantly $13B5
009B: destroy_actor_instantly $13B6
009B: destroy_actor_instantly $13B7
009B: destroy_actor_instantly $13B8
009B: destroy_actor_instantly $13B9
009B: destroy_actor_instantly $13BA
009B: destroy_actor_instantly $13BB
009B: destroy_actor_instantly $1399
009A: $1399 = create_actor 21 #SPECIAL01 at -361.9369 -571.6255 35.9036
0050: gosub Label0C8A95
0223: set_actor $1399 health_to 500
01CA: actor $1399 kill_player $PLAYER_CHAR
009A: $13B1 = create_actor 9 #SPECIAL03 at -358.986 -573.551 35.9023
0084: $13A3 = $13B1 ;; integer values and handles
0050: gosub Label0C8AF8
0350: unknown_actor $13B1 not_scared_flag 0
01CA: actor $13B1 kill_player $PLAYER_CHAR
009A: $13B2 = create_actor 9 #SPECIAL04 at -360.4153 -581.7871 35.9036
0084: $13A3 = $13B2 ;; integer values and handles
0050: gosub Label0C8AF8
01CA: actor $13B2 kill_player $PLAYER_CHAR
009A: $13B4 = create_actor 9 #SPECIAL04 at -358.8662 -572.5509 35.9024
0084: $13A3 = $13B4 ;; integer values and handles
0050: gosub Label0C8AF8
04EB: unknown_actor $13B4 bank 1 account_number 99999999
01CA: actor $13B4 kill_player $PLAYER_CHAR
009A: $13B5 = create_actor 9 #SPECIAL03 at -360.1348 -576.5894 35.9036
0084: $13A3 = $13B5 ;; integer values and handles
0050: gosub Label0C8AF8
01CA: actor $13B5 kill_player $PLAYER_CHAR
009A: $13B6 = create_actor 9 #SPECIAL04 at -359.1239 -578.4683 35.9022
0084: $13A3 = $13B6 ;; integer values and handles
0050: gosub Label0C8AF8
0350: unknown_actor $13B6 not_scared_flag 0
01CA: actor $13B6 kill_player $PLAYER_CHAR
009A: $13B7 = create_actor 9 #SPECIAL03 at -357.0746 -575.2473 35.9037
0084: $13A3 = $13B7 ;; integer values and handles
0050: gosub Label0C8AF8
01CA: actor $13B7 kill_player $PLAYER_CHAR
029B: $1382 = init_object -125 (BARREL2) at -359.73 -580.773 36.291
0392: object $1382 toggle_in_moving_list 0
029B: $1383 = init_object -125 (BARREL2) at -358.514 -581.288 36.291
0392: object $1383 toggle_in_moving_list 0
029B: $1384 = init_object -125 (BARREL2) at -358.991 -582.344 36.291
0392: object $1384 toggle_in_moving_list 0
029B: $1385 = init_object -125 (BARREL2) at -360.921 -573.17 37.412
0392: object $1385 toggle_in_moving_list 0
029B: $1386 = init_object -125 (BARREL2) at -361.612 -573.052 36.291
0392: object $1386 toggle_in_moving_list 0
029B: $1387 = init_object -125 (BARREL2) at -360.718 -573.451 36.291
0392: object $1387 toggle_in_moving_list 0
029B: $1388 = init_object -125 (BARREL2) at -361.612 -573.947 36.291
0392: object $1388 toggle_in_moving_list 0
029B: $1389 = init_object -125 (BARREL2) at -360.917 -572.457 36.291
0392: object $1389 toggle_in_moving_list 0
029B: $138A = init_object -125 (BARREL2) at -360.024 -571.964 36.291
0392: object $138A toggle_in_moving_list 0
029B: $138B = init_object -125 (BARREL2) at -360.917 -571.564 36.291
0392: object $138B toggle_in_moving_list 0
029B: $138C = init_object -114 (BARREL4) at -365.268 -581.761 36.281
0392: object $138C toggle_in_moving_list 0
035D: make_object $138C targetable
029B: $138F = init_object -125 (BARREL2) at -344.03 -574.41 36.291
0392: object $138F toggle_in_moving_list 0
029B: $1390 = init_object -125 (BARREL2) at -344.646 -575.077 36.291
0392: object $1390 toggle_in_moving_list 0
029B: $1391 = init_object -125 (BARREL2) at -344.081 -575.753 36.291
0392: object $1391 toggle_in_moving_list 0
029B: $1392 = init_object -125 (BARREL2) at -343.878 -576.62 36.291
0392: object $1392 toggle_in_moving_list 0
029B: $1393 = init_object -125 (BARREL2) at -344.491 -577.278 36.291
0392: object $1393 toggle_in_moving_list 0
029B: $1394 = init_object -125 (BARREL2) at -344.317 -576.168 37.412
0392: object $1394 toggle_in_moving_list 0
029B: $1395 = init_object -125 (BARREL2) at -344.691 -576.371 36.291
0392: object $1395 toggle_in_moving_list 0
0215: destroy_pickup $1381
0213: $1381 = create_pickup -86 (HEALTH) type 2 at -408.2314 -586.6186 38.5
0004: $139B = 18 ;; integer values

:Label0C6AE4
00D6: if 0
0038: $139B == 18 ;; integer values
004D: jump_if_false Label0C6B21
00D6: if 0
031D: actor $1399 hit_by_weapon 47
004D: jump_if_false Label0C6B21
00D6: if 0
0038: $137F == 3 ;; integer values
004D: jump_if_false Label0C6B21
0004: $137F = 4 ;; integer values

:Label0C6B21
00D6: if 0
0018: $139B > 17 ;; integer values
004D: jump_if_false Label0C6B48
00D6: if 0
0118: actor $13B1 dead
004D: jump_if_false Label0C6B48
01C2: remove_references_to_actor $13B1 ;; Like turning an actor into a random
pedestrian

:Label0C6B48
00D6: if 0
0018: $139B > 17 ;; integer values
004D: jump_if_false Label0C6B6F
00D6: if 0
0118: actor $13B2 dead
004D: jump_if_false Label0C6B6F
01C2: remove_references_to_actor $13B2 ;; Like turning an actor into a random
pedestrian

:Label0C6B6F
00D6: if 0
0018: $139B > 17 ;; integer values
004D: jump_if_false Label0C6B96
00D6: if 0
0118: actor $13B3 dead
004D: jump_if_false Label0C6B96
01C2: remove_references_to_actor $13B3 ;; Like turning an actor into a random
pedestrian

:Label0C6B96
00D6: if 0
0018: $139B > 17 ;; integer values
004D: jump_if_false Label0C6BBD
00D6: if 0
0118: actor $13B4 dead
004D: jump_if_false Label0C6BBD
01C2: remove_references_to_actor $13B4 ;; Like turning an actor into a random
pedestrian

:Label0C6BBD
00D6: if 0
0018: $139B > 17 ;; integer values
004D: jump_if_false Label0C6BE4
00D6: if 0
0118: actor $13B5 dead
004D: jump_if_false Label0C6BE4
01C2: remove_references_to_actor $13B5 ;; Like turning an actor into a random
pedestrian
:Label0C6BE4
00D6: if 0
0018: $139B > 17 ;; integer values
004D: jump_if_false Label0C6C0B
00D6: if 0
0118: actor $13B6 dead
004D: jump_if_false Label0C6C0B
01C2: remove_references_to_actor $13B6 ;; Like turning an actor into a random
pedestrian

:Label0C6C0B
00D6: if 0
0018: $139B > 17 ;; integer values
004D: jump_if_false Label0C6C32
00D6: if 0
0118: actor $13B7 dead
004D: jump_if_false Label0C6C32
01C2: remove_references_to_actor $13B7 ;; Like turning an actor into a random
pedestrian

:Label0C6C32
00D6: if 0
0038: $137F == 1 ;; integer values
004D: jump_if_false Label0C6C6D
00D6: if 0
03D0: wav 2 loaded
004D: jump_if_false Label0C6C6D
03D1: play_wav 2
00BC: text_highpriority "FIN_1A" 5000 ms 1 ;; Come here you double-crossing
piece of shit!
0004: $137F = 2 ;; integer values

:Label0C6C6D
00D6: if 0
0038: $137F == 2 ;; integer values
004D: jump_if_false Label0C6CB8
00D6: if 1
03D2: wav 2 ended
03D0: wav 1 loaded
004D: jump_if_false Label0C6CB8
03D1: play_wav 1
00BC: text_highpriority "FIN_4" 5000 ms 1 ;; You're history, Tommy, history
03CF: load_wav "FIN_1C" as 2
0004: $137F = 3 ;; integer values

:Label0C6CB8
00D6: if 0
0038: $137F == 4 ;; integer values
004D: jump_if_false Label0C6D03
00D6: if 1
03D2: wav 1 ended
03D0: wav 2 loaded
004D: jump_if_false Label0C6D03
03D1: play_wav 2
00BC: text_highpriority "FIN_1C" 5000 ms 1 ;; This is the last dance for lance
vance!
03CF: load_wav "FIN_2C" as 1
0004: $137F = 5 ;; integer values
:Label0C6D03
00D6: if 0
0038: $137F == 5 ;; integer values
004D: jump_if_false Label0C6D4E
00D6: if 1
03D2: wav 2 ended
03D0: wav 1 loaded
004D: jump_if_false Label0C6D4E
03D1: play_wav 1
00BC: text_highpriority "FIN_2C" 5000 ms 1 ;; I said I had enough of that at
school!
03CF: load_wav "FIN_5" as 2
0004: $137F = 6 ;; integer values

:Label0C6D4E
0467: unknown_actor $1399
0002: jump Label0C6DE6

:Label0C6D5A
00D6: if 0
8038: NOT $139B == -11 ;; integer values
004D: jump_if_false Label0C6DE6
00D6: if 0
0038: $137F == 6 ;; integer values
004D: jump_if_false Label0C6DA7
00D6: if 0
03D0: wav 2 loaded
004D: jump_if_false Label0C6DA7
03D1: play_wav 2
00BC: text_highpriority "FIN_5" 5000 ms 1 ;; You picked the wrong side, Lance...
0004: $137F = 7 ;; integer values

:Label0C6DA7
01C2: remove_references_to_actor $1399 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $13B1 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $13B2 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $13B3 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $13B4 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $13B5 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $13B6 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $13B7 ;; Like turning an actor into a random
pedestrian
0084: $139A = $12CB ;; integer values and handles
0008: $139A += 3000 ;; integer values
0004: $139B = -11 ;; integer values

:Label0C6DE6
00D6: if 21
0018: $13C4 > 1 ;; integer values
0038: $13C4 == -1 ;; integer values
004D: jump_if_false Label0C6F0C
00D6: if 0
0038: $13C6 == 0 ;; integer values
004D: jump_if_false Label0C6E78
009A: $13B8 = create_actor 9 #SPECIAL03 at -357.9117 -560.4049 18.5529
0350: unknown_actor $13B8 not_scared_flag 1
01B2: give_actor $13B8 weapon 22 ammo 9999 ;; Load the weapon model before using
this
02E2: set_actor $13B8 weapon_accuracy_to 75
01ED: reset_actor $13B8 flags
011A: set_actor $13B8 flags 1
0291: unknown_actor $13B8 unknown_behavior_flag 1
0243: set_actor $13B8 ped_stats_to 16
0239: actor $13B8 run_to -365.2909 -557.8369
0411: (unknown) $13B8 0
0004: $13C6 = 1 ;; integer values

:Label0C6E78
00D6: if 0
8118: NOT actor $13B8 dead
004D: jump_if_false Label0C6F00
00D6: if 0
0038: $13C6 == 1 ;; integer values
004D: jump_if_false Label0C6EDF
00D6: if 0
00F0: actor $13B8 stopped 0 ()near_point_on_foot -365.2909 -557.8369 radius 1.0
1.0
004D: jump_if_false Label0C6EDF
00D6: if 0
8118: NOT actor $1375 dead
004D: jump_if_false Label0C6ED8
04C6: $13B8 $1375

:Label0C6ED8
0004: $13C6 = 2 ;; integer values

:Label0C6EDF
00D6: if 0
0038: $13C6 == 10 ;; integer values
004D: jump_if_false Label0C6EF9
01CA: actor $13B8 kill_player $PLAYER_CHAR

:Label0C6EF9
0002: jump Label0C6F0C

:Label0C6F00
01C2: remove_references_to_actor $13B8 ;; Like turning an actor into a random
pedestrian
0004: $13C6 = -1 ;; integer values

:Label0C6F0C
00D6: if 21
0018: $13C4 > 1 ;; integer values
0038: $13C4 == -1 ;; integer values
004D: jump_if_false Label0C7032
00D6: if 0
0038: $13C7 == 0 ;; integer values
004D: jump_if_false Label0C6F9E
009A: $13B9 = create_actor 9 #SPECIAL04 at -358.561 -560.1335 26.5396
0350: unknown_actor $13B9 not_scared_flag 1
01B2: give_actor $13B9 weapon 22 ammo 9999 ;; Load the weapon model before using
this
02E2: set_actor $13B9 weapon_accuracy_to 75
01ED: reset_actor $13B9 flags
011A: set_actor $13B9 flags 1
0291: unknown_actor $13B9 unknown_behavior_flag 1
0243: set_actor $13B9 ped_stats_to 16
0239: actor $13B9 run_to -380.1727 -560.6678
0411: (unknown) $13B9 0
0004: $13C7 = 1 ;; integer values

:Label0C6F9E
00D6: if 0
8118: NOT actor $13B9 dead
004D: jump_if_false Label0C7026
00D6: if 0
0038: $13C7 == 1 ;; integer values
004D: jump_if_false Label0C7005
00D6: if 0
00F0: actor $13B9 stopped 0 ()near_point_on_foot -380.1727 -560.6678 radius 1.0
1.0
004D: jump_if_false Label0C7005
00D6: if 0
8118: NOT actor $1375 dead
004D: jump_if_false Label0C6FFE
04C6: $13B9 $1375

:Label0C6FFE
0004: $13C7 = 2 ;; integer values

:Label0C7005
00D6: if 0
0038: $13C7 == 10 ;; integer values
004D: jump_if_false Label0C701F
01CA: actor $13B9 kill_player $PLAYER_CHAR

:Label0C701F
0002: jump Label0C7032

:Label0C7026
01C2: remove_references_to_actor $13B9 ;; Like turning an actor into a random
pedestrian
0004: $13C7 = -1 ;; integer values

:Label0C7032
00D6: if 21
0018: $13C7 > 0 ;; integer values
0038: $13C7 == -1 ;; integer values
004D: jump_if_false Label0C7195
00D6: if 0
0038: $13C8 == 0 ;; integer values
004D: jump_if_false Label0C70EF
00D6: if 0
838A: NOT car_in_cube -358.561 -560.1335 26.5396 1.0 1.0 2.0
004D: jump_if_false Label0C70EF
009A: $13BA = create_actor 9 #SPECIAL03 at -358.561 -560.1335 26.5396
0350: unknown_actor $13BA not_scared_flag 1
01B2: give_actor $13BA weapon 22 ammo 9999 ;; Load the weapon model before using
this
02E2: set_actor $13BA weapon_accuracy_to 75
01ED: reset_actor $13BA flags
011A: set_actor $13BA flags 1
0291: unknown_actor $13BA unknown_behavior_flag 1
0243: set_actor $13BA ped_stats_to 16
0239: actor $13BA run_to -375.5527 -560.7495
0411: (unknown) $13BA 0
0004: $13C8 = 1 ;; integer values

:Label0C70EF
00D6: if 0
0018: $13C8 > 0 ;; integer values
004D: jump_if_false Label0C7195
00D6: if 0
8118: NOT actor $13BA dead
004D: jump_if_false Label0C7189
00D6: if 0
0038: $13C8 == 1 ;; integer values
004D: jump_if_false Label0C7168
00D6: if 0
00F0: actor $13BA stopped 0 ()near_point_on_foot -375.5527 -560.7495 radius 1.0
1.0
004D: jump_if_false Label0C7168
00D6: if 0
8118: NOT actor $1375 dead
004D: jump_if_false Label0C7161
04C6: $13BA $1375

:Label0C7161
0004: $13C8 = 2 ;; integer values

:Label0C7168
00D6: if 0
0038: $13C8 == 10 ;; integer values
004D: jump_if_false Label0C7182
01CA: actor $13BA kill_player $PLAYER_CHAR

:Label0C7182
0002: jump Label0C7195

:Label0C7189
01C2: remove_references_to_actor $13BA ;; Like turning an actor into a random
pedestrian
0004: $13C8 = -1 ;; integer values

:Label0C7195
00D6: if 21
0018: $13C8 > 1 ;; integer values
0038: $13C8 == -1 ;; integer values
004D: jump_if_false Label0C7301
00D6: if 0
0038: $13C9 == 0 ;; integer values
004D: jump_if_false Label0C7227
009A: $13BB = create_actor 9 #SPECIAL04 at -358.561 -560.1335 26.5396
0350: unknown_actor $13BB not_scared_flag 1
01B2: give_actor $13BB weapon 22 ammo 9999 ;; Load the weapon model before using
this
02E2: set_actor $13BB weapon_accuracy_to 75
01ED: reset_actor $13BB flags
011A: set_actor $13BB flags 1
0291: unknown_actor $13BB unknown_behavior_flag 1
0243: set_actor $13BB ped_stats_to 16
0239: actor $13BB run_to -365.4941 -560.3325
0411: (unknown) $13BB 0
0004: $13C9 = 1 ;; integer values

:Label0C7227
00D6: if 0
8118: NOT actor $13BB dead
004D: jump_if_false Label0C72F5
00D6: if 0
0038: $13C9 == 1 ;; integer values
004D: jump_if_false Label0C7290
00D6: if 0
00F0: actor $13BB stopped 0 ()near_point_on_foot -365.4941 -560.3325 radius 1.0
1.0
004D: jump_if_false Label0C7290
04EB: unknown_actor $13BB bank 1 account_number 15000
0084: $13CA = $12CB ;; integer values and handles
0008: $13CA += 800 ;; integer values
0004: $13C9 = 2 ;; integer values

:Label0C7290
00D6: if 0
0038: $13C9 == 2 ;; integer values
004D: jump_if_false Label0C72D4
00D6: if 0
001C: $12CB > $13CA ;; integer values
004D: jump_if_false Label0C72D4
00D6: if 0
8118: NOT actor $1375 dead
004D: jump_if_false Label0C72CD
04C6: $13BB $1375

:Label0C72CD
0004: $13C9 = 3 ;; integer values

:Label0C72D4
00D6: if 0
0038: $13C9 == 10 ;; integer values
004D: jump_if_false Label0C72EE
01CA: actor $13BB kill_player $PLAYER_CHAR

:Label0C72EE
0002: jump Label0C7301

:Label0C72F5
01C2: remove_references_to_actor $13BB ;; Like turning an actor into a random
pedestrian
0004: $13C9 = -1 ;; integer values

:Label0C7301
00D6: if 1
0038: $13A1 == 0 ;; integer values
0038: $139B == -11 ;; integer values
004D: jump_if_false Label0C7675
00D6: if 0
001C: $12CB > $13A0 ;; integer values
004D: jump_if_false Label0C7675
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point -378.671 -588.595 28.17 radius 8.5
13.0 4.0
004D: jump_if_false Label0C7675
009B: destroy_actor_instantly $13CB
009B: destroy_actor_instantly $13D0
009B: destroy_actor_instantly $13D5
009B: destroy_actor_instantly $13DA
009B: destroy_actor_instantly $13DF
009B: destroy_actor_instantly $13E4
009B: destroy_actor_instantly $13E9
009B: destroy_actor_instantly $13EE
009B: destroy_actor_instantly $13F3
009B: destroy_actor_instantly $13B1
009B: destroy_actor_instantly $13B2
009B: destroy_actor_instantly $13B3
009B: destroy_actor_instantly $13B4
009B: destroy_actor_instantly $13B5
009B: destroy_actor_instantly $13B6
009B: destroy_actor_instantly $13B7
009B: destroy_actor_instantly $13B8
009B: destroy_actor_instantly $13B9
009B: destroy_actor_instantly $13BA
009B: destroy_actor_instantly $13BB
0004: $1370 = 1 ;; integer values
009A: $139F = create_actor 21 #SPECIAL02 at -378.4445 -556.8553 18.5385
0173: set_actor $139F z_angle_to 180.0
01ED: reset_actor $139F flags
0243: set_actor $139F ped_stats_to 16
01B2: give_actor $139F weapon 27 ammo 9999 ;; Load the weapon model before using
this
0350: unknown_actor $139F not_scared_flag 1
0223: set_actor $139F health_to 1000
02E2: set_actor $139F weapon_accuracy_to 100
02A9: set_actor $139F immune_to_nonplayer 1
0291: unknown_actor $139F unknown_behavior_flag 1
04F5: unknown_actor $139F kiss_player $PLAYER_CHAR on 1
0446: (unknown) $139F 0
054A: unknown_actor $139F flag 0
0514: unknown_actor $139F 6 0
0514: unknown_actor $139F 2 0
03CF: load_wav "FIN_11A" as 1
03CF: load_wav "FIN_11B" as 2
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 (true)
02A3: toggle_widescreen 1 (on)
03F4: 0 (clear) cars_can_be_damaged
03DE: set_pedestrians_density_multiplier_to 0.0
0395: clear_area 0 at -354.419 -569.529 range 30.0 200.0
0395: clear_area 1 at -378.0434 -579.1422 range 18.5385 2.0
0055: put_player $PLAYER_CHAR at -378.0434 -579.1422 18.5385
009A: $1375 = create_actor 4 #NULL at -378.7225 -581.9664 24.2737
01B2: give_actor $1375 weapon 18 ammo 9 ;; Load the weapon model before using
this
01ED: reset_actor $1375 flags
0211: actor $1375 walk_to -378.7615 -578.0532
0411: (unknown) $1375 0
0489: unknown_actor $1375 flag 1
009A: $13B1 = create_actor 9 #SPECIAL03 at -377.4021 -556.0059 18.6338
0350: unknown_actor $13B1 not_scared_flag 1
01B2: give_actor $13B1 weapon 22 ammo 9999 ;; Load the weapon model before using
this
02E2: set_actor $13B1 weapon_accuracy_to 75
01ED: reset_actor $13B1 flags
011A: set_actor $13B1 flags 1
0291: unknown_actor $13B1 unknown_behavior_flag 1
0243: set_actor $13B1 ped_stats_to 16
04C6: $13B1 $1375
009A: $13B2 = create_actor 9 #SPECIAL04 at -379.5223 -556.0323 18.6338
0350: unknown_actor $13B2 not_scared_flag 1
01B2: give_actor $13B2 weapon 22 ammo 9999 ;; Load the weapon model before using
this
02E2: set_actor $13B2 weapon_accuracy_to 75
01ED: reset_actor $13B2 flags
011A: set_actor $13B2 flags 1
0291: unknown_actor $13B2 unknown_behavior_flag 1
0243: set_actor $13B2 ped_stats_to 16
03CF: load_wav "FIN_11A" as 1
03CF: load_wav "FIN_11B" as 2
04C6: $13B2 $1375
015F: set_camera_position -380.8234 -580.5767 26.8352 0.0 0.0 0.0
0160: point_camera -380.5664 -579.6381 26.6052 2
0004: $13BC = 1 ;; integer values
0084: $13BD = $12CB ;; integer values and handles
0008: $13BD += 1500 ;; integer values
0004: $13BE = 1 ;; integer values
0084: $13BF = $12CB ;; integer values and handles
0008: $13BF += 2000 ;; integer values
0004: $13C0 = 0 ;; integer values
0004: $13C1 = 0 ;; integer values
0004: $13C2 = 0 ;; integer values
0004: $13C3 = 0 ;; integer values
0004: $13C4 = 0 ;; integer values
0004: $13C6 = 0 ;; integer values
0004: $13C7 = 0 ;; integer values
0004: $13C8 = 0 ;; integer values
0004: $13C9 = 0 ;; integer values
01CA: actor $139F kill_player $PLAYER_CHAR
0004: $13A1 = 1 ;; integer values

:Label0C7675
00D6: if 0
0018: $13A1 > 0 ;; integer values
004D: jump_if_false Label0C7C1E
00D6: if 0
8118: NOT actor $139F dead
004D: jump_if_false Label0C7BB9
00D6: if 0
0038: $13A1 == 1 ;; integer values
004D: jump_if_false Label0C76E6
00D6: if 0
8118: NOT actor $1375 dead
004D: jump_if_false Label0C76E6
00D6: if 0
00ED: actor $1375 0 ()near_point_on_foot -378.7615 -578.0532 radius 1.0 1.0
004D: jump_if_false Label0C76E6
0004: $13A1 = 2 ;; integer values
:Label0C76E6
00D6: if 0
0038: $13A1 == 2 ;; integer values
004D: jump_if_false Label0C7721
00D6: if 0
03D0: wav 1 loaded
004D: jump_if_false Label0C7721
03D1: play_wav 1
00BC: text_highpriority "FIN_11A" 5000 ms 1 ;; You took fifteen years from me
Sonny...
0004: $13A1 = 3 ;; integer values

:Label0C7721
00D6: if 0
0038: $13A1 == 3 ;; integer values
004D: jump_if_false Label0C7784
00D6: if 1
03D0: wav 2 loaded
03D2: wav 1 ended
004D: jump_if_false Label0C7784
03D1: play_wav 2
00BC: text_highpriority "FIN_11B" 5000 ms 1 ;; And now I'm gonna make you pay!
00D6: if 0
8118: NOT actor $1375 dead
004D: jump_if_false Label0C7771
04C6: $1375 $139F

:Label0C7771
03CF: load_wav "FIN_12A" as 1
0004: $13A1 = 4 ;; integer values

:Label0C7784
00D6: if 0
0038: $13A1 == 4 ;; integer values
004D: jump_if_false Label0C7811
00D6: if 1
03D0: wav 1 loaded
03D2: wav 2 ended
004D: jump_if_false Label0C7811
015F: set_camera_position -382.2642 -559.3823 20.6255 0.0 0.0 0.0
0160: point_camera -381.31 -559.3243 20.3318 2
0211: actor $139F walk_to -378.5504 -558.9965
03D1: play_wav 1
00BC: text_highpriority "FIN_12A" 5000 ms 1 ;; You still don't get it do you!
03CF: load_wav "FIN_12B" as 2
0004: $13A1 = 5 ;; integer values

:Label0C7811
00D6: if 0
0038: $13A1 == 5 ;; integer values
004D: jump_if_false Label0C785C
00D6: if 1
03D0: wav 2 loaded
03D2: wav 1 ended
004D: jump_if_false Label0C785C
03D1: play_wav 2
00BC: text_highpriority "FIN_12B" 5000 ms 1 ;; I OWN you, Tommy.
03CF: load_wav "FIN_12C" as 1
0004: $13A1 = 6 ;; integer values
:Label0C785C
00D6: if 0
0038: $13A1 == 6 ;; integer values
004D: jump_if_false Label0C78E9
00D6: if 1
03D0: wav 1 loaded
03D2: wav 2 ended
004D: jump_if_false Label0C78E9
0211: actor $139F walk_to -378.5504 -558.9965
03D1: play_wav 1
015F: set_camera_position -381.7876 -555.27 20.6022 0.0 0.0 0.0
0160: point_camera -381.1512 -556.0339 20.4956 2
00BC: text_highpriority "FIN_12C" 5000 ms 1 ;; Those fifteen years were mine to
spend!
03CF: load_wav "FIN_13" as 2
0004: $13A1 = 7 ;; integer values

:Label0C78E9
00D6: if 0
0038: $13A1 == 7 ;; integer values
004D: jump_if_false Label0C792F
00D6: if 1
03D0: wav 2 loaded
03D2: wav 1 ended
004D: jump_if_false Label0C792F
0084: $13A0 = $12CB ;; integer values and handles
0008: $13A0 += 2000 ;; integer values
0372: set_actor $139F anim 3 wait_state_time 2000 ms
0004: $13A1 = 8 ;; integer values

:Label0C792F
00D6: if 0
0038: $13A1 == 8 ;; integer values
004D: jump_if_false Label0C7B31
00D6: if 0
001C: $12CB > $13A0 ;; integer values
004D: jump_if_false Label0C7B31
03D1: play_wav 2
00BC: text_highpriority "FIN_13" 5000 ms 1 ;; Get him boys, he never understood
a thing.
03CF: load_wav "FINKILL" as 1
0084: $13A2 = $12CB ;; integer values and handles
0008: $13A2 += 500 ;; integer values
009B: destroy_actor_instantly $1375
0395: clear_area 1 at -378.7374 -578.8705 range 24.2774 2.0
0055: put_player $PLAYER_CHAR at -378.7374 -578.8705 24.2774
0171: set_player $PLAYER_CHAR z_angle_to 0.0
0222: set_player $PLAYER_CHAR health_to 200
035E: set_player $PLAYER_CHAR armour_to 200
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 (false)
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 (false)
02A3: toggle_widescreen 0 (off)
03F4: 1 (set) cars_can_be_damaged
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
00D6: if 0
8118: NOT actor $13B1 dead
004D: jump_if_false Label0C7A04
011C: actor $13B1 clear_objective

:Label0C7A04
00D6: if 0
8118: NOT actor $13B2 dead
004D: jump_if_false Label0C7A19
011C: actor $13B2 clear_objective

:Label0C7A19
00D6: if 0
8118: NOT actor $13B3 dead
004D: jump_if_false Label0C7A2E
011C: actor $13B3 clear_objective

:Label0C7A2E
00D6: if 0
8118: NOT actor $13B4 dead
004D: jump_if_false Label0C7A43
011C: actor $13B4 clear_objective

:Label0C7A43
00D6: if 0
8118: NOT actor $13B5 dead
004D: jump_if_false Label0C7A58
011C: actor $13B5 clear_objective

:Label0C7A58
00D6: if 0
8118: NOT actor $13B6 dead
004D: jump_if_false Label0C7A6D
011C: actor $13B6 clear_objective

:Label0C7A6D
00D6: if 0
8118: NOT actor $13B7 dead
004D: jump_if_false Label0C7A82
011C: actor $13B7 clear_objective

:Label0C7A82
00D6: if 0
8118: NOT actor $13B8 dead
004D: jump_if_false Label0C7A97
011C: actor $13B8 clear_objective

:Label0C7A97
00D6: if 0
8118: NOT actor $13B9 dead
004D: jump_if_false Label0C7AAC
011C: actor $13B9 clear_objective

:Label0C7AAC
00D6: if 0
8118: NOT actor $13BA dead
004D: jump_if_false Label0C7AC1
011C: actor $13BA clear_objective

:Label0C7AC1
00D6: if 0
8118: NOT actor $13BB dead
004D: jump_if_false Label0C7AD6
011C: actor $13BB clear_objective

:Label0C7AD6
0004: $1370 = 0 ;; integer values
0215: destroy_pickup $137C
0213: $137C = create_pickup -86 (HEALTH) type 2 at -378.568 -598.7501 25.4
0215: destroy_pickup $1374
032B: $1374 = create_weapon_pickup #SHOTGSPA 3 ammo 400 at -374.4366 -587.5957
25.3355
00BB: text_lowpriority "FIN_B2" 5000 ms 1 ;; ~g~Kill ~p~Sonny~g~ and finish this
once and for all.
0004: $13A1 = 9 ;; integer values

:Label0C7B31
00D6: if 0
0038: $13A1 == 9 ;; integer values
004D: jump_if_false Label0C7BB2
00D6: if 0
001C: $12CB > $13A2 ;; integer values
004D: jump_if_false Label0C7BB2
0004: $13BC = 10 ;; integer values
0004: $13BE = 10 ;; integer values
0004: $13C0 = 10 ;; integer values
0004: $13C1 = 10 ;; integer values
0004: $13C2 = 10 ;; integer values
0004: $13C3 = 10 ;; integer values
0004: $13C4 = 10 ;; integer values
0004: $13C6 = 10 ;; integer values
0004: $13C7 = 10 ;; integer values
0004: $13C8 = 10 ;; integer values
0004: $13C9 = 10 ;; integer values
01CA: actor $139F kill_player $PLAYER_CHAR
0004: $13A1 = 10 ;; integer values

:Label0C7BB2
0002: jump Label0C7C1E

:Label0C7BB9
00D6: if 0
8038: NOT $13A1 == -11 ;; integer values
004D: jump_if_false Label0C7C1E
01C2: remove_references_to_actor $139F ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $13B1 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $13B2 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $13B3 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $13B4 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $13B5 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $13B6 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $13B7 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $13B8 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $13B9 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $13BA ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $13BB ;; Like turning an actor into a random
pedestrian
0084: $13A0 = $12CB ;; integer values and handles
0008: $13A0 += 3000 ;; integer values
0004: $13A1 = -11 ;; integer values

:Label0C7C1E
00D6: if 0
8118: NOT actor $13B1 dead
004D: jump_if_false Label0C7D2E
00D6: if 0
0038: $13BC == 1 ;; integer values
004D: jump_if_false Label0C7C70
00D6: if 0
001C: $12CB > $13BD ;; integer values
004D: jump_if_false Label0C7C70
0239: actor $13B1 run_to -376.9825 -559.1848
0411: (unknown) $13B1 0
0004: $13BC = 2 ;; integer values

:Label0C7C70
00D6: if 0
0038: $13BC == 2 ;; integer values
004D: jump_if_false Label0C7CC9
00D6: if 0
00F0: actor $13B1 stopped 0 ()near_point_on_foot -376.9825 -559.1848 radius 1.0
1.0
004D: jump_if_false Label0C7CC9
04EB: unknown_actor $13B1 bank 1 account_number 15000
0084: $13BD = $12CB ;; integer values and handles
0008: $13BD += 800 ;; integer values
0004: $13BC = 3 ;; integer values

:Label0C7CC9
00D6: if 0
0038: $13BC == 3 ;; integer values
004D: jump_if_false Label0C7D0D
00D6: if 0
001C: $12CB > $13BD ;; integer values
004D: jump_if_false Label0C7D0D
00D6: if 0
8118: NOT actor $1375 dead
004D: jump_if_false Label0C7D06
04C6: $13B1 $1375

:Label0C7D06
0004: $13BC = 4 ;; integer values

:Label0C7D0D
00D6: if 0
0038: $13BC == 10 ;; integer values
004D: jump_if_false Label0C7D27
01CA: actor $13B1 kill_player $PLAYER_CHAR
:Label0C7D27
0002: jump Label0C7D3A

:Label0C7D2E
01C2: remove_references_to_actor $13B1 ;; Like turning an actor into a random
pedestrian
0004: $13BC = -1 ;; integer values

:Label0C7D3A
00D6: if 0
8118: NOT actor $13B2 dead
004D: jump_if_false Label0C7E04
00D6: if 0
0038: $13BE == 1 ;; integer values
004D: jump_if_false Label0C7D8C
00D6: if 0
001C: $12CB > $13BF ;; integer values
004D: jump_if_false Label0C7D8C
0239: actor $13B2 run_to -382.3959 -563.701
0411: (unknown) $13B2 0
0004: $13BE = 2 ;; integer values

:Label0C7D8C
00D6: if 0
0038: $13BE == 2 ;; integer values
004D: jump_if_false Label0C7DE3
00D6: if 0
00F0: actor $13B2 stopped 0 ()near_point_on_foot -382.3959 -563.701 radius 1.0
1.0
004D: jump_if_false Label0C7DE3
00D6: if 0
8118: NOT actor $1375 dead
004D: jump_if_false Label0C7DDC
04C6: $13B2 $1375

:Label0C7DDC
0004: $13BE = 3 ;; integer values

:Label0C7DE3
00D6: if 0
0038: $13BE == 10 ;; integer values
004D: jump_if_false Label0C7DFD
01CA: actor $13B2 kill_player $PLAYER_CHAR

:Label0C7DFD
0002: jump Label0C7E10

:Label0C7E04
01C2: remove_references_to_actor $13B2 ;; Like turning an actor into a random
pedestrian
0004: $13BE = -1 ;; integer values

:Label0C7E10
00D6: if 21
0018: $13BE > 1 ;; integer values
0038: $13BE == -1 ;; integer values
004D: jump_if_false Label0C7FE0
00D6: if 0
0038: $13C0 == 0 ;; integer values
004D: jump_if_false Label0C7EA2
009A: $13B3 = create_actor 9 #SPECIAL04 at -384.182 -553.5216 18.5431
0350: unknown_actor $13B3 not_scared_flag 1
01B2: give_actor $13B3 weapon 22 ammo 9999 ;; Load the weapon model before using
this
02E2: set_actor $13B3 weapon_accuracy_to 75
01ED: reset_actor $13B3 flags
011A: set_actor $13B3 flags 1
0291: unknown_actor $13B3 unknown_behavior_flag 1
0243: set_actor $13B3 ped_stats_to 16
0239: actor $13B3 run_to -379.5186 -553.2346
0411: (unknown) $13B3 0
0004: $13C0 = 1 ;; integer values

:Label0C7EA2
00D6: if 0
8118: NOT actor $13B3 dead
004D: jump_if_false Label0C7FD4
00D6: if 0
0038: $13C0 == 1 ;; integer values
004D: jump_if_false Label0C7F07
00D6: if 0
00ED: actor $13B3 0 ()near_point_on_foot -379.5186 -553.2346 radius 1.0 1.0
004D: jump_if_false Label0C7F07
0239: actor $13B3 run_to -379.5223 -556.0323
0411: (unknown) $13B3 0
0004: $13C0 = 2 ;; integer values

:Label0C7F07
00D6: if 0
0038: $13C0 == 2 ;; integer values
004D: jump_if_false Label0C7F5C
00D6: if 0
00ED: actor $13B3 0 ()near_point_on_foot -379.5223 -556.0323 radius 1.0 1.0
004D: jump_if_false Label0C7F5C
0239: actor $13B3 run_to -383.4772 -558.1151
0411: (unknown) $13B3 0
0004: $13C0 = 3 ;; integer values

:Label0C7F5C
00D6: if 0
0038: $13C0 == 3 ;; integer values
004D: jump_if_false Label0C7FB3
00D6: if 0
00F0: actor $13B3 stopped 0 ()near_point_on_foot -383.4772 -558.1151 radius 1.0
1.0
004D: jump_if_false Label0C7FB3
00D6: if 0
8118: NOT actor $1375 dead
004D: jump_if_false Label0C7FAC
04C6: $13B3 $1375

:Label0C7FAC
0004: $13C0 = 4 ;; integer values

:Label0C7FB3
00D6: if 0
0038: $13C0 == 10 ;; integer values
004D: jump_if_false Label0C7FCD
01CA: actor $13B3 kill_player $PLAYER_CHAR

:Label0C7FCD
0002: jump Label0C7FE0

:Label0C7FD4
01C2: remove_references_to_actor $13B3 ;; Like turning an actor into a random
pedestrian
0004: $13C0 = -1 ;; integer values

:Label0C7FE0
00D6: if 21
0018: $13BC > 1 ;; integer values
0038: $13BC == -1 ;; integer values
004D: jump_if_false Label0C81B0
00D6: if 0
0038: $13C1 == 0 ;; integer values
004D: jump_if_false Label0C8072
009A: $13B4 = create_actor 9 #SPECIAL03 at -373.98 -553.4843 18.5448
0350: unknown_actor $13B4 not_scared_flag 1
01B2: give_actor $13B4 weapon 22 ammo 9999 ;; Load the weapon model before using
this
02E2: set_actor $13B4 weapon_accuracy_to 75
01ED: reset_actor $13B4 flags
011A: set_actor $13B4 flags 1
0291: unknown_actor $13B4 unknown_behavior_flag 1
0243: set_actor $13B4 ped_stats_to 16
0239: actor $13B4 run_to -377.2835 -553.6105
0411: (unknown) $13B4 0
0004: $13C1 = 1 ;; integer values

:Label0C8072
00D6: if 0
8118: NOT actor $13B4 dead
004D: jump_if_false Label0C81A4
00D6: if 0
0038: $13C1 == 1 ;; integer values
004D: jump_if_false Label0C80D7
00D6: if 0
00ED: actor $13B4 0 ()near_point_on_foot -377.2835 -553.6105 radius 1.0 1.0
004D: jump_if_false Label0C80D7
0239: actor $13B4 run_to -377.4021 -556.0059
0411: (unknown) $13B4 0
0004: $13C1 = 2 ;; integer values

:Label0C80D7
00D6: if 0
0038: $13C1 == 2 ;; integer values
004D: jump_if_false Label0C812C
00D6: if 0
00ED: actor $13B4 0 ()near_point_on_foot -377.4021 -556.0059 radius 1.0 1.0
004D: jump_if_false Label0C812C
0239: actor $13B4 run_to -373.7734 -558.1152
0411: (unknown) $13B4 0
0004: $13C1 = 3 ;; integer values

:Label0C812C
00D6: if 0
0038: $13C1 == 3 ;; integer values
004D: jump_if_false Label0C8183
00D6: if 0
00F0: actor $13B4 stopped 0 ()near_point_on_foot -373.7734 -558.1152 radius 1.0
1.0
004D: jump_if_false Label0C8183
00D6: if 0
8118: NOT actor $1375 dead
004D: jump_if_false Label0C817C
04C6: $13B4 $1375

:Label0C817C
0004: $13C1 = 4 ;; integer values

:Label0C8183
00D6: if 0
0038: $13C1 == 10 ;; integer values
004D: jump_if_false Label0C819D
01CA: actor $13B4 kill_player $PLAYER_CHAR

:Label0C819D
0002: jump Label0C81B0

:Label0C81A4
01C2: remove_references_to_actor $13B4 ;; Like turning an actor into a random
pedestrian
0004: $13C1 = -1 ;; integer values

:Label0C81B0
00D6: if 21
0018: $13C1 > 1 ;; integer values
0038: $13C1 == -1 ;; integer values
004D: jump_if_false Label0C832B
00D6: if 0
0038: $13C2 == 0 ;; integer values
004D: jump_if_false Label0C8242
009A: $13B5 = create_actor 9 #SPECIAL04 at -373.98 -553.4843 18.5448
0350: unknown_actor $13B5 not_scared_flag 1
01B2: give_actor $13B5 weapon 22 ammo 9999 ;; Load the weapon model before using
this
02E2: set_actor $13B5 weapon_accuracy_to 75
01ED: reset_actor $13B5 flags
011A: set_actor $13B5 flags 1
0291: unknown_actor $13B5 unknown_behavior_flag 1
0243: set_actor $13B5 ped_stats_to 16
0239: actor $13B5 run_to -377.2835 -553.6105
0411: (unknown) $13B5 0
0004: $13C2 = 1 ;; integer values

:Label0C8242
00D6: if 0
8118: NOT actor $13B5 dead
004D: jump_if_false Label0C831F
00D6: if 0
0038: $13C2 == 1 ;; integer values
004D: jump_if_false Label0C82A7
00D6: if 0
00ED: actor $13B5 0 ()near_point_on_foot -377.2835 -553.6105 radius 1.0 1.0
004D: jump_if_false Label0C82A7
0239: actor $13B5 run_to -377.4021 -556.0059
0411: (unknown) $13B5 0
0004: $13C2 = 2 ;; integer values

:Label0C82A7
00D6: if 0
0038: $13C2 == 2 ;; integer values
004D: jump_if_false Label0C82FE
00D6: if 0
00F0: actor $13B5 stopped 0 ()near_point_on_foot -377.4021 -556.0059 radius 1.0
1.0
004D: jump_if_false Label0C82FE
00D6: if 0
8118: NOT actor $1375 dead
004D: jump_if_false Label0C82F7
04C6: $13B5 $1375

:Label0C82F7
0004: $13C2 = 3 ;; integer values

:Label0C82FE
00D6: if 0
0038: $13C2 == 10 ;; integer values
004D: jump_if_false Label0C8318
01CA: actor $13B5 kill_player $PLAYER_CHAR

:Label0C8318
0002: jump Label0C832B

:Label0C831F
01C2: remove_references_to_actor $13B5 ;; Like turning an actor into a random
pedestrian
0004: $13C2 = -1 ;; integer values

:Label0C832B
00D6: if 21
0018: $13C0 > 1 ;; integer values
0038: $13C0 == -1 ;; integer values
004D: jump_if_false Label0C84A6
00D6: if 0
0038: $13C3 == 0 ;; integer values
004D: jump_if_false Label0C83BD
009A: $13B6 = create_actor 9 #SPECIAL04 at -384.182 -553.5216 18.5431
0350: unknown_actor $13B6 not_scared_flag 1
01B2: give_actor $13B6 weapon 22 ammo 9999 ;; Load the weapon model before using
this
02E2: set_actor $13B6 weapon_accuracy_to 75
01ED: reset_actor $13B6 flags
011A: set_actor $13B6 flags 1
0291: unknown_actor $13B6 unknown_behavior_flag 1
0243: set_actor $13B6 ped_stats_to 16
0239: actor $13B6 run_to -379.5186 -553.2346
0411: (unknown) $13B6 0
0004: $13C3 = 1 ;; integer values

:Label0C83BD
00D6: if 0
8118: NOT actor $13B6 dead
004D: jump_if_false Label0C849A
00D6: if 0
0038: $13C3 == 1 ;; integer values
004D: jump_if_false Label0C8422
00D6: if 0
00ED: actor $13B6 0 ()near_point_on_foot -379.5186 -553.2346 radius 1.0 1.0
004D: jump_if_false Label0C8422
0239: actor $13B6 run_to -379.5223 -556.0323
0411: (unknown) $13B6 0
0004: $13C3 = 2 ;; integer values

:Label0C8422
00D6: if 0
0038: $13C3 == 2 ;; integer values
004D: jump_if_false Label0C8479
00D6: if 0
00F0: actor $13B6 stopped 0 ()near_point_on_foot -379.5223 -556.0323 radius 1.0
1.0
004D: jump_if_false Label0C8479
00D6: if 0
8118: NOT actor $1375 dead
004D: jump_if_false Label0C8472
04C6: $13B6 $1375

:Label0C8472
0004: $13C3 = 3 ;; integer values

:Label0C8479
00D6: if 0
0038: $13C3 == 10 ;; integer values
004D: jump_if_false Label0C8493
01CA: actor $13B6 kill_player $PLAYER_CHAR

:Label0C8493
0002: jump Label0C84A6

:Label0C849A
01C2: remove_references_to_actor $13B6 ;; Like turning an actor into a random
pedestrian
0004: $13C3 = -1 ;; integer values

:Label0C84A6
00D6: if 21
0018: $13C1 > 2 ;; integer values
0038: $13C1 == -1 ;; integer values
004D: jump_if_false Label0C8612
00D6: if 0
0038: $13C4 == 0 ;; integer values
004D: jump_if_false Label0C8538
009A: $13B7 = create_actor 9 #SPECIAL03 at -357.9117 -560.4049 18.5529
0350: unknown_actor $13B7 not_scared_flag 1
01B2: give_actor $13B7 weapon 22 ammo 9999 ;; Load the weapon model before using
this
02E2: set_actor $13B7 weapon_accuracy_to 75
01ED: reset_actor $13B7 flags
011A: set_actor $13B7 flags 1
0291: unknown_actor $13B7 unknown_behavior_flag 1
0243: set_actor $13B7 ped_stats_to 16
0239: actor $13B7 run_to -370.8983 -561.2952
0411: (unknown) $13B7 0
0004: $13C4 = 1 ;; integer values

:Label0C8538
00D6: if 0
8118: NOT actor $13B7 dead
004D: jump_if_false Label0C8606
00D6: if 0
0038: $13C4 == 1 ;; integer values
004D: jump_if_false Label0C85A1
00D6: if 0
00F0: actor $13B7 stopped 0 ()near_point_on_foot -370.8983 -561.2952 radius 1.0
1.0
004D: jump_if_false Label0C85A1
04EB: unknown_actor $13B7 bank 1 account_number 15000
0084: $13C5 = $12CB ;; integer values and handles
0008: $13C5 += 800 ;; integer values
0004: $13C4 = 2 ;; integer values

:Label0C85A1
00D6: if 0
0038: $13C4 == 2 ;; integer values
004D: jump_if_false Label0C85E5
00D6: if 0
001C: $12CB > $13C5 ;; integer values
004D: jump_if_false Label0C85E5
00D6: if 0
8118: NOT actor $1375 dead
004D: jump_if_false Label0C85DE
04C6: $13B7 $1375

:Label0C85DE
0004: $13C4 = 3 ;; integer values

:Label0C85E5
00D6: if 0
0038: $13C4 == 10 ;; integer values
004D: jump_if_false Label0C85FF
01CA: actor $13B7 kill_player $PLAYER_CHAR

:Label0C85FF
0002: jump Label0C8612

:Label0C8606
01C2: remove_references_to_actor $13B7 ;; Like turning an actor into a random
pedestrian
0004: $13C4 = -1 ;; integer values

:Label0C8612
00D6: if 1
0038: $13A1 == -11 ;; integer values
0038: $139B == -11 ;; integer values
004D: jump_if_false Label0C864D
00D6: if 1
001C: $12CB > $13A0 ;; integer values
001C: $12CB > $139A ;; integer values
004D: jump_if_false Label0C864D
0002: jump Label0C9B90

:Label0C864D
00D6: if 0
0038: $1370 == 0 ;; integer values
004D: jump_if_false Label0C8A8E
00D6: if 0
8118: NOT actor $13CB dead
004D: jump_if_false Label0C869E
0084: $13A3 = $13CB ;; integer values and handles
0050: gosub Label0C91A3
00D6: if 0
0038: $136F == 1 ;; integer values
004D: jump_if_false Label0C8697
0002: jump Label0CAC17

:Label0C8697
0002: jump Label0C86D6

:Label0C869E
01C2: remove_references_to_actor $13CB ;; Like turning an actor into a random
pedestrian
0004: $13CB = -1 ;; integer values
0004: $13CC = 0 ;; integer values
0004: $13CD = 0 ;; integer values
0004: $13CE = 0 ;; integer values
0084: $13A3 = $13CB ;; integer values and handles
0050: gosub Label0C8B2D
0084: $13CB = $13A3 ;; integer values and handles

:Label0C86D6
00D6: if 0
8118: NOT actor $13D0 dead
004D: jump_if_false Label0C8715
0084: $13A3 = $13D0 ;; integer values and handles
0050: gosub Label0C91A3
00D6: if 0
0038: $136F == 1 ;; integer values
004D: jump_if_false Label0C870E
0002: jump Label0CAC17

:Label0C870E
0002: jump Label0C874D

:Label0C8715
01C2: remove_references_to_actor $13D0 ;; Like turning an actor into a random
pedestrian
0004: $13D0 = -1 ;; integer values
0004: $13D1 = 0 ;; integer values
0004: $13D2 = 0 ;; integer values
0004: $13D3 = 0 ;; integer values
0084: $13A3 = $13D0 ;; integer values and handles
0050: gosub Label0C8B2D
0084: $13D0 = $13A3 ;; integer values and handles

:Label0C874D
00D6: if 0
8118: NOT actor $13D5 dead
004D: jump_if_false Label0C878C
0084: $13A3 = $13D5 ;; integer values and handles
0050: gosub Label0C91A3
00D6: if 0
0038: $136F == 1 ;; integer values
004D: jump_if_false Label0C8785
0002: jump Label0CAC17

:Label0C8785
0002: jump Label0C87C4

:Label0C878C
01C2: remove_references_to_actor $13D5 ;; Like turning an actor into a random
pedestrian
0004: $13D5 = -1 ;; integer values
0004: $13D6 = 0 ;; integer values
0004: $13D7 = 0 ;; integer values
0004: $13D8 = 0 ;; integer values
0084: $13A3 = $13D5 ;; integer values and handles
0050: gosub Label0C8B2D
0084: $13D5 = $13A3 ;; integer values and handles

:Label0C87C4
00D6: if 0
8118: NOT actor $13DA dead
004D: jump_if_false Label0C8803
0084: $13A3 = $13DA ;; integer values and handles
0050: gosub Label0C91A3
00D6: if 0
0038: $136F == 1 ;; integer values
004D: jump_if_false Label0C87FC
0002: jump Label0CAC17

:Label0C87FC
0002: jump Label0C883B

:Label0C8803
01C2: remove_references_to_actor $13DA ;; Like turning an actor into a random
pedestrian
0004: $13DA = -1 ;; integer values
0004: $13DB = 0 ;; integer values
0004: $13DC = 0 ;; integer values
0004: $13DD = 0 ;; integer values
0084: $13A3 = $13DA ;; integer values and handles
0050: gosub Label0C8B2D
0084: $13DA = $13A3 ;; integer values and handles

:Label0C883B
00D6: if 0
8118: NOT actor $13DF dead
004D: jump_if_false Label0C887A
0084: $13A3 = $13DF ;; integer values and handles
0050: gosub Label0C91A3
00D6: if 0
0038: $136F == 1 ;; integer values
004D: jump_if_false Label0C8873
0002: jump Label0CAC17

:Label0C8873
0002: jump Label0C88B2

:Label0C887A
01C2: remove_references_to_actor $13DF ;; Like turning an actor into a random
pedestrian
0004: $13DF = -1 ;; integer values
0004: $13E0 = 0 ;; integer values
0004: $13E1 = 0 ;; integer values
0004: $13E2 = 0 ;; integer values
0084: $13A3 = $13DF ;; integer values and handles
0050: gosub Label0C8B2D
0084: $13DF = $13A3 ;; integer values and handles

:Label0C88B2
00D6: if 0
8118: NOT actor $13E4 dead
004D: jump_if_false Label0C88F1
0084: $13A3 = $13E4 ;; integer values and handles
0050: gosub Label0C91A3
00D6: if 0
0038: $136F == 1 ;; integer values
004D: jump_if_false Label0C88EA
0002: jump Label0CAC17

:Label0C88EA
0002: jump Label0C8929

:Label0C88F1
01C2: remove_references_to_actor $13E4 ;; Like turning an actor into a random
pedestrian
0004: $13E4 = -1 ;; integer values
0004: $13E5 = 0 ;; integer values
0004: $13E6 = 0 ;; integer values
0004: $13E7 = 0 ;; integer values
0084: $13A3 = $13E4 ;; integer values and handles
0050: gosub Label0C8B2D
0084: $13E4 = $13A3 ;; integer values and handles

:Label0C8929
00D6: if 0
8118: NOT actor $13E9 dead
004D: jump_if_false Label0C8968
0084: $13A3 = $13E9 ;; integer values and handles
0050: gosub Label0C91A3
00D6: if 0
0038: $136F == 1 ;; integer values
004D: jump_if_false Label0C8961
0002: jump Label0CAC17

:Label0C8961
0002: jump Label0C89A0

:Label0C8968
01C2: remove_references_to_actor $13E9 ;; Like turning an actor into a random
pedestrian
0004: $13E9 = -1 ;; integer values
0004: $13EA = 0 ;; integer values
0004: $13EB = 0 ;; integer values
0004: $13EC = 0 ;; integer values
0084: $13A3 = $13E9 ;; integer values and handles
0050: gosub Label0C8B2D
0084: $13E9 = $13A3 ;; integer values and handles
:Label0C89A0
00D6: if 0
8118: NOT actor $13EE dead
004D: jump_if_false Label0C89DF
0084: $13A3 = $13EE ;; integer values and handles
0050: gosub Label0C91A3
00D6: if 0
0038: $136F == 1 ;; integer values
004D: jump_if_false Label0C89D8
0002: jump Label0CAC17

:Label0C89D8
0002: jump Label0C8A17

:Label0C89DF
01C2: remove_references_to_actor $13EE ;; Like turning an actor into a random
pedestrian
0004: $13EE = -1 ;; integer values
0004: $13EF = 0 ;; integer values
0004: $13F0 = 0 ;; integer values
0004: $13F1 = 0 ;; integer values
0084: $13A3 = $13EE ;; integer values and handles
0050: gosub Label0C8B2D
0084: $13EE = $13A3 ;; integer values and handles

:Label0C8A17
00D6: if 0
8118: NOT actor $13F3 dead
004D: jump_if_false Label0C8A56
0084: $13A3 = $13F3 ;; integer values and handles
0050: gosub Label0C91A3
00D6: if 0
0038: $136F == 1 ;; integer values
004D: jump_if_false Label0C8A4F
0002: jump Label0CAC17

:Label0C8A4F
0002: jump Label0C8A8E

:Label0C8A56
01C2: remove_references_to_actor $13F3 ;; Like turning an actor into a random
pedestrian
0004: $13F3 = -1 ;; integer values
0004: $13F4 = 0 ;; integer values
0004: $13F5 = 0 ;; integer values
0004: $13F6 = 0 ;; integer values
0084: $13A3 = $13F3 ;; integer values and handles
0050: gosub Label0C8B2D
0084: $13F3 = $13A3 ;; integer values and handles

:Label0C8A8E
0002: jump Label0C5768

:Label0C8A95
0489: unknown_actor $1399 flag 1
01ED: reset_actor $1399 flags
0243: set_actor $1399 ped_stats_to 16
011A: set_actor $1399 flags 1
01B2: give_actor $1399 weapon 27 ammo 9999 ;; Load the weapon model before using
this
0223: set_actor $1399 health_to 1000
02E2: set_actor $1399 weapon_accuracy_to 85
0350: unknown_actor $1399 not_scared_flag 1
02A9: set_actor $1399 immune_to_nonplayer 1
0514: unknown_actor $1399 6 0
0514: unknown_actor $1399 2 0
0446: (unknown) $1399 0
054A: unknown_actor $1399 flag 0
0051: return

:Label0C8AF8
0350: unknown_actor $13A3 not_scared_flag 1
01B2: give_actor $13A3 weapon 17 ammo 9999 ;; Load the weapon model before using
this
01ED: reset_actor $13A3 flags
011A: set_actor $13A3 flags 1
0291: unknown_actor $13A3 unknown_behavior_flag 1
0243: set_actor $13A3 ped_stats_to 16
020E: actor $13A3 look_at_actor $PLAYER_ACTOR
0051: return

:Label0C8B2D
0209: $13A7 = random_int 0 11
00D6: if 0
0038: $13A7 == 0 ;; integer values
004D: jump_if_false Label0C8BC3
00D6: if 0
8119: NOT car $136B wrecked
004D: jump_if_false Label0C8BC1
00D6: if 0
0431: unknown_car $136B flag 1
004D: jump_if_false Label0C8BB8
00AA: store_car $136B position_to $1BD $1BE $1BF
00D6: if 0
80C2: NOT sphere_onscreen $1BD $1BE $1BF 4.0
004D: jump_if_false Label0C8BAF
01C8: $13A3 = create_actor 9 #SPECIAL03 in_car $136B passenger_seat 1
0004: $13A7 = -1 ;; integer values
0002: jump Label0C8BB1

:Label0C8BAF
0051: return

:Label0C8BB1
0002: jump Label0C8BBA

:Label0C8BB8
0051: return

:Label0C8BBA
0002: jump Label0C8BC3

:Label0C8BC1
0051: return

:Label0C8BC3
00D6: if 0
0038: $13A7 == 1 ;; integer values
004D: jump_if_false Label0C8C50
00D6: if 0
8119: NOT car $136C wrecked
004D: jump_if_false Label0C8C4E
00D6: if 0
0431: unknown_car $136C flag 1
004D: jump_if_false Label0C8C45
00AA: store_car $136C position_to $1BD $1BE $1BF
00D6: if 0
80C2: NOT sphere_onscreen $1BD $1BE $1BF 4.0
004D: jump_if_false Label0C8C3C
01C8: $13A3 = create_actor 9 #SPECIAL04 in_car $136C passenger_seat 1
0004: $13A7 = -1 ;; integer values
0002: jump Label0C8C3E

:Label0C8C3C
0051: return

:Label0C8C3E
0002: jump Label0C8C47

:Label0C8C45
0051: return

:Label0C8C47
0002: jump Label0C8C50

:Label0C8C4E
0051: return

:Label0C8C50
00D6: if 0
0038: $13A7 == 2 ;; integer values
004D: jump_if_false Label0C8CDD
00D6: if 0
8119: NOT car $136D wrecked
004D: jump_if_false Label0C8CDB
00D6: if 0
0431: unknown_car $136D flag 1
004D: jump_if_false Label0C8CD2
00AA: store_car $136D position_to $1BD $1BE $1BF
00D6: if 0
80C2: NOT sphere_onscreen $1BD $1BE $1BF 4.0
004D: jump_if_false Label0C8CC9
01C8: $13A3 = create_actor 9 #SPECIAL03 in_car $136D passenger_seat 1
0004: $13A7 = -1 ;; integer values
0002: jump Label0C8CCB

:Label0C8CC9
0051: return

:Label0C8CCB
0002: jump Label0C8CD4

:Label0C8CD2
0051: return

:Label0C8CD4
0002: jump Label0C8CDD
:Label0C8CDB
0051: return

:Label0C8CDD
00D6: if 0
0038: $13A7 == 3 ;; integer values
004D: jump_if_false Label0C8D6C
00D6: if 0
838A: NOT car_in_cube -354.0382 -527.9669 11.7155 1.0 1.0 2.0
004D: jump_if_false Label0C8D6A
00D6: if 0
80C2: NOT sphere_onscreen -354.0382 -527.9669 11.7155 2.0
004D: jump_if_false Label0C8D61
009A: $13A3 = create_actor 9 #SPECIAL04 at -354.0382 -527.9669 11.7155
0004: $13A7 = -1 ;; integer values
0002: jump Label0C8D63

:Label0C8D61
0051: return

:Label0C8D63
0002: jump Label0C8D6C

:Label0C8D6A
0051: return

:Label0C8D6C
00D6: if 0
0038: $13A7 == 4 ;; integer values
004D: jump_if_false Label0C8DFB
00D6: if 0
838A: NOT car_in_cube -390.1438 -541.0243 16.2431 1.0 1.0 2.0
004D: jump_if_false Label0C8DF9
00D6: if 0
80C2: NOT sphere_onscreen -390.1438 -541.0243 16.2431 2.0
004D: jump_if_false Label0C8DF0
009A: $13A3 = create_actor 9 #SPECIAL03 at -390.1438 -541.0243 16.2431
0004: $13A7 = -1 ;; integer values
0002: jump Label0C8DF2

:Label0C8DF0
0051: return

:Label0C8DF2
0002: jump Label0C8DFB

:Label0C8DF9
0051: return

:Label0C8DFB
00D6: if 0
0038: $13A7 == 5 ;; integer values
004D: jump_if_false Label0C8E8A
00D6: if 0
838A: NOT car_in_cube -458.3071 -606.5378 11.7988 1.0 1.0 2.0
004D: jump_if_false Label0C8E88
00D6: if 0
80C2: NOT sphere_onscreen -458.3071 -606.5378 11.7988 2.0
004D: jump_if_false Label0C8E7F
009A: $13A3 = create_actor 9 #SPECIAL04 at -458.3071 -606.5378 11.7988
0004: $13A7 = -1 ;; integer values
0002: jump Label0C8E81

:Label0C8E7F
0051: return

:Label0C8E81
0002: jump Label0C8E8A

:Label0C8E88
0051: return

:Label0C8E8A
00D6: if 0
0038: $13A7 == 6 ;; integer values
004D: jump_if_false Label0C8F19
00D6: if 0
838A: NOT car_in_cube -455.4113 -561.619 11.762 1.0 1.0 2.0
004D: jump_if_false Label0C8F17
00D6: if 0
80C2: NOT sphere_onscreen -455.4113 -561.619 11.762 2.0
004D: jump_if_false Label0C8F0E
009A: $13A3 = create_actor 9 #SPECIAL03 at -455.4113 -561.619 11.762
0004: $13A7 = -1 ;; integer values
0002: jump Label0C8F10

:Label0C8F0E
0051: return

:Label0C8F10
0002: jump Label0C8F19

:Label0C8F17
0051: return

:Label0C8F19
00D6: if 0
0038: $13A7 == 7 ;; integer values
004D: jump_if_false Label0C8FA8
00D6: if 0
838A: NOT car_in_cube -412.1893 -605.7213 16.2433 1.0 1.0 2.0
004D: jump_if_false Label0C8FA6
00D6: if 0
80C2: NOT sphere_onscreen -412.1893 -605.7213 16.2433 2.0
004D: jump_if_false Label0C8F9D
009A: $13A3 = create_actor 9 #SPECIAL04 at -412.1893 -605.7213 16.2433
0004: $13A7 = -1 ;; integer values
0002: jump Label0C8F9F

:Label0C8F9D
0051: return

:Label0C8F9F
0002: jump Label0C8FA8

:Label0C8FA6
0051: return
:Label0C8FA8
00D6: if 0
0038: $13A7 == 8 ;; integer values
004D: jump_if_false Label0C9037
00D6: if 0
838A: NOT car_in_cube -370.0882 -615.1937 9.3386 1.0 1.0 2.0
004D: jump_if_false Label0C9035
00D6: if 0
80C2: NOT sphere_onscreen -370.0882 -615.1937 9.3386 2.0
004D: jump_if_false Label0C902C
009A: $13A3 = create_actor 9 #SPECIAL03 at -370.0882 -615.1937 9.3386
0004: $13A7 = -1 ;; integer values
0002: jump Label0C902E

:Label0C902C
0051: return

:Label0C902E
0002: jump Label0C9037

:Label0C9035
0051: return

:Label0C9037
00D6: if 0
0038: $13A7 == 9 ;; integer values
004D: jump_if_false Label0C90C6
00D6: if 0
838A: NOT car_in_cube -335.9248 -579.002 18.5231 1.0 1.0 2.0
004D: jump_if_false Label0C90C4
00D6: if 0
80C2: NOT sphere_onscreen -335.9248 -579.002 18.5231 2.0
004D: jump_if_false Label0C90BB
009A: $13A3 = create_actor 9 #SPECIAL03 at -335.9248 -579.002 18.5231
0004: $13A7 = -1 ;; integer values
0002: jump Label0C90BD

:Label0C90BB
0051: return

:Label0C90BD
0002: jump Label0C90C6

:Label0C90C4
0051: return

:Label0C90C6
00D6: if 0
0038: $13A7 == 10 ;; integer values
004D: jump_if_false Label0C9155
00D6: if 0
838A: NOT car_in_cube -329.9831 -582.3398 34.5103 1.0 1.0 2.0
004D: jump_if_false Label0C9153
00D6: if 0
80C2: NOT sphere_onscreen -329.9831 -582.3398 34.5103 2.0
004D: jump_if_false Label0C914A
009A: $13A3 = create_actor 9 #SPECIAL04 at -329.9831 -582.3398 34.5103
0004: $13A7 = -1 ;; integer values
0002: jump Label0C914C

:Label0C914A
0051: return

:Label0C914C
0002: jump Label0C9155

:Label0C9153
0051: return

:Label0C9155
00D6: if 0
0038: $13A7 == -1 ;; integer values
004D: jump_if_false Label0C91A1
0350: unknown_actor $13A3 not_scared_flag 1
01B2: give_actor $13A3 weapon 22 ammo 9999 ;; Load the weapon model before using
this
01ED: reset_actor $13A3 flags
011A: set_actor $13A3 flags 1
0483: unknown_actor $13A3 1500
0291: unknown_actor $13A3 unknown_behavior_flag 1
0243: set_actor $13A3 ped_stats_to 16
02E2: set_actor $13A3 weapon_accuracy_to 75

:Label0C91A1
0051: return

:Label0C91A3
00D6: if 0
003A: $13A3 == $13CB ;; integer values and handles
004D: jump_if_false Label0C920C
0084: $13A5 = $13CC ;; integer values and handles
0084: $13A6 = $13CD ;; integer values and handles
0084: $13A4 = $13CE ;; integer values and handles
0005: $13A9 = -373.7542 ;; floating-point values
0005: $13AA = -590.6248 ;; floating-point values
0005: $13AB = 24.2896 ;; floating-point values
0084: $13A8 = $13CF ;; integer values and handles
0088: $13AC = 0@ ;; floating-point values only
0088: $13AD = 1@ ;; floating-point values only
0088: $13AE = 2@ ;; floating-point values only

:Label0C920C
00D6: if 0
003A: $13A3 == $13D0 ;; integer values and handles
004D: jump_if_false Label0C9275
0084: $13A5 = $13D1 ;; integer values and handles
0084: $13A6 = $13D2 ;; integer values and handles
0084: $13A4 = $13D3 ;; integer values and handles
0005: $13A9 = -381.0802 ;; floating-point values
0005: $13AA = -595.4677 ;; floating-point values
0005: $13AB = 24.7818 ;; floating-point values
0084: $13A8 = $13D4 ;; integer values and handles
0088: $13AC = 3@ ;; floating-point values only
0088: $13AD = 4@ ;; floating-point values only
0088: $13AE = 5@ ;; floating-point values only

:Label0C9275
00D6: if 0
003A: $13A3 == $13D5 ;; integer values and handles
004D: jump_if_false Label0C92DE
0084: $13A5 = $13D6 ;; integer values and handles
0084: $13A6 = $13D7 ;; integer values and handles
0084: $13A4 = $13D8 ;; integer values and handles
0005: $13A9 = -378.687 ;; floating-point values
0005: $13AA = -597.9142 ;; floating-point values
0005: $13AB = 24.7818 ;; floating-point values
0084: $13A8 = $13D9 ;; integer values and handles
0088: $13AC = 6@ ;; floating-point values only
0088: $13AD = 7@ ;; floating-point values only
0088: $13AE = 8@ ;; floating-point values only

:Label0C92DE
00D6: if 0
003A: $13A3 == $13DA ;; integer values and handles
004D: jump_if_false Label0C9347
0084: $13A5 = $13DB ;; integer values and handles
0084: $13A6 = $13DC ;; integer values and handles
0084: $13A4 = $13DD ;; integer values and handles
0005: $13A9 = -382.3163 ;; floating-point values
0005: $13AA = -589.9626 ;; floating-point values
0005: $13AB = 24.2934 ;; floating-point values
0084: $13A8 = $13DE ;; integer values and handles
0088: $13AC = 9@ ;; floating-point values only
0088: $13AD = 10@ ;; floating-point values only
0088: $13AE = 11@ ;; floating-point values only

:Label0C9347
00D6: if 0
003A: $13A3 == $13DF ;; integer values and handles
004D: jump_if_false Label0C93B0
0084: $13A5 = $13E0 ;; integer values and handles
0084: $13A6 = $13E1 ;; integer values and handles
0084: $13A4 = $13E2 ;; integer values and handles
0005: $13A9 = -379.9821 ;; floating-point values
0005: $13AA = -591.7104 ;; floating-point values
0005: $13AB = 24.5318 ;; floating-point values
0084: $13A8 = $13E3 ;; integer values and handles
0088: $13AC = 12@ ;; floating-point values only
0088: $13AD = 13@ ;; floating-point values only
0088: $13AE = 14@ ;; floating-point values only

:Label0C93B0
00D6: if 0
003A: $13A3 == $13E4 ;; integer values and handles
004D: jump_if_false Label0C9419
0084: $13A5 = $13E5 ;; integer values and handles
0084: $13A6 = $13E6 ;; integer values and handles
0084: $13A4 = $13E7 ;; integer values and handles
0005: $13A9 = -380.1006 ;; floating-point values
0005: $13AA = -586.4345 ;; floating-point values
0005: $13AB = 24.2804 ;; floating-point values
0084: $13A8 = $13E8 ;; integer values and handles
0086: $13AC = $13F8 ;; floating-point values only
0086: $13AD = $13F9 ;; floating-point values only
0086: $13AE = $13FA ;; floating-point values only
:Label0C9419
00D6: if 0
003A: $13A3 == $13E9 ;; integer values and handles
004D: jump_if_false Label0C9482
0084: $13A5 = $13EA ;; integer values and handles
0084: $13A6 = $13EB ;; integer values and handles
0084: $13A4 = $13EC ;; integer values and handles
0005: $13A9 = -374.6616 ;; floating-point values
0005: $13AA = -586.1156 ;; floating-point values
0005: $13AB = 24.2952 ;; floating-point values
0084: $13A8 = $13ED ;; integer values and handles
0086: $13AC = $13FB ;; floating-point values only
0086: $13AD = $13FC ;; floating-point values only
0086: $13AE = $13FD ;; floating-point values only

:Label0C9482
00D6: if 0
003A: $13A3 == $13EE ;; integer values and handles
004D: jump_if_false Label0C94EB
0084: $13A5 = $13EF ;; integer values and handles
0084: $13A6 = $13F0 ;; integer values and handles
0084: $13A4 = $13F1 ;; integer values and handles
0005: $13A9 = -376.7446 ;; floating-point values
0005: $13AA = -586.6362 ;; floating-point values
0005: $13AB = 24.2921 ;; floating-point values
0084: $13A8 = $13F2 ;; integer values and handles
0086: $13AC = $13FE ;; floating-point values only
0086: $13AD = $13FF ;; floating-point values only
0086: $13AE = $1400 ;; floating-point values only

:Label0C94EB
00D6: if 0
003A: $13A3 == $13F3 ;; integer values and handles
004D: jump_if_false Label0C9554
0084: $13A5 = $13F4 ;; integer values and handles
0084: $13A6 = $13F5 ;; integer values and handles
0084: $13A4 = $13F6 ;; integer values and handles
0005: $13A9 = -378.8374 ;; floating-point values
0005: $13AA = -591.7079 ;; floating-point values
0005: $13AB = 24.5318 ;; floating-point values
0084: $13A8 = $13F7 ;; integer values and handles
0086: $13AC = $1401 ;; floating-point values only
0086: $13AD = $1402 ;; floating-point values only
0086: $13AE = $1403 ;; floating-point values only

:Label0C9554
00D6: if 0
0038: $13A4 == 0 ;; integer values
004D: jump_if_false Label0C95E4
00D6: if 0
00FF: actor $13A3 0 ()near_point_on_foot $1396 $1397 $1398 radius 1.0 1.0 2.0
004D: jump_if_false Label0C95E4
00D6: if 0
04FF: $13A3
004D: jump_if_false Label0C95E4
0173: set_actor $13A3 z_angle_to 226.1973
03FE: unknown_actor $13A3 $13A6
0549: $13A3
009F: set_actor $13A3 objective_to-1
011C: actor $13A3 clear_objective
04EB: unknown_actor $13A3 bank 1 account_number 999999999
0084: $139E = $12CB ;; integer values and handles
0008: $139E += 1000 ;; integer values
0004: $13A4 = 2 ;; integer values

:Label0C95E4
00D6: if 0
0038: $13A4 == 0 ;; integer values
004D: jump_if_false Label0C979A
00D6: if 0
001C: $12CB > $13A5 ;; integer values
004D: jump_if_false Label0C96E2
00D6: if 0
80DF: NOT actor $13A3 driving
004D: jump_if_false Label0C96DD
0004: $139D = 0 ;; integer values
00D6: if 24
0038: $13CE == 2 ;; integer values
0038: $13D3 == 2 ;; integer values
0038: $13D8 == 2 ;; integer values
0038: $13DD == 2 ;; integer values
0038: $13E2 == 2 ;; integer values
004D: jump_if_false Label0C9655
0004: $139D = 1 ;; integer values

:Label0C9655
00D6: if 23
0038: $13E7 == 2 ;; integer values
0038: $13EC == 2 ;; integer values
0038: $13F1 == 2 ;; integer values
0038: $13F6 == 2 ;; integer values
004D: jump_if_false Label0C9683
0004: $139D = 1 ;; integer values

:Label0C9683
00D6: if 0
0038: $139D == 0 ;; integer values
004D: jump_if_false Label0C96B1
009E: set_actor $13A3 path $1396 $1397 $1398 unknown 4.0 1
0002: jump Label0C96C6

:Label0C96B1
009E: set_actor $13A3 path $13A9 $13AA $13AB unknown 3.0 1

:Label0C96C6
0084: $13A5 = $12CB ;; integer values and handles
0008: $13A5 += 1000 ;; integer values
0002: jump Label0C96E2

:Label0C96DD
03E2: actor $13A3 exit_car

:Label0C96E2
00D6: if 0
8042: NOT $13A9 == 0.0 ;; floating-point values
004D: jump_if_false Label0C979A
00D6: if 0
00FF: actor $13A3 0 ()near_point_on_foot $13A9 $13AA $13AB radius 1.0 1.0 2.0
004D: jump_if_false Label0C979A
011C: actor $13A3 clear_objective
0549: $13A3
009F: set_actor $13A3 objective_to-1
00D6: if 0
8057: NOT player $PLAYER_CHAR 0 ()in_cube -386.123 -599.355 24.786 -370.926
-584.437 31.667
004D: jump_if_false Label0C977B
01BE: set_actor $13A3 to_look_at_spot -378.4397 -582.1611 24.2722
0002: jump Label0C9783

:Label0C977B
01CA: actor $13A3 kill_player $PLAYER_CHAR

:Label0C9783
0084: $13A5 = $12CB ;; integer values and handles
0008: $13A5 += 3000 ;; integer values
0004: $13A4 = 3 ;; integer values

:Label0C979A
00D6: if 0
0038: $13A4 == 2 ;; integer values
004D: jump_if_false Label0C9854
00D6: if 0
00FF: actor $13A3 0 ()near_point_on_foot $1396 $1397 $1398 radius 1.0 1.0 2.0
004D: jump_if_false Label0C984D
00D6: if 0
04FF: $13A3
004D: jump_if_false Label0C984D
00D6: if 0
001C: $12CB > $139E ;; integer values
004D: jump_if_false Label0C9805
04EB: unknown_actor $13A3 bank 1 account_number 999999999

:Label0C9805
010B: $136E = player $PLAYER_CHAR money
00D6: if 0
001A: 1 > $136E ;; integer values
004D: jump_if_false Label0C9837
00BC: text_highpriority "FIN_B7" 5000 ms 1 ;; ~r~The mafia has stolen all your
money.
0004: $136F = 1 ;; integer values
0051: return

:Label0C9837
0109: player $PLAYER_CHAR money += -1
0008: $13A6 += 1 ;; integer values
03FE: unknown_actor $13A3 $13A6

:Label0C984D
0002: jump Label0C98EB

:Label0C9854
00D6: if 0
80A4: NOT actor $13A3 0 ()in_cube -386.507 -600.089 24.286 -370.542 -583.413
31.667
004D: jump_if_false Label0C98EB
00D6: if 0
00FF: actor $13A3 0 ()near_point_on_foot $13AC $13AD $13AE radius 2.0 2.0 2.0
004D: jump_if_false Label0C98CD
00D6: if 0
001C: $13A8 > $12CB ;; integer values
004D: jump_if_false Label0C98C6
01C2: remove_references_to_actor $13A3 ;; Like turning an actor into a random
pedestrian

:Label0C98C6
0002: jump Label0C98EB

:Label0C98CD
0084: $13A8 = $12CB ;; integer values and handles
0008: $13A8 += 5000 ;; integer values
00A0: store_actor $13A3 position_to $13AC $13AD $13AE

:Label0C98EB
00D6: if 0
003A: $13A3 == $13CB ;; integer values and handles
004D: jump_if_false Label0C9936
0084: $13CC = $13A5 ;; integer values and handles
0084: $13CD = $13A6 ;; integer values and handles
0084: $13CE = $13A4 ;; integer values and handles
0084: $13CF = $13A8 ;; integer values and handles
0089: 0@ = $13AC ;; floating-point values only
0089: 1@ = $13AD ;; floating-point values only
0089: 2@ = $13AE ;; floating-point values only

:Label0C9936
00D6: if 0
003A: $13A3 == $13D0 ;; integer values and handles
004D: jump_if_false Label0C9981
0084: $13D1 = $13A5 ;; integer values and handles
0084: $13D2 = $13A6 ;; integer values and handles
0084: $13D3 = $13A4 ;; integer values and handles
0084: $13D4 = $13A8 ;; integer values and handles
0089: 3@ = $13AC ;; floating-point values only
0089: 4@ = $13AD ;; floating-point values only
0089: 5@ = $13AE ;; floating-point values only

:Label0C9981
00D6: if 0
003A: $13A3 == $13D5 ;; integer values and handles
004D: jump_if_false Label0C99CC
0084: $13D6 = $13A5 ;; integer values and handles
0084: $13D7 = $13A6 ;; integer values and handles
0084: $13D8 = $13A4 ;; integer values and handles
0084: $13D9 = $13A8 ;; integer values and handles
0089: 6@ = $13AC ;; floating-point values only
0089: 7@ = $13AD ;; floating-point values only
0089: 8@ = $13AE ;; floating-point values only

:Label0C99CC
00D6: if 0
003A: $13A3 == $13DA ;; integer values and handles
004D: jump_if_false Label0C9A17
0084: $13DB = $13A5 ;; integer values and handles
0084: $13DC = $13A6 ;; integer values and handles
0084: $13DD = $13A4 ;; integer values and handles
0084: $13DE = $13A8 ;; integer values and handles
0089: 9@ = $13AC ;; floating-point values only
0089: 10@ = $13AD ;; floating-point values only
0089: 11@ = $13AE ;; floating-point values only

:Label0C9A17
00D6: if 0
003A: $13A3 == $13DF ;; integer values and handles
004D: jump_if_false Label0C9A62
0084: $13E0 = $13A5 ;; integer values and handles
0084: $13E1 = $13A6 ;; integer values and handles
0084: $13E2 = $13A4 ;; integer values and handles
0084: $13E3 = $13A8 ;; integer values and handles
0089: 12@ = $13AC ;; floating-point values only
0089: 13@ = $13AD ;; floating-point values only
0089: 14@ = $13AE ;; floating-point values only

:Label0C9A62
00D6: if 0
003A: $13A3 == $13E4 ;; integer values and handles
004D: jump_if_false Label0C9AAD
0084: $13E5 = $13A5 ;; integer values and handles
0084: $13E6 = $13A6 ;; integer values and handles
0084: $13E7 = $13A4 ;; integer values and handles
0084: $13E8 = $13A8 ;; integer values and handles
0086: $13F8 = $13AC ;; floating-point values only
0086: $13F9 = $13AD ;; floating-point values only
0086: $13FA = $13AE ;; floating-point values only

:Label0C9AAD
00D6: if 0
003A: $13A3 == $13E9 ;; integer values and handles
004D: jump_if_false Label0C9AF8
0084: $13EA = $13A5 ;; integer values and handles
0084: $13EB = $13A6 ;; integer values and handles
0084: $13EC = $13A4 ;; integer values and handles
0084: $13ED = $13A8 ;; integer values and handles
0086: $13FB = $13AC ;; floating-point values only
0086: $13FC = $13AD ;; floating-point values only
0086: $13FD = $13AE ;; floating-point values only

:Label0C9AF8
00D6: if 0
003A: $13A3 == $13EE ;; integer values and handles
004D: jump_if_false Label0C9B43
0084: $13EF = $13A5 ;; integer values and handles
0084: $13F0 = $13A6 ;; integer values and handles
0084: $13F1 = $13A4 ;; integer values and handles
0084: $13F2 = $13A8 ;; integer values and handles
0086: $13FE = $13AC ;; floating-point values only
0086: $13FF = $13AD ;; floating-point values only
0086: $1400 = $13AE ;; floating-point values only

:Label0C9B43
00D6: if 0
003A: $13A3 == $13F3 ;; integer values and handles
004D: jump_if_false Label0C9B8E
0084: $13F4 = $13A5 ;; integer values and handles
0084: $13F5 = $13A6 ;; integer values and handles
0084: $13F6 = $13A4 ;; integer values and handles
0084: $13F7 = $13A8 ;; integer values and handles
0086: $1401 = $13AC ;; floating-point values only
0086: $1402 = $13AD ;; floating-point values only
0086: $1403 = $13AE ;; floating-point values only

:Label0C9B8E
0051: return

:Label0C9B90
03EF: player $PLAYER_CHAR make_safe
0169: set_fade_color 0 0 1
016A: fade 0 () 1500 ms
03AD: set_rubbish 0 (invisible)
03AF: set_streaming 0 (disabled)

:Label0C9BAC
00D6: if 0
016B: fading
004D: jump_if_false Label0C9BC4
0001: wait 0 ms
0002: jump Label0C9BAC

:Label0C9BC4
03DE: set_pedestrians_density_multiplier_to 0.0
0395: clear_area 0 at -354.419 -569.529 range 30.0 200.0
009B: destroy_actor_instantly $13CB
009B: destroy_actor_instantly $13D0
009B: destroy_actor_instantly $13D5
009B: destroy_actor_instantly $13DA
009B: destroy_actor_instantly $13DF
009B: destroy_actor_instantly $13E4
009B: destroy_actor_instantly $13E9
009B: destroy_actor_instantly $13EE
009B: destroy_actor_instantly $13F3
009B: destroy_actor_instantly $139F
009B: destroy_actor_instantly $1399
009B: destroy_actor_instantly $13B1
009B: destroy_actor_instantly $13B2
009B: destroy_actor_instantly $13B3
009B: destroy_actor_instantly $13B4
009B: destroy_actor_instantly $13B5
009B: destroy_actor_instantly $13B6
009B: destroy_actor_instantly $13B7
009B: destroy_actor_instantly $13B8
009B: destroy_actor_instantly $13B9
009B: destroy_actor_instantly $13BA
009B: destroy_actor_instantly $13BB
0296: unload_special_actor 1
0296: unload_special_actor 2
0296: unload_special_actor 3
0296: unload_special_actor 4
023C: load_special_actor 1 "CSPLAY"
023C: load_special_actor 2 "CSKEN"
02F3: load_object #CUTOBJ01 "MFOUR"
038B: load_requested_models

:Label0C9C88
00D6: if 22
823D: NOT special_actor 1 loaded
823D: NOT special_actor 2 loaded
8248: NOT model #CUTOBJ01 available
004D: jump_if_false Label0C9CAB
0001: wait 0 ms
0002: jump Label0C9C88

:Label0C9CAB
02E4: load_cutscene_data "FINALE"
0451: load_end_of_game_audio
041D: set_camera_near_clip .1
0244: set_cutscene_pos -378.62 -552.676 18.534
04BB: select_interiour 2 ;; select render area
0004: $3DF = 1 ;; integer values
03AD: set_rubbish 0 (invisible)
04F9: interiour_colors 7 0
03CB: set_camera -378.466 -596.1799 24.7818
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 "MFOUR01"
0171: set_player $PLAYER_CHAR z_angle_to 270.0
0169: set_fade_color 0 0 1
016A: fade 1 (back) 1500 ms
03AD: set_rubbish 0 (invisible)
03AF: set_streaming 1 (enabled)
02E7: start_cutscene
043F: play_cutscene_music
043C: unknown_set_game_sounds 0
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0C9D60
00D6: if 0
001A: 12797 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0C9D83
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0C9D60

:Label0C9D83
00BC: text_highpriority "FIN3_01" 10000 ms 1 ;; Tommy?

:Label0C9D92
00D6: if 0
001A: 14715 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0C9DB5
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0C9D92

:Label0C9DB5
00BC: text_highpriority "FIN3_02" 10000 ms 1 ;; Oh my god, Tommy! What happened?

:Label0C9DC4
00D6: if 0
001A: 17875 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0C9DE7
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0C9DC4

:Label0C9DE7
00BC: text_highpriority "FIN3_03" 10000 ms 1 ;; What does it look like?

:Label0C9DF6
00D6: if 0
001A: 19401 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0C9E19
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0C9DF6

:Label0C9E19
00BC: text_highpriority "FIN3_04" 10000 ms 1 ;; It looks like you ruined your
suit!

:Label0C9E28
00D6: if 0
001A: 21176 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0C9E4B
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0C9E28

:Label0C9E4B
00BC: text_highpriority "FIN3_05" 10000 ms 1 ;; and Tommy, that was a beautiful
suit! Tommy, what on earth happened?

:Label0C9E5A
00D6: if 0
001A: 26212 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0C9E7D
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0C9E5A

:Label0C9E7D
00BC: text_highpriority "FIN3_06" 10000 ms 1 ;; I had a disagreement with a
business associate, you know how it is.

:Label0C9E8C
00D6: if 0
001A: 29463 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0C9EAF
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0C9E8C

:Label0C9EAF
00BC: text_highpriority "FIN3_07" 10000 ms 1 ;; Tommy, I have a disagreement, I
send them an angry letter.

:Label0C9EBE
00D6: if 0
001A: 32477 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0C9EE1
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0C9EBE

:Label0C9EE1
00BC: text_highpriority "FIN3_08" 10000 ms 1 ;; Maybe I pee in their mailbox. I
don't start World War III.

:Label0C9EF0
00D6: if 0
001A: 36719 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0C9F15
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0C9EF0

:Label0C9F15
00BC: text_highpriority "FIN3_09" 10000 ms 1 ;; You know, maybe you should speak
to my shrink...

:Label0C9F24
00D6: if 0
001A: 39025 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0C9F49
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0C9F24

:Label0C9F49
00BC: text_highpriority "FIN3_10" 10000 ms 1 ;; That stupid prick, Lance...

:Label0C9F58
00D6: if 0
001A: 41031 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0C9F7D
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0C9F58

:Label0C9F7D
00BC: text_highpriority "FIN3_11" 10000 ms 1 ;; Tommy. I never liked that guy,
okay?

:Label0C9F8C
00D6: if 0
001A: 43337 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0C9FB1
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0C9F8C

:Label0C9FB1
00BC: text_highpriority "FIN3_12" 10000 ms 1 ;; He's neurotic, he's insecure,
he's self-centered - the guy's an asshole!

:Label0C9FC0
00D6: if 0
001A: 47738 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0C9FE5
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0C9FC0

:Label0C9FE5
00BC: text_highpriority "FIN3_13" 10000 ms 1 ;; I'm glad you took him out!

:Label0C9FF4
00D6: if 0
001A: 49016 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0CA019
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0C9FF4

:Label0CA019
00BC: text_highpriority "FIN3_14" 10000 ms 1 ;; I don't think we're gonna be
getting any more heat from up north either...

:Label0CA028
00D6: if 0
001A: 54048 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0CA04D
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0CA028

:Label0CA04D
00BC: text_highpriority "FIN3_15" 10000 ms 1 ;; ...'cause there ain't no 'up
north', anymore.

:Label0CA05C
00D6: if 0
001A: 57610 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0CA081
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0CA05C

:Label0CA081
00BC: text_highpriority "FIN3_16" 10000 ms 1 ;; It's all down south now.

:Label0CA090
00D6: if 0
001A: 59960 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0CA0B5
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0CA090

:Label0CA0B5
00BC: text_highpriority "FIN3_17" 10000 ms 1 ;; Wait, does that mean what I
think it means..? Tommy, baby!

:Label0CA0C4
00D6: if 0
001A: 62722 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0CA0E9
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0CA0C4

:Label0CA0E9
00BC: text_highpriority "FIN3_18" 10000 ms 1 ;; What do you think it means?

:Label0CA0F8
00D6: if 0
001A: 64406 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0CA11D
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0CA0F8

:Label0CA11D
00BC: text_highpriority "FIN3_19" 10000 ms 1 ;; That we're in charge... I mean,
that you're in charge. Oh, Tommy!

:Label0CA12C
00D6: if 0
001A: 69535 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0CA151
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0CA12C

:Label0CA151
00BC: text_highpriority "FIN3_20" 10000 ms 1 ;; You know, Ken. I think this
could be the beginning of a beautiful business relationship....

:Label0CA160
00D6: if 0
001A: 74550 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0CA185
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0CA160

:Label0CA185
00BC: text_highpriority "FIN3_21" 10000 ms 1 ;; After all, you're a conniving,
backstabbing, two-bit thief

:Label0CA194
00D6: if 0
001A: 77761 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0CA1B9
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0CA194

:Label0CA1B9
00BC: text_highpriority "FIN3_22" 10000 ms 1 ;; and I'm a convicted psychotic
killer and drug dealer.

:Label0CA1C8
00D6: if 0
001A: 81486 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0CA1ED
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0CA1C8

:Label0CA1ED
00BC: text_highpriority "FIN3_23" 10000 ms 1 ;; I know. Ain't it just beautiful?

:Label0CA1FC
00D6: if 0
001A: 86784 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0CA221
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0CA1FC

:Label0CA221
0169: set_fade_color 0 0 1
016A: fade 0 () 1500 ms
00BE: text_clear_all

:Label0CA232
00D6: if 0
016B: fading
004D: jump_if_false Label0CA24A
0001: wait 0 ms
0002: jump Label0CA232

:Label0CA24A
00D6: if 0
82E9: NOT cutscene_reached_end
004D: jump_if_false Label0CA262
0001: wait 0 ms
0002: jump Label0CA24A

:Label0CA262
03AD: set_rubbish 1 (visible)
02EA: end_cutscene
0373: set_camera_directly_behind_player
0296: unload_special_actor 1
0296: unload_special_actor 2
0249: release_model #CUTOBJ01
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
02A3: toggle_widescreen 1 (on)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 (true)
03F4: 0 (clear) cars_can_be_damaged
04BB: select_interiour 0 ;; select render area
0004: $3DF = 0 ;; integer values
03AD: set_rubbish 1 (visible)
04FA: reset_interior_colors 0
0055: put_player $PLAYER_CHAR at 198.4252 -434.6284 9.5332
0434: show_credits
0004: $3D = 0 ;; integer values
03EA: generate_cars_around_camera 1
01BD: $12CB = current_time_in_ms
0001: wait 0 ms
0001: wait 0 ms
02A3: toggle_widescreen 1 (on)
01BD: $12CB = current_time_in_ms
0084: $13B0 = $12CB ;; integer values and handles
01B6: set_weather 0
:Label0CA2E3
00D6: if 0
8436: NOT reached_end_of_credits
004D: jump_if_false Label0CAB4B
0001: wait 0 ms
01BD: $12CB = current_time_in_ms
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label0CA325
00D6: if 0
0038: $3D == 1 ;; integer values
004D: jump_if_false Label0CA31E
0435: end_credits

:Label0CA31E
0002: jump Label0CA32C

:Label0CA325
0004: $3D = 1 ;; integer values

:Label0CA32C
00D6: if 0
0038: $13AF == 0 ;; integer values
004D: jump_if_false Label0CA3BE
00D6: if 0
001C: $12CB > $13B0 ;; integer values
004D: jump_if_false Label0CA3BE
015F: set_camera_position 315.4413 -606.3295 10.9994 0.0 0.0 0.0
0160: point_camera 315.8044 -605.4032 11.1004 2
00C0: set_current_time 18 0
009B: destroy_actor_instantly $13A3
009A: $13A3 = create_actor 4 #MALE01 at 315.4413 -606.3295 10.9994
0084: $13B0 = $12CB ;; integer values and handles
0008: $13B0 += 20000 ;; integer values
0008: $13AF += 1 ;; integer values

:Label0CA3BE
00D6: if 0
0038: $13AF == 1 ;; integer values
004D: jump_if_false Label0CA409
00D6: if 0
001C: $12CB > $13B0 ;; integer values
004D: jump_if_false Label0CA409
0169: set_fade_color 0 0 1
016A: fade 1 (back) 3000 ms
0084: $13B0 = $12CB ;; integer values and handles
0008: $13B0 += 20000 ;; integer values
0008: $13AF += 1 ;; integer values

:Label0CA409
00D6: if 0
0038: $13AF == 2 ;; integer values
004D: jump_if_false Label0CA454
00D6: if 0
001C: $12CB > $13B0 ;; integer values
004D: jump_if_false Label0CA454
0169: set_fade_color 0 0 1
016A: fade 0 () 3000 ms
0084: $13B0 = $12CB ;; integer values and handles
0008: $13B0 += 3500 ;; integer values
0008: $13AF += 1 ;; integer values

:Label0CA454
00D6: if 0
0038: $13AF == 3 ;; integer values
004D: jump_if_false Label0CA4E6
00D6: if 0
001C: $12CB > $13B0 ;; integer values
004D: jump_if_false Label0CA4E6
015F: set_camera_position -57.009 -1579.473 11.6604 0.0 0.0 0.0
0160: point_camera -57.1214 -1578.485 11.765 2
00C0: set_current_time 14 0
009B: destroy_actor_instantly $13A3
009A: $13A3 = create_actor 4 #MALE01 at -57.009 -1579.473 11.6604
0084: $13B0 = $12CB ;; integer values and handles
0008: $13B0 += 20000 ;; integer values
0008: $13AF += 1 ;; integer values

:Label0CA4E6
00D6: if 0
0038: $13AF == 4 ;; integer values
004D: jump_if_false Label0CA531
00D6: if 0
001C: $12CB > $13B0 ;; integer values
004D: jump_if_false Label0CA531
0169: set_fade_color 0 0 1
016A: fade 1 (back) 3000 ms
0084: $13B0 = $12CB ;; integer values and handles
0008: $13B0 += 20000 ;; integer values
0008: $13AF += 1 ;; integer values

:Label0CA531
00D6: if 0
0038: $13AF == 5 ;; integer values
004D: jump_if_false Label0CA57C
00D6: if 0
001C: $12CB > $13B0 ;; integer values
004D: jump_if_false Label0CA57C
0169: set_fade_color 0 0 1
016A: fade 0 () 3000 ms
0084: $13B0 = $12CB ;; integer values and handles
0008: $13B0 += 3500 ;; integer values
0008: $13AF += 1 ;; integer values

:Label0CA57C
00D6: if 0
0038: $13AF == 6 ;; integer values
004D: jump_if_false Label0CA60E
00D6: if 0
001C: $12CB > $13B0 ;; integer values
004D: jump_if_false Label0CA60E
015F: set_camera_position -31.4477 -942.5128 11.2897 0.0 0.0 0.0
0160: point_camera -30.4814 -942.2845 11.4088 2
00C0: set_current_time 15 0
009B: destroy_actor_instantly $13A3
009A: $13A3 = create_actor 4 #MALE01 at -31.4477 -942.5128 11.2897
0084: $13B0 = $12CB ;; integer values and handles
0008: $13B0 += 20000 ;; integer values
0008: $13AF += 1 ;; integer values

:Label0CA60E
00D6: if 0
0038: $13AF == 7 ;; integer values
004D: jump_if_false Label0CA659
00D6: if 0
001C: $12CB > $13B0 ;; integer values
004D: jump_if_false Label0CA659
0169: set_fade_color 0 0 1
016A: fade 1 (back) 3000 ms
0084: $13B0 = $12CB ;; integer values and handles
0008: $13B0 += 20000 ;; integer values
0008: $13AF += 1 ;; integer values

:Label0CA659
00D6: if 0
0038: $13AF == 8 ;; integer values
004D: jump_if_false Label0CA6A4
00D6: if 0
001C: $12CB > $13B0 ;; integer values
004D: jump_if_false Label0CA6A4
0169: set_fade_color 0 0 1
016A: fade 0 () 3000 ms
0084: $13B0 = $12CB ;; integer values and handles
0008: $13B0 += 3500 ;; integer values
0008: $13AF += 1 ;; integer values

:Label0CA6A4
00D6: if 0
0038: $13AF == 9 ;; integer values
004D: jump_if_false Label0CA736
00D6: if 0
001C: $12CB > $13B0 ;; integer values
004D: jump_if_false Label0CA736
015F: set_camera_position 527.1948 -1101.658 12.3979 0.0 0.0 0.0
0160: point_camera 526.1959 -1101.612 12.4088 2
00C0: set_current_time 12 0
009B: destroy_actor_instantly $13A3
009A: $13A3 = create_actor 4 #MALE01 at 527.1948 -1101.658 12.3979
0084: $13B0 = $12CB ;; integer values and handles
0008: $13B0 += 20000 ;; integer values
0008: $13AF += 1 ;; integer values

:Label0CA736
00D6: if 0
0038: $13AF == 10 ;; integer values
004D: jump_if_false Label0CA781
00D6: if 0
001C: $12CB > $13B0 ;; integer values
004D: jump_if_false Label0CA781
0169: set_fade_color 0 0 1
016A: fade 1 (back) 3000 ms
0084: $13B0 = $12CB ;; integer values and handles
0008: $13B0 += 20000 ;; integer values
0008: $13AF += 1 ;; integer values

:Label0CA781
00D6: if 0
0038: $13AF == 11 ;; integer values
004D: jump_if_false Label0CA7CC
00D6: if 0
001C: $12CB > $13B0 ;; integer values
004D: jump_if_false Label0CA7CC
0169: set_fade_color 0 0 1
016A: fade 0 () 3000 ms
0084: $13B0 = $12CB ;; integer values and handles
0008: $13B0 += 3500 ;; integer values
0008: $13AF += 1 ;; integer values

:Label0CA7CC
00D6: if 0
0038: $13AF == 12 ;; integer values
004D: jump_if_false Label0CA85E
00D6: if 0
001C: $12CB > $13B0 ;; integer values
004D: jump_if_false Label0CA85E
015F: set_camera_position 329.8244 -1123.419 29.418 0.0 0.0 0.0
0160: point_camera 329.5483 -1122.458 29.4027 2
00C0: set_current_time 2 0
009B: destroy_actor_instantly $13A3
009A: $13A3 = create_actor 4 #MALE01 at 329.8244 -1123.419 29.418
0084: $13B0 = $12CB ;; integer values and handles
0008: $13B0 += 20000 ;; integer values
0008: $13AF += 1 ;; integer values

:Label0CA85E
00D6: if 0
0038: $13AF == 13 ;; integer values
004D: jump_if_false Label0CA8A9
00D6: if 0
001C: $12CB > $13B0 ;; integer values
004D: jump_if_false Label0CA8A9
0169: set_fade_color 0 0 1
016A: fade 1 (back) 3000 ms
0084: $13B0 = $12CB ;; integer values and handles
0008: $13B0 += 20000 ;; integer values
0008: $13AF += 1 ;; integer values

:Label0CA8A9
00D6: if 0
0038: $13AF == 14 ;; integer values
004D: jump_if_false Label0CA8F4
00D6: if 0
001C: $12CB > $13B0 ;; integer values
004D: jump_if_false Label0CA8F4
0169: set_fade_color 0 0 1
016A: fade 0 () 3000 ms
0084: $13B0 = $12CB ;; integer values and handles
0008: $13B0 += 3500 ;; integer values
0008: $13AF += 1 ;; integer values

:Label0CA8F4
00D6: if 0
0038: $13AF == 15 ;; integer values
004D: jump_if_false Label0CA986
00D6: if 0
001C: $12CB > $13B0 ;; integer values
004D: jump_if_false Label0CA986
015F: set_camera_position 420.3749 -179.7319 12.2077 0.0 0.0 0.0
0160: point_camera 420.3214 -178.7335 12.193 2
00C0: set_current_time 11 0
009B: destroy_actor_instantly $13A3
009A: $13A3 = create_actor 4 #MALE01 at 420.3749 -179.7319 12.2077
0084: $13B0 = $12CB ;; integer values and handles
0008: $13B0 += 20000 ;; integer values
0008: $13AF += 1 ;; integer values

:Label0CA986
00D6: if 0
0038: $13AF == 16 ;; integer values
004D: jump_if_false Label0CA9D1
00D6: if 0
001C: $12CB > $13B0 ;; integer values
004D: jump_if_false Label0CA9D1
0169: set_fade_color 0 0 1
016A: fade 1 (back) 3000 ms
0084: $13B0 = $12CB ;; integer values and handles
0008: $13B0 += 20000 ;; integer values
0008: $13AF += 1 ;; integer values

:Label0CA9D1
00D6: if 0
0038: $13AF == 17 ;; integer values
004D: jump_if_false Label0CAA1C
00D6: if 0
001C: $12CB > $13B0 ;; integer values
004D: jump_if_false Label0CAA1C
0169: set_fade_color 0 0 1
016A: fade 0 () 3000 ms
0084: $13B0 = $12CB ;; integer values and handles
0008: $13B0 += 3500 ;; integer values
0008: $13AF += 1 ;; integer values

:Label0CAA1C
00D6: if 0
0038: $13AF == 18 ;; integer values
004D: jump_if_false Label0CAAAE
00D6: if 0
001C: $12CB > $13B0 ;; integer values
004D: jump_if_false Label0CAAAE
015F: set_camera_position -397.3825 22.9746 47.9553 0.0 0.0 0.0
0160: point_camera -396.5451 23.4814 47.7505 2
00C0: set_current_time 5 45
009B: destroy_actor_instantly $13A3
009A: $13A3 = create_actor 4 #MALE01 at -391.2471 26.5135 25.2721
0084: $13B0 = $12CB ;; integer values and handles
0008: $13B0 += 20000 ;; integer values
0008: $13AF += 1 ;; integer values

:Label0CAAAE
00D6: if 0
0038: $13AF == 19 ;; integer values
004D: jump_if_false Label0CAAF9
00D6: if 0
001C: $12CB > $13B0 ;; integer values
004D: jump_if_false Label0CAAF9
0169: set_fade_color 0 0 1
016A: fade 1 (back) 3000 ms
0084: $13B0 = $12CB ;; integer values and handles
0008: $13B0 += 20000 ;; integer values
0008: $13AF += 1 ;; integer values

:Label0CAAF9
00D6: if 0
0038: $13AF == 20 ;; integer values
004D: jump_if_false Label0CAB44
00D6: if 0
001C: $12CB > $13B0 ;; integer values
004D: jump_if_false Label0CAB44
0169: set_fade_color 0 0 1
016A: fade 0 () 3000 ms
0084: $13B0 = $12CB ;; integer values and handles
0008: $13B0 += 3500 ;; integer values
0004: $13AF = 21 ;; integer values

:Label0CAB44
0002: jump Label0CA2E3

:Label0CAB4B
043C: unknown_set_game_sounds 1
0440: stop_cutscene_music
009B: destroy_actor_instantly $13A3
02A3: toggle_widescreen 0 (off)
03EA: generate_cars_around_camera 0
01B7: release_weather
0395: clear_area 1 at -379.2 -536.4 range 16.2 1.0
0055: put_player $PLAYER_CHAR at -379.2 -536.4 16.2
0171: set_player $PLAYER_CHAR z_angle_to 0.0
0373: set_camera_directly_behind_player
04BB: select_interiour 0 ;; select render area
0004: $3DF = 0 ;; integer values
03AD: set_rubbish 1 (visible)
04FA: reset_interior_colors 0
03CB: set_camera -379.2 -536.4 16.2
0169: set_fade_color 0 0 1
016A: fade 1 (back) 1500 ms
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
02A3: toggle_widescreen 0 (off)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 (false)
03F4: 1 (set) cars_can_be_damaged
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
03DE: set_pedestrians_density_multiplier_to 1.0
0395: clear_area 0 at -354.419 -569.529 range 30.0 200.0
04E3: unknown_player $PLAYER_CHAR 0 60000
0002: jump Label0CAC7C

:Label0CAC17
00BA: text_styled "M_FAIL" 5000 ms 1 ;; MISSION FAILED!
03F2: pedgroup 13 remove_threat 512
03F2: pedgroup 9 remove_threat 8192
03F2: pedgroup 9 remove_threat 1
0237: set_gang 6 primary_weapon_to 22 secondary_weapon_to 0
0237: set_gang 2 primary_weapon_to 17 secondary_weapon_to 0
0235: set_gang 2 models_to #SGA #SGB
0514: unknown_actor $PLAYER_ACTOR 6 1
010B: $136E = player $PLAYER_CHAR money
0010: $136E *= -1 ;; integer values
0109: player $PLAYER_CHAR money += $136E
0109: player $PLAYER_CHAR money += $1379
0051: return

:Label0CAC7C
0004: $10E = 1 ;; integer values
01E3: text_1number_styled "M_PASS" 30000 5000 ms 1 ;; MISSION PASSED! $~1~
0109: player $PLAYER_CHAR money += 30000
0110: clear_player $PLAYER_CHAR wanted_level
0394: play_music 1
0318: set_latest_mission_passed "FIN_1" ;; Keep your Friends Close...
030C: set_mission_points += 1
03F2: pedgroup 13 remove_threat 512
03F2: pedgroup 9 remove_threat 8192
03F2: pedgroup 9 remove_threat 1
0237: set_gang 6 primary_weapon_to 23 secondary_weapon_to 0
0237: set_gang 2 primary_weapon_to 17 secondary_weapon_to 0
0235: set_gang 2 models_to #SGA #SGB
0514: unknown_actor $PLAYER_ACTOR 6 1
004F: create_thread Label00D1DB
057C: 1
0164: disable_marker $EA
0164: disable_marker $109
04CE: $109 = create_icon_marker_without_sphere 29 at -378.3 -579.8 24.5
03DE: set_pedestrians_density_multiplier_to 1.0
00D6: if 0
0038: $831 == 0 ;; integer values
004D: jump_if_false Label0CAD4D
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 Label0CAD5E

:Label0CAD4D
03E5: text_box "APACHE" ;; Hunter delivered to helipad in Ocean Beach.
014C: set_parked_car_generator $832 cars_to_generate_to 101

:Label0CAD5E
0051: return

:Label0CAD60
0164: disable_marker $137A
0164: disable_marker $137B
0164: disable_marker $1376
015C: set_zone_gang_info "GANG1" 1 (day) 12 0 0 0 0 0 0 1000 0 0 0
015C: set_zone_gang_info "GANG1" 0 (night) 12 0 0 0 0 0 0 1000 0 0 0
022A: remove_forbidden_for_peds_cube -522.414 -662.451 -9.357 -222.414 -502.451
90.643
0249: release_model #STRETCH
0249: release_model #COLT45
0249: release_model #RUGER
0249: release_model #TEC9
034F: destroy_actor_with_fade $13CB ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $13D0 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $13D5 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $13DA ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $13DF ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $13E4 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $13E9 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $13EE ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $13F3 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $139F ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $1399 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $13B1 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $13B2 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $13B3 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $13B4 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $13B5 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $13B6 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $13B7 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $13B8 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $13B9 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $13BA ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $13BB ;; The actor fades away like a ghost
0296: unload_special_actor 1
0296: unload_special_actor 2
0296: unload_special_actor 3
0296: unload_special_actor 4
0215: destroy_pickup $1381
0215: destroy_pickup $137C
0215: destroy_pickup $1374
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
0004: $ONMISSION = 0 ;; integer values
00D8: mission_cleanup
0051: return

;-------------Mission 53---------------
; Originally: Alloy Wheels of Steel

:Label0CAE86
03A4: name_thread "BIKE1"
0050: gosub Label0CAED0
00D6: if 0
0112: wasted_or_busted
004D: jump_if_false Label0CAEAB
0050: gosub Label0CC9CD

:Label0CAEAB
0050: gosub Label0CCB45
004E: end_thread
0004: $1497 = 0 ;; integer values
0004: $1498 = 0 ;; integer values
0004: $1499 = 0 ;; integer values
0004: $149A = 0 ;; integer values

:Label0CAED0
0317: increment_mission_attempts
0004: $ONMISSION = 1 ;; integer values
0004: $140E = 0 ;; integer values
0004: $1419 = 0 ;; integer values
0005: $1411 = 7.0 ;; floating-point values
0004: $1410 = 100 ;; integer values
0004: $1425 = 0 ;; integer values
0005: $141D = 7.0 ;; floating-point values
0004: $141C = 100 ;; integer values
0004: $1432 = 0 ;; integer values
0005: $142A = 7.0 ;; floating-point values
0004: $1429 = 100 ;; integer values
0004: $1483 = 0 ;; integer values
0004: $1487 = 0 ;; integer values
0004: $148F = 100 ;; integer values
0005: $148C = 0.0 ;; floating-point values
0005: $148D = 0.0 ;; floating-point values
0005: $1489 = 0.0 ;; floating-point values
0005: $148A = 0.0 ;; floating-point values
0005: $148B = 0.0 ;; floating-point values
0004: $148E = 0 ;; integer values
0004: $1490 = 0 ;; integer values
0004: $1491 = 0 ;; integer values
0004: $1492 = 0 ;; integer values
0004: $1493 = 0 ;; integer values
0004: $1494 = 0 ;; integer values
0004: $1485 = 0 ;; integer values
0004: $1496 = 0 ;; integer values
0001: wait 0 ms
054C: use_GXT_table "BIKE1"
058E: set_restart_mission_taxi_destination -609.723 658.861 9.908 279.44
023C: load_special_actor 1 "CSBIGM"
023C: load_special_actor 2 "CSPLAY"
023C: load_special_actor 3 "MGOONA"
0247: request_model #BKA
0247: request_model #BKB
02F3: load_object #CUTOBJ01 "POOLQ"
02F3: load_object #CUTOBJ02 "POLBALS"
04BB: select_interiour 11 ;; select render area
03CB: set_camera -597.02 642.46 11.0
04F9: interiour_colors 15 0
038B: load_requested_models

:Label0CB02E
00D6: if 24
823D: NOT special_actor 1 loaded
823D: NOT special_actor 2 loaded
823D: NOT special_actor 3 loaded
8248: NOT model #BKA available
8248: NOT model #BKB available
004D: jump_if_false Label0CB058
0001: wait 0 ms
0002: jump Label0CB02E

:Label0CB058
00D6: if 21
8248: NOT model #CUTOBJ01 available
8248: NOT model #CUTOBJ02 available
004D: jump_if_false Label0CB078
0001: wait 0 ms
0002: jump Label0CB058

:Label0CB078
02E4: load_cutscene_data "BIKE_1"
0244: set_cutscene_pos -602.052 636.289 10.636
041D: set_camera_near_clip .1
02E5: $9B = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $9B "CSBIGM"
02E5: $7D = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $7D "CSPLAY"
02E5: $90 = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim $90 "MGOONA"
02E5: $A8 = create_cutscene_object #BKA
02E6: set_cutscene_anim $A8 "BKA"
02E5: $A9 = create_cutscene_object #BKB
02E6: set_cutscene_anim $A9 "BKB"
02E5: $9E = create_cutscene_object #CUTOBJ01
02E6: set_cutscene_anim $9E "POOLQ01"
02E5: $9F = create_cutscene_object #CUTOBJ01
02E6: set_cutscene_anim $9F "POOLQ02"
02E5: $A0 = create_cutscene_object #CUTOBJ02
02E6: set_cutscene_anim $A0 "POLBALS"
0395: clear_area 1 at -597.25 655.87 range 10.06 1.0
0055: put_player $PLAYER_CHAR at -597.25 655.87 10.06
0171: set_player $PLAYER_CHAR z_angle_to 0.0
016A: fade 1 (back) 2000 ms
03AD: set_rubbish 0 (invisible)
03AF: set_streaming 1 (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0CB189
00D6: if 0
001A: 5467 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0CB1AC
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0CB189

:Label0CB1AC
00BC: text_highpriority "BM1_A" 10000 ms 1 ;; Where's Baker?

:Label0CB1BB
00D6: if 0
001A: 11136 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0CB1DE
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0CB1BB

:Label0CB1DE
00BC: text_highpriority "BM1_B" 10000 ms 1 ;; I'm looking for Big Mitch Baker...

:Label0CB1ED
00D6: if 0
001A: 13361 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0CB210
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0CB1ED

:Label0CB210
00BC: text_highpriority "BM1_C" 10000 ms 1 ;; Who's lookin'?

:Label0CB21F
00D6: if 0
001A: 14457 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0CB242
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0CB21F

:Label0CB242
00BC: text_highpriority "BM1_D" 10000 ms 1 ;; Tommy Vercetti.

:Label0CB251
00D6: if 0
001A: 16423 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0CB274
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0CB251

:Label0CB274
00BC: text_highpriority "BM1_E" 10000 ms 1 ;; Vercetti

:Label0CB283
00D6: if 0
001A: 18634 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0CB2A6
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0CB283

:Label0CB2A6
00BC: text_highpriority "BM1_F" 10000 ms 1 ;; You don't look like the law, so
that's bought you a minute.

:Label0CB2B5
00D6: if 0
001A: 21688 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0CB2D8
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0CB2B5

:Label0CB2D8
00BC: text_highpriority "BM1_G" 10000 ms 1 ;; You better talk fast.

:Label0CB2E7
00D6: if 0
001A: 22905 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0CB30A
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0CB2E7

:Label0CB30A
00BC: text_highpriority "BM1_H" 10000 ms 1 ;; Kent Paul said you might be
interested in pulling security for a gig he's got set up.

:Label0CB319
00D6: if 0
001A: 26588 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0CB33C
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0CB319

:Label0CB33C
00BC: text_highpriority "BM1_I" 10000 ms 1 ;; Kent Paul? Sheesh! No wonder he
sent ya.

:Label0CB34B
00D6: if 0
001A: 30208 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0CB36E
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0CB34B

:Label0CB36E
00BC: text_highpriority "BM1_J" 10000 ms 1 ;; The last time he was here he left
through the window in nothing but his limey birthday suit.

:Label0CB37D
00D6: if 0
001A: 34442 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0CB3A2
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0CB37D

:Label0CB3A2
00BC: text_highpriority "BM1_K" 10000 ms 1 ;; Are you interested or not?

:Label0CB3B1
00D6: if 0
001A: 36593 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0CB3D6
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0CB3B1

:Label0CB3D6
00BC: text_highpriority "BM1_L" 10000 ms 1 ;; We only do favors for our own.

:Label0CB3E5
00D6: if 0
001A: 39183 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0CB40A
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0CB3E5

:Label0CB40A
00BC: text_highpriority "BM1_M" 10000 ms 1 ;; How do I join?

:Label0CB419
00D6: if 0
001A: 41838 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0CB43E
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0CB419

:Label0CB43E
00BC: text_highpriority "BM1_N" 10000 ms 1 ;; This ain't no country club, boy.
Can you handle a bike?

:Label0CB44D
00D6: if 0
001A: 45261 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0CB472
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0CB44D

:Label0CB472
00BC: text_highpriority "BM1_O" 10000 ms 1 ;; Can you sit on a stool and drink?

:Label0CB481
00D6: if 0
001A: 47270 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0CB4A6
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0CB481

:Label0CB4A6
00BC: text_highpriority "BM1_P" 10000 ms 1 ;; Cougar, Zeppelin, go see how this
girl handles a bike...

:Label0CB4B5
00D6: if 0
001A: 51712 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0CB4DA
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0CB4B5

:Label0CB4DA
00BE: text_clear_all

:Label0CB4DC
00D6: if 0
001A: 55482 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0CB501
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0CB4DC

:Label0CB501
016A: fade 0 () 2000 ms

:Label0CB508
00D6: if 0
016B: fading
004D: jump_if_false Label0CB520
0001: wait 0 ms
0002: jump Label0CB508

:Label0CB520
03AD: set_rubbish 1 (visible)
02EA: end_cutscene
0373: set_camera_directly_behind_player
0296: unload_special_actor 1
0296: unload_special_actor 2
0296: unload_special_actor 3
0249: release_model #BKA
0249: release_model #BKB
0249: release_model #CUTOBJ01
0249: release_model #CUTOBJ02
04FA: reset_interior_colors 0
04BB: select_interiour 0 ;; select render area
03CB: set_camera -597.25 655.87 10.06
04E3: unknown_player $PLAYER_CHAR 1 60000
0481: 6.0
041E: set_radio_station 4 -1
0004: $1486 = 18 ;; integer values
0005: $140B = -592.65 ;; floating-point values
0005: $140C = 667.08 ;; floating-point values
0005: $140D = 9.91 ;; floating-point values
0005: $1443 = -537.77 ;; floating-point values
0005: $1444 = 674.27 ;; floating-point values
0005: $1445 = 9.9 ;; floating-point values
0005: $1446 = -478.51 ;; floating-point values
0005: $1447 = 803.08 ;; floating-point values
0005: $1448 = 9.91 ;; floating-point values
0005: $1449 = -387.36 ;; floating-point values
0005: $144A = 1017.69 ;; floating-point values
0005: $144B = 8.46 ;; floating-point values
0005: $144C = -300.36 ;; floating-point values
0005: $144D = 1285.44 ;; floating-point values
0005: $144E = 10.59 ;; floating-point values
0005: $144F = -487.11 ;; floating-point values
0005: $1450 = 1337.11 ;; floating-point values
0005: $1451 = 10.59 ;; floating-point values
0005: $1452 = -735.62 ;; floating-point values
0005: $1453 = 1314.6 ;; floating-point values
0005: $1454 = 10.59 ;; floating-point values
0005: $1455 = -817.54 ;; floating-point values
0005: $1456 = 1374.86 ;; floating-point values
0005: $1457 = 10.41 ;; floating-point values
0005: $1458 = -880.23 ;; floating-point values
0005: $1459 = 1441.79 ;; floating-point values
0005: $145A = 10.74 ;; floating-point values
0005: $145B = -683.27 ;; floating-point values
0005: $145C = 1465.76 ;; floating-point values
0005: $145D = 10.92 ;; floating-point values
0005: $145E = -776.75 ;; floating-point values
0005: $145F = 1383.71 ;; floating-point values
0005: $1460 = 10.86 ;; floating-point values
0005: $1461 = -873.98 ;; floating-point values
0005: $1462 = 1328.55 ;; floating-point values
0005: $1463 = 10.29 ;; floating-point values
0005: $1464 = -869.53 ;; floating-point values
0005: $1465 = 1107.01 ;; floating-point values
0005: $1466 = 9.9 ;; floating-point values
0005: $1467 = -873.4 ;; floating-point values
0005: $1468 = 953.7 ;; floating-point values
0005: $1469 = 9.9 ;; floating-point values
0005: $146A = -871.27 ;; floating-point values
0005: $146B = 775.91 ;; floating-point values
0005: $146C = 9.9 ;; floating-point values
0005: $146D = -726.25 ;; floating-point values
0005: $146E = 749.28 ;; floating-point values
0005: $146F = 9.92 ;; floating-point values
0005: $1470 = -623.68 ;; floating-point values
0005: $1471 = 743.44 ;; floating-point values
0005: $1472 = 9.42 ;; floating-point values
0005: $1473 = -516.6 ;; floating-point values
0005: $1474 = 733.58 ;; floating-point values
0005: $1475 = 9.65 ;; floating-point values
0005: $1476 = -596.92 ;; floating-point values
0005: $1477 = 666.82 ;; floating-point values
0005: $1478 = 9.91 ;; floating-point values
0005: $1412 = -592.65 ;; floating-point values
0005: $1413 = 665.35 ;; floating-point values
0005: $1414 = 9.91 ;; floating-point values
0005: $141E = -592.65 ;; floating-point values
0005: $141F = 663.15 ;; floating-point values
0005: $1420 = 9.91 ;; floating-point values
0005: $142B = -592.65 ;; floating-point values
0005: $142C = 661.26 ;; floating-point values
0005: $142D = 9.91 ;; floating-point values
0005: $1438 = 270.0 ;; floating-point values
0005: $143D = -648.52 ;; floating-point values
0005: $143E = 629.85 ;; floating-point values
0005: $143F = 8.0 ;; floating-point values
0005: $1440 = -499.21 ;; floating-point values
0005: $1441 = 702.38 ;; floating-point values
0005: $1442 = 15.0 ;; floating-point values
0004: $1495 = 0 ;; integer values
0247: request_model #BKA
0247: request_model #BKB
0247: request_model #ANGEL
0247: request_model #UZI
03CF: load_wav "BIKEREV" as 1
03CF: load_wav "BIKE1_1" as 2

:Label0CB88A
00D6: if 25
8248: NOT model #BKA available
8248: NOT model #BKB available
8248: NOT model #ANGEL available
8248: NOT model #UZI available
83D0: NOT wav 1 loaded
83D0: NOT wav 2 loaded
004D: jump_if_false Label0CB8BA
0001: wait 0 ms
0002: jump Label0CB88A

:Label0CB8BA
01EB: set_car_density_to .5
03BA: clear_cars_from_cube $143D $143E $143F $1440 $1441 $1442
01E8: create_forbidden_for_cars_cube $143D $143E $143F $1440 $1441 $1442
00A5: $1418 = create_car #ANGEL at $1412 $1413 $1414
0423: car $1418 improve_handling 2.0
0175: set_car $1418 z_angle_to $1438
00AE: unknown_set_car $1418 to_ignore_traffic_lights 2
00AD: set_car $1418 max_speed_to 63.0
02AA: set_car $1418 immune_to_nonplayer 1
0129: $140F = create_actor 4 #BKA in_car $1418 driverseat
0489: unknown_actor $140F flag 1
04D8: $140F 0
01ED: reset_actor $140F flags
011C: actor $140F clear_objective
02A9: set_actor $140F immune_to_nonplayer 1
00A9: set_car $1418 to_normal_driver
00A5: $1424 = create_car #ANGEL at $141E $141F $1420
0423: car $1424 improve_handling 2.0
0175: set_car $1424 z_angle_to $1438
00AE: unknown_set_car $1424 to_ignore_traffic_lights 2
00AD: set_car $1424 max_speed_to 63.0
02AA: set_car $1424 immune_to_nonplayer 1
0129: $141B = create_actor 4 #BKB in_car $1424 driverseat
0489: unknown_actor $141B flag 1
04D8: $141B 0
01ED: reset_actor $141B flags
011C: actor $141B clear_objective
02A9: set_actor $141B immune_to_nonplayer 1
00A9: set_car $1424 to_normal_driver
00A5: $1431 = create_car #ANGEL at $142B $142C $142D
0423: car $1431 improve_handling 2.0
0175: set_car $1431 z_angle_to $1438
00AE: unknown_set_car $1431 to_ignore_traffic_lights 2
00AD: set_car $1431 max_speed_to 63.0
02AA: set_car $1431 immune_to_nonplayer 1
0129: $1428 = create_actor 4 #BKA in_car $1431 driverseat
0489: unknown_actor $1428 flag 1
04D8: $1428 0
01ED: reset_actor $1428 flags
011C: actor $1428 clear_objective
02A9: set_actor $1428 immune_to_nonplayer 1
00A9: set_car $1431 to_normal_driver
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 (false)
03F4: 1 (set) cars_can_be_damaged
0336: (unknown) $PLAYER_CHAR 1
02A3: toggle_widescreen 0 (off)
02EB: restore_camera_with_jumpcut
0169: set_fade_color 0 0 0
0001: wait 500 ms
016A: fade 1 (back) 1500 ms
018A: $147F = create_checkpoint_at $140B $140C $140D
00BC: text_highpriority "BM1_1" 5000 ms 1 ;; ~g~Get a Freeway or an Angel and
get to the starting grid.

:Label0CBA7A
00D6: if 21
80F8: NOT player $PLAYER_CHAR stopped 1 (in-sphere)near_point $140B $140C
$140D radius 2.0 2.0 2.0
0038: $1495 == 0 ;; integer values
004D: jump_if_false Label0CBE3D
0001: wait 0 ms
00D6: if 21
00DE: player $PLAYER_CHAR driving_vehicle_type #FREEWAY
00DE: player $PLAYER_CHAR driving_vehicle_type #ANGEL
004D: jump_if_false Label0CBAD8
0004: $1495 = 1 ;; integer values
0002: jump Label0CBADF

:Label0CBAD8
0004: $1495 = 0 ;; integer values

:Label0CBADF
00D6: if 0
00F8: player $PLAYER_CHAR stopped 1 (in-sphere)near_point $140B $140C $140D
radius 2.0 2.0 2.0
004D: jump_if_false Label0CBB53
00D6: if 1
80DE: NOT player $PLAYER_CHAR driving_vehicle_type #FREEWAY
80DE: NOT player $PLAYER_CHAR driving_vehicle_type #ANGEL
004D: jump_if_false Label0CBB4C
00D6: if 0
0038: $1491 == 0 ;; integer values
004D: jump_if_false Label0CBB4C
00BC: text_highpriority "BM1_2" 5000 ms 1 ;; ~g~You need a Freeway or an Angel
to compete!
0004: $1491 = 1 ;; integer values

:Label0CBB4C
0002: jump Label0CBB5A

:Label0CBB53
0004: $1491 = 0 ;; integer values

:Label0CBB5A
00D6: if 0
0119: car $1418 wrecked
004D: jump_if_false Label0CBB87
00BC: text_highpriority "BM1_3" 5000 ms 1 ;; ~r~The racers have been attacked!
0002: jump Label0CC9CD
0002: jump Label0CBBA8

:Label0CBB87
00D6: if 0
0546: unknown_player $PLAYER_CHAR angel_bike $1418
004D: jump_if_false Label0CBBA8
0004: $148E = 1 ;; integer values
0002: jump Label0CBE3D

:Label0CBBA8
00D6: if 0
0119: car $1424 wrecked
004D: jump_if_false Label0CBBD5
00BC: text_highpriority "BM1_3" 5000 ms 1 ;; ~r~The racers have been attacked!
0002: jump Label0CC9CD
0002: jump Label0CBBF6

:Label0CBBD5
00D6: if 0
0546: unknown_player $PLAYER_CHAR angel_bike $1424
004D: jump_if_false Label0CBBF6
0004: $148E = 1 ;; integer values
0002: jump Label0CBE3D

:Label0CBBF6
00D6: if 0
0119: car $1431 wrecked
004D: jump_if_false Label0CBC23
00BC: text_highpriority "BM1_3" 5000 ms 1 ;; ~r~The racers have been attacked!
0002: jump Label0CC9CD
0002: jump Label0CBC44

:Label0CBC23
00D6: if 0
0546: unknown_player $PLAYER_CHAR angel_bike $1431
004D: jump_if_false Label0CBC44
0004: $148E = 1 ;; integer values
0002: jump Label0CBE3D

:Label0CBC44
0227: $1481 = car $1418 health
00D6: if 21
002A: 999 >= $1481 ;; integer values
0496: unknown_car_check $1418 4
004D: jump_if_false Label0CBC74
0004: $1481 = 9 ;; integer values
0002: jump Label0CBE3D

:Label0CBC74
00D6: if 0
8118: NOT actor $140F dead
004D: jump_if_false Label0CBCD4
0226: $1410 = actor $140F health
00D6: if 0
002A: 99 >= $1410 ;; integer values
004D: jump_if_false Label0CBCAC
0004: $148E = 1 ;; integer values
0002: jump Label0CBE3D

:Label0CBCAC
00D6: if 0
80DB: NOT actor $140F in_car $1418
004D: jump_if_false Label0CBCCD
0004: $148E = 1 ;; integer values
0002: jump Label0CBE3D

:Label0CBCCD
0002: jump Label0CBCEA

:Label0CBCD4
00BC: text_highpriority "BM1_3" 5000 ms 1 ;; ~r~The racers have been attacked!
0002: jump Label0CC9CD

:Label0CBCEA
0227: $1427 = car $1424 health
00D6: if 21
002A: 999 >= $1427 ;; integer values
0496: unknown_car_check $1424 4
004D: jump_if_false Label0CBD1A
0004: $1427 = 9 ;; integer values
0002: jump Label0CBE3D

:Label0CBD1A
00D6: if 0
8118: NOT actor $141B dead
004D: jump_if_false Label0CBD7A
0226: $141C = actor $141B health
00D6: if 0
002A: 99 >= $141C ;; integer values
004D: jump_if_false Label0CBD52
0004: $148E = 1 ;; integer values
0002: jump Label0CBE3D

:Label0CBD52
00D6: if 0
80DB: NOT actor $141B in_car $1424
004D: jump_if_false Label0CBD73
0004: $148E = 1 ;; integer values
0002: jump Label0CBE3D

:Label0CBD73
0002: jump Label0CBD90

:Label0CBD7A
00BC: text_highpriority "BM1_3" 5000 ms 1 ;; ~r~The racers have been attacked!
0002: jump Label0CC9CD

:Label0CBD90
0227: $1434 = car $1431 health
00D6: if 21
002A: 999 >= $1434 ;; integer values
0496: unknown_car_check $1431 4
004D: jump_if_false Label0CBDC0
0004: $1434 = 9 ;; integer values
0002: jump Label0CBE3D

:Label0CBDC0
00D6: if 0
8118: NOT actor $1428 dead
004D: jump_if_false Label0CBE20
0226: $1429 = actor $1428 health
00D6: if 0
002A: 99 >= $1429 ;; integer values
004D: jump_if_false Label0CBDF8
0004: $148E = 1 ;; integer values
0002: jump Label0CBE3D

:Label0CBDF8
00D6: if 0
80DB: NOT actor $1428 in_car $1431
004D: jump_if_false Label0CBE19
0004: $148E = 1 ;; integer values
0002: jump Label0CBE3D

:Label0CBE19
0002: jump Label0CBE36

:Label0CBE20
00BC: text_highpriority "BM1_3" 5000 ms 1 ;; ~r~The racers have been attacked!
0002: jump Label0CC9CD

:Label0CBE36
0002: jump Label0CBA7A
:Label0CBE3D
03D1: play_wav 1
03D1: play_wav 2
00BC: text_highpriority "BIKE1_1" 5000 ms 1 ;; All right, fancy clothes. Let's
see what you can do.
00D6: if 23
0038: $1481 == 9 ;; integer values
0038: $148E == 1 ;; integer values
0038: $1427 == 9 ;; integer values
0038: $1434 == 9 ;; integer values
004D: jump_if_false Label0CBE91
00BA: text_styled "RACE1" 1200 ms 4 ;; ~g~3..2..1.. GO GO GO!
0002: jump Label0CBF97

:Label0CBE91
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 (true)
03F4: 0 (clear) cars_can_be_damaged
00BA: text_styled "RACE2" 1100 ms 4 ;; ~g~3
018C: play_sound 7 at 0.0 0.0 0.0
0001: wait 1000 ms
00BA: text_styled "RACE3" 1100 ms 4 ;; ~g~2
018C: play_sound 8 at 0.0 0.0 0.0
00D6: if 0
03D2: wav 2 ended
004D: jump_if_false Label0CBF05
03D5: remove_text "BIKE1_1" ;; All right, fancy clothes. Let's see what you can
do.

:Label0CBF05
0001: wait 1000 ms
00BA: text_styled "RACE4" 1100 ms 4 ;; ~g~1
018C: play_sound 9 at 0.0 0.0 0.0
00D6: if 0
03D2: wav 2 ended
004D: jump_if_false Label0CBF45
03D5: remove_text "BIKE1_1" ;; All right, fancy clothes. Let's see what you can
do.

:Label0CBF45
0001: wait 1000 ms
00BA: text_styled "RACE5" 800 ms 4 ;; ~g~GO!
018C: play_sound 10 at 0.0 0.0 0.0
00D6: if 0
03D2: wav 2 ended
004D: jump_if_false Label0CBF85
03D5: remove_text "BIKE1_1" ;; All right, fancy clothes. Let's see what you can
do.

:Label0CBF85
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 (false)
03F4: 1 (set) cars_can_be_damaged

:Label0CBF97
00D6: if 0
03D2: wav 2 ended
004D: jump_if_false Label0CBFB0
03D5: remove_text "BIKE1_1" ;; All right, fancy clothes. Let's see what you can
do.

:Label0CBFB0
00D6: if 0
0119: car $1418 wrecked
004D: jump_if_false Label0CBFDD
00BC: text_highpriority "BM1_3" 5000 ms 1 ;; ~r~The racers have been attacked!
0002: jump Label0CC9CD
0002: jump Label0CBFEA

:Label0CBFDD
03CC: car $1418 add_to_stuck_car_check 1.0 = 2000

:Label0CBFEA
00D6: if 0
8118: NOT actor $140F dead
004D: jump_if_false Label0CC008
0489: unknown_actor $140F flag 0
0002: jump Label0CC01E

:Label0CC008
00BC: text_highpriority "BM1_3" 5000 ms 1 ;; ~r~The racers have been attacked!
0002: jump Label0CC9CD

:Label0CC01E
00D6: if 0
0119: car $1424 wrecked
004D: jump_if_false Label0CC04B
00BC: text_highpriority "BM1_3" 5000 ms 1 ;; ~r~The racers have been attacked!
0002: jump Label0CC9CD
0002: jump Label0CC058

:Label0CC04B
03CC: car $1424 add_to_stuck_car_check 1.0 = 2000

:Label0CC058
00D6: if 0
8118: NOT actor $141B dead
004D: jump_if_false Label0CC076
0489: unknown_actor $141B flag 0
0002: jump Label0CC08C

:Label0CC076
00BC: text_highpriority "BM1_3" 5000 ms 1 ;; ~r~The racers have been attacked!
0002: jump Label0CC9CD

:Label0CC08C
00D6: if 0
0119: car $1431 wrecked
004D: jump_if_false Label0CC0B9
00BC: text_highpriority "BM1_3" 5000 ms 1 ;; ~r~The racers have been attacked!
0002: jump Label0CC9CD
0002: jump Label0CC0C6

:Label0CC0B9
03CC: car $1431 add_to_stuck_car_check 1.0 = 2000

:Label0CC0C6
00D6: if 0
8118: NOT actor $1428 dead
004D: jump_if_false Label0CC0E4
0489: unknown_actor $1428 flag 0
0002: jump Label0CC0FA

:Label0CC0E4
00BC: text_highpriority "BM1_3" 5000 ms 1 ;; ~r~The racers have been attacked!
0002: jump Label0CC9CD

:Label0CC0FA
0164: disable_marker $147F
0162: tie_marker $141A to_actor $140F 1 1
0162: tie_marker $1426 to_actor $141B 1 1
0162: tie_marker $1433 to_actor $1428 1 1
0050: gosub Label0CCBA0
0086: $1405 = $1479 ;; floating-point values only
0086: $1406 = $147A ;; floating-point values only
0086: $1407 = $147B ;; floating-point values only
0086: $1408 = $147C ;; floating-point values only
0086: $1409 = $147D ;; floating-point values only
0086: $140A = $147E ;; floating-point values only
0086: $1415 = $1479 ;; floating-point values only
0086: $1416 = $147A ;; floating-point values only
0086: $1417 = $147B ;; floating-point values only
0086: $1421 = $1479 ;; floating-point values only
0086: $1422 = $147A ;; floating-point values only
0086: $1423 = $147B ;; floating-point values only
0086: $142E = $1479 ;; floating-point values only
0086: $142F = $147A ;; floating-point values only
0086: $1430 = $147B ;; floating-point values only
018A: $147F = create_checkpoint_at $1405 $1406 $1407
0167: $1480 = create_marker_at $1408 $1409 $140A 5 2
0168: show_on_radar $1480 2
0166: set_marker $1480 brightness_to 1
00D6: if 0
8118: NOT actor $140F dead
004D: jump_if_false Label0CC218
00D6: if 0
8119: NOT car $1418 wrecked
004D: jump_if_false Label0CC211
00D6: if 0
00DB: actor $140F in_car $1418
004D: jump_if_false Label0CC211
00A7: car $1418 drive_to $1415 $1416 $1417

:Label0CC211
0002: jump Label0CC22E

:Label0CC218
00BC: text_highpriority "BM1_3" 5000 ms 1 ;; ~r~The racers have been attacked!
0002: jump Label0CC9CD

:Label0CC22E
0001: wait 70 ms
00D6: if 0
8118: NOT actor $141B dead
004D: jump_if_false Label0CC27A
00D6: if 0
8119: NOT car $1424 wrecked
004D: jump_if_false Label0CC273
00D6: if 0
00DB: actor $141B in_car $1424
004D: jump_if_false Label0CC273
00A7: car $1424 drive_to $1421 $1422 $1423

:Label0CC273
0002: jump Label0CC290

:Label0CC27A
00BC: text_highpriority "BM1_3" 5000 ms 1 ;; ~r~The racers have been attacked!
0002: jump Label0CC9CD

:Label0CC290
0001: wait 90 ms
00D6: if 0
8118: NOT actor $1428 dead
004D: jump_if_false Label0CC2DC
00D6: if 0
8119: NOT car $1431 wrecked
004D: jump_if_false Label0CC2D5
00D6: if 0
00DB: actor $1428 in_car $1431
004D: jump_if_false Label0CC2D5
00A7: car $1431 drive_to $142E $142F $1430

:Label0CC2D5
0002: jump Label0CC2F2

:Label0CC2DC
00BC: text_highpriority "BM1_3" 5000 ms 1 ;; ~r~The racers have been attacked!
0002: jump Label0CC9CD

:Label0CC2F2
03C3: set_timer_with_text_to $1485 type 0 text "R_TIME" ;; RACE TIME:

:Label0CC301
00D6: if 0
001C: $1486 > $140E ;; integer values
004D: jump_if_false Label0CC9B2
0001: wait 0 ms
0004: $1484 = 0 ;; integer values
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point $1405 $1406 $1407 radius 6.0 6.0 6.0
004D: jump_if_false Label0CC421
00D6: if 21
00DE: player $PLAYER_CHAR driving_vehicle_type #FREEWAY
00DE: player $PLAYER_CHAR driving_vehicle_type #ANGEL
004D: jump_if_false Label0CC421
018C: play_sound 1 at 0.0 0.0 0.0
0008: $140E += 1 ;; integer values
0164: disable_marker $147F
0164: disable_marker $1480
0084: $1483 = $140E ;; integer values and handles
0050: gosub Label0CCBA0
0086: $1405 = $1479 ;; floating-point values only
0086: $1406 = $147A ;; floating-point values only
0086: $1407 = $147B ;; floating-point values only
0086: $1408 = $147C ;; floating-point values only
0086: $1409 = $147D ;; floating-point values only
0086: $140A = $147E ;; floating-point values only
00D6: if 0
003A: $140E == $1486 ;; integer values and handles
004D: jump_if_false Label0CC3E1
0002: jump Label0CC9DE

:Label0CC3E1
018A: $147F = create_checkpoint_at $1405 $1406 $1407
00D6: if 0
001A: 17 > $140E ;; integer values
004D: jump_if_false Label0CC421
0167: $1480 = create_marker_at $1408 $1409 $140A 5 2
0166: set_marker $1480 brightness_to 1
0168: show_on_radar $1480 2

:Label0CC421
00D6: if 0
8118: NOT actor $140F dead
004D: jump_if_false Label0CC59E
00D6: if 0
8119: NOT car $1418 wrecked
004D: jump_if_false Label0CC597
0084: $1482 = $1418 ;; integer values and handles
0084: $1483 = $1419 ;; integer values and handles
0084: $1488 = $140F ;; integer values and handles
0086: $1479 = $1415 ;; floating-point values only
0086: $147A = $1416 ;; floating-point values only
0086: $147B = $1417 ;; floating-point values only
0084: $1497 = $1498 ;; integer values and handles
0050: gosub Label0CD7A0
0050: gosub Label0CD046
0050: gosub Label0CD89C
0050: gosub Label0CD390
0084: $140F = $1488 ;; integer values and handles
0084: $1418 = $1482 ;; integer values and handles
0084: $1498 = $1497 ;; integer values and handles
00D6: if 1
00FE: actor $140F 0 ()near_point $1415 $1416 $1417 radius $1411 $1411 $1411
00DD: actor $140F driving_vehicle_type #ANGEL
004D: jump_if_false Label0CC597
0008: $1419 += 1 ;; integer values
0084: $1483 = $1419 ;; integer values and handles
0050: gosub Label0CCBA0
0086: $1415 = $1479 ;; floating-point values only
0086: $1416 = $147A ;; floating-point values only
0086: $1417 = $147B ;; floating-point values only
00D6: if 0
0038: $1419 == 17 ;; integer values
004D: jump_if_false Label0CC523
0005: $1411 = 6.0 ;; floating-point values

:Label0CC523
00D6: if 0
003A: $1419 == $1486 ;; integer values and handles
004D: jump_if_false Label0CC54C
00BC: text_highpriority "RACEFA" 5000 ms 1 ;; ~r~You failed to win the race!
0002: jump Label0CC9CD
:Label0CC54C
00D6: if 0
00DB: actor $140F in_car $1418
004D: jump_if_false Label0CC597
00D6: if 0
0042: $1411 == 7.0 ;; floating-point values
004D: jump_if_false Label0CC589
00A7: car $1418 drive_to $1415 $1416 $1417
0002: jump Label0CC597

:Label0CC589
02C2: car $1418 drive_to_point $1415 $1416 $1417

:Label0CC597
0002: jump Label0CC5B4

:Label0CC59E
00BC: text_highpriority "BM1_3" 5000 ms 1 ;; ~r~The racers have been attacked!
0002: jump Label0CC9CD

:Label0CC5B4
00D6: if 0
8118: NOT actor $141B dead
004D: jump_if_false Label0CC731
00D6: if 0
8119: NOT car $1424 wrecked
004D: jump_if_false Label0CC72A
0084: $1482 = $1424 ;; integer values and handles
0084: $1483 = $1425 ;; integer values and handles
0084: $1488 = $141B ;; integer values and handles
0086: $1479 = $1421 ;; floating-point values only
0086: $147A = $1422 ;; floating-point values only
0086: $147B = $1423 ;; floating-point values only
0084: $1497 = $1499 ;; integer values and handles
0050: gosub Label0CD7A0
0050: gosub Label0CD046
0050: gosub Label0CD89C
0050: gosub Label0CD390
0084: $141B = $1488 ;; integer values and handles
0084: $1424 = $1482 ;; integer values and handles
0084: $1499 = $1497 ;; integer values and handles
00D6: if 1
00FE: actor $141B 0 ()near_point $1421 $1422 $1423 radius $141D $141D $141D
00DD: actor $141B driving_vehicle_type #ANGEL
004D: jump_if_false Label0CC72A
0008: $1425 += 1 ;; integer values
0084: $1483 = $1425 ;; integer values and handles
0050: gosub Label0CCBA0
0086: $1421 = $1479 ;; floating-point values only
0086: $1422 = $147A ;; floating-point values only
0086: $1423 = $147B ;; floating-point values only
00D6: if 0
0038: $1425 == 17 ;; integer values
004D: jump_if_false Label0CC6B6
0005: $141D = 6.0 ;; floating-point values

:Label0CC6B6
00D6: if 0
003A: $1425 == $1486 ;; integer values and handles
004D: jump_if_false Label0CC6DF
00BC: text_highpriority "RACEFA" 5000 ms 1 ;; ~r~You failed to win the race!
0002: jump Label0CC9CD

:Label0CC6DF
00D6: if 0
00DB: actor $141B in_car $1424
004D: jump_if_false Label0CC72A
00D6: if 0
0042: $141D == 7.0 ;; floating-point values
004D: jump_if_false Label0CC71C
00A7: car $1424 drive_to $1421 $1422 $1423
0002: jump Label0CC72A

:Label0CC71C
02C2: car $1424 drive_to_point $1421 $1422 $1423

:Label0CC72A
0002: jump Label0CC747

:Label0CC731
00BC: text_highpriority "BM1_3" 5000 ms 1 ;; ~r~The racers have been attacked!
0002: jump Label0CC9CD

:Label0CC747
00D6: if 0
8118: NOT actor $1428 dead
004D: jump_if_false Label0CC8C4
00D6: if 0
8119: NOT car $1431 wrecked
004D: jump_if_false Label0CC8BD
0084: $1482 = $1431 ;; integer values and handles
0084: $1483 = $1432 ;; integer values and handles
0084: $1488 = $1428 ;; integer values and handles
0086: $1479 = $142E ;; floating-point values only
0086: $147A = $142F ;; floating-point values only
0086: $147B = $1430 ;; floating-point values only
0084: $1497 = $149A ;; integer values and handles
0050: gosub Label0CD7A0
0050: gosub Label0CD046
0050: gosub Label0CD89C
0050: gosub Label0CD390
0084: $1428 = $1488 ;; integer values and handles
0084: $1431 = $1482 ;; integer values and handles
0084: $149A = $1497 ;; integer values and handles
00D6: if 1
00FE: actor $1428 0 ()near_point $142E $142F $1430 radius $142A $142A $142A
00DD: actor $1428 driving_vehicle_type #ANGEL
004D: jump_if_false Label0CC8BD
0008: $1432 += 1 ;; integer values
0084: $1483 = $1432 ;; integer values and handles
0050: gosub Label0CCBA0
0086: $142E = $1479 ;; floating-point values only
0086: $142F = $147A ;; floating-point values only
0086: $1430 = $147B ;; floating-point values only
00D6: if 0
0038: $1432 == 17 ;; integer values
004D: jump_if_false Label0CC849
0005: $142A = 6.0 ;; floating-point values

:Label0CC849
00D6: if 0
003A: $1432 == $1486 ;; integer values and handles
004D: jump_if_false Label0CC872
00BC: text_highpriority "RACEFA" 5000 ms 1 ;; ~r~You failed to win the race!
0002: jump Label0CC9CD

:Label0CC872
00D6: if 0
00DB: actor $1428 in_car $1431
004D: jump_if_false Label0CC8BD
00D6: if 0
0042: $142A == 7.0 ;; floating-point values
004D: jump_if_false Label0CC8AF
00A7: car $1431 drive_to $142E $142F $1430
0002: jump Label0CC8BD

:Label0CC8AF
02C2: car $1431 drive_to_point $142E $142F $1430

:Label0CC8BD
0002: jump Label0CC8DA

:Label0CC8C4
00BC: text_highpriority "BM1_3" 5000 ms 1 ;; ~r~The racers have been attacked!
0002: jump Label0CC9CD

:Label0CC8DA
00D6: if 0
0038: $1484 == 0 ;; integer values
004D: jump_if_false Label0CC8FA
00BC: text_highpriority "FIRST" 100 ms 1 ;; ~b~1st

:Label0CC8FA
00D6: if 0
0038: $1484 == 1 ;; integer values
004D: jump_if_false Label0CC91A
00BC: text_highpriority "SECOND" 100 ms 1 ;; ~b~2nd

:Label0CC91A
00D6: if 0
0038: $1484 == 2 ;; integer values
004D: jump_if_false Label0CC93A
00BC: text_highpriority "THIRD" 100 ms 1 ;; ~b~3rd

:Label0CC93A
00D6: if 0
0038: $1484 == 3 ;; integer values
004D: jump_if_false Label0CC95A
00BC: text_highpriority "FOURTH" 100 ms 1 ;; ~b~4th

:Label0CC95A
00D6: if 0
0038: $140E == 17 ;; integer values
004D: jump_if_false Label0CC98E
024F: create_corona 5.5 6 0 with_color 255 0 0 at_point $1405 $1406 $1407
0002: jump Label0CC9AB
:Label0CC98E
024F: create_corona 5.5 6 0 with_color 255 137 205 at_point $1405 $1406 $1407

:Label0CC9AB
0002: jump Label0CC301

:Label0CC9B2
014F: stop_timer $1485
03CD: car $1418 remove_from_stuck_car_check
03CD: car $1424 remove_from_stuck_car_check
03CD: car $1431 remove_from_stuck_car_check
0002: jump Label0CC9DE

:Label0CC9CD
00BA: text_styled "M_FAIL" 5000 ms 1 ;; MISSION FAILED!
0051: return

:Label0CC9DE
0004: $113 = 1 ;; integer values
0318: set_latest_mission_passed "BIKE_1" ;; Alloy Wheels of Steel
030C: set_mission_points += 1
0394: play_music 1
0110: clear_player $PLAYER_CHAR wanted_level
00D6: if 0
0038: $617 == 1 ;; integer values
004D: jump_if_false Label0CCA1A
018E: stop_sound $614
0004: $617 = 0 ;; integer values

:Label0CCA1A
00D6: if 0
0038: $618 == 1 ;; integer values
004D: jump_if_false Label0CCA38
018E: stop_sound $615
0004: $618 = 0 ;; integer values

:Label0CCA38
00D6: if 0
0038: $619 == 1 ;; integer values
004D: jump_if_false Label0CCA56
018E: stop_sound $616
0004: $619 = 0 ;; integer values

:Label0CCA56
00D6: if 0
0038: $618 == 0 ;; integer values
004D: jump_if_false Label0CCA85
018D: $615 = create_sound 37 at -596.018 640.916 12.0
0004: $618 = 1 ;; integer values

:Label0CCA85
0084: $1493 = $1485 ;; integer values and handles
0014: $1493 /= 1000 ;; integer values
042E: 0 $1493
0084: $1492 = $1493 ;; integer values and handles
0014: $1492 /= 60 ;; integer values
0084: $1494 = $1492 ;; integer values and handles
0010: $1494 *= 60 ;; integer values
0060: $1493 -= $1494 ;; integer values
01E3: text_1number_styled "M_PASS" 1000 5000 ms 1 ;; MISSION PASSED! $~1~
0109: player $PLAYER_CHAR money += 1000
00D6: if 0
0028: $1493 >= 10 ;; integer values
004D: jump_if_false Label0CCB0A
02FD: text_2numbers_lowpriority "RACETM" $1492 $1493 5000 ms 1 ;; ~b~RACE TIME:
~1~:~1~
0002: jump Label0CCB1F

:Label0CCB0A
02FD: text_2numbers_lowpriority "RACETM2" $1492 $1493 5000 ms 1 ;; ~b~RACE TIME:
~1~:0~1~

:Label0CCB1F
00D6: if 0
040C: is_german_game
004D: jump_if_false Label0CCB3B
004F: create_thread Label00D937
0002: jump Label0CCB43

:Label0CCB3B
004F: create_thread Label00D889

:Label0CCB43
0051: return

:Label0CCB45
0004: $ONMISSION = 0 ;; integer values
01EB: set_car_density_to 1.0
01E7: remove_forbidden_for_cars_cube $143D $143E $143F $1440 $1441 $1442
0164: disable_marker $147F
0164: disable_marker $1480
0164: disable_marker $141A
0164: disable_marker $1426
0164: disable_marker $1433
0249: release_model #BKA
0249: release_model #BKB
0249: release_model #ANGEL
0249: release_model #UZI
014F: stop_timer $1485
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
00D8: mission_cleanup
0051: return

:Label0CCBA0
00D6: if 0
0038: $1483 == 0 ;; integer values
004D: jump_if_false Label0CCBE2
0086: $1479 = $1443 ;; floating-point values only
0086: $147A = $1444 ;; floating-point values only
0086: $147B = $1445 ;; floating-point values only
0086: $147C = $1446 ;; floating-point values only
0086: $147D = $1447 ;; floating-point values only
0086: $147E = $1448 ;; floating-point values only

:Label0CCBE2
00D6: if 0
0038: $1483 == 1 ;; integer values
004D: jump_if_false Label0CCC24
0086: $1479 = $1446 ;; floating-point values only
0086: $147A = $1447 ;; floating-point values only
0086: $147B = $1448 ;; floating-point values only
0086: $147C = $1449 ;; floating-point values only
0086: $147D = $144A ;; floating-point values only
0086: $147E = $144B ;; floating-point values only

:Label0CCC24
00D6: if 0
0038: $1483 == 2 ;; integer values
004D: jump_if_false Label0CCC66
0086: $1479 = $1449 ;; floating-point values only
0086: $147A = $144A ;; floating-point values only
0086: $147B = $144B ;; floating-point values only
0086: $147C = $144C ;; floating-point values only
0086: $147D = $144D ;; floating-point values only
0086: $147E = $144E ;; floating-point values only

:Label0CCC66
00D6: if 0
0038: $1483 == 3 ;; integer values
004D: jump_if_false Label0CCCA8
0086: $1479 = $144C ;; floating-point values only
0086: $147A = $144D ;; floating-point values only
0086: $147B = $144E ;; floating-point values only
0086: $147C = $144F ;; floating-point values only
0086: $147D = $1450 ;; floating-point values only
0086: $147E = $1451 ;; floating-point values only

:Label0CCCA8
00D6: if 0
0038: $1483 == 4 ;; integer values
004D: jump_if_false Label0CCCEA
0086: $1479 = $144F ;; floating-point values only
0086: $147A = $1450 ;; floating-point values only
0086: $147B = $1451 ;; floating-point values only
0086: $147C = $1452 ;; floating-point values only
0086: $147D = $1453 ;; floating-point values only
0086: $147E = $1454 ;; floating-point values only

:Label0CCCEA
00D6: if 0
0038: $1483 == 5 ;; integer values
004D: jump_if_false Label0CCD2C
0086: $1479 = $1452 ;; floating-point values only
0086: $147A = $1453 ;; floating-point values only
0086: $147B = $1454 ;; floating-point values only
0086: $147C = $1455 ;; floating-point values only
0086: $147D = $1456 ;; floating-point values only
0086: $147E = $1457 ;; floating-point values only

:Label0CCD2C
00D6: if 0
0038: $1483 == 6 ;; integer values
004D: jump_if_false Label0CCD6E
0086: $1479 = $1455 ;; floating-point values only
0086: $147A = $1456 ;; floating-point values only
0086: $147B = $1457 ;; floating-point values only
0086: $147C = $1458 ;; floating-point values only
0086: $147D = $1459 ;; floating-point values only
0086: $147E = $145A ;; floating-point values only

:Label0CCD6E
00D6: if 0
0038: $1483 == 7 ;; integer values
004D: jump_if_false Label0CCDB0
0086: $1479 = $1458 ;; floating-point values only
0086: $147A = $1459 ;; floating-point values only
0086: $147B = $145A ;; floating-point values only
0086: $147C = $145B ;; floating-point values only
0086: $147D = $145C ;; floating-point values only
0086: $147E = $145D ;; floating-point values only

:Label0CCDB0
00D6: if 0
0038: $1483 == 8 ;; integer values
004D: jump_if_false Label0CCDF2
0086: $1479 = $145B ;; floating-point values only
0086: $147A = $145C ;; floating-point values only
0086: $147B = $145D ;; floating-point values only
0086: $147C = $145E ;; floating-point values only
0086: $147D = $145F ;; floating-point values only
0086: $147E = $1460 ;; floating-point values only

:Label0CCDF2
00D6: if 0
0038: $1483 == 9 ;; integer values
004D: jump_if_false Label0CCE34
0086: $1479 = $145E ;; floating-point values only
0086: $147A = $145F ;; floating-point values only
0086: $147B = $1460 ;; floating-point values only
0086: $147C = $1461 ;; floating-point values only
0086: $147D = $1462 ;; floating-point values only
0086: $147E = $1463 ;; floating-point values only

:Label0CCE34
00D6: if 0
0038: $1483 == 10 ;; integer values
004D: jump_if_false Label0CCE76
0086: $1479 = $1461 ;; floating-point values only
0086: $147A = $1462 ;; floating-point values only
0086: $147B = $1463 ;; floating-point values only
0086: $147C = $1464 ;; floating-point values only
0086: $147D = $1465 ;; floating-point values only
0086: $147E = $1466 ;; floating-point values only

:Label0CCE76
00D6: if 0
0038: $1483 == 11 ;; integer values
004D: jump_if_false Label0CCEB8
0086: $1479 = $1464 ;; floating-point values only
0086: $147A = $1465 ;; floating-point values only
0086: $147B = $1466 ;; floating-point values only
0086: $147C = $1467 ;; floating-point values only
0086: $147D = $1468 ;; floating-point values only
0086: $147E = $1469 ;; floating-point values only
:Label0CCEB8
00D6: if 0
0038: $1483 == 12 ;; integer values
004D: jump_if_false Label0CCEFA
0086: $1479 = $1467 ;; floating-point values only
0086: $147A = $1468 ;; floating-point values only
0086: $147B = $1469 ;; floating-point values only
0086: $147C = $146A ;; floating-point values only
0086: $147D = $146B ;; floating-point values only
0086: $147E = $146C ;; floating-point values only

:Label0CCEFA
00D6: if 0
0038: $1483 == 13 ;; integer values
004D: jump_if_false Label0CCF3C
0086: $1479 = $146A ;; floating-point values only
0086: $147A = $146B ;; floating-point values only
0086: $147B = $146C ;; floating-point values only
0086: $147C = $146D ;; floating-point values only
0086: $147D = $146E ;; floating-point values only
0086: $147E = $146F ;; floating-point values only

:Label0CCF3C
00D6: if 0
0038: $1483 == 14 ;; integer values
004D: jump_if_false Label0CCF7E
0086: $1479 = $146D ;; floating-point values only
0086: $147A = $146E ;; floating-point values only
0086: $147B = $146F ;; floating-point values only
0086: $147C = $1470 ;; floating-point values only
0086: $147D = $1471 ;; floating-point values only
0086: $147E = $1472 ;; floating-point values only

:Label0CCF7E
00D6: if 0
0038: $1483 == 15 ;; integer values
004D: jump_if_false Label0CCFC0
0086: $1479 = $1470 ;; floating-point values only
0086: $147A = $1471 ;; floating-point values only
0086: $147B = $1472 ;; floating-point values only
0086: $147C = $1473 ;; floating-point values only
0086: $147D = $1474 ;; floating-point values only
0086: $147E = $1475 ;; floating-point values only

:Label0CCFC0
00D6: if 0
0038: $1483 == 16 ;; integer values
004D: jump_if_false Label0CD002
0086: $1479 = $1473 ;; floating-point values only
0086: $147A = $1474 ;; floating-point values only
0086: $147B = $1475 ;; floating-point values only
0086: $147C = $1476 ;; floating-point values only
0086: $147D = $1477 ;; floating-point values only
0086: $147E = $1478 ;; floating-point values only

:Label0CD002
00D6: if 0
0038: $1483 == 17 ;; integer values
004D: jump_if_false Label0CD044
0086: $1479 = $1476 ;; floating-point values only
0086: $147A = $1477 ;; floating-point values only
0086: $147B = $1478 ;; floating-point values only
0086: $147C = $1476 ;; floating-point values only
0086: $147D = $1477 ;; floating-point values only
0086: $147E = $1478 ;; floating-point values only

:Label0CD044
0051: return

:Label0CD046
0227: $1481 = car $1482 health
00D6: if 0
001A: 500 > $1481 ;; integer values
004D: jump_if_false Label0CD069
0224: set_car $1482 health_to 1000

:Label0CD069
00D6: if 0
00DB: actor $1488 in_car $1482
004D: jump_if_false Label0CD2C6
00D6: if 0
8118: NOT actor $1488 dead
004D: jump_if_false Label0CD2C6
00D6: if 0
03CE: car $1482 stuck
004D: jump_if_false Label0CD2C6
00D6: if 1
82CA: NOT car $1482 bounding_sphere_visible
80FB: NOT player $PLAYER_CHAR 0 ()near_actor $1488 radius 30.0 30.0 30.0
004D: jump_if_false Label0CD2C6
00AA: store_car $1482 position_to $1435 $1436 $1437
02C1: set $1435 $1436 $1437 to_car_path_coords_closest_to $1435 $1436 $1437
00D6: if 0
838A: NOT car_in_cube $1435 $1436 $1437 4.0 4.0 3.0
004D: jump_if_false Label0CD1CF
00D6: if 0
80C2: NOT sphere_onscreen $1435 $1436 $1437 4.0
004D: jump_if_false Label0CD1C8
00AB: put_car $1482 at $1435 $1436 $1437
039F: car $1482 race_to $1479 $147A
00D6: if 0
00DB: actor $1488 in_car $1482
004D: jump_if_false Label0CD1C1
00D6: if 22
0042: $1411 == 7.0 ;; floating-point values
0042: $141D == 7.0 ;; floating-point values
0042: $142A == 7.0 ;; floating-point values
004D: jump_if_false Label0CD1A2
00AE: unknown_set_car $1482 to_ignore_traffic_lights 2
00AD: set_car $1482 max_speed_to 63.0
00A7: car $1482 drive_to $1479 $147A $147B
0002: jump Label0CD1C1

:Label0CD1A2
00AE: unknown_set_car $1482 to_ignore_traffic_lights 2
00AD: set_car $1482 max_speed_to 63.0
02C2: car $1482 drive_to_point $1479 $147A $147B
:Label0CD1C1
0004: $1487 = 0 ;; integer values

:Label0CD1C8
0002: jump Label0CD2C6

:Label0CD1CF
04D3: unknown_race_stuff $1435 $1436 $1437 2 $1435 $1436 $1437
00D6: if 0
838A: NOT car_in_cube $1435 $1436 $1437 4.0 4.0 3.0
004D: jump_if_false Label0CD2C6
00D6: if 0
80C2: NOT sphere_onscreen $1435 $1436 $1437 4.0
004D: jump_if_false Label0CD2C6
00AB: put_car $1482 at $1435 $1436 $1437
039F: car $1482 race_to $1479 $147A
00D6: if 0
00DB: actor $1488 in_car $1482
004D: jump_if_false Label0CD2BF
00D6: if 22
0042: $1411 == 7.0 ;; floating-point values
0042: $141D == 7.0 ;; floating-point values
0042: $142A == 7.0 ;; floating-point values
004D: jump_if_false Label0CD2A0
00AE: unknown_set_car $1482 to_ignore_traffic_lights 2
00AD: set_car $1482 max_speed_to 63.0
00A7: car $1482 drive_to $1479 $147A $147B
0002: jump Label0CD2BF

:Label0CD2A0
00AE: unknown_set_car $1482 to_ignore_traffic_lights 2
00AD: set_car $1482 max_speed_to 63.0
02C2: car $1482 drive_to_point $1479 $147A $147B

:Label0CD2BF
0004: $1487 = 0 ;; integer values

:Label0CD2C6
0084: $1496 = $140E ;; integer values and handles
000C: $1496 -= 2 ;; integer values
00D6: if 0
001C: $1496 > $1483 ;; integer values
004D: jump_if_false Label0CD38E
00D6: if 0
8119: NOT car $1482 wrecked
004D: jump_if_false Label0CD38E
00D6: if 0
8118: NOT actor $1488 dead
004D: jump_if_false Label0CD38E
00D6: if 0
00DB: actor $1488 in_car $1482
004D: jump_if_false Label0CD38E
00D6: if 0
82CA: NOT car $1482 bounding_sphere_visible
004D: jump_if_false Label0CD38E
00D6: if 0
838A: NOT car_in_cube $1479 $147A $147B 4.0 4.0 3.0
004D: jump_if_false Label0CD38E
00D6: if 0
80C2: NOT sphere_onscreen $1479 $147A $147B 4.0
004D: jump_if_false Label0CD38E
00AB: put_car $1482 at $1479 $147A $147B
039F: car $1482 race_to $1405 $1406
04BA: set_car $1482 speed_instantly 30.0

:Label0CD38E
0051: return

:Label0CD390
00D6: if 0
8118: NOT actor $1488 dead
004D: jump_if_false Label0CD79E
0226: $148F = actor $1488 health
00D6: if 0
80DF: NOT actor $1488 driving
004D: jump_if_false Label0CD6FD
0004: $1497 = 1 ;; integer values
00D6: if 0
82CB: NOT actor $1488 bounding_sphere_visible
004D: jump_if_false Label0CD63B
00D6: if 0
80FB: NOT player $PLAYER_CHAR 0 ()near_actor $1488 radius 20.0 20.0 10.0
004D: jump_if_false Label0CD634
00A0: store_actor $1488 position_to $1489 $148A $148B
02C1: set $1435 $1436 $1437 to_car_path_coords_closest_to $1489 $148A $148B
00D6: if 0
838A: NOT car_in_cube $1435 $1436 $1437 4.0 4.0 3.0
004D: jump_if_false Label0CD634
00D6: if 0
80C2: NOT sphere_onscreen $1435 $1436 $1437 4.0
004D: jump_if_false Label0CD51D
03CD: car $1482 remove_from_stuck_car_check
01C3: remove_references_to_car $1482 ;; Like turning a car into any random car
00A5: $1482 = create_car #ANGEL at $1435 $1436 $1437
03CC: car $1482 add_to_stuck_car_check 1.0 = 2000
011C: actor $1488 clear_objective
036A: put_actor $1488 in_car $1482
039F: car $1482 race_to $1479 $147A
00D6: if 0
00DB: actor $1488 in_car $1482
004D: jump_if_false Label0CD516
00D6: if 22
0042: $1411 == 7.0 ;; floating-point values
0042: $141D == 7.0 ;; floating-point values
0042: $142A == 7.0 ;; floating-point values
004D: jump_if_false Label0CD4F7
00AE: unknown_set_car $1482 to_ignore_traffic_lights 2
00AD: set_car $1482 max_speed_to 63.0
00A7: car $1482 drive_to $1479 $147A $147B
0002: jump Label0CD516

:Label0CD4F7
00AE: unknown_set_car $1482 to_ignore_traffic_lights 2
00AD: set_car $1482 max_speed_to 63.0
02C2: car $1482 drive_to_point $1479 $147A $147B

:Label0CD516
0002: jump Label0CD634
:Label0CD51D
04D3: unknown_race_stuff $1435 $1436 $1437 2 $1435 $1436 $1437
00D6: if 0
838A: NOT car_in_cube $1435 $1436 $1437 4.0 4.0 3.0
004D: jump_if_false Label0CD634
00D6: if 0
80C2: NOT sphere_onscreen $1435 $1436 $1437 4.0
004D: jump_if_false Label0CD634
03CD: car $1482 remove_from_stuck_car_check
01C3: remove_references_to_car $1482 ;; Like turning a car into any random car
00A5: $1482 = create_car #ANGEL at $1435 $1436 $1437
03CC: car $1482 add_to_stuck_car_check 1.0 = 2000
011C: actor $1488 clear_objective
036A: put_actor $1488 in_car $1482
039F: car $1482 race_to $1479 $147A
00D6: if 0
00DB: actor $1488 in_car $1482
004D: jump_if_false Label0CD634
00D6: if 22
0042: $1411 == 7.0 ;; floating-point values
0042: $141D == 7.0 ;; floating-point values
0042: $142A == 7.0 ;; floating-point values
004D: jump_if_false Label0CD615
00AE: unknown_set_car $1482 to_ignore_traffic_lights 2
00AD: set_car $1482 max_speed_to 63.0
00A7: car $1482 drive_to $1479 $147A $147B
0002: jump Label0CD634

:Label0CD615
00AE: unknown_set_car $1482 to_ignore_traffic_lights 2
00AD: set_car $1482 max_speed_to 63.0
02C2: car $1482 drive_to_point $1479 $147A $147B

:Label0CD634
0002: jump Label0CD6F6

:Label0CD63B
00D6: if 0
8119: NOT car $1482 wrecked
004D: jump_if_false Label0CD6E2
0319: set_actor $1488 wander_state_to 1 (off)
01D5: actor $1488 go_to_and_drive_car $1482
00D6: if 0
00DB: actor $1488 in_car $1482
004D: jump_if_false Label0CD6DB
00D6: if 22
0042: $1411 == 7.0 ;; floating-point values
0042: $141D == 7.0 ;; floating-point values
0042: $142A == 7.0 ;; floating-point values
004D: jump_if_false Label0CD6BC
00AE: unknown_set_car $1482 to_ignore_traffic_lights 2
00AD: set_car $1482 max_speed_to 63.0
00A7: car $1482 drive_to $1479 $147A $147B
0002: jump Label0CD6DB

:Label0CD6BC
00AE: unknown_set_car $1482 to_ignore_traffic_lights 2
00AD: set_car $1482 max_speed_to 63.0
02C2: car $1482 drive_to_point $1479 $147A $147B

:Label0CD6DB
0002: jump Label0CD6F6

:Label0CD6E2
01CA: actor $1488 kill_player $PLAYER_CHAR
01B2: give_actor $1488 weapon 23 ammo 300000 ;; Load the weapon model before
using this

:Label0CD6F6
0002: jump Label0CD79E

:Label0CD6FD
00D6: if 0
0038: $1497 == 1 ;; integer values
004D: jump_if_false Label0CD79E
00D6: if 0
00DB: actor $1488 in_car $1482
004D: jump_if_false Label0CD79E
00D6: if 22
0042: $1411 == 7.0 ;; floating-point values
0042: $141D == 7.0 ;; floating-point values
0042: $142A == 7.0 ;; floating-point values
004D: jump_if_false Label0CD778
00AE: unknown_set_car $1482 to_ignore_traffic_lights 2
00AD: set_car $1482 max_speed_to 63.0
00A7: car $1482 drive_to $1479 $147A $147B
0004: $1497 = 0 ;; integer values
0002: jump Label0CD79E

:Label0CD778
00AE: unknown_set_car $1482 to_ignore_traffic_lights 2
00AD: set_car $1482 max_speed_to 63.0
02C2: car $1482 drive_to_point $1479 $147A $147B
0004: $1497 = 0 ;; integer values

:Label0CD79E
0051: return

:Label0CD7A0
00D6: if 0
003A: $140E == $1483 ;; integer values and handles
004D: jump_if_false Label0CD880
00A0: store_actor $1488 position_to $1435 $1436 $1437
0086: $1439 = $1435 ;; floating-point values only
0061: $1439 -= $1405 ;; floating-point values
0086: $143A = $1436 ;; floating-point values only
0061: $143A -= $1406 ;; floating-point values
0069: $1439 *= $1439 ;; floating-point values
0069: $143A *= $143A ;; floating-point values
0086: $143B = $1439 ;; floating-point values only
0059: $143B += $143A ;; floating-point values
01FB: $143C = square_root $143B
0054: store_player $PLAYER_CHAR position_to $1435 $1436 $1437
0086: $1439 = $1435 ;; floating-point values only
0061: $1439 -= $1405 ;; floating-point values
0086: $143A = $1436 ;; floating-point values only
0061: $143A -= $1406 ;; floating-point values
0069: $1439 *= $1439 ;; floating-point values
0069: $143A *= $143A ;; floating-point values
0086: $143B = $1439 ;; floating-point values only
0059: $143B += $143A ;; floating-point values
01FB: $1404 = square_root $143B
00D6: if 0
0024: $1404 > $143C ;; floating-point values only
004D: jump_if_false Label0CD879
0008: $1484 += 1 ;; integer values

:Label0CD879
0002: jump Label0CD89A

:Label0CD880
00D6: if 0
001C: $1483 > $140E ;; integer values
004D: jump_if_false Label0CD89A
0008: $1484 += 1 ;; integer values

:Label0CD89A
0051: return

:Label0CD89C
00D6: if 0
8118: NOT actor $1488 dead
004D: jump_if_false Label0CDB92
00D6: if 0
04AD: $1488
004D: jump_if_false Label0CDB8B
00D6: if 0
82CB: NOT actor $1488 bounding_sphere_visible
004D: jump_if_false Label0CDB8B
00D6: if 0
80FB: NOT player $PLAYER_CHAR 0 ()near_actor $1488 radius 10.0 10.0 10.0
004D: jump_if_false Label0CDB8B
00A0: store_actor $1488 position_to $1489 $148A $148B
02C1: set $1435 $1436 $1437 to_car_path_coords_closest_to $1489 $148A $148B
00D6: if 0
838A: NOT car_in_cube $1435 $1436 $1437 4.0 4.0 3.0
004D: jump_if_false Label0CDA47
00D6: if 0
8118: NOT actor $1488 dead
004D: jump_if_false Label0CDA2A
00D6: if 0
80C2: NOT sphere_onscreen $1435 $1436 $1437 4.0
004D: jump_if_false Label0CDA23
03CD: car $1482 remove_from_stuck_car_check
01C3: remove_references_to_car $1482 ;; Like turning a car into any random car
00A5: $1482 = create_car #ANGEL at $1435 $1436 $1437
03CC: car $1482 add_to_stuck_car_check 1.0 = 2000
011C: actor $1488 clear_objective
036A: put_actor $1488 in_car $1482
039F: car $1482 race_to $1479 $147A
00D6: if 0
00DB: actor $1488 in_car $1482
004D: jump_if_false Label0CDA23
00D6: if 22
0042: $1411 == 7.0 ;; floating-point values
0042: $141D == 7.0 ;; floating-point values
0042: $142A == 7.0 ;; floating-point values
004D: jump_if_false Label0CDA04
00AE: unknown_set_car $1482 to_ignore_traffic_lights 2
00AD: set_car $1482 max_speed_to 63.0
00A7: car $1482 drive_to $1479 $147A $147B
0002: jump Label0CDA23

:Label0CDA04
00AE: unknown_set_car $1482 to_ignore_traffic_lights 2
00AD: set_car $1482 max_speed_to 63.0
02C2: car $1482 drive_to_point $1479 $147A $147B

:Label0CDA23
0002: jump Label0CDA40

:Label0CDA2A
00BC: text_highpriority "BM1_3" 5000 ms 1 ;; ~r~The racers have been attacked!
0002: jump Label0CC9CD

:Label0CDA40
0002: jump Label0CDB8B

:Label0CDA47
04D3: unknown_race_stuff $1435 $1436 $1437 2 $1435 $1436 $1437
00D6: if 0
838A: NOT car_in_cube $1435 $1436 $1437 4.0 4.0 3.0
004D: jump_if_false Label0CDB8B
00D6: if 0
8118: NOT actor $1488 dead
004D: jump_if_false Label0CDB75
00D6: if 0
80C2: NOT sphere_onscreen $1435 $1436 $1437 4.0
004D: jump_if_false Label0CDB6E
03CD: car $1482 remove_from_stuck_car_check
01C3: remove_references_to_car $1482 ;; Like turning a car into any random car
00A5: $1482 = create_car #ANGEL at $1435 $1436 $1437
03CC: car $1482 add_to_stuck_car_check 1.0 = 2000
011C: actor $1488 clear_objective
036A: put_actor $1488 in_car $1482
039F: car $1482 race_to $1479 $147A
00D6: if 0
00DB: actor $1488 in_car $1482
004D: jump_if_false Label0CDB6E
00D6: if 22
0042: $1411 == 7.0 ;; floating-point values
0042: $141D == 7.0 ;; floating-point values
0042: $142A == 7.0 ;; floating-point values
004D: jump_if_false Label0CDB4F
00AE: unknown_set_car $1482 to_ignore_traffic_lights 2
00AD: set_car $1482 max_speed_to 63.0
00A7: car $1482 drive_to $1479 $147A $147B
0002: jump Label0CDB6E

:Label0CDB4F
00AE: unknown_set_car $1482 to_ignore_traffic_lights 2
00AD: set_car $1482 max_speed_to 63.0
02C2: car $1482 drive_to_point $1479 $147A $147B

:Label0CDB6E
0002: jump Label0CDB8B

:Label0CDB75
00BC: text_highpriority "BM1_3" 5000 ms 1 ;; ~r~The racers have been attacked!
0002: jump Label0CC9CD

:Label0CDB8B
0002: jump Label0CDBA8

:Label0CDB92
00BC: text_highpriority "BM1_3" 5000 ms 1 ;; ~r~The racers have been attacked!
0002: jump Label0CC9CD

:Label0CDBA8
0051: return

;-------------Mission 54---------------
; Originally: Messing with the Man

:Label0CDBAA
03A4: name_thread "BIKE2"
0050: gosub Label0CDBD8
00D6: if 0
0112: wasted_or_busted
004D: jump_if_false Label0CDBCF
0050: gosub Label0CE310

:Label0CDBCF
0050: gosub Label0CE3E7
004E: end_thread

:Label0CDBD8
0004: $ONMISSION = 1 ;; integer values
0317: increment_mission_attempts
0004: $149B = 0 ;; integer values
0004: $149C = 0 ;; integer values
0004: $149D = 0 ;; integer values
0004: $149E = 0 ;; integer values
0004: $149F = 0 ;; integer values
0004: $14A0 = 0 ;; integer values
0004: $14A1 = 121000 ;; integer values
0001: wait 0 ms
054C: use_GXT_table "BIKE2"
058E: set_restart_mission_taxi_destination -609.723 658.861 9.908 279.44
023C: load_special_actor 1 "CSBIGM"
023C: load_special_actor 2 "CSPLAY"
023C: load_special_actor 3 "MGOONA"
023C: load_special_actor 4 "MSERVER"
04BB: select_interiour 11 ;; select render area
03CB: set_camera -597.02 642.46 11.0
04F9: interiour_colors 15 0
038B: load_requested_models

:Label0CDC86
00D6: if 23
823D: NOT special_actor 1 loaded
823D: NOT special_actor 2 loaded
823D: NOT special_actor 3 loaded
823D: NOT special_actor 4 loaded
004D: jump_if_false Label0CDCAC
0001: wait 0 ms
0002: jump Label0CDC86

:Label0CDCAC
02E4: load_cutscene_data "BIKE_3"
0244: set_cutscene_pos -602.052 636.289 10.636
041D: set_camera_near_clip .1
02E5: $9B = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $9B "CSBIGM"
02E5: $7D = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $7D "CSPLAY"
02E5: $90 = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim $90 "MGOONA"
02E5: $9C = create_cutscene_object #SPECIAL04
02E6: set_cutscene_anim $9C "MSERVER"
0395: clear_area 1 at -597.25 655.87 range 10.06 1.0
0055: put_player $PLAYER_CHAR at -597.25 655.87 10.06
0171: set_player $PLAYER_CHAR z_angle_to 0.0
016A: fade 1 (back) 2000 ms
03AD: set_rubbish 0 (invisible)
03AF: set_streaming 1 (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0CDD6A
00D6: if 0
001A: 3004 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0CDD8D
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0CDD6A

:Label0CDD8D
00BC: text_highpriority "BM2_A" 10000 ms 1 ;; Ah, got ya again.

:Label0CDD9C
00D6: if 0
001A: 5135 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0CDDBF
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0CDD9C

:Label0CDDBF
00BC: text_highpriority "BM2_B" 10000 ms 1 ;; Hey Vercetti.

:Label0CDDCE
00D6: if 0
001A: 6423 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0CDDF1
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0CDDCE

:Label0CDDF1
00BC: text_highpriority "BM2_C" 10000 ms 1 ;; Cougar says you can handle a bike
pretty good.
:Label0CDE00
00D6: if 0
001A: 8568 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0CDE23
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0CDE00

:Label0CDE23
00BC: text_highpriority "BM2_D" 10000 ms 1 ;; Yeah, how many more errands am I
gonna to have to run?

:Label0CDE32
00D6: if 0
001A: 10974 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0CDE55
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0CDE32

:Label0CDE55
00BC: text_highpriority "BM2_E" 10000 ms 1 ;; I'm a very busy man.

:Label0CDE64
00D6: if 0
001A: 12703 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0CDE87
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0CDE64

:Label0CDE87
00BC: text_highpriority "BM2_F" 10000 ms 1 ;; If it's a fight that's gonna
settle this then bring it on.

:Label0CDE96
00D6: if 0
001A: 14662 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0CDEB9
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0CDE96

:Label0CDEB9
00BC: text_highpriority "BM2_G" 10000 ms 1 ;; Being one of us ain't just about
brawlin'. It's about being part of a family.

:Label0CDEC8
00D6: if 0
001A: 18829 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0CDEEB
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0CDEC8

:Label0CDEEB
00BC: text_highpriority "BM2_H" 10000 ms 1 ;; Yeah, I've been part of a family
before alright. It didn't work out.
:Label0CDEFA
00D6: if 0
001A: 21584 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0CDF1D
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0CDEFA

:Label0CDF1D
00BC: text_highpriority "BM2_I" 10000 ms 1 ;; Yeah, right, but this family takes
care of its own.

:Label0CDF2C
00D6: if 0
001A: 24017 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0CDF4F
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0CDF2C

:Label0CDF4F
00BC: text_highpriority "BM2_J" 10000 ms 1 ;; We don't ask a man to do the dirty
work and then let him do fifteen years hard time.

:Label0CDF5E
00D6: if 0
001A: 28016 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0CDF81
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0CDF5E

:Label0CDF81
00BC: text_highpriority "BM2_K" 10000 ms 1 ;; Yeah, that's right. I've done my
homework.

:Label0CDF90
00D6: if 0
001A: 30132 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0CDFB3
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0CDF90

:Label0CDFB3
00BC: text_highpriority "BM2_L" 10000 ms 1 ;; This here's the biggest family of
misfits, outcasts and badasses.

:Label0CDFC2
00D6: if 0
001A: 34034 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0CDFE7
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0CDFC2

:Label0CDFE7
00BC: text_highpriority "BM2_M" 10000 ms 1 ;; Hell, some of us has even been
betrayed by our own country.

:Label0CDFF6
00D6: if 0
001A: 36593 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0CE01B
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0CDFF6

:Label0CE01B
00BC: text_highpriority "BM2_N" 10000 ms 1 ;; I was locked up during 'Nam. Ugly
business.

:Label0CE02A
00D6: if 0
001A: 38862 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0CE04F
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0CE02A

:Label0CE04F
00BC: text_highpriority "BM2_O" 10000 ms 1 ;; Which is why I'm gonna ask you to
go mess with the man.

:Label0CE05E
00D6: if 0
001A: 41401 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0CE083
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0CE05E

:Label0CE083
00BC: text_highpriority "BM2_P" 10000 ms 1 ;; This whole damn country needs a
kick in the ass, and we're the ones to deliver it.

:Label0CE092
00D6: if 0
001A: 44782 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0CE0B7
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0CE092

:Label0CE0B7
00BC: text_highpriority "BM2_Q" 10000 ms 1 ;; So get out there, grab a bike and
show this city how pissed you are!

:Label0CE0C6
00D6: if 0
001A: 49441 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0CE0EB
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0CE0C6

:Label0CE0EB
00BC: text_highpriority "BM2_R" 10000 ms 1 ;; Alright, alright.

:Label0CE0FA
00D6: if 0
001A: 50560 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0CE11F
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0CE0FA

:Label0CE11F
00BE: text_clear_all
016A: fade 0 () 2000 ms
00BE: text_clear_all

:Label0CE12A
00D6: if 0
016B: fading
004D: jump_if_false Label0CE142
0001: wait 0 ms
0002: jump Label0CE12A

:Label0CE142
03AD: set_rubbish 1 (visible)
02EA: end_cutscene
0373: set_camera_directly_behind_player
0296: unload_special_actor 1
0296: unload_special_actor 2
0296: unload_special_actor 3
0296: unload_special_actor 4
04BB: select_interiour 0 ;; select render area
04FA: reset_interior_colors 0
03CB: set_camera -597.25 655.87 10.06
04E3: unknown_player $PLAYER_CHAR 2 60000
0169: set_fade_color 0 0 0
0001: wait 500 ms
016A: fade 1 (back) 1500 ms
00BC: text_highpriority "BM2_2" 5000 ms 1 ;; ~g~You must fill the Chaos Meter in
the time given to show us how much of a badass you are!
03C4: set_status_text_to $149B 1 (bar) "BM2_1" ;; CHAOSMETER:
03C7: unknown_maby_cops_density 3.0
0006: 16@ = 0 ;; integer values
014E: set_timer_to $14A1 type 1

:Label0CE1C6
00D6: if 0
0038: $149C == 0 ;; integer values
004D: jump_if_false Label0CE309
0001: wait 0 ms
00D6: if 0
0038: $14A1 == 0 ;; integer values
004D: jump_if_false Label0CE204
00BC: text_highpriority "BM2_4" 5000 ms 1 ;; ~r~You failed to fill the Chaos
Meter in time!
0002: jump Label0CE310

:Label0CE204
00D6: if 0
0038: $14A0 == 0 ;; integer values
004D: jump_if_false Label0CE236
00D6: if 0
010F: player $PLAYER_CHAR wanted_level > 2
004D: jump_if_false Label0CE236
03C7: unknown_maby_cops_density 1.0
0004: $14A0 = 1 ;; integer values

:Label0CE236
00D6: if 0
0038: $149B == 100 ;; integer values
004D: jump_if_false Label0CE24F
0004: $149C = 1 ;; integer values

:Label0CE24F
04BF: $149D = unknown_player $PLAYER_CHAR chaos_level
00D6: if 0
0028: $149D >= 25 ;; integer values
004D: jump_if_false Label0CE302
00D6: if 0
0038: $149E == 0 ;; integer values
004D: jump_if_false Label0CE2E4
00D6: if 0
002A: 99 >= $149B ;; integer values
004D: jump_if_false Label0CE2AE
0008: $149B += 5 ;; integer values
018C: play_sound 1 at 0.0 0.0 0.0
0002: jump Label0CE2B5

:Label0CE2AE
0004: $149B = 100 ;; integer values

:Label0CE2B5
00D6: if 0
0038: $149F == 0 ;; integer values
004D: jump_if_false Label0CE2DD
00BC: text_highpriority "BM2_3" 5000 ms 1 ;; ~g~This sound indicates that you
have filled a part of the meter, continue to do so.
0004: $149F = 1 ;; integer values

:Label0CE2DD
0004: $149E = 1 ;; integer values

:Label0CE2E4
00D6: if 0
0038: $149E == 1 ;; integer values
004D: jump_if_false Label0CE302
04BE: unknown_reset_player $PLAYER_CHAR chaos_level
0004: $149E = 0 ;; integer values

:Label0CE302
0002: jump Label0CE1C6

:Label0CE309
0002: jump Label0CE321

:Label0CE310
00BA: text_styled "M_FAIL" 5000 ms 1 ;; MISSION FAILED!
0051: return
:Label0CE321
0004: $114 = 1 ;; integer values
0318: set_latest_mission_passed "BIKE_2" ;; Messing with the Man
030C: set_mission_points += 1
0394: play_music 1
00D6: if 0
0038: $617 == 1 ;; integer values
004D: jump_if_false Label0CE358
018E: stop_sound $614
0004: $617 = 0 ;; integer values

:Label0CE358
00D6: if 0
0038: $618 == 1 ;; integer values
004D: jump_if_false Label0CE376
018E: stop_sound $615
0004: $618 = 0 ;; integer values

:Label0CE376
00D6: if 0
0038: $619 == 1 ;; integer values
004D: jump_if_false Label0CE394
018E: stop_sound $616
0004: $619 = 0 ;; integer values

:Label0CE394
00D6: if 0
0038: $619 == 0 ;; integer values
004D: jump_if_false Label0CE3C3
018D: $616 = create_sound 38 at -596.018 640.916 12.0
0004: $619 = 1 ;; integer values

:Label0CE3C3
01E3: text_1number_styled "M_PASS" 2000 5000 ms 1 ;; MISSION PASSED! $~1~
0109: player $PLAYER_CHAR money += 2000
004F: create_thread Label00D937
0051: return

:Label0CE3E7
0004: $ONMISSION = 0 ;; integer values
014F: stop_timer $14A1
0151: remove_status_text $149B
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
00D8: mission_cleanup
0051: return

;-------------Mission 55---------------
; Originally: Hog Tied

:Label0CE401
03A4: name_thread "BIKE3"
0050: gosub Label0CE42F
00D6: if 0
0112: wasted_or_busted
004D: jump_if_false Label0CE426
0050: gosub Label0CF77A

:Label0CE426
0050: gosub Label0CF7CA
004E: end_thread

:Label0CE42F
0317: increment_mission_attempts
0004: $ONMISSION = 1 ;; integer values
0004: $14AB = 0 ;; integer values
0004: $14AB = 0 ;; integer values
0004: $14AC = 0 ;; integer values
0004: $14AD = 0 ;; integer values
0004: $14AE = 0 ;; integer values
0004: $14AF = 0 ;; integer values
0004: $14B0 = 0 ;; integer values
0004: $14B1 = 0 ;; integer values
0004: $14B2 = 0 ;; integer values
0004: $14B3 = 0 ;; integer values
0004: $14B4 = 0 ;; integer values
0004: $14B5 = 0 ;; integer values
0004: $14B6 = 0 ;; integer values
0004: $14BE = 0 ;; integer values
0004: $14C0 = 0 ;; integer values
0004: $14C2 = 0 ;; integer values
0004: $14C4 = 0 ;; integer values
0004: $14C6 = 0 ;; integer values
0004: $14C8 = 0 ;; integer values
0004: $14CA = 0 ;; integer values
0004: $14CC = 0 ;; integer values
0004: $14CE = 0 ;; integer values
0004: $14D0 = 0 ;; integer values
0004: $14D2 = 0 ;; integer values
0004: $14D4 = 0 ;; integer values
0004: $14D6 = 0 ;; integer values
0004: $14D8 = 0 ;; integer values
0004: $14DA = 0 ;; integer values
0004: $14DC = 0 ;; integer values
0004: $14B9 = 0 ;; integer values
0004: $14BB = 0 ;; integer values
0004: $14BC = 0 ;; integer values
0004: $14DD = 0 ;; integer values
0005: $14DE = 0.0 ;; floating-point values
0005: $14DF = 0.0 ;; floating-point values
0005: $14E0 = 0.0 ;; floating-point values
0004: $14EA = 0 ;; integer values
0004: $14EB = 0 ;; integer values
0004: $14F0 = 0 ;; integer values
0004: $14F2 = 0 ;; integer values
0004: $14F3 = 0 ;; integer values
0004: $14F4 = 0 ;; integer values
0004: $14F5 = 0 ;; integer values
0004: $14F6 = 0 ;; integer values
0004: $14F7 = 0 ;; integer values
0004: $14F8 = 0 ;; integer values
0004: $14F9 = 0 ;; integer values
0004: $14FA = 0 ;; integer values
0004: $14FB = 0 ;; integer values
0004: $14FC = 0 ;; integer values
0004: $14FD = 0 ;; integer values
0001: wait 0 ms
054C: use_GXT_table "BIKE3"
058E: set_restart_mission_taxi_destination -609.723 658.861 9.908 279.44
023C: load_special_actor 1 "CSPLAY"
023C: load_special_actor 2 "CSBIGM"
023C: load_special_actor 3 "MSERVER"
04BB: select_interiour 11 ;; select render area
03CB: set_camera -597.02 642.46 11.0
04F9: interiour_colors 15 0
038B: load_requested_models

:Label0CE60B
00D6: if 22
823D: NOT special_actor 1 loaded
823D: NOT special_actor 2 loaded
823D: NOT special_actor 3 loaded
004D: jump_if_false Label0CE62D
0001: wait 0 ms
0002: jump Label0CE60B

:Label0CE62D
02E4: load_cutscene_data "BIKE_2"
0244: set_cutscene_pos -602.052 636.289 10.636
041D: set_camera_near_clip .1
02E5: $7D = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $7D "CSPLAY"
02E5: $9B = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $9B "CSBIGM"
02E5: $9D = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim $9D "MSERVER"
0395: clear_area 1 at -597.25 655.87 range 10.06 1.0
0055: put_player $PLAYER_CHAR at -597.25 655.87 10.06
0171: set_player $PLAYER_CHAR z_angle_to 0.0
016A: fade 1 (back) 2000 ms
03AD: set_rubbish 0 (invisible)
03AF: set_streaming 1 (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0CE6D7
00D6: if 0
001A: 4538 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0CE6FA
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0CE6D7

:Label0CE6FA
00BC: text_highpriority "BM3_A" 10000 ms 1 ;; Hey there, Mitch.

:Label0CE709
00D6: if 0
001A: 6581 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0CE72C
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0CE709

:Label0CE72C
00BC: text_highpriority "BM3_B" 10000 ms 1 ;; Well, if it ain't 'bad ass'
Vercetti.
:Label0CE73B
00D6: if 0
001A: 8775 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0CE75E
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0CE73B

:Label0CE75E
00BC: text_highpriority "BM3_C" 10000 ms 1 ;; Now I wanna see how good you can
fight for your patch.

:Label0CE76D
00D6: if 0
001A: 11662 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0CE790
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0CE76D

:Label0CE790
00BC: text_highpriority "BM3_D" 10000 ms 1 ;; A local street gang made the
mistake of stealing my hog...

:Label0CE79F
00D6: if 0
001A: 14895 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0CE7C2
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0CE79F

:Label0CE7C2
00BC: text_highpriority "BM3_E" 10000 ms 1 ;; probably because of some machismo
thing or somethin'.

:Label0CE7D1
00D6: if 0
001A: 17616 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0CE7F4
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0CE7D1

:Label0CE7F4
00BC: text_highpriority "BM3_F" 10000 ms 1 ;; Me and the boys would go over
there and teach them a lesson in respect an'all.

:Label0CE803
00D6: if 0
001A: 22783 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0CE826
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0CE803

:Label0CE826
00BC: text_highpriority "BM3_G" 10000 ms 1 ;; Anyways.
:Label0CE835
00D6: if 0
001A: 24681 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0CE858
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0CE835

:Label0CE858
00BC: text_highpriority "BM3_H" 10000 ms 1 ;; Then I got to thinking - this
would make a good initiation for you.

:Label0CE867
00D6: if 0
001A: 28415 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0CE88A
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0CE867

:Label0CE88A
00BC: text_highpriority "BM3_I" 10000 ms 1 ;; You get my bike back, you can tell
Paul he's got his security.

:Label0CE899
00D6: if 0
001A: 32256 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0CE8BC
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0CE899

:Label0CE8BC
00BE: text_clear_all

:Label0CE8BE
00D6: if 0
001A: 37916 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0CE8E3
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0CE8BE

:Label0CE8E3
016A: fade 0 () 2000 ms
00BE: text_clear_all

:Label0CE8EC
00D6: if 0
016B: fading
004D: jump_if_false Label0CE904
0001: wait 0 ms
0002: jump Label0CE8EC

:Label0CE904
03AD: set_rubbish 1 (visible)
02EA: end_cutscene
0373: set_camera_directly_behind_player
0296: unload_special_actor 1
0296: unload_special_actor 2
0296: unload_special_actor 3
04BB: select_interiour 0 ;; select render area
04FA: reset_interior_colors 0
03CB: set_camera -597.25 655.87 10.06
04E3: unknown_player $PLAYER_CHAR 1 60000
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 (true)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 (true)
0247: request_model -167 (DOONTOON50)
0247: request_model -168 (ROAD_DOWNTOWN_NEW2)
0247: request_model -169 (ROAD_DOWNTOWN02)
0247: request_model -170 (AMMUNATION_DT)
0247: request_model -171 (DOONTOON19)
0247: request_model -172 (DT_COMPOUND_ROOF)
0247: request_model -173 (DOONTOON51)
0247: request_model -174 (LODNTOON28)
0247: request_model -175 (AMMU_WINDOWS1)

:Label0CE97F
00D6: if 25
8248: NOT model -167 (DOONTOON50) available
8248: NOT model -168 (ROAD_DOWNTOWN_NEW2) available
8248: NOT model -169 (ROAD_DOWNTOWN02) available
8248: NOT model -170 (AMMUNATION_DT) available
8248: NOT model -171 (DOONTOON19) available
8248: NOT model -172 (DT_COMPOUND_ROOF) available
004D: jump_if_false Label0CE9B3
0001: wait 0 ms
0002: jump Label0CE97F

:Label0CE9B3
00D6: if 22
8248: NOT model -173 (DOONTOON51) available
8248: NOT model -174 (LODNTOON28) available
8248: NOT model -175 (AMMU_WINDOWS1) available
004D: jump_if_false Label0CE9D8
0001: wait 0 ms
0002: jump Label0CE9B3

:Label0CE9D8
0169: set_fade_color 0 0 0
02A3: toggle_widescreen 1 (on)
0001: wait 1000 ms
016A: fade 1 (back) 1500 ms
00BC: text_highpriority "BM3_1" 4000 ms 1 ;; ~g~A local gang has stolen Mitch
Baker's Angel. Get it back!
0006: 16@ = 0 ;; integer values

:Label0CEA06
00D6: if 0
001B: 3500 > 16@ ;; integer values
004D: jump_if_false Label0CEA42
0001: wait 0 ms
00D6: if 21
00E1: key_pressed 0 16
00E1: key_pressed 0 12
004D: jump_if_false Label0CEA3B
0002: jump Label0CEC36

:Label0CEA3B
0002: jump Label0CEA06

:Label0CEA42
00BC: text_highpriority "BM3_6" 6000 ms 1 ;; ~g~They are holed up behind Ammu-
Nation in the Downtown area.
0006: 16@ = 0 ;; integer values

:Label0CEA58
00D6: if 0
001B: 5500 > 16@ ;; integer values
004D: jump_if_false Label0CEAE4
0001: wait 0 ms
00D6: if 0
0029: 16@ >= 4000 ;; integer values
004D: jump_if_false Label0CEAAC
00D6: if 0
0038: $14FD == 0 ;; integer values
004D: jump_if_false Label0CEAAC
016A: fade 0 () 1500 ms
03D5: remove_text "BM3_6" ;; ~g~They are holed up behind Ammu-Nation in the
Downtown area.
0004: $14FD = 1 ;; integer values

:Label0CEAAC
00D6: if 0
001B: 4000 > 16@ ;; integer values
004D: jump_if_false Label0CEADD
00D6: if 21
00E1: key_pressed 0 16
00E1: key_pressed 0 12
004D: jump_if_false Label0CEADD
0002: jump Label0CEC36

:Label0CEADD
0002: jump Label0CEA58

:Label0CEAE4
00D6: if 0
016B: fading
004D: jump_if_false Label0CEAFC
0001: wait 0 ms
0002: jump Label0CEAE4

:Label0CEAFC
03CB: set_camera -675.93 1116.28 14.35
015F: set_camera_position -675.93 1116.28 14.35 0.0 0.0 0.0
0160: point_camera -675.81 1117.19 14.4 2
016A: fade 1 (back) 2000 ms

:Label0CEB47
00D6: if 0
016B: fading
004D: jump_if_false Label0CEB5F
0001: wait 0 ms
0002: jump Label0CEB47
:Label0CEB5F
00BC: text_highpriority "BM3_7" 5000 ms 1 ;; ~g~You will need a fast bike to
gain access to the roof.
0006: 17@ = 0 ;; integer values

:Label0CEB75
00D6: if 0
001B: 4000 > 17@ ;; integer values
004D: jump_if_false Label0CEBB1
0001: wait 0 ms
00D6: if 21
00E1: key_pressed 0 16
00E1: key_pressed 0 12
004D: jump_if_false Label0CEBAA
0002: jump Label0CEC36

:Label0CEBAA
0002: jump Label0CEB75

:Label0CEBB1
015F: set_camera_position -678.97 1147.28 25.48 0.0 0.0 0.0
0160: point_camera -678.65 1148.22 25.44 2
00BC: text_highpriority "BM3_8" 5000 ms 1 ;; ~g~Use the bike to jump from these
stairs to the roof on the far side of the road.
0006: 16@ = 0 ;; integer values

:Label0CEBFA
00D6: if 0
001B: 4000 > 16@ ;; integer values
004D: jump_if_false Label0CEC36
0001: wait 0 ms
00D6: if 21
00E1: key_pressed 0 16
00E1: key_pressed 0 12
004D: jump_if_false Label0CEC2F
0002: jump Label0CEC36

:Label0CEC2F
0002: jump Label0CEBFA

:Label0CEC36
00BE: text_clear_all
016A: fade 0 () 1500 ms

:Label0CEC3F
00D6: if 0
016B: fading
004D: jump_if_false Label0CEC57
0001: wait 0 ms
0002: jump Label0CEC3F

:Label0CEC57
03CB: set_camera -597.25 655.87 10.06
02A3: toggle_widescreen 0 (off)
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 (false)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 (false)
02EB: restore_camera_with_jumpcut
03D5: remove_text "BM3_8" ;; ~g~Use the bike to jump from these stairs to the roof
on the far side of the road.
0249: release_model -167 (DOONTOON50)
0249: release_model -168 (ROAD_DOWNTOWN_NEW2)
0249: release_model -169 (ROAD_DOWNTOWN02)
0249: release_model -170 (AMMUNATION_DT)
0249: release_model -171 (DOONTOON19)
0249: release_model -172 (DT_COMPOUND_ROOF)
0249: release_model -173 (DOONTOON51)
0249: release_model -174 (LODNTOON28)
0249: release_model -175 (AMMU_WINDOWS1)
0247: request_model #SGA
0247: request_model #SGB
0247: request_model #BKA
0247: request_model #ANGEL
0247: request_model #TEC9
0247: request_model #M4
0247: request_model #GANGBUR

:Label0CECDA
00D6: if 25
8248: NOT model #SGA available
8248: NOT model #SGB available
8248: NOT model #ANGEL available
8248: NOT model #TEC9 available
8248: NOT model #M4 available
8248: NOT model #BKA available
004D: jump_if_false Label0CED0B
0001: wait 0 ms
0002: jump Label0CECDA

:Label0CED0B
00D6: if 0
8248: NOT model #GANGBUR available
004D: jump_if_false Label0CED26
0001: wait 0 ms
0002: jump Label0CED0B

:Label0CED26
018D: $14BA = create_sound 0 at -702.16 1215.37 23.17
018E: stop_sound $14BA
00A5: $14EC = create_car #GANGBUR at -518.54 694.1 10.89
0129: $14E2 = create_actor 9 #SGB in_car $14EC driverseat
01C8: $14E6 = create_actor 9 #SGB in_car $14EC passenger_seat 0
009B: destroy_actor_instantly $14E2
009B: destroy_actor_instantly $14E6
00A6: destroy_car $14EC
00A5: $14ED = create_car #GANGBUR at -296.53 1254.6 10.11
0129: $14E3 = create_actor 9 #SGA in_car $14ED driverseat
01C8: $14E7 = create_actor 9 #SGB in_car $14ED passenger_seat 0
009B: destroy_actor_instantly $14E3
009B: destroy_actor_instantly $14E7
00A6: destroy_car $14ED
00A5: $14EE = create_car #GANGBUR at -857.96 1137.78 9.79
0129: $14E4 = create_actor 9 #SGA in_car $14EE driverseat
01C8: $14E8 = create_actor 9 #SGB in_car $14EE passenger_seat 0
009B: destroy_actor_instantly $14E4
009B: destroy_actor_instantly $14E8
00A6: destroy_car $14EE
00A5: $14EF = create_car #GANGBUR at -604.24 664.34 9.91
0129: $14E5 = create_actor 9 #SGB in_car $14EF driverseat
01C8: $14E9 = create_actor 9 #SGB in_car $14EF passenger_seat 0
009B: destroy_actor_instantly $14E5
009B: destroy_actor_instantly $14E9
00A6: destroy_car $14EF
0169: set_fade_color 0 0 0
0001: wait 1000 ms
016A: fade 1 (back) 2000 ms
018A: $14F1 = create_checkpoint_at -674.59 1128.49 10.08
0004: $14F2 = 1 ;; integer values
0005: $62 = 0.0 ;; floating-point values
00A5: $14A2 = create_car #ANGEL at -700.08 1300.14 10.76
0294: unknown_car $14A2 flag 0
0175: set_car $14A2 z_angle_to 180.0
009A: $14A5 = create_actor 9 #SGA at -750.93 1235.44 23.73
01ED: reset_actor $14A5 flags
0008: $14B3 += 1 ;; integer values
0008: $14DD += 1 ;; integer values
009A: $14A6 = create_actor 9 #SGA at -659.81 1257.07 23.17
01ED: reset_actor $14A6 flags
0008: $14B3 += 1 ;; integer values
0008: $14DD += 1 ;; integer values
009A: $14A7 = create_actor 9 #SGA at -692.32 1250.27 10.2
01ED: reset_actor $14A7 flags
0008: $14B3 += 1 ;; integer values
0008: $14DD += 1 ;; integer values
009A: $14A8 = create_actor 9 #SGB at -757.7 1214.37 10.07
01ED: reset_actor $14A8 flags
0008: $14B3 += 1 ;; integer values
0008: $14DD += 1 ;; integer values
009A: $14A9 = create_actor 9 #SGA at -699.21 1300.28 10.76
01ED: reset_actor $14A9 flags
0008: $14B3 += 1 ;; integer values
0008: $14DD += 1 ;; integer values
009A: $14AA = create_actor 9 #SGB at -701.04 1300.24 10.76
01ED: reset_actor $14AA flags
0008: $14B3 += 1 ;; integer values
0008: $14DD += 1 ;; integer values
0004: $7B = 0 ;; integer values

:Label0CEFAB
00D6: if 0
81B0: NOT car $14A2 stopped $7B near_point -596.63 658.2 10.06 radius 4.0
4.0 4.0
004D: jump_if_false Label0CF42B
0001: wait 0 ms
0008: $14FC += 1 ;; integer values
00D6: if 0
0018: $14FC > 20 ;; integer values
004D: jump_if_false Label0CF000
0004: $14FC = 0 ;; integer values

:Label0CF000
00D6: if 0
001A: 6 > $14FA ;; integer values
004D: jump_if_false Label0CF019
0050: gosub Label0D11BA

:Label0CF019
00D6: if 22
0057: player $PLAYER_CHAR 0 ()in_cube -642.32 1198.51 22.0 -768.194 1306.725
30.0
0057: player $PLAYER_CHAR 0 ()in_cube -685.75 1239.31 9.0 -768.194 1306.725
30.0
0057: player $PLAYER_CHAR 0 ()in_cube -753.43 1213.0 9.0 -768.194 1306.725
30.0
004D: jump_if_false Label0CF133
0110: clear_player $PLAYER_CHAR wanted_level
00D6: if 0
0038: $14F2 == 1 ;; integer values
004D: jump_if_false Label0CF0B6
0164: disable_marker $14F1
0004: $14F2 = 0 ;; integer values

:Label0CF0B6
00D6: if 0
0038: $14EB == 0 ;; integer values
004D: jump_if_false Label0CF125
00D6: if 0
0038: $14F3 == 0 ;; integer values
004D: jump_if_false Label0CF125
00D6: if 0
8119: NOT car $14A2 wrecked
004D: jump_if_false Label0CF10F
00BC: text_highpriority "BM3_9" 5000 ms 1 ;; ~g~Get Mitch's Angel and get out of
there!
0186: $14A4 = create_marker_above_car $14A2
0004: $14F3 = 1 ;; integer values
0002: jump Label0CF125

:Label0CF10F
00BC: text_highpriority "BM3_2" 5000 ms 1 ;; ~r~You were supposed to bring the
bike back, not destroy it!
0002: jump Label0CF77A

:Label0CF125
0004: $14F0 = 1 ;; integer values
0002: jump Label0CF1A9

:Label0CF133
00D6: if 0
0038: $14EB == 0 ;; integer values
004D: jump_if_false Label0CF163
00D6: if 0
0038: $14F3 == 1 ;; integer values
004D: jump_if_false Label0CF163
0164: disable_marker $14A4
0004: $14F3 = 0 ;; integer values

:Label0CF163
00D6: if 0
0038: $14EB == 0 ;; integer values
004D: jump_if_false Label0CF1A2
00D6: if 0
0038: $14F2 == 0 ;; integer values
004D: jump_if_false Label0CF1A2
018A: $14F1 = create_checkpoint_at -674.59 1128.49 10.08
0004: $14F2 = 1 ;; integer values
:Label0CF1A2
0004: $14F0 = 0 ;; integer values

:Label0CF1A9
00D6: if 0
0038: $14EA == 0 ;; integer values
004D: jump_if_false Label0CF1E6
00D6: if 0
0038: $14EB == 1 ;; integer values
004D: jump_if_false Label0CF1E6
00D6: if 0
0038: $14F0 == 0 ;; integer values
004D: jump_if_false Label0CF1E6
0050: gosub Label0D0F73

:Label0CF1E6
00D6: if 0
0038: $14EA == 1 ;; integer values
004D: jump_if_false Label0CF2B8
00D6: if 0
8118: NOT actor $14E2 dead
004D: jump_if_false Label0CF210
01CC: actor $14E2 kill_player $PLAYER_CHAR

:Label0CF210
00D6: if 0
8118: NOT actor $14E3 dead
004D: jump_if_false Label0CF228
01CC: actor $14E3 kill_player $PLAYER_CHAR

:Label0CF228
00D6: if 0
8118: NOT actor $14E4 dead
004D: jump_if_false Label0CF240
01CC: actor $14E4 kill_player $PLAYER_CHAR

:Label0CF240
00D6: if 0
8118: NOT actor $14E5 dead
004D: jump_if_false Label0CF258
01CC: actor $14E5 kill_player $PLAYER_CHAR

:Label0CF258
00D6: if 0
8118: NOT actor $14E6 dead
004D: jump_if_false Label0CF270
01CC: actor $14E6 kill_player $PLAYER_CHAR

:Label0CF270
00D6: if 0
8118: NOT actor $14E7 dead
004D: jump_if_false Label0CF288
01CC: actor $14E7 kill_player $PLAYER_CHAR

:Label0CF288
00D6: if 0
8118: NOT actor $14E8 dead
004D: jump_if_false Label0CF2A0
01CC: actor $14E8 kill_player $PLAYER_CHAR

:Label0CF2A0
00D6: if 0
8118: NOT actor $14E9 dead
004D: jump_if_false Label0CF2B8
01CC: actor $14E9 kill_player $PLAYER_CHAR

:Label0CF2B8
0054: store_player $PLAYER_CHAR position_to $14DE $14DF $14E0
0050: gosub Label0CF84B
00D6: if 0
0119: car $14A2 wrecked
004D: jump_if_false Label0CF2FA
00BC: text_highpriority "BM3_2" 5000 ms 1 ;; ~r~You were supposed to bring the
bike back, not destroy it!
0002: jump Label0CF77A
0002: jump Label0CF3D6

:Label0CF2FA
00D6: if 0
00DC: player $PLAYER_CHAR driving $14A2
004D: jump_if_false Label0CF39A
00D6: if 0
0038: $14AB == 0 ;; integer values
004D: jump_if_false Label0CF393
0004: $7B = 1 ;; integer values
0004: $14B2 = 1 ;; integer values
00D6: if 0
0038: $14EB == 0 ;; integer values
004D: jump_if_false Label0CF35D
00D6: if 0
0038: $14F3 == 1 ;; integer values
004D: jump_if_false Label0CF35D
0164: disable_marker $14A4
0004: $14F3 = 2 ;; integer values

:Label0CF35D
0164: disable_marker $14A4
018A: $14A3 = create_checkpoint_at -596.63 658.2 10.06
00BC: text_highpriority "BM3_3" 5000 ms 1 ;; ~g~Get the bike back to the bar!
0004: $14EB = 1 ;; integer values
0004: $14AB = 1 ;; integer values

:Label0CF393
0002: jump Label0CF3D6

:Label0CF39A
00D6: if 0
0038: $14AB == 1 ;; integer values
004D: jump_if_false Label0CF3D6
0004: $7B = 0 ;; integer values
0164: disable_marker $14A3
0186: $14A4 = create_marker_above_car $14A2
00BC: text_highpriority "BM3_4" 5000 ms 1 ;; ~g~Get on the bike!
0004: $14AB = 0 ;; integer values

:Label0CF3D6
00D6: if 0
0038: $14B2 == 1 ;; integer values
004D: jump_if_false Label0CF424
00D6: if 0
0038: $14B6 == 0 ;; integer values
004D: jump_if_false Label0CF40F
0006: 17@ = 0 ;; integer values
0006: 16@ = 0 ;; integer values
0004: $14B6 = 1 ;; integer values

:Label0CF40F
0050: gosub Label0CFE85
0050: gosub Label0D064F
0050: gosub Label0D07C3

:Label0CF424
0002: jump Label0CEFAB

:Label0CF42B
0004: $7B = 1 ;; integer values
0164: disable_marker $14A4
0164: disable_marker $14A3
02A3: toggle_widescreen 1 (on)
0110: clear_player $PLAYER_CHAR wanted_level
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)
015F: set_camera_position -607.076 666.146 13.891 0.0 0.0 0.0
0395: clear_area 0 at -596.63 658.2 range 10.06 1.0
0160: point_camera -606.531 665.364 13.589 2
01D3: actor $PLAYER_ACTOR leave_car $14A2

:Label0CF4AD
00D6: if 0
00DB: actor $PLAYER_ACTOR in_car $14A2
004D: jump_if_false Label0CF4F1
0001: wait 0 ms
00D6: if 0
0119: car $14A2 wrecked
004D: jump_if_false Label0CF4EA
00BC: text_highpriority "BM3_2" 5000 ms 1 ;; ~r~You were supposed to bring the
bike back, not destroy it!
0002: jump Label0CF77A

:Label0CF4EA
0002: jump Label0CF4AD

:Label0CF4F1
0211: actor $PLAYER_ACTOR walk_to -594.99 654.58
0006: 16@ = 0 ;; integer values

:Label0CF507
00D6: if 0
80ED: NOT actor $PLAYER_ACTOR 0 ()near_point_on_foot -594.99 654.58 radius
1.0 1.0
004D: jump_if_false Label0CF59E
0001: wait 0 ms
00D6: if 0
0019: 16@ > 6000 ;; integer values
004D: jump_if_false Label0CF571
00D6: if 0
80ED: NOT actor $PLAYER_ACTOR 0 ()near_point_on_foot -594.99 654.58 radius
1.0 1.0
004D: jump_if_false Label0CF571
0002: jump Label0CF59E

:Label0CF571
00D6: if 0
0119: car $14A2 wrecked
004D: jump_if_false Label0CF597
00BC: text_highpriority "BM3_2" 5000 ms 1 ;; ~r~You were supposed to bring the
bike back, not destroy it!
0002: jump Label0CF77A

:Label0CF597
0002: jump Label0CF507

:Label0CF59E
011C: actor $PLAYER_ACTOR clear_objective
009A: $14E1 = create_actor 12 #BKA at -608.72 650.2 10.06
01ED: reset_actor $14E1 flags
0319: set_actor $14E1 wander_state_to 1 (off)
020E: actor $PLAYER_ACTOR look_at_actor $14E1
00D6: if 0
8119: NOT car $14A2 wrecked
004D: jump_if_false Label0CF5EE
01D5: actor $14E1 go_to_and_drive_car $14A2
0002: jump Label0CF604

:Label0CF5EE
00BC: text_highpriority "BM3_2" 5000 ms 1 ;; ~r~You were supposed to bring the
bike back, not destroy it!
0002: jump Label0CF77A

:Label0CF604
0006: 16@ = 0 ;; integer values

:Label0CF60B
00D6: if 0
80DF: NOT actor $14E1 driving
004D: jump_if_false Label0CF691
0001: wait 0 ms
00D6: if 0
0119: car $14A2 wrecked
004D: jump_if_false Label0CF645
00BC: text_highpriority "BM3_2" 5000 ms 1 ;; ~r~You were supposed to bring the
bike back, not destroy it!
0002: jump Label0CF77A

:Label0CF645
00D6: if 0
0118: actor $14E1 dead
004D: jump_if_false Label0CF65C
0002: jump Label0CF77A

:Label0CF65C
00D6: if 0
0019: 16@ > 20000 ;; integer values
004D: jump_if_false Label0CF68A
00D6: if 0
80DB: NOT actor $14E1 in_car $14A2
004D: jump_if_false Label0CF68A
036A: put_actor $14E1 in_car $14A2

:Label0CF68A
0002: jump Label0CF60B

:Label0CF691
00D6: if 0
8119: NOT car $14A2 wrecked
004D: jump_if_false Label0CF6BE
00AD: set_car $14A2 max_speed_to 30.0
00AE: unknown_set_car $14A2 to_ignore_traffic_lights 2
00A8: set_car $14A2 to_psycho_driver
0002: jump Label0CF6D4

:Label0CF6BE
00BC: text_highpriority "BM3_2" 5000 ms 1 ;; ~r~You were supposed to bring the
bike back, not destroy it!
0002: jump Label0CF77A

:Label0CF6D4
00D6: if 1
02CA: car $14A2 bounding_sphere_visible
001B: 4000 > 16@ ;; integer values
004D: jump_if_false Label0CF734
0001: wait 0 ms
00D6: if 0
0119: car $14A2 wrecked
004D: jump_if_false Label0CF716
00BC: text_highpriority "BM3_2" 5000 ms 1 ;; ~r~You were supposed to bring the
bike back, not destroy it!
0002: jump Label0CF77A

:Label0CF716
00D6: if 0
0118: actor $14E1 dead
004D: jump_if_false Label0CF72D
0002: jump Label0CF77A

:Label0CF72D
0002: jump Label0CF6D4

:Label0CF734
0001: wait 3000 ms
00D6: if 0
8119: NOT car $14A2 wrecked
004D: jump_if_false Label0CF74E
00A9: set_car $14A2 to_normal_driver

:Label0CF74E
009B: destroy_actor_instantly $14E1
00A6: destroy_car $14A2
02A3: toggle_widescreen 0 (off)
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 (false)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 (false)
02EB: restore_camera_with_jumpcut
0002: jump Label0CF78B

:Label0CF77A
00BA: text_styled "M_FAIL" 5000 ms 1 ;; MISSION FAILED!
0051: return

:Label0CF78B
0004: $115 = 1 ;; integer values
0318: set_latest_mission_passed "BIKE_3" ;; Hog Tied
030C: set_mission_points += 1
0394: play_music 1
0110: clear_player $PLAYER_CHAR wanted_level
01E3: text_1number_styled "M_PASS" 4000 5000 ms 1 ;; MISSION PASSED! $~1~
0109: player $PLAYER_CHAR money += 4000
0164: disable_marker $112
0051: return

:Label0CF7CA
0004: $ONMISSION = 0 ;; integer values
0249: release_model -167 (DOONTOON50)
0249: release_model -168 (ROAD_DOWNTOWN_NEW2)
0249: release_model -169 (ROAD_DOWNTOWN02)
0249: release_model -170 (AMMUNATION_DT)
0249: release_model -171 (DOONTOON19)
0249: release_model -172 (DT_COMPOUND_ROOF)
0249: release_model -173 (DOONTOON51)
0249: release_model -174 (LODNTOON28)
0249: release_model -175 (AMMU_WINDOWS1)
03AC: clear_route 0
03AC: clear_route 1
03AC: clear_route 2
03AC: clear_route 3
018E: stop_sound $14BA
0249: release_model #SGA
0249: release_model #SGB
0249: release_model #ANGEL
0249: release_model #BKA
0249: release_model #TEC9
0249: release_model #M4
0249: release_model #GANGBUR
0164: disable_marker $14F1
0164: disable_marker $14A4
0164: disable_marker $14A3
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
00D8: mission_cleanup
0051: return

:Label0CF84B
00D6: if 0
0038: $14F0 == 1 ;; integer values
004D: jump_if_false Label0CFE3A
00D6: if 0
0038: $14FC == 0 ;; integer values
004D: jump_if_false Label0CF9DB
00D6: if 0
0038: $14AC == 0 ;; integer values
004D: jump_if_false Label0CF9DB
00D6: if 0
0118: actor $14A5 dead
004D: jump_if_false Label0CF8BF
000C: $14B3 -= 1 ;; integer values
00D6: if 0
0038: $14BB == 1 ;; integer values
004D: jump_if_false Label0CF8B1
0004: $14B2 = 1 ;; integer values

:Label0CF8B1
0004: $14AC = 1 ;; integer values
0002: jump Label0CF9DB

:Label0CF8BF
00D6: if 0
0038: $14B9 == 0 ;; integer values
004D: jump_if_false Label0CF922
00D6: if 0
0038: $14BB == 0 ;; integer values
004D: jump_if_false Label0CF922
00D6: if 21
0123: actor $14A5 spotted_player $PLAYER_CHAR
0038: $14AD == 1 ;; integer values
004D: jump_if_false Label0CF922
00BB: text_lowpriority "INTRUDE" 5000 ms 1 ;; ~g~You've been spotted!
0239: actor $14A5 run_to -693.58 1213.18
0004: $14BB = 1 ;; integer values

:Label0CF922
00D6: if 0
0038: $14B9 == 0 ;; integer values
004D: jump_if_false Label0CF9BE
00D6: if 0
0038: $14BB == 1 ;; integer values
004D: jump_if_false Label0CF9B7
00D6: if 0
0102: actor $14A5 stopped_near_point_on_foot -693.58 1213.18 23.16 radius 1.0
1.0 2.0 sphere 0
004D: jump_if_false Label0CF9B7
018D: $14BA = create_sound 0 at -693.58 1213.18 23.16
0004: $14B2 = 1 ;; integer values
009E: set_actor $14A5 path $14DE $14DF $14E0 unknown 1.0 1
01CA: actor $14A5 kill_player $PLAYER_CHAR
0004: $14B9 = 1 ;; integer values

:Label0CF9B7
0002: jump Label0CF9DB

:Label0CF9BE
009E: set_actor $14A5 path $14DE $14DF $14E0 unknown .5 1
01CA: actor $14A5 kill_player $PLAYER_CHAR

:Label0CF9DB
00D6: if 0
0038: $14FC == 1 ;; integer values
004D: jump_if_false Label0CFB59
00D6: if 0
0038: $14AD == 0 ;; integer values
004D: jump_if_false Label0CFB59
00D6: if 0
0118: actor $14A6 dead
004D: jump_if_false Label0CFA3D
00D6: if 0
0038: $14BC == 1 ;; integer values
004D: jump_if_false Label0CFA28
0004: $14B2 = 1 ;; integer values

:Label0CFA28
000C: $14B3 -= 1 ;; integer values
0004: $14AD = 1 ;; integer values
0002: jump Label0CFB59

:Label0CFA3D
00D6: if 0
0038: $14B9 == 0 ;; integer values
004D: jump_if_false Label0CFAA0
00D6: if 0
0038: $14BC == 0 ;; integer values
004D: jump_if_false Label0CFAA0
00D6: if 21
0123: actor $14A6 spotted_player $PLAYER_CHAR
0038: $14AC == 1 ;; integer values
004D: jump_if_false Label0CFAA0
00BB: text_lowpriority "INTRUDE" 5000 ms 1 ;; ~g~You've been spotted!
0239: actor $14A6 run_to -693.58 1213.18
0004: $14BC = 1 ;; integer values

:Label0CFAA0
00D6: if 0
0038: $14B9 == 0 ;; integer values
004D: jump_if_false Label0CFB3C
00D6: if 0
0038: $14BC == 1 ;; integer values
004D: jump_if_false Label0CFB35
00D6: if 0
0102: actor $14A6 stopped_near_point_on_foot -693.58 1213.18 23.16 radius 1.0
1.0 2.0 sphere 0
004D: jump_if_false Label0CFB35
018D: $14BA = create_sound 0 at -693.58 1213.18 23.16
0004: $14B2 = 1 ;; integer values
009E: set_actor $14A6 path $14DE $14DF $14E0 unknown .5 1
01CA: actor $14A6 kill_player $PLAYER_CHAR
0004: $14B9 = 1 ;; integer values

:Label0CFB35
0002: jump Label0CFB59

:Label0CFB3C
009E: set_actor $14A6 path $14DE $14DF $14E0 unknown .5 1
01CA: actor $14A6 kill_player $PLAYER_CHAR

:Label0CFB59
00D6: if 0
0038: $14FC == 2 ;; integer values
004D: jump_if_false Label0CFC0C
00D6: if 0
0038: $14AE == 0 ;; integer values
004D: jump_if_false Label0CFC0C
00D6: if 0
0118: actor $14A7 dead
004D: jump_if_false Label0CFBA2
000C: $14B3 -= 1 ;; integer values
0004: $14AE = 1 ;; integer values
0002: jump Label0CFC0C

:Label0CFBA2
00D6: if 0
0038: $14B2 == 0 ;; integer values
004D: jump_if_false Label0CFBDD
00D6: if 0
0123: actor $14A7 spotted_player $PLAYER_CHAR
004D: jump_if_false Label0CFBDD
00BB: text_lowpriority "INTRUDE" 5000 ms 1 ;; ~g~You've been spotted!
0004: $14B2 = 1 ;; integer values

:Label0CFBDD
00D6: if 0
0038: $14B2 == 1 ;; integer values
004D: jump_if_false Label0CFC0C
009E: set_actor $14A7 path $14DE $14DF $14E0 unknown .5 1
01CA: actor $14A7 kill_player $PLAYER_CHAR

:Label0CFC0C
00D6: if 0
0038: $14FC == 3 ;; integer values
004D: jump_if_false Label0CFCBF
00D6: if 0
0038: $14AF == 0 ;; integer values
004D: jump_if_false Label0CFCBF
00D6: if 0
0118: actor $14A8 dead
004D: jump_if_false Label0CFC55
000C: $14B3 -= 1 ;; integer values
0004: $14AF = 1 ;; integer values
0002: jump Label0CFCBF

:Label0CFC55
00D6: if 0
0038: $14B2 == 0 ;; integer values
004D: jump_if_false Label0CFC90
00D6: if 0
0123: actor $14A8 spotted_player $PLAYER_CHAR
004D: jump_if_false Label0CFC90
00BB: text_lowpriority "INTRUDE" 5000 ms 1 ;; ~g~You've been spotted!
0004: $14B2 = 1 ;; integer values

:Label0CFC90
00D6: if 0
0038: $14B2 == 1 ;; integer values
004D: jump_if_false Label0CFCBF
009E: set_actor $14A8 path $14DE $14DF $14E0 unknown .5 1
01CA: actor $14A8 kill_player $PLAYER_CHAR

:Label0CFCBF
00D6: if 0
0038: $14FC == 4 ;; integer values
004D: jump_if_false Label0CFD79
00D6: if 0
0038: $14B0 == 0 ;; integer values
004D: jump_if_false Label0CFD79
00D6: if 0
0118: actor $14A9 dead
004D: jump_if_false Label0CFD08
000C: $14B3 -= 1 ;; integer values
0004: $14B0 = 1 ;; integer values
0002: jump Label0CFD79

:Label0CFD08
00D6: if 0
0038: $14B2 == 0 ;; integer values
004D: jump_if_false Label0CFD43
00D6: if 0
0123: actor $14A9 spotted_player $PLAYER_CHAR
004D: jump_if_false Label0CFD43
00BB: text_lowpriority "INTRUDE" 5000 ms 1 ;; ~g~You've been spotted!
0004: $14B2 = 1 ;; integer values

:Label0CFD43
00D6: if 21
0038: $14B2 == 1 ;; integer values
0038: $14B1 == 1 ;; integer values
004D: jump_if_false Label0CFD79
009E: set_actor $14A9 path $14DE $14DF $14E0 unknown .5 1
01CA: actor $14A9 kill_player $PLAYER_CHAR

:Label0CFD79
00D6: if 0
0038: $14FC == 5 ;; integer values
004D: jump_if_false Label0CFE33
00D6: if 0
0038: $14B1 == 0 ;; integer values
004D: jump_if_false Label0CFE33
00D6: if 0
0118: actor $14AA dead
004D: jump_if_false Label0CFDC2
000C: $14B3 -= 1 ;; integer values
0004: $14B1 = 1 ;; integer values
0002: jump Label0CFE33

:Label0CFDC2
00D6: if 0
0038: $14B2 == 0 ;; integer values
004D: jump_if_false Label0CFDFD
00D6: if 0
0123: actor $14AA spotted_player $PLAYER_CHAR
004D: jump_if_false Label0CFDFD
00BB: text_lowpriority "INTRUDE" 5000 ms 1 ;; ~g~You've been spotted!
0004: $14B2 = 1 ;; integer values

:Label0CFDFD
00D6: if 21
0038: $14B2 == 1 ;; integer values
0038: $14B0 == 1 ;; integer values
004D: jump_if_false Label0CFE33
009E: set_actor $14AA path $14DE $14DF $14E0 unknown .5 1
01CA: actor $14AA kill_player $PLAYER_CHAR

:Label0CFE33
0002: jump Label0CFE6A

:Label0CFE3A
00D6: if 0
0038: $14EB == 1 ;; integer values
004D: jump_if_false Label0CFE6A
01C2: remove_references_to_actor $14A5 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $14A6 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $14A7 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $14A8 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $14A9 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $14AA ;; Like turning an actor into a random
pedestrian

:Label0CFE6A
00D6: if 0
0038: $14FB == 2 ;; integer values
004D: jump_if_false Label0CFE83
0004: $14FB = 0 ;; integer values

:Label0CFE83
0051: return

:Label0CFE85
00D6: if 0
0038: $14F0 == 1 ;; integer values
004D: jump_if_false Label0D064D
00D6: if 0
002A: 29 >= $14DD ;; integer values
004D: jump_if_false Label0D064D
00D6: if 0
001A: 8 > $14B3 ;; integer values
004D: jump_if_false Label0D064D
00D6: if 0
0038: $14B4 == 2 ;; integer values
004D: jump_if_false Label0CFEDB
0006: 17@ = 0 ;; integer values
0004: $14B4 = 0 ;; integer values

:Label0CFEDB
00D6: if 0
0038: $14B5 == 2 ;; integer values
004D: jump_if_false Label0CFEFB
0006: 16@ = 0 ;; integer values
0004: $14B5 = 0 ;; integer values

:Label0CFEFB
00D6: if 0
8339: NOT objects_in_cube -695.11 1301.01 8.0 -688.96 1294.68 14.0 0 1 1
0 0
004D: jump_if_false Label0D02A4
00D6: if 0
0029: 17@ >= 4000 ;; integer values
004D: jump_if_false Label0D02A4
00D6: if 0
0038: $14B4 == 0 ;; integer values
004D: jump_if_false Label0D02A4
0004: $14B7 = -1 ;; integer values
00D6: if 21
0038: $14BE == 0 ;; integer values
0038: $14BE == 2 ;; integer values
004D: jump_if_false Label0CFFBB
0395: clear_area 0 at -690.84 1298.62 range 10.76 4.0
009A: $14BD = create_actor 9 #SGA at -690.84 1298.62 10.76
0084: $14B7 = $14BD ;; integer values and handles
0004: $14BE = 1 ;; integer values
0002: jump Label0D024D

:Label0CFFBB
00D6: if 21
0038: $14C0 == 0 ;; integer values
0038: $14C0 == 2 ;; integer values
004D: jump_if_false Label0D001A
0395: clear_area 0 at -690.84 1298.62 range 10.76 4.0
009A: $14BF = create_actor 9 #SGA at -690.84 1298.62 10.76
0084: $14B7 = $14BF ;; integer values and handles
0004: $14C0 = 1 ;; integer values
0002: jump Label0D024D

:Label0D001A
00D6: if 21
0038: $14C2 == 0 ;; integer values
0038: $14C2 == 2 ;; integer values
004D: jump_if_false Label0D0079
0395: clear_area 0 at -690.84 1298.62 range 10.76 4.0
009A: $14C1 = create_actor 9 #SGA at -690.84 1298.62 10.76
0084: $14B7 = $14C1 ;; integer values and handles
0004: $14C2 = 1 ;; integer values
0002: jump Label0D024D

:Label0D0079
00D6: if 21
0038: $14C4 == 0 ;; integer values
0038: $14C4 == 2 ;; integer values
004D: jump_if_false Label0D00D8
0395: clear_area 0 at -690.84 1298.62 range 10.76 4.0
009A: $14C3 = create_actor 9 #SGA at -690.84 1298.62 10.76
0084: $14B7 = $14C3 ;; integer values and handles
0004: $14C4 = 1 ;; integer values
0002: jump Label0D024D

:Label0D00D8
00D6: if 21
0038: $14C6 == 0 ;; integer values
0038: $14C6 == 2 ;; integer values
004D: jump_if_false Label0D0137
0395: clear_area 0 at -690.84 1298.62 range 10.76 4.0
009A: $14C5 = create_actor 9 #SGA at -690.84 1298.62 10.76
0084: $14B7 = $14C5 ;; integer values and handles
0004: $14C6 = 1 ;; integer values
0002: jump Label0D024D

:Label0D0137
00D6: if 21
0038: $14C8 == 0 ;; integer values
0038: $14C8 == 2 ;; integer values
004D: jump_if_false Label0D0196
0395: clear_area 0 at -690.84 1298.62 range 10.76 4.0
009A: $14C7 = create_actor 9 #SGA at -690.84 1298.62 10.76
0084: $14B7 = $14C7 ;; integer values and handles
0004: $14C8 = 1 ;; integer values
0002: jump Label0D024D

:Label0D0196
00D6: if 21
0038: $14CA == 0 ;; integer values
0038: $14CA == 2 ;; integer values
004D: jump_if_false Label0D01F5
0395: clear_area 0 at -690.84 1298.62 range 10.76 4.0
009A: $14C9 = create_actor 9 #SGA at -690.84 1298.62 10.76
0084: $14B7 = $14C9 ;; integer values and handles
0004: $14CA = 1 ;; integer values
0002: jump Label0D024D

:Label0D01F5
00D6: if 21
0038: $14CC == 0 ;; integer values
0038: $14CC == 2 ;; integer values
004D: jump_if_false Label0D024D
0395: clear_area 0 at -690.84 1298.62 range 10.76 4.0
009A: $14CB = create_actor 9 #SGA at -690.84 1298.62 10.76
0084: $14B7 = $14CB ;; integer values and handles
0004: $14CC = 1 ;; integer values

:Label0D024D
00D6: if 0
8118: NOT actor $14B7 dead
004D: jump_if_false Label0D02A4
00D6: if 0
8038: NOT $14B7 == -1 ;; integer values
004D: jump_if_false Label0D02A4
0243: set_actor $14B7 ped_stats_to 16
0173: set_actor $14B7 z_angle_to 174.08
0239: actor $14B7 run_to -691.25 1294.99
0008: $14B3 += 1 ;; integer values
0008: $14DD += 1 ;; integer values
0004: $14B4 = 1 ;; integer values

:Label0D02A4
00D6: if 0
8339: NOT objects_in_cube -735.7 1261.3 8.0 -728.2 1264.8 14.0 0 1 1 0
0
004D: jump_if_false Label0D064D
00D6: if 0
0029: 16@ >= 7000 ;; integer values
004D: jump_if_false Label0D064D
00D6: if 0
0038: $14B5 == 0 ;; integer values
004D: jump_if_false Label0D064D
0004: $14B8 = -1 ;; integer values
00D6: if 21
0038: $14CE == 0 ;; integer values
0038: $14CE == 2 ;; integer values
004D: jump_if_false Label0D0364
0395: clear_area 0 at -733.7 1263.0 range 10.8 4.0
009A: $14CD = create_actor 9 #SGB at -733.7 1263.0 10.8
0084: $14B8 = $14CD ;; integer values and handles
0004: $14CE = 1 ;; integer values
0002: jump Label0D05F6

:Label0D0364
00D6: if 21
0038: $14D0 == 0 ;; integer values
0038: $14D0 == 2 ;; integer values
004D: jump_if_false Label0D03C3
0395: clear_area 0 at -733.7 1263.0 range 10.8 4.0
009A: $14CF = create_actor 9 #SGB at -733.7 1263.0 10.8
0084: $14B8 = $14CF ;; integer values and handles
0004: $14D0 = 1 ;; integer values
0002: jump Label0D05F6

:Label0D03C3
00D6: if 21
0038: $14D2 == 0 ;; integer values
0038: $14D2 == 2 ;; integer values
004D: jump_if_false Label0D0422
0395: clear_area 0 at -733.7 1263.0 range 10.8 4.0
009A: $14D1 = create_actor 9 #SGB at -733.7 1263.0 10.8
0084: $14B8 = $14D1 ;; integer values and handles
0004: $14D2 = 1 ;; integer values
0002: jump Label0D05F6

:Label0D0422
00D6: if 21
0038: $14D4 == 0 ;; integer values
0038: $14D4 == 2 ;; integer values
004D: jump_if_false Label0D0481
0395: clear_area 0 at -733.7 1263.0 range 10.8 4.0
009A: $14D3 = create_actor 9 #SGB at -733.7 1263.0 10.8
0084: $14B8 = $14D3 ;; integer values and handles
0004: $14D4 = 1 ;; integer values
0002: jump Label0D05F6

:Label0D0481
00D6: if 21
0038: $14D6 == 0 ;; integer values
0038: $14D6 == 2 ;; integer values
004D: jump_if_false Label0D04E0
0395: clear_area 0 at -733.7 1263.0 range 10.8 4.0
009A: $14D5 = create_actor 9 #SGB at -733.7 1263.0 10.8
0084: $14B8 = $14D5 ;; integer values and handles
0004: $14D6 = 1 ;; integer values
0002: jump Label0D05F6

:Label0D04E0
00D6: if 21
0038: $14D8 == 0 ;; integer values
0038: $14D8 == 2 ;; integer values
004D: jump_if_false Label0D053F
0395: clear_area 0 at -733.7 1263.0 range 10.8 4.0
009A: $14D7 = create_actor 9 #SGB at -733.7 1263.0 10.8
0084: $14B8 = $14D7 ;; integer values and handles
0004: $14D8 = 1 ;; integer values
0002: jump Label0D05F6

:Label0D053F
00D6: if 21
0038: $14DA == 0 ;; integer values
0038: $14DA == 2 ;; integer values
004D: jump_if_false Label0D059E
0395: clear_area 0 at -733.7 1263.0 range 10.8 4.0
009A: $14D9 = create_actor 9 #SGB at -733.7 1263.0 10.8
0084: $14B8 = $14D9 ;; integer values and handles
0004: $14DA = 1 ;; integer values
0002: jump Label0D05F6

:Label0D059E
00D6: if 21
0038: $14DC == 0 ;; integer values
0038: $14DC == 2 ;; integer values
004D: jump_if_false Label0D05F6
0395: clear_area 0 at -733.7 1263.0 range 10.8 4.0
009A: $14DB = create_actor 9 #SGB at -733.7 1263.0 10.8
0084: $14B8 = $14DB ;; integer values and handles
0004: $14DC = 1 ;; integer values

:Label0D05F6
00D6: if 0
8118: NOT actor $14B8 dead
004D: jump_if_false Label0D064D
00D6: if 0
8038: NOT $14B8 == -1 ;; integer values
004D: jump_if_false Label0D064D
0243: set_actor $14B8 ped_stats_to 16
0173: set_actor $14B8 z_angle_to 174.08
0239: actor $14B8 run_to -730.6 1262.8
0008: $14B3 += 1 ;; integer values
0008: $14DD += 1 ;; integer values
0004: $14B5 = 1 ;; integer values

:Label0D064D
0051: return

:Label0D064F
00D6: if 0
0038: $14B4 == 1 ;; integer values
004D: jump_if_false Label0D0708
00D6: if 0
8118: NOT actor $14B7 dead
004D: jump_if_false Label0D0701
00D6: if 0
00FF: actor $14B7 0 ()near_point_on_foot -691.25 1294.99 10.76 radius 1.0
1.0 2.0
004D: jump_if_false Label0D06FA
00D6: if 0
0018: $14DD > 29 ;; integer values
004D: jump_if_false Label0D06CC
0223: set_actor $14B7 health_to 200
01B2: give_actor $14B7 weapon 26 ammo 30000 ;; Load the weapon model before
using this
0002: jump Label0D06D6

:Label0D06CC
01B2: give_actor $14B7 weapon 22 ammo 30000 ;; Load the weapon model before
using this

:Label0D06D6
009E: set_actor $14B7 path $14DE $14DF $14E0 unknown .5 1
01CA: actor $14B7 kill_player $PLAYER_CHAR
0004: $14B4 = 2 ;; integer values

:Label0D06FA
0002: jump Label0D0708

:Label0D0701
0004: $14B4 = 2 ;; integer values

:Label0D0708
00D6: if 0
0038: $14B5 == 1 ;; integer values
004D: jump_if_false Label0D07C1
00D6: if 0
8118: NOT actor $14B8 dead
004D: jump_if_false Label0D07BA
00D6: if 0
00FF: actor $14B8 0 ()near_point_on_foot -730.6 1262.8 10.8 radius 1.0 1.0
2.0
004D: jump_if_false Label0D07B3
00D6: if 0
0018: $14DD > 29 ;; integer values
004D: jump_if_false Label0D0785
0223: set_actor $14B8 health_to 200
01B2: give_actor $14B8 weapon 26 ammo 30000 ;; Load the weapon model before
using this
0002: jump Label0D078F

:Label0D0785
01B2: give_actor $14B8 weapon 22 ammo 30000 ;; Load the weapon model before
using this

:Label0D078F
009E: set_actor $14B8 path $14DE $14DF $14E0 unknown .5 1
01CA: actor $14B8 kill_player $PLAYER_CHAR
0004: $14B5 = 2 ;; integer values

:Label0D07B3
0002: jump Label0D07C1

:Label0D07BA
0004: $14B5 = 2 ;; integer values

:Label0D07C1
0051: return

:Label0D07C3
00D6: if 0
0038: $14F0 == 1 ;; integer values
004D: jump_if_false Label0D0E21
00D6: if 0
0038: $14FC == 6 ;; integer values
004D: jump_if_false Label0D0840
00D6: if 0
0038: $14BE == 1 ;; integer values
004D: jump_if_false Label0D0840
00D6: if 0
0118: actor $14BD dead
004D: jump_if_false Label0D0823
034F: destroy_actor_with_fade $14BD ;; The actor fades away like a ghost
000C: $14B3 -= 1 ;; integer values
0004: $14BE = 2 ;; integer values
0002: jump Label0D0840

:Label0D0823
009E: set_actor $14BD path $14DE $14DF $14E0 unknown .5 1
01CA: actor $14BD kill_player $PLAYER_CHAR

:Label0D0840
00D6: if 0
0038: $14FC == 7 ;; integer values
004D: jump_if_false Label0D08AB
00D6: if 0
0038: $14C0 == 1 ;; integer values
004D: jump_if_false Label0D08AB
00D6: if 0
0118: actor $14BF dead
004D: jump_if_false Label0D088E
034F: destroy_actor_with_fade $14BF ;; The actor fades away like a ghost
000C: $14B3 -= 1 ;; integer values
0004: $14C0 = 2 ;; integer values
0002: jump Label0D08AB

:Label0D088E
009E: set_actor $14BF path $14DE $14DF $14E0 unknown .5 1
01CA: actor $14BF kill_player $PLAYER_CHAR

:Label0D08AB
00D6: if 0
0038: $14FC == 8 ;; integer values
004D: jump_if_false Label0D0916
00D6: if 0
0038: $14C2 == 1 ;; integer values
004D: jump_if_false Label0D0916
00D6: if 0
0118: actor $14C1 dead
004D: jump_if_false Label0D08F9
034F: destroy_actor_with_fade $14C1 ;; The actor fades away like a ghost
000C: $14B3 -= 1 ;; integer values
0004: $14C2 = 2 ;; integer values
0002: jump Label0D0916

:Label0D08F9
009E: set_actor $14C1 path $14DE $14DF $14E0 unknown .5 1
01CA: actor $14C1 kill_player $PLAYER_CHAR

:Label0D0916
00D6: if 0
0038: $14FC == 9 ;; integer values
004D: jump_if_false Label0D0981
00D6: if 0
0038: $14C4 == 1 ;; integer values
004D: jump_if_false Label0D0981
00D6: if 0
0118: actor $14C3 dead
004D: jump_if_false Label0D0964
034F: destroy_actor_with_fade $14C3 ;; The actor fades away like a ghost
000C: $14B3 -= 1 ;; integer values
0004: $14C4 = 2 ;; integer values
0002: jump Label0D0981

:Label0D0964
009E: set_actor $14C3 path $14DE $14DF $14E0 unknown .5 1
01CA: actor $14C3 kill_player $PLAYER_CHAR

:Label0D0981
00D6: if 0
0038: $14FC == 10 ;; integer values
004D: jump_if_false Label0D09EC
00D6: if 0
0038: $14C6 == 1 ;; integer values
004D: jump_if_false Label0D09EC
00D6: if 0
0118: actor $14C5 dead
004D: jump_if_false Label0D09CF
034F: destroy_actor_with_fade $14C5 ;; The actor fades away like a ghost
000C: $14B3 -= 1 ;; integer values
0004: $14C6 = 2 ;; integer values
0002: jump Label0D09EC

:Label0D09CF
009E: set_actor $14C5 path $14DE $14DF $14E0 unknown .5 1
01CA: actor $14C5 kill_player $PLAYER_CHAR

:Label0D09EC
00D6: if 0
0038: $14FC == 11 ;; integer values
004D: jump_if_false Label0D0A57
00D6: if 0
0038: $14CA == 1 ;; integer values
004D: jump_if_false Label0D0A57
00D6: if 0
0118: actor $14C9 dead
004D: jump_if_false Label0D0A3A
034F: destroy_actor_with_fade $14C9 ;; The actor fades away like a ghost
000C: $14B3 -= 1 ;; integer values
0004: $14CA = 2 ;; integer values
0002: jump Label0D0A57

:Label0D0A3A
009E: set_actor $14C9 path $14DE $14DF $14E0 unknown .5 1
01CA: actor $14C9 kill_player $PLAYER_CHAR

:Label0D0A57
00D6: if 0
0038: $14FC == 12 ;; integer values
004D: jump_if_false Label0D0AC2
00D6: if 0
0038: $14CC == 1 ;; integer values
004D: jump_if_false Label0D0AC2
00D6: if 0
0118: actor $14CB dead
004D: jump_if_false Label0D0AA5
034F: destroy_actor_with_fade $14CB ;; The actor fades away like a ghost
000C: $14B3 -= 1 ;; integer values
0004: $14CC = 2 ;; integer values
0002: jump Label0D0AC2

:Label0D0AA5
009E: set_actor $14CB path $14DE $14DF $14E0 unknown .5 1
01CA: actor $14CB kill_player $PLAYER_CHAR

:Label0D0AC2
00D6: if 0
0038: $14FC == 13 ;; integer values
004D: jump_if_false Label0D0B2D
00D6: if 0
0038: $14CE == 1 ;; integer values
004D: jump_if_false Label0D0B2D
00D6: if 0
0118: actor $14CD dead
004D: jump_if_false Label0D0B10
034F: destroy_actor_with_fade $14CD ;; The actor fades away like a ghost
000C: $14B3 -= 1 ;; integer values
0004: $14CE = 2 ;; integer values
0002: jump Label0D0B2D

:Label0D0B10
009E: set_actor $14CD path $14DE $14DF $14E0 unknown .5 1
01CA: actor $14CD kill_player $PLAYER_CHAR

:Label0D0B2D
00D6: if 0
0038: $14FC == 14 ;; integer values
004D: jump_if_false Label0D0B98
00D6: if 0
0038: $14D0 == 1 ;; integer values
004D: jump_if_false Label0D0B98
00D6: if 0
0118: actor $14CF dead
004D: jump_if_false Label0D0B7B
034F: destroy_actor_with_fade $14CF ;; The actor fades away like a ghost
000C: $14B3 -= 1 ;; integer values
0004: $14D0 = 2 ;; integer values
0002: jump Label0D0B98

:Label0D0B7B
009E: set_actor $14CF path $14DE $14DF $14E0 unknown .5 1
01CA: actor $14CF kill_player $PLAYER_CHAR

:Label0D0B98
00D6: if 0
0038: $14FC == 15 ;; integer values
004D: jump_if_false Label0D0C03
00D6: if 0
0038: $14D2 == 1 ;; integer values
004D: jump_if_false Label0D0C03
00D6: if 0
0118: actor $14D1 dead
004D: jump_if_false Label0D0BE6
034F: destroy_actor_with_fade $14D1 ;; The actor fades away like a ghost
000C: $14B3 -= 1 ;; integer values
0004: $14D2 = 2 ;; integer values
0002: jump Label0D0C03

:Label0D0BE6
009E: set_actor $14D1 path $14DE $14DF $14E0 unknown .5 1
01CA: actor $14D1 kill_player $PLAYER_CHAR

:Label0D0C03
00D6: if 0
0038: $14FC == 16 ;; integer values
004D: jump_if_false Label0D0C6E
00D6: if 0
0038: $14D4 == 1 ;; integer values
004D: jump_if_false Label0D0C6E
00D6: if 0
0118: actor $14D3 dead
004D: jump_if_false Label0D0C51
034F: destroy_actor_with_fade $14D3 ;; The actor fades away like a ghost
000C: $14B3 -= 1 ;; integer values
0004: $14D4 = 2 ;; integer values
0002: jump Label0D0C6E

:Label0D0C51
009E: set_actor $14D3 path $14DE $14DF $14E0 unknown .5 1
01CA: actor $14D3 kill_player $PLAYER_CHAR

:Label0D0C6E
00D6: if 0
0038: $14FC == 17 ;; integer values
004D: jump_if_false Label0D0CD9
00D6: if 0
0038: $14D6 == 1 ;; integer values
004D: jump_if_false Label0D0CD9
00D6: if 0
0118: actor $14D5 dead
004D: jump_if_false Label0D0CBC
034F: destroy_actor_with_fade $14D5 ;; The actor fades away like a ghost
000C: $14B3 -= 1 ;; integer values
0004: $14D6 = 2 ;; integer values
0002: jump Label0D0CD9

:Label0D0CBC
009E: set_actor $14D5 path $14DE $14DF $14E0 unknown .5 1
01CA: actor $14D5 kill_player $PLAYER_CHAR

:Label0D0CD9
00D6: if 0
0038: $14FC == 18 ;; integer values
004D: jump_if_false Label0D0D44
00D6: if 0
0038: $14D8 == 1 ;; integer values
004D: jump_if_false Label0D0D44
00D6: if 0
0118: actor $14D7 dead
004D: jump_if_false Label0D0D27
034F: destroy_actor_with_fade $14D7 ;; The actor fades away like a ghost
000C: $14B3 -= 1 ;; integer values
0004: $14D8 = 2 ;; integer values
0002: jump Label0D0D44

:Label0D0D27
009E: set_actor $14D7 path $14DE $14DF $14E0 unknown .5 1
01CA: actor $14D7 kill_player $PLAYER_CHAR

:Label0D0D44
00D6: if 0
0038: $14FC == 19 ;; integer values
004D: jump_if_false Label0D0DAF
00D6: if 0
0038: $14DA == 1 ;; integer values
004D: jump_if_false Label0D0DAF
00D6: if 0
0118: actor $14D9 dead
004D: jump_if_false Label0D0D92
034F: destroy_actor_with_fade $14D9 ;; The actor fades away like a ghost
000C: $14B3 -= 1 ;; integer values
0004: $14DA = 2 ;; integer values
0002: jump Label0D0DAF

:Label0D0D92
009E: set_actor $14D9 path $14DE $14DF $14E0 unknown .5 1
01CA: actor $14D9 kill_player $PLAYER_CHAR

:Label0D0DAF
00D6: if 0
0038: $14FC == 20 ;; integer values
004D: jump_if_false Label0D0E1A
00D6: if 0
0038: $14DC == 1 ;; integer values
004D: jump_if_false Label0D0E1A
00D6: if 0
0118: actor $14DB dead
004D: jump_if_false Label0D0DFD
034F: destroy_actor_with_fade $14DB ;; The actor fades away like a ghost
000C: $14B3 -= 1 ;; integer values
0004: $14DC = 2 ;; integer values
0002: jump Label0D0E1A

:Label0D0DFD
009E: set_actor $14DB path $14DE $14DF $14E0 unknown .5 1
01CA: actor $14DB kill_player $PLAYER_CHAR

:Label0D0E1A
0002: jump Label0D0F71

:Label0D0E21
00D6: if 0
8118: NOT actor $14BD dead
004D: jump_if_false Label0D0E36
01C2: remove_references_to_actor $14BD ;; Like turning an actor into a random
pedestrian

:Label0D0E36
00D6: if 0
8118: NOT actor $14BF dead
004D: jump_if_false Label0D0E4B
01C2: remove_references_to_actor $14BF ;; Like turning an actor into a random
pedestrian

:Label0D0E4B
00D6: if 0
8118: NOT actor $14C1 dead
004D: jump_if_false Label0D0E60
01C2: remove_references_to_actor $14C1 ;; Like turning an actor into a random
pedestrian

:Label0D0E60
00D6: if 0
8118: NOT actor $14C3 dead
004D: jump_if_false Label0D0E75
01C2: remove_references_to_actor $14C3 ;; Like turning an actor into a random
pedestrian

:Label0D0E75
00D6: if 0
8118: NOT actor $14C5 dead
004D: jump_if_false Label0D0E8A
01C2: remove_references_to_actor $14C5 ;; Like turning an actor into a random
pedestrian

:Label0D0E8A
00D6: if 0
8118: NOT actor $14C7 dead
004D: jump_if_false Label0D0E9F
01C2: remove_references_to_actor $14C7 ;; Like turning an actor into a random
pedestrian

:Label0D0E9F
00D6: if 0
8118: NOT actor $14C9 dead
004D: jump_if_false Label0D0EB4
01C2: remove_references_to_actor $14C9 ;; Like turning an actor into a random
pedestrian

:Label0D0EB4
00D6: if 0
8118: NOT actor $14CB dead
004D: jump_if_false Label0D0EC9
01C2: remove_references_to_actor $14CB ;; Like turning an actor into a random
pedestrian

:Label0D0EC9
00D6: if 0
8118: NOT actor $14CD dead
004D: jump_if_false Label0D0EDE
01C2: remove_references_to_actor $14CD ;; Like turning an actor into a random
pedestrian

:Label0D0EDE
00D6: if 0
8118: NOT actor $14CF dead
004D: jump_if_false Label0D0EF3
01C2: remove_references_to_actor $14CF ;; Like turning an actor into a random
pedestrian

:Label0D0EF3
00D6: if 0
8118: NOT actor $14D1 dead
004D: jump_if_false Label0D0F08
01C2: remove_references_to_actor $14D1 ;; Like turning an actor into a random
pedestrian

:Label0D0F08
00D6: if 0
8118: NOT actor $14D3 dead
004D: jump_if_false Label0D0F1D
01C2: remove_references_to_actor $14D3 ;; Like turning an actor into a random
pedestrian

:Label0D0F1D
00D6: if 0
8118: NOT actor $14D5 dead
004D: jump_if_false Label0D0F32
01C2: remove_references_to_actor $14D5 ;; Like turning an actor into a random
pedestrian

:Label0D0F32
00D6: if 0
8118: NOT actor $14D7 dead
004D: jump_if_false Label0D0F47
01C2: remove_references_to_actor $14D7 ;; Like turning an actor into a random
pedestrian

:Label0D0F47
00D6: if 0
8118: NOT actor $14D9 dead
004D: jump_if_false Label0D0F5C
01C2: remove_references_to_actor $14D9 ;; Like turning an actor into a random
pedestrian

:Label0D0F5C
00D6: if 0
8118: NOT actor $14DB dead
004D: jump_if_false Label0D0F71
01C2: remove_references_to_actor $14DB ;; Like turning an actor into a random
pedestrian

:Label0D0F71
0051: return

:Label0D0F73
00D6: if 0
0038: $14EA == 0 ;; integer values
004D: jump_if_false Label0D11B8
00A5: $14EC = create_car #GANGBUR at -783.346 1367.562 10.603
0175: set_car $14EC z_angle_to 192.0
0129: $14E2 = create_actor 9 #SGB in_car $14EC driverseat
01C8: $14E6 = create_actor 9 #SGA in_car $14EC passenger_seat 0
01ED: reset_actor $14E2 flags
01ED: reset_actor $14E6 flags
011A: set_actor $14E2 flags 1
01B2: give_actor $14E2 weapon 22 ammo 30000 ;; Load the weapon model before
using this
011A: set_actor $14E6 flags 1
01B2: give_actor $14E6 weapon 22 ammo 30000 ;; Load the weapon model before
using this
01CC: actor $14E2 kill_player $PLAYER_CHAR
01CC: actor $14E6 kill_player $PLAYER_CHAR
04BA: set_car $14EC speed_instantly 30.0
00AD: set_car $14EC max_speed_to 40.0
00A5: $14ED = create_car #GANGBUR at -791.841 1376.64 10.422
0175: set_car $14ED z_angle_to 258.512
0129: $14E3 = create_actor 9 #SGA in_car $14ED driverseat
01ED: reset_actor $14E3 flags
011A: set_actor $14E3 flags 1
01B2: give_actor $14E3 weapon 22 ammo 30000 ;; Load the weapon model before
using this
01C8: $14E7 = create_actor 9 #SGB in_car $14ED passenger_seat 0
01ED: reset_actor $14E7 flags
011A: set_actor $14E7 flags 1
01B2: give_actor $14E7 weapon 22 ammo 30000 ;; Load the weapon model before
using this
01CC: actor $14E3 kill_player $PLAYER_CHAR
01CC: actor $14E7 kill_player $PLAYER_CHAR
04BA: set_car $14ED speed_instantly 30.0
00AD: set_car $14ED max_speed_to 40.0
00A5: $14EE = create_car #GANGBUR at -295.967 1255.681 10.142
0175: set_car $14EE z_angle_to 357.556
0129: $14E4 = create_actor 9 #SGA in_car $14EE driverseat
01ED: reset_actor $14E4 flags
011A: set_actor $14E4 flags 1
01B2: give_actor $14E4 weapon 22 ammo 30000 ;; Load the weapon model before
using this
01C8: $14E8 = create_actor 9 #SGB in_car $14EE passenger_seat 0
01ED: reset_actor $14E8 flags
011A: set_actor $14E8 flags 1
01B2: give_actor $14E8 weapon 22 ammo 30000 ;; Load the weapon model before
using this
01CC: actor $14E4 kill_player $PLAYER_CHAR
01CC: actor $14E8 kill_player $PLAYER_CHAR
04BA: set_car $14EE speed_instantly 30.0
00AD: set_car $14EE max_speed_to 40.0
00A5: $14EF = create_car #GANGBUR at -585.145 666.533 9.917
0175: set_car $14EF z_angle_to 286.737
0129: $14E5 = create_actor 9 #SGB in_car $14EF driverseat
01ED: reset_actor $14E5 flags
011A: set_actor $14E5 flags 1
01B2: give_actor $14E5 weapon 22 ammo 30000 ;; Load the weapon model before
using this
01C8: $14E9 = create_actor 9 #SGB in_car $14EF passenger_seat 0
01ED: reset_actor $14E9 flags
011A: set_actor $14E9 flags 1
01B2: give_actor $14E9 weapon 22 ammo 30000 ;; Load the weapon model before
using this
01CC: actor $14E5 kill_player $PLAYER_CHAR
01CC: actor $14E9 kill_player $PLAYER_CHAR
04BA: set_car $14EF speed_instantly 30.0
00AD: set_car $14EF max_speed_to 40.0
0004: $14EA = 1 ;; integer values

:Label0D11B8
0051: return

:Label0D11BA
00D6: if 0
001A: 6 > $14FA ;; integer values
004D: jump_if_false Label0D16D3
00D6: if 0
0038: $14F4 == 0 ;; integer values
004D: jump_if_false Label0D130F
00D6: if 0
8118: NOT actor $14A5 dead
004D: jump_if_false Label0D130F
00D6: if 0
84F0: NOT unknown_actor_check $14A5
004D: jump_if_false Label0D130F
01ED: reset_actor $14A5 flags
011A: set_actor $14A5 flags 1
01B2: give_actor $14A5 weapon 22 ammo 30000 ;; Load the weapon model before
using this
01E2: add_route_point 0 at -751.91 1212.63 23.17
01E2: add_route_point 0 at -751.87 1204.57 23.17
01E2: add_route_point 0 at -746.22 1200.42 23.17
01E2: add_route_point 0 at -728.07 1200.61 23.17
01E2: add_route_point 0 at -703.98 1201.18 23.17
01E2: add_route_point 0 at -700.81 1200.92 23.17
01E2: add_route_point 0 at -703.98 1201.18 23.17
01E2: add_route_point 0 at -728.07 1200.61 23.17
01E2: add_route_point 0 at -746.22 1200.42 23.17
01E2: add_route_point 0 at -751.87 1204.57 23.17
01E2: add_route_point 0 at -751.91 1212.63 23.17
01E2: add_route_point 0 at -750.93 1235.44 23.73
01E1: set_actor $14A5 follow_route 0 3
0008: $14FA += 1 ;; integer values
0004: $14F4 = 1 ;; integer values

:Label0D130F
00D6: if 0
0038: $14F5 == 0 ;; integer values
004D: jump_if_false Label0D1452
00D6: if 0
8118: NOT actor $14A6 dead
004D: jump_if_false Label0D1452
00D6: if 0
84F0: NOT unknown_actor_check $14A6
004D: jump_if_false Label0D1452
01ED: reset_actor $14A6 flags
011A: set_actor $14A6 flags 1
01B2: give_actor $14A6 weapon 22 ammo 30000 ;; Load the weapon model before
using this
01E2: add_route_point 1 at -659.65 1239.53 23.17
01E2: add_route_point 1 at -659.42 1214.94 23.87
01E2: add_route_point 1 at -659.33 1202.42 23.29
01E2: add_route_point 1 at -670.12 1202.51 23.3
01E2: add_route_point 1 at -689.49 1201.52 23.17
01E2: add_route_point 1 at -689.02 1201.12 23.17
01E2: add_route_point 1 at -689.49 1201.52 23.17
01E2: add_route_point 1 at -670.12 1202.51 23.3
01E2: add_route_point 1 at -659.33 1202.42 23.29
01E2: add_route_point 1 at -659.42 1214.94 23.87
01E2: add_route_point 1 at -659.65 1239.53 23.17
01E2: add_route_point 1 at -659.81 1257.07 23.17
01E1: set_actor $14A6 follow_route 1 3
0008: $14FA += 1 ;; integer values
0004: $14F5 = 1 ;; integer values

:Label0D1452
00D6: if 0
0038: $14F6 == 0 ;; integer values
004D: jump_if_false Label0D14FD
00D6: if 0
8118: NOT actor $14A7 dead
004D: jump_if_false Label0D14FD
00D6: if 0
84F0: NOT unknown_actor_check $14A7
004D: jump_if_false Label0D14FD
01ED: reset_actor $14A7 flags
011A: set_actor $14A7 flags 1
01B2: give_actor $14A7 weapon 22 ammo 30000 ;; Load the weapon model before
using this
01E2: add_route_point 2 at -690.88 1271.5 10.76
01E2: add_route_point 2 at -691.99 1294.35 10.76
01E2: add_route_point 2 at -690.88 1271.5 10.76
01E2: add_route_point 2 at -692.32 1250.27 10.2
01E1: set_actor $14A7 follow_route 2 3
0008: $14FA += 1 ;; integer values
0004: $14F6 = 1 ;; integer values

:Label0D14FD
00D6: if 0
0038: $14F7 == 0 ;; integer values
004D: jump_if_false Label0D161A
00D6: if 0
8118: NOT actor $14A8 dead
004D: jump_if_false Label0D161A
00D6: if 0
84F0: NOT unknown_actor_check $14A8
004D: jump_if_false Label0D161A
01ED: reset_actor $14A8 flags
011A: set_actor $14A8 flags 1
01B2: give_actor $14A8 weapon 22 ammo 30000 ;; Load the weapon model before
using this
01E2: add_route_point 3 at -756.2 1227.72 10.07
01E2: add_route_point 3 at -755.89 1243.83 10.07
01E2: add_route_point 3 at -755.94 1257.21 10.38
01E2: add_route_point 3 at -755.68 1275.26 10.66
01E2: add_route_point 3 at -755.44 1287.88 14.52
01E2: add_route_point 3 at -755.68 1275.26 10.66
01E2: add_route_point 3 at -755.94 1257.21 10.38
01E2: add_route_point 3 at -755.89 1243.83 10.07
01E2: add_route_point 3 at -756.2 1227.72 10.07
01E2: add_route_point 3 at -757.7 1214.37 10.07
01E1: set_actor $14A8 follow_route 3 3
0008: $14FA += 1 ;; integer values
0004: $14F7 = 1 ;; integer values

:Label0D161A
00D6: if 0
0038: $14F8 == 0 ;; integer values
004D: jump_if_false Label0D1670
00D6: if 0
8118: NOT actor $14A9 dead
004D: jump_if_false Label0D1670
00D6: if 0
84F0: NOT unknown_actor_check $14A9
004D: jump_if_false Label0D1670
01ED: reset_actor $14A9 flags
011A: set_actor $14A9 flags 1
0173: set_actor $14A9 z_angle_to 66.98
0008: $14FA += 1 ;; integer values
0004: $14F8 = 1 ;; integer values

:Label0D1670
00D6: if 0
0038: $14F9 == 0 ;; integer values
004D: jump_if_false Label0D16D3
00D6: if 0
8118: NOT actor $14AA dead
004D: jump_if_false Label0D16D3
00D6: if 0
84F0: NOT unknown_actor_check $14AA
004D: jump_if_false Label0D16D3
01ED: reset_actor $14AA flags
011A: set_actor $14AA flags 1
0173: set_actor $14AA z_angle_to 283.89
03F9: make_actors $14A9 $14AA converse_in 1000000 ms
0008: $14FA += 1 ;; integer values
0004: $14F9 = 1 ;; integer values

:Label0D16D3
0051: return

;-------------Mission 56---------------
; Originally: Stunt Boat Challenge

:Label0D16D5
03A4: name_thread "CUBAN1"
0050: gosub Label0D1703
00D6: if 0
0112: wasted_or_busted
004D: jump_if_false Label0D16FA
0050: gosub Label0D407C

:Label0D16FA
0050: gosub Label0D40D1
004E: end_thread

:Label0D1703
03D5: remove_text "M_FAIL" ;; MISSION FAILED!
0004: $ONMISSION = 1 ;; integer values
0317: increment_mission_attempts
0001: wait 0 ms
054C: use_GXT_table "CUBAN1"
058E: set_restart_mission_taxi_destination -1173.5 -599.6 10.2 277.1
0005: $156C = 0.0 ;; floating-point values
0005: $156D = 0.0 ;; floating-point values
0005: $156E = 0.0 ;; floating-point values
0005: $156F = 0.0 ;; floating-point values
0005: $1570 = 0.0 ;; floating-point values
0005: $1571 = 0.0 ;; floating-point values
0004: $150D = 181000 ;; integer values
0004: $150E = 0 ;; integer values
0004: $150F = 0 ;; integer values
0004: $1510 = 0 ;; integer values
0004: $1511 = 0 ;; integer values
0005: $1513 = 0.0 ;; floating-point values
0004: $1512 = 0 ;; integer values
0004: $1514 = 0 ;; integer values
0004: $1515 = 0 ;; integer values
0004: $1516 = 27 ;; integer values
0004: $1517 = 0 ;; integer values
0004: $1518 = 0 ;; integer values
0004: $1519 = 0 ;; integer values
0004: $151A = 0 ;; integer values
0005: $151B = -102.9375 ;; floating-point values
0005: $151C = 171.7835 ;; floating-point values
0005: $151D = 5.6727 ;; floating-point values
0005: $151E = -64.7472 ;; floating-point values
0005: $151F = 368.7051 ;; floating-point values
0005: $1520 = 5.505 ;; floating-point values
0005: $1521 = -27.916 ;; floating-point values
0005: $1522 = 482.466 ;; floating-point values
0005: $1523 = 16.0159 ;; floating-point values
0005: $1524 = 183.4692 ;; floating-point values
0005: $1525 = 614.9838 ;; floating-point values
0005: $1526 = 5.7676 ;; floating-point values
0005: $1527 = 239.9839 ;; floating-point values
0005: $1528 = 422.9632 ;; floating-point values
0005: $1529 = 5.9437 ;; floating-point values
0005: $152A = 196.5818 ;; floating-point values
0005: $152B = 227.5221 ;; floating-point values
0005: $152C = 5.9738 ;; floating-point values
0005: $152D = 336.4845 ;; floating-point values
0005: $152E = 83.632 ;; floating-point values
0005: $152F = 16.0888 ;; floating-point values
0005: $1530 = 417.2411 ;; floating-point values
0005: $1531 = -100.5402 ;; floating-point values
0005: $1532 = 15.9255 ;; floating-point values
0005: $1533 = 402.8727 ;; floating-point values
0005: $1534 = -300.6653 ;; floating-point values
0005: $1535 = 5.7619 ;; floating-point values
0005: $1536 = 290.0335 ;; floating-point values
0005: $1537 = -460.3196 ;; floating-point values
0005: $1538 = 5.9769 ;; floating-point values
0005: $1539 = 181.6709 ;; floating-point values
0005: $153A = -617.7477 ;; floating-point values
0005: $153B = 5.9921 ;; floating-point values
0005: $153C = -4.6467 ;; floating-point values
0005: $153D = -694.4938 ;; floating-point values
0005: $153E = 5.8744 ;; floating-point values
0005: $153F = -191.9626 ;; floating-point values
0005: $1540 = -772.1127 ;; floating-point values
0005: $1541 = 5.8744 ;; floating-point values
0005: $1542 = -335.464 ;; floating-point values
0005: $1543 = -910.51 ;; floating-point values
0005: $1544 = 5.4899 ;; floating-point values
0005: $1545 = -304.464 ;; floating-point values
0005: $1546 = -988.51 ;; floating-point values
0005: $1547 = 5.4899 ;; floating-point values
0005: $1548 = -244.464 ;; floating-point values
0005: $1549 = -922.51 ;; floating-point values
0005: $154A = 5.4899 ;; floating-point values
0005: $154B = -144.779 ;; floating-point values
0005: $154C = -845.288 ;; floating-point values
0005: $154D = 6.0213 ;; floating-point values
0005: $154E = 26.0794 ;; floating-point values
0005: $154F = -739.893 ;; floating-point values
0005: $1550 = 6.0163 ;; floating-point values
0005: $1551 = 154.4145 ;; floating-point values
0005: $1552 = -640.624 ;; floating-point values
0005: $1553 = 5.3606 ;; floating-point values
0005: $1554 = 304.531 ;; floating-point values
0005: $1555 = -431.591 ;; floating-point values
0005: $1556 = 16.0599 ;; floating-point values
0005: $1557 = 413.1744 ;; floating-point values
0005: $1558 = -280.507 ;; floating-point values
0005: $1559 = 5.9702 ;; floating-point values
0005: $155A = 423.1779 ;; floating-point values
0005: $155B = -89.6841 ;; floating-point values
0005: $155C = 15.8592 ;; floating-point values
0005: $155D = 339.5622 ;; floating-point values
0005: $155E = 73.0977 ;; floating-point values
0005: $155F = 6.0374 ;; floating-point values
0005: $1560 = 198.6796 ;; floating-point values
0005: $1561 = 243.2925 ;; floating-point values
0005: $1562 = 5.5461 ;; floating-point values
0005: $1563 = 75.6552 ;; floating-point values
0005: $1564 = 401.3978 ;; floating-point values
0005: $1565 = 5.6628 ;; floating-point values
0005: $1566 = -95.1011 ;; floating-point values
0005: $1567 = 295.7863 ;; floating-point values
0005: $1568 = 5.8772 ;; floating-point values
0005: $1569 = -86.3112 ;; floating-point values
0005: $156A = 95.7909 ;; floating-point values
0005: $156B = 5.6436 ;; floating-point values
0005: $1572 = -4.56 ;; floating-point values
0005: $1573 = 456.21 ;; floating-point values
0005: $1574 = 11.51 ;; floating-point values
0005: $1575 = -42.74 ;; floating-point values
0005: $1576 = 460.99 ;; floating-point values
0005: $1577 = -20.19 ;; floating-point values
0005: $1578 = 464.61 ;; floating-point values
04BB: select_interiour 7 ;; select render area
04E3: unknown_player $PLAYER_CHAR 0 60000
042B: clear_peds_from_cube -1174.8 -609.0 10.4 -116.3 -632.5 15.3
01EB: set_car_density_to 0.0
03DE: set_pedestrians_density_multiplier_to 0.0
023C: load_special_actor 1 "CSPLAY"
023C: load_special_actor 2 "CSPABLO"
023C: load_special_actor 3 "CSPAPA"
023C: load_special_actor 4 "CSPEPE"
023C: load_special_actor 5 "CSUMBTO"
02F3: load_object #CUTOBJ01 "CCFAN"
02F3: load_object #CUTOBJ02 "LOBTRAY"
02F3: load_object #CUTOBJ03 "ESPRESO"
03CB: set_camera -1169.0 -620.0 10.791
038B: load_requested_models

:Label0D1C02
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 Label0D1C2C
0001: wait 0 ms
0002: jump Label0D1C02

:Label0D1C2C
00D6: if 21
8248: NOT model #CUTOBJ01 available
8248: NOT model #CUTOBJ02 available
004D: jump_if_false Label0D1C4C
0001: wait 0 ms
0002: jump Label0D1C2C

:Label0D1C4C
02E4: load_cutscene_data "CUB_1"
0244: set_cutscene_pos -1170.708 -608.327 10.791
041D: set_camera_near_clip .1
02E5: $7D = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $7D "CSPLAY"
02E5: $B2 = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $B2 "CSPABLO"
02E5: $B3 = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim $B3 "CSPAPA"
02E5: $B4 = create_cutscene_object #SPECIAL04
02E6: set_cutscene_anim $B4 "CSPEPE"
02E5: $B5 = create_cutscene_object #SPECIAL05
02E6: set_cutscene_anim $B5 "CSUMBTO"
02E5: $DA = create_cutscene_object #CUTOBJ01
04BC: "CCFAN"
02E6: set_cutscene_anim $DA "CCFAN"
02E5: $C6 = create_cutscene_object #CUTOBJ02
02E6: set_cutscene_anim $C6 "LOBTRAY"
02E5: $CC = create_cutscene_object #CUTOBJ03
02E6: set_cutscene_anim $CC "ESPRESO"
0395: clear_area 1 at -1170.9 -603.7 range 10.6 1.0
0055: put_player $PLAYER_CHAR at -1170.9 -603.7 10.6
016A: fade 1 (back) 1500 ms
03AD: set_rubbish 0 (invisible)
03AF: set_streaming 1 (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0D1D5D
00D6: if 0
001A: 2145 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0D1D80
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0D1D5D
:Label0D1D80
00BC: text_highpriority "CUB1_A" 10000 ms 1 ;; Si, men?

