// This file was decompiled using vicescm.ini published by GtaForums.com on 27.7.07 DEFINE OBJECTS 205 DEFINE OBJECT SANNY BUILDER 3.04 DEFINE OBJECT DTN_STADDOORA // Object number -1 DEFINE OBJECT DTN_STADDOORB // Object number -2 DEFINE OBJECT DTHOTRING_A // Object number -3 DEFINE OBJECT BRIBE // Object number -4 DEFINE OBJECT CI_GATESCLOSED // Object number -5 DEFINE OBJECT CI_BACKGATECLOSE // Object number -6 DEFINE OBJECT INFO // Object number -7 DEFINE OBJECT YT_MAIN_BODY // Object number -8 DEFINE OBJECT YT_MAIN_BODY2 // Object number -9 DEFINE OBJECT YT_DOORS14 // Object number -10 DEFINE OBJECT YT_TMP_BOAT // Object number -11 DEFINE OBJECT LODMAIN_BODY // Object number -12 DEFINE OBJECT YACHT_CHUNK_KB // Object number -13 DEFINE OBJECT YT_GANGPLNK_TMP // Object number -14 DEFINE OBJECT DTBLOODRING_A // Object number -15 DEFINE OBJECT DTDIRTRING_A // Object number -16 DEFINE OBJECT PICKUPSAVE // Object number -17 DEFINE OBJECT BODYARMOUR // Object number -18 DEFINE OBJECT STRIPCLBDROPEN // Object number -19 DEFINE OBJECT OD_CLBDR_OPEN // Object number -20 DEFINE OBJECT COP_DR_CLOSED // Object number -21 DEFINE OBJECT STRPBCKDRCLSD // Object number -22 DEFINE OBJECT STRIPCLBDRCLSD // Object number -23 DEFINE OBJECT COP_DR_OPEN // Object number -24 DEFINE OBJECT OD_CLBDR_CLOSE // Object number -25 DEFINE OBJECT LH_IMP_EXP01 // Object number -26 DEFINE OBJECT LH_IMP_EXP02 // Object number -27 DEFINE OBJECT LH_IMP_EXP03 // Object number -28 DEFINE OBJECT LH_IMP_EXP04 // Object number -29 DEFINE OBJECT LH_STRIKETHROUGH // Object number -30 DEFINE OBJECT COMGATE1OPEN // Object number -31 DEFINE OBJECT COMGATE2OPEN // Object number -32 DEFINE OBJECT ELECTRICGATE // Object number -33 DEFINE OBJECT MONEYBAG // Object number -34 DEFINE OBJECT BOOMSHINE // Object number -35 DEFINE OBJECT MASK // Object number -36 DEFINE OBJECT COKE_VOODOO // Object number -37 DEFINE OBJECT TROPHY1 // Object number -38 DEFINE OBJECT SUTIBAG // Object number -39 DEFINE OBJECT PORNPOSTERS // Object number -40 DEFINE OBJECT FRAME1 // Object number -41 DEFINE OBJECT FRAME1DAMAGED // Object number -42 DEFINE OBJECT FLAME_TINS // Object number -43 DEFINE OBJECT TROPHIES // Object number -44 DEFINE OBJECT HELI_BOX // Object number -45 DEFINE OBJECT PIZZA_BOX1 // Object number -46 DEFINE OBJECT PIZZA_MESS // Object number -47 DEFINE OBJECT PIZZA_MESS2 // Object number -48 DEFINE OBJECT MAN_RUBBISH03 // Object number -49 DEFINE OBJECT GASH_BAGS1 // Object number -50 DEFINE OBJECT GASHBAGS2 // Object number -51 DEFINE OBJECT POLOROIDS // Object number -52 DEFINE OBJECT GUN_DOCS // Object number -53 DEFINE OBJECT SHOVEL // Object number -54 DEFINE OBJECT KILLFRENZY // Object number -55 DEFINE OBJECT COMGATE1CLOSED // Object number -56 DEFINE OBJECT COMGATE2CLOSED // Object number -57 DEFINE OBJECT NT_ROADBLOCKCI // Object number -58 DEFINE OBJECT NT_ROADBLOCKGF // Object number -59 DEFINE OBJECT WSH_ROADBLOCK // Object number -60 DEFINE OBJECT MANSION_NEW_DOORS // Object number -61 DEFINE OBJECT MAN_DOORCLOSED // Object number -62 DEFINE OBJECT WSHPERDRCLSD // Object number -63 DEFINE OBJECT HAITAXIDR // Object number -64 DEFINE OBJECT B_HSE_DOORS // Object number -65 DEFINE OBJECT DK_CAMJONESDOOR // Object number -66 DEFINE OBJECT DTS_GS_LIFTDOORL // Object number -67 DEFINE OBJECT DTS_GS_LIFTDOORR // Object number -68 DEFINE OBJECT DTS_SPOT_A // Object number -69 DEFINE OBJECT DTS_SOAPYTITWANK_A // Object number -70 DEFINE OBJECT DT_GSPOT_STAIRS // Object number -71 DEFINE OBJECT OD_CELLDOOR02 // Object number -72 DEFINE OBJECT CI_JETYGATESCLOSED // Object number -73 DEFINE OBJECT NHAITPLATDR // Object number -74 DEFINE OBJECT NHAITPLATDRR // Object number -75 DEFINE OBJECT SPAD_DR_CLOSED1 // Object number -76 DEFINE OBJECT SPAD_DR_CLOSED2 // Object number -77 DEFINE OBJECT SPAD_DR_CLOSED3 // Object number -78 DEFINE OBJECT PH_BUILD_DR_CLOSED // Object number -79 DEFINE OBJECT ICEDOOR // Object number -80 DEFINE OBJECT DTS_BBDOOR // Object number -81 DEFINE OBJECT GOLF_GATESCLOSED // Object number -82 DEFINE OBJECT PRINTDOOOR // Object number -83 DEFINE OBJECT UNROCKETED_WIN1 // Object number -84 DEFINE OBJECT BNK_GRILL01 // Object number -85 DEFINE OBJECT HEALTH // Object number -86 DEFINE OBJECT ADRENALINE // Object number -87 DEFINE OBJECT MOB_MOBROOM2 // Object number -88 DEFINE OBJECT MOB_DETAILSB // Object number -89 DEFINE OBJECT AP_RADAR1_01 // Object number -90 DEFINE OBJECT VEG_PALM04 // Object number -91 DEFINE OBJECT DOC_CRANEEGGS04 // Object number -92 DEFINE OBJECT DOC_CRANE_CAB04 // Object number -93 DEFINE OBJECT DOCKFUEL07 // Object number -94 DEFINE OBJECT LODCARGOSHP03 // Object number -95 DEFINE OBJECT LODCARGOSHP04 // Object number -96 DEFINE OBJECT LODCARGOSHP05 // Object number -97 DEFINE OBJECT LODCARGOSHP24 // Object number -98 DEFINE OBJECT LODCARGOSHP25 // Object number -99 DEFINE OBJECT LODCARGOSHP28 // Object number -100 DEFINE OBJECT LODCARGOSHP32 // Object number -101 DEFINE OBJECT LODCARGOSHP35 // Object number -102 DEFINE OBJECT LODCARGOSHP41 // Object number -103 DEFINE OBJECT LODCARGOSHP47 // Object number -104 DEFINE OBJECT LODCARGOSHP50 // Object number -105 DEFINE OBJECT LODCARGOSHP51 // Object number -106 DEFINE OBJECT LODCARGOSHP64 // Object number -107 DEFINE OBJECT LODCARGOSHP70 // Object number -108 DEFINE OBJECT LODCARGOSHP71 // Object number -109 DEFINE OBJECT LODCARGOSHP72 // Object number -110 DEFINE OBJECT LODCARGOSHP73 // Object number -111 DEFINE OBJECT LODARGOHULL2 // Object number -112 DEFINE OBJECT BIG_POLY_TINGS_B // Object number -113 DEFINE OBJECT BARREL4 // Object number -114 DEFINE OBJECT BIG_POLY_TINGS // Object number -115 DEFINE OBJECT SPAD_DR_OPEN3 // Object number -116 DEFINE OBJECT SPAD_DR_OPEN2 // Object number -117 DEFINE OBJECT SPAD_DR_OPEN1 // Object number -118 DEFINE OBJECT SEXYPOOLCOVER // Object number -119 DEFINE OBJECT BRIEFCASE // Object number -120 DEFINE OBJECT FAKETARGET // Object number -121 DEFINE OBJECT MAN_DOOROPEN // Object number -122 DEFINE OBJECT GOLF_GATESOPEN // Object number -123 DEFINE OBJECT DYNAMITE // Object number -124 DEFINE OBJECT BARREL2 // Object number -125 DEFINE OBJECT BLDNGST2MESHDAM // Object number -126 DEFINE OBJECT BLDNGST2MESH // Object number -127 DEFINE OBJECT JW_COFFIN // Object number -128 DEFINE OBJECT KEYCARD // Object number -129 DEFINE OBJECT TAR_GUN1 // Object number -130 DEFINE OBJECT TAR_GUN2 // Object number -131 DEFINE OBJECT TAR_FRAME // Object number -132 DEFINE OBJECT TAR_DOWNLEFT // Object number -133 DEFINE OBJECT TAR_DOWNRIGHT // Object number -134 DEFINE OBJECT TAR_TOP // Object number -135 DEFINE OBJECT TAR_UPLEFT // Object number -136 DEFINE OBJECT TAR_UPRIGHT // Object number -137 DEFINE OBJECT BNK_LFT_DOOR1 // Object number -138 DEFINE OBJECT BNK_LFT_DOOR2 // Object number -139 DEFINE OBJECT GASGRENADE // Object number -140 DEFINE OBJECT ROCKETED_WIN1 // Object number -141 DEFINE OBJECT OD_CLUBOUT_DY // Object number -142 DEFINE OBJECT OD_CLUBOUT_NT // Object number -143 DEFINE OBJECT OD_CLUBNEON // Object number -144 DEFINE OBJECT OD_CLUBDOORS // Object number -145 DEFINE OBJECT VEG_PALMKBB11 // Object number -146 DEFINE OBJECT ODNROAD01_NT // Object number -147 DEFINE OBJECT ODNROAD01_DY // Object number -148 DEFINE OBJECT OD_CLUBBACK // Object number -149 DEFINE OBJECT MIAMIODNROADXA // Object number -150 DEFINE OBJECT LODD_BUILD2 // Object number -151 DEFINE OBJECT SPAD_BUILDNEW // Object number -152 DEFINE OBJECT VEG_PALMBIG14 // Object number -153 DEFINE OBJECT GUNBOX // Object number -154 DEFINE OBJECT OD_WTSIGN // Object number -155 DEFINE OBJECT OD_CHARIOT // Object number -156 DEFINE OBJECT LODD_BUILDNEW // Object number -157 DEFINE OBJECT LODCHARIOT // Object number -158 DEFINE OBJECT PH_BUILD_DR_OPEN // Object number -159 DEFINE OBJECT DTS_SOAPYTITWANK_B // Object number -160 DEFINE OBJECT ML_TARBRUSH // Object number -161 DEFINE OBJECT ML_TARBRUSHDAMAGE // Object number -162 DEFINE OBJECT CI_GATESOPEN // Object number -163 DEFINE OBJECT CI_BACKGATEOPEN // Object number -164 DEFINE OBJECT CI_JETYGATESOPEN // Object number -165 DEFINE OBJECT DK_REEF // Object number -166 DEFINE OBJECT DOONTOON50 // Object number -167 DEFINE OBJECT ROAD_DOWNTOWN_NEW2 // Object number -168 DEFINE OBJECT ROAD_DOWNTOWN02 // Object number -169 DEFINE OBJECT AMMUNATION_DT // Object number -170 DEFINE OBJECT DOONTOON19 // Object number -171 DEFINE OBJECT DT_COMPOUND_ROOF // Object number -172 DEFINE OBJECT DOONTOON51 // Object number -173 DEFINE OBJECT LODNTOON28 // Object number -174 DEFINE OBJECT AMMU_WINDOWS1 // Object number -175 DEFINE OBJECT WATERJUMPX2 // Object number -176 DEFINE OBJECT WATERJUMP1 // Object number -177 DEFINE OBJECT BUILD1 // Object number -178 DEFINE OBJECT BUILDBLOWN // Object number -179 DEFINE OBJECT HDRUGFACTORYINT // Object number -180 DEFINE OBJECT HDRUGFACTORYPOL // Object number -181 DEFINE OBJECT LODLD1 // Object number -182 DEFINE OBJECT LODLDBLOWN // Object number -183 DEFINE OBJECT RCBOMB // Object number -184 DEFINE OBJECT LF_MEDIASTAGE // Object number -185 DEFINE OBJECT PIZZABOX // Object number -186 DEFINE OBJECT LH_RACE01 // Object number -187 DEFINE OBJECT LH_RACE02 // Object number -188 DEFINE OBJECT LH_RACE03 // Object number -189 DEFINE OBJECT LH_RACE04 // Object number -190 DEFINE OBJECT LH_RACE05 // Object number -191 DEFINE OBJECT LH_RACE06 // Object number -192 DEFINE OBJECT TRAFFICCONE // Object number -193 DEFINE OBJECT CRAIGPACKAGE // Object number -194 DEFINE OBJECT B_HSE_PIER // Object number -195 DEFINE OBJECT B_HSE_EXT // Object number -196 DEFINE OBJECT DOCKS28 // Object number -197 DEFINE OBJECT DOCKSPROPS12 // Object number -198 DEFINE OBJECT DOCKS85 // Object number -199 DEFINE OBJECT DK_DOCKROADS04 // Object number -200 DEFINE OBJECT B_HSE_PIERFENCE // Object number -201 DEFINE OBJECT B_HSE_INTERIOR // Object number -202 DEFINE OBJECT BOAT_KB2 // Object number -203 DEFINE OBJECT PICKUPMUSIC // Object number -204 DEFINE MISSIONS 24 DEFINE MISSION 0 AT @INITIAL // Initial DEFINE MISSION 1 AT @BOATONE // Intro DEFINE MISSION 2 AT @TAXI // An Old Friend DEFINE MISSION 3 AT @AMBULAN // The Party DEFINE MISSION 4 AT @FIRETRU // Back Alley Brawl DEFINE MISSION 5 AT @COPCAR // Jury Fury DEFINE MISSION 6 AT @PIZZA // Riot DEFINE MISSION 7 AT @RCHELI // Treacherous Swine DEFINE MISSION 8 AT @RCRACE1 // Mall Shootout DEFINE MISSION 9 AT @RCPLNE1 // Guardian Angels DEFINE MISSION 10 AT @OVALRNG // Sir, Yes Sir! DEFINE MISSION 11 AT @MM // All Hands On Deck! DEFINE MISSION 12 AT @KICKST // The Chase DEFINE MISSION 13 AT @RACE // Phnom Penh '86 DEFINE MISSION 14 AT @HELI1SC // The Fastest Boat DEFINE MISSION 15 AT @HELI2SC // Supply & Demand DEFINE MISSION 16 AT @HELI3SC // Rub Out DEFINE MISSION 17 AT @HELI4SC // Death Row DEFINE MISSION 18 AT @BMX_1 // Four Iron DEFINE MISSION 19 AT @BMX_2 // Demolition Man DEFINE MISSION 20 AT @T4X4_1 // Two Bit Hit DEFINE MISSION 21 AT @CARPRK1 // No Escape? DEFINE MISSION 22 AT @VCH_1 // The Shootist DEFINE MISSION 23 AT @RANGE // The Driver {$VERSION 2.2.0000} //-------------MAIN--------------- thread 'MAIN' fade 0 0 01F0: set_max_wanted_level_to 0 02ED: set_total_hidden_packages_to 120 set_wb_check_to 0 00C0: set_current_time 9 0 04E4: unknown_refresh_game_renderer_at 83.0 -849.8 Camera.SetAtPos(83.0, -849.8, 9.3) $PLAYER_CHAR = Player.Create(#NULL, 395.914, -473.7688, 12.3432) $PLAYER_ACTOR = Actor.EmulateFromPlayer($PLAYER_CHAR) 0171: set_player $PLAYER_CHAR z_angle_to 90.0 start_mission 0 // Initial 0180: set_on_mission_flag_to $ONMISSION Player.Money($PLAYER_CHAR) += 2000 Camera.Restore_WithJumpCut Camera.SetBehindPlayer wait 0 set_weather 0 if not Actor.Dead($PLAYER_ACTOR) else_jump @MAIN_168 0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER' 038B: load_requested_models 0353: refresh_actor $PLAYER_ACTOR :MAIN_168 if Player.Defined($PLAYER_CHAR) else_jump @MAIN_480 Player.CanMove($PLAYER_CHAR) = True 01B7: release_weather wait 250 0489: set_actor $PLAYER_ACTOR muted 1 create_thread @INTERIO create_thread @LESSON1 create_thread @NONAME_2 create_thread @NONAME_1 create_thread_wb @HJ create_thread @TAXI_L create_thread @AMBULA create_thread @COP create_thread @PIZZ create_thread @FIRE create_thread_wb @AMMU create_thread_wb @RAMPAGE create_thread @NONAME_3 create_thread @NONAME_4 create_thread @NONAME_6 create_thread @NONAME_5 create_thread @RCHELY1 create_thread @RC_RACE create_thread @RC_PLNE create_thread @STADIUM create_thread @RACES create_thread @HELI1 create_thread @HELI2 create_thread @HELI3 create_thread @HELI4 create_thread @BMXLOOP create_thread @O4X4_1 create_thread @MULTI create_thread @NONAME_7 create_thread @NONAME_8 create_thread @VCHONE create_thread @SHOOT 04CE: $VCPDICON = create_icon_marker_without_sphere 39 at 402.5506 -465.1999 10.1073 :MAIN_480 wait 2500 jump @MAIN_480 :MAIN_492 if fading else_jump @MAIN_516 wait 0 jump @MAIN_492 :MAIN_516 if Player.Defined($PLAYER_CHAR) else_jump @MAIN_537 011C: actor $PLAYER_ACTOR clear_objective :MAIN_537 return :VCHONE thread 'VCHONE' wait 0 $VC_HERO_PICKUP = Pickup.Create(#PICKUPMUSIC, 3, 402.5506, -465.1999, 10.1073) :VCHONE_39 wait $DEFAULT_WAIT_TIME if Player.Defined($PLAYER_CHAR) else_jump @VCHONE_105 if $ONMISSION == 0 // integer values else_jump @VCHONE_105 if Pickup.Picked_up($VC_HERO_PICKUP) else_jump @VCHONE_105 wait 0 jump @VCHONE_112 :VCHONE_105 jump @VCHONE_39 :VCHONE_112 0209: $RANDOM = random_int 1 7 wait $DEFAULT_WAIT_TIME if $RANDOM == 1 // integer values else_jump @VCHONE_150 start_mission 22 // The Shootist end_thread :VCHONE_150 if $RANDOM == 2 // integer values else_jump @VCHONE_174 start_mission 22 // The Shootist end_thread :VCHONE_174 if $RANDOM == 3 // integer values else_jump @VCHONE_198 start_mission 22 // The Shootist end_thread :VCHONE_198 if $RANDOM == 4 // integer values else_jump @VCHONE_222 start_mission 22 // The Shootist end_thread :VCHONE_222 if $RANDOM == 5 // integer values else_jump @VCHONE_246 start_mission 22 // The Shootist end_thread :VCHONE_246 if $RANDOM == 6 // integer values else_jump @VCHONE_270 start_mission 22 // The Shootist end_thread :VCHONE_270 if $RANDOM == 7 // integer values else_jump @VCHONE_292 start_mission 22 // The Shootist :VCHONE_292 end_thread :SHOOT thread 'SHOOT' if Player.Defined($PLAYER_CHAR) else_jump @SHOOT_101 :SHOOT_26 if 00F6: player $PLAYER_CHAR 0 -665.63 1231.863 10.1 radius 10.0 10.0 3.0 else_jump @SHOOT_101 wait 0 if Player.Defined($PLAYER_CHAR) else_jump @SHOOT_94 :SHOOT_94 jump @SHOOT_26 :SHOOT_101 wait 0 if Player.Defined($PLAYER_CHAR) else_jump @SHOOT_334 if 00F6: player $PLAYER_CHAR 1 -665.63 1231.863 10.1 radius 1.0 1.0 2.0 else_jump @SHOOT_334 if $ONMISSION == 0 // integer values else_jump @SHOOT_334 if Player.Controllable($PLAYER_CHAR) else_jump @SHOOT_334 $ONMISSION = 1 // integer values Player.CanMove($PLAYER_CHAR) = False 0169: set_fade_color 0 0 0 fade 0 1500 gosub @SHOOT_341 start_mission 23 // The Driver if Player.Defined($PLAYER_CHAR) else_jump @SHOOT_334 :SHOOT_259 if 00F6: player $PLAYER_CHAR 0 -665.63 1231.863 10.1 radius 10.0 10.0 3.0 else_jump @SHOOT_334 wait 0 if Player.Defined($PLAYER_CHAR) else_jump @SHOOT_327 :SHOOT_327 jump @SHOOT_259 :SHOOT_334 jump @SHOOT_101 :SHOOT_341 if fading else_jump @SHOOT_365 wait 0 jump @SHOOT_341 :SHOOT_365 if Player.Defined($PLAYER_CHAR) else_jump @SHOOT_386 011C: actor $PLAYER_ACTOR clear_objective :SHOOT_386 return :NONAME_1 wait 100 :NONAME_1_4 wait 0 if not Player.Defined($PLAYER_CHAR) else_jump @NONAME_1_35 wait 0 jump @NONAME_1_4 :NONAME_1_35 wait 0 if 80F6: not player $PLAYER_CHAR 0 260.8982 -333.846 12.0331 radius 0.4 0.4 1.5 else_jump @NONAME_1_109 wait 0 jump @NONAME_1_35 :NONAME_1_98 wait 0 jump @NONAME_1_109 :NONAME_1_109 wait 0 if $ONMISSION == 0 // integer values else_jump @NONAME_1_98 wait 0 wait 0 fade 0 700 wait 800 03AD: set_rubbish 0 Camera.SetAtPos(255.229, -328.404, 18.8) 0055: put_player $PLAYER_CHAR at 253.843 -331.1 17.0 0171: set_player $PLAYER_CHAR z_angle_to 350.0 01EB: set_traffic_density_multiplier_to 0.3 Player.CanMove($PLAYER_CHAR) = True fade 1 700 wait 700 :NONAME_1_228 wait 0 if 00F6: player $PLAYER_CHAR 0 253.843 -331.1 17.0 radius 2.0 2.0 1.5 else_jump @NONAME_1_291 wait 0 jump @NONAME_1_228 :NONAME_1_291 wait 0 if 80F6: not player $PLAYER_CHAR 0 253.843 -331.1 17.0 radius 0.4 0.4 1.5 else_jump @NONAME_1_354 wait 0 jump @NONAME_1_291 :NONAME_1_354 fade 0 700 wait 800 Player.CanMove($PLAYER_CHAR) = False Camera.SetAtPos(261.19, -334.099, 12.93) 0055: put_player $PLAYER_CHAR at 262.348 -335.523 10.93 0171: set_player $PLAYER_CHAR z_angle_to 350.0 01EB: set_traffic_density_multiplier_to 1.0 03AD: set_rubbish 1 fade 1 700 wait 800 Player.CanMove($PLAYER_CHAR) = True jump @NONAME_1_4 :LESSON1 thread 'LESSON1' 04CE: $BOATYARDICON = create_icon_marker_without_sphere 12 at -685.6304 -1492.243 12.598 03BC: $BOATLESSION1SPHERE1 = create_sphere -685.6304 -1492.243 12.598 2.0 :LESSON1_57 wait $DEFAULT_WAIT_TIME if Player.Defined($PLAYER_CHAR) else_jump @LESSON1_199 if $ONMISSION == 0 // integer values else_jump @LESSON1_199 if 0102: actor $PLAYER_ACTOR stopped_near_point_on_foot -685.6304 -1492.243 12.598 radius 1.0 1.0 2.0 sphere 0 else_jump @LESSON1_199 03BD: destroy_sphere $BOATLESSION1SPHERE1 0169: set_fade_color 0 0 0 fade 0 1000 00BA: text_styled 'BOAT_N' 15000 ms 2 // Checkpoint Charlie Player.CanMove($PLAYER_CHAR) = False gosub @LESSON1_206 start_mission 1 // Intro end_thread :LESSON1_199 jump @LESSON1_57 :LESSON1_206 if fading else_jump @LESSON1_230 wait 0 jump @LESSON1_206 :LESSON1_230 if Player.Defined($PLAYER_CHAR) else_jump @LESSON1_251 011C: actor $PLAYER_ACTOR clear_objective :LESSON1_251 return :LESSON2 thread 'LESSON2' 03BC: $BOATLESSION2SPHERE1 = create_sphere -685.6304 -1492.243 12.598 2.0 :LESSON2_35 wait $DEFAULT_WAIT_TIME if Player.Defined($PLAYER_CHAR) else_jump @LESSON2_177 if $ONMISSION == 0 // integer values else_jump @LESSON2_177 if 0102: actor $PLAYER_ACTOR stopped_near_point_on_foot -685.6304 -1492.243 12.598 radius 1.0 1.0 2.0 sphere 0 else_jump @LESSON2_177 03BD: destroy_sphere $BOATLESSION2SPHERE1 0169: set_fade_color 0 0 0 fade 0 1000 00BA: text_styled 'BOAT_N' 15000 ms 2 // Checkpoint Charlie Player.CanMove($PLAYER_CHAR) = False gosub @LESSON2_184 start_mission 1 // Intro end_thread :LESSON2_177 jump @LESSON2_35 :LESSON2_184 if fading else_jump @LESSON2_208 wait 0 jump @LESSON2_184 :LESSON2_208 if Player.Defined($PLAYER_CHAR) else_jump @LESSON2_229 011C: actor $PLAYER_ACTOR clear_objective :LESSON2_229 return :NONAME_2 wait 320 0055: put_player $PLAYER_CHAR at 372.4555 -481.4272 13.8172 0171: set_player $PLAYER_CHAR z_angle_to 90.0 Player.Money($PLAYER_CHAR) += 2000 Camera.Restore_WithJumpCut Camera.SetBehindPlayer end_thread :NONAME_3 wait 250 if Player.Defined($PLAYER_CHAR) else_jump @NONAME_3 if 80E0: not player $PLAYER_CHAR driving else_jump @NONAME_3_318 0054: store_player $PLAYER_CHAR position_to 1@ 2@ 3@ if 8057: not player $PLAYER_CHAR 0 -209.0 -1450.0 0.0 -110.0 -1337.0 20.0 else_jump @NONAME_3 if and 3@ > 0.0 // floating-point values 7.0 > 3@ // floating-point values else_jump @NONAME_3 :NONAME_3_130 wait 50 if Player.Defined($PLAYER_CHAR) else_jump @NONAME_3 0054: store_player $PLAYER_CHAR position_to 1@ 2@ 3@ if 7.0 > 3@ // floating-point values else_jump @NONAME_3 if or 3@ > -10.0 // floating-point values 80E1: not key_pressed 0 8 else_jump @NONAME_3_295 if 00E1: key_pressed 0 8 else_jump @NONAME_3_130 if not Actor.Dead($PLAYER_ACTOR) else_jump @NONAME_3 04C4: create_coordinate 5@ 6@ 7@ from_actor $PLAYER_ACTOR offset 0.0 2.0 0.0 0055: put_player $PLAYER_CHAR at 5@ 6@ 7@ jump @NONAME_3_130 :NONAME_3_295 0055: put_player $PLAYER_CHAR at 1@ 2@ -100.0 jump @NONAME_3_130 :NONAME_3_318 03C1: 4@ = player $PLAYER_CHAR car if 02BF: car 4@ sunk else_jump @NONAME_3 if and 80DE: not player $PLAYER_CHAR driving_vehicle_type #RIO 80DE: not player $PLAYER_CHAR driving_vehicle_type #PREDATOR 80DE: not player $PLAYER_CHAR driving_vehicle_type #SQUALO 80DE: not player $PLAYER_CHAR driving_vehicle_type #SPEEDER else_jump @NONAME_3 if and 80DE: not player $PLAYER_CHAR driving_vehicle_type #REEFER 80DE: not player $PLAYER_CHAR driving_vehicle_type #TROPIC 80DE: not player $PLAYER_CHAR driving_vehicle_type #SKIMMER 80DE: not player $PLAYER_CHAR driving_vehicle_type #COASTG else_jump @NONAME_3 if and 80DE: not player $PLAYER_CHAR driving_vehicle_type #DINGHY 80DE: not player $PLAYER_CHAR driving_vehicle_type #MARQUIS 80DE: not player $PLAYER_CHAR driving_vehicle_type #JETMAX 80DE: not player $PLAYER_CHAR driving_vehicle_type #SEASPAR else_jump @NONAME_3 if and 80DE: not player $PLAYER_CHAR driving_vehicle_type #RCBANDIT 80DE: not player $PLAYER_CHAR driving_vehicle_type #RCBARON 80DE: not player $PLAYER_CHAR driving_vehicle_type #RCRAIDER 80DE: not player $PLAYER_CHAR driving_vehicle_type #RCGOBLIN else_jump @NONAME_3 wait 1000 0407: create_coordinate 1@ 2@ 3@ from_car 4@ offset -3.0 0.0 0.0 012A: put_player $PLAYER_CHAR at 1@ 2@ 3@ and_remove_from_car jump @NONAME_3 :NONAME_4 $WEATHER = 0 // integer values $TIMEMODONE = 0 // integer values :NONAME_4_14 wait 500 00BF: 1@ = current_time_hours, 2@ = current_time_minutes 00C0: set_current_time 1@ 2@ 01B5: force_weather $WEATHER if $TIMEMODONE > 59999 // integer values else_jump @NONAME_4_14 $TIMEMODONE = 0 // integer values 2@ += 1 // integer values if 2@ > 59 // integer values else_jump @NONAME_4_182 2@ = 0 // integer values 1@ += 1 // integer values if $ONMISSION == 0 // integer values else_jump @NONAME_4_157 $WEATHER += 1 // integer values if $WEATHER > 4 // integer values else_jump @NONAME_4_157 $WEATHER = 0 // integer values :NONAME_4_157 if 1@ > 23 // integer values else_jump @NONAME_4_182 1@ = 0 // integer values :NONAME_4_182 00C0: set_current_time 1@ 2@ jump @NONAME_4_14 :NONAME_5 wait 250 if Player.Defined($PLAYER_CHAR) else_jump @NONAME_5 if 00E0: player $PLAYER_CHAR driving else_jump @NONAME_5 if 00E1: key_pressed 0 13 else_jump @NONAME_5 :NONAME_5_54 wait 0 if 80E1: not key_pressed 0 13 else_jump @NONAME_5_54 $CAMERAMODE += 1 // integer values if $CAMERAMODE > 4 // integer values else_jump @NONAME_5_107 $CAMERAMODE = 0 // integer values :NONAME_5_107 jump @NONAME_5 :NONAME_6 wait 250 if Player.Defined($PLAYER_CHAR) else_jump @NONAME_6 if not Actor.Dead($PLAYER_ACTOR) else_jump @NONAME_6 if $CAMERAMODE == 3 // integer values else_jump @NONAME_6_598 if 00E0: player $PLAYER_CHAR driving else_jump @NONAME_6 03C1: $CAMERAMODCAR = player $PLAYER_CHAR car $CAMERAHEIGHT = 0.75 // floating-point values $CAMERAYOFFSET = -0.55 // floating-point values $CAMERAXOFFSET = 0.0 // floating-point values if 00DE: player $PLAYER_CHAR driving_vehicle_type #COACH else_jump @NONAME_6_148 $CAMERAHEIGHT = 2.0 // floating-point values $CAMERAYOFFSET = 2.0 // floating-point values :NONAME_6_148 if or 00DE: player $PLAYER_CHAR driving_vehicle_type #SQUALO 00DE: player $PLAYER_CHAR driving_vehicle_type #TROPIC else_jump @NONAME_6_185 $CAMERAHEIGHT = 0.95 // floating-point values :NONAME_6_185 if 00DE: player $PLAYER_CHAR driving_vehicle_type #JETMAX else_jump @NONAME_6_214 $CAMERAHEIGHT = 1.25 // floating-point values :NONAME_6_214 if 00DE: player $PLAYER_CHAR driving_vehicle_type #FAGGIO else_jump @NONAME_6_243 $CAMERAYOFFSET = -0.45 // floating-point values :NONAME_6_243 wait 0 if Player.Defined($PLAYER_CHAR) else_jump @NONAME_6_584 if 00DC: player $PLAYER_CHAR driving $CAMERAMODCAR else_jump @NONAME_6_584 if $CAMERAMODE == 3 // integer values else_jump @NONAME_6_584 02E3: $TCCYFIX = car $CAMERAMODCAR speed $CAMERAXOFFSET = 0.0 // floating-point values $CMYOFFSET2 = 6.0 // floating-point values if 00E1: key_pressed 0 5 else_jump @NONAME_6_365 $CAMERAXOFFSET = -6.0 // floating-point values $CMYOFFSET2 = 0.0 // floating-point values :NONAME_6_365 if 00E1: key_pressed 0 7 else_jump @NONAME_6_429 $CAMERAXOFFSET = 6.0 // floating-point values $CMYOFFSET2 = 0.0 // floating-point values if 00E1: key_pressed 0 16 else_jump @NONAME_6_429 $CMYOFFSET2 = 6.0 // floating-point values :NONAME_6_429 if and 00E1: key_pressed 0 5 00E1: key_pressed 0 7 else_jump @NONAME_6_472 $CAMERAXOFFSET = 0.0 // floating-point values $CMYOFFSET2 = -6.0 // floating-point values :NONAME_6_472 $TCCYFIX /= 30.0 // floating-point values 0059: $TCCYFIX += $CAMERAYOFFSET // floating-point values 04C4: create_coordinate $CAMERAXPOS $CAMERAYPOS $CAMERAZPOS from_actor $PLAYER_ACTOR offset 0.0 $TCCYFIX $CAMERAHEIGHT 04C4: create_coordinate $CAMERAPXPOS $CAMERAPYPOS $CAMERAPZPOS from_actor $PLAYER_ACTOR offset $CAMERAXOFFSET $CMYOFFSET2 $CAMERAHEIGHT Camera.SetPosition($CAMERAXPOS, $CAMERAYPOS, $CAMERAZPOS, 0.0, 0.0, 0.0) Camera.PointAt($CAMERAPXPOS, $CAMERAPYPOS, $CAMERAPZPOS, 2) jump @NONAME_6_243 :NONAME_6_584 Car.RemoveReferences($CAMERAMODCAR) Camera.Restore_WithJumpCut jump @NONAME_6 :NONAME_6_598 if $CAMERAMODE == 4 // integer values else_jump @NONAME_6 if 00E0: player $PLAYER_CHAR driving else_jump @NONAME_6 03C1: $CAMERAMODCAR = player $PLAYER_CHAR car :NONAME_6_640 wait 0 if Player.Defined($PLAYER_CHAR) else_jump @NONAME_6_584 if 00DC: player $PLAYER_CHAR driving $CAMERAMODCAR else_jump @NONAME_6_584 if $CAMERAMODE == 4 // integer values else_jump @NONAME_6_584 0407: create_coordinate $CAMERAXPOS $CAMERAYPOS $CAMERAZPOS from_car $CAMERAMODCAR offset 0.0 -15.0 5.0 Camera.SetPosition($CAMERAXPOS, $CAMERAYPOS, $CAMERAZPOS, 0.0, 0.0, 0.0) Camera.OnVehicle($CAMERAMODCAR, 15, 2) jump @NONAME_6_640 :NONAME_7 $TAXIXC = -1271.0 // floating-point values $TAXIYC = -773.0 // floating-point values $TAXIZC = 1000.0 // floating-point values :NONAME_7_30 wait 250 if Player.Defined($PLAYER_CHAR) else_jump @NONAME_7_30 if $ONMISSION == 0 // integer values else_jump @NONAME_7_30 if 80E0: not player $PLAYER_CHAR driving else_jump @NONAME_7_30 if and 00E1: key_pressed 0 4 00E1: key_pressed 0 16 else_jump @NONAME_7_30 $TIMEMODONE = 0 // integer values :NONAME_7_115 if Player.Defined($PLAYER_CHAR) else_jump @NONAME_7_30 if and 00E1: key_pressed 0 4 00E1: key_pressed 0 16 else_jump @NONAME_7_223 wait 0 if $TIMEMODONE >= 2000 // integer values else_jump @NONAME_7_115 7@ = 141 // integer values 8@ = 95 // integer values 9@ = 2.0 // floating-point values 10@ = 10 // integer values 11@ = 1 // integer values jump @NONAME_7_262 :NONAME_7_223 7@ = 150 // integer values 8@ = 28 // integer values 9@ = 1.5 // floating-point values 10@ = 1 // integer values 11@ = 0 // integer values :NONAME_7_262 Model.Load(7@) Model.Load(8@) Model.Load(#TRAFFICCONE) 038B: load_requested_models :NONAME_7_279 if or not Model.Available(7@) not Model.Available(8@) not Model.Available(#TRAFFICCONE) else_jump @NONAME_7_316 wait 0 jump @NONAME_7_279 :NONAME_7_316 04C4: create_coordinate 1@ 2@ 3@ from_actor $PLAYER_ACTOR offset 200.0 200.0 200.0 04C4: create_coordinate 4@ 5@ 6@ from_actor $PLAYER_ACTOR offset -200.0 -200.0 -200.0 if 10@ == 1 // integer values else_jump @NONAME_7_437 053E: $TAXICAR = get_random_car_with_actors 7@ in_area 1@ 2@ 4@ 5@ if not $TAXICAR == -1 // integer values else_jump @NONAME_7_437 jump @NONAME_7_521 :NONAME_7_437 04C4: create_coordinate 1@ 2@ 3@ from_actor $PLAYER_ACTOR offset 0.0 0.0 0.0 02C1: set 1@ 2@ 3@ to_car_path_coords_closest_to 1@ 2@ 3@ 0395: clear_area 1 at 1@ 2@ range 3@ 4.0 $TAXICAR = Car.Create(7@, 1@, 2@, 3@) :NONAME_7_521 0129: $TAXIDRIVER = create_actor 4 8@ in_car $TAXICAR driverseat 01ED: reset_actor $TAXIDRIVER flags Model.Destroy(7@) Model.Destroy(8@) 04C4: create_coordinate 4@ 5@ 6@ from_actor $PLAYER_ACTOR offset 0.0 2.0 0.0 02C2: car $TAXICAR drive_to_point 4@ 5@ 6@ Car.SetMaxSpeed($TAXICAR, 15.0) 00AE: set_vehicle $TAXICAR traffic_behavior_to 2 0423: car $TAXICAR improve_handling 9@ 0054: store_player $PLAYER_CHAR position_to 1@ 2@ 3@ :NONAME_7_631 wait 250 if Player.Defined($PLAYER_CHAR) else_jump @NONAME_7_2429 if not Car.Wrecked($TAXICAR) else_jump @NONAME_7_2429 if not Actor.Dead($TAXIDRIVER) else_jump @NONAME_7_2429 if 80E1: not key_pressed 0 15 else_jump @NONAME_7_2429 if 00F6: player $PLAYER_CHAR 0 1@ 2@ 3@ radius 5.0 5.0 5.0 else_jump @NONAME_7_2375 if 01AF: car $TAXICAR 0 4@ 5@ 6@ radius 5.0 5.0 5.0 else_jump @NONAME_7_631 01D4: actor $PLAYER_ACTOR go_to_car $TAXICAR and_enter_it_as_a_passenger Car.SetMaxSpeed($TAXICAR, 0.0) :NONAME_7_803 wait 50 if Player.Defined($PLAYER_CHAR) else_jump @NONAME_7_2429 if not Car.Wrecked($TAXICAR) else_jump @NONAME_7_2429 if not Actor.Dead($TAXIDRIVER) else_jump @NONAME_7_2429 if 80E1: not key_pressed 0 15 else_jump @NONAME_7_2429 if 01FF: player $PLAYER_CHAR near_car $TAXICAR radius 10.0 10.0 10.0 unknown 0 else_jump @NONAME_7_2429 if 00DC: player $PLAYER_CHAR driving $TAXICAR else_jump @NONAME_7_803 $ONMISSION = 1 // integer values Player.CanMove($PLAYER_CHAR) = False 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 0169: set_fade_color 0 0 0 fade 0 1000 wait 1000 02A3: toggle_widescreen 1 0089: 1@ = $TAXIYC // floating-point values only 1@ += 0.1 // floating-point values 0089: 2@ = $TAXIZC // floating-point values only 2@ += -10.0 // floating-point values 0089: 3@ = $TAXIYC // floating-point values only 3@ += 0.3 // floating-point values 0089: 4@ = $TAXIZC // floating-point values only 4@ += -30.0 // floating-point values Camera.SetPosition($TAXIXC, $TAXIYC, $TAXIZC, 0.0, 0.0, 0.0) Camera.PointAt($TAXIXC, 1@, 2@, 2) 15@ = Object.Create(#TRAFFICCONE, $TAXIXC, 3@, 4@) Object.CollisionDetection(15@) = False Object.ToggleInMovingList(15@) = False 0460: set_camera_pointing_time 0.0 500 fade 1 1000 :NONAME_7_1131 wait 1 if and Actor.InCar($PLAYER_ACTOR, $TAXICAR) Actor.InCar($TAXIDRIVER, $TAXICAR) else_jump @NONAME_7_2203 if 00E1: key_pressed 0 16 else_jump @NONAME_7_1189 $TAXIYC += 4.0 // floating-point values :NONAME_7_1189 if 00E1: key_pressed 0 14 else_jump @NONAME_7_1216 $TAXIYC += -4.0 // floating-point values :NONAME_7_1216 if 00E1: key_pressed 0 10 else_jump @NONAME_7_1243 $TAXIXC += -4.0 // floating-point values :NONAME_7_1243 if 00E1: key_pressed 0 11 else_jump @NONAME_7_1270 $TAXIXC += 4.0 // floating-point values :NONAME_7_1270 if 00E1: key_pressed 0 7 else_jump @NONAME_7_1297 $TAXIZC += 5.0 // floating-point values :NONAME_7_1297 if 00E1: key_pressed 0 5 else_jump @NONAME_7_1324 $TAXIZC += -5.0 // floating-point values :NONAME_7_1324 if 25.0 >= $TAXIZC // floating-point values else_jump @NONAME_7_1355 $TAXIZC = 25.0 // floating-point values :NONAME_7_1355 0089: 1@ = $TAXIYC // floating-point values only 1@ += 0.1 // floating-point values 0089: 2@ = $TAXIZC // floating-point values only 2@ += -10.0 // floating-point values 0089: 3@ = $TAXIYC // floating-point values only 3@ += 0.3 // floating-point values 0089: 4@ = $TAXIZC // floating-point values only 4@ += -30.0 // floating-point values Camera.SetPosition($TAXIXC, $TAXIYC, $TAXIZC, 0.0, 0.0, 0.0) Camera.PointAt($TAXIXC, 1@, 2@, 2) 01BC: put_object 15@ at $TAXIXC 3@ 4@ if 80E1: not key_pressed 0 6 else_jump @NONAME_7_2203 if 00E1: key_pressed 0 18 else_jump @NONAME_7_1131 Object.Destroy(15@) Model.Destroy(#TRAFFICCONE) fade 0 1000 wait 1000 02CE: 15@ = ground_z $TAXIXC $TAXIYC $TAXIZC 02C2: car $TAXICAR drive_to_point $TAXIXC $TAXIYC 15@ Car.SetMaxSpeed($TAXICAR, 100.0) 02A3: toggle_widescreen 0 $ONMISSION = 0 // integer values Camera.Restore_WithJumpCut Camera.SetBehindPlayer Car.StorePos($TAXICAR, 4@, 5@, 6@) $TAXIDIST = 0.0 // floating-point values $TAXIDISTTOTAL = 0.0 // floating-point values $TAXICOSTDISP = 0 // integer values $TAXICOSTTAKE = 0 // integer values 04F7: status_text $TAXICOSTDISP 0 line 3 'TAXCOST' fade 1 1000 Player.CanMove($PLAYER_CHAR) = True 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 0@ = Player.WantedLevel($PLAYER_CHAR) 01F0: set_max_wanted_level_to 0@ :NONAME_7_1688 wait 250 if Player.Defined($PLAYER_CHAR) else_jump @NONAME_7_2429 if not Car.Wrecked($TAXICAR) else_jump @NONAME_7_2429 if not Actor.Dead($TAXIDRIVER) else_jump @NONAME_7_2429 if 00DC: player $PLAYER_CHAR driving $TAXICAR else_jump @NONAME_7_1931 if 80E1: not key_pressed 0 15 else_jump @NONAME_7_1931 if 80FA: not player $PLAYER_CHAR stopped 0 $TAXIXC $TAXIYC 15@ radius 25.0 25.0 25.0 else_jump @NONAME_7_1931 Car.StorePos($TAXICAR, 1@, 2@, 3@) 0509: $TAXIDIST = distance between point 1@ 2@ and point 4@ 5@ 0059: $TAXIDISTTOTAL += $TAXIDIST // floating-point values Car.StorePos($TAXICAR, 4@, 5@, 6@) 008C: $TAXICOSTDISP = float_to_integer $TAXIDISTTOTAL if 11@ == 0 // integer values else_jump @NONAME_7_1905 $TAXICOSTDISP /= 20 // integer values :NONAME_7_1905 if Player.Money($PLAYER_CHAR) > $TAXICOSTDISP else_jump @NONAME_7_1931 jump @NONAME_7_1688 :NONAME_7_1931 0423: car $TAXICAR improve_handling 1.0 0151: remove_status_text $TAXICOSTDISP 008C: $TAXICOSTDISP = float_to_integer $TAXIDISTTOTAL if 11@ == 0 // integer values else_jump @NONAME_7_1979 $TAXICOSTDISP /= 20 // integer values :NONAME_7_1979 0084: $TAXICOSTTAKE = $TAXICOSTDISP // integer values and handles $TAXICOSTTAKE *= -1 // integer values Player.Money($PLAYER_CHAR) += $TAXICOSTTAKE 01E3: text_1number_styled 'COST' $TAXICOSTDISP 6000 ms 6 03FE: set_actor $TAXIDRIVER money $TAXICOSTDISP Car.SetDriverBehaviour($TAXICAR, Nowhere) 0477: set_car $TAXICAR animation 4 5000 ms 03E2: actor $PLAYER_ACTOR exit_car 01F0: set_max_wanted_level_to 0 $TIMEMODONE = 0 // integer values :NONAME_7_2061 wait 250 if Player.Defined($PLAYER_CHAR) else_jump @NONAME_7_2429 if and not Actor.Dead($TAXIDRIVER) not Car.Wrecked($TAXICAR) else_jump @NONAME_7_2429 if and Actor.InCar($TAXIDRIVER, $TAXICAR) 80DC: not player $PLAYER_CHAR driving $4A1 else_jump @NONAME_7_2429 if $TIMEMODONE >= 5000 // integer values else_jump @NONAME_7_2061 Car.SetMaxSpeed($TAXICAR, 15.0) 00AE: set_vehicle $TAXICAR traffic_behavior_to 2 02C2: car $TAXICAR drive_to_point 0.0 0.0 0.0 jump @NONAME_7_2429 0423: car $TAXICAR improve_handling 1.0 :NONAME_7_2203 0423: car $TAXICAR improve_handling 1.0 03E2: actor $PLAYER_ACTOR exit_car Object.Destroy(15@) Model.Destroy(#TRAFFICCONE) fade 0 1000 wait 1000 02A3: toggle_widescreen 0 $ONMISSION = 0 // integer values Camera.Restore_WithJumpCut Camera.SetBehindPlayer fade 1 1000 Player.CanMove($PLAYER_CHAR) = True 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 01F0: set_max_wanted_level_to 0 $TIMEMODONE = 0 // integer values :NONAME_7_2287 wait 250 if Player.Defined($PLAYER_CHAR) else_jump @NONAME_7_2429 if and not Actor.Dead($TAXIDRIVER) not Car.Wrecked($TAXICAR) else_jump @NONAME_7_2429 if and Actor.InCar($TAXIDRIVER, $TAXICAR) 80DC: not player $PLAYER_CHAR driving $4A1 else_jump @NONAME_7_2429 if $TIMEMODONE >= 5000 // integer values else_jump @NONAME_7_2287 :NONAME_7_2375 Car.SetDriverBehaviour($TAXICAR, FollowRoad) Car.SetMaxSpeed($TAXICAR, 15.0) 00AE: set_vehicle $TAXICAR traffic_behavior_to 0 0423: car $TAXICAR improve_handling 1.0 02C2: car $TAXICAR drive_to_point 0.0 0.0 0.0 :NONAME_7_2429 0151: remove_status_text $TAXICOSTDISP Car.RemoveReferences($TAXICAR) Actor.RemoveReferences($TAXIDRIVER) 01F0: set_max_wanted_level_to 0 jump @NONAME_7_30 :NONAME_8 $DAMAGEMULTI = 1.0 // floating-point values :NONAME_8_10 wait 0 if Player.Defined($PLAYER_CHAR) else_jump @NONAME_8_10 if or $ONMISSION == 0 // integer values $SPDMISSION == 1 // integer values else_jump @NONAME_8_186 if 00E0: player $PLAYER_CHAR driving else_jump @NONAME_8_186 03C1: $PLAYERCAR = player $PLAYER_CHAR car 02E3: $PLAYERSPEED = car $PLAYERCAR speed $PLAYERDAMAGE = Car.Health($PLAYERCAR) $PLAYERSPEED *= 4.8 // floating-point values 008C: $PLAYERSPEED = float_to_integer $PLAYERSPEED 04F7: status_text $PLAYERSPEED 0 line 1 'CRED008' // ADAM FOWLER $PLAYERDAMAGE /= 10 // integer values if 0 > $PLAYERDAMAGE // integer values else_jump @NONAME_8_162 $PLAYERDAMAGE = 0 // integer values :NONAME_8_162 04F7: status_text $PLAYERDAMAGE 1 line 2 'CRED009' // MISSION DESIGN jump @NONAME_8_10 :NONAME_8_186 0151: remove_status_text $PLAYERSPEED 0151: remove_status_text $PLAYERDAMAGE jump @NONAME_8_10 :TAXI_L thread 'TAXI_L' :TAXI_L_10 wait 0 if Player.Defined($PLAYER_CHAR) else_jump @TAXI_L_490 if 8596: not player $PLAYER_CHAR riding_mission_restart_taxi else_jump @TAXI_L_490 if 02DE: player $PLAYER_CHAR driving_taxi_vehicle else_jump @TAXI_L_463 if 02DE: player $PLAYER_CHAR driving_taxi_vehicle else_jump @TAXI_L_463 if $ONMISSION == 0 // integer values else_jump @TAXI_L_456 0293: $18 = current_controls if $25 == 1 // integer values else_jump @TAXI_L_189 if $370 == 0 // integer values else_jump @TAXI_L_189 if not $18 == 3 // integer values else_jump @TAXI_L_172 03E5: text_box 'TTUTOR' // Press the ~h~~k~~TOGGLE_SUBMISSIONS~ button~w~ to toggle taxi missions on or off. jump @TAXI_L_182 :TAXI_L_172 03E5: text_box 'TTUTOR2' // Press the ~h~~k~~TOGGLE_SUBMISSIONS~ button~w~ to toggle taxi missions on or off. :TAXI_L_182 $370 = 1 // integer values :TAXI_L_189 if not $18 == 3 // integer values else_jump @TAXI_L_335 if 00E1: key_pressed 0 19 else_jump @TAXI_L_328 :TAXI_L_224 if 00E1: key_pressed 0 19 else_jump @TAXI_L_280 wait 0 if or not Player.Defined($PLAYER_CHAR) 82DE: not player $PLAYER_CHAR driving_taxi_vehicle else_jump @TAXI_L_273 jump @TAXI_L :TAXI_L_273 jump @TAXI_L_224 :TAXI_L_280 00BA: text_styled 'TAXI_M' 6000 ms 5 // 'TAXI DRIVER' wait 0 if $371 == 0 // integer values else_jump @TAXI_L_328 start_mission 2 // An Old Friend $371 = 1 // integer values :TAXI_L_328 jump @TAXI_L_456 :TAXI_L_335 if 00E1: key_pressed 0 14 else_jump @TAXI_L_456 :TAXI_L_352 if 00E1: key_pressed 0 14 else_jump @TAXI_L_408 wait 0 if or not Player.Defined($PLAYER_CHAR) 82DE: not player $PLAYER_CHAR driving_taxi_vehicle else_jump @TAXI_L_401 jump @TAXI_L :TAXI_L_401 jump @TAXI_L_352 :TAXI_L_408 00BA: text_styled 'TAXI_M' 6000 ms 5 // 'TAXI DRIVER' wait 0 if $371 == 0 // integer values else_jump @TAXI_L_456 start_mission 2 // An Old Friend $371 = 1 // integer values :TAXI_L_456 jump @TAXI_L_490 :TAXI_L_463 if $370 == 1 // integer values else_jump @TAXI_L_490 03E6: remove_text_box $370 = 0 // integer values :TAXI_L_490 jump @TAXI_L_10 :AMBULA thread 'AMBULA' :AMBULA_10 wait 0 if Player.Defined($PLAYER_CHAR) else_jump @AMBULA_438 if 00DE: player $PLAYER_CHAR driving_vehicle_type #AMBULAN else_jump @AMBULA_411 if and $ONMISSION == 0 // integer values $319 == 0 // integer values else_jump @AMBULA_404 0293: $18 = current_controls if $25 == 1 // integer values else_jump @AMBULA_167 if $318 == 0 // integer values else_jump @AMBULA_167 if not $18 == 3 // integer values else_jump @AMBULA_150 03E5: text_box 'ATUTOR' // Press the ~h~~k~~TOGGLE_SUBMISSIONS~ ~w~button to toggle Paramedic missions on or off. jump @AMBULA_160 :AMBULA_150 03E5: text_box 'ATUTOR3' // Press the ~h~~k~~TOGGLE_SUBMISSIONS~ button~w~ to toggle Paramedic missions on or off. :AMBULA_160 $318 = 1 // integer values :AMBULA_167 if not $18 == 3 // integer values else_jump @AMBULA_298 if 00E1: key_pressed 0 19 else_jump @AMBULA_291 :AMBULA_202 if 00E1: key_pressed 0 19 else_jump @AMBULA_261 wait 0 if or not Player.Defined($PLAYER_CHAR) 80DE: not player $PLAYER_CHAR driving_vehicle_type #AMBULAN else_jump @AMBULA_254 jump @AMBULA :AMBULA_254 jump @AMBULA_202 :AMBULA_261 00BA: text_styled 'AMBUL_M' 6000 ms 5 // 'PARAMEDIC' wait 0 start_mission 3 // The Party $318 = 1 // integer values :AMBULA_291 jump @AMBULA_404 :AMBULA_298 if 00E1: key_pressed 0 14 else_jump @AMBULA_404 :AMBULA_315 if 00E1: key_pressed 0 14 else_jump @AMBULA_374 wait 0 if or not Player.Defined($PLAYER_CHAR) 80DE: not player $PLAYER_CHAR driving_vehicle_type #AMBULAN else_jump @AMBULA_367 jump @AMBULA :AMBULA_367 jump @AMBULA_315 :AMBULA_374 00BA: text_styled 'AMBUL_M' 6000 ms 5 // 'PARAMEDIC' wait 0 start_mission 3 // The Party $318 = 1 // integer values :AMBULA_404 jump @AMBULA_438 :AMBULA_411 if $318 == 1 // integer values else_jump @AMBULA_438 03E6: remove_text_box $318 = 0 // integer values :AMBULA_438 jump @AMBULA_10 :COP thread 'COP' :COP_10 wait 0 if Player.Defined($PLAYER_CHAR) else_jump @COP_670 if or 056C: actor $PLAYER_ACTOR driving_police_vehicle 00DE: player $PLAYER_CHAR driving_vehicle_type #HUNTER 00DE: player $PLAYER_CHAR driving_vehicle_type #FBICAR else_jump @COP_643 if $ONMISSION == 0 // integer values else_jump @COP_636 0293: $18 = current_controls if $25 == 1 // integer values else_jump @COP_173 if $322 == 0 // integer values else_jump @COP_173 if not $18 == 3 // integer values else_jump @COP_156 03E5: text_box 'CTUTOR' // Press the ~h~~k~~TOGGLE_SUBMISSIONS~ button~w~ to toggle Vigilante missions on or off. jump @COP_166 :COP_156 03E5: text_box 'CTUTOR2' // Press the ~h~~k~~TOGGLE_SUBMISSIONS~ button~w~ to toggle Vigilante missions on or off. :COP_166 $322 = 1 // integer values :COP_173 if not $18 == 3 // integer values else_jump @COP_417 if 00E1: key_pressed 0 19 else_jump @COP_410 :COP_208 if 00E1: key_pressed 0 19 else_jump @COP_298 wait 0 if not Player.Defined($PLAYER_CHAR) else_jump @COP_252 jump @COP :COP_252 if and 856C: not actor $PLAYER_ACTOR driving_police_vehicle 80DE: not player $PLAYER_CHAR driving_vehicle_type #HUNTER 80DE: not player $PLAYER_CHAR driving_vehicle_type #FBICAR else_jump @COP_291 jump @COP :COP_291 jump @COP_208 :COP_298 if 00DE: player $PLAYER_CHAR driving_vehicle_type #HUNTER else_jump @COP_339 00BA: text_styled 'COP_M3' 6000 ms 5 // 'BROWN THUNDER' jump @COP_395 :COP_339 if 00DE: player $PLAYER_CHAR driving_vehicle_type #CHEETAH else_jump @COP_380 00BA: text_styled 'COP_M2' 6000 ms 5 // 'VICE SQUAD' jump @COP_395 :COP_380 00BA: text_styled 'COP_M' 6000 ms 5 // 'VIGILANTE' :COP_395 wait 0 start_mission 5 // Jury Fury $322 = 1 // integer values :COP_410 jump @COP_636 :COP_417 if 00E1: key_pressed 0 14 else_jump @COP_636 :COP_434 if 00E1: key_pressed 0 14 else_jump @COP_524 wait 0 if not Player.Defined($PLAYER_CHAR) else_jump @COP_478 jump @COP :COP_478 if and 856C: not actor $PLAYER_ACTOR driving_police_vehicle 80DE: not player $PLAYER_CHAR driving_vehicle_type #HUNTER 80DE: not player $PLAYER_CHAR driving_vehicle_type #FBICAR else_jump @COP_517 jump @COP :COP_517 jump @COP_434 :COP_524 if 00DE: player $PLAYER_CHAR driving_vehicle_type #HUNTER else_jump @COP_565 00BA: text_styled 'COP_M3' 6000 ms 5 // 'BROWN THUNDER' jump @COP_621 :COP_565 if 00DE: player $PLAYER_CHAR driving_vehicle_type #CHEETAH else_jump @COP_606 00BA: text_styled 'COP_M2' 6000 ms 5 // 'VICE SQUAD' jump @COP_621 :COP_606 00BA: text_styled 'COP_M' 6000 ms 5 // 'VIGILANTE' :COP_621 wait 0 start_mission 5 // Jury Fury $322 = 1 // integer values :COP_636 jump @COP_670 :COP_643 if $322 == 1 // integer values else_jump @COP_670 03E6: remove_text_box $322 = 0 // integer values :COP_670 jump @COP_10 :PIZZ thread 'PIZZ' wait $DEFAULT_WAIT_TIME if Player.Defined($PLAYER_CHAR) else_jump @PIZZ_292 if $ONMISSION == 0 // integer values else_jump @PIZZ_292 if $389 == 0 // integer values else_jump @PIZZ_292 if and 00DE: player $PLAYER_CHAR driving_vehicle_type #PIZZABOY 8057: not player $PLAYER_CHAR 0 -894.1 798.7 1.0 -914.1 818.7 21.0 8057: not player $PLAYER_CHAR 0 -1018.7 78.6 1.2 -1038.7 98.6 21.2 8057: not player $PLAYER_CHAR 0 403.8 87.7 0.9 423.8 107.7 20.9 else_jump @PIZZ_204 $390 = 1 // integer values :PIZZ_204 if and 00DE: player $PLAYER_CHAR driving_vehicle_type #PIZZABOY $390 == 0 // integer values else_jump @PIZZ_253 00BA: text_styled 'PIZ1_A' 15000 ms 2 // PIZZA BOY MISSION wait 0 start_mission 6 // Riot :PIZZ_253 if Player.Defined($PLAYER_CHAR) else_jump @PIZZ_292 if 80E0: not player $PLAYER_CHAR driving else_jump @PIZZ_292 $390 = 0 // integer values :PIZZ_292 jump @PIZZ :FIRE thread 'FIRE' :FIRE_10 wait 0 if Player.Defined($PLAYER_CHAR) else_jump @FIRE_438 if 00DE: player $PLAYER_CHAR driving_vehicle_type #FIRETRUK else_jump @FIRE_411 if and $ONMISSION == 0 // integer values $321 == 0 // integer values else_jump @FIRE_404 0293: $18 = current_controls if $25 == 1 // integer values else_jump @FIRE_167 if $320 == 0 // integer values else_jump @FIRE_167 if not $18 == 3 // integer values else_jump @FIRE_150 03E5: text_box 'FTUTOR' // Press the ~h~~k~~TOGGLE_SUBMISSIONS~ button~w~ to toggle fire truck missions on or off. jump @FIRE_160 :FIRE_150 03E5: text_box 'FTUTOR2' // Press the ~h~~k~~TOGGLE_SUBMISSIONS~ button~w~ to toggle fire truck missions on or off. :FIRE_160 $320 = 1 // integer values :FIRE_167 if not $18 == 3 // integer values else_jump @FIRE_298 if 00E1: key_pressed 0 19 else_jump @FIRE_291 :FIRE_202 if 00E1: key_pressed 0 19 else_jump @FIRE_261 wait 0 if or not Player.Defined($PLAYER_CHAR) 80DE: not player $PLAYER_CHAR driving_vehicle_type #FIRETRUK else_jump @FIRE_254 jump @FIRE :FIRE_254 jump @FIRE_202 :FIRE_261 00BA: text_styled 'FIRE_M' 6000 ms 5 // 'FIREFIGHTER' wait 0 start_mission 4 // Back Alley Brawl $320 = 1 // integer values :FIRE_291 jump @FIRE_404 :FIRE_298 if 00E1: key_pressed 0 14 else_jump @FIRE_404 :FIRE_315 if 00E1: key_pressed 0 14 else_jump @FIRE_374 wait 0 if or not Player.Defined($PLAYER_CHAR) 80DE: not player $PLAYER_CHAR driving_vehicle_type #FIRETRUK else_jump @FIRE_367 jump @FIRE :FIRE_367 jump @FIRE_315 :FIRE_374 00BA: text_styled 'FIRE_M' 6000 ms 5 // 'FIREFIGHTER' wait 0 start_mission 4 // Back Alley Brawl $320 = 1 // integer values :FIRE_404 jump @FIRE_438 :FIRE_411 if $320 == 1 // integer values else_jump @FIRE_438 03E6: remove_text_box $320 = 0 // integer values :FIRE_438 jump @FIRE_10 :HJ set_wb_check_to 0 thread 'HJ' $740 = 0 // integer values :HJ_21 wait 0 if not Player.Defined($PLAYER_CHAR) else_jump @HJ_48 jump @HJ_21 :HJ_48 if 0445: improved_handling_cheat_used else_jump @HJ_68 jump @HJ_21 :HJ_68 if 04C9: player $PLAYER_CHAR driving_plane else_jump @HJ_91 jump @HJ_21 :HJ_91 if 04A8: player $PLAYER_CHAR driving_boat else_jump @HJ_114 jump @HJ_21 :HJ_114 if 00E0: player $PLAYER_CHAR driving else_jump @HJ_1591 03C1: $727 = player $PLAYER_CHAR car 04FC: store_stunt_data $PLAYER_CHAR two_wheels: $768 $772 wheelie: $775 $779 stoppie: $782 $786 if $768 > 0 // integer values else_jump @HJ_355 $768 /= 1000 // integer values 008C: $769 = float_to_integer $772 008D: $773 = integer_to_float $769 0086: $763 = $772 // floating-point values only 0061: $763 -= $773 // floating-point values $763 *= 100.0 // floating-point values 008C: $770 = float_to_integer $763 0084: $726 = $768 // integer values and handles 0058: $726 += $769 // integer values $726 /= 2 // integer values Player.Money($PLAYER_CHAR) += $726 if 0424: metric else_jump @HJ_315 0302: text_4numbers 'WHEEL01' $726 $769 $770 $768 3000 ms 1 // TWO WHEELS DOUBLE BONUS: $ ~1~ Distance: ~1~.~1~m Time: ~1~ seconds jump @HJ_355 :HJ_315 0425: meters $774 to_feet $772 008C: $771 = float_to_integer $774 02FF: text_3numbers 'WHEEL02' $726 $771 $768 time 3000 ms 1 // TWO WHEELS DOUBLE BONUS: $ ~1~ Distance: ~1~ feet Time: ~1~ seconds :HJ_355 if $775 > 0 // integer values else_jump @HJ_563 $775 /= 1000 // integer values 008C: $776 = float_to_integer $779 008D: $780 = integer_to_float $776 0086: $763 = $779 // floating-point values only 0061: $763 -= $780 // floating-point values $763 *= 100.0 // floating-point values 008C: $777 = float_to_integer $763 0084: $726 = $775 // integer values and handles 0058: $726 += $776 // integer values $726 *= 2 // integer values $726 /= 5 // integer values $726 /= 2 // integer values Player.Money($PLAYER_CHAR) += $726 if 0424: metric else_jump @HJ_523 0302: text_4numbers 'WHEEL06' $726 $776 $777 $775 3000 ms 1 // WHEELIE BONUS: $ ~1~ Distance: ~1~.~1~m Time: ~1~ seconds jump @HJ_563 :HJ_523 0425: meters $781 to_feet $779 008C: $778 = float_to_integer $781 02FF: text_3numbers 'WHEEL07' $726 $778 $775 time 3000 ms 1 // WHEELIE BONUS: $ ~1~ Distance: ~1~ feet Time: ~1~ seconds :HJ_563 if $782 > 0 // integer values else_jump @HJ_757 $782 /= 1000 // integer values 008C: $783 = float_to_integer $786 008D: $787 = integer_to_float $783 0086: $763 = $786 // floating-point values only 0061: $763 -= $787 // floating-point values $763 *= 100.0 // floating-point values 008C: $784 = float_to_integer $763 0084: $726 = $782 // integer values and handles 0058: $726 += $783 // integer values $726 /= 2 // integer values Player.Money($PLAYER_CHAR) += $726 if 0424: metric else_jump @HJ_717 0302: text_4numbers 'WHEEL11' $726 $783 $784 $782 3000 ms 1 // STOPPIE BONUS: $ ~1~ Distance: ~1~.~1~m Time: ~1~ seconds jump @HJ_757 :HJ_717 0425: meters $788 to_feet $786 008C: $785 = float_to_integer $788 02FF: text_3numbers 'WHEEL12' $726 $785 $782 time 3000 ms 1 // STOPPIE BONUS: $ ~1~ Distance: ~1~ feet Time: ~1~ seconds :HJ_757 if 01F3: car $727 airborne else_jump @HJ_1577 $739 = 0 // integer values $762 = 0.0 // floating-point values $730 = 0 // integer values $737 = 0 // integer values $733 = 0 // integer values $732 = 0 // integer values $738 = 0 // integer values $731 = 0 // integer values $728 = 0 // integer values $729 = 0 // integer values $749 = -100.0 // floating-point values $750 = 0.0 // floating-point values $751 = 0.0 // floating-point values $752 = 0.0 // floating-point values $753 = 0.0 // floating-point values $754 = 0.0 // floating-point values $755 = 0.0 // floating-point values $756 = 0.0 // floating-point values $757 = 0.0 // floating-point values $758 = 0.0 // floating-point values $759 = 0.0 // floating-point values $760 = 0.0 // floating-point values $761 = 0.0 // floating-point values $736 = 0 // integer values $735 = 0 // integer values $734 = 0 // integer values $763 = 0.0 // floating-point values $765 = 0.0 // floating-point values $767 = 0.0 // floating-point values $766 = 0.0 // floating-point values $764 = 0.0 // floating-point values $741 = 0 // integer values $742 = 0 // integer values $743 = 0 // integer values $744 = 0 // integer values $745 = 0 // integer values $746 = 0 // integer values :HJ_1089 if or 01F3: car $727 airborne 10 > $746 // integer values else_jump @HJ_1570 $746 += 1 // integer values Car.StorePos($727, $750, $751, $752) 0086: $764 = $762 // floating-point values only if $728 == 0 // integer values else_jump @HJ_1198 $764 = Car.Angle($727) 0086: $753 = $750 // floating-point values only 0086: $754 = $751 // floating-point values only 0086: $755 = $752 // floating-point values only $728 = 1 // integer values :HJ_1198 wait 0 if Car.Wrecked($727) else_jump @HJ_1225 jump @HJ_21 :HJ_1225 if not Player.Defined($PLAYER_CHAR) else_jump @HJ_1248 jump @HJ_21 :HJ_1248 if 80E0: not player $PLAYER_CHAR driving else_jump @HJ_1271 jump @HJ_21 :HJ_1271 if and 820D: not car $727 flipped $732 == 0 // integer values else_jump @HJ_1301 $732 = 1 // integer values :HJ_1301 if and 020D: car $727 flipped $732 == 1 // integer values else_jump @HJ_1338 $733 += 1 // integer values $732 = 0 // integer values :HJ_1338 $762 = Car.Angle($727) 0086: $765 = $762 // floating-point values only 0061: $765 -= $764 // floating-point values if $765 > 180.0 // floating-point values else_jump @HJ_1416 0086: $766 = $765 // floating-point values only $765 = 360.0 // floating-point values 0061: $765 -= $766 // floating-point values jump @HJ_1463 :HJ_1416 if -180.0 > $765 // floating-point values else_jump @HJ_1463 0086: $766 = $765 // floating-point values only $765 = 360.0 // floating-point values 0059: $765 += $766 // floating-point values :HJ_1463 if 0.0 > $765 // floating-point values else_jump @HJ_1510 0086: $766 = $765 // floating-point values only $765 = 0.0 // floating-point values 0061: $765 -= $766 // floating-point values :HJ_1510 0059: $767 += $765 // floating-point values 008C: $739 = float_to_integer $767 if 0024: $752 > $749 // floating-point values only else_jump @HJ_1553 0086: $749 = $752 // floating-point values only :HJ_1553 $752 = 0.0 // floating-point values jump @HJ_1089 :HJ_1570 jump @HJ_1584 :HJ_1577 jump @HJ_21 :HJ_1584 jump @HJ_1598 :HJ_1591 jump @HJ_21 :HJ_1598 if $728 == 1 // integer values else_jump @HJ_1837 Car.StorePos($727, $756, $757, $763) $737 = 0 // integer values 0086: $758 = $753 // floating-point values only 0061: $758 -= $756 // floating-point values 0086: $759 = $754 // floating-point values only 0061: $759 -= $757 // floating-point values 0069: $758 *= $758 // floating-point values 0069: $759 *= $759 // floating-point values 0086: $760 = $758 // floating-point values only 0059: $760 += $759 // floating-point values 01FB: $761 = square_root $760 030E: save_jump_distance $761 008C: $736 = float_to_integer $761 0061: $749 -= $755 // floating-point values 030F: save_jump_height $749 008C: $729 = float_to_integer $749 008D: $763 = integer_to_float $736 0061: $761 -= $763 // floating-point values 0086: $763 = $761 // floating-point values only $763 *= 100.0 // floating-point values 008C: $735 = float_to_integer $763 008D: $763 = integer_to_float $729 0061: $749 -= $763 // floating-point values 0086: $763 = $749 // floating-point values only $763 *= 100.0 // floating-point values 008C: $734 = float_to_integer $763 0310: save_jump_flips $733 0311: save_jump_rotation $739 :HJ_1837 if $749 > 4.0 // floating-point values else_jump @HJ_1865 $731 += 1 // integer values :HJ_1865 if $736 > 40 // integer values else_jump @HJ_1890 $731 += 1 // integer values :HJ_1890 if $733 > 1 // integer values else_jump @HJ_1915 $731 += 1 // integer values :HJ_1915 if $739 > 360 // integer values else_jump @HJ_1941 $731 += 1 // integer values :HJ_1941 if $738 > 60 // integer values else_jump @HJ_1966 $730 = 1 // integer values :HJ_1966 if $731 > 0 // integer values else_jump @HJ_2475 0084: $747 = $733 // integer values and handles $747 *= 180 // integer values 0058: $747 += $739 // integer values 0084: $748 = $736 // integer values and handles $748 *= 6 // integer values 0058: $747 += $748 // integer values 0084: $748 = $729 // integer values and handles $748 *= 45 // integer values 0058: $747 += $748 // integer values if $730 == 1 // integer values else_jump @HJ_2079 $747 *= 2 // integer values :HJ_2079 0068: $747 *= $731 // integer values $747 /= 3 // integer values $747 /= 5 // integer values Player.Money($PLAYER_CHAR) += $747 if $731 == 1 // integer values else_jump @HJ_2149 01E4: text_1number_lowpriority 'HJ_IS' $747 2000 ms 1 // INSANE STUNT BONUS: $~1~ 0312: save_jump_type 1 :HJ_2149 if $731 == 2 // integer values else_jump @HJ_2189 01E4: text_1number_lowpriority 'HJ_DIS' $747 2000 ms 1 // DOUBLE INSANE STUNT BONUS: $~1~ 0312: save_jump_type 3 :HJ_2189 if $731 == 3 // integer values else_jump @HJ_2229 01E4: text_1number_lowpriority 'HJ_TIS' $747 2000 ms 1 // TRIPLE INSANE STUNT BONUS: $~1~ 0312: save_jump_type 5 :HJ_2229 if $731 == 4 // integer values else_jump @HJ_2269 01E4: text_1number_lowpriority 'HJ_QIS' $747 2000 ms 1 // QUADRUPLE INSANE STUNT BONUS: $~1~ 0312: save_jump_type 7 :HJ_2269 if 0424: metric else_jump @HJ_2380 if $730 == 1 // integer values else_jump @HJ_2340 0308: text_6numbers 'HJSTATW' $736 $735 $729 $734 $733 $739 5000 ms 5 // Distance: ~1~.~1~m Height: ~1~.~1~m Flips: ~1~ Rotation: ~1~_ And what a great landing! jump @HJ_2373 :HJ_2340 0308: text_6numbers 'HJSTAT' $736 $735 $729 $734 $733 $739 5000 ms 5 // Distance: ~1~.~1~m Height: ~1~.~1~m Flips: ~1~ Rotation: ~1~_ :HJ_2373 jump @HJ_2475 :HJ_2380 042D: $736 = metric_to_imperial $736 042D: $729 = metric_to_imperial $729 if $730 == 1 // integer values else_jump @HJ_2448 0302: text_4numbers 'HJSTAWF' $736 $729 $733 $739 5000 ms 5 // Distance: ~1~ft Height: ~1~ft Flips: ~1~ Rotation: ~1~_ And what a great landing! jump @HJ_2475 :HJ_2448 0302: text_4numbers 'HJSTATF' $736 $729 $733 $739 5000 ms 5 // Distance: ~1~ft Height: ~1~ft Flips: ~1~ Rotation: ~1~_ :HJ_2475 jump @HJ_21 end_thread :INTERIO $984 = 0 // integer values $995 = 0 // integer values $997 = 0 // integer values $1000 = 0 // integer values $993 = 0 // integer values $994 = 0 // integer values $996 = 0 // integer values $1002 = 0 // integer values $1003 = 0 // integer values $1088 = 0 // integer values $988 = 0 // integer values $987 = 0 // integer values $989 = 0 // integer values $991 = 0 // integer values $986 = 0 // integer values $985 = 0 // integer values $990 = 0 // integer values $1001 = 2 // integer values $1006 = 0 // integer values $1005 = 0 // integer values $1009 = 0 // integer values $1008 = 0 // integer values $1011 = 0 // integer values $1012 = 0 // integer values $1014 = 0 // integer values $1033 = 0 // integer values $1028 = 0 // integer values $1072 = 0 // integer values $999 = 1 // integer values $1034 = 0 // integer values $1039 = 0 // integer values $1040 = 0 // integer values $1086 = 0 // integer values $1087 = 0 // integer values $1089 = 0 // integer values $1101 = 9.0 // floating-point values $1102 = 0.0 // floating-point values $1103 = 0.0 // floating-point values $1090 = 0 // integer values $1092 = 1 // integer values $1093 = 0 // integer values $1094 = 0 // integer values $1096 = 0 // integer values $1095 = 0 // integer values $1098 = 0 // integer values $1084 = 0 // integer values thread 'INTERIO' set_wb_check_to 0 create_thread @SHIT end_thread :SHIT $992 = 0 // integer values thread 'SHIT' jump @SHIT_112 $1007 = Object.Init(#STRIPCLBDROPEN, 97.203, -1469.731, 10.578) $1013 = Object.Init(#OD_CLBDR_OPEN, 490.34, -77.017, 11.598) $1010 = Object.Init(#COP_DR_CLOSED, 396.545, -472.883, 12.6) $1790 = Object.Init(#STRPBCKDRCLSD, 68.988, -1444.242, 10.727) :SHIT_112 wait 0 $1095 += 1 // integer values if Player.Defined($PLAYER_CHAR) else_jump @SHIT_1963 $1094 = 0 // integer values if $1095 == 1 // integer values else_jump @SHIT_1956 if or 0121: player $PLAYER_CHAR in_zone 'BEACH1' // Ocean Beach $1084 == 1 // integer values else_jump @SHIT_1956 if $999 == 1 // integer values else_jump @SHIT_1956 if $ONMISSION == 0 // integer values else_jump @SHIT_302 if $1006 == 0 // integer values else_jump @SHIT_295 Object.Destroy($1007) $1007 = Object.Init(#STRIPCLBDROPEN, 97.203, -1469.731, 10.578) Object.RemoveFromMissionCleanupList($1007) $1006 = 1 // integer values $1005 = 0 // integer values :SHIT_295 jump @SHIT_366 :SHIT_302 if $1005 == 0 // integer values else_jump @SHIT_366 Object.Destroy($1007) $1007 = Object.Init(#STRIPCLBDRCLSD, 97.203, -1469.731, 10.578) Object.RemoveFromMissionCleanupList($1007) $1005 = 1 // integer values $1006 = 0 // integer values :SHIT_366 if Player.Defined($PLAYER_CHAR) else_jump @SHIT_1956 if and $1002 == 0 // integer values $ONMISSION == 0 // integer values else_jump @SHIT_959 if Player.InRemoteMode($PLAYER_CHAR) else_jump @SHIT_504 $1004 = Player.RC_car($PLAYER_CHAR) if not Car.Wrecked($1004) else_jump @SHIT_497 if 01AF: car $1004 0 95.3 -1468.3 9.5 radius 1.5 1.5 3.0 else_jump @SHIT_497 0409: blow_up_rc_buggy :SHIT_497 jump @SHIT_959 :SHIT_504 if 00F5: player $PLAYER_CHAR 0 95.3 -1468.3 9.5 radius 1.5 1.5 3.0 else_jump @SHIT_959 if and 00E0: player $PLAYER_CHAR driving 847E: not player $PLAYER_CHAR driving_a_motorbike 80DE: not player $PLAYER_CHAR driving_vehicle_type #CADDY else_jump @SHIT_588 jump @SHIT_112 :SHIT_588 $1002 = 1 // integer values 00BA: text_styled 'STRIP' 3000 ms 2 // The 'Pole Position Club' gosub @SHIT_15897 if Player.Defined($PLAYER_CHAR) else_jump @SHIT_690 if or 047E: player $PLAYER_CHAR driving_a_motorbike 00DE: player $PLAYER_CHAR driving_vehicle_type #CADDY else_jump @SHIT_690 03C1: $1004 = player $PLAYER_CHAR car 012A: put_player $PLAYER_CHAR at 91.2 -1460.9 10.0 and_remove_from_car Car.Destroy($1004) :SHIT_690 if 059A: false else_jump @SHIT_852 04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 1 weapon $1073 ammo $932 model $919 04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 2 weapon $1074 ammo $933 model $920 04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 3 weapon $1075 ammo $934 model $921 04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 4 weapon $1076 ammo $935 model $922 04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 5 weapon $1077 ammo $936 model $923 04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 6 weapon $1078 ammo $937 model $924 04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 7 weapon $1079 ammo $938 model $925 04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 8 weapon $1080 ammo $939 model $926 04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 9 weapon $1081 ammo $940 model $927 03B8: clear_weapons_from_player $PLAYER_CHAR :SHIT_852 if $992 == 0 // integer values else_jump @SHIT_945 select_interior 5 Camera.SetAtPos(91.2, -1460.9, 10.6) 0055: put_player $PLAYER_CHAR at 91.2 -1460.9 10.0 0171: set_player $PLAYER_CHAR z_angle_to 40.0 04F9: interiour_colors 2 0 01EB: set_traffic_density_multiplier_to 0.1 03AD: set_rubbish 0 jump @SHIT_952 :SHIT_945 jump @SHIT_112 :SHIT_952 gosub @SHIT_16148 :SHIT_959 if $1002 == 1 // integer values else_jump @SHIT_1956 if 00F5: player $PLAYER_CHAR 0 92.23 -1463.1 9.5 radius 1.5 1.5 3.0 else_jump @SHIT_1956 if 00E0: player $PLAYER_CHAR driving else_jump @SHIT_1048 jump @SHIT_112 :SHIT_1048 00BA: text_styled 'BEACH1' 3000 ms 2 // Ocean Beach gosub @SHIT_15897 if $992 == 0 // integer values else_jump @SHIT_1942 $1002 = 0 // integer values gosub @SHIT_16342 0395: clear_area 0 at 97.7 -1472.2 range 10.5 1.0 Camera.SetAtPos(97.7, -1472.2, 10.5) 0055: put_player $PLAYER_CHAR at 97.7 -1472.2 9.7 0171: set_player $PLAYER_CHAR z_angle_to 280.0 03C8: rotate_player-180-degrees if 059A: false else_jump @SHIT_1935 04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 1 weapon $1082 ammo $1082 model $1083 if 84A3: not $1083 == 0 // integer values OR floating-point values else_jump @SHIT_1271 0084: $1083 = $919 // integer values and handles gosub @SHIT_25336 if Player.Defined($PLAYER_CHAR) else_jump @SHIT_1264 01B1: give_player $PLAYER_CHAR weapon $1073 ammo $932 // Load the weapon model before using this :SHIT_1264 gosub @SHIT_25370 :SHIT_1271 04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 2 weapon $1082 ammo $1082 model $1083 if 84A3: not $1083 == 0 // integer values OR floating-point values else_jump @SHIT_1354 0084: $1083 = $920 // integer values and handles gosub @SHIT_25336 if Player.Defined($PLAYER_CHAR) else_jump @SHIT_1347 01B1: give_player $PLAYER_CHAR weapon $1074 ammo $933 // Load the weapon model before using this :SHIT_1347 gosub @SHIT_25370 :SHIT_1354 04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 3 weapon $1082 ammo $1082 model $1083 if 84A3: not $1083 == 0 // integer values OR floating-point values else_jump @SHIT_1437 0084: $1083 = $921 // integer values and handles gosub @SHIT_25336 if Player.Defined($PLAYER_CHAR) else_jump @SHIT_1430 01B1: give_player $PLAYER_CHAR weapon $1075 ammo $934 // Load the weapon model before using this :SHIT_1430 gosub @SHIT_25370 :SHIT_1437 04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 4 weapon $1082 ammo $1082 model $1083 if 84A3: not $1083 == 0 // integer values OR floating-point values else_jump @SHIT_1520 0084: $1083 = $922 // integer values and handles gosub @SHIT_25336 if Player.Defined($PLAYER_CHAR) else_jump @SHIT_1513 01B1: give_player $PLAYER_CHAR weapon $1076 ammo $935 // Load the weapon model before using this :SHIT_1513 gosub @SHIT_25370 :SHIT_1520 04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 5 weapon $1082 ammo $1082 model $1083 if 84A3: not $1083 == 0 // integer values OR floating-point values else_jump @SHIT_1603 0084: $1083 = $923 // integer values and handles gosub @SHIT_25336 if Player.Defined($PLAYER_CHAR) else_jump @SHIT_1596 01B1: give_player $PLAYER_CHAR weapon $1077 ammo $936 // Load the weapon model before using this :SHIT_1596 gosub @SHIT_25370 :SHIT_1603 04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 6 weapon $1082 ammo $1082 model $1083 if 84A3: not $1083 == 0 // integer values OR floating-point values else_jump @SHIT_1686 0084: $1083 = $924 // integer values and handles gosub @SHIT_25336 if Player.Defined($PLAYER_CHAR) else_jump @SHIT_1679 01B1: give_player $PLAYER_CHAR weapon $1078 ammo $937 // Load the weapon model before using this :SHIT_1679 gosub @SHIT_25370 :SHIT_1686 04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 7 weapon $1082 ammo $1082 model $1083 if 84A3: not $1083 == 0 // integer values OR floating-point values else_jump @SHIT_1769 0084: $1083 = $925 // integer values and handles gosub @SHIT_25336 if Player.Defined($PLAYER_CHAR) else_jump @SHIT_1762 01B1: give_player $PLAYER_CHAR weapon $1079 ammo $938 // Load the weapon model before using this :SHIT_1762 gosub @SHIT_25370 :SHIT_1769 04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 8 weapon $1082 ammo $1082 model $1083 if 84A3: not $1083 == 0 // integer values OR floating-point values else_jump @SHIT_1852 0084: $1083 = $926 // integer values and handles gosub @SHIT_25336 if Player.Defined($PLAYER_CHAR) else_jump @SHIT_1845 01B1: give_player $PLAYER_CHAR weapon $1080 ammo $939 // Load the weapon model before using this :SHIT_1845 gosub @SHIT_25370 :SHIT_1852 04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 9 weapon $1082 ammo $1082 model $1083 if 84A3: not $1083 == 0 // integer values OR floating-point values else_jump @SHIT_1935 0084: $1083 = $927 // integer values and handles gosub @SHIT_25336 if Player.Defined($PLAYER_CHAR) else_jump @SHIT_1928 01B1: give_player $PLAYER_CHAR weapon $1081 ammo $940 // Load the weapon model before using this :SHIT_1928 gosub @SHIT_25370 :SHIT_1935 jump @SHIT_1949 :SHIT_1942 jump @SHIT_112 :SHIT_1949 gosub @SHIT_16148 :SHIT_1956 jump @SHIT_1970 :SHIT_1963 gosub @SHIT_16363 :SHIT_1970 if Player.Defined($PLAYER_CHAR) else_jump @SHIT_2674 $1094 = 0 // integer values if $1095 == 2 // integer values else_jump @SHIT_2667 if or 0121: player $PLAYER_CHAR in_zone 'BEACH1' // Ocean Beach $1084 == 1 // integer values else_jump @SHIT_2667 if $1088 == 0 // integer values else_jump @SHIT_2427 if Player.InRemoteMode($PLAYER_CHAR) else_jump @SHIT_2157 $1004 = Player.RC_car($PLAYER_CHAR) if not Car.Wrecked($1004) else_jump @SHIT_2150 if 01AF: car $1004 0 229.5 -1277.7 11.5 radius 1.5 1.5 3.0 else_jump @SHIT_2150 0409: blow_up_rc_buggy :SHIT_2150 jump @SHIT_2427 :SHIT_2157 if 0057: player $PLAYER_CHAR 0 222.0 -1274.0 11.0 229.0 -1280.7 14.0 else_jump @SHIT_2427 if and 00E0: player $PLAYER_CHAR driving 847E: not player $PLAYER_CHAR driving_a_motorbike else_jump @SHIT_2233 jump @SHIT_112 :SHIT_2233 00BA: text_styled 'HOTEL' 3000 ms 2 // Ocean View gosub @SHIT_15897 if Player.Defined($PLAYER_CHAR) else_jump @SHIT_2320 if 047E: player $PLAYER_CHAR driving_a_motorbike else_jump @SHIT_2320 03C1: $1004 = player $PLAYER_CHAR car 012A: put_player $PLAYER_CHAR at 225.0 -1277.3 11.5 and_remove_from_car Car.Destroy($1004) :SHIT_2320 if $992 == 0 // integer values else_jump @SHIT_2413 $1088 = 1 // integer values select_interior 1 03AD: set_rubbish 0 Camera.SetAtPos(225.0, -1277.3, 12.0) 0055: put_player $PLAYER_CHAR at 225.0 -1277.3 11.5 0171: set_player $PLAYER_CHAR z_angle_to 80.0 04F9: interiour_colors 3 0 jump @SHIT_2420 :SHIT_2413 jump @SHIT_112 :SHIT_2420 gosub @SHIT_16148 :SHIT_2427 if $1088 == 1 // integer values else_jump @SHIT_2667 if 0057: player $PLAYER_CHAR 0 235.0 -1274.0 11.0 227.5 -1280.7 16.0 else_jump @SHIT_2667 if and 00E0: player $PLAYER_CHAR driving 847E: not player $PLAYER_CHAR driving_a_motorbike else_jump @SHIT_2521 jump @SHIT_112 :SHIT_2521 00BA: text_styled 'BEACH1' 3000 ms 2 // Ocean Beach gosub @SHIT_15897 if $992 == 0 // integer values else_jump @SHIT_2653 gosub @SHIT_16342 $1088 = 0 // integer values 0395: clear_area 0 at 233.5 -1278.45 range 11.0 1.0 Camera.SetAtPos(233.5, -1278.45, 11.0) 0055: put_player $PLAYER_CHAR at 233.5 -1278.45 11.0 0171: set_player $PLAYER_CHAR z_angle_to 270.0 jump @SHIT_2660 :SHIT_2653 jump @SHIT_112 :SHIT_2660 gosub @SHIT_16148 :SHIT_2667 jump @SHIT_2681 :SHIT_2674 gosub @SHIT_16363 :SHIT_2681 if Player.Defined($PLAYER_CHAR) else_jump @SHIT_3382 $1094 = 0 // integer values if $1095 == 1 // integer values else_jump @SHIT_3375 if or 0121: player $PLAYER_CHAR in_zone 'BEACH1' // Ocean Beach $1084 == 1 // integer values else_jump @SHIT_3375 if $990 == 0 // integer values else_jump @SHIT_3133 if Player.InRemoteMode($PLAYER_CHAR) else_jump @SHIT_2868 $1004 = Player.RC_car($PLAYER_CHAR) if not Car.Wrecked($1004) else_jump @SHIT_2861 if 01AF: car $1004 0 26.73 -1329.8 13.0 radius 1.5 1.5 3.0 else_jump @SHIT_2861 0409: blow_up_rc_buggy :SHIT_2861 jump @SHIT_3133 :SHIT_2868 if 00F5: player $PLAYER_CHAR 0 26.95 -1328.3 13.0 radius 1.0 1.0 2.0 else_jump @SHIT_3133 if Player.Defined($PLAYER_CHAR) else_jump @SHIT_2981 if 047E: player $PLAYER_CHAR driving_a_motorbike else_jump @SHIT_2981 03C1: $1004 = player $PLAYER_CHAR car 012A: put_player $PLAYER_CHAR at 27.19 -1327.0 12.0 and_remove_from_car Car.Destroy($1004) :SHIT_2981 if 00E0: player $PLAYER_CHAR driving else_jump @SHIT_3004 jump @SHIT_112 :SHIT_3004 00BA: text_styled 'SCARF' 3000 ms 2 // Apartment 3c gosub @SHIT_15897 if $992 == 0 // integer values else_jump @SHIT_3119 $990 = 1 // integer values select_interior 11 03AD: set_rubbish 0 Camera.SetAtPos(27.19, -1327.0, 12.0) 0055: put_player $PLAYER_CHAR at 27.19 -1327.0 12.0 0171: set_player $PLAYER_CHAR z_angle_to 23.0 04F9: interiour_colors 3 0 jump @SHIT_3126 :SHIT_3119 jump @SHIT_112 :SHIT_3126 gosub @SHIT_16148 :SHIT_3133 if $990 == 1 // integer values else_jump @SHIT_3375 if 00F5: player $PLAYER_CHAR 0 26.73 -1329.8 13.0 radius 1.0 1.0 2.0 else_jump @SHIT_3375 if and 00E0: player $PLAYER_CHAR driving 847E: not player $PLAYER_CHAR driving_a_motorbike else_jump @SHIT_3227 jump @SHIT_112 :SHIT_3227 00BA: text_styled 'BEACH1' 3000 ms 2 // Ocean Beach gosub @SHIT_15897 if $992 == 0 // integer values else_jump @SHIT_3361 gosub @SHIT_16342 $990 = 0 // integer values 0395: clear_area 0 at 27.33 -1331.1 range 11.8 1.0 Camera.SetAtPos(27.33, -1331.1, 11.8) 0055: put_player $PLAYER_CHAR at 27.33 -1331.1 11.8 0171: set_player $PLAYER_CHAR z_angle_to 160.0 03C8: rotate_player-180-degrees jump @SHIT_3368 :SHIT_3361 jump @SHIT_112 :SHIT_3368 gosub @SHIT_16148 :SHIT_3375 jump @SHIT_3389 :SHIT_3382 gosub @SHIT_16363 :SHIT_3389 if Player.Defined($PLAYER_CHAR) else_jump @SHIT_4676 $1094 = 0 // integer values if or 0121: player $PLAYER_CHAR in_zone 'BEACH2' // Washington Beach $1084 == 1 // integer values else_jump @SHIT_4669 if $1095 == 1 // integer values else_jump @SHIT_4669 if or $ONMISSION == 0 // integer values $997 == 1 // integer values $1000 == 1 // integer values else_jump @SHIT_3564 if $1009 == 0 // integer values else_jump @SHIT_3557 Object.Destroy($1010) $1010 = Object.Init(#COP_DR_OPEN, 396.458, -473.047, 12.6) Object.RemoveFromMissionCleanupList($1010) $1009 = 1 // integer values $1008 = 0 // integer values :SHIT_3557 jump @SHIT_3628 :SHIT_3564 if $1008 == 0 // integer values else_jump @SHIT_3628 Object.Destroy($1010) $1010 = Object.Init(#COP_DR_CLOSED, 396.545, -472.883, 12.6) Object.RemoveFromMissionCleanupList($1010) $1008 = 1 // integer values $1009 = 0 // integer values :SHIT_3628 if Player.Defined($PLAYER_CHAR) else_jump @SHIT_4669 if or $ONMISSION == 0 // integer values $997 == 1 // integer values $1000 == 1 // integer values else_jump @SHIT_4242 if $987 == 0 // integer values else_jump @SHIT_4242 if Player.InRemoteMode($PLAYER_CHAR) else_jump @SHIT_3791 $1004 = Player.RC_car($PLAYER_CHAR) if not Car.Wrecked($1004) else_jump @SHIT_3784 if 01AF: car $1004 0 397.0 -472.0 12.0 radius 1.5 1.5 3.0 else_jump @SHIT_3784 0409: blow_up_rc_buggy :SHIT_3784 jump @SHIT_4242 :SHIT_3791 if 02B3: player $PLAYER_CHAR in_cube 399.0 -474.5 11.0 394.3 -470.8 14.5 radius 2.5 sphere 0 else_jump @SHIT_4242 if and 00E0: player $PLAYER_CHAR driving 847E: not player $PLAYER_CHAR driving_a_motorbike else_jump @SHIT_3872 jump @SHIT_112 :SHIT_3872 00BA: text_styled 'POL_HQ' 3000 ms 2 // VCPD HQ gosub @SHIT_15897 if Player.Defined($PLAYER_CHAR) else_jump @SHIT_3959 if 047E: player $PLAYER_CHAR driving_a_motorbike else_jump @SHIT_3959 03C1: $1004 = player $PLAYER_CHAR car 012A: put_player $PLAYER_CHAR at 393.8 -475.8 11.4 and_remove_from_car Car.Destroy($1004) :SHIT_3959 if $992 == 0 // integer values else_jump @SHIT_4228 select_interior 12 $987 = 1 // integer values if $997 == 0 // integer values else_jump @SHIT_4164 015C: set_zone_gang_info 'STREET2' 1 14 0 0 0 0 0 0 0 0 0 1000 015C: set_zone_gang_info 'STREET2' 0 16 0 0 0 0 0 0 0 0 0 1000 022A: remove_forbidden_for_peds_cube 354.9 -483.1 21.0 406.0 -490.0 0.0 022A: remove_forbidden_for_peds_cube 376.66 -453.85 -10.0 328.91 -504.02 30.0 0395: clear_area 1 at 400.0 -486.5 range 10.0 5.0 :SHIT_4164 03AD: set_rubbish 0 Camera.SetAtPos(393.8, -475.8, 11.4) 0055: put_player $PLAYER_CHAR at 393.8 -475.8 11.4 0171: set_player $PLAYER_CHAR z_angle_to 137.0 04F9: interiour_colors 5 0 jump @SHIT_4235 :SHIT_4228 jump @SHIT_112 :SHIT_4235 gosub @SHIT_16148 :SHIT_4242 if $987 == 1 // integer values else_jump @SHIT_4669 if 02B3: player $PLAYER_CHAR in_cube 399.3 -472.9 11.0 394.8 -469.3 14.5 radius 1.5 sphere 0 else_jump @SHIT_4669 if and 00E0: player $PLAYER_CHAR driving 847E: not player $PLAYER_CHAR driving_a_motorbike else_jump @SHIT_4341 jump @SHIT_112 :SHIT_4341 00BA: text_styled 'BEACH2' 3000 ms 2 // Washington Beach gosub @SHIT_15897 if $992 == 0 // integer values else_jump @SHIT_4655 gosub @SHIT_16342 022B: create_forbidden_for_peds_cube 354.9 -483.1 21.0 406.0 -490.0 10.0 0395: clear_area 0 at 399.38 -468.6 range 10.7 1.0 $987 = 0 // integer values if $997 == 0 // integer values else_jump @SHIT_4601 015C: set_zone_gang_info 'STREET2' 1 14 0 0 0 0 0 0 0 0 0 20 015C: set_zone_gang_info 'STREET2' 0 16 0 0 0 0 0 0 0 0 0 10 022B: create_forbidden_for_peds_cube 354.9 -483.1 21.0 406.0 -490.0 0.0 022B: create_forbidden_for_peds_cube 376.66 -453.85 -10.0 328.91 -504.02 30.0 :SHIT_4601 Camera.SetAtPos(399.38, -468.6, 10.7) 0055: put_player $PLAYER_CHAR at 399.38 -468.6 10.7 0171: set_player $PLAYER_CHAR z_angle_to 330.0 jump @SHIT_4662 :SHIT_4655 jump @SHIT_112 :SHIT_4662 gosub @SHIT_16148 :SHIT_4669 jump @SHIT_4683 :SHIT_4676 gosub @SHIT_16363 :SHIT_4683 if Player.Defined($PLAYER_CHAR) else_jump @SHIT_6291 $1094 = 0 // integer values if $1095 == 1 // integer values else_jump @SHIT_6284 if or 0121: player $PLAYER_CHAR in_zone 'BEACH3' // Vice Point $1084 == 1 // integer values else_jump @SHIT_6277 if $ONMISSION == 0 // integer values else_jump @SHIT_5373 if $986 == 0 // integer values else_jump @SHIT_5295 $98 = 0.0 // floating-point values 02CE: $98 = ground_z 492.5 -76.17 10.5 if $98 > 0.0 // floating-point values else_jump @SHIT_5126 if $1039 == 0 // integer values else_jump @SHIT_5119 if 80C2: not sphere_onscreen 489.6 -79.8 10.5 2.0 else_jump @SHIT_5119 if 80C2: not sphere_onscreen 492.5 -76.17 10.5 2.0 else_jump @SHIT_5119 023C: load_special_actor 15 'BGB' :SHIT_4938 if 823D: not special_actor 15 loaded else_jump @SHIT_4976 wait 0 023C: load_special_actor 15 'BGB' jump @SHIT_4938 :SHIT_4976 $1037 = Actor.Create(CivMale, #SPECIAL15, 489.6, -79.8, 10.5) Actor.Angle($1037) = 225.0 0243: set_actor $1037 ped_stats_to 30 Actor.Health($1037) = 200 01ED: reset_actor $1037 flags 0291: unknown_actor $1037 unknown_behavior_flag 1 0243: set_actor $1037 ped_stats_to 11 $1038 = Actor.Create(CivMale, #SPECIAL15, 492.5, -76.17, 10.5) Actor.Angle($1038) = 225.0 0243: set_actor $1038 ped_stats_to 30 Actor.Health($1038) = 200 01ED: reset_actor $1038 flags 0291: unknown_actor $1038 unknown_behavior_flag 1 0243: set_actor $1038 ped_stats_to 11 $1039 = 1 // integer values :SHIT_5119 jump @SHIT_5133 :SHIT_5126 gosub @SHIT_25174 :SHIT_5133 if and $1039 == 1 // integer values $1040 == 0 // integer values else_jump @SHIT_5288 if not Actor.Dead($1037) else_jump @SHIT_5223 if 8184: not actor $1037 health >= 199 else_jump @SHIT_5223 if not Actor.Dead($1038) else_jump @SHIT_5223 011A: set_actor $1038 flags 1 $1040 = 1 // integer values :SHIT_5223 if not Actor.Dead($1038) else_jump @SHIT_5288 if 8184: not actor $1038 health >= 199 else_jump @SHIT_5288 if not Actor.Dead($1037) else_jump @SHIT_5288 011A: set_actor $1037 flags 1 $1040 = 1 // integer values :SHIT_5288 jump @SHIT_5302 :SHIT_5295 gosub @SHIT_25174 :SHIT_5302 if $1012 == 0 // integer values else_jump @SHIT_5366 Object.Destroy($1013) $1013 = Object.Init(#OD_CLBDR_OPEN, 490.34, -77.017, 11.598) Object.RemoveFromMissionCleanupList($1013) $1012 = 1 // integer values $1011 = 0 // integer values :SHIT_5366 jump @SHIT_5458 :SHIT_5373 if and $1011 == 0 // integer values $993 == 0 // integer values $994 == 0 // integer values else_jump @SHIT_5451 Object.Destroy($1013) $1013 = Object.Init(#OD_CLBDR_CLOSE, 490.34, -77.017, 11.598) Object.RemoveFromMissionCleanupList($1013) $1011 = 1 // integer values $1012 = 0 // integer values :SHIT_5451 gosub @SHIT_25174 :SHIT_5458 if $996 == 0 // integer values else_jump @SHIT_6270 if Player.Defined($PLAYER_CHAR) else_jump @SHIT_6270 if and $986 == 0 // integer values $ONMISSION == 0 // integer values else_jump @SHIT_5973 if Player.InRemoteMode($PLAYER_CHAR) else_jump @SHIT_5614 $1004 = Player.RC_car($PLAYER_CHAR) if not Car.Wrecked($1004) else_jump @SHIT_5607 if 01AF: car $1004 0 491.0 -77.7 10.4 radius 1.5 1.5 3.0 else_jump @SHIT_5607 0409: blow_up_rc_buggy :SHIT_5607 jump @SHIT_5973 :SHIT_5614 if 00F5: player $PLAYER_CHAR 0 491.0 -77.7 10.4 radius 1.5 1.5 3.0 else_jump @SHIT_5973 if and 00E0: player $PLAYER_CHAR driving 847E: not player $PLAYER_CHAR driving_a_motorbike else_jump @SHIT_5690 jump @SHIT_112 :SHIT_5690 $986 = 1 // integer values 00BA: text_styled 'MALIBU' 3000 ms 2 // The Malibu Club gosub @SHIT_15897 if Player.Defined($PLAYER_CHAR) else_jump @SHIT_5792 if or 047E: player $PLAYER_CHAR driving_a_motorbike 00DE: player $PLAYER_CHAR driving_vehicle_type #CADDY else_jump @SHIT_5792 03C1: $1004 = player $PLAYER_CHAR car 012A: put_player $PLAYER_CHAR at 484.2 -72.5 9.5 and_remove_from_car Car.Destroy($1004) :SHIT_5792 if $992 == 0 // integer values else_jump @SHIT_5934 select_interior 17 022A: remove_forbidden_for_peds_cube 468.0 -77.0 0.0 490.0 -54.0 30.0 03AD: set_rubbish 0 Camera.SetAtPos(484.2, -72.5, 9.5) 0055: put_player $PLAYER_CHAR at 484.2 -72.5 9.5 0171: set_player $PLAYER_CHAR z_angle_to 60.0 04F9: interiour_colors 1 0 0395: clear_area 1 at 491.0 -77.7 range 10.4 1.0 jump @SHIT_5941 :SHIT_5934 jump @SHIT_112 :SHIT_5941 if and $994 == 0 // integer values $993 == 0 // integer values else_jump @SHIT_5973 gosub @SHIT_16148 :SHIT_5973 if $986 == 1 // integer values else_jump @SHIT_6270 if 00F5: player $PLAYER_CHAR 0 488.6 -75.4 10.4 radius 1.5 1.5 3.0 else_jump @SHIT_6270 if and 00E0: player $PLAYER_CHAR driving 847E: not player $PLAYER_CHAR driving_a_motorbike else_jump @SHIT_6067 jump @SHIT_112 :SHIT_6067 if and $994 == 0 // integer values $993 == 0 // integer values else_jump @SHIT_6114 gosub @SHIT_15897 00BA: text_styled 'BEACH3' 3000 ms 2 // Vice Point :SHIT_6114 if $992 == 0 // integer values else_jump @SHIT_6256 $986 = 0 // integer values gosub @SHIT_16342 022B: create_forbidden_for_peds_cube 468.0 -77.0 0.0 490.0 -54.0 30.0 0395: clear_area 0 at 493.1 -82.4 range 10.8 1.0 Camera.SetAtPos(493.1, -82.4, 10.8) 0055: put_player $PLAYER_CHAR at 493.1 -82.4 9.8 0171: set_player $PLAYER_CHAR z_angle_to 220.0 jump @SHIT_6263 :SHIT_6256 jump @SHIT_112 :SHIT_6263 gosub @SHIT_16148 :SHIT_6270 jump @SHIT_6284 :SHIT_6277 gosub @SHIT_25174 :SHIT_6284 jump @SHIT_6298 :SHIT_6291 gosub @SHIT_16363 :SHIT_6298 if Player.Defined($PLAYER_CHAR) else_jump @SHIT_7022 $1094 = 0 // integer values if or 0121: player $PLAYER_CHAR in_zone 'HAVANA' // Little Havana $1084 == 1 // integer values else_jump @SHIT_7015 if $1095 == 2 // integer values else_jump @SHIT_7015 if Player.InRemoteMode($PLAYER_CHAR) else_jump @SHIT_6467 $1004 = Player.RC_car($PLAYER_CHAR) if not Car.Wrecked($1004) else_jump @SHIT_6460 if 01AF: car $1004 0 -1170.0 -609.0 11.0 radius 1.5 1.5 3.0 else_jump @SHIT_6460 0409: blow_up_rc_buggy :SHIT_6460 jump @SHIT_6773 :SHIT_6467 if $989 == 0 // integer values else_jump @SHIT_6773 if 00F5: player $PLAYER_CHAR 0 -1170.0 -609.0 11.0 radius 1.5 1.5 3.0 else_jump @SHIT_6773 if and 00E0: player $PLAYER_CHAR driving 847E: not player $PLAYER_CHAR driving_a_motorbike else_jump @SHIT_6561 jump @SHIT_112 :SHIT_6561 00BA: text_styled 'UMBERTO' 3000 ms 2 // Cafe Robina gosub @SHIT_15897 if Player.Defined($PLAYER_CHAR) else_jump @SHIT_6648 if 047E: player $PLAYER_CHAR driving_a_motorbike else_jump @SHIT_6648 03C1: $1004 = player $PLAYER_CHAR car 012A: put_player $PLAYER_CHAR at -1170.0 -611.0 11.0 and_remove_from_car Car.Destroy($1004) :SHIT_6648 if $992 == 0 // integer values else_jump @SHIT_6759 $989 = 1 // integer values select_interior 7 Camera.SetAtPos(-1170.0, -611.0, 11.0) 0395: clear_area 0 at -1170.0 -611.0 range 11.0 1.0 03AD: set_rubbish 0 0055: put_player $PLAYER_CHAR at -1170.0 -611.5 11.0 0171: set_player $PLAYER_CHAR z_angle_to 180.0 jump @SHIT_6766 :SHIT_6759 jump @SHIT_112 :SHIT_6766 gosub @SHIT_16148 :SHIT_6773 if $989 == 1 // integer values else_jump @SHIT_7015 if 00F5: player $PLAYER_CHAR 0 -1170.0 -606.5 11.0 radius 1.5 1.5 3.0 else_jump @SHIT_7015 if and 00E0: player $PLAYER_CHAR driving 847E: not player $PLAYER_CHAR driving_a_motorbike else_jump @SHIT_6867 jump @SHIT_112 :SHIT_6867 00BA: text_styled 'HAVANA' 3000 ms 2 // Little Havana gosub @SHIT_15897 if $992 == 0 // integer values else_jump @SHIT_7001 $989 = 0 // integer values gosub @SHIT_16342 0395: clear_area 0 at -1170.0 -605.0 range 11.0 1.0 Camera.SetAtPos(-1170.0, -605.0, 11.0) 0055: put_player $PLAYER_CHAR at -1170.0 -605.0 11.0 0171: set_player $PLAYER_CHAR z_angle_to 0.0 03C8: rotate_player-180-degrees jump @SHIT_7008 :SHIT_7001 jump @SHIT_112 :SHIT_7008 gosub @SHIT_16148 :SHIT_7015 jump @SHIT_7029 :SHIT_7022 gosub @SHIT_16363 :SHIT_7029 if Player.Defined($PLAYER_CHAR) else_jump @SHIT_7769 $1094 = 0 // integer values if or 0121: player $PLAYER_CHAR in_zone 'BEACH3' // Vice Point $1084 == 1 // integer values else_jump @SHIT_7762 if $1095 == 2 // integer values else_jump @SHIT_7762 if $1003 == 0 // integer values else_jump @SHIT_7475 if Player.InRemoteMode($PLAYER_CHAR) else_jump @SHIT_7216 $1004 = Player.RC_car($PLAYER_CHAR) if not Car.Wrecked($1004) else_jump @SHIT_7209 if 01AF: car $1004 0 449.76 996.22 18.4 radius 1.5 1.5 3.0 else_jump @SHIT_7209 0409: blow_up_rc_buggy :SHIT_7209 jump @SHIT_7475 :SHIT_7216 if 00F5: player $PLAYER_CHAR 0 448.8 999.9 18.4 radius 3.5 3.5 3.0 else_jump @SHIT_7475 if and 00E0: player $PLAYER_CHAR driving 847E: not player $PLAYER_CHAR driving_a_motorbike 80DE: not player $PLAYER_CHAR driving_vehicle_type #CADDY else_jump @SHIT_7300 jump @SHIT_112 :SHIT_7300 00BA: text_styled 'MALL1' 3000 ms 2 // North Point Mall gosub @SHIT_15897 if $992 == 0 // integer values else_jump @SHIT_7461 $1003 = 1 // integer values select_interior 4 022A: remove_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0 03AD: set_rubbish 0 Camera.SetAtPos(448.3, 1030.0, 18.0) 0055: put_player $PLAYER_CHAR at 448.3 1006.0 18.0 $1104 = 0.0 // floating-point values gosub @SHIT_25377 04F9: interiour_colors 6 0 01EB: set_traffic_density_multiplier_to 0.1 jump @SHIT_7468 :SHIT_7461 jump @SHIT_112 :SHIT_7468 gosub @SHIT_16148 :SHIT_7475 if $1003 == 1 // integer values else_jump @SHIT_7762 if 00F5: player $PLAYER_CHAR 0 448.8 999.9 18.4 radius 3.5 3.5 3.0 else_jump @SHIT_7762 if and 00E0: player $PLAYER_CHAR driving 847E: not player $PLAYER_CHAR driving_a_motorbike 80DE: not player $PLAYER_CHAR driving_vehicle_type #CADDY else_jump @SHIT_7577 jump @SHIT_112 :SHIT_7577 00BA: text_styled 'BEACH3' 3000 ms 2 // Vice Point gosub @SHIT_15897 if $992 == 0 // integer values else_jump @SHIT_7748 $1003 = 0 // integer values gosub @SHIT_16342 022B: create_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0 0395: clear_area 0 at 449.7 992.2 range 17.0 1.0 Camera.SetAtPos(449.7, 992.2, 17.0) 0055: put_player $PLAYER_CHAR at 449.7 992.2 17.0 $1104 = 180.0 // floating-point values gosub @SHIT_25377 jump @SHIT_7755 :SHIT_7748 jump @SHIT_112 :SHIT_7755 gosub @SHIT_16148 :SHIT_7762 jump @SHIT_7776 :SHIT_7769 gosub @SHIT_16363 :SHIT_7776 if Player.Defined($PLAYER_CHAR) else_jump @SHIT_8516 $1094 = 0 // integer values if or 0121: player $PLAYER_CHAR in_zone 'BEACH3' // Vice Point $1084 == 1 // integer values else_jump @SHIT_8509 if $1095 == 1 // integer values else_jump @SHIT_8509 if $1003 == 0 // integer values else_jump @SHIT_8222 if Player.InRemoteMode($PLAYER_CHAR) else_jump @SHIT_7963 $1004 = Player.RC_car($PLAYER_CHAR) if not Car.Wrecked($1004) else_jump @SHIT_7956 if 01AF: car $1004 0 379.1 995.16 17.4 radius 1.5 1.5 3.0 else_jump @SHIT_7956 0409: blow_up_rc_buggy :SHIT_7956 jump @SHIT_8222 :SHIT_7963 if 00F5: player $PLAYER_CHAR 0 380.1 999.0 19.4 radius 3.5 3.5 3.0 else_jump @SHIT_8222 if and 00E0: player $PLAYER_CHAR driving 847E: not player $PLAYER_CHAR driving_a_motorbike 80DE: not player $PLAYER_CHAR driving_vehicle_type #CADDY else_jump @SHIT_8047 jump @SHIT_112 :SHIT_8047 00BA: text_styled 'MALL1' 3000 ms 2 // North Point Mall gosub @SHIT_15897 if $992 == 0 // integer values else_jump @SHIT_8208 $1003 = 1 // integer values select_interior 4 022A: remove_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0 03AD: set_rubbish 0 Camera.SetAtPos(380.0, 1026.4, 18.2) 0055: put_player $PLAYER_CHAR at 380.0 1006.4 18.2 $1104 = 0.0 // floating-point values gosub @SHIT_25377 04F9: interiour_colors 6 0 01EB: set_traffic_density_multiplier_to 0.1 jump @SHIT_8215 :SHIT_8208 jump @SHIT_112 :SHIT_8215 gosub @SHIT_16148 :SHIT_8222 if $1003 == 1 // integer values else_jump @SHIT_8509 if 00F5: player $PLAYER_CHAR 0 380.1 999.0 19.4 radius 3.5 3.5 3.0 else_jump @SHIT_8509 if and 00E0: player $PLAYER_CHAR driving 847E: not player $PLAYER_CHAR driving_a_motorbike 80DE: not player $PLAYER_CHAR driving_vehicle_type #CADDY else_jump @SHIT_8324 jump @SHIT_112 :SHIT_8324 00BA: text_styled 'BEACH3' 3000 ms 2 // Vice Point gosub @SHIT_15897 if $992 == 0 // integer values else_jump @SHIT_8495 $1003 = 0 // integer values gosub @SHIT_16342 022B: create_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0 0395: clear_area 0 at 379.3 991.4 range 17.2 1.0 Camera.SetAtPos(379.3, 991.4, 17.2) 0055: put_player $PLAYER_CHAR at 379.3 991.4 17.0 $1104 = 180.0 // floating-point values gosub @SHIT_25377 jump @SHIT_8502 :SHIT_8495 jump @SHIT_112 :SHIT_8502 gosub @SHIT_16148 :SHIT_8509 jump @SHIT_8523 :SHIT_8516 gosub @SHIT_16363 :SHIT_8523 if Player.Defined($PLAYER_CHAR) else_jump @SHIT_9263 $1094 = 0 // integer values if or 0121: player $PLAYER_CHAR in_zone 'BEACH3' // Vice Point $1084 == 1 // integer values else_jump @SHIT_9256 if $1095 == 1 // integer values else_jump @SHIT_9256 if $1003 == 0 // integer values else_jump @SHIT_8969 if Player.InRemoteMode($PLAYER_CHAR) else_jump @SHIT_8710 $1004 = Player.RC_car($PLAYER_CHAR) if not Car.Wrecked($1004) else_jump @SHIT_8703 if 01AF: car $1004 0 350.3 1124.0 17.4 radius 1.5 1.5 3.0 else_jump @SHIT_8703 0409: blow_up_rc_buggy :SHIT_8703 jump @SHIT_8969 :SHIT_8710 if 00F5: player $PLAYER_CHAR 0 353.3 1124.5 19.4 radius 3.2 3.2 3.0 else_jump @SHIT_8969 if and 00E0: player $PLAYER_CHAR driving 847E: not player $PLAYER_CHAR driving_a_motorbike 80DE: not player $PLAYER_CHAR driving_vehicle_type #CADDY else_jump @SHIT_8794 jump @SHIT_112 :SHIT_8794 00BA: text_styled 'MALL1' 3000 ms 2 // North Point Mall gosub @SHIT_15897 if $992 == 0 // integer values else_jump @SHIT_8955 $1003 = 1 // integer values select_interior 4 022A: remove_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0 03AD: set_rubbish 0 Camera.SetAtPos(390.0, 1124.4, 17.5) 0055: put_player $PLAYER_CHAR at 363.0 1124.4 17.5 $1104 = 270.0 // floating-point values gosub @SHIT_25377 04F9: interiour_colors 6 0 01EB: set_traffic_density_multiplier_to 0.1 jump @SHIT_8962 :SHIT_8955 jump @SHIT_112 :SHIT_8962 gosub @SHIT_16148 :SHIT_8969 if $1003 == 1 // integer values else_jump @SHIT_9256 if 00F5: player $PLAYER_CHAR 0 353.3 1124.5 19.4 radius 3.2 3.2 3.0 else_jump @SHIT_9256 if and 00E0: player $PLAYER_CHAR driving 847E: not player $PLAYER_CHAR driving_a_motorbike 80DE: not player $PLAYER_CHAR driving_vehicle_type #CADDY else_jump @SHIT_9071 jump @SHIT_112 :SHIT_9071 00BA: text_styled 'BEACH3' 3000 ms 2 // Vice Point gosub @SHIT_15897 if $992 == 0 // integer values else_jump @SHIT_9242 $1003 = 0 // integer values gosub @SHIT_16342 022B: create_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0 0395: clear_area 0 at 344.5 1123.5 range 17.0 1.0 Camera.SetAtPos(344.5, 1123.5, 17.0) 0055: put_player $PLAYER_CHAR at 344.5 1123.5 17.0 $1104 = 90.0 // floating-point values gosub @SHIT_25377 jump @SHIT_9249 :SHIT_9242 jump @SHIT_112 :SHIT_9249 gosub @SHIT_16148 :SHIT_9256 jump @SHIT_9270 :SHIT_9263 gosub @SHIT_16363 :SHIT_9270 if Player.Defined($PLAYER_CHAR) else_jump @SHIT_10010 $1094 = 0 // integer values if or 0121: player $PLAYER_CHAR in_zone 'BEACH3' // Vice Point $1084 == 1 // integer values else_jump @SHIT_10003 if $1095 == 2 // integer values else_jump @SHIT_10003 if $1003 == 0 // integer values else_jump @SHIT_9716 if Player.InRemoteMode($PLAYER_CHAR) else_jump @SHIT_9457 $1004 = Player.RC_car($PLAYER_CHAR) if not Car.Wrecked($1004) else_jump @SHIT_9450 if 01AF: car $1004 0 364.0 1210.0 24.0 radius 1.5 1.5 3.0 else_jump @SHIT_9450 0409: blow_up_rc_buggy :SHIT_9450 jump @SHIT_9716 :SHIT_9457 if 00F5: player $PLAYER_CHAR 0 367.8 1210.3 26.0 radius 2.7 2.7 3.0 else_jump @SHIT_9716 if and 00E0: player $PLAYER_CHAR driving 847E: not player $PLAYER_CHAR driving_a_motorbike 80DE: not player $PLAYER_CHAR driving_vehicle_type #CADDY else_jump @SHIT_9541 jump @SHIT_112 :SHIT_9541 00BA: text_styled 'MALL1' 3000 ms 2 // North Point Mall gosub @SHIT_15897 if $992 == 0 // integer values else_jump @SHIT_9702 $1003 = 1 // integer values select_interior 4 022A: remove_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0 03AD: set_rubbish 0 Camera.SetAtPos(395.0, 1212.0, 24.4) 0055: put_player $PLAYER_CHAR at 372.0 1210.0 24.4 $1104 = 270.0 // floating-point values gosub @SHIT_25377 04F9: interiour_colors 6 0 01EB: set_traffic_density_multiplier_to 0.1 jump @SHIT_9709 :SHIT_9702 jump @SHIT_112 :SHIT_9709 gosub @SHIT_16148 :SHIT_9716 if $1003 == 1 // integer values else_jump @SHIT_10003 if 00F5: player $PLAYER_CHAR 0 367.8 1210.3 26.0 radius 2.7 2.7 3.0 else_jump @SHIT_10003 if and 00E0: player $PLAYER_CHAR driving 847E: not player $PLAYER_CHAR driving_a_motorbike 80DE: not player $PLAYER_CHAR driving_vehicle_type #CADDY else_jump @SHIT_9818 jump @SHIT_112 :SHIT_9818 00BA: text_styled 'BEACH3' 3000 ms 2 // Vice Point gosub @SHIT_15897 if $992 == 0 // integer values else_jump @SHIT_9989 $1003 = 0 // integer values gosub @SHIT_16342 022B: create_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0 0395: clear_area 0 at 366.0 1210.0 range 24.0 1.0 Camera.SetAtPos(343.0, 1210.0, 24.0) 0055: put_player $PLAYER_CHAR at 364.0 1210.0 24.0 $1104 = 90.0 // floating-point values gosub @SHIT_25377 jump @SHIT_9996 :SHIT_9989 jump @SHIT_112 :SHIT_9996 gosub @SHIT_16148 :SHIT_10003 jump @SHIT_10017 :SHIT_10010 gosub @SHIT_16363 :SHIT_10017 if Player.Defined($PLAYER_CHAR) else_jump @SHIT_10757 $1094 = 0 // integer values if or 0121: player $PLAYER_CHAR in_zone 'BEACH3' // Vice Point $1084 == 1 // integer values else_jump @SHIT_10750 if $1095 == 2 // integer values else_jump @SHIT_10750 if $1003 == 0 // integer values else_jump @SHIT_10463 if Player.InRemoteMode($PLAYER_CHAR) else_jump @SHIT_10204 $1004 = Player.RC_car($PLAYER_CHAR) if not Car.Wrecked($1004) else_jump @SHIT_10197 if 01AF: car $1004 0 378.6 1256.9 17.5 radius 1.5 1.5 3.0 else_jump @SHIT_10197 0409: blow_up_rc_buggy :SHIT_10197 jump @SHIT_10463 :SHIT_10204 if 00F5: player $PLAYER_CHAR 0 380.6 1253.5 17.5 radius 3.5 3.5 3.0 else_jump @SHIT_10463 if and 00E0: player $PLAYER_CHAR driving 847E: not player $PLAYER_CHAR driving_a_motorbike 80DE: not player $PLAYER_CHAR driving_vehicle_type #CADDY else_jump @SHIT_10288 jump @SHIT_112 :SHIT_10288 00BA: text_styled 'MALL1' 3000 ms 2 // North Point Mall gosub @SHIT_15897 if $992 == 0 // integer values else_jump @SHIT_10449 $1003 = 1 // integer values select_interior 4 022A: remove_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0 03AD: set_rubbish 0 Camera.SetAtPos(385.0, 1230.7, 18.0) 0055: put_player $PLAYER_CHAR at 380.0 1246.7 18.0 $1104 = 180.0 // floating-point values gosub @SHIT_25377 04F9: interiour_colors 6 0 01EB: set_traffic_density_multiplier_to 0.1 jump @SHIT_10456 :SHIT_10449 jump @SHIT_112 :SHIT_10456 gosub @SHIT_16148 :SHIT_10463 if $1003 == 1 // integer values else_jump @SHIT_10750 if 00F5: player $PLAYER_CHAR 0 380.6 1253.5 17.5 radius 3.5 3.5 3.0 else_jump @SHIT_10750 if and 00E0: player $PLAYER_CHAR driving 847E: not player $PLAYER_CHAR driving_a_motorbike 80DE: not player $PLAYER_CHAR driving_vehicle_type #CADDY else_jump @SHIT_10565 jump @SHIT_112 :SHIT_10565 00BA: text_styled 'BEACH3' 3000 ms 2 // Vice Point gosub @SHIT_15897 if $992 == 0 // integer values else_jump @SHIT_10736 $1003 = 0 // integer values gosub @SHIT_16342 022B: create_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0 0395: clear_area 0 at 378.0 1263.6 range 16.5 1.0 Camera.SetAtPos(378.0, 1263.6, 16.5) 0055: put_player $PLAYER_CHAR at 378.0 1263.6 16.5 $1104 = 0.0 // floating-point values gosub @SHIT_25377 jump @SHIT_10743 :SHIT_10736 jump @SHIT_112 :SHIT_10743 gosub @SHIT_16148 :SHIT_10750 jump @SHIT_10764 :SHIT_10757 gosub @SHIT_16363 :SHIT_10764 if Player.Defined($PLAYER_CHAR) else_jump @SHIT_11504 $1094 = 0 // integer values if or 0121: player $PLAYER_CHAR in_zone 'BEACH3' // Vice Point $1084 == 1 // integer values else_jump @SHIT_11497 if $1095 == 1 // integer values else_jump @SHIT_11497 if $1003 == 0 // integer values else_jump @SHIT_11210 if Player.InRemoteMode($PLAYER_CHAR) else_jump @SHIT_10951 $1004 = Player.RC_car($PLAYER_CHAR) if not Car.Wrecked($1004) else_jump @SHIT_10944 if 01AF: car $1004 0 449.37 1256.2 17.2 radius 1.5 1.5 3.0 else_jump @SHIT_10944 0409: blow_up_rc_buggy :SHIT_10944 jump @SHIT_11210 :SHIT_10951 if 00F5: player $PLAYER_CHAR 0 448.0 1253.0 19.2 radius 3.0 3.0 3.0 else_jump @SHIT_11210 if and 00E0: player $PLAYER_CHAR driving 847E: not player $PLAYER_CHAR driving_a_motorbike 80DE: not player $PLAYER_CHAR driving_vehicle_type #CADDY else_jump @SHIT_11035 jump @SHIT_112 :SHIT_11035 00BA: text_styled 'MALL1' 3000 ms 2 // North Point Mall gosub @SHIT_15897 if $992 == 0 // integer values else_jump @SHIT_11196 $1003 = 1 // integer values select_interior 4 022A: remove_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0 03AD: set_rubbish 0 Camera.SetAtPos(448.5, 1230.0, 18.0) 0055: put_player $PLAYER_CHAR at 448.5 1245.0 18.0 $1104 = 180.0 // floating-point values gosub @SHIT_25377 04F9: interiour_colors 6 0 01EB: set_traffic_density_multiplier_to 0.1 jump @SHIT_11203 :SHIT_11196 jump @SHIT_112 :SHIT_11203 gosub @SHIT_16148 :SHIT_11210 if $1003 == 1 // integer values else_jump @SHIT_11497 if 00F5: player $PLAYER_CHAR 0 448.0 1253.0 19.2 radius 3.0 3.0 3.0 else_jump @SHIT_11497 if and 00E0: player $PLAYER_CHAR driving 847E: not player $PLAYER_CHAR driving_a_motorbike 80DE: not player $PLAYER_CHAR driving_vehicle_type #CADDY else_jump @SHIT_11312 jump @SHIT_112 :SHIT_11312 00BA: text_styled 'BEACH3' 3000 ms 2 // Vice Point gosub @SHIT_15897 if $992 == 0 // integer values else_jump @SHIT_11483 $1003 = 0 // integer values gosub @SHIT_16342 022B: create_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0 0395: clear_area 0 at 449.0 1263.0 range 16.5 1.0 Camera.SetAtPos(449.0, 1263.0, 16.5) 0055: put_player $PLAYER_CHAR at 449.0 1263.0 16.5 $1104 = 0.0 // floating-point values gosub @SHIT_25377 jump @SHIT_11490 :SHIT_11483 jump @SHIT_112 :SHIT_11490 gosub @SHIT_16148 :SHIT_11497 jump @SHIT_11511 :SHIT_11504 gosub @SHIT_16363 :SHIT_11511 if Player.Defined($PLAYER_CHAR) else_jump @SHIT_12251 $1094 = 0 // integer values if or 0121: player $PLAYER_CHAR in_zone 'BEACH3' // Vice Point $1084 == 1 // integer values else_jump @SHIT_12244 if $1095 == 2 // integer values else_jump @SHIT_12244 if $1003 == 0 // integer values else_jump @SHIT_11957 if Player.InRemoteMode($PLAYER_CHAR) else_jump @SHIT_11698 $1004 = Player.RC_car($PLAYER_CHAR) if not Car.Wrecked($1004) else_jump @SHIT_11691 if 01AF: car $1004 0 477.6 1124.4 16.3 radius 1.5 1.5 3.0 else_jump @SHIT_11691 0409: blow_up_rc_buggy :SHIT_11691 jump @SHIT_11957 :SHIT_11698 if 00F5: player $PLAYER_CHAR 0 474.5 1124.0 19.3 radius 3.5 3.5 3.0 else_jump @SHIT_11957 if and 00E0: player $PLAYER_CHAR driving 847E: not player $PLAYER_CHAR driving_a_motorbike 80DE: not player $PLAYER_CHAR driving_vehicle_type #CADDY else_jump @SHIT_11782 jump @SHIT_112 :SHIT_11782 00BA: text_styled 'MALL1' 3000 ms 2 // North Point Mall gosub @SHIT_15897 if $992 == 0 // integer values else_jump @SHIT_11943 $1003 = 1 // integer values select_interior 4 022A: remove_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0 03AD: set_rubbish 0 Camera.SetAtPos(444.4, 1123.7, 17.0) 0055: put_player $PLAYER_CHAR at 467.4 1123.7 17.0 $1104 = 90.0 // floating-point values gosub @SHIT_25377 04F9: interiour_colors 6 0 01EB: set_traffic_density_multiplier_to 0.1 jump @SHIT_11950 :SHIT_11943 jump @SHIT_112 :SHIT_11950 gosub @SHIT_16148 :SHIT_11957 if $1003 == 1 // integer values else_jump @SHIT_12244 if 00F5: player $PLAYER_CHAR 0 474.5 1124.0 19.3 radius 3.5 3.5 3.0 else_jump @SHIT_12244 if and 00E0: player $PLAYER_CHAR driving 847E: not player $PLAYER_CHAR driving_a_motorbike 80DE: not player $PLAYER_CHAR driving_vehicle_type #CADDY else_jump @SHIT_12059 jump @SHIT_112 :SHIT_12059 00BA: text_styled 'BEACH3' 3000 ms 2 // Vice Point gosub @SHIT_15897 if $992 == 0 // integer values else_jump @SHIT_12230 $1003 = 0 // integer values gosub @SHIT_16342 022B: create_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0 0395: clear_area 0 at 482.0 1124.5 range 15.3 1.0 Camera.SetAtPos(482.0, 1124.5, 15.3) 0055: put_player $PLAYER_CHAR at 482.0 1124.5 15.3 $1104 = 0.0 // floating-point values gosub @SHIT_25377 jump @SHIT_12237 :SHIT_12230 jump @SHIT_112 :SHIT_12237 gosub @SHIT_16148 :SHIT_12244 jump @SHIT_12258 :SHIT_12251 gosub @SHIT_16363 :SHIT_12258 if Player.Defined($PLAYER_CHAR) else_jump @SHIT_12926 $1094 = 0 // integer values if or 0121: player $PLAYER_CHAR in_zone 'DTOWN' // Downtown $1084 == 1 // integer values else_jump @SHIT_12919 if $1095 == 1 // integer values else_jump @SHIT_12919 if $988 == 0 // integer values else_jump @SHIT_12705 if Player.InRemoteMode($PLAYER_CHAR) else_jump @SHIT_12445 $1004 = Player.RC_car($PLAYER_CHAR) if not Car.Wrecked($1004) else_jump @SHIT_12438 if 01AF: car $1004 0 -667.85 1211.9 11.0 radius 1.5 1.5 3.0 else_jump @SHIT_12438 0409: blow_up_rc_buggy :SHIT_12438 jump @SHIT_12705 :SHIT_12445 if 00F5: player $PLAYER_CHAR 0 -667.85 1211.9 11.0 radius 1.5 1.5 3.0 else_jump @SHIT_12705 00BA: text_styled 'RANGE' 3000 ms 2 // Rifle Range gosub @SHIT_15897 if Player.Defined($PLAYER_CHAR) else_jump @SHIT_12580 if 047E: player $PLAYER_CHAR driving_a_motorbike else_jump @SHIT_12580 03C1: $1004 = player $PLAYER_CHAR car 012A: put_player $PLAYER_CHAR at -667.8 1221.0 10.5 and_remove_from_car Car.Destroy($1004) :SHIT_12580 if $992 == 0 // integer values else_jump @SHIT_12673 select_interior 10 $988 = 1 // integer values 03AD: set_rubbish 0 Camera.SetAtPos(-667.8, 1221.0, 11.0) 0055: put_player $PLAYER_CHAR at -667.8 1221.0 10.3 0171: set_player $PLAYER_CHAR z_angle_to 0.0 04F9: interiour_colors 7 0 jump @SHIT_12680 :SHIT_12673 jump @SHIT_112 :SHIT_12680 if $995 == 0 // integer values else_jump @SHIT_12705 gosub @SHIT_16148 :SHIT_12705 if $988 == 1 // integer values else_jump @SHIT_12919 if 00F5: player $PLAYER_CHAR 0 -667.8 1217.8 11.0 radius 1.5 1.5 3.0 else_jump @SHIT_12919 00BA: text_styled 'DTOWN' 3000 ms 2 // Downtown gosub @SHIT_15897 if $992 == 0 // integer values else_jump @SHIT_12905 $988 = 0 // integer values gosub @SHIT_16342 0395: clear_area 0 at -667.8 1210.0 range 11.0 1.0 Camera.SetAtPos(-667.8, 1210.0, 11.0) 0055: put_player $PLAYER_CHAR at -667.8 1210.0 10.3 0171: set_player $PLAYER_CHAR z_angle_to 140.0 03C8: rotate_player-180-degrees jump @SHIT_12912 :SHIT_12905 jump @SHIT_112 :SHIT_12912 gosub @SHIT_16148 :SHIT_12919 jump @SHIT_12933 :SHIT_12926 gosub @SHIT_16363 :SHIT_12933 if Player.Defined($PLAYER_CHAR) else_jump @SHIT_15058 $1094 = 0 // integer values if or 0121: player $PLAYER_CHAR in_zone 'STARI' // Starfish Island $1084 == 1 // integer values else_jump @SHIT_15051 if $1001 > 0 // integer values else_jump @SHIT_15051 if $1001 > 1 // integer values else_jump @SHIT_13656 if $1095 == 1 // integer values else_jump @SHIT_13656 if $991 == 0 // integer values else_jump @SHIT_13412 if Player.InRemoteMode($PLAYER_CHAR) else_jump @SHIT_13156 $1004 = Player.RC_car($PLAYER_CHAR) if not Car.Wrecked($1004) else_jump @SHIT_13149 if 01AF: car $1004 0 -378.5 -554.382 18.3 radius 1.5 1.5 3.0 else_jump @SHIT_13149 0409: blow_up_rc_buggy :SHIT_13149 jump @SHIT_13412 :SHIT_13156 if 0057: player $PLAYER_CHAR 0 -382.0 -558.5 18.537 -375.0 -554.5 24.537 else_jump @SHIT_13412 if $PASSED_ASS1_RUB_OUT == 0 // integer values else_jump @SHIT_13244 00BA: text_styled 'TMANS' 3000 ms 2 // Vercetti Estate jump @SHIT_13259 :SHIT_13244 00BA: text_styled 'TMANS' 3000 ms 2 // Vercetti Estate :SHIT_13259 gosub @SHIT_15897 if $992 == 0 // integer values else_jump @SHIT_13398 select_interior 2 $991 = 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 Camera.SetAtPos(-378.5, -560.03, 19.0) 0055: put_player $PLAYER_CHAR at -378.5 -560.0 19.0 $1104 = 190.0 // floating-point values gosub @SHIT_25377 04F9: interiour_colors 8 0 jump @SHIT_13405 :SHIT_13398 jump @SHIT_112 :SHIT_13405 gosub @SHIT_16148 :SHIT_13412 if $991 == 1 // integer values else_jump @SHIT_13656 if 0057: player $PLAYER_CHAR 0 -382.0 -554.5 18.537 -375.0 -550.5 24.537 else_jump @SHIT_13656 00BA: text_styled 'STARI' 3000 ms 2 // Starfish Island gosub @SHIT_15897 if $992 == 0 // integer values else_jump @SHIT_13642 gosub @SHIT_16342 $991 = 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 Camera.SetAtPos(-377.06, -545.43, 17.0) 0055: put_player $PLAYER_CHAR at -377.06 -545.43 16.0 0171: set_player $PLAYER_CHAR z_angle_to 345.0 jump @SHIT_13649 :SHIT_13642 jump @SHIT_112 :SHIT_13649 gosub @SHIT_16148 :SHIT_13656 if $1095 == 2 // integer values else_jump @SHIT_14375 if $991 == 0 // integer values else_jump @SHIT_14131 if Player.InRemoteMode($PLAYER_CHAR) else_jump @SHIT_13789 $1004 = Player.RC_car($PLAYER_CHAR) if not Car.Wrecked($1004) else_jump @SHIT_13782 if 01AF: car $1004 0 -331.0 -576.6 36.5 radius 1.5 1.5 3.0 else_jump @SHIT_13782 0409: blow_up_rc_buggy :SHIT_13782 jump @SHIT_14131 :SHIT_13789 if 0057: player $PLAYER_CHAR 0 -340.402 -579.221 34.52 -331.269 -568.389 38.113 else_jump @SHIT_14131 if and 00E0: player $PLAYER_CHAR driving 847E: not player $PLAYER_CHAR driving_a_motorbike else_jump @SHIT_13865 jump @SHIT_112 :SHIT_13865 if $PASSED_ASS1_RUB_OUT == 0 // integer values else_jump @SHIT_13905 00BA: text_styled 'TMANS' 3000 ms 2 // Vercetti Estate jump @SHIT_13920 :SHIT_13905 00BA: text_styled 'TMANS' 3000 ms 2 // Vercetti Estate :SHIT_13920 gosub @SHIT_15897 if Player.Defined($PLAYER_CHAR) else_jump @SHIT_13992 if 047E: player $PLAYER_CHAR driving_a_motorbike else_jump @SHIT_13992 03C1: $1004 = player $PLAYER_CHAR car 012A: put_player $PLAYER_CHAR at -329.24 -582.5 34.5 and_remove_from_car Car.Destroy($1004) :SHIT_13992 if $992 == 0 // integer values else_jump @SHIT_14117 select_interior 2 $991 = 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 Camera.SetAtPos(-329.24, -582.5, 34.5) 0055: put_player $PLAYER_CHAR at -329.24 -582.5 34.5 0171: set_player $PLAYER_CHAR z_angle_to 270.0 04F9: interiour_colors 8 0 jump @SHIT_14124 :SHIT_14117 jump @SHIT_112 :SHIT_14124 gosub @SHIT_16148 :SHIT_14131 if $991 == 1 // integer values else_jump @SHIT_14375 if 00F5: player $PLAYER_CHAR 0 -330.1 -578.9 34.5 radius 2.0 2.0 3.0 else_jump @SHIT_14375 00BA: text_styled 'STARI' 3000 ms 2 // Starfish Island gosub @SHIT_15897 if $992 == 0 // integer values else_jump @SHIT_14361 gosub @SHIT_16342 $991 = 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 Camera.SetAtPos(-343.3, -572.8, 36.0) 0055: put_player $PLAYER_CHAR at -341.738 -573.984 35.305 0171: set_player $PLAYER_CHAR z_angle_to 90.0 jump @SHIT_14368 :SHIT_14361 jump @SHIT_112 :SHIT_14368 gosub @SHIT_16148 :SHIT_14375 if $1095 == 1 // integer values else_jump @SHIT_15051 if $991 == 0 // integer values else_jump @SHIT_14800 if Player.InRemoteMode($PLAYER_CHAR) else_jump @SHIT_14508 $1004 = Player.RC_car($PLAYER_CHAR) if not Car.Wrecked($1004) else_jump @SHIT_14501 if 01AF: car $1004 0 -354.0 -580.6 11.0 radius 1.5 1.5 3.0 else_jump @SHIT_14501 0409: blow_up_rc_buggy :SHIT_14501 jump @SHIT_14800 :SHIT_14508 if 00F5: player $PLAYER_CHAR 0 -354.0 -580.6 11.0 radius 1.5 1.5 3.0 else_jump @SHIT_14800 if and 00E0: player $PLAYER_CHAR driving 847E: not player $PLAYER_CHAR driving_a_motorbike 80DE: not player $PLAYER_CHAR driving_vehicle_type #CADDY else_jump @SHIT_14592 jump @SHIT_112 :SHIT_14592 if $PASSED_ASS1_RUB_OUT == 0 // integer values else_jump @SHIT_14632 00BA: text_styled 'TMANS' 3000 ms 2 // Vercetti Estate jump @SHIT_14647 :SHIT_14632 00BA: text_styled 'TMANS' 3000 ms 2 // Vercetti Estate :SHIT_14647 gosub @SHIT_15897 if $992 == 0 // integer values else_jump @SHIT_14786 select_interior 2 $991 = 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 Camera.SetAtPos(-338.5, -578.8, 10.6) 0055: put_player $PLAYER_CHAR at -338.5 -578.8 10.6 $1104 = 270.0 // floating-point values gosub @SHIT_25377 04F9: interiour_colors 8 0 jump @SHIT_14793 :SHIT_14786 jump @SHIT_112 :SHIT_14793 gosub @SHIT_16148 :SHIT_14800 if $991 == 1 // integer values else_jump @SHIT_15051 if 00F5: player $PLAYER_CHAR 0 -346.3 -578.8 10.6 radius 1.5 1.5 3.0 else_jump @SHIT_15051 00BA: text_styled 'STARI' 3000 ms 2 // Starfish Island gosub @SHIT_15897 if $992 == 0 // integer values else_jump @SHIT_15037 gosub @SHIT_16342 $991 = 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 Camera.SetAtPos(-354.0, -586.0, 10.6) 0055: put_player $PLAYER_CHAR at -354.0 -586.0 10.6 $1104 = 180.0 // floating-point values gosub @SHIT_25377 jump @SHIT_15044 :SHIT_15037 jump @SHIT_112 :SHIT_15044 gosub @SHIT_16148 :SHIT_15051 jump @SHIT_15065 :SHIT_15058 gosub @SHIT_16363 :SHIT_15065 if Player.Defined($PLAYER_CHAR) else_jump @SHIT_15844 if $251 == 1 // integer values else_jump @SHIT_15837 if or 0121: player $PLAYER_CHAR in_zone 'HAVANA' // Little Havana $1084 == 1 // integer values else_jump @SHIT_15837 if $1095 == 2 // integer values else_jump @SHIT_15837 if Player.InRemoteMode($PLAYER_CHAR) else_jump @SHIT_15245 $1004 = Player.RC_car($PLAYER_CHAR) if not Car.Wrecked($1004) else_jump @SHIT_15238 if 01AF: car $1004 0 -896.5 -341.0 13.4 radius 1.5 1.5 3.0 else_jump @SHIT_15238 0409: blow_up_rc_buggy :SHIT_15238 jump @SHIT_15581 :SHIT_15245 if 00F5: player $PLAYER_CHAR 0 -896.5 -341.0 13.4 radius 1.4 1.4 3.0 else_jump @SHIT_15581 if and 00E0: player $PLAYER_CHAR driving 847E: not player $PLAYER_CHAR driving_a_motorbike 80DE: not player $PLAYER_CHAR driving_vehicle_type #CADDY else_jump @SHIT_15329 jump @SHIT_112 :SHIT_15329 00BA: text_styled 'BANKINT' 3000 ms 2 // El Banco Corrupto Grande gosub @SHIT_15897 if Player.Defined($PLAYER_CHAR) else_jump @SHIT_15424 if or 047E: player $PLAYER_CHAR driving_a_motorbike 00DE: player $PLAYER_CHAR driving_vehicle_type #CADDY else_jump @SHIT_15424 03C1: $1004 = player $PLAYER_CHAR car 012A: put_player $PLAYER_CHAR at -903.0 -341.0 12.5 and_remove_from_car Car.Destroy($1004) :SHIT_15424 if $992 == 0 // integer values else_jump @SHIT_15567 select_interior 3 03AD: set_rubbish 0 if $ONMISSION == 0 // integer values else_jump @SHIT_15500 022A: remove_forbidden_for_peds_cube -918.5 -355.0 5.0 -898.0 -328.0 16.0 :SHIT_15500 Camera.SetAtPos(-903.0, -341.0, 13.4) 0055: put_player $PLAYER_CHAR at -903.0 -341.0 12.5 $985 = 1 // integer values 0171: set_player $PLAYER_CHAR z_angle_to 90.0 04F9: interiour_colors 4 0 jump @SHIT_15574 :SHIT_15567 jump @SHIT_112 :SHIT_15574 gosub @SHIT_16148 :SHIT_15581 if 00F5: player $PLAYER_CHAR 0 -900.0 -340.9 13.4 radius 1.5 1.5 3.0 else_jump @SHIT_15837 if and 00E0: player $PLAYER_CHAR driving 847E: not player $PLAYER_CHAR driving_a_motorbike else_jump @SHIT_15657 jump @SHIT_112 :SHIT_15657 00BA: text_styled 'HAVANA' 3000 ms 2 // Little Havana gosub @SHIT_15897 if $992 == 0 // integer values else_jump @SHIT_15823 gosub @SHIT_16342 022B: create_forbidden_for_peds_cube -956.0 -355.0 5.0 -898.0 -328.0 25.0 0395: clear_area 0 at -893.0 -341.0 range 13.5 1.0 Camera.SetAtPos(-893.0, -341.0, 13.5) 0055: put_player $PLAYER_CHAR at -893.0 -341.0 12.0 $985 = 0 // integer values 0171: set_player $PLAYER_CHAR z_angle_to 270.0 03C8: rotate_player-180-degrees jump @SHIT_15830 :SHIT_15823 jump @SHIT_112 :SHIT_15830 gosub @SHIT_16148 :SHIT_15837 jump @SHIT_15851 :SHIT_15844 gosub @SHIT_16363 :SHIT_15851 gosub @SHIT_16696 gosub @SHIT_21690 if $1095 > 1 // integer values else_jump @SHIT_15890 $1095 = 0 // integer values :SHIT_15890 jump @SHIT_112 :SHIT_15897 if Player.Defined($PLAYER_CHAR) else_jump @SHIT_16146 Player.CanMove($PLAYER_CHAR) = False 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 0169: set_fade_color 0 0 1 if and $995 == 0 // integer values $993 == 0 // integer values $994 == 0 // integer values else_jump @SHIT_15981 fade 0 500 jump @SHIT_16028 :SHIT_15981 if $986 == 1 // integer values else_jump @SHIT_16021 0169: set_fade_color 0 0 0 fade 0 1500 jump @SHIT_16028 :SHIT_16021 fade 0 500 :SHIT_16028 if fading else_jump @SHIT_16139 wait 0 if not Player.Defined($PLAYER_CHAR) else_jump @SHIT_16075 $992 = 1 // integer values jump @SHIT_16082 :SHIT_16075 $992 = 0 // integer values :SHIT_16082 if $1002 == 1 // integer values else_jump @SHIT_16107 gosub @SHIT_16696 :SHIT_16107 if $986 == 1 // integer values else_jump @SHIT_16132 gosub @SHIT_21690 :SHIT_16132 jump @SHIT_16028 :SHIT_16139 01EB: set_traffic_density_multiplier_to 0.0 :SHIT_16146 return :SHIT_16148 0169: set_fade_color 0 0 1 if and $995 == 0 // integer values $993 == 0 // integer values $994 == 0 // integer values else_jump @SHIT_16202 fade 1 500 jump @SHIT_16249 :SHIT_16202 if $986 == 1 // integer values else_jump @SHIT_16242 0169: set_fade_color 0 0 0 fade 1 1500 jump @SHIT_16249 :SHIT_16242 fade 1 500 :SHIT_16249 if fading else_jump @SHIT_16310 wait 0 if not Player.Defined($PLAYER_CHAR) else_jump @SHIT_16296 $992 = 1 // integer values jump @SHIT_16303 :SHIT_16296 $992 = 0 // integer values :SHIT_16303 jump @SHIT_16249 :SHIT_16310 if Player.Defined($PLAYER_CHAR) else_jump @SHIT_16340 Player.CanMove($PLAYER_CHAR) = True 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 :SHIT_16340 return :SHIT_16342 04FA: reset_interior_colors 0 01EB: set_traffic_density_multiplier_to 1.0 03AD: set_rubbish 1 select_interior 0 return :SHIT_16363 if $1094 == 0 // integer values else_jump @SHIT_16694 03AD: set_rubbish 1 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 14 0 0 0 0 0 0 0 0 0 20 015C: set_zone_gang_info 'STREET2' 0 16 0 0 0 0 0 0 0 0 0 10 $989 = 0 // integer values $986 = 0 // integer values $1002 = 0 // integer values $1003 = 0 // integer values $1088 = 0 // integer values $987 = 0 // integer values $988 = 0 // integer values $990 = 0 // integer values $991 = 0 // integer values 01EB: set_traffic_density_multiplier_to 1.0 $1094 = 1 // integer values :SHIT_16694 return :SHIT_16696 if $1002 == 1 // integer values else_jump @SHIT_17956 if $1014 == 1 // integer values else_jump @SHIT_16904 gosub @SHIT_18199 if and Player.Defined($PLAYER_CHAR) Player.Money($PLAYER_CHAR) > 5 $ONMISSION == 0 // integer values else_jump @SHIT_16819 if and 00E4: player $PLAYER_CHAR 1 69.3 -1455.9 radius 1.0 1.0 Player.Controllable($PLAYER_CHAR) else_jump @SHIT_16819 gosub @SHIT_19465 :SHIT_16819 if and Player.Defined($PLAYER_CHAR) $1096 == 1 // integer values $ONMISSION == 0 // integer values else_jump @SHIT_16904 if and 00E4: player $PLAYER_CHAR 1 70.0 -1443.64 radius 1.0 1.0 Player.Controllable($PLAYER_CHAR) else_jump @SHIT_16904 Player.MakeSafe($PLAYER_CHAR) gosub @SHIT_21094 :SHIT_16904 if $1014 == 0 // integer values else_jump @SHIT_17949 $1015 = 24 // integer values $1016 = 24 // integer values $1017 = 25 // integer values $1018 = 29 // integer values $1019 = 19 // integer values Model.Load(#WFYG1) Model.Load(#WFYBE) Model.Load(#BFYPR) Model.Load(#WFOBE) :SHIT_16973 if or not Model.Available(#WFYG1) not Model.Available(#WFYBE) not Model.Available(#BFYPR) not Model.Available(#WFOBE) else_jump @SHIT_17027 Model.Load(#WFYG1) Model.Load(#WFYBE) Model.Load(#BFYPR) Model.Load(#WFOBE) wait 0 jump @SHIT_16973 :SHIT_17027 Model.Load(#BFYRI) Model.Load(#HFYMD) Model.Load(#WMOCA) Model.Load(#BKA) :SHIT_17043 if or not Model.Available(#BFYRI) not Model.Available(#HFYMD) not Model.Available(#WMOCA) not Model.Available(#BKA) else_jump @SHIT_17097 Model.Load(#BFYRI) Model.Load(#HFYMD) Model.Load(#WMOCA) Model.Load(#BKA) wait 0 jump @SHIT_17043 :SHIT_17097 Model.Load(#BKB) Model.Load(#WMOST) Model.Load(#WMOBE) Model.Load(#BMYBB) :SHIT_17113 if or not Model.Available(#BKB) not Model.Available(#WMOST) not Model.Available(#WMOBE) not Model.Available(#BMYBB) else_jump @SHIT_17167 Model.Load(#BKB) Model.Load(#WMOST) Model.Load(#WMOBE) Model.Load(#BMYBB) wait 0 jump @SHIT_17113 :SHIT_17167 Model.Load(#HMOST) Model.Load(#WMYBU) :SHIT_17175 if or not Model.Available(#HMOST) not Model.Available(#WMYBU) else_jump @SHIT_17213 Model.Load(#HMOST) Model.Load(#WMYBU) wait 0 jump @SHIT_17175 :SHIT_17213 04ED: load_animation 'RIOT' 04ED: load_animation 'STRIP' :SHIT_17233 if or 84EE: not animation 'RIOT' loaded 84EE: not animation 'STRIP' loaded else_jump @SHIT_17295 04ED: load_animation 'RIOT' 04ED: load_animation 'STRIP' wait 0 jump @SHIT_17233 :SHIT_17295 $1029 = Actor.Create(CivMale, #HMOST, 89.8, -1456.2, 9.4) Actor.Angle($1029) = 287.0 01ED: reset_actor $1029 flags $1030 = Actor.Create(CivMale, #WMYBU, 89.15, -1461.3, 9.6) Actor.Angle($1030) = 48.7 01ED: reset_actor $1030 flags $1042 = Actor.Create(CivFemale, #BFYPR, 79.67, -1461.34, 10.6) Actor.Angle($1042) = 168.0 01ED: reset_actor $1042 flags 0372: set_actor $1042 anim 32 wait_state_time 999999 ms $1025 = Actor.Create(CivMale, #WMOST, 79.5, -1463.1, 9.6) Actor.Angle($1025) = 5.0 01ED: reset_actor $1025 flags 0372: set_actor $1025 anim 29 wait_state_time 999999 ms $1020 = Actor.Create(CivMale, #WMOCA, 87.3, -1462.85, 9.6) Actor.Angle($1020) = 117.0 01ED: reset_actor $1020 flags $1043 = Actor.Create(CivFemale, #WFYBE, 86.06, -1463.6, 10.4) Actor.Angle($1043) = 295.0 01ED: reset_actor $1043 flags 0372: set_actor $1043 anim 32 wait_state_time 999999 ms $1021 = Actor.Create(CivMale, #BKB, 79.0, -1466.31, 9.6) Actor.Angle($1021) = 58.0 01ED: reset_actor $1021 flags $1022 = Actor.Create(CivMale, #BKA, 77.46, -1466.06, 9.6) Actor.Angle($1022) = 265.0 01ED: reset_actor $1022 flags $1045 = Actor.Create(CivFemale, #WFOBE, 78.07, -1465.7, 10.4) Actor.Angle($1045) = 168.0 01ED: reset_actor $1045 flags 0372: set_actor $1045 anim 32 wait_state_time 999999 ms $1023 = Actor.Create(CivMale, #BMYBB, 81.35, -1459.9, 9.6) Actor.Angle($1023) = 5.0 01ED: reset_actor $1023 flags 0372: set_actor $1023 anim 29 wait_state_time 999999 ms $1024 = Actor.Create(CivMale, #WMOBE, 83.4, -1458.9, 9.6) Actor.Angle($1024) = 60.0 01ED: reset_actor $1024 flags 0372: set_actor $1024 anim 29 wait_state_time 999999 ms $1041 = Actor.Create(CivFemale, #WFYG1, 81.45, -1457.44, 10.6) Actor.Angle($1041) = 210.0 01ED: reset_actor $1041 flags 0372: set_actor $1041 anim 32 wait_state_time 999999 ms $1026 = Actor.Create(CivFemale, #BFYRI, 88.6, -1450.0, 9.6) Actor.Angle($1026) = 325.0 01ED: reset_actor $1026 flags 009F: set_actor $1026 objective_to-1 $1027 = Actor.Create(CivFemale, #HFYMD, 91.44, -1455.3, 9.6) Actor.Angle($1027) = 128.0 01ED: reset_actor $1027 flags 009F: set_actor $1027 objective_to-1 gosub @SHIT_18199 $1014 = 1 // integer values :SHIT_17949 jump @SHIT_18197 :SHIT_17956 if $1014 > 0 // integer values else_jump @SHIT_18197 :SHIT_17974 if not Player.Defined($PLAYER_CHAR) else_jump @SHIT_18001 wait 0 jump @SHIT_17974 :SHIT_18001 Actor.DestroyInstantly($1041) Actor.DestroyInstantly($1042) Actor.DestroyInstantly($1043) Actor.DestroyInstantly($1045) Actor.DestroyInstantly($1020) Actor.DestroyInstantly($1021) Actor.DestroyInstantly($1022) Actor.DestroyInstantly($1023) Actor.DestroyInstantly($1024) Actor.DestroyInstantly($1025) Actor.DestroyInstantly($1026) Actor.DestroyInstantly($1027) Actor.DestroyInstantly($1029) Actor.DestroyInstantly($1030) Model.Destroy(#WFYG1) Model.Destroy(#WFYBE) Model.Destroy(#BFYPR) Model.Destroy(#WFOBE) Model.Destroy(#BFYRI) Model.Destroy(#HFYMD) Model.Destroy(#WMOCA) Model.Destroy(#BKA) Model.Destroy(#BKB) Model.Destroy(#WMOST) Model.Destroy(#WMOBE) Model.Destroy(#BMYBB) Model.Destroy(#HMOST) Model.Destroy(#WMYBU) Model.Destroy(#MACHETE) Model.Destroy(#KNIFECUR) 0296: unload_special_actor 19 0296: unload_special_actor 18 0296: unload_special_actor 17 04EF: release_animation 'RIOT' 04EF: release_animation 'STRIP' $1034 = 0 // integer values $1033 = 0 // integer values $1028 = 0 // integer values $1014 = 0 // integer values :SHIT_18197 return :SHIT_18199 if Player.Defined($PLAYER_CHAR) else_jump @SHIT_18727 if and not Actor.Dead($1029) not Actor.Dead($1030) else_jump @SHIT_18275 if or 8184: not actor $1029 health >= 95 8184: not actor $1030 health >= 95 else_jump @SHIT_18268 gosub @SHIT_18734 :SHIT_18268 jump @SHIT_18282 :SHIT_18275 gosub @SHIT_18734 :SHIT_18282 if and not Actor.Dead($1042) not Actor.Dead($1025) else_jump @SHIT_18342 if or 8184: not actor $1042 health >= 95 8184: not actor $1025 health >= 95 else_jump @SHIT_18335 gosub @SHIT_18895 :SHIT_18335 jump @SHIT_18349 :SHIT_18342 gosub @SHIT_18895 :SHIT_18349 if and not Actor.Dead($1020) not Actor.Dead($1043) else_jump @SHIT_18429 if and 0184: actor $1020 health >= 95 0184: actor $1043 health >= 95 else_jump @SHIT_18415 0372: set_actor $1020 anim $1016 wait_state_time 999999 ms jump @SHIT_18422 :SHIT_18415 gosub @SHIT_19068 :SHIT_18422 jump @SHIT_18436 :SHIT_18429 gosub @SHIT_19068 :SHIT_18436 if and not Actor.Dead($1021) not Actor.Dead($1022) not Actor.Dead($1045) else_jump @SHIT_18541 if and 0184: actor $1021 health >= 95 0184: actor $1022 health >= 95 0184: actor $1045 health >= 95 else_jump @SHIT_18527 0372: set_actor $1021 anim $1016 wait_state_time 999999 ms 0372: set_actor $1022 anim $1016 wait_state_time 999999 ms jump @SHIT_18534 :SHIT_18527 gosub @SHIT_19161 :SHIT_18534 jump @SHIT_18548 :SHIT_18541 gosub @SHIT_19161 :SHIT_18548 if and not Actor.Dead($1023) not Actor.Dead($1024) not Actor.Dead($1041) else_jump @SHIT_18620 if or 8184: not actor $1023 health >= 95 8184: not actor $1024 health >= 95 8184: not actor $1041 health >= 95 else_jump @SHIT_18613 gosub @SHIT_19107 :SHIT_18613 jump @SHIT_18627 :SHIT_18620 gosub @SHIT_19107 :SHIT_18627 if and not Actor.Dead($1026) not Actor.Dead($1027) else_jump @SHIT_18720 if and 0184: actor $1026 health >= 95 0184: actor $1027 health >= 95 else_jump @SHIT_18706 0372: set_actor $1026 anim $1017 wait_state_time 999999 ms 0372: set_actor $1027 anim $1019 wait_state_time 999999 ms jump @SHIT_18713 :SHIT_18706 gosub @SHIT_19215 :SHIT_18713 jump @SHIT_18727 :SHIT_18720 gosub @SHIT_19215 :SHIT_18727 01BD: $1085 = current_time_in_ms return :SHIT_18734 if $1034 == 0 // integer values else_jump @SHIT_18796 Model.Load(#BAT) :SHIT_18757 if not Model.Available(#BAT) else_jump @SHIT_18789 Model.Load(#BAT) wait 0 jump @SHIT_18757 :SHIT_18789 $1034 = 1 // integer values :SHIT_18796 0084: $1035 = $1029 // integer values and handles if 859A: not false else_jump @SHIT_18824 gosub @SHIT_18868 :SHIT_18824 gosub @SHIT_19367 0084: $1035 = $1030 // integer values and handles if 859A: not false else_jump @SHIT_18859 gosub @SHIT_18868 :SHIT_18859 gosub @SHIT_19367 return :SHIT_18868 if not Actor.Dead($1035) else_jump @SHIT_18893 01B2: give_actor $1035 weapon 6 ammo 0 // Load the weapon model before using this :SHIT_18893 return :SHIT_18895 if not Actor.Dead($1025) else_jump @SHIT_18916 022F: set_actor $1025 stop_looking :SHIT_18916 0084: $1036 = $1025 // integer values and handles gosub @SHIT_19418 if $1072 == 0 // integer values else_jump @SHIT_19059 if 859A: not false else_jump @SHIT_18999 Model.Load(#KNIFECUR) :SHIT_18967 if not Model.Available(#KNIFECUR) else_jump @SHIT_18999 Model.Load(#KNIFECUR) wait 0 jump @SHIT_18967 :SHIT_18999 if not Actor.Dead($1042) else_jump @SHIT_19052 if 859A: not false else_jump @SHIT_19037 01B2: give_actor $1042 weapon 5 ammo 0 // Load the weapon model before using this :SHIT_19037 0084: $1035 = $1042 // integer values and handles gosub @SHIT_19367 :SHIT_19052 $1072 = 1 // integer values :SHIT_19059 gosub @SHIT_18734 return :SHIT_19068 0084: $1036 = $1020 // integer values and handles gosub @SHIT_19418 0084: $1035 = $1043 // integer values and handles gosub @SHIT_19367 gosub @SHIT_18734 return :SHIT_19107 0084: $1035 = $1023 // integer values and handles gosub @SHIT_19367 0084: $1035 = $1024 // integer values and handles gosub @SHIT_19367 0084: $1036 = $1041 // integer values and handles gosub @SHIT_19418 gosub @SHIT_18734 return :SHIT_19161 0084: $1035 = $1021 // integer values and handles gosub @SHIT_19367 0084: $1035 = $1022 // integer values and handles gosub @SHIT_19367 0084: $1036 = $1045 // integer values and handles gosub @SHIT_19418 gosub @SHIT_18734 return :SHIT_19215 if $1028 == 0 // integer values else_jump @SHIT_19343 if 859A: not false else_jump @SHIT_19283 Model.Load(#MACHETE) :SHIT_19251 if not Model.Available(#MACHETE) else_jump @SHIT_19283 Model.Load(#MACHETE) wait 0 jump @SHIT_19251 :SHIT_19283 if not Actor.Dead($1026) else_jump @SHIT_19336 if 859A: not false else_jump @SHIT_19321 01B2: give_actor $1026 weapon 9 ammo 0 // Load the weapon model before using this :SHIT_19321 0084: $1035 = $1026 // integer values and handles gosub @SHIT_19367 :SHIT_19336 $1028 = 1 // integer values :SHIT_19343 0084: $1035 = $1027 // integer values and handles gosub @SHIT_19367 gosub @SHIT_18734 return :SHIT_19367 if not Actor.Dead($1035) else_jump @SHIT_19416 0372: set_actor $1035 anim 0 wait_state_time 0 ms if Player.Defined($PLAYER_CHAR) else_jump @SHIT_19416 01CA: actor $1035 kill_player $PLAYER_CHAR :SHIT_19416 return :SHIT_19418 if not Actor.Dead($1036) else_jump @SHIT_19463 0372: set_actor $1036 anim 0 wait_state_time 0 ms 0239: actor $1036 run_to 65.8 -1444.0 Actor.RemoveReferences($1036) :SHIT_19463 return :SHIT_19465 if Player.Defined($PLAYER_CHAR) else_jump @SHIT_21092 $ONMISSION = 1 // integer values Player.CanMove($PLAYER_CHAR) = False 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 041D: set_camera_near_clip 0.1 0169: set_fade_color 0 0 1 fade 0 500 :SHIT_19524 if fading else_jump @SHIT_19566 wait 0 if not Player.Defined($PLAYER_CHAR) else_jump @SHIT_19559 return :SHIT_19559 jump @SHIT_19524 :SHIT_19566 if 100 > $1086 // integer values else_jump @SHIT_19658 023C: load_special_actor 19 'STRIPC' :SHIT_19596 if 823D: not special_actor 19 loaded else_jump @SHIT_19634 023C: load_special_actor 19 'STRIPC' wait 0 jump @SHIT_19596 :SHIT_19634 $1044 = Actor.Create(CivMale, #SPECIAL19, 66.6, -1455.46, 9.56) :SHIT_19658 if and $1086 > 99 // integer values 200 > $1086 // integer values else_jump @SHIT_19758 023C: load_special_actor 19 'STRIPA' :SHIT_19696 if 823D: not special_actor 19 loaded else_jump @SHIT_19734 023C: load_special_actor 19 'STRIPA' wait 0 jump @SHIT_19696 :SHIT_19734 $1044 = Actor.Create(CivMale, #SPECIAL19, 66.6, -1455.46, 9.56) :SHIT_19758 if $1086 > 199 // integer values else_jump @SHIT_19851 023C: load_special_actor 19 'STRIPB' :SHIT_19789 if 823D: not special_actor 19 loaded else_jump @SHIT_19827 023C: load_special_actor 19 'STRIPB' wait 0 jump @SHIT_19789 :SHIT_19827 $1044 = Actor.Create(CivMale, #SPECIAL19, 66.6, -1455.46, 9.56) :SHIT_19851 Actor.Angle($1044) = 33.0 01ED: reset_actor $1044 flags 0372: set_actor $1044 anim 32 wait_state_time 999999 ms if not Actor.Dead($PLAYER_ACTOR) else_jump @SHIT_19937 Actor.PutAt($PLAYER_ACTOR, 65.5, -1453.7, 9.6) 0372: set_actor $PLAYER_ACTOR anim $1016 wait_state_time 999999 ms Actor.Angle($PLAYER_ACTOR) = 210.0 :SHIT_19937 $1087 = 0 // integer values Camera.SetPosition(68.45, -1456.37, 12.0, 0.0, 0.0, 0.0) Camera.PointAt(66.0, -1454.5, 10.5, 2) fade 1 500 :SHIT_20002 if fading else_jump @SHIT_20044 wait 0 if not Player.Defined($PLAYER_CHAR) else_jump @SHIT_20037 return :SHIT_20037 jump @SHIT_20002 :SHIT_20044 03E5: text_box 'EXIT_1' // Press the ~h~~k~~PED_SPRINT~ ~w~button to exit. 16@ = 5000 // integer values :SHIT_20062 if Player.Money($PLAYER_CHAR) > 5 else_jump @SHIT_20570 wait 0 if not Player.Defined($PLAYER_CHAR) else_jump @SHIT_20109 return jump @SHIT_20122 :SHIT_20109 0372: set_actor $PLAYER_ACTOR anim $1016 wait_state_time 999999 ms :SHIT_20122 if 16@ > 5000 // integer values else_jump @SHIT_20539 Player.Money($PLAYER_CHAR) += -5 16@ = 0 // integer values $1086 += 5 // integer values $1087 += 1 // integer values if $1087 == 6 // integer values else_jump @SHIT_20194 $1087 = 0 // integer values :SHIT_20194 if $1087 == 1 // integer values else_jump @SHIT_20263 Camera.SetPosition(68.45, -1456.37, 12.0, 0.0, 0.0, 0.0) Camera.PointAt(66.0, -1454.5, 10.5, 2) :SHIT_20263 if $1087 == 2 // integer values else_jump @SHIT_20332 Camera.SetPosition(65.21, -1454.1, 9.56, 0.0, 0.0, 0.0) Camera.PointAt(67.36, -1456.33, 11.58, 2) :SHIT_20332 if $1087 == 3 // integer values else_jump @SHIT_20401 Camera.SetPosition(68.0, -1455.6, 10.0, 0.0, 0.0, 0.0) Camera.PointAt(64.9, -1454.5, 10.89, 2) :SHIT_20401 if $1087 == 4 // integer values else_jump @SHIT_20470 Camera.SetPosition(67.47, -1456.14, 10.0, 0.0, 0.0, 0.0) Camera.PointAt(65.4, -1454.25, 11.37, 2) :SHIT_20470 if $1087 == 5 // integer values else_jump @SHIT_20539 Camera.SetPosition(65.93, -1454.6, 11.65, 0.0, 0.0, 0.0) Camera.PointAt(68.42, -1458.24, 8.36, 2) :SHIT_20539 if 00E1: key_pressed 0 16 else_jump @SHIT_20563 jump @SHIT_20592 :SHIT_20563 jump @SHIT_20062 :SHIT_20570 00BC: text_highpriority 'STRIP_1' 5000 ms 1 // ~r~Not enough cash, you cheap sleazebag. jump @SHIT_20638 :SHIT_20592 if 00E1: key_pressed 0 16 else_jump @SHIT_20638 wait 0 if not Player.Defined($PLAYER_CHAR) else_jump @SHIT_20631 return :SHIT_20631 jump @SHIT_20592 :SHIT_20638 fade 0 500 :SHIT_20645 if fading else_jump @SHIT_20687 wait 0 if not Player.Defined($PLAYER_CHAR) else_jump @SHIT_20680 return :SHIT_20680 jump @SHIT_20645 :SHIT_20687 Actor.DestroyInstantly($1044) 0296: unload_special_actor 19 03E6: remove_text_box if and $1086 > 299 // integer values $1096 == 0 // integer values else_jump @SHIT_20945 gosub @SHIT_16342 fade 1 1000 :SHIT_20738 if fading else_jump @SHIT_20762 wait 0 jump @SHIT_20738 :SHIT_20762 16@ = 0 // integer values :SHIT_20769 if 2000 > 16@ // integer values else_jump @SHIT_20799 wait 0 jump @SHIT_20769 :SHIT_20799 Camera.PointAt(93.3, -1472.14, $572, 1) 0394: play_music 1 16@ = 0 // integer values :SHIT_20827 if 5000 > 16@ // integer values else_jump @SHIT_20857 wait 0 jump @SHIT_20827 :SHIT_20857 fade 0 500 :SHIT_20864 if fading else_jump @SHIT_20888 wait 0 jump @SHIT_20864 :SHIT_20888 Camera.SetAtPos(72.0, -1454.7, 9.45) Object.Destroy($1790) select_interior 5 04F9: interiour_colors 2 0 01EB: set_traffic_density_multiplier_to 0.1 03AD: set_rubbish 0 $1096 = 1 // integer values $1175 += 1 // integer values :SHIT_20945 if Player.Defined($PLAYER_CHAR) else_jump @SHIT_21000 0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 0 ms 0055: put_player $PLAYER_CHAR at 72.0 -1454.7 9.45 0171: set_player $PLAYER_CHAR z_angle_to 208.0 :SHIT_21000 00BE: text_clear_all Camera.Restore_WithJumpCut Camera.SetBehindPlayer fade 1 500 :SHIT_21013 if fading else_jump @SHIT_21055 wait 0 if not Player.Defined($PLAYER_CHAR) else_jump @SHIT_21048 return :SHIT_21048 jump @SHIT_21013 :SHIT_21055 if Player.Defined($PLAYER_CHAR) else_jump @SHIT_21092 Player.CanMove($PLAYER_CHAR) = True 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 $ONMISSION = 0 // integer values :SHIT_21092 return :SHIT_21094 $ONMISSION = 1 // integer values 02A3: toggle_widescreen 1 Player.CanMove($PLAYER_CHAR) = False 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 041D: set_camera_near_clip 0.1 0169: set_fade_color 0 0 1 fade 0 500 :SHIT_21141 if fading else_jump @SHIT_21183 wait 0 if not Player.Defined($PLAYER_CHAR) else_jump @SHIT_21176 return :SHIT_21176 jump @SHIT_21141 :SHIT_21183 03AF: set_streaming 0 023C: load_special_actor 1 'CSPLAY' if $1098 == 0 // integer values else_jump @SHIT_21229 023C: load_special_actor 19 'STRIPA' :SHIT_21229 if $1098 == 1 // integer values else_jump @SHIT_21259 023C: load_special_actor 19 'STRIPA' :SHIT_21259 if $1098 == 2 // integer values else_jump @SHIT_21289 023C: load_special_actor 19 'STRIPA' :SHIT_21289 038B: load_requested_models :SHIT_21291 if or 823D: not special_actor 1 loaded 823D: not special_actor 19 loaded else_jump @SHIT_21345 023C: load_special_actor 1 'CSPLAY' 023C: load_special_actor 19 'STRIPA' wait 0 jump @SHIT_21291 :SHIT_21345 02E4: load_cutscene_data 'STRIPA' 0244: set_cutscene_pos 69.5133 -1444.698 9.5255 02E5: $125 = create_cutscene_object #SPECIAL01 02E6: set_cutscene_anim $125 'CSPLAY' 02E5: $1097 = create_cutscene_object #SPECIAL19 02E6: set_cutscene_anim $1097 'STRIPA' if Player.Defined($PLAYER_CHAR) else_jump @SHIT_21458 0055: put_player $PLAYER_CHAR at 66.5 -1445.5 9.6 0171: set_player $PLAYER_CHAR z_angle_to 220.0 :SHIT_21458 fade 1 1500 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :SHIT_21480 if 25000 > $CUT_SCENE_TIME // integer values else_jump @SHIT_21515 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @SHIT_21480 :SHIT_21515 fade 0 1500 :SHIT_21522 if fading else_jump @SHIT_21546 wait 0 jump @SHIT_21522 :SHIT_21546 if 82E9: not cutscene_reached_end else_jump @SHIT_21570 wait 0 jump @SHIT_21546 :SHIT_21570 02EA: end_cutscene 02A3: toggle_widescreen 0 Camera.Restore_WithJumpCut 03C8: rotate_player-180-degrees 0296: unload_special_actor 1 0296: unload_special_actor 19 fade 1 1500 $1098 += 1 // integer values if $1098 > 2 // integer values else_jump @SHIT_21627 $1098 = 0 // integer values :SHIT_21627 if fading else_jump @SHIT_21651 wait 0 jump @SHIT_21627 :SHIT_21651 if Player.Defined($PLAYER_CHAR) else_jump @SHIT_21688 Player.CanMove($PLAYER_CHAR) = True 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 $ONMISSION = 0 // integer values :SHIT_21688 return :SHIT_21690 if $986 == 1 // integer values else_jump @SHIT_24642 if $1089 == 0 // integer values else_jump @SHIT_24131 $1015 = 24 // integer values $1016 = 24 // integer values $1017 = 25 // integer values $1018 = 29 // integer values $1019 = 19 // integer values Model.Load(#WFYG1) Model.Load(#HFYRI) Model.Load(#BFYRI) :SHIT_21773 if or not Model.Available(#WFYG1) not Model.Available(#HFYRI) not Model.Available(#BFYRI) else_jump @SHIT_21819 Model.Load(#WFYG1) Model.Load(#HFYRI) Model.Load(#BFYRI) wait 0 jump @SHIT_21773 :SHIT_21819 Model.Load(#CBA) Model.Load(#BMYRI) Model.Load(#BMYBB) :SHIT_21831 if or not Model.Available(#CBA) not Model.Available(#BMYRI) not Model.Available(#BMYBB) else_jump @SHIT_21877 Model.Load(#CBA) Model.Load(#BMYRI) Model.Load(#BMYBB) wait 0 jump @SHIT_21831 :SHIT_21877 Model.Load(#FIREMAN) Model.Load(#WMYCW) Model.Load(#ARMY) Model.Load(#BKA) :SHIT_21893 if or not Model.Available(#FIREMAN) not Model.Available(#WMYCW) not Model.Available(#ARMY) not Model.Available(#BKA) else_jump @SHIT_21947 Model.Load(#FIREMAN) Model.Load(#WMYCW) Model.Load(#ARMY) Model.Load(#BKA) wait 0 jump @SHIT_21893 :SHIT_21947 023C: load_special_actor 19 'BGA' :SHIT_21959 if 823D: not special_actor 19 loaded else_jump @SHIT_21997 023C: load_special_actor 19 'BGA' wait 0 jump @SHIT_21959 :SHIT_21997 04ED: load_animation 'STRIP' :SHIT_22007 if 84EE: not animation 'STRIP' loaded else_jump @SHIT_22049 04ED: load_animation 'STRIP' wait 0 jump @SHIT_22007 :SHIT_22049 Model.Load(#BRASSKNUCKLE) :SHIT_22054 if not Model.Available(#BRASSKNUCKLE) else_jump @SHIT_22086 Model.Load(#BRASSKNUCKLE) wait 0 jump @SHIT_22054 :SHIT_22086 if 26 > $1090 // integer values else_jump @SHIT_23397 wait 0 gosub @SHIT_25043 if $1090 == 1 // integer values else_jump @SHIT_22166 $1041 = Actor.Create(CivMale, #CBA, $1099, $1100, $1101) 0084: $1091 = $1041 // integer values and handles gosub @SHIT_25097 :SHIT_22166 if $1090 == 2 // integer values else_jump @SHIT_22217 $1042 = Actor.Create(CivFemale, #BFYRI, $1099, $1100, $1101) 0084: $1091 = $1042 // integer values and handles gosub @SHIT_25097 :SHIT_22217 if $1090 == 3 // integer values else_jump @SHIT_22268 $1043 = Actor.Create(CivFemale, #HFYRI, $1099, $1100, $1101) 0084: $1091 = $1043 // integer values and handles gosub @SHIT_25097 :SHIT_22268 if $1090 == 4 // integer values else_jump @SHIT_22319 $1044 = Actor.Create(CivFemale, #BFYRI, $1099, $1100, $1101) 0084: $1091 = $1044 // integer values and handles gosub @SHIT_25097 :SHIT_22319 if $1090 == 5 // integer values else_jump @SHIT_22370 $1045 = Actor.Create(CivMale, #CBA, $1099, $1100, $1101) 0084: $1091 = $1045 // integer values and handles gosub @SHIT_25097 :SHIT_22370 if $1090 == 6 // integer values else_jump @SHIT_22421 $1046 = Actor.Create(CivMale, #BMYRI, $1099, $1100, $1101) 0084: $1091 = $1046 // integer values and handles gosub @SHIT_25097 :SHIT_22421 if $1090 == 7 // integer values else_jump @SHIT_22472 $1047 = Actor.Create(CivMale, #BMYBB, $1099, $1100, $1101) 0084: $1091 = $1047 // integer values and handles gosub @SHIT_25097 :SHIT_22472 if $1090 == 8 // integer values else_jump @SHIT_22523 $1048 = Actor.Create(CivFemale, #WFYG1, $1099, $1100, $1101) 0084: $1091 = $1048 // integer values and handles gosub @SHIT_25097 :SHIT_22523 if $1090 == 9 // integer values else_jump @SHIT_22574 $1049 = Actor.Create(CivFemale, #BFYRI, $1099, $1100, $1101) 0084: $1091 = $1049 // integer values and handles gosub @SHIT_25097 :SHIT_22574 if $1090 == 10 // integer values else_jump @SHIT_22625 $1050 = Actor.Create(CivFemale, #HFYRI, $1099, $1100, $1101) 0084: $1091 = $1050 // integer values and handles gosub @SHIT_25097 :SHIT_22625 if $1090 == 11 // integer values else_jump @SHIT_22676 $1051 = Actor.Create(CivFemale, #BFYRI, $1099, $1100, $1101) 0084: $1091 = $1051 // integer values and handles gosub @SHIT_25097 :SHIT_22676 if $1090 == 12 // integer values else_jump @SHIT_22727 $1052 = Actor.Create(CivFemale, #WFYG1, $1099, $1100, $1101) 0084: $1091 = $1052 // integer values and handles gosub @SHIT_25097 :SHIT_22727 if $1090 == 13 // integer values else_jump @SHIT_22778 $1053 = Actor.Create(CivMale, #BMYRI, $1099, $1100, $1101) 0084: $1091 = $1053 // integer values and handles gosub @SHIT_25097 :SHIT_22778 if $1090 == 14 // integer values else_jump @SHIT_22829 $1054 = Actor.Create(CivMale, #BMYBB, $1099, $1100, $1101) 0084: $1091 = $1054 // integer values and handles gosub @SHIT_25097 :SHIT_22829 if $1090 == 15 // integer values else_jump @SHIT_22880 $1055 = Actor.Create(CivFemale, #HFYRI, $1099, $1100, $1101) 0084: $1091 = $1055 // integer values and handles gosub @SHIT_25097 :SHIT_22880 if $1090 == 16 // integer values else_jump @SHIT_22931 $1056 = Actor.Create(CivMale, #BMYBB, $1099, $1100, $1101) 0084: $1091 = $1056 // integer values and handles gosub @SHIT_25097 :SHIT_22931 if $1090 == 17 // integer values else_jump @SHIT_22982 $1057 = Actor.Create(CivFemale, #WFYG1, $1099, $1100, $1101) 0084: $1091 = $1057 // integer values and handles gosub @SHIT_25097 :SHIT_22982 if $1090 == 18 // integer values else_jump @SHIT_23033 $1058 = Actor.Create(CivFemale, #BFYRI, $1099, $1100, $1101) 0084: $1091 = $1058 // integer values and handles gosub @SHIT_25097 :SHIT_23033 if $1090 == 19 // integer values else_jump @SHIT_23084 $1059 = Actor.Create(CivFemale, #HFYRI, $1099, $1100, $1101) 0084: $1091 = $1059 // integer values and handles gosub @SHIT_25097 :SHIT_23084 if $1090 == 20 // integer values else_jump @SHIT_23135 $1060 = Actor.Create(CivMale, #BFYRI, $1099, $1100, $1101) 0084: $1091 = $1060 // integer values and handles gosub @SHIT_25097 :SHIT_23135 if $1090 == 21 // integer values else_jump @SHIT_23186 $1061 = Actor.Create(CivMale, #BMYRI, $1099, $1100, $1101) 0084: $1091 = $1061 // integer values and handles gosub @SHIT_25097 :SHIT_23186 if $1090 == 22 // integer values else_jump @SHIT_23237 $1062 = Actor.Create(CivFemale, #WFYG1, $1099, $1100, $1101) 0084: $1091 = $1062 // integer values and handles gosub @SHIT_25097 :SHIT_23237 if $1090 == 23 // integer values else_jump @SHIT_23288 $1063 = Actor.Create(CivFemale, #HFYRI, $1099, $1100, $1101) 0084: $1091 = $1063 // integer values and handles gosub @SHIT_25097 :SHIT_23288 if $1090 == 24 // integer values else_jump @SHIT_23339 $1064 = Actor.Create(CivFemale, #WFYG1, $1099, $1100, $1101) 0084: $1091 = $1064 // integer values and handles gosub @SHIT_25097 :SHIT_23339 if $1090 == 25 // integer values else_jump @SHIT_23390 $1065 = Actor.Create(CivFemale, #BFYRI, $1099, $1100, $1101) 0084: $1091 = $1065 // integer values and handles gosub @SHIT_25097 :SHIT_23390 jump @SHIT_22086 :SHIT_23397 $1066 = Actor.Create(CivMale, #FIREMAN, 474.0, -72.14, 9.5) Actor.Angle($1066) = 310.0 0084: $1091 = $1066 // integer values and handles gosub @SHIT_25097 $1067 = Actor.Create(CivMale, #WMYCW, 473.2, -70.9, 9.5) Actor.Angle($1067) = 310.0 0084: $1091 = $1067 // integer values and handles gosub @SHIT_25097 $1068 = Actor.Create(CivMale, #BKA, 472.4, -69.65, 9.5) Actor.Angle($1068) = 310.0 0084: $1091 = $1068 // integer values and handles gosub @SHIT_25097 $1069 = Actor.Create(CivMale, #ARMY, 471.6, -68.4, 9.5) Actor.Angle($1069) = 310.0 0084: $1091 = $1069 // integer values and handles gosub @SHIT_25097 $1070 = Actor.Create(CivMale, #COP, 470.8, -67.15, 9.5) Actor.Angle($1070) = 310.0 0084: $1091 = $1070 // integer values and handles gosub @SHIT_25097 $1029 = Actor.Create(CivMale, #SPECIAL19, 487.8, -77.3, 10.5) Actor.Angle($1029) = 55.0 0243: set_actor $1029 ped_stats_to 30 01B2: give_actor $1029 weapon 1 ammo 0 // Load the weapon model before using this $1030 = Actor.Create(CivMale, #SPECIAL19, 490.9, -74.4, 10.5) Actor.Angle($1030) = 55.0 0243: set_actor $1030 ped_stats_to 30 01B2: give_actor $1030 weapon 1 ammo 0 // Load the weapon model before using this if $1092 == 0 // integer values else_jump @SHIT_23916 $1031 = Actor.Create(CivMale, #SPECIAL19, 463.2, -58.16, 10.5) Actor.Angle($1031) = 250.0 0243: set_actor $1031 ped_stats_to 30 Actor.Health($1031) = 200 01B2: give_actor $1031 weapon 1 ammo 0 // Load the weapon model before using this $1032 = Actor.Create(CivMale, #SPECIAL19, 465.5, -51.7, 14.7) Actor.Angle($1032) = 134.0 0243: set_actor $1032 ped_stats_to 30 01B2: give_actor $1032 weapon 1 ammo 0 // Load the weapon model before using this $1026 = Actor.Create(CivFemale, #BFYRI, 465.25, -54.66, 10.5) Actor.Angle($1026) = 50.0 0243: set_actor $1026 ped_stats_to 30 jump @SHIT_24117 :SHIT_23916 $1031 = Actor.Create(CivMale, #SPECIAL19, 467.65, -60.36, 9.5) Actor.Angle($1031) = 250.0 0243: set_actor $1031 ped_stats_to 30 01B2: give_actor $1031 weapon 1 ammo 0 // Load the weapon model before using this $1032 = Actor.Create(CivMale, #SPECIAL19, 468.0, -55.6, 10.5) Actor.Angle($1032) = 60.0 0243: set_actor $1032 ped_stats_to 30 01B2: give_actor $1032 weapon 1 ammo 0 // Load the weapon model before using this 023C: load_special_actor 18 'STRIPA' :SHIT_24028 if 823D: not special_actor 18 loaded else_jump @SHIT_24066 023C: load_special_actor 18 'STRIPA' wait 0 jump @SHIT_24028 :SHIT_24066 $1026 = Actor.Create(CivFemale, #SPECIAL18, 466.6, -54.56, 10.5) Actor.Angle($1026) = 245.0 0243: set_actor $1026 ped_stats_to 30 0372: set_actor $1026 anim 25 wait_state_time 8000 ms :SHIT_24117 16@ = 0 // integer values $1089 = 1 // integer values :SHIT_24131 if $1089 == 1 // integer values else_jump @SHIT_24635 if Player.Defined($PLAYER_CHAR) else_jump @SHIT_24635 if or 02DF: player $PLAYER_CHAR aggressive Player.WantedLevel($PLAYER_CHAR) > 0 else_jump @SHIT_24213 if $1092 == 0 // integer values else_jump @SHIT_24213 gosub @SHIT_25222 :SHIT_24213 if and 16@ > 10000 // integer values $1033 == 0 // integer values else_jump @SHIT_24265 if not Actor.Dead($1026) else_jump @SHIT_24265 0372: set_actor $1026 anim 25 wait_state_time 8000 ms :SHIT_24265 if and $1092 == 0 // integer values $1033 == 0 // integer values not Actor.Dead($1026) else_jump @SHIT_24432 if 00F6: player $PLAYER_CHAR 0 462.7 -57.3 11.5 radius 1.5 1.5 2.0 else_jump @SHIT_24432 Model.Load(#BUDDYSHOT) :SHIT_24348 if not Model.Available(#BUDDYSHOT) else_jump @SHIT_24380 Model.Load(#BUDDYSHOT) wait 0 jump @SHIT_24348 :SHIT_24380 if and not Actor.Dead($1026) Player.Defined($PLAYER_CHAR) else_jump @SHIT_24418 01B2: give_actor $1026 weapon 21 ammo 20 // Load the weapon model before using this 01CA: actor $1026 kill_player $PLAYER_CHAR :SHIT_24418 gosub @SHIT_25222 $1033 = 1 // integer values :SHIT_24432 if 16@ > 10000 // integer values else_jump @SHIT_24635 $1093 = 1 // integer values 0208: $1102 = random_float 0.0 360.0 if not Actor.Dead($1066) else_jump @SHIT_24504 0084: $1091 = $1066 // integer values and handles gosub @SHIT_25097 :SHIT_24504 if not Actor.Dead($1067) else_jump @SHIT_24535 0084: $1091 = $1067 // integer values and handles gosub @SHIT_25097 :SHIT_24535 if not Actor.Dead($1068) else_jump @SHIT_24566 0084: $1091 = $1068 // integer values and handles gosub @SHIT_25097 :SHIT_24566 if not Actor.Dead($1069) else_jump @SHIT_24597 0084: $1091 = $1069 // integer values and handles gosub @SHIT_25097 :SHIT_24597 if not Actor.Dead($1070) else_jump @SHIT_24628 0084: $1091 = $1070 // integer values and handles gosub @SHIT_25097 :SHIT_24628 16@ = 0 // integer values :SHIT_24635 jump @SHIT_25041 :SHIT_24642 if $1089 > 0 // integer values else_jump @SHIT_25041 :SHIT_24660 if not Player.Defined($PLAYER_CHAR) else_jump @SHIT_24687 wait 0 jump @SHIT_24660 :SHIT_24687 Actor.DestroyInstantly($1041) Actor.DestroyInstantly($1042) Actor.DestroyInstantly($1043) Actor.DestroyInstantly($1044) Actor.DestroyInstantly($1045) Actor.DestroyInstantly($1046) Actor.DestroyInstantly($1047) Actor.DestroyInstantly($1048) Actor.DestroyInstantly($1049) Actor.DestroyInstantly($1050) Actor.DestroyInstantly($1051) Actor.DestroyInstantly($1052) Actor.DestroyInstantly($1053) Actor.DestroyInstantly($1054) Actor.DestroyInstantly($1055) Actor.DestroyInstantly($1056) Actor.DestroyInstantly($1057) Actor.DestroyInstantly($1058) Actor.DestroyInstantly($1059) Actor.DestroyInstantly($1060) Actor.DestroyInstantly($1061) Actor.DestroyInstantly($1062) Actor.DestroyInstantly($1063) Actor.DestroyInstantly($1064) Actor.DestroyInstantly($1065) Actor.DestroyInstantly($1066) Actor.DestroyInstantly($1067) Actor.DestroyInstantly($1068) Actor.DestroyInstantly($1069) Actor.DestroyInstantly($1070) Actor.DestroyInstantly($1026) Actor.DestroyInstantly($1029) Actor.DestroyInstantly($1030) Actor.DestroyInstantly($1031) Actor.DestroyInstantly($1032) Model.Destroy(#FIREMAN) Model.Destroy(#WMYCW) Model.Destroy(#ARMY) Model.Destroy(#BKA) Model.Destroy(#WFYG1) Model.Destroy(#HFYRI) Model.Destroy(#BFYRI) Model.Destroy(#CBA) Model.Destroy(#BMYRI) Model.Destroy(#BMYBB) Model.Destroy(#BRASSKNUCKLE) 0296: unload_special_actor 19 if $1092 == 0 // integer values else_jump @SHIT_24959 if $1033 == 1 // integer values else_jump @SHIT_24952 Model.Destroy(#BUDDYSHOT) :SHIT_24952 jump @SHIT_24963 :SHIT_24959 0296: unload_special_actor 18 :SHIT_24963 04EF: release_animation 'STRIP' $1089 = 0 // integer values $1090 = 0 // integer values $1099 = 0.0 // floating-point values $1100 = 0.0 // floating-point values $1103 = 0.0 // floating-point values $1102 = 0.0 // floating-point values $1033 = 0 // integer values $1093 = 0 // integer values :SHIT_25041 return :SHIT_25043 0208: $1099 = random_float 474.0 481.0 0208: $1100 = random_float -69.0 -61.0 0208: $1102 = random_float 0.0 360.0 $1090 += 1 // integer values return :SHIT_25097 if 1 > $1093 // integer values else_jump @SHIT_25146 01ED: reset_actor $1091 flags 0291: unknown_actor $1091 unknown_behavior_flag 1 0243: set_actor $1091 ped_stats_to 11 0372: set_actor $1091 anim 32 wait_state_time 999999 ms :SHIT_25146 if 2 > $1093 // integer values else_jump @SHIT_25172 Actor.Angle($1091) = $1102 :SHIT_25172 return :SHIT_25174 if $1039 == 1 // integer values else_jump @SHIT_25220 0296: unload_special_actor 15 Actor.DestroyWithFade($1037) Actor.DestroyWithFade($1038) $1039 = 0 // integer values $1040 = 0 // integer values :SHIT_25220 return :SHIT_25222 if Player.Defined($PLAYER_CHAR) else_jump @SHIT_25334 if not Actor.Dead($1029) else_jump @SHIT_25262 01CA: actor $1029 kill_player $PLAYER_CHAR :SHIT_25262 if not Actor.Dead($1030) else_jump @SHIT_25286 01CA: actor $1030 kill_player $PLAYER_CHAR :SHIT_25286 if not Actor.Dead($1031) else_jump @SHIT_25310 01CA: actor $1031 kill_player $PLAYER_CHAR :SHIT_25310 if not Actor.Dead($1032) else_jump @SHIT_25334 01CA: actor $1032 kill_player $PLAYER_CHAR :SHIT_25334 return :SHIT_25336 Model.Load($1083) :SHIT_25341 if not Model.Available($1083) else_jump @SHIT_25368 wait 0 jump @SHIT_25341 :SHIT_25368 return :SHIT_25370 Model.Destroy($1083) return :SHIT_25377 if Player.Defined($PLAYER_CHAR) else_jump @SHIT_25448 if or 047E: player $PLAYER_CHAR driving_a_motorbike 00DE: player $PLAYER_CHAR driving_vehicle_type #CADDY else_jump @SHIT_25440 03C1: $1004 = player $PLAYER_CHAR car Car.Angle($1004) = $1104 jump @SHIT_25448 :SHIT_25440 0171: set_player $PLAYER_CHAR z_angle_to $1104 :SHIT_25448 return :AMMU $859 = 0 // integer values $860 = -30000 // integer values $861 = -60000 // integer values $851 = 0 // integer values $849 = 0 // integer values $850 = 0 // integer values $842 = 0 // integer values $843 = 0 // integer values $846 = 0 // integer values $844 = 0 // integer values $845 = 0 // integer values $866 = 0 // integer values $862 = 0 // integer values $863 = 0 // integer values $871 = 0 // integer values $872 = 0 // integer values $902 = 1 // integer values $903 = 1 // integer values $904 = 1 // integer values $905 = 1 // integer values $867 = 1 // integer values $868 = 1 // integer values $847 = 1 // integer values $855 = 1 // integer values $848 = 1 // integer values $856 = 1 // integer values $907 = 1 // integer values $906 = 1 // integer values $874 = 1 // integer values $886 = 1 // integer values $887 = 1 // integer values $888 = 1 // integer values 018D: $865 = create_sound 0 at $896 $897 $898 018E: stop_sound $865 thread 'AMMU' set_wb_check_to 0 create_thread @AMMU1 create_thread @AMMU2 create_thread @AMMU3 create_thread @HARD1 create_thread @HARD2 create_thread @HARD3 end_thread :AMMU1 thread 'AMMU1' fade 0 100 wait 100 fade 1 100 :AMMU1_26 wait 0 if Player.Defined($PLAYER_CHAR) else_jump @AMMU1_3441 if 0121: player $PLAYER_CHAR in_zone 'BEACH1' // Ocean Beach else_jump @AMMU1_3434 if 00F5: player $PLAYER_CHAR 0 $531 $532 $533 radius 35.0 35.0 20.0 else_jump @AMMU1_3409 if $842 == 0 // integer values else_jump @AMMU1_439 gosub @HARD3_5492 0084: $857 = $859 // integer values and handles 0060: $857 -= $860 // integer values $889 = Object.Create(#COLT45, -60.793, -1488.141, 12.24) Object.ToggleInMovingList($889) = False 0453: object $889 set_rotation 0.0 8.0 0.0 $890 = Object.Create(#INGRAMSL, -62.293, -1488.241, 12.223) Object.ToggleInMovingList($890) = False 0453: object $890 set_rotation 0.0 2.0 0.0 $891 = Object.Create(#CHROMEGUN, -63.993, -1488.241, 12.24) Object.ToggleInMovingList($891) = False 0453: object $891 set_rotation 0.0 7.0 0.0 $892 = Object.Create(#RUGER, -65.393, -1488.221, 12.18) Object.ToggleInMovingList($892) = False $893 = Object.Create(#BODYARMOUR, -66.629, -1488.0, 12.113) Object.ToggleInMovingList($893) = False if $857 > 30000 // integer values else_jump @AMMU1_425 $853 = Actor.Create(CivMale, #SPECIAL21, -62.5, -1485.1, 9.6) 01ED: reset_actor $853 flags 0350: set_actor $853 maintain_position_when_attacked 1 gosub @HARD3_4804 :AMMU1_425 $842 = 1 // integer values jump @AMMU1_494 :AMMU1_439 if 0057: player $PLAYER_CHAR 0 -57.7 -1468.8 13.4 -69.1 -1487.2 9.0 else_jump @AMMU1_494 gosub @HARD3_2766 :AMMU1_494 if not Actor.Dead($853) else_jump @AMMU1_3402 if $844 == 0 // integer values else_jump @AMMU1_3402 if $1180 == 0 // integer values else_jump @AMMU1_3402 01FA: $908 = rampage_status if not $908 == 1 // integer values else_jump @AMMU1_3402 if 00F9: player $PLAYER_CHAR stopped 1 $531 $532 $533 radius 1.0 1.0 2.0 else_jump @AMMU1_3319 gosub @HARD3_4750 :AMMU1_618 if $849 == 0 // integer values else_jump @AMMU1_3312 $1180 = 1 // integer values wait 0 if Player.Defined($PLAYER_CHAR) else_jump @AMMU1_1177 if $851 == 0 // integer values else_jump @AMMU1_1177 Player.CanMove($PLAYER_CHAR) = False if not Actor.Dead($853) else_jump @AMMU1_712 0210: player $PLAYER_CHAR look_at_actor $853 :AMMU1_712 Camera.SetPosition(-60.508, -1486.245, 12.428, 0.0, 0.0, 0.0) Camera.PointAt(-60.593, -1487.241, 12.433, 1) if $862 == 0 // integer values else_jump @AMMU1_805 0460: set_camera_pointing_time 0.0 1200 $862 = 1 // integer values jump @AMMU1_815 :AMMU1_805 0460: set_camera_pointing_time 0.0 800 :AMMU1_815 $863 = 0 // integer values wait 800 if Player.Defined($PLAYER_CHAR) else_jump @AMMU1_864 0055: put_player $PLAYER_CHAR at $531 $532 $533 Actor.LockInCurrentPosition($PLAYER_ACTOR) = True :AMMU1_864 if $851 == 0 // integer values else_jump @AMMU1_1177 wait 0 00BA: text_styled 'PISTOL' 1000 ms 4 // Pistol 01E5: text_1number_highpriority 'G_COST' 100 1000 ms 1 // Cost: $~1~ if Player.Defined($PLAYER_CHAR) else_jump @AMMU1_1170 gosub @HARD3_3761 04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 4 weapon $869 ammo $852 model $870 gosub @HARD3_5678 if 0490: player $PLAYER_CHAR has_weapon 18 else_jump @AMMU1_999 01E5: text_1number_highpriority 'HELP54' 100 1000 ms 1 // ~w~Cost: $~1~ ~r~Buying this will replace your current weapon. :AMMU1_999 if 00E1: key_pressed 0 16 else_jump @AMMU1_1145 0419: $852 = player $PLAYER_CHAR weapon 17 ammo if Player.Money($PLAYER_CHAR) > 99 else_jump @AMMU1_1138 if 9999 > $852 // integer values else_jump @AMMU1_1131 01B1: give_player $PLAYER_CHAR weapon 17 ammo 68 // Load the weapon model before using this if $852 > 9999 // integer values else_jump @AMMU1_1101 01B1: give_player $PLAYER_CHAR weapon 17 ammo 9999 // Load the weapon model before using this :AMMU1_1101 01B8: set_player $PLAYER_CHAR armed_weapon_to 17 gosub @HARD3_3688 Player.Money($PLAYER_CHAR) += -100 0528: add 100 to_money_spent_on_weapons_stats wait 300 :AMMU1_1131 jump @AMMU1_1145 :AMMU1_1138 gosub @HARD3_3615 :AMMU1_1145 if $849 == 1 // integer values else_jump @AMMU1_1170 jump @AMMU1_26 :AMMU1_1170 jump @AMMU1_864 :AMMU1_1177 if Player.Defined($PLAYER_CHAR) else_jump @AMMU1_1660 if $851 == 1 // integer values else_jump @AMMU1_1660 Camera.SetPosition(-62.008, -1486.245, 12.428, 0.0, 0.0, 0.0) Camera.PointAt(-62.093, -1487.241, 12.433, 1) 0460: set_camera_pointing_time 0.0 800 $871 = 0 // integer values $872 = 0 // integer values $863 = 0 // integer values wait 800 if Player.Defined($PLAYER_CHAR) else_jump @AMMU1_1328 0055: put_player $PLAYER_CHAR at $531 $532 $533 :AMMU1_1328 if $851 == 1 // integer values else_jump @AMMU1_1660 wait 0 00BA: text_styled 'INGRAM' 1000 ms 4 // Mac 01E5: text_1number_highpriority 'G_COST' 300 1000 ms 1 // Cost: $~1~ if Player.Defined($PLAYER_CHAR) else_jump @AMMU1_1653 gosub @HARD3_3761 04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 6 weapon $869 ammo $852 model $870 gosub @HARD3_5678 if or 0490: player $PLAYER_CHAR has_weapon 25 0490: player $PLAYER_CHAR has_weapon 23 0490: player $PLAYER_CHAR has_weapon 22 else_jump @AMMU1_1479 01E5: text_1number_highpriority 'HELP54' 300 1000 ms 1 // ~w~Cost: $~1~ ~r~Buying this will replace your current weapon. :AMMU1_1479 if 00E1: key_pressed 0 16 else_jump @AMMU1_1628 0419: $852 = player $PLAYER_CHAR weapon 24 ammo if Player.Money($PLAYER_CHAR) > 299 else_jump @AMMU1_1621 if 9999 > $852 // integer values else_jump @AMMU1_1614 01B1: give_player $PLAYER_CHAR weapon 24 ammo 120 // Load the weapon model before using this if $852 > 9999 // integer values else_jump @AMMU1_1582 01B1: give_player $PLAYER_CHAR weapon 24 ammo 9999 // Load the weapon model before using this :AMMU1_1582 01B8: set_player $PLAYER_CHAR armed_weapon_to 24 gosub @HARD3_3688 Player.Money($PLAYER_CHAR) += -300 0528: add 300 to_money_spent_on_weapons_stats wait 300 :AMMU1_1614 jump @AMMU1_1628 :AMMU1_1621 gosub @HARD3_3615 :AMMU1_1628 if $849 == 1 // integer values else_jump @AMMU1_1653 jump @AMMU1_26 :AMMU1_1653 jump @AMMU1_1328 :AMMU1_1660 if Player.Defined($PLAYER_CHAR) else_jump @AMMU1_2226 if $851 == 2 // integer values else_jump @AMMU1_2226 Camera.SetPosition(-63.508, -1486.245, 12.428, 0.0, 0.0, 0.0) Camera.PointAt(-63.593, -1487.241, 12.433, 1) 0460: set_camera_pointing_time 0.0 800 $871 = 0 // integer values $872 = 0 // integer values $863 = 0 // integer values wait 800 if Player.Defined($PLAYER_CHAR) else_jump @AMMU1_1811 0055: put_player $PLAYER_CHAR at $531 $532 $533 :AMMU1_1811 if $851 == 2 // integer values else_jump @AMMU1_2226 wait 0 00BA: text_styled 'SHOTGN1' 1000 ms 4 // Shotgun if $902 == 0 // integer values else_jump @AMMU1_1888 00BC: text_highpriority 'STOCK' 1000 ms 1 // ~r~out of stock jump @AMMU1_1906 :AMMU1_1888 01E5: text_1number_highpriority 'G_COST' 500 1000 ms 1 // Cost: $~1~ :AMMU1_1906 if Player.Defined($PLAYER_CHAR) else_jump @AMMU1_2219 gosub @HARD3_3761 04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 5 weapon $869 ammo $852 model $870 gosub @HARD3_5678 if $902 == 1 // integer values else_jump @AMMU1_2013 if or 0490: player $PLAYER_CHAR has_weapon 20 0490: player $PLAYER_CHAR has_weapon 21 else_jump @AMMU1_2013 01E5: text_1number_highpriority 'HELP54' 500 1000 ms 1 // ~w~Cost: $~1~ ~r~Buying this will replace your current weapon. :AMMU1_2013 if 00E1: key_pressed 0 16 else_jump @AMMU1_2194 if $902 == 1 // integer values else_jump @AMMU1_2187 0419: $852 = player $PLAYER_CHAR weapon 19 ammo if Player.Money($PLAYER_CHAR) > 499 else_jump @AMMU1_2173 if 9999 > $852 // integer values else_jump @AMMU1_2166 01B1: give_player $PLAYER_CHAR weapon 19 ammo 32 // Load the weapon model before using this if $852 > 9999 // integer values else_jump @AMMU1_2134 01B1: give_player $PLAYER_CHAR weapon 19 ammo 9999 // Load the weapon model before using this :AMMU1_2134 01B8: set_player $PLAYER_CHAR armed_weapon_to 19 gosub @HARD3_3688 Player.Money($PLAYER_CHAR) += -500 0528: add 500 to_money_spent_on_weapons_stats wait 300 :AMMU1_2166 jump @AMMU1_2180 :AMMU1_2173 gosub @HARD3_3615 :AMMU1_2180 jump @AMMU1_2194 :AMMU1_2187 gosub @HARD3_3615 :AMMU1_2194 if $849 == 1 // integer values else_jump @AMMU1_2219 jump @AMMU1_26 :AMMU1_2219 jump @AMMU1_1811 :AMMU1_2226 if Player.Defined($PLAYER_CHAR) else_jump @AMMU1_2786 if $851 == 3 // integer values else_jump @AMMU1_2786 Camera.SetPosition(-65.008, -1486.245, 12.428, 0.0, 0.0, 0.0) Camera.PointAt(-65.093, -1487.241, 12.433, 1) 0460: set_camera_pointing_time 0.0 800 $871 = 0 // integer values $872 = 0 // integer values $863 = 0 // integer values wait 800 if Player.Defined($PLAYER_CHAR) else_jump @AMMU1_2377 0055: put_player $PLAYER_CHAR at $531 $532 $533 :AMMU1_2377 if $851 == 3 // integer values else_jump @AMMU1_2786 wait 0 00BA: text_styled 'RUGER' 1000 ms 4 // Kruger if $903 == 0 // integer values else_jump @AMMU1_2454 00BC: text_highpriority 'STOCK' 1000 ms 1 // ~r~out of stock jump @AMMU1_2472 :AMMU1_2454 01E5: text_1number_highpriority 'G_COST' 1000 1000 ms 1 // Cost: $~1~ :AMMU1_2472 if Player.Defined($PLAYER_CHAR) else_jump @AMMU1_2779 gosub @HARD3_3761 04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 7 weapon $869 ammo $852 model $870 gosub @HARD3_5678 if $903 == 1 // integer values else_jump @AMMU1_2572 if 0490: player $PLAYER_CHAR has_weapon 26 else_jump @AMMU1_2572 01E5: text_1number_highpriority 'HELP54' 1000 1000 ms 1 // ~w~Cost: $~1~ ~r~Buying this will replace your current weapon. :AMMU1_2572 if 00E1: key_pressed 0 16 else_jump @AMMU1_2754 if $903 == 1 // integer values else_jump @AMMU1_2747 0419: $852 = player $PLAYER_CHAR weapon 27 ammo if Player.Money($PLAYER_CHAR) > 999 else_jump @AMMU1_2733 if 9999 > $852 // integer values else_jump @AMMU1_2726 01B1: give_player $PLAYER_CHAR weapon 27 ammo 150 // Load the weapon model before using this if $852 > 9999 // integer values else_jump @AMMU1_2694 01B1: give_player $PLAYER_CHAR weapon 27 ammo 9999 // Load the weapon model before using this :AMMU1_2694 01B8: set_player $PLAYER_CHAR armed_weapon_to 27 gosub @HARD3_3688 Player.Money($PLAYER_CHAR) += -1000 0528: add 1000 to_money_spent_on_weapons_stats wait 300 :AMMU1_2726 jump @AMMU1_2740 :AMMU1_2733 gosub @HARD3_3615 :AMMU1_2740 jump @AMMU1_2754 :AMMU1_2747 gosub @HARD3_3615 :AMMU1_2754 if $849 == 1 // integer values else_jump @AMMU1_2779 jump @AMMU1_26 :AMMU1_2779 jump @AMMU1_2377 :AMMU1_2786 if Player.Defined($PLAYER_CHAR) else_jump @AMMU1_3305 if $851 == 4 // integer values else_jump @AMMU1_3305 Camera.SetPosition(-66.508, -1486.245, 12.428, 0.0, 0.0, 0.0) Camera.PointAt(-66.593, -1487.241, 12.433, 1) 0460: set_camera_pointing_time 0.0 800 $871 = 0 // integer values $872 = 0 // integer values $863 = 0 // integer values wait 800 if Player.Defined($PLAYER_CHAR) else_jump @AMMU1_2937 0055: put_player $PLAYER_CHAR at $531 $532 $533 :AMMU1_2937 if $851 == 4 // integer values else_jump @AMMU1_3305 wait 0 00BA: text_styled 'ARMOUR' 1000 ms 4 // Body Armor if $867 == 0 // integer values else_jump @AMMU1_3014 00BC: text_highpriority 'STOCK' 1000 ms 1 // ~r~out of stock jump @AMMU1_3032 :AMMU1_3014 01E5: text_1number_highpriority 'G_COST' 200 1000 ms 1 // Cost: $~1~ :AMMU1_3032 if Player.Defined($PLAYER_CHAR) else_jump @AMMU1_3298 gosub @HARD3_3761 04DD: $873 = actor $PLAYER_ACTOR armour if 00E1: key_pressed 0 16 else_jump @AMMU1_3273 if $867 == 1 // integer values else_jump @AMMU1_3266 if Player.Money($PLAYER_CHAR) > 199 else_jump @AMMU1_3252 if 100 > $873 // integer values else_jump @AMMU1_3175 035E: set_player $PLAYER_CHAR armour_to 200 gosub @HARD3_3688 Player.Money($PLAYER_CHAR) += -200 0528: add 200 to_money_spent_on_weapons_stats wait 300 jump @AMMU1_3245 :AMMU1_3175 if $1582 == 1 // integer values else_jump @AMMU1_3245 if 200 > $873 // integer values else_jump @AMMU1_3245 035E: set_player $PLAYER_CHAR armour_to 200 gosub @HARD3_3688 Player.Money($PLAYER_CHAR) += -200 0528: add 200 to_money_spent_on_weapons_stats wait 300 :AMMU1_3245 jump @AMMU1_3259 :AMMU1_3252 gosub @HARD3_3615 :AMMU1_3259 jump @AMMU1_3273 :AMMU1_3266 gosub @HARD3_3615 :AMMU1_3273 if $849 == 1 // integer values else_jump @AMMU1_3298 jump @AMMU1_26 :AMMU1_3298 jump @AMMU1_2937 :AMMU1_3305 jump @AMMU1_618 :AMMU1_3312 jump @AMMU1_3402 :AMMU1_3319 if 80F6: not player $PLAYER_CHAR 1 $531 $532 $533 radius 1.0 1.0 2.0 else_jump @AMMU1_3402 if $849 == 1 // integer values else_jump @AMMU1_3402 if Player.Defined($PLAYER_CHAR) else_jump @AMMU1_3402 gosub @HARD3_5024 :AMMU1_3402 jump @AMMU1_3434 :AMMU1_3409 if $842 == 1 // integer values else_jump @AMMU1_3434 gosub @HARD3_5056 :AMMU1_3434 jump @AMMU1_3448 :AMMU1_3441 gosub @HARD3_5056 :AMMU1_3448 jump @AMMU1_26 :AMMU2 thread 'AMMU2' :AMMU2_10 wait 0 if Player.Defined($PLAYER_CHAR) else_jump @AMMU2_3980 if $1003 == 1 // integer values else_jump @AMMU2_3973 if 0057: player $PLAYER_CHAR 0 357.7 1016.6 30.1 410.4 1110.4 16.0 else_jump @AMMU2_3948 if $842 == 0 // integer values else_jump @AMMU2_503 gosub @HARD3_5492 0084: $857 = $859 // integer values and handles 0060: $857 -= $860 // integer values $889 = Object.Create(#COLT45, 367.0, 1049.5, 21.09) Object.ToggleInMovingList($889) = False 0453: object $889 set_rotation 0.0 8.0 0.0 $890 = Object.Create(#UZI, 366.0, 1049.5, 21.05) Object.ToggleInMovingList($890) = False 0453: object $890 set_rotation 0.0 4.0 0.0 $891 = Object.Create(#BUDDYSHOT, 364.9, 1049.5, 21.067) Object.ToggleInMovingList($891) = False 0453: object $891 set_rotation 0.0 9.0 0.0 $892 = Object.Create(#SNIPER, 363.9, 1049.5, 21.05) Object.ToggleInMovingList($892) = False 0453: object $892 set_rotation 0.0 5.0 0.0 $893 = Object.Create(#GRENADE, 363.1, 1049.5, 20.76) Object.ToggleInMovingList($893) = False $894 = Object.Create(#GRENADE, 363.0, 1049.5, 20.72) Object.ToggleInMovingList($894) = False $895 = Object.Create(#BODYARMOUR, 362.1, 1049.5, 20.9) Object.ToggleInMovingList($895) = False if $857 > 30000 // integer values else_jump @AMMU2_489 $853 = Actor.Create(CivMale, #SPECIAL21, 366.1, 1052.2, 18.2) 01ED: reset_actor $853 flags 0350: set_actor $853 maintain_position_when_attacked 1 gosub @HARD3_4804 :AMMU2_489 $842 = 1 // integer values jump @AMMU2_558 :AMMU2_503 if 0057: player $PLAYER_CHAR 0 369.9 1068.7 22.3 359.8 1048.5 18.1 else_jump @AMMU2_558 gosub @HARD3_2766 :AMMU2_558 if not Actor.Dead($853) else_jump @AMMU2_3941 if $844 == 0 // integer values else_jump @AMMU2_3941 if $1180 == 0 // integer values else_jump @AMMU2_3941 01FA: $908 = rampage_status if not $908 == 1 // integer values else_jump @AMMU2_3941 if 00F9: player $PLAYER_CHAR stopped 1 $534 $535 $536 radius 1.0 1.0 2.0 else_jump @AMMU2_3858 gosub @HARD3_4750 :AMMU2_682 if $849 == 0 // integer values else_jump @AMMU2_3851 $1180 = 1 // integer values wait 0 if Player.Defined($PLAYER_CHAR) else_jump @AMMU2_1241 if $851 == 0 // integer values else_jump @AMMU2_1241 Player.CanMove($PLAYER_CHAR) = False if not Actor.Dead($853) else_jump @AMMU2_776 0210: player $PLAYER_CHAR look_at_actor $853 :AMMU2_776 Camera.SetPosition(367.203, 1051.161, 21.269, 0.0, 0.0, 0.0) Camera.PointAt(367.152, 1050.163, 21.291, 1) if $862 == 0 // integer values else_jump @AMMU2_869 0460: set_camera_pointing_time 0.0 1200 $862 = 1 // integer values jump @AMMU2_879 :AMMU2_869 0460: set_camera_pointing_time 0.0 800 :AMMU2_879 $863 = 0 // integer values wait 800 if Player.Defined($PLAYER_CHAR) else_jump @AMMU2_928 0055: put_player $PLAYER_CHAR at $534 $535 $536 Actor.LockInCurrentPosition($PLAYER_ACTOR) = True :AMMU2_928 if $851 == 0 // integer values else_jump @AMMU2_1241 wait 0 00BA: text_styled 'PISTOL' 1000 ms 4 // Pistol 01E5: text_1number_highpriority 'G_COST' 100 1000 ms 1 // Cost: $~1~ if Player.Defined($PLAYER_CHAR) else_jump @AMMU2_1234 gosub @HARD3_4026 04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 4 weapon $869 ammo $852 model $870 gosub @HARD3_5678 if 0490: player $PLAYER_CHAR has_weapon 18 else_jump @AMMU2_1063 01E5: text_1number_highpriority 'HELP54' 100 1000 ms 1 // ~w~Cost: $~1~ ~r~Buying this will replace your current weapon. :AMMU2_1063 if 00E1: key_pressed 0 16 else_jump @AMMU2_1209 0419: $852 = player $PLAYER_CHAR weapon 17 ammo if Player.Money($PLAYER_CHAR) > 99 else_jump @AMMU2_1202 if 9999 > $852 // integer values else_jump @AMMU2_1195 01B1: give_player $PLAYER_CHAR weapon 17 ammo 68 // Load the weapon model before using this if $852 > 9999 // integer values else_jump @AMMU2_1165 01B1: give_player $PLAYER_CHAR weapon 17 ammo 9999 // Load the weapon model before using this :AMMU2_1165 01B8: set_player $PLAYER_CHAR armed_weapon_to 17 gosub @HARD3_3688 Player.Money($PLAYER_CHAR) += -100 0528: add 100 to_money_spent_on_weapons_stats wait 300 :AMMU2_1195 jump @AMMU2_1209 :AMMU2_1202 gosub @HARD3_3615 :AMMU2_1209 if $849 == 1 // integer values else_jump @AMMU2_1234 jump @AMMU2_10 :AMMU2_1234 jump @AMMU2_928 :AMMU2_1241 if Player.Defined($PLAYER_CHAR) else_jump @AMMU2_1724 if $851 == 1 // integer values else_jump @AMMU2_1724 Camera.SetPosition(366.203, 1051.161, 21.269, 0.0, 0.0, 0.0) Camera.PointAt(366.152, 1050.163, 21.291, 1) 0460: set_camera_pointing_time 0.0 800 $871 = 0 // integer values $872 = 0 // integer values $863 = 0 // integer values wait 800 if Player.Defined($PLAYER_CHAR) else_jump @AMMU2_1392 0055: put_player $PLAYER_CHAR at $534 $535 $536 :AMMU2_1392 if $851 == 1 // integer values else_jump @AMMU2_1724 wait 0 00BA: text_styled 'UZI' 1000 ms 4 // Uz-1 01E5: text_1number_highpriority 'G_COST' 400 1000 ms 1 // Cost: $~1~ if Player.Defined($PLAYER_CHAR) else_jump @AMMU2_1717 gosub @HARD3_4026 04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 6 weapon $869 ammo $852 model $870 gosub @HARD3_5678 if or 0490: player $PLAYER_CHAR has_weapon 25 0490: player $PLAYER_CHAR has_weapon 24 0490: player $PLAYER_CHAR has_weapon 22 else_jump @AMMU2_1543 01E5: text_1number_highpriority 'HELP54' 400 1000 ms 1 // ~w~Cost: $~1~ ~r~Buying this will replace your current weapon. :AMMU2_1543 if 00E1: key_pressed 0 16 else_jump @AMMU2_1692 0419: $852 = player $PLAYER_CHAR weapon 23 ammo if Player.Money($PLAYER_CHAR) > 399 else_jump @AMMU2_1685 if 9999 > $852 // integer values else_jump @AMMU2_1678 01B1: give_player $PLAYER_CHAR weapon 23 ammo 120 // Load the weapon model before using this if $852 > 9999 // integer values else_jump @AMMU2_1646 01B1: give_player $PLAYER_CHAR weapon 23 ammo 9999 // Load the weapon model before using this :AMMU2_1646 01B8: set_player $PLAYER_CHAR armed_weapon_to 23 gosub @HARD3_3688 Player.Money($PLAYER_CHAR) += -400 0528: add 400 to_money_spent_on_weapons_stats wait 300 :AMMU2_1678 jump @AMMU2_1692 :AMMU2_1685 gosub @HARD3_3615 :AMMU2_1692 if $849 == 1 // integer values else_jump @AMMU2_1717 jump @AMMU2_10 :AMMU2_1717 jump @AMMU2_1392 :AMMU2_1724 if Player.Defined($PLAYER_CHAR) else_jump @AMMU2_2290 if $851 == 2 // integer values else_jump @AMMU2_2290 Camera.SetPosition(365.203, 1051.161, 21.269, 0.0, 0.0, 0.0) Camera.PointAt(365.152, 1050.163, 21.291, 1) 0460: set_camera_pointing_time 0.0 800 $871 = 0 // integer values $872 = 0 // integer values $863 = 0 // integer values wait 800 if Player.Defined($PLAYER_CHAR) else_jump @AMMU2_1875 0055: put_player $PLAYER_CHAR at $534 $535 $536 :AMMU2_1875 if $851 == 2 // integer values else_jump @AMMU2_2290 wait 0 00BA: text_styled 'SHOTGN3' 1000 ms 4 // Stubby shotgun if $868 == 0 // integer values else_jump @AMMU2_1952 00BC: text_highpriority 'STOCK' 1000 ms 1 // ~r~out of stock jump @AMMU2_1970 :AMMU2_1952 01E5: text_1number_highpriority 'G_COST' 600 1000 ms 1 // Cost: $~1~ :AMMU2_1970 if Player.Defined($PLAYER_CHAR) else_jump @AMMU2_2283 gosub @HARD3_4026 04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 5 weapon $869 ammo $852 model $870 gosub @HARD3_5678 if $868 == 1 // integer values else_jump @AMMU2_2077 if or 0490: player $PLAYER_CHAR has_weapon 20 0490: player $PLAYER_CHAR has_weapon 19 else_jump @AMMU2_2077 01E5: text_1number_highpriority 'HELP54' 600 1000 ms 1 // ~w~Cost: $~1~ ~r~Buying this will replace your current weapon. :AMMU2_2077 if 00E1: key_pressed 0 16 else_jump @AMMU2_2258 if $868 == 1 // integer values else_jump @AMMU2_2251 0419: $852 = player $PLAYER_CHAR weapon 21 ammo if Player.Money($PLAYER_CHAR) > 599 else_jump @AMMU2_2237 if 9999 > $852 // integer values else_jump @AMMU2_2230 01B1: give_player $PLAYER_CHAR weapon 21 ammo 20 // Load the weapon model before using this if $852 > 9999 // integer values else_jump @AMMU2_2198 01B1: give_player $PLAYER_CHAR weapon 21 ammo 9999 // Load the weapon model before using this :AMMU2_2198 01B8: set_player $PLAYER_CHAR armed_weapon_to 21 gosub @HARD3_3688 Player.Money($PLAYER_CHAR) += -600 0528: add 600 to_money_spent_on_weapons_stats wait 300 :AMMU2_2230 jump @AMMU2_2244 :AMMU2_2237 gosub @HARD3_3615 :AMMU2_2244 jump @AMMU2_2258 :AMMU2_2251 gosub @HARD3_3615 :AMMU2_2258 if $849 == 1 // integer values else_jump @AMMU2_2283 jump @AMMU2_10 :AMMU2_2283 jump @AMMU2_1875 :AMMU2_2290 if Player.Defined($PLAYER_CHAR) else_jump @AMMU2_2849 if $851 == 3 // integer values else_jump @AMMU2_2849 Camera.SetPosition(364.203, 1051.161, 21.269, 0.0, 0.0, 0.0) Camera.PointAt(364.152, 1050.163, 21.291, 1) 0460: set_camera_pointing_time 0.0 800 $871 = 0 // integer values $872 = 0 // integer values $863 = 0 // integer values wait 800 if Player.Defined($PLAYER_CHAR) else_jump @AMMU2_2441 0055: put_player $PLAYER_CHAR at $534 $535 $536 :AMMU2_2441 if $851 == 3 // integer values else_jump @AMMU2_2849 wait 0 00BA: text_styled 'SNIPE' 1000 ms 4 // Sniper rifle if $847 == 0 // integer values else_jump @AMMU2_2518 00BC: text_highpriority 'STOCK' 1000 ms 1 // ~r~out of stock jump @AMMU2_2536 :AMMU2_2518 01E5: text_1number_highpriority 'G_COST' 1500 1000 ms 1 // Cost: $~1~ :AMMU2_2536 if Player.Defined($PLAYER_CHAR) else_jump @AMMU2_2842 gosub @HARD3_4026 04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 9 weapon $869 ammo $852 model $870 gosub @HARD3_5678 if $847 == 1 // integer values else_jump @AMMU2_2636 if 0490: player $PLAYER_CHAR has_weapon 29 else_jump @AMMU2_2636 01E5: text_1number_highpriority 'HELP54' 1500 1000 ms 1 // ~w~Cost: $~1~ ~r~Buying this will replace your current weapon. :AMMU2_2636 if 00E1: key_pressed 0 16 else_jump @AMMU2_2817 if $847 == 1 // integer values else_jump @AMMU2_2810 0419: $852 = player $PLAYER_CHAR weapon 28 ammo if Player.Money($PLAYER_CHAR) > 1499 else_jump @AMMU2_2796 if 9999 > $852 // integer values else_jump @AMMU2_2789 01B1: give_player $PLAYER_CHAR weapon 28 ammo 40 // Load the weapon model before using this if $852 > 9999 // integer values else_jump @AMMU2_2757 01B1: give_player $PLAYER_CHAR weapon 28 ammo 9999 // Load the weapon model before using this :AMMU2_2757 01B8: set_player $PLAYER_CHAR armed_weapon_to 28 gosub @HARD3_3688 Player.Money($PLAYER_CHAR) += -1500 0528: add 1500 to_money_spent_on_weapons_stats wait 300 :AMMU2_2789 jump @AMMU2_2803 :AMMU2_2796 gosub @HARD3_3615 :AMMU2_2803 jump @AMMU2_2817 :AMMU2_2810 gosub @HARD3_3615 :AMMU2_2817 if $849 == 1 // integer values else_jump @AMMU2_2842 jump @AMMU2_10 :AMMU2_2842 jump @AMMU2_2441 :AMMU2_2849 if Player.Defined($PLAYER_CHAR) else_jump @AMMU2_3325 if $851 == 4 // integer values else_jump @AMMU2_3325 Camera.SetPosition(363.203, 1051.161, 21.269, 0.0, 0.0, 0.0) Camera.PointAt(363.152, 1050.163, 21.291, 1) 0460: set_camera_pointing_time 0.0 800 $871 = 0 // integer values $872 = 0 // integer values $863 = 0 // integer values wait 800 if Player.Defined($PLAYER_CHAR) else_jump @AMMU2_3000 0055: put_player $PLAYER_CHAR at $534 $535 $536 :AMMU2_3000 if $851 == 4 // integer values else_jump @AMMU2_3325 wait 0 00BA: text_styled 'GRENADE' 1000 ms 4 // Grenades 01E5: text_1number_highpriority 'G_COST' 300 1000 ms 1 // Cost: $~1~ if Player.Defined($PLAYER_CHAR) else_jump @AMMU2_3318 gosub @HARD3_4026 04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 3 weapon $869 ammo $852 model $870 gosub @HARD3_5678 if or 0490: player $PLAYER_CHAR has_weapon 13 0490: player $PLAYER_CHAR has_weapon 15 0490: player $PLAYER_CHAR has_weapon 14 else_jump @AMMU2_3151 01E5: text_1number_highpriority 'HELP54' 300 1000 ms 1 // ~w~Cost: $~1~ ~r~Buying this will replace your current weapon. :AMMU2_3151 if 00E1: key_pressed 0 16 else_jump @AMMU2_3293 0419: $852 = player $PLAYER_CHAR weapon 12 ammo if Player.Money($PLAYER_CHAR) > 299 else_jump @AMMU2_3286 if 9999 > $852 // integer values else_jump @AMMU2_3279 01B1: give_player $PLAYER_CHAR weapon 12 ammo 8 // Load the weapon model before using this if $852 > 9999 // integer values else_jump @AMMU2_3254 01B1: give_player $PLAYER_CHAR weapon 12 ammo 9999 // Load the weapon model before using this :AMMU2_3254 gosub @HARD3_3688 Player.Money($PLAYER_CHAR) += -300 0528: add 300 to_money_spent_on_weapons_stats wait 300 :AMMU2_3279 jump @AMMU2_3293 :AMMU2_3286 gosub @HARD3_3615 :AMMU2_3293 if $849 == 1 // integer values else_jump @AMMU2_3318 jump @AMMU2_10 :AMMU2_3318 jump @AMMU2_3000 :AMMU2_3325 if Player.Defined($PLAYER_CHAR) else_jump @AMMU2_3844 if $851 == 5 // integer values else_jump @AMMU2_3844 Camera.SetPosition(362.203, 1051.161, 21.269, 0.0, 0.0, 0.0) Camera.PointAt(362.152, 1050.163, 21.291, 1) 0460: set_camera_pointing_time 0.0 800 $871 = 0 // integer values $872 = 0 // integer values $863 = 0 // integer values wait 800 if Player.Defined($PLAYER_CHAR) else_jump @AMMU2_3476 0055: put_player $PLAYER_CHAR at $534 $535 $536 :AMMU2_3476 if $851 == 5 // integer values else_jump @AMMU2_3844 wait 0 00BA: text_styled 'ARMOUR' 1000 ms 4 // Body Armor if $867 == 0 // integer values else_jump @AMMU2_3553 00BC: text_highpriority 'STOCK' 1000 ms 1 // ~r~out of stock jump @AMMU2_3571 :AMMU2_3553 01E5: text_1number_highpriority 'G_COST' 200 1000 ms 1 // Cost: $~1~ :AMMU2_3571 if Player.Defined($PLAYER_CHAR) else_jump @AMMU2_3837 gosub @HARD3_4026 04DD: $873 = actor $PLAYER_ACTOR armour if 00E1: key_pressed 0 16 else_jump @AMMU2_3812 if $867 == 1 // integer values else_jump @AMMU2_3805 if Player.Money($PLAYER_CHAR) > 199 else_jump @AMMU2_3791 if 100 > $873 // integer values else_jump @AMMU2_3714 035E: set_player $PLAYER_CHAR armour_to 200 gosub @HARD3_3688 Player.Money($PLAYER_CHAR) += -200 0528: add 200 to_money_spent_on_weapons_stats wait 300 jump @AMMU2_3784 :AMMU2_3714 if $1582 == 1 // integer values else_jump @AMMU2_3784 if 200 > $873 // integer values else_jump @AMMU2_3784 035E: set_player $PLAYER_CHAR armour_to 200 gosub @HARD3_3688 Player.Money($PLAYER_CHAR) += -200 0528: add 200 to_money_spent_on_weapons_stats wait 300 :AMMU2_3784 jump @AMMU2_3798 :AMMU2_3791 gosub @HARD3_3615 :AMMU2_3798 jump @AMMU2_3812 :AMMU2_3805 gosub @HARD3_3615 :AMMU2_3812 if $849 == 1 // integer values else_jump @AMMU2_3837 jump @AMMU2_10 :AMMU2_3837 jump @AMMU2_3476 :AMMU2_3844 jump @AMMU2_682 :AMMU2_3851 jump @AMMU2_3941 :AMMU2_3858 if 80F6: not player $PLAYER_CHAR 1 $534 $535 $536 radius 1.0 1.0 2.0 else_jump @AMMU2_3941 if $849 == 1 // integer values else_jump @AMMU2_3941 if Player.Defined($PLAYER_CHAR) else_jump @AMMU2_3941 gosub @HARD3_5024 :AMMU2_3941 jump @AMMU2_3973 :AMMU2_3948 if $842 == 1 // integer values else_jump @AMMU2_3973 gosub @HARD3_5056 :AMMU2_3973 jump @AMMU2_3987 :AMMU2_3980 gosub @HARD3_5056 :AMMU2_3987 jump @AMMU2_10 :AMMU3 thread 'AMMU3' :AMMU3_10 wait 0 if Player.Defined($PLAYER_CHAR) else_jump @AMMU3_4198 if 0121: player $PLAYER_CHAR in_zone 'DTOWN' // Downtown else_jump @AMMU3_4191 if 00F5: player $PLAYER_CHAR 0 $537 $538 $539 radius 35.0 35.0 20.0 else_jump @AMMU3_4166 if $842 == 0 // integer values else_jump @AMMU3_513 gosub @HARD3_5492 0084: $857 = $859 // integer values and handles 0060: $857 -= $860 // integer values $889 = Object.Create(#PYTHON, -683.6, 1200.549, 12.93) Object.ToggleInMovingList($889) = False 0453: object $889 set_rotation 0.0 4.0 90.0 $890 = Object.Create(#MP5LNG, -683.6, 1202.049, 12.86) Object.ToggleInMovingList($890) = False 0453: object $890 set_rotation 0.0 8.0 95.0 $891 = Object.Create(#SHOTGSPA, -683.6, 1203.449, 12.91) Object.ToggleInMovingList($891) = False 0453: object $891 set_rotation 0.0 9.0 95.0 $892 = Object.Create(#M4, -683.6, 1205.049, 12.88) Object.ToggleInMovingList($892) = False 0453: object $892 set_rotation 0.0 3.0 95.0 $893 = Object.Create(#LASER, -683.6, 1206.549, 12.81) Object.ToggleInMovingList($893) = False 0453: object $893 set_rotation 0.0 2.0 95.0 $894 = Object.Create(#BODYARMOUR, -683.5, 1208.189, 12.809) Object.ToggleInMovingList($894) = False Object.Angle($894) = 90.0 if $857 > 30000 // integer values else_jump @AMMU3_499 $853 = Actor.Create(CivMale, #SPECIAL21, -679.97, 1203.5, 10.0) Actor.Angle($853) = 270.0 01ED: reset_actor $853 flags 0350: set_actor $853 maintain_position_when_attacked 1 gosub @HARD3_4804 :AMMU3_499 $842 = 1 // integer values jump @AMMU3_568 :AMMU3_513 if 0057: player $PLAYER_CHAR 0 -684.5 1199.3 16.9 -663.8 1211.1 10.0 else_jump @AMMU3_568 gosub @HARD3_2766 :AMMU3_568 if $995 == 0 // integer values else_jump @AMMU3_4159 if not Actor.Dead($853) else_jump @AMMU3_4159 if $844 == 0 // integer values else_jump @AMMU3_4159 if $1180 == 0 // integer values else_jump @AMMU3_4159 01FA: $908 = rampage_status if not $908 == 1 // integer values else_jump @AMMU3_4159 if 00F9: player $PLAYER_CHAR stopped 1 $537 $538 $539 radius 1.0 1.0 2.0 else_jump @AMMU3_4076 gosub @HARD3_4750 :AMMU3_710 if $849 == 0 // integer values else_jump @AMMU3_4069 $1180 = 1 // integer values wait 0 if Player.Defined($PLAYER_CHAR) else_jump @AMMU3_1364 if $851 == 0 // integer values else_jump @AMMU3_1364 Player.CanMove($PLAYER_CHAR) = False if not Actor.Dead($853) else_jump @AMMU3_804 0210: player $PLAYER_CHAR look_at_actor $853 :AMMU3_804 Camera.SetPosition(-682.161, 1200.594, 13.133, 0.0, 0.0, 0.0) Camera.PointAt(-683.155, 1200.697, 13.171, 1) if $862 == 0 // integer values else_jump @AMMU3_897 0460: set_camera_pointing_time 0.0 1200 $862 = 1 // integer values jump @AMMU3_907 :AMMU3_897 0460: set_camera_pointing_time 0.0 800 :AMMU3_907 $863 = 0 // integer values wait 800 if Player.Defined($PLAYER_CHAR) else_jump @AMMU3_956 0055: put_player $PLAYER_CHAR at $537 $538 $539 Actor.LockInCurrentPosition($PLAYER_ACTOR) = True :AMMU3_956 if $851 == 0 // integer values else_jump @AMMU3_1364 wait 0 00BA: text_styled 'PYTHON' 2000 ms 4 // .357 if $907 == 0 // integer values else_jump @AMMU3_1033 00BC: text_highpriority 'STOCK' 1000 ms 1 // ~r~out of stock jump @AMMU3_1051 :AMMU3_1033 01E5: text_1number_highpriority 'G_COST' 2000 1000 ms 1 // Cost: $~1~ :AMMU3_1051 if Player.Defined($PLAYER_CHAR) else_jump @AMMU3_1357 gosub @HARD3_4026 04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 4 weapon $869 ammo $852 model $870 gosub @HARD3_5678 if $907 == 1 // integer values else_jump @AMMU3_1151 if 0490: player $PLAYER_CHAR has_weapon 17 else_jump @AMMU3_1151 01E5: text_1number_highpriority 'HELP54' 2000 1000 ms 1 // ~w~Cost: $~1~ ~r~Buying this will replace your current weapon. :AMMU3_1151 if 00E1: key_pressed 0 16 else_jump @AMMU3_1332 if $907 == 1 // integer values else_jump @AMMU3_1325 0419: $852 = player $PLAYER_CHAR weapon 18 ammo if Player.Money($PLAYER_CHAR) > 1999 else_jump @AMMU3_1311 if 9999 > $852 // integer values else_jump @AMMU3_1304 01B1: give_player $PLAYER_CHAR weapon 18 ammo 24 // Load the weapon model before using this if $852 > 9999 // integer values else_jump @AMMU3_1272 01B1: give_player $PLAYER_CHAR weapon 18 ammo 9999 // Load the weapon model before using this :AMMU3_1272 01B8: set_player $PLAYER_CHAR armed_weapon_to 18 gosub @HARD3_3688 Player.Money($PLAYER_CHAR) += -2000 0528: add 2000 to_money_spent_on_weapons_stats wait 300 :AMMU3_1304 jump @AMMU3_1318 :AMMU3_1311 gosub @HARD3_3615 :AMMU3_1318 jump @AMMU3_1332 :AMMU3_1325 gosub @HARD3_3615 :AMMU3_1332 if $849 == 1 // integer values else_jump @AMMU3_1357 jump @AMMU3_10 :AMMU3_1357 jump @AMMU3_956 :AMMU3_1364 if Player.Defined($PLAYER_CHAR) else_jump @AMMU3_1937 if $851 == 1 // integer values else_jump @AMMU3_1937 Camera.SetPosition(-682.161, 1202.094, 13.133, 0.0, 0.0, 0.0) Camera.PointAt(-683.155, 1202.197, 13.171, 1) 0460: set_camera_pointing_time 0.0 800 $871 = 0 // integer values $872 = 0 // integer values $863 = 0 // integer values wait 800 if Player.Defined($PLAYER_CHAR) else_jump @AMMU3_1515 0055: put_player $PLAYER_CHAR at $537 $538 $539 :AMMU3_1515 if $851 == 1 // integer values else_jump @AMMU3_1937 wait 0 00BA: text_styled 'MP5' 1000 ms 4 // MP if $906 == 0 // integer values else_jump @AMMU3_1592 00BC: text_highpriority 'STOCK' 1000 ms 1 // ~r~out of stock jump @AMMU3_1610 :AMMU3_1592 01E5: text_1number_highpriority 'G_COST' 3000 1000 ms 1 // Cost: $~1~ :AMMU3_1610 if Player.Defined($PLAYER_CHAR) else_jump @AMMU3_1930 gosub @HARD3_4026 04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 6 weapon $869 ammo $852 model $870 gosub @HARD3_5678 if $906 == 1 // integer values else_jump @AMMU3_1724 if or 0490: player $PLAYER_CHAR has_weapon 23 0490: player $PLAYER_CHAR has_weapon 24 0490: player $PLAYER_CHAR has_weapon 22 else_jump @AMMU3_1724 01E5: text_1number_highpriority 'HELP54' 3000 1000 ms 1 // ~w~Cost: $~1~ ~r~Buying this will replace your current weapon. :AMMU3_1724 if 00E1: key_pressed 0 16 else_jump @AMMU3_1905 if $906 == 1 // integer values else_jump @AMMU3_1898 0419: $852 = player $PLAYER_CHAR weapon 25 ammo if Player.Money($PLAYER_CHAR) > 2999 else_jump @AMMU3_1884 if 9999 > $852 // integer values else_jump @AMMU3_1877 01B1: give_player $PLAYER_CHAR weapon 25 ammo 120 // Load the weapon model before using this if $852 > 9999 // integer values else_jump @AMMU3_1845 01B1: give_player $PLAYER_CHAR weapon 25 ammo 9999 // Load the weapon model before using this :AMMU3_1845 01B8: set_player $PLAYER_CHAR armed_weapon_to 25 gosub @HARD3_3688 Player.Money($PLAYER_CHAR) += -3000 0528: add 3000 to_money_spent_on_weapons_stats wait 300 :AMMU3_1877 jump @AMMU3_1891 :AMMU3_1884 gosub @HARD3_3615 :AMMU3_1891 jump @AMMU3_1905 :AMMU3_1898 gosub @HARD3_3615 :AMMU3_1905 if $849 == 1 // integer values else_jump @AMMU3_1930 jump @AMMU3_10 :AMMU3_1930 jump @AMMU3_1515 :AMMU3_1937 if Player.Defined($PLAYER_CHAR) else_jump @AMMU3_2503 if $851 == 2 // integer values else_jump @AMMU3_2503 Camera.SetPosition(-682.161, 1203.594, 13.133, 0.0, 0.0, 0.0) Camera.PointAt(-683.155, 1203.697, 13.171, 1) 0460: set_camera_pointing_time 0.0 800 $871 = 0 // integer values $872 = 0 // integer values $863 = 0 // integer values wait 800 if Player.Defined($PLAYER_CHAR) else_jump @AMMU3_2088 0055: put_player $PLAYER_CHAR at $537 $538 $539 :AMMU3_2088 if $851 == 2 // integer values else_jump @AMMU3_2503 wait 0 00BA: text_styled 'SHOTGN2' 1000 ms 4 // S.P.A.S. 12 if $848 == 0 // integer values else_jump @AMMU3_2165 00BC: text_highpriority 'STOCK' 1000 ms 1 // ~r~out of stock jump @AMMU3_2183 :AMMU3_2165 01E5: text_1number_highpriority 'G_COST' 4000 1000 ms 1 // Cost: $~1~ :AMMU3_2183 if Player.Defined($PLAYER_CHAR) else_jump @AMMU3_2496 gosub @HARD3_4026 04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 5 weapon $869 ammo $852 model $870 gosub @HARD3_5678 if $848 == 1 // integer values else_jump @AMMU3_2290 if or 0490: player $PLAYER_CHAR has_weapon 21 0490: player $PLAYER_CHAR has_weapon 19 else_jump @AMMU3_2290 01E5: text_1number_highpriority 'HELP54' 4000 1000 ms 1 // ~w~Cost: $~1~ ~r~Buying this will replace your current weapon. :AMMU3_2290 if 00E1: key_pressed 0 16 else_jump @AMMU3_2471 if $848 == 1 // integer values else_jump @AMMU3_2464 0419: $852 = player $PLAYER_CHAR weapon 20 ammo if Player.Money($PLAYER_CHAR) > 3999 else_jump @AMMU3_2450 if 9999 > $852 // integer values else_jump @AMMU3_2443 01B1: give_player $PLAYER_CHAR weapon 20 ammo 28 // Load the weapon model before using this if $852 > 9999 // integer values else_jump @AMMU3_2411 01B1: give_player $PLAYER_CHAR weapon 20 ammo 9999 // Load the weapon model before using this :AMMU3_2411 01B8: set_player $PLAYER_CHAR armed_weapon_to 20 gosub @HARD3_3688 Player.Money($PLAYER_CHAR) += -4000 0528: add 4000 to_money_spent_on_weapons_stats wait 300 :AMMU3_2443 jump @AMMU3_2457 :AMMU3_2450 gosub @HARD3_3615 :AMMU3_2457 jump @AMMU3_2471 :AMMU3_2464 gosub @HARD3_3615 :AMMU3_2471 if $849 == 1 // integer values else_jump @AMMU3_2496 jump @AMMU3_10 :AMMU3_2496 jump @AMMU3_2088 :AMMU3_2503 if Player.Defined($PLAYER_CHAR) else_jump @AMMU3_3063 if $851 == 3 // integer values else_jump @AMMU3_3063 Camera.SetPosition(-682.161, 1205.094, 13.133, 0.0, 0.0, 0.0) Camera.PointAt(-683.155, 1205.197, 13.171, 1) 0460: set_camera_pointing_time 0.0 800 $871 = 0 // integer values $872 = 0 // integer values $863 = 0 // integer values wait 800 if Player.Defined($PLAYER_CHAR) else_jump @AMMU3_2654 0055: put_player $PLAYER_CHAR at $537 $538 $539 :AMMU3_2654 if $851 == 3 // integer values else_jump @AMMU3_3063 wait 0 00BA: text_styled 'M4' 1000 ms 4 // M4 if $855 == 0 // integer values else_jump @AMMU3_2731 00BC: text_highpriority 'STOCK' 1000 ms 1 // ~r~out of stock jump @AMMU3_2749 :AMMU3_2731 01E5: text_1number_highpriority 'G_COST' 5000 1000 ms 1 // Cost: $~1~ :AMMU3_2749 if Player.Defined($PLAYER_CHAR) else_jump @AMMU3_3056 gosub @HARD3_4026 04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 7 weapon $869 ammo $852 model $870 gosub @HARD3_5678 if $855 == 1 // integer values else_jump @AMMU3_2849 if 0490: player $PLAYER_CHAR has_weapon 27 else_jump @AMMU3_2849 01E5: text_1number_highpriority 'HELP54' 5000 1000 ms 1 // ~w~Cost: $~1~ ~r~Buying this will replace your current weapon. :AMMU3_2849 if 00E1: key_pressed 0 16 else_jump @AMMU3_3031 if $855 == 1 // integer values else_jump @AMMU3_3024 0419: $852 = player $PLAYER_CHAR weapon 26 ammo if Player.Money($PLAYER_CHAR) > 4999 else_jump @AMMU3_3010 if 9999 > $852 // integer values else_jump @AMMU3_3003 01B1: give_player $PLAYER_CHAR weapon 26 ammo 150 // Load the weapon model before using this if $852 > 9999 // integer values else_jump @AMMU3_2971 01B1: give_player $PLAYER_CHAR weapon 26 ammo 9999 // Load the weapon model before using this :AMMU3_2971 01B8: set_player $PLAYER_CHAR armed_weapon_to 26 gosub @HARD3_3688 Player.Money($PLAYER_CHAR) += -5000 0528: add 5000 to_money_spent_on_weapons_stats wait 300 :AMMU3_3003 jump @AMMU3_3017 :AMMU3_3010 gosub @HARD3_3615 :AMMU3_3017 jump @AMMU3_3031 :AMMU3_3024 gosub @HARD3_3615 :AMMU3_3031 if $849 == 1 // integer values else_jump @AMMU3_3056 jump @AMMU3_10 :AMMU3_3056 jump @AMMU3_2654 :AMMU3_3063 if Player.Defined($PLAYER_CHAR) else_jump @AMMU3_3615 if $851 == 4 // integer values else_jump @AMMU3_3615 Camera.SetPosition(-682.161, 1206.594, 13.133, 0.0, 0.0, 0.0) Camera.PointAt(-683.155, 1206.697, 13.171, 1) 0460: set_camera_pointing_time 0.0 800 $871 = 0 // integer values $872 = 0 // integer values $863 = 0 // integer values wait 800 if Player.Defined($PLAYER_CHAR) else_jump @AMMU3_3214 0055: put_player $PLAYER_CHAR at $537 $538 $539 :AMMU3_3214 if $851 == 4 // integer values else_jump @AMMU3_3615 wait 0 00BA: text_styled 'LASER' 1000 ms 4 // .308 Sniper if $856 == 0 // integer values else_jump @AMMU3_3291 00BC: text_highpriority 'STOCK' 1000 ms 1 // ~r~out of stock jump @AMMU3_3309 :AMMU3_3291 01E5: text_1number_highpriority 'G_COST' 6000 1000 ms 1 // Cost: $~1~ :AMMU3_3309 if Player.Defined($PLAYER_CHAR) else_jump @AMMU3_3608 gosub @HARD3_4026 04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 9 weapon $869 ammo $852 model $870 gosub @HARD3_5678 if $856 == 1 // integer values else_jump @AMMU3_3409 if 0490: player $PLAYER_CHAR has_weapon 28 else_jump @AMMU3_3409 01E5: text_1number_highpriority 'HELP54' 6000 1000 ms 1 // ~w~Cost: $~1~ ~r~Buying this will replace your current weapon. :AMMU3_3409 if 00E1: key_pressed 0 16 else_jump @AMMU3_3583 if $856 == 1 // integer values else_jump @AMMU3_3576 0419: $852 = player $PLAYER_CHAR weapon 29 ammo if Player.Money($PLAYER_CHAR) > 5999 else_jump @AMMU3_3562 if 9999 > $852 // integer values else_jump @AMMU3_3555 01B1: give_player $PLAYER_CHAR weapon 29 ammo 28 // Load the weapon model before using this if $852 > 9999 // integer values else_jump @AMMU3_3530 01B1: give_player $PLAYER_CHAR weapon 29 ammo 9999 // Load the weapon model before using this :AMMU3_3530 gosub @HARD3_3688 Player.Money($PLAYER_CHAR) += -6000 0528: add 6000 to_money_spent_on_weapons_stats wait 300 :AMMU3_3555 jump @AMMU3_3569 :AMMU3_3562 gosub @HARD3_3615 :AMMU3_3569 jump @AMMU3_3583 :AMMU3_3576 gosub @HARD3_3615 :AMMU3_3583 if $849 == 1 // integer values else_jump @AMMU3_3608 jump @AMMU3_10 :AMMU3_3608 jump @AMMU3_3214 :AMMU3_3615 if Player.Defined($PLAYER_CHAR) else_jump @AMMU3_4062 if $851 == 5 // integer values else_jump @AMMU3_4062 Camera.SetPosition(-682.161, 1208.094, 13.133, 0.0, 0.0, 0.0) Camera.PointAt(-683.155, 1208.197, 13.171, 1) 0460: set_camera_pointing_time 0.0 800 $871 = 0 // integer values $872 = 0 // integer values $863 = 0 // integer values wait 800 if Player.Defined($PLAYER_CHAR) else_jump @AMMU3_3766 0055: put_player $PLAYER_CHAR at $537 $538 $539 :AMMU3_3766 if $851 == 5 // integer values else_jump @AMMU3_4062 wait 0 00BA: text_styled 'ARMOUR' 1000 ms 4 // Body Armor 01E5: text_1number_highpriority 'G_COST' 200 1000 ms 1 // Cost: $~1~ if Player.Defined($PLAYER_CHAR) else_jump @AMMU3_4055 gosub @HARD3_4026 04DD: $873 = actor $PLAYER_ACTOR armour if 00E1: key_pressed 0 16 else_jump @AMMU3_4030 if Player.Money($PLAYER_CHAR) > 199 else_jump @AMMU3_4023 if 100 > $873 // integer values else_jump @AMMU3_3946 035E: set_player $PLAYER_CHAR armour_to 200 gosub @HARD3_3688 Player.Money($PLAYER_CHAR) += -200 0528: add 200 to_money_spent_on_weapons_stats wait 300 jump @AMMU3_4016 :AMMU3_3946 if $1582 == 1 // integer values else_jump @AMMU3_4016 if 200 > $873 // integer values else_jump @AMMU3_4016 035E: set_player $PLAYER_CHAR armour_to 200 gosub @HARD3_3688 Player.Money($PLAYER_CHAR) += -200 0528: add 200 to_money_spent_on_weapons_stats wait 300 :AMMU3_4016 jump @AMMU3_4030 :AMMU3_4023 gosub @HARD3_3615 :AMMU3_4030 if $849 == 1 // integer values else_jump @AMMU3_4055 jump @AMMU3_10 :AMMU3_4055 jump @AMMU3_3766 :AMMU3_4062 jump @AMMU3_710 :AMMU3_4069 jump @AMMU3_4159 :AMMU3_4076 if 80F6: not player $PLAYER_CHAR 1 $537 $538 $539 radius 1.0 1.0 2.0 else_jump @AMMU3_4159 if $849 == 1 // integer values else_jump @AMMU3_4159 if Player.Defined($PLAYER_CHAR) else_jump @AMMU3_4159 gosub @HARD3_5024 :AMMU3_4159 jump @AMMU3_4191 :AMMU3_4166 if $842 == 1 // integer values else_jump @AMMU3_4191 gosub @HARD3_5056 :AMMU3_4191 jump @AMMU3_4205 :AMMU3_4198 gosub @HARD3_5056 :AMMU3_4205 jump @AMMU3_10 :HARD1 thread 'HARD1' :HARD1_10 wait 0 if Player.Defined($PLAYER_CHAR) else_jump @HARD1_2927 if 0121: player $PLAYER_CHAR in_zone 'BEACH2' // Washington Beach else_jump @HARD1_2920 if 00F5: player $PLAYER_CHAR 0 $540 $541 $542 radius 35.0 35.0 30.0 else_jump @HARD1_2895 if $843 == 0 // integer values else_jump @HARD1_423 gosub @HARD3_5554 0084: $858 = $859 // integer values and handles 0060: $858 -= $861 // integer values $875 = Object.Create(#SCREWDRIVER, 201.508, -469.297, 13.79) Object.ToggleInMovingList($875) = False $876 = Object.Create(#HAMMER, 202.508, -469.297, 13.73) Object.ToggleInMovingList($876) = False 0453: object $876 set_rotation 0.0 4.0 0.0 $877 = Object.Create(#CLEAVER, 203.508, -469.297, 13.77) Object.ToggleInMovingList($877) = False $878 = Object.Create(#BAT, 204.606, -469.297, 13.91) Object.ToggleInMovingList($878) = False 0453: object $878 set_rotation 85.0 0.0 90.0 $879 = Object.Create(#MACHETE, 205.858, -469.297, 14.0) Object.ToggleInMovingList($879) = False 0453: object $879 set_rotation 0.0 90.0 0.0 if $858 > 60000 // integer values else_jump @HARD1_409 $854 = Actor.Create(CivMale, #SPECIAL16, 202.4, -471.1, 10.1) Actor.Angle($854) = 180.1 gosub @HARD3_5204 :HARD1_409 $843 = 1 // integer values jump @HARD1_478 :HARD1_423 if 0057: player $PLAYER_CHAR 0 190.0 -481.0 15.7 209.6 -468.5 10.0 else_jump @HARD1_478 gosub @HARD3_2856 :HARD1_478 if not Actor.Dead($854) else_jump @HARD1_2888 if $845 == 0 // integer values else_jump @HARD1_2888 if $1180 == 0 // integer values else_jump @HARD1_2888 01FA: $908 = rampage_status if not $908 == 1 // integer values else_jump @HARD1_2888 if 00F9: player $PLAYER_CHAR stopped 1 $540 $541 $542 radius 1.0 1.0 2.0 else_jump @HARD1_2805 gosub @HARD3_4777 :HARD1_602 if $850 == 0 // integer values else_jump @HARD1_2798 $1180 = 1 // integer values wait 0 if Player.Defined($PLAYER_CHAR) else_jump @HARD1_1091 if $851 == 0 // integer values else_jump @HARD1_1091 Player.CanMove($PLAYER_CHAR) = False if not Actor.Dead($854) else_jump @HARD1_696 0210: player $PLAYER_CHAR look_at_actor $854 :HARD1_696 Camera.SetPosition(201.616, -470.795, 14.284, 0.0, 0.0, 0.0) Camera.PointAt(201.608, -469.797, 14.217, 1) if $862 == 0 // integer values else_jump @HARD1_789 0460: set_camera_pointing_time 0.0 1200 $862 = 1 // integer values jump @HARD1_799 :HARD1_789 0460: set_camera_pointing_time 0.0 800 :HARD1_799 $863 = 0 // integer values wait 800 if Player.Defined($PLAYER_CHAR) else_jump @HARD1_848 0055: put_player $PLAYER_CHAR at $540 $541 $542 Actor.LockInCurrentPosition($PLAYER_ACTOR) = True :HARD1_848 if $851 == 0 // integer values else_jump @HARD1_1091 wait 0 00BA: text_styled 'SCREWD' 1000 ms 4 // Screwdriver 01E5: text_1number_highpriority 'G_COST' 10 1000 ms 1 // Cost: $~1~ if Player.Defined($PLAYER_CHAR) else_jump @HARD1_1084 gosub @HARD3_4369 $885 = 10 // integer values gosub @HARD3_5616 if 00E1: key_pressed 0 16 else_jump @HARD1_1059 if Player.Money($PLAYER_CHAR) > 9 else_jump @HARD1_1052 if 82D7: not player $PLAYER_CHAR currentweapon == 2 else_jump @HARD1_1038 01B1: give_player $PLAYER_CHAR weapon 2 ammo 0 // Load the weapon model before using this 01B8: set_player $PLAYER_CHAR armed_weapon_to 2 gosub @HARD3_3688 Player.Money($PLAYER_CHAR) += -10 0528: add 10 to_money_spent_on_weapons_stats wait 300 jump @HARD1_1045 :HARD1_1038 gosub @HARD3_3615 :HARD1_1045 jump @HARD1_1059 :HARD1_1052 gosub @HARD3_3615 :HARD1_1059 if $850 == 1 // integer values else_jump @HARD1_1084 jump @HARD1_10 :HARD1_1084 jump @HARD1_848 :HARD1_1091 if Player.Defined($PLAYER_CHAR) else_jump @HARD1_1471 if $851 == 1 // integer values else_jump @HARD1_1471 Camera.SetPosition(202.616, -470.795, 14.284, 0.0, 0.0, 0.0) Camera.PointAt(202.608, -469.797, 14.217, 1) 0460: set_camera_pointing_time 0.0 800 $863 = 0 // integer values wait 800 if Player.Defined($PLAYER_CHAR) else_jump @HARD1_1228 0055: put_player $PLAYER_CHAR at $540 $541 $542 :HARD1_1228 if $851 == 1 // integer values else_jump @HARD1_1471 wait 0 00BA: text_styled 'HAMMER' 1000 ms 4 // Hammer 01E5: text_1number_highpriority 'G_COST' 20 1000 ms 1 // Cost: $~1~ if Player.Defined($PLAYER_CHAR) else_jump @HARD1_1464 gosub @HARD3_4369 $885 = 20 // integer values gosub @HARD3_5616 if 00E1: key_pressed 0 16 else_jump @HARD1_1439 if Player.Money($PLAYER_CHAR) > 19 else_jump @HARD1_1432 if 82D7: not player $PLAYER_CHAR currentweapon == 7 else_jump @HARD1_1418 01B1: give_player $PLAYER_CHAR weapon 7 ammo 0 // Load the weapon model before using this 01B8: set_player $PLAYER_CHAR armed_weapon_to 7 gosub @HARD3_3688 Player.Money($PLAYER_CHAR) += -20 0528: add 20 to_money_spent_on_weapons_stats wait 300 jump @HARD1_1425 :HARD1_1418 gosub @HARD3_3615 :HARD1_1425 jump @HARD1_1439 :HARD1_1432 gosub @HARD3_3615 :HARD1_1439 if $850 == 1 // integer values else_jump @HARD1_1464 jump @HARD1_10 :HARD1_1464 jump @HARD1_1228 :HARD1_1471 if Player.Defined($PLAYER_CHAR) else_jump @HARD1_1851 if $851 == 2 // integer values else_jump @HARD1_1851 Camera.SetPosition(203.616, -470.795, 14.284, 0.0, 0.0, 0.0) Camera.PointAt(203.608, -469.797, 14.217, 1) 0460: set_camera_pointing_time 0.0 800 $863 = 0 // integer values wait 800 if Player.Defined($PLAYER_CHAR) else_jump @HARD1_1608 0055: put_player $PLAYER_CHAR at $540 $541 $542 :HARD1_1608 if $851 == 2 // integer values else_jump @HARD1_1851 wait 0 00BA: text_styled 'CLEVER' 1000 ms 4 // Meat Cleaver 01E5: text_1number_highpriority 'G_COST' 50 1000 ms 1 // Cost: $~1~ if Player.Defined($PLAYER_CHAR) else_jump @HARD1_1844 gosub @HARD3_4369 $885 = 50 // integer values gosub @HARD3_5616 if 00E1: key_pressed 0 16 else_jump @HARD1_1819 if Player.Money($PLAYER_CHAR) > 49 else_jump @HARD1_1812 if 82D7: not player $PLAYER_CHAR currentweapon == 8 else_jump @HARD1_1798 01B1: give_player $PLAYER_CHAR weapon 8 ammo 0 // Load the weapon model before using this 01B8: set_player $PLAYER_CHAR armed_weapon_to 8 gosub @HARD3_3688 Player.Money($PLAYER_CHAR) += -50 0528: add 50 to_money_spent_on_weapons_stats wait 300 jump @HARD1_1805 :HARD1_1798 gosub @HARD3_3615 :HARD1_1805 jump @HARD1_1819 :HARD1_1812 gosub @HARD3_3615 :HARD1_1819 if $850 == 1 // integer values else_jump @HARD1_1844 jump @HARD1_10 :HARD1_1844 jump @HARD1_1608 :HARD1_1851 if Player.Defined($PLAYER_CHAR) else_jump @HARD1_2321 if $851 == 3 // integer values else_jump @HARD1_2321 Camera.SetPosition(204.816, -470.795, 14.284, 0.0, 0.0, 0.0) Camera.PointAt(204.808, -469.797, 14.217, 1) 0460: set_camera_pointing_time 0.0 800 $863 = 0 // integer values wait 800 if Player.Defined($PLAYER_CHAR) else_jump @HARD1_1988 0055: put_player $PLAYER_CHAR at $540 $541 $542 :HARD1_1988 if $851 == 3 // integer values else_jump @HARD1_2321 wait 0 00BA: text_styled 'BASEBAT' 1000 ms 4 // Baseball bat if $904 == 0 // integer values else_jump @HARD1_2065 00BC: text_highpriority 'STOCK' 1000 ms 1 // ~r~out of stock jump @HARD1_2082 :HARD1_2065 01E5: text_1number_highpriority 'G_COST' 80 1000 ms 1 // Cost: $~1~ :HARD1_2082 if Player.Defined($PLAYER_CHAR) else_jump @HARD1_2314 gosub @HARD3_4369 if $904 == 1 // integer values else_jump @HARD1_2137 $885 = 80 // integer values gosub @HARD3_5616 :HARD1_2137 if 00E1: key_pressed 0 16 else_jump @HARD1_2289 if $904 == 1 // integer values else_jump @HARD1_2282 if Player.Money($PLAYER_CHAR) > 79 else_jump @HARD1_2268 if 82D7: not player $PLAYER_CHAR currentweapon == 6 else_jump @HARD1_2254 01B1: give_player $PLAYER_CHAR weapon 6 ammo 0 // Load the weapon model before using this 01B8: set_player $PLAYER_CHAR armed_weapon_to 6 gosub @HARD3_3688 Player.Money($PLAYER_CHAR) += -80 0528: add 80 to_money_spent_on_weapons_stats wait 300 jump @HARD1_2261 :HARD1_2254 gosub @HARD3_3615 :HARD1_2261 jump @HARD1_2275 :HARD1_2268 gosub @HARD3_3615 :HARD1_2275 jump @HARD1_2289 :HARD1_2282 gosub @HARD3_3615 :HARD1_2289 if $850 == 1 // integer values else_jump @HARD1_2314 jump @HARD1_10 :HARD1_2314 jump @HARD1_1988 :HARD1_2321 if Player.Defined($PLAYER_CHAR) else_jump @HARD1_2791 if $851 == 4 // integer values else_jump @HARD1_2791 Camera.SetPosition(206.116, -470.795, 14.284, 0.0, 0.0, 0.0) Camera.PointAt(206.108, -469.797, 14.217, 1) 0460: set_camera_pointing_time 0.0 800 $863 = 0 // integer values wait 800 if Player.Defined($PLAYER_CHAR) else_jump @HARD1_2458 0055: put_player $PLAYER_CHAR at $540 $541 $542 :HARD1_2458 if $851 == 4 // integer values else_jump @HARD1_2791 wait 0 00BA: text_styled 'MACHETE' 1000 ms 4 // Machete if $905 == 0 // integer values else_jump @HARD1_2535 00BC: text_highpriority 'STOCK' 1000 ms 1 // ~r~out of stock jump @HARD1_2552 :HARD1_2535 01E5: text_1number_highpriority 'G_COST' 100 1000 ms 1 // Cost: $~1~ :HARD1_2552 if Player.Defined($PLAYER_CHAR) else_jump @HARD1_2784 gosub @HARD3_4369 if $905 == 1 // integer values else_jump @HARD1_2607 $885 = 100 // integer values gosub @HARD3_5616 :HARD1_2607 if 00E1: key_pressed 0 16 else_jump @HARD1_2759 if $905 == 1 // integer values else_jump @HARD1_2752 if Player.Money($PLAYER_CHAR) > 99 else_jump @HARD1_2738 if 82D7: not player $PLAYER_CHAR currentweapon == 9 else_jump @HARD1_2724 01B1: give_player $PLAYER_CHAR weapon 9 ammo 0 // Load the weapon model before using this 01B8: set_player $PLAYER_CHAR armed_weapon_to 9 gosub @HARD3_3688 Player.Money($PLAYER_CHAR) += -100 0528: add 100 to_money_spent_on_weapons_stats wait 300 jump @HARD1_2731 :HARD1_2724 gosub @HARD3_3615 :HARD1_2731 jump @HARD1_2745 :HARD1_2738 gosub @HARD3_3615 :HARD1_2745 jump @HARD1_2759 :HARD1_2752 gosub @HARD3_3615 :HARD1_2759 if $850 == 1 // integer values else_jump @HARD1_2784 jump @HARD1_10 :HARD1_2784 jump @HARD1_2458 :HARD1_2791 jump @HARD1_602 :HARD1_2798 jump @HARD1_2888 :HARD1_2805 if 80F6: not player $PLAYER_CHAR 1 $540 $541 $542 radius 1.0 1.0 2.0 else_jump @HARD1_2888 if $850 == 1 // integer values else_jump @HARD1_2888 if Player.Defined($PLAYER_CHAR) else_jump @HARD1_2888 gosub @HARD3_5265 :HARD1_2888 jump @HARD1_2920 :HARD1_2895 if $843 == 1 // integer values else_jump @HARD1_2920 gosub @HARD3_5297 :HARD1_2920 jump @HARD1_2934 :HARD1_2927 gosub @HARD3_5297 :HARD1_2934 jump @HARD1_10 :HARD2 thread 'HARD2' :HARD2_10 wait 0 if Player.Defined($PLAYER_CHAR) else_jump @HARD2_2822 if $1003 == 1 // integer values else_jump @HARD2_2815 if 0057: player $PLAYER_CHAR 0 357.7 1016.6 30.1 410.4 1110.4 16.0 else_jump @HARD2_2790 if $843 == 0 // integer values else_jump @HARD2_403 gosub @HARD3_5554 0084: $858 = $859 // integer values and handles 0060: $858 -= $861 // integer values $875 = Object.Create(#SCREWDRIVER, 365.96, 1072.8, 20.68) Object.ToggleInMovingList($875) = False $876 = Object.Create(#HAMMER, 364.96, 1072.8, 20.669) Object.ToggleInMovingList($876) = False 0453: object $876 set_rotation 0.0 4.0 0.0 $877 = Object.Create(#CLEAVER, 363.96, 1072.8, 20.729) Object.ToggleInMovingList($877) = False $878 = Object.Create(#KNIFECUR, 362.92, 1072.8, 20.639) Object.ToggleInMovingList($878) = False $879 = Object.Create(#KATANA, 362.0, 1072.8, 20.75) Object.ToggleInMovingList($879) = False 0453: object $879 set_rotation 0.0 -20.0 0.0 if $858 > 60000 // integer values else_jump @HARD2_389 $854 = Actor.Create(CivMale, #SPECIAL16, 364.5, 1074.3, 18.0) Actor.Angle($854) = 358.1 gosub @HARD3_5204 :HARD2_389 $843 = 1 // integer values jump @HARD2_458 :HARD2_403 if 0057: player $PLAYER_CHAR 0 369.9 1089.8 22.3 359.8 1071.7 18.1 else_jump @HARD2_458 gosub @HARD3_2856 :HARD2_458 if not Actor.Dead($854) else_jump @HARD2_2783 if $845 == 0 // integer values else_jump @HARD2_2783 if $1180 == 0 // integer values else_jump @HARD2_2783 01FA: $908 = rampage_status if not $908 == 1 // integer values else_jump @HARD2_2783 if 00F9: player $PLAYER_CHAR stopped 1 $543 $544 $545 radius 1.0 1.0 2.0 else_jump @HARD2_2700 gosub @HARD3_4777 :HARD2_582 if $850 == 0 // integer values else_jump @HARD2_2693 $1180 = 1 // integer values wait 0 if Player.Defined($PLAYER_CHAR) else_jump @HARD2_1071 if $851 == 0 // integer values else_jump @HARD2_1071 Player.CanMove($PLAYER_CHAR) = False if not Actor.Dead($854) else_jump @HARD2_676 0210: player $PLAYER_CHAR look_at_actor $854 :HARD2_676 Camera.SetPosition(366.1, 1074.719, 21.062, 0.0, 0.0, 0.0) Camera.PointAt(366.089, 1073.72, 21.084, 1) if $862 == 0 // integer values else_jump @HARD2_769 0460: set_camera_pointing_time 0.0 1200 $862 = 1 // integer values jump @HARD2_779 :HARD2_769 0460: set_camera_pointing_time 0.0 800 :HARD2_779 $863 = 0 // integer values wait 800 if Player.Defined($PLAYER_CHAR) else_jump @HARD2_828 0055: put_player $PLAYER_CHAR at $543 $544 $545 Actor.LockInCurrentPosition($PLAYER_ACTOR) = True :HARD2_828 if $851 == 0 // integer values else_jump @HARD2_1071 wait 0 00BA: text_styled 'SCREWD' 1000 ms 4 // Screwdriver 01E5: text_1number_highpriority 'G_COST' 10 1000 ms 1 // Cost: $~1~ if Player.Defined($PLAYER_CHAR) else_jump @HARD2_1064 gosub @HARD3_4369 $885 = 10 // integer values gosub @HARD3_5616 if 00E1: key_pressed 0 16 else_jump @HARD2_1039 if Player.Money($PLAYER_CHAR) > 9 else_jump @HARD2_1032 if 82D7: not player $PLAYER_CHAR currentweapon == 2 else_jump @HARD2_1018 01B1: give_player $PLAYER_CHAR weapon 2 ammo 0 // Load the weapon model before using this 01B8: set_player $PLAYER_CHAR armed_weapon_to 2 gosub @HARD3_3688 Player.Money($PLAYER_CHAR) += -10 0528: add 10 to_money_spent_on_weapons_stats wait 300 jump @HARD2_1025 :HARD2_1018 gosub @HARD3_3615 :HARD2_1025 jump @HARD2_1039 :HARD2_1032 gosub @HARD3_3615 :HARD2_1039 if $850 == 1 // integer values else_jump @HARD2_1064 jump @HARD2_10 :HARD2_1064 jump @HARD2_828 :HARD2_1071 if Player.Defined($PLAYER_CHAR) else_jump @HARD2_1451 if $851 == 1 // integer values else_jump @HARD2_1451 Camera.SetPosition(365.1, 1074.719, 21.062, 0.0, 0.0, 0.0) Camera.PointAt(365.089, 1073.72, 21.084, 1) 0460: set_camera_pointing_time 0.0 800 $863 = 0 // integer values wait 800 if Player.Defined($PLAYER_CHAR) else_jump @HARD2_1208 0055: put_player $PLAYER_CHAR at $543 $544 $545 :HARD2_1208 if $851 == 1 // integer values else_jump @HARD2_1451 wait 0 00BA: text_styled 'HAMMER' 1000 ms 4 // Hammer 01E5: text_1number_highpriority 'G_COST' 20 1000 ms 1 // Cost: $~1~ if Player.Defined($PLAYER_CHAR) else_jump @HARD2_1444 gosub @HARD3_4369 $885 = 20 // integer values gosub @HARD3_5616 if 00E1: key_pressed 0 16 else_jump @HARD2_1419 if Player.Money($PLAYER_CHAR) > 19 else_jump @HARD2_1412 if 82D7: not player $PLAYER_CHAR currentweapon == 7 else_jump @HARD2_1398 01B1: give_player $PLAYER_CHAR weapon 7 ammo 0 // Load the weapon model before using this 01B8: set_player $PLAYER_CHAR armed_weapon_to 7 gosub @HARD3_3688 Player.Money($PLAYER_CHAR) += -20 0528: add 20 to_money_spent_on_weapons_stats wait 300 jump @HARD2_1405 :HARD2_1398 gosub @HARD3_3615 :HARD2_1405 jump @HARD2_1419 :HARD2_1412 gosub @HARD3_3615 :HARD2_1419 if $850 == 1 // integer values else_jump @HARD2_1444 jump @HARD2_10 :HARD2_1444 jump @HARD2_1208 :HARD2_1451 if Player.Defined($PLAYER_CHAR) else_jump @HARD2_1831 if $851 == 2 // integer values else_jump @HARD2_1831 Camera.SetPosition(364.1, 1074.719, 21.062, 0.0, 0.0, 0.0) Camera.PointAt(364.089, 1073.72, 21.084, 1) 0460: set_camera_pointing_time 0.0 800 $863 = 0 // integer values wait 800 if Player.Defined($PLAYER_CHAR) else_jump @HARD2_1588 0055: put_player $PLAYER_CHAR at $543 $544 $545 :HARD2_1588 if $851 == 2 // integer values else_jump @HARD2_1831 wait 0 00BA: text_styled 'CLEVER' 1000 ms 4 // Meat Cleaver 01E5: text_1number_highpriority 'G_COST' 50 1000 ms 1 // Cost: $~1~ if Player.Defined($PLAYER_CHAR) else_jump @HARD2_1824 gosub @HARD3_4369 $885 = 50 // integer values gosub @HARD3_5616 if 00E1: key_pressed 0 16 else_jump @HARD2_1799 if Player.Money($PLAYER_CHAR) > 49 else_jump @HARD2_1792 if 82D7: not player $PLAYER_CHAR currentweapon == 8 else_jump @HARD2_1778 01B1: give_player $PLAYER_CHAR weapon 8 ammo 0 // Load the weapon model before using this 01B8: set_player $PLAYER_CHAR armed_weapon_to 8 gosub @HARD3_3688 Player.Money($PLAYER_CHAR) += -50 0528: add 50 to_money_spent_on_weapons_stats wait 300 jump @HARD2_1785 :HARD2_1778 gosub @HARD3_3615 :HARD2_1785 jump @HARD2_1799 :HARD2_1792 gosub @HARD3_3615 :HARD2_1799 if $850 == 1 // integer values else_jump @HARD2_1824 jump @HARD2_10 :HARD2_1824 jump @HARD2_1588 :HARD2_1831 if Player.Defined($PLAYER_CHAR) else_jump @HARD2_2211 if $851 == 3 // integer values else_jump @HARD2_2211 Camera.SetPosition(363.1, 1074.719, 21.062, 0.0, 0.0, 0.0) Camera.PointAt(363.089, 1073.72, 21.084, 1) 0460: set_camera_pointing_time 0.0 800 $863 = 0 // integer values wait 800 if Player.Defined($PLAYER_CHAR) else_jump @HARD2_1968 0055: put_player $PLAYER_CHAR at $543 $544 $545 :HARD2_1968 if $851 == 3 // integer values else_jump @HARD2_2211 wait 0 00BA: text_styled 'KNIFE' 1000 ms 4 // Knife 01E5: text_1number_highpriority 'G_COST' 90 1000 ms 1 // Cost: $~1~ if Player.Defined($PLAYER_CHAR) else_jump @HARD2_2204 gosub @HARD3_4369 $885 = 90 // integer values gosub @HARD3_5616 if 00E1: key_pressed 0 16 else_jump @HARD2_2179 if Player.Money($PLAYER_CHAR) > 89 else_jump @HARD2_2172 if 82D7: not player $PLAYER_CHAR currentweapon == 5 else_jump @HARD2_2158 01B1: give_player $PLAYER_CHAR weapon 5 ammo 0 // Load the weapon model before using this 01B8: set_player $PLAYER_CHAR armed_weapon_to 5 gosub @HARD3_3688 Player.Money($PLAYER_CHAR) += -90 0528: add 90 to_money_spent_on_weapons_stats wait 300 jump @HARD2_2165 :HARD2_2158 gosub @HARD3_3615 :HARD2_2165 jump @HARD2_2179 :HARD2_2172 gosub @HARD3_3615 :HARD2_2179 if $850 == 1 // integer values else_jump @HARD2_2204 jump @HARD2_10 :HARD2_2204 jump @HARD2_1968 :HARD2_2211 if Player.Defined($PLAYER_CHAR) else_jump @HARD2_2686 if $851 == 4 // integer values else_jump @HARD2_2686 Camera.SetPosition(362.1, 1074.719, 21.062, 0.0, 0.0, 0.0) Camera.PointAt(362.089, 1073.72, 21.084, 1) 0460: set_camera_pointing_time 0.0 800 $863 = 0 // integer values wait 800 if Player.Defined($PLAYER_CHAR) else_jump @HARD2_2348 0055: put_player $PLAYER_CHAR at $543 $544 $545 :HARD2_2348 if $851 == 4 // integer values else_jump @HARD2_2686 wait 0 00BA: text_styled 'KATANA' 1000 ms 4 // Katana if $874 == 0 // integer values else_jump @HARD2_2425 00BC: text_highpriority 'STOCK' 1000 ms 1 // ~r~out of stock jump @HARD2_2443 :HARD2_2425 01E5: text_1number_highpriority 'G_COST' 300 1000 ms 1 // Cost: $~1~ :HARD2_2443 if Player.Defined($PLAYER_CHAR) else_jump @HARD2_2679 gosub @HARD3_4369 if $874 == 1 // integer values else_jump @HARD2_2499 $885 = 300 // integer values gosub @HARD3_5616 :HARD2_2499 if 00E1: key_pressed 0 16 else_jump @HARD2_2654 if $874 == 1 // integer values else_jump @HARD2_2647 if Player.Money($PLAYER_CHAR) > 299 else_jump @HARD2_2633 if 82D7: not player $PLAYER_CHAR currentweapon == 10 else_jump @HARD2_2619 01B1: give_player $PLAYER_CHAR weapon 10 ammo 0 // Load the weapon model before using this 01B8: set_player $PLAYER_CHAR armed_weapon_to 10 gosub @HARD3_3688 Player.Money($PLAYER_CHAR) += -300 0528: add 300 to_money_spent_on_weapons_stats wait 300 jump @HARD2_2626 :HARD2_2619 gosub @HARD3_3615 :HARD2_2626 jump @HARD2_2640 :HARD2_2633 gosub @HARD3_3615 :HARD2_2640 jump @HARD2_2654 :HARD2_2647 gosub @HARD3_3615 :HARD2_2654 if $850 == 1 // integer values else_jump @HARD2_2679 jump @HARD2_10 :HARD2_2679 jump @HARD2_2348 :HARD2_2686 jump @HARD2_582 :HARD2_2693 jump @HARD2_2783 :HARD2_2700 if 80F6: not player $PLAYER_CHAR 0 $543 $544 $545 radius 1.0 1.0 2.0 else_jump @HARD2_2783 if $850 == 1 // integer values else_jump @HARD2_2783 if Player.Defined($PLAYER_CHAR) else_jump @HARD2_2783 gosub @HARD3_5265 :HARD2_2783 jump @HARD2_2815 :HARD2_2790 if $843 == 1 // integer values else_jump @HARD2_2815 gosub @HARD3_5297 :HARD2_2815 jump @HARD2_2829 :HARD2_2822 gosub @HARD3_5297 :HARD2_2829 jump @HARD2_10 :HARD3 thread 'HARD3' :HARD3_10 wait 0 if Player.Defined($PLAYER_CHAR) else_jump @HARD3_2752 if 0121: player $PLAYER_CHAR in_zone 'HAVANA' // Little Havana else_jump @HARD3_2745 if 00F5: player $PLAYER_CHAR 0 $546 $547 $548 radius 35.0 35.0 20.0 else_jump @HARD3_2720 if $843 == 0 // integer values else_jump @HARD3_423 gosub @HARD3_5554 0084: $858 = $859 // integer values and handles 0060: $858 -= $861 // integer values $875 = Object.Create(#SCREWDRIVER, -961.0, -689.87, 14.08) Object.ToggleInMovingList($875) = False Object.Angle($875) = 270.0 $876 = Object.Create(#HAMMER, -960.95, -690.88, 14.032) Object.ToggleInMovingList($876) = False 0453: object $876 set_rotation 0.0 4.0 270.0 $877 = Object.Create(#CLEAVER, -960.95, -691.9, 14.08) Object.ToggleInMovingList($877) = False Object.Angle($877) = 270.0 $878 = Object.Create(#MACHETE, -960.8, -693.0, 14.08) Object.ToggleInMovingList($878) = False Object.Angle($878) = 270.0 $879 = Object.Create(#CHNSAW, -960.8, -694.0, 14.162) Object.ToggleInMovingList($879) = False Object.Angle($879) = 270.0 if $858 > 60000 // integer values else_jump @HARD3_409 $854 = Actor.Create(CivMale, #SPECIAL16, -963.8, -692.3, 10.3) Actor.Angle($854) = 90.0 gosub @HARD3_5204 :HARD3_409 $843 = 1 // integer values jump @HARD3_478 :HARD3_423 if 0057: player $PLAYER_CHAR 0 -981.0 -688.0 15.1 -959.8 -696.0 10.1 else_jump @HARD3_478 gosub @HARD3_2856 :HARD3_478 if not Actor.Dead($854) else_jump @HARD3_2713 if $845 == 0 // integer values else_jump @HARD3_2713 if $1180 == 0 // integer values else_jump @HARD3_2713 01FA: $908 = rampage_status if not $908 == 1 // integer values else_jump @HARD3_2713 if 00F9: player $PLAYER_CHAR stopped 1 $546 $547 $548 radius 1.0 1.0 2.0 else_jump @HARD3_2630 gosub @HARD3_4777 :HARD3_602 if $850 == 0 // integer values else_jump @HARD3_2623 $1180 = 1 // integer values wait 0 if Player.Defined($PLAYER_CHAR) else_jump @HARD3_1091 if $851 == 0 // integer values else_jump @HARD3_1091 Player.CanMove($PLAYER_CHAR) = False if not Actor.Dead($854) else_jump @HARD3_696 0210: player $PLAYER_CHAR look_at_actor $854 :HARD3_696 Camera.SetPosition(-962.483, -690.104, 14.47, 0.0, 0.0, 0.0) Camera.PointAt(-961.485, -690.029, 14.481, 1) if $862 == 0 // integer values else_jump @HARD3_789 0460: set_camera_pointing_time 0.0 1200 $862 = 1 // integer values jump @HARD3_799 :HARD3_789 0460: set_camera_pointing_time 0.0 800 :HARD3_799 $863 = 0 // integer values wait 800 if Player.Defined($PLAYER_CHAR) else_jump @HARD3_848 0055: put_player $PLAYER_CHAR at $546 $547 $548 Actor.LockInCurrentPosition($PLAYER_ACTOR) = True :HARD3_848 if $851 == 0 // integer values else_jump @HARD3_1091 wait 0 00BA: text_styled 'SCREWD' 1000 ms 4 // Screwdriver 01E5: text_1number_highpriority 'G_COST' 10 1000 ms 1 // Cost: $~1~ if Player.Defined($PLAYER_CHAR) else_jump @HARD3_1084 gosub @HARD3_4369 $885 = 10 // integer values gosub @HARD3_5616 if 00E1: key_pressed 0 16 else_jump @HARD3_1059 if Player.Money($PLAYER_CHAR) > 9 else_jump @HARD3_1052 if 82D7: not player $PLAYER_CHAR currentweapon == 2 else_jump @HARD3_1038 01B1: give_player $PLAYER_CHAR weapon 2 ammo 0 // Load the weapon model before using this 01B8: set_player $PLAYER_CHAR armed_weapon_to 2 gosub @HARD3_3688 Player.Money($PLAYER_CHAR) += -10 0528: add 10 to_money_spent_on_weapons_stats wait 300 jump @HARD3_1045 :HARD3_1038 gosub @HARD3_3615 :HARD3_1045 jump @HARD3_1059 :HARD3_1052 gosub @HARD3_3615 :HARD3_1059 if $850 == 1 // integer values else_jump @HARD3_1084 jump @HARD3_10 :HARD3_1084 jump @HARD3_848 :HARD3_1091 if Player.Defined($PLAYER_CHAR) else_jump @HARD3_1471 if $851 == 1 // integer values else_jump @HARD3_1471 Camera.SetPosition(-962.483, -691.104, 14.47, 0.0, 0.0, 0.0) Camera.PointAt(-961.485, -691.029, 14.481, 1) 0460: set_camera_pointing_time 0.0 800 $863 = 0 // integer values wait 800 if Player.Defined($PLAYER_CHAR) else_jump @HARD3_1228 0055: put_player $PLAYER_CHAR at $546 $547 $548 :HARD3_1228 if $851 == 1 // integer values else_jump @HARD3_1471 wait 0 00BA: text_styled 'HAMMER' 1000 ms 4 // Hammer 01E5: text_1number_highpriority 'G_COST' 20 1000 ms 1 // Cost: $~1~ if Player.Defined($PLAYER_CHAR) else_jump @HARD3_1464 gosub @HARD3_4369 $885 = 20 // integer values gosub @HARD3_5616 if 00E1: key_pressed 0 16 else_jump @HARD3_1439 if Player.Money($PLAYER_CHAR) > 19 else_jump @HARD3_1432 if 82D7: not player $PLAYER_CHAR currentweapon == 7 else_jump @HARD3_1418 01B1: give_player $PLAYER_CHAR weapon 7 ammo 0 // Load the weapon model before using this 01B8: set_player $PLAYER_CHAR armed_weapon_to 7 gosub @HARD3_3688 Player.Money($PLAYER_CHAR) += -20 0528: add 20 to_money_spent_on_weapons_stats wait 300 jump @HARD3_1425 :HARD3_1418 gosub @HARD3_3615 :HARD3_1425 jump @HARD3_1439 :HARD3_1432 gosub @HARD3_3615 :HARD3_1439 if $850 == 1 // integer values else_jump @HARD3_1464 jump @HARD3_10 :HARD3_1464 jump @HARD3_1228 :HARD3_1471 if Player.Defined($PLAYER_CHAR) else_jump @HARD3_1851 if $851 == 2 // integer values else_jump @HARD3_1851 Camera.SetPosition(-962.483, -692.104, 14.47, 0.0, 0.0, 0.0) Camera.PointAt(-961.485, -692.029, 14.481, 1) 0460: set_camera_pointing_time 0.0 800 $863 = 0 // integer values wait 800 if Player.Defined($PLAYER_CHAR) else_jump @HARD3_1608 0055: put_player $PLAYER_CHAR at $546 $547 $548 :HARD3_1608 if $851 == 2 // integer values else_jump @HARD3_1851 wait 0 00BA: text_styled 'CLEVER' 1000 ms 4 // Meat Cleaver 01E5: text_1number_highpriority 'G_COST' 50 1000 ms 1 // Cost: $~1~ if Player.Defined($PLAYER_CHAR) else_jump @HARD3_1844 gosub @HARD3_4369 $885 = 50 // integer values gosub @HARD3_5616 if 00E1: key_pressed 0 16 else_jump @HARD3_1819 if Player.Money($PLAYER_CHAR) > 49 else_jump @HARD3_1812 if 82D7: not player $PLAYER_CHAR currentweapon == 8 else_jump @HARD3_1798 01B1: give_player $PLAYER_CHAR weapon 8 ammo 0 // Load the weapon model before using this 01B8: set_player $PLAYER_CHAR armed_weapon_to 8 gosub @HARD3_3688 Player.Money($PLAYER_CHAR) += -50 0528: add 50 to_money_spent_on_weapons_stats wait 300 jump @HARD3_1805 :HARD3_1798 gosub @HARD3_3615 :HARD3_1805 jump @HARD3_1819 :HARD3_1812 gosub @HARD3_3615 :HARD3_1819 if $850 == 1 // integer values else_jump @HARD3_1844 jump @HARD3_10 :HARD3_1844 jump @HARD3_1608 :HARD3_1851 if Player.Defined($PLAYER_CHAR) else_jump @HARD3_2231 if $851 == 3 // integer values else_jump @HARD3_2231 Camera.SetPosition(-962.483, -693.204, 14.47, 0.0, 0.0, 0.0) Camera.PointAt(-961.485, -693.129, 14.481, 1) 0460: set_camera_pointing_time 0.0 800 $863 = 0 // integer values wait 800 if Player.Defined($PLAYER_CHAR) else_jump @HARD3_1988 0055: put_player $PLAYER_CHAR at $546 $547 $548 :HARD3_1988 if $851 == 3 // integer values else_jump @HARD3_2231 wait 0 00BA: text_styled 'MACHETE' 1000 ms 4 // Machete 01E5: text_1number_highpriority 'G_COST' 100 1000 ms 1 // Cost: $~1~ if Player.Defined($PLAYER_CHAR) else_jump @HARD3_2224 gosub @HARD3_4369 $885 = 100 // integer values gosub @HARD3_5616 if 00E1: key_pressed 0 16 else_jump @HARD3_2199 if Player.Money($PLAYER_CHAR) > 99 else_jump @HARD3_2192 if 82D7: not player $PLAYER_CHAR currentweapon == 9 else_jump @HARD3_2178 01B1: give_player $PLAYER_CHAR weapon 9 ammo 0 // Load the weapon model before using this 01B8: set_player $PLAYER_CHAR armed_weapon_to 9 gosub @HARD3_3688 Player.Money($PLAYER_CHAR) += -100 0528: add 100 to_money_spent_on_weapons_stats wait 300 jump @HARD3_2185 :HARD3_2178 gosub @HARD3_3615 :HARD3_2185 jump @HARD3_2199 :HARD3_2192 gosub @HARD3_3615 :HARD3_2199 if $850 == 1 // integer values else_jump @HARD3_2224 jump @HARD3_10 :HARD3_2224 jump @HARD3_1988 :HARD3_2231 if Player.Defined($PLAYER_CHAR) else_jump @HARD3_2616 if $851 == 4 // integer values else_jump @HARD3_2616 Camera.SetPosition(-962.483, -694.504, 14.47, 0.0, 0.0, 0.0) Camera.PointAt(-961.485, -694.429, 14.481, 1) 0460: set_camera_pointing_time 0.0 800 $863 = 0 // integer values wait 800 if Player.Defined($PLAYER_CHAR) else_jump @HARD3_2368 0055: put_player $PLAYER_CHAR at $546 $547 $548 :HARD3_2368 if $851 == 4 // integer values else_jump @HARD3_2616 wait 0 00BA: text_styled 'CHAINSA' 1000 ms 4 // Chainsaw 01E5: text_1number_highpriority 'G_COST' 500 1000 ms 1 // Cost: $~1~ if Player.Defined($PLAYER_CHAR) else_jump @HARD3_2609 gosub @HARD3_4369 $885 = 500 // integer values gosub @HARD3_5616 if 00E1: key_pressed 0 16 else_jump @HARD3_2584 if Player.Money($PLAYER_CHAR) > 499 else_jump @HARD3_2577 if 82D7: not player $PLAYER_CHAR currentweapon == 11 else_jump @HARD3_2563 01B1: give_player $PLAYER_CHAR weapon 11 ammo 0 // Load the weapon model before using this 01B8: set_player $PLAYER_CHAR armed_weapon_to 11 gosub @HARD3_3688 Player.Money($PLAYER_CHAR) += -500 0528: add 500 to_money_spent_on_weapons_stats wait 300 jump @HARD3_2570 :HARD3_2563 gosub @HARD3_3615 :HARD3_2570 jump @HARD3_2584 :HARD3_2577 gosub @HARD3_3615 :HARD3_2584 if $850 == 1 // integer values else_jump @HARD3_2609 jump @HARD3_10 :HARD3_2609 jump @HARD3_2368 :HARD3_2616 jump @HARD3_602 :HARD3_2623 jump @HARD3_2713 :HARD3_2630 if 80F6: not player $PLAYER_CHAR 0 $546 $547 $548 radius 1.0 1.0 2.0 else_jump @HARD3_2713 if $850 == 1 // integer values else_jump @HARD3_2713 if Player.Defined($PLAYER_CHAR) else_jump @HARD3_2713 gosub @HARD3_5265 :HARD3_2713 jump @HARD3_2745 :HARD3_2720 if $843 == 1 // integer values else_jump @HARD3_2745 gosub @HARD3_5297 :HARD3_2745 jump @HARD3_2759 :HARD3_2752 gosub @HARD3_5297 :HARD3_2759 jump @HARD3_10 :HARD3_2766 if not Actor.Dead($853) else_jump @HARD3_2854 if or 02DF: player $PLAYER_CHAR aggressive 031D: actor $853 hit_by_weapon 47 else_jump @HARD3_2854 if $844 == 0 // integer values else_jump @HARD3_2854 if Player.Defined($PLAYER_CHAR) else_jump @HARD3_2847 01CA: actor $853 kill_player $PLAYER_CHAR :HARD3_2847 $844 = 1 // integer values :HARD3_2854 return :HARD3_2856 if not Actor.Dead($854) else_jump @HARD3_3613 if 0457: player $PLAYER_CHAR aiming_at_actor $854 else_jump @HARD3_3454 if $845 == 0 // integer values else_jump @HARD3_3013 022F: set_actor $854 stop_looking if not Actor.Dead($854) else_jump @HARD3_2992 04EB: actor $854 crouch 0 9999999 ms 0372: set_actor $854 anim 0 wait_state_time 0 ms 0372: set_actor $854 anim 17 wait_state_time 9999999 ms 04C4: create_coordinate $896 $897 $898 from_actor $854 offset 0.0 1.2 0.0 :HARD3_2992 16@ = 0 // integer values $845 = 1 // integer values jump @HARD3_3417 :HARD3_3013 if and 16@ > 2000 // integer values 6000 > 16@ // integer values else_jump @HARD3_3101 if $1540 == 0 // integer values else_jump @HARD3_3101 02E1: $1536 = create_cash_pickup 50 at $896 $897 $898 018C: play_sound 13 at $896 $897 $898 gosub @HARD3_5706 $1540 = 1 // integer values :HARD3_3101 if and 16@ > 6000 // integer values 10000 > 16@ // integer values else_jump @HARD3_3209 if $1541 == 0 // integer values else_jump @HARD3_3209 $897 += 0.1 // floating-point values $896 += 0.1 // floating-point values 02E1: $1537 = create_cash_pickup 100 at $896 $897 $898 018C: play_sound 13 at $896 $897 $898 Player.SetMinWantedLevel($PLAYER_CHAR, 1) $1541 = 1 // integer values :HARD3_3209 if and 16@ > 10000 // integer values 14000 > 16@ // integer values else_jump @HARD3_3308 if $1542 == 0 // integer values else_jump @HARD3_3308 $897 += 0.1 // floating-point values 02E1: $1538 = create_cash_pickup 250 at $896 $897 $898 018C: play_sound 13 at $896 $897 $898 Player.SetMinWantedLevel($PLAYER_CHAR, 2) $1542 = 1 // integer values :HARD3_3308 if and 16@ > 14000 // integer values 20000 > 16@ // integer values else_jump @HARD3_3417 if $1543 == 0 // integer values else_jump @HARD3_3417 $897 += 0.1 // floating-point values $896 += 0.1 // floating-point values 02E1: $1539 = create_cash_pickup 600 at $896 $897 $898 018C: play_sound 13 at $896 $897 $898 Player.SetMinWantedLevel($PLAYER_CHAR, 3) $1543 = 1 // integer values :HARD3_3417 if or 02DF: player $PLAYER_CHAR aggressive 031D: actor $854 hit_by_weapon 47 else_jump @HARD3_3447 jump @HARD3_3454 :HARD3_3447 jump @HARD3_3613 :HARD3_3454 if $845 == 0 // integer values else_jump @HARD3_3509 if or 02DF: player $PLAYER_CHAR aggressive 031D: actor $854 hit_by_weapon 47 else_jump @HARD3_3502 $845 = 1 // integer values :HARD3_3502 jump @HARD3_3613 :HARD3_3509 if not Actor.Dead($854) else_jump @HARD3_3613 0372: set_actor $854 anim 0 wait_state_time 0 ms 04EB: actor $854 crouch 1 9999999 ms if $864 == 0 // integer values else_jump @HARD3_3613 022F: set_actor $854 stop_looking Actor.StorePos($854, $896, $897, $898) 018D: $865 = create_sound 0 at $896 $897 $898 Player.SetMinWantedLevel($PLAYER_CHAR, 2) $864 = 1 // integer values :HARD3_3613 return :HARD3_3615 if Player.Defined($PLAYER_CHAR) else_jump @HARD3_3658 0054: store_player $PLAYER_CHAR position_to $899 $900 $901 018C: play_sound 14 at $899 $900 $901 :HARD3_3658 if 00E1: key_pressed 0 16 else_jump @HARD3_3686 wait 0 jump @HARD3_3658 :HARD3_3686 return :HARD3_3688 if Player.Defined($PLAYER_CHAR) else_jump @HARD3_3731 0054: store_player $PLAYER_CHAR position_to $899 $900 $901 018C: play_sound 13 at $899 $900 $901 :HARD3_3731 if 00E1: key_pressed 0 16 else_jump @HARD3_3759 wait 0 jump @HARD3_3731 :HARD3_3759 return :HARD3_3761 0512: permanent_text_box 'GUN_H1' 0494: get_joystick 0 data_to $880 $881 $882 $883 if or 00E1: key_pressed 0 10 -100 > $880 // integer values else_jump @HARD3_3818 $851 -= 1 // integer values :HARD3_3818 if or 00E1: key_pressed 0 11 $880 > 100 // integer values else_jump @HARD3_3849 $851 += 1 // integer values :HARD3_3849 if 0 > $851 // integer values else_jump @HARD3_3874 $851 = 4 // integer values :HARD3_3874 if $851 > 4 // integer values else_jump @HARD3_3899 $851 = 0 // integer values :HARD3_3899 if 00E1: key_pressed 0 15 else_jump @HARD3_4024 :HARD3_3916 if 00E1: key_pressed 0 15 else_jump @HARD3_3944 wait 0 jump @HARD3_3916 :HARD3_3944 if Player.Defined($PLAYER_CHAR) else_jump @HARD3_4024 Camera.Restore_WithJumpCut Camera.SetBehindPlayer 03E6: remove_text_box 0055: put_player $PLAYER_CHAR at $531 $532 $533 if Player.Defined($PLAYER_CHAR) else_jump @HARD3_4010 Actor.LockInCurrentPosition($PLAYER_ACTOR) = False Player.CanMove($PLAYER_CHAR) = True :HARD3_4010 $1180 = 0 // integer values $849 = 1 // integer values :HARD3_4024 return :HARD3_4026 0512: permanent_text_box 'GUN_H1' 0494: get_joystick 0 data_to $880 $881 $882 $883 if or 00E1: key_pressed 0 10 -100 > $880 // integer values else_jump @HARD3_4083 $851 -= 1 // integer values :HARD3_4083 if or 00E1: key_pressed 0 11 $880 > 100 // integer values else_jump @HARD3_4114 $851 += 1 // integer values :HARD3_4114 if 0 > $851 // integer values else_jump @HARD3_4139 $851 = 5 // integer values :HARD3_4139 if $851 > 5 // integer values else_jump @HARD3_4164 $851 = 0 // integer values :HARD3_4164 if 00E1: key_pressed 0 15 else_jump @HARD3_4367 :HARD3_4181 if 80E1: not key_pressed 0 15 else_jump @HARD3_4209 wait 0 jump @HARD3_4181 :HARD3_4209 if Player.Defined($PLAYER_CHAR) else_jump @HARD3_4367 Camera.Restore_WithJumpCut Camera.SetBehindPlayer 03E6: remove_text_box if Player.Defined($PLAYER_CHAR) else_jump @HARD3_4323 if 0121: player $PLAYER_CHAR in_zone 'BEACH3' // Vice Point else_jump @HARD3_4285 0055: put_player $PLAYER_CHAR at $534 $535 $536 :HARD3_4285 if 0121: player $PLAYER_CHAR in_zone 'DTOWN' // Downtown else_jump @HARD3_4323 0055: put_player $PLAYER_CHAR at $537 $538 $539 :HARD3_4323 if Player.Defined($PLAYER_CHAR) else_jump @HARD3_4353 Actor.LockInCurrentPosition($PLAYER_ACTOR) = False Player.CanMove($PLAYER_CHAR) = True :HARD3_4353 $1180 = 0 // integer values $849 = 1 // integer values :HARD3_4367 return :HARD3_4369 0512: permanent_text_box 'GUN_H1' 0494: get_joystick 0 data_to $880 $881 $882 $883 if or 00E1: key_pressed 0 10 -100 > $880 // integer values else_jump @HARD3_4426 $851 -= 1 // integer values :HARD3_4426 if or 00E1: key_pressed 0 11 $880 > 100 // integer values else_jump @HARD3_4457 $851 += 1 // integer values :HARD3_4457 if 0 > $851 // integer values else_jump @HARD3_4482 $851 = 4 // integer values :HARD3_4482 if $851 > 4 // integer values else_jump @HARD3_4507 $851 = 0 // integer values :HARD3_4507 if 00E1: key_pressed 0 15 else_jump @HARD3_4748 :HARD3_4524 if 00E1: key_pressed 0 15 else_jump @HARD3_4552 wait 0 jump @HARD3_4524 :HARD3_4552 if Player.Defined($PLAYER_CHAR) else_jump @HARD3_4748 Camera.Restore_WithJumpCut Camera.SetBehindPlayer 03E6: remove_text_box if Player.Defined($PLAYER_CHAR) else_jump @HARD3_4704 if 0121: player $PLAYER_CHAR in_zone 'BEACH2' // Washington Beach else_jump @HARD3_4628 0055: put_player $PLAYER_CHAR at $540 $541 $542 :HARD3_4628 if 0121: player $PLAYER_CHAR in_zone 'BEACH3' // Vice Point else_jump @HARD3_4666 0055: put_player $PLAYER_CHAR at $543 $544 $545 :HARD3_4666 if 0121: player $PLAYER_CHAR in_zone 'HAVANA' // Little Havana else_jump @HARD3_4704 0055: put_player $PLAYER_CHAR at $546 $547 $548 :HARD3_4704 if Player.Defined($PLAYER_CHAR) else_jump @HARD3_4734 Actor.LockInCurrentPosition($PLAYER_ACTOR) = False Player.CanMove($PLAYER_CHAR) = True :HARD3_4734 $1180 = 0 // integer values $850 = 1 // integer values :HARD3_4748 return :HARD3_4750 if $846 == 0 // integer values else_jump @HARD3_4775 $846 = 1 // integer values :HARD3_4775 return :HARD3_4777 if $846 == 0 // integer values else_jump @HARD3_4802 $846 = 1 // integer values :HARD3_4802 return :HARD3_4804 wait 1500 if Player.Defined($PLAYER_CHAR) else_jump @HARD3_5022 if not Actor.Dead($853) else_jump @HARD3_5022 0243: set_actor $853 ped_stats_to 16 if 0121: player $PLAYER_CHAR in_zone 'BEACH1' // Ocean Beach else_jump @HARD3_4898 if Model.Available(#INGRAMSL) else_jump @HARD3_4898 01B2: give_actor $853 weapon 24 ammo 9999 // Load the weapon model before using this :HARD3_4898 if 0121: player $PLAYER_CHAR in_zone 'BEACH3' // Vice Point else_jump @HARD3_4948 if Model.Available(#UZI) else_jump @HARD3_4948 01B2: give_actor $853 weapon 23 ammo 9999 // Load the weapon model before using this :HARD3_4948 if 0121: player $PLAYER_CHAR in_zone 'DTOWN' // Downtown else_jump @HARD3_4998 if Model.Available(#PYTHON) else_jump @HARD3_4998 01B2: give_actor $853 weapon 18 ammo 9999 // Load the weapon model before using this :HARD3_4998 if Player.Defined($PLAYER_CHAR) else_jump @HARD3_5022 022D: set_actor $853 to_look_at_player $PLAYER_CHAR :HARD3_5022 return :HARD3_5024 $849 = 0 // integer values $851 = 0 // integer values $846 = 0 // integer values $862 = 0 // integer values 03E6: remove_text_box return :HARD3_5056 if and Actor.Dead($853) $857 > 30000 // integer values else_jump @HARD3_5085 01BD: $860 = current_time_in_ms :HARD3_5085 Actor.DestroyInstantly($853) 0296: unload_special_actor 21 if Player.Defined($PLAYER_CHAR) else_jump @HARD3_5117 Actor.LockInCurrentPosition($PLAYER_ACTOR) = False :HARD3_5117 Object.Destroy($889) Object.Destroy($890) Object.Destroy($891) Object.Destroy($892) Object.Destroy($893) Object.Destroy($894) Object.Destroy($895) $844 = 0 // integer values $842 = 0 // integer values $866 = 0 // integer values 018E: stop_sound $865 if not Player.Defined($PLAYER_CHAR) else_jump @HARD3_5202 $860 = -30000 // integer values :HARD3_5202 return :HARD3_5204 if not Actor.Dead($854) else_jump @HARD3_5263 0243: set_actor $854 ped_stats_to 16 01ED: reset_actor $854 flags 0350: set_actor $854 maintain_position_when_attacked 1 if Player.Defined($PLAYER_CHAR) else_jump @HARD3_5263 022D: set_actor $854 to_look_at_player $PLAYER_CHAR :HARD3_5263 return :HARD3_5265 $850 = 0 // integer values $851 = 0 // integer values $846 = 0 // integer values $862 = 0 // integer values 03E6: remove_text_box return :HARD3_5297 if or Actor.Dead($854) $845 == 1 // integer values else_jump @HARD3_5346 if $858 > 60000 // integer values else_jump @HARD3_5346 01BD: $861 = current_time_in_ms :HARD3_5346 Actor.DestroyInstantly($854) Object.Destroy($875) Object.Destroy($876) Object.Destroy($877) Object.Destroy($878) Object.Destroy($879) 0296: unload_special_actor 16 if Player.Defined($PLAYER_CHAR) else_jump @HARD3_5403 Actor.LockInCurrentPosition($PLAYER_ACTOR) = False :HARD3_5403 $1540 = 0 // integer values $1541 = 0 // integer values $1542 = 0 // integer values $1543 = 0 // integer values $845 = 0 // integer values $843 = 0 // integer values $866 = 0 // integer values $864 = 0 // integer values 018E: stop_sound $865 if not Player.Defined($PLAYER_CHAR) else_jump @HARD3_5490 $861 = -60000 // integer values :HARD3_5490 return :HARD3_5492 023C: load_special_actor 21 'SAM' :HARD3_5504 if 823D: not special_actor 21 loaded else_jump @HARD3_5542 wait 0 023C: load_special_actor 21 'SAM' jump @HARD3_5504 :HARD3_5542 01BD: $859 = current_time_in_ms Actor.DestroyInstantly($853) return :HARD3_5554 023C: load_special_actor 16 'S_KEEP' :HARD3_5566 if 823D: not special_actor 16 loaded else_jump @HARD3_5604 wait 0 023C: load_special_actor 16 'S_KEEP' jump @HARD3_5566 :HARD3_5604 01BD: $859 = current_time_in_ms Actor.DestroyInstantly($854) return :HARD3_5616 04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 2 weapon $869 ammo $852 model $870 01B8: set_player $PLAYER_CHAR armed_weapon_to $869 if 84A3: not $869 == 0 // integer values OR floating-point values else_jump @HARD3_5676 01E5: text_1number_highpriority 'HELP54' $885 1000 ms 1 // ~w~Cost: $~1~ ~r~Buying this will replace your current weapon. :HARD3_5676 return :HARD3_5678 if $852 > 0 // integer values else_jump @HARD3_5704 01B8: set_player $PLAYER_CHAR armed_weapon_to $869 :HARD3_5704 return :HARD3_5706 if and 00F5: player $PLAYER_CHAR 0 $540 $541 $542 radius 35.0 35.0 30.0 $886 == 0 // integer values else_jump @HARD3_5773 0531: increment_stores_knocked_off_by 1 $1531 += 1 // integer values $886 = 1 // integer values :HARD3_5773 if and 0057: player $PLAYER_CHAR 0 357.7 1016.6 30.1 410.4 1110.4 16.0 $887 == 0 // integer values else_jump @HARD3_5846 0531: increment_stores_knocked_off_by 1 $1531 += 1 // integer values $887 = 1 // integer values :HARD3_5846 if and 00F5: player $PLAYER_CHAR 0 $546 $547 $548 radius 35.0 35.0 20.0 $888 == 0 // integer values else_jump @HARD3_5913 0531: increment_stores_knocked_off_by 1 $1531 += 1 // integer values $888 = 1 // integer values :HARD3_5913 return :RAMPAGE set_wb_check_to 0 thread 'RAMPAGE' $1401 = 50 // integer values $1402 = 0 // integer values $1403 = 0 // integer values $1439 = 0 // integer values $1440 = 0 // integer values $1441 = 0 // integer values $1442 = 0 // integer values $1443 = 0 // integer values $1444 = 0 // integer values $1445 = 0 // integer values $1446 = 0 // integer values $1447 = 0 // integer values $1448 = 0 // integer values $1449 = 0 // integer values $1450 = 0 // integer values $1451 = 0 // integer values $1452 = 0 // integer values $1453 = 0 // integer values $1454 = 0 // integer values $1455 = 0 // integer values $1456 = 0 // integer values $1457 = 0 // integer values $1458 = 0 // integer values $1459 = 0 // integer values $1460 = 0 // integer values $1461 = 0 // integer values $1462 = 0 // integer values $1463 = 0 // integer values $1464 = 0 // integer values $1465 = 0 // integer values $1466 = 0 // integer values $1467 = 0 // integer values $1468 = 0 // integer values $1469 = 0 // integer values $1470 = 0 // integer values $1471 = 0 // integer values $1472 = 0 // integer values $1473 = 0 // integer values $1404 = Pickup.Create(#KILLFRENZY, 3, 218.22, -1613.76, 11.06) $1405 = Pickup.Create(#KILLFRENZY, 3, -1435.29, -833.645, 30.05989) $1406 = Pickup.Create(#KILLFRENZY, 3, 234.86, 34.22, 9.98) $1407 = Pickup.Create(#KILLFRENZY, 3, 479.69, 1110.18, 17.33) $1408 = Pickup.Create(#KILLFRENZY, 3, 370.63, 1125.86, 26.5) $1409 = Pickup.Create(#KILLFRENZY, 3, 144.449, -545.234, 14.751) $1410 = Pickup.Create(#KILLFRENZY, 3, -1100.625, 1453.43, 8.73) $1411 = Pickup.Create(#KILLFRENZY, 3, -908.317, 744.149, 11.092) $1412 = Pickup.Create(#KILLFRENZY, 3, -508.768, 1149.203, 18.172) $1413 = Pickup.Create(#KILLFRENZY, 3, -789.41, 592.56, 11.1) $1414 = Pickup.Create(#KILLFRENZY, 3, -1011.37, -170.64, 10.99) $1415 = Pickup.Create(#KILLFRENZY, 3, 68.702, -1119.231, 10.458) $1416 = Pickup.Create(#KILLFRENZY, 3, 85.623, -1259.86, 17.092) $1417 = Pickup.Create(#KILLFRENZY, 3, -679.66, -419.712, 10.469) $1418 = Pickup.Create(#KILLFRENZY, 3, -1176.341, -702.975, 22.662) $1419 = Pickup.Create(#KILLFRENZY, 3, -626.642, -1354.85, 16.373) $1420 = Pickup.Create(#KILLFRENZY, 3, -1519.33, -292.236, 14.86) $1421 = Pickup.Create(#KILLFRENZY, 3, -956.113, -1206.33, 14.86) $1422 = Pickup.Create(#KILLFRENZY, 3, -890.184, -489.655, 36.2) $1423 = Pickup.Create(#KILLFRENZY, 3, 3.426, -1147.0, 10.45) $1424 = Pickup.Create(#KILLFRENZY, 3, 468.656, -1608.79, 11.03) $1425 = Pickup.Create(#KILLFRENZY, 3, 587.795, 1206.26, 15.64) $1426 = Pickup.Create(#KILLFRENZY, 3, 300.673, 1324.88, 22.919) $1427 = Pickup.Create(#KILLFRENZY, 3, 217.247, 261.372, 8.71) $1428 = Pickup.Create(#KILLFRENZY, 3, -366.44, -1742.1, 11.426) $1429 = Pickup.Create(#KILLFRENZY, 3, -448.796, 1249.27, 11.75) $1430 = Pickup.Create(#KILLFRENZY, 3, -674.22, 1162.7, 28.15) $1431 = Pickup.Create(#KILLFRENZY, 3, -1143.48, -410.87, 10.95) $1432 = Pickup.Create(#KILLFRENZY, 3, 624.26, -230.158, 23.915) $1433 = Pickup.Create(#KILLFRENZY, 3, -34.13, -948.707, 21.772) $1434 = Pickup.Create(#KILLFRENZY, 3, 593.315, -352.826, 13.711) $1435 = Pickup.Create(#KILLFRENZY, 3, -1234.83, -90.378, 11.43) $1436 = Pickup.Create(#KILLFRENZY, 3, -1483.47, -881.677, 14.87) $1437 = Pickup.Create(#KILLFRENZY, 3, -194.701, -1085.067, 15.66) $1438 = Pickup.Create(#KILLFRENZY, 3, -983.373, -353.997, 13.84) 0408: set_total_rampages_to 35 $1474 = 30 // integer values $1475 = 12 // integer values $1476 = 35 // integer values $1477 = 35 // integer values $1478 = 30 // integer values $1479 = 25 // integer values $1480 = 30 // integer values $1481 = 35 // integer values $1482 = 40 // integer values $1483 = 30 // integer values $1484 = 30 // integer values $1485 = 20 // integer values $1486 = 25 // integer values $1487 = 35 // integer values $1488 = 20 // integer values $1489 = 15 // integer values $1490 = 15 // integer values $1491 = 35 // integer values $1492 = 20 // integer values $1493 = 10 // integer values $1494 = 30 // integer values $1495 = 25 // integer values $1496 = 30 // integer values $1497 = 20 // integer values $1498 = 10 // integer values $1499 = 30 // integer values $1500 = 25 // integer values $1501 = 25 // integer values $1502 = 10 // integer values $1503 = 25 // integer values $1504 = 30 // integer values $1505 = 35 // integer values $1506 = 25 // integer values $1507 = 25 // integer values $1508 = 10 // integer values :RAMPAGE_1369 if 35 > $1403 // integer values else_jump @RAMPAGE_5602 wait 0 $1515 += 1 // integer values if $1515 > 17 // integer values else_jump @RAMPAGE_1423 $1515 = 0 // integer values :RAMPAGE_1423 if $1515 == 0 // integer values else_jump @RAMPAGE_1661 if $1439 == 0 // integer values else_jump @RAMPAGE_1551 0084: $1516 = $1439 // integer values and handles 0084: $1517 = $1404 // integer values and handles 04AE: $1518 = 272 // integer values OR floating-point values 04AE: $1519 = 15 // integer values OR floating-point values 0084: $1520 = $1474 // integer values and handles $1521 = 218.22 // floating-point values $1522 = -1613.76 // floating-point values $1523 = 11.06 // floating-point values gosub @RAMPAGE_5610 0084: $1439 = $1516 // integer values and handles 0084: $1404 = $1517 // integer values and handles :RAMPAGE_1551 if $1440 == 0 // integer values else_jump @RAMPAGE_1661 0084: $1516 = $1440 // integer values and handles 0084: $1517 = $1405 // integer values and handles 04AE: $1518 = 287 // integer values OR floating-point values 04AE: $1519 = 30 // integer values OR floating-point values 0084: $1520 = $1475 // integer values and handles $1521 = -1435.29 // floating-point values $1522 = -833.645 // floating-point values $1523 = 30.06 // floating-point values gosub @RAMPAGE_5610 0084: $1440 = $1516 // integer values and handles 0084: $1405 = $1517 // integer values and handles :RAMPAGE_1661 if $1515 == 1 // integer values else_jump @RAMPAGE_1899 if $1441 == 0 // integer values else_jump @RAMPAGE_1789 0084: $1516 = $1441 // integer values and handles 0084: $1517 = $1406 // integer values and handles 04AE: $1518 = 282 // integer values OR floating-point values 04AE: $1519 = 42 // integer values OR floating-point values 0084: $1520 = $1476 // integer values and handles $1521 = 234.86 // floating-point values $1522 = 34.22 // floating-point values $1523 = 9.98 // floating-point values gosub @RAMPAGE_5610 0084: $1441 = $1516 // integer values and handles 0084: $1406 = $1517 // integer values and handles :RAMPAGE_1789 if $1442 == 0 // integer values else_jump @RAMPAGE_1899 0084: $1516 = $1442 // integer values and handles 0084: $1517 = $1407 // integer values and handles 04AE: $1518 = 280 // integer values OR floating-point values 04AE: $1519 = 26 // integer values OR floating-point values 0084: $1520 = $1477 // integer values and handles $1521 = 479.69 // floating-point values $1522 = 1110.18 // floating-point values $1523 = 17.33 // floating-point values gosub @RAMPAGE_5610 0084: $1442 = $1516 // integer values and handles 0084: $1407 = $1517 // integer values and handles :RAMPAGE_1899 if $1515 == 2 // integer values else_jump @RAMPAGE_2137 if $1443 == 0 // integer values else_jump @RAMPAGE_2027 0084: $1516 = $1443 // integer values and handles 0084: $1517 = $1408 // integer values and handles 04AE: $1518 = 287 // integer values OR floating-point values 04AE: $1519 = 30 // integer values OR floating-point values 0084: $1520 = $1478 // integer values and handles $1521 = 370.63 // floating-point values $1522 = 1125.86 // floating-point values $1523 = 26.5 // floating-point values gosub @RAMPAGE_5610 0084: $1443 = $1516 // integer values and handles 0084: $1408 = $1517 // integer values and handles :RAMPAGE_2027 if $1444 == 0 // integer values else_jump @RAMPAGE_2137 0084: $1516 = $1444 // integer values and handles 0084: $1517 = $1409 // integer values and handles 04AE: $1518 = 284 // integer values OR floating-point values 04AE: $1519 = 25 // integer values OR floating-point values 0084: $1520 = $1479 // integer values and handles $1521 = 144.449 // floating-point values $1522 = -545.234 // floating-point values $1523 = 14.751 // floating-point values gosub @RAMPAGE_5610 0084: $1444 = $1516 // integer values and handles 0084: $1409 = $1517 // integer values and handles :RAMPAGE_2137 if $1515 == 3 // integer values else_jump @RAMPAGE_2375 if $1445 == 0 // integer values else_jump @RAMPAGE_2265 0084: $1516 = $1445 // integer values and handles 0084: $1517 = $1410 // integer values and handles 04AE: $1518 = 288 // integer values OR floating-point values 04AE: $1519 = 31 // integer values OR floating-point values 0084: $1520 = $1480 // integer values and handles $1521 = -1100.625 // floating-point values $1522 = 1453.43 // floating-point values $1523 = 8.73 // floating-point values gosub @RAMPAGE_5610 0084: $1445 = $1516 // integer values and handles 0084: $1410 = $1517 // integer values and handles :RAMPAGE_2265 if $1446 == 0 // integer values else_jump @RAMPAGE_2375 0084: $1516 = $1446 // integer values and handles 0084: $1517 = $1411 // integer values and handles 04AE: $1518 = 282 // integer values OR floating-point values 04AE: $1519 = 42 // integer values OR floating-point values 0084: $1520 = $1481 // integer values and handles $1521 = -908.317 // floating-point values $1522 = 744.149 // floating-point values $1523 = 11.092 // floating-point values gosub @RAMPAGE_5610 0084: $1446 = $1516 // integer values and handles 0084: $1411 = $1517 // integer values and handles :RAMPAGE_2375 if $1515 == 4 // integer values else_jump @RAMPAGE_2613 if $1447 == 0 // integer values else_jump @RAMPAGE_2503 0084: $1516 = $1447 // integer values and handles 0084: $1517 = $1412 // integer values and handles 04AE: $1518 = 272 // integer values OR floating-point values 04AE: $1519 = 15 // integer values OR floating-point values 0084: $1520 = $1482 // integer values and handles $1521 = -508.768 // floating-point values $1522 = 1149.203 // floating-point values $1523 = 18.172 // floating-point values gosub @RAMPAGE_5610 0084: $1447 = $1516 // integer values and handles 0084: $1412 = $1517 // integer values and handles :RAMPAGE_2503 if $1448 == 0 // integer values else_jump @RAMPAGE_2613 0084: $1516 = $1448 // integer values and handles 0084: $1517 = $1413 // integer values and handles 04AE: $1518 = 289 // integer values OR floating-point values 04AE: $1519 = 32 // integer values OR floating-point values 0084: $1520 = $1483 // integer values and handles $1521 = -789.41 // floating-point values $1522 = 592.56 // floating-point values $1523 = 11.1 // floating-point values gosub @RAMPAGE_5610 0084: $1448 = $1516 // integer values and handles 0084: $1413 = $1517 // integer values and handles :RAMPAGE_2613 if $1515 == 5 // integer values else_jump @RAMPAGE_2851 if $1449 == 0 // integer values else_jump @RAMPAGE_2741 0084: $1516 = $1449 // integer values and handles 0084: $1517 = $1414 // integer values and handles 04AE: $1518 = 281 // integer values OR floating-point values 04AE: $1519 = 22 // integer values OR floating-point values 0084: $1520 = $1484 // integer values and handles $1521 = -1011.37 // floating-point values $1522 = -170.64 // floating-point values $1523 = 10.99 // floating-point values gosub @RAMPAGE_5610 0084: $1449 = $1516 // integer values and handles 0084: $1414 = $1517 // integer values and handles :RAMPAGE_2741 if $1450 == 0 // integer values else_jump @RAMPAGE_2851 0084: $1516 = $1450 // integer values and handles 0084: $1517 = $1415 // integer values and handles 04AE: $1518 = 269 // integer values OR floating-point values 04AE: $1519 = 11 // integer values OR floating-point values 0084: $1520 = $1485 // integer values and handles $1521 = 68.702 // floating-point values $1522 = -1119.231 // floating-point values $1523 = 10.458 // floating-point values gosub @RAMPAGE_5610 0084: $1450 = $1516 // integer values and handles 0084: $1415 = $1517 // integer values and handles :RAMPAGE_2851 if $1515 == 6 // integer values else_jump @RAMPAGE_3088 if $1451 == 0 // integer values else_jump @RAMPAGE_2979 0084: $1516 = $1451 // integer values and handles 0084: $1517 = $1416 // integer values and handles 04AE: $1518 = 286 // integer values OR floating-point values 04AE: $1519 = 29 // integer values OR floating-point values 0084: $1520 = $1486 // integer values and handles $1521 = 85.623 // floating-point values $1522 = -1259.86 // floating-point values $1523 = 17.092 // floating-point values gosub @RAMPAGE_5610 0084: $1451 = $1516 // integer values and handles 0084: $1416 = $1517 // integer values and handles :RAMPAGE_2979 if $1452 == 0 // integer values else_jump @RAMPAGE_3088 0084: $1516 = $1452 // integer values and handles 0084: $1517 = $1417 // integer values and handles $1518 = -1 // integer values 04AE: $1519 = 40 // integer values OR floating-point values 0084: $1520 = $1487 // integer values and handles $1521 = -679.66 // floating-point values $1522 = -419.712 // floating-point values $1523 = 10.469 // floating-point values gosub @RAMPAGE_5610 0084: $1452 = $1516 // integer values and handles 0084: $1417 = $1517 // integer values and handles :RAMPAGE_3088 if $1515 == 7 // integer values else_jump @RAMPAGE_3326 if $1453 == 0 // integer values else_jump @RAMPAGE_3216 0084: $1516 = $1453 // integer values and handles 0084: $1517 = $1418 // integer values and handles 04AE: $1518 = 276 // integer values OR floating-point values 04AE: $1519 = 27 // integer values OR floating-point values 0084: $1520 = $1488 // integer values and handles $1521 = -1176.341 // floating-point values $1522 = -702.975 // floating-point values $1523 = 22.662 // floating-point values gosub @RAMPAGE_5610 0084: $1453 = $1516 // integer values and handles 0084: $1418 = $1517 // integer values and handles :RAMPAGE_3216 if $1454 == 0 // integer values else_jump @RAMPAGE_3326 0084: $1516 = $1454 // integer values and handles 0084: $1517 = $1419 // integer values and handles 04AE: $1518 = 287 // integer values OR floating-point values 04AE: $1519 = 30 // integer values OR floating-point values 0084: $1520 = $1489 // integer values and handles $1521 = -626.642 // floating-point values $1522 = -1354.85 // floating-point values $1523 = 16.373 // floating-point values gosub @RAMPAGE_5610 0084: $1454 = $1516 // integer values and handles 0084: $1419 = $1517 // integer values and handles :RAMPAGE_3326 if $1515 == 8 // integer values else_jump @RAMPAGE_3564 if $1455 == 0 // integer values else_jump @RAMPAGE_3454 0084: $1516 = $1455 // integer values and handles 0084: $1517 = $1420 // integer values and handles 04AE: $1518 = 290 // integer values OR floating-point values 04AE: $1519 = 33 // integer values OR floating-point values 0084: $1520 = $1490 // integer values and handles $1521 = -1519.33 // floating-point values $1522 = -292.236 // floating-point values $1523 = 14.86 // floating-point values gosub @RAMPAGE_5610 0084: $1455 = $1516 // integer values and handles 0084: $1420 = $1517 // integer values and handles :RAMPAGE_3454 if $1456 == 0 // integer values else_jump @RAMPAGE_3564 0084: $1516 = $1456 // integer values and handles 0084: $1517 = $1421 // integer values and handles 04AE: $1518 = 270 // integer values OR floating-point values 04AE: $1519 = 12 // integer values OR floating-point values 0084: $1520 = $1491 // integer values and handles $1521 = -956.113 // floating-point values $1522 = -1206.33 // floating-point values $1523 = 14.86 // floating-point values gosub @RAMPAGE_5610 0084: $1456 = $1516 // integer values and handles 0084: $1421 = $1517 // integer values and handles :RAMPAGE_3564 if $1515 == 9 // integer values else_jump @RAMPAGE_3802 if $1457 == 0 // integer values else_jump @RAMPAGE_3692 0084: $1516 = $1457 // integer values and handles 0084: $1517 = $1422 // integer values and handles 04AE: $1518 = 285 // integer values OR floating-point values 04AE: $1519 = 28 // integer values OR floating-point values 0084: $1520 = $1492 // integer values and handles $1521 = -890.184 // floating-point values $1522 = -489.655 // floating-point values $1523 = 36.2 // floating-point values gosub @RAMPAGE_5610 0084: $1457 = $1516 // integer values and handles 0084: $1422 = $1517 // integer values and handles :RAMPAGE_3692 if $1458 == 0 // integer values else_jump @RAMPAGE_3802 0084: $1516 = $1458 // integer values and handles 0084: $1517 = $1423 // integer values and handles 04AE: $1518 = 268 // integer values OR floating-point values 04AE: $1519 = 10 // integer values OR floating-point values 0084: $1520 = $1493 // integer values and handles $1521 = 3.426 // floating-point values $1522 = -1147.0 // floating-point values $1523 = 10.45 // floating-point values gosub @RAMPAGE_5610 0084: $1458 = $1516 // integer values and handles 0084: $1423 = $1517 // integer values and handles :RAMPAGE_3802 if $1515 == 10 // integer values else_jump @RAMPAGE_4039 if $1459 == 0 // integer values else_jump @RAMPAGE_3929 0084: $1516 = $1459 // integer values and handles 0084: $1517 = $1424 // integer values and handles $1518 = -1 // integer values 04AE: $1519 = 40 // integer values OR floating-point values 0084: $1520 = $1494 // integer values and handles $1521 = 468.656 // floating-point values $1522 = -1608.79 // floating-point values $1523 = 11.03 // floating-point values gosub @RAMPAGE_5610 0084: $1459 = $1516 // integer values and handles 0084: $1424 = $1517 // integer values and handles :RAMPAGE_3929 if $1460 == 0 // integer values else_jump @RAMPAGE_4039 0084: $1516 = $1460 // integer values and handles 0084: $1517 = $1425 // integer values and handles 04AE: $1518 = 275 // integer values OR floating-point values 04AE: $1519 = 18 // integer values OR floating-point values 0084: $1520 = $1495 // integer values and handles $1521 = 587.795 // floating-point values $1522 = 1206.26 // floating-point values $1523 = 15.64 // floating-point values gosub @RAMPAGE_5610 0084: $1460 = $1516 // integer values and handles 0084: $1425 = $1517 // integer values and handles :RAMPAGE_4039 if $1515 == 11 // integer values else_jump @RAMPAGE_4277 if $1461 == 0 // integer values else_jump @RAMPAGE_4167 0084: $1516 = $1461 // integer values and handles 0084: $1517 = $1426 // integer values and handles 04AE: $1518 = 282 // integer values OR floating-point values 04AE: $1519 = 42 // integer values OR floating-point values 0084: $1520 = $1496 // integer values and handles $1521 = 300.673 // floating-point values $1522 = 1324.88 // floating-point values $1523 = 22.919 // floating-point values gosub @RAMPAGE_5610 0084: $1461 = $1516 // integer values and handles 0084: $1426 = $1517 // integer values and handles :RAMPAGE_4167 if $1462 == 0 // integer values else_jump @RAMPAGE_4277 0084: $1516 = $1462 // integer values and handles 0084: $1517 = $1427 // integer values and handles 04AE: $1518 = 269 // integer values OR floating-point values 04AE: $1519 = 11 // integer values OR floating-point values 0084: $1520 = $1497 // integer values and handles $1521 = 217.247 // floating-point values $1522 = 261.372 // floating-point values $1523 = 8.71 // floating-point values gosub @RAMPAGE_5610 0084: $1462 = $1516 // integer values and handles 0084: $1427 = $1517 // integer values and handles :RAMPAGE_4277 if $1515 == 12 // integer values else_jump @RAMPAGE_4515 if $1463 == 0 // integer values else_jump @RAMPAGE_4405 0084: $1516 = $1463 // integer values and handles 0084: $1517 = $1428 // integer values and handles 04AE: $1518 = 287 // integer values OR floating-point values 04AE: $1519 = 30 // integer values OR floating-point values 0084: $1520 = $1498 // integer values and handles $1521 = -366.44 // floating-point values $1522 = -1742.1 // floating-point values $1523 = 11.426 // floating-point values gosub @RAMPAGE_5610 0084: $1463 = $1516 // integer values and handles 0084: $1428 = $1517 // integer values and handles :RAMPAGE_4405 if $1464 == 0 // integer values else_jump @RAMPAGE_4515 0084: $1516 = $1464 // integer values and handles 0084: $1517 = $1429 // integer values and handles 04AE: $1518 = 290 // integer values OR floating-point values 04AE: $1519 = 33 // integer values OR floating-point values 0084: $1520 = $1499 // integer values and handles $1521 = -448.796 // floating-point values $1522 = 1249.27 // floating-point values $1523 = 11.75 // floating-point values gosub @RAMPAGE_5610 0084: $1464 = $1516 // integer values and handles 0084: $1429 = $1517 // integer values and handles :RAMPAGE_4515 if $1515 == 13 // integer values else_jump @RAMPAGE_4753 if $1465 == 0 // integer values else_jump @RAMPAGE_4643 0084: $1516 = $1465 // integer values and handles 0084: $1517 = $1430 // integer values and handles 04AE: $1518 = 275 // integer values OR floating-point values 04AE: $1519 = 18 // integer values OR floating-point values 0084: $1520 = $1500 // integer values and handles $1521 = -674.22 // floating-point values $1522 = 1162.7 // floating-point values $1523 = 28.15 // floating-point values gosub @RAMPAGE_5610 0084: $1465 = $1516 // integer values and handles 0084: $1430 = $1517 // integer values and handles :RAMPAGE_4643 if $1466 == 0 // integer values else_jump @RAMPAGE_4753 0084: $1516 = $1466 // integer values and handles 0084: $1517 = $1431 // integer values and handles 04AE: $1518 = 277 // integer values OR floating-point values 04AE: $1519 = 19 // integer values OR floating-point values 0084: $1520 = $1501 // integer values and handles $1521 = -1143.48 // floating-point values $1522 = -410.87 // floating-point values $1523 = 10.95 // floating-point values gosub @RAMPAGE_5610 0084: $1466 = $1516 // integer values and handles 0084: $1431 = $1517 // integer values and handles :RAMPAGE_4753 if $1515 == 14 // integer values else_jump @RAMPAGE_4991 if $1467 == 0 // integer values else_jump @RAMPAGE_4881 0084: $1516 = $1467 // integer values and handles 0084: $1517 = $1432 // integer values and handles 04AE: $1518 = 286 // integer values OR floating-point values 04AE: $1519 = 29 // integer values OR floating-point values 0084: $1520 = $1502 // integer values and handles $1521 = 624.26 // floating-point values $1522 = -230.158 // floating-point values $1523 = 23.915 // floating-point values gosub @RAMPAGE_5610 0084: $1467 = $1516 // integer values and handles 0084: $1432 = $1517 // integer values and handles :RAMPAGE_4881 if $1468 == 0 // integer values else_jump @RAMPAGE_4991 0084: $1516 = $1468 // integer values and handles 0084: $1517 = $1433 // integer values and handles 04AE: $1518 = 277 // integer values OR floating-point values 04AE: $1519 = 19 // integer values OR floating-point values 0084: $1520 = $1503 // integer values and handles $1521 = -34.13 // floating-point values $1522 = -948.707 // floating-point values $1523 = 21.772 // floating-point values gosub @RAMPAGE_5610 0084: $1468 = $1516 // integer values and handles 0084: $1433 = $1517 // integer values and handles :RAMPAGE_4991 if $1515 == 15 // integer values else_jump @RAMPAGE_5229 if $1469 == 0 // integer values else_jump @RAMPAGE_5119 0084: $1516 = $1469 // integer values and handles 0084: $1517 = $1434 // integer values and handles 04AE: $1518 = 278 // integer values OR floating-point values 04AE: $1519 = 20 // integer values OR floating-point values 0084: $1520 = $1504 // integer values and handles $1521 = 593.315 // floating-point values $1522 = -352.826 // floating-point values $1523 = 13.711 // floating-point values gosub @RAMPAGE_5610 0084: $1469 = $1516 // integer values and handles 0084: $1434 = $1517 // integer values and handles :RAMPAGE_5119 if $1470 == 0 // integer values else_jump @RAMPAGE_5229 0084: $1516 = $1470 // integer values and handles 0084: $1517 = $1435 // integer values and handles 04AE: $1518 = 278 // integer values OR floating-point values 04AE: $1519 = 20 // integer values OR floating-point values 0084: $1520 = $1505 // integer values and handles $1521 = -1234.83 // floating-point values $1522 = -90.378 // floating-point values $1523 = 11.43 // floating-point values gosub @RAMPAGE_5610 0084: $1470 = $1516 // integer values and handles 0084: $1435 = $1517 // integer values and handles :RAMPAGE_5229 if $1515 == 16 // integer values else_jump @RAMPAGE_5467 if $1471 == 0 // integer values else_jump @RAMPAGE_5357 0084: $1516 = $1471 // integer values and handles 0084: $1517 = $1436 // integer values and handles 04AE: $1518 = 278 // integer values OR floating-point values 04AE: $1519 = 20 // integer values OR floating-point values 0084: $1520 = $1506 // integer values and handles $1521 = -1483.47 // floating-point values $1522 = -881.677 // floating-point values $1523 = 14.87 // floating-point values gosub @RAMPAGE_5610 0084: $1471 = $1516 // integer values and handles 0084: $1436 = $1517 // integer values and handles :RAMPAGE_5357 if $1472 == 0 // integer values else_jump @RAMPAGE_5467 0084: $1516 = $1472 // integer values and handles 0084: $1517 = $1437 // integer values and handles 04AE: $1518 = 280 // integer values OR floating-point values 04AE: $1519 = 26 // integer values OR floating-point values 0084: $1520 = $1507 // integer values and handles $1521 = -194.701 // floating-point values $1522 = -1085.067 // floating-point values $1523 = 15.66 // floating-point values gosub @RAMPAGE_5610 0084: $1472 = $1516 // integer values and handles 0084: $1437 = $1517 // integer values and handles :RAMPAGE_5467 if $1515 == 17 // integer values else_jump @RAMPAGE_5595 if $1473 == 0 // integer values else_jump @RAMPAGE_5595 0084: $1516 = $1473 // integer values and handles 0084: $1517 = $1438 // integer values and handles 04AE: $1518 = 268 // integer values OR floating-point values 04AE: $1519 = 10 // integer values OR floating-point values 0084: $1520 = $1508 // integer values and handles $1521 = -983.373 // floating-point values $1522 = -353.997 // floating-point values $1523 = 13.84 // floating-point values gosub @RAMPAGE_5610 0084: $1473 = $1516 // integer values and handles 0084: $1438 = $1517 // integer values and handles :RAMPAGE_5595 jump @RAMPAGE_1369 :RAMPAGE_5602 030C: set_mission_points += 1 mission_cleanup end_thread :RAMPAGE_5610 if Pickup.Picked_up($1517) else_jump @RAMPAGE_7047 wait 0 if $1180 == 1 // integer values else_jump @RAMPAGE_5668 $1517 = Pickup.Create(#KILLFRENZY, 3, $1521, $1522, $1523) return :RAMPAGE_5668 $ONMISSION = 1 // integer values Model.Load($1518) :RAMPAGE_5680 if not Model.Available($1518) else_jump @RAMPAGE_5707 wait 0 jump @RAMPAGE_5680 :RAMPAGE_5707 if 04A3: $1518 == 290 // integer values OR floating-point values else_jump @RAMPAGE_5758 Model.Load(#MINIGUN2) :RAMPAGE_5731 if not Model.Available(#MINIGUN2) else_jump @RAMPAGE_5758 wait 0 jump @RAMPAGE_5731 :RAMPAGE_5758 if $1509 == 4 // integer values else_jump @RAMPAGE_5818 04AE: $1510 = 7 // integer values OR floating-point values 04AE: $1511 = 83 // integer values OR floating-point values 04AE: $1512 = 84 // integer values OR floating-point values 04AE: $1513 = 85 // integer values OR floating-point values 04AE: $1514 = 86 // integer values OR floating-point values $1509 += 1 // integer values :RAMPAGE_5818 if $1509 == 3 // integer values else_jump @RAMPAGE_5878 04AE: $1510 = 8 // integer values OR floating-point values 04AE: $1511 = 85 // integer values OR floating-point values 04AE: $1512 = 86 // integer values OR floating-point values 04AE: $1513 = 83 // integer values OR floating-point values 04AE: $1514 = 84 // integer values OR floating-point values $1509 += 1 // integer values :RAMPAGE_5878 if $1509 == 2 // integer values else_jump @RAMPAGE_5938 04AE: $1510 = 12 // integer values OR floating-point values 04AE: $1511 = 93 // integer values OR floating-point values 04AE: $1512 = 94 // integer values OR floating-point values 04AE: $1513 = 83 // integer values OR floating-point values 04AE: $1514 = 84 // integer values OR floating-point values $1509 += 1 // integer values :RAMPAGE_5938 if $1509 == 1 // integer values else_jump @RAMPAGE_5998 04AE: $1510 = 10 // integer values OR floating-point values 04AE: $1511 = 89 // integer values OR floating-point values 04AE: $1512 = 90 // integer values OR floating-point values 04AE: $1513 = 85 // integer values OR floating-point values 04AE: $1514 = 86 // integer values OR floating-point values $1509 += 1 // integer values :RAMPAGE_5998 if $1509 == 0 // integer values else_jump @RAMPAGE_6058 04AE: $1510 = 9 // integer values OR floating-point values 04AE: $1511 = 87 // integer values OR floating-point values 04AE: $1512 = 88 // integer values OR floating-point values 04AE: $1513 = 85 // integer values OR floating-point values 04AE: $1514 = 86 // integer values OR floating-point values $1509 += 1 // integer values :RAMPAGE_6058 if Player.Defined($PLAYER_CHAR) else_jump @RAMPAGE_6369 if Player.InZone($PLAYER_CHAR, 'STREET5') else_jump @RAMPAGE_6133 04AE: $1510 = 9 // integer values OR floating-point values 04AE: $1511 = 87 // integer values OR floating-point values 04AE: $1512 = 88 // integer values OR floating-point values 04AE: $1513 = 85 // integer values OR floating-point values 04AE: $1514 = 86 // integer values OR floating-point values :RAMPAGE_6133 if Player.InZone($PLAYER_CHAR, 'BIKAREA') else_jump @RAMPAGE_6192 04AE: $1510 = 12 // integer values OR floating-point values 04AE: $1511 = 93 // integer values OR floating-point values 04AE: $1512 = 94 // integer values OR floating-point values 04AE: $1513 = 83 // integer values OR floating-point values 04AE: $1514 = 84 // integer values OR floating-point values :RAMPAGE_6192 if Player.InZone($PLAYER_CHAR, 'GANG2') else_jump @RAMPAGE_6251 04AE: $1510 = 8 // integer values OR floating-point values 04AE: $1511 = 85 // integer values OR floating-point values 04AE: $1512 = 86 // integer values OR floating-point values 04AE: $1513 = 83 // integer values OR floating-point values 04AE: $1514 = 84 // integer values OR floating-point values :RAMPAGE_6251 if Player.InZone($PLAYER_CHAR, 'GHETTO1') else_jump @RAMPAGE_6310 04AE: $1510 = 8 // integer values OR floating-point values 04AE: $1511 = 85 // integer values OR floating-point values 04AE: $1512 = 86 // integer values OR floating-point values 04AE: $1513 = 83 // integer values OR floating-point values 04AE: $1514 = 84 // integer values OR floating-point values :RAMPAGE_6310 if Player.InZone($PLAYER_CHAR, 'GHETTO2') else_jump @RAMPAGE_6369 04AE: $1510 = 7 // integer values OR floating-point values 04AE: $1511 = 83 // integer values OR floating-point values 04AE: $1512 = 84 // integer values OR floating-point values 04AE: $1513 = 85 // integer values OR floating-point values 04AE: $1514 = 86 // integer values OR floating-point values :RAMPAGE_6369 if 003A: $1517 == $1422 // integer values and handles else_jump @RAMPAGE_6448 01F9: init_rampage 'PAGE_00' $1519 120000 $1520 $1511 $1512 $1513 $1514 0 // . 01E3: text_1number_styled 'PAGE_05' $1520 6000 ms 6 // Gun Down ~1~ Gang Members in 2 Minutes! jump @RAMPAGE_6684 :RAMPAGE_6448 if or 003A: $1517 == $1405 // integer values and handles 003A: $1517 == $1419 // integer values and handles 003A: $1517 == $1420 // integer values and handles 003A: $1517 == $1428 // integer values and handles else_jump @RAMPAGE_6547 01F9: init_rampage 'PAGE_00' $1519 120000 $1520 -2 -1 -1 -1 0 // . 01E3: text_1number_styled 'PAGE_02' $1520 6000 ms 6 // Destroy ~1~ Vehicles in 2 Minutes! jump @RAMPAGE_6684 :RAMPAGE_6547 01F9: init_rampage 'PAGE_00' $1519 120000 $1520 $1511 $1512 -1 -1 0 // . if 04A3: $1519 == 42 // integer values OR floating-point values else_jump @RAMPAGE_6623 01E3: text_1number_styled 'PAGE_03' $1520 6000 ms 6 // Drive-by and Waste ~1~ Gang Members in 2 Minutes! jump @RAMPAGE_6684 :RAMPAGE_6623 if 04A3: $1519 == 40 // integer values OR floating-point values else_jump @RAMPAGE_6666 01E3: text_1number_styled 'PAGE_04' $1520 6000 ms 6 // Runover and Kill ~1~ Gang Members in 2 Minutes! jump @RAMPAGE_6684 :RAMPAGE_6666 01E3: text_1number_styled 'PAGE_01' $1520 6000 ms 6 // Kill ~1~ Gang Members in 2 Minutes! :RAMPAGE_6684 Model.Load($1511) Model.Load($1512) 03DF: all_random_peds $1510 00BA: text_styled 'RAMPAGE' 5000 ms 5 // RAMPAGE!! 01FA: $1402 = rampage_status :RAMPAGE_6719 if $1402 == 1 // integer values else_jump @RAMPAGE_6753 wait 0 01FA: $1402 = rampage_status jump @RAMPAGE_6719 :RAMPAGE_6753 if $1402 == 2 // integer values else_jump @RAMPAGE_6960 $1516 = 1 // integer values $1403 += 1 // integer values 0084: $1401 = $1403 // integer values and handles $1401 *= 50 // integer values if Player.Defined($PLAYER_CHAR) else_jump @RAMPAGE_6821 Player.ClearWantedLevel($PLAYER_CHAR) :RAMPAGE_6821 if 35 > $1403 // integer values else_jump @RAMPAGE_6903 if Player.Defined($PLAYER_CHAR) else_jump @RAMPAGE_6863 Player.Money($PLAYER_CHAR) += $1401 :RAMPAGE_6863 00BA: text_styled 'RAMP_P' 5000 ms 5 // RAMPAGE PASSED!! 01E3: text_1number_styled 'REWARD' $1401 6000 ms 6 // REWARD $~1~ jump @RAMPAGE_6960 :RAMPAGE_6903 if Player.Defined($PLAYER_CHAR) else_jump @RAMPAGE_6927 Player.Money($PLAYER_CHAR) += 1000 :RAMPAGE_6927 00BA: text_styled 'RAMP_A' 5000 ms 5 // ALL RAMPAGES COMPLETED!! 01E3: text_1number_styled 'REWARD' 1000 6000 ms 6 // REWARD $~1~ :RAMPAGE_6960 if $1402 == 3 // integer values else_jump @RAMPAGE_7016 00BA: text_styled 'RAMP_F' 5000 ms 5 // RAMPAGE FAILED!! Pickup.Destroy($1517) $1517 = Pickup.Create(#KILLFRENZY, 3, $1521, $1522, $1523) :RAMPAGE_7016 03DF: all_random_peds -1 Model.Destroy($1511) Model.Destroy($1512) Model.Destroy($1518) Model.Destroy(#MINIGUN2) $ONMISSION = 0 // integer values :RAMPAGE_7047 return :RCHELY1 thread 'RCHELY1' :RCHELY1_10 wait $DEFAULT_WAIT_TIME if Player.Defined($PLAYER_CHAR) else_jump @RCHELY1_192 if $ONMISSION == 0 // integer values else_jump @RCHELY1_192 if 00DE: player $PLAYER_CHAR driving_vehicle_type #TOPFUN else_jump @RCHELY1_192 if $397 == 0 // integer values else_jump @RCHELY1_192 if 00E3: player $PLAYER_CHAR 0 -1235.1 -1235.7 radius 4.0 4.0 else_jump @RCHELY1_192 if 0443: player $PLAYER_CHAR in_a_car else_jump @RCHELY1_192 Player.CanMove($PLAYER_CHAR) = False wait 100 0169: set_fade_color 0 0 0 fade 0 1500 00BA: text_styled 'RCH1_11' 15000 ms 2 // RC Raider Pickup gosub @MAIN_492 start_mission 7 // Treacherous Swine :RCHELY1_192 if Player.Defined($PLAYER_CHAR) else_jump @RCHELY1_234 if 80DE: not player $PLAYER_CHAR driving_vehicle_type #TOPFUN else_jump @RCHELY1_234 $397 = 0 // integer values :RCHELY1_234 jump @RCHELY1_10 :RC_RACE thread 'RC_RACE' :RC_RACE_10 wait $DEFAULT_WAIT_TIME if Player.Defined($PLAYER_CHAR) else_jump @RC_RACE_192 if $ONMISSION == 0 // integer values else_jump @RC_RACE_192 if 00DE: player $PLAYER_CHAR driving_vehicle_type #TOPFUN else_jump @RC_RACE_192 if $399 == 0 // integer values else_jump @RC_RACE_192 if 00E3: player $PLAYER_CHAR 0 718.465 701.3998 radius 3.0 3.0 else_jump @RC_RACE_192 if 0443: player $PLAYER_CHAR in_a_car else_jump @RC_RACE_192 Player.CanMove($PLAYER_CHAR) = False wait 100 0169: set_fade_color 0 0 0 fade 0 1500 00BA: text_styled 'RCR1_5' 15000 ms 2 // RC Bandit Race gosub @MAIN_492 start_mission 8 // Mall Shootout :RC_RACE_192 if Player.Defined($PLAYER_CHAR) else_jump @RC_RACE_234 if 80DE: not player $PLAYER_CHAR driving_vehicle_type #TOPFUN else_jump @RC_RACE_234 $399 = 0 // integer values :RC_RACE_234 jump @RC_RACE_10 :RC_PLNE thread 'RC_PLNE' :RC_PLNE_10 wait $DEFAULT_WAIT_TIME if Player.Defined($PLAYER_CHAR) else_jump @RC_PLNE_202 if $ONMISSION == 0 // integer values else_jump @RC_PLNE_202 if 00DE: player $PLAYER_CHAR driving_vehicle_type #TOPFUN else_jump @RC_PLNE_202 if $400 == 0 // integer values else_jump @RC_PLNE_202 if 00F5: player $PLAYER_CHAR 0 307.917 1254.622 27.595 radius 4.0 4.0 4.0 else_jump @RC_PLNE_202 if 0443: player $PLAYER_CHAR in_a_car else_jump @RC_PLNE_202 Player.CanMove($PLAYER_CHAR) = False wait 100 0169: set_fade_color 0 0 0 fade 0 1500 00BA: text_styled 'RCPL1_7' 15000 ms 2 // RC Baron Race gosub @MAIN_492 start_mission 9 // Guardian Angels :RC_PLNE_202 if Player.Defined($PLAYER_CHAR) else_jump @RC_PLNE_244 if 80DE: not player $PLAYER_CHAR driving_vehicle_type #TOPFUN else_jump @RC_PLNE_244 $400 = 0 // integer values :RC_PLNE_244 jump @RC_PLNE_10 :STADIUM thread 'STADIUM' :STADIUM_10 wait $DEFAULT_WAIT_TIME 00BF: $9 = current_time_hours, $10 = current_time_minutes if $9 > 19 // integer values else_jump @STADIUM_507 if $ONMISSION == 0 // integer values else_jump @STADIUM_391 if Player.Defined($PLAYER_CHAR) else_jump @STADIUM_384 if Player.Controllable($PLAYER_CHAR) else_jump @STADIUM_384 if $7 == 0 // integer values else_jump @STADIUM_116 $7 = 1 // integer values :STADIUM_116 if $11 == 1 // integer values else_jump @STADIUM_161 Object.Angle($ARENA_DOOR_1) = 90.0 Object.Angle($ARENA_DOOR_2) = -90.0 $11 = 0 // integer values :STADIUM_161 if 00F6: player $PLAYER_CHAR 0 -1110.331 1331.096 20.1119 radius 2.0 2.0 2.0 else_jump @STADIUM_384 $ONMISSION = 1 // integer values 0169: set_fade_color 0 0 0 fade 0 1500 if $8 == 0 // integer values else_jump @STADIUM_282 $ONMISSION = 1 // integer values 00BA: text_styled 'HOTRNG' 15000 ms 2 // HOTRING gosub @MAIN_492 start_mission 10 // Sir, Yes Sir! :STADIUM_282 if $8 == 1 // integer values else_jump @STADIUM_333 $ONMISSION = 1 // integer values 00BA: text_styled 'BLODRNG' 15000 ms 2 // BLOODRING gosub @MAIN_492 start_mission 11 // All Hands On Deck! :STADIUM_333 if $8 == 2 // integer values else_jump @STADIUM_384 $ONMISSION = 1 // integer values 00BA: text_styled 'DIRTRNG' 15000 ms 2 // DIRTRING gosub @MAIN_492 start_mission 12 // The Chase :STADIUM_384 jump @STADIUM_500 :STADIUM_391 if $11 == 0 // integer values else_jump @STADIUM_500 if Player.Defined($PLAYER_CHAR) else_jump @STADIUM_500 if 8057: not player $PLAYER_CHAR 0 -1118.978 1326.515 19.076 -1108.978 1335.515 23.076 else_jump @STADIUM_500 Object.Angle($ARENA_DOOR_1) = 0.0 Object.Angle($ARENA_DOOR_2) = 0.0 $11 = 1 // integer values :STADIUM_500 jump @STADIUM_835 :STADIUM_507 if $11 == 0 // integer values else_jump @STADIUM_616 if Player.Defined($PLAYER_CHAR) else_jump @STADIUM_616 if 8057: not player $PLAYER_CHAR 0 -1118.978 1326.515 19.076 -1108.978 1335.515 23.076 else_jump @STADIUM_616 Object.Angle($ARENA_DOOR_1) = 0.0 Object.Angle($ARENA_DOOR_2) = 0.0 $11 = 1 // integer values :STADIUM_616 if $7 == 1 // integer values else_jump @STADIUM_835 $8 += 1 // integer values if $8 == 3 // integer values else_jump @STADIUM_666 $8 = 0 // integer values :STADIUM_666 if $8 == 0 // integer values else_jump @STADIUM_720 Object.Destroy($6) $6 = Object.Init(#DTHOTRING_A, -1037.08, 1340.258, 36.552) Object.RemoveFromMissionCleanupList($6) 054D: display_message_at_stadium 0 :STADIUM_720 if $8 == 1 // integer values else_jump @STADIUM_774 Object.Destroy($6) $6 = Object.Init(#DTBLOODRING_A, -1037.08, 1340.258, 36.552) Object.RemoveFromMissionCleanupList($6) 054D: display_message_at_stadium 1 :STADIUM_774 if $8 == 2 // integer values else_jump @STADIUM_828 Object.Destroy($6) $6 = Object.Init(#DTDIRTRING_A, -1037.08, 1340.258, 36.552) Object.RemoveFromMissionCleanupList($6) 054D: display_message_at_stadium 2 :STADIUM_828 $7 = 0 // integer values :STADIUM_835 jump @STADIUM_10 :RACES thread 'RACES' :RACES_10 wait $DEFAULT_WAIT_TIME if Player.Defined($PLAYER_CHAR) else_jump @RACES_121 if $ONMISSION == 0 // integer values else_jump @RACES_121 if Player.Controllable($PLAYER_CHAR) else_jump @RACES_121 if 00F6: player $PLAYER_CHAR 0 -967.705 -827.3005 5.7702 radius 1.5 2.0 2.0 else_jump @RACES_121 wait 0 start_mission 13 // Phnom Penh '86 :RACES_121 jump @RACES_10 :HELI1 thread 'HELI1' :HELI1_10 wait $DEFAULT_WAIT_TIME if Player.Defined($PLAYER_CHAR) else_jump @HELI1_233 if and 00DE: player $PLAYER_CHAR driving_vehicle_type #SPARROW 00F7: player $PLAYER_CHAR 0 $498 $499 $500 radius 2.0 2.0 2.0 else_jump @HELI1_233 if $ONMISSION == 0 // integer values else_jump @HELI1_233 if Player.Controllable($PLAYER_CHAR) else_jump @HELI1_134 00BA: text_styled 'HELI_1' 15000 ms 5 // Downtown Chopper Checkpoint start_mission 14 // The Fastest Boat :HELI1_134 if not Player.Defined($PLAYER_CHAR) else_jump @HELI1_157 jump @HELI1_10 :HELI1_157 if 00F7: player $PLAYER_CHAR 0 $498 $499 $500 radius 2.0 2.0 2.0 else_jump @HELI1_233 wait 0 if not Player.Defined($PLAYER_CHAR) else_jump @HELI1_226 jump @HELI1_10 :HELI1_226 jump @HELI1_157 :HELI1_233 jump @HELI1_10 :HELI2 thread 'HELI2' :HELI2_10 wait $DEFAULT_WAIT_TIME if Player.Defined($PLAYER_CHAR) else_jump @HELI2_233 if and 00DE: player $PLAYER_CHAR driving_vehicle_type #SPARROW 00F7: player $PLAYER_CHAR 0 $501 $502 $503 radius 2.0 2.0 2.0 else_jump @HELI2_233 if $ONMISSION == 0 // integer values else_jump @HELI2_233 if Player.Controllable($PLAYER_CHAR) else_jump @HELI2_134 00BA: text_styled 'HELI_2' 15000 ms 5 // Ocean Beach Chopper Checkpoint start_mission 15 // Supply & Demand :HELI2_134 if not Player.Defined($PLAYER_CHAR) else_jump @HELI2_157 jump @HELI2_10 :HELI2_157 if 00F7: player $PLAYER_CHAR 0 $501 $502 $503 radius 2.0 2.0 2.0 else_jump @HELI2_233 wait 0 if not Player.Defined($PLAYER_CHAR) else_jump @HELI2_226 jump @HELI2_10 :HELI2_226 jump @HELI2_157 :HELI2_233 jump @HELI2_10 :HELI3 thread 'HELI3' :HELI3_10 wait $DEFAULT_WAIT_TIME if Player.Defined($PLAYER_CHAR) else_jump @HELI3_233 if and 00DE: player $PLAYER_CHAR driving_vehicle_type #SPARROW 00F7: player $PLAYER_CHAR 0 $504 $505 $506 radius 2.0 2.0 2.0 else_jump @HELI3_233 if $ONMISSION == 0 // integer values else_jump @HELI3_233 if Player.Controllable($PLAYER_CHAR) else_jump @HELI3_134 00BA: text_styled 'HELI_3' 15000 ms 5 // Vice Point Chopper Checkpoint start_mission 16 // Rub Out :HELI3_134 if not Player.Defined($PLAYER_CHAR) else_jump @HELI3_157 jump @HELI3_10 :HELI3_157 if 00F7: player $PLAYER_CHAR 0 $504 $505 $506 radius 2.0 2.0 2.0 else_jump @HELI3_233 wait 0 if not Player.Defined($PLAYER_CHAR) else_jump @HELI3_226 jump @HELI3_10 :HELI3_226 jump @HELI3_157 :HELI3_233 jump @HELI3_10 :HELI4 thread 'HELI4' :HELI4_10 wait $DEFAULT_WAIT_TIME if Player.Defined($PLAYER_CHAR) else_jump @HELI4_233 if and 00DE: player $PLAYER_CHAR driving_vehicle_type #SPARROW 00F7: player $PLAYER_CHAR 0 $507 $508 $509 radius 2.0 2.0 2.0 else_jump @HELI4_233 if $ONMISSION == 0 // integer values else_jump @HELI4_233 if Player.Controllable($PLAYER_CHAR) else_jump @HELI4_134 00BA: text_styled 'HELI_4' 15000 ms 5 // Little Haiti Chopper Checkpoint start_mission 17 // Death Row :HELI4_134 if not Player.Defined($PLAYER_CHAR) else_jump @HELI4_157 jump @HELI4_10 :HELI4_157 if 00F7: player $PLAYER_CHAR 0 $507 $508 $509 radius 2.0 2.0 2.0 else_jump @HELI4_233 wait 0 if not Player.Defined($PLAYER_CHAR) else_jump @HELI4_226 jump @HELI4_10 :HELI4_226 jump @HELI4_157 :HELI4_233 jump @HELI4_10 :BMXLOOP thread 'BMXLOOP' :BMXLOOP_10 wait $DEFAULT_WAIT_TIME if Player.Defined($PLAYER_CHAR) else_jump @BMXLOOP_264 if $ONMISSION == 0 // integer values else_jump @BMXLOOP_264 if or 00DE: player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 00DE: player $PLAYER_CHAR driving_vehicle_type #LANDSTAL else_jump @BMXLOOP_131 if 8057: not player $PLAYER_CHAR 0 -430.0 1405.0 8.5 -420.0 1415.0 12.5 else_jump @BMXLOOP_131 $356 = 1 // integer values :BMXLOOP_131 if $356 == 0 // integer values else_jump @BMXLOOP_225 if 00DE: player $PLAYER_CHAR driving_vehicle_type #SANCHEZ else_jump @BMXLOOP_187 00BA: text_styled 'BMX_1' 15000 ms 2 // 'Trial by Dirt' start_mission 18 // Four Iron :BMXLOOP_187 if 00DE: player $PLAYER_CHAR driving_vehicle_type #LANDSTAL else_jump @BMXLOOP_225 00BA: text_styled 'BMX_2' 15000 ms 2 // 'Test Track' start_mission 19 // Demolition Man :BMXLOOP_225 if Player.Defined($PLAYER_CHAR) else_jump @BMXLOOP_264 if 80E0: not player $PLAYER_CHAR driving else_jump @BMXLOOP_264 $356 = 0 // integer values :BMXLOOP_264 jump @BMXLOOP_10 :O4X4_1 thread 'O4X4_1' :O4X4_1_10 wait $DEFAULT_WAIT_TIME if $339 == 0 // integer values else_jump @O4X4_1_41 $345 = 300 // integer values :O4X4_1_41 if Player.Defined($PLAYER_CHAR) else_jump @O4X4_1_248 if and $ONMISSION == 0 // integer values 0121: player $PLAYER_CHAR in_zone 'BEACH3' // Vice Point else_jump @O4X4_1_248 if and 00DE: player $PLAYER_CHAR driving_vehicle_type #PCJ600 8057: not player $PLAYER_CHAR 0 504.4 -311.8 12.0 510.4 -305.8 14.0 else_jump @O4X4_1_151 $342 = 1 // integer values :O4X4_1_151 if 80E0: not player $PLAYER_CHAR driving else_jump @O4X4_1_174 $342 = 0 // integer values :O4X4_1_174 if and 00DE: player $PLAYER_CHAR driving_vehicle_type #PCJ600 $342 == 0 // integer values else_jump @O4X4_1_207 $354 = 1 // integer values :O4X4_1_207 if $354 == 1 // integer values else_jump @O4X4_1_248 00BA: text_styled 'T4X4_1' 15000 ms 2 // 'PCJ Playground' wait 0 start_mission 20 // Two Bit Hit :O4X4_1_248 jump @O4X4_1_10 :MULTI thread 'MULTI' :MULTI_10 wait $DEFAULT_WAIT_TIME if $351 == 0 // integer values else_jump @MULTI_40 $352 = 120 // integer values :MULTI_40 if Player.Defined($PLAYER_CHAR) else_jump @MULTI_225 if $ONMISSION == 0 // integer values else_jump @MULTI_225 if and 00DE: player $PLAYER_CHAR driving_vehicle_type #STALLION 8057: not player $PLAYER_CHAR 0 125.0 -1155.0 27.0 130.0 -1160.0 33.0 else_jump @MULTI_137 $353 = 1 // integer values :MULTI_137 if and 00DE: player $PLAYER_CHAR driving_vehicle_type #STALLION $353 == 0 // integer values else_jump @MULTI_186 00BA: text_styled 'MM_1' 15000 ms 2 // 'CONE CRAZY' wait 0 start_mission 21 // No Escape? :MULTI_186 if Player.Defined($PLAYER_CHAR) else_jump @MULTI_225 if 80E0: not player $PLAYER_CHAR driving else_jump @MULTI_225 $353 = 0 // integer values :MULTI_225 jump @MULTI_10 //-------------Mission 0--------------- // Originally: Initial :INITIAL thread 'INITIAL' $DEFAULT_WAIT_TIME = 250 // integer values $498 = -569.1451 // floating-point values $499 = 851.0923 // floating-point values $500 = 22.8402 // floating-point values $501 = 28.4463 // floating-point values $502 = -1311.761 // floating-point values $503 = 16.4712 // floating-point values $504 = 375.845 // floating-point values $505 = 332.9194 // floating-point values $506 = 11.5155 // floating-point values $507 = -886.5938 // floating-point values $508 = 236.5693 // floating-point values $509 = 13.9773 // floating-point values $510 = -244.6 // floating-point values $511 = -491.3 // floating-point values $512 = 10.6 // floating-point values $531 = -63.4 // floating-point values $532 = -1481.8 // floating-point values $533 = 9.4 // floating-point values $534 = 364.9 // floating-point values $535 = 1055.7 // floating-point values $536 = 18.2 // floating-point values $537 = -677.0 // floating-point values $538 = 1205.6 // floating-point values $539 = 10.0 // floating-point values $540 = 202.7 // floating-point values $541 = -474.1 // floating-point values $542 = 10.1 // floating-point values $543 = 364.9 // floating-point values $544 = 1078.0 // floating-point values $545 = 18.0 // floating-point values $546 = -967.5 // floating-point values $547 = -693.2 // floating-point values $548 = 10.3 // floating-point values $516 = 36.798 // floating-point values $517 = -1024.404 // floating-point values $518 = 9.451 // floating-point values $519 = 482.5293 // floating-point values $520 = 244.276 // floating-point values $521 = 10.09 // floating-point values $522 = 38.244 // floating-point values $523 = -1024.251 // floating-point values $524 = 9.451 // floating-point values $525 = -1481.872 // floating-point values $526 = -825.3049 // floating-point values $527 = 13.8777 // floating-point values $528 = -978.0145 // floating-point values $529 = -530.7043 // floating-point values $530 = 9.9513 // floating-point values $696 = 893.5 // floating-point values $697 = -306.1 // floating-point values $698 = -100.0 // floating-point values $699 = 103.0 // floating-point values $700 = -484.2 // floating-point values $701 = -100.0 // floating-point values $702 = -665.0 // floating-point values $703 = -6.5 // floating-point values $704 = -100.0 // floating-point values $705 = 925.0 // floating-point values $706 = -359.5 // floating-point values $707 = -100.0 // floating-point values $708 = 379.0 // floating-point values $709 = -493.8 // floating-point values $710 = -100.0 // floating-point values $711 = -1128.0 // floating-point values $712 = 32.5 // floating-point values $713 = -100.0 // floating-point values $ARENA_DOOR_1 = Object.Init(#DTN_STADDOORA, -1109.615, 1330.097, 20.372) Object.RemoveFromMissionCleanupList($ARENA_DOOR_1) $ARENA_DOOR_2 = Object.Init(#DTN_STADDOORB, -1109.615, 1331.932, 20.372) Object.RemoveFromMissionCleanupList($ARENA_DOOR_2) $6 = Object.Init(#DTHOTRING_A, -1037.08, 1340.258, 36.552) Object.RemoveFromMissionCleanupList($6) $FILM_STUDIO_FRONT_GATE_OPEN = Object.Init(#CI_GATESOPEN, 10.273, 963.308, 12.258) Object.RemoveFromMissionCleanupList($FILM_STUDIO_FRONT_GATE_OPEN) $FILM_STUDIO_BACK_GATE_OPEN = Object.Init(#CI_BACKGATEOPEN, -14.381, 884.12, 13.542) Object.RemoveFromMissionCleanupList($FILM_STUDIO_BACK_GATE_OPEN) $1810 = Object.Init(#CI_JETYGATESOPEN, -115.825, 1028.55, 11.334) Object.RemoveFromMissionCleanupList($1810) $1779 = Object.Init(#COMGATE1OPEN, -712.524, -489.428, 12.549) Object.RemoveFromMissionCleanupList($1779) $1780 = Object.Init(#COMGATE2OPEN, -183.824, -473.223, 12.615) Object.RemoveFromMissionCleanupList($1780) $1010 = Object.Init(#COP_DR_CLOSED, 396.545, -472.883, 12.6) Object.RemoveFromMissionCleanupList($1010) $1821 = Object.Init(#GOLF_GATESOPEN, 107.81, 228.072, 20.989) Object.RemoveFromMissionCleanupList($1821) $1787 = Object.Init(#MANSION_NEW_DOORS, -391.19, -575.906, 24.071) Object.RemoveFromMissionCleanupList($1787) $1788 = Object.Init(#MAN_DOORCLOSED, -378.542, -554.006, 20.067) Object.RemoveFromMissionCleanupList($1788) $1784 = Object.Init(#WSHPERDRCLSD, -266.496, -1214.563, 9.02) Object.RemoveFromMissionCleanupList($1784) $1785 = Object.Init(#HAITAXIDR, -1010.466, 199.125, 11.95) Object.RemoveFromMissionCleanupList($1785) $1786 = Object.Init(#B_HSE_DOORS, -640.012, -1485.941, 15.457) Object.RemoveFromMissionCleanupList($1786) $1007 = Object.Init(#STRIPCLBDRCLSD, 97.203, -1469.731, 10.578) Object.RemoveFromMissionCleanupList($1007) $1790 = Object.Init(#STRPBCKDRCLSD, 68.988, -1444.242, 10.727) Object.RemoveFromMissionCleanupList($1790) $1793 = Object.Init(#DK_CAMJONESDOOR, -837.134, -901.672, 12.03) Object.RemoveFromMissionCleanupList($1793) Object.Angle($1793) = 0.0 $1801 = Object.Init(#DTS_GS_LIFTDOORL, -559.476, 783.107, 23.279) Object.RemoveFromMissionCleanupList($1801) $1802 = Object.Init(#DTS_GS_LIFTDOORR, -559.476, 781.34, 23.279) Object.RemoveFromMissionCleanupList($1802) $1803 = Object.Init(#DTS_GS_LIFTDOORL, -553.563, 788.895, 97.917) Object.RemoveFromMissionCleanupList($1803) $1804 = Object.Init(#DTS_GS_LIFTDOORR, -553.563, 787.127, 97.917) Object.RemoveFromMissionCleanupList($1804) $1809 = Object.Init(#OD_CELLDOOR02, 384.098, -505.893, 9.68) 0566: object $1809 set_interior 12 Object.RemoveFromMissionCleanupList($1809) Object.Angle($1809) = 0.0 $1811 = Object.Init(#CI_JETYGATESCLOSED, -116.738, 1027.729, 11.34) Object.RemoveFromMissionCleanupList($1811) $1812 = Object.Init(#NHAITPLATDR, -981.114, 265.419, 8.939) Object.RemoveFromMissionCleanupList($1812) $1813 = Object.Init(#NHAITPLATDRR, -981.114, 267.607, 8.937) Object.RemoveFromMissionCleanupList($1813) $1814 = Object.Init(#SPAD_DR_CLOSED1, 465.375, 30.336, 33.181) Object.RemoveFromMissionCleanupList($1814) $1815 = Object.Init(#SPAD_DR_CLOSED2, 465.375, 30.336, 33.181) Object.RemoveFromMissionCleanupList($1815) $1816 = Object.Init(#SPAD_DR_CLOSED3, 464.663, 30.336, 23.881) Object.RemoveFromMissionCleanupList($1816) $1817 = Object.Init(#PH_BUILD_DR_CLOSED, 569.925, 52.0, 14.616) Object.RemoveFromMissionCleanupList($1817) 034D: rotate_object $1817 from_angle 270.0 to_angle 270.0 flag 0 $1822 = Object.Init(#PRINTDOOOR, -1063.773, -278.932, 13.024) Object.RemoveFromMissionCleanupList($1822) $1823 = Object.Init(#UNROCKETED_WIN1, -899.851, -341.061, 14.318) 0566: object $1823 set_interior 3 Object.RemoveFromMissionCleanupList($1823) $1824 = Object.Init(#BNK_GRILL01, -899.214, -333.656, 21.233) 0566: object $1824 set_interior 3 Object.CollisionDetection($1824) = False Object.ToggleInMovingList($1824) = False Object.RemoveFromMissionCleanupList($1824) $1825 = Object.Init(#BNK_GRILL01, -899.214, -348.466, 21.233) 0566: object $1825 set_interior 3 Object.CollisionDetection($1825) = False Object.ToggleInMovingList($1825) = False Object.RemoveFromMissionCleanupList($1825) $1826 = Object.Init(#BNK_GRILL01, -907.307, -336.618, 23.987) 0566: object $1826 set_interior 3 Object.CollisionDetection($1826) = False Object.ToggleInMovingList($1826) = False Object.RemoveFromMissionCleanupList($1826) $1827 = Object.Init(#BNK_GRILL01, -907.307, -345.504, 23.987) 0566: object $1827 set_interior 3 Object.CollisionDetection($1827) = False Object.ToggleInMovingList($1827) = False Object.RemoveFromMissionCleanupList($1827) $1828 = Object.Init(#BNK_GRILL01, -915.401, -336.6184, 23.987) 0566: object $1828 set_interior 3 Object.CollisionDetection($1828) = False Object.ToggleInMovingList($1828) = False Object.RemoveFromMissionCleanupList($1828) $1829 = Object.Init(#BNK_GRILL01, -915.401, -345.5, 23.987) 0566: object $1829 set_interior 3 Object.CollisionDetection($1829) = False Object.ToggleInMovingList($1829) = False Object.RemoveFromMissionCleanupList($1829) $1013 = Object.Init(#OD_CLBDR_CLOSE, 490.34, -77.017, 11.598) Object.RemoveFromMissionCleanupList($1013) $BBDOOR = Object.Init(#DTS_BBDOOR, -598.017, 651.207, 12.025) Object.RemoveFromMissionCleanupList($BBDOOR) 03B6: replace_model_at 117.991 -362.461 10.179 radius 80.0 from #BLDNGST2MESH to #BLDNGST2MESHDAM 03B6: replace_model_at 468.882 1006.67 20.681 radius 80.0 from #ML_TARBRUSH to #ML_TARBRUSHDAMAGE 03B6: replace_model_at -1165.346 85.534 17.783 radius 80.0 from #BUILD1 to #BUILDBLOWN 03B6: replace_model_at -1165.346 85.534 17.783 radius 80.0 from #HDRUGFACTORYINT to #HDRUGFACTORYPOL 03B6: replace_model_at -1165.346 85.534 17.783 radius 80.0 from #LODLD1 to #LODLDBLOWN 015C: set_zone_gang_info 'BOLVCRT' 1 13 0 0 0 0 0 0 0 0 0 30 015C: set_zone_gang_info 'BOLVCRT' 0 10 0 0 0 0 0 0 0 0 0 40 0324: set_zone_pedgroup_info 'BOLVCRT' 1 7 0324: set_zone_pedgroup_info 'BOLVCRT' 0 8 015C: set_zone_gang_info 'STREET4' 1 13 0 0 0 0 0 0 0 0 0 30 015C: set_zone_gang_info 'STREET4' 0 10 0 0 0 0 0 0 0 0 0 40 0152: set_zone_car_info 'STREET4' 1 13 0 0 0 0 0 0 0 0 0 50 0152: set_zone_car_info 'STREET4' 0 10 0 0 0 0 0 0 0 0 0 50 04EC: set_zone_car_class_info 'STREET4' 1 300 0 350 200 0 0 100 50 0 500 500 04EC: set_zone_car_class_info 'STREET4' 0 250 0 300 250 0 0 150 50 0 500 500 0324: set_zone_pedgroup_info 'STREET4' 1 7 0324: set_zone_pedgroup_info 'STREET4' 0 8 015C: set_zone_gang_info 'RICH2' 1 13 0 0 0 0 0 0 0 0 0 40 015C: set_zone_gang_info 'RICH2' 0 10 0 0 0 0 0 0 0 0 0 30 0152: set_zone_car_info 'RICH2' 1 10 0 0 0 0 0 0 0 0 0 50 0152: set_zone_car_info 'RICH2' 0 10 0 0 0 0 0 0 0 0 0 50 04EC: set_zone_car_class_info 'RICH2' 1 300 0 350 200 0 0 100 50 0 500 500 04EC: set_zone_car_class_info 'RICH2' 0 250 0 300 250 0 0 150 50 0 500 500 0324: set_zone_pedgroup_info 'RICH2' 1 27 0324: set_zone_pedgroup_info 'RICH2' 0 28 015C: set_zone_gang_info 'CLUB2' 1 13 0 0 0 0 0 0 0 0 0 40 015C: set_zone_gang_info 'CLUB2' 0 10 0 0 0 0 0 0 0 0 0 30 0152: set_zone_car_info 'CLUB2' 1 12 0 0 0 0 0 0 0 0 0 50 0152: set_zone_car_info 'CLUB2' 0 10 0 0 0 0 0 0 0 0 0 50 04EC: set_zone_car_class_info 'CLUB2' 1 300 0 350 200 0 0 100 50 0 500 500 04EC: set_zone_car_class_info 'CLUB2' 0 250 0 300 250 0 0 150 50 0 500 500 0324: set_zone_pedgroup_info 'CLUB2' 1 57 0324: set_zone_pedgroup_info 'CLUB2' 0 58 015C: set_zone_gang_info 'SHOP3' 1 13 0 0 0 0 0 0 0 0 0 40 015C: set_zone_gang_info 'SHOP3' 0 10 0 0 0 0 0 0 0 0 0 30 0152: set_zone_car_info 'SHOP3' 1 12 0 0 0 0 0 0 0 0 0 50 0152: set_zone_car_info 'SHOP3' 0 10 0 0 0 0 0 0 0 0 0 50 04EC: set_zone_car_class_info 'SHOP3' 1 300 0 350 200 0 0 100 50 0 500 500 04EC: set_zone_car_class_info 'SHOP3' 0 250 0 300 250 0 0 150 50 0 500 500 0324: set_zone_pedgroup_info 'SHOP3' 1 35 0324: set_zone_pedgroup_info 'SHOP3' 0 36 015C: set_zone_gang_info 'STREET3' 1 13 0 0 0 0 0 0 0 0 0 40 015C: set_zone_gang_info 'STREET3' 0 10 0 0 0 0 0 0 0 0 0 30 0152: set_zone_car_info 'STREET3' 1 12 0 0 0 0 0 0 0 0 0 50 0152: set_zone_car_info 'STREET3' 0 10 0 0 0 0 0 0 0 0 0 50 04EC: set_zone_car_class_info 'STREET3' 1 300 0 350 200 0 0 100 50 0 500 500 04EC: set_zone_car_class_info 'STREET3' 0 250 0 300 250 0 0 150 50 0 500 500 0324: set_zone_pedgroup_info 'STREET3' 1 5 0324: set_zone_pedgroup_info 'STREET3' 0 6 015C: set_zone_gang_info 'SHOP2' 1 13 0 0 0 0 0 0 0 0 0 40 015C: set_zone_gang_info 'SHOP2' 0 10 0 0 0 0 0 0 0 0 0 30 0152: set_zone_car_info 'SHOP2' 1 12 0 0 0 0 0 0 0 0 0 50 0152: set_zone_car_info 'SHOP2' 0 10 0 0 0 0 0 0 0 0 0 50 04EC: set_zone_car_class_info 'SHOP2' 1 300 0 350 200 0 0 100 50 0 500 500 04EC: set_zone_car_class_info 'SHOP2' 0 250 0 300 250 0 0 150 50 0 500 500 0324: set_zone_pedgroup_info 'SHOP2' 1 33 0324: set_zone_pedgroup_info 'SHOP2' 0 34 015C: set_zone_gang_info 'OCEAND1' 1 15 0 0 0 0 0 0 0 0 0 30 015C: set_zone_gang_info 'OCEAND1' 0 35 0 0 0 0 0 0 0 0 0 20 0152: set_zone_car_info 'OCEAND1' 1 12 0 0 0 0 0 0 0 0 0 40 0152: set_zone_car_info 'OCEAND1' 0 15 0 0 0 0 0 0 0 0 0 30 04EC: set_zone_car_class_info 'OCEAND1' 1 200 0 250 300 0 0 150 100 0 500 500 04EC: set_zone_car_class_info 'OCEAND1' 0 200 0 250 350 0 0 150 50 0 500 500 0324: set_zone_pedgroup_info 'OCEAND1' 1 63 0324: set_zone_pedgroup_info 'OCEAND1' 0 64 015C: set_zone_gang_info 'OCEAND2' 1 15 0 0 0 0 0 0 0 0 0 30 015C: set_zone_gang_info 'OCEAND2' 0 35 0 0 0 0 0 0 0 0 0 20 0152: set_zone_car_info 'OCEAND2' 1 12 0 0 0 0 0 0 0 0 0 40 0152: set_zone_car_info 'OCEAND2' 0 15 0 0 0 0 0 0 0 0 0 30 04EC: set_zone_car_class_info 'OCEAND2' 1 200 0 250 300 0 0 150 100 0 500 500 04EC: set_zone_car_class_info 'OCEAND2' 0 200 0 250 350 0 0 150 50 0 500 500 0324: set_zone_pedgroup_info 'OCEAND2' 1 65 0324: set_zone_pedgroup_info 'OCEAND2' 0 66 015C: set_zone_gang_info 'BEACH1' 1 20 0 0 0 0 0 0 0 0 0 40 015C: set_zone_gang_info 'BEACH1' 0 5 0 0 0 0 0 0 0 0 0 30 0152: set_zone_car_info 'BEACH1' 1 11 0 0 0 0 0 0 0 0 0 50 0152: set_zone_car_info 'BEACH1' 0 11 0 0 0 0 0 0 0 0 0 50 04EC: set_zone_car_class_info 'BEACH1' 1 300 0 250 300 0 0 100 50 0 500 500 04EC: set_zone_car_class_info 'BEACH1' 0 300 0 250 300 0 0 150 0 0 500 500 0324: set_zone_pedgroup_info 'BEACH1' 1 45 // Ocean Beach 0324: set_zone_pedgroup_info 'BEACH1' 0 46 // Ocean Beach 015C: set_zone_gang_info 'BEACH2' 1 20 0 0 0 0 0 0 0 0 0 40 015C: set_zone_gang_info 'BEACH2' 0 5 0 0 0 0 0 0 0 0 0 30 0152: set_zone_car_info 'BEACH2' 1 11 0 0 0 0 0 0 0 0 0 50 0152: set_zone_car_info 'BEACH2' 0 11 0 0 0 0 0 0 0 0 0 50 04EC: set_zone_car_class_info 'BEACH2' 1 260 0 240 300 0 0 100 100 0 500 500 04EC: set_zone_car_class_info 'BEACH2' 0 200 0 300 350 0 0 100 50 0 500 500 0324: set_zone_pedgroup_info 'BEACH2' 1 47 // Washington Beach 0324: set_zone_pedgroup_info 'BEACH2' 0 48 // Washington Beach 015C: set_zone_gang_info 'BEACH3' 1 20 0 0 0 0 0 0 0 0 0 40 015C: set_zone_gang_info 'BEACH3' 0 5 0 0 0 0 0 0 0 0 0 30 0152: set_zone_car_info 'BEACH3' 1 11 0 0 0 0 0 0 0 0 0 50 0152: set_zone_car_info 'BEACH3' 0 11 0 0 0 0 0 0 0 0 0 50 04EC: set_zone_car_class_info 'BEACH3' 1 200 0 200 300 0 0 100 100 100 500 500 04EC: set_zone_car_class_info 'BEACH3' 0 200 0 300 300 0 0 100 0 100 500 500 0324: set_zone_pedgroup_info 'BEACH3' 1 49 // Vice Point 0324: set_zone_pedgroup_info 'BEACH3' 0 50 // Vice Point 015C: set_zone_gang_info 'STREET2' 1 13 0 0 0 0 0 0 0 0 0 40 015C: set_zone_gang_info 'STREET2' 0 13 0 0 0 0 0 0 0 0 0 30 0152: set_zone_car_info 'STREET2' 1 11 0 0 0 0 0 0 0 0 0 50 0152: set_zone_car_info 'STREET2' 0 9 0 0 0 0 0 0 0 0 0 50 04EC: set_zone_car_class_info 'STREET2' 1 325 0 350 200 0 0 75 50 0 500 500 04EC: set_zone_car_class_info 'STREET2' 0 250 0 300 250 0 0 150 50 0 500 500 0324: set_zone_pedgroup_info 'STREET2' 1 3 0324: set_zone_pedgroup_info 'STREET2' 0 4 015C: set_zone_gang_info 'CONSTRU' 1 10 0 0 0 0 0 0 0 0 0 20 015C: set_zone_gang_info 'CONSTRU' 0 8 0 0 0 0 0 0 0 0 0 10 0152: set_zone_car_info 'CONSTRU' 1 9 0 0 0 0 0 0 0 0 0 10 0152: set_zone_car_info 'CONSTRU' 0 7 0 0 0 0 0 0 0 0 0 10 04EC: set_zone_car_class_info 'CONSTRU' 1 200 200 0 0 500 0 50 0 50 500 500 04EC: set_zone_car_class_info 'CONSTRU' 0 200 200 0 0 500 0 50 0 50 500 500 0324: set_zone_pedgroup_info 'CONSTRU' 1 17 0324: set_zone_pedgroup_info 'CONSTRU' 0 18 015C: set_zone_gang_info 'CLUB1' 1 10 0 0 0 0 0 0 0 0 0 20 015C: set_zone_gang_info 'CLUB1' 0 12 0 0 0 0 0 0 0 0 0 10 0152: set_zone_car_info 'CLUB1' 1 9 0 0 0 0 0 0 0 0 0 20 0152: set_zone_car_info 'CLUB1' 0 10 0 0 0 0 0 0 0 0 0 20 04EC: set_zone_car_class_info 'CLUB1' 1 170 0 350 350 0 0 100 0 30 500 500 04EC: set_zone_car_class_info 'CLUB1' 0 170 0 350 350 0 0 100 0 30 500 500 0324: set_zone_pedgroup_info 'CLUB1' 1 55 0324: set_zone_pedgroup_info 'CLUB1' 0 56 015C: set_zone_gang_info 'GOLF1' 1 3 0 0 0 0 0 0 0 1000 0 0 015C: set_zone_gang_info 'GOLF1' 0 0 0 0 0 0 0 0 0 1000 0 0 0152: set_zone_car_info 'GOLF1' 1 3 0 0 0 0 0 0 0 1000 0 0 0152: set_zone_car_info 'GOLF1' 0 0 0 0 0 0 0 0 0 1000 0 0 0324: set_zone_pedgroup_info 'GOLF1' 1 41 0324: set_zone_pedgroup_info 'GOLF1' 0 42 015C: set_zone_gang_info 'GOLF2' 1 2 0 0 0 0 0 0 0 1000 0 0 015C: set_zone_gang_info 'GOLF2' 0 0 0 0 0 0 0 0 0 1000 0 0 0152: set_zone_car_info 'GOLF2' 1 2 0 0 0 0 0 0 0 1000 0 0 0152: set_zone_car_info 'GOLF2' 0 0 0 0 0 0 0 0 0 1000 0 0 0324: set_zone_pedgroup_info 'GOLF2' 1 43 0324: set_zone_pedgroup_info 'GOLF2' 0 44 015C: set_zone_gang_info 'STREET1' 1 13 0 0 0 0 0 0 0 0 0 40 015C: set_zone_gang_info 'STREET1' 0 10 0 0 0 0 0 0 0 0 0 30 0152: set_zone_car_info 'STREET1' 1 12 0 0 0 0 0 0 0 0 0 50 0152: set_zone_car_info 'STREET1' 0 10 0 0 0 0 0 0 0 0 0 50 04EC: set_zone_car_class_info 'STREET1' 1 225 550 100 0 0 0 75 0 50 500 500 04EC: set_zone_car_class_info 'STREET1' 0 250 500 100 0 0 0 100 0 50 500 500 0324: set_zone_pedgroup_info 'STREET1' 1 1 0324: set_zone_pedgroup_info 'STREET1' 0 2 015C: set_zone_gang_info 'RICH1' 1 13 0 0 0 0 0 0 0 0 0 40 015C: set_zone_gang_info 'RICH1' 0 10 0 0 0 0 0 0 0 0 0 30 0152: set_zone_car_info 'RICH1' 1 12 0 0 0 0 0 0 0 0 0 50 0152: set_zone_car_info 'RICH1' 0 10 0 0 0 0 0 0 0 0 0 50 04EC: set_zone_car_class_info 'RICH1' 1 100 0 400 400 0 0 100 0 0 500 500 04EC: set_zone_car_class_info 'RICH1' 0 100 0 400 400 0 0 100 0 0 500 500 0324: set_zone_pedgroup_info 'RICH1' 1 25 0324: set_zone_pedgroup_info 'RICH1' 0 26 015C: set_zone_gang_info 'SHOP1' 1 200 0 0 0 0 20 0 0 0 0 30 015C: set_zone_gang_info 'SHOP1' 0 200 0 0 0 0 20 0 0 0 0 30 0152: set_zone_car_info 'SHOP1' 1 12 0 0 50 0 0 0 0 0 0 50 0152: set_zone_car_info 'SHOP1' 0 9 0 0 50 0 0 0 0 0 0 50 04EC: set_zone_car_class_info 'SHOP1' 1 250 250 200 0 100 0 200 0 0 500 500 04EC: set_zone_car_class_info 'SHOP1' 0 250 250 200 0 100 0 200 0 0 500 500 0324: set_zone_pedgroup_info 'SHOP1' 1 31 0324: set_zone_pedgroup_info 'SHOP1' 0 32 015C: set_zone_gang_info 'TOUR1' 1 7 0 0 0 0 0 0 0 0 0 10 015C: set_zone_gang_info 'TOUR1' 0 5 0 0 0 0 0 0 0 0 0 10 0152: set_zone_car_info 'TOUR1' 1 7 0 0 0 0 0 0 0 0 0 20 0152: set_zone_car_info 'TOUR1' 0 5 0 0 0 0 0 0 0 0 0 20 04EC: set_zone_car_class_info 'TOUR1' 1 900 0 0 0 0 0 50 0 50 800 200 04EC: set_zone_car_class_info 'TOUR1' 0 900 0 0 0 0 0 50 0 50 800 200 0324: set_zone_pedgroup_info 'TOUR1' 1 19 0324: set_zone_pedgroup_info 'TOUR1' 0 20 015C: set_zone_gang_info 'TOUR2' 1 7 0 0 0 0 0 0 0 0 0 10 015C: set_zone_gang_info 'TOUR2' 0 5 0 0 0 0 0 0 0 0 0 10 0152: set_zone_car_info 'TOUR2' 1 7 0 0 0 0 0 0 0 0 0 20 0152: set_zone_car_info 'TOUR2' 0 5 0 0 0 0 0 0 0 0 0 20 04EC: set_zone_car_class_info 'TOUR2' 1 900 0 0 0 0 0 50 0 50 800 200 04EC: set_zone_car_class_info 'TOUR2' 0 900 0 0 0 0 0 50 0 50 800 200 0324: set_zone_pedgroup_info 'TOUR2' 1 21 0324: set_zone_pedgroup_info 'TOUR2' 0 22 015C: set_zone_gang_info 'AIRPORT' 1 13 0 0 0 0 50 0 0 0 0 40 015C: set_zone_gang_info 'AIRPORT' 0 10 0 0 0 0 50 0 0 0 0 30 0236: set_gang 4 car_to #BAGGAGE 0152: set_zone_car_info 'AIRPORT' 1 12 0 0 0 0 50 0 0 0 0 50 0152: set_zone_car_info 'AIRPORT' 0 12 0 0 0 0 50 0 0 0 0 50 04EC: set_zone_car_class_info 'AIRPORT' 1 0 0 0 0 1000 0 0 0 0 900 100 04EC: set_zone_car_class_info 'AIRPORT' 0 0 0 0 0 1000 0 0 0 0 900 100 0324: set_zone_pedgroup_info 'AIRPORT' 1 51 0324: set_zone_pedgroup_info 'AIRPORT' 0 52 015C: set_zone_gang_info 'TERMINL' 1 13 0 0 0 0 50 0 0 0 0 40 015C: set_zone_gang_info 'TERMINL' 0 8 0 0 0 0 50 0 0 0 0 30 0152: set_zone_car_info 'TERMINL' 1 12 0 0 0 0 0 0 0 0 0 50 0152: set_zone_car_info 'TERMINL' 0 12 0 0 0 0 0 0 0 0 0 50 04EC: set_zone_car_class_info 'TERMINL' 1 200 0 300 300 0 0 200 0 0 500 500 04EC: set_zone_car_class_info 'TERMINL' 0 200 0 300 300 0 0 200 0 0 500 500 0324: set_zone_pedgroup_info 'TERMINL' 1 53 0324: set_zone_pedgroup_info 'TERMINL' 0 54 015C: set_zone_gang_info 'DOCKS' 1 13 0 0 0 0 0 0 0 0 0 20 015C: set_zone_gang_info 'DOCKS' 0 10 0 0 0 0 0 0 0 0 0 10 0152: set_zone_car_info 'DOCKS' 1 12 0 0 0 0 0 0 0 0 0 10 0152: set_zone_car_info 'DOCKS' 0 10 0 0 0 0 0 0 0 0 0 10 04EC: set_zone_car_class_info 'DOCKS' 1 0 100 0 0 700 200 0 0 0 500 500 04EC: set_zone_car_class_info 'DOCKS' 0 0 100 0 0 700 200 0 0 0 500 500 0324: set_zone_pedgroup_info 'DOCKS' 1 15 // Viceport 0324: set_zone_pedgroup_info 'DOCKS' 0 16 // Viceport 015C: set_zone_gang_info 'STREET6' 1 13 0 0 0 0 0 0 0 0 0 40 015C: set_zone_gang_info 'STREET6' 0 5 0 0 0 0 0 0 0 0 0 30 0152: set_zone_car_info 'STREET6' 1 12 0 0 0 0 0 0 0 0 0 50 0152: set_zone_car_info 'STREET6' 0 5 0 0 0 0 0 0 0 0 0 50 04EC: set_zone_car_class_info 'STREET6' 1 200 0 300 300 0 0 200 0 0 500 500 04EC: set_zone_car_class_info 'STREET6' 0 200 0 300 300 0 0 200 0 0 500 500 0324: set_zone_pedgroup_info 'STREET6' 1 23 0324: set_zone_pedgroup_info 'STREET6' 0 24 015C: set_zone_gang_info 'STREET5' 1 4 0 0 100 0 0 0 0 0 0 40 015C: set_zone_gang_info 'STREET5' 0 5 0 0 200 0 0 0 0 0 0 30 0152: set_zone_car_info 'STREET5' 1 6 0 0 100 0 0 0 0 0 0 50 0152: set_zone_car_info 'STREET5' 0 6 0 0 200 0 0 0 0 0 0 50 04EC: set_zone_car_class_info 'STREET5' 1 200 700 0 0 70 0 30 0 0 500 500 04EC: set_zone_car_class_info 'STREET5' 0 200 700 0 0 70 0 30 0 0 500 500 0324: set_zone_pedgroup_info 'STREET5' 1 9 0324: set_zone_pedgroup_info 'STREET5' 0 10 015C: set_zone_gang_info 'SHOP4' 1 13 0 0 0 0 0 0 0 0 0 40 015C: set_zone_gang_info 'SHOP4' 0 10 0 0 0 0 0 0 0 0 0 30 0152: set_zone_car_info 'SHOP4' 1 12 0 0 0 0 0 0 0 0 0 50 0152: set_zone_car_info 'SHOP4' 0 10 0 0 0 0 0 0 0 0 0 50 04EC: set_zone_car_class_info 'SHOP4' 1 300 350 50 0 100 0 100 0 100 500 500 04EC: set_zone_car_class_info 'SHOP4' 0 300 350 50 0 100 0 100 0 100 500 500 0324: set_zone_pedgroup_info 'SHOP4' 1 37 0324: set_zone_pedgroup_info 'SHOP4' 0 38 015C: set_zone_gang_info 'SHOP5' 1 12 0 0 0 0 0 0 0 0 0 40 015C: set_zone_gang_info 'SHOP5' 0 10 0 0 0 0 0 0 0 0 0 30 0152: set_zone_car_info 'SHOP5' 1 12 0 0 0 0 0 0 0 0 0 50 0152: set_zone_car_info 'SHOP5' 0 10 0 0 0 0 0 0 0 0 0 50 04EC: set_zone_car_class_info 'SHOP5' 1 300 350 50 0 100 0 100 0 100 500 500 04EC: set_zone_car_class_info 'SHOP5' 0 300 350 50 0 100 0 100 0 100 500 500 0324: set_zone_pedgroup_info 'SHOP5' 1 39 0324: set_zone_pedgroup_info 'SHOP5' 0 40 015C: set_zone_gang_info 'BUSINES' 1 18 0 0 0 0 0 0 0 0 0 40 015C: set_zone_gang_info 'BUSINES' 0 10 0 0 0 0 0 0 0 0 0 30 0152: set_zone_car_info 'BUSINES' 1 16 0 0 0 0 0 0 0 0 0 50 0152: set_zone_car_info 'BUSINES' 0 10 0 0 0 0 0 0 0 0 0 50 04EC: set_zone_car_class_info 'BUSINES' 1 50 0 350 350 0 0 100 0 150 500 500 04EC: set_zone_car_class_info 'BUSINES' 0 50 0 250 250 0 0 300 0 150 500 500 0324: set_zone_pedgroup_info 'BUSINES' 1 11 0324: set_zone_pedgroup_info 'BUSINES' 0 12 015C: set_zone_gang_info 'TESTT' 1 0 0 0 0 0 0 0 0 0 0 0 015C: set_zone_gang_info 'TESTT' 0 0 0 0 0 0 0 0 0 0 0 0 0152: set_zone_car_info 'TESTT' 1 0 0 0 0 0 0 0 0 0 0 0 0152: set_zone_car_info 'TESTT' 0 0 0 0 0 0 0 0 0 0 0 0 0324: set_zone_pedgroup_info 'TESTT' 1 11 0324: set_zone_pedgroup_info 'TESTT' 0 12 015C: set_zone_gang_info 'BIKAREA' 1 13 0 0 0 0 0 0 0 0 0 20 015C: set_zone_gang_info 'BIKAREA' 0 10 0 0 0 0 0 0 0 0 0 10 0152: set_zone_car_info 'BIKAREA' 1 12 0 0 0 0 0 100 0 0 0 10 0152: set_zone_car_info 'BIKAREA' 0 10 0 0 0 0 0 100 0 0 0 10 04EC: set_zone_car_class_info 'BIKAREA' 1 350 300 0 0 100 0 100 0 150 500 500 04EC: set_zone_car_class_info 'BIKAREA' 0 350 300 0 0 100 0 100 0 150 500 500 0324: set_zone_pedgroup_info 'BIKAREA' 1 13 0324: set_zone_pedgroup_info 'BIKAREA' 0 14 015C: set_zone_gang_info 'GANG2' 1 13 0 250 0 0 0 0 0 0 0 10 015C: set_zone_gang_info 'GANG2' 0 10 0 250 0 0 0 0 0 0 0 10 0152: set_zone_car_info 'GANG2' 1 12 0 250 0 0 0 0 0 0 0 10 0152: set_zone_car_info 'GANG2' 0 10 0 250 0 0 0 0 0 0 0 10 04EC: set_zone_car_class_info 'GANG2' 1 200 600 0 0 100 0 50 0 50 500 500 04EC: set_zone_car_class_info 'GANG2' 0 200 600 0 0 100 0 50 0 50 500 500 0324: set_zone_pedgroup_info 'GANG2' 1 59 0324: set_zone_pedgroup_info 'GANG2' 0 59 015C: set_zone_gang_info 'GHETTO1' 1 13 0 150 0 0 0 0 0 0 0 10 015C: set_zone_gang_info 'GHETTO1' 0 10 0 150 0 0 0 0 0 0 0 10 0152: set_zone_car_info 'GHETTO1' 1 12 0 150 0 0 0 0 0 0 0 10 0152: set_zone_car_info 'GHETTO1' 0 10 0 150 0 0 0 0 0 0 0 10 04EC: set_zone_car_class_info 'GHETTO1' 1 200 600 0 0 100 0 50 0 50 500 500 04EC: set_zone_car_class_info 'GHETTO1' 0 200 600 0 0 100 0 50 0 50 500 500 0324: set_zone_pedgroup_info 'GHETTO1' 1 59 0324: set_zone_pedgroup_info 'GHETTO1' 0 60 015C: set_zone_gang_info 'GHETTO2' 1 13 150 0 0 0 0 0 0 0 0 10 015C: set_zone_gang_info 'GHETTO2' 0 10 150 0 0 0 0 0 0 0 0 10 0152: set_zone_car_info 'GHETTO2' 1 12 200 0 0 0 0 0 0 0 0 10 0152: set_zone_car_info 'GHETTO2' 0 10 200 0 0 0 0 0 0 0 0 10 04EC: set_zone_car_class_info 'GHETTO2' 1 200 600 0 0 100 0 50 0 50 500 500 04EC: set_zone_car_class_info 'GHETTO2' 0 200 600 0 0 100 0 50 0 50 500 500 0324: set_zone_pedgroup_info 'GHETTO2' 1 61 0324: set_zone_pedgroup_info 'GHETTO2' 0 62 015C: set_zone_gang_info 'RICH3' 1 13 0 0 0 0 50 0 0 0 0 40 015C: set_zone_gang_info 'RICH3' 0 10 0 0 0 0 50 0 0 0 0 40 0152: set_zone_car_info 'RICH3' 1 9 0 0 0 0 0 0 0 0 0 50 0152: set_zone_car_info 'RICH3' 0 7 0 0 0 0 0 0 0 0 0 50 04EC: set_zone_car_class_info 'RICH3' 1 50 0 400 400 50 0 50 0 50 500 500 04EC: set_zone_car_class_info 'RICH3' 0 50 0 400 400 50 0 50 0 50 500 500 0324: set_zone_pedgroup_info 'RICH3' 1 29 0324: set_zone_pedgroup_info 'RICH3' 0 30 015C: set_zone_gang_info 'GANG1' 1 12 0 0 0 0 0 0 1000 0 0 0 015C: set_zone_gang_info 'GANG1' 0 12 0 0 0 0 0 0 1000 0 0 0 0152: set_zone_car_info 'GANG1' 1 8 0 0 0 0 0 0 0 0 0 0 0152: set_zone_car_info 'GANG1' 0 8 0 0 0 0 0 0 0 0 0 0 04EC: set_zone_car_class_info 'GANG1' 1 50 0 400 400 50 0 50 0 50 500 500 04EC: set_zone_car_class_info 'GANG1' 0 50 0 400 400 50 0 50 0 50 500 500 0324: set_zone_pedgroup_info 'GANG1' 1 59 0324: set_zone_pedgroup_info 'GANG1' 0 60 015C: set_zone_gang_info 'BAGGAG' 1 5 0 0 0 0 1000 0 0 0 0 0 015C: set_zone_gang_info 'BAGGAG' 0 5 0 0 0 0 1000 0 0 0 0 0 0152: set_zone_car_info 'BAGGAG' 1 3 0 0 0 0 1000 0 0 0 0 0 0152: set_zone_car_info 'BAGGAG' 0 3 0 0 0 0 1000 0 0 0 0 0 0324: set_zone_pedgroup_info 'TERMINL' 1 59 0324: set_zone_pedgroup_info 'TERMINL' 0 60 015C: set_zone_gang_info 'ICCREAM' 1 13 0 0 0 0 0 0 1000 0 0 0 015C: set_zone_gang_info 'ICCREAM' 0 10 0 0 0 0 0 0 1000 0 0 0 0152: set_zone_car_info 'ICCREAM' 1 12 0 0 0 0 0 0 0 0 0 10 0152: set_zone_car_info 'ICCREAM' 0 10 0 0 0 0 0 0 0 0 0 10 04EC: set_zone_car_class_info 'ICCREAM' 1 200 600 0 0 100 0 50 0 50 500 500 04EC: set_zone_car_class_info 'ICCREAM' 0 200 600 0 0 100 0 50 0 50 500 500 0324: set_zone_pedgroup_info 'ICCREAM' 1 61 0324: set_zone_pedgroup_info 'ICCREAM' 0 62 015C: set_zone_gang_info 'BOATYRD' 1 13 0 0 0 0 0 0 1000 0 0 0 015C: set_zone_gang_info 'BOATYRD' 0 10 0 0 0 0 0 0 1000 0 0 0 0152: set_zone_car_info 'BOATYRD' 1 12 0 0 0 0 0 0 0 0 0 10 0152: set_zone_car_info 'BOATYRD' 0 10 0 0 0 0 0 0 0 0 0 10 04EC: set_zone_car_class_info 'BOATYRD' 1 0 100 0 0 700 200 0 0 0 500 500 04EC: set_zone_car_class_info 'BOATYRD' 0 0 100 0 0 700 200 0 0 0 500 500 0324: set_zone_pedgroup_info 'BOATYRD' 1 15 0324: set_zone_pedgroup_info 'BOATYRD' 0 16 015C: set_zone_gang_info 'KAUFCAB' 1 13 0 0 0 0 0 0 1000 0 0 0 015C: set_zone_gang_info 'KAUFCAB' 0 10 0 0 0 0 0 0 1000 0 0 0 0152: set_zone_car_info 'KAUFCAB' 1 12 0 0 0 0 0 0 0 0 0 10 0152: set_zone_car_info 'KAUFCAB' 0 10 0 0 0 0 0 0 0 0 0 10 04EC: set_zone_car_class_info 'KAUFCAB' 1 200 600 0 0 100 0 50 0 50 500 500 04EC: set_zone_car_class_info 'KAUFCAB' 0 200 600 0 0 100 0 50 0 50 500 500 0324: set_zone_pedgroup_info 'KAUFCAB' 1 59 // Kaufman Cabs 0324: set_zone_pedgroup_info 'KAUFCAB' 0 59 // Kaufman Cabs 015C: set_zone_gang_info 'PRINTWK' 1 13 0 0 0 0 0 0 1000 0 0 0 015C: set_zone_gang_info 'PRINTWK' 0 10 0 0 0 0 0 0 1000 0 0 0 0152: set_zone_car_info 'PRINTWK' 1 12 0 0 0 0 0 0 0 0 0 10 0152: set_zone_car_info 'PRINTWK' 0 10 0 0 0 0 0 0 0 0 0 10 04EC: set_zone_car_class_info 'PRINTWK' 1 200 600 0 0 100 0 50 0 50 500 500 04EC: set_zone_car_class_info 'PRINTWK' 0 200 600 0 0 100 0 50 0 50 500 500 0324: set_zone_pedgroup_info 'PRINTWK' 1 59 0324: set_zone_pedgroup_info 'PRINTWK' 0 60 015C: set_zone_gang_info 'CARYRD' 1 13 0 0 0 0 0 0 1000 0 0 0 015C: set_zone_gang_info 'CARYRD' 0 5 0 0 0 0 0 0 1000 0 0 0 0152: set_zone_car_info 'CARYRD' 1 12 0 0 0 0 0 0 0 0 0 20 0152: set_zone_car_info 'CARYRD' 0 5 0 0 0 0 0 0 0 0 0 20 04EC: set_zone_car_class_info 'CARYRD' 1 200 0 300 300 0 0 200 0 0 500 500 04EC: set_zone_car_class_info 'CARYRD' 0 200 0 300 300 0 0 200 0 0 500 500 0324: set_zone_pedgroup_info 'CARYRD' 1 23 0324: set_zone_pedgroup_info 'CARYRD' 0 24 015C: set_zone_gang_info 'PORNSTU' 1 4 0 0 0 0 0 0 1000 0 0 0 015C: set_zone_gang_info 'PORNSTU' 0 5 0 0 0 0 0 0 1000 0 0 0 0152: set_zone_car_info 'PORNSTU' 1 6 0 0 0 0 0 0 0 0 0 20 0152: set_zone_car_info 'PORNSTU' 0 6 0 0 0 0 0 0 0 0 0 20 04EC: set_zone_car_class_info 'PORNSTU' 1 200 700 0 0 70 0 30 0 0 500 500 04EC: set_zone_car_class_info 'PORNSTU' 0 200 700 0 0 70 0 30 0 0 500 500 0324: set_zone_pedgroup_info 'PORNSTU' 1 9 0324: set_zone_pedgroup_info 'PORNSTU' 0 10 015C: set_zone_gang_info 'ARMYBAS' 1 18 0 0 1000 0 0 0 0 0 0 0 015C: set_zone_gang_info 'ARMYBAS' 0 18 0 0 1000 0 0 0 0 0 0 0 0152: set_zone_car_info 'ARMYBAS' 1 6 0 0 0 0 0 0 0 0 0 20 0152: set_zone_car_info 'ARMYBAS' 0 6 0 0 0 0 0 0 0 0 0 20 0324: set_zone_pedgroup_info 'ARMYBAS' 1 51 0324: set_zone_pedgroup_info 'ARMYBAS' 0 52 022B: create_forbidden_for_peds_cube -956.0 -355.0 5.0 -898.0 -328.0 25.0 022B: create_forbidden_for_peds_cube 411.0 -600.0 -10.0 451.0 -553.0 30.0 022B: create_forbidden_for_peds_cube 450.0 -509.0 -10.0 472.0 -489.0 30.0 022B: create_forbidden_for_peds_cube 355.0 -773.0 -10.0 324.0 -808.0 30.0 022B: create_forbidden_for_peds_cube 371.0 -503.0 -10.0 403.0 -490.0 30.0 022B: create_forbidden_for_peds_cube 357.0 -506.0 -10.0 384.0 -475.0 30.0 022B: create_forbidden_for_peds_cube 363.0 -476.0 -10.0 378.0 -468.0 30.0 022B: create_forbidden_for_peds_cube 383.0 -488.0 -10.0 398.3 -470.5 30.0 022B: create_forbidden_for_peds_cube 376.66 -453.85 -10.0 328.91 -504.02 30.0 022B: create_forbidden_for_peds_cube -395.0 -579.0 19.0 -338.0 -560.0 30.0 022B: create_forbidden_for_peds_cube -671.71 1236.53 20.0 -667.16 1231.51 25.0 022B: create_forbidden_for_peds_cube -733.84 1255.72 8.0 -728.34 1259.73 20.0 022B: create_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0 022B: create_forbidden_for_peds_cube 236.0 -1281.5 0.0 232.3 -1267.6 32.0 022B: create_forbidden_for_peds_cube -395.6 -658.6 0.0 -363.2 -636.7 32.0 022B: create_forbidden_for_peds_cube -237.8 -1387.1 0.0 -228.7 -1331.8 32.0 022B: create_forbidden_for_peds_cube -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 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 0236: set_gang 6 car_to #OCEANIC 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 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 014B: $87 = 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 $87 cars_to_generate_to 101 014B: $88 = 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 $88 cars_to_generate_to 101 014B: $89 = 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 $89 cars_to_generate_to 101 014B: $90 = 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 $90 cars_to_generate_to 101 014B: $1977 = 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 $1977 cars_to_generate_to 101 014B: $1978 = 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 $1978 cars_to_generate_to 101 014B: $1979 = 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 $1979 cars_to_generate_to 101 014B: $2098 = 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 $2098 cars_to_generate_to 101 014B: $1992 = 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 $1992 cars_to_generate_to 101 014B: $1991 = 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 $1991 cars_to_generate_to 101 014B: $1990 = 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 $1990 cars_to_generate_to 101 014B: $1989 = 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 $1989 cars_to_generate_to 101 014B: $1844 = 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 $1844 cars_to_generate_to 101 014B: $1867 = 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 $1867 cars_to_generate_to 101 014B: $1993 = 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 $1993 cars_to_generate_to 101 014B: $1842 = 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 $1842 cars_to_generate_to 101 014B: $1843 = 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 $1843 cars_to_generate_to 101 014B: $1845 = 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 $1845 cars_to_generate_to 101 014B: $1852 = 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 $1852 cars_to_generate_to 101 014B: $1868 = 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 $1868 cars_to_generate_to 101 014B: $1869 = 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 $1869 cars_to_generate_to 101 014B: $1876 = 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 $1876 cars_to_generate_to 101 014B: $1953 = 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 $1953 cars_to_generate_to 101 014B: $1994 = 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 $1994 cars_to_generate_to 101 014B: $1954 = 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 $1954 cars_to_generate_to 101 014B: $1955 = 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 $1955 cars_to_generate_to 101 014B: $1995 = init_parked_car_generator #SPARROW -1 -1 0 alarm 0 door_lock 0 0 10000 at $498 $499 $500 angle 88.2256 014C: set_parked_car_generator $1995 cars_to_generate_to 101 014B: $1996 = init_parked_car_generator #SPARROW -1 -1 0 alarm 0 door_lock 0 0 10000 at $501 $502 $503 angle 0.0 014C: set_parked_car_generator $1996 cars_to_generate_to 101 014B: $1997 = init_parked_car_generator #SPARROW -1 -1 0 alarm 0 door_lock 0 0 10000 at $504 $505 $506 angle 0.0 014C: set_parked_car_generator $1997 cars_to_generate_to 101 014B: $1998 = init_parked_car_generator #SPARROW -1 -1 0 alarm 0 door_lock 0 0 10000 at $507 $508 $509 angle 180.0 014C: set_parked_car_generator $1998 cars_to_generate_to 101 014B: $1832 = 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 $1832 cars_to_generate_to 101 014B: $1853 = init_parked_car_generator #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 $1853 cars_to_generate_to 101 014B: $1856 = init_parked_car_generator #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 $1856 cars_to_generate_to 101 014B: $1857 = init_parked_car_generator #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 $1857 cars_to_generate_to 101 014B: $1858 = init_parked_car_generator #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 $1858 cars_to_generate_to 101 014B: $1907 = init_parked_car_generator #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 $1907 cars_to_generate_to 101 014B: $1908 = init_parked_car_generator #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 $1908 cars_to_generate_to 101 014B: $1909 = 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 $1909 cars_to_generate_to 101 014B: $1910 = 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 $1910 cars_to_generate_to 101 014B: $1837 = 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 $1837 cars_to_generate_to 101 014B: $1838 = 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 $1838 cars_to_generate_to 101 014B: $1839 = 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 $1839 cars_to_generate_to 101 014B: $1859 = 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 $1859 cars_to_generate_to 101 014B: $1861 = init_parked_car_generator #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 $1861 cars_to_generate_to 101 014B: $1862 = init_parked_car_generator #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 $1862 cars_to_generate_to 101 014B: $1903 = init_parked_car_generator #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 $1903 cars_to_generate_to 101 014B: $1911 = init_parked_car_generator #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 $1911 cars_to_generate_to 101 014B: $1912 = 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 $1912 cars_to_generate_to 101 014B: $1904 = 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 $1904 cars_to_generate_to 101 014B: $1905 = init_parked_car_generator #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 $1905 cars_to_generate_to 101 014B: $1906 = init_parked_car_generator #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 $1906 cars_to_generate_to 101 014B: $1914 = init_parked_car_generator #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 $1914 cars_to_generate_to 101 014B: $1863 = 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 $1863 cars_to_generate_to 101 014B: $1864 = 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 $1864 cars_to_generate_to 101 014B: $1865 = 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 $1865 cars_to_generate_to 101 014B: $1866 = 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 $1866 cars_to_generate_to 101 014B: $1884 = 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 $1884 cars_to_generate_to 101 014B: $1851 = 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 $1851 cars_to_generate_to 101 014B: $1855 = 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 $1855 cars_to_generate_to 101 014B: $1949 = 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 $1949 cars_to_generate_to 101 014B: $1950 = init_parked_car_generator #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 $1950 cars_to_generate_to 101 014B: $1951 = init_parked_car_generator #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 $1951 cars_to_generate_to 101 014B: $1952 = init_parked_car_generator #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 $1952 cars_to_generate_to 101 014B: $1860 = 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 $1860 cars_to_generate_to 101 014B: $1932 = init_parked_car_generator #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 $1932 cars_to_generate_to 101 014B: $1933 = init_parked_car_generator #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 $1933 cars_to_generate_to 101 014B: $1934 = init_parked_car_generator #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 $1934 cars_to_generate_to 101 014B: $1935 = init_parked_car_generator #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 $1935 cars_to_generate_to 101 014B: $1936 = init_parked_car_generator #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 $1936 cars_to_generate_to 101 014B: $1937 = init_parked_car_generator #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 $1937 cars_to_generate_to 101 014B: $1835 = 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 $1835 cars_to_generate_to 101 014B: $1913 = 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 $1913 cars_to_generate_to 101 014B: $1938 = 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 $1938 cars_to_generate_to 101 014B: $1940 = init_parked_car_generator #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 $1940 cars_to_generate_to 101 014B: $1941 = init_parked_car_generator #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 $1941 cars_to_generate_to 101 014B: $1942 = init_parked_car_generator #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 $1942 cars_to_generate_to 101 014B: $1943 = 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 $1943 cars_to_generate_to 101 014B: $1944 = init_parked_car_generator #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 $1944 cars_to_generate_to 101 014B: $1945 = init_parked_car_generator #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 $1945 cars_to_generate_to 101 014B: $1946 = init_parked_car_generator #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 $1946 cars_to_generate_to 101 014B: $1947 = init_parked_car_generator #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 $1947 cars_to_generate_to 101 014B: $1948 = init_parked_car_generator #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 $1948 cars_to_generate_to 101 014B: $1980 = init_parked_car_generator #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 $1980 cars_to_generate_to 101 014B: $1870 = 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 $1870 cars_to_generate_to 101 014B: $1872 = 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 $1872 cars_to_generate_to 101 014B: $1871 = 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 $1871 cars_to_generate_to 101 014B: $1929 = 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 $1929 cars_to_generate_to 101 014B: $1988 = 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 $1988 cars_to_generate_to 101 014B: $1880 = 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 $1880 cars_to_generate_to 101 014B: $1881 = 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 $1881 cars_to_generate_to 101 014B: $1987 = 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 $1987 cars_to_generate_to 101 014B: $1920 = 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 $1920 cars_to_generate_to 101 014B: $1922 = 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 $1922 cars_to_generate_to 101 014B: $1923 = 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 $1923 cars_to_generate_to 101 014B: $1924 = 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 $1924 cars_to_generate_to 101 014B: $1925 = 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 $1925 cars_to_generate_to 101 014B: $1926 = 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 $1926 cars_to_generate_to 101 014B: $1927 = 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 $1927 cars_to_generate_to 101 014B: $1928 = 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 $1928 cars_to_generate_to 101 014B: $1834 = 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 $1834 cars_to_generate_to 101 014B: $1873 = 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 $1873 cars_to_generate_to 101 014B: $1874 = 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 $1874 cars_to_generate_to 101 014B: $1877 = 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 $1877 cars_to_generate_to 101 014B: $1878 = 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 $1878 cars_to_generate_to 101 014B: $1879 = 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 $1879 cars_to_generate_to 101 014B: $1890 = 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 $1890 cars_to_generate_to 101 014B: $1982 = 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 $1982 cars_to_generate_to 0 014B: $1983 = 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 $1983 cars_to_generate_to 101 014B: $1985 = 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 $1985 cars_to_generate_to 101 014B: $1915 = 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 $1915 cars_to_generate_to 101 014B: $1830 = 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 $1830 cars_to_generate_to 101 014B: $1833 = 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 $1833 cars_to_generate_to 101 014B: $1882 = 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 $1882 cars_to_generate_to 101 014B: $1883 = 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 $1883 cars_to_generate_to 101 014B: $1841 = 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 $1841 cars_to_generate_to 101 014B: $1831 = 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 $1831 cars_to_generate_to 101 014B: $1846 = 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 $1846 cars_to_generate_to 101 014B: $1986 = 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 $1986 cars_to_generate_to 101 014B: $1875 = 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 $1875 cars_to_generate_to 101 014B: $1885 = 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 $1885 cars_to_generate_to 101 014B: $1981 = 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 $1981 cars_to_generate_to 101 014B: $1930 = 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 $1930 cars_to_generate_to 101 014B: $1956 = init_parked_car_generator #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 $1956 cars_to_generate_to 101 014B: $1957 = init_parked_car_generator #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 $1957 cars_to_generate_to 101 014B: $1958 = init_parked_car_generator #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 $1958 cars_to_generate_to 101 014B: $1959 = init_parked_car_generator #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 $1959 cars_to_generate_to 101 014B: $1960 = init_parked_car_generator #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 $1960 cars_to_generate_to 101 014B: $1961 = init_parked_car_generator #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 $1961 cars_to_generate_to 101 014B: $1962 = init_parked_car_generator #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 $1962 cars_to_generate_to 101 014B: $1963 = init_parked_car_generator #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 $1963 cars_to_generate_to 101 014B: $1964 = init_parked_car_generator #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 $1964 cars_to_generate_to 101 014B: $1965 = init_parked_car_generator #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 $1965 cars_to_generate_to 101 014B: $1966 = init_parked_car_generator #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 $1966 cars_to_generate_to 101 014B: $1967 = init_parked_car_generator #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 $1967 cars_to_generate_to 101 014B: $1968 = init_parked_car_generator #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 $1968 cars_to_generate_to 101 014B: $1969 = init_parked_car_generator #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 $1969 cars_to_generate_to 101 014B: $1970 = init_parked_car_generator #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 $1970 cars_to_generate_to 101 014B: $1971 = init_parked_car_generator #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 $1971 cars_to_generate_to 101 014B: $1972 = init_parked_car_generator #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 $1972 cars_to_generate_to 101 014B: $1973 = init_parked_car_generator #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 $1973 cars_to_generate_to 101 014B: $1974 = init_parked_car_generator #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 $1974 cars_to_generate_to 101 014B: $1975 = init_parked_car_generator #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 $1975 cars_to_generate_to 101 014B: $1976 = init_parked_car_generator #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 $1976 cars_to_generate_to 101 014B: $1921 = 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 $1921 cars_to_generate_to 101 014B: $1849 = 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 $1849 cars_to_generate_to 101 014B: $1848 = 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 $1848 cars_to_generate_to 101 014B: $1847 = 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 $1847 cars_to_generate_to 101 014B: $1850 = 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 $1850 cars_to_generate_to 101 014B: $1891 = 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 $1891 cars_to_generate_to 101 014B: $1892 = 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 $1892 cars_to_generate_to 101 014B: $1893 = 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 $1893 cars_to_generate_to 101 014B: $1894 = 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 $1894 cars_to_generate_to 101 014B: $1895 = init_parked_car_generator #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 $1895 cars_to_generate_to 101 014B: $1896 = init_parked_car_generator #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 $1896 cars_to_generate_to 101 014B: $1897 = init_parked_car_generator #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 $1897 cars_to_generate_to 101 014B: $1898 = init_parked_car_generator #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 $1898 cars_to_generate_to 101 014B: $1899 = init_parked_car_generator #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 $1899 cars_to_generate_to 101 014B: $1900 = init_parked_car_generator #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 $1900 cars_to_generate_to 101 014B: $1901 = init_parked_car_generator #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 $1901 cars_to_generate_to 101 014B: $1902 = init_parked_car_generator #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 $1902 cars_to_generate_to 101 014B: $1886 = init_parked_car_generator #POLICE -1 -1 0 alarm 0 door_lock 0 0 10000 at 516.1 503.1 10.5 angle 0.0 014C: set_parked_car_generator $1886 cars_to_generate_to 101 014B: $1919 = init_parked_car_generator #ENFORCER -1 -1 0 alarm 0 door_lock 0 0 10000 at 493.2045 503.683 10.4612 angle 179.9753 014C: set_parked_car_generator $1919 cars_to_generate_to 101 014B: $1887 = init_parked_car_generator #POLICE -1 -1 0 alarm 0 door_lock 0 0 10000 at 355.7 -511.4 11.6 angle 320.0 014C: set_parked_car_generator $1887 cars_to_generate_to 101 014B: $1916 = init_parked_car_generator #POLICE -1 -1 0 alarm 0 door_lock 0 0 10000 at 372.3 -525.7 11.6 angle 140.0 014C: set_parked_car_generator $1916 cars_to_generate_to 101 014B: $1888 = init_parked_car_generator #POLICE -1 -1 0 alarm 0 door_lock 0 0 10000 at -855.4 -665.4 10.6 angle 0.0 014C: set_parked_car_generator $1888 cars_to_generate_to 101 014B: $1918 = init_parked_car_generator #POLICE -1 -1 0 alarm 0 door_lock 0 0 10000 at -844.8 -675.6 10.6 angle 90.0 014C: set_parked_car_generator $1918 cars_to_generate_to 101 014B: $1854 = init_parked_car_generator #POLICE -1 -1 0 alarm 0 door_lock 0 0 10000 at -665.2 777.6 11.0 angle 180.0 014C: set_parked_car_generator $1854 cars_to_generate_to 101 014B: $1836 = init_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 $1836 cars_to_generate_to 101 014B: $1840 = 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 $1840 cars_to_generate_to 101 014B: $1889 = 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 $1889 cars_to_generate_to 101 014B: $1917 = 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 $1917 cars_to_generate_to 101 014B: $1984 = 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 $1984 cars_to_generate_to 101 014B: $83 = 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 $83 cars_to_generate_to 0 014B: $1939 = 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 $1939 cars_to_generate_to 0 014B: $84 = 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 $84 cars_to_generate_to 101 014B: $PARKED_BOXVILLE = init_parked_car_generator #BOXVILLE -1 -1 1 alarm 0 door_lock 0 0 10000 at -3.597 -1015.635 10.1567 angle 0.0 014C: set_parked_car_generator $PARKED_BOXVILLE cars_to_generate_to 101 014B: $1931A = init_parked_car_generator #DTN_STADDOORA -1 -1 0 alarm 0 door_lock 0 0 10000 at 202.8217 -502.8773 11.2037 angle 0.0 014C: set_parked_car_generator $1931A cars_to_generate_to 101 014B: $1931B = init_parked_car_generator #DTN_STADDOORA -1 -1 0 alarm 0 door_lock 0 0 10000 at 198.5289 -502.8773 11.2037 angle 0.0 014C: set_parked_car_generator $1931B cars_to_generate_to 101 014B: $1931C = init_parked_car_generator #DTN_STADDOORA -1 -1 0 alarm 0 door_lock 0 0 10000 at 194.1188 -502.8773 11.2037 angle 0.0 014C: set_parked_car_generator $1931C cars_to_generate_to 101 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 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 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 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 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 03C5: create_random_car_for_carpark 109.8 -1151.2 16.5 1.6 03C5: create_random_car_for_carpark 129.7 -1150.8 16.5 0.4 03C5: create_random_car_for_carpark 143.6 -1153.0 16.5 358.9 03C5: create_random_car_for_carpark 123.0 -1180.8 16.5 1.3 03C5: create_random_car_for_carpark 128.0 -1180.8 16.5 1.3 03C5: create_random_car_for_carpark 133.0 -1180.8 16.5 1.3 03C5: create_random_car_for_carpark 150.5 -1192.9 23.2 265.1 03C5: create_random_car_for_carpark 141.6 -1228.8 23.2 181.3 03C5: create_random_car_for_carpark 127.1 -1228.7 23.2 178.6 03C5: create_random_car_for_carpark 117.9 -1152.3 23.2 0.1 03C5: create_random_car_for_carpark 141.8 -1151.1 23.2 0.0 03C5: create_random_car_for_carpark 129.2 -1179.3 23.2 0.0 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 014C: set_parked_car_generator $84 cars_to_generate_to 101 $2035 = Pickup.Create(#CHNSAW, 2, 30.0, -1330.9, 13.0) $1999 = Pickup.Create(#BAT, 2, 206.7, -1254.4, 12.0) 032B: $2000 = create_weapon_pickup #COLT45 15 ammo 34 at -228.4 -1318.2 9.1 032B: $2002 = create_weapon_pickup #CHROMEGUN 15 ammo 16 at 42.3 -959.2 21.8 032B: $2003 = create_weapon_pickup #CHROMEGUN 15 ammo 16 at 568.9 -449.3 11.1 032B: $2004 = create_weapon_pickup #TEC9 15 ammo 100 at 287.9 50.7 10.8 032B: $2005 = create_weapon_pickup #GRENADE 15 ammo 4 at 362.2 -500.5 12.3 $2006 = Pickup.Create(#CLEAVER, 15, 402.6, 102.5, 11.4) 032B: $2007 = create_weapon_pickup #RUGER 15 ammo 60 at 418.9 589.9 18.3 $2008 = Pickup.Create(#KATANA, 15, 476.9, 1014.9, 19.2) $2009 = Pickup.Create(#NITESTICK, 15, 402.4, -488.3, 12.4) $2011 = Pickup.Create(#BRASSKNUCKLE, 15, 224.0, -1207.5, 11.0) $2012 = Pickup.Create(#KNIFECUR, 15, 118.7, -1546.1, 10.8) $2013 = Pickup.Create(#MACHETE, 15, 56.6, -459.3, 11.4) 032B: $2014 = create_weapon_pickup #UZI 15 ammo 60 at 5.4 -1277.0 10.4 032B: $2036 = create_weapon_pickup #UZI 15 ammo 60 at 157.0 -895.3 12.3 032B: $2010 = create_weapon_pickup #BOMB 15 ammo 4 at 556.6 207.4 14.5 032B: $2015 = create_weapon_pickup #M4 15 ammo 60 at -32.8 1019.2 13.0 032B: $2016 = create_weapon_pickup #UZI 15 ammo 60 at 17.3 1145.7 23.5 $2017 = Pickup.Create(#GOLFCLUB, 2, 95.0, 279.2, 21.8) 032B: $2018 = create_weapon_pickup #FLAME 15 ammo 300 at -546.0 -418.9 9.8 032B: $2019 = create_weapon_pickup #SNIPER 15 ammo 20 at -476.4 -571.2 12.9 $2020 = Pickup.Create(#KATANA, 15, -554.11, -547.7, 10.7) 032B: $2021 = create_weapon_pickup #MOLOTOV 15 ammo 4 at -755.7 1347.5 11.8 032B: $2022 = create_weapon_pickup #UZI 15 ammo 60 at -545.8 694.6 11.0 032B: $2023 = create_weapon_pickup #M4 15 ammo 60 at -980.4 118.7 9.3 032B: $2024 = create_weapon_pickup #M4 15 ammo 60 at -1221.0 -641.6 11.7 032B: $2025 = create_weapon_pickup #SNIPER 15 ammo 20 at -742.1 -949.9 9.9 032B: $2026 = create_weapon_pickup #ROCKETLA 15 ammo 4 at -995.1 -1178.1 13.6 032B: $2027 = create_weapon_pickup #INGRAMSL 15 ammo 60 at -713.3 -1466.0 11.2 032B: $2028 = create_weapon_pickup #FLAME 15 ammo 300 at -1015.1 -1392.9 11.5 032B: $2029 = create_weapon_pickup #SHOTGSPA 15 ammo 14 at -1359.0 -742.2 14.9 032B: $2030 = create_weapon_pickup #M60 15 ammo 100 at -1744.9 -288.9 29.7 032B: $2031 = create_weapon_pickup #GRENADE 15 ammo 4 at -939.8 -464.9 10.9 032B: $2032 = create_weapon_pickup #PYTHON 15 ammo 12 at -1182.7 -61.1 11.4 032B: $2033 = create_weapon_pickup #BUDDYSHOT 15 ammo 10 at -1305.2 177.1 11.4 032B: $2034 = create_weapon_pickup #LASER 15 ammo 14 at -1114.3 -602.0 26.0 $2037 = Pickup.Create(#HEALTH, 1, -113.2, -975.7, 10.4) $2038 = Pickup.Create(#HEALTH, 15, -225.1, -1158.1, 9.1) $2039 = Pickup.Create(#HEALTH, 15, 456.2, -471.4, 16.6) $2040 = Pickup.Create(#HEALTH, 15, 377.4, 467.7, 11.6) $2041 = Pickup.Create(#HEALTH, 1, 469.6, 697.4, 11.7) $2042 = Pickup.Create(#HEALTH, 15, 385.3, 1210.9, 19.4) $2043 = Pickup.Create(#HEALTH, 1, 384.3, 756.6, 11.7) $2044 = Pickup.Create(#HEALTH, 15, 10.7, 1099.0, 16.6) $2045 = Pickup.Create(#HEALTH, 15, 85.3, 402.7, 19.8) $2046 = Pickup.Create(#HEALTH, 15, -711.7, -501.7, 11.3) $2047 = Pickup.Create(#HEALTH, 15, -404.0, -588.0, 11.6) $2061 = Pickup.Create(#HEALTH, 2, -406.2503, -566.4947, 19.5804) $2048 = Pickup.Create(#HEALTH, 15, -478.1, 1438.5, 16.1) $2049 = Pickup.Create(#HEALTH, 15, -675.0, 1263.3, 25.1) $2050 = Pickup.Create(#HEALTH, 15, -821.8, 1144.8, 26.1) $2051 = Pickup.Create(#HEALTH, 15, -1139.4, 55.4, 11.2) $2052 = Pickup.Create(#HEALTH, 15, -1290.9, 91.9, 26.9) $2053 = Pickup.Create(#HEALTH, 1, -885.4, -483.4, 13.1) $2054 = Pickup.Create(#HEALTH, 15, -925.1, -638.3, 16.0) $2055 = Pickup.Create(#HEALTH, 15, -692.4, -1283.8, 11.1) $2056 = Pickup.Create(#HEALTH, 15, -655.1, -1506.3, 8.1) $2057 = Pickup.Create(#HEALTH, 15, -1399.4, -865.9, 20.9) $2058 = Pickup.Create(#HEALTH, 1, -822.6, 1137.3, 12.4) $2059 = Pickup.Create(#HEALTH, 1, -851.4, -78.8, 11.5) $2060 = Pickup.Create(#HEALTH, 1, -834.2, 740.6, 11.3) $2062 = Pickup.Create(#BODYARMOUR, 15, 4.9, -1239.2, 19.2) $2063 = Pickup.Create(#BODYARMOUR, 15, 205.7, -885.7, 12.2) $2064 = Pickup.Create(#BODYARMOUR, 15, 148.8, -349.9, 8.7) $2065 = Pickup.Create(#BODYARMOUR, 15, 520.2, -171.2, 13.9) $2066 = Pickup.Create(#BODYARMOUR, 15, 430.8, 162.1, 11.8) $2067 = Pickup.Create(#BODYARMOUR, 15, 416.1, 517.7, 11.2) $2068 = Pickup.Create(#BODYARMOUR, 15, 350.2, 884.8, 25.5) $2069 = Pickup.Create(#BODYARMOUR, 15, 535.3, 1214.1, 18.9) $2070 = Pickup.Create(#BODYARMOUR, 15, 42.8, 951.1, 11.0) $2071 = Pickup.Create(#BODYARMOUR, 15, -70.8, 510.6, 11.6) $2072 = Pickup.Create(#BODYARMOUR, 15, -1695.6, -289.4, 29.7) $2073 = Pickup.Create(#BODYARMOUR, 15, -567.6, 1370.36, 16.4) $2074 = Pickup.Create(#BODYARMOUR, 15, -921.9, 722.9, 11.0) $2076 = Pickup.Create(#BODYARMOUR, 15, -1058.9, -240.6, 18.2) $2077 = Pickup.Create(#BODYARMOUR, 15, -625.5, 622.2, 11.7) $2078 = Pickup.Create(#BODYARMOUR, 15, -733.5, -1294.7, 12.4) $2079 = Pickup.Create(#BODYARMOUR, 15, -1177.0, -915.3, 14.9) $2075 = Pickup.Create(#BODYARMOUR, 15, -1171.0, -457.4, 10.7) $2080 = Pickup.Create(#ADRENALINE, 15, -37.7, -938.3, 10.5) $2081 = Pickup.Create(#ADRENALINE, 15, 471.1, -444.1, 10.6) $2082 = Pickup.Create(#ADRENALINE, 15, 448.6, 16.6, 11.0) $2083 = Pickup.Create(#ADRENALINE, 15, 425.6, 221.1, 16.2) $2084 = Pickup.Create(#ADRENALINE, 15, 428.4, 947.5, 13.2) $2085 = Pickup.Create(#ADRENALINE, 1, 385.6, 752.3, 11.7) $2086 = Pickup.Create(#ADRENALINE, 15, -366.6, -500.3, 11.3) $2087 = Pickup.Create(#ADRENALINE, 15, -342.2, -591.5, 36.9) $2088 = Pickup.Create(#ADRENALINE, 15, -381.2, 1065.2, 13.0) $2089 = Pickup.Create(#ADRENALINE, 15, -730.1, 1226.3, 24.2) $2090 = Pickup.Create(#ADRENALINE, 15, -1095.1, 99.4, 12.3) $2091 = Pickup.Create(#ADRENALINE, 15, -967.1, -62.6, 11.0) $2092 = Pickup.Create(#ADRENALINE, 15, -1022.1, -547.0, 11.2) $2093 = Pickup.Create(#ADRENALINE, 15, -882.0, 111.2, 9.3) $2094 = Pickup.Create(#ADRENALINE, 1, -857.1, -83.6, 11.5) $2095 = Pickup.Create(#ADRENALINE, 1, -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 02EC: put_hidden_package_at -1025.71 -160.046 11.263 02EC: put_hidden_package_at -1258.389 176.4955 11.4534 02EC: put_hidden_package_at -1002.271 627.3644 9.3884 02EC: put_hidden_package_at -1092.011 1311.01 9.5052 02EC: put_hidden_package_at -693.7956 1232.819 11.0983 02EC: put_hidden_package_at -654.9197 1280.356 9.8353 02EC: put_hidden_package_at -670.4818 1205.218 12.1341 02EC: put_hidden_package_at 77.5248 1123.498 18.7597 02EC: put_hidden_package_at 592.6769 692.6477 12.5427 02EC: put_hidden_package_at 354.0812 414.9558 19.1106 02EC: put_hidden_package_at 158.8137 -999.522 10.3336 02EC: put_hidden_package_at 126.5074 -1142.992 10.4498 02EC: put_hidden_package_at 171.5635 -1142.274 17.097 02EC: put_hidden_package_at -89.6611 -1602.761 10.4626 02EC: put_hidden_package_at -560.54 1164.99 11.339 02EC: put_hidden_package_at -90.5147 933.8951 10.8372 02EC: put_hidden_package_at 428.488 609.3427 18.7571 02EC: put_hidden_package_at 228.5081 -1261.819 20.1102 02EC: put_hidden_package_at -64.5115 -1389.903 10.4585 02EC: put_hidden_package_at -616.7612 -1387.008 16.2505 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 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 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 0219: $PNSPRAY1 = create_garage_type 5 door -914.129 -1263.54 10.706 to -906.3 -1266.9 14.421 depth -907.137 -1246.626 04CE: $PNSPRAYA = create_icon_marker_without_sphere 27 at -903.0 -1261.1 12.0 0219: $PNSPRAY2 = create_garage_type 5 door -886.157 -115.158 9.992 to -876.7 -119.83 15.58 depth -882.699 -108.312 04CE: $PNSPRAYB = create_icon_marker_without_sphere 27 at -876.2 -105.5 12.0 0219: $PNSPRAY3 = create_garage_type 5 door 323.9 427.4 10.0 to 313.9 430.53 15.7 depth 326.3 434.5 04CE: $PNSPRAYC = create_icon_marker_without_sphere 27 at 319.0 441.3 12.0 0219: $PNSPRAY4 = create_garage_type 5 door -7.55 -1253.77 9.322 to 2.64 -1253.7 14.4 depth -7.55 -1261.2 04CE: $PNSPRAYD = create_icon_marker_without_sphere 27 at -3.8 -1265.8 12.0 0219: $PNSPRAY5 = create_garage_type 5 door -1014.341 -857.732 6.325 to -1014.341 -841.532 10.885 depth -1001.315 -857.732 02A8: $PNSPRAYE = create_marker 27 at -1008.231 -845.228 7.365 03BB: set_garage $PNSPRAY5 door_type_to_swing_open 0219: $689 = create_garage_type 23 door -823.448 -1488.083 10.852 to -842.0 -1481.0 16.165 depth -834.686 -1515.899 03DA: set_garage $689 camera_follows_player 03BB: set_garage $689 door_type_to_swing_open 0219: $690 = create_garage_type 19 door 449.137 340.002 10.794 to 465.43 326.187 14.7 depth 465.42 340.002 03BB: set_garage $690 door_type_to_swing_open 0219: $692 = create_garage_type 27 door -981.654 -802.265 6.325 to -981.654 -821.865 10.73 depth -991.127 -802.265 03BB: set_garage $692 door_type_to_swing_open 03DA: set_garage $692 camera_follows_player 057A: set_garage $692 max_cars_to 2 0219: $693 = create_garage_type 28 door -992.416 -802.265 6.325 to -992.416 -821.865 10.73 depth -1001.889 -802.265 03BB: set_garage $693 door_type_to_swing_open 03DA: set_garage $693 camera_follows_player 057A: set_garage $693 max_cars_to 2 0219: $694 = create_garage_type 29 door -1003.771 -802.265 6.325 to -1003.771 -821.865 10.73 depth -1013.244 -802.265 03BB: set_garage $694 door_type_to_swing_open 03DA: set_garage $694 camera_follows_player 057A: set_garage $694 max_cars_to 2 0219: $695 = create_garage_type 30 door -1015.436 -802.265 6.325 to -1015.436 -821.865 10.73 depth -1024.909 -802.265 03BB: set_garage $695 door_type_to_swing_open 03DA: set_garage $695 camera_follows_player 057A: set_garage $695 max_cars_to 2 015C: set_zone_gang_info 'GANG1' 1 12 0 0 0 0 0 0 1000 0 0 0 015C: set_zone_gang_info 'GANG1' 0 12 0 0 0 0 0 0 1000 0 0 0 015C: set_zone_gang_info 'GANG1' 1 14 0 0 300 0 0 0 700 0 0 0 015C: set_zone_gang_info 'GANG1' 0 14 0 0 300 0 0 0 700 0 0 0 015C: set_zone_gang_info 'GANG1' 1 12 0 0 0 0 0 0 1000 0 0 0 015C: set_zone_gang_info 'GANG1' 0 12 0 0 0 0 0 0 1000 0 0 0 04CE: $433 = create_icon_marker_without_sphere 16 at -63.4 -1481.8 9.4 04CE: $434 = create_icon_marker_without_sphere 16 at 364.8 1051.5 21.0 04CE: $435 = create_icon_marker_without_sphere 16 at -677.0 1205.6 10.0 04CE: $436 = create_icon_marker_without_sphere 18 at 202.7 -474.1 10.1 04CE: $437 = create_icon_marker_without_sphere 18 at 364.8 1086.5 21.0 04CE: $438 = create_icon_marker_without_sphere 18 at -967.5 -693.2 10.3 04CE: $247 = create_icon_marker_without_sphere $422 at $468 $469 $470 04CE: $4910 = create_icon_marker_without_sphere 21 at -863.9365 -576.4991 10.0646 04CE: $4911 = create_icon_marker_without_sphere 22 at -997.1398 189.8333 10.3916 04CE: $4913 = create_icon_marker_without_sphere 26 at -1014.468 -833.3465 12.0452 end_thread //-------------Mission 1--------------- // Originally: Intro :BOATONE gosub @BOATONE_36 if wasted_or_busted else_jump @BOATONE_27 gosub @BOATONE_5447 :BOATONE_27 gosub @BOATONE_5948 end_thread :BOATONE_36 $ONMISSION = 1 // integer values thread 'BOATONE' wait 0 0@ = 0 // integer values 6@ = 0 // integer values Model.Load(#COP) Model.Load(#MARQUIS) Model.Load(#PREDATOR) 058E: set_restart_mission_taxi_destination -697.7258 -1475.662 11.1615 180.0 increment_mission_attempts :BOATONE_109 if not Model.Available(#COP) not Model.Available(#MARQUIS) not Model.Available(#PREDATOR) else_jump @BOATONE_145 wait 0 jump @BOATONE_109 :BOATONE_145 018A: 2@ = create_checkpoint_at -540.1 -1526.9 8.0 024F: create_corona 4.0 5 0 with_color 0 200 200 at_point -540.1 -1526.9 8.0 if 6@ == 0 // integer values else_jump @BOATONE_224 6@ = 1 // integer values :BOATONE_224 Camera.SetPosition(-624.015, -1469.08, 24.0, 0.0, 0.0, 0.0) Camera.PointAt(-571.562, -1524.89, 8.6, 2) 02A3: toggle_widescreen 1 0055: put_player $PLAYER_CHAR at -612.8313 -1505.754 8.0434 0171: set_player $PLAYER_CHAR z_angle_to 95.0 $GEN_COP1 = Actor.Create(CivMale, #COP, -615.2975, -1504.522, 8.6146) Actor.Angle($GEN_COP1) = 265.0 fade 1 1000 wait 2000 Camera.PointAt(-600.464, -1541.03, 9.0, 1) wait 7000 fade 0 1500 wait 1500 02A3: toggle_widescreen 0 $PLAYERPRED = Car.Create(#PREDATOR, -593.545, -1510.683, 5.1405) Car.Angle($PLAYERPRED) = 250.0 Actor.DestroyInstantly($GEN_COP1) 0369: put_player $PLAYER_CHAR in_car $PLAYERPRED fade 1 1500 wait 1500 Car.RemoveReferences($PLAYERPRED) $8580 = 180000 // integer values 0084: $8583 = $8580 // integer values and handles 3@ = Object.Create(#WATERJUMPX2, -273.3, -1463.1, 5.5) Object.CollisionDetection(3@) = True 4@ = Object.Create(#WATERJUMPX2, -275.4, -1372.8, 5.5) Object.CollisionDetection(4@) = True 5@ = Object.Create(#WATERJUMPX2, -305.6, -1225.3, 5.5) Object.CollisionDetection(5@) = True 16@ = 0 // integer values 00BC: text_highpriority 'CRED005' 10000 ms 1 // AARON GARBUT wait 6000 Player.CanMove($PLAYER_CHAR) = True Camera.Restore_WithJumpCut 014E: set_timer_to $8580 type 1 :BOATONE_609 if not 0@ > 25 // integer values else_jump @BOATONE_5464 wait 0 if $8580 == 0 // integer values else_jump @BOATONE_671 00BC: text_highpriority 'TAXI2' 5000 ms 1 // ~r~You're out of time! jump @BOATONE_5447 :BOATONE_671 if 0@ == 0 // integer values else_jump @BOATONE_829 024F: create_corona 4.0 5 0 with_color 0 200 200 at_point -540.1 -1526.9 8.0 if 00F7: player $PLAYER_CHAR 0 -540.1 -1526.9 8.0 radius 5.0 5.0 3.0 else_jump @BOATONE_829 Marker.Disable(2@) 018C: play_sound 1 at -540.1 -1526.9 8.0 018A: 2@ = create_checkpoint_at -458.2 -1575.2 8.0 0@ += 1 // integer values 6@ = 0 // integer values :BOATONE_829 if 0@ == 1 // integer values else_jump @BOATONE_1012 024F: create_corona 4.0 5 0 with_color 0 200 200 at_point -458.2 -1575.2 8.0 if 6@ == 0 // integer values else_jump @BOATONE_906 6@ = 1 // integer values :BOATONE_906 if 00F7: player $PLAYER_CHAR 0 -458.2 -1575.2 8.0 radius 5.0 5.0 3.0 else_jump @BOATONE_1012 Marker.Disable(2@) 018C: play_sound 1 at -458.2 -1575.2 8.0 018A: 2@ = create_checkpoint_at -361.2 -1599.6 8.0 0@ += 1 // integer values 6@ = 0 // integer values :BOATONE_1012 if 0@ == 2 // integer values else_jump @BOATONE_1195 024F: create_corona 4.0 5 0 with_color 0 200 200 at_point -361.2 -1599.6 8.0 if 6@ == 0 // integer values else_jump @BOATONE_1089 6@ = 1 // integer values :BOATONE_1089 if 00F7: player $PLAYER_CHAR 0 -361.2 -1599.6 8.0 radius 5.0 5.0 3.0 else_jump @BOATONE_1195 Marker.Disable(2@) 018C: play_sound 1 at -361.2 -1599.6 8.0 018A: 2@ = create_checkpoint_at -333.0 -1678.1 8.0 0@ += 1 // integer values 6@ = 0 // integer values :BOATONE_1195 if 0@ == 3 // integer values else_jump @BOATONE_1378 024F: create_corona 4.0 5 0 with_color 0 200 200 at_point -333.0 -1678.1 8.0 if 6@ == 0 // integer values else_jump @BOATONE_1272 6@ = 1 // integer values :BOATONE_1272 if 00F7: player $PLAYER_CHAR 0 -333.0 -1678.1 8.0 radius 5.0 5.0 3.0 else_jump @BOATONE_1378 Marker.Disable(2@) 018C: play_sound 1 at -333.0 -1678.1 8.0 018A: 2@ = create_checkpoint_at -401.3 -1730.7 8.0 0@ += 1 // integer values 6@ = 0 // integer values :BOATONE_1378 if 0@ == 4 // integer values else_jump @BOATONE_1561 024F: create_corona 4.0 5 0 with_color 0 200 200 at_point -401.3 -1730.7 8.0 if 6@ == 0 // integer values else_jump @BOATONE_1455 6@ = 1 // integer values :BOATONE_1455 if 00F7: player $PLAYER_CHAR 0 -401.3 -1730.7 8.0 radius 5.0 5.0 3.0 else_jump @BOATONE_1561 Marker.Disable(2@) 018C: play_sound 1 at -401.3 -1730.7 8.0 018A: 2@ = create_checkpoint_at -312.3 -1715.6 8.0 0@ += 1 // integer values 6@ = 0 // integer values :BOATONE_1561 if 0@ == 5 // integer values else_jump @BOATONE_1744 024F: create_corona 4.0 5 0 with_color 0 200 200 at_point -312.3 -1715.6 8.0 if 6@ == 0 // integer values else_jump @BOATONE_1638 6@ = 1 // integer values :BOATONE_1638 if 00F7: player $PLAYER_CHAR 0 -312.3 -1715.6 8.0 radius 5.0 5.0 3.0 else_jump @BOATONE_1744 Marker.Disable(2@) 018C: play_sound 1 at -312.3 -1715.6 8.0 018A: 2@ = create_checkpoint_at -273.3 -1556.2 8.0 0@ += 1 // integer values 6@ = 0 // integer values :BOATONE_1744 if 0@ == 6 // integer values else_jump @BOATONE_1927 024F: create_corona 4.0 5 0 with_color 0 200 200 at_point -273.3 -1556.2 8.0 if 6@ == 0 // integer values else_jump @BOATONE_1821 6@ = 1 // integer values :BOATONE_1821 if 00F7: player $PLAYER_CHAR 0 -273.3 -1556.2 8.0 radius 5.0 5.0 3.0 else_jump @BOATONE_1927 Marker.Disable(2@) 018C: play_sound 1 at -273.3 -1556.2 8.0 018A: 2@ = create_checkpoint_at -272.4 -1449.7 13.0 0@ += 1 // integer values 6@ = 0 // integer values :BOATONE_1927 if 0@ == 7 // integer values else_jump @BOATONE_2110 024F: create_corona 4.0 5 0 with_color 0 200 200 at_point -272.4 -1449.7 13.0 if 6@ == 0 // integer values else_jump @BOATONE_2004 6@ = 1 // integer values :BOATONE_2004 if 00F7: player $PLAYER_CHAR 0 -272.4 -1449.7 13.0 radius 5.0 5.0 3.0 else_jump @BOATONE_2110 Marker.Disable(2@) 018C: play_sound 1 at -272.4 -1449.7 13.0 018A: 2@ = create_checkpoint_at -272.7 -1360.2 13.0 0@ += 1 // integer values 6@ = 0 // integer values :BOATONE_2110 if 0@ == 8 // integer values else_jump @BOATONE_2293 024F: create_corona 4.0 5 0 with_color 0 200 200 at_point -275.4 -1360.2 13.0 if 6@ == 0 // integer values else_jump @BOATONE_2187 6@ = 1 // integer values :BOATONE_2187 if 00F7: player $PLAYER_CHAR 0 -275.4 -1360.2 13.0 radius 5.0 5.0 3.0 else_jump @BOATONE_2293 Marker.Disable(2@) 018C: play_sound 1 at -275.4 -1360.2 13.0 018A: 2@ = create_checkpoint_at -305.6 -1214.4 13.0 0@ += 1 // integer values 6@ = 0 // integer values :BOATONE_2293 if 0@ == 9 // integer values else_jump @BOATONE_2476 024F: create_corona 4.0 5 0 with_color 0 200 200 at_point -305.6 -1214.4 13.0 if 6@ == 0 // integer values else_jump @BOATONE_2370 6@ = 1 // integer values :BOATONE_2370 if 00F7: player $PLAYER_CHAR 0 -305.6 -1214.4 13.0 radius 5.0 5.0 3.0 else_jump @BOATONE_2476 Marker.Disable(2@) 018C: play_sound 1 at -305.6 -1214.4 13.0 018A: 2@ = create_checkpoint_at -298.6 -1074.4 8.0 0@ += 1 // integer values 6@ = 0 // integer values :BOATONE_2476 if 0@ == 10 // integer values else_jump @BOATONE_2659 024F: create_corona 4.0 5 0 with_color 0 200 200 at_point -298.6 -1074.4 8.0 if 6@ == 0 // integer values else_jump @BOATONE_2553 6@ = 1 // integer values :BOATONE_2553 if 00F7: player $PLAYER_CHAR 0 -298.6 -1074.4 8.0 radius 5.0 5.0 3.0 else_jump @BOATONE_2659 Marker.Disable(2@) 018C: play_sound 1 at -298.6 -1074.4 8.0 018A: 2@ = create_checkpoint_at -252.0 -939.9 8.0 0@ += 1 // integer values 6@ = 0 // integer values :BOATONE_2659 if 0@ == 11 // integer values else_jump @BOATONE_2842 024F: create_corona 4.0 5 0 with_color 0 200 200 at_point -252.0 -939.9 8.0 if 6@ == 0 // integer values else_jump @BOATONE_2736 6@ = 1 // integer values :BOATONE_2736 if 00F7: player $PLAYER_CHAR 0 -252.0 -939.9 8.0 radius 5.0 5.0 3.0 else_jump @BOATONE_2842 Marker.Disable(2@) 018C: play_sound 1 at -252.0 -939.9 8.0 018A: 2@ = create_checkpoint_at -85.0 -766.0 8.0 0@ += 1 // integer values 6@ = 0 // integer values :BOATONE_2842 if 0@ == 12 // integer values else_jump @BOATONE_3025 024F: create_corona 4.0 5 0 with_color 0 200 200 at_point -85.0 -766.0 8.0 if 6@ == 0 // integer values else_jump @BOATONE_2919 6@ = 1 // integer values :BOATONE_2919 if 00F7: player $PLAYER_CHAR 0 -85.0 -766.0 8.0 radius 5.0 5.0 3.0 else_jump @BOATONE_3025 Marker.Disable(2@) 018C: play_sound 1 at -85.0 -766.0 8.0 018A: 2@ = create_checkpoint_at 158.0 -634.0 8.0 0@ += 1 // integer values 6@ = 0 // integer values :BOATONE_3025 if 0@ == 13 // integer values else_jump @BOATONE_3208 024F: create_corona 4.0 5 0 with_color 0 200 200 at_point 158.0 -634.0 8.0 if 6@ == 0 // integer values else_jump @BOATONE_3102 6@ = 1 // integer values :BOATONE_3102 if 00F7: player $PLAYER_CHAR 0 158.0 -634.0 8.0 radius 5.0 5.0 3.0 else_jump @BOATONE_3208 Marker.Disable(2@) 018C: play_sound 1 at 158.0 -634.0 8.0 018A: 2@ = create_checkpoint_at 279.0 -475.0 8.0 0@ += 1 // integer values 6@ = 0 // integer values :BOATONE_3208 if 0@ == 14 // integer values else_jump @BOATONE_3391 024F: create_corona 4.0 5 0 with_color 0 200 200 at_point 279.0 -475.0 8.0 if 6@ == 0 // integer values else_jump @BOATONE_3285 6@ = 1 // integer values :BOATONE_3285 if 00F7: player $PLAYER_CHAR 0 279.0 -475.0 8.0 radius 5.0 5.0 3.0 else_jump @BOATONE_3391 Marker.Disable(2@) 018C: play_sound 1 at 279.0 -475.0 8.0 018A: 2@ = create_checkpoint_at 410.0 -269.0 8.0 0@ += 1 // integer values 6@ = 0 // integer values :BOATONE_3391 if 0@ == 15 // integer values else_jump @BOATONE_3574 024F: create_corona 4.0 5 0 with_color 0 200 200 at_point 410.0 -269.0 8.0 if 6@ == 0 // integer values else_jump @BOATONE_3468 6@ = 1 // integer values :BOATONE_3468 if 00F7: player $PLAYER_CHAR 0 410.0 -269.0 8.0 radius 5.0 5.0 3.0 else_jump @BOATONE_3574 Marker.Disable(2@) 018C: play_sound 1 at 410.0 -269.0 8.0 018A: 2@ = create_checkpoint_at 392.0 20.0 8.0 0@ += 1 // integer values 6@ = 0 // integer values :BOATONE_3574 if 0@ == 16 // integer values else_jump @BOATONE_3757 024F: create_corona 4.0 5 0 with_color 0 200 200 at_point 392.0 20.0 8.0 if 6@ == 0 // integer values else_jump @BOATONE_3651 6@ = 1 // integer values :BOATONE_3651 if 00F7: player $PLAYER_CHAR 0 392.0 20.0 8.0 radius 5.0 5.0 3.0 else_jump @BOATONE_3757 Marker.Disable(2@) 018C: play_sound 1 at 392.0 20.0 8.0 018A: 2@ = create_checkpoint_at 249.0 100.0 8.0 0@ += 1 // integer values 6@ = 0 // integer values :BOATONE_3757 if 0@ == 17 // integer values else_jump @BOATONE_3940 024F: create_corona 4.0 5 0 with_color 0 200 200 at_point 249.0 100.0 8.0 if 6@ == 0 // integer values else_jump @BOATONE_3834 6@ = 1 // integer values :BOATONE_3834 if 00F7: player $PLAYER_CHAR 0 249.0 100.0 8.0 radius 5.0 5.0 3.0 else_jump @BOATONE_3940 Marker.Disable(2@) 018C: play_sound 1 at 249.0 100.0 8.0 018A: 2@ = create_checkpoint_at 194.0 -170.0 8.0 0@ += 1 // integer values 6@ = 0 // integer values :BOATONE_3940 if 0@ == 18 // integer values else_jump @BOATONE_4123 024F: create_corona 4.0 5 0 with_color 0 200 200 at_point 194.0 -170.0 8.0 if 6@ == 0 // integer values else_jump @BOATONE_4017 6@ = 1 // integer values :BOATONE_4017 if 00F7: player $PLAYER_CHAR 0 194.0 -170.0 8.0 radius 5.0 5.0 3.0 else_jump @BOATONE_4123 Marker.Disable(2@) 018C: play_sound 1 at 194.0 -170.0 8.0 018A: 2@ = create_checkpoint_at 49.0 -150.0 8.0 0@ += 1 // integer values 6@ = 0 // integer values :BOATONE_4123 if 0@ == 19 // integer values else_jump @BOATONE_4306 024F: create_corona 4.0 5 0 with_color 0 200 200 at_point 49.0 -150.0 8.0 if 6@ == 0 // integer values else_jump @BOATONE_4200 6@ = 1 // integer values :BOATONE_4200 if 00F7: player $PLAYER_CHAR 0 49.0 -150.0 8.0 radius 5.0 5.0 3.0 else_jump @BOATONE_4306 Marker.Disable(2@) 018C: play_sound 1 at 49.0 -150.0 8.0 018A: 2@ = create_checkpoint_at -64.0 -156.0 8.0 0@ += 1 // integer values 6@ = 0 // integer values :BOATONE_4306 if 0@ == 20 // integer values else_jump @BOATONE_4489 024F: create_corona 4.0 5 0 with_color 0 200 200 at_point -64.0 -156.0 8.0 if 6@ == 0 // integer values else_jump @BOATONE_4383 6@ = 1 // integer values :BOATONE_4383 if 00F7: player $PLAYER_CHAR 0 -64.0 -156.0 8.0 radius 5.0 5.0 3.0 else_jump @BOATONE_4489 Marker.Disable(2@) 018C: play_sound 1 at -64.0 -156.0 8.0 018A: 2@ = create_checkpoint_at -93.0 67.0 8.0 0@ += 1 // integer values 6@ = 0 // integer values :BOATONE_4489 if 0@ == 21 // integer values else_jump @BOATONE_4672 024F: create_corona 4.0 5 0 with_color 0 200 200 at_point -93.0 67.0 8.0 if 6@ == 0 // integer values else_jump @BOATONE_4566 6@ = 1 // integer values :BOATONE_4566 if 00F7: player $PLAYER_CHAR 0 -93.0 67.0 8.0 radius 5.0 5.0 3.0 else_jump @BOATONE_4672 Marker.Disable(2@) 018C: play_sound 1 at -93.0 67.0 8.0 018A: 2@ = create_checkpoint_at -70.0 294.0 8.0 0@ += 1 // integer values 6@ = 0 // integer values :BOATONE_4672 if 0@ == 22 // integer values else_jump @BOATONE_4855 024F: create_corona 4.0 5 0 with_color 0 200 200 at_point -70.0 294.0 8.0 if 6@ == 0 // integer values else_jump @BOATONE_4749 6@ = 1 // integer values :BOATONE_4749 if 00F7: player $PLAYER_CHAR 0 -70.0 294.0 8.0 radius 5.0 5.0 3.0 else_jump @BOATONE_4855 Marker.Disable(2@) 018C: play_sound 1 at -70.0 294.0 8.0 018A: 2@ = create_checkpoint_at 25.0 394.0 8.0 0@ += 1 // integer values 6@ = 0 // integer values :BOATONE_4855 if 0@ == 23 // integer values else_jump @BOATONE_5071 024F: create_corona 4.0 5 0 with_color 0 200 200 at_point 25.0 394.0 8.0 if 6@ == 0 // integer values else_jump @BOATONE_4932 6@ = 1 // integer values :BOATONE_4932 if 00F7: player $PLAYER_CHAR 0 25.0 394.0 8.0 radius 5.0 5.0 3.0 else_jump @BOATONE_5071 Marker.Disable(2@) 018C: play_sound 1 at 25.0 394.0 8.0 018A: 2@ = create_checkpoint_at 196.0 403.0 8.0 0@ += 1 // integer values 1@ = Car.Create(#MARQUIS, 324.0, 604.0, 6.0) Car.Angle(1@) = 60.0 6@ = 0 // integer values :BOATONE_5071 if 0@ == 24 // integer values else_jump @BOATONE_5254 024F: create_corona 4.0 5 0 with_color 0 200 200 at_point 196.0 403.0 8.0 if 6@ == 0 // integer values else_jump @BOATONE_5148 6@ = 1 // integer values :BOATONE_5148 if 00F7: player $PLAYER_CHAR 0 196.0 403.0 8.0 radius 5.0 5.0 3.0 else_jump @BOATONE_5254 Marker.Disable(2@) 018C: play_sound 1 at 196.0 403.0 8.0 018A: 2@ = create_checkpoint_at 304.4 540.6 8.0 0@ += 1 // integer values 6@ = 0 // integer values :BOATONE_5254 if 0@ == 25 // integer values else_jump @BOATONE_5440 024F: create_corona 4.0 5 0 with_color 255 0 0 at_point 304.4 540.6 8.0 if 6@ == 0 // integer values else_jump @BOATONE_5330 6@ = 1 // integer values :BOATONE_5330 if 00F7: player $PLAYER_CHAR 0 304.4 540.6 8.0 radius 5.0 5.0 3.0 else_jump @BOATONE_5440 Marker.Disable(2@) 018C: play_sound 1 at 304.4 540.6 8.0 if not Car.Wrecked(1@) else_jump @BOATONE_5426 2@ = Marker.CreateAboveCar(1@) :BOATONE_5426 0@ += 1 // integer values 6@ = 0 // integer values :BOATONE_5440 jump @BOATONE_609 :BOATONE_5447 00BA: text_styled 'CRED007' 2000 ms 1 // OBBE VERMEIJ return :BOATONE_5464 wait 0 014F: stop_timer $8580 Player.ClearWantedLevel($PLAYER_CHAR) 00BC: text_highpriority 'CRED001' 10000 ms 1 // ROCKSTAR NORTH wait 10000 043C: set_game_sounds_disable_on_fade 1 0169: set_fade_color 0 0 0 03AF: set_streaming 1 fade 0 2000 wait 2000 012A: put_player $PLAYER_CHAR at -601.1049 -1510.298 8.0468 and_remove_from_car $GEN_COP1 = Actor.Create(CivMale, #COP, -615.2975, -1504.522, 8.6146) Actor.Angle($GEN_COP1) = 265.0 Camera.SetPosition(-624.015, -1469.08, 24.0, 0.0, 0.0, 0.0) Camera.PointAt(-571.562, -1524.89, 8.6, 2) 02A3: toggle_widescreen 1 $PLAYERPRED = Car.Create(#PREDATOR, -593.545, -1510.683, 5.1405) Car.Angle($PLAYERPRED) = 170.0 Player.CanMove($PLAYER_CHAR) = False 0211: actor $PLAYER_ACTOR walk_to -612.8313 -1505.754 wait 2000 fade 1 1000 :BOATONE_5702 wait 0 if 0101: actor $PLAYER_ACTOR stopped_near_point -612.8313 -1505.754 8.0434 radius 3.0 3.0 3.0 sphere 0 else_jump @BOATONE_5845 03F9: make_actors $PLAYER_ACTOR $GEN_COP1 converse_in 999999999 ms wait 5000 fade 0 1000 wait 1000 03AF: set_streaming 0 02A3: toggle_widescreen 0 0055: put_player $PLAYER_CHAR at -691.5334 -1486.33 11.4597 0171: set_player $PLAYER_CHAR z_angle_to 85.0 Player.CanMove($PLAYER_CHAR) = True Camera.Restore_WithJumpCut fade 1 1000 jump @BOATONE_5856 :BOATONE_5845 wait 0 jump @BOATONE_5702 :BOATONE_5856 Player.ClearWantedLevel($PLAYER_CHAR) 01E3: text_1number_styled 'CRED006' 5000 5000 ms 1 // TECHNICAL DIRECTORS Player.Money($PLAYER_CHAR) += 1000 $1175 += 1 // integer values 030C: set_mission_points += 1 0595: mission_complete create_thread @LESSON2 0060: $8583 -= $8580 // integer values 0084: $8581 = $8583 // integer values and handles $8581 /= 1000 // integer values 042E: (unknown) 22 $8581 $8582 += 1 // integer values return :BOATONE_5948 01B7: release_weather Marker.Disable(2@) Object.Destroy(3@) Object.Destroy(4@) Object.Destroy(5@) Model.Destroy(#PREDATOR) Model.Destroy(#MARQUIS) Car.RemoveReferences(1@) 014F: stop_timer $8580 $ONMISSION = 0 // integer values mission_cleanup return //-------------Mission 2--------------- // Originally: An Old Friend :TAXI gosub @TAXI_16 gosub @TAXI_6968 end_thread :TAXI_16 thread 'TAXI' set_wb_check_to 0 $ONMISSION = 1 // integer values $314 = 1 // integer values $6710 = 0 // integer values $6714 = 0 // integer values $6712 = 0 // integer values $6715 = 0 // integer values $6711 = -1 // integer values $6708 = 0 // integer values $6713 = 0 // integer values $6724 = 5 // integer values $6723 = 500 // integer values 054C: use_GXT_table 'TAXI1' wait 0 03C4: set_status_text_to $6712 0 'FARES' // FARES: if not Player.Defined($PLAYER_CHAR) else_jump @TAXI_160 jump @TAXI_6552 :TAXI_160 if 00E0: player $PLAYER_CHAR driving else_jump @TAXI_191 00DA: $6709 = player $PLAYER_CHAR car jump @TAXI_198 :TAXI_191 jump @TAXI_6552 :TAXI_198 Car.ToggleTaxiLight($6709) = True 00BC: text_highpriority 'TAXI1' 1500 ms 1 // ~g~Look for a fare. wait 0 :TAXI_224 if $375 == 0 // integer values else_jump @TAXI_259 03E5: text_box 'TAXIH1' // Stop near a highlighted pedestrian to pick them up then drive them to their destination before the time runs out. $375 = 1 // integer values :TAXI_259 $6721 = 0 // integer values if not Player.Defined($PLAYER_CHAR) else_jump @TAXI_289 jump @TAXI_6552 :TAXI_289 if Car.Wrecked($6709) else_jump @TAXI_312 jump @TAXI_6552 :TAXI_312 if 80DC: not player $PLAYER_CHAR driving $6709 else_jump @TAXI_338 jump @TAXI_6552 :TAXI_338 if not $18 == 3 // integer values else_jump @TAXI_394 if and 00E1: key_pressed 0 19 $ONMISSION == 1 // integer values else_jump @TAXI_387 jump @TAXI_6347 :TAXI_387 jump @TAXI_425 :TAXI_394 if and 00E1: key_pressed 0 14 $ONMISSION == 1 // integer values else_jump @TAXI_425 jump @TAXI_6347 :TAXI_425 if and $6710 == 1 // integer values $6714 == 0 // integer values else_jump @TAXI_457 jump @TAXI_6552 :TAXI_457 02DD: set_actor $6711 creation_zone 'VICE_C' 1 1 1 if $6711 == -1 // integer values else_jump @TAXI_505 wait 0 jump @TAXI_224 :TAXI_505 009F: set_actor $6711 objective_to-1 01ED: reset_actor $6711 flags 0291: unknown_actor $6711 unknown_behavior_flag 0 $6706 = Marker.CreateAboveActor($6711) 0365: set_actor $6711 objective_to-29 :TAXI_535 if or 80FD: not player $PLAYER_CHAR 0 $6711 in_car radius 7.0 7.0 2.0 81C1: not car $6709 stopped else_jump @TAXI_913 wait 0 if not Player.Defined($PLAYER_CHAR) else_jump @TAXI_603 jump @TAXI_6552 :TAXI_603 if Car.Wrecked($6709) else_jump @TAXI_626 jump @TAXI_6552 :TAXI_626 if Actor.Dead($6711) else_jump @TAXI_649 jump @TAXI_6486 :TAXI_649 if 80DC: not player $PLAYER_CHAR driving $6709 else_jump @TAXI_675 jump @TAXI_6552 :TAXI_675 if 80FD: not player $PLAYER_CHAR 0 $6711 in_car radius 90.0 90.0 20.0 else_jump @TAXI_718 jump @TAXI_6486 :TAXI_718 if not $18 == 3 // integer values else_jump @TAXI_774 if and 00E1: key_pressed 0 19 $ONMISSION == 1 // integer values else_jump @TAXI_767 jump @TAXI_6347 :TAXI_767 jump @TAXI_805 :TAXI_774 if and 00E1: key_pressed 0 14 $ONMISSION == 1 // integer values else_jump @TAXI_805 jump @TAXI_6347 :TAXI_805 if and $6710 == 1 // integer values $6714 == 0 // integer values else_jump @TAXI_837 jump @TAXI_6552 :TAXI_837 if and 0185: car $6709 health >= 400 $6708 == 1 // integer values else_jump @TAXI_882 Marker.Disable($374) $6708 = 0 // integer values $6713 = 0 // integer values :TAXI_882 if not Actor.Dead($6711) else_jump @TAXI_906 020F: actor $6711 look_at_player $PLAYER_CHAR :TAXI_906 jump @TAXI_535 :TAXI_913 if 8185: not car $6709 health >= 400 else_jump @TAXI_1294 00BC: text_highpriority 'TAXI7' 4000 ms 1 // ~r~Your car is trashed, get it repaired. if or 0121: player $PLAYER_CHAR in_zone 'BEACH1' // Ocean Beach 0121: player $PLAYER_CHAR in_zone 'BEACH2' // Washington Beach 0121: player $PLAYER_CHAR in_zone 'STARI' // Starfish Island else_jump @TAXI_1024 Marker.Disable($374) 02A8: $374 = create_marker 27 at -3.8 -1265.8 12.0 :TAXI_1024 if or 0121: player $PLAYER_CHAR in_zone 'BEACH3' // Vice Point 0121: player $PLAYER_CHAR in_zone 'PORNI' // Prawn Island 0121: player $PLAYER_CHAR in_zone 'GOLFC' // Leaf Links else_jump @TAXI_1101 Marker.Disable($374) 02A8: $374 = create_marker 27 at 319.0 441.3 12.0 :TAXI_1101 if or 0121: player $PLAYER_CHAR in_zone 'DOCKS' // Viceport 0121: player $PLAYER_CHAR in_zone 'A_PORT' // Escobar International else_jump @TAXI_1165 Marker.Disable($374) 02A8: $374 = create_marker 27 at -903.0 -1261.1 12.0 :TAXI_1165 if or 0121: player $PLAYER_CHAR in_zone 'HAITI' // Little Haiti 0121: player $PLAYER_CHAR in_zone 'HAVANA' // Little Havana 0121: player $PLAYER_CHAR in_zone 'DTOWN' // Downtown 0121: player $PLAYER_CHAR in_zone 'JUNKY' // Junk Yard else_jump @TAXI_1255 Marker.Disable($374) 02A8: $374 = create_marker 27 at -876.2 -105.5 12.0 :TAXI_1255 if $6708 == 0 // integer values else_jump @TAXI_1287 $6708 = 1 // integer values $6713 = 1 // integer values :TAXI_1287 jump @TAXI_6486 :TAXI_1294 0319: set_actor $6711 wander_state_to 1 01D4: actor $6711 go_to_car $6709 and_enter_it_as_a_passenger :TAXI_1309 if not Actor.InCar($6711, $6709) else_jump @TAXI_1677 wait 0 if not Player.Defined($PLAYER_CHAR) else_jump @TAXI_1355 jump @TAXI_6552 :TAXI_1355 if Car.Wrecked($6709) else_jump @TAXI_1378 jump @TAXI_6552 :TAXI_1378 if Actor.Dead($6711) else_jump @TAXI_1401 jump @TAXI_6486 :TAXI_1401 if 80DC: not player $PLAYER_CHAR driving $6709 else_jump @TAXI_1427 jump @TAXI_6552 :TAXI_1427 if 80FD: not player $PLAYER_CHAR 0 $6711 in_car radius 90.0 90.0 20.0 else_jump @TAXI_1470 jump @TAXI_6486 :TAXI_1470 if not $18 == 3 // integer values else_jump @TAXI_1526 if and 00E1: key_pressed 0 19 $ONMISSION == 1 // integer values else_jump @TAXI_1519 jump @TAXI_6347 :TAXI_1519 jump @TAXI_1557 :TAXI_1526 if and 00E1: key_pressed 0 14 $ONMISSION == 1 // integer values else_jump @TAXI_1557 jump @TAXI_6347 :TAXI_1557 if and $6710 == 1 // integer values $6714 == 0 // integer values else_jump @TAXI_1589 jump @TAXI_6552 :TAXI_1589 if and 0185: car $6709 health >= 400 $6708 == 1 // integer values else_jump @TAXI_1627 Marker.Disable($374) $6708 = 0 // integer values :TAXI_1627 if 80FD: not player $PLAYER_CHAR 0 $6711 in_car radius 7.0 7.0 2.0 else_jump @TAXI_1670 jump @TAXI_535 :TAXI_1670 jump @TAXI_1309 :TAXI_1677 Actor.StorePos($6711, $6731, $6732, $6733) Marker.Disable($6706) Car.ToggleTaxiLight($6709) = False :TAXI_1703 wait 0 if not Player.Defined($PLAYER_CHAR) else_jump @TAXI_1730 jump @TAXI_6552 :TAXI_1730 0209: $372 = random_int 1 16 if not Player.Defined($PLAYER_CHAR) else_jump @TAXI_1762 jump @TAXI_6552 :TAXI_1762 if or 0121: player $PLAYER_CHAR in_zone 'DTOWN' // Downtown 0121: player $PLAYER_CHAR in_zone 'A_PORT' // Escobar International 0121: player $PLAYER_CHAR in_zone 'JUNKY' // Junk Yard 0121: player $PLAYER_CHAR in_zone 'DOCKS' // Viceport 0121: player $PLAYER_CHAR in_zone 'HAVANA' // Little Havana 0121: player $PLAYER_CHAR in_zone 'HAITI' // Little Haiti else_jump @TAXI_3268 if $372 == 1 // integer values else_jump @TAXI_1945 if 0121: player $PLAYER_CHAR in_zone 'DTOWN' // Downtown else_jump @TAXI_1900 jump @TAXI_1703 :TAXI_1900 00BC: text_highpriority 'MFARE1' 5000 ms 1 // ~g~Destination ~w~'Ammu-Nation' ~g~in Downtown. $6725 = -679.1 // floating-point values $6726 = 1193.5 // floating-point values $6727 = 9.4 // floating-point values :TAXI_1945 if $372 == 2 // integer values else_jump @TAXI_2039 if 0121: player $PLAYER_CHAR in_zone 'A_PORT' // Escobar International else_jump @TAXI_1994 jump @TAXI_1703 :TAXI_1994 00BC: text_highpriority 'MFARE2' 5000 ms 1 // ~g~Destination ~w~'the Terminal' ~g~at Escobar International Airport. $6725 = -1457.7 // floating-point values $6726 = -825.1 // floating-point values $6727 = 13.1 // floating-point values :TAXI_2039 if $372 == 3 // integer values else_jump @TAXI_2133 if 0121: player $PLAYER_CHAR in_zone 'HAVANA' // Little Havana else_jump @TAXI_2088 jump @TAXI_1703 :TAXI_2088 00BC: text_highpriority 'WFARE3' 5000 ms 1 // ~g~Destination ~w~'Sunshine Autos' ~g~in Little Havana. $6725 = -1009.0 // floating-point values $6726 = -880.9 // floating-point values $6727 = 11.9 // floating-point values :TAXI_2133 if $372 == 4 // integer values else_jump @TAXI_2227 if 0121: player $PLAYER_CHAR in_zone 'HAITI' // Little Haiti else_jump @TAXI_2182 jump @TAXI_1703 :TAXI_2182 00BC: text_highpriority 'WFARE4' 5000 ms 1 // ~g~Destination ~w~'Kaufman Cabs' ~g~in Little Haiti. $6725 = -1018.4 // floating-point values $6726 = 195.9 // floating-point values $6727 = 10.1 // floating-point values :TAXI_2227 if $372 == 5 // integer values else_jump @TAXI_2321 if 0121: player $PLAYER_CHAR in_zone 'HAVANA' // Little Havana else_jump @TAXI_2276 jump @TAXI_1703 :TAXI_2276 00BC: text_highpriority 'WFARE5' 5000 ms 1 // ~g~Destination ~w~'The Hardware store' ~g~in Little Havana. $6725 = -971.2 // floating-point values $6726 = -677.2 // floating-point values $6727 = 10.4 // floating-point values :TAXI_2321 if $372 == 6 // integer values else_jump @TAXI_2415 if 0121: player $PLAYER_CHAR in_zone 'DTOWN' // Downtown else_jump @TAXI_2370 jump @TAXI_1703 :TAXI_2370 00BC: text_highpriority 'WFARE6' 5000 ms 1 // ~g~Destination ~w~'Howlin Petes Bike Emporium' ~g~in Downtown. $6725 = -600.6 // floating-point values $6726 = 667.3 // floating-point values $6727 = 9.9 // floating-point values :TAXI_2415 if $372 == 7 // integer values else_jump @TAXI_2509 if 0121: player $PLAYER_CHAR in_zone 'HAVANA' // Little Havana else_jump @TAXI_2464 jump @TAXI_1703 :TAXI_2464 00BC: text_highpriority 'WFARE7' 5000 ms 1 // ~g~Destination ~w~'Police Station' ~g~in Little Havana. $6725 = -865.6 // floating-point values $6726 = -677.0 // floating-point values $6727 = 10.0 // floating-point values :TAXI_2509 if $372 == 8 // integer values else_jump @TAXI_2603 if 0121: player $PLAYER_CHAR in_zone 'DTOWN' // Downtown else_jump @TAXI_2558 jump @TAXI_1703 :TAXI_2558 00BC: text_highpriority 'WFARE8' 5000 ms 1 // ~g~Destination ~w~'Police Station' ~g~in Downtown. $6725 = -661.7 // floating-point values $6726 = 755.7 // floating-point values $6727 = 9.8 // floating-point values :TAXI_2603 if $372 == 9 // integer values else_jump @TAXI_2697 if 0121: player $PLAYER_CHAR in_zone 'DTOWN' // Downtown else_jump @TAXI_2652 jump @TAXI_1703 :TAXI_2652 00BC: text_highpriority 'WFARE9' 5000 ms 1 // ~g~Destination ~w~'Hospital' ~g~in Downtown. $6725 = -800.4 // floating-point values $6726 = 1167.8 // floating-point values $6727 = 9.6 // floating-point values :TAXI_2697 if $372 == 10 // integer values else_jump @TAXI_2791 if 0121: player $PLAYER_CHAR in_zone 'HAVANA' // Little Havana else_jump @TAXI_2746 jump @TAXI_1703 :TAXI_2746 00BC: text_highpriority 'WFARE10' 5000 ms 1 // ~g~Destination ~w~'Hospital' ~g~in Little Havana. $6725 = -871.9 // floating-point values $6726 = -467.2 // floating-point values $6727 = 9.8 // floating-point values :TAXI_2791 if $372 == 11 // integer values else_jump @TAXI_2885 if 0121: player $PLAYER_CHAR in_zone 'DTOWN' // Downtown else_jump @TAXI_2840 jump @TAXI_1703 :TAXI_2840 00BC: text_highpriority 'WFARE11' 5000 ms 1 // ~g~Destination ~w~'The Stadium' ~g~in Downtown. $6725 = -1024.6 // floating-point values $6726 = 1332.8 // floating-point values $6727 = 7.4 // floating-point values :TAXI_2885 if $372 == 12 // integer values else_jump @TAXI_2979 if 0121: player $PLAYER_CHAR in_zone 'HAITI' // Little Haiti else_jump @TAXI_2934 jump @TAXI_1703 :TAXI_2934 00BC: text_highpriority 'WFARE12' 5000 ms 1 // ~g~Destination ~w~'Pizza Restaurant' ~g~in Little Haiti. $6725 = -1064.6 // floating-point values $6726 = 84.0 // floating-point values $6727 = 10.2 // floating-point values :TAXI_2979 if $372 == 13 // integer values else_jump @TAXI_3073 if 0121: player $PLAYER_CHAR in_zone 'DTOWN' // Downtown else_jump @TAXI_3028 jump @TAXI_1703 :TAXI_3028 00BC: text_highpriority 'WFARE13' 5000 ms 1 // ~g~Destination ~w~'Pizza Restaurant' ~g~in Downtown. $6725 = -878.6 // floating-point values $6726 = 795.7 // floating-point values $6727 = 10.0 // floating-point values :TAXI_3073 if $372 == 14 // integer values else_jump @TAXI_3167 if 0121: player $PLAYER_CHAR in_zone 'DOCKS' // Viceport else_jump @TAXI_3122 jump @TAXI_1703 :TAXI_3122 00BC: text_highpriority 'WFARE14' 5000 ms 1 // ~g~Destination ~w~'Docks' ~g~in Viceport. $6725 = -745.0 // floating-point values $6726 = -1264.0 // floating-point values $6727 = 10.1 // floating-point values :TAXI_3167 if $372 == 15 // integer values else_jump @TAXI_3261 if 0121: player $PLAYER_CHAR in_zone 'HAITI' // Little Haiti else_jump @TAXI_3216 jump @TAXI_1703 :TAXI_3216 00BC: text_highpriority 'WFARE15' 5000 ms 1 // ~g~Destination ~w~'Chemist' ~g~in Little Haiti. $6725 = -850.6 // floating-point values $6726 = -92.4 // floating-point values $6727 = 10.1 // floating-point values :TAXI_3261 jump @TAXI_4678 :TAXI_3268 if $372 == 1 // integer values else_jump @TAXI_3362 if 0121: player $PLAYER_CHAR in_zone 'BEACH1' // Ocean Beach else_jump @TAXI_3317 jump @TAXI_1703 :TAXI_3317 00BC: text_highpriority 'FARE1' 5000 ms 1 // ~g~Destination ~w~'The Pole Position Club' ~g~in Ocean Beach. $6725 = 100.7 // floating-point values $6726 = -1476.8 // floating-point values $6727 = 9.4 // floating-point values :TAXI_3362 if $372 == 2 // integer values else_jump @TAXI_3456 if 0121: player $PLAYER_CHAR in_zone 'BEACH3' // Vice Point else_jump @TAXI_3411 jump @TAXI_1703 :TAXI_3411 00BC: text_highpriority 'FARE2' 5000 ms 1 // ~g~Destination ~w~'The Malibu club' ~g~in Vice Point. $6725 = 505.8 // floating-point values $6726 = -93.9 // floating-point values $6727 = 9.4 // floating-point values :TAXI_3456 if $372 == 3 // integer values else_jump @TAXI_3550 if 0121: player $PLAYER_CHAR in_zone 'BEACH1' // Ocean Beach else_jump @TAXI_3505 jump @TAXI_1703 :TAXI_3505 00BC: text_highpriority 'FARE3' 5000 ms 1 // ~g~Destination ~w~'The Marina' ~g~in Ocean Beach. $6725 = -244.7 // floating-point values $6726 = -1301.8 // floating-point values $6727 = 6.9 // floating-point values :TAXI_3550 if $372 == 4 // integer values else_jump @TAXI_3644 if 0121: player $PLAYER_CHAR in_zone 'BEACH1' // Ocean Beach else_jump @TAXI_3599 jump @TAXI_1703 :TAXI_3599 00BC: text_highpriority 'FARE4' 5000 ms 1 // ~g~Destination ~w~'Ammu-Nation' ~g~in Ocean Beach. $6725 = -53.5 // floating-point values $6726 = -1481.7 // floating-point values $6727 = 8.1 // floating-point values :TAXI_3644 if $372 == 5 // integer values else_jump @TAXI_3738 if 0121: player $PLAYER_CHAR in_zone 'BEACH2' // Washington Beach else_jump @TAXI_3693 jump @TAXI_1703 :TAXI_3693 00BC: text_highpriority 'FARE5' 5000 ms 1 // ~g~Destination ~w~'The Hardware store' ~g~in Washington Beach. $6725 = 201.6 // floating-point values $6726 = -491.7 // floating-point values $6727 = 10.3 // floating-point values :TAXI_3738 if $372 == 6 // integer values else_jump @TAXI_3832 if 0121: player $PLAYER_CHAR in_zone 'BEACH3' // Vice Point else_jump @TAXI_3787 jump @TAXI_1703 :TAXI_3787 00BC: text_highpriority 'FARE6' 5000 ms 1 // ~g~Destination ~w~'The North Point Mall' ~g~in Vice Point. $6725 = 483.3 // floating-point values $6726 = 1124.3 // floating-point values $6727 = 15.4 // floating-point values :TAXI_3832 if $372 == 7 // integer values else_jump @TAXI_3926 if 0121: player $PLAYER_CHAR in_zone 'BEACH3' // Vice Point else_jump @TAXI_3881 jump @TAXI_1703 :TAXI_3881 00BC: text_highpriority 'FARE7' 5000 ms 1 // ~g~Destination ~w~'The Jewelers' ~g~in Vice Point. $6725 = 394.8 // floating-point values $6726 = 203.8 // floating-point values $6727 = 9.9 // floating-point values :TAXI_3926 if $372 == 8 // integer values else_jump @TAXI_4020 if 0121: player $PLAYER_CHAR in_zone 'BEACH1' // Ocean Beach else_jump @TAXI_3975 jump @TAXI_1703 :TAXI_3975 00BC: text_highpriority 'FARE8' 5000 ms 1 // ~g~Destination ~w~'The Beach' ~g~in Ocean Beach. $6725 = 482.3 // floating-point values $6726 = -1218.7 // floating-point values $6727 = 9.7 // floating-point values :TAXI_4020 if $372 == 9 // integer values else_jump @TAXI_4114 if 0121: player $PLAYER_CHAR in_zone 'BEACH2' // Washington Beach else_jump @TAXI_4069 jump @TAXI_1703 :TAXI_4069 00BC: text_highpriority 'FARE9' 5000 ms 1 // ~g~Destination ~w~'The Beach' ~g~in Washington Beach. $6725 = 600.0 // floating-point values $6726 = -618.2 // floating-point values $6727 = 11.2 // floating-point values :TAXI_4114 if $372 == 10 // integer values else_jump @TAXI_4208 if 0121: player $PLAYER_CHAR in_zone 'BEACH3' // Vice Point else_jump @TAXI_4163 jump @TAXI_1703 :TAXI_4163 00BC: text_highpriority 'FARE10' 5000 ms 1 // ~g~Destination ~w~'The Beach' ~g~in Vice Point. $6725 = 736.2 // floating-point values $6726 = 493.1 // floating-point values $6727 = 10.9 // floating-point values :TAXI_4208 if $372 == 11 // integer values else_jump @TAXI_4302 if 0121: player $PLAYER_CHAR in_zone 'BEACH1' // Ocean Beach else_jump @TAXI_4257 jump @TAXI_1703 :TAXI_4257 00BC: text_highpriority 'FARE11' 5000 ms 1 // ~g~Destination ~w~'Hospital' ~g~in Ocean Beach. $6725 = -99.7 // floating-point values $6726 = -975.7 // floating-point values $6727 = 9.4 // floating-point values :TAXI_4302 if $372 == 12 // integer values else_jump @TAXI_4396 if 0121: player $PLAYER_CHAR in_zone 'BEACH3' // Vice Point else_jump @TAXI_4351 jump @TAXI_1703 :TAXI_4351 00BC: text_highpriority 'FARE12' 5000 ms 1 // ~g~Destination ~w~'Hospital' ~g~in Vice Point. $6725 = 431.1 // floating-point values $6726 = 705.3 // floating-point values $6727 = 10.4 // floating-point values :TAXI_4396 if $372 == 13 // integer values else_jump @TAXI_4490 if 0121: player $PLAYER_CHAR in_zone 'BEACH2' // Washington Beach else_jump @TAXI_4445 jump @TAXI_1703 :TAXI_4445 00BC: text_highpriority 'FARE13' 5000 ms 1 // ~g~Destination ~w~'Police Station' ~g~in Washington Beach. $6725 = 403.9 // floating-point values $6726 = -467.5 // floating-point values $6727 = 9.1 // floating-point values :TAXI_4490 if $372 == 14 // integer values else_jump @TAXI_4584 if 0121: player $PLAYER_CHAR in_zone 'BEACH3' // Vice Point else_jump @TAXI_4539 jump @TAXI_1703 :TAXI_4539 00BC: text_highpriority 'FARE14' 5000 ms 1 // ~g~Destination ~w~'Police Station' ~g~in Vice Point. $6725 = 520.7 // floating-point values $6726 = 507.5 // floating-point values $6727 = 10.1 // floating-point values :TAXI_4584 if $372 == 15 // integer values else_jump @TAXI_4678 if 0121: player $PLAYER_CHAR in_zone 'BEACH3' // Vice Point else_jump @TAXI_4633 jump @TAXI_1703 :TAXI_4633 00BC: text_highpriority 'FARE15' 5000 ms 1 // ~g~Destination ~w~'Pizza Restaurant' ~g~in Vice Point. $6725 = 433.0 // floating-point values $6726 = 68.1 // floating-point values $6727 = 10.0 // floating-point values :TAXI_4678 018A: $6707 = create_checkpoint_at $6725 $6726 $6727 018B: show_on_radar $6707 2 if Car.Wrecked($6709) else_jump @TAXI_4722 jump @TAXI_6552 :TAXI_4722 0086: $6734 = $6731 // floating-point values only 0061: $6734 -= $6728 // floating-point values 0086: $6735 = $6732 // floating-point values only 0061: $6735 -= $6729 // floating-point values 0086: $6736 = $6734 // floating-point values only 0069: $6736 *= $6734 // floating-point values 0086: $6737 = $6735 // floating-point values only 0069: $6737 *= $6735 // floating-point values 0086: $6738 = $6736 // floating-point values only 0059: $6738 += $6737 // floating-point values 01FB: $6739 = square_root $6738 008C: $6716 = float_to_integer $6739 0084: $6717 = $6716 // integer values and handles if or 0121: player $PLAYER_CHAR in_zone 'DTOWN' // Downtown 0121: player $PLAYER_CHAR in_zone 'A_PORT' // Escobar International 0121: player $PLAYER_CHAR in_zone 'JUNKY' // Junk Yard 0121: player $PLAYER_CHAR in_zone 'DOCKS' // Viceport 0121: player $PLAYER_CHAR in_zone 'HAVANA' // Little Havana 0121: player $PLAYER_CHAR in_zone 'HAITI' // Little Haiti else_jump @TAXI_5193 if $6712 == 0 // integer values else_jump @TAXI_4940 $6716 *= 80 // integer values :TAXI_4940 if $6712 == 1 // integer values else_jump @TAXI_4965 $6716 *= 75 // integer values :TAXI_4965 if $6712 == 2 // integer values else_jump @TAXI_4990 $6716 *= 70 // integer values :TAXI_4990 if $6712 == 3 // integer values else_jump @TAXI_5015 $6716 *= 69 // integer values :TAXI_5015 if $6712 == 4 // integer values else_jump @TAXI_5040 $6716 *= 68 // integer values :TAXI_5040 if $6712 == 5 // integer values else_jump @TAXI_5065 $6716 *= 66 // integer values :TAXI_5065 if and $6712 > 5 // integer values 10 >= $6712 // integer values else_jump @TAXI_5097 $6716 *= 65 // integer values :TAXI_5097 if and $6712 > 11 // integer values 20 >= $6712 // integer values else_jump @TAXI_5129 $6716 *= 60 // integer values :TAXI_5129 if and $6712 > 20 // integer values 50 >= $6712 // integer values else_jump @TAXI_5161 $6716 *= 55 // integer values :TAXI_5161 if $6712 > 50 // integer values else_jump @TAXI_5186 $6716 *= 50 // integer values :TAXI_5186 jump @TAXI_5464 :TAXI_5193 if $6712 == 0 // integer values else_jump @TAXI_5218 $6716 *= 90 // integer values :TAXI_5218 if $6712 == 1 // integer values else_jump @TAXI_5243 $6716 *= 85 // integer values :TAXI_5243 if $6712 == 2 // integer values else_jump @TAXI_5268 $6716 *= 80 // integer values :TAXI_5268 if $6712 == 3 // integer values else_jump @TAXI_5293 $6716 *= 79 // integer values :TAXI_5293 if $6712 == 4 // integer values else_jump @TAXI_5318 $6716 *= 78 // integer values :TAXI_5318 if $6712 == 5 // integer values else_jump @TAXI_5343 $6716 *= 76 // integer values :TAXI_5343 if and $6712 > 5 // integer values 10 >= $6712 // integer values else_jump @TAXI_5375 $6716 *= 75 // integer values :TAXI_5375 if and $6712 > 11 // integer values 20 >= $6712 // integer values else_jump @TAXI_5407 $6716 *= 70 // integer values :TAXI_5407 if and $6712 > 20 // integer values 50 >= $6712 // integer values else_jump @TAXI_5439 $6716 *= 65 // integer values :TAXI_5439 if $6712 > 50 // integer values else_jump @TAXI_5464 $6716 *= 60 // integer values :TAXI_5464 0058: $6714 += $6716 // integer values 0084: $6722 = $6716 // integer values and handles $6722 /= 100 // integer values $6722 *= 65 // integer values 17@ = 0 // integer values if $6710 == 0 // integer values else_jump @TAXI_5541 03C3: set_timer_with_text_to $6714 type 1 text 'SEG3_1' // TIME: $6710 = 1 // integer values :TAXI_5541 if $6712 == 0 // integer values else_jump @TAXI_5567 $6714 += 5000 // integer values :TAXI_5567 if or 80FA: not player $PLAYER_CHAR stopped 1 $6725 $6726 $6727 radius 4.0 4.0 4.0 80DC: not player $PLAYER_CHAR driving $6709 else_jump @TAXI_5969 wait 0 if not Player.Defined($PLAYER_CHAR) else_jump @TAXI_5644 jump @TAXI_6552 :TAXI_5644 if Car.Wrecked($6709) else_jump @TAXI_5667 jump @TAXI_6552 :TAXI_5667 if 80DC: not player $PLAYER_CHAR driving $6709 else_jump @TAXI_5693 jump @TAXI_6552 :TAXI_5693 0293: $18 = current_controls if not $18 == 3 // integer values else_jump @TAXI_5754 if and 00E1: key_pressed 0 19 $ONMISSION == 1 // integer values else_jump @TAXI_5747 jump @TAXI_6347 :TAXI_5747 jump @TAXI_5785 :TAXI_5754 if and 00E1: key_pressed 0 14 $ONMISSION == 1 // integer values else_jump @TAXI_5785 jump @TAXI_6347 :TAXI_5785 if $6714 == 0 // integer values else_jump @TAXI_5810 jump @TAXI_6271 :TAXI_5810 if 8185: not car $6709 health >= 400 else_jump @TAXI_5873 if $6708 == 0 // integer values else_jump @TAXI_5873 Marker.Disable($374) $6708 = 1 // integer values gosub @TAXI_6293 jump @TAXI_6486 :TAXI_5873 if not Car.Wrecked($6709) else_jump @TAXI_5934 if and 0185: car $6709 health >= 400 $6708 == 1 // integer values else_jump @TAXI_5934 Marker.Disable($374) $6708 = 0 // integer values $6713 = 0 // integer values :TAXI_5934 if and 01F4: car $6709 flipped 01C1: car $6709 stopped else_jump @TAXI_5962 jump @TAXI_6293 :TAXI_5962 jump @TAXI_5567 :TAXI_5969 if 001F: 17@ > $6722 // integer values else_jump @TAXI_6025 0084: $6721 = $6717 // integer values and handles $6721 /= 10 // integer values 00BA: text_styled 'TAXI4' 5000 ms 5 // Fare complete! jump @TAXI_6055 :TAXI_6025 0084: $6721 = $6717 // integer values and handles $6721 /= 8 // integer values 00BA: text_styled 'TAXI5' 5000 ms 5 // SPEED BONUS!! :TAXI_6055 Player.Money($PLAYER_CHAR) += $6721 01E3: text_1number_styled 'TSCORE2' $6721 6000 ms 6 // $~1~ 018C: play_sound 1 at 0.0 0.0 0.0 0058: $6715 += $6721 // integer values $369 += 1 // integer values 0315: increment_taxi_dropoffs $6712 += 1 // integer values if and $373 == 0 // integer values $369 > 99 // integer values else_jump @TAXI_6178 increment_mission_attempts 0595: mission_complete 0572: set_taxi_boost_jump 1 03E5: text_box 'NITRO' // All taxi's now have a boost jump! Just press the horn button. 030C: set_mission_points += 1 $373 = 1 // integer values :TAXI_6178 $6714 += 10000 // integer values gosub @TAXI_6552 if 003A: $6712 == $6724 // integer values and handles else_jump @TAXI_6264 036D: text_2numbers_styled 'IN_ROW' $6712 $6723 5000 ms 6 // ~1~ IN A ROW bonus! $~1~ Player.Money($PLAYER_CHAR) += $6723 0058: $6715 += $6723 // integer values $6724 += 5 // integer values $6723 += 500 // integer values :TAXI_6264 jump @TAXI_6486 :TAXI_6271 00BC: text_highpriority 'TAXI2' 5000 ms 1 // ~r~You're out of time! jump @TAXI_6552 :TAXI_6293 wait 0 00BC: text_highpriority 'TAXI3' 5000 ms 1 // ~r~Your passenger fled in terror! if not Actor.Dead($6711) else_jump @TAXI_6333 0193: set_actor $6711 objective_to_act_like_ped :TAXI_6333 $6713 = 1 // integer values jump @TAXI_6552 :TAXI_6347 0293: $18 = current_controls if not $18 == 3 // integer values else_jump @TAXI_6428 :TAXI_6370 if 00E1: key_pressed 0 19 else_jump @TAXI_6421 wait 0 if not Player.Defined($PLAYER_CHAR) else_jump @TAXI_6414 jump @TAXI_6552 :TAXI_6414 jump @TAXI_6370 :TAXI_6421 jump @TAXI_6479 :TAXI_6428 if 00E1: key_pressed 0 14 else_jump @TAXI_6479 wait 0 if not Player.Defined($PLAYER_CHAR) else_jump @TAXI_6472 jump @TAXI_6552 :TAXI_6472 jump @TAXI_6428 :TAXI_6479 jump @TAXI_6552 :TAXI_6486 Marker.Disable($6706) Marker.Disable($6707) Actor.RemoveReferences($6711) if not Car.Wrecked($6709) else_jump @TAXI_6524 Car.ToggleTaxiLight($6709) = True :TAXI_6524 wait 0 00BB: text_lowpriority 'TAXI1' 1500 ms 1 // ~g~Look for a fare. jump @TAXI_224 return :TAXI_6552 if not Actor.Dead($6711) else_jump @TAXI_6833 if not Car.Wrecked($6709) else_jump @TAXI_6833 if Actor.InCar($6711, $6709) else_jump @TAXI_6833 01D3: actor $6711 leave_car $6709 if Player.Defined($PLAYER_CHAR) else_jump @TAXI_6634 Player.CanMove($PLAYER_CHAR) = False :TAXI_6634 if Actor.InCar($6711, $6709) else_jump @TAXI_6833 wait 0 if or Actor.Dead($6711) Car.Wrecked($6709) else_jump @TAXI_6685 jump @TAXI_6876 :TAXI_6685 if not Player.Defined($PLAYER_CHAR) else_jump @TAXI_6708 jump @TAXI_6876 :TAXI_6708 if 80DC: not player $PLAYER_CHAR driving $6709 else_jump @TAXI_6734 jump @TAXI_6876 :TAXI_6734 0293: $18 = current_controls if not $18 == 3 // integer values else_jump @TAXI_6795 if and 00E1: key_pressed 0 19 $ONMISSION == 1 // integer values else_jump @TAXI_6788 jump @TAXI_6876 :TAXI_6788 jump @TAXI_6826 :TAXI_6795 if and 00E1: key_pressed 0 14 $ONMISSION == 1 // integer values else_jump @TAXI_6826 jump @TAXI_6876 :TAXI_6826 jump @TAXI_6634 :TAXI_6833 if Player.Defined($PLAYER_CHAR) else_jump @TAXI_6856 Player.CanMove($PLAYER_CHAR) = True :TAXI_6856 if $6713 == 1 // integer values else_jump @TAXI_6876 return :TAXI_6876 wait 0 if not Actor.Dead($6711) else_jump @TAXI_6943 if not Car.Wrecked($6709) else_jump @TAXI_6943 if not Actor.InCar($6711, $6709) else_jump @TAXI_6943 009C: set_actor $6711 wander_path_to 0 Actor.RemoveReferences($6711) :TAXI_6943 if Player.Defined($PLAYER_CHAR) else_jump @TAXI_6966 Player.CanMove($PLAYER_CHAR) = True :TAXI_6966 return :TAXI_6968 014F: stop_timer $6714 0151: remove_status_text $6712 if not Car.Wrecked($6709) else_jump @TAXI_7001 Car.ToggleTaxiLight($6709) = False :TAXI_7001 Marker.Disable($6706) Marker.Disable($6707) Marker.Disable($374) Actor.RemoveReferences($6711) 00BA: text_styled 'TAXI6' 5000 ms 5 // Taxi mission over 01E3: text_1number_styled 'TSCORE' $6715 6000 ms 6 // EARNINGS: $~1~ 0316: save_taxi_earnings_from $6715 set_wb_check_to 1 $ONMISSION = 0 // integer values $314 = 0 // integer values $371 = 0 // integer values if Player.Defined($PLAYER_CHAR) else_jump @TAXI_7107 Player.CanMove($PLAYER_CHAR) = True :TAXI_7107 03E6: remove_text_box mission_cleanup return //-------------Mission 3--------------- // Originally: The Party :AMBULAN gosub @AMBULAN_16 gosub @AMBULAN_7425 end_thread :AMBULAN_16 $ONMISSION = 1 // integer values $319 = 1 // integer values thread 'AMBULAN' if $1581 == 0 // integer values else_jump @AMBULAN_60 increment_mission_attempts :AMBULAN_60 wait 0 054C: use_GXT_table 'AMBULAE' $6740 = 0 // integer values $6741 = 0 // integer values $6746 = 0 // integer values $6747 = 0 // integer values $6748 = 0 // integer values $6749 = 0 // integer values $6750 = 0 // integer values $6744 = 1 // integer values $6743 = 0 // integer values 2@ = 0 // integer values 5@ = 0 // integer values 8@ = 0 // integer values 11@ = 0 // integer values 14@ = 0 // integer values $6766 = 0 // integer values $6769 = 0 // integer values $6772 = 0 // integer values $6775 = 0 // integer values $6778 = 0 // integer values $6781 = 0 // integer values $6784 = 0 // integer values $6753 = 0 // integer values $6812 = 10.0 // floating-point values $6756 = 1 // integer values $6755 = 0 // integer values $6757 = 0 // integer values $6751 = 0 // integer values $6752 = 0 // integer values $6759 = 0 // integer values $6760 = 0 // integer values $6761 = 0 // integer values $6758 = 0 // integer values $6763 = 0 // integer values $6788 = 0 // integer values $6799 = 0.0 // floating-point values $6800 = 0.0 // floating-point values $6801 = 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: set_sensitivity_to_crime_to 0.5 :AMBULAN_367 01E4: text_1number_lowpriority 'ALEVEL' $6756 5000 ms 4 // Paramedic Mission Level ~1~ 014F: stop_timer $6740 $6740 = 0 // integer values if 00E3: player $PLAYER_CHAR 0 361.298 -958.797 radius 750.0 850.0 else_jump @AMBULAN_492 $6791 = -133.0288 // floating-point values $6792 = -981.1411 // floating-point values $6793 = 9.4084 // floating-point values $6797 = -134.3 // floating-point values $6798 = -982.6 // floating-point values jump @AMBULAN_770 :AMBULAN_492 if 00E3: player $PLAYER_CHAR 0 574.234 641.203 radius 750.0 750.0 else_jump @AMBULAN_587 $6791 = 479.1241 // floating-point values $6792 = 710.748 // floating-point values $6793 = 10.3577 // floating-point values $6797 = 496.5145 // floating-point values $6798 = 708.1912 // floating-point values jump @AMBULAN_770 :AMBULAN_587 if 00E3: player $PLAYER_CHAR 0 -1138.702 -902.039 radius 750.0 900.0 else_jump @AMBULAN_682 $6791 = -871.6317 // floating-point values $6792 = -477.0081 // floating-point values $6793 = 10.0683 // floating-point values $6797 = -887.111 // floating-point values $6798 = -470.534 // floating-point values jump @AMBULAN_770 :AMBULAN_682 if 00E3: player $PLAYER_CHAR 0 -1025.766 847.961 radius 850.0 850.0 else_jump @AMBULAN_770 $6791 = -823.111 // floating-point values $6792 = 1167.676 // floating-point values $6793 = 9.8744 // floating-point values $6797 = -823.264 // floating-point values $6798 = 1140.061 // floating-point values :AMBULAN_770 if 001C: $6744 > $6743 // integer values else_jump @AMBULAN_849 gosub @AMBULAN_2333 if $6788 == 1 // integer values else_jump @AMBULAN_821 jump @AMBULAN_7425 :AMBULAN_821 gosub @AMBULAN_1011 gosub @AMBULAN_5692 $6743 += 1 // integer values jump @AMBULAN_770 :AMBULAN_849 if $6744 > 3 // integer values else_jump @AMBULAN_881 $6752 = 1 // integer values jump @AMBULAN_888 :AMBULAN_881 $6752 = 0 // integer values :AMBULAN_888 0084: $6755 = $6740 // integer values and handles 0070: $6755 /= $6744 // integer values $6755 /= 2 // integer values 0084: $6745 = $6744 // integer values and handles $6745 += 1 // integer values 0068: $6755 *= $6745 // integer values 0058: $6740 += $6755 // integer values 0070: $6740 /= $6744 // integer values 0084: $6755 = $6740 // integer values and handles $6755 /= 2 // integer values 014E: set_timer_to $6740 type 1 if $ONMISSION == 0 // integer values else_jump @AMBULAN_1004 018A: $6754 = create_checkpoint_at $6791 $6792 $6793 :AMBULAN_1004 jump @AMBULAN_5736 :AMBULAN_1011 if and $6744 > 0 // integer values 2@ == 0 // integer values else_jump @AMBULAN_1121 0376: 0@ = create_random_actor $6799 $6800 $6801 2@ = 1 // integer values 0332: set_actor 0@ bleeding_to 1 02A9: set_actor 0@ immune_to_nonplayer 1 0208: $6811 = random_float 0.0 359.9 Actor.Angle(0@) = $6811 0319: set_actor 0@ wander_state_to 1 01ED: reset_actor 0@ flags 1@ = Marker.CreateAboveActor(0@) 0192: set_actor 0@ objective_to_stand_still return :AMBULAN_1121 if and $6744 > 1 // integer values 5@ == 0 // integer values else_jump @AMBULAN_1231 0376: 3@ = create_random_actor $6799 $6800 $6801 5@ = 1 // integer values 0332: set_actor 3@ bleeding_to 1 02A9: set_actor 3@ immune_to_nonplayer 1 0208: $6811 = random_float 0.0 359.9 Actor.Angle(3@) = $6811 0319: set_actor 3@ wander_state_to 1 01ED: reset_actor 3@ flags 4@ = Marker.CreateAboveActor(3@) 0192: set_actor 3@ objective_to_stand_still return :AMBULAN_1231 if and $6744 > 2 // integer values 8@ == 0 // integer values else_jump @AMBULAN_1341 0376: 6@ = create_random_actor $6799 $6800 $6801 8@ = 1 // integer values 0332: set_actor 6@ bleeding_to 1 02A9: set_actor 6@ immune_to_nonplayer 1 0208: $6811 = random_float 0.0 359.9 Actor.Angle(6@) = $6811 0319: set_actor 6@ wander_state_to 1 01ED: reset_actor 6@ flags 7@ = Marker.CreateAboveActor(6@) 0192: set_actor 6@ objective_to_stand_still return :AMBULAN_1341 if and $6744 > 3 // integer values 11@ == 0 // integer values else_jump @AMBULAN_1451 0376: 9@ = create_random_actor $6799 $6800 $6801 11@ = 1 // integer values 0332: set_actor 9@ bleeding_to 1 02A9: set_actor 9@ immune_to_nonplayer 1 0208: $6811 = random_float 0.0 359.9 Actor.Angle(9@) = $6811 0319: set_actor 9@ wander_state_to 1 01ED: reset_actor 9@ flags 10@ = Marker.CreateAboveActor(9@) 0192: set_actor 9@ objective_to_stand_still return :AMBULAN_1451 if and $6744 > 4 // integer values 14@ == 0 // integer values else_jump @AMBULAN_1561 0376: 12@ = create_random_actor $6799 $6800 $6801 14@ = 1 // integer values 0332: set_actor 12@ bleeding_to 1 02A9: set_actor 12@ immune_to_nonplayer 1 0208: $6811 = random_float 0.0 359.9 Actor.Angle(12@) = $6811 0319: set_actor 12@ wander_state_to 1 01ED: reset_actor 12@ flags 13@ = Marker.CreateAboveActor(12@) 0192: set_actor 12@ objective_to_stand_still return :AMBULAN_1561 if and $6744 > 5 // integer values $6766 == 0 // integer values else_jump @AMBULAN_1671 0376: $6764 = create_random_actor $6799 $6800 $6801 $6766 = 1 // integer values 0332: set_actor $6764 bleeding_to 1 02A9: set_actor $6764 immune_to_nonplayer 1 0208: $6811 = random_float 0.0 359.9 Actor.Angle($6764) = $6811 0319: set_actor $6764 wander_state_to 1 01ED: reset_actor $6764 flags $6765 = Marker.CreateAboveActor($6764) 0192: set_actor $6764 objective_to_stand_still return :AMBULAN_1671 if and $6744 > 6 // integer values $6769 == 0 // integer values else_jump @AMBULAN_1781 0376: $6767 = create_random_actor $6799 $6800 $6801 $6769 = 1 // integer values 0332: set_actor $6767 bleeding_to 1 02A9: set_actor $6767 immune_to_nonplayer 1 0208: $6811 = random_float 0.0 359.9 Actor.Angle($6767) = $6811 0319: set_actor $6767 wander_state_to 1 01ED: reset_actor $6767 flags $6768 = Marker.CreateAboveActor($6767) 0192: set_actor $6767 objective_to_stand_still return :AMBULAN_1781 if and $6744 > 7 // integer values $6772 == 0 // integer values else_jump @AMBULAN_1891 0376: $6770 = create_random_actor $6799 $6800 $6801 $6772 = 1 // integer values 0332: set_actor $6770 bleeding_to 1 02A9: set_actor $6770 immune_to_nonplayer 1 0208: $6811 = random_float 0.0 359.9 Actor.Angle($6770) = $6811 0319: set_actor $6770 wander_state_to 1 01ED: reset_actor $6770 flags $6771 = Marker.CreateAboveActor($6770) 0192: set_actor $6770 objective_to_stand_still return :AMBULAN_1891 if and $6744 > 8 // integer values $6775 == 0 // integer values else_jump @AMBULAN_2001 0376: $6773 = create_random_actor $6799 $6800 $6801 $6775 = 1 // integer values 0332: set_actor $6773 bleeding_to 1 02A9: set_actor $6773 immune_to_nonplayer 1 0208: $6811 = random_float 0.0 359.9 Actor.Angle($6773) = $6811 0319: set_actor $6773 wander_state_to 1 01ED: reset_actor $6773 flags $6774 = Marker.CreateAboveActor($6773) 0192: set_actor $6773 objective_to_stand_still return :AMBULAN_2001 if and $6744 > 9 // integer values $6778 == 0 // integer values else_jump @AMBULAN_2111 0376: $6776 = create_random_actor $6799 $6800 $6801 $6778 = 1 // integer values 0332: set_actor $6776 bleeding_to 1 02A9: set_actor $6776 immune_to_nonplayer 1 0208: $6811 = random_float 0.0 359.9 Actor.Angle($6776) = $6811 0319: set_actor $6776 wander_state_to 1 01ED: reset_actor $6776 flags $6777 = Marker.CreateAboveActor($6776) 0192: set_actor $6776 objective_to_stand_still return :AMBULAN_2111 if and $6744 > 10 // integer values $6781 == 0 // integer values else_jump @AMBULAN_2221 0376: $6779 = create_random_actor $6799 $6800 $6801 $6781 = 1 // integer values 0332: set_actor $6779 bleeding_to 1 02A9: set_actor $6779 immune_to_nonplayer 1 0208: $6811 = random_float 0.0 359.9 Actor.Angle($6779) = $6811 0319: set_actor $6779 wander_state_to 1 01ED: reset_actor $6779 flags $6780 = Marker.CreateAboveActor($6779) 0192: set_actor $6779 objective_to_stand_still return :AMBULAN_2221 if and $6744 > 11 // integer values $6784 == 0 // integer values else_jump @AMBULAN_2331 0376: $6782 = create_random_actor $6799 $6800 $6801 $6784 = 1 // integer values 0332: set_actor $6782 bleeding_to 1 02A9: set_actor $6782 immune_to_nonplayer 1 0208: $6811 = random_float 0.0 359.9 Actor.Angle($6782) = $6811 0319: set_actor $6782 wander_state_to 1 01ED: reset_actor $6782 flags $6783 = Marker.CreateAboveActor($6782) 0192: set_actor $6782 objective_to_stand_still return :AMBULAN_2331 return :AMBULAN_2333 wait 0 0054: store_player $PLAYER_CHAR position_to $6794 $6795 $6796 if $6791 == -133.0288 // floating-point values else_jump @AMBULAN_2402 0208: $6789 = random_float -388.702 1111.298 0208: $6790 = random_float -1808.797 -108.797 :AMBULAN_2402 if $6791 == 479.1241 // floating-point values else_jump @AMBULAN_2453 0208: $6789 = random_float -175.766 1324.234 0208: $6790 = random_float -108.797 1391.203 :AMBULAN_2453 if $6791 == -871.6317 // floating-point values else_jump @AMBULAN_2504 0208: $6789 = random_float -1888.702 -388.702 0208: $6790 = random_float -1802.039 -2.039 :AMBULAN_2504 if $6791 == -823.111 // floating-point values else_jump @AMBULAN_2555 0208: $6789 = random_float -1875.766 -175.766 0208: $6790 = random_float -2.039 1697.961 :AMBULAN_2555 0293: $18 = current_controls if not $18 == 3 // integer values else_jump @AMBULAN_2609 if 00E1: key_pressed 0 19 else_jump @AMBULAN_2602 $6761 = 1 // integer values :AMBULAN_2602 jump @AMBULAN_2633 :AMBULAN_2609 if 00E1: key_pressed 0 14 else_jump @AMBULAN_2633 $6761 = 1 // integer values :AMBULAN_2633 if $6761 == 1 // integer values else_jump @AMBULAN_2758 if not $18 == 3 // integer values else_jump @AMBULAN_2717 if 80E1: not key_pressed 0 19 else_jump @AMBULAN_2710 00BC: text_highpriority 'A_CANC' 3000 ms 1 // ~r~Paramedic mission cancelled! $6788 = 1 // integer values return :AMBULAN_2710 jump @AMBULAN_2758 :AMBULAN_2717 if 80E1: not key_pressed 0 14 else_jump @AMBULAN_2758 00BC: text_highpriority 'A_CANC' 3000 ms 1 // ~r~Paramedic mission cancelled! $6788 = 1 // integer values return :AMBULAN_2758 if 80DE: not player $PLAYER_CHAR driving_vehicle_type #AMBULAN else_jump @AMBULAN_2801 00BC: text_highpriority 'A_CANC' 3000 ms 1 // ~r~Paramedic mission cancelled! $6788 = 1 // integer values return :AMBULAN_2801 02C0: set $6799 $6800 $6801 to_ped_path_coords_closest_to $6789 $6790 $6796 if $PASSED_COK2_PHNOM_PENH_86 == 0 // integer values else_jump @AMBULAN_3071 if and $6799 > -2327.212 // floating-point values -261.402 > $6799 // floating-point values $6800 > -2027.821 // floating-point values 1894.426 > $6800 // floating-point values else_jump @AMBULAN_2897 jump @AMBULAN_2333 :AMBULAN_2897 if and $6799 > -265.018 // floating-point values 170.188 > $6799 // floating-point values $6800 > -275.942 // floating-point values 1689.059 > $6800 // floating-point values else_jump @AMBULAN_2955 jump @AMBULAN_2333 :AMBULAN_2955 if and $6799 > -265.657 // floating-point values 36.828 > $6799 // floating-point values $6800 > -729.217 // floating-point values -275.488 > $6800 // floating-point values else_jump @AMBULAN_3013 jump @AMBULAN_2333 :AMBULAN_3013 if and $6799 > 164.191 // floating-point values 259.713 > $6799 // floating-point values $6800 > -187.926 // floating-point values 631.97 > $6800 // floating-point values else_jump @AMBULAN_3071 jump @AMBULAN_2333 :AMBULAN_3071 if and $6799 > 333.358 // floating-point values 435.544 > $6799 // floating-point values $6800 > -557.261 // floating-point values -433.179 > $6800 // floating-point values else_jump @AMBULAN_3129 jump @AMBULAN_2333 :AMBULAN_3129 if and $6799 > -64.434 // floating-point values 81.544 > $6799 // floating-point values $6800 > -995.198 // floating-point values -896.662 > $6800 // floating-point values else_jump @AMBULAN_3187 jump @AMBULAN_2333 :AMBULAN_3187 if and $6799 > 446.491 // floating-point values 599.769 > $6799 // floating-point values $6800 > -92.564 // floating-point values 53.415 > $6800 // floating-point values else_jump @AMBULAN_3245 jump @AMBULAN_2333 :AMBULAN_3245 if and $6799 > -192.361 // floating-point values 234.821 > $6799 // floating-point values $6800 > -272.607 // floating-point values 406.194 > $6800 // floating-point values else_jump @AMBULAN_3303 jump @AMBULAN_2333 :AMBULAN_3303 if and $6799 > -290.702 // floating-point values 282.265 > $6799 // floating-point values $6800 > 398.714 // floating-point values 661.476 > $6800 // floating-point values else_jump @AMBULAN_3361 jump @AMBULAN_2333 :AMBULAN_3361 if and $6799 > -728.193 // floating-point values -67.639 > $6799 // floating-point values $6800 > -20.866 // floating-point values 99.566 > $6800 // floating-point values else_jump @AMBULAN_3419 jump @AMBULAN_2333 :AMBULAN_3419 if and $6799 > -516.97 // floating-point values -188.518 > $6799 // floating-point values $6800 > -667.97 // floating-point values -507.393 > $6800 // floating-point values else_jump @AMBULAN_3477 jump @AMBULAN_2333 :AMBULAN_3477 if and $6799 > -710.393 // floating-point values -579.012 > $6799 // floating-point values $6800 > -1416.112 // floating-point values -1211.742 > $6800 // floating-point values else_jump @AMBULAN_3535 jump @AMBULAN_2333 :AMBULAN_3535 if and $6799 > 333.358 // floating-point values 493.934 > $6799 // floating-point values $6800 > 991.328 // floating-point values 1261.389 > $6800 // floating-point values else_jump @AMBULAN_3593 jump @AMBULAN_2333 :AMBULAN_3593 if and $6799 > -790.682 // floating-point values -626.456 > $6799 // floating-point values $6800 > 1196.908 // floating-point values 1306.392 > $6800 // floating-point values else_jump @AMBULAN_3651 jump @AMBULAN_2333 :AMBULAN_3651 if and $6799 > -1173.877 // floating-point values -1027.898 > $6799 // floating-point values $6800 > 237.098 // floating-point values 415.922 > $6800 // floating-point values else_jump @AMBULAN_3709 jump @AMBULAN_2333 :AMBULAN_3709 if and $6799 > -1389.195 // floating-point values -1199.422 > $6799 // floating-point values $6800 > -47.561 // floating-point values 229.799 > $6800 // floating-point values else_jump @AMBULAN_3767 jump @AMBULAN_2333 :AMBULAN_3767 if and $6799 > -1571.667 // floating-point values -1290.658 > $6799 // floating-point values $6800 > -1007.371 // floating-point values -784.753 > $6800 // floating-point values else_jump @AMBULAN_3825 jump @AMBULAN_2333 :AMBULAN_3825 if and $6799 > -757.335 // floating-point values -219.313 > $6799 // floating-point values $6800 > -979.568 // floating-point values -878.689 > $6800 // floating-point values else_jump @AMBULAN_3883 jump @AMBULAN_2333 :AMBULAN_3883 if and $6799 > -180.88 // floating-point values 64.112 > $6799 // floating-point values $6800 > -499.183 // floating-point values -417.519 > $6800 // floating-point values else_jump @AMBULAN_3941 jump @AMBULAN_2333 :AMBULAN_3941 if and $6799 > 511.112 // floating-point values 638.214 > $6799 // floating-point values $6800 > -1815.644 // floating-point values -1679.04 > $6800 // floating-point values else_jump @AMBULAN_3999 jump @AMBULAN_2333 :AMBULAN_3999 if and $6799 > -691.673 // floating-point values -581.673 > $6799 // floating-point values $6800 > -1519.748 // floating-point values -1449.748 > $6800 // floating-point values else_jump @AMBULAN_4057 jump @AMBULAN_2333 :AMBULAN_4057 if and $6799 > -1176.038 // floating-point values -1012.796 > $6799 // floating-point values $6800 > -266.898 // floating-point values -158.26 > $6800 // floating-point values else_jump @AMBULAN_4115 jump @AMBULAN_2333 :AMBULAN_4115 if and $6799 > -1031.494 // floating-point values -949.479 > $6799 // floating-point values $6800 > -902.312 // floating-point values -821.592 > $6800 // floating-point values else_jump @AMBULAN_4173 jump @AMBULAN_2333 :AMBULAN_4173 if and $6799 > -896.098 // floating-point values -855.09 > $6799 // floating-point values $6800 > -593.101 // floating-point values -548.64 > $6800 // floating-point values else_jump @AMBULAN_4231 jump @AMBULAN_2333 :AMBULAN_4231 if and $6799 > -1012.06 // floating-point values -982.06 > $6799 // floating-point values $6800 > 181.561 // floating-point values 216.561 > $6800 // floating-point values else_jump @AMBULAN_4289 jump @AMBULAN_2333 :AMBULAN_4289 if and $6799 > -112.495 // floating-point values 9.705 > $6799 // floating-point values $6800 > 920.349 // floating-point values 1025.694 > $6800 // floating-point values else_jump @AMBULAN_4347 jump @AMBULAN_2333 :AMBULAN_4347 if and $6799 > 533.891 // floating-point values 673.891 > $6799 // floating-point values $6800 > -343.116 // floating-point values -183.116 > $6800 // floating-point values else_jump @AMBULAN_4405 jump @AMBULAN_2333 :AMBULAN_4405 if and $6799 > -1783.222 // floating-point values -1586.599 > $6799 // floating-point values $6800 > -307.5092 // floating-point values -84.3105 > $6800 // floating-point values else_jump @AMBULAN_4463 jump @AMBULAN_2333 :AMBULAN_4463 if and $6799 > -903.6972 // floating-point values -882.7946 > $6799 // floating-point values $6800 > 791.7817 // floating-point values 808.3229 > $6800 // floating-point values else_jump @AMBULAN_4521 jump @AMBULAN_2333 :AMBULAN_4521 if and $6799 > -1059.234 // floating-point values -1040.148 > $6799 // floating-point values $6800 > 73.3646 // floating-point values 89.7497 > $6800 // floating-point values else_jump @AMBULAN_4579 jump @AMBULAN_2333 :AMBULAN_4579 if and $6799 > -1235.792 // floating-point values -1110.932 > $6799 // floating-point values $6800 > 32.1217 // floating-point values 126.1341 > $6800 // floating-point values else_jump @AMBULAN_4637 jump @AMBULAN_2333 :AMBULAN_4637 if 6.0 > $6801 // floating-point values else_jump @AMBULAN_4665 jump @AMBULAN_2333 :AMBULAN_4665 0086: $6805 = $6794 // floating-point values only 0061: $6805 -= $6799 // floating-point values 0086: $6806 = $6795 // floating-point values only 0061: $6806 -= $6800 // floating-point values 0069: $6805 *= $6805 // floating-point values 0069: $6806 *= $6806 // floating-point values 0086: $6807 = $6805 // floating-point values only 0059: $6807 += $6806 // floating-point values 01FB: $6808 = square_root $6807 if 120.0 > $6808 // floating-point values else_jump @AMBULAN_4765 jump @AMBULAN_2333 :AMBULAN_4765 0086: $6805 = $6791 // floating-point values only 0061: $6805 -= $6799 // floating-point values 0086: $6806 = $6792 // floating-point values only 0061: $6806 -= $6800 // floating-point values 0069: $6805 *= $6805 // floating-point values 0069: $6806 *= $6806 // floating-point values 0086: $6807 = $6805 // floating-point values only 0059: $6807 += $6806 // floating-point values 01FB: $6809 = square_root $6807 if 100.0 > $6809 // floating-point values else_jump @AMBULAN_4865 jump @AMBULAN_2333 :AMBULAN_4865 if 2@ > 0 // integer values else_jump @AMBULAN_4940 if not Actor.Dead(0@) else_jump @AMBULAN_4940 if 00EC: actor 0@ 0 $6799 $6800 radius 25.0 25.0 else_jump @AMBULAN_4940 jump @AMBULAN_2333 :AMBULAN_4940 if 5@ > 0 // integer values else_jump @AMBULAN_5015 if not Actor.Dead(3@) else_jump @AMBULAN_5015 if 00EC: actor 3@ 0 $6799 $6800 radius 25.0 25.0 else_jump @AMBULAN_5015 jump @AMBULAN_2333 :AMBULAN_5015 if 8@ > 0 // integer values else_jump @AMBULAN_5090 if not Actor.Dead(6@) else_jump @AMBULAN_5090 if 00EC: actor 6@ 0 $6799 $6800 radius 25.0 25.0 else_jump @AMBULAN_5090 jump @AMBULAN_2333 :AMBULAN_5090 if 11@ > 0 // integer values else_jump @AMBULAN_5165 if not Actor.Dead(9@) else_jump @AMBULAN_5165 if 00EC: actor 9@ 0 $6799 $6800 radius 25.0 25.0 else_jump @AMBULAN_5165 jump @AMBULAN_2333 :AMBULAN_5165 if 14@ > 0 // integer values else_jump @AMBULAN_5240 if not Actor.Dead(12@) else_jump @AMBULAN_5240 if 00EC: actor 12@ 0 $6799 $6800 radius 25.0 25.0 else_jump @AMBULAN_5240 jump @AMBULAN_2333 :AMBULAN_5240 if $6766 > 0 // integer values else_jump @AMBULAN_5315 if not Actor.Dead($6764) else_jump @AMBULAN_5315 if 00EC: actor $6764 0 $6799 $6800 radius 25.0 25.0 else_jump @AMBULAN_5315 jump @AMBULAN_2333 :AMBULAN_5315 if $6769 > 0 // integer values else_jump @AMBULAN_5390 if not Actor.Dead($6767) else_jump @AMBULAN_5390 if 00EC: actor $6767 0 $6799 $6800 radius 25.0 25.0 else_jump @AMBULAN_5390 jump @AMBULAN_2333 :AMBULAN_5390 if $6772 > 0 // integer values else_jump @AMBULAN_5465 if not Actor.Dead($6770) else_jump @AMBULAN_5465 if 00EC: actor $6770 0 $6799 $6800 radius 25.0 25.0 else_jump @AMBULAN_5465 jump @AMBULAN_2333 :AMBULAN_5465 if $6775 > 0 // integer values else_jump @AMBULAN_5540 if not Actor.Dead($6773) else_jump @AMBULAN_5540 if 00EC: actor $6773 0 $6799 $6800 radius 25.0 25.0 else_jump @AMBULAN_5540 jump @AMBULAN_2333 :AMBULAN_5540 if $6778 > 0 // integer values else_jump @AMBULAN_5615 if not Actor.Dead($6776) else_jump @AMBULAN_5615 if 00EC: actor $6776 0 $6799 $6800 radius 25.0 25.0 else_jump @AMBULAN_5615 jump @AMBULAN_2333 :AMBULAN_5615 if $6781 > 0 // integer values else_jump @AMBULAN_5690 if not Actor.Dead($6779) else_jump @AMBULAN_5690 if 00EC: actor $6779 0 $6799 $6800 radius 25.0 25.0 else_jump @AMBULAN_5690 jump @AMBULAN_2333 :AMBULAN_5690 return :AMBULAN_5692 0086: $6810 = $6809 // floating-point values only 0071: $6810 /= $6812 // floating-point values $6810 *= 1000.0 // floating-point values 008C: $6742 = float_to_integer $6810 0058: $6740 += $6742 // integer values return :AMBULAN_5736 wait 0 0293: $18 = current_controls if not $18 == 3 // integer values else_jump @AMBULAN_5794 if 00E1: key_pressed 0 19 else_jump @AMBULAN_5787 $6761 = 1 // integer values :AMBULAN_5787 jump @AMBULAN_5818 :AMBULAN_5794 if 00E1: key_pressed 0 14 else_jump @AMBULAN_5818 $6761 = 1 // integer values :AMBULAN_5818 if $6761 == 1 // integer values else_jump @AMBULAN_5939 if not $18 == 3 // integer values else_jump @AMBULAN_5900 if 80E1: not key_pressed 0 19 else_jump @AMBULAN_5893 00BC: text_highpriority 'A_CANC' 3000 ms 1 // ~r~Paramedic mission cancelled! jump @AMBULAN_7425 :AMBULAN_5893 jump @AMBULAN_5939 :AMBULAN_5900 if 80E1: not key_pressed 0 14 else_jump @AMBULAN_5939 00BC: text_highpriority 'A_CANC' 3000 ms 1 // ~r~Paramedic mission cancelled! jump @AMBULAN_7425 :AMBULAN_5939 if 80DE: not player $PLAYER_CHAR driving_vehicle_type #AMBULAN else_jump @AMBULAN_5987 00BC: text_highpriority 'A_CANC' 3000 ms 1 // ~r~Paramedic mission cancelled! jump @AMBULAN_7425 jump @AMBULAN_5995 :AMBULAN_5987 00DA: $6741 = player $PLAYER_CHAR car :AMBULAN_5995 if and $6744 > 6 // integer values $6752 == 2 // integer values $6759 == 0 // integer values else_jump @AMBULAN_6041 $6752 = 1 // integer values $6759 += 1 // integer values :AMBULAN_6041 if and $6744 > 9 // integer values $6752 == 2 // integer values $6759 == 1 // integer values else_jump @AMBULAN_6087 $6752 = 1 // integer values $6759 += 1 // integer values :AMBULAN_6087 if and $6744 > 12 // integer values $6752 == 2 // integer values $6759 == 2 // integer values else_jump @AMBULAN_6133 $6752 = 1 // integer values $6759 += 1 // integer values :AMBULAN_6133 if 2@ > 0 // integer values else_jump @AMBULAN_6215 008A: $6785 = 0@ // integer values and handles 008A: $6786 = 2@ // integer values and handles 008A: $6787 = 1@ // integer values and handles gosub @AMBULAN_7618 if $6788 == 1 // integer values else_jump @AMBULAN_6207 jump @AMBULAN_7425 :AMBULAN_6207 008B: 2@ = $6786 // integer values and handles :AMBULAN_6215 if 5@ > 0 // integer values else_jump @AMBULAN_6297 008A: $6785 = 3@ // integer values and handles 008A: $6786 = 5@ // integer values and handles 008A: $6787 = 4@ // integer values and handles gosub @AMBULAN_7618 if $6788 == 1 // integer values else_jump @AMBULAN_6289 jump @AMBULAN_7425 :AMBULAN_6289 008B: 5@ = $6786 // integer values and handles :AMBULAN_6297 if 8@ > 0 // integer values else_jump @AMBULAN_6379 008A: $6785 = 6@ // integer values and handles 008A: $6786 = 8@ // integer values and handles 008A: $6787 = 7@ // integer values and handles gosub @AMBULAN_7618 if $6788 == 1 // integer values else_jump @AMBULAN_6371 jump @AMBULAN_7425 :AMBULAN_6371 008B: 8@ = $6786 // integer values and handles :AMBULAN_6379 if 11@ > 0 // integer values else_jump @AMBULAN_6461 008A: $6785 = 9@ // integer values and handles 008A: $6786 = 11@ // integer values and handles 008A: $6787 = 10@ // integer values and handles gosub @AMBULAN_7618 if $6788 == 1 // integer values else_jump @AMBULAN_6453 jump @AMBULAN_7425 :AMBULAN_6453 008B: 11@ = $6786 // integer values and handles :AMBULAN_6461 if 14@ > 0 // integer values else_jump @AMBULAN_6543 008A: $6785 = 12@ // integer values and handles 008A: $6786 = 14@ // integer values and handles 008A: $6787 = 13@ // integer values and handles gosub @AMBULAN_7618 if $6788 == 1 // integer values else_jump @AMBULAN_6535 jump @AMBULAN_7425 :AMBULAN_6535 008B: 14@ = $6786 // integer values and handles :AMBULAN_6543 if $6766 > 0 // integer values else_jump @AMBULAN_6625 0084: $6785 = $6764 // integer values and handles 0084: $6786 = $6766 // integer values and handles 0084: $6787 = $6765 // integer values and handles gosub @AMBULAN_7618 if $6788 == 1 // integer values else_jump @AMBULAN_6617 jump @AMBULAN_7425 :AMBULAN_6617 0084: $6766 = $6786 // integer values and handles :AMBULAN_6625 if $6769 > 0 // integer values else_jump @AMBULAN_6707 0084: $6785 = $6767 // integer values and handles 0084: $6786 = $6769 // integer values and handles 0084: $6787 = $6768 // integer values and handles gosub @AMBULAN_7618 if $6788 == 1 // integer values else_jump @AMBULAN_6699 jump @AMBULAN_7425 :AMBULAN_6699 0084: $6769 = $6786 // integer values and handles :AMBULAN_6707 if $6772 > 0 // integer values else_jump @AMBULAN_6789 0084: $6785 = $6770 // integer values and handles 0084: $6786 = $6772 // integer values and handles 0084: $6787 = $6771 // integer values and handles gosub @AMBULAN_7618 if $6788 == 1 // integer values else_jump @AMBULAN_6781 jump @AMBULAN_7425 :AMBULAN_6781 0084: $6772 = $6786 // integer values and handles :AMBULAN_6789 if $6775 > 0 // integer values else_jump @AMBULAN_6871 0084: $6785 = $6773 // integer values and handles 0084: $6786 = $6775 // integer values and handles 0084: $6787 = $6774 // integer values and handles gosub @AMBULAN_7618 if $6788 == 1 // integer values else_jump @AMBULAN_6863 jump @AMBULAN_7425 :AMBULAN_6863 0084: $6775 = $6786 // integer values and handles :AMBULAN_6871 if $6778 > 0 // integer values else_jump @AMBULAN_6953 0084: $6785 = $6776 // integer values and handles 0084: $6786 = $6778 // integer values and handles 0084: $6787 = $6777 // integer values and handles gosub @AMBULAN_7618 if $6788 == 1 // integer values else_jump @AMBULAN_6945 jump @AMBULAN_7425 :AMBULAN_6945 0084: $6778 = $6786 // integer values and handles :AMBULAN_6953 if $6781 > 0 // integer values else_jump @AMBULAN_7035 0084: $6785 = $6779 // integer values and handles 0084: $6786 = $6781 // integer values and handles 0084: $6787 = $6780 // integer values and handles gosub @AMBULAN_7618 if $6788 == 1 // integer values else_jump @AMBULAN_7027 jump @AMBULAN_7425 :AMBULAN_7027 0084: $6781 = $6786 // integer values and handles :AMBULAN_7035 if $6784 > 0 // integer values else_jump @AMBULAN_7117 0084: $6785 = $6782 // integer values and handles 0084: $6786 = $6784 // integer values and handles 0084: $6787 = $6783 // integer values and handles gosub @AMBULAN_7618 if $6788 == 1 // integer values else_jump @AMBULAN_7109 jump @AMBULAN_7425 :AMBULAN_7109 0084: $6784 = $6786 // integer values and handles :AMBULAN_7117 if 003A: $6753 == $6744 // integer values and handles else_jump @AMBULAN_7418 0084: $6751 = $6756 // integer values and handles 0068: $6751 *= $6756 // integer values $6751 *= 50 // integer values 01E3: text_1number_styled 'REWARD' $6751 6000 ms 6 // REWARD $~1~ 0058: $316 += $6753 // integer values 0058: $6763 += $6753 // integer values $6744 += 1 // integer values $6753 = 0 // integer values $6743 = 0 // integer values Player.Money($PLAYER_CHAR) += $6751 $6760 = 0 // integer values Marker.Disable($6754) Marker.Disable(1@) Marker.Disable(4@) Marker.Disable(7@) Marker.Disable(10@) Marker.Disable(13@) Marker.Disable($6765) Marker.Disable($6768) Marker.Disable($6771) Marker.Disable($6774) Marker.Disable($6777) Marker.Disable($6780) Marker.Disable($6783) 0403: save_highest_ambulance_level $6756 $6756 += 1 // integer values if $6756 == 13 // integer values else_jump @AMBULAN_7411 01E3: text_1number_styled 'A_COMP1' 15000 5000 ms 5 // Paramedic missions complete: $~1~ Player.Money($PLAYER_CHAR) += 25000 0394: play_music 1 Player.InfiniteRun($PLAYER_CHAR) = True if $1581 == 0 // integer values else_jump @AMBULAN_7409 030C: set_mission_points += 1 03E5: text_box 'A_COMP2' // You will never get tired! Player.InfiniteRun($PLAYER_CHAR) = True 0595: mission_complete $1581 = 1 // integer values :AMBULAN_7409 return :AMBULAN_7411 jump @AMBULAN_367 :AMBULAN_7418 jump @AMBULAN_5736 :AMBULAN_7425 014F: stop_timer $6740 if not $6756 == 13 // integer values else_jump @AMBULAN_7481 00BA: text_styled 'A_FAIL1' 5000 ms 5 // Paramedic mission ended. 