:Label0D1D8F
00D6: if 0
001A: 3036 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0D1DB2
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0D1D8F

:Label0D1DB2
00BC: text_highpriority "CUB1_B" 10000 ms 1 ;; Hey, easy Papi, this man's for
me. You, you the boy?

:Label0D1DC1
00D6: if 0
001A: 10501 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0D1DE4
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0D1DC1

:Label0D1DE4
00BC: text_highpriority "CUB1_C" 10000 ms 1 ;; Oh yeh. You the boy. I think so,
you know?

:Label0D1DF3
00D6: if 0
001A: 14480 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0D1E16
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0D1DF3

:Label0D1E16
00BC: text_highpriority "CUB1_D" 10000 ms 1 ;; No. I don't think I do.

:Label0D1E25
00D6: if 0
001A: 16593 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0D1E48
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0D1E25

:Label0D1E48
00BC: text_highpriority "CUB1_E" 10000 ms 1 ;; Oh yeah? You come here, tough
guy.

:Label0D1E57
00D6: if 0
001A: 19202 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0D1E7A
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0D1E57

:Label0D1E7A
00BC: text_highpriority "CUB1_F" 10000 ms 1 ;; You think you can take me on?

:Label0D1E89
00D6: if 0
001A: 20637 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0D1EAC
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0D1E89

:Label0D1EAC
00BC: text_highpriority "CUB1_G" 10000 ms 1 ;; You think you can play stupid
with me?

:Label0D1EBB
00D6: if 0
001A: 22441 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0D1EDE
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0D1EBB

:Label0D1EDE
00BC: text_highpriority "CUB1_H" 10000 ms 1 ;; No, I think you're playing plenty
stupid enough for both of us.

:Label0D1EED
00D6: if 0
001A: 24775 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0D1F10
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0D1EED

:Label0D1F10
00BC: text_highpriority "CUB1_I" 10000 ms 1 ;; Hey, he call you dumb, son.

:Label0D1F1F
00D6: if 0
001A: 27472 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0D1F42
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0D1F1F

:Label0D1F42
00BC: text_highpriority "CUB1_J" 10000 ms 1 ;; And I call him a little girl,
Papi.

:Label0D1F51
00D6: if 0
001A: 30348 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0D1F74
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0D1F51

:Label0D1F74
00BC: text_highpriority "CUB1_K" 10000 ms 1 ;; Look at him, all dressed up like
that.

:Label0D1F83
00D6: if 0
001A: 33133 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0D1FA8
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0D1F83

:Label0D1FA8
00BC: text_highpriority "CUB1_L" 10000 ms 1 ;; What is this, ladies night?

:Label0D1FB7
00D6: if 0
001A: 35329 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0D1FDC
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0D1FB7

:Label0D1FDC
00BC: text_highpriority "CUB1_M" 10000 ms 1 ;; You some kind of tough guy, you
dress like a woman?

:Label0D1FEB
00D6: if 0
001A: 38022 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0D2010
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0D1FEB

:Label0D2010
00BC: text_highpriority "CUB1_N" 10000 ms 1 ;; You got on panties like a woman
too, huh?

:Label0D201F
00D6: if 0
001A: 40251 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0D2044
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0D201F

:Label0D2044
00BC: text_highpriority "CUB1_O" 10000 ms 1 ;; What you got against women? You
prefer men, big boy?

:Label0D2053
00D6: if 0
001A: 42742 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0D2078
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0D2053

:Label0D2078
00BC: text_highpriority "CUB1_P" 10000 ms 1 ;; I like women! I like all women! I
love my mother, chico!

:Label0D2087
00D6: if 0
001A: 46831 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0D20AC
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0D2087

:Label0D20AC
00BC: text_highpriority "CUB1_Q" 10000 ms 1 ;; Alright, alright, I'll take your
word for it. Relax.

:Label0D20BB
00D6: if 0
001A: 51281 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0D20E0
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0D20BB

:Label0D20E0
00BC: text_highpriority "CUB1_R" 10000 ms 1 ;; Can you drive, amigo?

:Label0D20EF
00D6: if 0
001A: 53403 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0D2114
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0D20EF

:Label0D2114
00BC: text_highpriority "CUB1_S" 10000 ms 1 ;; Yeah... like a woman.

:Label0D2123
00D6: if 0
001A: 57539 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0D2148
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0D2123

:Label0D2148
00BC: text_highpriority "CUB1_T" 10000 ms 1 ;; Very funny. I like you, big boy.
Maybe you can help.

:Label0D2157
00D6: if 0
001A: 62464 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0D217C
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0D2157

:Label0D217C
00BC: text_highpriority "CUB1_U" 10000 ms 1 ;; Maybe you can prove you a man.
Huh?
:Label0D218B
00D6: if 0
001A: 65377 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0D21B0
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0D218B

:Label0D21B0
00BC: text_highpriority "CUB1_V" 10000 ms 1 ;; Take out the boat.

:Label0D21BF
00D6: if 0
001A: 68974 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0D21E4
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0D21BF

:Label0D21E4
00BC: text_highpriority "CUB1_W" 10000 ms 1 ;; Show me you got some big cojones,

:Label0D21F3
00D6: if 0
001A: 71656 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0D2218
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0D21F3

:Label0D2218
00BC: text_highpriority "CUB1_X" 10000 ms 1 ;; and not some little bitty
chiquita ones.

:Label0D2227
00D6: if 0
001A: 75392 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0D224C
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0D2227

:Label0D224C
016A: fade 0 () 1500 ms
00BE: text_clear_all

:Label0D2255
00D6: if 0
016B: fading
004D: jump_if_false Label0D226D
0001: wait 0 ms
0002: jump Label0D2255

:Label0D226D
03AD: set_rubbish 1 (visible)
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
0249: release_model #CUTOBJ01
0249: release_model #CUTOBJ02
0249: release_model #CUTOBJ03
04BB: select_interiour 0 ;; select render area
0004: $3DD = 0 ;; integer values
01EB: set_car_density_to 1.0
03DE: set_pedestrians_density_multiplier_to 1.0
0169: set_fade_color 0 0 0
0001: wait 500 ms
00C0: set_current_time 10 0
0247: request_model #SPEEDER
0247: request_model #CBB
0247: request_model #CADDY
0247: request_model #WMYGO
0247: request_model #WFOGO
0247: request_model #REEFER

:Label0D22DD
00D6: if 25
8248: NOT model #SPEEDER available
8248: NOT model #CBB available
8248: NOT model #CADDY available
8248: NOT model #WMYGO available
8248: NOT model #WFOGO available
8248: NOT model #REEFER available
004D: jump_if_false Label0D230E
0001: wait 0 ms
0002: jump Label0D22DD

:Label0D230E
03CF: load_wav "CUB1_9" as 1
03CF: load_wav "COL3_2B" as 2

:Label0D2326
00D6: if 21
83D0: NOT wav 1 loaded
83D0: NOT wav 2 loaded
004D: jump_if_false Label0D2344
0001: wait 0 ms
0002: jump Label0D2326

:Label0D2344
01B6: set_weather 4
01E8: create_forbidden_for_cars_cube 130.4 368.4 50.7 -228.4 724.5 0.0
03CB: set_camera -74.17 90.2 9.67
04E4: unknown_refresh_game_renderer_at -67.7 91.2
0055: put_player $PLAYER_CHAR at -67.7 91.2 9.5
009A: $14FF = create_actor 7 #CBB at -74.17 90.2 8.6
04F5: unknown_actor $14FF kiss_player $PLAYER_CHAR on 1
0173: set_actor $14FF z_angle_to 40.2
00A5: $1506 = create_car #CADDY at -31.7 484.9 7.3
0175: set_car $1506 z_angle_to 205.8
009A: $1507 = create_actor 4 #WMYGO at -29.5 483.6 7.7
0173: set_actor $1507 z_angle_to 11.0
0223: set_actor $1507 health_to 10
009A: $1508 = create_actor 4 #WMYGO at -27.2 484.1 7.7
0173: set_actor $1508 z_angle_to 77.0
0223: set_actor $1508 health_to 10
009A: $1509 = create_actor 5 #WFOGO at -29.9 484.4 7.7
0173: set_actor $1509 z_angle_to 282.0
0223: set_actor $1509 health_to 10
009A: $150A = create_actor 5 #WFOGO at -28.4 486.3 7.7
0173: set_actor $150A z_angle_to 176.0
0223: set_actor $150A health_to 10
03F9: make_actors $1507 $1508 converse_in 86400000 ms
03F9: make_actors $1509 $150A converse_in 86400000 ms
016A: fade 1 (back) 1500 ms
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
02A3: toggle_widescreen 1 (on)
015F: set_camera_position -67.34 85.31 10.02 0.0 0.0 0.0
0160: point_camera -86.4 117.01 13.04 2
0001: wait 1000 ms
00D6: if 0
8118: NOT actor $14FF dead
004D: jump_if_false Label0D2506
01D1: actor $PLAYER_ACTOR follow_actor $14FF

:Label0D2506
0001: wait 2000 ms
00BC: text_highpriority "CUB1_01" 4000 ms 1 ;; Hey, I'm Rico. You the man with
the big cojones?
03D1: play_wav 1

:Label0D251E
00D6: if 1
83D2: NOT wav 1 ended
8118: NOT actor $14FF dead
004D: jump_if_false Label0D258E
0001: wait 0 ms
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label0D256E
00D6: if 0
0038: $3D == 1 ;; integer values
004D: jump_if_false Label0D2567
0004: $3D = 0 ;; integer values
0002: jump Label0D26DF

:Label0D2567
0002: jump Label0D2587

:Label0D256E
00D6: if 0
0038: $3D == 0 ;; integer values
004D: jump_if_false Label0D2587
0004: $3D = 1 ;; integer values

:Label0D2587
0002: jump Label0D251E

:Label0D258E
040D: unload_wav 1
03D5: remove_text "CUB1_01" ;; Hey, I'm Rico. You the man with the big cojones?
00BC: text_highpriority "GEN3_4" 4000 ms 1 ;; Tommy Vercetti. Let's go...
03D1: play_wav 2
:Label0D25AF
00D6: if 0
83D2: NOT wav 2 ended
004D: jump_if_false Label0D261A
0001: wait 0 ms
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label0D25FA
00D6: if 0
0038: $3D == 1 ;; integer values
004D: jump_if_false Label0D25F3
0004: $3D = 0 ;; integer values
0002: jump Label0D26DF

:Label0D25F3
0002: jump Label0D2613

:Label0D25FA
00D6: if 0
0038: $3D == 0 ;; integer values
004D: jump_if_false Label0D2613
0004: $3D = 1 ;; integer values

:Label0D2613
0002: jump Label0D25AF

:Label0D261A
040D: unload_wav 2
03D5: remove_text "GEN3_4" ;; Tommy Vercetti. Let's go...
03CF: load_wav "CUB1_10" as 1

:Label0D2634
00D6: if 0
83D0: NOT wav 1 loaded
004D: jump_if_false Label0D264E
0001: wait 0 ms
0002: jump Label0D2634

:Label0D264E
00BC: text_highpriority "CUB1_02" 4000 ms 1 ;; Ok man, treat her like a woman.
03D1: play_wav 1

:Label0D2661
00D6: if 1
83D2: NOT wav 1 ended
8118: NOT actor $14FF dead
004D: jump_if_false Label0D26D1
0001: wait 0 ms
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label0D26B1
00D6: if 0
0038: $3D == 1 ;; integer values
004D: jump_if_false Label0D26AA
0004: $3D = 0 ;; integer values
0002: jump Label0D26DF

:Label0D26AA
0002: jump Label0D26CA

:Label0D26B1
00D6: if 0
0038: $3D == 0 ;; integer values
004D: jump_if_false Label0D26CA
0004: $3D = 1 ;; integer values

:Label0D26CA
0002: jump Label0D2661

:Label0D26D1
040D: unload_wav 1
03D5: remove_text "CUB1_02" ;; Ok man, treat her like a woman.

:Label0D26DF
040D: unload_wav 1
040D: unload_wav 2
03EB: clear_small_messages_only
02EB: restore_camera_with_jumpcut
02A3: toggle_widescreen 0 (off)
0169: set_fade_color 1 1 1
016A: fade 0 () 1500 ms

:Label0D26FE
00D6: if 0
016B: fading
004D: jump_if_false Label0D2716
0001: wait 0 ms
0002: jump Label0D26FE

:Label0D2716
00A5: $14FE = create_car #SPEEDER at -90.9 105.1 5.0
0175: set_car $14FE z_angle_to 9.2
0323: unknown_car $14FE flag 1
00D6: if 0
8119: NOT car $14FE wrecked
004D: jump_if_false Label0D27B9
0369: put_player $PLAYER_CHAR in_car $14FE
00D6: if 0
8118: NOT actor $14FF dead
004D: jump_if_false Label0D2795
0464: put_actor $14FF into_turret_on_car $14FE at_car_offset 0.0 1.8 1.2 unknown
0 angle 360.0 with_weapon 0
020E: actor $14FF look_at_actor $PLAYER_ACTOR
0002: jump Label0D27B2

:Label0D2795
00BC: text_highpriority "CUB1_11" 5000 ms 1 ;; ~r~You Killed Rico!
016A: fade 1 (back) 1500 ms
0002: jump Label0D407C

:Label0D27B2
0002: jump Label0D27D6

:Label0D27B9
00BC: text_highpriority "CUB1_11" 5000 ms 1 ;; ~r~You Killed Rico!
016A: fade 1 (back) 1500 ms
0002: jump Label0D407C
:Label0D27D6
0373: set_camera_directly_behind_player
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
0086: $156C = $151B ;; floating-point values only
0086: $156D = $151C ;; floating-point values only
0086: $156E = $151D ;; floating-point values only
0086: $156F = $151E ;; floating-point values only
0086: $1570 = $151F ;; floating-point values only
0086: $1571 = $1520 ;; floating-point values only
018A: $150B = create_checkpoint_at $156C $156D $156E
0165: set_marker $150B color_to 4
018A: $150C = create_checkpoint_at $156F $1570 $1571
0165: set_marker $150C color_to 4
0168: show_on_radar $150C 2
0166: set_marker $150C brightness_to 1
0107: $1500 = create_object -176 (WATERJUMPX2) at -34.26 455.9 5.5
0177: set_object $1500 z_angle_to 343.6
0382: unknown_set_object $1500 collision_detection 1
0107: $1501 = create_object -176 (WATERJUMPX2) at 312.2 107.669 5.5
0177: set_object $1501 z_angle_to 230.88
0382: unknown_set_object $1501 collision_detection 1
0107: $1502 = create_object -176 (WATERJUMPX2) at 414.5 -79.8 5.5
0177: set_object $1502 z_angle_to 184.9
0382: unknown_set_object $1502 collision_detection 1
016A: fade 1 (back) 1500 ms
00BC: text_highpriority "CUB1_12" 5000 ms 1 ;; Go through the first checkpoint
to begin the test.
00BB: text_lowpriority "CUB1_13" 5000 ms 1 ;; ~g~You have three minutes to get
round the course.

:Label0D28E4
0001: wait 0 ms
03BA: clear_cars_from_cube -185.35 -738.31 0.0 -150.63 -785.11 15.0
00D6: if 0
001A: 4 > $150E ;; integer values
004D: jump_if_false Label0D296E
00D6: if 0
0038: $1517 == 0 ;; integer values
004D: jump_if_false Label0D296E
00D6: if 0
0118: actor $1507 dead
004D: jump_if_false Label0D296E
01E3: text_1number_styled "BONUS" 100 1000 ms 1 ;; ~g~BONUS $~1~
018C: play_sound 1 at 0.0 0.0 0.0
0109: player $PLAYER_CHAR money += 100
0004: $1517 = 1 ;; integer values

:Label0D296E
00D6: if 0
0038: $150E == 4 ;; integer values
004D: jump_if_false Label0D29DC
00D6: if 0
8118: NOT actor $1507 dead
004D: jump_if_false Label0D2997
0350: unknown_actor $1507 not_scared_flag 1

:Label0D2997
00D6: if 0
8118: NOT actor $1508 dead
004D: jump_if_false Label0D29AE
0350: unknown_actor $1508 not_scared_flag 1

:Label0D29AE
00D6: if 0
8118: NOT actor $1509 dead
004D: jump_if_false Label0D29C5
0350: unknown_actor $1509 not_scared_flag 1

:Label0D29C5
00D6: if 0
8118: NOT actor $150A dead
004D: jump_if_false Label0D29DC
0350: unknown_actor $150A not_scared_flag 1

:Label0D29DC
00D6: if 0
8119: NOT car $14FE wrecked
004D: jump_if_false Label0D2ED2
00D6: if 0
0056: player $PLAYER_CHAR 0 ()in_rectangle $1575 $1576 $1577 $1578
004D: jump_if_false Label0D2ED2
00D6: if 0
0038: $150E == 2 ;; integer values
004D: jump_if_false Label0D2A70
00D6: if 0
8118: NOT actor $1507 dead
004D: jump_if_false Label0D2A31
0193: set_actor $1507 objective_to_act_like_ped

:Label0D2A31
00D6: if 0
8118: NOT actor $1508 dead
004D: jump_if_false Label0D2A46
0193: set_actor $1508 objective_to_act_like_ped

:Label0D2A46
00D6: if 0
8118: NOT actor $1509 dead
004D: jump_if_false Label0D2A5B
0193: set_actor $1509 objective_to_act_like_ped

:Label0D2A5B
00D6: if 0
8118: NOT actor $150A dead
004D: jump_if_false Label0D2A70
0193: set_actor $150A objective_to_act_like_ped

:Label0D2A70
00D6: if 0
00E0: player $PLAYER_CHAR driving
004D: jump_if_false Label0D2ED2
03C1: $1505 = player $PLAYER_CHAR car
02E3: $1513 = car $1505 speed
00D6: if 0
82BF: NOT car $1505 sunk
004D: jump_if_false Label0D2ABC
00D6: if 0
0020: $1513 > 15.0 ;; floating-point values
004D: jump_if_false Label0D2ABC
0004: $1510 = 1 ;; integer values

:Label0D2ABC
00D6: if 0
0038: $1510 == 1 ;; integer values
004D: jump_if_false Label0D2ED2
015D: set_gamespeed .3
015F: set_camera_position $1572 $1573 $1574 0.0 0.0 0.0
0158: camera_on_vehicle $1505 15 2

:Label0D2AF8
00D6: if 0
82BF: NOT car $1505 sunk
004D: jump_if_false Label0D2EB4
0001: wait 0 ms
0008: $1512 += 1 ;; integer values
024F: create_corona 5.0 6 0 with_color 150 150 0 at_point $156C $156D $156E
00D6: if 0
0038: $1511 == 0 ;; integer values
004D: jump_if_false Label0D2E37
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point $156C $156D $156E radius 7.0 7.0 7.0
004D: jump_if_false Label0D2E37
0164: disable_marker $150B
0164: disable_marker $150C
0008: $150E += 1 ;; integer values
000C: $1516 -= 1 ;; integer values
018C: play_sound 1 at 0.0 0.0 0.0
00D6: if 0
0038: $150E == 3 ;; integer values
004D: jump_if_false Label0D2C1E
0005: $1572 = 369.99 ;; floating-point values
0005: $1573 = 74.3 ;; floating-point values
0005: $1574 = 8.66 ;; floating-point values
0005: $1575 = 308.57 ;; floating-point values
0005: $1576 = 99.09 ;; floating-point values
0005: $1577 = 340.835 ;; floating-point values
0005: $1578 = 107.66 ;; floating-point values
0086: $156C = $1524 ;; floating-point values only
0086: $156D = $1525 ;; floating-point values only
0086: $156E = $1526 ;; floating-point values only
0086: $156F = $1527 ;; floating-point values only
0086: $1570 = $1528 ;; floating-point values only
0086: $1571 = $1529 ;; floating-point values only

:Label0D2C1E
00D6: if 0
0038: $150E == 7 ;; integer values
004D: jump_if_false Label0D2CA6
0005: $1572 = 396.14 ;; floating-point values
0005: $1573 = -90.01 ;; floating-point values
0005: $1574 = 11.48 ;; floating-point values
0005: $1575 = 421.73 ;; floating-point values
0005: $1576 = -83.21 ;; floating-point values
0005: $1577 = 403.83 ;; floating-point values
0005: $1578 = -91.97 ;; floating-point values
0086: $156C = $1530 ;; floating-point values only
0086: $156D = $1531 ;; floating-point values only
0086: $156E = $1532 ;; floating-point values only
0086: $156F = $1533 ;; floating-point values only
0086: $1570 = $1534 ;; floating-point values only
0086: $1571 = $1535 ;; floating-point values only

:Label0D2CA6
00D6: if 0
0038: $150E == 8 ;; integer values
004D: jump_if_false Label0D2D2E
0005: $1572 = -194.5 ;; floating-point values
0005: $1573 = -783.5 ;; floating-point values
0005: $1574 = 9.2 ;; floating-point values
0005: $1575 = -183.166 ;; floating-point values
0005: $1576 = -756.844 ;; floating-point values
0005: $1577 = -181.8 ;; floating-point values
0005: $1578 = -780.26 ;; floating-point values
0086: $156C = $1533 ;; floating-point values only
0086: $156D = $1534 ;; floating-point values only
0086: $156E = $1535 ;; floating-point values only
0086: $156F = $1536 ;; floating-point values only
0086: $1570 = $1537 ;; floating-point values only
0086: $1571 = $1538 ;; floating-point values only

:Label0D2D2E
00D6: if 0
0038: $150E == 20 ;; integer values
004D: jump_if_false Label0D2DB6
0005: $1572 = 435.65 ;; floating-point values
0005: $1573 = -98.08 ;; floating-point values
0005: $1574 = 11.97 ;; floating-point values
0005: $1575 = 409.8 ;; floating-point values
0005: $1576 = -109.11 ;; floating-point values
0005: $1577 = 433.46 ;; floating-point values
0005: $1578 = -100.21 ;; floating-point values
0086: $156C = $1557 ;; floating-point values only
0086: $156D = $1558 ;; floating-point values only
0086: $156E = $1559 ;; floating-point values only
0086: $156F = $155A ;; floating-point values only
0086: $1570 = $155B ;; floating-point values only
0086: $1571 = $155C ;; floating-point values only

:Label0D2DB6
00D6: if 0
0038: $150E == 22 ;; integer values
004D: jump_if_false Label0D2DF8
0086: $156C = $155D ;; floating-point values only
0086: $156D = $155E ;; floating-point values only
0086: $156E = $155F ;; floating-point values only
0086: $156F = $1560 ;; floating-point values only
0086: $1570 = $1561 ;; floating-point values only
0086: $1571 = $1562 ;; floating-point values only

:Label0D2DF8
018A: $150B = create_checkpoint_at $156C $156D $156E
0165: set_marker $150B color_to 4
018A: $150C = create_checkpoint_at $156F $1570 $1571
0165: set_marker $150C color_to 4
0168: show_on_radar $150C 2
0166: set_marker $150C brightness_to 1
0004: $1511 = 1 ;; integer values

:Label0D2E37
00D6: if 0
0119: car $1505 wrecked
004D: jump_if_false Label0D2E4E
0002: jump Label0D2EB4

:Label0D2E4E
00D6: if 0
8256: NOT player $PLAYER_CHAR defined
004D: jump_if_false Label0D2E65
0002: jump Label0D2EB4

:Label0D2E65
00D6: if 0
80E0: NOT player $PLAYER_CHAR driving
004D: jump_if_false Label0D2E7C
0002: jump Label0D2EB4

:Label0D2E7C
00D6: if 0
01C1: car $1505 stopped
004D: jump_if_false Label0D2E93
0002: jump Label0D2EB4

:Label0D2E93
00D6: if 0
0018: $1512 > 1000 ;; integer values
004D: jump_if_false Label0D2EAD
0002: jump Label0D2EB4

:Label0D2EAD
0002: jump Label0D2AF8

:Label0D2EB4
015D: set_gamespeed 1.0
02EB: restore_camera_with_jumpcut
0004: $1510 = 0 ;; integer values
0004: $1511 = 0 ;; integer values
0004: $1512 = 0 ;; integer values

:Label0D2ED2
00D6: if 0
0038: $150E == 26 ;; integer values
004D: jump_if_false Label0D2F06
024F: create_corona 5.0 6 0 with_color 255 0 0 at_point $156C $156D $156E
0002: jump Label0D2F22

:Label0D2F06
024F: create_corona 5.0 6 0 with_color 150 150 0 at_point $156C $156D $156E

:Label0D2F22
00D6: if 0
0038: $150E == 1 ;; integer values
004D: jump_if_false Label0D2F6B
00D6: if 0
0038: $1514 == 0 ;; integer values
004D: jump_if_false Label0D2F6B
03C3: set_timer_with_text_to $150D type 1 text "RACES" ;; TIME:
03C4: set_status_text_to $1516 0 (number) "KICK1_9" ;; CHECKPOINTS:
0004: $1514 = 1 ;; integer values

:Label0D2F6B
00D6: if 0
8119: NOT car $14FE wrecked
004D: jump_if_false Label0D347E
00D6: if 0
00DC: player $PLAYER_CHAR driving $14FE
004D: jump_if_false Label0D347E
00D6: if 0
0038: $1515 == 0 ;; integer values
004D: jump_if_false Label0D308A
00D6: if 0
0018: $150E > 1 ;; integer values
004D: jump_if_false Label0D308A
03CF: load_wav "CUB1_3" as 1

:Label0D2FBE
00D6: if 0
83D0: NOT wav 1 loaded
004D: jump_if_false Label0D2FF4
0001: wait 0 ms
024F: create_corona 5.0 6 0 with_color 150 150 0 at_point $156C $156D $156E
0002: jump Label0D2FBE

:Label0D2FF4
00BC: text_highpriority "CUB1_05" 4000 ms 1 ;; Amigo, you a man, man.
00D6: if 0
8118: NOT actor $14FF dead
004D: jump_if_false Label0D301D
0372: set_actor $14FF anim 19 wait_state_time 10000 ms

:Label0D301D
03D1: play_wav 1

:Label0D3021
00D6: if 1
83D2: NOT wav 1 ended
8118: NOT actor $14FF dead
004D: jump_if_false Label0D305C
0001: wait 0 ms
024F: create_corona 5.0 6 0 with_color 150 150 0 at_point $156C $156D $156E
0002: jump Label0D3021

:Label0D305C
040D: unload_wav 1
00D6: if 0
8118: NOT actor $14FF dead
004D: jump_if_false Label0D3079
0372: set_actor $14FF anim 0 wait_state_time 100 ms

:Label0D3079
03D5: remove_text "CUB1_05" ;; Amigo, you a man, man.
0004: $1515 = 1 ;; integer values

:Label0D308A
00D6: if 0
0038: $1515 == 1 ;; integer values
004D: jump_if_false Label0D3186
00D6: if 0
0018: $150E > 4 ;; integer values
004D: jump_if_false Label0D3186
03CF: load_wav "CUB1_4" as 1

:Label0D30BA
00D6: if 0
83D0: NOT wav 1 loaded
004D: jump_if_false Label0D30F0
0001: wait 0 ms
024F: create_corona 5.0 6 0 with_color 150 150 0 at_point $156C $156D $156E
0002: jump Label0D30BA

:Label0D30F0
00BC: text_highpriority "CUB1_06" 4000 ms 1 ;; Call yourself a man, man?
00D6: if 0
8118: NOT actor $14FF dead
004D: jump_if_false Label0D3119
0372: set_actor $14FF anim 19 wait_state_time 10000 ms

:Label0D3119
03D1: play_wav 1

:Label0D311D
00D6: if 1
83D2: NOT wav 1 ended
8118: NOT actor $14FF dead
004D: jump_if_false Label0D3158
0001: wait 0 ms
024F: create_corona 5.0 6 0 with_color 150 150 0 at_point $156C $156D $156E
0002: jump Label0D311D

:Label0D3158
040D: unload_wav 1
00D6: if 0
8118: NOT actor $14FF dead
004D: jump_if_false Label0D3175
0372: set_actor $14FF anim 0 wait_state_time 100 ms

:Label0D3175
03D5: remove_text "CUB1_06" ;; Call yourself a man, man?
0004: $1515 = 2 ;; integer values

:Label0D3186
00D6: if 0
0038: $1515 == 2 ;; integer values
004D: jump_if_false Label0D3282
00D6: if 0
0018: $150E > 9 ;; integer values
004D: jump_if_false Label0D3282
03CF: load_wav "CUB1_5" as 1

:Label0D31B6
00D6: if 0
83D0: NOT wav 1 loaded
004D: jump_if_false Label0D31EC
0001: wait 0 ms
024F: create_corona 5.0 6 0 with_color 150 150 0 at_point $156C $156D $156E
0002: jump Label0D31B6

:Label0D31EC
00BC: text_highpriority "CUB1_07" 4000 ms 1 ;; You a little scaredy kitten, baby
boy, go cry to your mommy!
00D6: if 0
8118: NOT actor $14FF dead
004D: jump_if_false Label0D3215
0372: set_actor $14FF anim 19 wait_state_time 10000 ms

:Label0D3215
03D1: play_wav 1

:Label0D3219
00D6: if 1
83D2: NOT wav 1 ended
8118: NOT actor $14FF dead
004D: jump_if_false Label0D3254
0001: wait 0 ms
024F: create_corona 5.0 6 0 with_color 150 150 0 at_point $156C $156D $156E
0002: jump Label0D3219

:Label0D3254
040D: unload_wav 1
00D6: if 0
8118: NOT actor $14FF dead
004D: jump_if_false Label0D3271
0372: set_actor $14FF anim 0 wait_state_time 100 ms

:Label0D3271
03D5: remove_text "CUB1_07" ;; You a little scaredy kitten, baby boy, go cry to
your mommy!
0004: $1515 = 3 ;; integer values

:Label0D3282
00D6: if 0
0038: $1515 == 3 ;; integer values
004D: jump_if_false Label0D337E
00D6: if 0
0018: $150E > 15 ;; integer values
004D: jump_if_false Label0D337E
03CF: load_wav "CUB1_1" as 1

:Label0D32B2
00D6: if 0
83D0: NOT wav 1 loaded
004D: jump_if_false Label0D32E8
0001: wait 0 ms
024F: create_corona 5.0 6 0 with_color 150 150 0 at_point $156C $156D $156E
0002: jump Label0D32B2

:Label0D32E8
00BC: text_highpriority "CUB1_03" 4000 ms 1 ;; Not bad, you're a real man.
00D6: if 0
8118: NOT actor $14FF dead
004D: jump_if_false Label0D3311
0372: set_actor $14FF anim 19 wait_state_time 10000 ms
:Label0D3311
03D1: play_wav 1

:Label0D3315
00D6: if 1
83D2: NOT wav 1 ended
8118: NOT actor $14FF dead
004D: jump_if_false Label0D3350
0001: wait 0 ms
024F: create_corona 5.0 6 0 with_color 150 150 0 at_point $156C $156D $156E
0002: jump Label0D3315

:Label0D3350
040D: unload_wav 1
00D6: if 0
8118: NOT actor $14FF dead
004D: jump_if_false Label0D336D
0372: set_actor $14FF anim 0 wait_state_time 100 ms

:Label0D336D
03D5: remove_text "CUB1_03" ;; Not bad, you're a real man.
0004: $1515 = 4 ;; integer values

:Label0D337E
00D6: if 0
0038: $1515 == 4 ;; integer values
004D: jump_if_false Label0D33FE
00D6: if 0
0018: $150E > 22 ;; integer values
004D: jump_if_false Label0D33FE
03CF: load_wav "CUB1_7" as 1

:Label0D33AE
00D6: if 0
83D0: NOT wav 1 loaded
004D: jump_if_false Label0D33E4
0001: wait 0 ms
024F: create_corona 5.0 6 0 with_color 150 150 0 at_point $156C $156D $156E
0002: jump Label0D33AE

:Label0D33E4
00BC: text_highpriority "CUB1_09" 4000 ms 1 ;; Man, you the man, man. I like
you, man. I like you a lot.
03D1: play_wav 1
0004: $1515 = 5 ;; integer values

:Label0D33FE
00D6: if 0
0038: $1515 == 5 ;; integer values
004D: jump_if_false Label0D347E
00D6: if 0
0018: $150E > 23 ;; integer values
004D: jump_if_false Label0D347E
03CF: load_wav "CUB1_8" as 1

:Label0D342E
00D6: if 0
83D0: NOT wav 1 loaded
004D: jump_if_false Label0D3464
0001: wait 0 ms
024F: create_corona 5.0 6 0 with_color 150 150 0 at_point $156C $156D $156E
0002: jump Label0D342E

:Label0D3464
00BC: text_highpriority "CUB1_10" 4000 ms 1 ;; Any time, man. 'cause you got
cojones. And all my friends have big cojones.
03D1: play_wav 1
0004: $1515 = 6 ;; integer values

:Label0D347E
00D6: if 0
8119: NOT car $14FE wrecked
004D: jump_if_false Label0D3F4D
00D6: if 0
8118: NOT actor $14FF dead
004D: jump_if_false Label0D3F2B
00D6: if 0
00DC: player $PLAYER_CHAR driving $14FE
004D: jump_if_false Label0D3F15
03D5: remove_text "CUB1_14" ;; Get back in the boat!
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point $156C $156D $156E radius 7.0 7.0 7.0
004D: jump_if_false Label0D3F0E
0008: $150E += 1 ;; integer values
000C: $1516 -= 1 ;; integer values
018C: play_sound 1 at 0.0 0.0 0.0
0164: disable_marker $150B
0164: disable_marker $150C
00D6: if 0
0038: $150E == 1 ;; integer values
004D: jump_if_false Label0D3552
0086: $156C = $151E ;; floating-point values only
0086: $156D = $151F ;; floating-point values only
0086: $156E = $1520 ;; floating-point values only
0086: $156F = $1521 ;; floating-point values only
0086: $1570 = $1522 ;; floating-point values only
0086: $1571 = $1523 ;; floating-point values only

:Label0D3552
00D6: if 0
0038: $150E == 2 ;; integer values
004D: jump_if_false Label0D3594
0086: $156C = $1521 ;; floating-point values only
0086: $156D = $1522 ;; floating-point values only
0086: $156E = $1523 ;; floating-point values only
0086: $156F = $1524 ;; floating-point values only
0086: $1570 = $1525 ;; floating-point values only
0086: $1571 = $1526 ;; floating-point values only

:Label0D3594
00D6: if 0
0038: $150E == 3 ;; integer values
004D: jump_if_false Label0D361C
0005: $1572 = 369.99 ;; floating-point values
0005: $1573 = 74.3 ;; floating-point values
0005: $1574 = 8.66 ;; floating-point values
0005: $1575 = 308.57 ;; floating-point values
0005: $1576 = 99.09 ;; floating-point values
0005: $1577 = 340.835 ;; floating-point values
0005: $1578 = 107.66 ;; floating-point values
0086: $156C = $1524 ;; floating-point values only
0086: $156D = $1525 ;; floating-point values only
0086: $156E = $1526 ;; floating-point values only
0086: $156F = $1527 ;; floating-point values only
0086: $1570 = $1528 ;; floating-point values only
0086: $1571 = $1529 ;; floating-point values only

:Label0D361C
00D6: if 0
0038: $150E == 4 ;; integer values
004D: jump_if_false Label0D3677
01C3: remove_references_to_car $1506 ;; Like turning a car into any random car
01C2: remove_references_to_actor $1507 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $1508 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $1509 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $150A ;; Like turning an actor into a random
pedestrian
0086: $156C = $1527 ;; floating-point values only
0086: $156D = $1528 ;; floating-point values only
0086: $156E = $1529 ;; floating-point values only
0086: $156F = $152A ;; floating-point values only
0086: $1570 = $152B ;; floating-point values only
0086: $1571 = $152C ;; floating-point values only

:Label0D3677
00D6: if 0
0038: $150E == 5 ;; integer values
004D: jump_if_false Label0D36B9
0086: $156C = $152A ;; floating-point values only
0086: $156D = $152B ;; floating-point values only
0086: $156E = $152C ;; floating-point values only
0086: $156F = $152D ;; floating-point values only
0086: $1570 = $152E ;; floating-point values only
0086: $1571 = $152F ;; floating-point values only

:Label0D36B9
00D6: if 0
0038: $150E == 6 ;; integer values
004D: jump_if_false Label0D36FB
0086: $156C = $152D ;; floating-point values only
0086: $156D = $152E ;; floating-point values only
0086: $156E = $152F ;; floating-point values only
0086: $156F = $1530 ;; floating-point values only
0086: $1570 = $1531 ;; floating-point values only
0086: $1571 = $1532 ;; floating-point values only

:Label0D36FB
00D6: if 0
0038: $150E == 7 ;; integer values
004D: jump_if_false Label0D3783
0005: $1572 = 396.14 ;; floating-point values
0005: $1573 = -90.01 ;; floating-point values
0005: $1574 = 11.48 ;; floating-point values
0005: $1575 = 421.73 ;; floating-point values
0005: $1576 = -83.21 ;; floating-point values
0005: $1577 = 403.83 ;; floating-point values
0005: $1578 = -91.97 ;; floating-point values
0086: $156C = $1530 ;; floating-point values only
0086: $156D = $1531 ;; floating-point values only
0086: $156E = $1532 ;; floating-point values only
0086: $156F = $1533 ;; floating-point values only
0086: $1570 = $1534 ;; floating-point values only
0086: $1571 = $1535 ;; floating-point values only

:Label0D3783
00D6: if 0
0038: $150E == 8 ;; integer values
004D: jump_if_false Label0D380B
0005: $1572 = -194.5 ;; floating-point values
0005: $1573 = -783.5 ;; floating-point values
0005: $1574 = 9.2 ;; floating-point values
0005: $1575 = -183.166 ;; floating-point values
0005: $1576 = -756.844 ;; floating-point values
0005: $1577 = -181.8 ;; floating-point values
0005: $1578 = -780.26 ;; floating-point values
0086: $156C = $1533 ;; floating-point values only
0086: $156D = $1534 ;; floating-point values only
0086: $156E = $1535 ;; floating-point values only
0086: $156F = $1536 ;; floating-point values only
0086: $1570 = $1537 ;; floating-point values only
0086: $1571 = $1538 ;; floating-point values only

:Label0D380B
00D6: if 0
0038: $150E == 9 ;; integer values
004D: jump_if_false Label0D384D
0086: $156C = $1536 ;; floating-point values only
0086: $156D = $1537 ;; floating-point values only
0086: $156E = $1538 ;; floating-point values only
0086: $156F = $1539 ;; floating-point values only
0086: $1570 = $153A ;; floating-point values only
0086: $1571 = $153B ;; floating-point values only

:Label0D384D
00D6: if 0
0038: $150E == 10 ;; integer values
004D: jump_if_false Label0D388F
0086: $156C = $1539 ;; floating-point values only
0086: $156D = $153A ;; floating-point values only
0086: $156E = $153B ;; floating-point values only
0086: $156F = $153C ;; floating-point values only
0086: $1570 = $153D ;; floating-point values only
0086: $1571 = $153E ;; floating-point values only

:Label0D388F
00D6: if 0
0038: $150E == 11 ;; integer values
004D: jump_if_false Label0D38D1
0086: $156C = $153C ;; floating-point values only
0086: $156D = $153D ;; floating-point values only
0086: $156E = $153E ;; floating-point values only
0086: $156F = $153F ;; floating-point values only
0086: $1570 = $1540 ;; floating-point values only
0086: $1571 = $1541 ;; floating-point values only

:Label0D38D1
00D6: if 0
0038: $150E == 12 ;; integer values
004D: jump_if_false Label0D3913
0086: $156C = $153F ;; floating-point values only
0086: $156D = $1540 ;; floating-point values only
0086: $156E = $1541 ;; floating-point values only
0086: $156F = $1542 ;; floating-point values only
0086: $1570 = $1543 ;; floating-point values only
0086: $1571 = $1544 ;; floating-point values only

:Label0D3913
00D6: if 0
0038: $150E == 13 ;; integer values
004D: jump_if_false Label0D3955
0086: $156C = $1542 ;; floating-point values only
0086: $156D = $1543 ;; floating-point values only
0086: $156E = $1544 ;; floating-point values only
0086: $156F = $1545 ;; floating-point values only
0086: $1570 = $1546 ;; floating-point values only
0086: $1571 = $1547 ;; floating-point values only

:Label0D3955
00D6: if 0
0038: $150E == 14 ;; integer values
004D: jump_if_false Label0D3A0F
00D6: if 0
0038: $150F == 0 ;; integer values
004D: jump_if_false Label0D39DF
0108: destroy_object $1500
0108: destroy_object $1501
0108: destroy_object $1502
0107: $1500 = create_object -177 (WATERJUMP1) at 295.2 -446.2 5.5
0177: set_object $1500 z_angle_to 326.5
0382: unknown_set_object $1500 collision_detection 1
0107: $1501 = create_object -176 (WATERJUMPX2) at 421.2 -112.669 5.5
0177: set_object $1501 z_angle_to 356.88
0382: unknown_set_object $1501 collision_detection 1
0004: $150F = 1 ;; integer values

:Label0D39DF
0086: $156C = $1545 ;; floating-point values only
0086: $156D = $1546 ;; floating-point values only
0086: $156E = $1547 ;; floating-point values only
0086: $156F = $1548 ;; floating-point values only
0086: $1570 = $1549 ;; floating-point values only
0086: $1571 = $154A ;; floating-point values only

:Label0D3A0F
00D6: if 0
0038: $150E == 15 ;; integer values
004D: jump_if_false Label0D3A51
0086: $156C = $1548 ;; floating-point values only
0086: $156D = $1549 ;; floating-point values only
0086: $156E = $154A ;; floating-point values only
0086: $156F = $154B ;; floating-point values only
0086: $1570 = $154C ;; floating-point values only
0086: $1571 = $154D ;; floating-point values only

:Label0D3A51
00D6: if 0
0038: $150E == 16 ;; integer values
004D: jump_if_false Label0D3A93
0086: $156C = $154B ;; floating-point values only
0086: $156D = $154C ;; floating-point values only
0086: $156E = $154D ;; floating-point values only
0086: $156F = $154E ;; floating-point values only
0086: $1570 = $154F ;; floating-point values only
0086: $1571 = $1550 ;; floating-point values only

:Label0D3A93
00D6: if 0
0038: $150E == 17 ;; integer values
004D: jump_if_false Label0D3AD5
0086: $156C = $154E ;; floating-point values only
0086: $156D = $154F ;; floating-point values only
0086: $156E = $1550 ;; floating-point values only
0086: $156F = $1551 ;; floating-point values only
0086: $1570 = $1552 ;; floating-point values only
0086: $1571 = $1553 ;; floating-point values only

:Label0D3AD5
00D6: if 0
0038: $150E == 18 ;; integer values
004D: jump_if_false Label0D3B17
0086: $156C = $1551 ;; floating-point values only
0086: $156D = $1552 ;; floating-point values only
0086: $156E = $1553 ;; floating-point values only
0086: $156F = $1554 ;; floating-point values only
0086: $1570 = $1555 ;; floating-point values only
0086: $1571 = $1556 ;; floating-point values only

:Label0D3B17
00D6: if 0
0038: $150E == 19 ;; integer values
004D: jump_if_false Label0D3B59
0086: $156C = $1554 ;; floating-point values only
0086: $156D = $1555 ;; floating-point values only
0086: $156E = $1556 ;; floating-point values only
0086: $156F = $1557 ;; floating-point values only
0086: $1570 = $1558 ;; floating-point values only
0086: $1571 = $1559 ;; floating-point values only

:Label0D3B59
00D6: if 0
0038: $150E == 20 ;; integer values
004D: jump_if_false Label0D3B9B
0086: $156C = $1557 ;; floating-point values only
0086: $156D = $1558 ;; floating-point values only
0086: $156E = $1559 ;; floating-point values only
0086: $156F = $155A ;; floating-point values only
0086: $1570 = $155B ;; floating-point values only
0086: $1571 = $155C ;; floating-point values only

:Label0D3B9B
00D6: if 0
0038: $150E == 21 ;; integer values
004D: jump_if_false Label0D3BDD
0086: $156C = $155A ;; floating-point values only
0086: $156D = $155B ;; floating-point values only
0086: $156E = $155C ;; floating-point values only
0086: $156F = $155D ;; floating-point values only
0086: $1570 = $155E ;; floating-point values only
0086: $1571 = $155F ;; floating-point values only

:Label0D3BDD
00D6: if 0
0038: $150E == 22 ;; integer values
004D: jump_if_false Label0D3C1F
0086: $156C = $155D ;; floating-point values only
0086: $156D = $155E ;; floating-point values only
0086: $156E = $155F ;; floating-point values only
0086: $156F = $1560 ;; floating-point values only
0086: $1570 = $1561 ;; floating-point values only
0086: $1571 = $1562 ;; floating-point values only

:Label0D3C1F
00D6: if 0
0038: $150E == 23 ;; integer values
004D: jump_if_false Label0D3C61
0086: $156C = $1560 ;; floating-point values only
0086: $156D = $1561 ;; floating-point values only
0086: $156E = $1562 ;; floating-point values only
0086: $156F = $1563 ;; floating-point values only
0086: $1570 = $1564 ;; floating-point values only
0086: $1571 = $1565 ;; floating-point values only

:Label0D3C61
00D6: if 0
0038: $150E == 24 ;; integer values
004D: jump_if_false Label0D3CA3
0086: $156C = $1563 ;; floating-point values only
0086: $156D = $1564 ;; floating-point values only
0086: $156E = $1565 ;; floating-point values only
0086: $156F = $1566 ;; floating-point values only
0086: $1570 = $1567 ;; floating-point values only
0086: $1571 = $1568 ;; floating-point values only

:Label0D3CA3
00D6: if 0
0038: $150E == 25 ;; integer values
004D: jump_if_false Label0D3CE5
0086: $156C = $1566 ;; floating-point values only
0086: $156D = $1567 ;; floating-point values only
0086: $156E = $1568 ;; floating-point values only
0086: $156F = $1569 ;; floating-point values only
0086: $1570 = $156A ;; floating-point values only
0086: $1571 = $156B ;; floating-point values only

:Label0D3CE5
00D6: if 0
0038: $150E == 26 ;; integer values
004D: jump_if_false Label0D3D0F
0086: $156C = $1569 ;; floating-point values only
0086: $156D = $156A ;; floating-point values only
0086: $156E = $156B ;; floating-point values only

:Label0D3D0F
00D6: if 0
0038: $150E == 27 ;; integer values
004D: jump_if_false Label0D3ED6
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
00D6: if 0
8119: NOT car $14FE wrecked
004D: jump_if_false Label0D3D53
0477: unknown_car $14FE 5 10000
02DB: set_boat $14FE speed_to 0.0
0323: unknown_car $14FE flag 1

:Label0D3D53
0169: set_fade_color 1 1 1
016A: fade 0 () 1500 ms

:Label0D3D62
00D6: if 0
016B: fading
004D: jump_if_false Label0D3D7A
0001: wait 0 ms
0002: jump Label0D3D62

:Label0D3D7A
014F: stop_timer $150D
0001: wait 1000 ms
00D6: if 0
8119: NOT car $14FE wrecked
004D: jump_if_false Label0D3DF6
012A: put_player $PLAYER_CHAR at -79.3 82.22 8.6 and_remove_from_car
0171: set_player $PLAYER_CHAR z_angle_to 120.75
00D6: if 0
8118: NOT actor $14FF dead
004D: jump_if_false Label0D3DF6
0465: remove_actor $14FF from_turret_mode
009B: destroy_actor_instantly $14FF
00AB: put_car $14FE at -84.5 82.7 5.1
0175: set_car $14FE z_angle_to 180.0
0129: $14FF = create_actor 7 #CBB in_car $14FE driverseat

:Label0D3DF6
016A: fade 1 (back) 1500 ms
02A3: toggle_widescreen 1 (on)
015F: set_camera_position -75.82 83.66 11.59 0.0 0.0 0.0
0160: point_camera -80.32 82.6 9.96 2
0001: wait 1000 ms
03CF: load_wav "CUB1_2" as 1

:Label0D3E45
00D6: if 0
83D0: NOT wav 1 loaded
004D: jump_if_false Label0D3E5F
0001: wait 0 ms
0002: jump Label0D3E45

:Label0D3E5F
00BC: text_highpriority "CUB1_04" 4000 ms 1 ;; You got real big cojones, amigo.
03D1: play_wav 1

:Label0D3E72
00D6: if 1
83D2: NOT wav 1 ended
8118: NOT actor $14FF dead
004D: jump_if_false Label0D3E91
0001: wait 0 ms
0002: jump Label0D3E72

:Label0D3E91
040D: unload_wav 1
03D5: remove_text "CUB1_04" ;; You got real big cojones, amigo.
00D6: if 0
8119: NOT car $14FE wrecked
004D: jump_if_false Label0D3EB9
04BA: set_car $14FE speed_instantly 40.0

:Label0D3EB9
0249: release_model #SPEEDER
0249: release_model #CBB
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
02A3: toggle_widescreen 0 (off)
0002: jump Label0D408D

:Label0D3ED6
018A: $150B = create_checkpoint_at $156C $156D $156E
0165: set_marker $150B color_to 4
018A: $150C = create_checkpoint_at $156F $1570 $1571
0165: set_marker $150C color_to 4
0168: show_on_radar $150C 2
0166: set_marker $150C brightness_to 1

:Label0D3F0E
0002: jump Label0D3F24

:Label0D3F15
00BC: text_highpriority "CUB1_14" 5000 ms 1 ;; Get back in the boat!

:Label0D3F24
0002: jump Label0D3F46

:Label0D3F2B
00BC: text_highpriority "CUB1_11" 5000 ms 1 ;; ~r~You Killed Rico!
009B: destroy_actor_instantly $14FF
0002: jump Label0D407C

:Label0D3F46
0002: jump Label0D3F68

:Label0D3F4D
00BC: text_highpriority "CUB1_11" 5000 ms 1 ;; ~r~You Killed Rico!
009B: destroy_actor_instantly $14FF
0002: jump Label0D407C

:Label0D3F68
00D6: if 0
0038: $150D == 0 ;; integer values
004D: jump_if_false Label0D401B
00D6: if 0
8119: NOT car $14FE wrecked
004D: jump_if_false Label0D401B
03CF: load_wav "CUB1_6" as 1

:Label0D3F96
00D6: if 0
83D0: NOT wav 1 loaded
004D: jump_if_false Label0D3FB0
0001: wait 0 ms
0002: jump Label0D3F96

:Label0D3FB0
00BC: text_highpriority "CUB1_08" 4000 ms 1 ;; You a big waste of space. Walk
like a man, talk like a man, but you drive like an idiot.
03D1: play_wav 1

:Label0D3FC3
00D6: if 1
83D2: NOT wav 1 ended
8118: NOT actor $14FF dead
004D: jump_if_false Label0D3FE2
0001: wait 0 ms
0002: jump Label0D3FC3

:Label0D3FE2
040D: unload_wav 1
03D5: remove_text "CUB1_08" ;; You a big waste of space. Walk like a man, talk
like a man, but you drive like an idiot.
00D6: if 0
8118: NOT actor $14FF dead
004D: jump_if_false Label0D4005
034F: destroy_actor_with_fade $14FF ;; The actor fades away like a ghost

:Label0D4005
00BC: text_highpriority "CUB1_15" 5000 ms 1 ;; ~r~You are too slow, man.
0002: jump Label0D407C

:Label0D401B
00D6: if 0
8119: NOT car $14FE wrecked
004D: jump_if_false Label0D4075
00D6: if 0
81FC: NOT player $PLAYER_CHAR near_car $14FE radius 15.0 15.0 0
004D: jump_if_false Label0D4075
00D6: if 0
8118: NOT actor $14FF dead
004D: jump_if_false Label0D405F
034F: destroy_actor_with_fade $14FF ;; The actor fades away like a ghost

:Label0D405F
00BC: text_highpriority "T4X4_F" 5000 ms 1 ;; ~r~You bailed! Too tough for you?!
0002: jump Label0D407C

:Label0D4075
0002: jump Label0D28E4
:Label0D407C
00BA: text_styled "M_FAIL" 5000 ms 1 ;; MISSION FAILED!
0051: return

:Label0D408D
00BE: text_clear_all
01E3: text_1number_styled "M_PASS" 1000 5000 ms 1 ;; MISSION PASSED! $~1~
0394: play_music 1
0110: clear_player $PLAYER_CHAR wanted_level
0109: player $PLAYER_CHAR money += 1000
030C: set_mission_points += 1
0318: set_latest_mission_passed "CUB_1" ;; Stunt Boat Challenge
004F: create_thread Label00DA92
0004: $117 = 1 ;; integer values
0051: return

:Label0D40D1
0004: $ONMISSION = 0 ;; integer values
01E7: remove_forbidden_for_cars_cube 130.4 368.4 50.7 -228.4 724.5 0.0
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
0108: destroy_object $1500
0108: destroy_object $1501
0108: destroy_object $1502
0249: release_model #SPEEDER
0249: release_model #CBB
0249: release_model #CADDY
0249: release_model #WMYGO
0249: release_model #WFOGO
0249: release_model #REEFER
0164: disable_marker $150B
0164: disable_marker $150C
014F: stop_timer $150D
0151: remove_status_text $1516
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
01B7: release_weather
00D8: mission_cleanup
0051: return

;-------------Mission 57---------------
; Originally: Cannon Fodder

:Label0D4148
03A4: name_thread "CUBAN2"
0050: gosub Label0D4176
00D6: if 0
0112: wasted_or_busted
004D: jump_if_false Label0D416D
0050: gosub Label0D81E9

:Label0D416D
0050: gosub Label0D823E
004E: end_thread

:Label0D4176
03D5: remove_text "M_FAIL" ;; MISSION FAILED!
0004: $ONMISSION = 1 ;; integer values
0317: increment_mission_attempts
0001: wait 0 ms
054C: use_GXT_table "CUBAN2"
058E: set_restart_mission_taxi_destination -1173.5 -599.6 10.2 277.1
0004: $15A3 = 0 ;; integer values
0004: $15A4 = 0 ;; integer values
0004: $15A5 = 0 ;; integer values
0004: $15A6 = 0 ;; integer values
0004: $15A7 = 0 ;; integer values
0004: $15A8 = 0 ;; integer values
0004: $15A9 = 0 ;; integer values
0004: $15AA = 0 ;; integer values
0004: $15AB = 0 ;; integer values
0004: $15AC = 0 ;; integer values
0004: $15AD = 0 ;; integer values
0004: $15AE = 0 ;; integer values
0004: $15AF = 0 ;; integer values
0004: $15B0 = 0 ;; integer values
0004: $15B1 = 0 ;; integer values
0004: $15B2 = 0 ;; integer values
0004: $15B3 = 0 ;; integer values
0004: $15B4 = 0 ;; integer values
0004: $15B5 = 0 ;; integer values
0004: $7B = 0 ;; integer values
0004: $15BF = 0 ;; integer values
0004: $15C0 = 0 ;; integer values
0004: $15C1 = 0 ;; integer values
0004: $15C2 = 0 ;; integer values
0004: $15C3 = 0 ;; integer values
0004: $15C4 = 0 ;; integer values
0004: $15C7 = 0 ;; integer values
0004: $15B6 = 0 ;; integer values
0004: $15B7 = 0 ;; integer values
0004: $15B8 = 0 ;; integer values
0004: $15BB = 1 ;; integer values
0005: $15C8 = -1115.8 ;; floating-point values
0005: $15C9 = 61.7 ;; floating-point values
0005: $15CA = -1115.7 ;; floating-point values
0005: $15CB = 61.7 ;; floating-point values
0005: $15CC = -1115.8 ;; floating-point values
0005: $15CD = 77.2 ;; floating-point values
0005: $15CE = -1139.3 ;; floating-point values
0005: $15CF = 74.6 ;; floating-point values
0005: $15D0 = -1139.3 ;; floating-point values
0005: $15D1 = 67.0 ;; floating-point values
0005: $15D2 = 10.1 ;; floating-point values
0005: $15D3 = 270.0 ;; floating-point values
0005: $15D4 = 272.0 ;; floating-point values
0005: $15D5 = 272.2 ;; floating-point values
0005: $15D6 = 298.0 ;; floating-point values
0005: $15D7 = 263.6 ;; floating-point values
0004: $15B9 = 0 ;; integer values
0004: $15BA = 0 ;; integer values
0004: $15BC = 0 ;; integer values
0004: $15BD = 0 ;; integer values
0004: $15BE = 0 ;; integer values
0004: $15C5 = 0 ;; integer values
0004: $15C6 = 0 ;; integer values
04BB: select_interiour 7 ;; select render area
042B: clear_peds_from_cube -1174.8 -609.0 10.4 -116.3 -632.5 15.3
01EB: set_car_density_to 0.0
03DE: set_pedestrians_density_multiplier_to 0.0
023C: load_special_actor 1 "CSPLAY"
023C: load_special_actor 2 "CSPABLO"
023C: load_special_actor 3 "CSPAPA"
023C: load_special_actor 4 "CSPEPE"
023C: load_special_actor 5 "CSUMBTO"
02F3: load_object #CUTOBJ01 "CCFAN"
03CB: set_camera -1169.0 -620.0 10.791
0395: clear_area 1 at -1170.708 -608.327 range 10.791 5.0
038B: load_requested_models

:Label0D43FD
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 Label0D4427
0001: wait 0 ms
0002: jump Label0D43FD

:Label0D4427
00D6: if 0
8248: NOT model #CUTOBJ01 available
004D: jump_if_false Label0D4442
0001: wait 0 ms
0002: jump Label0D4427

:Label0D4442
02E4: load_cutscene_data "CUB_2"
0244: set_cutscene_pos -1170.708 -608.327 10.791
041D: set_camera_near_clip .1
02E5: $7D = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $7D "CSPLAY"
02E5: $B2 = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $B2 "CSPABLO"
02E5: $B3 = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim $B3 "CSPAPA"
02E5: $B4 = create_cutscene_object #SPECIAL04
02E6: set_cutscene_anim $B4 "CSPEPE"
02E5: $B5 = create_cutscene_object #SPECIAL05
02E6: set_cutscene_anim $B5 "CSUMBTO"
02E5: $DA = create_cutscene_object #CUTOBJ01
04BC: "CCFAN"
02E6: set_cutscene_anim $DA "CCFAN"
0395: clear_area 1 at -1170.9 -603.7 range 10.6 1.0
0055: put_player $PLAYER_CHAR at -1170.9 -603.7 10.6
0171: set_player $PLAYER_CHAR z_angle_to 15.3
016A: fade 1 (back) 1500 ms
03AD: set_rubbish 0 (invisible)
03AF: set_streaming 1 (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0D4533
00D6: if 0
001A: 33 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0D4555
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0D4533

:Label0D4555
00BC: text_highpriority "CUB2_A" 10000 ms 1 ;; Un cafecito, por favor, Alberto..

:Label0D4564
00D6: if 0
001A: 1457 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0D4587
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0D4564

:Label0D4587
00BC: text_highpriority "CUB2_N" 10000 ms 1 ;; No problema, Tommy.

:Label0D4596
00D6: if 0
001A: 2467 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0D45B9
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0D4596

:Label0D45B9
00BC: text_highpriority "CUB2_B" 10000 ms 1 ;; Papi! Una grande problema!

:Label0D45C8
00D6: if 0
001A: 4466 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0D45EB
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0D45C8

:Label0D45EB
00BC: text_highpriority "CUB2_O" 10000 ms 1 ;; Umberto my son, what happened?

:Label0D45FA
00D6: if 0
001A: 5642 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0D461D
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0D45FA

:Label0D461D
00BC: text_highpriority "CUB2_C" 10000 ms 1 ;; The Haitians! I hate these
Haitians!

:Label0D462C
00D6: if 0
001A: 9437 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0D464F
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0D462C
:Label0D464F
00BC: text_highpriority "CUB2_D" 10000 ms 1 ;; They mess with me for the last
time!

:Label0D465E
00D6: if 0
001A: 11602 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0D4681
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0D465E

:Label0D4681
00BC: text_highpriority "CUB2_E" 10000 ms 1 ;; These Hai - these Haitians! We
take 'em out!

:Label0D4690
00D6: if 0
001A: 13786 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0D46B3
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0D4690

:Label0D46B3
00BC: text_highpriority "CUB2_F" 10000 ms 1 ;; Only we need some backup.

:Label0D46C2
00D6: if 0
001A: 15750 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0D46E5
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0D46C2

:Label0D46E5
00BC: text_highpriority "CUB2_G" 10000 ms 1 ;; I lost a few hermanos already out
there.

:Label0D46F4
00D6: if 0
001A: 18171 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0D4717
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0D46F4

:Label0D4717
00BC: text_highpriority "CUB2_H" 10000 ms 1 ;; Amigo, you drive good!

:Label0D4726
00D6: if 0
001A: 19840 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0D4749
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0D4726
:Label0D4749
00BC: text_highpriority "CUB2_I" 10000 ms 1 ;; For a woman. Right?

:Label0D4758
00D6: if 0
001A: 21118 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0D477B
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0D4758

:Label0D477B
00BC: text_highpriority "CUB2_J" 10000 ms 1 ;; This is no time for joking!

:Label0D478A
00D6: if 0
001A: 22511 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0D47AD
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0D478A

:Label0D47AD
00BC: text_highpriority "CUB2_K" 10000 ms 1 ;; Come on, drive for me again!

:Label0D47BC
00D6: if 0
001A: 24770 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0D47DF
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0D47BC

:Label0D47DF
00BC: text_highpriority "CUB2_L" 10000 ms 1 ;; Take my boys over there, and then
we'll take these Haitians down!

:Label0D47EE
00D6: if 0
001A: 27856 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0D4811
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0D47EE

:Label0D4811
00BC: text_highpriority "CUB2_M" 10000 ms 1 ;; They mess with me, they mess with
the biggest boy in town!

:Label0D4820
00D6: if 0
001A: 32000 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0D4843
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0D4820

:Label0D4843
016A: fade 0 () 1500 ms
00BE: text_clear_all

:Label0D484C
00D6: if 0
016B: fading
004D: jump_if_false Label0D4864
0001: wait 0 ms
0002: jump Label0D484C

:Label0D4864
03AD: set_rubbish 1 (visible)
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
0249: release_model #CUTOBJ01
01EB: set_car_density_to 1.0
03DE: set_pedestrians_density_multiplier_to 1.0
032B: $1593 = create_weapon_pickup #LASER 3 ammo 6 at -1129.9 66.3 11.0
04BB: select_interiour 0 ;; select render area
0004: $3DD = 0 ;; integer values
0169: set_fade_color 0 0 0
0001: wait 500 ms
0373: set_camera_directly_behind_player
04E3: unknown_player $PLAYER_CHAR 1 60000
03C7: unknown_maby_cops_density .2
03F1: pedtype 8 add_threat 1
0247: request_model #CBA
0247: request_model #HNA
0247: request_model #CBB
0247: request_model #HNB
0247: request_model #WMOCA
0247: request_model #CELLPHONE
0247: request_model #STINGER
0247: request_model #UZI
0247: request_model #PONY
0247: request_model #SNIPER
0247: request_model #M4
0247: request_model #TAXI

:Label0D4916
00D6: if 25
8248: NOT model #CBA available
8248: NOT model #HNA available
8248: NOT model #CBB available
8248: NOT model #HNB available
8248: NOT model #WMOCA available
8248: NOT model #CELLPHONE available
004D: jump_if_false Label0D4945
0001: wait 0 ms
0002: jump Label0D4916

:Label0D4945
00D6: if 25
8248: NOT model #STINGER available
8248: NOT model #UZI available
8248: NOT model #PONY available
8248: NOT model #SNIPER available
8248: NOT model #M4 available
8248: NOT model #TAXI available
004D: jump_if_false Label0D4979
0001: wait 0 ms
0002: jump Label0D4945

:Label0D4979
03CF: load_wav "CUB2_1" as 1
03CF: load_wav "CUB2_2" as 2

:Label0D4991
00D6: if 21
83D0: NOT wav 1 loaded
83D0: NOT wav 2 loaded
004D: jump_if_false Label0D49AF
0001: wait 0 ms
0002: jump Label0D4991

:Label0D49AF
016A: fade 1 (back) 1500 ms
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label0D4A8C
009A: $157A = create_actor 8 #HNA at $15C8 $15C9 $15D2
009A: $157B = create_actor 8 #HNA at $15CA $15CB $15D2
009A: $157C = create_actor 8 #HNA at $15CC $15CD $15D2
009A: $157D = create_actor 8 #HNA at $15CE $15CF $15D2
009A: $157E = create_actor 8 #HNA at $15D0 $15D1 $15D2
009A: $157F = create_actor 8 #HNA at $15D0 $15D1 $15D2
009A: $1580 = create_actor 8 #HNA at $15D0 $15D1 $15D2
009A: $1581 = create_actor 8 #HNA at $15D0 $15D1 $15D2
009A: $1582 = create_actor 8 #HNA at $15D0 $15D1 $15D2
009A: $1583 = create_actor 8 #HNA at $15D0 $15D1 $15D2
00DA: $158A = player $PLAYER_CHAR car
0186: $159A = create_marker_above_car $158A

:Label0D4A8C
00D6: if 0
834E: NOT unknown_move_object $6FF to -1114.5 73.0 10.1 unknown_angle 10.0
10.0 0.0 0
004D: jump_if_false Label0D4AC7
0001: wait 0 ms
0002: jump Label0D4A8C

:Label0D4AC7
00BC: text_highpriority "CUB2_03" 5000 ms 1 ;; ~g~Get a car and pick up the
Cubans from outside Robina's Cafe.
009A: $1587 = create_actor 7 #CBA at -1171.2 -608.7 10.8
0173: set_actor $1587 z_angle_to 181.1
01B2: give_actor $1587 weapon 23 ammo 30000 ;; Load the weapon model before
using this
035F: set_actor $1587 armour_to 100
01ED: reset_actor $1587 flags
0573: $1587 1
02A9: set_actor $1587 immune_to_nonplayer 1
039E: (unknown) $1587 1
04F5: unknown_actor $1587 kiss_player $PLAYER_CHAR on 1
0526: unknown_actor $1587 1
0291: unknown_actor $1587 unknown_behavior_flag 1
0568: $1587 1
009A: $1588 = create_actor 7 #CBA at -1169.9 -609.0 10.8
0173: set_actor $1588 z_angle_to 181.1
01B2: give_actor $1588 weapon 23 ammo 30000 ;; Load the weapon model before
using this
035F: set_actor $1588 armour_to 100
01ED: reset_actor $1588 flags
0573: $1588 1
02A9: set_actor $1588 immune_to_nonplayer 1
039E: (unknown) $1588 1
04F5: unknown_actor $1588 kiss_player $PLAYER_CHAR on 1
0526: unknown_actor $1588 1
0291: unknown_actor $1588 unknown_behavior_flag 1
0568: $1588 1
009A: $1589 = create_actor 7 #CBA at -1169.9 -610.0 10.8
01B2: give_actor $1589 weapon 23 ammo 30000 ;; Load the weapon model before
using this
035F: set_actor $1589 armour_to 100
01ED: reset_actor $1589 flags
0573: $1589 1
02A9: set_actor $1589 immune_to_nonplayer 1
039E: (unknown) $1589 1
04F5: unknown_actor $1589 kiss_player $PLAYER_CHAR on 1
0526: unknown_actor $1589 1
0291: unknown_actor $1589 unknown_behavior_flag 1
0568: $1589 1
03F9: make_actors $1588 $1589 converse_in 86400000 ms
00A5: $1597 = create_car #PONY at -1071.3 -608.4 9.7
018A: $1598 = create_checkpoint_at -1168.5 -599.6 10.6
0006: 16@ = 0 ;; integer values

:Label0D4C4F
0001: wait 0 ms

:Label0D4C53
00D6: if 21
80FA: NOT player $PLAYER_CHAR stopped 1 (in-sphere)near_point_in_car -1168.5
-599.6 10.6 radius 5.0 5.0 10.0
8443: NOT player $PLAYER_CHAR in_a_car
004D: jump_if_false Label0D4D2D
0001: wait 0 ms
00D6: if 22
0118: actor $1587 dead
0118: actor $1588 dead
0118: actor $1589 dead
004D: jump_if_false Label0D4CC3
0050: gosub Label0D9A06
00BC: text_highpriority "CUB2_10" 5000 ms 1 ;; ~r~You are supposed to be killing
Haitians, not Cubans.
0002: jump Label0D81E9

:Label0D4CC3
00D6: if 0
0019: 16@ > 6000 ;; integer values
004D: jump_if_false Label0D4D26
00D6: if 0
00F6: player $PLAYER_CHAR 0 ()near_point_on_foot -1168.5 -599.6 10.6 radius
5.0 5.0 10.0
004D: jump_if_false Label0D4D1C
00BC: text_highpriority "CUB2_18" 5000 ms 1 ;; ~g~Get a car and pick up the
Cubans
0002: jump Label0D4D26

:Label0D4D1C
03D5: remove_text "CUB2_18" ;; ~g~Get a car and pick up the Cubans

:Label0D4D26
0002: jump Label0D4C53

:Label0D4D2D
01C3: remove_references_to_car $1597 ;; Like turning a car into any random car
00DA: $158A = player $PLAYER_CHAR car
00D6: if 0
003A: $158A == $15B9 ;; integer values and handles
004D: jump_if_false Label0D4D5B
0004: $15BA = 0 ;; integer values
0002: jump Label0D4D62

:Label0D4D5B
0004: $15BA = 1 ;; integer values

:Label0D4D62
0084: $15B9 = $158A ;; integer values and handles
01EA: $15A3 = car $158A max_passengers
00D6: if 0
8018: NOT $15A3 > 2 ;; integer values
004D: jump_if_false Label0D4E37
00BC: text_highpriority "CUB2_01" 5000 ms 1 ;; Not enough room, man, you need a
bigger car.
00D6: if 0
8118: NOT actor $1588 dead
004D: jump_if_false Label0D4DAD
0173: set_actor $1588 z_angle_to 0.0

:Label0D4DAD
00D6: if 0
0038: $15BA == 1 ;; integer values
004D: jump_if_false Label0D4E16
03CF: load_wav "CUB2_1" as 1

:Label0D4DCB
00D6: if 0
83D0: NOT wav 1 loaded
004D: jump_if_false Label0D4DE5
0001: wait 0 ms
0002: jump Label0D4DCB

:Label0D4DE5
03D1: play_wav 1

:Label0D4DE9
00D6: if 1
83D2: NOT wav 1 ended
8118: NOT actor $1588 dead
004D: jump_if_false Label0D4E08
0001: wait 0 ms
0002: jump Label0D4DE9
:Label0D4E08
040D: unload_wav 1
03D5: remove_text "CUB2_01" ;; Not enough room, man, you need a bigger car.

:Label0D4E16
00D6: if 0
8118: NOT actor $1588 dead
004D: jump_if_false Label0D4E30
0173: set_actor $1588 z_angle_to 181.0

:Label0D4E30
0002: jump Label0D4C4F

:Label0D4E37
0164: disable_marker $1598
00D6: if 0
8119: NOT car $158A wrecked
004D: jump_if_false Label0D4E53
020A: set_car $158A door_status_to 4

:Label0D4E53
0001: wait 500 ms
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
02A3: toggle_widescreen 1 (on)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 (true)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 (true)
015F: set_camera_position -1175.9 -608.1 11.4 0.0 0.0 0.0
0160: point_camera -1147.9 -583.11 16.1 2
0006: 17@ = 0 ;; integer values
00D6: if 0
8119: NOT car $158A wrecked
004D: jump_if_false Label0D4EC2
020A: set_car $158A door_status_to 1

:Label0D4EC2
00D6: if 0
8038: NOT $15A4 == 3 ;; integer values
004D: jump_if_false Label0D52B7
0001: wait 0 ms
00D6: if 0
8119: NOT car $158A wrecked
004D: jump_if_false Label0D4F67
00D6: if 0
8118: NOT actor $1587 dead
004D: jump_if_false Label0D4F67
00D6: if 0
0038: $15A8 == 0 ;; integer values
004D: jump_if_false Label0D4F25
00A1: put_actor $1587 at -1169.9 -608.0 10.8
0004: $15A8 = 1 ;; integer values

:Label0D4F25
01D4: actor $1587 go_to_car $158A and_enter_it_as_a_passenger
0319: set_actor $1587 wander_state_to 1 (off)
00D6: if 0
0038: $15A8 == 1 ;; integer values
004D: jump_if_false Label0D4F67
00D6: if 0
00DB: actor $1587 in_car $158A
004D: jump_if_false Label0D4F67
0008: $15A4 += 1 ;; integer values
0004: $15A8 = 2 ;; integer values

:Label0D4F67
0001: wait 800 ms
00D6: if 0
8119: NOT car $158A wrecked
004D: jump_if_false Label0D4FFB
00D6: if 0
8118: NOT actor $1588 dead
004D: jump_if_false Label0D4FFB
00D6: if 0
0038: $15A9 == 0 ;; integer values
004D: jump_if_false Label0D4FB9
00A1: put_actor $1588 at -1169.9 -608.0 10.8
0004: $15A9 = 1 ;; integer values

:Label0D4FB9
01D4: actor $1588 go_to_car $158A and_enter_it_as_a_passenger
0319: set_actor $1588 wander_state_to 1 (off)
00D6: if 0
0038: $15A9 == 1 ;; integer values
004D: jump_if_false Label0D4FFB
00D6: if 0
00DB: actor $1588 in_car $158A
004D: jump_if_false Label0D4FFB
0008: $15A4 += 1 ;; integer values
0004: $15A9 = 2 ;; integer values

:Label0D4FFB
0001: wait 800 ms
00D6: if 0
8119: NOT car $158A wrecked
004D: jump_if_false Label0D508F
00D6: if 0
8118: NOT actor $1589 dead
004D: jump_if_false Label0D508F
00D6: if 0
0038: $15AA == 0 ;; integer values
004D: jump_if_false Label0D504D
00A1: put_actor $1589 at -1169.9 -608.0 10.8
0004: $15AA = 1 ;; integer values

:Label0D504D
01D4: actor $1589 go_to_car $158A and_enter_it_as_a_passenger
0319: set_actor $1589 wander_state_to 1 (off)
00D6: if 0
0038: $15AA == 1 ;; integer values
004D: jump_if_false Label0D508F
00D6: if 0
00DB: actor $1589 in_car $158A
004D: jump_if_false Label0D508F
0008: $15A4 += 1 ;; integer values
0004: $15AA = 2 ;; integer values

:Label0D508F
00D6: if 0
0019: 17@ > 2000 ;; integer values
004D: jump_if_false Label0D52B0
00D6: if 0
8119: NOT car $158A wrecked
004D: jump_if_false Label0D52A9
00D6: if 0
8118: NOT actor $1587 dead
004D: jump_if_false Label0D510E
00D6: if 0
00DB: actor $1587 in_car $158A
004D: jump_if_false Label0D50F5
0362: remove_actor $1587 from_car_and_place_at -862.0 -607.4 11.1
01C2: remove_references_to_actor $1587 ;; Like turning an actor into a random
pedestrian
0002: jump Label0D510E

:Label0D50F5
00A1: put_actor $1587 at -862.0 -607.7 11.1
01C2: remove_references_to_actor $1587 ;; Like turning an actor into a random
pedestrian

:Label0D510E
00D6: if 0
8118: NOT actor $1588 dead
004D: jump_if_false Label0D516A
00D6: if 0
00DB: actor $1588 in_car $158A
004D: jump_if_false Label0D5151
0362: remove_actor $1588 from_car_and_place_at -862.0 -604.4 11.1
01C2: remove_references_to_actor $1588 ;; Like turning an actor into a random
pedestrian
0002: jump Label0D516A

:Label0D5151
00A1: put_actor $1588 at -862.0 -604.4 11.1
01C2: remove_references_to_actor $1588 ;; Like turning an actor into a random
pedestrian

:Label0D516A
00D6: if 0
8118: NOT actor $1589 dead
004D: jump_if_false Label0D51C6
00D6: if 0
00DB: actor $1589 in_car $158A
004D: jump_if_false Label0D51AD
0362: remove_actor $1589 from_car_and_place_at -862.0 -601.4 11.1
01C2: remove_references_to_actor $1589 ;; Like turning an actor into a random
pedestrian
0002: jump Label0D51C6

:Label0D51AD
00A1: put_actor $1589 at -862.0 -601.4 11.1
01C2: remove_references_to_actor $1589 ;; Like turning an actor into a random
pedestrian

:Label0D51C6
01C8: $1587 = create_actor 7 #CBA in_car $158A passenger_seat 0
04F5: unknown_actor $1587 kiss_player $PLAYER_CHAR on 1
0526: unknown_actor $1587 1
01B2: give_actor $1587 weapon 23 ammo 30000 ;; Load the weapon model before
using this
01ED: reset_actor $1587 flags
02A9: set_actor $1587 immune_to_nonplayer 1
039E: (unknown) $1587 1
0291: unknown_actor $1587 unknown_behavior_flag 1
0568: $1587 1
01C8: $1588 = create_actor 7 #CBA in_car $158A passenger_seat 1
04F5: unknown_actor $1588 kiss_player $PLAYER_CHAR on 1
0526: unknown_actor $1588 1
01B2: give_actor $1588 weapon 23 ammo 30000 ;; Load the weapon model before
using this
01ED: reset_actor $1588 flags
02A9: set_actor $1588 immune_to_nonplayer 1
039E: (unknown) $1588 1
0291: unknown_actor $1588 unknown_behavior_flag 1
0568: $1588 1
01C8: $1589 = create_actor 7 #CBA in_car $158A passenger_seat 2
04F5: unknown_actor $1589 kiss_player $PLAYER_CHAR on 1
0526: unknown_actor $1589 1
01B2: give_actor $1589 weapon 23 ammo 30000 ;; Load the weapon model before
using this
01ED: reset_actor $1589 flags
02A9: set_actor $1589 immune_to_nonplayer 1
039E: (unknown) $1589 1
0291: unknown_actor $1589 unknown_behavior_flag 1
0568: $1589 1
0508: $158A

:Label0D52A9
0004: $15A4 = 3 ;; integer values

:Label0D52B0
0002: jump Label0D4EC2

:Label0D52B7
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
02A3: toggle_widescreen 0 (off)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 (false)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 (false)
018A: $1599 = create_checkpoint_at -1072.6 70.3 11.2
00BC: text_highpriority "CUB2_19" 5000 ms 1 ;; We gonna fight like men!
03D1: play_wav 2

:Label0D52F9
00D6: if 1
83D2: NOT wav 2 ended
8118: NOT actor $1587 dead
004D: jump_if_false Label0D5318
0001: wait 0 ms
0002: jump Label0D52F9

:Label0D5318
040D: unload_wav 2
03D5: remove_text "CUB2_19" ;; We gonna fight like men!
00BB: text_lowpriority "CUB2_04" 5000 ms 1 ;; ~g~Go and drop the Cubans off at
the fight.
00BB: text_lowpriority "CUB2_23" 5000 ms 1 ;; ~g~ Little Haiti will be swarming
with Haitians trying to even the score with the Cubans. Watch your back.
03CF: load_wav "CUB2_3A" as 1
03CF: load_wav "CUB2_3B" as 2

:Label0D535C
00D6: if 21
83D0: NOT wav 1 loaded
83D0: NOT wav 2 loaded
004D: jump_if_false Label0D537A
0001: wait 0 ms
0002: jump Label0D535C

:Label0D537A
0001: wait 0 ms
00D6: if 0
00F7: player $PLAYER_CHAR 0 ()near_point_in_car -1072.6 70.3 11.2 radius
180.0 180.0 180.0
004D: jump_if_false Label0D554A
00D6: if 0
0038: $15AF == 0 ;; integer values
004D: jump_if_false Label0D554A
0050: gosub Label0D831E
0482: 3.0
009A: $1584 = create_actor 7 #CBA at -1079.5 72.6 10.2
04F5: unknown_actor $1584 kiss_player $PLAYER_CHAR on 1
0173: set_actor $1584 z_angle_to 91.5
01B2: give_actor $1584 weapon 23 ammo 30000 ;; Load the weapon model before
using this
01ED: reset_actor $1584 flags
0243: set_actor $1584 ped_stats_to 16
011A: set_actor $1584 flags 256
011A: set_actor $1584 flags 64
011A: set_actor $1584 flags 65536
02A9: set_actor $1584 immune_to_nonplayer 1
04F5: unknown_actor $1584 kiss_player $PLAYER_CHAR on 1
0291: unknown_actor $1584 unknown_behavior_flag 1
0573: $1584 1
0568: $1584 1
009A: $1585 = create_actor 7 #CBB at -1079.6 73.9 10.2
04F5: unknown_actor $1585 kiss_player $PLAYER_CHAR on 1
0173: set_actor $1585 z_angle_to 270.9
01ED: reset_actor $1585 flags
0243: set_actor $1585 ped_stats_to 16
02E2: set_actor $1585 weapon_accuracy_to 90
02A9: set_actor $1585 immune_to_nonplayer 1
0573: $1585 1
04F5: unknown_actor $1585 kiss_player $PLAYER_CHAR on 1
0291: unknown_actor $1585 unknown_behavior_flag 1
0568: $1585 1
0526: unknown_actor $1585 1
039E: (unknown) $1585 1
009A: $1586 = create_actor 7 #CBA at -1079.3 68.6 10.2
04F5: unknown_actor $1586 kiss_player $PLAYER_CHAR on 1
0173: set_actor $1586 z_angle_to 82.1
01B2: give_actor $1586 weapon 23 ammo 30000 ;; Load the weapon model before
using this
01ED: reset_actor $1586 flags
0243: set_actor $1586 ped_stats_to 16
011A: set_actor $1586 flags 256
011A: set_actor $1586 flags 64
011A: set_actor $1586 flags 65536
02A9: set_actor $1586 immune_to_nonplayer 1
04F5: unknown_actor $1586 kiss_player $PLAYER_CHAR on 1
0291: unknown_actor $1586 unknown_behavior_flag 1
0573: $1586 1
0568: $1586 1
0002: jump Label0D55C3

:Label0D554A
00D6: if 22
0118: actor $1587 dead
0118: actor $1588 dead
0118: actor $1589 dead
004D: jump_if_false Label0D5581
0050: gosub Label0D9A06
00BC: text_highpriority "CUB2_10" 5000 ms 1 ;; ~r~You are supposed to be killing
Haitians, not Cubans.
0002: jump Label0D81E9

:Label0D5581
00D6: if 0
8119: NOT car $158A wrecked
004D: jump_if_false Label0D559F
0050: gosub Label0D90C8
0002: jump Label0D55BC

:Label0D559F
0050: gosub Label0D9A06
00BC: text_highpriority "CUB2_10" 5000 ms 1 ;; ~r~You are supposed to be killing
Haitians, not Cubans.
0002: jump Label0D81E9

:Label0D55BC
0002: jump Label0D537A

:Label0D55C3
0001: wait 0 ms
00D6: if 0
8119: NOT car $158A wrecked
004D: jump_if_false Label0D5646
00D6: if 0
80F7: NOT player $PLAYER_CHAR 1 (in-sphere)near_point_in_car -1072.6 70.3
10.2 radius 4.0 4.0 4.0
004D: jump_if_false Label0D5615
0050: gosub Label0D90C8
0002: jump Label0D563F

:Label0D5615
00D6: if 0
8119: NOT car $158A wrecked
004D: jump_if_false Label0D563F
00D6: if 0
00DC: player $PLAYER_CHAR driving $158A
004D: jump_if_false Label0D563F
0002: jump Label0D56B6

:Label0D563F
0002: jump Label0D5663
:Label0D5646
0050: gosub Label0D9A06
00BC: text_highpriority "CUB2_10" 5000 ms 1 ;; ~r~You are supposed to be killing
Haitians, not Cubans.
0002: jump Label0D81E9

:Label0D5663
00D6: if 22
0118: actor $1584 dead
0118: actor $1585 dead
0118: actor $1586 dead
004D: jump_if_false Label0D569A
0050: gosub Label0D9A06
00BC: text_highpriority "CUB2_10" 5000 ms 1 ;; ~r~You are supposed to be killing
Haitians, not Cubans.
0002: jump Label0D81E9

:Label0D569A
0050: gosub Label0D89EA
0050: gosub Label0D831E
0050: gosub Label0D9176
0002: jump Label0D55C3

:Label0D56B6
0164: disable_marker $1599
0164: disable_marker $159A
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
02A3: toggle_widescreen 1 (on)
0395: clear_area 1 at -1079.6 73.9 range 10.2 50.0
01EB: set_car_density_to 0.0
00A5: $1579 = create_car #STINGER at -1113.2 70.2 10.0
0175: set_car $1579 z_angle_to 358.19
02AA: set_car $1579 immune_to_nonplayer 1
015F: set_camera_position -1064.5 64.8 15.7 0.0 0.0 0.0
0158: camera_on_vehicle $158A 15 2
0477: unknown_car $158A 5 10000
00D6: if 0
8119: NOT car $158A wrecked
004D: jump_if_false Label0D5780

:Label0D5755
00D6: if 0
81C1: NOT car $158A stopped
004D: jump_if_false Label0D5780
0001: wait 0 ms
00D6: if 0
8119: NOT car $158A wrecked
004D: jump_if_false Label0D5779

:Label0D5779
0002: jump Label0D5755

:Label0D5780
00D6: if 0
8119: NOT car $158A wrecked
004D: jump_if_false Label0D581A
00D6: if 0
8118: NOT actor $1587 dead
004D: jump_if_false Label0D57BE
0243: set_actor $1587 ped_stats_to 16
01D3: actor $1587 leave_car $158A
0239: actor $1587 run_to -1075.8 71.4

:Label0D57BE
00D6: if 0
8118: NOT actor $1588 dead
004D: jump_if_false Label0D57EC
0243: set_actor $1588 ped_stats_to 16
01D3: actor $1588 leave_car $158A
0239: actor $1588 run_to -1075.6 70.0

:Label0D57EC
00D6: if 0
8118: NOT actor $1589 dead
004D: jump_if_false Label0D581A
0243: set_actor $1589 ped_stats_to 16
01D3: actor $1589 leave_car $158A
0239: actor $1589 run_to -1075.8 68.6

:Label0D581A
01D3: actor $PLAYER_ACTOR leave_car $158A
0239: actor $PLAYER_ACTOR run_to -1077.2 73.3
01C3: remove_references_to_car $158A ;; Like turning a car into any random car
0001: wait 2000 ms
00D6: if 0
0038: $15B2 == 0 ;; integer values
004D: jump_if_false Label0D586E
00D6: if 0
8118: NOT actor $1585 dead
004D: jump_if_false Label0D586E
0372: set_actor $1585 anim 16 wait_state_time 800 ms
0004: $15B2 = 1 ;; integer values

:Label0D586E
015F: set_camera_position -1073.46 72.77 12.32 0.0 0.0 0.0
0160: point_camera -1074.44 72.62 12.21 2
0001: wait 900 ms
00D6: if 0
8118: NOT actor $1587 dead
004D: jump_if_false Label0D58E0
0173: set_actor $1587 z_angle_to 91.5
0573: $1587 1
011A: set_actor $1587 flags 256
011A: set_actor $1587 flags 64
011A: set_actor $1587 flags 65536

:Label0D58E0
00D6: if 0
8118: NOT actor $1588 dead
004D: jump_if_false Label0D591A
0173: set_actor $1588 z_angle_to 89.5
0573: $1588 1
011A: set_actor $1588 flags 256
011A: set_actor $1588 flags 64
011A: set_actor $1588 flags 65536

:Label0D591A
00D6: if 0
8118: NOT actor $1589 dead
004D: jump_if_false Label0D5954
0173: set_actor $1589 z_angle_to 90.5
0573: $1589 1
011A: set_actor $1589 flags 256
011A: set_actor $1589 flags 64
011A: set_actor $1589 flags 65536

:Label0D5954
0006: 16@ = 0 ;; integer values

:Label0D595B
00D6: if 0
8126: NOT actor $PLAYER_ACTOR walking
004D: jump_if_false Label0D5990
0001: wait 0 ms
00D6: if 0
0019: 16@ > 5000 ;; integer values
004D: jump_if_false Label0D5989
0002: jump Label0D5990

:Label0D5989
0002: jump Label0D595B

:Label0D5990
00D6: if 0
8118: NOT actor $1585 dead
004D: jump_if_false Label0D59B9
020F: actor $1585 look_at_player $PLAYER_CHAR
020E: actor $PLAYER_ACTOR look_at_actor $1585
0372: set_actor $1585 anim 0 wait_state_time 100 ms

:Label0D59B9
00D6: if 0
8118: NOT actor $1585 dead
004D: jump_if_false Label0D59D3
0372: set_actor $1585 anim 19 wait_state_time 10000 ms

:Label0D59D3
00BC: text_highpriority "CUB2_12" 3000 ms 1 ;; Hey amigo! Good to see you could
make it!
03D1: play_wav 1

:Label0D59E6
00D6: if 1
83D2: NOT wav 1 ended
8118: NOT actor $1585 dead
004D: jump_if_false Label0D5A05
0001: wait 0 ms
0002: jump Label0D59E6

:Label0D5A05
040D: unload_wav 1
03D5: remove_text "CUB2_12" ;; Hey amigo! Good to see you could make it!
00D6: if 0
8118: NOT actor $1585 dead
004D: jump_if_false Label0D5A2D
0372: set_actor $1585 anim 19 wait_state_time 10000 ms
:Label0D5A2D
00BC: text_highpriority "CUB2_13" 4000 ms 1 ;; Stinking nest of Haitians, we
gonna kill 'em all!
03D1: play_wav 2

:Label0D5A40
00D6: if 1
83D2: NOT wav 2 ended
8118: NOT actor $1585 dead
004D: jump_if_false Label0D5A5F
0001: wait 0 ms
0002: jump Label0D5A40

:Label0D5A5F
040D: unload_wav 2
03D5: remove_text "CUB2_13" ;; Stinking nest of Haitians, we gonna kill 'em all!
03CF: load_wav "CUB2_3C" as 1
03CF: load_wav "CUB2_9" as 2

:Label0D5A85
00D6: if 21
83D0: NOT wav 1 loaded
83D0: NOT wav 2 loaded
004D: jump_if_false Label0D5AA3
0001: wait 0 ms
0002: jump Label0D5A85

:Label0D5AA3
00D6: if 0
8118: NOT actor $1585 dead
004D: jump_if_false Label0D5ABC
0372: set_actor $1585 anim 0 wait_state_time 100 ms

:Label0D5ABC
00D6: if 0
8118: NOT actor $1587 dead
004D: jump_if_false Label0D5AD3
02A9: set_actor $1587 immune_to_nonplayer 0

:Label0D5AD3
00D6: if 0
8118: NOT actor $1588 dead
004D: jump_if_false Label0D5AEA
02A9: set_actor $1588 immune_to_nonplayer 0

:Label0D5AEA
00D6: if 0
8118: NOT actor $1589 dead
004D: jump_if_false Label0D5B01
02A9: set_actor $1589 immune_to_nonplayer 0

:Label0D5B01
0004: $15B0 = 0 ;; integer values
0230: set_player $PLAYER_CHAR stop_looking
00D6: if 0
8118: NOT actor $1585 dead
004D: jump_if_false Label0D5B47
022F: set_actor $1585 stop_looking
011A: set_actor $1585 flags 256
011A: set_actor $1585 flags 64
011A: set_actor $1585 flags 65536
01B2: give_actor $1585 weapon 26 ammo 99999 ;; Load the weapon model before
using this

:Label0D5B47
01EB: set_car_density_to 1.0
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
02A3: toggle_widescreen 0 (off)
00BC: text_highpriority "CUB2_14" 5000 ms 1 ;; CHAAAAAARGE!
03D1: play_wav 1

:Label0D5B6E
00D6: if 1
83D2: NOT wav 1 ended
8118: NOT actor $1585 dead
004D: jump_if_false Label0D5B8D
0001: wait 0 ms
0002: jump Label0D5B6E

:Label0D5B8D
040D: unload_wav 1
03D5: remove_text "CUB2_14" ;; CHAAAAAARGE!
00BB: text_lowpriority "CUB2_25" 5000 ms 1 ;; KILL ALL THE HAITIANS!!
00D6: if 0
8118: NOT actor $157A dead
004D: jump_if_false Label0D5BC2
0187: $159D = create_marker_above_actor $157A

:Label0D5BC2
00D6: if 0
8118: NOT actor $157B dead
004D: jump_if_false Label0D5BDA
0187: $159E = create_marker_above_actor $157B

:Label0D5BDA
00D6: if 0
8118: NOT actor $157C dead
004D: jump_if_false Label0D5BF2
0187: $159F = create_marker_above_actor $157C

:Label0D5BF2
00D6: if 0
8118: NOT actor $157D dead
004D: jump_if_false Label0D5C0A
0187: $15A0 = create_marker_above_actor $157D

:Label0D5C0A
00D6: if 0
8118: NOT actor $157E dead
004D: jump_if_false Label0D5C22
0187: $15A1 = create_marker_above_actor $157E

:Label0D5C22
0004: $15BB = 0 ;; integer values
0297: clear_rampage_kills
:Label0D5C2B
0001: wait 0 ms
00D6: if 23
0118: actor $1584 dead
0118: actor $1585 dead
0118: actor $1586 dead
0038: $15BE == 1 ;; integer values
004D: jump_if_false Label0D5C6D
0050: gosub Label0D9A06
00BC: text_highpriority "CUB2_10" 5000 ms 1 ;; ~r~You are supposed to be killing
Haitians, not Cubans.
0002: jump Label0D81E9

:Label0D5C6D
0050: gosub Label0D89EA
0050: gosub Label0D8E01
0050: gosub Label0D9176
0050: gosub Label0D99E6
00D6: if 22
0119: car $1579 wrecked
0018: $15B0 > 9 ;; integer values
0056: player $PLAYER_CHAR 0 ()in_rectangle -1114.3 61.6 -1131.2 95.9
004D: jump_if_false Label0D5CC2
0004: $15B1 = 1 ;; integer values

:Label0D5CC2
00D6: if 0
0118: actor $157A dead
004D: jump_if_false Label0D5CD7
0164: disable_marker $159D

:Label0D5CD7
00D6: if 0
0118: actor $157B dead
004D: jump_if_false Label0D5CEC
0164: disable_marker $159E

:Label0D5CEC
00D6: if 0
0118: actor $157C dead
004D: jump_if_false Label0D5D01
0164: disable_marker $159F

:Label0D5D01
00D6: if 0
0118: actor $157D dead
004D: jump_if_false Label0D5D16
0164: disable_marker $15A0

:Label0D5D16
00D6: if 0
0118: actor $157E dead
004D: jump_if_false Label0D5D2B
0164: disable_marker $15A1

:Label0D5D2B
00D6: if 0
0038: $15B1 == 0 ;; integer values
004D: jump_if_false Label0D5D4B
0050: gosub Label0D831E
0002: jump Label0D5DC9

:Label0D5D4B
00D6: if 0
0118: actor $157A dead
004D: jump_if_false Label0D5DC9
00D6: if 0
0118: actor $157B dead
004D: jump_if_false Label0D5DC9
00D6: if 0
0118: actor $157C dead
004D: jump_if_false Label0D5DC9
00D6: if 0
0118: actor $157D dead
004D: jump_if_false Label0D5DC9
00D6: if 0
0118: actor $157E dead
004D: jump_if_false Label0D5DC9
0482: 1.0
0164: disable_marker $159D
0164: disable_marker $159E
0164: disable_marker $159F
0164: disable_marker $15A0
0164: disable_marker $15A1
0004: $15BB = 1 ;; integer values
0002: jump Label0D5DD0

:Label0D5DC9
0002: jump Label0D5C2B

:Label0D5DD0
0001: wait 1000 ms
0395: clear_area 1 at -1079.6 73.9 range 10.2 25.0
01EB: set_car_density_to 0.0
03DE: set_pedestrians_density_multiplier_to 0.0
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
02A3: toggle_widescreen 1 (on)
00BC: text_highpriority "CUB2_15" 5000 ms 1 ;; Now, my brothers, CHAAARRRGGEE!!
03D1: play_wav 2

:Label0D5E19
00D6: if 1
83D2: NOT wav 2 ended
8118: NOT actor $1585 dead
004D: jump_if_false Label0D5E38
0001: wait 0 ms
0002: jump Label0D5E19

:Label0D5E38
040D: unload_wav 2
03D5: remove_text "CUB2_15" ;; Now, my brothers, CHAAARRRGGEE!!
00A5: $158A = create_car #TAXI at -1037.2 24.6 9.9
0129: $1592 = create_actor 4 #WMOCA in_car $158A driverseat
00AD: set_car $158A max_speed_to 0.0
01C8: $158D = create_actor 7 #CBA in_car $158A passenger_seat 0
04F5: unknown_actor $158D kiss_player $PLAYER_CHAR on 1
01B2: give_actor $158D weapon 23 ammo 30000 ;; Load the weapon model before
using this
035F: set_actor $158D armour_to 100
01ED: reset_actor $158D flags
02A9: set_actor $158D immune_to_nonplayer 1
039E: (unknown) $158D 1
04F5: unknown_actor $158D kiss_player $PLAYER_CHAR on 1
0291: unknown_actor $158D unknown_behavior_flag 1
0568: $158D 1
01C8: $158E = create_actor 7 #CBA in_car $158A passenger_seat 1
04F5: unknown_actor $158E kiss_player $PLAYER_CHAR on 1
01B2: give_actor $158E weapon 23 ammo 30000 ;; Load the weapon model before
using this
035F: set_actor $158E armour_to 100
01ED: reset_actor $158E flags
02A9: set_actor $158E immune_to_nonplayer 1
039E: (unknown) $158E 1
04F5: unknown_actor $158E kiss_player $PLAYER_CHAR on 1
0291: unknown_actor $158E unknown_behavior_flag 1
0568: $158E 1
01C8: $158F = create_actor 7 #CBA in_car $158A passenger_seat 2
04F5: unknown_actor $158F kiss_player $PLAYER_CHAR on 1
01B2: give_actor $158F weapon 23 ammo 30000 ;; Load the weapon model before
using this
035F: set_actor $158F armour_to 100
01ED: reset_actor $158F flags
02A9: set_actor $158F immune_to_nonplayer 1
039E: (unknown) $158F 1
04F5: unknown_actor $158F kiss_player $PLAYER_CHAR on 1
0291: unknown_actor $158F unknown_behavior_flag 1
0568: $158F 1
03BA: clear_cars_from_cube -1108.2 65.2 5.0 -1118.2 75.2 15.0
00A6: destroy_car $1579
0005: $15C8 = -1137.8 ;; floating-point values
0005: $15C9 = 66.7 ;; floating-point values
0005: $15D3 = 5.2 ;; floating-point values
0005: $15CA = -1138.2 ;; floating-point values
0005: $15CB = 75.5 ;; floating-point values
0005: $15D4 = 175.4 ;; floating-point values
0005: $15CC = -1158.2 ;; floating-point values
0005: $15CD = 67.2 ;; floating-point values
0005: $15D5 = 5.2 ;; floating-point values
0005: $15CE = -1158.1 ;; floating-point values
0005: $15CF = 75.6 ;; floating-point values
0005: $15D6 = 175.4 ;; floating-point values
0005: $15D0 = -1163.5 ;; floating-point values
0005: $15D1 = 75.8 ;; floating-point values
0005: $15D7 = 226.7 ;; floating-point values
0005: $15D2 = 10.1 ;; floating-point values
0050: gosub Label0D831E
0239: actor $PLAYER_ACTOR run_to -1103.1 71.9
009A: $158C = create_actor 8 #HNB at -1189.8 69.2 23.9
0489: unknown_actor $158C flag 1
0173: set_actor $158C z_angle_to 270.0
01B2: give_actor $158C weapon 28 ammo 30000 ;; Load the weapon model before
using this
01ED: reset_actor $158C flags
0243: set_actor $158C ped_stats_to 16
011A: set_actor $158C flags 128
011A: set_actor $158C flags 1
011A: set_actor $158C flags 64
02E2: set_actor $158C weapon_accuracy_to 100
0239: actor $158C run_to -1173.4 71.3
015F: set_camera_position -1074.47 70.88 14.36 0.0 0.0 0.0
0160: point_camera -1075.44 70.9 14.11 2
00D6: if 0
8118: NOT actor $1586 dead
004D: jump_if_false Label0D610C
01ED: reset_actor $1586 flags
0239: actor $1586 run_to -1117.2 68.5

:Label0D610C
00D6: if 0
8118: NOT actor $1587 dead
004D: jump_if_false Label0D6130
01ED: reset_actor $1587 flags
0239: actor $1587 run_to -1130.2 70.5

:Label0D6130
00D6: if 0
8118: NOT actor $1588 dead
004D: jump_if_false Label0D6154
01ED: reset_actor $1588 flags
0239: actor $1588 run_to -1130.2 70.5

:Label0D6154
0001: wait 2000 ms
015F: set_camera_position -1105.68 70.95 13.95 0.0 0.0 0.0
0160: point_camera -1106.66 70.91 13.74 2
011C: actor $PLAYER_ACTOR clear_objective
0055: put_player $PLAYER_CHAR at -1103.1 71.9 10.27
00D6: if 0
8118: NOT actor $1586 dead
004D: jump_if_false Label0D61D8
00A1: put_actor $1586 at -1106.7 69.9 10.4
0239: actor $1586 run_to -1117.2 68.5

:Label0D61D8
00D6: if 0
8118: NOT actor $1587 dead
004D: jump_if_false Label0D620B
00A1: put_actor $1587 at -1106.7 70.9 10.4
0239: actor $1587 run_to -1130.2 70.5

:Label0D620B
00D6: if 0
8118: NOT actor $1588 dead
004D: jump_if_false Label0D623E
00A1: put_actor $1588 at -1106.7 71.9 10.4
0239: actor $1588 run_to -1130.2 70.5

:Label0D623E
0006: 16@ = 0 ;; integer values
03CF: load_wav "SNIPSH" as 2

:Label0D6251
00D6: if 0
83D0: NOT wav 2 loaded
004D: jump_if_false Label0D626B
0001: wait 0 ms
0002: jump Label0D6251

:Label0D626B
03CF: load_wav "SNIPSH" as 1

:Label0D6277
00D6: if 0
83D0: NOT wav 1 loaded
004D: jump_if_false Label0D6291
0001: wait 0 ms
0002: jump Label0D6277

:Label0D6291
0001: wait 0 ms
00D6: if 0
8118: NOT actor $1586 dead
004D: jump_if_false Label0D633D
00D6: if 0
00A3: actor $1586 0 ()in_rectangle -1130.4 59.9 -1114.1 82.1
004D: jump_if_false Label0D633D
00D6: if 0
0018: $15C6 > 0 ;; integer values
004D: jump_if_false Label0D6303
03CF: load_wav "SNIPER" as 1

:Label0D62E9
00D6: if 0
83D0: NOT wav 1 loaded
004D: jump_if_false Label0D6303
0001: wait 0 ms
0002: jump Label0D62E9

:Label0D6303
03D1: play_wav 1
0004: $15C6 = 1 ;; integer values
00D6: if 0
8118: NOT actor $1586 dead
004D: jump_if_false Label0D6323
0321: kill_actor $1586

:Label0D6323
00D6: if 0
83D2: NOT wav 1 ended
004D: jump_if_false Label0D633D
0001: wait 0 ms
0002: jump Label0D6323

:Label0D633D
00D6: if 0
8118: NOT actor $1587 dead
004D: jump_if_false Label0D63A6
00D6: if 0
00A3: actor $1587 0 ()in_rectangle -1130.4 59.9 -1119.1 82.1
004D: jump_if_false Label0D63A6
03D1: play_wav 2
00D6: if 0
8118: NOT actor $1587 dead
004D: jump_if_false Label0D638C
0321: kill_actor $1587
:Label0D638C
00D6: if 0
83D2: NOT wav 2 ended
004D: jump_if_false Label0D63A6
0001: wait 0 ms
0002: jump Label0D638C

:Label0D63A6
00D6: if 0
8118: NOT actor $1588 dead
004D: jump_if_false Label0D644E
00D6: if 0
00A3: actor $1588 0 ()in_rectangle -1130.4 59.9 -1125.1 82.1
004D: jump_if_false Label0D644E
00D6: if 0
0018: $15C6 > 0 ;; integer values
004D: jump_if_false Label0D6414
03CF: load_wav "SNIPER" as 1

:Label0D63FA
00D6: if 0
83D0: NOT wav 1 loaded
004D: jump_if_false Label0D6414
0001: wait 0 ms
0002: jump Label0D63FA

:Label0D6414
03D1: play_wav 1
0004: $15C6 = 1 ;; integer values
00D6: if 0
8118: NOT actor $1588 dead
004D: jump_if_false Label0D6434
0321: kill_actor $1588

:Label0D6434
00D6: if 0
83D2: NOT wav 1 ended
004D: jump_if_false Label0D644E
0001: wait 0 ms
0002: jump Label0D6434

:Label0D644E
00D6: if 0
0019: 16@ > 12000 ;; integer values
004D: jump_if_false Label0D6468
0002: jump Label0D64B5

:Label0D6468
00D6: if 0
0118: actor $1586 dead
004D: jump_if_false Label0D64AE
00D6: if 0
0118: actor $1587 dead
004D: jump_if_false Label0D64AE
00D6: if 0
0118: actor $1588 dead
004D: jump_if_false Label0D64AE
01C2: remove_references_to_actor $1586 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $1588 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $1587 ;; Like turning an actor into a random
pedestrian
0002: jump Label0D64B5

:Label0D64AE
0002: jump Label0D6291

:Label0D64B5
00D6: if 0
8118: NOT actor $158C dead
004D: jump_if_false Label0D64E1
00A1: put_actor $158C at -1173.4 71.3 23.0
04C6: $158C $PLAYER_ACTOR

:Label0D64E1
03CF: load_wav "CUB2_5" as 1
03CF: load_wav "CUB2_6" as 2

:Label0D64F9
00D6: if 21
83D0: NOT wav 1 loaded
83D0: NOT wav 2 loaded
004D: jump_if_false Label0D6517
0001: wait 0 ms
0002: jump Label0D64F9

:Label0D6517
0001: wait 1000 ms
015F: set_camera_position -1175.9 70.3 24.3 0.0 0.0 0.0
0160: point_camera -1135.9 66.3 18.6 2
00BC: text_highpriority "CUB2_09" 4000 ms 1 ;; Sniper on the roof!
03D1: play_wav 1

:Label0D6562
00D6: if 1
83D2: NOT wav 1 ended
8118: NOT actor $1585 dead
004D: jump_if_false Label0D6581
0001: wait 0 ms
0002: jump Label0D6562

:Label0D6581
040D: unload_wav 1
03D5: remove_text "CUB2_09" ;; Sniper on the roof!
00BC: text_highpriority "CUB2_07" 4000 ms 1 ;; They fight like girls! Take
cover!
03D1: play_wav 2

:Label0D65A2
00D6: if 1
83D2: NOT wav 2 ended
8118: NOT actor $1585 dead
004D: jump_if_false Label0D65C1
0001: wait 0 ms
0002: jump Label0D65A2
:Label0D65C1
040D: unload_wav 2
03D5: remove_text "CUB2_07" ;; They fight like girls! Take cover!
03CF: load_wav "CUB2_7" as 1

:Label0D65DB
00D6: if 0
83D0: NOT wav 1 loaded
004D: jump_if_false Label0D65F5
0001: wait 0 ms
0002: jump Label0D65DB

:Label0D65F5
00D6: if 0
8118: NOT actor $1585 dead
004D: jump_if_false Label0D661E
01ED: reset_actor $1585 flags
00A1: put_actor $1585 at -1112.98 66.92 10.4

:Label0D661E
00D6: if 0
8118: NOT actor $1584 dead
004D: jump_if_false Label0D6651
01ED: reset_actor $1584 flags
00A1: put_actor $1584 at -1112.2 74.5 10.4
0173: set_actor $1584 z_angle_to 302.4

:Label0D6651
00D6: if 0
8118: NOT actor $1589 dead
004D: jump_if_false Label0D6684
01ED: reset_actor $1589 flags
00A1: put_actor $1589 at -1112.5 65.2 10.4
0173: set_actor $1589 z_angle_to 357.4

:Label0D6684
00A1: put_actor $PLAYER_ACTOR at -1110.95 67.38 10.4
00D6: if 0
8118: NOT actor $1585 dead
004D: jump_if_false Label0D66BD
020F: actor $1585 look_at_player $PLAYER_CHAR
0210: player $PLAYER_CHAR look_at_actor $1585
048F: $1585

:Label0D66BD
0001: wait 1000 ms
015F: set_camera_position -1110.3 64.24 11.6 0.0 0.0 0.0
0160: point_camera -1114.0 71.1 10.25 2
00D6: if 0
8118: NOT actor $1585 dead
004D: jump_if_false Label0D670C
052B: actor $1585 hold_cellphone 1

:Label0D670C
0001: wait 1000 ms
00BC: text_highpriority "CUB2_02" 4000 ms 1 ;; We need reinforcements from the
cafe!
03D1: play_wav 1
:Label0D6724
00D6: if 1
83D2: NOT wav 1 ended
8118: NOT actor $1585 dead
004D: jump_if_false Label0D6743
0001: wait 0 ms
0002: jump Label0D6724

:Label0D6743
040D: unload_wav 1
03D5: remove_text "CUB2_02" ;; We need reinforcements from the cafe!
03CF: load_wav "CUB2_8" as 1
03CF: load_wav "CUB2_4A" as 2

:Label0D6769
00D6: if 21
83D0: NOT wav 1 loaded
83D0: NOT wav 2 loaded
004D: jump_if_false Label0D6787
0001: wait 0 ms
0002: jump Label0D6769

:Label0D6787
00D6: if 0
8118: NOT actor $1585 dead
004D: jump_if_false Label0D679E
052B: actor $1585 hold_cellphone 0

:Label0D679E
0001: wait 1000 ms
03BA: clear_cars_from_cube -1063.6 11.9 .6 -1080.9 102.8 20.4
015F: set_camera_position -1079.0 73.4 14.0 0.0 0.0 0.0
00D6: if 0
8119: NOT car $158A wrecked
004D: jump_if_false Label0D6824
0158: camera_on_vehicle $158A 15 2
04BA: set_car $158A speed_instantly 40.0
00AD: set_car $158A max_speed_to 40.0
00A7: car $158A drive_to -1068.1 77.11 10.5

:Label0D6824
00D6: if 0
81AD: NOT car $158A 0 ()near_point -1068.1 77.11 10.0 10.0
004D: jump_if_false Label0D6865
0001: wait 0 ms
00D6: if 0
8119: NOT car $158A wrecked
004D: jump_if_false Label0D685E

:Label0D685E
0002: jump Label0D6824

:Label0D6865
00D6: if 0
8119: NOT car $158A wrecked
004D: jump_if_false Label0D687F
0477: unknown_car $158A 3 10000

:Label0D687F
00D6: if 0
8118: NOT actor $158D dead
004D: jump_if_false Label0D6897
01D3: actor $158D leave_car $158A

:Label0D6897
00D6: if 0
8118: NOT actor $158E dead
004D: jump_if_false Label0D68AF
01D3: actor $158E leave_car $158A

:Label0D68AF
00D6: if 0
8118: NOT actor $158F dead
004D: jump_if_false Label0D68C7
01D3: actor $158F leave_car $158A

:Label0D68C7
0004: $15B6 = 2 ;; integer values
0004: $15B7 = 2 ;; integer values
0004: $15B8 = 2 ;; integer values

:Label0D68DC
0001: wait 0 ms
00D6: if 0
8119: NOT car $158A wrecked
004D: jump_if_false Label0D69BB
01E9: $15B3 = car $158A num_passengers
00D6: if 0
0038: $15B3 == 0 ;; integer values
004D: jump_if_false Label0D69B4
00D6: if 0
8118: NOT actor $158D dead
004D: jump_if_false Label0D693E
00D6: if 0
80DF: NOT actor $158D driving
004D: jump_if_false Label0D693E
011C: actor $158D clear_objective
0239: actor $158D run_to -1079.8 70.0

:Label0D693E
00D6: if 0
8118: NOT actor $158E dead
004D: jump_if_false Label0D6972
00D6: if 0
80DF: NOT actor $158E driving
004D: jump_if_false Label0D6972
011C: actor $158E clear_objective
0239: actor $158E run_to -1078.8 70.0

:Label0D6972
00D6: if 0
8118: NOT actor $158F dead
004D: jump_if_false Label0D69A6
00D6: if 0
80DF: NOT actor $158F driving
004D: jump_if_false Label0D69A6
011C: actor $158F clear_objective
0239: actor $158F run_to -1077.8 70.0
:Label0D69A6
0002: jump Label0D69C2
0002: jump Label0D69BB

:Label0D69B4
0002: jump Label0D68DC

:Label0D69BB
0002: jump Label0D68DC

:Label0D69C2
015F: set_camera_position -1070.4 69.9 15.7 0.0 0.0 0.0
0160: point_camera -1086.4 69.7 9.76 2

:Label0D69F5
00D6: if 0
80FF: NOT actor $158F 0 ()near_point_on_foot -1112.9 66.7 10.4 radius 2.0
2.0 2.0
004D: jump_if_false Label0D6CEB
0001: wait 0 ms
00D6: if 0
8118: NOT actor $158D dead
004D: jump_if_false Label0D6B12
00D6: if 0
0038: $15B6 == 2 ;; integer values
004D: jump_if_false Label0D6AA4
00D6: if 0
80FF: NOT actor $158D 0 ()near_point_on_foot -1079.8 71.0 10.4 radius 1.0
1.0 1.0
004D: jump_if_false Label0D6A91
0239: actor $158D run_to -1079.8 71.0
0002: jump Label0D6A9D

:Label0D6A91
0004: $15B6 = 0 ;; integer values
011C: actor $158D clear_objective

:Label0D6A9D
0002: jump Label0D6B12

:Label0D6AA4
00D6: if 0
00FF: actor $158D 0 ()near_point_on_foot -1112.0 73.0 10.4 radius 1.0 1.0
1.0
004D: jump_if_false Label0D6AF1
011C: actor $158D clear_objective
0173: set_actor $158D z_angle_to 78.5
0004: $15B6 = 1 ;; integer values
0002: jump Label0D6B12

:Label0D6AF1
00D6: if 0
0038: $15B6 == 0 ;; integer values
004D: jump_if_false Label0D6B12
0239: actor $158D run_to -1112.0 73.0

:Label0D6B12
00D6: if 0
8118: NOT actor $158E dead
004D: jump_if_false Label0D6BFB
00D6: if 0
0038: $15B7 == 2 ;; integer values
004D: jump_if_false Label0D6B8D
00D6: if 0
80FF: NOT actor $158E 0 ()near_point_on_foot -1078.8 70.0 10.4 radius 1.0
1.0 1.0
004D: jump_if_false Label0D6B7A
0239: actor $158E run_to -1078.8 70.0
0002: jump Label0D6B86

:Label0D6B7A
0004: $15B7 = 0 ;; integer values
011C: actor $158E clear_objective

:Label0D6B86
0002: jump Label0D6BFB

:Label0D6B8D
00D6: if 0
00FF: actor $158E 0 ()near_point_on_foot -1112.9 73.3 10.4 radius 1.0 1.0
1.0
004D: jump_if_false Label0D6BDA
011C: actor $158E clear_objective
0173: set_actor $158E z_angle_to 274.5
0004: $15B7 = 1 ;; integer values
0002: jump Label0D6BFB

:Label0D6BDA
00D6: if 0
0038: $15B7 == 0 ;; integer values
004D: jump_if_false Label0D6BFB
0239: actor $158E run_to -1112.9 73.3

:Label0D6BFB
00D6: if 0
8118: NOT actor $158F dead
004D: jump_if_false Label0D6CE4
00D6: if 0
0038: $15B8 == 2 ;; integer values
004D: jump_if_false Label0D6C76
00D6: if 0
80FF: NOT actor $158F 0 ()near_point_on_foot -1077.8 69.0 10.4 radius 1.0
1.0 1.0
004D: jump_if_false Label0D6C63
0239: actor $158F run_to -1077.8 69.0
0002: jump Label0D6C6F

:Label0D6C63
0004: $15B8 = 0 ;; integer values
011C: actor $158F clear_objective

:Label0D6C6F
0002: jump Label0D6CE4

:Label0D6C76
00D6: if 0
00FF: actor $158F 0 ()near_point_on_foot -1112.9 66.7 10.4 radius 1.0 1.0
1.0
004D: jump_if_false Label0D6CC3
011C: actor $158F clear_objective
0173: set_actor $158F z_angle_to 27.6
0004: $15B8 = 1 ;; integer values
0002: jump Label0D6CE4

:Label0D6CC3
00D6: if 0
0038: $15B8 == 0 ;; integer values
004D: jump_if_false Label0D6CE4
0239: actor $158F run_to -1112.9 66.7

:Label0D6CE4
0002: jump Label0D69F5

:Label0D6CEB
015F: set_camera_position -1110.3 64.24 11.6 0.0 0.0 0.0
0160: point_camera -1114.0 71.1 10.25 2
0001: wait 1000 ms
00D6: if 0
8118: NOT actor $1585 dead
004D: jump_if_false Label0D6D3D
0372: set_actor $1585 anim 19 wait_state_time 10000 ms

:Label0D6D3D
00BC: text_highpriority "CUB2_05" 5000 ms 1 ;; Take out that cowardly sniper!
03D1: play_wav 1

:Label0D6D50
00D6: if 1
83D2: NOT wav 1 ended
8118: NOT actor $1585 dead
004D: jump_if_false Label0D6D6F
0001: wait 0 ms
0002: jump Label0D6D50

:Label0D6D6F
040D: unload_wav 1
03D5: remove_text "CUB2_05" ;; Take out that cowardly sniper!
00D6: if 0
8118: NOT actor $1585 dead
004D: jump_if_false Label0D6D96
0372: set_actor $1585 anim 0 wait_state_time 100 ms

:Label0D6D96
0482: 3.0
00D6: if 0
8118: NOT actor $158D dead
004D: jump_if_false Label0D6DCA
0243: set_actor $158D ped_stats_to 16
02A9: set_actor $158D immune_to_nonplayer 0
011A: set_actor $158D flags 256
011A: set_actor $158D flags 64

:Label0D6DCA
00D6: if 0
8118: NOT actor $158E dead
004D: jump_if_false Label0D6DF7
0243: set_actor $158E ped_stats_to 16
02A9: set_actor $158E immune_to_nonplayer 0
011A: set_actor $158E flags 256
011A: set_actor $158E flags 64

:Label0D6DF7
00D6: if 0
8118: NOT actor $158F dead
004D: jump_if_false Label0D6E24
0243: set_actor $158F ped_stats_to 16
02A9: set_actor $158F immune_to_nonplayer 0
011A: set_actor $158F flags 256
011A: set_actor $158F flags 64

:Label0D6E24
00D6: if 0
8118: NOT actor $158C dead
004D: jump_if_false Label0D6E3C
0187: $15A2 = create_marker_above_actor $158C

:Label0D6E3C
00D6: if 0
8118: NOT actor $1585 dead
004D: jump_if_false Label0D6E7F
0372: set_actor $1585 anim 19 wait_state_time 10 ms
022F: set_actor $1585 stop_looking
011A: set_actor $1585 flags 256
011A: set_actor $1585 flags 64
011A: set_actor $1585 flags 65536
01B2: give_actor $1585 weapon 26 ammo 99999 ;; Load the weapon model before
using this

:Label0D6E7F
00D6: if 0
8118: NOT actor $1584 dead
004D: jump_if_false Label0D6EA8
011A: set_actor $1584 flags 256
011A: set_actor $1584 flags 64
011A: set_actor $1584 flags 65536

:Label0D6EA8
00D6: if 0
8118: NOT actor $1589 dead
004D: jump_if_false Label0D6ED1
011A: set_actor $1589 flags 256
011A: set_actor $1589 flags 64
011A: set_actor $1589 flags 65536

:Label0D6ED1
00D6: if 0
8118: NOT actor $1585 dead
004D: jump_if_false Label0D6EE6
022F: set_actor $1585 stop_looking

:Label0D6EE6
00D6: if 0
8118: NOT actor $1584 dead
004D: jump_if_false Label0D6F05
0239: actor $1584 run_to -1120.0 68.0
:Label0D6F05
00D6: if 0
8118: NOT actor $1585 dead
004D: jump_if_false Label0D6F24
0239: actor $1585 run_to -1119.0 74.0

:Label0D6F24
01EB: set_car_density_to 1.0
03DE: set_pedestrians_density_multiplier_to 1.0
0006: 17@ = 0 ;; integer values
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
02A3: toggle_widescreen 0 (off)

:Label0D6F46
0001: wait 0 ms
00D6: if 0
0038: $15C5 == 0 ;; integer values
004D: jump_if_false Label0D6FF2
00D6: if 0
0019: 17@ > 7000 ;; integer values
004D: jump_if_false Label0D6FF2
00D6: if 0
8118: NOT actor $1589 dead
004D: jump_if_false Label0D6F8E
0239: actor $1589 run_to -1138.0 71.0

:Label0D6F8E
00D6: if 0
8118: NOT actor $158D dead
004D: jump_if_false Label0D6FAD
0239: actor $158D run_to -1138.0 71.0

:Label0D6FAD
00D6: if 0
8118: NOT actor $158E dead
004D: jump_if_false Label0D6FCC
0239: actor $158E run_to -1138.0 71.0

:Label0D6FCC
00D6: if 0
8118: NOT actor $158F dead
004D: jump_if_false Label0D6FEB
0239: actor $158F run_to -1138.0 71.0

:Label0D6FEB
0004: $15C5 = 1 ;; integer values

:Label0D6FF2
00D6: if 22
0118: actor $1584 dead
0118: actor $1585 dead
0038: $15BE == 1 ;; integer values
004D: jump_if_false Label0D702B
0050: gosub Label0D9A06
00BC: text_highpriority "CUB2_10" 5000 ms 1 ;; ~r~You are supposed to be killing
Haitians, not Cubans.
0002: jump Label0D81E9
:Label0D702B
00D6: if 0
0038: $15C7 == 0 ;; integer values
004D: jump_if_false Label0D70A2
00D6: if 0
00E0: player $PLAYER_CHAR driving
004D: jump_if_false Label0D709B
00D6: if 0
0057: player $PLAYER_CHAR 0 ()in_cube -1095.2 57.9 17.8 -1122.8 90.7 7.0
004D: jump_if_false Label0D7094
00DA: $158B = player $PLAYER_CHAR car
0224: set_car $158B health_to 250
0004: $15C7 = 1 ;; integer values

:Label0D7094
0002: jump Label0D70A2

:Label0D709B
0004: $15C7 = 0 ;; integer values

:Label0D70A2
00D6: if 0
00E0: player $PLAYER_CHAR driving
004D: jump_if_false Label0D70EF
00D6: if 0
0057: player $PLAYER_CHAR 0 ()in_cube -1137.0 84.5 5.8 -1179.9 60.7 15.0
004D: jump_if_false Label0D70EF
00DA: $158B = player $PLAYER_CHAR car
020B: explode_car $158B

:Label0D70EF
0050: gosub Label0D9439
0050: gosub Label0D99E6
00D6: if 0
8118: NOT actor $158C dead
004D: jump_if_false Label0D73D6
00D6: if 0
80E0: NOT player $PLAYER_CHAR driving
004D: jump_if_false Label0D718C
00D6: if 0
0056: player $PLAYER_CHAR 0 ()in_rectangle -1136.4 61.1 -1158.1 78.6
004D: jump_if_false Label0D718C
03CF: load_wav "SNIPER" as 2

:Label0D714F
00D6: if 0
83D0: NOT wav 2 loaded
004D: jump_if_false Label0D7169
0001: wait 0 ms
0002: jump Label0D714F

:Label0D7169
03D1: play_wav 2
0322: kill_player $PLAYER_CHAR

:Label0D7172
00D6: if 0
83D2: NOT wav 2 ended
004D: jump_if_false Label0D718C
0001: wait 0 ms
0002: jump Label0D7172

:Label0D718C
00D6: if 0
8118: NOT actor $1589 dead
004D: jump_if_false Label0D721B
00D6: if 0
00A3: actor $1589 0 ()in_rectangle -1131.4 59.9 -1158.1 78.6
004D: jump_if_false Label0D721B
03CF: load_wav "SNIPER" as 1

:Label0D71CE
00D6: if 0
83D0: NOT wav 1 loaded
004D: jump_if_false Label0D71E8
0001: wait 0 ms
0002: jump Label0D71CE

:Label0D71E8
03D1: play_wav 1
00D6: if 0
8118: NOT actor $1589 dead
004D: jump_if_false Label0D7201
0321: kill_actor $1589

:Label0D7201
00D6: if 0
83D2: NOT wav 1 ended
004D: jump_if_false Label0D721B
0001: wait 0 ms
0002: jump Label0D7201

:Label0D721B
00D6: if 0
8118: NOT actor $158D dead
004D: jump_if_false Label0D72AA
00D6: if 0
00A3: actor $158D 0 ()in_rectangle -1133.4 59.9 -1158.1 78.6
004D: jump_if_false Label0D72AA
03CF: load_wav "SNIPER" as 1

:Label0D725D
00D6: if 0
83D0: NOT wav 1 loaded
004D: jump_if_false Label0D7277
0001: wait 0 ms
0002: jump Label0D725D

:Label0D7277
03D1: play_wav 1
00D6: if 0
8118: NOT actor $158D dead
004D: jump_if_false Label0D7290
0321: kill_actor $158D

:Label0D7290
00D6: if 0
83D2: NOT wav 1 ended
004D: jump_if_false Label0D72AA
0001: wait 0 ms
0002: jump Label0D7290

:Label0D72AA
00D6: if 0
8118: NOT actor $158E dead
004D: jump_if_false Label0D7339
00D6: if 0
00A3: actor $158E 0 ()in_rectangle -1135.4 59.9 -1158.1 78.6
004D: jump_if_false Label0D7339
03CF: load_wav "SNIPER" as 1

:Label0D72EC
00D6: if 0
83D0: NOT wav 1 loaded
004D: jump_if_false Label0D7306
0001: wait 0 ms
0002: jump Label0D72EC

:Label0D7306
03D1: play_wav 1
00D6: if 0
8118: NOT actor $158E dead
004D: jump_if_false Label0D731F
0321: kill_actor $158E

:Label0D731F
00D6: if 0
83D2: NOT wav 1 ended
004D: jump_if_false Label0D7339
0001: wait 0 ms
0002: jump Label0D731F

:Label0D7339
00D6: if 0
8118: NOT actor $158F dead
004D: jump_if_false Label0D73C8
00D6: if 0
00A3: actor $158F 0 ()in_rectangle -1137.4 59.9 -1158.1 78.6
004D: jump_if_false Label0D73C8
03CF: load_wav "SNIPER" as 1

:Label0D737B
00D6: if 0
83D0: NOT wav 1 loaded
004D: jump_if_false Label0D7395
0001: wait 0 ms
0002: jump Label0D737B

:Label0D7395
03D1: play_wav 1
00D6: if 0
8118: NOT actor $158F dead
004D: jump_if_false Label0D73AE
0321: kill_actor $158F

:Label0D73AE
00D6: if 0
83D2: NOT wav 1 ended
004D: jump_if_false Label0D73C8
0001: wait 0 ms
0002: jump Label0D73AE

:Label0D73C8
0050: gosub Label0D831E
0002: jump Label0D74F2

:Label0D73D6
00D6: if 0
0038: $15BB == 1 ;; integer values
004D: jump_if_false Label0D7476
00BC: text_highpriority "CUB2_22" 5000 ms 1 ;; ~g~ Finish off the rest of the
Haitians so the Cubans can move forward.
00D6: if 0
8118: NOT actor $157A dead
004D: jump_if_false Label0D740F
0187: $159D = create_marker_above_actor $157A

:Label0D740F
00D6: if 0
8118: NOT actor $157B dead
004D: jump_if_false Label0D7427
0187: $159E = create_marker_above_actor $157B

:Label0D7427
00D6: if 0
8118: NOT actor $157C dead
004D: jump_if_false Label0D743F
0187: $159F = create_marker_above_actor $157C

:Label0D743F
00D6: if 0
8118: NOT actor $157D dead
004D: jump_if_false Label0D7457
0187: $15A0 = create_marker_above_actor $157D

:Label0D7457
00D6: if 0
8118: NOT actor $157E dead
004D: jump_if_false Label0D746F
0187: $15A1 = create_marker_above_actor $157E

:Label0D746F
0004: $15BB = 2 ;; integer values

:Label0D7476
0164: disable_marker $15A2
00D6: if 0
0118: actor $157A dead
004D: jump_if_false Label0D74F2
00D6: if 0
0118: actor $157B dead
004D: jump_if_false Label0D74F2
00D6: if 0
0118: actor $157C dead
004D: jump_if_false Label0D74F2
00D6: if 0
0118: actor $157D dead
004D: jump_if_false Label0D74F2
00D6: if 0
0118: actor $157E dead
004D: jump_if_false Label0D74F2
0164: disable_marker $159D
0164: disable_marker $159E
0164: disable_marker $159F
0164: disable_marker $15A0
0164: disable_marker $15A1
00BE: text_clear_all
0001: wait 1000 ms
0002: jump Label0D7562

:Label0D74F2
00D6: if 0
0118: actor $157A dead
004D: jump_if_false Label0D7507
0164: disable_marker $159D

:Label0D7507
00D6: if 0
0118: actor $157B dead
004D: jump_if_false Label0D751C
0164: disable_marker $159E

:Label0D751C
00D6: if 0
0118: actor $157C dead
004D: jump_if_false Label0D7531
0164: disable_marker $159F

:Label0D7531
00D6: if 0
0118: actor $157D dead
004D: jump_if_false Label0D7546
0164: disable_marker $15A0

:Label0D7546
00D6: if 0
0118: actor $157E dead
004D: jump_if_false Label0D755B
0164: disable_marker $15A1

:Label0D755B
0002: jump Label0D6F46

:Label0D7562
0004: $15AE = 1 ;; integer values
01C2: remove_references_to_actor $158C ;; Like turning an actor into a random
pedestrian
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
02A3: toggle_widescreen 1 (on)
015F: set_camera_position -1161.2 71.5 12.6 0.0 0.0 0.0
0160: point_camera -1152.3 71.9 10.8 2
00A5: $1591 = create_car #PONY at -1161.5 76.5 10.2
0224: set_car $1591 health_to 1500
0175: set_car $1591 z_angle_to 90.7
02AA: set_car $1591 immune_to_nonplayer 1
0107: $1590 = create_object -154 (GUNBOX) at -1161.5 76.5 11.2
0382: unknown_set_object $1590 collision_detection 0
035C: place_object $1590 relative_to_car $1591 offset 0.0 -1.0 -.8
0005: $15C8 = -1183.9 ;; floating-point values
0005: $15C9 = 101.7 ;; floating-point values
0005: $15D3 = 230.8 ;; floating-point values
0005: $15CA = -1182.1 ;; floating-point values
0005: $15CB = 103.2 ;; floating-point values
0005: $15D4 = 215.1 ;; floating-point values
0005: $15CC = -1180.8 ;; floating-point values
0005: $15CD = 105.9 ;; floating-point values
0005: $15D5 = 215.1 ;; floating-point values
0005: $15CE = -1182.3 ;; floating-point values
0005: $15CF = 106.9 ;; floating-point values
0005: $15D6 = 215.1 ;; floating-point values
0005: $15D0 = -1184.9 ;; floating-point values
0005: $15D1 = 104.5 ;; floating-point values
0005: $15D7 = 227.6 ;; floating-point values
0005: $15D2 = 10.1 ;; floating-point values
0050: gosub Label0D831E
0004: $15AE = 2 ;; integer values
0050: gosub Label0D831E
0001: wait 2000 ms
00D6: if 0
80E0: NOT player $PLAYER_CHAR driving
004D: jump_if_false Label0D76F6
0055: put_player $PLAYER_CHAR at -1149.2 71.3 11.2
0002: jump Label0D770A

:Label0D76F6
012A: put_player $PLAYER_CHAR at -1149.2 71.3 11.2 and_remove_from_car

:Label0D770A
015F: set_camera_position -1149.2 71.3 13.7 0.0 0.0 0.0
0160: point_camera -1163.7 73.3 10.7 2
00D6: if 0
8118: NOT actor $1584 dead
004D: jump_if_false Label0D7761
00A1: put_actor $1584 at -1149.2 72.3 10.2

:Label0D7761
00D6: if 0
8118: NOT actor $1585 dead
004D: jump_if_false Label0D7785
00A1: put_actor $1585 at -1149.2 73.3 10.2

:Label0D7785
00D6: if 0
8118: NOT actor $1589 dead
004D: jump_if_false Label0D77A9
00A1: put_actor $1589 at -1151.2 73.3 10.2

:Label0D77A9
00D6: if 0
8118: NOT actor $158D dead
004D: jump_if_false Label0D77CD
00A1: put_actor $158D at -1151.2 72.3 10.2
:Label0D77CD
00D6: if 0
8118: NOT actor $158E dead
004D: jump_if_false Label0D77F1
00A1: put_actor $158E at -1153.2 73.3 10.2

:Label0D77F1
00D6: if 0
8118: NOT actor $158F dead
004D: jump_if_false Label0D7815
00A1: put_actor $158F at -1153.2 72.3 10.2

:Label0D7815
00BC: text_highpriority "CUB2_21" 5000 ms 1 ;; Fight like men with huge cojones!
03D1: play_wav 2

:Label0D7828
00D6: if 1
83D2: NOT wav 2 ended
8118: NOT actor $1585 dead
004D: jump_if_false Label0D7847
0001: wait 0 ms
0002: jump Label0D7828

:Label0D7847
040D: unload_wav 2
03D5: remove_text "CUB2_21" ;; Fight like men with huge cojones!
03CF: load_wav "CUB2_10" as 1
03CF: load_wav "CUB2_11" as 2

:Label0D786D
00D6: if 21
83D0: NOT wav 1 loaded
83D0: NOT wav 2 loaded
004D: jump_if_false Label0D788B
0001: wait 0 ms
0002: jump Label0D786D

:Label0D788B
00D6: if 0
8118: NOT actor $1585 dead
004D: jump_if_false Label0D78C2
0291: unknown_actor $1585 unknown_behavior_flag 0
011C: actor $1585 clear_objective
01ED: reset_actor $1585 flags
0239: actor $1585 run_to -1167.7 73.3
02A9: set_actor $1585 immune_to_nonplayer 0

:Label0D78C2
0001: wait 300 ms
00D6: if 0
8118: NOT actor $1584 dead
004D: jump_if_false Label0D78F7
0291: unknown_actor $1584 unknown_behavior_flag 0
011C: actor $1584 clear_objective
01ED: reset_actor $1584 flags
0239: actor $1584 run_to -1165.1 68.0

:Label0D78F7
0001: wait 300 ms
00D6: if 0
8118: NOT actor $1589 dead
004D: jump_if_false Label0D792C
0291: unknown_actor $1589 unknown_behavior_flag 0
011C: actor $1589 clear_objective
01ED: reset_actor $1589 flags
0239: actor $1589 run_to -1166.7 73.3

:Label0D792C
0001: wait 300 ms
00D6: if 0
8118: NOT actor $158D dead
004D: jump_if_false Label0D7961
0291: unknown_actor $158D unknown_behavior_flag 0
011C: actor $158D clear_objective
01ED: reset_actor $158D flags
0239: actor $158D run_to -1165.7 73.3

:Label0D7961
0001: wait 300 ms
00D6: if 0
8118: NOT actor $158E dead
004D: jump_if_false Label0D7996
0291: unknown_actor $158E unknown_behavior_flag 0
011C: actor $158E clear_objective
01ED: reset_actor $158E flags
0239: actor $158E run_to -1164.7 73.3

:Label0D7996
0001: wait 300 ms
00D6: if 0
8118: NOT actor $158F dead
004D: jump_if_false Label0D79CB
0291: unknown_actor $158F unknown_behavior_flag 0
011C: actor $158F clear_objective
01ED: reset_actor $158F flags
0239: actor $158F run_to -1164.7 70.3

:Label0D79CB
0001: wait 300 ms
00D6: if 0
8118: NOT actor $1584 dead
004D: jump_if_false Label0D79F4
01BE: set_actor $1584 to_look_at_spot -1173.8 102.5 11.2

:Label0D79F4
00D6: if 0
8118: NOT actor $1585 dead
004D: jump_if_false Label0D7A18
01BE: set_actor $1585 to_look_at_spot -1173.8 102.5 11.2

:Label0D7A18
00D6: if 0
8118: NOT actor $1589 dead
004D: jump_if_false Label0D7A3C
01BE: set_actor $1589 to_look_at_spot -1173.8 102.5 11.2

:Label0D7A3C
00D6: if 0
8118: NOT actor $158D dead
004D: jump_if_false Label0D7A60
01BE: set_actor $158D to_look_at_spot -1173.8 102.5 11.2

:Label0D7A60
00D6: if 0
8118: NOT actor $158E dead
004D: jump_if_false Label0D7A84
01BE: set_actor $158E to_look_at_spot -1173.8 102.5 11.2

:Label0D7A84
00D6: if 0
8118: NOT actor $158F dead
004D: jump_if_false Label0D7AA8
01BE: set_actor $158F to_look_at_spot -1173.8 102.5 11.2

:Label0D7AA8
0239: actor $PLAYER_ACTOR run_to -1161.7 73.3
0001: wait 2000 ms
0006: 16@ = 0 ;; integer values

:Label0D7AC3
0001: wait 0 ms
00D6: if 0
8118: NOT actor $1585 dead
004D: jump_if_false Label0D7C71
00D6: if 21
00EC: actor $1585 0 ()near_point -1167.7 73.3 radius 4.0 4.0
0019: 16@ > 5000 ;; integer values
004D: jump_if_false Label0D7C6A
015F: set_camera_position -1163.2 64.2 16.5 0.0 0.0 0.0
0160: point_camera -1163.7 73.3 12.2 2
00D6: if 0
8118: NOT actor $1584 dead
004D: jump_if_false Label0D7B68
011A: set_actor $1584 flags 256
011A: set_actor $1584 flags 64
011A: set_actor $1584 flags 65536
0291: unknown_actor $1584 unknown_behavior_flag 1

:Label0D7B68
00D6: if 0
8118: NOT actor $1589 dead
004D: jump_if_false Label0D7B98
011A: set_actor $1589 flags 256
011A: set_actor $1589 flags 64
011A: set_actor $1589 flags 65536
0291: unknown_actor $1589 unknown_behavior_flag 1

:Label0D7B98
00D6: if 0
8118: NOT actor $158D dead
004D: jump_if_false Label0D7BC8
011A: set_actor $158D flags 256
011A: set_actor $158D flags 64
011A: set_actor $158D flags 65536
0291: unknown_actor $158D unknown_behavior_flag 1
:Label0D7BC8
00D6: if 0
8118: NOT actor $158E dead
004D: jump_if_false Label0D7BF8
011A: set_actor $158E flags 256
011A: set_actor $158E flags 64
011A: set_actor $158E flags 65536
0291: unknown_actor $158E unknown_behavior_flag 1

:Label0D7BF8
00D6: if 0
8118: NOT actor $158F dead
004D: jump_if_false Label0D7C28
011A: set_actor $158F flags 256
011A: set_actor $158F flags 64
011A: set_actor $158F flags 65536
0291: unknown_actor $158F unknown_behavior_flag 1

:Label0D7C28
0001: wait 2000 ms
00D6: if 0
8118: NOT actor $1585 dead
004D: jump_if_false Label0D7C5C
00D6: if 0
8119: NOT car $1591 wrecked
004D: jump_if_false Label0D7C5C
01D4: actor $1585 go_to_car $1591 and_enter_it_as_a_passenger
039E: (unknown) $1585 1

:Label0D7C5C
0002: jump Label0D7C71
0002: jump Label0D7C71

:Label0D7C6A
0002: jump Label0D7AC3

:Label0D7C71
009A: $1594 = create_actor 8 #HNA at -1115.6 69.6 10.1
0173: set_actor $1594 z_angle_to 105.9
01B2: give_actor $1594 weapon 23 ammo 30000 ;; Load the weapon model before
using this
01ED: reset_actor $1594 flags
0243: set_actor $1594 ped_stats_to 16
011A: set_actor $1594 flags 128
011A: set_actor $1594 flags 1
011A: set_actor $1594 flags 64
0573: $1594 1
0291: unknown_actor $1594 unknown_behavior_flag 1
009A: $1595 = create_actor 8 #HNA at -1115.6 73.7 10.1
0173: set_actor $1595 z_angle_to 105.9
01B2: give_actor $1595 weapon 23 ammo 30000 ;; Load the weapon model before
using this
01ED: reset_actor $1595 flags
0243: set_actor $1595 ped_stats_to 16
011A: set_actor $1595 flags 128
011A: set_actor $1595 flags 1
011A: set_actor $1595 flags 64
0573: $1595 1
0291: unknown_actor $1595 unknown_behavior_flag 1
009A: $1596 = create_actor 8 #HNB at -1115.6 71.0 10.1
0173: set_actor $1596 z_angle_to 105.9
01B2: give_actor $1596 weapon 23 ammo 30000 ;; Load the weapon model before
using this
01ED: reset_actor $1596 flags
0243: set_actor $1596 ped_stats_to 16
011A: set_actor $1596 flags 128
011A: set_actor $1596 flags 1
011A: set_actor $1596 flags 64
0573: $1596 1
0291: unknown_actor $1596 unknown_behavior_flag 1
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
02A3: toggle_widescreen 0 (off)
0006: 16@ = 0 ;; integer values
00BB: text_lowpriority "CUB2_16" 5000 ms 1 ;; Tommy, we have proved our manful
bravery!
00D6: if 0
8118: NOT actor $1585 dead
004D: jump_if_false Label0D7E0D
03D1: play_wav 1

:Label0D7DBC
00D6: if 1
83D2: NOT wav 1 ended
8118: NOT actor $1585 dead
004D: jump_if_false Label0D7E02
0001: wait 0 ms
00D6: if 0
8119: NOT car $1591 wrecked
004D: jump_if_false Label0D7DFB
035C: place_object $1590 relative_to_car $1591 offset 0.0 -1.0 -.8

:Label0D7DFB
0002: jump Label0D7DBC

:Label0D7E02
040D: unload_wav 1
0002: jump Label0D7E11

:Label0D7E0D
040D: unload_wav 1

:Label0D7E11
03D5: remove_text "CUB2_16" ;; Tommy, we have proved our manful bravery!
00BB: text_lowpriority "CUB2_17" 10000 ms 1 ;; Let us steal the van full of
drugs and make good our escape!
00D6: if 0
8118: NOT actor $1585 dead
004D: jump_if_false Label0D7E8F
03D1: play_wav 2

:Label0D7E3E
00D6: if 1
83D2: NOT wav 2 ended
8118: NOT actor $1585 dead
004D: jump_if_false Label0D7E84
0001: wait 0 ms
00D6: if 0
8119: NOT car $1591 wrecked
004D: jump_if_false Label0D7E7D
035C: place_object $1590 relative_to_car $1591 offset 0.0 -1.0 -.8

:Label0D7E7D
0002: jump Label0D7E3E

:Label0D7E84
040D: unload_wav 2
0002: jump Label0D7E93

:Label0D7E8F
040D: unload_wav 2

:Label0D7E93
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2

:Label0D7E9A
0001: wait 0 ms
00D6: if 0
8119: NOT car $1591 wrecked
004D: jump_if_false Label0D7F71
035C: place_object $1590 relative_to_car $1591 offset 0.0 -1.0 -.8
00D6: if 0
0038: $7B == 0 ;; integer values
004D: jump_if_false Label0D7EE6
0186: $159B = create_marker_above_car $1591
0004: $7B = 1 ;; integer values

:Label0D7EE6
00D6: if 0
00DC: player $PLAYER_CHAR driving $1591
004D: jump_if_false Label0D7F6A
00D6: if 0
001B: 15000 > 16@ ;; integer values
004D: jump_if_false Label0D7F1D
00BE: text_clear_all
00BB: text_lowpriority "CUB2_16" 5000 ms 1 ;; Tommy, we have proved our manful
bravery!

:Label0D7F1D
0164: disable_marker $159B
018A: $159C = create_checkpoint_at -1160.0 -605.9 10.7
0004: $7B = 0 ;; integer values
00BC: text_highpriority "CUB2_24" 5000 ms 1 ;; ~g~Return to Robina's Cafe with
the Van and park it round the back.
00D6: if 0
8119: NOT car $1591 wrecked
004D: jump_if_false Label0D7F63
02AA: set_car $1591 immune_to_nonplayer 0

:Label0D7F63
0002: jump Label0D802B

:Label0D7F6A
0002: jump Label0D7F87

:Label0D7F71
00BC: text_highpriority "CUB2_11" 5000 ms 1 ;; ~r~You fool, we needed that car.
0002: jump Label0D81E9

:Label0D7F87
0005: $15C8 = -1198.9 ;; floating-point values
0005: $15C9 = 96.7 ;; floating-point values
0005: $15D3 = 255.8 ;; floating-point values
0005: $15CA = -1198.9 ;; floating-point values
0005: $15CB = 96.7 ;; floating-point values
0005: $15D4 = 255.8 ;; floating-point values
0005: $15CC = -1198.9 ;; floating-point values
0005: $15CD = 96.7 ;; floating-point values
0005: $15D5 = 255.8 ;; floating-point values
0005: $15CE = -1198.9 ;; floating-point values
0005: $15CF = 96.7 ;; floating-point values
0005: $15D6 = 255.8 ;; floating-point values
0005: $15D0 = -1198.9 ;; floating-point values
0005: $15D1 = 96.7 ;; floating-point values
0005: $15D7 = 255.8 ;; floating-point values
0050: gosub Label0D831E
0002: jump Label0D7E9A

:Label0D802B
0001: wait 0 ms
00D6: if 0
8119: NOT car $1591 wrecked
004D: jump_if_false Label0D812E
035C: place_object $1590 relative_to_car $1591 offset 0.0 -1.0 -.8
00D6: if 0
00DC: player $PLAYER_CHAR driving $1591
004D: jump_if_false Label0D80ED
00D6: if 0
00FA: player $PLAYER_CHAR stopped 1 (in-sphere)near_point_in_car -1160.0 -605.9
10.7 radius 10.0 10.0 10.0
004D: jump_if_false Label0D80AF
01D3: actor $PLAYER_ACTOR leave_car $1591
020A: set_car $1591 door_status_to 3
0002: jump Label0D81FA

:Label0D80AF
00D6: if 0
0038: $7B == 0 ;; integer values
004D: jump_if_false Label0D80E6
0164: disable_marker $159C
0164: disable_marker $159B
018A: $159C = create_checkpoint_at -1160.0 -605.9 10.7
0004: $7B = 1 ;; integer values

:Label0D80E6
0002: jump Label0D8127

:Label0D80ED
00D6: if 0
0038: $7B == 1 ;; integer values
004D: jump_if_false Label0D8127
00BC: text_highpriority "IN_VEH" 5000 ms 1 ;; ~g~Hey! Get back in the vehicle!
0164: disable_marker $159C
0164: disable_marker $159B
0186: $159B = create_marker_above_car $1591
0004: $7B = 0 ;; integer values
:Label0D8127
0002: jump Label0D8144

:Label0D812E
00BC: text_highpriority "CUB2_11" 5000 ms 1 ;; ~r~You fool, we needed that car.
0002: jump Label0D81E9

:Label0D8144
0050: gosub Label0D831E
00D6: if 0
0118: actor $1585 dead
004D: jump_if_false Label0D8160
01C2: remove_references_to_actor $1585 ;; Like turning an actor into a random
pedestrian

:Label0D8160
00D6: if 0
0118: actor $1584 dead
004D: jump_if_false Label0D8175
01C2: remove_references_to_actor $1584 ;; Like turning an actor into a random
pedestrian

:Label0D8175
00D6: if 0
0118: actor $1589 dead
004D: jump_if_false Label0D818A
01C2: remove_references_to_actor $1589 ;; Like turning an actor into a random
pedestrian

:Label0D818A
00D6: if 0
0118: actor $158D dead
004D: jump_if_false Label0D819F
01C2: remove_references_to_actor $158D ;; Like turning an actor into a random
pedestrian

:Label0D819F
00D6: if 0
0118: actor $158E dead
004D: jump_if_false Label0D81B4
01C2: remove_references_to_actor $158E ;; Like turning an actor into a random
pedestrian

:Label0D81B4
00D6: if 0
0118: actor $158F dead
004D: jump_if_false Label0D81C9
01C2: remove_references_to_actor $158F ;; Like turning an actor into a random
pedestrian

:Label0D81C9
00D6: if 0
0038: $15BE == 1 ;; integer values
004D: jump_if_false Label0D81E2
0050: gosub Label0D9A06

:Label0D81E2
0002: jump Label0D802B
:Label0D81E9
00BA: text_styled "M_FAIL" 5000 ms 1 ;; MISSION FAILED!
0051: return

:Label0D81FA
00BE: text_clear_all
01E3: text_1number_styled "M_PASS" 2000 5000 ms 1 ;; MISSION PASSED! $~1~
0394: play_music 1
0110: clear_player $PLAYER_CHAR wanted_level
0109: player $PLAYER_CHAR money += 2000
030C: set_mission_points += 1
0318: set_latest_mission_passed "CUB_2" ;; Cannon Fodder
004F: create_thread Label00DB3F
0004: $118 = 1 ;; integer values
0051: return

:Label0D823E
0004: $ONMISSION = 0 ;; integer values
03F2: pedgroup 8 remove_threat 1
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)

:Label0D8252
00D6: if 0
834E: NOT unknown_move_object $6FF to -1114.5 67.0 10.1 unknown_angle 10.0
10.0 0.0 0
004D: jump_if_false Label0D828D
0001: wait 0 ms
0002: jump Label0D8252

:Label0D828D
0249: release_model #CBA
0249: release_model #STINGER
0249: release_model #PONY
0249: release_model #UZI
0249: release_model #SNIPER
0249: release_model #HNA
0249: release_model #CBB
0249: release_model #HNB
0249: release_model #M4
0249: release_model #TAXI
0249: release_model #WMOCA
0249: release_model #CELLPHONE
00D6: if 0
8214: NOT pickup $1593 picked_up
004D: jump_if_false Label0D82D9
0215: destroy_pickup $1593

:Label0D82D9
0108: destroy_object $1590
0164: disable_marker $1598
0164: disable_marker $1599
0164: disable_marker $159A
0164: disable_marker $159B
0164: disable_marker $159C
0164: disable_marker $159D
0164: disable_marker $159E
0164: disable_marker $159F
0164: disable_marker $15A0
0164: disable_marker $15A1
0164: disable_marker $15A2
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
00D8: mission_cleanup
0051: return

:Label0D831E
00D6: if 0
0118: actor $157A dead
004D: jump_if_false Label0D83AC
01C2: remove_references_to_actor $157A ;; Like turning an actor into a random
pedestrian
009A: $157A = create_actor 8 #HNA at $15C8 $15C9 $15D2
0173: set_actor $157A z_angle_to $15D3
01B2: give_actor $157A weapon 23 ammo 30000 ;; Load the weapon model before
using this
01ED: reset_actor $157A flags
0243: set_actor $157A ped_stats_to 16
011A: set_actor $157A flags 1
0573: $157A 1
0291: unknown_actor $157A unknown_behavior_flag 1
00D6: if 0
0038: $15BB == 0 ;; integer values
004D: jump_if_false Label0D839E
0164: disable_marker $159D
0187: $159D = create_marker_above_actor $157A
02E2: set_actor $157A weapon_accuracy_to 80

:Label0D839E
0008: $15B0 += 1 ;; integer values
0002: jump Label0D83CD

:Label0D83AC
00D6: if 0
8038: NOT $15AE == 0 ;; integer values
004D: jump_if_false Label0D83CD
0573: $157A 0
01CA: actor $157A kill_player $PLAYER_CHAR

:Label0D83CD
00D6: if 0
0118: actor $157B dead
004D: jump_if_false Label0D846A
01C2: remove_references_to_actor $157B ;; Like turning an actor into a random
pedestrian
009A: $157B = create_actor 8 #HNA at $15CA $15CB $15D2
0173: set_actor $157B z_angle_to $15D4
01B2: give_actor $157B weapon 23 ammo 30000 ;; Load the weapon model before
using this
01ED: reset_actor $157B flags
0243: set_actor $157B ped_stats_to 16
011A: set_actor $157B flags 128
011A: set_actor $157B flags 1
011A: set_actor $157B flags 64
0573: $157B 1
0291: unknown_actor $157B unknown_behavior_flag 1
00D6: if 0
0038: $15BB == 0 ;; integer values
004D: jump_if_false Label0D845C
0164: disable_marker $159E
0187: $159E = create_marker_above_actor $157B
02E2: set_actor $157B weapon_accuracy_to 80

:Label0D845C
0008: $15B0 += 1 ;; integer values
0002: jump Label0D8484

:Label0D846A
00D6: if 0
8038: NOT $15AE == 0 ;; integer values
004D: jump_if_false Label0D8484
01CA: actor $157B kill_player $PLAYER_CHAR

:Label0D8484
00D6: if 0
0118: actor $157C dead
004D: jump_if_false Label0D851A
01C2: remove_references_to_actor $157C ;; Like turning an actor into a random
pedestrian
009A: $157C = create_actor 8 #HNA at $15CC $15CD $15D2
0173: set_actor $157C z_angle_to $15D5
01B2: give_actor $157C weapon 23 ammo 30000 ;; Load the weapon model before
using this
01ED: reset_actor $157C flags
0243: set_actor $157C ped_stats_to 16
011A: set_actor $157C flags 128
011A: set_actor $157C flags 1
011A: set_actor $157C flags 64
0573: $157C 1
0291: unknown_actor $157C unknown_behavior_flag 1
00D6: if 0
0038: $15BB == 0 ;; integer values
004D: jump_if_false Label0D850C
0164: disable_marker $159F
0187: $159F = create_marker_above_actor $157C

:Label0D850C
0008: $15B0 += 1 ;; integer values
0002: jump Label0D8542

:Label0D851A
00D6: if 0
8038: NOT $15AE == 0 ;; integer values
004D: jump_if_false Label0D8542
0239: actor $157C run_to -1173.1 79.6
02E2: set_actor $157C weapon_accuracy_to 80

:Label0D8542
00D6: if 0
0118: actor $157D dead
004D: jump_if_false Label0D85DF
01C2: remove_references_to_actor $157D ;; Like turning an actor into a random
pedestrian
009A: $157D = create_actor 8 #HNA at $15CE $15CF $15D2
0173: set_actor $157D z_angle_to $15D6
01B2: give_actor $157D weapon 23 ammo 30000 ;; Load the weapon model before
using this
01ED: reset_actor $157D flags
0243: set_actor $157D ped_stats_to 16
011A: set_actor $157D flags 128
011A: set_actor $157D flags 1
011A: set_actor $157D flags 64
0573: $157D 1
0291: unknown_actor $157D unknown_behavior_flag 1
00D6: if 0
0038: $15BB == 0 ;; integer values
004D: jump_if_false Label0D85D1
0164: disable_marker $15A0
0187: $15A0 = create_marker_above_actor $157D
02E2: set_actor $157D weapon_accuracy_to 80

:Label0D85D1
0008: $15B0 += 1 ;; integer values
0002: jump Label0D85F9

:Label0D85DF
00D6: if 0
8038: NOT $15AE == 0 ;; integer values
004D: jump_if_false Label0D85F9
01CA: actor $157D kill_player $PLAYER_CHAR

:Label0D85F9
00D6: if 0
0118: actor $157E dead
004D: jump_if_false Label0D869F
01C2: remove_references_to_actor $157E ;; Like turning an actor into a random
pedestrian
009A: $157E = create_actor 8 #HNA at $15D0 $15D1 $15D2
0173: set_actor $157E z_angle_to $15D7
01ED: reset_actor $157E flags
0243: set_actor $157E ped_stats_to 16
011A: set_actor $157E flags 1
0573: $157E 1
0291: unknown_actor $157E unknown_behavior_flag 1
02E2: set_actor $157E weapon_accuracy_to 80
00D6: if 0
0038: $15BB == 0 ;; integer values
004D: jump_if_false Label0D8680
0164: disable_marker $15A1
0187: $15A1 = create_marker_above_actor $157E
01B2: give_actor $157E weapon 23 ammo 30000 ;; Load the weapon model before
using this
0002: jump Label0D8691

:Label0D8680
01B2: give_actor $157E weapon 26 ammo 30000 ;; Load the weapon model before
using this
035F: set_actor $157E armour_to 100

:Label0D8691
0008: $15B0 += 1 ;; integer values
0002: jump Label0D86C0

:Label0D869F
00D6: if 0
8038: NOT $15AE == 0 ;; integer values
004D: jump_if_false Label0D86C0
0239: actor $157E run_to -1172.6 91.6

:Label0D86C0
00D6: if 0
8038: NOT $15AE == 0 ;; integer values
004D: jump_if_false Label0D89E8
00D6: if 0
0118: actor $157F dead
004D: jump_if_false Label0D8770
00D6: if 0
0038: $15AE == 1 ;; integer values
004D: jump_if_false Label0D8713
009A: $157F = create_actor 8 #HNA at -1166.5 104.2 10.2
0002: jump Label0D872B

:Label0D8713
009A: $157F = create_actor 8 #HNA at -1186.5 104.0 10.2

:Label0D872B
0173: set_actor $157F z_angle_to 187.5
01B2: give_actor $157F weapon 23 ammo 30000 ;; Load the weapon model before
using this
01ED: reset_actor $157F flags
0243: set_actor $157F ped_stats_to 16
011A: set_actor $157F flags 128
011A: set_actor $157F flags 1
011A: set_actor $157F flags 64
01CA: actor $157F kill_player $PLAYER_CHAR
0291: unknown_actor $157F unknown_behavior_flag 1

:Label0D8770
00D6: if 0
0118: actor $1580 dead
004D: jump_if_false Label0D880E
00D6: if 0
0038: $15AE == 1 ;; integer values
004D: jump_if_false Label0D87B1
009A: $1580 = create_actor 8 #HNA at -1169.0 103.5 10.2
0002: jump Label0D87C9

:Label0D87B1
009A: $1580 = create_actor 8 #HNA at -1186.5 104.0 10.2

:Label0D87C9
0173: set_actor $1580 z_angle_to 199.5
01B2: give_actor $1580 weapon 23 ammo 30000 ;; Load the weapon model before
using this
01ED: reset_actor $1580 flags
0243: set_actor $1580 ped_stats_to 16
011A: set_actor $1580 flags 128
011A: set_actor $1580 flags 1
011A: set_actor $1580 flags 64
01CA: actor $1580 kill_player $PLAYER_CHAR
0291: unknown_actor $1580 unknown_behavior_flag 1

:Label0D880E
00D6: if 0
0118: actor $1581 dead
004D: jump_if_false Label0D88AC
00D6: if 0
0038: $15AE == 1 ;; integer values
004D: jump_if_false Label0D884F
009A: $1581 = create_actor 8 #HNA at -1170.5 103.2 10.2
0002: jump Label0D8867

:Label0D884F
009A: $1581 = create_actor 8 #HNA at -1186.5 104.0 10.2

:Label0D8867
0173: set_actor $1581 z_angle_to 187.5
01B2: give_actor $1581 weapon 23 ammo 30000 ;; Load the weapon model before
using this
01ED: reset_actor $1581 flags
0243: set_actor $1581 ped_stats_to 16
011A: set_actor $1581 flags 128
011A: set_actor $1581 flags 1
011A: set_actor $1581 flags 64
01CA: actor $1581 kill_player $PLAYER_CHAR
0291: unknown_actor $1581 unknown_behavior_flag 1

:Label0D88AC
00D6: if 0
0118: actor $1582 dead
004D: jump_if_false Label0D894A
00D6: if 0
0038: $15AE == 1 ;; integer values
004D: jump_if_false Label0D88ED
009A: $1582 = create_actor 8 #HNA at -1164.5 106.2 10.2
0002: jump Label0D8905

:Label0D88ED
009A: $1582 = create_actor 8 #HNA at -1186.5 104.0 10.2

:Label0D8905
0173: set_actor $1582 z_angle_to 187.5
01B2: give_actor $1582 weapon 23 ammo 30000 ;; Load the weapon model before
using this
01ED: reset_actor $1582 flags
0243: set_actor $1582 ped_stats_to 16
011A: set_actor $1582 flags 128
011A: set_actor $1582 flags 1
011A: set_actor $1582 flags 64
01CA: actor $1582 kill_player $PLAYER_CHAR
0291: unknown_actor $1582 unknown_behavior_flag 1

:Label0D894A
00D6: if 0
0118: actor $1583 dead
004D: jump_if_false Label0D89E8
00D6: if 0
0038: $15AE == 1 ;; integer values
004D: jump_if_false Label0D898B
009A: $1583 = create_actor 8 #HNA at -1168.5 106.2 10.2
0002: jump Label0D89A3

:Label0D898B
009A: $1583 = create_actor 8 #HNA at -1186.5 104.0 10.2
:Label0D89A3
0173: set_actor $1583 z_angle_to 187.5
01B2: give_actor $1583 weapon 23 ammo 30000 ;; Load the weapon model before
using this
01ED: reset_actor $1583 flags
0243: set_actor $1583 ped_stats_to 16
011A: set_actor $1583 flags 128
011A: set_actor $1583 flags 1
011A: set_actor $1583 flags 64
01CA: actor $1583 kill_player $PLAYER_CHAR
0291: unknown_actor $1583 unknown_behavior_flag 1

:Label0D89E8
0051: return

:Label0D89EA
00D6: if 0
8118: NOT actor $1584 dead
004D: jump_if_false Label0D8D3B
00D6: if 0
8118: NOT actor $1585 dead
004D: jump_if_false Label0D8D3B
00D6: if 0
8118: NOT actor $1586 dead
004D: jump_if_false Label0D8D3B
00D6: if 0
0057: player $PLAYER_CHAR 0 ()in_cube -1086.0 74.6 17.8 -1112.8 64.7 7.0
004D: jump_if_false Label0D8BF2
00D6: if 0
0038: $15BF == 0 ;; integer values
004D: jump_if_false Label0D8A6A
03DE: set_pedestrians_density_multiplier_to 0.0
0004: $15BF = 1 ;; integer values

:Label0D8A6A
00D6: if 0
80ED: NOT actor $1584 0 ()near_point_on_foot -1096.3 67.8 radius 2.0 2.0
004D: jump_if_false Label0D8AB6
04EB: unknown_actor $1584 bank 0 account_number 1
0004: $15B4 = 0 ;; integer values
0239: actor $1584 run_to -1096.3 67.8
0002: jump Label0D8AFC

:Label0D8AB6
00D6: if 0
0126: actor $1584 walking
004D: jump_if_false Label0D8AFC
0173: set_actor $1584 z_angle_to 91.5
00D6: if 0
0038: $15B4 == 0 ;; integer values
004D: jump_if_false Label0D8AF5
04EB: unknown_actor $1584 bank 1 account_number 86400000
0004: $15B4 = 1 ;; integer values

:Label0D8AF5
0573: $1584 1

:Label0D8AFC
00D6: if 0
80ED: NOT actor $1585 0 ()near_point_on_foot -1081.2 69.9 radius 2.0 2.0
004D: jump_if_false Label0D8B38
0239: actor $1585 run_to -1079.3 69.9
0002: jump Label0D8B59

:Label0D8B38
00D6: if 0
0126: actor $1585 walking
004D: jump_if_false Label0D8B59
0573: $1585 1
0173: set_actor $1585 z_angle_to 89.9

:Label0D8B59
00D6: if 0
80ED: NOT actor $1586 0 ()near_point_on_foot -1096.8 72.6 radius 2.0 2.0
004D: jump_if_false Label0D8BA5
04EB: unknown_actor $1586 bank 0 account_number 1
0004: $15B5 = 0 ;; integer values
0239: actor $1586 run_to -1096.8 72.6
0002: jump Label0D8BEB

:Label0D8BA5
00D6: if 0
0126: actor $1586 walking
004D: jump_if_false Label0D8BEB
0173: set_actor $1586 z_angle_to 91.5
00D6: if 0
0038: $15B5 == 0 ;; integer values
004D: jump_if_false Label0D8BE4
04EB: unknown_actor $1586 bank 1 account_number 86400000
0004: $15B5 = 1 ;; integer values

:Label0D8BE4
0573: $1586 1

:Label0D8BEB
0002: jump Label0D8D3B

:Label0D8BF2
00D6: if 0
0038: $15BF == 1 ;; integer values
004D: jump_if_false Label0D8C12
03DE: set_pedestrians_density_multiplier_to 1.0
0004: $15BF = 0 ;; integer values

:Label0D8C12
00D6: if 0
80ED: NOT actor $1584 0 ()near_point_on_foot -1079.5 72.6 radius 2.0 2.0
004D: jump_if_false Label0D8C57
04EB: unknown_actor $1584 bank 0 account_number 1
0239: actor $1584 run_to -1079.5 72.6
0002: jump Label0D8C78

:Label0D8C57
00D6: if 0
0126: actor $1584 walking
004D: jump_if_false Label0D8C78
0573: $1584 1
0173: set_actor $1584 z_angle_to 91.5
:Label0D8C78
00D6: if 0
80ED: NOT actor $1585 0 ()near_point_on_foot -1079.6 73.9 radius 2.0 2.0
004D: jump_if_false Label0D8CB4
0239: actor $1585 run_to -1079.6 73.9
0002: jump Label0D8CD5

:Label0D8CB4
00D6: if 0
0126: actor $1585 walking
004D: jump_if_false Label0D8CD5
0573: $1585 1
0173: set_actor $1585 z_angle_to 270.9

:Label0D8CD5
00D6: if 0
80ED: NOT actor $1586 0 ()near_point_on_foot -1079.3 68.6 radius 2.0 2.0
004D: jump_if_false Label0D8D1A
04EB: unknown_actor $1586 bank 0 account_number 1
0239: actor $1586 run_to -1079.3 68.6
0002: jump Label0D8D3B

:Label0D8D1A
00D6: if 0
0126: actor $1586 walking
004D: jump_if_false Label0D8D3B
0573: $1586 1
0173: set_actor $1586 z_angle_to 82.1

:Label0D8D3B
00D6: if 0
0038: $15C7 == 0 ;; integer values
004D: jump_if_false Label0D8DB2
00D6: if 0
00E0: player $PLAYER_CHAR driving
004D: jump_if_false Label0D8DAB
00D6: if 0
0057: player $PLAYER_CHAR 0 ()in_cube -1095.2 57.9 17.8 -1122.8 90.7 7.0
004D: jump_if_false Label0D8DA4
00DA: $158B = player $PLAYER_CHAR car
0224: set_car $158B health_to 250
0004: $15C7 = 1 ;; integer values

:Label0D8DA4
0002: jump Label0D8DB2

:Label0D8DAB
0004: $15C7 = 0 ;; integer values

:Label0D8DB2
00D6: if 0
00E0: player $PLAYER_CHAR driving
004D: jump_if_false Label0D8DFF
00D6: if 0
0057: player $PLAYER_CHAR 0 ()in_cube -1113.0 57.9 17.8 -1122.8 90.7 7.0
004D: jump_if_false Label0D8DFF
00DA: $158B = player $PLAYER_CHAR car
020B: explode_car $158B
:Label0D8DFF
0051: return

:Label0D8E01
00D6: if 0
0057: player $PLAYER_CHAR 0 ()in_cube -1086.0 74.6 17.8 -1112.8 64.7 7.0
004D: jump_if_false Label0D8F7F
00D6: if 0
8118: NOT actor $1587 dead
004D: jump_if_false Label0D8E9E
00D6: if 0
80ED: NOT actor $1587 0 ()near_point_on_foot -1089.9 68.1 radius 2.0 2.0
004D: jump_if_false Label0D8E7D
0239: actor $1587 run_to -1089.9 68.1
0002: jump Label0D8E9E

:Label0D8E7D
00D6: if 0
0126: actor $1587 walking
004D: jump_if_false Label0D8E9E
0573: $1587 1
0173: set_actor $1587 z_angle_to 89.9

:Label0D8E9E
00D6: if 0
8118: NOT actor $1588 dead
004D: jump_if_false Label0D8F0B
00D6: if 0
80ED: NOT actor $1588 0 ()near_point_on_foot -1090.2 72.6 radius 2.0 2.0
004D: jump_if_false Label0D8EEA
0239: actor $1588 run_to -1090.2 72.6
0002: jump Label0D8F0B

:Label0D8EEA
00D6: if 0
0126: actor $1588 walking
004D: jump_if_false Label0D8F0B
0573: $1588 1
0173: set_actor $1588 z_angle_to 89.9

:Label0D8F0B
00D6: if 0
8118: NOT actor $1589 dead
004D: jump_if_false Label0D8F78
00D6: if 0
80ED: NOT actor $1589 0 ()near_point_on_foot -1089.6 69.1 radius 2.0 2.0
004D: jump_if_false Label0D8F57
0239: actor $1589 run_to -1089.6 69.1
0002: jump Label0D8F78

:Label0D8F57
00D6: if 0
0126: actor $1589 walking
004D: jump_if_false Label0D8F78
0573: $1589 1
0173: set_actor $1589 z_angle_to 89.9

:Label0D8F78
0002: jump Label0D90C6

:Label0D8F7F
00D6: if 0
8118: NOT actor $1587 dead
004D: jump_if_false Label0D8FEC
00D6: if 0
80ED: NOT actor $1587 0 ()near_point_on_foot -1076.5 69.8 radius 2.0 2.0
004D: jump_if_false Label0D8FCB
0239: actor $1587 run_to -1076.5 69.8
0002: jump Label0D8FEC

:Label0D8FCB
00D6: if 0
0126: actor $1587 walking
004D: jump_if_false Label0D8FEC
0573: $1587 1
0173: set_actor $1587 z_angle_to 91.5

:Label0D8FEC
00D6: if 0
8118: NOT actor $1588 dead
004D: jump_if_false Label0D9059
00D6: if 0
80ED: NOT actor $1588 0 ()near_point_on_foot -1075.2 71.0 radius 2.0 2.0
004D: jump_if_false Label0D9038
0239: actor $1588 run_to -1075.2 71.0
0002: jump Label0D9059

:Label0D9038
00D6: if 0
0126: actor $1588 walking
004D: jump_if_false Label0D9059
0573: $1588 1
0173: set_actor $1588 z_angle_to 91.5

:Label0D9059
00D6: if 0
8118: NOT actor $1589 dead
004D: jump_if_false Label0D90C6
00D6: if 0
80ED: NOT actor $1589 0 ()near_point_on_foot -1075.2 67.5 radius 2.0 2.0
004D: jump_if_false Label0D90A5
0239: actor $1589 run_to -1075.2 67.5
0002: jump Label0D90C6

:Label0D90A5
00D6: if 0
0126: actor $1589 walking
004D: jump_if_false Label0D90C6
0573: $1589 1
0173: set_actor $1589 z_angle_to 91.5

:Label0D90C6
0051: return

:Label0D90C8
00D6: if 0
8119: NOT car $158A wrecked
004D: jump_if_false Label0D9174
00D6: if 1
01F4: car $158A flipped
01C1: car $158A stopped
004D: jump_if_false Label0D90F4
0004: $15A7 = 1 ;; integer values

:Label0D90F4
00D6: if 2
80DC: NOT player $PLAYER_CHAR driving $158A
0038: $15A6 == 0 ;; integer values
0038: $15A7 == 0 ;; integer values
004D: jump_if_false Label0D9138
00BC: text_highpriority "IN_VEH" 5000 ms 1 ;; ~g~Hey! Get back in the vehicle!
0164: disable_marker $1599
0186: $159A = create_marker_above_car $158A
0004: $15A6 = 1 ;; integer values

:Label0D9138
00D6: if 1
00DC: player $PLAYER_CHAR driving $158A
0038: $15A6 == 1 ;; integer values
004D: jump_if_false Label0D9174
0164: disable_marker $159A
018A: $1599 = create_checkpoint_at -1072.6 70.3 11.2
00BE: text_clear_all
0004: $15A6 = 0 ;; integer values

:Label0D9174
0051: return

:Label0D9176
00D6: if 0
8118: NOT actor $157A dead
004D: jump_if_false Label0D9203
00D6: if 0
80ED: NOT actor $157A 0 ()near_point_on_foot -1115.8 67.7 radius 1.0 1.0
004D: jump_if_false Label0D91C9
0239: actor $157A run_to -1115.8 67.7
0004: $15C0 = 0 ;; integer values
0002: jump Label0D9203

:Label0D91C9
00D6: if 0
0038: $15C0 == 0 ;; integer values
004D: jump_if_false Label0D9203
00D6: if 0
0126: actor $157A walking
004D: jump_if_false Label0D9203
0173: set_actor $157A z_angle_to 272.8
0573: $157A 1
0004: $15C0 = 1 ;; integer values

:Label0D9203
00D6: if 0
8118: NOT actor $157B dead
004D: jump_if_false Label0D9290
00D6: if 0
80ED: NOT actor $157B 0 ()near_point_on_foot -1115.8 69.7 radius 1.0 1.0
004D: jump_if_false Label0D9256
0239: actor $157B run_to -1115.8 69.7
0004: $15C1 = 0 ;; integer values
0002: jump Label0D9290

:Label0D9256
00D6: if 0
0038: $15C1 == 0 ;; integer values
004D: jump_if_false Label0D9290
00D6: if 0
0126: actor $157B walking
004D: jump_if_false Label0D9290
0573: $157B 1
0173: set_actor $157B z_angle_to 257.4
0004: $15C1 = 1 ;; integer values

:Label0D9290
00D6: if 0
8118: NOT actor $157C dead
004D: jump_if_false Label0D931D
00D6: if 0
80ED: NOT actor $157C 0 ()near_point_on_foot -1115.8 71.7 radius 1.0 1.0
004D: jump_if_false Label0D92E3
0239: actor $157C run_to -1115.8 71.7
0004: $15C2 = 0 ;; integer values
0002: jump Label0D931D

:Label0D92E3
00D6: if 0
0038: $15C2 == 0 ;; integer values
004D: jump_if_false Label0D931D
00D6: if 0
0126: actor $157C walking
004D: jump_if_false Label0D931D
0573: $157C 1
0173: set_actor $157C z_angle_to 285.1
0004: $15C2 = 1 ;; integer values

:Label0D931D
00D6: if 0
8118: NOT actor $157D dead
004D: jump_if_false Label0D93AA
00D6: if 0
80ED: NOT actor $157D 0 ()near_point_on_foot -1128.9 67.6 radius 1.0 1.0
004D: jump_if_false Label0D9370
0239: actor $157D run_to -1128.9 67.6
0004: $15C3 = 0 ;; integer values
0002: jump Label0D93AA

:Label0D9370
00D6: if 0
0038: $15C3 == 0 ;; integer values
004D: jump_if_false Label0D93AA
00D6: if 0
0126: actor $157D walking
004D: jump_if_false Label0D93AA
0573: $157D 1
0173: set_actor $157D z_angle_to 257.5
0004: $15C3 = 1 ;; integer values
:Label0D93AA
00D6: if 0
8118: NOT actor $157E dead
004D: jump_if_false Label0D9437
00D6: if 0
80ED: NOT actor $157E 0 ()near_point_on_foot -1128.9 74.1 radius 1.0 1.0
004D: jump_if_false Label0D93FD
0239: actor $157E run_to -1128.9 74.1
0004: $15C4 = 0 ;; integer values
0002: jump Label0D9437

:Label0D93FD
00D6: if 0
0038: $15C4 == 0 ;; integer values
004D: jump_if_false Label0D9437
00D6: if 0
0126: actor $157E walking
004D: jump_if_false Label0D9437
0573: $157E 1
0173: set_actor $157E z_angle_to 274.5
0004: $15C4 = 1 ;; integer values

:Label0D9437
0051: return

:Label0D9439
00D6: if 0
0057: player $PLAYER_CHAR 0 ()in_cube -1118.5 92.1 5.8 -1179.9 53.3 15.0
004D: jump_if_false Label0D9723
00D6: if 0
8118: NOT actor $157A dead
004D: jump_if_false Label0D94EF
00D6: if 0
80ED: NOT actor $157A 0 ()near_point_on_foot -1138.1 68.6 radius 1.0 1.0
004D: jump_if_false Label0D94BC
0239: actor $157A run_to -1138.1 68.6
0004: $15C0 = 0 ;; integer values
0002: jump Label0D94EF

:Label0D94BC
00D6: if 0
0038: $15C0 == 0 ;; integer values
004D: jump_if_false Label0D94EF
00D6: if 0
0126: actor $157A walking
004D: jump_if_false Label0D94EF
0173: set_actor $157A z_angle_to 272.8
0004: $15C0 = 1 ;; integer values

:Label0D94EF
00D6: if 0
8118: NOT actor $157B dead
004D: jump_if_false Label0D9575
00D6: if 0
80ED: NOT actor $157B 0 ()near_point_on_foot -1138.1 72.9 radius 1.0 1.0
004D: jump_if_false Label0D9542
0239: actor $157B run_to -1138.1 72.9
0004: $15C1 = 0 ;; integer values
0002: jump Label0D9575

:Label0D9542
00D6: if 0
0038: $15C1 == 0 ;; integer values
004D: jump_if_false Label0D9575
00D6: if 0
0126: actor $157B walking
004D: jump_if_false Label0D9575
0173: set_actor $157B z_angle_to 257.4
0004: $15C1 = 1 ;; integer values

:Label0D9575
00D6: if 0
8118: NOT actor $157C dead
004D: jump_if_false Label0D9602
00D6: if 0
80ED: NOT actor $157C 0 ()near_point_on_foot -1158.3 68.9 radius 1.0 1.0
004D: jump_if_false Label0D95C8
0239: actor $157C run_to -1158.3 68.9
0004: $15C2 = 0 ;; integer values
0002: jump Label0D9602

:Label0D95C8
00D6: if 0
0038: $15C2 == 0 ;; integer values
004D: jump_if_false Label0D9602
00D6: if 0
0126: actor $157C walking
004D: jump_if_false Label0D9602
0573: $157C 1
0173: set_actor $157C z_angle_to 285.1
0004: $15C2 = 1 ;; integer values

:Label0D9602
00D6: if 0
8118: NOT actor $157D dead
004D: jump_if_false Label0D968F
00D6: if 0
80ED: NOT actor $157D 0 ()near_point_on_foot -1158.4 72.5 radius 1.0 1.0
004D: jump_if_false Label0D9655
0239: actor $157D run_to -1158.4 72.5
0004: $15C3 = 0 ;; integer values
0002: jump Label0D968F

:Label0D9655
00D6: if 0
0038: $15C3 == 0 ;; integer values
004D: jump_if_false Label0D968F
00D6: if 0
0126: actor $157D walking
004D: jump_if_false Label0D968F
0573: $157D 1
0173: set_actor $157D z_angle_to 257.5
0004: $15C3 = 1 ;; integer values

:Label0D968F
00D6: if 0
8118: NOT actor $157E dead
004D: jump_if_false Label0D971C
00D6: if 0
80ED: NOT actor $157E 0 ()near_point_on_foot -1161.2 71.4 radius 1.0 1.0
004D: jump_if_false Label0D96E2
0239: actor $157E run_to -1161.2 71.4
0004: $15C4 = 0 ;; integer values
0002: jump Label0D971C

:Label0D96E2
00D6: if 0
0038: $15C4 == 0 ;; integer values
004D: jump_if_false Label0D971C
00D6: if 0
0126: actor $157E walking
004D: jump_if_false Label0D971C
0573: $157E 1
0173: set_actor $157E z_angle_to 274.5
0004: $15C4 = 1 ;; integer values

:Label0D971C
0002: jump Label0D99E4

:Label0D9723
00D6: if 0
8118: NOT actor $157A dead
004D: jump_if_false Label0D97B0
00D6: if 0
80ED: NOT actor $157A 0 ()near_point_on_foot -1137.8 66.7 radius 1.0 1.0
004D: jump_if_false Label0D9776
0239: actor $157A run_to -1137.8 66.7
0004: $15C0 = 0 ;; integer values
0002: jump Label0D97B0

:Label0D9776
00D6: if 0
0038: $15C0 == 0 ;; integer values
004D: jump_if_false Label0D97B0
00D6: if 0
0126: actor $157A walking
004D: jump_if_false Label0D97B0
0573: $157A 1
0173: set_actor $157A z_angle_to 5.2
0004: $15C0 = 1 ;; integer values

:Label0D97B0
00D6: if 0
8118: NOT actor $157B dead
004D: jump_if_false Label0D983D
00D6: if 0
80ED: NOT actor $157B 0 ()near_point_on_foot -1138.2 75.5 radius 1.0 1.0
004D: jump_if_false Label0D9803
0239: actor $157B run_to -1138.2 75.5
0004: $15C1 = 0 ;; integer values
0002: jump Label0D983D

:Label0D9803
00D6: if 0
0038: $15C1 == 0 ;; integer values
004D: jump_if_false Label0D983D
00D6: if 0
0126: actor $157B walking
004D: jump_if_false Label0D983D
0573: $157B 1
0173: set_actor $157B z_angle_to 175.4
0004: $15C1 = 1 ;; integer values

:Label0D983D
00D6: if 0
8118: NOT actor $157C dead
004D: jump_if_false Label0D98CA
00D6: if 0
80ED: NOT actor $157C 0 ()near_point_on_foot -1158.2 67.2 radius 1.0 1.0
004D: jump_if_false Label0D9890
0239: actor $157C run_to -1158.2 67.2
0004: $15C2 = 0 ;; integer values
0002: jump Label0D98CA

:Label0D9890
00D6: if 0
0038: $15C2 == 0 ;; integer values
004D: jump_if_false Label0D98CA
00D6: if 0
0126: actor $157C walking
004D: jump_if_false Label0D98CA
0573: $157C 1
0173: set_actor $157C z_angle_to 5.2
0004: $15C2 = 1 ;; integer values

:Label0D98CA
00D6: if 0
8118: NOT actor $157D dead
004D: jump_if_false Label0D9957
00D6: if 0
80ED: NOT actor $157D 0 ()near_point_on_foot -1158.1 75.6 radius 1.0 1.0
004D: jump_if_false Label0D991D
0239: actor $157D run_to -1158.1 75.6
0004: $15C3 = 0 ;; integer values
0002: jump Label0D9957

:Label0D991D
00D6: if 0
0038: $15C3 == 0 ;; integer values
004D: jump_if_false Label0D9957
00D6: if 0
0126: actor $157D walking
004D: jump_if_false Label0D9957
0573: $157D 1
0173: set_actor $157D z_angle_to 175.4
0004: $15C3 = 1 ;; integer values

:Label0D9957
00D6: if 0
8118: NOT actor $157E dead
004D: jump_if_false Label0D99E4
00D6: if 0
80ED: NOT actor $157E 0 ()near_point_on_foot -1163.5 75.8 radius 1.0 1.0
004D: jump_if_false Label0D99AA
0239: actor $157E run_to -1163.5 75.8
0004: $15C4 = 0 ;; integer values
0002: jump Label0D99E4

:Label0D99AA
00D6: if 0
0038: $15C4 == 0 ;; integer values
004D: jump_if_false Label0D99E4
00D6: if 0
0126: actor $157E walking
004D: jump_if_false Label0D99E4
0573: $157E 1
0173: set_actor $157E z_angle_to 226.7
0004: $15C4 = 1 ;; integer values

:Label0D99E4
0051: return

:Label0D99E6
0298: $15BC = rampage_kills #CBA
0298: $15BD = rampage_kills #CBB
0084: $15BE = $15BC ;; integer values and handles
0058: $15BE += $15BD ;; integer values
0051: return

:Label0D9A06
00D6: if 0
8118: NOT actor $1587 dead
004D: jump_if_false Label0D9A23
01C2: remove_references_to_actor $1587 ;; Like turning an actor into a random
pedestrian
01CA: actor $1587 kill_player $PLAYER_CHAR

:Label0D9A23
00D6: if 0
8118: NOT actor $1588 dead
004D: jump_if_false Label0D9A40
01C2: remove_references_to_actor $1588 ;; Like turning an actor into a random
pedestrian
01CA: actor $1588 kill_player $PLAYER_CHAR

:Label0D9A40
00D6: if 0
8118: NOT actor $1589 dead
004D: jump_if_false Label0D9A5D
01C2: remove_references_to_actor $1589 ;; Like turning an actor into a random
pedestrian
01CA: actor $1589 kill_player $PLAYER_CHAR

:Label0D9A5D
00D6: if 0
8118: NOT actor $158D dead
004D: jump_if_false Label0D9A7A
01C2: remove_references_to_actor $158D ;; Like turning an actor into a random
pedestrian
01CA: actor $158D kill_player $PLAYER_CHAR

:Label0D9A7A
00D6: if 0
8118: NOT actor $158E dead
004D: jump_if_false Label0D9A97
01C2: remove_references_to_actor $158E ;; Like turning an actor into a random
pedestrian
01CA: actor $158E kill_player $PLAYER_CHAR

:Label0D9A97
00D6: if 0
8118: NOT actor $158F dead
004D: jump_if_false Label0D9AB4
01C2: remove_references_to_actor $158F ;; Like turning an actor into a random
pedestrian
01CA: actor $158F kill_player $PLAYER_CHAR

:Label0D9AB4
00D6: if 0
8118: NOT actor $1584 dead
004D: jump_if_false Label0D9AD1
01C2: remove_references_to_actor $1584 ;; Like turning an actor into a random
pedestrian
01CA: actor $1584 kill_player $PLAYER_CHAR

:Label0D9AD1
00D6: if 0
8118: NOT actor $1585 dead
004D: jump_if_false Label0D9AEE
01C2: remove_references_to_actor $1585 ;; Like turning an actor into a random
pedestrian
01CA: actor $1585 kill_player $PLAYER_CHAR

:Label0D9AEE
00D6: if 0
8118: NOT actor $1586 dead
004D: jump_if_false Label0D9B0B
01C2: remove_references_to_actor $1586 ;; Like turning an actor into a random
pedestrian
01CA: actor $1586 kill_player $PLAYER_CHAR

:Label0D9B0B
0051: return

;-------------Mission 58---------------
; Originally: Naval Engagement

:Label0D9B0D
03A4: name_thread "CUBAN3"
0050: gosub Label0D9B3B
00D6: if 0
0112: wasted_or_busted
004D: jump_if_false Label0D9B32
0050: gosub Label0DC7F5

:Label0D9B32
0050: gosub Label0DC84A
004E: end_thread

:Label0D9B3B
03D5: remove_text "M_FAIL" ;; MISSION FAILED!
0004: $ONMISSION = 1 ;; integer values
0317: increment_mission_attempts
0001: wait 0 ms
054C: use_GXT_table "CUBAN3"
058E: set_restart_mission_taxi_destination -1173.5 -599.6 10.2 277.1
0004: $15F9 = 0 ;; integer values
0004: $15FA = 0 ;; integer values
0004: $15FB = 0 ;; integer values
0004: $15FC = 0 ;; integer values
0004: $15FD = 0 ;; integer values
0004: $15FE = 0 ;; integer values
0004: $3D = 0 ;; integer values
0004: $15FF = 0 ;; integer values
0004: $1600 = 6 ;; integer values
0004: $1601 = 0 ;; integer values
0004: $1602 = 0 ;; integer values
0004: $1603 = 0 ;; integer values
0004: $1604 = 0 ;; integer values
0004: $1605 = 0 ;; integer values
0004: $1606 = 0 ;; integer values
0004: $1607 = 0 ;; integer values
0004: $1608 = 0 ;; integer values
0004: $1609 = 0 ;; integer values
0005: $160A = 0.0 ;; floating-point values
0005: $160B = 0.0 ;; floating-point values
0005: $160C = 0.0 ;; floating-point values
0005: $5F = 0.0 ;; floating-point values
0005: $60 = 0.0 ;; floating-point values
0005: $61 = 0.0 ;; floating-point values
0005: $160D = 0.0 ;; floating-point values
0005: $160E = 0.0 ;; floating-point values
0005: $160F = 0.0 ;; floating-point values
0005: $1610 = 0.0 ;; floating-point values
0005: $1611 = 0.0 ;; floating-point values
0005: $1612 = 0.0 ;; floating-point values
04BB: select_interiour 7 ;; select render area
0522: (unknown)
042B: clear_peds_from_cube -1174.8 -609.0 10.4 -116.3 -632.5 15.3
01EB: set_car_density_to 0.0
03DE: set_pedestrians_density_multiplier_to 0.0
023C: load_special_actor 1 "CSPLAY"
023C: load_special_actor 2 "CSPABLO"
023C: load_special_actor 3 "CSPAPA"
023C: load_special_actor 4 "CSPEPE"
023C: load_special_actor 5 "CSUMBTO"
03CB: set_camera -1169.0 -620.0 10.791
038B: load_requested_models

:Label0D9CEB
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 Label0D9D15
0001: wait 0 ms
0002: jump Label0D9CEB

:Label0D9D15
02E4: load_cutscene_data "CUB_4"
0244: set_cutscene_pos -1170.708 -608.327 10.791
041D: set_camera_near_clip .1
02E5: $7D = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $7D "CSPLAY"
02E5: $B2 = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $B2 "CSPABLO"
02E5: $B3 = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim $B3 "CSPAPA"
02E5: $B4 = create_cutscene_object #SPECIAL04
02E6: set_cutscene_anim $B4 "CSPEPE"
02E5: $B5 = create_cutscene_object #SPECIAL05
02E6: set_cutscene_anim $B5 "CSUMBTO"
0395: clear_area 1 at -1170.9 -603.7 range 10.6 1.0
0055: put_player $PLAYER_CHAR at -1170.9 -603.7 10.6
0171: set_player $PLAYER_CHAR z_angle_to 15.3
016A: fade 1 (back) 1500 ms
03AD: set_rubbish 0 (invisible)
03AF: set_streaming 1 (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0D9DE7
00D6: if 0
001A: 876 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0D9E0A
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0D9DE7

:Label0D9E0A
00BC: text_highpriority "CUB3_A" 10000 ms 1 ;; Alberto. Una cafe, senor.

:Label0D9E19
00D6: if 0
001A: 2635 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0D9E3C
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0D9E19

:Label0D9E3C
00BC: text_highpriority "CUB3_B" 10000 ms 1 ;; Poppa, don't serve this snake in
the straw.

:Label0D9E4B
00D6: if 0
001A: 5749 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0D9E6E
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0D9E4B

:Label0D9E6E
00BC: text_highpriority "CUB3_C" 10000 ms 1 ;; You're two-faced, Tommy!

:Label0D9E7D
00D6: if 0
001A: 7227 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0D9EA0
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0D9E7D

:Label0D9EA0
00BC: text_highpriority "CUB3_D" 10000 ms 1 ;; You're either two-faced, or
you're a wimp, baby boy!

:Label0D9EAF
00D6: if 0
001A: 10024 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0D9ED2
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0D9EAF

:Label0D9ED2
00BC: text_highpriority "CUB3_E" 10000 ms 1 ;; The Haitians, man. They're
laughing at me!

:Label0D9EE1
00D6: if 0
001A: 12109 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0D9F04
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0D9EE1

:Label0D9F04
00BC: text_highpriority "CUB3_F" 10000 ms 1 ;; Easy, easy. What's your problem?

:Label0D9F13
00D6: if 0
001A: 13963 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0D9F36
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0D9F13

:Label0D9F36
00BC: text_highpriority "CUB3_G" 10000 ms 1 ;; They're laughing at me, Tommy. At
me!

:Label0D9F45
00D6: if 0
001A: 16044 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0D9F68
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0D9F45

:Label0D9F68
00BC: text_highpriority "CUB3_H" 10000 ms 1 ;; Umberto Robina! They're doing
whatever they like!

:Label0D9F77
00D6: if 0
001A: 18802 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0D9F9A
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0D9F77

:Label0D9F9A
00BC: text_highpriority "CUB3_I" 10000 ms 1 ;; Nobody does whatever they like,
Umberto, they do what you let them do.

:Label0D9FA9
00D6: if 0
001A: 21689 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0D9FCC
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0D9FA9

:Label0D9FCC
00BC: text_highpriority "CUB3_J" 10000 ms 1 ;; What?

:Label0D9FDB
00D6: if 0
001A: 23629 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0D9FFE
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0D9FDB

:Label0D9FFE
00BC: text_highpriority "CUB3_K" 10000 ms 1 ;; You want somebody taken care of?

:Label0DA00D
00D6: if 0
001A: 24851 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0DA030
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0DA00D

:Label0DA030
00BC: text_highpriority "CUB3_L" 10000 ms 1 ;; I can handle it, but it's gonna
cost you.

:Label0DA03F
00D6: if 0
001A: 26958 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0DA062
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0DA03F

:Label0DA062
00BC: text_highpriority "CUB3_M" 10000 ms 1 ;; I know we're brothers and all,
but this is business.

:Label0DA071
00D6: if 0
001A: 29060 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0DA094
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0DA071

:Label0DA094
00BC: text_highpriority "CUB3_N" 10000 ms 1 ;; Tommy. You a real man.
Businessman, a gentleman.

:Label0DA0A3
00D6: if 0
001A: 33831 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0DA0C8
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0DA0A3

:Label0DA0C8
00BC: text_highpriority "CUB3_O" 10000 ms 1 ;; These Haitians. They have a load
of product coming in off shore, really good stuff.

:Label0DA0D7
00D6: if 0
001A: 39459 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0DA0FC
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0DA0D7

:Label0DA0FC
00BC: text_highpriority "CUB3_P" 10000 ms 1 ;; We take it, and we finish them.

:Label0DA10B
00D6: if 0
001A: 42056 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0DA130
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0DA10B

:Label0DA130
00BC: text_highpriority "CUB3_Q" 10000 ms 1 ;; You take it, and I look after
you. Like my brother. Like my son.

:Label0DA13F
00D6: if 0
001A: 47769 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0DA164
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0DA13F

:Label0DA164
00BC: text_highpriority "CUB3_R" 10000 ms 1 ;; I think I prefer the cash to
being bounced on your knee, amigo.

:Label0DA173
00D6: if 0
001A: 51904 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0DA198
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0DA173

:Label0DA198
016A: fade 0 () 1500 ms
00BE: text_clear_all

:Label0DA1A1
00D6: if 0
016B: fading
004D: jump_if_false Label0DA1B9
0001: wait 0 ms
0002: jump Label0DA1A1

:Label0DA1B9
03AD: set_rubbish 1 (visible)
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
04BB: select_interiour 0 ;; select render area
0004: $3DD = 0 ;; integer values
01EB: set_car_density_to 1.0
03DE: set_pedestrians_density_multiplier_to 1.0
0169: set_fade_color 0 0 0
0001: wait 500 ms
0373: set_camera_directly_behind_player
04E3: unknown_player $PLAYER_CHAR 1 60000
03F1: pedtype 8 add_threat 1
0247: request_model #TROPIC
0247: request_model #HNA
0247: request_model #HNB
0247: request_model #JETMAX
0247: request_model #UZI
0247: request_model #SGA
0247: request_model #GRENADE
0247: request_model #DINGHY
0247: request_model #SGB
0247: request_model #CBB
0247: request_model -120 (BRIEFCASE)
0247: request_model #RUGER
0247: request_model #BUDDYSHOT

:Label0DA248
00D6: if 23
8248: NOT model #TROPIC available
8248: NOT model #HNA available
8248: NOT model #HNB available
8248: NOT model #JETMAX available
004D: jump_if_false Label0DA270
0001: wait 0 ms
0002: jump Label0DA248

:Label0DA270
00D6: if 23
8248: NOT model #SGA available
8248: NOT model #UZI available
8248: NOT model #GRENADE available
8248: NOT model #DINGHY available
004D: jump_if_false Label0DA299
0001: wait 0 ms
0002: jump Label0DA270

:Label0DA299
00D6: if 24
8248: NOT model #SGB available
8248: NOT model #CBB available
8248: NOT model -120 (BRIEFCASE) available
8248: NOT model #RUGER available
8248: NOT model #BUDDYSHOT available
004D: jump_if_false Label0DA2C5
0001: wait 0 ms
0002: jump Label0DA299

:Label0DA2C5
03CF: load_wav "CUB3_2" as 1
03CF: load_wav "CUB3_3" as 2

:Label0DA2DD
00D6: if 21
83D0: NOT wav 1 loaded
83D0: NOT wav 2 loaded
004D: jump_if_false Label0DA2FB
0001: wait 0 ms
0002: jump Label0DA2DD

:Label0DA2FB
018A: $15F4 = create_checkpoint_at -725.4 -1166.8 9.7
009A: $15D9 = create_actor 7 #CBB at -724.3 -1166.5 9.7
04F5: unknown_actor $15D9 kiss_player $PLAYER_CHAR on 1
0173: set_actor $15D9 z_angle_to 103.3
016A: fade 1 (back) 1500 ms
00BC: text_highpriority "CUB3_07" 11000 ms 1 ;; ~g~ Go meet Rico. He'll drive
you to the meet location.

:Label0DA351
00D6: if 0
80F6: NOT player $PLAYER_CHAR 1 (in-sphere)near_point_on_foot -725.4 -1166.8
9.7 radius 1.0 1.0 2.0
004D: jump_if_false Label0DA3B2
0001: wait 0 ms
00D6: if 0
0118: actor $15D9 dead
004D: jump_if_false Label0DA3AB
00BC: text_highpriority "CUB2_10" 5000 ms 1 ;; ~r~You are supposed to be killing
Haitians, not Cubans.
0002: jump Label0DC7F5

:Label0DA3AB
0002: jump Label0DA351

:Label0DA3B2
0395: clear_area 1 at -725.4 -1166.8 range 9.7 5.0
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
02A3: toggle_widescreen 1 (on)
041E: set_radio_station 6 -1
00A5: $15D8 = create_car #JETMAX at -722.6 -1163.7 5.0
0175: set_car $15D8 z_angle_to 32.0
0323: unknown_car $15D8 flag 1
015F: set_camera_position -723.1 -1169.5 10.2 0.0 0.0 0.0
0160: point_camera -726.4 -1164.6 11.2 2
00D6: if 0
8118: NOT actor $15D9 dead
004D: jump_if_false Label0DA462
011C: actor $PLAYER_ACTOR clear_objective
020E: actor $PLAYER_ACTOR look_at_actor $15D9
020F: actor $15D9 look_at_player $PLAYER_CHAR
0002: jump Label0DA478

:Label0DA462
00BC: text_highpriority "CUB2_10" 5000 ms 1 ;; ~r~You are supposed to be killing
Haitians, not Cubans.
0002: jump Label0DC7F5

:Label0DA478
0001: wait 1000 ms
0372: set_actor $PLAYER_ACTOR anim 19 wait_state_time 10000 ms
00BC: text_highpriority "CUB3_01" 4000 ms 1 ;; Hey Rico. Nice boat, you ready?
03D1: play_wav 1

:Label0DA49A
00D6: if 1
83D2: NOT wav 1 ended
8118: NOT actor $15D9 dead
004D: jump_if_false Label0DA50A
0001: wait 0 ms
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label0DA4EA
00D6: if 0
0038: $3D == 1 ;; integer values
004D: jump_if_false Label0DA4E3
0004: $3D = 0 ;; integer values
0002: jump Label0DA709

:Label0DA4E3
0002: jump Label0DA503

:Label0DA4EA
00D6: if 0
0038: $3D == 0 ;; integer values
004D: jump_if_false Label0DA503
0004: $3D = 1 ;; integer values

:Label0DA503
0002: jump Label0DA49A

:Label0DA50A
040D: unload_wav 1
03D5: remove_text "CUB3_01" ;; Hey Rico. Nice boat, you ready?
0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 100 ms
00D6: if 0
8118: NOT actor $15D9 dead
004D: jump_if_false Label0DA542
0372: set_actor $15D9 anim 19 wait_state_time 10000 ms
0002: jump Label0DA558

:Label0DA542
00BC: text_highpriority "CUB2_10" 5000 ms 1 ;; ~r~You are supposed to be killing
Haitians, not Cubans.
0002: jump Label0DC7F5

:Label0DA558
00BC: text_highpriority "CUB3_05" 4000 ms 1 ;; Si Tommy. Now you be a good shot
today,
03D1: play_wav 2

:Label0DA56B
00D6: if 1
83D2: NOT wav 2 ended
8118: NOT actor $15D9 dead
004D: jump_if_false Label0DA5DB
0001: wait 0 ms
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label0DA5BB
00D6: if 0
0038: $3D == 1 ;; integer values
004D: jump_if_false Label0DA5B4
0004: $3D = 0 ;; integer values
0002: jump Label0DA709

:Label0DA5B4
0002: jump Label0DA5D4

:Label0DA5BB
00D6: if 0
0038: $3D == 0 ;; integer values
004D: jump_if_false Label0DA5D4
0004: $3D = 1 ;; integer values

:Label0DA5D4
0002: jump Label0DA56B

:Label0DA5DB
040D: unload_wav 2
03D5: remove_text "CUB3_05" ;; Si Tommy. Now you be a good shot today,
015F: set_camera_position -709.8 -1161.3 11.0 0.0 0.0 0.0
0160: point_camera -724.3 -1166.5 9.7 2
03CF: load_wav "CUB3_4" as 2

:Label0DA628
00D6: if 0
83D0: NOT wav 2 loaded
004D: jump_if_false Label0DA642
0001: wait 0 ms
0002: jump Label0DA628

:Label0DA642
00BC: text_highpriority "CUB3_06" 4000 ms 1 ;; My boat, she no good full of
holes, ok?
03D1: play_wav 2
:Label0DA655
00D6: if 1
83D2: NOT wav 2 ended
8118: NOT actor $15D9 dead
004D: jump_if_false Label0DA6C5
0001: wait 0 ms
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label0DA6A5
00D6: if 0
0038: $3D == 1 ;; integer values
004D: jump_if_false Label0DA69E
0004: $3D = 0 ;; integer values
0002: jump Label0DA709

:Label0DA69E
0002: jump Label0DA6BE

:Label0DA6A5
00D6: if 0
0038: $3D == 0 ;; integer values
004D: jump_if_false Label0DA6BE
0004: $3D = 1 ;; integer values

:Label0DA6BE
0002: jump Label0DA655

:Label0DA6C5
040D: unload_wav 2
03D5: remove_text "CUB3_06" ;; My boat, she no good full of holes, ok?
00D6: if 0
8118: NOT actor $15D9 dead
004D: jump_if_false Label0DA6F3
0372: set_actor $15D9 anim 0 wait_state_time 100 ms
0002: jump Label0DA709

:Label0DA6F3
00BC: text_highpriority "CUB2_10" 5000 ms 1 ;; ~r~You are supposed to be killing
Haitians, not Cubans.
0002: jump Label0DC7F5

:Label0DA709
040D: unload_wav 1
040D: unload_wav 2
03EB: clear_small_messages_only
00D6: if 0
8118: NOT actor $15D9 dead
004D: jump_if_false Label0DA733
0372: set_actor $15D9 anim 0 wait_state_time 100 ms
0002: jump Label0DA749

:Label0DA733
00BC: text_highpriority "CUB2_10" 5000 ms 1 ;; ~r~You are supposed to be killing
Haitians, not Cubans.
0002: jump Label0DC7F5

:Label0DA749
0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 100 ms
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
02A3: toggle_widescreen 0 (off)
0169: set_fade_color 1 1 1
016A: fade 0 () 1500 ms
00D6: if 2
8490: NOT player $PLAYER_CHAR has_weapon 26
8490: NOT player $PLAYER_CHAR has_weapon 28
8490: NOT player $PLAYER_CHAR has_weapon 29
004D: jump_if_false Label0DA797
01B1: give_player $PLAYER_CHAR weapon 27 ammo 30 ;; Load the weapon model before
using this

:Label0DA797
00D6: if 0
016B: fading
004D: jump_if_false Label0DA7AF
0001: wait 0 ms
0002: jump Label0DA797

:Label0DA7AF
009B: destroy_actor_instantly $15D9
00D6: if 0
8119: NOT car $15D8 wrecked
004D: jump_if_false Label0DA81C
0464: put_actor $PLAYER_ACTOR into_turret_on_car $15D8 at_car_offset 0.0 -.4 1.5
unknown 2 angle 360.0 with_weapon 0
0129: $15D9 = create_actor 7 #CBB in_car $15D8 driverseat
04F5: unknown_actor $15D9 kiss_player $PLAYER_CHAR on 1
02D3: boat $15D8 drive_to -754.0 -425.7 6.6
02A9: set_actor $15D9 immune_to_nonplayer 1
0002: jump Label0DA832

:Label0DA81C
00BC: text_highpriority "CUB2_10" 5000 ms 1 ;; ~r~You are supposed to be killing
Haitians, not Cubans.
0002: jump Label0DC7F5

:Label0DA832
0164: disable_marker $15F4
00A5: $15DB = create_car #TROPIC at -660.0 -269.1 5.0
0175: set_car $15DB z_angle_to 134.0
0323: unknown_car $15DB flag 1
009A: $15DF = create_actor 8 #HNA at -647.0 -256.7 5.0
0464: put_actor $15DF into_turret_on_car $15DB at_car_offset 0.0 -4.0 1.2 unknown
1 angle 360.0 with_weapon 23
0173: set_actor $15DF z_angle_to 227.4
01ED: reset_actor $15DF flags
0243: set_actor $15DF ped_stats_to 16
0291: unknown_actor $15DF unknown_behavior_flag 1
009A: $15E0 = create_actor 8 #HNA at -647.0 -256.7 5.0
0464: put_actor $15E0 into_turret_on_car $15DB at_car_offset 2.3 0.0 2.0 unknown
2 angle 360.0 with_weapon 23
0173: set_actor $15E0 z_angle_to 140.4
01ED: reset_actor $15E0 flags
0243: set_actor $15E0 ped_stats_to 16
0291: unknown_actor $15E0 unknown_behavior_flag 1
009A: $15E1 = create_actor 8 #HNA at -647.0 -256.7 5.0
0464: put_actor $15E1 into_turret_on_car $15DB at_car_offset 0.0 -1.3 3.8 unknown
2 angle 360.0 with_weapon 27
0173: set_actor $15E1 z_angle_to 140.4
01ED: reset_actor $15E1 flags
0243: set_actor $15E1 ped_stats_to 16
0291: unknown_actor $15E1 unknown_behavior_flag 1
00A5: $15DA = create_car #TROPIC at -647.0 -256.7 5.0
0175: set_car $15DA z_angle_to 317.0
0323: unknown_car $15DA flag 1
009A: $15DC = create_actor 8 #HNA at -647.0 -256.7 5.0
0464: put_actor $15DC into_turret_on_car $15DA at_car_offset 0.0 -4.0 1.2 unknown
0 angle 360.0 with_weapon 23
0173: set_actor $15DC z_angle_to 102.4
01ED: reset_actor $15DC flags
0243: set_actor $15DC ped_stats_to 16
0291: unknown_actor $15DC unknown_behavior_flag 1
009A: $15DD = create_actor 8 #HNA at -647.0 -256.7 5.0
0464: put_actor $15DD into_turret_on_car $15DA at_car_offset -2.3 0.0 2.0 unknown
3 angle 360.0 with_weapon 27
01ED: reset_actor $15DD flags
0243: set_actor $15DD ped_stats_to 16
0291: unknown_actor $15DD unknown_behavior_flag 1
009A: $15DE = create_actor 8 #HNA at -647.0 -256.7 5.0
0464: put_actor $15DE into_turret_on_car $15DA at_car_offset .2 -1.3 3.8 unknown
3 angle 360.0 with_weapon 23
0173: set_actor $15DE z_angle_to 322.4
01ED: reset_actor $15DE flags
0243: set_actor $15DE ped_stats_to 16
0291: unknown_actor $15DE unknown_behavior_flag 1
009A: $15E2 = create_actor 8 #HNB at -649.9 -269.6 8.5
0173: set_actor $15E2 z_angle_to 229.2
01ED: reset_actor $15E2 flags
0243: set_actor $15E2 ped_stats_to 16
0291: unknown_actor $15E2 unknown_behavior_flag 1
0350: unknown_actor $15E2 not_scared_flag 1
009A: $15EC = create_actor 8 #HNA at -650.1 -267.7 8.5
0173: set_actor $15EC z_angle_to 60.6
01ED: reset_actor $15EC flags
0243: set_actor $15EC ped_stats_to 16
0291: unknown_actor $15EC unknown_behavior_flag 1
0350: unknown_actor $15EC not_scared_flag 1
009A: $15ED = create_actor 8 #HNA at -651.6 -269.0 8.5
0173: set_actor $15ED z_angle_to 222.9
01ED: reset_actor $15ED flags
0243: set_actor $15ED ped_stats_to 16
0291: unknown_actor $15ED unknown_behavior_flag 1
0350: unknown_actor $15ED not_scared_flag 1
009A: $15E3 = create_actor 9 #SGB at -648.8 -270.8 8.5
0173: set_actor $15E3 z_angle_to 49.2
01ED: reset_actor $15E3 flags
0243: set_actor $15E3 ped_stats_to 16
0291: unknown_actor $15E3 unknown_behavior_flag 1
0350: unknown_actor $15E3 not_scared_flag 1
009A: $15E4 = create_actor 9 #SGA at -647.4 -270.8 8.5
0173: set_actor $15E4 z_angle_to 34.2
01ED: reset_actor $15E4 flags
0243: set_actor $15E4 ped_stats_to 16
0291: unknown_actor $15E4 unknown_behavior_flag 1
0350: unknown_actor $15E4 not_scared_flag 1
009A: $15E5 = create_actor 9 #SGA at -649.3 -272.5 8.5
0173: set_actor $15E5 z_angle_to 33.0
01ED: reset_actor $15E5 flags
0243: set_actor $15E5 ped_stats_to 16
0291: unknown_actor $15E5 unknown_behavior_flag 1
0350: unknown_actor $15E5 not_scared_flag 1
009A: $15E6 = create_actor 9 #SGA at -621.9 -307.8 25.9
0173: set_actor $15E6 z_angle_to 35.4
01ED: reset_actor $15E6 flags
0243: set_actor $15E6 ped_stats_to 16
0291: unknown_actor $15E6 unknown_behavior_flag 1
0350: unknown_actor $15E6 not_scared_flag 1
03F9: make_actors $15E2 $15E3 converse_in 5000000 ms
00AB: put_car $15D8 at -754.0 -425.7 5.5
016A: fade 1 (back) 1500 ms
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
02A3: toggle_widescreen 1 (on)
015F: set_camera_position -743.5 -318.2 11.0 0.0 0.0 0.0
0158: camera_on_vehicle $15D8 15 2
0006: 16@ = 0 ;; integer values

:Label0DAC82
0001: wait 0 ms
03BA: clear_cars_from_cube -530.2 -186.3 10.0 -791.8 -447.8 0.0
00D6: if 0
8119: NOT car $15D8 wrecked
004D: jump_if_false Label0DAF46
00D6: if 0
0038: $15F9 == 0 ;; integer values
004D: jump_if_false Label0DAD39
00D6: if 0
01AD: car $15D8 0 ()near_point -754.0 -425.7 10.0 10.0
004D: jump_if_false Label0DACF8
02DB: set_boat $15D8 speed_to 20.0

:Label0DACF8
00D6: if 0
01AD: car $15D8 0 ()near_point -754.0 -425.7 5.0 5.0
004D: jump_if_false Label0DAD39
02D3: boat $15D8 drive_to -705.8 -304.5 6.6
0004: $15F9 = 1 ;; integer values

:Label0DAD39
00D6: if 0
0038: $15F9 == 1 ;; integer values
004D: jump_if_false Label0DADFF
00D6: if 0
01AD: car $15D8 0 ()near_point -705.8 -304.5 10.0 10.0
004D: jump_if_false Label0DAD7B
02DB: set_boat $15D8 speed_to 12.0

:Label0DAD7B
00D6: if 0
01AD: car $15D8 0 ()near_point -705.8 -304.5 5.0 5.0
004D: jump_if_false Label0DADFF
00D6: if 0
8119: NOT car $15DB wrecked
004D: jump_if_false Label0DADE4
015F: set_camera_position -645.2 -269.7 11.0 0.0 0.0 0.0
0160: point_camera -650.9 -269.9 9.2 2
:Label0DADE4
02D3: boat $15D8 drive_to -670.8 -263.8 6.6
0004: $15F9 = 2 ;; integer values

:Label0DADFF
00D6: if 0
0038: $15F9 == 2 ;; integer values
004D: jump_if_false Label0DAE52
00D6: if 0
01AD: car $15D8 0 ()near_point -670.8 -263.8 10.0 10.0
004D: jump_if_false Label0DAE52
02D3: boat $15D8 drive_to -666.3 -258.5 6.6
0004: $15F9 = 3 ;; integer values

:Label0DAE52
00D6: if 0
0038: $15F9 == 3 ;; integer values
004D: jump_if_false Label0DAE9D
00D6: if 0
01AD: car $15D8 0 ()near_point -666.3 -258.5 10.0 10.0
004D: jump_if_false Label0DAE9D
02D4: unknown_turn_off_car $15D8 engine
0323: unknown_car $15D8 flag 1
0004: $15F9 = 4 ;; integer values

:Label0DAE9D
00D6: if 0
0038: $15F9 == 4 ;; integer values
004D: jump_if_false Label0DAF46
00D6: if 0
01AD: car $15D8 0 ()near_point -666.3 -258.5 2.0 2.0
004D: jump_if_false Label0DAF46
02D4: unknown_turn_off_car $15D8 engine
0323: unknown_car $15D8 flag 1
0465: remove_actor $PLAYER_ACTOR from_turret_mode
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
02A3: toggle_widescreen 0 (off)
0407: create_coordinate $5F $60 $61 from_car $15D8 offset 0.0 -.4 1.1
0055: put_player $PLAYER_CHAR at $5F $60 6.6
0171: set_player $PLAYER_CHAR z_angle_to 213.7
0001: wait 0 ms
0373: set_camera_directly_behind_player
00BC: text_highpriority "CUB3_02" 5000 ms 1 ;; ~g~KILL ALL THE HAITIANS ON THE
BOATS!!
0002: jump Label0DAF78

:Label0DAF46
00D6: if 21
0119: car $15D8 wrecked
0118: actor $15D9 dead
004D: jump_if_false Label0DAF71
00BC: text_highpriority "CUB2_10" 5000 ms 1 ;; ~r~You are supposed to be killing
Haitians, not Cubans.
0002: jump Label0DC7F5

:Label0DAF71
0002: jump Label0DAC82
:Label0DAF78
0001: wait 0 ms
03BA: clear_cars_from_cube -530.2 -186.3 10.0 -791.8 -447.8 0.0
00D6: if 0
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false Label0DB1CF
0482: 5.0
00D6: if 0
8118: NOT actor $15E3 dead
004D: jump_if_false Label0DAFD5
011A: set_actor $15E3 flags 256
01B2: give_actor $15E3 weapon 27 ammo 30000 ;; Load the weapon model before
using this

:Label0DAFD5
00D6: if 0
8118: NOT actor $15E4 dead
004D: jump_if_false Label0DAFF7
011A: set_actor $15E4 flags 256
01B2: give_actor $15E4 weapon 27 ammo 30000 ;; Load the weapon model before
using this

:Label0DAFF7
00D6: if 0
8118: NOT actor $15E5 dead
004D: jump_if_false Label0DB019
011A: set_actor $15E5 flags 256
01B2: give_actor $15E5 weapon 27 ammo 30000 ;; Load the weapon model before
using this

:Label0DB019
00D6: if 0
8118: NOT actor $15E6 dead
004D: jump_if_false Label0DB042
011A: set_actor $15E6 flags 256
011A: set_actor $15E6 flags 1
01B2: give_actor $15E6 weapon 27 ammo 30000 ;; Load the weapon model before
using this

:Label0DB042
00D6: if 0
8118: NOT actor $15E2 dead
004D: jump_if_false Label0DB059
0350: unknown_actor $15E2 not_scared_flag 0

:Label0DB059
00D6: if 0
8118: NOT actor $15EC dead
004D: jump_if_false Label0DB07F
0350: unknown_actor $15EC not_scared_flag 0
0211: actor $15EC walk_to -645.4 -278.9

:Label0DB07F
00D6: if 0
8118: NOT actor $15ED dead
004D: jump_if_false Label0DB096
0350: unknown_actor $15ED not_scared_flag 0

:Label0DB096
00D6: if 0
8118: NOT actor $15DC dead
004D: jump_if_false Label0DB0C9
011A: set_actor $15DC flags 1
01BE: set_actor $15DC to_look_at_spot -663.3 -253.8 6.0
01CA: actor $15DC kill_player $PLAYER_CHAR

:Label0DB0C9
00D6: if 0
8118: NOT actor $15DD dead
004D: jump_if_false Label0DB0FC
011A: set_actor $15DD flags 1
01BE: set_actor $15DD to_look_at_spot -663.3 -253.8 6.0
01CA: actor $15DD kill_player $PLAYER_CHAR

:Label0DB0FC
00D6: if 0
8118: NOT actor $15DE dead
004D: jump_if_false Label0DB12F
011A: set_actor $15DE flags 1
01BE: set_actor $15DE to_look_at_spot -663.3 -253.8 6.0
01CA: actor $15DE kill_player $PLAYER_CHAR

:Label0DB12F
00D6: if 0
8118: NOT actor $15DF dead
004D: jump_if_false Label0DB162
011A: set_actor $15DF flags 1
01BE: set_actor $15DF to_look_at_spot -663.3 -253.8 6.0
01CA: actor $15DF kill_player $PLAYER_CHAR

:Label0DB162
00D6: if 0
8118: NOT actor $15E0 dead
004D: jump_if_false Label0DB195
011A: set_actor $15E0 flags 1
01BE: set_actor $15E0 to_look_at_spot -663.3 -253.8 6.0
01CA: actor $15E0 kill_player $PLAYER_CHAR

:Label0DB195
00D6: if 0
8118: NOT actor $15E1 dead
004D: jump_if_false Label0DB1C8
011A: set_actor $15E1 flags 1
01BE: set_actor $15E1 to_look_at_spot -663.3 -253.8 6.0
01CA: actor $15E1 kill_player $PLAYER_CHAR

:Label0DB1C8
0002: jump Label0DB201

:Label0DB1CF
00D6: if 21
0119: car $15D8 wrecked
0118: actor $15D9 dead
004D: jump_if_false Label0DB1FA
00BC: text_highpriority "CUB2_10" 5000 ms 1 ;; ~r~You are supposed to be killing
Haitians, not Cubans.
0002: jump Label0DC7F5
:Label0DB1FA
0002: jump Label0DAF78

:Label0DB201
0001: wait 0 ms
00D6: if 0
0038: $15FF == 0 ;; integer values
004D: jump_if_false Label0DB27F
03CF: load_wav "CUB3_1" as 1

:Label0DB223
00D6: if 0
83D0: NOT wav 1 loaded
004D: jump_if_false Label0DB23D
0001: wait 0 ms
0002: jump Label0DB223

:Label0DB23D
00BC: text_highpriority "CUB3_08" 4000 ms 1 ;; Uh oh.. Pack of Cubans. We under
attack!
03D1: play_wav 1

:Label0DB250
00D6: if 0
83D2: NOT wav 1 ended
004D: jump_if_false Label0DB26A
0001: wait 0 ms
0002: jump Label0DB250

:Label0DB26A
040D: unload_wav 1
03D5: remove_text "CUB3_08" ;; Uh oh.. Pack of Cubans. We under attack!
0004: $15FF = 1 ;; integer values

:Label0DB27F
00D6: if 0
0118: actor $15E2 dead
004D: jump_if_false Label0DB8C6
00D6: if 0
0038: $15FB == 0 ;; integer values
004D: jump_if_false Label0DB2D2
0213: $15EE = create_pickup -120 (BRIEFCASE) type 3 at -650.4 -268.5 9.0
018A: $15F5 = create_checkpoint_at -650.4 -268.5 $160C
0004: $15FB = 1 ;; integer values

:Label0DB2D2
00D6: if 0
0118: actor $15EC dead
004D: jump_if_false Label0DB8C6
00D6: if 0
0118: actor $15ED dead
004D: jump_if_false Label0DB8C6
00D6: if 0
0118: actor $15DC dead
004D: jump_if_false Label0DB359
00D6: if 0
0118: actor $15DD dead
004D: jump_if_false Label0DB359
00D6: if 0
0118: actor $15DE dead
004D: jump_if_false Label0DB359
00D6: if 0
0118: actor $15DF dead
004D: jump_if_false Label0DB359
00D6: if 0
0118: actor $15E0 dead
004D: jump_if_false Label0DB359
00D6: if 0
0118: actor $15E1 dead
004D: jump_if_false Label0DB359
0002: jump Label0DB9F6

:Label0DB359
00D6: if 0
8118: NOT actor $15E3 dead
004D: jump_if_false Label0DB528
01ED: reset_actor $15E3 flags
0350: unknown_actor $15E3 not_scared_flag 0
0319: set_actor $15E3 wander_state_to 1 (off)
00D6: if 0
0038: $15FA == 0 ;; integer values
004D: jump_if_false Label0DB3A4
0211: actor $15E3 walk_to -645.4 -278.9
0004: $15FA = 1 ;; integer values

:Label0DB3A4
00D6: if 0
0038: $15FA == 1 ;; integer values
004D: jump_if_false Label0DB408
00D6: if 0
00EC: actor $15E3 0 ()near_point -645.4 -278.9 radius 2.0 2.0
004D: jump_if_false Label0DB3F9
0211: actor $15E3 walk_to -648.7 -285.6
0004: $15FA = 2 ;; integer values
0002: jump Label0DB408

:Label0DB3F9
0211: actor $15E3 walk_to -645.4 -278.9

:Label0DB408
00D6: if 0
0038: $15FA == 2 ;; integer values
004D: jump_if_false Label0DB46C
00D6: if 0
00EC: actor $15E3 0 ()near_point -648.7 -285.6 radius 2.0 2.0
004D: jump_if_false Label0DB45D
0211: actor $15E3 walk_to -634.7 -303.2
0004: $15FA = 3 ;; integer values
0002: jump Label0DB46C

:Label0DB45D
0211: actor $15E3 walk_to -648.7 -285.6

:Label0DB46C
00D6: if 0
0038: $15FA == 3 ;; integer values
004D: jump_if_false Label0DB4D0
00D6: if 0
00EC: actor $15E3 0 ()near_point -634.7 -303.2 radius 2.0 2.0
004D: jump_if_false Label0DB4C1
0211: actor $15E3 walk_to -641.0 -309.0
0004: $15FA = 4 ;; integer values
0002: jump Label0DB4D0

:Label0DB4C1
0211: actor $15E3 walk_to -634.7 -303.2

:Label0DB4D0
00D6: if 0
0038: $15FA == 4 ;; integer values
004D: jump_if_false Label0DB528
00D6: if 0
00EC: actor $15E3 0 ()near_point -641.0 -309.0 radius 2.0 2.0
004D: jump_if_false Label0DB528
011C: actor $15E3 clear_objective
01BE: set_actor $15E3 to_look_at_spot -650.0 -269.1 9.0
0004: $15FA = 5 ;; integer values

:Label0DB528
00D6: if 0
8118: NOT actor $15E4 dead
004D: jump_if_false Label0DB6F7
01ED: reset_actor $15E4 flags
0350: unknown_actor $15E4 not_scared_flag 0
0319: set_actor $15E4 wander_state_to 1 (off)
00D6: if 0
0038: $15FD == 0 ;; integer values
004D: jump_if_false Label0DB573
0211: actor $15E4 walk_to -645.4 -278.9
0004: $15FD = 1 ;; integer values

:Label0DB573
00D6: if 0
0038: $15FD == 1 ;; integer values
004D: jump_if_false Label0DB5D7
00D6: if 0
00EC: actor $15E4 0 ()near_point -645.4 -278.9 radius 2.0 2.0
004D: jump_if_false Label0DB5C8
0211: actor $15E4 walk_to -648.7 -285.6
0004: $15FD = 2 ;; integer values
0002: jump Label0DB5D7

:Label0DB5C8
0211: actor $15E4 walk_to -645.4 -278.9

:Label0DB5D7
00D6: if 0
0038: $15FD == 2 ;; integer values
004D: jump_if_false Label0DB63B
00D6: if 0
00EC: actor $15E4 0 ()near_point -648.7 -285.6 radius 2.0 2.0
004D: jump_if_false Label0DB62C
0211: actor $15E4 walk_to -646.9 -289.4
0004: $15FD = 3 ;; integer values
0002: jump Label0DB63B

:Label0DB62C
0211: actor $15E4 walk_to -648.7 -285.6

:Label0DB63B
00D6: if 0
0038: $15FD == 3 ;; integer values
004D: jump_if_false Label0DB69F
00D6: if 0
00EC: actor $15E4 0 ()near_point -646.9 -289.4 radius 2.0 2.0
004D: jump_if_false Label0DB690
0211: actor $15E4 walk_to -656.5 -290.5
0004: $15FD = 4 ;; integer values
0002: jump Label0DB69F

:Label0DB690
0211: actor $15E4 walk_to -646.9 -289.4

:Label0DB69F
00D6: if 0
0038: $15FD == 4 ;; integer values
004D: jump_if_false Label0DB6F7
00D6: if 0
00EC: actor $15E4 0 ()near_point -656.5 -290.5 radius 2.0 2.0
004D: jump_if_false Label0DB6F7
011C: actor $15E4 clear_objective
01BE: set_actor $15E4 to_look_at_spot -650.0 -269.1 9.0
0004: $15FD = 5 ;; integer values

:Label0DB6F7
00D6: if 0
8118: NOT actor $15E5 dead
004D: jump_if_false Label0DB8C6
01ED: reset_actor $15E5 flags
0350: unknown_actor $15E5 not_scared_flag 0
0319: set_actor $15E5 wander_state_to 1 (off)
00D6: if 0
0038: $15FE == 0 ;; integer values
004D: jump_if_false Label0DB742
0211: actor $15E5 walk_to -645.4 -278.9
0004: $15FE = 1 ;; integer values

:Label0DB742
00D6: if 0
0038: $15FE == 1 ;; integer values
004D: jump_if_false Label0DB7A6
00D6: if 0
00EC: actor $15E5 0 ()near_point -645.4 -278.9 radius 2.0 2.0
004D: jump_if_false Label0DB797
0211: actor $15E5 walk_to -648.7 -285.6
0004: $15FE = 2 ;; integer values
0002: jump Label0DB7A6

:Label0DB797
0211: actor $15E5 walk_to -645.4 -278.9

:Label0DB7A6
00D6: if 0
0038: $15FE == 2 ;; integer values
004D: jump_if_false Label0DB80A
00D6: if 0
00EC: actor $15E5 0 ()near_point -648.7 -285.6 radius 2.0 2.0
004D: jump_if_false Label0DB7FB
0211: actor $15E5 walk_to -646.9 -289.4
0004: $15FE = 3 ;; integer values
0002: jump Label0DB80A

:Label0DB7FB
0211: actor $15E5 walk_to -648.7 -285.6

:Label0DB80A
00D6: if 0
0038: $15FE == 3 ;; integer values
004D: jump_if_false Label0DB86E
00D6: if 0
00EC: actor $15E5 0 ()near_point -646.9 -289.4 radius 2.0 2.0
004D: jump_if_false Label0DB85F
0211: actor $15E5 walk_to -643.5 -283.1
0004: $15FE = 4 ;; integer values
0002: jump Label0DB86E

:Label0DB85F
0211: actor $15E5 walk_to -646.9 -289.4

:Label0DB86E
00D6: if 0
0038: $15FE == 4 ;; integer values
004D: jump_if_false Label0DB8C6
00D6: if 0
00EC: actor $15E5 0 ()near_point -643.5 -283.1 radius 2.0 2.0
004D: jump_if_false Label0DB8C6
011C: actor $15E5 clear_objective
01BE: set_actor $15E5 to_look_at_spot -650.0 -269.1 9.0
0004: $15FE = 5 ;; integer values

:Label0DB8C6
00D6: if 0
0118: actor $15D9 dead
004D: jump_if_false Label0DB8EC
00BC: text_highpriority "CUB2_10" 5000 ms 1 ;; ~r~You are supposed to be killing
Haitians, not Cubans.
0002: jump Label0DC7F5

:Label0DB8EC
00D6: if 0
0119: car $15D8 wrecked
004D: jump_if_false Label0DB908
0322: kill_player $PLAYER_CHAR
0002: jump Label0DC7F5

:Label0DB908
00D6: if 0
0118: actor $15EC dead
004D: jump_if_false Label0DB91D
01C2: remove_references_to_actor $15EC ;; Like turning an actor into a random
pedestrian

:Label0DB91D
00D6: if 0
0118: actor $15ED dead
004D: jump_if_false Label0DB932
01C2: remove_references_to_actor $15ED ;; Like turning an actor into a random
pedestrian

:Label0DB932
00D6: if 0
0118: actor $15DC dead
004D: jump_if_false Label0DB947
01C2: remove_references_to_actor $15DC ;; Like turning an actor into a random
pedestrian

:Label0DB947
00D6: if 0
0118: actor $15DD dead
004D: jump_if_false Label0DB95C
01C2: remove_references_to_actor $15DD ;; Like turning an actor into a random
pedestrian

:Label0DB95C
00D6: if 0
0118: actor $15DE dead
004D: jump_if_false Label0DB971
01C2: remove_references_to_actor $15DE ;; Like turning an actor into a random
pedestrian

:Label0DB971
00D6: if 0
0118: actor $15DF dead
004D: jump_if_false Label0DB986
01C2: remove_references_to_actor $15DF ;; Like turning an actor into a random
pedestrian

:Label0DB986
00D6: if 0
0118: actor $15E0 dead
004D: jump_if_false Label0DB99B
01C2: remove_references_to_actor $15E0 ;; Like turning an actor into a random
pedestrian

:Label0DB99B
00D6: if 0
0118: actor $15E1 dead
004D: jump_if_false Label0DB9B0
01C2: remove_references_to_actor $15E1 ;; Like turning an actor into a random
pedestrian

:Label0DB9B0
00D6: if 0
0118: actor $15E3 dead
004D: jump_if_false Label0DB9C5
01C2: remove_references_to_actor $15E3 ;; Like turning an actor into a random
pedestrian

:Label0DB9C5
00D6: if 0
0118: actor $15E4 dead
004D: jump_if_false Label0DB9DA
01C2: remove_references_to_actor $15E4 ;; Like turning an actor into a random
pedestrian
:Label0DB9DA
00D6: if 0
0118: actor $15E5 dead
004D: jump_if_false Label0DB9EF
01C2: remove_references_to_actor $15E5 ;; Like turning an actor into a random
pedestrian

:Label0DB9EF
0002: jump Label0DB201

:Label0DB9F6
0001: wait 1000 ms
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
02A3: toggle_widescreen 1 (on)
015F: set_camera_position -642.3 -241.4 10.0 0.0 0.0 0.0
0160: point_camera -630.5 -261.4 7.0 2
03BA: clear_cars_from_cube -530.2 -186.3 10.0 -791.8 -447.8 0.0
041E: set_radio_station 6 -1
00D6: if 0
8119: NOT car $15D8 wrecked
004D: jump_if_false Label0DBAD9
0464: put_actor $PLAYER_ACTOR into_turret_on_car $15D8 at_car_offset 0.0 -.4 1.5
unknown 2 angle 360.0 with_weapon 0
00AB: put_car $15D8 at -642.3 -230.4 6.0
0175: set_car $15D8 z_angle_to 223.0
0323: unknown_car $15D8 flag 0
02DB: set_boat $15D8 speed_to 10.0
02D3: boat $15D8 drive_to -632.1 -251.0 6.5
0002: jump Label0DBAEF

:Label0DBAD9
00BC: text_highpriority "CUB2_10" 5000 ms 1 ;; ~r~You are supposed to be killing
Haitians, not Cubans.
0002: jump Label0DC7F5

:Label0DBAEF
00D6: if 0
8118: NOT actor $15E3 dead
004D: jump_if_false Label0DBB59
00D6: if 0
80EC: NOT actor $15E3 0 ()near_point -641.0 -309.0 radius 2.0 2.0
004D: jump_if_false Label0DBB52
011C: actor $15E3 clear_objective
00A1: put_actor $15E3 at -641.0 -309.0 11.5
01BE: set_actor $15E3 to_look_at_spot -650.0 -269.1 9.0

:Label0DBB52
0002: jump Label0DBB5E

:Label0DBB59
01C2: remove_references_to_actor $15E3 ;; Like turning an actor into a random
pedestrian

:Label0DBB5E
00D6: if 0
8118: NOT actor $15E4 dead
004D: jump_if_false Label0DBBC8
00D6: if 0
80EC: NOT actor $15E4 0 ()near_point -656.5 -290.5 radius 2.0 2.0
004D: jump_if_false Label0DBBC1
011C: actor $15E4 clear_objective
00A1: put_actor $15E4 at -656.5 -290.5 9.0
01BE: set_actor $15E4 to_look_at_spot -650.0 -269.1 9.0

:Label0DBBC1
0002: jump Label0DBBCD

:Label0DBBC8
01C2: remove_references_to_actor $15E4 ;; Like turning an actor into a random
pedestrian

:Label0DBBCD
00D6: if 0
8118: NOT actor $15E5 dead
004D: jump_if_false Label0DBC37
00D6: if 0
80EC: NOT actor $15E5 0 ()near_point -643.5 -283.1 radius 2.0 2.0
004D: jump_if_false Label0DBC30
011C: actor $15E5 clear_objective
00A1: put_actor $15E5 at -643.5 -283.1 9.0
01BE: set_actor $15E5 to_look_at_spot -650.0 -269.1 9.0

:Label0DBC30
0002: jump Label0DBC3C

:Label0DBC37
01C2: remove_references_to_actor $15E5 ;; Like turning an actor into a random
pedestrian

:Label0DBC3C
0001: wait 1000 ms

:Label0DBC41
0001: wait 0 ms
03BA: clear_cars_from_cube -530.2 -186.3 10.0 -791.8 -447.8 0.0
00D6: if 0
8119: NOT car $15D8 wrecked
004D: jump_if_false Label0DBFD5
00D6: if 0
01AD: car $15D8 0 ()near_point -632.1 -251.0 5.0 5.0
004D: jump_if_false Label0DBFCE
02D4: unknown_turn_off_car $15D8 engine
0323: unknown_car $15D8 flag 1
0465: remove_actor $PLAYER_ACTOR from_turret_mode
0169: set_fade_color 1 1 1
016A: fade 0 () 500 ms
0001: wait 600 ms
0055: put_player $PLAYER_CHAR at -633.2 -263.6 8.7
0171: set_player $PLAYER_CHAR z_angle_to 143.3
00D6: if 0
8119: NOT car $15D8 wrecked
004D: jump_if_false Label0DBD0C
00AB: put_car $15D8 at -633.3 -256.2 5.5
0175: set_car $15D8 z_angle_to 213.0

:Label0DBD0C
00D6: if 0
8118: NOT actor $15E3 dead
004D: jump_if_false Label0DBD3C
0350: unknown_actor $15E3 not_scared_flag 1
011A: set_actor $15E3 flags 1
01B2: give_actor $15E3 weapon 27 ammo 30000 ;; Load the weapon model before
using this
01CA: actor $15E3 kill_player $PLAYER_CHAR

:Label0DBD3C
00D6: if 0
8118: NOT actor $15E4 dead
004D: jump_if_false Label0DBD6C
0350: unknown_actor $15E4 not_scared_flag 1
011A: set_actor $15E4 flags 1
01B2: give_actor $15E4 weapon 27 ammo 30000 ;; Load the weapon model before
using this
01CA: actor $15E4 kill_player $PLAYER_CHAR

:Label0DBD6C
00D6: if 0
8118: NOT actor $15E5 dead
004D: jump_if_false Label0DBD9C
0350: unknown_actor $15E5 not_scared_flag 1
011A: set_actor $15E5 flags 1
01B2: give_actor $15E5 weapon 27 ammo 30000 ;; Load the weapon model before
using this
01CA: actor $15E5 kill_player $PLAYER_CHAR

:Label0DBD9C
009A: $15F2 = create_actor 9 #SGB at -629.9 -300.4 11.0
0173: set_actor $15F2 z_angle_to 66.4
01ED: reset_actor $15F2 flags
0243: set_actor $15F2 ped_stats_to 16
0291: unknown_actor $15F2 unknown_behavior_flag 1
0350: unknown_actor $15F2 not_scared_flag 1
011A: set_actor $15F2 flags 1
01B2: give_actor $15F2 weapon 27 ammo 30000 ;; Load the weapon model before
using this
01CA: actor $15F2 kill_player $PLAYER_CHAR
009A: $15E7 = create_actor 9 #SGA at -627.3 -310.8 12.1
0173: set_actor $15E7 z_angle_to 69.4
01ED: reset_actor $15E7 flags
0243: set_actor $15E7 ped_stats_to 16
0291: unknown_actor $15E7 unknown_behavior_flag 1
0350: unknown_actor $15E7 not_scared_flag 1
011A: set_actor $15E7 flags 1
01B2: give_actor $15E7 weapon 27 ammo 30000 ;; Load the weapon model before
using this
01CA: actor $15E7 kill_player $PLAYER_CHAR
009A: $15E8 = create_actor 9 #SGA at -631.1 -313.0 12.1
0173: set_actor $15E8 z_angle_to 49.2
01ED: reset_actor $15E8 flags
0243: set_actor $15E8 ped_stats_to 16
0291: unknown_actor $15E8 unknown_behavior_flag 1
0350: unknown_actor $15E8 not_scared_flag 1
011A: set_actor $15E8 flags 1
01B2: give_actor $15E8 weapon 27 ammo 30000 ;; Load the weapon model before
using this
01CA: actor $15E8 kill_player $PLAYER_CHAR
009A: $15E9 = create_actor 9 #SGA at -648.6 -326.2 11.0
0173: set_actor $15E9 z_angle_to 2.7
01ED: reset_actor $15E9 flags
0243: set_actor $15E9 ped_stats_to 16
0291: unknown_actor $15E9 unknown_behavior_flag 1
0350: unknown_actor $15E9 not_scared_flag 1
011A: set_actor $15E9 flags 1
01B2: give_actor $15E9 weapon 21 ammo 30000 ;; Load the weapon model before
using this
01CA: actor $15E9 kill_player $PLAYER_CHAR
009A: $15EA = create_actor 9 #SGA at -608.5 -294.6 11.0
0173: set_actor $15EA z_angle_to 46.2
01ED: reset_actor $15EA flags
0243: set_actor $15EA ped_stats_to 16
0291: unknown_actor $15EA unknown_behavior_flag 1
0350: unknown_actor $15EA not_scared_flag 1
011A: set_actor $15EA flags 1
01B2: give_actor $15EA weapon 21 ammo 30000 ;; Load the weapon model before
using this
01CA: actor $15EA kill_player $PLAYER_CHAR
009A: $15EB = create_actor 9 #SGA at -592.6 -255.9 9.5
0173: set_actor $15EB z_angle_to 10.7
01ED: reset_actor $15EB flags
0243: set_actor $15EB ped_stats_to 16
0291: unknown_actor $15EB unknown_behavior_flag 1
0350: unknown_actor $15EB not_scared_flag 1
011A: set_actor $15EB flags 1
01B2: give_actor $15EB weapon 21 ammo 30000 ;; Load the weapon model before
using this
01CA: actor $15EB kill_player $PLAYER_CHAR
00D6: if 0
0038: $15FC == 0 ;; integer values
004D: jump_if_false Label0DBFC0
018A: $15F6 = create_checkpoint_at -641.0 -309.0 11.5

:Label0DBFC0
0004: $15F9 = 0 ;; integer values
0002: jump Label0DC018

:Label0DBFCE
0002: jump Label0DBFEB

:Label0DBFD5
00BC: text_highpriority "CUB2_10" 5000 ms 1 ;; ~r~You are supposed to be killing
Haitians, not Cubans.
0002: jump Label0DC7F5

:Label0DBFEB
0002: jump Label0DBC41
00D6: if 0
0118: actor $15D9 dead
004D: jump_if_false Label0DC018
00BC: text_highpriority "CUB2_10" 5000 ms 1 ;; ~r~You are supposed to be killing
Haitians, not Cubans.
0002: jump Label0DC7F5

:Label0DC018
0001: wait 600 ms
016A: fade 1 (back) 1500 ms
0001: wait 1600 ms
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
02A3: toggle_widescreen 0 (off)
00BC: text_highpriority "CUB3_03" 7000 ms 1 ;; ~g~Collect all the briefcases
filled with the drugs and cash.

:Label0DC045
0001: wait 0 ms
00D6: if 21
0118: actor $15D9 dead
0119: car $15D8 wrecked
004D: jump_if_false Label0DC074
00BC: text_highpriority "CUB2_10" 5000 ms 1 ;; ~r~You are supposed to be killing
Haitians, not Cubans.
0002: jump Label0DC7F5

:Label0DC074
00D6: if 0
0118: actor $15F2 dead
004D: jump_if_false Label0DC11B
01C2: remove_references_to_actor $15F2 ;; Like turning an actor into a random
pedestrian
00D6: if 0
0038: $15FC == 0 ;; integer values
004D: jump_if_false Label0DC0D1
000D: $160B -= 1.0 ;; floating-point values
0213: $15EF = create_pickup -120 (BRIEFCASE) type 3 at $160A $160B $160C
0164: disable_marker $15F6
018A: $15F6 = create_checkpoint_at $160A $160B $160C
0004: $15FC = 1 ;; integer values

:Label0DC0D1
00D6: if 0
0038: $15FC == 1 ;; integer values
004D: jump_if_false Label0DC114
0009: $160B += 2.0 ;; floating-point values
0213: $15F0 = create_pickup -120 (BRIEFCASE) type 3 at $160A $160B $160C
018A: $15F7 = create_checkpoint_at $160A $160B $160C
0004: $15FC = 2 ;; integer values

:Label0DC114
0002: jump Label0DC129

:Label0DC11B
00A0: store_actor $15F2 position_to $160A $160B $160C

:Label0DC129
00D6: if 0
0214: pickup $15EE picked_up
004D: jump_if_false Label0DC145
0008: $15F9 += 1 ;; integer values
0164: disable_marker $15F5

:Label0DC145
00D6: if 0
0038: $15FC == 2 ;; integer values
004D: jump_if_false Label0DC18F
00D6: if 0
0214: pickup $15EF picked_up
004D: jump_if_false Label0DC173
0008: $15F9 += 1 ;; integer values
0164: disable_marker $15F6

:Label0DC173
00D6: if 0
0214: pickup $15F0 picked_up
004D: jump_if_false Label0DC18F
0008: $15F9 += 1 ;; integer values
0164: disable_marker $15F7

:Label0DC18F
00D6: if 0
0118: actor $15E3 dead
004D: jump_if_false Label0DC1A4
01C2: remove_references_to_actor $15E3 ;; Like turning an actor into a random
pedestrian

:Label0DC1A4
00D6: if 0
0118: actor $15E4 dead
004D: jump_if_false Label0DC1B9
01C2: remove_references_to_actor $15E4 ;; Like turning an actor into a random
pedestrian

:Label0DC1B9
00D6: if 0
0118: actor $15E5 dead
004D: jump_if_false Label0DC1CE
01C2: remove_references_to_actor $15E5 ;; Like turning an actor into a random
pedestrian

:Label0DC1CE
00D6: if 0
0118: actor $15E7 dead
004D: jump_if_false Label0DC1E3
01C2: remove_references_to_actor $15E7 ;; Like turning an actor into a random
pedestrian

:Label0DC1E3
00D6: if 0
0118: actor $15E8 dead
004D: jump_if_false Label0DC1F8
01C2: remove_references_to_actor $15E8 ;; Like turning an actor into a random
pedestrian

:Label0DC1F8
00D6: if 0
0118: actor $15E9 dead
004D: jump_if_false Label0DC20D
01C2: remove_references_to_actor $15E9 ;; Like turning an actor into a random
pedestrian

:Label0DC20D
00D6: if 0
0118: actor $15EA dead
004D: jump_if_false Label0DC222
01C2: remove_references_to_actor $15EA ;; Like turning an actor into a random
pedestrian

:Label0DC222
00D6: if 0
0118: actor $15EB dead
004D: jump_if_false Label0DC237
01C2: remove_references_to_actor $15EB ;; Like turning an actor into a random
pedestrian

:Label0DC237
00D6: if 0
0038: $15F9 == 3 ;; integer values
004D: jump_if_false Label0DC5EC
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
02A3: toggle_widescreen 1 (on)
009B: destroy_actor_instantly $15DC
009B: destroy_actor_instantly $15DD
00A5: $15F1 = create_car #DINGHY at -635.5 -237.7 5.5
0175: set_car $15F1 z_angle_to 159.0
0323: unknown_car $15F1 flag 1
009A: $15DC = create_actor 8 #HNA at -635.5 -237.7 6.0
0464: put_actor $15DC into_turret_on_car $15F1 at_car_offset 0.0 1.8 1.2 unknown
0 angle 360.0 with_weapon 12
009A: $15DD = create_actor 8 #HNA at -635.5 -237.7 6.0
0464: put_actor $15DD into_turret_on_car $15F1 at_car_offset .4 -1.8 1.2 unknown
0 angle 360.0 with_weapon 12
0372: set_actor $15DD anim 14 wait_state_time 100000 ms
02D3: boat $15F1 drive_to -637.0 -239.0 5.5
02DB: set_boat $15F1 speed_to 0.0
00D6: if 0
8118: NOT actor $15D9 dead
004D: jump_if_false Label0DC337
02A9: set_actor $15D9 immune_to_nonplayer 0

:Label0DC337
015F: set_camera_position -627.6 -268.3 12.0 0.0 0.0 0.0
0158: camera_on_vehicle $15F1 15 2
03BA: clear_cars_from_cube -530.2 -186.3 10.0 -791.8 -447.8 0.0

:Label0DC380
00D6: if 0
81AD: NOT car $15F1 0 ()near_point -637.0 -239.0 2.0 2.0
004D: jump_if_false Label0DC3C1
0001: wait 0 ms
00D6: if 0
8119: NOT car $15F1 wrecked
004D: jump_if_false Label0DC3BA

:Label0DC3BA
0002: jump Label0DC380

:Label0DC3C1
00D6: if 0
8119: NOT car $15F1 wrecked
004D: jump_if_false Label0DC3E4
02D4: unknown_turn_off_car $15F1 engine
0323: unknown_car $15F1 flag 1
0002: jump Label0DC3FA
:Label0DC3E4
00BC: text_highpriority "CUB2_10" 5000 ms 1 ;; ~r~You are supposed to be killing
Haitians, not Cubans.
0002: jump Label0DC7F5

:Label0DC3FA
0001: wait 2000 ms
00D6: if 0
8119: NOT car $15D8 wrecked
004D: jump_if_false Label0DC427
00D6: if 0
8118: NOT actor $15DC dead
004D: jump_if_false Label0DC427
01D9: actor $15DC run_away_from_car $15D8

:Label0DC427
0001: wait 2000 ms
00D6: if 0
8119: NOT car $15D8 wrecked
004D: jump_if_false Label0DC4B4
03F5: unknown_prepare_car $15D8 for_explosion flag 1
00AA: store_car $15D8 position_to $5F $60 $61
020B: explode_car $15D8
020C: create_explosion 2 at $5F $60 $61
020C: create_explosion 11 at $5F $60 $61
020C: create_explosion 1 at $5F $60 $61
020C: create_explosion 6 at $5F $60 $61
039D: scatter_particles 17 .8 0 0 0 11000 at $5F $60 $61 .1 0.0 .2

:Label0DC4B4
0001: wait 2000 ms
00D6: if 0
8118: NOT actor $15DC dead
004D: jump_if_false Label0DC518
0465: remove_actor $15DC from_turret_mode
00A1: put_actor $15DC at -632.2 -264.0 8.7
0173: set_actor $15DC z_angle_to 183.0
01ED: reset_actor $15DC flags
0243: set_actor $15DC ped_stats_to 16
0291: unknown_actor $15DC unknown_behavior_flag 1
011A: set_actor $15DC flags 1
01B2: give_actor $15DC weapon 27 ammo 30000 ;; Load the weapon model before
using this
01CA: actor $15DC kill_player $PLAYER_CHAR

:Label0DC518
00D6: if 0
8118: NOT actor $15DD dead
004D: jump_if_false Label0DC580
0372: set_actor $15DD anim 0 wait_state_time 100 ms
0465: remove_actor $15DD from_turret_mode
00A1: put_actor $15DD at -639.2 -272.0 8.7
0173: set_actor $15DD z_angle_to 183.0
01ED: reset_actor $15DD flags
0243: set_actor $15DD ped_stats_to 16
0291: unknown_actor $15DD unknown_behavior_flag 1
011A: set_actor $15DD flags 1
01B2: give_actor $15DD weapon 27 ammo 30000 ;; Load the weapon model before
using this
01CA: actor $15DD kill_player $PLAYER_CHAR

:Label0DC580
00D6: if 0
8119: NOT car $15F1 wrecked
004D: jump_if_false Label0DC5AE
00AB: put_car $15F1 at -624.0 -257.7 6.0
0175: set_car $15F1 z_angle_to 335.0

:Label0DC5AE
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
02A3: toggle_widescreen 0 (off)
018A: $15F8 = create_checkpoint_at -1170.0 -603.4 11.6
00BC: text_highpriority "CUB3_04" 7000 ms 1 ;; ~g~Get the drugs and cash back to
Umberto.
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 4
0002: jump Label0DC5F3

:Label0DC5EC
0002: jump Label0DC045

:Label0DC5F3
0001: wait 0 ms
00D6: if 0
00F6: player $PLAYER_CHAR 1 (in-sphere)near_point_on_foot -1169.9 -607.8 10.6
radius 2.0 2.0 2.0
004D: jump_if_false Label0DC746
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
02A3: toggle_widescreen 1 (on)
015F: set_camera_position -1171.0 -595.6 14.2 0.0 0.0 0.0
0157: camera_on_player $PLAYER_CHAR 15 2
0055: put_player $PLAYER_CHAR at -1161.4 -620.2 10.6
009A: $15F3 = create_actor 4 #NULL at -1169.9 -607.8 10.6
01BE: set_actor $15F3 to_look_at_spot -1169.7 -630.9 11.0
0239: actor $15F3 run_to -1169.7 -630.9
00D6: if 0
8118: NOT actor $15F3 dead
004D: jump_if_false Label0DC6BA

:Label0DC6BA
00D6: if 0
80ED: NOT actor $15F3 0 ()near_point_on_foot -1169.7 -630.9 radius 2.0 2.0
004D: jump_if_false Label0DC6FB
0001: wait 0 ms
00D6: if 0
8118: NOT actor $15F3 dead
004D: jump_if_false Label0DC6F4

:Label0DC6F4
0002: jump Label0DC6BA

:Label0DC6FB
00D6: if 0
8118: NOT actor $15F3 dead
004D: jump_if_false Label0DC710
011C: actor $15F3 clear_objective

:Label0DC710
0001: wait 1000 ms
009B: destroy_actor_instantly $15F3
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
02A3: toggle_widescreen 0 (off)
0395: clear_area 1 at -1170.2 -603.9 range 10.6 20.0
0002: jump Label0DC806

:Label0DC746
00D6: if 0
0118: actor $15E3 dead
004D: jump_if_false Label0DC75B
01C2: remove_references_to_actor $15E3 ;; Like turning an actor into a random
pedestrian

:Label0DC75B
00D6: if 0
0118: actor $15E4 dead
004D: jump_if_false Label0DC770
01C2: remove_references_to_actor $15E4 ;; Like turning an actor into a random
pedestrian

:Label0DC770
00D6: if 0
0118: actor $15E5 dead
004D: jump_if_false Label0DC785
01C2: remove_references_to_actor $15E5 ;; Like turning an actor into a random
pedestrian

:Label0DC785
00D6: if 0
0118: actor $15E7 dead
004D: jump_if_false Label0DC79A
01C2: remove_references_to_actor $15E7 ;; Like turning an actor into a random
pedestrian

:Label0DC79A
00D6: if 0
0118: actor $15E8 dead
004D: jump_if_false Label0DC7AF
01C2: remove_references_to_actor $15E8 ;; Like turning an actor into a random
pedestrian

:Label0DC7AF
00D6: if 0
0118: actor $15E9 dead
004D: jump_if_false Label0DC7C4
01C2: remove_references_to_actor $15E9 ;; Like turning an actor into a random
pedestrian

:Label0DC7C4
00D6: if 0
0118: actor $15EA dead
004D: jump_if_false Label0DC7D9
01C2: remove_references_to_actor $15EA ;; Like turning an actor into a random
pedestrian

:Label0DC7D9
00D6: if 0
0118: actor $15EB dead
004D: jump_if_false Label0DC7EE
01C2: remove_references_to_actor $15EB ;; Like turning an actor into a random
pedestrian

:Label0DC7EE
0002: jump Label0DC5F3

:Label0DC7F5
00BA: text_styled "M_FAIL" 5000 ms 1 ;; MISSION FAILED!
0051: return

:Label0DC806
00BE: text_clear_all
01E3: text_1number_styled "M_PASS" 4000 5000 ms 1 ;; MISSION PASSED! $~1~
0394: play_music 1
0110: clear_player $PLAYER_CHAR wanted_level
0109: player $PLAYER_CHAR money += 4000
030C: set_mission_points += 1
0318: set_latest_mission_passed "CUB_3" ;; Naval Engagement
004F: create_thread Label00DBEC
0004: $119 = 1 ;; integer values
0051: return

:Label0DC84A
0004: $ONMISSION = 0 ;; integer values
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
03F2: pedgroup 8 remove_threat 1
0249: release_model #TROPIC
0249: release_model #HNA
0249: release_model #HNB
0249: release_model #JETMAX
0249: release_model #SGA
0249: release_model #GRENADE
0249: release_model #DINGHY
0249: release_model #SGB
0249: release_model #CBB
0249: release_model -120 (BRIEFCASE)
0249: release_model #RUGER
0249: release_model #BUDDYSHOT
0249: release_model #UZI
0164: disable_marker $15F4
0164: disable_marker $15F5
0164: disable_marker $15F6
0164: disable_marker $15F7
0164: disable_marker $15F8
0215: destroy_pickup $15EE
0215: destroy_pickup $15EF
0215: destroy_pickup $15F0
0465: remove_actor $PLAYER_ACTOR from_turret_mode
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
00D8: mission_cleanup
0051: return

;-------------Mission 59---------------
; Originally: Trojan Voodoo

:Label0DC8CF
03A4: name_thread "CUBAN4"
0050: gosub Label0DC8FD
00D6: if 0
0112: wasted_or_busted
004D: jump_if_false Label0DC8F4
0050: gosub Label0E1755

:Label0DC8F4
0050: gosub Label0E1934
004E: end_thread

:Label0DC8FD
03D5: remove_text "M_FAIL" ;; MISSION FAILED!
0004: $ONMISSION = 1 ;; integer values
0317: increment_mission_attempts
0001: wait 0 ms
054C: use_GXT_table "CUBAN4"
058E: set_restart_mission_taxi_destination -1173.5 -599.6 10.2 277.1
0004: $1635 = 0 ;; integer values
0004: $1636 = 1 ;; integer values
0004: $1637 = 0 ;; integer values
0004: $1638 = 0 ;; integer values
0004: $1639 = 0 ;; integer values
0004: $163A = 0 ;; integer values
0004: $163B = 0 ;; integer values
0004: $163C = 0 ;; integer values
0004: $163D = 0 ;; integer values
0004: $163E = 0 ;; integer values
0004: $163F = 0 ;; integer values
0004: $1640 = 0 ;; integer values
0004: $1641 = 0 ;; integer values
0004: $1642 = 0 ;; integer values
0004: $1643 = 0 ;; integer values
0004: $1644 = 46000 ;; integer values
0004: $1645 = 0 ;; integer values
0004: $1646 = 2 ;; integer values
0004: $1647 = 0 ;; integer values
0004: $1648 = 0 ;; integer values
0004: $1649 = 0 ;; integer values
0004: $164A = 0 ;; integer values
0004: $164B = 0 ;; integer values
0004: $164C = 0 ;; integer values
0004: $164D = 0 ;; integer values
0004: $164E = 0 ;; integer values
0004: $161F = 0 ;; integer values
0004: $1620 = 0 ;; integer values
0004: $164F = 0 ;; integer values
0004: $1650 = 0 ;; integer values
0004: $1651 = 0 ;; integer values
0004: $1652 = 0 ;; integer values
0004: $1653 = 0 ;; integer values
0004: $1654 = 0 ;; integer values
0004: $1655 = 0 ;; integer values
04BB: select_interiour 7 ;; select render area
0522: (unknown)
042B: clear_peds_from_cube -1174.8 -609.0 10.4 -116.3 -632.5 15.3
01EB: set_car_density_to 0.0
03DE: set_pedestrians_density_multiplier_to 0.0
03CF: load_wav "MONO16" as 1
023C: load_special_actor 1 "CSPLAY"
023C: load_special_actor 2 "CSUMBTO"
023C: load_special_actor 3 "FLOOZYB"
023C: load_special_actor 4 "FLOOZYC"
023C: load_special_actor 5 "CSPAPA"
02F3: load_object #CUTOBJ01 "CCFAN"
02F3: load_object #CUTOBJ02 "ESPRESO"
03CB: set_camera -1169.0 -620.0 10.791
038B: load_requested_models

:Label0DCAD5
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 Label0DCAFF
0001: wait 0 ms
0002: jump Label0DCAD5

:Label0DCAFF
00D6: if 21
8248: NOT model #CUTOBJ01 available
8248: NOT model #CUTOBJ02 available
004D: jump_if_false Label0DCB1F
0001: wait 0 ms
0002: jump Label0DCAFF

:Label0DCB1F
02E4: load_cutscene_data "CUB_3"
0244: set_cutscene_pos -1170.708 -608.327 10.791
041D: set_camera_near_clip .1
02E5: $7D = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $7D "CSPLAY"
02E5: $B5 = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $B5 "CSUMBTO"
02E5: $AF = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim $AF "FLOOZYB"
02E5: $B0 = create_cutscene_object #SPECIAL04
02E6: set_cutscene_anim $B0 "FLOOZYC"
02E5: $B3 = create_cutscene_object #SPECIAL05
02E6: set_cutscene_anim $B3 "CSPAPA"
02E5: $DA = create_cutscene_object #CUTOBJ01
04BC: "CCFAN"
02E6: set_cutscene_anim $DA "CCFAN"
02E5: $CC = create_cutscene_object #CUTOBJ02
02E6: set_cutscene_anim $CC "ESPRESO"
0395: clear_area 1 at -1170.9 -603.7 range 10.6 1.0
0055: put_player $PLAYER_CHAR at -1170.9 -603.7 10.6
0171: set_player $PLAYER_CHAR z_angle_to 15.3
016A: fade 1 (back) 1500 ms
03AD: set_rubbish 0 (invisible)
03AF: set_streaming 1 (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0DCC25
00D6: if 0
001A: 1888 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0DCC48
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0DCC25

:Label0DCC48
00BC: text_highpriority "CUB4_A" 10000 ms 1 ;; Hey, ladies. You know what I'm
gonna do?

:Label0DCC57
00D6: if 0
001A: 5073 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0DCC7A
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0DCC57

:Label0DCC7A
00BC: text_highpriority "CUB4_B" 10000 ms 1 ;; I'm gonna kill me a Haitian. And
then?

:Label0DCC89
00D6: if 0
001A: 7958 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0DCCAC
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0DCC89

:Label0DCCAC
00BC: text_highpriority "CUB4_C" 10000 ms 1 ;; And then I'm going to make love
like a man.

:Label0DCCBB
00D6: if 0
001A: 9915 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0DCCDE
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0DCCBB

:Label0DCCDE
00BC: text_highpriority "CUB4_D" 10000 ms 1 ;; You know that, chica? Something
like this.

:Label0DCCED
00D6: if 0
001A: 15514 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0DCD10
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0DCCED

:Label0DCD10
00BC: text_highpriority "CUB4_E" 10000 ms 1 ;; Loser!

:Label0DCD1F
00D6: if 0
001A: 17098 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0DCD42
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0DCD1F

:Label0DCD42
00BC: text_highpriority "CUB4_F" 10000 ms 1 ;; Prick.

:Label0DCD51
00D6: if 0
001A: 17491 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0DCD74
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0DCD51

:Label0DCD74
00BC: text_highpriority "CUB4_G" 10000 ms 1 ;; Hey, baby, I wouldn't touch you
with a ten foot pole!

:Label0DCD83
00D6: if 0
001A: 21119 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0DCDA6
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0DCD83

:Label0DCDA6
00BC: text_highpriority "CUB4_H" 10000 ms 1 ;; Umberto Robina, he likes the
ladies! Not some goat in a skirt!

:Label0DCDB5
00D6: if 0
001A: 26363 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0DCDD8
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0DCDB5

:Label0DCDD8
00BC: text_highpriority "CUB4_I" 10000 ms 1 ;; Tommy!! Tommy, I love you, I love
you! Let's go!

:Label0DCDE7
00D6: if 0
001A: 31119 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0DCE0A
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0DCDE7

:Label0DCE0A
00BC: text_highpriority "CUB4_J" 10000 ms 1 ;; Go where? Can't I get a cup of
coffee first?

:Label0DCE19
00D6: if 0
001A: 32804 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0DCE3E
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0DCE19

:Label0DCE3E
00BC: text_highpriority "CUB4_K" 10000 ms 1 ;; No time for coffee! Besides, I
just had one.

:Label0DCE4D
00D6: if 0
001A: 36208 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0DCE72
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0DCE4D

:Label0DCE72
00BC: text_highpriority "CUB4_L" 10000 ms 1 ;; We gonna take out the Haitians.

:Label0DCE81
00D6: if 0
001A: 38251 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0DCEA6
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0DCE81

:Label0DCEA6
00BC: text_highpriority "CUB4_M" 10000 ms 1 ;; Tommy, how do you take out a
snake?

:Label0DCEB5
00D6: if 0
001A: 41602 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0DCEDA
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0DCEB5

:Label0DCEDA
00BC: text_highpriority "CUB4_N" 10000 ms 1 ;; You bite him in the ass! Hahaha!

:Label0DCEE9
00D6: if 0
001A: 43148 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0DCF0E
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0DCEE9

:Label0DCF0E
00BC: text_highpriority "CUB4_O" 10000 ms 1 ;; Whatever you say, Umberto.

:Label0DCF1D
00D6: if 0
001A: 44248 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0DCF42
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0DCF1D

:Label0DCF42
00BC: text_highpriority "CUB4_P" 10000 ms 1 ;; Tommy, you go and get us a little
Haitian car.

:Label0DCF51
00D6: if 0
001A: 46776 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0DCF76
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0DCF51

:Label0DCF76
00BC: text_highpriority "CUB4_Q" 10000 ms 1 ;; When you get it, come back and
pick up my boy.

:Label0DCF85
00D6: if 0
001A: 49338 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0DCFAA
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0DCF85

:Label0DCFAA
00BC: text_highpriority "CUB4_R" 10000 ms 1 ;; Pepe, and take him out to the
Haitians.

:Label0DCFB9
00D6: if 0
001A: 53344 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0DCFDE
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0DCFB9

:Label0DCFDE
00BC: text_highpriority "CUB4_S" 10000 ms 1 ;; Then, you go around to the
Haitians processing plant, and you use their solvent as an explosive.

:Label0DCFED
00D6: if 0
001A: 59927 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0DD012
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0DCFED

:Label0DD012
00BC: text_highpriority "CUB4_T" 10000 ms 1 ;; Boom! Bye bye!

:Label0DD021
00D6: if 0
001A: 62394 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0DD046
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0DD021

:Label0DD046
00BC: text_highpriority "CUB4_U" 10000 ms 1 ;; Umberto, what about you?

:Label0DD055
00D6: if 0
001A: 64830 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0DD07A
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0DD055

:Label0DD07A
00BC: text_highpriority "CUB4_V" 10000 ms 1 ;; Uhh... I'm going to stay behind,
and watch over the cafe with Poppa.

:Label0DD089
00D6: if 0
001A: 68153 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0DD0AE
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0DD089

:Label0DD0AE
00BC: text_highpriority "CUB4_W" 10000 ms 1 ;; He not feeling so good. You know?

:Label0DD0BD
00D6: if 0
001A: 69153 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0DD0E2
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0DD0BD

:Label0DD0E2
00BE: text_clear_all

:Label0DD0E4
00D6: if 0
001A: 71424 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0DD109
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0DD0E4

:Label0DD109
016A: fade 0 () 1500 ms
00BE: text_clear_all
0001: wait 1000 ms
00D6: if 0
856A: NOT (unknown)
004D: jump_if_false Label0DD137
00D6: if 0
03D0: wav 1 loaded
004D: jump_if_false Label0DD137
03D1: play_wav 1

:Label0DD137
00D6: if 0
016B: fading
004D: jump_if_false Label0DD14F
0001: wait 0 ms
0002: jump Label0DD137

:Label0DD14F
03AD: set_rubbish 1 (visible)
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
0249: release_model #CUTOBJ01
0249: release_model #CUTOBJ02
04BB: select_interiour 0 ;; select render area
0004: $3DD = 0 ;; integer values
01EB: set_car_density_to 1.0
03DE: set_pedestrians_density_multiplier_to 1.0
0169: set_fade_color 0 0 0
0001: wait 500 ms
0373: set_camera_directly_behind_player
04E3: unknown_player $PLAYER_CHAR 1 60000
03F1: pedtype 8 add_threat 1
0247: request_model #HNA
0247: request_model #HNB
0247: request_model #CBB
0247: request_model #CBA
0247: request_model #SNIPER
0247: request_model #TEC9
0247: request_model #VOODOO
0247: request_model -124 (DYNAMITE)

:Label0DD1D0
00D6: if 23
8248: NOT model #CBA available
8248: NOT model #CBB available
8248: NOT model #HNA available
8248: NOT model #HNB available
004D: jump_if_false Label0DD1F6
0001: wait 0 ms
0002: jump Label0DD1D0

:Label0DD1F6
00D6: if 23
8248: NOT model #SNIPER available
8248: NOT model #TEC9 available
8248: NOT model #VOODOO available
8248: NOT model -124 (DYNAMITE) available
004D: jump_if_false Label0DD21F
0001: wait 0 ms
0002: jump Label0DD1F6

:Label0DD21F
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label0DD2F1
018A: $1634 = create_checkpoint_at -1181.2 83.8 11.3
018A: $1631 = create_checkpoint_at -1198.4 104.8 11.1
018A: $1632 = create_checkpoint_at -1198.4 106.6 11.1
018A: $1633 = create_checkpoint_at -1198.9 108.3 11.1
018A: $162E = create_checkpoint_at -1037.4 172.3 10.0
018A: $162F = create_checkpoint_at -1084.1 70.2 10.8
009A: $162B = create_actor 8 #HNA at -1197.9 82.5 10.1
009A: $162C = create_actor 8 #HNA at -1189.0 83.6 10.1
009A: $162D = create_actor 8 #HNA at -1190.5 68.5 10.1

:Label0DD2F1
00D6: if 0
834E: NOT unknown_move_object $6FF to -1114.5 67.0 10.1 unknown_angle 10.0
10.0 0.0 0
004D: jump_if_false Label0DD32C
0001: wait 0 ms
0002: jump Label0DD2F1

:Label0DD32C
00A5: $1656 = create_car #VOODOO at -1071.3 -608.4 9.7
009A: $1614 = create_actor 14 #CBB at -1170.0 -607.0 10.6
04F5: unknown_actor $1614 kiss_player $PLAYER_CHAR on 1
01B2: give_actor $1614 weapon 22 ammo 30000 ;; Load the weapon model before
using this
01ED: reset_actor $1614 flags
02A9: set_actor $1614 immune_to_nonplayer 1
039E: (unknown) $1614 1
0243: set_actor $1614 ped_stats_to 16
0291: unknown_actor $1614 unknown_behavior_flag 1
0319: set_actor $1614 wander_state_to 1 (off)
0568: $1614 1
016A: fade 1 (back) 1500 ms
009A: $161B = create_actor 8 #HNA at -1116.8 74.3 10.1
0173: set_actor $161B z_angle_to 234.8
01B2: give_actor $161B weapon 22 ammo 30000 ;; Load the weapon model before
using this
01ED: reset_actor $161B flags
0243: set_actor $161B ped_stats_to 16
0291: unknown_actor $161B unknown_behavior_flag 1
0350: unknown_actor $161B not_scared_flag 1
009A: $161C = create_actor 8 #HNB at -1179.4 71.2 23.9
0173: set_actor $161C z_angle_to 270.0
01B2: give_actor $161C weapon 28 ammo 30000 ;; Load the weapon model before
using this
01ED: reset_actor $161C flags
0243: set_actor $161C ped_stats_to 16
0291: unknown_actor $161C unknown_behavior_flag 1
0350: unknown_actor $161C not_scared_flag 1
00A5: $1615 = create_car #VOODOO at -1044.5 172.7 9.8
0175: set_car $1615 z_angle_to 180.8
02AA: set_car $1615 immune_to_nonplayer 1
00AD: set_car $1615 max_speed_to 0.0
020A: set_car $1615 door_status_to 2
00AE: unknown_set_car $1615 to_ignore_traffic_lights 2
0129: $1617 = create_actor 14 #CBB in_car $1615 driverseat
04F5: unknown_actor $1617 kiss_player $PLAYER_CHAR on 1
01B2: give_actor $1617 weapon 22 ammo 30000 ;; Load the weapon model before
using this
01ED: reset_actor $1617 flags
039E: (unknown) $1617 1
0568: $1617 1
01C8: $1618 = create_actor 14 #CBA in_car $1615 passenger_seat 0
04F5: unknown_actor $1618 kiss_player $PLAYER_CHAR on 1
01B2: give_actor $1618 weapon 22 ammo 30000 ;; Load the weapon model before
using this
01ED: reset_actor $1618 flags
039E: (unknown) $1618 1
0568: $1618 1
00A5: $1616 = create_car #VOODOO at -1040.4 173.4 9.9
0175: set_car $1616 z_angle_to 177.1
02AA: set_car $1616 immune_to_nonplayer 1
00AD: set_car $1616 max_speed_to 0.0
020A: set_car $1616 door_status_to 2
00AE: unknown_set_car $1616 to_ignore_traffic_lights 2
0129: $1619 = create_actor 14 #CBA in_car $1616 driverseat
04F5: unknown_actor $1619 kiss_player $PLAYER_CHAR on 1
01B2: give_actor $1619 weapon 22 ammo 30000 ;; Load the weapon model before
using this
01ED: reset_actor $1619 flags
039E: (unknown) $1619 1
0568: $1619 1
01C8: $161A = create_actor 14 #CBA in_car $1616 passenger_seat 0
04F5: unknown_actor $161A kiss_player $PLAYER_CHAR on 1
01B2: give_actor $161A weapon 22 ammo 30000 ;; Load the weapon model before
using this
01ED: reset_actor $161A flags
039E: (unknown) $161A 1
0568: $161A 1
04BD: unknown_car $1615 1
04E0: unknown_car $1615 255
04BD: unknown_car $1616 1
04E0: unknown_car $1616 255
01DF: tie_actor $1614 to_player $PLAYER_CHAR
0006: 16@ = 0 ;; integer values
0006: 17@ = 0 ;; integer values
00BC: text_highpriority "CUB4_26" 5000 ms 1 ;; ~g~Take Pepe, head North into
Little Haiti and steal a Voodoo car.

:Label0DD5C4
0001: wait 0 ms
00D6: if 0
0038: $164D == 0 ;; integer values
004D: jump_if_false Label0DD748
00D6: if 0
00E0: player $PLAYER_CHAR driving
004D: jump_if_false Label0DD748
00DA: $1613 = player $PLAYER_CHAR car
00D6: if 0
8119: NOT car $1613 wrecked
004D: jump_if_false Label0DD748
00D6: if 0
0137: car $1613 id == #VOODOO
004D: jump_if_false Label0DD736
03F2: pedgroup 8 remove_threat 1
0164: disable_marker $162E
0164: disable_marker $162F
00D6: if 0
8118: NOT actor $1614 dead
004D: jump_if_false Label0DD72F
00D6: if 0
00FB: player $PLAYER_CHAR 0 ()near_actor $1614 radius 8.0 8.0 8.0
004D: jump_if_false Label0DD72F
03CF: load_wav "CUB4_6" as 1

:Label0DD665
00D6: if 0
83D0: NOT wav 1 loaded
004D: jump_if_false Label0DD67F
0001: wait 0 ms
0002: jump Label0DD665

:Label0DD67F
00BC: text_highpriority "CUB4_13" 5000 ms 1 ;; Oye, let's go find our muchachos!
03D1: play_wav 1

:Label0DD692
00D6: if 1
83D2: NOT wav 1 ended
8118: NOT actor $1614 dead
004D: jump_if_false Label0DD6B1
0001: wait 0 ms
0002: jump Label0DD692

:Label0DD6B1
040D: unload_wav 1
03D5: remove_text "CUB4_13" ;; Oye, let's go find our muchachos!
00D6: if 0
0038: $164E == 0 ;; integer values
004D: jump_if_false Label0DD6EC
018A: $162E = create_checkpoint_at -1037.4 172.3 10.0
0002: jump Label0DD700

:Label0DD6EC
018A: $162F = create_checkpoint_at -1084.1 70.2 10.8

:Label0DD700
00D6: if 0
0038: $1647 == 0 ;; integer values
004D: jump_if_false Label0DD728
00BC: text_highpriority "CUB4_27" 5000 ms 1 ;; ~g~Go and meet up with Rico and
the other Cubans.
0004: $1647 = 1 ;; integer values

:Label0DD728
0004: $164D = 1 ;; integer values

:Label0DD72F
0002: jump Label0DD748

:Label0DD736
03F1: pedtype 8 add_threat 1
01C3: remove_references_to_car $1613 ;; Like turning a car into any random car
0004: $164D = 0 ;; integer values

:Label0DD748
00D6: if 0
0038: $164D == 1 ;; integer values
004D: jump_if_false Label0DDC7E
00D6: if 0
8119: NOT car $1613 wrecked
004D: jump_if_false Label0DDC7E
00D6: if 0
00DC: player $PLAYER_CHAR driving $1613
004D: jump_if_false Label0DDBEE
00D6: if 0
0038: $164E == 0 ;; integer values
004D: jump_if_false Label0DDBAB
00D6: if 0
8118: NOT actor $1614 dead
004D: jump_if_false Label0DDBA4
00D6: if 0
0320: actor $1614 in_range_of_player $PLAYER_CHAR
004D: jump_if_false Label0DDBA4
00D6: if 0
00FA: player $PLAYER_CHAR stopped 1 (in-sphere)near_point_in_car -1037.4 172.3
10.0 radius 3.0 3.0 10.0
004D: jump_if_false Label0DDB9D
0164: disable_marker $162E
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
02A3: toggle_widescreen 1 (on)
03BA: clear_cars_from_cube -1072.2 70.7 10.2 -1011.2 200.7 15.2
015F: set_camera_position -1029.6 169.7 13.1 0.0 0.0 0.0
0160: point_camera -1030.5 170.0 12.9 2
00D6: if 0
8119: NOT car $1615 wrecked
004D: jump_if_false Label0DD873
00D6: if 0
8119: NOT car $1616 wrecked
004D: jump_if_false Label0DD873
00AE: unknown_set_car $1615 to_ignore_traffic_lights 3
00AE: unknown_set_car $1616 to_ignore_traffic_lights 3

:Label0DD873
03CF: load_wav "CUB4_2" as 1
03CF: load_wav "CUB4_1" as 2

:Label0DD88B
00D6: if 21
83D0: NOT wav 1 loaded
83D0: NOT wav 2 loaded
004D: jump_if_false Label0DD8A9
0001: wait 0 ms
0002: jump Label0DD88B

:Label0DD8A9
00BC: text_highpriority "CUB4_08" 4000 ms 1 ;; Hola, amigos.
03D1: play_wav 1

:Label0DD8BC
00D6: if 1
83D2: NOT wav 1 ended
8118: NOT actor $1614 dead
004D: jump_if_false Label0DD8DB
0001: wait 0 ms
0002: jump Label0DD8BC

:Label0DD8DB
040D: unload_wav 1
03D5: remove_text "CUB4_08" ;; Hola, amigos.
00BC: text_highpriority "CUB4_07" 4000 ms 1 ;; Oy - the solvent is round the
back, amigo.
03D1: play_wav 2

:Label0DD8FC
00D6: if 1
83D2: NOT wav 2 ended
8118: NOT actor $1614 dead
004D: jump_if_false Label0DD91B
0001: wait 0 ms
0002: jump Label0DD8FC

:Label0DD91B
040D: unload_wav 2
03D5: remove_text "CUB4_07" ;; Oy - the solvent is round the back, amigo.
03CF: load_wav "CUB4_3" as 1
03CF: load_wav "CUB4_4" as 2

:Label0DD941
00D6: if 21
83D0: NOT wav 1 loaded
83D0: NOT wav 2 loaded
004D: jump_if_false Label0DD95F
0001: wait 0 ms
0002: jump Label0DD941

:Label0DD95F
00BC: text_highpriority "CUB4_09" 4000 ms 1 ;; Bueno. Haitian Putas. Muerte.
03D1: play_wav 1

:Label0DD972
00D6: if 1
83D2: NOT wav 1 ended
8118: NOT actor $1614 dead
004D: jump_if_false Label0DD991
0001: wait 0 ms
0002: jump Label0DD972

:Label0DD991
040D: unload_wav 1
03D5: remove_text "CUB4_09" ;; Bueno. Haitian Putas. Muerte.
00D6: if 0
8119: NOT car $1615 wrecked
004D: jump_if_false Label0DD9CD
00AD: set_car $1615 max_speed_to 10.0
00A7: car $1615 drive_to -1072.2 70.7 11.2

:Label0DD9CD
00BC: text_highpriority "CUB4_10" 4000 ms 1 ;; Vamos.
03D1: play_wav 2

:Label0DD9E0
00D6: if 1
83D2: NOT wav 2 ended
8118: NOT actor $1614 dead
004D: jump_if_false Label0DD9FF
0001: wait 0 ms
0002: jump Label0DD9E0

:Label0DD9FF
040D: unload_wav 2
03D5: remove_text "CUB4_10" ;; Vamos.
03CF: load_wav "CUB4_5" as 1
03CF: load_wav "CUB4_7" as 2

:Label0DDA25
00D6: if 21
83D0: NOT wav 1 loaded
83D0: NOT wav 2 loaded
004D: jump_if_false Label0DDA43
0001: wait 0 ms
0002: jump Label0DDA25

:Label0DDA43
00BC: text_highpriority "CUB4_11" 4000 ms 1 ;; Vamos indeed.
03D1: play_wav 1

:Label0DDA56
00D6: if 1
83D2: NOT wav 1 ended
8118: NOT actor $1614 dead
004D: jump_if_false Label0DDA75
0001: wait 0 ms
0002: jump Label0DDA56

:Label0DDA75
040D: unload_wav 1
03D5: remove_text "CUB4_11" ;; Vamos indeed.
00D6: if 0
8119: NOT car $1616 wrecked
004D: jump_if_false Label0DDAB1
00AD: set_car $1616 max_speed_to 10.0
00A7: car $1616 drive_to -1072.2 70.7 11.2

:Label0DDAB1
00BC: text_highpriority "CUB4_14" 4000 ms 1 ;; Follow my compadres.
03D1: play_wav 2

:Label0DDAC4
00D6: if 1
83D2: NOT wav 2 ended
8118: NOT actor $1614 dead
004D: jump_if_false Label0DDAE3
0001: wait 0 ms
0002: jump Label0DDAC4

:Label0DDAE3
040D: unload_wav 2
03D5: remove_text "CUB4_14" ;; Follow my compadres.
0001: wait 3000 ms
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
02A3: toggle_widescreen 0 (off)
00D6: if 0
8119: NOT car $1615 wrecked
004D: jump_if_false Label0DDB3B
00AD: set_car $1615 max_speed_to 0.0
00AB: put_car $1615 at -1101.2 70.0 10.8
0175: set_car $1615 z_angle_to 87.8

:Label0DDB3B
00D6: if 0
8119: NOT car $1616 wrecked
004D: jump_if_false Label0DDB73
00AD: set_car $1616 max_speed_to 0.0
00AB: put_car $1616 at -1093.0 70.6 10.8
0175: set_car $1616 z_angle_to 90.6

:Label0DDB73
018A: $162F = create_checkpoint_at -1084.1 70.2 10.8
00BC: text_highpriority "CUB4_28" 5000 ms 1 ;; ~g~Join the other Cubans at the
Haitian Drugs Factory.
0004: $164E = 1 ;; integer values

:Label0DDB9D
0004: $1646 = 0 ;; integer values

:Label0DDBA4
0002: jump Label0DDBE7

:Label0DDBAB
00D6: if 0
00FA: player $PLAYER_CHAR stopped 1 (in-sphere)near_point_in_car -1084.1 70.2
10.8 radius 5.0 5.0 10.0
004D: jump_if_false Label0DDBE7
0164: disable_marker $162F
0002: jump Label0DE89E

:Label0DDBE7
0002: jump Label0DDC7E

:Label0DDBEE
00D6: if 0
0038: $1646 == 0 ;; integer values
004D: jump_if_false Label0DDC6D
03CF: load_wav "CUB4_5A" as 1

:Label0DDC0C
00D6: if 0
83D0: NOT wav 1 loaded
004D: jump_if_false Label0DDC26
0001: wait 0 ms
0002: jump Label0DDC0C

:Label0DDC26
00BC: text_highpriority "CUB4_12" 5000 ms 1 ;; Hey, we need a Haitian gang car!
03D1: play_wav 1

:Label0DDC39
00D6: if 1
83D2: NOT wav 1 ended
8118: NOT actor $1614 dead
004D: jump_if_false Label0DDC58
0001: wait 0 ms
0002: jump Label0DDC39

:Label0DDC58
040D: unload_wav 1
03D5: remove_text "CUB4_12" ;; Hey, we need a Haitian gang car!
0004: $1646 = 1 ;; integer values

:Label0DDC6D
0164: disable_marker $162E
0164: disable_marker $162F
0004: $164D = 0 ;; integer values

:Label0DDC7E
00D6: if 0
0019: 17@ > 5000 ;; integer values
004D: jump_if_false Label0DDEFF
00D6: if 0
8118: NOT actor $1614 dead
004D: jump_if_false Label0DDEE2
00D6: if 0
0038: $1636 == 1 ;; integer values
004D: jump_if_false Label0DDCEE
00D6: if 0
8320: NOT actor $1614 in_range_of_player $PLAYER_CHAR
004D: jump_if_false Label0DDCEE
00BC: text_highpriority "CUB4_24" 5000 ms 1 ;; You've left Pepe behind, go and
get him.
0164: disable_marker $162E
0164: disable_marker $162F
0187: $1630 = create_marker_above_actor $1614
0004: $1636 = 0 ;; integer values

:Label0DDCEE
00D6: if 0
0038: $1636 == 0 ;; integer values
004D: jump_if_false Label0DDEDB
00D6: if 0
00FB: player $PLAYER_CHAR 0 ()near_actor $1614 radius 8.0 8.0 8.0
004D: jump_if_false Label0DDEDB
01DF: tie_actor $1614 to_player $PLAYER_CHAR
0164: disable_marker $1630
0164: disable_marker $162E
0164: disable_marker $162F
00D6: if 0
80DE: NOT player $PLAYER_CHAR driving_vehicle_type #VOODOO
004D: jump_if_false Label0DDDD4
00D6: if 0
0038: $1646 == 0 ;; integer values
004D: jump_if_false Label0DDDCD
03CF: load_wav "CUB4_5A" as 1

:Label0DDD6C
00D6: if 0
83D0: NOT wav 1 loaded
004D: jump_if_false Label0DDD86
0001: wait 0 ms
0002: jump Label0DDD6C
:Label0DDD86
00BC: text_highpriority "CUB4_12" 5000 ms 1 ;; Hey, we need a Haitian gang car!
03D1: play_wav 1

:Label0DDD99
00D6: if 1
83D2: NOT wav 1 ended
8118: NOT actor $1614 dead
004D: jump_if_false Label0DDDB8
0001: wait 0 ms
0002: jump Label0DDD99

:Label0DDDB8
040D: unload_wav 1
03D5: remove_text "CUB4_12" ;; Hey, we need a Haitian gang car!
0004: $1646 = 1 ;; integer values

:Label0DDDCD
0002: jump Label0DDE3A

:Label0DDDD4
03CF: load_wav "CUB4_6" as 1

:Label0DDDE0
00D6: if 0
83D0: NOT wav 1 loaded
004D: jump_if_false Label0DDDFA
0001: wait 0 ms
0002: jump Label0DDDE0

:Label0DDDFA
00BC: text_highpriority "CUB4_13" 5000 ms 1 ;; Oye, let's go find our muchachos!
03D1: play_wav 1

:Label0DDE0D
00D6: if 1
83D2: NOT wav 1 ended
8118: NOT actor $1614 dead
004D: jump_if_false Label0DDE2C
0001: wait 0 ms
0002: jump Label0DDE0D

:Label0DDE2C
040D: unload_wav 1
03D5: remove_text "CUB4_13" ;; Oye, let's go find our muchachos!

:Label0DDE3A
00D6: if 0
8118: NOT actor $1614 dead
004D: jump_if_false Label0DDED4
00D6: if 0
0320: actor $1614 in_range_of_player $PLAYER_CHAR
004D: jump_if_false Label0DDED4
00D6: if 0
8119: NOT car $1613 wrecked
004D: jump_if_false Label0DDED4
00D6: if 0
0137: car $1613 id == #VOODOO
004D: jump_if_false Label0DDED4
00D6: if 0
00DC: player $PLAYER_CHAR driving $1613
004D: jump_if_false Label0DDED4
00D6: if 0
0038: $164E == 0 ;; integer values
004D: jump_if_false Label0DDEC0
018A: $162E = create_checkpoint_at -1037.4 172.3 10.0
0002: jump Label0DDED4

:Label0DDEC0
018A: $162F = create_checkpoint_at -1084.1 70.2 10.8

:Label0DDED4
0004: $1636 = 1 ;; integer values

:Label0DDEDB
0002: jump Label0DDEF8

:Label0DDEE2
00BC: text_highpriority "CUB2_10" 5000 ms 1 ;; ~r~You are supposed to be killing
Haitians, not Cubans.
0002: jump Label0E1755

:Label0DDEF8
0004: $1646 = 0 ;; integer values

:Label0DDEFF
00D6: if 0
0019: 16@ > 5000 ;; integer values
004D: jump_if_false Label0DE7B6
00D6: if 0
8118: NOT actor $1614 dead
004D: jump_if_false Label0DE7B6
00D6: if 0
0320: actor $1614 in_range_of_player $PLAYER_CHAR
004D: jump_if_false Label0DE7B6
00D6: if 0
00FB: player $PLAYER_CHAR 0 ()near_actor $1614 radius 8.0 8.0 8.0
004D: jump_if_false Label0DE7B6
00D6: if 0
0038: $1650 == 0 ;; integer values
004D: jump_if_false Label0DE088
00D6: if 0
0056: player $PLAYER_CHAR 0 ()in_rectangle -1222.1 -346.7 -996.3 -365.2
004D: jump_if_false Label0DE088
03CF: load_wav "CUB4_11" as 1

:Label0DDF9D
00D6: if 0
83D0: NOT wav 1 loaded
004D: jump_if_false Label0DDFFC
0001: wait 0 ms
00D6: if 0
0038: $164E == 0 ;; integer values
004D: jump_if_false Label0DDFDF
03A1: unknown_clear_point -1037.4 172.3 10.0 radius 3.0
0002: jump Label0DDFF5
:Label0DDFDF
03A1: unknown_clear_point -1084.1 70.2 10.8 radius 5.0

:Label0DDFF5
0002: jump Label0DDF9D

:Label0DDFFC
00BC: text_highpriority "CUB4_18" 5000 ms 1 ;; Man, this a nice part of town...
03D1: play_wav 1

:Label0DE00F
00D6: if 1
83D2: NOT wav 1 ended
8118: NOT actor $1614 dead
004D: jump_if_false Label0DE073
0001: wait 0 ms
00D6: if 0
0038: $164E == 0 ;; integer values
004D: jump_if_false Label0DE056
03A1: unknown_clear_point -1037.4 172.3 10.0 radius 3.0
0002: jump Label0DE06C

:Label0DE056
03A1: unknown_clear_point -1084.1 70.2 10.8 radius 5.0

:Label0DE06C
0002: jump Label0DE00F

:Label0DE073
040D: unload_wav 1
03D5: remove_text "CUB4_18" ;; Man, this a nice part of town...
0004: $1650 = 1 ;; integer values

:Label0DE088
00D6: if 0
0038: $1651 == 0 ;; integer values
004D: jump_if_false Label0DE1B7
00D6: if 0
0056: player $PLAYER_CHAR 0 ()in_rectangle -989.3 -436.5 -1011.2 -500.6
004D: jump_if_false Label0DE1B7
03CF: load_wav "CUB4_13" as 1

:Label0DE0CC
00D6: if 0
83D0: NOT wav 1 loaded
004D: jump_if_false Label0DE12B
0001: wait 0 ms
00D6: if 0
0038: $164E == 0 ;; integer values
004D: jump_if_false Label0DE10E
03A1: unknown_clear_point -1037.4 172.3 10.0 radius 3.0
0002: jump Label0DE124

:Label0DE10E
03A1: unknown_clear_point -1084.1 70.2 10.8 radius 5.0

:Label0DE124
0002: jump Label0DE0CC
:Label0DE12B
00BC: text_highpriority "CUB4_20" 5000 ms 1 ;; I had a beautiful woman... lived
around this neighborhood.
03D1: play_wav 1

:Label0DE13E
00D6: if 1
83D2: NOT wav 1 ended
8118: NOT actor $1614 dead
004D: jump_if_false Label0DE1A2
0001: wait 0 ms
00D6: if 0
0038: $164E == 0 ;; integer values
004D: jump_if_false Label0DE185
03A1: unknown_clear_point -1037.4 172.3 10.0 radius 3.0
0002: jump Label0DE19B

:Label0DE185
03A1: unknown_clear_point -1084.1 70.2 10.8 radius 5.0

:Label0DE19B
0002: jump Label0DE13E

:Label0DE1A2
040D: unload_wav 1
03D5: remove_text "CUB4_20" ;; I had a beautiful woman... lived around this
neighborhood.
0004: $1651 = 1 ;; integer values

:Label0DE1B7
00D6: if 0
0038: $1652 == 0 ;; integer values
004D: jump_if_false Label0DE2E6
00D6: if 0
0056: player $PLAYER_CHAR 0 ()in_rectangle -1186.1 -95.5 -1054.3 -51.6
004D: jump_if_false Label0DE2E6
03CF: load_wav "CUB4_12" as 1

:Label0DE1FB
00D6: if 0
83D0: NOT wav 1 loaded
004D: jump_if_false Label0DE25A
0001: wait 0 ms
00D6: if 0
0038: $164E == 0 ;; integer values
004D: jump_if_false Label0DE23D
03A1: unknown_clear_point -1037.4 172.3 10.0 radius 3.0
0002: jump Label0DE253

:Label0DE23D
03A1: unknown_clear_point -1084.1 70.2 10.8 radius 5.0

:Label0DE253
0002: jump Label0DE1FB

:Label0DE25A
00BC: text_highpriority "CUB4_19" 5000 ms 1 ;; This place is a dump, man.
03D1: play_wav 1
:Label0DE26D
00D6: if 1
83D2: NOT wav 1 ended
8118: NOT actor $1614 dead
004D: jump_if_false Label0DE2D1
0001: wait 0 ms
00D6: if 0
0038: $164E == 0 ;; integer values
004D: jump_if_false Label0DE2B4
03A1: unknown_clear_point -1037.4 172.3 10.0 radius 3.0
0002: jump Label0DE2CA

:Label0DE2B4
03A1: unknown_clear_point -1084.1 70.2 10.8 radius 5.0

:Label0DE2CA
0002: jump Label0DE26D

:Label0DE2D1
040D: unload_wav 1
03D5: remove_text "CUB4_19" ;; This place is a dump, man.
0004: $1652 = 1 ;; integer values

:Label0DE2E6
00D6: if 0
0038: $1653 == 0 ;; integer values
004D: jump_if_false Label0DE481
00D6: if 0
0056: player $PLAYER_CHAR 0 ()in_rectangle -1063.6 101.9 -1078.9 67.0
004D: jump_if_false Label0DE481
03CF: load_wav "CUB4_14" as 1

:Label0DE32A
00D6: if 0
83D0: NOT wav 1 loaded
004D: jump_if_false Label0DE3BF
0001: wait 0 ms
00D6: if 0
8119: NOT car $1613 wrecked
004D: jump_if_false Label0DE3B8
00D6: if 0
0137: car $1613 id == #VOODOO
004D: jump_if_false Label0DE3B8
00D6: if 0
00DC: player $PLAYER_CHAR driving $1613
004D: jump_if_false Label0DE3B8
00D6: if 0
0038: $164E == 0 ;; integer values
004D: jump_if_false Label0DE3A2
03A1: unknown_clear_point -1037.4 172.3 10.0 radius 3.0
0002: jump Label0DE3B8

:Label0DE3A2
03A1: unknown_clear_point -1084.1 70.2 10.8 radius 5.0

:Label0DE3B8
0002: jump Label0DE32A

:Label0DE3BF
00BC: text_highpriority "CUB4_21" 5000 ms 1 ;; You know, they do nice pizzas
here.
03D1: play_wav 1

:Label0DE3D2
00D6: if 1
83D2: NOT wav 1 ended
8118: NOT actor $1614 dead
004D: jump_if_false Label0DE46C
0001: wait 0 ms
00D6: if 0
8119: NOT car $1613 wrecked
004D: jump_if_false Label0DE465
00D6: if 0
0137: car $1613 id == #VOODOO
004D: jump_if_false Label0DE465
00D6: if 0
00DC: player $PLAYER_CHAR driving $1613
004D: jump_if_false Label0DE465
00D6: if 0
0038: $164E == 0 ;; integer values
004D: jump_if_false Label0DE44F
03A1: unknown_clear_point -1037.4 172.3 10.0 radius 3.0
0002: jump Label0DE465

:Label0DE44F
03A1: unknown_clear_point -1084.1 70.2 10.8 radius 5.0

:Label0DE465
0002: jump Label0DE3D2

:Label0DE46C
040D: unload_wav 1
03D5: remove_text "CUB4_21" ;; You know, they do nice pizzas here.
0004: $1653 = 1 ;; integer values

:Label0DE481
00D6: if 0
0038: $1654 == 0 ;; integer values
004D: jump_if_false Label0DE60B
00D6: if 0
0019: 16@ > 60000 ;; integer values
004D: jump_if_false Label0DE60B
03CF: load_wav "CUB4_16" as 1

:Label0DE4B4
00D6: if 0
83D0: NOT wav 1 loaded
004D: jump_if_false Label0DE549
0001: wait 0 ms
00D6: if 0
8119: NOT car $1613 wrecked
004D: jump_if_false Label0DE542
00D6: if 0
0137: car $1613 id == #VOODOO
004D: jump_if_false Label0DE542
00D6: if 0
00DC: player $PLAYER_CHAR driving $1613
004D: jump_if_false Label0DE542
00D6: if 0
0038: $164E == 0 ;; integer values
004D: jump_if_false Label0DE52C
03A1: unknown_clear_point -1037.4 172.3 10.0 radius 3.0
0002: jump Label0DE542

:Label0DE52C
03A1: unknown_clear_point -1084.1 70.2 10.8 radius 5.0

:Label0DE542
0002: jump Label0DE4B4

:Label0DE549
00BC: text_highpriority "CUB4_23" 5000 ms 1 ;; You lost, man?
03D1: play_wav 1

:Label0DE55C
00D6: if 1
83D2: NOT wav 1 ended
8118: NOT actor $1614 dead
004D: jump_if_false Label0DE5F6
0001: wait 0 ms
00D6: if 0
8119: NOT car $1613 wrecked
004D: jump_if_false Label0DE5EF
00D6: if 0
0137: car $1613 id == #VOODOO
004D: jump_if_false Label0DE5EF
00D6: if 0
00DC: player $PLAYER_CHAR driving $1613
004D: jump_if_false Label0DE5EF
00D6: if 0
0038: $164E == 0 ;; integer values
004D: jump_if_false Label0DE5D9
03A1: unknown_clear_point -1037.4 172.3 10.0 radius 3.0
0002: jump Label0DE5EF

:Label0DE5D9
03A1: unknown_clear_point -1084.1 70.2 10.8 radius 5.0

:Label0DE5EF
0002: jump Label0DE55C

:Label0DE5F6
040D: unload_wav 1
03D5: remove_text "CUB4_23" ;; You lost, man?
0004: $1654 = 1 ;; integer values

:Label0DE60B
00D6: if 0
0038: $1655 == 0 ;; integer values
004D: jump_if_false Label0DE7B6
00D6: if 0
00E0: player $PLAYER_CHAR driving
004D: jump_if_false Label0DE7B6
00D6: if 0
0056: player $PLAYER_CHAR 0 ()in_rectangle -1045.9 138.2 -1012.2 198.7
004D: jump_if_false Label0DE7B6
03CF: load_wav "CUB4_15" as 1
:Label0DE65F
00D6: if 0
83D0: NOT wav 1 loaded
004D: jump_if_false Label0DE6F4
0001: wait 0 ms
00D6: if 0
8119: NOT car $1613 wrecked
004D: jump_if_false Label0DE6ED
00D6: if 0
0137: car $1613 id == #VOODOO
004D: jump_if_false Label0DE6ED
00D6: if 0
00DC: player $PLAYER_CHAR driving $1613
004D: jump_if_false Label0DE6ED
00D6: if 0
0038: $164E == 0 ;; integer values
004D: jump_if_false Label0DE6D7
03A1: unknown_clear_point -1037.4 172.3 10.0 radius 3.0
0002: jump Label0DE6ED

:Label0DE6D7
03A1: unknown_clear_point -1084.1 70.2 10.8 radius 5.0

:Label0DE6ED
0002: jump Label0DE65F

:Label0DE6F4
00BC: text_highpriority "CUB4_22" 5000 ms 1 ;; Whoah, man. You drive like a
crazy bitch!
03D1: play_wav 1

:Label0DE707
00D6: if 1
83D2: NOT wav 1 ended
8118: NOT actor $1614 dead
004D: jump_if_false Label0DE7A1
0001: wait 0 ms
00D6: if 0
8119: NOT car $1613 wrecked
004D: jump_if_false Label0DE79A
00D6: if 0
0137: car $1613 id == #VOODOO
004D: jump_if_false Label0DE79A
00D6: if 0
00DC: player $PLAYER_CHAR driving $1613
004D: jump_if_false Label0DE79A
00D6: if 0
0038: $164E == 0 ;; integer values
004D: jump_if_false Label0DE784
03A1: unknown_clear_point -1037.4 172.3 10.0 radius 3.0
0002: jump Label0DE79A

:Label0DE784
03A1: unknown_clear_point -1084.1 70.2 10.8 radius 5.0

:Label0DE79A
0002: jump Label0DE707
:Label0DE7A1
040D: unload_wav 1
03D5: remove_text "CUB4_22" ;; Whoah, man. You drive like a crazy bitch!
0004: $1655 = 1 ;; integer values

:Label0DE7B6
00D6: if 0
02D5: player $PLAYER_CHAR firing_weapons_in_rectangle -1208.7 42.5 -1077.4
126.0 0
004D: jump_if_false Label0DE811
00D6: if 0
8118: NOT actor $161B dead
004D: jump_if_false Label0DE7FB
0239: actor $161B run_to -1170.9 87.6

:Label0DE7FB
00BC: text_highpriority "CUB4_04" 5000 ms 1 ;; ~r~You've alerted the base, there
is no way we will get in now!
0002: jump Label0E1755

:Label0DE811
00D6: if 23
0118: actor $1617 dead
0118: actor $1618 dead
0118: actor $1619 dead
0118: actor $161A dead
004D: jump_if_false Label0DE846
00BC: text_highpriority "CUB2_10" 5000 ms 1 ;; ~r~You are supposed to be killing
Haitians, not Cubans.
0002: jump Label0E1755

:Label0DE846
00D6: if 21
0119: car $1615 wrecked
0119: car $1616 wrecked
004D: jump_if_false Label0DE871
00BC: text_highpriority "CUB2_10" 5000 ms 1 ;; ~r~You are supposed to be killing
Haitians, not Cubans.
0002: jump Label0E1755

:Label0DE871
00D6: if 0
0118: actor $161B dead
004D: jump_if_false Label0DE897
00BC: text_highpriority "CUB4_04" 5000 ms 1 ;; ~r~You've alerted the base, there
is no way we will get in now!
0002: jump Label0E1755

:Label0DE897
0002: jump Label0DD5C4

:Label0DE89E
00BC: text_highpriority "CUB4_03" 5000 ms 1 ;; ~g~Stay in the car until safely
parked inside the compound.
00D6: if 0
8119: NOT car $1615 wrecked
004D: jump_if_false Label0DE8DB
02C2: car $1615 drive_to_point -1108.8 69.8 10.8
00AD: set_car $1615 max_speed_to 2.0
:Label0DE8DB
0001: wait 0 ms
00D6: if 0
8119: NOT car $1615 wrecked
004D: jump_if_false Label0DE923
00D6: if 0
01AD: car $1615 0 ()near_point -1108.8 69.8 3.0 3.0
004D: jump_if_false Label0DE91C
0002: jump Label0DEA3D

:Label0DE91C
0002: jump Label0DE939

:Label0DE923
00BC: text_highpriority "CUB2_10" 5000 ms 1 ;; ~r~You are supposed to be killing
Haitians, not Cubans.
0002: jump Label0E1755

:Label0DE939
00D6: if 0
8119: NOT car $1613 wrecked
004D: jump_if_false Label0DE972
00D6: if 0
80DC: NOT player $PLAYER_CHAR driving $1613
004D: jump_if_false Label0DE972
00BC: text_highpriority "CUB4_10" 5000 ms 1 ;; Vamos.
0002: jump Label0E1755

:Label0DE972
00D6: if 0
02D5: player $PLAYER_CHAR firing_weapons_in_rectangle -1208.7 42.5 -1077.4
126.0 0
004D: jump_if_false Label0DE9E5
00D6: if 0
8118: NOT actor $161C dead
004D: jump_if_false Label0DE9B0
01CC: actor $161C kill_player $PLAYER_CHAR

:Label0DE9B0
00D6: if 0
8118: NOT actor $161B dead
004D: jump_if_false Label0DE9CF
0239: actor $161B run_to -1170.9 87.6

:Label0DE9CF
00BC: text_highpriority "CUB4_09" 5000 ms 1 ;; Bueno. Haitian Putas. Muerte.
0002: jump Label0E1755

:Label0DE9E5
00D6: if 0
0118: actor $161B dead
004D: jump_if_false Label0DEA0B
00BC: text_highpriority "CUB4_09" 5000 ms 1 ;; Bueno. Haitian Putas. Muerte.
0002: jump Label0E1755

:Label0DEA0B
00D6: if 21
0118: actor $1614 dead
0119: car $1616 wrecked
004D: jump_if_false Label0DEA36
00BC: text_highpriority "CUB2_10" 5000 ms 1 ;; ~r~You are supposed to be killing
Haitians, not Cubans.
0002: jump Label0E1755

:Label0DEA36
0002: jump Label0DE8DB

:Label0DEA3D
0001: wait 0 ms
00D6: if 0
0038: $1637 == 0 ;; integer values
004D: jump_if_false Label0DEB5B
00D6: if 0
8118: NOT actor $161B dead
004D: jump_if_false Label0DEB45
00D6: if 0
80ED: NOT actor $161B 0 ()near_point_on_foot -1115.6 71.6 radius 2.0 2.0
004D: jump_if_false Label0DEAA6
0350: unknown_actor $161B not_scared_flag 0
0211: actor $161B walk_to -1115.6 71.6
0002: jump Label0DEB3E

:Label0DEAA6
00D6: if 0
0126: actor $161B walking
004D: jump_if_false Label0DEB3E
0350: unknown_actor $161B not_scared_flag 1
0173: set_actor $161B z_angle_to 261.1
0372: set_actor $161B anim 16 wait_state_time 1000 ms
03CF: load_wav "CUB4_8" as 1

:Label0DEADD
00D6: if 0
83D0: NOT wav 1 loaded
004D: jump_if_false Label0DEAF7
0001: wait 0 ms
0002: jump Label0DEADD

:Label0DEAF7
00BC: text_highpriority "CUB4_15" 4000 ms 1 ;; Ok, in you go...
03D1: play_wav 1

:Label0DEB0A
00D6: if 1
83D2: NOT wav 1 ended
8118: NOT actor $161B dead
004D: jump_if_false Label0DEB29
0001: wait 0 ms
0002: jump Label0DEB0A

:Label0DEB29
040D: unload_wav 1
03D5: remove_text "CUB4_15" ;; Ok, in you go...
0004: $1637 = 1 ;; integer values

:Label0DEB3E
0002: jump Label0DEB5B
:Label0DEB45
00BC: text_highpriority "CUB4_09" 5000 ms 1 ;; Bueno. Haitian Putas. Muerte.
0002: jump Label0E1755

:Label0DEB5B
00D6: if 0
0038: $1637 == 1 ;; integer values
004D: jump_if_false Label0DEC6E
00D6: if 0
8118: NOT actor $161B dead
004D: jump_if_false Label0DEC58
00D6: if 0
80ED: NOT actor $161B 0 ()near_point_on_foot -1116.8 74.3 radius 2.0 2.0
004D: jump_if_false Label0DEBC0
0350: unknown_actor $161B not_scared_flag 0
0211: actor $161B walk_to -1116.8 74.3
0002: jump Label0DEC51

:Label0DEBC0
00D6: if 0
0126: actor $161B walking
004D: jump_if_false Label0DEC51
0350: unknown_actor $161B not_scared_flag 1
0173: set_actor $161B z_angle_to 234.8
018C: play_sound 3 at -1114.64 72.85 11.13
018D: $C = create_sound 2 at -1114.64 72.85 11.13

:Label0DEC0A
00D6: if 0
834E: NOT unknown_move_object $6FF to -1114.5 73.0 10.1 unknown_angle .1 .1
0.0 0
004D: jump_if_false Label0DEC45
0001: wait 0 ms
0002: jump Label0DEC0A

:Label0DEC45
018E: stop_sound $C
0004: $1637 = 2 ;; integer values

:Label0DEC51
0002: jump Label0DEC6E

:Label0DEC58
00BC: text_highpriority "CUB4_09" 5000 ms 1 ;; Bueno. Haitian Putas. Muerte.
0002: jump Label0E1755

:Label0DEC6E
00D6: if 0
8119: NOT car $1615 wrecked
004D: jump_if_false Label0DECF3
00D6: if 0
8119: NOT car $1616 wrecked
004D: jump_if_false Label0DECD6
00D6: if 0
0038: $1637 == 2 ;; integer values
004D: jump_if_false Label0DECCF
02C2: car $1615 drive_to_point -1126.1 70.5 10.8
02C2: car $1616 drive_to_point -1126.1 70.5 10.8
0002: jump Label0DEE42

:Label0DECCF
0002: jump Label0DECEC

:Label0DECD6
00BC: text_highpriority "CUB2_10" 5000 ms 1 ;; ~r~You are supposed to be killing
Haitians, not Cubans.
0002: jump Label0E1755

:Label0DECEC
0002: jump Label0DED09

:Label0DECF3
00BC: text_highpriority "CUB2_10" 5000 ms 1 ;; ~r~You are supposed to be killing
Haitians, not Cubans.
0002: jump Label0E1755

:Label0DED09
00D6: if 0
02D5: player $PLAYER_CHAR firing_weapons_in_rectangle -1208.7 42.5 -1077.4
126.0 0
004D: jump_if_false Label0DED7C
00D6: if 0
8118: NOT actor $161C dead
004D: jump_if_false Label0DED47
01CC: actor $161C kill_player $PLAYER_CHAR

:Label0DED47
00D6: if 0
8118: NOT actor $161B dead
004D: jump_if_false Label0DED66
0239: actor $161B run_to -1170.9 87.6

:Label0DED66
00BC: text_highpriority "CUB4_09" 5000 ms 1 ;; Bueno. Haitian Putas. Muerte.
0002: jump Label0E1755

:Label0DED7C
00D6: if 0
8119: NOT car $1613 wrecked
004D: jump_if_false Label0DEDB5
00D6: if 0
80DC: NOT player $PLAYER_CHAR driving $1613
004D: jump_if_false Label0DEDB5
00BC: text_highpriority "CUB4_10" 5000 ms 1 ;; Vamos.
0002: jump Label0E1755

:Label0DEDB5
00D6: if 21
0118: actor $1614 dead
0119: car $1616 wrecked
004D: jump_if_false Label0DEDE0
00BC: text_highpriority "CUB2_10" 5000 ms 1 ;; ~r~You are supposed to be killing
Haitians, not Cubans.
0002: jump Label0E1755

:Label0DEDE0
00D6: if 23
0118: actor $1617 dead
0118: actor $1618 dead
0118: actor $1619 dead
0118: actor $161A dead
004D: jump_if_false Label0DEE15
00BC: text_highpriority "CUB2_10" 5000 ms 1 ;; ~r~You are supposed to be killing
Haitians, not Cubans.
0002: jump Label0E1755

:Label0DEE15
00D6: if 0
0118: actor $161B dead
004D: jump_if_false Label0DEE3B
00BC: text_highpriority "CUB4_04" 5000 ms 1 ;; ~r~You've alerted the base, there
is no way we will get in now!
0002: jump Label0E1755

:Label0DEE3B
0002: jump Label0DEA3D

:Label0DEE42
0001: wait 0 ms
00D6: if 0
8119: NOT car $1615 wrecked
004D: jump_if_false Label0DF118
00D6: if 0
01AD: car $1615 0 ()near_point -1126.1 70.5 3.0 3.0
004D: jump_if_false Label0DEF9E
00D6: if 0
0038: $1649 == 0 ;; integer values
004D: jump_if_false Label0DEF9E
009A: $161D = create_actor 8 #HNA at -1143.4 84.5 11.1
0173: set_actor $161D z_angle_to 190.2
01B2: give_actor $161D weapon 22 ammo 30000 ;; Load the weapon model before
using this
01ED: reset_actor $161D flags
0243: set_actor $161D ped_stats_to 16
0291: unknown_actor $161D unknown_behavior_flag 1
009A: $161E = create_actor 8 #HNA at -1143.4 83.3 11.1
0173: set_actor $161E z_angle_to 190.2
01B2: give_actor $161E weapon 22 ammo 30000 ;; Load the weapon model before
using this
01ED: reset_actor $161E flags
0243: set_actor $161E ped_stats_to 16
0291: unknown_actor $161E unknown_behavior_flag 1
009A: $1621 = create_actor 8 #HNA at -1168.2 106.7 10.1
0173: set_actor $1621 z_angle_to 271.4
01B2: give_actor $1621 weapon 22 ammo 30000 ;; Load the weapon model before
using this
01ED: reset_actor $1621 flags
0243: set_actor $1621 ped_stats_to 16
0291: unknown_actor $1621 unknown_behavior_flag 1
009A: $1622 = create_actor 8 #HNA at -1166.0 107.1 10.1
0173: set_actor $1622 z_angle_to 92.5
01B2: give_actor $1622 weapon 22 ammo 30000 ;; Load the weapon model before
using this
01ED: reset_actor $1622 flags
0243: set_actor $1622 ped_stats_to 16
0291: unknown_actor $1622 unknown_behavior_flag 1
03F9: make_actors $1621 $1622 converse_in 100000 ms
0004: $1649 = 1 ;; integer values

:Label0DEF9E
00D6: if 0
8118: NOT actor $161D dead
004D: jump_if_false Label0DF118
00D6: if 0
8118: NOT actor $161E dead
004D: jump_if_false Label0DF118
00D6: if 0
00B0: car $1615 0 ()in_rectangle -1135.2 73.2 -1130.8 67.9
004D: jump_if_false Label0DF01B
00D6: if 0
0038: $161F == 0 ;; integer values
004D: jump_if_false Label0DF01B
0211: actor $161D walk_to -1141.5 73.5
0211: actor $161E walk_to -1141.5 64.3
0004: $161F = 1 ;; integer values

:Label0DF01B
00D6: if 0
00EC: actor $161D 0 ()near_point -1141.5 73.5 radius 2.0 2.0
004D: jump_if_false Label0DF118
00D6: if 0
0038: $164C == 0 ;; integer values
004D: jump_if_false Label0DF061
0006: 17@ = 0 ;; integer values
0004: $164C = 1 ;; integer values

:Label0DF061
00D6: if 0
0056: player $PLAYER_CHAR 0 ()in_rectangle -1135.2 68.2 -1140.8 73.9
004D: jump_if_false Label0DF0B1
00D6: if 0
0038: $1620 == 0 ;; integer values
004D: jump_if_false Label0DF0B1
0372: set_actor $161D anim 16 wait_state_time 800 ms
0006: 17@ = 0 ;; integer values
0004: $1620 = 1 ;; integer values

:Label0DF0B1
00D6: if 0
0019: 17@ > 5000 ;; integer values
004D: jump_if_false Label0DF0CB
0004: $1620 = 1 ;; integer values

:Label0DF0CB
00D6: if 0
0038: $1620 == 1 ;; integer values
004D: jump_if_false Label0DF118
00D6: if 0
0038: $161F == 1 ;; integer values
004D: jump_if_false Label0DF118
00D6: if 0
0019: 17@ > 800 ;; integer values
004D: jump_if_false Label0DF118
0211: actor $161D walk_to -1141.5 61.9
0004: $161F = 2 ;; integer values
:Label0DF118
00D6: if 0
0038: $1638 == 0 ;; integer values
004D: jump_if_false Label0DF19E
00D6: if 0
8119: NOT car $1613 wrecked
004D: jump_if_false Label0DF188
00D6: if 0
8118: NOT actor $161B dead
004D: jump_if_false Label0DF181
00D6: if 0
01AD: car $1613 0 ()near_point -1114.6 70.5 5.0 5.0
004D: jump_if_false Label0DF181
0372: set_actor $161B anim 16 wait_state_time 800 ms
0004: $1638 = 1 ;; integer values

:Label0DF181
0002: jump Label0DF19E

:Label0DF188
00BC: text_highpriority "CUB2_10" 5000 ms 1 ;; ~r~You are supposed to be killing
Haitians, not Cubans.
0002: jump Label0E1755

:Label0DF19E
00D6: if 0
8119: NOT car $1613 wrecked
004D: jump_if_false Label0DF59C
00D6: if 0
8119: NOT car $1615 wrecked
004D: jump_if_false Label0DF59C
00D6: if 0
8119: NOT car $1616 wrecked
004D: jump_if_false Label0DF59C
00D6: if 0
0038: $1639 == 0 ;; integer values
004D: jump_if_false Label0DF232
00D6: if 0
81AD: NOT car $1615 0 ()near_point -1126.1 70.5 3.0 3.0
004D: jump_if_false Label0DF22B
02C2: car $1615 drive_to_point -1126.1 70.5 10.8
00AD: set_car $1615 max_speed_to 5.0
0002: jump Label0DF232

:Label0DF22B
0004: $1639 = 1 ;; integer values

:Label0DF232
00D6: if 0
0038: $1639 == 1 ;; integer values
004D: jump_if_false Label0DF296
00D6: if 0
81AD: NOT car $1615 0 ()near_point -1140.9 71.2 3.0 3.0
004D: jump_if_false Label0DF28F
02C2: car $1615 drive_to_point -1140.9 71.2 10.8
00AD: set_car $1615 max_speed_to 5.0
0002: jump Label0DF296
:Label0DF28F
0004: $1639 = 2 ;; integer values

:Label0DF296
00D6: if 0
0038: $1639 == 2 ;; integer values
004D: jump_if_false Label0DF2FA
00D6: if 0
81AD: NOT car $1615 0 ()near_point -1160.0 70.7 3.0 3.0
004D: jump_if_false Label0DF2F3
02C2: car $1615 drive_to_point -1160.0 70.7 11.3
00AD: set_car $1615 max_speed_to 5.0
0002: jump Label0DF2FA

:Label0DF2F3
0004: $1639 = 3 ;; integer values

:Label0DF2FA
00D6: if 0
0038: $1639 == 3 ;; integer values
004D: jump_if_false Label0DF39A
00D6: if 0
81AD: NOT car $1615 0 ()near_point -1180.2 92.9 3.0 3.0
004D: jump_if_false Label0DF357
02C2: car $1615 drive_to_point -1180.2 92.9 11.3
00AD: set_car $1615 max_speed_to 20.0
0002: jump Label0DF39A

:Label0DF357
0477: unknown_car $1615 5 10000
00AD: set_car $1615 max_speed_to 0.0
0164: disable_marker $1634
018A: $1634 = create_checkpoint_at -1181.2 83.8 11.3
00BC: text_highpriority "CUB4_32" 5000 ms 1 ;; ~g~Park the car at the blip and
get out.
0004: $1639 = 4 ;; integer values

:Label0DF39A
00D6: if 0
0038: $163A == 0 ;; integer values
004D: jump_if_false Label0DF3FE
00D6: if 0
81AD: NOT car $1616 0 ()near_point -1126.1 70.5 3.0 3.0
004D: jump_if_false Label0DF3F7
02C2: car $1616 drive_to_point -1126.1 70.5 10.8
00AD: set_car $1616 max_speed_to 5.0
0002: jump Label0DF3FE

:Label0DF3F7
0004: $163A = 1 ;; integer values

:Label0DF3FE
00D6: if 0
0038: $163A == 1 ;; integer values
004D: jump_if_false Label0DF462
00D6: if 0
81AD: NOT car $1616 0 ()near_point -1140.9 71.2 3.0 3.0
004D: jump_if_false Label0DF45B
02C2: car $1616 drive_to_point -1140.9 71.2 10.8
00AD: set_car $1616 max_speed_to 5.0
0002: jump Label0DF462

:Label0DF45B
0004: $163A = 2 ;; integer values

:Label0DF462
00D6: if 0
0038: $163A == 2 ;; integer values
004D: jump_if_false Label0DF4C6
00D6: if 0
81AD: NOT car $1616 0 ()near_point -1160.0 70.7 3.0 3.0
004D: jump_if_false Label0DF4BF
02C2: car $1616 drive_to_point -1160.0 70.7 10.8
00AD: set_car $1616 max_speed_to 5.0
0002: jump Label0DF4C6

:Label0DF4BF
0004: $163A = 3 ;; integer values

:Label0DF4C6
00D6: if 0
0038: $163A == 3 ;; integer values
004D: jump_if_false Label0DF53E
00D6: if 0
81AD: NOT car $1616 0 ()near_point -1166.2 85.1 3.0 3.0
004D: jump_if_false Label0DF523
02C2: car $1616 drive_to_point -1166.2 85.1 10.8
00AD: set_car $1616 max_speed_to 20.0
0002: jump Label0DF53E

:Label0DF523
0477: unknown_car $1616 4 10000
00AD: set_car $1616 max_speed_to 0.0
0004: $163A = 4 ;; integer values

:Label0DF53E
00D6: if 0
0038: $1639 == 4 ;; integer values
004D: jump_if_false Label0DF59C
00D6: if 0
81AF: NOT car $1613 1 (in-sphere)near_point -1181.2 83.8 11.3 radius 5.0
5.0 5.0
004D: jump_if_false Label0DF58E
0004: $1639 = 4 ;; integer values
0002: jump Label0DF59C

:Label0DF58E
0050: gosub Label0E199D
0002: jump Label0DF70A

:Label0DF59C
00D6: if 22
0118: actor $1614 dead
0119: car $1615 wrecked
0119: car $1616 wrecked
004D: jump_if_false Label0DF5CC
00BC: text_highpriority "CUB2_10" 5000 ms 1 ;; ~r~You are supposed to be killing
Haitians, not Cubans.
0002: jump Label0E1755

:Label0DF5CC
00D6: if 23
0118: actor $1617 dead
0118: actor $1618 dead
0118: actor $1619 dead
0118: actor $161A dead
004D: jump_if_false Label0DF601
00BC: text_highpriority "CUB2_10" 5000 ms 1 ;; ~r~You are supposed to be killing
Haitians, not Cubans.
0002: jump Label0E1755

:Label0DF601
00D6: if 0
0038: $1638 == 0 ;; integer values
004D: jump_if_false Label0DF670
00D6: if 0
02D5: player $PLAYER_CHAR firing_weapons_in_rectangle -1208.7 42.5 -1077.4
126.0 0
004D: jump_if_false Label0DF670
00D6: if 0
8118: NOT actor $161C dead
004D: jump_if_false Label0DF651
01CC: actor $161C kill_player $PLAYER_CHAR

:Label0DF651
00D6: if 0
8118: NOT actor $161B dead
004D: jump_if_false Label0DF670
0239: actor $161B run_to -1170.9 87.6

:Label0DF670
00D6: if 0
8119: NOT car $1613 wrecked
004D: jump_if_false Label0DF6C7
00D6: if 0
0056: player $PLAYER_CHAR 0 ()in_rectangle -1158.0 61.1 -1199.6 109.2
004D: jump_if_false Label0DF6C7
00D6: if 0
80DC: NOT player $PLAYER_CHAR driving $1613
004D: jump_if_false Label0DF6C7
0050: gosub Label0E199D
0002: jump Label0DF70A

:Label0DF6C7
0002: jump Label0DEE42
018A: $1631 = create_checkpoint_at -1187.2 103.0 10.1
018A: $1632 = create_checkpoint_at -1181.5 81.2 10.1
018A: $1633 = create_checkpoint_at -1173.6 70.2 16.9

:Label0DF70A
0001: wait 0 ms
00D6: if 0
0038: $1635 == 0 ;; integer values
004D: jump_if_false Label0DFF6A
00D6: if 0
0038: $1646 == 0 ;; integer values
004D: jump_if_false Label0DF766
00BC: text_highpriority "CUB4_29" 5000 ms 1 ;; ~g~Walk into each of the markers
to plant a bomb at that location.
00BB: text_lowpriority "CUB4_02" 5000 ms 1 ;; ~g~The bombs will be set with a 45
second timer.
00BB: text_lowpriority "CUB4_30" 5000 ms 1 ;; ~g~After all three bombs are
planted, get clear of the factory before it blows.
0004: $1646 = 1 ;; integer values

:Label0DF766
00D6: if 0
0038: $163E == 3 ;; integer values
004D: jump_if_false Label0DF872
03CF: load_wav "CUB4_10" as 1

:Label0DF784
00D6: if 0
83D0: NOT wav 1 loaded
004D: jump_if_false Label0DF79E
0001: wait 0 ms
0002: jump Label0DF784

:Label0DF79E
00BC: text_highpriority "CUB4_17" 5000 ms 1 ;; RUN!!
00BB: text_lowpriority "CUB4_31" 5000 ms 1 ;; ~g~Get clear of the factory!!
03D1: play_wav 1

:Label0DF7C0
00D6: if 0
83D2: NOT wav 1 ended
004D: jump_if_false Label0DF7DA
0001: wait 0 ms
0002: jump Label0DF7C0

:Label0DF7DA
040D: unload_wav 1
03D5: remove_text "CUB4_17" ;; RUN!!
00D6: if 0
8118: NOT actor $1617 dead
004D: jump_if_false Label0DF807
0350: unknown_actor $1617 not_scared_flag 0
01DF: tie_actor $1617 to_player $PLAYER_CHAR

:Label0DF807
00D6: if 0
8118: NOT actor $1618 dead
004D: jump_if_false Label0DF826
0350: unknown_actor $1618 not_scared_flag 0
01DF: tie_actor $1618 to_player $PLAYER_CHAR

:Label0DF826
00D6: if 0
8118: NOT actor $1619 dead
004D: jump_if_false Label0DF845
0350: unknown_actor $1619 not_scared_flag 0
01DF: tie_actor $1619 to_player $PLAYER_CHAR

:Label0DF845
00D6: if 0
8118: NOT actor $161A dead
004D: jump_if_false Label0DF864
0350: unknown_actor $161A not_scared_flag 0
01DF: tie_actor $161A to_player $PLAYER_CHAR

:Label0DF864
0004: $1635 = 1 ;; integer values
0002: jump Label0DFC22

:Label0DF872
00D6: if 0
0038: $163F == 0 ;; integer values
004D: jump_if_false Label0DF99C
00D6: if 0
00F9: player $PLAYER_CHAR stopped 1 (in-sphere)near_point_on_foot -1187.2 103.0
10.1 radius 1.0 1.0 2.0
004D: jump_if_false Label0DF99C
00D6: if 0
0038: $163D == 0 ;; integer values
004D: jump_if_false Label0DF8D4
0006: 16@ = 0 ;; integer values
0004: $163D = 1 ;; integer values

:Label0DF8D4
0001: wait 0 ms
00D6: if 0
001B: 2100 > 16@ ;; integer values
004D: jump_if_false Label0DF936
00D6: if 0
0038: $1642 == 0 ;; integer values
004D: jump_if_false Label0DF928
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 (true)
0173: set_actor $PLAYER_ACTOR z_angle_to 344.6
0373: set_camera_directly_behind_player
0372: set_actor $PLAYER_ACTOR anim 31 wait_state_time 2000 ms
0004: $1642 = 1 ;; integer values

:Label0DF928
0002: jump Label0DF8D4
0002: jump Label0DF99C

:Label0DF936
018C: play_sound 16 at -1187.2 104.2 11.2
0107: $1628 = create_object -124 (DYNAMITE) at -1187.2 104.2 11.2
0382: unknown_set_object $1628 collision_detection 0
0392: object $1628 toggle_in_moving_list 0
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 (false)
0004: $1642 = 0 ;; integer values
0004: $163D = 0 ;; integer values
0004: $163F = 1 ;; integer values
0164: disable_marker $1631
0008: $163E += 1 ;; integer values

:Label0DF99C
00D6: if 0
0038: $1640 == 0 ;; integer values
004D: jump_if_false Label0DFAC6
00D6: if 0
00F9: player $PLAYER_CHAR stopped 1 (in-sphere)near_point_on_foot -1180.2 81.2
10.1 radius 1.0 1.0 2.0
004D: jump_if_false Label0DFAC6
00D6: if 0
0038: $163D == 0 ;; integer values
004D: jump_if_false Label0DF9FE
0006: 16@ = 0 ;; integer values
0004: $163D = 1 ;; integer values

:Label0DF9FE
0001: wait 0 ms
00D6: if 0
001B: 2100 > 16@ ;; integer values
004D: jump_if_false Label0DFA60
00D6: if 0
0038: $1642 == 0 ;; integer values
004D: jump_if_false Label0DFA52
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 (true)
0173: set_actor $PLAYER_ACTOR z_angle_to 25.0
0373: set_camera_directly_behind_player
0372: set_actor $PLAYER_ACTOR anim 31 wait_state_time 2000 ms
0004: $1642 = 1 ;; integer values

:Label0DFA52
0002: jump Label0DF9FE
0002: jump Label0DFAC6

:Label0DFA60
018C: play_sound 16 at -1181.5 82.1 11.2
0107: $1629 = create_object -124 (DYNAMITE) at -1181.5 82.1 11.2
0382: unknown_set_object $1629 collision_detection 0
0392: object $1629 toggle_in_moving_list 0
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 (false)
0004: $1642 = 0 ;; integer values
0004: $163D = 0 ;; integer values
0004: $1640 = 1 ;; integer values
0164: disable_marker $1632
0008: $163E += 1 ;; integer values

:Label0DFAC6
00D6: if 0
0038: $1641 == 0 ;; integer values
004D: jump_if_false Label0DFBF0
00D6: if 0
00F9: player $PLAYER_CHAR stopped 1 (in-sphere)near_point_on_foot -1173.6 70.2
16.9 radius 1.0 1.0 2.0
004D: jump_if_false Label0DFBF0
00D6: if 0
0038: $163D == 0 ;; integer values
004D: jump_if_false Label0DFB28
0006: 16@ = 0 ;; integer values
0004: $163D = 1 ;; integer values

:Label0DFB28
0001: wait 0 ms
00D6: if 0
001B: 2100 > 16@ ;; integer values
004D: jump_if_false Label0DFB8A
00D6: if 0
0038: $1642 == 0 ;; integer values
004D: jump_if_false Label0DFB7C
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 (true)
0173: set_actor $PLAYER_ACTOR z_angle_to 7.5
0373: set_camera_directly_behind_player
0372: set_actor $PLAYER_ACTOR anim 31 wait_state_time 2000 ms
0004: $1642 = 1 ;; integer values

:Label0DFB7C
0002: jump Label0DFB28
0002: jump Label0DFBF0

:Label0DFB8A
018C: play_sound 16 at -1174.0 71.1 18.0
0107: $162A = create_object -124 (DYNAMITE) at -1174.0 71.1 18.0
0382: unknown_set_object $162A collision_detection 0
0392: object $162A toggle_in_moving_list 0
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 (false)
0004: $1642 = 0 ;; integer values
0004: $163D = 0 ;; integer values
0004: $1641 = 1 ;; integer values
0164: disable_marker $1633
0008: $163E += 1 ;; integer values

:Label0DFBF0
00D6: if 0
0038: $163E == 1 ;; integer values
004D: jump_if_false Label0DFC22
00D6: if 0
0038: $1643 == 0 ;; integer values
004D: jump_if_false Label0DFC22
014E: set_timer_to $1644 type 1
0004: $1643 = 1 ;; integer values

:Label0DFC22
00D6: if 0
0038: $164F == 0 ;; integer values
004D: jump_if_false Label0DFD9A
00D6: if 0
8119: NOT car $1615 wrecked
004D: jump_if_false Label0DFCE0
020A: set_car $1615 door_status_to 1
02AA: set_car $1615 immune_to_nonplayer 0
00D6: if 0
8118: NOT actor $1617 dead
004D: jump_if_false Label0DFC99
0243: set_actor $1617 ped_stats_to 16
01D3: actor $1617 leave_car $1615
011A: set_actor $1617 flags 256
011A: set_actor $1617 flags 64
011A: set_actor $1617 flags 65536
0239: actor $1617 run_to -1184.6 92.3

:Label0DFC99
00D6: if 0
8118: NOT actor $1618 dead
004D: jump_if_false Label0DFCE0
0243: set_actor $1618 ped_stats_to 16
01D3: actor $1618 leave_car $1615
011A: set_actor $1618 flags 256
011A: set_actor $1618 flags 64
011A: set_actor $1618 flags 65536
0239: actor $1618 run_to -1184.9 100.2

:Label0DFCE0
00D6: if 0
8119: NOT car $1616 wrecked
004D: jump_if_false Label0DFD8C
020A: set_car $1616 door_status_to 1
02AA: set_car $1616 immune_to_nonplayer 0
00D6: if 0
8118: NOT actor $1619 dead
004D: jump_if_false Label0DFD45
0243: set_actor $1619 ped_stats_to 16
01D3: actor $1619 leave_car $1616
011A: set_actor $1619 flags 256
011A: set_actor $1619 flags 64
011A: set_actor $1619 flags 65536
0239: actor $1619 run_to -1157.7 73.5

:Label0DFD45
00D6: if 0
8118: NOT actor $161A dead
004D: jump_if_false Label0DFD8C
0243: set_actor $161A ped_stats_to 16
01D3: actor $161A leave_car $1616
011A: set_actor $161A flags 256
011A: set_actor $161A flags 64
011A: set_actor $161A flags 65536
0239: actor $161A run_to -1157.5 69.5

:Label0DFD8C
0004: $164F = 1 ;; integer values
0002: jump Label0DFF6A

:Label0DFD9A
00D6: if 0
8118: NOT actor $1617 dead
004D: jump_if_false Label0DFE0E
00D6: if 0
80ED: NOT actor $1617 0 ()near_point_on_foot -1184.6 92.3 radius 1.0 1.0
004D: jump_if_false Label0DFDED
0350: unknown_actor $1617 not_scared_flag 0
0239: actor $1617 run_to -1184.6 92.3
0002: jump Label0DFE0E

:Label0DFDED
00D6: if 0
0126: actor $1617 walking
004D: jump_if_false Label0DFE0E
0350: unknown_actor $1617 not_scared_flag 1
0173: set_actor $1617 z_angle_to 256.8

:Label0DFE0E
00D6: if 0
8118: NOT actor $1618 dead
004D: jump_if_false Label0DFE82
00D6: if 0
80ED: NOT actor $1618 0 ()near_point_on_foot -1184.9 100.2 radius 1.0 1.0
004D: jump_if_false Label0DFE61
0350: unknown_actor $1618 not_scared_flag 0
0239: actor $1618 run_to -1184.9 100.2
0002: jump Label0DFE82

:Label0DFE61
00D6: if 0
0126: actor $1618 walking
004D: jump_if_false Label0DFE82
0350: unknown_actor $1618 not_scared_flag 1
0173: set_actor $1618 z_angle_to 257.4

:Label0DFE82
00D6: if 0
8118: NOT actor $1619 dead
004D: jump_if_false Label0DFEF6
00D6: if 0
80ED: NOT actor $1619 0 ()near_point_on_foot -1157.7 73.5 radius 1.0 1.0
004D: jump_if_false Label0DFED5
0350: unknown_actor $1619 not_scared_flag 0
0239: actor $1619 run_to -1157.7 73.5
0002: jump Label0DFEF6

:Label0DFED5
00D6: if 0
0126: actor $1619 walking
004D: jump_if_false Label0DFEF6
0350: unknown_actor $1619 not_scared_flag 1
0173: set_actor $1619 z_angle_to 256.8

:Label0DFEF6
00D6: if 0
8118: NOT actor $161A dead
004D: jump_if_false Label0DFF6A
00D6: if 0
80ED: NOT actor $161A 0 ()near_point_on_foot -1157.5 69.5 radius 1.0 1.0
004D: jump_if_false Label0DFF49
0350: unknown_actor $161A not_scared_flag 0
0239: actor $161A run_to -1157.5 69.5
0002: jump Label0DFF6A

:Label0DFF49
00D6: if 0
0126: actor $161A walking
004D: jump_if_false Label0DFF6A
0350: unknown_actor $161A not_scared_flag 1
0173: set_actor $161A z_angle_to 257.4

:Label0DFF6A
00D6: if 0
0038: $1643 == 1 ;; integer values
004D: jump_if_false Label0DFFA4
00D6: if 0
0038: $1644 == 0 ;; integer values
004D: jump_if_false Label0DFFA4
00BC: text_highpriority "CUB4_06" 5000 ms 1 ;; ~r~You did not get far enough
away from the base and we had to abort the explosion!
0002: jump Label0E1755

:Label0DFFA4
00D6: if 0
0038: $1635 == 1 ;; integer values
004D: jump_if_false Label0E1700
00D6: if 0
0056: player $PLAYER_CHAR 0 ()in_rectangle -1077.4 125.9 -1200.0 47.9
004D: jump_if_false Label0DFFEA
0004: $1635 = 1 ;; integer values
0002: jump Label0E1700

:Label0DFFEA
0395: clear_area 1 at -1191.1 84.8 range 11.1 50.0
014F: stop_timer $1644
00D6: if 0
8118: NOT actor $161D dead
004D: jump_if_false Label0E001C
01C2: remove_references_to_actor $161D ;; Like turning an actor into a random
pedestrian

:Label0E001C
00D6: if 0
8118: NOT actor $161E dead
004D: jump_if_false Label0E0031
01C2: remove_references_to_actor $161E ;; Like turning an actor into a random
pedestrian

:Label0E0031
00D6: if 0
8118: NOT actor $1621 dead
004D: jump_if_false Label0E0046
01C2: remove_references_to_actor $1621 ;; Like turning an actor into a random
pedestrian

:Label0E0046
00D6: if 0
8118: NOT actor $1622 dead
004D: jump_if_false Label0E005B
01C2: remove_references_to_actor $1622 ;; Like turning an actor into a random
pedestrian

:Label0E005B
00D6: if 0
8118: NOT actor $162B dead
004D: jump_if_false Label0E0070
01C2: remove_references_to_actor $162B ;; Like turning an actor into a random
pedestrian

:Label0E0070
00D6: if 0
8118: NOT actor $162C dead
004D: jump_if_false Label0E0085
01C2: remove_references_to_actor $162C ;; Like turning an actor into a random
pedestrian
:Label0E0085
00D6: if 0
8118: NOT actor $162D dead
004D: jump_if_false Label0E009A
01C2: remove_references_to_actor $162D ;; Like turning an actor into a random
pedestrian

:Label0E009A
00D6: if 0
8119: NOT car $1615 wrecked
004D: jump_if_false Label0E00AF
01C3: remove_references_to_car $1615 ;; Like turning a car into any random car

:Label0E00AF
009A: $161D = create_actor 8 #HNA at -1180.2 81.2 10.1
0173: set_actor $161D z_angle_to 25.0
0372: set_actor $161D anim 25 wait_state_time 999999 ms
009A: $161E = create_actor 8 #HNA at -1197.1 70.3 10.1
0245: set_actor $161E walk_style_to 50
0239: actor $161E run_to -1169.6 109.2
009A: $1621 = create_actor 8 #HNA at -1197.4 74.9 10.1
0245: set_actor $1621 walk_style_to 50
0239: actor $1621 run_to -1169.6 109.2
009A: $1622 = create_actor 8 #HNA at -1189.8 81.2 10.1
0245: set_actor $1622 walk_style_to 50
0239: actor $1622 run_to -1169.6 109.2
009A: $162B = create_actor 8 #HNA at -1189.0 83.6 10.1
0245: set_actor $162B walk_style_to 50
0239: actor $162B run_to -1169.6 109.2
009A: $162C = create_actor 8 #HNA at -1190.5 68.5 10.1
0245: set_actor $162C walk_style_to 50
0239: actor $162C run_to -1169.6 109.2
00A5: $1615 = create_car #VOODOO at -1166.2 85.1 9.8
0175: set_car $1615 z_angle_to 112.8
0001: wait 1000 ms
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
02A3: toggle_widescreen 1 (on)
0336: (unknown) $PLAYER_CHAR 0
015F: set_camera_position -1198.59 75.79 13.74 0.0 0.0 0.0
0160: point_camera -1184.6 74.4 15.3 2
0001: wait 2000 ms
020C: create_explosion 2 at -1182.8 76.7 10.1
020C: create_explosion 11 at -1182.8 76.7 10.1
020C: create_explosion 1 at -1182.8 76.7 10.1
020C: create_explosion 6 at -1182.8 76.7 10.1
020C: create_explosion 2 at -1175.8 70.6 16.9
020C: create_explosion 11 at -1175.8 70.6 16.9
020C: create_explosion 1 at -1175.8 70.6 16.9
020C: create_explosion 6 at -1175.8 70.6 16.9
0003: shake_camera 900
0001: wait 1000 ms
015F: set_camera_position -1196.61 68.74 18.19 0.0 0.0 0.0
0160: point_camera -1187.74 83.15 14.59 2
0001: wait 500 ms
020C: create_explosion 2 at -1182.8 76.7 10.1
020C: create_explosion 11 at -1182.8 76.7 10.1
020C: create_explosion 1 at -1182.8 76.7 10.1
020C: create_explosion 6 at -1182.8 76.7 10.1
020C: create_explosion 2 at -1196.4 101.8 10.1
020C: create_explosion 11 at -1196.4 101.8 10.1
020C: create_explosion 1 at -1196.4 101.8 10.1
020C: create_explosion 6 at -1196.4 101.8 10.1
0003: shake_camera 900
0001: wait 1000 ms
020C: create_explosion 2 at -1182.8 76.7 10.1
020C: create_explosion 11 at -1182.8 76.7 10.1
020C: create_explosion 1 at -1182.8 76.7 10.1
020C: create_explosion 6 at -1182.8 76.7 10.1
020C: create_explosion 2 at -1196.4 101.8 10.1
020C: create_explosion 11 at -1196.4 101.8 10.1
020C: create_explosion 1 at -1196.4 101.8 10.1
020C: create_explosion 6 at -1196.4 101.8 10.1
020C: create_explosion 2 at -1181.4 76.8 17.3
020C: create_explosion 11 at -1181.4 76.8 17.3
020C: create_explosion 1 at -1181.4 76.8 17.3
020C: create_explosion 6 at -1181.4 76.8 17.3
020C: create_explosion 2 at -1187.69 102.0 17.2
020C: create_explosion 11 at -1187.69 102.0 17.2
020C: create_explosion 1 at -1187.69 102.0 17.2
020C: create_explosion 6 at -1187.69 102.0 17.2
0003: shake_camera 900
0001: wait 1000 ms
020C: create_explosion 2 at -1182.8 76.7 10.1
020C: create_explosion 11 at -1182.8 76.7 10.1
020C: create_explosion 1 at -1182.8 76.7 10.1
020C: create_explosion 6 at -1182.8 76.7 10.1
020C: create_explosion 2 at -1196.4 101.8 10.1
020C: create_explosion 11 at -1196.4 101.8 10.1
020C: create_explosion 1 at -1196.4 101.8 10.1
020C: create_explosion 6 at -1196.4 101.8 10.1
020C: create_explosion 2 at -1181.4 76.8 17.3
020C: create_explosion 11 at -1181.4 76.8 17.3
020C: create_explosion 1 at -1181.4 76.8 17.3
020C: create_explosion 6 at -1181.4 76.8 17.3
0003: shake_camera 300
0001: wait 300 ms
020C: create_explosion 2 at -1187.69 102.0 17.2
020C: create_explosion 11 at -1187.69 102.0 17.2
020C: create_explosion 1 at -1187.69 102.0 17.2
020C: create_explosion 6 at -1187.69 102.0 17.2
020C: create_explosion 2 at -1198.1 103.2 17.1
020C: create_explosion 11 at -1198.1 103.2 17.1
020C: create_explosion 1 at -1198.1 103.2 17.1
020C: create_explosion 6 at -1198.1 103.2 17.1
020C: create_explosion 2 at -1198.1 103.2 10.1
020C: create_explosion 11 at -1198.1 103.2 10.1
020C: create_explosion 1 at -1198.1 103.2 10.1
020C: create_explosion 6 at -1198.1 103.2 10.1
0003: shake_camera 900
0001: wait 1000 ms
020C: create_explosion 2 at -1182.8 76.7 10.1
020C: create_explosion 11 at -1182.8 76.7 10.1
020C: create_explosion 1 at -1182.8 76.7 10.1
020C: create_explosion 6 at -1182.8 76.7 10.1
020C: create_explosion 2 at -1196.4 101.8 10.1
020C: create_explosion 11 at -1196.4 101.8 10.1
020C: create_explosion 1 at -1196.4 101.8 10.1
020C: create_explosion 6 at -1196.4 101.8 10.1
020C: create_explosion 2 at -1181.4 76.8 17.3
020C: create_explosion 11 at -1181.4 76.8 17.3
020C: create_explosion 1 at -1181.4 76.8 17.3
020C: create_explosion 6 at -1181.4 76.8 17.3
0003: shake_camera 200
0001: wait 200 ms
020C: create_explosion 2 at -1187.69 102.0 17.2
020C: create_explosion 11 at -1187.69 102.0 17.2
020C: create_explosion 1 at -1187.69 102.0 17.2
020C: create_explosion 6 at -1187.69 102.0 17.2
020C: create_explosion 2 at -1198.1 103.2 17.1
020C: create_explosion 11 at -1198.1 103.2 17.1
020C: create_explosion 1 at -1198.1 103.2 17.1
020C: create_explosion 6 at -1198.1 103.2 17.1
020C: create_explosion 2 at -1198.1 103.2 10.1
020C: create_explosion 11 at -1198.1 103.2 10.1
020C: create_explosion 1 at -1198.1 103.2 10.1
020C: create_explosion 6 at -1198.1 103.2 10.1
0003: shake_camera 100
0001: wait 100 ms
020C: create_explosion 2 at -1189.7 83.6 17.1
020C: create_explosion 11 at -1189.7 83.6 17.1
020C: create_explosion 1 at -1189.7 83.6 17.1
020C: create_explosion 6 at -1189.7 83.6 17.1
020C: create_explosion 2 at -1189.7 83.6 10.1
020C: create_explosion 11 at -1189.7 83.6 10.1
020C: create_explosion 1 at -1189.7 83.6 10.1
020C: create_explosion 6 at -1189.7 83.6 10.1
0003: shake_camera 1400
0001: wait 1500 ms
020C: create_explosion 2 at -1182.8 76.7 10.1
020C: create_explosion 11 at -1182.8 76.7 10.1
020C: create_explosion 1 at -1182.8 76.7 10.1
020C: create_explosion 6 at -1182.8 76.7 10.1
020C: create_explosion 2 at -1196.4 101.8 10.1
020C: create_explosion 11 at -1196.4 101.8 10.1
020C: create_explosion 1 at -1196.4 101.8 10.1
020C: create_explosion 6 at -1196.4 101.8 10.1
0003: shake_camera 400
0001: wait 400 ms
020C: create_explosion 2 at -1181.4 76.8 17.3
020C: create_explosion 11 at -1181.4 76.8 17.3
020C: create_explosion 1 at -1181.4 76.8 17.3
020C: create_explosion 6 at -1181.4 76.8 17.3
020C: create_explosion 2 at -1187.69 102.0 17.2
020C: create_explosion 11 at -1187.69 102.0 17.2
020C: create_explosion 1 at -1187.69 102.0 17.2
020C: create_explosion 6 at -1187.69 102.0 17.2
020C: create_explosion 2 at -1198.1 103.2 17.1
020C: create_explosion 11 at -1198.1 103.2 17.1
020C: create_explosion 1 at -1198.1 103.2 17.1
020C: create_explosion 6 at -1198.1 103.2 17.1
020C: create_explosion 2 at -1198.1 103.2 10.1
020C: create_explosion 11 at -1198.1 103.2 10.1
020C: create_explosion 1 at -1198.1 103.2 10.1
020C: create_explosion 6 at -1198.1 103.2 10.1
0003: shake_camera 300
0001: wait 300 ms
020C: create_explosion 2 at -1189.7 83.6 17.1
020C: create_explosion 11 at -1189.7 83.6 17.1
020C: create_explosion 1 at -1189.7 83.6 17.1
020C: create_explosion 6 at -1189.7 83.6 17.1
020C: create_explosion 2 at -1189.7 83.6 10.1
020C: create_explosion 11 at -1189.7 83.6 10.1
020C: create_explosion 1 at -1189.7 83.6 10.1
020C: create_explosion 6 at -1189.7 83.6 10.1
0003: shake_camera 1400
0001: wait 1500 ms
020C: create_explosion 2 at -1182.8 76.7 10.1
020C: create_explosion 11 at -1182.8 76.7 10.1
020C: create_explosion 1 at -1182.8 76.7 10.1
020C: create_explosion 6 at -1182.8 76.7 10.1
020C: create_explosion 2 at -1196.4 101.8 10.1
020C: create_explosion 11 at -1196.4 101.8 10.1
020C: create_explosion 1 at -1196.4 101.8 10.1
020C: create_explosion 6 at -1196.4 101.8 10.1
0003: shake_camera 200
0001: wait 200 ms
020C: create_explosion 2 at -1181.4 76.8 17.3
020C: create_explosion 11 at -1181.4 76.8 17.3
020C: create_explosion 1 at -1181.4 76.8 17.3
020C: create_explosion 6 at -1181.4 76.8 17.3
020C: create_explosion 2 at -1187.69 102.0 17.2
020C: create_explosion 11 at -1187.69 102.0 17.2
020C: create_explosion 1 at -1187.69 102.0 17.2
020C: create_explosion 6 at -1187.69 102.0 17.2
020C: create_explosion 2 at -1198.1 103.2 17.1
020C: create_explosion 11 at -1198.1 103.2 17.1
020C: create_explosion 1 at -1198.1 103.2 17.1
020C: create_explosion 6 at -1198.1 103.2 17.1
020C: create_explosion 2 at -1198.1 103.2 10.1
020C: create_explosion 11 at -1198.1 103.2 10.1
020C: create_explosion 1 at -1198.1 103.2 10.1
020C: create_explosion 6 at -1198.1 103.2 10.1
0003: shake_camera 100
0001: wait 100 ms
020C: create_explosion 2 at -1189.7 83.6 17.1
020C: create_explosion 11 at -1189.7 83.6 17.1
020C: create_explosion 1 at -1189.7 83.6 17.1
020C: create_explosion 6 at -1189.7 83.6 17.1
020C: create_explosion 2 at -1189.7 83.6 10.1
020C: create_explosion 11 at -1189.7 83.6 10.1
020C: create_explosion 1 at -1189.7 83.6 10.1
020C: create_explosion 6 at -1189.7 83.6 10.1
0003: shake_camera 900
0001: wait 1000 ms
015F: set_camera_position -1159.03 108.49 15.35 0.0 0.0 0.0
0160: point_camera -1180.11 90.65 16.05 2
020C: create_explosion 2 at -1182.8 76.7 10.1
020C: create_explosion 11 at -1182.8 76.7 10.1
020C: create_explosion 1 at -1182.8 76.7 10.1
020C: create_explosion 6 at -1182.8 76.7 10.1
020C: create_explosion 2 at -1196.4 101.8 10.1
020C: create_explosion 11 at -1196.4 101.8 10.1
020C: create_explosion 1 at -1196.4 101.8 10.1
020C: create_explosion 6 at -1196.4 101.8 10.1
020C: create_explosion 2 at -1181.4 76.8 17.3
020C: create_explosion 11 at -1181.4 76.8 17.3
020C: create_explosion 1 at -1181.4 76.8 17.3
020C: create_explosion 6 at -1181.4 76.8 17.3
039D: scatter_particles 4 5.0 0 0 0 11000 at -1184.97 96.72 11.13 16.0
0.0 .1
039D: scatter_particles 4 5.0 0 0 0 11000 at -1184.97 96.72 11.13 16.0
0.0 .1
039D: scatter_particles 4 5.0 0 0 0 11000 at -1184.97 96.72 11.13 16.0
0.0 .1
039D: scatter_particles 4 5.0 0 0 0 11000 at -1184.97 96.72 11.13 16.0
0.0 .1
039D: scatter_particles 4 5.0 0 0 0 11000 at -1184.97 96.72 11.13 16.0
0.0 .1
0003: shake_camera 600
0001: wait 600 ms
020C: create_explosion 2 at -1187.69 102.0 17.2
020C: create_explosion 11 at -1187.69 102.0 17.2
020C: create_explosion 1 at -1187.69 102.0 17.2
020C: create_explosion 6 at -1187.69 102.0 17.2
020C: create_explosion 2 at -1198.1 103.2 17.1
020C: create_explosion 11 at -1198.1 103.2 17.1
020C: create_explosion 1 at -1198.1 103.2 17.1
020C: create_explosion 6 at -1198.1 103.2 17.1
020C: create_explosion 2 at -1198.1 103.2 10.1
020C: create_explosion 11 at -1198.1 103.2 10.1
020C: create_explosion 1 at -1198.1 103.2 10.1
020C: create_explosion 6 at -1198.1 103.2 10.1
020C: create_explosion 2 at -1189.7 83.6 17.1
020C: create_explosion 11 at -1189.7 83.6 17.1
020C: create_explosion 1 at -1189.7 83.6 17.1
020C: create_explosion 6 at -1189.7 83.6 17.1
020C: create_explosion 2 at -1189.7 83.6 10.1
020C: create_explosion 11 at -1189.7 83.6 10.1
020C: create_explosion 1 at -1189.7 83.6 10.1
020C: create_explosion 6 at -1189.7 83.6 10.1
0003: shake_camera 200
0001: wait 200 ms
020C: create_explosion 2 at -1197.0 89.5 17.1
020C: create_explosion 11 at -1197.0 89.5 17.1
020C: create_explosion 1 at -1197.0 89.5 17.1
020C: create_explosion 6 at -1197.0 89.5 17.1
020C: create_explosion 2 at -1197.0 89.5 10.1
020C: create_explosion 11 at -1197.0 89.5 10.1
020C: create_explosion 1 at -1197.0 89.5 10.1
020C: create_explosion 6 at -1197.0 89.5 10.1
020C: create_explosion 2 at -1196.61 68.74 18.19
020C: create_explosion 11 at -1196.61 68.74 18.19
020C: create_explosion 1 at -1196.61 68.74 18.19
020C: create_explosion 6 at -1196.61 68.74 18.19
0003: shake_camera 1000
0001: wait 1000 ms
020C: create_explosion 2 at -1171.06 68.74 20.34
020C: create_explosion 11 at -1171.06 68.74 20.34
020C: create_explosion 1 at -1171.06 68.74 20.34
020C: create_explosion 6 at -1171.06 68.74 20.34
020C: create_explosion 2 at -1171.06 74.74 20.34
020C: create_explosion 11 at -1171.06 74.74 20.34
020C: create_explosion 1 at -1171.06 74.74 20.34
020C: create_explosion 6 at -1171.06 74.74 20.34
0003: shake_camera 100
0001: wait 100 ms
020C: create_explosion 2 at -1171.06 79.74 20.34
020C: create_explosion 11 at -1171.06 79.74 20.34
020C: create_explosion 1 at -1171.06 79.74 20.34
020C: create_explosion 6 at -1171.06 79.74 20.34
020C: create_explosion 2 at -1171.06 85.74 20.34
020C: create_explosion 11 at -1171.06 85.74 20.34
020C: create_explosion 1 at -1171.06 85.74 20.34
020C: create_explosion 6 at -1171.06 85.74 20.34
0003: shake_camera 100
0001: wait 100 ms
020C: create_explosion 2 at -1171.06 90.74 20.34
020C: create_explosion 11 at -1171.06 90.74 20.34
020C: create_explosion 1 at -1171.06 90.74 20.34
020C: create_explosion 6 at -1171.06 90.74 20.34
020C: create_explosion 2 at -1171.06 96.74 20.34
020C: create_explosion 11 at -1171.06 96.74 20.34
020C: create_explosion 1 at -1171.06 96.74 20.34
020C: create_explosion 6 at -1171.06 96.74 20.34
0003: shake_camera 100
0001: wait 100 ms
020C: create_explosion 2 at -1171.06 103.74 20.34
020C: create_explosion 11 at -1171.06 103.74 20.34
020C: create_explosion 1 at -1171.06 103.74 20.34
020C: create_explosion 6 at -1171.06 103.74 20.34
020C: create_explosion 2 at -1179.06 105.74 20.34
020C: create_explosion 11 at -1179.06 105.74 20.34
020C: create_explosion 1 at -1179.06 105.74 20.34
020C: create_explosion 6 at -1179.06 105.74 20.34
0003: shake_camera 100
0001: wait 100 ms
020C: create_explosion 2 at -1188.06 105.74 20.34
020C: create_explosion 11 at -1188.06 105.74 20.34
020C: create_explosion 1 at -1188.06 105.74 20.34
020C: create_explosion 6 at -1188.06 105.74 20.34
00D6: if 0
8119: NOT car $1615 wrecked
004D: jump_if_false Label0E15BB
00D6: if 0
80DC: NOT player $PLAYER_CHAR driving $1615
004D: jump_if_false Label0E15BB
03F5: unknown_prepare_car $1615 for_explosion flag 1
020B: explode_car $1615

:Label0E15BB
00D6: if 0
8119: NOT car $1616 wrecked
004D: jump_if_false Label0E15EA
00D6: if 0
80DC: NOT player $PLAYER_CHAR driving $1616
004D: jump_if_false Label0E15EA
03F5: unknown_prepare_car $1616 for_explosion flag 1
020B: explode_car $1616

:Label0E15EA
0169: set_fade_color 255 255 255
016A: fade 0 () 400 ms
020C: create_explosion 6 at -1159.03 108.49 10.35
:Label0E160F
00D6: if 0
016B: fading
004D: jump_if_false Label0E1627
0001: wait 0 ms
0002: jump Label0E160F

:Label0E1627
00D6: if 0
8117: NOT player $PLAYER_CHAR wasted
004D: jump_if_false Label0E1653
03B6: replace_model_at -1165.346 85.534 17.783 radius 80.0 from -178 (BUILD1) to
-179 (BUILDBLOWN)

:Label0E1653
00D6: if 0
8117: NOT player $PLAYER_CHAR wasted
004D: jump_if_false Label0E167F
03B6: replace_model_at -1165.346 85.534 17.783 radius 80.0 from -180
(HDRUGFACTORYINT) to -181 (HDRUGFACTORYPOL)

:Label0E167F
00D6: if 0
8117: NOT player $PLAYER_CHAR wasted
004D: jump_if_false Label0E16AB
03B6: replace_model_at -1165.346 85.534 17.783 radius 80.0 from -182 (LODLD1) to
-183 (LODLDBLOWN)

:Label0E16AB
0108: destroy_object $1628
0108: destroy_object $1629
0108: destroy_object $162A
0004: $1644 = 0 ;; integer values
020C: create_explosion 6 at -1159.03 108.49 10.35
016A: fade 1 (back) 1600 ms
0001: wait 5000 ms
0054: store_player $PLAYER_CHAR position_to $5F $60 $61
03CB: set_camera $5F $60 $61
0002: jump Label0E1766

:Label0E1700
00D6: if 0
8038: NOT $163E == 3 ;; integer values
004D: jump_if_false Label0E174E
00D6: if 0
8056: NOT player $PLAYER_CHAR 0 ()in_rectangle -1111.6 125.9 -1200.0 47.9
004D: jump_if_false Label0E174E
00BC: text_highpriority "CUB4_06" 5000 ms 1 ;; ~r~You did not get far enough
away from the base and we had to abort the explosion!
0002: jump Label0E1755

:Label0E174E
0002: jump Label0DF70A

:Label0E1755
00BA: text_styled "M_FAIL" 5000 ms 1 ;; MISSION FAILED!
0051: return

:Label0E1766
00BE: text_clear_all
01E3: text_1number_styled "M_PASS" 10000 5000 ms 1 ;; MISSION PASSED! $~1~
0394: play_music 1
0110: clear_player $PLAYER_CHAR wanted_level
0109: player $PLAYER_CHAR money += 10000
030C: set_mission_points += 1

:Label0E178F
00D6: if 0
834E: NOT unknown_move_object $6FF to -1114.5 73.0 10.1 unknown_angle 10.0
10.0 0.0 0
004D: jump_if_false Label0E17CA
0001: wait 0 ms
0002: jump Label0E178F

:Label0E17CA
0318: set_latest_mission_passed "CUB_4" ;; Trojan Voodoo
0164: disable_marker $116
015C: set_zone_gang_info "GHETTO1" 1 (day) 13 0 100 0 0 0 0 0 0 0 20
015C: set_zone_gang_info "GHETTO1" 0 (night) 10 0 100 0 0 0 0 0 0 0 10
0152: set_zone_car_info "GHETTO1" 1 (day) 12 0 100 0 0 0 0 0 0 0 10
0152: set_zone_car_info "GHETTO1" 0 (night) 10 0 100 0 0 0 0 0 0 0 10
015C: set_zone_gang_info "GHETTO2" 1 (day) 13 100 0 0 0 0 0 0 0 0 20
015C: set_zone_gang_info "GHETTO2" 0 (night) 10 100 0 0 0 0 0 0 0 0 10
0152: set_zone_car_info "GHETTO2" 1 (day) 12 100 0 0 0 0 0 0 0 0 10
0152: set_zone_car_info "GHETTO2" 0 (night) 10 100 0 0 0 0 0 0 0 0 10
03F2: pedgroup 8 remove_threat 128
03F2: pedgroup 7 remove_threat 256
00D6: if 0
0038: $1644 == 0 ;; integer values
004D: jump_if_false Label0E192B
032B: $1627 = create_weapon_pickup #MINIGUN 15 ammo 100 at -1184.17 102.62 17.5
0004: $1644 = 1 ;; integer values

:Label0E192B
0004: $11A = 1 ;; integer values
0051: return

:Label0E1934
0004: $ONMISSION = 0 ;; integer values
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
03F2: pedgroup 8 remove_threat 16384
0249: release_model #HNA
0249: release_model #HNB
0249: release_model #CBA
0249: release_model #CBB
0249: release_model #SNIPER
0249: release_model #TEC9
0249: release_model #VOODOO
0249: release_model -124 (DYNAMITE)
014F: stop_timer $1644
0164: disable_marker $162E
0164: disable_marker $162F
0164: disable_marker $1630
0164: disable_marker $1631
0164: disable_marker $1632
0164: disable_marker $1633
0164: disable_marker $1634
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
00D8: mission_cleanup
0051: return

:Label0E199D
0164: disable_marker $1634
01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR
018A: $1631 = create_checkpoint_at -1187.2 103.0 10.1
018A: $1632 = create_checkpoint_at -1180.2 81.2 10.1
018A: $1633 = create_checkpoint_at -1173.6 70.2 16.9
00D6: if 0
8118: NOT actor $1614 dead
004D: jump_if_false Label0E1A0C
011A: set_actor $1614 flags 256
011A: set_actor $1614 flags 64
02A9: set_actor $1614 immune_to_nonplayer 0

:Label0E1A0C
00D6: if 0
8118: NOT actor $161D dead
004D: jump_if_false Label0E1A44
011A: set_actor $161D flags 128
011A: set_actor $161D flags 1
011A: set_actor $161D flags 64
0173: set_actor $161D z_angle_to 4.7
01CC: actor $161D kill_player $PLAYER_CHAR

:Label0E1A44
00D6: if 0
8118: NOT actor $161E dead
004D: jump_if_false Label0E1A7C
011A: set_actor $161E flags 128
011A: set_actor $161E flags 1
011A: set_actor $161E flags 64
0173: set_actor $161E z_angle_to 4.7
01CC: actor $161E kill_player $PLAYER_CHAR

:Label0E1A7C
00D6: if 0
8118: NOT actor $1621 dead
004D: jump_if_false Label0E1ABF
011A: set_actor $1621 flags 128
011A: set_actor $1621 flags 1
011A: set_actor $1621 flags 64
00D6: if 0
8118: NOT actor $1622 dead
004D: jump_if_false Label0E1ABF
03F9: make_actors $1621 $1622 converse_in 100000 ms

:Label0E1ABF
00D6: if 0
8118: NOT actor $1622 dead
004D: jump_if_false Label0E1AE5
011A: set_actor $1622 flags 128
011A: set_actor $1622 flags 1
011A: set_actor $1622 flags 64

:Label0E1AE5
00D6: if 0
8118: NOT actor $161B dead
004D: jump_if_false Label0E1B1C
011A: set_actor $161B flags 128
011A: set_actor $161B flags 1
011A: set_actor $161B flags 64
0173: set_actor $161B z_angle_to 109.6
0350: unknown_actor $161B not_scared_flag 1

:Label0E1B1C
009A: $1626 = create_actor 8 #HNA at -1115.2 67.0 10.1
0173: set_actor $1626 z_angle_to 85.4
01B2: give_actor $1626 weapon 22 ammo 30000 ;; Load the weapon model before
using this
01ED: reset_actor $1626 flags
0243: set_actor $1626 ped_stats_to 16
011A: set_actor $1626 flags 128
011A: set_actor $1626 flags 1
011A: set_actor $1626 flags 64
0291: unknown_actor $1626 unknown_behavior_flag 1
0350: unknown_actor $1626 not_scared_flag 1
009A: $1623 = create_actor 8 #HNA at -1182.3 80.5 10.1
0173: set_actor $1623 z_angle_to 355.1
01B2: give_actor $1623 weapon 22 ammo 30000 ;; Load the weapon model before
using this
01ED: reset_actor $1623 flags
0243: set_actor $1623 ped_stats_to 16
011A: set_actor $1623 flags 128
011A: set_actor $1623 flags 1
011A: set_actor $1623 flags 64
0291: unknown_actor $1623 unknown_behavior_flag 1
0350: unknown_actor $1623 not_scared_flag 1
009A: $1624 = create_actor 8 #HNA at -1192.2 102.7 10.1
0173: set_actor $1624 z_angle_to 109.6
01B2: give_actor $1624 weapon 22 ammo 30000 ;; Load the weapon model before
using this
01ED: reset_actor $1624 flags
0243: set_actor $1624 ped_stats_to 16
011A: set_actor $1624 flags 128
011A: set_actor $1624 flags 1
011A: set_actor $1624 flags 64
0291: unknown_actor $1624 unknown_behavior_flag 1
0350: unknown_actor $1624 not_scared_flag 1
009A: $1625 = create_actor 8 #HNA at -1183.4 67.0 16.9
0173: set_actor $1625 z_angle_to 12.0
01B2: give_actor $1625 weapon 22 ammo 30000 ;; Load the weapon model before
using this
01ED: reset_actor $1625 flags
0243: set_actor $1625 ped_stats_to 16
011A: set_actor $1625 flags 128
011A: set_actor $1625 flags 1
011A: set_actor $1625 flags 64
0291: unknown_actor $1625 unknown_behavior_flag 1
0350: unknown_actor $1625 not_scared_flag 1
009A: $162B = create_actor 8 #HNA at -1197.9 82.5 10.1
0173: set_actor $162B z_angle_to 347.0
01B2: give_actor $162B weapon 22 ammo 30000 ;; Load the weapon model before
using this
01ED: reset_actor $162B flags
0243: set_actor $162B ped_stats_to 16
011A: set_actor $162B flags 128
011A: set_actor $162B flags 1
011A: set_actor $162B flags 64
0291: unknown_actor $162B unknown_behavior_flag 1
0350: unknown_actor $162B not_scared_flag 1
009A: $162C = create_actor 8 #HNA at -1189.0 83.6 10.1
0173: set_actor $162C z_angle_to 20.0
01B2: give_actor $162C weapon 22 ammo 30000 ;; Load the weapon model before
using this
01ED: reset_actor $162C flags
0243: set_actor $162C ped_stats_to 16
011A: set_actor $162C flags 128
011A: set_actor $162C flags 1
011A: set_actor $162C flags 64
0291: unknown_actor $162C unknown_behavior_flag 1
0350: unknown_actor $162C not_scared_flag 1
009A: $162D = create_actor 8 #HNA at -1190.5 68.5 10.1
0173: set_actor $162D z_angle_to 13.8
01B2: give_actor $162D weapon 22 ammo 30000 ;; Load the weapon model before
using this
01ED: reset_actor $162D flags
0243: set_actor $162D ped_stats_to 16
011A: set_actor $162D flags 128
011A: set_actor $162D flags 1
011A: set_actor $162D flags 64
0291: unknown_actor $162D unknown_behavior_flag 1
0350: unknown_actor $162D not_scared_flag 1
00D6: if 0
8119: NOT car $1615 wrecked
004D: jump_if_false Label0E1DB7
02AA: set_car $1615 immune_to_nonplayer 1

:Label0E1DB7
00D6: if 0
8119: NOT car $1616 wrecked
004D: jump_if_false Label0E1DCE
02AA: set_car $1616 immune_to_nonplayer 1

:Label0E1DCE
03F1: pedtype 8 add_threat 1
03F1: pedtype 8 add_threat 16384
03CF: load_wav "CUB4_9" as 1

:Label0E1DE7
00D6: if 0
83D0: NOT wav 1 loaded
004D: jump_if_false Label0E1E01
0001: wait 0 ms
0002: jump Label0E1DE7

:Label0E1E01
00BC: text_highpriority "CUB4_16" 4000 ms 1 ;; I'm going to plant the bomb,
cover me!
03D1: play_wav 1

:Label0E1E14
00D6: if 0
83D2: NOT wav 1 ended
004D: jump_if_false Label0E1E2E
0001: wait 0 ms
0002: jump Label0E1E14

:Label0E1E2E
040D: unload_wav 1
03D5: remove_text "CUB4_16" ;; I'm going to plant the bomb, cover me!

:Label0E1E3C
00D6: if 0
834E: NOT unknown_move_object $6FF to -1114.5 67.0 10.1 unknown_angle 10.0
10.0 0.0 0
004D: jump_if_false Label0E1E77
0001: wait 0 ms
0002: jump Label0E1E3C

:Label0E1E77
0051: return

;-------------Mission 60---------------
; Originally: Juju Scramble

:Label0E1E79
03A4: name_thread "HAIT1"
0050: gosub Label0E1EA7
00D6: if 0
0112: wasted_or_busted
004D: jump_if_false Label0E1E9E
0050: gosub Label0E33F7

:Label0E1E9E
0050: gosub Label0E344A
004E: end_thread

:Label0E1EA7
0317: increment_mission_attempts
0004: $ONMISSION = 1 ;; integer values
0004: $1659 = 0 ;; integer values
0004: $165A = 0 ;; integer values
0005: $165B = -1162.82 ;; floating-point values
0005: $165C = -19.06 ;; floating-point values
0005: $165D = 16.14 ;; floating-point values
0004: $165E = 0 ;; integer values
0005: $1660 = -1154.48 ;; floating-point values
0005: $1661 = -30.59 ;; floating-point values
0005: $1662 = 19.08 ;; floating-point values
0005: $1663 = 12.22 ;; floating-point values
0005: $1665 = -1160.49 ;; floating-point values
0005: $1666 = -30.37 ;; floating-point values
0005: $1667 = 19.08 ;; floating-point values
0005: $1668 = 12.22 ;; floating-point values
0005: $166A = -1142.84 ;; floating-point values
0005: $166B = -6.34 ;; floating-point values
0005: $166C = 22.97 ;; floating-point values
0005: $166D = 84.66 ;; floating-point values
0005: $166F = -1143.56 ;; floating-point values
0005: $1670 = -16.69 ;; floating-point values
0005: $1671 = 22.9 ;; floating-point values
0005: $1672 = 84.66 ;; floating-point values
0004: $1675 = 0 ;; integer values
0004: $1676 = 0 ;; integer values
0005: $1678 = -995.87 ;; floating-point values
0005: $1679 = -32.49 ;; floating-point values
0005: $167A = 10.89 ;; floating-point values
0004: $1677 = 61000 ;; integer values
0004: $16CB = 0 ;; integer values
0004: $16CC = 0 ;; integer values
0004: $167B = 0 ;; integer values
0004: $167C = 0 ;; integer values
0004: $167D = 0 ;; integer values
0004: $1680 = 0 ;; integer values
0005: $1681 = -966.67 ;; floating-point values
0005: $1682 = -36.7 ;; floating-point values
0005: $1683 = -100.0 ;; floating-point values
0005: $1684 = 90.0 ;; floating-point values
0004: $1685 = 100 ;; integer values
0004: $16AD = 0 ;; integer values
0004: $1687 = 0 ;; integer values
0005: $1688 = -969.82 ;; floating-point values
0005: $1689 = -46.22 ;; floating-point values
0005: $168A = 9.91 ;; floating-point values
0005: $168B = 0.0 ;; floating-point values
0004: $168C = 100 ;; integer values
0004: $168E = 0 ;; integer values
0004: $168F = 0 ;; integer values
0004: $1691 = 0 ;; integer values
0005: $1692 = -968.1 ;; floating-point values
0005: $1693 = -28.41 ;; floating-point values
0005: $1694 = 9.94 ;; floating-point values
0005: $1695 = 0.0 ;; floating-point values
0004: $1696 = 100 ;; integer values
0004: $1697 = 0 ;; integer values
0004: $1699 = 0 ;; integer values
0004: $169C = 0 ;; integer values
0004: $169D = 0 ;; integer values
0005: $169F = -914.55 ;; floating-point values
0005: $16A0 = 344.73 ;; floating-point values
0005: $16A1 = -100.0 ;; floating-point values
0004: $169E = 61000 ;; integer values
0004: $16B1 = 0 ;; integer values
0004: $16A2 = 0 ;; integer values
0004: $16A3 = 0 ;; integer values
0004: $16A3 = 0 ;; integer values
0004: $16A5 = 0 ;; integer values
0004: $16A7 = 0 ;; integer values
0005: $16A8 = -904.85 ;; floating-point values
0005: $16A9 = 299.418 ;; floating-point values
0005: $16AA = 10.26 ;; floating-point values
0005: $16AB = 0.0 ;; floating-point values
0004: $16AC = 100 ;; integer values
0004: $16AE = 0 ;; integer values
0004: $16B2 = 0 ;; integer values
0005: $16B3 = -903.07 ;; floating-point values
0005: $16B4 = 299.196 ;; floating-point values
0005: $16B5 = 10.26 ;; floating-point values
0005: $16B6 = 0.0 ;; floating-point values
0005: $16B7 = -914.55 ;; floating-point values
0005: $16B8 = 344.73 ;; floating-point values
0005: $16B9 = 10.26 ;; floating-point values
0004: $16BA = 100 ;; integer values
0004: $16C0 = 0 ;; integer values
0004: $16C2 = 0 ;; integer values
0005: $16C3 = -957.891 ;; floating-point values
0005: $16C4 = 139.084 ;; floating-point values
0005: $16C5 = 8.26 ;; floating-point values
0004: $16C6 = 0 ;; integer values
0004: $16C7 = 0 ;; integer values
0004: $16C8 = 0 ;; integer values
0004: $16C9 = 0 ;; integer values
0004: $16CA = 0 ;; integer values
0004: $16BB = 0 ;; integer values
0004: $16BC = 0 ;; integer values
0004: $16BD = 0 ;; integer values
0005: $16CF = 0.0 ;; floating-point values
0005: $16D0 = 0.0 ;; floating-point values
0005: $16D1 = 0.0 ;; floating-point values
0004: $16D3 = 0 ;; integer values
0005: $16D7 = -990.11 ;; floating-point values
0005: $16D8 = -34.5 ;; floating-point values
0005: $16D9 = 9.72 ;; floating-point values
0004: $16DA = 0 ;; integer values
0004: $16DB = 0 ;; integer values
0005: $16DC = -913.827 ;; floating-point values
0005: $16DD = 325.343 ;; floating-point values
0005: $16DE = 10.249 ;; floating-point values
0004: $16DF = 0 ;; integer values
0004: $16E0 = 0 ;; integer values
0004: $16E1 = 0 ;; integer values
0004: $16E2 = 0 ;; integer values
0004: $16E3 = 0 ;; integer values
0004: $16E4 = 0 ;; integer values
0004: $16E5 = 0 ;; integer values
0004: $16E6 = 0 ;; integer values
0001: wait 0 ms
054C: use_GXT_table "HAIT1"
058E: set_restart_mission_taxi_destination -957.904 122.843 8.278 356.948
023C: load_special_actor 1 "CSPLAY"
023C: load_special_actor 2 "APOULET"
02F3: load_object #CUTOBJ01 "HTABLE"
02F3: load_object #CUTOBJ02 "KETTLE"
03CB: set_camera -962.697 149.793 10.21
04BB: select_interiour 12 ;; select render area
04F9: interiour_colors 13 0
038B: load_requested_models

:Label0E2309
00D6: if 23
823D: NOT special_actor 1 loaded
823D: NOT special_actor 2 loaded
8248: NOT model #CUTOBJ01 available
8248: NOT model #CUTOBJ02 available
004D: jump_if_false Label0E2331
0001: wait 0 ms
0002: jump Label0E2309

:Label0E2331
02E4: load_cutscene_data "HAT_1"
0244: set_cutscene_pos -962.799 148.391 8.355
041D: set_camera_near_clip .1
02E5: $7D = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $7D "CSPLAY"
02E5: $AA = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $AA "APOULET"
02E5: $D6 = create_cutscene_object #CUTOBJ01
02E6: set_cutscene_anim $D6 "HTABLE"
02E5: $D5 = create_cutscene_object #CUTOBJ02
02E6: set_cutscene_anim $D5 "KETTLE"
0395: clear_area 1 at -962.53 141.69 range 8.25 2.0
0055: put_player $PLAYER_CHAR at -962.53 141.69 8.25
0171: set_player $PLAYER_CHAR z_angle_to 183.42
016A: fade 1 (back) 2000 ms
03AD: set_rubbish 0 (invisible)
03AF: set_streaming 1 (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0E23F1
00D6: if 0
001A: 2089 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0E2414
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0E23F1

:Label0E2414
00BC: text_highpriority "HAM1_A" 10000 ms 1 ;; Hello? Hello?

:Label0E2423
00D6: if 0
001A: 6844 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0E2446
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0E2423

:Label0E2446
00BC: text_highpriority "HAM1_B" 10000 ms 1 ;; Come in, my dear, and rest your
soul.

:Label0E2455
00D6: if 0
001A: 9955 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0E2478
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0E2455

:Label0E2478
00BC: text_highpriority "HAM1_C" 10000 ms 1 ;; You must be the big bad man me
grandaddy been chattin' 'bout.

:Label0E2487
00D6: if 0
001A: 13943 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0E24AA
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0E2487

:Label0E24AA
00BC: text_highpriority "HAM1_D" 10000 ms 1 ;; Tells me tings about you, you
know, when he visits,

:Label0E24B9
00D6: if 0
001A: 16609 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0E24DC
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0E24B9

:Label0E24DC
00BC: text_highpriority "HAM1_E" 10000 ms 1 ;; and about the others who wait for
you.

:Label0E24EB
00D6: if 0
001A: 19208 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0E250E
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0E24EB

:Label0E250E
00BC: text_highpriority "HAM1_F" 10000 ms 1 ;; Now, we all dead for long time,
but you,

:Label0E251D
00D6: if 0
001A: 21822 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0E2540
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0E251D

:Label0E2540
00BC: text_highpriority "HAM1_G" 10000 ms 1 ;; I wouldn't want to be in your
shoes, ha ha ha ha ha!

:Label0E254F
00D6: if 0
001A: 24520 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0E2572
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0E254F

:Label0E2572
00BC: text_highpriority "HAM1_H" 10000 ms 1 ;; I got a message to come here.

:Label0E2581
00D6: if 0
001A: 26563 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0E25A4
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0E2581

:Label0E25A4
00BC: text_highpriority "HAM1_I" 10000 ms 1 ;; Can you hear dem?

:Label0E25B3
00D6: if 0
001A: 28200 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0E25D6
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0E25B3

:Label0E25D6
00BC: text_highpriority "HAM1_J" 10000 ms 1 ;; Dem callin' your name, boy, must
want you pretty bad, don't ya tink?

:Label0E25E5
00D6: if 0
001A: 32697 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0E2608
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0E25E5

:Label0E2608
00BC: text_highpriority "HAM1_K" 10000 ms 1 ;; Now you do old Auntie Poulet a
turn, huh, maybe she help you.

:Label0E2617
00D6: if 0
001A: 35049 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0E263C
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0E2617

:Label0E263C
00BC: text_highpriority "HAM1_L" 10000 ms 1 ;; Maybe she can give you a little
juju after all of dis.

:Label0E264B
00D6: if 0
001A: 39949 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0E2670
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0E264B

:Label0E2670
00BC: text_highpriority "HAM1_M" 10000 ms 1 ;; Give you some magic to give the
law man the stink eye, hmmmmm?

:Label0E267F
00D6: if 0
001A: 43624 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0E26A4
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0E267F

:Label0E26A4
00BC: text_highpriority "HAM1_N" 10000 ms 1 ;; Look, this is all very, um...
give me what?

:Label0E26B3
00D6: if 0
001A: 47531 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0E26D8
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0E26B3

:Label0E26D8
00BC: text_highpriority "HAM1_O" 10000 ms 1 ;; I,I, I think I've got the wrong
address...

:Label0E26E7
00D6: if 0
001A: 49412 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0E270C
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0E26E7

:Label0E270C
00BC: text_highpriority "HAM1_P" 10000 ms 1 ;; Do me these tings, Tommy......

:Label0E271B
00D6: if 0
001A: 53234 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0E2740
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0E271B

:Label0E2740
00BC: text_highpriority "HAM1_Q" 10000 ms 1 ;; The Cubans, nasty proud foofoos,
mmm,

:Label0E274F
00D6: if 0
001A: 57817 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0E2774
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0E274F

:Label0E2774
00BC: text_highpriority "HAM1_R" 10000 ms 1 ;; been making my lovely Haitian
boys shake de heads.

:Label0E2783
00D6: if 0
001A: 61451 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0E27A8
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0E2783

:Label0E27A8
00BC: text_highpriority "HAM1_S" 10000 ms 1 ;; Now they told the policeman where
me been stashing my powders.

:Label0E27B7
00D6: if 0
001A: 64655 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0E27DC
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0E27B7

:Label0E27DC
00BC: text_highpriority "HAM1_T" 10000 ms 1 ;; Dey tink it drugs, them stupid.

:Label0E27EB
00D6: if 0
001A: 68336 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0E2810
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0E27EB

:Label0E2810
00BC: text_highpriority "HAM1_U" 10000 ms 1 ;; Now be a good boy Tommy and go
and get the powders for Auntie Poulet.

:Label0E281F
00D6: if 0
001A: 74373 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0E2844
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0E281F

:Label0E2844
00BC: text_highpriority "HAM1_V" 10000 ms 1 ;; Yeah, yeah, sure, sure.

:Label0E2853
00D6: if 0
001A: 77824 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0E2878
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0E2853

:Label0E2878
00BE: text_clear_all

:Label0E287A
00D6: if 0
001A: 80912 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0E289F
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0E287A
:Label0E289F
016A: fade 0 () 2000 ms
00BE: text_clear_all

:Label0E28A8
00D6: if 0
016B: fading
004D: jump_if_false Label0E28C0
0001: wait 0 ms
0002: jump Label0E28A8

:Label0E28C0
04FA: reset_interior_colors 0
04BB: select_interiour 0 ;; select render area
03AD: set_rubbish 1 (visible)
02EA: end_cutscene
0373: set_camera_directly_behind_player
0296: unload_special_actor 1
0296: unload_special_actor 2
0249: release_model #CUTOBJ01
0249: release_model #CUTOBJ02
03CB: set_camera -962.53 141.69 8.25
04E3: unknown_player $PLAYER_CHAR 0 60000
0247: request_model #SWAT
0247: request_model #MP5LNG
0247: request_model #SNIPER
0247: request_model #NITESTICK
03CF: load_wav "HAT_1A" as 1

:Label0E291E
00D6: if 23
8248: NOT model #SWAT available
8248: NOT model #MP5LNG available
8248: NOT model #SNIPER available
8248: NOT model #NITESTICK available
004D: jump_if_false Label0E2947
0001: wait 0 ms
0002: jump Label0E291E

:Label0E2947
00D6: if 0
83D0: NOT wav 1 loaded
004D: jump_if_false Label0E2961
0001: wait 0 ms
0002: jump Label0E2947

:Label0E2961
009A: $1686 = create_actor 4 #SWAT at $1688 $1689 $168A
0187: $168D = create_marker_above_actor $1686
0164: disable_marker $168D
009B: destroy_actor_instantly $1686
009A: $1690 = create_actor 4 #SWAT at $1692 $1693 $1694
0187: $1698 = create_marker_above_actor $1690
0164: disable_marker $1698
009B: destroy_actor_instantly $1690
0213: $1673 = create_pickup -120 (BRIEFCASE) type 3 at $1678 $1679 $167A
03DC: $167E = create_marker_above_pickup $1673
0164: disable_marker $167E
0215: destroy_pickup $1673
009A: $16B0 = create_actor 4 #SWAT at $16B3 $16B4 $16B5
0187: $16BF = create_marker_above_actor $16B0
0164: disable_marker $16BF
009B: destroy_actor_instantly $16B0
009A: $16A6 = create_actor 4 #SWAT at $16A8 $16A9 $16AA
0187: $16AF = create_marker_above_actor $16A6
0164: disable_marker $16AF
009B: destroy_actor_instantly $16A6
0213: $169A = create_pickup -120 (BRIEFCASE) type 3 at $169F $16A0 $16A1
03DC: $16A4 = create_marker_above_pickup $169A
0164: disable_marker $16A4
0215: destroy_pickup $169A
009A: $165F = create_actor 4 #SWAT at $1660 $1661 $1662
009B: destroy_actor_instantly $165F
009A: $1664 = create_actor 4 #SWAT at $1665 $1666 $1667
009B: destroy_actor_instantly $1664
009A: $1669 = create_actor 4 #SWAT at $166A $166B $166C
009B: destroy_actor_instantly $1669
009A: $166E = create_actor 4 #SWAT at $166F $1670 $1671
009B: destroy_actor_instantly $166E
009A: $16D2 = create_actor 6 #SWAT at -1168.36 -8.738 15.72
009B: destroy_actor_instantly $16D2
0169: set_fade_color 0 0 0
0001: wait 500 ms
016A: fade 1 (back) 1500 ms
0213: $1657 = create_pickup -120 (BRIEFCASE) type 3 at $165B $165C $165D
03DC: $1658 = create_marker_above_pickup $1657
0004: $1659 = 1 ;; integer values
00BC: text_highpriority "HAM1_1" 5000 ms 1 ;; ~g~The cops are closing in on our
stashes. BE quick, and beat dem to it!
0004: $7B = 0 ;; integer values

:Label0E2AFD
00D6: if 0
0038: $16C2 == 0 ;; integer values
004D: jump_if_false Label0E329F
0001: wait 0 ms
00D6: if 0
0038: $16C7 == 1 ;; integer values
004D: jump_if_false Label0E2B71
00D6: if 0
0038: $16E5 == 0 ;; integer values
004D: jump_if_false Label0E2B45
0006: 16@ = 0 ;; integer values
0004: $16E5 = 1 ;; integer values

:Label0E2B45
00D6: if 0
0038: $16E5 == 1 ;; integer values
004D: jump_if_false Label0E2B71
00D6: if 0
0029: 16@ >= 1000 ;; integer values
004D: jump_if_false Label0E2B71
0004: $16E5 = 2 ;; integer values

:Label0E2B71
00D6: if 0
0038: $16BB == 1 ;; integer values
004D: jump_if_false Label0E2BCF
00D6: if 0
0038: $16E6 == 0 ;; integer values
004D: jump_if_false Label0E2BA3
0006: 16@ = 0 ;; integer values
0004: $16E6 = 1 ;; integer values

:Label0E2BA3
00D6: if 0
0038: $16E6 == 1 ;; integer values
004D: jump_if_false Label0E2BCF
00D6: if 0
0029: 16@ >= 1000 ;; integer values
004D: jump_if_false Label0E2BCF
0004: $16E6 = 2 ;; integer values

:Label0E2BCF
00D6: if 0
0038: $165A == 0 ;; integer values
004D: jump_if_false Label0E2BFA
00D6: if 0
0038: $1659 == 1 ;; integer values
004D: jump_if_false Label0E2BFA
0050: gosub Label0E3587

:Label0E2BFA
00D6: if 0
0038: $165A == 1 ;; integer values
004D: jump_if_false Label0E2C25
00D6: if 0
0038: $165E == 0 ;; integer values
004D: jump_if_false Label0E2C25
0050: gosub Label0E3801

:Label0E2C25
00D6: if 0
0038: $165A == 1 ;; integer values
004D: jump_if_false Label0E2D89
00D6: if 0
0038: $165E == 1 ;; integer values
004D: jump_if_false Label0E2D89
00D6: if 0
0038: $1675 == 0 ;; integer values
004D: jump_if_false Label0E2D89
0395: clear_area 0 at $1678 $1679 range $167A 1.0
0213: $1673 = create_pickup -120 (BRIEFCASE) type 3 at $1678 $1679 $167A
03DC: $1674 = create_marker_above_pickup $1673
014E: set_timer_to $1677 type 1
0395: clear_area 0 at $1681 $1682 range $1683 1.0
009A: $167F = create_actor 4 #SWAT at $1681 $1682 $1683
01ED: reset_actor $167F flags
0243: set_actor $167F ped_stats_to 16
011A: set_actor $167F flags 1
01B2: give_actor $167F weapon 28 ammo 30000 ;; Load the weapon model before
using this
0350: unknown_actor $167F not_scared_flag 1
01CA: actor $167F kill_player $PLAYER_CHAR
0395: clear_area 0 at $1688 $1689 range $168A 1.0
009A: $1686 = create_actor 4 #SWAT at $1688 $1689 $168A
01ED: reset_actor $1686 flags
0243: set_actor $1686 ped_stats_to 16
01B2: give_actor $1686 weapon 25 ammo 30000 ;; Load the weapon model before
using this
011A: set_actor $1686 flags 1
0291: unknown_actor $1686 unknown_behavior_flag 1
0173: set_actor $1686 z_angle_to 90.0
0395: clear_area 0 at $1692 $1693 range $1694 1.0
009A: $1690 = create_actor 4 #SWAT at $1692 $1693 $1694
01ED: reset_actor $1690 flags
0243: set_actor $1690 ped_stats_to 16
01B2: give_actor $1690 weapon 25 ammo 30000 ;; Load the weapon model before
using this
011A: set_actor $1690 flags 1
0291: unknown_actor $1690 unknown_behavior_flag 1
0173: set_actor $1690 z_angle_to 90.0
0004: $1675 = 1 ;; integer values

:Label0E2D89
00D6: if 0
0038: $165E == 1 ;; integer values
004D: jump_if_false Label0E2E43
00D6: if 22
80E4: NOT player $PLAYER_CHAR 0 ()near_point_on_foot $16CF $16D0 radius 3.0
3.0
02DF: unknown_player $PLAYER_CHAR
0118: actor $16D2 dead
004D: jump_if_false Label0E2E43
00D6: if 0
8118: NOT actor $165F dead
004D: jump_if_false Label0E2DE6
0350: unknown_actor $165F not_scared_flag 1
01CA: actor $165F kill_player $PLAYER_CHAR

:Label0E2DE6
00D6: if 0
8118: NOT actor $1664 dead
004D: jump_if_false Label0E2E05
0350: unknown_actor $1664 not_scared_flag 1
01CA: actor $1664 kill_player $PLAYER_CHAR

:Label0E2E05
00D6: if 0
8118: NOT actor $1669 dead
004D: jump_if_false Label0E2E24
0350: unknown_actor $1669 not_scared_flag 1
01CA: actor $1669 kill_player $PLAYER_CHAR

:Label0E2E24
00D6: if 0
8118: NOT actor $166E dead
004D: jump_if_false Label0E2E43
0350: unknown_actor $166E not_scared_flag 1
01CA: actor $166E kill_player $PLAYER_CHAR

:Label0E2E43
00D6: if 0
0038: $1675 == 1 ;; integer values
004D: jump_if_false Label0E2E5C
0050: gosub Label0E3B0D
:Label0E2E5C
00D6: if 0
0038: $167C == 1 ;; integer values
004D: jump_if_false Label0E2E75
0050: gosub Label0E368C

:Label0E2E75
00D6: if 0
0038: $1676 == 0 ;; integer values
004D: jump_if_false Label0E2EA0
00D6: if 0
0038: $1675 == 1 ;; integer values
004D: jump_if_false Label0E2EA0
0050: gosub Label0E35E3

:Label0E2EA0
00D6: if 0
0038: $1676 == 0 ;; integer values
004D: jump_if_false Label0E2EDD
00D6: if 0
0038: $1675 == 1 ;; integer values
004D: jump_if_false Label0E2EDD
00D6: if 0
0038: $1677 == 0 ;; integer values
004D: jump_if_false Label0E2EDD
0004: $16C7 = 1 ;; integer values

:Label0E2EDD
00D6: if 0
0038: $16C8 == 1 ;; integer values
004D: jump_if_false Label0E2FBD
00D6: if 0
0038: $168E == 1 ;; integer values
004D: jump_if_false Label0E2F56
00D6: if 0
8118: NOT actor $1686 dead
004D: jump_if_false Label0E2F56
00D6: if 0
82CB: NOT actor $1686 bounding_sphere_visible
004D: jump_if_false Label0E2F56
00D6: if 0
80E9: NOT player $PLAYER_CHAR 0 ()near_actor $1686 radius 120.0 120.0
004D: jump_if_false Label0E2F56
00BC: text_highpriority "HAM1_2" 5000 ms 1 ;; ~r~The cops got to the stash
first!
0002: jump Label0E33F7

:Label0E2F56
00D6: if 0
0038: $1699 == 1 ;; integer values
004D: jump_if_false Label0E2FBD
00D6: if 0
8118: NOT actor $1690 dead
004D: jump_if_false Label0E2FBD
00D6: if 0
82CB: NOT actor $1690 bounding_sphere_visible
004D: jump_if_false Label0E2FBD
00D6: if 0
80E9: NOT player $PLAYER_CHAR 0 ()near_actor $1690 radius 120.0 120.0
004D: jump_if_false Label0E2FBD
00BC: text_highpriority "HAM1_2" 5000 ms 1 ;; ~r~The cops got to the stash
first!
0002: jump Label0E33F7

:Label0E2FBD
00D6: if 0
0038: $167D == 1 ;; integer values
004D: jump_if_false Label0E2FE5
00BC: text_highpriority "HAM1_6" 5000 ms 1 ;; ~r~The Stash was destroyed, you
idiot!
0002: jump Label0E33F7

:Label0E2FE5
00D6: if 21
0038: $1676 == 1 ;; integer values
0038: $167B == 1 ;; integer values
004D: jump_if_false Label0E304A
00D6: if 0
0038: $169C == 0 ;; integer values
004D: jump_if_false Label0E304A
0395: clear_area 0 at $169F $16A0 range $16A1 1.0
0213: $169A = create_pickup -120 (BRIEFCASE) type 3 at $169F $16A0 $16A1
03DC: $169B = create_marker_above_pickup $169A
014E: set_timer_to $169E type 1
0004: $169C = 1 ;; integer values

:Label0E304A
00D6: if 0
0038: $169D == 0 ;; integer values
004D: jump_if_false Label0E3075
00D6: if 0
0038: $169C == 1 ;; integer values
004D: jump_if_false Label0E3075
0050: gosub Label0E370C

:Label0E3075
00D6: if 0
0038: $16BC == 1 ;; integer values
004D: jump_if_false Label0E3155
00D6: if 0
0038: $16AD == 1 ;; integer values
004D: jump_if_false Label0E30EE
00D6: if 0
8118: NOT actor $16A6 dead
004D: jump_if_false Label0E30EE
00D6: if 0
82CB: NOT actor $16A6 bounding_sphere_visible
004D: jump_if_false Label0E30EE
00D6: if 0
80E9: NOT player $PLAYER_CHAR 0 ()near_actor $16A6 radius 120.0 120.0
004D: jump_if_false Label0E30EE
00BC: text_highpriority "HAM1_2" 5000 ms 1 ;; ~r~The cops got to the stash
first!
0002: jump Label0E33F7

:Label0E30EE
00D6: if 0
0038: $16BE == 1 ;; integer values
004D: jump_if_false Label0E3155
00D6: if 0
8118: NOT actor $16B0 dead
004D: jump_if_false Label0E3155
00D6: if 0
82CB: NOT actor $16B0 bounding_sphere_visible
004D: jump_if_false Label0E3155
00D6: if 0
80E9: NOT player $PLAYER_CHAR 0 ()near_actor $16B0 radius 120.0 120.0
004D: jump_if_false Label0E3155
00BC: text_highpriority "HAM1_2" 5000 ms 1 ;; ~r~The cops got to the stash
first!
0002: jump Label0E33F7

:Label0E3155
00D6: if 0
0038: $16A2 == 1 ;; integer values
004D: jump_if_false Label0E317D
00BC: text_highpriority "HAM1_6" 5000 ms 1 ;; ~r~The Stash was destroyed, you
idiot!
0002: jump Label0E33F7

:Label0E317D
00D6: if 0
0038: $169D == 0 ;; integer values
004D: jump_if_false Label0E31BA
00D6: if 0
0038: $169C == 1 ;; integer values
004D: jump_if_false Label0E31BA
00D6: if 0
0038: $169E == 0 ;; integer values
004D: jump_if_false Label0E31BA
0004: $16BB = 1 ;; integer values

:Label0E31BA
00D6: if 21
0038: $1676 == 1 ;; integer values
0038: $167B == 1 ;; integer values
004D: jump_if_false Label0E31EC
00D6: if 0
0038: $16C9 == 0 ;; integer values
004D: jump_if_false Label0E31EC
0050: gosub Label0E4272

:Label0E31EC
00D6: if 0
0038: $16C9 == 1 ;; integer values
004D: jump_if_false Label0E3205
0050: gosub Label0E4356

:Label0E3205
00D6: if 0
0038: $16C0 == 3 ;; integer values
004D: jump_if_false Label0E3298
00D6: if 0
0038: $16C6 == 0 ;; integer values
004D: jump_if_false Label0E3254
00BC: text_highpriority "HAM1_3" 5000 ms 1 ;; ~g~Get this stuff back to the
hideout!
018A: $16C1 = create_checkpoint_at $16C3 $16C4 $16C5
0004: $7B = 1 ;; integer values
0004: $16C6 = 1 ;; integer values

:Label0E3254
00D6: if 0
00F5: player $PLAYER_CHAR $7B near_point $16C3 $16C4 $16C5 radius 2.0 2.0 2.0
004D: jump_if_false Label0E3298
00D6: if 0
0038: $16C2 == 0 ;; integer values
004D: jump_if_false Label0E3298
0004: $16C2 = 1 ;; integer values

:Label0E3298
0002: jump Label0E2AFD

:Label0E329F
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)
011C: actor $PLAYER_ACTOR clear_objective
01C2: remove_references_to_actor $16A6 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $16B0 ;; Like turning an actor into a random
pedestrian
0395: clear_area 0 at -964.776 145.189 range 9.52 1.0
015F: set_camera_position -964.776 145.189 9.52 0.0 0.0 0.0
0160: point_camera -964.032 144.523 9.479 2
00D6: if 0
00E0: player $PLAYER_CHAR driving
004D: jump_if_false Label0E3364
00DA: $16D4 = player $PLAYER_CHAR car
01D3: actor $PLAYER_ACTOR leave_car $16D4

:Label0E3332
00D6: if 0
00E0: player $PLAYER_CHAR driving
004D: jump_if_false Label0E3364
0001: wait 0 ms
00D6: if 0
0119: car $16D4 wrecked
004D: jump_if_false Label0E335D
0002: jump Label0E33F7

:Label0E335D
0002: jump Label0E3332

:Label0E3364
0211: actor $PLAYER_ACTOR walk_to -962.708 145.443
0006: 16@ = 0 ;; integer values

:Label0E337A
00D6: if 0
001B: 4500 > 16@ ;; integer values
004D: jump_if_false Label0E3398
0001: wait 0 ms
0002: jump Label0E337A
:Label0E3398
011C: actor $PLAYER_ACTOR clear_objective
0395: clear_area 0 at -965.265 142.855 range 8.23 1.0
0055: put_player $PLAYER_CHAR at -965.265 142.855 8.23
0171: set_player $PLAYER_CHAR z_angle_to 190.53
03C8: rotate_player-180-degrees
02EB: restore_camera_with_jumpcut
02A3: toggle_widescreen 0 (off)
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 (false)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 (false)
0002: jump Label0E3408

:Label0E33F7
00BA: text_styled "M_FAIL" 5000 ms 1 ;; MISSION FAILED!
0051: return

:Label0E3408
0004: $PASSED_HAT1_JUJU_SCRAMBLE = 1 ;; integer values
0394: play_music 1
0318: set_latest_mission_passed "HAT_1" ;; Juju Scramble
030C: set_mission_points += 1
01E3: text_1number_styled "M_PASS" 1000 5000 ms 1 ;; MISSION PASSED! $~1~
0109: player $PLAYER_CHAR money += 1000
0110: clear_player $PLAYER_CHAR wanted_level
004F: create_thread Label00DE8D
0051: return

:Label0E344A
0004: $ONMISSION = 0 ;; integer values
0249: release_model #SWAT
0249: release_model #MP5LNG
0249: release_model #SNIPER
0249: release_model #NITESTICK
0164: disable_marker $1658
0164: disable_marker $1674
0164: disable_marker $167E
0164: disable_marker $169B
0164: disable_marker $16A4
0164: disable_marker $16C1
0164: disable_marker $168D
0164: disable_marker $1698
0164: disable_marker $16AF
0164: disable_marker $16BF
014F: stop_timer $1677
014F: stop_timer $169E
00D6: if 0
0038: $1659 == 1 ;; integer values
004D: jump_if_false Label0E34C9
00D6: if 0
0038: $165A == 0 ;; integer values
004D: jump_if_false Label0E34C9
0215: destroy_pickup $1657

:Label0E34C9
00D6: if 0
0038: $1675 == 1 ;; integer values
004D: jump_if_false Label0E34F9
00D6: if 21
0038: $1676 == 0 ;; integer values
0038: $16C8 == 0 ;; integer values
004D: jump_if_false Label0E34F9
0215: destroy_pickup $1673

:Label0E34F9
00D6: if 0
0038: $167B == 0 ;; integer values
004D: jump_if_false Label0E3527
00D6: if 0
0038: $167C == 1 ;; integer values
004D: jump_if_false Label0E3527
0164: disable_marker $167E
0215: destroy_pickup $1673

:Label0E3527
00D6: if 0
0038: $169C == 1 ;; integer values
004D: jump_if_false Label0E3550
00D6: if 0
0038: $169D == 0 ;; integer values
004D: jump_if_false Label0E3550
0215: destroy_pickup $169A

:Label0E3550
00D6: if 0
0038: $16A5 == 0 ;; integer values
004D: jump_if_false Label0E357E
00D6: if 0
0038: $16A3 == 1 ;; integer values
004D: jump_if_false Label0E357E
0164: disable_marker $16A4
0215: destroy_pickup $169A

:Label0E357E
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
00D8: mission_cleanup
0051: return

:Label0E3587
00D6: if 0
0038: $165A == 0 ;; integer values
004D: jump_if_false Label0E35E1
00D6: if 0
0038: $1659 == 1 ;; integer values
004D: jump_if_false Label0E35E1
00D6: if 0
0214: pickup $1657 picked_up
004D: jump_if_false Label0E35E1
0164: disable_marker $1658
018C: play_sound 1 at 0.0 0.0 0.0
0008: $16C0 += 1 ;; integer values
0004: $165A = 1 ;; integer values

:Label0E35E1
0051: return

:Label0E35E3
00D6: if 0
0038: $1676 == 0 ;; integer values
004D: jump_if_false Label0E368A
00D6: if 0
0038: $1675 == 1 ;; integer values
004D: jump_if_false Label0E368A
00D6: if 0
0038: $16C8 == 0 ;; integer values
004D: jump_if_false Label0E368A
00D6: if 0
0214: pickup $1673 picked_up
004D: jump_if_false Label0E368A
01C2: remove_references_to_actor $165F ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $1664 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $1669 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $166E ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $16D2 ;; Like turning an actor into a random
pedestrian
0164: disable_marker $1674
018C: play_sound 1 at 0.0 0.0 0.0
014F: stop_timer $1677
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 4
00BC: text_highpriority "HAM1_4" 5000 ms 1 ;; ~g~Good! Now get the next one!
0008: $16C0 += 1 ;; integer values
0004: $16CA = 1 ;; integer values
0004: $1676 = 1 ;; integer values

:Label0E368A
0051: return

:Label0E368C
00D6: if 0
0038: $167B == 0 ;; integer values
004D: jump_if_false Label0E370A
00D6: if 0
0214: pickup $1673 picked_up
004D: jump_if_false Label0E370A
01C2: remove_references_to_actor $165F ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $1664 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $1669 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $166E ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $16D2 ;; Like turning an actor into a random
pedestrian
0164: disable_marker $167E
018C: play_sound 1 at 0.0 0.0 0.0
00BC: text_highpriority "HAM1_4" 5000 ms 1 ;; ~g~Good! Now get the next one!
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 4
0008: $16C0 += 1 ;; integer values
0004: $16CA = 1 ;; integer values
0004: $167B = 1 ;; integer values
:Label0E370A
0051: return

:Label0E370C
00D6: if 0
0038: $169D == 0 ;; integer values
004D: jump_if_false Label0E379A
00D6: if 0
0038: $169C == 1 ;; integer values
004D: jump_if_false Label0E379A
00D6: if 0
0038: $16BC == 0 ;; integer values
004D: jump_if_false Label0E379A
00D6: if 0
0214: pickup $169A picked_up
004D: jump_if_false Label0E379A
01C2: remove_references_to_actor $167F ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $1686 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $1690 ;; Like turning an actor into a random
pedestrian
0164: disable_marker $169B
018C: play_sound 1 at 0.0 0.0 0.0
014F: stop_timer $169E
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 5
0008: $16C0 += 1 ;; integer values
0004: $16BD = 1 ;; integer values
0004: $169D = 1 ;; integer values

:Label0E379A
00D6: if 0
0038: $16A5 == 0 ;; integer values
004D: jump_if_false Label0E37FF
00D6: if 0
0214: pickup $169A picked_up
004D: jump_if_false Label0E37FF
01C2: remove_references_to_actor $167F ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $1686 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $1690 ;; Like turning an actor into a random
pedestrian
0164: disable_marker $16A4
018C: play_sound 1 at 0.0 0.0 0.0
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 5
0008: $16C0 += 1 ;; integer values
0004: $16BD = 1 ;; integer values
0004: $16A5 = 1 ;; integer values

:Label0E37FF
0051: return

:Label0E3801
00D6: if 0
0038: $165E == 0 ;; integer values
004D: jump_if_false Label0E3B0B
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)
01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR
0054: store_player $PLAYER_CHAR position_to $16CF $16D0 $16D1
0395: clear_area 0 at $1660 $1661 range $1662 1.0
009A: $165F = create_actor 4 #SWAT at $1660 $1661 $1662
01ED: reset_actor $165F flags
01B2: give_actor $165F weapon 25 ammo 30000 ;; Load the weapon model before
using this
020F: actor $165F look_at_player $PLAYER_CHAR
0372: set_actor $165F anim 14 wait_state_time 800 ms
04C6: $165F $PLAYER_ACTOR
0337: unknown_actor $165F flag 0
02AB: set_actor $165F immunities 1 1 1 1 1
0001: wait 500 ms
03CB: set_camera $1660 $1661 $1662
015F: set_camera_position -1153.551 -32.372 21.675 0.0 0.0 0.0
0160: point_camera -1153.833 -31.475 21.334 2
009A: $16D2 = create_actor 6 #SWAT at -1176.8 -22.2 15.62
01ED: reset_actor $16D2 flags
01B2: give_actor $16D2 weapon 4 ammo 1 ;; Load the weapon model before using
this
020F: actor $16D2 look_at_player $PLAYER_CHAR
00D6: if 0
8118: NOT actor $165F dead
004D: jump_if_false Label0E393C
0337: unknown_actor $165F flag 1
02AB: set_actor $165F immunities 0 0 0 0 0

:Label0E393C
01BE: set_actor $PLAYER_ACTOR to_look_at_spot -1159.61 -31.04 20.09
03D1: play_wav 1
00BC: text_highpriority "HAT_1A" 5000 ms 1 ;; ~g~Don't move a muscle, chump!
0372: set_actor $PLAYER_ACTOR anim 17 wait_state_time 1000000 ms
0006: 16@ = 0 ;; integer values

:Label0E3976
00D6: if 0
001B: 4000 > 16@ ;; integer values
004D: jump_if_false Label0E39C5
0001: wait 0 ms
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label0E39A5
0002: jump Label0E39C5

:Label0E39A5
00D6: if 0
03D2: wav 1 ended
004D: jump_if_false Label0E39BE
03D5: remove_text "HAT_1A" ;; ~g~Don't move a muscle, chump!

:Label0E39BE
0002: jump Label0E3976

:Label0E39C5
0395: clear_area 0 at $1665 $1666 range $1667 1.0
009A: $1664 = create_actor 4 #SWAT at $1665 $1666 $1667
01ED: reset_actor $1664 flags
01B2: give_actor $1664 weapon 25 ammo 30000 ;; Load the weapon model before
using this
020F: actor $1664 look_at_player $PLAYER_CHAR
0372: set_actor $1664 anim 14 wait_state_time 2200 ms
04C6: $1664 $PLAYER_ACTOR
0395: clear_area 0 at $166A $166B range $166C 1.0
009A: $1669 = create_actor 4 #SWAT at $166A $166B $166C
01ED: reset_actor $1669 flags
01B2: give_actor $1669 weapon 25 ammo 30000 ;; Load the weapon model before
using this
020F: actor $1669 look_at_player $PLAYER_CHAR
0372: set_actor $1669 anim 14 wait_state_time 5000 ms
04C6: $1669 $PLAYER_ACTOR
0395: clear_area 0 at $166F $1670 range $1671 1.0
009A: $166E = create_actor 4 #SWAT at $166F $1670 $1671
01ED: reset_actor $166E flags
01B2: give_actor $166E weapon 25 ammo 30000 ;; Load the weapon model before
using this
020F: actor $166E look_at_player $PLAYER_CHAR
0372: set_actor $166E anim 14 wait_state_time 5000 ms
04C6: $166E $PLAYER_ACTOR
00D6: if 0
03D2: wav 1 ended
004D: jump_if_false Label0E3AC5
03D5: remove_text "HAT_1A" ;; ~g~Don't move a muscle, chump!

:Label0E3AC5
0230: set_player $PLAYER_CHAR stop_looking
02A3: toggle_widescreen 0 (off)
0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 1 ms
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 (false)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 (false)
02EB: restore_camera_with_jumpcut
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2
00BC: text_highpriority "HAM1_4" 5000 ms 1 ;; ~g~Good! Now get the next one!
0004: $165E = 1 ;; integer values

:Label0E3B0B
0051: return

:Label0E3B0D
00D6: if 0
0038: $1680 == 0 ;; integer values
004D: jump_if_false Label0E3B65
00D6: if 0
0118: actor $167F dead
004D: jump_if_false Label0E3B3D
0004: $1680 = 1 ;; integer values
0002: jump Label0E3B65

:Label0E3B3D
0226: $1685 = actor $167F health
00D6: if 0
002A: 90 >= $1685 ;; integer values
004D: jump_if_false Label0E3B65
0004: $16CA = 1 ;; integer values
0004: $16C7 = 1 ;; integer values
:Label0E3B65
00D6: if 0
0038: $1687 == 0 ;; integer values
004D: jump_if_false Label0E3EDE
00D6: if 0
0118: actor $1686 dead
004D: jump_if_false Label0E3C4B
00D6: if 0
0038: $16C8 == 1 ;; integer values
004D: jump_if_false Label0E3C2F
00D6: if 0
0038: $168E == 1 ;; integer values
004D: jump_if_false Label0E3C2F
00D6: if 0
0038: $168F == 1 ;; integer values
004D: jump_if_false Label0E3BCB
0004: $167D = 1 ;; integer values
0002: jump Label0E3C2F

:Label0E3BCB
00D6: if 0
056D: unknown_actor $1686 dead_but_active
004D: jump_if_false Label0E3C28
00D6: if 0
0038: $167C == 0 ;; integer values
004D: jump_if_false Label0E3C21
0164: disable_marker $168D
04A5: unknown_store_dead_actor $1686 position_to $1678 $1679 $167A
0213: $1673 = create_pickup -120 (BRIEFCASE) type 3 at $1678 $1679 $167A
03DC: $167E = create_marker_above_pickup $1673
0004: $167C = 1 ;; integer values

:Label0E3C21
0002: jump Label0E3C2F

:Label0E3C28
0004: $167D = 1 ;; integer values

:Label0E3C2F
0004: $16C7 = 1 ;; integer values
0004: $16CA = 1 ;; integer values
0004: $1687 = 1 ;; integer values
0002: jump Label0E3EDE

:Label0E3C4B
0226: $168C = actor $1686 health
00D6: if 0
0038: $16C8 == 1 ;; integer values
004D: jump_if_false Label0E3C6C
0050: gosub Label0E4A90

:Label0E3C6C
00D6: if 0
002A: 90 >= $168C ;; integer values
004D: jump_if_false Label0E3C8C
0004: $16CA = 1 ;; integer values
0004: $16C7 = 1 ;; integer values

:Label0E3C8C
00D6: if 21
0038: $1676 == 1 ;; integer values
0038: $16CA == 1 ;; integer values
004D: jump_if_false Label0E3EDE
00D6: if 0
0038: $1691 == 0 ;; integer values
004D: jump_if_false Label0E3CCD
011A: set_actor $1686 flags 1
01CA: actor $1686 kill_player $PLAYER_CHAR
0002: jump Label0E3EDE

:Label0E3CCD
00D6: if 0
0038: $1676 == 0 ;; integer values
004D: jump_if_false Label0E3EDE
00D6: if 0
0038: $16C8 == 0 ;; integer values
004D: jump_if_false Label0E3EDE
00D6: if 0
0038: $16C7 == 1 ;; integer values
004D: jump_if_false Label0E3E54
00D6: if 0
0038: $16DA == 0 ;; integer values
004D: jump_if_false Label0E3D41
0291: unknown_actor $1686 unknown_behavior_flag 0
01ED: reset_actor $1686 flags
011C: actor $1686 clear_objective
00BC: text_highpriority "HAM1_8" 5000 ms 1 ;; ~g~The cops are on the way to pick
up the stash, get a move on!
014F: stop_timer $1677
0004: $16DA = 1 ;; integer values

:Label0E3D41
00D6: if 0
0038: $16DA == 1 ;; integer values
004D: jump_if_false Label0E3DE6
00D6: if 0
8510: NOT unknown_actor $1686 on_path $16D7 $16D8 $16D9 radius 4.0
004D: jump_if_false Label0E3DCD
00D6: if 0
0038: $16E1 == 0 ;; integer values
004D: jump_if_false Label0E3D9F
009E: set_actor $1686 path $16D7 $16D8 $16D9 unknown .1 1
0004: $16E1 = 1 ;; integer values

:Label0E3D9F
00D6: if 0
0038: $16E5 == 2 ;; integer values
004D: jump_if_false Label0E3DC6
009E: set_actor $1686 path $16D7 $16D8 $16D9 unknown .1 1

:Label0E3DC6
0002: jump Label0E3DE6

:Label0E3DCD
0319: set_actor $1686 wander_state_to 1 (off)
0239: actor $1686 run_to $1678 $1679
0004: $16DA = 3 ;; integer values
:Label0E3DE6
00D6: if 0
0038: $16DA == 1 ;; integer values
004D: jump_if_false Label0E3E54
00D6: if 0
00FF: actor $1686 0 ()near_point_on_foot $16D7 $16D8 $16D9 radius 2.5 2.5 2.5
004D: jump_if_false Label0E3E29
0004: $16DA = 2 ;; integer values

:Label0E3E29
00D6: if 0
0038: $16DA == 2 ;; integer values
004D: jump_if_false Label0E3E54
0319: set_actor $1686 wander_state_to 1 (off)
0239: actor $1686 run_to $1678 $1679
0004: $16DA = 3 ;; integer values

:Label0E3E54
00D6: if 0
8118: NOT actor $1686 dead
004D: jump_if_false Label0E3EDE
00D6: if 0
0038: $16DA == 3 ;; integer values
004D: jump_if_false Label0E3EDE
00D6: if 0
00ED: actor $1686 0 ()near_point_on_foot $1678 $1679 radius 1.5 1.5
004D: jump_if_false Label0E3EDE
00D6: if 0
0038: $1676 == 0 ;; integer values
004D: jump_if_false Label0E3EDE
0164: disable_marker $1674
014F: stop_timer $1677
0215: destroy_pickup $1673
0187: $168D = create_marker_above_actor $1686
00BC: text_highpriority "HAM1_7" 5000 ms 1 ;; ~g~The cops have got our stash!
Retrieve it before they get away!
0004: $168E = 1 ;; integer values
0004: $16C8 = 1 ;; integer values

:Label0E3EDE
00D6: if 0
0038: $1691 == 0 ;; integer values
004D: jump_if_false Label0E4257
00D6: if 0
0118: actor $1690 dead
004D: jump_if_false Label0E3FC4
00D6: if 0
0038: $16C8 == 1 ;; integer values
004D: jump_if_false Label0E3FA8
00D6: if 0
0038: $1699 == 1 ;; integer values
004D: jump_if_false Label0E3FA8
00D6: if 0
0038: $1697 == 1 ;; integer values
004D: jump_if_false Label0E3F44
0004: $167D = 1 ;; integer values
0002: jump Label0E3FA8

:Label0E3F44
00D6: if 0
056D: unknown_actor $1690 dead_but_active
004D: jump_if_false Label0E3FA1
00D6: if 0
0038: $167C == 0 ;; integer values
004D: jump_if_false Label0E3F9A
0164: disable_marker $1698
04A5: unknown_store_dead_actor $1690 position_to $1678 $1679 $167A
0213: $1673 = create_pickup -120 (BRIEFCASE) type 3 at $1678 $1679 $167A
03DC: $167E = create_marker_above_pickup $1673
0004: $167C = 1 ;; integer values

:Label0E3F9A
0002: jump Label0E3FA8

:Label0E3FA1
0004: $167D = 1 ;; integer values

:Label0E3FA8
0004: $16C7 = 1 ;; integer values
0004: $16CA = 1 ;; integer values
0004: $1691 = 1 ;; integer values
0002: jump Label0E4257

:Label0E3FC4
0226: $1696 = actor $1690 health
00D6: if 0
0038: $16C8 == 1 ;; integer values
004D: jump_if_false Label0E3FE5
0050: gosub Label0E4A90

:Label0E3FE5
00D6: if 0
002A: 90 >= $1696 ;; integer values
004D: jump_if_false Label0E4005
0004: $16CA = 1 ;; integer values
0004: $16C7 = 1 ;; integer values

:Label0E4005
00D6: if 21
0038: $16CA == 1 ;; integer values
0038: $16C7 == 1 ;; integer values
004D: jump_if_false Label0E4257
00D6: if 0
0038: $1676 == 0 ;; integer values
004D: jump_if_false Label0E4236
00D6: if 0
0038: $16C8 == 0 ;; integer values
004D: jump_if_false Label0E422F
00D6: if 0
0038: $16C7 == 1 ;; integer values
004D: jump_if_false Label0E41A5
00D6: if 0
0038: $16DB == 0 ;; integer values
004D: jump_if_false Label0E4092
0291: unknown_actor $1690 unknown_behavior_flag 0
01ED: reset_actor $1690 flags
011C: actor $1690 clear_objective
00BC: text_highpriority "HAM1_8" 5000 ms 1 ;; ~g~The cops are on the way to pick
up the stash, get a move on!
014F: stop_timer $1677
0004: $16DB = 1 ;; integer values

:Label0E4092
00D6: if 0
0038: $16DB == 1 ;; integer values
004D: jump_if_false Label0E4137
00D6: if 0
8510: NOT unknown_actor $1690 on_path $16D7 $16D8 $16D9 radius 4.0
004D: jump_if_false Label0E411E
00D6: if 0
0038: $16E2 == 0 ;; integer values
004D: jump_if_false Label0E40F0
009E: set_actor $1690 path $16D7 $16D8 $16D9 unknown .1 1
0004: $16E2 = 1 ;; integer values

:Label0E40F0
00D6: if 0
0038: $16E5 == 2 ;; integer values
004D: jump_if_false Label0E4117
009E: set_actor $1690 path $16D7 $16D8 $16D9 unknown .1 1

:Label0E4117
0002: jump Label0E4137

:Label0E411E
0319: set_actor $1690 wander_state_to 1 (off)
0239: actor $1690 run_to $1678 $1679
0004: $16DB = 3 ;; integer values

:Label0E4137
00D6: if 0
0038: $16DB == 1 ;; integer values
004D: jump_if_false Label0E417A
00D6: if 0
00FF: actor $1690 0 ()near_point_on_foot $16D7 $16D8 $16D9 radius 2.5 2.5 2.5
004D: jump_if_false Label0E417A
0004: $16DB = 2 ;; integer values

:Label0E417A
00D6: if 0
0038: $16DB == 2 ;; integer values
004D: jump_if_false Label0E41A5
0319: set_actor $1690 wander_state_to 1 (off)
0239: actor $1690 run_to $1678 $1679
0004: $16DB = 3 ;; integer values

:Label0E41A5
00D6: if 0
8118: NOT actor $1690 dead
004D: jump_if_false Label0E422F
00D6: if 0
0038: $16DB == 3 ;; integer values
004D: jump_if_false Label0E422F
00D6: if 0
00ED: actor $1690 0 ()near_point_on_foot $1678 $1679 radius 1.5 1.5
004D: jump_if_false Label0E422F
00D6: if 0
0038: $1676 == 0 ;; integer values
004D: jump_if_false Label0E422F
0164: disable_marker $1674
014F: stop_timer $1677
0215: destroy_pickup $1673
0187: $1698 = create_marker_above_actor $1690
00BC: text_highpriority "HAM1_7" 5000 ms 1 ;; ~g~The cops have got our stash!
Retrieve it before they get away!
0004: $1699 = 1 ;; integer values
0004: $16C8 = 1 ;; integer values

:Label0E422F
0002: jump Label0E4257

:Label0E4236
00D6: if 0
0038: $16C8 == 0 ;; integer values
004D: jump_if_false Label0E4257
011A: set_actor $1690 flags 1
01CA: actor $1690 kill_player $PLAYER_CHAR

:Label0E4257
00D6: if 0
0038: $16E5 == 2 ;; integer values
004D: jump_if_false Label0E4270
0004: $16E5 = 0 ;; integer values

:Label0E4270
0051: return

:Label0E4272
00D6: if 0
0038: $16C9 == 0 ;; integer values
004D: jump_if_false Label0E4354
00D6: if 0
8118: NOT actor $165F dead
004D: jump_if_false Label0E4299
01C2: remove_references_to_actor $165F ;; Like turning an actor into a random
pedestrian

:Label0E4299
00D6: if 0
8118: NOT actor $1664 dead
004D: jump_if_false Label0E42AE
01C2: remove_references_to_actor $1664 ;; Like turning an actor into a random
pedestrian

:Label0E42AE
0395: clear_area 0 at $16A8 $16A9 range $16AA 2.0
009A: $16A6 = create_actor 4 #SWAT at $16A8 $16A9 $16AA
0173: set_actor $16A6 z_angle_to $16AB
01ED: reset_actor $16A6 flags
0243: set_actor $16A6 ped_stats_to 16
011A: set_actor $16A6 flags 1
01B2: give_actor $16A6 weapon 25 ammo 30000 ;; Load the weapon model before
using this
0291: unknown_actor $16A6 unknown_behavior_flag 1
0395: clear_area 0 at $16B3 $16B4 range $16B5 2.0
009A: $16B0 = create_actor 4 #SWAT at $16B3 $16B4 $16B5
01ED: reset_actor $16B0 flags
0243: set_actor $16B0 ped_stats_to 16
011A: set_actor $16B0 flags 1
01B2: give_actor $16B0 weapon 25 ammo 30000 ;; Load the weapon model before
using this
0291: unknown_actor $16B0 unknown_behavior_flag 1
0482: 8.0
0004: $16C9 = 1 ;; integer values

:Label0E4354
0051: return

:Label0E4356
00D6: if 0
0038: $16A7 == 0 ;; integer values
004D: jump_if_false Label0E46FC
00D6: if 0
0118: actor $16A6 dead
004D: jump_if_false Label0E443C
00D6: if 0
0038: $16BC == 1 ;; integer values
004D: jump_if_false Label0E4420
00D6: if 0
0038: $16AD == 1 ;; integer values
004D: jump_if_false Label0E4420
00D6: if 0
0038: $16AE == 1 ;; integer values
004D: jump_if_false Label0E43BC
0004: $16A2 = 1 ;; integer values
0002: jump Label0E4420

:Label0E43BC
00D6: if 0
056D: unknown_actor $16A6 dead_but_active
004D: jump_if_false Label0E4419
00D6: if 0
0038: $16A3 == 0 ;; integer values
004D: jump_if_false Label0E4412
0164: disable_marker $16AF
04A5: unknown_store_dead_actor $16A6 position_to $169F $16A0 $16A1
0213: $169A = create_pickup -120 (BRIEFCASE) type 3 at $169F $16A0 $16A1
03DC: $16A4 = create_marker_above_pickup $169A
0004: $16A3 = 1 ;; integer values

:Label0E4412
0002: jump Label0E4420

:Label0E4419
0004: $16A2 = 1 ;; integer values

:Label0E4420
0004: $16BD = 1 ;; integer values
0004: $16BB = 1 ;; integer values
0004: $16A7 = 1 ;; integer values
0002: jump Label0E46FC

:Label0E443C
0226: $16AC = actor $16A6 health
00D6: if 0
0038: $16BC == 1 ;; integer values
004D: jump_if_false Label0E445D
0050: gosub Label0E4D3A

:Label0E445D
00D6: if 0
002A: 90 >= $16AC ;; integer values
004D: jump_if_false Label0E447D
0004: $16BD = 1 ;; integer values
0004: $16BB = 1 ;; integer values

:Label0E447D
00D6: if 21
0038: $16BD == 1 ;; integer values
0038: $16BB == 1 ;; integer values
004D: jump_if_false Label0E46FC
00D6: if 0
0038: $16B2 == 0 ;; integer values
004D: jump_if_false Label0E44CE
00D6: if 0
8118: NOT actor $16A6 dead
004D: jump_if_false Label0E44C7
011A: set_actor $16A6 flags 1
01CA: actor $16A6 kill_player $PLAYER_CHAR

:Label0E44C7
0002: jump Label0E46FC

:Label0E44CE
00D6: if 0
0038: $169D == 0 ;; integer values
004D: jump_if_false Label0E46DB
00D6: if 0
0038: $16BC == 0 ;; integer values
004D: jump_if_false Label0E46D4
00D6: if 0
0038: $16BB == 1 ;; integer values
004D: jump_if_false Label0E464A
00D6: if 0
0038: $16DF == 0 ;; integer values
004D: jump_if_false Label0E4542
0291: unknown_actor $16A6 unknown_behavior_flag 0
01ED: reset_actor $16A6 flags
011C: actor $16A6 clear_objective
00BC: text_highpriority "HAM1_8" 5000 ms 1 ;; ~g~The cops are on the way to pick
up the stash, get a move on!
014F: stop_timer $169E
0004: $16DF = 1 ;; integer values

:Label0E4542
00D6: if 0
0038: $16DF == 1 ;; integer values
004D: jump_if_false Label0E45E7
00D6: if 0
8510: NOT unknown_actor $16A6 on_path $16DC $16DD $16DE radius 4.0
004D: jump_if_false Label0E45CE
00D6: if 0
0038: $16E3 == 0 ;; integer values
004D: jump_if_false Label0E45A0
009E: set_actor $16A6 path $16DC $16DD $16DE unknown .1 1
0004: $16E3 = 1 ;; integer values

:Label0E45A0
00D6: if 0
0038: $16E6 == 2 ;; integer values
004D: jump_if_false Label0E45C7
009E: set_actor $16A6 path $16DC $16DD $16DE unknown .1 1

:Label0E45C7
0002: jump Label0E45E7

:Label0E45CE
0319: set_actor $16A6 wander_state_to 1 (off)
0239: actor $16A6 run_to $169F $16A0
0004: $16DF = 3 ;; integer values

:Label0E45E7
00D6: if 0
0038: $16DF == 1 ;; integer values
004D: jump_if_false Label0E461F
00FF: actor $16A6 0 ()near_point_on_foot $16DC $16DD $16DE radius 1.0 1.0 1.0
0004: $16DF = 2 ;; integer values

:Label0E461F
00D6: if 0
0038: $16DF == 2 ;; integer values
004D: jump_if_false Label0E464A
0319: set_actor $16A6 wander_state_to 1 (off)
0239: actor $16A6 run_to $169F $16A0
0004: $16DF = 3 ;; integer values

:Label0E464A
00D6: if 0
8118: NOT actor $16A6 dead
004D: jump_if_false Label0E46D4
00D6: if 0
0038: $16DF == 3 ;; integer values
004D: jump_if_false Label0E46D4
00D6: if 0
00ED: actor $16A6 0 ()near_point_on_foot $169F $16A0 radius 1.5 1.5
004D: jump_if_false Label0E46D4
00D6: if 0
0038: $169D == 0 ;; integer values
004D: jump_if_false Label0E46D4
0164: disable_marker $169B
014F: stop_timer $169E
0215: destroy_pickup $169A
0187: $16AF = create_marker_above_actor $16A6
00BC: text_highpriority "HAM1_7" 5000 ms 1 ;; ~g~The cops have got our stash!
Retrieve it before they get away!
0004: $16AD = 1 ;; integer values
0004: $16BC = 1 ;; integer values

:Label0E46D4
0002: jump Label0E46FC

:Label0E46DB
00D6: if 0
0038: $16BC == 0 ;; integer values
004D: jump_if_false Label0E46FC
011A: set_actor $16A6 flags 1
01CA: actor $16A6 kill_player $PLAYER_CHAR

:Label0E46FC
00D6: if 0
0038: $16B2 == 0 ;; integer values
004D: jump_if_false Label0E4A75
00D6: if 0
0118: actor $16B0 dead
004D: jump_if_false Label0E47E2
00D6: if 0
0038: $16BC == 1 ;; integer values
004D: jump_if_false Label0E47C6
00D6: if 0
0038: $16BE == 1 ;; integer values
004D: jump_if_false Label0E47C6
00D6: if 0
0038: $16B1 == 1 ;; integer values
004D: jump_if_false Label0E4762
0004: $16A2 = 1 ;; integer values
0002: jump Label0E47C6

:Label0E4762
00D6: if 0
056D: unknown_actor $16B0 dead_but_active
004D: jump_if_false Label0E47BF
00D6: if 0
0038: $16A3 == 0 ;; integer values
004D: jump_if_false Label0E47B8
0164: disable_marker $16BF
04A5: unknown_store_dead_actor $16B0 position_to $169F $16A0 $16A1
0213: $169A = create_pickup -120 (BRIEFCASE) type 3 at $169F $16A0 $16A1
03DC: $16A4 = create_marker_above_pickup $169A
0004: $16A3 = 1 ;; integer values

:Label0E47B8
0002: jump Label0E47C6

:Label0E47BF
0004: $16A2 = 1 ;; integer values

:Label0E47C6
0004: $16BD = 1 ;; integer values
0004: $16BB = 1 ;; integer values
0004: $16B2 = 1 ;; integer values
0002: jump Label0E4A75

:Label0E47E2
0226: $16BA = actor $16B0 health
00D6: if 0
0038: $16BC == 1 ;; integer values
004D: jump_if_false Label0E4803
0050: gosub Label0E4D3A

:Label0E4803
00D6: if 0
002A: 90 >= $16BA ;; integer values
004D: jump_if_false Label0E4823
0004: $16BD = 1 ;; integer values
0004: $16BB = 1 ;; integer values

:Label0E4823
00D6: if 21
0038: $16BD == 1 ;; integer values
0038: $16BB == 1 ;; integer values
004D: jump_if_false Label0E4A75
00D6: if 0
0038: $169D == 0 ;; integer values
004D: jump_if_false Label0E4A54
00D6: if 0
0038: $16BC == 0 ;; integer values
004D: jump_if_false Label0E4A4D
00D6: if 0
0038: $16BB == 1 ;; integer values
004D: jump_if_false Label0E49C3
00D6: if 0
0038: $16E0 == 0 ;; integer values
004D: jump_if_false Label0E48B0
0291: unknown_actor $16B0 unknown_behavior_flag 0
01ED: reset_actor $16B0 flags
011C: actor $16B0 clear_objective
00BC: text_highpriority "HAM1_8" 5000 ms 1 ;; ~g~The cops are on the way to pick
up the stash, get a move on!
014F: stop_timer $169E
0004: $16E0 = 1 ;; integer values

:Label0E48B0
00D6: if 0
0038: $16E0 == 1 ;; integer values
004D: jump_if_false Label0E4955
00D6: if 0
8510: NOT unknown_actor $16B0 on_path $16DC $16DD $16DE radius 4.0
004D: jump_if_false Label0E493C
00D6: if 0
0038: $16E4 == 0 ;; integer values
004D: jump_if_false Label0E490E
009E: set_actor $16B0 path $16DC $16DD $16DE unknown .1 1
0004: $16E4 = 1 ;; integer values

:Label0E490E
00D6: if 0
0038: $16E6 == 2 ;; integer values
004D: jump_if_false Label0E4935
009E: set_actor $16B0 path $16DC $16DD $16DE unknown .1 1

:Label0E4935
0002: jump Label0E4955

:Label0E493C
0319: set_actor $16B0 wander_state_to 1 (off)
0239: actor $16B0 run_to $169F $16A0
0004: $16E0 = 3 ;; integer values

:Label0E4955
00D6: if 0
0038: $16E0 == 1 ;; integer values
004D: jump_if_false Label0E4998
00D6: if 0
00FF: actor $16B0 0 ()near_point_on_foot $16DC $16DD $16DE radius 1.0 1.0 1.0
004D: jump_if_false Label0E4998
0004: $16E0 = 2 ;; integer values

:Label0E4998
00D6: if 0
0038: $16E0 == 2 ;; integer values
004D: jump_if_false Label0E49C3
0319: set_actor $16B0 wander_state_to 1 (off)
0239: actor $16B0 run_to $169F $16A0
0004: $16E0 = 3 ;; integer values

:Label0E49C3
00D6: if 0
8118: NOT actor $16B0 dead
004D: jump_if_false Label0E4A4D
00D6: if 0
0038: $16E0 == 3 ;; integer values
004D: jump_if_false Label0E4A4D
00D6: if 0
00ED: actor $16B0 0 ()near_point_on_foot $169F $16A0 radius 1.5 1.5
004D: jump_if_false Label0E4A4D
00D6: if 0
0038: $169D == 0 ;; integer values
004D: jump_if_false Label0E4A4D
0164: disable_marker $169B
014F: stop_timer $169E
0215: destroy_pickup $169A
0187: $16BF = create_marker_above_actor $16B0
00BC: text_highpriority "HAM1_7" 5000 ms 1 ;; ~g~The cops have got our stash!
Retrieve it before they get away!
0004: $16BE = 1 ;; integer values
0004: $16BC = 1 ;; integer values

:Label0E4A4D
0002: jump Label0E4A75

:Label0E4A54
00D6: if 0
0038: $16BC == 0 ;; integer values
004D: jump_if_false Label0E4A75
011A: set_actor $16B0 flags 1
01CA: actor $16B0 kill_player $PLAYER_CHAR

:Label0E4A75
00D6: if 0
0038: $16E6 == 2 ;; integer values
004D: jump_if_false Label0E4A8E
0004: $16E6 = 0 ;; integer values

:Label0E4A8E
0051: return

:Label0E4A90
00D6: if 0
0038: $168E == 1 ;; integer values
004D: jump_if_false Label0E4BE4
00D6: if 0
8118: NOT actor $1686 dead
004D: jump_if_false Label0E4BE4
00D6: if 0
0038: $168F == 0 ;; integer values
004D: jump_if_false Label0E4AFF
00D6: if 0
80DF: NOT actor $1686 driving
004D: jump_if_false Label0E4AFF
00D6: if 0
02CB: actor $1686 bounding_sphere_visible
004D: jump_if_false Label0E4AF3
01D0: actor $1686 avoid_player $PLAYER_CHAR
0002: jump Label0E4AFF

:Label0E4AF3
0319: set_actor $1686 wander_state_to 1 (off)
0377: set_actor $1686 objective_to-32

:Label0E4AFF
00D6: if 0
0038: $168F == 0 ;; integer values
004D: jump_if_false Label0E4B5D
00D6: if 0
00DF: actor $1686 driving
004D: jump_if_false Label0E4B5D
011C: actor $1686 clear_objective
00D9: $16CD = actor $1686 car
03CC: car $16CD add_to_stuck_car_check .5 = 1000
0190: unknown_car $16CD
00AD: set_car $16CD max_speed_to 40.0
00AE: unknown_set_car $16CD to_ignore_traffic_lights 2
00A8: set_car $16CD to_psycho_driver
0004: $168F = 1 ;; integer values

:Label0E4B5D
00D6: if 0
0038: $168F == 1 ;; integer values
004D: jump_if_false Label0E4B9C
00D6: if 0
8119: NOT car $16CD wrecked
004D: jump_if_false Label0E4B9C
00D6: if 21
018F: unknown_car_check $16CD
03CE: car $16CD stuck
004D: jump_if_false Label0E4B9C
01D3: actor $1686 leave_car $16CD

:Label0E4B9C
00D6: if 0
0038: $168F == 1 ;; integer values
004D: jump_if_false Label0E4BE4
00D6: if 0
80DF: NOT actor $1686 driving
004D: jump_if_false Label0E4BE4
00D6: if 0
8119: NOT car $16CD wrecked
004D: jump_if_false Label0E4BDD
03CD: car $16CD remove_from_stuck_car_check
0191: unknown_car $16CD
01C3: remove_references_to_car $16CD ;; Like turning a car into any random car

:Label0E4BDD
0004: $168F = 0 ;; integer values

:Label0E4BE4
00D6: if 0
0038: $1699 == 1 ;; integer values
004D: jump_if_false Label0E4D38
00D6: if 0
8118: NOT actor $1690 dead
004D: jump_if_false Label0E4D38
00D6: if 0
0038: $1697 == 0 ;; integer values
004D: jump_if_false Label0E4C53
00D6: if 0
80DF: NOT actor $1690 driving
004D: jump_if_false Label0E4C53
00D6: if 0
02CB: actor $1690 bounding_sphere_visible
004D: jump_if_false Label0E4C47
01D0: actor $1690 avoid_player $PLAYER_CHAR
0002: jump Label0E4C53

:Label0E4C47
0319: set_actor $1690 wander_state_to 1 (off)
0377: set_actor $1690 objective_to-32

:Label0E4C53
00D6: if 0
0038: $1697 == 0 ;; integer values
004D: jump_if_false Label0E4CB1
00D6: if 0
00DF: actor $1690 driving
004D: jump_if_false Label0E4CB1
011C: actor $1690 clear_objective
00D9: $16CE = actor $1690 car
03CC: car $16CE add_to_stuck_car_check .5 = 1000
0190: unknown_car $16CE
00AD: set_car $16CE max_speed_to 40.0
00AE: unknown_set_car $16CE to_ignore_traffic_lights 2
00A8: set_car $16CE to_psycho_driver
0004: $1697 = 1 ;; integer values

:Label0E4CB1
00D6: if 0
0038: $1697 == 1 ;; integer values
004D: jump_if_false Label0E4CF0
00D6: if 0
8119: NOT car $16CE wrecked
004D: jump_if_false Label0E4CF0
00D6: if 21
018F: unknown_car_check $16CE
03CE: car $16CE stuck
004D: jump_if_false Label0E4CF0
01D3: actor $1690 leave_car $16CE

:Label0E4CF0
00D6: if 0
0038: $1697 == 1 ;; integer values
004D: jump_if_false Label0E4D38
00D6: if 0
80DF: NOT actor $1690 driving
004D: jump_if_false Label0E4D38
00D6: if 0
8119: NOT car $16CE wrecked
004D: jump_if_false Label0E4D31
03CD: car $16CE remove_from_stuck_car_check
0191: unknown_car $16CE
01C3: remove_references_to_car $16CE ;; Like turning a car into any random car

:Label0E4D31
0004: $1697 = 0 ;; integer values

:Label0E4D38
0051: return

:Label0E4D3A
00D6: if 0
0038: $16AD == 1 ;; integer values
004D: jump_if_false Label0E4E8E
00D6: if 0
8118: NOT actor $16A6 dead
004D: jump_if_false Label0E4E8E
00D6: if 0
0038: $16AE == 0 ;; integer values
004D: jump_if_false Label0E4DA9
00D6: if 0
80DF: NOT actor $16A6 driving
004D: jump_if_false Label0E4DA9
00D6: if 0
02CB: actor $16A6 bounding_sphere_visible
004D: jump_if_false Label0E4D9D
01D0: actor $16A6 avoid_player $PLAYER_CHAR
0002: jump Label0E4DA9

:Label0E4D9D
0319: set_actor $16A6 wander_state_to 1 (off)
0377: set_actor $16A6 objective_to-32

:Label0E4DA9
00D6: if 0
0038: $16AE == 0 ;; integer values
004D: jump_if_false Label0E4E07
00D6: if 0
00DF: actor $16A6 driving
004D: jump_if_false Label0E4E07
011C: actor $16A6 clear_objective
00D9: $16D5 = actor $16A6 car
03CC: car $16D5 add_to_stuck_car_check .5 = 1000
0190: unknown_car $16D5
00AD: set_car $16D5 max_speed_to 40.0
00AE: unknown_set_car $16D5 to_ignore_traffic_lights 2
00A8: set_car $16D5 to_psycho_driver
0004: $16AE = 1 ;; integer values

:Label0E4E07
00D6: if 0
0038: $16AE == 1 ;; integer values
004D: jump_if_false Label0E4E46
00D6: if 0
8119: NOT car $16D5 wrecked
004D: jump_if_false Label0E4E46
00D6: if 21
018F: unknown_car_check $16D5
03CE: car $16D5 stuck
004D: jump_if_false Label0E4E46
01D3: actor $16A6 leave_car $16D5

:Label0E4E46
00D6: if 0
0038: $16AE == 1 ;; integer values
004D: jump_if_false Label0E4E8E
00D6: if 0
80DF: NOT actor $16A6 driving
004D: jump_if_false Label0E4E8E
00D6: if 0
8119: NOT car $16D5 wrecked
004D: jump_if_false Label0E4E87
03CD: car $16D5 remove_from_stuck_car_check
0191: unknown_car $16D5
01C3: remove_references_to_car $16D5 ;; Like turning a car into any random car

:Label0E4E87
0004: $16AE = 0 ;; integer values

:Label0E4E8E
00D6: if 0
0038: $16BE == 1 ;; integer values
004D: jump_if_false Label0E4FE2
00D6: if 0
8118: NOT actor $16B0 dead
004D: jump_if_false Label0E4FE2
00D6: if 0
0038: $16B1 == 0 ;; integer values
004D: jump_if_false Label0E4EFD
00D6: if 0
80DF: NOT actor $16B0 driving
004D: jump_if_false Label0E4EFD
00D6: if 0
02CB: actor $16B0 bounding_sphere_visible
004D: jump_if_false Label0E4EF1
01D0: actor $16B0 avoid_player $PLAYER_CHAR
0002: jump Label0E4EFD

:Label0E4EF1
0319: set_actor $16B0 wander_state_to 1 (off)
0377: set_actor $16B0 objective_to-32

:Label0E4EFD
00D6: if 0
0038: $16B1 == 0 ;; integer values
004D: jump_if_false Label0E4F5B
00D6: if 0
00DF: actor $16B0 driving
004D: jump_if_false Label0E4F5B
011C: actor $16B0 clear_objective
00D9: $16D6 = actor $16B0 car
03CC: car $16D6 add_to_stuck_car_check .5 = 1000
0190: unknown_car $16D6
00AD: set_car $16D6 max_speed_to 40.0
00AE: unknown_set_car $16D6 to_ignore_traffic_lights 2
00A8: set_car $16D6 to_psycho_driver
0004: $16B1 = 1 ;; integer values

:Label0E4F5B
00D6: if 0
0038: $16B1 == 1 ;; integer values
004D: jump_if_false Label0E4F9A
00D6: if 0
8119: NOT car $16D6 wrecked
004D: jump_if_false Label0E4F9A
00D6: if 21
018F: unknown_car_check $16D6
03CE: car $16D6 stuck
004D: jump_if_false Label0E4F9A
01D3: actor $16B0 leave_car $16D6

:Label0E4F9A
00D6: if 0
0038: $16B1 == 1 ;; integer values
004D: jump_if_false Label0E4FE2
00D6: if 0
80DF: NOT actor $16B0 driving
004D: jump_if_false Label0E4FE2
00D6: if 0
8119: NOT car $16D6 wrecked
004D: jump_if_false Label0E4FDB
03CD: car $16D6 remove_from_stuck_car_check
0191: unknown_car $16D6
01C3: remove_references_to_car $16D6 ;; Like turning a car into any random car

:Label0E4FDB
0004: $16B1 = 0 ;; integer values

:Label0E4FE2
0051: return

;-------------Mission 61---------------
; Originally: Bombs Away!

:Label0E4FE4
0050: gosub Label0E5008
00D6: if 0
0112: wasted_or_busted
004D: jump_if_false Label0E4FFF
0050: gosub Label0E9476

:Label0E4FFF
0050: gosub Label0E94E2
004E: end_thread

:Label0E5008
0004: $ONMISSION = 1 ;; integer values
0004: $43C = 1 ;; integer values
0317: increment_mission_attempts
03A4: name_thread "HAIT2"
0001: wait 0 ms
054C: use_GXT_table "HAIT2"
058E: set_restart_mission_taxi_destination -957.904 122.843 8.278 356.948
0004: $16FB = -1 ;; integer values
0004: $16EC = 3 ;; integer values
0004: $16E7 = 0 ;; integer values
0004: $16E8 = 0 ;; integer values
0004: $16EE = 0 ;; integer values
0004: $16ED = 0 ;; integer values
0004: $16EF = 0 ;; integer values
0004: $16EA = 0 ;; integer values
0004: $16E9 = 0 ;; integer values
0004: $16EB = 0 ;; integer values
0004: $16F0 = 0 ;; integer values
0004: $3D = 0 ;; integer values
0004: $16F7 = 0 ;; integer values
0004: $16F8 = 0 ;; integer values
0004: $16F9 = 0 ;; integer values
0004: $16FA = 0 ;; integer values
0006: 0@ = 0 ;; integer values
0006: 1@ = 0 ;; integer values
0006: 2@ = 0 ;; integer values
0006: 3@ = 0 ;; integer values
0006: 4@ = 0 ;; integer values
0006: 5@ = 0 ;; integer values
0006: 6@ = 0 ;; integer values
0006: 7@ = 0 ;; integer values
0006: 8@ = 0 ;; integer values
0006: 9@ = 0 ;; integer values
0006: 10@ = 0 ;; integer values
0006: 11@ = 0 ;; integer values
0006: 12@ = 0 ;; integer values
0006: 13@ = 0 ;; integer values
0006: 14@ = 0 ;; integer values
0006: 15@ = 0 ;; integer values
0004: $16F1 = 0 ;; integer values
0004: $16F2 = 0 ;; integer values
0004: $16F3 = 0 ;; integer values
0004: $16F4 = 0 ;; integer values
0004: $16F5 = 0 ;; integer values
0004: $16F6 = 0 ;; integer values
04BB: select_interiour 12 ;; select render area
04F9: interiour_colors 13 0
023C: load_special_actor 1 "CSPLAY"
023C: load_special_actor 2 "APOULET"
02F3: load_object #CUTOBJ01 "HTABLE"
02F3: load_object #CUTOBJ02 "DRUGPAK"
02F3: load_object #CUTOBJ03 "KETTLE"
03CB: set_camera -962.799 148.391 8.355
038B: load_requested_models

:Label0E51AC
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 Label0E51D9
0001: wait 0 ms
0002: jump Label0E51AC

:Label0E51D9
041D: set_camera_near_clip .1
04F9: interiour_colors 13 0
02E4: load_cutscene_data "HAT_2"
0244: set_cutscene_pos -962.799 148.391 8.355
02E5: $7D = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $7D "CSPLAY"
02E5: $8D = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $8D "APOULET"
02E5: $D6 = create_cutscene_object #CUTOBJ01
02E6: set_cutscene_anim $D6 "HTABLE"
02E5: $170C = create_cutscene_object #CUTOBJ02
02E6: set_cutscene_anim $170C "DRUGPAK"
02E5: $D5 = create_cutscene_object #CUTOBJ03
02E6: set_cutscene_anim $D5 "KETTLE"
0395: clear_area 1 at -962.53 141.69 range 8.25 1.0
0055: put_player $PLAYER_CHAR at -962.53 141.69 8.25
0171: set_player $PLAYER_CHAR z_angle_to 183.42
0169: set_fade_color 0 0 1
016A: fade 1 (back) 1500 ms
03AD: set_rubbish 0 (invisible)
03AF: set_streaming 1 (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0E52BC
00D6: if 0
001A: 4054 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0E52DF
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0E52BC

:Label0E52DF
00BC: text_highpriority "HAT2_1" 10000 ms 1 ;; Oh, sorry, I - I must have the
wrong address...

:Label0E52EE
00D6: if 0
001A: 7163 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0E5311
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0E52EE

:Label0E5311
00BC: text_highpriority "HAT2_2" 10000 ms 1 ;; Well, you might as well come in
and rest your soles and have some tea.

:Label0E5320
00D6: if 0
001A: 11419 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0E5343
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0E5320

:Label0E5343
00BC: text_highpriority "HAT2_3" 10000 ms 1 ;; Do you have something there for
me, Tommy?

:Label0E5352
00D6: if 0
001A: 13873 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0E5375
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0E5352

:Label0E5375
00BC: text_highpriority "HAT2_4" 10000 ms 1 ;; Yeah...

:Label0E5384
00D6: if 0
001A: 16370 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0E53A7
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0E5384

:Label0E53A7
00BC: text_highpriority "HAT2_5" 10000 ms 1 ;; This place feels familiar to me,
uh - it's - a smell from childhood - a deja vu...

:Label0E53B6
00D6: if 0
001A: 22166 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0E53D9
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0E53B6

:Label0E53D9
00BC: text_highpriority "HAT2_6" 10000 ms 1 ;; Now Tommy, I'm going to whisper a
lickle errand for you. Hear me well, aye?

:Label0E53E8
00D6: if 0
001A: 28339 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0E540B
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0E53E8

:Label0E540B
00BC: text_highpriority "HAT2_7" 10000 ms 1 ;; You look like someone I, I...

:Label0E541A
00D6: if 0
001A: 30139 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0E543D
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0E541A

:Label0E543D
00BC: text_highpriority "HAT2_8" 10000 ms 1 ;; The Cubans have fast boats they
use to cross the seas with drugs.

:Label0E544C
00D6: if 0
001A: 34861 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0E5471
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0E544C

:Label0E5471
00BC: text_highpriority "HAT2_9" 10000 ms 1 ;; It is their livelihood.

:Label0E5480
00D6: if 0
001A: 37790 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0E54A5
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0E5480

:Label0E54A5
00BC: text_highpriority "HAT2_10" 10000 ms 1 ;; Me nephew bin making lickle
flying bombs to take dem out.

:Label0E54B4
00D6: if 0
001A: 42538 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0E54D9
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0E54B4

:Label0E54D9
00BC: text_highpriority "HAT2_11" 10000 ms 1 ;; Blow de boats to coffin wood.

:Label0E54E8
00D6: if 0
001A: 51176 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0E550D
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0E54E8

:Label0E550D
00BC: text_highpriority "HAT2_12" 10000 ms 1 ;; Thanks for the tea.