01E3: text_1number_styled 'A_SAVES' $6763 6000 ms 6 // PEOPLE SAVED: ~1~ :AMBULAN_7481 $6760 = 0 // integer values Marker.Disable($6754) Marker.Disable(1@) Marker.Disable(4@) Marker.Disable(7@) Marker.Disable(10@) Marker.Disable(13@) Marker.Disable($6765) Marker.Disable($6768) Marker.Disable($6771) Marker.Disable($6774) Marker.Disable($6777) Marker.Disable($6780) Marker.Disable($6783) 03C7: set_sensitivity_to_crime_to 1.0 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms $ONMISSION = 0 // integer values $319 = 0 // integer values mission_cleanup if $1581 == 1 // integer values else_jump @AMBULAN_7616 03E5: text_box 'A_COMP2' // You will never get tired! $1581 = 2 // integer values :AMBULAN_7616 return :AMBULAN_7618 if Actor.Dead($6785) else_jump @AMBULAN_7658 00BC: text_highpriority 'A_FAIL3' 3000 ms 1 // ~r~The patient is dead!! $6788 = 1 // integer values return :AMBULAN_7658 if $6740 == 0 // integer values else_jump @AMBULAN_7710 0321: kill_actor $6785 Actor.DestroyWithFade($6785) 00BC: text_highpriority 'A_FAIL2' 3000 ms 1 // ~r~Your lack of urgency has been fatal to the patient! $6788 = 1 // integer values return :AMBULAN_7710 if $6786 == 3 // integer values else_jump @AMBULAN_7882 Actor.StorePos($6785, $6802, $6803, $6804) $6747 = Car.Health($6741) if 001C: $6746 > $6747 // integer values else_jump @AMBULAN_7882 0084: $6748 = $6746 // integer values and handles 0060: $6748 -= $6747 // integer values $6748 *= 50 // integer values 0060: $6740 -= $6748 // integer values if 03A3: actor $6785 male else_jump @AMBULAN_7836 018C: play_sound 19 at $6802 $6803 $6804 jump @AMBULAN_7849 :AMBULAN_7836 018C: play_sound 20 at $6802 $6803 $6804 :AMBULAN_7849 if 0 > $6740 // integer values else_jump @AMBULAN_7874 $6740 = 0 // integer values :AMBULAN_7874 0084: $6746 = $6747 // integer values and handles :AMBULAN_7882 if $6786 == 1 // integer values else_jump @AMBULAN_8048 if 00FD: player $PLAYER_CHAR 0 $6785 in_car radius 10.0 10.0 2.0 else_jump @AMBULAN_8048 01E9: $6750 = car $6741 num_passengers 01EA: $6749 = car $6741 max_passengers if 003A: $6750 == $6749 // integer values and handles else_jump @AMBULAN_8000 00BC: text_highpriority 'A_FULL' 5000 ms 1 // ~r~Ambulance full!! $6758 = 1 // integer values jump @AMBULAN_8007 :AMBULAN_8000 $6758 = 0 // integer values :AMBULAN_8007 $6746 = Car.Health($6741) if $6758 == 0 // integer values else_jump @AMBULAN_8048 01D4: actor $6785 go_to_car $6741 and_enter_it_as_a_passenger $6786 = 2 // integer values :AMBULAN_8048 if $6786 == 2 // integer values else_jump @AMBULAN_8143 if 80EB: not player $PLAYER_CHAR 0 $6785 radius 20.0 20.0 else_jump @AMBULAN_8104 $6786 = 1 // integer values :AMBULAN_8104 if 04FF: (unknown) $6785 else_jump @AMBULAN_8143 if not Actor.Driving($6785) else_jump @AMBULAN_8143 $6786 = 1 // integer values :AMBULAN_8143 if $6786 == 2 // integer values else_jump @AMBULAN_8270 if Actor.Driving($6785) else_jump @AMBULAN_8270 Marker.Disable($6787) if $6760 == 0 // integer values else_jump @AMBULAN_8221 018A: $6754 = create_checkpoint_at $6791 $6792 $6793 $6760 = 1 // integer values :AMBULAN_8221 0084: $6757 = $6755 // integer values and handles $6757 /= 1000 // integer values 01E3: text_1number_styled 'A_TIME' $6757 6000 ms 6 // +~1~ seconds 0058: $6740 += $6755 // integer values $6786 = 3 // integer values :AMBULAN_8270 if $6786 == 3 // integer values else_jump @AMBULAN_8348 if 00FA: player $PLAYER_CHAR stopped 1 $6791 $6792 $6793 radius 6.0 6.0 2.0 else_jump @AMBULAN_8348 0239: actor $6785 run_to $6797 $6798 $6786 = 4 // integer values :AMBULAN_8348 if $6786 == 4 // integer values else_jump @AMBULAN_8557 0239: actor $6785 run_to $6797 $6798 if not Actor.Driving($6785) else_jump @AMBULAN_8557 0239: actor $6785 run_to $6797 $6798 Actor.RemoveReferences($6785) 00BA: text_styled 'A_PASS' 3000 ms 5 // Rescued! if $6752 == 1 // integer values else_jump @AMBULAN_8522 0084: $6757 = $6755 // integer values and handles $6757 /= 1000 // integer values 01E3: text_1number_styled 'A_TIME' $6757 6000 ms 6 // +~1~ seconds 00DA: $6741 = player $PLAYER_CHAR car $6762 = Car.Health($6741) $6762 += 110 // integer values Car.Health($6741) = $6762 0058: $6740 += $6755 // integer values $6752 += 1 // integer values :AMBULAN_8522 018C: play_sound 1 at 0.0 0.0 0.0 $6753 += 1 // integer values 0401: increment_people_saved_in_ambulance $6786 = 0 // integer values :AMBULAN_8557 return //-------------Mission 4--------------- // Originally: Back Alley Brawl :FIRETRU gosub @FIRETRU_16 gosub @FIRETRU_7990 end_thread :FIRETRU_16 $ONMISSION = 1 // integer values $321 = 1 // integer values thread 'FIRETRU' wait 0 if $1583 == 0 // integer values else_jump @FIRETRU_64 increment_mission_attempts :FIRETRU_64 054C: use_GXT_table 'FIRETRK' $6841 = 0 // integer values $6844 = 0 // integer values $6845 = 0 // integer values $6847 = 0 // integer values $6846 = 0 // integer values $6850 = 0 // integer values $6849 = 0 // integer values $6871 = 5.5 // floating-point values $6848 = 1 // integer values $6842 = 0 // integer values $6935 = 0 // integer values $6843 = 0 // integer values $6851 = 0 // integer values 1@ = -1 // integer values 1@ = -1 // integer values 1@ = -1 // integer values $6856 = 0 // integer values $6818 = 0 // integer values $6819 = 0 // integer values $6820 = 0 // integer values $6821 = 0 // integer values $6822 = 0 // integer values $6823 = 0 // integer values $6824 = 0 // integer values $6825 = 0 // integer values $6826 = 0 // integer values 03C7: set_sensitivity_to_crime_to 0.5 if $ONMISSION == 0 // integer values else_jump @FIRETRU_480 018A: $6827 = create_checkpoint_at $445 $446 $447 018A: $6828 = create_checkpoint_at $445 $446 $447 018A: $6829 = create_checkpoint_at $445 $446 $447 018A: $6830 = create_checkpoint_at $445 $446 $447 018A: $6831 = create_checkpoint_at $445 $446 $447 018A: $6832 = create_checkpoint_at $445 $446 $447 018A: $6833 = create_checkpoint_at $445 $446 $447 018A: $6834 = create_checkpoint_at $445 $446 $447 018A: $6835 = create_checkpoint_at $445 $446 $447 018A: $6836 = create_checkpoint_at $445 $446 $447 018A: $6837 = create_checkpoint_at $445 $446 $447 018A: $6838 = create_checkpoint_at $445 $446 $447 018A: $6839 = create_checkpoint_at $445 $446 $447 018A: $6840 = create_checkpoint_at $445 $446 $447 :FIRETRU_480 $6855 = 0 // integer values $6853 = 0 // integer values $6858 = 0 // integer values $6859 = 0 // integer values $6860 = 0 // integer values $6862 = 0 // integer values $6863 = 0 // integer values $6864 = 0 // integer values $6865 = 0 // integer values $6866 = 0 // integer values $6867 = 0 // integer values $6868 = 0 // integer values $6869 = 0 // integer values $6870 = 0 // integer values 0209: $4127 = random_int 25 44 if $4127 == 25 // integer values else_jump @FIRETRU_613 04AE: $6935 = 135 // integer values OR floating-point values :FIRETRU_613 if $4127 == 26 // integer values else_jump @FIRETRU_639 04AE: $6935 = 148 // integer values OR floating-point values :FIRETRU_639 if $4127 == 27 // integer values else_jump @FIRETRU_665 04AE: $6935 = 151 // integer values OR floating-point values :FIRETRU_665 if $4127 == 28 // integer values else_jump @FIRETRU_691 04AE: $6935 = 130 // integer values OR floating-point values :FIRETRU_691 if $4127 == 29 // integer values else_jump @FIRETRU_717 04AE: $6935 = 134 // integer values OR floating-point values :FIRETRU_717 if $4127 == 30 // integer values else_jump @FIRETRU_743 04AE: $6935 = 175 // integer values OR floating-point values :FIRETRU_743 if $4127 == 31 // integer values else_jump @FIRETRU_769 04AE: $6935 = 196 // integer values OR floating-point values :FIRETRU_769 if $4127 == 32 // integer values else_jump @FIRETRU_795 04AE: $6935 = 197 // integer values OR floating-point values :FIRETRU_795 if $4127 == 33 // integer values else_jump @FIRETRU_821 04AE: $6935 = 209 // integer values OR floating-point values :FIRETRU_821 if $4127 == 34 // integer values else_jump @FIRETRU_847 04AE: $6935 = 143 // integer values OR floating-point values :FIRETRU_847 if $4127 == 35 // integer values else_jump @FIRETRU_873 04AE: $6935 = 150 // integer values OR floating-point values :FIRETRU_873 if $4127 == 36 // integer values else_jump @FIRETRU_899 04AE: $6935 = 168 // integer values OR floating-point values :FIRETRU_899 if $4127 == 37 // integer values else_jump @FIRETRU_925 04AE: $6935 = 170 // integer values OR floating-point values :FIRETRU_925 if $4127 == 38 // integer values else_jump @FIRETRU_951 04AE: $6935 = 179 // integer values OR floating-point values :FIRETRU_951 if $4127 == 39 // integer values else_jump @FIRETRU_977 04AE: $6935 = 200 // integer values OR floating-point values :FIRETRU_977 if $4127 == 40 // integer values else_jump @FIRETRU_1003 04AE: $6935 = 212 // integer values OR floating-point values :FIRETRU_1003 if $4127 == 41 // integer values else_jump @FIRETRU_1029 04AE: $6935 = 216 // integer values OR floating-point values :FIRETRU_1029 if $4127 == 42 // integer values else_jump @FIRETRU_1055 04AE: $6935 = 222 // integer values OR floating-point values :FIRETRU_1055 if $4127 == 43 // integer values else_jump @FIRETRU_1081 04AE: $6935 = 174 // integer values OR floating-point values :FIRETRU_1081 Model.Load($6935) :FIRETRU_1086 gosub @FIRETRU_6347 if $6842 == 1 // integer values else_jump @FIRETRU_1118 jump @FIRETRU_7990 :FIRETRU_1118 if $PASSED_COK2_PHNOM_PENH_86 == 0 // integer values else_jump @FIRETRU_1173 0208: $6942 = random_float -247.43 683.41 0208: $6943 = random_float -1813.62 1308.102 jump @FIRETRU_1278 :FIRETRU_1173 if 0056: player $PLAYER_CHAR 0 -1802.615 -1518.473 -270.134 1591.896 else_jump @FIRETRU_1248 0208: $6942 = random_float -1802.615 -270.134 0208: $6943 = random_float -1518.473 1591.896 jump @FIRETRU_1278 :FIRETRU_1248 0208: $6942 = random_float -247.43 683.41 0208: $6943 = random_float -1813.62 1308.102 :FIRETRU_1278 if 5 > $6848 // integer values else_jump @FIRETRU_1325 02C1: set $6942 $6943 $6944 to_car_path_coords_closest_to $6942 $6943 10.0 jump @FIRETRU_2054 :FIRETRU_1325 if 9 > $6848 // integer values else_jump @FIRETRU_1646 04B9: unknown_stuff $6942 $6943 10.0 12.0 500.0 $6942 $6943 $6944 $6945 $6946 $6947 $447 if and $6942 == 0.0 // floating-point values $6943 == 0.0 // floating-point values $6945 == 0.0 // floating-point values $6946 == 0.0 // floating-point values else_jump @FIRETRU_1449 wait 0 jump @FIRETRU_1086 :FIRETRU_1449 0086: $6963 = $6945 // floating-point values only 0061: $6963 -= $6942 // floating-point values 0086: $6964 = $6946 // floating-point values only 0061: $6964 -= $6943 // floating-point values 0086: $6978 = $6963 // floating-point values only 0069: $6978 *= $6963 // floating-point values 0086: $6979 = $6964 // floating-point values only 0069: $6979 *= $6964 // floating-point values 0086: $6965 = $6978 // floating-point values only 0059: $6965 += $6979 // floating-point values 01FB: $6965 = square_root $6965 $4864 = 12.0 // floating-point values 0071: $4864 /= $6965 // floating-point values 0086: $6978 = $6963 // floating-point values only 0069: $6978 *= $4864 // floating-point values 0086: $6945 = $6942 // floating-point values only 0059: $6945 += $6978 // floating-point values 0086: $6979 = $6964 // floating-point values only 0069: $6979 *= $4864 // floating-point values 0086: $6946 = $6943 // floating-point values only 0059: $6946 += $6979 // floating-point values $6944 += 0.5 // floating-point values $6947 += 0.5 // floating-point values jump @FIRETRU_2054 :FIRETRU_1646 04B9: unknown_stuff $6942 $6943 10.0 18.0 500.0 $6945 $6946 $6947 $6948 $6949 $6950 $447 if and $6945 == 0.0 // floating-point values $6946 == 0.0 // floating-point values $6948 == 0.0 // floating-point values $6949 == 0.0 // floating-point values else_jump @FIRETRU_1752 wait 0 jump @FIRETRU_1086 :FIRETRU_1752 0086: $6963 = $6948 // floating-point values only 0061: $6963 -= $6945 // floating-point values 0086: $6964 = $6949 // floating-point values only 0061: $6964 -= $6946 // floating-point values 0086: $6978 = $6963 // floating-point values only 0069: $6978 *= $6963 // floating-point values 0086: $6979 = $6964 // floating-point values only 0069: $6979 *= $6964 // floating-point values 0086: $6965 = $6978 // floating-point values only 0059: $6965 += $6979 // floating-point values 01FB: $6965 = square_root $6965 $4864 = 18.0 // floating-point values 0071: $4864 /= $6965 // floating-point values 0086: $6978 = $6963 // floating-point values only 0069: $6978 *= $4864 // floating-point values 0086: $6948 = $6945 // floating-point values only 0059: $6948 += $6978 // floating-point values 0086: $6979 = $6964 // floating-point values only 0069: $6979 *= $4864 // floating-point values 0086: $6949 = $6946 // floating-point values only 0059: $6949 += $6979 // floating-point values 0086: $6942 = $6945 // floating-point values only 0061: $6942 -= $6948 // floating-point values $6942 /= 2.0 // floating-point values 0059: $6942 += $6948 // floating-point values 0086: $6943 = $6946 // floating-point values only 0061: $6943 -= $6949 // floating-point values $6943 /= 2.0 // floating-point values 0059: $6943 += $6949 // floating-point values 0086: $6944 = $6947 // floating-point values only 0061: $6944 -= $6950 // floating-point values $6944 /= 2.0 // floating-point values 0059: $6944 += $6950 // floating-point values $6947 += 0.5 // floating-point values $6944 += 0.5 // floating-point values $6950 += 0.5 // floating-point values :FIRETRU_2054 if 7.0 > $6944 // floating-point values else_jump @FIRETRU_2086 wait 0 jump @FIRETRU_1086 :FIRETRU_2086 0054: store_player $PLAYER_CHAR position_to $95 $96 $97 0509: $6872 = distance between point $95 $96 and point $6942 $6943 if or 150.0 > $6872 // floating-point values $6872 > 600.0 // floating-point values else_jump @FIRETRU_2159 wait 0 jump @FIRETRU_1086 :FIRETRU_2159 if and $6942 > -1905.785 // floating-point values -1105.785 > $6942 // floating-point values $6943 > 745.678 // floating-point values 1773.513 > $6943 // floating-point values else_jump @FIRETRU_2221 wait 0 jump @FIRETRU_1086 :FIRETRU_2221 if and $6942 > -265.018 // floating-point values 170.188 > $6942 // floating-point values $6943 > -275.942 // floating-point values 1689.059 > $6943 // floating-point values else_jump @FIRETRU_2283 wait 0 jump @FIRETRU_1086 :FIRETRU_2283 if and $6942 > 164.191 // floating-point values 259.713 > $6942 // floating-point values $6943 > -187.926 // floating-point values 631.97 > $6943 // floating-point values else_jump @FIRETRU_2345 wait 0 jump @FIRETRU_1086 :FIRETRU_2345 if and $6942 > -731.729 // floating-point values -263.334 > $6942 // floating-point values $6943 > -4.399 // floating-point values 62.853 > $6943 // floating-point values else_jump @FIRETRU_2407 wait 0 jump @FIRETRU_1086 :FIRETRU_2407 if and $6942 > -180.88 // floating-point values 64.112 > $6942 // floating-point values $6943 > -499.183 // floating-point values -417.519 > $6943 // floating-point values else_jump @FIRETRU_2469 wait 0 jump @FIRETRU_1086 :FIRETRU_2469 if and $6942 > -762.855 // floating-point values -172.566 > $6942 // floating-point values $6943 > -667.099 // floating-point values -224.382 > $6943 // floating-point values else_jump @FIRETRU_2531 wait 0 jump @FIRETRU_1086 :FIRETRU_2531 if $PASSED_COK2_PHNOM_PENH_86 == 0 // integer values else_jump @FIRETRU_2797 if and $6942 > -2327.212 // floating-point values -261.402 > $6942 // floating-point values $6943 > -2027.821 // floating-point values 1894.426 > $6943 // floating-point values else_jump @FIRETRU_2611 wait 0 jump @FIRETRU_1086 :FIRETRU_2611 if and $6942 > -265.018 // floating-point values 170.188 > $6942 // floating-point values $6943 > -275.942 // floating-point values 1689.059 > $6943 // floating-point values else_jump @FIRETRU_2673 wait 0 jump @FIRETRU_1086 :FIRETRU_2673 if and $6942 > -265.657 // floating-point values 36.828 > $6942 // floating-point values $6943 > -729.217 // floating-point values -275.488 > $6943 // floating-point values else_jump @FIRETRU_2735 wait 0 jump @FIRETRU_1086 :FIRETRU_2735 if and $6942 > 164.191 // floating-point values 259.713 > $6942 // floating-point values $6943 > -187.926 // floating-point values 631.97 > $6943 // floating-point values else_jump @FIRETRU_2797 wait 0 jump @FIRETRU_1086 :FIRETRU_2797 0086: $6873 = $6872 // floating-point values only 0071: $6873 /= $6871 // floating-point values $6873 *= 1000.0 // floating-point values 008C: $6843 = float_to_integer $6873 0058: $6841 += $6843 // integer values if $6847 == 0 // integer values else_jump @FIRETRU_2888 if 50000 > $6841 // integer values else_jump @FIRETRU_2888 $6841 = 50000 // integer values :FIRETRU_2888 if not Model.Available($6935) else_jump @FIRETRU_2947 wait 0 gosub @FIRETRU_6347 if $6842 == 1 // integer values else_jump @FIRETRU_2940 jump @FIRETRU_7990 :FIRETRU_2940 jump @FIRETRU_2888 :FIRETRU_2947 1@ = Car.Create($6935, $6942, $6943, $6944) 0208: $6874 = random_float 0.0 359.9 Car.Angle(1@) = $6874 0325: $6814 = create_car 1@ fire $6828 = Marker.CreateAboveCar(1@) 018B: show_on_radar $6828 2 03ED: (unknown) 1@ 1 $6855 += 1 // integer values 0560: create_random_actor_in_vehicle 1@ in_driverseat_handle_as 5@ 02A9: set_actor 5@ immune_to_nonplayer 1 $6855 += 1 // integer values if $6848 > 2 // integer values else_jump @FIRETRU_3088 0561: 6@ = create_random_ped_in_vehicle 1@ passengerseat 0 02A9: set_actor 6@ immune_to_nonplayer 1 $6855 += 1 // integer values :FIRETRU_3088 if $6848 > 3 // integer values else_jump @FIRETRU_3130 0561: 7@ = create_random_ped_in_vehicle 1@ passengerseat 1 02A9: set_actor 7@ immune_to_nonplayer 1 $6855 += 1 // integer values :FIRETRU_3130 if $6848 > 4 // integer values else_jump @FIRETRU_3317 0086: $6978 = $6945 // floating-point values only $6978 -= 5.0 // floating-point values 0086: $445 = $6978 // floating-point values only $445 += 10.0 // floating-point values 0208: $6945 = random_float $6978 $445 0086: $6979 = $6946 // floating-point values only $6979 -= 5.0 // floating-point values 0086: $446 = $6979 // floating-point values only $446 += 10.0 // floating-point values 0208: $6946 = random_float $6979 $446 2@ = Car.Create($6935, $6945, $6946, $6947) 039F: car 2@ race_to $6942 $6943 0325: $6815 = create_car 2@ fire 04BA: set_car 2@ speed_instantly 20.0 $6829 = Marker.CreateAboveCar(2@) 018B: show_on_radar $6829 2 03ED: (unknown) 2@ 1 $6855 += 1 // integer values :FIRETRU_3317 if $6848 > 5 // integer values else_jump @FIRETRU_3357 0560: create_random_actor_in_vehicle 2@ in_driverseat_handle_as 8@ 02A9: set_actor 8@ immune_to_nonplayer 1 $6855 += 1 // integer values :FIRETRU_3357 if $6848 > 6 // integer values else_jump @FIRETRU_3399 0561: 9@ = create_random_ped_in_vehicle 2@ passengerseat 0 02A9: set_actor 9@ immune_to_nonplayer 1 $6855 += 1 // integer values :FIRETRU_3399 if $6848 > 7 // integer values else_jump @FIRETRU_3441 0561: 10@ = create_random_ped_in_vehicle 2@ passengerseat 1 02A9: set_actor 10@ immune_to_nonplayer 1 $6855 += 1 // integer values :FIRETRU_3441 if $6848 > 8 // integer values else_jump @FIRETRU_3628 0086: $6978 = $6948 // floating-point values only $6978 -= 5.0 // floating-point values 0086: $445 = $6978 // floating-point values only $445 += 10.0 // floating-point values 0208: $6948 = random_float $6978 $445 0086: $6979 = $6949 // floating-point values only $6979 -= 5.0 // floating-point values 0086: $446 = $6979 // floating-point values only $446 += 10.0 // floating-point values 0208: $6949 = random_float $6979 $446 3@ = Car.Create($6935, $6948, $6949, $6950) 039F: car 3@ race_to $6942 $6943 0325: $6816 = create_car 3@ fire 04BA: set_car 3@ speed_instantly 20.0 $6830 = Marker.CreateAboveCar(3@) 018B: show_on_radar $6830 2 03ED: (unknown) 3@ 1 $6855 += 1 // integer values :FIRETRU_3628 Model.Destroy($6935) if $6848 > 9 // integer values else_jump @FIRETRU_3673 0560: create_random_actor_in_vehicle 3@ in_driverseat_handle_as 11@ 02A9: set_actor 11@ immune_to_nonplayer 1 $6855 += 1 // integer values :FIRETRU_3673 if $6848 > 10 // integer values else_jump @FIRETRU_3715 0561: 12@ = create_random_ped_in_vehicle 3@ passengerseat 0 02A9: set_actor 12@ immune_to_nonplayer 1 $6855 += 1 // integer values :FIRETRU_3715 if $6848 > 11 // integer values else_jump @FIRETRU_3757 0561: 13@ = create_random_ped_in_vehicle 3@ passengerseat 1 02A9: set_actor 13@ immune_to_nonplayer 1 $6855 += 1 // integer values :FIRETRU_3757 if not Car.Wrecked(1@) else_jump @FIRETRU_3780 Car.SetDriverBehaviour(1@, 11) :FIRETRU_3780 if not Car.Wrecked(2@) else_jump @FIRETRU_3803 Car.SetDriverBehaviour(2@, 11) :FIRETRU_3803 if not Car.Wrecked(3@) else_jump @FIRETRU_3826 Car.SetDriverBehaviour(3@, 11) :FIRETRU_3826 if not Actor.Dead(5@) else_jump @FIRETRU_4995 if 5 > $6848 // integer values else_jump @FIRETRU_4431 if 0154: actor 5@ in_zone 'VICE_C' // Vice City else_jump @FIRETRU_3907 0384: text_1string 'F_START' 'VICE_C' 5000 ms 1 // ~g~Burning vehicle reported in the ~a~ area. Go and extinguish the fire. // Vice City :FIRETRU_3907 if 0154: actor 5@ in_zone 'BEACH1' // Ocean Beach else_jump @FIRETRU_3954 0384: text_1string 'F_START' 'BEACH1' 5000 ms 1 // ~g~Burning vehicle reported in the ~a~ area. Go and extinguish the fire. // Ocean Beach :FIRETRU_3954 if 0154: actor 5@ in_zone 'BEACH2' // Washington Beach else_jump @FIRETRU_4001 0384: text_1string 'F_START' 'BEACH2' 5000 ms 1 // ~g~Burning vehicle reported in the ~a~ area. Go and extinguish the fire. // Washington Beach :FIRETRU_4001 if 0154: actor 5@ in_zone 'BEACH3' // Vice Point else_jump @FIRETRU_4048 0384: text_1string 'F_START' 'BEACH3' 5000 ms 1 // ~g~Burning vehicle reported in the ~a~ area. Go and extinguish the fire. // Vice Point :FIRETRU_4048 if 0154: actor 5@ in_zone 'GOLFC' // Leaf Links else_jump @FIRETRU_4095 0384: text_1string 'F_START' 'GOLFC' 5000 ms 1 // ~g~Burning vehicle reported in the ~a~ area. Go and extinguish the fire. // Leaf Links :FIRETRU_4095 if 0154: actor 5@ in_zone 'STARI' // Starfish Island else_jump @FIRETRU_4142 0384: text_1string 'F_START' 'STARI' 5000 ms 1 // ~g~Burning vehicle reported in the ~a~ area. Go and extinguish the fire. // Starfish Island :FIRETRU_4142 if 0154: actor 5@ in_zone 'DOCKS' // Viceport else_jump @FIRETRU_4189 0384: text_1string 'F_START' 'DOCKS' 5000 ms 1 // ~g~Burning vehicle reported in the ~a~ area. Go and extinguish the fire. // Viceport :FIRETRU_4189 if 0154: actor 5@ in_zone 'HAVANA' // Little Havana else_jump @FIRETRU_4236 0384: text_1string 'F_START' 'HAVANA' 5000 ms 1 // ~g~Burning vehicle reported in the ~a~ area. Go and extinguish the fire. // Little Havana :FIRETRU_4236 if 0154: actor 5@ in_zone 'HAITI' // Little Haiti else_jump @FIRETRU_4283 0384: text_1string 'F_START' 'HAITI' 5000 ms 1 // ~g~Burning vehicle reported in the ~a~ area. Go and extinguish the fire. // Little Haiti :FIRETRU_4283 if 0154: actor 5@ in_zone 'PORNI' // Prawn Island else_jump @FIRETRU_4330 0384: text_1string 'F_START' 'PORNI' 5000 ms 1 // ~g~Burning vehicle reported in the ~a~ area. Go and extinguish the fire. // Prawn Island :FIRETRU_4330 if 0154: actor 5@ in_zone 'DTOWN' // Downtown else_jump @FIRETRU_4377 0384: text_1string 'F_START' 'DTOWN' 5000 ms 1 // ~g~Burning vehicle reported in the ~a~ area. Go and extinguish the fire. // Downtown :FIRETRU_4377 if 0154: actor 5@ in_zone 'A_PORT' // Escobar International else_jump @FIRETRU_4424 0384: text_1string 'F_START' 'A_PORT' 5000 ms 1 // ~g~Burning vehicle reported in the ~a~ area. Go and extinguish the fire. // Escobar International :FIRETRU_4424 jump @FIRETRU_4995 :FIRETRU_4431 if 0154: actor 5@ in_zone 'VICE_C' // Vice City else_jump @FIRETRU_4478 0384: text_1string 'F_STAR1' 'VICE_C' 5000 ms 1 // ~g~Burning vehicles reported in the ~a~ area. Go and extinguish the fire. // Vice City :FIRETRU_4478 if 0154: actor 5@ in_zone 'BEACH1' // Ocean Beach else_jump @FIRETRU_4525 0384: text_1string 'F_STAR1' 'BEACH1' 5000 ms 1 // ~g~Burning vehicles reported in the ~a~ area. Go and extinguish the fire. // Ocean Beach :FIRETRU_4525 if 0154: actor 5@ in_zone 'BEACH2' // Washington Beach else_jump @FIRETRU_4572 0384: text_1string 'F_STAR1' 'BEACH2' 5000 ms 1 // ~g~Burning vehicles reported in the ~a~ area. Go and extinguish the fire. // Washington Beach :FIRETRU_4572 if 0154: actor 5@ in_zone 'BEACH3' // Vice Point else_jump @FIRETRU_4619 0384: text_1string 'F_STAR1' 'BEACH3' 5000 ms 1 // ~g~Burning vehicles reported in the ~a~ area. Go and extinguish the fire. // Vice Point :FIRETRU_4619 if 0154: actor 5@ in_zone 'GOLFC' // Leaf Links else_jump @FIRETRU_4666 0384: text_1string 'F_STAR1' 'GOLFC' 5000 ms 1 // ~g~Burning vehicles reported in the ~a~ area. Go and extinguish the fire. // Leaf Links :FIRETRU_4666 if 0154: actor 5@ in_zone 'STARI' // Starfish Island else_jump @FIRETRU_4713 0384: text_1string 'F_STAR1' 'STARI' 5000 ms 1 // ~g~Burning vehicles reported in the ~a~ area. Go and extinguish the fire. // Starfish Island :FIRETRU_4713 if 0154: actor 5@ in_zone 'DOCKS' // Viceport else_jump @FIRETRU_4760 0384: text_1string 'F_STAR1' 'DOCKS' 5000 ms 1 // ~g~Burning vehicles reported in the ~a~ area. Go and extinguish the fire. // Viceport :FIRETRU_4760 if 0154: actor 5@ in_zone 'HAVANA' // Little Havana else_jump @FIRETRU_4807 0384: text_1string 'F_STAR1' 'HAVANA' 5000 ms 1 // ~g~Burning vehicles reported in the ~a~ area. Go and extinguish the fire. // Little Havana :FIRETRU_4807 if 0154: actor 5@ in_zone 'HAITI' // Little Haiti else_jump @FIRETRU_4854 0384: text_1string 'F_STAR1' 'HAITI' 5000 ms 1 // ~g~Burning vehicles reported in the ~a~ area. Go and extinguish the fire. // Little Haiti :FIRETRU_4854 if 0154: actor 5@ in_zone 'PORNI' // Prawn Island else_jump @FIRETRU_4901 0384: text_1string 'F_STAR1' 'PORNI' 5000 ms 1 // ~g~Burning vehicles reported in the ~a~ area. Go and extinguish the fire. // Prawn Island :FIRETRU_4901 if 0154: actor 5@ in_zone 'DTOWN' // Downtown else_jump @FIRETRU_4948 0384: text_1string 'F_STAR1' 'DTOWN' 5000 ms 1 // ~g~Burning vehicles reported in the ~a~ area. Go and extinguish the fire. // Downtown :FIRETRU_4948 if 0154: actor 5@ in_zone 'A_PORT' // Escobar International else_jump @FIRETRU_4995 0384: text_1string 'F_STAR1' 'A_PORT' 5000 ms 1 // ~g~Burning vehicles reported in the ~a~ area. Go and extinguish the fire. // Escobar International :FIRETRU_4995 01E4: text_1number_lowpriority 'FIRELVL' $6848 3000 ms 1 // Fire Truck Mission level ~1~ if $6848 == 1 // integer values else_jump @FIRETRU_5043 $6855 -= 1 // integer values Actor.DestroyInstantly(5@) :FIRETRU_5043 if $332 == 1 // integer values else_jump @FIRETRU_5129 0293: $18 = current_controls if $18 == 0 // integer values else_jump @FIRETRU_5094 03E5: text_box 'SIREN_1' // To turn on this vehicle's sirens tap the ~h~~k~~VEHICLE_HORN~ ~w~button. :FIRETRU_5094 if $18 > 0 // integer values else_jump @FIRETRU_5122 03E5: text_box 'SIREN_2' // To turn on this vehicle's sirens tap the ~h~~k~~VEHICLE_HORN~ ~w~button. :FIRETRU_5122 $332 = 2 // integer values :FIRETRU_5129 if $332 == 0 // integer values else_jump @FIRETRU_5215 0293: $18 = current_controls if 3 > $18 // integer values else_jump @FIRETRU_5180 03E5: text_box 'SPRAY_1' // Use the ~h~~k~~PED_FIREWEAPON~ ~w~button to fire the water cannon. Aim using ~h~~k~~VEHICLE_TURRETLEFT~~w~ and ~h~~k~~VEHICLE_TURRETRIGHT~~w~. :FIRETRU_5180 if $18 == 3 // integer values else_jump @FIRETRU_5208 03E5: text_box 'SPRAY_4' // Use the ~h~~k~~PED_FIREWEAPON~ ~w~button to fire the water cannon. Aim using ~h~~k~~VEHICLE_TURRETLEFT~~w~ and ~h~~k~~VEHICLE_TURRETRIGHT~~w~. :FIRETRU_5208 $332 = 1 // integer values :FIRETRU_5215 if $6845 == 0 // integer values else_jump @FIRETRU_5254 014E: set_timer_to $6841 type 1 $6845 = 1 // integer values jump @FIRETRU_5258 :FIRETRU_5254 0396: pause_timer 0 :FIRETRU_5258 0084: $6852 = $6848 // integer values and handles $6852 -= 4 // integer values 01BD: $4811 = current_time_in_ms 0084: $6856 = $4811 // integer values and handles $6856 += 3000 // integer values :FIRETRU_5294 if $6842 == 1 // integer values else_jump @FIRETRU_5319 jump @FIRETRU_7990 :FIRETRU_5319 wait 0 01BD: $4811 = current_time_in_ms gosub @FIRETRU_6347 if $6842 == 1 // integer values else_jump @FIRETRU_5360 jump @FIRETRU_7990 :FIRETRU_5360 0085: 0@ = 1@ // integer values and handles 0084: $6813 = $6814 // integer values and handles 0084: $6857 = $6858 // integer values and handles 0084: $6827 = $6828 // integer values and handles gosub @FIRETRU_6655 0084: $6814 = $6813 // integer values and handles 0084: $6858 = $6857 // integer values and handles 0084: $6828 = $6827 // integer values and handles if $6848 > 1 // integer values else_jump @FIRETRU_5504 0085: 4@ = 5@ // integer values and handles 0084: $6861 = $6862 // integer values and handles 0084: $6817 = $6818 // integer values and handles 0084: $6831 = $6832 // integer values and handles gosub @FIRETRU_7151 0084: $6862 = $6861 // integer values and handles 0084: $6818 = $6817 // integer values and handles 0084: $6832 = $6831 // integer values and handles :FIRETRU_5504 if $6848 > 2 // integer values else_jump @FIRETRU_5585 0085: 4@ = 6@ // integer values and handles 0084: $6861 = $6863 // integer values and handles 0084: $6817 = $6819 // integer values and handles 0084: $6831 = $6833 // integer values and handles gosub @FIRETRU_7151 0084: $6863 = $6861 // integer values and handles 0084: $6819 = $6817 // integer values and handles 0084: $6833 = $6831 // integer values and handles :FIRETRU_5585 if $6848 > 3 // integer values else_jump @FIRETRU_5666 0085: 4@ = 7@ // integer values and handles 0084: $6861 = $6864 // integer values and handles 0084: $6817 = $6820 // integer values and handles 0084: $6831 = $6834 // integer values and handles gosub @FIRETRU_7151 0084: $6864 = $6861 // integer values and handles 0084: $6820 = $6817 // integer values and handles 0084: $6834 = $6831 // integer values and handles :FIRETRU_5666 if $6848 > 4 // integer values else_jump @FIRETRU_5747 0085: 0@ = 2@ // integer values and handles 0084: $6813 = $6815 // integer values and handles 0084: $6857 = $6859 // integer values and handles 0084: $6827 = $6829 // integer values and handles gosub @FIRETRU_6655 0084: $6815 = $6813 // integer values and handles 0084: $6859 = $6857 // integer values and handles 0084: $6829 = $6827 // integer values and handles :FIRETRU_5747 if $6848 > 5 // integer values else_jump @FIRETRU_5828 0085: 4@ = 8@ // integer values and handles 0084: $6861 = $6865 // integer values and handles 0084: $6817 = $6821 // integer values and handles 0084: $6831 = $6835 // integer values and handles gosub @FIRETRU_7151 0084: $6865 = $6861 // integer values and handles 0084: $6821 = $6817 // integer values and handles 0084: $6835 = $6831 // integer values and handles :FIRETRU_5828 if $6848 > 6 // integer values else_jump @FIRETRU_5909 0085: 4@ = 9@ // integer values and handles 0084: $6861 = $6866 // integer values and handles 0084: $6817 = $6822 // integer values and handles 0084: $6831 = $6836 // integer values and handles gosub @FIRETRU_7151 0084: $6866 = $6861 // integer values and handles 0084: $6822 = $6817 // integer values and handles 0084: $6836 = $6831 // integer values and handles :FIRETRU_5909 if $6848 > 7 // integer values else_jump @FIRETRU_5990 0085: 4@ = 10@ // integer values and handles 0084: $6861 = $6867 // integer values and handles 0084: $6817 = $6823 // integer values and handles 0084: $6831 = $6837 // integer values and handles gosub @FIRETRU_7151 0084: $6867 = $6861 // integer values and handles 0084: $6823 = $6817 // integer values and handles 0084: $6837 = $6831 // integer values and handles :FIRETRU_5990 if $6848 > 8 // integer values else_jump @FIRETRU_6071 0085: 0@ = 3@ // integer values and handles 0084: $6813 = $6816 // integer values and handles 0084: $6857 = $6860 // integer values and handles 0084: $6827 = $6830 // integer values and handles gosub @FIRETRU_6655 0084: $6816 = $6813 // integer values and handles 0084: $6860 = $6857 // integer values and handles 0084: $6830 = $6827 // integer values and handles :FIRETRU_6071 if $6848 > 9 // integer values else_jump @FIRETRU_6152 0085: 4@ = 11@ // integer values and handles 0084: $6861 = $6868 // integer values and handles 0084: $6817 = $6824 // integer values and handles 0084: $6831 = $6838 // integer values and handles gosub @FIRETRU_7151 0084: $6868 = $6861 // integer values and handles 0084: $6824 = $6817 // integer values and handles 0084: $6838 = $6831 // integer values and handles :FIRETRU_6152 if $6848 > 10 // integer values else_jump @FIRETRU_6233 0085: 4@ = 12@ // integer values and handles 0084: $6861 = $6869 // integer values and handles 0084: $6817 = $6825 // integer values and handles 0084: $6831 = $6839 // integer values and handles gosub @FIRETRU_7151 0084: $6869 = $6861 // integer values and handles 0084: $6825 = $6817 // integer values and handles 0084: $6839 = $6831 // integer values and handles :FIRETRU_6233 if $6848 > 11 // integer values else_jump @FIRETRU_6314 0085: 4@ = 13@ // integer values and handles 0084: $6861 = $6870 // integer values and handles 0084: $6817 = $6826 // integer values and handles 0084: $6831 = $6840 // integer values and handles gosub @FIRETRU_7151 0084: $6870 = $6861 // integer values and handles 0084: $6826 = $6817 // integer values and handles 0084: $6840 = $6831 // integer values and handles :FIRETRU_6314 if 003A: $6853 == $6855 // integer values and handles else_jump @FIRETRU_6340 jump @FIRETRU_7575 :FIRETRU_6340 jump @FIRETRU_5294 :FIRETRU_6347 if $6845 == 1 // integer values else_jump @FIRETRU_6407 if 1 > $6841 // integer values else_jump @FIRETRU_6407 00BC: text_highpriority 'F_FAIL2' 5000 ms 1 // ~r~You're too late! $6842 = 1 // integer values return :FIRETRU_6407 if 80DE: not player $PLAYER_CHAR driving_vehicle_type #FIRETRUK else_jump @FIRETRU_6450 00BC: text_highpriority 'F_CANC' 3000 ms 1 // ~r~Fire Fighter mission cancelled! $6842 = 1 // integer values return :FIRETRU_6450 0293: $18 = current_controls if not $18 == 3 // integer values else_jump @FIRETRU_6504 if 00E1: key_pressed 0 19 else_jump @FIRETRU_6497 $6849 = 1 // integer values :FIRETRU_6497 jump @FIRETRU_6528 :FIRETRU_6504 if 00E1: key_pressed 0 14 else_jump @FIRETRU_6528 $6849 = 1 // integer values :FIRETRU_6528 if $6849 == 1 // integer values else_jump @FIRETRU_6653 if not $18 == 3 // integer values else_jump @FIRETRU_6612 if 80E1: not key_pressed 0 19 else_jump @FIRETRU_6605 00BC: text_highpriority 'F_CANC' 3000 ms 1 // ~r~Fire Fighter mission cancelled! $6842 = 1 // integer values return :FIRETRU_6605 jump @FIRETRU_6653 :FIRETRU_6612 if 80E1: not key_pressed 0 14 else_jump @FIRETRU_6653 00BC: text_highpriority 'F_CANC' 3000 ms 1 // ~r~Fire Fighter mission cancelled! $6842 = 1 // integer values return :FIRETRU_6653 return :FIRETRU_6655 if not $6857 == 10 // integer values else_jump @FIRETRU_7149 if not Car.Wrecked(0@) else_jump @FIRETRU_6992 if 82D0: not fire $6813 extinguished else_jump @FIRETRU_6875 $6854 = Car.Health(0@) if 001C: $4811 > $6856 // integer values else_jump @FIRETRU_6787 if 700 > $6854 // integer values else_jump @FIRETRU_6780 020B: explode_car 0@ 00BC: text_highpriority 'F_FAIL2' 5000 ms 1 // ~r~You're too late! $6842 = 1 // integer values return :FIRETRU_6780 jump @FIRETRU_6795 :FIRETRU_6787 Car.Health(0@) = 1000 :FIRETRU_6795 if $6857 == 0 // integer values else_jump @FIRETRU_6868 if 003A: $6853 == $6852 // integer values and handles else_jump @FIRETRU_6868 Car.SetToPsychoDriver(0@) Car.SetMaxSpeed(0@, 20.0) 00AE: set_vehicle 0@ traffic_behavior_to 2 Car.ImmuneToNonPlayer(0@) = True $6857 = 1 // integer values :FIRETRU_6868 jump @FIRETRU_6985 :FIRETRU_6875 if not $6857 == 10 // integer values else_jump @FIRETRU_6985 Marker.Disable($6827) 045F: unknown_car 0@ 4 if $6846 == 0 // integer values else_jump @FIRETRU_6945 03C4: set_status_text_to $6847 0 'F_EXTIN' // FIRES: $6846 = 1 // integer values :FIRETRU_6945 018C: play_sound 1 at 0.0 0.0 0.0 $6857 = 10 // integer values $6847 += 1 // integer values $6853 += 1 // integer values :FIRETRU_6985 jump @FIRETRU_7149 :FIRETRU_6992 if 02BF: car 0@ sunk else_jump @FIRETRU_7125 if not $6857 == 10 // integer values else_jump @FIRETRU_7118 Marker.Disable($6827) 045F: unknown_car 0@ 4 if $6846 == 0 // integer values else_jump @FIRETRU_7078 03C4: set_status_text_to $6847 0 'F_EXTIN' // FIRES: $6846 = 1 // integer values :FIRETRU_7078 018C: play_sound 1 at 0.0 0.0 0.0 $6857 = 10 // integer values $6847 += 1 // integer values $6853 += 1 // integer values :FIRETRU_7118 jump @FIRETRU_7149 :FIRETRU_7125 00BC: text_highpriority 'F_FAIL2' 5000 ms 1 // ~r~You're too late! $6842 = 1 // integer values return :FIRETRU_7149 return :FIRETRU_7151 if 2 > $6861 // integer values else_jump @FIRETRU_7573 if not Actor.Dead(4@) else_jump @FIRETRU_7385 if $6861 == 0 // integer values else_jump @FIRETRU_7257 if not Actor.Driving(4@) else_jump @FIRETRU_7257 0326: $6817 = create_actor 4@ fire 01D0: actor 4@ avoid_player $PLAYER_CHAR $6831 = Marker.CreateAboveActor(4@) 018B: show_on_radar $6831 2 $6861 = 1 // integer values :FIRETRU_7257 if $6861 == 1 // integer values else_jump @FIRETRU_7378 if 02D0: fire $6817 extinguished else_jump @FIRETRU_7378 Marker.Disable($6831) 0404: increment_fires_extinguished if $6846 == 0 // integer values else_jump @FIRETRU_7338 03C4: set_status_text_to $6847 0 'F_EXTIN' // FIRES: $6846 = 1 // integer values :FIRETRU_7338 018C: play_sound 1 at 0.0 0.0 0.0 $6847 += 1 // integer values $6853 += 1 // integer values $6861 = 2 // integer values :FIRETRU_7378 jump @FIRETRU_7573 :FIRETRU_7385 if 04AD: actor 4@ in_water else_jump @FIRETRU_7549 if $6861 == 1 // integer values else_jump @FIRETRU_7518 02D1: destroy_fire $6817 Marker.Disable($6831) 0404: increment_fires_extinguished if $6846 == 0 // integer values else_jump @FIRETRU_7471 03C4: set_status_text_to $6847 0 'F_EXTIN' // FIRES: $6846 = 1 // integer values :FIRETRU_7471 018C: play_sound 1 at 0.0 0.0 0.0 $6847 += 1 // integer values $6853 += 1 // integer values $6861 = 2 // integer values jump @FIRETRU_7542 :FIRETRU_7518 00BC: text_highpriority 'F_FAIL2' 5000 ms 1 // ~r~You're too late! $6842 = 1 // integer values return :FIRETRU_7542 jump @FIRETRU_7573 :FIRETRU_7549 00BC: text_highpriority 'F_FAIL2' 5000 ms 1 // ~r~You're too late! $6842 = 1 // integer values return :FIRETRU_7573 return :FIRETRU_7575 0396: pause_timer 1 00BA: text_styled 'F_PASS1' 5000 ms 5 // Fire extinguished! 0084: $6844 = $6848 // integer values and handles 0068: $6844 *= $6848 // integer values $6844 *= 50 // integer values 0058: $6850 += $6844 // integer values 01E3: text_1number_styled 'REWARD' $6844 6000 ms 6 // REWARD $~1~ Player.Money($PLAYER_CHAR) += $6844 if $6848 > 11 // integer values else_jump @FIRETRU_7717 if $1583 == 0 // integer values else_jump @FIRETRU_7717 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: mission_complete $1583 = 1 // integer values :FIRETRU_7717 0599: set_highest_firefighter_mission_level $6848 $6848 += 1 // integer values 031A: remove_all_fires Marker.Disable($6827) Marker.Disable($6828) Marker.Disable($6829) Marker.Disable($6830) Marker.Disable($6831) Marker.Disable($6832) Marker.Disable($6833) Marker.Disable($6834) Marker.Disable($6835) Marker.Disable($6836) Marker.Disable($6837) Marker.Disable($6838) Marker.Disable($6839) Marker.Disable($6840) if 00E0: player $PLAYER_CHAR driving else_jump @FIRETRU_7849 00DA: $4790 = player $PLAYER_CHAR car $6851 = Car.Health($4790) $6851 += 150 // integer values Car.Health($4790) = $6851 :FIRETRU_7849 Car.RemoveReferences(1@) if not Car.Wrecked(1@) else_jump @FIRETRU_7877 Car.ImmuneToNonPlayer(1@) = False :FIRETRU_7877 Car.RemoveReferences(2@) if not Car.Wrecked(2@) else_jump @FIRETRU_7905 Car.ImmuneToNonPlayer(2@) = False :FIRETRU_7905 Car.RemoveReferences(3@) if not Car.Wrecked(3@) else_jump @FIRETRU_7933 Car.ImmuneToNonPlayer(3@) = False :FIRETRU_7933 Actor.RemoveReferences(5@) Actor.RemoveReferences(6@) Actor.RemoveReferences(7@) Actor.RemoveReferences(8@) Actor.RemoveReferences(9@) Actor.RemoveReferences(10@) Actor.RemoveReferences(11@) Actor.RemoveReferences(12@) Actor.RemoveReferences(13@) Model.Destroy($6935) jump @FIRETRU_480 :FIRETRU_7990 014F: stop_timer $6841 0151: remove_status_text $6847 00BA: text_styled 'F_FAIL1' 5000 ms 5 // Fire Fighter mission ended. 01E3: text_1number_styled 'TSCORE' $6850 6000 ms 6 // EARNINGS: $~1~ 031A: remove_all_fires 03C7: set_sensitivity_to_crime_to 1.0 Marker.Disable($6827) Marker.Disable($6828) Marker.Disable($6829) Marker.Disable($6830) Marker.Disable($6831) Marker.Disable($6832) Marker.Disable($6833) Marker.Disable($6834) Marker.Disable($6835) Marker.Disable($6836) Marker.Disable($6837) Marker.Disable($6838) Marker.Disable($6839) Marker.Disable($6840) if not Actor.Dead(5@) else_jump @FIRETRU_8140 02A9: set_actor 5@ immune_to_nonplayer 0 0321: kill_actor 5@ :FIRETRU_8140 if not Actor.Dead(6@) else_jump @FIRETRU_8168 02A9: set_actor 6@ immune_to_nonplayer 0 0321: kill_actor 6@ :FIRETRU_8168 if not Actor.Dead(7@) else_jump @FIRETRU_8196 02A9: set_actor 7@ immune_to_nonplayer 0 0321: kill_actor 7@ :FIRETRU_8196 if not Actor.Dead(8@) else_jump @FIRETRU_8224 02A9: set_actor 8@ immune_to_nonplayer 0 0321: kill_actor 8@ :FIRETRU_8224 if not Actor.Dead(9@) else_jump @FIRETRU_8252 02A9: set_actor 9@ immune_to_nonplayer 0 0321: kill_actor 9@ :FIRETRU_8252 if not Actor.Dead(10@) else_jump @FIRETRU_8280 02A9: set_actor 10@ immune_to_nonplayer 0 0321: kill_actor 10@ :FIRETRU_8280 if not Actor.Dead(11@) else_jump @FIRETRU_8308 02A9: set_actor 11@ immune_to_nonplayer 0 0321: kill_actor 11@ :FIRETRU_8308 if not Actor.Dead(12@) else_jump @FIRETRU_8336 02A9: set_actor 12@ immune_to_nonplayer 0 0321: kill_actor 12@ :FIRETRU_8336 if not Actor.Dead(13@) else_jump @FIRETRU_8364 02A9: set_actor 13@ immune_to_nonplayer 0 0321: kill_actor 13@ :FIRETRU_8364 if not Car.Wrecked(1@) else_jump @FIRETRU_8392 Car.ImmuneToNonPlayer(1@) = False 020B: explode_car 1@ :FIRETRU_8392 if not Car.Wrecked(2@) else_jump @FIRETRU_8420 Car.ImmuneToNonPlayer(2@) = False 020B: explode_car 2@ :FIRETRU_8420 if not Car.Wrecked(3@) else_jump @FIRETRU_8448 Car.ImmuneToNonPlayer(3@) = False 020B: explode_car 3@ :FIRETRU_8448 Model.Destroy($6935) 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms $ONMISSION = 0 // integer values $321 = 0 // integer values mission_cleanup return //-------------Mission 5--------------- // Originally: Jury Fury :COPCAR gosub @COPCAR_36 if wasted_or_busted else_jump @COPCAR_27 gosub @COPCAR_11758 :COPCAR_27 gosub @COPCAR_11760 end_thread :COPCAR_36 $ONMISSION = 1 // integer values thread 'COPCAR' wait 0 if $1582 == 0 // integer values else_jump @COPCAR_77 increment_mission_attempts :COPCAR_77 054C: use_GXT_table 'COPCAR' $6892 = 0 // integer values $6900 = -100 // integer values $6902 = 0 // integer values $6895 = 0 // integer values $6909 = 0 // integer values $6906 = 0 // integer values $6894 = 0 // integer values $6896 = 0 // integer values $6908 = 0 // integer values $6897 = 0 // integer values $6898 = 0 // integer values $6899 = 0 // integer values $6901 = 0 // integer values $6903 = 0 // integer values $6904 = 0 // integer values $6905 = 0 // integer values $6907 = 0 // integer values $6935 = 0 // integer values $6936 = 0 // integer values $6980 = 4.0 // floating-point values $6981 = 1.0 // floating-point values $6937 = 0 // integer values $4886 = 0.0 // floating-point values $6962 = 0.0 // floating-point values $6982 = 0.0 // floating-point values $6983 = 0.0 // floating-point values $6984 = 0.0 // floating-point values $6985 = 0.0 // floating-point values 2@ = 0.0 // floating-point values 3@ = 0.0 // floating-point values 4@ = 0.0 // floating-point values 5@ = 0.0 // floating-point values 8@ = 0.0 // floating-point values 9@ = 0.0 // floating-point values 10@ = 0.0 // floating-point values 11@ = 0.0 // floating-point values Model.Load(#COLT45) Model.Load(#TEC9) Model.Load(#RUGER) Model.Load(#CHROMEGUN) Model.Load(#MACHETE) Model.Load(#BAT) 038B: load_requested_models :COPCAR_419 if or not Model.Available(#COLT45) not Model.Available(#TEC9) not Model.Available(#RUGER) not Model.Available(#CHROMEGUN) else_jump @COPCAR_461 wait 0 jump @COPCAR_419 :COPCAR_461 if or not Model.Available(#MACHETE) not Model.Available(#BAT) else_jump @COPCAR_493 wait 0 jump @COPCAR_461 :COPCAR_493 0481: (unknown) 6.0 0482: (unknown) 3.0 if 00E0: player $PLAYER_CHAR driving else_jump @COPCAR_538 03C1: $6875 = player $PLAYER_CHAR car 053F: set_car $6875 tires_vulnerable 0 :COPCAR_538 $6918 = 0 // integer values $6927 = 0 // integer values $6934 = 0 // integer values $6894 = 0 // integer values $6910 = 0 // integer values $6911 = 0 // integer values $6912 = 0 // integer values $6913 = 0 // integer values $6914 = 0 // integer values $6915 = 0 // integer values $6916 = 0 // integer values $6919 = 0 // integer values $6920 = 0 // integer values $6921 = 0 // integer values $6922 = 0 // integer values $6923 = 0 // integer values $6924 = 0 // integer values $6925 = 0 // integer values $6928 = 0 // integer values 12@ = 0 // integer values 13@ = 0 // integer values $6929 = 0 // integer values $6930 = 0 // integer values $6931 = 0 // integer values $6932 = 0 // integer values $6966 = 0.0 // floating-point values $6967 = 0.0 // floating-point values $6968 = 0.0 // floating-point values $6969 = 0.0 // floating-point values $2565 = 0 // integer values gosub @COPCAR_11841 0209: $6936 = random_int 9 95 Model.Load($6936) :COPCAR_781 gosub @COPCAR_16370 if $6902 == 1 // integer values else_jump @COPCAR_813 jump @COPCAR_11758 :COPCAR_813 0054: store_player $PLAYER_CHAR position_to $95 $96 $447 if $PASSED_COK2_PHNOM_PENH_86 == 0 // integer values else_jump @COPCAR_882 0208: $6942 = random_float -247.43 683.41 0208: $6943 = random_float -1813.62 1308.102 jump @COPCAR_987 :COPCAR_882 if 0056: player $PLAYER_CHAR 0 -1802.615 -1518.473 -270.134 1591.896 else_jump @COPCAR_957 0208: $6942 = random_float -1802.615 -270.134 0208: $6943 = random_float -1518.473 1591.896 jump @COPCAR_987 :COPCAR_957 0208: $6942 = random_float -247.43 683.41 0208: $6943 = random_float -1813.62 1308.102 :COPCAR_987 $6944 = 10.0 // floating-point values if 4 > $6892 // integer values else_jump @COPCAR_1048 03D3: point $6942 $6943 $6944 get_nearby_vector $6942 $6943 $6944 $6951 $6944 += 0.5 // floating-point values :COPCAR_1048 if and $6892 > 3 // integer values 8 > $6892 // integer values else_jump @COPCAR_1433 04B9: unknown_stuff $6942 $6943 $6944 8.0 500.0 $6942 $6943 $6944 $6945 $6946 $6947 $6951 if and $6942 == 0.0 // floating-point values $6943 == 0.0 // floating-point values $6945 == 0.0 // floating-point values $6946 == 0.0 // floating-point values else_jump @COPCAR_1177 wait 0 jump @COPCAR_781 :COPCAR_1177 0086: $6963 = $6945 // floating-point values only 0061: $6963 -= $6942 // floating-point values 0086: $6964 = $6946 // floating-point values only 0061: $6964 -= $6943 // floating-point values 0086: $6978 = $6963 // floating-point values only 0069: $6978 *= $6963 // floating-point values 0086: $6979 = $6964 // floating-point values only 0069: $6979 *= $6964 // floating-point values 0086: $6965 = $6978 // floating-point values only 0059: $6965 += $6979 // floating-point values 01FB: $6965 = square_root $6965 $4864 = 8.0 // floating-point values 0071: $4864 /= $6965 // floating-point values 0086: $6978 = $6963 // floating-point values only 0069: $6978 *= $4864 // floating-point values 0086: $6945 = $6942 // floating-point values only 0059: $6945 += $6978 // floating-point values 0086: $6979 = $6964 // floating-point values only 0069: $6979 *= $4864 // floating-point values 0086: $6946 = $6943 // floating-point values only 0059: $6946 += $6979 // floating-point values $4864 = 2.0 // floating-point values 0071: $4864 /= $6965 // floating-point values 0086: $6978 = $6963 // floating-point values only 0069: $6978 *= $4864 // floating-point values 0059: $6942 += $6978 // floating-point values 0086: $6979 = $6964 // floating-point values only 0069: $6979 *= $4864 // floating-point values 0059: $6943 += $6979 // floating-point values $6944 += 0.5 // floating-point values $6947 += 0.5 // floating-point values :COPCAR_1433 if and $6892 > 7 // integer values 12 > $6892 // integer values else_jump @COPCAR_1930 04B9: unknown_stuff $6942 $6943 $6944 13.0 500.0 $6942 $6943 $6944 $6948 $6949 $6950 $6951 if and $6942 == 0.0 // floating-point values $6943 == 0.0 // floating-point values $6948 == 0.0 // floating-point values $6949 == 0.0 // floating-point values else_jump @COPCAR_1562 wait 0 jump @COPCAR_781 :COPCAR_1562 0086: $6963 = $6948 // floating-point values only 0061: $6963 -= $6942 // floating-point values 0086: $6964 = $6949 // floating-point values only 0061: $6964 -= $6943 // floating-point values 0086: $6978 = $6963 // floating-point values only 0069: $6978 *= $6963 // floating-point values 0086: $6979 = $6964 // floating-point values only 0069: $6979 *= $6964 // floating-point values 0086: $6965 = $6978 // floating-point values only 0059: $6965 += $6979 // floating-point values 01FB: $6965 = square_root $6965 $4864 = 13.0 // floating-point values 0071: $4864 /= $6965 // floating-point values 0086: $6978 = $6963 // floating-point values only 0069: $6978 *= $4864 // floating-point values 0086: $6948 = $6942 // floating-point values only 0059: $6948 += $6978 // floating-point values 0086: $6979 = $6964 // floating-point values only 0069: $6979 *= $4864 // floating-point values 0086: $6949 = $6943 // floating-point values only 0059: $6949 += $6979 // floating-point values $4864 = 2.0 // floating-point values 0071: $4864 /= $6965 // floating-point values 0086: $6978 = $6963 // floating-point values only 0069: $6978 *= $4864 // floating-point values 0059: $6942 += $6978 // floating-point values 0086: $6979 = $6964 // floating-point values only 0069: $6979 *= $4864 // floating-point values 0059: $6943 += $6979 // floating-point values 0086: $6945 = $6942 // floating-point values only 0061: $6945 -= $6948 // floating-point values $6945 /= 2.0 // floating-point values 0059: $6945 += $6948 // floating-point values 0086: $6946 = $6943 // floating-point values only 0061: $6946 -= $6949 // floating-point values $6946 /= 2.0 // floating-point values 0059: $6946 += $6949 // floating-point values 0086: $6947 = $6944 // floating-point values only 0061: $6947 -= $6950 // floating-point values $6947 /= 2.0 // floating-point values 0059: $6947 += $6950 // floating-point values $6944 += 0.5 // floating-point values $6947 += 0.5 // floating-point values $6950 += 0.5 // floating-point values :COPCAR_1930 if 7.0 > $6944 // floating-point values else_jump @COPCAR_1962 wait 0 jump @COPCAR_781 :COPCAR_1962 0054: store_player $PLAYER_CHAR position_to $95 $96 $97 0509: $6953 = distance between point $95 $96 and point $6942 $6943 if or 150.0 > $6953 // floating-point values $6953 > 600.0 // floating-point values else_jump @COPCAR_2035 wait 0 jump @COPCAR_781 :COPCAR_2035 if and $6942 > -1905.785 // floating-point values -1105.785 > $6942 // floating-point values $6943 > 745.678 // floating-point values 1773.513 > $6943 // floating-point values else_jump @COPCAR_2097 wait 0 jump @COPCAR_781 :COPCAR_2097 if and $6942 > -265.018 // floating-point values 170.188 > $6942 // floating-point values $6943 > -275.942 // floating-point values 1689.059 > $6943 // floating-point values else_jump @COPCAR_2159 wait 0 jump @COPCAR_781 :COPCAR_2159 if and $6942 > 164.191 // floating-point values 259.713 > $6942 // floating-point values $6943 > -187.926 // floating-point values 631.97 > $6943 // floating-point values else_jump @COPCAR_2221 wait 0 jump @COPCAR_781 :COPCAR_2221 if and $6942 > -731.729 // floating-point values -263.334 > $6942 // floating-point values $6943 > -4.399 // floating-point values 62.853 > $6943 // floating-point values else_jump @COPCAR_2283 wait 0 jump @COPCAR_781 :COPCAR_2283 if and $6942 > -180.88 // floating-point values 64.112 > $6942 // floating-point values $6943 > -499.183 // floating-point values -417.519 > $6943 // floating-point values else_jump @COPCAR_2345 wait 0 jump @COPCAR_781 :COPCAR_2345 if and $6942 > -762.855 // floating-point values -172.566 > $6942 // floating-point values $6943 > -667.099 // floating-point values -224.382 > $6943 // floating-point values else_jump @COPCAR_2407 wait 0 jump @COPCAR_781 :COPCAR_2407 if $PASSED_COK2_PHNOM_PENH_86 == 0 // integer values else_jump @COPCAR_2673 if and $6942 > -2327.212 // floating-point values -261.402 > $6942 // floating-point values $6943 > -2027.821 // floating-point values 1894.426 > $6943 // floating-point values else_jump @COPCAR_2487 wait 0 jump @COPCAR_781 :COPCAR_2487 if and $6942 > -265.018 // floating-point values 170.188 > $6942 // floating-point values $6943 > -275.942 // floating-point values 1689.059 > $6943 // floating-point values else_jump @COPCAR_2549 wait 0 jump @COPCAR_781 :COPCAR_2549 if and $6942 > -265.657 // floating-point values 36.828 > $6942 // floating-point values $6943 > -729.217 // floating-point values -275.488 > $6943 // floating-point values else_jump @COPCAR_2611 wait 0 jump @COPCAR_781 :COPCAR_2611 if and $6942 > 164.191 // floating-point values 259.713 > $6942 // floating-point values $6943 > -187.926 // floating-point values 631.97 > $6943 // floating-point values else_jump @COPCAR_2673 wait 0 jump @COPCAR_781 :COPCAR_2673 0099: $6893 = random_integer_0-to-65535 :COPCAR_2678 if $6893 == 0 // integer values else_jump @COPCAR_2708 0099: $6893 = random_integer_0-to-65535 jump @COPCAR_2678 :COPCAR_2708 if or not Model.Available($6935) not Model.Available($6936) else_jump @COPCAR_2772 wait 0 gosub @COPCAR_16370 if $6902 == 1 // integer values else_jump @COPCAR_2765 jump @COPCAR_11758 :COPCAR_2765 jump @COPCAR_2708 :COPCAR_2772 $6876 = Car.Create($6935, $6942, $6943, $6944) Car.Health($6876) = 800 00AE: set_vehicle $6876 traffic_behavior_to 2 048B: unknown_car $6876 timer $6893 04BD: unknown_car $6876 1 Car.Angle($6876) = $6951 0428: unknown_car $6876 flag 1 :COPCAR_2834 if 04F1: unknown_car_check $6876 else_jump @COPCAR_2916 wait 0 if Car.Wrecked($6876) else_jump @COPCAR_2877 jump @COPCAR_11758 :COPCAR_2877 gosub @COPCAR_16370 if $6902 == 1 // integer values else_jump @COPCAR_2909 jump @COPCAR_11758 :COPCAR_2909 jump @COPCAR_2834 :COPCAR_2916 0129: $6877 = create_actor 15 $6936 in_car $6876 driverseat if not $ONMISSION == 1 // integer values else_jump @COPCAR_2989 018A: $6939 = create_checkpoint_at $445 $446 $447 018A: $6940 = create_checkpoint_at $445 $446 $447 018A: $6941 = create_checkpoint_at $445 $446 $447 :COPCAR_2989 Marker.Disable($6939) $6939 = Marker.CreateAboveActor($6877) 0084: $6891 = $6877 // integer values and handles gosub @COPCAR_15798 if $6892 > 0 // integer values else_jump @COPCAR_3072 01C8: $6878 = create_actor 15 $6936 in_car $6876 passenger_seat 0 0084: $6891 = $6878 // integer values and handles gosub @COPCAR_15798 jump @COPCAR_3079 :COPCAR_3072 $6914 = 1 // integer values :COPCAR_3079 if $6892 > 1 // integer values else_jump @COPCAR_3134 01C8: $6879 = create_actor 15 $6936 in_car $6876 passenger_seat 1 0084: $6891 = $6879 // integer values and handles gosub @COPCAR_15798 jump @COPCAR_3141 :COPCAR_3134 $6915 = 1 // integer values :COPCAR_3141 if $6892 > 2 // integer values else_jump @COPCAR_3196 01C8: $6880 = create_actor 15 $6936 in_car $6876 passenger_seat 2 0084: $6891 = $6880 // integer values and handles gosub @COPCAR_15798 jump @COPCAR_3203 :COPCAR_3196 $6916 = 1 // integer values :COPCAR_3203 if $6892 > 3 // integer values else_jump @COPCAR_3413 $6881 = Car.Create($6935, $6945, $6946, $6947) 04BD: unknown_car $6881 1 Car.Angle($6881) = $6951 0428: unknown_car $6881 flag 1 00AE: set_vehicle $6881 traffic_behavior_to 2 Car.Health($6881) = 800 048B: unknown_car $6881 timer $6893 :COPCAR_3283 if 04F1: unknown_car_check $6881 else_jump @COPCAR_3365 wait 0 if Car.Wrecked($6881) else_jump @COPCAR_3326 jump @COPCAR_11758 :COPCAR_3326 gosub @COPCAR_16370 if $6902 == 1 // integer values else_jump @COPCAR_3358 jump @COPCAR_11758 :COPCAR_3358 jump @COPCAR_3283 :COPCAR_3365 0129: $6882 = create_actor 15 $6936 in_car $6881 driverseat 0084: $6891 = $6882 // integer values and handles gosub @COPCAR_15798 Marker.Disable($6940) $6940 = Marker.CreateAboveActor($6882) jump @COPCAR_3427 :COPCAR_3413 $6927 = 1 // integer values $6922 = 1 // integer values :COPCAR_3427 if $6892 > 4 // integer values else_jump @COPCAR_3482 01C8: $6883 = create_actor 15 $6936 in_car $6881 passenger_seat 0 0084: $6891 = $6883 // integer values and handles gosub @COPCAR_15798 jump @COPCAR_3489 :COPCAR_3482 $6923 = 1 // integer values :COPCAR_3489 if $6892 > 5 // integer values else_jump @COPCAR_3544 01C8: $6884 = create_actor 15 $6936 in_car $6881 passenger_seat 1 0084: $6891 = $6884 // integer values and handles gosub @COPCAR_15798 jump @COPCAR_3551 :COPCAR_3544 $6924 = 1 // integer values :COPCAR_3551 if $6892 > 6 // integer values else_jump @COPCAR_3606 01C8: $6885 = create_actor 15 $6936 in_car $6881 passenger_seat 2 0084: $6891 = $6885 // integer values and handles gosub @COPCAR_15798 jump @COPCAR_3613 :COPCAR_3606 $6925 = 1 // integer values :COPCAR_3613 if $6892 > 7 // integer values else_jump @COPCAR_3823 $6886 = Car.Create($6935, $6948, $6949, $6950) 04BD: unknown_car $6886 1 Car.Angle($6886) = $6951 0428: unknown_car $6886 flag 1 00AE: set_vehicle $6886 traffic_behavior_to 2 Car.Health($6886) = 800 048B: unknown_car $6886 timer $6893 :COPCAR_3693 if 04F1: unknown_car_check $6886 else_jump @COPCAR_3775 wait 0 if Car.Wrecked($6886) else_jump @COPCAR_3736 jump @COPCAR_11758 :COPCAR_3736 gosub @COPCAR_16370 if $6902 == 1 // integer values else_jump @COPCAR_3768 jump @COPCAR_11758 :COPCAR_3768 jump @COPCAR_3693 :COPCAR_3775 0129: $6887 = create_actor 15 $6936 in_car $6886 driverseat 0084: $6891 = $6887 // integer values and handles gosub @COPCAR_15798 Marker.Disable($6941) $6941 = Marker.CreateAboveActor($6887) jump @COPCAR_3837 :COPCAR_3823 $6934 = 1 // integer values $6929 = 1 // integer values :COPCAR_3837 if $6892 > 8 // integer values else_jump @COPCAR_3892 01C8: $6888 = create_actor 15 $6936 in_car $6886 passenger_seat 0 0084: $6891 = $6888 // integer values and handles gosub @COPCAR_15798 jump @COPCAR_3899 :COPCAR_3892 $6930 = 1 // integer values :COPCAR_3899 if $6892 > 9 // integer values else_jump @COPCAR_3954 01C8: $6889 = create_actor 15 $6936 in_car $6886 passenger_seat 1 0084: $6891 = $6889 // integer values and handles gosub @COPCAR_15798 jump @COPCAR_3961 :COPCAR_3954 $6931 = 1 // integer values :COPCAR_3961 if $6892 > 10 // integer values else_jump @COPCAR_4016 01C8: $6890 = create_actor 15 $6936 in_car $6886 passenger_seat 2 0084: $6891 = $6890 // integer values and handles gosub @COPCAR_15798 jump @COPCAR_4023 :COPCAR_4016 $6932 = 1 // integer values :COPCAR_4023 Model.Destroy($6935) Model.Destroy($6936) gosub @COPCAR_15216 Actor.StorePos($6877, $6954, $6955, $447) 03AA: play_suspect_last_seen_at $6954 $6955 $447 0054: store_player $PLAYER_CHAR position_to $95 $96 $97 0086: $4862 = $95 // floating-point values only 0061: $4862 -= $6954 // floating-point values 0086: $4863 = $96 // floating-point values only 0061: $4863 -= $6955 // floating-point values 0069: $4862 *= $4862 // floating-point values 0069: $4863 *= $4863 // floating-point values 0086: $6952 = $4863 // floating-point values only 0059: $6952 += $4863 // floating-point values 01FB: $6952 = square_root $6952 0071: $6952 /= $6980 // floating-point values $6952 *= 1000.0 // floating-point values 008C: $6907 = float_to_integer $6952 if 40000 > $6907 // integer values else_jump @COPCAR_4208 $6907 = 40000 // integer values :COPCAR_4208 0058: $6900 += $6907 // integer values $6907 /= 1000 // integer values if $6909 == 1 // integer values else_jump @COPCAR_4267 01E3: text_1number_styled 'A_TIME' $6907 4000 ms 6 // +~1~ seconds jump @COPCAR_4320 :COPCAR_4267 if 45000 > $6900 // integer values else_jump @COPCAR_4298 $6900 = 45000 // integer values :COPCAR_4298 $6900 += 30000 // integer values 014E: set_timer_to $6900 type 1 $6909 = 1 // integer values :COPCAR_4320 01BD: $4811 = current_time_in_ms 0084: $6917 = $4811 // integer values and handles 0084: $6926 = $4811 // integer values and handles 0084: $6933 = $4811 // integer values and handles if 13 > $6892 // integer values else_jump @COPCAR_4377 $6980 -= 0.1 // floating-point values :COPCAR_4377 0396: pause_timer 0 0084: $6938 = $6892 // integer values and handles $6938 += 1 // integer values 01E5: text_1number_highpriority 'CLEVEL' $6938 5000 ms 1 // Vigilante Mission Level ~1~ :COPCAR_4414 wait 0 01BD: $4811 = current_time_in_ms 0054: store_player $PLAYER_CHAR position_to $95 $96 $97 gosub @COPCAR_16370 if $6902 == 1 // integer values else_jump @COPCAR_4469 jump @COPCAR_11758 :COPCAR_4469 if or $6910 == -1 // integer values $6919 == -1 // integer values $6928 == -1 // integer values else_jump @COPCAR_4508 $6894 = 1 // integer values :COPCAR_4508 $2565 += 1 // integer values if $2565 > 2 // integer values else_jump @COPCAR_4540 $2565 = 0 // integer values :COPCAR_4540 if $2565 == 0 // integer values else_jump @COPCAR_6393 if not Actor.Dead($6877) else_jump @COPCAR_5636 if 0449: actor $6877 in_a_car else_jump @COPCAR_5233 Car.RemoveReferences($6876) 03C0: $6876 = actor $6877 car if $6910 == -1 // integer values else_jump @COPCAR_4685 046D: $6898 = actor $6877 car_free_seats if $6898 > 0 // integer values else_jump @COPCAR_4670 0084: $6917 = $4811 // integer values and handles $6917 += 2000 // integer values jump @COPCAR_4678 :COPCAR_4670 0084: $6917 = $4811 // integer values and handles :COPCAR_4678 $6910 = 0 // integer values :COPCAR_4685 if $6910 == 0 // integer values else_jump @COPCAR_4766 if 001C: $4811 > $6917 // integer values else_jump @COPCAR_4766 Car.SetMaxSpeed($6876, 100.0) 00AE: set_vehicle $6876 traffic_behavior_to 2 Car.SetToPsychoDriver($6876) 0084: $6911 = $4811 // integer values and handles $6910 = 1 // integer values $6912 = 0 // integer values :COPCAR_4766 if $6910 > 0 // integer values else_jump @COPCAR_5226 if 00DC: player $PLAYER_CHAR driving $6876 else_jump @COPCAR_4811 01CA: actor $6877 kill_player $PLAYER_CHAR :COPCAR_4811 0084: $4880 = $6876 // integer values and handles 0084: $4881 = $6912 // integer values and handles 0084: $4882 = $6911 // integer values and handles 0086: $4877 = $6982 // floating-point values only 0086: $4878 = $6983 // floating-point values only 0086: $4879 = $6984 // floating-point values only if $6985 > 0.0 // floating-point values else_jump @COPCAR_4887 gosub @COPCAR_13644 :COPCAR_4887 0084: $6912 = $4881 // integer values and handles 0084: $6911 = $4882 // integer values and handles 0086: $6982 = $4877 // floating-point values only 0086: $6983 = $4878 // floating-point values only 0086: $6984 = $4879 // floating-point values only if $6912 == -9 // integer values else_jump @COPCAR_4960 046B: unknown_actor $6877 car $6876 $6912 = 0 // integer values :COPCAR_4960 if 8185: not car $6876 health >= 400 else_jump @COPCAR_4987 01CA: actor $6877 kill_player $PLAYER_CHAR :COPCAR_4987 if 8185: not car $6876 health >= 251 else_jump @COPCAR_5037 046B: unknown_actor $6877 car $6876 0084: $6917 = $4811 // integer values and handles $6917 += 2000 // integer values jump @COPCAR_5045 :COPCAR_5037 0084: $6917 = $4811 // integer values and handles :COPCAR_5045 gosub @COPCAR_14253 Actor.StorePos($6877, $6954, $6955, $447) 0086: $4862 = $95 // floating-point values only 0061: $4862 -= $6954 // floating-point values 0086: $4863 = $96 // floating-point values only 0061: $4863 -= $6955 // floating-point values 0069: $4862 *= $4862 // floating-point values 0069: $4863 *= $4863 // floating-point values 0086: $4864 = $4862 // floating-point values only 0059: $4864 += $4863 // floating-point values 01FB: $4864 = square_root $4864 $6985 = 1000.0 // floating-point values 0071: $6985 /= $4864 // floating-point values if $6985 > 100.0 // floating-point values else_jump @COPCAR_5187 $6985 = 100.0 // floating-point values :COPCAR_5187 if 15.0 > $6985 // floating-point values else_jump @COPCAR_5218 $6985 = 15.0 // floating-point values :COPCAR_5218 Car.SetMaxSpeed($6876, $6985) :COPCAR_5226 jump @COPCAR_5629 :COPCAR_5233 $6910 = -1 // integer values gosub @COPCAR_14253 if 001C: $4811 > $6917 // integer values else_jump @COPCAR_5629 if 00E9: player $PLAYER_CHAR 0 $6877 radius 45.0 45.0 else_jump @COPCAR_5505 if 80E0: not player $PLAYER_CHAR driving else_jump @COPCAR_5328 01CA: actor $6877 kill_player $PLAYER_CHAR jump @COPCAR_5498 :COPCAR_5328 if 00E9: player $PLAYER_CHAR 0 $6877 radius 30.0 30.0 else_jump @COPCAR_5374 01CA: actor $6877 kill_player $PLAYER_CHAR jump @COPCAR_5498 :COPCAR_5374 0084: $4869 = $6877 // integer values and handles if not Car.Wrecked($6876) else_jump @COPCAR_5491 if 0185: car $6876 health >= 400 else_jump @COPCAR_5477 if 0202: actor $6877 near_car $6876 radius 40.0 40.0 unknown 0 else_jump @COPCAR_5463 01D5: actor $6877 go_to_and_drive_car $6876 jump @COPCAR_5470 :COPCAR_5463 gosub @COPCAR_13066 :COPCAR_5470 jump @COPCAR_5484 :COPCAR_5477 gosub @COPCAR_13066 :COPCAR_5484 jump @COPCAR_5498 :COPCAR_5491 gosub @COPCAR_13066 :COPCAR_5498 jump @COPCAR_5629 :COPCAR_5505 0084: $4869 = $6877 // integer values and handles if not Car.Wrecked($6876) else_jump @COPCAR_5622 if 0185: car $6876 health >= 400 else_jump @COPCAR_5608 if 0202: actor $6877 near_car $6876 radius 40.0 40.0 unknown 0 else_jump @COPCAR_5594 01D5: actor $6877 go_to_and_drive_car $6876 jump @COPCAR_5601 :COPCAR_5594 gosub @COPCAR_13066 :COPCAR_5601 jump @COPCAR_5615 :COPCAR_5608 gosub @COPCAR_13066 :COPCAR_5615 jump @COPCAR_5629 :COPCAR_5622 gosub @COPCAR_13066 :COPCAR_5629 jump @COPCAR_6087 :COPCAR_5636 Marker.Disable($6939) Actor.RemoveReferences($6877) if $6913 == 0 // integer values else_jump @COPCAR_5732 $6895 += 1 // integer values 0402: increment_criminals_stopped 018C: play_sound 1 at 0.0 0.0 0.0 if $6895 == 1 // integer values else_jump @COPCAR_5725 03C4: set_status_text_to $6895 0 'KILLS' // KILLS: :COPCAR_5725 $6913 = 1 // integer values :COPCAR_5732 if not Actor.Dead($6878) else_jump @COPCAR_5894 0084: $6877 = $6878 // integer values and handles $6878 = -1 // integer values $6913 = 0 // integer values $6914 = 1 // integer values $6939 = Marker.CreateAboveActor($6877) if not Actor.Dead($6879) else_jump @COPCAR_5836 01DE: tie_actor $6879 to_actor $6877 if 831F: not unknown_actor $6879 hit_by_actor $6877 else_jump @COPCAR_5836 01CC: actor $6879 kill_player $PLAYER_CHAR :COPCAR_5836 if not Actor.Dead($6880) else_jump @COPCAR_5887 01DE: tie_actor $6880 to_actor $6877 if 831F: not unknown_actor $6880 hit_by_actor $6877 else_jump @COPCAR_5887 01CC: actor $6880 kill_player $PLAYER_CHAR :COPCAR_5887 jump @COPCAR_6087 :COPCAR_5894 Actor.RemoveReferences($6878) if not Actor.Dead($6879) else_jump @COPCAR_6010 0084: $6877 = $6879 // integer values and handles $6879 = -1 // integer values $6913 = 0 // integer values $6915 = 1 // integer values $6939 = Marker.CreateAboveActor($6877) if not Actor.Dead($6880) else_jump @COPCAR_6003 01DE: tie_actor $6880 to_actor $6877 if 831F: not unknown_actor $6880 hit_by_actor $6877 else_jump @COPCAR_6003 01CC: actor $6880 kill_player $PLAYER_CHAR :COPCAR_6003 jump @COPCAR_6087 :COPCAR_6010 Actor.RemoveReferences($6879) if not Actor.Dead($6880) else_jump @COPCAR_6075 0084: $6877 = $6880 // integer values and handles $6880 = -1 // integer values $6913 = 0 // integer values $6916 = 1 // integer values $6939 = Marker.CreateAboveActor($6877) jump @COPCAR_6087 :COPCAR_6075 Actor.RemoveReferences($6880) $6918 = 1 // integer values :COPCAR_6087 if Actor.Dead($6878) else_jump @COPCAR_6189 if $6914 == 0 // integer values else_jump @COPCAR_6189 $6895 += 1 // integer values 0402: increment_criminals_stopped 018C: play_sound 1 at 0.0 0.0 0.0 if $6895 == 1 // integer values else_jump @COPCAR_6182 03C4: set_status_text_to $6895 0 'KILLS' // KILLS: :COPCAR_6182 $6914 = 1 // integer values :COPCAR_6189 if Actor.Dead($6879) else_jump @COPCAR_6291 if $6915 == 0 // integer values else_jump @COPCAR_6291 $6895 += 1 // integer values 0402: increment_criminals_stopped 018C: play_sound 1 at 0.0 0.0 0.0 if $6895 == 1 // integer values else_jump @COPCAR_6284 03C4: set_status_text_to $6895 0 'KILLS' // KILLS: :COPCAR_6284 $6915 = 1 // integer values :COPCAR_6291 if Actor.Dead($6880) else_jump @COPCAR_6393 if $6916 == 0 // integer values else_jump @COPCAR_6393 $6895 += 1 // integer values 0402: increment_criminals_stopped 018C: play_sound 1 at 0.0 0.0 0.0 if $6895 == 1 // integer values else_jump @COPCAR_6386 03C4: set_status_text_to $6895 0 'KILLS' // KILLS: :COPCAR_6386 $6916 = 1 // integer values :COPCAR_6393 if $2565 == 1 // integer values else_jump @COPCAR_8713 if not Actor.Dead($6882) else_jump @COPCAR_7956 if 0449: actor $6882 in_a_car else_jump @COPCAR_7553 Car.RemoveReferences($6881) 03C0: $6881 = actor $6882 car if $6919 == -1 // integer values else_jump @COPCAR_6538 046D: $6898 = actor $6882 car_free_seats if $6898 > 0 // integer values else_jump @COPCAR_6523 0084: $6926 = $4811 // integer values and handles $6926 += 2000 // integer values jump @COPCAR_6531 :COPCAR_6523 0084: $6926 = $4811 // integer values and handles :COPCAR_6531 $6919 = 0 // integer values :COPCAR_6538 if $6919 == 0 // integer values else_jump @COPCAR_6697 if 001C: $4811 > $6926 // integer values else_jump @COPCAR_6697 Car.SetMaxSpeed($6881, 100.0) 00AE: set_vehicle $6881 traffic_behavior_to 2 if $6894 == 0 // integer values else_jump @COPCAR_6645 if not Car.Wrecked($6876) else_jump @COPCAR_6638 Car.SetToPsychoDriver($6881) jump @COPCAR_6645 :COPCAR_6638 $6894 = 1 // integer values :COPCAR_6645 if $6894 == 1 // integer values else_jump @COPCAR_6675 04BD: unknown_car $6881 0 Car.SetToPsychoDriver($6881) :COPCAR_6675 0084: $6920 = $4811 // integer values and handles $6919 = 1 // integer values $6921 = 0 // integer values :COPCAR_6697 if $6919 > 0 // integer values else_jump @COPCAR_7546 if 00DC: player $PLAYER_CHAR driving $6881 else_jump @COPCAR_6742 01CA: actor $6882 kill_player $PLAYER_CHAR :COPCAR_6742 0084: $4880 = $6881 // integer values and handles 0084: $4881 = $6921 // integer values and handles 0084: $4882 = $6920 // integer values and handles 0088: $4877 = 2@ // floating-point values only 0088: $4878 = 3@ // floating-point values only 0088: $4879 = 4@ // floating-point values only if 5@ > 0.0 // floating-point values else_jump @COPCAR_6818 gosub @COPCAR_13644 :COPCAR_6818 0084: $6921 = $4881 // integer values and handles 0084: $6920 = $4882 // integer values and handles 0089: 2@ = $4877 // floating-point values only 0089: 3@ = $4878 // floating-point values only 0089: 4@ = $4879 // floating-point values only if $6921 == -9 // integer values else_jump @COPCAR_6891 046B: unknown_actor $6882 car $6881 $6921 = 0 // integer values :COPCAR_6891 if 8185: not car $6881 health >= 400 else_jump @COPCAR_6918 01CA: actor $6882 kill_player $PLAYER_CHAR :COPCAR_6918 if 8185: not car $6881 health >= 251 else_jump @COPCAR_6968 046B: unknown_actor $6882 car $6881 0084: $6926 = $4811 // integer values and handles $6926 += 2000 // integer values jump @COPCAR_6976 :COPCAR_6968 0084: $6926 = $4811 // integer values and handles :COPCAR_6976 gosub @COPCAR_14574 Actor.StorePos($6882, 0@, 1@, $447) 0086: $4862 = $95 // floating-point values only 0067: $4862 -= 0@ // floating-point values 0086: $4863 = $96 // floating-point values only 0067: $4863 -= 1@ // floating-point values 0069: $4862 *= $4862 // floating-point values 0069: $4863 *= $4863 // floating-point values 0086: $4864 = $4862 // floating-point values only 0059: $4864 += $4863 // floating-point values 01FB: $4864 = square_root $4864 5@ = 1000.0 // floating-point values 0077: 5@ /= $4864 // floating-point values if 5@ > 100.0 // floating-point values else_jump @COPCAR_7118 5@ = 100.0 // floating-point values :COPCAR_7118 if 15.0 > 5@ // floating-point values else_jump @COPCAR_7149 5@ = 15.0 // floating-point values :COPCAR_7149 if $6894 == 0 // integer values else_jump @COPCAR_7501 if not Car.Wrecked($6876) else_jump @COPCAR_7489 0084: $4867 = $6881 // integer values and handles 0084: $4868 = $6876 // integer values and handles gosub @COPCAR_12853 0089: 5@ = $6962 // floating-point values only 02F8: get_vehicle $6881 Z_angle_sine_to $6976 02F9: get_vehicle $6881 Z_angle_cosine_to $6977 Car.StorePos($6876, $6970, $6971, $447) Car.StorePos($6881, $6972, $6973, $447) 0086: $6958 = $6972 // floating-point values only 0061: $6958 -= $6970 // floating-point values 0069: $6976 *= $6958 // floating-point values 0086: $6959 = $6973 // floating-point values only 0061: $6959 -= $6971 // floating-point values 0069: $6977 *= $6959 // floating-point values 0086: $6966 = $6976 // floating-point values only 0059: $6966 += $6977 // floating-point values 02F8: get_vehicle $6876 Z_angle_sine_to $6976 02F9: get_vehicle $6876 Z_angle_cosine_to $6977 Car.StorePos($6881, $6972, $6973, $447) Car.StorePos($6876, $6970, $6971, $447) 0086: $6958 = $6970 // floating-point values only 0061: $6958 -= $6972 // floating-point values 0069: $6976 *= $6958 // floating-point values 0086: $6959 = $6971 // floating-point values only 0061: $6959 -= $6973 // floating-point values 0069: $6977 *= $6959 // floating-point values 0086: $6967 = $6976 // floating-point values only 0059: $6967 += $6977 // floating-point values if $6966 > 0.0 // floating-point values else_jump @COPCAR_7482 if 0.0 > $6967 // floating-point values else_jump @COPCAR_7482 5@ = 0.0 // floating-point values :COPCAR_7482 jump @COPCAR_7501 :COPCAR_7489 Car.SetToPsychoDriver($6881) $6894 = 1 // integer values :COPCAR_7501 if 5@ == 0.0 // floating-point values else_jump @COPCAR_7538 0477: set_car $6881 animation 1 17 ms jump @COPCAR_7546 :COPCAR_7538 Car.SetMaxSpeed($6881, 5@) :COPCAR_7546 jump @COPCAR_7949 :COPCAR_7553 $6919 = -1 // integer values gosub @COPCAR_14574 if 001C: $4811 > $6926 // integer values else_jump @COPCAR_7949 if 00E9: player $PLAYER_CHAR 0 $6882 radius 40.0 40.0 else_jump @COPCAR_7825 if 80E0: not player $PLAYER_CHAR driving else_jump @COPCAR_7648 01CA: actor $6882 kill_player $PLAYER_CHAR jump @COPCAR_7818 :COPCAR_7648 if 00E9: player $PLAYER_CHAR 0 $6882 radius 25.0 25.0 else_jump @COPCAR_7694 01CA: actor $6882 kill_player $PLAYER_CHAR jump @COPCAR_7818 :COPCAR_7694 0084: $4869 = $6882 // integer values and handles if not Car.Wrecked($6881) else_jump @COPCAR_7811 if 0185: car $6881 health >= 400 else_jump @COPCAR_7797 if 0202: actor $6882 near_car $6881 radius 40.0 40.0 unknown 0 else_jump @COPCAR_7783 01D5: actor $6882 go_to_and_drive_car $6881 jump @COPCAR_7790 :COPCAR_7783 gosub @COPCAR_13066 :COPCAR_7790 jump @COPCAR_7804 :COPCAR_7797 gosub @COPCAR_13066 :COPCAR_7804 jump @COPCAR_7818 :COPCAR_7811 gosub @COPCAR_13066 :COPCAR_7818 jump @COPCAR_7949 :COPCAR_7825 0084: $4869 = $6882 // integer values and handles if not Car.Wrecked($6881) else_jump @COPCAR_7942 if 0185: car $6881 health >= 400 else_jump @COPCAR_7928 if 0202: actor $6882 near_car $6881 radius 40.0 40.0 unknown 0 else_jump @COPCAR_7914 01D5: actor $6882 go_to_and_drive_car $6881 jump @COPCAR_7921 :COPCAR_7914 gosub @COPCAR_13066 :COPCAR_7921 jump @COPCAR_7935 :COPCAR_7928 gosub @COPCAR_13066 :COPCAR_7935 jump @COPCAR_7949 :COPCAR_7942 gosub @COPCAR_13066 :COPCAR_7949 jump @COPCAR_8407 :COPCAR_7956 Marker.Disable($6940) Actor.RemoveReferences($6882) if $6922 == 0 // integer values else_jump @COPCAR_8052 $6895 += 1 // integer values 0402: increment_criminals_stopped 018C: play_sound 1 at 0.0 0.0 0.0 if $6895 == 1 // integer values else_jump @COPCAR_8045 03C4: set_status_text_to $6895 0 'KILLS' // KILLS: :COPCAR_8045 $6922 = 1 // integer values :COPCAR_8052 if not Actor.Dead($6883) else_jump @COPCAR_8214 0084: $6882 = $6883 // integer values and handles $6883 = -1 // integer values $6922 = 0 // integer values $6923 = 1 // integer values $6940 = Marker.CreateAboveActor($6882) if not Actor.Dead($6884) else_jump @COPCAR_8156 01DE: tie_actor $6884 to_actor $6882 if 831F: not unknown_actor $6884 hit_by_actor $6882 else_jump @COPCAR_8156 01CC: actor $6884 kill_player $PLAYER_CHAR :COPCAR_8156 if not Actor.Dead($6885) else_jump @COPCAR_8207 01DE: tie_actor $6885 to_actor $6882 if 831F: not unknown_actor $6885 hit_by_actor $6882 else_jump @COPCAR_8207 01CC: actor $6885 kill_player $PLAYER_CHAR :COPCAR_8207 jump @COPCAR_8407 :COPCAR_8214 Actor.RemoveReferences($6883) if not Actor.Dead($6884) else_jump @COPCAR_8330 0084: $6882 = $6884 // integer values and handles $6884 = -1 // integer values $6922 = 0 // integer values $6924 = 1 // integer values $6940 = Marker.CreateAboveActor($6882) if not Actor.Dead($6885) else_jump @COPCAR_8323 01DE: tie_actor $6885 to_actor $6882 if 831F: not unknown_actor $6885 hit_by_actor $6882 else_jump @COPCAR_8323 01CC: actor $6885 kill_player $PLAYER_CHAR :COPCAR_8323 jump @COPCAR_8407 :COPCAR_8330 Actor.RemoveReferences($6884) if not Actor.Dead($6885) else_jump @COPCAR_8395 0084: $6882 = $6885 // integer values and handles $6885 = -1 // integer values $6922 = 0 // integer values $6925 = 1 // integer values $6940 = Marker.CreateAboveActor($6882) jump @COPCAR_8407 :COPCAR_8395 Actor.RemoveReferences($6885) $6927 = 1 // integer values :COPCAR_8407 if Actor.Dead($6883) else_jump @COPCAR_8509 if $6923 == 0 // integer values else_jump @COPCAR_8509 $6895 += 1 // integer values 0402: increment_criminals_stopped 018C: play_sound 1 at 0.0 0.0 0.0 if $6895 == 1 // integer values else_jump @COPCAR_8502 03C4: set_status_text_to $6895 0 'KILLS' // KILLS: :COPCAR_8502 $6923 = 1 // integer values :COPCAR_8509 if Actor.Dead($6884) else_jump @COPCAR_8611 if $6924 == 0 // integer values else_jump @COPCAR_8611 $6895 += 1 // integer values 0402: increment_criminals_stopped 018C: play_sound 1 at 0.0 0.0 0.0 if $6895 == 1 // integer values else_jump @COPCAR_8604 03C4: set_status_text_to $6895 0 'KILLS' // KILLS: :COPCAR_8604 $6924 = 1 // integer values :COPCAR_8611 if Actor.Dead($6885) else_jump @COPCAR_8713 if $6925 == 0 // integer values else_jump @COPCAR_8713 $6895 += 1 // integer values 0402: increment_criminals_stopped 018C: play_sound 1 at 0.0 0.0 0.0 if $6895 == 1 // integer values else_jump @COPCAR_8706 03C4: set_status_text_to $6895 0 'KILLS' // KILLS: :COPCAR_8706 $6925 = 1 // integer values :COPCAR_8713 if $2565 == 2 // integer values else_jump @COPCAR_11033 if not Actor.Dead($6887) else_jump @COPCAR_10276 if 0449: actor $6887 in_a_car else_jump @COPCAR_9873 Car.RemoveReferences($6886) 03C0: $6886 = actor $6887 car if $6928 == -1 // integer values else_jump @COPCAR_8858 046D: $6898 = actor $6887 car_free_seats if $6898 > 0 // integer values else_jump @COPCAR_8843 0084: $6933 = $4811 // integer values and handles $6933 += 2000 // integer values jump @COPCAR_8851 :COPCAR_8843 0084: $6933 = $4811 // integer values and handles :COPCAR_8851 $6928 = 0 // integer values :COPCAR_8858 if $6928 == 0 // integer values else_jump @COPCAR_9017 if 001C: $4811 > $6933 // integer values else_jump @COPCAR_9017 Car.SetMaxSpeed($6886, 100.0) 00AE: set_vehicle $6886 traffic_behavior_to 2 if $6894 == 0 // integer values else_jump @COPCAR_8965 if not Car.Wrecked($6881) else_jump @COPCAR_8958 Car.SetToPsychoDriver($6886) jump @COPCAR_8965 :COPCAR_8958 $6894 = 1 // integer values :COPCAR_8965 if $6894 == 1 // integer values else_jump @COPCAR_8995 04BD: unknown_car $6886 0 Car.SetToPsychoDriver($6886) :COPCAR_8995 008B: 12@ = $4811 // integer values and handles $6928 = 1 // integer values 13@ = 0 // integer values :COPCAR_9017 if $6928 > 0 // integer values else_jump @COPCAR_9866 if 00DC: player $PLAYER_CHAR driving $6886 else_jump @COPCAR_9062 01CA: actor $6887 kill_player $PLAYER_CHAR :COPCAR_9062 0084: $4880 = $6886 // integer values and handles 008A: $4881 = 13@ // integer values and handles 008A: $4882 = 12@ // integer values and handles 0088: $4877 = 8@ // floating-point values only 0088: $4878 = 9@ // floating-point values only 0088: $4879 = 10@ // floating-point values only if 11@ > 0.0 // floating-point values else_jump @COPCAR_9138 gosub @COPCAR_13644 :COPCAR_9138 008B: 13@ = $4881 // integer values and handles 008B: 12@ = $4882 // integer values and handles 0089: 8@ = $4877 // floating-point values only 0089: 9@ = $4878 // floating-point values only 0089: 10@ = $4879 // floating-point values only if 13@ == -9 // integer values else_jump @COPCAR_9211 046B: unknown_actor $6887 car $6886 13@ = 0 // integer values :COPCAR_9211 if 8185: not car $6886 health >= 400 else_jump @COPCAR_9238 01CA: actor $6887 kill_player $PLAYER_CHAR :COPCAR_9238 if 8185: not car $6886 health >= 251 else_jump @COPCAR_9288 046B: unknown_actor $6887 car $6886 0084: $6933 = $4811 // integer values and handles $6933 += 2000 // integer values jump @COPCAR_9296 :COPCAR_9288 0084: $6933 = $4811 // integer values and handles :COPCAR_9296 gosub @COPCAR_14895 Actor.StorePos($6887, 6@, 7@, $447) 0086: $4862 = $95 // floating-point values only 0067: $4862 -= 6@ // floating-point values 0086: $4863 = $96 // floating-point values only 0067: $4863 -= 7@ // floating-point values 0069: $4862 *= $4862 // floating-point values 0069: $4863 *= $4863 // floating-point values 0086: $4864 = $4862 // floating-point values only 0059: $4864 += $4863 // floating-point values 01FB: $4864 = square_root $4864 11@ = 1000.0 // floating-point values 0077: 11@ /= $4864 // floating-point values if 11@ > 100.0 // floating-point values else_jump @COPCAR_9438 11@ = 100.0 // floating-point values :COPCAR_9438 if 15.0 > 11@ // floating-point values else_jump @COPCAR_9469 11@ = 15.0 // floating-point values :COPCAR_9469 if $6894 == 0 // integer values else_jump @COPCAR_9821 if not Car.Wrecked($6881) else_jump @COPCAR_9809 0084: $4867 = $6886 // integer values and handles 0084: $4868 = $6881 // integer values and handles gosub @COPCAR_12853 0089: 11@ = $6962 // floating-point values only 02F8: get_vehicle $6886 Z_angle_sine_to $6976 02F9: get_vehicle $6886 Z_angle_cosine_to $6977 Car.StorePos($6881, $6972, $6973, $447) Car.StorePos($6886, $6974, $6975, $447) 0086: $6958 = $6974 // floating-point values only 0061: $6958 -= $6972 // floating-point values 0069: $6976 *= $6958 // floating-point values 0086: $6959 = $6975 // floating-point values only 0061: $6959 -= $6973 // floating-point values 0069: $6977 *= $6959 // floating-point values 0086: $6968 = $6976 // floating-point values only 0059: $6968 += $6977 // floating-point values 02F8: get_vehicle $6881 Z_angle_sine_to $6976 02F9: get_vehicle $6881 Z_angle_cosine_to $6977 Car.StorePos($6886, $6974, $6975, $447) Car.StorePos($6881, $6972, $6973, $447) 0086: $6958 = $6972 // floating-point values only 0061: $6958 -= $6974 // floating-point values 0069: $6976 *= $6958 // floating-point values 0086: $6959 = $6973 // floating-point values only 0061: $6959 -= $6975 // floating-point values 0069: $6977 *= $6959 // floating-point values 0086: $6969 = $6976 // floating-point values only 0059: $6969 += $6977 // floating-point values if $6968 > 0.0 // floating-point values else_jump @COPCAR_9802 if 0.0 > $6969 // floating-point values else_jump @COPCAR_9802 11@ = 0.0 // floating-point values :COPCAR_9802 jump @COPCAR_9821 :COPCAR_9809 Car.SetToPsychoDriver($6886) $6894 = 1 // integer values :COPCAR_9821 if 11@ == 0.0 // floating-point values else_jump @COPCAR_9858 0477: set_car $6886 animation 1 17 ms jump @COPCAR_9866 :COPCAR_9858 Car.SetMaxSpeed($6886, 11@) :COPCAR_9866 jump @COPCAR_10269 :COPCAR_9873 $6928 = -1 // integer values gosub @COPCAR_14895 if 001C: $4811 > $6933 // integer values else_jump @COPCAR_10269 if 00E9: player $PLAYER_CHAR 0 $6887 radius 40.0 40.0 else_jump @COPCAR_10145 if 80E0: not player $PLAYER_CHAR driving else_jump @COPCAR_9968 01CA: actor $6887 kill_player $PLAYER_CHAR jump @COPCAR_10138 :COPCAR_9968 if 00E9: player $PLAYER_CHAR 0 $6887 radius 25.0 25.0 else_jump @COPCAR_10014 01CA: actor $6887 kill_player $PLAYER_CHAR jump @COPCAR_10138 :COPCAR_10014 0084: $4869 = $6887 // integer values and handles if not Car.Wrecked($6886) else_jump @COPCAR_10131 if 0185: car $6886 health >= 400 else_jump @COPCAR_10117 if 0202: actor $6887 near_car $6886 radius 40.0 40.0 unknown 0 else_jump @COPCAR_10103 01D5: actor $6887 go_to_and_drive_car $6886 jump @COPCAR_10110 :COPCAR_10103 gosub @COPCAR_13066 :COPCAR_10110 jump @COPCAR_10124 :COPCAR_10117 gosub @COPCAR_13066 :COPCAR_10124 jump @COPCAR_10138 :COPCAR_10131 gosub @COPCAR_13066 :COPCAR_10138 jump @COPCAR_10269 :COPCAR_10145 0084: $4869 = $6887 // integer values and handles if not Car.Wrecked($6886) else_jump @COPCAR_10262 if 0185: car $6886 health >= 400 else_jump @COPCAR_10248 if 0202: actor $6887 near_car $6886 radius 40.0 40.0 unknown 0 else_jump @COPCAR_10234 01D5: actor $6887 go_to_and_drive_car $6886 jump @COPCAR_10241 :COPCAR_10234 gosub @COPCAR_13066 :COPCAR_10241 jump @COPCAR_10255 :COPCAR_10248 gosub @COPCAR_13066 :COPCAR_10255 jump @COPCAR_10269 :COPCAR_10262 gosub @COPCAR_13066 :COPCAR_10269 jump @COPCAR_10727 :COPCAR_10276 Marker.Disable($6941) Actor.RemoveReferences($6887) if $6929 == 0 // integer values else_jump @COPCAR_10372 $6895 += 1 // integer values 0402: increment_criminals_stopped 018C: play_sound 1 at 0.0 0.0 0.0 if $6895 == 1 // integer values else_jump @COPCAR_10365 03C4: set_status_text_to $6895 0 'KILLS' // KILLS: :COPCAR_10365 $6929 = 1 // integer values :COPCAR_10372 if not Actor.Dead($6888) else_jump @COPCAR_10534 0084: $6887 = $6888 // integer values and handles $6888 = -1 // integer values $6929 = 0 // integer values $6930 = 1 // integer values $6941 = Marker.CreateAboveActor($6887) if not Actor.Dead($6889) else_jump @COPCAR_10476 01DE: tie_actor $6889 to_actor $6887 if 831F: not unknown_actor $6889 hit_by_actor $6887 else_jump @COPCAR_10476 01CC: actor $6889 kill_player $PLAYER_CHAR :COPCAR_10476 if not Actor.Dead($6890) else_jump @COPCAR_10527 01DE: tie_actor $6890 to_actor $6887 if 831F: not unknown_actor $6890 hit_by_actor $6887 else_jump @COPCAR_10527 01CC: actor $6890 kill_player $PLAYER_CHAR :COPCAR_10527 jump @COPCAR_10727 :COPCAR_10534 Actor.RemoveReferences($6888) if not Actor.Dead($6889) else_jump @COPCAR_10650 0084: $6887 = $6889 // integer values and handles $6889 = -1 // integer values $6929 = 0 // integer values $6931 = 1 // integer values $6941 = Marker.CreateAboveActor($6887) if not Actor.Dead($6890) else_jump @COPCAR_10643 01DE: tie_actor $6890 to_actor $6887 if 831F: not unknown_actor $6890 hit_by_actor $6887 else_jump @COPCAR_10643 01CC: actor $6890 kill_player $PLAYER_CHAR :COPCAR_10643 jump @COPCAR_10727 :COPCAR_10650 Actor.RemoveReferences($6889) if not Actor.Dead($6890) else_jump @COPCAR_10715 0084: $6887 = $6890 // integer values and handles $6890 = -1 // integer values $6929 = 0 // integer values $6932 = 1 // integer values $6941 = Marker.CreateAboveActor($6887) jump @COPCAR_10727 :COPCAR_10715 Actor.RemoveReferences($6890) $6934 = 1 // integer values :COPCAR_10727 if Actor.Dead($6888) else_jump @COPCAR_10829 if $6930 == 0 // integer values else_jump @COPCAR_10829 $6895 += 1 // integer values 0402: increment_criminals_stopped 018C: play_sound 1 at 0.0 0.0 0.0 if $6895 == 1 // integer values else_jump @COPCAR_10822 03C4: set_status_text_to $6895 0 'KILLS' // KILLS: :COPCAR_10822 $6930 = 1 // integer values :COPCAR_10829 if Actor.Dead($6889) else_jump @COPCAR_10931 if $6931 == 0 // integer values else_jump @COPCAR_10931 $6895 += 1 // integer values 0402: increment_criminals_stopped 018C: play_sound 1 at 0.0 0.0 0.0 if $6895 == 1 // integer values else_jump @COPCAR_10924 03C4: set_status_text_to $6895 0 'KILLS' // KILLS: :COPCAR_10924 $6931 = 1 // integer values :COPCAR_10931 if Actor.Dead($6890) else_jump @COPCAR_11033 if $6932 == 0 // integer values else_jump @COPCAR_11033 $6895 += 1 // integer values 0402: increment_criminals_stopped 018C: play_sound 1 at 0.0 0.0 0.0 if $6895 == 1 // integer values else_jump @COPCAR_11026 03C4: set_status_text_to $6895 0 'KILLS' // KILLS: :COPCAR_11026 $6932 = 1 // integer values :COPCAR_11033 if and $6918 == 1 // integer values $6927 == 1 // integer values $6934 == 1 // integer values else_jump @COPCAR_11072 jump @COPCAR_11079 :COPCAR_11072 jump @COPCAR_4414 :COPCAR_11079 0578: save_highest_vigilante_level $6938 $6892 += 1 // integer values if or 056C: actor $PLAYER_ACTOR driving_police_vehicle 00DE: player $PLAYER_CHAR driving_vehicle_type #HUNTER 00DE: player $PLAYER_CHAR driving_vehicle_type #FBICAR else_jump @COPCAR_11161 03C1: $6875 = player $PLAYER_CHAR car 053F: set_car $6875 tires_vulnerable 0 $6908 = Car.Health($6875) $6908 += 100 // integer values Car.Health($6875) = $6908 :COPCAR_11161 Car.RemoveReferences($6876) Actor.RemoveReferences($6877) Actor.RemoveReferences($6878) Actor.RemoveReferences($6879) Actor.RemoveReferences($6880) Car.RemoveReferences($6881) Actor.RemoveReferences($6882) Actor.RemoveReferences($6883) Actor.RemoveReferences($6884) Actor.RemoveReferences($6885) Car.RemoveReferences($6886) Actor.RemoveReferences($6887) Actor.RemoveReferences($6888) Actor.RemoveReferences($6889) Actor.RemoveReferences($6890) Marker.Disable($6939) Marker.Disable($6940) Marker.Disable($6941) 0084: $6897 = $6892 // integer values and handles 0068: $6897 *= $6892 // integer values $6897 *= 50 // integer values 01E3: text_1number_styled 'C_PASS' $6897 5000 ms 5 // THREAT ELIMINATED: $ ~1~ Player.Money($PLAYER_CHAR) += $6897 if $1582 == 0 // integer values else_jump @COPCAR_11374 if $6892 == 12 // integer values else_jump @COPCAR_11374 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: mission_complete $1582 = 1 // integer values :COPCAR_11374 if and 856C: not actor $PLAYER_ACTOR driving_police_vehicle 80DE: not player $PLAYER_CHAR driving_vehicle_type #HUNTER 80DE: not player $PLAYER_CHAR driving_vehicle_type #FBICAR else_jump @COPCAR_11660 if $6901 == 0 // integer values else_jump @COPCAR_11482 01BD: $6896 = current_time_in_ms if $6900 > 60000 // integer values else_jump @COPCAR_11467 $6899 = 60000 // integer values jump @COPCAR_11475 :COPCAR_11467 0084: $6899 = $6900 // integer values and handles :COPCAR_11475 $6901 = 1 // integer values :COPCAR_11482 01BD: $6903 = current_time_in_ms 0084: $6904 = $6903 // integer values and handles 0060: $6904 -= $6896 // integer values 0060: $6899 -= $6904 // integer values 0084: $6896 = $6903 // integer values and handles 0084: $6905 = $6899 // integer values and handles $6905 /= 1000 // integer values if 1 > $6905 // integer values else_jump @COPCAR_11615 $6905 = 0 // integer values if 001C: $6903 > $6937 // integer values else_jump @COPCAR_11608 00BC: text_highpriority 'C_TIME' 3000 ms 1 // ~r~Your time as a law enforcer is over! $6902 = 1 // integer values jump @COPCAR_11758 :COPCAR_11608 jump @COPCAR_11631 :COPCAR_11615 0084: $6937 = $6903 // integer values and handles $6937 += 1000 // integer values :COPCAR_11631 01E5: text_1number_highpriority 'COPCART' $6905 200 ms 1 // ~g~You have ~1~ seconds to return to a police vehicle before the mission ends. wait 0 jump @COPCAR_11374 :COPCAR_11660 0396: pause_timer 1 if 00E0: player $PLAYER_CHAR driving else_jump @COPCAR_11718 03C1: $6875 = player $PLAYER_CHAR car 053F: set_car $6875 tires_vulnerable 0 $6908 = Car.Health($6875) $6908 += 100 // integer values Car.Health($6875) = $6908 :COPCAR_11718 if 13 > $6892 // integer values else_jump @COPCAR_11751 $6981 -= 0.05 // floating-point values 03C7: set_sensitivity_to_crime_to $6981 :COPCAR_11751 jump @COPCAR_538 :COPCAR_11758 return :COPCAR_11760 $ONMISSION = 0 // integer values Marker.Disable($6939) Marker.Disable($6940) Marker.Disable($6941) 014F: stop_timer $6900 0151: remove_status_text $6895 Model.Destroy($6935) Model.Destroy($6936) Model.Destroy(#COLT45) Model.Destroy(#TEC9) Model.Destroy(#RUGER) Model.Destroy(#CHROMEGUN) Model.Destroy(#MACHETE) Model.Destroy(#BAT) 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms mission_cleanup return :COPCAR_11841 if $6892 > 1 // integer values else_jump @COPCAR_11875 0209: $4127 = random_int 26 37 jump @COPCAR_11884 :COPCAR_11875 0209: $4127 = random_int 0 37 :COPCAR_11884 if $4127 == 0 // integer values else_jump @COPCAR_11910 04AE: $6935 = 191 // integer values OR floating-point values :COPCAR_11910 if $4127 == 1 // integer values else_jump @COPCAR_11936 04AE: $6935 = 192 // integer values OR floating-point values :COPCAR_11936 if $4127 == 2 // integer values else_jump @COPCAR_11962 04AE: $6935 = 193 // integer values OR floating-point values :COPCAR_11962 if $4127 == 3 // integer values else_jump @COPCAR_11988 04AE: $6935 = 198 // integer values OR floating-point values :COPCAR_11988 if $4127 == 4 // integer values else_jump @COPCAR_12014 04AE: $6935 = 210 // integer values OR floating-point values :COPCAR_12014 if $4127 == 5 // integer values else_jump @COPCAR_12040 04AE: $6935 = 132 // integer values OR floating-point values :COPCAR_12040 if $4127 == 6 // integer values else_jump @COPCAR_12066 04AE: $6935 = 141 // integer values OR floating-point values :COPCAR_12066 if $4127 == 7 // integer values else_jump @COPCAR_12092 04AE: $6935 = 145 // integer values OR floating-point values :COPCAR_12092 if $4127 == 8 // integer values else_jump @COPCAR_12118 04AE: $6935 = 159 // integer values OR floating-point values :COPCAR_12118 if $4127 == 9 // integer values else_jump @COPCAR_12144 04AE: $6935 = 207 // integer values OR floating-point values :COPCAR_12144 if $4127 == 10 // integer values else_jump @COPCAR_12170 04AE: $6935 = 154 // integer values OR floating-point values :COPCAR_12170 if $4127 == 11 // integer values else_jump @COPCAR_12196 04AE: $6935 = 131 // integer values OR floating-point values :COPCAR_12196 if $4127 == 12 // integer values else_jump @COPCAR_12222 04AE: $6935 = 133 // integer values OR floating-point values :COPCAR_12222 if $4127 == 13 // integer values else_jump @COPCAR_12248 04AE: $6935 = 140 // integer values OR floating-point values :COPCAR_12248 if $4127 == 14 // integer values else_jump @COPCAR_12274 04AE: $6935 = 143 // integer values OR floating-point values :COPCAR_12274 if $4127 == 15 // integer values else_jump @COPCAR_12300 04AE: $6935 = 144 // integer values OR floating-point values :COPCAR_12300 if $4127 == 16 // integer values else_jump @COPCAR_12326 04AE: $6935 = 152 // integer values OR floating-point values :COPCAR_12326 if $4127 == 17 // integer values else_jump @COPCAR_12352 04AE: $6935 = 149 // integer values OR floating-point values :COPCAR_12352 if $4127 == 18 // integer values else_jump @COPCAR_12378 04AE: $6935 = 153 // integer values OR floating-point values :COPCAR_12378 if $4127 == 19 // integer values else_jump @COPCAR_12404 04AE: $6935 = 169 // integer values OR floating-point values :COPCAR_12404 if $4127 == 20 // integer values else_jump @COPCAR_12430 04AE: $6935 = 186 // integer values OR floating-point values :COPCAR_12430 if $4127 == 21 // integer values else_jump @COPCAR_12456 04AE: $6935 = 205 // integer values OR floating-point values :COPCAR_12456 if $4127 == 22 // integer values else_jump @COPCAR_12482 04AE: $6935 = 212 // integer values OR floating-point values :COPCAR_12482 if $4127 == 23 // integer values else_jump @COPCAR_12508 04AE: $6935 = 208 // integer values OR floating-point values :COPCAR_12508 if $4127 == 24 // integer values else_jump @COPCAR_12534 04AE: $6935 = 204 // integer values OR floating-point values :COPCAR_12534 if $4127 == 25 // integer values else_jump @COPCAR_12560 04AE: $6935 = 170 // integer values OR floating-point values :COPCAR_12560 if $4127 == 26 // integer values else_jump @COPCAR_12586 04AE: $6935 = 135 // integer values OR floating-point values :COPCAR_12586 if $4127 == 27 // integer values else_jump @COPCAR_12612 04AE: $6935 = 148 // integer values OR floating-point values :COPCAR_12612 if $4127 == 28 // integer values else_jump @COPCAR_12638 04AE: $6935 = 151 // integer values OR floating-point values :COPCAR_12638 if $4127 == 29 // integer values else_jump @COPCAR_12664 04AE: $6935 = 130 // integer values OR floating-point values :COPCAR_12664 if $4127 == 30 // integer values else_jump @COPCAR_12690 04AE: $6935 = 134 // integer values OR floating-point values :COPCAR_12690 if $4127 == 31 // integer values else_jump @COPCAR_12716 04AE: $6935 = 175 // integer values OR floating-point values :COPCAR_12716 if $4127 == 32 // integer values else_jump @COPCAR_12742 04AE: $6935 = 196 // integer values OR floating-point values :COPCAR_12742 if $4127 == 33 // integer values else_jump @COPCAR_12768 04AE: $6935 = 197 // integer values OR floating-point values :COPCAR_12768 if $4127 == 34 // integer values else_jump @COPCAR_12794 04AE: $6935 = 222 // integer values OR floating-point values :COPCAR_12794 if $4127 == 35 // integer values else_jump @COPCAR_12820 04AE: $6935 = 209 // integer values OR floating-point values :COPCAR_12820 if $4127 == 36 // integer values else_jump @COPCAR_12846 04AE: $6935 = 174 // integer values OR floating-point values :COPCAR_12846 Model.Load($6935) return :COPCAR_12853 if $4868 == -1 // integer values else_jump @COPCAR_12892 0054: store_player $PLAYER_CHAR position_to $6960 $6961 $6958 jump @COPCAR_12906 :COPCAR_12892 Car.StorePos($4868, $6960, $6961, $6958) :COPCAR_12906 Car.StorePos($4867, $6956, $6957, $6958) 0086: $6958 = $6956 // floating-point values only 0061: $6958 -= $6960 // floating-point values 0086: $6959 = $6957 // floating-point values only 0061: $6959 -= $6961 // floating-point values 0069: $6958 *= $6958 // floating-point values 0069: $6959 *= $6959 // floating-point values 0059: $6958 += $6959 // floating-point values 01FB: $6958 = square_root $6958 0086: $6962 = $6958 // floating-point values only $6962 += 3.0 // floating-point values if $6962 > 100.0 // floating-point values else_jump @COPCAR_13033 $6962 = 100.0 // floating-point values :COPCAR_13033 if 0.0 > $6962 // floating-point values else_jump @COPCAR_13064 $6962 = 0.0 // floating-point values :COPCAR_13064 return :COPCAR_13066 if not Actor.Dead($4869) else_jump @COPCAR_13642 Actor.StorePos($4869, $4872, $4873, $4874) if $4886 == 919.9 // floating-point values else_jump @COPCAR_13134 $451 = Car.Create($6935, $4872, $4873, $4874) :COPCAR_13134 if 00E9: player $PLAYER_CHAR 0 $4869 radius 40.0 40.0 else_jump @COPCAR_13421 0086: $4875 = $4872 // floating-point values only $4875 += 40.0 // floating-point values 0086: $4876 = $4873 // floating-point values only $4876 += 40.0 // floating-point values $4872 -= 40.0 // floating-point values $4873 -= 40.0 // floating-point values Car.RemoveReferences($451) $451 = -1 // integer values 0327: $451 = create_random_car_with_actors -1 in_area $4872 $4873 $4875 $4876 if or $451 == -1 // integer values 003A: $6876 == $451 // integer values and handles else_jump @COPCAR_13293 01CA: actor $4869 kill_player $PLAYER_CHAR jump @COPCAR_13414 :COPCAR_13293 if 0185: car $451 health >= 400 else_jump @COPCAR_13394 046D: $6898 = actor $4869 car_free_seats 01EA: $4939 = car $451 max_passengers if 801C: not $6898 > $4939 // integer values else_jump @COPCAR_13379 020A: set_car $451 door_status_to 1 Car.SetMaxSpeed($451, 0.0) 01D5: actor $4869 go_to_and_drive_car $451 jump @COPCAR_13387 :COPCAR_13379 01CA: actor $4869 kill_player $PLAYER_CHAR :COPCAR_13387 jump @COPCAR_13414 :COPCAR_13394 01CA: actor $4869 kill_player $PLAYER_CHAR Car.RemoveReferences($451) $451 = -1 // integer values :COPCAR_13414 jump @COPCAR_13642 :COPCAR_13421 03D3: point $4872 $4873 $4874 get_nearby_vector $4872 $4873 $4874 $4886 if 80C2: not sphere_onscreen $4872 $4873 $4874 3.0 else_jump @COPCAR_13642 if 838A: not car_in_cube $4872 $4873 $4874 3.0 3.0 2.0 else_jump @COPCAR_13569 if Model.Available($6935) else_jump @COPCAR_13562 Car.RemoveReferences($451) $451 = Car.Create($6935, $4872, $4873, $4874) Car.Angle($451) = $4886 01D5: actor $4869 go_to_and_drive_car $451 :COPCAR_13562 jump @COPCAR_13642 :COPCAR_13569 if 00FF: actor $4869 0 $4872 $4873 $4874 radius 3.0 3.0 2.0 else_jump @COPCAR_13642 02C0: set $4872 $4873 $4874 to_ped_path_coords_closest_to $4872 $4873 $4874 0239: actor $4869 run_to $4872 $4873 :COPCAR_13642 return :COPCAR_13644 01BD: $4887 = current_time_in_ms if not Car.Wrecked($4880) else_jump @COPCAR_14251 if and 01F4: car $4880 flipped 01C1: car $4880 stopped else_jump @COPCAR_13847 $6894 = 1 // integer values if 01FC: player $PLAYER_CHAR near_car $4880 radius 90.0 90.0 0 else_jump @COPCAR_13745 03ED: (unknown) $4880 0 $4881 = -9 // integer values jump @COPCAR_13847 :COPCAR_13745 if 82CA: not car $4880 bounding_sphere_visible else_jump @COPCAR_13847 Car.StorePos($4880, $4883, $4884, $4885) 03D3: point $4883 $4884 $4885 get_nearby_vector $4883 $4884 $4885 $4886 if 80C2: not sphere_onscreen $4883 $4884 $4885 4.0 else_jump @COPCAR_13847 Car.PutAt($4880, $4883, $4884, $4885) Car.Angle($4880) = $4886 :COPCAR_13847 if 01AF: car $4880 0 $4877 $4878 $4879 radius 4.0 4.0 4.0 else_jump @COPCAR_14188 if $4881 == 0 // integer values else_jump @COPCAR_13922 0084: $4882 = $4887 // integer values and handles $4881 = 1 // integer values :COPCAR_13922 0060: $4887 -= $4882 // integer values if $4881 == 1 // integer values else_jump @COPCAR_14188 if $4887 > 8000 // integer values else_jump @COPCAR_14188 if 01FC: player $PLAYER_CHAR near_car $4880 radius 90.0 90.0 0 else_jump @COPCAR_14027 03ED: (unknown) $4880 0 0084: $4882 = $4887 // integer values and handles $4881 = -9 // integer values jump @COPCAR_14188 :COPCAR_14027 if 82CA: not car $4880 bounding_sphere_visible else_jump @COPCAR_14188 Car.StorePos($4880, $4883, $4884, $4885) 03D3: point $4883 $4884 $4885 get_nearby_vector $4883 $4884 $4885 $4886 if 838A: not car_in_cube $4883 $4884 $4885 4.0 4.0 4.0 else_jump @COPCAR_14188 if 80C2: not sphere_onscreen $4883 $4884 $4885 4.0 else_jump @COPCAR_14188 Car.PutAt($4880, $4883, $4884, $4885) Car.Angle($4880) = $4886 0084: $4882 = $4887 // integer values and handles $4881 = 0 // integer values $6894 = 1 // integer values :COPCAR_14188 if 81AF: not car $4880 0 $4877 $4878 $4879 radius 4.0 4.0 4.0 else_jump @COPCAR_14251 Car.StorePos($4880, $4877, $4878, $4879) $4881 = 0 // integer values :COPCAR_14251 return :COPCAR_14253 if not Actor.Dead($6877) else_jump @COPCAR_14572 if not Actor.Dead($6878) else_jump @COPCAR_14365 if 831F: not unknown_actor $6878 hit_by_actor $6877 else_jump @COPCAR_14358 if 00F2: actor $6878 near_actor $6877 radius 30.0 30.0 0 else_jump @COPCAR_14350 01DE: tie_actor $6878 to_actor $6877 jump @COPCAR_14358 :COPCAR_14350 01CC: actor $6878 kill_player $PLAYER_CHAR :COPCAR_14358 jump @COPCAR_14370 :COPCAR_14365 Actor.RemoveReferences($6878) :COPCAR_14370 if not Actor.Dead($6879) else_jump @COPCAR_14466 if 831F: not unknown_actor $6879 hit_by_actor $6877 else_jump @COPCAR_14459 if 00F2: actor $6879 near_actor $6877 radius 30.0 30.0 0 else_jump @COPCAR_14451 01DE: tie_actor $6879 to_actor $6877 jump @COPCAR_14459 :COPCAR_14451 01CC: actor $6879 kill_player $PLAYER_CHAR :COPCAR_14459 jump @COPCAR_14471 :COPCAR_14466 Actor.RemoveReferences($6879) :COPCAR_14471 if not Actor.Dead($6880) else_jump @COPCAR_14567 if 831F: not unknown_actor $6880 hit_by_actor $6877 else_jump @COPCAR_14560 if 00F2: actor $6880 near_actor $6877 radius 30.0 30.0 0 else_jump @COPCAR_14552 01DE: tie_actor $6880 to_actor $6877 jump @COPCAR_14560 :COPCAR_14552 01CC: actor $6880 kill_player $PLAYER_CHAR :COPCAR_14560 jump @COPCAR_14572 :COPCAR_14567 Actor.RemoveReferences($6880) :COPCAR_14572 return :COPCAR_14574 if not Actor.Dead($6882) else_jump @COPCAR_14893 if not Actor.Dead($6883) else_jump @COPCAR_14686 if 831F: not unknown_actor $6883 hit_by_actor $6882 else_jump @COPCAR_14679 if 00F2: actor $6883 near_actor $6882 radius 30.0 30.0 0 else_jump @COPCAR_14671 01DE: tie_actor $6883 to_actor $6882 jump @COPCAR_14679 :COPCAR_14671 01CC: actor $6883 kill_player $PLAYER_CHAR :COPCAR_14679 jump @COPCAR_14691 :COPCAR_14686 Actor.RemoveReferences($6883) :COPCAR_14691 if not Actor.Dead($6884) else_jump @COPCAR_14787 if 831F: not unknown_actor $6884 hit_by_actor $6882 else_jump @COPCAR_14780 if 00F2: actor $6884 near_actor $6882 radius 30.0 30.0 0 else_jump @COPCAR_14772 01DE: tie_actor $6884 to_actor $6882 jump @COPCAR_14780 :COPCAR_14772 01CC: actor $6884 kill_player $PLAYER_CHAR :COPCAR_14780 jump @COPCAR_14792 :COPCAR_14787 Actor.RemoveReferences($6884) :COPCAR_14792 if not Actor.Dead($6885) else_jump @COPCAR_14888 if 831F: not unknown_actor $6885 hit_by_actor $6882 else_jump @COPCAR_14881 if 00F2: actor $6885 near_actor $6882 radius 30.0 30.0 0 else_jump @COPCAR_14873 01DE: tie_actor $6885 to_actor $6882 jump @COPCAR_14881 :COPCAR_14873 01CC: actor $6885 kill_player $PLAYER_CHAR :COPCAR_14881 jump @COPCAR_14893 :COPCAR_14888 Actor.RemoveReferences($6885) :COPCAR_14893 return :COPCAR_14895 if not Actor.Dead($6887) else_jump @COPCAR_15214 if not Actor.Dead($6888) else_jump @COPCAR_15007 if 831F: not unknown_actor $6888 hit_by_actor $6887 else_jump @COPCAR_15000 if 00F2: actor $6888 near_actor $6887 radius 30.0 30.0 0 else_jump @COPCAR_14992 01DE: tie_actor $6888 to_actor $6887 jump @COPCAR_15000 :COPCAR_14992 01CC: actor $6888 kill_player $PLAYER_CHAR :COPCAR_15000 jump @COPCAR_15012 :COPCAR_15007 Actor.RemoveReferences($6888) :COPCAR_15012 if not Actor.Dead($6889) else_jump @COPCAR_15108 if 831F: not unknown_actor $6889 hit_by_actor $6887 else_jump @COPCAR_15101 if 00F2: actor $6889 near_actor $6887 radius 30.0 30.0 0 else_jump @COPCAR_15093 01DE: tie_actor $6889 to_actor $6887 jump @COPCAR_15101 :COPCAR_15093 01CC: actor $6889 kill_player $PLAYER_CHAR :COPCAR_15101 jump @COPCAR_15113 :COPCAR_15108 Actor.RemoveReferences($6889) :COPCAR_15113 if not Actor.Dead($6890) else_jump @COPCAR_15209 if 831F: not unknown_actor $6890 hit_by_actor $6887 else_jump @COPCAR_15202 if 00F2: actor $6890 near_actor $6887 radius 30.0 30.0 0 else_jump @COPCAR_15194 01DE: tie_actor $6890 to_actor $6887 jump @COPCAR_15202 :COPCAR_15194 01CC: actor $6890 kill_player $PLAYER_CHAR :COPCAR_15202 jump @COPCAR_15214 :COPCAR_15209 Actor.RemoveReferences($6890) :COPCAR_15214 return :COPCAR_15216 if not Actor.Dead($6877) else_jump @COPCAR_15796 if 0154: actor $6877 in_zone 'VICE_C' // Vice City else_jump @COPCAR_15279 0384: text_1string 'C_BREIF' 'VICE_C' 5000 ms 1 // ~g~Suspect last seen in the ~a~ area. // Vice City :COPCAR_15279 if 0154: actor $6877 in_zone 'BEACH1' // Ocean Beach else_jump @COPCAR_15326 0384: text_1string 'C_BREIF' 'BEACH1' 5000 ms 1 // ~g~Suspect last seen in the ~a~ area. // Ocean Beach :COPCAR_15326 if 0154: actor $6877 in_zone 'BEACH2' // Washington Beach else_jump @COPCAR_15373 0384: text_1string 'C_BREIF' 'BEACH2' 5000 ms 1 // ~g~Suspect last seen in the ~a~ area. // Washington Beach :COPCAR_15373 if 0154: actor $6877 in_zone 'BEACH3' // Vice Point else_jump @COPCAR_15420 0384: text_1string 'C_BREIF' 'BEACH3' 5000 ms 1 // ~g~Suspect last seen in the ~a~ area. // Vice Point :COPCAR_15420 if 0154: actor $6877 in_zone 'GOLFC' // Leaf Links else_jump @COPCAR_15467 0384: text_1string 'C_BREIF' 'GOLFC' 5000 ms 1 // ~g~Suspect last seen in the ~a~ area. // Leaf Links :COPCAR_15467 if 0154: actor $6877 in_zone 'STARI' // Starfish Island else_jump @COPCAR_15514 0384: text_1string 'C_BREIF' 'STARI' 5000 ms 1 // ~g~Suspect last seen in the ~a~ area. // Starfish Island :COPCAR_15514 if 0154: actor $6877 in_zone 'DOCKS' // Viceport else_jump @COPCAR_15561 0384: text_1string 'C_BREIF' 'DOCKS' 5000 ms 1 // ~g~Suspect last seen in the ~a~ area. // Viceport :COPCAR_15561 if 0154: actor $6877 in_zone 'HAVANA' // Little Havana else_jump @COPCAR_15608 0384: text_1string 'C_BREIF' 'HAVANA' 5000 ms 1 // ~g~Suspect last seen in the ~a~ area. // Little Havana :COPCAR_15608 if 0154: actor $6877 in_zone 'HAITI' // Little Haiti else_jump @COPCAR_15655 0384: text_1string 'C_BREIF' 'HAITI' 5000 ms 1 // ~g~Suspect last seen in the ~a~ area. // Little Haiti :COPCAR_15655 if 0154: actor $6877 in_zone 'PORNI' // Prawn Island else_jump @COPCAR_15702 0384: text_1string 'C_BREIF' 'PORNI' 5000 ms 1 // ~g~Suspect last seen in the ~a~ area. // Prawn Island :COPCAR_15702 if 0154: actor $6877 in_zone 'DTOWN' // Downtown else_jump @COPCAR_15749 0384: text_1string 'C_BREIF' 'DTOWN' 5000 ms 1 // ~g~Suspect last seen in the ~a~ area. // Downtown :COPCAR_15749 if 0154: actor $6877 in_zone 'A_PORT' // Escobar International else_jump @COPCAR_15796 0384: text_1string 'C_BREIF' 'A_PORT' 5000 ms 1 // ~g~Suspect last seen in the ~a~ area. // Escobar International :COPCAR_15796 return :COPCAR_15798 0433: set_actor $6891 is_criminal 1 0319: set_actor $6891 wander_state_to 1 02A9: set_actor $6891 immune_to_nonplayer 1 01ED: reset_actor $6891 flags 0243: set_actor $6891 ped_stats_to 16 011A: set_actor $6891 flags 1 011A: set_actor $6891 flags 2 011A: set_actor $6891 flags 4 011A: set_actor $6891 flags 8 011A: set_actor $6891 flags 16 011A: set_actor $6891 flags 32 011A: set_actor $6891 flags 64 011A: set_actor $6891 flags 128 011A: set_actor $6891 flags 256 011A: set_actor $6891 flags 512 011A: set_actor $6891 flags 1024 011A: set_actor $6891 flags 2048 011A: set_actor $6891 flags 4096 011A: set_actor $6891 flags 8192 011A: set_actor $6891 flags 16384 011A: set_actor $6891 flags 65536 011A: set_actor $6891 flags 131072 011A: set_actor $6891 flags 262144 011A: set_actor $6891 flags 524288 011A: set_actor $6891 flags 1048576 011A: set_actor $6891 flags 2097152 011A: set_actor $6891 flags 4194304 011A: set_actor $6891 flags 16777216 0291: unknown_actor $6891 unknown_behavior_flag 1 if $6892 == 0 // integer values else_jump @COPCAR_16058 0209: $4127 = random_int 0 2 :COPCAR_16058 if $6892 > 1 // integer values else_jump @COPCAR_16085 0209: $4127 = random_int 0 3 :COPCAR_16085 if $6892 > 3 // integer values else_jump @COPCAR_16112 0209: $4127 = random_int 0 4 :COPCAR_16112 if $6892 > 5 // integer values else_jump @COPCAR_16139 0209: $4127 = random_int 0 5 :COPCAR_16139 if $6892 > 7 // integer values else_jump @COPCAR_16166 0209: $4127 = random_int 0 6 :COPCAR_16166 if $4127 == 0 // integer values else_jump @COPCAR_16249 0209: $4127 = random_int 10 13 if $4127 == 10 // integer values else_jump @COPCAR_16221 01B2: give_actor $6891 weapon 9 ammo 9999 // Load the weapon model before using this :COPCAR_16221 if $4127 == 11 // integer values else_jump @COPCAR_16249 01B2: give_actor $6891 weapon 6 ammo 9999 // Load the weapon model before using this :COPCAR_16249 if $4127 == 1 // integer values else_jump @COPCAR_16277 01B2: give_actor $6891 weapon 17 ammo 9999 // Load the weapon model before using this :COPCAR_16277 if $4127 == 2 // integer values else_jump @COPCAR_16305 01B2: give_actor $6891 weapon 22 ammo 9999 // Load the weapon model before using this :COPCAR_16305 if $4127 == 3 // integer values else_jump @COPCAR_16333 01B2: give_actor $6891 weapon 27 ammo 9999 // Load the weapon model before using this :COPCAR_16333 if or $4127 == 4 // integer values $4127 == 5 // integer values else_jump @COPCAR_16368 01B2: give_actor $6891 weapon 19 ammo 9999 // Load the weapon model before using this :COPCAR_16368 return :COPCAR_16370 if not $6900 == -100 // integer values else_jump @COPCAR_16430 if 1 > $6900 // integer values else_jump @COPCAR_16430 $6902 = 1 // integer values 00BC: text_highpriority 'C_TIME' 3000 ms 1 // ~r~Your time as a law enforcer is over! return :COPCAR_16430 if and 856C: not actor $PLAYER_ACTOR driving_police_vehicle 80DE: not player $PLAYER_CHAR driving_vehicle_type #HUNTER 80DE: not player $PLAYER_CHAR driving_vehicle_type #FBICAR else_jump @COPCAR_16704 0396: pause_timer 0 if $6901 == 0 // integer values else_jump @COPCAR_16542 01BD: $6896 = current_time_in_ms if $6900 > 60000 // integer values else_jump @COPCAR_16527 $6899 = 60000 // integer values jump @COPCAR_16535 :COPCAR_16527 0084: $6899 = $6900 // integer values and handles :COPCAR_16535 $6901 = 1 // integer values :COPCAR_16542 01BD: $6903 = current_time_in_ms 0084: $6904 = $6903 // integer values and handles 0060: $6904 -= $6896 // integer values 0060: $6899 -= $6904 // integer values 0084: $6896 = $6903 // integer values and handles 0084: $6905 = $6899 // integer values and handles $6905 /= 1000 // integer values if 1 > $6905 // integer values else_jump @COPCAR_16670 $6905 = 0 // integer values if 001C: $6903 > $6937 // integer values else_jump @COPCAR_16663 00BC: text_highpriority 'C_TIME' 3000 ms 1 // ~r~Your time as a law enforcer is over! $6902 = 1 // integer values return :COPCAR_16663 jump @COPCAR_16686 :COPCAR_16670 0084: $6937 = $6903 // integer values and handles $6937 += 1000 // integer values :COPCAR_16686 01E5: text_1number_highpriority 'COPCART' $6905 200 ms 1 // ~g~You have ~1~ seconds to return to a police vehicle before the mission ends. :COPCAR_16704 0293: $18 = current_controls if or 056C: actor $PLAYER_ACTOR driving_police_vehicle 00DE: player $PLAYER_CHAR driving_vehicle_type #HUNTER 00DE: player $PLAYER_CHAR driving_vehicle_type #FBICAR else_jump @COPCAR_16936 03C1: $6875 = player $PLAYER_CHAR car 053F: set_car $6875 tires_vulnerable 0 if not $18 == 3 // integer values else_jump @COPCAR_16855 if 00E1: key_pressed 0 19 else_jump @COPCAR_16823 if $6906 == 1 // integer values else_jump @COPCAR_16816 $6906 = 2 // integer values :COPCAR_16816 jump @COPCAR_16848 :COPCAR_16823 if $6906 == 0 // integer values else_jump @COPCAR_16848 $6906 = 1 // integer values :COPCAR_16848 jump @COPCAR_16929 :COPCAR_16855 if 00E1: key_pressed 0 14 else_jump @COPCAR_16904 if $6906 == 1 // integer values else_jump @COPCAR_16897 $6906 = 2 // integer values :COPCAR_16897 jump @COPCAR_16929 :COPCAR_16904 if $6906 == 0 // integer values else_jump @COPCAR_16929 $6906 = 1 // integer values :COPCAR_16929 $6901 = 0 // integer values :COPCAR_16936 if $6906 == 2 // integer values else_jump @COPCAR_17061 if not $18 == 3 // integer values else_jump @COPCAR_17020 if 80E1: not key_pressed 0 19 else_jump @COPCAR_17013 00BC: text_highpriority 'C_CANC' 3000 ms 1 // ~r~Vigilante mission cancelled! $6902 = 1 // integer values return :COPCAR_17013 jump @COPCAR_17061 :COPCAR_17020 if 80E1: not key_pressed 0 14 else_jump @COPCAR_17061 00BC: text_highpriority 'C_CANC' 3000 ms 1 // ~r~Vigilante mission cancelled! $6902 = 1 // integer values return :COPCAR_17061 return gosub @COPCAR_17099 if wasted_or_busted else_jump @COPCAR_17090 gosub @ICECRE1_3651 :COPCAR_17090 gosub @ICECRE1_4058 end_thread :COPCAR_17099 $ONMISSION = 1 // integer values if $7854 == 0 // integer values else_jump @ICECRE1 increment_mission_attempts :ICECRE1 thread 'ICECRE1' wait 0 054C: use_GXT_table 'ICECRE1' $7848 = 0 // integer values $7849 = 0 // integer values $7850 = 0 // integer values $7851 = 0 // integer values $7852 = 0 // integer values $7853 = 0 // integer values $7855 = 0 // integer values $7856 = 0 // integer values $7857 = 0 // integer values if 00E0: player $PLAYER_CHAR driving else_jump @ICECRE1_118 03C1: $7831 = player $PLAYER_CHAR car jump @ICECRE1_125 :ICECRE1_118 jump @ICECRE1_3651 :ICECRE1_125 0395: clear_area 0 at -868.1 -572.153 range 10.11 3.0 0395: clear_area 0 at -859.7491 -571.028 range 11.11207 1.0 Camera.SetPosition(-859.7491, -571.028, 14.11207, 0.0, 0.0, 0.0) Camera.PointAt(-860.6732, -571.1432, 13.74751, 2) 16@ = 0 // integer values :ICECRE1_231 if 5000 > 16@ // integer values else_jump @ICECRE1_308 wait 0 00BC: text_highpriority 'ICC1_16' 5000 ms 2 // ~g~Use your Mr. Whoopee van to distribute Cherry Poppers product around Vice City. if and 00E1: key_pressed 0 16 16@ > 1000 // integer values else_jump @ICECRE1_301 jump @ICECRE1_536 :ICECRE1_301 jump @ICECRE1_231 :ICECRE1_308 16@ = 0 // integer values :ICECRE1_315 if 5000 > 16@ // integer values else_jump @ICECRE1_384 wait 0 00BC: text_highpriority 'ICC1_7' 5000 ms 2 // ~g~You receive money for each transaction you make, but the more transactions you make the more police attention you get. if 00E1: key_pressed 0 16 else_jump @ICECRE1_377 jump @ICECRE1_536 :ICECRE1_377 jump @ICECRE1_315 :ICECRE1_384 16@ = 0 // integer values :ICECRE1_391 if 5000 > 16@ // integer values else_jump @ICECRE1_460 wait 0 00BC: text_highpriority 'ICC1_8' 5000 ms 2 // ~g~To make a transaction, ~h~park your van ~g~and press the ~h~~k~~VEHICLE_HORN~ ~g~button to play the ice cream jingle to attract customers. if 00E1: key_pressed 0 16 else_jump @ICECRE1_453 jump @ICECRE1_536 :ICECRE1_453 jump @ICECRE1_391 :ICECRE1_460 16@ = 0 // integer values :ICECRE1_467 if 5000 > 16@ // integer values else_jump @ICECRE1_536 wait 0 00BC: text_highpriority 'ICC1_9' 5000 ms 2 // ~g~Local gangs will not appreciate you doing business on their turf so expect hostility if you do so. if 00E1: key_pressed 0 16 else_jump @ICECRE1_529 jump @ICECRE1_536 :ICECRE1_529 jump @ICECRE1_467 :ICECRE1_536 00BE: text_clear_all 02A3: toggle_widescreen 0 Player.CanMove($PLAYER_CHAR) = True Camera.Restore_WithJumpCut 17@ = 0 // integer values :ICECRE1_558 wait 0 if $7849 == 0 // integer values else_jump @ICECRE1_641 if not Car.Wrecked($7831) else_jump @ICECRE1_641 if 0383: player $7831 car_horn_activated == true else_jump @ICECRE1_641 03C4: set_status_text_to $7855 0 'ICC1_5' // Deals done: $7848 = 1 // integer values $7849 = 1 // integer values :ICECRE1_641 if $7848 == 1 // integer values else_jump @ICECRE1_702 03F1: pedtype 8 add_threat 1 03F1: pedtype 7 add_threat 1 03F1: pedtype 9 add_threat 1 03F1: pedtype 11 add_threat 1 03F1: pedtype 12 add_threat 1 03F1: pedtype 14 add_threat 1 $7848 = 2 // integer values :ICECRE1_702 if not Car.Wrecked($7831) else_jump @ICECRE1_744 if 80DC: not player $PLAYER_CHAR driving $7831 else_jump @ICECRE1_744 jump @ICECRE1_3653 :ICECRE1_744 if Car.Wrecked($7831) else_jump @ICECRE1_767 jump @ICECRE1_3653 :ICECRE1_767 if not Car.Wrecked($7831) else_jump @ICECRE1_1532 if 029F: player $PLAYER_CHAR stopped else_jump @ICECRE1_1532 if 0383: player $7831 car_horn_activated == true else_jump @ICECRE1_1532 0054: store_player $PLAYER_CHAR position_to $7832 $7833 $7834 0086: $7835 = $7832 // floating-point values only $7835 += 20.0 // floating-point values 0086: $7836 = $7833 // floating-point values only $7836 += 20.0 // floating-point values 0086: $7837 = $7832 // floating-point values only $7837 -= 20.0 // floating-point values 0086: $7838 = $7833 // floating-point values only $7838 -= 20.0 // floating-point values if $7850 == 0 // integer values else_jump @ICECRE1_1037 058F: unknown_create_distribution_actor $7839 at $7835 $7836 or_at $7837 $7838 flag 1 0 1 if not $7839 == -1 // integer values else_jump @ICECRE1_1037 if not Actor.Dead($7839) else_jump @ICECRE1_1037 0580: $7840 = distribution_mission_status distribution_actor $7839 distribution_car $7831 if $7840 == 1 // integer values else_jump @ICECRE1_1032 $7858 = Marker.CreateAboveActor($7839) 01BD: $7864 = current_time_in_ms $7850 = 1 // integer values jump @ICECRE1_1037 :ICECRE1_1032 Actor.RemoveReferences($7839) :ICECRE1_1037 if $7851 == 0 // integer values else_jump @ICECRE1_1173 058F: unknown_create_distribution_actor $7841 at $7835 $7836 or_at $7837 $7838 flag 1 0 1 if not $7841 == -1 // integer values else_jump @ICECRE1_1173 if not Actor.Dead($7841) else_jump @ICECRE1_1173 0580: $7842 = distribution_mission_status distribution_actor $7841 distribution_car $7831 if $7842 == 1 // integer values else_jump @ICECRE1_1168 $7859 = Marker.CreateAboveActor($7841) 01BD: $7867 = current_time_in_ms $7851 = 1 // integer values jump @ICECRE1_1173 :ICECRE1_1168 Actor.RemoveReferences($7841) :ICECRE1_1173 if $7852 == 0 // integer values else_jump @ICECRE1_1309 058F: unknown_create_distribution_actor $7843 at $7835 $7836 or_at $7837 $7838 flag 1 0 1 if not $7843 == -1 // integer values else_jump @ICECRE1_1309 if not Actor.Dead($7843) else_jump @ICECRE1_1309 0580: $7844 = distribution_mission_status distribution_actor $7843 distribution_car $7831 if $7844 == 1 // integer values else_jump @ICECRE1_1304 $7860 = Marker.CreateAboveActor($7843) 01BD: $7870 = current_time_in_ms $7852 = 1 // integer values jump @ICECRE1_1309 :ICECRE1_1304 Actor.RemoveReferences($7843) :ICECRE1_1309 if $7853 == 0 // integer values else_jump @ICECRE1_1445 058F: unknown_create_distribution_actor $7845 at $7835 $7836 or_at $7837 $7838 flag 1 0 1 if not $7845 == -1 // integer values else_jump @ICECRE1_1445 if not Actor.Dead($7845) else_jump @ICECRE1_1445 0580: $7846 = distribution_mission_status distribution_actor $7845 distribution_car $7831 if $7846 == 1 // integer values else_jump @ICECRE1_1440 $7861 = Marker.CreateAboveActor($7845) 01BD: $7873 = current_time_in_ms $7853 = 1 // integer values jump @ICECRE1_1445 :ICECRE1_1440 Actor.RemoveReferences($7845) :ICECRE1_1445 if $7839 == -1 // integer values else_jump @ICECRE1_1532 if $7841 == -1 // integer values else_jump @ICECRE1_1532 if $7843 == -1 // integer values else_jump @ICECRE1_1532 if $7845 == -1 // integer values else_jump @ICECRE1_1532 00BC: text_highpriority 'ICC1_4' 1000 ms 1 // ~g~There aren't any customers in this area try another one. :ICECRE1_1532 if $7850 == 1 // integer values else_jump @ICECRE1_2048 if not Actor.Dead($7839) else_jump @ICECRE1_2031 01BD: $7863 = current_time_in_ms 0084: $7862 = $7863 // integer values and handles 0060: $7862 -= $7864 // integer values if 50000 > $7862 // integer values else_jump @ICECRE1_2007 if 0586: (unknown) $7839 else_jump @ICECRE1_2000 if 058B: (unknown) $7839 else_jump @ICECRE1_1983 $7855 += 1 // integer values $7857 += 1 // integer values if 0121: player $PLAYER_CHAR in_zone 'A_PORT' // Escobar International else_jump @ICECRE1_1699 Player.Money($PLAYER_CHAR) += 10 $7856 += 12 // integer values jump @ICECRE1_1983 :ICECRE1_1699 if 0121: player $PLAYER_CHAR in_zone 'STARI' // Starfish Island else_jump @ICECRE1_1744 Player.Money($PLAYER_CHAR) += 15 $7856 += 18 // integer values jump @ICECRE1_1983 :ICECRE1_1744 if 0121: player $PLAYER_CHAR in_zone 'PORNI' // Prawn Island else_jump @ICECRE1_1789 Player.Money($PLAYER_CHAR) += 12 $7856 += 14 // integer values jump @ICECRE1_1983 :ICECRE1_1789 if 0121: player $PLAYER_CHAR in_zone 'GOLFC' // Leaf Links else_jump @ICECRE1_1834 Player.Money($PLAYER_CHAR) += 8 $7856 += 10 // integer values jump @ICECRE1_1983 :ICECRE1_1834 if 0121: player $PLAYER_CHAR in_zone 'DOCKS' // Viceport else_jump @ICECRE1_1879 Player.Money($PLAYER_CHAR) += 8 $7856 += 10 // integer values jump @ICECRE1_1983 :ICECRE1_1879 if 0121: player $PLAYER_CHAR in_zone 'HAVANA' // Little Havana else_jump @ICECRE1_1924 Player.Money($PLAYER_CHAR) += 6 $7856 += 8 // integer values jump @ICECRE1_1983 :ICECRE1_1924 if 0121: player $PLAYER_CHAR in_zone 'HAITI' // Little Haiti else_jump @ICECRE1_1969 Player.Money($PLAYER_CHAR) += 6 $7856 += 8 // integer values jump @ICECRE1_1983 :ICECRE1_1969 Player.Money($PLAYER_CHAR) += 12 $7856 += 10 // integer values :ICECRE1_1983 Marker.Disable($7858) Actor.RemoveReferences($7839) $7850 = 0 // integer values :ICECRE1_2000 jump @ICECRE1_2024 :ICECRE1_2007 Marker.Disable($7858) Actor.RemoveReferences($7839) $7850 = 0 // integer values :ICECRE1_2024 jump @ICECRE1_2048 :ICECRE1_2031 Marker.Disable($7858) Actor.RemoveReferences($7839) $7850 = 0 // integer values :ICECRE1_2048 if $7851 == 1 // integer values else_jump @ICECRE1_2564 if not Actor.Dead($7841) else_jump @ICECRE1_2547 01BD: $7866 = current_time_in_ms 0084: $7865 = $7866 // integer values and handles 0060: $7865 -= $7867 // integer values if 50000 > $7865 // integer values else_jump @ICECRE1_2523 if 0586: (unknown) $7841 else_jump @ICECRE1_2516 if 058B: (unknown) $7841 else_jump @ICECRE1_2499 $7855 += 1 // integer values $7857 += 1 // integer values if 0121: player $PLAYER_CHAR in_zone 'A_PORT' // Escobar International else_jump @ICECRE1_2215 Player.Money($PLAYER_CHAR) += 10 $7856 += 12 // integer values jump @ICECRE1_2499 :ICECRE1_2215 if 0121: player $PLAYER_CHAR in_zone 'STARI' // Starfish Island else_jump @ICECRE1_2260 Player.Money($PLAYER_CHAR) += 15 $7856 += 18 // integer values jump @ICECRE1_2499 :ICECRE1_2260 if 0121: player $PLAYER_CHAR in_zone 'PORNI' // Prawn Island else_jump @ICECRE1_2305 Player.Money($PLAYER_CHAR) += 12 $7856 += 14 // integer values jump @ICECRE1_2499 :ICECRE1_2305 if 0121: player $PLAYER_CHAR in_zone 'GOLFC' // Leaf Links else_jump @ICECRE1_2350 Player.Money($PLAYER_CHAR) += 8 $7856 += 10 // integer values jump @ICECRE1_2499 :ICECRE1_2350 if 0121: player $PLAYER_CHAR in_zone 'DOCKS' // Viceport else_jump @ICECRE1_2395 Player.Money($PLAYER_CHAR) += 8 $7856 += 10 // integer values jump @ICECRE1_2499 :ICECRE1_2395 if 0121: player $PLAYER_CHAR in_zone 'HAVANA' // Little Havana else_jump @ICECRE1_2440 Player.Money($PLAYER_CHAR) += 6 $7856 += 8 // integer values jump @ICECRE1_2499 :ICECRE1_2440 if 0121: player $PLAYER_CHAR in_zone 'HAITI' // Little Haiti else_jump @ICECRE1_2485 Player.Money($PLAYER_CHAR) += 6 $7856 += 8 // integer values jump @ICECRE1_2499 :ICECRE1_2485 Player.Money($PLAYER_CHAR) += 12 $7856 += 10 // integer values :ICECRE1_2499 Marker.Disable($7859) Actor.RemoveReferences($7841) $7851 = 0 // integer values :ICECRE1_2516 jump @ICECRE1_2540 :ICECRE1_2523 Marker.Disable($7859) Actor.RemoveReferences($7841) $7851 = 0 // integer values :ICECRE1_2540 jump @ICECRE1_2564 :ICECRE1_2547 Marker.Disable($7859) Actor.RemoveReferences($7841) $7851 = 0 // integer values :ICECRE1_2564 if $7852 == 1 // integer values else_jump @ICECRE1_3080 if not Actor.Dead($7843) else_jump @ICECRE1_3063 01BD: $7869 = current_time_in_ms 0084: $7868 = $7869 // integer values and handles 0060: $7868 -= $7870 // integer values if 50000 > $7868 // integer values else_jump @ICECRE1_3039 if 0586: (unknown) $7843 else_jump @ICECRE1_3032 if 058B: (unknown) $7843 else_jump @ICECRE1_3015 $7855 += 1 // integer values $7857 += 1 // integer values if 0121: player $PLAYER_CHAR in_zone 'A_PORT' // Escobar International else_jump @ICECRE1_2731 Player.Money($PLAYER_CHAR) += 10 $7856 += 12 // integer values jump @ICECRE1_3015 :ICECRE1_2731 if 0121: player $PLAYER_CHAR in_zone 'STARI' // Starfish Island else_jump @ICECRE1_2776 Player.Money($PLAYER_CHAR) += 15 $7856 += 18 // integer values jump @ICECRE1_3015 :ICECRE1_2776 if 0121: player $PLAYER_CHAR in_zone 'PORNI' // Prawn Island else_jump @ICECRE1_2821 Player.Money($PLAYER_CHAR) += 12 $7856 += 14 // integer values jump @ICECRE1_3015 :ICECRE1_2821 if 0121: player $PLAYER_CHAR in_zone 'GOLFC' // Leaf Links else_jump @ICECRE1_2866 Player.Money($PLAYER_CHAR) += 8 $7856 += 10 // integer values jump @ICECRE1_3015 :ICECRE1_2866 if 0121: player $PLAYER_CHAR in_zone 'DOCKS' // Viceport else_jump @ICECRE1_2911 Player.Money($PLAYER_CHAR) += 8 $7856 += 10 // integer values jump @ICECRE1_3015 :ICECRE1_2911 if 0121: player $PLAYER_CHAR in_zone 'HAVANA' // Little Havana else_jump @ICECRE1_2956 Player.Money($PLAYER_CHAR) += 6 $7856 += 8 // integer values jump @ICECRE1_3015 :ICECRE1_2956 if 0121: player $PLAYER_CHAR in_zone 'HAITI' // Little Haiti else_jump @ICECRE1_3001 Player.Money($PLAYER_CHAR) += 6 $7856 += 8 // integer values jump @ICECRE1_3015 :ICECRE1_3001 Player.Money($PLAYER_CHAR) += 12 $7856 += 10 // integer values :ICECRE1_3015 Marker.Disable($7860) Actor.RemoveReferences($7843) $7852 = 0 // integer values :ICECRE1_3032 jump @ICECRE1_3056 :ICECRE1_3039 Marker.Disable($7860) Actor.RemoveReferences($7843) $7852 = 0 // integer values :ICECRE1_3056 jump @ICECRE1_3080 :ICECRE1_3063 Marker.Disable($7860) Actor.RemoveReferences($7843) $7852 = 0 // integer values :ICECRE1_3080 if $7853 == 1 // integer values else_jump @ICECRE1_3596 if not Actor.Dead($7845) else_jump @ICECRE1_3579 01BD: $7872 = current_time_in_ms 0084: $7871 = $7872 // integer values and handles 0060: $7871 -= $7873 // integer values if 50000 > $7871 // integer values else_jump @ICECRE1_3555 if 0586: (unknown) $7845 else_jump @ICECRE1_3548 if 058B: (unknown) $7845 else_jump @ICECRE1_3531 $7855 += 1 // integer values $7857 += 1 // integer values if 0121: player $PLAYER_CHAR in_zone 'A_PORT' // Escobar International else_jump @ICECRE1_3247 Player.Money($PLAYER_CHAR) += 10 $7856 += 12 // integer values jump @ICECRE1_3531 :ICECRE1_3247 if 0121: player $PLAYER_CHAR in_zone 'STARI' // Starfish Island else_jump @ICECRE1_3292 Player.Money($PLAYER_CHAR) += 15 $7856 += 18 // integer values jump @ICECRE1_3531 :ICECRE1_3292 if 0121: player $PLAYER_CHAR in_zone 'PORNI' // Prawn Island else_jump @ICECRE1_3337 Player.Money($PLAYER_CHAR) += 12 $7856 += 14 // integer values jump @ICECRE1_3531 :ICECRE1_3337 if 0121: player $PLAYER_CHAR in_zone 'GOLFC' // Leaf Links else_jump @ICECRE1_3382 Player.Money($PLAYER_CHAR) += 8 $7856 += 10 // integer values jump @ICECRE1_3531 :ICECRE1_3382 if 0121: player $PLAYER_CHAR in_zone 'DOCKS' // Viceport else_jump @ICECRE1_3427 Player.Money($PLAYER_CHAR) += 8 $7856 += 10 // integer values jump @ICECRE1_3531 :ICECRE1_3427 if 0121: player $PLAYER_CHAR in_zone 'HAVANA' // Little Havana else_jump @ICECRE1_3472 Player.Money($PLAYER_CHAR) += 6 $7856 += 8 // integer values jump @ICECRE1_3531 :ICECRE1_3472 if 0121: player $PLAYER_CHAR in_zone 'HAITI' // Little Haiti else_jump @ICECRE1_3517 Player.Money($PLAYER_CHAR) += 6 $7856 += 8 // integer values jump @ICECRE1_3531 :ICECRE1_3517 Player.Money($PLAYER_CHAR) += 12 $7856 += 10 // integer values :ICECRE1_3531 Marker.Disable($7861) Actor.RemoveReferences($7845) $7853 = 0 // integer values :ICECRE1_3548 jump @ICECRE1_3572 :ICECRE1_3555 Marker.Disable($7861) Actor.RemoveReferences($7845) $7853 = 0 // integer values :ICECRE1_3572 jump @ICECRE1_3596 :ICECRE1_3579 Marker.Disable($7861) Actor.RemoveReferences($7845) $7853 = 0 // integer values :ICECRE1_3596 if $7857 >= 4 // integer values else_jump @ICECRE1_3644 $7847 = Player.WantedLevel($PLAYER_CHAR) $7847 += 1 // integer values Player.WantedLevel($PLAYER_CHAR) = $7847 $7857 = 0 // integer values :ICECRE1_3644 jump @ICECRE1_558 :ICECRE1_3651 return :ICECRE1_3653 if $7854 == 0 // integer values else_jump @ICECRE1_4056 if $7855 > 49 // integer values else_jump @ICECRE1_4056 Player.CanMove($PLAYER_CHAR) = False 02A3: toggle_widescreen 1 Player.ClearWantedLevel($PLAYER_CHAR) 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 wait 1000 fade 0 1000 Camera.SetAtPos(-839.512, -582.021, 24.777) 0054: store_player $PLAYER_CHAR position_to $7832 $7833 $7834 :ICECRE1_3755 if fading else_jump @ICECRE1_3779 wait 0 jump @ICECRE1_3755 :ICECRE1_3779 fade 1 1000 Camera.SetPosition(-839.512, -582.021, 24.777, 0.0, 0.0, 0.0) Camera.PointAt(-840.451, -581.759, 24.553, 2) 04A6: $611 = create_asset_money_pickup_at $558 $559 $560 money $610 $610 :ICECRE1_3857 if fading else_jump @ICECRE1_3881 wait 0 jump @ICECRE1_3857 :ICECRE1_3881 00BA: text_styled 'ICE_AT1' 5000 ms 6 // ICECREAM FACTORY ASSET COMPLETED wait 5000 01E5: text_1number_highpriority 'ICE_AT2' $610 6000 ms 1 // ~g~The Cherry Popper factory will now generate revenue up to a maximum of $~1~. Make sure you collect it regularly. wait 6000 fade 0 1000 :ICECRE1_3931 if fading else_jump @ICECRE1_3955 wait 0 jump @ICECRE1_3931 :ICECRE1_3955 02A3: toggle_widescreen 0 Camera.Restore_WithJumpCut Camera.SetAtPos($7832, $7833, $7834) $1175 += 1 // integer values fade 1 1000 :ICECRE1_3986 if fading else_jump @ICECRE1_4010 wait 0 jump @ICECRE1_3986 :ICECRE1_4010 030C: set_mission_points += 1 Player.CanMove($PLAYER_CHAR) = True 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 0318: set_latest_mission_passed 'CREAM' // Distribution 0394: play_music 1 $612 = 1 // integer values $7854 = 1 // integer values :ICECRE1_4056 return :ICECRE1_4058 $ONMISSION = 0 // integer values 00BA: text_styled 'ICC1_17' 5000 ms 5 // Distribution mission over 01E3: text_1number_styled 'ICC1_19' $7855 5000 ms 6 // Total deals done: ~1~ if not $282 == 1 // integer values else_jump @ICECRE1_4122 03F2: pedgroup 8 remove_threat 1 :ICECRE1_4122 03F2: pedgroup 7 remove_threat 1 03F2: pedgroup 9 remove_threat 1 03F2: pedgroup 11 remove_threat 1 03F2: pedgroup 12 remove_threat 1 03F2: pedgroup 14 remove_threat 1 Marker.Disable($7858) Marker.Disable($7859) Marker.Disable($7860) Marker.Disable($7861) Actor.RemoveReferences($7839) Actor.RemoveReferences($7841) Actor.RemoveReferences($7843) Actor.RemoveReferences($7845) 0151: remove_status_text $7855 0536: increment_drug_deals_made_by $7855 042F: save_record 2 $7855 mission_cleanup return //-------------Mission 6--------------- // Originally: Riot :PIZZA thread 'PIZZA' gosub @PIZZA_46 if wasted_or_busted else_jump @PIZZA_37 gosub @PIZZA_2540 :PIZZA_37 gosub @PIZZA_2656 end_thread :PIZZA_46 03D5: remove_text 'M_FAIL' // MISSION FAILED! $ONMISSION = 1 // integer values wait 0 if $389 == 0 // integer values else_jump @PIZZA_87 increment_mission_attempts :PIZZA_87 054C: use_GXT_table 'PIZZA' $7994 = 1 // integer values $7995 = 0 // integer values $7996 = 0 // integer values $7997 = 0 // integer values $7998 = 0 // integer values $7999 = 0 // integer values $8000 = 0 // integer values $8001 = 0 // integer values $8002 = 0 // integer values $8003 = 0 // integer values $8004 = 0 // integer values $8005 = 0 // integer values $8006 = 0 // integer values $8007 = 0 // integer values $8008 = 6 // integer values $8009 = 0 // integer values $8010 = 0 // integer values $8011 = 0 // integer values $8012 = 301000 // integer values $8013 = 0 // integer values $8014 = 0 // integer values $8015 = 0 // integer values $8016 = 0 // integer values $8017 = 0 // integer values $8018 = 0 // integer values $123 = 0 // integer values $8019 = 0 // integer values $8021 = 0 // integer values $8022 = 0 // integer values $8023 = 0.0 // floating-point values $8024 = 0.0 // floating-point values $8025 = 0.0 // floating-point values $8026 = 0.0 // floating-point values $8027 = 0.0 // floating-point values $8028 = 0.0 // floating-point values $8029 = 0.0 // floating-point values $8030 = 0.0 // floating-point values $8031 = 0.0 // floating-point values $8032 = 0.0 // floating-point values $8033 = 0.0 // floating-point values $8034 = 0.0 // floating-point values $8035 = 0.0 // floating-point values $8036 = 0.0 // floating-point values $8037 = 0.0 // floating-point values $8039 = 0.0 // floating-point values $8040 = 0.0 // floating-point values $8041 = 0.0 // floating-point values $8042 = 0.0 // floating-point values $8043 = 0.0 // floating-point values $8044 = 0.0 // floating-point values $95 = 0.0 // floating-point values $96 = 0.0 // floating-point values $97 = 0.0 // floating-point values $8020 = 0 // integer values if $ONMISSION == 0 // integer values else_jump @PIZZA_804 0376: $7966 = create_random_actor $8025 $8026 $8027 $7982 = Marker.CreateAboveActor($7966) 0376: $7967 = create_random_actor $8025 $8026 $8027 $7983 = Marker.CreateAboveActor($7967) 0376: $7968 = create_random_actor $8025 $8026 $8027 $7984 = Marker.CreateAboveActor($7968) 0376: $7969 = create_random_actor $8025 $8026 $8027 $7985 = Marker.CreateAboveActor($7969) 0376: $7970 = create_random_actor $8025 $8026 $8027 $7986 = Marker.CreateAboveActor($7970) 0376: $7971 = create_random_actor $8025 $8026 $8027 $7987 = Marker.CreateAboveActor($7971) 0376: $7972 = create_random_actor $8025 $8026 $8027 $7988 = Marker.CreateAboveActor($7972) 0376: $7973 = create_random_actor $8025 $8026 $8027 $7989 = Marker.CreateAboveActor($7973) 0376: $7974 = create_random_actor $8025 $8026 $8027 $7990 = Marker.CreateAboveActor($7974) 0376: $7975 = create_random_actor $8025 $8026 $8027 $7991 = Marker.CreateAboveActor($7975) 018A: $7992 = create_checkpoint_at $8036 $8037 -100.0 :PIZZA_804 Model.Load(#PIZZABOX) :PIZZA_809 if not Model.Available(#PIZZABOX) else_jump @PIZZA_836 wait 0 jump @PIZZA_809 :PIZZA_836 014C: set_parked_car_generator $1835 cars_to_generate_to 0 014C: set_parked_car_generator $1833 cars_to_generate_to 0 014C: set_parked_car_generator $1831 cars_to_generate_to 0 0501: set_player $PLAYER_CHAR drive_by_mode_enabled 0 if 00E0: player $PLAYER_CHAR driving else_jump @PIZZA_895 00DA: $7965 = player $PLAYER_CHAR car jump @PIZZA_917 :PIZZA_895 00BC: text_highpriority 'PIZ1_32' 5000 ms 1 // ~r~Pizza's too hot to handle? jump @PIZZA_2540 :PIZZA_917 if $ONMISSION == 0 // integer values else_jump @PIZZA_943 $7993 = Marker.CreateAboveCar($7965) :PIZZA_943 014E: set_timer_to $8012 type 1 03C4: set_status_text_to $8008 0 'PIZ1_12' // Pizzas left: if 0121: player $PLAYER_CHAR in_zone 'DTOWN' // Downtown else_jump @PIZZA_996 $8011 = 1 // integer values :PIZZA_996 if 0121: player $PLAYER_CHAR in_zone 'HAITI' // Little Haiti else_jump @PIZZA_1027 $8011 = 2 // integer values :PIZZA_1027 if 0121: player $PLAYER_CHAR in_zone 'BEACH3' // Vice Point else_jump @PIZZA_1058 $8011 = 3 // integer values :PIZZA_1058 00BB: text_lowpriority 'PIZ1_01' 7000 ms 1 // ~g~Go deliver these pizzas, you must throw the pizza to the customers. Do a drive-by to throw the pizzas. 00BB: text_lowpriority 'PIZ1_05' 7000 ms 1 // ~g~You have five minutes to deliver the orders before the customers phone another pizza shop. 16@ = 0 // integer values :PIZZA_1095 wait 0 if $7994 == 1 // integer values else_jump @PIZZA_1171 if $8019 == 0 // integer values else_jump @PIZZA_1171 if 16@ > 13999 // integer values else_jump @PIZZA_1171 03E5: text_box 'PIZ1_06' // Press the~h~ ~k~~TOGGLE_SUBMISSIONS~~w~ when on the bike to cancel the mission. $8019 = 1 // integer values :PIZZA_1171 if not Car.Wrecked($7965) else_jump @PIZZA_1315 if 00DC: player $PLAYER_CHAR driving $7965 else_jump @PIZZA_1315 if 00FA: player $PLAYER_CHAR stopped 0 $8036 $8037 $8038 radius 3.0 3.0 3.0 else_jump @PIZZA_1315 if 16@ > 14000 // integer values else_jump @PIZZA_1315 if $8008 > 0 // integer values else_jump @PIZZA_1315 00BE: text_clear_all $8008 = 6 // integer values gosub @PIZZA_10425 $123 = 0 // integer values 16@ = 0 // integer values :PIZZA_1315 if $8012 == 0 // integer values else_jump @PIZZA_1355 00BC: text_highpriority 'PIZ1_08' 5000 ms 1 // ~r~You are out of time. You're fired. jump @PIZZA_2540 :PIZZA_1355 if 001C: $7994 > $7995 // integer values else_jump @PIZZA_1565 wait 0 gosub @PIZZA_2799 gosub @PIZZA_4815 $7995 += 1 // integer values if $8015 == 1 // integer values else_jump @PIZZA_1432 00BC: text_highpriority 'PIZ1_07' 5000 ms 1 // ~r~You killed the customer! You're fired. :PIZZA_1432 if $8015 == 2 // integer values else_jump @PIZZA_1465 00BC: text_highpriority 'PIZ1_09' 5000 ms 1 // ~r~You destroyed our bike! You're fired. :PIZZA_1465 if $8015 == 3 // integer values else_jump @PIZZA_1498 00BC: text_highpriority 'PIZ1_32' 5000 ms 1 // ~r~Pizza's too hot to handle? :PIZZA_1498 if or $8015 == 1 // integer values $8015 == 2 // integer values $8015 == 3 // integer values else_jump @PIZZA_1537 jump @PIZZA_2540 :PIZZA_1537 gosub @PIZZA_13088 gosub @PIZZA_13772 gosub @PIZZA_12676 jump @PIZZA_1355 :PIZZA_1565 if $8015 == 1 // integer values else_jump @PIZZA_1598 00BC: text_highpriority 'PIZ1_07' 5000 ms 1 // ~r~You killed the customer! You're fired. :PIZZA_1598 if $8015 == 2 // integer values else_jump @PIZZA_1631 00BC: text_highpriority 'PIZ1_09' 5000 ms 1 // ~r~You destroyed our bike! You're fired. :PIZZA_1631 if $8015 == 3 // integer values else_jump @PIZZA_1664 00BC: text_highpriority 'PIZ1_32' 5000 ms 1 // ~r~Pizza's too hot to handle? :PIZZA_1664 if or $8015 == 1 // integer values $8015 == 2 // integer values $8015 == 3 // integer values else_jump @PIZZA_1703 jump @PIZZA_2540 :PIZZA_1703 gosub @PIZZA_13088 gosub @PIZZA_13772 gosub @PIZZA_12676 if $8007 == 0 // integer values else_jump @PIZZA_2324 if 003A: $8006 == $7994 // integer values and handles else_jump @PIZZA_1829 if $8017 == 0 // integer values else_jump @PIZZA_1822 00BC: text_highpriority 'PIZ1_33' 7000 ms 1 // ~g~Return to the restaurant for more orders. Marker.Disable($7992) 018A: $7992 = create_checkpoint_at $8036 $8037 -100.0 $8007 = 1 // integer values :PIZZA_1822 jump @PIZZA_2317 :PIZZA_1829 if $8008 > 0 // integer values else_jump @PIZZA_1861 gosub @PIZZA_6055 jump @PIZZA_2317 :PIZZA_1861 gosub @PIZZA_6055 if $123 == 0 // integer values else_jump @PIZZA_1908 00BC: text_highpriority 'PIZ1_02' 5000 ms 1 // ~g~You have thrown all your pizzas, go back and get some more. $123 = 1 // integer values :PIZZA_1908 Marker.Disable($7982) Marker.Disable($7983) Marker.Disable($7984) Marker.Disable($7985) Marker.Disable($7986) Marker.Disable($7987) Marker.Disable($7988) Marker.Disable($7989) Marker.Disable($7990) Marker.Disable($7991) Marker.Disable($7992) if $8017 == 0 // integer values else_jump @PIZZA_2317 Marker.Disable($7992) 018A: $7992 = create_checkpoint_at $8036 $8037 -100.0 if 00FA: player $PLAYER_CHAR stopped 1 $8036 $8037 $8038 radius 5.0 5.0 5.0 else_jump @PIZZA_2317 if not Actor.Dead($7966) else_jump @PIZZA_2068 $7982 = Marker.CreateAboveActor($7966) :PIZZA_2068 if not Actor.Dead($7967) else_jump @PIZZA_2092 $7983 = Marker.CreateAboveActor($7967) :PIZZA_2092 if not Actor.Dead($7968) else_jump @PIZZA_2116 $7984 = Marker.CreateAboveActor($7968) :PIZZA_2116 if not Actor.Dead($7969) else_jump @PIZZA_2140 $7985 = Marker.CreateAboveActor($7969) :PIZZA_2140 if not Actor.Dead($7970) else_jump @PIZZA_2164 $7986 = Marker.CreateAboveActor($7970) :PIZZA_2164 if not Actor.Dead($7971) else_jump @PIZZA_2188 $7987 = Marker.CreateAboveActor($7971) :PIZZA_2188 if not Actor.Dead($7972) else_jump @PIZZA_2212 $7988 = Marker.CreateAboveActor($7972) :PIZZA_2212 if not Actor.Dead($7973) else_jump @PIZZA_2236 $7989 = Marker.CreateAboveActor($7973) :PIZZA_2236 if not Actor.Dead($7974) else_jump @PIZZA_2260 $7990 = Marker.CreateAboveActor($7974) :PIZZA_2260 if not Actor.Dead($7975) else_jump @PIZZA_2284 $7991 = Marker.CreateAboveActor($7975) :PIZZA_2284 Marker.Disable($7992) $8022 = 0 // integer values $8008 = 6 // integer values gosub @PIZZA_10425 $123 = 0 // integer values :PIZZA_2317 jump @PIZZA_2533 :PIZZA_2324 if 00FA: player $PLAYER_CHAR stopped 1 $8036 $8037 $8038 radius 5.0 5.0 5.0 else_jump @PIZZA_2508 if $7994 == 10 // integer values else_jump @PIZZA_2430 if $389 == 0 // integer values else_jump @PIZZA_2416 jump @PIZZA_2557 jump @PIZZA_2423 :PIZZA_2416 $7994 = 9 // integer values :PIZZA_2423 jump @PIZZA_2501 :PIZZA_2430 Marker.Disable($7992) $8012 = 301000 // integer values $8022 = 0 // integer values $8008 = 6 // integer values gosub @PIZZA_10425 $123 = 0 // integer values $7995 = 0 // integer values $7994 += 1 // integer values $8006 = 0 // integer values $8007 = 0 // integer values :PIZZA_2501 jump @PIZZA_2533 :PIZZA_2508 if $8008 > 0 // integer values else_jump @PIZZA_2533 gosub @PIZZA_6055 :PIZZA_2533 jump @PIZZA_1095 :PIZZA_2540 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! return :PIZZA_2557 00BE: text_clear_all Player.ClearWantedLevel($PLAYER_CHAR) 01E3: text_1number_styled 'M_PASS' 5000 5000 ms 1 // MISSION PASSED! $~1~ 0394: play_music 1 Player.Money($PLAYER_CHAR) += 5000 if $389 == 0 // integer values else_jump @PIZZA_2654 014C: set_parked_car_generator $1834 cars_to_generate_to 101 0595: mission_complete 00BC: text_highpriority 'PIZ_WON' 5000 ms 1 // Pizza Mission Complete. Your max Health increased to 150. 