:Label0E551C
00D6: if 0
001A: 56400 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0E5541
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0E551C
:Label0E5541
0169: set_fade_color 0 0 1
016A: fade 0 () 1500 ms
00BE: text_clear_all

:Label0E5552
00D6: if 0
016B: fading
004D: jump_if_false Label0E556A
0001: wait 0 ms
0002: jump Label0E5552

:Label0E556A
00D6: if 0
82E9: NOT cutscene_reached_end
004D: jump_if_false Label0E5582
0001: wait 0 ms
0002: jump Label0E556A

:Label0E5582
04FA: reset_interior_colors 0
04BB: select_interiour 0 ;; select render area
03AD: set_rubbish 1 (visible)
02EA: end_cutscene
0373: set_camera_directly_behind_player
0296: unload_special_actor 1
0296: unload_special_actor 2
0249: release_model #CUTOBJ01
0249: release_model #CUTOBJ02
0249: release_model #CUTOBJ03
04E3: unknown_player $PLAYER_CHAR 0 60000
0247: request_model #TOPFUN
0247: request_model #RCBARON
0247: request_model #SPEEDER
0247: request_model #JETMAX
0247: request_model #COASTG
0247: request_model #CUBAN
0247: request_model #CBA
0247: request_model #CBB
0247: request_model #RUGER
03CB: set_camera -962.53 141.69 8.25
038B: load_requested_models
0169: set_fade_color 0 0 1
016A: fade 1 (back) 1500 ms

:Label0E5602
00D6: if 24
8248: NOT model #TOPFUN available
8248: NOT model #RCBARON available
8248: NOT model #SPEEDER available
8248: NOT model #JETMAX available
8248: NOT model #COASTG available
004D: jump_if_false Label0E5631
0001: wait 0 ms
0002: jump Label0E5602

:Label0E5631
00D6: if 23
8248: NOT model #CUBAN available
8248: NOT model #CBA available
8248: NOT model #CBB available
8248: NOT model #RUGER available
004D: jump_if_false Label0E5659
0001: wait 0 ms
0002: jump Label0E5631

:Label0E5659
00BC: text_highpriority "HAT2_B1" 15000 ms 1 ;; ~g~Get to the van that contains
the flying bombs.
00A5: $16FC = create_car #TOPFUN at -808.9448 -162.9215 10.0458
0175: set_car $16FC z_angle_to 0.0
0186: $170D = create_marker_above_car $16FC
0519: unknown_car $16FC flag 1

:Label0E5698
00D6: if 0
8442: NOT player $PLAYER_CHAR in_car $16FC
004D: jump_if_false Label0E56CD
0001: wait 0 ms
00D6: if 0
0119: car $16FC wrecked
004D: jump_if_false Label0E56C6
0002: jump Label0E9476

:Label0E56C6
0002: jump Label0E5698

:Label0E56CD
0164: disable_marker $170D
00A5: $1700 = create_car #JETMAX at -524.3332 -227.5792 5.3
0175: set_car $1700 z_angle_to 25.0
0323: unknown_car $1700 flag 1
02DB: set_boat $1700 speed_to 12.0
0186: $170E = create_marker_above_car $1700
00A5: $16FF = create_car #SPEEDER at -533.5898 -230.4594 5.3
0175: set_car $16FF z_angle_to 88.4134
0323: unknown_car $16FF flag 1
02DB: set_boat $16FF speed_to 12.0
00A5: $1701 = create_car #COASTG at -514.9578 -230.6103 5.3
0175: set_car $1701 z_angle_to 265.6394
0323: unknown_car $1701 flag 1
02DB: set_boat $1701 speed_to 12.0
00A5: $1702 = create_car #CUBAN at -524.328 -255.0365 9.534
0175: set_car $1702 z_angle_to 183.1269
009A: $1703 = create_actor 4 #CBA at -535.1575 -233.1016 7.2104
0173: set_actor $1703 z_angle_to 27.113
0350: unknown_actor $1703 not_scared_flag 1
01ED: reset_actor $1703 flags
009A: $1704 = create_actor 4 #CBA at -538.0 -235.1073 7.2104
0173: set_actor $1704 z_angle_to 273.988
0350: unknown_actor $1704 not_scared_flag 1
01ED: reset_actor $1704 flags
0372: set_actor $1704 anim 25 wait_state_time 100 ms
009A: $1705 = create_actor 4 #CBB at -528.9341 -237.8728 7.2056
0173: set_actor $1705 z_angle_to 6.0796
0350: unknown_actor $1705 not_scared_flag 1
01ED: reset_actor $1705 flags
009A: $1706 = create_actor 4 #CBB at -527.7787 -236.5049 7.2104
0173: set_actor $1706 z_angle_to 93.2798
0350: unknown_actor $1706 not_scared_flag 1
01ED: reset_actor $1706 flags
0372: set_actor $1706 anim 24 wait_state_time 100 ms
009A: $1707 = create_actor 4 #CBA at -519.8645 -242.7792 9.5542
0173: set_actor $1707 z_angle_to 244.8008
0350: unknown_actor $1707 not_scared_flag 1
01ED: reset_actor $1707 flags
0372: set_actor $1707 anim 3 wait_state_time 100 ms
009A: $1708 = create_actor 4 #CBA at -517.9925 -243.0342 9.5542
0173: set_actor $1708 z_angle_to 118.988
0350: unknown_actor $1708 not_scared_flag 1
01ED: reset_actor $1708 flags
009A: $1709 = create_actor 4 #CBB at -509.3864 -237.7915 7.2103
0173: set_actor $1709 z_angle_to 6.0796
0350: unknown_actor $1709 not_scared_flag 1
01ED: reset_actor $1709 flags
0372: set_actor $1709 anim 25 wait_state_time 100 ms
009A: $170A = create_actor 4 #CBB at -519.7886 -244.7169 9.5542
0173: set_actor $170A z_angle_to 357.2437
0350: unknown_actor $170A not_scared_flag 1
01ED: reset_actor $170A flags
03F9: make_actors $1708 $170A converse_in 600000000 ms
009A: $170B = create_actor 4 #CBB at -524.5753 -251.0094 9.537
0173: set_actor $170B z_angle_to 185.2318
0350: unknown_actor $170B not_scared_flag 1
01ED: reset_actor $170B flags
0372: set_actor $170B anim 25 wait_state_time 100 ms
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label0E59B2
0107: $16FD = create_object -184 (RCBOMB) at 0.0 0.0 0.0
0484: $16FB = player $PLAYER_CHAR rc_car
0186: $170E = create_marker_above_car $1700
0186: $170F = create_marker_above_car $16FF
0186: $1710 = create_marker_above_car $1701

:Label0E59B2
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)
03F4: 0 (clear) cars_can_be_damaged
0169: set_fade_color 0 0 1
016A: fade 0 () 500 ms

:Label0E59DA
00D6: if 0
016B: fading
004D: jump_if_false Label0E59F2
0001: wait 0 ms
0002: jump Label0E59DA

:Label0E59F2
0169: set_fade_color 0 0 1
016A: fade 1 (back) 500 ms
02A3: toggle_widescreen 1 (on)
015F: set_camera_position -552.6316 -220.1019 22.1608 0.0 0.0 0.0
0160: point_camera -551.9008 -220.5808 21.6745 2
03CB: set_camera -524.1709 -234.6104 8.1665
00BC: text_highpriority "HAT2_B2" 4500 ms 1 ;; Kill the Cubans...
01BD: $12CB = current_time_in_ms
0084: $8E2 = $12CB ;; integer values and handles
0008: $8E2 += 4500 ;; integer values

:Label0E5A6D
00D6: if 0
001C: $8E2 > $12CB ;; integer values
004D: jump_if_false Label0E5AE1
0001: wait 0 ms
01BD: $12CB = current_time_in_ms
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label0E5AC1
00D6: if 0
0038: $3D == 1 ;; integer values
004D: jump_if_false Label0E5ABA
0004: $3D = 0 ;; integer values
0002: jump Label0E5BAC

:Label0E5ABA
0002: jump Label0E5ADA

:Label0E5AC1
00D6: if 0
0038: $3D == 0 ;; integer values
004D: jump_if_false Label0E5ADA
0004: $3D = 1 ;; integer values

:Label0E5ADA
0002: jump Label0E5A6D

:Label0E5AE1
015F: set_camera_position -541.3336 -237.3457 9.8484 0.0 0.0 0.0
0160: point_camera -540.4141 -237.0497 9.5899 2
00BC: text_highpriority "HAT2_B4" 4000 ms 1 ;; ...and destroy their boats!
01BD: $12CB = current_time_in_ms
0084: $8E2 = $12CB ;; integer values and handles
0008: $8E2 += 4000 ;; integer values

:Label0E5B38
00D6: if 0
001C: $8E2 > $12CB ;; integer values
004D: jump_if_false Label0E5BAC
0001: wait 0 ms
01BD: $12CB = current_time_in_ms
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label0E5B8C
00D6: if 0
0038: $3D == 1 ;; integer values
004D: jump_if_false Label0E5B85
0004: $3D = 0 ;; integer values
0002: jump Label0E5BAC

:Label0E5B85
0002: jump Label0E5BA5
:Label0E5B8C
00D6: if 0
0038: $3D == 0 ;; integer values
004D: jump_if_false Label0E5BA5
0004: $3D = 1 ;; integer values

:Label0E5BA5
0002: jump Label0E5B38

:Label0E5BAC
0004: $3D = 0 ;; integer values
00D6: if 0
0119: car $16FC wrecked
004D: jump_if_false Label0E5BCA
0002: jump Label0E9476

:Label0E5BCA
00AB: put_car $16FC at -808.9448 -162.9215 10.0458
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
02EB: restore_camera_with_jumpcut
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 (false)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 (false)
02A3: toggle_widescreen 0 (off)
03F4: 1 (set) cars_can_be_damaged

:Label0E5BFD
00D6: if 0
8117: NOT player $PLAYER_CHAR wasted
004D: jump_if_false Label0E8B0E
0001: wait 0 ms
01BD: $12CB = current_time_in_ms
00D6: if 0
0119: car $16FC wrecked
004D: jump_if_false Label0E5C2D
0002: jump Label0E9476

:Label0E5C2D
00D6: if 0
0038: $16FA == 0 ;; integer values
004D: jump_if_false Label0E64DE
00D6: if 0
0442: player $PLAYER_CHAR in_car $16FC
004D: jump_if_false Label0E61C7
00D6: if 0
8241: NOT player $PLAYER_CHAR in_remote_mode
004D: jump_if_false Label0E5D3D
00D6: if 0
8038: NOT $16EC == 0 ;; integer values
004D: jump_if_false Label0E5CF8
00D6: if 0
838A: NOT car_in_cube -812.0 -168.0 10.0457 .6 .6 1.0
004D: jump_if_false Label0E5CEA
046E: unknown_put_player $PLAYER_CHAR in_RC_mode_at -812.0 -168.0 10.0457 angle
180.0 RC_model #RCBARON
000C: $16EC -= 1 ;; integer values
00D6: if 0
0038: $16EC == 2 ;; integer values
004D: jump_if_false Label0E5CE3
03C4: set_status_text_to $16EC 0 (number) "HAT2_B9" ;; RC Planes:
:Label0E5CE3
0002: jump Label0E5CF1

:Label0E5CEA
0002: jump Label0E5BAC

:Label0E5CF1
0002: jump Label0E5D1E

:Label0E5CF8
00BC: text_highpriority "HAT2_B8" 5000 ms 1 ;; ~r~You have no RC planes left!
0004: $16FA = 1 ;; integer values
0084: $16F9 = $12CB ;; integer values and handles
0008: $16F9 += 2000 ;; integer values

:Label0E5D1E
0484: $16FB = player $PLAYER_CHAR rc_car
048A: 0
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 (true)
0110: clear_player $PLAYER_CHAR wanted_level
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)

:Label0E5D3D
00D6: if 0
0241: player $PLAYER_CHAR in_remote_mode
004D: jump_if_false Label0E61C0
00D6: if 0
0038: $16F7 == 0 ;; integer values
004D: jump_if_false Label0E5DAA
03E6: remove_text_box
0293: $12 = current_controls
00D6: if 0
0038: $12 == 3 ;; integer values
004D: jump_if_false Label0E5D89
03E5: text_box "PLANE_4" ;; Use the ~h~~k~~VEHICLE_ACCELERATE~~w~ button to
accelerate, Left and right to turn.
0002: jump Label0E5D93

:Label0E5D89
03E5: text_box "PLANE_H" ;; Use the ~h~~k~~VEHICLE_ACCELERATE~~w~ button to
accelerate, Left and right to turn.

:Label0E5D93
0008: $16F7 += 1 ;; integer values
0084: $16F8 = $12CB ;; integer values and handles
0008: $16F8 += 6000 ;; integer values

:Label0E5DAA
00D6: if 0
0038: $16F7 == 1 ;; integer values
004D: jump_if_false Label0E5E0A
00D6: if 0
001C: $12CB > $16F8 ;; integer values
004D: jump_if_false Label0E5E0A
03E6: remove_text_box
0293: $12 = current_controls
00D6: if 0
0038: $12 == 3 ;; integer values
004D: jump_if_false Label0E5DF9
03E5: text_box "BOLLOX" ;; Press the ~h~~k~~VEHICLE_HANDBRAKE~ ~w~button to drop a
bomb. Press the ~h~~k~~VEHICLE_ENTER_EXIT~ ~w~button to cancel.
0002: jump Label0E5E03

:Label0E5DF9
03E5: text_box "HAT2_B3" ;; Press the ~h~~k~~PED_FIREWEAPON~ ~w~button to drop a
bomb. Press the ~h~~k~~VEHICLE_ENTER_EXIT~ ~w~button to cancel.

:Label0E5E03
0008: $16F7 += 1 ;; integer values

:Label0E5E0A
00D6: if 0
8119: NOT car $16FB wrecked
004D: jump_if_false Label0E60F3
00D6: if 0
01FE: player $PLAYER_CHAR near_car_in_car $16FB radius 500.0 750.0 0
004D: jump_if_false Label0E60AB
00D6: if 0
81FE: NOT player $PLAYER_CHAR near_car_in_car $16FB radius 450.0 700.0 0
004D: jump_if_false Label0E5E66
00BC: text_highpriority "HAT2_B6" 100 ms 1 ;; ~r~The RC plane is getting too far
out of range!

:Label0E5E66
0004: $16ED = 0 ;; integer values
00AA: store_car $16FB position_to $171B $171C $171D
00D6: if 0
83CA: NOT object $16FD exists
004D: jump_if_false Label0E5ECE
00D6: if 0
001C: $12CB > $16EF ;; integer values
004D: jump_if_false Label0E5EC7
0107: $16FD = create_object -184 (RCBOMB) at $171B $171C $171D
0382: unknown_set_object $16FD collision_detection 0
0392: object $16FD toggle_in_moving_list 0
0005: $171E = 0.0 ;; floating-point values

:Label0E5EC7
0002: jump Label0E5FB2

:Label0E5ECE
02CE: $62 = ground_z $171B $171C $171D
0086: $171A = $171D ;; floating-point values only
0061: $171A -= $62 ;; floating-point values
00D6: if 0
0020: $171A > .5 ;; floating-point values
004D: jump_if_false Label0E5F4D
0363: toggle_model_render_at $171B $171C $171D radius 10.0 object -184 (RCBOMB) 1
007E: $171E -= unknown_inaccurate_float_timer .05 ;; floating-point values
00D6: if 0
0022: -.5 > $171E ;; floating-point values
004D: jump_if_false Label0E5F46
0005: $171E = -.5 ;; floating-point values
0004: $16ED = 1 ;; integer values

:Label0E5F46
0002: jump Label0E5F9D
:Label0E5F4D
0086: $171E = $171A ;; floating-point values only
000D: $171E -= 1.0 ;; floating-point values
0011: $171E *= -1.0 ;; floating-point values
00D6: if 0
0020: $171E > 0.0 ;; floating-point values
004D: jump_if_false Label0E5F9D
0005: $171E = 0.0 ;; floating-point values
0363: toggle_model_render_at $171B $171C $171D radius 10.0 object -184 (RCBOMB) 0

:Label0E5F9D
035C: place_object $16FD relative_to_car $16FB offset 0.0 0.0 $171E

:Label0E5FB2
00D6: if 0
0585: (unknown)
004D: jump_if_false Label0E6078
00D6: if 0
0038: $16E7 == 0 ;; integer values
004D: jump_if_false Label0E6071
00D6: if 0
0038: $16ED == 1 ;; integer values
004D: jump_if_false Label0E6071
000D: $171E -= .5 ;; floating-point values
035C: place_object $16FD relative_to_car $16FB offset 0.0 0.0 $171E
0392: object $16FD toggle_in_moving_list 1
0382: unknown_set_object $16FD collision_detection 1
038C: object $16FD scatter 0.0 0.0 0.0
0084: $16EF = $12CB ;; integer values and handles
0008: $16EF += 500 ;; integer values
0084: $16FE = $16FD ;; integer values and handles
0004: $16FD = -1 ;; integer values
04D9: $16FE 1
0084: $16E8 = $12CB ;; integer values and handles
0008: $16E8 += 250 ;; integer values
0084: $16EE = $12CB ;; integer values and handles
0008: $16EE += 3000 ;; integer values
0004: $16E7 = 1 ;; integer values

:Label0E6071
0002: jump Label0E60A4

:Label0E6078
00D6: if 0
0038: $16E7 == 2 ;; integer values
004D: jump_if_false Label0E60A4
00D6: if 0
001C: $12CB > $16E8 ;; integer values
004D: jump_if_false Label0E60A4
0004: $16E7 = 0 ;; integer values

:Label0E60A4
0002: jump Label0E60EC

:Label0E60AB
00D6: if 0
8038: NOT $16FB == -1 ;; integer values
004D: jump_if_false Label0E60EC
04DB: (unknown)
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
01C4: remove_references_to_object $16FD ;; This object will now disappear when the
player looks away
01C4: remove_references_to_object $16FE ;; This object will now disappear when the
player looks away
0004: $16FD = -1 ;; integer values
0004: $16FE = -1 ;; integer values
0004: $16FB = -1 ;; integer values
0004: $16E7 = 0 ;; integer values

:Label0E60EC
0002: jump Label0E612D

:Label0E60F3
00D6: if 0
8038: NOT $16FB == -1 ;; integer values
004D: jump_if_false Label0E612D
04DB: (unknown)
01C4: remove_references_to_object $16FD ;; This object will now disappear when the
player looks away
01C4: remove_references_to_object $16FE ;; This object will now disappear when the
player looks away
0004: $16FD = -1 ;; integer values
0004: $16FE = -1 ;; integer values
0004: $16FB = -1 ;; integer values
0004: $16E7 = 0 ;; integer values

:Label0E612D
00D6: if 0
00E1: key_pressed 0 15
004D: jump_if_false Label0E61A7
00D6: if 0
0038: $3D == 1 ;; integer values
004D: jump_if_false Label0E61A0
00D6: if 0
8038: NOT $16FB == -1 ;; integer values
004D: jump_if_false Label0E6199
00BC: text_highpriority "RCCANX" 2000 ms 1 ;; ~r~RC plane cancelled.
04DB: (unknown)
01C4: remove_references_to_object $16FD ;; This object will now disappear when the
player looks away
01C4: remove_references_to_object $16FE ;; This object will now disappear when the
player looks away
0004: $16FD = -1 ;; integer values
0004: $16FE = -1 ;; integer values
0004: $16FB = -1 ;; integer values
0004: $16E7 = 0 ;; integer values

:Label0E6199
0004: $3D = 0 ;; integer values

:Label0E61A0
0002: jump Label0E61C0

:Label0E61A7
00D6: if 0
0038: $3D == 0 ;; integer values
004D: jump_if_false Label0E61C0
0004: $3D = 1 ;; integer values

:Label0E61C0
0002: jump Label0E6201

:Label0E61C7
00D6: if 0
8038: NOT $16FB == -1 ;; integer values
004D: jump_if_false Label0E6201
04DB: (unknown)
01C4: remove_references_to_object $16FD ;; This object will now disappear when the
player looks away
01C4: remove_references_to_object $16FE ;; This object will now disappear when the
player looks away
0004: $16FD = -1 ;; integer values
0004: $16FE = -1 ;; integer values
0004: $16FB = -1 ;; integer values
0004: $16E7 = 0 ;; integer values

:Label0E6201
00D6: if 0
0038: $16E7 == 1 ;; integer values
004D: jump_if_false Label0E62AC
00D6: if 0
03CA: object $16FE exists
004D: jump_if_false Label0E62AC
01BB: store_object $16FE position_to $171B $171C $171D
02CE: $62 = ground_z $171B $171C $171D
0009: $62 += .5 ;; floating-point values
00D6: if 0
0022: 6.0 > $62 ;; floating-point values
004D: jump_if_false Label0E6268
0005: $62 = 6.0 ;; floating-point values

:Label0E6268
00D6: if 22
04DA: unknown_object_check $16FE
001C: $12CB > $16EE ;; integer values
04E7: $16FE
004D: jump_if_false Label0E62AC
04D9: $16FE 0
020C: create_explosion 0 at $171B $171C $171D
01C4: remove_references_to_object $16FE ;; This object will now disappear when the
player looks away
0004: $16FE = -1 ;; integer values
0004: $16E7 = 2 ;; integer values

:Label0E62AC
00D6: if 0
0038: $16EA == 0 ;; integer values
004D: jump_if_false Label0E64D7
00D6: if 0
03CA: object $16FE exists
004D: jump_if_false Label0E64D7
00D6: if 21
04EA: unknown_object $16FE in_cube -554.2964 -277.5887 0.0 -492.513 -212.6366
20.0 unknown 0
0057: player $PLAYER_CHAR 0 ()in_cube -554.2964 -277.5887 0.0 -492.513
-212.6366 20.0
004D: jump_if_false Label0E64D7
00D6: if 0
8118: NOT actor $1703 dead
004D: jump_if_false Label0E6349
0187: $1711 = create_marker_above_actor $1703
018B: show_on_radar $1711 2
0168: show_on_radar $1711 2

:Label0E6349
00D6: if 0
8118: NOT actor $1704 dead
004D: jump_if_false Label0E636F
0187: $1712 = create_marker_above_actor $1704
018B: show_on_radar $1712 2
0168: show_on_radar $1712 2

:Label0E636F
00D6: if 0
8118: NOT actor $1705 dead
004D: jump_if_false Label0E6395
0187: $1713 = create_marker_above_actor $1705
018B: show_on_radar $1713 2
0168: show_on_radar $1713 2

:Label0E6395
00D6: if 0
8118: NOT actor $1706 dead
004D: jump_if_false Label0E63BB
0187: $1714 = create_marker_above_actor $1706
018B: show_on_radar $1714 2
0168: show_on_radar $1714 2

:Label0E63BB
00D6: if 0
8118: NOT actor $1707 dead
004D: jump_if_false Label0E63E1
0187: $1715 = create_marker_above_actor $1707
018B: show_on_radar $1715 2
0168: show_on_radar $1715 2

:Label0E63E1
00D6: if 0
8118: NOT actor $1708 dead
004D: jump_if_false Label0E6407
0187: $1716 = create_marker_above_actor $1708
018B: show_on_radar $1716 2
0168: show_on_radar $1716 2

:Label0E6407
00D6: if 0
8118: NOT actor $1709 dead
004D: jump_if_false Label0E642D
0187: $1717 = create_marker_above_actor $1709
018B: show_on_radar $1717 2
0168: show_on_radar $1717 2

:Label0E642D
00D6: if 0
8118: NOT actor $170A dead
004D: jump_if_false Label0E6453
0187: $1718 = create_marker_above_actor $170A
018B: show_on_radar $1718 2
0168: show_on_radar $1718 2

:Label0E6453
00D6: if 0
8119: NOT car $1700 wrecked
004D: jump_if_false Label0E6470
0164: disable_marker $170E
0186: $170E = create_marker_above_car $1700

:Label0E6470
00D6: if 0
8119: NOT car $16FF wrecked
004D: jump_if_false Label0E648D
0164: disable_marker $170F
0186: $170F = create_marker_above_car $16FF

:Label0E648D
00D6: if 0
8119: NOT car $1701 wrecked
004D: jump_if_false Label0E64AA
0164: disable_marker $1710
0186: $1710 = create_marker_above_car $1701

:Label0E64AA
00D6: if 0
8118: NOT actor $170B dead
004D: jump_if_false Label0E64D0
0187: $1719 = create_marker_above_actor $170B
018B: show_on_radar $1719 2
0168: show_on_radar $1719 2

:Label0E64D0
0004: $16EA = 1 ;; integer values

:Label0E64D7
0002: jump Label0E64F8

:Label0E64DE
00D6: if 0
001C: $12CB > $16F9 ;; integer values
004D: jump_if_false Label0E64F8
0002: jump Label0E9476

:Label0E64F8
0004: $16F0 = 0 ;; integer values
00D6: if 0
8118: NOT actor $1703 dead
004D: jump_if_false Label0E66C6
00D6: if 0
0038: $16EA == 1 ;; integer values
004D: jump_if_false Label0E66BF
00D6: if 0
0039: 0@ == 0 ;; integer values
004D: jump_if_false Label0E6589
00D6: if 0
8119: NOT car $16FB wrecked
004D: jump_if_false Label0E6573
01B2: give_actor $1703 weapon 27 ammo 9999 ;; Load the weapon model before using
this
01D9: actor $1703 run_away_from_car $16FB
008B: 1@ = $12CB ;; integer values and handles
000A: 1@ += 3500 ;; integer values
0006: 0@ = 1 ;; integer values
0002: jump Label0E6589

:Label0E6573
008B: 1@ = $12CB ;; integer values and handles
000E: 1@ -= 100 ;; integer values
0006: 0@ = 1 ;; integer values

:Label0E6589
00D6: if 0
0039: 0@ == 1 ;; integer values
004D: jump_if_false Label0E660F
00D6: if 0
8119: NOT car $16FB wrecked
004D: jump_if_false Label0E65B3
01D9: actor $1703 run_away_from_car $16FB

:Label0E65B3
00D6: if 0
001E: $12CB > 1@ ;; integer values
004D: jump_if_false Label0E660F
00D6: if 0
8119: NOT car $16FF wrecked
004D: jump_if_false Label0E6608
011C: actor $1703 clear_objective
0239: actor $1703 run_to -535.0269 -230.2825
008B: 1@ = $12CB ;; integer values and handles
000A: 1@ += 700 ;; integer values
0006: 0@ = 2 ;; integer values
0002: jump Label0E660F

:Label0E6608
0006: 0@ = 100 ;; integer values

:Label0E660F
00D6: if 0
0039: 0@ == 2 ;; integer values
004D: jump_if_false Label0E6695
00D6: if 0
8119: NOT car $16FF wrecked
004D: jump_if_false Label0E668E
00D6: if 0
0185: car $16FF health >= 250
004D: jump_if_false Label0E6680
00D6: if 0
001E: $12CB > 1@ ;; integer values
004D: jump_if_false Label0E6679
011C: actor $1703 clear_objective
0164: disable_marker $1711
009B: destroy_actor_instantly $1703
0129: $1703 = create_actor 4 #CBA in_car $16FF driverseat
0006: 0@ = 3 ;; integer values
:Label0E6679
0002: jump Label0E6687

:Label0E6680
0006: 0@ = 100 ;; integer values

:Label0E6687
0002: jump Label0E6695

:Label0E668E
0006: 0@ = 100 ;; integer values

:Label0E6695
00D6: if 0
0039: 0@ == 100 ;; integer values
004D: jump_if_false Label0E66BF
00D6: if 0
8119: NOT car $16FB wrecked
004D: jump_if_false Label0E66BF
01D9: actor $1703 run_away_from_car $16FB

:Label0E66BF
0002: jump Label0E66FE

:Label0E66C6
00D6: if 0
8039: NOT 0@ == -10 ;; integer values
004D: jump_if_false Label0E66F7
0164: disable_marker $1711
018C: play_sound 1 at 0.0 0.0 0.0
0006: 0@ = -10 ;; integer values

:Label0E66F7
0008: $16F0 += 1 ;; integer values

:Label0E66FE
00D6: if 0
8118: NOT actor $1704 dead
004D: jump_if_false Label0E69F4
00D6: if 0
0038: $16EA == 1 ;; integer values
004D: jump_if_false Label0E69E4
00D6: if 0
0039: 2@ == 0 ;; integer values
004D: jump_if_false Label0E6791
00D6: if 0
8119: NOT car $16FB wrecked
004D: jump_if_false Label0E677B
0372: set_actor $1704 anim 0 wait_state_time 17 ms
01B2: give_actor $1704 weapon 27 ammo 9999 ;; Load the weapon model before using
this
01D9: actor $1704 run_away_from_car $16FB
008B: 3@ = $12CB ;; integer values and handles
000A: 3@ += 3700 ;; integer values
0006: 2@ = 1 ;; integer values
0002: jump Label0E6791

:Label0E677B
008B: 3@ = $12CB ;; integer values and handles
000E: 3@ -= 100 ;; integer values
0006: 2@ = 1 ;; integer values

:Label0E6791
00D6: if 0
0039: 2@ == 1 ;; integer values
004D: jump_if_false Label0E6807
00D6: if 0
8119: NOT car $16FB wrecked
004D: jump_if_false Label0E67BB
01D9: actor $1704 run_away_from_car $16FB

:Label0E67BB
00D6: if 0
001E: $12CB > 3@ ;; integer values
004D: jump_if_false Label0E6807
00D6: if 0
8119: NOT car $16FF wrecked
004D: jump_if_false Label0E6800
011C: actor $1704 clear_objective
0239: actor $1704 run_to -537.8747 -233.085
0006: 2@ = 2 ;; integer values
0002: jump Label0E6807

:Label0E6800
0006: 2@ = 100 ;; integer values

:Label0E6807
00D6: if 0
0039: 2@ == 2 ;; integer values
004D: jump_if_false Label0E6873
00D6: if 0
00ED: actor $1704 0 ()near_point_on_foot -537.8747 -233.085 radius 1.0 1.0
004D: jump_if_false Label0E6873
00D6: if 0
8119: NOT car $16FF wrecked
004D: jump_if_false Label0E686C
0239: actor $1704 run_to -535.1575 -233.1016
0006: 2@ = 3 ;; integer values
0002: jump Label0E6873

:Label0E686C
0006: 2@ = 100 ;; integer values

:Label0E6873
00D6: if 0
0039: 2@ == 3 ;; integer values
004D: jump_if_false Label0E68EF
00D6: if 0
00ED: actor $1704 0 ()near_point_on_foot -535.1575 -233.1016 radius 1.0 1.0
004D: jump_if_false Label0E68EF
00D6: if 0
8119: NOT car $16FF wrecked
004D: jump_if_false Label0E68E8
0239: actor $1704 run_to -535.0269 -230.2825
008B: 3@ = $12CB ;; integer values and handles
000A: 3@ += 700 ;; integer values
0006: 2@ = 4 ;; integer values
0002: jump Label0E68EF
:Label0E68E8
0006: 2@ = 100 ;; integer values

:Label0E68EF
00D6: if 0
0039: 2@ == 4 ;; integer values
004D: jump_if_false Label0E69B3
00D6: if 0
8119: NOT car $16FF wrecked
004D: jump_if_false Label0E69AC
00D6: if 0
0185: car $16FF health >= 250
004D: jump_if_false Label0E699E
00D6: if 0
001E: $12CB > 3@ ;; integer values
004D: jump_if_false Label0E6997
00D6: if 0
8118: NOT actor $1703 dead
004D: jump_if_false Label0E697A
0464: put_actor $1704 into_turret_on_car $16FF at_car_offset .6462 1.4897 1.3333
unknown 2 angle 360.0 with_weapon 27
0164: disable_marker $1712
0006: 2@ = 100 ;; integer values
0002: jump Label0E6997

:Label0E697A
0164: disable_marker $1712
009B: destroy_actor_instantly $1704
0129: $1704 = create_actor 4 #CBA in_car $16FF driverseat
0006: 2@ = 5 ;; integer values

:Label0E6997
0002: jump Label0E69A5

:Label0E699E
0006: 2@ = 100 ;; integer values

:Label0E69A5
0002: jump Label0E69B3

:Label0E69AC
0006: 2@ = 100 ;; integer values

:Label0E69B3
00D6: if 0
0039: 2@ == 100 ;; integer values
004D: jump_if_false Label0E69DD
00D6: if 0
8119: NOT car $16FB wrecked
004D: jump_if_false Label0E69DD
01D9: actor $1704 run_away_from_car $16FB

:Label0E69DD
0002: jump Label0E69ED

:Label0E69E4
0372: set_actor $1704 anim 25 wait_state_time 100 ms
:Label0E69ED
0002: jump Label0E6A31

:Label0E69F4
00D6: if 0
8039: NOT 2@ == -10 ;; integer values
004D: jump_if_false Label0E6A2A
0164: disable_marker $1712
0465: remove_actor $1704 from_turret_mode
018C: play_sound 1 at 0.0 0.0 0.0
0006: 2@ = -10 ;; integer values

:Label0E6A2A
0008: $16F0 += 1 ;; integer values

:Label0E6A31
00D6: if 0
8118: NOT actor $1705 dead
004D: jump_if_false Label0E6CA7
00D6: if 0
0038: $16EA == 1 ;; integer values
004D: jump_if_false Label0E6CA0
00D6: if 0
0039: 4@ == 0 ;; integer values
004D: jump_if_false Label0E6ABB
00D6: if 0
8119: NOT car $16FB wrecked
004D: jump_if_false Label0E6AA5
01B2: give_actor $1705 weapon 27 ammo 9999 ;; Load the weapon model before using
this
01D9: actor $1705 run_away_from_car $16FB
008B: 5@ = $12CB ;; integer values and handles
000A: 5@ += 3900 ;; integer values
0006: 4@ = 1 ;; integer values
0002: jump Label0E6ABB

:Label0E6AA5
008B: 5@ = $12CB ;; integer values and handles
000E: 5@ -= 100 ;; integer values
0006: 4@ = 1 ;; integer values

:Label0E6ABB
00D6: if 0
0039: 4@ == 1 ;; integer values
004D: jump_if_false Label0E6B31
00D6: if 0
8119: NOT car $16FB wrecked
004D: jump_if_false Label0E6AE5
01D9: actor $1705 run_away_from_car $16FB

:Label0E6AE5
00D6: if 0
001E: $12CB > 5@ ;; integer values
004D: jump_if_false Label0E6B31
00D6: if 0
8119: NOT car $16FF wrecked
004D: jump_if_false Label0E6B2A
011C: actor $1705 clear_objective
0239: actor $1705 run_to -535.1575 -233.1016
0006: 4@ = 2 ;; integer values
0002: jump Label0E6B31

:Label0E6B2A
0006: 4@ = 100 ;; integer values

:Label0E6B31
00D6: if 0
0039: 4@ == 2 ;; integer values
004D: jump_if_false Label0E6BAD
00D6: if 0
00ED: actor $1705 0 ()near_point_on_foot -535.1575 -233.1016 radius 1.0 1.0
004D: jump_if_false Label0E6BAD
00D6: if 0
8119: NOT car $16FF wrecked
004D: jump_if_false Label0E6BA6
0239: actor $1705 run_to -535.0269 -230.2825
008B: 5@ = $12CB ;; integer values and handles
000A: 5@ += 700 ;; integer values
0006: 4@ = 3 ;; integer values
0002: jump Label0E6BAD

:Label0E6BA6
0006: 4@ = 100 ;; integer values

:Label0E6BAD
00D6: if 0
0039: 4@ == 3 ;; integer values
004D: jump_if_false Label0E6C76
00D6: if 0
8119: NOT car $16FF wrecked
004D: jump_if_false Label0E6C6F
00D6: if 0
0185: car $16FF health >= 250
004D: jump_if_false Label0E6C61
00D6: if 0
001E: $12CB > 5@ ;; integer values
004D: jump_if_false Label0E6C5A
00D6: if 21
8118: NOT actor $1703 dead
8118: NOT actor $1704 dead
004D: jump_if_false Label0E6C3D
0464: put_actor $1705 into_turret_on_car $16FF at_car_offset -.6107 1.4015 1.3205
unknown 2 angle 360.0 with_weapon 27
0164: disable_marker $1713
0006: 4@ = 100 ;; integer values
0002: jump Label0E6C5A

:Label0E6C3D
0164: disable_marker $1713
009B: destroy_actor_instantly $1705
0129: $1705 = create_actor 4 #CBB in_car $16FF driverseat
0006: 4@ = 4 ;; integer values

:Label0E6C5A
0002: jump Label0E6C68

:Label0E6C61
0006: 4@ = 100 ;; integer values
:Label0E6C68
0002: jump Label0E6C76

:Label0E6C6F
0006: 4@ = 100 ;; integer values

:Label0E6C76
00D6: if 0
0039: 4@ == 100 ;; integer values
004D: jump_if_false Label0E6CA0
00D6: if 0
8119: NOT car $16FB wrecked
004D: jump_if_false Label0E6CA0
01D9: actor $1705 run_away_from_car $16FB

:Label0E6CA0
0002: jump Label0E6CE4

:Label0E6CA7
00D6: if 0
8039: NOT 4@ == -10 ;; integer values
004D: jump_if_false Label0E6CDD
0164: disable_marker $1713
0465: remove_actor $1705 from_turret_mode
018C: play_sound 1 at 0.0 0.0 0.0
0006: 4@ = -10 ;; integer values

:Label0E6CDD
0008: $16F0 += 1 ;; integer values

:Label0E6CE4
00D6: if 0
8118: NOT actor $1706 dead
004D: jump_if_false Label0E6F2B
00D6: if 0
0038: $16EA == 1 ;; integer values
004D: jump_if_false Label0E6F1B
00D6: if 0
0039: 6@ == 0 ;; integer values
004D: jump_if_false Label0E6D77
00D6: if 0
8119: NOT car $16FB wrecked
004D: jump_if_false Label0E6D61
0372: set_actor $1706 anim 0 wait_state_time 17 ms
01B2: give_actor $1706 weapon 27 ammo 9999 ;; Load the weapon model before using
this
01D9: actor $1706 run_away_from_car $16FB
008B: 7@ = $12CB ;; integer values and handles
000A: 7@ += 1200 ;; integer values
0006: 6@ = 1 ;; integer values
0002: jump Label0E6D77

:Label0E6D61
008B: 7@ = $12CB ;; integer values and handles
000E: 7@ -= 100 ;; integer values
0006: 6@ = 1 ;; integer values

:Label0E6D77
00D6: if 0
0039: 6@ == 1 ;; integer values
004D: jump_if_false Label0E6DED
00D6: if 0
8119: NOT car $16FB wrecked
004D: jump_if_false Label0E6DA1
01D9: actor $1706 run_away_from_car $16FB

:Label0E6DA1
00D6: if 0
001E: $12CB > 7@ ;; integer values
004D: jump_if_false Label0E6DED
00D6: if 0
8119: NOT car $1700 wrecked
004D: jump_if_false Label0E6DE6
011C: actor $1706 clear_objective
0239: actor $1706 run_to -524.5031 -232.6815
0006: 6@ = 2 ;; integer values
0002: jump Label0E6DED

:Label0E6DE6
0006: 6@ = 100 ;; integer values

:Label0E6DED
00D6: if 0
0039: 6@ == 2 ;; integer values
004D: jump_if_false Label0E6E69
00D6: if 0
00ED: actor $1706 0 ()near_point_on_foot -524.5031 -232.6815 radius 1.0 1.0
004D: jump_if_false Label0E6E69
00D6: if 0
8119: NOT car $1700 wrecked
004D: jump_if_false Label0E6E62
0239: actor $1706 run_to -524.4131 -229.7234
008B: 7@ = $12CB ;; integer values and handles
000A: 7@ += 700 ;; integer values
0006: 6@ = 3 ;; integer values
0002: jump Label0E6E69

:Label0E6E62
0006: 6@ = 100 ;; integer values

:Label0E6E69
00D6: if 0
0039: 6@ == 3 ;; integer values
004D: jump_if_false Label0E6EEA
00D6: if 0
8119: NOT car $1700 wrecked
004D: jump_if_false Label0E6EE3
00D6: if 0
0185: car $1700 health >= 250
004D: jump_if_false Label0E6ED5
00D6: if 0
001E: $12CB > 7@ ;; integer values
004D: jump_if_false Label0E6ECE
0164: disable_marker $1714
009B: destroy_actor_instantly $1706
0129: $1706 = create_actor 4 #CBB in_car $1700 driverseat
0006: 6@ = 4 ;; integer values
:Label0E6ECE
0002: jump Label0E6EDC

:Label0E6ED5
0006: 6@ = 100 ;; integer values

:Label0E6EDC
0002: jump Label0E6EEA

:Label0E6EE3
0006: 6@ = 100 ;; integer values

:Label0E6EEA
00D6: if 0
0039: 6@ == 100 ;; integer values
004D: jump_if_false Label0E6F14
00D6: if 0
8119: NOT car $16FB wrecked
004D: jump_if_false Label0E6F14
01D9: actor $1706 run_away_from_car $16FB

:Label0E6F14
0002: jump Label0E6F24

:Label0E6F1B
0372: set_actor $1706 anim 24 wait_state_time 100 ms

:Label0E6F24
0002: jump Label0E6F63

:Label0E6F2B
00D6: if 0
8039: NOT 6@ == -10 ;; integer values
004D: jump_if_false Label0E6F5C
0164: disable_marker $1714
018C: play_sound 1 at 0.0 0.0 0.0
0006: 6@ = -10 ;; integer values

:Label0E6F5C
0008: $16F0 += 1 ;; integer values

:Label0E6F63
00D6: if 0
8118: NOT actor $1707 dead
004D: jump_if_false Label0E71ED
00D6: if 0
0038: $16EA == 1 ;; integer values
004D: jump_if_false Label0E71DD
00D6: if 0
0039: 8@ == 0 ;; integer values
004D: jump_if_false Label0E6FF6
00D6: if 0
8119: NOT car $16FB wrecked
004D: jump_if_false Label0E6FE0
0372: set_actor $1707 anim 0 wait_state_time 17 ms
01B2: give_actor $1707 weapon 27 ammo 9999 ;; Load the weapon model before using
this
01D9: actor $1707 run_away_from_car $16FB
008B: 9@ = $12CB ;; integer values and handles
000A: 9@ += 1500 ;; integer values
0006: 8@ = 1 ;; integer values
0002: jump Label0E6FF6

:Label0E6FE0
008B: 9@ = $12CB ;; integer values and handles
000E: 9@ -= 100 ;; integer values
0006: 8@ = 1 ;; integer values

:Label0E6FF6
00D6: if 0
0039: 8@ == 1 ;; integer values
004D: jump_if_false Label0E706C
00D6: if 0
8119: NOT car $16FB wrecked
004D: jump_if_false Label0E7020
01D9: actor $1707 run_away_from_car $16FB

:Label0E7020
00D6: if 0
001E: $12CB > 9@ ;; integer values
004D: jump_if_false Label0E706C
00D6: if 0
8119: NOT car $1700 wrecked
004D: jump_if_false Label0E7065
011C: actor $1707 clear_objective
0239: actor $1707 run_to -524.5031 -232.6815
0006: 8@ = 2 ;; integer values
0002: jump Label0E706C

:Label0E7065
0006: 8@ = 100 ;; integer values

:Label0E706C
00D6: if 0
0039: 8@ == 2 ;; integer values
004D: jump_if_false Label0E70E8
00D6: if 0
00ED: actor $1707 0 ()near_point_on_foot -524.5031 -232.6815 radius 1.0 1.0
004D: jump_if_false Label0E70E8
00D6: if 0
8119: NOT car $1700 wrecked
004D: jump_if_false Label0E70E1
0239: actor $1707 run_to -524.4131 -229.7234
008B: 9@ = $12CB ;; integer values and handles
000A: 9@ += 700 ;; integer values
0006: 8@ = 3 ;; integer values
0002: jump Label0E70E8

:Label0E70E1
0006: 8@ = 100 ;; integer values

:Label0E70E8
00D6: if 0
0039: 8@ == 3 ;; integer values
004D: jump_if_false Label0E71AC
00D6: if 0
8119: NOT car $1700 wrecked
004D: jump_if_false Label0E71A5
00D6: if 0
0185: car $1700 health >= 250
004D: jump_if_false Label0E7197
00D6: if 0
001E: $12CB > 9@ ;; integer values
004D: jump_if_false Label0E7190
00D6: if 0
8118: NOT actor $1706 dead
004D: jump_if_false Label0E7173
0464: put_actor $1707 into_turret_on_car $1700 at_car_offset .2534 -.2957 1.4395
unknown 2 angle 360.0 with_weapon 27
0164: disable_marker $1715
0006: 8@ = 100 ;; integer values
0002: jump Label0E7190

:Label0E7173
0164: disable_marker $1715
009B: destroy_actor_instantly $1707
0129: $1707 = create_actor 4 #CBA in_car $1700 driverseat
0006: 8@ = 4 ;; integer values

:Label0E7190
0002: jump Label0E719E

:Label0E7197
0006: 8@ = 100 ;; integer values

:Label0E719E
0002: jump Label0E71AC

:Label0E71A5
0006: 8@ = 100 ;; integer values

:Label0E71AC
00D6: if 0
0039: 8@ == 100 ;; integer values
004D: jump_if_false Label0E71D6
00D6: if 0
8119: NOT car $16FB wrecked
004D: jump_if_false Label0E71D6
01D9: actor $1707 run_away_from_car $16FB

:Label0E71D6
0002: jump Label0E71E6

:Label0E71DD
0372: set_actor $1707 anim 3 wait_state_time 100 ms

:Label0E71E6
0002: jump Label0E722A

:Label0E71ED
00D6: if 0
8039: NOT 8@ == -10 ;; integer values
004D: jump_if_false Label0E7223
0164: disable_marker $1715
0465: remove_actor $1707 from_turret_mode
018C: play_sound 1 at 0.0 0.0 0.0
0006: 8@ = -10 ;; integer values

:Label0E7223
0008: $16F0 += 1 ;; integer values

:Label0E722A
00D6: if 0
8118: NOT actor $1708 dead
004D: jump_if_false Label0E7530
00D6: if 0
0038: $16EA == 1 ;; integer values
004D: jump_if_false Label0E7529
00D6: if 0
0039: 10@ == 0 ;; integer values
004D: jump_if_false Label0E72B4
00D6: if 0
8119: NOT car $16FB wrecked
004D: jump_if_false Label0E729E
01B2: give_actor $1708 weapon 27 ammo 9999 ;; Load the weapon model before using
this
01D9: actor $1708 run_away_from_car $16FB
008B: 11@ = $12CB ;; integer values and handles
000A: 11@ += 1800 ;; integer values
0006: 10@ = 1 ;; integer values
0002: jump Label0E72B4

:Label0E729E
008B: 11@ = $12CB ;; integer values and handles
000E: 11@ -= 100 ;; integer values
0006: 10@ = 1 ;; integer values

:Label0E72B4
00D6: if 0
0039: 10@ == 1 ;; integer values
004D: jump_if_false Label0E732A
00D6: if 0
8119: NOT car $16FB wrecked
004D: jump_if_false Label0E72DE
01D9: actor $1708 run_away_from_car $16FB

:Label0E72DE
00D6: if 0
001E: $12CB > 11@ ;; integer values
004D: jump_if_false Label0E732A
00D6: if 0
8119: NOT car $1701 wrecked
004D: jump_if_false Label0E7323
011C: actor $1708 clear_objective
0239: actor $1708 run_to -521.9704 -240.8421
0006: 10@ = 2 ;; integer values
0002: jump Label0E732A

:Label0E7323
0006: 10@ = 100 ;; integer values

:Label0E732A
00D6: if 0
0039: 10@ == 2 ;; integer values
004D: jump_if_false Label0E7396
00D6: if 0
00ED: actor $1708 0 ()near_point_on_foot -521.9704 -240.8421 radius 1.0 1.0
004D: jump_if_false Label0E7396
00D6: if 0
8119: NOT car $1701 wrecked
004D: jump_if_false Label0E738F
0239: actor $1708 run_to -522.0861 -235.0635
0006: 10@ = 3 ;; integer values
0002: jump Label0E7396

:Label0E738F
0006: 10@ = 100 ;; integer values

:Label0E7396
00D6: if 0
0039: 10@ == 3 ;; integer values
004D: jump_if_false Label0E7402
00D6: if 0
00ED: actor $1708 0 ()near_point_on_foot -522.0861 -235.0635 radius 1.0 1.0
004D: jump_if_false Label0E7402
00D6: if 0
8119: NOT car $1701 wrecked
004D: jump_if_false Label0E73FB
0239: actor $1708 run_to -517.2231 -232.8405
0006: 10@ = 4 ;; integer values
0002: jump Label0E7402

:Label0E73FB
0006: 10@ = 100 ;; integer values

:Label0E7402
00D6: if 0
0039: 10@ == 4 ;; integer values
004D: jump_if_false Label0E747E
00D6: if 0
00ED: actor $1708 0 ()near_point_on_foot -517.2231 -232.8405 radius 1.0 1.0
004D: jump_if_false Label0E747E
00D6: if 0
8119: NOT car $1701 wrecked
004D: jump_if_false Label0E7477
0239: actor $1708 run_to -515.7076 -230.4083
008B: 11@ = $12CB ;; integer values and handles
000A: 11@ += 700 ;; integer values
0006: 10@ = 5 ;; integer values
0002: jump Label0E747E

:Label0E7477
0006: 10@ = 100 ;; integer values

:Label0E747E
00D6: if 0
0039: 10@ == 5 ;; integer values
004D: jump_if_false Label0E74FF
00D6: if 0
8119: NOT car $1701 wrecked
004D: jump_if_false Label0E74F8
00D6: if 0
0185: car $1701 health >= 250
004D: jump_if_false Label0E74EA
00D6: if 0
001E: $12CB > 11@ ;; integer values
004D: jump_if_false Label0E74E3
0164: disable_marker $1716
009B: destroy_actor_instantly $1708
0129: $1708 = create_actor 4 #CBA in_car $1701 driverseat
0006: 10@ = 6 ;; integer values

:Label0E74E3
0002: jump Label0E74F1

:Label0E74EA
0006: 10@ = 100 ;; integer values

:Label0E74F1
0002: jump Label0E74FF

:Label0E74F8
0006: 10@ = 100 ;; integer values

:Label0E74FF
00D6: if 0
0039: 10@ == 100 ;; integer values
004D: jump_if_false Label0E7529
00D6: if 0
8119: NOT car $16FB wrecked
004D: jump_if_false Label0E7529
01D9: actor $1708 run_away_from_car $16FB

:Label0E7529
0002: jump Label0E7568

:Label0E7530
00D6: if 0
8039: NOT 10@ == -10 ;; integer values
004D: jump_if_false Label0E7561
0164: disable_marker $1716
018C: play_sound 1 at 0.0 0.0 0.0
0006: 10@ = -10 ;; integer values

:Label0E7561
0008: $16F0 += 1 ;; integer values

:Label0E7568
00D6: if 0
8118: NOT actor $1709 dead
004D: jump_if_false Label0E785E
00D6: if 0
0038: $16EA == 1 ;; integer values
004D: jump_if_false Label0E784E
00D6: if 0
0039: 12@ == 0 ;; integer values
004D: jump_if_false Label0E75FB
00D6: if 0
8119: NOT car $16FB wrecked
004D: jump_if_false Label0E75E5
0372: set_actor $1709 anim 0 wait_state_time 17 ms
01B2: give_actor $1709 weapon 27 ammo 9999 ;; Load the weapon model before using
this
01D9: actor $1709 run_away_from_car $16FB
008B: 13@ = $12CB ;; integer values and handles
000A: 13@ += 4100 ;; integer values
0006: 12@ = 1 ;; integer values
0002: jump Label0E75FB

:Label0E75E5
008B: 13@ = $12CB ;; integer values and handles
000E: 13@ -= 100 ;; integer values
0006: 12@ = 1 ;; integer values

:Label0E75FB
00D6: if 0
0039: 12@ == 1 ;; integer values
004D: jump_if_false Label0E7671
00D6: if 0
8119: NOT car $16FB wrecked
004D: jump_if_false Label0E7625
01D9: actor $1709 run_away_from_car $16FB

:Label0E7625
00D6: if 0
001E: $12CB > 13@ ;; integer values
004D: jump_if_false Label0E7671
00D6: if 0
8119: NOT car $1701 wrecked
004D: jump_if_false Label0E766A
011C: actor $1709 clear_objective
0239: actor $1709 run_to -512.1264 -237.3874
0006: 12@ = 2 ;; integer values
0002: jump Label0E7671

:Label0E766A
0006: 12@ = 100 ;; integer values

:Label0E7671
00D6: if 0
0039: 12@ == 2 ;; integer values
004D: jump_if_false Label0E76DD
00D6: if 0
00ED: actor $1709 0 ()near_point_on_foot -512.1264 -237.3874 radius 1.0 1.0
004D: jump_if_false Label0E76DD
00D6: if 0
8119: NOT car $1701 wrecked
004D: jump_if_false Label0E76D6
0239: actor $1709 run_to -512.0654 -232.852
0006: 12@ = 3 ;; integer values
0002: jump Label0E76DD

:Label0E76D6
0006: 12@ = 100 ;; integer values

:Label0E76DD
00D6: if 0
0039: 12@ == 3 ;; integer values
004D: jump_if_false Label0E7759
00D6: if 0
00ED: actor $1709 0 ()near_point_on_foot -512.0654 -232.852 radius 1.0 1.0
004D: jump_if_false Label0E7759
00D6: if 0
8119: NOT car $1701 wrecked
004D: jump_if_false Label0E7752
0239: actor $1709 run_to -513.3506 -230.3167
008B: 13@ = $12CB ;; integer values and handles
000A: 13@ += 700 ;; integer values
0006: 12@ = 4 ;; integer values
0002: jump Label0E7759

:Label0E7752
0006: 12@ = 100 ;; integer values

:Label0E7759
00D6: if 0
0039: 12@ == 4 ;; integer values
004D: jump_if_false Label0E781D
00D6: if 0
8119: NOT car $1701 wrecked
004D: jump_if_false Label0E7816
00D6: if 0
0185: car $1701 health >= 250
004D: jump_if_false Label0E7808
00D6: if 0
001E: $12CB > 13@ ;; integer values
004D: jump_if_false Label0E7801
00D6: if 0
8118: NOT actor $1708 dead
004D: jump_if_false Label0E77E4
0464: put_actor $1709 into_turret_on_car $1701 at_car_offset -.1968 2.0053 .8746
unknown 2 angle 360.0 with_weapon 27
0164: disable_marker $1717
0006: 12@ = 100 ;; integer values
0002: jump Label0E7801

:Label0E77E4
0164: disable_marker $1717
009B: destroy_actor_instantly $1709
0129: $1709 = create_actor 4 #CBB in_car $1701 driverseat
0006: 12@ = 5 ;; integer values

:Label0E7801
0002: jump Label0E780F

:Label0E7808
0006: 12@ = 100 ;; integer values

:Label0E780F
0002: jump Label0E781D

:Label0E7816
0006: 12@ = 100 ;; integer values

:Label0E781D
00D6: if 0
0039: 12@ == 100 ;; integer values
004D: jump_if_false Label0E7847
00D6: if 0
8119: NOT car $16FB wrecked
004D: jump_if_false Label0E7847
01D9: actor $1709 run_away_from_car $16FB

:Label0E7847
0002: jump Label0E7857

:Label0E784E
0372: set_actor $1709 anim 25 wait_state_time 100 ms

:Label0E7857
0002: jump Label0E789B

:Label0E785E
00D6: if 0
8039: NOT 12@ == -10 ;; integer values
004D: jump_if_false Label0E7894
0164: disable_marker $1717
0465: remove_actor $1709 from_turret_mode
018C: play_sound 1 at 0.0 0.0 0.0
0006: 12@ = -10 ;; integer values

:Label0E7894
0008: $16F0 += 1 ;; integer values

:Label0E789B
00D6: if 0
8118: NOT actor $170A dead
004D: jump_if_false Label0E7BF2
00D6: if 0
0038: $16EA == 1 ;; integer values
004D: jump_if_false Label0E7BEB
00D6: if 0
0039: 14@ == 0 ;; integer values
004D: jump_if_false Label0E792E
00D6: if 0
8119: NOT car $16FB wrecked
004D: jump_if_false Label0E7918
0372: set_actor $170A anim 0 wait_state_time 17 ms
01B2: give_actor $170A weapon 27 ammo 9999 ;; Load the weapon model before using
this
01D9: actor $170A run_away_from_car $16FB
008B: 15@ = $12CB ;; integer values and handles
000A: 15@ += 3400 ;; integer values
0006: 14@ = 1 ;; integer values
0002: jump Label0E792E

:Label0E7918
008B: 15@ = $12CB ;; integer values and handles
000E: 15@ -= 100 ;; integer values
0006: 14@ = 1 ;; integer values

:Label0E792E
00D6: if 0
0039: 14@ == 1 ;; integer values
004D: jump_if_false Label0E79A4
00D6: if 0
8119: NOT car $16FB wrecked
004D: jump_if_false Label0E7958
01D9: actor $170A run_away_from_car $16FB
:Label0E7958
00D6: if 0
001E: $12CB > 15@ ;; integer values
004D: jump_if_false Label0E79A4
00D6: if 0
8119: NOT car $1701 wrecked
004D: jump_if_false Label0E799D
011C: actor $170A clear_objective
0239: actor $170A run_to -521.9704 -240.8421
0006: 14@ = 2 ;; integer values
0002: jump Label0E79A4

:Label0E799D
0006: 14@ = 100 ;; integer values

:Label0E79A4
00D6: if 0
0039: 14@ == 2 ;; integer values
004D: jump_if_false Label0E7A10
00D6: if 0
00ED: actor $170A 0 ()near_point_on_foot -521.9704 -240.8421 radius 1.0 1.0
004D: jump_if_false Label0E7A10
00D6: if 0
8119: NOT car $1701 wrecked
004D: jump_if_false Label0E7A09
0239: actor $170A run_to -522.0861 -235.0635
0006: 14@ = 3 ;; integer values
0002: jump Label0E7A10

:Label0E7A09
0006: 14@ = 100 ;; integer values

:Label0E7A10
00D6: if 0
0039: 14@ == 3 ;; integer values
004D: jump_if_false Label0E7A7C
00D6: if 0
00ED: actor $170A 0 ()near_point_on_foot -522.0861 -235.0635 radius 1.0 1.0
004D: jump_if_false Label0E7A7C
00D6: if 0
8119: NOT car $1701 wrecked
004D: jump_if_false Label0E7A75
0239: actor $170A run_to -517.2231 -232.8405
0006: 14@ = 4 ;; integer values
0002: jump Label0E7A7C

:Label0E7A75
0006: 14@ = 100 ;; integer values

:Label0E7A7C
00D6: if 0
0039: 14@ == 4 ;; integer values
004D: jump_if_false Label0E7AF8
00D6: if 0
00ED: actor $170A 0 ()near_point_on_foot -517.2231 -232.8405 radius 1.0 1.0
004D: jump_if_false Label0E7AF8
00D6: if 0
8119: NOT car $1701 wrecked
004D: jump_if_false Label0E7AF1
0239: actor $170A run_to -515.7076 -230.4083
008B: 15@ = $12CB ;; integer values and handles
000A: 15@ += 700 ;; integer values
0006: 14@ = 5 ;; integer values
0002: jump Label0E7AF8

:Label0E7AF1
0006: 14@ = 100 ;; integer values

:Label0E7AF8
00D6: if 0
0039: 14@ == 5 ;; integer values
004D: jump_if_false Label0E7BC1
00D6: if 0
8119: NOT car $1701 wrecked
004D: jump_if_false Label0E7BBA
00D6: if 0
0185: car $1701 health >= 250
004D: jump_if_false Label0E7BAC
00D6: if 0
001E: $12CB > 15@ ;; integer values
004D: jump_if_false Label0E7BA5
00D6: if 21
8118: NOT actor $1708 dead
8118: NOT actor $1709 dead
004D: jump_if_false Label0E7B88
0464: put_actor $170A into_turret_on_car $1701 at_car_offset .0444 -1.8993 1.0885
unknown 2 angle 360.0 with_weapon 27
0164: disable_marker $1718
0006: 14@ = 100 ;; integer values
0002: jump Label0E7BA5

:Label0E7B88
0164: disable_marker $1718
009B: destroy_actor_instantly $170A
0129: $170A = create_actor 4 #CBB in_car $1701 driverseat
0006: 14@ = 6 ;; integer values

:Label0E7BA5
0002: jump Label0E7BB3

:Label0E7BAC
0006: 14@ = 100 ;; integer values

:Label0E7BB3
0002: jump Label0E7BC1

:Label0E7BBA
0006: 14@ = 100 ;; integer values

:Label0E7BC1
00D6: if 0
0039: 14@ == 100 ;; integer values
004D: jump_if_false Label0E7BEB
00D6: if 0
8119: NOT car $16FB wrecked
004D: jump_if_false Label0E7BEB
01D9: actor $170A run_away_from_car $16FB
:Label0E7BEB
0002: jump Label0E7C2F

:Label0E7BF2
00D6: if 0
8039: NOT 14@ == -10 ;; integer values
004D: jump_if_false Label0E7C28
0164: disable_marker $1718
0465: remove_actor $170A from_turret_mode
018C: play_sound 1 at 0.0 0.0 0.0
0006: 14@ = -10 ;; integer values

:Label0E7C28
0008: $16F0 += 1 ;; integer values

:Label0E7C2F
00D6: if 0
8118: NOT actor $170B dead
004D: jump_if_false Label0E7E0B
00D6: if 0
0038: $16EA == 1 ;; integer values
004D: jump_if_false Label0E7E04
00D6: if 0
0038: $16F1 == 0 ;; integer values
004D: jump_if_false Label0E7CC2
00D6: if 0
8119: NOT car $16FB wrecked
004D: jump_if_false Label0E7CAC
0372: set_actor $170B anim 0 wait_state_time 17 ms
01B2: give_actor $170B weapon 27 ammo 9999 ;; Load the weapon model before using
this
01D9: actor $170B run_away_from_car $16FB
0084: $16F2 = $12CB ;; integer values and handles
0008: $16F2 += 7000 ;; integer values
0004: $16F1 = 1 ;; integer values
0002: jump Label0E7CC2

:Label0E7CAC
0084: $16F2 = $12CB ;; integer values and handles
000C: $16F2 -= 100 ;; integer values
0004: $16F1 = 1 ;; integer values

:Label0E7CC2
00D6: if 0
0038: $16F1 == 2 ;; integer values
004D: jump_if_false Label0E7D6F
00D6: if 0
8119: NOT car $16FB wrecked
004D: jump_if_false Label0E7CEC
01D9: actor $170B run_away_from_car $16FB

:Label0E7CEC
00D6: if 0
001C: $12CB > $16F2 ;; integer values
004D: jump_if_false Label0E7D6F
00D6: if 0
8119: NOT car $1702 wrecked
004D: jump_if_false Label0E7D68
00D6: if 0
0185: car $1702 health >= 250
004D: jump_if_false Label0E7D5A
011C: actor $170B clear_objective
018B: show_on_radar $1719 3
0168: show_on_radar $1711 3
00BC: text_highpriority "HAT2_B7" 6000 ms 1 ;; ~g~One of the Cubans in escaping
in a car. Don't leave any witnesses!
01D5: actor $170B go_to_and_drive_car $1702
0004: $16F1 = 3 ;; integer values
0002: jump Label0E7D61

:Label0E7D5A
0004: $16F1 = 100 ;; integer values

:Label0E7D61
0002: jump Label0E7D6F

:Label0E7D68
0004: $16F1 = 100 ;; integer values

:Label0E7D6F
00D6: if 0
0038: $16F1 == 3 ;; integer values
004D: jump_if_false Label0E7DDA
00D6: if 0
8119: NOT car $1702 wrecked
004D: jump_if_false Label0E7DD3
00D6: if 0
0185: car $1702 health >= 250
004D: jump_if_false Label0E7DC5
00D6: if 0
00DB: actor $170B in_car $1702
004D: jump_if_false Label0E7DBE
0004: $16F1 = 4 ;; integer values

:Label0E7DBE
0002: jump Label0E7DCC

:Label0E7DC5
0004: $16F1 = 100 ;; integer values

:Label0E7DCC
0002: jump Label0E7DDA

:Label0E7DD3
0004: $16F1 = 100 ;; integer values

:Label0E7DDA
00D6: if 0
0038: $16F1 == 100 ;; integer values
004D: jump_if_false Label0E7E04
00D6: if 0
8119: NOT car $16FB wrecked
004D: jump_if_false Label0E7E04
01D9: actor $170B run_away_from_car $16FB

:Label0E7E04
0002: jump Label0E7E43
:Label0E7E0B
00D6: if 0
8038: NOT $16F1 == -10 ;; integer values
004D: jump_if_false Label0E7E3C
0164: disable_marker $1719
018C: play_sound 1 at 0.0 0.0 0.0
0004: $16F1 = -10 ;; integer values

:Label0E7E3C
0008: $16F0 += 1 ;; integer values

:Label0E7E43
00D6: if 0
8119: NOT car $1700 wrecked
004D: jump_if_false Label0E7EFE
00D6: if 0
0038: $16F3 == 0 ;; integer values
004D: jump_if_false Label0E7ED6
00D6: if 21
0039: 6@ == 4 ;; integer values
0118: actor $1706 dead
004D: jump_if_false Label0E7ED6
00D6: if 22
0039: 8@ == 4 ;; integer values
0039: 8@ == 100 ;; integer values
0118: actor $1707 dead
004D: jump_if_false Label0E7ED6
00D6: if 21
0039: 6@ == 4 ;; integer values
0039: 8@ == 4 ;; integer values
004D: jump_if_false Label0E7ED6
0004: $16F3 = 1 ;; integer values
00BC: text_highpriority "HAT2_B5" 5000 ms 1 ;; ~g~The Cubans are making a run
for it. Don't let them get away!
0164: disable_marker $170E
0186: $170E = create_marker_above_car $1700

:Label0E7ED6
00D6: if 0
0038: $16F3 == 1 ;; integer values
004D: jump_if_false Label0E7EF7
0084: $AAB = $1700 ;; integer values and handles
0050: gosub Label0E8B0E

:Label0E7EF7
0002: jump Label0E7F0A

:Label0E7EFE
0164: disable_marker $170E
0008: $16F0 += 1 ;; integer values

:Label0E7F0A
00D6: if 0
8119: NOT car $16FF wrecked
004D: jump_if_false Label0E826C
00D6: if 0
0038: $16F4 == 0 ;; integer values
004D: jump_if_false Label0E7FC2
00D6: if 21
0039: 0@ == 3 ;; integer values
0118: actor $1703 dead
004D: jump_if_false Label0E7FC2
00D6: if 22
0039: 2@ == 5 ;; integer values
0039: 2@ == 100 ;; integer values
0118: actor $1704 dead
004D: jump_if_false Label0E7FC2
00D6: if 22
0039: 4@ == 4 ;; integer values
0039: 4@ == 100 ;; integer values
0118: actor $1705 dead
004D: jump_if_false Label0E7FC2
00D6: if 22
0039: 0@ == 3 ;; integer values
0039: 2@ == 5 ;; integer values
0039: 4@ == 4 ;; integer values
004D: jump_if_false Label0E7FC2
0004: $16F4 = 1 ;; integer values
00BC: text_highpriority "HAT2_B5" 5000 ms 1 ;; ~g~The Cubans are making a run
for it. Don't let them get away!
0164: disable_marker $170F
0186: $170F = create_marker_above_car $16FF

:Label0E7FC2
00D6: if 0
0038: $16F4 == 1 ;; integer values
004D: jump_if_false Label0E8244
00D6: if 21
0018: $16F3 > 0 ;; integer values
0119: car $1700 wrecked
004D: jump_if_false Label0E8244
00D6: if 0
8119: NOT car $1700 wrecked
004D: jump_if_false Label0E8213
0407: create_coordinate $1BD $1BE $1BF from_car $1700 offset -10.879 -15.176 0.0
00D6: if 0
01AF: car $16FF 0 ()near_point $1BD $1BE 6.0 radius 5.0 5.0 5.0
004D: jump_if_false Label0E810A
02DB: set_boat $16FF speed_to 2.0
0174: $171F = car $1700 z_angle
0174: $1720 = car $16FF z_angle
0086: $1722 = $171F ;; floating-point values only
0061: $1722 -= $1720 ;; floating-point values
00D6: if 0
0022: -180.0 > $1722 ;; floating-point values
004D: jump_if_false Label0E808D
0009: $1722 += 360.0 ;; floating-point values

:Label0E808D
00D6: if 0
0020: $1722 > 180.0 ;; floating-point values
004D: jump_if_false Label0E80AC
000D: $1722 -= 360.0 ;; floating-point values

:Label0E80AC
00D6: if 0
0022: 0.0 > $1722 ;; floating-point values
004D: jump_if_false Label0E80D2
0078: $1720 += unknown_inaccurate_float_timer 1.0 ;; floating-point values
0002: jump Label0E80DC

:Label0E80D2
007E: $1720 -= unknown_inaccurate_float_timer 1.0 ;; floating-point values

:Label0E80DC
00D6: if 1
0020: $1722 > 5.0 ;; floating-point values
0022: -5.0 > $1722 ;; floating-point values
004D: jump_if_false Label0E8103
0175: set_car $16FF z_angle_to $1720

:Label0E8103
0002: jump Label0E81FC

:Label0E810A
00D6: if 0
01AD: car $16FF 0 ()near_point $1BD $1BE 10.0 10.0
004D: jump_if_false Label0E81F2
02DB: set_boat $16FF speed_to 12.0
0174: $171F = car $1700 z_angle
0174: $1720 = car $16FF z_angle
0086: $1722 = $171F ;; floating-point values only
0061: $1722 -= $1720 ;; floating-point values
00D6: if 0
0022: -180.0 > $1722 ;; floating-point values
004D: jump_if_false Label0E8175
0009: $1722 += 360.0 ;; floating-point values

:Label0E8175
00D6: if 0
0020: $1722 > 180.0 ;; floating-point values
004D: jump_if_false Label0E8194
000D: $1722 -= 360.0 ;; floating-point values

:Label0E8194
00D6: if 0
0022: 0.0 > $1722 ;; floating-point values
004D: jump_if_false Label0E81BA
0078: $1720 += unknown_inaccurate_float_timer 1.0 ;; floating-point values
0002: jump Label0E81C4

:Label0E81BA
007E: $1720 -= unknown_inaccurate_float_timer 1.0 ;; floating-point values

:Label0E81C4
00D6: if 1
0020: $1722 > 5.0 ;; floating-point values
0022: -5.0 > $1722 ;; floating-point values
004D: jump_if_false Label0E81EB
0175: set_car $16FF z_angle_to $1720

:Label0E81EB
0002: jump Label0E81FC

:Label0E81F2
02DB: set_boat $16FF speed_to 20.0
:Label0E81FC
02D3: boat $16FF drive_to $1BD $1BE 6.0
0002: jump Label0E8244

:Label0E8213
00D6: if 0
8038: NOT $16E9 == 0 ;; integer values
004D: jump_if_false Label0E8233
000C: $16E9 -= 1 ;; integer values
0004: $16EB = 1 ;; integer values

:Label0E8233
02DB: set_boat $16FF speed_to 12.0
0004: $16F4 = 2 ;; integer values

:Label0E8244
00D6: if 0
0038: $16F4 == 2 ;; integer values
004D: jump_if_false Label0E8265
0084: $AAB = $16FF ;; integer values and handles
0050: gosub Label0E8B0E

:Label0E8265
0002: jump Label0E8278

:Label0E826C
0164: disable_marker $170F
0008: $16F0 += 1 ;; integer values

:Label0E8278
00D6: if 0
8119: NOT car $1701 wrecked
004D: jump_if_false Label0E87E1
00D6: if 0
0038: $16F5 == 0 ;; integer values
004D: jump_if_false Label0E8330
00D6: if 21
0039: 10@ == 6 ;; integer values
0118: actor $1708 dead
004D: jump_if_false Label0E8330
00D6: if 22
0039: 12@ == 7 ;; integer values
0039: 12@ == 100 ;; integer values
0118: actor $1709 dead
004D: jump_if_false Label0E8330
00D6: if 22
0039: 14@ == 6 ;; integer values
0039: 14@ == 100 ;; integer values
0118: actor $170A dead
004D: jump_if_false Label0E8330
00D6: if 22
0039: 10@ == 6 ;; integer values
0039: 12@ == 7 ;; integer values
0039: 14@ == 6 ;; integer values
004D: jump_if_false Label0E8330
0004: $16F5 = 1 ;; integer values
00BC: text_highpriority "HAT2_B5" 5000 ms 1 ;; ~g~The Cubans are making a run
for it. Don't let them get away!
0164: disable_marker $1710
0186: $1710 = create_marker_above_car $1701

:Label0E8330
00D6: if 0
0038: $16F5 == 1 ;; integer values
004D: jump_if_false Label0E87B9
00D6: if 0
8119: NOT car $1700 wrecked
004D: jump_if_false Label0E856A
0407: create_coordinate $1BD $1BE $1BF from_car $1700 offset 11.702 -13.377 0.0
00D6: if 0
01AF: car $1701 0 ()near_point $1BD $1BE 6.0 radius 5.0 5.0 5.0
004D: jump_if_false Label0E8461
02DB: set_boat $1701 speed_to 2.0
0174: $171F = car $1700 z_angle
0174: $1721 = car $1701 z_angle
0086: $1722 = $171F ;; floating-point values only
0061: $1722 -= $1721 ;; floating-point values
00D6: if 0
0022: -180.0 > $1722 ;; floating-point values
004D: jump_if_false Label0E83E4
0009: $1722 += 360.0 ;; floating-point values

:Label0E83E4
00D6: if 0
0020: $1722 > 180.0 ;; floating-point values
004D: jump_if_false Label0E8403
000D: $1722 -= 360.0 ;; floating-point values

:Label0E8403
00D6: if 0
0022: 0.0 > $1722 ;; floating-point values
004D: jump_if_false Label0E8429
0078: $1721 += unknown_inaccurate_float_timer 1.0 ;; floating-point values
0002: jump Label0E8433

:Label0E8429
007E: $1721 -= unknown_inaccurate_float_timer 1.0 ;; floating-point values

:Label0E8433
00D6: if 1
0020: $1722 > 5.0 ;; floating-point values
0022: -5.0 > $1722 ;; floating-point values
004D: jump_if_false Label0E845A
0175: set_car $1701 z_angle_to $1721

:Label0E845A
0002: jump Label0E8553

:Label0E8461
00D6: if 0
01AD: car $1701 0 ()near_point $1BD $1BE 10.0 10.0
004D: jump_if_false Label0E8549
0174: $171F = car $1700 z_angle
0174: $1721 = car $1701 z_angle
0086: $1722 = $171F ;; floating-point values only
0061: $1722 -= $1721 ;; floating-point values
00D6: if 0
0022: -180.0 > $1722 ;; floating-point values
004D: jump_if_false Label0E84C2
0009: $1722 += 360.0 ;; floating-point values

:Label0E84C2
00D6: if 0
0020: $1722 > 180.0 ;; floating-point values
004D: jump_if_false Label0E84E1
000D: $1722 -= 360.0 ;; floating-point values

:Label0E84E1
00D6: if 0
0022: 0.0 > $1722 ;; floating-point values
004D: jump_if_false Label0E8507
0078: $1721 += unknown_inaccurate_float_timer 1.0 ;; floating-point values
0002: jump Label0E8511

:Label0E8507
007E: $1721 -= unknown_inaccurate_float_timer 1.0 ;; floating-point values

:Label0E8511
00D6: if 1
0020: $1722 > 5.0 ;; floating-point values
0022: -5.0 > $1722 ;; floating-point values
004D: jump_if_false Label0E8538
0175: set_car $1701 z_angle_to $1721

:Label0E8538
02DB: set_boat $1701 speed_to 12.0
0002: jump Label0E8553

:Label0E8549
02DB: set_boat $1701 speed_to 20.0

:Label0E8553
02D3: boat $1701 drive_to $1BD $1BE 6.0
0002: jump Label0E87B9

:Label0E856A
00D6: if 0
8119: NOT car $16FF wrecked
004D: jump_if_false Label0E8788
0407: create_coordinate $1BD $1BE $1BF from_car $16FF offset 11.702 -13.377 0.0
00D6: if 0
01AD: car $1701 0 ()near_point $1BD $1BE 4.0 4.0
004D: jump_if_false Label0E867F
0174: $1720 = car $16FF z_angle
0174: $1721 = car $1701 z_angle
0086: $1722 = $1720 ;; floating-point values only
0061: $1722 -= $1721 ;; floating-point values
00D6: if 0
0022: -180.0 > $1722 ;; floating-point values
004D: jump_if_false Label0E85F8
0009: $1722 += 360.0 ;; floating-point values

:Label0E85F8
00D6: if 0
0020: $1722 > 180.0 ;; floating-point values
004D: jump_if_false Label0E8617
000D: $1722 -= 360.0 ;; floating-point values
:Label0E8617
00D6: if 0
0022: 0.0 > $1722 ;; floating-point values
004D: jump_if_false Label0E863D
0078: $1721 += unknown_inaccurate_float_timer 1.0 ;; floating-point values
0002: jump Label0E8647

:Label0E863D
007E: $1721 -= unknown_inaccurate_float_timer 1.0 ;; floating-point values

:Label0E8647
00D6: if 1
0020: $1722 > 5.0 ;; floating-point values
0022: -5.0 > $1722 ;; floating-point values
004D: jump_if_false Label0E866E
0175: set_car $1701 z_angle_to $1721

:Label0E866E
02DB: set_boat $1701 speed_to 2.0
0002: jump Label0E8771

:Label0E867F
00D6: if 0
01AD: car $1701 0 ()near_point $1BD $1BE 10.0 10.0
004D: jump_if_false Label0E8767
0174: $1720 = car $16FF z_angle
0174: $1721 = car $1701 z_angle
0086: $1722 = $1720 ;; floating-point values only
0061: $1722 -= $1721 ;; floating-point values
00D6: if 0
0022: -180.0 > $1722 ;; floating-point values
004D: jump_if_false Label0E86E0
0009: $1722 += 360.0 ;; floating-point values

:Label0E86E0
00D6: if 0
0020: $1722 > 180.0 ;; floating-point values
004D: jump_if_false Label0E86FF
000D: $1722 -= 360.0 ;; floating-point values

:Label0E86FF
00D6: if 0
0022: 0.0 > $1722 ;; floating-point values
004D: jump_if_false Label0E8725
0078: $1721 += unknown_inaccurate_float_timer 1.0 ;; floating-point values
0002: jump Label0E872F

:Label0E8725
007E: $1721 -= unknown_inaccurate_float_timer 1.0 ;; floating-point values

:Label0E872F
00D6: if 1
0020: $1722 > 5.0 ;; floating-point values
0022: -5.0 > $1722 ;; floating-point values
004D: jump_if_false Label0E8756
0175: set_car $1701 z_angle_to $1721

:Label0E8756
02DB: set_boat $1701 speed_to 12.0
0002: jump Label0E8771

:Label0E8767
02DB: set_boat $1701 speed_to 20.0

:Label0E8771
02D3: boat $1701 drive_to $1BD $1BE 6.0
0002: jump Label0E87B9

:Label0E8788
00D6: if 0
8038: NOT $16E9 == 0 ;; integer values
004D: jump_if_false Label0E87A8
000C: $16E9 -= 1 ;; integer values
0004: $16EB = 1 ;; integer values

:Label0E87A8
02DB: set_boat $1701 speed_to 12.0
0004: $16F5 = 2 ;; integer values

:Label0E87B9
00D6: if 0
0038: $16F5 == 2 ;; integer values
004D: jump_if_false Label0E87DA
0084: $AAB = $1701 ;; integer values and handles
0050: gosub Label0E8B0E

:Label0E87DA
0002: jump Label0E87ED

:Label0E87E1
0164: disable_marker $1710
0008: $16F0 += 1 ;; integer values

:Label0E87ED
00D6: if 0
8119: NOT car $1702 wrecked
004D: jump_if_false Label0E8ABB
00D6: if 0
0038: $16F6 == 0 ;; integer values
004D: jump_if_false Label0E8865
00D6: if 0
0038: $16F1 == 4 ;; integer values
004D: jump_if_false Label0E8865
00D6: if 0
8118: NOT actor $170B dead
004D: jump_if_false Label0E8865
04E0: unknown_car $1702 200
02C2: car $1702 drive_to_point -508.7597 -311.8881 10.4693
00AD: set_car $1702 max_speed_to 15.0
00AE: unknown_set_car $1702 to_ignore_traffic_lights 2
0004: $16F6 = 1 ;; integer values

:Label0E8865
00D6: if 0
0038: $16F6 == 1 ;; integer values
004D: jump_if_false Label0E88B8
00D6: if 0
01AD: car $1702 0 ()near_point -508.7597 -311.8881 6.0 6.0
004D: jump_if_false Label0E88B8
02C2: car $1702 drive_to_point -523.6951 -342.9825 10.9509
0004: $16F6 = 2 ;; integer values

:Label0E88B8
00D6: if 0
0038: $16F6 == 2 ;; integer values
004D: jump_if_false Label0E891C
00D6: if 0
01AD: car $1702 0 ()near_point -523.6951 -342.9825 4.0 4.0
004D: jump_if_false Label0E891C
04E0: unknown_car $1702 20
00AD: set_car $1702 max_speed_to 20.0
02C2: car $1702 drive_to_point -761.7885 -492.003 14.0889
0004: $16F6 = 3 ;; integer values

:Label0E891C
00D6: if 0
0038: $16F6 == 3 ;; integer values
004D: jump_if_false Label0E896F
00D6: if 0
01AD: car $1702 0 ()near_point -761.7885 -492.003 6.0 6.0
004D: jump_if_false Label0E896F
02C2: car $1702 drive_to_point -942.2122 -278.2615 10.3119
0004: $16F6 = 4 ;; integer values

:Label0E896F
00D6: if 0
0038: $16F6 == 4 ;; integer values
004D: jump_if_false Label0E89C2
00D6: if 0
01AD: car $1702 0 ()near_point -942.2122 -278.2615 6.0 6.0
004D: jump_if_false Label0E89C2
02C2: car $1702 drive_to_point -1067.287 -1.6537 11.2119
0004: $16F6 = 5 ;; integer values

:Label0E89C2
00D6: if 0
0038: $16F6 == 5 ;; integer values
004D: jump_if_false Label0E8A15
00D6: if 0
01AD: car $1702 0 ()near_point -1067.287 -1.6537 6.0 6.0
004D: jump_if_false Label0E8A15
02C2: car $1702 drive_to_point -964.8415 321.9443 11.0549
0004: $16F6 = 6 ;; integer values

:Label0E8A15
00D6: if 0
0038: $16F6 == 6 ;; integer values
004D: jump_if_false Label0E8A68
00D6: if 0
01AD: car $1702 0 ()near_point -964.8415 321.9443 6.0 6.0
004D: jump_if_false Label0E8A68
02C2: car $1702 drive_to_point -863.3309 -261.5879 10.7002
0004: $16F6 = 7 ;; integer values

:Label0E8A68
00D6: if 0
0038: $16F6 == 7 ;; integer values
004D: jump_if_false Label0E8ABB
00D6: if 0
01AD: car $1702 0 ()near_point -863.3309 -261.5879 6.0 6.0
004D: jump_if_false Label0E8ABB
02C2: car $1702 drive_to_point -942.2122 -278.2615 10.3119
0004: $16F6 = 4 ;; integer values

:Label0E8ABB
00D6: if 2
0119: car $1700 wrecked
0119: car $16FF wrecked
0119: car $1701 wrecked
004D: jump_if_false Label0E8AEE
00D6: if 0
0038: $16F1 == 1 ;; integer values
004D: jump_if_false Label0E8AEE
0004: $16F1 = 2 ;; integer values

:Label0E8AEE
00D6: if 0
0038: $16F0 == 12 ;; integer values
004D: jump_if_false Label0E8B07
0002: jump Label0E9487

:Label0E8B07
0002: jump Label0E5BFD

:Label0E8B0E
00D6: if 0
0038: $16E9 == 0 ;; integer values
004D: jump_if_false Label0E8B42
02D3: boat $AAB drive_to -555.308 -141.189 6.0
0004: $16E9 = 1 ;; integer values
0004: $16EB = 0 ;; integer values

:Label0E8B42
00D6: if 0
0038: $16E9 == 1 ;; integer values
004D: jump_if_false Label0E8BAD
00D6: if 21
01AF: car $AAB 0 ()near_point -555.308 -141.189 6.0 radius 6.0 6.0 6.0
0038: $16EB == 1 ;; integer values
004D: jump_if_false Label0E8BAD
02D3: boat $AAB drive_to -626.792 -78.237 6.0
0004: $16E9 = 2 ;; integer values
0004: $16EB = 0 ;; integer values

:Label0E8BAD
00D6: if 0
0038: $16E9 == 2 ;; integer values
004D: jump_if_false Label0E8C18
00D6: if 21
01AF: car $AAB 0 ()near_point -626.792 -78.237 6.0 radius 6.0 6.0 6.0
0038: $16EB == 1 ;; integer values
004D: jump_if_false Label0E8C18
02D3: boat $AAB drive_to -649.263 -5.788 6.0
0004: $16E9 = 3 ;; integer values
0004: $16EB = 0 ;; integer values
:Label0E8C18
00D6: if 0
0038: $16E9 == 3 ;; integer values
004D: jump_if_false Label0E8C83
00D6: if 21
01AF: car $AAB 0 ()near_point -649.263 -5.788 6.0 radius 6.0 6.0 6.0
0038: $16EB == 1 ;; integer values
004D: jump_if_false Label0E8C83
02D3: boat $AAB drive_to -602.947 296.718 6.0
0004: $16E9 = 4 ;; integer values
0004: $16EB = 0 ;; integer values

:Label0E8C83
00D6: if 0
0038: $16E9 == 4 ;; integer values
004D: jump_if_false Label0E8CEE
00D6: if 21
01AF: car $AAB 0 ()near_point -602.947 296.718 6.0 radius 6.0 6.0 6.0
0038: $16EB == 1 ;; integer values
004D: jump_if_false Label0E8CEE
02D3: boat $AAB drive_to -587.552 427.51 6.0
0004: $16E9 = 5 ;; integer values
0004: $16EB = 0 ;; integer values

:Label0E8CEE
00D6: if 0
0038: $16E9 == 5 ;; integer values
004D: jump_if_false Label0E8D59
00D6: if 21
01AF: car $AAB 0 ()near_point -587.552 427.51 6.0 radius 6.0 6.0 6.0
0038: $16EB == 1 ;; integer values
004D: jump_if_false Label0E8D59
02D3: boat $AAB drive_to -528.738 507.634 6.0
0004: $16E9 = 6 ;; integer values
0004: $16EB = 0 ;; integer values

:Label0E8D59
00D6: if 0
0038: $16E9 == 6 ;; integer values
004D: jump_if_false Label0E8DC4
00D6: if 21
01AF: car $AAB 0 ()near_point -528.738 507.634 6.0 radius 6.0 6.0 6.0
0038: $16EB == 1 ;; integer values
004D: jump_if_false Label0E8DC4
02D3: boat $AAB drive_to -443.897 470.554 6.0
0004: $16E9 = 7 ;; integer values
0004: $16EB = 0 ;; integer values

:Label0E8DC4
00D6: if 0
0038: $16E9 == 7 ;; integer values
004D: jump_if_false Label0E8E2F
00D6: if 21
01AF: car $AAB 0 ()near_point -443.897 470.554 6.0 radius 6.0 6.0 6.0
0038: $16EB == 1 ;; integer values
004D: jump_if_false Label0E8E2F
02D3: boat $AAB drive_to -490.341 377.161 6.0
0004: $16E9 = 8 ;; integer values
0004: $16EB = 0 ;; integer values

:Label0E8E2F
00D6: if 0
0038: $16E9 == 8 ;; integer values
004D: jump_if_false Label0E8E9A
00D6: if 21
01AF: car $AAB 0 ()near_point -490.341 377.161 6.0 radius 6.0 6.0 6.0
0038: $16EB == 1 ;; integer values
004D: jump_if_false Label0E8E9A
02D3: boat $AAB drive_to -602.947 296.718 6.0
0004: $16E9 = 9 ;; integer values
0004: $16EB = 0 ;; integer values

:Label0E8E9A
00D6: if 0
0038: $16E9 == 9 ;; integer values
004D: jump_if_false Label0E8F05
00D6: if 21
01AF: car $AAB 0 ()near_point -602.947 296.718 6.0 radius 6.0 6.0 6.0
0038: $16EB == 1 ;; integer values
004D: jump_if_false Label0E8F05
02D3: boat $AAB drive_to -649.263 -5.788 6.0
0004: $16E9 = 10 ;; integer values
0004: $16EB = 0 ;; integer values

:Label0E8F05
00D6: if 0
0038: $16E9 == 10 ;; integer values
004D: jump_if_false Label0E8F70
00D6: if 21
01AF: car $AAB 0 ()near_point -649.263 -5.788 6.0 radius 6.0 6.0 6.0
0038: $16EB == 1 ;; integer values
004D: jump_if_false Label0E8F70
02D3: boat $AAB drive_to -749.833 -327.552 6.0
0004: $16E9 = 11 ;; integer values
0004: $16EB = 0 ;; integer values

:Label0E8F70
00D6: if 0
0038: $16E9 == 11 ;; integer values
004D: jump_if_false Label0E8FDB
00D6: if 21
01AF: car $AAB 0 ()near_point -749.833 -327.552 6.0 radius 6.0 6.0 6.0
0038: $16EB == 1 ;; integer values
004D: jump_if_false Label0E8FDB
02D3: boat $AAB drive_to -750.703 -447.009 6.0
0004: $16E9 = 12 ;; integer values
0004: $16EB = 0 ;; integer values

:Label0E8FDB
00D6: if 0
0038: $16E9 == 12 ;; integer values
004D: jump_if_false Label0E9046
00D6: if 21
01AF: car $AAB 0 ()near_point -750.703 -447.009 6.0 radius 6.0 6.0 6.0
0038: $16EB == 1 ;; integer values
004D: jump_if_false Label0E9046
02D3: boat $AAB drive_to -739.379 -573.229 6.0
0004: $16E9 = 13 ;; integer values
0004: $16EB = 0 ;; integer values

:Label0E9046
00D6: if 0
0038: $16E9 == 13 ;; integer values
004D: jump_if_false Label0E90B1
00D6: if 21
01AF: car $AAB 0 ()near_point -739.379 -573.229 6.0 radius 6.0 6.0 6.0
0038: $16EB == 1 ;; integer values
004D: jump_if_false Label0E90B1
02D3: boat $AAB drive_to -743.073 -674.655 6.0
0004: $16E9 = 14 ;; integer values
0004: $16EB = 0 ;; integer values

:Label0E90B1
00D6: if 0
0038: $16E9 == 14 ;; integer values
004D: jump_if_false Label0E911C
00D6: if 21
01AF: car $AAB 0 ()near_point -743.073 -674.655 6.0 radius 6.0 6.0 6.0
0038: $16EB == 1 ;; integer values
004D: jump_if_false Label0E911C
02D3: boat $AAB drive_to -710.041 -787.354 6.0
0004: $16E9 = 15 ;; integer values
0004: $16EB = 0 ;; integer values

:Label0E911C
00D6: if 0
0038: $16E9 == 15 ;; integer values
004D: jump_if_false Label0E9187
00D6: if 21
01AF: car $AAB 0 ()near_point -710.041 -787.354 6.0 radius 6.0 6.0 6.0
0038: $16EB == 1 ;; integer values
004D: jump_if_false Label0E9187
02D3: boat $AAB drive_to -600.638 -835.484 6.0
0004: $16E9 = 16 ;; integer values
0004: $16EB = 0 ;; integer values

:Label0E9187
00D6: if 0
0038: $16E9 == 16 ;; integer values
004D: jump_if_false Label0E91F2
00D6: if 21
01AF: car $AAB 0 ()near_point -600.638 -835.484 6.0 radius 6.0 6.0 6.0
0038: $16EB == 1 ;; integer values
004D: jump_if_false Label0E91F2
02D3: boat $AAB drive_to -509.722 -756.564 6.0
0004: $16E9 = 17 ;; integer values
0004: $16EB = 0 ;; integer values

:Label0E91F2
00D6: if 0
0038: $16E9 == 17 ;; integer values
004D: jump_if_false Label0E925D
00D6: if 21
01AF: car $AAB 0 ()near_point -509.722 -756.564 6.0 radius 6.0 6.0 6.0
0038: $16EB == 1 ;; integer values
004D: jump_if_false Label0E925D
02D3: boat $AAB drive_to -571.734 -697.569 6.0
0004: $16E9 = 18 ;; integer values
0004: $16EB = 0 ;; integer values

:Label0E925D
00D6: if 0
0038: $16E9 == 18 ;; integer values
004D: jump_if_false Label0E92C8
00D6: if 21
01AF: car $AAB 0 ()near_point -571.734 -697.569 6.0 radius 6.0 6.0 6.0
0038: $16EB == 1 ;; integer values
004D: jump_if_false Label0E92C8
02D3: boat $AAB drive_to -661.336 -662.576 6.0
0004: $16E9 = 19 ;; integer values
0004: $16EB = 0 ;; integer values

:Label0E92C8
00D6: if 0
0038: $16E9 == 19 ;; integer values
004D: jump_if_false Label0E9333
00D6: if 21
01AF: car $AAB 0 ()near_point -661.336 -662.576 6.0 radius 6.0 6.0 6.0
0038: $16EB == 1 ;; integer values
004D: jump_if_false Label0E9333
02D3: boat $AAB drive_to -739.379 -573.229 6.0
0004: $16E9 = 20 ;; integer values
0004: $16EB = 0 ;; integer values

:Label0E9333
00D6: if 0
0038: $16E9 == 20 ;; integer values
004D: jump_if_false Label0E939E
00D6: if 21
01AF: car $AAB 0 ()near_point -739.379 -573.229 6.0 radius 6.0 6.0 6.0
0038: $16EB == 1 ;; integer values
004D: jump_if_false Label0E939E
02D3: boat $AAB drive_to -750.703 -447.009 6.0
0004: $16E9 = 21 ;; integer values
0004: $16EB = 0 ;; integer values

:Label0E939E
00D6: if 0
0038: $16E9 == 21 ;; integer values
004D: jump_if_false Label0E9409
00D6: if 21
01AF: car $AAB 0 ()near_point -750.703 -447.009 6.0 radius 6.0 6.0 6.0
0038: $16EB == 1 ;; integer values
004D: jump_if_false Label0E9409
02D3: boat $AAB drive_to -749.833 -327.552 6.0
0004: $16E9 = 22 ;; integer values
0004: $16EB = 0 ;; integer values

:Label0E9409
00D6: if 0
0038: $16E9 == 22 ;; integer values
004D: jump_if_false Label0E9474
00D6: if 21
01AF: car $AAB 0 ()near_point -749.833 -327.552 6.0 radius 6.0 6.0 6.0
0038: $16EB == 1 ;; integer values
004D: jump_if_false Label0E9474
02D3: boat $AAB drive_to -649.263 -5.788 6.0
0004: $16E9 = 3 ;; integer values
0004: $16EB = 0 ;; integer values

:Label0E9474
0051: return

:Label0E9476
00BA: text_styled "M_FAIL" 5000 ms 1 ;; MISSION FAILED!
0051: return

:Label0E9487
0004: $PASSED_HAT2_BOMBS_AWAY = 1 ;; integer values
01E3: text_1number_styled "M_PASS" 2000 5000 ms 1 ;; MISSION PASSED! $~1~
0110: clear_player $PLAYER_CHAR wanted_level
0109: player $PLAYER_CHAR money += 2000
0318: set_latest_mission_passed "HAT_2" ;; Bombs Away!
030C: set_mission_points += 1
0394: play_music 1
00D6: if 0
840C: NOT is_german_game
004D: jump_if_false Label0E94DB
004F: create_thread Label00DF3B
0002: jump Label0E94E0

:Label0E94DB
0164: disable_marker $11B

:Label0E94E0
0051: return

:Label0E94E2
0004: $ONMISSION = 0 ;; integer values
00D6: if 0
8038: NOT $16FB == -1 ;; integer values
004D: jump_if_false Label0E950E
04DB: (unknown)
01C4: remove_references_to_object $16FD ;; This object will now disappear when the
player looks away
01C4: remove_references_to_object $16FE ;; This object will now disappear when the
player looks away
0004: $16FB = -1 ;; integer values

:Label0E950E
00D6: if 0
8119: NOT car $16FC wrecked
004D: jump_if_false Label0E9525
020A: set_car $16FC door_status_to 1

:Label0E9525
0249: release_model #TOPFUN
0249: release_model #RCBARON
0249: release_model #SPEEDER
0249: release_model #JETMAX
0249: release_model #COASTG
0249: release_model #CUBAN
0249: release_model #CBA
0249: release_model #CBB
0249: release_model #RUGER
0164: disable_marker $170D
0164: disable_marker $170E
0164: disable_marker $170F
0164: disable_marker $1710
0164: disable_marker $1711
0164: disable_marker $1712
0164: disable_marker $1713
0164: disable_marker $1714
0164: disable_marker $1715
0164: disable_marker $1716
0164: disable_marker $1717
0164: disable_marker $1718
0164: disable_marker $1719
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
0151: remove_status_text $16EC
0004: $43C = 0 ;; integer values
00D8: mission_cleanup
0051: return

;-------------Mission 62---------------
; Originally: Dirty Lickin's

:Label0E95A6
03A4: name_thread "HAIT3"
0050: gosub Label0E95D4
00D6: if 0
0112: wasted_or_busted
004D: jump_if_false Label0E95CB
0050: gosub Label0EA554

:Label0E95CB
0050: gosub Label0EA5A4
004E: end_thread

:Label0E95D4
0317: increment_mission_attempts
0004: $ONMISSION = 1 ;; integer values
0004: $1723 = 0 ;; integer values
0004: $1724 = 0 ;; integer values
0004: $1728 = 0 ;; integer values
0004: $172A = 0 ;; integer values
0004: $172C = 0 ;; integer values
0004: $172E = 0 ;; integer values
0004: $1730 = 0 ;; integer values
0004: $1732 = 0 ;; integer values
0004: $1734 = 0 ;; integer values
0004: $1736 = 0 ;; integer values
0004: $1738 = 0 ;; integer values
0004: $173A = 0 ;; integer values
0004: $173C = 0 ;; integer values
0004: $173E = 0 ;; integer values
0004: $1740 = 0 ;; integer values
0004: $1742 = 0 ;; integer values
0004: $1744 = 0 ;; integer values
0004: $1746 = 0 ;; integer values
0004: $1748 = 0 ;; integer values
0004: $174A = 0 ;; integer values
0004: $174C = 0 ;; integer values
0004: $174E = 0 ;; integer values
0004: $1750 = 0 ;; integer values
0004: $1752 = 0 ;; integer values
0004: $1753 = 0 ;; integer values
0004: $1752 = 0 ;; integer values
0004: $1756 = 0 ;; integer values
0004: $1758 = 0 ;; integer values
0004: $1759 = 0 ;; integer values
0004: $175B = 0 ;; integer values
0004: $175C = 0 ;; integer values
0004: $175E = 0 ;; integer values
0004: $175F = 0 ;; integer values
0004: $1761 = 0 ;; integer values
0004: $1762 = 0 ;; integer values
0004: $1764 = 0 ;; integer values
0004: $1765 = 0 ;; integer values
0004: $1767 = 0 ;; integer values
0004: $1768 = 0 ;; integer values
0004: $176A = 0 ;; integer values
0004: $176B = 0 ;; integer values
0004: $176D = 0 ;; integer values
0004: $1778 = 0 ;; integer values
0004: $1779 = 0 ;; integer values
0004: $1770 = 0 ;; integer values
0005: $1771 = -924.912 ;; floating-point values
0005: $1772 = 35.082 ;; floating-point values
0005: $1773 = 9.54 ;; floating-point values
0005: $1774 = -896.317 ;; floating-point values
0005: $1775 = 34.08 ;; floating-point values
0005: $1776 = 9.54 ;; floating-point values
0004: $177B = 0 ;; integer values
0004: $177D = 0 ;; integer values
0004: $177F = 0 ;; integer values
0004: $1781 = 0 ;; integer values
0004: $1783 = 0 ;; integer values
0004: $1785 = 0 ;; integer values
0004: $1787 = 0 ;; integer values
0004: $1790 = 0 ;; integer values
0004: $1793 = 0 ;; integer values
0004: $1795 = 0 ;; integer values
0004: $1797 = 0 ;; integer values
0004: $179A = 0 ;; integer values
0004: $179C = 0 ;; integer values
0004: $179F = 0 ;; integer values
0004: $17A1 = 0 ;; integer values
0004: $17A4 = 0 ;; integer values
0004: $17A6 = 0 ;; integer values
0004: $17A9 = 0 ;; integer values
0004: $17AB = 0 ;; integer values
0004: $17AE = 0 ;; integer values
0005: $1789 = -899.655 ;; floating-point values
0005: $178A = 44.99 ;; floating-point values
0005: $178B = 9.076 ;; floating-point values
0004: $1777 = 0 ;; integer values
0004: $178C = 0 ;; integer values
0004: $178D = 0 ;; integer values
0004: $178E = 0 ;; integer values
0004: $178F = 0 ;; integer values
0004: $1794 = 0 ;; integer values
0004: $1799 = 0 ;; integer values
0004: $179D = 0 ;; integer values
0004: $17A2 = 0 ;; integer values
0004: $17A7 = 0 ;; integer values
0004: $17AC = 0 ;; integer values
0004: $17AF = 0 ;; integer values
0004: $17B1 = 0 ;; integer values
0004: $17B2 = 0 ;; integer values
0005: $17B6 = 0.0 ;; floating-point values
0005: $17B7 = 0.0 ;; floating-point values
0005: $17B8 = 0.0 ;; floating-point values
0005: $17B9 = 0.0 ;; floating-point values
0005: $17BA = 0.0 ;; floating-point values
0005: $17BB = 0.0 ;; floating-point values
0005: $17BC = 0.0 ;; floating-point values
0004: $17BD = 0 ;; integer values
0004: $17C6 = 0 ;; integer values
0004: $17BE = 0 ;; integer values
0005: $17BF = 0.0 ;; floating-point values
0005: $17C0 = 0.0 ;; floating-point values
0005: $17C1 = 0.0 ;; floating-point values
0005: $17C5 = 0.0 ;; floating-point values
0005: $17BC = 0.0 ;; floating-point values
0004: $17C7 = 0 ;; integer values
0004: $17C8 = 0 ;; integer values
0004: $17C9 = 0 ;; integer values
0004: $17CA = 0 ;; integer values
0004: $17CB = 0 ;; integer values
0004: $17CC = 0 ;; integer values
0004: $17CD = 0 ;; integer values
0004: $17CE = 0 ;; integer values
0004: $17CF = 0 ;; integer values
0004: $17D0 = 0 ;; integer values
0004: $17D1 = 0 ;; integer values
0004: $17D2 = 0 ;; integer values
0004: $17D3 = 0 ;; integer values
0004: $17D4 = 0 ;; integer values
0004: $17D5 = 0 ;; integer values
0004: $17D6 = 0 ;; integer values
0004: $17D7 = 0 ;; integer values
0004: $17D8 = 0 ;; integer values
0004: $17D9 = 0 ;; integer values
0004: $17DA = 0 ;; integer values
0005: $17C2 = 0.0 ;; floating-point values
0005: $17C3 = 0.0 ;; floating-point values
0005: $17C4 = 0.0 ;; floating-point values
0004: $17DB = 0 ;; integer values
0004: $17DD = 0 ;; integer values
0004: $17DC = 0 ;; integer values
0004: $17DE = 0 ;; integer values
0001: wait 0 ms
054C: use_GXT_table "HAIT3"
058E: set_restart_mission_taxi_destination -957.904 122.843 8.278 356.948
018A: $177C = create_checkpoint_at $1789 $178A $178B
0164: disable_marker $177C
018A: $1780 = create_checkpoint_at $1789 $178A $178B
0164: disable_marker $1780
018A: $1784 = create_checkpoint_at $1789 $178A $178B
0164: disable_marker $1784
018A: $1788 = create_checkpoint_at $1789 $178A $178B
0164: disable_marker $1788
018A: $1792 = create_checkpoint_at $1789 $178A $178B
0164: disable_marker $1792
018A: $1798 = create_checkpoint_at $1789 $178A $178B
0164: disable_marker $1798
018A: $179E = create_checkpoint_at $1789 $178A $178B
0164: disable_marker $179E
018A: $17A3 = create_checkpoint_at $1789 $178A $178B
0164: disable_marker $17A3
018A: $17A8 = create_checkpoint_at $1789 $178A $178B
0164: disable_marker $17A8
018A: $17AD = create_checkpoint_at $1789 $178A $178B
0164: disable_marker $17AD
018A: $172B = create_checkpoint_at $1789 $178A $178B
0164: disable_marker $172B
018A: $172F = create_checkpoint_at $1789 $178A $178B
0164: disable_marker $172F
018A: $1733 = create_checkpoint_at $1789 $178A $178B
0164: disable_marker $1733
018A: $1737 = create_checkpoint_at $1789 $178A $178B
0164: disable_marker $1737
018A: $173B = create_checkpoint_at $1789 $178A $178B
0164: disable_marker $173B
018A: $173F = create_checkpoint_at $1789 $178A $178B
0164: disable_marker $173F
018A: $1743 = create_checkpoint_at $1789 $178A $178B
0164: disable_marker $1743
018A: $1747 = create_checkpoint_at $1789 $178A $178B
0164: disable_marker $1747
018A: $174B = create_checkpoint_at $1789 $178A $178B
0164: disable_marker $174B
018A: $174F = create_checkpoint_at $1789 $178A $178B
0164: disable_marker $174F
023C: load_special_actor 1 "CSPLAY"
023C: load_special_actor 2 "APOULET"
02F3: load_object #CUTOBJ01 "HTABLE"
02F3: load_object #CUTOBJ02 "HATRIFL"
03CB: set_camera -962.697 149.793 10.21
04BB: select_interiour 12 ;; select render area
04F9: interiour_colors 13 0
038B: load_requested_models

:Label0E9BA2
00D6: if 23
823D: NOT special_actor 1 loaded
823D: NOT special_actor 2 loaded
8248: NOT model #CUTOBJ01 available
8248: NOT model #CUTOBJ02 available
004D: jump_if_false Label0E9BCA
0001: wait 0 ms
0002: jump Label0E9BA2

:Label0E9BCA
02E4: load_cutscene_data "HAT_3"
0244: set_cutscene_pos -962.799 148.391 8.355
041D: set_camera_near_clip .1
02E5: $7D = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $7D "CSPLAY"
02E5: $AA = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $AA "APOULET"
02E5: $D6 = create_cutscene_object #CUTOBJ01
02E6: set_cutscene_anim $D6 "HTABLE"
02E5: $D4 = create_cutscene_object #CUTOBJ02
02E6: set_cutscene_anim $D4 "HATRIFL"
0395: clear_area 1 at -962.53 141.69 range 8.25 2.0
0055: put_player $PLAYER_CHAR at -962.53 141.69 8.25
0171: set_player $PLAYER_CHAR z_angle_to 183.42
016A: fade 1 (back) 2000 ms
03AD: set_rubbish 0 (invisible)
03AF: set_streaming 1 (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0E9C8A
00D6: if 0
001A: 1734 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0E9CAD
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0E9C8A

:Label0E9CAD
00BC: text_highpriority "HAM3_A" 10000 ms 1 ;; Hello? Hello - uh..I'm looking
for somebody around here...

:Label0E9CBC
00D6: if 0
001A: 6820 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0E9CDF
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0E9CBC

:Label0E9CDF
00BC: text_highpriority "HAM3_B" 10000 ms 1 ;; You looking hungry, Tommy.

:Label0E9CEE
00D6: if 0
001A: 9485 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0E9D11
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0E9CEE

:Label0E9D11
00BC: text_highpriority "HAM3_C" 10000 ms 1 ;; Do I know you?

:Label0E9D20
00D6: if 0
001A: 11125 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0E9D43
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0E9D20

:Label0E9D43
00BC: text_highpriority "HAM3_D" 10000 ms 1 ;; Hush now.

:Label0E9D52
00D6: if 0
001A: 12511 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0E9D75
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0E9D52

:Label0E9D75
00BC: text_highpriority "HAM3_E" 10000 ms 1 ;; One more ting an I can let you
go, Tommy.

:Label0E9D84
00D6: if 0
001A: 15894 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0E9DA7
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0E9D84

:Label0E9DA7
00BC: text_highpriority "HAM3_F" 10000 ms 1 ;; My boys gone war wit dem Cuban
boys.

:Label0E9DB6
00D6: if 0
001A: 19040 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0E9DD9
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0E9DB6

:Label0E9DD9
00BC: text_highpriority "HAM3_G" 10000 ms 1 ;; But no guns.

:Label0E9DE8
00D6: if 0
001A: 20758 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0E9E0B
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0E9DE8

:Label0E9E0B
00BC: text_highpriority "HAM3_H" 10000 ms 1 ;; Hmm, but de Cubans have a
surprise comin'.

:Label0E9E1A
00D6: if 0
001A: 23591 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0E9E3D
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0E9E1A

:Label0E9E3D
00BC: text_highpriority "HAM3_I" 10000 ms 1 ;; While they fight in de streets,
you take this rifle and kill dem in de hubbub.

:Label0E9E4C
00D6: if 0
001A: 28128 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0E9E6F
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0E9E4C

:Label0E9E6F
00BC: text_highpriority "HAM3_J" 10000 ms 1 ;; No one sees you, no one hear you.

:Label0E9E7E
00D6: if 0
001A: 32020 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0E9EA1
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0E9E7E

:Label0E9EA1
00BC: text_highpriority "HAM3_K" 10000 ms 1 ;; Now, Tommy, you do this for me,
and you no longer tied to my apron strings.

:Label0E9EB0
00D6: if 0
001A: 37941 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0E9ED5
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0E9EB0

:Label0E9ED5
00BC: text_highpriority "HAM3_L" 10000 ms 1 ;; Kay auntie..

:Label0E9EE4
00D6: if 0
001A: 39680 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0E9F09
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0E9EE4

:Label0E9F09
00BE: text_clear_all

:Label0E9F0B
00D6: if 0
001A: 42464 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0E9F30
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0E9F0B

:Label0E9F30
016A: fade 0 () 2000 ms
00BE: text_clear_all
:Label0E9F39
00D6: if 0
016B: fading
004D: jump_if_false Label0E9F51
0001: wait 0 ms
0002: jump Label0E9F39

:Label0E9F51
04BB: select_interiour 0 ;; select render area
03CB: set_camera -962.53 141.69 8.25
04FA: reset_interior_colors 0
03AD: set_rubbish 1 (visible)
02EA: end_cutscene
0373: set_camera_directly_behind_player
0296: unload_special_actor 1
0296: unload_special_actor 2
0249: release_model #CUTOBJ01
0249: release_model #CUTOBJ02
04E3: unknown_player $PLAYER_CHAR 0 60000
0247: request_model #HNA
0247: request_model #HNB
0247: request_model #CBA
0247: request_model #CBB
0247: request_model #SNIPER
0247: request_model #BURRITO
0247: request_model #KATANA

:Label0E9FAF
00D6: if 25
8248: NOT model #HNA available
8248: NOT model #CBA available
8248: NOT model #SNIPER available
8248: NOT model #HNB available
8248: NOT model #CBB available
8248: NOT model #BURRITO available
004D: jump_if_false Label0E9FDF
0001: wait 0 ms
0002: jump Label0E9FAF

:Label0E9FDF
00D6: if 0
8248: NOT model #KATANA available
004D: jump_if_false Label0E9FFA
0001: wait 0 ms
0002: jump Label0E9FDF

:Label0E9FFA
009A: $17BE = create_actor 7 #CBA at -886.519 41.28 10.55
009B: destroy_actor_instantly $17BE
0169: set_fade_color 0 0 0
0001: wait 500 ms
016A: fade 1 (back) 1500 ms
04E2: $PLAYER_CHAR 1
03C7: unknown_maby_cops_density .5
00BC: text_highpriority "HAM3_1" 5000 ms 1 ;; ~g~We must win this battle. If all
the Haitians die we lose.
00BB: text_lowpriority "HAM3_5" 5000 ms 1 ;; ~g~You must kill the Cubans from a
distance. You must not be seen.
009A: $1729 = create_actor 4 #CBA at -886.519 41.28 10.55
009A: $172D = create_actor 4 #CBB at -885.463 42.655 9.23
009A: $1731 = create_actor 4 #CBA at -905.0 51.6 8.89
009A: $1735 = create_actor 4 #CBB at -906.26 49.95 9.02
009A: $1739 = create_actor 4 #CBA at -911.6 52.28 9.57
009A: $173D = create_actor 4 #CBB at -908.0 52.4 9.24
009A: $1741 = create_actor 4 #CBA at -906.214 43.41 9.54
009A: $1745 = create_actor 4 #CBB at -906.01 45.03 9.41
009A: $1749 = create_actor 4 #CBA at -895.35 42.26 9.61
009A: $174D = create_actor 4 #CBB at -894.96 44.63 9.43
009A: $1751 = create_actor 4 #HNA at -888.798 41.597 9.52
009A: $1754 = create_actor 4 #HNB at -887.58 43.48 9.15
009A: $1757 = create_actor 4 #HNA at -906.13 47.765 9.19
009A: $175A = create_actor 4 #HNB at -903.61 46.14 9.32
009A: $175D = create_actor 4 #HNA at -911.57 50.46 9.57
009A: $1760 = create_actor 4 #HNB at -908.85 49.48 9.41
009A: $1763 = create_actor 4 #HNA at -901.19 42.7 9.61
009A: $1766 = create_actor 4 #HNB at -899.254 44.676 9.43
009A: $1769 = create_actor 4 #HNA at -886.33 43.7 9.05
009A: $176C = create_actor 4 #HNB at -886.68 41.4 9.51
00D6: if 0
0038: $1724 == 0 ;; integer values
004D: jump_if_false Label0EA276
018A: $176E = create_checkpoint_at -892.59 75.3 15.4
03BC: $17B0 = create_sphere -892.59 75.3 15.4 2.0

:Label0EA276
01B1: give_player $PLAYER_CHAR weapon 28 ammo 30 ;; Load the weapon model before
using this
0006: 16@ = 0 ;; integer values
0006: 17@ = 0 ;; integer values
0004: $1726 = 0 ;; integer values
0004: $1727 = 0 ;; integer values
0004: $1725 = 0 ;; integer values

:Label0EA2A2
00D6: if 0
0038: $1725 == 0 ;; integer values
004D: jump_if_false Label0EA548
0001: wait 0 ms
0008: $17DC += 1 ;; integer values
00D6: if 0
0018: $17DC > 30 ;; integer values
004D: jump_if_false Label0EA2D8
0004: $17DC = 0 ;; integer values

:Label0EA2D8
00D6: if 0
001A: 20 > $17B2 ;; integer values
004D: jump_if_false Label0EA2F1
0050: gosub Label0EA64F

:Label0EA2F1
0110: clear_player $PLAYER_CHAR wanted_level
0050: gosub Label0EB154
0050: gosub Label0EB7F9
00D6: if 0
0028: $1726 >= 20 ;; integer values
004D: jump_if_false Label0EA31D
0004: $1725 = 1 ;; integer values
:Label0EA31D
00D6: if 0
0028: $1727 >= 3 ;; integer values
004D: jump_if_false Label0EA357
00D6: if 0
0038: $17DB == 0 ;; integer values
004D: jump_if_false Label0EA357
00BC: text_highpriority "HAM3_8" 5000 ms 1 ;; ~g~Haitians are dying! Improve
your aim.
0004: $17DB = 1 ;; integer values

:Label0EA357
00D6: if 0
0028: $1727 >= 10 ;; integer values
004D: jump_if_false Label0EA37F
00BC: text_highpriority "HAM3_2" 5000 ms 1 ;; ~r~The Haitians have died!
0002: jump Label0EA554

:Label0EA37F
00D6: if 21
0038: $1723 == 1 ;; integer values
0038: $17DD == 1 ;; integer values
004D: jump_if_false Label0EA3AE
00BC: text_highpriority "HAM3_4" 5000 ms 1 ;; ~r~You have been spotted! The
mission is a failure!
0002: jump Label0EA554

:Label0EA3AE
00D6: if 0
02B3: player $PLAYER_CHAR in_cube -936.42 109.11 13.0 -873.118 45.222 18.0
radius 30.0 sphere 0
004D: jump_if_false Label0EA4B9
00D6: if 0
0038: $17DE == 0 ;; integer values
004D: jump_if_false Label0EA403
0006: 17@ = 0 ;; integer values
0004: $17DE = 1 ;; integer values

:Label0EA403
00D6: if 0
0038: $17B1 == 0 ;; integer values
004D: jump_if_false Label0EA43E
00D6: if 0
0019: 16@ > 25000 ;; integer values
004D: jump_if_false Label0EA43E
0050: gosub Label0EAF96
00BC: text_highpriority "HAM3_3" 5000 ms 1 ;; ~g~I expect the Cubans to cheat so
be on your guard.

:Label0EA43E
00D6: if 0
00F6: player $PLAYER_CHAR 0 ()near_point_on_foot -892.59 75.3 15.4 radius 2.0
2.0 2.0
004D: jump_if_false Label0EA4B9
00D6: if 0
0038: $17B1 == 0 ;; integer values
004D: jump_if_false Label0EA496
0050: gosub Label0EAF96
00BC: text_highpriority "HAM3_3" 5000 ms 1 ;; ~g~I expect the Cubans to cheat so
be on your guard.

:Label0EA496
00D6: if 0
0038: $17AF == 0 ;; integer values
004D: jump_if_false Label0EA4B9
0164: disable_marker $176E
03BD: destroy_sphere $17B0
0004: $17AF = 1 ;; integer values

:Label0EA4B9
00D6: if 0
0038: $1778 == 0 ;; integer values
004D: jump_if_false Label0EA4E4
00D6: if 0
0028: $1726 >= 5 ;; integer values
004D: jump_if_false Label0EA4E4
0050: gosub Label0EBCA1

:Label0EA4E4
00D6: if 0
0038: $1779 == 0 ;; integer values
004D: jump_if_false Label0EA50F
00D6: if 0
0028: $1726 >= 12 ;; integer values
004D: jump_if_false Label0EA50F
0050: gosub Label0EBD97

:Label0EA50F
00D6: if 0
0038: $1778 == 1 ;; integer values
004D: jump_if_false Label0EA528
0050: gosub Label0EBF75

:Label0EA528
00D6: if 0
0038: $1779 == 1 ;; integer values
004D: jump_if_false Label0EA541
0050: gosub Label0EC641

:Label0EA541
0002: jump Label0EA2A2

:Label0EA548
0164: disable_marker $176E
0002: jump Label0EA565

:Label0EA554
00BA: text_styled "M_FAIL" 5000 ms 1 ;; MISSION FAILED!
0051: return

:Label0EA565
0004: $PASSED_HAT3_DIRTY_LICKINS = 1 ;; integer values
0394: play_music 1
0318: set_latest_mission_passed "HAT_3" ;; Dirty Lickin's
030C: set_mission_points += 1
01E3: text_1number_styled "M_PASS" 5000 5000 ms 1 ;; MISSION PASSED! $~1~
0109: player $PLAYER_CHAR money += 5000
0110: clear_player $PLAYER_CHAR wanted_level
0164: disable_marker $11B
0051: return

:Label0EA5A4
0004: $ONMISSION = 0 ;; integer values
0164: disable_marker $172B
0164: disable_marker $172F
0164: disable_marker $1733
0164: disable_marker $1737
0164: disable_marker $173B
0164: disable_marker $173F
0164: disable_marker $1743
0164: disable_marker $1747
0164: disable_marker $174B
0164: disable_marker $174F
0164: disable_marker $177C
0164: disable_marker $1780
0164: disable_marker $1784
0164: disable_marker $1788
0164: disable_marker $1792
0164: disable_marker $1798
0164: disable_marker $179E
0164: disable_marker $17A3
0164: disable_marker $17A8
0164: disable_marker $17AD
04E2: $PLAYER_CHAR 0
03C7: unknown_maby_cops_density 1.0
03BD: destroy_sphere $17B0
0164: disable_marker $176E
0249: release_model #HNA
0249: release_model #CBA
0249: release_model #SNIPER
0249: release_model #HNB
0249: release_model #CBB
0249: release_model #BURRITO
0249: release_model #KATANA
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
00D8: mission_cleanup
0051: return

:Label0EA64F
00D6: if 0
0038: $1752 == 0 ;; integer values
004D: jump_if_false Label0EA6BB
00D6: if 0
8118: NOT actor $1751 dead
004D: jump_if_false Label0EA6BB
00D6: if 0
84F0: NOT unknown_actor_check $1751
004D: jump_if_false Label0EA6BB
01ED: reset_actor $1751 flags
00D6: if 0
8118: NOT actor $1729 dead
004D: jump_if_false Label0EA6A6
01C9: actor $1751 kill_actor $1729
0084: $17C7 = $1729 ;; integer values and handles

:Label0EA6A6
0243: set_actor $1751 ped_stats_to 16
0008: $17B2 += 1 ;; integer values
0004: $1752 = 1 ;; integer values

:Label0EA6BB
00D6: if 0
0038: $1755 == 0 ;; integer values
004D: jump_if_false Label0EA72E
00D6: if 0
8118: NOT actor $1754 dead
004D: jump_if_false Label0EA72E
00D6: if 0
84F0: NOT unknown_actor_check $1754
004D: jump_if_false Label0EA72E
01ED: reset_actor $1754 flags
00D6: if 0
8118: NOT actor $172D dead
004D: jump_if_false Label0EA712
01C9: actor $1754 kill_actor $172D
0084: $17C8 = $172D ;; integer values and handles

:Label0EA712
0243: set_actor $1754 ped_stats_to 16
02A9: set_actor $1754 immune_to_nonplayer 1
0008: $17B2 += 1 ;; integer values
0004: $1755 = 1 ;; integer values

:Label0EA72E
00D6: if 0
0038: $1758 == 0 ;; integer values
004D: jump_if_false Label0EA7A1
00D6: if 0
8118: NOT actor $1757 dead
004D: jump_if_false Label0EA7A1
00D6: if 0
84F0: NOT unknown_actor_check $1757
004D: jump_if_false Label0EA7A1
01ED: reset_actor $1757 flags
00D6: if 0
8118: NOT actor $1731 dead
004D: jump_if_false Label0EA785
01C9: actor $1757 kill_actor $1731
0084: $17C9 = $1731 ;; integer values and handles

:Label0EA785
0243: set_actor $1757 ped_stats_to 16
02A9: set_actor $1757 immune_to_nonplayer 1
0008: $17B2 += 1 ;; integer values
0004: $1758 = 1 ;; integer values

:Label0EA7A1
00D6: if 0
0038: $175B == 0 ;; integer values
004D: jump_if_false Label0EA814
00D6: if 0
8118: NOT actor $175A dead
004D: jump_if_false Label0EA814
00D6: if 0
84F0: NOT unknown_actor_check $175A
004D: jump_if_false Label0EA814
01ED: reset_actor $175A flags
00D6: if 0
8118: NOT actor $1735 dead
004D: jump_if_false Label0EA7F8
01C9: actor $175A kill_actor $1735
0084: $17CA = $1735 ;; integer values and handles

:Label0EA7F8
0243: set_actor $175A ped_stats_to 16
02A9: set_actor $175A immune_to_nonplayer 1
0008: $17B2 += 1 ;; integer values
0004: $175B = 1 ;; integer values

:Label0EA814
00D6: if 0
0038: $175E == 0 ;; integer values
004D: jump_if_false Label0EA887
00D6: if 0
8118: NOT actor $175D dead
004D: jump_if_false Label0EA887
00D6: if 0
84F0: NOT unknown_actor_check $175D
004D: jump_if_false Label0EA887
01ED: reset_actor $175D flags
00D6: if 0
8118: NOT actor $1739 dead
004D: jump_if_false Label0EA86B
01C9: actor $175D kill_actor $1739
0084: $17CB = $1739 ;; integer values and handles

:Label0EA86B
0243: set_actor $175D ped_stats_to 16
02A9: set_actor $175D immune_to_nonplayer 1
0008: $17B2 += 1 ;; integer values
0004: $175E = 1 ;; integer values

:Label0EA887
00D6: if 0
0038: $1761 == 0 ;; integer values
004D: jump_if_false Label0EA8FA
00D6: if 0
8118: NOT actor $1760 dead
004D: jump_if_false Label0EA8FA
00D6: if 0
84F0: NOT unknown_actor_check $1760
004D: jump_if_false Label0EA8FA
01ED: reset_actor $1760 flags
00D6: if 0
8118: NOT actor $173D dead
004D: jump_if_false Label0EA8DE
01C9: actor $1760 kill_actor $173D
0084: $17CC = $173D ;; integer values and handles

:Label0EA8DE
0243: set_actor $1760 ped_stats_to 16
02A9: set_actor $1760 immune_to_nonplayer 1
0008: $17B2 += 1 ;; integer values
0004: $1761 = 1 ;; integer values
:Label0EA8FA
00D6: if 0
0038: $1764 == 0 ;; integer values
004D: jump_if_false Label0EA96D
00D6: if 0
8118: NOT actor $1763 dead
004D: jump_if_false Label0EA96D
00D6: if 0
84F0: NOT unknown_actor_check $1763
004D: jump_if_false Label0EA96D
01ED: reset_actor $1763 flags
00D6: if 0
8118: NOT actor $1741 dead
004D: jump_if_false Label0EA951
01C9: actor $1763 kill_actor $1741
0084: $17CD = $1741 ;; integer values and handles

:Label0EA951
0243: set_actor $1763 ped_stats_to 16
02A9: set_actor $1763 immune_to_nonplayer 1
0008: $17B2 += 1 ;; integer values
0004: $1764 = 1 ;; integer values

:Label0EA96D
00D6: if 0
0038: $1767 == 0 ;; integer values
004D: jump_if_false Label0EA9E0
00D6: if 0
8118: NOT actor $1766 dead
004D: jump_if_false Label0EA9E0
00D6: if 0
84F0: NOT unknown_actor_check $1766
004D: jump_if_false Label0EA9E0
01ED: reset_actor $1766 flags
00D6: if 0
8118: NOT actor $1745 dead
004D: jump_if_false Label0EA9C4
01C9: actor $1766 kill_actor $1745
0084: $17CE = $1745 ;; integer values and handles

:Label0EA9C4
0243: set_actor $1766 ped_stats_to 16
02A9: set_actor $1766 immune_to_nonplayer 1
0008: $17B2 += 1 ;; integer values
0004: $1767 = 1 ;; integer values

:Label0EA9E0
00D6: if 0
0038: $176A == 0 ;; integer values
004D: jump_if_false Label0EAA53
00D6: if 0
8118: NOT actor $1769 dead
004D: jump_if_false Label0EAA53
00D6: if 0
84F0: NOT unknown_actor_check $1769
004D: jump_if_false Label0EAA53
01ED: reset_actor $1769 flags
00D6: if 0
8118: NOT actor $1749 dead
004D: jump_if_false Label0EAA37
01C9: actor $1769 kill_actor $1749
0084: $17CF = $1749 ;; integer values and handles

:Label0EAA37
0243: set_actor $1769 ped_stats_to 16
02A9: set_actor $1769 immune_to_nonplayer 1
0008: $17B2 += 1 ;; integer values
0004: $176A = 1 ;; integer values

:Label0EAA53
00D6: if 0
0038: $176D == 0 ;; integer values
004D: jump_if_false Label0EAAC6
00D6: if 0
8118: NOT actor $176C dead
004D: jump_if_false Label0EAAC6
00D6: if 0
84F0: NOT unknown_actor_check $176C
004D: jump_if_false Label0EAAC6
01ED: reset_actor $176C flags
00D6: if 0
8118: NOT actor $174D dead
004D: jump_if_false Label0EAAAA
01C9: actor $176C kill_actor $174D
0084: $17D0 = $174D ;; integer values and handles

:Label0EAAAA
0243: set_actor $176C ped_stats_to 16
02A9: set_actor $176C immune_to_nonplayer 1
0008: $17B2 += 1 ;; integer values
0004: $176D = 1 ;; integer values

:Label0EAAC6
00D6: if 0
0038: $172A == 0 ;; integer values
004D: jump_if_false Label0EAB41
00D6: if 0
8118: NOT actor $1729 dead
004D: jump_if_false Label0EAB41
00D6: if 0
84F0: NOT unknown_actor_check $1729
004D: jump_if_false Label0EAB41
01ED: reset_actor $1729 flags
00D6: if 0
8118: NOT actor $1751 dead
004D: jump_if_false Label0EAB1D
01C9: actor $1729 kill_actor $1751
0084: $17D1 = $1751 ;; integer values and handles

:Label0EAB1D
0243: set_actor $1729 ped_stats_to 16
02A9: set_actor $1729 immune_to_nonplayer 1
0187: $172B = create_marker_above_actor $1729
0008: $17B2 += 1 ;; integer values
0004: $172A = 1 ;; integer values

:Label0EAB41
00D6: if 0
0038: $172E == 0 ;; integer values
004D: jump_if_false Label0EABBC
00D6: if 0
8118: NOT actor $172D dead
004D: jump_if_false Label0EABBC
00D6: if 0
84F0: NOT unknown_actor_check $172D
004D: jump_if_false Label0EABBC
01ED: reset_actor $172D flags
00D6: if 0
8118: NOT actor $1754 dead
004D: jump_if_false Label0EAB98
01C9: actor $172D kill_actor $1754
0084: $17D2 = $1754 ;; integer values and handles

:Label0EAB98
0243: set_actor $172D ped_stats_to 16
02A9: set_actor $172D immune_to_nonplayer 1
0187: $172F = create_marker_above_actor $172D
0008: $17B2 += 1 ;; integer values
0004: $172E = 1 ;; integer values

:Label0EABBC
00D6: if 0
0038: $1732 == 0 ;; integer values
004D: jump_if_false Label0EAC37
00D6: if 0
8118: NOT actor $1731 dead
004D: jump_if_false Label0EAC37
00D6: if 0
84F0: NOT unknown_actor_check $1731
004D: jump_if_false Label0EAC37
01ED: reset_actor $1731 flags
00D6: if 0
8118: NOT actor $1757 dead
004D: jump_if_false Label0EAC13
01C9: actor $1731 kill_actor $1757
0084: $17D3 = $1757 ;; integer values and handles

:Label0EAC13
0243: set_actor $1731 ped_stats_to 16
02A9: set_actor $1731 immune_to_nonplayer 1
0187: $1733 = create_marker_above_actor $1731
0008: $17B2 += 1 ;; integer values
0004: $1732 = 1 ;; integer values

:Label0EAC37
00D6: if 0
0038: $1736 == 0 ;; integer values
004D: jump_if_false Label0EACB2
00D6: if 0
8118: NOT actor $1735 dead
004D: jump_if_false Label0EACB2
00D6: if 0
84F0: NOT unknown_actor_check $1735
004D: jump_if_false Label0EACB2
01ED: reset_actor $1735 flags
00D6: if 0
8118: NOT actor $175A dead
004D: jump_if_false Label0EAC8E
01C9: actor $1735 kill_actor $175A
0084: $17D4 = $175A ;; integer values and handles

:Label0EAC8E
0243: set_actor $1735 ped_stats_to 16
02A9: set_actor $1735 immune_to_nonplayer 1
0187: $1737 = create_marker_above_actor $1735
0008: $17B2 += 1 ;; integer values
0004: $1736 = 1 ;; integer values

:Label0EACB2
00D6: if 0
0038: $173A == 0 ;; integer values
004D: jump_if_false Label0EAD2D
00D6: if 0
8118: NOT actor $1739 dead
004D: jump_if_false Label0EAD2D
00D6: if 0
84F0: NOT unknown_actor_check $1739
004D: jump_if_false Label0EAD2D
01ED: reset_actor $1739 flags
00D6: if 0
8118: NOT actor $175D dead
004D: jump_if_false Label0EAD09
01C9: actor $1739 kill_actor $175D
0084: $17D5 = $175D ;; integer values and handles

:Label0EAD09
0243: set_actor $1739 ped_stats_to 16
02A9: set_actor $1739 immune_to_nonplayer 1
0187: $173B = create_marker_above_actor $1739
0008: $17B2 += 1 ;; integer values
0004: $173A = 1 ;; integer values

:Label0EAD2D
00D6: if 0
0038: $173E == 0 ;; integer values
004D: jump_if_false Label0EADA8
00D6: if 0
8118: NOT actor $173D dead
004D: jump_if_false Label0EADA8
00D6: if 0
84F0: NOT unknown_actor_check $173D
004D: jump_if_false Label0EADA8
01ED: reset_actor $173D flags
00D6: if 0
8118: NOT actor $1760 dead
004D: jump_if_false Label0EAD84
01C9: actor $173D kill_actor $1760
0084: $17D6 = $1760 ;; integer values and handles

:Label0EAD84
0243: set_actor $173D ped_stats_to 16
02A9: set_actor $173D immune_to_nonplayer 1
0187: $173F = create_marker_above_actor $173D
0008: $17B2 += 1 ;; integer values
0004: $173E = 1 ;; integer values
:Label0EADA8
00D6: if 0
0038: $1742 == 0 ;; integer values
004D: jump_if_false Label0EAE23
00D6: if 0
8118: NOT actor $1741 dead
004D: jump_if_false Label0EAE23
00D6: if 0
84F0: NOT unknown_actor_check $1741
004D: jump_if_false Label0EAE23
01ED: reset_actor $1741 flags
00D6: if 0
8118: NOT actor $1763 dead
004D: jump_if_false Label0EADFF
01C9: actor $1741 kill_actor $1763
0084: $17D7 = $1763 ;; integer values and handles

:Label0EADFF
0243: set_actor $1741 ped_stats_to 16
02A9: set_actor $1741 immune_to_nonplayer 1
0187: $1743 = create_marker_above_actor $1741
0008: $17B2 += 1 ;; integer values
0004: $1742 = 1 ;; integer values

:Label0EAE23
00D6: if 0
0038: $1746 == 0 ;; integer values
004D: jump_if_false Label0EAE9E
00D6: if 0
8118: NOT actor $1745 dead
004D: jump_if_false Label0EAE9E
00D6: if 0
84F0: NOT unknown_actor_check $1745
004D: jump_if_false Label0EAE9E
01ED: reset_actor $1745 flags
00D6: if 0
8118: NOT actor $1766 dead
004D: jump_if_false Label0EAE7A
01C9: actor $1745 kill_actor $1766
0084: $17D8 = $1766 ;; integer values and handles

:Label0EAE7A
0243: set_actor $1745 ped_stats_to 16
02A9: set_actor $1745 immune_to_nonplayer 1
0187: $1747 = create_marker_above_actor $1745
0008: $17B2 += 1 ;; integer values
0004: $1746 = 1 ;; integer values

:Label0EAE9E
00D6: if 0
0038: $174A == 0 ;; integer values
004D: jump_if_false Label0EAF19
00D6: if 0
8118: NOT actor $1749 dead
004D: jump_if_false Label0EAF19
00D6: if 0
84F0: NOT unknown_actor_check $1749
004D: jump_if_false Label0EAF19
01ED: reset_actor $1749 flags
00D6: if 0
8118: NOT actor $1769 dead
004D: jump_if_false Label0EAEF5
01C9: actor $1749 kill_actor $1769
0084: $17D9 = $1769 ;; integer values and handles

:Label0EAEF5
0243: set_actor $1749 ped_stats_to 16
02A9: set_actor $1749 immune_to_nonplayer 1
0187: $174B = create_marker_above_actor $1749
0008: $17B2 += 1 ;; integer values
0004: $174A = 1 ;; integer values

:Label0EAF19
00D6: if 0
0038: $174E == 0 ;; integer values
004D: jump_if_false Label0EAF94
00D6: if 0
8118: NOT actor $174D dead
004D: jump_if_false Label0EAF94
00D6: if 0
84F0: NOT unknown_actor_check $174D
004D: jump_if_false Label0EAF94
01ED: reset_actor $174D flags
00D6: if 0
8118: NOT actor $176C dead
004D: jump_if_false Label0EAF70
01C9: actor $174D kill_actor $176C
0084: $17DA = $176C ;; integer values and handles

:Label0EAF70
0243: set_actor $174D ped_stats_to 16
02A9: set_actor $174D immune_to_nonplayer 1
0187: $174F = create_marker_above_actor $174D
0008: $17B2 += 1 ;; integer values
0004: $174E = 1 ;; integer values

:Label0EAF94
0051: return

:Label0EAF96
00D6: if 0
8118: NOT actor $172D dead
004D: jump_if_false Label0EAFAD
02A9: set_actor $172D immune_to_nonplayer 0

:Label0EAFAD
00D6: if 0
8118: NOT actor $1731 dead
004D: jump_if_false Label0EAFC4
02A9: set_actor $1731 immune_to_nonplayer 0

:Label0EAFC4
00D6: if 0
8118: NOT actor $1735 dead
004D: jump_if_false Label0EAFDB
02A9: set_actor $1735 immune_to_nonplayer 0
:Label0EAFDB
00D6: if 0
8118: NOT actor $1739 dead
004D: jump_if_false Label0EAFF2
02A9: set_actor $1739 immune_to_nonplayer 0

:Label0EAFF2
00D6: if 0
8118: NOT actor $173D dead
004D: jump_if_false Label0EB009
02A9: set_actor $173D immune_to_nonplayer 0

:Label0EB009
00D6: if 0
8118: NOT actor $1741 dead
004D: jump_if_false Label0EB020
02A9: set_actor $1741 immune_to_nonplayer 0

:Label0EB020
00D6: if 0
8118: NOT actor $1745 dead
004D: jump_if_false Label0EB037
02A9: set_actor $1745 immune_to_nonplayer 0

:Label0EB037
00D6: if 0
8118: NOT actor $1749 dead
004D: jump_if_false Label0EB04E
02A9: set_actor $1749 immune_to_nonplayer 0

:Label0EB04E
00D6: if 0
8118: NOT actor $174D dead
004D: jump_if_false Label0EB065
02A9: set_actor $174D immune_to_nonplayer 0

:Label0EB065
00D6: if 0
8118: NOT actor $1751 dead
004D: jump_if_false Label0EB07C
02A9: set_actor $1751 immune_to_nonplayer 0

:Label0EB07C
00D6: if 0
8118: NOT actor $1754 dead
004D: jump_if_false Label0EB093
02A9: set_actor $1754 immune_to_nonplayer 0

:Label0EB093
00D6: if 0
8118: NOT actor $1757 dead
004D: jump_if_false Label0EB0AA
02A9: set_actor $1757 immune_to_nonplayer 0

:Label0EB0AA
00D6: if 0
8118: NOT actor $175A dead
004D: jump_if_false Label0EB0C1
02A9: set_actor $175A immune_to_nonplayer 0
:Label0EB0C1
00D6: if 0
8118: NOT actor $175D dead
004D: jump_if_false Label0EB0D8
02A9: set_actor $175D immune_to_nonplayer 0

:Label0EB0D8
00D6: if 0
8118: NOT actor $1760 dead
004D: jump_if_false Label0EB0EF
02A9: set_actor $1760 immune_to_nonplayer 0

:Label0EB0EF
00D6: if 0
8118: NOT actor $1763 dead
004D: jump_if_false Label0EB106
02A9: set_actor $1763 immune_to_nonplayer 0

:Label0EB106
00D6: if 0
8118: NOT actor $1766 dead
004D: jump_if_false Label0EB11D
02A9: set_actor $1766 immune_to_nonplayer 0

:Label0EB11D
00D6: if 0
8118: NOT actor $1769 dead
004D: jump_if_false Label0EB134
02A9: set_actor $1769 immune_to_nonplayer 0

:Label0EB134
00D6: if 0
8118: NOT actor $176C dead
004D: jump_if_false Label0EB14B
02A9: set_actor $176C immune_to_nonplayer 0

:Label0EB14B
0004: $17B1 = 1 ;; integer values
0051: return

:Label0EB154
00D6: if 0
0038: $17DC == 0 ;; integer values
004D: jump_if_false Label0EB1F1
00D6: if 0
0038: $1728 == 0 ;; integer values
004D: jump_if_false Label0EB1F1
00D6: if 0
0118: actor $1729 dead
004D: jump_if_false Label0EB1B1
0164: disable_marker $172B
0008: $1726 += 1 ;; integer values
0084: $17DF = $1729 ;; integer values and handles
0050: gosub Label0ED527
0004: $1728 = 1 ;; integer values
0002: jump Label0EB1F1

:Label0EB1B1
00D6: if 0
0038: $1723 == 0 ;; integer values
004D: jump_if_false Label0EB1D2
0084: $17B5 = $1729 ;; integer values and handles
0050: gosub Label0EB778

:Label0EB1D2
00D6: if 0
0118: actor $17D1 dead
004D: jump_if_false Label0EB1F1
0084: $17B3 = $1729 ;; integer values and handles
0050: gosub Label0ECD59

:Label0EB1F1
00D6: if 0
0038: $17DC == 1 ;; integer values
004D: jump_if_false Label0EB28E
00D6: if 0
0038: $172C == 0 ;; integer values
004D: jump_if_false Label0EB28E
00D6: if 0
0118: actor $172D dead
004D: jump_if_false Label0EB24E
0164: disable_marker $172F
0008: $1726 += 1 ;; integer values
0084: $17DF = $172D ;; integer values and handles
0050: gosub Label0ED527
0004: $172C = 1 ;; integer values
0002: jump Label0EB28E

:Label0EB24E
00D6: if 0
0038: $1723 == 0 ;; integer values
004D: jump_if_false Label0EB26F
0084: $17B5 = $172D ;; integer values and handles
0050: gosub Label0EB778

:Label0EB26F
00D6: if 0
0118: actor $17D2 dead
004D: jump_if_false Label0EB28E
0084: $17B3 = $172D ;; integer values and handles
0050: gosub Label0ECD59

:Label0EB28E
00D6: if 0
0038: $17DC == 2 ;; integer values
004D: jump_if_false Label0EB32B
00D6: if 0
0038: $1730 == 0 ;; integer values
004D: jump_if_false Label0EB32B
00D6: if 0
0118: actor $1731 dead
004D: jump_if_false Label0EB2EB
0164: disable_marker $1733
0008: $1726 += 1 ;; integer values
0084: $17DF = $1731 ;; integer values and handles
0050: gosub Label0ED527
0004: $1730 = 1 ;; integer values
0002: jump Label0EB32B

:Label0EB2EB
00D6: if 0
0038: $1723 == 0 ;; integer values
004D: jump_if_false Label0EB30C
0084: $17B5 = $1731 ;; integer values and handles
0050: gosub Label0EB778

:Label0EB30C
00D6: if 0
0118: actor $17D3 dead
004D: jump_if_false Label0EB32B
0084: $17B3 = $1731 ;; integer values and handles
0050: gosub Label0ECD59

:Label0EB32B
00D6: if 0
0038: $17DC == 3 ;; integer values
004D: jump_if_false Label0EB3C8
00D6: if 0
0038: $1734 == 0 ;; integer values
004D: jump_if_false Label0EB3C8
00D6: if 0
0118: actor $1735 dead
004D: jump_if_false Label0EB388
0164: disable_marker $1737
0008: $1726 += 1 ;; integer values
0084: $17DF = $1735 ;; integer values and handles
0050: gosub Label0ED527
0004: $1734 = 1 ;; integer values
0002: jump Label0EB3C8

:Label0EB388
00D6: if 0
0038: $1723 == 0 ;; integer values
004D: jump_if_false Label0EB3A9
0084: $17B5 = $1735 ;; integer values and handles
0050: gosub Label0EB778

:Label0EB3A9
00D6: if 0
0118: actor $17D4 dead
004D: jump_if_false Label0EB3C8
0084: $17B3 = $1735 ;; integer values and handles
0050: gosub Label0ECD59

:Label0EB3C8
00D6: if 0
0038: $17DC == 4 ;; integer values
004D: jump_if_false Label0EB465
00D6: if 0
0038: $1738 == 0 ;; integer values
004D: jump_if_false Label0EB465
00D6: if 0
0118: actor $1739 dead
004D: jump_if_false Label0EB425
0164: disable_marker $173B
0008: $1726 += 1 ;; integer values
0084: $17DF = $1739 ;; integer values and handles
0050: gosub Label0ED527
0004: $1738 = 1 ;; integer values
0002: jump Label0EB465

:Label0EB425
00D6: if 0
0038: $1723 == 0 ;; integer values
004D: jump_if_false Label0EB446
0084: $17B5 = $1739 ;; integer values and handles
0050: gosub Label0EB778

:Label0EB446
00D6: if 0
0118: actor $17D5 dead
004D: jump_if_false Label0EB465
0084: $17B3 = $1739 ;; integer values and handles
0050: gosub Label0ECD59

:Label0EB465
00D6: if 0
0038: $17DC == 5 ;; integer values
004D: jump_if_false Label0EB502
00D6: if 0
0038: $173C == 0 ;; integer values
004D: jump_if_false Label0EB502
00D6: if 0
0118: actor $173D dead
004D: jump_if_false Label0EB4C2
0164: disable_marker $173F
0008: $1726 += 1 ;; integer values
0084: $17DF = $173D ;; integer values and handles
0050: gosub Label0ED527
0004: $173C = 1 ;; integer values
0002: jump Label0EB502

:Label0EB4C2
00D6: if 0
0038: $1723 == 0 ;; integer values
004D: jump_if_false Label0EB4E3
0084: $17B5 = $173D ;; integer values and handles
0050: gosub Label0EB778

:Label0EB4E3
00D6: if 0
0118: actor $17D6 dead
004D: jump_if_false Label0EB502
0084: $17B3 = $173D ;; integer values and handles
0050: gosub Label0ECD59

:Label0EB502
00D6: if 0
0038: $17DC == 6 ;; integer values
004D: jump_if_false Label0EB59F
00D6: if 0
0038: $1740 == 0 ;; integer values
004D: jump_if_false Label0EB59F
00D6: if 0
0118: actor $1741 dead
004D: jump_if_false Label0EB55F
0164: disable_marker $1743
0008: $1726 += 1 ;; integer values
0084: $17DF = $1741 ;; integer values and handles
0050: gosub Label0ED527
0004: $1740 = 1 ;; integer values
0002: jump Label0EB59F

:Label0EB55F
00D6: if 0
0038: $1723 == 0 ;; integer values
004D: jump_if_false Label0EB580
0084: $17B5 = $1741 ;; integer values and handles
0050: gosub Label0EB778

:Label0EB580
00D6: if 0
0118: actor $17D7 dead
004D: jump_if_false Label0EB59F
0084: $17B3 = $1741 ;; integer values and handles
0050: gosub Label0ECD59

:Label0EB59F
00D6: if 0
0038: $17DC == 7 ;; integer values
004D: jump_if_false Label0EB63C
00D6: if 0
0038: $1744 == 0 ;; integer values
004D: jump_if_false Label0EB63C
00D6: if 0
0118: actor $1745 dead
004D: jump_if_false Label0EB5FC
0164: disable_marker $1747
0008: $1726 += 1 ;; integer values
0084: $17DF = $1745 ;; integer values and handles
0050: gosub Label0ED527
0004: $1744 = 1 ;; integer values
0002: jump Label0EB63C

:Label0EB5FC
00D6: if 0
0038: $1723 == 0 ;; integer values
004D: jump_if_false Label0EB61D
0084: $17B5 = $1745 ;; integer values and handles
0050: gosub Label0EB778

:Label0EB61D
00D6: if 0
0118: actor $17D8 dead
004D: jump_if_false Label0EB63C
0084: $17B3 = $1745 ;; integer values and handles
0050: gosub Label0ECD59

:Label0EB63C
00D6: if 0
0038: $17DC == 8 ;; integer values
004D: jump_if_false Label0EB6D9
00D6: if 0
0038: $1748 == 0 ;; integer values
004D: jump_if_false Label0EB6D9
00D6: if 0
0118: actor $1749 dead
004D: jump_if_false Label0EB699
0164: disable_marker $174B
0008: $1726 += 1 ;; integer values
0084: $17DF = $1749 ;; integer values and handles
0050: gosub Label0ED527
0004: $1748 = 1 ;; integer values
0002: jump Label0EB6D9

:Label0EB699
00D6: if 0
0038: $1723 == 0 ;; integer values
004D: jump_if_false Label0EB6BA
0084: $17B5 = $1749 ;; integer values and handles
0050: gosub Label0EB778

:Label0EB6BA
00D6: if 0
0118: actor $17D9 dead
004D: jump_if_false Label0EB6D9
0084: $17B3 = $1749 ;; integer values and handles
0050: gosub Label0ECD59

:Label0EB6D9
00D6: if 0
0038: $17DC == 9 ;; integer values
004D: jump_if_false Label0EB776
00D6: if 0
0038: $174C == 0 ;; integer values
004D: jump_if_false Label0EB776
00D6: if 0
0118: actor $174D dead
004D: jump_if_false Label0EB736
0164: disable_marker $174F
0008: $1726 += 1 ;; integer values
0084: $17DF = $174D ;; integer values and handles
0050: gosub Label0ED527
0004: $174C = 1 ;; integer values
0002: jump Label0EB776

:Label0EB736
00D6: if 0
0038: $1723 == 0 ;; integer values
004D: jump_if_false Label0EB757
0084: $17B5 = $174D ;; integer values and handles
0050: gosub Label0EB778

:Label0EB757
00D6: if 0
0118: actor $17DA dead
004D: jump_if_false Label0EB776
0084: $17B3 = $174D ;; integer values and handles
0050: gosub Label0ECD59

:Label0EB776
0051: return
:Label0EB778
00D6: if 0
0123: actor $17B5 spotted_player $PLAYER_CHAR
004D: jump_if_false Label0EB7F7
00D6: if 0
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false Label0EB7F7
00D6: if 0
0038: $1724 == 0 ;; integer values
004D: jump_if_false Label0EB7F7
00D6: if 0
02B3: player $PLAYER_CHAR in_cube -936.42 109.11 13.0 -873.118 45.222 18.0
radius 30.0 sphere 0
004D: jump_if_false Label0EB7F0
0004: $1723 = 0 ;; integer values
0002: jump Label0EB7F7

:Label0EB7F0
0004: $1723 = 1 ;; integer values

:Label0EB7F7
0051: return

:Label0EB7F9
00D6: if 0
0038: $17DC == 10 ;; integer values
004D: jump_if_false Label0EB870
00D6: if 0
0038: $1750 == 0 ;; integer values
004D: jump_if_false Label0EB870
00D6: if 0
0118: actor $1751 dead
004D: jump_if_false Label0EB851
0008: $1727 += 1 ;; integer values
0084: $17DF = $1751 ;; integer values and handles
0050: gosub Label0ED527
0004: $1750 = 1 ;; integer values
0002: jump Label0EB870

:Label0EB851
00D6: if 0
0118: actor $17C7 dead
004D: jump_if_false Label0EB870
0084: $17B4 = $1751 ;; integer values and handles
0050: gosub Label0ED01C

:Label0EB870
00D6: if 0
0038: $17DC == 11 ;; integer values
004D: jump_if_false Label0EB8E7
00D6: if 0
0038: $1753 == 0 ;; integer values
004D: jump_if_false Label0EB8E7
00D6: if 0
0118: actor $1754 dead
004D: jump_if_false Label0EB8C8
0008: $1727 += 1 ;; integer values
0084: $17DF = $1754 ;; integer values and handles
0050: gosub Label0ED527
0004: $1753 = 1 ;; integer values
0002: jump Label0EB8E7

:Label0EB8C8
00D6: if 0
0118: actor $17C8 dead
004D: jump_if_false Label0EB8E7
0084: $17B4 = $1754 ;; integer values and handles
0050: gosub Label0ED01C

:Label0EB8E7
00D6: if 0
0038: $17DC == 12 ;; integer values
004D: jump_if_false Label0EB95E
00D6: if 0
0038: $1756 == 0 ;; integer values
004D: jump_if_false Label0EB95E
00D6: if 0
0118: actor $1757 dead
004D: jump_if_false Label0EB93F
0008: $1727 += 1 ;; integer values
0084: $17DF = $1757 ;; integer values and handles
0050: gosub Label0ED527
0004: $1756 = 1 ;; integer values
0002: jump Label0EB95E

:Label0EB93F
00D6: if 0
0118: actor $17C9 dead
004D: jump_if_false Label0EB95E
0084: $17B4 = $1757 ;; integer values and handles
0050: gosub Label0ED01C

:Label0EB95E
00D6: if 0
0038: $17DC == 13 ;; integer values
004D: jump_if_false Label0EB9D5
00D6: if 0
0038: $1759 == 0 ;; integer values
004D: jump_if_false Label0EB9D5
00D6: if 0
0118: actor $175A dead
004D: jump_if_false Label0EB9B6
0008: $1727 += 1 ;; integer values
0084: $17DF = $175A ;; integer values and handles
0050: gosub Label0ED527
0004: $1759 = 1 ;; integer values
0002: jump Label0EB9D5

:Label0EB9B6
00D6: if 0
0118: actor $17CA dead
004D: jump_if_false Label0EB9D5
0084: $17B4 = $175A ;; integer values and handles
0050: gosub Label0ED01C

:Label0EB9D5
00D6: if 0
0038: $17DC == 14 ;; integer values
004D: jump_if_false Label0EBA4C
00D6: if 0
0038: $175C == 0 ;; integer values
004D: jump_if_false Label0EBA4C
00D6: if 0
0118: actor $175D dead
004D: jump_if_false Label0EBA2D
0008: $1727 += 1 ;; integer values
0084: $17DF = $175D ;; integer values and handles
0050: gosub Label0ED527
0004: $175C = 1 ;; integer values
0002: jump Label0EBA4C

:Label0EBA2D
00D6: if 0
0118: actor $17CB dead
004D: jump_if_false Label0EBA4C
0084: $17B4 = $175D ;; integer values and handles
0050: gosub Label0ED01C

:Label0EBA4C
00D6: if 0
0038: $17DC == 15 ;; integer values
004D: jump_if_false Label0EBAC3
00D6: if 0
0038: $175F == 0 ;; integer values
004D: jump_if_false Label0EBAC3
00D6: if 0
0118: actor $1760 dead
004D: jump_if_false Label0EBAA4
0008: $1727 += 1 ;; integer values
0084: $17DF = $1760 ;; integer values and handles
0050: gosub Label0ED527
0004: $175F = 1 ;; integer values
0002: jump Label0EBAC3

:Label0EBAA4
00D6: if 0
0118: actor $17CC dead
004D: jump_if_false Label0EBAC3
0084: $17B4 = $1760 ;; integer values and handles
0050: gosub Label0ED01C

:Label0EBAC3
00D6: if 0
0038: $17DC == 16 ;; integer values
004D: jump_if_false Label0EBB3A
00D6: if 0
0038: $1762 == 0 ;; integer values
004D: jump_if_false Label0EBB3A
00D6: if 0
0118: actor $1763 dead
004D: jump_if_false Label0EBB1B
0008: $1727 += 1 ;; integer values
0084: $17DF = $1763 ;; integer values and handles
0050: gosub Label0ED527
0004: $1762 = 1 ;; integer values
0002: jump Label0EBB3A
:Label0EBB1B
00D6: if 0
0118: actor $17CD dead
004D: jump_if_false Label0EBB3A
0084: $17B4 = $1763 ;; integer values and handles
0050: gosub Label0ED01C

:Label0EBB3A
00D6: if 0
0038: $17DC == 17 ;; integer values
004D: jump_if_false Label0EBBB1
00D6: if 0
0038: $1765 == 0 ;; integer values
004D: jump_if_false Label0EBBB1
00D6: if 0
0118: actor $1766 dead
004D: jump_if_false Label0EBB92
0008: $1727 += 1 ;; integer values
0084: $17DF = $1766 ;; integer values and handles
0050: gosub Label0ED527
0004: $1765 = 1 ;; integer values
0002: jump Label0EBBB1

:Label0EBB92
00D6: if 0
0118: actor $17CE dead
004D: jump_if_false Label0EBBB1
0084: $17B4 = $1766 ;; integer values and handles
0050: gosub Label0ED01C

:Label0EBBB1
00D6: if 0
0038: $17DC == 18 ;; integer values
004D: jump_if_false Label0EBC28
00D6: if 0
0038: $1768 == 0 ;; integer values
004D: jump_if_false Label0EBC28
00D6: if 0
0118: actor $1769 dead
004D: jump_if_false Label0EBC09
0008: $1727 += 1 ;; integer values
0084: $17DF = $1769 ;; integer values and handles
0050: gosub Label0ED527
0004: $1768 = 1 ;; integer values
0002: jump Label0EBC28

:Label0EBC09
00D6: if 0
0118: actor $17CF dead
004D: jump_if_false Label0EBC28
0084: $17B4 = $1769 ;; integer values and handles
0050: gosub Label0ED01C

:Label0EBC28
00D6: if 0
0038: $17DC == 19 ;; integer values
004D: jump_if_false Label0EBC9F
00D6: if 0
0038: $176B == 0 ;; integer values
004D: jump_if_false Label0EBC9F
00D6: if 0
0118: actor $176C dead
004D: jump_if_false Label0EBC80
0008: $1727 += 1 ;; integer values
0084: $17DF = $176C ;; integer values and handles
0050: gosub Label0ED527
0004: $176B = 1 ;; integer values
0002: jump Label0EBC9F

:Label0EBC80
00D6: if 0
0118: actor $17D0 dead
004D: jump_if_false Label0EBC9F
0084: $17B4 = $176C ;; integer values and handles
0050: gosub Label0ED01C

:Label0EBC9F
0051: return

:Label0EBCA1
00D6: if 0
0038: $1778 == 0 ;; integer values
004D: jump_if_false Label0EBD95
00A5: $176F = create_car #BURRITO at $1771 $1772 $1773
0175: set_car $176F z_angle_to 275.73
0129: $177A = create_actor 4 #CBA in_car $176F driverseat
01ED: reset_actor $177A flags
0187: $177C = create_marker_above_actor $177A
0243: set_actor $177A ped_stats_to 16
00A9: set_car $176F to_normal_driver
01C8: $177E = create_actor 4 #CBB in_car $176F passenger_seat 0
01ED: reset_actor $177E flags
0187: $1780 = create_marker_above_actor $177E
0243: set_actor $177E ped_stats_to 16
01C8: $1782 = create_actor 4 #CBA in_car $176F passenger_seat 1
01ED: reset_actor $1782 flags
0187: $1784 = create_marker_above_actor $1782
0243: set_actor $1782 ped_stats_to 16
01C8: $1786 = create_actor 4 #CBB in_car $176F passenger_seat 2
01ED: reset_actor $1786 flags
0187: $1788 = create_marker_above_actor $1786
0243: set_actor $1786 ped_stats_to 16
00A7: car $176F drive_to $1774 $1775 $1776
00AE: unknown_set_car $176F to_ignore_traffic_lights 2
00AD: set_car $176F max_speed_to 35.0
00BC: text_highpriority "HAM3_7" 5000 ms 1 ;; ~g~Look Out! The Cubans have
brought reinforcements. Kill them all!!
0004: $17DC = 19 ;; integer values
0004: $1778 = 1 ;; integer values

:Label0EBD95
0051: return

:Label0EBD97
00D6: if 0
0038: $1779 == 0 ;; integer values
004D: jump_if_false Label0EBF73
009A: $1791 = create_actor 4 #CBA at -862.426 59.084 8.38
0187: $1792 = create_marker_above_actor $1791
01ED: reset_actor $1791 flags
011A: set_actor $1791 flags 256
0243: set_actor $1791 ped_stats_to 16
0239: actor $1791 run_to $1789 $178A
0004: $1794 = 1 ;; integer values
009A: $1796 = create_actor 4 #CBB at -864.075 59.57 8.38
01ED: reset_actor $1796 flags
0187: $1798 = create_marker_above_actor $1796
011A: set_actor $1796 flags 256
0243: set_actor $1796 ped_stats_to 16
0239: actor $1796 run_to $1789 $178A
0004: $1799 = 1 ;; integer values
009A: $179B = create_actor 4 #CBA at -865.799 60.488 8.38
01ED: reset_actor $179B flags
0187: $179E = create_marker_above_actor $179B
011A: set_actor $179B flags 256
01B2: give_actor $179B weapon 10 ammo 1 ;; Load the weapon model before using
this
0243: set_actor $179B ped_stats_to 16
0239: actor $179B run_to $1789 $178A
0004: $179D = 1 ;; integer values
009A: $17A0 = create_actor 4 #CBB at -868.311 61.519 8.38
01ED: reset_actor $17A0 flags
0187: $17A3 = create_marker_above_actor $17A0
011A: set_actor $17A0 flags 256
0243: set_actor $17A0 ped_stats_to 16
0239: actor $17A0 run_to $1789 $178A
0004: $17A2 = 1 ;; integer values
009A: $17A5 = create_actor 4 #CBA at -870.435 62.566 8.38
01ED: reset_actor $17A5 flags
0187: $17A8 = create_marker_above_actor $17A5
011A: set_actor $17A5 flags 256
0243: set_actor $17A5 ped_stats_to 16
0239: actor $17A5 run_to $1789 $178A
0004: $17A7 = 1 ;; integer values
009A: $17AA = create_actor 4 #CBB at -872.876 63.476 8.38
01ED: reset_actor $17AA flags
0187: $17AD = create_marker_above_actor $17AA
011A: set_actor $17AA flags 256
0243: set_actor $17AA ped_stats_to 16
0239: actor $17AA run_to $1789 $178A
0004: $17AC = 1 ;; integer values
00BC: text_highpriority "HAM3_7" 5000 ms 1 ;; ~g~Look Out! The Cubans have
brought reinforcements. Kill them all!!
0004: $17DC = 23 ;; integer values
0004: $1779 = 1 ;; integer values

:Label0EBF73
0051: return

:Label0EBF75
00D6: if 0
0038: $1770 == 0 ;; integer values
004D: jump_if_false Label0EC01F
00D6: if 0
0119: car $176F wrecked
004D: jump_if_false Label0EBFA5
0004: $1770 = 1 ;; integer values
0002: jump Label0EC01F

:Label0EBFA5
00D6: if 0
0038: $1777 == 0 ;; integer values
004D: jump_if_false Label0EC01F
00D6: if 0
01AF: car $176F 0 ()near_point $1774 $1775 $1776 radius 3.0 3.0 3.0
004D: jump_if_false Label0EBFF7
00AD: set_car $176F max_speed_to 0.0
00A9: set_car $176F to_normal_driver
0004: $1777 = 1 ;; integer values

:Label0EBFF7
00D6: if 0
0038: $177B == 0 ;; integer values
004D: jump_if_false Label0EC010
0002: jump Label0EC01F

:Label0EC010
00AD: set_car $176F max_speed_to 0.0
00A9: set_car $176F to_normal_driver

:Label0EC01F
00D6: if 0
0038: $17DC == 21 ;; integer values
004D: jump_if_false Label0EC150
00D6: if 0
0038: $177B == 0 ;; integer values
004D: jump_if_false Label0EC150
00D6: if 0
0118: actor $177A dead
004D: jump_if_false Label0EC07C
0164: disable_marker $177C
0008: $1726 += 1 ;; integer values
0084: $17DF = $177A ;; integer values and handles
0050: gosub Label0ED527
0004: $177B = 1 ;; integer values
0002: jump Label0EC150

:Label0EC07C
00D6: if 0
0038: $1777 == 1 ;; integer values
004D: jump_if_false Label0EC0FE
00D6: if 0
0038: $178C == 0 ;; integer values
004D: jump_if_false Label0EC0FE
00D6: if 0
00DF: actor $177A driving
004D: jump_if_false Label0EC0D7
00D9: $176F = actor $177A car
00D6: if 0
8119: NOT car $176F wrecked
004D: jump_if_false Label0EC0D0
01D3: actor $177A leave_car $176F

:Label0EC0D0
0002: jump Label0EC0FE
:Label0EC0D7
0084: $177D = $176C ;; integer values and handles
00D6: if 0
8118: NOT actor $177D dead
004D: jump_if_false Label0EC0F7
01C9: actor $177A kill_actor $177D

:Label0EC0F7
0004: $178C = 1 ;; integer values

:Label0EC0FE
00D6: if 0
0038: $178C == 1 ;; integer values
004D: jump_if_false Label0EC12F
00D6: if 0
0118: actor $177D dead
004D: jump_if_false Label0EC12F
0084: $17B3 = $177A ;; integer values and handles
0050: gosub Label0ECD59

:Label0EC12F
00D6: if 0
0038: $1723 == 0 ;; integer values
004D: jump_if_false Label0EC150
0084: $17B5 = $177A ;; integer values and handles
0050: gosub Label0EB778

:Label0EC150
00D6: if 0
0038: $17DC == 22 ;; integer values
004D: jump_if_false Label0EC2F5
00D6: if 0
0038: $177F == 0 ;; integer values
004D: jump_if_false Label0EC2F5
00D6: if 0
0118: actor $177E dead
004D: jump_if_false Label0EC1AD
0164: disable_marker $1780
0008: $1726 += 1 ;; integer values
0084: $17DF = $177E ;; integer values and handles
0050: gosub Label0ED527
0004: $177F = 1 ;; integer values
0002: jump Label0EC2F5

:Label0EC1AD
00D6: if 0
0038: $177B == 1 ;; integer values
004D: jump_if_false Label0EC221
00D6: if 0
0038: $1770 == 0 ;; integer values
004D: jump_if_false Label0EC221
00D6: if 0
0038: $178D == 0 ;; integer values
004D: jump_if_false Label0EC221
00D6: if 0
00DF: actor $177E driving
004D: jump_if_false Label0EC21A
00D9: $176F = actor $177E car
00D6: if 0
8119: NOT car $176F wrecked
004D: jump_if_false Label0EC213
01D3: actor $177E leave_car $176F

:Label0EC213
0002: jump Label0EC221

:Label0EC21A
0004: $178D = 1 ;; integer values

:Label0EC221
00D6: if 0
0038: $1777 == 1 ;; integer values
004D: jump_if_false Label0EC2A3
00D6: if 0
0038: $178D == 0 ;; integer values
004D: jump_if_false Label0EC2A3
00D6: if 0
00DF: actor $177E driving
004D: jump_if_false Label0EC27C
00D9: $176F = actor $177E car
00D6: if 0
8119: NOT car $176F wrecked
004D: jump_if_false Label0EC275
01D3: actor $177E leave_car $176F

:Label0EC275
0002: jump Label0EC2A3

:Label0EC27C
0084: $1781 = $1769 ;; integer values and handles
00D6: if 0
8118: NOT actor $1781 dead
004D: jump_if_false Label0EC29C
01C9: actor $177E kill_actor $1781

:Label0EC29C
0004: $178D = 1 ;; integer values

:Label0EC2A3
00D6: if 0
0038: $178D == 1 ;; integer values
004D: jump_if_false Label0EC2D4
00D6: if 0
0118: actor $1781 dead
004D: jump_if_false Label0EC2D4
0084: $17B3 = $177E ;; integer values and handles
0050: gosub Label0ECD59

:Label0EC2D4
00D6: if 0
0038: $1723 == 0 ;; integer values
004D: jump_if_false Label0EC2F5
0084: $17B5 = $177E ;; integer values and handles
0050: gosub Label0EB778

:Label0EC2F5
00D6: if 0
0038: $17DC == 23 ;; integer values
004D: jump_if_false Label0EC49A
00D6: if 0
0038: $1783 == 0 ;; integer values
004D: jump_if_false Label0EC49A
00D6: if 0
0118: actor $1782 dead
004D: jump_if_false Label0EC352
0164: disable_marker $1784
0008: $1726 += 1 ;; integer values
0084: $17DF = $1782 ;; integer values and handles
0050: gosub Label0ED527
0004: $1783 = 1 ;; integer values
0002: jump Label0EC49A

:Label0EC352
00D6: if 0
0038: $177B == 1 ;; integer values
004D: jump_if_false Label0EC3E6
00D6: if 0
0038: $1770 == 0 ;; integer values
004D: jump_if_false Label0EC3E6
00D6: if 0
0038: $178E == 0 ;; integer values
004D: jump_if_false Label0EC3E6
00D6: if 0
00DF: actor $1782 driving
004D: jump_if_false Label0EC3BF
00D9: $176F = actor $1782 car
00D6: if 0
8119: NOT car $176F wrecked
004D: jump_if_false Label0EC3B8
01D3: actor $1782 leave_car $176F

:Label0EC3B8
0002: jump Label0EC3E6

:Label0EC3BF
0084: $1785 = $1766 ;; integer values and handles
00D6: if 0
8118: NOT actor $1785 dead
004D: jump_if_false Label0EC3DF
01C9: actor $1782 kill_actor $1785

:Label0EC3DF
0004: $178E = 1 ;; integer values

:Label0EC3E6
00D6: if 0
0038: $1777 == 1 ;; integer values
004D: jump_if_false Label0EC448
00D6: if 0
0038: $178E == 0 ;; integer values
004D: jump_if_false Label0EC448
00D6: if 0
00DF: actor $1782 driving
004D: jump_if_false Label0EC441
00D9: $176F = actor $1782 car
00D6: if 0
8119: NOT car $176F wrecked
004D: jump_if_false Label0EC43A
01D3: actor $1782 leave_car $176F

:Label0EC43A
0002: jump Label0EC448

:Label0EC441
0004: $178E = 1 ;; integer values

:Label0EC448
00D6: if 0
0038: $178E == 1 ;; integer values
004D: jump_if_false Label0EC479
00D6: if 0
0118: actor $1785 dead
004D: jump_if_false Label0EC479
0084: $17B3 = $1782 ;; integer values and handles
0050: gosub Label0ECD59

:Label0EC479
00D6: if 0
0038: $1723 == 0 ;; integer values
004D: jump_if_false Label0EC49A
0084: $17B5 = $1782 ;; integer values and handles
0050: gosub Label0EB778

:Label0EC49A
00D6: if 0
0038: $17DC == 24 ;; integer values
004D: jump_if_false Label0EC63F
00D6: if 0
0038: $1787 == 0 ;; integer values
004D: jump_if_false Label0EC63F
00D6: if 0
0118: actor $1786 dead
004D: jump_if_false Label0EC4F7
0164: disable_marker $1788
0008: $1726 += 1 ;; integer values
0084: $17DF = $1786 ;; integer values and handles
0050: gosub Label0ED527
0004: $1787 = 1 ;; integer values
0002: jump Label0EC63F

:Label0EC4F7
00D6: if 0
0038: $177B == 1 ;; integer values
004D: jump_if_false Label0EC58B
00D6: if 0
0038: $1770 == 0 ;; integer values
004D: jump_if_false Label0EC58B
00D6: if 0
0038: $178F == 0 ;; integer values
004D: jump_if_false Label0EC58B
00D6: if 0
00DF: actor $1786 driving
004D: jump_if_false Label0EC564
00D9: $176F = actor $1786 car
00D6: if 0
8119: NOT car $176F wrecked
004D: jump_if_false Label0EC55D
01D3: actor $1786 leave_car $176F

:Label0EC55D
0002: jump Label0EC58B

:Label0EC564
0084: $1790 = $1766 ;; integer values and handles
00D6: if 0
8118: NOT actor $1790 dead
004D: jump_if_false Label0EC584
01C9: actor $1786 kill_actor $1790

:Label0EC584
0004: $178F = 1 ;; integer values

:Label0EC58B
00D6: if 0
0038: $1777 == 1 ;; integer values
004D: jump_if_false Label0EC5ED
00D6: if 0
0038: $178F == 0 ;; integer values
004D: jump_if_false Label0EC5ED
00D6: if 0
00DF: actor $1786 driving
004D: jump_if_false Label0EC5E6
00D9: $176F = actor $1786 car
00D6: if 0
8119: NOT car $176F wrecked
004D: jump_if_false Label0EC5DF
01D3: actor $1786 leave_car $176F

:Label0EC5DF
0002: jump Label0EC5ED

:Label0EC5E6
0004: $178F = 1 ;; integer values

:Label0EC5ED
00D6: if 0
0038: $178F == 1 ;; integer values
004D: jump_if_false Label0EC61E
00D6: if 0
0118: actor $1790 dead
004D: jump_if_false Label0EC61E
0084: $17B3 = $1786 ;; integer values and handles
0050: gosub Label0ECD59

:Label0EC61E
00D6: if 0
0038: $1723 == 0 ;; integer values
004D: jump_if_false Label0EC63F
0084: $17B5 = $1786 ;; integer values and handles
0050: gosub Label0EB778

:Label0EC63F
0051: return

:Label0EC641
00D6: if 0
0038: $17DC == 25 ;; integer values
004D: jump_if_false Label0EC764
00D6: if 0
0038: $1793 == 0 ;; integer values
004D: jump_if_false Label0EC764
00D6: if 0
0118: actor $1791 dead
004D: jump_if_false Label0EC69E
0164: disable_marker $1792
0008: $1726 += 1 ;; integer values
0084: $17DF = $1791 ;; integer values and handles
0050: gosub Label0ED527
0004: $1793 = 1 ;; integer values
0002: jump Label0EC764

:Label0EC69E
00D6: if 0
0038: $1794 == 1 ;; integer values
004D: jump_if_false Label0EC6D9
00D6: if 0
00ED: actor $1791 0 ()near_point_on_foot $1789 $178A radius 4.0 4.0
004D: jump_if_false Label0EC6D9
0004: $1794 = 2 ;; integer values

:Label0EC6D9
00D6: if 0
0038: $1794 == 2 ;; integer values
004D: jump_if_false Label0EC712
0084: $1795 = $1763 ;; integer values and handles
00D6: if 0
8118: NOT actor $1795 dead
004D: jump_if_false Label0EC70B
01C9: actor $1791 kill_actor $1795

:Label0EC70B
0004: $1794 = 3 ;; integer values

:Label0EC712
00D6: if 0
0038: $1794 == 3 ;; integer values
004D: jump_if_false Label0EC743
00D6: if 0
0118: actor $1795 dead
004D: jump_if_false Label0EC743
0084: $17B3 = $1791 ;; integer values and handles
0050: gosub Label0ECD59

:Label0EC743
00D6: if 0
0038: $1723 == 0 ;; integer values
004D: jump_if_false Label0EC764
0084: $17B5 = $1791 ;; integer values and handles
0050: gosub Label0EB778

:Label0EC764
00D6: if 0
0038: $17DC == 26 ;; integer values
004D: jump_if_false Label0EC887
00D6: if 0
0038: $1797 == 0 ;; integer values
004D: jump_if_false Label0EC887
00D6: if 0
0118: actor $1796 dead
004D: jump_if_false Label0EC7C1
0164: disable_marker $1798
0008: $1726 += 1 ;; integer values
0084: $17DF = $1796 ;; integer values and handles
0050: gosub Label0ED527
0004: $1797 = 1 ;; integer values
0002: jump Label0EC887

:Label0EC7C1
00D6: if 0
0038: $1799 == 1 ;; integer values
004D: jump_if_false Label0EC7FC
00D6: if 0
00ED: actor $1796 0 ()near_point_on_foot $1789 $178A radius 4.0 4.0
004D: jump_if_false Label0EC7FC
0004: $1799 = 2 ;; integer values

:Label0EC7FC
00D6: if 0
0038: $1799 == 2 ;; integer values
004D: jump_if_false Label0EC835
0084: $179A = $1760 ;; integer values and handles
00D6: if 0
8118: NOT actor $179A dead
004D: jump_if_false Label0EC82E
01C9: actor $1796 kill_actor $179A

:Label0EC82E
0004: $1799 = 3 ;; integer values

:Label0EC835
00D6: if 0
0038: $1799 == 3 ;; integer values
004D: jump_if_false Label0EC866
00D6: if 0
0118: actor $179A dead
004D: jump_if_false Label0EC866
0084: $17B3 = $1796 ;; integer values and handles
0050: gosub Label0ECD59

:Label0EC866
00D6: if 0
0038: $1723 == 0 ;; integer values
004D: jump_if_false Label0EC887
0084: $17B5 = $1796 ;; integer values and handles
0050: gosub Label0EB778

:Label0EC887
00D6: if 0
0038: $17DC == 27 ;; integer values
004D: jump_if_false Label0EC9AA
00D6: if 0
0038: $179C == 0 ;; integer values
004D: jump_if_false Label0EC9AA
00D6: if 0
0118: actor $179B dead
004D: jump_if_false Label0EC8E4
0164: disable_marker $179E
0008: $1726 += 1 ;; integer values
0084: $17DF = $179B ;; integer values and handles
0050: gosub Label0ED527
0004: $179C = 1 ;; integer values
0002: jump Label0EC9AA

:Label0EC8E4
00D6: if 0
0038: $179D == 1 ;; integer values
004D: jump_if_false Label0EC91F
00D6: if 0
00ED: actor $179B 0 ()near_point_on_foot $1789 $178A radius 4.0 4.0
004D: jump_if_false Label0EC91F
0004: $179D = 2 ;; integer values

:Label0EC91F
00D6: if 0
0038: $179D == 2 ;; integer values
004D: jump_if_false Label0EC958
0084: $179F = $175D ;; integer values and handles
00D6: if 0
8118: NOT actor $179F dead
004D: jump_if_false Label0EC951
01C9: actor $179B kill_actor $179F

:Label0EC951
0004: $179D = 3 ;; integer values

:Label0EC958
00D6: if 0
0038: $179D == 3 ;; integer values
004D: jump_if_false Label0EC989
00D6: if 0
0118: actor $179F dead
004D: jump_if_false Label0EC989
0084: $17B3 = $179B ;; integer values and handles
0050: gosub Label0ECD59

:Label0EC989
00D6: if 0
0038: $1723 == 0 ;; integer values
004D: jump_if_false Label0EC9AA
0084: $17B5 = $179B ;; integer values and handles
0050: gosub Label0EB778

:Label0EC9AA
00D6: if 0
0038: $17DC == 28 ;; integer values
004D: jump_if_false Label0ECACD
00D6: if 0
0038: $17A1 == 0 ;; integer values
004D: jump_if_false Label0ECACD
00D6: if 0
0118: actor $17A0 dead
004D: jump_if_false Label0ECA07
0164: disable_marker $17A3
0008: $1726 += 1 ;; integer values
0084: $17DF = $17A0 ;; integer values and handles
0050: gosub Label0ED527
0004: $17A1 = 1 ;; integer values
0002: jump Label0ECACD

:Label0ECA07
00D6: if 0
0038: $17A2 == 1 ;; integer values
004D: jump_if_false Label0ECA42
00D6: if 0
00ED: actor $17A0 0 ()near_point_on_foot $1789 $178A radius 4.0 4.0
004D: jump_if_false Label0ECA42
0004: $17A2 = 2 ;; integer values

:Label0ECA42
00D6: if 0
0038: $17A2 == 2 ;; integer values
004D: jump_if_false Label0ECA7B
0084: $17A4 = $175A ;; integer values and handles
00D6: if 0
8118: NOT actor $17A4 dead
004D: jump_if_false Label0ECA74
01C9: actor $17A0 kill_actor $17A4

:Label0ECA74
0004: $17A2 = 3 ;; integer values

:Label0ECA7B
00D6: if 0
0038: $17A2 == 3 ;; integer values
004D: jump_if_false Label0ECAAC
00D6: if 0
0118: actor $17A4 dead
004D: jump_if_false Label0ECAAC
0084: $17B3 = $17A0 ;; integer values and handles
0050: gosub Label0ECD59

:Label0ECAAC
00D6: if 0
0038: $1723 == 0 ;; integer values
004D: jump_if_false Label0ECACD
0084: $17B5 = $17A0 ;; integer values and handles
0050: gosub Label0EB778

:Label0ECACD
00D6: if 0
0038: $17DC == 29 ;; integer values
004D: jump_if_false Label0ECBF0
00D6: if 0
0038: $17A6 == 0 ;; integer values
004D: jump_if_false Label0ECBF0
00D6: if 0
0118: actor $17A5 dead
004D: jump_if_false Label0ECB2A
0164: disable_marker $17A8
0008: $1726 += 1 ;; integer values
0084: $17DF = $17A5 ;; integer values and handles
0050: gosub Label0ED527
0004: $17A6 = 1 ;; integer values
0002: jump Label0ECBF0

:Label0ECB2A
00D6: if 0
0038: $17A7 == 1 ;; integer values
004D: jump_if_false Label0ECB65
00D6: if 0
00ED: actor $17A5 0 ()near_point_on_foot $1789 $178A radius 4.0 4.0
004D: jump_if_false Label0ECB65
0004: $17A7 = 2 ;; integer values

:Label0ECB65
00D6: if 0
0038: $17A7 == 2 ;; integer values
004D: jump_if_false Label0ECB9E
0084: $17A9 = $1757 ;; integer values and handles
00D6: if 0
8118: NOT actor $17A9 dead
004D: jump_if_false Label0ECB97
01C9: actor $17A5 kill_actor $17A9

:Label0ECB97
0004: $17A7 = 3 ;; integer values

:Label0ECB9E
00D6: if 0
0038: $17A7 == 3 ;; integer values
004D: jump_if_false Label0ECBCF
00D6: if 0
0118: actor $17A9 dead
004D: jump_if_false Label0ECBCF
0084: $17B3 = $17A5 ;; integer values and handles
0050: gosub Label0ECD59

:Label0ECBCF
00D6: if 0
0038: $1723 == 0 ;; integer values
004D: jump_if_false Label0ECBF0
0084: $17B5 = $17A5 ;; integer values and handles
0050: gosub Label0EB778

:Label0ECBF0
00D6: if 0
0038: $17DC == 30 ;; integer values
004D: jump_if_false Label0ECD13
00D6: if 0
0038: $17AB == 0 ;; integer values
004D: jump_if_false Label0ECD13
00D6: if 0
0118: actor $17AA dead
004D: jump_if_false Label0ECC4D
0164: disable_marker $17AD
0008: $1726 += 1 ;; integer values
0084: $17DF = $17AA ;; integer values and handles
0050: gosub Label0ED527
0004: $17AB = 1 ;; integer values
0002: jump Label0ECD13
:Label0ECC4D
00D6: if 0
0038: $17AC == 1 ;; integer values
004D: jump_if_false Label0ECC88
00D6: if 0
00ED: actor $17AA 0 ()near_point_on_foot $1789 $178A radius 4.0 4.0
004D: jump_if_false Label0ECC88
0004: $17AC = 2 ;; integer values

:Label0ECC88
00D6: if 0
0038: $17AC == 2 ;; integer values
004D: jump_if_false Label0ECCC1
0084: $17AE = $1754 ;; integer values and handles
00D6: if 0
8118: NOT actor $17AE dead
004D: jump_if_false Label0ECCBA
01C9: actor $17AA kill_actor $17AE

:Label0ECCBA
0004: $17AC = 3 ;; integer values

:Label0ECCC1
00D6: if 0
0038: $17AC == 3 ;; integer values
004D: jump_if_false Label0ECCF2
00D6: if 0
0118: actor $17AE dead
004D: jump_if_false Label0ECCF2
0084: $17B3 = $17AA ;; integer values and handles
0050: gosub Label0ECD59

:Label0ECCF2
00D6: if 0
0038: $1723 == 0 ;; integer values
004D: jump_if_false Label0ECD13
0084: $17B5 = $17AA ;; integer values and handles
0050: gosub Label0EB778

:Label0ECD13
0051: return

:Label0ECD15
00A0: store_actor $17BE position_to $17BF $17C0 $17C1
0509: unknown $17C5 = distance between point $17B6 $17B7 and point $17BF $17C0
00D6: if 0
0024: $17BC > $17C5 ;; floating-point values only
004D: jump_if_false Label0ECD57
0086: $17BC = $17C5 ;; floating-point values only
0084: $17BD = $17BE ;; integer values and handles

:Label0ECD57
0051: return

:Label0ECD59
0005: $17BC = 50.0 ;; floating-point values
0004: $17BD = -1 ;; integer values
00A0: store_actor $17B3 position_to $17B6 $17B7 $17B8
00D6: if 0
8118: NOT actor $1751 dead
004D: jump_if_false Label0ECD97
0084: $17BE = $1751 ;; integer values and handles
0050: gosub Label0ECD15

:Label0ECD97
00D6: if 0
8118: NOT actor $1754 dead
004D: jump_if_false Label0ECDB6
0084: $17BE = $1754 ;; integer values and handles
0050: gosub Label0ECD15

:Label0ECDB6
00D6: if 0
8118: NOT actor $1757 dead
004D: jump_if_false Label0ECDD5
0084: $17BE = $1757 ;; integer values and handles
0050: gosub Label0ECD15

:Label0ECDD5
00D6: if 0
8118: NOT actor $175A dead
004D: jump_if_false Label0ECDF4
0084: $17BE = $175A ;; integer values and handles
0050: gosub Label0ECD15

:Label0ECDF4
00D6: if 0
8118: NOT actor $175D dead
004D: jump_if_false Label0ECE13
0084: $17BE = $175D ;; integer values and handles
0050: gosub Label0ECD15

:Label0ECE13
00D6: if 0
8118: NOT actor $1760 dead
004D: jump_if_false Label0ECE32
0084: $17BE = $1760 ;; integer values and handles
0050: gosub Label0ECD15

:Label0ECE32
00D6: if 0
8118: NOT actor $1763 dead
004D: jump_if_false Label0ECE51
0084: $17BE = $1763 ;; integer values and handles
0050: gosub Label0ECD15

:Label0ECE51
00D6: if 0
8118: NOT actor $1766 dead
004D: jump_if_false Label0ECE70
0084: $17BE = $1766 ;; integer values and handles
0050: gosub Label0ECD15

:Label0ECE70
00D6: if 0
8118: NOT actor $1769 dead
004D: jump_if_false Label0ECE8F
0084: $17BE = $1769 ;; integer values and handles
0050: gosub Label0ECD15

:Label0ECE8F
00D6: if 0
8118: NOT actor $176C dead
004D: jump_if_false Label0ECEAE
0084: $17BE = $176C ;; integer values and handles
0050: gosub Label0ECD15

:Label0ECEAE
00D6: if 0
8038: NOT $17BD == -1 ;; integer values
004D: jump_if_false Label0ECEC8
01C9: actor $17B3 kill_actor $17BD

:Label0ECEC8
00D6: if 0
003A: $17B3 == $1729 ;; integer values and handles
004D: jump_if_false Label0ECEE3
0084: $17D1 = $17BD ;; integer values and handles

:Label0ECEE3
00D6: if 0
003A: $17B3 == $172D ;; integer values and handles
004D: jump_if_false Label0ECEFE
0084: $17D2 = $17BD ;; integer values and handles

:Label0ECEFE
00D6: if 0
003A: $17B3 == $1731 ;; integer values and handles
004D: jump_if_false Label0ECF19
0084: $17D3 = $17BD ;; integer values and handles

:Label0ECF19
00D6: if 0
003A: $17B3 == $1735 ;; integer values and handles
004D: jump_if_false Label0ECF34
0084: $17D4 = $17BD ;; integer values and handles

:Label0ECF34
00D6: if 0
003A: $17B3 == $1739 ;; integer values and handles
004D: jump_if_false Label0ECF4F
0084: $17D5 = $17BD ;; integer values and handles

:Label0ECF4F
00D6: if 0
003A: $17B3 == $173D ;; integer values and handles
004D: jump_if_false Label0ECF6A
0084: $17D6 = $17BD ;; integer values and handles

:Label0ECF6A
00D6: if 0
003A: $17B3 == $1741 ;; integer values and handles
004D: jump_if_false Label0ECF85
0084: $17D7 = $17BD ;; integer values and handles

:Label0ECF85
00D6: if 0
003A: $17B3 == $1745 ;; integer values and handles
004D: jump_if_false Label0ECFA0
0084: $17D8 = $17BD ;; integer values and handles

:Label0ECFA0
00D6: if 0
003A: $17B3 == $1749 ;; integer values and handles
004D: jump_if_false Label0ECFBB
0084: $17D9 = $17BD ;; integer values and handles

:Label0ECFBB
00D6: if 0
003A: $17B3 == $174D ;; integer values and handles
004D: jump_if_false Label0ECFD6
0084: $17DA = $17BD ;; integer values and handles

:Label0ECFD6
0051: return

:Label0ECFD8
00A0: store_actor $17BE position_to $17C2 $17C3 $17C4
0509: unknown $17C5 = distance between point $17B9 $17BA and point $17C2 $17C3
00D6: if 0
0024: $17BC > $17C5 ;; floating-point values only
004D: jump_if_false Label0ED01A
0086: $17BC = $17C5 ;; floating-point values only
0084: $17C6 = $17BE ;; integer values and handles

:Label0ED01A
0051: return

:Label0ED01C
0005: $17BC = 50.0 ;; floating-point values
0004: $17C6 = -1 ;; integer values
00A0: store_actor $17B4 position_to $17B9 $17BA $17BB
00D6: if 0
8118: NOT actor $1729 dead
004D: jump_if_false Label0ED05A
0084: $17BE = $1729 ;; integer values and handles
0050: gosub Label0ECFD8

:Label0ED05A
00D6: if 0
8118: NOT actor $172D dead
004D: jump_if_false Label0ED079
0084: $17BE = $172D ;; integer values and handles
0050: gosub Label0ECFD8

:Label0ED079
00D6: if 0
8118: NOT actor $1731 dead
004D: jump_if_false Label0ED098
0084: $17BE = $1731 ;; integer values and handles
0050: gosub Label0ECFD8

:Label0ED098
00D6: if 0
8118: NOT actor $1735 dead
004D: jump_if_false Label0ED0B7
0084: $17BE = $1735 ;; integer values and handles
0050: gosub Label0ECFD8

:Label0ED0B7
00D6: if 0
8118: NOT actor $1739 dead
004D: jump_if_false Label0ED0D6
0084: $17BE = $1739 ;; integer values and handles
0050: gosub Label0ECFD8

:Label0ED0D6
00D6: if 0
8118: NOT actor $173D dead
004D: jump_if_false Label0ED0F5
0084: $17BE = $173D ;; integer values and handles
0050: gosub Label0ECFD8

:Label0ED0F5
00D6: if 0
8118: NOT actor $1741 dead
004D: jump_if_false Label0ED114
0084: $17BE = $1741 ;; integer values and handles
0050: gosub Label0ECFD8

:Label0ED114
00D6: if 0
8118: NOT actor $1745 dead
004D: jump_if_false Label0ED133
0084: $17BE = $1745 ;; integer values and handles
0050: gosub Label0ECFD8

:Label0ED133
00D6: if 0
8118: NOT actor $1749 dead
004D: jump_if_false Label0ED152
0084: $17BE = $1749 ;; integer values and handles
0050: gosub Label0ECFD8

:Label0ED152
00D6: if 0
8118: NOT actor $174D dead
004D: jump_if_false Label0ED171
0084: $17BE = $174D ;; integer values and handles
0050: gosub Label0ECFD8

:Label0ED171
00D6: if 0
0038: $1778 == 1 ;; integer values
004D: jump_if_false Label0ED1FF
00D6: if 0
8118: NOT actor $177A dead
004D: jump_if_false Label0ED1A2
0084: $17BE = $177A ;; integer values and handles
0050: gosub Label0ECFD8

:Label0ED1A2
00D6: if 0
8118: NOT actor $177E dead
004D: jump_if_false Label0ED1C1
0084: $17BE = $177E ;; integer values and handles
0050: gosub Label0ECFD8

:Label0ED1C1
00D6: if 0
8118: NOT actor $1782 dead
004D: jump_if_false Label0ED1E0
0084: $17BE = $1782 ;; integer values and handles
0050: gosub Label0ECFD8

:Label0ED1E0
00D6: if 0
8118: NOT actor $1786 dead
004D: jump_if_false Label0ED1FF
0084: $17BE = $1786 ;; integer values and handles
0050: gosub Label0ECFD8

:Label0ED1FF
00D6: if 0
0038: $1779 == 1 ;; integer values
004D: jump_if_false Label0ED2CB
00D6: if 0
8118: NOT actor $1791 dead
004D: jump_if_false Label0ED230
0084: $17BE = $1791 ;; integer values and handles
0050: gosub Label0ECFD8

:Label0ED230
00D6: if 0
8118: NOT actor $1796 dead
004D: jump_if_false Label0ED24F
0084: $17BE = $1796 ;; integer values and handles
0050: gosub Label0ECFD8

:Label0ED24F
00D6: if 0
8118: NOT actor $179B dead
004D: jump_if_false Label0ED26E
0084: $17BE = $179B ;; integer values and handles
0050: gosub Label0ECFD8

:Label0ED26E
00D6: if 0
8118: NOT actor $17A0 dead
004D: jump_if_false Label0ED28D
0084: $17BE = $17A0 ;; integer values and handles
0050: gosub Label0ECFD8

:Label0ED28D
00D6: if 0
8118: NOT actor $17A5 dead
004D: jump_if_false Label0ED2AC
0084: $17BE = $17A5 ;; integer values and handles
0050: gosub Label0ECFD8

:Label0ED2AC
00D6: if 0
8118: NOT actor $17AA dead
004D: jump_if_false Label0ED2CB
0084: $17BE = $17AA ;; integer values and handles
0050: gosub Label0ECFD8

:Label0ED2CB
00D6: if 0
8038: NOT $17C6 == -1 ;; integer values
004D: jump_if_false Label0ED2E5
01C9: actor $17B4 kill_actor $17C6

:Label0ED2E5
00D6: if 0
003A: $17B4 == $1751 ;; integer values and handles
004D: jump_if_false Label0ED300
0084: $17C7 = $17C6 ;; integer values and handles

:Label0ED300
00D6: if 0
003A: $17B4 == $1754 ;; integer values and handles
004D: jump_if_false Label0ED31B
0084: $17C8 = $17C6 ;; integer values and handles

:Label0ED31B
00D6: if 0
003A: $17B4 == $1757 ;; integer values and handles
004D: jump_if_false Label0ED336
0084: $17C9 = $17C6 ;; integer values and handles

:Label0ED336
00D6: if 0
003A: $17B4 == $175A ;; integer values and handles
004D: jump_if_false Label0ED351
0084: $17CA = $17C6 ;; integer values and handles

:Label0ED351
00D6: if 0
003A: $17B4 == $175D ;; integer values and handles
004D: jump_if_false Label0ED36C
0084: $17CB = $17C6 ;; integer values and handles

:Label0ED36C
00D6: if 0
003A: $17B4 == $1760 ;; integer values and handles
004D: jump_if_false Label0ED387
0084: $17CC = $17C6 ;; integer values and handles

:Label0ED387
00D6: if 0
003A: $17B4 == $1763 ;; integer values and handles
004D: jump_if_false Label0ED3A2
0084: $17CD = $17C6 ;; integer values and handles

:Label0ED3A2
00D6: if 0
003A: $17B4 == $1766 ;; integer values and handles
004D: jump_if_false Label0ED3BD
0084: $17CE = $17C6 ;; integer values and handles

:Label0ED3BD
00D6: if 0
003A: $17B4 == $1769 ;; integer values and handles
004D: jump_if_false Label0ED3D8
0084: $17CF = $17C6 ;; integer values and handles

:Label0ED3D8
00D6: if 0
003A: $17B4 == $176C ;; integer values and handles
004D: jump_if_false Label0ED3F3
0084: $17D0 = $17C6 ;; integer values and handles

:Label0ED3F3
00D6: if 0
0038: $1778 == 1 ;; integer values
004D: jump_if_false Label0ED471
00D6: if 0
003A: $17B4 == $177A ;; integer values and handles
004D: jump_if_false Label0ED420
0084: $177D = $17C6 ;; integer values and handles

:Label0ED420
00D6: if 0
003A: $17B4 == $177E ;; integer values and handles
004D: jump_if_false Label0ED43B
0084: $1781 = $17C6 ;; integer values and handles

:Label0ED43B
00D6: if 0
003A: $17B4 == $1782 ;; integer values and handles
004D: jump_if_false Label0ED456
0084: $1785 = $17C6 ;; integer values and handles

:Label0ED456
00D6: if 0
003A: $17B4 == $1786 ;; integer values and handles
004D: jump_if_false Label0ED471
0084: $1790 = $17C6 ;; integer values and handles

:Label0ED471
00D6: if 0
0038: $1779 == 1 ;; integer values
004D: jump_if_false Label0ED525
00D6: if 0
003A: $17B4 == $1791 ;; integer values and handles
004D: jump_if_false Label0ED49E
0084: $1795 = $17C6 ;; integer values and handles

:Label0ED49E
00D6: if 0
003A: $17B4 == $1796 ;; integer values and handles
004D: jump_if_false Label0ED4B9
0084: $179A = $17C6 ;; integer values and handles

:Label0ED4B9
00D6: if 0
003A: $17B4 == $179B ;; integer values and handles
004D: jump_if_false Label0ED4D4
0084: $179F = $17C6 ;; integer values and handles
:Label0ED4D4
00D6: if 0
003A: $17B4 == $17A0 ;; integer values and handles
004D: jump_if_false Label0ED4EF
0084: $17A4 = $17C6 ;; integer values and handles

:Label0ED4EF
00D6: if 0
003A: $17B4 == $17A5 ;; integer values and handles
004D: jump_if_false Label0ED50A
0084: $17A9 = $17C6 ;; integer values and handles

:Label0ED50A
00D6: if 0
003A: $17B4 == $17AA ;; integer values and handles
004D: jump_if_false Label0ED525
0084: $17AE = $17C6 ;; integer values and handles

:Label0ED525
0051: return

:Label0ED527
00D6: if 0
02B3: player $PLAYER_CHAR in_cube -936.42 109.11 13.0 -873.118 45.222 18.0
radius 30.0 sphere 0
004D: jump_if_false Label0ED56A
0004: $17DD = 0 ;; integer values
0002: jump Label0ED5D7

:Label0ED56A
00D6: if 0
0038: $17DD == 0 ;; integer values
004D: jump_if_false Label0ED5D7
00D6: if 0
0118: actor $17DF dead
004D: jump_if_false Label0ED5D7
00D6: if 0
051A: unknown_actor $17DF actor $PLAYER_ACTOR
004D: jump_if_false Label0ED5D7
054E: $17DF
00D6: if 23
031D: actor $17DF hit_by_weapon 46
031D: actor $17DF hit_by_weapon 39
031D: actor $17DF hit_by_weapon 40
031D: actor $17DF hit_by_weapon 47
004D: jump_if_false Label0ED5D7
0467: unknown_actor $17DF
0004: $17DD = 1 ;; integer values

:Label0ED5D7
0051: return
00D6: if 0
8118: NOT actor $1729 dead
004D: jump_if_false Label0ED5F0
02A9: set_actor $1729 immune_to_nonplayer 1

:Label0ED5F0
00D6: if 0
8118: NOT actor $172D dead
004D: jump_if_false Label0ED607
02A9: set_actor $172D immune_to_nonplayer 1

:Label0ED607
00D6: if 0
8118: NOT actor $1731 dead
004D: jump_if_false Label0ED61E
02A9: set_actor $1731 immune_to_nonplayer 1

:Label0ED61E
00D6: if 0
8118: NOT actor $1735 dead
004D: jump_if_false Label0ED635
02A9: set_actor $1735 immune_to_nonplayer 1

:Label0ED635
00D6: if 0
8118: NOT actor $1739 dead
004D: jump_if_false Label0ED64C
02A9: set_actor $1739 immune_to_nonplayer 1

:Label0ED64C
00D6: if 0
8118: NOT actor $173D dead
004D: jump_if_false Label0ED663
02A9: set_actor $173D immune_to_nonplayer 1

:Label0ED663
00D6: if 0
8118: NOT actor $1741 dead
004D: jump_if_false Label0ED67A
02A9: set_actor $1741 immune_to_nonplayer 1

:Label0ED67A
00D6: if 0
8118: NOT actor $1745 dead
004D: jump_if_false Label0ED691
02A9: set_actor $1745 immune_to_nonplayer 1

:Label0ED691
00D6: if 0
8118: NOT actor $1749 dead
004D: jump_if_false Label0ED6A8
02A9: set_actor $1749 immune_to_nonplayer 1

:Label0ED6A8
00D6: if 0
8118: NOT actor $174D dead
004D: jump_if_false Label0ED6BF
02A9: set_actor $174D immune_to_nonplayer 1

:Label0ED6BF
00D6: if 0
8118: NOT actor $1751 dead
004D: jump_if_false Label0ED6D6
02A9: set_actor $1751 immune_to_nonplayer 1

:Label0ED6D6
00D6: if 0
8118: NOT actor $1754 dead
004D: jump_if_false Label0ED6ED
02A9: set_actor $1754 immune_to_nonplayer 1

:Label0ED6ED
00D6: if 0
8118: NOT actor $1757 dead
004D: jump_if_false Label0ED704
02A9: set_actor $1757 immune_to_nonplayer 1

:Label0ED704
00D6: if 0
8118: NOT actor $175A dead
004D: jump_if_false Label0ED71B
02A9: set_actor $175A immune_to_nonplayer 1

:Label0ED71B
00D6: if 0
8118: NOT actor $175D dead
004D: jump_if_false Label0ED732
02A9: set_actor $175D immune_to_nonplayer 1

:Label0ED732
00D6: if 0
8118: NOT actor $1760 dead
004D: jump_if_false Label0ED749
02A9: set_actor $1760 immune_to_nonplayer 1

:Label0ED749
00D6: if 0
8118: NOT actor $1763 dead
004D: jump_if_false Label0ED760
02A9: set_actor $1763 immune_to_nonplayer 1

:Label0ED760
00D6: if 0
8118: NOT actor $1766 dead
004D: jump_if_false Label0ED777
02A9: set_actor $1766 immune_to_nonplayer 1

:Label0ED777
00D6: if 0
8118: NOT actor $1769 dead
004D: jump_if_false Label0ED78E
02A9: set_actor $1769 immune_to_nonplayer 1

:Label0ED78E
00D6: if 0
8118: NOT actor $176C dead
004D: jump_if_false Label0ED7A5
02A9: set_actor $176C immune_to_nonplayer 1

:Label0ED7A5
00D6: if 0
0038: $1778 == 1 ;; integer values
004D: jump_if_false Label0ED813
00D6: if 0
8118: NOT actor $177A dead
004D: jump_if_false Label0ED7CE
02A9: set_actor $177A immune_to_nonplayer 1

:Label0ED7CE
00D6: if 0
8118: NOT actor $177E dead
004D: jump_if_false Label0ED7E5
02A9: set_actor $177E immune_to_nonplayer 1

:Label0ED7E5
00D6: if 0
8118: NOT actor $1782 dead
004D: jump_if_false Label0ED7FC
02A9: set_actor $1782 immune_to_nonplayer 1

:Label0ED7FC
00D6: if 0
8118: NOT actor $1786 dead
004D: jump_if_false Label0ED813
02A9: set_actor $1786 immune_to_nonplayer 1

:Label0ED813
00D6: if 0
0038: $1779 == 1 ;; integer values
004D: jump_if_false Label0ED8AF
00D6: if 0
8118: NOT actor $1791 dead
004D: jump_if_false Label0ED83C
02A9: set_actor $1791 immune_to_nonplayer 1

:Label0ED83C
00D6: if 0
8118: NOT actor $1796 dead
004D: jump_if_false Label0ED853
02A9: set_actor $1796 immune_to_nonplayer 1

:Label0ED853
00D6: if 0
8118: NOT actor $179B dead
004D: jump_if_false Label0ED86A
02A9: set_actor $179B immune_to_nonplayer 1

:Label0ED86A
00D6: if 0
8118: NOT actor $17A0 dead
004D: jump_if_false Label0ED881
02A9: set_actor $17A0 immune_to_nonplayer 1

:Label0ED881
00D6: if 0
8118: NOT actor $17A5 dead
004D: jump_if_false Label0ED898
02A9: set_actor $17A5 immune_to_nonplayer 1

:Label0ED898
00D6: if 0
8118: NOT actor $17AA dead
004D: jump_if_false Label0ED8AF
02A9: set_actor $17AA immune_to_nonplayer 1
:Label0ED8AF
0051: return
00D6: if 0
8118: NOT actor $1729 dead
004D: jump_if_false Label0ED8C8
02A9: set_actor $1729 immune_to_nonplayer 0

:Label0ED8C8
00D6: if 0
8118: NOT actor $172D dead
004D: jump_if_false Label0ED8DF
02A9: set_actor $172D immune_to_nonplayer 0

:Label0ED8DF
00D6: if 0
8118: NOT actor $1731 dead
004D: jump_if_false Label0ED8F6
02A9: set_actor $1731 immune_to_nonplayer 0

:Label0ED8F6
00D6: if 0
8118: NOT actor $1735 dead
004D: jump_if_false Label0ED90D
02A9: set_actor $1735 immune_to_nonplayer 0

:Label0ED90D
00D6: if 0
8118: NOT actor $1739 dead
004D: jump_if_false Label0ED924
02A9: set_actor $1739 immune_to_nonplayer 0

:Label0ED924
00D6: if 0
8118: NOT actor $173D dead
004D: jump_if_false Label0ED93B
02A9: set_actor $173D immune_to_nonplayer 0

:Label0ED93B
00D6: if 0
8118: NOT actor $1741 dead
004D: jump_if_false Label0ED952
02A9: set_actor $1741 immune_to_nonplayer 0

:Label0ED952
00D6: if 0
8118: NOT actor $1745 dead
004D: jump_if_false Label0ED969
02A9: set_actor $1745 immune_to_nonplayer 0

:Label0ED969
00D6: if 0
8118: NOT actor $1749 dead
004D: jump_if_false Label0ED980
02A9: set_actor $1749 immune_to_nonplayer 0

:Label0ED980
00D6: if 0
8118: NOT actor $174D dead
004D: jump_if_false Label0ED997
02A9: set_actor $174D immune_to_nonplayer 0

:Label0ED997
00D6: if 0
8118: NOT actor $1751 dead
004D: jump_if_false Label0ED9AE
02A9: set_actor $1751 immune_to_nonplayer 0

:Label0ED9AE
00D6: if 0
8118: NOT actor $1754 dead
004D: jump_if_false Label0ED9C5
02A9: set_actor $1754 immune_to_nonplayer 0

:Label0ED9C5
00D6: if 0
8118: NOT actor $1757 dead
004D: jump_if_false Label0ED9DC
02A9: set_actor $1757 immune_to_nonplayer 0

:Label0ED9DC
00D6: if 0
8118: NOT actor $175A dead
004D: jump_if_false Label0ED9F3
02A9: set_actor $175A immune_to_nonplayer 0

:Label0ED9F3
00D6: if 0
8118: NOT actor $175D dead
004D: jump_if_false Label0EDA0A
02A9: set_actor $175D immune_to_nonplayer 0

:Label0EDA0A
00D6: if 0
8118: NOT actor $1760 dead
004D: jump_if_false Label0EDA21
02A9: set_actor $1760 immune_to_nonplayer 0

:Label0EDA21
00D6: if 0
8118: NOT actor $1763 dead
004D: jump_if_false Label0EDA38
02A9: set_actor $1763 immune_to_nonplayer 0

:Label0EDA38
00D6: if 0
8118: NOT actor $1766 dead
004D: jump_if_false Label0EDA4F
02A9: set_actor $1766 immune_to_nonplayer 0

:Label0EDA4F
00D6: if 0
8118: NOT actor $1769 dead
004D: jump_if_false Label0EDA66
02A9: set_actor $1769 immune_to_nonplayer 0

:Label0EDA66
00D6: if 0
8118: NOT actor $176C dead
004D: jump_if_false Label0EDA7D
02A9: set_actor $176C immune_to_nonplayer 0

:Label0EDA7D
00D6: if 0
0038: $1778 == 1 ;; integer values
004D: jump_if_false Label0EDAD4
00D6: if 0
8118: NOT actor $177A dead
004D: jump_if_false Label0EDAA6
02A9: set_actor $177A immune_to_nonplayer 0

:Label0EDAA6
00D6: if 0
8118: NOT actor $1782 dead
004D: jump_if_false Label0EDABD
02A9: set_actor $1782 immune_to_nonplayer 0

:Label0EDABD
00D6: if 0
8118: NOT actor $1786 dead
004D: jump_if_false Label0EDAD4
02A9: set_actor $1786 immune_to_nonplayer 0

:Label0EDAD4
00D6: if 0
0038: $1779 == 1 ;; integer values
004D: jump_if_false Label0EDB59
00D6: if 0
8118: NOT actor $1791 dead
004D: jump_if_false Label0EDAFD
02A9: set_actor $1791 immune_to_nonplayer 0

:Label0EDAFD
00D6: if 0
8118: NOT actor $179B dead
004D: jump_if_false Label0EDB14
02A9: set_actor $179B immune_to_nonplayer 0

:Label0EDB14
00D6: if 0
8118: NOT actor $17A0 dead
004D: jump_if_false Label0EDB2B
02A9: set_actor $17A0 immune_to_nonplayer 0

:Label0EDB2B
00D6: if 0
8118: NOT actor $17A5 dead
004D: jump_if_false Label0EDB42
02A9: set_actor $17A5 immune_to_nonplayer 0

:Label0EDB42
00D6: if 0
8118: NOT actor $17AA dead
004D: jump_if_false Label0EDB59
02A9: set_actor $17AA immune_to_nonplayer 0

:Label0EDB59
0051: return
;-------------Mission 63---------------
; Originally: Love Juice

:Label0EDB5B
03A4: name_thread "ROCKB1"
0050: gosub Label0EDBA7
00D6: if 0
0112: wasted_or_busted
004D: jump_if_false Label0EDB80
0050: gosub Label0EF739

:Label0EDB80
0050: gosub Label0EF78C
004E: end_thread
0005: $1800 = 0.0 ;; floating-point values
0005: $1801 = 0.0 ;; floating-point values
0005: $1802 = 0.0 ;; floating-point values

:Label0EDBA7
0317: increment_mission_attempts
0004: $ONMISSION = 1 ;; integer values
0004: $17E2 = 0 ;; integer values
0004: $17E3 = 0 ;; integer values
0004: $17E7 = 0 ;; integer values
0005: $17EB = -513.988 ;; floating-point values
0005: $17EC = 1133.143 ;; floating-point values
0005: $17ED = 10.08 ;; floating-point values
0004: $17EF = 0 ;; integer values
0004: $17F1 = 0 ;; integer values
0004: $17E9 = 0 ;; integer values
0004: $17F3 = 0 ;; integer values
0004: $17F6 = 0 ;; integer values
0005: $17F7 = 0.0 ;; floating-point values
0005: $17F8 = 0.0 ;; floating-point values
0005: $17F9 = 0.0 ;; floating-point values
0004: $17FB = 0 ;; integer values
0004: $17FC = 0 ;; integer values
0004: $17FE = 91000 ;; integer values
0004: $17FF = 0 ;; integer values
0004: $1803 = 0 ;; integer values
0004: $1805 = 0 ;; integer values
0004: $1806 = 0 ;; integer values
0004: $1807 = 0 ;; integer values
0004: $1808 = 0 ;; integer values
0001: wait 0 ms
054C: use_GXT_table "ROCK1"
058E: set_restart_mission_taxi_destination -860.688 1169.914 9.997 185.46
023C: load_special_actor 1 "CSDICK"
023C: load_special_actor 2 "CSJEZZ"
023C: load_special_actor 3 "CSKENT"
023C: load_special_actor 4 "CSPERCY"
023C: load_special_actor 5 "CSPLAY"
04BB: select_interiour 9 ;; select render area
03CB: set_camera -879.75 1157.77 17.81
04F9: interiour_colors 17 0
038B: load_requested_models
:Label0EDCE3
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 Label0EDD0D
0001: wait 0 ms
0002: jump Label0EDCE3

:Label0EDD0D
02E4: load_cutscene_data "ROK_1"
0244: set_cutscene_pos -879.823 1158.479 16.776
041D: set_camera_near_clip .1
02E5: $AB = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $AB "CSDICK"
02E5: $AC = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $AC "CSJEZZ"
02E5: $8E = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim $8E "CSKENT"
02E5: $AD = create_cutscene_object #SPECIAL04
02E6: set_cutscene_anim $AD "CSPERCY"
02E5: $7D = create_cutscene_object #SPECIAL05
02E6: set_cutscene_anim $7D "CSPLAY"
0395: clear_area 1 at -871.9 1159.46 range 10.07 1.0
0055: put_player $PLAYER_CHAR at -871.9 1159.46 10.07
0171: set_player $PLAYER_CHAR z_angle_to 270.0
016A: fade 1 (back) 2000 ms
03AD: set_rubbish 0 (invisible)
03AF: set_streaming 1 (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0EDDDF
00D6: if 0
001A: 1056 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0EDE02
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0EDDDF

:Label0EDE02
00BC: text_highpriority "RBM1_A" 10000 ms 1 ;; AllllllllRrrighttt!

:Label0EDE11
00D6: if 0
001A: 5224 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0EDE34
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0EDE11

:Label0EDE34
00BC: text_highpriority "RBM1_B" 10000 ms 1 ;; Yessss! Brilliant, bloody
brilliant!

:Label0EDE43
00D6: if 0
001A: 7304 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0EDE66
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0EDE43

:Label0EDE66
00BC: text_highpriority "RBM1_C" 10000 ms 1 ;; Hey, Tommy! Glad you could make
it.

:Label0EDE75
00D6: if 0
001A: 9427 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0EDE98
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0EDE75

:Label0EDE98
00BC: text_highpriority "RBM1_D" 10000 ms 1 ;; Hey, you ever met Love Fist
before?

:Label0EDEA7
00D6: if 0
001A: 11052 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0EDECA
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0EDEA7

:Label0EDECA
00BC: text_highpriority "RBM1_E" 10000 ms 1 ;; No, I haven't but I've always
loved your music.

:Label0EDED9
00D6: if 0
001A: 12782 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0EDEFC
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0EDED9

:Label0EDEFC
00BC: text_highpriority "RBM1_F" 10000 ms 1 ;; Let me introduce you to the band.

:Label0EDF0B
00D6: if 0
001A: 14396 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0EDF2E
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0EDF0B

:Label0EDF2E
00BC: text_highpriority "RBM1_G" 10000 ms 1 ;; This is Percy, Dick, and Willy's
in the kaze, and that was Jezz in the booth earlier,

:Label0EDF3D
00D6: if 0
001A: 18961 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0EDF60
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0EDF3D

:Label0EDF60
00BC: text_highpriority "RBM1_H" 10000 ms 1 ;; and guys, I want you to meet a
good friend of mine.

:Label0EDF6F
00D6: if 0
001A: 21292 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0EDF92
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0EDF6F

:Label0EDF92
00BC: text_highpriority "RBM1_I" 10000 ms 1 ;; This is Tommy. We go way back.

:Label0EDFA1
00D6: if 0
001A: 22918 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0EDFC4
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0EDFA1

:Label0EDFC4
00BC: text_highpriority "RBM1_J" 10000 ms 1 ;; All right, pal.

:Label0EDFD3
00D6: if 0
001A: 24055 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0EDFF6
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0EDFD3

:Label0EDFF6
00BC: text_highpriority "RBM1_K" 10000 ms 1 ;; And eh, what was your name again?

:Label0EE005
00D6: if 0
001A: 26610 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0EE028
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0EE005

:Label0EE028
00BC: text_highpriority "RBM1_L" 10000 ms 1 ;; Leave it out, Jezz you, remember
-

:Label0EE037
00D6: if 0
001A: 28351 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0EE05A
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0EE037

:Label0EE05A
00BC: text_highpriority "RBM1_M" 10000 ms 1 ;; don't be playing them games with
me, mate,

:Label0EE069
00D6: if 0
001A: 29855 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0EE08C
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0EE069

:Label0EE08C
00BC: text_highpriority "RBM1_N" 10000 ms 1 ;; I'm too crafty for that,
sunshine!

:Label0EE09B
00D6: if 0
001A: 34583 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0EE0C0
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0EE09B

:Label0EE0C0
00BC: text_highpriority "RBM1_O" 10000 ms 1 ;; You see, the thing is, Tom, the
boys need some help.

:Label0EE0CF
00D6: if 0
001A: 38289 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0EE0F4
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0EE0CF

:Label0EE0F4
00BC: text_highpriority "RBM1_P" 10000 ms 1 ;; They ain't too connected here,
they don't have the old 'how's your father?'

:Label0EE103
00D6: if 0
001A: 41099 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0EE128
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0EE103

:Label0EE128
00BC: text_highpriority "RBM1_Q" 10000 ms 1 ;; We need some drugs, pal!

:Label0EE137
00D6: if 0
001A: 43119 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0EE15C
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0EE137

:Label0EE15C
00BC: text_highpriority "RBM1_R" 10000 ms 1 ;; Gonna get on the old Love Fist
fury, you know?!

:Label0EE16B
00D6: if 0
001A: 46114 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0EE190
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0EE16B

:Label0EE190
00BC: text_highpriority "RBM1_S" 10000 ms 1 ;; Well, this is Vice City, man.
What's the problem?

:Label0EE19F
00D6: if 0
001A: 48332 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0EE1C4
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0EE19F

:Label0EE1C4
00BC: text_highpriority "RBM1_U" 10000 ms 1 ;; Love Juice, man!

:Label0EE1D3
00D6: if 0
001A: 49782 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0EE1F8
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0EE1D3

:Label0EE1F8
00BC: text_highpriority "RBM1_T" 10000 ms 1 ;; We need Love Juice, man, you
know?

:Label0EE207
00D6: if 0
001A: 52122 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0EE22C
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0EE207

:Label0EE22C
00BC: text_highpriority "RBM1_V" 10000 ms 1 ;; Love Juice?

:Label0EE23B
00D6: if 0
001A: 53173 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0EE260
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0EE23B

:Label0EE260
00BC: text_highpriority "RBM1_W" 10000 ms 1 ;; Aye, two parts boomshine, 1 part
trumpet, 5 fizz bombs and a liter of petrol.

:Label0EE26F
00D6: if 0
001A: 58523 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0EE294
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0EE26F

:Label0EE294
00BC: text_highpriority "RBM1_X" 10000 ms 1 ;; Can you help us out, pal?

:Label0EE2A3
00D6: if 0
001A: 59953 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0EE2C8
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0EE2A3

:Label0EE2C8
00BC: text_highpriority "RBM1_Y" 10000 ms 1 ;; Aw, it would really mean a lot to
the boys.

:Label0EE2D7
00D6: if 0
001A: 61300 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0EE2FC
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0EE2D7

:Label0EE2FC
00BC: text_highpriority "RBM1_Z" 10000 ms 1 ;; You can do that for the boys,
right?

:Label0EE30B
00D6: if 0
001A: 62839 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0EE330
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0EE30B

:Label0EE330
00BE: text_clear_all
016A: fade 0 () 2000 ms

:Label0EE339
00D6: if 0
016B: fading
004D: jump_if_false Label0EE351
0001: wait 0 ms
0002: jump Label0EE339

:Label0EE351
04BB: select_interiour 0 ;; select render area
04FA: reset_interior_colors 0
03AD: set_rubbish 1 (visible)
02EA: end_cutscene
0373: set_camera_directly_behind_player
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
03CB: set_camera -871.9 1159.46 10.07
04E3: unknown_player $PLAYER_CHAR 3 60000
0247: request_model #BMYBB
0247: request_model #BUDDYSHOT
0247: request_model #STINGER
0247: request_model #PCJ600
023C: load_special_actor 6 "IGMERC"
0247: request_model #CELLPHONE

:Label0EE3B6
00D6: if 25
8248: NOT model #BUDDYSHOT available
8248: NOT model #STINGER available
8248: NOT model #PCJ600 available
823D: NOT special_actor 6 loaded
8248: NOT model #CELLPHONE available
8248: NOT model #BMYBB available
004D: jump_if_false Label0EE3E8
0001: wait 0 ms
0002: jump Label0EE3B6

:Label0EE3E8
018A: $17FD = create_checkpoint_at -867.8 1165.7 10.2
0164: disable_marker $17FD
0213: $17F5 = create_pickup -120 (BRIEFCASE) type 3 at $17F7 $17F8 $17F9
03DC: $17FA = create_marker_above_pickup $17F5
0164: disable_marker $17FA
0215: destroy_pickup $17F5
009A: $17E6 = create_actor 4 #BMYBB at 308.24 -621.28 8.9
0187: $17E8 = create_marker_above_actor $17E6
0164: disable_marker $17E8
009B: destroy_actor_instantly $17E6
0169: set_fade_color 0 0 0
0001: wait 500 ms
016A: fade 1 (back) 1500 ms
00BC: text_highpriority "RBM1_12" 4000 ms 1 ;; ~g~Go and collect the 'Love
Juice' ingredients from the dealer.
018A: $17EE = create_checkpoint_at $17EB $17EC $17ED

:Label0EE480
00D6: if 0
8038: NOT $17FC == 1 ;; integer values
004D: jump_if_false Label0EE961
0001: wait 0 ms
00D6: if 0
0038: $17E9 == 0 ;; integer values
004D: jump_if_false Label0EE647
00D6: if 0
0038: $17F1 == 0 ;; integer values
004D: jump_if_false Label0EE647
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point $17EB $17EC $17ED radius 2.0 2.0 2.0
004D: jump_if_false Label0EE581
00D6: if 21
04C9: $PLAYER_CHAR
04A8: $PLAYER_CHAR
004D: jump_if_false Label0EE528
00D6: if 0
0038: $17FF == 0 ;; integer values
004D: jump_if_false Label0EE521
00BC: text_highpriority "RBM1_14" 5000 ms 1 ;; ~g~You need a car or a
motorcycle!
0004: $17FF = 1 ;; integer values

:Label0EE521
0002: jump Label0EE57A

:Label0EE528
00D6: if 0
00F9: player $PLAYER_CHAR stopped 0 ()near_point_on_foot $17EB $17EC $17ED
radius 2.0 2.0 2.0
004D: jump_if_false Label0EE57A
00D6: if 0
0038: $17FF == 0 ;; integer values
004D: jump_if_false Label0EE57A
00BC: text_highpriority "RBM1_14" 5000 ms 1 ;; ~g~You need a car or a
motorcycle!
0004: $17FF = 1 ;; integer values

:Label0EE57A
0002: jump Label0EE588

:Label0EE581
0004: $17FF = 0 ;; integer values

:Label0EE588
00D6: if 2
00FA: player $PLAYER_CHAR stopped 1 (in-sphere)near_point_in_car $17EB $17EC
$17ED radius 2.0 2.0 2.0
84C9: NOT $PLAYER_CHAR
84A8: NOT $PLAYER_CHAR
004D: jump_if_false Label0EE640
00D6: if 0
0038: $17EF == 0 ;; integer values
004D: jump_if_false Label0EE5E4
00BC: text_highpriority "HORN" 5000 ms 1 ;; ~g~Sound the horn.
0004: $17EF = 1 ;; integer values

:Label0EE5E4
00D6: if 1
0443: player $PLAYER_CHAR in_a_car
0122: player $PLAYER_CHAR pressing_horn
004D: jump_if_false Label0EE639
00DA: $17F0 = player $PLAYER_CHAR car
00D6: if 0
8119: NOT car $17F0 wrecked
004D: jump_if_false Label0EE618
020A: set_car $17F0 door_status_to 4

:Label0EE618
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)
0001: wait 500 ms
0050: gosub Label0EF83D

:Label0EE639
0002: jump Label0EE647

:Label0EE640
0004: $17EF = 0 ;; integer values

:Label0EE647
00D6: if 0
0038: $17FB == 1 ;; integer values
004D: jump_if_false Label0EE672
00D6: if 0
0038: $17F6 == 0 ;; integer values
004D: jump_if_false Label0EE672
0050: gosub Label0EFD94

:Label0EE672
00D6: if 0
0038: $17E9 == 1 ;; integer values
004D: jump_if_false Label0EE95A
00D6: if 0
0038: $17E7 == 0 ;; integer values
004D: jump_if_false Label0EE95A
00D6: if 0
0118: actor $17E6 dead
004D: jump_if_false Label0EE781
0164: disable_marker $17E8
00D6: if 0
0038: $17F1 == 0 ;; integer values
004D: jump_if_false Label0EE6DA
00BC: text_highpriority "RBM1_10" 5000 ms 1 ;; ~r~You idiot! You have destroyed
the merchandise!
0002: jump Label0EF739
0002: jump Label0EE773

:Label0EE6DA
00D6: if 22
031D: actor $17E6 hit_by_weapon 15
031D: actor $17E6 hit_by_weapon 31
031D: actor $17E6 hit_by_weapon 41
004D: jump_if_false Label0EE717
00BC: text_highpriority "RBM1_10" 5000 ms 1 ;; ~r~You idiot! You have destroyed
the merchandise!
0002: jump Label0EF739
0002: jump Label0EE773

:Label0EE717
00D6: if 0
056D: unknown_actor $17E6 dead_but_active
004D: jump_if_false Label0EE75D
04A5: unknown_store_dead_actor $17E6 position_to $17F7 $17F8 $17F9
0213: $17F5 = create_pickup -120 (BRIEFCASE) type 3 at $17F7 $17F8 $17F9
03DC: $17FA = create_marker_above_pickup $17F5
0004: $17FB = 1 ;; integer values
0002: jump Label0EE773

:Label0EE75D
00BC: text_highpriority "RBM1_10" 5000 ms 1 ;; ~r~You idiot! You have destroyed
the merchandise!
0002: jump Label0EF739

:Label0EE773
0004: $17E7 = 1 ;; integer values
0002: jump Label0EE95A

:Label0EE781
00D6: if 0
0038: $17FB == 0 ;; integer values
004D: jump_if_false Label0EE7B9
00D6: if 0
04AD: $17E6
004D: jump_if_false Label0EE7B9
00BC: text_highpriority "RBM1_10" 5000 ms 1 ;; ~r~You idiot! You have destroyed
the merchandise!
0002: jump Label0EF739

:Label0EE7B9
00D6: if 0
8118: NOT actor $17E6 dead
004D: jump_if_false Label0EE95A
00D6: if 0
0038: $17F1 == 1 ;; integer values
004D: jump_if_false Label0EE95A
00D6: if 0
82CB: NOT actor $17E6 bounding_sphere_visible
004D: jump_if_false Label0EE82A
00D6: if 0
80FB: NOT player $PLAYER_CHAR 0 ()near_actor $17E6 radius 180.0 180.0 180.0
004D: jump_if_false Label0EE82A
0164: disable_marker $17E8
00BC: text_highpriority "RBM1_15" 5000 ms 1 ;; ~r~You have lost the dealer, our
cash and the drugs!
0002: jump Label0EF739

:Label0EE82A
00D6: if 0
0038: $1808 == 0 ;; integer values
004D: jump_if_false Label0EE86B
00D6: if 0
80DF: NOT actor $17E6 driving
004D: jump_if_false Label0EE86B
00D6: if 0
02CB: actor $17E6 bounding_sphere_visible
004D: jump_if_false Label0EE86B
01CC: actor $17E6 kill_player $PLAYER_CHAR
0004: $1808 = 1 ;; integer values

:Label0EE86B
00D6: if 0
0038: $17F3 == 0 ;; integer values
004D: jump_if_false Label0EE8D0
00D6: if 0
00DF: actor $17E6 driving
004D: jump_if_false Label0EE8D0
011C: actor $17E6 clear_objective
00D9: $17F4 = actor $17E6 car
0190: unknown_car $17F4
03CC: car $17F4 add_to_stuck_car_check .1 = 2000
00AD: set_car $17F4 max_speed_to 40.0
00AE: unknown_set_car $17F4 to_ignore_traffic_lights 2
00A8: set_car $17F4 to_psycho_driver
0004: $1808 = 0 ;; integer values
0004: $17F3 = 1 ;; integer values

:Label0EE8D0
00D6: if 0
0038: $17F3 == 1 ;; integer values
004D: jump_if_false Label0EE91B
00D6: if 0
8119: NOT car $17F4 wrecked
004D: jump_if_false Label0EE91B
00D6: if 22
018F: unknown_car_check $17F4
03CE: car $17F4 stuck
0495: unknown_car_check $17F4
004D: jump_if_false Label0EE91B
01D3: actor $17E6 leave_car $17F4
0004: $1808 = 0 ;; integer values

:Label0EE91B
00D6: if 0
0038: $17F3 == 1 ;; integer values
004D: jump_if_false Label0EE95A
00D6: if 0
80DF: NOT actor $17E6 driving
004D: jump_if_false Label0EE95A
0191: unknown_car $17F4
03CD: car $17F4 remove_from_stuck_car_check
01C3: remove_references_to_car $17F4 ;; Like turning a car into any random car
0004: $1808 = 0 ;; integer values
0004: $17F3 = 0 ;; integer values

:Label0EE95A
0002: jump Label0EE480

:Label0EE961
01C3: remove_references_to_car $17F4 ;; Like turning a car into any random car
01C2: remove_references_to_actor $17E6 ;; Like turning an actor into a random
pedestrian
0006: 16@ = 0 ;; integer values
03CF: load_wav "MOBRING" as 1
03CF: load_wav "MOB_07A" as 2

:Label0EE98A
00D6: if 21
83D0: NOT wav 1 loaded
83D0: NOT wav 2 loaded
004D: jump_if_false Label0EE9A8
0001: wait 0 ms
0002: jump Label0EE98A

:Label0EE9A8
00D6: if 0
001B: 3000 > 16@ ;; integer values
004D: jump_if_false Label0EE9C6
0001: wait 0 ms
0002: jump Label0EE9A8

:Label0EE9C6
03D1: play_wav 1

:Label0EE9CA
00D6: if 0
83D2: NOT wav 1 ended
004D: jump_if_false Label0EE9E4
0001: wait 0 ms
0002: jump Label0EE9CA

:Label0EE9E4
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 (true)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 (true)
00D6: if 0
044B: (unknown) $PLAYER_ACTOR
004D: jump_if_false Label0EEA0E
052B: actor $PLAYER_ACTOR hold_cellphone 1
0001: wait 1250 ms

:Label0EEA0E
03CF: load_wav "MOB_07B" as 1
03D1: play_wav 2
00BC: text_highpriority "MOB_07A" 10000 ms 1 ;; Hey mate, the guys could do with
some company, if you know what I mean...

:Label0EEA2D
00D6: if 0
83D2: NOT wav 2 ended
004D: jump_if_false Label0EEA47
0001: wait 0 ms
0002: jump Label0EEA2D

:Label0EEA47
03D5: remove_text "MOB_07A" ;; Hey mate, the guys could do with some company, if
you know what I mean...

:Label0EEA51
00D6: if 0
83D0: NOT wav 1 loaded
004D: jump_if_false Label0EEA6B
0001: wait 0 ms
0002: jump Label0EEA51

:Label0EEA6B
03D1: play_wav 1
00BC: text_highpriority "MOB_07B" 5000 ms 1 ;; I know just the girl.

:Label0EEA7E
00D6: if 0
83D2: NOT wav 1 ended
004D: jump_if_false Label0EEA98
0001: wait 0 ms
0002: jump Label0EEA7E

:Label0EEA98
03D5: remove_text "MOB_07B" ;; I know just the girl.
00D6: if 0
044B: (unknown) $PLAYER_ACTOR
004D: jump_if_false Label0EEAB9
052B: actor $PLAYER_ACTOR hold_cellphone 0

:Label0EEAB9
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 (false)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 (false)
00BC: text_highpriority "RBM1_1" 5000 ms 1 ;; ~g~Go and collect Mercedes from
her apartment.
009A: $17E0 = create_actor 5 #SPECIAL06 at 297.849 289.728 16.64
01ED: reset_actor $17E0 flags
0173: set_actor $17E0 z_angle_to 270.0
0245: set_actor $17E0 walk_style_to 46
0446: (unknown) $17E0 0
04F5: unknown_actor $17E0 kiss_player $PLAYER_CHAR on 1
0568: $17E0 1
018A: $17E4 = create_checkpoint_at 304.747 291.581 15.238
0004: $7B = 1 ;; integer values

:Label0EEB37
00D6: if 22
80FA: NOT player $PLAYER_CHAR stopped $7B near_point_in_car 304.747 291.581
15.238 radius 3.0 3.0 4.0
8443: NOT player $PLAYER_CHAR in_a_car
0038: $1805 == 0 ;; integer values
004D: jump_if_false Label0EECBD
0001: wait 0 ms
00D6: if 0
0118: actor $17E0 dead
004D: jump_if_false Label0EEBAC
00BC: text_highpriority "RBM1_8" 5000 ms 1 ;; ~r~Mercedes is dead!
0004: $17E3 = 1 ;; integer values
0004: $7B = 0 ;; integer values
0002: jump Label0EF739

:Label0EEBAC
00D6: if 21
04A8: $PLAYER_CHAR
00DE: player $PLAYER_CHAR driving_vehicle_type #HUNTER
004D: jump_if_false Label0EEBD2
0004: $1805 = 0 ;; integer values
0002: jump Label0EEBD9

:Label0EEBD2
0004: $1805 = 1 ;; integer values

:Label0EEBD9
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point 304.747 291.581 15.238 radius 3.0
3.0 4.0
004D: jump_if_false Label0EECAF
00D6: if 21
04A8: $PLAYER_CHAR
00DE: player $PLAYER_CHAR driving_vehicle_type #HUNTER
004D: jump_if_false Label0EEC50
00D6: if 0
0038: $1803 == 0 ;; integer values
004D: jump_if_false Label0EEC49
00BC: text_highpriority "RBM1_14" 5000 ms 1 ;; ~g~You need a car or a
motorcycle!
0004: $1803 = 1 ;; integer values

:Label0EEC49
0002: jump Label0EECA8

:Label0EEC50
00D6: if 0
00F6: player $PLAYER_CHAR 0 ()near_point_on_foot 304.747 291.581 15.238
radius 3.0 3.0 4.0
004D: jump_if_false Label0EECA8
00D6: if 0
0038: $1803 == 0 ;; integer values
004D: jump_if_false Label0EECA8
00BC: text_highpriority "RBM1_14" 5000 ms 1 ;; ~g~You need a car or a
motorcycle!
0004: $1803 = 1 ;; integer values

:Label0EECA8
0002: jump Label0EECB6

:Label0EECAF
0004: $1803 = 0 ;; integer values

:Label0EECB6
0002: jump Label0EEB37

:Label0EECBD
0164: disable_marker $17E4
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)
00DA: $17E5 = player $PLAYER_CHAR car
039E: (unknown) $PLAYER_ACTOR 1
0395: clear_area 0 at 297.02 299.427 range 17.47 1.0
015F: set_camera_position 297.02 299.427 17.47 0.0 0.0 0.0
0160: point_camera 297.473 298.532 17.43 2
00D6: if 0
0119: car $17E5 wrecked
004D: jump_if_false Label0EED53
0002: jump Label0EF739
0002: jump Label0EED8F

:Label0EED53
00D6: if 0
8118: NOT actor $17E0 dead
004D: jump_if_false Label0EED72
01D4: actor $17E0 go_to_car $17E5 and_enter_it_as_a_passenger
0002: jump Label0EED8F
:Label0EED72
00BC: text_highpriority "RBM1_8" 5000 ms 1 ;; ~r~Mercedes is dead!
0004: $17E3 = 1 ;; integer values
0002: jump Label0EF739

:Label0EED8F
03CF: load_wav "ROK1_5" as 1
03CF: load_wav "ROK1_6" as 2

:Label0EEDA7
00D6: if 21
83D0: NOT wav 1 loaded
83D0: NOT wav 2 loaded
004D: jump_if_false Label0EEE3D
0001: wait 0 ms
00D6: if 0
0118: actor $17E0 dead
004D: jump_if_false Label0EEDEB
00BC: text_highpriority "RBM1_8" 5000 ms 1 ;; ~r~Mercedes is dead!
0004: $17E3 = 1 ;; integer values
0002: jump Label0EF739

:Label0EEDEB
00D6: if 0
0119: car $17E5 wrecked
004D: jump_if_false Label0EEE36
00D6: if 0
0118: actor $17E0 dead
004D: jump_if_false Label0EEE2F
00BC: text_highpriority "RBM1_8" 5000 ms 1 ;; ~r~Mercedes is dead!
0004: $17E3 = 1 ;; integer values
0002: jump Label0EF739
0002: jump Label0EEE36

:Label0EEE2F
0002: jump Label0EF739

:Label0EEE36
0002: jump Label0EEDA7

:Label0EEE3D
03D1: play_wav 1
00BC: text_highpriority "ROK1_5" 5000 ms 1 ;; Hey, Mercedes!

:Label0EEE50
00D6: if 0
83D2: NOT wav 1 ended
004D: jump_if_false Label0EEEE2
0001: wait 0 ms
00D6: if 0
0118: actor $17E0 dead
004D: jump_if_false Label0EEE90
00BC: text_highpriority "RBM1_8" 5000 ms 1 ;; ~r~Mercedes is dead!
0004: $17E3 = 1 ;; integer values
0002: jump Label0EF739

:Label0EEE90
00D6: if 0
0119: car $17E5 wrecked
004D: jump_if_false Label0EEEDB
00D6: if 0
0118: actor $17E0 dead
004D: jump_if_false Label0EEED4
00BC: text_highpriority "RBM1_8" 5000 ms 1 ;; ~r~Mercedes is dead!
0004: $17E3 = 1 ;; integer values
0002: jump Label0EF739
0002: jump Label0EEEDB

:Label0EEED4
0002: jump Label0EF739

:Label0EEEDB
0002: jump Label0EEE50

:Label0EEEE2
03D5: remove_text "ROK1_5" ;; Hey, Mercedes!
03CF: load_wav "ROK1_7" as 1
03D1: play_wav 2
00BC: text_highpriority "ROK1_6" 5000 ms 1 ;; Hiya, Tommy. And how are you?

:Label0EEF0B
00D6: if 21
83D2: NOT wav 2 ended
83D0: NOT wav 1 loaded
004D: jump_if_false Label0EEFA1
0001: wait 0 ms
00D6: if 0
0118: actor $17E0 dead
004D: jump_if_false Label0EEF4F
00BC: text_highpriority "RBM1_8" 5000 ms 1 ;; ~r~Mercedes is dead!
0004: $17E3 = 1 ;; integer values
0002: jump Label0EF739

:Label0EEF4F
00D6: if 0
0119: car $17E5 wrecked
004D: jump_if_false Label0EEF9A
00D6: if 0
0118: actor $17E0 dead
004D: jump_if_false Label0EEF93
00BC: text_highpriority "RBM1_8" 5000 ms 1 ;; ~r~Mercedes is dead!
0004: $17E3 = 1 ;; integer values
0002: jump Label0EF739
0002: jump Label0EEF9A

:Label0EEF93
0002: jump Label0EF739

:Label0EEF9A
0002: jump Label0EEF0B

:Label0EEFA1
03D5: remove_text "ROK1_6" ;; Hiya, Tommy. And how are you?
03CF: load_wav "ROK1_8" as 2
03D1: play_wav 1
00BC: text_highpriority "ROK1_7" 5000 ms 1 ;; Just fine. Listen, you fancy
having Love Fist?
:Label0EEFCA
00D6: if 21
83D2: NOT wav 1 ended
83D0: NOT wav 2 loaded
004D: jump_if_false Label0EF060
0001: wait 0 ms
00D6: if 0
0118: actor $17E0 dead
004D: jump_if_false Label0EF00E
00BC: text_highpriority "RBM1_8" 5000 ms 1 ;; ~r~Mercedes is dead!
0004: $17E3 = 1 ;; integer values
0002: jump Label0EF739

:Label0EF00E
00D6: if 0
0119: car $17E5 wrecked
004D: jump_if_false Label0EF059
00D6: if 0
0118: actor $17E0 dead
004D: jump_if_false Label0EF052
00BC: text_highpriority "RBM1_8" 5000 ms 1 ;; ~r~Mercedes is dead!
0004: $17E3 = 1 ;; integer values
0002: jump Label0EF739
0002: jump Label0EF059

:Label0EF052
0002: jump Label0EF739

:Label0EF059
0002: jump Label0EEFCA

:Label0EF060
03D5: remove_text "ROK1_7" ;; Just fine. Listen, you fancy having Love Fist?
03D1: play_wav 2
00BC: text_highpriority "ROK1_8" 5000 ms 1 ;; Ok, but just as a favor I expect
returned..

:Label0EF07D
00D6: if 0
83D2: NOT wav 2 ended
004D: jump_if_false Label0EF10F
0001: wait 0 ms
00D6: if 0
0118: actor $17E0 dead
004D: jump_if_false Label0EF0BD
00BC: text_highpriority "RBM1_8" 5000 ms 1 ;; ~r~Mercedes is dead!
0004: $17E3 = 1 ;; integer values
0002: jump Label0EF739

:Label0EF0BD
00D6: if 0
0119: car $17E5 wrecked
004D: jump_if_false Label0EF108
00D6: if 0
0118: actor $17E0 dead
004D: jump_if_false Label0EF101
00BC: text_highpriority "RBM1_8" 5000 ms 1 ;; ~r~Mercedes is dead!
0004: $17E3 = 1 ;; integer values
0002: jump Label0EF739
0002: jump Label0EF108

:Label0EF101
0002: jump Label0EF739

:Label0EF108
0002: jump Label0EF07D

:Label0EF10F
03D5: remove_text "ROK1_8" ;; Ok, but just as a favor I expect returned..