030C: set_mission_points += 1 055E: set_player $PLAYER_CHAR max_health += 50 $389 = 1 // integer values :PIZZA_2654 return :PIZZA_2656 $ONMISSION = 0 // integer values Player.CanMove($PLAYER_CHAR) = True Model.Destroy(#FAGGIO) Model.Destroy(#PIZZABOX) 014C: set_parked_car_generator $1835 cars_to_generate_to 101 014C: set_parked_car_generator $1833 cars_to_generate_to 101 014C: set_parked_car_generator $1831 cars_to_generate_to 101 0534: increment_pizzas_delivered_by $8020 Marker.Disable($7982) Marker.Disable($7983) Marker.Disable($7984) Marker.Disable($7985) Marker.Disable($7986) Marker.Disable($7987) Marker.Disable($7988) Marker.Disable($7989) Marker.Disable($7990) Marker.Disable($7991) Marker.Disable($7992) Marker.Disable($7993) 0501: set_player $PLAYER_CHAR drive_by_mode_enabled 1 0151: remove_status_text $8008 014F: stop_timer $8012 $390 = 1 // integer values 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms mission_cleanup return :PIZZA_2799 wait 0 0054: store_player $PLAYER_CHAR position_to $95 $96 $97 if $8011 == 1 // integer values else_jump @PIZZA_2895 0208: $8023 = random_float -1050.4 -160.9 0208: $8024 = random_float -160.0 1600.7 $8036 = -908.0 // floating-point values $8037 = 809.3 // floating-point values $8038 = 10.5 // floating-point values :PIZZA_2895 if $8011 == 2 // integer values else_jump @PIZZA_2973 0208: $8023 = random_float -1200.4 -800.9 0208: $8024 = random_float -660.0 300.7 $8036 = -1028.9 // floating-point values $8037 = 82.7 // floating-point values $8038 = 10.7 // floating-point values :PIZZA_2973 if $8011 == 3 // integer values else_jump @PIZZA_3051 0208: $8023 = random_float -100.9 1000.4 0208: $8024 = random_float -300.7 800.5 $8036 = 411.6 // floating-point values $8037 = 97.8 // floating-point values $8038 = 10.4 // floating-point values :PIZZA_3051 02C0: set $8025 $8026 $8027 to_ped_path_coords_closest_to $8023 $8024 $97 if or 8.0 > $8027 // floating-point values $8027 > 12.0 // floating-point values else_jump @PIZZA_3109 jump @PIZZA_2799 :PIZZA_3109 if and $8025 > 333.358 // floating-point values 435.544 > $8025 // floating-point values $8026 > -557.261 // floating-point values -433.179 > $8026 // floating-point values else_jump @PIZZA_3167 jump @PIZZA_2799 :PIZZA_3167 if and $8025 > -64.434 // floating-point values 81.544 > $8025 // floating-point values $8026 > -995.198 // floating-point values -896.662 > $8026 // floating-point values else_jump @PIZZA_3225 jump @PIZZA_2799 :PIZZA_3225 if and $8025 > 446.491 // floating-point values 599.769 > $8025 // floating-point values $8026 > -92.564 // floating-point values 53.415 > $8026 // floating-point values else_jump @PIZZA_3283 jump @PIZZA_2799 :PIZZA_3283 if and $8025 > -82.682 // floating-point values 234.821 > $8025 // floating-point values $8026 > -272.607 // floating-point values 406.194 > $8026 // floating-point values else_jump @PIZZA_3341 jump @PIZZA_2799 :PIZZA_3341 if and $8025 > -290.702 // floating-point values 282.265 > $8025 // floating-point values $8026 > 398.714 // floating-point values 661.476 > $8026 // floating-point values else_jump @PIZZA_3399 jump @PIZZA_2799 :PIZZA_3399 if and $8025 > -728.193 // floating-point values -67.639 > $8025 // floating-point values $8026 > -20.866 // floating-point values 99.566 > $8026 // floating-point values else_jump @PIZZA_3457 jump @PIZZA_2799 :PIZZA_3457 if and $8025 > -516.97 // floating-point values -188.518 > $8025 // floating-point values $8026 > -667.97 // floating-point values -507.393 > $8026 // floating-point values else_jump @PIZZA_3515 jump @PIZZA_2799 :PIZZA_3515 if and $8025 > -710.393 // floating-point values -579.012 > $8025 // floating-point values $8026 > -1416.112 // floating-point values -1211.742 > $8026 // floating-point values else_jump @PIZZA_3573 jump @PIZZA_2799 :PIZZA_3573 if and $8025 > 333.358 // floating-point values 493.934 > $8025 // floating-point values $8026 > 991.328 // floating-point values 1261.389 > $8026 // floating-point values else_jump @PIZZA_3631 jump @PIZZA_2799 :PIZZA_3631 if and $8025 > -790.682 // floating-point values -626.456 > $8025 // floating-point values $8026 > 1196.908 // floating-point values 1306.392 > $8026 // floating-point values else_jump @PIZZA_3689 jump @PIZZA_2799 :PIZZA_3689 if and $8025 > -1173.877 // floating-point values -1027.898 > $8025 // floating-point values $8026 > 237.098 // floating-point values 415.922 > $8026 // floating-point values else_jump @PIZZA_3747 jump @PIZZA_2799 :PIZZA_3747 if and $8025 > -1389.195 // floating-point values -1199.422 > $8025 // floating-point values $8026 > -47.561 // floating-point values 229.799 > $8026 // floating-point values else_jump @PIZZA_3805 jump @PIZZA_2799 :PIZZA_3805 if and $8025 > -1571.667 // floating-point values -1290.658 > $8025 // floating-point values $8026 > -1007.371 // floating-point values -784.753 > $8026 // floating-point values else_jump @PIZZA_3863 jump @PIZZA_2799 :PIZZA_3863 0086: $8029 = $95 // floating-point values only 0061: $8029 -= $8025 // floating-point values 0086: $8030 = $96 // floating-point values only 0061: $8030 -= $8026 // floating-point values 0069: $8029 *= $8029 // floating-point values 0069: $8030 *= $8030 // floating-point values 0086: $8028 = $8029 // floating-point values only 0059: $8028 += $8030 // floating-point values 01FB: $8031 = square_root $8028 if 120.0 > $8031 // floating-point values else_jump @PIZZA_3963 jump @PIZZA_2799 :PIZZA_3963 0086: $8032 = $8036 // floating-point values only 0061: $8032 -= $8025 // floating-point values 0086: $8033 = $8037 // floating-point values only 0061: $8033 -= $8026 // floating-point values 0069: $8032 *= $8032 // floating-point values 0069: $8033 *= $8033 // floating-point values 0086: $8028 = $8032 // floating-point values only 0059: $8028 += $8033 // floating-point values 01FB: $8034 = square_root $8028 if 100.0 > $8034 // floating-point values else_jump @PIZZA_4063 jump @PIZZA_2799 :PIZZA_4063 if $7996 == 1 // integer values else_jump @PIZZA_4138 if not Actor.Dead($7966) else_jump @PIZZA_4138 if 00EC: actor $7966 0 $8025 $8026 radius 25.0 25.0 else_jump @PIZZA_4138 jump @PIZZA_2799 :PIZZA_4138 if $7997 == 1 // integer values else_jump @PIZZA_4213 if not Actor.Dead($7967) else_jump @PIZZA_4213 if 00EC: actor $7967 0 $8025 $8026 radius 25.0 25.0 else_jump @PIZZA_4213 jump @PIZZA_2799 :PIZZA_4213 if $7998 == 1 // integer values else_jump @PIZZA_4288 if not Actor.Dead($7968) else_jump @PIZZA_4288 if 00EC: actor $7968 0 $8025 $8026 radius 25.0 25.0 else_jump @PIZZA_4288 jump @PIZZA_2799 :PIZZA_4288 if $7999 == 1 // integer values else_jump @PIZZA_4363 if not Actor.Dead($7969) else_jump @PIZZA_4363 if 00EC: actor $7969 0 $8025 $8026 radius 25.0 25.0 else_jump @PIZZA_4363 jump @PIZZA_2799 :PIZZA_4363 if $8000 == 1 // integer values else_jump @PIZZA_4438 if not Actor.Dead($7970) else_jump @PIZZA_4438 if 00EC: actor $7970 0 $8025 $8026 radius 25.0 25.0 else_jump @PIZZA_4438 jump @PIZZA_2799 :PIZZA_4438 if $8001 == 1 // integer values else_jump @PIZZA_4513 if not Actor.Dead($7971) else_jump @PIZZA_4513 if 00EC: actor $7971 0 $8025 $8026 radius 25.0 25.0 else_jump @PIZZA_4513 jump @PIZZA_2799 :PIZZA_4513 if $8002 == 1 // integer values else_jump @PIZZA_4588 if not Actor.Dead($7972) else_jump @PIZZA_4588 if 00EC: actor $7972 0 $8025 $8026 radius 25.0 25.0 else_jump @PIZZA_4588 jump @PIZZA_2799 :PIZZA_4588 if $8003 == 1 // integer values else_jump @PIZZA_4663 if not Actor.Dead($7973) else_jump @PIZZA_4663 if 00EC: actor $7973 0 $8025 $8026 radius 25.0 25.0 else_jump @PIZZA_4663 jump @PIZZA_2799 :PIZZA_4663 if $8004 == 1 // integer values else_jump @PIZZA_4738 if not Actor.Dead($7974) else_jump @PIZZA_4738 if 00EC: actor $7974 0 $8025 $8026 radius 25.0 25.0 else_jump @PIZZA_4738 jump @PIZZA_2799 :PIZZA_4738 if $8005 == 1 // integer values else_jump @PIZZA_4813 if not Actor.Dead($7975) else_jump @PIZZA_4813 if 00EC: actor $7975 0 $8025 $8026 radius 25.0 25.0 else_jump @PIZZA_4813 jump @PIZZA_2799 :PIZZA_4813 return :PIZZA_4815 if and $7994 > 0 // integer values $7996 == 0 // integer values else_jump @PIZZA_4904 0376: $7966 = create_random_actor $8025 $8026 $8027 0208: $8035 = random_float 0.0 359.9 Actor.Angle($7966) = $8035 01ED: reset_actor $7966 flags 0192: set_actor $7966 objective_to_stand_still $7982 = Marker.CreateAboveActor($7966) $7996 = 1 // integer values return :PIZZA_4904 if and $7994 > 1 // integer values $7997 == 0 // integer values else_jump @PIZZA_4993 0376: $7967 = create_random_actor $8025 $8026 $8027 0208: $8035 = random_float 0.0 359.9 Actor.Angle($7967) = $8035 01ED: reset_actor $7967 flags 0192: set_actor $7967 objective_to_stand_still $7983 = Marker.CreateAboveActor($7967) $7997 = 1 // integer values return :PIZZA_4993 if and $7994 > 2 // integer values $7998 == 0 // integer values else_jump @PIZZA_5082 0376: $7968 = create_random_actor $8025 $8026 $8027 0208: $8035 = random_float 0.0 359.9 Actor.Angle($7968) = $8035 01ED: reset_actor $7968 flags 0192: set_actor $7968 objective_to_stand_still $7984 = Marker.CreateAboveActor($7968) $7998 = 1 // integer values return :PIZZA_5082 if and $7994 > 3 // integer values $7999 == 0 // integer values else_jump @PIZZA_5171 0376: $7969 = create_random_actor $8025 $8026 $8027 0208: $8035 = random_float 0.0 359.9 Actor.Angle($7969) = $8035 01ED: reset_actor $7969 flags 0192: set_actor $7969 objective_to_stand_still $7985 = Marker.CreateAboveActor($7969) $7999 = 1 // integer values return :PIZZA_5171 if and $7994 > 4 // integer values $8000 == 0 // integer values else_jump @PIZZA_5260 0376: $7970 = create_random_actor $8025 $8026 $8027 0208: $8035 = random_float 0.0 359.9 Actor.Angle($7970) = $8035 01ED: reset_actor $7970 flags 0192: set_actor $7970 objective_to_stand_still $7986 = Marker.CreateAboveActor($7970) $8000 = 1 // integer values return :PIZZA_5260 if and $7994 > 5 // integer values $8001 == 0 // integer values else_jump @PIZZA_5349 0376: $7971 = create_random_actor $8025 $8026 $8027 0208: $8035 = random_float 0.0 359.9 Actor.Angle($7971) = $8035 01ED: reset_actor $7971 flags 0192: set_actor $7971 objective_to_stand_still $7987 = Marker.CreateAboveActor($7971) $8001 = 1 // integer values return :PIZZA_5349 if and $7994 > 6 // integer values $8002 == 0 // integer values else_jump @PIZZA_5438 0376: $7972 = create_random_actor $8025 $8026 $8027 0208: $8035 = random_float 0.0 359.9 Actor.Angle($7972) = $8035 01ED: reset_actor $7972 flags 0192: set_actor $7972 objective_to_stand_still $7988 = Marker.CreateAboveActor($7972) $8002 = 1 // integer values return :PIZZA_5438 if and $7994 > 7 // integer values $8003 == 0 // integer values else_jump @PIZZA_5527 0376: $7973 = create_random_actor $8025 $8026 $8027 0208: $8035 = random_float 0.0 359.9 Actor.Angle($7973) = $8035 01ED: reset_actor $7973 flags 0192: set_actor $7973 objective_to_stand_still $7989 = Marker.CreateAboveActor($7973) $8003 = 1 // integer values return :PIZZA_5527 if and $7994 > 8 // integer values $8004 == 0 // integer values else_jump @PIZZA_5616 0376: $7974 = create_random_actor $8025 $8026 $8027 0208: $8035 = random_float 0.0 359.9 Actor.Angle($7974) = $8035 01ED: reset_actor $7974 flags 0192: set_actor $7974 objective_to_stand_still $7990 = Marker.CreateAboveActor($7974) $8004 = 1 // integer values return :PIZZA_5616 if and $7994 > 9 // integer values $8005 == 0 // integer values else_jump @PIZZA_5705 0376: $7975 = create_random_actor $8025 $8026 $8027 0208: $8035 = random_float 0.0 359.9 Actor.Angle($7975) = $8035 01ED: reset_actor $7975 flags 0192: set_actor $7975 objective_to_stand_still $7991 = Marker.CreateAboveActor($7975) $8005 = 1 // integer values return :PIZZA_5705 return :PIZZA_5707 if $8009 == 0 // integer values else_jump @PIZZA_5879 $8010 = Object.Init(#PIZZABOX, 0.0, 0.0, 100.0) 035C: place_object $8010 relative_to_car $7965 offset 0.7 0.0 0.7 Object.CollisionDetection($8010) = True Object.ToggleInMovingList($8010) = True 0170: $8039 = player $PLAYER_CHAR z_angle $8040 -= 90.0 // floating-point values $8041 -= 90.0 // floating-point values 02F7: $8040 = sinus $8039 // cosine swapped with sinus 02F6: $8041 = cosine $8039 // sinus swapped with cosine $8040 *= 12.0 // floating-point values $8041 *= 12.0 // floating-point values 038C: object $8010 scatter $8040 $8041 5.0 $8008 -= 1 // integer values $8009 = 1 // integer values :PIZZA_5879 return :PIZZA_5881 if $8009 == 0 // integer values else_jump @PIZZA_6053 $8010 = Object.Init(#PIZZABOX, 0.0, 0.0, 100.0) 035C: place_object $8010 relative_to_car $7965 offset -0.7 0.0 0.7 Object.CollisionDetection($8010) = True Object.ToggleInMovingList($8010) = True 0170: $8039 = player $PLAYER_CHAR z_angle $8040 -= 90.0 // floating-point values $8041 -= 90.0 // floating-point values 02F7: $8040 = sinus $8039 // cosine swapped with sinus 02F6: $8041 = cosine $8039 // sinus swapped with cosine $8040 *= -12.0 // floating-point values $8041 *= -12.0 // floating-point values 038C: object $8010 scatter $8040 $8041 5.0 $8008 -= 1 // integer values $8009 = 1 // integer values :PIZZA_6053 return :PIZZA_6055 if not Car.Wrecked($7965) else_jump @PIZZA_6582 if 00DC: player $PLAYER_CHAR driving $7965 else_jump @PIZZA_6582 if 00E1: key_pressed 0 7 else_jump @PIZZA_6336 if 00E1: key_pressed 0 17 else_jump @PIZZA_6329 if $8008 == 6 // integer values else_jump @PIZZA_6157 gosub @PIZZA_5707 0084: $7976 = $8010 // integer values and handles :PIZZA_6157 if $8008 == 5 // integer values else_jump @PIZZA_6190 gosub @PIZZA_5707 0084: $7977 = $8010 // integer values and handles :PIZZA_6190 if $8008 == 4 // integer values else_jump @PIZZA_6223 gosub @PIZZA_5707 0084: $7978 = $8010 // integer values and handles :PIZZA_6223 if $8008 == 3 // integer values else_jump @PIZZA_6256 gosub @PIZZA_5707 0084: $7979 = $8010 // integer values and handles :PIZZA_6256 if $8008 == 2 // integer values else_jump @PIZZA_6289 gosub @PIZZA_5707 0084: $7980 = $8010 // integer values and handles :PIZZA_6289 if $8008 == 1 // integer values else_jump @PIZZA_6322 gosub @PIZZA_5707 0084: $7981 = $8010 // integer values and handles :PIZZA_6322 jump @PIZZA_6336 :PIZZA_6329 $8009 = 0 // integer values :PIZZA_6336 if 00E1: key_pressed 0 5 else_jump @PIZZA_6582 if 00E1: key_pressed 0 17 else_jump @PIZZA_6575 if $8008 == 6 // integer values else_jump @PIZZA_6403 gosub @PIZZA_5881 0084: $7976 = $8010 // integer values and handles :PIZZA_6403 if $8008 == 5 // integer values else_jump @PIZZA_6436 gosub @PIZZA_5881 0084: $7977 = $8010 // integer values and handles :PIZZA_6436 if $8008 == 4 // integer values else_jump @PIZZA_6469 gosub @PIZZA_5881 0084: $7978 = $8010 // integer values and handles :PIZZA_6469 if $8008 == 3 // integer values else_jump @PIZZA_6502 gosub @PIZZA_5881 0084: $7979 = $8010 // integer values and handles :PIZZA_6502 if $8008 == 2 // integer values else_jump @PIZZA_6535 gosub @PIZZA_5881 0084: $7980 = $8010 // integer values and handles :PIZZA_6535 if $8008 == 1 // integer values else_jump @PIZZA_6568 gosub @PIZZA_5881 0084: $7981 = $8010 // integer values and handles :PIZZA_6568 jump @PIZZA_6582 :PIZZA_6575 $8009 = 0 // integer values :PIZZA_6582 if $7996 == 1 // integer values else_jump @PIZZA_6794 if not Actor.Dead($7966) else_jump @PIZZA_6787 0084: $8014 = $7966 // integer values and handles gosub @PIZZA_8711 if $8013 == 1 // integer values else_jump @PIZZA_6780 if not Actor.Dead($7966) else_jump @PIZZA_6682 0372: set_actor $7966 anim 14 wait_state_time 500 ms jump @PIZZA_6689 :PIZZA_6682 $8015 = 1 // integer values :PIZZA_6689 wait 500 gosub @PIZZA_10285 Actor.RemoveReferences($7966) 018C: play_sound 1 at 0.0 0.0 0.0 00BC: text_highpriority 'PIZ1_34' 5000 ms 1 // ~g~Pizza delivered, here's your cash. Player.Money($PLAYER_CHAR) += 10 Marker.Disable($7982) $7996 = 0 // integer values $8006 += 1 // integer values $8020 += 1 // integer values $8013 = 0 // integer values :PIZZA_6780 jump @PIZZA_6794 :PIZZA_6787 $8015 = 1 // integer values :PIZZA_6794 if $7997 == 1 // integer values else_jump @PIZZA_7006 if not Actor.Dead($7967) else_jump @PIZZA_6999 0084: $8014 = $7967 // integer values and handles gosub @PIZZA_8711 if $8013 == 1 // integer values else_jump @PIZZA_6992 if not Actor.Dead($7967) else_jump @PIZZA_6894 0372: set_actor $7967 anim 14 wait_state_time 500 ms jump @PIZZA_6901 :PIZZA_6894 $8015 = 1 // integer values :PIZZA_6901 wait 500 gosub @PIZZA_10285 Actor.RemoveReferences($7967) 018C: play_sound 1 at 0.0 0.0 0.0 00BC: text_highpriority 'PIZ1_34' 5000 ms 1 // ~g~Pizza delivered, here's your cash. Player.Money($PLAYER_CHAR) += 10 Marker.Disable($7983) $7997 = 0 // integer values $8006 += 1 // integer values $8020 += 1 // integer values $8013 = 0 // integer values :PIZZA_6992 jump @PIZZA_7006 :PIZZA_6999 $8015 = 1 // integer values :PIZZA_7006 if $7998 == 1 // integer values else_jump @PIZZA_7218 if not Actor.Dead($7968) else_jump @PIZZA_7211 0084: $8014 = $7968 // integer values and handles gosub @PIZZA_8711 if $8013 == 1 // integer values else_jump @PIZZA_7204 if not Actor.Dead($7968) else_jump @PIZZA_7106 0372: set_actor $7968 anim 14 wait_state_time 500 ms jump @PIZZA_7113 :PIZZA_7106 $8015 = 1 // integer values :PIZZA_7113 wait 500 gosub @PIZZA_10285 Actor.RemoveReferences($7968) 018C: play_sound 1 at 0.0 0.0 0.0 00BC: text_highpriority 'PIZ1_34' 5000 ms 1 // ~g~Pizza delivered, here's your cash. Player.Money($PLAYER_CHAR) += 10 Marker.Disable($7984) $7998 = 0 // integer values $8006 += 1 // integer values $8020 += 1 // integer values $8013 = 0 // integer values :PIZZA_7204 jump @PIZZA_7218 :PIZZA_7211 $8015 = 1 // integer values :PIZZA_7218 if $7999 == 1 // integer values else_jump @PIZZA_7430 if not Actor.Dead($7969) else_jump @PIZZA_7423 0084: $8014 = $7969 // integer values and handles gosub @PIZZA_8711 if $8013 == 1 // integer values else_jump @PIZZA_7416 if not Actor.Dead($7969) else_jump @PIZZA_7318 0372: set_actor $7969 anim 14 wait_state_time 500 ms jump @PIZZA_7325 :PIZZA_7318 $8015 = 1 // integer values :PIZZA_7325 wait 500 gosub @PIZZA_10285 Actor.RemoveReferences($7969) 018C: play_sound 1 at 0.0 0.0 0.0 00BC: text_highpriority 'PIZ1_34' 5000 ms 1 // ~g~Pizza delivered, here's your cash. Player.Money($PLAYER_CHAR) += 10 Marker.Disable($7985) $7999 = 0 // integer values $8006 += 1 // integer values $8020 += 1 // integer values $8013 = 0 // integer values :PIZZA_7416 jump @PIZZA_7430 :PIZZA_7423 $8015 = 1 // integer values :PIZZA_7430 if $8000 == 1 // integer values else_jump @PIZZA_7642 if not Actor.Dead($7970) else_jump @PIZZA_7635 0084: $8014 = $7970 // integer values and handles gosub @PIZZA_8711 if $8013 == 1 // integer values else_jump @PIZZA_7628 if not Actor.Dead($7970) else_jump @PIZZA_7530 0372: set_actor $7970 anim 14 wait_state_time 500 ms jump @PIZZA_7537 :PIZZA_7530 $8015 = 1 // integer values :PIZZA_7537 wait 500 gosub @PIZZA_10285 Actor.RemoveReferences($7970) 018C: play_sound 1 at 0.0 0.0 0.0 00BC: text_highpriority 'PIZ1_34' 5000 ms 1 // ~g~Pizza delivered, here's your cash. Player.Money($PLAYER_CHAR) += 10 Marker.Disable($7986) $8000 = 0 // integer values $8006 += 1 // integer values $8020 += 1 // integer values $8013 = 0 // integer values :PIZZA_7628 jump @PIZZA_7642 :PIZZA_7635 $8015 = 1 // integer values :PIZZA_7642 if $8001 == 1 // integer values else_jump @PIZZA_7854 if not Actor.Dead($7971) else_jump @PIZZA_7847 0084: $8014 = $7971 // integer values and handles gosub @PIZZA_8711 if $8013 == 1 // integer values else_jump @PIZZA_7840 if not Actor.Dead($7971) else_jump @PIZZA_7742 0372: set_actor $7971 anim 14 wait_state_time 500 ms jump @PIZZA_7749 :PIZZA_7742 $8015 = 1 // integer values :PIZZA_7749 wait 500 gosub @PIZZA_10285 Actor.RemoveReferences($7971) 018C: play_sound 1 at 0.0 0.0 0.0 00BC: text_highpriority 'PIZ1_34' 5000 ms 1 // ~g~Pizza delivered, here's your cash. Player.Money($PLAYER_CHAR) += 10 Marker.Disable($7987) $8001 = 0 // integer values $8006 += 1 // integer values $8020 += 1 // integer values $8013 = 0 // integer values :PIZZA_7840 jump @PIZZA_7854 :PIZZA_7847 $8015 = 1 // integer values :PIZZA_7854 if $8002 == 1 // integer values else_jump @PIZZA_8066 if not Actor.Dead($7972) else_jump @PIZZA_8059 0084: $8014 = $7972 // integer values and handles gosub @PIZZA_8711 if $8013 == 1 // integer values else_jump @PIZZA_8052 if not Actor.Dead($7972) else_jump @PIZZA_7954 0372: set_actor $7972 anim 14 wait_state_time 500 ms jump @PIZZA_7961 :PIZZA_7954 $8015 = 1 // integer values :PIZZA_7961 wait 500 gosub @PIZZA_10285 Actor.RemoveReferences($7972) 018C: play_sound 1 at 0.0 0.0 0.0 00BC: text_highpriority 'PIZ1_34' 5000 ms 1 // ~g~Pizza delivered, here's your cash. Player.Money($PLAYER_CHAR) += 10 Marker.Disable($7988) $8002 = 0 // integer values $8006 += 1 // integer values $8020 += 1 // integer values $8013 = 0 // integer values :PIZZA_8052 jump @PIZZA_8066 :PIZZA_8059 $8015 = 1 // integer values :PIZZA_8066 if $8003 == 1 // integer values else_jump @PIZZA_8278 if not Actor.Dead($7973) else_jump @PIZZA_8271 0084: $8014 = $7973 // integer values and handles gosub @PIZZA_8711 if $8013 == 1 // integer values else_jump @PIZZA_8264 if not Actor.Dead($7973) else_jump @PIZZA_8166 0372: set_actor $7973 anim 14 wait_state_time 500 ms jump @PIZZA_8173 :PIZZA_8166 $8015 = 1 // integer values :PIZZA_8173 wait 500 gosub @PIZZA_10285 Actor.RemoveReferences($7973) 018C: play_sound 1 at 0.0 0.0 0.0 00BC: text_highpriority 'PIZ1_34' 5000 ms 1 // ~g~Pizza delivered, here's your cash. Player.Money($PLAYER_CHAR) += 10 Marker.Disable($7989) $8003 = 0 // integer values $8006 += 1 // integer values $8020 += 1 // integer values $8013 = 0 // integer values :PIZZA_8264 jump @PIZZA_8278 :PIZZA_8271 $8015 = 1 // integer values :PIZZA_8278 if $8004 == 1 // integer values else_jump @PIZZA_8490 if not Actor.Dead($7974) else_jump @PIZZA_8483 0084: $8014 = $7974 // integer values and handles gosub @PIZZA_8711 if $8013 == 1 // integer values else_jump @PIZZA_8476 if not Actor.Dead($7974) else_jump @PIZZA_8378 0372: set_actor $7974 anim 14 wait_state_time 500 ms jump @PIZZA_8385 :PIZZA_8378 $8015 = 1 // integer values :PIZZA_8385 wait 500 gosub @PIZZA_10285 Actor.RemoveReferences($7974) 018C: play_sound 1 at 0.0 0.0 0.0 00BC: text_highpriority 'PIZ1_34' 5000 ms 1 // ~g~Pizza delivered, here's your cash. Player.Money($PLAYER_CHAR) += 10 Marker.Disable($7990) $8004 = 0 // integer values $8006 += 1 // integer values $8020 += 1 // integer values $8013 = 0 // integer values :PIZZA_8476 jump @PIZZA_8490 :PIZZA_8483 $8015 = 1 // integer values :PIZZA_8490 if $8005 == 1 // integer values else_jump @PIZZA_8702 if not Actor.Dead($7975) else_jump @PIZZA_8695 0084: $8014 = $7975 // integer values and handles gosub @PIZZA_8711 if $8013 == 1 // integer values else_jump @PIZZA_8688 if not Actor.Dead($7975) else_jump @PIZZA_8590 0372: set_actor $7975 anim 14 wait_state_time 500 ms jump @PIZZA_8597 :PIZZA_8590 $8015 = 1 // integer values :PIZZA_8597 wait 500 gosub @PIZZA_10285 Actor.RemoveReferences($7975) 018C: play_sound 1 at 0.0 0.0 0.0 00BC: text_highpriority 'PIZ1_34' 5000 ms 1 // ~g~Pizza delivered, here's your cash. Player.Money($PLAYER_CHAR) += 10 Marker.Disable($7991) $8005 = 0 // integer values $8006 += 1 // integer values $8020 += 1 // integer values $8013 = 0 // integer values :PIZZA_8688 jump @PIZZA_8702 :PIZZA_8695 $8015 = 1 // integer values :PIZZA_8702 gosub @PIZZA_13088 return :PIZZA_8711 if 03CA: object $7976 exists else_jump @PIZZA_8973 if not Actor.Dead($8014) else_jump @PIZZA_8966 if 0472: actor $8014 within_object_on_foot $7976 rectangle 2.0 2.0 sphere 0 else_jump @PIZZA_8959 $8016 = 1 // integer values wait 20 17@ = 0 // integer values :PIZZA_8792 wait 0 if 17@ > 3000 // integer values else_jump @PIZZA_8822 jump @PIZZA_8952 :PIZZA_8822 if not Actor.Dead($8014) else_jump @PIZZA_8924 if 03CA: object $7976 exists else_jump @PIZZA_8917 Object.StorePos($7976, $8042, $8043, $8044) 0239: actor $8014 run_to $8042 $8043 if 0472: actor $8014 within_object_on_foot $7976 rectangle 2.0 2.0 sphere 0 else_jump @PIZZA_8917 jump @PIZZA_8952 :PIZZA_8917 jump @PIZZA_8931 :PIZZA_8924 $8015 = 1 // integer values :PIZZA_8931 gosub @PIZZA_13088 gosub @PIZZA_13772 jump @PIZZA_8792 :PIZZA_8952 $8013 = 1 // integer values :PIZZA_8959 jump @PIZZA_8973 :PIZZA_8966 $8015 = 1 // integer values :PIZZA_8973 if 03CA: object $7977 exists else_jump @PIZZA_9235 if not Actor.Dead($8014) else_jump @PIZZA_9228 if 0472: actor $8014 within_object_on_foot $7977 rectangle 2.0 2.0 sphere 0 else_jump @PIZZA_9221 $8016 = 2 // integer values wait 20 17@ = 0 // integer values :PIZZA_9054 wait 0 if 17@ > 3000 // integer values else_jump @PIZZA_9084 jump @PIZZA_9214 :PIZZA_9084 if not Actor.Dead($8014) else_jump @PIZZA_9186 if 03CA: object $7977 exists else_jump @PIZZA_9179 Object.StorePos($7977, $8042, $8043, $8044) 0239: actor $8014 run_to $8042 $8043 if 0472: actor $8014 within_object_on_foot $7977 rectangle 2.0 2.0 sphere 0 else_jump @PIZZA_9179 jump @PIZZA_9214 :PIZZA_9179 jump @PIZZA_9193 :PIZZA_9186 $8015 = 1 // integer values :PIZZA_9193 gosub @PIZZA_13088 gosub @PIZZA_13772 jump @PIZZA_9054 :PIZZA_9214 $8013 = 1 // integer values :PIZZA_9221 jump @PIZZA_9235 :PIZZA_9228 $8015 = 1 // integer values :PIZZA_9235 if 03CA: object $7978 exists else_jump @PIZZA_9497 if not Actor.Dead($8014) else_jump @PIZZA_9490 if 0472: actor $8014 within_object_on_foot $7978 rectangle 2.0 2.0 sphere 0 else_jump @PIZZA_9483 $8016 = 3 // integer values wait 20 17@ = 0 // integer values :PIZZA_9316 wait 0 if 17@ > 3000 // integer values else_jump @PIZZA_9346 jump @PIZZA_9476 :PIZZA_9346 if not Actor.Dead($8014) else_jump @PIZZA_9448 if 03CA: object $7978 exists else_jump @PIZZA_9441 Object.StorePos($7978, $8042, $8043, $8044) 0239: actor $8014 run_to $8042 $8043 if 0472: actor $8014 within_object_on_foot $7978 rectangle 2.0 2.0 sphere 0 else_jump @PIZZA_9441 jump @PIZZA_9476 :PIZZA_9441 jump @PIZZA_9455 :PIZZA_9448 $8015 = 1 // integer values :PIZZA_9455 gosub @PIZZA_13088 gosub @PIZZA_13772 jump @PIZZA_9316 :PIZZA_9476 $8013 = 1 // integer values :PIZZA_9483 jump @PIZZA_9497 :PIZZA_9490 $8015 = 1 // integer values :PIZZA_9497 if 03CA: object $7979 exists else_jump @PIZZA_9759 if not Actor.Dead($8014) else_jump @PIZZA_9752 if 0472: actor $8014 within_object_on_foot $7979 rectangle 2.0 2.0 sphere 0 else_jump @PIZZA_9745 $8016 = 4 // integer values wait 20 17@ = 0 // integer values :PIZZA_9578 wait 0 if 17@ > 3000 // integer values else_jump @PIZZA_9608 jump @PIZZA_9738 :PIZZA_9608 if not Actor.Dead($8014) else_jump @PIZZA_9710 if 03CA: object $7979 exists else_jump @PIZZA_9703 Object.StorePos($7979, $8042, $8043, $8044) 0239: actor $8014 run_to $8042 $8043 if 0472: actor $8014 within_object_on_foot $7979 rectangle 2.0 2.0 sphere 0 else_jump @PIZZA_9703 jump @PIZZA_9738 :PIZZA_9703 jump @PIZZA_9717 :PIZZA_9710 $8015 = 1 // integer values :PIZZA_9717 gosub @PIZZA_13088 gosub @PIZZA_13772 jump @PIZZA_9578 :PIZZA_9738 $8013 = 1 // integer values :PIZZA_9745 jump @PIZZA_9759 :PIZZA_9752 $8015 = 1 // integer values :PIZZA_9759 if 03CA: object $7980 exists else_jump @PIZZA_10021 if not Actor.Dead($8014) else_jump @PIZZA_10014 if 0472: actor $8014 within_object_on_foot $7980 rectangle 2.0 2.0 sphere 0 else_jump @PIZZA_10007 $8016 = 5 // integer values wait 20 17@ = 0 // integer values :PIZZA_9840 wait 0 if 17@ > 3000 // integer values else_jump @PIZZA_9870 jump @PIZZA_10000 :PIZZA_9870 if not Actor.Dead($8014) else_jump @PIZZA_9972 if 03CA: object $7980 exists else_jump @PIZZA_9965 Object.StorePos($7980, $8042, $8043, $8044) 0239: actor $8014 run_to $8042 $8043 if 0472: actor $8014 within_object_on_foot $7980 rectangle 2.0 2.0 sphere 0 else_jump @PIZZA_9965 jump @PIZZA_10000 :PIZZA_9965 jump @PIZZA_9979 :PIZZA_9972 $8015 = 1 // integer values :PIZZA_9979 gosub @PIZZA_13088 gosub @PIZZA_13772 jump @PIZZA_9840 :PIZZA_10000 $8013 = 1 // integer values :PIZZA_10007 jump @PIZZA_10021 :PIZZA_10014 $8015 = 1 // integer values :PIZZA_10021 if 03CA: object $7981 exists else_jump @PIZZA_10283 if not Actor.Dead($8014) else_jump @PIZZA_10276 if 0472: actor $8014 within_object_on_foot $7981 rectangle 2.0 2.0 sphere 0 else_jump @PIZZA_10269 $8016 = 6 // integer values wait 20 17@ = 0 // integer values :PIZZA_10102 wait 0 if 17@ > 3000 // integer values else_jump @PIZZA_10132 jump @PIZZA_10262 :PIZZA_10132 if not Actor.Dead($8014) else_jump @PIZZA_10234 if 03CA: object $7981 exists else_jump @PIZZA_10227 Object.StorePos($7981, $8042, $8043, $8044) 0239: actor $8014 run_to $8042 $8043 if 0472: actor $8014 within_object_on_foot $7981 rectangle 2.0 2.0 sphere 0 else_jump @PIZZA_10227 jump @PIZZA_10262 :PIZZA_10227 jump @PIZZA_10241 :PIZZA_10234 $8015 = 1 // integer values :PIZZA_10241 gosub @PIZZA_13088 gosub @PIZZA_13772 jump @PIZZA_10102 :PIZZA_10262 $8013 = 1 // integer values :PIZZA_10269 jump @PIZZA_10283 :PIZZA_10276 $8015 = 1 // integer values :PIZZA_10283 return :PIZZA_10285 if $8016 == 1 // integer values else_jump @PIZZA_10308 Object.Destroy($7976) :PIZZA_10308 if $8016 == 2 // integer values else_jump @PIZZA_10331 Object.Destroy($7977) :PIZZA_10331 if $8016 == 3 // integer values else_jump @PIZZA_10354 Object.Destroy($7978) :PIZZA_10354 if $8016 == 4 // integer values else_jump @PIZZA_10377 Object.Destroy($7979) :PIZZA_10377 if $8016 == 5 // integer values else_jump @PIZZA_10400 Object.Destroy($7980) :PIZZA_10400 if $8016 == 6 // integer values else_jump @PIZZA_10423 Object.Destroy($7981) :PIZZA_10423 return :PIZZA_10425 Object.RemoveReferences($7976) Object.RemoveReferences($7977) Object.RemoveReferences($7978) Object.RemoveReferences($7979) Object.RemoveReferences($7980) Object.RemoveReferences($7981) 0209: $8021 = random_int 1 20 if $8022 == 0 // integer values else_jump @PIZZA_12674 if $8021 == 1 // integer values else_jump @PIZZA_10597 03CF: load_wav 'PISS_01' as 1 :PIZZA_10512 if 83D0: not wav 1 loaded else_jump @PIZZA_10538 wait 0 jump @PIZZA_10512 :PIZZA_10538 00BC: text_highpriority 'PIZ1_13' 4000 ms 1 // Get these delivered nice and hot. 03D1: play_wav 1 :PIZZA_10557 if 83D2: not wav 1 ended else_jump @PIZZA_10583 wait 0 jump @PIZZA_10557 :PIZZA_10583 040D: unload_wav 1 03D5: remove_text 'PIZ1_13' // Get these delivered nice and hot. :PIZZA_10597 if $8021 == 2 // integer values else_jump @PIZZA_10712 03CF: load_wav 'PISS_02' as 1 :PIZZA_10627 if 83D0: not wav 1 loaded else_jump @PIZZA_10653 wait 0 jump @PIZZA_10627 :PIZZA_10653 00BC: text_highpriority 'PIZ1_14' 4000 ms 1 // Pal, pizza's for you. 03D1: play_wav 1 :PIZZA_10672 if 83D2: not wav 1 ended else_jump @PIZZA_10698 wait 0 jump @PIZZA_10672 :PIZZA_10698 040D: unload_wav 1 03D5: remove_text 'PIZ1_14' // Pal, pizza's for you. :PIZZA_10712 if $8021 == 3 // integer values else_jump @PIZZA_10827 03CF: load_wav 'PISS_03' as 1 :PIZZA_10742 if 83D0: not wav 1 loaded else_jump @PIZZA_10768 wait 0 jump @PIZZA_10742 :PIZZA_10768 00BC: text_highpriority 'PIZ1_15' 4000 ms 1 // Hey, come on Mister, deliver these quick. 03D1: play_wav 1 :PIZZA_10787 if 83D2: not wav 1 ended else_jump @PIZZA_10813 wait 0 jump @PIZZA_10787 :PIZZA_10813 040D: unload_wav 1 03D5: remove_text 'PIZ1_15' // Hey, come on Mister, deliver these quick. :PIZZA_10827 if $8021 == 4 // integer values else_jump @PIZZA_10942 03CF: load_wav 'PISS_04' as 1 :PIZZA_10857 if 83D0: not wav 1 loaded else_jump @PIZZA_10883 wait 0 jump @PIZZA_10857 :PIZZA_10883 00BC: text_highpriority 'PIZ1_16' 4000 ms 1 // What are you waiting around for Mister? You got pizza to deliver. 03D1: play_wav 1 :PIZZA_10902 if 83D2: not wav 1 ended else_jump @PIZZA_10928 wait 0 jump @PIZZA_10902 :PIZZA_10928 040D: unload_wav 1 03D5: remove_text 'PIZ1_16' // What are you waiting around for Mister? You got pizza to deliver. :PIZZA_10942 if $8021 == 5 // integer values else_jump @PIZZA_11057 03CF: load_wav 'PISS_05' as 1 :PIZZA_10972 if 83D0: not wav 1 loaded else_jump @PIZZA_10998 wait 0 jump @PIZZA_10972 :PIZZA_10998 00BC: text_highpriority 'PIZ1_17' 4000 ms 1 // I know you didn't want to be a pizza boy, well I don't give a damn. 03D1: play_wav 1 :PIZZA_11017 if 83D2: not wav 1 ended else_jump @PIZZA_11043 wait 0 jump @PIZZA_11017 :PIZZA_11043 040D: unload_wav 1 03D5: remove_text 'PIZ1_17' // I know you didn't want to be a pizza boy, well I don't give a damn. :PIZZA_11057 if $8021 == 6 // integer values else_jump @PIZZA_11172 03CF: load_wav 'PISS_06' as 1 :PIZZA_11087 if 83D0: not wav 1 loaded else_jump @PIZZA_11113 wait 0 jump @PIZZA_11087 :PIZZA_11113 00BC: text_highpriority 'PIZ1_18' 4000 ms 1 // Deliver these. 03D1: play_wav 1 :PIZZA_11132 if 83D2: not wav 1 ended else_jump @PIZZA_11158 wait 0 jump @PIZZA_11132 :PIZZA_11158 040D: unload_wav 1 03D5: remove_text 'PIZ1_18' // Deliver these. :PIZZA_11172 if $8021 == 7 // integer values else_jump @PIZZA_11287 03CF: load_wav 'PISS_07' as 1 :PIZZA_11202 if 83D0: not wav 1 loaded else_jump @PIZZA_11228 wait 0 jump @PIZZA_11202 :PIZZA_11228 00BC: text_highpriority 'PIZ1_19' 4000 ms 1 // These need delivering. 03D1: play_wav 1 :PIZZA_11247 if 83D2: not wav 1 ended else_jump @PIZZA_11273 wait 0 jump @PIZZA_11247 :PIZZA_11273 040D: unload_wav 1 03D5: remove_text 'PIZ1_19' // These need delivering. :PIZZA_11287 if $8021 == 8 // integer values else_jump @PIZZA_11402 03CF: load_wav 'PISS_08' as 1 :PIZZA_11317 if 83D0: not wav 1 loaded else_jump @PIZZA_11343 wait 0 jump @PIZZA_11317 :PIZZA_11343 00BC: text_highpriority 'PIZ1_20' 4000 ms 1 // Come on Mister, deliver these things or you're sacked. 03D1: play_wav 1 :PIZZA_11362 if 83D2: not wav 1 ended else_jump @PIZZA_11388 wait 0 jump @PIZZA_11362 :PIZZA_11388 040D: unload_wav 1 03D5: remove_text 'PIZ1_20' // Come on Mister, deliver these things or you're sacked. :PIZZA_11402 if $8021 == 9 // integer values else_jump @PIZZA_11517 03CF: load_wav 'PISS_09' as 1 :PIZZA_11432 if 83D0: not wav 1 loaded else_jump @PIZZA_11458 wait 0 jump @PIZZA_11432 :PIZZA_11458 00BC: text_highpriority 'PIZ1_21' 4000 ms 1 // We got people waiting pal. 03D1: play_wav 1 :PIZZA_11477 if 83D2: not wav 1 ended else_jump @PIZZA_11503 wait 0 jump @PIZZA_11477 :PIZZA_11503 040D: unload_wav 1 03D5: remove_text 'PIZ1_21' // We got people waiting pal. :PIZZA_11517 if $8021 == 10 // integer values else_jump @PIZZA_11632 03CF: load_wav 'PISS_10' as 1 :PIZZA_11547 if 83D0: not wav 1 loaded else_jump @PIZZA_11573 wait 0 jump @PIZZA_11547 :PIZZA_11573 00BC: text_highpriority 'PIZ1_22' 4000 ms 1 // What are you waiting around for? These need delivering! 03D1: play_wav 1 :PIZZA_11592 if 83D2: not wav 1 ended else_jump @PIZZA_11618 wait 0 jump @PIZZA_11592 :PIZZA_11618 040D: unload_wav 1 03D5: remove_text 'PIZ1_22' // What are you waiting around for? These need delivering! :PIZZA_11632 if $8021 == 11 // integer values else_jump @PIZZA_11747 03CF: load_wav 'PISS_11' as 1 :PIZZA_11662 if 83D0: not wav 1 loaded else_jump @PIZZA_11688 wait 0 jump @PIZZA_11662 :PIZZA_11688 00BC: text_highpriority 'PIZ1_23' 4000 ms 1 // Deliver the damn food Mister. 03D1: play_wav 1 :PIZZA_11707 if 83D2: not wav 1 ended else_jump @PIZZA_11733 wait 0 jump @PIZZA_11707 :PIZZA_11733 040D: unload_wav 1 03D5: remove_text 'PIZ1_23' // Deliver the damn food Mister. :PIZZA_11747 if $8021 == 12 // integer values else_jump @PIZZA_11862 03CF: load_wav 'PISS_12' as 1 :PIZZA_11777 if 83D0: not wav 1 loaded else_jump @PIZZA_11803 wait 0 jump @PIZZA_11777 :PIZZA_11803 00BC: text_highpriority 'PIZ1_24' 4000 ms 1 // These need delivering pal. 03D1: play_wav 1 :PIZZA_11822 if 83D2: not wav 1 ended else_jump @PIZZA_11848 wait 0 jump @PIZZA_11822 :PIZZA_11848 040D: unload_wav 1 03D5: remove_text 'PIZ1_24' // These need delivering pal. :PIZZA_11862 if $8021 == 13 // integer values else_jump @PIZZA_11977 03CF: load_wav 'PISS_13' as 1 :PIZZA_11892 if 83D0: not wav 1 loaded else_jump @PIZZA_11918 wait 0 jump @PIZZA_11892 :PIZZA_11918 00BC: text_highpriority 'PIZ1_25' 4000 ms 1 // Man, can you take these? 03D1: play_wav 1 :PIZZA_11937 if 83D2: not wav 1 ended else_jump @PIZZA_11963 wait 0 jump @PIZZA_11937 :PIZZA_11963 040D: unload_wav 1 03D5: remove_text 'PIZ1_25' // Man, can you take these? :PIZZA_11977 if $8021 == 14 // integer values else_jump @PIZZA_12092 03CF: load_wav 'PISS_14' as 1 :PIZZA_12007 if 83D0: not wav 1 loaded else_jump @PIZZA_12033 wait 0 jump @PIZZA_12007 :PIZZA_12033 00BC: text_highpriority 'PIZ1_26' 4000 ms 1 // Mister, deliver these pronto, avamos amigo. 03D1: play_wav 1 :PIZZA_12052 if 83D2: not wav 1 ended else_jump @PIZZA_12078 wait 0 jump @PIZZA_12052 :PIZZA_12078 040D: unload_wav 1 03D5: remove_text 'PIZ1_26' // Mister, deliver these pronto, avamos amigo. :PIZZA_12092 if $8021 == 15 // integer values else_jump @PIZZA_12207 03CF: load_wav 'PISS_15' as 1 :PIZZA_12122 if 83D0: not wav 1 loaded else_jump @PIZZA_12148 wait 0 jump @PIZZA_12122 :PIZZA_12148 00BC: text_highpriority 'PIZ1_27' 4000 ms 1 // Come on, we're in a rush, deliver these. 03D1: play_wav 1 :PIZZA_12167 if 83D2: not wav 1 ended else_jump @PIZZA_12193 wait 0 jump @PIZZA_12167 :PIZZA_12193 040D: unload_wav 1 03D5: remove_text 'PIZ1_27' // Come on, we're in a rush, deliver these. :PIZZA_12207 if $8021 == 16 // integer values else_jump @PIZZA_12322 03CF: load_wav 'PISS_16' as 1 :PIZZA_12237 if 83D0: not wav 1 loaded else_jump @PIZZA_12263 wait 0 jump @PIZZA_12237 :PIZZA_12263 00BC: text_highpriority 'PIZ1_28' 4000 ms 1 // You again? well deliver these quick pal. 03D1: play_wav 1 :PIZZA_12282 if 83D2: not wav 1 ended else_jump @PIZZA_12308 wait 0 jump @PIZZA_12282 :PIZZA_12308 040D: unload_wav 1 03D5: remove_text 'PIZ1_28' // You again? well deliver these quick pal. :PIZZA_12322 if $8021 == 17 // integer values else_jump @PIZZA_12437 03CF: load_wav 'PISS_17' as 1 :PIZZA_12352 if 83D0: not wav 1 loaded else_jump @PIZZA_12378 wait 0 jump @PIZZA_12352 :PIZZA_12378 00BC: text_highpriority 'PIZ1_29' 4000 ms 1 // No wasting time this time pal. 03D1: play_wav 1 :PIZZA_12397 if 83D2: not wav 1 ended else_jump @PIZZA_12423 wait 0 jump @PIZZA_12397 :PIZZA_12423 040D: unload_wav 1 03D5: remove_text 'PIZ1_29' // No wasting time this time pal. :PIZZA_12437 if $8021 == 18 // integer values else_jump @PIZZA_12552 03CF: load_wav 'PISS_18' as 1 :PIZZA_12467 if 83D0: not wav 1 loaded else_jump @PIZZA_12493 wait 0 jump @PIZZA_12467 :PIZZA_12493 00BC: text_highpriority 'PIZ1_30' 4000 ms 1 // Come on you lazy bastard, deliver this crap on time. 03D1: play_wav 1 :PIZZA_12512 if 83D2: not wav 1 ended else_jump @PIZZA_12538 wait 0 jump @PIZZA_12512 :PIZZA_12538 040D: unload_wav 1 03D5: remove_text 'PIZ1_30' // Come on you lazy bastard, deliver this crap on time. :PIZZA_12552 if $8021 == 19 // integer values else_jump @PIZZA_12667 03CF: load_wav 'PISS_19' as 1 :PIZZA_12582 if 83D0: not wav 1 loaded else_jump @PIZZA_12608 wait 0 jump @PIZZA_12582 :PIZZA_12608 00BC: text_highpriority 'PIZ1_31' 4000 ms 1 // You'll never get a promotion unless you move faster this time. 03D1: play_wav 1 :PIZZA_12627 if 83D2: not wav 1 ended else_jump @PIZZA_12653 wait 0 jump @PIZZA_12627 :PIZZA_12653 040D: unload_wav 1 03D5: remove_text 'PIZ1_31' // You'll never get a promotion unless you move faster this time. :PIZZA_12667 $8022 = 1 // integer values :PIZZA_12674 return :PIZZA_12676 if $7996 == 1 // integer values else_jump @PIZZA_12717 if Actor.Dead($7966) else_jump @PIZZA_12717 $8015 = 1 // integer values :PIZZA_12717 if $7997 == 1 // integer values else_jump @PIZZA_12758 if Actor.Dead($7967) else_jump @PIZZA_12758 $8015 = 1 // integer values :PIZZA_12758 if $7998 == 1 // integer values else_jump @PIZZA_12799 if Actor.Dead($7968) else_jump @PIZZA_12799 $8015 = 1 // integer values :PIZZA_12799 if $7999 == 1 // integer values else_jump @PIZZA_12840 if Actor.Dead($7969) else_jump @PIZZA_12840 $8015 = 1 // integer values :PIZZA_12840 if $8000 == 1 // integer values else_jump @PIZZA_12881 if Actor.Dead($7970) else_jump @PIZZA_12881 $8015 = 1 // integer values :PIZZA_12881 if $8001 == 1 // integer values else_jump @PIZZA_12922 if Actor.Dead($7971) else_jump @PIZZA_12922 $8015 = 1 // integer values :PIZZA_12922 if $8002 == 1 // integer values else_jump @PIZZA_12963 if Actor.Dead($7972) else_jump @PIZZA_12963 $8015 = 1 // integer values :PIZZA_12963 if $8003 == 1 // integer values else_jump @PIZZA_13004 if Actor.Dead($7973) else_jump @PIZZA_13004 $8015 = 1 // integer values :PIZZA_13004 if $8004 == 1 // integer values else_jump @PIZZA_13045 if Actor.Dead($7974) else_jump @PIZZA_13045 $8015 = 1 // integer values :PIZZA_13045 if $8005 == 1 // integer values else_jump @PIZZA_13086 if Actor.Dead($7975) else_jump @PIZZA_13086 $8015 = 1 // integer values :PIZZA_13086 return :PIZZA_13088 if not Car.Wrecked($7965) else_jump @PIZZA_13763 if and 01F4: car $7965 flipped 01C1: car $7965 stopped else_jump @PIZZA_13132 $8018 = 1 // integer values :PIZZA_13132 if and 80DC: not player $PLAYER_CHAR driving $7965 $8017 == 0 // integer values $8018 == 0 // integer values else_jump @PIZZA_13250 00BC: text_highpriority 'PIZ1_11' 5000 ms 1 // Hey! Get back on the bike! $7993 = Marker.CreateAboveCar($7965) Marker.Disable($7982) Marker.Disable($7983) Marker.Disable($7984) Marker.Disable($7985) Marker.Disable($7986) Marker.Disable($7987) Marker.Disable($7988) Marker.Disable($7989) Marker.Disable($7990) Marker.Disable($7991) Marker.Disable($7992) $8017 = 1 // integer values :PIZZA_13250 if and 00DC: player $PLAYER_CHAR driving $7965 $8017 == 1 // integer values else_jump @PIZZA_13756 Marker.Disable($7993) if $8007 == 0 // integer values else_jump @PIZZA_13726 if $7996 == 1 // integer values else_jump @PIZZA_13341 if not Actor.Dead($7966) else_jump @PIZZA_13341 $7982 = Marker.CreateAboveActor($7966) :PIZZA_13341 if $7997 == 1 // integer values else_jump @PIZZA_13383 if not Actor.Dead($7967) else_jump @PIZZA_13383 $7983 = Marker.CreateAboveActor($7967) :PIZZA_13383 if $7998 == 1 // integer values else_jump @PIZZA_13425 if not Actor.Dead($7968) else_jump @PIZZA_13425 $7984 = Marker.CreateAboveActor($7968) :PIZZA_13425 if $7999 == 1 // integer values else_jump @PIZZA_13467 if not Actor.Dead($7969) else_jump @PIZZA_13467 $7985 = Marker.CreateAboveActor($7969) :PIZZA_13467 if $8000 == 1 // integer values else_jump @PIZZA_13509 if not Actor.Dead($7970) else_jump @PIZZA_13509 $7986 = Marker.CreateAboveActor($7970) :PIZZA_13509 if $8001 == 1 // integer values else_jump @PIZZA_13551 if not Actor.Dead($7971) else_jump @PIZZA_13551 $7987 = Marker.CreateAboveActor($7971) :PIZZA_13551 if $8002 == 1 // integer values else_jump @PIZZA_13593 if not Actor.Dead($7972) else_jump @PIZZA_13593 $7988 = Marker.CreateAboveActor($7972) :PIZZA_13593 if $8003 == 1 // integer values else_jump @PIZZA_13635 if not Actor.Dead($7973) else_jump @PIZZA_13635 $7989 = Marker.CreateAboveActor($7973) :PIZZA_13635 if $8004 == 1 // integer values else_jump @PIZZA_13677 if not Actor.Dead($7974) else_jump @PIZZA_13677 $7990 = Marker.CreateAboveActor($7974) :PIZZA_13677 if $8005 == 1 // integer values else_jump @PIZZA_13719 if not Actor.Dead($7975) else_jump @PIZZA_13719 $7991 = Marker.CreateAboveActor($7975) :PIZZA_13719 jump @PIZZA_13747 :PIZZA_13726 Marker.Disable($7992) 018A: $7992 = create_checkpoint_at $8036 $8037 -100.0 :PIZZA_13747 00BE: text_clear_all $8017 = 0 // integer values :PIZZA_13756 jump @PIZZA_13770 :PIZZA_13763 $8015 = 2 // integer values :PIZZA_13770 return :PIZZA_13772 if $8017 == 0 // integer values else_jump @PIZZA_13816 if 00E1: key_pressed 0 19 else_jump @PIZZA_13816 00BE: text_clear_all $8015 = 3 // integer values :PIZZA_13816 return //-------------Mission 7--------------- // Originally: Treacherous Swine :RCHELI thread 'RCHELI' gosub @RCHELI_46 if wasted_or_busted else_jump @RCHELI_37 gosub @RCHELI_6036 :RCHELI_37 gosub @RCHELI_6262 end_thread :RCHELI_46 if $8156 == 0 // integer values else_jump @RCHELI_66 increment_mission_attempts :RCHELI_66 $ONMISSION = 1 // integer values $1084 = 1 // integer values wait 0 054C: use_GXT_table 'RCHELI1' Model.Load(#RCRAIDER) :RCHELI_99 if not Model.Available(#RCRAIDER) else_jump @RCHELI_126 wait 0 jump @RCHELI_99 :RCHELI_126 $8049 = 0 // integer values $8052 = 20 // integer values $8051 = 0 // integer values $8053 = 0 // integer values $8054 = 0 // integer values $8055 = 0 // integer values $8056 = 0 // integer values $8057 = 0 // integer values $8058 = 0 // integer values $8059 = 0 // integer values $8060 = 0 // integer values $8061 = 0 // integer values $8062 = 0 // integer values $8063 = 0 // integer values $8064 = 0 // integer values $8065 = 0 // integer values $8066 = 0 // integer values $8067 = 0 // integer values $8068 = 0 // integer values $8069 = 0 // integer values $8070 = 0 // integer values $8071 = 0 // integer values $8072 = 0 // integer values $8073 = -1290.792 // floating-point values $8074 = -1253.498 // floating-point values $8075 = 21.376 // floating-point values $8076 = -1369.82 // floating-point values $8077 = -1256.41 // floating-point values $8078 = 18.17883 // floating-point values $8079 = -1482.534 // floating-point values $8080 = -1254.653 // floating-point values $8081 = 14.86 // floating-point values $8082 = -1573.508 // floating-point values $8083 = -1239.667 // floating-point values $8084 = 21.762 // floating-point values $8085 = -1785.86 // floating-point values $8086 = -1343.75 // floating-point values $8087 = 15.97 // floating-point values $8088 = -1793.35 // floating-point values $8089 = -1248.55 // floating-point values $8090 = 22.08 // floating-point values $8091 = -1689.206 // floating-point values $8092 = -1103.073 // floating-point values $8093 = 14.03599 // floating-point values $8094 = -1774.523 // floating-point values $8095 = -1060.862 // floating-point values $8096 = 14.96548 // floating-point values $8097 = -1793.91 // floating-point values $8098 = -908.69 // floating-point values $8099 = 14.86 // floating-point values $8100 = -1788.039 // floating-point values $8101 = -884.2224 // floating-point values $8102 = 42.33138 // floating-point values $8103 = -1646.72 // floating-point values $8104 = -929.44 // floating-point values $8105 = 13.94 // floating-point values $8106 = -1563.474 // floating-point values $8107 = -814.6355 // floating-point values $8108 = 16.21071 // floating-point values $8109 = -1514.844 // floating-point values $8110 = -951.425 // floating-point values $8111 = 15.168 // floating-point values $8112 = -1488.26 // floating-point values $8113 = -892.6786 // floating-point values $8114 = 26.17459 // floating-point values $8115 = -1355.305 // floating-point values $8116 = -951.825 // floating-point values $8117 = 15.168 // floating-point values $8118 = -1352.431 // floating-point values $8119 = -751.111 // floating-point values $8120 = 25.78808 // floating-point values $8121 = -1240.26 // floating-point values $8122 = -841.24 // floating-point values $8123 = 22.3 // floating-point values $8124 = -1253.92 // floating-point values $8125 = -1056.68 // floating-point values $8126 = 13.94 // floating-point values $8127 = -1270.146 // floating-point values $8128 = -1151.49 // floating-point values $8129 = 22.3 // floating-point values $8130 = -1270.47 // floating-point values $8131 = -1272.444 // floating-point values $8132 = 14.866 // floating-point values 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 Player.ClearWantedLevel($PLAYER_CHAR) 00DA: $8047 = player $PLAYER_CHAR car 0395: clear_area 1 at -1237.285 -1232.121 range 14.77 10.0 $8050 = Player.WantedLevel($PLAYER_CHAR) wait 0 if not Car.Wrecked($8047) else_jump @RCHELI_1076 if 0442: player $PLAYER_CHAR in_car $8047 else_jump @RCHELI_1076 020A: set_car $8047 door_status_to 2 02A3: toggle_widescreen 1 046E: put_player $PLAYER_CHAR in_RC_mode_at -1237.285 -1232.121 14.77 angle 337.839 RC_model #RCRAIDER $8048 = Player.RC_car($PLAYER_CHAR) Camera.SetPosition(-1237.81, -1227.21, 19.33038, 0.0, 0.0, 0.0) Camera.PointAt(-1237.587, -1227.994, 18.74902, 2) :RCHELI_1076 fade 1 1500 :RCHELI_1083 if fading else_jump @RCHELI_1107 wait 0 jump @RCHELI_1083 :RCHELI_1107 if $8051 == 0 // integer values else_jump @RCHELI_1720 16@ = 0 // integer values :RCHELI_1132 if 5000 > 16@ // integer values else_jump @RCHELI_1253 wait 0 00BC: text_highpriority 'RCH1_6' 5000 ms 2 // ~g~Use the RC Helicopter to collect checkpoints scattered throughout the airport. 024F: create_corona 1.0 5 0 with_color 0 100 100 at_point $8076 $8077 $8078 024F: create_corona 1.0 5 0 with_color 0 100 100 at_point $8094 $8095 $8096 if 00E1: key_pressed 0 16 else_jump @RCHELI_1246 jump @RCHELI_1645 :RCHELI_1246 jump @RCHELI_1132 :RCHELI_1253 Camera.SetAtPos(-1357.869, -1258.004, 21.487) Camera.SetPosition(-1357.869, -1258.004, 21.487, -0.948, 0.121, -0.2947) Camera.PointAt(-1358.82, -1257.88, 21.192, 2) 16@ = 0 // integer values :RCHELI_1328 if 5000 > 16@ // integer values else_jump @RCHELI_1449 wait 0 00BC: text_highpriority 'RCH1_7' 5000 ms 2 // ~g~There are 20 checkpoints in total. 024F: create_corona 1.0 5 0 with_color 0 100 100 at_point $8076 $8077 $8078 024F: create_corona 1.0 5 0 with_color 0 100 100 at_point $8094 $8095 $8096 if 00E1: key_pressed 0 16 else_jump @RCHELI_1442 jump @RCHELI_1645 :RCHELI_1442 jump @RCHELI_1328 :RCHELI_1449 Camera.SetAtPos(-1786.243, -1073.31, 15.304) Camera.PointAt(-1785.705, -1072.465, 15.27, 2) Camera.SetPosition(-1786.243, -1073.31, 15.304, 0.0, 0.0, 0.0) 16@ = 0 // integer values :RCHELI_1524 if 5000 > 16@ // integer values else_jump @RCHELI_1645 wait 0 00BC: text_highpriority 'RCH1_8' 500 ms 2 // ~g~If you wish to quit this mission press the ~h~~k~~PED_FIREWEAPON~ ~g~button to detonate your RC Helicopter. 024F: create_corona 1.0 5 0 with_color 0 100 100 at_point $8076 $8077 $8078 024F: create_corona 1.0 5 0 with_color 0 100 100 at_point $8094 $8095 $8096 if 00E1: key_pressed 0 16 else_jump @RCHELI_1638 jump @RCHELI_1645 :RCHELI_1638 jump @RCHELI_1524 :RCHELI_1645 if not Car.Wrecked($8048) else_jump @RCHELI_1670 Camera.OnVehicle($8048, 18, 2) :RCHELI_1670 03EB: clear_small_messages_only 03C3: set_timer_with_text_to $8049 type 0 text 'RCH1_5' // Time: 03C4: set_status_text_to $8052 0 'RCH1_4' // Checkpoints: Player.CanMove($PLAYER_CHAR) = True 02A3: toggle_widescreen 0 $8051 = 1 // integer values :RCHELI_1720 if $8052 > 0 // integer values else_jump @RCHELI_6036 wait 0 if 2 > $8053 // integer values else_jump @RCHELI_1921 if $8053 == 0 // integer values else_jump @RCHELI_1799 018A: $8133 = create_checkpoint_at $8073 $8074 $8075 $8053 = 1 // integer values :RCHELI_1799 if not Car.Wrecked($8048) else_jump @RCHELI_1921 024F: create_corona 1.0 5 0 with_color 0 100 100 at_point $8073 $8074 $8075 if 01AF: car $8048 0 $8073 $8074 $8075 radius 2.0 2.0 2.0 else_jump @RCHELI_1921 018C: play_sound 1 at 0.0 0.0 0.0 Marker.Disable($8133) $8052 -= 1 // integer values $8053 = 2 // integer values :RCHELI_1921 if $8053 == 2 // integer values else_jump @RCHELI_2118 if 2 > $8054 // integer values else_jump @RCHELI_2118 if $8054 == 0 // integer values else_jump @RCHELI_1996 018A: $8134 = create_checkpoint_at $8076 $8077 $8078 $8054 = 1 // integer values :RCHELI_1996 if not Car.Wrecked($8048) else_jump @RCHELI_2118 024F: create_corona 1.0 5 0 with_color 0 100 100 at_point $8076 $8077 $8078 if 01AF: car $8048 0 $8076 $8077 $8078 radius 2.0 2.0 2.0 else_jump @RCHELI_2118 018C: play_sound 1 at 0.0 0.0 0.0 Marker.Disable($8134) $8052 -= 1 // integer values $8054 = 2 // integer values :RCHELI_2118 if $8054 == 2 // integer values else_jump @RCHELI_2315 if 2 > $8055 // integer values else_jump @RCHELI_2315 if $8055 == 0 // integer values else_jump @RCHELI_2193 018A: $8135 = create_checkpoint_at $8079 $8080 $8081 $8055 = 1 // integer values :RCHELI_2193 if not Car.Wrecked($8048) else_jump @RCHELI_2315 024F: create_corona 1.0 5 0 with_color 0 100 100 at_point $8079 $8080 $8081 if 01AF: car $8048 0 $8079 $8080 $8081 radius 2.0 2.0 2.0 else_jump @RCHELI_2315 018C: play_sound 1 at 0.0 0.0 0.0 Marker.Disable($8135) $8052 -= 1 // integer values $8055 = 2 // integer values :RCHELI_2315 if $8055 == 2 // integer values else_jump @RCHELI_2512 if 2 > $8056 // integer values else_jump @RCHELI_2512 if $8056 == 0 // integer values else_jump @RCHELI_2390 018A: $8136 = create_checkpoint_at $8082 $8083 $8084 $8056 = 1 // integer values :RCHELI_2390 if not Car.Wrecked($8048) else_jump @RCHELI_2512 024F: create_corona 1.0 5 0 with_color 0 100 100 at_point $8082 $8083 $8084 if 01AF: car $8048 0 $8082 $8083 $8084 radius 2.0 2.0 2.0 else_jump @RCHELI_2512 018C: play_sound 1 at 0.0 0.0 0.0 Marker.Disable($8136) $8052 -= 1 // integer values $8056 = 2 // integer values :RCHELI_2512 if $8056 == 2 // integer values else_jump @RCHELI_2709 if 2 > $8057 // integer values else_jump @RCHELI_2709 if $8057 == 0 // integer values else_jump @RCHELI_2587 018A: $8137 = create_checkpoint_at $8085 $8086 $8087 $8057 = 1 // integer values :RCHELI_2587 if not Car.Wrecked($8048) else_jump @RCHELI_2709 024F: create_corona 1.0 5 0 with_color 0 100 100 at_point $8085 $8086 $8087 if 01AF: car $8048 0 $8085 $8086 $8087 radius 2.0 2.0 2.0 else_jump @RCHELI_2709 018C: play_sound 1 at 0.0 0.0 0.0 Marker.Disable($8137) $8052 -= 1 // integer values $8057 = 2 // integer values :RCHELI_2709 if $8057 == 2 // integer values else_jump @RCHELI_2906 if 2 > $8058 // integer values else_jump @RCHELI_2906 if $8058 == 0 // integer values else_jump @RCHELI_2784 018A: $8138 = create_checkpoint_at $8088 $8089 $8090 $8058 = 1 // integer values :RCHELI_2784 if not Car.Wrecked($8048) else_jump @RCHELI_2906 024F: create_corona 1.0 5 0 with_color 0 100 100 at_point $8088 $8089 $8090 if 01AF: car $8048 0 $8088 $8089 $8090 radius 2.0 2.0 2.0 else_jump @RCHELI_2906 018C: play_sound 1 at 0.0 0.0 0.0 Marker.Disable($8138) $8052 -= 1 // integer values $8058 = 2 // integer values :RCHELI_2906 if $8058 == 2 // integer values else_jump @RCHELI_3103 if 2 > $8059 // integer values else_jump @RCHELI_3103 if $8059 == 0 // integer values else_jump @RCHELI_2981 018A: $8139 = create_checkpoint_at $8091 $8092 $8093 $8059 = 1 // integer values :RCHELI_2981 if not Car.Wrecked($8048) else_jump @RCHELI_3103 024F: create_corona 1.0 5 0 with_color 0 100 100 at_point $8091 $8092 $8093 if 01AF: car $8048 0 $8091 $8092 $8093 radius 2.0 2.0 2.0 else_jump @RCHELI_3103 018C: play_sound 1 at 0.0 0.0 0.0 Marker.Disable($8139) $8052 -= 1 // integer values $8059 = 2 // integer values :RCHELI_3103 if $8059 == 2 // integer values else_jump @RCHELI_3300 if 2 > $8060 // integer values else_jump @RCHELI_3300 if $8060 == 0 // integer values else_jump @RCHELI_3178 018A: $8140 = create_checkpoint_at $8094 $8095 $8096 $8060 = 1 // integer values :RCHELI_3178 if not Car.Wrecked($8048) else_jump @RCHELI_3300 024F: create_corona 1.0 5 0 with_color 0 100 100 at_point $8094 $8095 $8096 if 01AF: car $8048 0 $8094 $8095 $8096 radius 2.0 2.0 2.0 else_jump @RCHELI_3300 018C: play_sound 1 at 0.0 0.0 0.0 Marker.Disable($8140) $8052 -= 1 // integer values $8060 = 2 // integer values :RCHELI_3300 if $8060 == 2 // integer values else_jump @RCHELI_3497 if 2 > $8061 // integer values else_jump @RCHELI_3497 if $8061 == 0 // integer values else_jump @RCHELI_3375 018A: $8141 = create_checkpoint_at $8097 $8098 $8099 $8061 = 1 // integer values :RCHELI_3375 if not Car.Wrecked($8048) else_jump @RCHELI_3497 024F: create_corona 1.0 5 0 with_color 0 100 100 at_point $8097 $8098 $8099 if 01AF: car $8048 0 $8097 $8098 $8099 radius 2.0 2.0 2.0 else_jump @RCHELI_3497 018C: play_sound 1 at 0.0 0.0 0.0 Marker.Disable($8141) $8052 -= 1 // integer values $8061 = 2 // integer values :RCHELI_3497 if $8061 == 2 // integer values else_jump @RCHELI_3694 if 2 > $8062 // integer values else_jump @RCHELI_3694 if $8062 == 0 // integer values else_jump @RCHELI_3572 018A: $8142 = create_checkpoint_at $8100 $8101 $8102 $8062 = 1 // integer values :RCHELI_3572 if not Car.Wrecked($8048) else_jump @RCHELI_3694 024F: create_corona 1.0 5 0 with_color 0 100 100 at_point $8100 $8101 $8102 if 01AF: car $8048 0 $8100 $8101 $8102 radius 2.0 2.0 2.0 else_jump @RCHELI_3694 018C: play_sound 1 at 0.0 0.0 0.0 Marker.Disable($8142) $8052 -= 1 // integer values $8062 = 2 // integer values :RCHELI_3694 if $8062 == 2 // integer values else_jump @RCHELI_3891 if 2 > $8063 // integer values else_jump @RCHELI_3891 if $8063 == 0 // integer values else_jump @RCHELI_3769 018A: $8143 = create_checkpoint_at $8103 $8104 $8105 $8063 = 1 // integer values :RCHELI_3769 if not Car.Wrecked($8048) else_jump @RCHELI_3891 024F: create_corona 1.0 5 0 with_color 0 100 100 at_point $8103 $8104 $8105 if 01AF: car $8048 0 $8103 $8104 $8105 radius 2.0 2.0 2.0 else_jump @RCHELI_3891 018C: play_sound 1 at 0.0 0.0 0.0 Marker.Disable($8143) $8052 -= 1 // integer values $8063 = 2 // integer values :RCHELI_3891 if $8063 == 2 // integer values else_jump @RCHELI_4088 if 2 > $8064 // integer values else_jump @RCHELI_4088 if $8064 == 0 // integer values else_jump @RCHELI_3966 018A: $8144 = create_checkpoint_at $8106 $8107 $8108 $8064 = 1 // integer values :RCHELI_3966 if not Car.Wrecked($8048) else_jump @RCHELI_4088 024F: create_corona 1.0 5 0 with_color 0 100 100 at_point $8106 $8107 $8108 if 01AF: car $8048 0 $8106 $8107 $8108 radius 2.0 2.0 2.0 else_jump @RCHELI_4088 018C: play_sound 1 at 0.0 0.0 0.0 Marker.Disable($8144) $8052 -= 1 // integer values $8064 = 2 // integer values :RCHELI_4088 if $8064 == 2 // integer values else_jump @RCHELI_4285 if 2 > $8065 // integer values else_jump @RCHELI_4285 if $8065 == 0 // integer values else_jump @RCHELI_4163 018A: $8145 = create_checkpoint_at $8109 $8110 $8111 $8065 = 1 // integer values :RCHELI_4163 if not Car.Wrecked($8048) else_jump @RCHELI_4285 024F: create_corona 1.0 5 0 with_color 0 100 100 at_point $8109 $8110 $8111 if 01AF: car $8048 0 $8109 $8110 $8111 radius 2.0 2.0 2.0 else_jump @RCHELI_4285 018C: play_sound 1 at 0.0 0.0 0.0 Marker.Disable($8145) $8052 -= 1 // integer values $8065 = 2 // integer values :RCHELI_4285 if $8065 == 2 // integer values else_jump @RCHELI_4482 if 2 > $8066 // integer values else_jump @RCHELI_4482 if $8066 == 0 // integer values else_jump @RCHELI_4360 018A: $8146 = create_checkpoint_at $8112 $8113 $8114 $8066 = 1 // integer values :RCHELI_4360 if not Car.Wrecked($8048) else_jump @RCHELI_4482 024F: create_corona 1.0 5 0 with_color 0 100 100 at_point $8112 $8113 $8114 if 01AF: car $8048 0 $8112 $8113 $8114 radius 2.0 2.0 2.0 else_jump @RCHELI_4482 018C: play_sound 1 at 0.0 0.0 0.0 Marker.Disable($8146) $8052 -= 1 // integer values $8066 = 2 // integer values :RCHELI_4482 if $8066 == 2 // integer values else_jump @RCHELI_4679 if 2 > $8067 // integer values else_jump @RCHELI_4679 if $8067 == 0 // integer values else_jump @RCHELI_4557 018A: $8147 = create_checkpoint_at $8115 $8116 $8117 $8067 = 1 // integer values :RCHELI_4557 if not Car.Wrecked($8048) else_jump @RCHELI_4679 024F: create_corona 1.0 5 0 with_color 0 100 100 at_point $8115 $8116 $8117 if 01AF: car $8048 0 $8115 $8116 $8117 radius 2.0 2.0 2.0 else_jump @RCHELI_4679 018C: play_sound 1 at 0.0 0.0 0.0 Marker.Disable($8147) $8052 -= 1 // integer values $8067 = 2 // integer values :RCHELI_4679 if $8067 == 2 // integer values else_jump @RCHELI_4876 if 2 > $8068 // integer values else_jump @RCHELI_4876 if $8068 == 0 // integer values else_jump @RCHELI_4754 018A: $8148 = create_checkpoint_at $8118 $8119 $8120 $8068 = 1 // integer values :RCHELI_4754 if not Car.Wrecked($8048) else_jump @RCHELI_4876 024F: create_corona 1.0 5 0 with_color 0 100 100 at_point $8118 $8119 $8120 if 01AF: car $8048 0 $8118 $8119 $8120 radius 2.0 2.0 2.0 else_jump @RCHELI_4876 018C: play_sound 1 at 0.0 0.0 0.0 Marker.Disable($8148) $8052 -= 1 // integer values $8068 = 2 // integer values :RCHELI_4876 if $8068 == 2 // integer values else_jump @RCHELI_5073 if 2 > $8069 // integer values else_jump @RCHELI_5073 if $8069 == 0 // integer values else_jump @RCHELI_4951 018A: $8149 = create_checkpoint_at $8121 $8122 $8123 $8069 = 1 // integer values :RCHELI_4951 if not Car.Wrecked($8048) else_jump @RCHELI_5073 024F: create_corona 1.0 5 0 with_color 0 100 100 at_point $8121 $8122 $8123 if 01AF: car $8048 0 $8121 $8122 $8123 radius 2.0 2.0 2.0 else_jump @RCHELI_5073 018C: play_sound 1 at 0.0 0.0 0.0 Marker.Disable($8149) $8052 -= 1 // integer values $8069 = 2 // integer values :RCHELI_5073 if $8069 == 2 // integer values else_jump @RCHELI_5270 if 2 > $8070 // integer values else_jump @RCHELI_5270 if $8070 == 0 // integer values else_jump @RCHELI_5148 018A: $8150 = create_checkpoint_at $8124 $8125 $8126 $8070 = 1 // integer values :RCHELI_5148 if not Car.Wrecked($8048) else_jump @RCHELI_5270 024F: create_corona 1.0 5 0 with_color 0 100 100 at_point $8124 $8125 $8126 if 01AF: car $8048 0 $8124 $8125 $8126 radius 2.0 2.0 2.0 else_jump @RCHELI_5270 018C: play_sound 1 at 0.0 0.0 0.0 Marker.Disable($8150) $8052 -= 1 // integer values $8070 = 2 // integer values :RCHELI_5270 if $8070 == 2 // integer values else_jump @RCHELI_5467 if 2 > $8071 // integer values else_jump @RCHELI_5467 if $8071 == 0 // integer values else_jump @RCHELI_5345 018A: $8151 = create_checkpoint_at $8127 $8128 $8129 $8071 = 1 // integer values :RCHELI_5345 if not Car.Wrecked($8048) else_jump @RCHELI_5467 024F: create_corona 1.0 5 0 with_color 0 100 100 at_point $8127 $8128 $8129 if 01AF: car $8048 0 $8127 $8128 $8129 radius 2.0 2.0 2.0 else_jump @RCHELI_5467 018C: play_sound 1 at 0.0 0.0 0.0 Marker.Disable($8151) $8052 -= 1 // integer values $8071 = 2 // integer values :RCHELI_5467 if $8071 == 2 // integer values else_jump @RCHELI_5664 if 2 > $8072 // integer values else_jump @RCHELI_5664 if $8072 == 0 // integer values else_jump @RCHELI_5542 018A: $8152 = create_checkpoint_at $8130 $8131 $8132 $8072 = 1 // integer values :RCHELI_5542 if not Car.Wrecked($8048) else_jump @RCHELI_5664 024F: create_corona 1.0 5 0 with_color 0 100 100 at_point $8130 $8131 $8132 if 01AF: car $8048 0 $8130 $8131 $8132 radius 2.0 2.0 2.0 else_jump @RCHELI_5664 018C: play_sound 1 at 0.0 0.0 0.0 Marker.Disable($8152) $8052 -= 1 // integer values $8072 = 2 // integer values :RCHELI_5664 if $8052 == 0 // integer values else_jump @RCHELI_5730 if not Car.Wrecked($8047) else_jump @RCHELI_5730 if $8049 > 0 // integer values else_jump @RCHELI_5730 020A: set_car $8047 door_status_to 1 jump @RCHELI_6061 :RCHELI_5730 if not Car.Wrecked($8048) else_jump @RCHELI_5837 if 80B0: not car $8048 0 -1881.576 -1612.496 -979.9678 -582.2634 else_jump @RCHELI_5837 if 00B0: car $8048 0 -2104.88 -1655.804 -866.489 -430.5 else_jump @RCHELI_5837 00BC: text_highpriority 'RCH1_12' 3000 ms 1 // ~g~The RC helicopter is getting too far out of range! :RCHELI_5837 if not Car.Wrecked($8048) else_jump @RCHELI_5915 if 80B0: not car $8048 0 -2104.88 -1655.804 -866.489 -430.5 else_jump @RCHELI_5915 0409: blow_up_rc_buggy 00BC: text_highpriority 'RCH1_13' 5000 ms 1 // ~r~The RC helicopter went out of range! jump @RCHELI_6036 :RCHELI_5915 if Car.Wrecked($8047) else_jump @RCHELI_5955 00BC: text_highpriority 'WRECKED' 3000 ms 1 // ~r~The vehicle is wrecked! 04DB: exit_rc_mode jump @RCHELI_6036 :RCHELI_5955 if $8051 == 1 // integer values else_jump @RCHELI_6029 if Car.Wrecked($8048) else_jump @RCHELI_6029 if not $8052 == 0 // integer values else_jump @RCHELI_6029 00BC: text_highpriority 'WRECKED' 3000 ms 1 // ~r~The vehicle is wrecked! jump @RCHELI_6036 :RCHELI_6029 jump @RCHELI_1720 :RCHELI_6036 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! Player.WantedLevel($PLAYER_CHAR) = $8050 return :RCHELI_6061 $398 = 1 // integer values 0084: $8153 = $8049 // integer values and handles $8153 /= 1000 // integer values 042E: (unknown) 5 $8153 0084: $8154 = $8153 // integer values and handles $8154 /= 60 // integer values 0084: $8155 = $8154 // integer values and handles $8155 *= 60 // integer values 0060: $8153 -= $8155 // integer values if $8153 >= 10 // integer values else_jump @RCHELI_6175 02FD: text_2numbers_lowpriority 'RCH1_9' $8154 $8153 7000 ms 1 // ~b~TOTAL TIME: ~1~:~1~ jump @RCHELI_6196 :RCHELI_6175 02FD: text_2numbers_lowpriority 'RCH1_10' $8154 $8153 7000 ms 1 // ~b~TOTAL TIME: ~1~:0~1~ :RCHELI_6196 if $8156 == 0 // integer values else_jump @RCHELI_6227 030C: set_mission_points += 1 0595: mission_complete $8156 = 1 // integer values :RCHELI_6227 01E3: text_1number_styled 'M_PASS' 100 5000 ms 1 // MISSION PASSED! $~1~ Player.ClearWantedLevel($PLAYER_CHAR) 0394: play_music 1 Player.Money($PLAYER_CHAR) += 100 return :RCHELI_6262 $ONMISSION = 0 // integer values $1084 = 0 // integer values 014F: stop_timer $8049 0151: remove_status_text $8052 04DB: exit_rc_mode if not Car.Wrecked($8047) else_jump @RCHELI_6311 020A: set_car $8047 door_status_to 1 :RCHELI_6311 Model.Destroy(#RCRAIDER) Model.Destroy(#INFERNUS) Marker.Disable($8133) Marker.Disable($8134) Marker.Disable($8135) Marker.Disable($8136) Marker.Disable($8137) Marker.Disable($8138) Marker.Disable($8139) Marker.Disable($8140) Marker.Disable($8141) Marker.Disable($8142) Marker.Disable($8143) Marker.Disable($8144) Marker.Disable($8145) Marker.Disable($8146) Marker.Disable($8147) Marker.Disable($8148) Marker.Disable($8149) Marker.Disable($8150) Marker.Disable($8151) Marker.Disable($8152) 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 $397 = 1 // integer values 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms mission_cleanup return //-------------Mission 8--------------- // Originally: Mall Shootout :RCRACE1 thread 'RCRACE1' gosub @RCRACE1_46 if wasted_or_busted else_jump @RCRACE1_37 gosub @RCRACE1_4896 :RCRACE1_37 gosub @RCRACE1_5107 end_thread :RCRACE1_46 $ONMISSION = 1 // integer values $1084 = 1 // integer values if $8241 == 0 // integer values else_jump @RCRACE1_80 increment_mission_attempts :RCRACE1_80 wait 0 054C: use_GXT_table 'RCRACE1' $8236 = 50 // integer values $8242 = 720.21 // floating-point values $8243 = 723.979 // floating-point values $8244 = 11.095 // floating-point values $8245 = 772.386 // floating-point values $8246 = 737.37 // floating-point values $8247 = 15.651 // floating-point values $8248 = 801.8997 // floating-point values $8249 = 755.155 // floating-point values $8250 = 14.029 // floating-point values $8251 = 818.443 // floating-point values $8252 = 723.4467 // floating-point values $8253 = 13.89174 // floating-point values $8254 = 789.7374 // floating-point values $8255 = 689.6965 // floating-point values $8256 = 13.68476 // floating-point values $8257 = 840.7286 // floating-point values $8258 = 673.7933 // floating-point values $8259 = 12.00719 // floating-point values $8260 = 881.6089 // floating-point values $8261 = 694.4305 // floating-point values $8262 = 11.47722 // floating-point values $8263 = 869.6669 // floating-point values $8264 = 734.155 // floating-point values $8265 = 18.03658 // floating-point values $8266 = 857.4133 // floating-point values $8267 = 775.2335 // floating-point values $8268 = 11.75751 // floating-point values $8269 = 879.8929 // floating-point values $8270 = 804.4685 // floating-point values $8271 = 12.73355 // floating-point values $8272 = 888.0801 // floating-point values $8273 = 838.5257 // floating-point values $8274 = 13.69488 // floating-point values $8275 = 874.35 // floating-point values $8276 = 866.9433 // floating-point values $8277 = 13.12859 // floating-point values $8278 = 815.8032 // floating-point values $8279 = 881.502 // floating-point values $8280 = 11.89595 // floating-point values $8281 = 808.4997 // floating-point values $8282 = 851.3824 // floating-point values $8283 = 9.721323 // floating-point values $8284 = 824.7369 // floating-point values $8285 = 827.1093 // floating-point values $8286 = 8.638121 // floating-point values $8287 = 795.3524 // floating-point values $8288 = 821.6034 // floating-point values $8289 = 10.47627 // floating-point values $8290 = 766.2229 // floating-point values $8291 = 835.0671 // floating-point values $8292 = 12.00815 // floating-point values $8293 = 750.0553 // floating-point values $8294 = 882.0937 // floating-point values $8295 = 13.63987 // floating-point values $8296 = 726.0835 // floating-point values $8297 = 840.0163 // floating-point values $8298 = 14.14287 // floating-point values $8299 = 756.2438 // floating-point values $8300 = 792.2355 // floating-point values $8301 = 17.65154 // floating-point values $8302 = 727.5995 // floating-point values $8303 = 775.9979 // floating-point values $8304 = 11.35199 // floating-point values $8305 = 700.1736 // floating-point values $8306 = 800.7557 // floating-point values $8307 = 12.54427 // floating-point values $8308 = 673.1154 // floating-point values $8309 = 831.9152 // floating-point values $8310 = 14.80559 // floating-point values $8311 = 672.1528 // floating-point values $8312 = 798.6282 // floating-point values $8313 = 12.67831 // floating-point values $8314 = 692.795 // floating-point values $8315 = 761.6599 // floating-point values $8316 = 10.67259 // floating-point values $8317 = 741.0423 // floating-point values $8318 = 716.2507 // floating-point values $8319 = 11.22578 // floating-point values $8320 = 772.386 // floating-point values $8321 = 737.37 // floating-point values $8322 = 15.651 // floating-point values $8323 = 801.8997 // floating-point values $8324 = 755.155 // floating-point values $8325 = 14.029 // floating-point values $8326 = 818.443 // floating-point values $8327 = 723.4467 // floating-point values $8328 = 13.89174 // floating-point values $8329 = 789.7374 // floating-point values $8330 = 689.6965 // floating-point values $8331 = 13.68476 // floating-point values $8332 = 840.7286 // floating-point values $8333 = 673.7933 // floating-point values $8334 = 12.00719 // floating-point values $8335 = 881.6089 // floating-point values $8336 = 694.4305 // floating-point values $8337 = 11.47722 // floating-point values $8338 = 869.6669 // floating-point values $8339 = 734.155 // floating-point values $8340 = 18.03658 // floating-point values $8341 = 857.4133 // floating-point values $8342 = 775.2335 // floating-point values $8343 = 11.75751 // floating-point values $8344 = 879.8929 // floating-point values $8345 = 804.4685 // floating-point values $8346 = 12.73355 // floating-point values $8347 = 888.0801 // floating-point values $8348 = 838.5257 // floating-point values $8349 = 13.69488 // floating-point values $8350 = 874.35 // floating-point values $8351 = 866.9433 // floating-point values $8352 = 13.12859 // floating-point values $8353 = 815.8032 // floating-point values $8354 = 881.502 // floating-point values $8355 = 11.89595 // floating-point values $8356 = 808.4997 // floating-point values $8357 = 851.3824 // floating-point values $8358 = 9.721323 // floating-point values $8359 = 824.7369 // floating-point values $8360 = 827.1093 // floating-point values $8361 = 8.638121 // floating-point values $8362 = 795.3524 // floating-point values $8363 = 821.6034 // floating-point values $8364 = 10.47627 // floating-point values $8365 = 766.2229 // floating-point values $8366 = 835.0671 // floating-point values $8367 = 12.00815 // floating-point values $8368 = 750.0553 // floating-point values $8369 = 882.0937 // floating-point values $8370 = 13.63987 // floating-point values $8371 = 726.0835 // floating-point values $8372 = 840.0163 // floating-point values $8373 = 14.14287 // floating-point values $8374 = 756.2438 // floating-point values $8375 = 792.2355 // floating-point values $8376 = 17.65154 // floating-point values $8377 = 727.5995 // floating-point values $8378 = 775.9979 // floating-point values $8379 = 11.35199 // floating-point values $8380 = 700.1736 // floating-point values $8381 = 800.7557 // floating-point values $8382 = 12.54427 // floating-point values $8383 = 673.1154 // floating-point values $8384 = 831.9152 // floating-point values $8385 = 14.80559 // floating-point values $8386 = 672.1528 // floating-point values $8387 = 798.6282 // floating-point values $8388 = 12.67831 // floating-point values $8389 = 692.795 // floating-point values $8390 = 761.6599 // floating-point values $8391 = 10.67259 // floating-point values $8392 = 741.0423 // floating-point values $8393 = 716.2507 // floating-point values $8394 = 11.22578 // floating-point values $8175 = 740.8333 // floating-point values $8176 = 721.5853 // floating-point values $8177 = 11.0126 // floating-point values $8178 = 740.5471 // floating-point values $8179 = 718.5853 // floating-point values $8180 = 11.0884 // floating-point values $8181 = 740.2183 // floating-point values $8182 = 715.5853 // floating-point values $8183 = 11.1233 // floating-point values $8160 = 262.9725 // floating-point values $8227 = 0 // integer values $8223 = 0 // integer values $8224 = 0 // integer values $8225 = 0 // integer values $8226 = 0 // integer values $8164 = 3.5 // floating-point values $8165 = 3.5 // floating-point values $8166 = 3.5 // floating-point values $8395 = 0 // integer values $8396 = 0 // integer values $8397 = 0 // integer values $8398 = 2 // integer values $8399 = 1 // integer values $8400 = 0 // integer values Model.Load(#RCBANDIT) :RCRACE1_1843 if not Model.Available(#RCBANDIT) else_jump @RCRACE1_1870 wait 0 jump @RCRACE1_1843 :RCRACE1_1870 $8240 = Player.WantedLevel($PLAYER_CHAR) 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 Player.ClearWantedLevel($PLAYER_CHAR) 00DA: $8213 = player $PLAYER_CHAR car $8240 = Player.WantedLevel($PLAYER_CHAR) 0395: clear_area 1 at 757.152 811.371 range 500.0 500.0 Player.CanMove($PLAYER_CHAR) = False 02A3: toggle_widescreen 1 010C: change_player_into_rc_buggy $PLAYER_CHAR at 739.924 712.5853 11.1484 262.9725 $8219 = Player.RC_car($PLAYER_CHAR) 04D6: enable_rc_car_detonation 0 0229: set_car $8219 color_to 4 1 $8214 = Car.Create(#RCBANDIT, $8175, $8176, $8177) 0229: set_car $8214 color_to 3 1 03AB: set_vehicle $8214 strong 1 03ED: (unknown) $8214 1 Car.Angle($8214) = $8160 Car.SetToNormalDriver($8214) 00AE: set_vehicle $8214 traffic_behavior_to 2 Car.SetMaxSpeed($8214, 26.0) Car.ImmuneToNonPlayer($8214) = True 04E0: car $8214 abandon_path_radius 1 $8215 = Car.Create(#RCBANDIT, $8178, $8179, $8180) 0229: set_car $8215 color_to 2 1 03AB: set_vehicle $8215 strong 1 03ED: (unknown) $8215 1 Car.Angle($8215) = $8160 Car.SetToNormalDriver($8215) 00AE: set_vehicle $8215 traffic_behavior_to 2 Car.SetMaxSpeed($8215, 20.0) Car.ImmuneToNonPlayer($8215) = True 04E0: car $8215 abandon_path_radius 1 $8216 = Car.Create(#RCBANDIT, $8181, $8182, $8183) 0229: set_car $8216 color_to 6 1 03AB: set_vehicle $8216 strong 1 03ED: (unknown) $8216 1 Car.Angle($8216) = $8160 Car.SetToNormalDriver($8216) 00AE: set_vehicle $8216 traffic_behavior_to 2 Car.SetMaxSpeed($8216, 23.0) Car.ImmuneToNonPlayer($8216) = True 04E0: car $8216 abandon_path_radius 1 Camera.SetPosition(742.2905, 724.4449, 12.35194, 0.0, 0.0, 0.0) Camera.PointAt(742.1665, 723.5028, 12.04059, 2) 00C0: set_current_time 10 0 set_weather 4 fade 1 2000 :RCRACE1_2307 if fading else_jump @RCRACE1_2331 wait 0 jump @RCRACE1_2307 :RCRACE1_2331 16@ = 0 // integer values :RCRACE1_2338 if 5000 > 16@ // integer values else_jump @RCRACE1_2407 wait 0 00BC: text_highpriority 'RCR1_1' 5000 ms 2 // ~g~Compete in a checkpoint race with 3 other RC Cars. if 00E1: key_pressed 0 16 else_jump @RCRACE1_2400 jump @RCRACE1_2661 :RCRACE1_2400 jump @RCRACE1_2338 :RCRACE1_2407 Camera.SetPosition(893.1815, 624.3833, 41.4995, 0.0, 0.0, 0.0) Camera.PointAt(892.6742, 625.2084, 41.25115, 2) 16@ = 0 // integer values :RCRACE1_2465 if 5000 > 16@ // integer values else_jump @RCRACE1_2534 wait 0 00BC: text_highpriority 'RCR1_2' 5000 ms 2 // ~g~Be the first to complete two laps of the track to win! if 00E1: key_pressed 0 16 else_jump @RCRACE1_2527 jump @RCRACE1_2661 :RCRACE1_2527 jump @RCRACE1_2465 :RCRACE1_2534 Camera.SetPosition(743.5344, 710.3741, 12.71469, 0.0, 0.0, 0.0) Camera.PointAt(743.0029, 711.2059, 12.55033, 2) 16@ = 0 // integer values :RCRACE1_2592 if 5000 > 16@ // integer values else_jump @RCRACE1_2661 wait 0 00BC: text_highpriority 'RCR1_3' 5000 ms 2 // ~g~If you wish to quit this mission press the ~h~~k~~PED_FIREWEAPON~ ~g~button to detonate your RC car. if 00E1: key_pressed 0 16 else_jump @RCRACE1_2654 jump @RCRACE1_2661 :RCRACE1_2654 jump @RCRACE1_2592 :RCRACE1_2661 if not Car.Wrecked($8219) else_jump @RCRACE1_2697 03EB: clear_small_messages_only Camera.OnVehicle($8219, 3, 2) 02A3: toggle_widescreen 0 wait 500 :RCRACE1_2697 0084: $8237 = $8236 // integer values and handles $8237 -= 1 // integer values Player.CanMove($PLAYER_CHAR) = False 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 03F4: set_all_vehicles_apply_damage_rules 0 00BA: text_styled 'RACE2' 1100 ms 4 // ~g~3 018C: play_sound 7 at 0.0 0.0 0.0 wait 1000 00BA: text_styled 'RACE3' 1100 ms 4 // ~g~2 018C: play_sound 8 at 0.0 0.0 0.0 wait 1000 00BA: text_styled 'RACE4' 1100 ms 4 // ~g~1 018C: play_sound 9 at 0.0 0.0 0.0 wait 1000 00BA: text_styled 'RACE5' 800 ms 4 // ~g~GO! 018C: play_sound 10 at 0.0 0.0 0.0 Player.CanMove($PLAYER_CHAR) = True 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 03C4: set_status_text_to $8398 0 'RCR1_4' // laps left: if Car.Wrecked($8214) else_jump @RCRACE1_2933 jump @RCRACE1_4896 :RCRACE1_2933 if Car.Wrecked($8215) else_jump @RCRACE1_2956 jump @RCRACE1_4896 :RCRACE1_2956 if Car.Wrecked($8216) else_jump @RCRACE1_2979 jump @RCRACE1_4896 :RCRACE1_2979 gosub @RCRACE1_5192 0086: $8187 = $8202 // floating-point values only 0086: $8188 = $8203 // floating-point values only 0086: $8189 = $8204 // floating-point values only 0086: $8190 = $8205 // floating-point values only 0086: $8191 = $8206 // floating-point values only 0086: $8192 = $8207 // floating-point values only 0086: $8193 = $8202 // floating-point values only 0086: $8194 = $8203 // floating-point values only 0086: $8195 = $8204 // floating-point values only 0086: $8196 = $8202 // floating-point values only 0086: $8197 = $8203 // floating-point values only 0086: $8198 = $8204 // floating-point values only 0086: $8199 = $8202 // floating-point values only 0086: $8200 = $8203 // floating-point values only 0086: $8201 = $8204 // floating-point values only 018A: $8208 = create_checkpoint_at $8187 $8188 $8189 0167: $8209 = create_marker_at $8190 $8191 $8192 5 2 0166: set_marker $8209 brightness_to 1 Car.DriveTo($8214, $8193, $8194, $8195) Car.DriveTo($8215, $8196, $8197, $8198) Car.DriveTo($8216, $8199, $8200, $8201) $8229 = 0 // integer values 03C3: set_timer_with_text_to $8229 type 0 text 'RCH1_5' // Time: if Car.Wrecked($8219) else_jump @RCRACE1_3232 jump @RCRACE1_4896 :RCRACE1_3232 if 001C: $8236 > $8223 // integer values else_jump @RCRACE1_4889 wait 0 0395: clear_area 1 at -447.8 1442.95 range 10.0 120.0 $8228 = 0 // integer values if not Car.Wrecked($8219) else_jump @RCRACE1_3526 if 01AD: car $8219 0 $8187 $8188 4.2 4.2 else_jump @RCRACE1_3526 $8223 += 1 // integer values 018C: play_sound 1 at 0.0 0.0 0.0 Marker.Disable($8208) Marker.Disable($8209) 0084: $8227 = $8223 // integer values and handles gosub @RCRACE1_5192 0086: $8187 = $8202 // floating-point values only 0086: $8188 = $8203 // floating-point values only 0086: $8189 = $8204 // floating-point values only 0086: $8190 = $8205 // floating-point values only 0086: $8191 = $8206 // floating-point values only 0086: $8192 = $8207 // floating-point values only if 003A: $8223 == $8236 // integer values and handles else_jump @RCRACE1_3461 jump @RCRACE1_4913 :RCRACE1_3461 018A: $8208 = create_checkpoint_at $8187 $8188 $8189 if 803A: not $8223 == $8237 // integer values and handles else_jump @RCRACE1_3526 0167: $8209 = create_marker_at $8190 $8191 $8192 5 2 0166: set_marker $8209 brightness_to 1 0168: show_on_radar $8209 2 :RCRACE1_3526 if not Car.Wrecked($8214) else_jump @RCRACE1_3818 0084: $8218 = $8214 // integer values and handles 0084: $8227 = $8224 // integer values and handles 0086: $8184 = $8175 // floating-point values only 0086: $8185 = $8176 // floating-point values only 0086: $8186 = $8177 // floating-point values only 0084: $8234 = $8230 // integer values and handles gosub @RCRACE1_8494 0086: $8175 = $8184 // floating-point values only 0086: $8176 = $8185 // floating-point values only 0086: $8177 = $8186 // floating-point values only 0084: $8230 = $8234 // integer values and handles if not Car.Wrecked($8214) else_jump @RCRACE1_3818 if 01AD: car $8214 0 $8193 $8194 $8164 $8164 else_jump @RCRACE1_3818 $8224 += 1 // integer values 0084: $8227 = $8224 // integer values and handles gosub @RCRACE1_5192 0086: $8193 = $8202 // floating-point values only 0086: $8194 = $8203 // floating-point values only 0086: $8195 = $8204 // floating-point values only if 003A: $8224 == $8236 // integer values and handles else_jump @RCRACE1_3762 00BC: text_highpriority 'RACEFA' 5000 ms 1 // ~r~You failed to win the race! jump @RCRACE1_4896 :RCRACE1_3762 if $8164 == 7.0 // floating-point values else_jump @RCRACE1_3804 Car.DriveTo($8214, $8193, $8194, $8195) jump @RCRACE1_3818 :RCRACE1_3804 02C2: car $8214 drive_to_point $8193 $8194 $8195 :RCRACE1_3818 if not Car.Wrecked($8215) else_jump @RCRACE1_4110 0084: $8218 = $8215 // integer values and handles 0084: $8227 = $8225 // integer values and handles 0086: $8184 = $8178 // floating-point values only 0086: $8185 = $8179 // floating-point values only 0086: $8186 = $8180 // floating-point values only 0084: $8234 = $8231 // integer values and handles gosub @RCRACE1_8494 0086: $8178 = $8184 // floating-point values only 0086: $8179 = $8185 // floating-point values only 0086: $8180 = $8186 // floating-point values only 0084: $8231 = $8234 // integer values and handles if not Car.Wrecked($8215) else_jump @RCRACE1_4110 if 01AD: car $8215 0 $8196 $8197 $8165 $8165 else_jump @RCRACE1_4110 $8225 += 1 // integer values 0084: $8227 = $8225 // integer values and handles gosub @RCRACE1_5192 0086: $8196 = $8202 // floating-point values only 0086: $8197 = $8203 // floating-point values only 0086: $8198 = $8204 // floating-point values only if 003A: $8225 == $8236 // integer values and handles else_jump @RCRACE1_4054 00BC: text_highpriority 'RACEFA' 5000 ms 1 // ~r~You failed to win the race! jump @RCRACE1_4896 :RCRACE1_4054 if $8165 == 7.0 // floating-point values else_jump @RCRACE1_4096 Car.DriveTo($8215, $8196, $8197, $8198) jump @RCRACE1_4110 :RCRACE1_4096 02C2: car $8215 drive_to_point $8196 $8197 $8198 :RCRACE1_4110 if not Car.Wrecked($8216) else_jump @RCRACE1_4402 0084: $8218 = $8216 // integer values and handles 0084: $8227 = $8226 // integer values and handles 0086: $8184 = $8181 // floating-point values only 0086: $8185 = $8182 // floating-point values only 0086: $8186 = $8183 // floating-point values only 0084: $8234 = $8232 // integer values and handles gosub @RCRACE1_8494 0086: $8181 = $8184 // floating-point values only 0086: $8182 = $8185 // floating-point values only 0086: $8183 = $8186 // floating-point values only 0084: $8232 = $8234 // integer values and handles if not Car.Wrecked($8216) else_jump @RCRACE1_4402 if 01AD: car $8216 0 $8199 $8200 $8166 $8166 else_jump @RCRACE1_4402 $8226 += 1 // integer values 0084: $8227 = $8226 // integer values and handles gosub @RCRACE1_5192 0086: $8199 = $8202 // floating-point values only 0086: $8200 = $8203 // floating-point values only 0086: $8201 = $8204 // floating-point values only if 003A: $8226 == $8236 // integer values and handles else_jump @RCRACE1_4346 00BC: text_highpriority 'RACEFA' 5000 ms 1 // ~r~You failed to win the race! jump @RCRACE1_4896 :RCRACE1_4346 if $8166 == 7.0 // floating-point values else_jump @RCRACE1_4388 Car.DriveTo($8216, $8199, $8200, $8201) jump @RCRACE1_4402 :RCRACE1_4388 02C2: car $8216 drive_to_point $8199 $8200 $8201 :RCRACE1_4402 if $8228 == 0 // integer values else_jump @RCRACE1_4434 00BC: text_highpriority 'FIRST' 100 ms 1 // ~b~1st :RCRACE1_4434 if $8228 == 1 // integer values else_jump @RCRACE1_4466 00BC: text_highpriority 'SECOND' 100 ms 1 // ~b~2nd :RCRACE1_4466 if $8228 == 2 // integer values else_jump @RCRACE1_4498 00BC: text_highpriority 'THIRD' 100 ms 1 // ~b~3rd :RCRACE1_4498 if $8228 == 3 // integer values else_jump @RCRACE1_4530 00BC: text_highpriority 'FOURTH' 100 ms 1 // ~b~4th :RCRACE1_4530 if 003A: $8223 == $8237 // integer values and handles else_jump @RCRACE1_4582 04D5: create_corona_at $8187 $8188 $8189 radius 3.8 type 6 flare 0 RGB 100 5 5 jump @RCRACE1_4611 :RCRACE1_4582 04D5: create_corona_at $8187 $8188 $8189 radius 3.8 type 6 flare 0 RGB 255 137 205 :RCRACE1_4611 if Car.Wrecked($8219) else_jump @RCRACE1_4634 jump @RCRACE1_4896 :RCRACE1_4634 if $8223 > 24 // integer values else_jump @RCRACE1_4697 if $8400 == 0 // integer values else_jump @RCRACE1_4697 0151: remove_status_text $8398 03C4: set_status_text_to $8399 0 'RCR1_4' // laps left: $8400 = 1 // integer values :RCRACE1_4697 if not Car.Wrecked($8219) else_jump @RCRACE1_4804 if 80B0: not car $8219 0 595.94 930.07 950.085 606.168 else_jump @RCRACE1_4804 if 00B0: car $8219 0 473.016 1102.161 939.0 217.567 else_jump @RCRACE1_4804 00BC: text_highpriority 'RCR1_6' 3000 ms 1 // ~g~Your RC Car is going out of range! :RCRACE1_4804 if not Car.Wrecked($8219) else_jump @RCRACE1_4882 if 80B0: not car $8219 0 473.016 1102.161 939.0 217.567 else_jump @RCRACE1_4882 0409: blow_up_rc_buggy 00BC: text_highpriority 'RCR1_7' 5000 ms 1 // ~r~Your RC Car went out of range! jump @RCRACE1_4896 :RCRACE1_4882 jump @RCRACE1_3232 :RCRACE1_4889 jump @RCRACE1_4913 :RCRACE1_4896 00BA: text_styled 'M_FAIL' 2000 ms 1 // MISSION FAILED! return :RCRACE1_4913 0084: $8395 = $8229 // integer values and handles $8395 /= 1000 // integer values 042E: (unknown) 4 $8395 0084: $8397 = $8395 // integer values and handles $8397 /= 60 // integer values 0084: $8396 = $8397 // integer values and handles $8396 *= 60 // integer values 0060: $8395 -= $8396 // integer values if $8395 >= 10 // integer values else_jump @RCRACE1_5020 02FD: text_2numbers_lowpriority 'RCH1_9' $8397 $8395 7000 ms 1 // ~b~TOTAL TIME: ~1~:~1~ jump @RCRACE1_5041 :RCRACE1_5020 02FD: text_2numbers_lowpriority 'RCH1_10' $8397 $8395 7000 ms 1 // ~b~TOTAL TIME: ~1~:0~1~ :RCRACE1_5041 if $8241 == 0 // integer values else_jump @RCRACE1_5072 030C: set_mission_points += 1 0595: mission_complete $8241 = 1 // integer values :RCRACE1_5072 Player.Money($PLAYER_CHAR) += 100 01E3: text_1number_styled 'M_PASS' 100 5000 ms 1 // MISSION PASSED! $~1~ Player.ClearWantedLevel($PLAYER_CHAR) 0394: play_music 1 return :RCRACE1_5107 04DB: exit_rc_mode Marker.Disable($8208) Marker.Disable($8209) Model.Destroy(#RCBANDIT) Car.Destroy($8214) Car.Destroy($8215) Car.Destroy($8216) 014F: stop_timer $8229 $ONMISSION = 0 // integer values $1084 = 0 // integer values $399 = 1 // integer values 04D6: enable_rc_car_detonation 1 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 0151: remove_status_text $8398 0151: remove_status_text $8399 01B7: release_weather mission_cleanup return :RCRACE1_5192 if $8227 == 0 // integer values else_jump @RCRACE1_5258 0086: $8202 = $8245 // floating-point values only 0086: $8203 = $8246 // floating-point values only 0086: $8204 = $8247 // floating-point values only 0086: $8205 = $8248 // floating-point values only 0086: $8206 = $8249 // floating-point values only 0086: $8207 = $8250 // floating-point values only :RCRACE1_5258 if $8227 == 1 // integer values else_jump @RCRACE1_5324 0086: $8202 = $8248 // floating-point values only 0086: $8203 = $8249 // floating-point values only 0086: $8204 = $8250 // floating-point values only 0086: $8205 = $8251 // floating-point values only 0086: $8206 = $8252 // floating-point values only 0086: $8207 = $8253 // floating-point values only :RCRACE1_5324 if $8227 == 2 // integer values else_jump @RCRACE1_5390 0086: $8202 = $8251 // floating-point values only 0086: $8203 = $8252 // floating-point values only 0086: $8204 = $8253 // floating-point values only 0086: $8205 = $8254 // floating-point values only 0086: $8206 = $8255 // floating-point values only 0086: $8207 = $8256 // floating-point values only :RCRACE1_5390 if $8227 == 3 // integer values else_jump @RCRACE1_5456 0086: $8202 = $8254 // floating-point values only 0086: $8203 = $8255 // floating-point values only 0086: $8204 = $8256 // floating-point values only 0086: $8205 = $8257 // floating-point values only 0086: $8206 = $8258 // floating-point values only 0086: $8207 = $8259 // floating-point values only :RCRACE1_5456 if $8227 == 4 // integer values else_jump @RCRACE1_5522 0086: $8202 = $8257 // floating-point values only 0086: $8203 = $8258 // floating-point values only 0086: $8204 = $8259 // floating-point values only 0086: $8205 = $8260 // floating-point values only 0086: $8206 = $8261 // floating-point values only 0086: $8207 = $8262 // floating-point values only :RCRACE1_5522 if $8227 == 5 // integer values else_jump @RCRACE1_5588 0086: $8202 = $8260 // floating-point values only 0086: $8203 = $8261 // floating-point values only 0086: $8204 = $8262 // floating-point values only 0086: $8205 = $8263 // floating-point values only 0086: $8206 = $8264 // floating-point values only 0086: $8207 = $8265 // floating-point values only :RCRACE1_5588 if $8227 == 6 // integer values else_jump @RCRACE1_5654 0086: $8202 = $8263 // floating-point values only 0086: $8203 = $8264 // floating-point values only 0086: $8204 = $8265 // floating-point values only 0086: $8205 = $8266 // floating-point values only 0086: $8206 = $8267 // floating-point values only 0086: $8207 = $8268 // floating-point values only :RCRACE1_5654 if $8227 == 7 // integer values else_jump @RCRACE1_5720 0086: $8202 = $8266 // floating-point values only 0086: $8203 = $8267 // floating-point values only 0086: $8204 = $8268 // floating-point values only 0086: $8205 = $8269 // floating-point values only 0086: $8206 = $8270 // floating-point values only 0086: $8207 = $8271 // floating-point values only :RCRACE1_5720 if $8227 == 8 // integer values else_jump @RCRACE1_5786 0086: $8202 = $8269 // floating-point values only 0086: $8203 = $8270 // floating-point values only 0086: $8204 = $8271 // floating-point values only 0086: $8205 = $8272 // floating-point values only 0086: $8206 = $8273 // floating-point values only 0086: $8207 = $8274 // floating-point values only :RCRACE1_5786 if $8227 == 9 // integer values else_jump @RCRACE1_5852 0086: $8202 = $8272 // floating-point values only 0086: $8203 = $8273 // floating-point values only 0086: $8204 = $8274 // floating-point values only 0086: $8205 = $8275 // floating-point values only 0086: $8206 = $8276 // floating-point values only 0086: $8207 = $8277 // floating-point values only :RCRACE1_5852 if $8227 == 10 // integer values else_jump @RCRACE1_5918 0086: $8202 = $8275 // floating-point values only 0086: $8203 = $8276 // floating-point values only 0086: $8204 = $8277 // floating-point values only 0086: $8205 = $8278 // floating-point values only 0086: $8206 = $8279 // floating-point values only 0086: $8207 = $8280 // floating-point values only :RCRACE1_5918 if $8227 == 11 // integer values else_jump @RCRACE1_5984 0086: $8202 = $8278 // floating-point values only 0086: $8203 = $8279 // floating-point values only 0086: $8204 = $8280 // floating-point values only 0086: $8205 = $8281 // floating-point values only 0086: $8206 = $8282 // floating-point values only 0086: $8207 = $8283 // floating-point values only :RCRACE1_5984 if $8227 == 12 // integer values else_jump @RCRACE1_6050 0086: $8202 = $8281 // floating-point values only 0086: $8203 = $8282 // floating-point values only 0086: $8204 = $8283 // floating-point values only 0086: $8205 = $8284 // floating-point values only 0086: $8206 = $8285 // floating-point values only 0086: $8207 = $8286 // floating-point values only :RCRACE1_6050 if $8227 == 13 // integer values else_jump @RCRACE1_6116 0086: $8202 = $8284 // floating-point values only 0086: $8203 = $8285 // floating-point values only 0086: $8204 = $8286 // floating-point values only 0086: $8205 = $8287 // floating-point values only 0086: $8206 = $8288 // floating-point values only 0086: $8207 = $8289 // floating-point values only :RCRACE1_6116 if $8227 == 14 // integer values else_jump @RCRACE1_6182 0086: $8202 = $8287 // floating-point values only 0086: $8203 = $8288 // floating-point values only 0086: $8204 = $8289 // floating-point values only 0086: $8205 = $8290 // floating-point values only 0086: $8206 = $8291 // floating-point values only 0086: $8207 = $8292 // floating-point values only :RCRACE1_6182 if $8227 == 15 // integer values else_jump @RCRACE1_6248 0086: $8202 = $8290 // floating-point values only 0086: $8203 = $8291 // floating-point values only 0086: $8204 = $8292 // floating-point values only 0086: $8205 = $8293 // floating-point values only 0086: $8206 = $8294 // floating-point values only 0086: $8207 = $8295 // floating-point values only :RCRACE1_6248 if $8227 == 16 // integer values else_jump @RCRACE1_6314 0086: $8202 = $8293 // floating-point values only 0086: $8203 = $8294 // floating-point values only 0086: $8204 = $8295 // floating-point values only 0086: $8205 = $8296 // floating-point values only 0086: $8206 = $8297 // floating-point values only 0086: $8207 = $8298 // floating-point values only :RCRACE1_6314 if $8227 == 17 // integer values else_jump @RCRACE1_6380 0086: $8202 = $8296 // floating-point values only 0086: $8203 = $8297 // floating-point values only 0086: $8204 = $8298 // floating-point values only 0086: $8205 = $8299 // floating-point values only 0086: $8206 = $8300 // floating-point values only 0086: $8207 = $8301 // floating-point values only :RCRACE1_6380 if $8227 == 18 // integer values else_jump @RCRACE1_6446 0086: $8202 = $8299 // floating-point values only 0086: $8203 = $8300 // floating-point values only 0086: $8204 = $8301 // floating-point values only 0086: $8205 = $8302 // floating-point values only 0086: $8206 = $8303 // floating-point values only 0086: $8207 = $8304 // floating-point values only :RCRACE1_6446 if $8227 == 19 // integer values else_jump @RCRACE1_6512 0086: $8202 = $8302 // floating-point values only 0086: $8203 = $8303 // floating-point values only 0086: $8204 = $8304 // floating-point values only 0086: $8205 = $8305 // floating-point values only 0086: $8206 = $8306 // floating-point values only 0086: $8207 = $8307 // floating-point values only :RCRACE1_6512 if $8227 == 20 // integer values else_jump @RCRACE1_6578 0086: $8202 = $8305 // floating-point values only 0086: $8203 = $8306 // floating-point values only 0086: $8204 = $8307 // floating-point values only 0086: $8205 = $8308 // floating-point values only 0086: $8206 = $8309 // floating-point values only 0086: $8207 = $8310 // floating-point values only :RCRACE1_6578 if $8227 == 21 // integer values else_jump @RCRACE1_6644 0086: $8202 = $8308 // floating-point values only 0086: $8203 = $8309 // floating-point values only 0086: $8204 = $8310 // floating-point values only 0086: $8205 = $8311 // floating-point values only 0086: $8206 = $8312 // floating-point values only 0086: $8207 = $8313 // floating-point values only :RCRACE1_6644 if $8227 == 22 // integer values else_jump @RCRACE1_6710 0086: $8202 = $8311 // floating-point values only 0086: $8203 = $8312 // floating-point values only 0086: $8204 = $8313 // floating-point values only 0086: $8205 = $8314 // floating-point values only 0086: $8206 = $8315 // floating-point values only 0086: $8207 = $8316 // floating-point values only :RCRACE1_6710 if $8227 == 23 // integer values else_jump @RCRACE1_6776 0086: $8202 = $8314 // floating-point values only 0086: $8203 = $8315 // floating-point values only 0086: $8204 = $8316 // floating-point values only 0086: $8205 = $8317 // floating-point values only 0086: $8206 = $8318 // floating-point values only 0086: $8207 = $8319 // floating-point values only :RCRACE1_6776 if $8227 == 24 // integer values else_jump @RCRACE1_6842 0086: $8202 = $8317 // floating-point values only 0086: $8203 = $8318 // floating-point values only 0086: $8204 = $8319 // floating-point values only 0086: $8205 = $8320 // floating-point values only 0086: $8206 = $8321 // floating-point values only 0086: $8207 = $8322 // floating-point values only :RCRACE1_6842 if $8227 == 25 // integer values else_jump @RCRACE1_6908 0086: $8202 = $8320 // floating-point values only 0086: $8203 = $8321 // floating-point values only 0086: $8204 = $8322 // floating-point values only 0086: $8205 = $8323 // floating-point values only 0086: $8206 = $8324 // floating-point values only 0086: $8207 = $8325 // floating-point values only :RCRACE1_6908 if $8227 == 26 // integer values else_jump @RCRACE1_6974 0086: $8202 = $8323 // floating-point values only 0086: $8203 = $8324 // floating-point values only 0086: $8204 = $8325 // floating-point values only 0086: $8205 = $8326 // floating-point values only 0086: $8206 = $8327 // floating-point values only 0086: $8207 = $8328 // floating-point values only :RCRACE1_6974 if $8227 == 27 // integer values else_jump @RCRACE1_7040 0086: $8202 = $8326 // floating-point values only 0086: $8203 = $8327 // floating-point values only 0086: $8204 = $8328 // floating-point values only 0086: $8205 = $8329 // floating-point values only 0086: $8206 = $8330 // floating-point values only 0086: $8207 = $8331 // floating-point values only :RCRACE1_7040 if $8227 == 28 // integer values else_jump @RCRACE1_7106 0086: $8202 = $8329 // floating-point values only 0086: $8203 = $8330 // floating-point values only 0086: $8204 = $8331 // floating-point values only 0086: $8205 = $8332 // floating-point values only 0086: $8206 = $8333 // floating-point values only 0086: $8207 = $8334 // floating-point values only :RCRACE1_7106 if $8227 == 29 // integer values else_jump @RCRACE1_7172 0086: $8202 = $8332 // floating-point values only 0086: $8203 = $8333 // floating-point values only 0086: $8204 = $8334 // floating-point values only 0086: $8205 = $8335 // floating-point values only 0086: $8206 = $8336 // floating-point values only 0086: $8207 = $8337 // floating-point values only :RCRACE1_7172 if $8227 == 30 // integer values else_jump @RCRACE1_7238 0086: $8202 = $8335 // floating-point values only 0086: $8203 = $8336 // floating-point values only 0086: $8204 = $8337 // floating-point values only 0086: $8205 = $8338 // floating-point values only 0086: $8206 = $8339 // floating-point values only 0086: $8207 = $8340 // floating-point values only :RCRACE1_7238 if $8227 == 31 // integer values else_jump @RCRACE1_7304 0086: $8202 = $8338 // floating-point values only 0086: $8203 = $8339 // floating-point values only 0086: $8204 = $8340 // floating-point values only 0086: $8205 = $8341 // floating-point values only 0086: $8206 = $8342 // floating-point values only 0086: $8207 = $8343 // floating-point values only :RCRACE1_7304 if $8227 == 32 // integer values else_jump @RCRACE1_7370 0086: $8202 = $8341 // floating-point values only 0086: $8203 = $8342 // floating-point values only 0086: $8204 = $8343 // floating-point values only 0086: $8205 = $8344 // floating-point values only 0086: $8206 = $8345 // floating-point values only 0086: $8207 = $8346 // floating-point values only :RCRACE1_7370 if $8227 == 33 // integer values else_jump @RCRACE1_7436 0086: $8202 = $8344 // floating-point values only 0086: $8203 = $8345 // floating-point values only 0086: $8204 = $8346 // floating-point values only 0086: $8205 = $8347 // floating-point values only 0086: $8206 = $8348 // floating-point values only 0086: $8207 = $8349 // floating-point values only :RCRACE1_7436 if $8227 == 34 // integer values else_jump @RCRACE1_7502 0086: $8202 = $8347 // floating-point values only 0086: $8203 = $8348 // floating-point values only 0086: $8204 = $8349 // floating-point values only 0086: $8205 = $8350 // floating-point values only 0086: $8206 = $8351 // floating-point values only 0086: $8207 = $8352 // floating-point values only :RCRACE1_7502 if $8227 == 35 // integer values else_jump @RCRACE1_7568 0086: $8202 = $8350 // floating-point values only 0086: $8203 = $8351 // floating-point values only 0086: $8204 = $8352 // floating-point values only 0086: $8205 = $8353 // floating-point values only 0086: $8206 = $8354 // floating-point values only 0086: $8207 = $8355 // floating-point values only :RCRACE1_7568 if $8227 == 36 // integer values else_jump @RCRACE1_7634 0086: $8202 = $8353 // floating-point values only 0086: $8203 = $8354 // floating-point values only 0086: $8204 = $8355 // floating-point values only 0086: $8205 = $8356 // floating-point values only 0086: $8206 = $8357 // floating-point values only 0086: $8207 = $8358 // floating-point values only :RCRACE1_7634 if $8227 == 37 // integer values else_jump @RCRACE1_7700 0086: $8202 = $8356 // floating-point values only 0086: $8203 = $8357 // floating-point values only 0086: $8204 = $8358 // floating-point values only 0086: $8205 = $8359 // floating-point values only 0086: $8206 = $8360 // floating-point values only 0086: $8207 = $8361 // floating-point values only :RCRACE1_7700 if $8227 == 38 // integer values else_jump @RCRACE1_7766 0086: $8202 = $8359 // floating-point values only 0086: $8203 = $8360 // floating-point values only 0086: $8204 = $8361 // floating-point values only 0086: $8205 = $8362 // floating-point values only 0086: $8206 = $8363 // floating-point values only 0086: $8207 = $8364 // floating-point values only :RCRACE1_7766 if $8227 == 39 // integer values else_jump @RCRACE1_7832 0086: $8202 = $8362 // floating-point values only 0086: $8203 = $8363 // floating-point values only 0086: $8204 = $8364 // floating-point values only 0086: $8205 = $8365 // floating-point values only 0086: $8206 = $8366 // floating-point values only 0086: $8207 = $8367 // floating-point values only :RCRACE1_7832 if $8227 == 40 // integer values else_jump @RCRACE1_7898 0086: $8202 = $8365 // floating-point values only 0086: $8203 = $8366 // floating-point values only 0086: $8204 = $8367 // floating-point values only 0086: $8205 = $8368 // floating-point values only 0086: $8206 = $8369 // floating-point values only 0086: $8207 = $8370 // floating-point values only :RCRACE1_7898 if $8227 == 41 // integer values else_jump @RCRACE1_7964 0086: $8202 = $8368 // floating-point values only 0086: $8203 = $8369 // floating-point values only 0086: $8204 = $8370 // floating-point values only 0086: $8205 = $8371 // floating-point values only 0086: $8206 = $8372 // floating-point values only 0086: $8207 = $8373 // floating-point values only :RCRACE1_7964 if $8227 == 42 // integer values else_jump @RCRACE1_8030 0086: $8202 = $8371 // floating-point values only 0086: $8203 = $8372 // floating-point values only 0086: $8204 = $8373 // floating-point values only 0086: $8205 = $8374 // floating-point values only 0086: $8206 = $8375 // floating-point values only 0086: $8207 = $8376 // floating-point values only :RCRACE1_8030 if $8227 == 43 // integer values else_jump @RCRACE1_8096 0086: $8202 = $8374 // floating-point values only 0086: $8203 = $8375 // floating-point values only 0086: $8204 = $8376 // floating-point values only 0086: $8205 = $8377 // floating-point values only 0086: $8206 = $8378 // floating-point values only 0086: $8207 = $8379 // floating-point values only :RCRACE1_8096 if $8227 == 44 // integer values else_jump @RCRACE1_8162 0086: $8202 = $8377 // floating-point values only 0086: $8203 = $8378 // floating-point values only 0086: $8204 = $8379 // floating-point values only 0086: $8205 = $8380 // floating-point values only 0086: $8206 = $8381 // floating-point values only 0086: $8207 = $8382 // floating-point values only :RCRACE1_8162 if $8227 == 45 // integer values else_jump @RCRACE1_8228 0086: $8202 = $8380 // floating-point values only 0086: $8203 = $8381 // floating-point values only 0086: $8204 = $8382 // floating-point values only 0086: $8205 = $8383 // floating-point values only 0086: $8206 = $8384 // floating-point values only 0086: $8207 = $8385 // floating-point values only :RCRACE1_8228 if $8227 == 46 // integer values else_jump @RCRACE1_8294 0086: $8202 = $8383 // floating-point values only 0086: $8203 = $8384 // floating-point values only 0086: $8204 = $8385 // floating-point values only 0086: $8205 = $8386 // floating-point values only 0086: $8206 = $8387 // floating-point values only 0086: $8207 = $8388 // floating-point values only :RCRACE1_8294 if $8227 == 47 // integer values else_jump @RCRACE1_8360 0086: $8202 = $8386 // floating-point values only 0086: $8203 = $8387 // floating-point values only 0086: $8204 = $8388 // floating-point values only 0086: $8205 = $8389 // floating-point values only 0086: $8206 = $8390 // floating-point values only 0086: $8207 = $8391 // floating-point values only :RCRACE1_8360 if $8227 == 48 // integer values else_jump @RCRACE1_8426 0086: $8202 = $8389 // floating-point values only 0086: $8203 = $8390 // floating-point values only 0086: $8204 = $8391 // floating-point values only 0086: $8205 = $8392 // floating-point values only 0086: $8206 = $8393 // floating-point values only 0086: $8207 = $8394 // floating-point values only :RCRACE1_8426 if $8227 == 49 // integer values else_jump @RCRACE1_8492 0086: $8202 = $8392 // floating-point values only 0086: $8203 = $8393 // floating-point values only 0086: $8204 = $8394 // floating-point values only 0086: $8205 = $8392 // floating-point values only 0086: $8206 = $8393 // floating-point values only 0086: $8207 = $8394 // floating-point values only :RCRACE1_8492 return :RCRACE1_8494 $8217 = Car.Health($8218) if 500 > $8217 // integer values else_jump @RCRACE1_8529 Car.Health($8218) = 1000 :RCRACE1_8529 if not Car.Wrecked($8219) else_jump @RCRACE1_8795 if 003A: $8223 == $8227 // integer values and handles else_jump @RCRACE1_8769 Car.StorePos($8218, $8157, $8158, $8159) 0086: $8161 = $8157 // floating-point values only 0061: $8161 -= $8187 // floating-point values 0086: $8162 = $8158 // floating-point values only 0061: $8162 -= $8188 // floating-point values 0069: $8161 *= $8161 // floating-point values 0069: $8162 *= $8162 // floating-point values 0086: $8163 = $8161 // floating-point values only 0059: $8163 += $8162 // floating-point values 01FB: $8167 = square_root $8163 Car.StorePos($8219, $8157, $8158, $8159) 0086: $8161 = $8157 // floating-point values only 0061: $8161 -= $8187 // floating-point values 0086: $8162 = $8158 // floating-point values only 0061: $8162 -= $8188 // floating-point values 0069: $8161 *= $8161 // floating-point values 0069: $8162 *= $8162 // floating-point values 0086: $8163 = $8161 // floating-point values only 0059: $8163 += $8162 // floating-point values 01FB: $8168 = square_root $8163 if 0024: $8168 > $8167 // floating-point values only else_jump @RCRACE1_8762 $8228 += 1 // integer values :RCRACE1_8762 jump @RCRACE1_8795 :RCRACE1_8769 if 001C: $8227 > $8223 // integer values else_jump @RCRACE1_8795 $8228 += 1 // integer values :RCRACE1_8795 return //-------------Mission 9--------------- // Originally: Guardian Angels :RCPLNE1 thread 'RCPLNE1' gosub @RCPLNE1_46 if wasted_or_busted else_jump @RCPLNE1_37 gosub @RCPLNE1_6348 :RCPLNE1_37 gosub @RCPLNE1_6567 end_thread :RCPLNE1_46 $ONMISSION = 1 // integer values $1084 = 1 // integer values if $8485 == 0 // integer values else_jump @RCPLNE1_80 increment_mission_attempts :RCPLNE1_80 wait 0 054C: use_GXT_table 'RCPLNE1' Model.Load(#RCBARON) :RCPLNE1_99 if not Model.Available(#RCBARON) else_jump @RCPLNE1_126 wait 0 jump @RCPLNE1_99 :RCPLNE1_126 $8481 = 28 // integer values $8486 = 313.0 // floating-point values $8487 = 1238.332 // floating-point values $8488 = 27.546 // floating-point values $8489 = 317.926 // floating-point values $8490 = 1219.877 // floating-point values $8491 = 26.554 // floating-point values $8492 = 321.35 // floating-point values $8493 = 1102.111 // floating-point values $8494 = 31.448 // floating-point values $8495 = 317.778 // floating-point values $8496 = 949.34 // floating-point values $8497 = 29.25 // floating-point values $8498 = 289.354 // floating-point values $8499 = 789.471 // floating-point values $8500 = 27.426 // floating-point values $8501 = 201.599 // floating-point values $8502 = 689.725 // floating-point values $8503 = 27.896 // floating-point values $8504 = 378.602 // floating-point values $8505 = 564.227 // floating-point values $8506 = 20.846 // floating-point values $8507 = 346.553 // floating-point values $8508 = 445.865 // floating-point values $8509 = 19.168 // floating-point values $8510 = 331.891 // floating-point values $8511 = 344.459 // floating-point values $8512 = 18.385 // floating-point values $8513 = 337.064 // floating-point values $8514 = 243.41 // floating-point values $8515 = 24.428 // floating-point values $8516 = 407.542 // floating-point values $8517 = 102.447 // floating-point values $8518 = 24.134 // floating-point values $8519 = 332.597 // floating-point values $8520 = -12.219 // floating-point values $8521 = 25.134 // floating-point values $8522 = 284.866 // floating-point values $8523 = -144.529 // floating-point values $8524 = 22.046 // floating-point values $8525 = 225.013 // floating-point values $8526 = -271.518 // floating-point values $8527 = 19.929 // floating-point values $8528 = 194.309 // floating-point values $8529 = -365.009 // floating-point values $8530 = 19.146 // floating-point values $8531 = 179.89 // floating-point values $8532 = -500.032 // floating-point values $8533 = 17.304 // floating-point values $8534 = 171.669 // floating-point values $8535 = -638.857 // floating-point values $8536 = 17.328 // floating-point values $8537 = 149.798 // floating-point values $8538 = -738.283 // floating-point values $8539 = 16.001 // floating-point values $8540 = 95.276 // floating-point values $8541 = -838.345 // floating-point values $8542 = 15.527 // floating-point values $8543 = -22.699 // floating-point values $8544 = -869.548 // floating-point values $8545 = 16.142 // floating-point values $8546 = -107.153 // floating-point values $8547 = -895.34 // floating-point values $8548 = 18.43 // floating-point values $8549 = -190.477 // floating-point values $8550 = -944.935 // floating-point values $8551 = 20.094 // floating-point values $8552 = -186.305 // floating-point values $8553 = -1075.039 // floating-point values $8554 = 32.099 // floating-point values $8555 = -193.016 // floating-point values $8556 = -1232.925 // floating-point values $8557 = 16.655 // floating-point values $8558 = -164.456 // floating-point values $8559 = -1402.917 // floating-point values $8560 = 16.294 // floating-point values $8561 = -115.326 // floating-point values $8562 = -1512.663 // floating-point values $8563 = 15.455 // floating-point values $8564 = -11.818 // floating-point values $8565 = -1576.647 // floating-point values $8566 = 15.96 // floating-point values $8567 = 110.56 // floating-point values $8568 = -1588.121 // floating-point values $8569 = 16.516 // floating-point values $8570 = 174.464 // floating-point values $8571 = -1527.732 // floating-point values $8572 = 20.699 // floating-point values $8573 = 259.539 // floating-point values $8574 = -1234.819 // floating-point values $8575 = 32.351 // floating-point values $8419 = 316.0 // floating-point values $8420 = 1238.332 // floating-point values $8421 = 26.554 // floating-point values $8422 = 319.0 // floating-point values $8423 = 1238.332 // floating-point values $8424 = 26.554 // floating-point values $8425 = 322.0 // floating-point values $8426 = 1238.332 // floating-point values $8427 = 26.554 // floating-point values $8404 = 182.29 // floating-point values $8472 = 0 // integer values $8468 = 0 // integer values $8469 = 0 // integer values $8470 = 0 // integer values $8471 = 0 // integer values $8408 = 4.0 // floating-point values $8409 = 4.0 // floating-point values $8410 = 4.0 // floating-point values 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 00DA: $8458 = player $PLAYER_CHAR car if not Car.Wrecked($8458) else_jump @RCPLNE1_1236 020A: set_car $8458 door_status_to 2 :RCPLNE1_1236 $8576 = Player.WantedLevel($PLAYER_CHAR) Player.ClearWantedLevel($PLAYER_CHAR) 0395: clear_area 1 at $8486 $8487 range $8488 80.0 02A3: toggle_widescreen 1 $8459 = Car.Create(#RCBARON, $8419, $8420, $8421) 03AB: set_vehicle $8459 strong 1 03ED: (unknown) $8459 1 Car.Angle($8459) = $8404 Car.ImmuneToNonPlayer($8459) = True $8460 = Car.Create(#RCBARON, $8422, $8423, $8424) 03AB: set_vehicle $8460 strong 1 03ED: (unknown) $8460 1 Car.Angle($8460) = $8404 Car.ImmuneToNonPlayer($8460) = True $8461 = Car.Create(#RCBARON, $8425, $8426, $8427) 03AB: set_vehicle $8461 strong 1 03ED: (unknown) $8461 1 Car.Angle($8461) = $8404 Car.ImmuneToNonPlayer($8461) = True 046E: put_player $PLAYER_CHAR in_RC_mode_at $8486 $8487 $8488 angle 182.29 RC_model #RCBARON $8464 = Player.RC_car($PLAYER_CHAR) 04D6: enable_rc_car_detonation 0 Camera.SetPosition(323.6173, 1239.22, 26.80053, 0.0, 0.0, 0.0) Camera.PointAt(322.7087, 1238.807, 26.85948, 2) fade 1 3000 :RCPLNE1_1501 if fading else_jump @RCPLNE1_1525 wait 0 jump @RCPLNE1_1501 :RCPLNE1_1525 16@ = 0 // integer values :RCPLNE1_1532 if 5000 > 16@ // integer values else_jump @RCPLNE1_1601 wait 0 00BC: text_highpriority 'RCPL1_4' 5000 ms 2 // ~g~Compete in a CHECKPOINT RACE with 3 other RC Plane's if 00E1: key_pressed 0 16 else_jump @RCPLNE1_1594 jump @RCPLNE1_1907 :RCPLNE1_1594 jump @RCPLNE1_1532 :RCPLNE1_1601 16@ = 0 // integer values Camera.SetAtPos(289.354, 789.471, 27.426) Camera.SetPosition(307.078, 842.687, 33.651, 0.0, 0.0, 0.0) Camera.PointAt(289.354, 789.471, 27.426, 2) :RCPLNE1_1676 if 5000 > 16@ // integer values else_jump @RCPLNE1_1780 wait 0 00BC: text_highpriority 'RCPL1_5' 5000 ms 2 // ~g~Fly through the checkpoints scattered throughout Vice City. 04D5: create_corona_at 289.354 789.471 27.426 radius 7.0 type 6 flare 0 RGB 255 137 205 if 00E1: key_pressed 0 16 else_jump @RCPLNE1_1773 jump @RCPLNE1_1907 :RCPLNE1_1773 jump @RCPLNE1_1676 :RCPLNE1_1780 16@ = 0 // integer values :RCPLNE1_1787 if 5000 > 16@ // integer values else_jump @RCPLNE1_1907 wait 0 Camera.SetPosition(311.3789, 1236.672, 26.99365, 0.0, 0.0, 0.0) Camera.PointAt(312.2311, 1237.193, 26.93967, 2) 00BC: text_highpriority 'RCPL1_6' 5000 ms 2 // ~g~If you wish to quit this mission press the ~h~~k~~PED_FIREWEAPON~ ~g~button to detonate your RC Plane. if 00E1: key_pressed 0 16 else_jump @RCPLNE1_1900 jump @RCPLNE1_1907 :RCPLNE1_1900 jump @RCPLNE1_1787 :RCPLNE1_1907 if not Car.Wrecked($8464) else_jump @RCPLNE1_1951 03EB: clear_small_messages_only Camera.OnVehicle($8464, 18, 2) wait 0 032A: set_behind_camera_mode_to 0 wait 300 02A3: toggle_widescreen 0 :RCPLNE1_1951 0084: $8482 = $8481 // integer values and handles $8482 -= 1 // integer values Player.CanMove($PLAYER_CHAR) = False 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 03F4: set_all_vehicles_apply_damage_rules 0 00BA: text_styled 'RACE2' 1100 ms 4 // ~g~3 018C: play_sound 7 at 0.0 0.0 0.0 wait 1000 00BA: text_styled 'RACE3' 1100 ms 4 // ~g~2 018C: play_sound 8 at 0.0 0.0 0.0 wait 1000 00BA: text_styled 'RACE4' 1100 ms 4 // ~g~1 018C: play_sound 9 at 0.0 0.0 0.0 wait 1000 00BA: text_styled 'RACE5' 800 ms 4 // ~g~GO! 018C: play_sound 10 at 0.0 0.0 0.0 Player.CanMove($PLAYER_CHAR) = True 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 03F4: set_all_vehicles_apply_damage_rules 1 0293: $18 = current_controls if $18 == 3 // integer values else_jump @RCPLNE1_2193 03E5: text_box 'PLANE_4' // Use the ~h~~k~~VEHICLE_ACCELERATE~~w~ button to accelerate, Left and right to turn. jump @RCPLNE1_2203 :RCPLNE1_2193 03E5: text_box 'PLANE_H' // Use the ~h~~k~~VEHICLE_ACCELERATE~~w~ button to accelerate, Left and right to turn. :RCPLNE1_2203 if Car.Wrecked($8459) else_jump @RCPLNE1_2226 jump @RCPLNE1_6348 :RCPLNE1_2226 if Car.Wrecked($8460) else_jump @RCPLNE1_2249 jump @RCPLNE1_6348 :RCPLNE1_2249 if Car.Wrecked($8461) else_jump @RCPLNE1_2272 jump @RCPLNE1_6348 :RCPLNE1_2272 if not Car.Wrecked($8459) else_jump @RCPLNE1_2300 Marker.TieToCar($8455, $8459, 0, 1) :RCPLNE1_2300 if not Car.Wrecked($8460) else_jump @RCPLNE1_2328 Marker.TieToCar($8456, $8460, 0, 1) :RCPLNE1_2328 if not Car.Wrecked($8461) else_jump @RCPLNE1_2356 Marker.TieToCar($8457, $8461, 0, 1) :RCPLNE1_2356 gosub @RCPLNE1_4129 0086: $8431 = $8446 // floating-point values only 0086: $8432 = $8447 // floating-point values only 0086: $8433 = $8448 // floating-point values only 0086: $8434 = $8449 // floating-point values only 0086: $8435 = $8450 // floating-point values only 0086: $8436 = $8451 // floating-point values only 0086: $8437 = $8446 // floating-point values only 0086: $8438 = $8447 // floating-point values only 0086: $8439 = $8448 // floating-point values only 0086: $8440 = $8446 // floating-point values only 0086: $8441 = $8447 // floating-point values only 0086: $8442 = $8448 // floating-point values only 0086: $8443 = $8446 // floating-point values only 0086: $8444 = $8447 // floating-point values only 0086: $8445 = $8448 // floating-point values only 018A: $8453 = create_checkpoint_at $8431 $8432 $8433 0167: $8454 = create_marker_at $8434 $8435 $8436 5 2 0168: show_on_radar $8454 2 0166: set_marker $8454 brightness_to 1 04D2: set_plane $8459 fly_autopilot_around_point $8437 $8438 $8439 30 04D2: set_plane $8460 fly_autopilot_around_point $8440 $8441 $8442 25 04D2: set_plane $8461 fly_autopilot_around_point $8443 $8444 $8445 35 $8474 = 0 // integer values 03C3: set_timer_with_text_to $8474 type 0 text 'RCH1_5' // Time: if Car.Wrecked($8464) else_jump @RCPLNE1_2622 jump @RCPLNE1_6348 :RCPLNE1_2622 if 001C: $8481 > $8468 // integer values else_jump @RCPLNE1_4122 wait 0 0395: clear_area 0 at -447.8 1442.95 range 10.0 120.0 $8473 = 0 // integer values if not Car.Wrecked($8464) else_jump @RCPLNE1_2924 if 01AF: car $8464 0 $8431 $8432 $8433 radius 7.5 7.5 7.5 else_jump @RCPLNE1_2924 $8468 += 1 // integer values Marker.Disable($8453) 018C: play_sound 1 at 0.0 0.0 0.0 Marker.Disable($8454) 0084: $8472 = $8468 // integer values and handles gosub @RCPLNE1_4129 0086: $8431 = $8446 // floating-point values only 0086: $8432 = $8447 // floating-point values only 0086: $8433 = $8448 // floating-point values only 0086: $8434 = $8449 // floating-point values only 0086: $8435 = $8450 // floating-point values only 0086: $8436 = $8451 // floating-point values only if 003A: $8468 == $8481 // integer values and handles else_jump @RCPLNE1_2859 jump @RCPLNE1_6373 :RCPLNE1_2859 018A: $8453 = create_checkpoint_at $8431 $8432 $8433 if 803A: not $8468 == $8482 // integer values and handles else_jump @RCPLNE1_2924 0167: $8454 = create_marker_at $8434 $8435 $8436 5 2 0166: set_marker $8454 brightness_to 1 0168: show_on_radar $8454 2 :RCPLNE1_2924 if not Car.Wrecked($8459) else_jump @RCPLNE1_3182 0084: $8463 = $8459 // integer values and handles 0084: $8472 = $8469 // integer values and handles 0086: $8428 = $8419 // floating-point values only 0086: $8429 = $8420 // floating-point values only 0086: $8430 = $8421 // floating-point values only 0084: $8479 = $8475 // integer values and handles gosub @RCPLNE1_6045 0086: $8419 = $8428 // floating-point values only 0086: $8420 = $8429 // floating-point values only 0086: $8421 = $8430 // floating-point values only 0084: $8475 = $8479 // integer values and handles if not Car.Wrecked($8459) else_jump @RCPLNE1_3182 if 01AF: car $8459 0 $8437 $8438 $8439 radius $8408 $8408 $8408 else_jump @RCPLNE1_3182 $8469 += 1 // integer values 0084: $8472 = $8469 // integer values and handles gosub @RCPLNE1_4129 0086: $8437 = $8446 // floating-point values only 0086: $8438 = $8447 // floating-point values only 0086: $8439 = $8448 // floating-point values only if 003A: $8469 == $8481 // integer values and handles else_jump @RCPLNE1_3166 00BC: text_highpriority 'RACEFA' 5000 ms 1 // ~r~You failed to win the race! jump @RCPLNE1_6348 :RCPLNE1_3166 04D2: set_plane $8459 fly_autopilot_around_point $8437 $8438 $8439 36 :RCPLNE1_3182 if not Car.Wrecked($8460) else_jump @RCPLNE1_3440 0084: $8463 = $8460 // integer values and handles 0084: $8472 = $8470 // integer values and handles 0086: $8428 = $8422 // floating-point values only 0086: $8429 = $8423 // floating-point values only 0086: $8430 = $8424 // floating-point values only 0084: $8479 = $8476 // integer values and handles gosub @RCPLNE1_6045 0086: $8422 = $8428 // floating-point values only 0086: $8423 = $8429 // floating-point values only 0086: $8424 = $8430 // floating-point values only 0084: $8476 = $8479 // integer values and handles if not Car.Wrecked($8460) else_jump @RCPLNE1_3440 if 01AF: car $8460 0 $8440 $8441 $8442 radius $8409 $8409 $8409 else_jump @RCPLNE1_3440 $8470 += 1 // integer values 0084: $8472 = $8470 // integer values and handles gosub @RCPLNE1_4129 0086: $8440 = $8446 // floating-point values only 0086: $8441 = $8447 // floating-point values only 0086: $8442 = $8448 // floating-point values only if 003A: $8470 == $8481 // integer values and handles else_jump @RCPLNE1_3424 00BC: text_highpriority 'RACEFA' 5000 ms 1 // ~r~You failed to win the race! jump @RCPLNE1_6348 :RCPLNE1_3424 04D2: set_plane $8460 fly_autopilot_around_point $8440 $8441 $8442 27 :RCPLNE1_3440 if not Car.Wrecked($8461) else_jump @RCPLNE1_3698 0084: $8463 = $8461 // integer values and handles 0084: $8472 = $8471 // integer values and handles 0086: $8428 = $8425 // floating-point values only 0086: $8429 = $8426 // floating-point values only 0086: $8430 = $8427 // floating-point values only 0084: $8479 = $8477 // integer values and handles gosub @RCPLNE1_6045 0086: $8425 = $8428 // floating-point values only 0086: $8426 = $8429 // floating-point values only 0086: $8427 = $8430 // floating-point values only 0084: $8477 = $8479 // integer values and handles if not Car.Wrecked($8461) else_jump @RCPLNE1_3698 if 01AF: car $8461 0 $8443 $8444 $8445 radius $8410 $8410 $8410 else_jump @RCPLNE1_3698 $8471 += 1 // integer values 0084: $8472 = $8471 // integer values and handles gosub @RCPLNE1_4129 0086: $8443 = $8446 // floating-point values only 0086: $8444 = $8447 // floating-point values only 0086: $8445 = $8448 // floating-point values only if 003A: $8471 == $8481 // integer values and handles else_jump @RCPLNE1_3682 00BC: text_highpriority 'RACEFA' 5000 ms 1 // ~r~You failed to win the race! jump @RCPLNE1_6348 :RCPLNE1_3682 04D2: set_plane $8461 fly_autopilot_around_point $8443 $8444 $8445 42 :RCPLNE1_3698 if $8473 == 0 // integer values else_jump @RCPLNE1_3730 00BC: text_highpriority 'FIRST' 100 ms 1 // ~b~1st :RCPLNE1_3730 if $8473 == 1 // integer values else_jump @RCPLNE1_3762 00BC: text_highpriority 'SECOND' 100 ms 1 // ~b~2nd :RCPLNE1_3762 if $8473 == 2 // integer values else_jump @RCPLNE1_3794 00BC: text_highpriority 'THIRD' 100 ms 1 // ~b~3rd :RCPLNE1_3794 if $8473 == 3 // integer values else_jump @RCPLNE1_3826 00BC: text_highpriority 'FOURTH' 100 ms 1 // ~b~4th :RCPLNE1_3826 if 003A: $8468 == $8482 // integer values and handles else_jump @RCPLNE1_3878 04D5: create_corona_at $8431 $8432 $8433 radius 7.0 type 6 flare 0 RGB 100 0 100 jump @RCPLNE1_3907 :RCPLNE1_3878 04D5: create_corona_at $8431 $8432 $8433 radius 7.0 type 6 flare 0 RGB 255 137 205 :RCPLNE1_3907 if Car.Wrecked($8464) else_jump @RCPLNE1_3930 jump @RCPLNE1_6348 :RCPLNE1_3930 if not Car.Wrecked($8464) else_jump @RCPLNE1_4037 if 80B0: not car $8464 0 833.0 1340.0 -225.0 -1666.0 else_jump @RCPLNE1_4037 if 00B0: car $8464 0 940.212 1340.225 -253.15 -1700.0 else_jump @RCPLNE1_4037 00BC: text_highpriority 'RCPL1_8' 3000 ms 1 // ~g~Your RC Plane is going out of range! :RCPLNE1_4037 if not Car.Wrecked($8464) else_jump @RCPLNE1_4115 if 80B0: not car $8464 0 940.212 1340.225 -253.15 -1700.0 else_jump @RCPLNE1_4115 0409: blow_up_rc_buggy 00BC: text_highpriority 'RCPL1_9' 5000 ms 1 // ~r~Your RC Plane went out of range! jump @RCPLNE1_6348 :RCPLNE1_4115 jump @RCPLNE1_2622 :RCPLNE1_4122 jump @RCPLNE1_6373 :RCPLNE1_4129 if $8472 == 0 // integer values else_jump @RCPLNE1_4195 0086: $8446 = $8489 // floating-point values only 0086: $8447 = $8490 // floating-point values only 0086: $8448 = $8491 // floating-point values only 0086: $8449 = $8492 // floating-point values only 0086: $8450 = $8493 // floating-point values only 0086: $8451 = $8494 // floating-point values only :RCPLNE1_4195 if $8472 == 1 // integer values else_jump @RCPLNE1_4261 0086: $8446 = $8492 // floating-point values only 0086: $8447 = $8493 // floating-point values only 0086: $8448 = $8494 // floating-point values only 0086: $8449 = $8495 // floating-point values only 0086: $8450 = $8496 // floating-point values only 0086: $8451 = $8497 // floating-point values only :RCPLNE1_4261 if $8472 == 2 // integer values else_jump @RCPLNE1_4327 0086: $8446 = $8495 // floating-point values only 0086: $8447 = $8496 // floating-point values only 0086: $8448 = $8497 // floating-point values only 0086: $8449 = $8498 // floating-point values only 0086: $8450 = $8499 // floating-point values only 0086: $8451 = $8500 // floating-point values only :RCPLNE1_4327 if $8472 == 3 // integer values else_jump @RCPLNE1_4393 0086: $8446 = $8498 // floating-point values only 0086: $8447 = $8499 // floating-point values only 0086: $8448 = $8500 // floating-point values only 0086: $8449 = $8501 // floating-point values only 0086: $8450 = $8502 // floating-point values only 0086: $8451 = $8503 // floating-point values only :RCPLNE1_4393 if $8472 == 4 // integer values else_jump @RCPLNE1_4459 0086: $8446 = $8501 // floating-point values only 0086: $8447 = $8502 // floating-point values only 0086: $8448 = $8503 // floating-point values only 0086: $8449 = $8504 // floating-point values only 0086: $8450 = $8505 // floating-point values only 0086: $8451 = $8506 // floating-point values only :RCPLNE1_4459 if $8472 == 5 // integer values else_jump @RCPLNE1_4525 0086: $8446 = $8504 // floating-point values only 0086: $8447 = $8505 // floating-point values only 0086: $8448 = $8506 // floating-point values only 0086: $8449 = $8507 // floating-point values only 0086: $8450 = $8508 // floating-point values only 0086: $8451 = $8509 // floating-point values only :RCPLNE1_4525 if $8472 == 6 // integer values else_jump @RCPLNE1_4591 0086: $8446 = $8507 // floating-point values only 0086: $8447 = $8508 // floating-point values only 0086: $8448 = $8509 // floating-point values only 0086: $8449 = $8510 // floating-point values only 0086: $8450 = $8511 // floating-point values only 0086: $8451 = $8512 // floating-point values only :RCPLNE1_4591 if $8472 == 7 // integer values else_jump @RCPLNE1_4657 0086: $8446 = $8510 // floating-point values only 0086: $8447 = $8511 // floating-point values only 0086: $8448 = $8512 // floating-point values only 0086: $8449 = $8513 // floating-point values only 0086: $8450 = $8514 // floating-point values only 0086: $8451 = $8515 // floating-point values only :RCPLNE1_4657 if $8472 == 8 // integer values else_jump @RCPLNE1_4723 0086: $8446 = $8513 // floating-point values only 0086: $8447 = $8514 // floating-point values only 0086: $8448 = $8515 // floating-point values only 0086: $8449 = $8516 // floating-point values only 0086: $8450 = $8517 // floating-point values only 0086: $8451 = $8518 // floating-point values only :RCPLNE1_4723 if $8472 == 9 // integer values else_jump @RCPLNE1_4789 0086: $8446 = $8516 // floating-point values only 0086: $8447 = $8517 // floating-point values only 0086: $8448 = $8518 // floating-point values only 0086: $8449 = $8519 // floating-point values only 0086: $8450 = $8520 // floating-point values only 0086: $8451 = $8521 // floating-point values only :RCPLNE1_4789 if $8472 == 10 // integer values else_jump @RCPLNE1_4855 0086: $8446 = $8519 // floating-point values only 0086: $8447 = $8520 // floating-point values only 0086: $8448 = $8521 // floating-point values only 0086: $8449 = $8522 // floating-point values only 0086: $8450 = $8523 // floating-point values only 0086: $8451 = $8524 // floating-point values only :RCPLNE1_4855 if $8472 == 11 // integer values else_jump @RCPLNE1_4921 0086: $8446 = $8522 // floating-point values only 0086: $8447 = $8523 // floating-point values only 0086: $8448 = $8524 // floating-point values only 0086: $8449 = $8525 // floating-point values only 0086: $8450 = $8526 // floating-point values only 0086: $8451 = $8527 // floating-point values only :RCPLNE1_4921 if $8472 == 12 // integer values else_jump @RCPLNE1_4987 0086: $8446 = $8525 // floating-point values only 0086: $8447 = $8526 // floating-point values only 0086: $8448 = $8527 // floating-point values only 0086: $8449 = $8528 // floating-point values only 0086: $8450 = $8529 // floating-point values only 0086: $8451 = $8530 // floating-point values only :RCPLNE1_4987 if $8472 == 13 // integer values else_jump @RCPLNE1_5053 0086: $8446 = $8528 // floating-point values only 0086: $8447 = $8529 // floating-point values only 0086: $8448 = $8530 // floating-point values only 0086: $8449 = $8531 // floating-point values only 0086: $8450 = $8532 // floating-point values only 0086: $8451 = $8533 // floating-point values only :RCPLNE1_5053 if $8472 == 14 // integer values else_jump @RCPLNE1_5119 0086: $8446 = $8531 // floating-point values only 0086: $8447 = $8532 // floating-point values only 0086: $8448 = $8533 // floating-point values only 0086: $8449 = $8534 // floating-point values only 0086: $8450 = $8535 // floating-point values only 0086: $8451 = $8536 // floating-point values only :RCPLNE1_5119 if $8472 == 15 // integer values else_jump @RCPLNE1_5185 0086: $8446 = $8534 // floating-point values only 0086: $8447 = $8535 // floating-point values only 0086: $8448 = $8536 // floating-point values only 0086: $8449 = $8537 // floating-point values only 0086: $8450 = $8538 // floating-point values only 0086: $8451 = $8539 // floating-point values only :RCPLNE1_5185 if $8472 == 16 // integer values else_jump @RCPLNE1_5251 0086: $8446 = $8537 // floating-point values only 0086: $8447 = $8538 // floating-point values only 0086: $8448 = $8539 // floating-point values only 0086: $8449 = $8540 // floating-point values only 0086: $8450 = $8541 // floating-point values only 0086: $8451 = $8542 // floating-point values only :RCPLNE1_5251 if $8472 == 17 // integer values else_jump @RCPLNE1_5317 0086: $8446 = $8540 // floating-point values only 0086: $8447 = $8541 // floating-point values only 0086: $8448 = $8542 // floating-point values only 0086: $8449 = $8543 // floating-point values only 0086: $8450 = $8544 // floating-point values only 0086: $8451 = $8545 // floating-point values only :RCPLNE1_5317 if $8472 == 18 // integer values else_jump @RCPLNE1_5383 0086: $8446 = $8543 // floating-point values only 0086: $8447 = $8544 // floating-point values only 0086: $8448 = $8545 // floating-point values only 0086: $8449 = $8546 // floating-point values only 0086: $8450 = $8547 // floating-point values only 0086: $8451 = $8548 // floating-point values only :RCPLNE1_5383 if $8472 == 19 // integer values else_jump @RCPLNE1_5449 0086: $8446 = $8546 // floating-point values only 0086: $8447 = $8547 // floating-point values only 0086: $8448 = $8548 // floating-point values only 0086: $8449 = $8549 // floating-point values only 0086: $8450 = $8550 // floating-point values only 0086: $8451 = $8551 // floating-point values only :RCPLNE1_5449 if $8472 == 20 // integer values else_jump @RCPLNE1_5515 0086: $8446 = $8549 // floating-point values only 0086: $8447 = $8550 // floating-point values only 0086: $8448 = $8551 // floating-point values only 0086: $8449 = $8552 // floating-point values only 0086: $8450 = $8553 // floating-point values only 0086: $8451 = $8554 // floating-point values only :RCPLNE1_5515 if $8472 == 21 // integer values else_jump @RCPLNE1_5581 0086: $8446 = $8552 // floating-point values only 0086: $8447 = $8553 // floating-point values only 0086: $8448 = $8554 // floating-point values only 0086: $8449 = $8555 // floating-point values only 0086: $8450 = $8556 // floating-point values only 0086: $8451 = $8557 // floating-point values only :RCPLNE1_5581 if $8472 == 22 // integer values else_jump @RCPLNE1_5647 0086: $8446 = $8555 // floating-point values only 0086: $8447 = $8556 // floating-point values only 0086: $8448 = $8557 // floating-point values only 0086: $8449 = $8558 // floating-point values only 0086: $8450 = $8559 // floating-point values only 0086: $8451 = $8560 // floating-point values only :RCPLNE1_5647 if $8472 == 23 // integer values else_jump @RCPLNE1_5713 0086: $8446 = $8558 // floating-point values only 0086: $8447 = $8559 // floating-point values only 0086: $8448 = $8560 // floating-point values only 0086: $8449 = $8561 // floating-point values only 0086: $8450 = $8562 // floating-point values only 0086: $8451 = $8563 // floating-point values only :RCPLNE1_5713 if $8472 == 24 // integer values else_jump @RCPLNE1_5779 0086: $8446 = $8561 // floating-point values only 0086: $8447 = $8562 // floating-point values only 0086: $8448 = $8563 // floating-point values only 0086: $8449 = $8564 // floating-point values only 0086: $8450 = $8565 // floating-point values only 0086: $8451 = $8566 // floating-point values only :RCPLNE1_5779 if $8472 == 25 // integer values else_jump @RCPLNE1_5845 0086: $8446 = $8564 // floating-point values only 0086: $8447 = $8565 // floating-point values only 0086: $8448 = $8566 // floating-point values only 0086: $8449 = $8567 // floating-point values only 0086: $8450 = $8568 // floating-point values only 0086: $8451 = $8569 // floating-point values only :RCPLNE1_5845 if $8472 == 26 // integer values else_jump @RCPLNE1_5911 0086: $8446 = $8567 // floating-point values only 0086: $8447 = $8568 // floating-point values only 0086: $8448 = $8569 // floating-point values only 0086: $8449 = $8570 // floating-point values only 0086: $8450 = $8571 // floating-point values only 0086: $8451 = $8572 // floating-point values only :RCPLNE1_5911 if $8472 == 27 // integer values else_jump @RCPLNE1_5977 0086: $8446 = $8570 // floating-point values only 0086: $8447 = $8571 // floating-point values only 0086: $8448 = $8572 // floating-point values only 0086: $8449 = $8573 // floating-point values only 0086: $8450 = $8574 // floating-point values only 0086: $8451 = $8575 // floating-point values only :RCPLNE1_5977 if $8472 == 28 // integer values else_jump @RCPLNE1_6043 0086: $8446 = $8573 // floating-point values only 0086: $8447 = $8574 // floating-point values only 0086: $8448 = $8575 // floating-point values only 0086: $8449 = $8573 // floating-point values only 0086: $8450 = $8574 // floating-point values only 0086: $8451 = $8575 // floating-point values only :RCPLNE1_6043 return :RCPLNE1_6045 $8462 = Car.Health($8463) if 500 > $8462 // integer values else_jump @RCPLNE1_6080 Car.Health($8463) = 1000 :RCPLNE1_6080 if not Car.Wrecked($8464) else_jump @RCPLNE1_6346 if 003A: $8468 == $8472 // integer values and handles else_jump @RCPLNE1_6320 Car.StorePos($8463, $8401, $8402, $8403) 0086: $8405 = $8401 // floating-point values only 0061: $8405 -= $8431 // floating-point values 0086: $8406 = $8402 // floating-point values only 0061: $8406 -= $8432 // floating-point values 0069: $8405 *= $8405 // floating-point values 0069: $8406 *= $8406 // floating-point values 0086: $8407 = $8405 // floating-point values only 0059: $8407 += $8406 // floating-point values 01FB: $8411 = square_root $8407 Car.StorePos($8464, $8401, $8402, $8403) 0086: $8405 = $8401 // floating-point values only 0061: $8405 -= $8431 // floating-point values 0086: $8406 = $8402 // floating-point values only 0061: $8406 -= $8432 // floating-point values 0069: $8405 *= $8405 // floating-point values 0069: $8406 *= $8406 // floating-point values 0086: $8407 = $8405 // floating-point values only 0059: $8407 += $8406 // floating-point values 01FB: $8412 = square_root $8407 if 0024: $8412 > $8411 // floating-point values only else_jump @RCPLNE1_6313 $8473 += 1 // integer values :RCPLNE1_6313 jump @RCPLNE1_6346 :RCPLNE1_6320 if 001C: $8472 > $8468 // integer values else_jump @RCPLNE1_6346 $8473 += 1 // integer values :RCPLNE1_6346 return :RCPLNE1_6348 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! Player.WantedLevel($PLAYER_CHAR) = $8576 return :RCPLNE1_6373 0084: $8577 = $8474 // integer values and handles $8577 /= 1000 // integer values 042E: (unknown) 3 $8577 0084: $8579 = $8577 // integer values and handles $8579 /= 60 // integer values 0084: $8578 = $8579 // integer values and handles $8578 *= 60 // integer values 0060: $8577 -= $8578 // integer values if $8577 >= 10 // integer values else_jump @RCPLNE1_6480 02FD: text_2numbers_lowpriority 'RCH1_9' $8579 $8577 7000 ms 1 // ~b~TOTAL TIME: ~1~:~1~ jump @RCPLNE1_6501 :RCPLNE1_6480 02FD: text_2numbers_lowpriority 'RCH1_10' $8579 $8577 7000 ms 1 // ~b~TOTAL TIME: ~1~:0~1~ :RCPLNE1_6501 01E3: text_1number_styled 'M_PASS' 100 5000 ms 1 // MISSION PASSED! $~1~ Player.ClearWantedLevel($PLAYER_CHAR) Player.Money($PLAYER_CHAR) += 100 if $8485 == 0 // integer values else_jump @RCPLNE1_6561 030C: set_mission_points += 1 0595: mission_complete $8485 = 1 // integer values :RCPLNE1_6561 0394: play_music 1 return :RCPLNE1_6567 $ONMISSION = 0 // integer values $1084 = 0 // integer values 014F: stop_timer $8474 Marker.Disable($8453) Marker.Disable($8454) Marker.Disable($8455) Marker.Disable($8456) Marker.Disable($8457) 04DB: exit_rc_mode if not Car.Wrecked($8458) else_jump @RCPLNE1_6636 020A: set_car $8458 door_status_to 1 :RCPLNE1_6636 Car.RemoveReferences($8458) Model.Destroy(#RCBARON) Car.RemoveReferences($8459) Car.RemoveReferences($8460) Car.RemoveReferences($8461) Car.Destroy($8459) Car.Destroy($8460) Car.Destroy($8461) 042E: (unknown) 3 $8474 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 $400 = 1 // integer values 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms mission_cleanup return //-------------Mission 10--------------- // Originally: Sir, Yes Sir! :OVALRNG gosub @OVALRNG_36 if wasted_or_busted else_jump @OVALRNG_27 gosub @OVALRNG_17790 :OVALRNG_27 gosub @OVALRNG_18173 end_thread :OVALRNG_36 $ONMISSION = 1 // integer values thread 'OVALRNG' wait 0 if $1597 == 0 // integer values else_jump @OVALRNG_77 increment_mission_attempts :OVALRNG_77 054C: use_GXT_table 'OVALRIG' $7440 = 0 // integer values $7436 = 0 // integer values $7437 = 0 // integer values $7438 = 0 // integer values $7439 = 0 // integer values $7021 = 0 // integer values $7027 = 0 // integer values $7033 = 0 // integer values $7039 = 0 // integer values $7045 = 0 // integer values $7051 = 0 // integer values $7057 = 0 // integer values $7063 = 0 // integer values $7069 = 0 // integer values $7057 = 0 // integer values $7081 = 0 // integer values $7087 = 0 // integer values $7008 = 0 // integer values $7012 = 0 // integer values $7016 = 0 // integer values $7022 = 0 // integer values $7028 = 0 // integer values $7034 = 0 // integer values $7040 = 0 // integer values $7046 = 0 // integer values $7052 = 0 // integer values $7058 = 0 // integer values $7064 = 0 // integer values $7070 = 0 // integer values $7076 = 0 // integer values $7082 = 0 // integer values $7088 = 0 // integer values $7443 = 0 // integer values $7444 = 0 // integer values $7445 = 0 // integer values $7091 = 0 // integer values $7092 = 0 // integer values $7093 = 0 // integer values $7094 = 0 // integer values $7095 = 0 // integer values $7096 = 0 // integer values $7097 = 0 // integer values $7098 = 0 // integer values $7099 = 0 // integer values $7100 = 0 // integer values $7101 = 0 // integer values $7102 = 0 // integer values $7010 = 0 // integer values $7014 = 0 // integer values $7018 = 0 // integer values $7024 = 0 // integer values $7030 = 0 // integer values $7036 = 0 // integer values $7042 = 0 // integer values $7048 = 0 // integer values $7054 = 0 // integer values $7060 = 0 // integer values $7066 = 0 // integer values $7072 = 0 // integer values $7078 = 0 // integer values $7084 = 0 // integer values $7090 = 0 // integer values $6999 = 0 // integer values $6986 = -1 // integer values $6987 = 0 // integer values $6988 = 0 // integer values $6989 = 0 // integer values $6990 = 0 // integer values $6991 = 0 // integer values $6992 = -1 // integer values $6993 = -1 // integer values $6995 = 0 // integer values $6997 = 0 // integer values $7004 = 0 // integer values $7441 = 0 // integer values $7002 = 0 // integer values $7005 = 0 // integer values $6998 = 0 // integer values $7001 = 100 // integer values $7498 = 0.0 // floating-point values $7499 = 0.0 // floating-point values $7500 = 0.0 // floating-point values $7507 = -1288.976 // floating-point values $7508 = 1190.669 // floating-point values $7509 = 264.291 // floating-point values $7510 = -1257.085 // floating-point values $7511 = 1245.841 // floating-point values $7512 = 264.296 // floating-point values $7513 = -1296.749 // floating-point values $7514 = 1306.123 // floating-point values $7515 = 264.296 // floating-point values $7516 = -1366.372 // floating-point values $7517 = 1326.72 // floating-point values $7518 = 264.296 // floating-point values $7519 = -1419.235 // floating-point values $7520 = 1327.06 // floating-point values $7521 = 264.296 // floating-point values $7522 = -1500.381 // floating-point values $7523 = 1306.066 // floating-point values $7524 = 264.296 // floating-point values $7525 = -1540.008 // floating-point values $7526 = 1245.841 // floating-point values $7527 = 264.296 // floating-point values $7528 = -1500.446 // floating-point values $7529 = 1185.51 // floating-point values $7530 = 264.296 // floating-point values $7531 = -1419.234 // floating-point values $7532 = 1164.33 // floating-point values $7533 = 264.296 // floating-point values $7534 = -1355.087 // floating-point values $7535 = 1165.782 // floating-point values $7536 = 264.296 // floating-point values select_interior 16 057E: make_radar_grey 1 0581: toggle_radar 0 04F9: interiour_colors 11 0 0055: put_player $PLAYER_CHAR at -1420.856 1245.843 251.379 Model.Load(#WMYCR) Model.Load(#HOTRINA) Model.Load(#HOTRINB) Model.Load(#HOTRING) Camera.SetAtPos(-1343.743, 1151.814, 275.7988) 038B: load_requested_models :OVALRNG_1046 if or not Model.Available(#WMYCR) not Model.Available(#HOTRINA) not Model.Available(#HOTRINB) not Model.Available(#HOTRING) else_jump @OVALRNG_1087 wait 0 jump @OVALRNG_1046 :OVALRNG_1087 Camera.SetPosition(-1318.205, 1163.39, 273.7596, 0.0, 0.0, 0.0) Camera.PointAt(-1319.118, 1163.731, 273.5374, 2) 02A3: toggle_widescreen 1 Player.CanMove($PLAYER_CHAR) = False 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 03F4: set_all_vehicles_apply_damage_rules 0 if $ONMISSION == 0 // integer values else_jump @OVALRNG_1562 $6993 = Actor.Create(CivMale, #MALE01, 0.0, 0.0, 0.0) $7422 = Actor.Create(CivMale, #MALE01, 0.0, 0.0, 0.0) $7423 = Actor.Create(CivMale, #MALE01, 0.0, 0.0, 0.0) $7424 = Actor.Create(CivMale, #MALE01, 0.0, 0.0, 0.0) $7020 = Actor.Create(CivMale, #MALE01, 0.0, 0.0, 0.0) $7026 = Actor.Create(CivMale, #MALE01, 0.0, 0.0, 0.0) $7032 = Actor.Create(CivMale, #MALE01, 0.0, 0.0, 0.0) $7038 = Actor.Create(CivMale, #MALE01, 0.0, 0.0, 0.0) $7044 = Actor.Create(CivMale, #MALE01, 0.0, 0.0, 0.0) $7050 = Actor.Create(CivMale, #MALE01, 0.0, 0.0, 0.0) $7056 = Actor.Create(CivMale, #MALE01, 0.0, 0.0, 0.0) $7062 = Actor.Create(CivMale, #MALE01, 0.0, 0.0, 0.0) $7068 = Actor.Create(CivMale, #MALE01, 0.0, 0.0, 0.0) $7074 = Actor.Create(CivMale, #MALE01, 0.0, 0.0, 0.0) $7080 = Actor.Create(CivMale, #MALE01, 0.0, 0.0, 0.0) $7086 = Actor.Create(CivMale, #MALE01, 0.0, 0.0, 0.0) :OVALRNG_1562 $7007 = Car.Create(#HOTRINA, -1344.487, 1172.733, 263.8694) Car.Angle($7007) = 284.8876 Car.StorePos($7007, $7489, $7490, $7491) 0084: $6992 = $7007 // integer values and handles gosub @OVALRNG_18682 0084: $7422 = $6993 // integer values and handles 0506: vehicle_model 232 set_next_variation 0 -1 $7011 = Car.Create(#HOTRINA, -1343.438, 1167.837, 264.6195) Car.Angle($7011) = 281.5068 Car.StorePos($7011, $7492, $7493, $7494) 0084: $6992 = $7011 // integer values and handles gosub @OVALRNG_18682 0084: $7423 = $6993 // integer values and handles 0506: vehicle_model 232 set_next_variation 1 -1 $7015 = Car.Create(#HOTRINA, -1354.297, 1170.289, 263.9862) Car.Angle($7015) = 282.7367 Car.StorePos($7015, $7495, $7496, $7497) 0084: $6992 = $7015 // integer values and handles gosub @OVALRNG_18682 0084: $7424 = $6993 // integer values and handles 0506: vehicle_model 232 set_next_variation 2 -1 $7019 = Car.Create(#HOTRINA, -1352.847, 1165.527, 264.7497) Car.Angle($7019) = 284.2442 Car.StorePos($7019, 0@, 1@, 2@) 0084: $6992 = $7019 // integer values and handles gosub @OVALRNG_18682 0084: $7020 = $6993 // integer values and handles 0506: vehicle_model 232 set_next_variation 3 -1 $7025 = Car.Create(#HOTRINA, -1363.758, 1169.078, 264.0151) Car.Angle($7025) = 276.4275 Car.StorePos($7025, 3@, 4@, 5@) 0084: $6992 = $7025 // integer values and handles gosub @OVALRNG_18682 0084: $7026 = $6993 // integer values and handles 0506: vehicle_model 232 set_next_variation 4 -1 $7031 = Car.Create(#HOTRINA, -1363.67, 1164.15, 264.7848) Car.Angle($7031) = 277.8466 Car.StorePos($7031, 6@, 7@, 8@) 0084: $6992 = $7031 // integer values and handles gosub @OVALRNG_18682 0084: $7032 = $6993 // integer values and handles 0506: vehicle_model 232 set_next_variation 5 -1 $7037 = Car.Create(#HOTRINA, -1373.879, 1168.654, 264.0179) Car.Angle($7037) = 273.302 Car.StorePos($7037, 9@, 10@, 11@) 0084: $6992 = $7037 // integer values and handles gosub @OVALRNG_18682 0084: $7038 = $6993 // integer values and handles 0506: vehicle_model 233 set_next_variation 0 -1 $7043 = Car.Create(#HOTRINB, -1374.561, 1163.055, 264.9375) Car.Angle($7043) = 272.9799 Car.StorePos($7043, 12@, 13@, 14@) 0084: $6992 = $7043 // integer values and handles gosub @OVALRNG_18682 0084: $7044 = $6993 // integer values and handles 0506: vehicle_model 233 set_next_variation 1 -1 $7049 = Car.Create(#HOTRINB, -1383.668, 1167.947, 264.1144) Car.Angle($7049) = 273.0015 Car.StorePos($7049, $7103, $7104, $7105) 0084: $6992 = $7049 // integer values and handles gosub @OVALRNG_18682 0084: $7050 = $6993 // integer values and handles 0506: vehicle_model 233 set_next_variation 2 -1 $7055 = Car.Create(#HOTRINB, -1383.582, 1162.903, 264.9546) Car.Angle($7055) = 269.9305 Car.StorePos($7055, $7106, $7107, $7108) 0084: $6992 = $7055 // integer values and handles gosub @OVALRNG_18682 0084: $7056 = $6993 // integer values and handles 0506: vehicle_model 233 set_next_variation 3 -1 $7061 = Car.Create(#HOTRINB, -1393.223, 1167.712, 264.1403) Car.Angle($7061) = 270.1651 Car.StorePos($7061, $7109, $7110, $7111) 0084: $6992 = $7061 // integer values and handles gosub @OVALRNG_18682 0084: $7062 = $6993 // integer values and handles 0506: vehicle_model 233 set_next_variation 4 -1 $7067 = Car.Create(#HOTRINB, -1393.104, 1163.053, 264.914) Car.Angle($7067) = 270.334 Car.StorePos($7067, $7112, $7113, $7114) 0084: $6992 = $7067 // integer values and handles gosub @OVALRNG_18682 0084: $7068 = $6993 // integer values and handles 0506: vehicle_model 233 set_next_variation 5 -1 $7073 = Car.Create(#HOTRINB, -1402.184, 1167.193, 264.2093) Car.Angle($7073) = 271.0722 Car.StorePos($7073, $7115, $7116, $7117) 0084: $6992 = $7073 // integer values and handles gosub @OVALRNG_18682 0084: $7074 = $6993 // integer values and handles $7079 = Car.Create(#HOTRINA, -1402.375, 1163.057, 264.9016) Car.Angle($7079) = 266.2549 Car.StorePos($7079, $7118, $7119, $7120) 0084: $6992 = $7079 // integer values and handles gosub @OVALRNG_18682 0084: $7080 = $6993 // integer values and handles $7085 = Car.Create(#HOTRINB, -1412.111, 1167.211, 264.2081) Car.Angle($7085) = 273.8779 Car.StorePos($7085, $7121, $7122, $7123) 0084: $6992 = $7085 // integer values and handles gosub @OVALRNG_18682 0084: $7086 = $6993 // integer values and handles $7000 = Car.Create(#HOTRING, -1411.949, 1162.92, 264.916) Car.Angle($7000) = 271.2772 Car.Health($7000) = 1250 Car.SetImmunities($7000, 0, 1, 1, 0, 0) Car.StorePos($7000, $7483, $7484, $7485) 0169: set_fade_color 0 0 1 fade 1 1500 wait 250 $6994 = 1 // integer values gosub @OVALRNG_18808 if 80E0: not player $PLAYER_CHAR driving else_jump @OVALRNG_2871 if not Car.Wrecked($7000) else_jump @OVALRNG_2864 0369: put_player $PLAYER_CHAR in_car $7000 :OVALRNG_2864 jump @OVALRNG_2919 :OVALRNG_2871 012A: put_player $PLAYER_CHAR at -1504.198 1314.846 265.2744 and_remove_from_car wait 0 if not Car.Wrecked($7000) else_jump @OVALRNG_2919 0369: put_player $PLAYER_CHAR in_car $7000 :OVALRNG_2919 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: $4811 = current_time_in_ms $6991 = 1 // integer values 03F0: text_draw_toggle 1 16@ = 0 // integer values :OVALRNG_2957 wait 0 01BD: $4811 = current_time_in_ms if 00F6: player $PLAYER_CHAR 1 -1414.753 1155.434 266.3521 radius 1.5 2.0 1.5 else_jump @OVALRNG_3036 00BC: text_highpriority 'HOTR_14' 2500 ms 1 // ~r~You have been disqualified! jump @OVALRNG_17790 :OVALRNG_3036 if 5 > $6986 // integer values else_jump @OVALRNG_3163 if $6986 > -1 // integer values else_jump @OVALRNG_3163 if 00E1: key_pressed 0 16 else_jump @OVALRNG_3138 if $7002 == 1 // integer values else_jump @OVALRNG_3131 03EB: clear_small_messages_only 0084: $6987 = $4811 // integer values and handles $6987 -= 100 // integer values $6986 = 5 // integer values :OVALRNG_3131 jump @OVALRNG_3163 :OVALRNG_3138 if $7002 == 0 // integer values else_jump @OVALRNG_3163 $7002 = 1 // integer values :OVALRNG_3163 if $6986 == -1 // integer values else_jump @OVALRNG_3224 $6999 = 2 // integer values if not fading else_jump @OVALRNG_3224 0084: $6987 = $4811 // integer values and handles $6987 += 3000 // integer values $6986 = 0 // integer values :OVALRNG_3224 if $6986 == 0 // integer values else_jump @OVALRNG_3335 if 001C: $4811 > $6987 // integer values else_jump @OVALRNG_3335 Camera.SetPosition(-1334.666, 1172.511, 266.2422, 0.0, 0.0, 0.0) Camera.PointAt(-1335.628, 1172.264, 266.1259, 2) 0084: $6987 = $4811 // integer values and handles $6987 += 3000 // integer values $6986 = 1 // integer values :OVALRNG_3335 if $6986 == 1 // integer values else_jump @OVALRNG_3461 if 001C: $4811 > $6987 // integer values else_jump @OVALRNG_3461 Camera.SetPosition(-1323.005, 1328.07, 270.0141, 0.0, 0.0, 0.0) Camera.PointAt(-1323.981, 1328.235, 269.8705, 2) 00BC: text_highpriority 'HOTR_02' 3500 ms 1 // ~g~If your car is destroyed you will be disqualified. 0084: $6987 = $4811 // integer values and handles $6987 += 3500 // integer values $6986 = 2 // integer values :OVALRNG_3461 if $6986 == 2 // integer values else_jump @OVALRNG_3587 if 001C: $4811 > $6987 // integer values else_jump @OVALRNG_3587 Camera.SetPosition(-1378.531, 1355.834, 271.5822, 0.0, 0.0, 0.0) Camera.PointAt(-1379.45, 1355.702, 271.2112, 2) 00BB: text_lowpriority 'HOTR_03' 4500 ms 1 // ~g~When your car is damaged you can get it repaired at the pitstop. 0084: $6987 = $4811 // integer values and handles $6987 += 4500 // integer values $6986 = 3 // integer values :OVALRNG_3587 if $6986 == 3 // integer values else_jump @OVALRNG_3713 if 001C: $4811 > $6987 // integer values else_jump @OVALRNG_3713 Camera.SetPosition(-1394.765, 1175.184, 269.201, 0.0, 0.0, 0.0) Camera.PointAt(-1395.474, 1174.495, 269.0483, 2) 00BC: text_highpriority 'HOTR_04' 4500 ms 1 // ~g~This is the way to leave the stadium. 0084: $6987 = $4811 // integer values and handles $6987 += 2500 // integer values $6986 = 4 // integer values :OVALRNG_3713 if $6986 == 4 // integer values else_jump @OVALRNG_3824 if 001C: $4811 > $6987 // integer values else_jump @OVALRNG_3824 Camera.SetPosition(-1405.329, 1161.493, 270.4964, 0.0, 0.0, 0.0) Camera.PointAt(-1406.135, 1160.961, 270.2356, 1) 0084: $6987 = $4811 // integer values and handles $6987 += 2000 // integer values $6986 = 5 // integer values :OVALRNG_3824 if $6986 == 5 // integer values else_jump @OVALRNG_3937 if 001C: $4811 > $6987 // integer values else_jump @OVALRNG_3937 03F0: text_draw_toggle 0 $6999 = 0 // integer values Camera.SetBehindPlayer Camera.Restore_WithJumpCut 02A3: toggle_widescreen 0 00BA: text_styled 'RACES_4' 1100 ms 4 // 3 018C: play_sound 7 at 0.0 0.0 0.0 0084: $6987 = $4811 // integer values and handles $6987 += 1000 // integer values $6986 = 6 // integer values :OVALRNG_3937 if $6986 == 6 // integer values else_jump @OVALRNG_4031 if 001C: $4811 > $6987 // integer values else_jump @OVALRNG_4031 00BA: text_styled 'RACES_5' 1100 ms 4 // 2 018C: play_sound 8 at 0.0 0.0 0.0 0084: $6987 = $4811 // integer values and handles $6987 += 1000 // integer values $6986 = 7 // integer values :OVALRNG_4031 if $6986 == 7 // integer values else_jump @OVALRNG_4125 if 001C: $4811 > $6987 // integer values else_jump @OVALRNG_4125 00BA: text_styled 'RACES_6' 1100 ms 4 // 1 018C: play_sound 9 at 0.0 0.0 0.0 0084: $6987 = $4811 // integer values and handles $6987 += 1000 // integer values $6986 = 8 // integer values :OVALRNG_4125 if $6986 == 8 // integer values else_jump @OVALRNG_4372 if 001C: $4811 > $6987 // integer values else_jump @OVALRNG_4372 if not Car.Wrecked($7000) else_jump @OVALRNG_4372 $6994 = 0 // integer values gosub @OVALRNG_18808 00BA: text_styled 'RACES_7' 800 ms 4 // GO! 018C: play_sound 10 at 0.0 0.0 0.0 Player.CanMove($PLAYER_CHAR) = True 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 03F4: set_all_vehicles_apply_damage_rules 1 04F7: status_text $7001 1 line 1 'HOTR_05' // Car Health: 0084: $7440 = $7436 // integer values and handles gosub @OVALRNG_18246 0086: $7483 = $7498 // floating-point values only 0086: $7484 = $7499 // floating-point values only 0086: $7485 = $7500 // floating-point values only 0084: $7436 = $7440 // integer values and handles 04F7: status_text $6988 0 line 2 'HOTR_06' // Laps: 04F7: status_text $7441 0 line 3 'HOTR_09' // Position: 03C3: set_timer_with_text_to $6997 type 0 text 'HOTR_10' // Race Time: 0084: $6998 = $4811 // integer values and handles $6986 = 9 // integer values :OVALRNG_4372 if $6986 == 9 // integer values else_jump @OVALRNG_14261 $7441 = 1 // integer values if Car.Wrecked($7000) else_jump @OVALRNG_4442 00BC: text_highpriority 'HOTR_12' 2000 ms 1 // ~r~Your car has been destroyed! jump @OVALRNG_17790 jump @OVALRNG_4607 :OVALRNG_4442 if 01B0: car $7000 stopped 1 -1396.369 1354.573 265.0766 radius 9.0 4.0 5.0 else_jump @OVALRNG_4559 if 0442: player $PLAYER_CHAR in_car $7000 else_jump @OVALRNG_4559 $7001 = Car.Health($7000) $7001 += 5 // integer values if $7001 > 1250 // integer values else_jump @OVALRNG_4551 $7001 = 1250 // integer values :OVALRNG_4551 Car.Health($7000) = $7001 :OVALRNG_4559 $7001 = Car.Health($7000) $7001 -= 250 // integer values $7001 /= 10 // integer values if 0 > $7001 // integer values else_jump @OVALRNG_4607 $7001 = 0 // integer values :OVALRNG_4607 if 00F7: player $PLAYER_CHAR 0 $7483 $7484 $7485 radius 24.0 24.0 24.0 else_jump @OVALRNG_4928 0084: $7440 = $7436 // integer values and handles gosub @OVALRNG_18246 0086: $7483 = $7498 // floating-point values only 0086: $7484 = $7499 // floating-point values only 0086: $7485 = $7500 // floating-point values only 0084: $7436 = $7440 // integer values and handles if $7436 == 0 // integer values else_jump @OVALRNG_4928 $6988 += 1 // integer values 0084: $6996 = $4811 // integer values and handles 0060: $6996 -= $6998 // integer values 0084: $7458 = $6996 // integer values and handles $7458 /= 1000 // integer values 0084: $7003 = $7458 // integer values and handles $7003 *= 1000 // integer values 0084: $7451 = $6996 // integer values and handles 0060: $7451 -= $7003 // integer values 0084: $7003 = $7451 // integer values and handles $7003 /= 10 // integer values if 001C: $1594 > $6996 // integer values else_jump @OVALRNG_4901 0084: $1594 = $6996 // integer values and handles 042E: (unknown) 21 $1594 if $7003 > 9 // integer values else_jump @OVALRNG_4880 02FD: text_2numbers_lowpriority 'HOTR_11' $7458 $7003 5000 ms 1 // New best lap time: ~1~.~1~ seconds jump @OVALRNG_4901 :OVALRNG_4880 02FD: text_2numbers_lowpriority 'HOTR_34' $7458 $7003 5000 ms 1 // New best lap time: ~1~.0~1~ seconds :OVALRNG_4901 0084: $6998 = $4811 // integer values and handles 018C: play_sound 1 at 0.0 0.0 0.0 :OVALRNG_4928 0084: $6989 = $6988 // integer values and handles $6989 *= 100 // integer values 0058: $6989 += $7436 // integer values if Car.Wrecked($7007) else_jump @OVALRNG_5170 Car.RemoveReferences($7007) Actor.RemoveReferences($7422) if 838A: not car_in_cube -1409.717 1144.97 266.3857 4.0 4.0 2.0 else_jump @OVALRNG_5163 $7007 = Car.Create(#HOTRINA, -1409.717, 1144.97, 266.3857) 0084: $6992 = $7007 // integer values and handles gosub @OVALRNG_18682 0084: $7422 = $6993 // integer values and handles if 001C: $6988 > $7008 // integer values else_jump @OVALRNG_5093 0084: $7008 = $6988 // integer values and handles :OVALRNG_5093 $7437 = 0 // integer values 0084: $7440 = $7437 // integer values and handles gosub @OVALRNG_18246 0086: $7489 = $7498 // floating-point values only 0086: $7490 = $7499 // floating-point values only 0086: $7491 = $7500 // floating-point values only Car.DriveTo($7007, $7489, $7490, $7491) 04BA: set_car $7007 speed_instantly 30.0 :OVALRNG_5163 jump @OVALRNG_5541 :OVALRNG_5170 if 01AF: car $7007 0 $7489 $7490 $7491 radius 24.0 24.0 24.0 else_jump @OVALRNG_5321 0084: $7440 = $7437 // integer values and handles gosub @OVALRNG_18246 0086: $7489 = $7498 // floating-point values only 0086: $7490 = $7499 // floating-point values only 0086: $7491 = $7500 // floating-point values only 0084: $7437 = $7440 // integer values and handles if $7437 == 0 // integer values else_jump @OVALRNG_5284 $7008 += 1 // integer values :OVALRNG_5284 Car.DriveTo($7007, $7489, $7490, $7491) 0084: $7009 = $7008 // integer values and handles $7009 *= 100 // integer values 0058: $7009 += $7437 // integer values :OVALRNG_5321 if 01AF: car $7007 0 $4853 $4854 $4855 radius 3.0 3.0 3.0 else_jump @OVALRNG_5397 if 001C: $4811 > $7443 // integer values else_jump @OVALRNG_5390 Car.Health($7007) = 230 :OVALRNG_5390 jump @OVALRNG_5427 :OVALRNG_5397 Car.StorePos($7007, $4853, $4854, $4855) 0084: $7443 = $4811 // integer values and handles $7443 += 5000 // integer values :OVALRNG_5427 if 01AF: car $7007 0 -1409.717 1144.97 266.3857 radius 5.0 5.0 3.0 else_jump @OVALRNG_5525 if 001C: $4811 > $7010 // integer values else_jump @OVALRNG_5518 Car.Health($7007) = 100 Car.RemoveReferences($7007) Actor.RemoveReferences($7422) $7007 = -1 // integer values :OVALRNG_5518 jump @OVALRNG_5541 :OVALRNG_5525 0084: $7010 = $4811 // integer values and handles $7010 += 3000 // integer values :OVALRNG_5541 0084: $6990 = $7009 // integer values and handles 0084: $451 = $7007 // integer values and handles gosub @OVALRNG_17639 if Car.Wrecked($7011) else_jump @OVALRNG_5792 Car.RemoveReferences($7011) Actor.RemoveReferences($7423) if 838A: not car_in_cube -1409.717 1144.97 266.3857 4.0 4.0 2.0 else_jump @OVALRNG_5785 0506: vehicle_model 232 set_next_variation 0 -1 $7011 = Car.Create(#HOTRINA, -1409.717, 1144.97, 266.3857) 0084: $6992 = $7011 // integer values and handles gosub @OVALRNG_18682 0084: $7423 = $6993 // integer values and handles if 001C: $6988 > $7012 // integer values else_jump @OVALRNG_5715 0084: $7012 = $6988 // integer values and handles :OVALRNG_5715 $7438 = 0 // integer values 0084: $7440 = $7438 // integer values and handles gosub @OVALRNG_18246 0086: $7492 = $7498 // floating-point values only 0086: $7493 = $7499 // floating-point values only 0086: $7494 = $7500 // floating-point values only Car.DriveTo($7011, $7492, $7493, $7494) 04BA: set_car $7011 speed_instantly 30.0 :OVALRNG_5785 jump @OVALRNG_6163 :OVALRNG_5792 if 01AF: car $7011 0 $7492 $7493 $7494 radius 24.0 24.0 24.0 else_jump @OVALRNG_5943 0084: $7440 = $7438 // integer values and handles gosub @OVALRNG_18246 0086: $7492 = $7498 // floating-point values only 0086: $7493 = $7499 // floating-point values only 0086: $7494 = $7500 // floating-point values only 0084: $7438 = $7440 // integer values and handles if $7438 == 0 // integer values else_jump @OVALRNG_5906 $7012 += 1 // integer values :OVALRNG_5906 Car.DriveTo($7011, $7492, $7493, $7494) 0084: $7013 = $7012 // integer values and handles $7013 *= 100 // integer values 0058: $7013 += $7438 // integer values :OVALRNG_5943 if 01AF: car $7011 0 $4856 $4857 $4858 radius 3.0 3.0 3.0 else_jump @OVALRNG_6019 if 001C: $4811 > $7444 // integer values else_jump @OVALRNG_6012 Car.Health($7011) = 230 :OVALRNG_6012 jump @OVALRNG_6049 :OVALRNG_6019 Car.StorePos($7011, $4856, $4857, $4858) 0084: $7444 = $4811 // integer values and handles $7444 += 5000 // integer values :OVALRNG_6049 if 01AF: car $7011 0 -1409.717 1144.97 266.3857 radius 5.0 5.0 3.0 else_jump @OVALRNG_6147 if 001C: $4811 > $7014 // integer values else_jump @OVALRNG_6140 Car.Health($7011) = 100 Car.RemoveReferences($7011) Actor.RemoveReferences($7423) $7011 = -1 // integer values :OVALRNG_6140 jump @OVALRNG_6163 :OVALRNG_6147 0084: $7014 = $4811 // integer values and handles $7014 += 3000 // integer values :OVALRNG_6163 0084: $6990 = $7013 // integer values and handles 0084: $451 = $7011 // integer values and handles gosub @OVALRNG_17639 if Car.Wrecked($7015) else_jump @OVALRNG_6414 Car.RemoveReferences($7015) Actor.RemoveReferences($7424) if 838A: not car_in_cube -1409.717 1144.97 266.3857 4.0 4.0 2.0 else_jump @OVALRNG_6407 0506: vehicle_model 232 set_next_variation 1 -1 $7015 = Car.Create(#HOTRINA, -1409.717, 1144.97, 266.3857) 0084: $6992 = $7015 // integer values and handles gosub @OVALRNG_18682 0084: $7424 = $6993 // integer values and handles if 001C: $6988 > $7016 // integer values else_jump @OVALRNG_6337 0084: $7016 = $6988 // integer values and handles :OVALRNG_6337 $7439 = 0 // integer values 0084: $7440 = $7439 // integer values and handles gosub @OVALRNG_18246 0086: $7495 = $7498 // floating-point values only 0086: $7496 = $7499 // floating-point values only 0086: $7497 = $7500 // floating-point values only Car.DriveTo($7015, $7495, $7496, $7497) 04BA: set_car $7015 speed_instantly 30.0 :OVALRNG_6407 jump @OVALRNG_6785 :OVALRNG_6414 if 01AF: car $7015 0 $7495 $7496 $7497 radius 24.0 24.0 24.0 else_jump @OVALRNG_6565 0084: $7440 = $7439 // integer values and handles gosub @OVALRNG_18246 0086: $7495 = $7498 // floating-point values only 0086: $7496 = $7499 // floating-point values only 0086: $7497 = $7500 // floating-point values only 0084: $7439 = $7440 // integer values and handles if $7439 == 0 // integer values else_jump @OVALRNG_6528 $7016 += 1 // integer values :OVALRNG_6528 Car.DriveTo($7015, $7495, $7496, $7497) 0084: $7017 = $7016 // integer values and handles $7017 *= 100 // integer values 0058: $7017 += $7439 // integer values :OVALRNG_6565 if 01AF: car $7015 0 $4859 $4860 $4861 radius 3.0 3.0 3.0 else_jump @OVALRNG_6641 if 001C: $4811 > $7445 // integer values else_jump @OVALRNG_6634 Car.Health($7015) = 230 :OVALRNG_6634 jump @OVALRNG_6671 :OVALRNG_6641 Car.StorePos($7015, $4859, $4860, $4861) 0084: $7445 = $4811 // integer values and handles $7445 += 5000 // integer values :OVALRNG_6671 if 01AF: car $7015 0 -1409.717 1144.97 266.3857 radius 5.0 5.0 3.0 else_jump @OVALRNG_6769 if 001C: $4811 > $7018 // integer values else_jump @OVALRNG_6762 Car.Health($7015) = 100 Car.RemoveReferences($7015) Actor.RemoveReferences($7424) $7015 = -1 // integer values :OVALRNG_6762 jump @OVALRNG_6785 :OVALRNG_6769 0084: $7018 = $4811 // integer values and handles $7018 += 3000 // integer values :OVALRNG_6785 0084: $6990 = $7017 // integer values and handles 0084: $451 = $7015 // integer values and handles gosub @OVALRNG_17639 if Car.Wrecked($7019) else_jump @OVALRNG_7036 Car.RemoveReferences($7019) Actor.RemoveReferences($7020) if 838A: not car_in_cube -1409.717 1144.97 266.3857 4.0 4.0 2.0 else_jump @OVALRNG_7029 0506: vehicle_model 232 set_next_variation 2 -1 $7019 = Car.Create(#HOTRINA, -1409.717, 1144.97, 266.3857) 0084: $6992 = $7019 // integer values and handles gosub @OVALRNG_18682 0084: $7020 = $6993 // integer values and handles if 001C: $6988 > $7022 // integer values else_jump @OVALRNG_6959 0084: $7022 = $6988 // integer values and handles :OVALRNG_6959 $7021 = 0 // integer values 0084: $7440 = $7021 // integer values and handles gosub @OVALRNG_18246 0089: 0@ = $7498 // floating-point values only 0089: 1@ = $7499 // floating-point values only 0089: 2@ = $7500 // floating-point values only Car.DriveTo($7019, 0@, 1@, 2@) 04BA: set_car $7019 speed_instantly 30.0 :OVALRNG_7029 jump @OVALRNG_7407 :OVALRNG_7036 if 01AF: car $7019 0 0@ 1@ 2@ radius 24.0 24.0 24.0 else_jump @OVALRNG_7187 0084: $7440 = $7021 // integer values and handles gosub @OVALRNG_18246 0089: 0@ = $7498 // floating-point values only 0089: 1@ = $7499 // floating-point values only 0089: 2@ = $7500 // floating-point values only 0084: $7021 = $7440 // integer values and handles if $7021 == 0 // integer values else_jump @OVALRNG_7150 $7022 += 1 // integer values :OVALRNG_7150 Car.DriveTo($7019, 0@, 1@, 2@) 0084: $7023 = $7022 // integer values and handles $7023 *= 100 // integer values 0058: $7023 += $7021 // integer values :OVALRNG_7187 if 01AF: car $7019 0 $7124 $7125 $7126 radius 3.0 3.0 3.0 else_jump @OVALRNG_7263 if 001C: $4811 > $7091 // integer values else_jump @OVALRNG_7256 Car.Health($7019) = 230 :OVALRNG_7256 jump @OVALRNG_7293 :OVALRNG_7263 Car.StorePos($7019, $7124, $7125, $7126) 0084: $7091 = $4811 // integer values and handles $7091 += 5000 // integer values :OVALRNG_7293 if 01AF: car $7019 0 -1409.717 1144.97 266.3857 radius 5.0 5.0 3.0 else_jump @OVALRNG_7391 if 001C: $4811 > $7024 // integer values else_jump @OVALRNG_7384 Car.Health($7019) = 100 Car.RemoveReferences($7019) Actor.RemoveReferences($7020) $7019 = -1 // integer values :OVALRNG_7384 jump @OVALRNG_7407 :OVALRNG_7391 0084: $7024 = $4811 // integer values and handles $7024 += 3000 // integer values :OVALRNG_7407 0084: $6990 = $7023 // integer values and handles 0084: $451 = $7019 // integer values and handles gosub @OVALRNG_17639 if Car.Wrecked($7025) else_jump @OVALRNG_7658 Car.RemoveReferences($7025) Actor.RemoveReferences($7026) if 838A: not car_in_cube -1409.717 1144.97 266.3857 4.0 4.0 2.0 else_jump @OVALRNG_7651 0506: vehicle_model 232 set_next_variation 3 -1 $7025 = Car.Create(#HOTRINA, -1409.717, 1144.97, 266.3857) 0084: $6992 = $7025 // integer values and handles gosub @OVALRNG_18682 0084: $7026 = $6993 // integer values and handles if 001C: $6988 > $7028 // integer values else_jump @OVALRNG_7581 0084: $7028 = $6988 // integer values and handles :OVALRNG_7581 $7027 = 0 // integer values 0084: $7440 = $7027 // integer values and handles gosub @OVALRNG_18246 0089: 3@ = $7498 // floating-point values only 0089: 4@ = $7499 // floating-point values only 0089: 5@ = $7500 // floating-point values only Car.DriveTo($7025, 3@, 4@, 5@) 04BA: set_car $7025 speed_instantly 30.0 :OVALRNG_7651 jump @OVALRNG_8029 :OVALRNG_7658 if 01AF: car $7025 0 3@ 4@ 5@ radius 24.0 24.0 24.0 else_jump @OVALRNG_7809 0084: $7440 = $7027 // integer values and handles gosub @OVALRNG_18246 0089: 3@ = $7498 // floating-point values only 0089: 4@ = $7499 // floating-point values only 0089: 5@ = $7500 // floating-point values only 0084: $7027 = $7440 // integer values and handles if $7027 == 0 // integer values else_jump @OVALRNG_7772 $7028 += 1 // integer values :OVALRNG_7772 Car.DriveTo($7025, 3@, 4@, 5@) 0084: $7029 = $7028 // integer values and handles $7029 *= 100 // integer values 0058: $7029 += $7027 // integer values :OVALRNG_7809 if 01AF: car $7025 0 $7127 $7128 $7129 radius 3.0 3.0 3.0 else_jump @OVALRNG_7885 if 001C: $4811 > $7092 // integer values else_jump @OVALRNG_7878 Car.Health($7025) = 230 :OVALRNG_7878 jump @OVALRNG_7915 :OVALRNG_7885 Car.StorePos($7025, $7127, $7128, $7129) 0084: $7092 = $4811 // integer values and handles $7092 += 5000 // integer values :OVALRNG_7915 if 01AF: car $7025 0 -1409.717 1144.97 266.3857 radius 5.0 5.0 3.0 else_jump @OVALRNG_8013 if 001C: $4811 > $7030 // integer values else_jump @OVALRNG_8006 Car.Health($7025) = 100 Car.RemoveReferences($7025) Actor.RemoveReferences($7026) $7025 = -1 // integer values :OVALRNG_8006 jump @OVALRNG_8029 :OVALRNG_8013 0084: $7030 = $4811 // integer values and handles $7030 += 3000 // integer values :OVALRNG_8029 0084: $6990 = $7029 // integer values and handles 0084: $451 = $7025 // integer values and handles gosub @OVALRNG_17639 if Car.Wrecked($7031) else_jump @OVALRNG_8280 Car.RemoveReferences($7031) Actor.RemoveReferences($7032) if 838A: not car_in_cube -1409.717 1144.97 266.3857 4.0 4.0 2.0 else_jump @OVALRNG_8273 0506: vehicle_model 232 set_next_variation 4 -1 $7031 = Car.Create(#HOTRINA, -1409.717, 1144.97, 266.3857) 0084: $6992 = $7031 // integer values and handles gosub @OVALRNG_18682 0084: $7032 = $6993 // integer values and handles if 001C: $6988 > $7034 // integer values else_jump @OVALRNG_8203 0084: $7034 = $6988 // integer values and handles :OVALRNG_8203 $7033 = 0 // integer values 0084: $7440 = $7033 // integer values and handles gosub @OVALRNG_18246 0089: 6@ = $7498 // floating-point values only 0089: 7@ = $7499 // floating-point values only 0089: 8@ = $7500 // floating-point values only Car.DriveTo($7031, 6@, 7@, 8@) 04BA: set_car $7031 speed_instantly 30.0 :OVALRNG_8273 jump @OVALRNG_8651 :OVALRNG_8280 if 01AF: car $7031 0 6@ 7@ 8@ radius 24.0 24.0 24.0 else_jump @OVALRNG_8431 0084: $7440 = $7033 // integer values and handles gosub @OVALRNG_18246 0089: 6@ = $7498 // floating-point values only 0089: 7@ = $7499 // floating-point values only 0089: 8@ = $7500 // floating-point values only 0084: $7033 = $7440 // integer values and handles if $7033 == 0 // integer values else_jump @OVALRNG_8394 $7034 += 1 // integer values :OVALRNG_8394 Car.DriveTo($7031, 6@, 7@, 8@) 0084: $7035 = $7034 // integer values and handles $7035 *= 100 // integer values 0058: $7035 += $7033 // integer values :OVALRNG_8431 if 01AF: car $7031 0 $7130 $7131 $7132 radius 3.0 3.0 3.0 else_jump @OVALRNG_8507 if 001C: $4811 > $7093 // integer values else_jump @OVALRNG_8500 Car.Health($7031) = 230 :OVALRNG_8500 jump @OVALRNG_8537 :OVALRNG_8507 Car.StorePos($7031, $7130, $7131, $7132) 0084: $7093 = $4811 // integer values and handles $7093 += 5000 // integer values :OVALRNG_8537 if 01AF: car $7031 0 -1409.717 1144.97 266.3857 radius 5.0 5.0 3.0 else_jump @OVALRNG_8635 if 001C: $4811 > $7036 // integer values else_jump @OVALRNG_8628 Car.Health($7031) = 100 Car.RemoveReferences($7031) Actor.RemoveReferences($7032) $7031 = -1 // integer values :OVALRNG_8628 jump @OVALRNG_8651 :OVALRNG_8635 0084: $7036 = $4811 // integer values and handles $7036 += 3000 // integer values :OVALRNG_8651 0084: $6990 = $7035 // integer values and handles 0084: $451 = $7031 // integer values and handles gosub @OVALRNG_17639 if Car.Wrecked($7037) else_jump @OVALRNG_8893 Car.RemoveReferences($7037) Actor.RemoveReferences($7038) if 838A: not car_in_cube -1409.717 1144.97 266.3857 4.0 4.0 2.0 else_jump @OVALRNG_8886 $7037 = Car.Create(#HOTRINA, -1409.717, 1144.97, 266.3857) 0084: $6992 = $7037 // integer values and handles gosub @OVALRNG_18682 0084: $7038 = $6993 // integer values and handles if 001C: $6988 > $7040 // integer values else_jump @OVALRNG_8816 0084: $7040 = $6988 // integer values and handles :OVALRNG_8816 $7039 = 0 // integer values 0084: $7440 = $7039 // integer values and handles gosub @OVALRNG_18246 0089: 9@ = $7498 // floating-point values only 0089: 10@ = $7499 // floating-point values only 0089: 11@ = $7500 // floating-point values only Car.DriveTo($7037, 9@, 10@, 11@) 04BA: set_car $7037 speed_instantly 30.0 :OVALRNG_8886 jump @OVALRNG_9264 :OVALRNG_8893 if 01AF: car $7037 0 9@ 10@ 11@ radius 24.0 24.0 24.0 else_jump @OVALRNG_9044 0084: $7440 = $7039 // integer values and handles gosub @OVALRNG_18246 0089: 9@ = $7498 // floating-point values only 0089: 10@ = $7499 // floating-point values only 0089: 11@ = $7500 // floating-point values only 0084: $7039 = $7440 // integer values and handles if $7039 == 0 // integer values else_jump @OVALRNG_9007 $7040 += 1 // integer values :OVALRNG_9007 Car.DriveTo($7037, 9@, 10@, 11@) 0084: $7041 = $7040 // integer values and handles $7041 *= 100 // integer values 0058: $7041 += $7039 // integer values :OVALRNG_9044 if 01AF: car $7037 0 $7133 $7134 $7135 radius 3.0 3.0 3.0 else_jump @OVALRNG_9120 if 001C: $4811 > $7094 // integer values else_jump @OVALRNG_9113 Car.Health($7037) = 230 :OVALRNG_9113 jump @OVALRNG_9150 :OVALRNG_9120 Car.StorePos($7037, $7133, $7134, $7135) 0084: $7094 = $4811 // integer values and handles $7094 += 5000 // integer values :OVALRNG_9150 if 01AF: car $7037 0 -1409.717 1144.97 266.3857 radius 5.0 5.0 3.0 else_jump @OVALRNG_9248 if 001C: $4811 > $7042 // integer values else_jump @OVALRNG_9241 Car.Health($7037) = 100 Car.RemoveReferences($7037) Actor.RemoveReferences($7038) $7037 = -1 // integer values :OVALRNG_9241 jump @OVALRNG_9264 :OVALRNG_9248 0084: $7042 = $4811 // integer values and handles $7042 += 3000 // integer values :OVALRNG_9264 0084: $6990 = $7041 // integer values and handles 0084: $451 = $7037 // integer values and handles gosub @OVALRNG_17639 if Car.Wrecked($7043) else_jump @OVALRNG_9515 Car.RemoveReferences($7043) Actor.RemoveReferences($7044) if 838A: not car_in_cube -1409.717 1144.97 266.3857 4.0 4.0 2.0 else_jump @OVALRNG_9508 0506: vehicle_model 233 set_next_variation 0 -1 $7043 = Car.Create(#HOTRINB, -1409.717, 1144.97, 266.3857) 0084: $6992 = $7043 // integer values and handles gosub @OVALRNG_18682 0084: $7044 = $6993 // integer values and handles if 001C: $6988 > $7046 // integer values else_jump @OVALRNG_9438 0084: $7046 = $6988 // integer values and handles :OVALRNG_9438 $7045 = 0 // integer values 0084: $7440 = $7045 // integer values and handles gosub @OVALRNG_18246 0089: 12@ = $7498 // floating-point values only 0089: 13@ = $7499 // floating-point values only 0089: 14@ = $7500 // floating-point values only Car.DriveTo($7043, 12@, 13@, 14@) 04BA: set_car $7043 speed_instantly 30.0 :OVALRNG_9508 jump @OVALRNG_9886 :OVALRNG_9515 if 01AF: car $7043 0 12@ 13@ 14@ radius 24.0 24.0 24.0 else_jump @OVALRNG_9666 0084: $7440 = $7045 // integer values and handles gosub @OVALRNG_18246 0089: 12@ = $7498 // floating-point values only 0089: 13@ = $7499 // floating-point values only 0089: 14@ = $7500 // floating-point values only 0084: $7045 = $7440 // integer values and handles if $7045 == 0 // integer values else_jump @OVALRNG_9629 $7046 += 1 // integer values :OVALRNG_9629 Car.DriveTo($7043, 12@, 13@, 14@) 0084: $7047 = $7046 // integer values and handles $7047 *= 100 // integer values 0058: $7047 += $7045 // integer values :OVALRNG_9666 if 01AF: car $7043 0 $7136 $7137 $7138 radius 3.0 3.0 3.0 else_jump @OVALRNG_9742 if 001C: $4811 > $7095 // integer values else_jump @OVALRNG_9735 Car.Health($7043) = 230 :OVALRNG_9735 jump @OVALRNG_9772 :OVALRNG_9742 Car.StorePos($7043, $7136, $7137, $7138) 0084: $7095 = $4811 // integer values and handles $7095 += 5000 // integer values :OVALRNG_9772 if 01AF: car $7043 0 -1409.717 1144.97 266.3857 radius 5.0 5.0 3.0 else_jump @OVALRNG_9870 if 001C: $4811 > $7048 // integer values else_jump @OVALRNG_9863 Car.Health($7043) = 100 Car.RemoveReferences($7043) Actor.RemoveReferences($7044) $7043 = -1 // integer values :OVALRNG_9863 jump @OVALRNG_9886 :OVALRNG_9870 0084: $7048 = $4811 // integer values and handles $7048 += 3000 // integer values :OVALRNG_9886 0084: $6990 = $7047 // integer values and handles 0084: $451 = $7043 // integer values and handles gosub @OVALRNG_17639 if Car.Wrecked($7049) else_jump @OVALRNG_10137 Car.RemoveReferences($7049) Actor.RemoveReferences($7050) if 838A: not car_in_cube -1409.717 1144.97 266.3857 4.0 4.0 2.0 else_jump @OVALRNG_10130 0506: vehicle_model 233 set_next_variation 1 -1 $7049 = Car.Create(#HOTRINB, -1409.717, 1144.97, 266.3857) 0084: $6992 = $7049 // integer values and handles gosub @OVALRNG_18682 0084: $7050 = $6993 // integer values and handles if 001C: $6988 > $7052 // integer values else_jump @OVALRNG_10060 0084: $7052 = $6988 // integer values and handles :OVALRNG_10060 $7051 = 0 // integer values 0084: $7440 = $7051 // integer values and handles gosub @OVALRNG_18246 0086: $7103 = $7498 // floating-point values only 0086: $7104 = $7499 // floating-point values only 0086: $7105 = $7500 // floating-point values only Car.DriveTo($7049, $7103, $7104, $7105) 04BA: set_car $7049 speed_instantly 30.0 :OVALRNG_10130 jump @OVALRNG_10508 :OVALRNG_10137 if 01AF: car $7049 0 $7103 $7104 $7105 radius 24.0 24.0 24.0 else_jump @OVALRNG_10288 0084: $7440 = $7051 // integer values and handles gosub @OVALRNG_18246 0086: $7103 = $7498 // floating-point values only 0086: $7104 = $7499 // floating-point values only 0086: $7105 = $7500 // floating-point values only 0084: $7051 = $7440 // integer values and handles if $7051 == 0 // integer values else_jump @OVALRNG_10251 $7052 += 1 // integer values :OVALRNG_10251 Car.DriveTo($7049, $7103, $7104, $7105) 0084: $7053 = $7052 // integer values and handles $7053 *= 100 // integer values 0058: $7053 += $7051 // integer values :OVALRNG_10288 if 01AF: car $7049 0 $7139 $7140 $7141 radius 3.0 3.0 3.0 else_jump @OVALRNG_10364 if 001C: $4811 > $7096 // integer values else_jump @OVALRNG_10357 Car.Health($7049) = 230 :OVALRNG_10357 jump @OVALRNG_10394 :OVALRNG_10364 Car.StorePos($7049, $7139, $7140, $7141) 0084: $7096 = $4811 // integer values and handles $7096 += 5000 // integer values :OVALRNG_10394 if 01AF: car $7049 0 -1409.717 1144.97 266.3857 radius 5.0 5.0 3.0 else_jump @OVALRNG_10492 if 001C: $4811 > $7054 // integer values else_jump @OVALRNG_10485 Car.Health($7049) = 100 Car.RemoveReferences($7049) Actor.RemoveReferences($7050) $7049 = -1 // integer values :OVALRNG_10485 jump @OVALRNG_10508 :OVALRNG_10492 0084: $7054 = $4811 // integer values and handles $7054 += 3000 // integer values :OVALRNG_10508 0084: $6990 = $7053 // integer values and handles 0084: $451 = $7049 // integer values and handles gosub @OVALRNG_17639 if Car.Wrecked($7055) else_jump @OVALRNG_10759 Car.RemoveReferences($7055) Actor.RemoveReferences($7056) if 838A: not car_in_cube -1409.717 1144.97 266.3857 4.0 4.0 2.0 else_jump @OVALRNG_10752 0506: vehicle_model 233 set_next_variation 2 -1 $7055 = Car.Create(#HOTRINB, -1409.717, 1144.97, 266.3857) 0084: $6992 = $7055 // integer values and handles gosub @OVALRNG_18682 0084: $7056 = $6993 // integer values and handles if 001C: $6988 > $7058 // integer values else_jump @OVALRNG_10682 0084: $7058 = $6988 // integer values and handles :OVALRNG_10682 $7057 = 0 // integer values 0084: $7440 = $7057 // integer values and handles gosub @OVALRNG_18246 0086: $7106 = $7498 // floating-point values only 0086: $7107 = $7499 // floating-point values only 0086: $7108 = $7500 // floating-point values only Car.DriveTo($7055, $7106, $7107, $7108) 04BA: set_car $7055 speed_instantly 30.0 :OVALRNG_10752 jump @OVALRNG_11130 :OVALRNG_10759 if 01AF: car $7055 0 $7106 $7107 $7108 radius 24.0 24.0 24.0 else_jump @OVALRNG_10910 0084: $7440 = $7057 // integer values and handles gosub @OVALRNG_18246 0086: $7106 = $7498 // floating-point values only 0086: $7107 = $7499 // floating-point values only 0086: $7108 = $7500 // floating-point values only 0084: $7057 = $7440 // integer values and handles if $7057 == 0 // integer values else_jump @OVALRNG_10873 $7058 += 1 // integer values :OVALRNG_10873 Car.DriveTo($7055, $7106, $7107, $7108) 0084: $7059 = $7058 // integer values and handles $7059 *= 100 // integer values 0058: $7059 += $7057 // integer values :OVALRNG_10910 if 01AF: car $7055 0 $7142 $7143 $7144 radius 3.0 3.0 3.0 else_jump @OVALRNG_10986 if 001C: $4811 > $7097 // integer values else_jump @OVALRNG_10979 Car.Health($7055) = 230 :OVALRNG_10979 jump @OVALRNG_11016 :OVALRNG_10986 Car.StorePos($7055, $7142, $7143, $7144) 0084: $7097 = $4811 // integer values and handles $7097 += 5000 // integer values :OVALRNG_11016 if 01AF: car $7055 0 -1409.717 1144.97 266.3857 radius 5.0 5.0 3.0 else_jump @OVALRNG_11114 if 001C: $4811 > $7060 // integer values else_jump @OVALRNG_11107 Car.Health($7055) = 100 Car.RemoveReferences($7055) Actor.RemoveReferences($7056) $7055 = -1 // integer values :OVALRNG_11107 jump @OVALRNG_11130 :OVALRNG_11114 0084: $7060 = $4811 // integer values and handles $7060 += 3000 // integer values :OVALRNG_11130 0084: $6990 = $7059 // integer values and handles 0084: $451 = $7055 // integer values and handles gosub @OVALRNG_17639 if Car.Wrecked($7061) else_jump @OVALRNG_11381 Car.RemoveReferences($7061) Actor.RemoveReferences($7062) if 838A: not car_in_cube -1409.717 1144.97 266.3857 4.0 4.0 2.0 else_jump @OVALRNG_11374 0506: vehicle_model 233 set_next_variation 3 -1 $7061 = Car.Create(#HOTRINB, -1409.717, 1144.97, 266.3857) 0084: $6992 = $7061 // integer values and handles gosub @OVALRNG_18682 0084: $7062 = $6993 // integer values and handles if 001C: $6988 > $7064 // integer values else_jump @OVALRNG_11304 0084: $7064 = $6988 // integer values and handles :OVALRNG_11304 $7063 = 0 // integer values 0084: $7440 = $7063 // integer values and handles gosub @OVALRNG_18246 0086: $7109 = $7498 // floating-point values only 0086: $7110 = $7499 // floating-point values only 0086: $7111 = $7500 // floating-point values only Car.DriveTo($7061, $7109, $7110, $7111) 04BA: set_car $7061 speed_instantly 30.0 :OVALRNG_11374 jump @OVALRNG_11752 :OVALRNG_11381 if 01AF: car $7061 0 $7109 $7110 $7111 radius 24.0 24.0 24.0 else_jump @OVALRNG_11532 0084: $7440 = $7063 // integer values and handles gosub @OVALRNG_18246 0086: $7109 = $7498 // floating-point values only 0086: $7110 = $7499 // floating-point values only 0086: $7111 = $7500 // floating-point values only 0084: $7063 = $7440 // integer values and handles if $7063 == 0 // integer values else_jump @OVALRNG_11495 $7064 += 1 // integer values :OVALRNG_11495 Car.DriveTo($7061, $7109, $7110, $7111) 0084: $7065 = $7064 // integer values and handles $7065 *= 100 // integer values 0058: $7065 += $7063 // integer values :OVALRNG_11532 if 01AF: car $7061 0 $7145 $7146 $7147 radius 3.0 3.0 3.0 else_jump @OVALRNG_11608 if 001C: $4811 > $7098 // integer values else_jump @OVALRNG_11601 Car.Health($7061) = 230 :OVALRNG_11601 jump @OVALRNG_11638 :OVALRNG_11608 Car.StorePos($7061, $7145, $7146, $7147) 0084: $7098 = $4811 // integer values and handles $7098 += 5000 // integer values :OVALRNG_11638 if 01AF: car $7061 0 -1409.717 1144.97 266.3857 radius 5.0 5.0 3.0 else_jump @OVALRNG_11736 if 001C: $4811 > $7066 // integer values else_jump @OVALRNG_11729 Car.Health($7061) = 100 Car.RemoveReferences($7061) Actor.RemoveReferences($7062) $7061 = -1 // integer values :OVALRNG_11729 jump @OVALRNG_11752 :OVALRNG_11736 0084: $7066 = $4811 // integer values and handles $7066 += 3000 // integer values :OVALRNG_11752 0084: $6990 = $7065 // integer values and handles 0084: $451 = $7061 // integer values and handles gosub @OVALRNG_17639 if Car.Wrecked($7067) else_jump @OVALRNG_12003 Car.RemoveReferences($7067) Actor.RemoveReferences($7068) if 838A: not car_in_cube -1409.717 1144.97 266.3857 4.0 4.0 2.0 else_jump @OVALRNG_11996 0506: vehicle_model 233 set_next_variation 4 -1 $7067 = Car.Create(#HOTRINB, -1409.717, 1144.97, 266.3857) 0084: $6992 = $7067 // integer values and handles gosub @OVALRNG_18682 0084: $7068 = $6993 // integer values and handles if 001C: $6988 > $7070 // integer values else_jump @OVALRNG_11926 0084: $7070 = $6988 // integer values and handles :OVALRNG_11926 $7069 = 0 // integer values 0084: $7440 = $7069 // integer values and handles gosub @OVALRNG_18246 0086: $7112 = $7498 // floating-point values only 0086: $7113 = $7499 // floating-point values only 0086: $7114 = $7500 // floating-point values only Car.DriveTo($7067, $7112, $7113, $7114) 04BA: set_car $7067 speed_instantly 30.0 :OVALRNG_11996 jump @OVALRNG_12374 :OVALRNG_12003 if 01AF: car $7067 0 $7112 $7113 $7114 radius 24.0 24.0 24.0 else_jump @OVALRNG_12154 0084: $7440 = $7069 // integer values and handles gosub @OVALRNG_18246 0086: $7112 = $7498 // floating-point values only 0086: $7113 = $7499 // floating-point values only 0086: $7114 = $7500 // floating-point values only 0084: $7069 = $7440 // integer values and handles if $7069 == 0 // integer values else_jump @OVALRNG_12117 $7070 += 1 // integer values :OVALRNG_12117 Car.DriveTo($7067, $7112, $7113, $7114) 0084: $7071 = $7070 // integer values and handles $7071 *= 100 // integer values 0058: $7071 += $7069 // integer values :OVALRNG_12154 if 01AF: car $7067 0 $7148 $7149 $7150 radius 3.0 3.0 3.0 else_jump @OVALRNG_12230 if 001C: $4811 > $7099 // integer values else_jump @OVALRNG_12223 Car.Health($7067) = 230 :OVALRNG_12223 jump @OVALRNG_12260 :OVALRNG_12230 Car.StorePos($7067, $7148, $7149, $7150) 0084: $7099 = $4811 // integer values and handles $7099 += 5000 // integer values :OVALRNG_12260 if 01AF: car $7067 0 -1409.717 1144.97 266.3857 radius 5.0 5.0 3.0 else_jump @OVALRNG_12358 if 001C: $4811 > $7072 // integer values else_jump @OVALRNG_12351 Car.Health($7067) = 100 Car.RemoveReferences($7067) Actor.RemoveReferences($7068) $7067 = -1 // integer values :OVALRNG_12351 jump @OVALRNG_12374 :OVALRNG_12358 0084: $7072 = $4811 // integer values and handles $7072 += 3000 // integer values :OVALRNG_12374 0084: $6990 = $7071 // integer values and handles 0084: $451 = $7067 // integer values and handles gosub @OVALRNG_17639 if Car.Wrecked($7073) else_jump @OVALRNG_12616 Car.RemoveReferences($7073) Actor.RemoveReferences($7074) if 838A: not car_in_cube -1409.717 1144.97 266.3857 4.0 4.0 2.0 else_jump @OVALRNG_12609 $7073 = Car.Create(#HOTRINB, -1409.717, 1144.97, 266.3857) 0084: $6992 = $7073 // integer values and handles gosub @OVALRNG_18682 0084: $7074 = $6993 // integer values and handles if 001C: $6988 > $7076 // integer values else_jump @OVALRNG_12539 0084: $7076 = $6988 // integer values and handles :OVALRNG_12539 $7075 = 0 // integer values 0084: $7440 = $7075 // integer values and handles gosub @OVALRNG_18246 0086: $7115 = $7498 // floating-point values only 0086: $7116 = $7499 // floating-point values only 0086: $7117 = $7500 // floating-point values only Car.DriveTo($7073, $7115, $7116, $7117) 04BA: set_car $7073 speed_instantly 30.0 :OVALRNG_12609 jump @OVALRNG_12987 :OVALRNG_12616 if 01AF: car $7073 0 $7115 $7116 $7117 radius 24.0 24.0 24.0 else_jump @OVALRNG_12767 0084: $7440 = $7075 // integer values and handles gosub @OVALRNG_18246 0086: $7115 = $7498 // floating-point values only 0086: $7116 = $7499 // floating-point values only 0086: $7117 = $7500 // floating-point values only 0084: $7075 = $7440 // integer values and handles if $7075 == 0 // integer values else_jump @OVALRNG_12730 $7076 += 1 // integer values :OVALRNG_12730 Car.DriveTo($7073, $7115, $7116, $7117) 0084: $7077 = $7076 // integer values and handles $7077 *= 100 // integer values 0058: $7077 += $7075 // integer values :OVALRNG_12767 if 01AF: car $7073 0 $7151 $7152 $7153 radius 3.0 3.0 3.0 else_jump @OVALRNG_12843 if 001C: $4811 > $7100 // integer values else_jump @OVALRNG_12836 Car.Health($7073) = 230 :OVALRNG_12836 jump @OVALRNG_12873 :OVALRNG_12843 Car.StorePos($7073, $7151, $7152, $7153) 0084: $7100 = $4811 // integer values and handles $7100 += 5000 // integer values :OVALRNG_12873 if 01AF: car $7073 0 -1409.717 1144.97 266.3857 radius 5.0 5.0 3.0 else_jump @OVALRNG_12971 if 001C: $4811 > $7078 // integer values else_jump @OVALRNG_12964 Car.Health($7073) = 100 Car.RemoveReferences($7073) Actor.RemoveReferences($7074) $7073 = -1 // integer values :OVALRNG_12964 jump @OVALRNG_12987 :OVALRNG_12971 0084: $7078 = $4811 // integer values and handles $7078 += 3000 // integer values :OVALRNG_12987 0084: $6990 = $7077 // integer values and handles 0084: $451 = $7073 // integer values and handles gosub @OVALRNG_17639 if Car.Wrecked($7079) else_jump @OVALRNG_13238 Car.RemoveReferences($7079) Actor.RemoveReferences($7080) if 838A: not car_in_cube -1409.717 1144.97 266.3857 4.0 4.0 2.0 else_jump @OVALRNG_13231 0506: vehicle_model 232 set_next_variation 0 -1 $7079 = Car.Create(#HOTRINA, -1409.717, 1144.97, 266.3857) 0084: $6992 = $7079 // integer values and handles gosub @OVALRNG_18682 0084: $7080 = $6993 // integer values and handles if 001C: $6988 > $7082 // integer values else_jump @OVALRNG_13161 0084: $7082 = $6988 // integer values and handles :OVALRNG_13161 $7081 = 0 // integer values 0084: $7440 = $7081 // integer values and handles gosub @OVALRNG_18246 0086: $7118 = $7498 // floating-point values only 0086: $7119 = $7499 // floating-point values only 0086: $7120 = $7500 // floating-point values only Car.DriveTo($7079, $7118, $7119, $7120) 04BA: set_car $7079 speed_instantly 30.0 :OVALRNG_13231 jump @OVALRNG_13609 :OVALRNG_13238 if 01AF: car $7079 0 $7118 $7119 $7120 radius 24.0 24.0 24.0 else_jump @OVALRNG_13389 0084: $7440 = $7081 // integer values and handles gosub @OVALRNG_18246 0086: $7118 = $7498 // floating-point values only 0086: $7119 = $7499 // floating-point values only 0086: $7120 = $7500 // floating-point values only 0084: $7081 = $7440 // integer values and handles if $7081 == 0 // integer values else_jump @OVALRNG_13352 $7082 += 1 // integer values :OVALRNG_13352 Car.DriveTo($7079, $7118, $7119, $7120) 0084: $7083 = $7082 // integer values and handles $7083 *= 100 // integer values 0058: $7083 += $7081 // integer values :OVALRNG_13389 if 01AF: car $7079 0 $7154 $7155 $7156 radius 3.0 3.0 3.0 else_jump @OVALRNG_13465 if 001C: $4811 > $7101 // integer values else_jump @OVALRNG_13458 Car.Health($7079) = 230 :OVALRNG_13458 jump @OVALRNG_13495 :OVALRNG_13465 Car.StorePos($7079, $7154, $7155, $7156) 0084: $7101 = $4811 // integer values and handles $7101 += 5000 // integer values :OVALRNG_13495 if 01AF: car $7079 0 -1409.717 1144.97 266.3857 radius 5.0 5.0 3.0 else_jump @OVALRNG_13593 if 001C: $4811 > $7084 // integer values else_jump @OVALRNG_13586 Car.Health($7079) = 100 Car.RemoveReferences($7079) Actor.RemoveReferences($7080) $7079 = -1 // integer values :OVALRNG_13586 jump @OVALRNG_13609 :OVALRNG_13593 0084: $7084 = $4811 // integer values and handles $7084 += 3000 // integer values :OVALRNG_13609 0084: $6990 = $7083 // integer values and handles 0084: $451 = $7079 // integer values and handles gosub @OVALRNG_17639 if Car.Wrecked($7085) else_jump @OVALRNG_13860 Car.RemoveReferences($7085) Actor.RemoveReferences($7086) if 838A: not car_in_cube -1409.717 1144.97 266.3857 4.0 4.0 2.0 else_jump @OVALRNG_13853 0506: vehicle_model 233 set_next_variation 0 -1 $7085 = Car.Create(#HOTRINB, -1409.717, 1144.97, 266.3857) 0084: $6992 = $7085 // integer values and handles gosub @OVALRNG_18682 0084: $7086 = $6993 // integer values and handles if 001C: $6988 > $7088 // integer values else_jump @OVALRNG_13783 0084: $7088 = $6988 // integer values and handles :OVALRNG_13783 $7087 = 0 // integer values 0084: $7440 = $7087 // integer values and handles gosub @OVALRNG_18246 0086: $7121 = $7498 // floating-point values only 0086: $7122 = $7499 // floating-point values only 0086: $7123 = $7500 // floating-point values only Car.DriveTo($7085, $7121, $7122, $7123) 04BA: set_car $7085 speed_instantly 30.0 :OVALRNG_13853 jump @OVALRNG_14231 :OVALRNG_13860 if 01AF: car $7085 0 $7121 $7122 $7123 radius 24.0 24.0 24.0 else_jump @OVALRNG_14011 0084: $7440 = $7087 // integer values and handles gosub @OVALRNG_18246 0086: $7121 = $7498 // floating-point values only 0086: $7122 = $7499 // floating-point values only 0086: $7123 = $7500 // floating-point values only 0084: $7087 = $7440 // integer values and handles if $7087 == 0 // integer values else_jump @OVALRNG_13974 $7088 += 1 // integer values :OVALRNG_13974 Car.DriveTo($7085, $7121, $7122, $7123) 0084: $7089 = $7088 // integer values and handles $7089 *= 100 // integer values 0058: $7089 += $7087 // integer values :OVALRNG_14011 if 01AF: car $7085 0 $7157 $7158 $7159 radius 3.0 3.0 3.0 else_jump @OVALRNG_14087 if 001C: $4811 > $7102 // integer values else_jump @OVALRNG_14080 Car.Health($7085) = 230 :OVALRNG_14080 jump @OVALRNG_14117 :OVALRNG_14087 Car.StorePos($7085, $7157, $7158, $7159) 0084: $7102 = $4811 // integer values and handles $7102 += 5000 // integer values :OVALRNG_14117 if 01AF: car $7085 0 -1409.717 1144.97 266.3857 radius 5.0 5.0 3.0 else_jump @OVALRNG_14215 if 001C: $4811 > $7090 // integer values else_jump @OVALRNG_14208 Car.Health($7085) = 100 Car.RemoveReferences($7085) Actor.RemoveReferences($7086) $7085 = -1 // integer values :OVALRNG_14208 jump @OVALRNG_14231 :OVALRNG_14215 0084: $7090 = $4811 // integer values and handles $7090 += 3000 // integer values :OVALRNG_14231 0084: $6990 = $7089 // integer values and handles 0084: $451 = $7085 // integer values and handles gosub @OVALRNG_17639 jump @OVALRNG_14651 :OVALRNG_14261 if not Car.Wrecked($7007) else_jump @OVALRNG_14287 0477: set_car $7007 animation 1 200 ms :OVALRNG_14287 if not Car.Wrecked($7011) else_jump @OVALRNG_14313 0477: set_car $7011 animation 1 200 ms :OVALRNG_14313 if not Car.Wrecked($7015) else_jump @OVALRNG_14339 0477: set_car $7015 animation 1 200 ms :OVALRNG_14339 if not Car.Wrecked($7019) else_jump @OVALRNG_14365 0477: set_car $7019 animation 1 200 ms :OVALRNG_14365 if not Car.Wrecked($7025) else_jump @OVALRNG_14391 0477: set_car $7025 animation 1 200 ms :OVALRNG_14391 if not Car.Wrecked($7031) else_jump @OVALRNG_14417 0477: set_car $7031 animation 1 200 ms :OVALRNG_14417 if not Car.Wrecked($7037) else_jump @OVALRNG_14443 0477: set_car $7037 animation 1 200 ms :OVALRNG_14443 if not Car.Wrecked($7043) else_jump @OVALRNG_14469 0477: set_car $7043 animation 1 200 ms :OVALRNG_14469 if not Car.Wrecked($7049) else_jump @OVALRNG_14495 0477: set_car $7049 animation 1 200 ms :OVALRNG_14495 if not Car.Wrecked($7055) else_jump @OVALRNG_14521 0477: set_car $7055 animation 1 200 ms :OVALRNG_14521 if not Car.Wrecked($7061) else_jump @OVALRNG_14547 0477: set_car $7061 animation 1 200 ms :OVALRNG_14547 if not Car.Wrecked($7067) else_jump @OVALRNG_14573 0477: set_car $7067 animation 1 200 ms :OVALRNG_14573 if not Car.Wrecked($7073) else_jump @OVALRNG_14599 0477: set_car $7073 animation 1 200 ms :OVALRNG_14599 if not Car.Wrecked($7079) else_jump @OVALRNG_14625 0477: set_car $7079 animation 1 200 ms :OVALRNG_14625 if not Car.Wrecked($7085) else_jump @OVALRNG_14651 0477: set_car $7085 animation 1 200 ms :OVALRNG_14651 if $6999 == 1 // integer values else_jump @OVALRNG_14696 03F0: text_draw_toggle 1 0084: $7006 = $4811 // integer values and handles $7006 += 5000 // integer values $6999 = 3 // integer values :OVALRNG_14696 if $6999 == 0 // integer values else_jump @OVALRNG_15158 if $6988 == 12 // integer values else_jump @OVALRNG_15158 0151: remove_status_text $7001 0151: remove_status_text $6988 0151: remove_status_text $7441 014F: stop_timer $6997 if 001C: $1596 > $7441 // integer values else_jump @OVALRNG_14779 0084: $1596 = $7441 // integer values and handles :OVALRNG_14779 $6997 /= 1000 // integer values 0084: $6995 = $1595 // integer values and handles if 001C: $1595 > $6997 // integer values else_jump @OVALRNG_14829 0084: $1595 = $6997 // integer values and handles 042E: (unknown) 20 $1595 :OVALRNG_14829 $6999 = 1 // integer values if $7441 == 1 // integer values else_jump @OVALRNG_14933 00BA: text_styled 'HOTR_30' 6000 ms 5 // 1ST PLACE 01E3: text_1number_styled 'HOTR_29' 5000 6000 ms 6 // $~1~ 0582: (unknown) 0 $7441 Player.Money($PLAYER_CHAR) += 5000 if $1597 == 0 // integer values else_jump @OVALRNG_14933 030C: set_mission_points += 1 0595: mission_complete $1597 = 1 // integer values :OVALRNG_14933 if $7441 == 2 // integer values else_jump @OVALRNG_14999 00BA: text_styled 'HOTR_31' 6000 ms 5 // 2ND PLACE 01E3: text_1number_styled 'HOTR_29' 1500 6000 ms 6 // $~1~ 0582: (unknown) 0 $7441 Player.Money($PLAYER_CHAR) += 1500 :OVALRNG_14999 if $7441 == 3 // integer values else_jump @OVALRNG_15065 00BA: text_styled 'HOTR_32' 6000 ms 5 // 3RD PLACE 01E3: text_1number_styled 'HOTR_29' 500 6000 ms 6 // $~1~ 0582: (unknown) 0 $7441 Player.Money($PLAYER_CHAR) += 500 :OVALRNG_15065 if $7441 > 3 // integer values else_jump @OVALRNG_15158 0582: (unknown) 0 $7441 $6999 = 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 fade 0 1500 :OVALRNG_15127 if fading else_jump @OVALRNG_15151 wait 0 jump @OVALRNG_15127 :OVALRNG_15151 jump @OVALRNG_18001 :OVALRNG_15158 if $6999 > 1 // integer values else_jump @OVALRNG_16712 if $6999 == 4 // integer values else_jump @OVALRNG_15214 if not fading else_jump @OVALRNG_15214 jump @OVALRNG_18001 :OVALRNG_15214 if $6999 == 3 // integer values else_jump @OVALRNG_15265 if 001C: $4811 > $7006 // integer values else_jump @OVALRNG_15265 fade 0 1500 $6999 = 4 // integer values :OVALRNG_15265 if 00E0: player $PLAYER_CHAR driving else_jump @OVALRNG_15305 03C1: $4790 = player $PLAYER_CHAR car $7001 = Car.Health($4790) Car.Health($4790) = $7001 :OVALRNG_15305 if $6999 > 2 // integer values else_jump @OVALRNG_15577 gosub @OVALRNG_17584 033F: set_text_draw_letter_width_height 0.8 2.0 0084: $7457 = $6997 // integer values and handles $7457 /= 60 // integer values 0084: $7451 = $7457 // integer values and handles $7451 *= 60 // integer values 0084: $7458 = $6997 // integer values and handles 0060: $7458 -= $7451 // integer values if $7458 > 9 // integer values else_jump @OVALRNG_15495 0340: set_text_draw_color 0 0 0 255 045B: text_draw_2numbers 32.0 232.0 'HOTR_15' $7457 $7458 // Time: ~1~:~1~ gosub @OVALRNG_17584 033F: set_text_draw_letter_width_height 0.8 2.0 045B: text_draw_2numbers 30.0 230.0 'HOTR_15' $7457 $7458 // Time: ~1~:~1~ jump @OVALRNG_15577 :OVALRNG_15495 0340: set_text_draw_color 0 0 0 255 045B: text_draw_2numbers 32.0 232.0 'HOTR_16' $7457 $7458 // Time: ~1~:0~1~ gosub @OVALRNG_17584 033F: set_text_draw_letter_width_height 0.8 2.0 045B: text_draw_2numbers 30.0 230.0 'HOTR_16' $7457 $7458 // Time: ~1~:0~1~ :OVALRNG_15577 gosub @OVALRNG_17584 0340: set_text_draw_color 0 0 0 255 if $1595 == 999999 // integer values else_jump @OVALRNG_15670 033E: text_draw 32.0 302.0 'HOTR_19' // Best Time: NA gosub @OVALRNG_17584 033E: text_draw 30.0 300.0 'HOTR_19' // Best Time: NA jump @OVALRNG_16054 :OVALRNG_15670 0084: $7457 = $1595 // integer values and handles $7457 /= 60 // integer values 0084: $7451 = $7457 // integer values and handles $7451 *= 60 // integer values 0084: $7458 = $1595 // integer values and handles 0060: $7458 -= $7451 // integer values if 001C: $1595 > $6995 // integer values else_jump @OVALRNG_15885 if $7458 > 9 // integer values else_jump @OVALRNG_15819 045B: text_draw_2numbers 32.0 302.0 'HOTR_17' $7457 $7458 // Best Time: ~1~:~1~ gosub @OVALRNG_17584 045B: text_draw_2numbers 30.0 300.0 'HOTR_17' $7457 $7458 // Best Time: ~1~:~1~ jump @OVALRNG_15878 :OVALRNG_15819 045B: text_draw_2numbers 32.0 302.0 'HOTR_18' $7457 $7458 // Best Time: ~1~:0~1~ gosub @OVALRNG_17584 045B: text_draw_2numbers 30.0 300.0 'HOTR_18' $7457 $7458 // Best Time: ~1~:0~1~ :OVALRNG_15878 jump @OVALRNG_16054 :OVALRNG_15885 if $7458 > 9 // integer values else_jump @OVALRNG_15982 045B: text_draw_2numbers 32.0 302.0 'HOTR_20' $7457 $7458 // New Best Time: ~1~:~1~ gosub @OVALRNG_17584 0340: set_text_draw_color 255 128 0 255 045B: text_draw_2numbers 30.0 300.0 'HOTR_20' $7457 $7458 // New Best Time: ~1~:~1~ jump @OVALRNG_16054 :OVALRNG_15982 045B: text_draw_2numbers 32.0 302.0 'HOTR_21' $7457 $7458 // New Best Time: ~1~:0~1~ gosub @OVALRNG_17584 0340: set_text_draw_color 255 128 0 255 045B: text_draw_2numbers 30.0 300.0 'HOTR_21' $7457 $7458 // New Best Time: ~1~:0~1~ :OVALRNG_16054 gosub @OVALRNG_17584 0340: set_text_draw_color 0 0 0 255 if $1596 == 999999 // integer values else_jump @OVALRNG_16140 033E: text_draw 32.0 317.0 'HOTR_22' // Best Result: NA gosub @OVALRNG_17584 033E: text_draw 30.0 315.0 'HOTR_22' // Best Result: NA :OVALRNG_16140 if $1596 == 1 // integer values else_jump @OVALRNG_16205 033E: text_draw 32.0 317.0 'HOTR_23' // Best Result: 1st gosub @OVALRNG_17584 033E: text_draw 30.0 315.0 'HOTR_23' // Best Result: 1st :OVALRNG_16205 if $1596 == 2 // integer values else_jump @OVALRNG_16270 033E: text_draw 32.0 317.0 'HOTR_24' // Best Result: 2nd gosub @OVALRNG_17584 033E: text_draw 30.0 315.0 'HOTR_24' // Best Result: 2nd :OVALRNG_16270 if $1596 == 3 // integer values else_jump @OVALRNG_16335 033E: text_draw 32.0 317.0 'HOTR_25' // Best Result: 3rd gosub @OVALRNG_17584 033E: text_draw 30.0 315.0 'HOTR_25' // Best Result: 3rd :OVALRNG_16335 if and $1596 > 3 // integer values 17 > $1596 // integer values else_jump @OVALRNG_16413 045A: text_draw_1number 32.0 317.0 'HOTR_26' $1596 // Best Result: ~1~th gosub @OVALRNG_17584 045A: text_draw_1number 30.0 315.0 'HOTR_26' $1596 // Best Result: ~1~th :OVALRNG_16413 gosub @OVALRNG_17584 0340: set_text_draw_color 0 0 0 255 if $1594 == 999999 // integer values else_jump @OVALRNG_16506 033E: text_draw 32.0 332.0 'HOTR_33' // Best Lap Time: NA gosub @OVALRNG_17584 033E: text_draw 30.0 330.0 'HOTR_33' // Best Lap Time: NA jump @OVALRNG_16712 :OVALRNG_16506 0084: $7458 = $1594 // integer values and handles $7458 /= 1000 // integer values 0084: $7003 = $7458 // integer values and handles $7003 *= 1000 // integer values 0084: $7451 = $1594 // integer values and handles 0060: $7451 -= $7003 // integer values 0084: $7003 = $7451 // integer values and handles $7003 /= 10 // integer values if $7003 > 9 // integer values else_jump @OVALRNG_16653 045B: text_draw_2numbers 32.0 332.0 'HOTR_27' $7458 $7003 // Best Lap Time: ~1~.~1~ seconds gosub @OVALRNG_17584 045B: text_draw_2numbers 30.0 330.0 'HOTR_27' $7458 $7003 // Best Lap Time: ~1~.~1~ seconds jump @OVALRNG_16712 :OVALRNG_16653 045B: text_draw_2numbers 32.0 332.0 'HOTR_28' $7458 $7003 // Best Lap Time: ~1~.0~1~ seconds gosub @OVALRNG_17584 045B: text_draw_2numbers 30.0 330.0 'HOTR_28' $7458 $7003 // Best Lap Time: ~1~.0~1~ seconds :OVALRNG_16712 if 16@ > 2500 // integer values else_jump @OVALRNG_16763 16@ = 0 // integer values if $7004 == 0 // integer values else_jump @OVALRNG_16763 $7004 = 1 // integer values :OVALRNG_16763 if $7004 == 3 // integer values else_jump @OVALRNG_16803 if 03D2: wav 1 ended else_jump @OVALRNG_16803 $7004 = 0 // integer values :OVALRNG_16803 if $7004 == 2 // integer values else_jump @OVALRNG_16847 if 03D0: wav 1 loaded else_jump @OVALRNG_16847 03D1: play_wav 1 $7004 = 3 // integer values :OVALRNG_16847 if $7004 == 1 // integer values else_jump @OVALRNG_17577 0209: $7451 = random_int 1 23 if 003A: $7005 == $7451 // integer values and handles else_jump @OVALRNG_16925 $7451 += 1 // integer values if $7451 > 22 // integer values else_jump @OVALRNG_16925 $7451 = 1 // integer values :OVALRNG_16925 if $7451 == 1 // integer values else_jump @OVALRNG_16955 03CF: load_wav 'HOT1' as 1 :OVALRNG_16955 if $7451 == 2 // integer values else_jump @OVALRNG_16985 03CF: load_wav 'HOT2' as 1 :OVALRNG_16985 if $7451 == 3 // integer values else_jump @OVALRNG_17015 03CF: load_wav 'HOT3' as 1 :OVALRNG_17015 if $7451 == 4 // integer values else_jump @OVALRNG_17045 03CF: load_wav 'HOT4' as 1 :OVALRNG_17045 if $7451 == 5 // integer values else_jump @OVALRNG_17075 03CF: load_wav 'HOT5' as 1 :OVALRNG_17075 if $7451 == 6 // integer values else_jump @OVALRNG_17105 03CF: load_wav 'HOT6' as 1 :OVALRNG_17105 if $7451 == 7 // integer values else_jump @OVALRNG_17135 03CF: load_wav 'HOT7' as 1 :OVALRNG_17135 if $7451 == 8 // integer values else_jump @OVALRNG_17165 03CF: load_wav 'HOT8' as 1 :OVALRNG_17165 if $7451 == 9 // integer values else_jump @OVALRNG_17195 03CF: load_wav 'HOT9' as 1 :OVALRNG_17195 if $7451 == 10 // integer values else_jump @OVALRNG_17225 03CF: load_wav 'HOT10' as 1 :OVALRNG_17225 if $7451 == 11 // integer values else_jump @OVALRNG_17255 03CF: load_wav 'HOT11' as 1 :OVALRNG_17255 if $7451 == 12 // integer values else_jump @OVALRNG_17285 03CF: load_wav 'HOT12' as 1 :OVALRNG_17285 if $7451 == 13 // integer values else_jump @OVALRNG_17315 03CF: load_wav 'HOT13' as 1 :OVALRNG_17315 if $7451 == 14 // integer values else_jump @OVALRNG_17345 03CF: load_wav 'HOT14' as 1 :OVALRNG_17345 if $7451 == 15 // integer values else_jump @OVALRNG_17375 03CF: load_wav 'HOT15' as 1 :OVALRNG_17375 if or $7451 == 16 // integer values $7451 == 22 // integer values else_jump @OVALRNG_17412 03CF: load_wav 'CHEER1' as 1 :OVALRNG_17412 if $7451 == 17 // integer values else_jump @OVALRNG_17442 03CF: load_wav 'CHEER2' as 1 :OVALRNG_17442 if $7451 == 18 // integer values else_jump @OVALRNG_17472 03CF: load_wav 'CHEER3' as 1 :OVALRNG_17472 if $7451 == 19 // integer values else_jump @OVALRNG_17502 03CF: load_wav 'CHEER4' as 1 :OVALRNG_17502 if $7451 == 20 // integer values else_jump @OVALRNG_17532 03CF: load_wav 'OOH1' as 1 :OVALRNG_17532 if $7451 == 21 // integer values else_jump @OVALRNG_17562 03CF: load_wav 'OOH2' as 1 :OVALRNG_17562 0084: $7005 = $7451 // integer values and handles $7004 = 2 // integer values :OVALRNG_17577 jump @OVALRNG_2957 :OVALRNG_17584 0340: set_text_draw_color 180 180 180 255 0341: unknown_text_stuff 1 03E4: set_text_draw_align_right 0 0343: set_text_linewidth 500.0 0348: set_text_draw_proportional 1 0342: set_text_draw_centered 0 0345: set_text_draw_in_box 0 033F: set_text_draw_letter_width_height 0.6 1.6 return :OVALRNG_17639 if 003A: $6989 == $6990 // integer values and handles else_jump @OVALRNG_17762 if not Car.Wrecked($451) else_jump @OVALRNG_17762 Car.StorePos($451, $7465, $7466, $447) 0509: $7475 = distance between point $7465 $7466 and point $7483 $7484 0054: store_player $PLAYER_CHAR position_to $7465 $7466 $447 0509: $7476 = distance between point $7465 $7466 and point $7483 $7484 if 0024: $7476 > $7475 // floating-point values only else_jump @OVALRNG_17762 $7441 += 1 // integer values :OVALRNG_17762 if 001C: $6990 > $6989 // integer values else_jump @OVALRNG_17788 $7441 += 1 // integer values :OVALRNG_17788 return :OVALRNG_17790 if not wasted_or_busted else_jump @OVALRNG_17999 0169: set_fade_color 0 0 1 fade 0 1000 :OVALRNG_17818 if fading else_jump @OVALRNG_17842 wait 0 jump @OVALRNG_17818 :OVALRNG_17842 select_interior 0 04FA: reset_interior_colors 0 057E: make_radar_grey 0 0581: toggle_radar 1 :OVALRNG_17858 if and 80E0: not player $PLAYER_CHAR driving 844A: not player $PLAYER_CHAR has_objective else_jump @OVALRNG_17890 wait 0 jump @OVALRNG_17858 :OVALRNG_17890 if 00E0: player $PLAYER_CHAR driving else_jump @OVALRNG_17933 012A: put_player $PLAYER_CHAR at -1102.723 1330.958 19.029 and_remove_from_car jump @OVALRNG_17953 :OVALRNG_17933 0055: put_player $PLAYER_CHAR at -1102.723 1330.958 19.029 :OVALRNG_17953 0171: set_player $PLAYER_CHAR z_angle_to 274.1051 Camera.SetAtPos(-1102.723, 1330.958, 19.029) Camera.SetBehindPlayer Camera.Restore_WithJumpCut 0169: set_fade_color 0 0 1 fade 1 1000 :OVALRNG_17999 return :OVALRNG_18001 if not wasted_or_busted else_jump @OVALRNG_18171 select_interior 0 04FA: reset_interior_colors 0 057E: make_radar_grey 0 0581: toggle_radar 1 :OVALRNG_18030 if and 80E0: not player $PLAYER_CHAR driving 844A: not player $PLAYER_CHAR has_objective else_jump @OVALRNG_18062 wait 0 jump @OVALRNG_18030 :OVALRNG_18062 if 00E0: player $PLAYER_CHAR driving else_jump @OVALRNG_18105 012A: put_player $PLAYER_CHAR at -1102.723 1330.958 19.029 and_remove_from_car jump @OVALRNG_18125 :OVALRNG_18105 0055: put_player $PLAYER_CHAR at -1102.723 1330.958 19.029 :OVALRNG_18125 0171: set_player $PLAYER_CHAR z_angle_to 274.1051 Camera.SetAtPos(-1102.723, 1330.958, 19.029) Camera.SetBehindPlayer Camera.Restore_WithJumpCut 0169: set_fade_color 0 0 1 fade 1 1500 :OVALRNG_18171 return :OVALRNG_18173 Model.Destroy(#WMYCR) Model.Destroy(#HOTRINA) Model.Destroy(#HOTRINB) Model.Destroy(#HOTRING) 0151: remove_status_text $7001 0151: remove_status_text $6988 0151: remove_status_text $7441 014F: stop_timer $6997 03F0: text_draw_toggle 0 057E: make_radar_grey 0 0581: toggle_radar 1 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 0581: toggle_radar 1 03E6: remove_text_box $ONMISSION = 0 // integer values mission_cleanup return :OVALRNG_18246 if $7440 == 0 // integer values else_jump @OVALRNG_18288 0086: $7498 = $7507 // floating-point values only 0086: $7499 = $7508 // floating-point values only 0086: $7500 = $7509 // floating-point values only :OVALRNG_18288 if $7440 == 1 // integer values else_jump @OVALRNG_18330 0086: $7498 = $7510 // floating-point values only 0086: $7499 = $7511 // floating-point values only 0086: $7500 = $7512 // floating-point values only :OVALRNG_18330 if $7440 == 2 // integer values else_jump @OVALRNG_18372 0086: $7498 = $7513 // floating-point values only 0086: $7499 = $7514 // floating-point values only 0086: $7500 = $7515 // floating-point values only :OVALRNG_18372 if $7440 == 3 // integer values else_jump @OVALRNG_18414 0086: $7498 = $7516 // floating-point values only 0086: $7499 = $7517 // floating-point values only 0086: $7500 = $7518 // floating-point values only :OVALRNG_18414 if $7440 == 4 // integer values else_jump @OVALRNG_18456 0086: $7498 = $7519 // floating-point values only 0086: $7499 = $7520 // floating-point values only 0086: $7500 = $7521 // floating-point values only :OVALRNG_18456 if $7440 == 5 // integer values else_jump @OVALRNG_18498 0086: $7498 = $7522 // floating-point values only 0086: $7499 = $7523 // floating-point values only 0086: $7500 = $7524 // floating-point values only :OVALRNG_18498 if $7440 == 6 // integer values else_jump @OVALRNG_18540 0086: $7498 = $7525 // floating-point values only 0086: $7499 = $7526 // floating-point values only 0086: $7500 = $7527 // floating-point values only :OVALRNG_18540 if $7440 == 7 // integer values else_jump @OVALRNG_18582 0086: $7498 = $7528 // floating-point values only 0086: $7499 = $7529 // floating-point values only 0086: $7500 = $7530 // floating-point values only :OVALRNG_18582 if $7440 == 8 // integer values else_jump @OVALRNG_18624 0086: $7498 = $7531 // floating-point values only 0086: $7499 = $7532 // floating-point values only 0086: $7500 = $7533 // floating-point values only :OVALRNG_18624 if $7440 == 9 // integer values else_jump @OVALRNG_18673 0086: $7498 = $7534 // floating-point values only 0086: $7499 = $7535 // floating-point values only 0086: $7500 = $7536 // floating-point values only $7440 = -1 // integer values :OVALRNG_18673 $7440 += 1 // integer values return :OVALRNG_18682 if $6991 == 1 // integer values else_jump @OVALRNG_18710 Car.Angle($6992) = 301.748 :OVALRNG_18710 020A: set_car $6992 door_status_to 2 Car.SetImmunities($6992, 0, 1, 1, 0, 0) 04E0: car $6992 abandon_path_radius 5 Car.SetToNormalDriver($6992) 00AE: set_vehicle $6992 traffic_behavior_to 2 Car.SetMaxSpeed($6992, 100.0) 046C: $6993 = car $6992 driver if $6993 == -1 // integer values else_jump @OVALRNG_18806 0129: $6993 = create_actor 4 #WMYCR in_car $6992 driverseat 039E: set_actor $6993 locked_while_in_vehicle 1 :OVALRNG_18806 return :OVALRNG_18808 if not Car.Wrecked($7007) else_jump @OVALRNG_18832 Car.LockInCurrentPosition($7007) = $6994 :OVALRNG_18832 if not Car.Wrecked($7011) else_jump @OVALRNG_18856 Car.LockInCurrentPosition($7011) = $6994 :OVALRNG_18856 if not Car.Wrecked($7015) else_jump @OVALRNG_18880 Car.LockInCurrentPosition($7015) = $6994 :OVALRNG_18880 if not Car.Wrecked($7019) else_jump @OVALRNG_18904 Car.LockInCurrentPosition($7019) = $6994 :OVALRNG_18904 if not Car.Wrecked($7025) else_jump @OVALRNG_18928 Car.LockInCurrentPosition($7025) = $6994 :OVALRNG_18928 if not Car.Wrecked($7031) else_jump @OVALRNG_18952 Car.LockInCurrentPosition($7031) = $6994 :OVALRNG_18952 if not Car.Wrecked($7037) else_jump @OVALRNG_18976 Car.LockInCurrentPosition($7037) = $6994 :OVALRNG_18976 if not Car.Wrecked($7043) else_jump @OVALRNG_19000 Car.LockInCurrentPosition($7043) = $6994 :OVALRNG_19000 if not Car.Wrecked($7049) else_jump @OVALRNG_19024 Car.LockInCurrentPosition($7049) = $6994 :OVALRNG_19024 if not Car.Wrecked($7055) else_jump @OVALRNG_19048 Car.LockInCurrentPosition($7055) = $6994 :OVALRNG_19048 if not Car.Wrecked($7061) else_jump @OVALRNG_19072 Car.LockInCurrentPosition($7061) = $6994 :OVALRNG_19072 if not Car.Wrecked($7067) else_jump @OVALRNG_19096 Car.LockInCurrentPosition($7067) = $6994 :OVALRNG_19096 if not Car.Wrecked($7073) else_jump @OVALRNG_19120 Car.LockInCurrentPosition($7073) = $6994 :OVALRNG_19120 if not Car.Wrecked($7079) else_jump @OVALRNG_19144 Car.LockInCurrentPosition($7079) = $6994 :OVALRNG_19144 if not Car.Wrecked($7085) else_jump @OVALRNG_19168 Car.LockInCurrentPosition($7085) = $6994 :OVALRNG_19168 if not Car.Wrecked($7000) else_jump @OVALRNG_19192 Car.LockInCurrentPosition($7000) = $6994 :OVALRNG_19192 return //-------------Mission 11--------------- // Originally: All Hands On Deck! :MM thread 'MM' gosub @MM_46 if wasted_or_busted else_jump @MM_37 gosub @MM_9527 :MM_37 gosub @MM_10452 end_thread :MM_46 03D5: remove_text 'M_FAIL' // MISSION FAILED! $ONMISSION = 1 // integer values if $1598 == 0 // integer values else_jump @MM_83 increment_mission_attempts :MM_83 00C0: set_current_time 10 0 set_weather 4 057E: make_radar_grey 1 0414: set_player $PLAYER_CHAR single_free_treatment 1 wait 0 054C: use_GXT_table 'MM' $7193 = 0 // integer values $7194 = 16 // integer values $7195 = 0 // integer values if $7197 == 0 // integer values else_jump @MM_181 $7198 = 1 // integer values $7199 = 60 // integer values $7208 = 60000 // integer values :MM_181 $7196 = 30000 // integer values $7200 = 0 // integer values $7201 = 0 // integer values $7202 = 0 // integer values $7203 = 0 // integer values $7204 = 0 // integer values $7205 = 0 // integer values $7206 = 0 // integer values $7207 = 0 // integer values $7209 = 0 // integer values $7210 = 0 // integer values $7211 = 0 // integer values $7212 = 0 // integer values $7213 = 0 // integer values $7214 = 0 // integer values $7215 = 0.0 // floating-point values $7216 = 0.0 // floating-point values $7217 = 0.0 // floating-point values $7218 = 0.0 // floating-point values $95 = 0.0 // floating-point values $96 = 0.0 // floating-point values $97 = 0.0 // floating-point values $7227 = 0.0 // floating-point values $7228 = 0.0 // floating-point values $7229 = 0.0 // floating-point values if $ONMISSION == 0 // integer values else_jump @MM_419 018A: $7230 = create_checkpoint_at $7227 $7228 $7229 :MM_419 Model.Load(#BLOODRB) Model.Load(#BLOODRA) Model.Load(#WMYCR) :MM_433 if or not Model.Available(#BLOODRB) not Model.Available(#BLOODRA) not Model.Available(#WMYCR) else_jump @MM_469 wait 0 jump @MM_433 :MM_469 016E: override_restart at -1102.4 1331.2 19.0 271.2 Player.CanMove($PLAYER_CHAR) = False 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 Player.ClearWantedLevel($PLAYER_CHAR) select_interior 15 03AD: set_rubbish 0 01EB: set_traffic_density_multiplier_to 0.0 03DE: set_pedestrians_density_multiplier_to 0.0 04E2: set_player $PLAYER_CHAR suspend_heavy_police_reinforcements 1 Camera.SetAtPos(-1379.3, 1000.0, 251.5) if 00E0: player $PLAYER_CHAR driving else_jump @MM_599 012A: put_player $PLAYER_CHAR at -1280.96 994.86 261.8 and_remove_from_car jump @MM_619 :MM_599 0055: put_player $PLAYER_CHAR at -1280.96 994.86 261.8 :MM_619 $7192 = Car.Create(#BLOODRA, -1280.96, 994.86, 261.8) 020A: set_car $7192 door_status_to 4 0369: put_player $PLAYER_CHAR in_car $7192 03AB: set_vehicle $7192 strong 1 Car.Angle($7192) = 90.0 0171: set_player $PLAYER_CHAR z_angle_to 80.0 04F9: interiour_colors 10 0 03ED: (unknown) $7192 1 Car.Health($7192) = 1249 $7215 = -1285.77 // floating-point values $7216 = 1014.54 // floating-point values $7217 = 263.0 // floating-point values $7218 = 104.4 // floating-point values $7160 = Car.Create(#BLOODRB, $7215, $7216, $7217) Car.Angle($7160) = $7218 04E0: car $7160 abandon_path_radius 255 0129: $7176 = create_actor 4 #WMYCR in_car $7160 driverseat 0489: set_actor $7176 muted 1 03CC: car $7160 add_to_stuck_car_check 1.5 = 4000 00AE: set_vehicle $7160 traffic_behavior_to 3 03ED: (unknown) $7160 1 $7215 = -1299.5 // floating-point values $7216 = 1030.74 // floating-point values $7217 = 263.0 // floating-point values $7218 = 132.6 // floating-point values $7161 = Car.Create(#BLOODRB, $7215, $7216, $7217) Car.Angle($7161) = $7218 04E0: car $7161 abandon_path_radius 255 0129: $7177 = create_actor 4 #WMYCR in_car $7161 driverseat 0489: set_actor $7177 muted 1 03CC: car $7161 add_to_stuck_car_check 1.5 = 4000 00AE: set_vehicle $7161 traffic_behavior_to 3 Car.SetDriverBehaviour($7161, KillThePlayer) 03ED: (unknown) $7161 1 $7215 = -1319.3 // floating-point values $7216 = 1042.82 // floating-point values $7217 = 263.0 // floating-point values $7218 = 135.4 // floating-point values $7162 = Car.Create(#BLOODRB, $7215, $7216, $7217) Car.Angle($7162) = $7218 04E0: car $7162 abandon_path_radius 255 0129: $7178 = create_actor 4 #WMYCR in_car $7162 driverseat 0489: set_actor $7178 muted 1 03CC: car $7162 add_to_stuck_car_check 1.5 = 4000 00AE: set_vehicle $7162 traffic_behavior_to 3 03ED: (unknown) $7162 1 $7215 = -1349.33 // floating-point values $7216 = 1054.47 // floating-point values $7217 = 263.0 // floating-point values $7218 = 155.4 // floating-point values $7163 = Car.Create(#BLOODRB, $7215, $7216, $7217) Car.Angle($7163) = $7218 04E0: car $7163 abandon_path_radius 255 0129: $7179 = create_actor 4 #WMYCR in_car $7163 driverseat 0489: set_actor $7179 muted 1 03CC: car $7163 add_to_stuck_car_check 1.5 = 4000 00AE: set_vehicle $7163 traffic_behavior_to 3 03ED: (unknown) $7163 1 $7215 = -1384.33 // floating-point values $7216 = 1058.55 // floating-point values $7217 = 263.0 // floating-point values $7218 = 173.2 // floating-point values $7164 = Car.Create(#BLOODRB, $7215, $7216, $7217) Car.Angle($7164) = $7218 04E0: car $7164 abandon_path_radius 255 0129: $7180 = create_actor 4 #WMYCR in_car $7164 driverseat 0489: set_actor $7180 muted 1 03CC: car $7164 add_to_stuck_car_check 1.5 = 4000 00AE: set_vehicle $7164 traffic_behavior_to 3 03ED: (unknown) $7164 1 $7215 = -1293.77 // floating-point values $7216 = 958.96 // floating-point values $7217 = 263.0 // floating-point values $7218 = 60.5 // floating-point values $7165 = Car.Create(#BLOODRB, $7215, $7216, $7217) Car.Angle($7165) = $7218 04E0: car $7165 abandon_path_radius 255 0129: $7181 = create_actor 4 #WMYCR in_car $7165 driverseat 0489: set_actor $7181 muted 1 03CC: car $7165 add_to_stuck_car_check 1.5 = 4000 00AE: set_vehicle $7165 traffic_behavior_to 3 Car.SetDriverBehaviour($7165, KillThePlayer) 03ED: (unknown) $7165 1 $7215 = -1418.77 // floating-point values $7216 = 1057.54 // floating-point values $7217 = 263.0 // floating-point values $7218 = 180.4 // floating-point values $7166 = Car.Create(#BLOODRB, $7215, $7216, $7217) Car.Angle($7166) = $7218 04E0: car $7166 abandon_path_radius 255 0129: $7182 = create_actor 4 #WMYCR in_car $7166 driverseat 0489: set_actor $7182 muted 1 03CC: car $7166 add_to_stuck_car_check 1.5 = 4000 00AE: set_vehicle $7166 traffic_behavior_to 3 03ED: (unknown) $7166 1 $7215 = -1460.3 // floating-point values $7216 = 1050.3 // floating-point values $7217 = 263.0 // floating-point values $7218 = 242.9 // floating-point values $7167 = Car.Create(#BLOODRB, $7215, $7216, $7217) Car.Angle($7167) = $7218 04E0: car $7167 abandon_path_radius 255 0129: $7183 = create_actor 4 #WMYCR in_car $7167 driverseat 0489: set_actor $7183 muted 1 03CC: car $7167 add_to_stuck_car_check 1.5 = 4000 00AE: set_vehicle $7167 traffic_behavior_to 3 03ED: (unknown) $7167 1 $7215 = -1499.77 // floating-point values $7216 = 1029.54 // floating-point values $7217 = 263.0 // floating-point values $7218 = 242.4 // floating-point values $7168 = Car.Create(#BLOODRB, $7215, $7216, $7217) Car.Angle($7168) = $7218 04E0: car $7168 abandon_path_radius 255 0129: $7184 = create_actor 4 #WMYCR in_car $7168 driverseat 0489: set_actor $7184 muted 1 03CC: car $7168 add_to_stuck_car_check 1.5 = 4000 00AE: set_vehicle $7168 traffic_behavior_to 3 03ED: (unknown) $7168 1 $7215 = -1513.77 // floating-point values $7216 = 986.54 // floating-point values $7217 = 263.0 // floating-point values $7218 = 271.4 // floating-point values $7169 = Car.Create(#BLOODRB, $7215, $7216, $7217) Car.Angle($7169) = $7218 04E0: car $7169 abandon_path_radius 255 0129: $7185 = create_actor 4 #WMYCR in_car $7169 driverseat 0489: set_actor $7185 muted 1 03CC: car $7169 add_to_stuck_car_check 1.5 = 4000 00AE: set_vehicle $7169 traffic_behavior_to 3 03ED: (unknown) $7169 1 $7215 = -1496.77 // floating-point values $7216 = 959.54 // floating-point values $7217 = 263.0 // floating-point values $7218 = 293.4 // floating-point values $7170 = Car.Create(#BLOODRB, $7215, $7216, $7217) Car.Angle($7170) = $7218 04E0: car $7170 abandon_path_radius 255 0129: $7186 = create_actor 4 #WMYCR in_car $7170 driverseat 0489: set_actor $7186 muted 1 03CC: car $7170 add_to_stuck_car_check 1.5 = 4000 00AE: set_vehicle $7170 traffic_behavior_to 3 03ED: (unknown) $7170 1 $7215 = -1461.84 // floating-point values $7216 = 938.32 // floating-point values $7217 = 261.0 // floating-point values $7218 = 345.6 // floating-point values $7171 = Car.Create(#BLOODRB, $7215, $7216, $7217) Car.Angle($7171) = $7218 04E0: car $7171 abandon_path_radius 255 0129: $7187 = create_actor 4 #WMYCR in_car $7171 driverseat 0489: set_actor $7187 muted 1 03CC: car $7171 add_to_stuck_car_check 1.5 = 4000 00AE: set_vehicle $7171 traffic_behavior_to 3 03ED: (unknown) $7171 1 $7215 = -1424.36 // floating-point values $7216 = 931.29 // floating-point values $7217 = 261.0 // floating-point values $7218 = 0.0 // floating-point values $7172 = Car.Create(#BLOODRB, $7215, $7216, $7217) Car.Angle($7172) = $7218 04E0: car $7172 abandon_path_radius 255 0129: $7188 = create_actor 4 #WMYCR in_car $7172 driverseat 0489: set_actor $7188 muted 1 03CC: car $7172 add_to_stuck_car_check 1.5 = 4000 00AE: set_vehicle $7172 traffic_behavior_to 3 03ED: (unknown) $7172 1 $7215 = -1363.77 // floating-point values $7216 = 932.44 // floating-point values $7217 = 261.0 // floating-point values $7218 = 17.85 // floating-point values $7173 = Car.Create(#BLOODRB, $7215, $7216, $7217) Car.Angle($7173) = $7218 04E0: car $7173 abandon_path_radius 255 0129: $7189 = create_actor 4 #WMYCR in_car $7173 driverseat 0489: set_actor $7189 muted 1 03CC: car $7173 add_to_stuck_car_check 1.5 = 4000 00AE: set_vehicle $7173 traffic_behavior_to 3 03ED: (unknown) $7173 1 $7215 = -1332.77 // floating-point values $7216 = 940.3 // floating-point values $7217 = 263.0 // floating-point values $7218 = 39.98 // floating-point values $7174 = Car.Create(#BLOODRB, $7215, $7216, $7217) Car.Angle($7174) = $7218 04E0: car $7174 abandon_path_radius 255 0129: $7190 = create_actor 4 #WMYCR in_car $7174 driverseat 0489: set_actor $7190 muted 1 03CC: car $7174 add_to_stuck_car_check 1.5 = 4000 00AE: set_vehicle $7174 traffic_behavior_to 3 03ED: (unknown) $7174 1 $7215 = -1443.29 // floating-point values $7216 = 933.86 // floating-point values $7217 = 261.0 // floating-point values $7218 = 351.4 // floating-point values $7175 = Car.Create(#BLOODRB, $7215, $7216, $7217) Car.Angle($7175) = $7218 04E0: car $7175 abandon_path_radius 255 0129: $7191 = create_actor 4 #WMYCR in_car $7175 driverseat 0489: set_actor $7191 muted 1 03CC: car $7175 add_to_stuck_car_check 1.5 = 4000 00AE: set_vehicle $7175 traffic_behavior_to 3 03ED: (unknown) $7175 1 Car.SetMaxSpeed($7160, 0.0) Car.SetMaxSpeed($7161, 0.0) Car.SetMaxSpeed($7162, 0.0) Car.SetMaxSpeed($7163, 0.0) Car.SetMaxSpeed($7164, 0.0) Car.SetMaxSpeed($7165, 0.0) Car.SetMaxSpeed($7166, 0.0) Car.SetMaxSpeed($7167, 0.0) Car.SetMaxSpeed($7168, 0.0) Car.SetMaxSpeed($7169, 0.0) Car.SetMaxSpeed($7170, 0.0) Car.SetMaxSpeed($7171, 0.0) Car.SetMaxSpeed($7172, 0.0) Car.SetMaxSpeed($7173, 0.0) Car.SetMaxSpeed($7174, 0.0) Car.SetMaxSpeed($7175, 0.0) 02A3: toggle_widescreen 1 Camera.SetPosition(-1266.5, 1042.8, 278.3, 0.0, 0.0, 0.0) Camera.PointAt(-1339.9, 1009.8, 252.0, 2) 0169: set_fade_color 0 0 0 wait 500 fade 1 1500 :MM_2858 if fading else_jump @MM_2882 wait 0 jump @MM_2858 :MM_2882 if Player.Defined($PLAYER_CHAR) else_jump @MM_2905 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 :MM_2905 16@ = 0 // integer values 00BC: text_highpriority 'BLOD_01' 5000 ms 1 // Drive through the checkpoints to increase your overall time. :MM_2927 if 5000 > 16@ // integer values else_jump @MM_3038 wait 0 if 00E1: key_pressed 0 16 else_jump @MM_3006 if $61 == 1 // integer values else_jump @MM_2999 $61 = 0 // integer values jump @MM_3413 :MM_2999 jump @MM_3031 :MM_3006 if $61 == 0 // integer values else_jump @MM_3031 $61 = 1 // integer values :MM_3031 jump @MM_2927 :MM_3038 16@ = 0 // integer values Camera.SetPosition(-1468.7, 948.8, 262.9, 0.0, 0.0, 0.0) Camera.PointAt(-1459.5, 942.2, 261.6, 2) 00BC: text_highpriority 'BLOD_02' 5000 ms 1 // You will fail if your overall time reaches zero. :MM_3111 if 5000 > 16@ // integer values else_jump @MM_3222 wait 0 if 00E1: key_pressed 0 16 else_jump @MM_3190 if $61 == 1 // integer values else_jump @MM_3183 $61 = 0 // integer values jump @MM_3413 :MM_3183 jump @MM_3215 :MM_3190 if $61 == 0 // integer values else_jump @MM_3215 $61 = 1 // integer values :MM_3215 jump @MM_3111 :MM_3222 16@ = 0 // integer values Camera.SetPosition(-1262.7, 997.2, 266.8, 0.0, 0.0, 0.0) Camera.PointAt(-1277.6, 996.0, 263.6, 2) 00BC: text_highpriority 'BLOD_03' 5000 ms 1 // Get your overall time above the Target Time to win! :MM_3295 if 5000 > 16@ // integer values else_jump @MM_3406 wait 0 if 00E1: key_pressed 0 16 else_jump @MM_3374 if $61 == 1 // integer values else_jump @MM_3367 $61 = 0 // integer values jump @MM_3413 :MM_3367 jump @MM_3399 :MM_3374 if $61 == 0 // integer values else_jump @MM_3399 $61 = 1 // integer values :MM_3399 jump @MM_3295 :MM_3406 16@ = 0 // integer values :MM_3413 00BE: text_clear_all Camera.Restore_WithJumpCut Camera.SetBehindPlayer 02A3: toggle_widescreen 0 00BA: text_styled 'RACE2' 1100 ms 4 // ~g~3 018C: play_sound 7 at 0.0 0.0 0.0 wait 1000 00BA: text_styled 'RACE3' 1100 ms 4 // ~g~2 018C: play_sound 8 at 0.0 0.0 0.0 wait 1000 00BA: text_styled 'RACE4' 1100 ms 4 // ~g~1 018C: play_sound 9 at 0.0 0.0 0.0 wait 1000 00BA: text_styled 'RACE5' 800 ms 4 // ~g~GO! 018C: play_sound 10 at 0.0 0.0 0.0 wait 800 00BE: text_clear_all Player.CanMove($PLAYER_CHAR) = True if not Car.Wrecked($7160) else_jump @MM_3648 Car.SetMaxSpeed($7160, 100.0) 0477: set_car $7160 animation 8 5000 ms if not Car.Wrecked($7161) else_jump @MM_3648 032C: car $7160 ram $7161 :MM_3648 if not Car.Wrecked($7161) else_jump @MM_3691 Car.SetMaxSpeed($7161, 100.0) 0477: set_car $7161 animation 8 5000 ms Car.SetDriverBehaviour($7161, KillThePlayer) :MM_3691 if not Car.Wrecked($7162) else_jump @MM_3727 Car.SetMaxSpeed($7162, 100.0) 0477: set_car $7162 animation 8 5000 ms :MM_3727 if not Car.Wrecked($7163) else_jump @MM_3787 Car.SetMaxSpeed($7163, 100.0) 0477: set_car $7163 animation 8 5000 ms if not Car.Wrecked($7164) else_jump @MM_3787 032C: car $7163 ram $7164 :MM_3787 if not Car.Wrecked($7164) else_jump @MM_3847 Car.SetMaxSpeed($7164, 100.0) 0477: set_car $7164 animation 8 5000 ms if not Car.Wrecked($7165) else_jump @MM_3847 032C: car $7164 ram $7165 :MM_3847 if not Car.Wrecked($7165) else_jump @MM_3890 Car.SetMaxSpeed($7165, 100.0) 0477: set_car $7165 animation 8 5000 ms Car.SetDriverBehaviour($7165, KillThePlayer) :MM_3890 if not Car.Wrecked($7166) else_jump @MM_3950 Car.SetMaxSpeed($7166, 100.0) 0477: set_car $7166 animation 8 5000 ms if not Car.Wrecked($7167) else_jump @MM_3950 032C: car $7166 ram $7167 :MM_3950 if not Car.Wrecked($7167) else_jump @MM_4010 Car.SetMaxSpeed($7167, 100.0) 0477: set_car $7167 animation 8 5000 ms if not Car.Wrecked($7168) else_jump @MM_4010 032C: car $7167 ram $7168 :MM_4010 if not Car.Wrecked($7168) else_jump @MM_4070 Car.SetMaxSpeed($7168, 100.0) 0477: set_car $7168 animation 8 5000 ms if not Car.Wrecked($7169) else_jump @MM_4070 032C: car $7168 ram $7169 :MM_4070 if not Car.Wrecked($7169) else_jump @MM_4106 Car.SetMaxSpeed($7169, 100.0) 0477: set_car $7169 animation 8 5000 ms :MM_4106 if not Car.Wrecked($7170) else_jump @MM_4166 Car.SetMaxSpeed($7170, 100.0) 0477: set_car $7170 animation 8 5000 ms if not Car.Wrecked($7171) else_jump @MM_4166 032C: car $7170 ram $7171 :MM_4166 if not Car.Wrecked($7171) else_jump @MM_4226 Car.SetMaxSpeed($7171, 100.0) 0477: set_car $7171 animation 8 5000 ms if not Car.Wrecked($7172) else_jump @MM_4226 032C: car $7171 ram $7172 :MM_4226 if not Car.Wrecked($7172) else_jump @MM_4286 Car.SetMaxSpeed($7172, 100.0) 0477: set_car $7172 animation 8 5000 ms if not Car.Wrecked($7173) else_jump @MM_4286 032C: car $7172 ram $7173 :MM_4286 if not Car.Wrecked($7173) else_jump @MM_4346 Car.SetMaxSpeed($7173, 100.0) 0477: set_car $7173 animation 8 5000 ms if not Car.Wrecked($7174) else_jump @MM_4346 032C: car $7173 ram $7174 :MM_4346 if not Car.Wrecked($7174) else_jump @MM_4406 Car.SetMaxSpeed($7174, 100.0) 0477: set_car $7174 animation 8 5000 ms if not Car.Wrecked($7175) else_jump @MM_4406 032C: car $7174 ram $7175 :MM_4406 if not Car.Wrecked($7175) else_jump @MM_4466 Car.SetMaxSpeed($7175, 100.0) 0477: set_car $7175 animation 8 5000 ms if not Car.Wrecked($7160) else_jump @MM_4466 032C: car $7175 ram $7160 :MM_4466 014E: set_timer_to $7196 type 1 04F7: status_text $7201 1 line 1 'BLOD_04' // CAR HEALTH: 0208: $7219 = random_float -1530.0 -1384.0 0208: $7220 = random_float 995.0 923.0 0208: $7221 = random_float -1530.0 -1384.0 0208: $7222 = random_float 995.0 1056.0 0208: $7223 = random_float -1265.0 -1384.0 0208: $7224 = random_float 995.0 923.0 0208: $7225 = random_float -1265.0 -1384.0 0208: $7226 = random_float 995.0 1056.0 gosub @MM_14708 16@ = 0 // integer values 17@ = 0 // integer values :MM_4631 if $7196 > 0 // integer values else_jump @MM_9459 wait 0 if $7197 == 0 // integer values else_jump @MM_4696 01E4: text_1number_lowpriority 'BLOD_05' $7198 $7208 ms 1 // ~g~TARGET TIME: ~1~ Minute jump @MM_4714 :MM_4696 01E4: text_1number_lowpriority 'BLOD_06' $7198 $7208 ms 1 // ~g~TARGET TIME: ~1~ Minutes :MM_4714 if 001C: $7196 > $7208 // integer values else_jump @MM_4740 jump @MM_9544 :MM_4740 if $7212 == 1 // integer values else_jump @MM_4765 gosub @MM_14838 :MM_4765 024F: create_corona 5.0 6 0 with_color 150 150 0 at_point $7227 $7228 $7229 if 00F5: player $PLAYER_CHAR 0 $7227 $7228 $7229 radius 7.0 7.0 7.0 else_jump @MM_4950 if not Car.Wrecked($7192) else_jump @MM_4916 $7214 = Car.Health($7192) if 1234 > $7214 // integer values else_jump @MM_4900 $7214 += 15 // integer values Car.Health($7192) = $7214 jump @MM_4916 :MM_4900 $7214 = 1249 // integer values Car.Health($7192) = $7214 :MM_4916 $7196 += 15000 // integer values 018C: play_sound 1 at 0.0 0.0 0.0 gosub @MM_14708 :MM_4950 if not Car.Wrecked($7162) else_jump @MM_5015 if 01AF: car $7162 0 $7227 $7228 $7229 radius 7.0 7.0 7.0 else_jump @MM_5015 gosub @MM_14708 :MM_5015 if not Car.Wrecked($7169) else_jump @MM_5080 if 01AF: car $7169 0 $7227 $7228 $7229 radius 7.0 7.0 7.0 else_jump @MM_5080 gosub @MM_14708 :MM_5080 if 0 > $7195 // integer values else_jump @MM_5105 $7195 = 0 // integer values :MM_5105 if not Car.Wrecked($7192) else_jump @MM_5278 $7200 = Car.Health($7192) $7200 -= 249 // integer values if 0 > $7200 // integer values else_jump @MM_5162 $7200 = 0 // integer values :MM_5162 0084: $7201 = $7200 // integer values and handles $7201 /= 10 // integer values if 0 > $7201 // integer values else_jump @MM_5202 $7201 = 0 // integer values :MM_5202 if 01F4: car $7192 flipped else_jump @MM_5278 if 01C1: car $7192 stopped else_jump @MM_5278 Car.StorePos($7192, $95, $96, $97) $7218 = Car.Angle($7192) Car.PutAt($7192, $95, $96, $97) Car.Angle($7192) = $7218 :MM_5278 if 17@ > 5000 // integer values else_jump @MM_8947 if $7209 == 0 // integer values else_jump @MM_5386 if not Car.Wrecked($7162) else_jump @MM_5347 02C2: car $7162 drive_to_point $7227 $7228 -100.0 :MM_5347 if not Car.Wrecked($7169) else_jump @MM_5379 02C2: car $7169 drive_to_point $7227 $7228 -100.0 :MM_5379 $7209 = 1 // integer values :MM_5386 if $7203 == 1 // integer values else_jump @MM_5483 if not Car.Wrecked($7160) else_jump @MM_5476 if not Car.Wrecked($7162) else_jump @MM_5452 02C2: car $7162 drive_to_point $7227 $7228 -100.0 :MM_5452 if not Car.Wrecked($7163) else_jump @MM_5476 032C: car $7163 ram $7160 :MM_5476 $7203 = 5 // integer values :MM_5483 if $7202 == 0 // integer values else_jump @MM_5581 if $7203 == 5 // integer values else_jump @MM_5581 if not Car.Wrecked($7160) else_jump @MM_5581 0208: $7219 = random_float -1530.0 -1384.0 0208: $7220 = random_float 995.0 923.0 02C2: car $7160 drive_to_point $7219 $7220 -100.0 :MM_5581 if $7203 == 11 // integer values else_jump @MM_5652 if not Car.Wrecked($7160) else_jump @MM_5622 Car.SetDriverBehaviour($7160, KillThePlayer) :MM_5622 if not Car.Wrecked($7163) else_jump @MM_5645 Car.SetDriverBehaviour($7163, KillThePlayer) :MM_5645 $7203 = 6 // integer values :MM_5652 if $7203 == 2 // integer values else_jump @MM_5741 if not Car.Wrecked($7164) else_jump @MM_5734 if not Car.Wrecked($7166) else_jump @MM_5710 032C: car $7166 ram $7164 :MM_5710 if not Car.Wrecked($7167) else_jump @MM_5734 032C: car $7167 ram $7164 :MM_5734 $7203 = 5 // integer values :MM_5741 if $7202 == 0 // integer values else_jump @MM_5839 if $7203 == 5 // integer values else_jump @MM_5839 if not Car.Wrecked($7164) else_jump @MM_5839 0208: $7221 = random_float -1530.0 -1384.0 0208: $7222 = random_float 995.0 1056.0 02C2: car $7164 drive_to_point $7221 $7222 -100.0 :MM_5839 if $7203 == 12 // integer values else_jump @MM_5933 if not Car.Wrecked($7164) else_jump @MM_5880 Car.SetDriverBehaviour($7164, KillThePlayer) :MM_5880 if not Car.Wrecked($7166) else_jump @MM_5903 Car.SetDriverBehaviour($7166, KillThePlayer) :MM_5903 if not Car.Wrecked($7167) else_jump @MM_5926 Car.SetDriverBehaviour($7167, KillThePlayer) :MM_5926 $7203 = 6 // integer values :MM_5933 if $7203 == 3 // integer values else_jump @MM_6054 if not Car.Wrecked($7168) else_jump @MM_6047 if not Car.Wrecked($7169) else_jump @MM_5999 02C2: car $7169 drive_to_point $7227 $7228 -100.0 :MM_5999 if not Car.Wrecked($7170) else_jump @MM_6023 032C: car $7170 ram $7168 :MM_6023 if not Car.Wrecked($7171) else_jump @MM_6047 032C: car $7171 ram $7168 :MM_6047 $7203 = 5 // integer values :MM_6054 if $7202 == 0 // integer values else_jump @MM_6152 if $7203 == 5 // integer values else_jump @MM_6152 if not Car.Wrecked($7168) else_jump @MM_6152 0208: $7223 = random_float -1265.0 -1384.0 0208: $7224 = random_float 995.0 923.0 02C2: car $7168 drive_to_point $7223 $7224 -100.0 :MM_6152 if $7203 == 13 // integer values else_jump @MM_6246 if not Car.Wrecked($7168) else_jump @MM_6193 Car.SetDriverBehaviour($7168, KillThePlayer) :MM_6193 if not Car.Wrecked($7170) else_jump @MM_6216 Car.SetDriverBehaviour($7170, KillThePlayer) :MM_6216 if not Car.Wrecked($7171) else_jump @MM_6239 Car.SetDriverBehaviour($7171, KillThePlayer) :MM_6239 $7203 = 6 // integer values :MM_6246 if $7203 == 4 // integer values else_jump @MM_6359 if not Car.Wrecked($7172) else_jump @MM_6352 if not Car.Wrecked($7173) else_jump @MM_6304 032C: car $7173 ram $7172 :MM_6304 if not Car.Wrecked($7174) else_jump @MM_6328 032C: car $7174 ram $7172 :MM_6328 if not Car.Wrecked($7175) else_jump @MM_6352 032C: car $7175 ram $7172 :MM_6352 $7203 = 5 // integer values :MM_6359 if $7202 == 0 // integer values else_jump @MM_6464 if $7203 == 5 // integer values else_jump @MM_6457 if not Car.Wrecked($7172) else_jump @MM_6457 0208: $7225 = random_float -1265.0 -1384.0 0208: $7226 = random_float 995.0 1056.0 02C2: car $7172 drive_to_point $7225 $7226 -100.0 :MM_6457 $7202 = 1 // integer values :MM_6464 if $7203 == 14 // integer values else_jump @MM_6581 if not Car.Wrecked($7172) else_jump @MM_6505 Car.SetDriverBehaviour($7172, KillThePlayer) :MM_6505 if not Car.Wrecked($7173) else_jump @MM_6528 Car.SetDriverBehaviour($7173, KillThePlayer) :MM_6528 if not Car.Wrecked($7174) else_jump @MM_6551 Car.SetDriverBehaviour($7174, KillThePlayer) :MM_6551 if not Car.Wrecked($7175) else_jump @MM_6574 Car.SetDriverBehaviour($7175, KillThePlayer) :MM_6574 $7203 = 6 // integer values :MM_6581 if not Car.Wrecked($7160) else_jump @MM_6698 if 01F4: car $7160 flipped else_jump @MM_6672 if 81FC: not player $PLAYER_CHAR near_car $7160 radius 7.0 7.0 0 else_jump @MM_6672 Car.StorePos($7160, $95, $96, $97) Car.PutAt($7160, $95, $96, $97) :MM_6672 if 03CE: car $7160 stuck else_jump @MM_6698 0477: set_car $7160 animation 2 3000 ms :MM_6698 if not Car.Wrecked($7161) else_jump @MM_6815 if 01F4: car $7161 flipped else_jump @MM_6789 if 81FC: not player $PLAYER_CHAR near_car $7161 radius 7.0 7.0 0 else_jump @MM_6789 Car.StorePos($7161, $95, $96, $97) Car.PutAt($7161, $95, $96, $97) :MM_6789 if 03CE: car $7161 stuck else_jump @MM_6815 0477: set_car $7161 animation 2 3000 ms :MM_6815 if not Car.Wrecked($7162) else_jump @MM_6932 if 01F4: car $7162 flipped else_jump @MM_6906 if 81FC: not player $PLAYER_CHAR near_car $7162 radius 7.0 7.0 0 else_jump @MM_6906 Car.StorePos($7162, $95, $96, $97) Car.PutAt($7162, $95, $96, $97) :MM_6906 if 03CE: car $7162 stuck else_jump @MM_6932 0477: set_car $7162 animation 2 3000 ms :MM_6932 if not Car.Wrecked($7163) else_jump @MM_7049 if 01F4: car $7163 flipped else_jump @MM_7023 if 81FC: not player $PLAYER_CHAR near_car $7163 radius 7.0 7.0 0 else_jump @MM_7023 Car.StorePos($7163, $95, $96, $97) Car.PutAt($7163, $95, $96, $97) :MM_7023 if 03CE: car $7163 stuck else_jump @MM_7049 0477: set_car $7163 animation 2 3000 ms :MM_7049 if not Car.Wrecked($7164) else_jump @MM_7166 if 01F4: car $7164 flipped else_jump @MM_7140 if 81FC: not player $PLAYER_CHAR near_car $7164 radius 7.0 7.0 0 else_jump @MM_7140 Car.StorePos($7164, $95, $96, $97) Car.PutAt($7164, $95, $96, $97) :MM_7140 if 03CE: car $7164 stuck else_jump @MM_7166 0477: set_car $7164 animation 2 3000 ms :MM_7166 if not Car.Wrecked($7165) else_jump @MM_7283 if 01F4: car $7165 flipped else_jump @MM_7257 if 81FC: not player $PLAYER_CHAR near_car $7165 radius 7.0 7.0 0 else_jump @MM_7257 Car.StorePos($7165, $95, $96, $97) Car.PutAt($7165, $95, $96, $97) :MM_7257 if 03CE: car $7165 stuck else_jump @MM_7283 0477: set_car $7165 animation 2 3000 ms :MM_7283 if not Car.Wrecked($7166) else_jump @MM_7400 if 01F4: car $7166 flipped else_jump @MM_7374 if 81FC: not player $PLAYER_CHAR near_car $7166 radius 7.0 7.0 0 else_jump @MM_7374 Car.StorePos($7166, $95, $96, $97) Car.PutAt($7166, $95, $96, $97) :MM_7374 if 03CE: car $7166 stuck else_jump @MM_7400 0477: set_car $7166 animation 2 3000 ms :MM_7400 if not Car.Wrecked($7167) else_jump @MM_7517 if 01F4: car $7167 flipped else_jump @MM_7491 if 81FC: not player $PLAYER_CHAR near_car $7167 radius 7.0 7.0 0 else_jump @MM_7491 Car.StorePos($7167, $95, $96, $97) Car.PutAt($7167, $95, $96, $97) :MM_7491 if 03CE: car $7167 stuck else_jump @MM_7517 0477: set_car $7167 animation 2 3000 ms :MM_7517 if not Car.Wrecked($7168) else_jump @MM_7634 if 01F4: car $7168 flipped else_jump @MM_7608 if 81FC: not player $PLAYER_CHAR near_car $7168 radius 7.0 7.0 0 else_jump @MM_7608 Car.StorePos($7168, $95, $96, $97) Car.PutAt($7168, $95, $96, $97) :MM_7608 if 03CE: car $7168 stuck else_jump @MM_7634 0477: set_car $7168 animation 2 3000 ms :MM_7634 if not Car.Wrecked($7169) else_jump @MM_7751 if 01F4: car $7169 flipped else_jump @MM_7725 if 81FC: not player $PLAYER_CHAR near_car $7169 radius 7.0 7.0 0 else_jump @MM_7725 Car.StorePos($7169, $95, $96, $97) Car.PutAt($7169, $95, $96, $97) :MM_7725 if 03CE: car $7169 stuck else_jump @MM_7751 0477: set_car $7169 animation 2 3000 ms :MM_7751 if not Car.Wrecked($7170) else_jump @MM_7868 if 01F4: car $7170 flipped else_jump @MM_7842 if 81FC: not player $PLAYER_CHAR near_car $7170 radius 7.0 7.0 0 else_jump @MM_7842 Car.StorePos($7170, $95, $96, $97) Car.PutAt($7170, $95, $96, $97) :MM_7842 if 03CE: car $7170 stuck else_jump @MM_7868 0477: set_car $7170 animation 2 3000 ms :MM_7868 if not Car.Wrecked($7171) else_jump @MM_7985 if 01F4: car $7171 flipped else_jump @MM_7959 if 81FC: not player $PLAYER_CHAR near_car $7171 radius 7.0 7.0 0 else_jump @MM_7959 Car.StorePos($7171, $95, $96, $97) Car.PutAt($7171, $95, $96, $97) :MM_7959 if 03CE: car $7171 stuck else_jump @MM_7985 0477: set_car $7171 animation 2 3000 ms :MM_7985 if not Car.Wrecked($7172) else_jump @MM_8102 if 01F4: car $7172 flipped else_jump @MM_8076 if 81FC: not player $PLAYER_CHAR near_car $7172 radius 7.0 7.0 0 else_jump @MM_8076 Car.StorePos($7172, $95, $96, $97) Car.PutAt($7172, $95, $96, $97) :MM_8076 if 03CE: car $7172 stuck else_jump @MM_8102 0477: set_car $7172 animation 2 3000 ms :MM_8102 if not Car.Wrecked($7173) else_jump @MM_8219 if 01F4: car $7173 flipped else_jump @MM_8193 if 81FC: not player $PLAYER_CHAR near_car $7173 radius 7.0 7.0 0 else_jump @MM_8193 Car.StorePos($7173, $95, $96, $97) Car.PutAt($7173, $95, $96, $97) :MM_8193 if 03CE: car $7173 stuck else_jump @MM_8219 0477: set_car $7173 animation 2 3000 ms :MM_8219 if not Car.Wrecked($7174) else_jump @MM_8336 if 01F4: car $7174 flipped else_jump @MM_8310 if 81FC: not player $PLAYER_CHAR near_car $7174 radius 7.0 7.0 0 else_jump @MM_8310 Car.StorePos($7174, $95, $96, $97) Car.PutAt($7174, $95, $96, $97) :MM_8310 if 03CE: car $7174 stuck else_jump @MM_8336 0477: set_car $7174 animation 2 3000 ms :MM_8336 if not Car.Wrecked($7175) else_jump @MM_8453 if 01F4: car $7175 flipped else_jump @MM_8427 if 81FC: not player $PLAYER_CHAR near_car $7175 radius 7.0 7.0 0 else_jump @MM_8427 Car.StorePos($7175, $95, $96, $97) Car.PutAt($7175, $95, $96, $97) :MM_8427 if 03CE: car $7175 stuck else_jump @MM_8453 0477: set_car $7175 animation 2 3000 ms :MM_8453 if 16@ > 1500 // integer values else_jump @MM_8511 $7202 = 0 // integer values 16@ = 0 // integer values if $7212 == 0 // integer values else_jump @MM_8511 $7212 = 1 // integer values :MM_8511 if 0056: player $PLAYER_CHAR 0 -1530.0 995.0 -1384.0 923.0 else_jump @MM_8588 if $7204 == 0 // integer values else_jump @MM_8581 $7203 = 11 // integer values $7204 = 1 // integer values :MM_8581 jump @MM_8620 :MM_8588 if $7204 == 1 // integer values else_jump @MM_8620 $7203 = 1 // integer values $7204 = 0 // integer values :MM_8620 if 0056: player $PLAYER_CHAR 0 -1530.0 995.0 -1384.0 1076.0 else_jump @MM_8697 if $7205 == 0 // integer values else_jump @MM_8690 $7203 = 12 // integer values $7205 = 1 // integer values :MM_8690 jump @MM_8729 :MM_8697 if $7205 == 1 // integer values else_jump @MM_8729 $7203 = 2 // integer values $7205 = 0 // integer values :MM_8729 if 0056: player $PLAYER_CHAR 0 -1265.0 995.0 -1384.0 923.0 else_jump @MM_8806 if $7206 == 0 // integer values else_jump @MM_8799 $7203 = 13 // integer values $7206 = 1 // integer values :MM_8799 jump @MM_8838 :MM_8806 if $7206 == 1 // integer values else_jump @MM_8838 $7203 = 3 // integer values $7206 = 0 // integer values :MM_8838 if 0056: player $PLAYER_CHAR 0 -1265.0 995.0 -1384.0 1076.0 else_jump @MM_8915 if $7207 == 0 // integer values else_jump @MM_8908 $7203 = 14 // integer values $7207 = 1 // integer values :MM_8908 jump @MM_8947 :MM_8915 if $7207 == 1 // integer values else_jump @MM_8947 $7203 = 4 // integer values $7207 = 0 // integer values :MM_8947 if Car.Wrecked($7160) else_jump @MM_8977 $7194 -= 1 // integer values $7195 += 1 // integer values :MM_8977 if Car.Wrecked($7161) else_jump @MM_9007 $7194 -= 1 // integer values $7195 += 1 // integer values :MM_9007 if Car.Wrecked($7162) else_jump @MM_9037 $7194 -= 1 // integer values $7195 += 1 // integer values :MM_9037 if Car.Wrecked($7163) else_jump @MM_9067 $7194 -= 1 // integer values $7195 += 1 // integer values :MM_9067 if Car.Wrecked($7164) else_jump @MM_9097 $7194 -= 1 // integer values $7195 += 1 // integer values :MM_9097 if Car.Wrecked($7165) else_jump @MM_9127 $7194 -= 1 // integer values $7195 += 1 // integer values :MM_9127 if Car.Wrecked($7166) else_jump @MM_9157 $7194 -= 1 // integer values $7195 += 1 // integer values :MM_9157 if Car.Wrecked($7167) else_jump @MM_9187 $7194 -= 1 // integer values $7195 += 1 // integer values :MM_9187 if Car.Wrecked($7168) else_jump @MM_9217 $7194 -= 1 // integer values $7195 += 1 // integer values :MM_9217 if Car.Wrecked($7169) else_jump @MM_9247 $7194 -= 1 // integer values $7195 += 1 // integer values :MM_9247 if Car.Wrecked($7170) else_jump @MM_9277 $7194 -= 1 // integer values $7195 += 1 // integer values :MM_9277 if Car.Wrecked($7171) else_jump @MM_9307 $7194 -= 1 // integer values $7195 += 1 // integer values :MM_9307 if Car.Wrecked($7172) else_jump @MM_9337 $7194 -= 1 // integer values $7195 += 1 // integer values :MM_9337 if Car.Wrecked($7173) else_jump @MM_9367 $7194 -= 1 // integer values $7195 += 1 // integer values :MM_9367 if Car.Wrecked($7174) else_jump @MM_9397 $7194 -= 1 // integer values $7195 += 1 // integer values :MM_9397 if Car.Wrecked($7175) else_jump @MM_9427 $7194 -= 1 // integer values $7195 += 1 // integer values :MM_9427 if 16 > $7194 // integer values else_jump @MM_9452 gosub @MM_10712 :MM_9452 jump @MM_4631 :MM_9459 Player.CanMove($PLAYER_CHAR) = False 0169: set_fade_color 0 0 0 fade 0 1000 :MM_9481 if fading else_jump @MM_9505 wait 0 jump @MM_9481 :MM_9505 00BC: text_highpriority 'TAXI2' 5000 ms 1 // ~r~You're out of time! jump @MM_9527 :MM_9527 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! return :MM_9544 03CF: load_wav 'AIRHRNL' as 1 :MM_9556 if 83D0: not wav 1 loaded else_jump @MM_9582 wait 0 jump @MM_9556 :MM_9582 03CF: load_wav 'AIRHRNR' as 2 :MM_9594 if 83D0: not wav 2 loaded else_jump @MM_9620 wait 0 jump @MM_9594 :MM_9620 03D1: play_wav 1 03D1: play_wav 2 :MM_9628 if 83D2: not wav 2 ended else_jump @MM_9654 wait 0 jump @MM_9628 :MM_9654 Player.CanMove($PLAYER_CHAR) = False 02A3: toggle_widescreen 1 0394: play_music 1 if not Car.Wrecked($7160) else_jump @MM_9692 Car.LockInCurrentPosition($7160) = True :MM_9692 if not Car.Wrecked($7161) else_jump @MM_9715 Car.LockInCurrentPosition($7161) = True :MM_9715 if not Car.Wrecked($7162) else_jump @MM_9738 Car.LockInCurrentPosition($7162) = True :MM_9738 if not Car.Wrecked($7163) else_jump @MM_9761 Car.LockInCurrentPosition($7163) = True :MM_9761 if not Car.Wrecked($7164) else_jump @MM_9784 Car.LockInCurrentPosition($7164) = True :MM_9784 if not Car.Wrecked($7165) else_jump @MM_9807 Car.LockInCurrentPosition($7165) = True :MM_9807 if not Car.Wrecked($7166) else_jump @MM_9830 Car.LockInCurrentPosition($7166) = True :MM_9830 if not Car.Wrecked($7167) else_jump @MM_9853 Car.LockInCurrentPosition($7167) = True :MM_9853 if not Car.Wrecked($7168) else_jump @MM_9876 Car.LockInCurrentPosition($7168) = True :MM_9876 if not Car.Wrecked($7169) else_jump @MM_9899 Car.LockInCurrentPosition($7169) = True :MM_9899 if not Car.Wrecked($7170) else_jump @MM_9922 Car.LockInCurrentPosition($7170) = True :MM_9922 if not Car.Wrecked($7171) else_jump @MM_9945 Car.LockInCurrentPosition($7171) = True :MM_9945 if not Car.Wrecked($7172) else_jump @MM_9968 Car.LockInCurrentPosition($7172) = True :MM_9968 if not Car.Wrecked($7173) else_jump @MM_9991 Car.LockInCurrentPosition($7173) = True :MM_9991 if not Car.Wrecked($7174) else_jump @MM_10014 Car.LockInCurrentPosition($7174) = True :MM_10014 if not Car.Wrecked($7175) else_jump @MM_10037 Car.LockInCurrentPosition($7175) = True :MM_10037 00BA: text_styled 'BLOD_10' 6000 ms 5 // WINNER!! 01E3: text_1number_styled 'BLOD_09' 1000 6000 ms 6 // $~1~ Player.Money($PLAYER_CHAR) += 1000 0084: $7199 = $7208 // integer values and handles $7199 /= 1000 // integer values $7197 += 1 // integer values $7198 += 1 // integer values 0544: save_longest_time_in_bloodring $7199 16@ = 0 // integer values 03F0: text_draw_toggle 1 :MM_10124 wait 0 if 5000 > 16@ // integer values else_jump @MM_10322 gosub @MM_15844 0340: set_text_draw_color 0 0 0 255 045A: text_draw_1number 32.0 302.0 'BLOD_07' $7199 // NEW Best Time: ~1~ Seconds gosub @MM_15844 0340: set_text_draw_color 255 128 0 255 045A: text_draw_1number 30.0 300.0 'BLOD_07' $7199 // NEW Best Time: ~1~ Seconds gosub @MM_15844 0340: set_text_draw_color 0 0 0 255 045A: text_draw_1number 32.0 317.0 'BLOD_08' $7195 // Cars Destroyed: ~1~ gosub @MM_15844 0340: set_text_draw_color 255 128 0 255 045A: text_draw_1number 30.0 315.0 'BLOD_08' $7195 // Cars Destroyed: ~1~ jump @MM_10329 :MM_10322 jump @MM_10336 :MM_10329 jump @MM_10124 :MM_10336 $7208 += 60000 // integer values 0169: set_fade_color 0 0 0 fade 0 1000 :MM_10361 if fading else_jump @MM_10385 wait 0 jump @MM_10361 :MM_10385 02A3: toggle_widescreen 0 01F6: cancel_override_restart 0414: set_player $PLAYER_CHAR single_free_treatment 0 00BE: text_clear_all Player.ClearWantedLevel($PLAYER_CHAR) if $1598 == 0 // integer values else_jump @MM_10450 014C: set_parked_car_generator $1954 cars_to_generate_to 101 014C: set_parked_car_generator $1955 cars_to_generate_to 101 030C: set_mission_points += 1 0595: mission_complete $1598 = 1 // integer values :MM_10450 return :MM_10452 $ONMISSION = 0 // integer values 03F0: text_draw_toggle 0 04FA: reset_interior_colors 0 Marker.Disable($7230) Camera.SetAtPos(-1101.0, 1331.0, 19.1) Player.CanMove($PLAYER_CHAR) = True 01B7: release_weather 0543: add_to_bloodring_kills_stat $7195 0151: remove_status_text $7195 014F: stop_timer $7196 0151: remove_status_text $7201 03D5: remove_text 'BLOD_05' // ~g~TARGET TIME: ~1~ Minute 03D5: remove_text 'BLOD_06' // ~g~TARGET TIME: ~1~ Minutes Model.Destroy(#BLOODRB) Model.Destroy(#BLOODRA) Model.Destroy(#WMYCR) $392 = 1 // integer values 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 04E2: set_player $PLAYER_CHAR suspend_heavy_police_reinforcements 0 057E: make_radar_grey 0 if not wasted_or_busted else_jump @MM_10708 select_interior 0 Camera.SetAtPos(-1101.0, 1331.0, 19.1) if 00E0: player $PLAYER_CHAR driving else_jump @MM_10652 012A: put_player $PLAYER_CHAR at -1101.0 1331.0 19.1 and_remove_from_car jump @MM_10672 :MM_10652 0055: put_player $PLAYER_CHAR at -1101.0 1331.0 19.1 :MM_10672 0171: set_player $PLAYER_CHAR z_angle_to 278.65 Camera.Restore_WithJumpCut 03C8: rotate_player-180-degrees 0169: set_fade_color 0 0 0 fade 1 1500 Player.CanMove($PLAYER_CHAR) = True :MM_10708 mission_cleanup return :MM_10712 gosub @MM_14305 if Car.Wrecked($7160) else_jump @MM_10936 if 0056: player $PLAYER_CHAR 0 -1530.0 995.0 -1384.0 923.0 else_jump @MM_10816 01E3: text_1number_styled 'BONUS' 100 1000 ms 1 // ~g~BONUS $~1~ 018C: play_sound 1 at 0.0 0.0 0.0 Player.Money($PLAYER_CHAR) += 100 :MM_10816 03CD: car $7160 remove_from_stuck_car_check Car.RemoveReferences($7160) Actor.RemoveReferences($7176) $7160 = Car.Create(#BLOODRB, $7215, $7216, $7217) 0129: $7176 = create_actor 4 #WMYCR in_car $7160 driverseat 0489: set_actor $7176 muted 1 04E0: car $7160 abandon_path_radius 255 Car.ImmuneToNonPlayer($7160) = True Car.SetMaxSpeed($7160, 100.0) 03CC: car $7160 add_to_stuck_car_check 1.5 = 4000 00AE: set_vehicle $7160 traffic_behavior_to 3 04BA: set_car $7160 speed_instantly 25.0 Car.SetDriverBehaviour($7160, KillThePlayer) $7194 += 1 // integer values :MM_10936 gosub @MM_14305 if Car.Wrecked($7161) else_jump @MM_11160 if 0056: player $PLAYER_CHAR 0 -1530.0 995.0 -1384.0 923.0 else_jump @MM_11040 01E3: text_1number_styled 'BONUS' 100 1000 ms 1 // ~g~BONUS $~1~ 018C: play_sound 1 at 0.0 0.0 0.0 Player.Money($PLAYER_CHAR) += 100 :MM_11040 03CD: car $7161 remove_from_stuck_car_check Car.RemoveReferences($7161) Actor.RemoveReferences($7177) $7161 = Car.Create(#BLOODRB, $7215, $7216, $7217) 0129: $7177 = create_actor 4 #WMYCR in_car $7161 driverseat 0489: set_actor $7177 muted 1 04E0: car $7161 abandon_path_radius 255 Car.ImmuneToNonPlayer($7161) = True Car.SetMaxSpeed($7161, 100.0) 03CC: car $7161 add_to_stuck_car_check 1.5 = 4000 00AE: set_vehicle $7161 traffic_behavior_to 3 04BA: set_car $7161 speed_instantly 25.0 Car.SetDriverBehaviour($7161, KillThePlayer) $7194 += 1 // integer values :MM_11160 gosub @MM_14305 if Car.Wrecked($7162) else_jump @MM_11384 if 0056: player $PLAYER_CHAR 0 -1530.0 995.0 -1384.0 923.0 else_jump @MM_11264 01E3: text_1number_styled 'BONUS' 100 1000 ms 1 // ~g~BONUS $~1~ 018C: play_sound 1 at 0.0 0.0 0.0 Player.Money($PLAYER_CHAR) += 100 :MM_11264 03CD: car $7162 remove_from_stuck_car_check Car.RemoveReferences($7162) Actor.RemoveReferences($7178) $7162 = Car.Create(#BLOODRB, $7215, $7216, $7217) 0129: $7178 = create_actor 4 #WMYCR in_car $7162 driverseat 0489: set_actor $7178 muted 1 04E0: car $7162 abandon_path_radius 255 Car.ImmuneToNonPlayer($7162) = True Car.SetMaxSpeed($7162, 100.0) 03CC: car $7162 add_to_stuck_car_check 1.5 = 4000 00AE: set_vehicle $7162 traffic_behavior_to 3 04BA: set_car $7162 speed_instantly 25.0 Car.SetDriverBehaviour($7162, KillThePlayer) $7194 += 1 // integer values :MM_11384 gosub @MM_14305 if Car.Wrecked($7163) else_jump @MM_11608 if 0056: player $PLAYER_CHAR 0 -1530.0 995.0 -1384.0 923.0 else_jump @MM_11488 01E3: text_1number_styled 'BONUS' 100 1000 ms 1 // ~g~BONUS $~1~ 018C: play_sound 1 at 0.0 0.0 0.0 Player.Money($PLAYER_CHAR) += 100 :MM_11488 03CD: car $7163 remove_from_stuck_car_check Car.RemoveReferences($7163) Actor.RemoveReferences($7179) $7163 = Car.Create(#BLOODRB, $7215, $7216, $7217) 0129: $7179 = create_actor 4 #WMYCR in_car $7163 driverseat 0489: set_actor $7179 muted 1 04E0: car $7163 abandon_path_radius 255 Car.ImmuneToNonPlayer($7163) = True Car.SetMaxSpeed($7163, 100.0) 03CC: car $7163 add_to_stuck_car_check 1.5 = 4000 00AE: set_vehicle $7163 traffic_behavior_to 3 04BA: set_car $7163 speed_instantly 25.0 Car.SetDriverBehaviour($7163, KillThePlayer) $7194 += 1 // integer values :MM_11608 gosub @MM_14305 if Car.Wrecked($7164) else_jump @MM_11832 if 0056: player $PLAYER_CHAR 0 -1530.0 995.0 -1384.0 1076.0 else_jump @MM_11712 01E3: text_1number_styled 'BONUS' 100 1000 ms 1 // ~g~BONUS $~1~ 018C: play_sound 1 at 0.0 0.0 0.0 Player.Money($PLAYER_CHAR) += 100 :MM_11712 03CD: car $7164 remove_from_stuck_car_check Car.RemoveReferences($7164) Actor.RemoveReferences($7180) $7164 = Car.Create(#BLOODRB, $7215, $7216, $7217) 0129: $7180 = create_actor 4 #WMYCR in_car $7164 driverseat 0489: set_actor $7180 muted 1 04E0: car $7164 abandon_path_radius 255 Car.ImmuneToNonPlayer($7164) = True Car.SetMaxSpeed($7164, 100.0) 03CC: car $7164 add_to_stuck_car_check 1.5 = 4000 00AE: set_vehicle $7164 traffic_behavior_to 3 04BA: set_car $7164 speed_instantly 25.0 Car.SetDriverBehaviour($7164, KillThePlayer) $7194 += 1 // integer values :MM_11832 gosub @MM_14305 if Car.Wrecked($7165) else_jump @MM_12063 if 0056: player $PLAYER_CHAR 0 -1530.0 995.0 -1384.0 1076.0 else_jump @MM_11936 01E3: text_1number_styled 'BONUS' 100 1000 ms 1 // ~g~BONUS $~1~ 018C: play_sound 1 at 0.0 0.0 0.0 Player.Money($PLAYER_CHAR) += 100 :MM_11936 03CD: car $7165 remove_from_stuck_car_check Car.RemoveReferences($7165) Actor.RemoveReferences($7181) $7165 = Car.Create(#BLOODRB, $7215, $7216, $7217) 0129: $7181 = create_actor 4 #WMYCR in_car $7165 driverseat 0489: set_actor $7181 muted 1 04E0: car $7165 abandon_path_radius 255 Car.ImmuneToNonPlayer($7165) = True Car.SetMaxSpeed($7165, 100.0) 03CC: car $7165 add_to_stuck_car_check 1.5 = 4000 00AE: set_vehicle $7165 traffic_behavior_to 3 04BA: set_car $7165 speed_instantly 25.0 Car.SetDriverBehaviour($7165, KillThePlayer) Car.SetDriverBehaviour($7165, KillThePlayer) $7194 += 1 // integer values :MM_12063 gosub @MM_14305 if Car.Wrecked($7166) else_jump @MM_12287 if 0056: player $PLAYER_CHAR 0 -1530.0 995.0 -1384.0 1076.0 else_jump @MM_12167 01E3: text_1number_styled 'BONUS' 100 1000 ms 1 // ~g~BONUS $~1~ 018C: play_sound 1 at 0.0 0.0 0.0 Player.Money($PLAYER_CHAR) += 100 :MM_12167 03CD: car $7166 remove_from_stuck_car_check Car.RemoveReferences($7166) Actor.RemoveReferences($7182) $7166 = Car.Create(#BLOODRB, $7215, $7216, $7217) 0129: $7182 = create_actor 4 #WMYCR in_car $7166 driverseat 0489: set_actor $7182 muted 1 04E0: car $7166 abandon_path_radius 255 Car.ImmuneToNonPlayer($7166) = True Car.SetMaxSpeed($7166, 100.0) 03CC: car $7166 add_to_stuck_car_check 1.5 = 4000 00AE: set_vehicle $7166 traffic_behavior_to 3 04BA: set_car $7166 speed_instantly 25.0 Car.SetDriverBehaviour($7166, KillThePlayer) $7194 += 1 // integer values :MM_12287 gosub @MM_14305 if Car.Wrecked($7167) else_jump @MM_12511 if 0056: player $PLAYER_CHAR 0 -1530.0 995.0 -1384.0 1076.0 else_jump @MM_12391 01E3: text_1number_styled 'BONUS' 100 1000 ms 1 // ~g~BONUS $~1~ 018C: play_sound 1 at 0.0 0.0 0.0 Player.Money($PLAYER_CHAR) += 100 :MM_12391 03CD: car $7167 remove_from_stuck_car_check Car.RemoveReferences($7167) Actor.RemoveReferences($7183) $7167 = Car.Create(#BLOODRB, $7215, $7216, $7217) 0129: $7183 = create_actor 4 #WMYCR in_car $7167 driverseat 0489: set_actor $7183 muted 1 04E0: car $7167 abandon_path_radius 255 Car.ImmuneToNonPlayer($7167) = True Car.SetMaxSpeed($7167, 100.0) 03CC: car $7167 add_to_stuck_car_check 1.5 = 4000 00AE: set_vehicle $7167 traffic_behavior_to 3 04BA: set_car $7167 speed_instantly 25.0 Car.SetDriverBehaviour($7167, KillThePlayer) $7194 += 1 // integer values :MM_12511 gosub @MM_14305 if Car.Wrecked($7168) else_jump @MM_12735 if 0056: player $PLAYER_CHAR 0 -1265.0 995.0 -1384.0 923.0 else_jump @MM_12615 01E3: text_1number_styled 'BONUS' 100 1000 ms 1 // ~g~BONUS $~1~ 018C: play_sound 1 at 0.0 0.0 0.0 Player.Money($PLAYER_CHAR) += 100 :MM_12615 03CD: car $7168 remove_from_stuck_car_check Car.RemoveReferences($7168) Actor.RemoveReferences($7184) $7168 = Car.Create(#BLOODRB, $7215, $7216, $7217) 0129: $7184 = create_actor 4 #WMYCR in_car $7168 driverseat 0489: set_actor $7184 muted 1 04E0: car $7168 abandon_path_radius 255 Car.ImmuneToNonPlayer($7168) = True Car.SetMaxSpeed($7168, 100.0) 03CC: car $7168 add_to_stuck_car_check 1.5 = 4000 00AE: set_vehicle $7168 traffic_behavior_to 3 04BA: set_car $7168 speed_instantly 25.0 Car.SetDriverBehaviour($7168, KillThePlayer) $7194 += 1 // integer values :MM_12735 gosub @MM_14305 if Car.Wrecked($7169) else_jump @MM_12959 if 0056: player $PLAYER_CHAR 0 -1265.0 995.0 -1384.0 923.0 else_jump @MM_12839 01E3: text_1number_styled 'BONUS' 100 1000 ms 1 // ~g~BONUS $~1~ 018C: play_sound 1 at 0.0 0.0 0.0 Player.Money($PLAYER_CHAR) += 100 :MM_12839 03CD: car $7169 remove_from_stuck_car_check Car.RemoveReferences($7169) Actor.RemoveReferences($7185) $7169 = Car.Create(#BLOODRB, $7215, $7216, $7217) 0129: $7185 = create_actor 4 #WMYCR in_car $7169 driverseat 0489: set_actor $7185 muted 1 04E0: car $7169 abandon_path_radius 255 Car.ImmuneToNonPlayer($7169) = True Car.SetMaxSpeed($7169, 100.0) 03CC: car $7169 add_to_stuck_car_check 1.5 = 4000 00AE: set_vehicle $7169 traffic_behavior_to 3 04BA: set_car $7169 speed_instantly 25.0 Car.SetDriverBehaviour($7169, KillThePlayer) $7194 += 1 // integer values :MM_12959 gosub @MM_14305 if Car.Wrecked($7170) else_jump @MM_13183 if 0056: player $PLAYER_CHAR 0 -1265.0 995.0 -1384.0 923.0 else_jump @MM_13063 01E3: text_1number_styled 'BONUS' 100 1000 ms 1 // ~g~BONUS $~1~ 018C: play_sound 1 at 0.0 0.0 0.0 Player.Money($PLAYER_CHAR) += 100 :MM_13063 03CD: car $7170 remove_from_stuck_car_check Car.RemoveReferences($7170) Actor.RemoveReferences($7186) $7170 = Car.Create(#BLOODRB, $7215, $7216, $7217) 0129: $7186 = create_actor 4 #WMYCR in_car $7170 driverseat 0489: set_actor $7186 muted 1 04E0: car $7170 abandon_path_radius 255 Car.ImmuneToNonPlayer($7170) = True Car.SetMaxSpeed($7170, 100.0) 03CC: car $7170 add_to_stuck_car_check 1.5 = 4000 00AE: set_vehicle $7170 traffic_behavior_to 3 04BA: set_car $7170 speed_instantly 25.0 Car.SetDriverBehaviour($7170, KillThePlayer) $7194 += 1 // integer values :MM_13183 gosub @MM_14305 if Car.Wrecked($7171) else_jump @MM_13407 if 0056: player $PLAYER_CHAR 0 -1265.0 995.0 -1384.0 923.0 else_jump @MM_13287 01E3: text_1number_styled 'BONUS' 100 1000 ms 1 // ~g~BONUS $~1~ 018C: play_sound 1 at 0.0 0.0 0.0 Player.Money($PLAYER_CHAR) += 100 :MM_13287 03CD: car $7171 remove_from_stuck_car_check Car.RemoveReferences($7171) Actor.RemoveReferences($7187) $7171 = Car.Create(#BLOODRB, $7215, $7216, $7217) 0129: $7187 = create_actor 4 #WMYCR in_car $7171 driverseat 0489: set_actor $7187 muted 1 04E0: car $7171 abandon_path_radius 255 Car.ImmuneToNonPlayer($7171) = True Car.SetMaxSpeed($7171, 100.0) 03CC: car $7171 add_to_stuck_car_check 1.5 = 4000 00AE: set_vehicle $7171 traffic_behavior_to 3 04BA: set_car $7171 speed_instantly 25.0 Car.SetDriverBehaviour($7171, KillThePlayer) $7194 += 1 // integer values :MM_13407 gosub @MM_14305 if Car.Wrecked($7172) else_jump @MM_13631 if 0056: player $PLAYER_CHAR 0 -1265.0 995.0 -1384.0 1076.0 else_jump @MM_13511 01E3: text_1number_styled 'BONUS' 100 1000 ms 1 // ~g~BONUS $~1~ 018C: play_sound 1 at 0.0 0.0 0.0 Player.Money($PLAYER_CHAR) += 100 :MM_13511 03CD: car $7172 remove_from_stuck_car_check Car.RemoveReferences($7172) Actor.RemoveReferences($7188) $7172 = Car.Create(#BLOODRB, $7215, $7216, $7217) 0129: $7188 = create_actor 4 #WMYCR in_car $7172 driverseat 0489: set_actor $7188 muted 1 04E0: car $7172 abandon_path_radius 255 Car.ImmuneToNonPlayer($7172) = True Car.SetMaxSpeed($7172, 100.0) 03CC: car $7172 add_to_stuck_car_check 1.5 = 4000 00AE: set_vehicle $7172 traffic_behavior_to 3 04BA: set_car $7172 speed_instantly 25.0 Car.SetDriverBehaviour($7172, KillThePlayer) $7194 += 1 // integer values :MM_13631 gosub @MM_14305 if Car.Wrecked($7173) else_jump @MM_13855 if 0056: player $PLAYER_CHAR 0 -1265.0 995.0 -1384.0 1076.0 else_jump @MM_13735 01E3: text_1number_styled 'BONUS' 100 1000 ms 1 // ~g~BONUS $~1~ 018C: play_sound 1 at 0.0 0.0 0.0 Player.Money($PLAYER_CHAR) += 100 :MM_13735 03CD: car $7173 remove_from_stuck_car_check Car.RemoveReferences($7173) Actor.RemoveReferences($7189) $7173 = Car.Create(#BLOODRB, $7215, $7216, $7217) 0129: $7189 = create_actor 4 #WMYCR in_car $7173 driverseat 0489: set_actor $7189 muted 1 04E0: car $7173 abandon_path_radius 255 Car.ImmuneToNonPlayer($7173) = True Car.SetMaxSpeed($7173, 100.0) 03CC: car $7173 add_to_stuck_car_check 1.5 = 4000 00AE: set_vehicle $7173 traffic_behavior_to 3 04BA: set_car $7173 speed_instantly 25.0 Car.SetDriverBehaviour($7173, KillThePlayer) $7194 += 1 // integer values :MM_13855 gosub @MM_14305 if Car.Wrecked($7174) else_jump @MM_14079 if 0056: player $PLAYER_CHAR 0 -1265.0 995.0 -1384.0 1076.0 else_jump @MM_13959 01E3: text_1number_styled 'BONUS' 100 1000 ms 1 // ~g~BONUS $~1~ 018C: play_sound 1 at 0.0 0.0 0.0 Player.Money($PLAYER_CHAR) += 100 :MM_13959 03CD: car $7174 remove_from_stuck_car_check Car.RemoveReferences($7174) Actor.RemoveReferences($7190) $7174 = Car.Create(#BLOODRB, $7215, $7216, $7217) 0129: $7190 = create_actor 4 #WMYCR in_car $7174 driverseat 0489: set_actor $7190 muted 1 04E0: car $7174 abandon_path_radius 255 Car.ImmuneToNonPlayer($7174) = True Car.SetMaxSpeed($7174, 100.0) 03CC: car $7174 add_to_stuck_car_check 1.5 = 4000 00AE: set_vehicle $7174 traffic_behavior_to 3 04BA: set_car $7174 speed_instantly 25.0 Car.SetDriverBehaviour($7174, KillThePlayer) $7194 += 1 // integer values :MM_14079 gosub @MM_14305 if Car.Wrecked($7175) else_jump @MM_14303 if 0056: player $PLAYER_CHAR 0 -1265.0 995.0 -1384.0 1076.0 else_jump @MM_14183 01E3: text_1number_styled 'BONUS' 100 1000 ms 1 // ~g~BONUS $~1~ 018C: play_sound 1 at 0.0 0.0 0.0 Player.Money($PLAYER_CHAR) += 100 :MM_14183 03CD: car $7175 remove_from_stuck_car_check Car.RemoveReferences($7175) Actor.RemoveReferences($7191) $7175 = Car.Create(#BLOODRB, $7215, $7216, $7217) 0129: $7191 = create_actor 4 #WMYCR in_car $7175 driverseat 0489: set_actor $7191 muted 1 04E0: car $7175 abandon_path_radius 255 Car.ImmuneToNonPlayer($7175) = True Car.SetMaxSpeed($7175, 100.0) 03CC: car $7175 add_to_stuck_car_check 1.5 = 4000 00AE: set_vehicle $7175 traffic_behavior_to 3 04BA: set_car $7175 speed_instantly 25.0 Car.SetDriverBehaviour($7175, KillThePlayer) $7194 += 1 // integer values :MM_14303 return :MM_14305 0209: $7193 = random_int 1 4 wait 0 024F: create_corona 5.0 6 0 with_color 150 150 0 at_point $7227 $7228 $7229 if $7212 == 1 // integer values else_jump @MM_14371 gosub @MM_14838 :MM_14371 if $7193 == 1 // integer values else_jump @MM_14486 if 838A: not car_in_cube -1461.84 938.32 261.0 5.0 5.0 5.0 else_jump @MM_14479 $7215 = -1461.84 // floating-point values $7216 = 938.32 // floating-point values $7217 = 261.0 // floating-point values $7218 = 345.6 // floating-point values jump @MM_14486 :MM_14479 jump @MM_14305 :MM_14486 if $7193 == 2 // integer values else_jump @MM_14591 if 838A: not car_in_cube -1424.36 933.86 261.0 5.0 5.0 5.0 else_jump @MM_14584 $7215 = -1424.36 // floating-point values $7216 = 933.86 // floating-point values $7217 = 261.0 // floating-point values jump @MM_14591 :MM_14584 jump @MM_14305 :MM_14591 if $7193 == 3 // integer values else_jump @MM_14706 if 838A: not car_in_cube -1443.29 931.29 261.0 5.0 5.0 5.0 else_jump @MM_14699 $7215 = -1443.29 // floating-point values $7216 = 931.29 // floating-point values $7217 = 261.0 // floating-point values $7218 = 351.4 // floating-point values jump @MM_14706 :MM_14699 jump @MM_14305 :MM_14706 return :MM_14708 0208: $7227 = random_float -1290.0 -1508.0 0208: $7228 = random_float 939.0 1052.0 02CE: $7229 = ground_z $7227 $7228 275.8 if $7229 > 260.2 // floating-point values else_jump @MM_14782 jump @MM_14708 :MM_14782 if 249.0 > $7229 // floating-point values else_jump @MM_14810 jump @MM_14708 :MM_14810 Marker.Disable($7230) 018A: $7230 = create_checkpoint_at $7227 $7228 $7229 Marker.SetColor($7230, 4) return :MM_14838 0209: $7211 = random_int 1 22 if $7210 == 0 // integer values else_jump @MM_15701 if 003A: $7213 == $7211 // integer values and handles else_jump @MM_14916 $7211 += 1 // integer values if $7211 > 21 // integer values else_jump @MM_14916 $7211 = 1 // integer values :MM_14916 if $7211 == 1 // integer values else_jump @MM_14953 03CF: load_wav 'RACE1' as 1 $7210 = 1 // integer values :MM_14953 if $7211 == 2 // integer values else_jump @MM_14990 03CF: load_wav 'RACE2' as 1 $7210 = 1 // integer values :MM_14990 if $7211 == 3 // integer values else_jump @MM_15027 03CF: load_wav 'RACE3' as 1 $7210 = 1 // integer values :MM_15027 if $7211 == 4 // integer values else_jump @MM_15064 03CF: load_wav 'RACE4' as 1 $7210 = 1 // integer values :MM_15064 if $7211 == 5 // integer values else_jump @MM_15101 03CF: load_wav 'RACE5' as 1 $7210 = 1 // integer values :MM_15101 if $7211 == 6 // integer values else_jump @MM_15138 03CF: load_wav 'RACE6' as 1 $7210 = 1 // integer values :MM_15138 if $7211 == 7 // integer values else_jump @MM_15175 03CF: load_wav 'RACE7' as 1 $7210 = 1 // integer values :MM_15175 if $7211 == 8 // integer values else_jump @MM_15212 03CF: load_wav 'RACE8' as 1 $7210 = 1 // integer values :MM_15212 if $7211 == 9 // integer values else_jump @MM_15249 03CF: load_wav 'RACE9' as 1 $7210 = 1 // integer values :MM_15249 if $7211 == 10 // integer values else_jump @MM_15286 03CF: load_wav 'RACE10' as 1 $7210 = 1 // integer values :MM_15286 if $7211 == 11 // integer values else_jump @MM_15323 03CF: load_wav 'RACE11' as 1 $7210 = 1 // integer values :MM_15323 if $7211 == 12 // integer values else_jump @MM_15360 03CF: load_wav 'RACE12' as 1 $7210 = 1 // integer values :MM_15360 if $7211 == 13 // integer values else_jump @MM_15397 03CF: load_wav 'RACE13' as 1 $7210 = 1 // integer values :MM_15397 if $7211 == 14 // integer values else_jump @MM_15434 03CF: load_wav 'RACE14' as 1 $7210 = 1 // integer values :MM_15434 if $7211 == 15 // integer values else_jump @MM_15471 03CF: load_wav 'RACE15' as 1 $7210 = 1 // integer values :MM_15471 if $7211 == 16 // integer values else_jump @MM_15508 03CF: load_wav 'CHEER1' as 1 $7210 = 1 // integer values :MM_15508 if $7211 == 17 // integer values else_jump @MM_15545 03CF: load_wav 'CHEER2' as 1 $7210 = 1 // integer values :MM_15545 if $7211 == 18 // integer values else_jump @MM_15582 03CF: load_wav 'CHEER3' as 1 $7210 = 1 // integer values :MM_15582 if $7211 == 19 // integer values else_jump @MM_15619 03CF: load_wav 'CHEER4' as 1 $7210 = 1 // integer values :MM_15619 if $7211 == 20 // integer values else_jump @MM_15656 03CF: load_wav 'OOH1' as 1 $7210 = 1 // integer values :MM_15656 if $7211 == 21 // integer values else_jump @MM_15693 03CF: load_wav 'OOH2' as 1 $7210 = 1 // integer values :MM_15693 0084: $7213 = $7211 // integer values and handles :MM_15701 if $7210 == 1 // integer values else_jump @MM_15741 if 03D0: wav 1 loaded else_jump @MM_15741 $7210 = 2 // integer values :MM_15741 if $7210 == 2 // integer values else_jump @MM_15770 03D1: play_wav 1 $7210 = 3 // integer values :MM_15770 if $7210 == 3 // integer values else_jump @MM_15810 if 03D2: wav 1 ended else_jump @MM_15810 $7210 = 4 // integer values :MM_15810 if $7210 == 4 // integer values else_jump @MM_15842 $7210 = 0 // integer values $7212 = 0 // integer values :MM_15842 return :MM_15844 0341: unknown_text_stuff 1 03E4: set_text_draw_align_right 0 0343: set_text_linewidth 500.0 0348: set_text_draw_proportional 1 0342: set_text_draw_centered 0 0345: set_text_draw_in_box 0 033F: set_text_draw_letter_width_height 0.6 1.6 return //-------------Mission 12--------------- // Originally: The Chase :KICKST thread 'KICKST' gosub @KICKST_53 if wasted_or_busted else_jump @KICKST_37 gosub @KICKST_9979 :KICKST_37 gosub @KICKST_10445 end_thread $7417 = 0 // integer values :KICKST_53 $ONMISSION = 1 // integer values if $55 == 0 // integer values else_jump @KICKST_80 increment_mission_attempts :KICKST_80 $7231 = 0 // integer values $7237 = 0 // integer values $7235 = 30000 // integer values $7238 = -1484.643 // floating-point values $7239 = 1488.02 // floating-point values $7240 = 302.654 // floating-point values $7241 = 0 // integer values $7243 = -1333.7 // floating-point values $7244 = 1478.77 // floating-point values $7245 = 302.5 // floating-point values $7246 = 0 // integer values $7248 = -1335.735 // floating-point values $7249 = 1519.111 // floating-point values $7250 = 300.748 // floating-point values $7251 = 0 // integer values $7253 = -1304.975 // floating-point values $7254 = 1494.277 // floating-point values $7255 = 302.124 // floating-point values $7256 = 0 // integer values $7258 = -1302.957 // floating-point values $7259 = 1514.426 // floating-point values $7260 = 302.18 // floating-point values $7261 = 0 // integer values $7263 = -1388.63 // floating-point values $7264 = 1486.478 // floating-point values $7265 = 305.919 // floating-point values $7266 = 0 // integer values $7268 = -1437.116 // floating-point values $7269 = 1434.815 // floating-point values $7270 = 315.836 // floating-point values $7271 = 0 // integer values $7273 = -1417.707 // floating-point values $7274 = 1544.8 // floating-point values $7275 = 302.693 // floating-point values $7276 = 0 // integer values $7278 = -1313.301 // floating-point values $7279 = 1502.544 // floating-point values $7280 = 301.162 // floating-point values $7281 = 0 // integer values $7283 = -1312.47 // floating-point values $7284 = 1512.856 // floating-point values $7285 = 302.067 // floating-point values $7286 = 0 // integer values $7288 = -1323.204 // floating-point values $7289 = 1492.103 // floating-point values $7290 = 303.936 // floating-point values $7291 = 0 // integer values $7293 = -1323.245 // floating-point values $7294 = 1477.574 // floating-point values $7295 = 305.774 // floating-point values $7296 = 0 // integer values $7298 = -1344.384 // floating-point values $7299 = 1533.452 // floating-point values $7300 = 303.0 // floating-point values $7301 = 0 // integer values $7303 = -1348.278 // floating-point values $7304 = 1511.859 // floating-point values $7305 = 298.644 // floating-point values $7306 = 0 // integer values $7308 = -1378.509 // floating-point values $7309 = 1509.739 // floating-point values $7310 = 300.0 // floating-point values $7311 = 0 // integer values $7313 = -1388.155 // floating-point values $7314 = 1527.837 // floating-point values $7315 = 300.929 // floating-point values $7316 = 0 // integer values $7318 = -1409.253 // floating-point values $7319 = 1522.967 // floating-point values $7320 = 298.37 // floating-point values $7321 = 0 // integer values $7323 = -1426.424 // floating-point values $7324 = 1520.959 // floating-point values $7325 = 303.545 // floating-point values $7326 = 0 // integer values $7328 = -1460.186 // floating-point values $7329 = 1510.866 // floating-point values $7330 = 298.952 // floating-point values $7331 = 0 // integer values $7333 = -1460.878 // floating-point values $7334 = 1471.218 // floating-point values $7335 = 298.564 // floating-point values $7336 = 0 // integer values $7338 = -1429.784 // floating-point values $7339 = 1451.61 // floating-point values $7340 = 298.27 // floating-point values $7341 = 0 // integer values $7343 = -1400.634 // floating-point values $7344 = 1461.061 // floating-point values $7345 = 298.286 // floating-point values $7346 = 0 // integer values $7348 = -1425.175 // floating-point values $7349 = 1478.428 // floating-point values $7350 = 301.445 // floating-point values $7351 = 0 // integer values $7353 = -1414.86 // floating-point values $7354 = 1497.479 // floating-point values $7355 = 302.988 // floating-point values $7356 = 0 // integer values $7358 = -1379.127 // floating-point values $7359 = 1492.167 // floating-point values $7360 = 302.758 // floating-point values $7361 = 0 // integer values $7363 = -1366.536 // floating-point values $7364 = 1450.439 // floating-point values $7365 = 299.945 // floating-point values $7366 = 0 // integer values $7368 = -1346.842 // floating-point values $7369 = 1484.873 // floating-point values $7370 = 299.035 // floating-point values $7371 = 0 // integer values $7373 = -1513.362 // floating-point values $7374 = 1508.387 // floating-point values $7375 = 302.0 // floating-point values $7376 = 0 // integer values $7378 = -1493.339 // floating-point values $7379 = 1462.965 // floating-point values $7380 = 302.345 // floating-point values $7381 = 0 // integer values $7383 = -1509.219 // floating-point values $7384 = 1479.257 // floating-point values $7385 = 301.356 // floating-point values $7386 = 0 // integer values $7388 = -1484.417 // floating-point values $7389 = 1454.364 // floating-point values $7390 = 303.049 // floating-point values $7391 = 0 // integer values $7393 = -1496.913 // floating-point values $7394 = 1517.326 // floating-point values $7395 = 301.5 // floating-point values $7396 = 0 // integer values $7398 = 0 // integer values $7400 = 0 // integer values $7399 = 0 // integer values $7403 = 0 // integer values $7401 = 0 // integer values $7405 = 32 // integer values $7406 = 0.0 // floating-point values $7407 = 0.0 // floating-point values $7408 = 0.0 // floating-point values $7409 = 0.0 // floating-point values $7410 = 0.0 // floating-point values $7411 = 0.0 // floating-point values $7412 = 0 // integer values $7414 = 0 // integer values $7415 = 0 // integer values $7416 = 0 // integer values wait 0 054C: use_GXT_table 'KICKSTT' Player.CanMove($PLAYER_CHAR) = False 057E: make_radar_grey 1 select_interior 14 04F9: interiour_colors 9 0 Camera.SetAtPos(-1331.889, 1498.615, 298.14) Model.Load(#SANCHEZ) :KICKST_1473 if not Model.Available(#SANCHEZ) else_jump @KICKST_1500 wait 0 jump @KICKST_1473 :KICKST_1500 Camera.SetPosition(-1339.475, 1448.583, 299.939, 0.0, 0.0, 0.0) Camera.PointAt(-1338.617, 1449.095, 299.894, 2) 0055: put_player $PLAYER_CHAR at -1333.326 1451.837 298.161 0171: set_player $PLAYER_CHAR z_angle_to 0.0 Camera.SetBehindPlayer Camera.Restore_WithJumpCut $7402 = Car.Create(#SANCHEZ, -1331.994, 1454.152, 298.15) Car.SetImmunities($7402, 1, 1, 1, 1, 1) $7404 = Marker.CreateAboveCar($7402) 03AB: set_vehicle $7402 strong 1 03BC: $7413 = create_sphere -1445.728 1531.963 301.721 3.0 024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $7238 $7239 $7240 0167: $7242 = create_marker_at $7238 $7239 $7240 0 3 0168: show_on_radar $7242 1 024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $7243 $7244 $7245 0167: $7247 = create_marker_at $7243 $7244 $7245 0 3 0168: show_on_radar $7247 1 024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $7248 $7249 $7250 0167: $7252 = create_marker_at $7248 $7249 $7250 0 3 0168: show_on_radar $7252 1 024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $7253 $7254 $7255 0167: $7257 = create_marker_at $7253 $7254 $7255 0 3 0168: show_on_radar $7257 1 024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $7258 $7259 $7260 0167: $7262 = create_marker_at $7258 $7259 $7260 0 3 0168: show_on_radar $7262 1 024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $7263 $7264 $7265 0167: $7267 = create_marker_at $7263 $7264 $7265 0 3 0168: show_on_radar $7267 1 024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $7268 $7269 $7270 0167: $7272 = create_marker_at $7268 $7269 $7270 0 3 0168: show_on_radar $7272 1 024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $7273 $7274 $7275 0167: $7277 = create_marker_at $7273 $7274 $7275 0 3 0168: show_on_radar $7277 1 024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $7278 $7279 $7280 0167: $7282 = create_marker_at $7278 $7279 $7280 0 3 0168: show_on_radar $7282 1 024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $7283 $7284 $7285 0167: $7287 = create_marker_at $7283 $7284 $7285 0 3 0168: show_on_radar $7287 1 024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $7288 $7289 $7290 0167: $7292 = create_marker_at $7288 $7289 $7290 0 3 0168: show_on_radar $7292 1 024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $7293 $7294 $7295 0167: $7297 = create_marker_at $7293 $7294 $7295 0 3 0168: show_on_radar $7297 1 024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $7298 $7299 $7300 0167: $7302 = create_marker_at $7298 $7299 $7300 0 3 0168: show_on_radar $7302 1 024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $7303 $7304 $7305 0167: $7307 = create_marker_at $7303 $7304 $7305 0 3 0168: show_on_radar $7307 1 024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $7308 $7309 $7310 0167: $7312 = create_marker_at $7308 $7309 $7310 0 3 0168: show_on_radar $7312 1 024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $7313 $7314 $7315 0167: $7317 = create_marker_at $7313 $7314 $7315 0 3 0168: show_on_radar $7317 1 024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $7318 $7319 $7320 0167: $7322 = create_marker_at $7318 $7319 $7320 0 3 0168: show_on_radar $7322 1 024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $7323 $7324 $7325 0167: $7327 = create_marker_at $7323 $7324 $7325 0 3 0168: show_on_radar $7327 1 024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $7328 $7329 $7330 0167: $7332 = create_marker_at $7328 $7329 $7330 0 3 0168: show_on_radar $7332 1 024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $7333 $7334 $7335 0167: $7337 = create_marker_at $7333 $7334 $7335 0 3 0168: show_on_radar $7337 1 024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $7338 $7339 $7340 0167: $7342 = create_marker_at $7338 $7339 $7340 0 3 0168: show_on_radar $7342 1 024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $7343 $7344 $7345 0167: $7347 = create_marker_at $7343 $7344 $7345 0 3 0168: show_on_radar $7347 1 024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $7348 $7349 $7350 0167: $7352 = create_marker_at $7348 $7349 $7350 0 3 0168: show_on_radar $7352 1 024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $7353 $7354 $7355 0167: $7357 = create_marker_at $7353 $7354 $7355 0 3 0168: show_on_radar $7357 1 024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $7358 $7359 $7360 0167: $7362 = create_marker_at $7358 $7359 $7360 0 3 0168: show_on_radar $7362 1 024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $7363 $7364 $7365 0167: $7367 = create_marker_at $7363 $7364 $7365 0 3 0168: show_on_radar $7367 1 024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $7368 $7369 $7370 0167: $7372 = create_marker_at $7368 $7369 $7370 0 3 0168: show_on_radar $7372 1 024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $7373 $7374 $7375 0167: $7377 = create_marker_at $7373 $7374 $7375 0 3 0168: show_on_radar $7377 1 024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $7378 $7379 $7380 0167: $7382 = create_marker_at $7378 $7379 $7380 0 3 0168: show_on_radar $7382 1 024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $7383 $7384 $7385 0167: $7387 = create_marker_at $7383 $7384 $7385 0 3 0168: show_on_radar $7387 1 024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $7388 $7389 $7390 0167: $7392 = create_marker_at $7388 $7389 $7390 0 3 0168: show_on_radar $7392 1 024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $7393 $7394 $7395 0167: $7397 = create_marker_at $7393 $7394 $7395 0 3 0168: show_on_radar $7397 1 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 0169: set_fade_color 0 0 0 wait 500 fade 1 1500 Camera.SetPosition(-1332.843, 1459.14, 299.987, 0.0, 0.0, 0.0) Camera.PointAt(-1332.882, 1460.137, 300.053, 2) :KICKST_3476 if fading else_jump @KICKST_3621 wait 0 if Car.Wrecked($7402) else_jump @KICKST_3599 Player.CanMove($PLAYER_CHAR) = False 00BC: text_highpriority 'KICK1_7' 5000 ms 1 // ~r~You have wrecked the bike! 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! 0169: set_fade_color 0 0 0 fade 0 1000 :KICKST_3561 if fading else_jump @KICKST_3585 wait 0 jump @KICKST_3561 :KICKST_3585 jump @KICKST_9979 jump @KICKST_3607 :KICKST_3599 Car.Health($7402) = 1000 :KICKST_3607 gosub @KICKST_10817 jump @KICKST_3476 :KICKST_3621 00BC: text_highpriority 'KICK_10' 10000 ms 1 // ~g~Use the Sanchez to complete the course by passing through all of the checkpoints. 16@ = 0 // integer values :KICKST_3643 if 7000 > 16@ // integer values else_jump @KICKST_3794 wait 0 if Car.Wrecked($7402) else_jump @KICKST_3772 Player.CanMove($PLAYER_CHAR) = False 00BC: text_highpriority 'KICK1_7' 5000 ms 1 // ~r~You have wrecked the bike! 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! 0169: set_fade_color 0 0 0 fade 0 1000 :KICKST_3734 if fading else_jump @KICKST_3758 wait 0 jump @KICKST_3734 :KICKST_3758 jump @KICKST_9979 jump @KICKST_3780 :KICKST_3772 Car.Health($7402) = 1000 :KICKST_3780 gosub @KICKST_10817 jump @KICKST_3643 :KICKST_3794 03D5: remove_text 'KICK_10' // ~g~Use the Sanchez to complete the course by passing through all of the checkpoints. 0055: put_player $PLAYER_CHAR at -1459.98 1532.382 301.478 Camera.SetPosition(-1454.861, 1526.978, 305.908, 0.0, 0.0, 0.0) Camera.PointAt(-1453.956, 1527.388, 305.79, 2) 00BC: text_highpriority 'KICK_11' 10000 ms 1 // ~g~To leave the mission stand in the ~q~pink marker~g~ on foot. 16@ = 0 // integer values :KICKST_3897 if 7000 > 16@ // integer values else_jump @KICKST_4048 wait 0 if Car.Wrecked($7402) else_jump @KICKST_4026 Player.CanMove($PLAYER_CHAR) = False 00BC: text_highpriority 'KICK1_7' 5000 ms 1 // ~r~You have wrecked the bike! 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! 0169: set_fade_color 0 0 0 fade 0 1000 :KICKST_3988 if fading else_jump @KICKST_4012 wait 0 jump @KICKST_3988 :KICKST_4012 jump @KICKST_9979 jump @KICKST_4034 :KICKST_4026 Car.Health($7402) = 1000 :KICKST_4034 gosub @KICKST_10817 jump @KICKST_3897 :KICKST_4048 03D5: remove_text 'KICK_11' // ~g~To leave the mission stand in the ~q~pink marker~g~ on foot. 0055: put_player $PLAYER_CHAR at -1333.326 1451.837 298.161 0171: set_player $PLAYER_CHAR z_angle_to 0.0 Camera.SetBehindPlayer Camera.Restore_WithJumpCut 02A3: toggle_widescreen 0 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 Camera.SetBehindPlayer Player.CanMove($PLAYER_CHAR) = True Camera.Restore_WithJumpCut 00BC: text_highpriority 'KICK1_8' 5000 ms 1 // ~g~Get on the bike! :KICKST_4136 if 80DC: not player $PLAYER_CHAR driving $7402 else_jump @KICKST_4541 wait 0 if Car.Wrecked($7402) else_jump @KICKST_4265 Player.CanMove($PLAYER_CHAR) = False 00BC: text_highpriority 'KICK1_7' 5000 ms 1 // ~r~You have wrecked the bike! 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! 0169: set_fade_color 0 0 0 fade 0 1000 :KICKST_4227 if fading else_jump @KICKST_4251 wait 0 jump @KICKST_4227 :KICKST_4251 jump @KICKST_9979 jump @KICKST_4273 :KICKST_4265 Car.Health($7402) = 1000 :KICKST_4273 if or $7237 >= 3600000 // integer values $7401 == 1 // integer values else_jump @KICKST_4384 Player.CanMove($PLAYER_CHAR) = False 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! 00BC: text_highpriority 'KICK_13' 5000 ms 1 // ~r~You have taken too long! 0169: set_fade_color 0 0 0 fade 0 1000 :KICKST_4353 if fading else_jump @KICKST_4377 wait 0 jump @KICKST_4353 :KICKST_4377 jump @KICKST_9979 :KICKST_4384 if or 00F9: player $PLAYER_CHAR stopped 0 -1445.728 1531.96 301.721 radius 3.0 3.0 3.0 $7412 == 1 // integer values else_jump @KICKST_4527 Player.CanMove($PLAYER_CHAR) = False 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! 00BC: text_highpriority 'KICK_12' 5000 ms 1 // ~r~You bottled it! 03BD: destroy_sphere $7413 0169: set_fade_color 0 0 0 fade 0 1000 :KICKST_4496 if fading else_jump @KICKST_4520 wait 0 jump @KICKST_4496 :KICKST_4520 jump @KICKST_9979 :KICKST_4527 gosub @KICKST_10817 jump @KICKST_4136 :KICKST_4541 Marker.Disable($7404) Player.CanMove($PLAYER_CHAR) = True 00BC: text_highpriority 'KICK1_1' 5000 ms 1 // ~g~Complete the course as quickly as possible. 03C4: set_status_text_to $7405 0 'KICK1_9' // CHECKPOINTS: 03C3: set_timer_with_text_to $7237 type 0 text 'KICK1_T' // TIME TAKEN: 16@ = 0 // integer values :KICKST_4605 if not $7231 == 32 // integer values else_jump @KICKST_9962 wait 0 if $7415 == 0 // integer values else_jump @KICKST_4814 if 8 > $7231 // integer values else_jump @KICKST_4682 03CF: load_wav 'CHEER1' as 1 $7415 = 1 // integer values :KICKST_4682 if and $7231 > 8 // integer values 16 > $7231 // integer values else_jump @KICKST_4726 03CF: load_wav 'CHEER2' as 1 $7415 = 1 // integer values :KICKST_4726 if and $7231 > 16 // integer values 24 > $7231 // integer values else_jump @KICKST_4770 03CF: load_wav 'CHEER3' as 1 $7415 = 1 // integer values :KICKST_4770 if and $7231 > 24 // integer values 32 > $7231 // integer values else_jump @KICKST_4814 03CF: load_wav 'CHEER4' as 1 $7415 = 1 // integer values :KICKST_4814 if $7415 == 1 // integer values else_jump @KICKST_4854 if 03D0: wav 1 loaded else_jump @KICKST_4854 $7415 = 2 // integer values :KICKST_4854 if $7415 == 2 // integer values else_jump @KICKST_4988 if $7231 == 8 // integer values else_jump @KICKST_4901 03D1: play_wav 1 $7415 = 3 // integer values :KICKST_4901 if $7231 == 16 // integer values else_jump @KICKST_4930 03D1: play_wav 1 $7415 = 3 // integer values :KICKST_4930 if $7231 == 24 // integer values else_jump @KICKST_4959 03D1: play_wav 1 $7415 = 3 // integer values :KICKST_4959 if $7231 == 32 // integer values else_jump @KICKST_4988 03D1: play_wav 1 $7415 = 3 // integer values :KICKST_4988 if $7415 == 3 // integer values else_jump @KICKST_5028 if 03D2: wav 1 ended else_jump @KICKST_5028 $7415 = 4 // integer values :KICKST_5028 if $7415 == 4 // integer values else_jump @KICKST_5053 $7415 = 0 // integer values :KICKST_5053 if $7416 == 0 // integer values else_jump @KICKST_5090 03CF: load_wav 'OOH1' as 2 $7416 = 1 // integer values :KICKST_5090 if $7416 == 1 // integer values else_jump @KICKST_5130 if 03D0: wav 2 loaded else_jump @KICKST_5130 $7416 = 2 // integer values :KICKST_5130 if $7416 == 3 // integer values else_jump @KICKST_5159 03D2: wav 2 ended $7416 = 4 // integer values :KICKST_5159 if $7416 == 4 // integer values else_jump @KICKST_5184 $7416 = 0 // integer values :KICKST_5184 if or $7237 >= 3600000 // integer values $7401 == 1 // integer values else_jump @KICKST_5295 Player.CanMove($PLAYER_CHAR) = False 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! 00BC: text_highpriority 'KICK_13' 5000 ms 1 // ~r~You have taken too long! 0169: set_fade_color 0 0 0 fade 0 1000 :KICKST_5264 if fading else_jump @KICKST_5288 wait 0 jump @KICKST_5264 :KICKST_5288 jump @KICKST_9979 :KICKST_5295 if or 00F9: player $PLAYER_CHAR stopped 0 -1445.728 1531.96 301.721 radius 3.0 3.0 3.0 $7412 == 1 // integer values else_jump @KICKST_5438 Player.CanMove($PLAYER_CHAR) = False 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! 00BC: text_highpriority 'KICK_12' 5000 ms 1 // ~r~You bottled it! 03BD: destroy_sphere $7413 0169: set_fade_color 0 0 0 fade 0 1000 :KICKST_5407 if fading else_jump @KICKST_5431 wait 0 jump @KICKST_5407 :KICKST_5431 jump @KICKST_9979 :KICKST_5438 0054: store_player $PLAYER_CHAR position_to $7406 $7407 $7408 if 290.0 > $7408 // floating-point values else_jump @KICKST_5503 0055: put_player $PLAYER_CHAR at -1333.326 1451.837 298.161 0171: set_player $PLAYER_CHAR z_angle_to 0.0 :KICKST_5503 if or Car.Wrecked($7402) $7417 == 1 // integer values else_jump @KICKST_5616 Player.CanMove($PLAYER_CHAR) = False 00BC: text_highpriority 'KICK1_7' 5000 ms 1 // ~r~You have wrecked the bike! 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! 