:Label0EF119
00D6: if 0
80DB: NOT actor $17E0 in_car $17E5
004D: jump_if_false Label0EF1AF
0001: wait 0 ms
00D6: if 0
0118: actor $17E0 dead
004D: jump_if_false Label0EF15D
00BC: text_highpriority "RBM1_8" 5000 ms 1 ;; ~r~Mercedes is dead!
0004: $17E3 = 1 ;; integer values
0002: jump Label0EF739

:Label0EF15D
00D6: if 0
0119: car $17E5 wrecked
004D: jump_if_false Label0EF1A8
00D6: if 0
0118: actor $17E0 dead
004D: jump_if_false Label0EF1A1
00BC: text_highpriority "RBM1_8" 5000 ms 1 ;; ~r~Mercedes is dead!
0004: $17E3 = 1 ;; integer values
0002: jump Label0EF739
0002: jump Label0EF1A8

:Label0EF1A1
0002: jump Label0EF739

:Label0EF1A8
0002: jump Label0EF119

:Label0EF1AF
00D6: if 0
8118: NOT actor $17E0 dead
004D: jump_if_false Label0EF1D5
01DF: tie_actor $17E0 to_player $PLAYER_CHAR
0319: set_actor $17E0 wander_state_to 1 (off)
0002: jump Label0EF1F2

:Label0EF1D5
00BC: text_highpriority "RBM1_8" 5000 ms 1 ;; ~r~Mercedes is dead!
0004: $17E3 = 1 ;; integer values
0002: jump Label0EF739

:Label0EF1F2
0004: $17E2 = 1 ;; integer values
02A3: toggle_widescreen 0 (off)
039E: (unknown) $PLAYER_ACTOR 0
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 (false)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 (false)
00BC: text_highpriority "RBM1_13" 7000 ms 1 ;; ~g~Get the 'Love Juice' and
Mercedes to the band before they are needed on stage.
018A: $17FD = create_checkpoint_at -867.8 1165.7 10.2
014E: set_timer_to $17FE type 1
0004: $7B = 1 ;; integer values

:Label0EF24C
00D6: if 0
8101: NOT actor $17E0 stopped_near_point -867.8 1165.7 10.2 radius 4.0 4.0
4.0 sphere $7B
004D: jump_if_false Label0EF3B4
0001: wait 0 ms
00D6: if 0
0038: $17E3 == 0 ;; integer values
004D: jump_if_false Label0EF385
00D6: if 0
0118: actor $17E0 dead
004D: jump_if_false Label0EF2C7
00BC: text_highpriority "RBM1_8" 5000 ms 1 ;; ~r~Mercedes is dead!
0004: $17E3 = 1 ;; integer values
0002: jump Label0EF739
0002: jump Label0EF385

:Label0EF2C7
00D6: if 0
0038: $17E2 == 1 ;; integer values
004D: jump_if_false Label0EF316
00D6: if 0
8320: NOT actor $17E0 in_range_of_player $PLAYER_CHAR
004D: jump_if_false Label0EF316
0164: disable_marker $17FD
0187: $17E1 = create_marker_above_actor $17E0
00BC: text_highpriority "HEY" 5000 ms 1 ;; ~g~Don't go solo, keep your posse
together!
0004: $7B = 0 ;; integer values
0004: $17E2 = 0 ;; integer values

:Label0EF316
00D6: if 0
0038: $17E2 == 0 ;; integer values
004D: jump_if_false Label0EF385
00D6: if 0
00E9: player $PLAYER_CHAR 0 ()near_actor $17E0 radius 8.0 8.0
004D: jump_if_false Label0EF385
0164: disable_marker $17E1
00BC: text_highpriority "RBM1_13" 7000 ms 1 ;; ~g~Get the 'Love Juice' and
Mercedes to the band before they are needed on stage.
01DF: tie_actor $17E0 to_player $PLAYER_CHAR
018A: $17FD = create_checkpoint_at -867.8 1165.7 10.2
0004: $7B = 1 ;; integer values
0004: $17E2 = 1 ;; integer values

:Label0EF385
00D6: if 0
0038: $17FE == 0 ;; integer values
004D: jump_if_false Label0EF3AD
00BC: text_highpriority "RBM1_7" 5000 ms 1 ;; ~r~You did not get the Love Juice
in time!
0002: jump Label0EF739

:Label0EF3AD
0002: jump Label0EF24C

:Label0EF3B4
014F: stop_timer $17FE
0164: disable_marker $17FD
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)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 (true)
00D6: if 0
0118: actor $17E0 dead
004D: jump_if_false Label0EF404
00BC: text_highpriority "RBM1_8" 5000 ms 1 ;; ~r~Mercedes is dead!
0002: jump Label0EF739
0002: jump Label0EF410

:Label0EF404
01E0: clear_leader $17E0
0245: set_actor $17E0 walk_style_to 46

:Label0EF410
015F: set_camera_position -874.13 1153.04 14.37 0.0 0.0 0.0
0160: point_camera -873.68 1153.89 14.1 2
03CF: load_wav "MERC_39" as 1

:Label0EF44F
00D6: if 0
83D0: NOT wav 1 loaded
004D: jump_if_false Label0EF48F
0001: wait 0 ms
00D6: if 0
0118: actor $17E0 dead
004D: jump_if_false Label0EF488
00BC: text_highpriority "RBM1_8" 5000 ms 1 ;; ~r~Mercedes is dead!
0002: jump Label0EF739

:Label0EF488
0002: jump Label0EF44F

:Label0EF48F
00D6: if 0
8118: NOT actor $17E0 dead
004D: jump_if_false Label0EF4BE
00D6: if 0
80DF: NOT actor $17E0 driving
004D: jump_if_false Label0EF4B7
020F: actor $17E0 look_at_player $PLAYER_CHAR

:Label0EF4B7
0002: jump Label0EF4D4

:Label0EF4BE
00BC: text_highpriority "RBM1_8" 5000 ms 1 ;; ~r~Mercedes is dead!
0002: jump Label0EF739

:Label0EF4D4
03D1: play_wav 1
00BC: text_highpriority "MERC_39" 5000 ms 1 ;; I'll see you later, big boy.

:Label0EF4E7
00D6: if 0
83D2: NOT wav 1 ended
004D: jump_if_false Label0EF527
0001: wait 0 ms
00D6: if 0
0118: actor $17E0 dead
004D: jump_if_false Label0EF520
00BC: text_highpriority "RBM1_8" 5000 ms 1 ;; ~r~Mercedes is dead!
0002: jump Label0EF739

:Label0EF520
0002: jump Label0EF4E7

:Label0EF527
03D5: remove_text "MERC_39" ;; I'll see you later, big boy.
00D6: if 0
00DF: actor $17E0 driving
004D: jump_if_false Label0EF5C8
00D9: $1804 = actor $17E0 car
01D3: actor $17E0 leave_car $1804

:Label0EF551
00D6: if 0
00DF: actor $17E0 driving
004D: jump_if_false Label0EF5C8
0001: wait 0 ms
00D6: if 0
0118: actor $17E0 dead
004D: jump_if_false Label0EF58B
00BC: text_highpriority "RBM1_8" 5000 ms 1 ;; ~r~Mercedes is dead!
0002: jump Label0EF739

:Label0EF58B
00D6: if 0
0119: car $1804 wrecked
004D: jump_if_false Label0EF5C1
00D6: if 0
0118: actor $17E0 dead
004D: jump_if_false Label0EF5C1
00BC: text_highpriority "RBM1_8" 5000 ms 1 ;; ~r~Mercedes is dead!
0002: jump Label0EF739

:Label0EF5C1
0002: jump Label0EF551

:Label0EF5C8
0211: actor $17E0 walk_to -873.33 1161.28
0006: 16@ = 0 ;; integer values

:Label0EF5DE
00D6: if 0
001B: 3000 > 16@ ;; integer values
004D: jump_if_false Label0EF622
0001: wait 0 ms
00D6: if 0
0118: actor $17E0 dead
004D: jump_if_false Label0EF61B
00BC: text_highpriority "RBM1_8" 5000 ms 1 ;; ~r~Mercedes is dead!
0002: jump Label0EF739

:Label0EF61B
0002: jump Label0EF5DE

:Label0EF622
0395: clear_area 0 at -872.9 1153.53 range 11.72 1.0
015F: set_camera_position -872.9 1153.53 11.72 0.0 0.0 0.0
0160: point_camera -873.31 1154.47 11.48 2
00D6: if 0
8118: NOT actor $17E0 dead
004D: jump_if_false Label0EF6A2
009F: set_actor $17E0 objective_to-1
00A1: put_actor $17E0 at -872.4 1159.86 10.09
011C: actor $17E0 clear_objective
0002: jump Label0EF6B8

:Label0EF6A2
00BC: text_highpriority "RBM1_8" 5000 ms 1 ;; ~r~Mercedes is dead!
0002: jump Label0EF739

:Label0EF6B8
0211: actor $17E0 walk_to -883.26 1159.3
0006: 17@ = 0 ;; integer values

:Label0EF6CE
00D6: if 0
001B: 2500 > 17@ ;; integer values
004D: jump_if_false Label0EF712
0001: wait 0 ms
00D6: if 0
0118: actor $17E0 dead
004D: jump_if_false Label0EF70B
00BC: text_highpriority "RBM1_8" 5000 ms 1 ;; ~r~Mercedes is dead!
0002: jump Label0EF739

:Label0EF70B
0002: jump Label0EF6CE

:Label0EF712
02A3: toggle_widescreen 0 (off)
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 (false)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 (false)
02EB: restore_camera_with_jumpcut
009B: destroy_actor_instantly $17E0
0002: jump Label0EF74A

:Label0EF739
00BA: text_styled "M_FAIL" 5000 ms 1 ;; MISSION FAILED!
0051: return

:Label0EF74A
0004: $PASSED_ROCK1_LOVE_JUICE = 1 ;; integer values
0318: set_latest_mission_passed "ROCK_1" ;; Love Juice
030C: set_mission_points += 1
0394: play_music 1
0110: clear_player $PLAYER_CHAR wanted_level
01E3: text_1number_styled "M_PASS" 2000 5000 ms 1 ;; MISSION PASSED! $~1~
0109: player $PLAYER_CHAR money += 2000
004F: create_thread Label00E097
0051: return

:Label0EF78C
0004: $ONMISSION = 0 ;; integer values
01EB: set_car_density_to 1.0
00D6: if 0
8119: NOT car $17F4 wrecked
004D: jump_if_false Label0EF7B4
0191: unknown_car $17F4
03CD: car $17F4 remove_from_stuck_car_check

:Label0EF7B4
00D6: if 0
8118: NOT actor $17E0 dead
004D: jump_if_false Label0EF7C9
034F: destroy_actor_with_fade $17E0 ;; The actor fades away like a ghost

:Label0EF7C9
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label0EF7F0
00D6: if 0
80E0: NOT player $PLAYER_CHAR driving
004D: jump_if_false Label0EF7F0
052B: actor $PLAYER_ACTOR hold_cellphone 0

:Label0EF7F0
0164: disable_marker $17E1
0164: disable_marker $17EE
0164: disable_marker $17E4
0164: disable_marker $17FD
0164: disable_marker $17FA
0164: disable_marker $17E8
014F: stop_timer $17FE
0215: destroy_pickup $17F5
0249: release_model #BMYBB
0249: release_model #BUDDYSHOT
0249: release_model #STINGER
0249: release_model #PCJ600
0249: release_model #CELLPHONE
0296: unload_special_actor 6
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
00D8: mission_cleanup
0051: return

:Label0EF83D
02A3: toggle_widescreen 1 (on)
00DA: $17F0 = player $PLAYER_CHAR car
03D5: remove_text "HORN" ;; ~g~Sound the horn.
01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR
0396: 1 (set) useless_flag
0164: disable_marker $17EE
03CF: load_wav "ROK1_9" as 1
03CF: load_wav "ROK1_1A" as 2

:Label0EF87C
00D6: if 21
83D0: NOT wav 2 loaded
83D0: NOT wav 1 loaded
004D: jump_if_false Label0EF89A
0001: wait 0 ms
0002: jump Label0EF87C

:Label0EF89A
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
015F: set_camera_position -504.261 1131.601 14.157 0.0 0.0 0.0
0160: point_camera -505.183 1131.776 13.81 2
0395: clear_area 0 at -517.476 1121.888 range 10.05 1.0
009A: $17E6 = create_actor 4 #BMYBB at -517.476 1121.888 10.05
01ED: reset_actor $17E6 flags
02A9: set_actor $17E6 immune_to_nonplayer 1
03FE: unknown_actor $17E6 1000
0004: $17E9 = 1 ;; integer values
0006: 16@ = 0 ;; integer values
0004: $17F2 = 1 ;; integer values

:Label0EF92D
00D6: if 0
8038: NOT $17F2 == 8 ;; integer values
004D: jump_if_false Label0EFCF4
0001: wait 0 ms
00D6: if 0
0038: $17E7 == 0 ;; integer values
004D: jump_if_false Label0EFCBB
00D6: if 0
0118: actor $17E6 dead
004D: jump_if_false Label0EF973
0004: $17E7 = 1 ;; integer values
0002: jump Label0EFCBB

:Label0EF973
00D6: if 0
0038: $17F2 == 1 ;; integer values
004D: jump_if_false Label0EF9DD
00D6: if 0
8119: NOT car $17F0 wrecked
004D: jump_if_false Label0EF9B2
0407: create_coordinate $1800 $1801 $1802 from_car $17F0 offset -1.7267 .1686
-.0662

:Label0EF9B2
0395: clear_area 0 at $1800 $1801 range $1802 1.0
0239: actor $17E6 run_to $1800 $1801
0006: 16@ = 0 ;; integer values
0004: $17F2 = 2 ;; integer values

:Label0EF9DD
00D6: if 0
0038: $17F2 == 2 ;; integer values
004D: jump_if_false Label0EFA72
00D6: if 0
0029: 16@ >= 5000 ;; integer values
004D: jump_if_false Label0EFA10
00A1: put_actor $17E6 at $1800 $1801 $1802

:Label0EFA10
00D6: if 0
00ED: actor $17E6 0 ()near_point_on_foot $1800 $1801 radius .5 .5
004D: jump_if_false Label0EFA72
020F: actor $17E6 look_at_player $PLAYER_CHAR
011C: actor $17E6 clear_objective
0372: set_actor $17E6 anim 19 wait_state_time 3000 ms
03D1: play_wav 2
00BC: text_highpriority "ROK1_1A" 3000 ms 1 ;; Looking for something special? I
got what you need!
0109: player $PLAYER_CHAR money += -500
0006: 16@ = 0 ;; integer values
0004: $17F2 = 3 ;; integer values

:Label0EFA72
00D6: if 0
0038: $17F2 == 3 ;; integer values
004D: jump_if_false Label0EFAA4
00D6: if 0
03D2: wav 2 ended
004D: jump_if_false Label0EFAA4
03D5: remove_text "ROK1_1A" ;; Looking for something special? I got what you need!
0004: $17F2 = 4 ;; integer values

:Label0EFAA4
00D6: if 0
0038: $17F2 == 4 ;; integer values
004D: jump_if_false Label0EFAED
00D6: if 0
0029: 16@ >= 3000 ;; integer values
004D: jump_if_false Label0EFAED
03D1: play_wav 1
00BC: text_highpriority "ROK1_9" 5000 ms 1 ;; Thanks for the money, sucker!
01B2: give_actor $17E6 weapon 21 ammo 30000 ;; Load the weapon model before
using this
0004: $17F2 = 5 ;; integer values

:Label0EFAED
00D6: if 0
0038: $17F2 == 5 ;; integer values
004D: jump_if_false Label0EFB92
00D6: if 0
8118: NOT actor $17E6 dead
004D: jump_if_false Label0EFB92
0395: clear_area 0 at -523.372 1117.609 range 9.91 1.0
00A5: $17EA = create_car #PCJ600 at -523.372 1117.609 9.91
0175: set_car $17EA z_angle_to 55.96
02A9: set_actor $17E6 immune_to_nonplayer 0
00D6: if 0
8119: NOT car $17EA wrecked
004D: jump_if_false Label0EFB75
01D5: actor $17E6 go_to_and_drive_car $17EA
0004: $1806 = 1 ;; integer values
0002: jump Label0EFB84
:Label0EFB75
01D0: actor $17E6 avoid_player $PLAYER_CHAR
0004: $1807 = 1 ;; integer values

:Label0EFB84
0006: 16@ = 0 ;; integer values
0004: $17F2 = 6 ;; integer values

:Label0EFB92
00D6: if 0
0038: $17F2 == 6 ;; integer values
004D: jump_if_false Label0EFC8F
00D6: if 0
0038: $1807 == 1 ;; integer values
004D: jump_if_false Label0EFBBD
0004: $17F2 = 8 ;; integer values

:Label0EFBBD
00D6: if 0
0038: $1806 == 1 ;; integer values
004D: jump_if_false Label0EFC8F
00D6: if 0
0019: 16@ > 3000 ;; integer values
004D: jump_if_false Label0EFC8F
0395: clear_area 0 at -518.031 1126.795 range 11.975 1.0
015F: set_camera_position -518.031 1126.795 11.975 0.0 0.0 0.0
0160: point_camera -518.735 1126.094 11.86 2
00D6: if 0
00DF: actor $17E6 driving
004D: jump_if_false Label0EFC8F
00D6: if 0
8119: NOT car $17EA wrecked
004D: jump_if_false Label0EFC8F
0006: 17@ = 0 ;; integer values
0187: $17E8 = create_marker_above_actor $17E6
00BC: text_highpriority "RBM1_17" 5000 ms 1 ;; ~g~Kill the dealer and get the
drugs!
00AE: unknown_set_car $17EA to_ignore_traffic_lights 2
00AD: set_car $17EA max_speed_to 40.0
00A8: set_car $17EA to_psycho_driver
0004: $17F3 = 1 ;; integer values
0004: $17F2 = 7 ;; integer values

:Label0EFC8F
00D6: if 0
0038: $17F2 == 7 ;; integer values
004D: jump_if_false Label0EFCBB
00D6: if 0
0019: 17@ > 1500 ;; integer values
004D: jump_if_false Label0EFCBB
0004: $17F2 = 8 ;; integer values

:Label0EFCBB
00D6: if 0
03D2: wav 1 ended
004D: jump_if_false Label0EFCD4
03D5: remove_text "ROK1_9" ;; Thanks for the money, sucker!
:Label0EFCD4
00D6: if 0
03D2: wav 2 ended
004D: jump_if_false Label0EFCED
03D5: remove_text "ROK1_1A" ;; Looking for something special? I got what you need!

:Label0EFCED
0002: jump Label0EF92D

:Label0EFCF4
00D6: if 0
8119: NOT car $17EA wrecked
004D: jump_if_false Label0EFD1A
00AE: unknown_set_car $17EA to_ignore_traffic_lights 2
00AD: set_car $17EA max_speed_to 40.0
00A8: set_car $17EA to_psycho_driver

:Label0EFD1A
00D6: if 0
03D2: wav 1 ended
004D: jump_if_false Label0EFD33
03D5: remove_text "ROK1_9" ;; Thanks for the money, sucker!

:Label0EFD33
00D6: if 0
03D2: wav 2 ended
004D: jump_if_false Label0EFD4C
03D5: remove_text "ROK1_1A" ;; Looking for something special? I got what you need!

:Label0EFD4C
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 (false)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 (false)
00D6: if 0
8119: NOT car $17F0 wrecked
004D: jump_if_false Label0EFD71
020A: set_car $17F0 door_status_to 1

:Label0EFD71
01EB: set_car_density_to .5
0373: set_camera_directly_behind_player
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
02A3: toggle_widescreen 0 (off)
0396: 0 (clear) useless_flag
02EB: restore_camera_with_jumpcut
0004: $17F1 = 1 ;; integer values
0051: return

:Label0EFD94
00D6: if 0
0038: $17F6 == 0 ;; integer values
004D: jump_if_false Label0EFDC9
00D6: if 0
0214: pickup $17F5 picked_up
004D: jump_if_false Label0EFDC9
0164: disable_marker $17FA
0008: $17FC += 1 ;; integer values
0004: $17F6 = 1 ;; integer values

:Label0EFDC9
0051: return

;-------------Mission 64---------------
; Originally: Psycho Killer

:Label0EFDCB
03A4: name_thread "ROCKB2"
0050: gosub Label0EFDF9
00D6: if 0
0112: wasted_or_busted
004D: jump_if_false Label0EFDF0
0050: gosub Label0F22DA

:Label0EFDF0
0050: gosub Label0F232D
004E: end_thread

:Label0EFDF9
0317: increment_mission_attempts
0004: $ONMISSION = 1 ;; integer values
0004: $180A = 0 ;; integer values
0004: $180C = 0 ;; integer values
0004: $180D = 0 ;; integer values
0004: $1849 = 0 ;; integer values
0004: $184A = 0 ;; integer values
0004: $184C = 0 ;; integer values
0004: $184D = 0 ;; integer values
0005: $1852 = -874.345 ;; floating-point values
0005: $1853 = 752.026 ;; floating-point values
0005: $1854 = 10.09 ;; floating-point values
0005: $1855 = -873.002 ;; floating-point values
0005: $1856 = 746.816 ;; floating-point values
0005: $1857 = 10.08 ;; floating-point values
0005: $180F = -861.15 ;; floating-point values
0005: $1810 = 762.6 ;; floating-point values
0005: $1811 = 9.91 ;; floating-point values
0005: $1812 = -816.15 ;; floating-point values
0005: $1813 = 754.526 ;; floating-point values
0005: $1814 = 9.92 ;; floating-point values
0005: $1815 = -771.009 ;; floating-point values
0005: $1816 = 751.192 ;; floating-point values
0005: $1817 = 9.92 ;; floating-point values
0005: $1818 = -728.617 ;; floating-point values
0005: $1819 = 749.005 ;; floating-point values
0005: $181A = 9.92 ;; floating-point values
0005: $181B = -691.349 ;; floating-point values
0005: $181C = 747.598 ;; floating-point values
0005: $181D = 9.92 ;; floating-point values
0005: $181E = -682.831 ;; floating-point values
0005: $181F = 747.244 ;; floating-point values
0005: $1820 = 9.92 ;; floating-point values
0005: $1821 = -670.763 ;; floating-point values
0005: $1822 = 756.798 ;; floating-point values
0005: $1823 = 9.91 ;; floating-point values
0005: $1824 = -669.649 ;; floating-point values
0005: $1825 = 794.065 ;; floating-point values
0005: $1826 = 10.26 ;; floating-point values
0005: $1827 = -668.671 ;; floating-point values
0005: $1828 = 838.437 ;; floating-point values
0005: $1829 = 10.26 ;; floating-point values
0005: $182A = -669.402 ;; floating-point values
0005: $182B = 874.856 ;; floating-point values
0005: $182C = 10.26 ;; floating-point values
0005: $182D = -670.437 ;; floating-point values
0005: $182E = 921.898 ;; floating-point values
0005: $182F = 10.26 ;; floating-point values
0005: $1830 = -674.578 ;; floating-point values
0005: $1831 = 973.947 ;; floating-point values
0005: $1832 = 10.26 ;; floating-point values
0005: $1833 = -680.215 ;; floating-point values
0005: $1834 = 1021.183 ;; floating-point values
0005: $1835 = 10.26 ;; floating-point values
0005: $1836 = -681.531 ;; floating-point values
0005: $1837 = 1071.533 ;; floating-point values
0005: $1838 = 10.26 ;; floating-point values
0005: $1839 = -682.642 ;; floating-point values
0005: $183A = 1114.051 ;; floating-point values
0005: $183B = 10.26 ;; floating-point values
0005: $183C = -684.139 ;; floating-point values
0005: $183D = 1159.16 ;; floating-point values
0005: $183E = 10.25 ;; floating-point values
0005: $183F = -683.05 ;; floating-point values
0005: $1840 = 1177.357 ;; floating-point values
0005: $1841 = 9.948 ;; floating-point values
0005: $1842 = -694.014 ;; floating-point values
0005: $1843 = 1185.806 ;; floating-point values
0005: $1844 = 9.906 ;; floating-point values
0005: $1845 = -610.05 ;; floating-point values
0005: $1846 = 1170.63 ;; floating-point values
0005: $1847 = 9.9 ;; floating-point values
0004: $1859 = 0 ;; integer values
0005: $185A = -665.192 ;; floating-point values
0005: $185B = 1110.11 ;; floating-point values
0005: $185C = 10.08 ;; floating-point values
0004: $185D = 0 ;; integer values
0005: $185E = -690.68 ;; floating-point values
0005: $185F = 1115.54 ;; floating-point values
0005: $1860 = 10.07 ;; floating-point values
0005: $1861 = 0.0 ;; floating-point values
0005: $1862 = 0.0 ;; floating-point values
0005: $1863 = 0.0 ;; floating-point values
0004: $1867 = 0 ;; integer values
0004: $1868 = 0 ;; integer values
0004: $1869 = 0 ;; integer values
0004: $1878 = 0 ;; integer values
0004: $1879 = 0 ;; integer values
0004: $187A = 0 ;; integer values
01E8: create_forbidden_for_cars_cube -875.1 1156.89 8.0 -662.04 738.48 20.0
03BA: clear_cars_from_cube -875.1 1156.89 8.0 -662.04 738.48 20.0
042B: clear_peds_from_cube -875.1 1156.89 8.0 -662.04 738.48 20.0
0395: clear_area 1 at -869.44 770.12 range 9.91 30.0
0001: wait 0 ms
054C: use_GXT_table "ROCK2"
058E: set_restart_mission_taxi_destination -860.688 1169.914 9.997 185.46
023C: load_special_actor 1 "CSDICK"
023C: load_special_actor 2 "CSJEZZ"
023C: load_special_actor 3 "CSKENT"
023C: load_special_actor 4 "CSPERCY"
023C: load_special_actor 5 "CSPLAY"
04BB: select_interiour 9 ;; select render area
03CB: set_camera -880.527 1157.64 18.67
04F9: interiour_colors 17 0
038B: load_requested_models

:Label0F0230
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 Label0F025A
0001: wait 0 ms
0002: jump Label0F0230

:Label0F025A
02E4: load_cutscene_data "ROK_2"
0244: set_cutscene_pos -879.823 1158.479 16.776
041D: set_camera_near_clip .1
02E5: $AB = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $AB "CSDICK"
02E5: $AC = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $AC "CSJEZZ"
02E5: $8E = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim $8E "CSKENT"
02E5: $AD = create_cutscene_object #SPECIAL04
02E6: set_cutscene_anim $AD "CSPERCY"
02E5: $7D = create_cutscene_object #SPECIAL05
02E6: set_cutscene_anim $7D "CSPLAY"
0395: clear_area 1 at -871.9 1159.46 range 10.07 2.0
0055: put_player $PLAYER_CHAR at -871.9 1159.46 10.07
0171: set_player $PLAYER_CHAR z_angle_to 270.0
016A: fade 1 (back) 2000 ms
03AD: set_rubbish 0 (invisible)
03AF: set_streaming 1 (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0F032C
00D6: if 0
001A: 1079 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0F034F
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0F032C

:Label0F034F
00BC: text_highpriority "RBM2_A" 10000 ms 1 ;; Tommy, man. Am I glad to see you!

:Label0F035E
00D6: if 0
001A: 2647 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0F0381
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0F035E
:Label0F0381
00BC: text_highpriority "RBM2_B" 10000 ms 1 ;; What's going on?

:Label0F0390
00D6: if 0
001A: 3303 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0F03B3
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0F0390

:Label0F03B3
00BC: text_highpriority "RBM2_C" 10000 ms 1 ;; Bad vibes, Tommy....

:Label0F03C2
00D6: if 0
001A: 4762 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0F03E5
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0F03C2

:Label0F03E5
00BC: text_highpriority "RBM2_D" 10000 ms 1 ;; Aye, I'm not joking, it's heavy
stuff man, heavy you know?

:Label0F03F4
00D6: if 0
001A: 7952 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0F0417
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0F03F4

:Label0F0417
00BC: text_highpriority "RBM2_E" 10000 ms 1 ;; There's this cat, we hardly know
him, but he knows us.

:Label0F0426
00D6: if 0
001A: 11003 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0F0449
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0F0426

:Label0F0449
00BC: text_highpriority "RBM2_F" 10000 ms 1 ;; Like this cat. Knows all about
us.

:Label0F0458
00D6: if 0
001A: 12952 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0F047B
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0F0458
:Label0F047B
00BC: text_highpriority "RBM2_G" 10000 ms 1 ;; Knows that Willy likes his
ladies' underwear, eh!

:Label0F048A
00D6: if 0
001A: 15081 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0F04AD
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0F048A

:Label0F04AD
00BC: text_highpriority "RBM2_H" 10000 ms 1 ;; Or that Percy likes Duran Duran!

:Label0F04BC
00D6: if 0
001A: 16366 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0F04DF
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0F04BC

:Label0F04DF
00BC: text_highpriority "RBM2_I" 10000 ms 1 ;; Shut up ye fool. Just 'cause Jezz
bangs sheep.

:Label0F04EE
00D6: if 0
001A: 19135 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0F0511
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0F04EE

:Label0F0511
00BC: text_highpriority "RBM2_J" 10000 ms 1 ;; It's a love rocket thing, you
know?

:Label0F0520
00D6: if 0
001A: 20496 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0F0543
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0F0520

:Label0F0543
00BC: text_highpriority "RBM2_R" 10000 ms 1 ;; Oi shut it!

:Label0F0552
00D6: if 0
001A: 21594 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0F0575
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0F0552

:Label0F0575
00BC: text_highpriority "RBM2_K" 10000 ms 1 ;; Yeah, the love rocket thing,
right. But listen, this cat...

:Label0F0584
00D6: if 0
001A: 24497 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0F05A7
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0F0584

:Label0F05A7
00BC: text_highpriority "RBM2_L" 10000 ms 1 ;; yeh, yeh, the guy, he wants Love
Fist dead.

:Label0F05B6
00D6: if 0
001A: 26615 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0F05D9
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0F05B6

:Label0F05D9
00BC: text_highpriority "RBM2_M" 10000 ms 1 ;; Dead Tommy.

:Label0F05E8
00D6: if 0
001A: 27614 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0F060B
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0F05E8

:Label0F060B
00BC: text_highpriority "RBM2_N" 10000 ms 1 ;; Love Fist gone. You know what
they say, the good die young.

:Label0F061A
00D6: if 0
001A: 30209 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0F063D
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0F061A

:Label0F063D
00BC: text_highpriority "RBM2_O" 10000 ms 1 ;; but Tommy, you gotta save Love
Fist!

:Label0F064C
00D6: if 0
001A: 31227 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0F066F
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0F064C

:Label0F066F
00BC: text_highpriority "RBM2_P" 10000 ms 1 ;; We got a signing in two hours and
I think...

:Label0F067E
00D6: if 0
001A: 34202 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0F06A3
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0F067E

:Label0F06A3
00BC: text_highpriority "RBM2_Q" 10000 ms 1 ;; And the boys think the stalker's
gonna try some monkey business there.

:Label0F06B2
00D6: if 0
001A: 37248 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0F06D7
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0F06B2

:Label0F06D7
00BE: text_clear_all
016A: fade 0 () 2000 ms
00BE: text_clear_all

:Label0F06E2
00D6: if 0
016B: fading
004D: jump_if_false Label0F06FA
0001: wait 0 ms
0002: jump Label0F06E2

:Label0F06FA
04BB: select_interiour 0 ;; select render area
04FA: reset_interior_colors 0
03AD: set_rubbish 1 (visible)
02EA: end_cutscene
0373: set_camera_directly_behind_player
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
03CB: set_camera -871.9 1159.46 10.07
04E3: unknown_player $PLAYER_CHAR 3 60000
0247: request_model #GDA
0247: request_model #SENTINEL
0247: request_model #TRASH
023C: load_special_actor 6 "PSYCHO"
0247: request_model #UZI
0247: request_model #COLT45
0247: request_model #LOVEFIST
0247: request_model #WFYG1
0247: request_model #WFYG2
0247: request_model #WMYCR
04ED: load_animation "RIOT"
0247: request_model #BKA
0247: request_model #BKB
0247: request_model -185 (LF_MEDIASTAGE)

:Label0F0787
00D6: if 25
8248: NOT model #GDA available
8248: NOT model #SENTINEL available
8248: NOT model #UZI available
8248: NOT model #TRASH available
823D: NOT special_actor 6 loaded
8248: NOT model -185 (LF_MEDIASTAGE) available
004D: jump_if_false Label0F07B9
0001: wait 0 ms
0002: jump Label0F0787

:Label0F07B9
03CF: load_wav "ROK2_01" as 1
03CF: load_wav "PSYCH_1" as 2

:Label0F07D1
00D6: if 25
8248: NOT model #WFYG1 available
8248: NOT model #WFYG2 available
8248: NOT model #LOVEFIST available
83D0: NOT wav 1 loaded
83D0: NOT wav 2 loaded
8248: NOT model #WMYCR available
004D: jump_if_false Label0F0800
0001: wait 0 ms
0002: jump Label0F07D1

:Label0F0800
00D6: if 23
84EE: NOT animation "RIOT" loaded
8248: NOT model #BKA available
8248: NOT model #BKB available
8248: NOT model #COLT45 available
004D: jump_if_false Label0F082D
0001: wait 0 ms
0002: jump Label0F0800

:Label0F082D
00A5: $1865 = create_car #LOVEFIST at -862.22 1149.87 9.75
0175: set_car $1865 z_angle_to 178.437
0186: $1866 = create_marker_above_car $1865
0169: set_fade_color 0 0 0
0001: wait 500 ms
016A: fade 1 (back) 1500 ms

:Label0F086A
00D6: if 0
016B: fading
004D: jump_if_false Label0F08A8
0001: wait 0 ms
00D6: if 0
0119: car $1865 wrecked
004D: jump_if_false Label0F08A1
00BC: text_highpriority "RBM2_2" 5000 ms 1 ;; ~r~You've wrecked the band's car!
0002: jump Label0F22DA

:Label0F08A1
0002: jump Label0F086A

:Label0F08A8
00BC: text_highpriority "RBM2_1" 5000 ms 1 ;; ~g~Drive the limo to the signing
event and try to draw the psycho out.

:Label0F08B7
00D6: if 0
80DC: NOT player $PLAYER_CHAR driving $1865
004D: jump_if_false Label0F08FB
0001: wait 0 ms
00D6: if 0
0119: car $1865 wrecked
004D: jump_if_false Label0F08F4
00BC: text_highpriority "RBM2_2" 5000 ms 1 ;; ~r~You've wrecked the band's car!
0002: jump Label0F22DA

:Label0F08F4
0002: jump Label0F08B7

:Label0F08FB
0004: $1868 = 1 ;; integer values
0164: disable_marker $1866
03D7: set_wav 1 location -875.225 755.786 11.092
03D1: play_wav 1
009A: $1850 = create_actor 4 #GDA at -876.059 750.314 10.087
01ED: reset_actor $1850 flags
0173: set_actor $1850 z_angle_to 16.0
0243: set_actor $1850 ped_stats_to 16
009A: $1851 = create_actor 4 #GDA at -870.89 750.314 10.087
01ED: reset_actor $1851 flags
0173: set_actor $1851 z_angle_to 16.0
0243: set_actor $1851 ped_stats_to 16
009A: $1848 = create_actor 5 #WFYG1 at -877.13 751.69 10.08
01ED: reset_actor $1848 flags
0173: set_actor $1848 z_angle_to 276.0
0372: set_actor $1848 anim 29 wait_state_time 1000000 ms
009A: $184B = create_actor 5 #WFYG2 at -879.13 751.69 10.08
01ED: reset_actor $184B flags
0173: set_actor $184B z_angle_to 276.0
009A: $1809 = create_actor 4 #SPECIAL06 at -881.13 751.69 10.08
01ED: reset_actor $1809 flags
0173: set_actor $1809 z_angle_to 276.0
0372: set_actor $1809 anim 29 wait_state_time 1000000 ms
009A: $184E = create_actor 5 #WFYG1 at -881.948 754.142 10.09
01ED: reset_actor $184E flags
0173: set_actor $184E z_angle_to 171.339
009A: $184F = create_actor 5 #WFYG2 at -881.87 756.396 10.09
01ED: reset_actor $184F flags
0173: set_actor $184F z_angle_to 189.55
03F9: make_actors $184F $184E converse_in 1000000 ms
009A: $186A = create_actor 5 #WFYG1 at -873.03 757.606 10.09
01ED: reset_actor $186A flags
0173: set_actor $186A z_angle_to 59.35
009A: $186B = create_actor 5 #WFYG2 at -875.061 758.918 10.09
01ED: reset_actor $186B flags
0173: set_actor $186B z_angle_to 238.128
03F9: make_actors $186B $186A converse_in 1000000 ms
009A: $186C = create_actor 5 #WFYG1 at -878.734 755.467 10.09
01ED: reset_actor $186C flags
0173: set_actor $186C z_angle_to 0.0
009A: $186D = create_actor 5 #WFYG2 at -878.106 756.674 10.09
01ED: reset_actor $186D flags
0173: set_actor $186D z_angle_to 0.0
03F9: make_actors $186C $186D converse_in 1000000 ms
009A: $186E = create_actor 5 #WFYG1 at -880.432 761.017 10.09
01ED: reset_actor $186E flags
0173: set_actor $186E z_angle_to 211.157
0372: set_actor $186E anim 29 wait_state_time 1000000 ms
009A: $186F = create_actor 5 #WFYG2 at -880.529 758.98 10.09
01ED: reset_actor $186F flags
0173: set_actor $186F z_angle_to 191.085
0372: set_actor $186F anim 29 wait_state_time 1000000 ms
009A: $1870 = create_actor 4 #WMYCR at -877.909 758.973 10.09
01ED: reset_actor $1870 flags
0173: set_actor $1870 z_angle_to 207.253
0372: set_actor $1870 anim 29 wait_state_time 1000000 ms
009A: $1871 = create_actor 4 #WMYCR at -874.309 756.278 10.09
01ED: reset_actor $1871 flags
0173: set_actor $1871 z_angle_to 205.828
0372: set_actor $1871 anim 29 wait_state_time 1000000 ms
009A: $1872 = create_actor 5 #WFYG2 at -868.406 754.232 10.09
01ED: reset_actor $1872 flags
0173: set_actor $1872 z_angle_to 141.694
0372: set_actor $1872 anim 29 wait_state_time 1000000 ms
009A: $1873 = create_actor 5 #WFYG1 at -869.254 756.061 10.09
01ED: reset_actor $1873 flags
0173: set_actor $1873 z_angle_to 165.718
0372: set_actor $1873 anim 29 wait_state_time 1000000 ms
009A: $1874 = create_actor 4 #BKB at -871.932 758.94 10.09
01ED: reset_actor $1874 flags
0173: set_actor $1874 z_angle_to 175.0
0372: set_actor $1874 anim 29 wait_state_time 1000000 ms
009A: $1875 = create_actor 4 #BKA at -870.592 756.081 10.09
01ED: reset_actor $1875 flags
0173: set_actor $1875 z_angle_to 186.374
0372: set_actor $1875 anim 29 wait_state_time 1000000 ms
009A: $1876 = create_actor 4 #BKB at -870.124 757.097 10.09
01ED: reset_actor $1876 flags
0173: set_actor $1876 z_angle_to 150.524
0372: set_actor $1876 anim 29 wait_state_time 1000000 ms
0107: $1877 = create_object -185 (LF_MEDIASTAGE) at -868.367 753.316 10.09
0177: set_object $1877 z_angle_to 180.0
018A: $1864 = create_checkpoint_at -869.44 770.12 9.91
0004: $7B = 1 ;; integer values

:Label0F0D1F
00D6: if 21
80FA: NOT player $PLAYER_CHAR stopped $7B near_point_in_car -869.44 770.12
9.91 radius 6.0 4.0 8.0
0038: $1868 == 0 ;; integer values
004D: jump_if_false Label0F1075
0001: wait 0 ms
00D6: if 0
0118: actor $1809 dead
004D: jump_if_false Label0F0D81
00BC: text_highpriority "RBM2_7" 5000 ms 1 ;; ~r~The fans have been attacked,
the psycho won't show!
0002: jump Label0F22DA

:Label0F0D81
00D6: if 0
0118: actor $1848 dead
004D: jump_if_false Label0F0DA7
00BC: text_highpriority "RBM2_7" 5000 ms 1 ;; ~r~The fans have been attacked,
the psycho won't show!
0002: jump Label0F22DA

:Label0F0DA7
00D6: if 0
0118: actor $184B dead
004D: jump_if_false Label0F0DCD
00BC: text_highpriority "RBM2_7" 5000 ms 1 ;; ~r~The fans have been attacked,
the psycho won't show!
0002: jump Label0F22DA

:Label0F0DCD
00D6: if 0
0118: actor $184E dead
004D: jump_if_false Label0F0DF3
00BC: text_highpriority "RBM2_7" 5000 ms 1 ;; ~r~The fans have been attacked,
the psycho won't show!
0002: jump Label0F22DA

:Label0F0DF3
00D6: if 0
0118: actor $184F dead
004D: jump_if_false Label0F0E19
00BC: text_highpriority "RBM2_7" 5000 ms 1 ;; ~r~The fans have been attacked,
the psycho won't show!
0002: jump Label0F22DA

:Label0F0E19
00D6: if 0
0118: actor $186A dead
004D: jump_if_false Label0F0E3F
00BC: text_highpriority "RBM2_7" 5000 ms 1 ;; ~r~The fans have been attacked,
the psycho won't show!
0002: jump Label0F22DA

:Label0F0E3F
00D6: if 0
0118: actor $186B dead
004D: jump_if_false Label0F0E65
00BC: text_highpriority "RBM2_7" 5000 ms 1 ;; ~r~The fans have been attacked,
the psycho won't show!
0002: jump Label0F22DA

:Label0F0E65
00D6: if 0
0118: actor $186C dead
004D: jump_if_false Label0F0E8B
00BC: text_highpriority "RBM2_7" 5000 ms 1 ;; ~r~The fans have been attacked,
the psycho won't show!
0002: jump Label0F22DA

:Label0F0E8B
00D6: if 0
0118: actor $186D dead
004D: jump_if_false Label0F0EB1
00BC: text_highpriority "RBM2_7" 5000 ms 1 ;; ~r~The fans have been attacked,
the psycho won't show!
0002: jump Label0F22DA

:Label0F0EB1
00D6: if 0
0118: actor $186E dead
004D: jump_if_false Label0F0ED7
00BC: text_highpriority "RBM2_7" 5000 ms 1 ;; ~r~The fans have been attacked,
the psycho won't show!
0002: jump Label0F22DA

:Label0F0ED7
00D6: if 0
0118: actor $186F dead
004D: jump_if_false Label0F0EFD
00BC: text_highpriority "RBM2_7" 5000 ms 1 ;; ~r~The fans have been attacked,
the psycho won't show!
0002: jump Label0F22DA

:Label0F0EFD
00D6: if 0
0118: actor $1870 dead
004D: jump_if_false Label0F0F23
00BC: text_highpriority "RBM2_7" 5000 ms 1 ;; ~r~The fans have been attacked,
the psycho won't show!
0002: jump Label0F22DA

:Label0F0F23
00D6: if 0
0118: actor $1871 dead
004D: jump_if_false Label0F0F49
00BC: text_highpriority "RBM2_7" 5000 ms 1 ;; ~r~The fans have been attacked,
the psycho won't show!
0002: jump Label0F22DA

:Label0F0F49
00D6: if 0
0118: actor $1850 dead
004D: jump_if_false Label0F0F6F
00BC: text_highpriority "RBM2_8" 5000 ms 1 ;; ~r~The security guards have been
attacked, the psycho won't show!
0002: jump Label0F22DA

:Label0F0F6F
00D6: if 0
0118: actor $1851 dead
004D: jump_if_false Label0F0F95
00BC: text_highpriority "RBM2_8" 5000 ms 1 ;; ~r~The security guards have been
attacked, the psycho won't show!
0002: jump Label0F22DA

:Label0F0F95
00D6: if 0
0119: car $1865 wrecked
004D: jump_if_false Label0F0FC2
00BC: text_highpriority "RBM2_2" 5000 ms 1 ;; ~r~You've wrecked the band's car!
0002: jump Label0F22DA
0002: jump Label0F106E

:Label0F0FC2
00D6: if 0
80DC: NOT player $PLAYER_CHAR driving $1865
004D: jump_if_false Label0F101F
00D6: if 0
0038: $1867 == 0 ;; integer values
004D: jump_if_false Label0F1018
0164: disable_marker $1864
0186: $1866 = create_marker_above_car $1865
00BC: text_highpriority "IN_VEH" 5000 ms 1 ;; ~g~Hey! Get back in the vehicle!
0004: $7B = 0 ;; integer values
0004: $1868 = 0 ;; integer values
0004: $1867 = 1 ;; integer values

:Label0F1018
0002: jump Label0F106E

:Label0F101F
00D6: if 0
0038: $1867 == 1 ;; integer values
004D: jump_if_false Label0F106E
0164: disable_marker $1866
018A: $1864 = create_checkpoint_at -869.44 770.12 9.91
00BC: text_highpriority "RBM2_3" 5000 ms 1 ;; ~g~Get to the signing!
0004: $7B = 1 ;; integer values
0004: $1868 = 1 ;; integer values
0004: $1867 = 0 ;; integer values

:Label0F106E
0002: jump Label0F0D1F

:Label0F1075
0164: disable_marker $1864
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)
0395: clear_area 0 at -871.706 752.216 range 10.415 1.0
015F: set_camera_position -871.706 752.216 10.415 0.0 0.0 0.0
0160: point_camera -872.667 752.154 10.683 2

:Label0F10DE
00D6: if 0
0038: $1869 == 0 ;; integer values
004D: jump_if_false Label0F1C8A
0001: wait 0 ms
00D6: if 0
0038: $1849 == 0 ;; integer values
004D: jump_if_false Label0F1345
00D6: if 0
001A: 4 > $184A ;; integer values
004D: jump_if_false Label0F1345
00D6: if 0
0118: actor $1848 dead
004D: jump_if_false Label0F114C
00BC: text_highpriority "RBM2_7" 5000 ms 1 ;; ~r~The fans have been attacked,
the psycho won't show!
0002: jump Label0F22DA
0004: $1849 = 1 ;; integer values
0002: jump Label0F1345

:Label0F114C
00D6: if 0
0038: $184A == 0 ;; integer values
004D: jump_if_false Label0F122B
0395: clear_area 0 at $1852 $1853 range $1854 2.0
0395: clear_area 0 at $1855 $1856 range $1857 2.0
0395: clear_area 0 at -877.13 751.69 range 10.08 2.0
0395: clear_area 0 at -879.13 751.69 range 10.08 2.0
0395: clear_area 0 at -881.13 751.69 range 10.08 2.0
00D6: if 0
8118: NOT actor $1850 dead
004D: jump_if_false Label0F11EB
0372: set_actor $1850 anim 19 wait_state_time 2000 ms
0002: jump Label0F1201

:Label0F11EB
00BC: text_highpriority "RBM2_8" 5000 ms 1 ;; ~r~The security guards have been
attacked, the psycho won't show!
0002: jump Label0F22DA

:Label0F1201
053D: $1848
0579: $1848
0211: actor $1848 walk_to $1852 $1853
0006: 16@ = 0 ;; integer values
0006: 17@ = 0 ;; integer values
0004: $184A = 1 ;; integer values

:Label0F122B
00D6: if 0
0038: $184A == 1 ;; integer values
004D: jump_if_false Label0F12BB
00D6: if 0
0029: 17@ >= 6000 ;; integer values
004D: jump_if_false Label0F1280
00D6: if 0
80ED: NOT actor $1848 0 ()near_point_on_foot $1852 $1853 radius .5 .5
004D: jump_if_false Label0F1280
00A1: put_actor $1848 at $1852 $1853 $1854

:Label0F1280
00D6: if 0
00ED: actor $1848 0 ()near_point_on_foot $1852 $1853 radius .5 .5
004D: jump_if_false Label0F12BB
0211: actor $1848 walk_to $1855 $1856
0006: 17@ = 0 ;; integer values
0004: $184A = 2 ;; integer values

:Label0F12BB
00D6: if 0
0038: $184A == 2 ;; integer values
004D: jump_if_false Label0F1345
00D6: if 0
0029: 17@ >= 6000 ;; integer values
004D: jump_if_false Label0F1310
00D6: if 0
80ED: NOT actor $1848 0 ()near_point_on_foot $1855 $1856 radius .5 .5
004D: jump_if_false Label0F1310
00A1: put_actor $1848 at $1855 $1856 $1857

:Label0F1310
00D6: if 0
00ED: actor $1848 0 ()near_point_on_foot $1855 $1856 radius .5 .5
004D: jump_if_false Label0F1345
009F: set_actor $1848 objective_to-1
0006: 17@ = 0 ;; integer values
0004: $184A = 3 ;; integer values

:Label0F1345
00D6: if 0
0038: $184A == 3 ;; integer values
004D: jump_if_false Label0F1363
009B: destroy_actor_instantly $1848
0004: $184A = 4 ;; integer values

:Label0F1363
00D6: if 0
0038: $184C == 0 ;; integer values
004D: jump_if_false Label0F1561
00D6: if 0
001A: 4 > $184D ;; integer values
004D: jump_if_false Label0F1543
00D6: if 0
0118: actor $184B dead
004D: jump_if_false Label0F13BB
00BC: text_highpriority "RBM2_7" 5000 ms 1 ;; ~r~The fans have been attacked,
the psycho won't show!
0002: jump Label0F22DA
0004: $184C = 1 ;; integer values
0002: jump Label0F1543

:Label0F13BB
00D6: if 0
0028: $184A >= 1 ;; integer values
004D: jump_if_false Label0F1543
00D6: if 0
001A: 4 > $184D ;; integer values
004D: jump_if_false Label0F1543
00D6: if 0
0038: $184D == 0 ;; integer values
004D: jump_if_false Label0F142E
00D6: if 0
0019: 16@ > 350 ;; integer values
004D: jump_if_false Label0F142E
053D: $184B
0579: $184B
0211: actor $184B walk_to $1852 $1853
0006: 16@ = 0 ;; integer values
0006: 17@ = 0 ;; integer values
0004: $184D = 1 ;; integer values

:Label0F142E
00D6: if 0
0038: $184D == 1 ;; integer values
004D: jump_if_false Label0F14BE
00D6: if 0
0029: 17@ >= 6000 ;; integer values
004D: jump_if_false Label0F1483
00D6: if 0
80ED: NOT actor $184B 0 ()near_point_on_foot $1852 $1853 radius .5 .5
004D: jump_if_false Label0F1483
00A1: put_actor $184B at $1852 $1853 $1854

:Label0F1483
00D6: if 0
00ED: actor $184B 0 ()near_point_on_foot $1852 $1853 radius .5 .5
004D: jump_if_false Label0F14BE
0211: actor $184B walk_to $1855 $1856
0006: 17@ = 0 ;; integer values
0004: $184D = 2 ;; integer values

:Label0F14BE
00D6: if 0
0038: $184D == 2 ;; integer values
004D: jump_if_false Label0F1543
00D6: if 0
0029: 17@ >= 6000 ;; integer values
004D: jump_if_false Label0F1513
00D6: if 0
80ED: NOT actor $184B 0 ()near_point_on_foot $1855 $1856 radius .5 .5
004D: jump_if_false Label0F1513
00A1: put_actor $184B at $1855 $1856 $1857

:Label0F1513
00D6: if 0
00ED: actor $184B 0 ()near_point_on_foot $1855 $1856 radius .5 .5
004D: jump_if_false Label0F1543
0006: 17@ = 0 ;; integer values
0004: $184D = 3 ;; integer values

:Label0F1543
00D6: if 0
0038: $184D == 3 ;; integer values
004D: jump_if_false Label0F1561
009B: destroy_actor_instantly $184B
0004: $184D = 4 ;; integer values

:Label0F1561
00D6: if 0
0038: $180A == 0 ;; integer values
004D: jump_if_false Label0F1A06
00D6: if 0
0118: actor $1809 dead
004D: jump_if_false Label0F15A7
00BC: text_highpriority "RBM2_7" 5000 ms 1 ;; ~r~The fans have been attacked,
the psycho won't show!
0002: jump Label0F22DA
0004: $180A = 1 ;; integer values
0002: jump Label0F1A06

:Label0F15A7
00D6: if 0
0028: $184D >= 1 ;; integer values
004D: jump_if_false Label0F1A06
00D6: if 0
0038: $180C == 0 ;; integer values
004D: jump_if_false Label0F1608
00D6: if 0
0019: 16@ > 450 ;; integer values
004D: jump_if_false Label0F1608
053D: $1809
0579: $1809
0211: actor $1809 walk_to $1852 $1853
0006: 16@ = 0 ;; integer values
0006: 17@ = 0 ;; integer values
0004: $180C = 1 ;; integer values

:Label0F1608
00D6: if 0
0038: $180C == 1 ;; integer values
004D: jump_if_false Label0F16A3
00D6: if 0
0029: 17@ >= 6000 ;; integer values
004D: jump_if_false Label0F165D
00D6: if 0
80ED: NOT actor $1809 0 ()near_point_on_foot $1852 $1853 radius 1.0 1.0
004D: jump_if_false Label0F165D
00A1: put_actor $1809 at $1852 $1853 $1854

:Label0F165D
00D6: if 0
00ED: actor $1809 0 ()near_point_on_foot $1852 $1853 radius 1.0 1.0
004D: jump_if_false Label0F16A3
009F: set_actor $1809 objective_to-1
00D6: if 0
8118: NOT actor $1850 dead
004D: jump_if_false Label0F169C
020E: actor $1809 look_at_actor $1850

:Label0F169C
0004: $180C = 2 ;; integer values

:Label0F16A3
00D6: if 0
0038: $180C == 2 ;; integer values
004D: jump_if_false Label0F175D
0395: clear_area 0 at $180F $1810 range $1811 1.0
00A5: $180E = create_car #SENTINEL at $180F $1810 $1811
0175: set_car $180E z_angle_to 260.0
02AA: set_car $180E immune_to_nonplayer 1
03D1: play_wav 2
00BC: text_highpriority "PSYCH_1" 5000 ms 1 ;; I'll see Love Fist burn!
01B2: give_actor $1809 weapon 17 ammo 30000 ;; Load the weapon model before
using this
00D6: if 0
8118: NOT actor $1851 dead
004D: jump_if_false Label0F1725
0223: set_actor $1851 health_to 20
020E: actor $1851 look_at_actor $1809

:Label0F1725
00D6: if 0
8118: NOT actor $1850 dead
004D: jump_if_false Label0F175D
020E: actor $1850 look_at_actor $1809
0223: set_actor $1850 health_to 20
01C9: actor $1809 kill_actor $1850
0372: set_actor $1850 anim 17 wait_state_time 2000 ms
0004: $180C = 3 ;; integer values

:Label0F175D
00D6: if 0
0038: $180C == 3 ;; integer values
004D: jump_if_false Label0F17B8
00D6: if 0
03D2: wav 2 ended
004D: jump_if_false Label0F179B
03D5: remove_text "PSYCH_1" ;; I'll see Love Fist burn!
03CF: load_wav "PSYCH_2" as 2
0004: $180C = 4 ;; integer values

:Label0F179B
00D6: if 0
8118: NOT actor $1851 dead
004D: jump_if_false Label0F17B8
0579: $1851
01CF: unknown_actor $1851 actor $1809

:Label0F17B8
00D6: if 0
0038: $180C == 4 ;; integer values
004D: jump_if_false Label0F17E0
00D6: if 0
03D0: wav 2 loaded
004D: jump_if_false Label0F17E0
0004: $180C = 5 ;; integer values

:Label0F17E0
00D6: if 0
0038: $180C == 5 ;; integer values
004D: jump_if_false Label0F1855
0173: set_actor $1809 z_angle_to 288.184
03D1: play_wav 2
00BC: text_highpriority "PSYCH_2" 5000 ms 1 ;; Love Fist ruined my life!
015F: set_camera_position -873.219 752.811 11.062 0.0 0.0 0.0
0160: point_camera -874.159 752.585 11.319 2
0372: set_actor $1809 anim 19 wait_state_time 1000000 ms
0004: $180C = 6 ;; integer values

:Label0F1855
00D6: if 0
0038: $180C == 6 ;; integer values
004D: jump_if_false Label0F1895
00D6: if 0
03D2: wav 2 ended
004D: jump_if_false Label0F1895
03D5: remove_text "PSYCH_2" ;; Love Fist ruined my life!
0372: set_actor $1809 anim 0 wait_state_time 1 ms
0579: $1809
0004: $180C = 7 ;; integer values

:Label0F1895
00D6: if 0
0038: $180C == 7 ;; integer values
004D: jump_if_false Label0F18E2
00D6: if 0
8119: NOT car $180E wrecked
004D: jump_if_false Label0F18DB
0319: set_actor $1809 wander_state_to 1 (off)
01D5: actor $1809 go_to_and_drive_car $180E
0006: 17@ = 0 ;; integer values
0004: $180C = 8 ;; integer values
0002: jump Label0F18E2

:Label0F18DB
0002: jump Label0F22DA

:Label0F18E2
00D6: if 0
0038: $180C == 8 ;; integer values
004D: jump_if_false Label0F1977
00D6: if 0
0019: 17@ > 1200 ;; integer values
004D: jump_if_false Label0F1977
00D6: if 0
8119: NOT car $180E wrecked
004D: jump_if_false Label0F1970
0395: clear_area 0 at -871.587 751.17 range 12.45 1.0
015F: set_camera_position -871.587 751.17 12.45 0.0 0.0 0.0
0160: point_camera -870.721 751.668 12.4 2
0004: $180C = 9 ;; integer values
0002: jump Label0F1977

:Label0F1970
0002: jump Label0F22DA

:Label0F1977
00D6: if 0
0038: $180C == 9 ;; integer values
004D: jump_if_false Label0F19ED
00D6: if 0
8119: NOT car $180E wrecked
004D: jump_if_false Label0F19E6
00D6: if 0
00DB: actor $1809 in_car $180E
004D: jump_if_false Label0F19DF
03CC: car $180E add_to_stuck_car_check .5 = 2000
0190: unknown_car $180E
0162: tie_marker $180B to_actor $1809 1 1
0004: $187A = 1 ;; integer values
0004: $1879 = 1 ;; integer values
0004: $180C = 10 ;; integer values

:Label0F19DF
0002: jump Label0F19ED
:Label0F19E6
0002: jump Label0F22DA

:Label0F19ED
00D6: if 0
0038: $180C == 10 ;; integer values
004D: jump_if_false Label0F1A06
0004: $1869 = 1 ;; integer values

:Label0F1A06
00D6: if 0
0038: $180C == 3 ;; integer values
004D: jump_if_false Label0F1C83
040D: unload_wav 1
00D6: if 0
8118: NOT actor $184E dead
004D: jump_if_false Label0F1A45
053D: $184E
0579: $184E
0243: set_actor $184E ped_stats_to 39
01CF: unknown_actor $184E actor $1809

:Label0F1A45
00D6: if 0
8118: NOT actor $184F dead
004D: jump_if_false Label0F1A6E
053D: $184F
0579: $184F
0243: set_actor $184F ped_stats_to 39
01CF: unknown_actor $184F actor $1809

:Label0F1A6E
00D6: if 0
8118: NOT actor $186A dead
004D: jump_if_false Label0F1A97
053D: $186A
0579: $186A
0243: set_actor $186A ped_stats_to 39
01CF: unknown_actor $186A actor $1809

:Label0F1A97
00D6: if 0
8118: NOT actor $186B dead
004D: jump_if_false Label0F1AC0
053D: $186B
0579: $186B
0243: set_actor $186B ped_stats_to 39
01CF: unknown_actor $186B actor $1809

:Label0F1AC0
00D6: if 0
8118: NOT actor $186C dead
004D: jump_if_false Label0F1AE9
053D: $186C
0579: $186C
0243: set_actor $186C ped_stats_to 39
01CF: unknown_actor $186C actor $1809
:Label0F1AE9
00D6: if 0
8118: NOT actor $186D dead
004D: jump_if_false Label0F1B12
053D: $186D
0579: $186D
0243: set_actor $186D ped_stats_to 39
01CF: unknown_actor $186D actor $1809

:Label0F1B12
00D6: if 0
8118: NOT actor $186E dead
004D: jump_if_false Label0F1B3B
053D: $186E
0579: $186E
0243: set_actor $186E ped_stats_to 39
01CF: unknown_actor $186E actor $1809

:Label0F1B3B
00D6: if 0
8118: NOT actor $186F dead
004D: jump_if_false Label0F1B64
053D: $186F
0579: $186F
0243: set_actor $186F ped_stats_to 39
01CF: unknown_actor $186F actor $1809

:Label0F1B64
00D6: if 0
8118: NOT actor $1870 dead
004D: jump_if_false Label0F1B8D
053D: $1870
0579: $1870
0243: set_actor $1870 ped_stats_to 39
01CF: unknown_actor $1870 actor $1809

:Label0F1B8D
00D6: if 0
8118: NOT actor $1871 dead
004D: jump_if_false Label0F1BB6
053D: $1871
0579: $1871
0243: set_actor $1871 ped_stats_to 39
01CF: unknown_actor $1871 actor $1809

:Label0F1BB6
00D6: if 0
8118: NOT actor $1872 dead
004D: jump_if_false Label0F1BDF
053D: $1872
0579: $1872
0243: set_actor $1872 ped_stats_to 39
01CF: unknown_actor $1872 actor $1809

:Label0F1BDF
00D6: if 0
8118: NOT actor $1873 dead
004D: jump_if_false Label0F1C08
053D: $1873
0579: $1873
0243: set_actor $1873 ped_stats_to 39
01CF: unknown_actor $1873 actor $1809

:Label0F1C08
00D6: if 0
8118: NOT actor $1874 dead
004D: jump_if_false Label0F1C31
053D: $1874
0579: $1874
0243: set_actor $1874 ped_stats_to 39
01CF: unknown_actor $1874 actor $1809

:Label0F1C31
00D6: if 0
8118: NOT actor $1875 dead
004D: jump_if_false Label0F1C5A
053D: $1875
0579: $1875
0243: set_actor $1875 ped_stats_to 39
01CF: unknown_actor $1875 actor $1809

:Label0F1C5A
00D6: if 0
8118: NOT actor $1876 dead
004D: jump_if_false Label0F1C83
053D: $1876
0579: $1876
0243: set_actor $1876 ped_stats_to 39
01CF: unknown_actor $1876 actor $1809

:Label0F1C83
0002: jump Label0F10DE

:Label0F1C8A
00D6: if 0
8118: NOT actor $1850 dead
004D: jump_if_false Label0F1CA4
0579: $1850
053D: $1850

:Label0F1CA4
00D6: if 0
8118: NOT actor $1851 dead
004D: jump_if_false Label0F1CBE
0579: $1851
053D: $1851

:Label0F1CBE
00D6: if 0
8118: NOT actor $1848 dead
004D: jump_if_false Label0F1CD8
0579: $1848
053D: $1848

:Label0F1CD8
00D6: if 0
8118: NOT actor $184B dead
004D: jump_if_false Label0F1CF2
0579: $184B
053D: $184B

:Label0F1CF2
00D6: if 0
8118: NOT actor $184E dead
004D: jump_if_false Label0F1D0C
0579: $184E
053D: $184E

:Label0F1D0C
00D6: if 0
8118: NOT actor $184F dead
004D: jump_if_false Label0F1D26
0579: $184F
053D: $184F

:Label0F1D26
00D6: if 0
8118: NOT actor $186A dead
004D: jump_if_false Label0F1D40
0579: $186A
053D: $186A

:Label0F1D40
00D6: if 0
8118: NOT actor $186B dead
004D: jump_if_false Label0F1D5A
0579: $186B
053D: $186B

:Label0F1D5A
00D6: if 0
8118: NOT actor $186C dead
004D: jump_if_false Label0F1D74
0579: $186C
053D: $186C

:Label0F1D74
00D6: if 0
8118: NOT actor $186D dead
004D: jump_if_false Label0F1D8E
0579: $186D
053D: $186D

:Label0F1D8E
00D6: if 0
8118: NOT actor $186E dead
004D: jump_if_false Label0F1DA8
0579: $186E
053D: $186E

:Label0F1DA8
00D6: if 0
8118: NOT actor $186F dead
004D: jump_if_false Label0F1DC2
0579: $186F
053D: $186F
:Label0F1DC2
00D6: if 0
8118: NOT actor $1870 dead
004D: jump_if_false Label0F1DDC
0579: $1870
053D: $1870

:Label0F1DDC
00D6: if 0
8118: NOT actor $1871 dead
004D: jump_if_false Label0F1DF6
0579: $1871
053D: $1871

:Label0F1DF6
00D6: if 0
8118: NOT actor $1872 dead
004D: jump_if_false Label0F1E10
0579: $1872
053D: $1872

:Label0F1E10
00D6: if 0
8118: NOT actor $1873 dead
004D: jump_if_false Label0F1E2A
0579: $1873
053D: $1873

:Label0F1E2A
00D6: if 0
8118: NOT actor $1874 dead
004D: jump_if_false Label0F1E44
0579: $1874
053D: $1874

:Label0F1E44
00D6: if 0
8118: NOT actor $1875 dead
004D: jump_if_false Label0F1E5E
0579: $1875
053D: $1875

:Label0F1E5E
00D6: if 0
8118: NOT actor $1876 dead
004D: jump_if_false Label0F1E78
0579: $1876
053D: $1876

:Label0F1E78
01C2: remove_references_to_actor $1850 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $1851 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $1848 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $184B ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $184E ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $184F ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $186A ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $186B ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $186C ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $186D ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $186E ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $186F ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $1870 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $1871 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $1872 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $1873 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $1874 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $1875 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $1876 ;; Like turning an actor into a random
pedestrian
0249: release_model -185 (LF_MEDIASTAGE)
04EF: release_animation "RIOT"
00BC: text_highpriority "RBM2_4" 5000 ms 1 ;; ~g~Get the Psycho! Don't let him
escape!
02A3: toggle_widescreen 0 (off)
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 (false)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 (false)

:Label0F1F12
00D6: if 0
0038: $180A == 0 ;; integer values
004D: jump_if_false Label0F22CE
0001: wait 0 ms
00D6: if 0
8118: NOT actor $1809 dead
004D: jump_if_false Label0F1FB7
00D6: if 0
0038: $187A == 1 ;; integer values
004D: jump_if_false Label0F1F6B
00D6: if 0
80DF: NOT actor $1809 driving
004D: jump_if_false Label0F1F6B
01B2: give_actor $1809 weapon 23 ammo 30000 ;; Load the weapon model before
using this
0004: $187A = 0 ;; integer values

:Label0F1F6B
00D6: if 0
82CB: NOT actor $1809 bounding_sphere_visible
004D: jump_if_false Label0F1FB0
00D6: if 0
80E9: NOT player $PLAYER_CHAR 0 ()near_actor $1809 radius 200.0 200.0
004D: jump_if_false Label0F1FB0
00BC: text_highpriority "RBM2_5" 5000 ms 1 ;; ~r~You lost him, you idiot!
0002: jump Label0F22DA

:Label0F1FB0
0002: jump Label0F1FC3

:Label0F1FB7
0164: disable_marker $180B
0004: $180A = 1 ;; integer values

:Label0F1FC3
00D6: if 0
0038: $187A == 1 ;; integer values
004D: jump_if_false Label0F203E
00D6: if 0
8119: NOT car $180E wrecked
004D: jump_if_false Label0F203E
00D6: if 0
8118: NOT actor $1809 dead
004D: jump_if_false Label0F203E
00D6: if 0
00DB: actor $1809 in_car $180E
004D: jump_if_false Label0F202F
00D6: if 0
001A: 19 > $180D ;; integer values
004D: jump_if_false Label0F2028
0050: gosub Label0F25F0
0050: gosub Label0F2B91

:Label0F2028
0002: jump Label0F203E

:Label0F202F
00AD: set_car $180E max_speed_to 0.0
00A9: set_car $180E to_normal_driver

:Label0F203E
00D6: if 0
8118: NOT actor $1809 dead
004D: jump_if_false Label0F2185
00D6: if 0
0038: $1878 == 0 ;; integer values
004D: jump_if_false Label0F208F
00D6: if 0
80DF: NOT actor $1809 driving
004D: jump_if_false Label0F208F
00D6: if 0
02CB: actor $1809 bounding_sphere_visible
004D: jump_if_false Label0F208F
01CC: actor $1809 kill_player $PLAYER_CHAR
0004: $1878 = 1 ;; integer values

:Label0F208F
00D6: if 0
0038: $1879 == 0 ;; integer values
004D: jump_if_false Label0F20F4
00D6: if 0
00DF: actor $1809 driving
004D: jump_if_false Label0F20F4
011C: actor $1809 clear_objective
00D9: $180E = actor $1809 car
0190: unknown_car $180E
03CC: car $180E add_to_stuck_car_check .1 = 2000
00AD: set_car $180E max_speed_to 30.0
00AE: unknown_set_car $180E to_ignore_traffic_lights 2
00A8: set_car $180E to_psycho_driver
0004: $1878 = 0 ;; integer values
0004: $1879 = 1 ;; integer values

:Label0F20F4
00D6: if 0
0038: $1879 == 1 ;; integer values
004D: jump_if_false Label0F213F
00D6: if 0
8119: NOT car $180E wrecked
004D: jump_if_false Label0F213F
00D6: if 22
018F: unknown_car_check $180E
03CE: car $180E stuck
0495: unknown_car_check $180E
004D: jump_if_false Label0F213F
01D3: actor $1809 leave_car $180E
0004: $1878 = 0 ;; integer values

:Label0F213F
00D6: if 0
0038: $1879 == 1 ;; integer values
004D: jump_if_false Label0F2185
00D6: if 0
80DF: NOT actor $1809 driving
004D: jump_if_false Label0F2185
0191: unknown_car $180E
03CD: car $180E remove_from_stuck_car_check
01C3: remove_references_to_car $180E ;; Like turning a car into any random car
0004: $187A = 0 ;; integer values
0004: $1878 = 0 ;; integer values
0004: $1879 = 0 ;; integer values

:Label0F2185
00D6: if 0
0038: $1859 == 0 ;; integer values
004D: jump_if_false Label0F21CB
00D6: if 0
0028: $180D >= 13 ;; integer values
004D: jump_if_false Label0F21CB
00A5: $1858 = create_car #TRASH at $185A $185B $185C
0175: set_car $1858 z_angle_to 93.0
0004: $1859 = 1 ;; integer values

:Label0F21CB
00D6: if 0
0038: $1859 == 1 ;; integer values
004D: jump_if_false Label0F22C7
00D6: if 0
8119: NOT car $1858 wrecked
004D: jump_if_false Label0F22C7
00D6: if 0
0038: $185D == 0 ;; integer values
004D: jump_if_false Label0F2260
00D6: if 0
0028: $180D >= 13 ;; integer values
004D: jump_if_false Label0F2260
00D6: if 0
0057: player $PLAYER_CHAR 0 ()in_cube -717.148 1014.399 8.0 -655.46 1172.155
15.0
004D: jump_if_false Label0F2260
00AD: set_car $1858 max_speed_to 40.0
00A7: car $1858 drive_to $185E $185F $1860
0004: $185D = 1 ;; integer values

:Label0F2260
00D6: if 0
0038: $185D == 1 ;; integer values
004D: jump_if_false Label0F22C7
00D6: if 0
8119: NOT car $1858 wrecked
004D: jump_if_false Label0F22C7
00D6: if 0
01AF: car $1858 0 ()near_point $185E $185F $1860 radius 2.0 2.0 2.0
004D: jump_if_false Label0F22C7
00AD: set_car $1858 max_speed_to 20.0
00A8: set_car $1858 to_psycho_driver
01C3: remove_references_to_car $1858 ;; Like turning a car into any random car
0004: $185D = 2 ;; integer values

:Label0F22C7
0002: jump Label0F1F12

:Label0F22CE
0164: disable_marker $180B
0002: jump Label0F22EB

:Label0F22DA
00BA: text_styled "M_FAIL" 5000 ms 1 ;; MISSION FAILED!
0051: return

:Label0F22EB
0004: $PASSED_ROCK2_PSYCHO_KILLER = 1 ;; integer values
0318: set_latest_mission_passed "ROCK_2" ;; Psycho Killer
030C: set_mission_points += 1
0394: play_music 1
0110: clear_player $PLAYER_CHAR wanted_level
01E3: text_1number_styled "M_PASS" 4000 5000 ms 1 ;; MISSION PASSED! $~1~
0109: player $PLAYER_CHAR money += 4000
004F: create_thread Label00E145
0051: return

:Label0F232D
00D6: if 0
8119: NOT car $1865 wrecked
004D: jump_if_false Label0F2342
01C3: remove_references_to_car $1865 ;; Like turning a car into any random car

:Label0F2342
00D6: if 0
8118: NOT actor $1850 dead
004D: jump_if_false Label0F235C
0579: $1850
053D: $1850

:Label0F235C
00D6: if 0
8118: NOT actor $1851 dead
004D: jump_if_false Label0F2376
0579: $1851
053D: $1851

:Label0F2376
00D6: if 0
8118: NOT actor $1848 dead
004D: jump_if_false Label0F2390
0579: $1848
053D: $1848

:Label0F2390
00D6: if 0
8118: NOT actor $184B dead
004D: jump_if_false Label0F23AA
0579: $184B
053D: $184B

:Label0F23AA
00D6: if 0
8118: NOT actor $184E dead
004D: jump_if_false Label0F23C4
0579: $184E
053D: $184E

:Label0F23C4
00D6: if 0
8118: NOT actor $184F dead
004D: jump_if_false Label0F23DE
0579: $184F
053D: $184F

:Label0F23DE
00D6: if 0
8118: NOT actor $186A dead
004D: jump_if_false Label0F23F8
0579: $186A
053D: $186A

:Label0F23F8
00D6: if 0
8118: NOT actor $186B dead
004D: jump_if_false Label0F2412
0579: $186B
053D: $186B

:Label0F2412
00D6: if 0
8118: NOT actor $186C dead
004D: jump_if_false Label0F242C
0579: $186C
053D: $186C

:Label0F242C
00D6: if 0
8118: NOT actor $186D dead
004D: jump_if_false Label0F2446
0579: $186D
053D: $186D

:Label0F2446
00D6: if 0
8118: NOT actor $186E dead
004D: jump_if_false Label0F2460
0579: $186E
053D: $186E

:Label0F2460
00D6: if 0
8118: NOT actor $186F dead
004D: jump_if_false Label0F247A
0579: $186F
053D: $186F

:Label0F247A
00D6: if 0
8118: NOT actor $1870 dead
004D: jump_if_false Label0F2494
0579: $1870
053D: $1870

:Label0F2494
00D6: if 0
8118: NOT actor $1871 dead
004D: jump_if_false Label0F24AE
0579: $1871
053D: $1871

:Label0F24AE
00D6: if 0
8118: NOT actor $1872 dead
004D: jump_if_false Label0F24C8
0579: $1872
053D: $1872

:Label0F24C8
00D6: if 0
8118: NOT actor $1873 dead
004D: jump_if_false Label0F24E2
0579: $1873
053D: $1873

:Label0F24E2
00D6: if 0
8118: NOT actor $1874 dead
004D: jump_if_false Label0F24FC
0579: $1874
053D: $1874

:Label0F24FC
00D6: if 0
8118: NOT actor $1875 dead
004D: jump_if_false Label0F2516
0579: $1875
053D: $1875

:Label0F2516
00D6: if 0
8118: NOT actor $1876 dead
004D: jump_if_false Label0F2530
0579: $1876
053D: $1876

:Label0F2530
00D6: if 0
8118: NOT actor $1809 dead
004D: jump_if_false Label0F254A
0579: $1809
053D: $1809

:Label0F254A
04EF: release_animation "RIOT"
034F: destroy_actor_with_fade $1809 ;; The actor fades away like a ghost
040D: unload_wav 1
0004: $ONMISSION = 0 ;; integer values
01E7: remove_forbidden_for_cars_cube -875.1 1156.89 8.0 -662.04 738.48 20.0
0164: disable_marker $180B
0164: disable_marker $1864
0164: disable_marker $1866
0296: unload_special_actor 6
0249: release_model #GDA
0249: release_model #SENTINEL
0249: release_model #TRASH
0249: release_model #UZI
0249: release_model #COLT45
0249: release_model #WFYG1
0249: release_model #WFYG2
0249: release_model #LOVEFIST
0249: release_model #WMYCR
0249: release_model #BKA
0249: release_model #BKB
0249: release_model -185 (LF_MEDIASTAGE)
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
00D6: if 0
8119: NOT car $180E wrecked
004D: jump_if_false Label0F25EC
0191: unknown_car $180E
03CD: car $180E remove_from_stuck_car_check

:Label0F25EC
00D8: mission_cleanup
0051: return

:Label0F25F0
00D6: if 0
0119: car $180E wrecked
004D: jump_if_false Label0F2635
00D6: if 0
0038: $180A == 0 ;; integer values
004D: jump_if_false Label0F262E
00D6: if 0
0118: actor $1809 dead
004D: jump_if_false Label0F262E
0164: disable_marker $180B
0004: $180A = 1 ;; integer values

:Label0F262E
0002: jump Label0F2B8F

:Label0F2635
00D6: if 0
0038: $180D == 0 ;; integer values
004D: jump_if_false Label0F266D
00AD: set_car $180E max_speed_to 40.0
00AE: unknown_set_car $180E to_ignore_traffic_lights 2
00A7: car $180E drive_to $1812 $1813 $1814
0004: $180D = 1 ;; integer values

:Label0F266D
00D6: if 0
0038: $180D == 1 ;; integer values
004D: jump_if_false Label0F26B6
00D6: if 0
01AD: car $180E 0 ()near_point $1812 $1813 6.0 4.0
004D: jump_if_false Label0F26B6
00A7: car $180E drive_to $1815 $1816 $1817
0004: $180D = 2 ;; integer values

:Label0F26B6
00D6: if 0
0038: $180D == 2 ;; integer values
004D: jump_if_false Label0F26FF
00D6: if 0
01AD: car $180E 0 ()near_point $1815 $1816 6.0 4.0
004D: jump_if_false Label0F26FF
00A7: car $180E drive_to $1818 $1819 $181A
0004: $180D = 3 ;; integer values

:Label0F26FF
00D6: if 0
0038: $180D == 3 ;; integer values
004D: jump_if_false Label0F2748
00D6: if 0
01AD: car $180E 0 ()near_point $1818 $1819 6.0 4.0
004D: jump_if_false Label0F2748
00A7: car $180E drive_to $181B $181C $181D
0004: $180D = 4 ;; integer values

:Label0F2748
00D6: if 0
0038: $180D == 4 ;; integer values
004D: jump_if_false Label0F2791
00D6: if 0
01AD: car $180E 0 ()near_point $181B $181C 6.0 4.0
004D: jump_if_false Label0F2791
00A7: car $180E drive_to $181E $181F $1820
0004: $180D = 5 ;; integer values

:Label0F2791
00D6: if 0
0038: $180D == 5 ;; integer values
004D: jump_if_false Label0F27E3
00D6: if 0
01AD: car $180E 0 ()near_point $181E $181F 6.0 4.0
004D: jump_if_false Label0F27E3
0477: unknown_car $180E 3 5
00A7: car $180E drive_to $1821 $1822 $1823
0004: $180D = 6 ;; integer values

:Label0F27E3
00D6: if 0
0038: $180D == 6 ;; integer values
004D: jump_if_false Label0F282C
00D6: if 0
01AD: car $180E 0 ()near_point $1821 $1822 6.0 4.0
004D: jump_if_false Label0F282C
00A7: car $180E drive_to $1824 $1825 $1826
0004: $180D = 7 ;; integer values

:Label0F282C
00D6: if 0
0038: $180D == 7 ;; integer values
004D: jump_if_false Label0F2875
00D6: if 0
01AD: car $180E 0 ()near_point $1824 $1825 6.0 4.0
004D: jump_if_false Label0F2875
00A7: car $180E drive_to $1827 $1828 $1829
0004: $180D = 8 ;; integer values

:Label0F2875
00D6: if 0
0038: $180D == 8 ;; integer values
004D: jump_if_false Label0F28BE
00D6: if 0
01AD: car $180E 0 ()near_point $1827 $1828 6.0 4.0
004D: jump_if_false Label0F28BE
00A7: car $180E drive_to $182A $182B $182C
0004: $180D = 9 ;; integer values

:Label0F28BE
00D6: if 0
0038: $180D == 9 ;; integer values
004D: jump_if_false Label0F2907
00D6: if 0
01AD: car $180E 0 ()near_point $182A $182B 6.0 4.0
004D: jump_if_false Label0F2907
00A7: car $180E drive_to $182D $182E $182F
0004: $180D = 10 ;; integer values

:Label0F2907
00D6: if 0
0038: $180D == 10 ;; integer values
004D: jump_if_false Label0F2950
00D6: if 0
01AD: car $180E 0 ()near_point $182D $182E 6.0 4.0
004D: jump_if_false Label0F2950
00A7: car $180E drive_to $1830 $1831 $1832
0004: $180D = 11 ;; integer values

:Label0F2950
00D6: if 0
0038: $180D == 11 ;; integer values
004D: jump_if_false Label0F2999
00D6: if 0
01AD: car $180E 0 ()near_point $1830 $1831 6.0 4.0
004D: jump_if_false Label0F2999
00A7: car $180E drive_to $1833 $1834 $1835
0004: $180D = 12 ;; integer values

:Label0F2999
00D6: if 0
0038: $180D == 12 ;; integer values
004D: jump_if_false Label0F29E2
00D6: if 0
01AD: car $180E 0 ()near_point $1833 $1834 6.0 4.0
004D: jump_if_false Label0F29E2
00A7: car $180E drive_to $1836 $1837 $1838
0004: $180D = 13 ;; integer values

:Label0F29E2
00D6: if 0
0038: $180D == 13 ;; integer values
004D: jump_if_false Label0F2A2B
00D6: if 0
01AD: car $180E 0 ()near_point $1836 $1837 6.0 4.0
004D: jump_if_false Label0F2A2B
00A7: car $180E drive_to $1839 $183A $183B
0004: $180D = 14 ;; integer values

:Label0F2A2B
00D6: if 0
0038: $180D == 14 ;; integer values
004D: jump_if_false Label0F2A74
00D6: if 0
01AD: car $180E 0 ()near_point $1839 $183A 6.0 4.0
004D: jump_if_false Label0F2A74
00A7: car $180E drive_to $183C $183D $183E
0004: $180D = 15 ;; integer values

:Label0F2A74
00D6: if 0
0038: $180D == 15 ;; integer values
004D: jump_if_false Label0F2ABD
00D6: if 0
01AD: car $180E 0 ()near_point $183C $183D 6.0 4.0
004D: jump_if_false Label0F2ABD
00A7: car $180E drive_to $183F $1840 $1841
0004: $180D = 16 ;; integer values

:Label0F2ABD
00D6: if 0
0038: $180D == 16 ;; integer values
004D: jump_if_false Label0F2B06
00D6: if 0
01AD: car $180E 0 ()near_point $183F $1840 6.0 4.0
004D: jump_if_false Label0F2B06
00A7: car $180E drive_to $1842 $1843 $1844
0004: $180D = 17 ;; integer values

:Label0F2B06
00D6: if 0
0038: $180D == 17 ;; integer values
004D: jump_if_false Label0F2B4F
00D6: if 0
01AD: car $180E 0 ()near_point $1842 $1843 6.0 4.0
004D: jump_if_false Label0F2B4F
00A7: car $180E drive_to $1845 $1846 $1847
0004: $180D = 18 ;; integer values

:Label0F2B4F
00D6: if 0
0038: $180D == 18 ;; integer values
004D: jump_if_false Label0F2B8F
00D6: if 0
01AD: car $180E 0 ()near_point $1845 $1846 6.0 4.0
004D: jump_if_false Label0F2B8F
00A8: set_car $180E to_psycho_driver
0004: $180D = 19 ;; integer values

:Label0F2B8F
0051: return

:Label0F2B91
00D6: if 0
8119: NOT car $180E wrecked
004D: jump_if_false Label0F2D11
00D6: if 0
01F4: car $180E flipped
004D: jump_if_false Label0F2C59
00D6: if 0
82CA: NOT car $180E bounding_sphere_visible
004D: jump_if_false Label0F2C59
00AA: store_car $180E position_to $180F $1810 $1811
02C1: set $1861 $1862 $1863 to_car_path_coords_closest_to $180F $1810 $1811
00D6: if 0
838A: NOT car_in_cube $1861 $1862 $1863 4.0 4.0 3.0
004D: jump_if_false Label0F2C59
00D6: if 0
80C2: NOT sphere_onscreen $1861 $1862 $1863 4.0
004D: jump_if_false Label0F2C59
00AB: put_car $180E at $1861 $1862 $1863
00D6: if 0
0028: $180D >= 19 ;; integer values
004D: jump_if_false Label0F2C59
00AD: set_car $180E max_speed_to 40.0
00AE: unknown_set_car $180E to_ignore_traffic_lights 2
00A8: set_car $180E to_psycho_driver

:Label0F2C59
00D6: if 0
03CE: car $180E stuck
004D: jump_if_false Label0F2D11
00D6: if 0
82CA: NOT car $180E bounding_sphere_visible
004D: jump_if_false Label0F2D11
00AA: store_car $180E position_to $180F $1810 $1811
02C1: set $1861 $1862 $1863 to_car_path_coords_closest_to $180F $1810 $1811
00D6: if 0
838A: NOT car_in_cube $1861 $1862 $1863 4.0 4.0 3.0
004D: jump_if_false Label0F2D11
00D6: if 0
80C2: NOT sphere_onscreen $1861 $1862 $1863 4.0
004D: jump_if_false Label0F2D11
00AB: put_car $180E at $1861 $1862 $1863
00D6: if 0
0028: $180D >= 19 ;; integer values
004D: jump_if_false Label0F2D11
00AD: set_car $180E max_speed_to 40.0
00AE: unknown_set_car $180E to_ignore_traffic_lights 2
00A8: set_car $180E to_psycho_driver

:Label0F2D11
0051: return

;-------------Mission 65---------------
; Originally: Publicity Tour

:Label0F2D13
03A4: name_thread "ROCKB3"
0050: gosub Label0F2D4F
00D6: if 0
0112: wasted_or_busted
004D: jump_if_false Label0F2D38
0050: gosub Label0F5103

:Label0F2D38
0050: gosub Label0F5162
004E: end_thread
0004: $1894 = 0 ;; integer values
0004: $1895 = 0 ;; integer values

:Label0F2D4F
0004: $ONMISSION = 1 ;; integer values
0317: increment_mission_attempts
0004: $187E = 0 ;; integer values
0005: $187F = 100.0 ;; floating-point values
0005: $187C = 0.0 ;; floating-point values
0004: $1881 = 1 ;; integer values
0004: $1882 = 0 ;; integer values
0004: $1883 = 0 ;; integer values
0004: $1884 = 0 ;; integer values
0004: $1886 = 0 ;; integer values
0004: $1888 = 0 ;; integer values
0004: $188A = 0 ;; integer values
0004: $188B = 0 ;; integer values
0004: $188C = 0 ;; integer values
0004: $188D = 0 ;; integer values
0004: $188E = 0 ;; integer values
0004: $188F = 0 ;; integer values
0004: $1890 = 0 ;; integer values
0004: $1891 = 0 ;; integer values
0004: $1892 = 0 ;; integer values
0004: $1893 = 0 ;; integer values
0001: wait 0 ms
054C: use_GXT_table "ROCK3"
058E: set_restart_mission_taxi_destination -860.688 1169.914 9.997 185.46
023C: load_special_actor 1 "CSDICK"
023C: load_special_actor 2 "CSJEZZ"
023C: load_special_actor 3 "CSKENT"
023C: load_special_actor 4 "CSPERCY"
023C: load_special_actor 5 "CSPLAY"
04BB: select_interiour 9 ;; select render area
03CB: set_camera -879.75 1157.77 17.81
04F9: interiour_colors 17 0
038B: load_requested_models

:Label0F2E60
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 Label0F2E8A
0001: wait 0 ms
0002: jump Label0F2E60

:Label0F2E8A
02E4: load_cutscene_data "ROK_3A"
0244: set_cutscene_pos -879.823 1158.479 16.776
041D: set_camera_near_clip .1
02E5: $AB = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $AB "CSDICK"
02E5: $AC = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $AC "CSJEZZ"
02E5: $8E = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim $8E "CSKENT"
02E5: $AD = create_cutscene_object #SPECIAL04
02E6: set_cutscene_anim $AD "CSPERCY"
02E5: $7D = create_cutscene_object #SPECIAL05
02E6: set_cutscene_anim $7D "CSPLAY"
0395: clear_area 1 at -871.9 1159.46 range 10.07 1.0
0055: put_player $PLAYER_CHAR at -871.9 1159.46 10.07
0171: set_player $PLAYER_CHAR z_angle_to 270.0
016A: fade 1 (back) 2000 ms
03AD: set_rubbish 0 (invisible)
03AF: set_streaming 1 (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0F2F5C
00D6: if 0
001A: 374 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0F2F7F
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0F2F5C
:Label0F2F7F
00BC: text_highpriority "RBM3_A" 10000 ms 1 ;; Tommy! Tommy! Tommy, man, that
psycho's back!

:Label0F2F8E
00D6: if 0
001A: 4104 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0F2FB1
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0F2F8E

:Label0F2FB1
00BC: text_highpriority "RBM3_B" 10000 ms 1 ;; What's going on?

:Label0F2FC0
00D6: if 0
001A: 4760 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0F2FE3
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0F2FC0

:Label0F2FE3
00BC: text_highpriority "RBM3_C" 10000 ms 1 ;; That psycho won't leave Love Fist
alone!

:Label0F2FF2
00D6: if 0
001A: 6489 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0F3015
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0F2FF2

:Label0F3015
00BC: text_highpriority "RBM3_D" 10000 ms 1 ;; You didnae kill him man. And now
he's back.

:Label0F3024
00D6: if 0
001A: 8719 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0F3047
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0F3024

:Label0F3047
00BC: text_highpriority "RBM3_E" 10000 ms 1 ;; Yeah, yeah, yeah, and the thing
is...

:Label0F3056
00D6: if 0
001A: 9730 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0F3079
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0F3056
:Label0F3079
00BC: text_highpriority "RBM3_F" 10000 ms 1 ;; The thing is, we need someone to
drive the limo we can trust,

:Label0F3088
00D6: if 0
001A: 12434 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0F30AB
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0F3088

:Label0F30AB
00BC: text_highpriority "RBM3_G" 10000 ms 1 ;; cause that nutter keeps making
threats!

:Label0F30BA
00D6: if 0
001A: 13952 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0F30DD
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0F30BA

:Label0F30DD
00BC: text_highpriority "RBM3_H" 10000 ms 1 ;; I'm shitin' masel' man. I need ma
ma!

:Label0F30EC
00D6: if 0
001A: 15620 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0F310F
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0F30EC

:Label0F310F
00BC: text_highpriority "RBM3_I" 10000 ms 1 ;; We're all bricking ourselves,
man.

:Label0F311E
00D6: if 0
001A: 16985 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0F3141
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0F311E

:Label0F3141
00BC: text_highpriority "RBM3_J" 10000 ms 1 ;; Okay guys, calm down, I'll handle
this.

:Label0F3150
00D6: if 0
001A: 21240 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0F3173
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0F3150
:Label0F3173
00BC: text_highpriority "RBM3_K" 10000 ms 1 ;; Normally I wouldn't busy myself
with driving around a bunch of drunken Scottish bisexuals,

:Label0F3182
00D6: if 0
001A: 26029 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0F31A5
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0F3182

:Label0F31A5
00BC: text_highpriority "RBM3_L" 10000 ms 1 ;; but, in your case I'll make an
exception.

:Label0F31B4
00D6: if 0
001A: 28823 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0F31D7
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0F31B4

:Label0F31D7
00BE: text_clear_all
016A: fade 0 () 2000 ms
00BE: text_clear_all

:Label0F31E2
00D6: if 0
016B: fading
004D: jump_if_false Label0F31FA
0001: wait 0 ms
0002: jump Label0F31E2

:Label0F31FA
04BB: select_interiour 0 ;; select render area
04FA: reset_interior_colors 0
03AD: set_rubbish 1 (visible)
02EA: end_cutscene
0373: set_camera_directly_behind_player
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
03CB: set_camera -871.9 1159.46 10.07
04E3: unknown_player $PLAYER_CHAR 3 60000
01B6: set_weather 2
041E: set_radio_station 7 -1
0247: request_model #LOVEFIST
023C: load_special_actor 6 "IGJEZZ"
023C: load_special_actor 7 "IGDICK"
023C: load_special_actor 8 "IGPERCY"

:Label0F326E
00D6: if 23
8248: NOT model #LOVEFIST available
823D: NOT special_actor 6 loaded
823D: NOT special_actor 7 loaded
823D: NOT special_actor 8 loaded
004D: jump_if_false Label0F3295
0001: wait 0 ms
0002: jump Label0F326E

:Label0F3295
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)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 (true)
0395: clear_area 0 at -870.157 1145.945 range 11.05 1.0
015F: set_camera_position -870.157 1145.945 11.05 0.0 0.0 0.0
0160: point_camera -870.468 1146.895 11.078 2
0395: clear_area 0 at -872.155 1151.921 range 11.054 4.0
00A5: $187B = create_car #LOVEFIST at -872.155 1151.921 11.054
0175: set_car $187B z_angle_to 177.458
03AB: (unknown) $187B 1
0224: set_car $187B health_to 1500
01C8: $1885 = create_actor 4 #SPECIAL06 in_car $187B passenger_seat 0
01ED: reset_actor $1885 flags
039E: (unknown) $1885 1
0526: unknown_actor $1885 1
01C8: $1887 = create_actor 4 #SPECIAL07 in_car $187B passenger_seat 1
01ED: reset_actor $1887 flags
039E: (unknown) $1887 1
0526: unknown_actor $1887 1
01C8: $1889 = create_actor 4 #SPECIAL08 in_car $187B passenger_seat 2
01ED: reset_actor $1889 flags
039E: (unknown) $1889 1
0526: unknown_actor $1889 1
036A: put_actor $PLAYER_ACTOR in_car $187B
00A9: set_car $187B to_normal_driver
020A: set_car $187B door_status_to 4
0169: set_fade_color 0 0 0
0001: wait 2500 ms
016A: fade 1 (back) 2000 ms

:Label0F33CC
00D6: if 0
016B: fading
004D: jump_if_false Label0F34ED
0001: wait 0 ms
00D6: if 0
0038: $1886 == 0 ;; integer values
004D: jump_if_false Label0F3423
00D6: if 21
0118: actor $1885 dead
0038: $188F == 1 ;; integer values
004D: jump_if_false Label0F3423
00BC: text_highpriority "RBM3_4" 5000 ms 1 ;; ~r~You've killed Love Fist!
0002: jump Label0F5103
0004: $1886 = 1 ;; integer values

:Label0F3423
00D6: if 0
0038: $1888 == 0 ;; integer values
004D: jump_if_false Label0F3469
00D6: if 21
0118: actor $1887 dead
0038: $1890 == 1 ;; integer values
004D: jump_if_false Label0F3469
00BC: text_highpriority "RBM3_4" 5000 ms 1 ;; ~r~You've killed Love Fist!
0002: jump Label0F5103
0004: $1888 = 1 ;; integer values

:Label0F3469
00D6: if 0
0038: $188A == 0 ;; integer values
004D: jump_if_false Label0F34AF
00D6: if 21
0118: actor $1889 dead
0038: $1891 == 1 ;; integer values
004D: jump_if_false Label0F34AF
00BC: text_highpriority "RBM3_4" 5000 ms 1 ;; ~r~You've killed Love Fist!
0002: jump Label0F5103
0004: $188A = 1 ;; integer values

:Label0F34AF
00D6: if 21
0119: car $187B wrecked
0038: $1892 == 1 ;; integer values
004D: jump_if_false Label0F34E6
040D: unload_wav 1
040D: unload_wav 2
00BE: text_clear_all
00BC: text_highpriority "RBM3_4" 5000 ms 1 ;; ~r~You've killed Love Fist!
0002: jump Label0F5103

:Label0F34E6
0002: jump Label0F33CC

:Label0F34ED
0006: 17@ = 0 ;; integer values

:Label0F34F4
00D6: if 0
0038: $1882 == 0 ;; integer values
004D: jump_if_false Label0F3925
0001: wait 0 ms
00D6: if 0
0038: $1882 == 0 ;; integer values
004D: jump_if_false Label0F3565
00D6: if 0
0038: $6B == 1 ;; integer values
004D: jump_if_false Label0F355E
00D6: if 0
001A: 6 > $1893 ;; integer values
004D: jump_if_false Label0F355E
00D6: if 21
00E1: key_pressed 0 16
00E1: key_pressed 0 12
004D: jump_if_false Label0F355E
0004: $1893 = 6 ;; integer values

:Label0F355E
0050: gosub Label0F524D

:Label0F3565
00D6: if 0
0038: $188B == 1 ;; integer values
004D: jump_if_false Label0F3679
00D6: if 0
0038: $188D == 0 ;; integer values
004D: jump_if_false Label0F3597
0006: 17@ = 0 ;; integer values
0004: $188D = 1 ;; integer values

:Label0F3597
00D6: if 0
0038: $188D == 1 ;; integer values
004D: jump_if_false Label0F35CD
00D6: if 0
0029: 17@ >= 5000 ;; integer values
004D: jump_if_false Label0F35CD
03E5: text_box "RBM3_9" ;; If you are stopped or drive slowly the detonation bar
will increase.
0004: $188D = 2 ;; integer values

:Label0F35CD
00D6: if 0
0038: $188D == 2 ;; integer values
004D: jump_if_false Label0F35ED
0006: 17@ = 0 ;; integer values
0004: $188D = 3 ;; integer values

:Label0F35ED
00D6: if 0
0038: $188D == 3 ;; integer values
004D: jump_if_false Label0F3623
00D6: if 0
0029: 17@ >= 5000 ;; integer values
004D: jump_if_false Label0F3623
03E5: text_box "RBM3_8" ;; The faster you drive the lower the detonation bar will
go.
0004: $188D = 4 ;; integer values

:Label0F3623
00D6: if 0
0038: $188D == 4 ;; integer values
004D: jump_if_false Label0F3643
0006: 17@ = 0 ;; integer values
0004: $188D = 5 ;; integer values

:Label0F3643
00D6: if 0
0038: $188D == 5 ;; integer values
004D: jump_if_false Label0F3679
00D6: if 0
0029: 17@ >= 5000 ;; integer values
004D: jump_if_false Label0F3679
03E5: text_box "RBM3_3" ;; If the detonation bar completely fills the bomb will
explode.
0004: $188D = 6 ;; integer values
:Label0F3679
00D6: if 0
0038: $1886 == 0 ;; integer values
004D: jump_if_false Label0F36BF
00D6: if 21
0118: actor $1885 dead
0038: $188F == 1 ;; integer values
004D: jump_if_false Label0F36BF
00BC: text_highpriority "RBM3_4" 5000 ms 1 ;; ~r~You've killed Love Fist!
0002: jump Label0F5103
0004: $1886 = 1 ;; integer values

:Label0F36BF
00D6: if 0
0038: $1888 == 0 ;; integer values
004D: jump_if_false Label0F3705
00D6: if 21
0118: actor $1887 dead
0038: $1890 == 1 ;; integer values
004D: jump_if_false Label0F3705
00BC: text_highpriority "RBM3_4" 5000 ms 1 ;; ~r~You've killed Love Fist!
0002: jump Label0F5103
0004: $1888 = 1 ;; integer values

:Label0F3705
00D6: if 0
0038: $188A == 0 ;; integer values
004D: jump_if_false Label0F374B
00D6: if 21
0118: actor $1889 dead
0038: $1891 == 1 ;; integer values
004D: jump_if_false Label0F374B
00BC: text_highpriority "RBM3_4" 5000 ms 1 ;; ~r~You've killed Love Fist!
0002: jump Label0F5103
0004: $188A = 1 ;; integer values

:Label0F374B
00D6: if 25
0119: car $187B wrecked
0038: $1892 == 1 ;; integer values
0038: $1883 == 1 ;; integer values
0038: $1886 == 1 ;; integer values
0038: $1888 == 1 ;; integer values
0038: $188A == 1 ;; integer values
004D: jump_if_false Label0F37A5
040D: unload_wav 1
040D: unload_wav 2
00BE: text_clear_all
00BC: text_highpriority "RBM3_4" 5000 ms 1 ;; ~r~You've killed Love Fist!
0002: jump Label0F5103
0002: jump Label0F382B

:Label0F37A5
00D6: if 0
0038: $1882 == 0 ;; integer values
004D: jump_if_false Label0F37E5
00D6: if 0
80DC: NOT player $PLAYER_CHAR driving $187B
004D: jump_if_false Label0F37E5
020B: explode_car $187B
00BC: text_highpriority "RBM3_4" 5000 ms 1 ;; ~r~You've killed Love Fist!
0002: jump Label0F5103

:Label0F37E5
02E3: $187C = car $187B speed
00D6: if 0
0038: $1882 == 0 ;; integer values
004D: jump_if_false Label0F382B
00D6: if 0
0019: 17@ > 5000 ;; integer values
004D: jump_if_false Label0F382B
00D6: if 0
0038: $1893 == 0 ;; integer values
004D: jump_if_false Label0F382B
0004: $1893 = 1 ;; integer values

:Label0F382B
00D6: if 0
0038: $1882 == 0 ;; integer values
004D: jump_if_false Label0F391E
00D6: if 0
0038: $188B == 1 ;; integer values
004D: jump_if_false Label0F391E
00D6: if 0
0019: 16@ > 5000 ;; integer values
004D: jump_if_false Label0F391E
000D: $187C -= 26.0 ;; floating-point values
0015: $187C /= 15.0 ;; floating-point values
0059: $187F += $187C ;; floating-point values
00D6: if 0
0020: $187F > 100.0 ;; floating-point values
004D: jump_if_false Label0F389D
0005: $187F = 100.0 ;; floating-point values

:Label0F389D
00D6: if 0
0022: 1.0 > $187F ;; floating-point values
004D: jump_if_false Label0F38FA
00D6: if 0
8119: NOT car $187B wrecked
004D: jump_if_false Label0F38E4
020B: explode_car $187B
00BC: text_highpriority "RBM3_4" 5000 ms 1 ;; ~r~You've killed Love Fist!
0002: jump Label0F5103
0002: jump Label0F38FA

:Label0F38E4
00BC: text_highpriority "RBM3_4" 5000 ms 1 ;; ~r~You've killed Love Fist!
0002: jump Label0F5103

:Label0F38FA
0086: $2FB = $187F ;; floating-point values only
0011: $2FB *= -1.0 ;; floating-point values
0009: $2FB += 100.0 ;; floating-point values
008C: $187E = float_to_integer $2FB

:Label0F391E
0002: jump Label0F34F4
:Label0F3925
01B7: release_weather
0151: remove_status_text $187E
00BA: text_styled "RBM3_7" 4000 ms 4 ;; ~g~BOMB DEFUSED!

:Label0F393B
00D6: if 0
001A: 29 > $1893 ;; integer values
004D: jump_if_false Label0F3B1B
0001: wait 0 ms
00D6: if 0
001A: 29 > $1893 ;; integer values
004D: jump_if_false Label0F396A
0050: gosub Label0F5E0C

:Label0F396A
00D6: if 0
0038: $1886 == 0 ;; integer values
004D: jump_if_false Label0F39A9
00D6: if 0
0118: actor $1885 dead
004D: jump_if_false Label0F39A9
00BC: text_highpriority "RBM3_4" 5000 ms 1 ;; ~r~You've killed Love Fist!
0002: jump Label0F5103
0004: $1886 = 1 ;; integer values

:Label0F39A9
00D6: if 0
0038: $1888 == 0 ;; integer values
004D: jump_if_false Label0F39E8
00D6: if 0
0118: actor $1887 dead
004D: jump_if_false Label0F39E8
00BC: text_highpriority "RBM3_4" 5000 ms 1 ;; ~r~You've killed Love Fist!
0002: jump Label0F5103
0004: $1888 = 1 ;; integer values

:Label0F39E8
00D6: if 0
0038: $188A == 0 ;; integer values
004D: jump_if_false Label0F3A27
00D6: if 0
0118: actor $1889 dead
004D: jump_if_false Label0F3A27
00BC: text_highpriority "RBM3_4" 5000 ms 1 ;; ~r~You've killed Love Fist!
0002: jump Label0F5103
0004: $188A = 1 ;; integer values

:Label0F3A27
00D6: if 0
0119: car $187B wrecked
004D: jump_if_false Label0F3A54
00BC: text_highpriority "RBM3_4" 5000 ms 1 ;; ~r~You've killed Love Fist!
0002: jump Label0F5103
0002: jump Label0F3B14

:Label0F3A54
00D6: if 2
0038: $1886 == 0 ;; integer values
0038: $1888 == 0 ;; integer values
0038: $188A == 0 ;; integer values
004D: jump_if_false Label0F3AAC
00D6: if 2
00DB: actor $1885 in_car $187B
00DB: actor $1887 in_car $187B
00DB: actor $1889 in_car $187B
004D: jump_if_false Label0F3AA5
0004: $188C = 1 ;; integer values
0002: jump Label0F3AAC

:Label0F3AA5
0004: $188C = 0 ;; integer values

:Label0F3AAC
00D6: if 0
80DC: NOT player $PLAYER_CHAR driving $187B
004D: jump_if_false Label0F3AF6
00D6: if 0
0038: $1894 == 0 ;; integer values
004D: jump_if_false Label0F3AEF
0186: $187D = create_marker_above_car $187B
00BC: text_highpriority "IN_VEH" 5000 ms 1 ;; ~g~Hey! Get back in the vehicle!
0004: $1894 = 1 ;; integer values

:Label0F3AEF
0002: jump Label0F3B14

:Label0F3AF6
00D6: if 0
0038: $1894 == 1 ;; integer values
004D: jump_if_false Label0F3B14
0164: disable_marker $187D
0004: $1894 = 0 ;; integer values

:Label0F3B14
0002: jump Label0F393B

:Label0F3B1B
00D6: if 0
8119: NOT car $187B wrecked
004D: jump_if_false Label0F3B39
020A: set_car $187B door_status_to 1
0002: jump Label0F3B4F

:Label0F3B39
00BC: text_highpriority "RBM3_4" 5000 ms 1 ;; ~r~You've killed Love Fist!
0002: jump Label0F5103

:Label0F3B4F
041E: set_radio_station 4 -1
00BC: text_highpriority "RBM3_1" 5000 ms 1 ;; ~g~Drive Love Fist to the venue.
018A: $1880 = create_checkpoint_at -870.933 1053.342 9.9
0004: $1884 = 1 ;; integer values

:Label0F3B7F
00D6: if 21
81AF: NOT car $187B 1 (in-sphere)near_point -870.933 1053.342 9.9 radius
3.0 3.0 3.0
0038: $188C == 0 ;; integer values
004D: jump_if_false Label0F3D9B
0001: wait 0 ms
00D6: if 0
0038: $1886 == 0 ;; integer values
004D: jump_if_false Label0F3BF9
00D6: if 0
0118: actor $1885 dead
004D: jump_if_false Label0F3BF9
00BC: text_highpriority "RBM3_4" 5000 ms 1 ;; ~r~You've killed Love Fist!
0002: jump Label0F5103
0004: $1886 = 1 ;; integer values

:Label0F3BF9
00D6: if 0
0038: $1888 == 0 ;; integer values
004D: jump_if_false Label0F3C38
00D6: if 0
0118: actor $1887 dead
004D: jump_if_false Label0F3C38
00BC: text_highpriority "RBM3_4" 5000 ms 1 ;; ~r~You've killed Love Fist!
0002: jump Label0F5103
0004: $1888 = 1 ;; integer values

:Label0F3C38
00D6: if 0
0038: $188A == 0 ;; integer values
004D: jump_if_false Label0F3C77
00D6: if 0
0118: actor $1889 dead
004D: jump_if_false Label0F3C77
00BC: text_highpriority "RBM3_4" 5000 ms 1 ;; ~r~You've killed Love Fist!
0002: jump Label0F5103
0004: $188A = 1 ;; integer values

:Label0F3C77
00D6: if 0
0119: car $187B wrecked
004D: jump_if_false Label0F3CA4
00BC: text_highpriority "RBM3_4" 5000 ms 1 ;; ~r~You've killed Love Fist!
0002: jump Label0F5103
0002: jump Label0F3D94

:Label0F3CA4
00D6: if 2
0038: $1886 == 0 ;; integer values
0038: $1888 == 0 ;; integer values
0038: $188A == 0 ;; integer values
004D: jump_if_false Label0F3D04
00D6: if 3
00DB: actor $1885 in_car $187B
00DB: actor $1887 in_car $187B
00DB: actor $1889 in_car $187B
00DC: player $PLAYER_CHAR driving $187B
004D: jump_if_false Label0F3CFD
0004: $188C = 1 ;; integer values
0002: jump Label0F3D04
:Label0F3CFD
0004: $188C = 0 ;; integer values

:Label0F3D04
00D6: if 0
80DC: NOT player $PLAYER_CHAR driving $187B
004D: jump_if_false Label0F3D53
00D6: if 0
0038: $1884 == 1 ;; integer values
004D: jump_if_false Label0F3D4C
0164: disable_marker $1880
0186: $187D = create_marker_above_car $187B
00BC: text_highpriority "IN_VEH" 5000 ms 1 ;; ~g~Hey! Get back in the vehicle!
0004: $1884 = 0 ;; integer values

:Label0F3D4C
0002: jump Label0F3D94

:Label0F3D53
00D6: if 0
0038: $1884 == 0 ;; integer values
004D: jump_if_false Label0F3D94
0164: disable_marker $187D
00BC: text_highpriority "RBM3_1" 5000 ms 1 ;; ~g~Drive Love Fist to the venue.
018A: $1880 = create_checkpoint_at -870.933 1053.342 9.9
0004: $1884 = 1 ;; integer values

:Label0F3D94
0002: jump Label0F3B7F

:Label0F3D9B
00D6: if 0
8119: NOT car $187B wrecked
004D: jump_if_false Label0F3DB9
020A: set_car $187B door_status_to 1
0002: jump Label0F3DCF

:Label0F3DB9
00BC: text_highpriority "RBM3_4" 5000 ms 1 ;; ~r~You've killed Love Fist!
0002: jump Label0F5103

:Label0F3DCF
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)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 (true)
0395: clear_area 0 at -880.363 1043.654 range 12.096 1.0
015F: set_camera_position -880.363 1043.654 12.096 0.0 0.0 0.0
0160: point_camera -879.557 1044.242 12.035 2
00D6: if 0
8119: NOT car $187B wrecked
004D: jump_if_false Label0F3EF1
01D3: actor $PLAYER_ACTOR leave_car $187B
00D6: if 0
8118: NOT actor $1885 dead
004D: jump_if_false Label0F3E6A
01D3: actor $1885 leave_car $187B
0002: jump Label0F3E80
:Label0F3E6A
00BC: text_highpriority "RBM3_4" 5000 ms 1 ;; ~r~You've killed Love Fist!
0002: jump Label0F5103

:Label0F3E80
00D6: if 0
8118: NOT actor $1887 dead
004D: jump_if_false Label0F3E9F
01D3: actor $1887 leave_car $187B
0002: jump Label0F3EB5

:Label0F3E9F
00BC: text_highpriority "RBM3_4" 5000 ms 1 ;; ~r~You've killed Love Fist!
0002: jump Label0F5103

:Label0F3EB5
00D6: if 0
8118: NOT actor $1889 dead
004D: jump_if_false Label0F3ED4
01D3: actor $1889 leave_car $187B
0002: jump Label0F3EEA

:Label0F3ED4
00BC: text_highpriority "RBM3_4" 5000 ms 1 ;; ~r~You've killed Love Fist!
0002: jump Label0F5103

:Label0F3EEA
0002: jump Label0F3F07

:Label0F3EF1
00BC: text_highpriority "RBM3_4" 5000 ms 1 ;; ~r~You've killed Love Fist!
0002: jump Label0F5103

:Label0F3F07
00D6: if 3
00DF: actor $PLAYER_ACTOR driving
00DF: actor $1885 driving
00DF: actor $1887 driving
00DF: actor $1889 driving
004D: jump_if_false Label0F4014
0001: wait 0 ms
00D6: if 0
0038: $1886 == 0 ;; integer values
004D: jump_if_false Label0F3F69
00D6: if 0
0118: actor $1885 dead
004D: jump_if_false Label0F3F69
00BC: text_highpriority "RBM3_4" 5000 ms 1 ;; ~r~You've killed Love Fist!
0002: jump Label0F5103
0004: $1886 = 1 ;; integer values

:Label0F3F69
00D6: if 0
0038: $1888 == 0 ;; integer values
004D: jump_if_false Label0F3FA8
00D6: if 0
0118: actor $1887 dead
004D: jump_if_false Label0F3FA8
00BC: text_highpriority "RBM3_4" 5000 ms 1 ;; ~r~You've killed Love Fist!
0002: jump Label0F5103
0004: $1888 = 1 ;; integer values

:Label0F3FA8
00D6: if 0
0038: $188A == 0 ;; integer values
004D: jump_if_false Label0F3FE7
00D6: if 0
0118: actor $1889 dead
004D: jump_if_false Label0F3FE7
00BC: text_highpriority "RBM3_4" 5000 ms 1 ;; ~r~You've killed Love Fist!
0002: jump Label0F5103
0004: $188A = 1 ;; integer values

:Label0F3FE7
00D6: if 0
0119: car $187B wrecked
004D: jump_if_false Label0F400D
00BC: text_highpriority "RBM3_4" 5000 ms 1 ;; ~r~You've killed Love Fist!
0002: jump Label0F5103

:Label0F400D
0002: jump Label0F3F07

:Label0F4014
016A: fade 0 () 1500 ms

:Label0F401B
00D6: if 0
016B: fading
004D: jump_if_false Label0F4116
0001: wait 0 ms
00D6: if 0
0038: $1886 == 0 ;; integer values
004D: jump_if_false Label0F406B
00D6: if 0
0118: actor $1885 dead
004D: jump_if_false Label0F406B
00BC: text_highpriority "RBM3_4" 5000 ms 1 ;; ~r~You've killed Love Fist!
0002: jump Label0F5103
0004: $1886 = 1 ;; integer values

:Label0F406B
00D6: if 0
0038: $1888 == 0 ;; integer values
004D: jump_if_false Label0F40AA
00D6: if 0
0118: actor $1887 dead
004D: jump_if_false Label0F40AA
00BC: text_highpriority "RBM3_4" 5000 ms 1 ;; ~r~You've killed Love Fist!
0002: jump Label0F5103
0004: $1888 = 1 ;; integer values

:Label0F40AA
00D6: if 0
0038: $188A == 0 ;; integer values
004D: jump_if_false Label0F40E9
00D6: if 0
0118: actor $1889 dead
004D: jump_if_false Label0F40E9
00BC: text_highpriority "RBM3_4" 5000 ms 1 ;; ~r~You've killed Love Fist!
0002: jump Label0F5103
0004: $188A = 1 ;; integer values

:Label0F40E9
00D6: if 0
0119: car $187B wrecked
004D: jump_if_false Label0F410F
00BC: text_highpriority "RBM3_4" 5000 ms 1 ;; ~r~You've killed Love Fist!
0002: jump Label0F5103

:Label0F410F
0002: jump Label0F401B

:Label0F4116
02EB: restore_camera_with_jumpcut
04BB: select_interiour 8 ;; select render area
0004: $1895 = 1 ;; integer values
03CB: set_camera -928.915 1056.264 12.28
04F9: interiour_colors 12 0
0055: put_player $PLAYER_CHAR at -924.115 1054.524 12.28
0171: set_player $PLAYER_CHAR z_angle_to 188.883
009B: destroy_actor_instantly $1885
00D6: if 0
8118: NOT actor $1887 dead
004D: jump_if_false Label0F4192
00A1: put_actor $1887 at -925.288 1053.268 12.2
0173: set_actor $1887 z_angle_to 249.491
0002: jump Label0F41AF

:Label0F4192
00BC: text_highpriority "RBM3_4" 5000 ms 1 ;; ~r~You've killed Love Fist!
0002: jump Label0F5103
0004: $1886 = 1 ;; integer values

:Label0F41AF
00D6: if 0
8118: NOT actor $1889 dead
004D: jump_if_false Label0F41E4
00A1: put_actor $1889 at -923.094 1053.125 12.2
0173: set_actor $1889 z_angle_to 44.398
0002: jump Label0F4201

:Label0F41E4
00BC: text_highpriority "RBM3_4" 5000 ms 1 ;; ~r~You've killed Love Fist!
0002: jump Label0F5103
0004: $1886 = 1 ;; integer values

:Label0F4201
02E4: load_cutscene_data "FIST"
0395: clear_area 0 at -924.114 1038.89 range 12.675 1.0
015F: set_camera_position -924.114 1038.89 12.675 0.0 0.0 0.0
0160: point_camera -924.114 1039.858 12.925 2
00A6: destroy_car $187B
016A: fade 1 (back) 1000 ms

:Label0F4262
00D6: if 0
016B: fading
004D: jump_if_false Label0F42F8
0001: wait 0 ms
00D6: if 0
0038: $1888 == 0 ;; integer values
004D: jump_if_false Label0F42B2
00D6: if 0
0118: actor $1887 dead
004D: jump_if_false Label0F42B2
00BC: text_highpriority "RBM3_4" 5000 ms 1 ;; ~r~You've killed Love Fist!
0002: jump Label0F5103
0004: $1888 = 1 ;; integer values

:Label0F42B2
00D6: if 0
0038: $188A == 0 ;; integer values
004D: jump_if_false Label0F42F1
00D6: if 0
0118: actor $1889 dead
004D: jump_if_false Label0F42F1
00BC: text_highpriority "RBM3_4" 5000 ms 1 ;; ~r~You've killed Love Fist!
0002: jump Label0F5103
0004: $188A = 1 ;; integer values

:Label0F42F1
0002: jump Label0F4262

:Label0F42F8
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0F42FF
00D6: if 0
001A: 16980 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0F43A0
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
00D6: if 0
0038: $1888 == 0 ;; integer values
004D: jump_if_false Label0F435A
00D6: if 0
0118: actor $1887 dead
004D: jump_if_false Label0F435A
00BC: text_highpriority "RBM3_4" 5000 ms 1 ;; ~r~You've killed Love Fist!
0002: jump Label0F5103
0004: $1888 = 1 ;; integer values

:Label0F435A
00D6: if 0
0038: $188A == 0 ;; integer values
004D: jump_if_false Label0F4399
00D6: if 0
0118: actor $1889 dead
004D: jump_if_false Label0F4399
00BC: text_highpriority "RBM3_4" 5000 ms 1 ;; ~r~You've killed Love Fist!
0002: jump Label0F5103
0004: $188A = 1 ;; integer values

:Label0F4399
0002: jump Label0F42FF

:Label0F43A0
015F: set_camera_position -926.72 1048.895 13.04 0.0 0.0 0.0
0160: point_camera -926.32 1049.811 13.075 2
00D6: if 0
0038: $188A == 0 ;; integer values
004D: jump_if_false Label0F4425
00D6: if 0
0118: actor $1889 dead
004D: jump_if_false Label0F4419
00BC: text_highpriority "RBM3_4" 5000 ms 1 ;; ~r~You've killed Love Fist!
0002: jump Label0F5103
0004: $188A = 1 ;; integer values
0002: jump Label0F4425

:Label0F4419
0372: set_actor $1889 anim 19 wait_state_time 1000000 ms

:Label0F4425
00BC: text_highpriority "ROK3_73" 10000 ms 1 ;; Jezz is running the tape,

:Label0F4434
00D6: if 0
001A: 18851 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0F44D5
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
00D6: if 0
0038: $1888 == 0 ;; integer values
004D: jump_if_false Label0F448F
00D6: if 0
0118: actor $1887 dead
004D: jump_if_false Label0F448F
00BC: text_highpriority "RBM3_4" 5000 ms 1 ;; ~r~You've killed Love Fist!
0002: jump Label0F5103
0004: $1888 = 1 ;; integer values

:Label0F448F
00D6: if 0
0038: $188A == 0 ;; integer values
004D: jump_if_false Label0F44CE
00D6: if 0
0118: actor $1889 dead
004D: jump_if_false Label0F44CE
00BC: text_highpriority "RBM3_4" 5000 ms 1 ;; ~r~You've killed Love Fist!
0002: jump Label0F5103
0004: $188A = 1 ;; integer values

:Label0F44CE
0002: jump Label0F4434

:Label0F44D5
00BC: text_highpriority "ROK3_62" 10000 ms 1 ;; so we thought we'd show you our
Temple of Rock -

:Label0F44E4
00D6: if 0
001A: 22311 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0F4585
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
00D6: if 0
0038: $1888 == 0 ;; integer values
004D: jump_if_false Label0F453F
00D6: if 0
0118: actor $1887 dead
004D: jump_if_false Label0F453F
00BC: text_highpriority "RBM3_4" 5000 ms 1 ;; ~r~You've killed Love Fist!
0002: jump Label0F5103
0004: $1888 = 1 ;; integer values

:Label0F453F
00D6: if 0
0038: $188A == 0 ;; integer values
004D: jump_if_false Label0F457E
00D6: if 0
0118: actor $1889 dead
004D: jump_if_false Label0F457E
00BC: text_highpriority "RBM3_4" 5000 ms 1 ;; ~r~You've killed Love Fist!
0002: jump Label0F5103
0004: $188A = 1 ;; integer values

:Label0F457E
0002: jump Label0F44E4

:Label0F4585
00BC: text_highpriority "ROK3_63" 10000 ms 1 ;; Get a feel for that Love Fist
fury!

:Label0F4594
00D6: if 0
001A: 24834 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0F4635
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
00D6: if 0
0038: $1888 == 0 ;; integer values
004D: jump_if_false Label0F45EF
00D6: if 0
0118: actor $1887 dead
004D: jump_if_false Label0F45EF
00BC: text_highpriority "RBM3_4" 5000 ms 1 ;; ~r~You've killed Love Fist!
0002: jump Label0F5103
0004: $1888 = 1 ;; integer values

:Label0F45EF
00D6: if 0
0038: $188A == 0 ;; integer values
004D: jump_if_false Label0F462E
00D6: if 0
0118: actor $1889 dead
004D: jump_if_false Label0F462E
00BC: text_highpriority "RBM3_4" 5000 ms 1 ;; ~r~You've killed Love Fist!
0002: jump Label0F5103
0004: $188A = 1 ;; integer values

:Label0F462E
0002: jump Label0F4594

:Label0F4635
00D6: if 0
0038: $188A == 0 ;; integer values
004D: jump_if_false Label0F4684
00D6: if 0
0118: actor $1889 dead
004D: jump_if_false Label0F467B
00BC: text_highpriority "RBM3_4" 5000 ms 1 ;; ~r~You've killed Love Fist!
0002: jump Label0F5103
0004: $188A = 1 ;; integer values
0002: jump Label0F4684

:Label0F467B
0372: set_actor $1889 anim 0 wait_state_time 1 ms

:Label0F4684
00BC: text_highpriority "ROK3_64" 10000 ms 1 ;; Listen to yourself, man. It's
papier-mache and gaffa tape.
015F: set_camera_position -919.641 1050.383 14.67 0.0 0.0 0.0
0160: point_camera -919.783 1051.364 14.799 2

:Label0F46C6
00D6: if 0
001A: 28433 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0F4767
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
00D6: if 0
0038: $1888 == 0 ;; integer values
004D: jump_if_false Label0F4721
00D6: if 0
0118: actor $1887 dead
004D: jump_if_false Label0F4721
00BC: text_highpriority "RBM3_4" 5000 ms 1 ;; ~r~You've killed Love Fist!
0002: jump Label0F5103
0004: $1888 = 1 ;; integer values

:Label0F4721
00D6: if 0
0038: $188A == 0 ;; integer values
004D: jump_if_false Label0F4760
00D6: if 0
0118: actor $1889 dead
004D: jump_if_false Label0F4760
00BC: text_highpriority "RBM3_4" 5000 ms 1 ;; ~r~You've killed Love Fist!
0002: jump Label0F5103
0004: $188A = 1 ;; integer values

:Label0F4760
0002: jump Label0F46C6

:Label0F4767
00D6: if 0
0038: $1888 == 0 ;; integer values
004D: jump_if_false Label0F47B9
00D6: if 0
0118: actor $1887 dead
004D: jump_if_false Label0F47AD
00BC: text_highpriority "RBM3_4" 5000 ms 1 ;; ~r~You've killed Love Fist!
0002: jump Label0F5103
0004: $1888 = 1 ;; integer values
0002: jump Label0F47B9

:Label0F47AD
0372: set_actor $1887 anim 19 wait_state_time 1000000 ms

:Label0F47B9
00BC: text_highpriority "ROK3_65" 10000 ms 1 ;; Hey, to the kids, it's a temple
and we are the priests!

:Label0F47C8
00D6: if 0
001A: 32395 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0F4869
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
00D6: if 0
0038: $1888 == 0 ;; integer values
004D: jump_if_false Label0F4823
00D6: if 0
0118: actor $1887 dead
004D: jump_if_false Label0F4823
00BC: text_highpriority "RBM3_4" 5000 ms 1 ;; ~r~You've killed Love Fist!
0002: jump Label0F5103
0004: $1888 = 1 ;; integer values

:Label0F4823
00D6: if 0
0038: $188A == 0 ;; integer values
004D: jump_if_false Label0F4862
00D6: if 0
0118: actor $1889 dead
004D: jump_if_false Label0F4862
00BC: text_highpriority "RBM3_4" 5000 ms 1 ;; ~r~You've killed Love Fist!
0002: jump Label0F5103
0004: $188A = 1 ;; integer values

:Label0F4862
0002: jump Label0F47C8

:Label0F4869
00D6: if 0
0038: $1888 == 0 ;; integer values
004D: jump_if_false Label0F48B8
00D6: if 0
0118: actor $1887 dead
004D: jump_if_false Label0F48AF
00BC: text_highpriority "RBM3_4" 5000 ms 1 ;; ~r~You've killed Love Fist!
0002: jump Label0F5103
0004: $1888 = 1 ;; integer values
0002: jump Label0F48B8

:Label0F48AF
0372: set_actor $1887 anim 0 wait_state_time 1 ms

:Label0F48B8
00BC: text_highpriority "ROK3_66" 10000 ms 1 ;; Aye, well, if the kids like
their priests half cut and tone deaf,

:Label0F48C7
00D6: if 0
001A: 36052 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0F496A
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
00D6: if 0
0038: $1888 == 0 ;; integer values
004D: jump_if_false Label0F4924
00D6: if 0
0118: actor $1887 dead
004D: jump_if_false Label0F4924
00BC: text_highpriority "RBM3_4" 5000 ms 1 ;; ~r~You've killed Love Fist!
0002: jump Label0F5103
0004: $1888 = 1 ;; integer values

:Label0F4924
00D6: if 0
0038: $188A == 0 ;; integer values
004D: jump_if_false Label0F4963
00D6: if 0
0118: actor $1889 dead
004D: jump_if_false Label0F4963
00BC: text_highpriority "RBM3_4" 5000 ms 1 ;; ~r~You've killed Love Fist!
0002: jump Label0F5103
0004: $188A = 1 ;; integer values

:Label0F4963
0002: jump Label0F48C7

:Label0F496A
00BC: text_highpriority "ROK3_67" 10000 ms 1 ;; who am I to argue?

:Label0F4979
00D6: if 0
001A: 37237 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0F4A1C
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
00D6: if 0
0038: $1888 == 0 ;; integer values
004D: jump_if_false Label0F49D6
00D6: if 0
0118: actor $1887 dead
004D: jump_if_false Label0F49D6
00BC: text_highpriority "RBM3_4" 5000 ms 1 ;; ~r~You've killed Love Fist!
0002: jump Label0F5103
0004: $1888 = 1 ;; integer values

:Label0F49D6
00D6: if 0
0038: $188A == 0 ;; integer values
004D: jump_if_false Label0F4A15
00D6: if 0
0118: actor $1889 dead
004D: jump_if_false Label0F4A15
00BC: text_highpriority "RBM3_4" 5000 ms 1 ;; ~r~You've killed Love Fist!
0002: jump Label0F5103
0004: $188A = 1 ;; integer values

:Label0F4A15
0002: jump Label0F4979

:Label0F4A1C
00D6: if 0
0038: $188A == 0 ;; integer values
004D: jump_if_false Label0F4A6E
00D6: if 0
0118: actor $1889 dead
004D: jump_if_false Label0F4A62
00BC: text_highpriority "RBM3_4" 5000 ms 1 ;; ~r~You've killed Love Fist!
0002: jump Label0F5103
0004: $188A = 1 ;; integer values
0002: jump Label0F4A6E

:Label0F4A62
0372: set_actor $1889 anim 19 wait_state_time 1000000 ms

:Label0F4A6E
00BC: text_highpriority "ROK3_68" 10000 ms 1 ;; Oh geez, the tape's getting
chewed again.
015F: set_camera_position -926.72 1048.895 13.04 0.0 0.0 0.0
0160: point_camera -926.32 1049.811 13.075 2

:Label0F4AB0
00D6: if 0
001A: 40045 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0F4B53
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
00D6: if 0
0038: $1888 == 0 ;; integer values
004D: jump_if_false Label0F4B0D
00D6: if 0
0118: actor $1887 dead
004D: jump_if_false Label0F4B0D
00BC: text_highpriority "RBM3_4" 5000 ms 1 ;; ~r~You've killed Love Fist!
0002: jump Label0F5103
0004: $1888 = 1 ;; integer values

:Label0F4B0D
00D6: if 0
0038: $188A == 0 ;; integer values
004D: jump_if_false Label0F4B4C
00D6: if 0
0118: actor $1889 dead
004D: jump_if_false Label0F4B4C
00BC: text_highpriority "RBM3_4" 5000 ms 1 ;; ~r~You've killed Love Fist!
0002: jump Label0F5103
0004: $188A = 1 ;; integer values

:Label0F4B4C
0002: jump Label0F4AB0

:Label0F4B53
00BC: text_highpriority "ROK3_69" 10000 ms 1 ;; At this rate, we'll never get to
play live.

:Label0F4B62
00D6: if 0
001A: 42415 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0F4C05
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
00D6: if 0
0038: $1888 == 0 ;; integer values
004D: jump_if_false Label0F4BBF
00D6: if 0
0118: actor $1887 dead
004D: jump_if_false Label0F4BBF
00BC: text_highpriority "RBM3_4" 5000 ms 1 ;; ~r~You've killed Love Fist!
0002: jump Label0F5103
0004: $1888 = 1 ;; integer values

:Label0F4BBF
00D6: if 0
0038: $188A == 0 ;; integer values
004D: jump_if_false Label0F4BFE
00D6: if 0
0118: actor $1889 dead
004D: jump_if_false Label0F4BFE
00BC: text_highpriority "RBM3_4" 5000 ms 1 ;; ~r~You've killed Love Fist!
0002: jump Label0F5103
0004: $188A = 1 ;; integer values

:Label0F4BFE
0002: jump Label0F4B62

:Label0F4C05
00D6: if 0
0038: $188A == 0 ;; integer values
004D: jump_if_false Label0F4C54
00D6: if 0
0118: actor $1889 dead
004D: jump_if_false Label0F4C4B
00BC: text_highpriority "RBM3_4" 5000 ms 1 ;; ~r~You've killed Love Fist!
0002: jump Label0F5103
0004: $188A = 1 ;; integer values
0002: jump Label0F4C54

:Label0F4C4B
0372: set_actor $1889 anim 0 wait_state_time 1 ms

:Label0F4C54
00D6: if 0
0038: $1888 == 0 ;; integer values
004D: jump_if_false Label0F4CA6
00D6: if 0
0118: actor $1887 dead
004D: jump_if_false Label0F4C9A
00BC: text_highpriority "RBM3_4" 5000 ms 1 ;; ~r~You've killed Love Fist!
0002: jump Label0F5103
0004: $1888 = 1 ;; integer values
0002: jump Label0F4CA6
:Label0F4C9A
0372: set_actor $1889 anim 19 wait_state_time 1000000 ms

:Label0F4CA6
00BC: text_highpriority "ROK3_70" 10000 ms 1 ;; Oohh shite! My bowels...

:Label0F4CB5
00D6: if 0
001A: 44776 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0F4D58
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
00D6: if 0
0038: $1888 == 0 ;; integer values
004D: jump_if_false Label0F4D12
00D6: if 0
0118: actor $1887 dead
004D: jump_if_false Label0F4D12
00BC: text_highpriority "RBM3_4" 5000 ms 1 ;; ~r~You've killed Love Fist!
0002: jump Label0F5103
0004: $1888 = 1 ;; integer values

:Label0F4D12
00D6: if 0
0038: $188A == 0 ;; integer values
004D: jump_if_false Label0F4D51
00D6: if 0
0118: actor $1889 dead
004D: jump_if_false Label0F4D51
00BC: text_highpriority "RBM3_4" 5000 ms 1 ;; ~r~You've killed Love Fist!
0002: jump Label0F5103
0004: $188A = 1 ;; integer values

:Label0F4D51
0002: jump Label0F4CB5

:Label0F4D58
00D6: if 0
0038: $1888 == 0 ;; integer values
004D: jump_if_false Label0F4DA7
00D6: if 0
0118: actor $1887 dead
004D: jump_if_false Label0F4D9E
00BC: text_highpriority "RBM3_4" 5000 ms 1 ;; ~r~You've killed Love Fist!
0002: jump Label0F5103
0004: $1888 = 1 ;; integer values
0002: jump Label0F4DA7

:Label0F4D9E
0372: set_actor $1889 anim 0 wait_state_time 1 ms

:Label0F4DA7
00D6: if 0
0038: $188A == 0 ;; integer values
004D: jump_if_false Label0F4DF9
00D6: if 0
0118: actor $1889 dead
004D: jump_if_false Label0F4DED
00BC: text_highpriority "RBM3_4" 5000 ms 1 ;; ~r~You've killed Love Fist!
0002: jump Label0F5103
0004: $188A = 1 ;; integer values
0002: jump Label0F4DF9

:Label0F4DED
0372: set_actor $1889 anim 19 wait_state_time 1000000 ms

:Label0F4DF9
00BC: text_highpriority "ROK3_71" 10000 ms 1 ;; We gotta get on with it - thanks
again Tommy, Know what I am saying, nice one, bye!

:Label0F4E08
00D6: if 0
001A: 49873 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0F4EAB
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
00D6: if 0
0038: $1888 == 0 ;; integer values
004D: jump_if_false Label0F4E65
00D6: if 0
0118: actor $1887 dead
004D: jump_if_false Label0F4E65
00BC: text_highpriority "RBM3_4" 5000 ms 1 ;; ~r~You've killed Love Fist!
0002: jump Label0F5103
0004: $1888 = 1 ;; integer values

:Label0F4E65
00D6: if 0
0038: $188A == 0 ;; integer values
004D: jump_if_false Label0F4EA4
00D6: if 0
0118: actor $1889 dead
004D: jump_if_false Label0F4EA4
00BC: text_highpriority "RBM3_4" 5000 ms 1 ;; ~r~You've killed Love Fist!
0002: jump Label0F5103
0004: $188A = 1 ;; integer values

:Label0F4EA4
0002: jump Label0F4E08

:Label0F4EAB
00D6: if 0
0038: $188A == 0 ;; integer values
004D: jump_if_false Label0F4EFA
00D6: if 0
0118: actor $1889 dead
004D: jump_if_false Label0F4EF1
00BC: text_highpriority "RBM3_4" 5000 ms 1 ;; ~r~You've killed Love Fist!
0002: jump Label0F5103
0004: $188A = 1 ;; integer values
0002: jump Label0F4EFA

:Label0F4EF1
0372: set_actor $1889 anim 0 wait_state_time 1 ms

:Label0F4EFA
00BE: text_clear_all
016A: fade 0 () 1500 ms

:Label0F4F03
00D6: if 0
001A: 51280 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label0F4FA6
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
00D6: if 0
0038: $1888 == 0 ;; integer values
004D: jump_if_false Label0F4F60
00D6: if 0
0118: actor $1887 dead
004D: jump_if_false Label0F4F60
00BC: text_highpriority "RBM3_4" 5000 ms 1 ;; ~r~You've killed Love Fist!
0002: jump Label0F5103
0004: $1888 = 1 ;; integer values

:Label0F4F60
00D6: if 0
0038: $188A == 0 ;; integer values
004D: jump_if_false Label0F4F9F
00D6: if 0
0118: actor $1889 dead
004D: jump_if_false Label0F4F9F
00BC: text_highpriority "RBM3_4" 5000 ms 1 ;; ~r~You've killed Love Fist!
0002: jump Label0F5103
0004: $188A = 1 ;; integer values

:Label0F4F9F
0002: jump Label0F4F03

:Label0F4FA6
02EA: end_cutscene
0006: 16@ = 0 ;; integer values

:Label0F4FAF
00D6: if 0
016B: fading
004D: jump_if_false Label0F5045
0001: wait 0 ms
00D6: if 0
0038: $1888 == 0 ;; integer values
004D: jump_if_false Label0F4FFF
00D6: if 0
0118: actor $1887 dead
004D: jump_if_false Label0F4FFF
00BC: text_highpriority "RBM3_4" 5000 ms 1 ;; ~r~You've killed Love Fist!
0002: jump Label0F5103
0004: $1888 = 1 ;; integer values

:Label0F4FFF
00D6: if 0
0038: $188A == 0 ;; integer values
004D: jump_if_false Label0F503E
00D6: if 0
0118: actor $1889 dead
004D: jump_if_false Label0F503E
00BC: text_highpriority "RBM3_4" 5000 ms 1 ;; ~r~You've killed Love Fist!
0002: jump Label0F5103
0004: $188A = 1 ;; integer values

:Label0F503E
0002: jump Label0F4FAF

:Label0F5045
009B: destroy_actor_instantly $1887
009B: destroy_actor_instantly $1889
04FA: reset_interior_colors 0
04BB: select_interiour 0 ;; select render area
0004: $1895 = 0 ;; integer values
03CB: set_camera -885.396 1054.467 12.583
015F: set_camera_position -887.965 1054.653 14.846 0.0 0.0 0.0
0160: point_camera -887.016 1054.583 14.538 2
0055: put_player $PLAYER_CHAR at -885.396 1054.467 12.583
0171: set_player $PLAYER_CHAR z_angle_to 280.871
02EB: restore_camera_with_jumpcut
03C8: rotate_player-180-degrees
016A: fade 1 (back) 1500 ms

:Label0F50CB
00D6: if 0
016B: fading
004D: jump_if_false Label0F50E3
0001: wait 0 ms
0002: jump Label0F50CB

:Label0F50E3
02A3: toggle_widescreen 0 (off)
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 (false)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 (false)
0002: jump Label0F511C

:Label0F5103
040D: unload_wav 1
040D: unload_wav 2
00BA: text_styled "M_FAIL" 5000 ms 1 ;; MISSION FAILED!
0051: return

:Label0F511C
0004: $PASSED_ROCK3_PUBLICITY_TOUR = 1 ;; integer values
0318: set_latest_mission_passed "ROCK_3" ;; Publicity Tour
030C: set_mission_points += 1
0394: play_music 1
0110: clear_player $PLAYER_CHAR wanted_level
01E3: text_1number_styled "M_PASS" 8000 5000 ms 1 ;; MISSION PASSED! $~1~
0109: player $PLAYER_CHAR money += 8000
014C: set_parked_car_generator $7C6 cars_to_generate_to 101
0164: disable_marker $11F
0051: return

:Label0F5162
0004: $ONMISSION = 0 ;; integer values
041E: set_radio_station 4 -1
00D6: if 0
8119: NOT car $187B wrecked
004D: jump_if_false Label0F518B
020A: set_car $187B door_status_to 1
01C3: remove_references_to_car $187B ;; Like turning a car into any random car

:Label0F518B
034F: destroy_actor_with_fade $1885 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $1887 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $1889 ;; The actor fades away like a ghost
01B7: release_weather
040D: unload_wav 1
040D: unload_wav 2
04FA: reset_interior_colors 0
00D6: if 0
0038: $1895 == 1 ;; integer values
004D: jump_if_false Label0F5224
04BB: select_interiour 0 ;; select render area
03CB: set_camera -885.396 1054.467 12.583
015F: set_camera_position -887.965 1054.653 14.846 0.0 0.0 0.0
0160: point_camera -887.016 1054.583 14.538 2
0055: put_player $PLAYER_CHAR at -885.396 1054.467 12.583
0171: set_player $PLAYER_CHAR z_angle_to 280.871
02EB: restore_camera_with_jumpcut
03C8: rotate_player-180-degrees

:Label0F5224
0164: disable_marker $187D
0164: disable_marker $1880
0151: remove_status_text $187E
0249: release_model #LOVEFIST
0296: unload_special_actor 6
0296: unload_special_actor 7
0296: unload_special_actor 8
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
00D8: mission_cleanup
0051: return

:Label0F524D
00D6: if 0
0038: $188B == 1 ;; integer values
004D: jump_if_false Label0F5361
00D6: if 0
0038: $188D == 0 ;; integer values
004D: jump_if_false Label0F527F
0006: 17@ = 0 ;; integer values
0004: $188D = 1 ;; integer values

:Label0F527F
00D6: if 0
0038: $188D == 1 ;; integer values
004D: jump_if_false Label0F52B5
00D6: if 0
0029: 17@ >= 5000 ;; integer values
004D: jump_if_false Label0F52B5
03E5: text_box "RBM3_9" ;; If you are stopped or drive slowly the detonation bar
will increase.
0004: $188D = 2 ;; integer values

:Label0F52B5
00D6: if 0
0038: $188D == 2 ;; integer values
004D: jump_if_false Label0F52D5
0006: 17@ = 0 ;; integer values
0004: $188D = 3 ;; integer values

:Label0F52D5
00D6: if 0
0038: $188D == 3 ;; integer values
004D: jump_if_false Label0F530B
00D6: if 0
0029: 17@ >= 5000 ;; integer values
004D: jump_if_false Label0F530B
03E5: text_box "RBM3_8" ;; The faster you drive the lower the detonation bar will
go.
0004: $188D = 4 ;; integer values

:Label0F530B
00D6: if 0
0038: $188D == 4 ;; integer values
004D: jump_if_false Label0F532B
0006: 17@ = 0 ;; integer values
0004: $188D = 5 ;; integer values

:Label0F532B
00D6: if 0
0038: $188D == 5 ;; integer values
004D: jump_if_false Label0F5361
00D6: if 0
0029: 17@ >= 5000 ;; integer values
004D: jump_if_false Label0F5361
03E5: text_box "RBM3_3" ;; If the detonation bar completely fills the bomb will
explode.
0004: $188D = 6 ;; integer values

:Label0F5361
00D6: if 0
0038: $1886 == 0 ;; integer values
004D: jump_if_false Label0F538A
00D6: if 0
0118: actor $1885 dead
004D: jump_if_false Label0F538A
0004: $188F = 1 ;; integer values

:Label0F538A
00D6: if 0
0038: $1888 == 0 ;; integer values
004D: jump_if_false Label0F53B3
00D6: if 0
0118: actor $1887 dead
004D: jump_if_false Label0F53B3
0004: $1890 = 1 ;; integer values

:Label0F53B3
00D6: if 0
0038: $188A == 0 ;; integer values
004D: jump_if_false Label0F53DC
00D6: if 0
0118: actor $1889 dead
004D: jump_if_false Label0F53DC
0004: $1891 = 1 ;; integer values
:Label0F53DC
00D6: if 0
0119: car $187B wrecked
004D: jump_if_false Label0F53FA
0004: $1892 = 1 ;; integer values
0002: jump Label0F54FF

:Label0F53FA
02E3: $187C = car $187B speed
00D6: if 0
8442: NOT player $PLAYER_CHAR in_car $187B
004D: jump_if_false Label0F5429
020B: explode_car $187B
00BC: text_highpriority "RBM3_4" 5000 ms 1 ;; ~r~You've killed Love Fist!

:Label0F5429
00D6: if 0
0038: $1882 == 0 ;; integer values
004D: jump_if_false Label0F54FF
00D6: if 0
0038: $188B == 1 ;; integer values
004D: jump_if_false Label0F54FF
00D6: if 0
0019: 16@ > 5000 ;; integer values
004D: jump_if_false Label0F54FF
000D: $187C -= 26.0 ;; floating-point values
0015: $187C /= 15.0 ;; floating-point values
0059: $187F += $187C ;; floating-point values
00D6: if 0
0022: 1.0 > $187F ;; floating-point values
004D: jump_if_false Label0F54BC
00D6: if 0
8119: NOT car $187B wrecked
004D: jump_if_false Label0F54BC
020B: explode_car $187B
00BC: text_highpriority "RBM3_4" 5000 ms 1 ;; ~r~You've killed Love Fist!
0002: jump Label0F54BC

:Label0F54BC
00D6: if 0
0020: $187F > 100.0 ;; floating-point values
004D: jump_if_false Label0F54DB
0005: $187F = 100.0 ;; floating-point values

:Label0F54DB
0086: $2FB = $187F ;; floating-point values only
0011: $2FB *= -1.0 ;; floating-point values
0009: $2FB += 100.0 ;; floating-point values
008C: $187E = float_to_integer $2FB

:Label0F54FF
00D6: if 0
0038: $1893 == 1 ;; integer values
004D: jump_if_false Label0F55A0
03CF: load_wav "ROK3_1" as $1881
0050: gosub Label0F5EF5
00BC: text_highpriority "ROK3_1" 10000 ms 1 ;; At last man, time for a well
earned drink. The venue's just a hundred yards down the road.
0050: gosub Label0F6251
03D5: remove_text "ROK3_1" ;; At last man, time for a well earned drink. The
venue's just a hundred yards down the road.
0004: $1893 = 2 ;; integer values
00D6: if 0
0038: $1882 == 0 ;; integer values
004D: jump_if_false Label0F55A0
00D6: if 0
0038: $6B == 1 ;; integer values
004D: jump_if_false Label0F55A0
00D6: if 0
001A: 6 > $1893 ;; integer values
004D: jump_if_false Label0F55A0
00D6: if 21
00E1: key_pressed 0 16
00E1: key_pressed 0 12
004D: jump_if_false Label0F55A0
0004: $1893 = 6 ;; integer values

:Label0F55A0
00D6: if 0
0038: $1893 == 2 ;; integer values
004D: jump_if_false Label0F5641
03CF: load_wav "ROK3_2" as $1881
0050: gosub Label0F5EF5
00BC: text_highpriority "ROK3_2" 10000 ms 1 ;; Better make it a large one then.
Hey Tommy, change the tunes, man.
0050: gosub Label0F6251
03D5: remove_text "ROK3_2" ;; Better make it a large one then. Hey Tommy, change
the tunes, man.
0004: $1893 = 3 ;; integer values
00D6: if 0
0038: $1882 == 0 ;; integer values
004D: jump_if_false Label0F5641
00D6: if 0
0038: $6B == 1 ;; integer values
004D: jump_if_false Label0F5641
00D6: if 0
001A: 6 > $1893 ;; integer values
004D: jump_if_false Label0F5641
00D6: if 21
00E1: key_pressed 0 16
00E1: key_pressed 0 12
004D: jump_if_false Label0F5641
0004: $1893 = 6 ;; integer values

:Label0F5641
00D6: if 0
0038: $1893 == 3 ;; integer values
004D: jump_if_false Label0F56E2
03CF: load_wav "ROK3_3" as $1881
0050: gosub Label0F5EF5
00BC: text_highpriority "ROK3_3" 10000 ms 1 ;; I get confused if my head ain't
banging. Ah look, what's this? Hey Tommy, stick this tape on.
0050: gosub Label0F6251
03D5: remove_text "ROK3_3" ;; I get confused if my head ain't banging. Ah look,
what's this? Hey Tommy, stick this tape on.
0004: $1893 = 4 ;; integer values
00D6: if 0
0038: $1882 == 0 ;; integer values
004D: jump_if_false Label0F56E2
00D6: if 0
0038: $6B == 1 ;; integer values
004D: jump_if_false Label0F56E2
00D6: if 0
001A: 6 > $1893 ;; integer values
004D: jump_if_false Label0F56E2
00D6: if 21
00E1: key_pressed 0 16
00E1: key_pressed 0 12
004D: jump_if_false Label0F56E2
0004: $1893 = 6 ;; integer values

:Label0F56E2
00D6: if 0
0038: $1893 == 4 ;; integer values
004D: jump_if_false Label0F5789
03CF: load_wav "ROK3_4" as $1881
0050: gosub Label0F5EF5
041E: set_radio_station 9 -1
00BC: text_highpriority "ROK3_4" 10000 ms 1 ;; Love Fist. Your time polluting
the airwaves is over. I gave you the chance to be friends.
0050: gosub Label0F6251
03D5: remove_text "ROK3_4" ;; Love Fist. Your time polluting the airwaves is over.
I gave you the chance to be friends.
0004: $1893 = 5 ;; integer values
00D6: if 0
0038: $1882 == 0 ;; integer values
004D: jump_if_false Label0F5789
00D6: if 0
0038: $6B == 1 ;; integer values
004D: jump_if_false Label0F5789
00D6: if 0
001A: 6 > $1893 ;; integer values
004D: jump_if_false Label0F5789
00D6: if 21
00E1: key_pressed 0 16
00E1: key_pressed 0 12
004D: jump_if_false Label0F5789
0004: $1893 = 6 ;; integer values

:Label0F5789
00D6: if 0
0038: $1893 == 5 ;; integer values
004D: jump_if_false Label0F57D6
03CF: load_wav "ROK3_5" as $1881
0050: gosub Label0F5EF5
00BC: text_highpriority "ROK3_5" 10000 ms 1 ;; Now, I'm giving you the chance to
die. Try to slow down and your limousine will explode, along with your BIG, HAIRY
ARSES!
0050: gosub Label0F6251
03D5: remove_text "ROK3_5" ;; Now, I'm giving you the chance to die. Try to slow
down and your limousine will explode, along with your BIG, HAIRY ARSES!
0004: $1893 = 6 ;; integer values

:Label0F57D6
00D6: if 0
0038: $1893 == 6 ;; integer values
004D: jump_if_false Label0F584C
00D6: if 0
0038: $188B == 0 ;; integer values
004D: jump_if_false Label0F583E
02A3: toggle_widescreen 0 (off)
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 (false)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 (false)
03E5: text_box "RBM3_2" ;; While the bomb is armed if you try to leave the car it
will explode...
03C4: set_status_text_to $187E 1 (bar) "RBM3_6" ;; DETONATION:
0006: 16@ = 0 ;; integer values
0004: $188B = 1 ;; integer values

:Label0F583E
0004: $6B = 1 ;; integer values
0004: $1893 = 7 ;; integer values

:Label0F584C
00D6: if 0
0038: $1893 == 7 ;; integer values
004D: jump_if_false Label0F5899
03CF: load_wav "ROK3_6" as $1881
0050: gosub Label0F5EF5
00BC: text_highpriority "ROK3_6" 10000 ms 1 ;; Tommy pal, you gotta save the
band! I'm getting bored of this. Just keep the pedal to the metal!!
0050: gosub Label0F6251
03D5: remove_text "ROK3_6" ;; Tommy pal, you gotta save the band! I'm getting
bored of this. Just keep the pedal to the metal!!
0004: $1893 = 8 ;; integer values

:Label0F5899
00D6: if 0
0038: $1893 == 8 ;; integer values
004D: jump_if_false Label0F58E6
03CF: load_wav "ROK3_7" as $1881
0050: gosub Label0F5EF5
00BC: text_highpriority "ROK3_7" 10000 ms 1 ;; We gotta find the bomb! Can't we
just drive around all day? Aye, we've got plenty to drink..
0050: gosub Label0F6251
03D5: remove_text "ROK3_7" ;; We gotta find the bomb! Can't we just drive around
all day? Aye, we've got plenty to drink..
0004: $1893 = 9 ;; integer values

:Label0F58E6
00D6: if 0
0038: $1893 == 9 ;; integer values
004D: jump_if_false Label0F5933
03CF: load_wav "ROK3_8" as $1881
0050: gosub Label0F5EF5
00BC: text_highpriority "ROK3_8" 10000 ms 1 ;; Won't the bomb not be in the
engine? We'll have to stop to get it. We're all going to die! I'm gonna get drunk!
0050: gosub Label0F6251
03D5: remove_text "ROK3_8" ;; Won't the bomb not be in the engine? We'll have to
stop to get it. We're all going to die! I'm gonna get drunk!
0004: $1893 = 10 ;; integer values
:Label0F5933
00D6: if 0
0038: $1893 == 10 ;; integer values
004D: jump_if_false Label0F5980
03CF: load_wav "ROK3_9" as $1881
0050: gosub Label0F5EF5
00BC: text_highpriority "ROK3_9" 10000 ms 1 ;; Hey, there's a queue here pal!
The answer ain't in the drinks cabinet! Get out of my way!
0050: gosub Label0F6251
03D5: remove_text "ROK3_9" ;; Hey, there's a queue here pal! The answer ain't in
the drinks cabinet! Get out of my way!
0004: $1893 = 11 ;; integer values

:Label0F5980
00D6: if 0
0038: $1893 == 11 ;; integer values
004D: jump_if_false Label0F59CD
03CF: load_wav "ROK3_10" as $1881
0050: gosub Label0F5EF5
00BC: text_highpriority "ROK3_10" 10000 ms 1 ;; Hey, the vodka bottle's got
wires coming out of it! That's not vodka, that's BOOMSHINE!
0050: gosub Label0F6251
03D5: remove_text "ROK3_10" ;; Hey, the vodka bottle's got wires coming out of it!
That's not vodka, that's BOOMSHINE!
0004: $1893 = 12 ;; integer values

:Label0F59CD
00D6: if 0
0038: $1893 == 12 ;; integer values
004D: jump_if_false Label0F5A1A
03CF: load_wav "ROK3_11" as $1881
0050: gosub Label0F5EF5
00BC: text_highpriority "ROK3_11" 10000 ms 1 ;; WAAAAAAGGGHHHH!!!! And it's
wired to blow!! WAAAAAAAAAAAAGGGHHHHHHHH!!!!
0050: gosub Label0F6251
03D5: remove_text "ROK3_11" ;; WAAAAAAGGGHHHH!!!! And it's wired to blow!!
WAAAAAAAAAAAAGGGHHHHHHHH!!!!
0004: $1893 = 13 ;; integer values

:Label0F5A1A
00D6: if 0
0038: $1893 == 13 ;; integer values
004D: jump_if_false Label0F5A67
03CF: load_wav "ROK3_12" as $1881
0050: gosub Label0F5EF5
00BC: text_highpriority "ROK3_12" 10000 ms 1 ;; They always said the drink would
kill me. I've seen this on the telly. you gotta pull out one of the wires. Which
wire? I don't know, man.
0050: gosub Label0F6251
03D5: remove_text "ROK3_12" ;; They always said the drink would kill me. I've seen
this on the telly. you gotta pull out one of the wires. Which wire? I don't know,
man.
0004: $1893 = 14 ;; integer values

:Label0F5A67
00D6: if 0
0038: $1893 == 14 ;; integer values
004D: jump_if_false Label0F5AB4
03CF: load_wav "ROK3_13" as $1881
0050: gosub Label0F5EF5
00BC: text_highpriority "ROK3_13" 10000 ms 1 ;; I don't have a clue. Willy, say
something. I'm gonna play bass in hell.
0050: gosub Label0F6251
03D5: remove_text "ROK3_13" ;; I don't have a clue. Willy, say something. I'm
gonna play bass in hell.
0004: $1893 = 15 ;; integer values

:Label0F5AB4
00D6: if 0
0038: $1893 == 15 ;; integer values
004D: jump_if_false Label0F5B01
03CF: load_wav "ROK3_14" as $1881
0050: gosub Label0F5EF5
00BC: text_highpriority "ROK3_14" 10000 ms 1 ;; Tommy man, keep driving fast,
pal. Somebody do something. Aye, clever!
0050: gosub Label0F6251
03D5: remove_text "ROK3_14" ;; Tommy man, keep driving fast, pal. Somebody do
something. Aye, clever!
0004: $1893 = 16 ;; integer values

:Label0F5B01
00D6: if 0
0038: $1893 == 16 ;; integer values
004D: jump_if_false Label0F5B4E
03CF: load_wav "ROK3_15" as $1881
0050: gosub Label0F5EF5
00BC: text_highpriority "ROK3_15" 10000 ms 1 ;; 'Somebody do something', what
kind of crap is that, I've seen braver girls. Okay tough guy, you do something.
0050: gosub Label0F6251
03D5: remove_text "ROK3_15" ;; 'Somebody do something', what kind of crap is that,
I've seen braver girls. Okay tough guy, you do something.
0004: $1893 = 17 ;; integer values

:Label0F5B4E
00D6: if 0
0038: $1893 == 17 ;; integer values
004D: jump_if_false Label0F5B9B
03CF: load_wav "ROK3_16" as $1881
0050: gosub Label0F5EF5
00BC: text_highpriority "ROK3_16" 10000 ms 1 ;; Look, man, I play a musical
instrument I don't have a clue about bomb disposal. Willy could just suck the
boomshine out with a straw.
0050: gosub Label0F6251
03D5: remove_text "ROK3_16" ;; Look, man, I play a musical instrument I don't have
a clue about bomb disposal. Willy could just suck the boomshine out with a straw.
0004: $1893 = 18 ;; integer values

:Label0F5B9B
00D6: if 0
0038: $1893 == 18 ;; integer values
004D: jump_if_false Label0F5BE8
03CF: load_wav "ROK3_17" as $1881
0050: gosub Label0F5EF5
00BC: text_highpriority "ROK3_17" 10000 ms 1 ;; Aye, I've heard that your good
at that kind of thing. Hey, I was off my tits that night, as well you know!
0050: gosub Label0F6251
03D5: remove_text "ROK3_17" ;; Aye, I've heard that your good at that kind of
thing. Hey, I was off my tits that night, as well you know!
0004: $1893 = 19 ;; integer values

:Label0F5BE8
00D6: if 0
0038: $1893 == 19 ;; integer values
004D: jump_if_false Label0F5C35
03CF: load_wav "ROK3_18" as $1881
0050: gosub Label0F5EF5
00BC: text_highpriority "ROK3_18" 10000 ms 1 ;; Just pass Willy a straw! A
straw?!?! This is the Love Fist Tour Bus!
0050: gosub Label0F6251
03D5: remove_text "ROK3_18" ;; Just pass Willy a straw! A straw?!?! This is the
Love Fist Tour Bus!
0004: $1893 = 20 ;; integer values

:Label0F5C35
00D6: if 0
0038: $1893 == 20 ;; integer values
004D: jump_if_false Label0F5C82
03CF: load_wav "ROK3_19" as $1881
0050: gosub Label0F5EF5
00BC: text_highpriority "ROK3_19" 10000 ms 1 ;; Where am I gonna get a straw
from, know wot I mean? Which wire, Tommy? The green one. There isn't a green one.
0050: gosub Label0F6251
03D5: remove_text "ROK3_19" ;; Where am I gonna get a straw from, know wot I mean?
Which wire, Tommy? The green one. There isn't a green one.
0004: $1893 = 21 ;; integer values

:Label0F5C82
00D6: if 0
0038: $1893 == 21 ;; integer values
004D: jump_if_false Label0F5CCF
03CF: load_wav "ROK3_20" as $1881
0050: gosub Label0F5EF5
00BC: text_highpriority "ROK3_20" 10000 ms 1 ;; Or is this one green? Any of
these wires look green to you?
0050: gosub Label0F6251
03D5: remove_text "ROK3_20" ;; Or is this one green? Any of these wires look green
to you?
0004: $1893 = 22 ;; integer values

:Label0F5CCF
00D6: if 0
0038: $1893 == 22 ;; integer values
004D: jump_if_false Label0F5D1C
03CF: load_wav "ROK3_21" as $1881
0050: gosub Label0F5EF5
00BC: text_highpriority "ROK3_21" 10000 ms 1 ;; Oh no! Death's on the cards!
Everything looks green! I should have dumped you lot when I had the chance man.
0050: gosub Label0F6251
03D5: remove_text "ROK3_21" ;; Oh no! Death's on the cards! Everything looks
green! I should have dumped you lot when I had the chance man.
0004: $1893 = 23 ;; integer values

:Label0F5D1C
00D6: if 0
0038: $1893 == 23 ;; integer values
004D: jump_if_false Label0F5D69
03CF: load_wav "ROK3_22" as $1881
0050: gosub Label0F5EF5
00BC: text_highpriority "ROK3_22" 10000 ms 1 ;; Glory seeker. Capitalist. I've
been carrying you for years. Shut up. You're a muppit.
0050: gosub Label0F6251
03D5: remove_text "ROK3_22" ;; Glory seeker. Capitalist. I've been carrying you
for years. Shut up. You're a muppit.
0004: $1893 = 24 ;; integer values

:Label0F5D69
00D6: if 0
0038: $1893 == 24 ;; integer values
004D: jump_if_false Label0F5DB6
03CF: load_wav "ROK3_23" as $1881
0050: gosub Label0F5EF5
00BC: text_highpriority "ROK3_23" 10000 ms 1 ;; A big screaming girl. Yeah. Shut
up and pull a wire. Which wire? This one..
0050: gosub Label0F6251
03D5: remove_text "ROK3_23" ;; A big screaming girl. Yeah. Shut up and pull a
wire. Which wire? This one..
0004: $1893 = 25 ;; integer values

:Label0F5DB6
00D6: if 0
0038: $1893 == 25 ;; integer values
004D: jump_if_false Label0F5E0A
03CF: load_wav "ROK3_24" as $1881
0050: gosub Label0F5EF5
00BC: text_highpriority "ROK3_24" 10000 ms 1 ;; NO! Man, we're okay. We ain't
been blown up, pal.
0050: gosub Label0F6251
03D5: remove_text "ROK3_24" ;; NO! Man, we're okay. We ain't been blown up, pal.
0004: $1893 = 26 ;; integer values
0004: $1882 = 1 ;; integer values

:Label0F5E0A
0051: return

:Label0F5E0C
00D6: if 0
0038: $1893 == 26 ;; integer values
004D: jump_if_false Label0F5E59
03CF: load_wav "ROK3_25" as $1881
0050: gosub Label0F5EF5
00BC: text_highpriority "ROK3_25" 10000 ms 1 ;; Tommy, man, nice one. Rock and
roll, man. Ain't we got a gig to go to?
0050: gosub Label0F6251
03D5: remove_text "ROK3_25" ;; Tommy, man, nice one. Rock and roll, man. Ain't we
got a gig to go to?
0004: $1893 = 27 ;; integer values

:Label0F5E59
00D6: if 0
0038: $1893 == 27 ;; integer values
004D: jump_if_false Label0F5EA6
03CF: load_wav "ROK3_26" as $1881
0050: gosub Label0F5EF5
00BC: text_highpriority "ROK3_26" 10000 ms 1 ;; A racket to make? Groupies to
abuse? LOVE FIST!
0050: gosub Label0F6251
03D5: remove_text "ROK3_26" ;; A racket to make? Groupies to abuse? LOVE FIST!
0004: $1893 = 28 ;; integer values

:Label0F5EA6
00D6: if 0
0038: $1893 == 28 ;; integer values
004D: jump_if_false Label0F5EF3
03CF: load_wav "ROK3_27" as $1881
0050: gosub Label0F5EF5
00BC: text_highpriority "ROK3_27" 10000 ms 1 ;; Have you finished with that
bottle?
0050: gosub Label0F6251
03D5: remove_text "ROK3_27" ;; Have you finished with that bottle?
0004: $1893 = 29 ;; integer values

:Label0F5EF3
0051: return

:Label0F5EF5
00D6: if 0
83D0: NOT wav $1881 loaded
004D: jump_if_false Label0F624A
0001: wait 0 ms
00D6: if 0
0038: $1882 == 0 ;; integer values
004D: jump_if_false Label0F602F
00D6: if 0
0038: $188B == 1 ;; integer values
004D: jump_if_false Label0F602F
00D6: if 0
0038: $188D == 0 ;; integer values
004D: jump_if_false Label0F5F4D
0006: 17@ = 0 ;; integer values
0004: $188D = 1 ;; integer values

:Label0F5F4D
00D6: if 0
0038: $188D == 1 ;; integer values
004D: jump_if_false Label0F5F83
00D6: if 0
0029: 17@ >= 5000 ;; integer values
004D: jump_if_false Label0F5F83
03E5: text_box "RBM3_9" ;; If you are stopped or drive slowly the detonation bar
will increase.
0004: $188D = 2 ;; integer values

:Label0F5F83
00D6: if 0
0038: $188D == 2 ;; integer values
004D: jump_if_false Label0F5FA3
0006: 17@ = 0 ;; integer values
0004: $188D = 3 ;; integer values

:Label0F5FA3
00D6: if 0
0038: $188D == 3 ;; integer values
004D: jump_if_false Label0F5FD9
00D6: if 0
0029: 17@ >= 5000 ;; integer values
004D: jump_if_false Label0F5FD9
03E5: text_box "RBM3_8" ;; The faster you drive the lower the detonation bar will
go.
0004: $188D = 4 ;; integer values

:Label0F5FD9
00D6: if 0
0038: $188D == 4 ;; integer values
004D: jump_if_false Label0F5FF9
0006: 17@ = 0 ;; integer values
0004: $188D = 5 ;; integer values

:Label0F5FF9
00D6: if 0
0038: $188D == 5 ;; integer values
004D: jump_if_false Label0F602F
00D6: if 0
0029: 17@ >= 5000 ;; integer values
004D: jump_if_false Label0F602F
03E5: text_box "RBM3_3" ;; If the detonation bar completely fills the bomb will
explode.
0004: $188D = 6 ;; integer values

:Label0F602F
00D6: if 0
0038: $1886 == 0 ;; integer values
004D: jump_if_false Label0F6058
00D6: if 0
0118: actor $1885 dead
004D: jump_if_false Label0F6058
0004: $188F = 1 ;; integer values

:Label0F6058
00D6: if 0
0038: $1888 == 0 ;; integer values
004D: jump_if_false Label0F6081
00D6: if 0
0118: actor $1887 dead
004D: jump_if_false Label0F6081
0004: $1890 = 1 ;; integer values

:Label0F6081
00D6: if 0
0038: $188A == 0 ;; integer values
004D: jump_if_false Label0F60AA
00D6: if 0
0118: actor $1889 dead
004D: jump_if_false Label0F60AA
0004: $1891 = 1 ;; integer values

:Label0F60AA
00D6: if 0
0119: car $187B wrecked
004D: jump_if_false Label0F60C8
0004: $1892 = 1 ;; integer values
0002: jump Label0F61CD

:Label0F60C8
02E3: $187C = car $187B speed
00D6: if 0
8442: NOT player $PLAYER_CHAR in_car $187B
004D: jump_if_false Label0F60F7
020B: explode_car $187B
00BC: text_highpriority "RBM3_4" 5000 ms 1 ;; ~r~You've killed Love Fist!

:Label0F60F7
00D6: if 0
0038: $1882 == 0 ;; integer values
004D: jump_if_false Label0F61CD
00D6: if 0
0038: $188B == 1 ;; integer values
004D: jump_if_false Label0F61CD
00D6: if 0
0019: 16@ > 5000 ;; integer values
004D: jump_if_false Label0F61CD
000D: $187C -= 26.0 ;; floating-point values
0015: $187C /= 15.0 ;; floating-point values
0059: $187F += $187C ;; floating-point values
00D6: if 0
0022: 1.0 > $187F ;; floating-point values
004D: jump_if_false Label0F618A
00D6: if 0
8119: NOT car $187B wrecked
004D: jump_if_false Label0F618A
020B: explode_car $187B
00BC: text_highpriority "RBM3_4" 5000 ms 1 ;; ~r~You've killed Love Fist!
0002: jump Label0F618A

:Label0F618A
00D6: if 0
0020: $187F > 100.0 ;; floating-point values
004D: jump_if_false Label0F61A9
0005: $187F = 100.0 ;; floating-point values

:Label0F61A9
0086: $2FB = $187F ;; floating-point values only
0011: $2FB *= -1.0 ;; floating-point values
0009: $2FB += 100.0 ;; floating-point values
008C: $187E = float_to_integer $2FB

:Label0F61CD
00D6: if 0
0038: $1882 == 1 ;; integer values
004D: jump_if_false Label0F6243
00D6: if 0
0038: $188E == 0 ;; integer values
004D: jump_if_false Label0F6243
00D6: if 0
0038: $1888 == 0 ;; integer values
004D: jump_if_false Label0F621A
00D6: if 0
0118: actor $1887 dead
004D: jump_if_false Label0F621A
0004: $1890 = 1 ;; integer values

:Label0F621A
00D6: if 0
0038: $188A == 0 ;; integer values
004D: jump_if_false Label0F6243
00D6: if 0
0118: actor $1889 dead
004D: jump_if_false Label0F6243
0004: $1891 = 1 ;; integer values

:Label0F6243
0002: jump Label0F5EF5

:Label0F624A
03D1: play_wav $1881
0051: return

:Label0F6251
00D6: if 0
83D2: NOT wav $1881 ended
004D: jump_if_false Label0F65AD
0001: wait 0 ms
00D6: if 0
0038: $1882 == 0 ;; integer values
004D: jump_if_false Label0F638B
00D6: if 0
0038: $188B == 1 ;; integer values
004D: jump_if_false Label0F638B
00D6: if 0
0038: $188D == 0 ;; integer values
004D: jump_if_false Label0F62A9
0006: 17@ = 0 ;; integer values
0004: $188D = 1 ;; integer values

:Label0F62A9
00D6: if 0
0038: $188D == 1 ;; integer values
004D: jump_if_false Label0F62DF
00D6: if 0
0029: 17@ >= 5000 ;; integer values
004D: jump_if_false Label0F62DF
03E5: text_box "RBM3_9" ;; If you are stopped or drive slowly the detonation bar
will increase.
0004: $188D = 2 ;; integer values

:Label0F62DF
00D6: if 0
0038: $188D == 2 ;; integer values
004D: jump_if_false Label0F62FF
0006: 17@ = 0 ;; integer values
0004: $188D = 3 ;; integer values

:Label0F62FF
00D6: if 0
0038: $188D == 3 ;; integer values
004D: jump_if_false Label0F6335
00D6: if 0
0029: 17@ >= 5000 ;; integer values
004D: jump_if_false Label0F6335
03E5: text_box "RBM3_8" ;; The faster you drive the lower the detonation bar will
go.
0004: $188D = 4 ;; integer values
:Label0F6335
00D6: if 0
0038: $188D == 4 ;; integer values
004D: jump_if_false Label0F6355
0006: 17@ = 0 ;; integer values
0004: $188D = 5 ;; integer values

:Label0F6355
00D6: if 0
0038: $188D == 5 ;; integer values
004D: jump_if_false Label0F638B
00D6: if 0
0029: 17@ >= 5000 ;; integer values
004D: jump_if_false Label0F638B
03E5: text_box "RBM3_3" ;; If the detonation bar completely fills the bomb will
explode.
0004: $188D = 6 ;; integer values

:Label0F638B
00D6: if 0
0038: $1886 == 0 ;; integer values
004D: jump_if_false Label0F63B4
00D6: if 0
0118: actor $1885 dead
004D: jump_if_false Label0F63B4
0004: $188F = 1 ;; integer values

:Label0F63B4
00D6: if 0
0038: $1888 == 0 ;; integer values
004D: jump_if_false Label0F63DD
00D6: if 0
0118: actor $1887 dead
004D: jump_if_false Label0F63DD
0004: $1890 = 1 ;; integer values

:Label0F63DD
00D6: if 0
0038: $188A == 0 ;; integer values
004D: jump_if_false Label0F6406
00D6: if 0
0118: actor $1889 dead
004D: jump_if_false Label0F6406
0004: $1891 = 1 ;; integer values

:Label0F6406
00D6: if 0
0119: car $187B wrecked
004D: jump_if_false Label0F6424
0004: $1892 = 1 ;; integer values
0002: jump Label0F6530

:Label0F6424
02E3: $187C = car $187B speed
00D6: if 0
8442: NOT player $PLAYER_CHAR in_car $187B
004D: jump_if_false Label0F645A
020B: explode_car $187B
00BC: text_highpriority "RBM3_4" 5000 ms 1 ;; ~r~You've killed Love Fist!
0004: $1883 = 1 ;; integer values

:Label0F645A
00D6: if 0
0038: $1882 == 0 ;; integer values
004D: jump_if_false Label0F6530
00D6: if 0
0038: $188B == 1 ;; integer values
004D: jump_if_false Label0F6530
00D6: if 0
0019: 16@ > 5000 ;; integer values
004D: jump_if_false Label0F6530
000D: $187C -= 26.0 ;; floating-point values
0015: $187C /= 15.0 ;; floating-point values
0059: $187F += $187C ;; floating-point values
00D6: if 0
0022: 1.0 > $187F ;; floating-point values
004D: jump_if_false Label0F64ED
00D6: if 0
8119: NOT car $187B wrecked
004D: jump_if_false Label0F64ED
020B: explode_car $187B
00BC: text_highpriority "RBM3_4" 5000 ms 1 ;; ~r~You've killed Love Fist!
0002: jump Label0F64ED

:Label0F64ED
00D6: if 0
0020: $187F > 100.0 ;; floating-point values
004D: jump_if_false Label0F650C
0005: $187F = 100.0 ;; floating-point values

:Label0F650C
0086: $2FB = $187F ;; floating-point values only
0011: $2FB *= -1.0 ;; floating-point values
0009: $2FB += 100.0 ;; floating-point values
008C: $187E = float_to_integer $2FB

:Label0F6530
00D6: if 0
0038: $1882 == 1 ;; integer values
004D: jump_if_false Label0F65A6
00D6: if 0
0038: $188E == 0 ;; integer values
004D: jump_if_false Label0F65A6
00D6: if 0
0038: $1888 == 0 ;; integer values
004D: jump_if_false Label0F657D
00D6: if 0
0118: actor $1887 dead
004D: jump_if_false Label0F657D
0004: $1890 = 1 ;; integer values

:Label0F657D
00D6: if 0
0038: $188A == 0 ;; integer values
004D: jump_if_false Label0F65A6
00D6: if 0
0118: actor $1889 dead
004D: jump_if_false Label0F65A6
0004: $1891 = 1 ;; integer values

:Label0F65A6
0002: jump Label0F6251

:Label0F65AD
0051: return

;-------------Mission 66---------------
; Originally: (no description)

:Label0F65AF
03A4: name_thread "RANGE"
0050: gosub Label0F65DD
00D6: if 0
0112: wasted_or_busted
004D: jump_if_false Label0F65D4
0050: gosub Label0F7DB0

:Label0F65D4
0050: gosub Label0F7E16
004E: end_thread

:Label0F65DD
0004: $ONMISSION = 1 ;; integer values
00D6: if 0
0038: $6C == 0 ;; integer values
004D: jump_if_false Label0F65F8
0317: increment_mission_attempts

:Label0F65F8
0004: $F4D = 0 ;; integer values
0004: $F48 = 0 ;; integer values
0004: $F81 = 0 ;; integer values
0004: $F46 = 0 ;; integer values
0004: $F94 = 30 ;; integer values
0004: $F80 = 0 ;; integer values
0004: $F47 = 0 ;; integer values
0004: $E61 = 0 ;; integer values
0004: $E5D = 121000 ;; integer values
0004: $E5A = 0 ;; integer values
0004: $E5C = 0 ;; integer values
0004: $E60 = 0 ;; integer values
0004: $E67 = 0 ;; integer values
0004: $E68 = 0 ;; integer values
0004: $E69 = 0 ;; integer values
0004: $E6A = 0 ;; integer values
0004: $E6B = 0 ;; integer values
0004: $E6C = 0 ;; integer values
0005: $E73 = 0.0 ;; floating-point values
0005: $E74 = 0.0 ;; floating-point values
0005: $E75 = 0.0 ;; floating-point values
0004: $E66 = 0 ;; integer values
0005: $E73 = -673.29 ;; floating-point values
0005: $E74 = 1238.52 ;; floating-point values
0005: $E75 = 11.5 ;; floating-point values
0004: $E7B = 0 ;; integer values
0004: $E7C = 0 ;; integer values
0004: $E7D = 0 ;; integer values
0004: $E7E = 0 ;; integer values
0004: $E7F = 0 ;; integer values
0004: $E80 = 0 ;; integer values
0005: $E87 = 0.0 ;; floating-point values
0005: $E88 = 0.0 ;; floating-point values
0005: $E89 = 0.0 ;; floating-point values
0004: $E7A = 0 ;; integer values
0005: $E8A = 0.0 ;; floating-point values
0005: $E8B = 0.0 ;; floating-point values
0005: $E8C = 0.0 ;; floating-point values
0004: $E8D = 0 ;; integer values
0005: $E87 = -676.11 ;; floating-point values
0005: $E88 = 1227.0 ;; floating-point values
0005: $E89 = 11.5 ;; floating-point values
0004: $E8F = 0 ;; integer values
0004: $E90 = 0 ;; integer values
0004: $E91 = 0 ;; integer values
0004: $E92 = 0 ;; integer values
0004: $E93 = 0 ;; integer values
0004: $E94 = 0 ;; integer values
0005: $E9B = 0.0 ;; floating-point values
0005: $E9C = 0.0 ;; floating-point values
0005: $E9D = 0.0 ;; floating-point values
0004: $E8E = 0 ;; integer values
0005: $E9E = 0.0 ;; floating-point values
0005: $E9F = 0.0 ;; floating-point values
0005: $EA0 = 0.0 ;; floating-point values
0004: $EA1 = 0 ;; integer values
0005: $E9B = -679.04 ;; floating-point values
0005: $E9C = 1238.52 ;; floating-point values
0005: $E9D = 11.5 ;; floating-point values
0004: $F62 = 0 ;; integer values
0004: $F63 = 0 ;; integer values
0004: $F64 = 0 ;; integer values
0004: $F82 = 0 ;; integer values
0001: wait 0 ms
054C: use_GXT_table "BANKJ2"
04E2: $PLAYER_CHAR 1
0247: request_model #COLT45
0247: request_model -132 (TAR_FRAME)
0247: request_model -133 (TAR_DOWNLEFT)
0247: request_model -134 (TAR_DOWNRIGHT)
0247: request_model -135 (TAR_TOP)
0247: request_model -136 (TAR_UPLEFT)
0247: request_model -137 (TAR_UPRIGHT)
0247: request_model -121 (FAKETARGET)
03CF: load_wav "BNK2_1" as 1
03CF: load_wav "BNK2_2" as 2

:Label0F6850
00D6: if 24
8248: NOT model #COLT45 available
83D0: NOT wav 1 loaded
83D0: NOT wav 2 loaded
8248: NOT model -121 (FAKETARGET) available
004D: jump_if_false Label0F6877
0001: wait 0 ms
0002: jump Label0F6850
:Label0F6877
00D6: if 25
8248: NOT model -132 (TAR_FRAME) available
8248: NOT model -133 (TAR_DOWNLEFT) available
8248: NOT model -134 (TAR_DOWNRIGHT) available
8248: NOT model -135 (TAR_TOP) available
8248: NOT model -136 (TAR_UPLEFT) available
8248: NOT model -137 (TAR_UPRIGHT) available
004D: jump_if_false Label0F68AB
0001: wait 0 ms
0002: jump Label0F6877

:Label0F68AB
029B: $F68 = init_object -121 (FAKETARGET) at -668.42 1231.65 10.08
01C7: remove_object_from_mission_cleanup_list $F68
0177: set_object $F68 z_angle_to 90.0
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 4 weapon $F62 ammo $F63
model $F64
04F4: unknown_actor $PLAYER_ACTOR mess_around_with_object $F68 0.0 -2.0 1.0 0
60.0 17
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 17
017A: set_player $PLAYER_CHAR weapon 17 ammo_to 100
0004: $F47 = 100 ;; integer values
0169: set_fade_color 0 0 0
0001: wait 500 ms
016A: fade 1 (back) 1500 ms

:Label0F6932
00D6: if 0
016B: fading
004D: jump_if_false Label0F6990
0001: wait 0 ms
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point -667.8 1210.0 10.5 radius 3.0 3.0
3.0
004D: jump_if_false Label0F6989
00BC: text_highpriority "BJM2_22" 5000 ms 1 ;; ~r~You have left the shooting
range!
0002: jump Label0F7DB0

:Label0F6989
0002: jump Label0F6932

:Label0F6990
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
00D6: if 21
00E1: key_pressed 0 16
00E1: key_pressed 0 12
004D: jump_if_false Label0F69B5
0002: jump Label0F6C15

:Label0F69B5
00BC: text_highpriority "BJM2_19" 8000 ms 1 ;; ~g~Hit as many targets as you can
in the time limit!
0006: 16@ = 0 ;; integer values

:Label0F69CB
00D6: if 0
001B: 5000 > 16@ ;; integer values
004D: jump_if_false Label0F6A4D
0001: wait 0 ms
00D6: if 21
00E1: key_pressed 0 16
00E1: key_pressed 0 12
004D: jump_if_false Label0F6A00
0002: jump Label0F6C15

:Label0F6A00
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point -667.8 1210.0 10.5 radius 3.0 3.0
3.0
004D: jump_if_false Label0F6A46
00BC: text_highpriority "BJM2_22" 5000 ms 1 ;; ~r~You have left the shooting
range!
0002: jump Label0F7DB0

:Label0F6A46
0002: jump Label0F69CB

:Label0F6A4D
00BC: text_highpriority "BJM2_20" 8000 ms 1 ;; ~g~When you run out of ~w~time
~g~or ~w~ammunition ~g~the round is over!
0006: 16@ = 0 ;; integer values

:Label0F6A63
00D6: if 0
001B: 5000 > 16@ ;; integer values
004D: jump_if_false Label0F6AE5
0001: wait 0 ms
00D6: if 21
00E1: key_pressed 0 16
00E1: key_pressed 0 12
004D: jump_if_false Label0F6A98
0002: jump Label0F6C15

:Label0F6A98
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point -667.8 1210.0 10.5 radius 3.0 3.0
3.0
004D: jump_if_false Label0F6ADE
00BC: text_highpriority "BJM2_22" 5000 ms 1 ;; ~r~You have left the shooting
range!
0002: jump Label0F7DB0

:Label0F6ADE
0002: jump Label0F6A63

:Label0F6AE5
00BC: text_highpriority "BJM2_2" 8000 ms 1 ;; ~g~To exit the round press the
~h~~k~~PED_JUMPING~ ~g~button.
0006: 16@ = 0 ;; integer values

:Label0F6AFB
00D6: if 0
001B: 5000 > 16@ ;; integer values
004D: jump_if_false Label0F6B7D
0001: wait 0 ms
00D6: if 21
00E1: key_pressed 0 16
00E1: key_pressed 0 12
004D: jump_if_false Label0F6B30
0002: jump Label0F6C15

:Label0F6B30
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point -667.8 1210.0 10.5 radius 3.0 3.0
3.0
004D: jump_if_false Label0F6B76
00BC: text_highpriority "BJM2_22" 5000 ms 1 ;; ~r~You have left the shooting
range!
0002: jump Label0F7DB0

:Label0F6B76
0002: jump Label0F6AFB

:Label0F6B7D
00BC: text_highpriority "BJM2_23" 8000 ms 1 ;; ~g~If you leave the shooting
range during the competition, you will fail the mission.
0006: 16@ = 0 ;; integer values

:Label0F6B93
00D6: if 0
001B: 5000 > 16@ ;; integer values
004D: jump_if_false Label0F6C15
0001: wait 0 ms
00D6: if 21
00E1: key_pressed 0 16
00E1: key_pressed 0 12
004D: jump_if_false Label0F6BC8
0002: jump Label0F6C15

:Label0F6BC8
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point -667.8 1210.0 10.5 radius 3.0 3.0
3.0
004D: jump_if_false Label0F6C0E
00BC: text_highpriority "BJM2_22" 5000 ms 1 ;; ~r~You have left the shooting
range!
0002: jump Label0F7DB0

:Label0F6C0E
0002: jump Label0F6B93

:Label0F6C15
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
00BC: text_highpriority "BNK2_1" 5000 ms 1 ;; LIVE AMMUNITION
03D1: play_wav 1
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 (true)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 (true)
0004: $7B = 1 ;; integer values

:Label0F6C44
00D6: if 0
83D2: NOT wav 1 ended
004D: jump_if_false Label0F6CA4
0001: wait 0 ms
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point -667.8 1210.0 10.5 radius 3.0 3.0
3.0
004D: jump_if_false Label0F6C9D
00BC: text_highpriority "BJM2_22" 5000 ms 1 ;; ~r~You have left the shooting
range!
0002: jump Label0F7DB0

:Label0F6C9D
0002: jump Label0F6C44

:Label0F6CA4
03D5: remove_text "BNK2_1" ;; LIVE AMMUNITION
03D1: play_wav 2
00BC: text_highpriority "BNK2_2" 5000 ms 1 ;; AIM 3-2-1 FIRE!

:Label0F6CC1
00D6: if 0
83D2: NOT wav 2 ended
004D: jump_if_false Label0F6D21
0001: wait 0 ms
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point -667.8 1210.0 10.5 radius 3.0 3.0
3.0
004D: jump_if_false Label0F6D1A
00BC: text_highpriority "BJM2_22" 5000 ms 1 ;; ~r~You have left the shooting
range!
0002: jump Label0F7DB0

:Label0F6D1A
0002: jump Label0F6CC1

:Label0F6D21
03D5: remove_text "BNK2_2" ;; AIM 3-2-1 FIRE!
014E: set_timer_to $E5D type 1
04F7: unknown_status_text $F94 0 line 2 "BJM2_18" ;; SCORE TO BEAT:
04F7: unknown_status_text $F80 0 line 1 "BJM2_15" ;; SCORE:
0006: 16@ = 0 ;; integer values
018D: $F7F = create_sound 11 at -679.403 1232.564 11.105

:Label0F6D71
00D6: if 0
0038: $E5C == 0 ;; integer values
004D: jump_if_false Label0F7C08
0001: wait 0 ms
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point -667.8 1210.0 10.5 radius 3.0 3.0
3.0
004D: jump_if_false Label0F6DCD
00BC: text_highpriority "BJM2_22" 5000 ms 1 ;; ~r~You have left the shooting
range!
0002: jump Label0F7DB0

:Label0F6DCD
00D6: if 0
00E1: key_pressed 0 14
004D: jump_if_false Label0F6DE5
0004: $E5C = 1 ;; integer values
:Label0F6DE5
00D6: if 0
0038: $F67 == 0 ;; integer values
004D: jump_if_false Label0F6E0A
03CF: load_wav "BNK2_3" as 1
0004: $F67 = 1 ;; integer values

:Label0F6E0A
00D6: if 0
0038: $F67 == 1 ;; integer values
004D: jump_if_false Label0F6E32
00D6: if 0
03D0: wav 1 loaded
004D: jump_if_false Label0F6E32
0004: $F67 = 2 ;; integer values

:Label0F6E32
0110: clear_player $PLAYER_CHAR wanted_level
0419: $E60 = player $PLAYER_CHAR weapon 17 ammo
00D6: if 21
0038: $E5D == 0 ;; integer values
0038: $E60 == 0 ;; integer values
004D: jump_if_false Label0F6EB5
00D6: if 0
0038: $F82 == 0 ;; integer values
004D: jump_if_false Label0F6E81
0006: 16@ = 0 ;; integer values
0004: $F82 = 1 ;; integer values
0002: jump Label0F6EB5

:Label0F6E81
00D6: if 0
0019: 16@ > 200 ;; integer values
004D: jump_if_false Label0F6EB5
03D1: play_wav 1
00BC: text_highpriority "BNK2_3" 5000 ms 1 ;; AREA CLEAR!
0004: $F6B = 1 ;; integer values
0004: $E5C = 1 ;; integer values

:Label0F6EB5
01BD: $F8A = current_time_in_ms
00D6: if 0
0038: $F8B == 0 ;; integer values
004D: jump_if_false Label0F6EE0
01BD: $F8A = current_time_in_ms
0084: $F8C = $F8A ;; integer values and handles
0004: $F8B = 1 ;; integer values

:Label0F6EE0
00D6: if 0
0038: $F8B == 1 ;; integer values
004D: jump_if_false Label0F6F02
0084: $F8D = $F8A ;; integer values and handles
0060: $F8D -= $F8C ;; integer values

:Label0F6F02
00D6: if 0
0028: $F8D >= 2000 ;; integer values
004D: jump_if_false Label0F7001
00D6: if 0
0038: $E66 == 0 ;; integer values
004D: jump_if_false Label0F7001
0107: $E6D = create_object -132 (TAR_FRAME) at $E73 $E74 $E75
0177: set_object $E6D z_angle_to 90.0
0107: $E6E = create_object -133 (TAR_DOWNLEFT) at $E73 $E74 $E75
0177: set_object $E6E z_angle_to 90.0
0107: $E6F = create_object -134 (TAR_DOWNRIGHT) at $E73 $E74 $E75
0177: set_object $E6F z_angle_to 90.0
0107: $E70 = create_object -135 (TAR_TOP) at $E73 $E74 $E75
0177: set_object $E70 z_angle_to 90.0
0107: $E71 = create_object -136 (TAR_UPLEFT) at $E73 $E74 $E75
0177: set_object $E71 z_angle_to 90.0
0107: $E72 = create_object -137 (TAR_UPRIGHT) at $E73 $E74 $E75
0177: set_object $E72 z_angle_to 90.0
0004: $E67 = 0 ;; integer values
0004: $E68 = 0 ;; integer values
0004: $E69 = 0 ;; integer values
0004: $E6A = 0 ;; integer values
0004: $E6B = 0 ;; integer values
0004: $E6C = 0 ;; integer values
0004: $E79 = 0 ;; integer values
0004: $E66 = 1 ;; integer values

:Label0F7001
00D6: if 0
0038: $E66 == 1 ;; integer values
004D: jump_if_false Label0F7124
00D6: if 0
0038: $E67 == 0 ;; integer values
004D: jump_if_false Label0F70BD
00D6: if 0
8366: NOT (unknown) $E6D
004D: jump_if_false Label0F7043
01BB: store_object $E6D position_to $E76 $E77 $E78

:Label0F7043
00D6: if 0
0038: $E79 == 0 ;; integer values
004D: jump_if_false Label0F7089
00D6: if 0
0032: 1228.7 >= $E77 ;; floating-point values
004D: jump_if_false Label0F7078
0004: $E79 = 1 ;; integer values
0002: jump Label0F7082

:Label0F7078
007E: $E77 -= unknown_inaccurate_float_timer .06 ;; floating-point values

:Label0F7082
0002: jump Label0F70B6

:Label0F7089
00D6: if 0
0030: $E77 >= 1236.5 ;; floating-point values
004D: jump_if_false Label0F70AC
0004: $E79 = 0 ;; integer values
0002: jump Label0F70B6
:Label0F70AC
0078: $E77 += unknown_inaccurate_float_timer .06 ;; floating-point values

:Label0F70B6
0002: jump Label0F7124

:Label0F70BD
00D6: if 0
8366: NOT (unknown) $E6D
004D: jump_if_false Label0F7124
01BB: store_object $E6D position_to $E76 $E77 $E78
00D6: if 0
0030: $E77 >= 1239.0 ;; floating-point values
004D: jump_if_false Label0F711A
00D6: if 0
8366: NOT (unknown) $E6D
004D: jump_if_false Label0F7105
0108: destroy_object $E6D

:Label0F7105
0004: $E66 = 0 ;; integer values
0004: $F8B = 0 ;; integer values
0002: jump Label0F7124

:Label0F711A
0078: $E77 += unknown_inaccurate_float_timer .06 ;; floating-point values

:Label0F7124
00D6: if 0
0038: $E66 == 1 ;; integer values
004D: jump_if_false Label0F7319
01BC: put_object $E6D at $E76 $E77 $E78
00D6: if 0
0038: $E67 == 0 ;; integer values
004D: jump_if_false Label0F7319
00D6: if 4
0038: $E68 == 1 ;; integer values
0038: $E69 == 1 ;; integer values
0038: $E6A == 1 ;; integer values
0038: $E6B == 1 ;; integer values
0038: $E6C == 1 ;; integer values
004D: jump_if_false Label0F71A7
0008: $F95 += 1 ;; integer values
0008: $E5A += 1 ;; integer values
0008: $F80 += 1 ;; integer values
0004: $F8B = 0 ;; integer values
0004: $E67 = 1 ;; integer values

:Label0F71A7
00D6: if 0
0038: $E68 == 0 ;; integer values
004D: jump_if_false Label0F71F1
00D6: if 0
0366: (unknown) $E6E
004D: jump_if_false Label0F71E3
0108: destroy_object $E6E
0008: $E61 += 1 ;; integer values
0004: $E68 = 1 ;; integer values
0002: jump Label0F71F1

:Label0F71E3
01BC: put_object $E6E at $E76 $E77 $E78

:Label0F71F1
00D6: if 0
0038: $E69 == 0 ;; integer values
004D: jump_if_false Label0F723B
00D6: if 0
0366: (unknown) $E6F
004D: jump_if_false Label0F722D
0108: destroy_object $E6F
0008: $E61 += 1 ;; integer values
0004: $E69 = 1 ;; integer values
0002: jump Label0F723B

:Label0F722D
01BC: put_object $E6F at $E76 $E77 $E78

:Label0F723B
00D6: if 0
0038: $E6A == 0 ;; integer values
004D: jump_if_false Label0F7285
00D6: if 0
0366: (unknown) $E70
004D: jump_if_false Label0F7277
0108: destroy_object $E70
0008: $E61 += 1 ;; integer values
0004: $E6A = 1 ;; integer values
0002: jump Label0F7285

:Label0F7277
01BC: put_object $E70 at $E76 $E77 $E78

:Label0F7285
00D6: if 0
0038: $E6B == 0 ;; integer values
004D: jump_if_false Label0F72CF
00D6: if 0
0366: (unknown) $E71
004D: jump_if_false Label0F72C1
0108: destroy_object $E71
0008: $E61 += 1 ;; integer values
0004: $E6B = 1 ;; integer values
0002: jump Label0F72CF

:Label0F72C1
01BC: put_object $E71 at $E76 $E77 $E78

:Label0F72CF
00D6: if 0
0038: $E6C == 0 ;; integer values
004D: jump_if_false Label0F7319
00D6: if 0
0366: (unknown) $E72
004D: jump_if_false Label0F730B
0108: destroy_object $E72
0008: $E61 += 1 ;; integer values
0004: $E6C = 1 ;; integer values
0002: jump Label0F7319

:Label0F730B
01BC: put_object $E72 at $E76 $E77 $E78

:Label0F7319
00D6: if 0
0038: $F8E == 0 ;; integer values
004D: jump_if_false Label0F733F
01BD: $F8A = current_time_in_ms
0084: $F8F = $F8A ;; integer values and handles
0004: $F8E = 1 ;; integer values

:Label0F733F
00D6: if 0
0038: $F8E == 1 ;; integer values
004D: jump_if_false Label0F7361
0084: $F90 = $F8A ;; integer values and handles
0060: $F90 -= $F8F ;; integer values

:Label0F7361
00D6: if 0
0028: $F90 >= 2000 ;; integer values
004D: jump_if_false Label0F7460
00D6: if 0
0038: $E7A == 0 ;; integer values
004D: jump_if_false Label0F7460
0107: $E81 = create_object -132 (TAR_FRAME) at $E87 $E88 $E89
0177: set_object $E81 z_angle_to 90.0
0107: $E82 = create_object -133 (TAR_DOWNLEFT) at $E87 $E88 $E89
0177: set_object $E82 z_angle_to 90.0
0107: $E83 = create_object -134 (TAR_DOWNRIGHT) at $E87 $E88 $E89
0177: set_object $E83 z_angle_to 90.0
0107: $E84 = create_object -135 (TAR_TOP) at $E87 $E88 $E89
0177: set_object $E84 z_angle_to 90.0
0107: $E85 = create_object -136 (TAR_UPLEFT) at $E87 $E88 $E89
0177: set_object $E85 z_angle_to 90.0
0107: $E86 = create_object -137 (TAR_UPRIGHT) at $E87 $E88 $E89
0177: set_object $E86 z_angle_to 90.0
0004: $E7B = 0 ;; integer values
0004: $E7C = 0 ;; integer values
0004: $E7D = 0 ;; integer values
0004: $E7E = 0 ;; integer values
0004: $E7F = 0 ;; integer values
0004: $E80 = 0 ;; integer values
0004: $E8D = 1 ;; integer values
0004: $E7A = 1 ;; integer values

:Label0F7460
00D6: if 0
0038: $E7A == 1 ;; integer values
004D: jump_if_false Label0F7583
00D6: if 0
0038: $E7B == 0 ;; integer values
004D: jump_if_false Label0F751C
00D6: if 0
8366: NOT (unknown) $E81
004D: jump_if_false Label0F74A2
01BB: store_object $E81 position_to $E8A $E8B $E8C

:Label0F74A2
00D6: if 0
0038: $E8D == 0 ;; integer values
004D: jump_if_false Label0F74E8
00D6: if 0
0032: 1228.7 >= $E8B ;; floating-point values
004D: jump_if_false Label0F74D7
0004: $E8D = 1 ;; integer values
0002: jump Label0F74E1

:Label0F74D7
007E: $E8B -= unknown_inaccurate_float_timer .04 ;; floating-point values

:Label0F74E1
0002: jump Label0F7515

:Label0F74E8
00D6: if 0
0030: $E8B >= 1236.5 ;; floating-point values
004D: jump_if_false Label0F750B
0004: $E8D = 0 ;; integer values
0002: jump Label0F7515

:Label0F750B
0078: $E8B += unknown_inaccurate_float_timer .04 ;; floating-point values

:Label0F7515
0002: jump Label0F7583

:Label0F751C
00D6: if 0
8366: NOT (unknown) $E81
004D: jump_if_false Label0F7583
01BB: store_object $E81 position_to $E8A $E8B $E8C
00D6: if 0
0032: 1227.0 >= $E8B ;; floating-point values
004D: jump_if_false Label0F7579
00D6: if 0
8366: NOT (unknown) $E81
004D: jump_if_false Label0F7564
0108: destroy_object $E81

:Label0F7564
0004: $E7A = 0 ;; integer values
0004: $F8E = 0 ;; integer values
0002: jump Label0F7583

:Label0F7579
007E: $E8B -= unknown_inaccurate_float_timer .06 ;; floating-point values

:Label0F7583
00D6: if 0
0038: $E7A == 1 ;; integer values
004D: jump_if_false Label0F7786
01BC: put_object $E81 at $E8A $E8B $E8C
00D6: if 0
0038: $E7B == 0 ;; integer values
004D: jump_if_false Label0F7786
00D6: if 4
0038: $E7C == 1 ;; integer values
0038: $E7D == 1 ;; integer values
0038: $E7E == 1 ;; integer values
0038: $E7F == 1 ;; integer values
0038: $E80 == 1 ;; integer values
004D: jump_if_false Label0F7614
0008: $F95 += 1 ;; integer values
0008: $E5A += 1 ;; integer values
0008: $E5A += 1 ;; integer values
0008: $F80 += 1 ;; integer values
0008: $F80 += 1 ;; integer values
0004: $F8E = 0 ;; integer values
0004: $E7B = 1 ;; integer values

:Label0F7614
00D6: if 0
0038: $E7C == 0 ;; integer values
004D: jump_if_false Label0F765E
00D6: if 0
0366: (unknown) $E82
004D: jump_if_false Label0F7650
0108: destroy_object $E82
0008: $E61 += 1 ;; integer values
0004: $E7C = 1 ;; integer values
0002: jump Label0F765E

:Label0F7650
01BC: put_object $E82 at $E8A $E8B $E8C

:Label0F765E
00D6: if 0
0038: $E7D == 0 ;; integer values
004D: jump_if_false Label0F76A8
00D6: if 0
0366: (unknown) $E83
004D: jump_if_false Label0F769A
0108: destroy_object $E83
0008: $E61 += 1 ;; integer values
0004: $E7D = 1 ;; integer values
0002: jump Label0F76A8

:Label0F769A
01BC: put_object $E83 at $E8A $E8B $E8C

:Label0F76A8
00D6: if 0
0038: $E7E == 0 ;; integer values
004D: jump_if_false Label0F76F2
00D6: if 0
0366: (unknown) $E84
004D: jump_if_false Label0F76E4
0108: destroy_object $E84
0008: $E61 += 1 ;; integer values
0004: $E7E = 1 ;; integer values
0002: jump Label0F76F2

:Label0F76E4
01BC: put_object $E84 at $E8A $E8B $E8C

:Label0F76F2
00D6: if 0
0038: $E7F == 0 ;; integer values
004D: jump_if_false Label0F773C
00D6: if 0
0366: (unknown) $E85
004D: jump_if_false Label0F772E
0108: destroy_object $E85
0008: $E61 += 1 ;; integer values
0004: $E7F = 1 ;; integer values
0002: jump Label0F773C

:Label0F772E
01BC: put_object $E85 at $E8A $E8B $E8C

:Label0F773C
00D6: if 0
0038: $E80 == 0 ;; integer values
004D: jump_if_false Label0F7786
00D6: if 0
0366: (unknown) $E86
004D: jump_if_false Label0F7778
0108: destroy_object $E86
0008: $E61 += 1 ;; integer values
0004: $E80 = 1 ;; integer values
0002: jump Label0F7786

:Label0F7778
01BC: put_object $E86 at $E8A $E8B $E8C

:Label0F7786
00D6: if 0
0038: $F91 == 0 ;; integer values
004D: jump_if_false Label0F77AC
01BD: $F8A = current_time_in_ms
0084: $F92 = $F8A ;; integer values and handles
0004: $F91 = 1 ;; integer values

:Label0F77AC
00D6: if 0
0038: $F91 == 1 ;; integer values
004D: jump_if_false Label0F77CE
0084: $F93 = $F8A ;; integer values and handles
0060: $F93 -= $F92 ;; integer values

:Label0F77CE
00D6: if 0
0028: $F93 >= 2000 ;; integer values
004D: jump_if_false Label0F78CD
00D6: if 0
0038: $E8E == 0 ;; integer values
004D: jump_if_false Label0F78CD
0107: $E95 = create_object -132 (TAR_FRAME) at $E9B $E9C $E9D
0177: set_object $E95 z_angle_to 90.0
0107: $E96 = create_object -133 (TAR_DOWNLEFT) at $E9B $E9C $E9D
0177: set_object $E96 z_angle_to 90.0
0107: $E97 = create_object -134 (TAR_DOWNRIGHT) at $E9B $E9C $E9D
0177: set_object $E97 z_angle_to 90.0
0107: $E98 = create_object -135 (TAR_TOP) at $E9B $E9C $E9D
0177: set_object $E98 z_angle_to 90.0
0107: $E99 = create_object -136 (TAR_UPLEFT) at $E9B $E9C $E9D
0177: set_object $E99 z_angle_to 90.0
0107: $E9A = create_object -137 (TAR_UPRIGHT) at $E9B $E9C $E9D
0177: set_object $E9A z_angle_to 90.0
0004: $E8F = 0 ;; integer values
0004: $E90 = 0 ;; integer values
0004: $E91 = 0 ;; integer values
0004: $E92 = 0 ;; integer values
0004: $E93 = 0 ;; integer values
0004: $E94 = 0 ;; integer values
0004: $EA1 = 0 ;; integer values
0004: $E8E = 1 ;; integer values

:Label0F78CD
00D6: if 0
0038: $E8E == 1 ;; integer values
004D: jump_if_false Label0F79F0
00D6: if 0
0038: $E8F == 0 ;; integer values
004D: jump_if_false Label0F7989
00D6: if 0
8366: NOT (unknown) $E95
004D: jump_if_false Label0F790F
01BB: store_object $E95 position_to $E9E $E9F $EA0

:Label0F790F
00D6: if 0
0038: $EA1 == 0 ;; integer values
004D: jump_if_false Label0F7955
00D6: if 0
0032: 1228.7 >= $E9F ;; floating-point values
004D: jump_if_false Label0F7944
0004: $EA1 = 1 ;; integer values
0002: jump Label0F794E

:Label0F7944
007E: $E9F -= unknown_inaccurate_float_timer .02 ;; floating-point values

:Label0F794E
0002: jump Label0F7982

:Label0F7955
00D6: if 0
0030: $E9F >= 1236.5 ;; floating-point values
004D: jump_if_false Label0F7978
0004: $EA1 = 0 ;; integer values
0002: jump Label0F7982

:Label0F7978
0078: $E9F += unknown_inaccurate_float_timer .02 ;; floating-point values

:Label0F7982
0002: jump Label0F79F0

:Label0F7989
00D6: if 0
8366: NOT (unknown) $E95
004D: jump_if_false Label0F79F0
01BB: store_object $E95 position_to $E9E $E9F $EA0
00D6: if 0
0030: $E9F >= 1239.0 ;; floating-point values
004D: jump_if_false Label0F79E6
00D6: if 0
8366: NOT (unknown) $E95
004D: jump_if_false Label0F79D1
0108: destroy_object $E95

:Label0F79D1
0004: $E8E = 0 ;; integer values
0004: $F93 = 0 ;; integer values
0002: jump Label0F79F0

:Label0F79E6
0078: $E9F += unknown_inaccurate_float_timer .06 ;; floating-point values

:Label0F79F0
00D6: if 0
0038: $E8E == 1 ;; integer values
004D: jump_if_false Label0F7C01
01BC: put_object $E95 at $E9E $E9F $EA0
00D6: if 0
0038: $E8F == 0 ;; integer values
004D: jump_if_false Label0F7C01
00D6: if 4
0038: $E90 == 1 ;; integer values
0038: $E91 == 1 ;; integer values
0038: $E92 == 1 ;; integer values
0038: $E93 == 1 ;; integer values
0038: $E94 == 1 ;; integer values
004D: jump_if_false Label0F7A8F
0008: $F95 += 1 ;; integer values
0008: $E5A += 1 ;; integer values
0008: $E5A += 1 ;; integer values
0008: $E5A += 1 ;; integer values
0008: $F80 += 1 ;; integer values
0008: $F80 += 1 ;; integer values
0008: $F80 += 1 ;; integer values
0004: $F93 = 0 ;; integer values
0004: $E8F = 1 ;; integer values

:Label0F7A8F
00D6: if 0
0038: $E90 == 0 ;; integer values
004D: jump_if_false Label0F7AD9
00D6: if 0
0366: (unknown) $E96
004D: jump_if_false Label0F7ACB
0108: destroy_object $E96
0008: $E61 += 1 ;; integer values
0004: $E90 = 1 ;; integer values
0002: jump Label0F7AD9

:Label0F7ACB
01BC: put_object $E96 at $E9E $E9F $EA0
:Label0F7AD9
00D6: if 0
0038: $E91 == 0 ;; integer values
004D: jump_if_false Label0F7B23
00D6: if 0
0366: (unknown) $E97
004D: jump_if_false Label0F7B15
0108: destroy_object $E97
0008: $E61 += 1 ;; integer values
0004: $E91 = 1 ;; integer values
0002: jump Label0F7B23

:Label0F7B15
01BC: put_object $E97 at $E9E $E9F $EA0

:Label0F7B23
00D6: if 0
0038: $E92 == 0 ;; integer values
004D: jump_if_false Label0F7B6D
00D6: if 0
0366: (unknown) $E98
004D: jump_if_false Label0F7B5F
0108: destroy_object $E98
0008: $E61 += 1 ;; integer values
0004: $E92 = 1 ;; integer values
0002: jump Label0F7B6D

:Label0F7B5F
01BC: put_object $E98 at $E9E $E9F $EA0

:Label0F7B6D
00D6: if 0
0038: $E93 == 0 ;; integer values
004D: jump_if_false Label0F7BB7
00D6: if 0
0366: (unknown) $E99
004D: jump_if_false Label0F7BA9
0108: destroy_object $E99
0008: $E61 += 1 ;; integer values
0004: $E93 = 1 ;; integer values
0002: jump Label0F7BB7

:Label0F7BA9
01BC: put_object $E99 at $E9E $E9F $EA0

:Label0F7BB7
00D6: if 0
0038: $E94 == 0 ;; integer values
004D: jump_if_false Label0F7C01
00D6: if 0
0366: (unknown) $E9A
004D: jump_if_false Label0F7BF3
0108: destroy_object $E9A
0008: $E61 += 1 ;; integer values
0004: $E94 = 1 ;; integer values
0002: jump Label0F7C01

:Label0F7BF3
01BC: put_object $E9A at $E9E $E9F $EA0
:Label0F7C01
0002: jump Label0F6D71

:Label0F7C08
018E: stop_sound $F7F
00D6: if 0
0038: $F6B == 1 ;; integer values
004D: jump_if_false Label0F7C7F

:Label0F7C1F
00D6: if 0
83D2: NOT wav 1 ended
004D: jump_if_false Label0F7C7F
0001: wait 0 ms
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point -667.8 1210.0 10.5 radius 3.0 3.0
3.0
004D: jump_if_false Label0F7C78
00BC: text_highpriority "BJM2_22" 5000 ms 1 ;; ~r~You have left the shooting
range!
0002: jump Label0F7DB0

:Label0F7C78
0002: jump Label0F7C1F

:Label0F7C7F
03D5: remove_text "BJM2_19" ;; ~g~Hit as many targets as you can in the time
limit!
03D5: remove_text "BJM2_20" ;; ~g~When you run out of ~w~time ~g~or ~w~ammunition
~g~the round is over!
03D5: remove_text "BJM2_2" ;; ~g~To exit the round press the ~h~~k~~PED_JUMPING~
~g~button.
03D5: remove_text "BNK2_3" ;; AREA CLEAR!
0084: $F48 = $F47 ;; integer values and handles
0060: $F48 -= $E60 ;; integer values
01B8: set_player $PLAYER_CHAR armed_weapon_to 0
014F: stop_timer $E5D
01E3: text_1number_styled "RANGE_1" $E5A 4000 ms 1 ;; SCORE FOR SHOOT: ~1~
0001: wait 4000 ms
0084: $F46 = $E61 ;; integer values and handles
0010: $F46 *= 100 ;; integer values
00D6: if 0
0018: $F48 > 0 ;; integer values
004D: jump_if_false Label0F7D0A
0070: $F46 /= $F48 ;; integer values
0002: jump Label0F7D11

:Label0F7D0A
0004: $F46 = 0 ;; integer values

:Label0F7D11
01E3: text_1number_styled "BJM2_3" $F46 4000 ms 1 ;; HIT RATE: ~1~%
0001: wait 4000 ms
03D6: remove_big_text "BJM2_3" ;; HIT RATE: ~1~%
0465: remove_actor $PLAYER_ACTOR from_turret_mode
0108: destroy_object $F68
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
00D6: if 0
0028: $F80 >= 45 ;; integer values
004D: jump_if_false Label0F7D88
00D6: if 0
0038: $6C == 0 ;; integer values
004D: jump_if_false Label0F7D88
030C: set_mission_points += 1
0331: unknown_player $PLAYER_CHAR set_fast_reload 1
00BC: text_highpriority "RELOAD" 5000 ms 1 ;; ~g~You have won the fast reload
ability!
0004: $6C = 1 ;; integer values

:Label0F7D88
00D6: if 0
001C: $F80 > $F94 ;; integer values
004D: jump_if_false Label0F7DA9
0002: jump Label0F7DC1
0002: jump Label0F7DB0

:Label0F7DA9
0002: jump Label0F7DB0

:Label0F7DB0
00BA: text_styled "M_FAIL" 5000 ms 1 ;; MISSION FAILED!
0051: return

:Label0F7DC1
01EB: set_car_density_to 1.0
01E3: text_1number_styled "M_PASS" 500 5000 ms 1 ;; MISSION PASSED! $~1~
0109: player $PLAYER_CHAR money += 500
00D6: if 0
0038: $644 == 0 ;; integer values
004D: jump_if_false Label0F7DFD
0595: (unknown)
0004: $644 = 1 ;; integer values

:Label0F7DFD
0394: play_music 1
0110: clear_player $PLAYER_CHAR wanted_level
042F: save_record 0 $F80
042F: save_record 1 $F46
0051: return

:Label0F7E16
018E: stop_sound $F7F
0108: destroy_object $E6D
0108: destroy_object $E6E
0108: destroy_object $E6F
0108: destroy_object $E70
0108: destroy_object $E71
0108: destroy_object $E72
0108: destroy_object $E81
0108: destroy_object $E82
0108: destroy_object $E83
0108: destroy_object $E84
0108: destroy_object $E85
0108: destroy_object $E86
0108: destroy_object $E95
0108: destroy_object $E96
0108: destroy_object $E97
0108: destroy_object $E98
0108: destroy_object $E99
0108: destroy_object $E9A
0465: remove_actor $PLAYER_ACTOR from_turret_mode
00D6: if 0
0018: $F63 > 0 ;; integer values
004D: jump_if_false Label0F7E91
0247: request_model $F64

:Label0F7E91
038B: load_requested_models
01B1: give_player $PLAYER_CHAR weapon $F62 ammo $F63 ;; Load the weapon model
before using this
0249: release_model $F64
0004: $ONMISSION = 0 ;; integer values
0004: $3E3 = 0 ;; integer values
04E2: $PLAYER_CHAR 0
0108: destroy_object $F68
0151: remove_status_text $F80
0151: remove_status_text $F94
014F: stop_timer $E5D
0249: release_model #COLT45
0249: release_model -132 (TAR_FRAME)
0249: release_model -133 (TAR_DOWNLEFT)
0249: release_model -134 (TAR_DOWNRIGHT)
0249: release_model -135 (TAR_TOP)
0249: release_model -136 (TAR_UPLEFT)
0249: release_model -137 (TAR_UPRIGHT)
0249: release_model -121 (FAKETARGET)
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
00D8: mission_cleanup
0051: return

;-------------Mission 67---------------
; Originally: Road Kill

:Label0F7EFC
03A4: name_thread "ASSIN1"
0050: gosub Label0F7F2A
00D6: if 0
0112: wasted_or_busted
004D: jump_if_false Label0F7F21
0050: gosub Label0F861C

:Label0F7F21
0050: gosub Label0F8670
004E: end_thread

:Label0F7F2A
0317: increment_mission_attempts
0004: $ONMISSION = 1 ;; integer values
0001: wait 0 ms
054C: use_GXT_table "ASSIN1"
0247: request_model #PIZZABOY
0247: request_model #HMYRI
0247: request_model -186 (PIZZABOX)
0247: request_model #CELLPHONE
:Label0F7F54
00D6: if 23
8248: NOT model #PIZZABOY available
8248: NOT model #HMYRI available
8248: NOT model -186 (PIZZABOX) available
8248: NOT model #CELLPHONE available
004D: jump_if_false Label0F7F7D
0001: wait 0 ms
0002: jump Label0F7F54

:Label0F7F7D
016A: fade 1 (back) 1500 ms
03DE: set_pedestrians_density_multiplier_to 0.0
01EB: set_car_density_to 0.0
0395: clear_area 0 at 37.6088 -1023.986 range 9.4108 1.0
0395: clear_area 0 at 36.86817 -1027.186 range 10.41709 1.0
042B: clear_peds_from_cube 14.0 -1034.703 5.02 69.44 -1008.664 14.0
02A3: toggle_widescreen 1 (on)
0055: put_player $PLAYER_CHAR at 36.8778 -1023.988 9.4108
0171: set_player $PLAYER_CHAR z_angle_to -.01
015F: set_camera_position 36.86817 -1027.186 10.41709 0.0 0.0 0.0
0157: camera_on_player $PLAYER_CHAR 4 2
0373: set_camera_directly_behind_player
052B: actor $PLAYER_ACTOR hold_cellphone 1
03CF: load_wav "JOB1_1B" as 1
03CF: load_wav "JOB1_1C" as 2

:Label0F804E
00D6: if 21
83D0: NOT wav 1 loaded
83D0: NOT wav 2 loaded
004D: jump_if_false Label0F806C
0001: wait 0 ms
0002: jump Label0F804E

:Label0F806C
00D6: if 0
016B: fading
004D: jump_if_false Label0F8084
0001: wait 0 ms
0002: jump Label0F806C

:Label0F8084
00BC: text_highpriority "ASM1_D" 10000 ms 1 ;; Mr. Teal, your help in
eradicating those out-of-towners was invaluable to business.
03D1: play_wav 1

:Label0F8097
00D6: if 1
83D2: NOT wav 1 ended
8118: NOT actor $PLAYER_ACTOR dead
004D: jump_if_false Label0F80CE
0001: wait 0 ms
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label0F80C7
0002: jump Label0F81B2

:Label0F80C7
0002: jump Label0F8097

:Label0F80CE
03D5: remove_text "ASM1_D" ;; Mr. Teal, your help in eradicating those out-of-
towners was invaluable to business.
040D: unload_wav 1
00BC: text_highpriority "ASM1_C" 10000 ms 1 ;; I have more work for you with a
more 'hands-on' approach.
03D1: play_wav 2

:Label0F80EF
00D6: if 1
83D2: NOT wav 2 ended
8118: NOT actor $PLAYER_ACTOR dead
004D: jump_if_false Label0F8126
0001: wait 0 ms
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label0F811F
0002: jump Label0F81B2

:Label0F811F
0002: jump Label0F80EF

:Label0F8126
03D5: remove_text "ASM1_C" ;; I have more work for you with a more 'hands-on'
approach.
040D: unload_wav 2
03CF: load_wav "JOB1_1D" as 1

:Label0F8140
00D6: if 0
83D0: NOT wav 1 loaded
004D: jump_if_false Label0F815A
0001: wait 0 ms
0002: jump Label0F8140

:Label0F815A
00BC: text_highpriority "ASM1_B" 10000 ms 1 ;; Your next job is taped under the
phone.
03D1: play_wav 1

:Label0F816D
00D6: if 1
83D2: NOT wav 1 ended
8118: NOT actor $PLAYER_ACTOR dead
004D: jump_if_false Label0F81A4
0001: wait 0 ms
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label0F819D
0002: jump Label0F81B2

:Label0F819D
0002: jump Label0F816D

:Label0F81A4
03D5: remove_text "ASM1_B" ;; Your next job is taped under the phone.
040D: unload_wav 1
:Label0F81B2
040D: unload_wav 1
040D: unload_wav 2
03EB: clear_small_messages_only
0001: wait 500 ms
052B: actor $PLAYER_ACTOR hold_cellphone 0
0249: release_model #CELLPHONE
016A: fade 0 () 1500 ms
03DE: set_pedestrians_density_multiplier_to 1.0
01EB: set_car_density_to 1.0
0006: 16@ = 0 ;; integer values

:Label0F81E9
00D6: if 0
016B: fading
004D: jump_if_false Label0F8201
0001: wait 0 ms
0002: jump Label0F81E9

:Label0F8201
02A3: toggle_widescreen 0 (off)
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
016A: fade 1 (back) 1500 ms

:Label0F8210
00D6: if 0
016B: fading
004D: jump_if_false Label0F8228
0001: wait 0 ms
0002: jump Label0F8210

:Label0F8228
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
0005: $189B = 121.0519 ;; floating-point values
0005: $189C = -1443.547 ;; floating-point values
0005: $189D = 9.845 ;; floating-point values
0005: $189E = 150.0 ;; floating-point values
0004: $189F = 0 ;; integer values
0004: $18A2 = 0 ;; integer values
0004: $18A1 = 0 ;; integer values
0004: $18A0 = 50 ;; integer values
0481: 3.0

:Label0F827A
0001: wait 0 ms
00D6: if 0
0038: $18A2 == 0 ;; integer values
004D: jump_if_false Label0F8332
00BC: text_highpriority "ASM1_7" 10000 ms 2 ;; ~g~Carl Pearson, Pizza Delivery
Man. Kill him before he completes his deliveries.
0004: $18A2 = 2 ;; integer values
04E3: unknown_player $PLAYER_CHAR 2 350000
03C4: set_status_text_to $18A0 0 (number) "ASM1_6" ;; Deliveries left:
0395: clear_area 0 at $189B $189C range $189D 5.0
00A5: $1897 = create_car #PIZZABOY at $189B $189C $189D
0175: set_car $1897 z_angle_to $189E
0129: $1896 = create_actor 4 #HMYRI in_car $1897 driverseat
02A9: set_actor $1896 immune_to_nonplayer 1
035F: set_actor $1896 armour_to 50
00A8: set_car $1897 to_psycho_driver
00AD: set_car $1897 max_speed_to 32.0
00AE: unknown_set_car $1897 to_ignore_traffic_lights 2
02AA: set_car $1897 immune_to_nonplayer 1
0187: $1898 = create_marker_above_actor $1896
0004: $18A2 = 1 ;; integer values

:Label0F8332
00D6: if 0
0038: $18A2 == 1 ;; integer values
004D: jump_if_false Label0F8615
00D6: if 0
0118: actor $1896 dead
004D: jump_if_false Label0F835B
0002: jump Label0F862D

:Label0F835B
00D6: if 0
8118: NOT actor $1896 dead
004D: jump_if_false Label0F8398
00D6: if 0
0038: $18A0 == 0 ;; integer values
004D: jump_if_false Label0F8398
0151: remove_status_text $18A0
00BC: text_highpriority "ASM1_5" 5000 ms 1 ;; ~r~Your target completed his
deliveries!
0002: jump Label0F861C

:Label0F8398
00D6: if 0
8118: NOT actor $1896 dead
004D: jump_if_false Label0F84E1
00D6: if 0
001A: 2 > $189F ;; integer values
004D: jump_if_false Label0F8410
00D6: if 0
8119: NOT car $1897 wrecked
004D: jump_if_false Label0F8409
00D6: if 0
80DC: NOT player $PLAYER_CHAR driving $1897
004D: jump_if_false Label0F83FB
00D6: if 0
02BF: car $1897 sunk
004D: jump_if_false Label0F83F4
0004: $189F = 2 ;; integer values

:Label0F83F4
0002: jump Label0F8402

:Label0F83FB
0004: $189F = 2 ;; integer values

:Label0F8402
0002: jump Label0F8410

:Label0F8409
0004: $189F = 2 ;; integer values
:Label0F8410
00D6: if 0
0038: $189F == 0 ;; integer values
004D: jump_if_false Label0F8448
00D6: if 0
80DF: NOT actor $1896 driving
004D: jump_if_false Label0F8448
01D5: actor $1896 go_to_and_drive_car $1897
0319: set_actor $1896 wander_state_to 1 (off)
0004: $189F = 1 ;; integer values

:Label0F8448
00D6: if 0
0038: $189F == 1 ;; integer values
004D: jump_if_false Label0F848A
00D6: if 0
0448: actor $1896 in_car $1897
004D: jump_if_false Label0F848A
00AD: set_car $1897 max_speed_to 32.0
00AE: unknown_set_car $1897 to_ignore_traffic_lights 2
00A8: set_car $1897 to_psycho_driver
0004: $189F = 0 ;; integer values

:Label0F848A
00D6: if 0
0038: $189F == 2 ;; integer values
004D: jump_if_false Label0F84E1
00D6: if 21
044B: (unknown) $1896
0119: car $1897 wrecked
004D: jump_if_false Label0F84CC
011C: actor $1896 clear_objective
01D0: actor $1896 avoid_player $PLAYER_CHAR
0004: $189F = 3 ;; integer values
0002: jump Label0F84E1

:Label0F84CC
00D6: if 0
0449: actor $1896 in_a_car
004D: jump_if_false Label0F84E1
03E2: actor $1896 exit_car

:Label0F84E1
00D6: if 0
0038: $18A1 == 0 ;; integer values
004D: jump_if_false Label0F85DD
00D6: if 0
8119: NOT car $1897 wrecked
004D: jump_if_false Label0F85DD
00D6: if 0
8118: NOT actor $1896 dead
004D: jump_if_false Label0F85DD
00D6: if 0
0448: actor $1896 in_car $1897
004D: jump_if_false Label0F85DD
02E3: $18A5 = car $1897 speed
00D6: if 0
0020: $18A5 > 10.0 ;; floating-point values
004D: jump_if_false Label0F85DD
029B: $18A7 = init_object -186 (PIZZABOX) at 0.0 0.0 100.0
035C: place_object $18A7 relative_to_car $1897 offset .5 0.0 .7
0382: unknown_set_object $18A7 collision_detection 1
0392: object $18A7 toggle_in_moving_list 1
0172: $18A6 = actor $1896 z_angle
000D: $18A3 -= 90.0 ;; floating-point values
000D: $18A4 -= 90.0 ;; floating-point values
02F7: $18A3 = sinus $18A6 ;; cosine swapped with sinus
02F6: $18A4 = cosine $18A6 ;; sinus swapped with cosine
0011: $18A3 *= 11.0 ;; floating-point values
0011: $18A4 *= 11.0 ;; floating-point values
038C: object $18A7 scatter $18A3 $18A4 6.0
0004: $18A1 = 1 ;; integer values
0006: 16@ = 0 ;; integer values

:Label0F85DD
00D6: if 0
0038: $18A1 == 1 ;; integer values
004D: jump_if_false Label0F8615
00D6: if 0
0019: 16@ > 5000 ;; integer values
004D: jump_if_false Label0F8615
0108: destroy_object $18A7
000C: $18A0 -= 1 ;; integer values
0004: $18A1 = 0 ;; integer values

:Label0F8615
0002: jump Label0F827A

:Label0F861C
00BA: text_styled "M_FAIL" 5000 ms 1 ;; MISSION FAILED!
0051: return

:Label0F862D
0004: $12A = 1 ;; integer values
0318: set_latest_mission_passed "JOB_1" ;; Road Kill
01E3: text_1number_styled "M_PASS" 500 5000 ms 1 ;; MISSION PASSED! $~1~
0394: play_music 1
0110: clear_player $PLAYER_CHAR wanted_level
030C: set_mission_points += 1
0533: 1
0109: player $PLAYER_CHAR money += 500
0164: disable_marker $129
0051: return

:Label0F8670
0004: $ONMISSION = 0 ;; integer values
0249: release_model -186 (PIZZABOX)
0249: release_model #HMYRI
0249: release_model #PIZZABOY
0249: release_model #CELLPHONE
0151: remove_status_text $18A0
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
0164: disable_marker $1898
00D8: mission_cleanup
0051: return

;-------------Mission 68---------------
; Originally: Waste the Wife

:Label0F869D
03A4: name_thread "ASSIN2"
0050: gosub Label0F86CB
00D6: if 0
0112: wasted_or_busted
004D: jump_if_false Label0F86C2
0050: gosub Label0F9684

:Label0F86C2
0050: gosub Label0F96D8
004E: end_thread

:Label0F86CB
0317: increment_mission_attempts
0004: $ONMISSION = 1 ;; integer values
0001: wait 0 ms
054C: use_GXT_table "ASSIN2"
0004: $18AC = 0 ;; integer values
0005: $18AD = 394.9916 ;; floating-point values
0005: $18AE = 202.5176 ;; floating-point values
0005: $18AF = 9.763452 ;; floating-point values
0005: $18B0 = 403.978 ;; floating-point values
0005: $18B1 = 222.629 ;; floating-point values
0005: $18B2 = 10.761 ;; floating-point values
0004: $18B3 = 0 ;; integer values
0004: $18B4 = 0 ;; integer values
0004: $18B6 = 0 ;; integer values
0004: $18B7 = 0 ;; integer values
0004: $18B8 = 0 ;; integer values
0004: $18B9 = 0 ;; integer values
0004: $18BF = 0 ;; integer values
0004: $18BD = 99999 ;; integer values
0004: $18BE = 0 ;; integer values
0004: $18AC = 0 ;; integer values
0247: request_model #COMET
0247: request_model #WFYRI
0247: request_model #CELLPHONE

:Label0F877C
00D6: if 22
8248: NOT model #COMET available
8248: NOT model #WFYRI available
8248: NOT model #CELLPHONE available
004D: jump_if_false Label0F87A0
0001: wait 0 ms
0002: jump Label0F877C

:Label0F87A0
016A: fade 1 (back) 1500 ms
03DE: set_pedestrians_density_multiplier_to 0.0
01EB: set_car_density_to 0.0
0395: clear_area 0 at 482.4669 244.3981 range 10.0611 1.0
042B: clear_peds_from_cube 467.323 237.113 5.992 491.743 252.845 15.029
02A3: toggle_widescreen 1 (on)
0055: put_player $PLAYER_CHAR at 482.4622 244.5908 10.10115
0171: set_player $PLAYER_CHAR z_angle_to 359.0237
015F: set_camera_position 482.462 242.7434 12.795 0.0 0.0 0.0
0395: clear_area 0 at 482.462 242.7434 range 12.795 1.0
0157: camera_on_player $PLAYER_CHAR 4 2
0373: set_camera_directly_behind_player
052B: actor $PLAYER_ACTOR hold_cellphone 1
03CF: load_wav "JOB2_1B" as 1
03CF: load_wav "JOB1_1C" as 2

:Label0F8871
00D6: if 21
83D0: NOT wav 1 loaded
83D0: NOT wav 2 loaded
004D: jump_if_false Label0F888F
0001: wait 0 ms
0002: jump Label0F8871

:Label0F888F
00D6: if 0
016B: fading
004D: jump_if_false Label0F88A7
0001: wait 0 ms
0002: jump Label0F888F

:Label0F88A7
00BC: text_highpriority "ASM2_A" 10000 ms 1 ;; My compliments on a job well done
Mr. Teal. My client was very pleased.
03D1: play_wav 1

:Label0F88BA
00D6: if 1
83D2: NOT wav 1 ended
8118: NOT actor $PLAYER_ACTOR dead
004D: jump_if_false Label0F88F1
0001: wait 0 ms
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label0F88EA
0002: jump Label0F89D5

:Label0F88EA
0002: jump Label0F88BA

:Label0F88F1
03D5: remove_text "ASM2_A" ;; My compliments on a job well done Mr. Teal. My
client was very pleased.
040D: unload_wav 1
00BC: text_highpriority "ASM1_C" 10000 ms 1 ;; I have more work for you with a
more 'hands-on' approach.
03D1: play_wav 2

:Label0F8912
00D6: if 1
83D2: NOT wav 2 ended
8118: NOT actor $PLAYER_ACTOR dead
004D: jump_if_false Label0F8949
0001: wait 0 ms
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label0F8942
0002: jump Label0F89D5

:Label0F8942
0002: jump Label0F8912

:Label0F8949
03D5: remove_text "ASM1_C" ;; I have more work for you with a more 'hands-on'
approach.
040D: unload_wav 2
03CF: load_wav "JOB1_1D" as 1

:Label0F8963
00D6: if 0
83D0: NOT wav 1 loaded
004D: jump_if_false Label0F897D
0001: wait 0 ms
0002: jump Label0F8963

:Label0F897D
00BC: text_highpriority "ASM1_B" 10000 ms 1 ;; Your next job is taped under the
phone.
03D1: play_wav 1

:Label0F8990
00D6: if 1
83D2: NOT wav 1 ended
8118: NOT actor $PLAYER_ACTOR dead
004D: jump_if_false Label0F89C7
0001: wait 0 ms
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label0F89C0
0002: jump Label0F89D5

:Label0F89C0
0002: jump Label0F8990

:Label0F89C7
03D5: remove_text "ASM1_B" ;; Your next job is taped under the phone.
040D: unload_wav 1

:Label0F89D5
040D: unload_wav 1
040D: unload_wav 2
03EB: clear_small_messages_only
0001: wait 500 ms
052B: actor $PLAYER_ACTOR hold_cellphone 0
0249: release_model #CELLPHONE
016A: fade 0 () 1500 ms
03DE: set_pedestrians_density_multiplier_to 1.0
01EB: set_car_density_to 1.0

:Label0F8A05
00D6: if 0
016B: fading
004D: jump_if_false Label0F8A1D
0001: wait 0 ms
0002: jump Label0F8A05
:Label0F8A1D
02A3: toggle_widescreen 0 (off)
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
016A: fade 1 (back) 1500 ms

:Label0F8A2C
00D6: if 0
016B: fading
004D: jump_if_false Label0F8A44
0001: wait 0 ms
0002: jump Label0F8A2C

:Label0F8A44
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)

:Label0F8A4B
0001: wait 0 ms
00D6: if 0
0038: $18B3 == 0 ;; integer values
004D: jump_if_false Label0F8ACC
00BC: text_highpriority "ASM2_1" 10000 ms 2 ;; ~g~Mrs. Dawson will be leaving
the Jewelry shop in Vice Point soon. Kill her. It must look like a car accident.
018A: $18B5 = create_checkpoint_at $18B0 $18B1 $18B2
01E8: create_forbidden_for_cars_cube 397.0 220.0 -9.71 402.61 191.618 9.89
022B: create_forbidden_for_peds_cube 306.885 179.0982 -10.0907 413.129 203.139
10.89
0006: 16@ = 0 ;; integer values
0004: $18B3 = 1 ;; integer values

:Label0F8ACC
00D6: if 0
0038: $18B3 == 1 ;; integer values
004D: jump_if_false Label0F8F15
00D6: if 0
0038: $18B4 == 0 ;; integer values
004D: jump_if_false Label0F8F15
00D6: if 0
00F8: player $PLAYER_CHAR stopped 1 (in-sphere)near_point $18B0 $18B1 $18B2
radius 2.0 2.0 3.0
004D: jump_if_false Label0F8F15
00D6: if 0
0443: player $PLAYER_CHAR in_a_car
004D: jump_if_false Label0F8F06
0164: disable_marker $18B5
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
02A3: toggle_widescreen 1 (on)
0395: clear_area 1 at $18AD $18AE range $18AF 30.0
009A: $18A8 = create_actor 5 #WFYRI at 379.3426 203.4908 11.39251
0489: unknown_actor $18A8 flag 1
0173: set_actor $18A8 z_angle_to 268.9735
015F: set_camera_position 390.952 212.377 16.131 0.0 0.0 0.0
0157: camera_on_player $PLAYER_CHAR 15 2
0395: clear_area 1 at $18AD $18AE range $18AF 15.0
00A5: $18A9 = create_car #COMET at $18AD $18AE $18AF
0229: set_car $18A9 color_to 6 6
0175: set_car $18A9 z_angle_to 178.2268
00AD: set_car $18A9 max_speed_to 0.0
00AE: unknown_set_car $18A9 to_ignore_traffic_lights 0
0224: set_car $18A9 health_to 893
020A: set_car $18A9 door_status_to 3

:Label0F8BF4
00D6: if 0
8038: NOT $18B6 == 5 ;; integer values
004D: jump_if_false Label0F8ED1
0001: wait 0 ms
00D6: if 0
8119: NOT car $18A9 wrecked
004D: jump_if_false Label0F8C52
00D6: if 0
8118: NOT actor $18A8 dead
004D: jump_if_false Label0F8C52
00D6: if 0
0038: $18B6 == 0 ;; integer values
004D: jump_if_false Label0F8C52
01D5: actor $18A8 go_to_and_drive_car $18A9
0006: 16@ = 0 ;; integer values
0004: $18B6 = 1 ;; integer values

:Label0F8C52
00D6: if 0
8118: NOT actor $18A8 dead
004D: jump_if_false Label0F8CF6
00D6: if 0
8119: NOT car $18A9 wrecked
004D: jump_if_false Label0F8CF6
00D6: if 0
0038: $18B6 == 1 ;; integer values
004D: jump_if_false Label0F8CF6
00D6: if 0
0019: 16@ > 1000 ;; integer values
004D: jump_if_false Label0F8CF6
015F: set_camera_position 378.6064 203.7468 11.02881 0.0 0.0 0.0
0160: point_camera 379.5837 203.6236 11.19348 2
00BC: text_highpriority "ASM2_8" 6000 ms 2 ;; ~g~You must make Mrs. Dawson's
death look like an accident. Do not use any weapons.
00BB: text_lowpriority "ASM2_10" 6000 ms 2 ;; ~g~When her car bursts into flames
make your self scarce!
0006: 16@ = 0 ;; integer values
0004: $18B6 = 2 ;; integer values

:Label0F8CF6
00D6: if 0
0038: $18B6 == 2 ;; integer values
004D: jump_if_false Label0F8DFF
00D6: if 0
8118: NOT actor $18A8 dead
004D: jump_if_false Label0F8DFF
00D6: if 0
8119: NOT car $18A9 wrecked
004D: jump_if_false Label0F8DFF
00D6: if 0
00FF: actor $18A8 0 ()near_point_on_foot 384.3994 203.4012 10.39251 radius
1.5 1.5 1.5
004D: jump_if_false Label0F8DC7
0395: clear_area 1 at $18AD $18AE range $18AF 50.0
015F: set_camera_position 390.022 205.2038 10.93295 0.0 0.0 0.0
00A1: put_actor $18A8 at 390.8115 202.5918 10.07062
0173: set_actor $18A8 z_angle_to 270.7903
01D5: actor $18A8 go_to_and_drive_car $18A9
0158: camera_on_vehicle $18A9 15 2
0004: $18B6 = 3 ;; integer values
0002: jump Label0F8DFF

:Label0F8DC7
00D6: if 0
0019: 16@ > 14000 ;; integer values
004D: jump_if_false Label0F8DFF
00A1: put_actor $18A8 at 384.3994 203.4012 10.39251
0173: set_actor $18A8 z_angle_to 270.0
0006: 16@ = 0 ;; integer values

:Label0F8DFF
00D6: if 0
0038: $18B6 == 3 ;; integer values
004D: jump_if_false Label0F8E85
00D6: if 0
8118: NOT actor $18A8 dead
004D: jump_if_false Label0F8E85
00D6: if 0
8119: NOT car $18A9 wrecked
004D: jump_if_false Label0F8E85
00D6: if 0
0448: actor $18A8 in_car $18A9
004D: jump_if_false Label0F8E85
0187: $18AA = create_marker_above_actor $18A8
020A: set_car $18A9 door_status_to 2
00AD: set_car $18A9 max_speed_to 15.0
00A8: set_car $18A9 to_psycho_driver
00AE: unknown_set_car $18A9 to_ignore_traffic_lights 1
02AA: set_car $18A9 immune_to_nonplayer 1
054A: unknown_actor $18A8 flag 0
0006: 16@ = 0 ;; integer values
0004: $18B6 = 4 ;; integer values

:Label0F8E85
00D6: if 0
0038: $18B6 == 4 ;; integer values
004D: jump_if_false Label0F8ECA
00D6: if 0
0019: 16@ > 4000 ;; integer values
004D: jump_if_false Label0F8ECA
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
03D5: remove_text "ASM2_10" ;; ~g~When her car bursts into flames make your self
scarce!
02A3: toggle_widescreen 0 (off)
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
0004: $18B6 = 5 ;; integer values

:Label0F8ECA
0002: jump Label0F8BF4

:Label0F8ED1
0004: $18B4 = 1 ;; integer values
0004: $18B3 = 2 ;; integer values
03CC: car $18A9 add_to_stuck_car_check .5 = 1000
0190: unknown_car $18A9
04E2: $PLAYER_CHAR 1
0006: 16@ = 0 ;; integer values
0002: jump Label0F8F15

:Label0F8F06
00BC: text_highpriority "ASM2_9" 3000 ms 2 ;; ~g~You need some wheels for this
job!

:Label0F8F15
00D6: if 0
0038: $18B4 == 1 ;; integer values
004D: jump_if_false Label0F8FF4
00D6: if 0
8119: NOT car $18A9 wrecked
004D: jump_if_false Label0F8FF4
00D6: if 0
82BF: NOT car $18A9 sunk
004D: jump_if_false Label0F8FF4
00D6: if 0
8495: NOT unknown_car_check $18A9
004D: jump_if_false Label0F8FF4
00D6: if 21
03CE: car $18A9 stuck
018F: unknown_car_check $18A9
004D: jump_if_false Label0F8FF4
00D6: if 0
82CA: NOT car $18A9 bounding_sphere_visible
004D: jump_if_false Label0F8FF4
00AA: store_car $18A9 position_to $18BA $18BB $18BC
02C1: set $18BA $18BB $18BC to_car_path_coords_closest_to $18BA $18BB $18BC
00D6: if 0
838A: NOT car_in_cube $18BA $18BB $18BC 4.0 4.0 3.0
004D: jump_if_false Label0F8FF4
00D6: if 0
80C2: NOT sphere_onscreen $18BA $18BB $18BC 3.0
004D: jump_if_false Label0F8FF4
00AD: set_car $18A9 max_speed_to 30.0
00AE: unknown_set_car $18A9 to_ignore_traffic_lights 2
00A8: set_car $18A9 to_psycho_driver

:Label0F8FF4
00D6: if 0
8119: NOT car $18A9 wrecked
004D: jump_if_false Label0F9040
0227: $18AB = car $18A9 health
000C: $18AB -= 243 ;; integer values
0010: $18AB *= 10 ;; integer values
0014: $18AB /= 65 ;; integer values
00D6: if 0
002A: 0 >= $18AB ;; integer values
004D: jump_if_false Label0F9039
0151: remove_status_text $18AB

:Label0F9039
0002: jump Label0F9047

:Label0F9040
0004: $18AB = 0 ;; integer values

:Label0F9047
00D6: if 0
0038: $18B3 == 2 ;; integer values
004D: jump_if_false Label0F9081
00D6: if 0
0038: $18B9 == 0 ;; integer values
004D: jump_if_false Label0F9081
03C4: set_status_text_to $18AB 1 (bar) "ASM2_2" ;; health:
0004: $18B9 = 1 ;; integer values

:Label0F9081
00D6: if 0
0038: $18B4 == 1 ;; integer values
004D: jump_if_false Label0F9102
00D6: if 0
0038: $18B3 == 2 ;; integer values
004D: jump_if_false Label0F9102
00D6: if 0
8118: NOT actor $18A8 dead
004D: jump_if_false Label0F9102
00D6: if 0
8119: NOT car $18A9 wrecked
004D: jump_if_false Label0F9102
00D6: if 0
0038: $18B7 == 0 ;; integer values
004D: jump_if_false Label0F9102
00D6: if 0
8185: NOT car $18A9 health >= 892
004D: jump_if_false Label0F9102
00AD: set_car $18A9 max_speed_to 29.0
00AE: unknown_set_car $18A9 to_ignore_traffic_lights 2
0004: $18B7 = 1 ;; integer values

:Label0F9102
00D6: if 0
8118: NOT actor $18A8 dead
004D: jump_if_false Label0F9464
00D6: if 0
0038: $18BF == 0 ;; integer values
004D: jump_if_false Label0F9315
00D6: if 0
8119: NOT car $18A9 wrecked
004D: jump_if_false Label0F930E
00D6: if 0
0495: unknown_car_check $18A9
004D: jump_if_false Label0F9177
00D6: if 0
0018: $18BD > 1 ;; integer values
004D: jump_if_false Label0F9170
0004: $18BE = 1 ;; integer values
0004: $18BF = 1 ;; integer values
03CF: load_wav "JOB2_9" as 1

:Label0F9170
0002: jump Label0F930E

:Label0F9177
00D6: if 0
001A: 14 > $18AB ;; integer values
004D: jump_if_false Label0F91BC
00D6: if 0
0018: $18BD > 2 ;; integer values
004D: jump_if_false Label0F91B5
0004: $18BE = 2 ;; integer values
0004: $18BF = 1 ;; integer values
03CF: load_wav "JOB2_8" as 1

:Label0F91B5
0002: jump Label0F930E

:Label0F91BC
00D6: if 0
001A: 28 > $18AB ;; integer values
004D: jump_if_false Label0F9201
00D6: if 0
0018: $18BD > 3 ;; integer values
004D: jump_if_false Label0F91FA
0004: $18BE = 3 ;; integer values
0004: $18BF = 1 ;; integer values
03CF: load_wav "JOB2_7" as 1

:Label0F91FA
0002: jump Label0F930E

:Label0F9201
00D6: if 0
001A: 45 > $18AB ;; integer values
004D: jump_if_false Label0F9246
00D6: if 0
0018: $18BD > 4 ;; integer values
004D: jump_if_false Label0F923F
0004: $18BE = 4 ;; integer values
0004: $18BF = 1 ;; integer values
03CF: load_wav "JOB2_6" as 1

:Label0F923F
0002: jump Label0F930E

:Label0F9246
00D6: if 0
001A: 59 > $18AB ;; integer values
004D: jump_if_false Label0F928B
00D6: if 0
0018: $18BD > 5 ;; integer values
004D: jump_if_false Label0F9284
0004: $18BE = 5 ;; integer values
0004: $18BF = 1 ;; integer values
03CF: load_wav "JOB2_5" as 1

:Label0F9284
0002: jump Label0F930E

:Label0F928B
00D6: if 0
001A: 72 > $18AB ;; integer values
004D: jump_if_false Label0F92D0
00D6: if 0
0018: $18BD > 6 ;; integer values
004D: jump_if_false Label0F92C9
0004: $18BE = 6 ;; integer values
0004: $18BF = 1 ;; integer values
03CF: load_wav "JOB2_4" as 1

:Label0F92C9
0002: jump Label0F930E

:Label0F92D0
00D6: if 0
001A: 88 > $18AB ;; integer values
004D: jump_if_false Label0F930E
00D6: if 0
0018: $18BD > 7 ;; integer values
004D: jump_if_false Label0F930E
0004: $18BE = 7 ;; integer values
0004: $18BF = 1 ;; integer values
03CF: load_wav "JOB2_3" as 1

:Label0F930E
0002: jump Label0F945D

:Label0F9315
00D6: if 0
0038: $18BF == 1 ;; integer values
004D: jump_if_false Label0F93C0
00D6: if 0
03D0: wav 1 loaded
004D: jump_if_false Label0F93B9
03D1: play_wav 1
00D6: if 23
0038: $18BE == 2 ;; integer values
0038: $18BE == 4 ;; integer values
0038: $18BE == 5 ;; integer values
0038: $18BE == 7 ;; integer values
004D: jump_if_false Label0F9370
00BC: text_highpriority "ASM2_13" 3000 ms 1 ;; Oh my god!

:Label0F9370
00D6: if 0
0038: $18BE == 3 ;; integer values
004D: jump_if_false Label0F9391
00BC: text_highpriority "ASM2_12" 3000 ms 1 ;; Somebody help me!

:Label0F9391
00D6: if 0
0038: $18BE == 6 ;; integer values
004D: jump_if_false Label0F93B2
00BC: text_highpriority "ASM2_11" 3000 ms 1 ;; Help me!

:Label0F93B2
0004: $18BF = 2 ;; integer values

:Label0F93B9
0002: jump Label0F945D

:Label0F93C0
00D6: if 0
0038: $18BF == 2 ;; integer values
004D: jump_if_false Label0F945D
00D6: if 0
03D2: wav 1 ended
004D: jump_if_false Label0F945D
0004: $18BF = 0 ;; integer values
040D: unload_wav 1
00D6: if 23
0038: $18BE == 2 ;; integer values
0038: $18BE == 4 ;; integer values
0038: $18BE == 5 ;; integer values
0038: $18BE == 7 ;; integer values
004D: jump_if_false Label0F941D
03D5: remove_text "ASM2_13" ;; Oh my god!

:Label0F941D
00D6: if 0
0038: $18BE == 3 ;; integer values
004D: jump_if_false Label0F9439
03D5: remove_text "ASM2_12" ;; Somebody help me!

:Label0F9439
00D6: if 0
0038: $18BE == 6 ;; integer values
004D: jump_if_false Label0F9455
03D5: remove_text "ASM2_11" ;; Help me!

:Label0F9455
0084: $18BD = $18BE ;; integer values and handles

:Label0F945D
0002: jump Label0F946F

:Label0F9464
0004: $18BF = 0 ;; integer values
040D: unload_wav 1

:Label0F946F
00D6: if 0
8119: NOT car $18A9 wrecked
004D: jump_if_false Label0F9523
00D6: if 0
8118: NOT actor $18A8 dead
004D: jump_if_false Label0F9523
00D6: if 0
0495: unknown_car_check $18A9
004D: jump_if_false Label0F9523
00D6: if 0
01FC: player $PLAYER_CHAR near_car $18A9 radius 20.0 20.0 0
004D: jump_if_false Label0F94F4
0004: $18AC = 1 ;; integer values
00D6: if 0
0038: $18B8 == 0 ;; integer values
004D: jump_if_false Label0F94ED
00BC: text_highpriority "ASM2_3" 3000 ms 2 ;; ~g~She's gonna blow! Get out of
there!
0004: $18B8 = 1 ;; integer values
:Label0F94ED
0002: jump Label0F9523

:Label0F94F4
0004: $18AC = 0 ;; integer values
00D6: if 0
0038: $18B8 == 0 ;; integer values
004D: jump_if_false Label0F9523
00BC: text_highpriority "ASM2_3" 3000 ms 2 ;; ~g~She's gonna blow! Get out of
there!
0004: $18B8 = 1 ;; integer values

:Label0F9523
00D6: if 0
0018: $18B4 > 0 ;; integer values
004D: jump_if_false Label0F9599
00D6: if 1
0119: car $18A9 wrecked
0118: actor $18A8 dead
004D: jump_if_false Label0F9599
00D6: if 0
831E: NOT unknown_vehicle_check $18A9 unknown 47
004D: jump_if_false Label0F9599
00D6: if 1
831D: NOT actor $18A8 hit_by_weapon 47
0038: $18AC == 0 ;; integer values
004D: jump_if_false Label0F9583
0002: jump Label0F9695
0002: jump Label0F9599

:Label0F9583
00BC: text_highpriority "ASM2_6" 5000 ms 1 ;; ~r~You were too near the scene of
the 'accident'!
0002: jump Label0F9684

:Label0F9599
00D6: if 0
0018: $18B4 > 0 ;; integer values
004D: jump_if_false Label0F9610
00D6: if 0
8119: NOT car $18A9 wrecked
004D: jump_if_false Label0F9610
00D6: if 0
8118: NOT actor $18A8 dead
004D: jump_if_false Label0F9610
00D6: if 0
80E9: NOT player $PLAYER_CHAR 0 ()near_actor $18A8 radius 250.0 250.0
004D: jump_if_false Label0F9610
00D6: if 0
82CB: NOT actor $18A8 bounding_sphere_visible
004D: jump_if_false Label0F9610
00BC: text_highpriority "ASM2_5" 5000 ms 1 ;; ~r~She got away!
0002: jump Label0F9684

:Label0F9610
00D6: if 0
0018: $18B4 > 0 ;; integer values
004D: jump_if_false Label0F967D
00D6: if 0
8119: NOT car $18A9 wrecked
004D: jump_if_false Label0F967D
00D6: if 0
8118: NOT actor $18A8 dead
004D: jump_if_false Label0F967D
00D6: if 0
00DB: actor $18A8 in_car $18A9
004D: jump_if_false Label0F967D
00D6: if 0
031E: unknown_vehicle_check $18A9 unknown 47
004D: jump_if_false Label0F967D
00BC: text_highpriority "ASM2_7" 5000 ms 1 ;; ~r~It's supposed to look like an
accident! Try ramming her off the road instead!
0002: jump Label0F9684

:Label0F967D
0002: jump Label0F8A4B

:Label0F9684
00BA: text_styled "M_FAIL" 5000 ms 1 ;; MISSION FAILED!
0051: return

:Label0F9695
0004: $12B = 1 ;; integer values
0318: set_latest_mission_passed "JOB_2" ;; Waste the Wife
01E3: text_1number_styled "M_PASS" 2000 5000 ms 1 ;; MISSION PASSED! $~1~
0394: play_music 1
030C: set_mission_points += 1
0533: 1
0110: clear_player $PLAYER_CHAR wanted_level
0109: player $PLAYER_CHAR money += 2000
0164: disable_marker $129
0051: return

:Label0F96D8
0004: $ONMISSION = 0 ;; integer values
04E2: $PLAYER_CHAR 0
01E7: remove_forbidden_for_cars_cube 397.0 220.0 -9.71 402.61 191.618 9.89
022A: remove_forbidden_for_peds_cube 306.885 179.0982 -10.0907 413.129 203.139
10.89
0249: release_model #WFYRI
0249: release_model #COMET
0249: release_model #CELLPHONE
0164: disable_marker $18AA
0164: disable_marker $18B5
0151: remove_status_text $18AB
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
00D8: mission_cleanup
0051: return

;-------------Mission 69---------------
; Originally: Autocide

:Label0F974C
03A4: name_thread "ASSIN3"
0050: gosub Label0F977A
00D6: if 0
0112: wasted_or_busted
004D: jump_if_false Label0F9771
0050: gosub Label0FB128

:Label0F9771
0050: gosub Label0FB180
004E: end_thread

:Label0F977A
0317: increment_mission_attempts
0004: $ONMISSION = 1 ;; integer values
0001: wait 0 ms
054C: use_GXT_table "ASSIN3"
0247: request_model #WMYCW
0247: request_model #GDA
0247: request_model #HMYAP
0247: request_model #JMOTO
0247: request_model #BOBCAT
0247: request_model #TROPIC
0247: request_model #PCJ600
0247: request_model #SECURICA
0247: request_model #BUDDYSHOT
0247: request_model #CELLPHONE

:Label0F97BF
00D6: if 24
8248: NOT model #WMYCW available
8248: NOT model #BOBCAT available
8248: NOT model #TROPIC available
8248: NOT model #PCJ600 available
8248: NOT model #BUDDYSHOT available
004D: jump_if_false Label0F97ED
0001: wait 0 ms
0002: jump Label0F97BF

:Label0F97ED
00D6: if 24
8248: NOT model #GDA available
8248: NOT model #SECURICA available
8248: NOT model #HMYAP available
8248: NOT model #JMOTO available
8248: NOT model #CELLPHONE available
004D: jump_if_false Label0F9819
0001: wait 0 ms
0002: jump Label0F97ED

:Label0F9819
023C: load_special_actor 1 "MBB"

:Label0F9825
00D6: if 0
823D: NOT special_actor 1 loaded
004D: jump_if_false Label0F983F
0001: wait 0 ms
0002: jump Label0F9825

:Label0F983F
03DE: set_pedestrians_density_multiplier_to 0.0
01EB: set_car_density_to 0.0
0395: clear_area 0 at 38.39647 -1026.227 range 9.660453 4.0
042B: clear_peds_from_cube 14.0 -1034.703 5.02 69.44 -1008.664 14.0
02A3: toggle_widescreen 1 (on)
0055: put_player $PLAYER_CHAR at 38.39647 -1023.988 9.450843
0171: set_player $PLAYER_CHAR z_angle_to 9.008627
015F: set_camera_position 38.39647 -1026.227 9.660453 0.0 0.0 0.0
0157: camera_on_player $PLAYER_CHAR 4 2
0373: set_camera_directly_behind_player
052B: actor $PLAYER_ACTOR hold_cellphone 1
03CF: load_wav "JOB3_1" as 1
03CF: load_wav "JOB3_2" as 2

:Label0F98F1
00D6: if 21
83D0: NOT wav 1 loaded
83D0: NOT wav 2 loaded
004D: jump_if_false Label0F990F
0001: wait 0 ms
0002: jump Label0F98F1

:Label0F990F
016A: fade 1 (back) 1000 ms

:Label0F9916
00D6: if 0
016B: fading
004D: jump_if_false Label0F992E
0001: wait 0 ms
0002: jump Label0F9916

:Label0F992E
00BC: text_highpriority "ASM3_C" 10000 ms 1 ;; A European gang plans to hit a
bank in Vice City. My employers would rather this didn't happen.
03D1: play_wav 1

:Label0F9941
00D6: if 1
83D2: NOT wav 1 ended
8118: NOT actor $PLAYER_ACTOR dead
004D: jump_if_false Label0F9978
0001: wait 0 ms
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label0F9971
0002: jump Label0F9A5C

:Label0F9971
0002: jump Label0F9941

:Label0F9978
03D5: remove_text "ASM3_C" ;; A European gang plans to hit a bank in Vice City. My
employers would rather this didn't happen.
040D: unload_wav 1
00BC: text_highpriority "ASM3_D" 10000 ms 1 ;; Each member of the gang has a
cover while they are here in Vice City. Some have menial jobs, others are on
vacation.
03D1: play_wav 2

:Label0F9999
00D6: if 1
83D2: NOT wav 2 ended
8118: NOT actor $PLAYER_ACTOR dead
004D: jump_if_false Label0F99D0
0001: wait 0 ms
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label0F99C9
0002: jump Label0F9A5C

:Label0F99C9
0002: jump Label0F9999

:Label0F99D0
03D5: remove_text "ASM3_D" ;; Each member of the gang has a cover while they are
here in Vice City. Some have menial jobs, others are on vacation.
040D: unload_wav 2
03CF: load_wav "JOB3_3" as 1

:Label0F99EA
00D6: if 0
83D0: NOT wav 1 loaded
004D: jump_if_false Label0F9A04
0001: wait 0 ms
0002: jump Label0F99EA

:Label0F9A04
00BC: text_highpriority "ASM3_E" 10000 ms 1 ;; Each target and their likely
whereabouts are taped under the phone.
03D1: play_wav 1

:Label0F9A17
00D6: if 1
83D2: NOT wav 1 ended
8118: NOT actor $PLAYER_ACTOR dead
004D: jump_if_false Label0F9A4E
0001: wait 0 ms
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label0F9A47
0002: jump Label0F9A5C

:Label0F9A47
0002: jump Label0F9A17

:Label0F9A4E
03D5: remove_text "ASM3_E" ;; Each target and their likely whereabouts are taped
under the phone.
040D: unload_wav 1

:Label0F9A5C
040D: unload_wav 1
040D: unload_wav 2
03EB: clear_small_messages_only
0001: wait 500 ms
052B: actor $PLAYER_ACTOR hold_cellphone 0
0249: release_model #CELLPHONE
016A: fade 0 () 1000 ms
03DE: set_pedestrians_density_multiplier_to 1.0
01EB: set_car_density_to 1.0
0006: 16@ = 0 ;; integer values

:Label0F9A93
00D6: if 0
016B: fading
004D: jump_if_false Label0F9AAB
0001: wait 0 ms
0002: jump Label0F9A93

:Label0F9AAB
02A3: toggle_widescreen 0 (off)
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
016A: fade 1 (back) 1000 ms

:Label0F9ABA
00D6: if 0
016B: fading
004D: jump_if_false Label0F9AD2
0001: wait 0 ms
0002: jump Label0F9ABA

:Label0F9AD2
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
0005: $18F3 = -42.95979 ;; floating-point values
0005: $18F4 = -1049.275 ;; floating-point values
0005: $18F5 = 10.46391 ;; floating-point values
0005: $18C1 = -52.03355 ;; floating-point values
0005: $18C2 = -885.0644 ;; floating-point values
0005: $18C3 = 26.44922 ;; floating-point values
0005: $18C4 = 278.4962 ;; floating-point values
0005: $18C8 = 353.931 ;; floating-point values
0005: $18C9 = -729.856 ;; floating-point values
0005: $18CA = 10.426 ;; floating-point values
0005: $18CB = 336.07 ;; floating-point values
0005: $18D2 = 406.6844 ;; floating-point values
0005: $18D3 = 210.52 ;; floating-point values
0005: $18D4 = 10.79 ;; floating-point values
0005: $18D5 = 52.8 ;; floating-point values
0005: $18DE = 36.2 ;; floating-point values
0005: $18DF = -668.4 ;; floating-point values
0005: $18E0 = 4.95 ;; floating-point values
0005: $18E1 = 131.2 ;; floating-point values
0005: $18E8 = 31.4084 ;; floating-point values
0005: $18E9 = -1388.646 ;; floating-point values
0005: $18EA = 9.2868 ;; floating-point values
0005: $18EB = 152.6697 ;; floating-point values
0004: $1900 = 540000 ;; integer values
0004: $18F9 = 0 ;; integer values
0004: $18FA = 0 ;; integer values
0004: $18FB = 0 ;; integer values
0004: $18FC = 0 ;; integer values
0004: $18FD = 0 ;; integer values
0004: $18FE = 0 ;; integer values
0004: $18D0 = 0 ;; integer values
0004: $18DA = 0 ;; integer values
0004: $18E6 = 0 ;; integer values
0004: $18F0 = 0 ;; integer values
0004: $18CE = 0 ;; integer values
0004: $18D8 = 0 ;; integer values
0004: $18E4 = 0 ;; integer values
0004: $18ED = 0 ;; integer values
0004: $18EE = 0 ;; integer values
0004: $18FF = 0 ;; integer values
0004: $18C6 = 0 ;; integer values
0004: $18E5 = 0 ;; integer values
0004: $1907 = 0 ;; integer values
0481: 3.5

:Label0F9C55
0001: wait 0 ms
00D6: if 0
0038: $18F9 == 0 ;; integer values
004D: jump_if_false Label0F9C81
03C3: set_timer_with_text_to $1900 type 1 text "ASM3_11" ;; TIME:
0004: $18F9 = 1 ;; integer values

:Label0F9C81
00D6: if 0
0038: $18F9 == 1 ;; integer values
004D: jump_if_false Label0F9D32
032B: $18F2 = create_weapon_pickup #SNIPER 3 ammo 12 at $18F3 $18F4 $18F5
032B: $18F7 = create_weapon_pickup #UZI 3 ammo 180 at -43.07554 -1052.056
10.47165
03DC: $18F6 = create_marker_above_pickup $18F2
0165: set_marker $18F6 color_to 6
0395: clear_area 0 at -41.6449 -1039.381 range 9.4545 1.5
00A5: $18F8 = create_car #PCJ600 at -41.6449 -1039.381 9.4545
0229: set_car $18F8 color_to 1 1
0175: set_car $18F8 z_angle_to 79.1594
00BC: text_highpriority "ASM3_12" 8000 ms 2 ;; ~g~A selection of weapons have
been left for you nearby if you require them. You have ~h~9 MINUTES ~g~to kill all
members of the gang.
0006: 16@ = 0 ;; integer values
0004: $18F9 = 2 ;; integer values

:Label0F9D32
00D6: if 0
0038: $18F9 == 2 ;; integer values
004D: jump_if_false Label0F9D77
00D6: if 21
0214: pickup $18F2 picked_up
80E3: NOT player $PLAYER_CHAR 0 ()near_point $18F3 $18F4 radius 130.0 130.0
004D: jump_if_false Label0F9D77
0164: disable_marker $18F6
0004: $18F9 = 3 ;; integer values

:Label0F9D77
00D6: if 0
0038: $18FA == 0 ;; integer values
004D: jump_if_false Label0F9DAA
00D6: if 21
0019: 16@ > 9999 ;; integer values
0038: $18F9 == 3 ;; integer values
004D: jump_if_false Label0F9DAA
0004: $18FA = 1 ;; integer values

:Label0F9DAA
00D6: if 0
0038: $18FA == 1 ;; integer values
004D: jump_if_false Label0F9E31
0395: clear_area 0 at $18C1 $18C2 range $18C3 1.0
009A: $18C0 = create_actor 4 #WMYCW at $18C1 $18C2 $18C3
01ED: reset_actor $18C0 flags
0173: set_actor $18C0 z_angle_to $18C4
0187: $18C5 = create_marker_above_actor $18C0
0350: unknown_actor $18C0 not_scared_flag 1
00BC: text_highpriority "ASM3_13" 8000 ms 2 ;; ~g~Mike Griffin is working on an
advertising board in Washington.
018C: play_sound 1 at 0.0 0.0 0.0
04E3: unknown_player $PLAYER_CHAR 2 350000
0004: $18FA = 2 ;; integer values

:Label0F9E31
00D6: if 0
8118: NOT actor $18C0 dead
004D: jump_if_false Label0F9EBD
00D6: if 0
037E: unknown_cube_checking -30.3157 -896.563 17.36755 -55.192 -880.0 37.84
004D: jump_if_false Label0F9E9F
0004: $18C6 = 1 ;; integer values
00D6: if 0
0038: $18C6 == 1 ;; integer values
004D: jump_if_false Label0F9E98
0372: set_actor $18C0 anim 14 wait_state_time 60000 ms
0004: $18C6 = 2 ;; integer values

:Label0F9E98
0002: jump Label0F9EBD

:Label0F9E9F
00D6: if 0
0038: $18C6 == 0 ;; integer values
004D: jump_if_false Label0F9EBD
0372: set_actor $18C0 anim 25 wait_state_time 60000 ms

:Label0F9EBD
00D6: if 0
0018: $18FA > 1 ;; integer values
004D: jump_if_false Label0F9F17
00D6: if 0
001A: 3 > $18FA ;; integer values
004D: jump_if_false Label0F9F17
00D6: if 0
0118: actor $18C0 dead
004D: jump_if_false Label0F9F17
0004: $18FA = 3 ;; integer values
0004: $18FB = 1 ;; integer values
0164: disable_marker $18C5
018C: play_sound 1 at 0.0 0.0 0.0

:Label0F9F17
00D6: if 0
0038: $18FB == 1 ;; integer values
004D: jump_if_false Label0F9FC1
0249: release_model #WMYCW
01C2: remove_references_to_actor $18C0 ;; Like turning an actor into a random
pedestrian
0395: clear_area 0 at $18C8 $18C9 range $18CA 3.0
00A5: $18CD = create_car #SECURICA at $18C8 $18C9 $18CA
0175: set_car $18CD z_angle_to $18CB
0129: $18C7 = create_actor 4 #GDA in_car $18CD driverseat
01ED: reset_actor $18C7 flags
00A9: set_car $18CD to_normal_driver
0187: $18CC = create_marker_above_actor $18C7
020A: set_car $18CD door_status_to 3
0224: set_car $18CD health_to 2200
02AA: set_car $18CD immune_to_nonplayer 1
01EC: make_car $18CD very_heavy 1
00BC: text_highpriority "ASM3_14" 8000 ms 2 ;; ~g~Dick Tanner is working for DBP
Security in Ocean Drive.
018C: play_sound 1 at 0.0 0.0 0.0
0004: $18FB = 2 ;; integer values

:Label0F9FC1
00D6: if 0
0038: $18FB == 2 ;; integer values
004D: jump_if_false Label0FA079
00D6: if 0
0038: $18CE == 0 ;; integer values
004D: jump_if_false Label0FA079
00D6: if 0
0019: 16@ > 799 ;; integer values
004D: jump_if_false Label0FA079
00D6: if 0
8118: NOT actor $18C7 dead
004D: jump_if_false Label0FA079
00D6: if 0
00FB: player $PLAYER_CHAR 0 ()near_actor $18C7 radius 20.0 20.0 2.0
004D: jump_if_false Label0FA079
00D6: if 0
8119: NOT car $18CD wrecked
004D: jump_if_false Label0FA079
00D6: if 0
02CA: car $18CD bounding_sphere_visible
004D: jump_if_false Label0FA079
00D6: if 0
850D: NOT $18C7
004D: jump_if_false Label0FA079
00BC: text_highpriority "ASM3_18" 2000 ms 2 ;; ~g~Don't get too close to the
target or he may spot you!
0006: 16@ = 0 ;; integer values
0008: $18D0 += 1 ;; integer values

:Label0FA079
00D6: if 0
0038: $18FB == 2 ;; integer values
004D: jump_if_false Label0FA12A
00D6: if 0
0038: $18CE == 0 ;; integer values
004D: jump_if_false Label0FA12A
00D6: if 0
8118: NOT actor $18C7 dead
004D: jump_if_false Label0FA12A
00D6: if 0
02CB: actor $18C7 bounding_sphere_visible
004D: jump_if_false Label0FA12A
00D6: if 0
00FB: player $PLAYER_CHAR 0 ()near_actor $18C7 radius 11.0 11.0 2.0
004D: jump_if_false Label0FA12A
00D6: if 0
02D7: player $PLAYER_CHAR currentweapon == 47
004D: jump_if_false Label0FA12A
00D6: if 0
8119: NOT car $18CD wrecked
004D: jump_if_false Label0FA12A
00D6: if 0
02CA: car $18CD bounding_sphere_visible
004D: jump_if_false Label0FA12A
00D6: if 0
850D: NOT $18C7
004D: jump_if_false Label0FA12A
0004: $18D0 = 20 ;; integer values

:Label0FA12A
00D6: if 0
0038: $18FB == 2 ;; integer values
004D: jump_if_false Label0FA177
00D6: if 0
0038: $18CE == 0 ;; integer values
004D: jump_if_false Label0FA177
00D6: if 0
8119: NOT car $18CD wrecked
004D: jump_if_false Label0FA177
00D6: if 0
0496: unknown_car_check $18CD 4
004D: jump_if_false Label0FA177
0004: $18D0 = 20 ;; integer values

:Label0FA177
00D6: if 0
0038: $18FB == 2 ;; integer values
004D: jump_if_false Label0FA24E
00D6: if 0
0038: $18CE == 0 ;; integer values
004D: jump_if_false Label0FA24E
00D6: if 0
8119: NOT car $18CD wrecked
004D: jump_if_false Label0FA24E
0227: $18CF = car $18CD health
00D6: if 21
001A: 2200 > $18CF ;; integer values
0018: $18D0 > 3 ;; integer values
004D: jump_if_false Label0FA24E
00D6: if 0
8118: NOT actor $18C7 dead
004D: jump_if_false Label0FA24E
00D6: if 0
8119: NOT car $18CD wrecked
004D: jump_if_false Label0FA24E
00D6: if 0
00DB: actor $18C7 in_car $18CD
004D: jump_if_false Label0FA24E
00D6: if 0
850D: NOT $18C7
004D: jump_if_false Label0FA24E
00AD: set_car $18CD max_speed_to 38.0
00A8: set_car $18CD to_psycho_driver
00AE: unknown_set_car $18CD to_ignore_traffic_lights 3
00BC: text_highpriority "ASM3_19" 5000 ms 2 ;; ~g~He's seen you! Waste him!
03CC: car $18CD add_to_stuck_car_check .5 = 1000
0190: unknown_car $18CD
0004: $18CE = 1 ;; integer values

:Label0FA24E
00D6: if 0
0038: $18CE == 1 ;; integer values
004D: jump_if_false Label0FA362
00D6: if 0
001A: 3 > $18FB ;; integer values
004D: jump_if_false Label0FA362
00D6: if 0
8118: NOT actor $18C7 dead
004D: jump_if_false Label0FA362
00D6: if 0
8119: NOT car $18CD wrecked
004D: jump_if_false Label0FA362
00D6: if 0
00DB: actor $18C7 in_car $18CD
004D: jump_if_false Label0FA362
00D6: if 0
82BF: NOT car $18CD sunk
004D: jump_if_false Label0FA362
00D6: if 0
8495: NOT unknown_car_check $18CD
004D: jump_if_false Label0FA362
00D6: if 21
03CE: car $18CD stuck
018F: unknown_car_check $18CD
004D: jump_if_false Label0FA362
00D6: if 0
82CA: NOT car $18CD bounding_sphere_visible
004D: jump_if_false Label0FA362
00AA: store_car $18CD position_to $1904 $1905 $1906
02C1: set $1904 $1905 $1906 to_car_path_coords_closest_to $1904 $1905 $1906
00D6: if 0
838A: NOT car_in_cube $1904 $1905 $1906 4.0 4.0 3.0
004D: jump_if_false Label0FA362
00D6: if 0
80C2: NOT sphere_onscreen $1904 $1905 $1906 3.0
004D: jump_if_false Label0FA362
00AD: set_car $18CD max_speed_to 38.0
00A8: set_car $18CD to_psycho_driver
00AE: unknown_set_car $18CD to_ignore_traffic_lights 3

:Label0FA362
00D6: if 0
0038: $18CE == 1 ;; integer values
004D: jump_if_false Label0FA3C3
00D6: if 0
8118: NOT actor $18C7 dead
004D: jump_if_false Label0FA3C3
00D6: if 0
8119: NOT car $18CD wrecked
004D: jump_if_false Label0FA3C3
0227: $18CF = car $18CD health
00D6: if 0
001A: 450 > $18CF ;; integer values
004D: jump_if_false Label0FA3C3
00A9: set_car $18CD to_normal_driver
01D0: actor $18C7 avoid_player $PLAYER_CHAR
0004: $18CE = 2 ;; integer values

:Label0FA3C3
00D6: if 0
0018: $18FB > 1 ;; integer values
004D: jump_if_false Label0FA40A
00D6: if 0
001A: 3 > $18FB ;; integer values
004D: jump_if_false Label0FA40A
00D6: if 0
0118: actor $18C7 dead
004D: jump_if_false Label0FA40A
0004: $18FB = 3 ;; integer values
0004: $18FC = 1 ;; integer values
0164: disable_marker $18CC

:Label0FA40A
00D6: if 0
0038: $18FC == 1 ;; integer values
004D: jump_if_false Label0FA508
0249: release_model #GDA
01C2: remove_references_to_actor $18C7 ;; Like turning an actor into a random
pedestrian
0249: release_model #SECURICA
01C3: remove_references_to_car $18CD ;; Like turning a car into any random car
0395: clear_area 0 at $18D2 $18D3 range $18D4 3.0
00A5: $18D7 = create_car #BOBCAT at $18D2 $18D3 $18D4
0229: set_car $18D7 color_to 0 15
0175: set_car $18D7 z_angle_to $18D5
0224: set_car $18D7 health_to 1000
0129: $18D1 = create_actor 4 #HMYAP in_car $18D7 driverseat
01ED: reset_actor $18D1 flags
00A9: set_car $18D7 to_normal_driver
0187: $18D6 = create_marker_above_actor $18D1
02A9: set_actor $18D1 immune_to_nonplayer 1
01C8: $18DB = create_actor 4 #HMYAP in_car $18D7 passenger_seat 0
0187: $18DC = create_marker_above_actor $18DB
01B2: give_actor $18DB weapon 21 ammo 30000 ;; Load the weapon model before
using this
02E2: set_actor $18DB weapon_accuracy_to 95
01ED: reset_actor $18DB flags
011A: set_actor $18DB flags 1
0243: set_actor $18DB ped_stats_to 16
02A9: set_actor $18DB immune_to_nonplayer 1
020A: set_car $18D7 door_status_to 3
02AA: set_car $18D7 immune_to_nonplayer 1
00BC: text_highpriority "ASM3_15" 8000 ms 2 ;; ~g~Marcus Hammond and Franco
Carter are located near the Jewelry shop in Vice Point.
018C: play_sound 1 at 0.0 0.0 0.0
0004: $18FC = 2 ;; integer values

:Label0FA508
00D6: if 0
0038: $18FC == 2 ;; integer values
004D: jump_if_false Label0FA5D2
00D6: if 0
0038: $18D8 == 0 ;; integer values
004D: jump_if_false Label0FA5D2
00D6: if 0
0019: 16@ > 799 ;; integer values
004D: jump_if_false Label0FA5D2
00D6: if 0
8118: NOT actor $18D1 dead
004D: jump_if_false Label0FA5D2
00D6: if 0
00FB: player $PLAYER_CHAR 0 ()near_actor $18D1 radius 36.0 36.0 2.0
004D: jump_if_false Label0FA5D2
00D6: if 0
8119: NOT car $18D7 wrecked
004D: jump_if_false Label0FA5D2
00D6: if 0
02CA: car $18D7 bounding_sphere_visible
004D: jump_if_false Label0FA5D2
00D6: if 0
8018: NOT $18DA > 2 ;; integer values
004D: jump_if_false Label0FA5D2
00D6: if 0
850D: NOT $18D1
004D: jump_if_false Label0FA5D2
00BC: text_highpriority "ASM3_22" 2000 ms 2 ;; ~g~Don't get too close to the
targets or they may spot you!
0006: 16@ = 0 ;; integer values
0008: $18DA += 1 ;; integer values

:Label0FA5D2
00D6: if 0
0038: $18FC == 2 ;; integer values
004D: jump_if_false Label0FA653
00D6: if 0
0038: $18D8 == 0 ;; integer values
004D: jump_if_false Label0FA653
00D6: if 0
8118: NOT actor $18D1 dead
004D: jump_if_false Label0FA653
00D6: if 0
02CB: actor $18D1 bounding_sphere_visible
004D: jump_if_false Label0FA653
00D6: if 0
00FB: player $PLAYER_CHAR 0 ()near_actor $18D1 radius 20.0 20.0 2.0
004D: jump_if_false Label0FA653
00D6: if 0
02D7: player $PLAYER_CHAR currentweapon == 47
004D: jump_if_false Label0FA653
0004: $18DA = 20 ;; integer values

:Label0FA653
00D6: if 0
0038: $18FC == 2 ;; integer values
004D: jump_if_false Label0FA6A0
00D6: if 0
0038: $18D8 == 0 ;; integer values
004D: jump_if_false Label0FA6A0
00D6: if 0
8119: NOT car $18D7 wrecked
004D: jump_if_false Label0FA6A0
00D6: if 0
0496: unknown_car_check $18D7 4
004D: jump_if_false Label0FA6A0
0004: $18DA = 20 ;; integer values

:Label0FA6A0
00D6: if 0
0038: $18FC == 2 ;; integer values
004D: jump_if_false Label0FA726
00D6: if 0
0038: $18D8 == 0 ;; integer values
004D: jump_if_false Label0FA726
00D6: if 0
8119: NOT car $18D7 wrecked
004D: jump_if_false Label0FA726
0227: $18D9 = car $18D7 health
00D6: if 22
001A: 1000 > $18D9 ;; integer values
0018: $18DA > 2 ;; integer values
0118: actor $18D1 dead
004D: jump_if_false Label0FA726
00BC: text_highpriority "ASM3_20" 5000 ms 2 ;; ~g~They have seen you! Make sure
you waste them both!
00D6: if 0
8118: NOT actor $18DB dead
004D: jump_if_false Label0FA71F
03E2: actor $18DB exit_car

:Label0FA71F
0004: $18D8 = 1 ;; integer values

:Label0FA726
00D6: if 0
0038: $18D8 == 1 ;; integer values
004D: jump_if_false Label0FA775
00D6: if 0
8118: NOT actor $18DB dead
004D: jump_if_false Label0FA76E
00D6: if 0
80DF: NOT actor $18DB driving
004D: jump_if_false Label0FA767
01CA: actor $18DB kill_player $PLAYER_CHAR
0004: $18D8 = 2 ;; integer values

:Label0FA767
0002: jump Label0FA775

:Label0FA76E
0004: $18D8 = 2 ;; integer values

:Label0FA775
00D6: if 21
0038: $18D8 == 2 ;; integer values
0118: actor $18DB dead
004D: jump_if_false Label0FA826
00D6: if 0
8118: NOT actor $18D1 dead
004D: jump_if_false Label0FA826
00D6: if 0
8119: NOT car $18D7 wrecked
004D: jump_if_false Label0FA826
00D6: if 0
00DB: actor $18D1 in_car $18D7
004D: jump_if_false Label0FA826
00D6: if 0
850D: NOT $18D1
004D: jump_if_false Label0FA826
00D6: if 0
0038: $1907 == 0 ;; integer values
004D: jump_if_false Label0FA826
00BC: text_highpriority "ASM3_20" 5000 ms 2 ;; ~g~They have seen you! Make sure
you waste them both!
00AD: set_car $18D7 max_speed_to 34.0
00A8: set_car $18D7 to_psycho_driver
00AE: unknown_set_car $18D7 to_ignore_traffic_lights 2
03CC: car $18D7 add_to_stuck_car_check .5 = 1000
0190: unknown_car $18D7
0004: $18D8 = 3 ;; integer values
0004: $1907 = 1 ;; integer values

:Label0FA826
00D6: if 0
0038: $18D8 == 3 ;; integer values
004D: jump_if_false Label0FA8A0
00D6: if 0
8118: NOT actor $18D1 dead
004D: jump_if_false Label0FA8A0
00D6: if 0
8119: NOT car $18D7 wrecked
004D: jump_if_false Label0FA8A0
0227: $18D9 = car $18D7 health
00D6: if 0
001A: 500 > $18D9 ;; integer values
004D: jump_if_false Label0FA8A0
00D6: if 0
81FC: NOT player $PLAYER_CHAR near_car $18D7 radius 40.0 40.0 0
004D: jump_if_false Label0FA8A0
00AF: set_car $18D7 driver_behaviour_to 2
0004: $18D8 = 4 ;; integer values

:Label0FA8A0
00D6: if 0
0018: $18D8 > 2 ;; integer values
004D: jump_if_false Label0FA9AF
00D6: if 0
001A: 3 > $18FC ;; integer values
004D: jump_if_false Label0FA9AF
00D6: if 0
8118: NOT actor $18D1 dead
004D: jump_if_false Label0FA9AF
00D6: if 0
8119: NOT car $18D7 wrecked
004D: jump_if_false Label0FA9AF
00D6: if 0
00DB: actor $18D1 in_car $18D7
004D: jump_if_false Label0FA9AF
00D6: if 0
82BF: NOT car $18D7 sunk
004D: jump_if_false Label0FA9AF
00D6: if 0
8495: NOT unknown_car_check $18D7
004D: jump_if_false Label0FA9AF
00D6: if 21
03CE: car $18D7 stuck
018F: unknown_car_check $18D7
004D: jump_if_false Label0FA9AF
00D6: if 0
82CA: NOT car $18D7 bounding_sphere_visible
004D: jump_if_false Label0FA9AF
00AA: store_car $18D7 position_to $1901 $1902 $1903
02C1: set $1901 $1902 $1903 to_car_path_coords_closest_to $1901 $1902 $1903
00D6: if 0
838A: NOT car_in_cube $1901 $1902 $1903 4.0 4.0 3.0
004D: jump_if_false Label0FA9AF
00D6: if 0
80C2: NOT sphere_onscreen $1901 $1902 $1903 3.0
004D: jump_if_false Label0FA9AF
00AF: set_car $18D7 driver_behaviour_to 2
00AD: set_car $18D7 max_speed_to 35.0

:Label0FA9AF
00D6: if 0
0018: $18FC > 1 ;; integer values
004D: jump_if_false Label0FA9FD
00D6: if 0
001A: 3 > $18FC ;; integer values
004D: jump_if_false Label0FA9FD
00D6: if 0
0118: actor $18D1 dead
004D: jump_if_false Label0FA9E8
0164: disable_marker $18D6

:Label0FA9E8
00D6: if 0
0118: actor $18DB dead
004D: jump_if_false Label0FA9FD
0164: disable_marker $18DC

:Label0FA9FD
00D6: if 0
0018: $18FC > 1 ;; integer values
004D: jump_if_false Label0FAA59
00D6: if 0
001A: 3 > $18FC ;; integer values
004D: jump_if_false Label0FAA59
00D6: if 0
0118: actor $18D1 dead
004D: jump_if_false Label0FAA59
00D6: if 0
0118: actor $18DB dead
004D: jump_if_false Label0FAA59
0004: $18FC = 3 ;; integer values
0164: disable_marker $18D6
0164: disable_marker $18DC
0004: $18FD = 1 ;; integer values

:Label0FAA59
00D6: if 0
0038: $18FD == 1 ;; integer values
004D: jump_if_false Label0FAB3B
0249: release_model #HMYAP
0249: release_model #BOBCAT
0249: release_model #BUDDYSHOT
01C2: remove_references_to_actor $18D1 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $18DB ;; Like turning an actor into a random
pedestrian
01C3: remove_references_to_car $18D7 ;; Like turning a car into any random car
0395: clear_area 0 at $18DE $18DF range $18E0 3.0
00A5: $18E3 = create_car #TROPIC at $18DE $18DF $18E0
0175: set_car $18E3 z_angle_to $18E1
009A: $18DD = create_actor 4 #JMOTO at 50.916 -640.893 8.3173
0464: put_actor $18DD into_turret_on_car $18E3 at_car_offset 0.0 -4.0 1.2 unknown
0 angle 360.0 with_weapon 0
0187: $18E2 = create_marker_above_actor $18DD
02AA: set_car $18E3 immune_to_nonplayer 1
0350: unknown_actor $18DD not_scared_flag 1
0372: set_actor $18DD anim 13 wait_state_time 800000 ms
00BC: text_highpriority "ASM3_16" 8000 ms 2 ;; ~g~Nick Kong is cruising off
Washington Beach.
018C: play_sound 1 at 0.0 0.0 0.0
01ED: reset_actor $18DD flags
0004: $18FD = 2 ;; integer values

:Label0FAB3B
00D6: if 0
0038: $18FD == 2 ;; integer values
004D: jump_if_false Label0FABE3
00D6: if 0
0038: $18E4 == 0 ;; integer values
004D: jump_if_false Label0FABE3
00D6: if 0
0019: 16@ > 999 ;; integer values
004D: jump_if_false Label0FABE3
00D6: if 0
8118: NOT actor $18DD dead
004D: jump_if_false Label0FABE3
00D6: if 0
00FB: player $PLAYER_CHAR 0 ()near_actor $18DD radius 30.0 30.0 5.0
004D: jump_if_false Label0FABE3
00D6: if 0
8119: NOT car $18E3 wrecked
004D: jump_if_false Label0FABE3
00D6: if 0
02CA: car $18E3 bounding_sphere_visible
004D: jump_if_false Label0FABE3
00BC: text_highpriority "ASM3_18" 2000 ms 2 ;; ~g~Don't get too close to the
target or he may spot you!
0006: 16@ = 0 ;; integer values
0008: $18E6 += 1 ;; integer values

:Label0FABE3
00D6: if 0
8118: NOT actor $18DD dead
004D: jump_if_false Label0FAC43
00D6: if 0
037E: unknown_cube_checking 4.66 -711.711 5.474 8.897 -684.8 11.77
004D: jump_if_false Label0FAC43
00D6: if 0
0038: $18E5 == 0 ;; integer values
004D: jump_if_false Label0FAC43
0372: set_actor $18DD anim 14 wait_state_time 600000 ms
0004: $18E5 = 2 ;; integer values

:Label0FAC43
00D6: if 0
0038: $18FD == 2 ;; integer values
004D: jump_if_false Label0FACCD
00D6: if 0
0038: $18E4 == 0 ;; integer values
004D: jump_if_false Label0FACCD
00D6: if 0
8119: NOT car $18E3 wrecked
004D: jump_if_false Label0FACCD
00D6: if 21
0038: $18E5 == 2 ;; integer values
0018: $18E6 > 10 ;; integer values
004D: jump_if_false Label0FACCD
00D6: if 0
8118: NOT actor $18DD dead
004D: jump_if_false Label0FACCD
00D6: if 0
00E9: player $PLAYER_CHAR 0 ()near_actor $18DD radius 120.0 120.0
004D: jump_if_false Label0FACCD
0350: unknown_actor $18DD not_scared_flag 1
0004: $18E4 = 1 ;; integer values

:Label0FACCD
00D6: if 0
0018: $18FD > 1 ;; integer values
004D: jump_if_false Label0FAD14
00D6: if 0
001A: 3 > $18FD ;; integer values
004D: jump_if_false Label0FAD14
00D6: if 0
0118: actor $18DD dead
004D: jump_if_false Label0FAD14
0004: $18FD = 3 ;; integer values
0004: $18FE = 1 ;; integer values
0164: disable_marker $18E2

:Label0FAD14
00D6: if 0
0038: $18FE == 1 ;; integer values
004D: jump_if_false Label0FADE1
0249: release_model #TROPIC
0249: release_model #JMOTO
01C2: remove_references_to_actor $18DD ;; Like turning an actor into a random
pedestrian
01C3: remove_references_to_car $18E3 ;; Like turning a car into any random car
0395: clear_area 0 at $18E8 $18E9 range $18EA 10.0
00A5: $18EF = create_car #PCJ600 at $18E8 $18E9 $18EA
0229: set_car $18EF color_to 7 7
0175: set_car $18EF z_angle_to $18EB
0129: $18E7 = create_actor 21 #SPECIAL01 in_car $18EF driverseat
01ED: reset_actor $18E7 flags
0187: $18EC = create_marker_above_actor $18E7
020A: set_car $18EF door_status_to 2
02AA: set_car $18EF immune_to_nonplayer 1
02A9: set_actor $18E7 immune_to_nonplayer 1
00AD: set_car $18EF max_speed_to 12.0
00A8: set_car $18EF to_psycho_driver
00AE: unknown_set_car $18EF to_ignore_traffic_lights 1
02AA: set_car $18EF immune_to_nonplayer 1
00BC: text_highpriority "ASM3_17" 8000 ms 2 ;; ~g~Charlie Dilson is riding in
Washington.
018C: play_sound 1 at 0.0 0.0 0.0
0004: $18FE = 2 ;; integer values

:Label0FADE1
00D6: if 0
0038: $18FE == 2 ;; integer values
004D: jump_if_false Label0FAE79
00D6: if 0
0038: $18ED == 0 ;; integer values
004D: jump_if_false Label0FAE79
00D6: if 0
0019: 16@ > 999 ;; integer values
004D: jump_if_false Label0FAE79
00D6: if 0
8118: NOT actor $18E7 dead
004D: jump_if_false Label0FAE79
00D6: if 0
00FB: player $PLAYER_CHAR 0 ()near_actor $18E7 radius 90.0 90.0 5.0
004D: jump_if_false Label0FAE79
00D6: if 0
02CB: actor $18E7 bounding_sphere_visible
004D: jump_if_false Label0FAE79
00BC: text_highpriority "ASM3_18" 5000 ms 2 ;; ~g~Don't get too close to the
target or he may spot you!
0006: 16@ = 0 ;; integer values
0008: $18F0 += 1 ;; integer values

:Label0FAE79
00D6: if 0
0038: $18FE == 2 ;; integer values
004D: jump_if_false Label0FAEE8
00D6: if 0
0038: $18ED == 0 ;; integer values
004D: jump_if_false Label0FAEE8
00D6: if 0
8118: NOT actor $18E7 dead
004D: jump_if_false Label0FAEE8
00D6: if 0
02CB: actor $18E7 bounding_sphere_visible
004D: jump_if_false Label0FAEE8
00D6: if 0
00FB: player $PLAYER_CHAR 0 ()near_actor $18E7 radius 70.0 70.0 5.0
004D: jump_if_false Label0FAEE8
0004: $18F0 = 20 ;; integer values
:Label0FAEE8
00D6: if 0
0038: $18FE == 2 ;; integer values
004D: jump_if_false Label0FAF8F
00D6: if 0
0038: $18ED == 0 ;; integer values
004D: jump_if_false Label0FAF8F
00D6: if 0
8119: NOT car $18EF wrecked
004D: jump_if_false Label0FAF8F
0227: $18F1 = car $18EF health
00D6: if 21
001A: 1000 > $18F1 ;; integer values
0018: $18F0 > 1 ;; integer values
004D: jump_if_false Label0FAF8F
00D6: if 0
00DF: actor $18E7 driving
004D: jump_if_false Label0FAF72
0004: $18FF = 1 ;; integer values
0004: $18ED = 1 ;; integer values
00BC: text_highpriority "ASM3_19" 5000 ms 2 ;; ~g~He's seen you! Waste him!
0002: jump Label0FAF8F

:Label0FAF72
0004: $18FF = 0 ;; integer values
0004: $18ED = 1 ;; integer values
00BC: text_highpriority "ASM3_19" 5000 ms 2 ;; ~g~He's seen you! Waste him!

:Label0FAF8F
00D6: if 0
0038: $18ED == 1 ;; integer values
004D: jump_if_false Label0FB08B
00D6: if 0
8118: NOT actor $18E7 dead
004D: jump_if_false Label0FB08B
00D6: if 0
0038: $18FF == 0 ;; integer values
004D: jump_if_false Label0FB02A
00D6: if 0
80DF: NOT actor $18E7 driving
004D: jump_if_false Label0FB02A
00D6: if 0
8119: NOT car $18EF wrecked
004D: jump_if_false Label0FB022
00D6: if 0
80DC: NOT player $PLAYER_CHAR driving $18EF
004D: jump_if_false Label0FB013
01D5: actor $18E7 go_to_and_drive_car $18EF
0319: set_actor $18E7 wander_state_to 1 (off)
0004: $18FF = 1 ;; integer values
0002: jump Label0FB01B

:Label0FB013
01D0: actor $18E7 avoid_player $PLAYER_CHAR

:Label0FB01B
0002: jump Label0FB02A
:Label0FB022
01D0: actor $18E7 avoid_player $PLAYER_CHAR

:Label0FB02A
00D6: if 0
0038: $18FF == 1 ;; integer values
004D: jump_if_false Label0FB08B
00D6: if 0
8119: NOT car $18EF wrecked
004D: jump_if_false Label0FB08B
00D6: if 0
00DB: actor $18E7 in_car $18EF
004D: jump_if_false Label0FB083
00AD: set_car $18EF max_speed_to 42.0
00AE: unknown_set_car $18EF to_ignore_traffic_lights 2
00A8: set_car $18EF to_psycho_driver
0004: $18FF = 0 ;; integer values
0002: jump Label0FB08B

:Label0FB083
01D0: actor $18E7 avoid_player $PLAYER_CHAR

:Label0FB08B
00D6: if 0
0018: $18FE > 1 ;; integer values
004D: jump_if_false Label0FB0D2
00D6: if 0
001A: 3 > $18FE ;; integer values
004D: jump_if_false Label0FB0D2
00D6: if 0
0118: actor $18E7 dead
004D: jump_if_false Label0FB0D2
0004: $18FE = 3 ;; integer values
0004: $18EE = 1 ;; integer values
0164: disable_marker $18EC

:Label0FB0D2
00D6: if 1
0038: $18EE == 1 ;; integer values
0018: $1900 > 0 ;; integer values
004D: jump_if_false Label0FB0F2
0002: jump Label0FB139

:Label0FB0F2
00D6: if 1
0038: $18EE == 0 ;; integer values
001A: 1 > $1900 ;; integer values
004D: jump_if_false Label0FB121
00BC: text_highpriority "ASM3_21" 5000 ms 1 ;; ~r~You did not kill all the gang
members in time!
0002: jump Label0FB128

:Label0FB121
0002: jump Label0F9C55

:Label0FB128
00BA: text_styled "M_FAIL" 5000 ms 1 ;; MISSION FAILED!
0051: return
:Label0FB139
0004: $12C = 1 ;; integer values
0318: set_latest_mission_passed "JOB_3" ;; Autocide
01E3: text_1number_styled "M_PASS" 4000 5000 ms 1 ;; MISSION PASSED! $~1~
0110: clear_player $PLAYER_CHAR wanted_level
0109: player $PLAYER_CHAR money += 4000
030C: set_mission_points += 1
0394: play_music 1
030C: set_mission_points += 1
0533: 1
0164: disable_marker $129
0051: return

:Label0FB180
0004: $ONMISSION = 0 ;; integer values
0215: destroy_pickup $18F2
0215: destroy_pickup $18F7
0164: disable_marker $18C5
0164: disable_marker $18CC
0164: disable_marker $18D6
0164: disable_marker $18DC
0164: disable_marker $18E2
0164: disable_marker $18EC
0164: disable_marker $18F6
034F: destroy_actor_with_fade $18E7 ;; The actor fades away like a ghost
0249: release_model #TROPIC
0249: release_model #PCJ600
0249: release_model #WMYCW
0249: release_model #GDA
0249: release_model #HMYAP
0249: release_model #JMOTO
0249: release_model #BOBCAT
0249: release_model #SECURICA
0249: release_model #CELLPHONE
0249: release_model #BUDDYSHOT
0296: unload_special_actor 1
014F: stop_timer $1900
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
00D8: mission_cleanup
0051: return

;-------------Mission 70---------------
; Originally: Check Out at the Check In

:Label0FB1F9
03A4: name_thread "ASSIN4"
0050: gosub Label0FB227
00D6: if 0
0112: wasted_or_busted
004D: jump_if_false Label0FB21E
0050: gosub Label0FD22F

:Label0FB21E
0050: gosub Label0FD283
004E: end_thread

:Label0FB227
0004: $ONMISSION = 1 ;; integer values
0317: increment_mission_attempts
0001: wait 0 ms
054C: use_GXT_table "ASSIN4"
0247: request_model #WMORI
0247: request_model #HFYBU
0247: request_model #UZI
0247: request_model #CELLPHONE

:Label0FB250
00D6: if 23
8248: NOT model #WMORI available
8248: NOT model #HFYBU available
8248: NOT model #CELLPHONE available
8248: NOT model #UZI available
004D: jump_if_false Label0FB278
0001: wait 0 ms
0002: jump Label0FB250

:Label0FB278
023C: load_special_actor 1 "BGA"
023C: load_special_actor 2 "BGB"

:Label0FB290
00D6: if 21
823D: NOT special_actor 1 loaded
823D: NOT special_actor 2 loaded
004D: jump_if_false Label0FB2AE
0001: wait 0 ms
0002: jump Label0FB290

:Label0FB2AE
03DE: set_pedestrians_density_multiplier_to 0.0
01EB: set_car_density_to 0.0
02A3: toggle_widescreen 1 (on)
0395: clear_area 0 at 38.39647 -1023.988 range 9.450843 4.0
042B: clear_peds_from_cube -1475.243 -832.872 10.164 -1489.91 819.0943 18.669
0055: put_player $PLAYER_CHAR at -1482.114 -825.2285 13.8377
0171: set_player $PLAYER_CHAR z_angle_to 100.263
015F: set_camera_position -1479.544 -825.3295 15.01768 0.0 0.0 0.0
0157: camera_on_player $PLAYER_CHAR 4 2
0373: set_camera_directly_behind_player
052B: actor $PLAYER_ACTOR hold_cellphone 1
03CF: load_wav "JOB4_1" as 1
03CF: load_wav "JOB4_2" as 2

:Label0FB360
00D6: if 21
83D0: NOT wav 1 loaded
83D0: NOT wav 2 loaded
004D: jump_if_false Label0FB37E
0001: wait 0 ms
0002: jump Label0FB360

:Label0FB37E
016A: fade 1 (back) 1000 ms

:Label0FB385
00D6: if 0
016B: fading
004D: jump_if_false Label0FB39D
0001: wait 0 ms
0002: jump Label0FB385

:Label0FB39D
00BC: text_highpriority "ASM4_A" 10000 ms 1 ;; Time to fry bigger fish, Mr.
Teal. There's a rifle in the foliage to your right.
03D1: play_wav 1

:Label0FB3B0
00D6: if 1
83D2: NOT wav 1 ended
8118: NOT actor $PLAYER_ACTOR dead
004D: jump_if_false Label0FB3E7
0001: wait 0 ms
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label0FB3E0
0002: jump Label0FB53F

:Label0FB3E0
0002: jump Label0FB3B0

:Label0FB3E7
03D5: remove_text "ASM4_A" ;; Time to fry bigger fish, Mr. Teal. There's a rifle
in the foliage to your right.
040D: unload_wav 1
0395: clear_area 0 at -1474.531 -826.0056 range 15.00762 3.0
015F: set_camera_position -1475.931 -826.0056 15.00762 0.0 0.0 0.0
0160: point_camera -1476.763 -825.4517 14.99366 2
00BC: text_highpriority "ASM4_B" 10000 ms 1 ;; Watch the woman standing on the
balcony above the check-in desks. She will walk through the crowd and ask someone
the time.
03D1: play_wav 2

:Label0FB453
00D6: if 1
83D2: NOT wav 2 ended
8118: NOT actor $PLAYER_ACTOR dead
004D: jump_if_false Label0FB48A
0001: wait 0 ms
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label0FB483
0002: jump Label0FB53F

:Label0FB483
0002: jump Label0FB453

:Label0FB48A
03D5: remove_text "ASM4_B" ;; Watch the woman standing on the balcony above the
check-in desks. She will walk through the crowd and ask someone the time.
040D: unload_wav 2
03CF: load_wav "JOB4_3" as 1

:Label0FB4A4
00D6: if 0
83D0: NOT wav 1 loaded
004D: jump_if_false Label0FB4BE
0001: wait 0 ms
0002: jump Label0FB4A4

:Label0FB4BE
015F: set_camera_position -1484.055 -825.312 16.72996 0.0 0.0 0.0
0157: camera_on_player $PLAYER_CHAR 15 2
00BC: text_highpriority "ASM4_C" 10000 ms 1 ;; You must kill that person,
retrieve his case and take it to the location taped under the phone.
03D1: play_wav 1

:Label0FB4FA
00D6: if 1
83D2: NOT wav 1 ended
8118: NOT actor $PLAYER_ACTOR dead
004D: jump_if_false Label0FB531
0001: wait 0 ms
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label0FB52A
0002: jump Label0FB53F

:Label0FB52A
0002: jump Label0FB4FA

:Label0FB531
03D5: remove_text "ASM4_C" ;; You must kill that person, retrieve his case and
take it to the location taped under the phone.
040D: unload_wav 1

:Label0FB53F
040D: unload_wav 1
040D: unload_wav 2
03EB: clear_small_messages_only
0001: wait 500 ms
052B: actor $PLAYER_ACTOR hold_cellphone 0
0249: release_model #CELLPHONE
016A: fade 0 () 1000 ms
03DE: set_pedestrians_density_multiplier_to 1.0
01EB: set_car_density_to 1.0
0006: 16@ = 0 ;; integer values

:Label0FB576
00D6: if 0
016B: fading
004D: jump_if_false Label0FB58E
0001: wait 0 ms
0002: jump Label0FB576

:Label0FB58E
02A3: toggle_widescreen 0 (off)
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
016A: fade 1 (back) 1000 ms

:Label0FB59D
00D6: if 0
016B: fading
004D: jump_if_false Label0FB5B5
0001: wait 0 ms
0002: jump Label0FB59D

:Label0FB5B5
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
0005: $191D = -1493.219 ;; floating-point values
0005: $191E = -798.9757 ;; floating-point values
0005: $191F = 14.868 ;; floating-point values
0005: $1920 = -1421.181 ;; floating-point values
0005: $1921 = -874.6884 ;; floating-point values
0005: $1922 = 19.8471 ;; floating-point values
0005: $1923 = 289.025 ;; floating-point values
0005: $1924 = -1388.918 ;; floating-point values
0005: $1925 = -865.0282 ;; floating-point values
0005: $1926 = 13.87768 ;; floating-point values
0005: $1927 = 50.33542 ;; floating-point values
0005: $191A = -1360.67 ;; floating-point values
0005: $191B = -930.4258 ;; floating-point values
0005: $191C = 19.8531 ;; floating-point values
0005: $1931 = -1387.584 ;; floating-point values
0005: $1932 = -865.2448 ;; floating-point values
0005: $1933 = 13.87768 ;; floating-point values
0005: $1934 = 65.23693 ;; floating-point values
0005: $1928 = -1484.78 ;; floating-point values
0005: $1929 = -807.7946 ;; floating-point values
0005: $192A = 14.878 ;; floating-point values
0005: $192E = -676.2405 ;; floating-point values
0005: $192F = 1197.764 ;; floating-point values
0005: $1930 = 10.07 ;; floating-point values
0004: $1915 = 0 ;; integer values
0004: $1916 = 0 ;; integer values
0004: $1917 = 0 ;; integer values
0004: $1918 = 0 ;; integer values
0004: $1912 = 0 ;; integer values
0004: $1919 = 0 ;; integer values
0004: $1910 = 0 ;; integer values
0004: $1911 = 0 ;; integer values
0004: $1913 = 0 ;; integer values
0004: $1935 = 0 ;; integer values
0004: $193A = 0 ;; integer values
0004: $1938 = 0 ;; integer values
0004: $1939 = 0 ;; integer values
0004: $1936 = 0 ;; integer values
0004: $1961 = 0 ;; integer values
0006: 16@ = 0 ;; integer values
0005: $1949 = -1152.279 ;; floating-point values
0005: $194A = -939.467 ;; floating-point values
0005: $194B = 14.688 ;; floating-point values
0005: $194C = 88.806 ;; floating-point values
0004: $194D = 0 ;; integer values
0005: $1950 = -1163.086 ;; floating-point values
0005: $1951 = -948.9131 ;; floating-point values
0005: $1952 = 14.68145 ;; floating-point values
0005: $1953 = 89.2464 ;; floating-point values
0004: $1954 = 0 ;; integer values
0005: $1957 = -1139.197 ;; floating-point values
0005: $1958 = -1086.208 ;; floating-point values
0005: $1959 = 14.71668 ;; floating-point values
0005: $195A = 295.402 ;; floating-point values
0004: $195B = 0 ;; integer values
0004: $195E = 0 ;; integer values
0004: $195F = 0 ;; integer values
0004: $1960 = 0 ;; integer values
032B: $190B = create_weapon_pickup #SNIPER 3 ammo 10 at $1928 $1929 $192A
03DC: $190C = create_marker_above_pickup $190B
00BC: text_highpriority "ASM4_15" 5000 ms 2 ;; ~g~Get the sniper rifle to your
right.
015C: set_zone_gang_info "TERMINL" 1 (day) 50 0 0 0 0 25 0 0 0 0 10
015C: set_zone_gang_info "TERMINL" 0 (night) 50 0 0 0 0 25 0 0 0 0 10
022B: create_forbidden_for_peds_cube -1424.038 -876.6656 10.8537 -1422.422
-873.6301 29.8434
022B: create_forbidden_for_peds_cube -1407.059 -869.3946 -5.8549 -1408.656
-873.5172 23.8402
022B: create_forbidden_for_peds_cube -1385.123 -855.1205 10.0263 -1383.952
-853.1511 28.5218
022B: create_forbidden_for_peds_cube -1386.247 -863.7204 8.8377 -1393.27 -859.9062
16.8377

:Label0FB8AE
0001: wait 0 ms
00D6: if 0
0038: $1912 == 0 ;; integer values
004D: jump_if_false Label0FBC3D
00D6: if 0
0214: pickup $190B picked_up
004D: jump_if_false Label0FBC3D
02A3: toggle_widescreen 1 (on)
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
009A: $1908 = create_actor 4 #HFYBU at $1920 $1921 $1922
02A9: set_actor $1908 immune_to_nonplayer 1
0173: set_actor $1908 z_angle_to $1923
0187: $1909 = create_marker_above_actor $1908
01ED: reset_actor $1908 flags
04F5: unknown_actor $1908 kiss_player $PLAYER_CHAR on 1
0372: set_actor $1908 anim 13 wait_state_time 15000 ms
009A: $190A = create_actor 4 #WMORI at $1924 $1925 $1926
02A9: set_actor $190A immune_to_nonplayer 1
0173: set_actor $190A z_angle_to $1927
0372: set_actor $190A anim 13 wait_state_time 50000 ms
01ED: reset_actor $190A flags
0350: unknown_actor $190A not_scared_flag 1
009A: $190F = create_actor 21 #SPECIAL01 at $1931 $1932 $1933
0173: set_actor $190F z_angle_to $1934
01B2: give_actor $190F weapon 23 ammo 300000 ;; Load the weapon model before
using this
01DE: tie_actor $190F to_actor $190A
0243: set_actor $190F ped_stats_to 16
01ED: reset_actor $190F flags
0350: unknown_actor $190F not_scared_flag 1
02A9: set_actor $190F immune_to_nonplayer 1
015F: set_camera_position -1488.089 -811.8918 16.87549 0.0 0.0 0.0
0160: point_camera -1487.585 -812.7544 16.91248 2
0395: clear_area 0 at $1920 $1921 range $1922 75.0
0395: clear_area 0 at $1924 $1925 range $1926 75.0
0006: 16@ = 0 ;; integer values

:Label0FBA00
00D6: if 0
001B: 5000 > 16@ ;; integer values
004D: jump_if_false Label0FBA45
0001: wait 0 ms
00BC: text_highpriority "ASM4_16" 5000 ms 2 ;; ~g~Watch the woman on the
balcony, she will walk down the escalators and ask someone the time.
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label0FBA3E
0002: jump Label0FBC20

:Label0FBA3E
0002: jump Label0FBA00

:Label0FBA45
015F: set_camera_position -1419.446 -874.2186 21.14 0.0 0.0 0.0
00D6: if 0
8118: NOT actor $1908 dead
004D: jump_if_false Label0FBA7E
0159: camera_on_ped $1908 15 2

:Label0FBA7E
0006: 16@ = 0 ;; integer values

:Label0FBA85
00D6: if 0
001B: 5000 > 16@ ;; integer values
004D: jump_if_false Label0FBACA
0001: wait 0 ms
00BC: text_highpriority "ASM4_17" 5000 ms 2 ;; ~g~Once the conversation has
finished kill the person she spoke to, but do not kill her.
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label0FBAC3
0002: jump Label0FBC20

:Label0FBAC3
0002: jump Label0FBA85

:Label0FBACA
015F: set_camera_position -1407.901 -847.96 19.56 0.0 0.0 0.0
00D6: if 0
8118: NOT actor $1908 dead
004D: jump_if_false Label0FBB03
0159: camera_on_ped $1908 15 2

:Label0FBB03
0006: 16@ = 0 ;; integer values

:Label0FBB0A
00D6: if 0
001B: 5000 > 16@ ;; integer values
004D: jump_if_false Label0FBB4F
0001: wait 0 ms
00BC: text_highpriority "ASM4_18" 5000 ms 2 ;; ~g~Once the target is dead
retrieve his briefcase and take it to Ammu-Nation in Downtown.
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label0FBB48
0002: jump Label0FBC20
:Label0FBB48
0002: jump Label0FBB0A

:Label0FBB4F
015F: set_camera_position -1443.797 -858.3729 19.361 0.0 0.0 0.0
00D6: if 0
8118: NOT actor $1908 dead
004D: jump_if_false Label0FBB88
0159: camera_on_ped $1908 15 2

:Label0FBB88
0006: 16@ = 0 ;; integer values

:Label0FBB8F
00D6: if 0
001B: 6000 > 16@ ;; integer values
004D: jump_if_false Label0FBBD4
0001: wait 0 ms
00BC: text_highpriority "ASM4_19" 6000 ms 2 ;; ~g~Keep your distance from the
target! Use the distance bar in the upper right corner of the screen.
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label0FBBCD
0002: jump Label0FBC20

:Label0FBBCD
0002: jump Label0FBB8F

:Label0FBBD4
0006: 16@ = 0 ;; integer values

:Label0FBBDB
00D6: if 0
001B: 5000 > 16@ ;; integer values
004D: jump_if_false Label0FBC20
0001: wait 0 ms
00BC: text_highpriority "ASM4_20" 5000 ms 2 ;; ~g~If it gets full he will see
you.
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label0FBC19
0002: jump Label0FBC20

:Label0FBC19
0002: jump Label0FBBDB

:Label0FBC20
00BE: text_clear_all
02A3: toggle_widescreen 0 (off)
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
02EB: restore_camera_with_jumpcut
0004: $1912 = 1 ;; integer values
0006: 16@ = 0 ;; integer values

:Label0FBC3D
00D6: if 0
0038: $1912 == 1 ;; integer values
004D: jump_if_false Label0FBC98
00D6: if 0
0019: 16@ > 15000 ;; integer values
004D: jump_if_false Label0FBC98
00D6: if 0
8118: NOT actor $1908 dead
004D: jump_if_false Label0FBC98
00D6: if 0
8118: NOT actor $190A dead
004D: jump_if_false Label0FBC98
04C2: $1908 $190A
0006: 16@ = 0 ;; integer values
0004: $1912 = 2 ;; integer values

:Label0FBC98
00D6: if 0
0038: $1912 == 2 ;; integer values
004D: jump_if_false Label0FBD31
00D6: if 0
8118: NOT actor $1908 dead
004D: jump_if_false Label0FBD31
00D6: if 0
8118: NOT actor $190A dead
004D: jump_if_false Label0FBD31
00D6: if 0
8118: NOT actor $190F dead
004D: jump_if_false Label0FBD31
00D6: if 21
0126: actor $1908 walking
0019: 16@ > 120000 ;; integer values
004D: jump_if_false Label0FBD31
011C: actor $1908 clear_objective
0372: set_actor $190A anim 0 wait_state_time 100 ms
022C: set_actor $190F to_look_at_actor $1908
03F9: make_actors $1908 $190A converse_in 5000 ms
0006: 16@ = 0 ;; integer values
0004: $1912 = 3 ;; integer values
0004: $1919 = 1 ;; integer values
0004: $1910 = 1 ;; integer values

:Label0FBD31
00D6: if 0
0019: 16@ > 5000 ;; integer values
004D: jump_if_false Label0FBD79
00D6: if 0
0038: $1910 == 1 ;; integer values
004D: jump_if_false Label0FBD79
00D6: if 0
8118: NOT actor $190F dead
004D: jump_if_false Label0FBD79
022F: set_actor $190F stop_looking
0350: unknown_actor $190F not_scared_flag 0
0004: $1910 = 2 ;; integer values

:Label0FBD79
00D6: if 0
0019: 16@ > 5000 ;; integer values
004D: jump_if_false Label0FBDC1
00D6: if 0
0038: $1919 == 1 ;; integer values
004D: jump_if_false Label0FBDC1
00D6: if 0
8118: NOT actor $1908 dead
004D: jump_if_false Label0FBDC1
009C: set_actor $1908 wander_path_to -1
0164: disable_marker $1909
0004: $1919 = 2 ;; integer values

:Label0FBDC1
00D6: if 0
0038: $1912 == 3 ;; integer values
004D: jump_if_false Label0FBE13
00D6: if 0
8118: NOT actor $190A dead
004D: jump_if_false Label0FBE13
00D6: if 0
0019: 16@ > 4999 ;; integer values
004D: jump_if_false Label0FBE13
0211: actor $190A walk_to -1389.755 -859.1885
0006: 17@ = 0 ;; integer values
0004: $1912 = 4 ;; integer values

:Label0FBE13
00D6: if 0
8118: NOT actor $190A dead
004D: jump_if_false Label0FC06A
00D6: if 0
0018: $1912 > 3 ;; integer values
004D: jump_if_false Label0FC06A
00D6: if 0
0038: $1961 == 0 ;; integer values
004D: jump_if_false Label0FBE5D
0211: actor $190A walk_to -1392.829 -862.1075
0004: $1961 = 1 ;; integer values

:Label0FBE5D
00D6: if 0
0038: $1961 == 1 ;; integer values
004D: jump_if_false Label0FBEAD
00D6: if 0
00F0: actor $190A stopped 0 ()near_point_on_foot -1392.829 -862.1075 radius 1.0
1.0
004D: jump_if_false Label0FBEAD
0372: set_actor $190A anim 3 wait_state_time 1000 ms
0006: 16@ = 0 ;; integer values
0004: $1961 = 2 ;; integer values

:Label0FBEAD
00D6: if 0
0038: $1961 == 2 ;; integer values
004D: jump_if_false Label0FBEF1
00D6: if 0
0019: 16@ > 1000 ;; integer values
004D: jump_if_false Label0FBEF1
0372: set_actor $190A anim 0 wait_state_time 100 ms
0211: actor $190A walk_to -1389.674 -859.1384
0004: $1961 = 3 ;; integer values

:Label0FBEF1
00D6: if 0
0038: $1961 == 3 ;; integer values
004D: jump_if_false Label0FBF41
00D6: if 0
00F0: actor $190A stopped 0 ()near_point_on_foot -1389.674 -859.1384 radius 1.0
1.0
004D: jump_if_false Label0FBF41
0372: set_actor $190A anim 3 wait_state_time 2000 ms
0006: 16@ = 0 ;; integer values
0004: $1961 = 4 ;; integer values

:Label0FBF41
00D6: if 0
0038: $1961 == 4 ;; integer values
004D: jump_if_false Label0FBF85
00D6: if 0
0019: 16@ > 2000 ;; integer values
004D: jump_if_false Label0FBF85
0372: set_actor $190A anim 0 wait_state_time 100 ms
0211: actor $190A walk_to -1380.315 -850.1871
0004: $1961 = 5 ;; integer values

:Label0FBF85
00D6: if 0
0038: $1961 == 5 ;; integer values
004D: jump_if_false Label0FBFC4
00D6: if 0
00F0: actor $190A stopped 0 ()near_point_on_foot -1380.315 -850.1871 radius 1.0
1.0
004D: jump_if_false Label0FBFC4
0004: $1961 = 6 ;; integer values

:Label0FBFC4
00D6: if 0
0038: $193A == 0 ;; integer values
004D: jump_if_false Label0FC017
00D6: if 0
0038: $1961 == 6 ;; integer values
004D: jump_if_false Label0FC017
00D6: if 0
0019: 17@ > 1000 ;; integer values
004D: jump_if_false Label0FC017
009E: set_actor $190A path $191A $191B $191C unknown 2.0 0
0006: 17@ = 0 ;; integer values

:Label0FC017
00D6: if 0
0038: $193A == 1 ;; integer values
004D: jump_if_false Label0FC06A
00D6: if 0
0038: $1961 == 6 ;; integer values
004D: jump_if_false Label0FC06A
00D6: if 0
0019: 17@ > 1000 ;; integer values
004D: jump_if_false Label0FC06A
009E: set_actor $190A path $191A $191B $191C unknown 2.0 1
0006: 17@ = 0 ;; integer values

:Label0FC06A
00D6: if 0
0018: $1912 > 3 ;; integer values
004D: jump_if_false Label0FC09A
00D6: if 0
8118: NOT actor $190A dead
004D: jump_if_false Label0FC09A
00A0: store_actor $190A position_to $192B $192C $192D

:Label0FC09A
00D6: if 0
0018: $1912 > 3 ;; integer values
004D: jump_if_false Label0FC185
00D6: if 0
0118: actor $190A dead
004D: jump_if_false Label0FC185
00D6: if 0
0038: $1911 == 0 ;; integer values
004D: jump_if_false Label0FC185
0213: $190D = create_pickup -120 (BRIEFCASE) type 3 at $192B $192C $192D
03DC: $190E = create_marker_above_pickup $190D
00BC: text_highpriority "ASM4_21" 5000 ms 2 ;; ~g~Get the briefcase!
0151: remove_status_text $193B
010D: set_player $PLAYER_CHAR wanted_level_to 2
04E3: unknown_player $PLAYER_CHAR 2 300000
015C: set_zone_gang_info "TERMINL" 1 (day) 13 0 0 0 0 5 0 0 0 0 5
015C: set_zone_gang_info "TERMINL" 0 (night) 4 0 0 0 0 5 0 0 0 0 5
00D6: if 0
8118: NOT actor $190F dead
004D: jump_if_false Label0FC170
01E0: clear_leader $190F
01CA: actor $190F kill_player $PLAYER_CHAR

:Label0FC170
0004: $1912 = -1 ;; integer values
0004: $1913 = 1 ;; integer values
0004: $1911 = 1 ;; integer values

:Label0FC185
00D6: if 0
0038: $1912 == 1 ;; integer values
004D: jump_if_false Label0FC1D8
00D6: if 0
0038: $1939 == 1 ;; integer values
004D: jump_if_false Label0FC1D8
00D6: if 0
0038: $1938 == 0 ;; integer values
004D: jump_if_false Label0FC1D8
03C4: set_status_text_to $193B 1 (bar) "ASM4_12" ;; Distance:
0004: $1939 = 2 ;; integer values
0004: $1938 = 1 ;; integer values

:Label0FC1D8
00D6: if 0
0018: $1912 > 0 ;; integer values
004D: jump_if_false Label0FC298
00D6: if 0
8118: NOT actor $190A dead
004D: jump_if_false Label0FC298
0054: store_player $PLAYER_CHAR position_to $193E $193F $1940
00A0: store_actor $190A position_to $1941 $1942 $1943
0509: unknown $1944 = distance between point $193E $193F and point $1941 $1942
00D6: if 0
0020: $1944 > 69.0 ;; floating-point values
004D: jump_if_false Label0FC246
0005: $1944 = 70.0 ;; floating-point values

:Label0FC246
00D6: if 0
0022: 36.0 > $1944 ;; floating-point values
004D: jump_if_false Label0FC265
0005: $1944 = 35.0 ;; floating-point values

:Label0FC265
0005: $193D = 70.0 ;; floating-point values
0061: $193D -= $1944 ;; floating-point values
0086: $193C = $193D ;; floating-point values only
0015: $193C /= .35 ;; floating-point values
008C: $193B = float_to_integer $193C
0004: $1939 = 1 ;; integer values

:Label0FC298
00D6: if 0
0018: $1912 > 3 ;; integer values
004D: jump_if_false Label0FC316
00D6: if 0
8118: NOT actor $190A dead
004D: jump_if_false Label0FC316
00D6: if 0
0018: $193B > 97 ;; integer values
004D: jump_if_false Label0FC316
00D6: if 0
0038: $193A == 0 ;; integer values
004D: jump_if_false Label0FC316
00BC: text_highpriority "ASM4_23" 5000 ms 2 ;; ~g~He has spotted you! Nail him
and get the briefcase!
0151: remove_status_text $193B
00D6: if 0
8118: NOT actor $190F dead
004D: jump_if_false Label0FC30F
01E0: clear_leader $190F
01CA: actor $190F kill_player $PLAYER_CHAR

:Label0FC30F
0004: $193A = 1 ;; integer values

:Label0FC316
00D6: if 0
0018: $1912 > 3 ;; integer values
004D: jump_if_false Label0FC3B6
00D6: if 0
8118: NOT actor $190A dead
004D: jump_if_false Label0FC3B6
00D6: if 0
00FB: player $PLAYER_CHAR 0 ()near_actor $190A radius 40.0 40.0 20.0
004D: jump_if_false Label0FC3B6
00D6: if 0
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false Label0FC3B6
00D6: if 0
0038: $193A == 0 ;; integer values
004D: jump_if_false Label0FC3B6
00BC: text_highpriority "ASM4_23" 5000 ms 2 ;; ~g~He has spotted you! Nail him
and get the briefcase!
0151: remove_status_text $193B
00D6: if 0
8118: NOT actor $190F dead
004D: jump_if_false Label0FC3AF
01E0: clear_leader $190F
01CA: actor $190F kill_player $PLAYER_CHAR

:Label0FC3AF
0004: $193A = 1 ;; integer values

:Label0FC3B6
00D6: if 0
0018: $1912 > 3 ;; integer values
004D: jump_if_false Label0FC4A8
00D6: if 0
0038: $1936 == 0 ;; integer values
004D: jump_if_false Label0FC4A8
00D6: if 0
051A: unknown_actor $190F actor $PLAYER_ACTOR
004D: jump_if_false Label0FC441
00BC: text_highpriority "ASM4_23" 5000 ms 2 ;; ~g~He has spotted you! Nail him
and get the briefcase!
00D6: if 0
8118: NOT actor $190F dead
004D: jump_if_false Label0FC419
01E0: clear_leader $190F
01CA: actor $190F kill_player $PLAYER_CHAR

:Label0FC419
00D6: if 0
8118: NOT actor $190F dead
004D: jump_if_false Label0FC42E
054E: $190F

:Label0FC42E
0151: remove_status_text $193B
0004: $193A = 1 ;; integer values
0004: $1936 = 1 ;; integer values

:Label0FC441
00D6: if 0
051A: unknown_actor $190A actor $PLAYER_ACTOR
004D: jump_if_false Label0FC4A8
00BC: text_highpriority "ASM4_23" 5000 ms 2 ;; ~g~He has spotted you! Nail him
and get the briefcase!
00D6: if 0
8118: NOT actor $190F dead
004D: jump_if_false Label0FC480
01E0: clear_leader $190F
01CA: actor $190F kill_player $PLAYER_CHAR

:Label0FC480
00D6: if 0
8118: NOT actor $190A dead
004D: jump_if_false Label0FC495
054E: $190A

:Label0FC495
0151: remove_status_text $193B
0004: $193A = 1 ;; integer values
0004: $1936 = 1 ;; integer values

:Label0FC4A8
00D6: if 0
0038: $1913 == 1 ;; integer values
004D: jump_if_false Label0FC65B
00D6: if 0
0214: pickup $190D picked_up
004D: jump_if_false Label0FC65B
0249: release_model #WMORI
0249: release_model #HFYBU
01C2: remove_references_to_actor $190A ;; Like turning an actor into a random
pedestrian
0247: request_model #MAVERICK
0247: request_model #ADMIRAL

:Label0FC4E1
00D6: if 21
8248: NOT model #MAVERICK available
8248: NOT model #ADMIRAL available
004D: jump_if_false Label0FC501
0001: wait 0 ms
0002: jump Label0FC4E1

:Label0FC501
00A5: $1937 = create_car #MAVERICK at -1369.432 -1256.787 17.3662
0175: set_car $1937 z_angle_to 308.4397
0164: disable_marker $190E
00BC: text_highpriority "ASM4_22" 5000 ms 2 ;; ~g~Take the briefcase to Ammu-
Nation in Downtown.
018A: $1914 = create_checkpoint_at $192E $192F $1930
00A5: $1945 = create_car #ADMIRAL at $1949 $194A $194B
0229: set_car $1945 color_to 0 0
0175: set_car $1945 z_angle_to $194C
0129: $194E = create_actor 4 #SPECIAL01 in_car $1945 driverseat
054A: unknown_actor $194E flag 0
01C8: $194F = create_actor 4 #SPECIAL02 in_car $1945 passenger_seat 0
00A9: set_car $1945 to_normal_driver
020A: set_car $1945 door_status_to 2
02AA: set_car $1945 immune_to_nonplayer 1
0004: $194D = 1 ;; integer values
00A5: $1946 = create_car #ADMIRAL at $1950 $1951 $1952
0229: set_car $1946 color_to 0 0
0175: set_car $1946 z_angle_to $1953
0129: $1955 = create_actor 4 #SPECIAL02 in_car $1946 driverseat
054A: unknown_actor $1955 flag 0
01C8: $1956 = create_actor 4 #SPECIAL01 in_car $1946 passenger_seat 0
00A9: set_car $1946 to_normal_driver
020A: set_car $1946 door_status_to 2
0004: $1954 = 1 ;; integer values
00A5: $1947 = create_car #ADMIRAL at $1957 $1958 $1959
0229: set_car $1947 color_to 0 0
0175: set_car $1947 z_angle_to $195A
0129: $195C = create_actor 4 #SPECIAL02 in_car $1947 driverseat
054A: unknown_actor $195C flag 0
01C8: $195D = create_actor 4 #SPECIAL01 in_car $1947 passenger_seat 0
00A9: set_car $1947 to_normal_driver
020A: set_car $1947 door_status_to 2
02AA: set_car $1947 immune_to_nonplayer 1
0004: $195B = 1 ;; integer values
0004: $1913 = 2 ;; integer values

:Label0FC65B
00D6: if 0
0038: $1913 == 2 ;; integer values
004D: jump_if_false Label0FCEE7
00D6: if 0
0038: $194D == 1 ;; integer values
004D: jump_if_false Label0FC729
00D6: if 0
8119: NOT car $1945 wrecked
004D: jump_if_false Label0FC729
00D6: if 21
0056: player $PLAYER_CHAR 0 ()in_rectangle -1212.973 -828.562 -1187.989 -985.38
8185: NOT car $1945 health >= 998
004D: jump_if_false Label0FC729
00D6: if 0
8118: NOT actor $194E dead
004D: jump_if_false Label0FC729
00D6: if 0
8118: NOT actor $194F dead
004D: jump_if_false Label0FC729
00D6: if 0
00DF: actor $194E driving
004D: jump_if_false Label0FC729
00D6: if 0
00DF: actor $194F driving
004D: jump_if_false Label0FC729
00AD: set_car $1945 max_speed_to 70.0
02C2: car $1945 drive_to_point -1202.135 -937.3721 14.65
01EC: make_car $1945 very_heavy 1
0004: $194D = 2 ;; integer values

:Label0FC729
00D6: if 0
0038: $194D == 2 ;; integer values
004D: jump_if_false Label0FC7BF
00D6: if 0
8118: NOT actor $194E dead
004D: jump_if_false Label0FC7BF
00D6: if 0
8118: NOT actor $194F dead
004D: jump_if_false Label0FC7BF
00D6: if 0
8119: NOT car $1945 wrecked
004D: jump_if_false Label0FC7BF
00D6: if 0
00DF: actor $194E driving
004D: jump_if_false Label0FC7BF
00D6: if 0
00DF: actor $194F driving
004D: jump_if_false Label0FC7BF
00D6: if 0
01AD: car $1945 0 ()near_point -1202.135 -937.3721 7.0 7.0
004D: jump_if_false Label0FC7BF
00AF: set_car $1945 driver_behaviour_to 4
0004: $194D = 3 ;; integer values

:Label0FC7BF
00D6: if 0
0038: $194D == 3 ;; integer values
004D: jump_if_false Label0FC8B4
00D6: if 0
8118: NOT actor $194E dead
004D: jump_if_false Label0FC8B4
00D6: if 0
8118: NOT actor $194F dead
004D: jump_if_false Label0FC8B4
00D6: if 0
8119: NOT car $1945 wrecked
004D: jump_if_false Label0FC8B4
00D6: if 0
00DF: actor $194E driving
004D: jump_if_false Label0FC8B4
00D6: if 0
01FC: player $PLAYER_CHAR near_car $1945 radius 30.0 30.0 0
004D: jump_if_false Label0FC8B4
00AA: store_car $1945 position_to $1949 $194A $194B
009B: destroy_actor_instantly $194F
000D: $194B -= 20.0 ;; floating-point values
009A: $194F = create_actor 4 #SPECIAL01 at $1949 $194A $194B
0464: put_actor $194F into_turret_on_car $1945 at_car_offset 0.0 -.3 .8 unknown
0 angle 360.0 with_weapon 23
0114: set_actor $194F car_weapon 23 ammo_to 3000
0243: set_actor $194F ped_stats_to 16
0350: unknown_actor $194F not_scared_flag 1
01CA: actor $194F kill_player $PLAYER_CHAR
00AE: unknown_set_car $1945 to_ignore_traffic_lights 2
00AF: set_car $1945 driver_behaviour_to 4
0004: $194D = 4 ;; integer values

:Label0FC8B4
00D6: if 0
0038: $194D == 4 ;; integer values
004D: jump_if_false Label0FC940
00D6: if 0
8118: NOT actor $194F dead
004D: jump_if_false Label0FC940
00D6: if 0
0038: $195E == 0 ;; integer values
004D: jump_if_false Label0FC90F
00D6: if 0
00E0: player $PLAYER_CHAR driving
004D: jump_if_false Label0FC90F
03C1: $1948 = player $PLAYER_CHAR car
01D9: actor $194F run_away_from_car $1948
0004: $195E = 1 ;; integer values

:Label0FC90F
00D6: if 0
0038: $195E == 1 ;; integer values
004D: jump_if_false Label0FC940
00D6: if 0
80E0: NOT player $PLAYER_CHAR driving
004D: jump_if_false Label0FC940
01CA: actor $194F kill_player $PLAYER_CHAR
0004: $195E = 0 ;; integer values

:Label0FC940
00D6: if 0
0038: $1954 == 1 ;; integer values
004D: jump_if_false Label0FC9F5
00D6: if 0
8119: NOT car $1946 wrecked
004D: jump_if_false Label0FC9F5
00D6: if 21
0056: player $PLAYER_CHAR 0 ()in_rectangle -1212.973 -828.562 -1187.989 -985.38
8185: NOT car $1946 health >= 998
004D: jump_if_false Label0FC9F5
00D6: if 0
8118: NOT actor $1955 dead
004D: jump_if_false Label0FC9F5
00D6: if 0
8118: NOT actor $1956 dead
004D: jump_if_false Label0FC9F5
00D6: if 0
00DF: actor $1955 driving
004D: jump_if_false Label0FC9F5
00D6: if 0
00DF: actor $1956 driving
004D: jump_if_false Label0FC9F5
00AD: set_car $1946 max_speed_to 70.0
00A7: car $1946 drive_to -1202.935 -947.956 14.534
0004: $1954 = 2 ;; integer values

:Label0FC9F5
00D6: if 0
0038: $1954 == 2 ;; integer values
004D: jump_if_false Label0FCA8B
00D6: if 0
8118: NOT actor $1955 dead
004D: jump_if_false Label0FCA8B
00D6: if 0
8118: NOT actor $1956 dead
004D: jump_if_false Label0FCA8B
00D6: if 0
8119: NOT car $1946 wrecked
004D: jump_if_false Label0FCA8B
00D6: if 0
00DF: actor $1955 driving
004D: jump_if_false Label0FCA8B
00D6: if 0
00DF: actor $1956 driving
004D: jump_if_false Label0FCA8B
00D6: if 0
01AD: car $1946 0 ()near_point -1202.935 -947.956 10.0 10.0
004D: jump_if_false Label0FCA8B
00AF: set_car $1946 driver_behaviour_to 2
0004: $1954 = 3 ;; integer values

:Label0FCA8B
00D6: if 0
0038: $1954 == 3 ;; integer values
004D: jump_if_false Label0FCB79
00D6: if 0
8118: NOT actor $1955 dead
004D: jump_if_false Label0FCB79
00D6: if 0
8118: NOT actor $1956 dead
004D: jump_if_false Label0FCB79
00D6: if 0
8119: NOT car $1946 wrecked
004D: jump_if_false Label0FCB79
00D6: if 0
00DF: actor $1955 driving
004D: jump_if_false Label0FCB79
00D6: if 0
01FC: player $PLAYER_CHAR near_car $1946 radius 30.0 30.0 0
004D: jump_if_false Label0FCB79
00AA: store_car $1946 position_to $1950 $1951 $1952
009B: destroy_actor_instantly $1956
000D: $1952 -= 20.0 ;; floating-point values
009A: $1956 = create_actor 4 #SPECIAL01 at $1950 $1951 $1952
0464: put_actor $1956 into_turret_on_car $1946 at_car_offset 0.0 -.3 .8 unknown
0 angle 360.0 with_weapon 23
0114: set_actor $1956 car_weapon 23 ammo_to 3000
0243: set_actor $1956 ped_stats_to 16
0350: unknown_actor $1956 not_scared_flag 1
01CA: actor $1956 kill_player $PLAYER_CHAR
00AF: set_car $1946 driver_behaviour_to 2
0004: $1954 = 4 ;; integer values

:Label0FCB79
00D6: if 0
0038: $1954 == 4 ;; integer values
004D: jump_if_false Label0FCC05
00D6: if 0
8118: NOT actor $1956 dead
004D: jump_if_false Label0FCC05
00D6: if 0
0038: $195F == 0 ;; integer values
004D: jump_if_false Label0FCBD4
00D6: if 0
00E0: player $PLAYER_CHAR driving
004D: jump_if_false Label0FCBD4
03C1: $1948 = player $PLAYER_CHAR car
01D9: actor $1956 run_away_from_car $1948
0004: $195F = 1 ;; integer values

:Label0FCBD4
00D6: if 0
0038: $195F == 1 ;; integer values
004D: jump_if_false Label0FCC05
00D6: if 0
80E0: NOT player $PLAYER_CHAR driving
004D: jump_if_false Label0FCC05
01CA: actor $1956 kill_player $PLAYER_CHAR
0004: $195F = 0 ;; integer values

:Label0FCC05
00D6: if 0
0038: $195B == 1 ;; integer values
004D: jump_if_false Label0FCC94
00D6: if 0
8118: NOT actor $195C dead
004D: jump_if_false Label0FCC94
00D6: if 0
8119: NOT car $1947 wrecked
004D: jump_if_false Label0FCC94
00D6: if 0
00DF: actor $195C driving
004D: jump_if_false Label0FCC94
00D6: if 21
01FC: player $PLAYER_CHAR near_car $1947 radius 25.0 25.0 0
8185: NOT car $1947 health >= 998
004D: jump_if_false Label0FCC94
00AD: set_car $1947 max_speed_to 70.0
00AE: unknown_set_car $1947 to_ignore_traffic_lights 2
00AF: set_car $1947 driver_behaviour_to 2
01EC: make_car $1947 very_heavy 1
0004: $195B = 2 ;; integer values

:Label0FCC94
00D6: if 0
0038: $195B == 2 ;; integer values
004D: jump_if_false Label0FCD89
00D6: if 0
8118: NOT actor $195C dead
004D: jump_if_false Label0FCD89
00D6: if 0
8118: NOT actor $195D dead
004D: jump_if_false Label0FCD89
00D6: if 0
8119: NOT car $1947 wrecked
004D: jump_if_false Label0FCD89
00D6: if 0
00DF: actor $195C driving
004D: jump_if_false Label0FCD89
00D6: if 0
01FC: player $PLAYER_CHAR near_car $1947 radius 25.0 25.0 0
004D: jump_if_false Label0FCD89
00AA: store_car $1947 position_to $1957 $1958 $1959
009B: destroy_actor_instantly $195D
000D: $1959 -= 20.0 ;; floating-point values
009A: $195D = create_actor 4 #SPECIAL01 at $1957 $1958 $1959
0464: put_actor $195D into_turret_on_car $1947 at_car_offset 0.0 -.3 .8 unknown
0 angle 360.0 with_weapon 23
0114: set_actor $195D car_weapon 23 ammo_to 3000
0243: set_actor $195D ped_stats_to 16
0350: unknown_actor $195D not_scared_flag 1
02E2: set_actor $195D weapon_accuracy_to 90
01CA: actor $195D kill_player $PLAYER_CHAR
00AF: set_car $1947 driver_behaviour_to 4
0004: $195B = 3 ;; integer values

:Label0FCD89
00D6: if 0
0038: $195B == 4 ;; integer values
004D: jump_if_false Label0FCE15
00D6: if 0
8118: NOT actor $195D dead
004D: jump_if_false Label0FCE15
00D6: if 0
0038: $1960 == 0 ;; integer values
004D: jump_if_false Label0FCDE4
00D6: if 0
00E0: player $PLAYER_CHAR driving
004D: jump_if_false Label0FCDE4
03C1: $1948 = player $PLAYER_CHAR car
01D9: actor $195D run_away_from_car $1948
0004: $1960 = 1 ;; integer values

:Label0FCDE4
00D6: if 0
0038: $1960 == 1 ;; integer values
004D: jump_if_false Label0FCE15
00D6: if 0
80E0: NOT player $PLAYER_CHAR driving
004D: jump_if_false Label0FCE15
01CA: actor $195D kill_player $PLAYER_CHAR
0004: $1960 = 0 ;; integer values

:Label0FCE15
00D6: if 0
0118: actor $190F dead
004D: jump_if_false Label0FCE2A
01C2: remove_references_to_actor $190F ;; Like turning an actor into a random
pedestrian

:Label0FCE2A
00D6: if 0
0118: actor $194E dead
004D: jump_if_false Label0FCE3F
01C2: remove_references_to_actor $194E ;; Like turning an actor into a random
pedestrian

:Label0FCE3F
00D6: if 0
0118: actor $194F dead
004D: jump_if_false Label0FCE54
01C2: remove_references_to_actor $194F ;; Like turning an actor into a random
pedestrian

:Label0FCE54
00D6: if 0
0118: actor $1955 dead
004D: jump_if_false Label0FCE69
01C2: remove_references_to_actor $1955 ;; Like turning an actor into a random
pedestrian

:Label0FCE69
00D6: if 0
0118: actor $1956 dead
004D: jump_if_false Label0FCE7E
01C2: remove_references_to_actor $1956 ;; Like turning an actor into a random
pedestrian

:Label0FCE7E
00D6: if 0
0118: actor $195C dead
004D: jump_if_false Label0FCE93
01C2: remove_references_to_actor $195C ;; Like turning an actor into a random
pedestrian

:Label0FCE93
00D6: if 0
0118: actor $195D dead
004D: jump_if_false Label0FCEA8
01C2: remove_references_to_actor $195D ;; Like turning an actor into a random
pedestrian

:Label0FCEA8
00D6: if 0
0119: car $1945 wrecked
004D: jump_if_false Label0FCEBD
01C3: remove_references_to_car $1945 ;; Like turning a car into any random car

:Label0FCEBD
00D6: if 0
0119: car $1946 wrecked
004D: jump_if_false Label0FCED2
01C3: remove_references_to_car $1946 ;; Like turning a car into any random car

:Label0FCED2
00D6: if 0
0119: car $1947 wrecked
004D: jump_if_false Label0FCEE7
01C3: remove_references_to_car $1947 ;; Like turning a car into any random car

:Label0FCEE7
00D6: if 21
0018: $1912 > 0 ;; integer values
0038: $1912 == -1 ;; integer values
004D: jump_if_false Label0FCF26
00D6: if 0
0118: actor $1908 dead
004D: jump_if_false Label0FCF26
00BC: text_highpriority "ASM4_25" 5000 ms 1 ;; ~r~You killed the woman you fool!
0002: jump Label0FD22F

:Label0FCF26
00D6: if 0
0018: $1912 > 0 ;; integer values
004D: jump_if_false Label0FCF8D
00D6: if 0
001A: 4 > $1912 ;; integer values
004D: jump_if_false Label0FCF8D
00D6: if 0
0118: actor $190A dead
004D: jump_if_false Label0FCF8D
00BC: text_highpriority "ASM4_29" 5000 ms 1 ;; ~r~Itchy trigger finger? You
killed him too soon!
00D6: if 0
8118: NOT actor $190F dead
004D: jump_if_false Label0FCF86
01E0: clear_leader $190F
01CA: actor $190F kill_player $PLAYER_CHAR
:Label0FCF86
0002: jump Label0FD22F

:Label0FCF8D
00D6: if 1
001A: 4 > $1912 ;; integer values
0018: $1912 > 0 ;; integer values
004D: jump_if_false Label0FD07C
00D6: if 0
0038: $1936 == 0 ;; integer values
004D: jump_if_false Label0FD07C
00D6: if 0
051A: unknown_actor $190F actor $PLAYER_ACTOR
004D: jump_if_false Label0FD01A
00D6: if 0
8118: NOT actor $190F dead
004D: jump_if_false Label0FCFE8
01E0: clear_leader $190F
01CA: actor $190F kill_player $PLAYER_CHAR

:Label0FCFE8
00D6: if 0
8118: NOT actor $190F dead
004D: jump_if_false Label0FCFFD
054E: $190F

:Label0FCFFD
00BC: text_highpriority "ASM4_28" 5000 ms 1 ;; ~r~The target heard you firing
your weapon!
0004: $1936 = 1 ;; integer values
0002: jump Label0FD22F

:Label0FD01A
00D6: if 0
051A: unknown_actor $190A actor $PLAYER_ACTOR
004D: jump_if_false Label0FD07C
00D6: if 0
8118: NOT actor $190F dead
004D: jump_if_false Label0FD04A
01E0: clear_leader $190F
01CA: actor $190F kill_player $PLAYER_CHAR

:Label0FD04A
00D6: if 0
8118: NOT actor $190A dead
004D: jump_if_false Label0FD05F
054E: $190A

:Label0FD05F
00BC: text_highpriority "ASM4_28" 5000 ms 1 ;; ~r~The target heard you firing
your weapon!
0004: $1936 = 1 ;; integer values
0002: jump Label0FD22F

:Label0FD07C
00D6: if 0
0018: $1912 > 0 ;; integer values
004D: jump_if_false Label0FD117
00D6: if 0
001A: 4 > $1912 ;; integer values
004D: jump_if_false Label0FD117
00D6: if 0
8118: NOT actor $190A dead
004D: jump_if_false Label0FD117
00D6: if 0
00FB: player $PLAYER_CHAR 0 ()near_actor $190A radius 40.0 40.0 20.0
004D: jump_if_false Label0FD117
00D6: if 0
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false Label0FD117
00BC: text_highpriority "ASM4_28" 5000 ms 1 ;; ~r~The target heard you firing
your weapon!
00D6: if 0
8118: NOT actor $190F dead
004D: jump_if_false Label0FD110
01E0: clear_leader $190F
01CA: actor $190F kill_player $PLAYER_CHAR

:Label0FD110
0002: jump Label0FD22F

:Label0FD117
00D6: if 0
0018: $1912 > 0 ;; integer values
004D: jump_if_false Label0FD180
00D6: if 0
001A: 4 > $1912 ;; integer values
004D: jump_if_false Label0FD180
00D6: if 0
0018: $193B > 97 ;; integer values
004D: jump_if_false Label0FD180
00BC: text_highpriority "ASM4_27" 5000 ms 1 ;; ~r~The target has seen you! You
should have kept your distance!
00D6: if 0
8118: NOT actor $190F dead
004D: jump_if_false Label0FD179
01E0: clear_leader $190F
01CA: actor $190F kill_player $PLAYER_CHAR

:Label0FD179
0002: jump Label0FD22F

:Label0FD180
00D6: if 0
8118: NOT actor $190A dead
004D: jump_if_false Label0FD1E5
00D6: if 0
00EC: actor $190A 0 ()near_point $191A $191B radius 5.0 5.0
004D: jump_if_false Label0FD1E5
00BC: text_highpriority "ASM4_26" 5000 ms 1 ;; ~r~The target has boarded his
flight!
00D6: if 0
8118: NOT actor $190F dead
004D: jump_if_false Label0FD1DE
01E0: clear_leader $190F
01CA: actor $190F kill_player $PLAYER_CHAR
:Label0FD1DE
0002: jump Label0FD22F

:Label0FD1E5
00D6: if 0
0018: $1913 > 1 ;; integer values
004D: jump_if_false Label0FD228
00D6: if 0
00F6: player $PLAYER_CHAR 1 (in-sphere)near_point_on_foot $192E $192F $1930
radius 3.0 3.0 3.0
004D: jump_if_false Label0FD228
0002: jump Label0FD240

:Label0FD228
0002: jump Label0FB8AE

:Label0FD22F
00BA: text_styled "M_FAIL" 5000 ms 1 ;; MISSION FAILED!
0051: return

:Label0FD240
0004: $12D = 1 ;; integer values
0318: set_latest_mission_passed "JOB_4" ;; Check Out at the Check In
01E3: text_1number_styled "M_PASS" 8000 5000 ms 1 ;; MISSION PASSED! $~1~
0110: clear_player $PLAYER_CHAR wanted_level
0109: player $PLAYER_CHAR money += 8000
030C: set_mission_points += 1
0394: play_music 1
0533: 1
0164: disable_marker $129
0051: return

:Label0FD283
0004: $ONMISSION = 0 ;; integer values
0164: disable_marker $1914
0164: disable_marker $190E
0164: disable_marker $190C
0164: disable_marker $1909
0215: destroy_pickup $190D
0215: destroy_pickup $190B
0249: release_model #WMORI
0249: release_model #HFYBU
0249: release_model #ADMIRAL
0249: release_model #MAVERICK
0249: release_model #UZI
034F: destroy_actor_with_fade $190F ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $190A ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $194E ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $194F ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $1955 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $1956 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $195C ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $195D ;; The actor fades away like a ghost
0151: remove_status_text $193B
0296: unload_special_actor 1
0296: unload_special_actor 2
015C: set_zone_gang_info "TERMINL" 1 (day) 13 0 0 0 0 50 0 0 0 0 20
015C: set_zone_gang_info "TERMINL" 0 (night) 4 0 0 0 0 50 0 0 0 0 10
022A: remove_forbidden_for_peds_cube -1424.038 -876.6656 10.8537 -1422.422
-873.6301 29.8434
022A: remove_forbidden_for_peds_cube -1407.059 -869.3946 -5.8549 -1408.656
-873.5172 23.8402
022A: remove_forbidden_for_peds_cube -1385.123 -855.1205 10.0263 -1383.952
-853.1511 28.5218
022A: remove_forbidden_for_peds_cube -1386.247 -863.7204 8.8377 -1393.27 -859.9062
16.8377
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
00D8: mission_cleanup
0051: return

;-------------Mission 71---------------
; Originally: Loose Ends

:Label0FD3C1
03A4: name_thread "ASSIN5"
0050: gosub Label0FD3EF
00D6: if 0
0112: wasted_or_busted
004D: jump_if_false Label0FD3E6
0050: gosub Label1003DF

:Label0FD3E6
0050: gosub Label100473
004E: end_thread

:Label0FD3EF
0317: increment_mission_attempts
0004: $ONMISSION = 1 ;; integer values
0001: wait 0 ms
054C: use_GXT_table "ASSIN5"
0247: request_model #SGA
0247: request_model #SGB
0247: request_model #MP5LNG
0247: request_model #CELLPHONE
0247: request_model #ADMIRAL
0247: request_model #PONY
0247: request_model #MAVERICK
0247: request_model -114 (BARREL4)

:Label0FD42B
00D6: if 23
8248: NOT model #SGA available
8248: NOT model #SGB available
8248: NOT model #MP5LNG available
8248: NOT model #CELLPHONE available
004D: jump_if_false Label0FD453
0001: wait 0 ms
0002: jump Label0FD42B

:Label0FD453
00D6: if 23
8248: NOT model #ADMIRAL available
8248: NOT model #PONY available
8248: NOT model #MAVERICK available
8248: NOT model -114 (BARREL4) available
004D: jump_if_false Label0FD47C
0001: wait 0 ms
0002: jump Label0FD453

:Label0FD47C
023C: load_special_actor 1 "BGA"
023C: load_special_actor 2 "BGB"

:Label0FD494
00D6: if 21
823D: NOT special_actor 1 loaded
823D: NOT special_actor 2 loaded
004D: jump_if_false Label0FD4B2
0001: wait 0 ms
0002: jump Label0FD494

:Label0FD4B2
03DE: set_pedestrians_density_multiplier_to 0.0
01EB: set_car_density_to 0.0
02A3: toggle_widescreen 1 (on)
0395: clear_area 0 at -977.4625 -530.668 range 9.9113 4.0
0395: clear_area 0 at -989.819 -524.6922 range 11.39922 3.0
042B: clear_peds_from_cube -1475.243 -832.872 10.164 -1489.91 819.0943 18.669
0055: put_player $PLAYER_CHAR at -977.4625 -530.668 9.9113
0171: set_player $PLAYER_CHAR z_angle_to 284.6051
052B: actor $PLAYER_ACTOR hold_cellphone 1
015F: set_camera_position -981.4931 -531.1837 11.49621 0.0 0.0 0.0
0157: camera_on_player $PLAYER_CHAR 4 2
0373: set_camera_directly_behind_player

:Label0FD564
00D6: if 0
834E: NOT unknown_move_object $71A to -973.664 -516.25 10.092 unknown_angle 0.0
.1 0.0 0
004D: jump_if_false Label0FD59F
0001: wait 0 ms
0002: jump Label0FD564

:Label0FD59F
03CF: load_wav "JOB5_1" as 1
03CF: load_wav "JOB5_2" as 2

:Label0FD5B7
00D6: if 21
83D0: NOT wav 1 loaded
83D0: NOT wav 2 loaded
004D: jump_if_false Label0FD5D5
0001: wait 0 ms
0002: jump Label0FD5B7

:Label0FD5D5
016A: fade 1 (back) 500 ms

:Label0FD5DC
00D6: if 0
016B: fading
004D: jump_if_false Label0FD5F4
0001: wait 0 ms
0002: jump Label0FD5DC

:Label0FD5F4
00BC: text_highpriority "ASM5_A" 10000 ms 1 ;; There is a valuable exchange
taking place on the roof of the Cherry Popper Ice Cream Company.
03D1: play_wav 1

:Label0FD607
00D6: if 1
83D2: NOT wav 1 ended
8118: NOT actor $PLAYER_ACTOR dead
004D: jump_if_false Label0FD63E
0001: wait 0 ms
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label0FD637
0002: jump Label0FD755

:Label0FD637
0002: jump Label0FD607

:Label0FD63E
03D5: remove_text "ASM5_A" ;; There is a valuable exchange taking place on the
roof of the Cherry Popper Ice Cream Company.
040D: unload_wav 1
00BC: text_highpriority "ASM5_B" 10000 ms 1 ;; Kill everyone involved, steal the
merchandise and take it to the helipad at the airport.
03D1: play_wav 2

:Label0FD65F
00D6: if 1
83D2: NOT wav 2 ended
8118: NOT actor $PLAYER_ACTOR dead
004D: jump_if_false Label0FD696
0001: wait 0 ms
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label0FD68F
0002: jump Label0FD755

:Label0FD68F
0002: jump Label0FD65F

:Label0FD696
03D5: remove_text "ASM5_B" ;; Kill everyone involved, steal the merchandise and
take it to the helipad at the airport.
040D: unload_wav 2
03CF: load_wav "JOB5_3" as 1

:Label0FD6B0
00D6: if 0
83D0: NOT wav 1 loaded
004D: jump_if_false Label0FD6CA
0001: wait 0 ms
0002: jump Label0FD6B0

:Label0FD6CA
015F: set_camera_position -988.1754 -532.6743 11.89331 0.0 0.0 0.0
0160: point_camera -987.3879 -532.0586 11.84551 2
00BC: text_highpriority "ASM5_C" 10000 ms 1 ;; There is a gate to your left that
leads to the back of the factory.
03D1: play_wav 1
:Label0FD710
00D6: if 1
83D2: NOT wav 1 ended
8118: NOT actor $PLAYER_ACTOR dead
004D: jump_if_false Label0FD747
0001: wait 0 ms
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label0FD740
0002: jump Label0FD755

:Label0FD740
0002: jump Label0FD710

:Label0FD747
03D5: remove_text "ASM5_C" ;; There is a gate to your left that leads to the back
of the factory.
040D: unload_wav 1

:Label0FD755
040D: unload_wav 1
040D: unload_wav 2
03EB: clear_small_messages_only
0001: wait 500 ms
052B: actor $PLAYER_ACTOR hold_cellphone 0
0249: release_model #CELLPHONE
016A: fade 0 () 1000 ms

:Label0FD777
00D6: if 0
016B: fading
004D: jump_if_false Label0FD78F
0001: wait 0 ms
0002: jump Label0FD777

:Label0FD78F
03DE: set_pedestrians_density_multiplier_to 1.0
01EB: set_car_density_to 1.0
0006: 16@ = 0 ;; integer values
0482: 2.0
03C7: unknown_maby_cops_density .1
02A3: toggle_widescreen 0 (off)
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
0004: $19D4 = 0 ;; integer values
0004: $19D5 = 0 ;; integer values
0004: $19D6 = 0 ;; integer values
0004: $19D7 = 0 ;; integer values
0004: $19D8 = 0 ;; integer values
0004: $19D9 = 0 ;; integer values
0004: $19DA = 0 ;; integer values
0004: $19DB = 0 ;; integer values
0004: $19DC = 0 ;; integer values
0004: $19DD = 0 ;; integer values
0004: $19DE = 0 ;; integer values
0004: $19DF = 0 ;; integer values
0004: $19E0 = 0 ;; integer values
0004: $19E1 = 0 ;; integer values
0004: $19E2 = 0 ;; integer values
0004: $19E3 = 0 ;; integer values
0004: $19E4 = 0 ;; integer values
0004: $19E5 = 0 ;; integer values
0004: $19E6 = 0 ;; integer values
0004: $19E7 = 0 ;; integer values
0004: $19E8 = 0 ;; integer values
0004: $19E9 = 0 ;; integer values
0004: $19EA = 0 ;; integer values
0004: $19EB = 0 ;; integer values
0004: $19EC = 0 ;; integer values
0004: $19ED = 0 ;; integer values
0004: $19EE = 0 ;; integer values
0004: $19F7 = 0 ;; integer values
0004: $19EF = 0 ;; integer values
0004: $19F0 = 0 ;; integer values
0004: $19F1 = 0 ;; integer values
0004: $19F2 = 0 ;; integer values
0004: $19F3 = 0 ;; integer values
0004: $19F4 = 0 ;; integer values
0004: $19F5 = 0 ;; integer values
0004: $19F6 = 0 ;; integer values
0004: $19F8 = 0 ;; integer values
0004: $19F9 = 0 ;; integer values
0004: $19FA = 0 ;; integer values
0004: $19FB = 0 ;; integer values
0004: $19FC = 0 ;; integer values
0004: $19FD = 0 ;; integer values
0004: $19FE = 0 ;; integer values
0004: $19FF = 0 ;; integer values
0004: $1A00 = 0 ;; integer values
0004: $1A01 = 0 ;; integer values
0004: $1A02 = 0 ;; integer values
0004: $1A03 = 0 ;; integer values
0004: $1A04 = 0 ;; integer values
0004: $1A05 = 0 ;; integer values
0004: $1A06 = 0 ;; integer values
0004: $1A07 = 0 ;; integer values
0004: $1A08 = 0 ;; integer values
0004: $1A09 = 0 ;; integer values
009A: $1984 = create_actor 21 #SPECIAL01 at -888.0087 -516.6854 28.1699
01B2: give_actor $1984 weapon 25 ammo 300000 ;; Load the weapon model before
using this
0173: set_actor $1984 z_angle_to 112.8337
01ED: reset_actor $1984 flags
0243: set_actor $1984 ped_stats_to 16
011A: set_actor $1984 flags 1
02A9: set_actor $1984 immune_to_nonplayer 1
009A: $1985 = create_actor 21 #SPECIAL02 at -886.0616 -514.7507 28.1699
01B2: give_actor $1985 weapon 25 ammo 300000 ;; Load the weapon model before
using this
0173: set_actor $1985 z_angle_to 105.293
01ED: reset_actor $1985 flags
0243: set_actor $1985 ped_stats_to 16
011A: set_actor $1985 flags 1
02A9: set_actor $1985 immune_to_nonplayer 1
009A: $1986 = create_actor 21 #SPECIAL01 at -886.1217 -518.1573 28.16999
01B2: give_actor $1986 weapon 25 ammo 300000 ;; Load the weapon model before
using this
0173: set_actor $1986 z_angle_to 104.0362
01ED: reset_actor $1986 flags
0243: set_actor $1986 ped_stats_to 16
011A: set_actor $1986 flags 1
02A9: set_actor $1986 immune_to_nonplayer 1
009A: $1987 = create_actor 4 #SGA at -893.7256 -517.13 28.1754
01B2: give_actor $1987 weapon 25 ammo 300000 ;; Load the weapon model before
using this
0173: set_actor $1987 z_angle_to 279.891
01ED: reset_actor $1987 flags
0243: set_actor $1987 ped_stats_to 16
011A: set_actor $1987 flags 1
02A9: set_actor $1987 immune_to_nonplayer 1
009A: $1988 = create_actor 4 #SGB at -894.7341 -515.9601 28.1754
01B2: give_actor $1988 weapon 25 ammo 300000 ;; Load the weapon model before
using this
0173: set_actor $1988 z_angle_to 285.984
01ED: reset_actor $1988 flags
0243: set_actor $1988 ped_stats_to 16
011A: set_actor $1988 flags 1
02A9: set_actor $1988 immune_to_nonplayer 1
03F9: make_actors $1987 $1984 converse_in 800000 ms
0107: $1993 = create_object -114 (BARREL4) at -927.3963 -528.213 10.134
035D: make_object $1993 targetable
0107: $1994 = create_object -114 (BARREL4) at -904.3218 -566.7883 9.7807
00A5: $1962 = create_car #MAVERICK at -870.6392 -516.396 28.1699
0229: set_car $1962 color_to 7 1
0175: set_car $1962 z_angle_to 183.0478
00A9: set_car $1962 to_normal_driver
00A5: $1989 = create_car #ADMIRAL at -941.5502 -513.9277 9.9197
0229: set_car $1989 color_to 0 0
00A9: set_car $1989 to_normal_driver
0175: set_car $1989 z_angle_to 5.3408
009A: $1965 = create_actor 21 #SPECIAL01 at -939.6057 -512.2731 9.9113
01B2: give_actor $1965 weapon 25 ammo 300000 ;; Load the weapon model before
using this
0173: set_actor $1965 z_angle_to 90.5315
01ED: reset_actor $1965 flags
011A: set_actor $1965 flags 1
0243: set_actor $1965 ped_stats_to 16
02A9: set_actor $1965 immune_to_nonplayer 1
0350: unknown_actor $1965 not_scared_flag 1
009A: $1966 = create_actor 21 #SPECIAL02 at -939.5907 -516.5395 9.9532
01B2: give_actor $1966 weapon 25 ammo 300000 ;; Load the weapon model before
using this
0173: set_actor $1966 z_angle_to 90.1574
01ED: reset_actor $1966 flags
011A: set_actor $1966 flags 1
0243: set_actor $1966 ped_stats_to 16
02A9: set_actor $1966 immune_to_nonplayer 1
0350: unknown_actor $1966 not_scared_flag 1
009A: $1967 = create_actor 21 #SPECIAL02 at -905.3917 -512.3774 16.9633
01B2: give_actor $1967 weapon 25 ammo 3000 ;; Load the weapon model before using
this
0173: set_actor $1967 z_angle_to 119.0373
01ED: reset_actor $1967 flags
011A: set_actor $1967 flags 1
0243: set_actor $1967 ped_stats_to 16
02A9: set_actor $1967 immune_to_nonplayer 1
009A: $1968 = create_actor 21 #SPECIAL01 at -900.4265 -545.6013 21.4256
01B2: give_actor $1968 weapon 25 ammo 300000 ;; Load the weapon model before
using this
0173: set_actor $1968 z_angle_to 81.1633
01ED: reset_actor $1968 flags
011A: set_actor $1968 flags 1
0243: set_actor $1968 ped_stats_to 16
02A9: set_actor $1968 immune_to_nonplayer 1
009A: $1969 = create_actor 21 #SPECIAL02 at -919.222 -544.302 10.49
01B2: give_actor $1969 weapon 25 ammo 300000 ;; Load the weapon model before
using this
0173: set_actor $1969 z_angle_to 8.94846
02A9: set_actor $1969 immune_to_nonplayer 1
0350: unknown_actor $1969 not_scared_flag 1
00A5: $198B = create_car #PONY at -925.0329 -530.9766 10.1511
0229: set_car $198B color_to 0 0
0175: set_car $198B z_angle_to 100.691
02AA: set_car $198B immune_to_nonplayer 1
0129: $196A = create_actor 21 #SPECIAL01 in_car $198B driverseat
01B2: give_actor $196A weapon 25 ammo 300000 ;; Load the weapon model before
using this
01ED: reset_actor $196A flags
011A: set_actor $196A flags 1
0243: set_actor $196A ped_stats_to 16
02A9: set_actor $196A immune_to_nonplayer 1
02E2: set_actor $196A weapon_accuracy_to 10
01C8: $196B = create_actor 21 #SPECIAL02 in_car $198B passenger_seat 0
01B2: give_actor $196B weapon 25 ammo 300000 ;; Load the weapon model before
using this
01ED: reset_actor $196B flags
011A: set_actor $196B flags 1
0243: set_actor $196B ped_stats_to 16
02A9: set_actor $196B immune_to_nonplayer 1
02E2: set_actor $196B weapon_accuracy_to 10
01C8: $196C = create_actor 21 #SPECIAL01 in_car $198B passenger_seat 1
01B2: give_actor $196C weapon 25 ammo 300000 ;; Load the weapon model before
using this
01ED: reset_actor $196C flags
011A: set_actor $196C flags 1
0243: set_actor $196C ped_stats_to 16
02A9: set_actor $196C immune_to_nonplayer 1
02E2: set_actor $196C weapon_accuracy_to 10
01C8: $196D = create_actor 21 #SPECIAL01 in_car $198B passenger_seat 2
01B2: give_actor $196D weapon 25 ammo 300000 ;; Load the weapon model before
using this
01ED: reset_actor $196D flags
011A: set_actor $196D flags 1
0243: set_actor $196D ped_stats_to 16
02A9: set_actor $196D immune_to_nonplayer 1
02E2: set_actor $196D weapon_accuracy_to 10
00A9: set_car $198B to_normal_driver
00A5: $198A = create_car #ADMIRAL at -923.2911 -534.3985 10.1921
0175: set_car $198A z_angle_to 95.827
0229: set_car $198A color_to 0 0
02AA: set_car $198A immune_to_nonplayer 1
009A: $196E = create_actor 21 #SPECIAL02 at -910.9335 -549.9265 10.5692
01B2: give_actor $196E weapon 25 ammo 300000 ;; Load the weapon model before
using this
0173: set_actor $196E z_angle_to 357.5166
01ED: reset_actor $196E flags
011A: set_actor $196E flags 1
0243: set_actor $196E ped_stats_to 16
02A9: set_actor $196E immune_to_nonplayer 1
0350: unknown_actor $196E not_scared_flag 1
009A: $196F = create_actor 21 #SPECIAL01 at -919.4705 -564.1069 10.1924
01B2: give_actor $196F weapon 25 ammo 300000 ;; Load the weapon model before
using this
0173: set_actor $196F z_angle_to 11.053
01ED: reset_actor $196F flags
011A: set_actor $196F flags 1
0243: set_actor $196F ped_stats_to 16
02A9: set_actor $196F immune_to_nonplayer 1
0350: unknown_actor $196F not_scared_flag 1
009A: $1970 = create_actor 21 #SPECIAL02 at -907.8641 -562.6886 10.3168
01B2: give_actor $1970 weapon 25 ammo 300000 ;; Load the weapon model before
using this
0173: set_actor $1970 z_angle_to 354.8635
01ED: reset_actor $1970 flags
011A: set_actor $1970 flags 1
0243: set_actor $1970 ped_stats_to 16
02A9: set_actor $1970 immune_to_nonplayer 1
0350: unknown_actor $1970 not_scared_flag 1
009A: $1971 = create_actor 21 #SPECIAL02 at -898.9297 -605.6819 11.8547
01B2: give_actor $1971 weapon 25 ammo 300000 ;; Load the weapon model before
using this
0173: set_actor $1971 z_angle_to 182.2136
01ED: reset_actor $1971 flags
011A: set_actor $1971 flags 1
0243: set_actor $1971 ped_stats_to 16
02A9: set_actor $1971 immune_to_nonplayer 1
0350: unknown_actor $1971 not_scared_flag 1
009A: $1972 = create_actor 21 #SPECIAL01 at -909.2119 -602.8759 9.5246
01B2: give_actor $1972 weapon 25 ammo 300000 ;; Load the weapon model before
using this
0173: set_actor $1972 z_angle_to 12.6305
01ED: reset_actor $1972 flags
011A: set_actor $1972 flags 1
0243: set_actor $1972 ped_stats_to 16
02A9: set_actor $1972 immune_to_nonplayer 1
0350: unknown_actor $1972 not_scared_flag 1
009A: $1973 = create_actor 21 #SPECIAL01 at -916.5301 -562.2043 12.0173
01B2: give_actor $1973 weapon 25 ammo 300000 ;; Load the weapon model before
using this
0173: set_actor $1973 z_angle_to 137.803
01ED: reset_actor $1973 flags
011A: set_actor $1973 flags 1
0243: set_actor $1973 ped_stats_to 16
02A9: set_actor $1973 immune_to_nonplayer 1
0350: unknown_actor $1973 not_scared_flag 1
009A: $1974 = create_actor 21 #SPECIAL02 at -881.8743 -584.6597 18.6255
01B2: give_actor $1974 weapon 25 ammo 300000 ;; Load the weapon model before
using this
0173: set_actor $1974 z_angle_to 192.3254
01ED: reset_actor $1974 flags
011A: set_actor $1974 flags 1
0243: set_actor $1974 ped_stats_to 16
02A9: set_actor $1974 immune_to_nonplayer 1
009A: $1975 = create_actor 21 #SPECIAL01 at -931.1354 -585.5306 9.1849
01B2: give_actor $1975 weapon 25 ammo 300000 ;; Load the weapon model before
using this
0173: set_actor $1975 z_angle_to 18.2377
01ED: reset_actor $1975 flags
011A: set_actor $1975 flags 1
0243: set_actor $1975 ped_stats_to 16
02A9: set_actor $1975 immune_to_nonplayer 1
009A: $1976 = create_actor 21 #SPECIAL02 at -925.1932 -615.1325 12.7716
01B2: give_actor $1976 weapon 25 ammo 300000 ;; Load the weapon model before
using this
0173: set_actor $1976 z_angle_to 18.3567
01ED: reset_actor $1976 flags
011A: set_actor $1976 flags 1
0243: set_actor $1976 ped_stats_to 16
02A9: set_actor $1976 immune_to_nonplayer 1
0350: unknown_actor $1976 not_scared_flag 1
009A: $1977 = create_actor 21 #SPECIAL02 at -929.0777 -614.6532 14.9469
01B2: give_actor $1977 weapon 25 ammo 300000 ;; Load the weapon model before
using this
0173: set_actor $1977 z_angle_to 17.6835
01ED: reset_actor $1977 flags
011A: set_actor $1977 flags 1
0243: set_actor $1977 ped_stats_to 16
02A9: set_actor $1977 immune_to_nonplayer 1
0350: unknown_actor $1976 not_scared_flag 1
009A: $1978 = create_actor 21 #SPECIAL01 at -927.3255 -620.7064 14.9642
01B2: give_actor $1978 weapon 25 ammo 300000 ;; Load the weapon model before
using this
0173: set_actor $1978 z_angle_to 1.3416
01ED: reset_actor $1978 flags
011A: set_actor $1978 flags 1
0243: set_actor $1978 ped_stats_to 16
02A9: set_actor $1978 immune_to_nonplayer 1
0350: unknown_actor $1978 not_scared_flag 1
009A: $1979 = create_actor 21 #SPECIAL02 at -897.9171 -632.6987 15.5191
01B2: give_actor $1979 weapon 25 ammo 300000 ;; Load the weapon model before
using this
0173: set_actor $1979 z_angle_to 102.1576
01ED: reset_actor $1979 flags
011A: set_actor $1979 flags 1
0243: set_actor $1979 ped_stats_to 16
02A9: set_actor $1979 immune_to_nonplayer 1
0350: unknown_actor $1979 not_scared_flag 1
009A: $197A = create_actor 21 #SPECIAL01 at -878.5259 -624.2981 14.7945
01B2: give_actor $197A weapon 25 ammo 300000 ;; Load the weapon model before
using this
0173: set_actor $197A z_angle_to 346.1281
01ED: reset_actor $197A flags
011A: set_actor $197A flags 1
0243: set_actor $197A ped_stats_to 16
02A9: set_actor $197A immune_to_nonplayer 1
0350: unknown_actor $197A not_scared_flag 1
009A: $197B = create_actor 21 #SPECIAL02 at -867.262 -608.2192 23.1638
01B2: give_actor $197B weapon 25 ammo 300000 ;; Load the weapon model before
using this
0173: set_actor $197B z_angle_to 138.8068
01ED: reset_actor $197B flags
011A: set_actor $197B flags 1
0243: set_actor $197B ped_stats_to 16
02A9: set_actor $197B immune_to_nonplayer 1
0350: unknown_actor $197B not_scared_flag 1
009A: $197C = create_actor 21 #SPECIAL01 at -874.3932 -605.0528 14.7369
01B2: give_actor $197C weapon 25 ammo 300000 ;; Load the weapon model before
using this
0173: set_actor $197C z_angle_to 101.475
01ED: reset_actor $197C flags
011A: set_actor $197C flags 1
0243: set_actor $197C ped_stats_to 16
02A9: set_actor $197C immune_to_nonplayer 1
0350: unknown_actor $197C not_scared_flag 1
009A: $197D = create_actor 21 #SPECIAL01 at -924.4441 -575.0138 9.2581
01B2: give_actor $197D weapon 25 ammo 300000 ;; Load the weapon model before
using this
0173: set_actor $197D z_angle_to 1.4189
01ED: reset_actor $197D flags
011A: set_actor $197D flags 1
0243: set_actor $197D ped_stats_to 16
02A9: set_actor $197D immune_to_nonplayer 1
0350: unknown_actor $197D not_scared_flag 1
009A: $197E = create_actor 21 #SPECIAL01 at -867.9724 -601.2151 23.1638
01B2: give_actor $197E weapon 25 ammo 300000 ;; Load the weapon model before
using this
0173: set_actor $197E z_angle_to 127.6761
01ED: reset_actor $197E flags
011A: set_actor $197E flags 1
0243: set_actor $197E ped_stats_to 16
02A9: set_actor $197E immune_to_nonplayer 1
0350: unknown_actor $197E not_scared_flag 1
009A: $197F = create_actor 21 #SPECIAL02 at -896.634 -565.709 12.025
01B2: give_actor $197F weapon 25 ammo 300000 ;; Load the weapon model before
using this
0173: set_actor $197F z_angle_to 37.43
01ED: reset_actor $197F flags
011A: set_actor $197F flags 1
0243: set_actor $197F ped_stats_to 16
02A9: set_actor $197F immune_to_nonplayer 1
0350: unknown_actor $197F not_scared_flag 1
02E2: set_actor $197F weapon_accuracy_to 90
009A: $1980 = create_actor 21 #SPECIAL02 at -878.1485 -571.4688 18.6207
01B2: give_actor $1980 weapon 25 ammo 300000 ;; Load the weapon model before
using this
0173: set_actor $1980 z_angle_to 138.079
01ED: reset_actor $1980 flags
011A: set_actor $1980 flags 1
0243: set_actor $1980 ped_stats_to 16
02A9: set_actor $1980 immune_to_nonplayer 1
0350: unknown_actor $1980 not_scared_flag 1
009A: $1981 = create_actor 21 #SPECIAL01 at -892.1982 -552.9963 23.8094
01B2: give_actor $1981 weapon 25 ammo 300000 ;; Load the weapon model before
using this
0173: set_actor $1981 z_angle_to 190.8916
01ED: reset_actor $1981 flags
011A: set_actor $1981 flags 1
0243: set_actor $1981 ped_stats_to 16
02A9: set_actor $1981 immune_to_nonplayer 1
0350: unknown_actor $1981 not_scared_flag 1
009A: $1982 = create_actor 21 #SPECIAL01 at -929.842 -637.3516 14.9582
01B2: give_actor $1982 weapon 25 ammo 300000 ;; Load the weapon model before
using this
0173: set_actor $1982 z_angle_to 10.5009
01ED: reset_actor $1982 flags
011A: set_actor $1982 flags 1
0243: set_actor $1982 ped_stats_to 16
02A9: set_actor $1982 immune_to_nonplayer 1
0350: unknown_actor $1982 not_scared_flag 1
009A: $1983 = create_actor 21 #SPECIAL01 at -914.1021 -530.2435 10.1809
01B2: give_actor $1983 weapon 25 ammo 300000 ;; Load the weapon model before
using this
0173: set_actor $1983 z_angle_to 45.0281
01ED: reset_actor $1983 flags
011A: set_actor $1983 flags 1
0243: set_actor $1983 ped_stats_to 16
02A9: set_actor $1983 immune_to_nonplayer 1
0350: unknown_actor $1983 not_scared_flag 1
016A: fade 1 (back) 500 ms

:Label0FE4C2
00D6: if 0
016B: fading
004D: jump_if_false Label0FE4DA
0001: wait 0 ms
0002: jump Label0FE4C2

:Label0FE4DA
0001: wait 0 ms
00D6: if 0
0038: $19D4 == 0 ;; integer values
004D: jump_if_false Label0FE57E
0213: $198E = create_pickup -18 (BODYARMOUR) type 3 at -883.108 -615.856 11.134
0213: $1991 = create_pickup -86 (HEALTH) type 3 at -867.2684 -615.3924 15.7369
0213: $1963 = create_pickup -120 (BRIEFCASE) type 3 at -891.4261 -516.9407
29.1699
03DC: $1964 = create_marker_above_pickup $1963
032B: $198F = create_weapon_pickup #M4 3 ammo 130 at -973.5544 -518.9319 10.926
032B: $1990 = create_weapon_pickup #SHOTGSPA 3 ammo 50 at -898.9763 -549.0946
22.432
0004: $19D4 = 1 ;; integer values

:Label0FE57E
00D6: if 0
0038: $19D4 == 1 ;; integer values
004D: jump_if_false Label0FE5A6
00BC: text_highpriority "ASM5_1" 7000 ms 2 ;; ~g~Enter the compound behind the
Cherry Popper Ice Cream Company The deal is taking place on the roof.
0004: $19D4 = 2 ;; integer values

:Label0FE5A6
00D6: if 0
0038: $19D4 == 2 ;; integer values
004D: jump_if_false Label1003D8
00D6: if 0
0038: $19D5 == 0 ;; integer values
004D: jump_if_false Label0FE6C5
00D6: if 0
8119: NOT car $198A wrecked
004D: jump_if_false Label0FE6C5
0227: $198C = car $198A health
00D6: if 0
8119: NOT car $198B wrecked
004D: jump_if_false Label0FE6C5
0227: $198D = car $198B health
00D6: if 22
00E3: player $PLAYER_CHAR 0 ()near_point -914.0022 -533.3141 radius 12.0 12.0
001A: 990 > $198C ;; integer values
001A: 990 > $198D ;; integer values
004D: jump_if_false Label0FE6C5
00D6: if 0
8118: NOT actor $196A dead
004D: jump_if_false Label0FE648
01CA: actor $196A kill_player $PLAYER_CHAR

:Label0FE648
00D6: if 0
8118: NOT actor $196B dead
004D: jump_if_false Label0FE660
01CA: actor $196B kill_player $PLAYER_CHAR

:Label0FE660
00D6: if 0
8118: NOT actor $196C dead
004D: jump_if_false Label0FE678
01CA: actor $196C kill_player $PLAYER_CHAR

:Label0FE678
00D6: if 0
8118: NOT actor $196D dead
004D: jump_if_false Label0FE690
01CA: actor $196D kill_player $PLAYER_CHAR

:Label0FE690
00D6: if 0
8119: NOT car $198A wrecked
004D: jump_if_false Label0FE6A7
02AA: set_car $198A immune_to_nonplayer 0

:Label0FE6A7
00D6: if 0
8119: NOT car $198B wrecked
004D: jump_if_false Label0FE6BE
02AA: set_car $198B immune_to_nonplayer 0

:Label0FE6BE
0004: $19D5 = 1 ;; integer values

:Label0FE6C5
00D6: if 0
8118: NOT actor $1965 dead
004D: jump_if_false Label0FE7F7
00D6: if 0
0038: $19D6 == 0 ;; integer values
004D: jump_if_false Label0FE6F6
01CA: actor $1965 kill_player $PLAYER_CHAR
0004: $19D6 = 1 ;; integer values

:Label0FE6F6
00D6: if 0
0038: $19D6 == 1 ;; integer values
004D: jump_if_false Label0FE7F7
00D6: if 0
0038: $19ED == 0 ;; integer values
004D: jump_if_false Label0FE792
00D6: if 0
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false Label0FE761
00D6: if 0
80E9: NOT player $PLAYER_CHAR 0 ()near_actor $1965 radius 5.0 5.0
004D: jump_if_false Label0FE75A
01BD: $1997 = current_time_in_ms
04EB: unknown_actor $1965 bank 1 account_number 300000

:Label0FE75A
0002: jump Label0FE792

:Label0FE761
01BD: $1995 = current_time_in_ms
0084: $1996 = $1995 ;; integer values and handles
0060: $1996 -= $1997 ;; integer values
00D6: if 0
0018: $1996 > 2500 ;; integer values
004D: jump_if_false Label0FE792
04EB: unknown_actor $1965 bank 0 account_number 100

:Label0FE792
00D6: if 0
0038: $19ED == 0 ;; integer values
004D: jump_if_false Label0FE7F7
00D6: if 23
00E9: player $PLAYER_CHAR 0 ()near_actor $1965 radius 5.0 5.0
02D7: player $PLAYER_CHAR currentweapon == 30
02D7: player $PLAYER_CHAR currentweapon == 28
02D7: player $PLAYER_CHAR currentweapon == 29
004D: jump_if_false Label0FE7F7
04EB: unknown_actor $1965 bank 0 account_number 100
0350: unknown_actor $1965 not_scared_flag 0
01CA: actor $1965 kill_player $PLAYER_CHAR
0004: $19ED = 1 ;; integer values

:Label0FE7F7
00D6: if 0
8118: NOT actor $1966 dead
004D: jump_if_false Label0FE914
00D6: if 0
0038: $19D7 == 0 ;; integer values
004D: jump_if_false Label0FE828
01CA: actor $1966 kill_player $PLAYER_CHAR
0004: $19D7 = 1 ;; integer values

:Label0FE828
00D6: if 0
0038: $19D7 == 1 ;; integer values
004D: jump_if_false Label0FE914
00D6: if 0
0038: $19EE == 0 ;; integer values
004D: jump_if_false Label0FE8C4
00D6: if 0
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false Label0FE893
00D6: if 0
80E9: NOT player $PLAYER_CHAR 0 ()near_actor $1966 radius 5.0 5.0
004D: jump_if_false Label0FE88C
01BD: $199A = current_time_in_ms
04EB: unknown_actor $1966 bank 1 account_number 300000

:Label0FE88C
0002: jump Label0FE8C4

:Label0FE893
01BD: $1998 = current_time_in_ms
0084: $1999 = $1998 ;; integer values and handles
0060: $1999 -= $199A ;; integer values
00D6: if 0
0018: $1999 > 2000 ;; integer values
004D: jump_if_false Label0FE8C4
04EB: unknown_actor $1966 bank 0 account_number 100

:Label0FE8C4
00D6: if 0
0038: $19EE == 0 ;; integer values
004D: jump_if_false Label0FE914
00D6: if 0
00E9: player $PLAYER_CHAR 0 ()near_actor $1966 radius 5.0 5.0
004D: jump_if_false Label0FE914
04EB: unknown_actor $1966 bank 0 account_number 100
0350: unknown_actor $1966 not_scared_flag 0
01CA: actor $1966 kill_player $PLAYER_CHAR
0004: $19EE = 1 ;; integer values

:Label0FE914
00D6: if 0
8118: NOT actor $1969 dead
004D: jump_if_false Label0FEA31
00D6: if 0
0038: $19D8 == 0 ;; integer values
004D: jump_if_false Label0FE945
01CA: actor $1969 kill_player $PLAYER_CHAR
0004: $19D8 = 1 ;; integer values

:Label0FE945
00D6: if 0
0038: $19D8 == 1 ;; integer values
004D: jump_if_false Label0FEA31
00D6: if 0
0038: $19EF == 0 ;; integer values
004D: jump_if_false Label0FE9E1
00D6: if 0
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false Label0FE9B0
00D6: if 0
80E9: NOT player $PLAYER_CHAR 0 ()near_actor $1969 radius 5.0 5.0
004D: jump_if_false Label0FE9A9
01BD: $199D = current_time_in_ms
04EB: unknown_actor $1969 bank 1 account_number 300000
:Label0FE9A9
0002: jump Label0FE9E1

:Label0FE9B0
01BD: $199B = current_time_in_ms
0084: $199C = $199B ;; integer values and handles
0060: $199C -= $199D ;; integer values
00D6: if 0
0018: $199C > 2500 ;; integer values
004D: jump_if_false Label0FE9E1
04EB: unknown_actor $1969 bank 0 account_number 100

:Label0FE9E1
00D6: if 0
0038: $19EF == 0 ;; integer values
004D: jump_if_false Label0FEA31
00D6: if 0
00E9: player $PLAYER_CHAR 0 ()near_actor $1969 radius 7.0 7.0
004D: jump_if_false Label0FEA31
04EB: unknown_actor $1969 bank 0 account_number 100
0350: unknown_actor $1969 not_scared_flag 0
01CA: actor $1969 kill_player $PLAYER_CHAR
0004: $19EF = 1 ;; integer values

:Label0FEA31
00D6: if 0
8118: NOT actor $196E dead
004D: jump_if_false Label0FEB73
00D6: if 0
0038: $19D9 == 0 ;; integer values
004D: jump_if_false Label0FEA62
01CA: actor $196E kill_player $PLAYER_CHAR
0004: $19D9 = 1 ;; integer values

:Label0FEA62
00D6: if 0
0038: $19D9 == 1 ;; integer values
004D: jump_if_false Label0FEB73
00D6: if 0
0038: $19F0 == 0 ;; integer values
004D: jump_if_false Label0FEAFE
00D6: if 0
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false Label0FEACD
00D6: if 0
80E9: NOT player $PLAYER_CHAR 0 ()near_actor $196E radius 5.0 5.0
004D: jump_if_false Label0FEAC6
01BD: $19A0 = current_time_in_ms
04EB: unknown_actor $196E bank 1 account_number 300000

:Label0FEAC6
0002: jump Label0FEAFE

:Label0FEACD
01BD: $199E = current_time_in_ms
0084: $199F = $199E ;; integer values and handles
0060: $199F -= $19A0 ;; integer values
00D6: if 0
0018: $199F > 3500 ;; integer values
004D: jump_if_false Label0FEAFE
04EB: unknown_actor $196E bank 0 account_number 100

:Label0FEAFE
00D6: if 0
0038: $19F0 == 0 ;; integer values
004D: jump_if_false Label0FEB73
00D6: if 0
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false Label0FEB73
00D6: if 23
00E9: player $PLAYER_CHAR 0 ()near_actor $196E radius 7.0 7.0
02D7: player $PLAYER_CHAR currentweapon == 30
02D7: player $PLAYER_CHAR currentweapon == 28
02D7: player $PLAYER_CHAR currentweapon == 29
004D: jump_if_false Label0FEB73
04EB: unknown_actor $196E bank 0 account_number 100
0350: unknown_actor $196E not_scared_flag 0
01CA: actor $196E kill_player $PLAYER_CHAR
0004: $19F0 = 1 ;; integer values

:Label0FEB73
00D6: if 0
8118: NOT actor $196F dead
004D: jump_if_false Label0FEC94
00D6: if 0
0038: $19DA == 0 ;; integer values
004D: jump_if_false Label0FEBA4
01CA: actor $196F kill_player $PLAYER_CHAR
0004: $19DA = 1 ;; integer values

:Label0FEBA4
00D6: if 0
0038: $19DA == 1 ;; integer values
004D: jump_if_false Label0FEC94
00D6: if 0
0038: $19F1 == 0 ;; integer values
004D: jump_if_false Label0FEC40
00D6: if 0
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false Label0FEC0F
00D6: if 0
80E9: NOT player $PLAYER_CHAR 0 ()near_actor $196F radius 5.0 5.0
004D: jump_if_false Label0FEC08
01BD: $19A3 = current_time_in_ms
04EB: unknown_actor $196F bank 1 account_number 300000

:Label0FEC08
0002: jump Label0FEC40

:Label0FEC0F
01BD: $19A1 = current_time_in_ms
0084: $19A2 = $19A1 ;; integer values and handles
0060: $19A2 -= $19A3 ;; integer values
00D6: if 0
0018: $19A2 > 2500 ;; integer values
004D: jump_if_false Label0FEC40
04EB: unknown_actor $196F bank 0 account_number 100
:Label0FEC40
00D6: if 0
0038: $19F1 == 0 ;; integer values
004D: jump_if_false Label0FEC94
00D6: if 23
00E9: player $PLAYER_CHAR 0 ()near_actor $196F radius 7.0 7.0
02D7: player $PLAYER_CHAR currentweapon == 30
02D7: player $PLAYER_CHAR currentweapon == 28
02D7: player $PLAYER_CHAR currentweapon == 29
004D: jump_if_false Label0FEC94
02E2: set_actor $196F weapon_accuracy_to 90
0004: $19F1 = 1 ;; integer values

:Label0FEC94
00D6: if 0
8118: NOT actor $1970 dead
004D: jump_if_false Label0FEDB1
00D6: if 0
0038: $19DB == 0 ;; integer values
004D: jump_if_false Label0FECC5
01CA: actor $1970 kill_player $PLAYER_CHAR
0004: $19DB = 1 ;; integer values

:Label0FECC5
00D6: if 0
0038: $19DB == 1 ;; integer values
004D: jump_if_false Label0FEDB1
00D6: if 0
0038: $19F2 == 0 ;; integer values
004D: jump_if_false Label0FED61
00D6: if 0
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false Label0FED30
00D6: if 0
80E9: NOT player $PLAYER_CHAR 0 ()near_actor $1970 radius 5.0 5.0
004D: jump_if_false Label0FED29
01BD: $19A6 = current_time_in_ms
04EB: unknown_actor $1970 bank 1 account_number 300000

:Label0FED29
0002: jump Label0FED61

:Label0FED30
01BD: $19A4 = current_time_in_ms
0084: $19A5 = $19A4 ;; integer values and handles
0060: $19A5 -= $19A6 ;; integer values
00D6: if 0
0018: $19A5 > 3500 ;; integer values
004D: jump_if_false Label0FED61
04EB: unknown_actor $1970 bank 0 account_number 100

:Label0FED61
00D6: if 0
0038: $19F2 == 0 ;; integer values
004D: jump_if_false Label0FEDB1
00D6: if 0
00E9: player $PLAYER_CHAR 0 ()near_actor $1970 radius 10.0 10.0
004D: jump_if_false Label0FEDB1
04EB: unknown_actor $1970 bank 0 account_number 100
0350: unknown_actor $1970 not_scared_flag 0
01CA: actor $1970 kill_player $PLAYER_CHAR
0004: $19F2 = 1 ;; integer values

:Label0FEDB1
00D6: if 0
8118: NOT actor $1972 dead
004D: jump_if_false Label0FEEDE
00D6: if 0
0038: $19DD == 0 ;; integer values
004D: jump_if_false Label0FEDE2
01CA: actor $1972 kill_player $PLAYER_CHAR
0004: $19DD = 1 ;; integer values

:Label0FEDE2
00D6: if 0
0038: $19DD == 1 ;; integer values
004D: jump_if_false Label0FEEDE
00D6: if 0
0038: $19F4 == 0 ;; integer values
004D: jump_if_false Label0FEE7E
00D6: if 0
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false Label0FEE4D
00D6: if 0
80E9: NOT player $PLAYER_CHAR 0 ()near_actor $1972 radius 5.0 5.0
004D: jump_if_false Label0FEE46
01BD: $19A9 = current_time_in_ms
04EB: unknown_actor $1972 bank 1 account_number 300000

:Label0FEE46
0002: jump Label0FEE7E

:Label0FEE4D
01BD: $19A7 = current_time_in_ms
0084: $19A8 = $19A7 ;; integer values and handles
0060: $19A8 -= $19A9 ;; integer values
00D6: if 0
0018: $19A8 > 3000 ;; integer values
004D: jump_if_false Label0FEE7E
04EB: unknown_actor $1972 bank 0 account_number 100

:Label0FEE7E
00D6: if 0
0038: $19F4 == 0 ;; integer values
004D: jump_if_false Label0FEEDE
00D6: if 0
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false Label0FEEDE
00D6: if 0
00E9: player $PLAYER_CHAR 0 ()near_actor $1972 radius 10.0 10.0
004D: jump_if_false Label0FEEDE
04EB: unknown_actor $1972 bank 0 account_number 100
0350: unknown_actor $1972 not_scared_flag 0
01CA: actor $1972 kill_player $PLAYER_CHAR
0004: $19F4 = 1 ;; integer values

:Label0FEEDE
00D6: if 0
8118: NOT actor $1971 dead
004D: jump_if_false Label0FEF6B
00D6: if 0
0038: $19DC == 0 ;; integer values
004D: jump_if_false Label0FEF1B
01CA: actor $1971 kill_player $PLAYER_CHAR
04EB: unknown_actor $1971 bank 1 account_number 800000
0004: $19DC = 1 ;; integer values

:Label0FEF1B
00D6: if 0
0038: $19F3 == 0 ;; integer values
004D: jump_if_false Label0FEF6B
00D6: if 0
00E9: player $PLAYER_CHAR 0 ()near_actor $1971 radius 5.0 5.0
004D: jump_if_false Label0FEF6B
04EB: unknown_actor $1971 bank 0 account_number 100
0350: unknown_actor $1971 not_scared_flag 0
01CA: actor $1971 kill_player $PLAYER_CHAR
0004: $19F3 = 1 ;; integer values

:Label0FEF6B
00D6: if 0
8118: NOT actor $1973 dead
004D: jump_if_false Label0FEFF8
00D6: if 0
0038: $19DE == 0 ;; integer values
004D: jump_if_false Label0FEFA8
01CA: actor $1973 kill_player $PLAYER_CHAR
04EB: unknown_actor $1973 bank 1 account_number 800000
0004: $19DE = 1 ;; integer values

:Label0FEFA8
00D6: if 0
0038: $19F5 == 0 ;; integer values
004D: jump_if_false Label0FEFF8
00D6: if 0
00E9: player $PLAYER_CHAR 0 ()near_actor $1973 radius 5.0 5.0
004D: jump_if_false Label0FEFF8
04EB: unknown_actor $1973 bank 0 account_number 100
0350: unknown_actor $1973 not_scared_flag 0
01CA: actor $1973 kill_player $PLAYER_CHAR
0004: $19F5 = 1 ;; integer values

:Label0FEFF8
00D6: if 0
0038: $19F7 == 0 ;; integer values
004D: jump_if_false Label0FF08C
00D6: if 0
8118: NOT actor $1967 dead
004D: jump_if_false Label0FF08C
00D6: if 0
02CB: actor $1967 bounding_sphere_visible
004D: jump_if_false Label0FF08C
00D6: if 0
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false Label0FF08C
00D6: if 0
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false Label0FF08C
00D6: if 23
00E9: player $PLAYER_CHAR 0 ()near_actor $1967 radius 30.0 30.0
02D7: player $PLAYER_CHAR currentweapon == 30
02D7: player $PLAYER_CHAR currentweapon == 28
02D7: player $PLAYER_CHAR currentweapon == 29
004D: jump_if_false Label0FF08C
02E2: set_actor $1967 weapon_accuracy_to 95
0004: $19F7 = 1 ;; integer values

:Label0FF08C
00D6: if 0
8118: NOT actor $1976 dead
004D: jump_if_false Label0FF1B9
00D6: if 0
0038: $19DF == 0 ;; integer values
004D: jump_if_false Label0FF0BD
01CA: actor $1976 kill_player $PLAYER_CHAR
0004: $19DF = 1 ;; integer values

:Label0FF0BD
00D6: if 0
0038: $19DF == 1 ;; integer values
004D: jump_if_false Label0FF1B9
00D6: if 0
0038: $19FA == 0 ;; integer values
004D: jump_if_false Label0FF159
00D6: if 0
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false Label0FF128
00D6: if 0
80E9: NOT player $PLAYER_CHAR 0 ()near_actor $1976 radius 5.0 5.0
004D: jump_if_false Label0FF121
01BD: $19AC = current_time_in_ms
04EB: unknown_actor $1976 bank 1 account_number 300000

:Label0FF121
0002: jump Label0FF159

:Label0FF128
01BD: $19AA = current_time_in_ms
0084: $19AB = $19AA ;; integer values and handles
0060: $19AB -= $19AC ;; integer values
00D6: if 0
0018: $19AB > 2000 ;; integer values
004D: jump_if_false Label0FF159
04EB: unknown_actor $1976 bank 0 account_number 100

:Label0FF159
00D6: if 0
0038: $19FA == 0 ;; integer values
004D: jump_if_false Label0FF1B9
00D6: if 0
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false Label0FF1B9
00D6: if 0
00E9: player $PLAYER_CHAR 0 ()near_actor $1976 radius 10.0 10.0
004D: jump_if_false Label0FF1B9
04EB: unknown_actor $1976 bank 0 account_number 100
0350: unknown_actor $1976 not_scared_flag 0
01CA: actor $1976 kill_player $PLAYER_CHAR
0004: $19FA = 1 ;; integer values

:Label0FF1B9
00D6: if 0
8118: NOT actor $1977 dead
004D: jump_if_false Label0FF2EA
00D6: if 0
0038: $19E0 == 0 ;; integer values
004D: jump_if_false Label0FF1EA
01CA: actor $1977 kill_player $PLAYER_CHAR
0004: $19E0 = 1 ;; integer values

:Label0FF1EA
00D6: if 0
0038: $19E0 == 1 ;; integer values
004D: jump_if_false Label0FF2EA
00D6: if 0
0038: $19FB == 0 ;; integer values
004D: jump_if_false Label0FF286
00D6: if 0
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false Label0FF255
00D6: if 0
80E9: NOT player $PLAYER_CHAR 0 ()near_actor $1977 radius 5.0 5.0
004D: jump_if_false Label0FF24E
01BD: $19AF = current_time_in_ms
04EB: unknown_actor $1977 bank 1 account_number 300000

:Label0FF24E
0002: jump Label0FF286

:Label0FF255
01BD: $19AD = current_time_in_ms
0084: $19AE = $19AD ;; integer values and handles
0060: $19AE -= $19AF ;; integer values
00D6: if 0
0018: $19AE > 4000 ;; integer values
004D: jump_if_false Label0FF286
04EB: unknown_actor $1977 bank 0 account_number 100

:Label0FF286
00D6: if 0
0038: $19FB == 0 ;; integer values
004D: jump_if_false Label0FF2EA
00D6: if 0
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false Label0FF2EA
00D6: if 23
00E9: player $PLAYER_CHAR 0 ()near_actor $1977 radius 10.0 10.0
02D7: player $PLAYER_CHAR currentweapon == 30
02D7: player $PLAYER_CHAR currentweapon == 28
02D7: player $PLAYER_CHAR currentweapon == 29
004D: jump_if_false Label0FF2EA
02E2: set_actor $1977 weapon_accuracy_to 90
0004: $19FB = 1 ;; integer values

:Label0FF2EA
00D6: if 0
8118: NOT actor $1978 dead
004D: jump_if_false Label0FF41B
00D6: if 0
0038: $19E1 == 0 ;; integer values
004D: jump_if_false Label0FF31B
01CA: actor $1978 kill_player $PLAYER_CHAR
0004: $19E1 = 1 ;; integer values

:Label0FF31B
00D6: if 0
0038: $19E1 == 1 ;; integer values
004D: jump_if_false Label0FF41B
00D6: if 0
0038: $19FC == 0 ;; integer values
004D: jump_if_false Label0FF3B7
00D6: if 0
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false Label0FF386
00D6: if 0
80E9: NOT player $PLAYER_CHAR 0 ()near_actor $1978 radius 5.0 5.0
004D: jump_if_false Label0FF37F
01BD: $19B2 = current_time_in_ms
04EB: unknown_actor $1978 bank 1 account_number 300000

:Label0FF37F
0002: jump Label0FF3B7

:Label0FF386
01BD: $19B0 = current_time_in_ms
0084: $19B1 = $19B0 ;; integer values and handles
0060: $19B1 -= $19B2 ;; integer values
00D6: if 0
0018: $19B1 > 3500 ;; integer values
004D: jump_if_false Label0FF3B7
04EB: unknown_actor $1978 bank 0 account_number 100

:Label0FF3B7
00D6: if 0
0038: $19FC == 0 ;; integer values
004D: jump_if_false Label0FF41B
00D6: if 0
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false Label0FF41B
00D6: if 23
00E9: player $PLAYER_CHAR 0 ()near_actor $1978 radius 7.0 7.0
02D7: player $PLAYER_CHAR currentweapon == 30
02D7: player $PLAYER_CHAR currentweapon == 28
02D7: player $PLAYER_CHAR currentweapon == 29
004D: jump_if_false Label0FF41B
02E2: set_actor $1978 weapon_accuracy_to 90
0004: $19FC = 1 ;; integer values

:Label0FF41B
00D6: if 0
8118: NOT actor $1979 dead
004D: jump_if_false Label0FF54C
00D6: if 0
0038: $19E2 == 0 ;; integer values
004D: jump_if_false Label0FF44C
01CA: actor $1979 kill_player $PLAYER_CHAR
0004: $19E2 = 1 ;; integer values

:Label0FF44C
00D6: if 0
0038: $19E2 == 1 ;; integer values
004D: jump_if_false Label0FF54C
00D6: if 0
0038: $19FD == 0 ;; integer values
004D: jump_if_false Label0FF4E8
00D6: if 0
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false Label0FF4B7
00D6: if 0
80E9: NOT player $PLAYER_CHAR 0 ()near_actor $1979 radius 5.0 5.0
004D: jump_if_false Label0FF4B0
01BD: $19B5 = current_time_in_ms
04EB: unknown_actor $1979 bank 1 account_number 300000

:Label0FF4B0
0002: jump Label0FF4E8

:Label0FF4B7
01BD: $19B3 = current_time_in_ms
0084: $19B4 = $19B3 ;; integer values and handles
0060: $19B4 -= $19B5 ;; integer values
00D6: if 0
0018: $19B4 > 4000 ;; integer values
004D: jump_if_false Label0FF4E8
04EB: unknown_actor $1979 bank 0 account_number 100

:Label0FF4E8
00D6: if 0
0038: $19FD == 0 ;; integer values
004D: jump_if_false Label0FF54C
00D6: if 0
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false Label0FF54C
00D6: if 23
00E9: player $PLAYER_CHAR 0 ()near_actor $1979 radius 10.0 10.0
02D7: player $PLAYER_CHAR currentweapon == 30
02D7: player $PLAYER_CHAR currentweapon == 28
02D7: player $PLAYER_CHAR currentweapon == 29
004D: jump_if_false Label0FF54C
02E2: set_actor $1979 weapon_accuracy_to 90
0004: $19FD = 1 ;; integer values

:Label0FF54C
00D6: if 0
8118: NOT actor $197A dead
004D: jump_if_false Label0FF669
00D6: if 0
0038: $19E3 == 0 ;; integer values
004D: jump_if_false Label0FF57D
01CA: actor $197A kill_player $PLAYER_CHAR
0004: $19E3 = 1 ;; integer values

:Label0FF57D
00D6: if 0
0038: $19E3 == 1 ;; integer values
004D: jump_if_false Label0FF669
00D6: if 0
0038: $19FE == 0 ;; integer values
004D: jump_if_false Label0FF619
00D6: if 0
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false Label0FF5E8
00D6: if 0
80E9: NOT player $PLAYER_CHAR 0 ()near_actor $197A radius 5.0 5.0
004D: jump_if_false Label0FF5E1
01BD: $19B8 = current_time_in_ms
04EB: unknown_actor $197A bank 1 account_number 300000

:Label0FF5E1
0002: jump Label0FF619

:Label0FF5E8
01BD: $19B6 = current_time_in_ms
0084: $19B7 = $19B6 ;; integer values and handles
0060: $19B7 -= $19B8 ;; integer values
00D6: if 0
0018: $19B7 > 4000 ;; integer values
004D: jump_if_false Label0FF619
04EB: unknown_actor $197A bank 0 account_number 100

:Label0FF619
00D6: if 0
0038: $19FE == 0 ;; integer values
004D: jump_if_false Label0FF669
00D6: if 0
00E9: player $PLAYER_CHAR 0 ()near_actor $197A radius 10.0 10.0
004D: jump_if_false Label0FF669
04EB: unknown_actor $197A bank 0 account_number 100
0350: unknown_actor $197A not_scared_flag 0
01CA: actor $197A kill_player $PLAYER_CHAR
0004: $19FE = 1 ;; integer values

:Label0FF669
00D6: if 0
8118: NOT actor $197B dead
004D: jump_if_false Label0FF786
00D6: if 0
0038: $19E4 == 0 ;; integer values
004D: jump_if_false Label0FF69A
01CA: actor $197B kill_player $PLAYER_CHAR
0004: $19E4 = 1 ;; integer values

:Label0FF69A
00D6: if 0
0038: $19E4 == 1 ;; integer values
004D: jump_if_false Label0FF786
00D6: if 0
0038: $19FF == 0 ;; integer values
004D: jump_if_false Label0FF736
00D6: if 0
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false Label0FF705
00D6: if 0
80E9: NOT player $PLAYER_CHAR 0 ()near_actor $197B radius 5.0 5.0
004D: jump_if_false Label0FF6FE
01BD: $19BB = current_time_in_ms
04EB: unknown_actor $197B bank 1 account_number 300000

:Label0FF6FE
0002: jump Label0FF736

:Label0FF705
01BD: $19B9 = current_time_in_ms
0084: $19BA = $19B9 ;; integer values and handles
0060: $19BA -= $19BB ;; integer values
00D6: if 0
0018: $19BA > 3000 ;; integer values
004D: jump_if_false Label0FF736
04EB: unknown_actor $197B bank 0 account_number 100

:Label0FF736
00D6: if 0
0038: $19FF == 0 ;; integer values
004D: jump_if_false Label0FF786
00D6: if 0
00E9: player $PLAYER_CHAR 0 ()near_actor $197B radius 10.0 10.0
004D: jump_if_false Label0FF786
04EB: unknown_actor $197B bank 0 account_number 100
0350: unknown_actor $197B not_scared_flag 0
01CA: actor $197B kill_player $PLAYER_CHAR
0004: $19FF = 1 ;; integer values

:Label0FF786
00D6: if 0
8118: NOT actor $197C dead
004D: jump_if_false Label0FF8C8
00D6: if 0
0038: $19E5 == 0 ;; integer values
004D: jump_if_false Label0FF7B7
01CA: actor $197C kill_player $PLAYER_CHAR
0004: $19E5 = 1 ;; integer values

:Label0FF7B7
00D6: if 0
0038: $19E5 == 1 ;; integer values
004D: jump_if_false Label0FF8C8
00D6: if 0
0038: $1A00 == 0 ;; integer values
004D: jump_if_false Label0FF853
00D6: if 0
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false Label0FF822
00D6: if 0
80E9: NOT player $PLAYER_CHAR 0 ()near_actor $197C radius 5.0 5.0
004D: jump_if_false Label0FF81B
01BD: $19BE = current_time_in_ms
04EB: unknown_actor $197C bank 1 account_number 300000

:Label0FF81B
0002: jump Label0FF853
:Label0FF822
01BD: $19BC = current_time_in_ms
0084: $19BD = $19BC ;; integer values and handles
0060: $19BD -= $19BE ;; integer values
00D6: if 0
0018: $19BD > 2000 ;; integer values
004D: jump_if_false Label0FF853
04EB: unknown_actor $197C bank 0 account_number 100

:Label0FF853
00D6: if 0
0038: $1A00 == 0 ;; integer values
004D: jump_if_false Label0FF8C8
00D6: if 0
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false Label0FF8C8
00D6: if 23
00E9: player $PLAYER_CHAR 0 ()near_actor $197C radius 2.0 2.0
02D7: player $PLAYER_CHAR currentweapon == 30
02D7: player $PLAYER_CHAR currentweapon == 28
02D7: player $PLAYER_CHAR currentweapon == 29
004D: jump_if_false Label0FF8C8
04EB: unknown_actor $197C bank 0 account_number 100
0350: unknown_actor $197C not_scared_flag 0
01CA: actor $197C kill_player $PLAYER_CHAR
0004: $1A00 = 1 ;; integer values

:Label0FF8C8
00D6: if 0
8118: NOT actor $197D dead
004D: jump_if_false Label0FF9E5
00D6: if 0
0038: $19E6 == 0 ;; integer values
004D: jump_if_false Label0FF8F9
01CA: actor $197D kill_player $PLAYER_CHAR
0004: $19E6 = 1 ;; integer values

:Label0FF8F9
00D6: if 0
0038: $19E6 == 1 ;; integer values
004D: jump_if_false Label0FF9E5
00D6: if 0
0038: $1A01 == 0 ;; integer values
004D: jump_if_false Label0FF995
00D6: if 0
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false Label0FF964
00D6: if 0
80E9: NOT player $PLAYER_CHAR 0 ()near_actor $197D radius 5.0 5.0
004D: jump_if_false Label0FF95D
01BD: $19C1 = current_time_in_ms
04EB: unknown_actor $197D bank 1 account_number 300000

:Label0FF95D
0002: jump Label0FF995

:Label0FF964
01BD: $19BF = current_time_in_ms
0084: $19C0 = $19BF ;; integer values and handles
0060: $19C0 -= $19C1 ;; integer values
00D6: if 0
0018: $19C0 > 3000 ;; integer values
004D: jump_if_false Label0FF995
04EB: unknown_actor $197D bank 0 account_number 100

:Label0FF995
00D6: if 0
0038: $1A01 == 0 ;; integer values
004D: jump_if_false Label0FF9E5
00D6: if 0
00E9: player $PLAYER_CHAR 0 ()near_actor $197D radius 3.0 3.0
004D: jump_if_false Label0FF9E5
04EB: unknown_actor $197D bank 0 account_number 100
0350: unknown_actor $197D not_scared_flag 0
01CA: actor $197D kill_player $PLAYER_CHAR
0004: $1A01 = 1 ;; integer values

:Label0FF9E5
00D6: if 0
0038: $19F9 == 0 ;; integer values
004D: jump_if_false Label0FFA69
00D6: if 0
8118: NOT actor $1975 dead
004D: jump_if_false Label0FFA69
00D6: if 0
02CB: actor $1975 bounding_sphere_visible
004D: jump_if_false Label0FFA69
00D6: if 0
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false Label0FFA69
00D6: if 23
00E9: player $PLAYER_CHAR 0 ()near_actor $1975 radius 20.0 20.0
02D7: player $PLAYER_CHAR currentweapon == 30
02D7: player $PLAYER_CHAR currentweapon == 28
02D7: player $PLAYER_CHAR currentweapon == 29
004D: jump_if_false Label0FFA69
02E2: set_actor $1975 weapon_accuracy_to 90
0004: $19F9 = 1 ;; integer values

:Label0FFA69
00D6: if 0
8118: NOT actor $197E dead
004D: jump_if_false Label0FFBAB
00D6: if 0
0038: $19E7 == 0 ;; integer values
004D: jump_if_false Label0FFA9A
01CA: actor $197E kill_player $PLAYER_CHAR
0004: $19E7 = 1 ;; integer values

:Label0FFA9A
00D6: if 0
0038: $19E7 == 1 ;; integer values
004D: jump_if_false Label0FFBAB
00D6: if 0
0038: $1A02 == 0 ;; integer values
004D: jump_if_false Label0FFB36
00D6: if 0
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false Label0FFB05
00D6: if 0
80E9: NOT player $PLAYER_CHAR 0 ()near_actor $197E radius 5.0 5.0
004D: jump_if_false Label0FFAFE
01BD: $19C4 = current_time_in_ms
04EB: unknown_actor $197E bank 1 account_number 300000

:Label0FFAFE
0002: jump Label0FFB36

:Label0FFB05
01BD: $19C2 = current_time_in_ms
0084: $19C3 = $19C2 ;; integer values and handles
0060: $19C3 -= $19C4 ;; integer values
00D6: if 0
0018: $19C3 > 2000 ;; integer values
004D: jump_if_false Label0FFB36
04EB: unknown_actor $197E bank 0 account_number 100

:Label0FFB36
00D6: if 0
0038: $1A02 == 0 ;; integer values
004D: jump_if_false Label0FFBAB
00D6: if 0
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false Label0FFBAB
00D6: if 23
00E9: player $PLAYER_CHAR 0 ()near_actor $197E radius 10.0 10.0
02D7: player $PLAYER_CHAR currentweapon == 30
02D7: player $PLAYER_CHAR currentweapon == 28
02D7: player $PLAYER_CHAR currentweapon == 29
004D: jump_if_false Label0FFBAB
04EB: unknown_actor $197E bank 0 account_number 100
0350: unknown_actor $197E not_scared_flag 0
01CA: actor $197E kill_player $PLAYER_CHAR
0004: $1A02 = 1 ;; integer values

:Label0FFBAB
00D6: if 0
8118: NOT actor $197F dead
004D: jump_if_false Label0FFCE4
00D6: if 0
0038: $19E8 == 0 ;; integer values
004D: jump_if_false Label0FFBDC
01CA: actor $197F kill_player $PLAYER_CHAR
0004: $19E8 = 1 ;; integer values

:Label0FFBDC
00D6: if 0
0038: $19E8 == 1 ;; integer values
004D: jump_if_false Label0FFCE4
00D6: if 0
0038: $1A03 == 0 ;; integer values
004D: jump_if_false Label0FFC78
00D6: if 0
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false Label0FFC47
00D6: if 0
80E9: NOT player $PLAYER_CHAR 0 ()near_actor $197F radius 5.0 5.0
004D: jump_if_false Label0FFC40
01BD: $19C7 = current_time_in_ms
04EB: unknown_actor $197F bank 1 account_number 300000

:Label0FFC40
0002: jump Label0FFC78

:Label0FFC47
01BD: $19C5 = current_time_in_ms
0084: $19C6 = $19C5 ;; integer values and handles
0060: $19C6 -= $19C7 ;; integer values
00D6: if 0
0018: $19C6 > 2500 ;; integer values
004D: jump_if_false Label0FFC78
04EB: unknown_actor $197F bank 0 account_number 100

:Label0FFC78
00D6: if 0
0038: $1A03 == 0 ;; integer values
004D: jump_if_false Label0FFCE4
00D6: if 0
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false Label0FFCE4
00D6: if 23
00E9: player $PLAYER_CHAR 0 ()near_actor $197F radius 5.0 5.0
02D7: player $PLAYER_CHAR currentweapon == 30
02D7: player $PLAYER_CHAR currentweapon == 28
02D7: player $PLAYER_CHAR currentweapon == 29
004D: jump_if_false Label0FFCE4
01CA: actor $197F kill_player $PLAYER_CHAR
02E2: set_actor $197F weapon_accuracy_to 90
0004: $1A03 = 1 ;; integer values

:Label0FFCE4
00D6: if 0
8118: NOT actor $1980 dead
004D: jump_if_false Label0FFE01
00D6: if 0
0038: $19E9 == 0 ;; integer values
004D: jump_if_false Label0FFD15
01CA: actor $1980 kill_player $PLAYER_CHAR
0004: $19E9 = 1 ;; integer values

:Label0FFD15
00D6: if 0
0038: $19E9 == 1 ;; integer values
004D: jump_if_false Label0FFE01
00D6: if 0
0038: $1A04 == 0 ;; integer values
004D: jump_if_false Label0FFDB1
00D6: if 0
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false Label0FFD80
00D6: if 0
80E9: NOT player $PLAYER_CHAR 0 ()near_actor $1980 radius 5.0 5.0
004D: jump_if_false Label0FFD79
01BD: $19CA = current_time_in_ms
04EB: unknown_actor $1980 bank 1 account_number 300000
:Label0FFD79
0002: jump Label0FFDB1

:Label0FFD80
01BD: $19C8 = current_time_in_ms
0084: $19C9 = $19C8 ;; integer values and handles
0060: $19C9 -= $19CA ;; integer values
00D6: if 0
0018: $19C9 > 4000 ;; integer values
004D: jump_if_false Label0FFDB1
04EB: unknown_actor $1980 bank 0 account_number 100

:Label0FFDB1
00D6: if 0
0038: $1A04 == 0 ;; integer values
004D: jump_if_false Label0FFE01
00D6: if 0
00E9: player $PLAYER_CHAR 0 ()near_actor $1980 radius 7.0 7.0
004D: jump_if_false Label0FFE01
04EB: unknown_actor $1980 bank 0 account_number 100
0350: unknown_actor $1980 not_scared_flag 0
01CA: actor $1980 kill_player $PLAYER_CHAR
0004: $1A04 = 1 ;; integer values

:Label0FFE01
00D6: if 0
8118: NOT actor $1981 dead
004D: jump_if_false Label0FFF1E
00D6: if 0
0038: $19EA == 0 ;; integer values
004D: jump_if_false Label0FFE32
01CA: actor $1981 kill_player $PLAYER_CHAR
0004: $19EA = 1 ;; integer values

:Label0FFE32
00D6: if 0
0038: $19EA == 1 ;; integer values
004D: jump_if_false Label0FFF1E
00D6: if 0
0038: $1A05 == 0 ;; integer values
004D: jump_if_false Label0FFECE
00D6: if 0
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false Label0FFE9D
00D6: if 0
80E9: NOT player $PLAYER_CHAR 0 ()near_actor $1981 radius 3.0 3.0
004D: jump_if_false Label0FFE96
01BD: $19CD = current_time_in_ms
04EB: unknown_actor $1981 bank 1 account_number 300000

:Label0FFE96
0002: jump Label0FFECE

:Label0FFE9D
01BD: $19CB = current_time_in_ms
0084: $19CC = $19CB ;; integer values and handles
0060: $19CC -= $19CD ;; integer values
00D6: if 0
0018: $19CC > 3000 ;; integer values
004D: jump_if_false Label0FFECE
04EB: unknown_actor $1981 bank 0 account_number 100

:Label0FFECE
00D6: if 0
0038: $1A05 == 0 ;; integer values
004D: jump_if_false Label0FFF1E
00D6: if 0
00E9: player $PLAYER_CHAR 0 ()near_actor $1981 radius 3.0 3.0
004D: jump_if_false Label0FFF1E
04EB: unknown_actor $1981 bank 0 account_number 100
0350: unknown_actor $1981 not_scared_flag 0
01CA: actor $1981 kill_player $PLAYER_CHAR
0004: $1A05 = 1 ;; integer values

:Label0FFF1E
00D6: if 0
8118: NOT actor $1982 dead
004D: jump_if_false Label10004F
00D6: if 0
0038: $19EB == 0 ;; integer values
004D: jump_if_false Label0FFF4F
01CA: actor $1982 kill_player $PLAYER_CHAR
0004: $19EB = 1 ;; integer values

:Label0FFF4F
00D6: if 0
0038: $19EB == 1 ;; integer values
004D: jump_if_false Label10004F
00D6: if 0
0038: $1A06 == 0 ;; integer values
004D: jump_if_false Label0FFFEB
00D6: if 0
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false Label0FFFBA
00D6: if 0
80E9: NOT player $PLAYER_CHAR 0 ()near_actor $1982 radius 3.0 3.0
004D: jump_if_false Label0FFFB3
01BD: $19D0 = current_time_in_ms
04EB: unknown_actor $1982 bank 1 account_number 300000

:Label0FFFB3
0002: jump Label0FFFEB

:Label0FFFBA
01BD: $19CE = current_time_in_ms
0084: $19CF = $19CE ;; integer values and handles
0060: $19CF -= $19D0 ;; integer values
00D6: if 0
0018: $19CF > 3000 ;; integer values
004D: jump_if_false Label0FFFEB
04EB: unknown_actor $1982 bank 0 account_number 100

:Label0FFFEB
00D6: if 0
0038: $1A06 == 0 ;; integer values
004D: jump_if_false Label10004F
00D6: if 0
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false Label10004F
00D6: if 23
00E9: player $PLAYER_CHAR 0 ()near_actor $1982 radius 3.0 3.0
02D7: player $PLAYER_CHAR currentweapon == 30
02D7: player $PLAYER_CHAR currentweapon == 28
02D7: player $PLAYER_CHAR currentweapon == 29
004D: jump_if_false Label10004F
02E2: set_actor $1982 weapon_accuracy_to 95
0004: $1A06 = 1 ;; integer values

:Label10004F
00D6: if 0
8118: NOT actor $1983 dead
004D: jump_if_false Label10016C
00D6: if 0
0038: $19EC == 0 ;; integer values
004D: jump_if_false Label100080
01CA: actor $1983 kill_player $PLAYER_CHAR
0004: $19EC = 1 ;; integer values

:Label100080
00D6: if 0
0038: $19EC == 1 ;; integer values
004D: jump_if_false Label10016C
00D6: if 0
0038: $1A07 == 0 ;; integer values
004D: jump_if_false Label10011C
00D6: if 0
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false Label1000EB
00D6: if 0
80E9: NOT player $PLAYER_CHAR 0 ()near_actor $1983 radius 3.0 3.0
004D: jump_if_false Label1000E4
01BD: $19D3 = current_time_in_ms
04EB: unknown_actor $1983 bank 1 account_number 300000

:Label1000E4
0002: jump Label10011C

:Label1000EB
01BD: $19D1 = current_time_in_ms
0084: $19D2 = $19D1 ;; integer values and handles
0060: $19D2 -= $19D3 ;; integer values
00D6: if 0
0018: $19D2 > 3000 ;; integer values
004D: jump_if_false Label10011C
04EB: unknown_actor $1983 bank 0 account_number 100

:Label10011C
00D6: if 0
0038: $1A07 == 0 ;; integer values
004D: jump_if_false Label10016C
00D6: if 0
00E9: player $PLAYER_CHAR 0 ()near_actor $1983 radius 3.0 3.0
004D: jump_if_false Label10016C
04EB: unknown_actor $1983 bank 0 account_number 100
0350: unknown_actor $1983 not_scared_flag 0
01CA: actor $1983 kill_player $PLAYER_CHAR
0004: $1A07 = 1 ;; integer values
:Label10016C
00D6: if 0
0056: player $PLAYER_CHAR 0 ()in_rectangle -896.5784 -551.9854 -879.3575
-504.746
004D: jump_if_false Label1001BA
00D6: if 0
0038: $1A09 == 0 ;; integer values
004D: jump_if_false Label1001BA
00BC: text_highpriority "ASM5_2" 7000 ms 2 ;; ~g~Get the merchandise and take it
to the helipad at the airport!
0004: $1A09 = 1 ;; integer values

:Label1001BA
00D6: if 0
0038: $1A08 == 0 ;; integer values
004D: jump_if_false Label10020B
00D6: if 0
0214: pickup $1963 picked_up
004D: jump_if_false Label10020B
0164: disable_marker $1964
00BC: text_highpriority "ASM5_3" 7000 ms 2 ;; ~g~Take the merchandise to the
helipad at the airport!
018A: $1992 = create_checkpoint_at -1368.395 -1255.998 17.2
0004: $1A08 = 1 ;; integer values

:Label10020B
00D6: if 0
0038: $1A08 == 1 ;; integer values
004D: jump_if_false Label100259
00D6: if 0
00F5: player $PLAYER_CHAR 1 (in-sphere)near_point -1368.395 -1255.998 17.2
radius 5.0 5.0 4.0
004D: jump_if_false Label100259
0164: disable_marker $1992
0002: jump Label10042B

:Label100259
00D6: if 0
0118: actor $1965 dead
004D: jump_if_false Label10026E
01C2: remove_references_to_actor $1965 ;; Like turning an actor into a random
pedestrian

:Label10026E
00D6: if 0
0118: actor $1966 dead
004D: jump_if_false Label100283
01C2: remove_references_to_actor $1966 ;; Like turning an actor into a random
pedestrian

:Label100283
00D6: if 0
0118: actor $1969 dead
004D: jump_if_false Label100298
01C2: remove_references_to_actor $1969 ;; Like turning an actor into a random
pedestrian

:Label100298
00D6: if 0
0118: actor $196A dead
004D: jump_if_false Label1002AD
01C2: remove_references_to_actor $196A ;; Like turning an actor into a random
pedestrian

:Label1002AD
00D6: if 0
0118: actor $196B dead
004D: jump_if_false Label1002C2
01C2: remove_references_to_actor $196B ;; Like turning an actor into a random
pedestrian

:Label1002C2
00D6: if 0
0118: actor $196C dead
004D: jump_if_false Label1002D7
01C2: remove_references_to_actor $196C ;; Like turning an actor into a random
pedestrian

:Label1002D7
00D6: if 0
0118: actor $196D dead
004D: jump_if_false Label1002EC
01C2: remove_references_to_actor $196D ;; Like turning an actor into a random
pedestrian

:Label1002EC
00D6: if 0
0118: actor $196E dead
004D: jump_if_false Label100301
01C2: remove_references_to_actor $196E ;; Like turning an actor into a random
pedestrian

:Label100301
00D6: if 0
0118: actor $196F dead
004D: jump_if_false Label100316
01C2: remove_references_to_actor $196F ;; Like turning an actor into a random
pedestrian

:Label100316
00D6: if 0
0118: actor $1972 dead
004D: jump_if_false Label10032B
01C2: remove_references_to_actor $1972 ;; Like turning an actor into a random
pedestrian

:Label10032B
00D6: if 0
0118: actor $1973 dead
004D: jump_if_false Label100340
01C2: remove_references_to_actor $1973 ;; Like turning an actor into a random
pedestrian

:Label100340
00D6: if 0
0118: actor $1976 dead
004D: jump_if_false Label100355
01C2: remove_references_to_actor $1976 ;; Like turning an actor into a random
pedestrian

:Label100355
00D6: if 0
0118: actor $1977 dead
004D: jump_if_false Label10036A
01C2: remove_references_to_actor $1977 ;; Like turning an actor into a random
pedestrian

:Label10036A
00D6: if 0
0118: actor $1978 dead
004D: jump_if_false Label10037F
01C2: remove_references_to_actor $1978 ;; Like turning an actor into a random
pedestrian

:Label10037F
00D6: if 0
0118: actor $1979 dead
004D: jump_if_false Label100394
01C2: remove_references_to_actor $1979 ;; Like turning an actor into a random
pedestrian

:Label100394
00D6: if 0
0119: car $198B wrecked
004D: jump_if_false Label1003AE
01C3: remove_references_to_car $198B ;; Like turning a car into any random car
0249: release_model #PONY

:Label1003AE
00D6: if 0
0119: car $1989 wrecked
004D: jump_if_false Label1003C3
01C3: remove_references_to_car $1989 ;; Like turning a car into any random car

:Label1003C3
00D6: if 0
0119: car $198A wrecked
004D: jump_if_false Label1003D8
01C3: remove_references_to_car $198A ;; Like turning a car into any random car

:Label1003D8
0002: jump Label0FE4DA

:Label1003DF
00BA: text_styled "M_FAIL" 5000 ms 1 ;; MISSION FAILED!

:Label1003EE
00D6: if 0
834E: NOT unknown_move_object $71A to -973.664 -519.65 10.092 unknown_angle 0.0
1.0 0.0 0
004D: jump_if_false Label100429
0001: wait 0 ms
0002: jump Label1003EE

:Label100429
0051: return
:Label10042B
0004: $12E = 1 ;; integer values
0318: set_latest_mission_passed "JOB_5" ;; Loose Ends
01C4: remove_references_to_object $71A ;; This object will now disappear when the
player looks away
01E3: text_1number_styled "M_PASS" 16000 5000 ms 1 ;; MISSION PASSED! $~1~
0110: clear_player $PLAYER_CHAR wanted_level
0109: player $PLAYER_CHAR money += 16000
0394: play_music 1
030C: set_mission_points += 1
0533: 1
0164: disable_marker $129
0051: return

:Label100473
0004: $ONMISSION = 0 ;; integer values
0215: destroy_pickup $198E
0215: destroy_pickup $198F
0215: destroy_pickup $1990
0215: destroy_pickup $1991
0215: destroy_pickup $1963
0164: disable_marker $1964
0164: disable_marker $1992
0249: release_model #SGA
0249: release_model #SGB
0249: release_model #MP5LNG
0249: release_model #ADMIRAL
0249: release_model #PONY
0249: release_model #MAVERICK
0249: release_model -114 (BARREL4)
0296: unload_special_actor 1
0296: unload_special_actor 2
034F: destroy_actor_with_fade $1965 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $1966 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $1967 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $1968 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $1969 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $196A ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $196B ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $196C ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $196D ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $196E ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $196F ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $1970 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $1971 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $1972 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $1973 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $1974 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $1975 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $1976 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $1977 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $1978 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $1979 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $197A ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $197B ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $197C ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $197D ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $197E ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $197F ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $1980 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $1981 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $1982 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $1983 ;; The actor fades away like a ghost
0108: destroy_object $1993
0108: destroy_object $1994
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
00D8: mission_cleanup
0051: return

;-------------Mission 72---------------
; Originally: V.I.P.

:Label100573
0050: gosub Label100597
00D6: if 0
0112: wasted_or_busted
004D: jump_if_false Label10058E
0050: gosub Label1014B7

:Label10058E
0050: gosub Label10150A
004E: end_thread

:Label100597
0317: increment_mission_attempts
0004: $ONMISSION = 1 ;; integer values
03A4: name_thread "TAXWAR1"
0001: wait 0 ms
054C: use_GXT_table "TAXIWA1"
058E: set_restart_mission_taxi_destination -1020.8 191.1 10.5 350.0
0004: $1A16 = 0 ;; integer values
0006: 2@ = 0 ;; integer values
0006: 1@ = 0 ;; integer values
0006: 3@ = 0 ;; integer values
03CF: load_wav "TAX1_1" as 1
03CF: load_wav "TAX1_2" as 2

:Label100602
00D6: if 21
83D0: NOT wav 1 loaded
83D0: NOT wav 2 loaded
004D: jump_if_false Label100620
0001: wait 0 ms
0002: jump Label100602

:Label100620
03D1: play_wav 1
00BC: text_highpriority "TAX1_1" 4500 ms 1 ;; Ok, we got a high class fare needs
picking up from Starfish island - any takers?
0001: wait 500 ms
0006: 16@ = 0 ;; integer values

:Label10063F
00D6: if 0
8019: NOT 16@ > 4000 ;; integer values
004D: jump_if_false Label100675
0001: wait 0 ms
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label10066E
0002: jump Label1006C5

:Label10066E
0002: jump Label10063F

:Label100675
03D1: play_wav 2
00BC: text_highpriority "TAX1_2" 3000 ms 1 ;; Tommy here, I'll take it!
0006: 16@ = 0 ;; integer values

:Label10068F
00D6: if 0
8019: NOT 16@ > 3000 ;; integer values
004D: jump_if_false Label1006C5
0001: wait 0 ms
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label1006BE
0002: jump Label1006C5

:Label1006BE
0002: jump Label10068F

:Label1006C5
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
02A3: toggle_widescreen 0 (off)
02EB: restore_camera_with_jumpcut
040D: unload_wav 1
040D: unload_wav 2
0247: request_model #TAXI
0247: request_model #WMOCA
0247: request_model #WMOBU
0247: request_model #KAUFMAN

:Label1006EC
00D6: if 23
8248: NOT model #TAXI available
8248: NOT model #WMOCA available
8248: NOT model #WMOBU available
8248: NOT model #KAUFMAN available
004D: jump_if_false Label100714
0001: wait 0 ms
0002: jump Label1006EC

:Label100714
018A: $1A10 = create_checkpoint_at -576.7 -480.1 10.8
00BC: text_highpriority "TAXW1_1" 10000 ms 1 ;; ~g~Pick up the V.I.P. on
Starfish Island.
0004: $1A1D = 61000 ;; integer values
014E: set_timer_to $1A1D type 1
00D6: if 0
00E0: player $PLAYER_CHAR driving
004D: jump_if_false Label100760
00DA: $137 = player $PLAYER_CHAR car
:Label100760
00D6: if 0
0119: car $137 wrecked
004D: jump_if_false Label100770

:Label100770
00D6: if 22
80F8: NOT player $PLAYER_CHAR stopped 1 (in-sphere)near_point -576.7 -480.1
10.5 radius 2.5 2.5 3.0
80DE: NOT player $PLAYER_CHAR driving_vehicle_type #KAUFMAN
8122: NOT player $PLAYER_CHAR pressing_horn
004D: jump_if_false Label100868
0001: wait 0 ms
00D6: if 0
0119: car $137 wrecked
004D: jump_if_false Label1007C1

:Label1007C1
00D6: if 0
00DE: player $PLAYER_CHAR driving_vehicle_type #KAUFMAN
004D: jump_if_false Label1007E3
00DA: $137 = player $PLAYER_CHAR car
0002: jump Label1007F2

:Label1007E3
00BC: text_highpriority "TAXW1_5" 1000 ms 1 ;; ~g~You need to be in a Kaufman
cab!

:Label1007F2
00D6: if 0
0038: $1A1D == 0 ;; integer values
004D: jump_if_false Label10081A
00BC: text_highpriority "OUTTIME" 5000 ms 1 ;; ~r~Too slow, man, too slow!
0002: jump Label1014B7

:Label10081A
00D6: if 1
00F8: player $PLAYER_CHAR stopped 1 (in-sphere)near_point -576.7 -480.1 11.0
radius 2.5 2.5 3.0
00DE: player $PLAYER_CHAR driving_vehicle_type #KAUFMAN
004D: jump_if_false Label100861
00BC: text_highpriority "HORN" 1000 ms 1 ;; ~g~Sound the horn.

:Label100861
0002: jump Label100770

:Label100868
00D6: if 0
8119: NOT car $137 wrecked
004D: jump_if_false Label10087F
020A: set_car $137 door_status_to 4

:Label10087F
0001: wait 500 ms
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
02A3: toggle_widescreen 1 (on)
014F: stop_timer $1A1D
009A: 0@ = create_actor 4 #WMOBU at -573.9 -448.1 14.1
0173: set_actor 0@ z_angle_to 270.0
01ED: reset_actor 0@ flags
0211: actor 0@ walk_to -564.3 -447.9
015F: set_camera_position -576.171 -461.122 11.516 0.0 0.0 0.0
0160: point_camera -575.533 -460.37 11.682 2
03CF: load_wav "TAX1_3" as 1
0001: wait 3000 ms
015F: set_camera_position -584.096 -471.163 12.693 0.0 0.0 0.0
0160: point_camera -583.402 -471.861 12.514 2
00A5: $1A2A = create_car #TAXI at -546.0 -474.3 10.0
03BA: clear_cars_from_cube -600.8 -487.6 0.0 -463.6 -433.6 20.0
0129: $1A17 = create_actor 4 #WMOCA in_car $1A2A driverseat
0175: set_car $1A2A z_angle_to 90.0
00AD: set_car $1A2A max_speed_to 30.0
04BA: set_car $1A2A speed_instantly 10.0
00AE: unknown_set_car $1A2A to_ignore_traffic_lights 3
02AA: set_car $1A2A immune_to_nonplayer 1
0243: set_actor $1A17 ped_stats_to 16
0164: disable_marker $1A10
04E0: unknown_car $1A2A 100
00A7: car $1A2A drive_to -578.0 -474.3 10.8
0006: 17@ = 0 ;; integer values

:Label1009DE
00D6: if 0
81AD: NOT car $1A2A 0 ()near_point -578.0 -474.3 6.0 4.0
004D: jump_if_false Label100A7D
0001: wait 0 ms
00D6: if 0
0119: car $1A2A wrecked
004D: jump_if_false Label100A1F
0002: jump Label1014B7

:Label100A1F
00D6: if 0
0118: actor $1A17 dead
004D: jump_if_false Label100A45
00BC: text_highpriority "TAXW1_3" 5000 ms 1 ;; ~r~The V.I.P. is dead!
0002: jump Label1014B7

:Label100A45
00D6: if 0
0118: actor $1A17 dead
004D: jump_if_false Label100A5C
0002: jump Label1014B7

:Label100A5C
00D6: if 0
0019: 17@ > 10000 ;; integer values
004D: jump_if_false Label100A76
0002: jump Label100A7D

:Label100A76
0002: jump Label1009DE

:Label100A7D
00D6: if 0
03D0: wav 1 loaded
004D: jump_if_false Label100A9F
03D1: play_wav 1
00BC: text_highpriority "TAX1_3" 4000 ms 1 ;; This is my fare, back off asshole!

:Label100A9F
00D6: if 0
8118: NOT actor 0@ dead
004D: jump_if_false Label100AD3
00A1: put_actor 0@ at -576.2 -471.1 10.4
01D4: actor 0@ go_to_car $1A2A and_enter_it_as_a_passenger
0187: $1A2B = create_marker_above_actor 0@

:Label100AD3
00D6: if 0
8119: NOT car $1A2A wrecked
004D: jump_if_false Label100AED
00AD: set_car $1A2A max_speed_to 0.0

:Label100AED
00D6: if 0
80DB: NOT actor 0@ in_car $1A2A
004D: jump_if_false Label100B6E
0001: wait 0 ms
00D6: if 0
0119: car $1A2A wrecked
004D: jump_if_false Label100B2A
00BC: text_highpriority "TAXW1_3" 5000 ms 1 ;; ~r~The V.I.P. is dead!
0002: jump Label1014B7

:Label100B2A
00D6: if 0
0118: actor $1A17 dead
004D: jump_if_false Label100B50
00BC: text_highpriority "TAXW1_3" 5000 ms 1 ;; ~r~The V.I.P. is dead!
0002: jump Label1014B7

:Label100B50
00D6: if 0
0118: actor 0@ dead
004D: jump_if_false Label100B67
0002: jump Label1014B7

:Label100B67
0002: jump Label100AED

:Label100B6E
00D6: if 0
8119: NOT car $1A2A wrecked
004D: jump_if_false Label100B85
020A: set_car $1A2A door_status_to 3

:Label100B85
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
02A3: toggle_widescreen 0 (off)
015A: restore_camera
00D6: if 0
8119: NOT car $137 wrecked
004D: jump_if_false Label100BA9
020A: set_car $137 door_status_to 1

:Label100BA9
00BC: text_highpriority "TAXW1_2" 5000 ms 1 ;; ~g~Get the V.I.P back! Take the
other car out!
00A7: car $1A2A drive_to -683.0 -488.6 10.6
00AD: set_car $1A2A max_speed_to 30.0
00AE: unknown_set_car $1A2A to_ignore_traffic_lights 2
02AA: set_car $1A2A immune_to_nonplayer 0
0593: 0@ 1
018A: $1A10 = create_checkpoint_at -1438.1 -833.6 11.3
03CF: load_wav "TAX1_4" as 1

:Label100C0B
00D6: if 0
8101: NOT actor 0@ stopped_near_point -1438.1 -833.6 11.3 radius 5.0 5.0
5.0 sphere 1
004D: jump_if_false Label101167
0001: wait 0 ms
00D6: if 0
0118: actor 0@ dead
004D: jump_if_false Label100C65
00BC: text_highpriority "TAXW1_3" 5000 ms 1 ;; ~r~The V.I.P. is dead!
0002: jump Label1014B7

:Label100C65
00D6: if 0
0119: car $137 wrecked
004D: jump_if_false Label100C75

:Label100C75
00D6: if 0
00E0: player $PLAYER_CHAR driving
004D: jump_if_false Label100C8D
00DA: $137 = player $PLAYER_CHAR car

:Label100C8D
00D6: if 0
8119: NOT car $1A2A wrecked
004D: jump_if_false Label100E8C
00D6: if 0
80DC: NOT player $PLAYER_CHAR driving $1A2A
004D: jump_if_false Label100E8C
00D6: if 0
01AF: car $1A2A 0 ()near_point -683.0 -488.6 10.6 radius 5.0 5.0 5.0
004D: jump_if_false Label100CF4
00A7: car $1A2A drive_to -847.1 -516.6 10.6

:Label100CF4
00D6: if 0
01AF: car $1A2A 0 ()near_point -847.1 -516.6 10.6 radius 5.0 5.0 5.0
004D: jump_if_false Label100D38
00A7: car $1A2A drive_to -831.4 -639.5 10.6

:Label100D38
00D6: if 0
01AF: car $1A2A 0 ()near_point -831.4 -639.5 10.6 radius 5.0 5.0 5.0
004D: jump_if_false Label100D7C
00A7: car $1A2A drive_to -1131.7 -687.8 10.6

:Label100D7C
00D6: if 0
01AF: car $1A2A 0 ()near_point -1131.7 -687.8 10.6 radius 5.0 5.0 5.0
004D: jump_if_false Label100DC0
00A7: car $1A2A drive_to -914.3 -1067.2 10.6

:Label100DC0
00D6: if 0
01AF: car $1A2A 0 ()near_point -914.3 -1067.2 10.6 radius 5.0 5.0 5.0
004D: jump_if_false Label100E04
00A7: car $1A2A drive_to -1197.3 -1070.9 11.3

:Label100E04
00D6: if 0
01AF: car $1A2A 0 ()near_point -1197.3 -1070.9 11.3 radius 5.0 5.0 5.0
004D: jump_if_false Label100E48
00A7: car $1A2A drive_to -1407.5 -785.4 11.3

:Label100E48
00D6: if 0
01AF: car $1A2A 0 ()near_point -1407.5 -785.4 11.3 radius 5.0 5.0 5.0
004D: jump_if_false Label100E8C
00A7: car $1A2A drive_to -1438.1 -833.6 11.3

:Label100E8C
00D6: if 0
8119: NOT car $1A2A wrecked
004D: jump_if_false Label10100F
00D6: if 21
8185: NOT car $1A2A health >= 500
0118: actor $1A17 dead
004D: jump_if_false Label10100F
00D6: if 0
0039: 1@ == 0 ;; integer values
004D: jump_if_false Label10100F
00D6: if 0
8119: NOT car $1A2A wrecked
004D: jump_if_false Label100EDD
020A: set_car $1A2A door_status_to 1

:Label100EDD
01D3: actor 0@ leave_car $1A2A

:Label100EE5
00D6: if 0
00DB: actor 0@ in_car $1A2A
004D: jump_if_false Label100F98
0001: wait 0 ms
00D6: if 0
0119: car $137 wrecked
004D: jump_if_false Label100F0C

:Label100F0C
00D6: if 0
00E0: player $PLAYER_CHAR driving
004D: jump_if_false Label100F24
00DA: $137 = player $PLAYER_CHAR car

:Label100F24
00D6: if 0
0119: car $1A2A wrecked
004D: jump_if_false Label100F34

:Label100F34
00D6: if 0
0118: actor 0@ dead
004D: jump_if_false Label100F5A
00BC: text_highpriority "TAXW1_3" 5000 ms 1 ;; ~r~The V.I.P. is dead!
0002: jump Label1014B7

:Label100F5A
00D6: if 0
0101: actor 0@ stopped_near_point -1438.1 -833.6 11.3 radius 4.0 4.0 5.0
sphere 1
004D: jump_if_false Label100F91
0002: jump Label101167

:Label100F91
0002: jump Label100EE5

:Label100F98
00D6: if 0
8118: NOT actor 0@ dead
004D: jump_if_false Label100FAF
0593: 0@ 0

:Label100FAF
00D6: if 0
03D0: wav 1 loaded
004D: jump_if_false Label100FD1
03D1: play_wav 1
00BC: text_highpriority "TAX1_4" 4000 ms 1 ;; Come on come on, Get in, quick!

:Label100FD1
0006: 17@ = 0 ;; integer values
00D6: if 0
8118: NOT actor 0@ dead
004D: jump_if_false Label101008
03CF: load_wav "TAX1_5" as 2
011C: actor 0@ clear_objective
0319: set_actor 0@ wander_state_to 1 (off)
01DE: tie_actor 0@ to_actor $PLAYER_ACTOR

:Label101008
0006: 1@ = 1 ;; integer values

:Label10100F
00D6: if 0
0039: 1@ == 1 ;; integer values
004D: jump_if_false Label101160
00D6: if 0
0019: 16@ > 500 ;; integer values
004D: jump_if_false Label101068
00D6: if 1
8119: NOT car $1A2A wrecked
8118: NOT actor $1A17 dead
004D: jump_if_false Label101068
00AD: set_car $1A2A max_speed_to 50.0
00AE: unknown_set_car $1A2A to_ignore_traffic_lights 3
00AF: set_car $1A2A driver_behaviour_to 2
0006: 16@ = 0 ;; integer values

:Label101068
00D6: if 0
8119: NOT car $137 wrecked
004D: jump_if_false Label1010A4
00D6: if 0
00DB: actor 0@ in_car $137
004D: jump_if_false Label101097
0164: disable_marker $1A2B
0002: jump Label1010A4

:Label101097
0164: disable_marker $1A2B
0187: $1A2B = create_marker_above_actor 0@

:Label1010A4
00D6: if 0
0039: 3@ == 0 ;; integer values
004D: jump_if_false Label10113A
00D6: if 0
8118: NOT actor 0@ dead
004D: jump_if_false Label10113A
00D6: if 0
00FB: player $PLAYER_CHAR 0 ()near_actor 0@ radius 15.0 15.0 6.0
004D: jump_if_false Label10113A
00D6: if 0
0019: 17@ > 2000 ;; integer values
004D: jump_if_false Label10113A
00D6: if 0
03D0: wav 2 loaded
004D: jump_if_false Label10113A
03D1: play_wav 2
00BC: text_highpriority "TAX1_5" 4000 ms 1 ;; Ok, ok! Just don't hurt me!
0001: wait 4000 ms
00BC: text_highpriority "TAXW1_6" 8000 ms 1 ;; ~g~Take the V.I.P. to the
airport!
0006: 3@ = 1 ;; integer values

:Label10113A
00D6: if 0
0118: actor 0@ dead
004D: jump_if_false Label101160
00BC: text_highpriority "TAXW1_3" 5000 ms 1 ;; ~r~The V.I.P. is dead!
0002: jump Label1014B7

:Label101160
0002: jump Label100C0B

:Label101167
00D6: if 0
8119: NOT car $1A2A wrecked
004D: jump_if_false Label1011D5
00D6: if 0
8118: NOT actor 0@ dead
004D: jump_if_false Label1011D5
00D6: if 1
00DB: actor 0@ in_car $1A2A
01AF: car $1A2A 1 (in-sphere)near_point -1438.1 -833.6 11.3 radius 5.0 5.0
5.0
004D: jump_if_false Label1011D5
00BC: text_highpriority "TAXW1_4" 5000 ms 1 ;; ~r~The V.I.P. has been dropped
off!
0002: jump Label1014B7

:Label1011D5
00D6: if 0
8119: NOT car $137 wrecked
004D: jump_if_false Label101260
00D6: if 0
8118: NOT actor 0@ dead
004D: jump_if_false Label101260
00D6: if 1
0101: actor 0@ stopped_near_point -1438.1 -833.6 11.3 radius 5.0 5.0 5.0
sphere 1
80F5: NOT player $PLAYER_CHAR 1 (in-sphere)near_point -1438.1 -833.6 11.3
radius 5.0 5.0 5.0
004D: jump_if_false Label101260
00BC: text_highpriority "TAXW1_4" 5000 ms 1 ;; ~r~The V.I.P. has been dropped
off!
0002: jump Label1014B7

:Label101260
00D6: if 0
8119: NOT car $137 wrecked
004D: jump_if_false Label101385
00D6: if 0
8118: NOT actor 0@ dead
004D: jump_if_false Label101385
00D6: if 1
00DB: actor 0@ in_car $137
01B0: car $137 stopped 1 (in-sphere)near_point -1438.1 -833.6 11.3 radius 5.0
5.0 5.0
004D: jump_if_false Label101385
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
02A3: toggle_widescreen 1 (on)
015F: set_camera_position -1462.635 -791.768 15.662 0.0 0.0 0.0
0160: point_camera -1462.162 -792.641 15.783 2
0001: wait 2000 ms
015F: set_camera_position -1468.559 -834.603 16.36 0.0 0.0 0.0
0160: point_camera -1467.827 -833.977 16.091 2
00D6: if 0
8118: NOT actor 0@ dead
004D: jump_if_false Label101377
01E0: clear_leader 0@
0319: set_actor 0@ wander_state_to 0 (wander)
0362: remove_actor 0@ from_car_and_place_at -1459.6 -825.3 13.9
0173: set_actor 0@ z_angle_to 146.0
0211: actor 0@ walk_to -1465.7 -832.2

:Label101377
0001: wait 3500 ms
02EB: restore_camera_with_jumpcut
0002: jump Label1014C8

:Label101385
00D6: if 0
8118: NOT actor 0@ dead
004D: jump_if_false Label1014B7
00D6: if 1
00FF: actor 0@ 1 (in-sphere)near_point_on_foot -1438.1 -833.6 11.3 radius 5.0
5.0 5.0
00F6: player $PLAYER_CHAR 1 (in-sphere)near_point_on_foot -1438.1 -833.6 11.3
radius 5.0 5.0 5.0
004D: jump_if_false Label1014B7
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
02A3: toggle_widescreen 1 (on)
015F: set_camera_position -1462.635 -791.768 15.662 0.0 0.0 0.0
0160: point_camera -1462.162 -792.641 15.783 2
0001: wait 2000 ms
015F: set_camera_position -1468.559 -834.603 16.36 0.0 0.0 0.0
0160: point_camera -1467.827 -833.977 16.091 2
00D6: if 0
8118: NOT actor 0@ dead
004D: jump_if_false Label1014A9
01E0: clear_leader 0@
0319: set_actor 0@ wander_state_to 0 (wander)
00A1: put_actor 0@ at -1459.6 -825.3 13.9
0173: set_actor 0@ z_angle_to 146.0
0211: actor 0@ walk_to -1465.7 -832.2

:Label1014A9
0001: wait 3500 ms
02EB: restore_camera_with_jumpcut
0002: jump Label1014C8

:Label1014B7
00BA: text_styled "M_FAIL" 5000 ms 1 ;; MISSION FAILED!
0051: return

:Label1014C8
0004: $134 = 1 ;; integer values
0394: play_music 1
01E3: text_1number_styled "M_PASS" 1000 5000 ms 1 ;; MISSION PASSED! $~1~
0110: clear_player $PLAYER_CHAR wanted_level
0109: player $PLAYER_CHAR money += 1000
0318: set_latest_mission_passed "TAXI_1" ;; V.I.P.
030C: set_mission_points += 1
004F: create_thread Label00EBA1
0051: return

:Label10150A
0004: $ONMISSION = 0 ;; integer values
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
0164: disable_marker $1A2B
0164: disable_marker $1A10
0249: release_model #TAXI
0249: release_model #WMOCA
0249: release_model #WMOBU
0249: release_model #KAUFMAN
014F: stop_timer $1A1D
0004: $173 = 0 ;; integer values
040D: unload_wav 1
040D: unload_wav 2
00D8: mission_cleanup
0051: return
;-------------Mission 73---------------
; Originally: Friendly Rivalry

:Label10154A
0050: gosub Label10156E
00D6: if 0
0112: wasted_or_busted
004D: jump_if_false Label101565
0050: gosub Label101B86

:Label101565
0050: gosub Label101BD9
004E: end_thread

:Label10156E
0317: increment_mission_attempts
0004: $ONMISSION = 1 ;; integer values
03A4: name_thread "TAXWAR2"
0001: wait 0 ms
054C: use_GXT_table "TAXIWA2"
058E: set_restart_mission_taxi_destination -1020.8 191.1 10.5 350.0
0004: $1A16 = 0 ;; integer values
0004: $1A24 = 0 ;; integer values
0004: $1A25 = 0 ;; integer values
0004: $1A26 = 0 ;; integer values
0004: $1A2C = 0 ;; integer values
0004: $1A2D = 0 ;; integer values
0004: $1A2E = 0 ;; integer values
0004: $1A1E = 0 ;; integer values
0004: $1A1F = 0 ;; integer values
0004: $1A20 = 0 ;; integer values
03CF: load_wav "TAX2_1" as 1
03CF: load_wav "TAX2_2" as 2

:Label101603
00D6: if 21
83D0: NOT wav 1 loaded
83D0: NOT wav 2 loaded
004D: jump_if_false Label101621
0001: wait 0 ms
0002: jump Label101603

:Label101621
03D1: play_wav 1
00BC: text_highpriority "TAX2_1" 4000 ms 1 ;; Calling all cars, we're losing
fares all over town. What's with you guys?
0001: wait 500 ms
0006: 16@ = 0 ;; integer values

:Label101640
00D6: if 0
8019: NOT 16@ > 4000 ;; integer values
004D: jump_if_false Label101676
0001: wait 0 ms
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label10166F
0002: jump Label10173C
:Label10166F
0002: jump Label101640

:Label101676
03D1: play_wav 2
00BC: text_highpriority "TAX2_2" 4000 ms 1 ;; VC Cabs keep beating us to it.
They've just got too many cars - we can't compete!
0006: 16@ = 0 ;; integer values

:Label101690
00D6: if 0
8019: NOT 16@ > 4000 ;; integer values
004D: jump_if_false Label1016C6
0001: wait 0 ms
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label1016BF
0002: jump Label10173C

:Label1016BF
0002: jump Label101690

:Label1016C6
03CF: load_wav "TAX2_3" as 1

:Label1016D2
00D6: if 0
83D0: NOT wav 1 loaded
004D: jump_if_false Label1016EC
0001: wait 0 ms
0002: jump Label1016D2

:Label1016EC
03D1: play_wav 1
00BC: text_highpriority "TAX2_3" 6000 ms 1 ;; Mr. Vercetti, if you're out there
listening in, you gotta put some VC Cabs out of action before we go bust!
0006: 16@ = 0 ;; integer values

:Label101706
00D6: if 0
8019: NOT 16@ > 6000 ;; integer values
004D: jump_if_false Label10173C
0001: wait 0 ms
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label101735
0002: jump Label10173C

:Label101735
0002: jump Label101706

:Label10173C
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
02A3: toggle_widescreen 0 (off)
02EB: restore_camera_with_jumpcut
040D: unload_wav 1
040D: unload_wav 2
0247: request_model #TAXI
0247: request_model #WMOCA
0247: request_model #UZI
0247: request_model #KAUFMAN

:Label101764
00D6: if 23
8248: NOT model #TAXI available
8248: NOT model #WMOCA available
8248: NOT model #UZI available
8248: NOT model #KAUFMAN available
004D: jump_if_false Label10178D
0001: wait 0 ms
0002: jump Label101764

:Label10178D
0563: $PLAYER_CHAR 300 524805 1
00A5: $1A0A = create_car #TAXI at -893.3 -653.1 -100.0
0129: $1A17 = create_actor 4 #WMOCA in_car $1A0A driverseat
0186: $1A10 = create_marker_above_car $1A0A
00AD: set_car $1A0A max_speed_to 17.0
00AE: unknown_set_car $1A0A to_ignore_traffic_lights 2
02AA: set_car $1A0A immune_to_nonplayer 1
0243: set_actor $1A17 ped_stats_to 16
00A5: $1A0B = create_car #TAXI at -978.7 -606.3 -100.0
0129: $1A18 = create_actor 4 #WMOCA in_car $1A0B driverseat
0186: $1A11 = create_marker_above_car $1A0B
00AD: set_car $1A0B max_speed_to 17.0
00AE: unknown_set_car $1A0B to_ignore_traffic_lights 2
02AA: set_car $1A0B immune_to_nonplayer 1
0243: set_actor $1A18 ped_stats_to 16
00A5: $1A0C = create_car #TAXI at -1059.0 -334.8 -100.0
0129: $1A19 = create_actor 4 #WMOCA in_car $1A0C driverseat
0186: $1A12 = create_marker_above_car $1A0C
00AD: set_car $1A0C max_speed_to 17.0
00AE: unknown_set_car $1A0C to_ignore_traffic_lights 2
02AA: set_car $1A0C immune_to_nonplayer 1
0243: set_actor $1A19 ped_stats_to 16
00BC: text_highpriority "TAXW2_1" 10000 ms 1 ;; ~g~Destroy 3 of the rival taxis!

:Label101889
00D6: if 0
8038: NOT $1A16 == 3 ;; integer values
004D: jump_if_false Label101B7F
0001: wait 0 ms
00D6: if 1
0119: car $1A0A wrecked
0038: $1A24 == 0 ;; integer values
004D: jump_if_false Label1018DC
0164: disable_marker $1A10
0004: $1A24 = 1 ;; integer values
0008: $1A16 += 1 ;; integer values
018C: play_sound 1 at 0.0 0.0 0.0

:Label1018DC
00D6: if 0
8119: NOT car $1A0A wrecked
004D: jump_if_false Label10195A
00D6: if 0
8185: NOT car $1A0A health >= 999
004D: jump_if_false Label10195A
00D6: if 0
8118: NOT actor $1A17 dead
004D: jump_if_false Label10195A
00D6: if 0
00DB: actor $1A17 in_car $1A0A
004D: jump_if_false Label10195A
00D6: if 0
0038: $1A2C == 0 ;; integer values
004D: jump_if_false Label10195A
00AD: set_car $1A0A max_speed_to 35.0
00AE: unknown_set_car $1A0A to_ignore_traffic_lights 2
00AF: set_car $1A0A driver_behaviour_to 2
02AA: set_car $1A0A immune_to_nonplayer 0
0004: $1A2C = 1 ;; integer values

:Label10195A
00D6: if 0
8119: NOT car $1A0A wrecked
004D: jump_if_false Label101992
00D6: if 1
00DC: player $PLAYER_CHAR driving $1A0A
0038: $1A1E == 0 ;; integer values
004D: jump_if_false Label101992
02AA: set_car $1A0A immune_to_nonplayer 0
0004: $1A1E = 1 ;; integer values

:Label101992
00D6: if 1
0119: car $1A0B wrecked
0038: $1A25 == 0 ;; integer values
004D: jump_if_false Label1019CF
0164: disable_marker $1A11
0004: $1A25 = 1 ;; integer values
0008: $1A16 += 1 ;; integer values
018C: play_sound 1 at 0.0 0.0 0.0

:Label1019CF
00D6: if 0
8119: NOT car $1A0B wrecked
004D: jump_if_false Label101A4D
00D6: if 0
8185: NOT car $1A0B health >= 999
004D: jump_if_false Label101A4D
00D6: if 0
8118: NOT actor $1A18 dead
004D: jump_if_false Label101A4D
00D6: if 0
00DB: actor $1A18 in_car $1A0B
004D: jump_if_false Label101A4D
00D6: if 0
0038: $1A2D == 0 ;; integer values
004D: jump_if_false Label101A4D
00AD: set_car $1A0B max_speed_to 35.0
00AE: unknown_set_car $1A0B to_ignore_traffic_lights 2
00AF: set_car $1A0B driver_behaviour_to 2
02AA: set_car $1A0B immune_to_nonplayer 0
0004: $1A2D = 1 ;; integer values
:Label101A4D
00D6: if 0
8119: NOT car $1A0B wrecked
004D: jump_if_false Label101A85
00D6: if 1
00DC: player $PLAYER_CHAR driving $1A0B
0038: $1A1F == 0 ;; integer values
004D: jump_if_false Label101A85
02AA: set_car $1A0B immune_to_nonplayer 0
0004: $1A1F = 1 ;; integer values

:Label101A85
00D6: if 1
0119: car $1A0C wrecked
0038: $1A26 == 0 ;; integer values
004D: jump_if_false Label101AC2
0164: disable_marker $1A12
0004: $1A26 = 1 ;; integer values
0008: $1A16 += 1 ;; integer values
018C: play_sound 1 at 0.0 0.0 0.0

:Label101AC2
00D6: if 0
8119: NOT car $1A0C wrecked
004D: jump_if_false Label101B40
00D6: if 0
8185: NOT car $1A0C health >= 999
004D: jump_if_false Label101B40
00D6: if 0
8118: NOT actor $1A19 dead
004D: jump_if_false Label101B40
00D6: if 0
00DB: actor $1A19 in_car $1A0C
004D: jump_if_false Label101B40
00D6: if 0
0038: $1A2E == 0 ;; integer values
004D: jump_if_false Label101B40
00AD: set_car $1A0C max_speed_to 35.0
00AE: unknown_set_car $1A0C to_ignore_traffic_lights 2
00AF: set_car $1A0C driver_behaviour_to 2
02AA: set_car $1A0C immune_to_nonplayer 0
0004: $1A2E = 1 ;; integer values

:Label101B40
00D6: if 0
8119: NOT car $1A0C wrecked
004D: jump_if_false Label101B78
00D6: if 1
00DC: player $PLAYER_CHAR driving $1A0C
0038: $1A20 == 0 ;; integer values
004D: jump_if_false Label101B78
02AA: set_car $1A0C immune_to_nonplayer 0
0004: $1A20 = 1 ;; integer values

:Label101B78
0002: jump Label101889

:Label101B7F
0002: jump Label101B97
:Label101B86
00BA: text_styled "M_FAIL" 5000 ms 1 ;; MISSION FAILED!
0051: return

:Label101B97
0004: $135 = 1 ;; integer values
0394: play_music 1
01E3: text_1number_styled "M_PASS" 2000 5000 ms 1 ;; MISSION PASSED! $~1~
0110: clear_player $PLAYER_CHAR wanted_level
0109: player $PLAYER_CHAR money += 2000
0318: set_latest_mission_passed "TAXI_2" ;; Friendly Rivalry
030C: set_mission_points += 1
004F: create_thread Label00ED05
0051: return

:Label101BD9
0004: $ONMISSION = 0 ;; integer values
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
0164: disable_marker $1A10
0164: disable_marker $1A11
0164: disable_marker $1A12
0249: release_model #TAXI
0249: release_model #WMOCA
0249: release_model #UZI
0249: release_model #KAUFMAN
0004: $173 = 0 ;; integer values
040D: unload_wav 1
040D: unload_wav 2
00D8: mission_cleanup
0051: return

;-------------Mission 74---------------
; Originally: Cabmaggedon

:Label101C1A
0050: gosub Label101C3E
00D6: if 0
0112: wasted_or_busted
004D: jump_if_false Label101C35
0050: gosub Label103102

:Label101C35
0050: gosub Label103184
004E: end_thread

:Label101C3E
0317: increment_mission_attempts
0004: $ONMISSION = 1 ;; integer values
03A4: name_thread "TAXWAR3"
0001: wait 0 ms
054C: use_GXT_table "TAXIWA3"
058E: set_restart_mission_taxi_destination -1020.8 191.1 10.5 350.0
0004: $1A16 = 0 ;; integer values
0004: $1A24 = 0 ;; integer values
0004: $1A25 = 0 ;; integer values
0004: $1A26 = 0 ;; integer values
0004: $1A27 = 0 ;; integer values
0004: $1A28 = 0 ;; integer values
0004: $1A29 = 0 ;; integer values
0004: $1A2C = 0 ;; integer values
0004: $1A2D = 0 ;; integer values
0004: $1A2E = 0 ;; integer values
0004: $1A2F = 0 ;; integer values
0004: $1A30 = 0 ;; integer values
0004: $1A31 = 0 ;; integer values
0006: 1@ = 0 ;; integer values
0006: 3@ = 0 ;; integer values
0006: 4@ = 0 ;; integer values
03CF: load_wav "TAX3_1" as 1
03CF: load_wav "TAX3_2" as 2

:Label101CFD
00D6: if 21
83D0: NOT wav 1 loaded
83D0: NOT wav 2 loaded
004D: jump_if_false Label101D1B
0001: wait 0 ms
0002: jump Label101CFD

:Label101D1B
03D1: play_wav 1
00BC: text_highpriority "TAX3_1" 4500 ms 1 ;; Car 13, We got a Miss Cortez,
asked for you especially.
0001: wait 500 ms
0006: 16@ = 0 ;; integer values

:Label101D3A
00D6: if 0
8019: NOT 16@ > 4000 ;; integer values
004D: jump_if_false Label101D70
0001: wait 0 ms
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label101D69
0002: jump Label101DC0

:Label101D69
0002: jump Label101D3A

:Label101D70
03D1: play_wav 2
00BC: text_highpriority "TAX3_2" 3000 ms 1 ;; Ok, I got it. Car 13 out!
0006: 16@ = 0 ;; integer values

:Label101D8A
00D6: if 0
8019: NOT 16@ > 3000 ;; integer values
004D: jump_if_false Label101DC0
0001: wait 0 ms
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label101DB9
0002: jump Label101DC0

:Label101DB9
0002: jump Label101D8A
:Label101DC0
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
02A3: toggle_widescreen 0 (off)
02EB: restore_camera_with_jumpcut
040D: unload_wav 1
040D: unload_wav 2
0247: request_model #TAXI
0247: request_model #WMOCA
0247: request_model #ZEBRA
0247: request_model #KAUFMAN
0247: request_model #KATANA

:Label101DED
00D6: if 24
8248: NOT model #TAXI available
8248: NOT model #WMOCA available
8248: NOT model #ZEBRA available
8248: NOT model #KAUFMAN available
8248: NOT model #KATANA available
004D: jump_if_false Label101E1B
0001: wait 0 ms
0002: jump Label101DED

:Label101E1B
03CF: load_wav "TAX3_3" as 1
03CF: load_wav "TAX3_4" as 2
00BC: text_highpriority "TAXW3_1" 10000 ms 1 ;; ~g~Go and pick up Mercedes.
018A: $1A10 = create_checkpoint_at -1094.0 -1292.0 10.5

:Label101E56
00D6: if 22
80F8: NOT player $PLAYER_CHAR stopped 1 (in-sphere)near_point -1094.0 -1292.0
10.5 radius 3.0 4.0 4.0
80DE: NOT player $PLAYER_CHAR driving_vehicle_type #KAUFMAN
8122: NOT player $PLAYER_CHAR pressing_horn
004D: jump_if_false Label101F16
0001: wait 0 ms
00D6: if 0
00DE: player $PLAYER_CHAR driving_vehicle_type #KAUFMAN
004D: jump_if_false Label101EB9
00DA: $137 = player $PLAYER_CHAR car
0002: jump Label101EC8

:Label101EB9
00BC: text_highpriority "TAXW1_5" 1000 ms 1 ;; ~g~You need to be in a Kaufman
cab!

:Label101EC8
00D6: if 1
00F8: player $PLAYER_CHAR stopped 1 (in-sphere)near_point -1094.0 -1292.0 10.5
radius 3.0 4.0 4.0
00DE: player $PLAYER_CHAR driving_vehicle_type #KAUFMAN
004D: jump_if_false Label101F0F
00BC: text_highpriority "HORN" 1000 ms 1 ;; ~g~Sound the horn.

:Label101F0F
0002: jump Label101E56
:Label101F16
00D6: if 0
8119: NOT car $137 wrecked
004D: jump_if_false Label101F2D
020A: set_car $137 door_status_to 4

:Label101F2D
0164: disable_marker $1A10
0395: clear_area 1 at -989.9 -1252.2 range 10.4 50.0
00A5: $1A0A = create_car #TAXI at -983.5 -1248.9 10.5
0129: $1A17 = create_actor 4 #WMOCA in_car $1A0A driverseat
0186: $1A10 = create_marker_above_car $1A0A
0175: set_car $1A0A z_angle_to 70.0
00AD: set_car $1A0A max_speed_to 0.0
00AE: unknown_set_car $1A0A to_ignore_traffic_lights 0
0243: set_actor $1A17 ped_stats_to 16
04E0: unknown_car $1A0A 255
00A5: $1A0B = create_car #TAXI at -976.1 -1251.7 10.5
0129: $1A18 = create_actor 4 #WMOCA in_car $1A0B driverseat
0186: $1A11 = create_marker_above_car $1A0B
0175: set_car $1A0B z_angle_to 70.0
00AD: set_car $1A0B max_speed_to 0.0
00AE: unknown_set_car $1A0B to_ignore_traffic_lights 0
0243: set_actor $1A18 ped_stats_to 16
04E0: unknown_car $1A0B 255
00A5: $1A0C = create_car #TAXI at -970.5 -1253.6 10.5
0129: $1A19 = create_actor 4 #WMOCA in_car $1A0C driverseat
0186: $1A12 = create_marker_above_car $1A0C
0175: set_car $1A0C z_angle_to 70.0
00AD: set_car $1A0C max_speed_to 0.0
00AE: unknown_set_car $1A0C to_ignore_traffic_lights 0
0243: set_actor $1A19 ped_stats_to 16
04E0: unknown_car $1A0C 255
00A5: $1A0D = create_car #TAXI at -964.9 -1255.8 10.5
0129: $1A1A = create_actor 4 #WMOCA in_car $1A0D driverseat
0186: $1A13 = create_marker_above_car $1A0D
0175: set_car $1A0D z_angle_to 70.0
00AD: set_car $1A0D max_speed_to 0.0
00AE: unknown_set_car $1A0D to_ignore_traffic_lights 0
0243: set_actor $1A1A ped_stats_to 16
04E0: unknown_car $1A0D 255
00A5: $1A0E = create_car #TAXI at -959.0 -1257.9 10.5
0129: $1A1B = create_actor 4 #WMOCA in_car $1A0E driverseat
0186: $1A14 = create_marker_above_car $1A0E
0175: set_car $1A0E z_angle_to 70.0
00AD: set_car $1A0E max_speed_to 0.0
00AE: unknown_set_car $1A0E to_ignore_traffic_lights 0
0243: set_actor $1A1B ped_stats_to 16
04E0: unknown_car $1A0E 255
00A5: $1A0F = create_car #TAXI at -951.6 -1261.1 10.5
0129: $1A1C = create_actor 4 #WMOCA in_car $1A0F driverseat
0186: $1A15 = create_marker_above_car $1A0F
0175: set_car $1A0F z_angle_to 70.0
00AD: set_car $1A0F max_speed_to 0.0
00AE: unknown_set_car $1A0F to_ignore_traffic_lights 0
0243: set_actor $1A1C ped_stats_to 16
04E0: unknown_car $1A0F 255
0001: wait 500 ms
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
02A3: toggle_widescreen 1 (on)
015F: set_camera_position -1089.808 -1286.083 13.512 0.0 0.0 0.0
0160: point_camera -1090.248 -1286.97 13.374 2
0001: wait 2000 ms
015F: set_camera_position -1098.031 -1296.028 14.583 0.0 0.0 0.0
0160: point_camera -1097.359 -1295.294 14.484 2
00D6: if 0
03D0: wav 1 loaded
004D: jump_if_false Label1021E5
03D1: play_wav 1
00BC: text_highpriority "TAX3_3" 4000 ms 1 ;; Hmmmm, no sign of Mercedes...

:Label1021E5
0001: wait 2000 ms
015F: set_camera_position -989.263 -1239.276 10.429 0.0 0.0 0.0
0160: point_camera -989.007 -1240.218 10.646 2
0006: 17@ = 0 ;; integer values
00D6: if 0
8119: NOT car $1A0A wrecked
004D: jump_if_false Label102252
00AD: set_car $1A0A max_speed_to 30.0
00A7: car $1A0A drive_to -1065.6 -1224.2 10.5

:Label102252
00D6: if 0
8119: NOT car $1A0B wrecked
004D: jump_if_false Label102280
00AD: set_car $1A0B max_speed_to 28.0
00A7: car $1A0B drive_to -1065.6 -1224.2 10.5

:Label102280
00D6: if 0
8119: NOT car $1A0C wrecked
004D: jump_if_false Label1022AE
00AD: set_car $1A0C max_speed_to 26.0
00A7: car $1A0C drive_to -1065.6 -1224.2 10.5

:Label1022AE
00D6: if 0
8119: NOT car $1A0D wrecked
004D: jump_if_false Label1022DC
00AD: set_car $1A0D max_speed_to 24.0
00A7: car $1A0D drive_to -1065.6 -1224.2 10.5

:Label1022DC
00D6: if 0
8119: NOT car $1A0E wrecked
004D: jump_if_false Label10230A
00AD: set_car $1A0E max_speed_to 22.0
00A7: car $1A0E drive_to -1065.6 -1224.2 10.5

:Label10230A
00D6: if 0
8119: NOT car $1A0F wrecked
004D: jump_if_false Label102338
00AD: set_car $1A0F max_speed_to 19.0
00A7: car $1A0F drive_to -1065.6 -1224.2 10.5

:Label102338
00D6: if 0
8019: NOT 17@ > 10000 ;; integer values
004D: jump_if_false Label102594
0001: wait 0 ms
00D6: if 0
8119: NOT car $1A0A wrecked
004D: jump_if_false Label1023A3
00D6: if 0
01AF: car $1A0A 0 ()near_point -1065.6 -1224.2 10.5 radius 6.0 6.0 5.0
004D: jump_if_false Label1023A3
00A7: car $1A0A drive_to -1096.0 -1253.0 10.5

:Label1023A3
00D6: if 0
8119: NOT car $1A0B wrecked
004D: jump_if_false Label1023F7
00D6: if 0
01AF: car $1A0B 0 ()near_point -1065.6 -1224.2 10.5 radius 6.0 6.0 5.0
004D: jump_if_false Label1023F7
00A7: car $1A0B drive_to -1090.1 -1257.2 10.5

:Label1023F7
00D6: if 0
8119: NOT car $1A0C wrecked
004D: jump_if_false Label10244B
00D6: if 0
01AF: car $1A0C 0 ()near_point -1065.6 -1224.2 10.5 radius 6.0 6.0 5.0
004D: jump_if_false Label10244B
00A7: car $1A0C drive_to -1083.4 -1258.8 10.5

:Label10244B
00D6: if 0
8119: NOT car $1A0D wrecked
004D: jump_if_false Label10249F
00D6: if 0
01AF: car $1A0D 0 ()near_point -1065.6 -1224.2 10.5 radius 6.0 6.0 5.0
004D: jump_if_false Label10249F
00A7: car $1A0D drive_to -1075.7 -1261.5 10.5

:Label10249F
00D6: if 0
8119: NOT car $1A0E wrecked
004D: jump_if_false Label1024F3
00D6: if 0
01AF: car $1A0E 0 ()near_point -1065.6 -1224.2 10.5 radius 6.0 6.0 5.0
004D: jump_if_false Label1024F3
00A7: car $1A0E drive_to -1067.4 -1264.3 10.5

:Label1024F3
00D6: if 0
8119: NOT car $1A0F wrecked
004D: jump_if_false Label102547
00D6: if 0
01AF: car $1A0F 0 ()near_point -1065.6 -1224.2 10.5 radius 6.0 6.0 5.0
004D: jump_if_false Label102547
00A7: car $1A0F drive_to -1060.7 -1266.1 10.5

:Label102547
00D6: if 0
0019: 17@ > 2500 ;; integer values
004D: jump_if_false Label10258D
015F: set_camera_position -1107.913 -1266.256 12.023 0.0 0.0 0.0
0160: point_camera -1107.038 -1265.79 11.892 2

:Label10258D
0002: jump Label102338

:Label102594
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
02A3: toggle_widescreen 0 (off)
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
0004: $1A1D = 61000 ;; integer values
014E: set_timer_to $1A1D type 1
00BC: text_highpriority "TAXW3_2" 8000 ms 1 ;; ~g~Stay alive until the timer
runs out.
00D6: if 0
8119: NOT car $137 wrecked
004D: jump_if_false Label1025DA
020A: set_car $137 door_status_to 1

:Label1025DA
0001: wait 1000 ms

:Label1025DF
00D6: if 1
801A: NOT 1 > $1A1D ;; integer values
8038: NOT $1A16 == 6 ;; integer values
004D: jump_if_false Label102A34
0001: wait 0 ms
00D6: if 1
0119: car $1A0A wrecked
0038: $1A24 == 0 ;; integer values
004D: jump_if_false Label102626
0164: disable_marker $1A10
0004: $1A24 = 1 ;; integer values
0008: $1A16 += 1 ;; integer values

:Label102626
00D6: if 0
8119: NOT car $1A0A wrecked
004D: jump_if_false Label102691
00D6: if 0
0038: $1A2C == 0 ;; integer values
004D: jump_if_false Label10268A
00D6: if 0
8118: NOT actor $1A17 dead
004D: jump_if_false Label10268A
00D6: if 0
00DB: actor $1A17 in_car $1A0A
004D: jump_if_false Label10268A
00AD: set_car $1A0A max_speed_to 40.0
00AE: unknown_set_car $1A0A to_ignore_traffic_lights 3
00AF: set_car $1A0A driver_behaviour_to 2
0004: $1A2C = 1 ;; integer values

:Label10268A
0002: jump Label102696
:Label102691
0164: disable_marker $1A10

:Label102696
00D6: if 1
0119: car $1A0B wrecked
0038: $1A25 == 0 ;; integer values
004D: jump_if_false Label1026C0
0164: disable_marker $1A11
0004: $1A25 = 1 ;; integer values
0008: $1A16 += 1 ;; integer values

:Label1026C0
00D6: if 0
8119: NOT car $1A0B wrecked
004D: jump_if_false Label10272B
00D6: if 0
0038: $1A2D == 0 ;; integer values
004D: jump_if_false Label102724
00D6: if 0
8118: NOT actor $1A18 dead
004D: jump_if_false Label102724
00D6: if 0
00DB: actor $1A18 in_car $1A0B
004D: jump_if_false Label102724
00AD: set_car $1A0B max_speed_to 40.0
00AE: unknown_set_car $1A0B to_ignore_traffic_lights 3
00AF: set_car $1A0B driver_behaviour_to 2
0004: $1A2D = 1 ;; integer values

:Label102724
0002: jump Label102730

:Label10272B
0164: disable_marker $1A11

:Label102730
00D6: if 1
0119: car $1A0C wrecked
0038: $1A26 == 0 ;; integer values
004D: jump_if_false Label10275A
0164: disable_marker $1A12
0004: $1A26 = 1 ;; integer values
0008: $1A16 += 1 ;; integer values

:Label10275A
00D6: if 0
8119: NOT car $1A0C wrecked
004D: jump_if_false Label1027C5
00D6: if 0
0038: $1A2E == 0 ;; integer values
004D: jump_if_false Label1027BE
00D6: if 0
8118: NOT actor $1A19 dead
004D: jump_if_false Label1027BE
00D6: if 0
00DB: actor $1A19 in_car $1A0C
004D: jump_if_false Label1027BE
00AD: set_car $1A0C max_speed_to 40.0
00AE: unknown_set_car $1A0C to_ignore_traffic_lights 3
00AF: set_car $1A0C driver_behaviour_to 2
0004: $1A2E = 1 ;; integer values

:Label1027BE
0002: jump Label1027CA

:Label1027C5
0164: disable_marker $1A12

:Label1027CA
00D6: if 1
0119: car $1A0D wrecked
0038: $1A27 == 0 ;; integer values
004D: jump_if_false Label1027F4
0164: disable_marker $1A13
0004: $1A27 = 1 ;; integer values
0008: $1A16 += 1 ;; integer values

:Label1027F4
00D6: if 0
8119: NOT car $1A0D wrecked
004D: jump_if_false Label10285F
00D6: if 0
0038: $1A2F == 0 ;; integer values
004D: jump_if_false Label102858
00D6: if 0
8118: NOT actor $1A1A dead
004D: jump_if_false Label102858
00D6: if 0
00DB: actor $1A1A in_car $1A0D
004D: jump_if_false Label102858
00AD: set_car $1A0D max_speed_to 40.0
00AE: unknown_set_car $1A0D to_ignore_traffic_lights 3
00AF: set_car $1A0D driver_behaviour_to 2
0004: $1A2F = 1 ;; integer values

:Label102858
0002: jump Label102864

:Label10285F
0164: disable_marker $1A13

:Label102864
00D6: if 1
0119: car $1A0E wrecked
0038: $1A28 == 0 ;; integer values
004D: jump_if_false Label10288E
0164: disable_marker $1A14
0004: $1A28 = 1 ;; integer values
0008: $1A16 += 1 ;; integer values

:Label10288E
00D6: if 0
8119: NOT car $1A0E wrecked
004D: jump_if_false Label1028F9
00D6: if 0
0038: $1A30 == 0 ;; integer values
004D: jump_if_false Label1028F2
00D6: if 0
8118: NOT actor $1A1B dead
004D: jump_if_false Label1028F2
00D6: if 0
00DB: actor $1A1B in_car $1A0E
004D: jump_if_false Label1028F2
00AD: set_car $1A0E max_speed_to 40.0
00AE: unknown_set_car $1A0E to_ignore_traffic_lights 3
00AF: set_car $1A0E driver_behaviour_to 2
0004: $1A30 = 1 ;; integer values

:Label1028F2
0002: jump Label1028FE

:Label1028F9
0164: disable_marker $1A14

:Label1028FE
00D6: if 1
0119: car $1A0F wrecked
0038: $1A29 == 0 ;; integer values
004D: jump_if_false Label102928
0164: disable_marker $1A15
0004: $1A29 = 1 ;; integer values
0008: $1A16 += 1 ;; integer values

:Label102928
00D6: if 0
8119: NOT car $1A0F wrecked
004D: jump_if_false Label102993
00D6: if 0
0038: $1A31 == 0 ;; integer values
004D: jump_if_false Label10298C
00D6: if 0
8118: NOT actor $1A1C dead
004D: jump_if_false Label10298C
00D6: if 0
00DB: actor $1A1C in_car $1A0F
004D: jump_if_false Label10298C
00AD: set_car $1A0F max_speed_to 30.0
00AE: unknown_set_car $1A0F to_ignore_traffic_lights 3
00AF: set_car $1A0F driver_behaviour_to 2
0004: $1A31 = 1 ;; integer values

:Label10298C
0002: jump Label102998

:Label102993
0164: disable_marker $1A15

:Label102998
00D6: if 0
0039: 3@ == 0 ;; integer values
004D: jump_if_false Label102A2D
018C: play_sound 3 at -989.9 -1252.2 10.4
018D: $C = create_sound 2 at -989.9 -1252.2 10.4

:Label1029D3
00D6: if 0
834E: NOT unknown_move_object $700 to -986.272 -1243.532 10.4 unknown_angle .05
.12 0.0 0
004D: jump_if_false Label102A0E
0001: wait 0 ms
0002: jump Label1029D3

:Label102A0E
018E: stop_sound $C
018C: play_sound 3 at -986.272 -1243.532 10.4
0006: 3@ = 1 ;; integer values

:Label102A2D
0002: jump Label1025DF

:Label102A34
00D6: if 0
8119: NOT car $1A0A wrecked
004D: jump_if_false Label102A4E
00AD: set_car $1A0A max_speed_to 0.0

:Label102A4E
00D6: if 0
8119: NOT car $1A0B wrecked
004D: jump_if_false Label102A68
00AD: set_car $1A0B max_speed_to 0.0

:Label102A68
00D6: if 0
8119: NOT car $1A0C wrecked
004D: jump_if_false Label102A82
00AD: set_car $1A0C max_speed_to 0.0

:Label102A82
00D6: if 0
8119: NOT car $1A0D wrecked
004D: jump_if_false Label102A9C
00AD: set_car $1A0D max_speed_to 0.0

:Label102A9C
00D6: if 0
8119: NOT car $1A0E wrecked
004D: jump_if_false Label102AB6
00AD: set_car $1A0E max_speed_to 0.0

:Label102AB6
00D6: if 0
8119: NOT car $1A0F wrecked
004D: jump_if_false Label102AD0
00AD: set_car $1A0F max_speed_to 0.0

:Label102AD0
0164: disable_marker $1A10
0164: disable_marker $1A11
0164: disable_marker $1A12
0164: disable_marker $1A13
0164: disable_marker $1A14
0164: disable_marker $1A15
01C3: remove_references_to_car $1A0A ;; Like turning a car into any random car
01C3: remove_references_to_car $1A0B ;; Like turning a car into any random car
01C3: remove_references_to_car $1A0C ;; Like turning a car into any random car
01C3: remove_references_to_car $1A0D ;; Like turning a car into any random car
01C3: remove_references_to_car $1A0E ;; Like turning a car into any random car
01C3: remove_references_to_car $1A0F ;; Like turning a car into any random car
01C2: remove_references_to_actor $1A17 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $1A18 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $1A19 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $1A1A ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $1A1B ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $1A1C ;; Like turning an actor into a random
pedestrian
0249: release_model #TAXI
014F: stop_timer $1A1D
00A5: $1A2A = create_car #ZEBRA at -983.5 -1248.9 10.4
0129: 0@ = create_actor 4 #WMOCA in_car $1A2A driverseat
0224: set_car $1A2A health_to 2000
020A: set_car $1A2A door_status_to 3
0223: set_actor 0@ health_to 300
0175: set_car $1A2A z_angle_to 66.0
00AD: set_car $1A2A max_speed_to 0.0
00AE: unknown_set_car $1A2A to_ignore_traffic_lights 0
0243: set_actor 0@ ped_stats_to 16
04E0: unknown_car $1A2A 255
0001: wait 500 ms
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
02A3: toggle_widescreen 1 (on)
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point -998.5 -1243.2 10.5 radius 10.0 10.0
4.0
004D: jump_if_false Label102BEC
0055: put_player $PLAYER_CHAR at -1028.3 -1237.6 10.5

:Label102BEC
015F: set_camera_position -988.01 -1242.028 10.362 0.0 0.0 0.0
0160: point_camera -987.595 -1242.919 10.541 2
0395: clear_area 1 at -983.5 -1248.9 range 10.4 30.0
0001: wait 1000 ms
018C: play_sound 3 at -986.272 -1243.532 10.4
018D: $C = create_sound 2 at -986.272 -1243.532 10.4

:Label102C65
00D6: if 0
834E: NOT unknown_move_object $700 to -989.9 -1252.2 10.4 unknown_angle .05 .
12 0.0 0
004D: jump_if_false Label102CA0
0001: wait 0 ms
0002: jump Label102C65

:Label102CA0
018E: stop_sound $C
018C: play_sound 3 at -989.9 -1252.2 10.4
00D6: if 0
03D0: wav 2 loaded
004D: jump_if_false Label102CDA
03D1: play_wav 2
00BC: text_highpriority "TAX3_4" 4000 ms 1 ;; It's time for Kaufman Cab's
guardian angel to eat some fender!

:Label102CDA
0001: wait 3500 ms
00D6: if 0
8119: NOT car $1A2A wrecked
004D: jump_if_false Label102D0D
00AD: set_car $1A2A max_speed_to 30.0
00A7: car $1A2A drive_to -1017.4 -1235.7 10.5

:Label102D0D
0001: wait 1000 ms
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
02A3: toggle_widescreen 0 (off)
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
00BC: text_highpriority "TAXW3_3" 8000 ms 1 ;; ~g~Take out the leader cab!
00D6: if 0
8118: NOT actor 0@ dead
004D: jump_if_false Label102D48
0187: $1A2B = create_marker_above_actor 0@

:Label102D48
0006: 3@ = 0 ;; integer values

:Label102D4F
00D6: if 0
8118: NOT actor 0@ dead
004D: jump_if_false Label102F9E
0001: wait 0 ms
00D6: if 0
8119: NOT car $1A2A wrecked
004D: jump_if_false Label102DC7
00D6: if 0
8118: NOT actor 0@ dead
004D: jump_if_false Label102DC7
00D6: if 0
00DB: actor 0@ in_car $1A2A
004D: jump_if_false Label102DC7
00D6: if 0
0039: 1@ == 0 ;; integer values
004D: jump_if_false Label102DC7
00AD: set_car $1A2A max_speed_to 40.0
00AE: unknown_set_car $1A2A to_ignore_traffic_lights 3
00AF: set_car $1A2A driver_behaviour_to 2
0006: 1@ = 1 ;; integer values

:Label102DC7
00D6: if 0
80E0: NOT player $PLAYER_CHAR driving
004D: jump_if_false Label102E25
00D6: if 0
0019: 16@ > 6000 ;; integer values
004D: jump_if_false Label102E1E
00D6: if 0
8119: NOT car $1A2A wrecked
004D: jump_if_false Label102E1E
0477: unknown_car $1A2A 2 2000
00D6: if 0
0019: 16@ > 8000 ;; integer values
004D: jump_if_false Label102E1E
0006: 16@ = 0 ;; integer values

:Label102E1E
0002: jump Label102E2C

:Label102E25
0006: 16@ = 0 ;; integer values

:Label102E2C
00D6: if 0
0039: 3@ == 0 ;; integer values
004D: jump_if_false Label102EC1
018C: play_sound 3 at -989.9 -1252.2 10.4
018D: $C = create_sound 2 at -989.9 -1252.2 10.4

:Label102E67
00D6: if 0
834E: NOT unknown_move_object $700 to -986.272 -1243.532 10.4 unknown_angle .05
.12 0.0 0
004D: jump_if_false Label102EA2
0001: wait 0 ms
0002: jump Label102E67

:Label102EA2
018E: stop_sound $C
018C: play_sound 3 at -986.272 -1243.532 10.4
0006: 3@ = 1 ;; integer values

:Label102EC1
00D6: if 0
8119: NOT car $1A2A wrecked
004D: jump_if_false Label102F97
00D6: if 0
0039: 4@ == 0 ;; integer values
004D: jump_if_false Label102F97
00D6: if 0
8185: NOT car $1A2A health >= 250
004D: jump_if_false Label102F97
00D6: if 0
8118: NOT actor 0@ dead
004D: jump_if_false Label102F90
01D3: actor 0@ leave_car $1A2A
0243: set_actor 0@ ped_stats_to 30
01B2: give_actor 0@ weapon 10 ammo 0 ;; Load the weapon model before using this
01B9: set_actor 0@ armed_weapon_to 10
020A: set_car $1A2A door_status_to 1

:Label102F2C
00D6: if 0
00DB: actor 0@ in_car $1A2A
004D: jump_if_false Label102F78
0001: wait 0 ms
00D6: if 0
0118: actor 0@ dead
004D: jump_if_false Label102F5A
0002: jump Label102F9E

:Label102F5A
00D6: if 0
0119: car $1A2A wrecked
004D: jump_if_false Label102F71
0002: jump Label102F9E

:Label102F71
0002: jump Label102F2C

:Label102F78
00D6: if 0
8118: NOT actor 0@ dead
004D: jump_if_false Label102F90
01C9: actor 0@ kill_actor $PLAYER_ACTOR

:Label102F90
0006: 4@ = 1 ;; integer values

:Label102F97
0002: jump Label102D4F

:Label102F9E
0001: wait 2000 ms
04A6: $26E = create_asset_money_pickup_at $246 $247 $248 money $26D $26D
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
02A3: toggle_widescreen 1 (on)
016A: fade 0 () 500 ms

:Label102FC9
00D6: if 0
016B: fading
004D: jump_if_false Label102FE1
0001: wait 0 ms
0002: jump Label102FC9

:Label102FE1
03CB: set_camera -1017.904 207.165 15.09
015F: set_camera_position -1018.54 207.931 15.185 0.0 0.0 0.0
0160: point_camera -1017.904 207.165 15.09 2
016A: fade 1 (back) 500 ms

:Label10302C
00D6: if 0
016B: fading
004D: jump_if_false Label103044
0001: wait 0 ms
0002: jump Label10302C

:Label103044
0394: play_music 1
00BA: text_styled "TAX_AS1" 5000 ms 6 ;; TAXI FIRM ASSET COMPLETED
0001: wait 5000 ms
03CB: set_camera -1002.412 192.715 13.452
015F: set_camera_position -1003.2 193.281 13.694 0.0 0.0 0.0
0160: point_camera -1002.412 192.715 13.452 2
01E5: text_1number_highpriority "TAX_AS2" $26D 6000 ms 1 ;; ~g~Kaufman Cabs 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

:Label1030BE
00D6: if 0
016B: fading
004D: jump_if_false Label1030D6
0001: wait 0 ms
0002: jump Label1030BE

:Label1030D6
03CB: set_camera -1119.7 -1381.3 11.5
016A: fade 1 (back) 500 ms
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
02A3: toggle_widescreen 0 (off)
02EB: restore_camera_with_jumpcut
0002: jump Label103113

:Label103102
00BA: text_styled "M_FAIL" 5000 ms 1 ;; MISSION FAILED!
0051: return

:Label103113
0004: $136 = 1 ;; integer values
01E3: text_1number_styled "M_PASS" 5000 5000 ms 1 ;; MISSION PASSED! $~1~
0110: clear_player $PLAYER_CHAR wanted_level
0109: player $PLAYER_CHAR money += 5000
0164: disable_marker $132
0164: disable_marker $26B
04CE: $132 = create_icon_marker_without_sphere $1B0 at $1E9 $1EA $1EB
014C: set_parked_car_generator $726 cars_to_generate_to 0
014C: set_parked_car_generator $793 cars_to_generate_to 101
0004: $26F = 1 ;; integer values
0008: $497 += 1 ;; integer values
0318: set_latest_mission_passed "TAXI_3" ;; Cabmaggedon
0551: 1
030C: set_mission_points += 1
0051: return

:Label103184
0004: $ONMISSION = 0 ;; integer values
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
0164: disable_marker $1A10
0164: disable_marker $1A11
0164: disable_marker $1A12
0164: disable_marker $1A13
0164: disable_marker $1A14
0164: disable_marker $1A15
0164: disable_marker $1A2B
0249: release_model #TAXI
0249: release_model #WMOCA
0249: release_model #KAUFMAN
0249: release_model #ZEBRA
0249: release_model #KATANA
014F: stop_timer $1A1D
0004: $173 = 0 ;; integer values
0108: destroy_object $700
00D6: if 0
8119: NOT car $1A2A wrecked
004D: jump_if_false Label1031F3
020A: set_car $1A2A door_status_to 1

:Label1031F3
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
040D: unload_wav 1
040D: unload_wav 2
00D8: mission_cleanup
0051: return

;-------------Mission 75---------------
; Originally: 'TAXI DRIVER'

:Label103224
0050: gosub Label103234
0050: gosub Label104D5C
004E: end_thread

:Label103234
03A4: name_thread "TAXI"
0111: set_wasted_busted_check_to 0 (disabled)
0004: $ONMISSION = 1 ;; integer values
0004: $13A = 1 ;; integer values
0004: $1A36 = 0 ;; integer values
0004: $1A3A = 0 ;; integer values
0004: $1A38 = 0 ;; integer values
0004: $1A3B = 0 ;; integer values
0004: $1A37 = -1 ;; integer values
0004: $1A34 = 0 ;; integer values
0004: $1A39 = 0 ;; integer values
0004: $1A44 = 5 ;; integer values
0004: $1A43 = 500 ;; integer values
054C: use_GXT_table "TAXI1"
0001: wait 0 ms
03C4: set_status_text_to $1A38 0 (number) "FARES" ;; FARES:
00D6: if 0
8256: NOT player $PLAYER_CHAR defined
004D: jump_if_false Label1032C4
0002: jump Label104BBC

:Label1032C4
00D6: if 0
00E0: player $PLAYER_CHAR driving
004D: jump_if_false Label1032E3
00DA: $1A35 = player $PLAYER_CHAR car
0002: jump Label1032EA

:Label1032E3
0002: jump Label104BBC

:Label1032EA
0216: set_car $1A35 taxi_available_light_to 1 (on)
00BC: text_highpriority "TAXI1" 1500 ms 1 ;; ~g~Look for a fare.
0001: wait 0 ms
:Label103304
00D6: if 0
0038: $177 == 0 ;; integer values
004D: jump_if_false Label103327
03E5: text_box "TAXIH1" ;; Stop near a highlighted pedestrian to pick them up then
drive them to their destination before the time runs out.
0004: $177 = 1 ;; integer values

:Label103327
0004: $1A41 = 0 ;; integer values
00D6: if 0
8256: NOT player $PLAYER_CHAR defined
004D: jump_if_false Label103345
0002: jump Label104BBC

:Label103345
00D6: if 0
0119: car $1A35 wrecked
004D: jump_if_false Label10335C
0002: jump Label104BBC

:Label10335C
00D6: if 0
80DC: NOT player $PLAYER_CHAR driving $1A35
004D: jump_if_false Label103376
0002: jump Label104BBC

:Label103376
00D6: if 0
8038: NOT $12 == 3 ;; integer values
004D: jump_if_false Label1033AE
00D6: if 1
00E1: key_pressed 0 19
0038: $ONMISSION == 1 ;; integer values
004D: jump_if_false Label1033A7
0002: jump Label104AEF

:Label1033A7
0002: jump Label1033CD

:Label1033AE
00D6: if 1
00E1: key_pressed 0 14
0038: $ONMISSION == 1 ;; integer values
004D: jump_if_false Label1033CD
0002: jump Label104AEF

:Label1033CD
00D6: if 1
0038: $1A36 == 1 ;; integer values
0038: $1A3A == 0 ;; integer values
004D: jump_if_false Label1033ED
0002: jump Label104BBC

:Label1033ED
02DD: set_actor $1A37 creation_zone "VICE_C" 1 1 1
00D6: if 0
0038: $1A37 == -1 ;; integer values
004D: jump_if_false Label10341D
0001: wait 0 ms
0002: jump Label103304

:Label10341D
009F: set_actor $1A37 objective_to-1
01ED: reset_actor $1A37 flags
0291: unknown_actor $1A37 unknown_behavior_flag 0
0187: $1A32 = create_marker_above_actor $1A37
0365: set_actor $1A37 objective_to-29

:Label10343B
00D6: if 21
80FD: NOT player $PLAYER_CHAR 0 ()near_actor $1A37 in_car radius 7.0 7.0
2.0
81C1: NOT car $1A35 stopped
004D: jump_if_false Label1035B5
0001: wait 0 ms
00D6: if 0
8256: NOT player $PLAYER_CHAR defined
004D: jump_if_false Label10347F
0002: jump Label104BBC

:Label10347F
00D6: if 0
0119: car $1A35 wrecked
004D: jump_if_false Label103496
0002: jump Label104BBC

:Label103496
00D6: if 0
0118: actor $1A37 dead
004D: jump_if_false Label1034AD
0002: jump Label104B7A

:Label1034AD
00D6: if 0
80DC: NOT player $PLAYER_CHAR driving $1A35
004D: jump_if_false Label1034C7
0002: jump Label104BBC

:Label1034C7
00D6: if 0
80FD: NOT player $PLAYER_CHAR 0 ()near_actor $1A37 in_car radius 90.0 90.0
20.0
004D: jump_if_false Label1034F2
0002: jump Label104B7A

:Label1034F2
00D6: if 0
8038: NOT $12 == 3 ;; integer values
004D: jump_if_false Label10352A
00D6: if 1
00E1: key_pressed 0 19
0038: $ONMISSION == 1 ;; integer values
004D: jump_if_false Label103523
0002: jump Label104AEF

:Label103523
0002: jump Label103549
:Label10352A
00D6: if 1
00E1: key_pressed 0 14
0038: $ONMISSION == 1 ;; integer values
004D: jump_if_false Label103549
0002: jump Label104AEF

:Label103549
00D6: if 1
0038: $1A36 == 1 ;; integer values
0038: $1A3A == 0 ;; integer values
004D: jump_if_false Label103569
0002: jump Label104BBC

:Label103569
00D6: if 1
0185: car $1A35 health >= 400
0038: $1A34 == 1 ;; integer values
004D: jump_if_false Label103596
0164: disable_marker $176
0004: $1A34 = 0 ;; integer values
0004: $1A39 = 0 ;; integer values

:Label103596
00D6: if 0
8118: NOT actor $1A37 dead
004D: jump_if_false Label1035AE
020F: actor $1A37 look_at_player $PLAYER_CHAR

:Label1035AE
0002: jump Label10343B

:Label1035B5
00D6: if 0
8185: NOT car $1A35 health >= 400
004D: jump_if_false Label103732
00BC: text_highpriority "TAXI7" 4000 ms 1 ;; ~r~Your car is trashed, get it
repaired.
00D6: if 22
0121: player $PLAYER_CHAR in_zone "BEACH1"
0121: player $PLAYER_CHAR in_zone "BEACH2"
0121: player $PLAYER_CHAR in_zone "STARI"
004D: jump_if_false Label103624
0164: disable_marker $176
02A8: $176 = create_marker 27 at -3.8 -1265.8 12.0

:Label103624
00D6: if 22
0121: player $PLAYER_CHAR in_zone "BEACH3"
0121: player $PLAYER_CHAR in_zone "PORNI"
0121: player $PLAYER_CHAR in_zone "GOLFC"
004D: jump_if_false Label103671
0164: disable_marker $176
02A8: $176 = create_marker 27 at 319.0 441.3 12.0

:Label103671
00D6: if 21
0121: player $PLAYER_CHAR in_zone "DOCKS"
0121: player $PLAYER_CHAR in_zone "A_PORT"
004D: jump_if_false Label1036B1
0164: disable_marker $176
02A8: $176 = create_marker 27 at -903.0 -1261.1 12.0

:Label1036B1
00D6: if 23
0121: player $PLAYER_CHAR in_zone "HAITI"
0121: player $PLAYER_CHAR in_zone "HAVANA"
0121: player $PLAYER_CHAR in_zone "DTOWN"
0121: player $PLAYER_CHAR in_zone "JUNKY"
004D: jump_if_false Label10370B
0164: disable_marker $176
02A8: $176 = create_marker 27 at -876.2 -105.5 12.0

:Label10370B
00D6: if 0
0038: $1A34 == 0 ;; integer values
004D: jump_if_false Label10372B
0004: $1A34 = 1 ;; integer values
0004: $1A39 = 1 ;; integer values

:Label10372B
0002: jump Label104B7A

:Label103732
0319: set_actor $1A37 wander_state_to 1 (off)
01D4: actor $1A37 go_to_car $1A35 and_enter_it_as_a_passenger

:Label103741
00D6: if 0
80DB: NOT actor $1A37 in_car $1A35
004D: jump_if_false Label1038B1
0001: wait 0 ms
00D6: if 0
8256: NOT player $PLAYER_CHAR defined
004D: jump_if_false Label10376F
0002: jump Label104BBC

:Label10376F
00D6: if 0
0119: car $1A35 wrecked
004D: jump_if_false Label103786
0002: jump Label104BBC

:Label103786
00D6: if 0
0118: actor $1A37 dead
004D: jump_if_false Label10379D
0002: jump Label104B7A

:Label10379D
00D6: if 0
80DC: NOT player $PLAYER_CHAR driving $1A35
004D: jump_if_false Label1037B7
0002: jump Label104BBC

:Label1037B7
00D6: if 0
80FD: NOT player $PLAYER_CHAR 0 ()near_actor $1A37 in_car radius 90.0 90.0
20.0
004D: jump_if_false Label1037E2
0002: jump Label104B7A

:Label1037E2
00D6: if 0
8038: NOT $12 == 3 ;; integer values
004D: jump_if_false Label10381A
00D6: if 1
00E1: key_pressed 0 19
0038: $ONMISSION == 1 ;; integer values
004D: jump_if_false Label103813
0002: jump Label104AEF

:Label103813
0002: jump Label103839

:Label10381A
00D6: if 1
00E1: key_pressed 0 14
0038: $ONMISSION == 1 ;; integer values
004D: jump_if_false Label103839
0002: jump Label104AEF

:Label103839
00D6: if 1
0038: $1A36 == 1 ;; integer values
0038: $1A3A == 0 ;; integer values
004D: jump_if_false Label103859
0002: jump Label104BBC

:Label103859
00D6: if 1
0185: car $1A35 health >= 400
0038: $1A34 == 1 ;; integer values
004D: jump_if_false Label10387F
0164: disable_marker $176
0004: $1A34 = 0 ;; integer values

:Label10387F
00D6: if 0
80FD: NOT player $PLAYER_CHAR 0 ()near_actor $1A37 in_car radius 7.0 7.0
2.0
004D: jump_if_false Label1038AA
0002: jump Label10343B

:Label1038AA
0002: jump Label103741

:Label1038B1
00A0: store_actor $1A37 position_to $1A4B $1A4C $1A4D
0164: disable_marker $1A32
0216: set_car $1A35 taxi_available_light_to 0 (off)

:Label1038CB
0001: wait 0 ms
00D6: if 0
8256: NOT player $PLAYER_CHAR defined
004D: jump_if_false Label1038E6
0002: jump Label104BBC

:Label1038E6
0209: $174 = random_int 1 16
00D6: if 0
8256: NOT player $PLAYER_CHAR defined
004D: jump_if_false Label103906
0002: jump Label104BBC

:Label103906
00D6: if 25
0121: player $PLAYER_CHAR in_zone "DTOWN"
0121: player $PLAYER_CHAR in_zone "A_PORT"
0121: player $PLAYER_CHAR in_zone "JUNKY"
0121: player $PLAYER_CHAR in_zone "DOCKS"
0121: player $PLAYER_CHAR in_zone "HAVANA"
0121: player $PLAYER_CHAR in_zone "HAITI"
004D: jump_if_false Label103EE8
00D6: if 0
0038: $174 == 1 ;; integer values
004D: jump_if_false Label1039BD
00D6: if 0
0121: player $PLAYER_CHAR in_zone "DTOWN"
004D: jump_if_false Label103990
0002: jump Label1038CB

:Label103990
00BC: text_highpriority "MFARE1" 5000 ms 1 ;; ~g~Destination ~w~'Ammu-Nation'
~g~in Downtown.
0005: $1A45 = -679.1 ;; floating-point values
0005: $1A46 = 1193.5 ;; floating-point values
0005: $1A47 = 9.4 ;; floating-point values

:Label1039BD
00D6: if 0
0038: $174 == 2 ;; integer values
004D: jump_if_false Label103A1B
00D6: if 0
0121: player $PLAYER_CHAR in_zone "A_PORT"
004D: jump_if_false Label1039EE
0002: jump Label1038CB

:Label1039EE
00BC: text_highpriority "MFARE2" 5000 ms 1 ;; ~g~Destination ~w~'the Terminal'
~g~at Escobar International Airport.
0005: $1A45 = -1457.7 ;; floating-point values
0005: $1A46 = -825.1 ;; floating-point values
0005: $1A47 = 13.1 ;; floating-point values

:Label103A1B
00D6: if 0
0038: $174 == 3 ;; integer values
004D: jump_if_false Label103A79
00D6: if 0
0121: player $PLAYER_CHAR in_zone "HAVANA"
004D: jump_if_false Label103A4C
0002: jump Label1038CB
:Label103A4C
00BC: text_highpriority "WFARE3" 5000 ms 1 ;; ~g~Destination ~w~'Sunshine Autos'
~g~in Little Havana.
0005: $1A45 = -1009.0 ;; floating-point values
0005: $1A46 = -880.9 ;; floating-point values
0005: $1A47 = 11.9 ;; floating-point values

:Label103A79
00D6: if 0
0038: $174 == 4 ;; integer values
004D: jump_if_false Label103AD7
00D6: if 0
0121: player $PLAYER_CHAR in_zone "HAITI"
004D: jump_if_false Label103AAA
0002: jump Label1038CB

:Label103AAA
00BC: text_highpriority "WFARE4" 5000 ms 1 ;; ~g~Destination ~w~'Kaufman Cabs'
~g~in Little Haiti.
0005: $1A45 = -1018.4 ;; floating-point values
0005: $1A46 = 195.9 ;; floating-point values
0005: $1A47 = 10.1 ;; floating-point values

:Label103AD7
00D6: if 0
0038: $174 == 5 ;; integer values
004D: jump_if_false Label103B35
00D6: if 0
0121: player $PLAYER_CHAR in_zone "HAVANA"
004D: jump_if_false Label103B08
0002: jump Label1038CB

:Label103B08
00BC: text_highpriority "WFARE5" 5000 ms 1 ;; ~g~Destination ~w~'The Hardware
store' ~g~in Little Havana.
0005: $1A45 = -971.2 ;; floating-point values
0005: $1A46 = -677.2 ;; floating-point values
0005: $1A47 = 10.4 ;; floating-point values

:Label103B35
00D6: if 0
0038: $174 == 6 ;; integer values
004D: jump_if_false Label103B93
00D6: if 0
0121: player $PLAYER_CHAR in_zone "DTOWN"
004D: jump_if_false Label103B66
0002: jump Label1038CB

:Label103B66
00BC: text_highpriority "WFARE6" 5000 ms 1 ;; ~g~Destination ~w~'Howlin Petes
Bike Emporium' ~g~in Downtown.
0005: $1A45 = -600.6 ;; floating-point values
0005: $1A46 = 667.3 ;; floating-point values
0005: $1A47 = 9.9 ;; floating-point values

:Label103B93
00D6: if 0
0038: $174 == 7 ;; integer values
004D: jump_if_false Label103BF1
00D6: if 0
0121: player $PLAYER_CHAR in_zone "HAVANA"
004D: jump_if_false Label103BC4
0002: jump Label1038CB

:Label103BC4
00BC: text_highpriority "WFARE7" 5000 ms 1 ;; ~g~Destination ~w~'Police Station'
~g~in Little Havana.
0005: $1A45 = -865.6 ;; floating-point values
0005: $1A46 = -677.0 ;; floating-point values
0005: $1A47 = 10.0 ;; floating-point values

:Label103BF1
00D6: if 0
0038: $174 == 8 ;; integer values
004D: jump_if_false Label103C4F
00D6: if 0
0121: player $PLAYER_CHAR in_zone "DTOWN"
004D: jump_if_false Label103C22
0002: jump Label1038CB

:Label103C22
00BC: text_highpriority "WFARE8" 5000 ms 1 ;; ~g~Destination ~w~'Police Station'
~g~in Downtown.
0005: $1A45 = -661.7 ;; floating-point values
0005: $1A46 = 755.7 ;; floating-point values
0005: $1A47 = 9.8 ;; floating-point values

:Label103C4F
00D6: if 0
0038: $174 == 9 ;; integer values
004D: jump_if_false Label103CAD
00D6: if 0
0121: player $PLAYER_CHAR in_zone "DTOWN"
004D: jump_if_false Label103C80
0002: jump Label1038CB

:Label103C80
00BC: text_highpriority "WFARE9" 5000 ms 1 ;; ~g~Destination ~w~'Hospital' ~g~in
Downtown.
0005: $1A45 = -800.4 ;; floating-point values
0005: $1A46 = 1167.8 ;; floating-point values
0005: $1A47 = 9.6 ;; floating-point values

:Label103CAD
00D6: if 0
0038: $174 == 10 ;; integer values
004D: jump_if_false Label103D0B
00D6: if 0
0121: player $PLAYER_CHAR in_zone "HAVANA"
004D: jump_if_false Label103CDE
0002: jump Label1038CB

:Label103CDE
00BC: text_highpriority "WFARE10" 5000 ms 1 ;; ~g~Destination ~w~'Hospital'
~g~in Little Havana.
0005: $1A45 = -871.9 ;; floating-point values
0005: $1A46 = -467.2 ;; floating-point values
0005: $1A47 = 9.8 ;; floating-point values
:Label103D0B
00D6: if 0
0038: $174 == 11 ;; integer values
004D: jump_if_false Label103D69
00D6: if 0
0121: player $PLAYER_CHAR in_zone "DTOWN"
004D: jump_if_false Label103D3C
0002: jump Label1038CB

:Label103D3C
00BC: text_highpriority "WFARE11" 5000 ms 1 ;; ~g~Destination ~w~'The Stadium'
~g~in Downtown.
0005: $1A45 = -1024.6 ;; floating-point values
0005: $1A46 = 1332.8 ;; floating-point values
0005: $1A47 = 7.4 ;; floating-point values

:Label103D69
00D6: if 0
0038: $174 == 12 ;; integer values
004D: jump_if_false Label103DC7
00D6: if 0
0121: player $PLAYER_CHAR in_zone "HAITI"
004D: jump_if_false Label103D9A
0002: jump Label1038CB

:Label103D9A
00BC: text_highpriority "WFARE12" 5000 ms 1 ;; ~g~Destination ~w~'Pizza
Restaurant' ~g~in Little Haiti.
0005: $1A45 = -1064.6 ;; floating-point values
0005: $1A46 = 84.0 ;; floating-point values
0005: $1A47 = 10.2 ;; floating-point values

:Label103DC7
00D6: if 0
0038: $174 == 13 ;; integer values
004D: jump_if_false Label103E25
00D6: if 0
0121: player $PLAYER_CHAR in_zone "DTOWN"
004D: jump_if_false Label103DF8
0002: jump Label1038CB

:Label103DF8
00BC: text_highpriority "WFARE13" 5000 ms 1 ;; ~g~Destination ~w~'Pizza
Restaurant' ~g~in Downtown.
0005: $1A45 = -878.6 ;; floating-point values
0005: $1A46 = 795.7 ;; floating-point values
0005: $1A47 = 10.0 ;; floating-point values

:Label103E25
00D6: if 0
0038: $174 == 14 ;; integer values
004D: jump_if_false Label103E83
00D6: if 0
0121: player $PLAYER_CHAR in_zone "DOCKS"
004D: jump_if_false Label103E56
0002: jump Label1038CB

:Label103E56
00BC: text_highpriority "WFARE14" 5000 ms 1 ;; ~g~Destination ~w~'Docks' ~g~in
Viceport.
0005: $1A45 = -745.0 ;; floating-point values
0005: $1A46 = -1264.0 ;; floating-point values
0005: $1A47 = 10.1 ;; floating-point values

:Label103E83
00D6: if 0
0038: $174 == 15 ;; integer values
004D: jump_if_false Label103EE1
00D6: if 0
0121: player $PLAYER_CHAR in_zone "HAITI"
004D: jump_if_false Label103EB4
0002: jump Label1038CB

:Label103EB4
00BC: text_highpriority "WFARE15" 5000 ms 1 ;; ~g~Destination ~w~'Chemist' ~g~in
Little Haiti.
0005: $1A45 = -850.6 ;; floating-point values
0005: $1A46 = -92.4 ;; floating-point values
0005: $1A47 = 10.1 ;; floating-point values

:Label103EE1
0002: jump Label10446A

:Label103EE8
00D6: if 0
0038: $174 == 1 ;; integer values
004D: jump_if_false Label103F46
00D6: if 0
0121: player $PLAYER_CHAR in_zone "BEACH1"
004D: jump_if_false Label103F19
0002: jump Label1038CB

:Label103F19
00BC: text_highpriority "FARE1" 5000 ms 1 ;; ~g~Destination ~w~'The Pole
Position Club' ~g~in Ocean Beach.
0005: $1A45 = 100.7 ;; floating-point values
0005: $1A46 = -1476.8 ;; floating-point values
0005: $1A47 = 9.4 ;; floating-point values

:Label103F46
00D6: if 0
0038: $174 == 2 ;; integer values
004D: jump_if_false Label103FA4
00D6: if 0
0121: player $PLAYER_CHAR in_zone "BEACH3"
004D: jump_if_false Label103F77
0002: jump Label1038CB

:Label103F77
00BC: text_highpriority "FARE2" 5000 ms 1 ;; ~g~Destination ~w~'The Malibu club'
~g~in Vice Point.
0005: $1A45 = 505.8 ;; floating-point values
0005: $1A46 = -93.9 ;; floating-point values
0005: $1A47 = 9.4 ;; floating-point values

:Label103FA4
00D6: if 0
0038: $174 == 3 ;; integer values
004D: jump_if_false Label104002
00D6: if 0
0121: player $PLAYER_CHAR in_zone "BEACH1"
004D: jump_if_false Label103FD5
0002: jump Label1038CB

:Label103FD5
00BC: text_highpriority "FARE3" 5000 ms 1 ;; ~g~Destination ~w~'The Marina'
~g~in Ocean Beach.
0005: $1A45 = -244.7 ;; floating-point values
0005: $1A46 = -1301.8 ;; floating-point values
0005: $1A47 = 6.9 ;; floating-point values

:Label104002
00D6: if 0
0038: $174 == 4 ;; integer values
004D: jump_if_false Label104060
00D6: if 0
0121: player $PLAYER_CHAR in_zone "BEACH1"
004D: jump_if_false Label104033
0002: jump Label1038CB

:Label104033
00BC: text_highpriority "FARE4" 5000 ms 1 ;; ~g~Destination ~w~'Ammu-Nation'
~g~in Ocean Beach.
0005: $1A45 = -53.5 ;; floating-point values
0005: $1A46 = -1481.7 ;; floating-point values
0005: $1A47 = 8.1 ;; floating-point values

:Label104060
00D6: if 0
0038: $174 == 5 ;; integer values
004D: jump_if_false Label1040BE
00D6: if 0
0121: player $PLAYER_CHAR in_zone "BEACH2"
004D: jump_if_false Label104091
0002: jump Label1038CB

:Label104091
00BC: text_highpriority "FARE5" 5000 ms 1 ;; ~g~Destination ~w~'The Hardware
store' ~g~in Washington Beach.
0005: $1A45 = 201.6 ;; floating-point values
0005: $1A46 = -491.7 ;; floating-point values
0005: $1A47 = 10.3 ;; floating-point values

:Label1040BE
00D6: if 0
0038: $174 == 6 ;; integer values
004D: jump_if_false Label10411C
00D6: if 0
0121: player $PLAYER_CHAR in_zone "BEACH3"
004D: jump_if_false Label1040EF
0002: jump Label1038CB

:Label1040EF
00BC: text_highpriority "FARE6" 5000 ms 1 ;; ~g~Destination ~w~'The North Point
Mall' ~g~in Vice Point.
0005: $1A45 = 483.3 ;; floating-point values
0005: $1A46 = 1124.3 ;; floating-point values
0005: $1A47 = 15.4 ;; floating-point values

:Label10411C
00D6: if 0
0038: $174 == 7 ;; integer values
004D: jump_if_false Label10417A
00D6: if 0
0121: player $PLAYER_CHAR in_zone "BEACH3"
004D: jump_if_false Label10414D
0002: jump Label1038CB

:Label10414D
00BC: text_highpriority "FARE7" 5000 ms 1 ;; ~g~Destination ~w~'The Jewelers'
~g~in Vice Point.
0005: $1A45 = 394.8 ;; floating-point values
0005: $1A46 = 203.8 ;; floating-point values
0005: $1A47 = 9.9 ;; floating-point values

:Label10417A
00D6: if 0
0038: $174 == 8 ;; integer values
004D: jump_if_false Label1041D8
00D6: if 0
0121: player $PLAYER_CHAR in_zone "BEACH1"
004D: jump_if_false Label1041AB
0002: jump Label1038CB

:Label1041AB
00BC: text_highpriority "FARE8" 5000 ms 1 ;; ~g~Destination ~w~'The Beach' ~g~in
Ocean Beach.
0005: $1A45 = 482.3 ;; floating-point values
0005: $1A46 = -1218.7 ;; floating-point values
0005: $1A47 = 9.7 ;; floating-point values

:Label1041D8
00D6: if 0
0038: $174 == 9 ;; integer values
004D: jump_if_false Label104236
00D6: if 0
0121: player $PLAYER_CHAR in_zone "BEACH2"
004D: jump_if_false Label104209
0002: jump Label1038CB

:Label104209
00BC: text_highpriority "FARE9" 5000 ms 1 ;; ~g~Destination ~w~'The Beach' ~g~in
Washington Beach.
0005: $1A45 = 600.0 ;; floating-point values
0005: $1A46 = -618.2 ;; floating-point values
0005: $1A47 = 11.2 ;; floating-point values

:Label104236
00D6: if 0
0038: $174 == 10 ;; integer values
004D: jump_if_false Label104294
00D6: if 0
0121: player $PLAYER_CHAR in_zone "BEACH3"
004D: jump_if_false Label104267
0002: jump Label1038CB
:Label104267
00BC: text_highpriority "FARE10" 5000 ms 1 ;; ~g~Destination ~w~'The Beach'
~g~in Vice Point.
0005: $1A45 = 736.2 ;; floating-point values
0005: $1A46 = 493.1 ;; floating-point values
0005: $1A47 = 10.9 ;; floating-point values

:Label104294
00D6: if 0
0038: $174 == 11 ;; integer values
004D: jump_if_false Label1042F2
00D6: if 0
0121: player $PLAYER_CHAR in_zone "BEACH1"
004D: jump_if_false Label1042C5
0002: jump Label1038CB

:Label1042C5
00BC: text_highpriority "FARE11" 5000 ms 1 ;; ~g~Destination ~w~'Hospital' ~g~in
Ocean Beach.
0005: $1A45 = -99.7 ;; floating-point values
0005: $1A46 = -975.7 ;; floating-point values
0005: $1A47 = 9.4 ;; floating-point values

:Label1042F2
00D6: if 0
0038: $174 == 12 ;; integer values
004D: jump_if_false Label104350
00D6: if 0
0121: player $PLAYER_CHAR in_zone "BEACH3"
004D: jump_if_false Label104323
0002: jump Label1038CB

:Label104323
00BC: text_highpriority "FARE12" 5000 ms 1 ;; ~g~Destination ~w~'Hospital' ~g~in
Vice Point.
0005: $1A45 = 431.1 ;; floating-point values
0005: $1A46 = 705.3 ;; floating-point values
0005: $1A47 = 10.4 ;; floating-point values

:Label104350
00D6: if 0
0038: $174 == 13 ;; integer values
004D: jump_if_false Label1043AE
00D6: if 0
0121: player $PLAYER_CHAR in_zone "BEACH2"
004D: jump_if_false Label104381
0002: jump Label1038CB

:Label104381
00BC: text_highpriority "FARE13" 5000 ms 1 ;; ~g~Destination ~w~'Police Station'
~g~in Washington Beach.
0005: $1A45 = 403.9 ;; floating-point values
0005: $1A46 = -467.5 ;; floating-point values
0005: $1A47 = 9.1 ;; floating-point values

:Label1043AE
00D6: if 0
0038: $174 == 14 ;; integer values
004D: jump_if_false Label10440C
00D6: if 0
0121: player $PLAYER_CHAR in_zone "BEACH3"
004D: jump_if_false Label1043DF
0002: jump Label1038CB

:Label1043DF
00BC: text_highpriority "FARE14" 5000 ms 1 ;; ~g~Destination ~w~'Police Station'
~g~in Vice Point.
0005: $1A45 = 520.7 ;; floating-point values
0005: $1A46 = 507.5 ;; floating-point values
0005: $1A47 = 10.1 ;; floating-point values

:Label10440C
00D6: if 0
0038: $174 == 15 ;; integer values
004D: jump_if_false Label10446A
00D6: if 0
0121: player $PLAYER_CHAR in_zone "BEACH3"
004D: jump_if_false Label10443D
0002: jump Label1038CB

:Label10443D
00BC: text_highpriority "FARE15" 5000 ms 1 ;; ~g~Destination ~w~'Pizza
Restaurant' ~g~in Vice Point.
0005: $1A45 = 433.0 ;; floating-point values
0005: $1A46 = 68.1 ;; floating-point values
0005: $1A47 = 10.0 ;; floating-point values

:Label10446A
018A: $1A33 = create_checkpoint_at $1A45 $1A46 $1A47
018B: show_on_radar $1A33 2
00D6: if 0
0119: car $1A35 wrecked
004D: jump_if_false Label104496
0002: jump Label104BBC

:Label104496
0086: $1A4E = $1A4B ;; floating-point values only
0061: $1A4E -= $1A48 ;; floating-point values
0086: $1A4F = $1A4C ;; floating-point values only
0061: $1A4F -= $1A49 ;; floating-point values
0086: $1A50 = $1A4E ;; floating-point values only
0069: $1A50 *= $1A4E ;; floating-point values
0086: $1A51 = $1A4F ;; floating-point values only
0069: $1A51 *= $1A4F ;; floating-point values
0086: $1A52 = $1A50 ;; floating-point values only
0059: $1A52 += $1A51 ;; floating-point values
01FB: $1A53 = square_root $1A52
008C: $1A3C = float_to_integer $1A53
0084: $1A3D = $1A3C ;; integer values and handles
00D6: if 25
0121: player $PLAYER_CHAR in_zone "DTOWN"
0121: player $PLAYER_CHAR in_zone "A_PORT"
0121: player $PLAYER_CHAR in_zone "JUNKY"
0121: player $PLAYER_CHAR in_zone "DOCKS"
0121: player $PLAYER_CHAR in_zone "HAVANA"
0121: player $PLAYER_CHAR in_zone "HAITI"
004D: jump_if_false Label10466D
00D6: if 0
0038: $1A38 == 0 ;; integer values
004D: jump_if_false Label104570
0010: $1A3C *= 80 ;; integer values

:Label104570
00D6: if 0
0038: $1A38 == 1 ;; integer values
004D: jump_if_false Label104589
0010: $1A3C *= 75 ;; integer values

:Label104589
00D6: if 0
0038: $1A38 == 2 ;; integer values
004D: jump_if_false Label1045A2
0010: $1A3C *= 70 ;; integer values

:Label1045A2
00D6: if 0
0038: $1A38 == 3 ;; integer values
004D: jump_if_false Label1045BB
0010: $1A3C *= 69 ;; integer values

:Label1045BB
00D6: if 0
0038: $1A38 == 4 ;; integer values
004D: jump_if_false Label1045D4
0010: $1A3C *= 68 ;; integer values

:Label1045D4
00D6: if 0
0038: $1A38 == 5 ;; integer values
004D: jump_if_false Label1045ED
0010: $1A3C *= 66 ;; integer values

:Label1045ED
00D6: if 1
0018: $1A38 > 5 ;; integer values
002A: 10 >= $1A38 ;; integer values
004D: jump_if_false Label10460D
0010: $1A3C *= 65 ;; integer values

:Label10460D
00D6: if 1
0018: $1A38 > 11 ;; integer values
002A: 20 >= $1A38 ;; integer values
004D: jump_if_false Label10462D
0010: $1A3C *= 60 ;; integer values

:Label10462D
00D6: if 1
0018: $1A38 > 20 ;; integer values
002A: 50 >= $1A38 ;; integer values
004D: jump_if_false Label10464D
0010: $1A3C *= 55 ;; integer values

:Label10464D
00D6: if 0
0018: $1A38 > 50 ;; integer values
004D: jump_if_false Label104666
0010: $1A3C *= 50 ;; integer values

:Label104666
0002: jump Label10477C

:Label10466D
00D6: if 0
0038: $1A38 == 0 ;; integer values
004D: jump_if_false Label104686
0010: $1A3C *= 90 ;; integer values

:Label104686
00D6: if 0
0038: $1A38 == 1 ;; integer values
004D: jump_if_false Label10469F
0010: $1A3C *= 85 ;; integer values

:Label10469F
00D6: if 0
0038: $1A38 == 2 ;; integer values
004D: jump_if_false Label1046B8
0010: $1A3C *= 80 ;; integer values

:Label1046B8
00D6: if 0
0038: $1A38 == 3 ;; integer values
004D: jump_if_false Label1046D1
0010: $1A3C *= 79 ;; integer values

:Label1046D1
00D6: if 0
0038: $1A38 == 4 ;; integer values
004D: jump_if_false Label1046EA
0010: $1A3C *= 78 ;; integer values

:Label1046EA
00D6: if 0
0038: $1A38 == 5 ;; integer values
004D: jump_if_false Label104703
0010: $1A3C *= 76 ;; integer values

:Label104703
00D6: if 1
0018: $1A38 > 5 ;; integer values
002A: 10 >= $1A38 ;; integer values
004D: jump_if_false Label104723
0010: $1A3C *= 75 ;; integer values

:Label104723
00D6: if 1
0018: $1A38 > 11 ;; integer values
002A: 20 >= $1A38 ;; integer values
004D: jump_if_false Label104743
0010: $1A3C *= 70 ;; integer values

:Label104743
00D6: if 1
0018: $1A38 > 20 ;; integer values
002A: 50 >= $1A38 ;; integer values
004D: jump_if_false Label104763
0010: $1A3C *= 65 ;; integer values

:Label104763
00D6: if 0
0018: $1A38 > 50 ;; integer values
004D: jump_if_false Label10477C
0010: $1A3C *= 60 ;; integer values

:Label10477C
0058: $1A3A += $1A3C ;; integer values
0084: $1A42 = $1A3C ;; integer values and handles
0014: $1A42 /= 100 ;; integer values
0010: $1A42 *= 65 ;; integer values
0006: 17@ = 0 ;; integer values
00D6: if 0
0038: $1A36 == 0 ;; integer values
004D: jump_if_false Label1047C9
03C3: set_timer_with_text_to $1A3A type 1 text "SEG3_1" ;; TIME:
0004: $1A36 = 1 ;; integer values

:Label1047C9
00D6: if 0
0038: $1A38 == 0 ;; integer values
004D: jump_if_false Label1047E3
0008: $1A3A += 5000 ;; integer values

:Label1047E3
00D6: if 21
80FA: NOT player $PLAYER_CHAR stopped 1 (in-sphere)near_point_in_car $1A45
$1A46 $1A47 radius 4.0 4.0 4.0
80DC: NOT player $PLAYER_CHAR driving $1A35
004D: jump_if_false Label104975
0001: wait 0 ms
00D6: if 0
8256: NOT player $PLAYER_CHAR defined
004D: jump_if_false Label104830
0002: jump Label104BBC

:Label104830
00D6: if 0
0119: car $1A35 wrecked
004D: jump_if_false Label104847
0002: jump Label104BBC

:Label104847
00D6: if 0
80DC: NOT player $PLAYER_CHAR driving $1A35
004D: jump_if_false Label104861
0002: jump Label104BBC

:Label104861
0293: $12 = current_controls
00D6: if 0
8038: NOT $12 == 3 ;; integer values
004D: jump_if_false Label10489E
00D6: if 1
00E1: key_pressed 0 19
0038: $ONMISSION == 1 ;; integer values
004D: jump_if_false Label104897
0002: jump Label104AEF

:Label104897
0002: jump Label1048BD

:Label10489E
00D6: if 1
00E1: key_pressed 0 14
0038: $ONMISSION == 1 ;; integer values
004D: jump_if_false Label1048BD
0002: jump Label104AEF

:Label1048BD
00D6: if 0
0038: $1A3A == 0 ;; integer values
004D: jump_if_false Label1048D6
0002: jump Label104AA3

:Label1048D6
00D6: if 0
8185: NOT car $1A35 health >= 400
004D: jump_if_false Label104915
00D6: if 0
0038: $1A34 == 0 ;; integer values
004D: jump_if_false Label104915
0164: disable_marker $176
0004: $1A34 = 1 ;; integer values
0050: gosub Label104AB9
0002: jump Label104B7A

:Label104915
00D6: if 0
8119: NOT car $1A35 wrecked
004D: jump_if_false Label104952
00D6: if 1
0185: car $1A35 health >= 400
0038: $1A34 == 1 ;; integer values
004D: jump_if_false Label104952
0164: disable_marker $176
0004: $1A34 = 0 ;; integer values
0004: $1A39 = 0 ;; integer values

:Label104952
00D6: if 1
01F4: car $1A35 flipped
01C1: car $1A35 stopped
004D: jump_if_false Label10496E
0002: jump Label104AB9

:Label10496E
0002: jump Label1047E3

:Label104975
00D6: if 0
001F: 17@ > $1A42 ;; integer values
004D: jump_if_false Label1049AD
0084: $1A41 = $1A3D ;; integer values and handles
0014: $1A41 /= 10 ;; integer values
00BA: text_styled "TAXI4" 5000 ms 5 ;; Fare complete!
0002: jump Label1049CB

:Label1049AD
0084: $1A41 = $1A3D ;; integer values and handles
0014: $1A41 /= 8 ;; integer values
00BA: text_styled "TAXI5" 5000 ms 5 ;; SPEED BONUS!!

:Label1049CB
0109: player $PLAYER_CHAR money += $1A41
01E3: text_1number_styled "TSCORE2" $1A41 6000 ms 6 ;; $~1~
018C: play_sound 1 at 0.0 0.0 0.0
0058: $1A3B += $1A41 ;; integer values
0008: $171 += 1 ;; integer values
0315: increment_taxi_dropoffs
0008: $1A38 += 1 ;; integer values
00D6: if 1
0038: $175 == 0 ;; integer values
0018: $171 > 99 ;; integer values
004D: jump_if_false Label104A46
0317: increment_mission_attempts
0595: (unknown)
0572: set_taxi_boost_jump 1
03E5: text_box "NITRO" ;; All taxi's now have a boost jump! Just press the horn
button.
030C: set_mission_points += 1
0004: $175 = 1 ;; integer values

:Label104A46
0008: $1A3A += 10000 ;; integer values
0050: gosub Label104BBC
00D6: if 0
003A: $1A38 == $1A44 ;; integer values and handles
004D: jump_if_false Label104A9C
036D: text_2numbers_styled "IN_ROW" $1A38 $1A43 5000 ms 6 ;; ~1~ IN A ROW bonus!
$~1~
0109: player $PLAYER_CHAR money += $1A43
0058: $1A3B += $1A43 ;; integer values
0008: $1A44 += 5 ;; integer values
0008: $1A43 += 500 ;; integer values

:Label104A9C
0002: jump Label104B7A

:Label104AA3
00BC: text_highpriority "TAXI2" 5000 ms 1 ;; ~r~You're out of time!
0002: jump Label104BBC

:Label104AB9
0001: wait 0 ms
00BC: text_highpriority "TAXI3" 5000 ms 1 ;; ~r~Your passenger fled in terror!
00D6: if 0
8118: NOT actor $1A37 dead
004D: jump_if_false Label104AE1
0193: set_actor $1A37 objective_to_act_like_ped

:Label104AE1
0004: $1A39 = 1 ;; integer values
0002: jump Label104BBC

:Label104AEF
0293: $12 = current_controls
00D6: if 0
8038: NOT $12 == 3 ;; integer values
004D: jump_if_false Label104B40

:Label104B06
00D6: if 0
00E1: key_pressed 0 19
004D: jump_if_false Label104B39
0001: wait 0 ms
00D6: if 0
8256: NOT player $PLAYER_CHAR defined
004D: jump_if_false Label104B32
0002: jump Label104BBC

:Label104B32
0002: jump Label104B06

:Label104B39
0002: jump Label104B73

:Label104B40
00D6: if 0
00E1: key_pressed 0 14
004D: jump_if_false Label104B73
0001: wait 0 ms
00D6: if 0
8256: NOT player $PLAYER_CHAR defined
004D: jump_if_false Label104B6C
0002: jump Label104BBC

:Label104B6C
0002: jump Label104B40

:Label104B73
0002: jump Label104BBC

:Label104B7A
0164: disable_marker $1A32
0164: disable_marker $1A33
01C2: remove_references_to_actor $1A37 ;; Like turning an actor into a random
pedestrian
00D6: if 0
8119: NOT car $1A35 wrecked
004D: jump_if_false Label104BA0
0216: set_car $1A35 taxi_available_light_to 1 (on)

:Label104BA0
0001: wait 0 ms
00BB: text_lowpriority "TAXI1" 1500 ms 1 ;; ~g~Look for a fare.
0002: jump Label103304
0051: return

:Label104BBC
00D6: if 0
8118: NOT actor $1A37 dead
004D: jump_if_false Label104CD5
00D6: if 0
8119: NOT car $1A35 wrecked
004D: jump_if_false Label104CD5
00D6: if 0
00DB: actor $1A37 in_car $1A35
004D: jump_if_false Label104CD5
01D3: actor $1A37 leave_car $1A35
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label104C0E
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)

:Label104C0E
00D6: if 0
00DB: actor $1A37 in_car $1A35
004D: jump_if_false Label104CD5
0001: wait 0 ms
00D6: if 21
0118: actor $1A37 dead
0119: car $1A35 wrecked
004D: jump_if_false Label104C41
0002: jump Label104D00

:Label104C41
00D6: if 0
8256: NOT player $PLAYER_CHAR defined
004D: jump_if_false Label104C58
0002: jump Label104D00

:Label104C58
00D6: if 0
80DC: NOT player $PLAYER_CHAR driving $1A35
004D: jump_if_false Label104C72
0002: jump Label104D00

:Label104C72
0293: $12 = current_controls
00D6: if 0
8038: NOT $12 == 3 ;; integer values
004D: jump_if_false Label104CAF
00D6: if 1
00E1: key_pressed 0 19
0038: $ONMISSION == 1 ;; integer values
004D: jump_if_false Label104CA8
0002: jump Label104D00

:Label104CA8
0002: jump Label104CCE

:Label104CAF
00D6: if 1
00E1: key_pressed 0 14
0038: $ONMISSION == 1 ;; integer values
004D: jump_if_false Label104CCE
0002: jump Label104D00

:Label104CCE
0002: jump Label104C0E
:Label104CD5
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label104CEC
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)

:Label104CEC
00D6: if 0
0038: $1A39 == 1 ;; integer values
004D: jump_if_false Label104D00
0051: return

:Label104D00
0001: wait 0 ms
00D6: if 0
8118: NOT actor $1A37 dead
004D: jump_if_false Label104D43
00D6: if 0
8119: NOT car $1A35 wrecked
004D: jump_if_false Label104D43
00D6: if 0
80DB: NOT actor $1A37 in_car $1A35
004D: jump_if_false Label104D43
009C: set_actor $1A37 wander_path_to 0
01C2: remove_references_to_actor $1A37 ;; Like turning an actor into a random
pedestrian

:Label104D43
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label104D5A
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)

:Label104D5A
0051: return

:Label104D5C
014F: stop_timer $1A3A
0151: remove_status_text $1A38
00D6: if 0
8119: NOT car $1A35 wrecked
004D: jump_if_false Label104D7D
0216: set_car $1A35 taxi_available_light_to 0 (off)

:Label104D7D
0164: disable_marker $1A32
0164: disable_marker $1A33
0164: disable_marker $176
01C2: remove_references_to_actor $1A37 ;; Like turning an actor into a random
pedestrian
00BA: text_styled "TAXI6" 5000 ms 5 ;; Taxi mission over
01E3: text_1number_styled "TSCORE" $1A3B 6000 ms 6 ;; EARNINGS: $~1~
0316: save_taxi_earnings_from $1A3B
0111: set_wasted_busted_check_to 1 (enabled)
0004: $ONMISSION = 0 ;; integer values
0004: $13A = 0 ;; integer values
0004: $173 = 0 ;; integer values
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label104DE7
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)

:Label104DE7
03E6: remove_text_box
00D8: mission_cleanup
0051: return

;-------------Mission 76---------------
; Originally: 'PARAMEDIC'

:Label104DED
0050: gosub Label104DFD
0050: gosub Label106AEE
004E: end_thread

:Label104DFD
0004: $ONMISSION = 1 ;; integer values
0004: $13F = 1 ;; integer values
03A4: name_thread "AMBULAN"
00D6: if 0
0038: $62D == 0 ;; integer values
004D: jump_if_false Label104E29
0317: increment_mission_attempts

:Label104E29
0001: wait 0 ms
054C: use_GXT_table "AMBULAE"
0004: $1A54 = 0 ;; integer values
0004: $1A55 = 0 ;; integer values
0004: $1A5A = 0 ;; integer values
0004: $1A5B = 0 ;; integer values
0004: $1A5C = 0 ;; integer values
0004: $1A5D = 0 ;; integer values
0004: $1A5E = 0 ;; integer values
0004: $1A58 = 1 ;; integer values
0004: $1A57 = 0 ;; integer values
0006: 2@ = 0 ;; integer values
0006: 5@ = 0 ;; integer values
0006: 8@ = 0 ;; integer values
0006: 11@ = 0 ;; integer values
0006: 14@ = 0 ;; integer values
0004: $1A6E = 0 ;; integer values
0004: $1A71 = 0 ;; integer values
0004: $1A74 = 0 ;; integer values
0004: $1A77 = 0 ;; integer values
0004: $1A7A = 0 ;; integer values
0004: $1A7D = 0 ;; integer values
0004: $1A80 = 0 ;; integer values
0004: $1A61 = 0 ;; integer values
0005: $1A9C = 10.0 ;; floating-point values
0004: $1A64 = 1 ;; integer values
0004: $1A63 = 0 ;; integer values
0004: $1A65 = 0 ;; integer values
0004: $1A5F = 0 ;; integer values
0004: $1A60 = 0 ;; integer values
0004: $1A67 = 0 ;; integer values
0004: $1A68 = 0 ;; integer values
0004: $1A69 = 0 ;; integer values
0004: $1A66 = 0 ;; integer values
0004: $1A6B = 0 ;; integer values
0004: $1A84 = 0 ;; integer values
0005: $1A8F = 0.0 ;; floating-point values
0005: $1A90 = 0.0 ;; floating-point values
0005: $1A91 = 0.0 ;; floating-point values
00BC: text_highpriority "ATUTOR2" 3000 ms 1 ;; ~g~Drive the patients to Hospital
CAREFULLY. Each bump reduces their chances of survival.
03C7: unknown_maby_cops_density .5

:Label104F5C
01E4: text_1number_lowpriority "ALEVEL" $1A64 5000 ms 4 ;; Paramedic Mission
Level ~1~
014F: stop_timer $1A54
0004: $1A54 = 0 ;; integer values
00D6: if 0
00E3: player $PLAYER_CHAR 0 ()near_point 361.298 -958.797 radius 750.0 850.0
004D: jump_if_false Label104FD9
0005: $1A87 = -133.0288 ;; floating-point values
0005: $1A88 = -981.1411 ;; floating-point values
0005: $1A89 = 9.4084 ;; floating-point values
0005: $1A8D = -134.3 ;; floating-point values
0005: $1A8E = -982.6 ;; floating-point values
0002: jump Label1050EF

:Label104FD9
00D6: if 0
00E3: player $PLAYER_CHAR 0 ()near_point 574.234 641.203 radius 750.0 750.0
004D: jump_if_false Label105038
0005: $1A87 = 479.1241 ;; floating-point values
0005: $1A88 = 710.748 ;; floating-point values
0005: $1A89 = 10.3577 ;; floating-point values
0005: $1A8D = 496.5145 ;; floating-point values
0005: $1A8E = 708.1912 ;; floating-point values
0002: jump Label1050EF

:Label105038
00D6: if 0
00E3: player $PLAYER_CHAR 0 ()near_point -1138.702 -902.039 radius 750.0 900.0
004D: jump_if_false Label105097
0005: $1A87 = -871.6317 ;; floating-point values
0005: $1A88 = -477.0081 ;; floating-point values
0005: $1A89 = 10.0683 ;; floating-point values
0005: $1A8D = -887.111 ;; floating-point values
0005: $1A8E = -470.534 ;; floating-point values
0002: jump Label1050EF

:Label105097
00D6: if 0
00E3: player $PLAYER_CHAR 0 ()near_point -1025.766 847.961 radius 850.0 850.0
004D: jump_if_false Label1050EF
0005: $1A87 = -823.111 ;; floating-point values
0005: $1A88 = 1167.676 ;; floating-point values
0005: $1A89 = 9.8744 ;; floating-point values
0005: $1A8D = -823.264 ;; floating-point values
0005: $1A8E = 1140.06 ;; floating-point values
:Label1050EF
00D6: if 0
001C: $1A58 > $1A57 ;; integer values
004D: jump_if_false Label10513E
0050: gosub Label10570A
00D6: if 0
0038: $1A84 == 1 ;; integer values
004D: jump_if_false Label105122
0002: jump Label106AEE

:Label105122
0050: gosub Label1051E0
0050: gosub Label106429
0008: $1A57 += 1 ;; integer values
0002: jump Label1050EF

:Label10513E
00D6: if 0
0018: $1A58 > 3 ;; integer values
004D: jump_if_false Label10515E
0004: $1A60 = 1 ;; integer values
0002: jump Label105165

:Label10515E
0004: $1A60 = 0 ;; integer values

:Label105165
0084: $1A63 = $1A54 ;; integer values and handles
0070: $1A63 /= $1A58 ;; integer values
0014: $1A63 /= 2 ;; integer values
0084: $1A59 = $1A58 ;; integer values and handles
0008: $1A59 += 1 ;; integer values
0068: $1A63 *= $1A59 ;; integer values
0058: $1A54 += $1A63 ;; integer values
0070: $1A54 /= $1A58 ;; integer values
0084: $1A63 = $1A54 ;; integer values and handles
0014: $1A63 /= 2 ;; integer values
014E: set_timer_to $1A54 type 1
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label1051D9
018A: $1A62 = create_checkpoint_at $1A87 $1A88 $1A89

:Label1051D9
0002: jump Label106455

:Label1051E0
00D6: if 1
0018: $1A58 > 0 ;; integer values
0039: 2@ == 0 ;; integer values
004D: jump_if_false Label10524E
0376: 0@ = create_random_actor $1A8F $1A90 $1A91
0006: 2@ = 1 ;; integer values
0332: set_actor 0@ bleeding_to 1 (true)
02A9: set_actor 0@ immune_to_nonplayer 1
0208: $1A9B = random_float 0.0 359.9
0173: set_actor 0@ z_angle_to $1A9B
0319: set_actor 0@ wander_state_to 1 (off)
01ED: reset_actor 0@ flags
0187: 1@ = create_marker_above_actor 0@
0192: set_actor 0@ objective_to_stand_still
0051: return

:Label10524E
00D6: if 1
0018: $1A58 > 1 ;; integer values
0039: 5@ == 0 ;; integer values
004D: jump_if_false Label1052BC
0376: 3@ = create_random_actor $1A8F $1A90 $1A91
0006: 5@ = 1 ;; integer values
0332: set_actor 3@ bleeding_to 1 (true)
02A9: set_actor 3@ immune_to_nonplayer 1
0208: $1A9B = random_float 0.0 359.9
0173: set_actor 3@ z_angle_to $1A9B
0319: set_actor 3@ wander_state_to 1 (off)
01ED: reset_actor 3@ flags
0187: 4@ = create_marker_above_actor 3@
0192: set_actor 3@ objective_to_stand_still
0051: return

:Label1052BC
00D6: if 1
0018: $1A58 > 2 ;; integer values
0039: 8@ == 0 ;; integer values
004D: jump_if_false Label10532A
0376: 6@ = create_random_actor $1A8F $1A90 $1A91
0006: 8@ = 1 ;; integer values
0332: set_actor 6@ bleeding_to 1 (true)
02A9: set_actor 6@ immune_to_nonplayer 1
0208: $1A9B = random_float 0.0 359.9
0173: set_actor 6@ z_angle_to $1A9B
0319: set_actor 6@ wander_state_to 1 (off)
01ED: reset_actor 6@ flags
0187: 7@ = create_marker_above_actor 6@
0192: set_actor 6@ objective_to_stand_still
0051: return

:Label10532A
00D6: if 1
0018: $1A58 > 3 ;; integer values
0039: 11@ == 0 ;; integer values
004D: jump_if_false Label105398
0376: 9@ = create_random_actor $1A8F $1A90 $1A91
0006: 11@ = 1 ;; integer values
0332: set_actor 9@ bleeding_to 1 (true)
02A9: set_actor 9@ immune_to_nonplayer 1
0208: $1A9B = random_float 0.0 359.9
0173: set_actor 9@ z_angle_to $1A9B
0319: set_actor 9@ wander_state_to 1 (off)
01ED: reset_actor 9@ flags
0187: 10@ = create_marker_above_actor 9@
0192: set_actor 9@ objective_to_stand_still
0051: return

:Label105398
00D6: if 1
0018: $1A58 > 4 ;; integer values
0039: 14@ == 0 ;; integer values
004D: jump_if_false Label105406
0376: 12@ = create_random_actor $1A8F $1A90 $1A91
0006: 14@ = 1 ;; integer values
0332: set_actor 12@ bleeding_to 1 (true)
02A9: set_actor 12@ immune_to_nonplayer 1
0208: $1A9B = random_float 0.0 359.9
0173: set_actor 12@ z_angle_to $1A9B
0319: set_actor 12@ wander_state_to 1 (off)
01ED: reset_actor 12@ flags
0187: 13@ = create_marker_above_actor 12@
0192: set_actor 12@ objective_to_stand_still
0051: return

:Label105406
00D6: if 1
0018: $1A58 > 5 ;; integer values
0038: $1A6E == 0 ;; integer values
004D: jump_if_false Label105474
0376: $1A6C = create_random_actor $1A8F $1A90 $1A91
0004: $1A6E = 1 ;; integer values
0332: set_actor $1A6C bleeding_to 1 (true)
02A9: set_actor $1A6C immune_to_nonplayer 1
0208: $1A9B = random_float 0.0 359.9
0173: set_actor $1A6C z_angle_to $1A9B
0319: set_actor $1A6C wander_state_to 1 (off)
01ED: reset_actor $1A6C flags
0187: $1A6D = create_marker_above_actor $1A6C
0192: set_actor $1A6C objective_to_stand_still
0051: return

:Label105474
00D6: if 1
0018: $1A58 > 6 ;; integer values
0038: $1A71 == 0 ;; integer values
004D: jump_if_false Label1054E2
0376: $1A6F = create_random_actor $1A8F $1A90 $1A91
0004: $1A71 = 1 ;; integer values
0332: set_actor $1A6F bleeding_to 1 (true)
02A9: set_actor $1A6F immune_to_nonplayer 1
0208: $1A9B = random_float 0.0 359.9
0173: set_actor $1A6F z_angle_to $1A9B
0319: set_actor $1A6F wander_state_to 1 (off)
01ED: reset_actor $1A6F flags
0187: $1A70 = create_marker_above_actor $1A6F
0192: set_actor $1A6F objective_to_stand_still
0051: return

:Label1054E2
00D6: if 1
0018: $1A58 > 7 ;; integer values
0038: $1A74 == 0 ;; integer values
004D: jump_if_false Label105550
0376: $1A72 = create_random_actor $1A8F $1A90 $1A91
0004: $1A74 = 1 ;; integer values
0332: set_actor $1A72 bleeding_to 1 (true)
02A9: set_actor $1A72 immune_to_nonplayer 1
0208: $1A9B = random_float 0.0 359.9
0173: set_actor $1A72 z_angle_to $1A9B
0319: set_actor $1A72 wander_state_to 1 (off)
01ED: reset_actor $1A72 flags
0187: $1A73 = create_marker_above_actor $1A72
0192: set_actor $1A72 objective_to_stand_still
0051: return

:Label105550
00D6: if 1
0018: $1A58 > 8 ;; integer values
0038: $1A77 == 0 ;; integer values
004D: jump_if_false Label1055BE
0376: $1A75 = create_random_actor $1A8F $1A90 $1A91
0004: $1A77 = 1 ;; integer values
0332: set_actor $1A75 bleeding_to 1 (true)
02A9: set_actor $1A75 immune_to_nonplayer 1
0208: $1A9B = random_float 0.0 359.9
0173: set_actor $1A75 z_angle_to $1A9B
0319: set_actor $1A75 wander_state_to 1 (off)
01ED: reset_actor $1A75 flags
0187: $1A76 = create_marker_above_actor $1A75
0192: set_actor $1A75 objective_to_stand_still
0051: return

:Label1055BE
00D6: if 1
0018: $1A58 > 9 ;; integer values
0038: $1A7A == 0 ;; integer values
004D: jump_if_false Label10562C
0376: $1A78 = create_random_actor $1A8F $1A90 $1A91
0004: $1A7A = 1 ;; integer values
0332: set_actor $1A78 bleeding_to 1 (true)
02A9: set_actor $1A78 immune_to_nonplayer 1
0208: $1A9B = random_float 0.0 359.9
0173: set_actor $1A78 z_angle_to $1A9B
0319: set_actor $1A78 wander_state_to 1 (off)
01ED: reset_actor $1A78 flags
0187: $1A79 = create_marker_above_actor $1A78
0192: set_actor $1A78 objective_to_stand_still
0051: return

:Label10562C
00D6: if 1
0018: $1A58 > 10 ;; integer values
0038: $1A7D == 0 ;; integer values
004D: jump_if_false Label10569A
0376: $1A7B = create_random_actor $1A8F $1A90 $1A91
0004: $1A7D = 1 ;; integer values
0332: set_actor $1A7B bleeding_to 1 (true)
02A9: set_actor $1A7B immune_to_nonplayer 1
0208: $1A9B = random_float 0.0 359.9
0173: set_actor $1A7B z_angle_to $1A9B
0319: set_actor $1A7B wander_state_to 1 (off)
01ED: reset_actor $1A7B flags
0187: $1A7C = create_marker_above_actor $1A7B
0192: set_actor $1A7B objective_to_stand_still
0051: return

:Label10569A
00D6: if 1
0018: $1A58 > 11 ;; integer values
0038: $1A80 == 0 ;; integer values
004D: jump_if_false Label105708
0376: $1A7E = create_random_actor $1A8F $1A90 $1A91
0004: $1A80 = 1 ;; integer values
0332: set_actor $1A7E bleeding_to 1 (true)
02A9: set_actor $1A7E immune_to_nonplayer 1
0208: $1A9B = random_float 0.0 359.9
0173: set_actor $1A7E z_angle_to $1A9B
0319: set_actor $1A7E wander_state_to 1 (off)
01ED: reset_actor $1A7E flags
0187: $1A7F = create_marker_above_actor $1A7E
0192: set_actor $1A7E objective_to_stand_still
0051: return

:Label105708
0051: return

:Label10570A
0001: wait 0 ms
0054: store_player $PLAYER_CHAR position_to $1A8A $1A8B $1A8C
00D6: if 0
0042: $1A87 == -133.0288 ;; floating-point values
004D: jump_if_false Label10574F
0208: $1A85 = random_float -388.702 1111.298
0208: $1A86 = random_float -1808.797 -108.797

:Label10574F
00D6: if 0
0042: $1A87 == 479.1241 ;; floating-point values
004D: jump_if_false Label105782
0208: $1A85 = random_float -175.766 1324.234
0208: $1A86 = random_float -108.797 1391.203

:Label105782
00D6: if 0
0042: $1A87 == -871.6317 ;; floating-point values
004D: jump_if_false Label1057B5
0208: $1A85 = random_float -1888.702 -388.702
0208: $1A86 = random_float -1802.039 -2.039

:Label1057B5
00D6: if 0
0042: $1A87 == -823.111 ;; floating-point values
004D: jump_if_false Label1057E8
0208: $1A85 = random_float -1875.766 -175.766
0208: $1A86 = random_float -2.039 1697.961

:Label1057E8
0293: $12 = current_controls
00D6: if 0
8038: NOT $12 == 3 ;; integer values
004D: jump_if_false Label10581E
00D6: if 0
00E1: key_pressed 0 19
004D: jump_if_false Label105817
0004: $1A69 = 1 ;; integer values

:Label105817
0002: jump Label105836
:Label10581E
00D6: if 0
00E1: key_pressed 0 14
004D: jump_if_false Label105836
0004: $1A69 = 1 ;; integer values

:Label105836
00D6: if 0
0038: $1A69 == 1 ;; integer values
004D: jump_if_false Label1058B3
00D6: if 0
8038: NOT $12 == 3 ;; integer values
004D: jump_if_false Label10588A
00D6: if 0
80E1: NOT key_pressed 0 19
004D: jump_if_false Label105883
00BC: text_highpriority "A_CANC" 3000 ms 1 ;; ~r~Paramedic mission cancelled!
0004: $1A84 = 1 ;; integer values
0051: return

:Label105883
0002: jump Label1058B3

:Label10588A
00D6: if 0
80E1: NOT key_pressed 0 14
004D: jump_if_false Label1058B3
00BC: text_highpriority "A_CANC" 3000 ms 1 ;; ~r~Paramedic mission cancelled!
0004: $1A84 = 1 ;; integer values
0051: return

:Label1058B3
00D6: if 0
80DE: NOT player $PLAYER_CHAR driving_vehicle_type #AMBULAN
004D: jump_if_false Label1058DE
00BC: text_highpriority "A_CANC" 3000 ms 1 ;; ~r~Paramedic mission cancelled!
0004: $1A84 = 1 ;; integer values
0051: return

:Label1058DE
02C0: set $1A8F $1A90 $1A91 to_ped_path_coords_closest_to $1A85 $1A86 $1A8C
00D6: if 0
0038: $PASSED_COK2_PHNOM_PENH_86 == 0 ;; integer values
004D: jump_if_false Label1059EC
00D6: if 3
0020: $1A8F > -2327.212 ;; floating-point values
0022: -261.402 > $1A8F ;; floating-point values
0020: $1A90 > -2027.821 ;; floating-point values
0022: 1894.426 > $1A90 ;; floating-point values
004D: jump_if_false Label10593E
0002: jump Label10570A

:Label10593E
00D6: if 3
0020: $1A8F > -265.018 ;; floating-point values
0022: 170.188 > $1A8F ;; floating-point values
0020: $1A90 > -275.942 ;; floating-point values
0022: 1689.059 > $1A90 ;; floating-point values
004D: jump_if_false Label105978
0002: jump Label10570A

:Label105978
00D6: if 3
0020: $1A8F > -265.657 ;; floating-point values
0022: 36.828 > $1A8F ;; floating-point values
0020: $1A90 > -729.217 ;; floating-point values
0022: -275.488 > $1A90 ;; floating-point values
004D: jump_if_false Label1059B2
0002: jump Label10570A

:Label1059B2
00D6: if 3
0020: $1A8F > 164.191 ;; floating-point values
0022: 259.713 > $1A8F ;; floating-point values
0020: $1A90 > -187.926 ;; floating-point values
0022: 631.97 > $1A90 ;; floating-point values
004D: jump_if_false Label1059EC
0002: jump Label10570A

:Label1059EC
00D6: if 3
0020: $1A8F > 333.358 ;; floating-point values
0022: 435.544 > $1A8F ;; floating-point values
0020: $1A90 > -557.261 ;; floating-point values
0022: -433.179 > $1A90 ;; floating-point values
004D: jump_if_false Label105A26
0002: jump Label10570A

:Label105A26
00D6: if 3
0020: $1A8F > -64.434 ;; floating-point values
0022: 81.544 > $1A8F ;; floating-point values
0020: $1A90 > -995.198 ;; floating-point values
0022: -896.662 > $1A90 ;; floating-point values
004D: jump_if_false Label105A60
0002: jump Label10570A

:Label105A60
00D6: if 3
0020: $1A8F > 446.491 ;; floating-point values
0022: 599.769 > $1A8F ;; floating-point values
0020: $1A90 > -92.564 ;; floating-point values
0022: 53.415 > $1A90 ;; floating-point values
004D: jump_if_false Label105A9A
0002: jump Label10570A

:Label105A9A
00D6: if 3
0020: $1A8F > -192.361 ;; floating-point values
0022: 234.821 > $1A8F ;; floating-point values
0020: $1A90 > -272.607 ;; floating-point values
0022: 406.194 > $1A90 ;; floating-point values
004D: jump_if_false Label105AD4
0002: jump Label10570A

:Label105AD4
00D6: if 3
0020: $1A8F > -290.702 ;; floating-point values
0022: 282.265 > $1A8F ;; floating-point values
0020: $1A90 > 398.714 ;; floating-point values
0022: 661.476 > $1A90 ;; floating-point values
004D: jump_if_false Label105B0E
0002: jump Label10570A

:Label105B0E
00D6: if 3
0020: $1A8F > -728.193 ;; floating-point values
0022: -67.639 > $1A8F ;; floating-point values
0020: $1A90 > -20.866 ;; floating-point values
0022: 99.566 > $1A90 ;; floating-point values
004D: jump_if_false Label105B48
0002: jump Label10570A

:Label105B48
00D6: if 3
0020: $1A8F > -516.97 ;; floating-point values
0022: -188.518 > $1A8F ;; floating-point values
0020: $1A90 > -667.97 ;; floating-point values
0022: -507.393 > $1A90 ;; floating-point values
004D: jump_if_false Label105B82
0002: jump Label10570A

:Label105B82
00D6: if 3
0020: $1A8F > -710.393 ;; floating-point values
0022: -579.012 > $1A8F ;; floating-point values
0020: $1A90 > -1416.112 ;; floating-point values
0022: -1211.742 > $1A90 ;; floating-point values
004D: jump_if_false Label105BBC
0002: jump Label10570A

:Label105BBC
00D6: if 3
0020: $1A8F > 333.358 ;; floating-point values
0022: 493.934 > $1A8F ;; floating-point values
0020: $1A90 > 991.328 ;; floating-point values
0022: 1261.389 > $1A90 ;; floating-point values
004D: jump_if_false Label105BF6
0002: jump Label10570A

:Label105BF6
00D6: if 3
0020: $1A8F > -790.682 ;; floating-point values
0022: -626.456 > $1A8F ;; floating-point values
0020: $1A90 > 1196.908 ;; floating-point values
0022: 1306.392 > $1A90 ;; floating-point values
004D: jump_if_false Label105C30
0002: jump Label10570A

:Label105C30
00D6: if 3
0020: $1A8F > -1173.877 ;; floating-point values
0022: -1027.898 > $1A8F ;; floating-point values
0020: $1A90 > 237.098 ;; floating-point values
0022: 415.922 > $1A90 ;; floating-point values
004D: jump_if_false Label105C6A
0002: jump Label10570A

:Label105C6A
00D6: if 3
0020: $1A8F > -1389.195 ;; floating-point values
0022: -1199.422 > $1A8F ;; floating-point values
0020: $1A90 > -47.561 ;; floating-point values
0022: 229.799 > $1A90 ;; floating-point values
004D: jump_if_false Label105CA4
0002: jump Label10570A

:Label105CA4
00D6: if 3
0020: $1A8F > -1571.667 ;; floating-point values
0022: -1290.658 > $1A8F ;; floating-point values
0020: $1A90 > -1007.371 ;; floating-point values
0022: -784.753 > $1A90 ;; floating-point values
004D: jump_if_false Label105CDE
0002: jump Label10570A

:Label105CDE
00D6: if 3
0020: $1A8F > -757.335 ;; floating-point values
0022: -219.313 > $1A8F ;; floating-point values
0020: $1A90 > -979.568 ;; floating-point values
0022: -878.689 > $1A90 ;; floating-point values
004D: jump_if_false Label105D18
0002: jump Label10570A

:Label105D18
00D6: if 3
0020: $1A8F > -180.88 ;; floating-point values
0022: 64.112 > $1A8F ;; floating-point values
0020: $1A90 > -499.183 ;; floating-point values
0022: -417.519 > $1A90 ;; floating-point values
004D: jump_if_false Label105D52
0002: jump Label10570A

:Label105D52
00D6: if 3
0020: $1A8F > 511.112 ;; floating-point values
0022: 638.214 > $1A8F ;; floating-point values
0020: $1A90 > -1815.644 ;; floating-point values
0022: -1679.04 > $1A90 ;; floating-point values
004D: jump_if_false Label105D8C
0002: jump Label10570A

:Label105D8C
00D6: if 3
0020: $1A8F > -691.673 ;; floating-point values
0022: -581.673 > $1A8F ;; floating-point values
0020: $1A90 > -1519.748 ;; floating-point values
0022: -1449.748 > $1A90 ;; floating-point values
004D: jump_if_false Label105DC6
0002: jump Label10570A

:Label105DC6
00D6: if 3
0020: $1A8F > -1176.038 ;; floating-point values
0022: -1012.796 > $1A8F ;; floating-point values
0020: $1A90 > -266.898 ;; floating-point values
0022: -158.26 > $1A90 ;; floating-point values
004D: jump_if_false Label105E00
0002: jump Label10570A

:Label105E00
00D6: if 3
0020: $1A8F > -1031.494 ;; floating-point values
0022: -949.479 > $1A8F ;; floating-point values
0020: $1A90 > -902.312 ;; floating-point values
0022: -821.592 > $1A90 ;; floating-point values
004D: jump_if_false Label105E3A
0002: jump Label10570A

:Label105E3A
00D6: if 3
0020: $1A8F > -896.098 ;; floating-point values
0022: -855.09 > $1A8F ;; floating-point values
0020: $1A90 > -593.101 ;; floating-point values
0022: -548.64 > $1A90 ;; floating-point values
004D: jump_if_false Label105E74
0002: jump Label10570A

:Label105E74
00D6: if 3
0020: $1A8F > -1012.06 ;; floating-point values
0022: -982.06 > $1A8F ;; floating-point values
0020: $1A90 > 181.561 ;; floating-point values
0022: 216.561 > $1A90 ;; floating-point values
004D: jump_if_false Label105EAE
0002: jump Label10570A

:Label105EAE
00D6: if 3
0020: $1A8F > -112.495 ;; floating-point values
0022: 9.705 > $1A8F ;; floating-point values
0020: $1A90 > 920.349 ;; floating-point values
0022: 1025.694 > $1A90 ;; floating-point values
004D: jump_if_false Label105EE8
0002: jump Label10570A

:Label105EE8
00D6: if 3
0020: $1A8F > 533.891 ;; floating-point values
0022: 673.891 > $1A8F ;; floating-point values
0020: $1A90 > -343.116 ;; floating-point values
0022: -183.116 > $1A90 ;; floating-point values
004D: jump_if_false Label105F22
0002: jump Label10570A

:Label105F22
00D6: if 3
0020: $1A8F > -1783.222 ;; floating-point values
0022: -1586.599 > $1A8F ;; floating-point values
0020: $1A90 > -307.5092 ;; floating-point values
0022: -84.3105 > $1A90 ;; floating-point values
004D: jump_if_false Label105F5C
0002: jump Label10570A
:Label105F5C
00D6: if 3
0020: $1A8F > -903.6972 ;; floating-point values
0022: -882.7946 > $1A8F ;; floating-point values
0020: $1A90 > 791.7817 ;; floating-point values
0022: 808.3229 > $1A90 ;; floating-point values
004D: jump_if_false Label105F96
0002: jump Label10570A

:Label105F96
00D6: if 3
0020: $1A8F > -1059.234 ;; floating-point values
0022: -1040.148 > $1A8F ;; floating-point values
0020: $1A90 > 73.3646 ;; floating-point values
0022: 89.7497 > $1A90 ;; floating-point values
004D: jump_if_false Label105FD0
0002: jump Label10570A

:Label105FD0
00D6: if 3
0020: $1A8F > -1235.792 ;; floating-point values
0022: -1110.932 > $1A8F ;; floating-point values
0020: $1A90 > 32.1217 ;; floating-point values
0022: 126.1341 > $1A90 ;; floating-point values
004D: jump_if_false Label10600A
0002: jump Label10570A

:Label10600A
00D6: if 0
0022: 6.0 > $1A91 ;; floating-point values
004D: jump_if_false Label106026
0002: jump Label10570A

:Label106026
0086: $1A95 = $1A8A ;; floating-point values only
0061: $1A95 -= $1A8F ;; floating-point values
0086: $1A96 = $1A8B ;; floating-point values only
0061: $1A96 -= $1A90 ;; floating-point values
0069: $1A95 *= $1A95 ;; floating-point values
0069: $1A96 *= $1A96 ;; floating-point values
0086: $1A97 = $1A95 ;; floating-point values only
0059: $1A97 += $1A96 ;; floating-point values
01FB: $1A98 = square_root $1A97
00D6: if 0
0022: 120.0 > $1A98 ;; floating-point values
004D: jump_if_false Label10608A
0002: jump Label10570A

:Label10608A
0086: $1A95 = $1A87 ;; floating-point values only
0061: $1A95 -= $1A8F ;; floating-point values
0086: $1A96 = $1A88 ;; floating-point values only
0061: $1A96 -= $1A90 ;; floating-point values
0069: $1A95 *= $1A95 ;; floating-point values
0069: $1A96 *= $1A96 ;; floating-point values
0086: $1A97 = $1A95 ;; floating-point values only
0059: $1A97 += $1A96 ;; floating-point values
01FB: $1A99 = square_root $1A97
00D6: if 0
0022: 100.0 > $1A99 ;; floating-point values
004D: jump_if_false Label1060EE
0002: jump Label10570A

:Label1060EE
00D6: if 0
0019: 2@ > 0 ;; integer values
004D: jump_if_false Label106139
00D6: if 0
8118: NOT actor 0@ dead
004D: jump_if_false Label106139
00D6: if 0
00EC: actor 0@ 0 ()near_point $1A8F $1A90 radius 25.0 25.0
004D: jump_if_false Label106139
0002: jump Label10570A

:Label106139
00D6: if 0
0019: 5@ > 0 ;; integer values
004D: jump_if_false Label106184
00D6: if 0
8118: NOT actor 3@ dead
004D: jump_if_false Label106184
00D6: if 0
00EC: actor 3@ 0 ()near_point $1A8F $1A90 radius 25.0 25.0
004D: jump_if_false Label106184
0002: jump Label10570A

:Label106184
00D6: if 0
0019: 8@ > 0 ;; integer values
004D: jump_if_false Label1061CF
00D6: if 0
8118: NOT actor 6@ dead
004D: jump_if_false Label1061CF
00D6: if 0
00EC: actor 6@ 0 ()near_point $1A8F $1A90 radius 25.0 25.0
004D: jump_if_false Label1061CF
0002: jump Label10570A

:Label1061CF
00D6: if 0
0019: 11@ > 0 ;; integer values
004D: jump_if_false Label10621A
00D6: if 0
8118: NOT actor 9@ dead
004D: jump_if_false Label10621A
00D6: if 0
00EC: actor 9@ 0 ()near_point $1A8F $1A90 radius 25.0 25.0
004D: jump_if_false Label10621A
0002: jump Label10570A

:Label10621A
00D6: if 0
0019: 14@ > 0 ;; integer values
004D: jump_if_false Label106265
00D6: if 0
8118: NOT actor 12@ dead
004D: jump_if_false Label106265
00D6: if 0
00EC: actor 12@ 0 ()near_point $1A8F $1A90 radius 25.0 25.0
004D: jump_if_false Label106265
0002: jump Label10570A

:Label106265
00D6: if 0
0018: $1A6E > 0 ;; integer values
004D: jump_if_false Label1062B0
00D6: if 0
8118: NOT actor $1A6C dead
004D: jump_if_false Label1062B0
00D6: if 0
00EC: actor $1A6C 0 ()near_point $1A8F $1A90 radius 25.0 25.0
004D: jump_if_false Label1062B0
0002: jump Label10570A

:Label1062B0
00D6: if 0
0018: $1A71 > 0 ;; integer values
004D: jump_if_false Label1062FB
00D6: if 0
8118: NOT actor $1A6F dead
004D: jump_if_false Label1062FB
00D6: if 0
00EC: actor $1A6F 0 ()near_point $1A8F $1A90 radius 25.0 25.0
004D: jump_if_false Label1062FB
0002: jump Label10570A

:Label1062FB
00D6: if 0
0018: $1A74 > 0 ;; integer values
004D: jump_if_false Label106346
00D6: if 0
8118: NOT actor $1A72 dead
004D: jump_if_false Label106346
00D6: if 0
00EC: actor $1A72 0 ()near_point $1A8F $1A90 radius 25.0 25.0
004D: jump_if_false Label106346
0002: jump Label10570A

:Label106346
00D6: if 0
0018: $1A77 > 0 ;; integer values
004D: jump_if_false Label106391
00D6: if 0
8118: NOT actor $1A75 dead
004D: jump_if_false Label106391
00D6: if 0
00EC: actor $1A75 0 ()near_point $1A8F $1A90 radius 25.0 25.0
004D: jump_if_false Label106391
0002: jump Label10570A

:Label106391
00D6: if 0
0018: $1A7A > 0 ;; integer values
004D: jump_if_false Label1063DC
00D6: if 0
8118: NOT actor $1A78 dead
004D: jump_if_false Label1063DC
00D6: if 0
00EC: actor $1A78 0 ()near_point $1A8F $1A90 radius 25.0 25.0
004D: jump_if_false Label1063DC
0002: jump Label10570A

:Label1063DC
00D6: if 0
0018: $1A7D > 0 ;; integer values
004D: jump_if_false Label106427
00D6: if 0
8118: NOT actor $1A7B dead
004D: jump_if_false Label106427
00D6: if 0
00EC: actor $1A7B 0 ()near_point $1A8F $1A90 radius 25.0 25.0
004D: jump_if_false Label106427
0002: jump Label10570A

:Label106427
0051: return

:Label106429
0086: $1A9A = $1A99 ;; floating-point values only
0071: $1A9A /= $1A9C ;; floating-point values
0011: $1A9A *= 1000.0 ;; floating-point values
008C: $1A56 = float_to_integer $1A9A
0058: $1A54 += $1A56 ;; integer values
0051: return

:Label106455
0001: wait 0 ms
0293: $12 = current_controls
00D6: if 0
8038: NOT $12 == 3 ;; integer values
004D: jump_if_false Label10648F
00D6: if 0
00E1: key_pressed 0 19
004D: jump_if_false Label106488
0004: $1A69 = 1 ;; integer values

:Label106488
0002: jump Label1064A7

:Label10648F
00D6: if 0
00E1: key_pressed 0 14
004D: jump_if_false Label1064A7
0004: $1A69 = 1 ;; integer values

:Label1064A7
00D6: if 0
0038: $1A69 == 1 ;; integer values
004D: jump_if_false Label106520
00D6: if 0
8038: NOT $12 == 3 ;; integer values
004D: jump_if_false Label1064F9
00D6: if 0
80E1: NOT key_pressed 0 19
004D: jump_if_false Label1064F2
00BC: text_highpriority "A_CANC" 3000 ms 1 ;; ~r~Paramedic mission cancelled!
0002: jump Label106AEE

:Label1064F2
0002: jump Label106520

:Label1064F9
00D6: if 0
80E1: NOT key_pressed 0 14
004D: jump_if_false Label106520
00BC: text_highpriority "A_CANC" 3000 ms 1 ;; ~r~Paramedic mission cancelled!
0002: jump Label106AEE

:Label106520
00D6: if 0
80DE: NOT player $PLAYER_CHAR driving_vehicle_type #AMBULAN
004D: jump_if_false Label106550
00BC: text_highpriority "A_CANC" 3000 ms 1 ;; ~r~Paramedic mission cancelled!
0002: jump Label106AEE
0002: jump Label106558

:Label106550
00DA: $1A55 = player $PLAYER_CHAR car

:Label106558
00D6: if 2
0018: $1A58 > 6 ;; integer values
0038: $1A60 == 2 ;; integer values
0038: $1A67 == 0 ;; integer values
004D: jump_if_false Label106586
0004: $1A60 = 1 ;; integer values
0008: $1A67 += 1 ;; integer values

:Label106586
00D6: if 2
0018: $1A58 > 9 ;; integer values
0038: $1A60 == 2 ;; integer values
0038: $1A67 == 1 ;; integer values
004D: jump_if_false Label1065B4
0004: $1A60 = 1 ;; integer values
0008: $1A67 += 1 ;; integer values

:Label1065B4
00D6: if 2
0018: $1A58 > 12 ;; integer values
0038: $1A60 == 2 ;; integer values
0038: $1A67 == 2 ;; integer values
004D: jump_if_false Label1065E2
0004: $1A60 = 1 ;; integer values
0008: $1A67 += 1 ;; integer values

:Label1065E2
00D6: if 0
0019: 2@ > 0 ;; integer values
004D: jump_if_false Label106634
008A: $1A81 = 0@ ;; integer values and handles
008A: $1A82 = 2@ ;; integer values and handles
008A: $1A83 = 1@ ;; integer values and handles
0050: gosub Label106BAF
00D6: if 0
0038: $1A84 == 1 ;; integer values
004D: jump_if_false Label10662C
0002: jump Label106AEE

:Label10662C
008B: 2@ = $1A82 ;; integer values and handles

:Label106634
00D6: if 0
0019: 5@ > 0 ;; integer values
004D: jump_if_false Label106686
008A: $1A81 = 3@ ;; integer values and handles
008A: $1A82 = 5@ ;; integer values and handles
008A: $1A83 = 4@ ;; integer values and handles
0050: gosub Label106BAF
00D6: if 0
0038: $1A84 == 1 ;; integer values
004D: jump_if_false Label10667E
0002: jump Label106AEE

:Label10667E
008B: 5@ = $1A82 ;; integer values and handles

:Label106686
00D6: if 0
0019: 8@ > 0 ;; integer values
004D: jump_if_false Label1066D8
008A: $1A81 = 6@ ;; integer values and handles
008A: $1A82 = 8@ ;; integer values and handles
008A: $1A83 = 7@ ;; integer values and handles
0050: gosub Label106BAF
00D6: if 0
0038: $1A84 == 1 ;; integer values
004D: jump_if_false Label1066D0
0002: jump Label106AEE

:Label1066D0
008B: 8@ = $1A82 ;; integer values and handles

:Label1066D8
00D6: if 0
0019: 11@ > 0 ;; integer values
004D: jump_if_false Label10672A
008A: $1A81 = 9@ ;; integer values and handles
008A: $1A82 = 11@ ;; integer values and handles
008A: $1A83 = 10@ ;; integer values and handles
0050: gosub Label106BAF
00D6: if 0
0038: $1A84 == 1 ;; integer values
004D: jump_if_false Label106722
0002: jump Label106AEE

:Label106722
008B: 11@ = $1A82 ;; integer values and handles

:Label10672A
00D6: if 0
0019: 14@ > 0 ;; integer values
004D: jump_if_false Label10677C
008A: $1A81 = 12@ ;; integer values and handles
008A: $1A82 = 14@ ;; integer values and handles
008A: $1A83 = 13@ ;; integer values and handles
0050: gosub Label106BAF
00D6: if 0
0038: $1A84 == 1 ;; integer values
004D: jump_if_false Label106774
0002: jump Label106AEE

:Label106774
008B: 14@ = $1A82 ;; integer values and handles

:Label10677C
00D6: if 0
0018: $1A6E > 0 ;; integer values
004D: jump_if_false Label1067CE
0084: $1A81 = $1A6C ;; integer values and handles
0084: $1A82 = $1A6E ;; integer values and handles
0084: $1A83 = $1A6D ;; integer values and handles
0050: gosub Label106BAF
00D6: if 0
0038: $1A84 == 1 ;; integer values
004D: jump_if_false Label1067C6
0002: jump Label106AEE

:Label1067C6
0084: $1A6E = $1A82 ;; integer values and handles

:Label1067CE
00D6: if 0
0018: $1A71 > 0 ;; integer values
004D: jump_if_false Label106820
0084: $1A81 = $1A6F ;; integer values and handles
0084: $1A82 = $1A71 ;; integer values and handles
0084: $1A83 = $1A70 ;; integer values and handles
0050: gosub Label106BAF
00D6: if 0
0038: $1A84 == 1 ;; integer values
004D: jump_if_false Label106818
0002: jump Label106AEE

:Label106818
0084: $1A71 = $1A82 ;; integer values and handles

:Label106820
00D6: if 0
0018: $1A74 > 0 ;; integer values
004D: jump_if_false Label106872
0084: $1A81 = $1A72 ;; integer values and handles
0084: $1A82 = $1A74 ;; integer values and handles
0084: $1A83 = $1A73 ;; integer values and handles
0050: gosub Label106BAF
00D6: if 0
0038: $1A84 == 1 ;; integer values
004D: jump_if_false Label10686A
0002: jump Label106AEE
:Label10686A
0084: $1A74 = $1A82 ;; integer values and handles

:Label106872
00D6: if 0
0018: $1A77 > 0 ;; integer values
004D: jump_if_false Label1068C4
0084: $1A81 = $1A75 ;; integer values and handles
0084: $1A82 = $1A77 ;; integer values and handles
0084: $1A83 = $1A76 ;; integer values and handles
0050: gosub Label106BAF
00D6: if 0
0038: $1A84 == 1 ;; integer values
004D: jump_if_false Label1068BC
0002: jump Label106AEE

:Label1068BC
0084: $1A77 = $1A82 ;; integer values and handles

:Label1068C4
00D6: if 0
0018: $1A7A > 0 ;; integer values
004D: jump_if_false Label106916
0084: $1A81 = $1A78 ;; integer values and handles
0084: $1A82 = $1A7A ;; integer values and handles
0084: $1A83 = $1A79 ;; integer values and handles
0050: gosub Label106BAF
00D6: if 0
0038: $1A84 == 1 ;; integer values
004D: jump_if_false Label10690E
0002: jump Label106AEE

:Label10690E
0084: $1A7A = $1A82 ;; integer values and handles

:Label106916
00D6: if 0
0018: $1A7D > 0 ;; integer values
004D: jump_if_false Label106968
0084: $1A81 = $1A7B ;; integer values and handles
0084: $1A82 = $1A7D ;; integer values and handles
0084: $1A83 = $1A7C ;; integer values and handles
0050: gosub Label106BAF
00D6: if 0
0038: $1A84 == 1 ;; integer values
004D: jump_if_false Label106960
0002: jump Label106AEE

:Label106960
0084: $1A7D = $1A82 ;; integer values and handles

:Label106968
00D6: if 0
0018: $1A80 > 0 ;; integer values
004D: jump_if_false Label1069BA
0084: $1A81 = $1A7E ;; integer values and handles
0084: $1A82 = $1A80 ;; integer values and handles
0084: $1A83 = $1A7F ;; integer values and handles
0050: gosub Label106BAF
00D6: if 0
0038: $1A84 == 1 ;; integer values
004D: jump_if_false Label1069B2
0002: jump Label106AEE

:Label1069B2
0084: $1A80 = $1A82 ;; integer values and handles

:Label1069BA
00D6: if 0
003A: $1A61 == $1A58 ;; integer values and handles
004D: jump_if_false Label106AE7
0084: $1A5F = $1A64 ;; integer values and handles
0068: $1A5F *= $1A64 ;; integer values
0010: $1A5F *= 50 ;; integer values
01E3: text_1number_styled "REWARD" $1A5F 6000 ms 6 ;; REWARD $~1~
0058: $13C += $1A61 ;; integer values
0058: $1A6B += $1A61 ;; integer values
0008: $1A58 += 1 ;; integer values
0004: $1A61 = 0 ;; integer values
0004: $1A57 = 0 ;; integer values
0109: player $PLAYER_CHAR money += $1A5F
0004: $1A68 = 0 ;; integer values
0164: disable_marker $1A62
0164: disable_marker 1@
0164: disable_marker 4@
0164: disable_marker 7@
0164: disable_marker 10@
0164: disable_marker 13@
0164: disable_marker $1A6D
0164: disable_marker $1A70
0164: disable_marker $1A73
0164: disable_marker $1A76
0164: disable_marker $1A79
0164: disable_marker $1A7C
0164: disable_marker $1A7F
0403: save_highest_ambulance_level $1A64
0008: $1A64 += 1 ;; integer values
00D6: if 0
0038: $1A64 == 13 ;; integer values
004D: jump_if_false Label106AE0
01E3: text_1number_styled "A_COMP1" 15000 5000 ms 5 ;; Paramedic missions
complete: $~1~
0109: player $PLAYER_CHAR money += 25000
0394: play_music 1
0330: set_player $PLAYER_CHAR infinite_run_to 1 (true)
00D6: if 0
0038: $62D == 0 ;; integer values
004D: jump_if_false Label106ADE
030C: set_mission_points += 1
03E5: text_box "A_COMP2" ;; You will never get tired!
0330: set_player $PLAYER_CHAR infinite_run_to 1 (true)
0595: (unknown)
0004: $62D = 1 ;; integer values

:Label106ADE
0051: return

:Label106AE0
0002: jump Label104F5C

:Label106AE7
0002: jump Label106455

:Label106AEE
014F: stop_timer $1A54
00D6: if 0
8038: NOT $1A64 == 13 ;; integer values
004D: jump_if_false Label106B26
00BA: text_styled "A_FAIL1" 5000 ms 5 ;; Paramedic mission ended.
01E3: text_1number_styled "A_SAVES" $1A6B 6000 ms 6 ;; PEOPLE SAVED: ~1~

:Label106B26
0004: $1A68 = 0 ;; integer values
0164: disable_marker $1A62
0164: disable_marker 1@
0164: disable_marker 4@
0164: disable_marker 7@
0164: disable_marker 10@
0164: disable_marker 13@
0164: disable_marker $1A6D
0164: disable_marker $1A70
0164: disable_marker $1A73
0164: disable_marker $1A76
0164: disable_marker $1A79
0164: disable_marker $1A7C
0164: disable_marker $1A7F
03C7: unknown_maby_cops_density 1.0
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
0004: $ONMISSION = 0 ;; integer values
0004: $13F = 0 ;; integer values
00D8: mission_cleanup
00D6: if 0
0038: $62D == 1 ;; integer values
004D: jump_if_false Label106BAD
03E5: text_box "A_COMP2" ;; You will never get tired!
0004: $62D = 2 ;; integer values

:Label106BAD
0051: return

:Label106BAF
00D6: if 0
0118: actor $1A81 dead
004D: jump_if_false Label106BD7
00BC: text_highpriority "A_FAIL3" 3000 ms 1 ;; ~r~The patient is dead!!
0004: $1A84 = 1 ;; integer values
0051: return

:Label106BD7
00D6: if 0
0038: $1A54 == 0 ;; integer values
004D: jump_if_false Label106C0B
0321: kill_actor $1A81
034F: destroy_actor_with_fade $1A81 ;; The actor fades away like a ghost
00BC: text_highpriority "A_FAIL2" 3000 ms 1 ;; ~r~Your lack of urgency has been
fatal to the patient!
0004: $1A84 = 1 ;; integer values
0051: return

:Label106C0B
00D6: if 0
0038: $1A82 == 3 ;; integer values
004D: jump_if_false Label106CB7
00A0: store_actor $1A81 position_to $1A92 $1A93 $1A94
0227: $1A5B = car $1A55 health
00D6: if 0
001C: $1A5A > $1A5B ;; integer values
004D: jump_if_false Label106CB7
0084: $1A5C = $1A5A ;; integer values and handles
0060: $1A5C -= $1A5B ;; integer values
0010: $1A5C *= 50 ;; integer values
0060: $1A54 -= $1A5C ;; integer values
00D6: if 0
03A3: (unknown) $1A81
004D: jump_if_false Label106C89
018C: play_sound 19 at $1A92 $1A93 $1A94
0002: jump Label106C96

:Label106C89
018C: play_sound 20 at $1A92 $1A93 $1A94

:Label106C96
00D6: if 0
001A: 0 > $1A54 ;; integer values
004D: jump_if_false Label106CAF
0004: $1A54 = 0 ;; integer values

:Label106CAF
0084: $1A5A = $1A5B ;; integer values and handles

:Label106CB7
00D6: if 0
0038: $1A82 == 1 ;; integer values
004D: jump_if_false Label106D5D
00D6: if 0
00FD: player $PLAYER_CHAR 0 ()near_actor $1A81 in_car radius 10.0 10.0 2.0
004D: jump_if_false Label106D5D
01E9: $1A5E = car $1A55 num_passengers
01EA: $1A5D = car $1A55 max_passengers
00D6: if 0
003A: $1A5E == $1A5D ;; integer values and handles
004D: jump_if_false Label106D2D
00BC: text_highpriority "A_FULL" 5000 ms 1 ;; ~r~Ambulance full!!
0004: $1A66 = 1 ;; integer values
0002: jump Label106D34

:Label106D2D
0004: $1A66 = 0 ;; integer values

:Label106D34
0227: $1A5A = car $1A55 health
00D6: if 0
0038: $1A66 == 0 ;; integer values
004D: jump_if_false Label106D5D
01D4: actor $1A81 go_to_car $1A55 and_enter_it_as_a_passenger
0004: $1A82 = 2 ;; integer values
:Label106D5D
00D6: if 0
0038: $1A82 == 2 ;; integer values
004D: jump_if_false Label106DBC
00D6: if 0
80EB: NOT player $PLAYER_CHAR 0 ()near_actor_in_car $1A81 radius 20.0 20.0
004D: jump_if_false Label106D95
0004: $1A82 = 1 ;; integer values

:Label106D95
00D6: if 0
04FF: $1A81
004D: jump_if_false Label106DBC
00D6: if 0
80DF: NOT actor $1A81 driving
004D: jump_if_false Label106DBC
0004: $1A82 = 1 ;; integer values

:Label106DBC
00D6: if 0
0038: $1A82 == 2 ;; integer values
004D: jump_if_false Label106E3B
00D6: if 0
00DF: actor $1A81 driving
004D: jump_if_false Label106E3B
0164: disable_marker $1A83
00D6: if 0
0038: $1A68 == 0 ;; integer values
004D: jump_if_false Label106E0A
018A: $1A62 = create_checkpoint_at $1A87 $1A88 $1A89
0004: $1A68 = 1 ;; integer values

:Label106E0A
0084: $1A65 = $1A63 ;; integer values and handles
0014: $1A65 /= 1000 ;; integer values
01E3: text_1number_styled "A_TIME" $1A65 6000 ms 6 ;; +~1~ seconds
0058: $1A54 += $1A63 ;; integer values
0004: $1A82 = 3 ;; integer values

:Label106E3B
00D6: if 0
0038: $1A82 == 3 ;; integer values
004D: jump_if_false Label106E89
00D6: if 0
00FA: player $PLAYER_CHAR stopped 1 (in-sphere)near_point_in_car $1A87 $1A88
$1A89 radius 6.0 6.0 2.0
004D: jump_if_false Label106E89
0239: actor $1A81 run_to $1A8D $1A8E
0004: $1A82 = 4 ;; integer values

:Label106E89
00D6: if 0
0038: $1A82 == 4 ;; integer values
004D: jump_if_false Label106F5A
0239: actor $1A81 run_to $1A8D $1A8E
00D6: if 0
80DF: NOT actor $1A81 driving
004D: jump_if_false Label106F5A
0239: actor $1A81 run_to $1A8D $1A8E
01C2: remove_references_to_actor $1A81 ;; Like turning an actor into a random
pedestrian
00BA: text_styled "A_PASS" 3000 ms 5 ;; Rescued!
00D6: if 0
0038: $1A60 == 1 ;; integer values
004D: jump_if_false Label106F37
0084: $1A65 = $1A63 ;; integer values and handles
0014: $1A65 /= 1000 ;; integer values
01E3: text_1number_styled "A_TIME" $1A65 6000 ms 6 ;; +~1~ seconds
00DA: $1A55 = player $PLAYER_CHAR car
0227: $1A6A = car $1A55 health
0008: $1A6A += 110 ;; integer values
0224: set_car $1A55 health_to $1A6A
0058: $1A54 += $1A63 ;; integer values
0008: $1A60 += 1 ;; integer values

:Label106F37
018C: play_sound 1 at 0.0 0.0 0.0
0008: $1A61 += 1 ;; integer values
0401: increment_people_saved_in_ambulance
0004: $1A82 = 0 ;; integer values

:Label106F5A
0051: return

;-------------Mission 77---------------
; Originally: 'FIREFIGHTER'

:Label106F5C
0050: gosub Label106F6C
0050: gosub Label108E92
004E: end_thread

:Label106F6C
0004: $ONMISSION = 1 ;; integer values
0004: $141 = 1 ;; integer values
03A4: name_thread "FIRETRU"
0001: wait 0 ms
00D6: if 0
0038: $62F == 0 ;; integer values
004D: jump_if_false Label106F9C
0317: increment_mission_attempts

:Label106F9C
054C: use_GXT_table "FIRETRK"
0004: $1AB9 = 0 ;; integer values
0004: $1ABC = 0 ;; integer values
0004: $1ABD = 0 ;; integer values
0004: $1ABF = 0 ;; integer values
0004: $1ABE = 0 ;; integer values
0004: $1AC2 = 0 ;; integer values
0004: $1AC1 = 0 ;; integer values
0005: $1AD7 = 5.5 ;; floating-point values
0004: $1AC0 = 1 ;; integer values
0004: $1ABA = 0 ;; integer values
0004: $1B17 = 0 ;; integer values
0004: $1ABB = 0 ;; integer values
0004: $1AC3 = 0 ;; integer values
0006: 1@ = -1 ;; integer values
0006: 1@ = -1 ;; integer values
0006: 1@ = -1 ;; integer values
0004: $1AC8 = 0 ;; integer values
0004: $1AA2 = 0 ;; integer values
0004: $1AA3 = 0 ;; integer values
0004: $1AA4 = 0 ;; integer values
0004: $1AA5 = 0 ;; integer values
0004: $1AA6 = 0 ;; integer values
0004: $1AA7 = 0 ;; integer values
0004: $1AA8 = 0 ;; integer values
0004: $1AA9 = 0 ;; integer values
0004: $1AAA = 0 ;; integer values
03C7: unknown_maby_cops_density .5
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label10713C
018A: $1AAB = create_checkpoint_at $1BD $1BE $1BF
018A: $1AAC = create_checkpoint_at $1BD $1BE $1BF
018A: $1AAD = create_checkpoint_at $1BD $1BE $1BF
018A: $1AAE = create_checkpoint_at $1BD $1BE $1BF
018A: $1AAF = create_checkpoint_at $1BD $1BE $1BF
018A: $1AB0 = create_checkpoint_at $1BD $1BE $1BF
018A: $1AB1 = create_checkpoint_at $1BD $1BE $1BF
018A: $1AB2 = create_checkpoint_at $1BD $1BE $1BF
018A: $1AB3 = create_checkpoint_at $1BD $1BE $1BF
018A: $1AB4 = create_checkpoint_at $1BD $1BE $1BF
018A: $1AB5 = create_checkpoint_at $1BD $1BE $1BF
018A: $1AB6 = create_checkpoint_at $1BD $1BE $1BF
018A: $1AB7 = create_checkpoint_at $1BD $1BE $1BF
018A: $1AB8 = create_checkpoint_at $1BD $1BE $1BF

:Label10713C
0004: $1AC7 = 0 ;; integer values
0004: $1AC5 = 0 ;; integer values
0004: $1ACA = 0 ;; integer values
0004: $1ACB = 0 ;; integer values
0004: $1ACC = 0 ;; integer values
0004: $1ACE = 0 ;; integer values
0004: $1ACF = 0 ;; integer values
0004: $1AD0 = 0 ;; integer values
0004: $1AD1 = 0 ;; integer values
0004: $1AD2 = 0 ;; integer values
0004: $1AD3 = 0 ;; integer values
0004: $1AD4 = 0 ;; integer values
0004: $1AD5 = 0 ;; integer values
0004: $1AD6 = 0 ;; integer values
0209: $101F = random_int 25 44
00D6: if 0
0038: $101F == 25 ;; integer values
004D: jump_if_false Label1071C1
04AE: unknown $1B17 radar_icon_or_model 135

:Label1071C1
00D6: if 0
0038: $101F == 26 ;; integer values
004D: jump_if_false Label1071DB
04AE: unknown $1B17 radar_icon_or_model 148
:Label1071DB
00D6: if 0
0038: $101F == 27 ;; integer values
004D: jump_if_false Label1071F5
04AE: unknown $1B17 radar_icon_or_model 151

:Label1071F5
00D6: if 0
0038: $101F == 28 ;; integer values
004D: jump_if_false Label10720F
04AE: unknown $1B17 radar_icon_or_model 130

:Label10720F
00D6: if 0
0038: $101F == 29 ;; integer values
004D: jump_if_false Label107229
04AE: unknown $1B17 radar_icon_or_model 134

:Label107229
00D6: if 0
0038: $101F == 30 ;; integer values
004D: jump_if_false Label107243
04AE: unknown $1B17 radar_icon_or_model 175

:Label107243
00D6: if 0
0038: $101F == 31 ;; integer values
004D: jump_if_false Label10725D
04AE: unknown $1B17 radar_icon_or_model 196

:Label10725D
00D6: if 0
0038: $101F == 32 ;; integer values
004D: jump_if_false Label107277
04AE: unknown $1B17 radar_icon_or_model 197

:Label107277
00D6: if 0
0038: $101F == 33 ;; integer values
004D: jump_if_false Label107291
04AE: unknown $1B17 radar_icon_or_model 209

:Label107291
00D6: if 0
0038: $101F == 34 ;; integer values
004D: jump_if_false Label1072AB
04AE: unknown $1B17 radar_icon_or_model 143

:Label1072AB
00D6: if 0
0038: $101F == 35 ;; integer values
004D: jump_if_false Label1072C5
04AE: unknown $1B17 radar_icon_or_model 150

:Label1072C5
00D6: if 0
0038: $101F == 36 ;; integer values
004D: jump_if_false Label1072DF
04AE: unknown $1B17 radar_icon_or_model 168

:Label1072DF
00D6: if 0
0038: $101F == 37 ;; integer values
004D: jump_if_false Label1072F9
04AE: unknown $1B17 radar_icon_or_model 170

:Label1072F9
00D6: if 0
0038: $101F == 38 ;; integer values
004D: jump_if_false Label107313
04AE: unknown $1B17 radar_icon_or_model 179

:Label107313
00D6: if 0
0038: $101F == 39 ;; integer values
004D: jump_if_false Label10732D
04AE: unknown $1B17 radar_icon_or_model 200

:Label10732D
00D6: if 0
0038: $101F == 40 ;; integer values
004D: jump_if_false Label107347
04AE: unknown $1B17 radar_icon_or_model 212

:Label107347
00D6: if 0
0038: $101F == 41 ;; integer values
004D: jump_if_false Label107361
04AE: unknown $1B17 radar_icon_or_model 216

:Label107361
00D6: if 0
0038: $101F == 42 ;; integer values
004D: jump_if_false Label10737B
04AE: unknown $1B17 radar_icon_or_model 222

:Label10737B
00D6: if 0
0038: $101F == 43 ;; integer values
004D: jump_if_false Label107395
04AE: unknown $1B17 radar_icon_or_model 174

:Label107395
0247: request_model $1B17

:Label10739A
0050: gosub Label108827
00D6: if 0
0038: $1ABA == 1 ;; integer values
004D: jump_if_false Label1073BA
0002: jump Label108E92

:Label1073BA
00D6: if 0
0038: $PASSED_COK2_PHNOM_PENH_86 == 0 ;; integer values
004D: jump_if_false Label1073F1
0208: $1B1E = random_float -247.43 683.41
0208: $1B1F = random_float -1813.62 1308.102
0002: jump Label10745A

:Label1073F1
00D6: if 0
0056: player $PLAYER_CHAR 0 ()in_rectangle -1802.615 -1518.473 -270.134
1591.896
004D: jump_if_false Label10743C
0208: $1B1E = random_float -1802.615 -270.134
0208: $1B1F = random_float -1518.473 1591.896
0002: jump Label10745A

:Label10743C
0208: $1B1E = random_float -247.43 683.41
0208: $1B1F = random_float -1813.62 1308.102

:Label10745A
00D6: if 0
001A: 5 > $1AC0 ;; integer values
004D: jump_if_false Label107489
02C1: set $1B1E $1B1F $1B20 to_car_path_coords_closest_to $1B1E $1B1F 10.0
0002: jump Label107762

:Label107489
00D6: if 0
001A: 9 > $1AC0 ;; integer values
004D: jump_if_false Label1075CA
04B9: unknown_stuff $1B1E $1B1F 10.0 12.0 500.0 $1B1E $1B1F $1B20 $1B21 $1B22
$1B23 $1BF
00D6: if 3
0042: $1B1E == 0.0 ;; floating-point values
0042: $1B1F == 0.0 ;; floating-point values
0042: $1B21 == 0.0 ;; floating-point values
0042: $1B22 == 0.0 ;; floating-point values
004D: jump_if_false Label107505
0001: wait 0 ms
0002: jump Label10739A

:Label107505
0086: $1B33 = $1B21 ;; floating-point values only
0061: $1B33 -= $1B1E ;; floating-point values
0086: $1B34 = $1B22 ;; floating-point values only
0061: $1B34 -= $1B1F ;; floating-point values
0086: $1B42 = $1B33 ;; floating-point values only
0069: $1B42 *= $1B33 ;; floating-point values
0086: $1B43 = $1B34 ;; floating-point values only
0069: $1B43 *= $1B34 ;; floating-point values
0086: $1B35 = $1B42 ;; floating-point values only
0059: $1B35 += $1B43 ;; floating-point values
01FB: $1B35 = square_root $1B35
0005: $1300 = 12.0 ;; floating-point values
0071: $1300 /= $1B35 ;; floating-point values
0086: $1B42 = $1B33 ;; floating-point values only
0069: $1B42 *= $1300 ;; floating-point values
0086: $1B21 = $1B1E ;; floating-point values only
0059: $1B21 += $1B42 ;; floating-point values
0086: $1B43 = $1B34 ;; floating-point values only
0069: $1B43 *= $1300 ;; floating-point values
0086: $1B22 = $1B1F ;; floating-point values only
0059: $1B22 += $1B43 ;; floating-point values
0009: $1B20 += .5 ;; floating-point values
0009: $1B23 += .5 ;; floating-point values
0002: jump Label107762

:Label1075CA
04B9: unknown_stuff $1B1E $1B1F 10.0 18.0 500.0 $1B21 $1B22 $1B23 $1B24 $1B25
$1B26 $1BF
00D6: if 3
0042: $1B21 == 0.0 ;; floating-point values
0042: $1B22 == 0.0 ;; floating-point values
0042: $1B24 == 0.0 ;; floating-point values
0042: $1B25 == 0.0 ;; floating-point values
004D: jump_if_false Label107634
0001: wait 0 ms
0002: jump Label10739A

:Label107634
0086: $1B33 = $1B24 ;; floating-point values only
0061: $1B33 -= $1B21 ;; floating-point values
0086: $1B34 = $1B25 ;; floating-point values only
0061: $1B34 -= $1B22 ;; floating-point values
0086: $1B42 = $1B33 ;; floating-point values only
0069: $1B42 *= $1B33 ;; floating-point values
0086: $1B43 = $1B34 ;; floating-point values only
0069: $1B43 *= $1B34 ;; floating-point values
0086: $1B35 = $1B42 ;; floating-point values only
0059: $1B35 += $1B43 ;; floating-point values
01FB: $1B35 = square_root $1B35
0005: $1300 = 18.0 ;; floating-point values
0071: $1300 /= $1B35 ;; floating-point values
0086: $1B42 = $1B33 ;; floating-point values only
0069: $1B42 *= $1300 ;; floating-point values
0086: $1B24 = $1B21 ;; floating-point values only
0059: $1B24 += $1B42 ;; floating-point values
0086: $1B43 = $1B34 ;; floating-point values only
0069: $1B43 *= $1300 ;; floating-point values
0086: $1B25 = $1B22 ;; floating-point values only
0059: $1B25 += $1B43 ;; floating-point values
0086: $1B1E = $1B21 ;; floating-point values only
0061: $1B1E -= $1B24 ;; floating-point values
0015: $1B1E /= 2.0 ;; floating-point values
0059: $1B1E += $1B24 ;; floating-point values
0086: $1B1F = $1B22 ;; floating-point values only
0061: $1B1F -= $1B25 ;; floating-point values
0015: $1B1F /= 2.0 ;; floating-point values
0059: $1B1F += $1B25 ;; floating-point values
0086: $1B20 = $1B23 ;; floating-point values only
0061: $1B20 -= $1B26 ;; floating-point values
0015: $1B20 /= 2.0 ;; floating-point values
0059: $1B20 += $1B26 ;; floating-point values
0009: $1B23 += .5 ;; floating-point values
0009: $1B20 += .5 ;; floating-point values
0009: $1B26 += .5 ;; floating-point values

:Label107762
00D6: if 0
0022: 7.0 > $1B20 ;; floating-point values
004D: jump_if_false Label107782
0001: wait 0 ms
0002: jump Label10739A

:Label107782
0054: store_player $PLAYER_CHAR position_to $5F $60 $61
0509: unknown $1AD8 = distance between point $5F $60 and point $1B1E $1B1F
00D6: if 21
0022: 150.0 > $1AD8 ;; floating-point values
0020: $1AD8 > 600.0 ;; floating-point values
004D: jump_if_false Label1077CB
0001: wait 0 ms
0002: jump Label10739A

:Label1077CB
00D6: if 3
0020: $1B1E > -1905.785 ;; floating-point values
0022: -1105.785 > $1B1E ;; floating-point values
0020: $1B1F > 745.678 ;; floating-point values
0022: 1773.513 > $1B1F ;; floating-point values
004D: jump_if_false Label107809
0001: wait 0 ms
0002: jump Label10739A

:Label107809
00D6: if 3
0020: $1B1E > -265.018 ;; floating-point values
0022: 170.188 > $1B1E ;; floating-point values
0020: $1B1F > -275.942 ;; floating-point values
0022: 1689.059 > $1B1F ;; floating-point values
004D: jump_if_false Label107847
0001: wait 0 ms
0002: jump Label10739A

:Label107847
00D6: if 3
0020: $1B1E > 164.191 ;; floating-point values
0022: 259.713 > $1B1E ;; floating-point values
0020: $1B1F > -187.926 ;; floating-point values
0022: 631.97 > $1B1F ;; floating-point values
004D: jump_if_false Label107885
0001: wait 0 ms
0002: jump Label10739A

:Label107885
00D6: if 3
0020: $1B1E > -731.729 ;; floating-point values
0022: -263.334 > $1B1E ;; floating-point values
0020: $1B1F > -4.399 ;; floating-point values
0022: 62.853 > $1B1F ;; floating-point values
004D: jump_if_false Label1078C3
0001: wait 0 ms
0002: jump Label10739A

:Label1078C3
00D6: if 3
0020: $1B1E > -180.88 ;; floating-point values
0022: 64.112 > $1B1E ;; floating-point values
0020: $1B1F > -499.183 ;; floating-point values
0022: -417.519 > $1B1F ;; floating-point values
004D: jump_if_false Label107901
0001: wait 0 ms
0002: jump Label10739A

:Label107901
00D6: if 3
0020: $1B1E > -762.855 ;; floating-point values
0022: -172.566 > $1B1E ;; floating-point values
0020: $1B1F > -667.099 ;; floating-point values
0022: -224.382 > $1B1F ;; floating-point values
004D: jump_if_false Label10793F
0001: wait 0 ms
0002: jump Label10739A

:Label10793F
00D6: if 0
0038: $PASSED_COK2_PHNOM_PENH_86 == 0 ;; integer values
004D: jump_if_false Label107A49
00D6: if 3
0020: $1B1E > -2327.212 ;; floating-point values
0022: -261.402 > $1B1E ;; floating-point values
0020: $1B1F > -2027.821 ;; floating-point values
0022: 1894.426 > $1B1F ;; floating-point values
004D: jump_if_false Label10798F
0001: wait 0 ms
0002: jump Label10739A

:Label10798F
00D6: if 3
0020: $1B1E > -265.018 ;; floating-point values
0022: 170.188 > $1B1E ;; floating-point values
0020: $1B1F > -275.942 ;; floating-point values
0022: 1689.059 > $1B1F ;; floating-point values
004D: jump_if_false Label1079CD
0001: wait 0 ms
0002: jump Label10739A

:Label1079CD
00D6: if 3
0020: $1B1E > -265.657 ;; floating-point values
0022: 36.828 > $1B1E ;; floating-point values
0020: $1B1F > -729.217 ;; floating-point values
0022: -275.488 > $1B1F ;; floating-point values
004D: jump_if_false Label107A0B
0001: wait 0 ms
0002: jump Label10739A

:Label107A0B
00D6: if 3
0020: $1B1E > 164.191 ;; floating-point values
0022: 259.713 > $1B1E ;; floating-point values
0020: $1B1F > -187.926 ;; floating-point values
0022: 631.97 > $1B1F ;; floating-point values
004D: jump_if_false Label107A49
0001: wait 0 ms
0002: jump Label10739A

:Label107A49
0086: $1AD9 = $1AD8 ;; floating-point values only
0071: $1AD9 /= $1AD7 ;; floating-point values
0011: $1AD9 *= 1000.0 ;; floating-point values
008C: $1ABB = float_to_integer $1AD9
0058: $1AB9 += $1ABB ;; integer values
00D6: if 0
0038: $1ABF == 0 ;; integer values
004D: jump_if_false Label107AA4
00D6: if 0
001A: 50000 > $1AB9 ;; integer values
004D: jump_if_false Label107AA4
0004: $1AB9 = 50000 ;; integer values

:Label107AA4
00D6: if 0
8248: NOT model $1B17 available
004D: jump_if_false Label107ADF
0001: wait 0 ms
0050: gosub Label108827
00D6: if 0
0038: $1ABA == 1 ;; integer values
004D: jump_if_false Label107AD8
0002: jump Label108E92

:Label107AD8
0002: jump Label107AA4

:Label107ADF
00A5: 1@ = create_car $1B17 at $1B1E $1B1F $1B20
0208: $1ADA = random_float 0.0 359.9
0175: set_car 1@ z_angle_to $1ADA
0325: $1A9E = create_car 1@ fire
0186: $1AAC = create_marker_above_car 1@
018B: show_on_radar $1AAC 2
03ED: (unknown) 1@ 1
0008: $1AC7 += 1 ;; integer values
0560: 1@ 5@
02A9: set_actor 5@ immune_to_nonplayer 1
0008: $1AC7 += 1 ;; integer values
00D6: if 0
0018: $1AC0 > 2 ;; integer values
004D: jump_if_false Label107B6C
0561: unknown_create_actor_handle 6@ from car 1@ passenger 0
02A9: set_actor 6@ immune_to_nonplayer 1
0008: $1AC7 += 1 ;; integer values

:Label107B6C
00D6: if 0
0018: $1AC0 > 3 ;; integer values
004D: jump_if_false Label107B96
0561: unknown_create_actor_handle 7@ from car 1@ passenger 1
02A9: set_actor 7@ immune_to_nonplayer 1
0008: $1AC7 += 1 ;; integer values

:Label107B96
00D6: if 0
0018: $1AC0 > 4 ;; integer values
004D: jump_if_false Label107C51
0086: $1B42 = $1B21 ;; floating-point values only
000D: $1B42 -= 5.0 ;; floating-point values
0086: $1BD = $1B42 ;; floating-point values only
0009: $1BD += 10.0 ;; floating-point values
0208: $1B21 = random_float $1B42 $1BD
0086: $1B43 = $1B22 ;; floating-point values only
000D: $1B43 -= 5.0 ;; floating-point values
0086: $1BE = $1B43 ;; floating-point values only
0009: $1BE += 10.0 ;; floating-point values
0208: $1B22 = random_float $1B43 $1BE
00A5: 2@ = create_car $1B17 at $1B21 $1B22 $1B23
039F: car 2@ race_to $1B1E $1B1F
0325: $1A9F = create_car 2@ fire
04BA: set_car 2@ speed_instantly 20.0
0186: $1AAD = create_marker_above_car 2@
018B: show_on_radar $1AAD 2
03ED: (unknown) 2@ 1
0008: $1AC7 += 1 ;; integer values

:Label107C51
00D6: if 0
0018: $1AC0 > 5 ;; integer values
004D: jump_if_false Label107C79
0560: 2@ 8@
02A9: set_actor 8@ immune_to_nonplayer 1
0008: $1AC7 += 1 ;; integer values

:Label107C79
00D6: if 0
0018: $1AC0 > 6 ;; integer values
004D: jump_if_false Label107CA3
0561: unknown_create_actor_handle 9@ from car 2@ passenger 0
02A9: set_actor 9@ immune_to_nonplayer 1
0008: $1AC7 += 1 ;; integer values

:Label107CA3
00D6: if 0
0018: $1AC0 > 7 ;; integer values
004D: jump_if_false Label107CCD
0561: unknown_create_actor_handle 10@ from car 2@ passenger 1
02A9: set_actor 10@ immune_to_nonplayer 1
0008: $1AC7 += 1 ;; integer values

:Label107CCD
00D6: if 0
0018: $1AC0 > 8 ;; integer values
004D: jump_if_false Label107D88
0086: $1B42 = $1B24 ;; floating-point values only
000D: $1B42 -= 5.0 ;; floating-point values
0086: $1BD = $1B42 ;; floating-point values only
0009: $1BD += 10.0 ;; floating-point values
0208: $1B24 = random_float $1B42 $1BD
0086: $1B43 = $1B25 ;; floating-point values only
000D: $1B43 -= 5.0 ;; floating-point values
0086: $1BE = $1B43 ;; floating-point values only
0009: $1BE += 10.0 ;; floating-point values
0208: $1B25 = random_float $1B43 $1BE
00A5: 3@ = create_car $1B17 at $1B24 $1B25 $1B26
039F: car 3@ race_to $1B1E $1B1F
0325: $1AA0 = create_car 3@ fire
04BA: set_car 3@ speed_instantly 20.0
0186: $1AAE = create_marker_above_car 3@
018B: show_on_radar $1AAE 2
03ED: (unknown) 3@ 1
0008: $1AC7 += 1 ;; integer values

:Label107D88
0249: release_model $1B17
00D6: if 0
0018: $1AC0 > 9 ;; integer values
004D: jump_if_false Label107DB5
0560: 3@ 11@
02A9: set_actor 11@ immune_to_nonplayer 1
0008: $1AC7 += 1 ;; integer values

:Label107DB5
00D6: if 0
0018: $1AC0 > 10 ;; integer values
004D: jump_if_false Label107DDF
0561: unknown_create_actor_handle 12@ from car 3@ passenger 0
02A9: set_actor 12@ immune_to_nonplayer 1
0008: $1AC7 += 1 ;; integer values

:Label107DDF
00D6: if 0
0018: $1AC0 > 11 ;; integer values
004D: jump_if_false Label107E09
0561: unknown_create_actor_handle 13@ from car 3@ passenger 1
02A9: set_actor 13@ immune_to_nonplayer 1
0008: $1AC7 += 1 ;; integer values

:Label107E09
00D6: if 0
8119: NOT car 1@ wrecked
004D: jump_if_false Label107E20
00AF: set_car 1@ driver_behaviour_to 11

:Label107E20
00D6: if 0
8119: NOT car 2@ wrecked
004D: jump_if_false Label107E37
00AF: set_car 2@ driver_behaviour_to 11

:Label107E37
00D6: if 0
8119: NOT car 3@ wrecked
004D: jump_if_false Label107E4E
00AF: set_car 3@ driver_behaviour_to 11

:Label107E4E
00D6: if 0
8118: NOT actor 5@ dead
004D: jump_if_false Label1082DF
00D6: if 0
001A: 5 > $1AC0 ;; integer values
004D: jump_if_false Label1080AB
00D6: if 0
0154: actor 5@ in_zone "VICE_C"
004D: jump_if_false Label107E9F
0384: text_1string "F_START" "VICE_C" 5000 ms 1 ;; Vice City
:Label107E9F
00D6: if 0
0154: actor 5@ in_zone "BEACH1"
004D: jump_if_false Label107ECE
0384: text_1string "F_START" "BEACH1" 5000 ms 1 ;; Ocean Beach

:Label107ECE
00D6: if 0
0154: actor 5@ in_zone "BEACH2"
004D: jump_if_false Label107EFD
0384: text_1string "F_START" "BEACH2" 5000 ms 1 ;; Washington Beach

:Label107EFD
00D6: if 0
0154: actor 5@ in_zone "BEACH3"
004D: jump_if_false Label107F2C
0384: text_1string "F_START" "BEACH3" 5000 ms 1 ;; Vice Point

:Label107F2C
00D6: if 0
0154: actor 5@ in_zone "GOLFC"
004D: jump_if_false Label107F5B
0384: text_1string "F_START" "GOLFC" 5000 ms 1 ;; Leaf Links

:Label107F5B
00D6: if 0
0154: actor 5@ in_zone "STARI"
004D: jump_if_false Label107F8A
0384: text_1string "F_START" "STARI" 5000 ms 1 ;; Starfish Island

:Label107F8A
00D6: if 0
0154: actor 5@ in_zone "DOCKS"
004D: jump_if_false Label107FB9
0384: text_1string "F_START" "DOCKS" 5000 ms 1 ;; Viceport

:Label107FB9
00D6: if 0
0154: actor 5@ in_zone "HAVANA"
004D: jump_if_false Label107FE8
0384: text_1string "F_START" "HAVANA" 5000 ms 1 ;; Little Havana

:Label107FE8
00D6: if 0
0154: actor 5@ in_zone "HAITI"
004D: jump_if_false Label108017
0384: text_1string "F_START" "HAITI" 5000 ms 1 ;; Little Haiti

:Label108017
00D6: if 0
0154: actor 5@ in_zone "PORNI"
004D: jump_if_false Label108046
0384: text_1string "F_START" "PORNI" 5000 ms 1 ;; Prawn Island

:Label108046
00D6: if 0
0154: actor 5@ in_zone "DTOWN"
004D: jump_if_false Label108075
0384: text_1string "F_START" "DTOWN" 5000 ms 1 ;; Downtown

:Label108075
00D6: if 0
0154: actor 5@ in_zone "A_PORT"
004D: jump_if_false Label1080A4
0384: text_1string "F_START" "A_PORT" 5000 ms 1 ;; Escobar International

:Label1080A4
0002: jump Label1082DF

:Label1080AB
00D6: if 0
0154: actor 5@ in_zone "VICE_C"
004D: jump_if_false Label1080DA
0384: text_1string "F_STAR1" "VICE_C" 5000 ms 1 ;; Vice City

:Label1080DA
00D6: if 0
0154: actor 5@ in_zone "BEACH1"
004D: jump_if_false Label108109
0384: text_1string "F_STAR1" "BEACH1" 5000 ms 1 ;; Ocean Beach

:Label108109
00D6: if 0
0154: actor 5@ in_zone "BEACH2"
004D: jump_if_false Label108138
0384: text_1string "F_STAR1" "BEACH2" 5000 ms 1 ;; Washington Beach

:Label108138
00D6: if 0
0154: actor 5@ in_zone "BEACH3"
004D: jump_if_false Label108167
0384: text_1string "F_STAR1" "BEACH3" 5000 ms 1 ;; Vice Point

:Label108167
00D6: if 0
0154: actor 5@ in_zone "GOLFC"
004D: jump_if_false Label108196
0384: text_1string "F_STAR1" "GOLFC" 5000 ms 1 ;; Leaf Links

:Label108196
00D6: if 0
0154: actor 5@ in_zone "STARI"
004D: jump_if_false Label1081C5
0384: text_1string "F_STAR1" "STARI" 5000 ms 1 ;; Starfish Island

:Label1081C5
00D6: if 0
0154: actor 5@ in_zone "DOCKS"
004D: jump_if_false Label1081F4
0384: text_1string "F_STAR1" "DOCKS" 5000 ms 1 ;; Viceport

:Label1081F4
00D6: if 0
0154: actor 5@ in_zone "HAVANA"
004D: jump_if_false Label108223
0384: text_1string "F_STAR1" "HAVANA" 5000 ms 1 ;; Little Havana
:Label108223
00D6: if 0
0154: actor 5@ in_zone "HAITI"
004D: jump_if_false Label108252
0384: text_1string "F_STAR1" "HAITI" 5000 ms 1 ;; Little Haiti

:Label108252
00D6: if 0
0154: actor 5@ in_zone "PORNI"
004D: jump_if_false Label108281
0384: text_1string "F_STAR1" "PORNI" 5000 ms 1 ;; Prawn Island

:Label108281
00D6: if 0
0154: actor 5@ in_zone "DTOWN"
004D: jump_if_false Label1082B0
0384: text_1string "F_STAR1" "DTOWN" 5000 ms 1 ;; Downtown

:Label1082B0
00D6: if 0
0154: actor 5@ in_zone "A_PORT"
004D: jump_if_false Label1082DF
0384: text_1string "F_STAR1" "A_PORT" 5000 ms 1 ;; Escobar International

:Label1082DF
01E4: text_1number_lowpriority "FIRELVL" $1AC0 3000 ms 1 ;; Fire Truck Mission
level ~1~
00D6: if 0
0038: $1AC0 == 1 ;; integer values
004D: jump_if_false Label10830F
000C: $1AC7 -= 1 ;; integer values
009B: destroy_actor_instantly 5@

:Label10830F
00D6: if 0
0038: $14C == 1 ;; integer values
004D: jump_if_false Label108365
0293: $12 = current_controls
00D6: if 0
0038: $12 == 0 ;; integer values
004D: jump_if_false Label108342
03E5: text_box "SIREN_1" ;; To turn on this vehicle's sirens tap the
~h~~k~~VEHICLE_HORN~ ~w~button.

:Label108342
00D6: if 0
0018: $12 > 0 ;; integer values
004D: jump_if_false Label10835E
03E5: text_box "SIREN_2" ;; To turn on this vehicle's sirens tap the
~h~~k~~VEHICLE_HORN~ ~w~button.

:Label10835E
0004: $14C = 2 ;; integer values

:Label108365
00D6: if 0
0038: $14C == 0 ;; integer values
004D: jump_if_false Label1083BB
0293: $12 = current_controls
00D6: if 0
001A: 3 > $12 ;; integer values
004D: jump_if_false Label108398
03E5: text_box "SPRAY_1" ;; Use the ~h~~k~~PED_FIREWEAPON~ ~w~button to fire the
water cannon. Aim using ~h~~k~~VEHICLE_TURRETLEFT~~w~ and
~h~~k~~VEHICLE_TURRETRIGHT~~w~.

:Label108398
00D6: if 0
0038: $12 == 3 ;; integer values
004D: jump_if_false Label1083B4
03E5: text_box "SPRAY_4" ;; Use the ~h~~k~~PED_FIREWEAPON~ ~w~button to fire the
water cannon. Aim using ~h~~k~~VEHICLE_TURRETLEFT~~w~ and
~h~~k~~VEHICLE_TURRETRIGHT~~w~.

:Label1083B4
0004: $14C = 1 ;; integer values

:Label1083BB
00D6: if 0
0038: $1ABD == 0 ;; integer values
004D: jump_if_false Label1083E2
014E: set_timer_to $1AB9 type 1
0004: $1ABD = 1 ;; integer values
0002: jump Label1083E6

:Label1083E2
0396: 0 (clear) useless_flag

:Label1083E6
0084: $1AC4 = $1AC0 ;; integer values and handles
000C: $1AC4 -= 4 ;; integer values
01BD: $12CB = current_time_in_ms
0084: $1AC8 = $12CB ;; integer values and handles
0008: $1AC8 += 3000 ;; integer values

:Label10840A
00D6: if 0
0038: $1ABA == 1 ;; integer values
004D: jump_if_false Label108423
0002: jump Label108E92

:Label108423
0001: wait 0 ms
01BD: $12CB = current_time_in_ms
0050: gosub Label108827
00D6: if 0
0038: $1ABA == 1 ;; integer values
004D: jump_if_false Label10844C
0002: jump Label108E92

:Label10844C
0085: 0@ = 1@ ;; integer values and handles
0084: $1A9D = $1A9E ;; integer values and handles
0084: $1AC9 = $1ACA ;; integer values and handles
0084: $1AAB = $1AAC ;; integer values and handles
0050: gosub Label10895B
0084: $1A9E = $1A9D ;; integer values and handles
0084: $1ACA = $1AC9 ;; integer values and handles
0084: $1AAC = $1AAB ;; integer values and handles
00D6: if 0
0018: $1AC0 > 1 ;; integer values
004D: jump_if_false Label1084DC
0085: 4@ = 5@ ;; integer values and handles
0084: $1ACD = $1ACE ;; integer values and handles
0084: $1AA1 = $1AA2 ;; integer values and handles
0084: $1AAF = $1AB0 ;; integer values and handles
0050: gosub Label108B4B
0084: $1ACE = $1ACD ;; integer values and handles
0084: $1AA2 = $1AA1 ;; integer values and handles
0084: $1AB0 = $1AAF ;; integer values and handles

:Label1084DC
00D6: if 0
0018: $1AC0 > 2 ;; integer values
004D: jump_if_false Label10852D
0085: 4@ = 6@ ;; integer values and handles
0084: $1ACD = $1ACF ;; integer values and handles
0084: $1AA1 = $1AA3 ;; integer values and handles
0084: $1AAF = $1AB1 ;; integer values and handles
0050: gosub Label108B4B
0084: $1ACF = $1ACD ;; integer values and handles
0084: $1AA3 = $1AA1 ;; integer values and handles
0084: $1AB1 = $1AAF ;; integer values and handles

:Label10852D
00D6: if 0
0018: $1AC0 > 3 ;; integer values
004D: jump_if_false Label10857E
0085: 4@ = 7@ ;; integer values and handles
0084: $1ACD = $1AD0 ;; integer values and handles
0084: $1AA1 = $1AA4 ;; integer values and handles
0084: $1AAF = $1AB2 ;; integer values and handles
0050: gosub Label108B4B
0084: $1AD0 = $1ACD ;; integer values and handles
0084: $1AA4 = $1AA1 ;; integer values and handles
0084: $1AB2 = $1AAF ;; integer values and handles

:Label10857E
00D6: if 0
0018: $1AC0 > 4 ;; integer values
004D: jump_if_false Label1085CF
0085: 0@ = 2@ ;; integer values and handles
0084: $1A9D = $1A9F ;; integer values and handles
0084: $1AC9 = $1ACB ;; integer values and handles
0084: $1AAB = $1AAD ;; integer values and handles
0050: gosub Label10895B
0084: $1A9F = $1A9D ;; integer values and handles
0084: $1ACB = $1AC9 ;; integer values and handles
0084: $1AAD = $1AAB ;; integer values and handles

:Label1085CF
00D6: if 0
0018: $1AC0 > 5 ;; integer values
004D: jump_if_false Label108620
0085: 4@ = 8@ ;; integer values and handles
0084: $1ACD = $1AD1 ;; integer values and handles
0084: $1AA1 = $1AA5 ;; integer values and handles
0084: $1AAF = $1AB3 ;; integer values and handles
0050: gosub Label108B4B
0084: $1AD1 = $1ACD ;; integer values and handles
0084: $1AA5 = $1AA1 ;; integer values and handles
0084: $1AB3 = $1AAF ;; integer values and handles

:Label108620
00D6: if 0
0018: $1AC0 > 6 ;; integer values
004D: jump_if_false Label108671
0085: 4@ = 9@ ;; integer values and handles
0084: $1ACD = $1AD2 ;; integer values and handles
0084: $1AA1 = $1AA6 ;; integer values and handles
0084: $1AAF = $1AB4 ;; integer values and handles
0050: gosub Label108B4B
0084: $1AD2 = $1ACD ;; integer values and handles
0084: $1AA6 = $1AA1 ;; integer values and handles
0084: $1AB4 = $1AAF ;; integer values and handles

:Label108671
00D6: if 0
0018: $1AC0 > 7 ;; integer values
004D: jump_if_false Label1086C2
0085: 4@ = 10@ ;; integer values and handles
0084: $1ACD = $1AD3 ;; integer values and handles
0084: $1AA1 = $1AA7 ;; integer values and handles
0084: $1AAF = $1AB5 ;; integer values and handles
0050: gosub Label108B4B
0084: $1AD3 = $1ACD ;; integer values and handles
0084: $1AA7 = $1AA1 ;; integer values and handles
0084: $1AB5 = $1AAF ;; integer values and handles

:Label1086C2
00D6: if 0
0018: $1AC0 > 8 ;; integer values
004D: jump_if_false Label108713
0085: 0@ = 3@ ;; integer values and handles
0084: $1A9D = $1AA0 ;; integer values and handles
0084: $1AC9 = $1ACC ;; integer values and handles
0084: $1AAB = $1AAE ;; integer values and handles
0050: gosub Label10895B
0084: $1AA0 = $1A9D ;; integer values and handles
0084: $1ACC = $1AC9 ;; integer values and handles
0084: $1AAE = $1AAB ;; integer values and handles

:Label108713
00D6: if 0
0018: $1AC0 > 9 ;; integer values
004D: jump_if_false Label108764
0085: 4@ = 11@ ;; integer values and handles
0084: $1ACD = $1AD4 ;; integer values and handles
0084: $1AA1 = $1AA8 ;; integer values and handles
0084: $1AAF = $1AB6 ;; integer values and handles
0050: gosub Label108B4B
0084: $1AD4 = $1ACD ;; integer values and handles
0084: $1AA8 = $1AA1 ;; integer values and handles
0084: $1AB6 = $1AAF ;; integer values and handles

:Label108764
00D6: if 0
0018: $1AC0 > 10 ;; integer values
004D: jump_if_false Label1087B5
0085: 4@ = 12@ ;; integer values and handles
0084: $1ACD = $1AD5 ;; integer values and handles
0084: $1AA1 = $1AA9 ;; integer values and handles
0084: $1AAF = $1AB7 ;; integer values and handles
0050: gosub Label108B4B
0084: $1AD5 = $1ACD ;; integer values and handles
0084: $1AA9 = $1AA1 ;; integer values and handles
0084: $1AB7 = $1AAF ;; integer values and handles

:Label1087B5
00D6: if 0
0018: $1AC0 > 11 ;; integer values
004D: jump_if_false Label108806
0085: 4@ = 13@ ;; integer values and handles
0084: $1ACD = $1AD6 ;; integer values and handles
0084: $1AA1 = $1AAA ;; integer values and handles
0084: $1AAF = $1AB8 ;; integer values and handles
0050: gosub Label108B4B
0084: $1AD6 = $1ACD ;; integer values and handles
0084: $1AAA = $1AA1 ;; integer values and handles
0084: $1AB8 = $1AAF ;; integer values and handles

:Label108806
00D6: if 0
003A: $1AC5 == $1AC7 ;; integer values and handles
004D: jump_if_false Label108820
0002: jump Label108CF3

:Label108820
0002: jump Label10840A

:Label108827
00D6: if 0
0038: $1ABD == 1 ;; integer values
004D: jump_if_false Label108863
00D6: if 0
001A: 1 > $1AB9 ;; integer values
004D: jump_if_false Label108863
00BC: text_highpriority "F_FAIL2" 5000 ms 1 ;; ~r~You're too late!
0004: $1ABA = 1 ;; integer values
0051: return

:Label108863
00D6: if 0
80DE: NOT player $PLAYER_CHAR driving_vehicle_type #FIRETRUK
004D: jump_if_false Label10888E
00BC: text_highpriority "F_CANC" 3000 ms 1 ;; ~r~Fire Fighter mission cancelled!
0004: $1ABA = 1 ;; integer values
0051: return

:Label10888E
0293: $12 = current_controls
00D6: if 0
8038: NOT $12 == 3 ;; integer values
004D: jump_if_false Label1088C4
00D6: if 0
00E1: key_pressed 0 19
004D: jump_if_false Label1088BD
0004: $1AC1 = 1 ;; integer values

:Label1088BD
0002: jump Label1088DC

:Label1088C4
00D6: if 0
00E1: key_pressed 0 14
004D: jump_if_false Label1088DC
0004: $1AC1 = 1 ;; integer values

:Label1088DC
00D6: if 0
0038: $1AC1 == 1 ;; integer values
004D: jump_if_false Label108959
00D6: if 0
8038: NOT $12 == 3 ;; integer values
004D: jump_if_false Label108930
00D6: if 0
80E1: NOT key_pressed 0 19
004D: jump_if_false Label108929
00BC: text_highpriority "F_CANC" 3000 ms 1 ;; ~r~Fire Fighter mission cancelled!
0004: $1ABA = 1 ;; integer values
0051: return

:Label108929
0002: jump Label108959

:Label108930
00D6: if 0
80E1: NOT key_pressed 0 14
004D: jump_if_false Label108959
00BC: text_highpriority "F_CANC" 3000 ms 1 ;; ~r~Fire Fighter mission cancelled!
0004: $1ABA = 1 ;; integer values
0051: return

:Label108959
0051: return

:Label10895B
00D6: if 0
8038: NOT $1AC9 == 10 ;; integer values
004D: jump_if_false Label108B49
00D6: if 0
8119: NOT car 0@ wrecked
004D: jump_if_false Label108AAC
00D6: if 0
82D0: NOT fire $1A9D extinguished
004D: jump_if_false Label108A37
0227: $1AC6 = car 0@ health
00D6: if 0
001C: $12CB > $1AC8 ;; integer values
004D: jump_if_false Label1089DF
00D6: if 0
001A: 700 > $1AC6 ;; integer values
004D: jump_if_false Label1089D8
020B: explode_car 0@
00BC: text_highpriority "F_FAIL2" 5000 ms 1 ;; ~r~You're too late!
0004: $1ABA = 1 ;; integer values
0051: return

:Label1089D8
0002: jump Label1089E7

:Label1089DF
0224: set_car 0@ health_to 1000

:Label1089E7
00D6: if 0
0038: $1AC9 == 0 ;; integer values
004D: jump_if_false Label108A30
00D6: if 0
003A: $1AC5 == $1AC4 ;; integer values and handles
004D: jump_if_false Label108A30
00A8: set_car 0@ to_psycho_driver
00AD: set_car 0@ max_speed_to 20.0
00AE: unknown_set_car 0@ to_ignore_traffic_lights 2
02AA: set_car 0@ immune_to_nonplayer 1
0004: $1AC9 = 1 ;; integer values

:Label108A30
0002: jump Label108AA5

:Label108A37
00D6: if 0
8038: NOT $1AC9 == 10 ;; integer values
004D: jump_if_false Label108AA5
0164: disable_marker $1AAB
045F: unknown_car 0@ 4
00D6: if 0
0038: $1ABE == 0 ;; integer values
004D: jump_if_false Label108A7D
03C4: set_status_text_to $1ABF 0 (number) "F_EXTIN" ;; FIRES:
0004: $1ABE = 1 ;; integer values

:Label108A7D
018C: play_sound 1 at 0.0 0.0 0.0
0004: $1AC9 = 10 ;; integer values
0008: $1ABF += 1 ;; integer values
0008: $1AC5 += 1 ;; integer values

:Label108AA5
0002: jump Label108B49

:Label108AAC
00D6: if 0
02BF: car 0@ sunk
004D: jump_if_false Label108B31
00D6: if 0
8038: NOT $1AC9 == 10 ;; integer values
004D: jump_if_false Label108B2A
0164: disable_marker $1AAB
045F: unknown_car 0@ 4
00D6: if 0
0038: $1ABE == 0 ;; integer values
004D: jump_if_false Label108B02
03C4: set_status_text_to $1ABF 0 (number) "F_EXTIN" ;; FIRES:
0004: $1ABE = 1 ;; integer values

:Label108B02
018C: play_sound 1 at 0.0 0.0 0.0
0004: $1AC9 = 10 ;; integer values
0008: $1ABF += 1 ;; integer values
0008: $1AC5 += 1 ;; integer values

:Label108B2A
0002: jump Label108B49

:Label108B31
00BC: text_highpriority "F_FAIL2" 5000 ms 1 ;; ~r~You're too late!
0004: $1ABA = 1 ;; integer values
0051: return

:Label108B49
0051: return

:Label108B4B
00D6: if 0
001A: 2 > $1ACD ;; integer values
004D: jump_if_false Label108CF1
00D6: if 0
8118: NOT actor 4@ dead
004D: jump_if_false Label108C35
00D6: if 0
0038: $1ACD == 0 ;; integer values
004D: jump_if_false Label108BB5
00D6: if 0
80DF: NOT actor 4@ driving
004D: jump_if_false Label108BB5
0326: $1AA1 = create_actor 4@ fire
01D0: actor 4@ avoid_player $PLAYER_CHAR
0187: $1AAF = create_marker_above_actor 4@
018B: show_on_radar $1AAF 2
0004: $1ACD = 1 ;; integer values

:Label108BB5
00D6: if 0
0038: $1ACD == 1 ;; integer values
004D: jump_if_false Label108C2E
00D6: if 0
02D0: fire $1AA1 extinguished
004D: jump_if_false Label108C2E
0164: disable_marker $1AAF
0404: increment_fires_extinguished
00D6: if 0
0038: $1ABE == 0 ;; integer values
004D: jump_if_false Label108C06
03C4: set_status_text_to $1ABF 0 (number) "F_EXTIN" ;; FIRES:
0004: $1ABE = 1 ;; integer values

:Label108C06
018C: play_sound 1 at 0.0 0.0 0.0
0008: $1ABF += 1 ;; integer values
0008: $1AC5 += 1 ;; integer values
0004: $1ACD = 2 ;; integer values
:Label108C2E
0002: jump Label108CF1

:Label108C35
00D6: if 0
04AD: 4@
004D: jump_if_false Label108CD9
00D6: if 0
0038: $1ACD == 1 ;; integer values
004D: jump_if_false Label108CBA
02D1: unknown_remove_fire $1AA1
0164: disable_marker $1AAF
0404: increment_fires_extinguished
00D6: if 0
0038: $1ABE == 0 ;; integer values
004D: jump_if_false Label108C8B
03C4: set_status_text_to $1ABF 0 (number) "F_EXTIN" ;; FIRES:
0004: $1ABE = 1 ;; integer values

:Label108C8B
018C: play_sound 1 at 0.0 0.0 0.0
0008: $1ABF += 1 ;; integer values
0008: $1AC5 += 1 ;; integer values
0004: $1ACD = 2 ;; integer values
0002: jump Label108CD2

:Label108CBA
00BC: text_highpriority "F_FAIL2" 5000 ms 1 ;; ~r~You're too late!
0004: $1ABA = 1 ;; integer values
0051: return

:Label108CD2
0002: jump Label108CF1

:Label108CD9
00BC: text_highpriority "F_FAIL2" 5000 ms 1 ;; ~r~You're too late!
0004: $1ABA = 1 ;; integer values
0051: return

:Label108CF1
0051: return

:Label108CF3
0396: 1 (set) useless_flag
00BA: text_styled "F_PASS1" 5000 ms 5 ;; Fire extinguished!
0084: $1ABC = $1AC0 ;; integer values and handles
0068: $1ABC *= $1AC0 ;; integer values
0010: $1ABC *= 50 ;; integer values
0058: $1AC2 += $1ABC ;; integer values
01E3: text_1number_styled "REWARD" $1ABC 6000 ms 6 ;; REWARD $~1~
0109: player $PLAYER_CHAR money += $1ABC
00D6: if 0
0018: $1AC0 > 11 ;; integer values
004D: jump_if_false Label108D81
00D6: if 0
0038: $62F == 0 ;; integer values
004D: jump_if_false Label108D81
055D: make_player $PLAYER_CHAR fireproof 1
03E5: text_box "FIREPRO" ;; Fire Truck Mission level 12 complete. You are now
completely fireproof!!
030C: set_mission_points += 1
0595: (unknown)
0004: $62F = 1 ;; integer values

:Label108D81
0599: set_highest_firefighter_mission_level $1AC0
0008: $1AC0 += 1 ;; integer values
031A: remove_all_fires
0164: disable_marker $1AAB
0164: disable_marker $1AAC
0164: disable_marker $1AAD
0164: disable_marker $1AAE
0164: disable_marker $1AAF
0164: disable_marker $1AB0
0164: disable_marker $1AB1
0164: disable_marker $1AB2
0164: disable_marker $1AB3
0164: disable_marker $1AB4
0164: disable_marker $1AB5
0164: disable_marker $1AB6
0164: disable_marker $1AB7
0164: disable_marker $1AB8
00D6: if 0
00E0: player $PLAYER_CHAR driving
004D: jump_if_false Label108E05
00DA: $12B6 = player $PLAYER_CHAR car
0227: $1AC3 = car $12B6 health
0008: $1AC3 += 150 ;; integer values
0224: set_car $12B6 health_to $1AC3

:Label108E05
01C3: remove_references_to_car 1@ ;; Like turning a car into any random car
00D6: if 0
8119: NOT car 1@ wrecked
004D: jump_if_false Label108E21
02AA: set_car 1@ immune_to_nonplayer 0

:Label108E21
01C3: remove_references_to_car 2@ ;; Like turning a car into any random car
00D6: if 0
8119: NOT car 2@ wrecked
004D: jump_if_false Label108E3D
02AA: set_car 2@ immune_to_nonplayer 0

:Label108E3D
01C3: remove_references_to_car 3@ ;; Like turning a car into any random car
00D6: if 0
8119: NOT car 3@ wrecked
004D: jump_if_false Label108E59
02AA: set_car 3@ immune_to_nonplayer 0

:Label108E59
01C2: remove_references_to_actor 5@ ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor 6@ ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor 7@ ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor 8@ ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor 9@ ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor 10@ ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor 11@ ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor 12@ ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor 13@ ;; Like turning an actor into a random
pedestrian
0249: release_model $1B17
0002: jump Label10713C

:Label108E92
014F: stop_timer $1AB9
0151: remove_status_text $1ABF
00BA: text_styled "F_FAIL1" 5000 ms 5 ;; Fire Fighter mission ended.
01E3: text_1number_styled "TSCORE" $1AC2 6000 ms 6 ;; EARNINGS: $~1~
031A: remove_all_fires
03C7: unknown_maby_cops_density 1.0
0164: disable_marker $1AAB
0164: disable_marker $1AAC
0164: disable_marker $1AAD
0164: disable_marker $1AAE
0164: disable_marker $1AAF
0164: disable_marker $1AB0
0164: disable_marker $1AB1
0164: disable_marker $1AB2
0164: disable_marker $1AB3
0164: disable_marker $1AB4
0164: disable_marker $1AB5
0164: disable_marker $1AB6
0164: disable_marker $1AB7
0164: disable_marker $1AB8
00D6: if 0
8118: NOT actor 5@ dead
004D: jump_if_false Label108F28
02A9: set_actor 5@ immune_to_nonplayer 0
0321: kill_actor 5@

:Label108F28
00D6: if 0
8118: NOT actor 6@ dead
004D: jump_if_false Label108F44
02A9: set_actor 6@ immune_to_nonplayer 0
0321: kill_actor 6@

:Label108F44
00D6: if 0
8118: NOT actor 7@ dead
004D: jump_if_false Label108F60
02A9: set_actor 7@ immune_to_nonplayer 0
0321: kill_actor 7@

:Label108F60
00D6: if 0
8118: NOT actor 8@ dead
004D: jump_if_false Label108F7C
02A9: set_actor 8@ immune_to_nonplayer 0
0321: kill_actor 8@

:Label108F7C
00D6: if 0
8118: NOT actor 9@ dead
004D: jump_if_false Label108F98
02A9: set_actor 9@ immune_to_nonplayer 0
0321: kill_actor 9@

:Label108F98
00D6: if 0
8118: NOT actor 10@ dead
004D: jump_if_false Label108FB4
02A9: set_actor 10@ immune_to_nonplayer 0
0321: kill_actor 10@

:Label108FB4
00D6: if 0
8118: NOT actor 11@ dead
004D: jump_if_false Label108FD0
02A9: set_actor 11@ immune_to_nonplayer 0
0321: kill_actor 11@

:Label108FD0
00D6: if 0
8118: NOT actor 12@ dead
004D: jump_if_false Label108FEC
02A9: set_actor 12@ immune_to_nonplayer 0
0321: kill_actor 12@

:Label108FEC
00D6: if 0
8118: NOT actor 13@ dead
004D: jump_if_false Label109008
02A9: set_actor 13@ immune_to_nonplayer 0
0321: kill_actor 13@

:Label109008
00D6: if 0
8119: NOT car 1@ wrecked
004D: jump_if_false Label109024
02AA: set_car 1@ immune_to_nonplayer 0
020B: explode_car 1@

:Label109024
00D6: if 0
8119: NOT car 2@ wrecked
004D: jump_if_false Label109040
02AA: set_car 2@ immune_to_nonplayer 0
020B: explode_car 2@

:Label109040
00D6: if 0
8119: NOT car 3@ wrecked
004D: jump_if_false Label10905C
02AA: set_car 3@ immune_to_nonplayer 0
020B: explode_car 3@

:Label10905C
0249: release_model $1B17
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
0004: $ONMISSION = 0 ;; integer values
0004: $141 = 0 ;; integer values
00D8: mission_cleanup
0051: return

;-------------Mission 78---------------
; Originally: 'VIGILANTE'

:Label109078
0050: gosub Label10909C
00D6: if 0
0112: wasted_or_busted
004D: jump_if_false Label109093
0050: gosub Label10BE66

:Label109093
0050: gosub Label10BE68
004E: end_thread

:Label10909C
0004: $ONMISSION = 1 ;; integer values
03A4: name_thread "COPCAR"
0001: wait 0 ms
00D6: if 0
0038: $62E == 0 ;; integer values
004D: jump_if_false Label1090C5
0317: increment_mission_attempts

:Label1090C5
054C: use_GXT_table "COPCAR"
0004: $1AEC = 0 ;; integer values
0004: $1AF4 = -100 ;; integer values
0004: $1AF6 = 0 ;; integer values
0004: $1AEF = 0 ;; integer values
0004: $1AFD = 0 ;; integer values
0004: $1AFA = 0 ;; integer values
0004: $1AEE = 0 ;; integer values
0004: $1AF0 = 0 ;; integer values
0004: $1AFC = 0 ;; integer values
0004: $1AF1 = 0 ;; integer values
0004: $1AF2 = 0 ;; integer values
0004: $1AF3 = 0 ;; integer values
0004: $1AF5 = 0 ;; integer values
0004: $1AF7 = 0 ;; integer values
0004: $1AF8 = 0 ;; integer values
0004: $1AF9 = 0 ;; integer values
0004: $1AFB = 0 ;; integer values
0004: $1B17 = 0 ;; integer values
0004: $1B18 = 0 ;; integer values
0005: $1B44 = 4.0 ;; floating-point values
0005: $1B45 = 1.0 ;; floating-point values
0004: $1B19 = 0 ;; integer values
0005: $1316 = 0.0 ;; floating-point values
0005: $1B32 = 0.0 ;; floating-point values
0005: $1B46 = 0.0 ;; floating-point values
0005: $1B47 = 0.0 ;; floating-point values
0005: $1B48 = 0.0 ;; floating-point values
0005: $1B49 = 0.0 ;; floating-point values
0007: 2@ = 0.0 ;; floating-point values
0007: 3@ = 0.0 ;; floating-point values
0007: 4@ = 0.0 ;; floating-point values
0007: 5@ = 0.0 ;; floating-point values
0007: 8@ = 0.0 ;; floating-point values
0007: 9@ = 0.0 ;; floating-point values
0007: 10@ = 0.0 ;; floating-point values
0007: 11@ = 0.0 ;; floating-point values
0247: request_model #COLT45
0247: request_model #TEC9
0247: request_model #RUGER
0247: request_model #CHROMEGUN
0247: request_model #MACHETE
0247: request_model #BAT
038B: load_requested_models

:Label10921B
00D6: if 23
8248: NOT model #COLT45 available
8248: NOT model #TEC9 available
8248: NOT model #RUGER available
8248: NOT model #CHROMEGUN available
004D: jump_if_false Label109245
0001: wait 0 ms
0002: jump Label10921B

:Label109245
00D6: if 21
8248: NOT model #MACHETE available
8248: NOT model #BAT available
004D: jump_if_false Label109265
0001: wait 0 ms
0002: jump Label109245

:Label109265
0481: 6.0
0482: 3.0
00D6: if 0
00E0: player $PLAYER_CHAR driving
004D: jump_if_false Label109292
03C1: $1ADB = player $PLAYER_CHAR car
053F: set_car $1ADB tires_vulnerable 0

:Label109292
0004: $1B06 = 0 ;; integer values
0004: $1B0F = 0 ;; integer values
0004: $1B16 = 0 ;; integer values
0004: $1AEE = 0 ;; integer values
0004: $1AFE = 0 ;; integer values
0004: $1AFF = 0 ;; integer values
0004: $1B00 = 0 ;; integer values
0004: $1B01 = 0 ;; integer values
0004: $1B02 = 0 ;; integer values
0004: $1B03 = 0 ;; integer values
0004: $1B04 = 0 ;; integer values
0004: $1B07 = 0 ;; integer values
0004: $1B08 = 0 ;; integer values
0004: $1B09 = 0 ;; integer values
0004: $1B0A = 0 ;; integer values
0004: $1B0B = 0 ;; integer values
0004: $1B0C = 0 ;; integer values
0004: $1B0D = 0 ;; integer values
0004: $1B10 = 0 ;; integer values
0006: 12@ = 0 ;; integer values
0006: 13@ = 0 ;; integer values
0004: $1B11 = 0 ;; integer values
0004: $1B12 = 0 ;; integer values
0004: $1B13 = 0 ;; integer values
0004: $1B14 = 0 ;; integer values
0005: $1B36 = 0.0 ;; floating-point values
0005: $1B37 = 0.0 ;; floating-point values
0005: $1B38 = 0.0 ;; floating-point values
0005: $1B39 = 0.0 ;; floating-point values
0004: $A05 = 0 ;; integer values
0050: gosub Label10BEB9
0209: $1B18 = random_int 9 95
0247: request_model $1B18

:Label109385
0050: gosub Label10D06A
00D6: if 0
0038: $1AF6 == 1 ;; integer values
004D: jump_if_false Label1093A5
0002: jump Label10BE66

:Label1093A5
0054: store_player $PLAYER_CHAR position_to $5F $60 $1BF
00D6: if 0
0038: $PASSED_COK2_PHNOM_PENH_86 == 0 ;; integer values
004D: jump_if_false Label1093EA
0208: $1B1E = random_float -247.43 683.41
0208: $1B1F = random_float -1813.62 1308.102
0002: jump Label109453

:Label1093EA
00D6: if 0
0056: player $PLAYER_CHAR 0 ()in_rectangle -1802.615 -1518.473 -270.134
1591.896
004D: jump_if_false Label109435
0208: $1B1E = random_float -1802.615 -270.134
0208: $1B1F = random_float -1518.473 1591.896
0002: jump Label109453

:Label109435
0208: $1B1E = random_float -247.43 683.41
0208: $1B1F = random_float -1813.62 1308.102

:Label109453
0005: $1B20 = 10.0 ;; floating-point values
00D6: if 0
001A: 4 > $1AEC ;; integer values
004D: jump_if_false Label109490
03D3: point $1B1E $1B1F $1B20 get_nearby_vector $1B1E $1B1F $1B20 $1B27
0009: $1B20 += .5 ;; floating-point values

:Label109490
00D6: if 1
0018: $1AEC > 3 ;; integer values
001A: 8 > $1AEC ;; integer values
004D: jump_if_false Label109611
04B9: unknown_stuff $1B1E $1B1F $1B20 8.0 500.0 $1B1E $1B1F $1B20 $1B21 $1B22
$1B23 $1B27
00D6: if 3
0042: $1B1E == 0.0 ;; floating-point values
0042: $1B1F == 0.0 ;; floating-point values
0042: $1B21 == 0.0 ;; floating-point values
0042: $1B22 == 0.0 ;; floating-point values
004D: jump_if_false Label109511
0001: wait 0 ms
0002: jump Label109385

:Label109511
0086: $1B33 = $1B21 ;; floating-point values only
0061: $1B33 -= $1B1E ;; floating-point values
0086: $1B34 = $1B22 ;; floating-point values only
0061: $1B34 -= $1B1F ;; floating-point values
0086: $1B42 = $1B33 ;; floating-point values only
0069: $1B42 *= $1B33 ;; floating-point values
0086: $1B43 = $1B34 ;; floating-point values only
0069: $1B43 *= $1B34 ;; floating-point values
0086: $1B35 = $1B42 ;; floating-point values only
0059: $1B35 += $1B43 ;; floating-point values
01FB: $1B35 = square_root $1B35
0005: $1300 = 8.0 ;; floating-point values
0071: $1300 /= $1B35 ;; floating-point values
0086: $1B42 = $1B33 ;; floating-point values only
0069: $1B42 *= $1300 ;; floating-point values
0086: $1B21 = $1B1E ;; floating-point values only
0059: $1B21 += $1B42 ;; floating-point values
0086: $1B43 = $1B34 ;; floating-point values only
0069: $1B43 *= $1300 ;; floating-point values
0086: $1B22 = $1B1F ;; floating-point values only
0059: $1B22 += $1B43 ;; floating-point values
0005: $1300 = 2.0 ;; floating-point values
0071: $1300 /= $1B35 ;; floating-point values
0086: $1B42 = $1B33 ;; floating-point values only
0069: $1B42 *= $1300 ;; floating-point values
0059: $1B1E += $1B42 ;; floating-point values
0086: $1B43 = $1B34 ;; floating-point values only
0069: $1B43 *= $1300 ;; floating-point values
0059: $1B1F += $1B43 ;; floating-point values
0009: $1B20 += .5 ;; floating-point values
0009: $1B23 += .5 ;; floating-point values

:Label109611
00D6: if 1
0018: $1AEC > 7 ;; integer values
001A: 12 > $1AEC ;; integer values
004D: jump_if_false Label109802
04B9: unknown_stuff $1B1E $1B1F $1B20 13.0 500.0 $1B1E $1B1F $1B20 $1B24 $1B25
$1B26 $1B27
00D6: if 3
0042: $1B1E == 0.0 ;; floating-point values
0042: $1B1F == 0.0 ;; floating-point values
0042: $1B24 == 0.0 ;; floating-point values
0042: $1B25 == 0.0 ;; floating-point values
004D: jump_if_false Label109692
0001: wait 0 ms
0002: jump Label109385

:Label109692
0086: $1B33 = $1B24 ;; floating-point values only
0061: $1B33 -= $1B1E ;; floating-point values
0086: $1B34 = $1B25 ;; floating-point values only
0061: $1B34 -= $1B1F ;; floating-point values
0086: $1B42 = $1B33 ;; floating-point values only
0069: $1B42 *= $1B33 ;; floating-point values
0086: $1B43 = $1B34 ;; floating-point values only
0069: $1B43 *= $1B34 ;; floating-point values
0086: $1B35 = $1B42 ;; floating-point values only
0059: $1B35 += $1B43 ;; floating-point values
01FB: $1B35 = square_root $1B35
0005: $1300 = 13.0 ;; floating-point values
0071: $1300 /= $1B35 ;; floating-point values
0086: $1B42 = $1B33 ;; floating-point values only
0069: $1B42 *= $1300 ;; floating-point values
0086: $1B24 = $1B1E ;; floating-point values only
0059: $1B24 += $1B42 ;; floating-point values
0086: $1B43 = $1B34 ;; floating-point values only
0069: $1B43 *= $1300 ;; floating-point values
0086: $1B25 = $1B1F ;; floating-point values only
0059: $1B25 += $1B43 ;; floating-point values
0005: $1300 = 2.0 ;; floating-point values
0071: $1300 /= $1B35 ;; floating-point values
0086: $1B42 = $1B33 ;; floating-point values only
0069: $1B42 *= $1300 ;; floating-point values
0059: $1B1E += $1B42 ;; floating-point values
0086: $1B43 = $1B34 ;; floating-point values only
0069: $1B43 *= $1300 ;; floating-point values
0059: $1B1F += $1B43 ;; floating-point values
0086: $1B21 = $1B1E ;; floating-point values only
0061: $1B21 -= $1B24 ;; floating-point values
0015: $1B21 /= 2.0 ;; floating-point values
0059: $1B21 += $1B24 ;; floating-point values
0086: $1B22 = $1B1F ;; floating-point values only
0061: $1B22 -= $1B25 ;; floating-point values
0015: $1B22 /= 2.0 ;; floating-point values
0059: $1B22 += $1B25 ;; floating-point values
0086: $1B23 = $1B20 ;; floating-point values only
0061: $1B23 -= $1B26 ;; floating-point values
0015: $1B23 /= 2.0 ;; floating-point values
0059: $1B23 += $1B26 ;; floating-point values
0009: $1B20 += .5 ;; floating-point values
0009: $1B23 += .5 ;; floating-point values
0009: $1B26 += .5 ;; floating-point values

:Label109802
00D6: if 0
0022: 7.0 > $1B20 ;; floating-point values
004D: jump_if_false Label109822
0001: wait 0 ms
0002: jump Label109385

:Label109822
0054: store_player $PLAYER_CHAR position_to $5F $60 $61
0509: unknown $1B29 = distance between point $5F $60 and point $1B1E $1B1F
00D6: if 21
0022: 150.0 > $1B29 ;; floating-point values
0020: $1B29 > 600.0 ;; floating-point values
004D: jump_if_false Label10986B
0001: wait 0 ms
0002: jump Label109385

:Label10986B
00D6: if 3
0020: $1B1E > -1905.785 ;; floating-point values
0022: -1105.785 > $1B1E ;; floating-point values
0020: $1B1F > 745.678 ;; floating-point values
0022: 1773.513 > $1B1F ;; floating-point values
004D: jump_if_false Label1098A9
0001: wait 0 ms
0002: jump Label109385

:Label1098A9
00D6: if 3
0020: $1B1E > -265.018 ;; floating-point values
0022: 170.188 > $1B1E ;; floating-point values
0020: $1B1F > -275.942 ;; floating-point values
0022: 1689.059 > $1B1F ;; floating-point values
004D: jump_if_false Label1098E7
0001: wait 0 ms
0002: jump Label109385

:Label1098E7
00D6: if 3
0020: $1B1E > 164.191 ;; floating-point values
0022: 259.713 > $1B1E ;; floating-point values
0020: $1B1F > -187.926 ;; floating-point values
0022: 631.97 > $1B1F ;; floating-point values
004D: jump_if_false Label109925
0001: wait 0 ms
0002: jump Label109385

:Label109925
00D6: if 3
0020: $1B1E > -731.729 ;; floating-point values
0022: -263.334 > $1B1E ;; floating-point values
0020: $1B1F > -4.399 ;; floating-point values
0022: 62.853 > $1B1F ;; floating-point values
004D: jump_if_false Label109963
0001: wait 0 ms
0002: jump Label109385

:Label109963
00D6: if 3
0020: $1B1E > -180.88 ;; floating-point values
0022: 64.112 > $1B1E ;; floating-point values
0020: $1B1F > -499.183 ;; floating-point values
0022: -417.519 > $1B1F ;; floating-point values
004D: jump_if_false Label1099A1
0001: wait 0 ms
0002: jump Label109385

:Label1099A1
00D6: if 3
0020: $1B1E > -762.855 ;; floating-point values
0022: -172.566 > $1B1E ;; floating-point values
0020: $1B1F > -667.099 ;; floating-point values
0022: -224.382 > $1B1F ;; floating-point values
004D: jump_if_false Label1099DF
0001: wait 0 ms
0002: jump Label109385

:Label1099DF
00D6: if 0
0038: $PASSED_COK2_PHNOM_PENH_86 == 0 ;; integer values
004D: jump_if_false Label109AE9
00D6: if 3
0020: $1B1E > -2327.212 ;; floating-point values
0022: -261.402 > $1B1E ;; floating-point values
0020: $1B1F > -2027.821 ;; floating-point values
0022: 1894.426 > $1B1F ;; floating-point values
004D: jump_if_false Label109A2F
0001: wait 0 ms
0002: jump Label109385

:Label109A2F
00D6: if 3
0020: $1B1E > -265.018 ;; floating-point values
0022: 170.188 > $1B1E ;; floating-point values
0020: $1B1F > -275.942 ;; floating-point values
0022: 1689.059 > $1B1F ;; floating-point values
004D: jump_if_false Label109A6D
0001: wait 0 ms
0002: jump Label109385

:Label109A6D
00D6: if 3
0020: $1B1E > -265.657 ;; floating-point values
0022: 36.828 > $1B1E ;; floating-point values
0020: $1B1F > -729.217 ;; floating-point values
0022: -275.488 > $1B1F ;; floating-point values
004D: jump_if_false Label109AAB
0001: wait 0 ms
0002: jump Label109385

:Label109AAB
00D6: if 3
0020: $1B1E > 164.191 ;; floating-point values
0022: 259.713 > $1B1E ;; floating-point values
0020: $1B1F > -187.926 ;; floating-point values
0022: 631.97 > $1B1F ;; floating-point values
004D: jump_if_false Label109AE9
0001: wait 0 ms
0002: jump Label109385

:Label109AE9
0099: $1AED = random_integer_0-to-65535
:Label109AEE
00D6: if 0
0038: $1AED == 0 ;; integer values
004D: jump_if_false Label109B0C
0099: $1AED = random_integer_0-to-65535
0002: jump Label109AEE

:Label109B0C
00D6: if 21
8248: NOT model $1B17 available
8248: NOT model $1B18 available
004D: jump_if_false Label109B4C
0001: wait 0 ms
0050: gosub Label10D06A
00D6: if 0
0038: $1AF6 == 1 ;; integer values
004D: jump_if_false Label109B45
0002: jump Label10BE66

:Label109B45
0002: jump Label109B0C

:Label109B4C
00A5: $1ADC = create_car $1B17 at $1B1E $1B1F $1B20
0224: set_car $1ADC health_to 800
00AE: unknown_set_car $1ADC to_ignore_traffic_lights 2
048B: unknown_car $1ADC timer $1AED
04BD: unknown_car $1ADC 1
0175: set_car $1ADC z_angle_to $1B27
0428: unknown_car $1ADC flag 1

:Label109B8A
00D6: if 0
04F1: unknown_car_check $1ADC
004D: jump_if_false Label109BDC
0001: wait 0 ms
00D6: if 0
0119: car $1ADC wrecked
004D: jump_if_false Label109BB5
0002: jump Label10BE66

:Label109BB5
0050: gosub Label10D06A
00D6: if 0
0038: $1AF6 == 1 ;; integer values
004D: jump_if_false Label109BD5
0002: jump Label10BE66

:Label109BD5
0002: jump Label109B8A

:Label109BDC
0129: $1ADD = create_actor 15 $1B18 in_car $1ADC driverseat
00D6: if 0
8038: NOT $ONMISSION == 1 ;; integer values
004D: jump_if_false Label109C25
018A: $1B1B = create_checkpoint_at $1BD $1BE $1BF
018A: $1B1C = create_checkpoint_at $1BD $1BE $1BF
018A: $1B1D = create_checkpoint_at $1BD $1BE $1BF
:Label109C25
0164: disable_marker $1B1B
0187: $1B1B = create_marker_above_actor $1ADD
0084: $1AEB = $1ADD ;; integer values and handles
0050: gosub Label10CE2E
00D6: if 0
0018: $1AEC > 0 ;; integer values
004D: jump_if_false Label109C78
01C8: $1ADE = create_actor 15 $1B18 in_car $1ADC passenger_seat 0
0084: $1AEB = $1ADE ;; integer values and handles
0050: gosub Label10CE2E
0002: jump Label109C7F

:Label109C78
0004: $1B02 = 1 ;; integer values

:Label109C7F
00D6: if 0
0018: $1AEC > 1 ;; integer values
004D: jump_if_false Label109CB6
01C8: $1ADF = create_actor 15 $1B18 in_car $1ADC passenger_seat 1
0084: $1AEB = $1ADF ;; integer values and handles
0050: gosub Label10CE2E
0002: jump Label109CBD

:Label109CB6
0004: $1B03 = 1 ;; integer values

:Label109CBD
00D6: if 0
0018: $1AEC > 2 ;; integer values
004D: jump_if_false Label109CF4
01C8: $1AE0 = create_actor 15 $1B18 in_car $1ADC passenger_seat 2
0084: $1AEB = $1AE0 ;; integer values and handles
0050: gosub Label10CE2E
0002: jump Label109CFB

:Label109CF4
0004: $1B04 = 1 ;; integer values

:Label109CFB
00D6: if 0
0018: $1AEC > 3 ;; integer values
004D: jump_if_false Label109DCD
00A5: $1AE1 = create_car $1B17 at $1B21 $1B22 $1B23
04BD: unknown_car $1AE1 1
0175: set_car $1AE1 z_angle_to $1B27
0428: unknown_car $1AE1 flag 1
00AE: unknown_set_car $1AE1 to_ignore_traffic_lights 2
0224: set_car $1AE1 health_to 800
048B: unknown_car $1AE1 timer $1AED

:Label109D4B
00D6: if 0
04F1: unknown_car_check $1AE1
004D: jump_if_false Label109D9D
0001: wait 0 ms
00D6: if 0
0119: car $1AE1 wrecked
004D: jump_if_false Label109D76
0002: jump Label10BE66

:Label109D76
0050: gosub Label10D06A
00D6: if 0
0038: $1AF6 == 1 ;; integer values
004D: jump_if_false Label109D96
0002: jump Label10BE66

:Label109D96
0002: jump Label109D4B

:Label109D9D
0129: $1AE2 = create_actor 15 $1B18 in_car $1AE1 driverseat
0084: $1AEB = $1AE2 ;; integer values and handles
0050: gosub Label10CE2E
0164: disable_marker $1B1C
0187: $1B1C = create_marker_above_actor $1AE2
0002: jump Label109DDB

:Label109DCD
0004: $1B0F = 1 ;; integer values
0004: $1B0A = 1 ;; integer values

:Label109DDB
00D6: if 0
0018: $1AEC > 4 ;; integer values
004D: jump_if_false Label109E12
01C8: $1AE3 = create_actor 15 $1B18 in_car $1AE1 passenger_seat 0
0084: $1AEB = $1AE3 ;; integer values and handles
0050: gosub Label10CE2E
0002: jump Label109E19

:Label109E12
0004: $1B0B = 1 ;; integer values

:Label109E19
00D6: if 0
0018: $1AEC > 5 ;; integer values
004D: jump_if_false Label109E50
01C8: $1AE4 = create_actor 15 $1B18 in_car $1AE1 passenger_seat 1
0084: $1AEB = $1AE4 ;; integer values and handles
0050: gosub Label10CE2E
0002: jump Label109E57

:Label109E50
0004: $1B0C = 1 ;; integer values

:Label109E57
00D6: if 0
0018: $1AEC > 6 ;; integer values
004D: jump_if_false Label109E8E
01C8: $1AE5 = create_actor 15 $1B18 in_car $1AE1 passenger_seat 2
0084: $1AEB = $1AE5 ;; integer values and handles
0050: gosub Label10CE2E
0002: jump Label109E95
:Label109E8E
0004: $1B0D = 1 ;; integer values

:Label109E95
00D6: if 0
0018: $1AEC > 7 ;; integer values
004D: jump_if_false Label109F67
00A5: $1AE6 = create_car $1B17 at $1B24 $1B25 $1B26
04BD: unknown_car $1AE6 1
0175: set_car $1AE6 z_angle_to $1B27
0428: unknown_car $1AE6 flag 1
00AE: unknown_set_car $1AE6 to_ignore_traffic_lights 2
0224: set_car $1AE6 health_to 800
048B: unknown_car $1AE6 timer $1AED

:Label109EE5
00D6: if 0
04F1: unknown_car_check $1AE6
004D: jump_if_false Label109F37
0001: wait 0 ms
00D6: if 0
0119: car $1AE6 wrecked
004D: jump_if_false Label109F10
0002: jump Label10BE66

:Label109F10
0050: gosub Label10D06A
00D6: if 0
0038: $1AF6 == 1 ;; integer values
004D: jump_if_false Label109F30
0002: jump Label10BE66

:Label109F30
0002: jump Label109EE5

:Label109F37
0129: $1AE7 = create_actor 15 $1B18 in_car $1AE6 driverseat
0084: $1AEB = $1AE7 ;; integer values and handles
0050: gosub Label10CE2E
0164: disable_marker $1B1D
0187: $1B1D = create_marker_above_actor $1AE7
0002: jump Label109F75

:Label109F67
0004: $1B16 = 1 ;; integer values
0004: $1B11 = 1 ;; integer values

:Label109F75
00D6: if 0
0018: $1AEC > 8 ;; integer values
004D: jump_if_false Label109FAC
01C8: $1AE8 = create_actor 15 $1B18 in_car $1AE6 passenger_seat 0
0084: $1AEB = $1AE8 ;; integer values and handles
0050: gosub Label10CE2E
0002: jump Label109FB3

:Label109FAC
0004: $1B12 = 1 ;; integer values
:Label109FB3
00D6: if 0
0018: $1AEC > 9 ;; integer values
004D: jump_if_false Label109FEA
01C8: $1AE9 = create_actor 15 $1B18 in_car $1AE6 passenger_seat 1
0084: $1AEB = $1AE9 ;; integer values and handles
0050: gosub Label10CE2E
0002: jump Label109FF1

:Label109FEA
0004: $1B13 = 1 ;; integer values

:Label109FF1
00D6: if 0
0018: $1AEC > 10 ;; integer values
004D: jump_if_false Label10A028
01C8: $1AEA = create_actor 15 $1B18 in_car $1AE6 passenger_seat 2
0084: $1AEB = $1AEA ;; integer values and handles
0050: gosub Label10CE2E
0002: jump Label10A02F

:Label10A028
0004: $1B14 = 1 ;; integer values

:Label10A02F
0249: release_model $1B17
0249: release_model $1B18
0050: gosub Label10CBE8
00A0: store_actor $1ADD position_to $1B2A $1B2B $1BF
03AA: play_suspect_last_seen_at $1B2A $1B2B $1BF
0054: store_player $PLAYER_CHAR position_to $5F $60 $61
0086: $12FE = $5F ;; floating-point values only
0061: $12FE -= $1B2A ;; floating-point values
0086: $12FF = $60 ;; floating-point values only
0061: $12FF -= $1B2B ;; floating-point values
0069: $12FE *= $12FE ;; floating-point values
0069: $12FF *= $12FF ;; floating-point values
0086: $1B28 = $12FF ;; floating-point values only
0059: $1B28 += $12FF ;; floating-point values
01FB: $1B28 = square_root $1B28
0071: $1B28 /= $1B44 ;; floating-point values
0011: $1B28 *= 1000.0 ;; floating-point values
008C: $1AFB = float_to_integer $1B28
00D6: if 0
001A: 40000 > $1AFB ;; integer values
004D: jump_if_false Label10A0E8
0004: $1AFB = 40000 ;; integer values

:Label10A0E8
0058: $1AF4 += $1AFB ;; integer values
0014: $1AFB /= 1000 ;; integer values
00D6: if 0
0038: $1AFD == 1 ;; integer values
004D: jump_if_false Label10A123
01E3: text_1number_styled "A_TIME" $1AFB 4000 ms 6 ;; +~1~ seconds
0002: jump Label10A158

:Label10A123
00D6: if 0
001A: 45000 > $1AF4 ;; integer values
004D: jump_if_false Label10A142
0004: $1AF4 = 45000 ;; integer values

:Label10A142
0008: $1AF4 += 30000 ;; integer values
014E: set_timer_to $1AF4 type 1
0004: $1AFD = 1 ;; integer values

:Label10A158
01BD: $12CB = current_time_in_ms
0084: $1B05 = $12CB ;; integer values and handles
0084: $1B0E = $12CB ;; integer values and handles
0084: $1B15 = $12CB ;; integer values and handles
00D6: if 0
001A: 13 > $1AEC ;; integer values
004D: jump_if_false Label10A191
000D: $1B44 -= .1 ;; floating-point values

:Label10A191
0396: 0 (clear) useless_flag
0084: $1B1A = $1AEC ;; integer values and handles
0008: $1B1A += 1 ;; integer values
01E5: text_1number_highpriority "CLEVEL" $1B1A 5000 ms 1 ;; Vigilante Mission
Level ~1~

:Label10A1B6
0001: wait 0 ms
01BD: $12CB = current_time_in_ms
0054: store_player $PLAYER_CHAR position_to $5F $60 $61
0050: gosub Label10D06A
00D6: if 0
0038: $1AF6 == 1 ;; integer values
004D: jump_if_false Label10A1ED
0002: jump Label10BE66

:Label10A1ED
00D6: if 22
0038: $1AFE == -1 ;; integer values
0038: $1B07 == -1 ;; integer values
0038: $1B10 == -1 ;; integer values
004D: jump_if_false Label10A214
0004: $1AEE = 1 ;; integer values

:Label10A214
0008: $A05 += 1 ;; integer values
00D6: if 0
0018: $A05 > 2 ;; integer values
004D: jump_if_false Label10A234
0004: $A05 = 0 ;; integer values

:Label10A234
00D6: if 0
0038: $A05 == 0 ;; integer values
004D: jump_if_false Label10A971
00D6: if 0
8118: NOT actor $1ADD dead
004D: jump_if_false Label10A67C
00D6: if 0
0449: actor $1ADD in_a_car
004D: jump_if_false Label10A4E9
01C3: remove_references_to_car $1ADC ;; Like turning a car into any random car
03C0: $1ADC = actor $1ADD car
00D6: if 0
0038: $1AFE == -1 ;; integer values
004D: jump_if_false Label10A2C5
046D: $1AF2 = unknown_actor $1ADD car car_seats
00D6: if 0
0018: $1AF2 > 0 ;; integer values
004D: jump_if_false Label10A2B6
0084: $1B05 = $12CB ;; integer values and handles
0008: $1B05 += 2000 ;; integer values
0002: jump Label10A2BE

:Label10A2B6
0084: $1B05 = $12CB ;; integer values and handles

:Label10A2BE
0004: $1AFE = 0 ;; integer values

:Label10A2C5
00D6: if 0
0038: $1AFE == 0 ;; integer values
004D: jump_if_false Label10A316
00D6: if 0
001C: $12CB > $1B05 ;; integer values
004D: jump_if_false Label10A316
00AD: set_car $1ADC max_speed_to 100.0
00AE: unknown_set_car $1ADC to_ignore_traffic_lights 2
00A8: set_car $1ADC to_psycho_driver
0084: $1AFF = $12CB ;; integer values and handles
0004: $1AFE = 1 ;; integer values
0004: $1B00 = 0 ;; integer values

:Label10A316
00D6: if 0
0018: $1AFE > 0 ;; integer values
004D: jump_if_false Label10A4E2
00D6: if 0
00DC: player $PLAYER_CHAR driving $1ADC
004D: jump_if_false Label10A343
01CA: actor $1ADD kill_player $PLAYER_CHAR

:Label10A343
0084: $1310 = $1ADC ;; integer values and handles
0084: $1311 = $1B00 ;; integer values and handles
0084: $1312 = $1AFF ;; integer values and handles
0086: $130D = $1B46 ;; floating-point values only
0086: $130E = $1B47 ;; floating-point values only
0086: $130F = $1B48 ;; floating-point values only
00D6: if 0
0020: $1B49 > 0.0 ;; floating-point values
004D: jump_if_false Label10A38F
0050: gosub Label10C5C4

:Label10A38F
0084: $1B00 = $1311 ;; integer values and handles
0084: $1AFF = $1312 ;; integer values and handles
0086: $1B46 = $130D ;; floating-point values only
0086: $1B47 = $130E ;; floating-point values only
0086: $1B48 = $130F ;; floating-point values only
00D6: if 0
0038: $1B00 == -9 ;; integer values
004D: jump_if_false Label10A3D8
046B: unknown_actor $1ADD car $1ADC
0004: $1B00 = 0 ;; integer values

:Label10A3D8
00D6: if 0
8185: NOT car $1ADC health >= 400
004D: jump_if_false Label10A3F3
01CA: actor $1ADD kill_player $PLAYER_CHAR

:Label10A3F3
00D6: if 0
8185: NOT car $1ADC health >= 251
004D: jump_if_false Label10A425
046B: unknown_actor $1ADD car $1ADC
0084: $1B05 = $12CB ;; integer values and handles
0008: $1B05 += 2000 ;; integer values
0002: jump Label10A42D

:Label10A425
0084: $1B05 = $12CB ;; integer values and handles

:Label10A42D
0050: gosub Label10C825
00A0: store_actor $1ADD position_to $1B2A $1B2B $1BF
0086: $12FE = $5F ;; floating-point values only
0061: $12FE -= $1B2A ;; floating-point values
0086: $12FF = $60 ;; floating-point values only
0061: $12FF -= $1B2B ;; floating-point values
0069: $12FE *= $12FE ;; floating-point values
0069: $12FF *= $12FF ;; floating-point values
0086: $1300 = $12FE ;; floating-point values only
0059: $1300 += $12FF ;; floating-point values
01FB: $1300 = square_root $1300
0005: $1B49 = 1000.0 ;; floating-point values
0071: $1B49 /= $1300 ;; floating-point values
00D6: if 0
0020: $1B49 > 100.0 ;; floating-point values
004D: jump_if_false Label10A4BB
0005: $1B49 = 100.0 ;; floating-point values

:Label10A4BB
00D6: if 0
0022: 15.0 > $1B49 ;; floating-point values
004D: jump_if_false Label10A4DA
0005: $1B49 = 15.0 ;; floating-point values

:Label10A4DA
00AD: set_car $1ADC max_speed_to $1B49

:Label10A4E2
0002: jump Label10A675

:Label10A4E9
0004: $1AFE = -1 ;; integer values
0050: gosub Label10C825
00D6: if 0
001C: $12CB > $1B05 ;; integer values
004D: jump_if_false Label10A675
00D6: if 0
00E9: player $PLAYER_CHAR 0 ()near_actor $1ADD radius 45.0 45.0
004D: jump_if_false Label10A5F9
00D6: if 0
80E0: NOT player $PLAYER_CHAR driving
004D: jump_if_false Label10A548
01CA: actor $1ADD kill_player $PLAYER_CHAR
0002: jump Label10A5F2

:Label10A548
00D6: if 0
00E9: player $PLAYER_CHAR 0 ()near_actor $1ADD radius 30.0 30.0
004D: jump_if_false Label10A576
01CA: actor $1ADD kill_player $PLAYER_CHAR
0002: jump Label10A5F2

:Label10A576
0084: $1305 = $1ADD ;; integer values and handles
00D6: if 0
8119: NOT car $1ADC wrecked
004D: jump_if_false Label10A5EB
00D6: if 0
0185: car $1ADC health >= 400
004D: jump_if_false Label10A5DD
00D6: if 0
0202: actor $1ADD near_car $1ADC radius 40.0 40.0 unknown 0
004D: jump_if_false Label10A5CF
01D5: actor $1ADD go_to_and_drive_car $1ADC
0002: jump Label10A5D6

:Label10A5CF
0050: gosub Label10C382

:Label10A5D6
0002: jump Label10A5E4

:Label10A5DD
0050: gosub Label10C382

:Label10A5E4
0002: jump Label10A5F2

:Label10A5EB
0050: gosub Label10C382

:Label10A5F2
0002: jump Label10A675

:Label10A5F9
0084: $1305 = $1ADD ;; integer values and handles
00D6: if 0
8119: NOT car $1ADC wrecked
004D: jump_if_false Label10A66E
00D6: if 0
0185: car $1ADC health >= 400
004D: jump_if_false Label10A660
00D6: if 0
0202: actor $1ADD near_car $1ADC radius 40.0 40.0 unknown 0
004D: jump_if_false Label10A652
01D5: actor $1ADD go_to_and_drive_car $1ADC
0002: jump Label10A659

:Label10A652
0050: gosub Label10C382

:Label10A659
0002: jump Label10A667

:Label10A660
0050: gosub Label10C382

:Label10A667
0002: jump Label10A675

:Label10A66E
0050: gosub Label10C382

:Label10A675
0002: jump Label10A83F

:Label10A67C
0164: disable_marker $1B1B
01C2: remove_references_to_actor $1ADD ;; Like turning an actor into a random
pedestrian
00D6: if 0
0038: $1B01 == 0 ;; integer values
004D: jump_if_false Label10A6DC
0008: $1AEF += 1 ;; integer values
0402: increment_criminals_stopped
018C: play_sound 1 at 0.0 0.0 0.0
00D6: if 0
0038: $1AEF == 1 ;; integer values
004D: jump_if_false Label10A6D5
03C4: set_status_text_to $1AEF 0 (number) "KILLS" ;; KILLS:

:Label10A6D5
0004: $1B01 = 1 ;; integer values

:Label10A6DC
00D6: if 0
8118: NOT actor $1ADE dead
004D: jump_if_false Label10A77E
0084: $1ADD = $1ADE ;; integer values and handles
0004: $1ADE = -1 ;; integer values
0004: $1B01 = 0 ;; integer values
0004: $1B02 = 1 ;; integer values
0187: $1B1B = create_marker_above_actor $1ADD
00D6: if 0
8118: NOT actor $1ADF dead
004D: jump_if_false Label10A744
01DE: tie_actor $1ADF to_actor $1ADD
00D6: if 0
831F: NOT unknown_actor $1ADF unknown_actor $1ADD
004D: jump_if_false Label10A744
01CC: actor $1ADF kill_player $PLAYER_CHAR

:Label10A744
00D6: if 0
8118: NOT actor $1AE0 dead
004D: jump_if_false Label10A777
01DE: tie_actor $1AE0 to_actor $1ADD
00D6: if 0
831F: NOT unknown_actor $1AE0 unknown_actor $1ADD
004D: jump_if_false Label10A777
01CC: actor $1AE0 kill_player $PLAYER_CHAR

:Label10A777
0002: jump Label10A83F

:Label10A77E
01C2: remove_references_to_actor $1ADE ;; Like turning an actor into a random
pedestrian
00D6: if 0
8118: NOT actor $1ADF dead
004D: jump_if_false Label10A7F2
0084: $1ADD = $1ADF ;; integer values and handles
0004: $1ADF = -1 ;; integer values
0004: $1B01 = 0 ;; integer values
0004: $1B03 = 1 ;; integer values
0187: $1B1B = create_marker_above_actor $1ADD
00D6: if 0
8118: NOT actor $1AE0 dead
004D: jump_if_false Label10A7EB
01DE: tie_actor $1AE0 to_actor $1ADD
00D6: if 0
831F: NOT unknown_actor $1AE0 unknown_actor $1ADD
004D: jump_if_false Label10A7EB
01CC: actor $1AE0 kill_player $PLAYER_CHAR

:Label10A7EB
0002: jump Label10A83F

:Label10A7F2
01C2: remove_references_to_actor $1ADF ;; Like turning an actor into a random
pedestrian
00D6: if 0
8118: NOT actor $1AE0 dead
004D: jump_if_false Label10A833
0084: $1ADD = $1AE0 ;; integer values and handles
0004: $1AE0 = -1 ;; integer values
0004: $1B01 = 0 ;; integer values
0004: $1B04 = 1 ;; integer values
0187: $1B1B = create_marker_above_actor $1ADD
0002: jump Label10A83F

:Label10A833
01C2: remove_references_to_actor $1AE0 ;; Like turning an actor into a random
pedestrian
0004: $1B06 = 1 ;; integer values

:Label10A83F
00D6: if 0
0118: actor $1ADE dead
004D: jump_if_false Label10A8A5
00D6: if 0
0038: $1B02 == 0 ;; integer values
004D: jump_if_false Label10A8A5
0008: $1AEF += 1 ;; integer values
0402: increment_criminals_stopped
018C: play_sound 1 at 0.0 0.0 0.0
00D6: if 0
0038: $1AEF == 1 ;; integer values
004D: jump_if_false Label10A89E
03C4: set_status_text_to $1AEF 0 (number) "KILLS" ;; KILLS:

:Label10A89E
0004: $1B02 = 1 ;; integer values

:Label10A8A5
00D6: if 0
0118: actor $1ADF dead
004D: jump_if_false Label10A90B
00D6: if 0
0038: $1B03 == 0 ;; integer values
004D: jump_if_false Label10A90B
0008: $1AEF += 1 ;; integer values
0402: increment_criminals_stopped
018C: play_sound 1 at 0.0 0.0 0.0
00D6: if 0
0038: $1AEF == 1 ;; integer values
004D: jump_if_false Label10A904
03C4: set_status_text_to $1AEF 0 (number) "KILLS" ;; KILLS:

:Label10A904
0004: $1B03 = 1 ;; integer values

:Label10A90B
00D6: if 0
0118: actor $1AE0 dead
004D: jump_if_false Label10A971
00D6: if 0
0038: $1B04 == 0 ;; integer values
004D: jump_if_false Label10A971
0008: $1AEF += 1 ;; integer values
0402: increment_criminals_stopped
018C: play_sound 1 at 0.0 0.0 0.0
00D6: if 0
0038: $1AEF == 1 ;; integer values
004D: jump_if_false Label10A96A
03C4: set_status_text_to $1AEF 0 (number) "KILLS" ;; KILLS:

:Label10A96A
0004: $1B04 = 1 ;; integer values

:Label10A971
00D6: if 0
0038: $A05 == 1 ;; integer values
004D: jump_if_false Label10B281
00D6: if 0
8118: NOT actor $1AE2 dead
004D: jump_if_false Label10AF8C
00D6: if 0
0449: actor $1AE2 in_a_car
004D: jump_if_false Label10ADF9
01C3: remove_references_to_car $1AE1 ;; Like turning a car into any random car
03C0: $1AE1 = actor $1AE2 car
00D6: if 0
0038: $1B07 == -1 ;; integer values
004D: jump_if_false Label10AA02
046D: $1AF2 = unknown_actor $1AE2 car car_seats
00D6: if 0
0018: $1AF2 > 0 ;; integer values
004D: jump_if_false Label10A9F3
0084: $1B0E = $12CB ;; integer values and handles
0008: $1B0E += 2000 ;; integer values
0002: jump Label10A9FB

:Label10A9F3
0084: $1B0E = $12CB ;; integer values and handles

:Label10A9FB
0004: $1B07 = 0 ;; integer values

:Label10AA02
00D6: if 0
0038: $1B07 == 0 ;; integer values
004D: jump_if_false Label10AAA1
00D6: if 0
001C: $12CB > $1B0E ;; integer values
004D: jump_if_false Label10AAA1
00AD: set_car $1AE1 max_speed_to 100.0
00AE: unknown_set_car $1AE1 to_ignore_traffic_lights 2
00D6: if 0
0038: $1AEE == 0 ;; integer values
004D: jump_if_false Label10AA6D
00D6: if 0
8119: NOT car $1ADC wrecked
004D: jump_if_false Label10AA66
00A8: set_car $1AE1 to_psycho_driver
0002: jump Label10AA6D

:Label10AA66
0004: $1AEE = 1 ;; integer values

:Label10AA6D
00D6: if 0
0038: $1AEE == 1 ;; integer values
004D: jump_if_false Label10AA8B
04BD: unknown_car $1AE1 0
00A8: set_car $1AE1 to_psycho_driver

:Label10AA8B
0084: $1B08 = $12CB ;; integer values and handles
0004: $1B07 = 1 ;; integer values
0004: $1B09 = 0 ;; integer values

:Label10AAA1
00D6: if 0
0018: $1B07 > 0 ;; integer values
004D: jump_if_false Label10ADF2
00D6: if 0
00DC: player $PLAYER_CHAR driving $1AE1
004D: jump_if_false Label10AACE
01CA: actor $1AE2 kill_player $PLAYER_CHAR

:Label10AACE
0084: $1310 = $1AE1 ;; integer values and handles
0084: $1311 = $1B09 ;; integer values and handles
0084: $1312 = $1B08 ;; integer values and handles
0088: $130D = 2@ ;; floating-point values only
0088: $130E = 3@ ;; floating-point values only
0088: $130F = 4@ ;; floating-point values only
00D6: if 0
0021: 5@ > 0.0 ;; floating-point values
004D: jump_if_false Label10AB1A
0050: gosub Label10C5C4

:Label10AB1A
0084: $1B09 = $1311 ;; integer values and handles
0084: $1B08 = $1312 ;; integer values and handles
0089: 2@ = $130D ;; floating-point values only
0089: 3@ = $130E ;; floating-point values only
0089: 4@ = $130F ;; floating-point values only
00D6: if 0
0038: $1B09 == -9 ;; integer values
004D: jump_if_false Label10AB63
046B: unknown_actor $1AE2 car $1AE1
0004: $1B09 = 0 ;; integer values

:Label10AB63
00D6: if 0
8185: NOT car $1AE1 health >= 400
004D: jump_if_false Label10AB7E
01CA: actor $1AE2 kill_player $PLAYER_CHAR

:Label10AB7E
00D6: if 0
8185: NOT car $1AE1 health >= 251
004D: jump_if_false Label10ABB0
046B: unknown_actor $1AE2 car $1AE1
0084: $1B0E = $12CB ;; integer values and handles
0008: $1B0E += 2000 ;; integer values
0002: jump Label10ABB8

:Label10ABB0
0084: $1B0E = $12CB ;; integer values and handles

:Label10ABB8
0050: gosub Label10C966
00A0: store_actor $1AE2 position_to 0@ 1@ $1BF
0086: $12FE = $5F ;; floating-point values only
0067: $12FE -= 0@ ;; floating-point values
0086: $12FF = $60 ;; floating-point values only
0067: $12FF -= 1@ ;; floating-point values
0069: $12FE *= $12FE ;; floating-point values
0069: $12FF *= $12FF ;; floating-point values
0086: $1300 = $12FE ;; floating-point values only
0059: $1300 += $12FF ;; floating-point values
01FB: $1300 = square_root $1300
0007: 5@ = 1000.0 ;; floating-point values
0077: 5@ /= $1300 ;; floating-point values
00D6: if 0
0021: 5@ > 100.0 ;; floating-point values
004D: jump_if_false Label10AC46
0007: 5@ = 100.0 ;; floating-point values

:Label10AC46
00D6: if 0
0023: 15.0 > 5@ ;; floating-point values
004D: jump_if_false Label10AC65
0007: 5@ = 15.0 ;; floating-point values

:Label10AC65
00D6: if 0
0038: $1AEE == 0 ;; integer values
004D: jump_if_false Label10ADC5
00D6: if 0
8119: NOT car $1ADC wrecked
004D: jump_if_false Label10ADB9
0084: $1303 = $1AE1 ;; integer values and handles
0084: $1304 = $1ADC ;; integer values and handles
0050: gosub Label10C2AD
0089: 5@ = $1B32 ;; floating-point values only
02F8: unknown_car $1AE1 unknown_cosine $1B40
02F9: unknown_car $1AE1 unknown_sinus $1B41
00AA: store_car $1ADC position_to $1B3A $1B3B $1BF
00AA: store_car $1AE1 position_to $1B3C $1B3D $1BF
0086: $1B2E = $1B3C ;; floating-point values only
0061: $1B2E -= $1B3A ;; floating-point values
0069: $1B40 *= $1B2E ;; floating-point values
0086: $1B2F = $1B3D ;; floating-point values only
0061: $1B2F -= $1B3B ;; floating-point values
0069: $1B41 *= $1B2F ;; floating-point values
0086: $1B36 = $1B40 ;; floating-point values only
0059: $1B36 += $1B41 ;; floating-point values
02F8: unknown_car $1ADC unknown_cosine $1B40
02F9: unknown_car $1ADC unknown_sinus $1B41
00AA: store_car $1AE1 position_to $1B3C $1B3D $1BF
00AA: store_car $1ADC position_to $1B3A $1B3B $1BF
0086: $1B2E = $1B3A ;; floating-point values only
0061: $1B2E -= $1B3C ;; floating-point values
0069: $1B40 *= $1B2E ;; floating-point values
0086: $1B2F = $1B3B ;; floating-point values only
0061: $1B2F -= $1B3D ;; floating-point values
0069: $1B41 *= $1B2F ;; floating-point values
0086: $1B37 = $1B40 ;; floating-point values only
0059: $1B37 += $1B41 ;; floating-point values
00D6: if 0
0020: $1B36 > 0.0 ;; floating-point values
004D: jump_if_false Label10ADB2
00D6: if 0
0022: 0.0 > $1B37 ;; floating-point values
004D: jump_if_false Label10ADB2
0007: 5@ = 0.0 ;; floating-point values

:Label10ADB2
0002: jump Label10ADC5
:Label10ADB9
00A8: set_car $1AE1 to_psycho_driver
0004: $1AEE = 1 ;; integer values

:Label10ADC5
00D6: if 0
0043: 5@ == 0.0 ;; floating-point values
004D: jump_if_false Label10ADEA
0477: unknown_car $1AE1 1 17
0002: jump Label10ADF2

:Label10ADEA
00AD: set_car $1AE1 max_speed_to 5@

:Label10ADF2
0002: jump Label10AF85

:Label10ADF9
0004: $1B07 = -1 ;; integer values
0050: gosub Label10C966
00D6: if 0
001C: $12CB > $1B0E ;; integer values
004D: jump_if_false Label10AF85
00D6: if 0
00E9: player $PLAYER_CHAR 0 ()near_actor $1AE2 radius 40.0 40.0
004D: jump_if_false Label10AF09
00D6: if 0
80E0: NOT player $PLAYER_CHAR driving
004D: jump_if_false Label10AE58
01CA: actor $1AE2 kill_player $PLAYER_CHAR
0002: jump Label10AF02

:Label10AE58
00D6: if 0
00E9: player $PLAYER_CHAR 0 ()near_actor $1AE2 radius 25.0 25.0
004D: jump_if_false Label10AE86
01CA: actor $1AE2 kill_player $PLAYER_CHAR
0002: jump Label10AF02

:Label10AE86
0084: $1305 = $1AE2 ;; integer values and handles
00D6: if 0
8119: NOT car $1AE1 wrecked
004D: jump_if_false Label10AEFB
00D6: if 0
0185: car $1AE1 health >= 400
004D: jump_if_false Label10AEED
00D6: if 0
0202: actor $1AE2 near_car $1AE1 radius 40.0 40.0 unknown 0
004D: jump_if_false Label10AEDF
01D5: actor $1AE2 go_to_and_drive_car $1AE1
0002: jump Label10AEE6

:Label10AEDF
0050: gosub Label10C382

:Label10AEE6
0002: jump Label10AEF4
:Label10AEED
0050: gosub Label10C382

:Label10AEF4
0002: jump Label10AF02

:Label10AEFB
0050: gosub Label10C382

:Label10AF02
0002: jump Label10AF85

:Label10AF09
0084: $1305 = $1AE2 ;; integer values and handles
00D6: if 0
8119: NOT car $1AE1 wrecked
004D: jump_if_false Label10AF7E
00D6: if 0
0185: car $1AE1 health >= 400
004D: jump_if_false Label10AF70
00D6: if 0
0202: actor $1AE2 near_car $1AE1 radius 40.0 40.0 unknown 0
004D: jump_if_false Label10AF62
01D5: actor $1AE2 go_to_and_drive_car $1AE1
0002: jump Label10AF69

:Label10AF62
0050: gosub Label10C382

:Label10AF69
0002: jump Label10AF77

:Label10AF70
0050: gosub Label10C382

:Label10AF77
0002: jump Label10AF85

:Label10AF7E
0050: gosub Label10C382

:Label10AF85
0002: jump Label10B14F

:Label10AF8C
0164: disable_marker $1B1C
01C2: remove_references_to_actor $1AE2 ;; Like turning an actor into a random
pedestrian
00D6: if 0
0038: $1B0A == 0 ;; integer values
004D: jump_if_false Label10AFEC
0008: $1AEF += 1 ;; integer values
0402: increment_criminals_stopped
018C: play_sound 1 at 0.0 0.0 0.0
00D6: if 0
0038: $1AEF == 1 ;; integer values
004D: jump_if_false Label10AFE5
03C4: set_status_text_to $1AEF 0 (number) "KILLS" ;; KILLS:
:Label10AFE5
0004: $1B0A = 1 ;; integer values

:Label10AFEC
00D6: if 0
8118: NOT actor $1AE3 dead
004D: jump_if_false Label10B08E
0084: $1AE2 = $1AE3 ;; integer values and handles
0004: $1AE3 = -1 ;; integer values
0004: $1B0A = 0 ;; integer values
0004: $1B0B = 1 ;; integer values
0187: $1B1C = create_marker_above_actor $1AE2
00D6: if 0
8118: NOT actor $1AE4 dead
004D: jump_if_false Label10B054
01DE: tie_actor $1AE4 to_actor $1AE2
00D6: if 0
831F: NOT unknown_actor $1AE4 unknown_actor $1AE2
004D: jump_if_false Label10B054
01CC: actor $1AE4 kill_player $PLAYER_CHAR

:Label10B054
00D6: if 0
8118: NOT actor $1AE5 dead
004D: jump_if_false Label10B087
01DE: tie_actor $1AE5 to_actor $1AE2
00D6: if 0
831F: NOT unknown_actor $1AE5 unknown_actor $1AE2
004D: jump_if_false Label10B087
01CC: actor $1AE5 kill_player $PLAYER_CHAR

:Label10B087
0002: jump Label10B14F

:Label10B08E
01C2: remove_references_to_actor $1AE3 ;; Like turning an actor into a random
pedestrian
00D6: if 0
8118: NOT actor $1AE4 dead
004D: jump_if_false Label10B102
0084: $1AE2 = $1AE4 ;; integer values and handles
0004: $1AE4 = -1 ;; integer values
0004: $1B0A = 0 ;; integer values
0004: $1B0C = 1 ;; integer values
0187: $1B1C = create_marker_above_actor $1AE2
00D6: if 0
8118: NOT actor $1AE5 dead
004D: jump_if_false Label10B0FB
01DE: tie_actor $1AE5 to_actor $1AE2
00D6: if 0
831F: NOT unknown_actor $1AE5 unknown_actor $1AE2
004D: jump_if_false Label10B0FB
01CC: actor $1AE5 kill_player $PLAYER_CHAR

:Label10B0FB
0002: jump Label10B14F

:Label10B102
01C2: remove_references_to_actor $1AE4 ;; Like turning an actor into a random
pedestrian
00D6: if 0
8118: NOT actor $1AE5 dead
004D: jump_if_false Label10B143
0084: $1AE2 = $1AE5 ;; integer values and handles
0004: $1AE5 = -1 ;; integer values
0004: $1B0A = 0 ;; integer values
0004: $1B0D = 1 ;; integer values
0187: $1B1C = create_marker_above_actor $1AE2
0002: jump Label10B14F

:Label10B143
01C2: remove_references_to_actor $1AE5 ;; Like turning an actor into a random
pedestrian
0004: $1B0F = 1 ;; integer values

:Label10B14F
00D6: if 0
0118: actor $1AE3 dead
004D: jump_if_false Label10B1B5
00D6: if 0
0038: $1B0B == 0 ;; integer values
004D: jump_if_false Label10B1B5
0008: $1AEF += 1 ;; integer values
0402: increment_criminals_stopped
018C: play_sound 1 at 0.0 0.0 0.0
00D6: if 0
0038: $1AEF == 1 ;; integer values
004D: jump_if_false Label10B1AE
03C4: set_status_text_to $1AEF 0 (number) "KILLS" ;; KILLS:

:Label10B1AE
0004: $1B0B = 1 ;; integer values

:Label10B1B5
00D6: if 0
0118: actor $1AE4 dead
004D: jump_if_false Label10B21B
00D6: if 0
0038: $1B0C == 0 ;; integer values
004D: jump_if_false Label10B21B
0008: $1AEF += 1 ;; integer values
0402: increment_criminals_stopped
018C: play_sound 1 at 0.0 0.0 0.0
00D6: if 0
0038: $1AEF == 1 ;; integer values
004D: jump_if_false Label10B214
03C4: set_status_text_to $1AEF 0 (number) "KILLS" ;; KILLS:

:Label10B214
0004: $1B0C = 1 ;; integer values

:Label10B21B
00D6: if 0
0118: actor $1AE5 dead
004D: jump_if_false Label10B281
00D6: if 0
0038: $1B0D == 0 ;; integer values
004D: jump_if_false Label10B281
0008: $1AEF += 1 ;; integer values
0402: increment_criminals_stopped
018C: play_sound 1 at 0.0 0.0 0.0
00D6: if 0
0038: $1AEF == 1 ;; integer values
004D: jump_if_false Label10B27A
03C4: set_status_text_to $1AEF 0 (number) "KILLS" ;; KILLS:

:Label10B27A
0004: $1B0D = 1 ;; integer values

:Label10B281
00D6: if 0
0038: $A05 == 2 ;; integer values
004D: jump_if_false Label10BB91
00D6: if 0
8118: NOT actor $1AE7 dead
004D: jump_if_false Label10B89C
00D6: if 0
0449: actor $1AE7 in_a_car
004D: jump_if_false Label10B709
01C3: remove_references_to_car $1AE6 ;; Like turning a car into any random car
03C0: $1AE6 = actor $1AE7 car
00D6: if 0
0038: $1B10 == -1 ;; integer values
004D: jump_if_false Label10B312
046D: $1AF2 = unknown_actor $1AE7 car car_seats
00D6: if 0
0018: $1AF2 > 0 ;; integer values
004D: jump_if_false Label10B303
0084: $1B15 = $12CB ;; integer values and handles
0008: $1B15 += 2000 ;; integer values
0002: jump Label10B30B

:Label10B303
0084: $1B15 = $12CB ;; integer values and handles

:Label10B30B
0004: $1B10 = 0 ;; integer values

:Label10B312
00D6: if 0
0038: $1B10 == 0 ;; integer values
004D: jump_if_false Label10B3B1
00D6: if 0
001C: $12CB > $1B15 ;; integer values
004D: jump_if_false Label10B3B1
00AD: set_car $1AE6 max_speed_to 100.0
00AE: unknown_set_car $1AE6 to_ignore_traffic_lights 2
00D6: if 0
0038: $1AEE == 0 ;; integer values
004D: jump_if_false Label10B37D
00D6: if 0
8119: NOT car $1AE1 wrecked
004D: jump_if_false Label10B376
00A8: set_car $1AE6 to_psycho_driver
0002: jump Label10B37D

:Label10B376
0004: $1AEE = 1 ;; integer values

:Label10B37D
00D6: if 0
0038: $1AEE == 1 ;; integer values
004D: jump_if_false Label10B39B
04BD: unknown_car $1AE6 0
00A8: set_car $1AE6 to_psycho_driver

:Label10B39B
008B: 12@ = $12CB ;; integer values and handles
0004: $1B10 = 1 ;; integer values
0006: 13@ = 0 ;; integer values

:Label10B3B1
00D6: if 0
0018: $1B10 > 0 ;; integer values
004D: jump_if_false Label10B702
00D6: if 0
00DC: player $PLAYER_CHAR driving $1AE6
004D: jump_if_false Label10B3DE
01CA: actor $1AE7 kill_player $PLAYER_CHAR

:Label10B3DE
0084: $1310 = $1AE6 ;; integer values and handles
008A: $1311 = 13@ ;; integer values and handles
008A: $1312 = 12@ ;; integer values and handles
0088: $130D = 8@ ;; floating-point values only
0088: $130E = 9@ ;; floating-point values only
0088: $130F = 10@ ;; floating-point values only
00D6: if 0
0021: 11@ > 0.0 ;; floating-point values
004D: jump_if_false Label10B42A
0050: gosub Label10C5C4

:Label10B42A
008B: 13@ = $1311 ;; integer values and handles
008B: 12@ = $1312 ;; integer values and handles
0089: 8@ = $130D ;; floating-point values only
0089: 9@ = $130E ;; floating-point values only
0089: 10@ = $130F ;; floating-point values only
00D6: if 0
0039: 13@ == -9 ;; integer values
004D: jump_if_false Label10B473
046B: unknown_actor $1AE7 car $1AE6
0006: 13@ = 0 ;; integer values

:Label10B473
00D6: if 0
8185: NOT car $1AE6 health >= 400
004D: jump_if_false Label10B48E
01CA: actor $1AE7 kill_player $PLAYER_CHAR

:Label10B48E
00D6: if 0
8185: NOT car $1AE6 health >= 251
004D: jump_if_false Label10B4C0
046B: unknown_actor $1AE7 car $1AE6
0084: $1B15 = $12CB ;; integer values and handles
0008: $1B15 += 2000 ;; integer values
0002: jump Label10B4C8

:Label10B4C0
0084: $1B15 = $12CB ;; integer values and handles

:Label10B4C8
0050: gosub Label10CAA7
00A0: store_actor $1AE7 position_to 6@ 7@ $1BF
0086: $12FE = $5F ;; floating-point values only
0067: $12FE -= 6@ ;; floating-point values
0086: $12FF = $60 ;; floating-point values only
0067: $12FF -= 7@ ;; floating-point values
0069: $12FE *= $12FE ;; floating-point values
0069: $12FF *= $12FF ;; floating-point values
0086: $1300 = $12FE ;; floating-point values only
0059: $1300 += $12FF ;; floating-point values
01FB: $1300 = square_root $1300
0007: 11@ = 1000.0 ;; floating-point values
0077: 11@ /= $1300 ;; floating-point values
00D6: if 0
0021: 11@ > 100.0 ;; floating-point values
004D: jump_if_false Label10B556
0007: 11@ = 100.0 ;; floating-point values

:Label10B556
00D6: if 0
0023: 15.0 > 11@ ;; floating-point values
004D: jump_if_false Label10B575
0007: 11@ = 15.0 ;; floating-point values

:Label10B575
00D6: if 0
0038: $1AEE == 0 ;; integer values
004D: jump_if_false Label10B6D5
00D6: if 0
8119: NOT car $1AE1 wrecked
004D: jump_if_false Label10B6C9
0084: $1303 = $1AE6 ;; integer values and handles
0084: $1304 = $1AE1 ;; integer values and handles
0050: gosub Label10C2AD
0089: 11@ = $1B32 ;; floating-point values only
02F8: unknown_car $1AE6 unknown_cosine $1B40
02F9: unknown_car $1AE6 unknown_sinus $1B41
00AA: store_car $1AE1 position_to $1B3C $1B3D $1BF
00AA: store_car $1AE6 position_to $1B3E $1B3F $1BF
0086: $1B2E = $1B3E ;; floating-point values only
0061: $1B2E -= $1B3C ;; floating-point values
0069: $1B40 *= $1B2E ;; floating-point values
0086: $1B2F = $1B3F ;; floating-point values only
0061: $1B2F -= $1B3D ;; floating-point values
0069: $1B41 *= $1B2F ;; floating-point values
0086: $1B38 = $1B40 ;; floating-point values only
0059: $1B38 += $1B41 ;; floating-point values
02F8: unknown_car $1AE1 unknown_cosine $1B40
02F9: unknown_car $1AE1 unknown_sinus $1B41
00AA: store_car $1AE6 position_to $1B3E $1B3F $1BF
00AA: store_car $1AE1 position_to $1B3C $1B3D $1BF
0086: $1B2E = $1B3C ;; floating-point values only
0061: $1B2E -= $1B3E ;; floating-point values
0069: $1B40 *= $1B2E ;; floating-point values
0086: $1B2F = $1B3D ;; floating-point values only
0061: $1B2F -= $1B3F ;; floating-point values
0069: $1B41 *= $1B2F ;; floating-point values
0086: $1B39 = $1B40 ;; floating-point values only
0059: $1B39 += $1B41 ;; floating-point values
00D6: if 0
0020: $1B38 > 0.0 ;; floating-point values
004D: jump_if_false Label10B6C2
00D6: if 0
0022: 0.0 > $1B39 ;; floating-point values
004D: jump_if_false Label10B6C2
0007: 11@ = 0.0 ;; floating-point values

:Label10B6C2
0002: jump Label10B6D5

:Label10B6C9
00A8: set_car $1AE6 to_psycho_driver
0004: $1AEE = 1 ;; integer values

:Label10B6D5
00D6: if 0
0043: 11@ == 0.0 ;; floating-point values
004D: jump_if_false Label10B6FA
0477: unknown_car $1AE6 1 17
0002: jump Label10B702

:Label10B6FA
00AD: set_car $1AE6 max_speed_to 11@

:Label10B702
0002: jump Label10B895

:Label10B709
0004: $1B10 = -1 ;; integer values
0050: gosub Label10CAA7
00D6: if 0
001C: $12CB > $1B15 ;; integer values
004D: jump_if_false Label10B895
00D6: if 0
00E9: player $PLAYER_CHAR 0 ()near_actor $1AE7 radius 40.0 40.0
004D: jump_if_false Label10B819
00D6: if 0
80E0: NOT player $PLAYER_CHAR driving
004D: jump_if_false Label10B768
01CA: actor $1AE7 kill_player $PLAYER_CHAR
0002: jump Label10B812

:Label10B768
00D6: if 0
00E9: player $PLAYER_CHAR 0 ()near_actor $1AE7 radius 25.0 25.0
004D: jump_if_false Label10B796
01CA: actor $1AE7 kill_player $PLAYER_CHAR
0002: jump Label10B812

:Label10B796
0084: $1305 = $1AE7 ;; integer values and handles
00D6: if 0
8119: NOT car $1AE6 wrecked
004D: jump_if_false Label10B80B
00D6: if 0
0185: car $1AE6 health >= 400
004D: jump_if_false Label10B7FD
00D6: if 0
0202: actor $1AE7 near_car $1AE6 radius 40.0 40.0 unknown 0
004D: jump_if_false Label10B7EF
01D5: actor $1AE7 go_to_and_drive_car $1AE6
0002: jump Label10B7F6

:Label10B7EF
0050: gosub Label10C382

:Label10B7F6
0002: jump Label10B804

:Label10B7FD
0050: gosub Label10C382

:Label10B804
0002: jump Label10B812

:Label10B80B
0050: gosub Label10C382

:Label10B812
0002: jump Label10B895

:Label10B819
0084: $1305 = $1AE7 ;; integer values and handles
00D6: if 0
8119: NOT car $1AE6 wrecked
004D: jump_if_false Label10B88E
00D6: if 0
0185: car $1AE6 health >= 400
004D: jump_if_false Label10B880
00D6: if 0
0202: actor $1AE7 near_car $1AE6 radius 40.0 40.0 unknown 0
004D: jump_if_false Label10B872
01D5: actor $1AE7 go_to_and_drive_car $1AE6
0002: jump Label10B879

:Label10B872
0050: gosub Label10C382

:Label10B879
0002: jump Label10B887

:Label10B880
0050: gosub Label10C382

:Label10B887
0002: jump Label10B895

:Label10B88E
0050: gosub Label10C382
:Label10B895
0002: jump Label10BA5F

:Label10B89C
0164: disable_marker $1B1D
01C2: remove_references_to_actor $1AE7 ;; Like turning an actor into a random
pedestrian
00D6: if 0
0038: $1B11 == 0 ;; integer values
004D: jump_if_false Label10B8FC
0008: $1AEF += 1 ;; integer values
0402: increment_criminals_stopped
018C: play_sound 1 at 0.0 0.0 0.0
00D6: if 0
0038: $1AEF == 1 ;; integer values
004D: jump_if_false Label10B8F5
03C4: set_status_text_to $1AEF 0 (number) "KILLS" ;; KILLS:

:Label10B8F5
0004: $1B11 = 1 ;; integer values

:Label10B8FC
00D6: if 0
8118: NOT actor $1AE8 dead
004D: jump_if_false Label10B99E
0084: $1AE7 = $1AE8 ;; integer values and handles
0004: $1AE8 = -1 ;; integer values
0004: $1B11 = 0 ;; integer values
0004: $1B12 = 1 ;; integer values
0187: $1B1D = create_marker_above_actor $1AE7
00D6: if 0
8118: NOT actor $1AE9 dead
004D: jump_if_false Label10B964
01DE: tie_actor $1AE9 to_actor $1AE7
00D6: if 0
831F: NOT unknown_actor $1AE9 unknown_actor $1AE7
004D: jump_if_false Label10B964
01CC: actor $1AE9 kill_player $PLAYER_CHAR

:Label10B964
00D6: if 0
8118: NOT actor $1AEA dead
004D: jump_if_false Label10B997
01DE: tie_actor $1AEA to_actor $1AE7
00D6: if 0
831F: NOT unknown_actor $1AEA unknown_actor $1AE7
004D: jump_if_false Label10B997
01CC: actor $1AEA kill_player $PLAYER_CHAR

:Label10B997
0002: jump Label10BA5F

:Label10B99E
01C2: remove_references_to_actor $1AE8 ;; Like turning an actor into a random
pedestrian
00D6: if 0
8118: NOT actor $1AE9 dead
004D: jump_if_false Label10BA12
0084: $1AE7 = $1AE9 ;; integer values and handles
0004: $1AE9 = -1 ;; integer values
0004: $1B11 = 0 ;; integer values
0004: $1B13 = 1 ;; integer values
0187: $1B1D = create_marker_above_actor $1AE7
00D6: if 0
8118: NOT actor $1AEA dead
004D: jump_if_false Label10BA0B
01DE: tie_actor $1AEA to_actor $1AE7
00D6: if 0
831F: NOT unknown_actor $1AEA unknown_actor $1AE7
004D: jump_if_false Label10BA0B
01CC: actor $1AEA kill_player $PLAYER_CHAR

:Label10BA0B
0002: jump Label10BA5F

:Label10BA12
01C2: remove_references_to_actor $1AE9 ;; Like turning an actor into a random
pedestrian
00D6: if 0
8118: NOT actor $1AEA dead
004D: jump_if_false Label10BA53
0084: $1AE7 = $1AEA ;; integer values and handles
0004: $1AEA = -1 ;; integer values
0004: $1B11 = 0 ;; integer values
0004: $1B14 = 1 ;; integer values
0187: $1B1D = create_marker_above_actor $1AE7
0002: jump Label10BA5F

:Label10BA53
01C2: remove_references_to_actor $1AEA ;; Like turning an actor into a random
pedestrian
0004: $1B16 = 1 ;; integer values

:Label10BA5F
00D6: if 0
0118: actor $1AE8 dead
004D: jump_if_false Label10BAC5
00D6: if 0
0038: $1B12 == 0 ;; integer values
004D: jump_if_false Label10BAC5
0008: $1AEF += 1 ;; integer values
0402: increment_criminals_stopped
018C: play_sound 1 at 0.0 0.0 0.0
00D6: if 0
0038: $1AEF == 1 ;; integer values
004D: jump_if_false Label10BABE
03C4: set_status_text_to $1AEF 0 (number) "KILLS" ;; KILLS:

:Label10BABE
0004: $1B12 = 1 ;; integer values

:Label10BAC5
00D6: if 0
0118: actor $1AE9 dead
004D: jump_if_false Label10BB2B
00D6: if 0
0038: $1B13 == 0 ;; integer values
004D: jump_if_false Label10BB2B
0008: $1AEF += 1 ;; integer values
0402: increment_criminals_stopped
018C: play_sound 1 at 0.0 0.0 0.0
00D6: if 0
0038: $1AEF == 1 ;; integer values
004D: jump_if_false Label10BB24
03C4: set_status_text_to $1AEF 0 (number) "KILLS" ;; KILLS:

:Label10BB24
0004: $1B13 = 1 ;; integer values

:Label10BB2B
00D6: if 0
0118: actor $1AEA dead
004D: jump_if_false Label10BB91
00D6: if 0
0038: $1B14 == 0 ;; integer values
004D: jump_if_false Label10BB91
0008: $1AEF += 1 ;; integer values
0402: increment_criminals_stopped
018C: play_sound 1 at 0.0 0.0 0.0
00D6: if 0
0038: $1AEF == 1 ;; integer values
004D: jump_if_false Label10BB8A
03C4: set_status_text_to $1AEF 0 (number) "KILLS" ;; KILLS:

:Label10BB8A
0004: $1B14 = 1 ;; integer values

:Label10BB91
00D6: if 2
0038: $1B06 == 1 ;; integer values
0038: $1B0F == 1 ;; integer values
0038: $1B16 == 1 ;; integer values
004D: jump_if_false Label10BBB8
0002: jump Label10BBBF

:Label10BBB8
0002: jump Label10A1B6

:Label10BBBF
0578: $1B1A
0008: $1AEC += 1 ;; integer values
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 Label10BC11
03C1: $1ADB = player $PLAYER_CHAR car
053F: set_car $1ADB tires_vulnerable 0
0227: $1AFC = car $1ADB health
0008: $1AFC += 100 ;; integer values
0224: set_car $1ADB health_to $1AFC

:Label10BC11
01C3: remove_references_to_car $1ADC ;; Like turning a car into any random car
01C2: remove_references_to_actor $1ADD ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $1ADE ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $1ADF ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $1AE0 ;; Like turning an actor into a random
pedestrian
01C3: remove_references_to_car $1AE1 ;; Like turning a car into any random car
01C2: remove_references_to_actor $1AE2 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $1AE3 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $1AE4 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $1AE5 ;; Like turning an actor into a random
pedestrian
01C3: remove_references_to_car $1AE6 ;; Like turning a car into any random car
01C2: remove_references_to_actor $1AE7 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $1AE8 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $1AE9 ;; Like turning an actor into a random
pedestrian
01C2: remove_references_to_actor $1AEA ;; Like turning an actor into a random
pedestrian
0164: disable_marker $1B1B
0164: disable_marker $1B1C
0164: disable_marker $1B1D
0084: $1AF1 = $1AEC ;; integer values and handles
0068: $1AF1 *= $1AEC ;; integer values
0010: $1AF1 *= 50 ;; integer values
01E3: text_1number_styled "C_PASS" $1AF1 5000 ms 5 ;; THREAT ELIMINATED: $ ~1~
0109: player $PLAYER_CHAR money += $1AF1
00D6: if 0
0038: $62E == 0 ;; integer values
004D: jump_if_false Label10BCE6
00D6: if 0
0038: $1AEC == 12 ;; integer values
004D: jump_if_false Label10BCE6
03E5: text_box "C_COMP1" ;; Vigilante mission level 12 complete: Your max Body
Armor increased to 150
030C: set_mission_points += 1
055F: set_player $PLAYER_CHAR max_armour += 50
035F: set_actor $PLAYER_ACTOR armour_to 150
0595: (unknown)
0004: $62E = 1 ;; integer values

:Label10BCE6
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 Label10BE04
00D6: if 0
0038: $1AF5 == 0 ;; integer values
004D: jump_if_false Label10BD52
01BD: $1AF0 = current_time_in_ms
00D6: if 0
0018: $1AF4 > 60000 ;; integer values
004D: jump_if_false Label10BD43
0004: $1AF3 = 60000 ;; integer values
0002: jump Label10BD4B

:Label10BD43
0084: $1AF3 = $1AF4 ;; integer values and handles

:Label10BD4B
0004: $1AF5 = 1 ;; integer values

:Label10BD52
01BD: $1AF7 = current_time_in_ms
0084: $1AF8 = $1AF7 ;; integer values and handles
0060: $1AF8 -= $1AF0 ;; integer values
0060: $1AF3 -= $1AF8 ;; integer values
0084: $1AF0 = $1AF7 ;; integer values and handles
0084: $1AF9 = $1AF3 ;; integer values and handles
0014: $1AF9 /= 1000 ;; integer values
00D6: if 0
001A: 1 > $1AF9 ;; integer values
004D: jump_if_false Label10BDD7
0004: $1AF9 = 0 ;; integer values
00D6: if 0
001C: $1AF7 > $1B19 ;; integer values
004D: jump_if_false Label10BDD0
00BC: text_highpriority "C_TIME" 3000 ms 1 ;; ~r~Your time as a law enforcer is
over!
0004: $1AF6 = 1 ;; integer values
0002: jump Label10BE66

:Label10BDD0
0002: jump Label10BDE7

:Label10BDD7
0084: $1B19 = $1AF7 ;; integer values and handles
0008: $1B19 += 1000 ;; integer values

:Label10BDE7
01E5: text_1number_highpriority "COPCART" $1AF9 200 ms 1 ;; ~g~You have ~1~
seconds to return to a police vehicle before the mission ends.
0001: wait 0 ms
0002: jump Label10BCE6

:Label10BE04
0396: 1 (set) useless_flag
00D6: if 0
00E0: player $PLAYER_CHAR driving
004D: jump_if_false Label10BE3E
03C1: $1ADB = player $PLAYER_CHAR car
053F: set_car $1ADB tires_vulnerable 0
0227: $1AFC = car $1ADB health
0008: $1AFC += 100 ;; integer values
0224: set_car $1ADB health_to $1AFC

:Label10BE3E
00D6: if 0
001A: 13 > $1AEC ;; integer values
004D: jump_if_false Label10BE5F
000D: $1B45 -= .05 ;; floating-point values
03C7: unknown_maby_cops_density $1B45
:Label10BE5F
0002: jump Label109292

:Label10BE66
0051: return

:Label10BE68
0004: $ONMISSION = 0 ;; integer values
0164: disable_marker $1B1B
0164: disable_marker $1B1C
0164: disable_marker $1B1D
014F: stop_timer $1AF4
0151: remove_status_text $1AEF
0249: release_model $1B17
0249: release_model $1B18
0249: release_model #COLT45
0249: release_model #TEC9
0249: release_model #RUGER
0249: release_model #CHROMEGUN
0249: release_model #MACHETE
0249: release_model #BAT
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
00D8: mission_cleanup
0051: return

:Label10BEB9
00D6: if 0
0018: $1AEC > 1 ;; integer values
004D: jump_if_false Label10BEDB
0209: $101F = random_int 26 37
0002: jump Label10BEE4

:Label10BEDB
0209: $101F = random_int 0 37

:Label10BEE4
00D6: if 0
0038: $101F == 0 ;; integer values
004D: jump_if_false Label10BEFE
04AE: unknown $1B17 radar_icon_or_model 191

:Label10BEFE
00D6: if 0
0038: $101F == 1 ;; integer values
004D: jump_if_false Label10BF18
04AE: unknown $1B17 radar_icon_or_model 192

:Label10BF18
00D6: if 0
0038: $101F == 2 ;; integer values
004D: jump_if_false Label10BF32
04AE: unknown $1B17 radar_icon_or_model 193

:Label10BF32
00D6: if 0
0038: $101F == 3 ;; integer values
004D: jump_if_false Label10BF4C
04AE: unknown $1B17 radar_icon_or_model 198
:Label10BF4C
00D6: if 0
0038: $101F == 4 ;; integer values
004D: jump_if_false Label10BF66
04AE: unknown $1B17 radar_icon_or_model 210

:Label10BF66
00D6: if 0
0038: $101F == 5 ;; integer values
004D: jump_if_false Label10BF80
04AE: unknown $1B17 radar_icon_or_model 132

:Label10BF80
00D6: if 0
0038: $101F == 6 ;; integer values
004D: jump_if_false Label10BF9A
04AE: unknown $1B17 radar_icon_or_model 141

:Label10BF9A
00D6: if 0
0038: $101F == 7 ;; integer values
004D: jump_if_false Label10BFB4
04AE: unknown $1B17 radar_icon_or_model 145

:Label10BFB4
00D6: if 0
0038: $101F == 8 ;; integer values
004D: jump_if_false Label10BFCE
04AE: unknown $1B17 radar_icon_or_model 159

:Label10BFCE
00D6: if 0
0038: $101F == 9 ;; integer values
004D: jump_if_false Label10BFE8
04AE: unknown $1B17 radar_icon_or_model 207

:Label10BFE8
00D6: if 0
0038: $101F == 10 ;; integer values
004D: jump_if_false Label10C002
04AE: unknown $1B17 radar_icon_or_model 154

:Label10C002
00D6: if 0
0038: $101F == 11 ;; integer values
004D: jump_if_false Label10C01C
04AE: unknown $1B17 radar_icon_or_model 131

:Label10C01C
00D6: if 0
0038: $101F == 12 ;; integer values
004D: jump_if_false Label10C036
04AE: unknown $1B17 radar_icon_or_model 133

:Label10C036
00D6: if 0
0038: $101F == 13 ;; integer values
004D: jump_if_false Label10C050
04AE: unknown $1B17 radar_icon_or_model 140
:Label10C050
00D6: if 0
0038: $101F == 14 ;; integer values
004D: jump_if_false Label10C06A
04AE: unknown $1B17 radar_icon_or_model 143

:Label10C06A
00D6: if 0
0038: $101F == 15 ;; integer values
004D: jump_if_false Label10C084
04AE: unknown $1B17 radar_icon_or_model 144

:Label10C084
00D6: if 0
0038: $101F == 16 ;; integer values
004D: jump_if_false Label10C09E
04AE: unknown $1B17 radar_icon_or_model 152

:Label10C09E
00D6: if 0
0038: $101F == 17 ;; integer values
004D: jump_if_false Label10C0B8
04AE: unknown $1B17 radar_icon_or_model 149

:Label10C0B8
00D6: if 0
0038: $101F == 18 ;; integer values
004D: jump_if_false Label10C0D2
04AE: unknown $1B17 radar_icon_or_model 153

:Label10C0D2
00D6: if 0
0038: $101F == 19 ;; integer values
004D: jump_if_false Label10C0EC
04AE: unknown $1B17 radar_icon_or_model 169

:Label10C0EC
00D6: if 0
0038: $101F == 20 ;; integer values
004D: jump_if_false Label10C106
04AE: unknown $1B17 radar_icon_or_model 186

:Label10C106
00D6: if 0
0038: $101F == 21 ;; integer values
004D: jump_if_false Label10C120
04AE: unknown $1B17 radar_icon_or_model 205

:Label10C120
00D6: if 0
0038: $101F == 22 ;; integer values
004D: jump_if_false Label10C13A
04AE: unknown $1B17 radar_icon_or_model 212

:Label10C13A
00D6: if 0
0038: $101F == 23 ;; integer values
004D: jump_if_false Label10C154
04AE: unknown $1B17 radar_icon_or_model 208

:Label10C154
00D6: if 0
0038: $101F == 24 ;; integer values
004D: jump_if_false Label10C16E
04AE: unknown $1B17 radar_icon_or_model 204

:Label10C16E
00D6: if 0
0038: $101F == 25 ;; integer values
004D: jump_if_false Label10C188
04AE: unknown $1B17 radar_icon_or_model 170

:Label10C188
00D6: if 0
0038: $101F == 26 ;; integer values
004D: jump_if_false Label10C1A2
04AE: unknown $1B17 radar_icon_or_model 135

:Label10C1A2
00D6: if 0
0038: $101F == 27 ;; integer values
004D: jump_if_false Label10C1BC
04AE: unknown $1B17 radar_icon_or_model 148

:Label10C1BC
00D6: if 0
0038: $101F == 28 ;; integer values
004D: jump_if_false Label10C1D6
04AE: unknown $1B17 radar_icon_or_model 151

:Label10C1D6
00D6: if 0
0038: $101F == 29 ;; integer values
004D: jump_if_false Label10C1F0
04AE: unknown $1B17 radar_icon_or_model 130

:Label10C1F0
00D6: if 0
0038: $101F == 30 ;; integer values
004D: jump_if_false Label10C20A
04AE: unknown $1B17 radar_icon_or_model 134

:Label10C20A
00D6: if 0
0038: $101F == 31 ;; integer values
004D: jump_if_false Label10C224
04AE: unknown $1B17 radar_icon_or_model 175

:Label10C224
00D6: if 0
0038: $101F == 32 ;; integer values
004D: jump_if_false Label10C23E
04AE: unknown $1B17 radar_icon_or_model 196

:Label10C23E
00D6: if 0
0038: $101F == 33 ;; integer values
004D: jump_if_false Label10C258
04AE: unknown $1B17 radar_icon_or_model 197

:Label10C258
00D6: if 0
0038: $101F == 34 ;; integer values
004D: jump_if_false Label10C272
04AE: unknown $1B17 radar_icon_or_model 222

:Label10C272
00D6: if 0
0038: $101F == 35 ;; integer values
004D: jump_if_false Label10C28C
04AE: unknown $1B17 radar_icon_or_model 209

:Label10C28C
00D6: if 0
0038: $101F == 36 ;; integer values
004D: jump_if_false Label10C2A6
04AE: unknown $1B17 radar_icon_or_model 174

:Label10C2A6
0247: request_model $1B17
0051: return

:Label10C2AD
00D6: if 0
0038: $1304 == -1 ;; integer values
004D: jump_if_false Label10C2D4
0054: store_player $PLAYER_CHAR position_to $1B30 $1B31 $1B2E
0002: jump Label10C2E2

:Label10C2D4
00AA: store_car $1304 position_to $1B30 $1B31 $1B2E

:Label10C2E2
00AA: store_car $1303 position_to $1B2C $1B2D $1B2E
0086: $1B2E = $1B2C ;; floating-point values only
0061: $1B2E -= $1B30 ;; floating-point values
0086: $1B2F = $1B2D ;; floating-point values only
0061: $1B2F -= $1B31 ;; floating-point values
0069: $1B2E *= $1B2E ;; floating-point values
0069: $1B2F *= $1B2F ;; floating-point values
0059: $1B2E += $1B2F ;; floating-point values
01FB: $1B2E = square_root $1B2E
0086: $1B32 = $1B2E ;; floating-point values only
0009: $1B32 += 3.0 ;; floating-point values
00D6: if 0
0020: $1B32 > 100.0 ;; floating-point values
004D: jump_if_false Label10C361
0005: $1B32 = 100.0 ;; floating-point values

:Label10C361
00D6: if 0
0022: 0.0 > $1B32 ;; floating-point values
004D: jump_if_false Label10C380
0005: $1B32 = 0.0 ;; floating-point values

:Label10C380
0051: return

:Label10C382
00D6: if 0
8118: NOT actor $1305 dead
004D: jump_if_false Label10C5C2
00A0: store_actor $1305 position_to $1308 $1309 $130A
00D6: if 0
0042: $1316 == 919.9 ;; floating-point values
004D: jump_if_false Label10C3C6
00A5: $1C3 = create_car $1B17 at $1308 $1309 $130A

:Label10C3C6
00D6: if 0
00E9: player $PLAYER_CHAR 0 ()near_actor $1305 radius 40.0 40.0
004D: jump_if_false Label10C4E5
0086: $130B = $1308 ;; floating-point values only
0009: $130B += 40.0 ;; floating-point values
0086: $130C = $1309 ;; floating-point values only
0009: $130C += 40.0 ;; floating-point values
000D: $1308 -= 40.0 ;; floating-point values
000D: $1309 -= 40.0 ;; floating-point values
01C3: remove_references_to_car $1C3 ;; Like turning a car into any random car
0004: $1C3 = -1 ;; integer values
0327: $1C3 = create_random_car_with_actors -1 in_area $1308 $1309 $130B $130C
00D6: if 21
0038: $1C3 == -1 ;; integer values
003A: $1ADC == $1C3 ;; integer values and handles
004D: jump_if_false Label10C465
01CA: actor $1305 kill_player $PLAYER_CHAR
0002: jump Label10C4DE

:Label10C465
00D6: if 0
0185: car $1C3 health >= 400
004D: jump_if_false Label10C4CA
046D: $1AF2 = unknown_actor $1305 car car_seats
01EA: $134B = car $1C3 max_passengers
00D6: if 0
801C: NOT $1AF2 > $134B ;; integer values
004D: jump_if_false Label10C4BB
020A: set_car $1C3 door_status_to 1
00AD: set_car $1C3 max_speed_to 0.0
01D5: actor $1305 go_to_and_drive_car $1C3
0002: jump Label10C4C3

:Label10C4BB
01CA: actor $1305 kill_player $PLAYER_CHAR

:Label10C4C3
0002: jump Label10C4DE

:Label10C4CA
01CA: actor $1305 kill_player $PLAYER_CHAR
01C3: remove_references_to_car $1C3 ;; Like turning a car into any random car
0004: $1C3 = -1 ;; integer values

:Label10C4DE
0002: jump Label10C5C2
:Label10C4E5
03D3: point $1308 $1309 $130A get_nearby_vector $1308 $1309 $130A $1316
00D6: if 0
80C2: NOT sphere_onscreen $1308 $1309 $130A 3.0
004D: jump_if_false Label10C5C2
00D6: if 0
838A: NOT car_in_cube $1308 $1309 $130A 3.0 3.0 2.0
004D: jump_if_false Label10C579
00D6: if 0
0248: model $1B17 available
004D: jump_if_false Label10C572
01C3: remove_references_to_car $1C3 ;; Like turning a car into any random car
00A5: $1C3 = create_car $1B17 at $1308 $1309 $130A
0175: set_car $1C3 z_angle_to $1316
01D5: actor $1305 go_to_and_drive_car $1C3

:Label10C572
0002: jump Label10C5C2

:Label10C579
00D6: if 0
00FF: actor $1305 0 ()near_point_on_foot $1308 $1309 $130A radius 3.0 3.0 2.0
004D: jump_if_false Label10C5C2
02C0: set $1308 $1309 $130A to_ped_path_coords_closest_to $1308 $1309 $130A
0239: actor $1305 run_to $1308 $1309

:Label10C5C2
0051: return

:Label10C5C4
01BD: $1317 = current_time_in_ms
00D6: if 0
8119: NOT car $1310 wrecked
004D: jump_if_false Label10C823
00D6: if 1
01F4: car $1310 flipped
01C1: car $1310 stopped
004D: jump_if_false Label10C68F
0004: $1AEE = 1 ;; integer values
00D6: if 0
01FC: player $PLAYER_CHAR near_car $1310 radius 90.0 90.0 0
004D: jump_if_false Label10C629
03ED: (unknown) $1310 0
0004: $1311 = -9 ;; integer values
0002: jump Label10C68F

:Label10C629
00D6: if 0
82CA: NOT car $1310 bounding_sphere_visible
004D: jump_if_false Label10C68F
00AA: store_car $1310 position_to $1313 $1314 $1315
03D3: point $1313 $1314 $1315 get_nearby_vector $1313 $1314 $1315 $1316
00D6: if 0
80C2: NOT sphere_onscreen $1313 $1314 $1315 4.0
004D: jump_if_false Label10C68F
00AB: put_car $1310 at $1313 $1314 $1315
0175: set_car $1310 z_angle_to $1316
:Label10C68F
00D6: if 0
01AF: car $1310 0 ()near_point $130D $130E $130F radius 4.0 4.0 4.0
004D: jump_if_false Label10C7E4
00D6: if 0
0038: $1311 == 0 ;; integer values
004D: jump_if_false Label10C6DA
0084: $1312 = $1317 ;; integer values and handles
0004: $1311 = 1 ;; integer values

:Label10C6DA
0060: $1317 -= $1312 ;; integer values
00D6: if 0
0038: $1311 == 1 ;; integer values
004D: jump_if_false Label10C7E4
00D6: if 0
0018: $1317 > 8000 ;; integer values
004D: jump_if_false Label10C7E4
00D6: if 0
01FC: player $PLAYER_CHAR near_car $1310 radius 90.0 90.0 0
004D: jump_if_false Label10C743
03ED: (unknown) $1310 0
0084: $1312 = $1317 ;; integer values and handles
0004: $1311 = -9 ;; integer values
0002: jump Label10C7E4

:Label10C743
00D6: if 0
82CA: NOT car $1310 bounding_sphere_visible
004D: jump_if_false Label10C7E4
00AA: store_car $1310 position_to $1313 $1314 $1315
03D3: point $1313 $1314 $1315 get_nearby_vector $1313 $1314 $1315 $1316
00D6: if 0
838A: NOT car_in_cube $1313 $1314 $1315 4.0 4.0 4.0
004D: jump_if_false Label10C7E4
00D6: if 0
80C2: NOT sphere_onscreen $1313 $1314 $1315 4.0
004D: jump_if_false Label10C7E4
00AB: put_car $1310 at $1313 $1314 $1315
0175: set_car $1310 z_angle_to $1316
0084: $1312 = $1317 ;; integer values and handles
0004: $1311 = 0 ;; integer values
0004: $1AEE = 1 ;; integer values

:Label10C7E4
00D6: if 0
81AF: NOT car $1310 0 ()near_point $130D $130E $130F radius 4.0 4.0 4.0
004D: jump_if_false Label10C823
00AA: store_car $1310 position_to $130D $130E $130F
0004: $1311 = 0 ;; integer values

:Label10C823
0051: return

:Label10C825
00D6: if 0
8118: NOT actor $1ADD dead
004D: jump_if_false Label10C964
00D6: if 0
8118: NOT actor $1ADE dead
004D: jump_if_false Label10C895
00D6: if 0
831F: NOT unknown_actor $1ADE unknown_actor $1ADD
004D: jump_if_false Label10C88E
00D6: if 0
00F2: actor $1ADE near_actor $1ADD radius 30.0 30.0 0
004D: jump_if_false Label10C886
01DE: tie_actor $1ADE to_actor $1ADD
0002: jump Label10C88E

:Label10C886
01CC: actor $1ADE kill_player $PLAYER_CHAR

:Label10C88E
0002: jump Label10C89A

:Label10C895
01C2: remove_references_to_actor $1ADE ;; Like turning an actor into a random
pedestrian

:Label10C89A
00D6: if 0
8118: NOT actor $1ADF dead
004D: jump_if_false Label10C8FA
00D6: if 0
831F: NOT unknown_actor $1ADF unknown_actor $1ADD
004D: jump_if_false Label10C8F3
00D6: if 0
00F2: actor $1ADF near_actor $1ADD radius 30.0 30.0 0
004D: jump_if_false Label10C8EB
01DE: tie_actor $1ADF to_actor $1ADD
0002: jump Label10C8F3

:Label10C8EB
01CC: actor $1ADF kill_player $PLAYER_CHAR

:Label10C8F3
0002: jump Label10C8FF

:Label10C8FA
01C2: remove_references_to_actor $1ADF ;; Like turning an actor into a random
pedestrian

:Label10C8FF
00D6: if 0
8118: NOT actor $1AE0 dead
004D: jump_if_false Label10C95F
00D6: if 0
831F: NOT unknown_actor $1AE0 unknown_actor $1ADD
004D: jump_if_false Label10C958
00D6: if 0
00F2: actor $1AE0 near_actor $1ADD radius 30.0 30.0 0
004D: jump_if_false Label10C950
01DE: tie_actor $1AE0 to_actor $1ADD
0002: jump Label10C958

:Label10C950
01CC: actor $1AE0 kill_player $PLAYER_CHAR
:Label10C958
0002: jump Label10C964

:Label10C95F
01C2: remove_references_to_actor $1AE0 ;; Like turning an actor into a random
pedestrian

:Label10C964
0051: return

:Label10C966
00D6: if 0
8118: NOT actor $1AE2 dead
004D: jump_if_false Label10CAA5
00D6: if 0
8118: NOT actor $1AE3 dead
004D: jump_if_false Label10C9D6
00D6: if 0
831F: NOT unknown_actor $1AE3 unknown_actor $1AE2
004D: jump_if_false Label10C9CF
00D6: if 0
00F2: actor $1AE3 near_actor $1AE2 radius 30.0 30.0 0
004D: jump_if_false Label10C9C7
01DE: tie_actor $1AE3 to_actor $1AE2
0002: jump Label10C9CF

:Label10C9C7
01CC: actor $1AE3 kill_player $PLAYER_CHAR

:Label10C9CF
0002: jump Label10C9DB

:Label10C9D6
01C2: remove_references_to_actor $1AE3 ;; Like turning an actor into a random
pedestrian

:Label10C9DB
00D6: if 0
8118: NOT actor $1AE4 dead
004D: jump_if_false Label10CA3B
00D6: if 0
831F: NOT unknown_actor $1AE4 unknown_actor $1AE2
004D: jump_if_false Label10CA34
00D6: if 0
00F2: actor $1AE4 near_actor $1AE2 radius 30.0 30.0 0
004D: jump_if_false Label10CA2C
01DE: tie_actor $1AE4 to_actor $1AE2
0002: jump Label10CA34

:Label10CA2C
01CC: actor $1AE4 kill_player $PLAYER_CHAR

:Label10CA34
0002: jump Label10CA40

:Label10CA3B
01C2: remove_references_to_actor $1AE4 ;; Like turning an actor into a random
pedestrian
:Label10CA40
00D6: if 0
8118: NOT actor $1AE5 dead
004D: jump_if_false Label10CAA0
00D6: if 0
831F: NOT unknown_actor $1AE5 unknown_actor $1AE2
004D: jump_if_false Label10CA99
00D6: if 0
00F2: actor $1AE5 near_actor $1AE2 radius 30.0 30.0 0
004D: jump_if_false Label10CA91
01DE: tie_actor $1AE5 to_actor $1AE2
0002: jump Label10CA99

:Label10CA91
01CC: actor $1AE5 kill_player $PLAYER_CHAR

:Label10CA99
0002: jump Label10CAA5

:Label10CAA0
01C2: remove_references_to_actor $1AE5 ;; Like turning an actor into a random
pedestrian

:Label10CAA5
0051: return

:Label10CAA7
00D6: if 0
8118: NOT actor $1AE7 dead
004D: jump_if_false Label10CBE6
00D6: if 0
8118: NOT actor $1AE8 dead
004D: jump_if_false Label10CB17
00D6: if 0
831F: NOT unknown_actor $1AE8 unknown_actor $1AE7
004D: jump_if_false Label10CB10
00D6: if 0
00F2: actor $1AE8 near_actor $1AE7 radius 30.0 30.0 0
004D: jump_if_false Label10CB08
01DE: tie_actor $1AE8 to_actor $1AE7
0002: jump Label10CB10

:Label10CB08
01CC: actor $1AE8 kill_player $PLAYER_CHAR

:Label10CB10
0002: jump Label10CB1C

:Label10CB17
01C2: remove_references_to_actor $1AE8 ;; Like turning an actor into a random
pedestrian

:Label10CB1C
00D6: if 0
8118: NOT actor $1AE9 dead
004D: jump_if_false Label10CB7C
00D6: if 0
831F: NOT unknown_actor $1AE9 unknown_actor $1AE7
004D: jump_if_false Label10CB75
00D6: if 0
00F2: actor $1AE9 near_actor $1AE7 radius 30.0 30.0 0
004D: jump_if_false Label10CB6D
01DE: tie_actor $1AE9 to_actor $1AE7
0002: jump Label10CB75

:Label10CB6D
01CC: actor $1AE9 kill_player $PLAYER_CHAR

:Label10CB75
0002: jump Label10CB81

:Label10CB7C
01C2: remove_references_to_actor $1AE9 ;; Like turning an actor into a random
pedestrian

:Label10CB81
00D6: if 0
8118: NOT actor $1AEA dead
004D: jump_if_false Label10CBE1
00D6: if 0
831F: NOT unknown_actor $1AEA unknown_actor $1AE7
004D: jump_if_false Label10CBDA
00D6: if 0
00F2: actor $1AEA near_actor $1AE7 radius 30.0 30.0 0
004D: jump_if_false Label10CBD2
01DE: tie_actor $1AEA to_actor $1AE7
0002: jump Label10CBDA

:Label10CBD2
01CC: actor $1AEA kill_player $PLAYER_CHAR

:Label10CBDA
0002: jump Label10CBE6

:Label10CBE1
01C2: remove_references_to_actor $1AEA ;; Like turning an actor into a random
pedestrian

:Label10CBE6
0051: return

:Label10CBE8
00D6: if 0
8118: NOT actor $1ADD dead
004D: jump_if_false Label10CE2C
00D6: if 0
0154: actor $1ADD in_zone "VICE_C"
004D: jump_if_false Label10CC27
0384: text_1string "C_BREIF" "VICE_C" 5000 ms 1 ;; Vice City

:Label10CC27
00D6: if 0
0154: actor $1ADD in_zone "BEACH1"
004D: jump_if_false Label10CC56
0384: text_1string "C_BREIF" "BEACH1" 5000 ms 1 ;; Ocean Beach

:Label10CC56
00D6: if 0
0154: actor $1ADD in_zone "BEACH2"
004D: jump_if_false Label10CC85
0384: text_1string "C_BREIF" "BEACH2" 5000 ms 1 ;; Washington Beach

:Label10CC85
00D6: if 0
0154: actor $1ADD in_zone "BEACH3"
004D: jump_if_false Label10CCB4
0384: text_1string "C_BREIF" "BEACH3" 5000 ms 1 ;; Vice Point

:Label10CCB4
00D6: if 0
0154: actor $1ADD in_zone "GOLFC"
004D: jump_if_false Label10CCE3
0384: text_1string "C_BREIF" "GOLFC" 5000 ms 1 ;; Leaf Links

:Label10CCE3
00D6: if 0
0154: actor $1ADD in_zone "STARI"
004D: jump_if_false Label10CD12
0384: text_1string "C_BREIF" "STARI" 5000 ms 1 ;; Starfish Island

:Label10CD12
00D6: if 0
0154: actor $1ADD in_zone "DOCKS"
004D: jump_if_false Label10CD41
0384: text_1string "C_BREIF" "DOCKS" 5000 ms 1 ;; Viceport

:Label10CD41
00D6: if 0
0154: actor $1ADD in_zone "HAVANA"
004D: jump_if_false Label10CD70
0384: text_1string "C_BREIF" "HAVANA" 5000 ms 1 ;; Little Havana

:Label10CD70
00D6: if 0
0154: actor $1ADD in_zone "HAITI"
004D: jump_if_false Label10CD9F
0384: text_1string "C_BREIF" "HAITI" 5000 ms 1 ;; Little Haiti

:Label10CD9F
00D6: if 0
0154: actor $1ADD in_zone "PORNI"
004D: jump_if_false Label10CDCE
0384: text_1string "C_BREIF" "PORNI" 5000 ms 1 ;; Prawn Island

:Label10CDCE
00D6: if 0
0154: actor $1ADD in_zone "DTOWN"
004D: jump_if_false Label10CDFD
0384: text_1string "C_BREIF" "DTOWN" 5000 ms 1 ;; Downtown

:Label10CDFD
00D6: if 0
0154: actor $1ADD in_zone "A_PORT"
004D: jump_if_false Label10CE2C
0384: text_1string "C_BREIF" "A_PORT" 5000 ms 1 ;; Escobar International
:Label10CE2C
0051: return

:Label10CE2E
0433: (unknown) $1AEB 1
0319: set_actor $1AEB wander_state_to 1 (off)
02A9: set_actor $1AEB immune_to_nonplayer 1
01ED: reset_actor $1AEB flags
0243: set_actor $1AEB ped_stats_to 16
011A: set_actor $1AEB flags 1
011A: set_actor $1AEB flags 2
011A: set_actor $1AEB flags 4
011A: set_actor $1AEB flags 8
011A: set_actor $1AEB flags 16
011A: set_actor $1AEB flags 32
011A: set_actor $1AEB flags 64
011A: set_actor $1AEB flags 128
011A: set_actor $1AEB flags 256
011A: set_actor $1AEB flags 512
011A: set_actor $1AEB flags 1024
011A: set_actor $1AEB flags 2048
011A: set_actor $1AEB flags 4096
011A: set_actor $1AEB flags 8192
011A: set_actor $1AEB flags 16384
011A: set_actor $1AEB flags 65536
011A: set_actor $1AEB flags 131072
011A: set_actor $1AEB flags 262144
011A: set_actor $1AEB flags 524288
011A: set_actor $1AEB flags 1048576
011A: set_actor $1AEB flags 2097152
011A: set_actor $1AEB flags 4194304
011A: set_actor $1AEB flags 16777216
0291: unknown_actor $1AEB unknown_behavior_flag 1
00D6: if 0
0038: $1AEC == 0 ;; integer values
004D: jump_if_false Label10CF32
0209: $101F = random_int 0 2

:Label10CF32
00D6: if 0
0018: $1AEC > 1 ;; integer values
004D: jump_if_false Label10CF4D
0209: $101F = random_int 0 3

:Label10CF4D
00D6: if 0
0018: $1AEC > 3 ;; integer values
004D: jump_if_false Label10CF68
0209: $101F = random_int 0 4

:Label10CF68
00D6: if 0
0018: $1AEC > 5 ;; integer values
004D: jump_if_false Label10CF83
0209: $101F = random_int 0 5

:Label10CF83
00D6: if 0
0018: $1AEC > 7 ;; integer values
004D: jump_if_false Label10CF9E
0209: $101F = random_int 0 6

:Label10CF9E
00D6: if 0
0038: $101F == 0 ;; integer values
004D: jump_if_false Label10CFF1
0209: $101F = random_int 10 13
00D6: if 0
0038: $101F == 10 ;; integer values
004D: jump_if_false Label10CFD5
01B2: give_actor $1AEB weapon 9 ammo 9999 ;; Load the weapon model before using
this

:Label10CFD5
00D6: if 0
0038: $101F == 11 ;; integer values
004D: jump_if_false Label10CFF1
01B2: give_actor $1AEB weapon 6 ammo 9999 ;; Load the weapon model before using
this

:Label10CFF1
00D6: if 0
0038: $101F == 1 ;; integer values
004D: jump_if_false Label10D00D
01B2: give_actor $1AEB weapon 17 ammo 9999 ;; Load the weapon model before using
this

:Label10D00D
00D6: if 0
0038: $101F == 2 ;; integer values
004D: jump_if_false Label10D029
01B2: give_actor $1AEB weapon 22 ammo 9999 ;; Load the weapon model before using
this

:Label10D029
00D6: if 0
0038: $101F == 3 ;; integer values
004D: jump_if_false Label10D045
01B2: give_actor $1AEB weapon 27 ammo 9999 ;; Load the weapon model before using
this

:Label10D045
00D6: if 21
0038: $101F == 4 ;; integer values
0038: $101F == 5 ;; integer values
004D: jump_if_false Label10D068
01B2: give_actor $1AEB weapon 19 ammo 9999 ;; Load the weapon model before using
this

:Label10D068
0051: return

:Label10D06A
00D6: if 0
8038: NOT $1AF4 == -100 ;; integer values
004D: jump_if_false Label10D0A6
00D6: if 0
001A: 1 > $1AF4 ;; integer values
004D: jump_if_false Label10D0A6
0004: $1AF6 = 1 ;; integer values
00BC: text_highpriority "C_TIME" 3000 ms 1 ;; ~r~Your time as a law enforcer is
over!
0051: return

:Label10D0A6
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 Label10D1B8
0396: 0 (clear) useless_flag
00D6: if 0
0038: $1AF5 == 0 ;; integer values
004D: jump_if_false Label10D116
01BD: $1AF0 = current_time_in_ms
00D6: if 0
0018: $1AF4 > 60000 ;; integer values
004D: jump_if_false Label10D107
0004: $1AF3 = 60000 ;; integer values
0002: jump Label10D10F

:Label10D107
0084: $1AF3 = $1AF4 ;; integer values and handles

:Label10D10F
0004: $1AF5 = 1 ;; integer values

:Label10D116
01BD: $1AF7 = current_time_in_ms
0084: $1AF8 = $1AF7 ;; integer values and handles
0060: $1AF8 -= $1AF0 ;; integer values
0060: $1AF3 -= $1AF8 ;; integer values
0084: $1AF0 = $1AF7 ;; integer values and handles
0084: $1AF9 = $1AF3 ;; integer values and handles
0014: $1AF9 /= 1000 ;; integer values
00D6: if 0
001A: 1 > $1AF9 ;; integer values
004D: jump_if_false Label10D196
0004: $1AF9 = 0 ;; integer values
00D6: if 0
001C: $1AF7 > $1B19 ;; integer values
004D: jump_if_false Label10D18F
00BC: text_highpriority "C_TIME" 3000 ms 1 ;; ~r~Your time as a law enforcer is
over!
0004: $1AF6 = 1 ;; integer values
0051: return

:Label10D18F
0002: jump Label10D1A6

:Label10D196
0084: $1B19 = $1AF7 ;; integer values and handles
0008: $1B19 += 1000 ;; integer values

:Label10D1A6
01E5: text_1number_highpriority "COPCART" $1AF9 200 ms 1 ;; ~g~You have ~1~
seconds to return to a police vehicle before the mission ends.
:Label10D1B8
0293: $12 = current_controls
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 Label10D2A0
03C1: $1ADB = player $PLAYER_CHAR car
053F: set_car $1ADB tires_vulnerable 0
00D6: if 0
8038: NOT $12 == 3 ;; integer values
004D: jump_if_false Label10D24F
00D6: if 0
00E1: key_pressed 0 19
004D: jump_if_false Label10D22F
00D6: if 0
0038: $1AFA == 1 ;; integer values
004D: jump_if_false Label10D228
0004: $1AFA = 2 ;; integer values

:Label10D228
0002: jump Label10D248

:Label10D22F
00D6: if 0
0038: $1AFA == 0 ;; integer values
004D: jump_if_false Label10D248
0004: $1AFA = 1 ;; integer values

:Label10D248
0002: jump Label10D299

:Label10D24F
00D6: if 0
00E1: key_pressed 0 14
004D: jump_if_false Label10D280
00D6: if 0
0038: $1AFA == 1 ;; integer values
004D: jump_if_false Label10D279
0004: $1AFA = 2 ;; integer values

:Label10D279
0002: jump Label10D299

:Label10D280
00D6: if 0
0038: $1AFA == 0 ;; integer values
004D: jump_if_false Label10D299
0004: $1AFA = 1 ;; integer values

:Label10D299
0004: $1AF5 = 0 ;; integer values

:Label10D2A0
00D6: if 0
0038: $1AFA == 2 ;; integer values
004D: jump_if_false Label10D31D
00D6: if 0
8038: NOT $12 == 3 ;; integer values
004D: jump_if_false Label10D2F4
00D6: if 0
80E1: NOT key_pressed 0 19
004D: jump_if_false Label10D2ED
00BC: text_highpriority "C_CANC" 3000 ms 1 ;; ~r~Vigilante mission cancelled!
0004: $1AF6 = 1 ;; integer values
0051: return

:Label10D2ED
0002: jump Label10D31D

:Label10D2F4
00D6: if 0
80E1: NOT key_pressed 0 14
004D: jump_if_false Label10D31D
00BC: text_highpriority "C_CANC" 3000 ms 1 ;; ~r~Vigilante mission cancelled!
0004: $1AF6 = 1 ;; integer values
0051: return

:Label10D31D
0051: return

;-------------Mission 79---------------
; Originally: HOTRING

:Label10D31F
0050: gosub Label10D343
00D6: if 0
0112: wasted_or_busted
004D: jump_if_false Label10D33A
0050: gosub Label11189D

:Label10D33A
0050: gosub Label111A1C
004E: end_thread

:Label10D343
0004: $ONMISSION = 1 ;; integer values
03A4: name_thread "OVALRNG"
0001: wait 0 ms
00D6: if 0
0038: $63D == 0 ;; integer values
004D: jump_if_false Label10D36C
0317: increment_mission_attempts

:Label10D36C
054C: use_GXT_table "OVALRIG"
0004: $1D10 = 0 ;; integer values
0004: $1D0C = 0 ;; integer values
0004: $1D0D = 0 ;; integer values
0004: $1D0E = 0 ;; integer values
0004: $1D0F = 0 ;; integer values
0004: $1B6D = 0 ;; integer values
0004: $1B73 = 0 ;; integer values
0004: $1B79 = 0 ;; integer values
0004: $1B7F = 0 ;; integer values
0004: $1B85 = 0 ;; integer values
0004: $1B8B = 0 ;; integer values
0004: $1B91 = 0 ;; integer values
0004: $1B97 = 0 ;; integer values
0004: $1B9D = 0 ;; integer values
0004: $1B91 = 0 ;; integer values
0004: $1BA9 = 0 ;; integer values
0004: $1BAF = 0 ;; integer values
0004: $1B60 = 0 ;; integer values
0004: $1B64 = 0 ;; integer values
0004: $1B68 = 0 ;; integer values
0004: $1B6E = 0 ;; integer values
0004: $1B74 = 0 ;; integer values
0004: $1B7A = 0 ;; integer values
0004: $1B80 = 0 ;; integer values
0004: $1B86 = 0 ;; integer values
0004: $1B8C = 0 ;; integer values
0004: $1B92 = 0 ;; integer values
0004: $1B98 = 0 ;; integer values
0004: $1B9E = 0 ;; integer values
0004: $1BA4 = 0 ;; integer values
0004: $1BAA = 0 ;; integer values
0004: $1BB0 = 0 ;; integer values
0004: $1D13 = 0 ;; integer values
0004: $1D14 = 0 ;; integer values
0004: $1D15 = 0 ;; integer values
0004: $1BB3 = 0 ;; integer values
0004: $1BB4 = 0 ;; integer values
0004: $1BB5 = 0 ;; integer values
0004: $1BB6 = 0 ;; integer values
0004: $1BB7 = 0 ;; integer values
0004: $1BB8 = 0 ;; integer values
0004: $1BB9 = 0 ;; integer values
0004: $1BBA = 0 ;; integer values
0004: $1BBB = 0 ;; integer values
0004: $1BBC = 0 ;; integer values
0004: $1BBD = 0 ;; integer values
0004: $1BBE = 0 ;; integer values
0004: $1B62 = 0 ;; integer values
0004: $1B66 = 0 ;; integer values
0004: $1B6A = 0 ;; integer values
0004: $1B70 = 0 ;; integer values
0004: $1B76 = 0 ;; integer values
0004: $1B7C = 0 ;; integer values
0004: $1B82 = 0 ;; integer values
0004: $1B88 = 0 ;; integer values
0004: $1B8E = 0 ;; integer values
0004: $1B94 = 0 ;; integer values
0004: $1B9A = 0 ;; integer values
0004: $1BA0 = 0 ;; integer values
0004: $1BA6 = 0 ;; integer values
0004: $1BAC = 0 ;; integer values
0004: $1BB2 = 0 ;; integer values
0004: $1B57 = 0 ;; integer values
0004: $1B4A = -1 ;; integer values
0004: $1B4B = 0 ;; integer values
0004: $1B4C = 0 ;; integer values
0004: $1B4D = 0 ;; integer values
0004: $1B4E = 0 ;; integer values
0004: $1B4F = 0 ;; integer values
0004: $1B50 = -1 ;; integer values
0004: $1B51 = -1 ;; integer values
0004: $1B53 = 0 ;; integer values
0004: $1B55 = 0 ;; integer values
0004: $1B5C = 0 ;; integer values
0004: $1D11 = 0 ;; integer values
0004: $1B5A = 0 ;; integer values
0004: $1B5D = 0 ;; integer values
0004: $1B56 = 0 ;; integer values
0004: $1B59 = 100 ;; integer values
0005: $1D4A = 0.0 ;; floating-point values
0005: $1D4B = 0.0 ;; floating-point values
0005: $1D4C = 0.0 ;; floating-point values
0005: $1D53 = -1288.976 ;; floating-point values
0005: $1D54 = 1190.669 ;; floating-point values
0005: $1D55 = 264.291 ;; floating-point values
0005: $1D56 = -1257.085 ;; floating-point values
0005: $1D57 = 1245.841 ;; floating-point values
0005: $1D58 = 264.296 ;; floating-point values
0005: $1D59 = -1296.749 ;; floating-point values
0005: $1D5A = 1306.123 ;; floating-point values
0005: $1D5B = 264.296 ;; floating-point values
0005: $1D5C = -1366.372 ;; floating-point values
0005: $1D5D = 1326.72 ;; floating-point values
0005: $1D5E = 264.296 ;; floating-point values
0005: $1D5F = -1419.235 ;; floating-point values
0005: $1D60 = 1327.06 ;; floating-point values
0005: $1D61 = 264.296 ;; floating-point values
0005: $1D62 = -1500.381 ;; floating-point values
0005: $1D63 = 1306.066 ;; floating-point values
0005: $1D64 = 264.296 ;; floating-point values
0005: $1D65 = -1540.008 ;; floating-point values
0005: $1D66 = 1245.841 ;; floating-point values
0005: $1D67 = 264.296 ;; floating-point values
0005: $1D68 = -1500.446 ;; floating-point values
0005: $1D69 = 1185.51 ;; floating-point values
0005: $1D6A = 264.296 ;; floating-point values
0005: $1D6B = -1419.234 ;; floating-point values
0005: $1D6C = 1164.33 ;; floating-point values
0005: $1D6D = 264.296 ;; floating-point values
0005: $1D6E = -1355.087 ;; floating-point values
0005: $1D6F = 1165.782 ;; floating-point values
0005: $1D70 = 264.296 ;; floating-point values
04BB: select_interiour 16 ;; select render area
057E: make_radar_grey 1
0581: 0
04F9: interiour_colors 11 0
0055: put_player $PLAYER_CHAR at -1420.856 1245.843 251.379
0247: request_model #WMYCR
0247: request_model #HOTRINA
0247: request_model #HOTRINB
0247: request_model #HOTRING
03CB: set_camera -1343.743 1151.814 275.7988
038B: load_requested_models

:Label10D735
00D6: if 23
8248: NOT model #WMYCR available
8248: NOT model #HOTRINA available
8248: NOT model #HOTRINB available
8248: NOT model #HOTRING available
004D: jump_if_false Label10D75E
0001: wait 0 ms
0002: jump Label10D735

:Label10D75E
015F: set_camera_position -1318.205 1163.39 273.7596 0.0 0.0 0.0
0160: point_camera -1319.118 1163.731 273.5374 2
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)
03F4: 0 (clear) cars_can_be_damaged
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label10D939
009A: $1B51 = create_actor 4 #MALE01 at 0.0 0.0 0.0
009A: $1CFE = create_actor 4 #MALE01 at 0.0 0.0 0.0
009A: $1CFF = create_actor 4 #MALE01 at 0.0 0.0 0.0
009A: $1D00 = create_actor 4 #MALE01 at 0.0 0.0 0.0
009A: $1B6C = create_actor 4 #MALE01 at 0.0 0.0 0.0
009A: $1B72 = create_actor 4 #MALE01 at 0.0 0.0 0.0
009A: $1B78 = create_actor 4 #MALE01 at 0.0 0.0 0.0
009A: $1B7E = create_actor 4 #MALE01 at 0.0 0.0 0.0
009A: $1B84 = create_actor 4 #MALE01 at 0.0 0.0 0.0
009A: $1B8A = create_actor 4 #MALE01 at 0.0 0.0 0.0
009A: $1B90 = create_actor 4 #MALE01 at 0.0 0.0 0.0
009A: $1B96 = create_actor 4 #MALE01 at 0.0 0.0 0.0
009A: $1B9C = create_actor 4 #MALE01 at 0.0 0.0 0.0
009A: $1BA2 = create_actor 4 #MALE01 at 0.0 0.0 0.0
009A: $1BA8 = create_actor 4 #MALE01 at 0.0 0.0 0.0
009A: $1BAE = create_actor 4 #MALE01 at 0.0 0.0 0.0

:Label10D939
00A5: $1B5F = create_car #HOTRINA at -1344.487 1172.733 263.8694
0175: set_car $1B5F z_angle_to 284.8876
00AA: store_car $1B5F position_to $1D41 $1D42 $1D43
0084: $1B50 = $1B5F ;; integer values and handles
0050: gosub Label111C19
0084: $1CFE = $1B51 ;; integer values and handles
0506: unknown 232 0 -1
00A5: $1B63 = create_car #HOTRINA at -1343.438 1167.836 264.6195
0175: set_car $1B63 z_angle_to 281.5068
00AA: store_car $1B63 position_to $1D44 $1D45 $1D46
0084: $1B50 = $1B63 ;; integer values and handles
0050: gosub Label111C19
0084: $1CFF = $1B51 ;; integer values and handles
0506: unknown 232 1 -1
00A5: $1B67 = create_car #HOTRINA at -1354.296 1170.289 263.9862
0175: set_car $1B67 z_angle_to 282.7367
00AA: store_car $1B67 position_to $1D47 $1D48 $1D49
0084: $1B50 = $1B67 ;; integer values and handles
0050: gosub Label111C19
0084: $1D00 = $1B51 ;; integer values and handles
0506: unknown 232 2 -1
00A5: $1B6B = create_car #HOTRINA at -1352.847 1165.527 264.7497
0175: set_car $1B6B z_angle_to 284.2442
00AA: store_car $1B6B position_to 0@ 1@ 2@
0084: $1B50 = $1B6B ;; integer values and handles
0050: gosub Label111C19
0084: $1B6C = $1B51 ;; integer values and handles
0506: unknown 232 3 -1
00A5: $1B71 = create_car #HOTRINA at -1363.758 1169.078 264.0151
0175: set_car $1B71 z_angle_to 276.4275
00AA: store_car $1B71 position_to 3@ 4@ 5@
0084: $1B50 = $1B71 ;; integer values and handles
0050: gosub Label111C19
0084: $1B72 = $1B51 ;; integer values and handles
0506: unknown 232 4 -1
00A5: $1B77 = create_car #HOTRINA at -1363.67 1164.15 264.7848
0175: set_car $1B77 z_angle_to 277.8466
00AA: store_car $1B77 position_to 6@ 7@ 8@
0084: $1B50 = $1B77 ;; integer values and handles
0050: gosub Label111C19
0084: $1B78 = $1B51 ;; integer values and handles
0506: unknown 232 5 -1
00A5: $1B7D = create_car #HOTRINA at -1373.879 1168.654 264.0179
0175: set_car $1B7D z_angle_to 273.302
00AA: store_car $1B7D position_to 9@ 10@ 11@
0084: $1B50 = $1B7D ;; integer values and handles
0050: gosub Label111C19
0084: $1B7E = $1B51 ;; integer values and handles
0506: unknown 233 0 -1
00A5: $1B83 = create_car #HOTRINB at -1374.561 1163.055 264.9375
0175: set_car $1B83 z_angle_to 272.9799
00AA: store_car $1B83 position_to 12@ 13@ 14@
0084: $1B50 = $1B83 ;; integer values and handles
0050: gosub Label111C19
0084: $1B84 = $1B51 ;; integer values and handles
0506: unknown 233 1 -1
00A5: $1B89 = create_car #HOTRINB at -1383.668 1167.947 264.1144
0175: set_car $1B89 z_angle_to 273.0015
00AA: store_car $1B89 position_to $1BBF $1BC0 $1BC1
0084: $1B50 = $1B89 ;; integer values and handles
0050: gosub Label111C19
0084: $1B8A = $1B51 ;; integer values and handles
0506: unknown 233 2 -1
00A5: $1B8F = create_car #HOTRINB at -1383.582 1162.903 264.9546
0175: set_car $1B8F z_angle_to 269.9305
00AA: store_car $1B8F position_to $1BC2 $1BC3 $1BC4
0084: $1B50 = $1B8F ;; integer values and handles
0050: gosub Label111C19
0084: $1B90 = $1B51 ;; integer values and handles
0506: unknown 233 3 -1
00A5: $1B95 = create_car #HOTRINB at -1393.223 1167.712 264.1403
0175: set_car $1B95 z_angle_to 270.1651
00AA: store_car $1B95 position_to $1BC5 $1BC6 $1BC7
0084: $1B50 = $1B95 ;; integer values and handles
0050: gosub Label111C19
0084: $1B96 = $1B51 ;; integer values and handles
0506: unknown 233 4 -1
00A5: $1B9B = create_car #HOTRINB at -1393.104 1163.053 264.914
0175: set_car $1B9B z_angle_to 270.334
00AA: store_car $1B9B position_to $1BC8 $1BC9 $1BCA
0084: $1B50 = $1B9B ;; integer values and handles
0050: gosub Label111C19
0084: $1B9C = $1B51 ;; integer values and handles
0506: unknown 233 5 -1
00A5: $1BA1 = create_car #HOTRINB at -1402.184 1167.193 264.2093
0175: set_car $1BA1 z_angle_to 271.0722
00AA: store_car $1BA1 position_to $1BCB $1BCC $1BCD
0084: $1B50 = $1BA1 ;; integer values and handles
0050: gosub Label111C19
0084: $1BA2 = $1B51 ;; integer values and handles
00A5: $1BA7 = create_car #HOTRINA at -1402.375 1163.057 264.9016
0175: set_car $1BA7 z_angle_to 266.2549
00AA: store_car $1BA7 position_to $1BCE $1BCF $1BD0
0084: $1B50 = $1BA7 ;; integer values and handles
0050: gosub Label111C19
0084: $1BA8 = $1B51 ;; integer values and handles
00A5: $1BAD = create_car #HOTRINB at -1412.111 1167.211 264.2081
0175: set_car $1BAD z_angle_to 273.8779
00AA: store_car $1BAD position_to $1BD1 $1BD2 $1BD3
0084: $1B50 = $1BAD ;; integer values and handles
0050: gosub Label111C19
0084: $1BAE = $1B51 ;; integer values and handles
00A5: $1B58 = create_car #HOTRING at -1411.949 1162.92 264.916
0175: set_car $1B58 z_angle_to 271.2772
0224: set_car $1B58 health_to 1250
02AC: set_car $1B58 immunities 0 1 1 0 0
00AA: store_car $1B58 position_to $1D3B $1D3C $1D3D
0169: set_fade_color 0 0 1
016A: fade 1 (back) 1500 ms
0001: wait 250 ms
0004: $1B52 = 1 ;; integer values
0050: gosub Label111C97
00D6: if 0
80E0: NOT player $PLAYER_CHAR driving
004D: jump_if_false Label10DE56
00D6: if 0
8119: NOT car $1B58 wrecked
004D: jump_if_false Label10DE4F
0369: put_player $PLAYER_CHAR in_car $1B58

:Label10DE4F
0002: jump Label10DE86

:Label10DE56
012A: put_player $PLAYER_CHAR at -1504.198 1314.846 265.2744 and_remove_from_car
0001: wait 0 ms
00D6: if 0
8119: NOT car $1B58 wrecked
004D: jump_if_false Label10DE86
0369: put_player $PLAYER_CHAR in_car $1B58

:Label10DE86
00BC: text_highpriority "HOTR_01" 8000 ms 1 ;; ~g~The Race lasts for 12 laps.
Only 1st, 2nd and 3rd places qualify for winnings.
01BD: $12CB = current_time_in_ms
0004: $1B4F = 1 ;; integer values
03F0: (unknown) 1
0006: 16@ = 0 ;; integer values

:Label10DEAC
0001: wait 0 ms
01BD: $12CB = current_time_in_ms
00D6: if 0
00F6: player $PLAYER_CHAR 1 (in-sphere)near_point_on_foot -1414.753 1155.434
266.3521 radius 1.5 2.0 1.5
004D: jump_if_false Label10DEFB
00BC: text_highpriority "HOTR_14" 2500 ms 1 ;; ~r~You have been disqualified!
0002: jump Label11189D

:Label10DEFB
00D6: if 0
001A: 5 > $1B4A ;; integer values
004D: jump_if_false Label10DF7A
00D6: if 0
0018: $1B4A > -1 ;; integer values
004D: jump_if_false Label10DF7A
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label10DF61
00D6: if 0
0038: $1B5A == 1 ;; integer values
004D: jump_if_false Label10DF5A
03EB: clear_small_messages_only
0084: $1B4B = $12CB ;; integer values and handles
000C: $1B4B -= 100 ;; integer values
0004: $1B4A = 5 ;; integer values

:Label10DF5A
0002: jump Label10DF7A

:Label10DF61
00D6: if 0
0038: $1B5A == 0 ;; integer values
004D: jump_if_false Label10DF7A
0004: $1B5A = 1 ;; integer values

:Label10DF7A
00D6: if 0
0038: $1B4A == -1 ;; integer values
004D: jump_if_false Label10DFB7
0004: $1B57 = 2 ;; integer values
00D6: if 0
816B: NOT fading
004D: jump_if_false Label10DFB7
0084: $1B4B = $12CB ;; integer values and handles
0008: $1B4B += 3000 ;; integer values
0004: $1B4A = 0 ;; integer values

:Label10DFB7
00D6: if 0
0038: $1B4A == 0 ;; integer values
004D: jump_if_false Label10E026
00D6: if 0
001C: $12CB > $1B4B ;; integer values
004D: jump_if_false Label10E026
015F: set_camera_position -1334.666 1172.511 266.2422 0.0 0.0 0.0
0160: point_camera -1335.628 1172.264 266.1259 2
0084: $1B4B = $12CB ;; integer values and handles
0008: $1B4B += 3000 ;; integer values
0004: $1B4A = 1 ;; integer values

:Label10E026
00D6: if 0
0038: $1B4A == 1 ;; integer values
004D: jump_if_false Label10E0A4
00D6: if 0
001C: $12CB > $1B4B ;; integer values
004D: jump_if_false Label10E0A4
015F: set_camera_position -1323.005 1328.07 270.0141 0.0 0.0 0.0
0160: point_camera -1323.981 1328.235 269.8705 2
00BC: text_highpriority "HOTR_02" 3500 ms 1 ;; ~g~If your car is destroyed you
will be disqualified.
0084: $1B4B = $12CB ;; integer values and handles
0008: $1B4B += 3500 ;; integer values
0004: $1B4A = 2 ;; integer values

:Label10E0A4
00D6: if 0
0038: $1B4A == 2 ;; integer values
004D: jump_if_false Label10E122
00D6: if 0
001C: $12CB > $1B4B ;; integer values
004D: jump_if_false Label10E122
015F: set_camera_position -1378.53 1355.834 271.5822 0.0 0.0 0.0
0160: point_camera -1379.45 1355.702 271.2112 2
00BB: text_lowpriority "HOTR_03" 4500 ms 1 ;; ~g~When your car is damaged you
can get it repaired at the pitstop.
0084: $1B4B = $12CB ;; integer values and handles
0008: $1B4B += 4500 ;; integer values
0004: $1B4A = 3 ;; integer values

:Label10E122
00D6: if 0
0038: $1B4A == 3 ;; integer values
004D: jump_if_false Label10E1A0
00D6: if 0
001C: $12CB > $1B4B ;; integer values
004D: jump_if_false Label10E1A0
015F: set_camera_position -1394.764 1175.184 269.201 0.0 0.0 0.0
0160: point_camera -1395.474 1174.495 269.0483 2
00BC: text_highpriority "HOTR_04" 4500 ms 1 ;; ~g~This is the way to leave the
stadium.
0084: $1B4B = $12CB ;; integer values and handles
0008: $1B4B += 2500 ;; integer values
0004: $1B4A = 4 ;; integer values

:Label10E1A0
00D6: if 0
0038: $1B4A == 4 ;; integer values
004D: jump_if_false Label10E20F
00D6: if 0
001C: $12CB > $1B4B ;; integer values
004D: jump_if_false Label10E20F
015F: set_camera_position -1405.329 1161.493 270.4964 0.0 0.0 0.0
0160: point_camera -1406.134 1160.961 270.2356 1
0084: $1B4B = $12CB ;; integer values and handles
0008: $1B4B += 2000 ;; integer values
0004: $1B4A = 5 ;; integer values

:Label10E20F
00D6: if 0
0038: $1B4A == 5 ;; integer values
004D: jump_if_false Label10E280
00D6: if 0
001C: $12CB > $1B4B ;; integer values
004D: jump_if_false Label10E280
03F0: (unknown) 0
0004: $1B57 = 0 ;; integer values
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
02A3: toggle_widescreen 0 (off)
00BA: text_styled "RACES_4" 1100 ms 4 ;; 3
018C: play_sound 7 at 0.0 0.0 0.0
0084: $1B4B = $12CB ;; integer values and handles
0008: $1B4B += 1000 ;; integer values
0004: $1B4A = 6 ;; integer values

:Label10E280
00D6: if 0
0038: $1B4A == 6 ;; integer values
004D: jump_if_false Label10E2DE
00D6: if 0
001C: $12CB > $1B4B ;; integer values
004D: jump_if_false Label10E2DE
00BA: text_styled "RACES_5" 1100 ms 4 ;; 2
018C: play_sound 8 at 0.0 0.0 0.0
0084: $1B4B = $12CB ;; integer values and handles
0008: $1B4B += 1000 ;; integer values
0004: $1B4A = 7 ;; integer values

:Label10E2DE
00D6: if 0
0038: $1B4A == 7 ;; integer values
004D: jump_if_false Label10E33C
00D6: if 0
001C: $12CB > $1B4B ;; integer values
004D: jump_if_false Label10E33C
00BA: text_styled "RACES_6" 1100 ms 4 ;; 1
018C: play_sound 9 at 0.0 0.0 0.0
0084: $1B4B = $12CB ;; integer values and handles
0008: $1B4B += 1000 ;; integer values
0004: $1B4A = 8 ;; integer values

:Label10E33C
00D6: if 0
0038: $1B4A == 8 ;; integer values
004D: jump_if_false Label10E433
00D6: if 0
001C: $12CB > $1B4B ;; integer values
004D: jump_if_false Label10E433
00D6: if 0
8119: NOT car $1B58 wrecked
004D: jump_if_false Label10E433
0004: $1B52 = 0 ;; integer values
0050: gosub Label111C97
00BA: text_styled "RACES_7" 800 ms 4 ;; GO!
018C: play_sound 10 at 0.0 0.0 0.0
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 (false)
03F4: 1 (set) cars_can_be_damaged
04F7: unknown_status_text $1B59 1 line 1 "HOTR_05" ;; Car Health:
0084: $1D10 = $1D0C ;; integer values and handles
0050: gosub Label111A65
0086: $1D3B = $1D4A ;; floating-point values only
0086: $1D3C = $1D4B ;; floating-point values only
0086: $1D3D = $1D4C ;; floating-point values only
0084: $1D0C = $1D10 ;; integer values and handles
04F7: unknown_status_text $1B4C 0 line 2 "HOTR_06" ;; Laps:
04F7: unknown_status_text $1D11 0 line 3 "HOTR_09" ;; Position:
03C3: set_timer_with_text_to $1B55 type 0 text "HOTR_10" ;; Race Time:
0084: $1B56 = $12CB ;; integer values and handles
0004: $1B4A = 9 ;; integer values

:Label10E433
00D6: if 0
0038: $1B4A == 9 ;; integer values
004D: jump_if_false Label110AD4
0004: $1D11 = 1 ;; integer values
00D6: if 0
0119: car $1B58 wrecked
004D: jump_if_false Label10E479
00BC: text_highpriority "HOTR_12" 2000 ms 1 ;; ~r~Your car has been destroyed!
0002: jump Label11189D
0002: jump Label10E51E

:Label10E479
00D6: if 0
01B0: car $1B58 stopped 1 (in-sphere)near_point -1396.369 1354.573 265.0766
radius 9.0 4.0 5.0
004D: jump_if_false Label10E4EE
00D6: if 0
0442: player $PLAYER_CHAR in_car $1B58
004D: jump_if_false Label10E4EE
0227: $1B59 = car $1B58 health
0008: $1B59 += 5 ;; integer values
00D6: if 0
0018: $1B59 > 1250 ;; integer values
004D: jump_if_false Label10E4E6
0004: $1B59 = 1250 ;; integer values

:Label10E4E6
0224: set_car $1B58 health_to $1B59

:Label10E4EE
0227: $1B59 = car $1B58 health
000C: $1B59 -= 250 ;; integer values
0014: $1B59 /= 10 ;; integer values
00D6: if 0
001A: 0 > $1B59 ;; integer values
004D: jump_if_false Label10E51E
0004: $1B59 = 0 ;; integer values

:Label10E51E
00D6: if 0
00F7: player $PLAYER_CHAR 0 ()near_point_in_car $1D3B $1D3C $1D3D radius 24.0
24.0 24.0
004D: jump_if_false Label10E65F
0084: $1D10 = $1D0C ;; integer values and handles
0050: gosub Label111A65
0086: $1D3B = $1D4A ;; floating-point values only
0086: $1D3C = $1D4B ;; floating-point values only
0086: $1D3D = $1D4C ;; floating-point values only
0084: $1D0C = $1D10 ;; integer values and handles
00D6: if 0
0038: $1D0C == 0 ;; integer values
004D: jump_if_false Label10E65F
0008: $1B4C += 1 ;; integer values
0084: $1B54 = $12CB ;; integer values and handles
0060: $1B54 -= $1B56 ;; integer values
0084: $1D22 = $1B54 ;; integer values and handles
0014: $1D22 /= 1000 ;; integer values
0084: $1B5B = $1D22 ;; integer values and handles
0010: $1B5B *= 1000 ;; integer values
0084: $1D1B = $1B54 ;; integer values and handles
0060: $1D1B -= $1B5B ;; integer values
0084: $1B5B = $1D1B ;; integer values and handles
0014: $1B5B /= 10 ;; integer values
00D6: if 0
001C: $63A > $1B54 ;; integer values
004D: jump_if_false Label10E644
0084: $63A = $1B54 ;; integer values and handles
042E: 21 $63A
00D6: if 0
0018: $1B5B > 9 ;; integer values
004D: jump_if_false Label10E62F
02FD: text_2numbers_lowpriority "HOTR_11" $1D22 $1B5B 5000 ms 1 ;; New best lap
time: ~1~.~1~ seconds
0002: jump Label10E644

:Label10E62F
02FD: text_2numbers_lowpriority "HOTR_34" $1D22 $1B5B 5000 ms 1 ;; New best lap
time: ~1~.0~1~ seconds

:Label10E644
0084: $1B56 = $12CB ;; integer values and handles
018C: play_sound 1 at 0.0 0.0 0.0

:Label10E65F
0084: $1B4D = $1B4C ;; integer values and handles
0010: $1B4D *= 100 ;; integer values
0058: $1B4D += $1D0C ;; integer values
00D6: if 0
0119: car $1B5F wrecked
004D: jump_if_false Label10E751
01C3: remove_references_to_car $1B5F ;; Like turning a car into any random car
01C2: remove_references_to_actor $1CFE ;; Like turning an actor into a random
pedestrian
00D6: if 0
838A: NOT car_in_cube -1409.717 1144.97 266.3857 4.0 4.0 2.0
004D: jump_if_false Label10E74A
00A5: $1B5F = create_car #HOTRINA at -1409.717 1144.97 266.3857
0084: $1B50 = $1B5F ;; integer values and handles
0050: gosub Label111C19
0084: $1CFE = $1B51 ;; integer values and handles
00D6: if 0
001C: $1B4C > $1B60 ;; integer values
004D: jump_if_false Label10E704
0084: $1B60 = $1B4C ;; integer values and handles
:Label10E704
0004: $1D0D = 0 ;; integer values
0084: $1D10 = $1D0D ;; integer values and handles
0050: gosub Label111A65
0086: $1D41 = $1D4A ;; floating-point values only
0086: $1D42 = $1D4B ;; floating-point values only
0086: $1D43 = $1D4C ;; floating-point values only
00A7: car $1B5F drive_to $1D41 $1D42 $1D43
04BA: set_car $1B5F speed_instantly 30.0

:Label10E74A
0002: jump Label10E8C4

:Label10E751
00D6: if 0
01AF: car $1B5F 0 ()near_point $1D41 $1D42 $1D43 radius 24.0 24.0 24.0
004D: jump_if_false Label10E7E8
0084: $1D10 = $1D0D ;; integer values and handles
0050: gosub Label111A65
0086: $1D41 = $1D4A ;; floating-point values only
0086: $1D42 = $1D4B ;; floating-point values only
0086: $1D43 = $1D4C ;; floating-point values only
0084: $1D0D = $1D10 ;; integer values and handles
00D6: if 0
0038: $1D0D == 0 ;; integer values
004D: jump_if_false Label10E7C3
0008: $1B60 += 1 ;; integer values

:Label10E7C3
00A7: car $1B5F drive_to $1D41 $1D42 $1D43
0084: $1B61 = $1B60 ;; integer values and handles
0010: $1B61 *= 100 ;; integer values
0058: $1B61 += $1D0D ;; integer values

:Label10E7E8
00D6: if 0
01AF: car $1B5F 0 ()near_point $12F5 $12F6 $12F7 radius 3.0 3.0 3.0
004D: jump_if_false Label10E834
00D6: if 0
001C: $12CB > $1D13 ;; integer values
004D: jump_if_false Label10E82D
0224: set_car $1B5F health_to 230

:Label10E82D
0002: jump Label10E852

:Label10E834
00AA: store_car $1B5F position_to $12F5 $12F6 $12F7
0084: $1D13 = $12CB ;; integer values and handles
0008: $1D13 += 5000 ;; integer values

:Label10E852
00D6: if 0
01AF: car $1B5F 0 ()near_point -1409.717 1144.97 266.3857 radius 5.0 5.0
3.0
004D: jump_if_false Label10E8B4
00D6: if 0
001C: $12CB > $1B62 ;; integer values
004D: jump_if_false Label10E8AD
0224: set_car $1B5F health_to 100
01C3: remove_references_to_car $1B5F ;; Like turning a car into any random car
01C2: remove_references_to_actor $1CFE ;; Like turning an actor into a random
pedestrian
0004: $1B5F = -1 ;; integer values

:Label10E8AD
0002: jump Label10E8C4

:Label10E8B4
0084: $1B62 = $12CB ;; integer values and handles
0008: $1B62 += 3000 ;; integer values

:Label10E8C4
0084: $1B4E = $1B61 ;; integer values and handles
0084: $1C3 = $1B5F ;; integer values and handles
0050: gosub Label111806
00D6: if 0
0119: car $1B63 wrecked
004D: jump_if_false Label10E9BF
01C3: remove_references_to_car $1B63 ;; Like turning a car into any random car
01C2: remove_references_to_actor $1CFF ;; Like turning an actor into a random
pedestrian
00D6: if 0
838A: NOT car_in_cube -1409.717 1144.97 266.3857 4.0 4.0 2.0
004D: jump_if_false Label10E9B8
0506: unknown 232 0 -1
00A5: $1B63 = create_car #HOTRINA at -1409.717 1144.97 266.3857
0084: $1B50 = $1B63 ;; integer values and handles
0050: gosub Label111C19
0084: $1CFF = $1B51 ;; integer values and handles
00D6: if 0
001C: $1B4C > $1B64 ;; integer values
004D: jump_if_false Label10E972
0084: $1B64 = $1B4C ;; integer values and handles

:Label10E972
0004: $1D0E = 0 ;; integer values
0084: $1D10 = $1D0E ;; integer values and handles
0050: gosub Label111A65
0086: $1D44 = $1D4A ;; floating-point values only
0086: $1D45 = $1D4B ;; floating-point values only
0086: $1D46 = $1D4C ;; floating-point values only
00A7: car $1B63 drive_to $1D44 $1D45 $1D46
04BA: set_car $1B63 speed_instantly 30.0

:Label10E9B8
0002: jump Label10EB32

:Label10E9BF
00D6: if 0
01AF: car $1B63 0 ()near_point $1D44 $1D45 $1D46 radius 24.0 24.0 24.0
004D: jump_if_false Label10EA56
0084: $1D10 = $1D0E ;; integer values and handles
0050: gosub Label111A65
0086: $1D44 = $1D4A ;; floating-point values only
0086: $1D45 = $1D4B ;; floating-point values only
0086: $1D46 = $1D4C ;; floating-point values only
0084: $1D0E = $1D10 ;; integer values and handles
00D6: if 0
0038: $1D0E == 0 ;; integer values
004D: jump_if_false Label10EA31
0008: $1B64 += 1 ;; integer values

:Label10EA31
00A7: car $1B63 drive_to $1D44 $1D45 $1D46
0084: $1B65 = $1B64 ;; integer values and handles
0010: $1B65 *= 100 ;; integer values
0058: $1B65 += $1D0E ;; integer values

:Label10EA56
00D6: if 0
01AF: car $1B63 0 ()near_point $12F8 $12F9 $12FA radius 3.0 3.0 3.0
004D: jump_if_false Label10EAA2
00D6: if 0
001C: $12CB > $1D14 ;; integer values
004D: jump_if_false Label10EA9B
0224: set_car $1B63 health_to 230

:Label10EA9B
0002: jump Label10EAC0

:Label10EAA2
00AA: store_car $1B63 position_to $12F8 $12F9 $12FA
0084: $1D14 = $12CB ;; integer values and handles
0008: $1D14 += 5000 ;; integer values

:Label10EAC0
00D6: if 0
01AF: car $1B63 0 ()near_point -1409.717 1144.97 266.3857 radius 5.0 5.0
3.0
004D: jump_if_false Label10EB22
00D6: if 0
001C: $12CB > $1B66 ;; integer values
004D: jump_if_false Label10EB1B
0224: set_car $1B63 health_to 100
01C3: remove_references_to_car $1B63 ;; Like turning a car into any random car
01C2: remove_references_to_actor $1CFF ;; Like turning an actor into a random
pedestrian
0004: $1B63 = -1 ;; integer values

:Label10EB1B
0002: jump Label10EB32

:Label10EB22
0084: $1B66 = $12CB ;; integer values and handles
0008: $1B66 += 3000 ;; integer values

:Label10EB32
0084: $1B4E = $1B65 ;; integer values and handles
0084: $1C3 = $1B63 ;; integer values and handles
0050: gosub Label111806
00D6: if 0
0119: car $1B67 wrecked
004D: jump_if_false Label10EC2D
01C3: remove_references_to_car $1B67 ;; Like turning a car into any random car
01C2: remove_references_to_actor $1D00 ;; Like turning an actor into a random
pedestrian
00D6: if 0
838A: NOT car_in_cube -1409.717 1144.97 266.3857 4.0 4.0 2.0
004D: jump_if_false Label10EC26
0506: unknown 232 1 -1
00A5: $1B67 = create_car #HOTRINA at -1409.717 1144.97 266.3857
0084: $1B50 = $1B67 ;; integer values and handles
0050: gosub Label111C19
0084: $1D00 = $1B51 ;; integer values and handles
00D6: if 0
001C: $1B4C > $1B68 ;; integer values
004D: jump_if_false Label10EBE0
0084: $1B68 = $1B4C ;; integer values and handles

:Label10EBE0
0004: $1D0F = 0 ;; integer values
0084: $1D10 = $1D0F ;; integer values and handles
0050: gosub Label111A65
0086: $1D47 = $1D4A ;; floating-point values only
0086: $1D48 = $1D4B ;; floating-point values only
0086: $1D49 = $1D4C ;; floating-point values only
00A7: car $1B67 drive_to $1D47 $1D48 $1D49
04BA: set_car $1B67 speed_instantly 30.0

:Label10EC26
0002: jump Label10EDA0

:Label10EC2D
00D6: if 0
01AF: car $1B67 0 ()near_point $1D47 $1D48 $1D49 radius 24.0 24.0 24.0
004D: jump_if_false Label10ECC4
0084: $1D10 = $1D0F ;; integer values and handles
0050: gosub Label111A65
0086: $1D47 = $1D4A ;; floating-point values only
0086: $1D48 = $1D4B ;; floating-point values only
0086: $1D49 = $1D4C ;; floating-point values only
0084: $1D0F = $1D10 ;; integer values and handles
00D6: if 0
0038: $1D0F == 0 ;; integer values
004D: jump_if_false Label10EC9F
0008: $1B68 += 1 ;; integer values

:Label10EC9F
00A7: car $1B67 drive_to $1D47 $1D48 $1D49
0084: $1B69 = $1B68 ;; integer values and handles
0010: $1B69 *= 100 ;; integer values
0058: $1B69 += $1D0F ;; integer values

:Label10ECC4
00D6: if 0
01AF: car $1B67 0 ()near_point $12FB $12FC $12FD radius 3.0 3.0 3.0
004D: jump_if_false Label10ED10
00D6: if 0
001C: $12CB > $1D15 ;; integer values
004D: jump_if_false Label10ED09
0224: set_car $1B67 health_to 230

:Label10ED09
0002: jump Label10ED2E
:Label10ED10
00AA: store_car $1B67 position_to $12FB $12FC $12FD
0084: $1D15 = $12CB ;; integer values and handles
0008: $1D15 += 5000 ;; integer values

:Label10ED2E
00D6: if 0
01AF: car $1B67 0 ()near_point -1409.717 1144.97 266.3857 radius 5.0 5.0
3.0
004D: jump_if_false Label10ED90
00D6: if 0
001C: $12CB > $1B6A ;; integer values
004D: jump_if_false Label10ED89
0224: set_car $1B67 health_to 100
01C3: remove_references_to_car $1B67 ;; Like turning a car into any random car
01C2: remove_references_to_actor $1D00 ;; Like turning an actor into a random
pedestrian
0004: $1B67 = -1 ;; integer values

:Label10ED89
0002: jump Label10EDA0

:Label10ED90
0084: $1B6A = $12CB ;; integer values and handles
0008: $1B6A += 3000 ;; integer values

:Label10EDA0
0084: $1B4E = $1B69 ;; integer values and handles
0084: $1C3 = $1B67 ;; integer values and handles
0050: gosub Label111806
00D6: if 0
0119: car $1B6B wrecked
004D: jump_if_false Label10EE9B
01C3: remove_references_to_car $1B6B ;; Like turning a car into any random car
01C2: remove_references_to_actor $1B6C ;; Like turning an actor into a random
pedestrian
00D6: if 0
838A: NOT car_in_cube -1409.717 1144.97 266.3857 4.0 4.0 2.0
004D: jump_if_false Label10EE94
0506: unknown 232 2 -1
00A5: $1B6B = create_car #HOTRINA at -1409.717 1144.97 266.3857
0084: $1B50 = $1B6B ;; integer values and handles
0050: gosub Label111C19
0084: $1B6C = $1B51 ;; integer values and handles
00D6: if 0
001C: $1B4C > $1B6E ;; integer values
004D: jump_if_false Label10EE4E
0084: $1B6E = $1B4C ;; integer values and handles

:Label10EE4E
0004: $1B6D = 0 ;; integer values
0084: $1D10 = $1B6D ;; integer values and handles
0050: gosub Label111A65
0089: 0@ = $1D4A ;; floating-point values only
0089: 1@ = $1D4B ;; floating-point values only
0089: 2@ = $1D4C ;; floating-point values only
00A7: car $1B6B drive_to 0@ 1@ 2@
04BA: set_car $1B6B speed_instantly 30.0
:Label10EE94
0002: jump Label10F00E

:Label10EE9B
00D6: if 0
01AF: car $1B6B 0 ()near_point 0@ 1@ 2@ radius 24.0 24.0 24.0
004D: jump_if_false Label10EF32
0084: $1D10 = $1B6D ;; integer values and handles
0050: gosub Label111A65
0089: 0@ = $1D4A ;; floating-point values only
0089: 1@ = $1D4B ;; floating-point values only
0089: 2@ = $1D4C ;; floating-point values only
0084: $1B6D = $1D10 ;; integer values and handles
00D6: if 0
0038: $1B6D == 0 ;; integer values
004D: jump_if_false Label10EF0D
0008: $1B6E += 1 ;; integer values

:Label10EF0D
00A7: car $1B6B drive_to 0@ 1@ 2@
0084: $1B6F = $1B6E ;; integer values and handles
0010: $1B6F *= 100 ;; integer values
0058: $1B6F += $1B6D ;; integer values

:Label10EF32
00D6: if 0
01AF: car $1B6B 0 ()near_point $1BD4 $1BD5 $1BD6 radius 3.0 3.0 3.0
004D: jump_if_false Label10EF7E
00D6: if 0
001C: $12CB > $1BB3 ;; integer values
004D: jump_if_false Label10EF77
0224: set_car $1B6B health_to 230

:Label10EF77
0002: jump Label10EF9C

:Label10EF7E
00AA: store_car $1B6B position_to $1BD4 $1BD5 $1BD6
0084: $1BB3 = $12CB ;; integer values and handles
0008: $1BB3 += 5000 ;; integer values

:Label10EF9C
00D6: if 0
01AF: car $1B6B 0 ()near_point -1409.717 1144.97 266.3857 radius 5.0 5.0
3.0
004D: jump_if_false Label10EFFE
00D6: if 0
001C: $12CB > $1B70 ;; integer values
004D: jump_if_false Label10EFF7
0224: set_car $1B6B health_to 100
01C3: remove_references_to_car $1B6B ;; Like turning a car into any random car
01C2: remove_references_to_actor $1B6C ;; Like turning an actor into a random
pedestrian
0004: $1B6B = -1 ;; integer values

:Label10EFF7
0002: jump Label10F00E
:Label10EFFE
0084: $1B70 = $12CB ;; integer values and handles
0008: $1B70 += 3000 ;; integer values

:Label10F00E
0084: $1B4E = $1B6F ;; integer values and handles
0084: $1C3 = $1B6B ;; integer values and handles
0050: gosub Label111806
00D6: if 0
0119: car $1B71 wrecked
004D: jump_if_false Label10F109
01C3: remove_references_to_car $1B71 ;; Like turning a car into any random car
01C2: remove_references_to_actor $1B72 ;; Like turning an actor into a random
pedestrian
00D6: if 0
838A: NOT car_in_cube -1409.717 1144.97 266.3857 4.0 4.0 2.0
004D: jump_if_false Label10F102
0506: unknown 232 3 -1
00A5: $1B71 = create_car #HOTRINA at -1409.717 1144.97 266.3857
0084: $1B50 = $1B71 ;; integer values and handles
0050: gosub Label111C19
0084: $1B72 = $1B51 ;; integer values and handles
00D6: if 0
001C: $1B4C > $1B74 ;; integer values
004D: jump_if_false Label10F0BC
0084: $1B74 = $1B4C ;; integer values and handles

:Label10F0BC
0004: $1B73 = 0 ;; integer values
0084: $1D10 = $1B73 ;; integer values and handles
0050: gosub Label111A65
0089: 3@ = $1D4A ;; floating-point values only
0089: 4@ = $1D4B ;; floating-point values only
0089: 5@ = $1D4C ;; floating-point values only
00A7: car $1B71 drive_to 3@ 4@ 5@
04BA: set_car $1B71 speed_instantly 30.0

:Label10F102
0002: jump Label10F27C

:Label10F109
00D6: if 0
01AF: car $1B71 0 ()near_point 3@ 4@ 5@ radius 24.0 24.0 24.0
004D: jump_if_false Label10F1A0
0084: $1D10 = $1B73 ;; integer values and handles
0050: gosub Label111A65
0089: 3@ = $1D4A ;; floating-point values only
0089: 4@ = $1D4B ;; floating-point values only
0089: 5@ = $1D4C ;; floating-point values only
0084: $1B73 = $1D10 ;; integer values and handles
00D6: if 0
0038: $1B73 == 0 ;; integer values
004D: jump_if_false Label10F17B
0008: $1B74 += 1 ;; integer values

:Label10F17B
00A7: car $1B71 drive_to 3@ 4@ 5@
0084: $1B75 = $1B74 ;; integer values and handles
0010: $1B75 *= 100 ;; integer values
0058: $1B75 += $1B73 ;; integer values

:Label10F1A0
00D6: if 0
01AF: car $1B71 0 ()near_point $1BD7 $1BD8 $1BD9 radius 3.0 3.0 3.0
004D: jump_if_false Label10F1EC
00D6: if 0
001C: $12CB > $1BB4 ;; integer values
004D: jump_if_false Label10F1E5
0224: set_car $1B71 health_to 230

:Label10F1E5
0002: jump Label10F20A

:Label10F1EC
00AA: store_car $1B71 position_to $1BD7 $1BD8 $1BD9
0084: $1BB4 = $12CB ;; integer values and handles
0008: $1BB4 += 5000 ;; integer values

:Label10F20A
00D6: if 0
01AF: car $1B71 0 ()near_point -1409.717 1144.97 266.3857 radius 5.0 5.0
3.0
004D: jump_if_false Label10F26C
00D6: if 0
001C: $12CB > $1B76 ;; integer values
004D: jump_if_false Label10F265
0224: set_car $1B71 health_to 100
01C3: remove_references_to_car $1B71 ;; Like turning a car into any random car
01C2: remove_references_to_actor $1B72 ;; Like turning an actor into a random
pedestrian
0004: $1B71 = -1 ;; integer values

:Label10F265
0002: jump Label10F27C

:Label10F26C
0084: $1B76 = $12CB ;; integer values and handles
0008: $1B76 += 3000 ;; integer values

:Label10F27C
0084: $1B4E = $1B75 ;; integer values and handles
0084: $1C3 = $1B71 ;; integer values and handles
0050: gosub Label111806
00D6: if 0
0119: car $1B77 wrecked
004D: jump_if_false Label10F377
01C3: remove_references_to_car $1B77 ;; Like turning a car into any random car
01C2: remove_references_to_actor $1B78 ;; Like turning an actor into a random
pedestrian
00D6: if 0
838A: NOT car_in_cube -1409.717 1144.97 266.3857 4.0 4.0 2.0
004D: jump_if_false Label10F370
0506: unknown 232 4 -1
00A5: $1B77 = create_car #HOTRINA at -1409.717 1144.97 266.3857
0084: $1B50 = $1B77 ;; integer values and handles
0050: gosub Label111C19
0084: $1B78 = $1B51 ;; integer values and handles
00D6: if 0
001C: $1B4C > $1B7A ;; integer values
004D: jump_if_false Label10F32A
0084: $1B7A = $1B4C ;; integer values and handles

:Label10F32A
0004: $1B79 = 0 ;; integer values
0084: $1D10 = $1B79 ;; integer values and handles
0050: gosub Label111A65
0089: 6@ = $1D4A ;; floating-point values only
0089: 7@ = $1D4B ;; floating-point values only
0089: 8@ = $1D4C ;; floating-point values only
00A7: car $1B77 drive_to 6@ 7@ 8@
04BA: set_car $1B77 speed_instantly 30.0

:Label10F370
0002: jump Label10F4EA

:Label10F377
00D6: if 0
01AF: car $1B77 0 ()near_point 6@ 7@ 8@ radius 24.0 24.0 24.0
004D: jump_if_false Label10F40E
0084: $1D10 = $1B79 ;; integer values and handles
0050: gosub Label111A65
0089: 6@ = $1D4A ;; floating-point values only
0089: 7@ = $1D4B ;; floating-point values only
0089: 8@ = $1D4C ;; floating-point values only
0084: $1B79 = $1D10 ;; integer values and handles
00D6: if 0
0038: $1B79 == 0 ;; integer values
004D: jump_if_false Label10F3E9
0008: $1B7A += 1 ;; integer values

:Label10F3E9
00A7: car $1B77 drive_to 6@ 7@ 8@
0084: $1B7B = $1B7A ;; integer values and handles
0010: $1B7B *= 100 ;; integer values
0058: $1B7B += $1B79 ;; integer values

:Label10F40E
00D6: if 0
01AF: car $1B77 0 ()near_point $1BDA $1BDB $1BDC radius 3.0 3.0 3.0
004D: jump_if_false Label10F45A
00D6: if 0
001C: $12CB > $1BB5 ;; integer values
004D: jump_if_false Label10F453
0224: set_car $1B77 health_to 230

:Label10F453
0002: jump Label10F478

:Label10F45A
00AA: store_car $1B77 position_to $1BDA $1BDB $1BDC
0084: $1BB5 = $12CB ;; integer values and handles
0008: $1BB5 += 5000 ;; integer values

:Label10F478
00D6: if 0
01AF: car $1B77 0 ()near_point -1409.717 1144.97 266.3857 radius 5.0 5.0
3.0
004D: jump_if_false Label10F4DA
00D6: if 0
001C: $12CB > $1B7C ;; integer values
004D: jump_if_false Label10F4D3
0224: set_car $1B77 health_to 100
01C3: remove_references_to_car $1B77 ;; Like turning a car into any random car
01C2: remove_references_to_actor $1B78 ;; Like turning an actor into a random
pedestrian
0004: $1B77 = -1 ;; integer values

:Label10F4D3
0002: jump Label10F4EA

:Label10F4DA
0084: $1B7C = $12CB ;; integer values and handles
0008: $1B7C += 3000 ;; integer values

:Label10F4EA
0084: $1B4E = $1B7B ;; integer values and handles
0084: $1C3 = $1B77 ;; integer values and handles
0050: gosub Label111806
00D6: if 0
0119: car $1B7D wrecked
004D: jump_if_false Label10F5DC
01C3: remove_references_to_car $1B7D ;; Like turning a car into any random car
01C2: remove_references_to_actor $1B7E ;; Like turning an actor into a random
pedestrian
00D6: if 0
838A: NOT car_in_cube -1409.717 1144.97 266.3857 4.0 4.0 2.0
004D: jump_if_false Label10F5D5
00A5: $1B7D = create_car #HOTRINA at -1409.717 1144.97 266.3857
0084: $1B50 = $1B7D ;; integer values and handles
0050: gosub Label111C19
0084: $1B7E = $1B51 ;; integer values and handles
00D6: if 0
001C: $1B4C > $1B80 ;; integer values
004D: jump_if_false Label10F58F
0084: $1B80 = $1B4C ;; integer values and handles

:Label10F58F
0004: $1B7F = 0 ;; integer values
0084: $1D10 = $1B7F ;; integer values and handles
0050: gosub Label111A65
0089: 9@ = $1D4A ;; floating-point values only
0089: 10@ = $1D4B ;; floating-point values only
0089: 11@ = $1D4C ;; floating-point values only
00A7: car $1B7D drive_to 9@ 10@ 11@
04BA: set_car $1B7D speed_instantly 30.0

:Label10F5D5
0002: jump Label10F74F

:Label10F5DC
00D6: if 0
01AF: car $1B7D 0 ()near_point 9@ 10@ 11@ radius 24.0 24.0 24.0
004D: jump_if_false Label10F673
0084: $1D10 = $1B7F ;; integer values and handles
0050: gosub Label111A65
0089: 9@ = $1D4A ;; floating-point values only
0089: 10@ = $1D4B ;; floating-point values only
0089: 11@ = $1D4C ;; floating-point values only
0084: $1B7F = $1D10 ;; integer values and handles
00D6: if 0
0038: $1B7F == 0 ;; integer values
004D: jump_if_false Label10F64E
0008: $1B80 += 1 ;; integer values

:Label10F64E
00A7: car $1B7D drive_to 9@ 10@ 11@
0084: $1B81 = $1B80 ;; integer values and handles
0010: $1B81 *= 100 ;; integer values
0058: $1B81 += $1B7F ;; integer values

:Label10F673
00D6: if 0
01AF: car $1B7D 0 ()near_point $1BDD $1BDE $1BDF radius 3.0 3.0 3.0
004D: jump_if_false Label10F6BF
00D6: if 0
001C: $12CB > $1BB6 ;; integer values
004D: jump_if_false Label10F6B8
0224: set_car $1B7D health_to 230

:Label10F6B8
0002: jump Label10F6DD

:Label10F6BF
00AA: store_car $1B7D position_to $1BDD $1BDE $1BDF
0084: $1BB6 = $12CB ;; integer values and handles
0008: $1BB6 += 5000 ;; integer values

:Label10F6DD
00D6: if 0
01AF: car $1B7D 0 ()near_point -1409.717 1144.97 266.3857 radius 5.0 5.0
3.0
004D: jump_if_false Label10F73F
00D6: if 0
001C: $12CB > $1B82 ;; integer values
004D: jump_if_false Label10F738
0224: set_car $1B7D health_to 100
01C3: remove_references_to_car $1B7D ;; Like turning a car into any random car
01C2: remove_references_to_actor $1B7E ;; Like turning an actor into a random
pedestrian
0004: $1B7D = -1 ;; integer values

:Label10F738
0002: jump Label10F74F

:Label10F73F
0084: $1B82 = $12CB ;; integer values and handles
0008: $1B82 += 3000 ;; integer values

:Label10F74F
0084: $1B4E = $1B81 ;; integer values and handles
0084: $1C3 = $1B7D ;; integer values and handles
0050: gosub Label111806
00D6: if 0
0119: car $1B83 wrecked
004D: jump_if_false Label10F84A
01C3: remove_references_to_car $1B83 ;; Like turning a car into any random car
01C2: remove_references_to_actor $1B84 ;; Like turning an actor into a random
pedestrian
00D6: if 0
838A: NOT car_in_cube -1409.717 1144.97 266.3857 4.0 4.0 2.0
004D: jump_if_false Label10F843
0506: unknown 233 0 -1
00A5: $1B83 = create_car #HOTRINB at -1409.717 1144.97 266.3857
0084: $1B50 = $1B83 ;; integer values and handles
0050: gosub Label111C19
0084: $1B84 = $1B51 ;; integer values and handles
00D6: if 0
001C: $1B4C > $1B86 ;; integer values
004D: jump_if_false Label10F7FD
0084: $1B86 = $1B4C ;; integer values and handles

:Label10F7FD
0004: $1B85 = 0 ;; integer values
0084: $1D10 = $1B85 ;; integer values and handles
0050: gosub Label111A65
0089: 12@ = $1D4A ;; floating-point values only
0089: 13@ = $1D4B ;; floating-point values only
0089: 14@ = $1D4C ;; floating-point values only
00A7: car $1B83 drive_to 12@ 13@ 14@
04BA: set_car $1B83 speed_instantly 30.0

:Label10F843
0002: jump Label10F9BD

:Label10F84A
00D6: if 0
01AF: car $1B83 0 ()near_point 12@ 13@ 14@ radius 24.0 24.0 24.0
004D: jump_if_false Label10F8E1
0084: $1D10 = $1B85 ;; integer values and handles
0050: gosub Label111A65
0089: 12@ = $1D4A ;; floating-point values only
0089: 13@ = $1D4B ;; floating-point values only
0089: 14@ = $1D4C ;; floating-point values only
0084: $1B85 = $1D10 ;; integer values and handles
00D6: if 0
0038: $1B85 == 0 ;; integer values
004D: jump_if_false Label10F8BC
0008: $1B86 += 1 ;; integer values

:Label10F8BC
00A7: car $1B83 drive_to 12@ 13@ 14@
0084: $1B87 = $1B86 ;; integer values and handles
0010: $1B87 *= 100 ;; integer values
0058: $1B87 += $1B85 ;; integer values

:Label10F8E1
00D6: if 0
01AF: car $1B83 0 ()near_point $1BE0 $1BE1 $1BE2 radius 3.0 3.0 3.0
004D: jump_if_false Label10F92D
00D6: if 0
001C: $12CB > $1BB7 ;; integer values
004D: jump_if_false Label10F926
0224: set_car $1B83 health_to 230
:Label10F926
0002: jump Label10F94B

:Label10F92D
00AA: store_car $1B83 position_to $1BE0 $1BE1 $1BE2
0084: $1BB7 = $12CB ;; integer values and handles
0008: $1BB7 += 5000 ;; integer values

:Label10F94B
00D6: if 0
01AF: car $1B83 0 ()near_point -1409.717 1144.97 266.3857 radius 5.0 5.0
3.0
004D: jump_if_false Label10F9AD
00D6: if 0
001C: $12CB > $1B88 ;; integer values
004D: jump_if_false Label10F9A6
0224: set_car $1B83 health_to 100
01C3: remove_references_to_car $1B83 ;; Like turning a car into any random car
01C2: remove_references_to_actor $1B84 ;; Like turning an actor into a random
pedestrian
0004: $1B83 = -1 ;; integer values

:Label10F9A6
0002: jump Label10F9BD

:Label10F9AD
0084: $1B88 = $12CB ;; integer values and handles
0008: $1B88 += 3000 ;; integer values

:Label10F9BD
0084: $1B4E = $1B87 ;; integer values and handles
0084: $1C3 = $1B83 ;; integer values and handles
0050: gosub Label111806
00D6: if 0
0119: car $1B89 wrecked
004D: jump_if_false Label10FAB8
01C3: remove_references_to_car $1B89 ;; Like turning a car into any random car
01C2: remove_references_to_actor $1B8A ;; Like turning an actor into a random
pedestrian
00D6: if 0
838A: NOT car_in_cube -1409.717 1144.97 266.3857 4.0 4.0 2.0
004D: jump_if_false Label10FAB1
0506: unknown 233 1 -1
00A5: $1B89 = create_car #HOTRINB at -1409.717 1144.97 266.3857
0084: $1B50 = $1B89 ;; integer values and handles
0050: gosub Label111C19
0084: $1B8A = $1B51 ;; integer values and handles
00D6: if 0
001C: $1B4C > $1B8C ;; integer values
004D: jump_if_false Label10FA6B
0084: $1B8C = $1B4C ;; integer values and handles

:Label10FA6B
0004: $1B8B = 0 ;; integer values
0084: $1D10 = $1B8B ;; integer values and handles
0050: gosub Label111A65
0086: $1BBF = $1D4A ;; floating-point values only
0086: $1BC0 = $1D4B ;; floating-point values only
0086: $1BC1 = $1D4C ;; floating-point values only
00A7: car $1B89 drive_to $1BBF $1BC0 $1BC1
04BA: set_car $1B89 speed_instantly 30.0

:Label10FAB1
0002: jump Label10FC2B

:Label10FAB8
00D6: if 0
01AF: car $1B89 0 ()near_point $1BBF $1BC0 $1BC1 radius 24.0 24.0 24.0
004D: jump_if_false Label10FB4F
0084: $1D10 = $1B8B ;; integer values and handles
0050: gosub Label111A65
0086: $1BBF = $1D4A ;; floating-point values only
0086: $1BC0 = $1D4B ;; floating-point values only
0086: $1BC1 = $1D4C ;; floating-point values only
0084: $1B8B = $1D10 ;; integer values and handles
00D6: if 0
0038: $1B8B == 0 ;; integer values
004D: jump_if_false Label10FB2A
0008: $1B8C += 1 ;; integer values

:Label10FB2A
00A7: car $1B89 drive_to $1BBF $1BC0 $1BC1
0084: $1B8D = $1B8C ;; integer values and handles
0010: $1B8D *= 100 ;; integer values
0058: $1B8D += $1B8B ;; integer values

:Label10FB4F
00D6: if 0
01AF: car $1B89 0 ()near_point $1BE3 $1BE4 $1BE5 radius 3.0 3.0 3.0
004D: jump_if_false Label10FB9B
00D6: if 0
001C: $12CB > $1BB8 ;; integer values
004D: jump_if_false Label10FB94
0224: set_car $1B89 health_to 230

:Label10FB94
0002: jump Label10FBB9

:Label10FB9B
00AA: store_car $1B89 position_to $1BE3 $1BE4 $1BE5
0084: $1BB8 = $12CB ;; integer values and handles
0008: $1BB8 += 5000 ;; integer values

:Label10FBB9
00D6: if 0
01AF: car $1B89 0 ()near_point -1409.717 1144.97 266.3857 radius 5.0 5.0
3.0
004D: jump_if_false Label10FC1B
00D6: if 0
001C: $12CB > $1B8E ;; integer values
004D: jump_if_false Label10FC14
0224: set_car $1B89 health_to 100
01C3: remove_references_to_car $1B89 ;; Like turning a car into any random car
01C2: remove_references_to_actor $1B8A ;; Like turning an actor into a random
pedestrian
0004: $1B89 = -1 ;; integer values

:Label10FC14
0002: jump Label10FC2B

:Label10FC1B
0084: $1B8E = $12CB ;; integer values and handles
0008: $1B8E += 3000 ;; integer values

:Label10FC2B
0084: $1B4E = $1B8D ;; integer values and handles
0084: $1C3 = $1B89 ;; integer values and handles
0050: gosub Label111806
00D6: if 0
0119: car $1B8F wrecked
004D: jump_if_false Label10FD26
01C3: remove_references_to_car $1B8F ;; Like turning a car into any random car
01C2: remove_references_to_actor $1B90 ;; Like turning an actor into a random
pedestrian
00D6: if 0
838A: NOT car_in_cube -1409.717 1144.97 266.3857 4.0 4.0 2.0
004D: jump_if_false Label10FD1F
0506: unknown 233 2 -1
00A5: $1B8F = create_car #HOTRINB at -1409.717 1144.97 266.3857
0084: $1B50 = $1B8F ;; integer values and handles
0050: gosub Label111C19
0084: $1B90 = $1B51 ;; integer values and handles
00D6: if 0
001C: $1B4C > $1B92 ;; integer values
004D: jump_if_false Label10FCD9
0084: $1B92 = $1B4C ;; integer values and handles

:Label10FCD9
0004: $1B91 = 0 ;; integer values
0084: $1D10 = $1B91 ;; integer values and handles
0050: gosub Label111A65
0086: $1BC2 = $1D4A ;; floating-point values only
0086: $1BC3 = $1D4B ;; floating-point values only
0086: $1BC4 = $1D4C ;; floating-point values only
00A7: car $1B8F drive_to $1BC2 $1BC3 $1BC4
04BA: set_car $1B8F speed_instantly 30.0

:Label10FD1F
0002: jump Label10FE99

:Label10FD26
00D6: if 0
01AF: car $1B8F 0 ()near_point $1BC2 $1BC3 $1BC4 radius 24.0 24.0 24.0
004D: jump_if_false Label10FDBD
0084: $1D10 = $1B91 ;; integer values and handles
0050: gosub Label111A65
0086: $1BC2 = $1D4A ;; floating-point values only
0086: $1BC3 = $1D4B ;; floating-point values only
0086: $1BC4 = $1D4C ;; floating-point values only
0084: $1B91 = $1D10 ;; integer values and handles
00D6: if 0
0038: $1B91 == 0 ;; integer values
004D: jump_if_false Label10FD98
0008: $1B92 += 1 ;; integer values

:Label10FD98
00A7: car $1B8F drive_to $1BC2 $1BC3 $1BC4
0084: $1B93 = $1B92 ;; integer values and handles
0010: $1B93 *= 100 ;; integer values
0058: $1B93 += $1B91 ;; integer values

:Label10FDBD
00D6: if 0
01AF: car $1B8F 0 ()near_point $1BE6 $1BE7 $1BE8 radius 3.0 3.0 3.0
004D: jump_if_false Label10FE09
00D6: if 0
001C: $12CB > $1BB9 ;; integer values
004D: jump_if_false Label10FE02
0224: set_car $1B8F health_to 230

:Label10FE02
0002: jump Label10FE27

:Label10FE09
00AA: store_car $1B8F position_to $1BE6 $1BE7 $1BE8
0084: $1BB9 = $12CB ;; integer values and handles
0008: $1BB9 += 5000 ;; integer values

:Label10FE27
00D6: if 0
01AF: car $1B8F 0 ()near_point -1409.717 1144.97 266.3857 radius 5.0 5.0
3.0
004D: jump_if_false Label10FE89
00D6: if 0
001C: $12CB > $1B94 ;; integer values
004D: jump_if_false Label10FE82
0224: set_car $1B8F health_to 100
01C3: remove_references_to_car $1B8F ;; Like turning a car into any random car
01C2: remove_references_to_actor $1B90 ;; Like turning an actor into a random
pedestrian
0004: $1B8F = -1 ;; integer values

:Label10FE82
0002: jump Label10FE99

:Label10FE89
0084: $1B94 = $12CB ;; integer values and handles
0008: $1B94 += 3000 ;; integer values

:Label10FE99
0084: $1B4E = $1B93 ;; integer values and handles
0084: $1C3 = $1B8F ;; integer values and handles
0050: gosub Label111806
00D6: if 0
0119: car $1B95 wrecked
004D: jump_if_false Label10FF94
01C3: remove_references_to_car $1B95 ;; Like turning a car into any random car
01C2: remove_references_to_actor $1B96 ;; Like turning an actor into a random
pedestrian
00D6: if 0
838A: NOT car_in_cube -1409.717 1144.97 266.3857 4.0 4.0 2.0
004D: jump_if_false Label10FF8D
0506: unknown 233 3 -1
00A5: $1B95 = create_car #HOTRINB at -1409.717 1144.97 266.3857
0084: $1B50 = $1B95 ;; integer values and handles
0050: gosub Label111C19
0084: $1B96 = $1B51 ;; integer values and handles
00D6: if 0
001C: $1B4C > $1B98 ;; integer values
004D: jump_if_false Label10FF47
0084: $1B98 = $1B4C ;; integer values and handles

:Label10FF47
0004: $1B97 = 0 ;; integer values
0084: $1D10 = $1B97 ;; integer values and handles
0050: gosub Label111A65
0086: $1BC5 = $1D4A ;; floating-point values only
0086: $1BC6 = $1D4B ;; floating-point values only
0086: $1BC7 = $1D4C ;; floating-point values only
00A7: car $1B95 drive_to $1BC5 $1BC6 $1BC7
04BA: set_car $1B95 speed_instantly 30.0

:Label10FF8D
0002: jump Label110107

:Label10FF94
00D6: if 0
01AF: car $1B95 0 ()near_point $1BC5 $1BC6 $1BC7 radius 24.0 24.0 24.0
004D: jump_if_false Label11002B
0084: $1D10 = $1B97 ;; integer values and handles
0050: gosub Label111A65
0086: $1BC5 = $1D4A ;; floating-point values only
0086: $1BC6 = $1D4B ;; floating-point values only
0086: $1BC7 = $1D4C ;; floating-point values only
0084: $1B97 = $1D10 ;; integer values and handles
00D6: if 0
0038: $1B97 == 0 ;; integer values
004D: jump_if_false Label110006
0008: $1B98 += 1 ;; integer values

:Label110006
00A7: car $1B95 drive_to $1BC5 $1BC6 $1BC7
0084: $1B99 = $1B98 ;; integer values and handles
0010: $1B99 *= 100 ;; integer values
0058: $1B99 += $1B97 ;; integer values

:Label11002B
00D6: if 0
01AF: car $1B95 0 ()near_point $1BE9 $1BEA $1BEB radius 3.0 3.0 3.0
004D: jump_if_false Label110077
00D6: if 0
001C: $12CB > $1BBA ;; integer values
004D: jump_if_false Label110070
0224: set_car $1B95 health_to 230

:Label110070
0002: jump Label110095

:Label110077
00AA: store_car $1B95 position_to $1BE9 $1BEA $1BEB
0084: $1BBA = $12CB ;; integer values and handles
0008: $1BBA += 5000 ;; integer values

:Label110095
00D6: if 0
01AF: car $1B95 0 ()near_point -1409.717 1144.97 266.3857 radius 5.0 5.0
3.0
004D: jump_if_false Label1100F7
00D6: if 0
001C: $12CB > $1B9A ;; integer values
004D: jump_if_false Label1100F0
0224: set_car $1B95 health_to 100
01C3: remove_references_to_car $1B95 ;; Like turning a car into any random car
01C2: remove_references_to_actor $1B96 ;; Like turning an actor into a random
pedestrian
0004: $1B95 = -1 ;; integer values

:Label1100F0
0002: jump Label110107

:Label1100F7
0084: $1B9A = $12CB ;; integer values and handles
0008: $1B9A += 3000 ;; integer values

:Label110107
0084: $1B4E = $1B99 ;; integer values and handles
0084: $1C3 = $1B95 ;; integer values and handles
0050: gosub Label111806
00D6: if 0
0119: car $1B9B wrecked
004D: jump_if_false Label110202
01C3: remove_references_to_car $1B9B ;; Like turning a car into any random car
01C2: remove_references_to_actor $1B9C ;; Like turning an actor into a random
pedestrian
00D6: if 0
838A: NOT car_in_cube -1409.717 1144.97 266.3857 4.0 4.0 2.0
004D: jump_if_false Label1101FB
0506: unknown 233 4 -1
00A5: $1B9B = create_car #HOTRINB at -1409.717 1144.97 266.3857
0084: $1B50 = $1B9B ;; integer values and handles
0050: gosub Label111C19
0084: $1B9C = $1B51 ;; integer values and handles
00D6: if 0
001C: $1B4C > $1B9E ;; integer values
004D: jump_if_false Label1101B5
0084: $1B9E = $1B4C ;; integer values and handles

:Label1101B5
0004: $1B9D = 0 ;; integer values
0084: $1D10 = $1B9D ;; integer values and handles
0050: gosub Label111A65
0086: $1BC8 = $1D4A ;; floating-point values only
0086: $1BC9 = $1D4B ;; floating-point values only
0086: $1BCA = $1D4C ;; floating-point values only
00A7: car $1B9B drive_to $1BC8 $1BC9 $1BCA
04BA: set_car $1B9B speed_instantly 30.0

:Label1101FB
0002: jump Label110375

:Label110202
00D6: if 0
01AF: car $1B9B 0 ()near_point $1BC8 $1BC9 $1BCA radius 24.0 24.0 24.0
004D: jump_if_false Label110299
0084: $1D10 = $1B9D ;; integer values and handles
0050: gosub Label111A65
0086: $1BC8 = $1D4A ;; floating-point values only
0086: $1BC9 = $1D4B ;; floating-point values only
0086: $1BCA = $1D4C ;; floating-point values only
0084: $1B9D = $1D10 ;; integer values and handles
00D6: if 0
0038: $1B9D == 0 ;; integer values
004D: jump_if_false Label110274
0008: $1B9E += 1 ;; integer values

:Label110274
00A7: car $1B9B drive_to $1BC8 $1BC9 $1BCA
0084: $1B9F = $1B9E ;; integer values and handles
0010: $1B9F *= 100 ;; integer values
0058: $1B9F += $1B9D ;; integer values

:Label110299
00D6: if 0
01AF: car $1B9B 0 ()near_point $1BEC $1BED $1BEE radius 3.0 3.0 3.0
004D: jump_if_false Label1102E5
00D6: if 0
001C: $12CB > $1BBB ;; integer values
004D: jump_if_false Label1102DE
0224: set_car $1B9B health_to 230

:Label1102DE
0002: jump Label110303

:Label1102E5
00AA: store_car $1B9B position_to $1BEC $1BED $1BEE
0084: $1BBB = $12CB ;; integer values and handles
0008: $1BBB += 5000 ;; integer values

:Label110303
00D6: if 0
01AF: car $1B9B 0 ()near_point -1409.717 1144.97 266.3857 radius 5.0 5.0
3.0
004D: jump_if_false Label110365
00D6: if 0
001C: $12CB > $1BA0 ;; integer values
004D: jump_if_false Label11035E
0224: set_car $1B9B health_to 100
01C3: remove_references_to_car $1B9B ;; Like turning a car into any random car
01C2: remove_references_to_actor $1B9C ;; Like turning an actor into a random
pedestrian
0004: $1B9B = -1 ;; integer values

:Label11035E
0002: jump Label110375

:Label110365
0084: $1BA0 = $12CB ;; integer values and handles
0008: $1BA0 += 3000 ;; integer values

:Label110375
0084: $1B4E = $1B9F ;; integer values and handles
0084: $1C3 = $1B9B ;; integer values and handles
0050: gosub Label111806
00D6: if 0
0119: car $1BA1 wrecked
004D: jump_if_false Label110467
01C3: remove_references_to_car $1BA1 ;; Like turning a car into any random car
01C2: remove_references_to_actor $1BA2 ;; Like turning an actor into a random
pedestrian
00D6: if 0
838A: NOT car_in_cube -1409.717 1144.97 266.3857 4.0 4.0 2.0
004D: jump_if_false Label110460
00A5: $1BA1 = create_car #HOTRINB at -1409.717 1144.97 266.3857
0084: $1B50 = $1BA1 ;; integer values and handles
0050: gosub Label111C19
0084: $1BA2 = $1B51 ;; integer values and handles
00D6: if 0
001C: $1B4C > $1BA4 ;; integer values
004D: jump_if_false Label11041A
0084: $1BA4 = $1B4C ;; integer values and handles

:Label11041A
0004: $1BA3 = 0 ;; integer values
0084: $1D10 = $1BA3 ;; integer values and handles
0050: gosub Label111A65
0086: $1BCB = $1D4A ;; floating-point values only
0086: $1BCC = $1D4B ;; floating-point values only
0086: $1BCD = $1D4C ;; floating-point values only
00A7: car $1BA1 drive_to $1BCB $1BCC $1BCD
04BA: set_car $1BA1 speed_instantly 30.0

:Label110460
0002: jump Label1105DA

:Label110467
00D6: if 0
01AF: car $1BA1 0 ()near_point $1BCB $1BCC $1BCD radius 24.0 24.0 24.0
004D: jump_if_false Label1104FE
0084: $1D10 = $1BA3 ;; integer values and handles
0050: gosub Label111A65
0086: $1BCB = $1D4A ;; floating-point values only
0086: $1BCC = $1D4B ;; floating-point values only
0086: $1BCD = $1D4C ;; floating-point values only
0084: $1BA3 = $1D10 ;; integer values and handles
00D6: if 0
0038: $1BA3 == 0 ;; integer values
004D: jump_if_false Label1104D9
0008: $1BA4 += 1 ;; integer values

:Label1104D9
00A7: car $1BA1 drive_to $1BCB $1BCC $1BCD
0084: $1BA5 = $1BA4 ;; integer values and handles
0010: $1BA5 *= 100 ;; integer values
0058: $1BA5 += $1BA3 ;; integer values

:Label1104FE
00D6: if 0
01AF: car $1BA1 0 ()near_point $1BEF $1BF0 $1BF1 radius 3.0 3.0 3.0
004D: jump_if_false Label11054A
00D6: if 0
001C: $12CB > $1BBC ;; integer values
004D: jump_if_false Label110543
0224: set_car $1BA1 health_to 230

:Label110543
0002: jump Label110568

:Label11054A
00AA: store_car $1BA1 position_to $1BEF $1BF0 $1BF1
0084: $1BBC = $12CB ;; integer values and handles
0008: $1BBC += 5000 ;; integer values

:Label110568
00D6: if 0
01AF: car $1BA1 0 ()near_point -1409.717 1144.97 266.3857 radius 5.0 5.0
3.0
004D: jump_if_false Label1105CA
00D6: if 0
001C: $12CB > $1BA6 ;; integer values
004D: jump_if_false Label1105C3
0224: set_car $1BA1 health_to 100
01C3: remove_references_to_car $1BA1 ;; Like turning a car into any random car
01C2: remove_references_to_actor $1BA2 ;; Like turning an actor into a random
pedestrian
0004: $1BA1 = -1 ;; integer values

:Label1105C3
0002: jump Label1105DA

:Label1105CA
0084: $1BA6 = $12CB ;; integer values and handles
0008: $1BA6 += 3000 ;; integer values

:Label1105DA
0084: $1B4E = $1BA5 ;; integer values and handles
0084: $1C3 = $1BA1 ;; integer values and handles
0050: gosub Label111806
00D6: if 0
0119: car $1BA7 wrecked
004D: jump_if_false Label1106D5
01C3: remove_references_to_car $1BA7 ;; Like turning a car into any random car
01C2: remove_references_to_actor $1BA8 ;; Like turning an actor into a random
pedestrian
00D6: if 0
838A: NOT car_in_cube -1409.717 1144.97 266.3857 4.0 4.0 2.0
004D: jump_if_false Label1106CE
0506: unknown 232 0 -1
00A5: $1BA7 = create_car #HOTRINA at -1409.717 1144.97 266.3857
0084: $1B50 = $1BA7 ;; integer values and handles
0050: gosub Label111C19
0084: $1BA8 = $1B51 ;; integer values and handles
00D6: if 0
001C: $1B4C > $1BAA ;; integer values
004D: jump_if_false Label110688
0084: $1BAA = $1B4C ;; integer values and handles

:Label110688
0004: $1BA9 = 0 ;; integer values
0084: $1D10 = $1BA9 ;; integer values and handles
0050: gosub Label111A65
0086: $1BCE = $1D4A ;; floating-point values only
0086: $1BCF = $1D4B ;; floating-point values only
0086: $1BD0 = $1D4C ;; floating-point values only
00A7: car $1BA7 drive_to $1BCE $1BCF $1BD0
04BA: set_car $1BA7 speed_instantly 30.0

:Label1106CE
0002: jump Label110848

:Label1106D5
00D6: if 0
01AF: car $1BA7 0 ()near_point $1BCE $1BCF $1BD0 radius 24.0 24.0 24.0
004D: jump_if_false Label11076C
0084: $1D10 = $1BA9 ;; integer values and handles
0050: gosub Label111A65
0086: $1BCE = $1D4A ;; floating-point values only
0086: $1BCF = $1D4B ;; floating-point values only
0086: $1BD0 = $1D4C ;; floating-point values only
0084: $1BA9 = $1D10 ;; integer values and handles
00D6: if 0
0038: $1BA9 == 0 ;; integer values
004D: jump_if_false Label110747
0008: $1BAA += 1 ;; integer values

:Label110747
00A7: car $1BA7 drive_to $1BCE $1BCF $1BD0
0084: $1BAB = $1BAA ;; integer values and handles
0010: $1BAB *= 100 ;; integer values
0058: $1BAB += $1BA9 ;; integer values

:Label11076C
00D6: if 0
01AF: car $1BA7 0 ()near_point $1BF2 $1BF3 $1BF4 radius 3.0 3.0 3.0
004D: jump_if_false Label1107B8
00D6: if 0
001C: $12CB > $1BBD ;; integer values
004D: jump_if_false Label1107B1
0224: set_car $1BA7 health_to 230

:Label1107B1
0002: jump Label1107D6

:Label1107B8
00AA: store_car $1BA7 position_to $1BF2 $1BF3 $1BF4
0084: $1BBD = $12CB ;; integer values and handles
0008: $1BBD += 5000 ;; integer values

:Label1107D6
00D6: if 0
01AF: car $1BA7 0 ()near_point -1409.717 1144.97 266.3857 radius 5.0 5.0
3.0
004D: jump_if_false Label110838
00D6: if 0
001C: $12CB > $1BAC ;; integer values
004D: jump_if_false Label110831
0224: set_car $1BA7 health_to 100
01C3: remove_references_to_car $1BA7 ;; Like turning a car into any random car
01C2: remove_references_to_actor $1BA8 ;; Like turning an actor into a random
pedestrian
0004: $1BA7 = -1 ;; integer values
:Label110831
0002: jump Label110848

:Label110838
0084: $1BAC = $12CB ;; integer values and handles
0008: $1BAC += 3000 ;; integer values

:Label110848
0084: $1B4E = $1BAB ;; integer values and handles
0084: $1C3 = $1BA7 ;; integer values and handles
0050: gosub Label111806
00D6: if 0
0119: car $1BAD wrecked
004D: jump_if_false Label110943
01C3: remove_references_to_car $1BAD ;; Like turning a car into any random car
01C2: remove_references_to_actor $1BAE ;; Like turning an actor into a random
pedestrian
00D6: if 0
838A: NOT car_in_cube -1409.717 1144.97 266.3857 4.0 4.0 2.0
004D: jump_if_false Label11093C
0506: unknown 233 0 -1
00A5: $1BAD = create_car #HOTRINB at -1409.717 1144.97 266.3857
0084: $1B50 = $1BAD ;; integer values and handles
0050: gosub Label111C19
0084: $1BAE = $1B51 ;; integer values and handles
00D6: if 0
001C: $1B4C > $1BB0 ;; integer values
004D: jump_if_false Label1108F6
0084: $1BB0 = $1B4C ;; integer values and handles

:Label1108F6
0004: $1BAF = 0 ;; integer values
0084: $1D10 = $1BAF ;; integer values and handles
0050: gosub Label111A65
0086: $1BD1 = $1D4A ;; floating-point values only
0086: $1BD2 = $1D4B ;; floating-point values only
0086: $1BD3 = $1D4C ;; floating-point values only
00A7: car $1BAD drive_to $1BD1 $1BD2 $1BD3
04BA: set_car $1BAD speed_instantly 30.0

:Label11093C
0002: jump Label110AB6

:Label110943
00D6: if 0
01AF: car $1BAD 0 ()near_point $1BD1 $1BD2 $1BD3 radius 24.0 24.0 24.0
004D: jump_if_false Label1109DA
0084: $1D10 = $1BAF ;; integer values and handles
0050: gosub Label111A65
0086: $1BD1 = $1D4A ;; floating-point values only
0086: $1BD2 = $1D4B ;; floating-point values only
0086: $1BD3 = $1D4C ;; floating-point values only
0084: $1BAF = $1D10 ;; integer values and handles
00D6: if 0
0038: $1BAF == 0 ;; integer values
004D: jump_if_false Label1109B5
0008: $1BB0 += 1 ;; integer values
:Label1109B5
00A7: car $1BAD drive_to $1BD1 $1BD2 $1BD3
0084: $1BB1 = $1BB0 ;; integer values and handles
0010: $1BB1 *= 100 ;; integer values
0058: $1BB1 += $1BAF ;; integer values

:Label1109DA
00D6: if 0
01AF: car $1BAD 0 ()near_point $1BF5 $1BF6 $1BF7 radius 3.0 3.0 3.0
004D: jump_if_false Label110A26
00D6: if 0
001C: $12CB > $1BBE ;; integer values
004D: jump_if_false Label110A1F
0224: set_car $1BAD health_to 230

:Label110A1F
0002: jump Label110A44

:Label110A26
00AA: store_car $1BAD position_to $1BF5 $1BF6 $1BF7
0084: $1BBE = $12CB ;; integer values and handles
0008: $1BBE += 5000 ;; integer values

:Label110A44
00D6: if 0
01AF: car $1BAD 0 ()near_point -1409.717 1144.97 266.3857 radius 5.0 5.0
3.0
004D: jump_if_false Label110AA6
00D6: if 0
001C: $12CB > $1BB2 ;; integer values
004D: jump_if_false Label110A9F
0224: set_car $1BAD health_to 100
01C3: remove_references_to_car $1BAD ;; Like turning a car into any random car
01C2: remove_references_to_actor $1BAE ;; Like turning an actor into a random
pedestrian
0004: $1BAD = -1 ;; integer values

:Label110A9F
0002: jump Label110AB6

:Label110AA6
0084: $1BB2 = $12CB ;; integer values and handles
0008: $1BB2 += 3000 ;; integer values

:Label110AB6
0084: $1B4E = $1BB1 ;; integer values and handles
0084: $1C3 = $1BAD ;; integer values and handles
0050: gosub Label111806
0002: jump Label110C5A

:Label110AD4
00D6: if 0
8119: NOT car $1B5F wrecked
004D: jump_if_false Label110AEE
0477: unknown_car $1B5F 1 200

:Label110AEE
00D6: if 0
8119: NOT car $1B63 wrecked
004D: jump_if_false Label110B08
0477: unknown_car $1B63 1 200

:Label110B08
00D6: if 0
8119: NOT car $1B67 wrecked
004D: jump_if_false Label110B22
0477: unknown_car $1B67 1 200

:Label110B22
00D6: if 0
8119: NOT car $1B6B wrecked
004D: jump_if_false Label110B3C
0477: unknown_car $1B6B 1 200

:Label110B3C
00D6: if 0
8119: NOT car $1B71 wrecked
004D: jump_if_false Label110B56
0477: unknown_car $1B71 1 200

:Label110B56
00D6: if 0
8119: NOT car $1B77 wrecked
004D: jump_if_false Label110B70
0477: unknown_car $1B77 1 200

:Label110B70
00D6: if 0
8119: NOT car $1B7D wrecked
004D: jump_if_false Label110B8A
0477: unknown_car $1B7D 1 200

:Label110B8A
00D6: if 0
8119: NOT car $1B83 wrecked
004D: jump_if_false Label110BA4
0477: unknown_car $1B83 1 200

:Label110BA4
00D6: if 0
8119: NOT car $1B89 wrecked
004D: jump_if_false Label110BBE
0477: unknown_car $1B89 1 200

:Label110BBE
00D6: if 0
8119: NOT car $1B8F wrecked
004D: jump_if_false Label110BD8
0477: unknown_car $1B8F 1 200

:Label110BD8
00D6: if 0
8119: NOT car $1B95 wrecked
004D: jump_if_false Label110BF2
0477: unknown_car $1B95 1 200

:Label110BF2
00D6: if 0
8119: NOT car $1B9B wrecked
004D: jump_if_false Label110C0C
0477: unknown_car $1B9B 1 200

:Label110C0C
00D6: if 0
8119: NOT car $1BA1 wrecked
004D: jump_if_false Label110C26
0477: unknown_car $1BA1 1 200

:Label110C26
00D6: if 0
8119: NOT car $1BA7 wrecked
004D: jump_if_false Label110C40
0477: unknown_car $1BA7 1 200

:Label110C40
00D6: if 0
8119: NOT car $1BAD wrecked
004D: jump_if_false Label110C5A
0477: unknown_car $1BAD 1 200

:Label110C5A
00D6: if 0
0038: $1B57 == 1 ;; integer values
004D: jump_if_false Label110C87
03F0: (unknown) 1
0084: $1B5E = $12CB ;; integer values and handles
0008: $1B5E += 5000 ;; integer values
0004: $1B57 = 3 ;; integer values

:Label110C87
00D6: if 0
0038: $1B57 == 0 ;; integer values
004D: jump_if_false Label110E55
00D6: if 0
0038: $1B4C == 12 ;; integer values
004D: jump_if_false Label110E55
0151: remove_status_text $1B59
0151: remove_status_text $1B4C
0151: remove_status_text $1D11
014F: stop_timer $1B55
00D6: if 0
001C: $63C > $1D11 ;; integer values
004D: jump_if_false Label110CDA
0084: $63C = $1D11 ;; integer values and handles

:Label110CDA
0014: $1B55 /= 1000 ;; integer values
0084: $1B53 = $63B ;; integer values and handles
00D6: if 0
001C: $63B > $1B55 ;; integer values
004D: jump_if_false Label110D0C
0084: $63B = $1B55 ;; integer values and handles
042E: 20 $63B

:Label110D0C
0004: $1B57 = 1 ;; integer values
00D6: if 0
0038: $1D11 == 1 ;; integer values
004D: jump_if_false Label110D74
00BA: text_styled "HOTR_30" 6000 ms 5 ;; 1ST PLACE
01E3: text_1number_styled "HOTR_29" 5000 6000 ms 6 ;; $~1~
0582: 0 $1D11
0109: player $PLAYER_CHAR money += 5000
00D6: if 0
0038: $63D == 0 ;; integer values
004D: jump_if_false Label110D74
030C: set_mission_points += 1
0595: (unknown)
0004: $63D = 1 ;; integer values

:Label110D74
00D6: if 0
0038: $1D11 == 2 ;; integer values
004D: jump_if_false Label110DB6
00BA: text_styled "HOTR_31" 6000 ms 5 ;; 2ND PLACE
01E3: text_1number_styled "HOTR_29" 1500 6000 ms 6 ;; $~1~
0582: 0 $1D11
0109: player $PLAYER_CHAR money += 1500

:Label110DB6
00D6: if 0
0038: $1D11 == 3 ;; integer values
004D: jump_if_false Label110DF8
00BA: text_styled "HOTR_32" 6000 ms 5 ;; 3RD PLACE
01E3: text_1number_styled "HOTR_29" 500 6000 ms 6 ;; $~1~
0582: 0 $1D11
0109: player $PLAYER_CHAR money += 500

:Label110DF8
00D6: if 0
0018: $1D11 > 3 ;; integer values
004D: jump_if_false Label110E55
0582: 0 $1D11
0004: $1B57 = 0 ;; integer values
00BC: text_highpriority "HOTR_13" 2000 ms 1 ;; ~r~You didn't win the race!
0169: set_fade_color 0 0 1
016A: fade 0 () 1500 ms

:Label110E36
00D6: if 0
016B: fading
004D: jump_if_false Label110E4E
0001: wait 0 ms
0002: jump Label110E36

:Label110E4E
0002: jump Label111970

:Label110E55
00D6: if 0
0018: $1B57 > 1 ;; integer values
004D: jump_if_false Label111467
00D6: if 0
0038: $1B57 == 4 ;; integer values
004D: jump_if_false Label110E8D
00D6: if 0
816B: NOT fading
004D: jump_if_false Label110E8D
0002: jump Label111970

:Label110E8D
00D6: if 0
0038: $1B57 == 3 ;; integer values
004D: jump_if_false Label110EC0
00D6: if 0
001C: $12CB > $1B5E ;; integer values
004D: jump_if_false Label110EC0
016A: fade 0 () 1500 ms
0004: $1B57 = 4 ;; integer values

:Label110EC0
00D6: if 0
00E0: player $PLAYER_CHAR driving
004D: jump_if_false Label110EE8
03C1: $12B6 = player $PLAYER_CHAR car
0227: $1B59 = car $12B6 health
0224: set_car $12B6 health_to $1B59

:Label110EE8
00D6: if 0
0018: $1B57 > 2 ;; integer values
004D: jump_if_false Label110FF8
0050: gosub Label1117CF
033F: set_text_draw_letter_width_height .8 2.0
0084: $1D21 = $1B55 ;; integer values and handles
0014: $1D21 /= 60 ;; integer values
0084: $1D1B = $1D21 ;; integer values and handles
0010: $1D1B *= 60 ;; integer values
0084: $1D22 = $1B55 ;; integer values and handles
0060: $1D22 -= $1D1B ;; integer values
00D6: if 0
0018: $1D22 > 9 ;; integer values
004D: jump_if_false Label110FA6
0340: set_text_draw_color 0 0 0 255
045B: text_draw_2numbers 32.0 232.0 "HOTR_15" $1D21 $1D22 ;; Time: ~1~:~1~
0050: gosub Label1117CF
033F: set_text_draw_letter_width_height .8 2.0
045B: text_draw_2numbers 30.0 230.0 "HOTR_15" $1D21 $1D22 ;; Time: ~1~:~1~
0002: jump Label110FF8

:Label110FA6
0340: set_text_draw_color 0 0 0 255
045B: text_draw_2numbers 32.0 232.0 "HOTR_16" $1D21 $1D22 ;; Time: ~1~:0~1~
0050: gosub Label1117CF
033F: set_text_draw_letter_width_height .8 2.0
045B: text_draw_2numbers 30.0 230.0 "HOTR_16" $1D21 $1D22 ;; Time: ~1~:0~1~

:Label110FF8
0050: gosub Label1117CF
0340: set_text_draw_color 0 0 0 255
00D6: if 0
0038: $63B == 999999 ;; integer values
004D: jump_if_false Label111055
033E: text_draw 32.0 302.0 "HOTR_19" ;; Best Time: NA
0050: gosub Label1117CF
033E: text_draw 30.0 300.0 "HOTR_19" ;; Best Time: NA
0002: jump Label1111D5

:Label111055
0084: $1D21 = $63B ;; integer values and handles
0014: $1D21 /= 60 ;; integer values
0084: $1D1B = $1D21 ;; integer values and handles
0010: $1D1B *= 60 ;; integer values
0084: $1D22 = $63B ;; integer values and handles
0060: $1D22 -= $1D1B ;; integer values
00D6: if 0
001C: $63B > $1B53 ;; integer values
004D: jump_if_false Label11112C
00D6: if 0
0018: $1D22 > 9 ;; integer values
004D: jump_if_false Label1110EA
045B: text_draw_2numbers 32.0 302.0 "HOTR_17" $1D21 $1D22 ;; Best Time: ~1~:~1~
0050: gosub Label1117CF
045B: text_draw_2numbers 30.0 300.0 "HOTR_17" $1D21 $1D22 ;; Best Time: ~1~:~1~
0002: jump Label111125

:Label1110EA
045B: text_draw_2numbers 32.0 302.0 "HOTR_18" $1D21 $1D22 ;; Best Time: ~1~:0~1~
0050: gosub Label1117CF
045B: text_draw_2numbers 30.0 300.0 "HOTR_18" $1D21 $1D22 ;; Best Time: ~1~:0~1~

:Label111125
0002: jump Label1111D5

:Label11112C
00D6: if 0
0018: $1D22 > 9 ;; integer values
004D: jump_if_false Label11118D
045B: text_draw_2numbers 32.0 302.0 "HOTR_20" $1D21 $1D22 ;; New Best Time:
~1~:~1~
0050: gosub Label1117CF
0340: set_text_draw_color 255 128 0 255
045B: text_draw_2numbers 30.0 300.0 "HOTR_20" $1D21 $1D22 ;; New Best Time:
~1~:~1~
0002: jump Label1111D5

:Label11118D
045B: text_draw_2numbers 32.0 302.0 "HOTR_21" $1D21 $1D22 ;; New Best Time:
~1~:0~1~
0050: gosub Label1117CF
0340: set_text_draw_color 255 128 0 255
045B: text_draw_2numbers 30.0 300.0 "HOTR_21" $1D21 $1D22 ;; New Best Time:
~1~:0~1~

:Label1111D5
0050: gosub Label1117CF
0340: set_text_draw_color 0 0 0 255
00D6: if 0
0038: $63C == 999999 ;; integer values
004D: jump_if_false Label11122B
033E: text_draw 32.0 317.0 "HOTR_22" ;; Best Result: NA
0050: gosub Label1117CF
033E: text_draw 30.0 315.0 "HOTR_22" ;; Best Result: NA
:Label11122B
00D6: if 0
0038: $63C == 1 ;; integer values
004D: jump_if_false Label11126C
033E: text_draw 32.0 317.0 "HOTR_23" ;; Best Result: 1st
0050: gosub Label1117CF
033E: text_draw 30.0 315.0 "HOTR_23" ;; Best Result: 1st

:Label11126C
00D6: if 0
0038: $63C == 2 ;; integer values
004D: jump_if_false Label1112AD
033E: text_draw 32.0 317.0 "HOTR_24" ;; Best Result: 2nd
0050: gosub Label1117CF
033E: text_draw 30.0 315.0 "HOTR_24" ;; Best Result: 2nd

:Label1112AD
00D6: if 0
0038: $63C == 3 ;; integer values
004D: jump_if_false Label1112EE
033E: text_draw 32.0 317.0 "HOTR_25" ;; Best Result: 3rd
0050: gosub Label1117CF
033E: text_draw 30.0 315.0 "HOTR_25" ;; Best Result: 3rd

:Label1112EE
00D6: if 1
0018: $63C > 3 ;; integer values
001A: 17 > $63C ;; integer values
004D: jump_if_false Label11133C
045A: text_draw_1number 32.0 317.0 "HOTR_26" $63C ;; Best Result: ~1~th
0050: gosub Label1117CF
045A: text_draw_1number 30.0 315.0 "HOTR_26" $63C ;; Best Result: ~1~th

:Label11133C
0050: gosub Label1117CF
0340: set_text_draw_color 0 0 0 255
00D6: if 0
0038: $63A == 999999 ;; integer values
004D: jump_if_false Label111399
033E: text_draw 32.0 332.0 "HOTR_33" ;; Best Lap Time: NA
0050: gosub Label1117CF
033E: text_draw 30.0 330.0 "HOTR_33" ;; Best Lap Time: NA
0002: jump Label111467

:Label111399
0084: $1D22 = $63A ;; integer values and handles
0014: $1D22 /= 1000 ;; integer values
0084: $1B5B = $1D22 ;; integer values and handles
0010: $1B5B *= 1000 ;; integer values
0084: $1D1B = $63A ;; integer values and handles
0060: $1D1B -= $1B5B ;; integer values
0084: $1B5B = $1D1B ;; integer values and handles
0014: $1B5B /= 10 ;; integer values
00D6: if 0
0018: $1B5B > 9 ;; integer values
004D: jump_if_false Label11142C
045B: text_draw_2numbers 32.0 332.0 "HOTR_27" $1D22 $1B5B ;; Best Lap Time:
~1~.~1~ seconds
0050: gosub Label1117CF
045B: text_draw_2numbers 30.0 330.0 "HOTR_27" $1D22 $1B5B ;; Best Lap Time:
~1~.~1~ seconds
0002: jump Label111467

:Label11142C
045B: text_draw_2numbers 32.0 332.0 "HOTR_28" $1D22 $1B5B ;; Best Lap Time:
~1~.0~1~ seconds
0050: gosub Label1117CF
045B: text_draw_2numbers 30.0 330.0 "HOTR_28" $1D22 $1B5B ;; Best Lap Time:
~1~.0~1~ seconds

:Label111467
00D6: if 0
0019: 16@ > 2500 ;; integer values
004D: jump_if_false Label11149A
0006: 16@ = 0 ;; integer values
00D6: if 0
0038: $1B5C == 0 ;; integer values
004D: jump_if_false Label11149A
0004: $1B5C = 1 ;; integer values

:Label11149A
00D6: if 0
0038: $1B5C == 3 ;; integer values
004D: jump_if_false Label1114C2
00D6: if 0
03D2: wav 1 ended
004D: jump_if_false Label1114C2
0004: $1B5C = 0 ;; integer values

:Label1114C2
00D6: if 0
0038: $1B5C == 2 ;; integer values
004D: jump_if_false Label1114EE
00D6: if 0
03D0: wav 1 loaded
004D: jump_if_false Label1114EE
03D1: play_wav 1
0004: $1B5C = 3 ;; integer values

:Label1114EE
00D6: if 0
0038: $1B5C == 1 ;; integer values
004D: jump_if_false Label1117C8
0209: $1D1B = random_int 1 23
00D6: if 0
003A: $1B5D == $1D1B ;; integer values and handles
004D: jump_if_false Label11153C
0008: $1D1B += 1 ;; integer values
00D6: if 0
0018: $1D1B > 22 ;; integer values
004D: jump_if_false Label11153C
0004: $1D1B = 1 ;; integer values

:Label11153C
00D6: if 0
0038: $1D1B == 1 ;; integer values
004D: jump_if_false Label11155A
03CF: load_wav "HOT1" as 1
:Label11155A
00D6: if 0
0038: $1D1B == 2 ;; integer values
004D: jump_if_false Label111578
03CF: load_wav "HOT2" as 1

:Label111578
00D6: if 0
0038: $1D1B == 3 ;; integer values
004D: jump_if_false Label111596
03CF: load_wav "HOT3" as 1

:Label111596
00D6: if 0
0038: $1D1B == 4 ;; integer values
004D: jump_if_false Label1115B4
03CF: load_wav "HOT4" as 1

:Label1115B4
00D6: if 0
0038: $1D1B == 5 ;; integer values
004D: jump_if_false Label1115D2
03CF: load_wav "HOT5" as 1

:Label1115D2
00D6: if 0
0038: $1D1B == 6 ;; integer values
004D: jump_if_false Label1115F0
03CF: load_wav "HOT6" as 1

:Label1115F0
00D6: if 0
0038: $1D1B == 7 ;; integer values
004D: jump_if_false Label11160E
03CF: load_wav "HOT7" as 1

:Label11160E
00D6: if 0
0038: $1D1B == 8 ;; integer values
004D: jump_if_false Label11162C
03CF: load_wav "HOT8" as 1

:Label11162C
00D6: if 0
0038: $1D1B == 9 ;; integer values
004D: jump_if_false Label11164A
03CF: load_wav "HOT9" as 1

:Label11164A
00D6: if 0
0038: $1D1B == 10 ;; integer values
004D: jump_if_false Label111668
03CF: load_wav "HOT10" as 1

:Label111668
00D6: if 0
0038: $1D1B == 11 ;; integer values
004D: jump_if_false Label111686
03CF: load_wav "HOT11" as 1

:Label111686
00D6: if 0
0038: $1D1B == 12 ;; integer values
004D: jump_if_false Label1116A4
03CF: load_wav "HOT12" as 1

:Label1116A4
00D6: if 0
0038: $1D1B == 13 ;; integer values
004D: jump_if_false Label1116C2
03CF: load_wav "HOT13" as 1

:Label1116C2
00D6: if 0
0038: $1D1B == 14 ;; integer values
004D: jump_if_false Label1116E0
03CF: load_wav "HOT14" as 1

:Label1116E0
00D6: if 0
0038: $1D1B == 15 ;; integer values
004D: jump_if_false Label1116FE
03CF: load_wav "HOT15" as 1

:Label1116FE
00D6: if 21
0038: $1D1B == 16 ;; integer values
0038: $1D1B == 22 ;; integer values
004D: jump_if_false Label111723
03CF: load_wav "CHEER1" as 1

:Label111723
00D6: if 0
0038: $1D1B == 17 ;; integer values
004D: jump_if_false Label111741
03CF: load_wav "CHEER2" as 1

:Label111741
00D6: if 0
0038: $1D1B == 18 ;; integer values
004D: jump_if_false Label11175F
03CF: load_wav "CHEER3" as 1

:Label11175F
00D6: if 0
0038: $1D1B == 19 ;; integer values
004D: jump_if_false Label11177D
03CF: load_wav "CHEER4" as 1

:Label11177D
00D6: if 0
0038: $1D1B == 20 ;; integer values
004D: jump_if_false Label11179B
03CF: load_wav "OOH1" as 1

:Label11179B
00D6: if 0
0038: $1D1B == 21 ;; integer values
004D: jump_if_false Label1117B9
03CF: load_wav "OOH2" as 1

:Label1117B9
0084: $1B5D = $1D1B ;; integer values and handles
0004: $1B5C = 2 ;; integer values

:Label1117C8
0002: jump Label10DEAC

:Label1117CF
0340: set_text_draw_color 180 180 180 255
0341: unknown_text_stuff 1
03E4: unknown_text_stuff 0
0343: set_text_linewidth 500.0
0348: (unknown) 1
0342: (unknown) 0
0345: (unknown) 0
033F: set_text_draw_letter_width_height .6 1.6
0051: return

:Label111806
00D6: if 0
003A: $1B4D == $1B4E ;; integer values and handles
004D: jump_if_false Label111881
00D6: if 0
8119: NOT car $1C3 wrecked
004D: jump_if_false Label111881
00AA: store_car $1C3 position_to $1D29 $1D2A $1BF
0509: unknown $1D33 = distance between point $1D29 $1D2A and point $1D3B $1D3C
0054: store_player $PLAYER_CHAR position_to $1D29 $1D2A $1BF
0509: unknown $1D34 = distance between point $1D29 $1D2A and point $1D3B $1D3C
00D6: if 0
0024: $1D34 > $1D33 ;; floating-point values only
004D: jump_if_false Label111881
0008: $1D11 += 1 ;; integer values

:Label111881
00D6: if 0
001C: $1B4E > $1B4D ;; integer values
004D: jump_if_false Label11189B
0008: $1D11 += 1 ;; integer values

:Label11189B
0051: return

:Label11189D
00D6: if 0
8112: NOT wasted_or_busted
004D: jump_if_false Label11196E
0169: set_fade_color 0 0 1
016A: fade 0 () 1000 ms

:Label1118B9
00D6: if 0
016B: fading
004D: jump_if_false Label1118D1
0001: wait 0 ms
0002: jump Label1118B9

:Label1118D1
04BB: select_interiour 0 ;; select render area
04FA: reset_interior_colors 0
057E: make_radar_grey 0
0581: 1

:Label1118E1
00D6: if 1
80E0: NOT player $PLAYER_CHAR driving
844A: NOT (unknown) $PLAYER_CHAR
004D: jump_if_false Label111901
0001: wait 0 ms
0002: jump Label1118E1

:Label111901
00D6: if 0
00E0: player $PLAYER_CHAR driving
004D: jump_if_false Label11192C
012A: put_player $PLAYER_CHAR at -1102.723 1330.958 19.029 and_remove_from_car
0002: jump Label111940

:Label11192C
0055: put_player $PLAYER_CHAR at -1102.723 1330.958 19.029

:Label111940
0171: set_player $PLAYER_CHAR z_angle_to 274.1051
03CB: set_camera -1102.723 1330.958 19.029
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
0169: set_fade_color 0 0 1
016A: fade 1 (back) 1000 ms

:Label11196E
0051: return

:Label111970
00D6: if 0
8112: NOT wasted_or_busted
004D: jump_if_false Label111A1A
04BB: select_interiour 0 ;; select render area
04FA: reset_interior_colors 0
057E: make_radar_grey 0
0581: 1

:Label11198D
00D6: if 1
80E0: NOT player $PLAYER_CHAR driving
844A: NOT (unknown) $PLAYER_CHAR
004D: jump_if_false Label1119AD
0001: wait 0 ms
0002: jump Label11198D

:Label1119AD
00D6: if 0
00E0: player $PLAYER_CHAR driving
004D: jump_if_false Label1119D8
012A: put_player $PLAYER_CHAR at -1102.723 1330.958 19.029 and_remove_from_car
0002: jump Label1119EC

:Label1119D8
0055: put_player $PLAYER_CHAR at -1102.723 1330.958 19.029

:Label1119EC
0171: set_player $PLAYER_CHAR z_angle_to 274.1051
03CB: set_camera -1102.723 1330.958 19.029
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
0169: set_fade_color 0 0 1
016A: fade 1 (back) 1500 ms

:Label111A1A
0051: return

:Label111A1C
0249: release_model #WMYCR
0249: release_model #HOTRINA
0249: release_model #HOTRINB
0249: release_model #HOTRING
0151: remove_status_text $1B59
0151: remove_status_text $1B4C
0151: remove_status_text $1D11
014F: stop_timer $1B55
03F0: (unknown) 0
057E: make_radar_grey 0
0581: 1
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
0581: 1
03E6: remove_text_box
0004: $ONMISSION = 0 ;; integer values
00D8: mission_cleanup
0051: return

:Label111A65
00D6: if 0
0038: $1D10 == 0 ;; integer values
004D: jump_if_false Label111A8F
0086: $1D4A = $1D53 ;; floating-point values only
0086: $1D4B = $1D54 ;; floating-point values only
0086: $1D4C = $1D55 ;; floating-point values only

:Label111A8F
00D6: if 0
0038: $1D10 == 1 ;; integer values
004D: jump_if_false Label111AB9
0086: $1D4A = $1D56 ;; floating-point values only
0086: $1D4B = $1D57 ;; floating-point values only
0086: $1D4C = $1D58 ;; floating-point values only

:Label111AB9
00D6: if 0
0038: $1D10 == 2 ;; integer values
004D: jump_if_false Label111AE3
0086: $1D4A = $1D59 ;; floating-point values only
0086: $1D4B = $1D5A ;; floating-point values only
0086: $1D4C = $1D5B ;; floating-point values only
:Label111AE3
00D6: if 0
0038: $1D10 == 3 ;; integer values
004D: jump_if_false Label111B0D
0086: $1D4A = $1D5C ;; floating-point values only
0086: $1D4B = $1D5D ;; floating-point values only
0086: $1D4C = $1D5E ;; floating-point values only

:Label111B0D
00D6: if 0
0038: $1D10 == 4 ;; integer values
004D: jump_if_false Label111B37
0086: $1D4A = $1D5F ;; floating-point values only
0086: $1D4B = $1D60 ;; floating-point values only
0086: $1D4C = $1D61 ;; floating-point values only

:Label111B37
00D6: if 0
0038: $1D10 == 5 ;; integer values
004D: jump_if_false Label111B61
0086: $1D4A = $1D62 ;; floating-point values only
0086: $1D4B = $1D63 ;; floating-point values only
0086: $1D4C = $1D64 ;; floating-point values only

:Label111B61
00D6: if 0
0038: $1D10 == 6 ;; integer values
004D: jump_if_false Label111B8B
0086: $1D4A = $1D65 ;; floating-point values only
0086: $1D4B = $1D66 ;; floating-point values only
0086: $1D4C = $1D67 ;; floating-point values only

:Label111B8B
00D6: if 0
0038: $1D10 == 7 ;; integer values
004D: jump_if_false Label111BB5
0086: $1D4A = $1D68 ;; floating-point values only
0086: $1D4B = $1D69 ;; floating-point values only
0086: $1D4C = $1D6A ;; floating-point values only

:Label111BB5
00D6: if 0
0038: $1D10 == 8 ;; integer values
004D: jump_if_false Label111BDF
0086: $1D4A = $1D6B ;; floating-point values only
0086: $1D4B = $1D6C ;; floating-point values only
0086: $1D4C = $1D6D ;; floating-point values only

:Label111BDF
00D6: if 0
0038: $1D10 == 9 ;; integer values
004D: jump_if_false Label111C10
0086: $1D4A = $1D6E ;; floating-point values only
0086: $1D4B = $1D6F ;; floating-point values only
0086: $1D4C = $1D70 ;; floating-point values only
0004: $1D10 = -1 ;; integer values

:Label111C10
0008: $1D10 += 1 ;; integer values
0051: return

:Label111C19
00D6: if 0
0038: $1B4F == 1 ;; integer values
004D: jump_if_false Label111C35
0175: set_car $1B50 z_angle_to 301.748

:Label111C35
020A: set_car $1B50 door_status_to 2
02AC: set_car $1B50 immunities 0 1 1 0 0
04E0: unknown_car $1B50 5
00A9: set_car $1B50 to_normal_driver
00AE: unknown_set_car $1B50 to_ignore_traffic_lights 2
00AD: set_car $1B50 max_speed_to 100.0
046C: $1B51 = unknown_car $1B50 driver
00D6: if 0
0038: $1B51 == -1 ;; integer values
004D: jump_if_false Label111C95
0129: $1B51 = create_actor 4 #WMYCR in_car $1B50 driverseat
039E: (unknown) $1B51 1

:Label111C95
0051: return

:Label111C97
00D6: if 0
8119: NOT car $1B5F wrecked
004D: jump_if_false Label111CAF
0519: unknown_car $1B5F flag $1B52

:Label111CAF
00D6: if 0
8119: NOT car $1B63 wrecked
004D: jump_if_false Label111CC7
0519: unknown_car $1B63 flag $1B52

:Label111CC7
00D6: if 0
8119: NOT car $1B67 wrecked
004D: jump_if_false Label111CDF
0519: unknown_car $1B67 flag $1B52

:Label111CDF
00D6: if 0
8119: NOT car $1B6B wrecked
004D: jump_if_false Label111CF7
0519: unknown_car $1B6B flag $1B52

:Label111CF7
00D6: if 0
8119: NOT car $1B71 wrecked
004D: jump_if_false Label111D0F
0519: unknown_car $1B71 flag $1B52

:Label111D0F
00D6: if 0
8119: NOT car $1B77 wrecked
004D: jump_if_false Label111D27
0519: unknown_car $1B77 flag $1B52

:Label111D27
00D6: if 0
8119: NOT car $1B7D wrecked
004D: jump_if_false Label111D3F
0519: unknown_car $1B7D flag $1B52

:Label111D3F
00D6: if 0
8119: NOT car $1B83 wrecked
004D: jump_if_false Label111D57
0519: unknown_car $1B83 flag $1B52

:Label111D57
00D6: if 0
8119: NOT car $1B89 wrecked
004D: jump_if_false Label111D6F
0519: unknown_car $1B89 flag $1B52

:Label111D6F
00D6: if 0
8119: NOT car $1B8F wrecked
004D: jump_if_false Label111D87
0519: unknown_car $1B8F flag $1B52

:Label111D87
00D6: if 0
8119: NOT car $1B95 wrecked
004D: jump_if_false Label111D9F
0519: unknown_car $1B95 flag $1B52

:Label111D9F
00D6: if 0
8119: NOT car $1B9B wrecked
004D: jump_if_false Label111DB7
0519: unknown_car $1B9B flag $1B52

:Label111DB7
00D6: if 0
8119: NOT car $1BA1 wrecked
004D: jump_if_false Label111DCF
0519: unknown_car $1BA1 flag $1B52

:Label111DCF
00D6: if 0
8119: NOT car $1BA7 wrecked
004D: jump_if_false Label111DE7
0519: unknown_car $1BA7 flag $1B52

:Label111DE7
00D6: if 0
8119: NOT car $1BAD wrecked
004D: jump_if_false Label111DFF
0519: unknown_car $1BAD flag $1B52

:Label111DFF
00D6: if 0
8119: NOT car $1B58 wrecked
004D: jump_if_false Label111E17
0519: unknown_car $1B58 flag $1B52

:Label111E17
0051: return

;-------------Mission 80---------------
; Originally: BLOODRING

:Label111E19
03A4: name_thread "MM"
0050: gosub Label111E47
00D6: if 0
0112: wasted_or_busted
004D: jump_if_false Label111E3E
0050: gosub Label114350

:Label111E3E
0050: gosub Label1146ED
004E: end_thread

:Label111E47
03D5: remove_text "M_FAIL" ;; MISSION FAILED!
0004: $ONMISSION = 1 ;; integer values
00D6: if 0
0038: $63E == 0 ;; integer values
004D: jump_if_false Label111E6C
0317: increment_mission_attempts

:Label111E6C
00C0: set_current_time 10 0
01B6: set_weather 4
057E: make_radar_grey 1
0414: (unknown) $PLAYER_CHAR 1
0001: wait 0 ms
054C: use_GXT_table "MM"
0004: $1C19 = 0 ;; integer values
0004: $1C1A = 16 ;; integer values
0004: $1C1B = 0 ;; integer values
00D6: if 0
0038: $1C1D == 0 ;; integer values
004D: jump_if_false Label111ECE
0004: $1C1E = 1 ;; integer values
0004: $1C1F = 60 ;; integer values
0004: $1C28 = 60000 ;; integer values

:Label111ECE
0004: $1C1C = 30000 ;; integer values
0004: $1C20 = 0 ;; integer values
0004: $1C21 = 0 ;; integer values
0004: $1C22 = 0 ;; integer values
0004: $1C23 = 0 ;; integer values
0004: $1C24 = 0 ;; integer values
0004: $1C25 = 0 ;; integer values
0004: $1C26 = 0 ;; integer values
0004: $1C27 = 0 ;; integer values
0004: $1C29 = 0 ;; integer values
0004: $1C2A = 0 ;; integer values
0004: $1C2B = 0 ;; integer values
0004: $1C2C = 0 ;; integer values
0004: $1C2D = 0 ;; integer values
0004: $1C2E = 0 ;; integer values
0005: $1C2F = 0.0 ;; floating-point values
0005: $1C30 = 0.0 ;; floating-point values
0005: $1C31 = 0.0 ;; floating-point values
0005: $1C32 = 0.0 ;; floating-point values
0005: $5F = 0.0 ;; floating-point values
0005: $60 = 0.0 ;; floating-point values
0005: $61 = 0.0 ;; floating-point values
0005: $1C3B = 0.0 ;; floating-point values
0005: $1C3C = 0.0 ;; floating-point values
0005: $1C3D = 0.0 ;; floating-point values
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label111FBC
018A: $1C3E = create_checkpoint_at $1C3B $1C3C $1C3D

:Label111FBC
0247: request_model #BLOODRB
0247: request_model #BLOODRA
0247: request_model #WMYCR

:Label111FCA
00D6: if 22
8248: NOT model #BLOODRB available
8248: NOT model #BLOODRA available
8248: NOT model #WMYCR available
004D: jump_if_false Label111FEE
0001: wait 0 ms
0002: jump Label111FCA

:Label111FEE
016E: override_restart at -1102.4 1331.2 19.0 271.2
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 (true)
0110: clear_player $PLAYER_CHAR wanted_level
04BB: select_interiour 15 ;; select render area
03AD: set_rubbish 0 (invisible)
01EB: set_car_density_to 0.0
03DE: set_pedestrians_density_multiplier_to 0.0
04E2: $PLAYER_CHAR 1
03CB: set_camera -1379.3 1000.0 251.5
00D6: if 0
00E0: player $PLAYER_CHAR driving
004D: jump_if_false Label112070
012A: put_player $PLAYER_CHAR at -1280.96 994.86 261.8 and_remove_from_car
0002: jump Label112084

:Label112070
0055: put_player $PLAYER_CHAR at -1280.96 994.86 261.8

:Label112084
00A5: $1C18 = create_car #BLOODRA at -1280.96 994.86 261.8
020A: set_car $1C18 door_status_to 4
0369: put_player $PLAYER_CHAR in_car $1C18
03AB: (unknown) $1C18 1
0175: set_car $1C18 z_angle_to 90.0
0171: set_player $PLAYER_CHAR z_angle_to 80.0
04F9: interiour_colors 10 0
03ED: (unknown) $1C18 1
0224: set_car $1C18 health_to 1249
0005: $1C2F = -1285.77 ;; floating-point values
0005: $1C30 = 1014.54 ;; floating-point values
0005: $1C31 = 263.0 ;; floating-point values
0005: $1C32 = 104.4 ;; floating-point values
00A5: $1BF8 = create_car #BLOODRB at $1C2F $1C30 $1C31
0175: set_car $1BF8 z_angle_to $1C32
04E0: unknown_car $1BF8 255
0129: $1C08 = create_actor 4 #WMYCR in_car $1BF8 driverseat
0489: unknown_actor $1C08 flag 1
03CC: car $1BF8 add_to_stuck_car_check 1.5 = 4000
00AE: unknown_set_car $1BF8 to_ignore_traffic_lights 3
03ED: (unknown) $1BF8 1
0005: $1C2F = -1299.5 ;; floating-point values
0005: $1C30 = 1030.74 ;; floating-point values
0005: $1C31 = 263.0 ;; floating-point values
0005: $1C32 = 132.6 ;; floating-point values
00A5: $1BF9 = create_car #BLOODRB at $1C2F $1C30 $1C31
0175: set_car $1BF9 z_angle_to $1C32
04E0: unknown_car $1BF9 255
0129: $1C09 = create_actor 4 #WMYCR in_car $1BF9 driverseat
0489: unknown_actor $1C09 flag 1
03CC: car $1BF9 add_to_stuck_car_check 1.5 = 4000
00AE: unknown_set_car $1BF9 to_ignore_traffic_lights 3
00AF: set_car $1BF9 driver_behaviour_to 2
03ED: (unknown) $1BF9 1
0005: $1C2F = -1319.3 ;; floating-point values
0005: $1C30 = 1042.82 ;; floating-point values
0005: $1C31 = 263.0 ;; floating-point values
0005: $1C32 = 135.4 ;; floating-point values
00A5: $1BFA = create_car #BLOODRB at $1C2F $1C30 $1C31
0175: set_car $1BFA z_angle_to $1C32
04E0: unknown_car $1BFA 255
0129: $1C0A = create_actor 4 #WMYCR in_car $1BFA driverseat
0489: unknown_actor $1C0A flag 1
03CC: car $1BFA add_to_stuck_car_check 1.5 = 4000
00AE: unknown_set_car $1BFA to_ignore_traffic_lights 3
03ED: (unknown) $1BFA 1
0005: $1C2F = -1349.33 ;; floating-point values
0005: $1C30 = 1054.47 ;; floating-point values
0005: $1C31 = 263.0 ;; floating-point values
0005: $1C32 = 155.4 ;; floating-point values
00A5: $1BFB = create_car #BLOODRB at $1C2F $1C30 $1C31
0175: set_car $1BFB z_angle_to $1C32
04E0: unknown_car $1BFB 255
0129: $1C0B = create_actor 4 #WMYCR in_car $1BFB driverseat
0489: unknown_actor $1C0B flag 1
03CC: car $1BFB add_to_stuck_car_check 1.5 = 4000
00AE: unknown_set_car $1BFB to_ignore_traffic_lights 3
03ED: (unknown) $1BFB 1
0005: $1C2F = -1384.33 ;; floating-point values
0005: $1C30 = 1058.55 ;; floating-point values
0005: $1C31 = 263.0 ;; floating-point values
0005: $1C32 = 173.2 ;; floating-point values
00A5: $1BFC = create_car #BLOODRB at $1C2F $1C30 $1C31
0175: set_car $1BFC z_angle_to $1C32
04E0: unknown_car $1BFC 255
0129: $1C0C = create_actor 4 #WMYCR in_car $1BFC driverseat
0489: unknown_actor $1C0C flag 1
03CC: car $1BFC add_to_stuck_car_check 1.5 = 4000
00AE: unknown_set_car $1BFC to_ignore_traffic_lights 3
03ED: (unknown) $1BFC 1
0005: $1C2F = -1293.77 ;; floating-point values
0005: $1C30 = 958.96 ;; floating-point values
0005: $1C31 = 263.0 ;; floating-point values
0005: $1C32 = 60.5 ;; floating-point values
00A5: $1BFD = create_car #BLOODRB at $1C2F $1C30 $1C31
0175: set_car $1BFD z_angle_to $1C32
04E0: unknown_car $1BFD 255
0129: $1C0D = create_actor 4 #WMYCR in_car $1BFD driverseat
0489: unknown_actor $1C0D flag 1
03CC: car $1BFD add_to_stuck_car_check 1.5 = 4000
00AE: unknown_set_car $1BFD to_ignore_traffic_lights 3
00AF: set_car $1BFD driver_behaviour_to 2
03ED: (unknown) $1BFD 1
0005: $1C2F = -1418.77 ;; floating-point values
0005: $1C30 = 1057.54 ;; floating-point values
0005: $1C31 = 263.0 ;; floating-point values
0005: $1C32 = 180.4 ;; floating-point values
00A5: $1BFE = create_car #BLOODRB at $1C2F $1C30 $1C31
0175: set_car $1BFE z_angle_to $1C32
04E0: unknown_car $1BFE 255
0129: $1C0E = create_actor 4 #WMYCR in_car $1BFE driverseat
0489: unknown_actor $1C0E flag 1
03CC: car $1BFE add_to_stuck_car_check 1.5 = 4000
00AE: unknown_set_car $1BFE to_ignore_traffic_lights 3
03ED: (unknown) $1BFE 1
0005: $1C2F = -1460.3 ;; floating-point values
0005: $1C30 = 1050.3 ;; floating-point values
0005: $1C31 = 263.0 ;; floating-point values
0005: $1C32 = 242.9 ;; floating-point values
00A5: $1BFF = create_car #BLOODRB at $1C2F $1C30 $1C31
0175: set_car $1BFF z_angle_to $1C32
04E0: unknown_car $1BFF 255
0129: $1C0F = create_actor 4 #WMYCR in_car $1BFF driverseat
0489: unknown_actor $1C0F flag 1
03CC: car $1BFF add_to_stuck_car_check 1.5 = 4000
00AE: unknown_set_car $1BFF to_ignore_traffic_lights 3
03ED: (unknown) $1BFF 1
0005: $1C2F = -1499.77 ;; floating-point values
0005: $1C30 = 1029.54 ;; floating-point values
0005: $1C31 = 263.0 ;; floating-point values
0005: $1C32 = 242.4 ;; floating-point values
00A5: $1C00 = create_car #BLOODRB at $1C2F $1C30 $1C31
0175: set_car $1C00 z_angle_to $1C32
04E0: unknown_car $1C00 255
0129: $1C10 = create_actor 4 #WMYCR in_car $1C00 driverseat
0489: unknown_actor $1C10 flag 1
03CC: car $1C00 add_to_stuck_car_check 1.5 = 4000
00AE: unknown_set_car $1C00 to_ignore_traffic_lights 3
03ED: (unknown) $1C00 1
0005: $1C2F = -1513.77 ;; floating-point values
0005: $1C30 = 986.54 ;; floating-point values
0005: $1C31 = 263.0 ;; floating-point values
0005: $1C32 = 271.4 ;; floating-point values
00A5: $1C01 = create_car #BLOODRB at $1C2F $1C30 $1C31
0175: set_car $1C01 z_angle_to $1C32
04E0: unknown_car $1C01 255
0129: $1C11 = create_actor 4 #WMYCR in_car $1C01 driverseat
0489: unknown_actor $1C11 flag 1
03CC: car $1C01 add_to_stuck_car_check 1.5 = 4000
00AE: unknown_set_car $1C01 to_ignore_traffic_lights 3
03ED: (unknown) $1C01 1
0005: $1C2F = -1496.77 ;; floating-point values
0005: $1C30 = 959.54 ;; floating-point values
0005: $1C31 = 263.0 ;; floating-point values
0005: $1C32 = 293.4 ;; floating-point values
00A5: $1C02 = create_car #BLOODRB at $1C2F $1C30 $1C31
0175: set_car $1C02 z_angle_to $1C32
04E0: unknown_car $1C02 255
0129: $1C12 = create_actor 4 #WMYCR in_car $1C02 driverseat
0489: unknown_actor $1C12 flag 1
03CC: car $1C02 add_to_stuck_car_check 1.5 = 4000
00AE: unknown_set_car $1C02 to_ignore_traffic_lights 3
03ED: (unknown) $1C02 1
0005: $1C2F = -1461.84 ;; floating-point values
0005: $1C30 = 938.32 ;; floating-point values
0005: $1C31 = 261.0 ;; floating-point values
0005: $1C32 = 345.6 ;; floating-point values
00A5: $1C03 = create_car #BLOODRB at $1C2F $1C30 $1C31
0175: set_car $1C03 z_angle_to $1C32
04E0: unknown_car $1C03 255
0129: $1C13 = create_actor 4 #WMYCR in_car $1C03 driverseat
0489: unknown_actor $1C13 flag 1
03CC: car $1C03 add_to_stuck_car_check 1.5 = 4000
00AE: unknown_set_car $1C03 to_ignore_traffic_lights 3
03ED: (unknown) $1C03 1
0005: $1C2F = -1424.36 ;; floating-point values
0005: $1C30 = 931.29 ;; floating-point values
0005: $1C31 = 261.0 ;; floating-point values
0005: $1C32 = 0.0 ;; floating-point values
00A5: $1C04 = create_car #BLOODRB at $1C2F $1C30 $1C31
0175: set_car $1C04 z_angle_to $1C32
04E0: unknown_car $1C04 255
0129: $1C14 = create_actor 4 #WMYCR in_car $1C04 driverseat
0489: unknown_actor $1C14 flag 1
03CC: car $1C04 add_to_stuck_car_check 1.5 = 4000
00AE: unknown_set_car $1C04 to_ignore_traffic_lights 3
03ED: (unknown) $1C04 1
0005: $1C2F = -1363.77 ;; floating-point values
0005: $1C30 = 932.44 ;; floating-point values
0005: $1C31 = 261.0 ;; floating-point values
0005: $1C32 = 17.85 ;; floating-point values
00A5: $1C05 = create_car #BLOODRB at $1C2F $1C30 $1C31
0175: set_car $1C05 z_angle_to $1C32
04E0: unknown_car $1C05 255
0129: $1C15 = create_actor 4 #WMYCR in_car $1C05 driverseat
0489: unknown_actor $1C15 flag 1
03CC: car $1C05 add_to_stuck_car_check 1.5 = 4000
00AE: unknown_set_car $1C05 to_ignore_traffic_lights 3
03ED: (unknown) $1C05 1
0005: $1C2F = -1332.77 ;; floating-point values
0005: $1C30 = 940.3 ;; floating-point values
0005: $1C31 = 263.0 ;; floating-point values
0005: $1C32 = 39.98 ;; floating-point values
00A5: $1C06 = create_car #BLOODRB at $1C2F $1C30 $1C31
0175: set_car $1C06 z_angle_to $1C32
04E0: unknown_car $1C06 255
0129: $1C16 = create_actor 4 #WMYCR in_car $1C06 driverseat
0489: unknown_actor $1C16 flag 1
03CC: car $1C06 add_to_stuck_car_check 1.5 = 4000
00AE: unknown_set_car $1C06 to_ignore_traffic_lights 3
03ED: (unknown) $1C06 1
0005: $1C2F = -1443.29 ;; floating-point values
0005: $1C30 = 933.86 ;; floating-point values
0005: $1C31 = 261.0 ;; floating-point values
0005: $1C32 = 351.4 ;; floating-point values
00A5: $1C07 = create_car #BLOODRB at $1C2F $1C30 $1C31
0175: set_car $1C07 z_angle_to $1C32
04E0: unknown_car $1C07 255
0129: $1C17 = create_actor 4 #WMYCR in_car $1C07 driverseat
0489: unknown_actor $1C17 flag 1
03CC: car $1C07 add_to_stuck_car_check 1.5 = 4000
00AE: unknown_set_car $1C07 to_ignore_traffic_lights 3
03ED: (unknown) $1C07 1
00AD: set_car $1BF8 max_speed_to 0.0
00AD: set_car $1BF9 max_speed_to 0.0
00AD: set_car $1BFA max_speed_to 0.0
00AD: set_car $1BFB max_speed_to 0.0
00AD: set_car $1BFC max_speed_to 0.0
00AD: set_car $1BFD max_speed_to 0.0
00AD: set_car $1BFE max_speed_to 0.0
00AD: set_car $1BFF max_speed_to 0.0
00AD: set_car $1C00 max_speed_to 0.0
00AD: set_car $1C01 max_speed_to 0.0
00AD: set_car $1C02 max_speed_to 0.0
00AD: set_car $1C03 max_speed_to 0.0
00AD: set_car $1C04 max_speed_to 0.0
00AD: set_car $1C05 max_speed_to 0.0
00AD: set_car $1C06 max_speed_to 0.0
00AD: set_car $1C07 max_speed_to 0.0
02A3: toggle_widescreen 1 (on)
015F: set_camera_position -1266.5 1042.8 278.3 0.0 0.0 0.0
0160: point_camera -1339.9 1009.8 252.0 2
0169: set_fade_color 0 0 0
0001: wait 500 ms
016A: fade 1 (back) 1500 ms

:Label112943
00D6: if 0
016B: fading
004D: jump_if_false Label11295B
0001: wait 0 ms
0002: jump Label112943

:Label11295B
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label112972
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 (false)

:Label112972
0006: 16@ = 0 ;; integer values
00BC: text_highpriority "BLOD_01" 5000 ms 1 ;; Drive through the checkpoints to
increase your overall time.

:Label112988
00D6: if 0
001B: 5000 > 16@ ;; integer values
004D: jump_if_false Label1129F7
0001: wait 0 ms
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label1129D7
00D6: if 0
0038: $3D == 1 ;; integer values
004D: jump_if_false Label1129D0
0004: $3D = 0 ;; integer values
0002: jump Label112B6E

:Label1129D0
0002: jump Label1129F0

:Label1129D7
00D6: if 0
0038: $3D == 0 ;; integer values
004D: jump_if_false Label1129F0
0004: $3D = 1 ;; integer values

:Label1129F0
0002: jump Label112988

:Label1129F7
0006: 16@ = 0 ;; integer values
015F: set_camera_position -1468.7 948.8 262.9 0.0 0.0 0.0
0160: point_camera -1459.5 942.2 261.6 2
00BC: text_highpriority "BLOD_02" 5000 ms 1 ;; You will fail if your overall
time reaches zero.

:Label112A40
00D6: if 0
001B: 5000 > 16@ ;; integer values
004D: jump_if_false Label112AAF
0001: wait 0 ms
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label112A8F
00D6: if 0
0038: $3D == 1 ;; integer values
004D: jump_if_false Label112A88
0004: $3D = 0 ;; integer values
0002: jump Label112B6E

:Label112A88
0002: jump Label112AA8

:Label112A8F
00D6: if 0
0038: $3D == 0 ;; integer values
004D: jump_if_false Label112AA8
0004: $3D = 1 ;; integer values
:Label112AA8
0002: jump Label112A40

:Label112AAF
0006: 16@ = 0 ;; integer values
015F: set_camera_position -1262.7 997.2 266.8 0.0 0.0 0.0
0160: point_camera -1277.6 996.0 263.6 2
00BC: text_highpriority "BLOD_03" 5000 ms 1 ;; Get your overall time above the
Target Time to win!

:Label112AF8
00D6: if 0
001B: 5000 > 16@ ;; integer values
004D: jump_if_false Label112B67
0001: wait 0 ms
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label112B47
00D6: if 0
0038: $3D == 1 ;; integer values
004D: jump_if_false Label112B40
0004: $3D = 0 ;; integer values
0002: jump Label112B6E

:Label112B40
0002: jump Label112B60

:Label112B47
00D6: if 0
0038: $3D == 0 ;; integer values
004D: jump_if_false Label112B60
0004: $3D = 1 ;; integer values

:Label112B60
0002: jump Label112AF8

:Label112B67
0006: 16@ = 0 ;; integer values

:Label112B6E
00BE: text_clear_all
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
02A3: toggle_widescreen 0 (off)
00BA: text_styled "RACE2" 1100 ms 4 ;; ~g~3
018C: play_sound 7 at 0.0 0.0 0.0
0001: wait 1000 ms
00BA: text_styled "RACE3" 1100 ms 4 ;; ~g~2
018C: play_sound 8 at 0.0 0.0 0.0
0001: wait 1000 ms
00BA: text_styled "RACE4" 1100 ms 4 ;; ~g~1
018C: play_sound 9 at 0.0 0.0 0.0
0001: wait 1000 ms
00BA: text_styled "RACE5" 800 ms 4 ;; ~g~GO!
018C: play_sound 10 at 0.0 0.0 0.0
0001: wait 800 ms
00BE: text_clear_all
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
00D6: if 0
8119: NOT car $1BF8 wrecked
004D: jump_if_false Label112C59
00AD: set_car $1BF8 max_speed_to 100.0
0477: unknown_car $1BF8 8 5000
00D6: if 0
8119: NOT car $1BF9 wrecked
004D: jump_if_false Label112C59
032C: car $1BF8 ram $1BF9

:Label112C59
00D6: if 0
8119: NOT car $1BF9 wrecked
004D: jump_if_false Label112C84
00AD: set_car $1BF9 max_speed_to 100.0
0477: unknown_car $1BF9 8 5000
00AF: set_car $1BF9 driver_behaviour_to 2

:Label112C84
00D6: if 0
8119: NOT car $1BFA wrecked
004D: jump_if_false Label112CA8
00AD: set_car $1BFA max_speed_to 100.0
0477: unknown_car $1BFA 8 5000

:Label112CA8
00D6: if 0
8119: NOT car $1BFB wrecked
004D: jump_if_false Label112CE4
00AD: set_car $1BFB max_speed_to 100.0
0477: unknown_car $1BFB 8 5000
00D6: if 0
8119: NOT car $1BFC wrecked
004D: jump_if_false Label112CE4
032C: car $1BFB ram $1BFC

:Label112CE4
00D6: if 0
8119: NOT car $1BFC wrecked
004D: jump_if_false Label112D20
00AD: set_car $1BFC max_speed_to 100.0
0477: unknown_car $1BFC 8 5000
00D6: if 0
8119: NOT car $1BFD wrecked
004D: jump_if_false Label112D20
032C: car $1BFC ram $1BFD

:Label112D20
00D6: if 0
8119: NOT car $1BFD wrecked
004D: jump_if_false Label112D4B
00AD: set_car $1BFD max_speed_to 100.0
0477: unknown_car $1BFD 8 5000
00AF: set_car $1BFD driver_behaviour_to 2

:Label112D4B
00D6: if 0
8119: NOT car $1BFE wrecked
004D: jump_if_false Label112D87
00AD: set_car $1BFE max_speed_to 100.0
0477: unknown_car $1BFE 8 5000
00D6: if 0
8119: NOT car $1BFF wrecked
004D: jump_if_false Label112D87
032C: car $1BFE ram $1BFF

:Label112D87
00D6: if 0
8119: NOT car $1BFF wrecked
004D: jump_if_false Label112DC3
00AD: set_car $1BFF max_speed_to 100.0
0477: unknown_car $1BFF 8 5000
00D6: if 0
8119: NOT car $1C00 wrecked
004D: jump_if_false Label112DC3
032C: car $1BFF ram $1C00

:Label112DC3
00D6: if 0
8119: NOT car $1C00 wrecked
004D: jump_if_false Label112DFF
00AD: set_car $1C00 max_speed_to 100.0
0477: unknown_car $1C00 8 5000
00D6: if 0
8119: NOT car $1C01 wrecked
004D: jump_if_false Label112DFF
032C: car $1C00 ram $1C01

:Label112DFF
00D6: if 0
8119: NOT car $1C01 wrecked
004D: jump_if_false Label112E23
00AD: set_car $1C01 max_speed_to 100.0
0477: unknown_car $1C01 8 5000

:Label112E23
00D6: if 0
8119: NOT car $1C02 wrecked
004D: jump_if_false Label112E5F
00AD: set_car $1C02 max_speed_to 100.0
0477: unknown_car $1C02 8 5000
00D6: if 0
8119: NOT car $1C03 wrecked
004D: jump_if_false Label112E5F
032C: car $1C02 ram $1C03

:Label112E5F
00D6: if 0
8119: NOT car $1C03 wrecked
004D: jump_if_false Label112E9B
00AD: set_car $1C03 max_speed_to 100.0
0477: unknown_car $1C03 8 5000
00D6: if 0
8119: NOT car $1C04 wrecked
004D: jump_if_false Label112E9B
032C: car $1C03 ram $1C04

:Label112E9B
00D6: if 0
8119: NOT car $1C04 wrecked
004D: jump_if_false Label112ED7
00AD: set_car $1C04 max_speed_to 100.0
0477: unknown_car $1C04 8 5000
00D6: if 0
8119: NOT car $1C05 wrecked
004D: jump_if_false Label112ED7
032C: car $1C04 ram $1C05

:Label112ED7
00D6: if 0
8119: NOT car $1C05 wrecked
004D: jump_if_false Label112F13
00AD: set_car $1C05 max_speed_to 100.0
0477: unknown_car $1C05 8 5000
00D6: if 0
8119: NOT car $1C06 wrecked
004D: jump_if_false Label112F13
032C: car $1C05 ram $1C06

:Label112F13
00D6: if 0
8119: NOT car $1C06 wrecked
004D: jump_if_false Label112F4F
00AD: set_car $1C06 max_speed_to 100.0
0477: unknown_car $1C06 8 5000
00D6: if 0
8119: NOT car $1C07 wrecked
004D: jump_if_false Label112F4F
032C: car $1C06 ram $1C07

:Label112F4F
00D6: if 0
8119: NOT car $1C07 wrecked
004D: jump_if_false Label112F8B
00AD: set_car $1C07 max_speed_to 100.0
0477: unknown_car $1C07 8 5000
00D6: if 0
8119: NOT car $1BF8 wrecked
004D: jump_if_false Label112F8B
032C: car $1C07 ram $1BF8

:Label112F8B
014E: set_timer_to $1C1C type 1
04F7: unknown_status_text $1C21 1 line 1 "BLOD_04" ;; CAR HEALTH:
0208: $1C33 = random_float -1530.0 -1384.0
0208: $1C34 = random_float 995.0 923.0
0208: $1C35 = random_float -1530.0 -1384.0
0208: $1C36 = random_float 995.0 1056.0
0208: $1C37 = random_float -1265.0 -1384.0
0208: $1C38 = random_float 995.0 923.0
0208: $1C39 = random_float -1265.0 -1384.0
0208: $1C3A = random_float 995.0 1056.0
0050: gosub Label11578D
0006: 16@ = 0 ;; integer values
0006: 17@ = 0 ;; integer values

:Label113030
00D6: if 0
0018: $1C1C > 0 ;; integer values
004D: jump_if_false Label11430C
0001: wait 0 ms
00D6: if 0
0038: $1C1D == 0 ;; integer values
004D: jump_if_false Label113071
01E4: text_1number_lowpriority "BLOD_05" $1C1E $1C28 ms 1 ;; ~g~TARGET TIME: ~1~
Minute
0002: jump Label113083

:Label113071
01E4: text_1number_lowpriority "BLOD_06" $1C1E $1C28 ms 1 ;; ~g~TARGET TIME: ~1~
Minutes

:Label113083
00D6: if 0
001C: $1C1C > $1C28 ;; integer values
004D: jump_if_false Label11309D
0002: jump Label114361

:Label11309D
00D6: if 0
0038: $1C2C == 1 ;; integer values
004D: jump_if_false Label1130B6
0050: gosub Label11580F

:Label1130B6
024F: create_corona 5.0 6 0 with_color 150 150 0 at_point $1C3B $1C3C $1C3D
00D6: if 0
00F5: player $PLAYER_CHAR 0 ()near_point $1C3B $1C3C $1C3D radius 7.0 7.0 7.0
004D: jump_if_false Label11316F
00D6: if 0
8119: NOT car $1C18 wrecked
004D: jump_if_false Label11314D
0227: $1C2E = car $1C18 health
00D6: if 0
001A: 1234 > $1C2E ;; integer values
004D: jump_if_false Label11313D
0008: $1C2E += 15 ;; integer values
0224: set_car $1C18 health_to $1C2E
0002: jump Label11314D

:Label11313D
0004: $1C2E = 1249 ;; integer values
0224: set_car $1C18 health_to $1C2E

:Label11314D
0008: $1C1C += 15000 ;; integer values
018C: play_sound 1 at 0.0 0.0 0.0
0050: gosub Label11578D

:Label11316F
00D6: if 0
8119: NOT car $1BFA wrecked
004D: jump_if_false Label1131B0
00D6: if 0
01AF: car $1BFA 0 ()near_point $1C3B $1C3C $1C3D radius 7.0 7.0 7.0
004D: jump_if_false Label1131B0
0050: gosub Label11578D
:Label1131B0
00D6: if 0
8119: NOT car $1C01 wrecked
004D: jump_if_false Label1131F1
00D6: if 0
01AF: car $1C01 0 ()near_point $1C3B $1C3C $1C3D radius 7.0 7.0 7.0
004D: jump_if_false Label1131F1
0050: gosub Label11578D

:Label1131F1
00D6: if 0
001A: 0 > $1C1B ;; integer values
004D: jump_if_false Label11320A
0004: $1C1B = 0 ;; integer values

:Label11320A
00D6: if 0
8119: NOT car $1C18 wrecked
004D: jump_if_false Label1132B7
0227: $1C20 = car $1C18 health
000C: $1C20 -= 249 ;; integer values
00D6: if 0
001A: 0 > $1C20 ;; integer values
004D: jump_if_false Label113243
0004: $1C20 = 0 ;; integer values

:Label113243
0084: $1C21 = $1C20 ;; integer values and handles
0014: $1C21 /= 10 ;; integer values
00D6: if 0
001A: 0 > $1C21 ;; integer values
004D: jump_if_false Label11326B
0004: $1C21 = 0 ;; integer values

:Label11326B
00D6: if 0
01F4: car $1C18 flipped
004D: jump_if_false Label1132B7
00D6: if 0
01C1: car $1C18 stopped
004D: jump_if_false Label1132B7
00AA: store_car $1C18 position_to $5F $60 $61
0174: $1C32 = car $1C18 z_angle
00AB: put_car $1C18 at $5F $60 $61
0175: set_car $1C18 z_angle_to $1C32

:Label1132B7
00D6: if 0
0019: 17@ > 5000 ;; integer values
004D: jump_if_false Label11410C
00D6: if 0
0038: $1C29 == 0 ;; integer values
004D: jump_if_false Label113323
00D6: if 0
8119: NOT car $1BFA wrecked
004D: jump_if_false Label1132FC
02C2: car $1BFA drive_to_point $1C3B $1C3C -100.0
:Label1132FC
00D6: if 0
8119: NOT car $1C01 wrecked
004D: jump_if_false Label11331C
02C2: car $1C01 drive_to_point $1C3B $1C3C -100.0

:Label11331C
0004: $1C29 = 1 ;; integer values

:Label113323
00D6: if 0
0038: $1C23 == 1 ;; integer values
004D: jump_if_false Label113384
00D6: if 0
8119: NOT car $1BF8 wrecked
004D: jump_if_false Label11337D
00D6: if 0
8119: NOT car $1BFA wrecked
004D: jump_if_false Label113365
02C2: car $1BFA drive_to_point $1C3B $1C3C -100.0

:Label113365
00D6: if 0
8119: NOT car $1BFB wrecked
004D: jump_if_false Label11337D
032C: car $1BFB ram $1BF8

:Label11337D
0004: $1C23 = 5 ;; integer values

:Label113384
00D6: if 0
0038: $1C22 == 0 ;; integer values
004D: jump_if_false Label1133E6
00D6: if 0
0038: $1C23 == 5 ;; integer values
004D: jump_if_false Label1133E6
00D6: if 0
8119: NOT car $1BF8 wrecked
004D: jump_if_false Label1133E6
0208: $1C33 = random_float -1530.0 -1384.0
0208: $1C34 = random_float 995.0 923.0
02C2: car $1BF8 drive_to_point $1C33 $1C34 -100.0

:Label1133E6
00D6: if 0
0038: $1C23 == 11 ;; integer values
004D: jump_if_false Label11342D
00D6: if 0
8119: NOT car $1BF8 wrecked
004D: jump_if_false Label11340F
00AF: set_car $1BF8 driver_behaviour_to 2

:Label11340F
00D6: if 0
8119: NOT car $1BFB wrecked
004D: jump_if_false Label113426
00AF: set_car $1BFB driver_behaviour_to 2
:Label113426
0004: $1C23 = 6 ;; integer values

:Label11342D
00D6: if 0
0038: $1C23 == 2 ;; integer values
004D: jump_if_false Label113486
00D6: if 0
8119: NOT car $1BFC wrecked
004D: jump_if_false Label11347F
00D6: if 0
8119: NOT car $1BFE wrecked
004D: jump_if_false Label113467
032C: car $1BFE ram $1BFC

:Label113467
00D6: if 0
8119: NOT car $1BFF wrecked
004D: jump_if_false Label11347F
032C: car $1BFF ram $1BFC

:Label11347F
0004: $1C23 = 5 ;; integer values

:Label113486
00D6: if 0
0038: $1C22 == 0 ;; integer values
004D: jump_if_false Label1134E8
00D6: if 0
0038: $1C23 == 5 ;; integer values
004D: jump_if_false Label1134E8
00D6: if 0
8119: NOT car $1BFC wrecked
004D: jump_if_false Label1134E8
0208: $1C35 = random_float -1530.0 -1384.0
0208: $1C36 = random_float 995.0 1056.0
02C2: car $1BFC drive_to_point $1C35 $1C36 -100.0

:Label1134E8
00D6: if 0
0038: $1C23 == 12 ;; integer values
004D: jump_if_false Label113546
00D6: if 0
8119: NOT car $1BFC wrecked
004D: jump_if_false Label113511
00AF: set_car $1BFC driver_behaviour_to 2

:Label113511
00D6: if 0
8119: NOT car $1BFE wrecked
004D: jump_if_false Label113528
00AF: set_car $1BFE driver_behaviour_to 2

:Label113528
00D6: if 0
8119: NOT car $1BFF wrecked
004D: jump_if_false Label11353F
00AF: set_car $1BFF driver_behaviour_to 2
:Label11353F
0004: $1C23 = 6 ;; integer values

:Label113546
00D6: if 0
0038: $1C23 == 3 ;; integer values
004D: jump_if_false Label1135BF
00D6: if 0
8119: NOT car $1C00 wrecked
004D: jump_if_false Label1135B8
00D6: if 0
8119: NOT car $1C01 wrecked
004D: jump_if_false Label113588
02C2: car $1C01 drive_to_point $1C3B $1C3C -100.0

:Label113588
00D6: if 0
8119: NOT car $1C02 wrecked
004D: jump_if_false Label1135A0
032C: car $1C02 ram $1C00

:Label1135A0
00D6: if 0
8119: NOT car $1C03 wrecked
004D: jump_if_false Label1135B8
032C: car $1C03 ram $1C00

:Label1135B8
0004: $1C23 = 5 ;; integer values

:Label1135BF
00D6: if 0
0038: $1C22 == 0 ;; integer values
004D: jump_if_false Label113621
00D6: if 0
0038: $1C23 == 5 ;; integer values
004D: jump_if_false Label113621
00D6: if 0
8119: NOT car $1C00 wrecked
004D: jump_if_false Label113621
0208: $1C37 = random_float -1265.0 -1384.0
0208: $1C38 = random_float 995.0 923.0
02C2: car $1C00 drive_to_point $1C37 $1C38 -100.0

:Label113621
00D6: if 0
0038: $1C23 == 13 ;; integer values
004D: jump_if_false Label11367F
00D6: if 0
8119: NOT car $1C00 wrecked
004D: jump_if_false Label11364A
00AF: set_car $1C00 driver_behaviour_to 2

:Label11364A
00D6: if 0
8119: NOT car $1C02 wrecked
004D: jump_if_false Label113661
00AF: set_car $1C02 driver_behaviour_to 2
:Label113661
00D6: if 0
8119: NOT car $1C03 wrecked
004D: jump_if_false Label113678
00AF: set_car $1C03 driver_behaviour_to 2

:Label113678
0004: $1C23 = 6 ;; integer values

:Label11367F
00D6: if 0
0038: $1C23 == 4 ;; integer values
004D: jump_if_false Label1136F0
00D6: if 0
8119: NOT car $1C04 wrecked
004D: jump_if_false Label1136E9
00D6: if 0
8119: NOT car $1C05 wrecked
004D: jump_if_false Label1136B9
032C: car $1C05 ram $1C04

:Label1136B9
00D6: if 0
8119: NOT car $1C06 wrecked
004D: jump_if_false Label1136D1
032C: car $1C06 ram $1C04

:Label1136D1
00D6: if 0
8119: NOT car $1C07 wrecked
004D: jump_if_false Label1136E9
032C: car $1C07 ram $1C04

:Label1136E9
0004: $1C23 = 5 ;; integer values

:Label1136F0
00D6: if 0
0038: $1C22 == 0 ;; integer values
004D: jump_if_false Label113759
00D6: if 0
0038: $1C23 == 5 ;; integer values
004D: jump_if_false Label113752
00D6: if 0
8119: NOT car $1C04 wrecked
004D: jump_if_false Label113752
0208: $1C39 = random_float -1265.0 -1384.0
0208: $1C3A = random_float 995.0 1056.0
02C2: car $1C04 drive_to_point $1C39 $1C3A -100.0

:Label113752
0004: $1C22 = 1 ;; integer values

:Label113759
00D6: if 0
0038: $1C23 == 14 ;; integer values
004D: jump_if_false Label1137CE
00D6: if 0
8119: NOT car $1C04 wrecked
004D: jump_if_false Label113782
00AF: set_car $1C04 driver_behaviour_to 2

:Label113782
00D6: if 0
8119: NOT car $1C05 wrecked
004D: jump_if_false Label113799
00AF: set_car $1C05 driver_behaviour_to 2

:Label113799
00D6: if 0
8119: NOT car $1C06 wrecked
004D: jump_if_false Label1137B0
00AF: set_car $1C06 driver_behaviour_to 2

:Label1137B0
00D6: if 0
8119: NOT car $1C07 wrecked
004D: jump_if_false Label1137C7
00AF: set_car $1C07 driver_behaviour_to 2

:Label1137C7
0004: $1C23 = 6 ;; integer values

:Label1137CE
00D6: if 0
8119: NOT car $1BF8 wrecked
004D: jump_if_false Label113843
00D6: if 0
01F4: car $1BF8 flipped
004D: jump_if_false Label113829
00D6: if 0
81FC: NOT player $PLAYER_CHAR near_car $1BF8 radius 7.0 7.0 0
004D: jump_if_false Label113829
00AA: store_car $1BF8 position_to $5F $60 $61
00AB: put_car $1BF8 at $5F $60 $61

:Label113829
00D6: if 0
03CE: car $1BF8 stuck
004D: jump_if_false Label113843
0477: unknown_car $1BF8 2 3000

:Label113843
00D6: if 0
8119: NOT car $1BF9 wrecked
004D: jump_if_false Label1138B8
00D6: if 0
01F4: car $1BF9 flipped
004D: jump_if_false Label11389E
00D6: if 0
81FC: NOT player $PLAYER_CHAR near_car $1BF9 radius 7.0 7.0 0
004D: jump_if_false Label11389E
00AA: store_car $1BF9 position_to $5F $60 $61
00AB: put_car $1BF9 at $5F $60 $61

:Label11389E
00D6: if 0
03CE: car $1BF9 stuck
004D: jump_if_false Label1138B8
0477: unknown_car $1BF9 2 3000

:Label1138B8
00D6: if 0
8119: NOT car $1BFA wrecked
004D: jump_if_false Label11392D
00D6: if 0
01F4: car $1BFA flipped
004D: jump_if_false Label113913
00D6: if 0
81FC: NOT player $PLAYER_CHAR near_car $1BFA radius 7.0 7.0 0
004D: jump_if_false Label113913
00AA: store_car $1BFA position_to $5F $60 $61
00AB: put_car $1BFA at $5F $60 $61

:Label113913
00D6: if 0
03CE: car $1BFA stuck
004D: jump_if_false Label11392D
0477: unknown_car $1BFA 2 3000

:Label11392D
00D6: if 0
8119: NOT car $1BFB wrecked
004D: jump_if_false Label1139A2
00D6: if 0
01F4: car $1BFB flipped
004D: jump_if_false Label113988
00D6: if 0
81FC: NOT player $PLAYER_CHAR near_car $1BFB radius 7.0 7.0 0
004D: jump_if_false Label113988
00AA: store_car $1BFB position_to $5F $60 $61
00AB: put_car $1BFB at $5F $60 $61

:Label113988
00D6: if 0
03CE: car $1BFB stuck
004D: jump_if_false Label1139A2
0477: unknown_car $1BFB 2 3000

:Label1139A2
00D6: if 0
8119: NOT car $1BFC wrecked
004D: jump_if_false Label113A17
00D6: if 0
01F4: car $1BFC flipped
004D: jump_if_false Label1139FD
00D6: if 0
81FC: NOT player $PLAYER_CHAR near_car $1BFC radius 7.0 7.0 0
004D: jump_if_false Label1139FD
00AA: store_car $1BFC position_to $5F $60 $61
00AB: put_car $1BFC at $5F $60 $61

:Label1139FD
00D6: if 0
03CE: car $1BFC stuck
004D: jump_if_false Label113A17
0477: unknown_car $1BFC 2 3000
:Label113A17
00D6: if 0
8119: NOT car $1BFD wrecked
004D: jump_if_false Label113A8C
00D6: if 0
01F4: car $1BFD flipped
004D: jump_if_false Label113A72
00D6: if 0
81FC: NOT player $PLAYER_CHAR near_car $1BFD radius 7.0 7.0 0
004D: jump_if_false Label113A72
00AA: store_car $1BFD position_to $5F $60 $61
00AB: put_car $1BFD at $5F $60 $61

:Label113A72
00D6: if 0
03CE: car $1BFD stuck
004D: jump_if_false Label113A8C
0477: unknown_car $1BFD 2 3000

:Label113A8C
00D6: if 0
8119: NOT car $1BFE wrecked
004D: jump_if_false Label113B01
00D6: if 0
01F4: car $1BFE flipped
004D: jump_if_false Label113AE7
00D6: if 0
81FC: NOT player $PLAYER_CHAR near_car $1BFE radius 7.0 7.0 0
004D: jump_if_false Label113AE7
00AA: store_car $1BFE position_to $5F $60 $61
00AB: put_car $1BFE at $5F $60 $61

:Label113AE7
00D6: if 0
03CE: car $1BFE stuck
004D: jump_if_false Label113B01
0477: unknown_car $1BFE 2 3000

:Label113B01
00D6: if 0
8119: NOT car $1BFF wrecked
004D: jump_if_false Label113B76
00D6: if 0
01F4: car $1BFF flipped
004D: jump_if_false Label113B5C
00D6: if 0
81FC: NOT player $PLAYER_CHAR near_car $1BFF radius 7.0 7.0 0
004D: jump_if_false Label113B5C
00AA: store_car $1BFF position_to $5F $60 $61
00AB: put_car $1BFF at $5F $60 $61

:Label113B5C
00D6: if 0
03CE: car $1BFF stuck
004D: jump_if_false Label113B76
0477: unknown_car $1BFF 2 3000

:Label113B76
00D6: if 0
8119: NOT car $1C00 wrecked
004D: jump_if_false Label113BEB
00D6: if 0
01F4: car $1C00 flipped
004D: jump_if_false Label113BD1
00D6: if 0
81FC: NOT player $PLAYER_CHAR near_car $1C00 radius 7.0 7.0 0
004D: jump_if_false Label113BD1
00AA: store_car $1C00 position_to $5F $60 $61
00AB: put_car $1C00 at $5F $60 $61

:Label113BD1
00D6: if 0
03CE: car $1C00 stuck
004D: jump_if_false Label113BEB
0477: unknown_car $1C00 2 3000

:Label113BEB
00D6: if 0
8119: NOT car $1C01 wrecked
004D: jump_if_false Label113C60
00D6: if 0
01F4: car $1C01 flipped
004D: jump_if_false Label113C46
00D6: if 0
81FC: NOT player $PLAYER_CHAR near_car $1C01 radius 7.0 7.0 0
004D: jump_if_false Label113C46
00AA: store_car $1C01 position_to $5F $60 $61
00AB: put_car $1C01 at $5F $60 $61

:Label113C46
00D6: if 0
03CE: car $1C01 stuck
004D: jump_if_false Label113C60
0477: unknown_car $1C01 2 3000

:Label113C60
00D6: if 0
8119: NOT car $1C02 wrecked
004D: jump_if_false Label113CD5
00D6: if 0
01F4: car $1C02 flipped
004D: jump_if_false Label113CBB
00D6: if 0
81FC: NOT player $PLAYER_CHAR near_car $1C02 radius 7.0 7.0 0
004D: jump_if_false Label113CBB
00AA: store_car $1C02 position_to $5F $60 $61
00AB: put_car $1C02 at $5F $60 $61

:Label113CBB
00D6: if 0
03CE: car $1C02 stuck
004D: jump_if_false Label113CD5
0477: unknown_car $1C02 2 3000

:Label113CD5
00D6: if 0
8119: NOT car $1C03 wrecked
004D: jump_if_false Label113D4A
00D6: if 0
01F4: car $1C03 flipped
004D: jump_if_false Label113D30
00D6: if 0
81FC: NOT player $PLAYER_CHAR near_car $1C03 radius 7.0 7.0 0
004D: jump_if_false Label113D30
00AA: store_car $1C03 position_to $5F $60 $61
00AB: put_car $1C03 at $5F $60 $61

:Label113D30
00D6: if 0
03CE: car $1C03 stuck
004D: jump_if_false Label113D4A
0477: unknown_car $1C03 2 3000

:Label113D4A
00D6: if 0
8119: NOT car $1C04 wrecked
004D: jump_if_false Label113DBF
00D6: if 0
01F4: car $1C04 flipped
004D: jump_if_false Label113DA5
00D6: if 0
81FC: NOT player $PLAYER_CHAR near_car $1C04 radius 7.0 7.0 0
004D: jump_if_false Label113DA5
00AA: store_car $1C04 position_to $5F $60 $61
00AB: put_car $1C04 at $5F $60 $61

:Label113DA5
00D6: if 0
03CE: car $1C04 stuck
004D: jump_if_false Label113DBF
0477: unknown_car $1C04 2 3000

:Label113DBF
00D6: if 0
8119: NOT car $1C05 wrecked
004D: jump_if_false Label113E34
00D6: if 0
01F4: car $1C05 flipped
004D: jump_if_false Label113E1A
00D6: if 0
81FC: NOT player $PLAYER_CHAR near_car $1C05 radius 7.0 7.0 0
004D: jump_if_false Label113E1A
00AA: store_car $1C05 position_to $5F $60 $61
00AB: put_car $1C05 at $5F $60 $61

:Label113E1A
00D6: if 0
03CE: car $1C05 stuck
004D: jump_if_false Label113E34
0477: unknown_car $1C05 2 3000

:Label113E34
00D6: if 0
8119: NOT car $1C06 wrecked
004D: jump_if_false Label113EA9
00D6: if 0
01F4: car $1C06 flipped
004D: jump_if_false Label113E8F
00D6: if 0
81FC: NOT player $PLAYER_CHAR near_car $1C06 radius 7.0 7.0 0
004D: jump_if_false Label113E8F
00AA: store_car $1C06 position_to $5F $60 $61
00AB: put_car $1C06 at $5F $60 $61

:Label113E8F
00D6: if 0
03CE: car $1C06 stuck
004D: jump_if_false Label113EA9
0477: unknown_car $1C06 2 3000

:Label113EA9
00D6: if 0
8119: NOT car $1C07 wrecked
004D: jump_if_false Label113F1E
00D6: if 0
01F4: car $1C07 flipped
004D: jump_if_false Label113F04
00D6: if 0
81FC: NOT player $PLAYER_CHAR near_car $1C07 radius 7.0 7.0 0
004D: jump_if_false Label113F04
00AA: store_car $1C07 position_to $5F $60 $61
00AB: put_car $1C07 at $5F $60 $61

:Label113F04
00D6: if 0
03CE: car $1C07 stuck
004D: jump_if_false Label113F1E
0477: unknown_car $1C07 2 3000

:Label113F1E
00D6: if 0
0019: 16@ > 1500 ;; integer values
004D: jump_if_false Label113F58
0004: $1C22 = 0 ;; integer values
0006: 16@ = 0 ;; integer values
00D6: if 0
0038: $1C2C == 0 ;; integer values
004D: jump_if_false Label113F58
0004: $1C2C = 1 ;; integer values

:Label113F58
00D6: if 0
0056: player $PLAYER_CHAR 0 ()in_rectangle -1530.0 995.0 -1384.0 923.0
004D: jump_if_false Label113FA5
00D6: if 0
0038: $1C24 == 0 ;; integer values
004D: jump_if_false Label113F9E
0004: $1C23 = 11 ;; integer values
0004: $1C24 = 1 ;; integer values

:Label113F9E
0002: jump Label113FC5

:Label113FA5
00D6: if 0
0038: $1C24 == 1 ;; integer values
004D: jump_if_false Label113FC5
0004: $1C23 = 1 ;; integer values
0004: $1C24 = 0 ;; integer values

:Label113FC5
00D6: if 0
0056: player $PLAYER_CHAR 0 ()in_rectangle -1530.0 995.0 -1384.0 1076.0
004D: jump_if_false Label114012
00D6: if 0
0038: $1C25 == 0 ;; integer values
004D: jump_if_false Label11400B
0004: $1C23 = 12 ;; integer values
0004: $1C25 = 1 ;; integer values

:Label11400B
0002: jump Label114032

:Label114012
00D6: if 0
0038: $1C25 == 1 ;; integer values
004D: jump_if_false Label114032
0004: $1C23 = 2 ;; integer values
0004: $1C25 = 0 ;; integer values

:Label114032
00D6: if 0
0056: player $PLAYER_CHAR 0 ()in_rectangle -1265.0 995.0 -1384.0 923.0
004D: jump_if_false Label11407F
00D6: if 0
0038: $1C26 == 0 ;; integer values
004D: jump_if_false Label114078
0004: $1C23 = 13 ;; integer values
0004: $1C26 = 1 ;; integer values

:Label114078
0002: jump Label11409F

:Label11407F
00D6: if 0
0038: $1C26 == 1 ;; integer values
004D: jump_if_false Label11409F
0004: $1C23 = 3 ;; integer values
0004: $1C26 = 0 ;; integer values

:Label11409F
00D6: if 0
0056: player $PLAYER_CHAR 0 ()in_rectangle -1265.0 995.0 -1384.0 1076.0
004D: jump_if_false Label1140EC
00D6: if 0
0038: $1C27 == 0 ;; integer values
004D: jump_if_false Label1140E5
0004: $1C23 = 14 ;; integer values
0004: $1C27 = 1 ;; integer values

:Label1140E5
0002: jump Label11410C

:Label1140EC
00D6: if 0
0038: $1C27 == 1 ;; integer values
004D: jump_if_false Label11410C
0004: $1C23 = 4 ;; integer values
0004: $1C27 = 0 ;; integer values

:Label11410C
00D6: if 0
0119: car $1BF8 wrecked
004D: jump_if_false Label11412A
000C: $1C1A -= 1 ;; integer values
0008: $1C1B += 1 ;; integer values

:Label11412A
00D6: if 0
0119: car $1BF9 wrecked
004D: jump_if_false Label114148
000C: $1C1A -= 1 ;; integer values
0008: $1C1B += 1 ;; integer values

:Label114148
00D6: if 0
0119: car $1BFA wrecked
004D: jump_if_false Label114166
000C: $1C1A -= 1 ;; integer values
0008: $1C1B += 1 ;; integer values

:Label114166
00D6: if 0
0119: car $1BFB wrecked
004D: jump_if_false Label114184
000C: $1C1A -= 1 ;; integer values
0008: $1C1B += 1 ;; integer values

:Label114184
00D6: if 0
0119: car $1BFC wrecked
004D: jump_if_false Label1141A2
000C: $1C1A -= 1 ;; integer values
0008: $1C1B += 1 ;; integer values

:Label1141A2
00D6: if 0
0119: car $1BFD wrecked
004D: jump_if_false Label1141C0
000C: $1C1A -= 1 ;; integer values
0008: $1C1B += 1 ;; integer values

:Label1141C0
00D6: if 0
0119: car $1BFE wrecked
004D: jump_if_false Label1141DE
000C: $1C1A -= 1 ;; integer values
0008: $1C1B += 1 ;; integer values

:Label1141DE
00D6: if 0
0119: car $1BFF wrecked
004D: jump_if_false Label1141FC
000C: $1C1A -= 1 ;; integer values
0008: $1C1B += 1 ;; integer values

:Label1141FC
00D6: if 0
0119: car $1C00 wrecked
004D: jump_if_false Label11421A
000C: $1C1A -= 1 ;; integer values
0008: $1C1B += 1 ;; integer values

:Label11421A
00D6: if 0
0119: car $1C01 wrecked
004D: jump_if_false Label114238
000C: $1C1A -= 1 ;; integer values
0008: $1C1B += 1 ;; integer values

:Label114238
00D6: if 0
0119: car $1C02 wrecked
004D: jump_if_false Label114256
000C: $1C1A -= 1 ;; integer values
0008: $1C1B += 1 ;; integer values

:Label114256
00D6: if 0
0119: car $1C03 wrecked
004D: jump_if_false Label114274
000C: $1C1A -= 1 ;; integer values
0008: $1C1B += 1 ;; integer values

:Label114274
00D6: if 0
0119: car $1C04 wrecked
004D: jump_if_false Label114292
000C: $1C1A -= 1 ;; integer values
0008: $1C1B += 1 ;; integer values

:Label114292
00D6: if 0
0119: car $1C05 wrecked
004D: jump_if_false Label1142B0
000C: $1C1A -= 1 ;; integer values
0008: $1C1B += 1 ;; integer values

:Label1142B0
00D6: if 0
0119: car $1C06 wrecked
004D: jump_if_false Label1142CE
000C: $1C1A -= 1 ;; integer values
0008: $1C1B += 1 ;; integer values

:Label1142CE
00D6: if 0
0119: car $1C07 wrecked
004D: jump_if_false Label1142EC
000C: $1C1A -= 1 ;; integer values
0008: $1C1B += 1 ;; integer values
:Label1142EC
00D6: if 0
001A: 16 > $1C1A ;; integer values
004D: jump_if_false Label114305
0050: gosub Label1147F1

:Label114305
0002: jump Label113030

:Label11430C
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
0169: set_fade_color 0 0 0
016A: fade 0 () 1000 ms

:Label114322
00D6: if 0
016B: fading
004D: jump_if_false Label11433A
0001: wait 0 ms
0002: jump Label114322

:Label11433A
00BC: text_highpriority "TAXI2" 5000 ms 1 ;; ~r~You're out of time!
0002: jump Label114350

:Label114350
00BA: text_styled "M_FAIL" 5000 ms 1 ;; MISSION FAILED!
0051: return

:Label114361
03CF: load_wav "AIRHRNL" as 1

:Label11436D
00D6: if 0
83D0: NOT wav 1 loaded
004D: jump_if_false Label114387
0001: wait 0 ms
0002: jump Label11436D

:Label114387
03CF: load_wav "AIRHRNR" as 2

:Label114393
00D6: if 0
83D0: NOT wav 2 loaded
004D: jump_if_false Label1143AD
0001: wait 0 ms
0002: jump Label114393

:Label1143AD
03D1: play_wav 1
03D1: play_wav 2

:Label1143B5
00D6: if 0
83D2: NOT wav 2 ended
004D: jump_if_false Label1143CF
0001: wait 0 ms
0002: jump Label1143B5
:Label1143CF
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
02A3: toggle_widescreen 1 (on)
0394: play_music 1
00D6: if 0
8119: NOT car $1BF8 wrecked
004D: jump_if_false Label1143F5
0519: unknown_car $1BF8 flag 1

:Label1143F5
00D6: if 0
8119: NOT car $1BF9 wrecked
004D: jump_if_false Label11440C
0519: unknown_car $1BF9 flag 1

:Label11440C
00D6: if 0
8119: NOT car $1BFA wrecked
004D: jump_if_false Label114423
0519: unknown_car $1BFA flag 1

:Label114423
00D6: if 0
8119: NOT car $1BFB wrecked
004D: jump_if_false Label11443A
0519: unknown_car $1BFB flag 1

:Label11443A
00D6: if 0
8119: NOT car $1BFC wrecked
004D: jump_if_false Label114451
0519: unknown_car $1BFC flag 1

:Label114451
00D6: if 0
8119: NOT car $1BFD wrecked
004D: jump_if_false Label114468
0519: unknown_car $1BFD flag 1

:Label114468
00D6: if 0
8119: NOT car $1BFE wrecked
004D: jump_if_false Label11447F
0519: unknown_car $1BFE flag 1

:Label11447F
00D6: if 0
8119: NOT car $1BFF wrecked
004D: jump_if_false Label114496
0519: unknown_car $1BFF flag 1

:Label114496
00D6: if 0
8119: NOT car $1C00 wrecked
004D: jump_if_false Label1144AD
0519: unknown_car $1C00 flag 1

:Label1144AD
00D6: if 0
8119: NOT car $1C01 wrecked
004D: jump_if_false Label1144C4
0519: unknown_car $1C01 flag 1

:Label1144C4
00D6: if 0
8119: NOT car $1C02 wrecked
004D: jump_if_false Label1144DB
0519: unknown_car $1C02 flag 1

:Label1144DB
00D6: if 0
8119: NOT car $1C03 wrecked
004D: jump_if_false Label1144F2
0519: unknown_car $1C03 flag 1

:Label1144F2
00D6: if 0
8119: NOT car $1C04 wrecked
004D: jump_if_false Label114509
0519: unknown_car $1C04 flag 1

:Label114509
00D6: if 0
8119: NOT car $1C05 wrecked
004D: jump_if_false Label114520
0519: unknown_car $1C05 flag 1

:Label114520
00D6: if 0
8119: NOT car $1C06 wrecked
004D: jump_if_false Label114537
0519: unknown_car $1C06 flag 1

:Label114537
00D6: if 0
8119: NOT car $1C07 wrecked
004D: jump_if_false Label11454E
0519: unknown_car $1C07 flag 1

:Label11454E
00BA: text_styled "BLOD_10" 6000 ms 5 ;; WINNER!!
01E3: text_1number_styled "BLOD_09" 1000 6000 ms 6 ;; $~1~
0109: player $PLAYER_CHAR money += 1000
0084: $1C1F = $1C28 ;; integer values and handles
0014: $1C1F /= 1000 ;; integer values
0008: $1C1D += 1 ;; integer values
0008: $1C1E += 1 ;; integer values
0544: unknown_bloodring_stuff $1C1F
0006: 16@ = 0 ;; integer values
03F0: (unknown) 1

:Label1145A5
0001: wait 0 ms
00D6: if 0
001B: 5000 > 16@ ;; integer values
004D: jump_if_false Label11466B
0050: gosub Label115BFD
0340: set_text_draw_color 0 0 0 255
045A: text_draw_1number 32.0 302.0 "BLOD_07" $1C1F ;; NEW Best Time: ~1~ Seconds
0050: gosub Label115BFD
0340: set_text_draw_color 255 128 0 255
045A: text_draw_1number 30.0 300.0 "BLOD_07" $1C1F ;; NEW Best Time: ~1~ Seconds
0050: gosub Label115BFD
0340: set_text_draw_color 0 0 0 255
045A: text_draw_1number 32.0 317.0 "BLOD_08" $1C1B ;; Cars Destroyed: ~1~
0050: gosub Label115BFD
0340: set_text_draw_color 255 128 0 255
045A: text_draw_1number 30.0 315.0 "BLOD_08" $1C1B ;; Cars Destroyed: ~1~
0002: jump Label114672

:Label11466B
0002: jump Label114679

:Label114672
0002: jump Label1145A5

:Label114679
0008: $1C28 += 60000 ;; integer values
0169: set_fade_color 0 0 0
016A: fade 0 () 1000 ms

:Label114692
00D6: if 0
016B: fading
004D: jump_if_false Label1146AA
0001: wait 0 ms
0002: jump Label114692

:Label1146AA
02A3: toggle_widescreen 0 (off)
01F6: cancel_override_restart
0414: (unknown) $PLAYER_CHAR 0
00BE: text_clear_all
0110: clear_player $PLAYER_CHAR wanted_level
00D6: if 0
0038: $63E == 0 ;; integer values
004D: jump_if_false Label1146EB
014C: set_parked_car_generator $7A2 cars_to_generate_to 101
014C: set_parked_car_generator $7A3 cars_to_generate_to 101
030C: set_mission_points += 1
0595: (unknown)
0004: $63E = 1 ;; integer values

:Label1146EB
0051: return

:Label1146ED
0004: $ONMISSION = 0 ;; integer values
03F0: (unknown) 0
04FA: reset_interior_colors 0
0164: disable_marker $1C3E
03CB: set_camera -1101.0 1331.0 19.1
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
01B7: release_weather
0543: $1C1B
0151: remove_status_text $1C1B
014F: stop_timer $1C1C
0151: remove_status_text $1C21
03D5: remove_text "BLOD_05" ;; ~g~TARGET TIME: ~1~ Minute
03D5: remove_text "BLOD_06" ;; ~g~TARGET TIME: ~1~ Minutes
0249: release_model #BLOODRB
0249: release_model #BLOODRA
0249: release_model #WMYCR
0004: $188 = 1 ;; integer values
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
04E2: $PLAYER_CHAR 0
057E: make_radar_grey 0
00D6: if 0
8112: NOT wasted_or_busted
004D: jump_if_false Label1147ED
04BB: select_interiour 0 ;; select render area
03CB: set_camera -1101.0 1331.0 19.1
00D6: if 0
00E0: player $PLAYER_CHAR driving
004D: jump_if_false Label1147B5
012A: put_player $PLAYER_CHAR at -1101.0 1331.0 19.1 and_remove_from_car
0002: jump Label1147C9

:Label1147B5
0055: put_player $PLAYER_CHAR at -1101.0 1331.0 19.1

:Label1147C9
0171: set_player $PLAYER_CHAR z_angle_to 278.65
02EB: restore_camera_with_jumpcut
03C8: rotate_player-180-degrees
0169: set_fade_color 0 0 0
016A: fade 1 (back) 1500 ms
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)

:Label1147ED
00D8: mission_cleanup
0051: return

:Label1147F1
0050: gosub Label1155FA
00D6: if 0
0119: car $1BF8 wrecked
004D: jump_if_false Label1148D1
00D6: if 0
0056: player $PLAYER_CHAR 0 ()in_rectangle -1530.0 995.0 -1384.0 923.0
004D: jump_if_false Label114859
01E3: text_1number_styled "BONUS" 100 1000 ms 1 ;; ~g~BONUS $~1~
018C: play_sound 1 at 0.0 0.0 0.0
0109: player $PLAYER_CHAR money += 100

:Label114859
03CD: car $1BF8 remove_from_stuck_car_check
01C3: remove_references_to_car $1BF8 ;; Like turning a car into any random car
01C2: remove_references_to_actor $1C08 ;; Like turning an actor into a random
pedestrian
00A5: $1BF8 = create_car #BLOODRB at $1C2F $1C30 $1C31
0129: $1C08 = create_actor 4 #WMYCR in_car $1BF8 driverseat
0489: unknown_actor $1C08 flag 1
04E0: unknown_car $1BF8 255
02AA: set_car $1BF8 immune_to_nonplayer 1
00AD: set_car $1BF8 max_speed_to 100.0
03CC: car $1BF8 add_to_stuck_car_check 1.5 = 4000
00AE: unknown_set_car $1BF8 to_ignore_traffic_lights 3
04BA: set_car $1BF8 speed_instantly 25.0
00AF: set_car $1BF8 driver_behaviour_to 2
0008: $1C1A += 1 ;; integer values

:Label1148D1
0050: gosub Label1155FA
00D6: if 0
0119: car $1BF9 wrecked
004D: jump_if_false Label1149B1
00D6: if 0
0056: player $PLAYER_CHAR 0 ()in_rectangle -1530.0 995.0 -1384.0 923.0
004D: jump_if_false Label114939
01E3: text_1number_styled "BONUS" 100 1000 ms 1 ;; ~g~BONUS $~1~
018C: play_sound 1 at 0.0 0.0 0.0
0109: player $PLAYER_CHAR money += 100

:Label114939
03CD: car $1BF9 remove_from_stuck_car_check
01C3: remove_references_to_car $1BF9 ;; Like turning a car into any random car
01C2: remove_references_to_actor $1C09 ;; Like turning an actor into a random
pedestrian
00A5: $1BF9 = create_car #BLOODRB at $1C2F $1C30 $1C31
0129: $1C09 = create_actor 4 #WMYCR in_car $1BF9 driverseat
0489: unknown_actor $1C09 flag 1
04E0: unknown_car $1BF9 255
02AA: set_car $1BF9 immune_to_nonplayer 1
00AD: set_car $1BF9 max_speed_to 100.0
03CC: car $1BF9 add_to_stuck_car_check 1.5 = 4000
00AE: unknown_set_car $1BF9 to_ignore_traffic_lights 3
04BA: set_car $1BF9 speed_instantly 25.0
00AF: set_car $1BF9 driver_behaviour_to 2
0008: $1C1A += 1 ;; integer values

:Label1149B1
0050: gosub Label1155FA
00D6: if 0
0119: car $1BFA wrecked
004D: jump_if_false Label114A91
00D6: if 0
0056: player $PLAYER_CHAR 0 ()in_rectangle -1530.0 995.0 -1384.0 923.0
004D: jump_if_false Label114A19
01E3: text_1number_styled "BONUS" 100 1000 ms 1 ;; ~g~BONUS $~1~
018C: play_sound 1 at 0.0 0.0 0.0
0109: player $PLAYER_CHAR money += 100

:Label114A19
03CD: car $1BFA remove_from_stuck_car_check
01C3: remove_references_to_car $1BFA ;; Like turning a car into any random car
01C2: remove_references_to_actor $1C0A ;; Like turning an actor into a random
pedestrian
00A5: $1BFA = create_car #BLOODRB at $1C2F $1C30 $1C31
0129: $1C0A = create_actor 4 #WMYCR in_car $1BFA driverseat
0489: unknown_actor $1C0A flag 1
04E0: unknown_car $1BFA 255
02AA: set_car $1BFA immune_to_nonplayer 1
00AD: set_car $1BFA max_speed_to 100.0
03CC: car $1BFA add_to_stuck_car_check 1.5 = 4000
00AE: unknown_set_car $1BFA to_ignore_traffic_lights 3
04BA: set_car $1BFA speed_instantly 25.0
00AF: set_car $1BFA driver_behaviour_to 2
0008: $1C1A += 1 ;; integer values

:Label114A91
0050: gosub Label1155FA
00D6: if 0
0119: car $1BFB wrecked
004D: jump_if_false Label114B71
00D6: if 0
0056: player $PLAYER_CHAR 0 ()in_rectangle -1530.0 995.0 -1384.0 923.0
004D: jump_if_false Label114AF9
01E3: text_1number_styled "BONUS" 100 1000 ms 1 ;; ~g~BONUS $~1~
018C: play_sound 1 at 0.0 0.0 0.0
0109: player $PLAYER_CHAR money += 100

:Label114AF9
03CD: car $1BFB remove_from_stuck_car_check
01C3: remove_references_to_car $1BFB ;; Like turning a car into any random car
01C2: remove_references_to_actor $1C0B ;; Like turning an actor into a random
pedestrian
00A5: $1BFB = create_car #BLOODRB at $1C2F $1C30 $1C31
0129: $1C0B = create_actor 4 #WMYCR in_car $1BFB driverseat
0489: unknown_actor $1C0B flag 1
04E0: unknown_car $1BFB 255
02AA: set_car $1BFB immune_to_nonplayer 1
00AD: set_car $1BFB max_speed_to 100.0
03CC: car $1BFB add_to_stuck_car_check 1.5 = 4000
00AE: unknown_set_car $1BFB to_ignore_traffic_lights 3
04BA: set_car $1BFB speed_instantly 25.0
00AF: set_car $1BFB driver_behaviour_to 2
0008: $1C1A += 1 ;; integer values

:Label114B71
0050: gosub Label1155FA
00D6: if 0
0119: car $1BFC wrecked
004D: jump_if_false Label114C51
00D6: if 0
0056: player $PLAYER_CHAR 0 ()in_rectangle -1530.0 995.0 -1384.0 1076.0
004D: jump_if_false Label114BD9
01E3: text_1number_styled "BONUS" 100 1000 ms 1 ;; ~g~BONUS $~1~
018C: play_sound 1 at 0.0 0.0 0.0
0109: player $PLAYER_CHAR money += 100

:Label114BD9
03CD: car $1BFC remove_from_stuck_car_check
01C3: remove_references_to_car $1BFC ;; Like turning a car into any random car
01C2: remove_references_to_actor $1C0C ;; Like turning an actor into a random
pedestrian
00A5: $1BFC = create_car #BLOODRB at $1C2F $1C30 $1C31
0129: $1C0C = create_actor 4 #WMYCR in_car $1BFC driverseat
0489: unknown_actor $1C0C flag 1
04E0: unknown_car $1BFC 255
02AA: set_car $1BFC immune_to_nonplayer 1
00AD: set_car $1BFC max_speed_to 100.0
03CC: car $1BFC add_to_stuck_car_check 1.5 = 4000
00AE: unknown_set_car $1BFC to_ignore_traffic_lights 3
04BA: set_car $1BFC speed_instantly 25.0
00AF: set_car $1BFC driver_behaviour_to 2
0008: $1C1A += 1 ;; integer values

:Label114C51
0050: gosub Label1155FA
00D6: if 0
0119: car $1BFD wrecked
004D: jump_if_false Label114D38
00D6: if 0
0056: player $PLAYER_CHAR 0 ()in_rectangle -1530.0 995.0 -1384.0 1076.0
004D: jump_if_false Label114CB9
01E3: text_1number_styled "BONUS" 100 1000 ms 1 ;; ~g~BONUS $~1~
018C: play_sound 1 at 0.0 0.0 0.0
0109: player $PLAYER_CHAR money += 100

:Label114CB9
03CD: car $1BFD remove_from_stuck_car_check
01C3: remove_references_to_car $1BFD ;; Like turning a car into any random car
01C2: remove_references_to_actor $1C0D ;; Like turning an actor into a random
pedestrian
00A5: $1BFD = create_car #BLOODRB at $1C2F $1C30 $1C31
0129: $1C0D = create_actor 4 #WMYCR in_car $1BFD driverseat
0489: unknown_actor $1C0D flag 1
04E0: unknown_car $1BFD 255
02AA: set_car $1BFD immune_to_nonplayer 1
00AD: set_car $1BFD max_speed_to 100.0
03CC: car $1BFD add_to_stuck_car_check 1.5 = 4000
00AE: unknown_set_car $1BFD to_ignore_traffic_lights 3
04BA: set_car $1BFD speed_instantly 25.0
00AF: set_car $1BFD driver_behaviour_to 2
00AF: set_car $1BFD driver_behaviour_to 2
0008: $1C1A += 1 ;; integer values

:Label114D38
0050: gosub Label1155FA
00D6: if 0
0119: car $1BFE wrecked
004D: jump_if_false Label114E18
00D6: if 0
0056: player $PLAYER_CHAR 0 ()in_rectangle -1530.0 995.0 -1384.0 1076.0
004D: jump_if_false Label114DA0
01E3: text_1number_styled "BONUS" 100 1000 ms 1 ;; ~g~BONUS $~1~
018C: play_sound 1 at 0.0 0.0 0.0
0109: player $PLAYER_CHAR money += 100

:Label114DA0
03CD: car $1BFE remove_from_stuck_car_check
01C3: remove_references_to_car $1BFE ;; Like turning a car into any random car
01C2: remove_references_to_actor $1C0E ;; Like turning an actor into a random
pedestrian
00A5: $1BFE = create_car #BLOODRB at $1C2F $1C30 $1C31
0129: $1C0E = create_actor 4 #WMYCR in_car $1BFE driverseat
0489: unknown_actor $1C0E flag 1
04E0: unknown_car $1BFE 255
02AA: set_car $1BFE immune_to_nonplayer 1
00AD: set_car $1BFE max_speed_to 100.0
03CC: car $1BFE add_to_stuck_car_check 1.5 = 4000
00AE: unknown_set_car $1BFE to_ignore_traffic_lights 3
04BA: set_car $1BFE speed_instantly 25.0
00AF: set_car $1BFE driver_behaviour_to 2
0008: $1C1A += 1 ;; integer values

:Label114E18
0050: gosub Label1155FA
00D6: if 0
0119: car $1BFF wrecked
004D: jump_if_false Label114EF8
00D6: if 0
0056: player $PLAYER_CHAR 0 ()in_rectangle -1530.0 995.0 -1384.0 1076.0
004D: jump_if_false Label114E80
01E3: text_1number_styled "BONUS" 100 1000 ms 1 ;; ~g~BONUS $~1~
018C: play_sound 1 at 0.0 0.0 0.0
0109: player $PLAYER_CHAR money += 100

:Label114E80
03CD: car $1BFF remove_from_stuck_car_check
01C3: remove_references_to_car $1BFF ;; Like turning a car into any random car
01C2: remove_references_to_actor $1C0F ;; Like turning an actor into a random
pedestrian
00A5: $1BFF = create_car #BLOODRB at $1C2F $1C30 $1C31
0129: $1C0F = create_actor 4 #WMYCR in_car $1BFF driverseat
0489: unknown_actor $1C0F flag 1
04E0: unknown_car $1BFF 255
02AA: set_car $1BFF immune_to_nonplayer 1
00AD: set_car $1BFF max_speed_to 100.0
03CC: car $1BFF add_to_stuck_car_check 1.5 = 4000
00AE: unknown_set_car $1BFF to_ignore_traffic_lights 3
04BA: set_car $1BFF speed_instantly 25.0
00AF: set_car $1BFF driver_behaviour_to 2
0008: $1C1A += 1 ;; integer values

:Label114EF8
0050: gosub Label1155FA
00D6: if 0
0119: car $1C00 wrecked
004D: jump_if_false Label114FD8
00D6: if 0
0056: player $PLAYER_CHAR 0 ()in_rectangle -1265.0 995.0 -1384.0 923.0
004D: jump_if_false Label114F60
01E3: text_1number_styled "BONUS" 100 1000 ms 1 ;; ~g~BONUS $~1~
018C: play_sound 1 at 0.0 0.0 0.0
0109: player $PLAYER_CHAR money += 100

:Label114F60
03CD: car $1C00 remove_from_stuck_car_check
01C3: remove_references_to_car $1C00 ;; Like turning a car into any random car
01C2: remove_references_to_actor $1C10 ;; Like turning an actor into a random
pedestrian
00A5: $1C00 = create_car #BLOODRB at $1C2F $1C30 $1C31
0129: $1C10 = create_actor 4 #WMYCR in_car $1C00 driverseat
0489: unknown_actor $1C10 flag 1
04E0: unknown_car $1C00 255
02AA: set_car $1C00 immune_to_nonplayer 1
00AD: set_car $1C00 max_speed_to 100.0
03CC: car $1C00 add_to_stuck_car_check 1.5 = 4000
00AE: unknown_set_car $1C00 to_ignore_traffic_lights 3
04BA: set_car $1C00 speed_instantly 25.0
00AF: set_car $1C00 driver_behaviour_to 2
0008: $1C1A += 1 ;; integer values

:Label114FD8
0050: gosub Label1155FA
00D6: if 0
0119: car $1C01 wrecked
004D: jump_if_false Label1150B8
00D6: if 0
0056: player $PLAYER_CHAR 0 ()in_rectangle -1265.0 995.0 -1384.0 923.0
004D: jump_if_false Label115040
01E3: text_1number_styled "BONUS" 100 1000 ms 1 ;; ~g~BONUS $~1~
018C: play_sound 1 at 0.0 0.0 0.0
0109: player $PLAYER_CHAR money += 100

:Label115040
03CD: car $1C01 remove_from_stuck_car_check
01C3: remove_references_to_car $1C01 ;; Like turning a car into any random car
01C2: remove_references_to_actor $1C11 ;; Like turning an actor into a random
pedestrian
00A5: $1C01 = create_car #BLOODRB at $1C2F $1C30 $1C31
0129: $1C11 = create_actor 4 #WMYCR in_car $1C01 driverseat
0489: unknown_actor $1C11 flag 1
04E0: unknown_car $1C01 255
02AA: set_car $1C01 immune_to_nonplayer 1
00AD: set_car $1C01 max_speed_to 100.0
03CC: car $1C01 add_to_stuck_car_check 1.5 = 4000
00AE: unknown_set_car $1C01 to_ignore_traffic_lights 3
04BA: set_car $1C01 speed_instantly 25.0
00AF: set_car $1C01 driver_behaviour_to 2
0008: $1C1A += 1 ;; integer values

:Label1150B8
0050: gosub Label1155FA
00D6: if 0
0119: car $1C02 wrecked
004D: jump_if_false Label115198
00D6: if 0
0056: player $PLAYER_CHAR 0 ()in_rectangle -1265.0 995.0 -1384.0 923.0
004D: jump_if_false Label115120
01E3: text_1number_styled "BONUS" 100 1000 ms 1 ;; ~g~BONUS $~1~
018C: play_sound 1 at 0.0 0.0 0.0
0109: player $PLAYER_CHAR money += 100

:Label115120
03CD: car $1C02 remove_from_stuck_car_check
01C3: remove_references_to_car $1C02 ;; Like turning a car into any random car
01C2: remove_references_to_actor $1C12 ;; Like turning an actor into a random
pedestrian
00A5: $1C02 = create_car #BLOODRB at $1C2F $1C30 $1C31
0129: $1C12 = create_actor 4 #WMYCR in_car $1C02 driverseat
0489: unknown_actor $1C12 flag 1
04E0: unknown_car $1C02 255
02AA: set_car $1C02 immune_to_nonplayer 1
00AD: set_car $1C02 max_speed_to 100.0
03CC: car $1C02 add_to_stuck_car_check 1.5 = 4000
00AE: unknown_set_car $1C02 to_ignore_traffic_lights 3
04BA: set_car $1C02 speed_instantly 25.0
00AF: set_car $1C02 driver_behaviour_to 2
0008: $1C1A += 1 ;; integer values

:Label115198
0050: gosub Label1155FA
00D6: if 0
0119: car $1C03 wrecked
004D: jump_if_false Label115278
00D6: if 0
0056: player $PLAYER_CHAR 0 ()in_rectangle -1265.0 995.0 -1384.0 923.0
004D: jump_if_false Label115200
01E3: text_1number_styled "BONUS" 100 1000 ms 1 ;; ~g~BONUS $~1~
018C: play_sound 1 at 0.0 0.0 0.0
0109: player $PLAYER_CHAR money += 100

:Label115200
03CD: car $1C03 remove_from_stuck_car_check
01C3: remove_references_to_car $1C03 ;; Like turning a car into any random car
01C2: remove_references_to_actor $1C13 ;; Like turning an actor into a random
pedestrian
00A5: $1C03 = create_car #BLOODRB at $1C2F $1C30 $1C31
0129: $1C13 = create_actor 4 #WMYCR in_car $1C03 driverseat
0489: unknown_actor $1C13 flag 1
04E0: unknown_car $1C03 255
02AA: set_car $1C03 immune_to_nonplayer 1
00AD: set_car $1C03 max_speed_to 100.0
03CC: car $1C03 add_to_stuck_car_check 1.5 = 4000
00AE: unknown_set_car $1C03 to_ignore_traffic_lights 3
04BA: set_car $1C03 speed_instantly 25.0
00AF: set_car $1C03 driver_behaviour_to 2
0008: $1C1A += 1 ;; integer values

:Label115278
0050: gosub Label1155FA
00D6: if 0
0119: car $1C04 wrecked
004D: jump_if_false Label115358
00D6: if 0
0056: player $PLAYER_CHAR 0 ()in_rectangle -1265.0 995.0 -1384.0 1076.0
004D: jump_if_false Label1152E0
01E3: text_1number_styled "BONUS" 100 1000 ms 1 ;; ~g~BONUS $~1~
018C: play_sound 1 at 0.0 0.0 0.0
0109: player $PLAYER_CHAR money += 100

:Label1152E0
03CD: car $1C04 remove_from_stuck_car_check
01C3: remove_references_to_car $1C04 ;; Like turning a car into any random car
01C2: remove_references_to_actor $1C14 ;; Like turning an actor into a random
pedestrian
00A5: $1C04 = create_car #BLOODRB at $1C2F $1C30 $1C31
0129: $1C14 = create_actor 4 #WMYCR in_car $1C04 driverseat
0489: unknown_actor $1C14 flag 1
04E0: unknown_car $1C04 255
02AA: set_car $1C04 immune_to_nonplayer 1
00AD: set_car $1C04 max_speed_to 100.0
03CC: car $1C04 add_to_stuck_car_check 1.5 = 4000
00AE: unknown_set_car $1C04 to_ignore_traffic_lights 3
04BA: set_car $1C04 speed_instantly 25.0
00AF: set_car $1C04 driver_behaviour_to 2
0008: $1C1A += 1 ;; integer values

:Label115358
0050: gosub Label1155FA
00D6: if 0
0119: car $1C05 wrecked
004D: jump_if_false Label115438
00D6: if 0
0056: player $PLAYER_CHAR 0 ()in_rectangle -1265.0 995.0 -1384.0 1076.0
004D: jump_if_false Label1153C0
01E3: text_1number_styled "BONUS" 100 1000 ms 1 ;; ~g~BONUS $~1~
018C: play_sound 1 at 0.0 0.0 0.0
0109: player $PLAYER_CHAR money += 100

:Label1153C0
03CD: car $1C05 remove_from_stuck_car_check
01C3: remove_references_to_car $1C05 ;; Like turning a car into any random car
01C2: remove_references_to_actor $1C15 ;; Like turning an actor into a random
pedestrian
00A5: $1C05 = create_car #BLOODRB at $1C2F $1C30 $1C31
0129: $1C15 = create_actor 4 #WMYCR in_car $1C05 driverseat
0489: unknown_actor $1C15 flag 1
04E0: unknown_car $1C05 255
02AA: set_car $1C05 immune_to_nonplayer 1
00AD: set_car $1C05 max_speed_to 100.0
03CC: car $1C05 add_to_stuck_car_check 1.5 = 4000
00AE: unknown_set_car $1C05 to_ignore_traffic_lights 3
04BA: set_car $1C05 speed_instantly 25.0
00AF: set_car $1C05 driver_behaviour_to 2
0008: $1C1A += 1 ;; integer values

:Label115438
0050: gosub Label1155FA
00D6: if 0
0119: car $1C06 wrecked
004D: jump_if_false Label115518
00D6: if 0
0056: player $PLAYER_CHAR 0 ()in_rectangle -1265.0 995.0 -1384.0 1076.0
004D: jump_if_false Label1154A0
01E3: text_1number_styled "BONUS" 100 1000 ms 1 ;; ~g~BONUS $~1~
018C: play_sound 1 at 0.0 0.0 0.0
0109: player $PLAYER_CHAR money += 100

:Label1154A0
03CD: car $1C06 remove_from_stuck_car_check
01C3: remove_references_to_car $1C06 ;; Like turning a car into any random car
01C2: remove_references_to_actor $1C16 ;; Like turning an actor into a random
pedestrian
00A5: $1C06 = create_car #BLOODRB at $1C2F $1C30 $1C31
0129: $1C16 = create_actor 4 #WMYCR in_car $1C06 driverseat
0489: unknown_actor $1C16 flag 1
04E0: unknown_car $1C06 255
02AA: set_car $1C06 immune_to_nonplayer 1
00AD: set_car $1C06 max_speed_to 100.0
03CC: car $1C06 add_to_stuck_car_check 1.5 = 4000
00AE: unknown_set_car $1C06 to_ignore_traffic_lights 3
04BA: set_car $1C06 speed_instantly 25.0
00AF: set_car $1C06 driver_behaviour_to 2
0008: $1C1A += 1 ;; integer values
:Label115518
0050: gosub Label1155FA
00D6: if 0
0119: car $1C07 wrecked
004D: jump_if_false Label1155F8
00D6: if 0
0056: player $PLAYER_CHAR 0 ()in_rectangle -1265.0 995.0 -1384.0 1076.0
004D: jump_if_false Label115580
01E3: text_1number_styled "BONUS" 100 1000 ms 1 ;; ~g~BONUS $~1~
018C: play_sound 1 at 0.0 0.0 0.0
0109: player $PLAYER_CHAR money += 100

:Label115580
03CD: car $1C07 remove_from_stuck_car_check
01C3: remove_references_to_car $1C07 ;; Like turning a car into any random car
01C2: remove_references_to_actor $1C17 ;; Like turning an actor into a random
pedestrian
00A5: $1C07 = create_car #BLOODRB at $1C2F $1C30 $1C31
0129: $1C17 = create_actor 4 #WMYCR in_car $1C07 driverseat
0489: unknown_actor $1C17 flag 1
04E0: unknown_car $1C07 255
02AA: set_car $1C07 immune_to_nonplayer 1
00AD: set_car $1C07 max_speed_to 100.0
03CC: car $1C07 add_to_stuck_car_check 1.5 = 4000
00AE: unknown_set_car $1C07 to_ignore_traffic_lights 3
04BA: set_car $1C07 speed_instantly 25.0
00AF: set_car $1C07 driver_behaviour_to 2
0008: $1C1A += 1 ;; integer values

:Label1155F8
0051: return

:Label1155FA
0209: $1C19 = random_int 1 4
0001: wait 0 ms
024F: create_corona 5.0 6 0 with_color 150 150 0 at_point $1C3B $1C3C $1C3D
00D6: if 0
0038: $1C2C == 1 ;; integer values
004D: jump_if_false Label11563C
0050: gosub Label11580F

:Label11563C
00D6: if 0
0038: $1C19 == 1 ;; integer values
004D: jump_if_false Label1156AF
00D6: if 0
838A: NOT car_in_cube -1461.84 938.32 261.0 5.0 5.0 5.0
004D: jump_if_false Label1156A8
0005: $1C2F = -1461.84 ;; floating-point values
0005: $1C30 = 938.32 ;; floating-point values
0005: $1C31 = 261.0 ;; floating-point values
0005: $1C32 = 345.6 ;; floating-point values
0002: jump Label1156AF

:Label1156A8
0002: jump Label1155FA

:Label1156AF
00D6: if 0
0038: $1C19 == 2 ;; integer values
004D: jump_if_false Label115718
00D6: if 0
838A: NOT car_in_cube -1424.36 933.86 261.0 5.0 5.0 5.0
004D: jump_if_false Label115711
0005: $1C2F = -1424.36 ;; floating-point values
0005: $1C30 = 933.86 ;; floating-point values
0005: $1C31 = 261.0 ;; floating-point values
0002: jump Label115718

:Label115711
0002: jump Label1155FA

:Label115718
00D6: if 0
0038: $1C19 == 3 ;; integer values
004D: jump_if_false Label11578B
00D6: if 0
838A: NOT car_in_cube -1443.29 931.29 261.0 5.0 5.0 5.0
004D: jump_if_false Label115784
0005: $1C2F = -1443.29 ;; floating-point values
0005: $1C30 = 931.29 ;; floating-point values
0005: $1C31 = 261.0 ;; floating-point values
0005: $1C32 = 351.4 ;; floating-point values
0002: jump Label11578B

:Label115784
0002: jump Label1155FA

:Label11578B
0051: return

:Label11578D
0208: $1C3B = random_float -1290.0 -1508.0
0208: $1C3C = random_float 939.0 1052.0
02CE: $1C3D = ground_z $1C3B $1C3C 275.8
00D6: if 0
0020: $1C3D > 260.2 ;; floating-point values
004D: jump_if_false Label1157D7
0002: jump Label11578D

:Label1157D7
00D6: if 0
0022: 249.0 > $1C3D ;; floating-point values
004D: jump_if_false Label1157F3
0002: jump Label11578D

:Label1157F3
0164: disable_marker $1C3E
018A: $1C3E = create_checkpoint_at $1C3B $1C3C $1C3D
0165: set_marker $1C3E color_to 4
0051: return

:Label11580F
0209: $1C2B = random_int 1 22
00D6: if 0
0038: $1C2A == 0 ;; integer values
004D: jump_if_false Label115B6E
00D6: if 0
003A: $1C2D == $1C2B ;; integer values and handles
004D: jump_if_false Label11585D
0008: $1C2B += 1 ;; integer values
00D6: if 0
0018: $1C2B > 21 ;; integer values
004D: jump_if_false Label11585D
0004: $1C2B = 1 ;; integer values

:Label11585D
00D6: if 0
0038: $1C2B == 1 ;; integer values
004D: jump_if_false Label115882
03CF: load_wav "RACE1" as 1
0004: $1C2A = 1 ;; integer values

:Label115882
00D6: if 0
0038: $1C2B == 2 ;; integer values
004D: jump_if_false Label1158A7
03CF: load_wav "RACE2" as 1
0004: $1C2A = 1 ;; integer values

:Label1158A7
00D6: if 0
0038: $1C2B == 3 ;; integer values
004D: jump_if_false Label1158CC
03CF: load_wav "RACE3" as 1
0004: $1C2A = 1 ;; integer values

:Label1158CC
00D6: if 0
0038: $1C2B == 4 ;; integer values
004D: jump_if_false Label1158F1
03CF: load_wav "RACE4" as 1
0004: $1C2A = 1 ;; integer values

:Label1158F1
00D6: if 0
0038: $1C2B == 5 ;; integer values
004D: jump_if_false Label115916
03CF: load_wav "RACE5" as 1
0004: $1C2A = 1 ;; integer values

:Label115916
00D6: if 0
0038: $1C2B == 6 ;; integer values
004D: jump_if_false Label11593B
03CF: load_wav "RACE6" as 1
0004: $1C2A = 1 ;; integer values

:Label11593B
00D6: if 0
0038: $1C2B == 7 ;; integer values
004D: jump_if_false Label115960
03CF: load_wav "RACE7" as 1
0004: $1C2A = 1 ;; integer values

:Label115960
00D6: if 0
0038: $1C2B == 8 ;; integer values
004D: jump_if_false Label115985
03CF: load_wav "RACE8" as 1
0004: $1C2A = 1 ;; integer values

:Label115985
00D6: if 0
0038: $1C2B == 9 ;; integer values
004D: jump_if_false Label1159AA
03CF: load_wav "RACE9" as 1
0004: $1C2A = 1 ;; integer values

:Label1159AA
00D6: if 0
0038: $1C2B == 10 ;; integer values
004D: jump_if_false Label1159CF
03CF: load_wav "RACE10" as 1
0004: $1C2A = 1 ;; integer values

:Label1159CF
00D6: if 0
0038: $1C2B == 11 ;; integer values
004D: jump_if_false Label1159F4
03CF: load_wav "RACE11" as 1
0004: $1C2A = 1 ;; integer values

:Label1159F4
00D6: if 0
0038: $1C2B == 12 ;; integer values
004D: jump_if_false Label115A19
03CF: load_wav "RACE12" as 1
0004: $1C2A = 1 ;; integer values

:Label115A19
00D6: if 0
0038: $1C2B == 13 ;; integer values
004D: jump_if_false Label115A3E
03CF: load_wav "RACE13" as 1
0004: $1C2A = 1 ;; integer values

:Label115A3E
00D6: if 0
0038: $1C2B == 14 ;; integer values
004D: jump_if_false Label115A63
03CF: load_wav "RACE14" as 1
0004: $1C2A = 1 ;; integer values

:Label115A63
00D6: if 0
0038: $1C2B == 15 ;; integer values
004D: jump_if_false Label115A88
03CF: load_wav "RACE15" as 1
0004: $1C2A = 1 ;; integer values

:Label115A88
00D6: if 0
0038: $1C2B == 16 ;; integer values
004D: jump_if_false Label115AAD
03CF: load_wav "CHEER1" as 1
0004: $1C2A = 1 ;; integer values

:Label115AAD
00D6: if 0
0038: $1C2B == 17 ;; integer values
004D: jump_if_false Label115AD2
03CF: load_wav "CHEER2" as 1
0004: $1C2A = 1 ;; integer values

:Label115AD2
00D6: if 0
0038: $1C2B == 18 ;; integer values
004D: jump_if_false Label115AF7
03CF: load_wav "CHEER3" as 1
0004: $1C2A = 1 ;; integer values

:Label115AF7
00D6: if 0
0038: $1C2B == 19 ;; integer values
004D: jump_if_false Label115B1C
03CF: load_wav "CHEER4" as 1
0004: $1C2A = 1 ;; integer values

:Label115B1C
00D6: if 0
0038: $1C2B == 20 ;; integer values
004D: jump_if_false Label115B41
03CF: load_wav "OOH1" as 1
0004: $1C2A = 1 ;; integer values

:Label115B41
00D6: if 0
0038: $1C2B == 21 ;; integer values
004D: jump_if_false Label115B66
03CF: load_wav "OOH2" as 1
0004: $1C2A = 1 ;; integer values

:Label115B66
0084: $1C2D = $1C2B ;; integer values and handles

:Label115B6E
00D6: if 0
0038: $1C2A == 1 ;; integer values
004D: jump_if_false Label115B96
00D6: if 0
03D0: wav 1 loaded
004D: jump_if_false Label115B96
0004: $1C2A = 2 ;; integer values

:Label115B96
00D6: if 0
0038: $1C2A == 2 ;; integer values
004D: jump_if_false Label115BB3
03D1: play_wav 1
0004: $1C2A = 3 ;; integer values

:Label115BB3
00D6: if 0
0038: $1C2A == 3 ;; integer values
004D: jump_if_false Label115BDB
00D6: if 0
03D2: wav 1 ended
004D: jump_if_false Label115BDB
0004: $1C2A = 4 ;; integer values

:Label115BDB
00D6: if 0
0038: $1C2A == 4 ;; integer values
004D: jump_if_false Label115BFB
0004: $1C2A = 0 ;; integer values
0004: $1C2C = 0 ;; integer values

:Label115BFB
0051: return

:Label115BFD
0341: unknown_text_stuff 1
03E4: unknown_text_stuff 0
0343: set_text_linewidth 500.0
0348: (unknown) 1
0342: (unknown) 0
0345: (unknown) 0
033F: set_text_draw_letter_width_height .6 1.6
0051: return

;-------------Mission 81---------------
; Originally: DIRTRING

:Label115C26
03A4: name_thread "KICKST"
0050: gosub Label115C5B
00D6: if 0
0112: wasted_or_busted
004D: jump_if_false Label115C4B
0050: gosub Label118321

:Label115C4B
0050: gosub Label1184F3
004E: end_thread
0004: $1CF9 = 0 ;; integer values

:Label115C5B
0004: $ONMISSION = 1 ;; integer values
00D6: if 0
0038: $37 == 0 ;; integer values
004D: jump_if_false Label115C76
0317: increment_mission_attempts

:Label115C76
0004: $1C3F = 0 ;; integer values
0004: $1C45 = 0 ;; integer values
0004: $1C43 = 30000 ;; integer values
0005: $1C46 = -1484.643 ;; floating-point values
0005: $1C47 = 1488.02 ;; floating-point values
0005: $1C48 = 302.654 ;; floating-point values
0004: $1C49 = 0 ;; integer values
0005: $1C4B = -1333.7 ;; floating-point values
0005: $1C4C = 1478.77 ;; floating-point values
0005: $1C4D = 302.5 ;; floating-point values
0004: $1C4E = 0 ;; integer values
0005: $1C50 = -1335.735 ;; floating-point values
0005: $1C51 = 1519.111 ;; floating-point values
0005: $1C52 = 300.748 ;; floating-point values
0004: $1C53 = 0 ;; integer values
0005: $1C55 = -1304.975 ;; floating-point values
0005: $1C56 = 1494.277 ;; floating-point values
0005: $1C57 = 302.124 ;; floating-point values
0004: $1C58 = 0 ;; integer values
0005: $1C5A = -1302.957 ;; floating-point values
0005: $1C5B = 1514.426 ;; floating-point values
0005: $1C5C = 302.18 ;; floating-point values
0004: $1C5D = 0 ;; integer values
0005: $1C5F = -1388.63 ;; floating-point values
0005: $1C60 = 1486.478 ;; floating-point values
0005: $1C61 = 305.919 ;; floating-point values
0004: $1C62 = 0 ;; integer values
0005: $1C64 = -1437.116 ;; floating-point values
0005: $1C65 = 1434.815 ;; floating-point values
0005: $1C66 = 315.836 ;; floating-point values
0004: $1C67 = 0 ;; integer values
0005: $1C69 = -1417.707 ;; floating-point values
0005: $1C6A = 1544.8 ;; floating-point values
0005: $1C6B = 302.693 ;; floating-point values
0004: $1C6C = 0 ;; integer values
0005: $1C6E = -1313.301 ;; floating-point values
0005: $1C6F = 1502.544 ;; floating-point values
0005: $1C70 = 301.162 ;; floating-point values
0004: $1C71 = 0 ;; integer values
0005: $1C73 = -1312.47 ;; floating-point values
0005: $1C74 = 1512.856 ;; floating-point values
0005: $1C75 = 302.067 ;; floating-point values
0004: $1C76 = 0 ;; integer values
0005: $1C78 = -1323.204 ;; floating-point values
0005: $1C79 = 1492.103 ;; floating-point values
0005: $1C7A = 303.936 ;; floating-point values
0004: $1C7B = 0 ;; integer values
0005: $1C7D = -1323.245 ;; floating-point values
0005: $1C7E = 1477.574 ;; floating-point values
0005: $1C7F = 305.774 ;; floating-point values
0004: $1C80 = 0 ;; integer values
0005: $1C82 = -1344.384 ;; floating-point values
0005: $1C83 = 1533.452 ;; floating-point values
0005: $1C84 = 303.0 ;; floating-point values
0004: $1C85 = 0 ;; integer values
0005: $1C87 = -1348.278 ;; floating-point values
0005: $1C88 = 1511.859 ;; floating-point values
0005: $1C89 = 298.644 ;; floating-point values
0004: $1C8A = 0 ;; integer values
0005: $1C8C = -1378.509 ;; floating-point values
0005: $1C8D = 1509.739 ;; floating-point values
0005: $1C8E = 300.0 ;; floating-point values
0004: $1C8F = 0 ;; integer values
0005: $1C91 = -1388.155 ;; floating-point values
0005: $1C92 = 1527.837 ;; floating-point values
0005: $1C93 = 300.929 ;; floating-point values
0004: $1C94 = 0 ;; integer values
0005: $1C96 = -1409.253 ;; floating-point values
0005: $1C97 = 1522.967 ;; floating-point values
0005: $1C98 = 298.37 ;; floating-point values
0004: $1C99 = 0 ;; integer values
0005: $1C9B = -1426.424 ;; floating-point values
0005: $1C9C = 1520.959 ;; floating-point values
0005: $1C9D = 303.545 ;; floating-point values
0004: $1C9E = 0 ;; integer values
0005: $1CA0 = -1460.186 ;; floating-point values
0005: $1CA1 = 1510.866 ;; floating-point values
0005: $1CA2 = 298.952 ;; floating-point values
0004: $1CA3 = 0 ;; integer values
0005: $1CA5 = -1460.878 ;; floating-point values
0005: $1CA6 = 1471.218 ;; floating-point values
0005: $1CA7 = 298.564 ;; floating-point values
0004: $1CA8 = 0 ;; integer values
0005: $1CAA = -1429.784 ;; floating-point values
0005: $1CAB = 1451.61 ;; floating-point values
0005: $1CAC = 298.27 ;; floating-point values
0004: $1CAD = 0 ;; integer values
0005: $1CAF = -1400.634 ;; floating-point values
0005: $1CB0 = 1461.061 ;; floating-point values
0005: $1CB1 = 298.286 ;; floating-point values
0004: $1CB2 = 0 ;; integer values
0005: $1CB4 = -1425.175 ;; floating-point values
0005: $1CB5 = 1478.428 ;; floating-point values
0005: $1CB6 = 301.445 ;; floating-point values
0004: $1CB7 = 0 ;; integer values
0005: $1CB9 = -1414.86 ;; floating-point values
0005: $1CBA = 1497.479 ;; floating-point values
0005: $1CBB = 302.988 ;; floating-point values
0004: $1CBC = 0 ;; integer values
0005: $1CBE = -1379.127 ;; floating-point values
0005: $1CBF = 1492.167 ;; floating-point values
0005: $1CC0 = 302.758 ;; floating-point values
0004: $1CC1 = 0 ;; integer values
0005: $1CC3 = -1366.536 ;; floating-point values
0005: $1CC4 = 1450.439 ;; floating-point values
0005: $1CC5 = 299.945 ;; floating-point values
0004: $1CC6 = 0 ;; integer values
0005: $1CC8 = -1346.842 ;; floating-point values
0005: $1CC9 = 1484.873 ;; floating-point values
0005: $1CCA = 299.035 ;; floating-point values
0004: $1CCB = 0 ;; integer values
0005: $1CCD = -1513.362 ;; floating-point values
0005: $1CCE = 1508.387 ;; floating-point values
0005: $1CCF = 302.0 ;; floating-point values
0004: $1CD0 = 0 ;; integer values
0005: $1CD2 = -1493.339 ;; floating-point values
0005: $1CD3 = 1462.965 ;; floating-point values
0005: $1CD4 = 302.345 ;; floating-point values
0004: $1CD5 = 0 ;; integer values
0005: $1CD7 = -1509.219 ;; floating-point values
0005: $1CD8 = 1479.257 ;; floating-point values
0005: $1CD9 = 301.356 ;; floating-point values
0004: $1CDA = 0 ;; integer values
0005: $1CDC = -1484.417 ;; floating-point values
0005: $1CDD = 1454.364 ;; floating-point values
0005: $1CDE = 303.049 ;; floating-point values
0004: $1CDF = 0 ;; integer values
0005: $1CE1 = -1496.913 ;; floating-point values
0005: $1CE2 = 1517.326 ;; floating-point values
0005: $1CE3 = 301.5 ;; floating-point values
0004: $1CE4 = 0 ;; integer values
0004: $1CE6 = 0 ;; integer values
0004: $1CE8 = 0 ;; integer values
0004: $1CE7 = 0 ;; integer values
0004: $1CEB = 0 ;; integer values
0004: $1CE9 = 0 ;; integer values
0004: $1CED = 32 ;; integer values
0005: $1CEE = 0.0 ;; floating-point values
0005: $1CEF = 0.0 ;; floating-point values
0005: $1CF0 = 0.0 ;; floating-point values
0005: $1CF1 = 0.0 ;; floating-point values
0005: $1CF2 = 0.0 ;; floating-point values
0005: $1CF3 = 0.0 ;; floating-point values
0004: $1CF4 = 0 ;; integer values
0004: $1CF6 = 0 ;; integer values
0004: $1CF7 = 0 ;; integer values
0004: $1CF8 = 0 ;; integer values
0001: wait 0 ms
054C: use_GXT_table "KICKSTT"
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
057E: make_radar_grey 1
04BB: select_interiour 14 ;; select render area
04F9: interiour_colors 9 0
03CB: set_camera -1331.889 1498.615 298.14
0247: request_model #SANCHEZ

:Label1161E7
00D6: if 0
8248: NOT model #SANCHEZ available
004D: jump_if_false Label116202
0001: wait 0 ms
0002: jump Label1161E7

:Label116202
015F: set_camera_position -1339.475 1448.583 299.939 0.0 0.0 0.0
0160: point_camera -1338.617 1449.095 299.894 2
0055: put_player $PLAYER_CHAR at -1333.326 1451.837 298.161
0171: set_player $PLAYER_CHAR z_angle_to 0.0
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
00A5: $1CEA = create_car #SANCHEZ at -1331.994 1454.152 298.15
02AC: set_car $1CEA immunities 1 1 1 1 1
0186: $1CEC = create_marker_above_car $1CEA
03AB: (unknown) $1CEA 1
03BC: $1CF5 = create_sphere -1445.728 1531.963 301.721 3.0
024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $1C46 $1C47 $1C48
0167: $1C4A = create_marker_at $1C46 $1C47 $1C48 0 3
0168: show_on_radar $1C4A 1
024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $1C4B $1C4C $1C4D
0167: $1C4F = create_marker_at $1C4B $1C4C $1C4D 0 3
0168: show_on_radar $1C4F 1
024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $1C50 $1C51 $1C52
0167: $1C54 = create_marker_at $1C50 $1C51 $1C52 0 3
0168: show_on_radar $1C54 1
024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $1C55 $1C56 $1C57
0167: $1C59 = create_marker_at $1C55 $1C56 $1C57 0 3
0168: show_on_radar $1C59 1
024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $1C5A $1C5B $1C5C
0167: $1C5E = create_marker_at $1C5A $1C5B $1C5C 0 3
0168: show_on_radar $1C5E 1
024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $1C5F $1C60 $1C61
0167: $1C63 = create_marker_at $1C5F $1C60 $1C61 0 3
0168: show_on_radar $1C63 1
024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $1C64 $1C65 $1C66
0167: $1C68 = create_marker_at $1C64 $1C65 $1C66 0 3
0168: show_on_radar $1C68 1
024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $1C69 $1C6A $1C6B
0167: $1C6D = create_marker_at $1C69 $1C6A $1C6B 0 3
0168: show_on_radar $1C6D 1
024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $1C6E $1C6F $1C70
0167: $1C72 = create_marker_at $1C6E $1C6F $1C70 0 3
0168: show_on_radar $1C72 1
024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $1C73 $1C74 $1C75
0167: $1C77 = create_marker_at $1C73 $1C74 $1C75 0 3
0168: show_on_radar $1C77 1
024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $1C78 $1C79 $1C7A
0167: $1C7C = create_marker_at $1C78 $1C79 $1C7A 0 3
0168: show_on_radar $1C7C 1
024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $1C7D $1C7E $1C7F
0167: $1C81 = create_marker_at $1C7D $1C7E $1C7F 0 3
0168: show_on_radar $1C81 1
024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $1C82 $1C83 $1C84
0167: $1C86 = create_marker_at $1C82 $1C83 $1C84 0 3
0168: show_on_radar $1C86 1
024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $1C87 $1C88 $1C89
0167: $1C8B = create_marker_at $1C87 $1C88 $1C89 0 3
0168: show_on_radar $1C8B 1
024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $1C8C $1C8D $1C8E
0167: $1C90 = create_marker_at $1C8C $1C8D $1C8E 0 3
0168: show_on_radar $1C90 1
024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $1C91 $1C92 $1C93
0167: $1C95 = create_marker_at $1C91 $1C92 $1C93 0 3
0168: show_on_radar $1C95 1
024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $1C96 $1C97 $1C98
0167: $1C9A = create_marker_at $1C96 $1C97 $1C98 0 3
0168: show_on_radar $1C9A 1
024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $1C9B $1C9C $1C9D
0167: $1C9F = create_marker_at $1C9B $1C9C $1C9D 0 3
0168: show_on_radar $1C9F 1
024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $1CA0 $1CA1 $1CA2
0167: $1CA4 = create_marker_at $1CA0 $1CA1 $1CA2 0 3
0168: show_on_radar $1CA4 1
024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $1CA5 $1CA6 $1CA7
0167: $1CA9 = create_marker_at $1CA5 $1CA6 $1CA7 0 3
0168: show_on_radar $1CA9 1
024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $1CAA $1CAB $1CAC
0167: $1CAE = create_marker_at $1CAA $1CAB $1CAC 0 3
0168: show_on_radar $1CAE 1
024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $1CAF $1CB0 $1CB1
0167: $1CB3 = create_marker_at $1CAF $1CB0 $1CB1 0 3
01

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