0169: set_fade_color 0 0 0 fade 0 1000 :KICKST_5578 if fading else_jump @KICKST_5602 wait 0 jump @KICKST_5578 :KICKST_5602 jump @KICKST_9979 jump @KICKST_5689 :KICKST_5616 Car.Health($7402) = 1000 Car.StorePos($7402, $7409, $7410, $7411) if 290.0 > $7411 // floating-point values else_jump @KICKST_5689 Car.PutAt($7402, -1331.994, 1454.152, 298.15) Car.Angle($7402) = 0.0 :KICKST_5689 gosub @KICKST_10817 if $7241 == 0 // integer values else_jump @KICKST_5743 024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $7238 $7239 $7240 :KICKST_5743 if $7246 == 0 // integer values else_jump @KICKST_5790 024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $7243 $7244 $7245 :KICKST_5790 if $7251 == 0 // integer values else_jump @KICKST_5837 024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $7248 $7249 $7250 :KICKST_5837 if $7256 == 0 // integer values else_jump @KICKST_5884 024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $7253 $7254 $7255 :KICKST_5884 if $7261 == 0 // integer values else_jump @KICKST_5931 024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $7258 $7259 $7260 :KICKST_5931 if $7266 == 0 // integer values else_jump @KICKST_5978 024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $7263 $7264 $7265 :KICKST_5978 if $7271 == 0 // integer values else_jump @KICKST_6025 024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $7268 $7269 $7270 :KICKST_6025 if $7276 == 0 // integer values else_jump @KICKST_6072 024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $7273 $7274 $7275 :KICKST_6072 if $7281 == 0 // integer values else_jump @KICKST_6119 024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $7278 $7279 $7280 :KICKST_6119 if $7286 == 0 // integer values else_jump @KICKST_6166 024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $7283 $7284 $7285 :KICKST_6166 if $7291 == 0 // integer values else_jump @KICKST_6213 024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $7288 $7289 $7290 :KICKST_6213 if $7296 == 0 // integer values else_jump @KICKST_6260 024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $7293 $7294 $7295 :KICKST_6260 if $7301 == 0 // integer values else_jump @KICKST_6307 024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $7298 $7299 $7300 :KICKST_6307 if $7306 == 0 // integer values else_jump @KICKST_6354 024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $7303 $7304 $7305 :KICKST_6354 if $7311 == 0 // integer values else_jump @KICKST_6401 024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $7308 $7309 $7310 :KICKST_6401 if $7316 == 0 // integer values else_jump @KICKST_6448 024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $7313 $7314 $7315 :KICKST_6448 if $7321 == 0 // integer values else_jump @KICKST_6495 024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $7318 $7319 $7320 :KICKST_6495 if $7326 == 0 // integer values else_jump @KICKST_6542 024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $7323 $7324 $7325 :KICKST_6542 if $7331 == 0 // integer values else_jump @KICKST_6589 024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $7328 $7329 $7330 :KICKST_6589 if $7336 == 0 // integer values else_jump @KICKST_6636 024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $7333 $7334 $7335 :KICKST_6636 if $7341 == 0 // integer values else_jump @KICKST_6683 024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $7338 $7339 $7340 :KICKST_6683 if $7346 == 0 // integer values else_jump @KICKST_6730 024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $7343 $7344 $7345 :KICKST_6730 if $7351 == 0 // integer values else_jump @KICKST_6777 024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $7348 $7349 $7350 :KICKST_6777 if $7356 == 0 // integer values else_jump @KICKST_6824 024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $7353 $7354 $7355 :KICKST_6824 if $7361 == 0 // integer values else_jump @KICKST_6871 024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $7358 $7359 $7360 :KICKST_6871 if $7366 == 0 // integer values else_jump @KICKST_6918 024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $7363 $7364 $7365 :KICKST_6918 if $7371 == 0 // integer values else_jump @KICKST_6965 024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $7368 $7369 $7370 :KICKST_6965 if $7376 == 0 // integer values else_jump @KICKST_7012 024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $7373 $7374 $7375 :KICKST_7012 if $7381 == 0 // integer values else_jump @KICKST_7059 024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $7378 $7379 $7380 :KICKST_7059 if $7386 == 0 // integer values else_jump @KICKST_7106 024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $7383 $7384 $7385 :KICKST_7106 if $7391 == 0 // integer values else_jump @KICKST_7153 024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $7388 $7389 $7390 :KICKST_7153 if $7396 == 0 // integer values else_jump @KICKST_7200 024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $7393 $7394 $7395 :KICKST_7200 if 00F9: player $PLAYER_CHAR stopped 0 -1445.728 1531.96 301.721 radius 3.0 3.0 3.0 else_jump @KICKST_7255 $7412 = 1 // integer values :KICKST_7255 if 80DE: not player $PLAYER_CHAR driving_vehicle_type #SANCHEZ else_jump @KICKST_9915 if $7403 == 0 // integer values else_jump @KICKST_7336 $7404 = Marker.CreateAboveCar($7402) if $7416 == 2 // integer values else_jump @KICKST_7329 03D1: play_wav 2 $7416 = 3 // integer values :KICKST_7329 $7403 = 1 // integer values :KICKST_7336 01BD: $7234 = current_time_in_ms $7235 = 30000 // integer values :KICKST_7349 if $7235 > 0 // integer values else_jump @KICKST_9807 wait 0 if $7415 == 0 // integer values else_jump @KICKST_7558 if 8 > $7231 // integer values else_jump @KICKST_7426 03CF: load_wav 'CHEER1' as 1 $7415 = 1 // integer values :KICKST_7426 if and $7231 > 8 // integer values 16 > $7231 // integer values else_jump @KICKST_7470 03CF: load_wav 'CHEER2' as 1 $7415 = 1 // integer values :KICKST_7470 if and $7231 > 16 // integer values 24 > $7231 // integer values else_jump @KICKST_7514 03CF: load_wav 'CHEER3' as 1 $7415 = 1 // integer values :KICKST_7514 if and $7231 > 24 // integer values 32 > $7231 // integer values else_jump @KICKST_7558 03CF: load_wav 'CHEER4' as 1 $7415 = 1 // integer values :KICKST_7558 if $7415 == 1 // integer values else_jump @KICKST_7598 if 03D0: wav 1 loaded else_jump @KICKST_7598 $7415 = 2 // integer values :KICKST_7598 if $7415 == 2 // integer values else_jump @KICKST_7732 if $7231 == 8 // integer values else_jump @KICKST_7645 03D1: play_wav 1 $7415 = 3 // integer values :KICKST_7645 if $7231 == 16 // integer values else_jump @KICKST_7674 03D1: play_wav 1 $7415 = 3 // integer values :KICKST_7674 if $7231 == 24 // integer values else_jump @KICKST_7703 03D1: play_wav 1 $7415 = 3 // integer values :KICKST_7703 if $7231 == 32 // integer values else_jump @KICKST_7732 03D1: play_wav 1 $7415 = 3 // integer values :KICKST_7732 if $7415 == 3 // integer values else_jump @KICKST_7772 if 03D2: wav 1 ended else_jump @KICKST_7772 $7415 = 4 // integer values :KICKST_7772 if $7415 == 4 // integer values else_jump @KICKST_7797 $7415 = 0 // integer values :KICKST_7797 if $7416 == 0 // integer values else_jump @KICKST_7834 03CF: load_wav 'OOH1' as 2 $7416 = 1 // integer values :KICKST_7834 if $7416 == 1 // integer values else_jump @KICKST_7874 if 03D0: wav 2 loaded else_jump @KICKST_7874 $7416 = 2 // integer values :KICKST_7874 if $7416 == 3 // integer values else_jump @KICKST_7903 03D2: wav 2 ended $7416 = 4 // integer values :KICKST_7903 if $7416 == 4 // integer values else_jump @KICKST_7928 $7416 = 0 // integer values :KICKST_7928 if or $7237 >= 3600000 // integer values $7401 == 1 // integer values else_jump @KICKST_8039 Player.CanMove($PLAYER_CHAR) = False 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! 00BC: text_highpriority 'KICK_13' 5000 ms 1 // ~r~You have taken too long! 0169: set_fade_color 0 0 0 fade 0 1000 :KICKST_8008 if fading else_jump @KICKST_8032 wait 0 jump @KICKST_8008 :KICKST_8032 jump @KICKST_9979 :KICKST_8039 if or 00F9: player $PLAYER_CHAR stopped 0 -1445.728 1531.96 301.721 radius 3.0 3.0 3.0 $7412 == 1 // integer values else_jump @KICKST_8182 Player.CanMove($PLAYER_CHAR) = False 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! 00BC: text_highpriority 'KICK_12' 5000 ms 1 // ~r~You bottled it! 03BD: destroy_sphere $7413 0169: set_fade_color 0 0 0 fade 0 1000 :KICKST_8151 if fading else_jump @KICKST_8175 wait 0 jump @KICKST_8151 :KICKST_8175 jump @KICKST_9979 :KICKST_8182 if $7241 == 0 // integer values else_jump @KICKST_8229 024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $7238 $7239 $7240 :KICKST_8229 if $7246 == 0 // integer values else_jump @KICKST_8276 024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $7243 $7244 $7245 :KICKST_8276 if $7251 == 0 // integer values else_jump @KICKST_8323 024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $7248 $7249 $7250 :KICKST_8323 if $7256 == 0 // integer values else_jump @KICKST_8370 024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $7253 $7254 $7255 :KICKST_8370 if $7261 == 0 // integer values else_jump @KICKST_8417 024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $7258 $7259 $7260 :KICKST_8417 if $7266 == 0 // integer values else_jump @KICKST_8464 024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $7263 $7264 $7265 :KICKST_8464 if $7271 == 0 // integer values else_jump @KICKST_8511 024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $7268 $7269 $7270 :KICKST_8511 if $7276 == 0 // integer values else_jump @KICKST_8558 024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $7273 $7274 $7275 :KICKST_8558 if $7281 == 0 // integer values else_jump @KICKST_8605 024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $7278 $7279 $7280 :KICKST_8605 if $7286 == 0 // integer values else_jump @KICKST_8652 024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $7283 $7284 $7285 :KICKST_8652 if $7291 == 0 // integer values else_jump @KICKST_8699 024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $7288 $7289 $7290 :KICKST_8699 if $7296 == 0 // integer values else_jump @KICKST_8746 024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $7293 $7294 $7295 :KICKST_8746 if $7301 == 0 // integer values else_jump @KICKST_8793 024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $7298 $7299 $7300 :KICKST_8793 if $7306 == 0 // integer values else_jump @KICKST_8840 024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $7303 $7304 $7305 :KICKST_8840 if $7311 == 0 // integer values else_jump @KICKST_8887 024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $7308 $7309 $7310 :KICKST_8887 if $7316 == 0 // integer values else_jump @KICKST_8934 024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $7313 $7314 $7315 :KICKST_8934 if $7321 == 0 // integer values else_jump @KICKST_8981 024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $7318 $7319 $7320 :KICKST_8981 if $7326 == 0 // integer values else_jump @KICKST_9028 024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $7323 $7324 $7325 :KICKST_9028 if $7331 == 0 // integer values else_jump @KICKST_9075 024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $7328 $7329 $7330 :KICKST_9075 if $7336 == 0 // integer values else_jump @KICKST_9122 024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $7333 $7334 $7335 :KICKST_9122 if $7341 == 0 // integer values else_jump @KICKST_9169 024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $7338 $7339 $7340 :KICKST_9169 if $7346 == 0 // integer values else_jump @KICKST_9216 024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $7343 $7344 $7345 :KICKST_9216 if $7351 == 0 // integer values else_jump @KICKST_9263 024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $7348 $7349 $7350 :KICKST_9263 if $7356 == 0 // integer values else_jump @KICKST_9310 024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $7353 $7354 $7355 :KICKST_9310 if $7361 == 0 // integer values else_jump @KICKST_9357 024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $7358 $7359 $7360 :KICKST_9357 if $7366 == 0 // integer values else_jump @KICKST_9404 024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $7363 $7364 $7365 :KICKST_9404 if $7371 == 0 // integer values else_jump @KICKST_9451 024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $7368 $7369 $7370 :KICKST_9451 if $7376 == 0 // integer values else_jump @KICKST_9498 024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $7373 $7374 $7375 :KICKST_9498 if $7381 == 0 // integer values else_jump @KICKST_9545 024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $7378 $7379 $7380 :KICKST_9545 if $7386 == 0 // integer values else_jump @KICKST_9592 024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $7383 $7384 $7385 :KICKST_9592 if $7391 == 0 // integer values else_jump @KICKST_9639 024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $7388 $7389 $7390 :KICKST_9639 if $7396 == 0 // integer values else_jump @KICKST_9686 024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $7393 $7394 $7395 :KICKST_9686 01BD: $7232 = current_time_in_ms 0084: $7233 = $7232 // integer values and handles 0060: $7233 -= $7234 // integer values 0084: $7234 = $7232 // integer values and handles 0060: $7235 -= $7233 // integer values 0084: $7236 = $7235 // integer values and handles $7236 /= 1000 // integer values 01E5: text_1number_highpriority 'GETBIKE' $7236 1000 ms 1 // ~g~You have ~1~ seconds to return to a dirtbike before the mission ends. if 00DE: player $PLAYER_CHAR driving_vehicle_type #SANCHEZ else_jump @KICKST_9800 03D5: remove_text 'GETBIKE' // ~g~You have ~1~ seconds to return to a dirtbike before the mission ends. $7235 = 1 // integer values jump @KICKST_7200 :KICKST_9800 jump @KICKST_7349 :KICKST_9807 if 0 >= $7235 // integer values else_jump @KICKST_9908 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! 00BC: text_highpriority 'KICK1_2' 5000 ms 1 // ~r~You did not get back to the bike quickly enough! Player.CanMove($PLAYER_CHAR) = False 0169: set_fade_color 0 0 0 fade 0 1000 :KICKST_9877 if fading else_jump @KICKST_9901 wait 0 jump @KICKST_9877 :KICKST_9901 jump @KICKST_9979 :KICKST_9908 jump @KICKST_9955 :KICKST_9915 03D5: remove_text 'GETBIKE' // ~g~You have ~1~ seconds to return to a dirtbike before the mission ends. if $7403 == 1 // integer values else_jump @KICKST_9955 Marker.Disable($7404) $7403 = 0 // integer values :KICKST_9955 jump @KICKST_4605 :KICKST_9962 014F: stop_timer $7237 0151: remove_status_text $7405 jump @KICKST_9996 :KICKST_9979 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! return :KICKST_9996 if $55 == 0 // integer values else_jump @KICKST_10027 0595: mission_complete 030C: set_mission_points += 1 $55 = 1 // integer values :KICKST_10027 0394: play_music 1 043C: set_game_sounds_disable_on_fade 0 Player.ClearWantedLevel($PLAYER_CHAR) if $7414 == 0 // integer values else_jump @KICKST_10116 if 300000 >= $7237 // integer values else_jump @KICKST_10116 01E3: text_1number_styled 'M_PASS' 50000 5000 ms 1 // MISSION PASSED! $~1~ Player.Money($PLAYER_CHAR) += 50000 $7414 = 1 // integer values :KICKST_10116 if $7414 == 0 // integer values else_jump @KICKST_10188 if 600000 >= $7237 // integer values else_jump @KICKST_10188 01E3: text_1number_styled 'M_PASS' 10000 5000 ms 1 // MISSION PASSED! $~1~ Player.Money($PLAYER_CHAR) += 10000 $7414 = 1 // integer values :KICKST_10188 if $7414 == 0 // integer values else_jump @KICKST_10260 if 3600000 >= $7237 // integer values else_jump @KICKST_10260 01E3: text_1number_styled 'M_PASS' 5000 5000 ms 1 // MISSION PASSED! $~1~ Player.Money($PLAYER_CHAR) += 5000 $7414 = 1 // integer values :KICKST_10260 0084: $7398 = $7237 // integer values and handles $7398 /= 1000 // integer values 042E: (unknown) 2 $7398 0084: $7399 = $7398 // integer values and handles $7399 /= 60 // integer values 0084: $7400 = $7399 // integer values and handles $7400 *= 60 // integer values 0060: $7398 -= $7400 // integer values if $7398 >= 10 // integer values else_jump @KICKST_10367 02FD: text_2numbers_lowpriority 'KICKTM' $7399 $7398 5000 ms 1 // ~b~EVENT TIME: ~1~:~1~ jump @KICKST_10388 :KICKST_10367 02FD: text_2numbers_lowpriority 'KICKTM2' $7399 $7398 5000 ms 1 // ~b~EVENT TIME: ~1~:0~1~ :KICKST_10388 wait 3000 Player.CanMove($PLAYER_CHAR) = False 0169: set_fade_color 0 0 0 fade 0 1000 :KICKST_10415 if fading else_jump @KICKST_10439 wait 0 jump @KICKST_10415 :KICKST_10439 043C: set_game_sounds_disable_on_fade 1 return :KICKST_10445 $ONMISSION = 0 // integer values 00BE: text_clear_all 04FA: reset_interior_colors 0 043C: set_game_sounds_disable_on_fade 1 03BD: destroy_sphere $7413 Marker.Disable($7242) Marker.Disable($7247) Marker.Disable($7252) Marker.Disable($7257) Marker.Disable($7262) Marker.Disable($7267) Marker.Disable($7272) Marker.Disable($7277) Marker.Disable($7282) Marker.Disable($7287) Marker.Disable($7292) Marker.Disable($7297) Marker.Disable($7302) Marker.Disable($7307) Marker.Disable($7312) Marker.Disable($7317) Marker.Disable($7322) Marker.Disable($7327) Marker.Disable($7332) Marker.Disable($7337) Marker.Disable($7342) Marker.Disable($7347) Marker.Disable($7352) Marker.Disable($7357) Marker.Disable($7362) Marker.Disable($7367) Marker.Disable($7372) Marker.Disable($7377) Marker.Disable($7382) Marker.Disable($7387) Marker.Disable($7392) Marker.Disable($7397) Marker.Disable($7404) Model.Destroy(#SANCHEZ) 014F: stop_timer $7237 0151: remove_status_text $7405 Camera.SetAtPos(-1101.0, 1331.0, 19.1) if or not wasted_or_busted $361 == 1 // integer values else_jump @KICKST_10804 select_interior 0 Camera.SetAtPos(-1101.0, 1331.0, 19.1) if 00E0: player $PLAYER_CHAR driving else_jump @KICKST_10748 012A: put_player $PLAYER_CHAR at -1101.0 1331.0 19.1 and_remove_from_car jump @KICKST_10768 :KICKST_10748 0055: put_player $PLAYER_CHAR at -1101.0 1331.0 19.1 :KICKST_10768 0171: set_player $PLAYER_CHAR z_angle_to 278.65 Camera.Restore_WithJumpCut 03C8: rotate_player-180-degrees 0169: set_fade_color 0 0 0 fade 1 1500 Player.CanMove($PLAYER_CHAR) = True :KICKST_10804 057E: make_radar_grey 0 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms mission_cleanup return :KICKST_10817 if $7415 == 0 // integer values else_jump @KICKST_11004 if 8 > $7231 // integer values else_jump @KICKST_10872 03CF: load_wav 'CHEER1' as 1 $7415 = 1 // integer values :KICKST_10872 if and $7231 > 8 // integer values 16 > $7231 // integer values else_jump @KICKST_10916 03CF: load_wav 'CHEER2' as 1 $7415 = 1 // integer values :KICKST_10916 if and $7231 > 16 // integer values 24 > $7231 // integer values else_jump @KICKST_10960 03CF: load_wav 'CHEER3' as 1 $7415 = 1 // integer values :KICKST_10960 if and $7231 > 24 // integer values 32 > $7231 // integer values else_jump @KICKST_11004 03CF: load_wav 'CHEER4' as 1 $7415 = 1 // integer values :KICKST_11004 if $7415 == 1 // integer values else_jump @KICKST_11044 if 03D0: wav 1 loaded else_jump @KICKST_11044 $7415 = 2 // integer values :KICKST_11044 if $7415 == 2 // integer values else_jump @KICKST_11178 if $7231 == 8 // integer values else_jump @KICKST_11091 03D1: play_wav 1 $7415 = 3 // integer values :KICKST_11091 if $7231 == 16 // integer values else_jump @KICKST_11120 03D1: play_wav 1 $7415 = 3 // integer values :KICKST_11120 if $7231 == 24 // integer values else_jump @KICKST_11149 03D1: play_wav 1 $7415 = 3 // integer values :KICKST_11149 if $7231 == 32 // integer values else_jump @KICKST_11178 03D1: play_wav 1 $7415 = 3 // integer values :KICKST_11178 if $7415 == 3 // integer values else_jump @KICKST_11218 if 03D2: wav 1 ended else_jump @KICKST_11218 $7415 = 4 // integer values :KICKST_11218 if $7415 == 4 // integer values else_jump @KICKST_11243 $7415 = 0 // integer values :KICKST_11243 if $7416 == 0 // integer values else_jump @KICKST_11280 03CF: load_wav 'OOH1' as 2 $7416 = 1 // integer values :KICKST_11280 if $7416 == 1 // integer values else_jump @KICKST_11320 if 03D0: wav 2 loaded else_jump @KICKST_11320 $7416 = 2 // integer values :KICKST_11320 if $7416 == 3 // integer values else_jump @KICKST_11349 03D2: wav 2 ended $7416 = 4 // integer values :KICKST_11349 if $7416 == 4 // integer values else_jump @KICKST_11374 $7416 = 0 // integer values :KICKST_11374 if $7237 >= 3600000 // integer values else_jump @KICKST_11402 $7401 = 1 // integer values :KICKST_11402 if 00F9: player $PLAYER_CHAR stopped 0 -1445.728 1531.96 301.721 radius 3.0 3.0 3.0 else_jump @KICKST_11457 $7412 = 1 // integer values :KICKST_11457 0054: store_player $PLAYER_CHAR position_to $7406 $7407 $7408 if 290.0 > $7408 // floating-point values else_jump @KICKST_11522 0055: put_player $PLAYER_CHAR at -1333.326 1451.837 298.161 0171: set_player $PLAYER_CHAR z_angle_to 0.0 :KICKST_11522 if Car.Wrecked($7402) else_jump @KICKST_11567 00BC: text_highpriority 'KICK1_7' 5000 ms 1 // ~r~You have wrecked the bike! $7417 = 1 // integer values jump @KICKST_11640 :KICKST_11567 Car.Health($7402) = 1000 Car.StorePos($7402, $7409, $7410, $7411) if 290.0 > $7411 // floating-point values else_jump @KICKST_11640 Car.PutAt($7402, -1331.994, 1454.152, 298.15) Car.Angle($7402) = 0.0 :KICKST_11640 if $7241 == 0 // integer values else_jump @KICKST_11802 024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $7238 $7239 $7240 if 00F5: player $PLAYER_CHAR 0 $7238 $7239 $7240 radius 1.5 1.5 1.5 else_jump @KICKST_11802 if 00DE: player $PLAYER_CHAR driving_vehicle_type #SANCHEZ else_jump @KICKST_11802 018C: play_sound 1 at $7238 $7239 $7240 00BC: text_highpriority 'KICK1_6' 1000 ms 1 // ~g~Well done! Marker.Disable($7242) $7231 += 1 // integer values $7405 -= 1 // integer values $7241 = 1 // integer values :KICKST_11802 if $7246 == 0 // integer values else_jump @KICKST_12032 024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $7243 $7244 $7245 if 00F5: player $PLAYER_CHAR 0 $7243 $7244 $7245 radius 1.5 1.5 1.5 else_jump @KICKST_12032 if 00DE: player $PLAYER_CHAR driving_vehicle_type #SANCHEZ else_jump @KICKST_12032 if $7415 == 2 // integer values else_jump @KICKST_11978 if and not $7231 == 7 // integer values not $7231 == 15 // integer values not $7231 == 23 // integer values not $7231 == 31 // integer values else_jump @KICKST_11978 03D1: play_wav 1 $7415 = 3 // integer values :KICKST_11978 018C: play_sound 1 at $7243 $7244 $7245 00BC: text_highpriority 'KICK1_6' 1000 ms 1 // ~g~Well done! Marker.Disable($7247) $7231 += 1 // integer values $7405 -= 1 // integer values $7246 = 1 // integer values :KICKST_12032 if $7251 == 0 // integer values else_jump @KICKST_12194 024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $7248 $7249 $7250 if 00F5: player $PLAYER_CHAR 0 $7248 $7249 $7250 radius 1.5 1.5 1.5 else_jump @KICKST_12194 if 00DE: player $PLAYER_CHAR driving_vehicle_type #SANCHEZ else_jump @KICKST_12194 018C: play_sound 1 at $7248 $7249 $7250 00BC: text_highpriority 'KICK1_6' 1000 ms 1 // ~g~Well done! Marker.Disable($7252) $7231 += 1 // integer values $7405 -= 1 // integer values $7251 = 1 // integer values :KICKST_12194 if $7256 == 0 // integer values else_jump @KICKST_12356 024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $7253 $7254 $7255 if 00F5: player $PLAYER_CHAR 0 $7253 $7254 $7255 radius 1.5 1.5 1.5 else_jump @KICKST_12356 if 00DE: player $PLAYER_CHAR driving_vehicle_type #SANCHEZ else_jump @KICKST_12356 018C: play_sound 1 at $7253 $7254 $7255 00BC: text_highpriority 'KICK1_6' 1000 ms 1 // ~g~Well done! Marker.Disable($7257) $7231 += 1 // integer values $7405 -= 1 // integer values $7256 = 1 // integer values :KICKST_12356 if $7261 == 0 // integer values else_jump @KICKST_12518 024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $7258 $7259 $7260 if 00F5: player $PLAYER_CHAR 0 $7258 $7259 $7260 radius 1.5 1.5 1.5 else_jump @KICKST_12518 if 00DE: player $PLAYER_CHAR driving_vehicle_type #SANCHEZ else_jump @KICKST_12518 018C: play_sound 1 at $7258 $7259 $7260 00BC: text_highpriority 'KICK1_6' 1000 ms 1 // ~g~Well done! Marker.Disable($7262) $7231 += 1 // integer values $7405 -= 1 // integer values $7261 = 1 // integer values :KICKST_12518 if $7266 == 0 // integer values else_jump @KICKST_12748 024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $7263 $7264 $7265 if 00F5: player $PLAYER_CHAR 0 $7263 $7264 $7265 radius 1.5 1.5 1.5 else_jump @KICKST_12748 if 00DE: player $PLAYER_CHAR driving_vehicle_type #SANCHEZ else_jump @KICKST_12748 if $7415 == 2 // integer values else_jump @KICKST_12694 if and not $7231 == 7 // integer values not $7231 == 15 // integer values not $7231 == 23 // integer values not $7231 == 31 // integer values else_jump @KICKST_12694 03D1: play_wav 1 $7415 = 3 // integer values :KICKST_12694 018C: play_sound 1 at $7263 $7264 $7265 00BC: text_highpriority 'KICK1_6' 1000 ms 1 // ~g~Well done! Marker.Disable($7267) $7231 += 1 // integer values $7405 -= 1 // integer values $7266 = 1 // integer values :KICKST_12748 if $7271 == 0 // integer values else_jump @KICKST_12978 024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $7268 $7269 $7270 if 00F5: player $PLAYER_CHAR 0 $7268 $7269 $7270 radius 2.0 2.0 2.0 else_jump @KICKST_12978 if 00DE: player $PLAYER_CHAR driving_vehicle_type #SANCHEZ else_jump @KICKST_12978 if $7415 == 2 // integer values else_jump @KICKST_12924 if and not $7231 == 7 // integer values not $7231 == 15 // integer values not $7231 == 23 // integer values not $7231 == 31 // integer values else_jump @KICKST_12924 03D1: play_wav 1 $7415 = 3 // integer values :KICKST_12924 018C: play_sound 1 at $7268 $7269 $7270 00BC: text_highpriority 'KICK1_6' 1000 ms 1 // ~g~Well done! Marker.Disable($7272) $7231 += 1 // integer values $7405 -= 1 // integer values $7271 = 1 // integer values :KICKST_12978 if $7276 == 0 // integer values else_jump @KICKST_13208 024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $7273 $7274 $7275 if 00F5: player $PLAYER_CHAR 0 $7273 $7274 $7275 radius 2.0 2.0 2.0 else_jump @KICKST_13208 if 00DE: player $PLAYER_CHAR driving_vehicle_type #SANCHEZ else_jump @KICKST_13208 if $7415 == 2 // integer values else_jump @KICKST_13154 if and not $7231 == 7 // integer values not $7231 == 15 // integer values not $7231 == 23 // integer values not $7231 == 31 // integer values else_jump @KICKST_13154 03D1: play_wav 1 $7415 = 3 // integer values :KICKST_13154 018C: play_sound 1 at $7273 $7274 $7275 00BC: text_highpriority 'KICK1_6' 1000 ms 1 // ~g~Well done! Marker.Disable($7277) $7231 += 1 // integer values $7405 -= 1 // integer values $7276 = 1 // integer values :KICKST_13208 if $7281 == 0 // integer values else_jump @KICKST_13370 024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $7278 $7279 $7280 if 00F5: player $PLAYER_CHAR 0 $7278 $7279 $7280 radius 1.5 1.5 1.5 else_jump @KICKST_13370 if 00DE: player $PLAYER_CHAR driving_vehicle_type #SANCHEZ else_jump @KICKST_13370 018C: play_sound 1 at $7278 $7279 $7280 00BC: text_highpriority 'KICK1_6' 1000 ms 1 // ~g~Well done! Marker.Disable($7282) $7231 += 1 // integer values $7405 -= 1 // integer values $7281 = 1 // integer values :KICKST_13370 if $7286 == 0 // integer values else_jump @KICKST_13532 024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $7283 $7284 $7285 if 00F5: player $PLAYER_CHAR 0 $7283 $7284 $7285 radius 1.5 1.5 1.5 else_jump @KICKST_13532 if 00DE: player $PLAYER_CHAR driving_vehicle_type #SANCHEZ else_jump @KICKST_13532 018C: play_sound 1 at $7283 $7284 $7285 00BC: text_highpriority 'KICK1_6' 1000 ms 1 // ~g~Well done! Marker.Disable($7287) $7231 += 1 // integer values $7405 -= 1 // integer values $7286 = 1 // integer values :KICKST_13532 if $7291 == 0 // integer values else_jump @KICKST_13694 024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $7288 $7289 $7290 if 00F5: player $PLAYER_CHAR 0 $7288 $7289 $7290 radius 1.5 1.5 1.5 else_jump @KICKST_13694 if 00DE: player $PLAYER_CHAR driving_vehicle_type #SANCHEZ else_jump @KICKST_13694 018C: play_sound 1 at $7288 $7289 $7290 00BC: text_highpriority 'KICK1_6' 1000 ms 1 // ~g~Well done! Marker.Disable($7292) $7231 += 1 // integer values $7405 -= 1 // integer values $7291 = 1 // integer values :KICKST_13694 if $7296 == 0 // integer values else_jump @KICKST_13856 024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $7293 $7294 $7295 if 00F5: player $PLAYER_CHAR 0 $7293 $7294 $7295 radius 1.5 1.5 1.5 else_jump @KICKST_13856 if 00DE: player $PLAYER_CHAR driving_vehicle_type #SANCHEZ else_jump @KICKST_13856 018C: play_sound 1 at $7293 $7294 $7295 00BC: text_highpriority 'KICK1_6' 1000 ms 1 // ~g~Well done! Marker.Disable($7297) $7231 += 1 // integer values $7405 -= 1 // integer values $7296 = 1 // integer values :KICKST_13856 if $7301 == 0 // integer values else_jump @KICKST_14018 024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $7298 $7299 $7300 if 00F5: player $PLAYER_CHAR 0 $7298 $7299 $7300 radius 1.5 1.5 1.5 else_jump @KICKST_14018 if 00DE: player $PLAYER_CHAR driving_vehicle_type #SANCHEZ else_jump @KICKST_14018 018C: play_sound 1 at $7298 $7299 $7300 00BC: text_highpriority 'KICK1_6' 1000 ms 1 // ~g~Well done! Marker.Disable($7302) $7231 += 1 // integer values $7405 -= 1 // integer values $7301 = 1 // integer values :KICKST_14018 if $7306 == 0 // integer values else_jump @KICKST_14180 024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $7303 $7304 $7305 if 00F5: player $PLAYER_CHAR 0 $7303 $7304 $7305 radius 1.5 1.5 1.5 else_jump @KICKST_14180 if 00DE: player $PLAYER_CHAR driving_vehicle_type #SANCHEZ else_jump @KICKST_14180 018C: play_sound 1 at $7303 $7304 $7305 00BC: text_highpriority 'KICK1_6' 1000 ms 1 // ~g~Well done! Marker.Disable($7307) $7231 += 1 // integer values $7405 -= 1 // integer values $7306 = 1 // integer values :KICKST_14180 if $7311 == 0 // integer values else_jump @KICKST_14342 024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $7308 $7309 $7310 if 00F5: player $PLAYER_CHAR 0 $7308 $7309 $7310 radius 1.5 1.5 1.5 else_jump @KICKST_14342 if 00DE: player $PLAYER_CHAR driving_vehicle_type #SANCHEZ else_jump @KICKST_14342 018C: play_sound 1 at $7308 $7309 $7310 00BC: text_highpriority 'KICK1_6' 1000 ms 1 // ~g~Well done! Marker.Disable($7312) $7231 += 1 // integer values $7405 -= 1 // integer values $7311 = 1 // integer values :KICKST_14342 if $7316 == 0 // integer values else_jump @KICKST_14504 024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $7313 $7314 $7315 if 00F5: player $PLAYER_CHAR 0 $7313 $7314 $7315 radius 1.5 1.5 1.5 else_jump @KICKST_14504 if 00DE: player $PLAYER_CHAR driving_vehicle_type #SANCHEZ else_jump @KICKST_14504 018C: play_sound 1 at $7313 $7314 $7315 00BC: text_highpriority 'KICK1_6' 1000 ms 1 // ~g~Well done! Marker.Disable($7317) $7231 += 1 // integer values $7405 -= 1 // integer values $7316 = 1 // integer values :KICKST_14504 if $7321 == 0 // integer values else_jump @KICKST_14666 024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $7318 $7319 $7320 if 00F5: player $PLAYER_CHAR 0 $7318 $7319 $7320 radius 1.5 1.5 1.5 else_jump @KICKST_14666 if 00DE: player $PLAYER_CHAR driving_vehicle_type #SANCHEZ else_jump @KICKST_14666 018C: play_sound 1 at $7318 $7319 $7320 00BC: text_highpriority 'KICK1_6' 1000 ms 1 // ~g~Well done! Marker.Disable($7322) $7231 += 1 // integer values $7405 -= 1 // integer values $7321 = 1 // integer values :KICKST_14666 if $7326 == 0 // integer values else_jump @KICKST_14828 024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $7323 $7324 $7325 if 00F5: player $PLAYER_CHAR 0 $7323 $7324 $7325 radius 1.5 1.5 1.5 else_jump @KICKST_14828 if 00DE: player $PLAYER_CHAR driving_vehicle_type #SANCHEZ else_jump @KICKST_14828 018C: play_sound 1 at $7323 $7324 $7325 00BC: text_highpriority 'KICK1_6' 1000 ms 1 // ~g~Well done! Marker.Disable($7327) $7231 += 1 // integer values $7405 -= 1 // integer values $7326 = 1 // integer values :KICKST_14828 if $7331 == 0 // integer values else_jump @KICKST_14990 024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $7328 $7329 $7330 if 00F5: player $PLAYER_CHAR 0 $7328 $7329 $7330 radius 1.5 1.5 1.5 else_jump @KICKST_14990 if 00DE: player $PLAYER_CHAR driving_vehicle_type #SANCHEZ else_jump @KICKST_14990 018C: play_sound 1 at $7328 $7329 $7330 00BC: text_highpriority 'KICK1_6' 1000 ms 1 // ~g~Well done! Marker.Disable($7332) $7231 += 1 // integer values $7405 -= 1 // integer values $7331 = 1 // integer values :KICKST_14990 if $7336 == 0 // integer values else_jump @KICKST_15152 024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $7333 $7334 $7335 if 00F5: player $PLAYER_CHAR 0 $7333 $7334 $7335 radius 1.5 1.5 1.5 else_jump @KICKST_15152 if 00DE: player $PLAYER_CHAR driving_vehicle_type #SANCHEZ else_jump @KICKST_15152 018C: play_sound 1 at $7333 $7334 $7335 00BC: text_highpriority 'KICK1_6' 1000 ms 1 // ~g~Well done! Marker.Disable($7337) $7231 += 1 // integer values $7405 -= 1 // integer values $7336 = 1 // integer values :KICKST_15152 if $7341 == 0 // integer values else_jump @KICKST_15314 024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $7338 $7339 $7340 if 00F5: player $PLAYER_CHAR 0 $7338 $7339 $7340 radius 1.5 1.5 1.5 else_jump @KICKST_15314 if 00DE: player $PLAYER_CHAR driving_vehicle_type #SANCHEZ else_jump @KICKST_15314 018C: play_sound 1 at $7338 $7339 $7340 00BC: text_highpriority 'KICK1_6' 1000 ms 1 // ~g~Well done! Marker.Disable($7342) $7231 += 1 // integer values $7405 -= 1 // integer values $7341 = 1 // integer values :KICKST_15314 if $7346 == 0 // integer values else_jump @KICKST_15476 024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $7343 $7344 $7345 if 00F5: player $PLAYER_CHAR 0 $7343 $7344 $7345 radius 1.5 1.5 1.5 else_jump @KICKST_15476 if 00DE: player $PLAYER_CHAR driving_vehicle_type #SANCHEZ else_jump @KICKST_15476 018C: play_sound 1 at $7343 $7344 $7345 00BC: text_highpriority 'KICK1_6' 1000 ms 1 // ~g~Well done! Marker.Disable($7347) $7231 += 1 // integer values $7405 -= 1 // integer values $7346 = 1 // integer values :KICKST_15476 if $7351 == 0 // integer values else_jump @KICKST_15638 024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $7348 $7349 $7350 if 00F5: player $PLAYER_CHAR 0 $7348 $7349 $7350 radius 1.5 1.5 1.5 else_jump @KICKST_15638 if 00DE: player $PLAYER_CHAR driving_vehicle_type #SANCHEZ else_jump @KICKST_15638 018C: play_sound 1 at $7348 $7349 $7350 00BC: text_highpriority 'KICK1_6' 1000 ms 1 // ~g~Well done! Marker.Disable($7352) $7231 += 1 // integer values $7405 -= 1 // integer values $7351 = 1 // integer values :KICKST_15638 if $7356 == 0 // integer values else_jump @KICKST_15800 024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $7353 $7354 $7355 if 00F5: player $PLAYER_CHAR 0 $7353 $7354 $7355 radius 1.5 1.5 1.5 else_jump @KICKST_15800 if 00DE: player $PLAYER_CHAR driving_vehicle_type #SANCHEZ else_jump @KICKST_15800 018C: play_sound 1 at $7353 $7354 $7355 00BC: text_highpriority 'KICK1_6' 1000 ms 1 // ~g~Well done! Marker.Disable($7357) $7231 += 1 // integer values $7405 -= 1 // integer values $7356 = 1 // integer values :KICKST_15800 if $7361 == 0 // integer values else_jump @KICKST_15962 024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $7358 $7359 $7360 if 00F5: player $PLAYER_CHAR 0 $7358 $7359 $7360 radius 1.5 1.5 1.5 else_jump @KICKST_15962 if 00DE: player $PLAYER_CHAR driving_vehicle_type #SANCHEZ else_jump @KICKST_15962 018C: play_sound 1 at $7358 $7359 $7360 00BC: text_highpriority 'KICK1_6' 1000 ms 1 // ~g~Well done! Marker.Disable($7362) $7231 += 1 // integer values $7405 -= 1 // integer values $7361 = 1 // integer values :KICKST_15962 if $7366 == 0 // integer values else_jump @KICKST_16124 024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $7363 $7364 $7365 if 00F5: player $PLAYER_CHAR 0 $7363 $7364 $7365 radius 1.5 1.5 1.5 else_jump @KICKST_16124 if 00DE: player $PLAYER_CHAR driving_vehicle_type #SANCHEZ else_jump @KICKST_16124 018C: play_sound 1 at $7363 $7364 $7365 00BC: text_highpriority 'KICK1_6' 1000 ms 1 // ~g~Well done! Marker.Disable($7367) $7231 += 1 // integer values $7405 -= 1 // integer values $7366 = 1 // integer values :KICKST_16124 if $7371 == 0 // integer values else_jump @KICKST_16286 024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $7368 $7369 $7370 if 00F5: player $PLAYER_CHAR 0 $7368 $7369 $7370 radius 1.5 1.5 1.5 else_jump @KICKST_16286 if 00DE: player $PLAYER_CHAR driving_vehicle_type #SANCHEZ else_jump @KICKST_16286 018C: play_sound 1 at $7368 $7369 $7370 00BC: text_highpriority 'KICK1_6' 1000 ms 1 // ~g~Well done! Marker.Disable($7372) $7231 += 1 // integer values $7405 -= 1 // integer values $7371 = 1 // integer values :KICKST_16286 if $7376 == 0 // integer values else_jump @KICKST_16448 024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $7373 $7374 $7375 if 00F5: player $PLAYER_CHAR 0 $7373 $7374 $7375 radius 1.5 1.5 1.5 else_jump @KICKST_16448 if 00DE: player $PLAYER_CHAR driving_vehicle_type #SANCHEZ else_jump @KICKST_16448 018C: play_sound 1 at $7373 $7374 $7375 00BC: text_highpriority 'KICK1_6' 1000 ms 1 // ~g~Well done! Marker.Disable($7377) $7231 += 1 // integer values $7405 -= 1 // integer values $7376 = 1 // integer values :KICKST_16448 if $7381 == 0 // integer values else_jump @KICKST_16610 024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $7378 $7379 $7380 if 00F5: player $PLAYER_CHAR 0 $7378 $7379 $7380 radius 1.5 1.5 1.5 else_jump @KICKST_16610 if 00DE: player $PLAYER_CHAR driving_vehicle_type #SANCHEZ else_jump @KICKST_16610 018C: play_sound 1 at $7378 $7379 $7380 00BC: text_highpriority 'KICK1_6' 1000 ms 1 // ~g~Well done! Marker.Disable($7382) $7231 += 1 // integer values $7405 -= 1 // integer values $7381 = 1 // integer values :KICKST_16610 if $7386 == 0 // integer values else_jump @KICKST_16772 024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $7383 $7384 $7385 if 00F5: player $PLAYER_CHAR 0 $7383 $7384 $7385 radius 1.5 1.5 1.5 else_jump @KICKST_16772 if 00DE: player $PLAYER_CHAR driving_vehicle_type #SANCHEZ else_jump @KICKST_16772 018C: play_sound 1 at $7383 $7384 $7385 00BC: text_highpriority 'KICK1_6' 1000 ms 1 // ~g~Well done! Marker.Disable($7387) $7231 += 1 // integer values $7405 -= 1 // integer values $7386 = 1 // integer values :KICKST_16772 if $7391 == 0 // integer values else_jump @KICKST_16934 024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $7388 $7389 $7390 if 00F5: player $PLAYER_CHAR 0 $7388 $7389 $7390 radius 1.5 1.5 1.5 else_jump @KICKST_16934 if 00DE: player $PLAYER_CHAR driving_vehicle_type #SANCHEZ else_jump @KICKST_16934 018C: play_sound 1 at $7388 $7389 $7390 00BC: text_highpriority 'KICK1_6' 1000 ms 1 // ~g~Well done! Marker.Disable($7392) $7231 += 1 // integer values $7405 -= 1 // integer values $7391 = 1 // integer values :KICKST_16934 if $7396 == 0 // integer values else_jump @KICKST_17096 024F: create_corona 1.0 6 0 with_color 255 137 205 at_point $7393 $7394 $7395 if 00F5: player $PLAYER_CHAR 0 $7393 $7394 $7395 radius 1.5 1.5 1.5 else_jump @KICKST_17096 if 00DE: player $PLAYER_CHAR driving_vehicle_type #SANCHEZ else_jump @KICKST_17096 018C: play_sound 1 at $7393 $7394 $7395 00BC: text_highpriority 'KICK1_6' 1000 ms 1 // ~g~Well done! Marker.Disable($7397) $7231 += 1 // integer values $7405 -= 1 // integer values $7396 = 1 // integer values :KICKST_17096 return //-------------Mission 13--------------- // Originally: Phnom Penh '86 :RACE gosub @RACE_36 if wasted_or_busted else_jump @RACE_27 gosub @RACE_21028 :RACE_27 gosub @RACE_22749 end_thread :RACE_36 $ONMISSION = 1 // integer values thread 'RACE' wait 0 054C: use_GXT_table 'RACES' $7440 = 0 // integer values $7436 = 0 // integer values $7437 = 0 // integer values $7438 = 0 // integer values $7439 = 0 // integer values $7472 = 7.0 // floating-point values $7473 = 7.0 // floating-point values $7474 = 7.0 // floating-point values $7454 = 1 // integer values $7441 = 0 // integer values $7442 = 0 // integer values $7443 = 0 // integer values $7444 = 0 // integer values $7445 = 0 // integer values $7446 = 0 // integer values $7447 = 0 // integer values $7449 = 0 // integer values $7450 = 0 // integer values $7448 = 0 // integer values $7452 = 0 // integer values $7453 = 0 // integer values $7455 = 0 // integer values $7456 = 0 // integer values $7459 = 0 // integer values $7460 = 0 // integer values $7461 = 0 // integer values $7498 = 0.0 // floating-point values $7499 = 0.0 // floating-point values $7500 = 0.0 // floating-point values $7501 = 0.0 // floating-point values $7502 = 0.0 // floating-point values $7503 = 0.0 // floating-point values Model.Load(#LH_RACE01) Model.Load(#LH_RACE02) Model.Load(#LH_RACE03) Model.Load(#LH_RACE04) Model.Load(#LH_RACE05) Model.Load(#LH_RACE06) 038B: load_requested_models 03F0: text_draw_toggle 1 :RACE_354 if or not Model.Available(#LH_RACE01) not Model.Available(#LH_RACE02) not Model.Available(#LH_RACE03) not Model.Available(#LH_RACE04) not Model.Available(#LH_RACE05) not Model.Available(#LH_RACE06) else_jump @RACE_406 wait 0 jump @RACE_354 :RACE_406 Player.CanMove($PLAYER_CHAR) = False 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 03F4: set_all_vehicles_apply_damage_rules 0 02A3: toggle_widescreen 1 0395: clear_area 0 at -967.705 -827.3005 range 2.0 2.0 0395: clear_area 0 at -970.2131 -828.717 range 1.0 1.0 0055: put_player $PLAYER_CHAR at -970.2131 -828.717 5.7702 0171: set_player $PLAYER_CHAR z_angle_to 90.0 Camera.SetBehindPlayer Camera.SetPosition(-971.9697, -825.7239, 8.5712, 0.0, 0.0, 0.0) Camera.PointAt(-970.9708, -825.7308, 8.6162, 2) 0512: permanent_text_box 'RACEHLP' if $ONMISSION == 0 // integer values else_jump @RACE_702 $7426 = Object.Init(#LH_RACE02, -965.584, -827.217, 8.631) $7427 = Object.Init(#LH_RACE03, -965.584, -827.217, 8.631) $7428 = Object.Init(#LH_RACE04, -965.584, -827.217, 8.631) $7429 = Object.Init(#LH_RACE05, -965.584, -827.217, 8.631) $7430 = Object.Init(#LH_RACE06, -965.584, -827.217, 8.631) :RACE_702 $7425 = Object.Init(#LH_RACE01, -965.584, -827.217, 8.631) :RACE_725 wait 0 0494: get_joystick 0 data_to $880 $881 $882 $883 if 00E1: key_pressed 0 15 else_jump @RACE_807 if $7452 == 1 // integer values else_jump @RACE_800 $7452 = 0 // integer values 03E6: remove_text_box 03F0: text_draw_toggle 0 jump @RACE_21028 :RACE_800 jump @RACE_832 :RACE_807 if $7452 == 0 // integer values else_jump @RACE_832 $7452 = 1 // integer values :RACE_832 if or 00E1: key_pressed 0 10 -100 > $880 // integer values else_jump @RACE_1233 if $7455 == 1 // integer values else_jump @RACE_1226 $7455 = 0 // integer values 03D5: remove_text 'RACES19' // You cannot afford to enter this race. if $7454 == 1 // integer values else_jump @RACE_951 Object.Destroy($7425) $7430 = Object.Init(#LH_RACE06, -965.584, -827.217, 8.631) $7454 = 6 // integer values jump @RACE_1226 :RACE_951 if $7454 == 2 // integer values else_jump @RACE_1011 Object.Destroy($7426) $7425 = Object.Init(#LH_RACE01, -965.584, -827.217, 8.631) $7454 = 1 // integer values jump @RACE_1226 :RACE_1011 if $7454 == 3 // integer values else_jump @RACE_1071 Object.Destroy($7427) $7426 = Object.Init(#LH_RACE02, -965.584, -827.217, 8.631) $7454 = 2 // integer values jump @RACE_1226 :RACE_1071 if $7454 == 4 // integer values else_jump @RACE_1131 Object.Destroy($7428) $7427 = Object.Init(#LH_RACE03, -965.584, -827.217, 8.631) $7454 = 3 // integer values jump @RACE_1226 :RACE_1131 if $7454 == 5 // integer values else_jump @RACE_1191 Object.Destroy($7429) $7428 = Object.Init(#LH_RACE04, -965.584, -827.217, 8.631) $7454 = 4 // integer values jump @RACE_1226 :RACE_1191 Object.Destroy($7430) $7429 = Object.Init(#LH_RACE05, -965.584, -827.217, 8.631) $7454 = 5 // integer values :RACE_1226 jump @RACE_1258 :RACE_1233 if $7455 == 0 // integer values else_jump @RACE_1258 $7455 = 1 // integer values :RACE_1258 if or 00E1: key_pressed 0 11 $880 > 100 // integer values else_jump @RACE_1659 if $7456 == 1 // integer values else_jump @RACE_1652 $7456 = 0 // integer values 03D5: remove_text 'RACES19' // You cannot afford to enter this race. if $7454 == 1 // integer values else_jump @RACE_1377 Object.Destroy($7425) $7426 = Object.Init(#LH_RACE02, -965.584, -827.217, 8.631) $7454 = 2 // integer values jump @RACE_1652 :RACE_1377 if $7454 == 2 // integer values else_jump @RACE_1437 Object.Destroy($7426) $7427 = Object.Init(#LH_RACE03, -965.584, -827.217, 8.631) $7454 = 3 // integer values jump @RACE_1652 :RACE_1437 if $7454 == 3 // integer values else_jump @RACE_1497 Object.Destroy($7427) $7428 = Object.Init(#LH_RACE04, -965.584, -827.217, 8.631) $7454 = 4 // integer values jump @RACE_1652 :RACE_1497 if $7454 == 4 // integer values else_jump @RACE_1557 Object.Destroy($7428) $7429 = Object.Init(#LH_RACE05, -965.584, -827.217, 8.631) $7454 = 5 // integer values jump @RACE_1652 :RACE_1557 if $7454 == 5 // integer values else_jump @RACE_1617 Object.Destroy($7429) $7430 = Object.Init(#LH_RACE06, -965.584, -827.217, 8.631) $7454 = 6 // integer values jump @RACE_1652 :RACE_1617 Object.Destroy($7430) $7425 = Object.Init(#LH_RACE01, -965.584, -827.217, 8.631) $7454 = 1 // integer values :RACE_1652 jump @RACE_1684 :RACE_1659 if $7456 == 0 // integer values else_jump @RACE_1684 $7456 = 1 // integer values :RACE_1684 if $7454 == 1 // integer values else_jump @RACE_2314 gosub @RACE_6060 033F: set_text_draw_letter_width_height 0.8 2.0 045A: text_draw_1number 30.0 145.0 'RACES00' $7454 // Race ~1~: gosub @RACE_6060 033F: set_text_draw_letter_width_height 0.8 2.0 033E: text_draw 30.0 165.0 'RACES01' // Terminal Velocity gosub @RACE_6060 033F: set_text_draw_letter_width_height 0.6 1.6 if 0424: metric else_jump @RACE_1847 045B: text_draw_2numbers 30.0 190.0 'RACES13' 1 748 // Track Length: ~1~.~1~ km jump @RACE_1871 :RACE_1847 045B: text_draw_2numbers 30.0 190.0 'RACES23' 1 1 // Track Length: ~1~.~1~ miles :RACE_1871 gosub @RACE_6060 033F: set_text_draw_letter_width_height 0.65 1.7 045A: text_draw_1number 30.0 220.0 'RACES07' 100 // Entrance Fee: $~1~ gosub @RACE_6060 033F: set_text_draw_letter_width_height 0.6 1.6 if $402 == 99999999 // integer values else_jump @RACE_1979 033E: text_draw 30.0 310.0 'RACES15' // Best Time: NA jump @RACE_2102 :RACE_1979 0084: $7457 = $402 // integer values and handles $7457 /= 60 // integer values 0084: $7451 = $7457 // integer values and handles $7451 *= 60 // integer values 0084: $7458 = $402 // integer values and handles 0060: $7458 -= $7451 // integer values if $7458 > 9 // integer values else_jump @RACE_2076 045B: text_draw_2numbers 30.0 310.0 'RACES08' $7457 $7458 // Best Time: ~1~:~1~ jump @RACE_2102 :RACE_2076 045B: text_draw_2numbers 30.0 310.0 'RACES22' $7457 $7458 // Best Time: ~1~:0~1~ :RACE_2102 gosub @RACE_6060 033F: set_text_draw_letter_width_height 0.6 1.6 if $401 == 99999999 // integer values else_jump @RACE_2162 033E: text_draw 30.0 325.0 'RACES16' // Best Result: NA :RACE_2162 if $401 == 0 // integer values else_jump @RACE_2200 033E: text_draw 30.0 325.0 'RACES09' // Best Result: 1st :RACE_2200 if $401 == 1 // integer values else_jump @RACE_2238 033E: text_draw 30.0 325.0 'RACES10' // Best Result: 2nd :RACE_2238 if $401 == 2 // integer values else_jump @RACE_2276 033E: text_draw 30.0 325.0 'RACES11' // Best Result: 3rd :RACE_2276 if $401 == 3 // integer values else_jump @RACE_2314 033E: text_draw 30.0 325.0 'RACES12' // Best Result: 4th :RACE_2314 if $7454 == 2 // integer values else_jump @RACE_2946 gosub @RACE_6060 033F: set_text_draw_letter_width_height 0.8 2.0 045A: text_draw_1number 30.0 145.0 'RACES00' $7454 // Race ~1~: gosub @RACE_6060 033F: set_text_draw_letter_width_height 0.8 2.0 033E: text_draw 30.0 165.0 'RACES02' // Ocean Drive gosub @RACE_6060 033F: set_text_draw_letter_width_height 0.6 1.6 if 0424: metric else_jump @RACE_2477 045B: text_draw_2numbers 30.0 190.0 'RACES13' 2 659 // Track Length: ~1~.~1~ km jump @RACE_2502 :RACE_2477 045B: text_draw_2numbers 30.0 190.0 'RACES23' 1 652 // Track Length: ~1~.~1~ miles :RACE_2502 gosub @RACE_6060 033F: set_text_draw_letter_width_height 0.65 1.7 045A: text_draw_1number 30.0 220.0 'RACES07' 500 // Entrance Fee: $~1~ gosub @RACE_6060 033F: set_text_draw_letter_width_height 0.6 1.6 if $404 == 99999999 // integer values else_jump @RACE_2611 033E: text_draw 30.0 310.0 'RACES15' // Best Time: NA jump @RACE_2734 :RACE_2611 0084: $7457 = $404 // integer values and handles $7457 /= 60 // integer values 0084: $7451 = $7457 // integer values and handles $7451 *= 60 // integer values 0084: $7458 = $404 // integer values and handles 0060: $7458 -= $7451 // integer values if $7458 > 9 // integer values else_jump @RACE_2708 045B: text_draw_2numbers 30.0 310.0 'RACES08' $7457 $7458 // Best Time: ~1~:~1~ jump @RACE_2734 :RACE_2708 045B: text_draw_2numbers 30.0 310.0 'RACES22' $7457 $7458 // Best Time: ~1~:0~1~ :RACE_2734 gosub @RACE_6060 033F: set_text_draw_letter_width_height 0.6 1.6 if $403 == 99999999 // integer values else_jump @RACE_2794 033E: text_draw 30.0 325.0 'RACES16' // Best Result: NA :RACE_2794 if $403 == 0 // integer values else_jump @RACE_2832 033E: text_draw 30.0 325.0 'RACES09' // Best Result: 1st :RACE_2832 if $403 == 1 // integer values else_jump @RACE_2870 033E: text_draw 30.0 325.0 'RACES10' // Best Result: 2nd :RACE_2870 if $403 == 2 // integer values else_jump @RACE_2908 033E: text_draw 30.0 325.0 'RACES11' // Best Result: 3rd :RACE_2908 if $403 == 3 // integer values else_jump @RACE_2946 033E: text_draw 30.0 325.0 'RACES12' // Best Result: 4th :RACE_2946 if $7454 == 3 // integer values else_jump @RACE_3577 gosub @RACE_6060 033F: set_text_draw_letter_width_height 0.8 2.0 045A: text_draw_1number 30.0 145.0 'RACES00' $7454 // Race ~1~: gosub @RACE_6060 033F: set_text_draw_letter_width_height 0.8 2.0 033E: text_draw 30.0 165.0 'RACES03' // Border Run gosub @RACE_6060 033F: set_text_draw_letter_width_height 0.6 1.6 if 0424: metric else_jump @RACE_3108 045B: text_draw_2numbers 30.0 190.0 'RACES13' 3 1 // Track Length: ~1~.~1~ km jump @RACE_3133 :RACE_3108 045B: text_draw_2numbers 30.0 190.0 'RACES23' 1 926 // Track Length: ~1~.~1~ miles :RACE_3133 gosub @RACE_6060 033F: set_text_draw_letter_width_height 0.65 1.7 045A: text_draw_1number 30.0 220.0 'RACES07' 1000 // Entrance Fee: $~1~ gosub @RACE_6060 033F: set_text_draw_letter_width_height 0.6 1.6 if $406 == 99999999 // integer values else_jump @RACE_3242 033E: text_draw 30.0 310.0 'RACES15' // Best Time: NA jump @RACE_3365 :RACE_3242 0084: $7457 = $406 // integer values and handles $7457 /= 60 // integer values 0084: $7451 = $7457 // integer values and handles $7451 *= 60 // integer values 0084: $7458 = $406 // integer values and handles 0060: $7458 -= $7451 // integer values if $7458 > 9 // integer values else_jump @RACE_3339 045B: text_draw_2numbers 30.0 310.0 'RACES08' $7457 $7458 // Best Time: ~1~:~1~ jump @RACE_3365 :RACE_3339 045B: text_draw_2numbers 30.0 310.0 'RACES22' $7457 $7458 // Best Time: ~1~:0~1~ :RACE_3365 gosub @RACE_6060 033F: set_text_draw_letter_width_height 0.6 1.6 if $405 == 99999999 // integer values else_jump @RACE_3425 033E: text_draw 30.0 325.0 'RACES16' // Best Result: NA :RACE_3425 if $405 == 0 // integer values else_jump @RACE_3463 033E: text_draw 30.0 325.0 'RACES09' // Best Result: 1st :RACE_3463 if $405 == 1 // integer values else_jump @RACE_3501 033E: text_draw 30.0 325.0 'RACES10' // Best Result: 2nd :RACE_3501 if $405 == 2 // integer values else_jump @RACE_3539 033E: text_draw 30.0 325.0 'RACES11' // Best Result: 3rd :RACE_3539 if $405 == 3 // integer values else_jump @RACE_3577 033E: text_draw 30.0 325.0 'RACES12' // Best Result: 4th :RACE_3577 if $7454 == 4 // integer values else_jump @RACE_4209 gosub @RACE_6060 033F: set_text_draw_letter_width_height 0.8 2.0 045A: text_draw_1number 30.0 145.0 'RACES00' $7454 // Race ~1~: gosub @RACE_6060 033F: set_text_draw_letter_width_height 0.8 2.0 033E: text_draw 30.0 165.0 'RACES04' // Capital Cruise gosub @RACE_6060 033F: set_text_draw_letter_width_height 0.6 1.6 if 0424: metric else_jump @RACE_3740 045B: text_draw_2numbers 30.0 190.0 'RACES13' 3 924 // Track Length: ~1~.~1~ km jump @RACE_3765 :RACE_3740 045B: text_draw_2numbers 30.0 190.0 'RACES23' 2 438 // Track Length: ~1~.~1~ miles :RACE_3765 gosub @RACE_6060 033F: set_text_draw_letter_width_height 0.65 1.7 045A: text_draw_1number 30.0 220.0 'RACES07' 2000 // Entrance Fee: $~1~ gosub @RACE_6060 033F: set_text_draw_letter_width_height 0.6 1.6 if $408 == 99999999 // integer values else_jump @RACE_3874 033E: text_draw 30.0 310.0 'RACES15' // Best Time: NA jump @RACE_3997 :RACE_3874 0084: $7457 = $408 // integer values and handles $7457 /= 60 // integer values 0084: $7451 = $7457 // integer values and handles $7451 *= 60 // integer values 0084: $7458 = $408 // integer values and handles 0060: $7458 -= $7451 // integer values if $7458 > 9 // integer values else_jump @RACE_3971 045B: text_draw_2numbers 30.0 310.0 'RACES08' $7457 $7458 // Best Time: ~1~:~1~ jump @RACE_3997 :RACE_3971 045B: text_draw_2numbers 30.0 310.0 'RACES22' $7457 $7458 // Best Time: ~1~:0~1~ :RACE_3997 gosub @RACE_6060 033F: set_text_draw_letter_width_height 0.6 1.6 if $407 == 99999999 // integer values else_jump @RACE_4057 033E: text_draw 30.0 325.0 'RACES16' // Best Result: NA :RACE_4057 if $407 == 0 // integer values else_jump @RACE_4095 033E: text_draw 30.0 325.0 'RACES09' // Best Result: 1st :RACE_4095 if $407 == 1 // integer values else_jump @RACE_4133 033E: text_draw 30.0 325.0 'RACES10' // Best Result: 2nd :RACE_4133 if $407 == 2 // integer values else_jump @RACE_4171 033E: text_draw 30.0 325.0 'RACES11' // Best Result: 3rd :RACE_4171 if $407 == 3 // integer values else_jump @RACE_4209 033E: text_draw 30.0 325.0 'RACES12' // Best Result: 4th :RACE_4209 if $7454 == 5 // integer values else_jump @RACE_4840 gosub @RACE_6060 033F: set_text_draw_letter_width_height 0.8 2.0 045A: text_draw_1number 30.0 145.0 'RACES00' $7454 // Race ~1~: gosub @RACE_6060 033F: set_text_draw_letter_width_height 0.8 2.0 033E: text_draw 30.0 165.0 'RACES05' // Tour! gosub @RACE_6060 033F: set_text_draw_letter_width_height 0.6 1.6 if 0424: metric else_jump @RACE_4372 045B: text_draw_2numbers 30.0 190.0 'RACES13' 4 603 // Track Length: ~1~.~1~ km jump @RACE_4396 :RACE_4372 045B: text_draw_2numbers 30.0 190.0 'RACES23' 2 86 // Track Length: ~1~.~1~ miles :RACE_4396 gosub @RACE_6060 033F: set_text_draw_letter_width_height 0.65 1.7 045A: text_draw_1number 30.0 220.0 'RACES07' 5000 // Entrance Fee: $~1~ gosub @RACE_6060 033F: set_text_draw_letter_width_height 0.6 1.6 if $410 == 99999999 // integer values else_jump @RACE_4505 033E: text_draw 30.0 310.0 'RACES15' // Best Time: NA jump @RACE_4628 :RACE_4505 0084: $7457 = $410 // integer values and handles $7457 /= 60 // integer values 0084: $7451 = $7457 // integer values and handles $7451 *= 60 // integer values 0084: $7458 = $410 // integer values and handles 0060: $7458 -= $7451 // integer values if $7458 > 9 // integer values else_jump @RACE_4602 045B: text_draw_2numbers 30.0 310.0 'RACES08' $7457 $7458 // Best Time: ~1~:~1~ jump @RACE_4628 :RACE_4602 045B: text_draw_2numbers 30.0 310.0 'RACES22' $7457 $7458 // Best Time: ~1~:0~1~ :RACE_4628 gosub @RACE_6060 033F: set_text_draw_letter_width_height 0.6 1.6 if $409 == 99999999 // integer values else_jump @RACE_4688 033E: text_draw 30.0 325.0 'RACES16' // Best Result: NA :RACE_4688 if $409 == 0 // integer values else_jump @RACE_4726 033E: text_draw 30.0 325.0 'RACES09' // Best Result: 1st :RACE_4726 if $409 == 1 // integer values else_jump @RACE_4764 033E: text_draw 30.0 325.0 'RACES10' // Best Result: 2nd :RACE_4764 if $409 == 2 // integer values else_jump @RACE_4802 033E: text_draw 30.0 325.0 'RACES11' // Best Result: 3rd :RACE_4802 if $409 == 3 // integer values else_jump @RACE_4840 033E: text_draw 30.0 325.0 'RACES12' // Best Result: 4th :RACE_4840 if $7454 == 6 // integer values else_jump @RACE_5471 gosub @RACE_6060 033F: set_text_draw_letter_width_height 0.8 2.0 045A: text_draw_1number 30.0 145.0 'RACES00' $7454 // Race ~1~: gosub @RACE_6060 033F: set_text_draw_letter_width_height 0.8 2.0 033E: text_draw 30.0 165.0 'RACES06' // V.C. Endurance gosub @RACE_6060 033F: set_text_draw_letter_width_height 0.6 1.6 if 0424: metric else_jump @RACE_5003 045B: text_draw_2numbers 30.0 190.0 'RACES13' 9 721 // Track Length: ~1~.~1~ km jump @RACE_5027 :RACE_5003 045B: text_draw_2numbers 30.0 190.0 'RACES23' 6 1 // Track Length: ~1~.~1~ miles :RACE_5027 gosub @RACE_6060 033F: set_text_draw_letter_width_height 0.65 1.7 045A: text_draw_1number 30.0 220.0 'RACES07' 10000 // Entrance Fee: $~1~ gosub @RACE_6060 033F: set_text_draw_letter_width_height 0.6 1.6 if $412 == 99999999 // integer values else_jump @RACE_5136 033E: text_draw 30.0 310.0 'RACES15' // Best Time: NA jump @RACE_5259 :RACE_5136 0084: $7457 = $412 // integer values and handles $7457 /= 60 // integer values 0084: $7451 = $7457 // integer values and handles $7451 *= 60 // integer values 0084: $7458 = $412 // integer values and handles 0060: $7458 -= $7451 // integer values if $7458 > 9 // integer values else_jump @RACE_5233 045B: text_draw_2numbers 30.0 310.0 'RACES08' $7457 $7458 // Best Time: ~1~:~1~ jump @RACE_5259 :RACE_5233 045B: text_draw_2numbers 30.0 310.0 'RACES22' $7457 $7458 // Best Time: ~1~:0~1~ :RACE_5259 gosub @RACE_6060 033F: set_text_draw_letter_width_height 0.6 1.6 if $411 == 99999999 // integer values else_jump @RACE_5319 033E: text_draw 30.0 325.0 'RACES16' // Best Result: NA :RACE_5319 if $411 == 0 // integer values else_jump @RACE_5357 033E: text_draw 30.0 325.0 'RACES09' // Best Result: 1st :RACE_5357 if $411 == 1 // integer values else_jump @RACE_5395 033E: text_draw 30.0 325.0 'RACES10' // Best Result: 2nd :RACE_5395 if $411 == 2 // integer values else_jump @RACE_5433 033E: text_draw 30.0 325.0 'RACES11' // Best Result: 3rd :RACE_5433 if $411 == 3 // integer values else_jump @RACE_5471 033E: text_draw 30.0 325.0 'RACES12' // Best Result: 4th :RACE_5471 if 00E1: key_pressed 0 16 else_jump @RACE_6028 if $7453 == 1 // integer values else_jump @RACE_6021 $7453 = 0 // integer values if $7454 == 1 // integer values else_jump @RACE_5596 if Player.Money($PLAYER_CHAR) > 99 else_jump @RACE_5581 Player.Money($PLAYER_CHAR) += -100 Object.Destroy($7425) 03E6: remove_text_box 03F0: text_draw_toggle 0 jump @RACE_6103 jump @RACE_5596 :RACE_5581 00BC: text_highpriority 'RACES19' 3000 ms 1 // You cannot afford to enter this race. :RACE_5596 if $7454 == 2 // integer values else_jump @RACE_5681 if Player.Money($PLAYER_CHAR) > 499 else_jump @RACE_5666 Player.Money($PLAYER_CHAR) += -500 Object.Destroy($7426) 03E6: remove_text_box 03F0: text_draw_toggle 0 jump @RACE_7017 jump @RACE_5681 :RACE_5666 00BC: text_highpriority 'RACES19' 3000 ms 1 // You cannot afford to enter this race. :RACE_5681 if $7454 == 3 // integer values else_jump @RACE_5766 if Player.Money($PLAYER_CHAR) > 999 else_jump @RACE_5751 Player.Money($PLAYER_CHAR) += -1000 Object.Destroy($7427) 03E6: remove_text_box 03F0: text_draw_toggle 0 jump @RACE_7991 jump @RACE_5766 :RACE_5751 00BC: text_highpriority 'RACES19' 3000 ms 1 // You cannot afford to enter this race. :RACE_5766 if $7454 == 4 // integer values else_jump @RACE_5851 if Player.Money($PLAYER_CHAR) > 1999 else_jump @RACE_5836 Player.Money($PLAYER_CHAR) += -2000 Object.Destroy($7428) 03E6: remove_text_box 03F0: text_draw_toggle 0 jump @RACE_9085 jump @RACE_5851 :RACE_5836 00BC: text_highpriority 'RACES19' 3000 ms 1 // You cannot afford to enter this race. :RACE_5851 if $7454 == 5 // integer values else_jump @RACE_5936 if Player.Money($PLAYER_CHAR) > 4999 else_jump @RACE_5921 Player.Money($PLAYER_CHAR) += -5000 Object.Destroy($7429) 03E6: remove_text_box 03F0: text_draw_toggle 0 jump @RACE_10719 jump @RACE_5936 :RACE_5921 00BC: text_highpriority 'RACES19' 3000 ms 1 // You cannot afford to enter this race. :RACE_5936 if $7454 == 6 // integer values else_jump @RACE_6021 if Player.Money($PLAYER_CHAR) > 9999 else_jump @RACE_6006 Player.Money($PLAYER_CHAR) += -10000 Object.Destroy($7430) 03E6: remove_text_box 03F0: text_draw_toggle 0 jump @RACE_12413 jump @RACE_6021 :RACE_6006 00BC: text_highpriority 'RACES19' 3000 ms 1 // You cannot afford to enter this race. :RACE_6021 jump @RACE_6053 :RACE_6028 if $7453 == 0 // integer values else_jump @RACE_6053 $7453 = 1 // integer values :RACE_6053 jump @RACE_725 :RACE_6060 0340: set_text_draw_color 180 180 180 255 0341: unknown_text_stuff 1 03E4: set_text_draw_align_right 0 0343: set_text_linewidth 500.0 0348: set_text_draw_proportional 1 0342: set_text_draw_centered 0 0345: set_text_draw_in_box 0 return :RACE_6103 if $1588 == 0 // integer values else_jump @RACE_6123 increment_mission_attempts :RACE_6123 $7449 = 23 // integer values $7504 = -1381.918 // floating-point values $7505 = -781.2508 // floating-point values $7506 = 13.6582 // floating-point values $7507 = -1336.543 // floating-point values $7508 = -783.221 // floating-point values $7509 = 13.6582 // floating-point values $7510 = -1278.385 // floating-point values $7511 = -783.2156 // floating-point values $7512 = 13.6582 // floating-point values $7513 = -1258.049 // floating-point values $7514 = -762.8456 // floating-point values $7515 = 13.6582 // floating-point values $7516 = -1258.104 // floating-point values $7517 = -695.624 // floating-point values $7518 = 13.6582 // floating-point values $7519 = -1261.048 // floating-point values $7520 = -569.8616 // floating-point values $7521 = 9.6582 // floating-point values $7522 = -1320.283 // floating-point values $7523 = -558.813 // floating-point values $7524 = 7.4568 // floating-point values $7525 = -1425.425 // floating-point values $7526 = -558.7655 // floating-point values $7527 = 6.7282 // floating-point values $7528 = -1514.076 // floating-point values $7529 = -558.7275 // floating-point values $7530 = 6.7207 // floating-point values $7531 = -1657.351 // floating-point values $7532 = -558.9381 // floating-point values $7533 = 6.7207 // floating-point values $7534 = -1779.238 // floating-point values $7535 = -561.8121 // floating-point values $7536 = 6.7207 // floating-point values $7537 = -1791.55 // floating-point values $7538 = -638.3821 // floating-point values $7539 = 10.4712 // floating-point values $7540 = -1771.568 // floating-point values $7541 = -690.8166 // floating-point values $7542 = 13.6582 // floating-point values $7543 = -1748.326 // floating-point values $7544 = -664.5505 // floating-point values $7545 = 13.6509 // floating-point values $7546 = -1743.892 // floating-point values $7547 = -557.9755 // floating-point values $7548 = 13.651 // floating-point values $7549 = -1650.822 // floating-point values $7550 = -548.6134 // floating-point values $7551 = 13.651 // floating-point values $7552 = -1553.458 // floating-point values $7553 = -548.5882 // floating-point values $7554 = 13.651 // floating-point values $7555 = -1530.331 // floating-point values $7556 = -620.5998 // floating-point values $7557 = 13.651 // floating-point values $7558 = -1530.394 // floating-point values $7559 = -690.6783 // floating-point values $7560 = 13.6582 // floating-point values $7561 = -1527.139 // floating-point values $7562 = -772.0657 // floating-point values $7563 = 13.6582 // floating-point values $7564 = -1480.242 // floating-point values $7565 = -782.8588 // floating-point values $7566 = 13.6591 // floating-point values $7567 = -1437.349 // floating-point values $7568 = -830.7875 // floating-point values $7569 = 13.6 // floating-point values $7570 = -1402.194 // floating-point values $7571 = -783.8462 // floating-point values $7572 = 13.6583 // floating-point values $7573 = -1363.599 // floating-point values $7574 = -783.2463 // floating-point values $7575 = 13.6728 // floating-point values $4853 = -1376.668 // floating-point values $4854 = -785.4619 // floating-point values $4855 = 13.6583 // floating-point values $4856 = -1381.918 // floating-point values $4857 = -785.4619 // floating-point values $4858 = 13.6583 // floating-point values $4859 = -1376.668 // floating-point values $4860 = -781.2508 // floating-point values $4861 = 13.6582 // floating-point values $7468 = 270.0 // floating-point values $7477 = -1400.423 // floating-point values $7478 = -788.7123 // floating-point values $7479 = 12.2184 // floating-point values $7480 = -1284.43 // floating-point values $7481 = -778.7008 // floating-point values $7482 = 27.3309 // floating-point values jump @RACE_16027 :RACE_7017 if $1589 == 0 // integer values else_jump @RACE_7037 increment_mission_attempts :RACE_7037 $7449 = 25 // integer values $7504 = 467.1591 // floating-point values $7505 = -364.1488 // floating-point values $7506 = 9.3083 // floating-point values $7507 = 501.4334 // floating-point values $7508 = -376.6612 // floating-point values $7509 = 9.8585 // floating-point values $7510 = 499.6485 // floating-point values $7511 = -453.183 // floating-point values $7512 = 9.8615 // floating-point values $7513 = 476.2756 // floating-point values $7514 = -575.4393 // floating-point values $7515 = 9.8615 // floating-point values $7516 = 427.9059 // floating-point values $7517 = -681.8521 // floating-point values $7518 = 9.8615 // floating-point values $7519 = 362.8138 // floating-point values $7520 = -824.1959 // floating-point values $7521 = 9.8616 // floating-point values $7522 = 307.6837 // floating-point values $7523 = -946.3491 // floating-point values $7524 = 9.8615 // floating-point values $7525 = 278.2833 // floating-point values $7526 = -1126.979 // floating-point values $7527 = 9.8615 // floating-point values $7528 = 241.8716 // floating-point values $7529 = -1314.508 // floating-point values $7530 = 9.8616 // floating-point values $7531 = 219.7843 // floating-point values $7532 = -1418.322 // floating-point values $7533 = 9.8615 // floating-point values $7534 = 189.6915 // floating-point values $7535 = -1494.735 // floating-point values $7536 = 9.8616 // floating-point values $7537 = 147.4525 // floating-point values $7538 = -1571.244 // floating-point values $7539 = 9.8616 // floating-point values $7540 = 99.1483 // floating-point values $7541 = -1588.395 // floating-point values $7542 = 9.2481 // floating-point values $7543 = 97.8935 // floating-point values $7544 = -1519.795 // floating-point values $7545 = 9.2418 // floating-point values $7546 = 124.2335 // floating-point values $7547 = -1445.51 // floating-point values $7548 = 9.2418 // floating-point values $7549 = 162.9207 // floating-point values $7550 = -1334.057 // floating-point values $7551 = 9.2418 // floating-point values $7552 = 174.8059 // floating-point values $7553 = -1231.018 // floating-point values $7554 = 9.2418 // floating-point values $7555 = 186.8894 // floating-point values $7556 = -1129.81 // floating-point values $7557 = 9.2418 // floating-point values $7558 = 211.3841 // floating-point values $7559 = -1017.686 // floating-point values $7560 = 9.2418 // floating-point values $7561 = 228.4807 // floating-point values $7562 = -932.9751 // floating-point values $7563 = 8.9034 // floating-point values $7564 = 270.2189 // floating-point values $7565 = -851.367 // floating-point values $7566 = 8.9777 // floating-point values $7567 = 327.7973 // floating-point values $7568 = -732.2568 // floating-point values $7569 = 8.9778 // floating-point values $7570 = 372.8638 // floating-point values $7571 = -623.2525 // floating-point values $7572 = 8.9778 // floating-point values $7573 = 419.3767 // floating-point values $7574 = -525.2839 // floating-point values $7575 = 8.9778 // floating-point values $7576 = 448.2071 // floating-point values $7577 = -373.7212 // floating-point values $7578 = 8.9777 // floating-point values $7579 = 484.4896 // floating-point values $7580 = -370.8366 // floating-point values $7581 = 9.7451 // floating-point values $4853 = 473.6366 // floating-point values $4854 = -372.6079 // floating-point values $4855 = 9.461 // floating-point values $4856 = 467.1591 // floating-point values $4857 = -370.8961 // floating-point values $4858 = 9.2859 // floating-point values $4859 = 473.6366 // floating-point values $4860 = -364.1488 // floating-point values $4861 = 9.3083 // floating-point values $7468 = 255.0 // floating-point values $7477 = 461.5594 // floating-point values $7478 = -374.7564 // floating-point values $7479 = 9.0675 // floating-point values $7480 = 512.8641 // floating-point values $7481 = -368.6559 // floating-point values $7482 = 27.1193 // floating-point values jump @RACE_16027 :RACE_7991 if $1590 == 0 // integer values else_jump @RACE_8011 increment_mission_attempts :RACE_8011 $7449 = 28 // integer values $7504 = -1181.32 // floating-point values $7505 = -665.8813 // floating-point values $7506 = 10.4318 // floating-point values $7507 = -1186.549 // floating-point values $7508 = -614.5401 // floating-point values $7509 = 10.4318 // floating-point values $7510 = -1142.018 // floating-point values $7511 = -592.1671 // floating-point values $7512 = 10.4322 // floating-point values $7513 = -1081.837 // floating-point values $7514 = -570.2073 // floating-point values $7515 = 9.9434 // floating-point values $7516 = -1109.015 // floating-point values $7517 = -492.9245 // floating-point values $7518 = 9.7679 // floating-point values $7519 = -1167.683 // floating-point values $7520 = -501.2699 // floating-point values $7521 = 9.7679 // floating-point values $7522 = -1199.679 // floating-point values $7523 = -445.729 // floating-point values $7524 = 9.7359 // floating-point values $7525 = -1207.559 // floating-point values $7526 = -373.1393 // floating-point values $7527 = 9.7359 // floating-point values $7528 = -1175.821 // floating-point values $7529 = -331.3841 // floating-point values $7530 = 9.674 // floating-point values $7531 = -1187.148 // floating-point values $7532 = -225.0972 // floating-point values $7533 = 10.4116 // floating-point values $7534 = -1167.117 // floating-point values $7535 = -94.6856 // floating-point values $7536 = 10.4133 // floating-point values $7537 = -1068.153 // floating-point values $7538 = -51.3555 // floating-point values $7539 = 10.23 // floating-point values $7540 = -1070.626 // floating-point values $7541 = 46.5132 // floating-point values $7542 = 10.2301 // floating-point values $7543 = -1068.507 // floating-point values $7544 = 122.7926 // floating-point values $7545 = 10.2288 // floating-point values $7546 = -1023.862 // floating-point values $7547 = 183.5805 // floating-point values $7548 = 10.2292 // floating-point values $7549 = -1005.554 // floating-point values $7550 = 303.4343 // floating-point values $7551 = 10.227 // floating-point values $7552 = -932.2478 // floating-point values $7553 = 321.5445 // floating-point values $7554 = 10.2287 // floating-point values $7555 = -810.822 // floating-point values $7556 = 308.4724 // floating-point values $7557 = 10.2199 // floating-point values $7558 = -722.9102 // floating-point values $7559 = 266.282 // floating-point values $7560 = 9.8848 // floating-point values $7561 = -747.9127 // floating-point values $7562 = 138.419 // floating-point values $7563 = 9.8853 // floating-point values $7564 = -814.0344 // floating-point values $7565 = 1.5536 // floating-point values $7566 = 10.0634 // floating-point values $7567 = -969.6165 // floating-point values $7568 = 31.9538 // floating-point values $7569 = 9.5014 // floating-point values $7570 = -983.0366 // floating-point values $7571 = -94.5914 // floating-point values $7572 = 9.5016 // floating-point values $7573 = -978.7145 // floating-point values $7574 = -271.9747 // floating-point values $7575 = 9.5334 // floating-point values $7576 = -862.6591 // floating-point values $7577 = -306.7586 // floating-point values $7578 = 9.8785 // floating-point values $7579 = -865.6099 // floating-point values $7580 = -410.9057 // floating-point values $7581 = 9.8857 // floating-point values $7582 = -845.0103 // floating-point values $7583 = -553.1681 // floating-point values $7584 = 9.8859 // floating-point values $7585 = -852.1738 // floating-point values $7586 = -650.9092 // floating-point values $7587 = 10.0679 // floating-point values $7588 = -987.7121 // floating-point values $7589 = -667.091 // floating-point values $7590 = 10.5813 // floating-point values $7591 = -1165.868 // floating-point values $7592 = -688.9201 // floating-point values $7593 = 10.4362 // floating-point values $4853 = -1178.164 // floating-point values $4854 = -659.4622 // floating-point values $4855 = 10.4318 // floating-point values $4856 = -1177.322 // floating-point values $4857 = -665.8813 // floating-point values $4858 = 10.4318 // floating-point values $4859 = -1182.12 // floating-point values $4860 = -659.4622 // floating-point values $4861 = 10.4318 // floating-point values $7468 = 7.5 // floating-point values $7477 = -1182.284 // floating-point values $7478 = -682.7609 // floating-point values $7479 = 8.6995 // floating-point values $7480 = -1181.638 // floating-point values $7481 = -612.6847 // floating-point values $7482 = 18.658 // floating-point values jump @RACE_16027 :RACE_9085 if $1591 == 0 // integer values else_jump @RACE_9105 increment_mission_attempts :RACE_9105 $7449 = 46 // integer values $7504 = 199.3 // floating-point values $7505 = -349.2 // floating-point values $7506 = 9.4879 // floating-point values $7507 = 185.792 // floating-point values $7508 = -435.777 // floating-point values $7509 = 9.8329 // floating-point values $7510 = 182.935 // floating-point values $7511 = -512.916 // floating-point values $7512 = 10.0699 // floating-point values $7513 = 178.174 // floating-point values $7514 = -595.769 // floating-point values $7515 = 15.5328 // floating-point values $7516 = 164.841 // floating-point values $7517 = -703.383 // floating-point values $7518 = 9.4007 // floating-point values $7519 = 125.795 // floating-point values $7520 = -797.664 // floating-point values $7521 = 9.278 // floating-point values $7522 = 53.418 // floating-point values $7523 = -863.375 // floating-point values $7524 = 9.278 // floating-point values $7525 = -41.8154 // floating-point values $7526 = -872.898 // floating-point values $7527 = 9.2782 // floating-point values $7528 = -103.717 // floating-point values $7529 = -920.515 // floating-point values $7530 = 9.2839 // floating-point values $7531 = -84.6704 // floating-point values $7532 = -1012.89 // floating-point values $7533 = 9.2761 // floating-point values $7534 = -89.4321 // floating-point values $7535 = -1080.51 // floating-point values $7536 = 9.2859 // floating-point values $7537 = -170.38 // floating-point values $7538 = -1099.55 // floating-point values $7539 = 9.2781 // floating-point values $7540 = -196.093 // floating-point values $7541 = -1126.22 // floating-point values $7542 = 9.2858 // floating-point values $7543 = -201.807 // floating-point values $7544 = -1206.21 // floating-point values $7545 = 9.278 // floating-point values $7546 = -200.855 // floating-point values $7547 = -1281.45 // floating-point values $7548 = 9.278 // floating-point values $7549 = -186.57 // floating-point values $7550 = -1360.49 // floating-point values $7551 = 9.2858 // floating-point values $7552 = -153.238 // floating-point values $7553 = -1454.77 // floating-point values $7554 = 9.2858 // floating-point values $7555 = -102.765 // floating-point values $7556 = -1546.2 // floating-point values $7557 = 9.2858 // floating-point values $7558 = -44.6724 // floating-point values $7559 = -1577.62 // floating-point values $7560 = 9.2464 // floating-point values $7561 = -8.48371 // floating-point values $7562 = -1550.96 // floating-point values $7563 = 9.278 // floating-point values $7564 = 0.0873 // floating-point values $7565 = -1465.25 // floating-point values $7566 = 9.2779 // floating-point values $7567 = 41.0376 // floating-point values $7568 = -1381.44 // floating-point values $7569 = 9.278 // floating-point values $7570 = 68.6553 // floating-point values $7571 = -1302.4 // floating-point values $7572 = 9.278 // floating-point values $7573 = 80.0833 // floating-point values $7574 = -1209.07 // floating-point values $7575 = 9.278 // floating-point values $7576 = 83.8926 // floating-point values $7577 = -1133.84 // floating-point values $7578 = 9.2858 // floating-point values $7579 = 78.1786 // floating-point values $7580 = -1047.17 // floating-point values $7581 = 9.278 // floating-point values $7582 = 82.9403 // floating-point values $7583 = -956.703 // floating-point values $7584 = 9.2613 // floating-point values $7585 = 125.795 // floating-point values $7586 = -885.278 // floating-point values $7587 = 9.2465 // floating-point values $7588 = 175.317 // floating-point values $7589 = -813.853 // floating-point values $7590 = 9.2465 // floating-point values $7591 = 217.219 // floating-point values $7592 = -750.047 // floating-point values $7593 = 9.2465 // floating-point values $7594 = 237.218 // floating-point values $7595 = -685.288 // floating-point values $7596 = 9.2372 // floating-point values $7597 = 261.979 // floating-point values $7598 = -594.816 // floating-point values $7599 = 8.8297 // floating-point values $7600 = 302.929 // floating-point values $7601 = -525.296 // floating-point values $7602 = 8.8297 // floating-point values $7603 = 365.783 // floating-point values $7604 = -448.157 // floating-point values $7605 = 8.8482 // floating-point values $7606 = 418.162 // floating-point values $7607 = -403.397 // floating-point values $7608 = 8.8482 // floating-point values $7609 = 454.35 // floating-point values $7610 = -352.924 // floating-point values $7611 = 8.9641 // floating-point values $7612 = 478.159 // floating-point values $7613 = -243.405 // floating-point values $7614 = 11.3418 // floating-point values $7615 = 482.92 // floating-point values $7616 = -139.601 // floating-point values $7617 = 9.1372 // floating-point values $7618 = 519.109 // floating-point values $7619 = -68.1758 // floating-point values $7620 = 9.5878 // floating-point values $7621 = 502.919 // floating-point values $7622 = -1.51244 // floating-point values $7623 = 10.0202 // floating-point values $7624 = 483.873 // floating-point values $7625 = 97.5303 // floating-point values $7626 = 10.304 // floating-point values $7627 = 431.494 // floating-point values $7628 = 56.5799 // floating-point values $7629 = 10.1727 // floating-point values $7630 = 370.545 // floating-point values $7631 = 9.91558 // floating-point values $7632 = 10.3602 // floating-point values $7633 = 326.738 // floating-point values $7634 = -26.2731 // floating-point values $7635 = 9.9985 // floating-point values $7636 = 310.548 // floating-point values $7637 = -109.126 // floating-point values $7638 = 10.2687 // floating-point values $7639 = 273.407 // floating-point values $7640 = -185.313 // floating-point values $7641 = 9.8572 // floating-point values $7642 = 230.552 // floating-point values $7643 = -266.261 // floating-point values $7644 = 10.962 // floating-point values $7645 = 200.295 // floating-point values $7646 = -367.055 // floating-point values $7647 = 9.6223 // floating-point values $4853 = 204.1 // floating-point values $4854 = -349.2 // floating-point values $4855 = 9.4879 // floating-point values $4856 = 197.8 // floating-point values $4857 = -356.3 // floating-point values $4858 = 9.4879 // floating-point values $4859 = 202.6 // floating-point values $4860 = -356.3 // floating-point values $4861 = 9.4879 // floating-point values $7468 = 165.3 // floating-point values $7477 = 168.896 // floating-point values $7478 = -416.393 // floating-point values $7479 = 0.0 // floating-point values $7480 = 221.475 // floating-point values $7481 = -347.636 // floating-point values $7482 = 30.0 // floating-point values jump @RACE_16027 :RACE_10719 if $1592 == 0 // integer values else_jump @RACE_10739 increment_mission_attempts :RACE_10739 $7449 = 48 // integer values $7504 = 192.0803 // floating-point values $7505 = -379.4206 // floating-point values $7506 = 9.6766 // floating-point values $7507 = 221.582 // floating-point values $7508 = -289.187 // floating-point values $7509 = 11.361 // floating-point values $7510 = 253.71 // floating-point values $7511 = -223.936 // floating-point values $7512 = 9.8523 // floating-point values $7513 = 295.899 // floating-point values $7514 = -134.766 // floating-point values $7515 = 11.1339 // floating-point values $7516 = 329.479 // floating-point values $7517 = -17.6297 // floating-point values $7518 = 10.3388 // floating-point values $7519 = 388.747 // floating-point values $7520 = 20.8195 // floating-point values $7521 = 14.1745 // floating-point values $7522 = 444.209 // floating-point values $7523 = 89.5439 // floating-point values $7524 = 9.9166 // floating-point values $7525 = 399.599 // floating-point values $7526 = 201.673 // floating-point values $7527 = 9.85 // floating-point values $7528 = 427.329 // floating-point values $7529 = 305.363 // floating-point values $7530 = 10.4397 // floating-point values $7531 = 444.635 // floating-point values $7532 = 408.029 // floating-point values $7533 = 10.4397 // floating-point values $7534 = 470.734 // floating-point values $7535 = 504.302 // floating-point values $7536 = 10.483 // floating-point values $7537 = 496.054 // floating-point values $7538 = 656.219 // floating-point values $7539 = 9.8803 // floating-point values $7540 = 547.899 // floating-point values $7541 = 751.469 // floating-point values $7542 = 10.1808 // floating-point values $7543 = 556.338 // floating-point values $7544 = 891.329 // floating-point values $7545 = 13.5641 // floating-point values $7546 = 512.934 // floating-point values $7547 = 1004.66 // floating-point values $7548 = 16.9283 // floating-point values $7549 = 500.877 // floating-point values $7550 = 1121.62 // floating-point values $7551 = 15.2929 // floating-point values $7552 = 522.579 // floating-point values $7553 = 1232.54 // floating-point values $7554 = 15.2502 // floating-point values $7555 = 432.152 // floating-point values $7556 = 1281.97 // floating-point values $7557 = 16.0003 // floating-point values $7558 = 316.406 // floating-point values $7559 = 1281.97 // floating-point values $7560 = 16.1761 // floating-point values $7561 = 219.951 // floating-point values $7562 = 1243.39 // floating-point values $7563 = 16.18 // floating-point values $7564 = 283.852 // floating-point values $7565 = 1198.78 // floating-point values $7566 = 16.7968 // floating-point values $7567 = 270.59 // floating-point values $7568 = 1121.62 // floating-point values $7569 = 18.3989 // floating-point values $7570 = 307.966 // floating-point values $7571 = 1023.95 // floating-point values $7572 = 11.9725 // floating-point values $7573 = 320.023 // floating-point values $7574 = 913.031 // floating-point values $7575 = 9.8582 // floating-point values $7576 = 294.703 // floating-point values $7577 = 800.902 // floating-point values $7578 = 9.849 // floating-point values $7579 = 219.951 // floating-point values $7580 = 721.326 // floating-point values $7581 = 9.849 // floating-point values $7582 = 177.751 // floating-point values $7583 = 671.893 // floating-point values $7584 = 9.849 // floating-point values $7585 = 246.476 // floating-point values $7586 = 667.07 // floating-point values $7587 = 9.8548 // floating-point values $7588 = 334.491 // floating-point values $7589 = 670.687 // floating-point values $7590 = 9.8524 // floating-point values $7591 = 380.307 // floating-point values $7592 = 644.162 // floating-point values $7593 = 10.0442 // floating-point values $7594 = 383.925 // floating-point values $7595 = 557.352 // floating-point values $7596 = 10.3795 // floating-point values $7597 = 380.307 // floating-point values $7598 = 487.422 // floating-point values $7599 = 10.6054 // floating-point values $7600 = 486.408 // floating-point values $7601 = 480.188 // floating-point values $7602 = 10.4553 // floating-point values $7603 = 534.636 // floating-point values $7604 = 457.28 // floating-point values $7605 = 9.8644 // floating-point values $7606 = 515.345 // floating-point values $7607 = 352.385 // floating-point values $7608 = 9.8673 // floating-point values $7609 = 500.877 // floating-point values $7610 = 245.078 // floating-point values $7611 = 9.9013 // floating-point values $7612 = 504.494 // floating-point values $7613 = 138.977 // floating-point values $7614 = 9.866 // floating-point values $7615 = 477.969 // floating-point values $7616 = 94.3666 // floating-point values $7617 = 10.1941 // floating-point values $7618 = 394.776 // floating-point values $7619 = 25.6422 // floating-point values $7620 = 14.5354 // floating-point values $7621 = 328.463 // floating-point values $7622 = -33.4368 // floating-point values $7623 = 9.8861 // floating-point values $7624 = 300.732 // floating-point values $7625 = -127.481 // floating-point values $7626 = 10.776 // floating-point values $7627 = 289.881 // floating-point values $7628 = -182.943 // floating-point values $7629 = 10.4278 // floating-point values $7630 = 368.251 // floating-point values $7631 = -222.73 // floating-point values $7632 = 10.7668 // floating-point values $7633 = 359.811 // floating-point values $7634 = -303.512 // floating-point values $7635 = 10.8559 // floating-point values $7636 = 283.852 // floating-point values $7637 = -363.796 // floating-point values $7638 = 10.7751 // floating-point values $7639 = 233.213 // floating-point values $7640 = -425.287 // floating-point values $7641 = 10.7829 // floating-point values $7642 = 217.539 // floating-point values $7643 = -518.125 // floating-point values $7644 = 10.7829 // floating-point values $7645 = 181.368 // floating-point values $7646 = -526.565 // floating-point values $7647 = 10.5379 // floating-point values $7648 = 185.061 // floating-point values $7649 = -443.34 // floating-point values $7650 = 9.8402 // floating-point values $7651 = 198.248 // floating-point values $7652 = -371.03 // floating-point values $7653 = 9.5263 // floating-point values $4853 = 198.214 // floating-point values $4854 = -373.8071 // floating-point values $4855 = 9.5658 // floating-point values $4856 = 196.4444 // floating-point values $4857 = -380.2955 // floating-point values $4858 = 9.6676 // floating-point values $4859 = 193.9106 // floating-point values $4860 = -372.1646 // floating-point values $4861 = 9.5608 // floating-point values $7468 = 345.0 // floating-point values $7477 = 181.057 // floating-point values $7478 = -418.878 // floating-point values $7479 = 0.0 // floating-point values $7480 = 216.057 // floating-point values $7481 = -328.878 // floating-point values $7482 = 30.0 // floating-point values jump @RACE_16027 :RACE_12413 if $1593 == 0 // integer values else_jump @RACE_12433 increment_mission_attempts :RACE_12433 $7449 = 112 // integer values $7504 = -999.8854 // floating-point values $7505 = -945.692 // floating-point values $7506 = 13.6685 // floating-point values $7507 = -929.153 // floating-point values $7508 = -1029.48 // floating-point values $7509 = 13.6592 // floating-point values $7510 = -887.966 // floating-point values $7511 = -1073.35 // floating-point values $7512 = 13.6478 // floating-point values $7513 = -824.396 // floating-point values $7514 = -1040.23 // floating-point values $7515 = 9.8895 // floating-point values $7516 = -823.5 // floating-point values $7517 = -946.213 // floating-point values $7518 = 9.8871 // floating-point values $7519 = -764.407 // floating-point values $7520 = -925.62 // floating-point values $7521 = 9.4575 // floating-point values $7522 = -677.557 // floating-point values $7523 = -930.992 // floating-point values $7524 = 13.6473 // floating-point values $7525 = -588.022 // floating-point values $7526 = -932.782 // floating-point values $7527 = 20.4283 // floating-point values $7528 = -492.219 // floating-point values $7529 = -932.782 // floating-point values $7530 = 25.0643 // floating-point values $7531 = -396.415 // floating-point values $7532 = -935.468 // floating-point values $7533 = 22.5963 // floating-point values $7534 = -295.24 // floating-point values $7535 = -939.05 // floating-point values $7536 = 16.4214 // floating-point values $7537 = -189.588 // floating-point values $7538 = -930.096 // floating-point values $7539 = 11.0187 // floating-point values $7540 = -104.529 // floating-point values $7541 = -895.177 // floating-point values $7542 = 9.2782 // floating-point values $7543 = -22.1561 // floating-point values $7544 = -870.107 // floating-point values $7545 = 9.2782 // floating-point values $7546 = 73.6471 // floating-point values $7547 = -858.468 // floating-point values $7548 = 9.278 // floating-point values $7549 = 131.845 // floating-point values $7550 = -787.734 // floating-point values $7551 = 9.278 // floating-point values $7552 = 163.183 // floating-point values $7553 = -706.257 // floating-point values $7554 = 9.278 // floating-point values $7555 = 173.032 // floating-point values $7556 = -646.268 // floating-point values $7557 = 15.1956 // floating-point values $7558 = 178.404 // floating-point values $7559 = -549.57 // floating-point values $7560 = 10.69 // floating-point values $7561 = 184.671 // floating-point values $7562 = -452.871 // floating-point values $7563 = 9.8402 // floating-point values $7564 = 199.892 // floating-point values $7565 = -365.126 // floating-point values $7566 = 9.465 // floating-point values $7567 = 224.962 // floating-point values $7568 = -275.59 // floating-point values $7569 = 10.9105 // floating-point values $7570 = 268.835 // floating-point values $7571 = -198.59 // floating-point values $7572 = 9.8572 // floating-point values $7573 = 308.231 // floating-point values $7574 = -115.322 // floating-point values $7575 = 9.8605 // floating-point values $7576 = 327.928 // floating-point values $7577 = -30.2626 // floating-point values $7578 = 9.9096 // floating-point values $7579 = 389.708 // floating-point values $7580 = 20.7727 // floating-point values $7581 = 14.2094 // floating-point values $7582 = 447.011 // floating-point values $7583 = 86.1337 // floating-point values $7584 = 9.8733 // floating-point values $7585 = 399.557 // floating-point values $7586 = 172.983 // floating-point values $7587 = 9.847 // floating-point values $7588 = 391.499 // floating-point values $7589 = 237.449 // floating-point values $7590 = 9.3895 // floating-point values $7591 = 340.463 // floating-point values $7592 = 253.565 // floating-point values $7593 = 10.1255 // floating-point values $7594 = 334.196 // floating-point values $7595 = 352.055 // floating-point values $7596 = 10.4291 // floating-point values $7597 = 349.417 // floating-point values $7598 = 444.276 // floating-point values $7599 = 10.4235 // floating-point values $7600 = 378.068 // floating-point values $7601 = 531.126 // floating-point values $7602 = 10.4235 // floating-point values $7603 = 382.545 // floating-point values $7604 = 607.231 // floating-point values $7605 = 10.4235 // floating-point values $7606 = 362.847 // floating-point values $7607 = 668.116 // floating-point values $7608 = 9.894 // floating-point values $7609 = 264.358 // floating-point values $7610 = 669.906 // floating-point values $7611 = 9.8524 // floating-point values $7612 = 207.055 // floating-point values $7613 = 657.371 // floating-point values $7614 = 9.849 // floating-point values $7615 = 178.404 // floating-point values $7616 = 670.802 // floating-point values $7617 = 9.849 // floating-point values $7618 = 196.311 // floating-point values $7619 = 707.511 // floating-point values $7620 = 9.849 // floating-point values $7621 = 272.416 // floating-point values $7622 = 765.71 // floating-point values $7623 = 9.8514 // floating-point values $7624 = 311.812 // floating-point values $7625 = 857.036 // floating-point values $7626 = 9.8551 // floating-point values $7627 = 318.975 // floating-point values $7628 = 974.328 // floating-point values $7629 = 10.6569 // floating-point values $7630 = 293.905 // floating-point values $7631 = 1067.44 // floating-point values $7632 = 12.0802 // floating-point values $7633 = 273.312 // floating-point values $7634 = 1139.07 // floating-point values $7635 = 20.0402 // floating-point values $7636 = 283.161 // floating-point values $7637 = 1200.85 // floating-point values $7638 = 16.7887 // floating-point values $7639 = 222.276 // floating-point values $7640 = 1234.88 // floating-point values $7641 = 16.18 // floating-point values $7642 = 283.161 // floating-point values $7643 = 1281.44 // floating-point values $7644 = 16.1801 // floating-point values $7645 = 383.441 // floating-point values $7646 = 1281.44 // floating-point values $7647 = 16.1761 // floating-point values $7648 = 472.976 // floating-point values $7649 = 1278.75 // floating-point values $7650 = 16.5197 // floating-point values $7651 = 518.639 // floating-point values $7652 = 1258.16 // floating-point values $7653 = 15.5517 // floating-point values $7654 = 508.79 // floating-point values $7655 = 1164.14 // floating-point values $7656 = 16.0812 // floating-point values $7657 = 499.837 // floating-point values $7658 = 1074.61 // floating-point values $7659 = 16.7323 // floating-point values $7660 = 519.535 // floating-point values $7661 = 982.386 // floating-point values $7662 = 16.9283 // floating-point values $7663 = 552.878 // floating-point values $7664 = 901.804 // floating-point values $7665 = 13.8502 // floating-point values $7666 = 559.826 // floating-point values $7667 = 820.326 // floating-point values $7668 = 11.2706 // floating-point values $7669 = 544.605 // floating-point values $7670 = 726.314 // floating-point values $7671 = 9.9648 // floating-point values $7672 = 522.221 // floating-point values $7673 = 655.581 // floating-point values $7674 = 9.9354 // floating-point values $7675 = 419.255 // floating-point values $7676 = 680.651 // floating-point values $7677 = 10.2006 // floating-point values $7678 = 421.045 // floating-point values $7679 = 783.617 // floating-point values $7680 = 10.2006 // floating-point values $7681 = 424.627 // floating-point values $7682 = 871.362 // floating-point values $7683 = 10.1785 // floating-point values $7684 = 404.929 // floating-point values $7685 = 941.2 // floating-point values $7686 = 11.4493 // floating-point values $7687 = 303.754 // floating-point values $7688 = 950.153 // floating-point values $7689 = 20.4129 // floating-point values $7690 = 190.939 // floating-point values $7691 = 975.223 // floating-point values $7692 = 23.2634 // floating-point values $7693 = 94.2402 // floating-point values $7694 = 987.758 // floating-point values $7695 = 9.8228 // floating-point values $7696 = 96.268 // floating-point values $7697 = 908.967 // floating-point values $7698 = 9.7065 // floating-point values $7699 = 53.9491 // floating-point values $7700 = 863.303 // floating-point values $7701 = 9.7037 // floating-point values $7702 = 10.972 // floating-point values $7703 = 895.536 // floating-point values $7704 = 9.7136 // floating-point values $7705 = 32.4606 // floating-point values $7706 = 986.863 // floating-point values $7707 = 9.7345 // floating-point values $7708 = 33.3559 // floating-point values $7709 = 1057.6 // floating-point values $7710 = 9.8576 // floating-point values $7711 = 15.4488 // floating-point values $7712 = 1107.74 // floating-point values $7713 = 15.5335 // floating-point values $7714 = -46.3308 // floating-point values $7715 = 1051.33 // floating-point values $7716 = 9.8058 // floating-point values $7717 = -138.553 // floating-point values $7718 = 1075.5 // floating-point values $7719 = 11.1801 // floating-point values $7720 = -227.193 // floating-point values $7721 = 1083.56 // floating-point values $7722 = 19.3942 // floating-point values $7723 = -314.938 // floating-point values $7724 = 1084.46 // floating-point values $7725 = 21.0711 // floating-point values $7726 = -414.322 // floating-point values $7727 = 1085.35 // floating-point values $7728 = 10.4061 // floating-point values $7729 = -505.649 // floating-point values $7730 = 1099.68 // floating-point values $7731 = 9.8647 // floating-point values $7732 = -588.022 // floating-point values $7733 = 1145.34 // floating-point values $7734 = 9.8725 // floating-point values $7735 = -671.29 // floating-point values $7736 = 1181.16 // floating-point values $7737 = 9.8725 // floating-point values $7738 = -772.465 // floating-point values $7739 = 1176.68 // floating-point values $7740 = 9.8647 // floating-point values $7741 = -856.629 // floating-point values $7742 = 1153.4 // floating-point values $7743 = 9.7009 // floating-point values $7744 = -865.582 // floating-point values $7745 = 1063.86 // floating-point values $7746 = 9.8699 // floating-point values $7747 = -868.268 // floating-point values $7748 = 962.688 // floating-point values $7749 = 9.8699 // floating-point values $7750 = -870.059 // floating-point values $7751 = 857.931 // floating-point values $7752 = 9.8816 // floating-point values $7753 = -859.315 // floating-point values $7754 = 762.128 // floating-point values $7755 = 9.8816 // floating-point values $7756 = -755.453 // floating-point values $7757 = 752.279 // floating-point values $7758 = 9.8816 // floating-point values $7759 = -672.185 // floating-point values $7760 = 734.372 // floating-point values $7761 = 9.9913 // floating-point values $7762 = -676.662 // floating-point values $7763 = 634.987 // floating-point values $7764 = 9.8813 // floating-point values $7765 = -685.616 // floating-point values $7766 = 539.184 // floating-point values $7767 = 9.8847 // floating-point values $7768 = -695.465 // floating-point values $7769 = 448.753 // floating-point values $7770 = 9.8925 // floating-point values $7771 = -704.418 // floating-point values $7772 = 356.531 // floating-point values $7773 = 9.8679 // floating-point values $7774 = -728.593 // floating-point values $7775 = 291.17 // floating-point values $7776 = 9.9507 // floating-point values $7777 = -798.431 // floating-point values $7778 = 306.391 // floating-point values $7779 = 10.2203 // floating-point values $7780 = -891.548 // floating-point values $7781 = 317.136 // floating-point values $7782 = 10.2165 // floating-point values $7783 = -976.607 // floating-point values $7784 = 323.403 // floating-point values $7785 = 10.1999 // floating-point values $7786 = -1014.21 // floating-point values $7787 = 243.716 // floating-point values $7788 = 10.1766 // floating-point values $7789 = -1053.61 // floating-point values $7790 = 150.599 // floating-point values $7791 = 10.2094 // floating-point values $7792 = -1069.72 // floating-point values $7793 = 48.5286 // floating-point values $7794 = 10.2116 // floating-point values $7795 = -1067.93 // floating-point values $7796 = -15.9371 // floating-point values $7797 = 10.2118 // floating-point values $7798 = -1080.47 // floating-point values $7799 = -69.6585 // floating-point values $7800 = 10.3946 // floating-point values $7801 = -1149.41 // floating-point values $7802 = -77.7167 // floating-point values $7803 = 10.3912 // floating-point values $7804 = -1182.54 // floating-point values $7805 = -149.345 // floating-point values $7806 = 10.3799 // floating-point values $7807 = -1183.43 // floating-point values $7808 = -251.416 // floating-point values $7809 = 10.3807 // floating-point values $7810 = -1181.64 // floating-point values $7811 = -352.591 // floating-point values $7812 = 9.7105 // floating-point values $7813 = -1196.86 // floating-point values $7814 = -449.29 // floating-point values $7815 = 9.7421 // floating-point values $7816 = -1171.79 // floating-point values $7817 = -503.011 // floating-point values $7818 = 9.7692 // floating-point values $7819 = -1089.42 // floating-point values $7820 = -504.802 // floating-point values $7821 = 10.1038 // floating-point values $7822 = -1065.25 // floating-point values $7823 = -583.593 // floating-point values $7824 = 9.9241 // floating-point values $7825 = -984.665 // floating-point values $7826 = -583.593 // floating-point values $7827 = 10.2854 // floating-point values $7828 = -982.874 // floating-point values $7829 = -668.652 // floating-point values $7830 = 10.5705 // floating-point values 0@ = -1058.98 // floating-point values 1@ = -679.396 // floating-point values 2@ = 10.5966 // floating-point values 3@ = -1135.98 // floating-point values 4@ = -699.094 // floating-point values 5@ = 10.5742 // floating-point values 6@ = -1111.81 // floating-point values 7@ = -789.525 // floating-point values 8@ = 10.6719 // floating-point values 9@ = -1071.51 // floating-point values 10@ = -865.631 // floating-point values 11@ = 11.3928 // floating-point values 12@ = -995.409 // floating-point values 13@ = -946.213 // floating-point values 14@ = 13.6582 // floating-point values $4853 = -996.9311 // floating-point values $4854 = -942.3224 // floating-point values $4855 = 13.6511 // floating-point values $4856 = -991.6809 // floating-point values $4857 = -947.7771 // floating-point values $4858 = 13.6504 // floating-point values $4859 = -995.0892 // floating-point values $4860 = -950.5623 // floating-point values $4861 = 13.6674 // floating-point values $7468 = 223.0 // floating-point values $7477 = -1041.856 // floating-point values $7478 = -1004.363 // floating-point values $7479 = 0.0 // floating-point values $7480 = -941.856 // floating-point values $7481 = -904.363 // floating-point values $7482 = 30.0 // floating-point values jump @RACE_16027 :RACE_16027 0084: $7450 = $7449 // integer values and handles $7450 -= 1 // integer values Model.Load(#WMYCR) Model.Load(#WFYPR) Model.Load(#BMYPI) Model.Load(#CHEETAH) Model.Load(#INFERNUS) Model.Load(#BANSHEE) 018A: $7431 = create_checkpoint_at $7504 $7505 $7506 :RACE_16083 if or not Model.Available(#WMYCR) not Model.Available(#WFYPR) not Model.Available(#BMYPI) not Model.Available(#CHEETAH) not Model.Available(#INFERNUS) not Model.Available(#BANSHEE) else_jump @RACE_16132 wait 0 jump @RACE_16083 :RACE_16132 01E8: create_forbidden_for_cars_cube $7477 $7478 $7479 $7480 $7481 $7482 $7418 = Car.Create(#CHEETAH, $4853, $4854, $4855) 020A: set_car $7418 door_status_to 2 Car.SetImmunities($7418, 0, 1, 0, 0, 0) 039C: (unknown) $7418 1 03AB: set_vehicle $7418 strong 1 03ED: (unknown) $7418 1 04E0: car $7418 abandon_path_radius 5 053F: set_car $7418 tires_vulnerable 0 Car.Angle($7418) = $7468 $7419 = Car.Create(#INFERNUS, $4856, $4857, $4858) 020A: set_car $7419 door_status_to 2 Car.SetImmunities($7419, 0, 1, 0, 0, 0) 039C: (unknown) $7419 1 03AB: set_vehicle $7419 strong 1 03ED: (unknown) $7419 1 04E0: car $7419 abandon_path_radius 5 053F: set_car $7419 tires_vulnerable 0 Car.Angle($7419) = $7468 $7420 = Car.Create(#BANSHEE, $4859, $4860, $4861) 020A: set_car $7420 door_status_to 2 Car.SetImmunities($7420, 0, 1, 0, 0, 0) 039C: (unknown) $7420 1 03AB: set_vehicle $7420 strong 1 03ED: (unknown) $7420 1 04E0: car $7420 abandon_path_radius 5 053F: set_car $7420 tires_vulnerable 0 Car.Angle($7420) = $7468 0129: $7422 = create_actor 4 #BMYPI in_car $7418 driverseat 039E: set_actor $7422 locked_while_in_vehicle 1 054A: set_actor $7422 immune_to_vehicle_headshots 0 0129: $7423 = create_actor 4 #WFYPR in_car $7419 driverseat 039E: set_actor $7423 locked_while_in_vehicle 1 054A: set_actor $7423 immune_to_vehicle_headshots 0 0129: $7424 = create_actor 4 #WMYCR in_car $7420 driverseat 039E: set_actor $7424 locked_while_in_vehicle 1 054A: set_actor $7424 immune_to_vehicle_headshots 0 Car.SetToNormalDriver($7418) Car.SetToNormalDriver($7419) Car.SetToNormalDriver($7420) 00AE: set_vehicle $7418 traffic_behavior_to 2 Car.SetMaxSpeed($7418, 50.0) 00AE: set_vehicle $7419 traffic_behavior_to 2 Car.SetMaxSpeed($7419, 50.0) 00AE: set_vehicle $7420 traffic_behavior_to 2 Car.SetMaxSpeed($7420, 50.0) Car.ImmuneToNonPlayer($7418) = True Car.ImmuneToNonPlayer($7419) = True Car.ImmuneToNonPlayer($7420) = True Player.CanMove($PLAYER_CHAR) = True 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 03F4: set_all_vehicles_apply_damage_rules 1 0336: (unknown) $PLAYER_CHAR 1 02A3: toggle_widescreen 0 Camera.Restore_WithJumpCut wait 0 wait 0 00BC: text_highpriority 'RACES_1' 5000 ms 1 // ~g~Get a fast vehicle and get to the starting grid. :RACE_16617 if 80FA: not player $PLAYER_CHAR stopped 1 $7504 $7505 $7506 radius 2.0 2.0 2.0 else_jump @RACE_16919 wait 0 if 00F9: player $PLAYER_CHAR stopped 1 $7504 $7505 $7506 radius 2.0 2.0 2.0 else_jump @RACE_16720 00BC: text_highpriority 'RACES_2' 5000 ms 1 // ~g~You need a vehicle to race, this is not a foot race! :RACE_16720 if Car.Wrecked($7418) else_jump @RACE_16743 jump @RACE_21028 :RACE_16743 if Car.Wrecked($7419) else_jump @RACE_16766 jump @RACE_21028 :RACE_16766 if Car.Wrecked($7420) else_jump @RACE_16789 jump @RACE_21028 :RACE_16789 $4871 = Car.Health($7418) if 1000 > $4871 // integer values else_jump @RACE_16830 $4871 = 9 // integer values jump @RACE_16919 :RACE_16830 $4871 = Car.Health($7419) if 1000 > $4871 // integer values else_jump @RACE_16871 $4871 = 9 // integer values jump @RACE_16919 :RACE_16871 $4871 = Car.Health($7420) if 1000 > $4871 // integer values else_jump @RACE_16912 $4871 = 9 // integer values jump @RACE_16919 :RACE_16912 jump @RACE_16617 :RACE_16919 Car.ImmuneToNonPlayer($7418) = False Car.ImmuneToNonPlayer($7419) = False Car.ImmuneToNonPlayer($7420) = False if $4871 == 9 // integer values else_jump @RACE_16980 00BA: text_styled 'RACES_3' 1200 ms 4 // 3..2..1.. GO GO GO! jump @RACE_17167 :RACE_16980 Player.CanMove($PLAYER_CHAR) = False 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 03F4: set_all_vehicles_apply_damage_rules 0 00BA: text_styled 'RACES_4' 1100 ms 4 // 3 018C: play_sound 7 at 0.0 0.0 0.0 wait 1000 00BA: text_styled 'RACES_5' 1100 ms 4 // 2 018C: play_sound 8 at 0.0 0.0 0.0 wait 1000 00BA: text_styled 'RACES_6' 1100 ms 4 // 1 018C: play_sound 9 at 0.0 0.0 0.0 wait 1000 00BA: text_styled 'RACES_7' 800 ms 4 // GO! 018C: play_sound 10 at 0.0 0.0 0.0 Player.CanMove($PLAYER_CHAR) = True 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 03F4: set_all_vehicles_apply_damage_rules 1 :RACE_17167 if Car.Wrecked($7418) else_jump @RACE_17190 jump @RACE_21028 :RACE_17190 if Car.Wrecked($7419) else_jump @RACE_17213 jump @RACE_21028 :RACE_17213 if Car.Wrecked($7420) else_jump @RACE_17236 jump @RACE_21028 :RACE_17236 Marker.Disable($7431) $7433 = Marker.CreateAboveCar($7418) 018B: show_on_radar $7433 1 $7434 = Marker.CreateAboveCar($7419) 018B: show_on_radar $7434 1 $7435 = Marker.CreateAboveCar($7420) 018B: show_on_radar $7435 1 gosub @RACE_22908 0086: $7483 = $7498 // floating-point values only 0086: $7484 = $7499 // floating-point values only 0086: $7485 = $7500 // floating-point values only 0086: $7486 = $7501 // floating-point values only 0086: $7487 = $7502 // floating-point values only 0086: $7488 = $7503 // floating-point values only 0086: $7489 = $7498 // floating-point values only 0086: $7490 = $7499 // floating-point values only 0086: $7491 = $7500 // floating-point values only 0086: $7492 = $7498 // floating-point values only 0086: $7493 = $7499 // floating-point values only 0086: $7494 = $7500 // floating-point values only 0086: $7495 = $7498 // floating-point values only 0086: $7496 = $7499 // floating-point values only 0086: $7497 = $7500 // floating-point values only 018A: $7431 = create_checkpoint_at $7483 $7484 $7485 Marker.SetColor($7431, 4) 0168: show_on_radar $7431 3 018A: $7432 = create_checkpoint_at $7486 $7487 $7488 Marker.SetColor($7432, 4) 0168: show_on_radar $7432 2 Car.DriveTo($7418, $7489, $7490, $7491) Car.DriveTo($7419, $7492, $7493, $7494) Car.DriveTo($7420, $7495, $7496, $7497) $7442 = 0 // integer values 03C3: set_timer_with_text_to $7442 type 0 text 'RACES' // TIME: :RACE_17533 if 001C: $7449 > $7436 // integer values else_jump @RACE_21021 wait 0 01BD: $4811 = current_time_in_ms $7441 = 0 // integer values if 00F7: player $PLAYER_CHAR 0 $7483 $7484 $7485 radius 6.0 6.0 6.0 else_jump @RACE_17845 018C: play_sound 1 at 0.0 0.0 0.0 $7436 += 1 // integer values Marker.Disable($7431) Marker.Disable($7432) 0084: $7440 = $7436 // integer values and handles gosub @RACE_22908 0086: $7483 = $7498 // floating-point values only 0086: $7484 = $7499 // floating-point values only 0086: $7485 = $7500 // floating-point values only 0086: $7486 = $7501 // floating-point values only 0086: $7487 = $7502 // floating-point values only 0086: $7488 = $7503 // floating-point values only if 003A: $7436 == $7449 // integer values and handles else_jump @RACE_17735 jump @RACE_21030 :RACE_17735 if 001C: $7450 > $7436 // integer values else_jump @RACE_17817 018A: $7431 = create_checkpoint_at $7483 $7484 $7485 Marker.SetColor($7431, 4) 0168: show_on_radar $7431 3 018A: $7432 = create_checkpoint_at $7486 $7487 $7488 Marker.SetColor($7432, 4) 0168: show_on_radar $7432 2 jump @RACE_17845 :RACE_17817 018A: $7431 = create_checkpoint_at $7483 $7484 $7485 Marker.SetColor($7431, 0) 0168: show_on_radar $7431 3 :RACE_17845 if not Car.Wrecked($7418) else_jump @RACE_18651 Car.Health($7418) = 1000 0084: $7421 = $7418 // integer values and handles 0084: $7440 = $7437 // integer values and handles 0086: $7462 = $4853 // floating-point values only 0086: $7463 = $4854 // floating-point values only 0086: $7464 = $4855 // floating-point values only 0084: $7446 = $7443 // integer values and handles gosub @RACE_30434 0086: $4853 = $7462 // floating-point values only 0086: $4854 = $7463 // floating-point values only 0086: $4855 = $7464 // floating-point values only 0084: $7443 = $7446 // integer values and handles if $7454 > 4 // integer values else_jump @RACE_18167 0084: $7461 = $7439 // integer values and handles $7461 -= 4 // integer values 0084: $7460 = $7438 // integer values and handles $7460 -= 4 // integer values if or 001C: $7461 > $7437 // integer values 001C: $7460 > $7437 // integer values else_jump @RACE_18167 if 81FC: not player $PLAYER_CHAR near_car $7418 radius 200.0 200.0 0 else_jump @RACE_18167 if 82CA: not car $7418 bounding_sphere_visible else_jump @RACE_18167 if 838A: not car_in_cube $7489 $7490 $7491 4.0 4.0 3.0 else_jump @RACE_18167 if 80C2: not sphere_onscreen $7489 $7490 $7491 4.0 else_jump @RACE_18167 Car.PutAt($7418, $7489, $7490, $7491) 039F: car $7418 race_to $7483 $7484 :RACE_18167 if 01AF: car $7418 0 $7489 $7490 $7491 radius $7472 $7472 $7472 else_jump @RACE_18644 $7437 += 1 // integer values 0084: $7440 = $7437 // integer values and handles gosub @RACE_22908 0086: $7489 = $7498 // floating-point values only 0086: $7490 = $7499 // floating-point values only 0086: $7491 = $7500 // floating-point values only if $7437 == 17 // integer values else_jump @RACE_18277 $7472 = 6.0 // floating-point values :RACE_18277 if 003A: $7437 == $7449 // integer values and handles else_jump @RACE_18588 00BC: text_highpriority 'RACES_8' 5000 ms 1 // ~r~You didn't win the race! if $7454 == 1 // integer values else_jump @RACE_18356 if 001C: $401 > $7448 // integer values else_jump @RACE_18356 0084: $401 = $7448 // integer values and handles :RACE_18356 if $7454 == 2 // integer values else_jump @RACE_18401 if 001C: $403 > $7448 // integer values else_jump @RACE_18401 0084: $403 = $7448 // integer values and handles :RACE_18401 if $7454 == 3 // integer values else_jump @RACE_18446 if 001C: $405 > $7448 // integer values else_jump @RACE_18446 0084: $405 = $7448 // integer values and handles :RACE_18446 if $7454 == 4 // integer values else_jump @RACE_18491 if 001C: $407 > $7448 // integer values else_jump @RACE_18491 0084: $407 = $7448 // integer values and handles :RACE_18491 if $7454 == 5 // integer values else_jump @RACE_18536 if 001C: $409 > $7448 // integer values else_jump @RACE_18536 0084: $409 = $7448 // integer values and handles :RACE_18536 if $7454 == 6 // integer values else_jump @RACE_18581 if 001C: $411 > $7448 // integer values else_jump @RACE_18581 0084: $411 = $7448 // integer values and handles :RACE_18581 jump @RACE_21028 :RACE_18588 if $7472 == 7.0 // floating-point values else_jump @RACE_18630 Car.DriveTo($7418, $7489, $7490, $7491) jump @RACE_18644 :RACE_18630 02C2: car $7418 drive_to_point $7489 $7490 $7491 :RACE_18644 jump @RACE_18829 :RACE_18651 if 82BF: not car $7418 sunk else_jump @RACE_18674 $7437 = 0 // integer values :RACE_18674 if 02BF: car $7418 sunk else_jump @RACE_18829 if 82CA: not car $7418 bounding_sphere_visible else_jump @RACE_18829 Car.StorePos($7418, $7465, $7466, $7467) 02C1: set $7465 $7466 $7467 to_car_path_coords_closest_to $7465 $7466 $7467 if 838A: not car_in_cube $7465 $7466 $7467 4.0 4.0 4.0 else_jump @RACE_18829 if 80C2: not sphere_onscreen $7465 $7466 $7467 3.0 else_jump @RACE_18829 Car.PutAt($7418, $7465, $7466, $7467) 039F: car $7418 race_to $7489 $7490 :RACE_18829 if not Car.Wrecked($7419) else_jump @RACE_19635 Car.Health($7419) = 1000 0084: $7421 = $7419 // integer values and handles 0084: $7440 = $7438 // integer values and handles 0086: $7462 = $4856 // floating-point values only 0086: $7463 = $4857 // floating-point values only 0086: $7464 = $4858 // floating-point values only 0084: $7446 = $7444 // integer values and handles gosub @RACE_30434 0086: $4856 = $7462 // floating-point values only 0086: $4857 = $7463 // floating-point values only 0086: $4858 = $7464 // floating-point values only 0084: $7444 = $7446 // integer values and handles if $7454 > 4 // integer values else_jump @RACE_19151 0084: $7459 = $7437 // integer values and handles $7459 -= 4 // integer values 0084: $7461 = $7439 // integer values and handles $7461 -= 4 // integer values if or 001C: $7459 > $7438 // integer values 001C: $7461 > $7438 // integer values else_jump @RACE_19151 if 81FC: not player $PLAYER_CHAR near_car $7419 radius 200.0 200.0 0 else_jump @RACE_19151 if 82CA: not car $7419 bounding_sphere_visible else_jump @RACE_19151 if 838A: not car_in_cube $7492 $7493 $7494 4.0 4.0 3.0 else_jump @RACE_19151 if 80C2: not sphere_onscreen $7492 $7493 $7494 4.0 else_jump @RACE_19151 Car.PutAt($7419, $7492, $7493, $7494) 039F: car $7419 race_to $7483 $7484 :RACE_19151 if 01AF: car $7419 0 $7492 $7493 $7494 radius $7473 $7473 $7473 else_jump @RACE_19628 $7438 += 1 // integer values 0084: $7440 = $7438 // integer values and handles gosub @RACE_22908 0086: $7492 = $7498 // floating-point values only 0086: $7493 = $7499 // floating-point values only 0086: $7494 = $7500 // floating-point values only if $7438 == 17 // integer values else_jump @RACE_19261 $7473 = 6.0 // floating-point values :RACE_19261 if 003A: $7438 == $7449 // integer values and handles else_jump @RACE_19572 00BC: text_highpriority 'RACES_8' 5000 ms 1 // ~r~You didn't win the race! if $7454 == 1 // integer values else_jump @RACE_19340 if 001C: $401 > $7448 // integer values else_jump @RACE_19340 0084: $401 = $7448 // integer values and handles :RACE_19340 if $7454 == 2 // integer values else_jump @RACE_19385 if 001C: $403 > $7448 // integer values else_jump @RACE_19385 0084: $403 = $7448 // integer values and handles :RACE_19385 if $7454 == 3 // integer values else_jump @RACE_19430 if 001C: $405 > $7448 // integer values else_jump @RACE_19430 0084: $405 = $7448 // integer values and handles :RACE_19430 if $7454 == 4 // integer values else_jump @RACE_19475 if 001C: $407 > $7448 // integer values else_jump @RACE_19475 0084: $407 = $7448 // integer values and handles :RACE_19475 if $7454 == 5 // integer values else_jump @RACE_19520 if 001C: $409 > $7448 // integer values else_jump @RACE_19520 0084: $409 = $7448 // integer values and handles :RACE_19520 if $7454 == 6 // integer values else_jump @RACE_19565 if 001C: $411 > $7448 // integer values else_jump @RACE_19565 0084: $411 = $7448 // integer values and handles :RACE_19565 jump @RACE_21028 :RACE_19572 if $7473 == 7.0 // floating-point values else_jump @RACE_19614 Car.DriveTo($7419, $7492, $7493, $7494) jump @RACE_19628 :RACE_19614 02C2: car $7419 drive_to_point $7492 $7493 $7494 :RACE_19628 jump @RACE_19813 :RACE_19635 if 82BF: not car $7419 sunk else_jump @RACE_19658 $7438 = 0 // integer values :RACE_19658 if 02BF: car $7419 sunk else_jump @RACE_19813 if 82CA: not car $7419 bounding_sphere_visible else_jump @RACE_19813 Car.StorePos($7419, $7465, $7466, $7467) 02C1: set $7465 $7466 $7467 to_car_path_coords_closest_to $7465 $7466 $7467 if 838A: not car_in_cube $7465 $7466 $7467 4.0 4.0 4.0 else_jump @RACE_19813 if 80C2: not sphere_onscreen $7465 $7466 $7467 3.0 else_jump @RACE_19813 Car.PutAt($7419, $7465, $7466, $7467) 039F: car $7419 race_to $7492 $7493 :RACE_19813 if not Car.Wrecked($7420) else_jump @RACE_20619 Car.Health($7420) = 1000 0084: $7421 = $7420 // integer values and handles 0084: $7440 = $7439 // integer values and handles 0086: $7462 = $4859 // floating-point values only 0086: $7463 = $4860 // floating-point values only 0086: $7464 = $4861 // floating-point values only 0084: $7446 = $7445 // integer values and handles gosub @RACE_30434 0086: $4859 = $7462 // floating-point values only 0086: $4860 = $7463 // floating-point values only 0086: $4861 = $7464 // floating-point values only 0084: $7445 = $7446 // integer values and handles if $7454 > 4 // integer values else_jump @RACE_20135 0084: $7459 = $7437 // integer values and handles $7459 -= 4 // integer values 0084: $7460 = $7438 // integer values and handles $7460 -= 4 // integer values if or 001C: $7459 > $7439 // integer values 001C: $7460 > $7439 // integer values else_jump @RACE_20135 if 81FC: not player $PLAYER_CHAR near_car $7420 radius 200.0 200.0 0 else_jump @RACE_20135 if 82CA: not car $7420 bounding_sphere_visible else_jump @RACE_20135 if 838A: not car_in_cube $7495 $7496 $7497 4.0 4.0 3.0 else_jump @RACE_20135 if 80C2: not sphere_onscreen $7495 $7496 $7497 4.0 else_jump @RACE_20135 Car.PutAt($7420, $7495, $7496, $7497) 039F: car $7420 race_to $7483 $7484 :RACE_20135 if 01AF: car $7420 0 $7495 $7496 $7497 radius $7474 $7474 $7474 else_jump @RACE_20612 $7439 += 1 // integer values 0084: $7440 = $7439 // integer values and handles gosub @RACE_22908 0086: $7495 = $7498 // floating-point values only 0086: $7496 = $7499 // floating-point values only 0086: $7497 = $7500 // floating-point values only if $7439 == 17 // integer values else_jump @RACE_20245 $7474 = 6.0 // floating-point values :RACE_20245 if 003A: $7439 == $7449 // integer values and handles else_jump @RACE_20556 00BC: text_highpriority 'RACES_8' 5000 ms 1 // ~r~You didn't win the race! if $7454 == 1 // integer values else_jump @RACE_20324 if 001C: $401 > $7448 // integer values else_jump @RACE_20324 0084: $401 = $7448 // integer values and handles :RACE_20324 if $7454 == 2 // integer values else_jump @RACE_20369 if 001C: $403 > $7448 // integer values else_jump @RACE_20369 0084: $403 = $7448 // integer values and handles :RACE_20369 if $7454 == 3 // integer values else_jump @RACE_20414 if 001C: $405 > $7448 // integer values else_jump @RACE_20414 0084: $405 = $7448 // integer values and handles :RACE_20414 if $7454 == 4 // integer values else_jump @RACE_20459 if 001C: $407 > $7448 // integer values else_jump @RACE_20459 0084: $407 = $7448 // integer values and handles :RACE_20459 if $7454 == 5 // integer values else_jump @RACE_20504 if 001C: $409 > $7448 // integer values else_jump @RACE_20504 0084: $409 = $7448 // integer values and handles :RACE_20504 if $7454 == 6 // integer values else_jump @RACE_20549 if 001C: $411 > $7448 // integer values else_jump @RACE_20549 0084: $411 = $7448 // integer values and handles :RACE_20549 jump @RACE_21028 :RACE_20556 if $7474 == 7.0 // floating-point values else_jump @RACE_20598 Car.DriveTo($7420, $7495, $7496, $7497) jump @RACE_20612 :RACE_20598 02C2: car $7420 drive_to_point $7495 $7496 $7497 :RACE_20612 jump @RACE_20797 :RACE_20619 if 82BF: not car $7420 sunk else_jump @RACE_20642 $7439 = 0 // integer values :RACE_20642 if 02BF: car $7420 sunk else_jump @RACE_20797 if 82CA: not car $7420 bounding_sphere_visible else_jump @RACE_20797 Car.StorePos($7420, $7465, $7466, $7467) 02C1: set $7465 $7466 $7467 to_car_path_coords_closest_to $7465 $7466 $7467 if 838A: not car_in_cube $7465 $7466 $7467 4.0 4.0 4.0 else_jump @RACE_20797 if 80C2: not sphere_onscreen $7465 $7466 $7467 3.0 else_jump @RACE_20797 Car.PutAt($7420, $7465, $7466, $7467) 039F: car $7420 race_to $7495 $7496 :RACE_20797 if $7441 == 0 // integer values else_jump @RACE_20829 00BC: text_highpriority 'FIRST' 100 ms 1 // ~b~1st :RACE_20829 if $7441 == 1 // integer values else_jump @RACE_20861 00BC: text_highpriority 'SECOND' 100 ms 1 // ~b~2nd :RACE_20861 if $7441 == 2 // integer values else_jump @RACE_20893 00BC: text_highpriority 'THIRD' 100 ms 1 // ~b~3rd :RACE_20893 if $7441 == 3 // integer values else_jump @RACE_20925 00BC: text_highpriority 'FOURTH' 100 ms 1 // ~b~4th :RACE_20925 0084: $7448 = $7441 // integer values and handles if 003A: $7436 == $7450 // integer values and handles else_jump @RACE_20986 04D5: create_corona_at $7483 $7484 $7485 radius 5.5 type 6 flare 0 RGB 150 0 0 jump @RACE_21014 :RACE_20986 04D5: create_corona_at $7483 $7484 $7485 radius 5.5 type 6 flare 0 RGB 150 150 0 :RACE_21014 jump @RACE_17533 :RACE_21021 jump @RACE_21030 :RACE_21028 return :RACE_21030 $7442 /= 1000 // integer values if $7454 == 1 // integer values else_jump @RACE_21094 042E: (unknown) 6 $7442 if $1588 == 0 // integer values else_jump @RACE_21094 030C: set_mission_points += 1 0595: mission_complete $1588 = 1 // integer values :RACE_21094 if $7454 == 2 // integer values else_jump @RACE_21150 042E: (unknown) 7 $7442 if $1589 == 0 // integer values else_jump @RACE_21150 030C: set_mission_points += 1 0595: mission_complete $1589 = 1 // integer values :RACE_21150 if $7454 == 3 // integer values else_jump @RACE_21206 042E: (unknown) 8 $7442 if $1590 == 0 // integer values else_jump @RACE_21206 030C: set_mission_points += 1 0595: mission_complete $1590 = 1 // integer values :RACE_21206 if $7454 == 4 // integer values else_jump @RACE_21262 042E: (unknown) 9 $7442 if $1591 == 0 // integer values else_jump @RACE_21262 030C: set_mission_points += 1 0595: mission_complete $1591 = 1 // integer values :RACE_21262 if $7454 == 5 // integer values else_jump @RACE_21318 042E: (unknown) 10 $7442 if $1592 == 0 // integer values else_jump @RACE_21318 030C: set_mission_points += 1 0595: mission_complete $1592 = 1 // integer values :RACE_21318 if $7454 == 6 // integer values else_jump @RACE_21374 042E: (unknown) 11 $7442 if $1593 == 0 // integer values else_jump @RACE_21374 030C: set_mission_points += 1 0595: mission_complete $1593 = 1 // integer values :RACE_21374 0084: $7457 = $7442 // integer values and handles $7457 /= 60 // integer values 0084: $7451 = $7457 // integer values and handles $7451 *= 60 // integer values 0084: $7458 = $7442 // integer values and handles 0060: $7458 -= $7451 // integer values if $7454 == 1 // integer values else_jump @RACE_21639 if 001C: $402 > $7442 // integer values else_jump @RACE_21539 0084: $402 = $7442 // integer values and handles if $7458 > 9 // integer values else_jump @RACE_21511 02FD: text_2numbers_lowpriority 'RACES17' $7457 $7458 10000 ms 1 // New best time: ~1~:~1~ jump @RACE_21532 :RACE_21511 02FD: text_2numbers_lowpriority 'RACES20' $7457 $7458 10000 ms 1 // New best time: ~1~:0~1~ :RACE_21532 jump @RACE_21606 :RACE_21539 if $7458 > 9 // integer values else_jump @RACE_21585 02FD: text_2numbers_lowpriority 'RACES_9' $7457 $7458 10000 ms 1 // Time: ~1~:~1~ jump @RACE_21606 :RACE_21585 02FD: text_2numbers_lowpriority 'RACES21' $7457 $7458 10000 ms 1 // Time: ~1~:0~1~ :RACE_21606 $401 = 0 // integer values Player.Money($PLAYER_CHAR) += 400 01E3: text_1number_styled 'RACES18' 400 5000 ms 1 // YOU HAVE WON: $~1~ :RACE_21639 if $7454 == 2 // integer values else_jump @RACE_21858 if 001C: $404 > $7442 // integer values else_jump @RACE_21758 0084: $404 = $7442 // integer values and handles if $7458 > 9 // integer values else_jump @RACE_21730 02FD: text_2numbers_lowpriority 'RACES17' $7457 $7458 10000 ms 1 // New best time: ~1~:~1~ jump @RACE_21751 :RACE_21730 02FD: text_2numbers_lowpriority 'RACES20' $7457 $7458 10000 ms 1 // New best time: ~1~:0~1~ :RACE_21751 jump @RACE_21825 :RACE_21758 if $7458 > 9 // integer values else_jump @RACE_21804 02FD: text_2numbers_lowpriority 'RACES_9' $7457 $7458 10000 ms 1 // Time: ~1~:~1~ jump @RACE_21825 :RACE_21804 02FD: text_2numbers_lowpriority 'RACES21' $7457 $7458 10000 ms 1 // Time: ~1~:0~1~ :RACE_21825 $403 = 0 // integer values Player.Money($PLAYER_CHAR) += 2000 01E3: text_1number_styled 'RACES18' 2000 5000 ms 1 // YOU HAVE WON: $~1~ :RACE_21858 if $7454 == 3 // integer values else_jump @RACE_22077 if 001C: $406 > $7442 // integer values else_jump @RACE_21977 0084: $406 = $7442 // integer values and handles if $7458 > 9 // integer values else_jump @RACE_21949 02FD: text_2numbers_lowpriority 'RACES17' $7457 $7458 10000 ms 1 // New best time: ~1~:~1~ jump @RACE_21970 :RACE_21949 02FD: text_2numbers_lowpriority 'RACES20' $7457 $7458 10000 ms 1 // New best time: ~1~:0~1~ :RACE_21970 jump @RACE_22044 :RACE_21977 if $7458 > 9 // integer values else_jump @RACE_22023 02FD: text_2numbers_lowpriority 'RACES_9' $7457 $7458 10000 ms 1 // Time: ~1~:~1~ jump @RACE_22044 :RACE_22023 02FD: text_2numbers_lowpriority 'RACES21' $7457 $7458 10000 ms 1 // Time: ~1~:0~1~ :RACE_22044 $405 = 0 // integer values Player.Money($PLAYER_CHAR) += 4000 01E3: text_1number_styled 'RACES18' 4000 5000 ms 1 // YOU HAVE WON: $~1~ :RACE_22077 if $7454 == 4 // integer values else_jump @RACE_22296 if 001C: $408 > $7442 // integer values else_jump @RACE_22196 0084: $408 = $7442 // integer values and handles if $7458 > 9 // integer values else_jump @RACE_22168 02FD: text_2numbers_lowpriority 'RACES17' $7457 $7458 10000 ms 1 // New best time: ~1~:~1~ jump @RACE_22189 :RACE_22168 02FD: text_2numbers_lowpriority 'RACES20' $7457 $7458 10000 ms 1 // New best time: ~1~:0~1~ :RACE_22189 jump @RACE_22263 :RACE_22196 if $7458 > 9 // integer values else_jump @RACE_22242 02FD: text_2numbers_lowpriority 'RACES_9' $7457 $7458 10000 ms 1 // Time: ~1~:~1~ jump @RACE_22263 :RACE_22242 02FD: text_2numbers_lowpriority 'RACES21' $7457 $7458 10000 ms 1 // Time: ~1~:0~1~ :RACE_22263 $407 = 0 // integer values Player.Money($PLAYER_CHAR) += 8000 01E3: text_1number_styled 'RACES18' 8000 5000 ms 1 // YOU HAVE WON: $~1~ :RACE_22296 if $7454 == 5 // integer values else_jump @RACE_22515 if 001C: $410 > $7442 // integer values else_jump @RACE_22415 0084: $410 = $7442 // integer values and handles if $7458 > 9 // integer values else_jump @RACE_22387 02FD: text_2numbers_lowpriority 'RACES17' $7457 $7458 10000 ms 1 // New best time: ~1~:~1~ jump @RACE_22408 :RACE_22387 02FD: text_2numbers_lowpriority 'RACES20' $7457 $7458 10000 ms 1 // New best time: ~1~:0~1~ :RACE_22408 jump @RACE_22482 :RACE_22415 if $7458 > 9 // integer values else_jump @RACE_22461 02FD: text_2numbers_lowpriority 'RACES_9' $7457 $7458 10000 ms 1 // Time: ~1~:~1~ jump @RACE_22482 :RACE_22461 02FD: text_2numbers_lowpriority 'RACES21' $7457 $7458 10000 ms 1 // Time: ~1~:0~1~ :RACE_22482 $409 = 0 // integer values Player.Money($PLAYER_CHAR) += 20000 01E3: text_1number_styled 'RACES18' 20000 5000 ms 1 // YOU HAVE WON: $~1~ :RACE_22515 if $7454 == 6 // integer values else_jump @RACE_22738 if 001C: $412 > $7442 // integer values else_jump @RACE_22634 0084: $412 = $7442 // integer values and handles if $7458 > 9 // integer values else_jump @RACE_22606 02FD: text_2numbers_lowpriority 'RACES17' $7457 $7458 10000 ms 1 // New best time: ~1~:~1~ jump @RACE_22627 :RACE_22606 02FD: text_2numbers_lowpriority 'RACES20' $7457 $7458 10000 ms 1 // New best time: ~1~:0~1~ :RACE_22627 jump @RACE_22701 :RACE_22634 if $7458 > 9 // integer values else_jump @RACE_22680 02FD: text_2numbers_lowpriority 'RACES_9' $7457 $7458 10000 ms 1 // Time: ~1~:~1~ jump @RACE_22701 :RACE_22680 02FD: text_2numbers_lowpriority 'RACES21' $7457 $7458 10000 ms 1 // Time: ~1~:0~1~ :RACE_22701 $411 = 0 // integer values Player.Money($PLAYER_CHAR) += 40000 01E3: text_1number_styled 'RACES18' 40000 5000 ms 1 // YOU HAVE WON: $~1~ :RACE_22738 Player.ClearWantedLevel($PLAYER_CHAR) 0394: play_music 1 return :RACE_22749 01E7: remove_forbidden_for_cars_cube $7477 $7478 $7479 $7480 $7481 $7482 Marker.Disable($7433) Marker.Disable($7434) Marker.Disable($7435) Marker.Disable($7431) Marker.Disable($7432) Object.Destroy($7425) Object.Destroy($7426) Object.Destroy($7427) Object.Destroy($7428) Object.Destroy($7429) Object.Destroy($7430) Model.Destroy(#WMYCR) Model.Destroy(#WFYPR) Model.Destroy(#BMYPI) Model.Destroy(#CHEETAH) Model.Destroy(#INFERNUS) Model.Destroy(#BANSHEE) Model.Destroy(#LH_RACE01) Model.Destroy(#LH_RACE02) Model.Destroy(#LH_RACE03) Model.Destroy(#LH_RACE04) Model.Destroy(#LH_RACE05) Model.Destroy(#LH_RACE06) 014F: stop_timer $7442 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 03F0: text_draw_toggle 0 03E6: remove_text_box $ONMISSION = 0 // integer values mission_cleanup return :RACE_22908 if $7440 == -1 // integer values else_jump @RACE_22974 0086: $7498 = $7504 // floating-point values only 0086: $7499 = $7505 // floating-point values only 0086: $7500 = $7506 // floating-point values only 0086: $7501 = $7507 // floating-point values only 0086: $7502 = $7508 // floating-point values only 0086: $7503 = $7509 // floating-point values only :RACE_22974 if $7440 == 0 // integer values else_jump @RACE_23040 0086: $7498 = $7507 // floating-point values only 0086: $7499 = $7508 // floating-point values only 0086: $7500 = $7509 // floating-point values only 0086: $7501 = $7510 // floating-point values only 0086: $7502 = $7511 // floating-point values only 0086: $7503 = $7512 // floating-point values only :RACE_23040 if $7440 == 1 // integer values else_jump @RACE_23106 0086: $7498 = $7510 // floating-point values only 0086: $7499 = $7511 // floating-point values only 0086: $7500 = $7512 // floating-point values only 0086: $7501 = $7513 // floating-point values only 0086: $7502 = $7514 // floating-point values only 0086: $7503 = $7515 // floating-point values only :RACE_23106 if $7440 == 2 // integer values else_jump @RACE_23172 0086: $7498 = $7513 // floating-point values only 0086: $7499 = $7514 // floating-point values only 0086: $7500 = $7515 // floating-point values only 0086: $7501 = $7516 // floating-point values only 0086: $7502 = $7517 // floating-point values only 0086: $7503 = $7518 // floating-point values only :RACE_23172 if $7440 == 3 // integer values else_jump @RACE_23238 0086: $7498 = $7516 // floating-point values only 0086: $7499 = $7517 // floating-point values only 0086: $7500 = $7518 // floating-point values only 0086: $7501 = $7519 // floating-point values only 0086: $7502 = $7520 // floating-point values only 0086: $7503 = $7521 // floating-point values only :RACE_23238 if $7440 == 4 // integer values else_jump @RACE_23304 0086: $7498 = $7519 // floating-point values only 0086: $7499 = $7520 // floating-point values only 0086: $7500 = $7521 // floating-point values only 0086: $7501 = $7522 // floating-point values only 0086: $7502 = $7523 // floating-point values only 0086: $7503 = $7524 // floating-point values only :RACE_23304 if $7440 == 5 // integer values else_jump @RACE_23370 0086: $7498 = $7522 // floating-point values only 0086: $7499 = $7523 // floating-point values only 0086: $7500 = $7524 // floating-point values only 0086: $7501 = $7525 // floating-point values only 0086: $7502 = $7526 // floating-point values only 0086: $7503 = $7527 // floating-point values only :RACE_23370 if $7440 == 6 // integer values else_jump @RACE_23436 0086: $7498 = $7525 // floating-point values only 0086: $7499 = $7526 // floating-point values only 0086: $7500 = $7527 // floating-point values only 0086: $7501 = $7528 // floating-point values only 0086: $7502 = $7529 // floating-point values only 0086: $7503 = $7530 // floating-point values only :RACE_23436 if $7440 == 7 // integer values else_jump @RACE_23502 0086: $7498 = $7528 // floating-point values only 0086: $7499 = $7529 // floating-point values only 0086: $7500 = $7530 // floating-point values only 0086: $7501 = $7531 // floating-point values only 0086: $7502 = $7532 // floating-point values only 0086: $7503 = $7533 // floating-point values only :RACE_23502 if $7440 == 8 // integer values else_jump @RACE_23568 0086: $7498 = $7531 // floating-point values only 0086: $7499 = $7532 // floating-point values only 0086: $7500 = $7533 // floating-point values only 0086: $7501 = $7534 // floating-point values only 0086: $7502 = $7535 // floating-point values only 0086: $7503 = $7536 // floating-point values only :RACE_23568 if $7440 == 9 // integer values else_jump @RACE_23634 0086: $7498 = $7534 // floating-point values only 0086: $7499 = $7535 // floating-point values only 0086: $7500 = $7536 // floating-point values only 0086: $7501 = $7537 // floating-point values only 0086: $7502 = $7538 // floating-point values only 0086: $7503 = $7539 // floating-point values only :RACE_23634 if $7440 == 10 // integer values else_jump @RACE_23700 0086: $7498 = $7537 // floating-point values only 0086: $7499 = $7538 // floating-point values only 0086: $7500 = $7539 // floating-point values only 0086: $7501 = $7540 // floating-point values only 0086: $7502 = $7541 // floating-point values only 0086: $7503 = $7542 // floating-point values only :RACE_23700 if $7440 == 11 // integer values else_jump @RACE_23766 0086: $7498 = $7540 // floating-point values only 0086: $7499 = $7541 // floating-point values only 0086: $7500 = $7542 // floating-point values only 0086: $7501 = $7543 // floating-point values only 0086: $7502 = $7544 // floating-point values only 0086: $7503 = $7545 // floating-point values only :RACE_23766 if $7440 == 12 // integer values else_jump @RACE_23832 0086: $7498 = $7543 // floating-point values only 0086: $7499 = $7544 // floating-point values only 0086: $7500 = $7545 // floating-point values only 0086: $7501 = $7546 // floating-point values only 0086: $7502 = $7547 // floating-point values only 0086: $7503 = $7548 // floating-point values only :RACE_23832 if $7440 == 13 // integer values else_jump @RACE_23898 0086: $7498 = $7546 // floating-point values only 0086: $7499 = $7547 // floating-point values only 0086: $7500 = $7548 // floating-point values only 0086: $7501 = $7549 // floating-point values only 0086: $7502 = $7550 // floating-point values only 0086: $7503 = $7551 // floating-point values only :RACE_23898 if $7440 == 14 // integer values else_jump @RACE_23964 0086: $7498 = $7549 // floating-point values only 0086: $7499 = $7550 // floating-point values only 0086: $7500 = $7551 // floating-point values only 0086: $7501 = $7552 // floating-point values only 0086: $7502 = $7553 // floating-point values only 0086: $7503 = $7554 // floating-point values only :RACE_23964 if $7440 == 15 // integer values else_jump @RACE_24030 0086: $7498 = $7552 // floating-point values only 0086: $7499 = $7553 // floating-point values only 0086: $7500 = $7554 // floating-point values only 0086: $7501 = $7555 // floating-point values only 0086: $7502 = $7556 // floating-point values only 0086: $7503 = $7557 // floating-point values only :RACE_24030 if $7440 == 16 // integer values else_jump @RACE_24096 0086: $7498 = $7555 // floating-point values only 0086: $7499 = $7556 // floating-point values only 0086: $7500 = $7557 // floating-point values only 0086: $7501 = $7558 // floating-point values only 0086: $7502 = $7559 // floating-point values only 0086: $7503 = $7560 // floating-point values only :RACE_24096 if $7440 == 17 // integer values else_jump @RACE_24162 0086: $7498 = $7558 // floating-point values only 0086: $7499 = $7559 // floating-point values only 0086: $7500 = $7560 // floating-point values only 0086: $7501 = $7561 // floating-point values only 0086: $7502 = $7562 // floating-point values only 0086: $7503 = $7563 // floating-point values only :RACE_24162 if $7440 == 18 // integer values else_jump @RACE_24228 0086: $7498 = $7561 // floating-point values only 0086: $7499 = $7562 // floating-point values only 0086: $7500 = $7563 // floating-point values only 0086: $7501 = $7564 // floating-point values only 0086: $7502 = $7565 // floating-point values only 0086: $7503 = $7566 // floating-point values only :RACE_24228 if $7440 == 19 // integer values else_jump @RACE_24294 0086: $7498 = $7564 // floating-point values only 0086: $7499 = $7565 // floating-point values only 0086: $7500 = $7566 // floating-point values only 0086: $7501 = $7567 // floating-point values only 0086: $7502 = $7568 // floating-point values only 0086: $7503 = $7569 // floating-point values only :RACE_24294 if $7440 == 20 // integer values else_jump @RACE_24360 0086: $7498 = $7567 // floating-point values only 0086: $7499 = $7568 // floating-point values only 0086: $7500 = $7569 // floating-point values only 0086: $7501 = $7570 // floating-point values only 0086: $7502 = $7571 // floating-point values only 0086: $7503 = $7572 // floating-point values only :RACE_24360 if $7440 == 21 // integer values else_jump @RACE_24426 0086: $7498 = $7570 // floating-point values only 0086: $7499 = $7571 // floating-point values only 0086: $7500 = $7572 // floating-point values only 0086: $7501 = $7573 // floating-point values only 0086: $7502 = $7574 // floating-point values only 0086: $7503 = $7575 // floating-point values only :RACE_24426 if $7440 == 22 // integer values else_jump @RACE_24492 0086: $7498 = $7573 // floating-point values only 0086: $7499 = $7574 // floating-point values only 0086: $7500 = $7575 // floating-point values only 0086: $7501 = $7576 // floating-point values only 0086: $7502 = $7577 // floating-point values only 0086: $7503 = $7578 // floating-point values only :RACE_24492 if $7440 == 23 // integer values else_jump @RACE_24558 0086: $7498 = $7576 // floating-point values only 0086: $7499 = $7577 // floating-point values only 0086: $7500 = $7578 // floating-point values only 0086: $7501 = $7579 // floating-point values only 0086: $7502 = $7580 // floating-point values only 0086: $7503 = $7581 // floating-point values only :RACE_24558 if $7440 == 24 // integer values else_jump @RACE_24624 0086: $7498 = $7579 // floating-point values only 0086: $7499 = $7580 // floating-point values only 0086: $7500 = $7581 // floating-point values only 0086: $7501 = $7582 // floating-point values only 0086: $7502 = $7583 // floating-point values only 0086: $7503 = $7584 // floating-point values only :RACE_24624 if $7440 == 25 // integer values else_jump @RACE_24690 0086: $7498 = $7582 // floating-point values only 0086: $7499 = $7583 // floating-point values only 0086: $7500 = $7584 // floating-point values only 0086: $7501 = $7585 // floating-point values only 0086: $7502 = $7586 // floating-point values only 0086: $7503 = $7587 // floating-point values only :RACE_24690 if $7440 == 26 // integer values else_jump @RACE_24756 0086: $7498 = $7585 // floating-point values only 0086: $7499 = $7586 // floating-point values only 0086: $7500 = $7587 // floating-point values only 0086: $7501 = $7588 // floating-point values only 0086: $7502 = $7589 // floating-point values only 0086: $7503 = $7590 // floating-point values only :RACE_24756 if $7440 == 27 // integer values else_jump @RACE_24822 0086: $7498 = $7588 // floating-point values only 0086: $7499 = $7589 // floating-point values only 0086: $7500 = $7590 // floating-point values only 0086: $7501 = $7591 // floating-point values only 0086: $7502 = $7592 // floating-point values only 0086: $7503 = $7593 // floating-point values only :RACE_24822 if $7440 == 28 // integer values else_jump @RACE_24888 0086: $7498 = $7591 // floating-point values only 0086: $7499 = $7592 // floating-point values only 0086: $7500 = $7593 // floating-point values only 0086: $7501 = $7594 // floating-point values only 0086: $7502 = $7595 // floating-point values only 0086: $7503 = $7596 // floating-point values only :RACE_24888 if $7440 == 29 // integer values else_jump @RACE_24954 0086: $7498 = $7594 // floating-point values only 0086: $7499 = $7595 // floating-point values only 0086: $7500 = $7596 // floating-point values only 0086: $7501 = $7597 // floating-point values only 0086: $7502 = $7598 // floating-point values only 0086: $7503 = $7599 // floating-point values only :RACE_24954 if $7440 == 30 // integer values else_jump @RACE_25020 0086: $7498 = $7597 // floating-point values only 0086: $7499 = $7598 // floating-point values only 0086: $7500 = $7599 // floating-point values only 0086: $7501 = $7600 // floating-point values only 0086: $7502 = $7601 // floating-point values only 0086: $7503 = $7602 // floating-point values only :RACE_25020 if $7440 == 31 // integer values else_jump @RACE_25086 0086: $7498 = $7600 // floating-point values only 0086: $7499 = $7601 // floating-point values only 0086: $7500 = $7602 // floating-point values only 0086: $7501 = $7603 // floating-point values only 0086: $7502 = $7604 // floating-point values only 0086: $7503 = $7605 // floating-point values only :RACE_25086 if $7440 == 32 // integer values else_jump @RACE_25152 0086: $7498 = $7603 // floating-point values only 0086: $7499 = $7604 // floating-point values only 0086: $7500 = $7605 // floating-point values only 0086: $7501 = $7606 // floating-point values only 0086: $7502 = $7607 // floating-point values only 0086: $7503 = $7608 // floating-point values only :RACE_25152 if $7440 == 33 // integer values else_jump @RACE_25218 0086: $7498 = $7606 // floating-point values only 0086: $7499 = $7607 // floating-point values only 0086: $7500 = $7608 // floating-point values only 0086: $7501 = $7609 // floating-point values only 0086: $7502 = $7610 // floating-point values only 0086: $7503 = $7611 // floating-point values only :RACE_25218 if $7440 == 34 // integer values else_jump @RACE_25284 0086: $7498 = $7609 // floating-point values only 0086: $7499 = $7610 // floating-point values only 0086: $7500 = $7611 // floating-point values only 0086: $7501 = $7612 // floating-point values only 0086: $7502 = $7613 // floating-point values only 0086: $7503 = $7614 // floating-point values only :RACE_25284 if $7440 == 35 // integer values else_jump @RACE_25350 0086: $7498 = $7612 // floating-point values only 0086: $7499 = $7613 // floating-point values only 0086: $7500 = $7614 // floating-point values only 0086: $7501 = $7615 // floating-point values only 0086: $7502 = $7616 // floating-point values only 0086: $7503 = $7617 // floating-point values only :RACE_25350 if $7440 == 36 // integer values else_jump @RACE_25416 0086: $7498 = $7615 // floating-point values only 0086: $7499 = $7616 // floating-point values only 0086: $7500 = $7617 // floating-point values only 0086: $7501 = $7618 // floating-point values only 0086: $7502 = $7619 // floating-point values only 0086: $7503 = $7620 // floating-point values only :RACE_25416 if $7440 == 37 // integer values else_jump @RACE_25482 0086: $7498 = $7618 // floating-point values only 0086: $7499 = $7619 // floating-point values only 0086: $7500 = $7620 // floating-point values only 0086: $7501 = $7621 // floating-point values only 0086: $7502 = $7622 // floating-point values only 0086: $7503 = $7623 // floating-point values only :RACE_25482 if $7440 == 38 // integer values else_jump @RACE_25548 0086: $7498 = $7621 // floating-point values only 0086: $7499 = $7622 // floating-point values only 0086: $7500 = $7623 // floating-point values only 0086: $7501 = $7624 // floating-point values only 0086: $7502 = $7625 // floating-point values only 0086: $7503 = $7626 // floating-point values only :RACE_25548 if $7440 == 39 // integer values else_jump @RACE_25614 0086: $7498 = $7624 // floating-point values only 0086: $7499 = $7625 // floating-point values only 0086: $7500 = $7626 // floating-point values only 0086: $7501 = $7627 // floating-point values only 0086: $7502 = $7628 // floating-point values only 0086: $7503 = $7629 // floating-point values only :RACE_25614 if $7440 == 40 // integer values else_jump @RACE_25680 0086: $7498 = $7627 // floating-point values only 0086: $7499 = $7628 // floating-point values only 0086: $7500 = $7629 // floating-point values only 0086: $7501 = $7630 // floating-point values only 0086: $7502 = $7631 // floating-point values only 0086: $7503 = $7632 // floating-point values only :RACE_25680 if $7440 == 41 // integer values else_jump @RACE_25746 0086: $7498 = $7630 // floating-point values only 0086: $7499 = $7631 // floating-point values only 0086: $7500 = $7632 // floating-point values only 0086: $7501 = $7633 // floating-point values only 0086: $7502 = $7634 // floating-point values only 0086: $7503 = $7635 // floating-point values only :RACE_25746 if $7440 == 42 // integer values else_jump @RACE_25812 0086: $7498 = $7633 // floating-point values only 0086: $7499 = $7634 // floating-point values only 0086: $7500 = $7635 // floating-point values only 0086: $7501 = $7636 // floating-point values only 0086: $7502 = $7637 // floating-point values only 0086: $7503 = $7638 // floating-point values only :RACE_25812 if $7440 == 43 // integer values else_jump @RACE_25878 0086: $7498 = $7636 // floating-point values only 0086: $7499 = $7637 // floating-point values only 0086: $7500 = $7638 // floating-point values only 0086: $7501 = $7639 // floating-point values only 0086: $7502 = $7640 // floating-point values only 0086: $7503 = $7641 // floating-point values only :RACE_25878 if $7440 == 44 // integer values else_jump @RACE_25944 0086: $7498 = $7639 // floating-point values only 0086: $7499 = $7640 // floating-point values only 0086: $7500 = $7641 // floating-point values only 0086: $7501 = $7642 // floating-point values only 0086: $7502 = $7643 // floating-point values only 0086: $7503 = $7644 // floating-point values only :RACE_25944 if $7440 == 45 // integer values else_jump @RACE_26010 0086: $7498 = $7642 // floating-point values only 0086: $7499 = $7643 // floating-point values only 0086: $7500 = $7644 // floating-point values only 0086: $7501 = $7645 // floating-point values only 0086: $7502 = $7646 // floating-point values only 0086: $7503 = $7647 // floating-point values only :RACE_26010 if $7440 == 46 // integer values else_jump @RACE_26076 0086: $7498 = $7645 // floating-point values only 0086: $7499 = $7646 // floating-point values only 0086: $7500 = $7647 // floating-point values only 0086: $7501 = $7648 // floating-point values only 0086: $7502 = $7649 // floating-point values only 0086: $7503 = $7650 // floating-point values only :RACE_26076 if $7440 == 47 // integer values else_jump @RACE_26142 0086: $7498 = $7648 // floating-point values only 0086: $7499 = $7649 // floating-point values only 0086: $7500 = $7650 // floating-point values only 0086: $7501 = $7651 // floating-point values only 0086: $7502 = $7652 // floating-point values only 0086: $7503 = $7653 // floating-point values only :RACE_26142 if $7440 == 48 // integer values else_jump @RACE_26208 0086: $7498 = $7651 // floating-point values only 0086: $7499 = $7652 // floating-point values only 0086: $7500 = $7653 // floating-point values only 0086: $7501 = $7654 // floating-point values only 0086: $7502 = $7655 // floating-point values only 0086: $7503 = $7656 // floating-point values only :RACE_26208 if $7440 == 49 // integer values else_jump @RACE_26274 0086: $7498 = $7654 // floating-point values only 0086: $7499 = $7655 // floating-point values only 0086: $7500 = $7656 // floating-point values only 0086: $7501 = $7657 // floating-point values only 0086: $7502 = $7658 // floating-point values only 0086: $7503 = $7659 // floating-point values only :RACE_26274 if $7440 == 50 // integer values else_jump @RACE_26340 0086: $7498 = $7657 // floating-point values only 0086: $7499 = $7658 // floating-point values only 0086: $7500 = $7659 // floating-point values only 0086: $7501 = $7660 // floating-point values only 0086: $7502 = $7661 // floating-point values only 0086: $7503 = $7662 // floating-point values only :RACE_26340 if $7440 == 51 // integer values else_jump @RACE_26406 0086: $7498 = $7660 // floating-point values only 0086: $7499 = $7661 // floating-point values only 0086: $7500 = $7662 // floating-point values only 0086: $7501 = $7663 // floating-point values only 0086: $7502 = $7664 // floating-point values only 0086: $7503 = $7665 // floating-point values only :RACE_26406 if $7440 == 52 // integer values else_jump @RACE_26472 0086: $7498 = $7663 // floating-point values only 0086: $7499 = $7664 // floating-point values only 0086: $7500 = $7665 // floating-point values only 0086: $7501 = $7666 // floating-point values only 0086: $7502 = $7667 // floating-point values only 0086: $7503 = $7668 // floating-point values only :RACE_26472 if $7440 == 53 // integer values else_jump @RACE_26538 0086: $7498 = $7666 // floating-point values only 0086: $7499 = $7667 // floating-point values only 0086: $7500 = $7668 // floating-point values only 0086: $7501 = $7669 // floating-point values only 0086: $7502 = $7670 // floating-point values only 0086: $7503 = $7671 // floating-point values only :RACE_26538 if $7440 == 54 // integer values else_jump @RACE_26604 0086: $7498 = $7669 // floating-point values only 0086: $7499 = $7670 // floating-point values only 0086: $7500 = $7671 // floating-point values only 0086: $7501 = $7672 // floating-point values only 0086: $7502 = $7673 // floating-point values only 0086: $7503 = $7674 // floating-point values only :RACE_26604 if $7440 == 55 // integer values else_jump @RACE_26670 0086: $7498 = $7672 // floating-point values only 0086: $7499 = $7673 // floating-point values only 0086: $7500 = $7674 // floating-point values only 0086: $7501 = $7675 // floating-point values only 0086: $7502 = $7676 // floating-point values only 0086: $7503 = $7677 // floating-point values only :RACE_26670 if $7440 == 56 // integer values else_jump @RACE_26736 0086: $7498 = $7675 // floating-point values only 0086: $7499 = $7676 // floating-point values only 0086: $7500 = $7677 // floating-point values only 0086: $7501 = $7678 // floating-point values only 0086: $7502 = $7679 // floating-point values only 0086: $7503 = $7680 // floating-point values only :RACE_26736 if $7440 == 57 // integer values else_jump @RACE_26802 0086: $7498 = $7678 // floating-point values only 0086: $7499 = $7679 // floating-point values only 0086: $7500 = $7680 // floating-point values only 0086: $7501 = $7681 // floating-point values only 0086: $7502 = $7682 // floating-point values only 0086: $7503 = $7683 // floating-point values only :RACE_26802 if $7440 == 58 // integer values else_jump @RACE_26868 0086: $7498 = $7681 // floating-point values only 0086: $7499 = $7682 // floating-point values only 0086: $7500 = $7683 // floating-point values only 0086: $7501 = $7684 // floating-point values only 0086: $7502 = $7685 // floating-point values only 0086: $7503 = $7686 // floating-point values only :RACE_26868 if $7440 == 59 // integer values else_jump @RACE_26934 0086: $7498 = $7684 // floating-point values only 0086: $7499 = $7685 // floating-point values only 0086: $7500 = $7686 // floating-point values only 0086: $7501 = $7687 // floating-point values only 0086: $7502 = $7688 // floating-point values only 0086: $7503 = $7689 // floating-point values only :RACE_26934 if $7440 == 60 // integer values else_jump @RACE_27000 0086: $7498 = $7687 // floating-point values only 0086: $7499 = $7688 // floating-point values only 0086: $7500 = $7689 // floating-point values only 0086: $7501 = $7690 // floating-point values only 0086: $7502 = $7691 // floating-point values only 0086: $7503 = $7692 // floating-point values only :RACE_27000 if $7440 == 61 // integer values else_jump @RACE_27066 0086: $7498 = $7690 // floating-point values only 0086: $7499 = $7691 // floating-point values only 0086: $7500 = $7692 // floating-point values only 0086: $7501 = $7693 // floating-point values only 0086: $7502 = $7694 // floating-point values only 0086: $7503 = $7695 // floating-point values only :RACE_27066 if $7440 == 62 // integer values else_jump @RACE_27132 0086: $7498 = $7693 // floating-point values only 0086: $7499 = $7694 // floating-point values only 0086: $7500 = $7695 // floating-point values only 0086: $7501 = $7696 // floating-point values only 0086: $7502 = $7697 // floating-point values only 0086: $7503 = $7698 // floating-point values only :RACE_27132 if $7440 == 63 // integer values else_jump @RACE_27198 0086: $7498 = $7696 // floating-point values only 0086: $7499 = $7697 // floating-point values only 0086: $7500 = $7698 // floating-point values only 0086: $7501 = $7699 // floating-point values only 0086: $7502 = $7700 // floating-point values only 0086: $7503 = $7701 // floating-point values only :RACE_27198 if $7440 == 64 // integer values else_jump @RACE_27264 0086: $7498 = $7699 // floating-point values only 0086: $7499 = $7700 // floating-point values only 0086: $7500 = $7701 // floating-point values only 0086: $7501 = $7702 // floating-point values only 0086: $7502 = $7703 // floating-point values only 0086: $7503 = $7704 // floating-point values only :RACE_27264 if $7440 == 65 // integer values else_jump @RACE_27330 0086: $7498 = $7702 // floating-point values only 0086: $7499 = $7703 // floating-point values only 0086: $7500 = $7704 // floating-point values only 0086: $7501 = $7705 // floating-point values only 0086: $7502 = $7706 // floating-point values only 0086: $7503 = $7707 // floating-point values only :RACE_27330 if $7440 == 66 // integer values else_jump @RACE_27396 0086: $7498 = $7705 // floating-point values only 0086: $7499 = $7706 // floating-point values only 0086: $7500 = $7707 // floating-point values only 0086: $7501 = $7708 // floating-point values only 0086: $7502 = $7709 // floating-point values only 0086: $7503 = $7710 // floating-point values only :RACE_27396 if $7440 == 67 // integer values else_jump @RACE_27462 0086: $7498 = $7708 // floating-point values only 0086: $7499 = $7709 // floating-point values only 0086: $7500 = $7710 // floating-point values only 0086: $7501 = $7711 // floating-point values only 0086: $7502 = $7712 // floating-point values only 0086: $7503 = $7713 // floating-point values only :RACE_27462 if $7440 == 68 // integer values else_jump @RACE_27528 0086: $7498 = $7711 // floating-point values only 0086: $7499 = $7712 // floating-point values only 0086: $7500 = $7713 // floating-point values only 0086: $7501 = $7714 // floating-point values only 0086: $7502 = $7715 // floating-point values only 0086: $7503 = $7716 // floating-point values only :RACE_27528 if $7440 == 69 // integer values else_jump @RACE_27594 0086: $7498 = $7714 // floating-point values only 0086: $7499 = $7715 // floating-point values only 0086: $7500 = $7716 // floating-point values only 0086: $7501 = $7717 // floating-point values only 0086: $7502 = $7718 // floating-point values only 0086: $7503 = $7719 // floating-point values only :RACE_27594 if $7440 == 70 // integer values else_jump @RACE_27660 0086: $7498 = $7717 // floating-point values only 0086: $7499 = $7718 // floating-point values only 0086: $7500 = $7719 // floating-point values only 0086: $7501 = $7720 // floating-point values only 0086: $7502 = $7721 // floating-point values only 0086: $7503 = $7722 // floating-point values only :RACE_27660 if $7440 == 71 // integer values else_jump @RACE_27726 0086: $7498 = $7720 // floating-point values only 0086: $7499 = $7721 // floating-point values only 0086: $7500 = $7722 // floating-point values only 0086: $7501 = $7723 // floating-point values only 0086: $7502 = $7724 // floating-point values only 0086: $7503 = $7725 // floating-point values only :RACE_27726 if $7440 == 72 // integer values else_jump @RACE_27792 0086: $7498 = $7723 // floating-point values only 0086: $7499 = $7724 // floating-point values only 0086: $7500 = $7725 // floating-point values only 0086: $7501 = $7726 // floating-point values only 0086: $7502 = $7727 // floating-point values only 0086: $7503 = $7728 // floating-point values only :RACE_27792 if $7440 == 73 // integer values else_jump @RACE_27858 0086: $7498 = $7726 // floating-point values only 0086: $7499 = $7727 // floating-point values only 0086: $7500 = $7728 // floating-point values only 0086: $7501 = $7729 // floating-point values only 0086: $7502 = $7730 // floating-point values only 0086: $7503 = $7731 // floating-point values only :RACE_27858 if $7440 == 74 // integer values else_jump @RACE_27924 0086: $7498 = $7729 // floating-point values only 0086: $7499 = $7730 // floating-point values only 0086: $7500 = $7731 // floating-point values only 0086: $7501 = $7732 // floating-point values only 0086: $7502 = $7733 // floating-point values only 0086: $7503 = $7734 // floating-point values only :RACE_27924 if $7440 == 75 // integer values else_jump @RACE_27990 0086: $7498 = $7732 // floating-point values only 0086: $7499 = $7733 // floating-point values only 0086: $7500 = $7734 // floating-point values only 0086: $7501 = $7735 // floating-point values only 0086: $7502 = $7736 // floating-point values only 0086: $7503 = $7737 // floating-point values only :RACE_27990 if $7440 == 76 // integer values else_jump @RACE_28056 0086: $7498 = $7735 // floating-point values only 0086: $7499 = $7736 // floating-point values only 0086: $7500 = $7737 // floating-point values only 0086: $7501 = $7738 // floating-point values only 0086: $7502 = $7739 // floating-point values only 0086: $7503 = $7740 // floating-point values only :RACE_28056 if $7440 == 77 // integer values else_jump @RACE_28122 0086: $7498 = $7738 // floating-point values only 0086: $7499 = $7739 // floating-point values only 0086: $7500 = $7740 // floating-point values only 0086: $7501 = $7741 // floating-point values only 0086: $7502 = $7742 // floating-point values only 0086: $7503 = $7743 // floating-point values only :RACE_28122 if $7440 == 78 // integer values else_jump @RACE_28188 0086: $7498 = $7741 // floating-point values only 0086: $7499 = $7742 // floating-point values only 0086: $7500 = $7743 // floating-point values only 0086: $7501 = $7744 // floating-point values only 0086: $7502 = $7745 // floating-point values only 0086: $7503 = $7746 // floating-point values only :RACE_28188 if $7440 == 79 // integer values else_jump @RACE_28254 0086: $7498 = $7744 // floating-point values only 0086: $7499 = $7745 // floating-point values only 0086: $7500 = $7746 // floating-point values only 0086: $7501 = $7747 // floating-point values only 0086: $7502 = $7748 // floating-point values only 0086: $7503 = $7749 // floating-point values only :RACE_28254 if $7440 == 80 // integer values else_jump @RACE_28320 0086: $7498 = $7747 // floating-point values only 0086: $7499 = $7748 // floating-point values only 0086: $7500 = $7749 // floating-point values only 0086: $7501 = $7750 // floating-point values only 0086: $7502 = $7751 // floating-point values only 0086: $7503 = $7752 // floating-point values only :RACE_28320 if $7440 == 81 // integer values else_jump @RACE_28386 0086: $7498 = $7750 // floating-point values only 0086: $7499 = $7751 // floating-point values only 0086: $7500 = $7752 // floating-point values only 0086: $7501 = $7753 // floating-point values only 0086: $7502 = $7754 // floating-point values only 0086: $7503 = $7755 // floating-point values only :RACE_28386 if $7440 == 82 // integer values else_jump @RACE_28452 0086: $7498 = $7753 // floating-point values only 0086: $7499 = $7754 // floating-point values only 0086: $7500 = $7755 // floating-point values only 0086: $7501 = $7756 // floating-point values only 0086: $7502 = $7757 // floating-point values only 0086: $7503 = $7758 // floating-point values only :RACE_28452 if $7440 == 83 // integer values else_jump @RACE_28518 0086: $7498 = $7756 // floating-point values only 0086: $7499 = $7757 // floating-point values only 0086: $7500 = $7758 // floating-point values only 0086: $7501 = $7759 // floating-point values only 0086: $7502 = $7760 // floating-point values only 0086: $7503 = $7761 // floating-point values only :RACE_28518 if $7440 == 84 // integer values else_jump @RACE_28584 0086: $7498 = $7759 // floating-point values only 0086: $7499 = $7760 // floating-point values only 0086: $7500 = $7761 // floating-point values only 0086: $7501 = $7762 // floating-point values only 0086: $7502 = $7763 // floating-point values only 0086: $7503 = $7764 // floating-point values only :RACE_28584 if $7440 == 85 // integer values else_jump @RACE_28650 0086: $7498 = $7762 // floating-point values only 0086: $7499 = $7763 // floating-point values only 0086: $7500 = $7764 // floating-point values only 0086: $7501 = $7765 // floating-point values only 0086: $7502 = $7766 // floating-point values only 0086: $7503 = $7767 // floating-point values only :RACE_28650 if $7440 == 86 // integer values else_jump @RACE_28716 0086: $7498 = $7765 // floating-point values only 0086: $7499 = $7766 // floating-point values only 0086: $7500 = $7767 // floating-point values only 0086: $7501 = $7768 // floating-point values only 0086: $7502 = $7769 // floating-point values only 0086: $7503 = $7770 // floating-point values only :RACE_28716 if $7440 == 87 // integer values else_jump @RACE_28782 0086: $7498 = $7768 // floating-point values only 0086: $7499 = $7769 // floating-point values only 0086: $7500 = $7770 // floating-point values only 0086: $7501 = $7771 // floating-point values only 0086: $7502 = $7772 // floating-point values only 0086: $7503 = $7773 // floating-point values only :RACE_28782 if $7440 == 88 // integer values else_jump @RACE_28848 0086: $7498 = $7771 // floating-point values only 0086: $7499 = $7772 // floating-point values only 0086: $7500 = $7773 // floating-point values only 0086: $7501 = $7774 // floating-point values only 0086: $7502 = $7775 // floating-point values only 0086: $7503 = $7776 // floating-point values only :RACE_28848 if $7440 == 89 // integer values else_jump @RACE_28914 0086: $7498 = $7774 // floating-point values only 0086: $7499 = $7775 // floating-point values only 0086: $7500 = $7776 // floating-point values only 0086: $7501 = $7777 // floating-point values only 0086: $7502 = $7778 // floating-point values only 0086: $7503 = $7779 // floating-point values only :RACE_28914 if $7440 == 90 // integer values else_jump @RACE_28980 0086: $7498 = $7777 // floating-point values only 0086: $7499 = $7778 // floating-point values only 0086: $7500 = $7779 // floating-point values only 0086: $7501 = $7780 // floating-point values only 0086: $7502 = $7781 // floating-point values only 0086: $7503 = $7782 // floating-point values only :RACE_28980 if $7440 == 91 // integer values else_jump @RACE_29046 0086: $7498 = $7780 // floating-point values only 0086: $7499 = $7781 // floating-point values only 0086: $7500 = $7782 // floating-point values only 0086: $7501 = $7783 // floating-point values only 0086: $7502 = $7784 // floating-point values only 0086: $7503 = $7785 // floating-point values only :RACE_29046 if $7440 == 92 // integer values else_jump @RACE_29112 0086: $7498 = $7783 // floating-point values only 0086: $7499 = $7784 // floating-point values only 0086: $7500 = $7785 // floating-point values only 0086: $7501 = $7786 // floating-point values only 0086: $7502 = $7787 // floating-point values only 0086: $7503 = $7788 // floating-point values only :RACE_29112 if $7440 == 93 // integer values else_jump @RACE_29178 0086: $7498 = $7786 // floating-point values only 0086: $7499 = $7787 // floating-point values only 0086: $7500 = $7788 // floating-point values only 0086: $7501 = $7789 // floating-point values only 0086: $7502 = $7790 // floating-point values only 0086: $7503 = $7791 // floating-point values only :RACE_29178 if $7440 == 94 // integer values else_jump @RACE_29244 0086: $7498 = $7789 // floating-point values only 0086: $7499 = $7790 // floating-point values only 0086: $7500 = $7791 // floating-point values only 0086: $7501 = $7792 // floating-point values only 0086: $7502 = $7793 // floating-point values only 0086: $7503 = $7794 // floating-point values only :RACE_29244 if $7440 == 95 // integer values else_jump @RACE_29310 0086: $7498 = $7792 // floating-point values only 0086: $7499 = $7793 // floating-point values only 0086: $7500 = $7794 // floating-point values only 0086: $7501 = $7795 // floating-point values only 0086: $7502 = $7796 // floating-point values only 0086: $7503 = $7797 // floating-point values only :RACE_29310 if $7440 == 96 // integer values else_jump @RACE_29376 0086: $7498 = $7795 // floating-point values only 0086: $7499 = $7796 // floating-point values only 0086: $7500 = $7797 // floating-point values only 0086: $7501 = $7798 // floating-point values only 0086: $7502 = $7799 // floating-point values only 0086: $7503 = $7800 // floating-point values only :RACE_29376 if $7440 == 97 // integer values else_jump @RACE_29442 0086: $7498 = $7798 // floating-point values only 0086: $7499 = $7799 // floating-point values only 0086: $7500 = $7800 // floating-point values only 0086: $7501 = $7801 // floating-point values only 0086: $7502 = $7802 // floating-point values only 0086: $7503 = $7803 // floating-point values only :RACE_29442 if $7440 == 98 // integer values else_jump @RACE_29508 0086: $7498 = $7801 // floating-point values only 0086: $7499 = $7802 // floating-point values only 0086: $7500 = $7803 // floating-point values only 0086: $7501 = $7804 // floating-point values only 0086: $7502 = $7805 // floating-point values only 0086: $7503 = $7806 // floating-point values only :RACE_29508 if $7440 == 99 // integer values else_jump @RACE_29574 0086: $7498 = $7804 // floating-point values only 0086: $7499 = $7805 // floating-point values only 0086: $7500 = $7806 // floating-point values only 0086: $7501 = $7807 // floating-point values only 0086: $7502 = $7808 // floating-point values only 0086: $7503 = $7809 // floating-point values only :RACE_29574 if $7440 == 100 // integer values else_jump @RACE_29640 0086: $7498 = $7807 // floating-point values only 0086: $7499 = $7808 // floating-point values only 0086: $7500 = $7809 // floating-point values only 0086: $7501 = $7810 // floating-point values only 0086: $7502 = $7811 // floating-point values only 0086: $7503 = $7812 // floating-point values only :RACE_29640 if $7440 == 101 // integer values else_jump @RACE_29706 0086: $7498 = $7810 // floating-point values only 0086: $7499 = $7811 // floating-point values only 0086: $7500 = $7812 // floating-point values only 0086: $7501 = $7813 // floating-point values only 0086: $7502 = $7814 // floating-point values only 0086: $7503 = $7815 // floating-point values only :RACE_29706 if $7440 == 102 // integer values else_jump @RACE_29772 0086: $7498 = $7813 // floating-point values only 0086: $7499 = $7814 // floating-point values only 0086: $7500 = $7815 // floating-point values only 0086: $7501 = $7816 // floating-point values only 0086: $7502 = $7817 // floating-point values only 0086: $7503 = $7818 // floating-point values only :RACE_29772 if $7440 == 103 // integer values else_jump @RACE_29838 0086: $7498 = $7816 // floating-point values only 0086: $7499 = $7817 // floating-point values only 0086: $7500 = $7818 // floating-point values only 0086: $7501 = $7819 // floating-point values only 0086: $7502 = $7820 // floating-point values only 0086: $7503 = $7821 // floating-point values only :RACE_29838 if $7440 == 104 // integer values else_jump @RACE_29904 0086: $7498 = $7819 // floating-point values only 0086: $7499 = $7820 // floating-point values only 0086: $7500 = $7821 // floating-point values only 0086: $7501 = $7822 // floating-point values only 0086: $7502 = $7823 // floating-point values only 0086: $7503 = $7824 // floating-point values only :RACE_29904 if $7440 == 105 // integer values else_jump @RACE_29970 0086: $7498 = $7822 // floating-point values only 0086: $7499 = $7823 // floating-point values only 0086: $7500 = $7824 // floating-point values only 0086: $7501 = $7825 // floating-point values only 0086: $7502 = $7826 // floating-point values only 0086: $7503 = $7827 // floating-point values only :RACE_29970 if $7440 == 106 // integer values else_jump @RACE_30036 0086: $7498 = $7825 // floating-point values only 0086: $7499 = $7826 // floating-point values only 0086: $7500 = $7827 // floating-point values only 0086: $7501 = $7828 // floating-point values only 0086: $7502 = $7829 // floating-point values only 0086: $7503 = $7830 // floating-point values only :RACE_30036 if $7440 == 107 // integer values else_jump @RACE_30102 0086: $7498 = $7828 // floating-point values only 0086: $7499 = $7829 // floating-point values only 0086: $7500 = $7830 // floating-point values only 0088: $7501 = 0@ // floating-point values only 0088: $7502 = 1@ // floating-point values only 0088: $7503 = 2@ // floating-point values only :RACE_30102 if $7440 == 108 // integer values else_jump @RACE_30168 0088: $7498 = 0@ // floating-point values only 0088: $7499 = 1@ // floating-point values only 0088: $7500 = 2@ // floating-point values only 0088: $7501 = 3@ // floating-point values only 0088: $7502 = 4@ // floating-point values only 0088: $7503 = 5@ // floating-point values only :RACE_30168 if $7440 == 109 // integer values else_jump @RACE_30234 0088: $7498 = 3@ // floating-point values only 0088: $7499 = 4@ // floating-point values only 0088: $7500 = 5@ // floating-point values only 0088: $7501 = 6@ // floating-point values only 0088: $7502 = 7@ // floating-point values only 0088: $7503 = 8@ // floating-point values only :RACE_30234 if $7440 == 110 // integer values else_jump @RACE_30300 0088: $7498 = 6@ // floating-point values only 0088: $7499 = 7@ // floating-point values only 0088: $7500 = 8@ // floating-point values only 0088: $7501 = 9@ // floating-point values only 0088: $7502 = 10@ // floating-point values only 0088: $7503 = 11@ // floating-point values only :RACE_30300 if $7440 == 111 // integer values else_jump @RACE_30366 0088: $7498 = 9@ // floating-point values only 0088: $7499 = 10@ // floating-point values only 0088: $7500 = 11@ // floating-point values only 0088: $7501 = 12@ // floating-point values only 0088: $7502 = 13@ // floating-point values only 0088: $7503 = 14@ // floating-point values only :RACE_30366 if $7440 == 112 // integer values else_jump @RACE_30432 0088: $7498 = 12@ // floating-point values only 0088: $7499 = 13@ // floating-point values only 0088: $7500 = 14@ // floating-point values only 0088: $7501 = 12@ // floating-point values only 0088: $7502 = 13@ // floating-point values only 0088: $7503 = 14@ // floating-point values only :RACE_30432 return :RACE_30434 $4871 = Car.Health($7421) if 500 > $4871 // integer values else_jump @RACE_30469 Car.Health($7421) = 1000 :RACE_30469 if 003A: $7436 == $7440 // integer values and handles else_jump @RACE_30693 Car.StorePos($7421, $7465, $7466, $7467) 0086: $7469 = $7465 // floating-point values only 0061: $7469 -= $7483 // floating-point values 0086: $7470 = $7466 // floating-point values only 0061: $7470 -= $7484 // floating-point values 0069: $7469 *= $7469 // floating-point values 0069: $7470 *= $7470 // floating-point values 0086: $7471 = $7469 // floating-point values only 0059: $7471 += $7470 // floating-point values 01FB: $7475 = square_root $7471 0054: store_player $PLAYER_CHAR position_to $7465 $7466 $7467 0086: $7469 = $7465 // floating-point values only 0061: $7469 -= $7483 // floating-point values 0086: $7470 = $7466 // floating-point values only 0061: $7470 -= $7484 // floating-point values 0069: $7469 *= $7469 // floating-point values 0069: $7470 *= $7470 // floating-point values 0086: $7471 = $7469 // floating-point values only 0059: $7471 += $7470 // floating-point values 01FB: $7476 = square_root $7471 if 0024: $7476 > $7475 // floating-point values only else_jump @RACE_30686 $7441 += 1 // integer values :RACE_30686 jump @RACE_30719 :RACE_30693 if 001C: $7440 > $7436 // integer values else_jump @RACE_30719 $7441 += 1 // integer values :RACE_30719 if 81AF: not car $7421 0 $7462 $7463 $7464 radius 3.0 3.0 2.0 else_jump @RACE_30783 Car.StorePos($7421, $7462, $7463, $7464) 0084: $7446 = $4811 // integer values and handles :RACE_30783 if 01AF: car $7421 0 $7462 $7463 $7464 radius 3.0 3.0 2.0 else_jump @RACE_30999 0084: $7447 = $4811 // integer values and handles 0060: $7447 -= $7446 // integer values if $7447 > 4000 // integer values else_jump @RACE_30999 if 82CA: not car $7421 bounding_sphere_visible else_jump @RACE_30999 Car.StorePos($7421, $7465, $7466, $7467) 02C1: set $7465 $7466 $7467 to_car_path_coords_closest_to $7465 $7466 $7467 if 838A: not car_in_cube $7465 $7466 $7467 4.0 4.0 3.0 else_jump @RACE_30999 if 80C2: not sphere_onscreen $7465 $7466 $7467 4.0 else_jump @RACE_30999 Car.PutAt($7421, $7465, $7466, $7467) 039F: car $7421 race_to $7495 $7496 :RACE_30999 0084: $7451 = $7436 // integer values and handles $7451 -= 4 // integer values if 001C: $7451 > $7440 // integer values else_jump @RACE_31405 if 003A: $7421 == $7418 // integer values and handles else_jump @RACE_31157 if 82CA: not car $7418 bounding_sphere_visible else_jump @RACE_31157 if 838A: not car_in_cube $7489 $7490 $7491 4.0 4.0 3.0 else_jump @RACE_31157 if 80C2: not sphere_onscreen $7489 $7490 $7491 4.0 else_jump @RACE_31157 Car.PutAt($7421, $7489, $7490, $7491) 039F: car $7421 race_to $7483 $7484 :RACE_31157 if 003A: $7421 == $7419 // integer values and handles else_jump @RACE_31281 if 82CA: not car $7419 bounding_sphere_visible else_jump @RACE_31281 if 838A: not car_in_cube $7492 $7493 $7494 4.0 4.0 3.0 else_jump @RACE_31281 if 80C2: not sphere_onscreen $7492 $7493 $7494 4.0 else_jump @RACE_31281 Car.PutAt($7421, $7492, $7493, $7494) 039F: car $7421 race_to $7483 $7484 :RACE_31281 if 003A: $7421 == $7420 // integer values and handles else_jump @RACE_31405 if 82CA: not car $7420 bounding_sphere_visible else_jump @RACE_31405 if 838A: not car_in_cube $7495 $7496 $7497 4.0 4.0 3.0 else_jump @RACE_31405 if 80C2: not sphere_onscreen $7495 $7496 $7497 4.0 else_jump @RACE_31405 Car.PutAt($7421, $7495, $7496, $7497) 039F: car $7421 race_to $7483 $7484 :RACE_31405 0084: $7451 = $7436 // integer values and handles $7451 += 5 // integer values if 001C: $7440 > $7451 // integer values else_jump @RACE_31456 Car.SetMaxSpeed($7421, 25.0) jump @RACE_31466 :RACE_31456 Car.SetMaxSpeed($7421, 50.0) :RACE_31466 return //-------------Mission 14--------------- // Originally: The Fastest Boat :HELI1SC gosub @HELI1SC_36 if wasted_or_busted else_jump @HELI1SC_27 gosub @HELI1SC_1504 :HELI1SC_27 gosub @HELI1SC_1816 end_thread :HELI1SC_36 $ONMISSION = 1 // integer values thread 'HELI1SC' wait 0 if $1584 == 0 // integer values else_jump @HELI1SC_77 increment_mission_attempts :HELI1SC_77 $7877 = 0 // integer values $7507 = -649.0867 // floating-point values $7508 = 817.9553 // floating-point values $7509 = 58.3261 // floating-point values $7510 = -687.3981 // floating-point values $7511 = 877.8699 // floating-point values $7512 = 19.2173 // floating-point values $7513 = -680.991 // floating-point values $7514 = 1029.686 // floating-point values $7515 = 14.8169 // floating-point values $7516 = -685.7914 // floating-point values $7517 = 1160.218 // floating-point values $7518 = 40.7844 // floating-point values $7519 = -681.2288 // floating-point values $7520 = 1228.007 // floating-point values $7521 = 29.1385 // floating-point values $7522 = -715.1163 // floating-point values $7523 = 1268.305 // floating-point values $7524 = 18.9955 // floating-point values $7525 = -739.7144 // floating-point values $7526 = 1298.542 // floating-point values $7527 = 27.204 // floating-point values $7528 = -772.5856 // floating-point values $7529 = 1323.497 // floating-point values $7530 = 29.5571 // floating-point values $7531 = -778.6165 // floating-point values $7532 = 1364.642 // floating-point values $7533 = 28.01 // floating-point values $7534 = -737.8626 // floating-point values $7535 = 1385.702 // floating-point values $7536 = 17.6542 // floating-point values $7537 = -693.7673 // floating-point values $7538 = 1391.167 // floating-point values $7539 = 18.0634 // floating-point values $7540 = -621.21 // floating-point values $7541 = 1392.323 // floating-point values $7542 = 25.7998 // floating-point values $7543 = -568.3698 // floating-point values $7544 = 1334.939 // floating-point values $7545 = 16.9687 // floating-point values $7546 = -500.4854 // floating-point values $7547 = 1338.798 // floating-point values $7548 = 24.1703 // floating-point values $7549 = -450.2907 // floating-point values $7550 = 1330.691 // floating-point values $7551 = 19.1265 // floating-point values $7552 = -437.3096 // floating-point values $7553 = 1291.992 // floating-point values $7554 = 19.5951 // floating-point values $7555 = -437.1924 // floating-point values $7556 = 1241.37 // floating-point values $7557 = 20.7499 // floating-point values $7558 = -434.3281 // floating-point values $7559 = 1171.01 // floating-point values $7560 = 36.3199 // floating-point values $7561 = -433.3098 // floating-point values $7562 = 1130.9 // floating-point values $7563 = 59.1069 // floating-point values $7564 = -471.9337 // floating-point values $7565 = 1085.18 // floating-point values $7566 = 65.1073 // floating-point values $7567 = -527.0311 // floating-point values $7568 = 1030.004 // floating-point values $7569 = 80.0094 // floating-point values $7570 = -526.2093 // floating-point values $7571 = 894.1246 // floating-point values $7572 = 81.9624 // floating-point values $7573 = -479.8936 // floating-point values $7574 = 829.2973 // floating-point values $7575 = 38.6828 // floating-point values $7576 = -496.4014 // floating-point values $7577 = 746.3392 // floating-point values $7578 = 23.935 // floating-point values $7579 = -534.4188 // floating-point values $7580 = 739.7785 // floating-point values $7581 = 19.0812 // floating-point values $7582 = -574.4543 // floating-point values $7583 = 742.6052 // floating-point values $7584 = 18.3836 // floating-point values $7585 = -654.6465 // floating-point values $7586 = 751.4898 // floating-point values $7587 = 19.9269 // floating-point values $7588 = -673.5525 // floating-point values $7589 = 819.5656 // floating-point values $7590 = 20.429 // floating-point values $7591 = -658.4943 // floating-point values $7592 = 917.7946 // floating-point values $7593 = 22.8624 // floating-point values gosub @HELI1SC_1847 00BC: text_highpriority 'HELI_1A' 15000 ms 1 // Test your skills with the Sparrow, see how quickly you can complete the course. 018A: $7875 = create_checkpoint_at $7879 $7880 $7881 Marker.SetColor($7875, 5) 018B: show_on_radar $7875 2 0168: show_on_radar $7875 3 018A: $7876 = create_checkpoint_at $7882 $7883 $7884 Marker.SetColor($7876, 5) 018B: show_on_radar $7876 2 0168: show_on_radar $7876 2 0166: set_marker $7876 brightness_to 1 $7878 = 0 // integer values 03C3: set_timer_with_text_to $7878 type 0 text 'RACES' // TIME: if 00E0: player $PLAYER_CHAR driving else_jump @HELI1SC_1106 00DA: $7874 = player $PLAYER_CHAR car jump @HELI1SC_1113 :HELI1SC_1106 jump @HELI1SC_1504 :HELI1SC_1113 if not $7877 == 29 // integer values else_jump @HELI1SC_1497 wait 0 if Car.Wrecked($7874) else_jump @HELI1SC_1158 jump @HELI1SC_1504 :HELI1SC_1158 if 80DC: not player $PLAYER_CHAR driving $7874 else_jump @HELI1SC_1184 jump @HELI1SC_1504 :HELI1SC_1184 if 00F7: player $PLAYER_CHAR 0 $7879 $7880 $7881 radius 5.0 5.0 5.0 else_jump @HELI1SC_1410 018C: play_sound 1 at 0.0 0.0 0.0 $7877 += 1 // integer values Marker.Disable($7875) Marker.Disable($7876) gosub @HELI1SC_1847 018A: $7875 = create_checkpoint_at $7879 $7880 $7881 Marker.SetColor($7875, 5) 018B: show_on_radar $7875 2 0168: show_on_radar $7875 3 if 28 > $7877 // integer values else_jump @HELI1SC_1403 018A: $7876 = create_checkpoint_at $7882 $7883 $7884 018B: show_on_radar $7876 2 0168: show_on_radar $7876 2 0166: set_marker $7876 brightness_to 1 if 27 > $7877 // integer values else_jump @HELI1SC_1389 Marker.SetColor($7876, 5) jump @HELI1SC_1396 :HELI1SC_1389 Marker.SetColor($7876, 0) :HELI1SC_1396 jump @HELI1SC_1410 :HELI1SC_1403 Marker.SetColor($7875, 0) :HELI1SC_1410 if $7877 == 28 // integer values else_jump @HELI1SC_1462 04D5: create_corona_at $7879 $7880 $7881 radius 4.5 type 6 flare 0 RGB 200 0 0 jump @HELI1SC_1490 :HELI1SC_1462 04D5: create_corona_at $7879 $7880 $7881 radius 4.5 type 6 flare 0 RGB 200 0 200 :HELI1SC_1490 jump @HELI1SC_1113 :HELI1SC_1497 jump @HELI1SC_1521 :HELI1SC_1504 00BC: text_highpriority 'HELI_F1' 5000 ms 1 // ~r~Heli Checkpoint mission cancelled! return :HELI1SC_1521 01E3: text_1number_styled 'HELI_1B' 100 5000 ms 1 // Course Complete! $ ~1~ Player.Money($PLAYER_CHAR) += 100 Player.ClearWantedLevel($PLAYER_CHAR) 0394: play_music 1 if $1584 == 0 // integer values else_jump @HELI1SC_1585 030C: set_mission_points += 1 0595: mission_complete $1584 = 1 // integer values :HELI1SC_1585 $7878 /= 1000 // integer values 042E: (unknown) 12 $7878 0084: $7457 = $7878 // integer values and handles $7457 /= 60 // integer values 0084: $7451 = $7457 // integer values and handles $7451 *= 60 // integer values 0084: $7458 = $7878 // integer values and handles 0060: $7458 -= $7451 // integer values if 001C: $413 > $7878 // integer values else_jump @HELI1SC_1747 0084: $413 = $7878 // integer values and handles if $7458 > 9 // integer values else_jump @HELI1SC_1719 02FD: text_2numbers_lowpriority 'RACES17' $7457 $7458 10000 ms 1 // New best time: ~1~:~1~ jump @HELI1SC_1740 :HELI1SC_1719 02FD: text_2numbers_lowpriority 'RACES20' $7457 $7458 10000 ms 1 // New best time: ~1~:0~1~ :HELI1SC_1740 jump @HELI1SC_1814 :HELI1SC_1747 if $7458 > 9 // integer values else_jump @HELI1SC_1793 02FD: text_2numbers_lowpriority 'RACES_9' $7457 $7458 10000 ms 1 // Time: ~1~:~1~ jump @HELI1SC_1814 :HELI1SC_1793 02FD: text_2numbers_lowpriority 'RACES21' $7457 $7458 10000 ms 1 // Time: ~1~:0~1~ :HELI1SC_1814 return :HELI1SC_1816 $ONMISSION = 0 // integer values 014F: stop_timer $7878 Marker.Disable($7875) Marker.Disable($7876) 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms mission_cleanup return :HELI1SC_1847 if $7877 == 0 // integer values else_jump @HELI1SC_1913 0086: $7879 = $7507 // floating-point values only 0086: $7880 = $7508 // floating-point values only 0086: $7881 = $7509 // floating-point values only 0086: $7882 = $7510 // floating-point values only 0086: $7883 = $7511 // floating-point values only 0086: $7884 = $7512 // floating-point values only :HELI1SC_1913 if $7877 == 1 // integer values else_jump @HELI1SC_1979 0086: $7879 = $7510 // floating-point values only 0086: $7880 = $7511 // floating-point values only 0086: $7881 = $7512 // floating-point values only 0086: $7882 = $7513 // floating-point values only 0086: $7883 = $7514 // floating-point values only 0086: $7884 = $7515 // floating-point values only :HELI1SC_1979 if $7877 == 2 // integer values else_jump @HELI1SC_2045 0086: $7879 = $7513 // floating-point values only 0086: $7880 = $7514 // floating-point values only 0086: $7881 = $7515 // floating-point values only 0086: $7882 = $7516 // floating-point values only 0086: $7883 = $7517 // floating-point values only 0086: $7884 = $7518 // floating-point values only :HELI1SC_2045 if $7877 == 3 // integer values else_jump @HELI1SC_2111 0086: $7879 = $7516 // floating-point values only 0086: $7880 = $7517 // floating-point values only 0086: $7881 = $7518 // floating-point values only 0086: $7882 = $7519 // floating-point values only 0086: $7883 = $7520 // floating-point values only 0086: $7884 = $7521 // floating-point values only :HELI1SC_2111 if $7877 == 4 // integer values else_jump @HELI1SC_2177 0086: $7879 = $7519 // floating-point values only 0086: $7880 = $7520 // floating-point values only 0086: $7881 = $7521 // floating-point values only 0086: $7882 = $7522 // floating-point values only 0086: $7883 = $7523 // floating-point values only 0086: $7884 = $7524 // floating-point values only :HELI1SC_2177 if $7877 == 5 // integer values else_jump @HELI1SC_2243 0086: $7879 = $7522 // floating-point values only 0086: $7880 = $7523 // floating-point values only 0086: $7881 = $7524 // floating-point values only 0086: $7882 = $7525 // floating-point values only 0086: $7883 = $7526 // floating-point values only 0086: $7884 = $7527 // floating-point values only :HELI1SC_2243 if $7877 == 6 // integer values else_jump @HELI1SC_2309 0086: $7879 = $7525 // floating-point values only 0086: $7880 = $7526 // floating-point values only 0086: $7881 = $7527 // floating-point values only 0086: $7882 = $7528 // floating-point values only 0086: $7883 = $7529 // floating-point values only 0086: $7884 = $7530 // floating-point values only :HELI1SC_2309 if $7877 == 7 // integer values else_jump @HELI1SC_2375 0086: $7879 = $7528 // floating-point values only 0086: $7880 = $7529 // floating-point values only 0086: $7881 = $7530 // floating-point values only 0086: $7882 = $7531 // floating-point values only 0086: $7883 = $7532 // floating-point values only 0086: $7884 = $7533 // floating-point values only :HELI1SC_2375 if $7877 == 8 // integer values else_jump @HELI1SC_2441 0086: $7879 = $7531 // floating-point values only 0086: $7880 = $7532 // floating-point values only 0086: $7881 = $7533 // floating-point values only 0086: $7882 = $7534 // floating-point values only 0086: $7883 = $7535 // floating-point values only 0086: $7884 = $7536 // floating-point values only :HELI1SC_2441 if $7877 == 9 // integer values else_jump @HELI1SC_2507 0086: $7879 = $7534 // floating-point values only 0086: $7880 = $7535 // floating-point values only 0086: $7881 = $7536 // floating-point values only 0086: $7882 = $7537 // floating-point values only 0086: $7883 = $7538 // floating-point values only 0086: $7884 = $7539 // floating-point values only :HELI1SC_2507 if $7877 == 10 // integer values else_jump @HELI1SC_2573 0086: $7879 = $7537 // floating-point values only 0086: $7880 = $7538 // floating-point values only 0086: $7881 = $7539 // floating-point values only 0086: $7882 = $7540 // floating-point values only 0086: $7883 = $7541 // floating-point values only 0086: $7884 = $7542 // floating-point values only :HELI1SC_2573 if $7877 == 11 // integer values else_jump @HELI1SC_2639 0086: $7879 = $7540 // floating-point values only 0086: $7880 = $7541 // floating-point values only 0086: $7881 = $7542 // floating-point values only 0086: $7882 = $7543 // floating-point values only 0086: $7883 = $7544 // floating-point values only 0086: $7884 = $7545 // floating-point values only :HELI1SC_2639 if $7877 == 12 // integer values else_jump @HELI1SC_2705 0086: $7879 = $7543 // floating-point values only 0086: $7880 = $7544 // floating-point values only 0086: $7881 = $7545 // floating-point values only 0086: $7882 = $7546 // floating-point values only 0086: $7883 = $7547 // floating-point values only 0086: $7884 = $7548 // floating-point values only :HELI1SC_2705 if $7877 == 13 // integer values else_jump @HELI1SC_2771 0086: $7879 = $7546 // floating-point values only 0086: $7880 = $7547 // floating-point values only 0086: $7881 = $7548 // floating-point values only 0086: $7882 = $7549 // floating-point values only 0086: $7883 = $7550 // floating-point values only 0086: $7884 = $7551 // floating-point values only :HELI1SC_2771 if $7877 == 14 // integer values else_jump @HELI1SC_2837 0086: $7879 = $7549 // floating-point values only 0086: $7880 = $7550 // floating-point values only 0086: $7881 = $7551 // floating-point values only 0086: $7882 = $7552 // floating-point values only 0086: $7883 = $7553 // floating-point values only 0086: $7884 = $7554 // floating-point values only :HELI1SC_2837 if $7877 == 15 // integer values else_jump @HELI1SC_2903 0086: $7879 = $7552 // floating-point values only 0086: $7880 = $7553 // floating-point values only 0086: $7881 = $7554 // floating-point values only 0086: $7882 = $7555 // floating-point values only 0086: $7883 = $7556 // floating-point values only 0086: $7884 = $7557 // floating-point values only :HELI1SC_2903 if $7877 == 16 // integer values else_jump @HELI1SC_2969 0086: $7879 = $7555 // floating-point values only 0086: $7880 = $7556 // floating-point values only 0086: $7881 = $7557 // floating-point values only 0086: $7882 = $7558 // floating-point values only 0086: $7883 = $7559 // floating-point values only 0086: $7884 = $7560 // floating-point values only :HELI1SC_2969 if $7877 == 17 // integer values else_jump @HELI1SC_3035 0086: $7879 = $7558 // floating-point values only 0086: $7880 = $7559 // floating-point values only 0086: $7881 = $7560 // floating-point values only 0086: $7882 = $7561 // floating-point values only 0086: $7883 = $7562 // floating-point values only 0086: $7884 = $7563 // floating-point values only :HELI1SC_3035 if $7877 == 18 // integer values else_jump @HELI1SC_3101 0086: $7879 = $7561 // floating-point values only 0086: $7880 = $7562 // floating-point values only 0086: $7881 = $7563 // floating-point values only 0086: $7882 = $7564 // floating-point values only 0086: $7883 = $7565 // floating-point values only 0086: $7884 = $7566 // floating-point values only :HELI1SC_3101 if $7877 == 19 // integer values else_jump @HELI1SC_3167 0086: $7879 = $7564 // floating-point values only 0086: $7880 = $7565 // floating-point values only 0086: $7881 = $7566 // floating-point values only 0086: $7882 = $7567 // floating-point values only 0086: $7883 = $7568 // floating-point values only 0086: $7884 = $7569 // floating-point values only :HELI1SC_3167 if $7877 == 20 // integer values else_jump @HELI1SC_3233 0086: $7879 = $7567 // floating-point values only 0086: $7880 = $7568 // floating-point values only 0086: $7881 = $7569 // floating-point values only 0086: $7882 = $7570 // floating-point values only 0086: $7883 = $7571 // floating-point values only 0086: $7884 = $7572 // floating-point values only :HELI1SC_3233 if $7877 == 21 // integer values else_jump @HELI1SC_3299 0086: $7879 = $7570 // floating-point values only 0086: $7880 = $7571 // floating-point values only 0086: $7881 = $7572 // floating-point values only 0086: $7882 = $7573 // floating-point values only 0086: $7883 = $7574 // floating-point values only 0086: $7884 = $7575 // floating-point values only :HELI1SC_3299 if $7877 == 22 // integer values else_jump @HELI1SC_3365 0086: $7879 = $7573 // floating-point values only 0086: $7880 = $7574 // floating-point values only 0086: $7881 = $7575 // floating-point values only 0086: $7882 = $7576 // floating-point values only 0086: $7883 = $7577 // floating-point values only 0086: $7884 = $7578 // floating-point values only :HELI1SC_3365 if $7877 == 23 // integer values else_jump @HELI1SC_3431 0086: $7879 = $7576 // floating-point values only 0086: $7880 = $7577 // floating-point values only 0086: $7881 = $7578 // floating-point values only 0086: $7882 = $7579 // floating-point values only 0086: $7883 = $7580 // floating-point values only 0086: $7884 = $7581 // floating-point values only :HELI1SC_3431 if $7877 == 24 // integer values else_jump @HELI1SC_3497 0086: $7879 = $7579 // floating-point values only 0086: $7880 = $7580 // floating-point values only 0086: $7881 = $7581 // floating-point values only 0086: $7882 = $7582 // floating-point values only 0086: $7883 = $7583 // floating-point values only 0086: $7884 = $7584 // floating-point values only :HELI1SC_3497 if $7877 == 25 // integer values else_jump @HELI1SC_3563 0086: $7879 = $7582 // floating-point values only 0086: $7880 = $7583 // floating-point values only 0086: $7881 = $7584 // floating-point values only 0086: $7882 = $7585 // floating-point values only 0086: $7883 = $7586 // floating-point values only 0086: $7884 = $7587 // floating-point values only :HELI1SC_3563 if $7877 == 26 // integer values else_jump @HELI1SC_3629 0086: $7879 = $7585 // floating-point values only 0086: $7880 = $7586 // floating-point values only 0086: $7881 = $7587 // floating-point values only 0086: $7882 = $7588 // floating-point values only 0086: $7883 = $7589 // floating-point values only 0086: $7884 = $7590 // floating-point values only :HELI1SC_3629 if $7877 == 27 // integer values else_jump @HELI1SC_3695 0086: $7879 = $7588 // floating-point values only 0086: $7880 = $7589 // floating-point values only 0086: $7881 = $7590 // floating-point values only 0086: $7882 = $7591 // floating-point values only 0086: $7883 = $7592 // floating-point values only 0086: $7884 = $7593 // floating-point values only :HELI1SC_3695 if $7877 == 28 // integer values else_jump @HELI1SC_3761 0086: $7879 = $7591 // floating-point values only 0086: $7880 = $7592 // floating-point values only 0086: $7881 = $7593 // floating-point values only 0086: $7882 = $7591 // floating-point values only 0086: $7883 = $7592 // floating-point values only 0086: $7884 = $7593 // floating-point values only :HELI1SC_3761 return //-------------Mission 15--------------- // Originally: Supply & Demand :HELI2SC gosub @HELI2SC_36 if wasted_or_busted else_jump @HELI2SC_27 gosub @HELI2SC_1144 :HELI2SC_27 gosub @HELI2SC_1456 end_thread :HELI2SC_36 $ONMISSION = 1 // integer values $7877 = 0 // integer values thread 'HELI2SC' wait 0 if $1585 == 0 // integer values else_jump @HELI2SC_84 increment_mission_attempts :HELI2SC_84 $7507 = 77.8349 // floating-point values $7508 = -1224.688 // floating-point values $7509 = 17.9498 // floating-point values $7510 = 103.4742 // floating-point values $7511 = -1127.885 // floating-point values $7512 = 18.187 // floating-point values $7513 = 203.3635 // floating-point values $7514 = -1135.508 // floating-point values $7515 = 21.531 // floating-point values $7516 = 260.3221 // floating-point values $7517 = -1217.484 // floating-point values $7518 = 13.0769 // floating-point values $7519 = 164.5704 // floating-point values $7520 = -1245.728 // floating-point values $7521 = 21.9229 // floating-point values $7522 = 70.0126 // floating-point values $7523 = -1278.617 // floating-point values $7524 = 19.1218 // floating-point values $7525 = 37.6583 // floating-point values $7526 = -1373.451 // floating-point values $7527 = 19.4852 // floating-point values $7528 = -61.5636 // floating-point values $7529 = -1381.003 // floating-point values $7530 = 30.3879 // floating-point values $7531 = -155.5676 // floating-point values $7532 = -1349.141 // floating-point values $7533 = 17.5384 // floating-point values $7534 = -185.4706 // floating-point values $7535 = -1444.637 // floating-point values $7536 = 14.7326 // floating-point values $7537 = -113.9027 // floating-point values $7538 = -1513.1 // floating-point values $7539 = 29.4323 // floating-point values $7540 = -27.0724 // floating-point values $7541 = -1561.844 // floating-point values $7542 = 19.2416 // floating-point values $7543 = 52.9751 // floating-point values $7544 = -1502.762 // floating-point values $7545 = 32.7119 // floating-point values $7546 = 128.6115 // floating-point values $7547 = -1438.513 // floating-point values $7548 = 19.4189 // floating-point values $7549 = 178.8131 // floating-point values $7550 = -1351.66 // floating-point values $7551 = 23.4365 // floating-point values $7552 = 140.4057 // floating-point values $7553 = -1259.035 // floating-point values $7554 = 23.2808 // floating-point values $7555 = 49.463 // floating-point values $7556 = -1300.512 // floating-point values $7557 = 18.1885 // floating-point values gosub @HELI2SC_1487 00BC: text_highpriority 'HELI_1A' 15000 ms 1 // Test your skills with the Sparrow, see how quickly you can complete the course. 018A: $7875 = create_checkpoint_at $7879 $7880 $7881 Marker.SetColor($7875, 5) 018B: show_on_radar $7875 2 0168: show_on_radar $7875 3 018A: $7876 = create_checkpoint_at $7882 $7883 $7884 Marker.SetColor($7876, 5) 018B: show_on_radar $7876 2 0168: show_on_radar $7876 2 0166: set_marker $7876 brightness_to 1 $7878 = 0 // integer values 03C3: set_timer_with_text_to $7878 type 0 text 'RACES' // TIME: if 00E0: player $PLAYER_CHAR driving else_jump @HELI2SC_746 00DA: $7874 = player $PLAYER_CHAR car jump @HELI2SC_753 :HELI2SC_746 jump @HELI2SC_1144 :HELI2SC_753 if not $7877 == 17 // integer values else_jump @HELI2SC_1137 wait 0 if Car.Wrecked($7874) else_jump @HELI2SC_798 jump @HELI2SC_1144 :HELI2SC_798 if 80DC: not player $PLAYER_CHAR driving $7874 else_jump @HELI2SC_824 jump @HELI2SC_1144 :HELI2SC_824 if 00F7: player $PLAYER_CHAR 0 $7879 $7880 $7881 radius 5.0 5.0 5.0 else_jump @HELI2SC_1050 018C: play_sound 1 at 0.0 0.0 0.0 $7877 += 1 // integer values Marker.Disable($7875) Marker.Disable($7876) gosub @HELI2SC_1487 018A: $7875 = create_checkpoint_at $7879 $7880 $7881 Marker.SetColor($7875, 5) 018B: show_on_radar $7875 2 0168: show_on_radar $7875 3 if 16 > $7877 // integer values else_jump @HELI2SC_1043 018A: $7876 = create_checkpoint_at $7882 $7883 $7884 018B: show_on_radar $7876 2 0168: show_on_radar $7876 2 0166: set_marker $7876 brightness_to 1 if 15 > $7877 // integer values else_jump @HELI2SC_1029 Marker.SetColor($7876, 5) jump @HELI2SC_1036 :HELI2SC_1029 Marker.SetColor($7876, 0) :HELI2SC_1036 jump @HELI2SC_1050 :HELI2SC_1043 Marker.SetColor($7875, 0) :HELI2SC_1050 if $7877 == 16 // integer values else_jump @HELI2SC_1102 04D5: create_corona_at $7879 $7880 $7881 radius 4.5 type 6 flare 0 RGB 200 0 0 jump @HELI2SC_1130 :HELI2SC_1102 04D5: create_corona_at $7879 $7880 $7881 radius 4.5 type 6 flare 0 RGB 200 0 200 :HELI2SC_1130 jump @HELI2SC_753 :HELI2SC_1137 jump @HELI2SC_1161 :HELI2SC_1144 00BC: text_highpriority 'HELI_F1' 5000 ms 1 // ~r~Heli Checkpoint mission cancelled! return :HELI2SC_1161 01E3: text_1number_styled 'HELI_1B' 100 5000 ms 1 // Course Complete! $ ~1~ Player.Money($PLAYER_CHAR) += 100 Player.ClearWantedLevel($PLAYER_CHAR) 0394: play_music 1 if $1585 == 0 // integer values else_jump @HELI2SC_1225 030C: set_mission_points += 1 0595: mission_complete $1585 = 1 // integer values :HELI2SC_1225 $7878 /= 1000 // integer values 042E: (unknown) 13 $7878 0084: $7457 = $7878 // integer values and handles $7457 /= 60 // integer values 0084: $7451 = $7457 // integer values and handles $7451 *= 60 // integer values 0084: $7458 = $7878 // integer values and handles 0060: $7458 -= $7451 // integer values if 001C: $414 > $7878 // integer values else_jump @HELI2SC_1387 0084: $414 = $7878 // integer values and handles if $7458 > 9 // integer values else_jump @HELI2SC_1359 02FD: text_2numbers_lowpriority 'RACES17' $7457 $7458 10000 ms 1 // New best time: ~1~:~1~ jump @HELI2SC_1380 :HELI2SC_1359 02FD: text_2numbers_lowpriority 'RACES20' $7457 $7458 10000 ms 1 // New best time: ~1~:0~1~ :HELI2SC_1380 jump @HELI2SC_1454 :HELI2SC_1387 if $7458 > 9 // integer values else_jump @HELI2SC_1433 02FD: text_2numbers_lowpriority 'RACES_9' $7457 $7458 10000 ms 1 // Time: ~1~:~1~ jump @HELI2SC_1454 :HELI2SC_1433 02FD: text_2numbers_lowpriority 'RACES21' $7457 $7458 10000 ms 1 // Time: ~1~:0~1~ :HELI2SC_1454 return :HELI2SC_1456 $ONMISSION = 0 // integer values 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 014F: stop_timer $7878 Marker.Disable($7875) Marker.Disable($7876) mission_cleanup return :HELI2SC_1487 if $7877 == 0 // integer values else_jump @HELI2SC_1553 0086: $7879 = $7507 // floating-point values only 0086: $7880 = $7508 // floating-point values only 0086: $7881 = $7509 // floating-point values only 0086: $7882 = $7510 // floating-point values only 0086: $7883 = $7511 // floating-point values only 0086: $7884 = $7512 // floating-point values only :HELI2SC_1553 if $7877 == 1 // integer values else_jump @HELI2SC_1619 0086: $7879 = $7510 // floating-point values only 0086: $7880 = $7511 // floating-point values only 0086: $7881 = $7512 // floating-point values only 0086: $7882 = $7513 // floating-point values only 0086: $7883 = $7514 // floating-point values only 0086: $7884 = $7515 // floating-point values only :HELI2SC_1619 if $7877 == 2 // integer values else_jump @HELI2SC_1685 0086: $7879 = $7513 // floating-point values only 0086: $7880 = $7514 // floating-point values only 0086: $7881 = $7515 // floating-point values only 0086: $7882 = $7516 // floating-point values only 0086: $7883 = $7517 // floating-point values only 0086: $7884 = $7518 // floating-point values only :HELI2SC_1685 if $7877 == 3 // integer values else_jump @HELI2SC_1751 0086: $7879 = $7516 // floating-point values only 0086: $7880 = $7517 // floating-point values only 0086: $7881 = $7518 // floating-point values only 0086: $7882 = $7519 // floating-point values only 0086: $7883 = $7520 // floating-point values only 0086: $7884 = $7521 // floating-point values only :HELI2SC_1751 if $7877 == 4 // integer values else_jump @HELI2SC_1817 0086: $7879 = $7519 // floating-point values only 0086: $7880 = $7520 // floating-point values only 0086: $7881 = $7521 // floating-point values only 0086: $7882 = $7522 // floating-point values only 0086: $7883 = $7523 // floating-point values only 0086: $7884 = $7524 // floating-point values only :HELI2SC_1817 if $7877 == 5 // integer values else_jump @HELI2SC_1883 0086: $7879 = $7522 // floating-point values only 0086: $7880 = $7523 // floating-point values only 0086: $7881 = $7524 // floating-point values only 0086: $7882 = $7525 // floating-point values only 0086: $7883 = $7526 // floating-point values only 0086: $7884 = $7527 // floating-point values only :HELI2SC_1883 if $7877 == 6 // integer values else_jump @HELI2SC_1949 0086: $7879 = $7525 // floating-point values only 0086: $7880 = $7526 // floating-point values only 0086: $7881 = $7527 // floating-point values only 0086: $7882 = $7528 // floating-point values only 0086: $7883 = $7529 // floating-point values only 0086: $7884 = $7530 // floating-point values only :HELI2SC_1949 if $7877 == 7 // integer values else_jump @HELI2SC_2015 0086: $7879 = $7528 // floating-point values only 0086: $7880 = $7529 // floating-point values only 0086: $7881 = $7530 // floating-point values only 0086: $7882 = $7531 // floating-point values only 0086: $7883 = $7532 // floating-point values only 0086: $7884 = $7533 // floating-point values only :HELI2SC_2015 if $7877 == 8 // integer values else_jump @HELI2SC_2081 0086: $7879 = $7531 // floating-point values only 0086: $7880 = $7532 // floating-point values only 0086: $7881 = $7533 // floating-point values only 0086: $7882 = $7534 // floating-point values only 0086: $7883 = $7535 // floating-point values only 0086: $7884 = $7536 // floating-point values only :HELI2SC_2081 if $7877 == 9 // integer values else_jump @HELI2SC_2147 0086: $7879 = $7534 // floating-point values only 0086: $7880 = $7535 // floating-point values only 0086: $7881 = $7536 // floating-point values only 0086: $7882 = $7537 // floating-point values only 0086: $7883 = $7538 // floating-point values only 0086: $7884 = $7539 // floating-point values only :HELI2SC_2147 if $7877 == 10 // integer values else_jump @HELI2SC_2213 0086: $7879 = $7537 // floating-point values only 0086: $7880 = $7538 // floating-point values only 0086: $7881 = $7539 // floating-point values only 0086: $7882 = $7540 // floating-point values only 0086: $7883 = $7541 // floating-point values only 0086: $7884 = $7542 // floating-point values only :HELI2SC_2213 if $7877 == 11 // integer values else_jump @HELI2SC_2279 0086: $7879 = $7540 // floating-point values only 0086: $7880 = $7541 // floating-point values only 0086: $7881 = $7542 // floating-point values only 0086: $7882 = $7543 // floating-point values only 0086: $7883 = $7544 // floating-point values only 0086: $7884 = $7545 // floating-point values only :HELI2SC_2279 if $7877 == 12 // integer values else_jump @HELI2SC_2345 0086: $7879 = $7543 // floating-point values only 0086: $7880 = $7544 // floating-point values only 0086: $7881 = $7545 // floating-point values only 0086: $7882 = $7546 // floating-point values only 0086: $7883 = $7547 // floating-point values only 0086: $7884 = $7548 // floating-point values only :HELI2SC_2345 if $7877 == 13 // integer values else_jump @HELI2SC_2411 0086: $7879 = $7546 // floating-point values only 0086: $7880 = $7547 // floating-point values only 0086: $7881 = $7548 // floating-point values only 0086: $7882 = $7549 // floating-point values only 0086: $7883 = $7550 // floating-point values only 0086: $7884 = $7551 // floating-point values only :HELI2SC_2411 if $7877 == 14 // integer values else_jump @HELI2SC_2477 0086: $7879 = $7549 // floating-point values only 0086: $7880 = $7550 // floating-point values only 0086: $7881 = $7551 // floating-point values only 0086: $7882 = $7552 // floating-point values only 0086: $7883 = $7553 // floating-point values only 0086: $7884 = $7554 // floating-point values only :HELI2SC_2477 if $7877 == 15 // integer values else_jump @HELI2SC_2543 0086: $7879 = $7552 // floating-point values only 0086: $7880 = $7553 // floating-point values only 0086: $7881 = $7554 // floating-point values only 0086: $7882 = $7555 // floating-point values only 0086: $7883 = $7556 // floating-point values only 0086: $7884 = $7557 // floating-point values only :HELI2SC_2543 if $7877 == 16 // integer values else_jump @HELI2SC_2609 0086: $7879 = $7555 // floating-point values only 0086: $7880 = $7556 // floating-point values only 0086: $7881 = $7557 // floating-point values only 0086: $7882 = $7558 // floating-point values only 0086: $7883 = $7559 // floating-point values only 0086: $7884 = $7560 // floating-point values only :HELI2SC_2609 if $7877 == 17 // integer values else_jump @HELI2SC_2675 0086: $7879 = $7558 // floating-point values only 0086: $7880 = $7559 // floating-point values only 0086: $7881 = $7560 // floating-point values only 0086: $7882 = $7561 // floating-point values only 0086: $7883 = $7562 // floating-point values only 0086: $7884 = $7563 // floating-point values only :HELI2SC_2675 if $7877 == 18 // integer values else_jump @HELI2SC_2741 0086: $7879 = $7561 // floating-point values only 0086: $7880 = $7562 // floating-point values only 0086: $7881 = $7563 // floating-point values only 0086: $7882 = $7564 // floating-point values only 0086: $7883 = $7565 // floating-point values only 0086: $7884 = $7566 // floating-point values only :HELI2SC_2741 if $7877 == 19 // integer values else_jump @HELI2SC_2807 0086: $7879 = $7564 // floating-point values only 0086: $7880 = $7565 // floating-point values only 0086: $7881 = $7566 // floating-point values only 0086: $7882 = $7567 // floating-point values only 0086: $7883 = $7568 // floating-point values only 0086: $7884 = $7569 // floating-point values only :HELI2SC_2807 if $7877 == 20 // integer values else_jump @HELI2SC_2873 0086: $7879 = $7567 // floating-point values only 0086: $7880 = $7568 // floating-point values only 0086: $7881 = $7569 // floating-point values only 0086: $7882 = $7570 // floating-point values only 0086: $7883 = $7571 // floating-point values only 0086: $7884 = $7572 // floating-point values only :HELI2SC_2873 if $7877 == 21 // integer values else_jump @HELI2SC_2939 0086: $7879 = $7570 // floating-point values only 0086: $7880 = $7571 // floating-point values only 0086: $7881 = $7572 // floating-point values only 0086: $7882 = $7573 // floating-point values only 0086: $7883 = $7574 // floating-point values only 0086: $7884 = $7575 // floating-point values only :HELI2SC_2939 if $7877 == 22 // integer values else_jump @HELI2SC_3005 0086: $7879 = $7573 // floating-point values only 0086: $7880 = $7574 // floating-point values only 0086: $7881 = $7575 // floating-point values only 0086: $7882 = $7576 // floating-point values only 0086: $7883 = $7577 // floating-point values only 0086: $7884 = $7578 // floating-point values only :HELI2SC_3005 if $7877 == 23 // integer values else_jump @HELI2SC_3071 0086: $7879 = $7576 // floating-point values only 0086: $7880 = $7577 // floating-point values only 0086: $7881 = $7578 // floating-point values only 0086: $7882 = $7579 // floating-point values only 0086: $7883 = $7580 // floating-point values only 0086: $7884 = $7581 // floating-point values only :HELI2SC_3071 if $7877 == 24 // integer values else_jump @HELI2SC_3137 0086: $7879 = $7579 // floating-point values only 0086: $7880 = $7580 // floating-point values only 0086: $7881 = $7581 // floating-point values only 0086: $7882 = $7582 // floating-point values only 0086: $7883 = $7583 // floating-point values only 0086: $7884 = $7584 // floating-point values only :HELI2SC_3137 if $7877 == 25 // integer values else_jump @HELI2SC_3203 0086: $7879 = $7582 // floating-point values only 0086: $7880 = $7583 // floating-point values only 0086: $7881 = $7584 // floating-point values only 0086: $7882 = $7585 // floating-point values only 0086: $7883 = $7586 // floating-point values only 0086: $7884 = $7587 // floating-point values only :HELI2SC_3203 if $7877 == 26 // integer values else_jump @HELI2SC_3269 0086: $7879 = $7585 // floating-point values only 0086: $7880 = $7586 // floating-point values only 0086: $7881 = $7587 // floating-point values only 0086: $7882 = $7588 // floating-point values only 0086: $7883 = $7589 // floating-point values only 0086: $7884 = $7590 // floating-point values only :HELI2SC_3269 if $7877 == 27 // integer values else_jump @HELI2SC_3335 0086: $7879 = $7588 // floating-point values only 0086: $7880 = $7589 // floating-point values only 0086: $7881 = $7590 // floating-point values only 0086: $7882 = $7591 // floating-point values only 0086: $7883 = $7592 // floating-point values only 0086: $7884 = $7593 // floating-point values only :HELI2SC_3335 if $7877 == 28 // integer values else_jump @HELI2SC_3401 0086: $7879 = $7591 // floating-point values only 0086: $7880 = $7592 // floating-point values only 0086: $7881 = $7593 // floating-point values only 0086: $7882 = $7591 // floating-point values only 0086: $7883 = $7592 // floating-point values only 0086: $7884 = $7593 // floating-point values only :HELI2SC_3401 return //-------------Mission 16--------------- // Originally: Rub Out :HELI3SC gosub @HELI3SC_36 if wasted_or_busted else_jump @HELI3SC_27 gosub @HELI3SC_1144 :HELI3SC_27 gosub @HELI3SC_1456 end_thread :HELI3SC_36 $ONMISSION = 1 // integer values $7877 = 0 // integer values thread 'HELI3SC' wait 0 if $1586 == 0 // integer values else_jump @HELI3SC_84 increment_mission_attempts :HELI3SC_84 $7507 = 418.872 // floating-point values $7508 = 424.212 // floating-point values $7509 = 23.939 // floating-point values $7510 = 468.2843 // floating-point values $7511 = 511.3465 // floating-point values $7512 = 17.8339 // floating-point values $7513 = 388.0189 // floating-point values $7514 = 570.6234 // floating-point values $7515 = 24.7767 // floating-point values $7516 = 402.4129 // floating-point values $7517 = 669.7875 // floating-point values $7518 = 19.5342 // floating-point values $7519 = 414.7332 // floating-point values $7520 = 768.9945 // floating-point values $7521 = 26.2997 // floating-point values $7522 = 404.726 // floating-point values $7523 = 868.2524 // floating-point values $7524 = 36.0822 // floating-point values $7525 = 431.2298 // floating-point values $7526 = 964.5178 // floating-point values $7527 = 25.8298 // floating-point values $7528 = 530.7483 // floating-point values $7529 = 954.3203 // floating-point values $7530 = 19.5602 // floating-point values $7531 = 560.0611 // floating-point values $7532 = 858.4435 // floating-point values $7533 = 22.8934 // floating-point values $7534 = 535.6741 // floating-point values $7535 = 761.8905 // floating-point values $7536 = 34.4453 // floating-point values $7537 = 436.7039 // floating-point values $7538 = 759.5037 // floating-point values $7539 = 20.3001 // floating-point values $7540 = 416.7489 // floating-point values $7541 = 661.619 // floating-point values $7542 = 14.1113 // floating-point values $7543 = 365.7069 // floating-point values $7544 = 575.3921 // floating-point values $7545 = 13.7494 // floating-point values $7546 = 368.4762 // floating-point values $7547 = 474.9647 // floating-point values $7548 = 21.6989 // floating-point values $7549 = 325.9177 // floating-point values $7550 = 384.3626 // floating-point values $7551 = 16.9171 // floating-point values $7552 = 362.0646 // floating-point values $7553 = 291.0115 // floating-point values $7554 = 22.9123 // floating-point values $7555 = 299.0425 // floating-point values $7556 = 366.165 // floating-point values $7557 = 44.0408 // floating-point values gosub @HELI3SC_1487 00BC: text_highpriority 'HELI_1A' 15000 ms 1 // Test your skills with the Sparrow, see how quickly you can complete the course. 018A: $7875 = create_checkpoint_at $7879 $7880 $7881 Marker.SetColor($7875, 5) 018B: show_on_radar $7875 2 0168: show_on_radar $7875 3 018A: $7876 = create_checkpoint_at $7882 $7883 $7884 Marker.SetColor($7876, 5) 018B: show_on_radar $7876 2 0168: show_on_radar $7876 2 0166: set_marker $7876 brightness_to 1 $7878 = 0 // integer values 03C3: set_timer_with_text_to $7878 type 0 text 'RACES' // TIME: if 00E0: player $PLAYER_CHAR driving else_jump @HELI3SC_746 00DA: $7874 = player $PLAYER_CHAR car jump @HELI3SC_753 :HELI3SC_746 jump @HELI3SC_1144 :HELI3SC_753 if not $7877 == 17 // integer values else_jump @HELI3SC_1137 wait 0 if Car.Wrecked($7874) else_jump @HELI3SC_798 jump @HELI3SC_1144 :HELI3SC_798 if 80DC: not player $PLAYER_CHAR driving $7874 else_jump @HELI3SC_824 jump @HELI3SC_1144 :HELI3SC_824 if 00F7: player $PLAYER_CHAR 0 $7879 $7880 $7881 radius 5.0 5.0 5.0 else_jump @HELI3SC_1050 018C: play_sound 1 at 0.0 0.0 0.0 $7877 += 1 // integer values Marker.Disable($7875) Marker.Disable($7876) gosub @HELI3SC_1487 018A: $7875 = create_checkpoint_at $7879 $7880 $7881 Marker.SetColor($7875, 5) 018B: show_on_radar $7875 2 0168: show_on_radar $7875 3 if 16 > $7877 // integer values else_jump @HELI3SC_1043 018A: $7876 = create_checkpoint_at $7882 $7883 $7884 018B: show_on_radar $7876 2 0168: show_on_radar $7876 2 0166: set_marker $7876 brightness_to 1 if 15 > $7877 // integer values else_jump @HELI3SC_1029 Marker.SetColor($7876, 5) jump @HELI3SC_1036 :HELI3SC_1029 Marker.SetColor($7876, 0) :HELI3SC_1036 jump @HELI3SC_1050 :HELI3SC_1043 Marker.SetColor($7875, 0) :HELI3SC_1050 if $7877 == 16 // integer values else_jump @HELI3SC_1102 04D5: create_corona_at $7879 $7880 $7881 radius 4.5 type 6 flare 0 RGB 200 0 0 jump @HELI3SC_1130 :HELI3SC_1102 04D5: create_corona_at $7879 $7880 $7881 radius 4.5 type 6 flare 0 RGB 200 0 200 :HELI3SC_1130 jump @HELI3SC_753 :HELI3SC_1137 jump @HELI3SC_1161 :HELI3SC_1144 00BC: text_highpriority 'HELI_F1' 5000 ms 1 // ~r~Heli Checkpoint mission cancelled! return :HELI3SC_1161 01E3: text_1number_styled 'HELI_1B' 100 5000 ms 1 // Course Complete! $ ~1~ Player.Money($PLAYER_CHAR) += 100 Player.ClearWantedLevel($PLAYER_CHAR) 0394: play_music 1 if $1586 == 0 // integer values else_jump @HELI3SC_1225 030C: set_mission_points += 1 0595: mission_complete $1586 = 1 // integer values :HELI3SC_1225 $7878 /= 1000 // integer values 042E: (unknown) 14 $7878 0084: $7457 = $7878 // integer values and handles $7457 /= 60 // integer values 0084: $7451 = $7457 // integer values and handles $7451 *= 60 // integer values 0084: $7458 = $7878 // integer values and handles 0060: $7458 -= $7451 // integer values if 001C: $415 > $7878 // integer values else_jump @HELI3SC_1387 0084: $415 = $7878 // integer values and handles if $7458 > 9 // integer values else_jump @HELI3SC_1359 02FD: text_2numbers_lowpriority 'RACES17' $7457 $7458 10000 ms 1 // New best time: ~1~:~1~ jump @HELI3SC_1380 :HELI3SC_1359 02FD: text_2numbers_lowpriority 'RACES20' $7457 $7458 10000 ms 1 // New best time: ~1~:0~1~ :HELI3SC_1380 jump @HELI3SC_1454 :HELI3SC_1387 if $7458 > 9 // integer values else_jump @HELI3SC_1433 02FD: text_2numbers_lowpriority 'RACES_9' $7457 $7458 10000 ms 1 // Time: ~1~:~1~ jump @HELI3SC_1454 :HELI3SC_1433 02FD: text_2numbers_lowpriority 'RACES21' $7457 $7458 10000 ms 1 // Time: ~1~:0~1~ :HELI3SC_1454 return :HELI3SC_1456 $ONMISSION = 0 // integer values 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 014F: stop_timer $7878 Marker.Disable($7875) Marker.Disable($7876) mission_cleanup return :HELI3SC_1487 if $7877 == 0 // integer values else_jump @HELI3SC_1553 0086: $7879 = $7507 // floating-point values only 0086: $7880 = $7508 // floating-point values only 0086: $7881 = $7509 // floating-point values only 0086: $7882 = $7510 // floating-point values only 0086: $7883 = $7511 // floating-point values only 0086: $7884 = $7512 // floating-point values only :HELI3SC_1553 if $7877 == 1 // integer values else_jump @HELI3SC_1619 0086: $7879 = $7510 // floating-point values only 0086: $7880 = $7511 // floating-point values only 0086: $7881 = $7512 // floating-point values only 0086: $7882 = $7513 // floating-point values only 0086: $7883 = $7514 // floating-point values only 0086: $7884 = $7515 // floating-point values only :HELI3SC_1619 if $7877 == 2 // integer values else_jump @HELI3SC_1685 0086: $7879 = $7513 // floating-point values only 0086: $7880 = $7514 // floating-point values only 0086: $7881 = $7515 // floating-point values only 0086: $7882 = $7516 // floating-point values only 0086: $7883 = $7517 // floating-point values only 0086: $7884 = $7518 // floating-point values only :HELI3SC_1685 if $7877 == 3 // integer values else_jump @HELI3SC_1751 0086: $7879 = $7516 // floating-point values only 0086: $7880 = $7517 // floating-point values only 0086: $7881 = $7518 // floating-point values only 0086: $7882 = $7519 // floating-point values only 0086: $7883 = $7520 // floating-point values only 0086: $7884 = $7521 // floating-point values only :HELI3SC_1751 if $7877 == 4 // integer values else_jump @HELI3SC_1817 0086: $7879 = $7519 // floating-point values only 0086: $7880 = $7520 // floating-point values only 0086: $7881 = $7521 // floating-point values only 0086: $7882 = $7522 // floating-point values only 0086: $7883 = $7523 // floating-point values only 0086: $7884 = $7524 // floating-point values only :HELI3SC_1817 if $7877 == 5 // integer values else_jump @HELI3SC_1883 0086: $7879 = $7522 // floating-point values only 0086: $7880 = $7523 // floating-point values only 0086: $7881 = $7524 // floating-point values only 0086: $7882 = $7525 // floating-point values only 0086: $7883 = $7526 // floating-point values only 0086: $7884 = $7527 // floating-point values only :HELI3SC_1883 if $7877 == 6 // integer values else_jump @HELI3SC_1949 0086: $7879 = $7525 // floating-point values only 0086: $7880 = $7526 // floating-point values only 0086: $7881 = $7527 // floating-point values only 0086: $7882 = $7528 // floating-point values only 0086: $7883 = $7529 // floating-point values only 0086: $7884 = $7530 // floating-point values only :HELI3SC_1949 if $7877 == 7 // integer values else_jump @HELI3SC_2015 0086: $7879 = $7528 // floating-point values only 0086: $7880 = $7529 // floating-point values only 0086: $7881 = $7530 // floating-point values only 0086: $7882 = $7531 // floating-point values only 0086: $7883 = $7532 // floating-point values only 0086: $7884 = $7533 // floating-point values only :HELI3SC_2015 if $7877 == 8 // integer values else_jump @HELI3SC_2081 0086: $7879 = $7531 // floating-point values only 0086: $7880 = $7532 // floating-point values only 0086: $7881 = $7533 // floating-point values only 0086: $7882 = $7534 // floating-point values only 0086: $7883 = $7535 // floating-point values only 0086: $7884 = $7536 // floating-point values only :HELI3SC_2081 if $7877 == 9 // integer values else_jump @HELI3SC_2147 0086: $7879 = $7534 // floating-point values only 0086: $7880 = $7535 // floating-point values only 0086: $7881 = $7536 // floating-point values only 0086: $7882 = $7537 // floating-point values only 0086: $7883 = $7538 // floating-point values only 0086: $7884 = $7539 // floating-point values only :HELI3SC_2147 if $7877 == 10 // integer values else_jump @HELI3SC_2213 0086: $7879 = $7537 // floating-point values only 0086: $7880 = $7538 // floating-point values only 0086: $7881 = $7539 // floating-point values only 0086: $7882 = $7540 // floating-point values only 0086: $7883 = $7541 // floating-point values only 0086: $7884 = $7542 // floating-point values only :HELI3SC_2213 if $7877 == 11 // integer values else_jump @HELI3SC_2279 0086: $7879 = $7540 // floating-point values only 0086: $7880 = $7541 // floating-point values only 0086: $7881 = $7542 // floating-point values only 0086: $7882 = $7543 // floating-point values only 0086: $7883 = $7544 // floating-point values only 0086: $7884 = $7545 // floating-point values only :HELI3SC_2279 if $7877 == 12 // integer values else_jump @HELI3SC_2345 0086: $7879 = $7543 // floating-point values only 0086: $7880 = $7544 // floating-point values only 0086: $7881 = $7545 // floating-point values only 0086: $7882 = $7546 // floating-point values only 0086: $7883 = $7547 // floating-point values only 0086: $7884 = $7548 // floating-point values only :HELI3SC_2345 if $7877 == 13 // integer values else_jump @HELI3SC_2411 0086: $7879 = $7546 // floating-point values only 0086: $7880 = $7547 // floating-point values only 0086: $7881 = $7548 // floating-point values only 0086: $7882 = $7549 // floating-point values only 0086: $7883 = $7550 // floating-point values only 0086: $7884 = $7551 // floating-point values only :HELI3SC_2411 if $7877 == 14 // integer values else_jump @HELI3SC_2477 0086: $7879 = $7549 // floating-point values only 0086: $7880 = $7550 // floating-point values only 0086: $7881 = $7551 // floating-point values only 0086: $7882 = $7552 // floating-point values only 0086: $7883 = $7553 // floating-point values only 0086: $7884 = $7554 // floating-point values only :HELI3SC_2477 if $7877 == 15 // integer values else_jump @HELI3SC_2543 0086: $7879 = $7552 // floating-point values only 0086: $7880 = $7553 // floating-point values only 0086: $7881 = $7554 // floating-point values only 0086: $7882 = $7555 // floating-point values only 0086: $7883 = $7556 // floating-point values only 0086: $7884 = $7557 // floating-point values only :HELI3SC_2543 if $7877 == 16 // integer values else_jump @HELI3SC_2609 0086: $7879 = $7555 // floating-point values only 0086: $7880 = $7556 // floating-point values only 0086: $7881 = $7557 // floating-point values only 0086: $7882 = $7558 // floating-point values only 0086: $7883 = $7559 // floating-point values only 0086: $7884 = $7560 // floating-point values only :HELI3SC_2609 if $7877 == 17 // integer values else_jump @HELI3SC_2675 0086: $7879 = $7558 // floating-point values only 0086: $7880 = $7559 // floating-point values only 0086: $7881 = $7560 // floating-point values only 0086: $7882 = $7561 // floating-point values only 0086: $7883 = $7562 // floating-point values only 0086: $7884 = $7563 // floating-point values only :HELI3SC_2675 if $7877 == 18 // integer values else_jump @HELI3SC_2741 0086: $7879 = $7561 // floating-point values only 0086: $7880 = $7562 // floating-point values only 0086: $7881 = $7563 // floating-point values only 0086: $7882 = $7564 // floating-point values only 0086: $7883 = $7565 // floating-point values only 0086: $7884 = $7566 // floating-point values only :HELI3SC_2741 if $7877 == 19 // integer values else_jump @HELI3SC_2807 0086: $7879 = $7564 // floating-point values only 0086: $7880 = $7565 // floating-point values only 0086: $7881 = $7566 // floating-point values only 0086: $7882 = $7567 // floating-point values only 0086: $7883 = $7568 // floating-point values only 0086: $7884 = $7569 // floating-point values only :HELI3SC_2807 if $7877 == 20 // integer values else_jump @HELI3SC_2873 0086: $7879 = $7567 // floating-point values only 0086: $7880 = $7568 // floating-point values only 0086: $7881 = $7569 // floating-point values only 0086: $7882 = $7570 // floating-point values only 0086: $7883 = $7571 // floating-point values only 0086: $7884 = $7572 // floating-point values only :HELI3SC_2873 if $7877 == 21 // integer values else_jump @HELI3SC_2939 0086: $7879 = $7570 // floating-point values only 0086: $7880 = $7571 // floating-point values only 0086: $7881 = $7572 // floating-point values only 0086: $7882 = $7573 // floating-point values only 0086: $7883 = $7574 // floating-point values only 0086: $7884 = $7575 // floating-point values only :HELI3SC_2939 if $7877 == 22 // integer values else_jump @HELI3SC_3005 0086: $7879 = $7573 // floating-point values only 0086: $7880 = $7574 // floating-point values only 0086: $7881 = $7575 // floating-point values only 0086: $7882 = $7576 // floating-point values only 0086: $7883 = $7577 // floating-point values only 0086: $7884 = $7578 // floating-point values only :HELI3SC_3005 if $7877 == 23 // integer values else_jump @HELI3SC_3071 0086: $7879 = $7576 // floating-point values only 0086: $7880 = $7577 // floating-point values only 0086: $7881 = $7578 // floating-point values only 0086: $7882 = $7579 // floating-point values only 0086: $7883 = $7580 // floating-point values only 0086: $7884 = $7581 // floating-point values only :HELI3SC_3071 if $7877 == 24 // integer values else_jump @HELI3SC_3137 0086: $7879 = $7579 // floating-point values only 0086: $7880 = $7580 // floating-point values only 0086: $7881 = $7581 // floating-point values only 0086: $7882 = $7582 // floating-point values only 0086: $7883 = $7583 // floating-point values only 0086: $7884 = $7584 // floating-point values only :HELI3SC_3137 if $7877 == 25 // integer values else_jump @HELI3SC_3203 0086: $7879 = $7582 // floating-point values only 0086: $7880 = $7583 // floating-point values only 0086: $7881 = $7584 // floating-point values only 0086: $7882 = $7585 // floating-point values only 0086: $7883 = $7586 // floating-point values only 0086: $7884 = $7587 // floating-point values only :HELI3SC_3203 if $7877 == 26 // integer values else_jump @HELI3SC_3269 0086: $7879 = $7585 // floating-point values only 0086: $7880 = $7586 // floating-point values only 0086: $7881 = $7587 // floating-point values only 0086: $7882 = $7588 // floating-point values only 0086: $7883 = $7589 // floating-point values only 0086: $7884 = $7590 // floating-point values only :HELI3SC_3269 if $7877 == 27 // integer values else_jump @HELI3SC_3335 0086: $7879 = $7588 // floating-point values only 0086: $7880 = $7589 // floating-point values only 0086: $7881 = $7590 // floating-point values only 0086: $7882 = $7591 // floating-point values only 0086: $7883 = $7592 // floating-point values only 0086: $7884 = $7593 // floating-point values only :HELI3SC_3335 if $7877 == 28 // integer values else_jump @HELI3SC_3401 0086: $7879 = $7591 // floating-point values only 0086: $7880 = $7592 // floating-point values only 0086: $7881 = $7593 // floating-point values only 0086: $7882 = $7591 // floating-point values only 0086: $7883 = $7592 // floating-point values only 0086: $7884 = $7593 // floating-point values only :HELI3SC_3401 return //-------------Mission 17--------------- // Originally: Death Row :HELI4SC gosub @HELI4SC_36 if wasted_or_busted else_jump @HELI4SC_27 gosub @HELI4SC_1294 :HELI4SC_27 gosub @HELI4SC_1606 end_thread :HELI4SC_36 $ONMISSION = 1 // integer values $7877 = 0 // integer values thread 'HELI4SC' wait 0 if $1587 == 0 // integer values else_jump @HELI4SC_84 increment_mission_attempts :HELI4SC_84 $7507 = -884.2508 // floating-point values $7508 = 236.4205 // floating-point values $7509 = 14.9104 // floating-point values $7510 = -877.2639 // floating-point values $7511 = 136.5762 // floating-point values $7512 = 15.8618 // floating-point values $7513 = -962.5753 // floating-point values $7514 = 84.3949 // floating-point values $7515 = 15.367 // floating-point values $7516 = -1008.986 // floating-point values $7517 = -4.1791 // floating-point values $7518 = 20.8638 // floating-point values $7519 = -1024.417 // floating-point values $7520 = -103.199 // floating-point values $7521 = 16.4677 // floating-point values $7522 = -1047.055 // floating-point values $7523 = -200.7326 // floating-point values $7524 = 12.6881 // floating-point values $7525 = -1089.4 // floating-point values $7526 = -290.992 // floating-point values $7527 = 21.5889 // floating-point values $7528 = -1107.393 // floating-point values $7529 = -389.5861 // floating-point values $7530 = 16.4733 // floating-point values $7531 = -1071.663 // floating-point values $7532 = -482.9736 // floating-point values $7533 = 12.8348 // floating-point values $7534 = -1041.907 // floating-point values $7535 = -578.0964 // floating-point values $7536 = 24.6455 // floating-point values $7537 = -1097.65 // floating-point values $7538 = -661.3502 // floating-point values $7539 = 26.4531 // floating-point values $7540 = -1171.575 // floating-point values $7541 = -594.0601 // floating-point values $7542 = 23.3888 // floating-point values $7543 = -1151.249 // floating-point values $7544 = -495.8622 // floating-point values $7545 = 23.6951 // floating-point values $7546 = -1150.541 // floating-point values $7547 = -395.9956 // floating-point values $7548 = 14.4461 // floating-point values $7549 = -1120.839 // floating-point values $7550 = -300.5818 // floating-point values $7551 = 19.9118 // floating-point values $7552 = -1154.166 // floating-point values $7553 = -206.2119 // floating-point values $7554 = 28.8656 // floating-point values $7555 = -1174.708 // floating-point values $7556 = -109.0531 // floating-point values $7557 = 16.0939 // floating-point values $7558 = -1093.543 // floating-point values $7559 = -50.4117 // floating-point values $7560 = 19.3924 // floating-point values $7561 = -1039.967 // floating-point values $7562 = 34.2455 // floating-point values $7563 = 22.2088 // floating-point values $7564 = -1011.107 // floating-point values $7565 = 129.8569 // floating-point values $7566 = 14.767 // floating-point values $7567 = -944.9561 // floating-point values $7568 = 204.9092 // floating-point values $7569 = 17.2276 // floating-point values $7570 = -894.7881 // floating-point values $7571 = 290.9517 // floating-point values $7572 = 27.5338 // floating-point values gosub @HELI4SC_1637 00BC: text_highpriority 'HELI_1A' 15000 ms 1 // Test your skills with the Sparrow, see how quickly you can complete the course. 018A: $7875 = create_checkpoint_at $7879 $7880 $7881 Marker.SetColor($7875, 5) 018B: show_on_radar $7875 2 0168: show_on_radar $7875 3 018A: $7876 = create_checkpoint_at $7882 $7883 $7884 Marker.SetColor($7876, 5) 018B: show_on_radar $7876 2 0168: show_on_radar $7876 2 0166: set_marker $7876 brightness_to 1 $7878 = 0 // integer values 03C3: set_timer_with_text_to $7878 type 0 text 'RACES' // TIME: if 00E0: player $PLAYER_CHAR driving else_jump @HELI4SC_896 00DA: $7874 = player $PLAYER_CHAR car jump @HELI4SC_903 :HELI4SC_896 jump @HELI4SC_1294 :HELI4SC_903 if not $7877 == 22 // integer values else_jump @HELI4SC_1287 wait 0 if Car.Wrecked($7874) else_jump @HELI4SC_948 jump @HELI4SC_1294 :HELI4SC_948 if 80DC: not player $PLAYER_CHAR driving $7874 else_jump @HELI4SC_974 jump @HELI4SC_1294 :HELI4SC_974 if 00F7: player $PLAYER_CHAR 0 $7879 $7880 $7881 radius 5.0 5.0 5.0 else_jump @HELI4SC_1200 018C: play_sound 1 at 0.0 0.0 0.0 $7877 += 1 // integer values Marker.Disable($7875) Marker.Disable($7876) gosub @HELI4SC_1637 018A: $7875 = create_checkpoint_at $7879 $7880 $7881 Marker.SetColor($7875, 5) 018B: show_on_radar $7875 2 0168: show_on_radar $7875 3 if 21 > $7877 // integer values else_jump @HELI4SC_1193 018A: $7876 = create_checkpoint_at $7882 $7883 $7884 018B: show_on_radar $7876 2 0168: show_on_radar $7876 2 0166: set_marker $7876 brightness_to 1 if 20 > $7877 // integer values else_jump @HELI4SC_1179 Marker.SetColor($7876, 5) jump @HELI4SC_1186 :HELI4SC_1179 Marker.SetColor($7876, 0) :HELI4SC_1186 jump @HELI4SC_1200 :HELI4SC_1193 Marker.SetColor($7875, 0) :HELI4SC_1200 if $7877 == 21 // integer values else_jump @HELI4SC_1252 04D5: create_corona_at $7879 $7880 $7881 radius 4.5 type 6 flare 0 RGB 200 0 0 jump @HELI4SC_1280 :HELI4SC_1252 04D5: create_corona_at $7879 $7880 $7881 radius 4.5 type 6 flare 0 RGB 200 0 200 :HELI4SC_1280 jump @HELI4SC_903 :HELI4SC_1287 jump @HELI4SC_1311 :HELI4SC_1294 00BC: text_highpriority 'HELI_F1' 5000 ms 1 // ~r~Heli Checkpoint mission cancelled! return :HELI4SC_1311 01E3: text_1number_styled 'HELI_1B' 100 5000 ms 1 // Course Complete! $ ~1~ Player.Money($PLAYER_CHAR) += 100 Player.ClearWantedLevel($PLAYER_CHAR) 0394: play_music 1 if $1587 == 0 // integer values else_jump @HELI4SC_1375 030C: set_mission_points += 1 0595: mission_complete $1587 = 1 // integer values :HELI4SC_1375 $7878 /= 1000 // integer values 042E: (unknown) 15 $7878 0084: $7457 = $7878 // integer values and handles $7457 /= 60 // integer values 0084: $7451 = $7457 // integer values and handles $7451 *= 60 // integer values 0084: $7458 = $7878 // integer values and handles 0060: $7458 -= $7451 // integer values if 001C: $416 > $7878 // integer values else_jump @HELI4SC_1537 0084: $416 = $7878 // integer values and handles if $7458 > 9 // integer values else_jump @HELI4SC_1509 02FD: text_2numbers_lowpriority 'RACES17' $7457 $7458 10000 ms 1 // New best time: ~1~:~1~ jump @HELI4SC_1530 :HELI4SC_1509 02FD: text_2numbers_lowpriority 'RACES20' $7457 $7458 10000 ms 1 // New best time: ~1~:0~1~ :HELI4SC_1530 jump @HELI4SC_1604 :HELI4SC_1537 if $7458 > 9 // integer values else_jump @HELI4SC_1583 02FD: text_2numbers_lowpriority 'RACES_9' $7457 $7458 10000 ms 1 // Time: ~1~:~1~ jump @HELI4SC_1604 :HELI4SC_1583 02FD: text_2numbers_lowpriority 'RACES21' $7457 $7458 10000 ms 1 // Time: ~1~:0~1~ :HELI4SC_1604 return :HELI4SC_1606 $ONMISSION = 0 // integer values 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 014F: stop_timer $7878 Marker.Disable($7875) Marker.Disable($7876) mission_cleanup return :HELI4SC_1637 if $7877 == 0 // integer values else_jump @HELI4SC_1703 0086: $7879 = $7507 // floating-point values only 0086: $7880 = $7508 // floating-point values only 0086: $7881 = $7509 // floating-point values only 0086: $7882 = $7510 // floating-point values only 0086: $7883 = $7511 // floating-point values only 0086: $7884 = $7512 // floating-point values only :HELI4SC_1703 if $7877 == 1 // integer values else_jump @HELI4SC_1769 0086: $7879 = $7510 // floating-point values only 0086: $7880 = $7511 // floating-point values only 0086: $7881 = $7512 // floating-point values only 0086: $7882 = $7513 // floating-point values only 0086: $7883 = $7514 // floating-point values only 0086: $7884 = $7515 // floating-point values only :HELI4SC_1769 if $7877 == 2 // integer values else_jump @HELI4SC_1835 0086: $7879 = $7513 // floating-point values only 0086: $7880 = $7514 // floating-point values only 0086: $7881 = $7515 // floating-point values only 0086: $7882 = $7516 // floating-point values only 0086: $7883 = $7517 // floating-point values only 0086: $7884 = $7518 // floating-point values only :HELI4SC_1835 if $7877 == 3 // integer values else_jump @HELI4SC_1901 0086: $7879 = $7516 // floating-point values only 0086: $7880 = $7517 // floating-point values only 0086: $7881 = $7518 // floating-point values only 0086: $7882 = $7519 // floating-point values only 0086: $7883 = $7520 // floating-point values only 0086: $7884 = $7521 // floating-point values only :HELI4SC_1901 if $7877 == 4 // integer values else_jump @HELI4SC_1967 0086: $7879 = $7519 // floating-point values only 0086: $7880 = $7520 // floating-point values only 0086: $7881 = $7521 // floating-point values only 0086: $7882 = $7522 // floating-point values only 0086: $7883 = $7523 // floating-point values only 0086: $7884 = $7524 // floating-point values only :HELI4SC_1967 if $7877 == 5 // integer values else_jump @HELI4SC_2033 0086: $7879 = $7522 // floating-point values only 0086: $7880 = $7523 // floating-point values only 0086: $7881 = $7524 // floating-point values only 0086: $7882 = $7525 // floating-point values only 0086: $7883 = $7526 // floating-point values only 0086: $7884 = $7527 // floating-point values only :HELI4SC_2033 if $7877 == 6 // integer values else_jump @HELI4SC_2099 0086: $7879 = $7525 // floating-point values only 0086: $7880 = $7526 // floating-point values only 0086: $7881 = $7527 // floating-point values only 0086: $7882 = $7528 // floating-point values only 0086: $7883 = $7529 // floating-point values only 0086: $7884 = $7530 // floating-point values only :HELI4SC_2099 if $7877 == 7 // integer values else_jump @HELI4SC_2165 0086: $7879 = $7528 // floating-point values only 0086: $7880 = $7529 // floating-point values only 0086: $7881 = $7530 // floating-point values only 0086: $7882 = $7531 // floating-point values only 0086: $7883 = $7532 // floating-point values only 0086: $7884 = $7533 // floating-point values only :HELI4SC_2165 if $7877 == 8 // integer values else_jump @HELI4SC_2231 0086: $7879 = $7531 // floating-point values only 0086: $7880 = $7532 // floating-point values only 0086: $7881 = $7533 // floating-point values only 0086: $7882 = $7534 // floating-point values only 0086: $7883 = $7535 // floating-point values only 0086: $7884 = $7536 // floating-point values only :HELI4SC_2231 if $7877 == 9 // integer values else_jump @HELI4SC_2297 0086: $7879 = $7534 // floating-point values only 0086: $7880 = $7535 // floating-point values only 0086: $7881 = $7536 // floating-point values only 0086: $7882 = $7537 // floating-point values only 0086: $7883 = $7538 // floating-point values only 0086: $7884 = $7539 // floating-point values only :HELI4SC_2297 if $7877 == 10 // integer values else_jump @HELI4SC_2363 0086: $7879 = $7537 // floating-point values only 0086: $7880 = $7538 // floating-point values only 0086: $7881 = $7539 // floating-point values only 0086: $7882 = $7540 // floating-point values only 0086: $7883 = $7541 // floating-point values only 0086: $7884 = $7542 // floating-point values only :HELI4SC_2363 if $7877 == 11 // integer values else_jump @HELI4SC_2429 0086: $7879 = $7540 // floating-point values only 0086: $7880 = $7541 // floating-point values only 0086: $7881 = $7542 // floating-point values only 0086: $7882 = $7543 // floating-point values only 0086: $7883 = $7544 // floating-point values only 0086: $7884 = $7545 // floating-point values only :HELI4SC_2429 if $7877 == 12 // integer values else_jump @HELI4SC_2495 0086: $7879 = $7543 // floating-point values only 0086: $7880 = $7544 // floating-point values only 0086: $7881 = $7545 // floating-point values only 0086: $7882 = $7546 // floating-point values only 0086: $7883 = $7547 // floating-point values only 0086: $7884 = $7548 // floating-point values only :HELI4SC_2495 if $7877 == 13 // integer values else_jump @HELI4SC_2561 0086: $7879 = $7546 // floating-point values only 0086: $7880 = $7547 // floating-point values only 0086: $7881 = $7548 // floating-point values only 0086: $7882 = $7549 // floating-point values only 0086: $7883 = $7550 // floating-point values only 0086: $7884 = $7551 // floating-point values only :HELI4SC_2561 if $7877 == 14 // integer values else_jump @HELI4SC_2627 0086: $7879 = $7549 // floating-point values only 0086: $7880 = $7550 // floating-point values only 0086: $7881 = $7551 // floating-point values only 0086: $7882 = $7552 // floating-point values only 0086: $7883 = $7553 // floating-point values only 0086: $7884 = $7554 // floating-point values only :HELI4SC_2627 if $7877 == 15 // integer values else_jump @HELI4SC_2693 0086: $7879 = $7552 // floating-point values only 0086: $7880 = $7553 // floating-point values only 0086: $7881 = $7554 // floating-point values only 0086: $7882 = $7555 // floating-point values only 0086: $7883 = $7556 // floating-point values only 0086: $7884 = $7557 // floating-point values only :HELI4SC_2693 if $7877 == 16 // integer values else_jump @HELI4SC_2759 0086: $7879 = $7555 // floating-point values only 0086: $7880 = $7556 // floating-point values only 0086: $7881 = $7557 // floating-point values only 0086: $7882 = $7558 // floating-point values only 0086: $7883 = $7559 // floating-point values only 0086: $7884 = $7560 // floating-point values only :HELI4SC_2759 if $7877 == 17 // integer values else_jump @HELI4SC_2825 0086: $7879 = $7558 // floating-point values only 0086: $7880 = $7559 // floating-point values only 0086: $7881 = $7560 // floating-point values only 0086: $7882 = $7561 // floating-point values only 0086: $7883 = $7562 // floating-point values only 0086: $7884 = $7563 // floating-point values only :HELI4SC_2825 if $7877 == 18 // integer values else_jump @HELI4SC_2891 0086: $7879 = $7561 // floating-point values only 0086: $7880 = $7562 // floating-point values only 0086: $7881 = $7563 // floating-point values only 0086: $7882 = $7564 // floating-point values only 0086: $7883 = $7565 // floating-point values only 0086: $7884 = $7566 // floating-point values only :HELI4SC_2891 if $7877 == 19 // integer values else_jump @HELI4SC_2957 0086: $7879 = $7564 // floating-point values only 0086: $7880 = $7565 // floating-point values only 0086: $7881 = $7566 // floating-point values only 0086: $7882 = $7567 // floating-point values only 0086: $7883 = $7568 // floating-point values only 0086: $7884 = $7569 // floating-point values only :HELI4SC_2957 if $7877 == 20 // integer values else_jump @HELI4SC_3023 0086: $7879 = $7567 // floating-point values only 0086: $7880 = $7568 // floating-point values only 0086: $7881 = $7569 // floating-point values only 0086: $7882 = $7570 // floating-point values only 0086: $7883 = $7571 // floating-point values only 0086: $7884 = $7572 // floating-point values only :HELI4SC_3023 if $7877 == 21 // integer values else_jump @HELI4SC_3089 0086: $7879 = $7570 // floating-point values only 0086: $7880 = $7571 // floating-point values only 0086: $7881 = $7572 // floating-point values only 0086: $7882 = $7573 // floating-point values only 0086: $7883 = $7574 // floating-point values only 0086: $7884 = $7575 // floating-point values only :HELI4SC_3089 if $7877 == 22 // integer values else_jump @HELI4SC_3155 0086: $7879 = $7573 // floating-point values only 0086: $7880 = $7574 // floating-point values only 0086: $7881 = $7575 // floating-point values only 0086: $7882 = $7576 // floating-point values only 0086: $7883 = $7577 // floating-point values only 0086: $7884 = $7578 // floating-point values only :HELI4SC_3155 if $7877 == 23 // integer values else_jump @HELI4SC_3221 0086: $7879 = $7576 // floating-point values only 0086: $7880 = $7577 // floating-point values only 0086: $7881 = $7578 // floating-point values only 0086: $7882 = $7579 // floating-point values only 0086: $7883 = $7580 // floating-point values only 0086: $7884 = $7581 // floating-point values only :HELI4SC_3221 if $7877 == 24 // integer values else_jump @HELI4SC_3287 0086: $7879 = $7579 // floating-point values only 0086: $7880 = $7580 // floating-point values only 0086: $7881 = $7581 // floating-point values only 0086: $7882 = $7582 // floating-point values only 0086: $7883 = $7583 // floating-point values only 0086: $7884 = $7584 // floating-point values only :HELI4SC_3287 if $7877 == 25 // integer values else_jump @HELI4SC_3353 0086: $7879 = $7582 // floating-point values only 0086: $7880 = $7583 // floating-point values only 0086: $7881 = $7584 // floating-point values only 0086: $7882 = $7585 // floating-point values only 0086: $7883 = $7586 // floating-point values only 0086: $7884 = $7587 // floating-point values only :HELI4SC_3353 if $7877 == 26 // integer values else_jump @HELI4SC_3419 0086: $7879 = $7585 // floating-point values only 0086: $7880 = $7586 // floating-point values only 0086: $7881 = $7587 // floating-point values only 0086: $7882 = $7588 // floating-point values only 0086: $7883 = $7589 // floating-point values only 0086: $7884 = $7590 // floating-point values only :HELI4SC_3419 if $7877 == 27 // integer values else_jump @HELI4SC_3485 0086: $7879 = $7588 // floating-point values only 0086: $7880 = $7589 // floating-point values only 0086: $7881 = $7590 // floating-point values only 0086: $7882 = $7591 // floating-point values only 0086: $7883 = $7592 // floating-point values only 0086: $7884 = $7593 // floating-point values only :HELI4SC_3485 if $7877 == 28 // integer values else_jump @HELI4SC_3551 0086: $7879 = $7591 // floating-point values only 0086: $7880 = $7592 // floating-point values only 0086: $7881 = $7593 // floating-point values only 0086: $7882 = $7591 // floating-point values only 0086: $7883 = $7592 // floating-point values only 0086: $7884 = $7593 // floating-point values only :HELI4SC_3551 return //-------------Mission 18--------------- // Originally: Four Iron :BMX_1 gosub @BMX_1_36 if wasted_or_busted else_jump @BMX_1_27 gosub @BMX_1_4462 :BMX_1_27 gosub @BMX_1_4573 end_thread :BMX_1_36 if $363 == 0 // integer values else_jump @BMX_1_56 increment_mission_attempts :BMX_1_56 thread 'BMX_1' $ONMISSION = 1 // integer values 054C: use_GXT_table 'BMX_1' wait 0 $1745 = 0 // integer values $1746 = 1 // integer values $1614 = 0 // integer values $1747 = 0 // integer values $346 = 0 // integer values $7885 = 0 // integer values $1613 = 0 // integer values $1757 = 0 // integer values $1765 = 0 // integer values $1766 = 0 // integer values $1767 = 0 // integer values $1670 = -456.0 // floating-point values $1671 = 1417.9 // floating-point values $1672 = 14.24 // floating-point values $1673 = -467.8 // floating-point values $1674 = 1398.7 // floating-point values $1675 = 8.15 // floating-point values $1676 = -488.4 // floating-point values $1677 = 1425.9 // floating-point values $1678 = 14.5 // floating-point values $1679 = -516.8 // floating-point values $1680 = 1409.1 // floating-point values $1681 = 12.6 // floating-point values $1682 = -529.6 // floating-point values $1683 = 1430.0 // floating-point values $1684 = 9.6 // floating-point values $1685 = -556.4 // floating-point values $1686 = 1422.7 // floating-point values $1687 = 10.0 // floating-point values $1688 = -533.55 // floating-point values $1689 = 1455.6 // floating-point values $1690 = 10.3 // floating-point values $1691 = -560.0 // floating-point values $1692 = 1460.0 // floating-point values $1693 = 10.3 // floating-point values $1694 = -528.5 // floating-point values $1695 = 1476.9 // floating-point values $1696 = 10.5 // floating-point values $1697 = -535.0 // floating-point values $1698 = 1500.0 // floating-point values $1699 = 9.8 // floating-point values $1700 = -502.4 // floating-point values $1701 = 1474.6 // floating-point values $1702 = 11.3 // floating-point values $1703 = -500.6 // floating-point values $1704 = 1507.1 // floating-point values $1705 = 9.8 // floating-point values $1706 = -472.2 // floating-point values $1707 = 1490.5 // floating-point values $1708 = 11.0 // floating-point values $1709 = -499.3 // floating-point values $1710 = 1447.5 // floating-point values $1711 = 15.5 // floating-point values $1712 = -450.2 // floating-point values $1713 = 1481.4 // floating-point values $1714 = 9.8 // floating-point values $1715 = -440.6 // floating-point values $1716 = 1455.42 // floating-point values $1717 = 9.8 // floating-point values $1718 = -429.0 // floating-point values $1719 = 1491.8 // floating-point values $1720 = 10.1 // floating-point values $1721 = -418.0 // floating-point values $1722 = 1432.1 // floating-point values $1723 = 10.0 // floating-point values $1724 = -445.0 // floating-point values $1725 = 1439.5 // floating-point values $1726 = 10.4 // floating-point values $1727 = -453.5 // floating-point values $1728 = 1434.6 // floating-point values $1729 = 10.0 // floating-point values 01BD: $1749 = current_time_in_ms 018A: $1622 = create_checkpoint_at $1670 $1671 $1672 if $1755 > 0 // integer values else_jump @BMX_1_947 Model.Load(#BARREL4) :BMX_1_805 if not Model.Available(#BARREL4) else_jump @BMX_1_831 wait 0 jump @BMX_1_805 :BMX_1_831 $7886 = Object.Create(#BARREL4, -413.0, 1434.4, -100.0) Object.CollisionDetection($7886) = True $7887 = Object.Create(#BARREL4, -405.36, 1447.12, -100.0) Object.CollisionDetection($7887) = True $7888 = Object.Create(#BARREL4, -400.0, 1455.5, -100.0) Object.CollisionDetection($7888) = True $7889 = Object.Create(#BARREL4, -402.73, 1465.0, -100.0) Object.CollisionDetection($7889) = True :BMX_1_947 if $1755 > 2 // integer values else_jump @BMX_1_1247 Model.Load(#HNA) Model.Load(#HNB) Model.Load(#MACHETE) :BMX_1_978 if or not Model.Available(#HNA) not Model.Available(#HNB) not Model.Available(#MACHETE) else_jump @BMX_1_1013 wait 0 jump @BMX_1_978 :BMX_1_1013 $1762 = Car.Create(#SANCHEZ, -478.7, 1524.0, 10.4) 0229: set_car $1762 color_to 0 0 Car.Angle($1762) = 190.0 0129: $1759 = create_actor 4 #HNA in_car $1762 driverseat 01B2: give_actor $1759 weapon 9 ammo 0 // Load the weapon model before using this Car.SetDriverBehaviour($1762, KillThePlayer) 04E0: car $1762 abandon_path_radius 255 $1763 = Car.Create(#SANCHEZ, -476.7, 1522.0, 10.4) 0229: set_car $1763 color_to 0 0 Car.Angle($1763) = 190.0 0129: $1760 = create_actor 4 #HNA in_car $1763 driverseat 01B2: give_actor $1760 weapon 9 ammo 0 // Load the weapon model before using this Car.SetDriverBehaviour($1763, KillThePlayer) 04E0: car $1763 abandon_path_radius 255 $1764 = Car.Create(#SANCHEZ, -480.7, 1525.0, 10.4) 0229: set_car $1764 color_to 0 0 Car.Angle($1764) = 190.0 0129: $1761 = create_actor 4 #HNA in_car $1764 driverseat 01B2: give_actor $1761 weapon 9 ammo 0 // Load the weapon model before using this Car.SetDriverBehaviour($1764, KillThePlayer) 04E0: car $1764 abandon_path_radius 255 :BMX_1_1247 if 2 > $1745 // integer values else_jump @BMX_1_4302 wait 0 01BD: $1748 = current_time_in_ms 0084: $1747 = $1748 // integer values and handles 0060: $1747 -= $1749 // integer values if $1613 == 0 // integer values else_jump @BMX_1_1330 03C3: set_timer_with_text_to $1747 type 0 text 'R_TIME' // RACE TIME: $1613 = 1 // integer values :BMX_1_1330 if $1757 == 0 // integer values else_jump @BMX_1_1370 00BC: text_highpriority 'BMX_HOW' 5000 ms 1 // ~g~Do two laps of the dirt track, ~y~passing through ~g~the ~y~CHECKPOINTS ~g~as you go! $1757 = 1 // integer values :BMX_1_1370 if and $1757 == 1 // integer values $1747 > 5000 // integer values else_jump @BMX_1_1418 00BC: text_highpriority 'BMXREW1' 5000 ms 1 // ~g~Each time you beat your previous record for the two laps $1757 = 2 // integer values :BMX_1_1418 if and $1757 == 2 // integer values $1747 > 10000 // integer values else_jump @BMX_1_1466 00BC: text_highpriority 'BMXREW2' 5000 ms 1 // ~g~a larger ~y~REWARD ~g~will be awarded! $1757 = 3 // integer values :BMX_1_1466 if $1746 == 1 // integer values else_jump @BMX_1_1593 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $1670 $1671 $1672 if 00F7: player $PLAYER_CHAR 0 $1670 $1671 $1672 radius 3.0 3.0 3.0 else_jump @BMX_1_1593 Marker.Disable($1622) 018C: play_sound 1 at $1670 $1671 $1672 018A: $1623 = create_checkpoint_at $1673 $1674 $1675 $1746 += 1 // integer values :BMX_1_1593 if $1746 == 2 // integer values else_jump @BMX_1_1720 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $1673 $1674 $1675 if 00F7: player $PLAYER_CHAR 0 $1673 $1674 $1675 radius 3.0 3.0 3.0 else_jump @BMX_1_1720 Marker.Disable($1623) 018C: play_sound 1 at $1673 $1674 $1675 018A: $1624 = create_checkpoint_at $1676 $1677 $1678 $1746 += 1 // integer values :BMX_1_1720 if $1746 == 3 // integer values else_jump @BMX_1_1847 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $1676 $1677 $1678 if 00F7: player $PLAYER_CHAR 0 $1676 $1677 $1678 radius 3.0 3.0 3.0 else_jump @BMX_1_1847 Marker.Disable($1624) 018C: play_sound 1 at $1676 $1677 $1678 018A: $1625 = create_checkpoint_at $1679 $1680 $1681 $1746 += 1 // integer values :BMX_1_1847 if $1746 == 4 // integer values else_jump @BMX_1_1974 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $1679 $1680 $1681 if 00F7: player $PLAYER_CHAR 0 $1679 $1680 $1681 radius 3.0 3.0 3.0 else_jump @BMX_1_1974 Marker.Disable($1625) 018C: play_sound 1 at $1679 $1680 $1681 018A: $1626 = create_checkpoint_at $1682 $1683 $1684 $1746 += 1 // integer values :BMX_1_1974 if $1746 == 5 // integer values else_jump @BMX_1_2101 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $1682 $1683 $1684 if 00F7: player $PLAYER_CHAR 0 $1682 $1683 $1684 radius 3.0 3.0 3.0 else_jump @BMX_1_2101 Marker.Disable($1626) 018C: play_sound 1 at $1703 $1704 $1705 018A: $1627 = create_checkpoint_at $1685 $1686 $1687 $1746 += 1 // integer values :BMX_1_2101 if $1746 == 6 // integer values else_jump @BMX_1_2228 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $1685 $1686 $1687 if 00F7: player $PLAYER_CHAR 0 $1685 $1686 $1687 radius 3.0 3.0 3.0 else_jump @BMX_1_2228 Marker.Disable($1627) 018C: play_sound 1 at $1685 $1686 $1687 018A: $1628 = create_checkpoint_at $1688 $1689 $1690 $1746 += 1 // integer values :BMX_1_2228 if $1746 == 7 // integer values else_jump @BMX_1_2355 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $1688 $1689 $1690 if 00F7: player $PLAYER_CHAR 0 $1688 $1689 $1690 radius 3.0 3.0 3.0 else_jump @BMX_1_2355 Marker.Disable($1628) 018C: play_sound 1 at $1688 $1689 $1690 018A: $1629 = create_checkpoint_at $1691 $1692 $1693 $1746 += 1 // integer values :BMX_1_2355 if $1746 == 8 // integer values else_jump @BMX_1_2482 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $1691 $1692 $1693 if 00F7: player $PLAYER_CHAR 0 $1691 $1692 $1693 radius 3.0 3.0 3.0 else_jump @BMX_1_2482 Marker.Disable($1629) 018C: play_sound 1 at $1691 $1692 $1693 018A: $1630 = create_checkpoint_at $1694 $1695 $1696 $1746 += 1 // integer values :BMX_1_2482 if $1746 == 9 // integer values else_jump @BMX_1_2668 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $1694 $1695 $1696 if 00F7: player $PLAYER_CHAR 0 $1694 $1695 $1696 radius 3.0 3.0 3.0 else_jump @BMX_1_2668 Marker.Disable($1630) 018C: play_sound 1 at $1694 $1695 $1696 018A: $1631 = create_checkpoint_at $1697 $1698 $1699 $1746 += 1 // integer values if and $1757 == 3 // integer values $1747 > 12000 // integer values $1755 > 1 // integer values else_jump @BMX_1_2668 01B5: force_weather 2 00BC: text_highpriority 'BMXRAIN' 4000 ms 1 // ~g~Looks like rain... $1757 = 4 // integer values :BMX_1_2668 if $1746 == 10 // integer values else_jump @BMX_1_2795 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $1697 $1698 $1699 if 00F7: player $PLAYER_CHAR 0 $1697 $1698 $1699 radius 3.0 3.0 3.0 else_jump @BMX_1_2795 Marker.Disable($1631) 018C: play_sound 1 at $1697 $1698 $1699 018A: $1632 = create_checkpoint_at $1700 $1701 $1702 $1746 += 1 // integer values :BMX_1_2795 if $1746 == 11 // integer values else_jump @BMX_1_2922 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $1700 $1701 $1702 if 00F7: player $PLAYER_CHAR 0 $1700 $1701 $1702 radius 3.0 3.0 3.0 else_jump @BMX_1_2922 Marker.Disable($1632) 018C: play_sound 1 at $1700 $1701 $1702 018A: $1633 = create_checkpoint_at $1703 $1704 $1705 $1746 += 1 // integer values :BMX_1_2922 if $1746 == 12 // integer values else_jump @BMX_1_3049 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $1703 $1704 $1705 if 00F7: player $PLAYER_CHAR 0 $1703 $1704 $1705 radius 3.0 3.0 3.0 else_jump @BMX_1_3049 Marker.Disable($1633) 018C: play_sound 1 at $1703 $1704 $1705 018A: $1634 = create_checkpoint_at $1706 $1707 $1708 $1746 += 1 // integer values :BMX_1_3049 if $1746 == 13 // integer values else_jump @BMX_1_3176 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $1706 $1707 $1708 if 00F7: player $PLAYER_CHAR 0 $1706 $1707 $1708 radius 3.0 3.0 3.0 else_jump @BMX_1_3176 Marker.Disable($1634) 018C: play_sound 1 at $1706 $1707 $1708 018A: $1635 = create_checkpoint_at $1709 $1710 $1711 $1746 += 1 // integer values :BMX_1_3176 if $1746 == 14 // integer values else_jump @BMX_1_3303 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $1709 $1710 $1711 if 00F7: player $PLAYER_CHAR 0 $1709 $1710 $1711 radius 3.0 3.0 3.0 else_jump @BMX_1_3303 Marker.Disable($1635) 018C: play_sound 1 at $1709 $1710 $1711 018A: $1636 = create_checkpoint_at $1712 $1713 $1714 $1746 += 1 // integer values :BMX_1_3303 if $1746 == 15 // integer values else_jump @BMX_1_3430 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $1712 $1713 $1714 if 00F7: player $PLAYER_CHAR 0 $1712 $1713 $1714 radius 3.0 3.0 3.0 else_jump @BMX_1_3430 Marker.Disable($1636) 018C: play_sound 1 at $1712 $1713 $1714 018A: $1637 = create_checkpoint_at $1715 $1716 $1717 $1746 += 1 // integer values :BMX_1_3430 if $1746 == 16 // integer values else_jump @BMX_1_3557 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $1715 $1716 $1717 if 00F7: player $PLAYER_CHAR 0 $1715 $1716 $1717 radius 3.0 3.0 3.0 else_jump @BMX_1_3557 Marker.Disable($1637) 018C: play_sound 1 at $1715 $1716 $1717 018A: $1638 = create_checkpoint_at $1718 $1719 $1720 $1746 += 1 // integer values :BMX_1_3557 if $1746 == 17 // integer values else_jump @BMX_1_3684 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $1718 $1719 $1720 if 00F7: player $PLAYER_CHAR 0 $1718 $1719 $1720 radius 3.0 3.0 3.0 else_jump @BMX_1_3684 Marker.Disable($1638) 018C: play_sound 1 at $1718 $1719 $1720 018A: $1639 = create_checkpoint_at $1721 $1722 $1723 $1746 += 1 // integer values :BMX_1_3684 if $1746 == 18 // integer values else_jump @BMX_1_3811 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $1721 $1722 $1723 if 00F7: player $PLAYER_CHAR 0 $1721 $1722 $1723 radius 3.0 3.0 3.0 else_jump @BMX_1_3811 Marker.Disable($1639) 018C: play_sound 1 at $1721 $1722 $1723 018A: $1640 = create_checkpoint_at $1724 $1725 $1726 $1746 += 1 // integer values :BMX_1_3811 if $1746 == 19 // integer values else_jump @BMX_1_3963 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $1724 $1725 $1726 if 00F7: player $PLAYER_CHAR 0 $1724 $1725 $1726 radius 3.0 3.0 3.0 else_jump @BMX_1_3963 Marker.Disable($1640) 018C: play_sound 1 at $1724 $1725 $1726 $1746 = 1 // integer values $1745 += 1 // integer values if 3 > $1745 // integer values else_jump @BMX_1_3963 018A: $1622 = create_checkpoint_at $1670 $1671 $1672 :BMX_1_3963 0084: $1768 = $1759 // integer values and handles 0084: $1769 = $1762 // integer values and handles 0084: $1770 = $1765 // integer values and handles gosub @BMX_1_4842 if $1770 == 1 // integer values else_jump @BMX_1_4019 $1765 = 1 // integer values :BMX_1_4019 0084: $1768 = $1760 // integer values and handles 0084: $1769 = $1763 // integer values and handles 0084: $1770 = $1766 // integer values and handles gosub @BMX_1_4842 if $1770 == 1 // integer values else_jump @BMX_1_4075 $1766 = 1 // integer values :BMX_1_4075 0084: $1768 = $1761 // integer values and handles 0084: $1769 = $1764 // integer values and handles 0084: $1770 = $1767 // integer values and handles gosub @BMX_1_4842 if $1770 == 1 // integer values else_jump @BMX_1_4131 $1767 = 1 // integer values :BMX_1_4131 if 80DE: not player $PLAYER_CHAR driving_vehicle_type #SANCHEZ else_jump @BMX_1_4295 01BD: $1751 = current_time_in_ms :BMX_1_4155 if not 0 > $1752 // integer values else_jump @BMX_1_4288 wait 0 01BD: $1748 = current_time_in_ms 0084: $1750 = $1748 // integer values and handles 0060: $1750 -= $1751 // integer values $1752 = 15000 // integer values 0060: $1752 -= $1750 // integer values 0084: $1753 = $1752 // integer values and handles $1753 /= 1000 // integer values 01E5: text_1number_highpriority 'GETBIK2' $1753 2000 ms 1 // ~r~You have ~w~~1~ seconds ~g~to get on a Dirt Bike! if 00DE: player $PLAYER_CHAR driving_vehicle_type #SANCHEZ else_jump @BMX_1_4281 $1752 = 1 // integer values jump @BMX_1_4295 :BMX_1_4281 jump @BMX_1_4155 :BMX_1_4288 jump @BMX_1_4462 :BMX_1_4295 jump @BMX_1_1247 :BMX_1_4302 if $1745 == 2 // integer values else_jump @BMX_1_4462 $1747 /= 1000 // integer values if $363 == 0 // integer values else_jump @BMX_1_4382 0084: $1754 = $1747 // integer values and handles $7885 = 1 // integer values $1755 = 1 // integer values gosub @BMX_1_4773 jump @BMX_1_4430 :BMX_1_4382 if 001C: $1754 > $1747 // integer values else_jump @BMX_1_4430 0084: $1754 = $1747 // integer values and handles $7885 = 1 // integer values $1755 += 1 // integer values gosub @BMX_1_4773 :BMX_1_4430 if $7885 == 1 // integer values else_jump @BMX_1_4462 042E: (unknown) 17 $1771 jump @BMX_1_4494 :BMX_1_4462 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! 00BC: text_highpriority 'BMXFAIL' 5000 ms 1 // ~r~You failed to set a new record! return :BMX_1_4494 0084: $1756 = $1755 // integer values and handles $1756 *= 100 // integer values 01E3: text_1number_styled 'M_PASS' $1756 5000 ms 1 // MISSION PASSED! $~1~ Player.ClearWantedLevel($PLAYER_CHAR) Player.Money($PLAYER_CHAR) += $1756 if $363 == 0 // integer values else_jump @BMX_1_4571 $363 = 1 // integer values 030C: set_mission_points += 1 0595: mission_complete :BMX_1_4571 return :BMX_1_4573 $1752 = 1 // integer values Camera.Restore_WithJumpCut 02A3: toggle_widescreen 0 Player.CanMove($PLAYER_CHAR) = True Marker.Disable($1622) Marker.Disable($1623) Marker.Disable($1624) Marker.Disable($1625) Marker.Disable($1626) Marker.Disable($1627) Marker.Disable($1628) Marker.Disable($1629) Marker.Disable($1630) Marker.Disable($1631) Marker.Disable($1632) Marker.Disable($1633) Marker.Disable($1634) Marker.Disable($1635) Marker.Disable($1636) Marker.Disable($1637) Marker.Disable($1638) Marker.Disable($1639) Marker.Disable($1640) Model.Destroy(#BARREL4) Model.Destroy(#MACHETE) Model.Destroy(#HNA) Model.Destroy(#HNB) Actor.RemoveReferences($1759) Car.RemoveReferences($1762) Actor.RemoveReferences($1760) Car.RemoveReferences($1763) Actor.RemoveReferences($1761) Car.RemoveReferences($1764) Object.Destroy($7886) Object.Destroy($7887) Object.Destroy($7888) Object.Destroy($7889) 01B7: release_weather 014F: stop_timer $1747 $ONMISSION = 0 // integer values mission_cleanup return :BMX_1_4773 $1758 = 0 // integer values :BMX_1_4780 if $1747 > 59 // integer values else_jump @BMX_1_4819 $1747 -= 60 // integer values $1758 += 1 // integer values jump @BMX_1_4780 :BMX_1_4819 02FD: text_2numbers_lowpriority 'NEW_REC' $1758 $1747 5000 ms 1 // ~g~New Record Set!! ~w~~1~ minutes ~g~and ~w~~1~ seconds. return :BMX_1_4842 if and not Actor.Dead($1768) $1770 == 0 // integer values else_jump @BMX_1_4942 if not Car.Wrecked($1769) else_jump @BMX_1_4927 if or not Actor.InCar($1768, $1769) 80E0: not player $PLAYER_CHAR driving else_jump @BMX_1_4920 01CC: actor $1768 kill_player $PLAYER_CHAR $1770 = 1 // integer values :BMX_1_4920 jump @BMX_1_4942 :BMX_1_4927 01CC: actor $1768 kill_player $PLAYER_CHAR $1770 = 1 // integer values :BMX_1_4942 return //-------------Mission 19--------------- // Originally: Demolition Man :BMX_2 gosub @BMX_2_36 if wasted_or_busted else_jump @BMX_2_27 gosub @BMX_2_4201 :BMX_2_27 gosub @BMX_2_4312 end_thread :BMX_2_36 if $364 == 0 // integer values else_jump @BMX_2_56 increment_mission_attempts :BMX_2_56 thread 'BMX_2' $ONMISSION = 1 // integer values wait 0 $1745 = 0 // integer values $1746 = 19 // integer values $1614 = 0 // integer values $1747 = 0 // integer values $346 = 0 // integer values $7885 = 0 // integer values $1613 = 0 // integer values $1772 = 0 // integer values $1670 = -456.0 // floating-point values $1671 = 1417.9 // floating-point values $1672 = 14.24 // floating-point values $1673 = -467.8 // floating-point values $1674 = 1398.7 // floating-point values $1675 = 8.15 // floating-point values $1676 = -488.4 // floating-point values $1677 = 1425.9 // floating-point values $1678 = 14.5 // floating-point values $1679 = -516.8 // floating-point values $1680 = 1409.1 // floating-point values $1681 = 12.6 // floating-point values $1682 = -529.6 // floating-point values $1683 = 1430.0 // floating-point values $1684 = 9.6 // floating-point values $1685 = -556.4 // floating-point values $1686 = 1422.7 // floating-point values $1687 = 10.0 // floating-point values $1688 = -533.55 // floating-point values $1689 = 1455.6 // floating-point values $1690 = 10.3 // floating-point values $1691 = -560.0 // floating-point values $1692 = 1460.0 // floating-point values $1693 = 10.3 // floating-point values $1694 = -528.5 // floating-point values $1695 = 1476.9 // floating-point values $1696 = 10.5 // floating-point values $1697 = -535.0 // floating-point values $1698 = 1500.0 // floating-point values $1699 = 9.8 // floating-point values $1700 = -502.4 // floating-point values $1701 = 1474.6 // floating-point values $1702 = 11.3 // floating-point values $1703 = -500.6 // floating-point values $1704 = 1507.1 // floating-point values $1705 = 9.8 // floating-point values $1706 = -472.2 // floating-point values $1707 = 1490.5 // floating-point values $1708 = 11.0 // floating-point values $1709 = -499.3 // floating-point values $1710 = 1447.5 // floating-point values $1711 = 15.5 // floating-point values $1712 = -450.2 // floating-point values $1713 = 1481.4 // floating-point values $1714 = 9.8 // floating-point values $1715 = -440.6 // floating-point values $1716 = 1455.42 // floating-point values $1717 = 9.8 // floating-point values $1718 = -429.0 // floating-point values $1719 = 1491.8 // floating-point values $1720 = 10.1 // floating-point values $1721 = -418.0 // floating-point values $1722 = 1432.1 // floating-point values $1723 = 10.0 // floating-point values $1724 = -445.0 // floating-point values $1725 = 1439.5 // floating-point values $1726 = 10.4 // floating-point values jump @BMX_2_976 018A: $1640 = create_checkpoint_at $1724 $1725 $1726 018A: $1639 = create_checkpoint_at $1724 $1725 $1726 018A: $1638 = create_checkpoint_at $1724 $1725 $1726 018A: $1637 = create_checkpoint_at $1724 $1725 $1726 018A: $1636 = create_checkpoint_at $1724 $1725 $1726 018A: $1635 = create_checkpoint_at $1724 $1725 $1726 018A: $1634 = create_checkpoint_at $1724 $1725 $1726 018A: $1633 = create_checkpoint_at $1724 $1725 $1726 018A: $1632 = create_checkpoint_at $1724 $1725 $1726 018A: $1631 = create_checkpoint_at $1724 $1725 $1726 018A: $1630 = create_checkpoint_at $1724 $1725 $1726 018A: $1629 = create_checkpoint_at $1724 $1725 $1726 018A: $1628 = create_checkpoint_at $1724 $1725 $1726 018A: $1627 = create_checkpoint_at $1724 $1725 $1726 018A: $1626 = create_checkpoint_at $1724 $1725 $1726 018A: $1625 = create_checkpoint_at $1724 $1725 $1726 018A: $1624 = create_checkpoint_at $1724 $1725 $1726 018A: $1623 = create_checkpoint_at $1724 $1725 $1726 018A: $1622 = create_checkpoint_at $1724 $1725 $1726 :BMX_2_976 01BD: $1749 = current_time_in_ms 018A: $1640 = create_checkpoint_at $1724 $1725 $1726 if $1773 > 0 // integer values else_jump @BMX_2_1159 Model.Load(#BARREL4) :BMX_2_1017 if not Model.Available(#BARREL4) else_jump @BMX_2_1043 wait 0 jump @BMX_2_1017 :BMX_2_1043 $7886 = Object.Create(#BARREL4, -413.0, 1434.4, -100.0) Object.CollisionDetection($7886) = True $7887 = Object.Create(#BARREL4, -405.36, 1447.12, -100.0) Object.CollisionDetection($7887) = True $7888 = Object.Create(#BARREL4, -400.0, 1455.5, -100.0) Object.CollisionDetection($7888) = True $7889 = Object.Create(#BARREL4, -402.73, 1465.0, -100.0) Object.CollisionDetection($7889) = True :BMX_2_1159 if $1773 > 2 // integer values else_jump @BMX_2_1298 Model.Load(#RANCHER) Model.Load(#GDB) Model.Load(#NITESTICK) :BMX_2_1191 if or not Model.Available(#RANCHER) not Model.Available(#GDB) not Model.Available(#NITESTICK) else_jump @BMX_2_1227 wait 0 jump @BMX_2_1191 :BMX_2_1227 $1777 = Car.Create(#RANCHER, -478.7, 1524.0, 10.4) 0229: set_car $1777 color_to 0 0 Car.Angle($1777) = 190.0 0129: $1776 = create_actor 4 #GDB in_car $1777 driverseat 01B2: give_actor $1776 weapon 4 ammo 0 // Load the weapon model before using this 01CC: actor $1776 kill_player $PLAYER_CHAR :BMX_2_1298 if 2 > $1745 // integer values else_jump @BMX_2_4041 wait 0 if $1613 == 0 // integer values else_jump @BMX_2_1360 03C3: set_timer_with_text_to $1747 type 0 text 'R_TIME' // RACE TIME: $1613 = 1 // integer values :BMX_2_1360 if $1772 == 0 // integer values else_jump @BMX_2_1400 00BC: text_highpriority 'BMX_HOW' 4000 ms 1 // ~g~Do two laps of the dirt track, ~y~passing through ~g~the ~y~CHECKPOINTS ~g~as you go! $1772 = 1 // integer values :BMX_2_1400 if and $1772 == 1 // integer values $1747 > 4000 // integer values else_jump @BMX_2_1448 00BC: text_highpriority 'BMXREW1' 4000 ms 1 // ~g~Each time you beat your previous record for the two laps $1772 = 2 // integer values :BMX_2_1448 if and $1772 == 2 // integer values $1747 > 8000 // integer values else_jump @BMX_2_1496 00BC: text_highpriority 'BMXREW2' 4000 ms 1 // ~g~a larger ~y~REWARD ~g~will be awarded! $1772 = 3 // integer values :BMX_2_1496 if $1746 == 1 // integer values else_jump @BMX_2_1648 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $1670 $1671 $1672 if 00F7: player $PLAYER_CHAR 0 $1670 $1671 $1672 radius 3.0 3.0 3.0 else_jump @BMX_2_1648 Marker.Disable($1622) 018C: play_sound 1 at $1670 $1671 $1672 $1746 = 19 // integer values $1745 += 1 // integer values if 3 > $1745 // integer values else_jump @BMX_2_1648 018A: $1640 = create_checkpoint_at $1724 $1725 $1726 :BMX_2_1648 if $1746 == 2 // integer values else_jump @BMX_2_1775 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $1673 $1674 $1675 if 00F7: player $PLAYER_CHAR 0 $1673 $1674 $1675 radius 3.0 3.0 3.0 else_jump @BMX_2_1775 Marker.Disable($1623) 018C: play_sound 1 at $1673 $1674 $1675 018A: $1622 = create_checkpoint_at $1670 $1671 $1672 $1746 -= 1 // integer values :BMX_2_1775 if $1746 == 3 // integer values else_jump @BMX_2_1902 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $1676 $1677 $1678 if 00F7: player $PLAYER_CHAR 0 $1676 $1677 $1678 radius 3.0 3.0 3.0 else_jump @BMX_2_1902 Marker.Disable($1624) 018C: play_sound 1 at $1676 $1677 $1678 018A: $1623 = create_checkpoint_at $1673 $1674 $1675 $1746 -= 1 // integer values :BMX_2_1902 if $1746 == 4 // integer values else_jump @BMX_2_2029 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $1679 $1680 $1681 if 00F7: player $PLAYER_CHAR 0 $1679 $1680 $1681 radius 3.0 3.0 3.0 else_jump @BMX_2_2029 Marker.Disable($1625) 018C: play_sound 1 at $1679 $1680 $1681 018A: $1624 = create_checkpoint_at $1676 $1677 $1678 $1746 -= 1 // integer values :BMX_2_2029 if $1746 == 5 // integer values else_jump @BMX_2_2156 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $1682 $1683 $1684 if 00F7: player $PLAYER_CHAR 0 $1682 $1683 $1684 radius 3.0 3.0 3.0 else_jump @BMX_2_2156 Marker.Disable($1626) 018C: play_sound 1 at $1682 $1683 $1684 018A: $1625 = create_checkpoint_at $1679 $1680 $1681 $1746 -= 1 // integer values :BMX_2_2156 if $1746 == 6 // integer values else_jump @BMX_2_2283 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $1685 $1686 $1687 if 00F7: player $PLAYER_CHAR 0 $1685 $1686 $1687 radius 3.0 3.0 3.0 else_jump @BMX_2_2283 Marker.Disable($1627) 018C: play_sound 1 at $1685 $1686 $1687 018A: $1626 = create_checkpoint_at $1682 $1683 $1684 $1746 -= 1 // integer values :BMX_2_2283 if $1746 == 7 // integer values else_jump @BMX_2_2410 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $1688 $1689 $1690 if 00F7: player $PLAYER_CHAR 0 $1688 $1689 $1690 radius 3.0 3.0 3.0 else_jump @BMX_2_2410 Marker.Disable($1628) 018C: play_sound 1 at $1688 $1689 $1690 018A: $1627 = create_checkpoint_at $1685 $1686 $1687 $1746 -= 1 // integer values :BMX_2_2410 if $1746 == 8 // integer values else_jump @BMX_2_2537 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $1691 $1692 $1693 if 00F7: player $PLAYER_CHAR 0 $1691 $1692 $1693 radius 3.0 3.0 3.0 else_jump @BMX_2_2537 Marker.Disable($1629) 018C: play_sound 1 at $1691 $1692 $1693 018A: $1628 = create_checkpoint_at $1688 $1689 $1690 $1746 -= 1 // integer values :BMX_2_2537 if $1746 == 9 // integer values else_jump @BMX_2_2723 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $1694 $1695 $1696 if 00F7: player $PLAYER_CHAR 0 $1694 $1695 $1696 radius 3.0 3.0 3.0 else_jump @BMX_2_2723 Marker.Disable($1630) 018C: play_sound 1 at $1694 $1695 $1696 018A: $1629 = create_checkpoint_at $1691 $1692 $1693 $1746 -= 1 // integer values if and $1772 == 3 // integer values $1747 > 12000 // integer values $1773 > 3 // integer values else_jump @BMX_2_2723 01B5: force_weather 2 00BC: text_highpriority 'BMXRAIN' 4000 ms 1 // ~g~Looks like rain... $1772 = 4 // integer values :BMX_2_2723 if $1746 == 10 // integer values else_jump @BMX_2_2850 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $1697 $1698 $1699 if 00F7: player $PLAYER_CHAR 0 $1697 $1698 $1699 radius 3.0 3.0 3.0 else_jump @BMX_2_2850 Marker.Disable($1631) 018C: play_sound 1 at $1697 $1698 $1699 018A: $1630 = create_checkpoint_at $1694 $1695 $1696 $1746 -= 1 // integer values :BMX_2_2850 if $1746 == 11 // integer values else_jump @BMX_2_2977 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $1700 $1701 $1702 if 00F7: player $PLAYER_CHAR 0 $1700 $1701 $1702 radius 3.0 3.0 3.0 else_jump @BMX_2_2977 Marker.Disable($1632) 018C: play_sound 1 at $1700 $1701 $1702 018A: $1631 = create_checkpoint_at $1697 $1698 $1699 $1746 -= 1 // integer values :BMX_2_2977 if $1746 == 12 // integer values else_jump @BMX_2_3104 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $1703 $1704 $1705 if 00F7: player $PLAYER_CHAR 0 $1703 $1704 $1705 radius 3.0 3.0 3.0 else_jump @BMX_2_3104 Marker.Disable($1633) 018C: play_sound 1 at $1703 $1704 $1705 018A: $1632 = create_checkpoint_at $1700 $1701 $1702 $1746 -= 1 // integer values :BMX_2_3104 if $1746 == 13 // integer values else_jump @BMX_2_3231 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $1706 $1707 $1708 if 00F7: player $PLAYER_CHAR 0 $1706 $1707 $1708 radius 3.0 3.0 3.0 else_jump @BMX_2_3231 Marker.Disable($1634) 018C: play_sound 1 at $1706 $1707 $1708 018A: $1633 = create_checkpoint_at $1703 $1704 $1705 $1746 -= 1 // integer values :BMX_2_3231 if $1746 == 14 // integer values else_jump @BMX_2_3358 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $1709 $1710 $1711 if 00F7: player $PLAYER_CHAR 0 $1709 $1710 $1711 radius 3.0 3.0 3.0 else_jump @BMX_2_3358 Marker.Disable($1635) 018C: play_sound 1 at $1709 $1710 $1711 018A: $1634 = create_checkpoint_at $1706 $1707 $1708 $1746 -= 1 // integer values :BMX_2_3358 if $1746 == 15 // integer values else_jump @BMX_2_3485 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $1712 $1713 $1714 if 00F7: player $PLAYER_CHAR 0 $1712 $1713 $1714 radius 3.0 3.0 3.0 else_jump @BMX_2_3485 Marker.Disable($1636) 018C: play_sound 1 at $1712 $1713 $1714 018A: $1635 = create_checkpoint_at $1709 $1710 $1711 $1746 -= 1 // integer values :BMX_2_3485 if $1746 == 16 // integer values else_jump @BMX_2_3612 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $1715 $1716 $1717 if 00F7: player $PLAYER_CHAR 0 $1715 $1716 $1717 radius 3.0 3.0 3.0 else_jump @BMX_2_3612 Marker.Disable($1637) 018C: play_sound 1 at $1715 $1716 $1717 018A: $1636 = create_checkpoint_at $1712 $1713 $1714 $1746 -= 1 // integer values :BMX_2_3612 if $1746 == 17 // integer values else_jump @BMX_2_3739 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $1718 $1719 $1720 if 00F7: player $PLAYER_CHAR 0 $1718 $1719 $1720 radius 3.0 3.0 3.0 else_jump @BMX_2_3739 Marker.Disable($1638) 018C: play_sound 1 at $1718 $1719 $1720 018A: $1637 = create_checkpoint_at $1715 $1716 $1717 $1746 -= 1 // integer values :BMX_2_3739 if $1746 == 18 // integer values else_jump @BMX_2_3866 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $1721 $1722 $1723 if 00F7: player $PLAYER_CHAR 0 $1721 $1722 $1723 radius 3.0 3.0 3.0 else_jump @BMX_2_3866 Marker.Disable($1639) 018C: play_sound 1 at $1721 $1722 $1723 018A: $1638 = create_checkpoint_at $1718 $1719 $1720 $1746 -= 1 // integer values :BMX_2_3866 if $1746 == 19 // integer values else_jump @BMX_2_3993 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $1724 $1725 $1726 if 00F7: player $PLAYER_CHAR 0 $1724 $1725 $1726 radius 3.0 3.0 3.0 else_jump @BMX_2_3993 Marker.Disable($1640) 018C: play_sound 1 at $1724 $1725 $1726 018A: $1639 = create_checkpoint_at $1721 $1722 $1723 $1746 -= 1 // integer values :BMX_2_3993 if 80DE: not player $PLAYER_CHAR driving_vehicle_type #LANDSTAL else_jump @BMX_2_4034 00BC: text_highpriority 'T4X4_F' 3000 ms 1 // ~r~You bailed! Too tough for you?! jump @BMX_2_4201 :BMX_2_4034 jump @BMX_2_1298 :BMX_2_4041 if $1745 == 2 // integer values else_jump @BMX_2_4201 $1747 /= 1000 // integer values if $364 == 0 // integer values else_jump @BMX_2_4121 0084: $1771 = $1747 // integer values and handles $7885 = 1 // integer values $1773 = 1 // integer values gosub @BMX_2_4486 jump @BMX_2_4169 :BMX_2_4121 if 001C: $1771 > $1747 // integer values else_jump @BMX_2_4169 0084: $1771 = $1747 // integer values and handles $7885 = 1 // integer values $1773 += 1 // integer values gosub @BMX_2_4486 :BMX_2_4169 if $7885 == 1 // integer values else_jump @BMX_2_4201 042E: (unknown) 18 $1771 jump @BMX_2_4233 :BMX_2_4201 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! 00BC: text_highpriority 'BMXFAIL' 5000 ms 1 // ~r~You failed to set a new record! return :BMX_2_4233 0084: $1774 = $1773 // integer values and handles $1774 *= 100 // integer values 01E3: text_1number_styled 'M_PASS' $1774 5000 ms 1 // MISSION PASSED! $~1~ Player.ClearWantedLevel($PLAYER_CHAR) Player.Money($PLAYER_CHAR) += $1774 if $364 == 0 // integer values else_jump @BMX_2_4310 0595: mission_complete $364 = 1 // integer values 030C: set_mission_points += 1 :BMX_2_4310 return :BMX_2_4312 Camera.Restore_WithJumpCut 02A3: toggle_widescreen 0 Player.CanMove($PLAYER_CHAR) = True Marker.Disable($1622) Marker.Disable($1623) Marker.Disable($1624) Marker.Disable($1625) Marker.Disable($1626) Marker.Disable($1627) Marker.Disable($1628) Marker.Disable($1629) Marker.Disable($1630) Marker.Disable($1631) Marker.Disable($1632) Marker.Disable($1633) Marker.Disable($1634) Marker.Disable($1635) Marker.Disable($1636) Marker.Disable($1637) Marker.Disable($1638) Marker.Disable($1639) Marker.Disable($1640) Model.Destroy(#BARREL4) Model.Destroy(#RANCHER) Model.Destroy(#NITESTICK) Model.Destroy(#GDB) Actor.RemoveReferences($1776) Car.RemoveReferences($1777) Object.Destroy($7886) Object.Destroy($7887) Object.Destroy($7888) Object.Destroy($7889) 01B7: release_weather 014F: stop_timer $1747 $ONMISSION = 0 // integer values mission_cleanup return :BMX_2_4486 $1775 = 0 // integer values :BMX_2_4493 if $1747 > 59 // integer values else_jump @BMX_2_4532 $1747 -= 60 // integer values $1775 += 1 // integer values jump @BMX_2_4493 :BMX_2_4532 02FD: text_2numbers_lowpriority 'NEW_REC' $1775 $1747 5000 ms 1 // ~g~New Record Set!! ~w~~1~ minutes ~g~and ~w~~1~ seconds. return //-------------Mission 20--------------- // Originally: Two Bit Hit :T4X4_1 gosub @T4X4_1_36 if wasted_or_busted else_jump @T4X4_1_27 gosub @T4X4_1_6323 :T4X4_1_27 gosub @T4X4_1_6528 end_thread :T4X4_1_36 if $339 == 0 // integer values else_jump @T4X4_1_56 increment_mission_attempts :T4X4_1_56 thread 'T4X4_1' $ONMISSION = 1 // integer values $355 = 1 // integer values 054C: use_GXT_table 'MIAMI_1' 00BA: text_styled 'T4X4_1' 5000 ms 2 // 'PCJ Playground' wait 0 $1607 = 0 // integer values $1614 = 120000 // integer values $357 = 0 // integer values $1613 = 0 // integer values $342 = 1 // integer values $1610 = 0 // integer values $359 = 0 // integer values $1609 = 120 // integer values $1612 = 100 // integer values $1611 = 0 // integer values $1616 = 0 // integer values $1617 = 0 // integer values $1646 = 0 // integer values $1647 = 0 // integer values $1648 = 0 // integer values $1649 = 0 // integer values $1650 = 0 // integer values $1651 = 0 // integer values $1652 = 0 // integer values $1653 = 0 // integer values $1654 = 0 // integer values $1655 = 0 // integer values $1656 = 0 // integer values $1657 = 0 // integer values $1658 = 0 // integer values $1659 = 0 // integer values $1660 = 0 // integer values $1661 = 0 // integer values $1662 = 0 // integer values $1663 = 0 // integer values $1664 = 0 // integer values $1665 = 0 // integer values $1666 = 0 // integer values $1667 = 0 // integer values $1668 = 0 // integer values $1669 = 0 // integer values $1742 = 450.0 // floating-point values $1743 = -389.0 // floating-point values $1744 = 26.5 // floating-point values $1670 = 460.0 // floating-point values $1671 = -400.4 // floating-point values $1672 = 18.0 // floating-point values $1673 = 460.0 // floating-point values $1674 = -441.5 // floating-point values $1675 = 17.5 // floating-point values $1676 = 453.0 // floating-point values $1677 = -517.83 // floating-point values $1678 = 21.0 // floating-point values $1679 = 429.5 // floating-point values $1680 = -580.6 // floating-point values $1681 = 11.0 // floating-point values $1682 = 392.0 // floating-point values $1683 = -661.3 // floating-point values $1684 = 11.5 // floating-point values $1685 = 366.5 // floating-point values $1686 = -719.2 // floating-point values $1687 = 23.3 // floating-point values $1688 = 349.5 // floating-point values $1689 = -762.2 // floating-point values $1690 = 24.0 // floating-point values $1691 = 342.26 // floating-point values $1692 = -802.3 // floating-point values $1693 = 11.5 // floating-point values $1694 = 316.0 // floating-point values $1695 = -858.0 // floating-point values $1696 = 11.5 // floating-point values $1697 = 285.0 // floating-point values $1698 = -890.0 // floating-point values $1699 = 11.5 // floating-point values $1700 = 256.7 // floating-point values $1701 = -955.0 // floating-point values $1702 = 17.0 // floating-point values $1703 = 242.5 // floating-point values $1704 = -1111.8 // floating-point values $1705 = 11.5 // floating-point values $1706 = 228.6 // floating-point values $1707 = -1147.9 // floating-point values $1708 = 11.5 // floating-point values $1709 = 193.5 // floating-point values $1710 = -1303.3 // floating-point values $1711 = 11.2 // floating-point values $1712 = 201.44 // floating-point values $1713 = -1318.7 // floating-point values $1714 = 11.2 // floating-point values $1715 = 188.6 // floating-point values $1716 = -1357.5 // floating-point values $1717 = 11.2 // floating-point values $1718 = 167.2 // floating-point values $1719 = -1369.2 // floating-point values $1720 = 11.2 // floating-point values $1721 = 129.6 // floating-point values $1722 = -1337.8 // floating-point values $1723 = 9.5 // floating-point values $1724 = 104.45 // floating-point values $1725 = -1319.7 // floating-point values $1726 = 5.5 // floating-point values $1727 = 78.7 // floating-point values $1728 = -1300.0 // floating-point values $1729 = 13.5 // floating-point values $1730 = 70.1 // floating-point values $1731 = -1220.4 // floating-point values $1732 = 11.0 // floating-point values $1733 = 12.5 // floating-point values $1734 = -1192.0 // floating-point values $1735 = 11.4 // floating-point values $1736 = 4.96 // floating-point values $1737 = -1253.5 // floating-point values $1738 = 21.6 // floating-point values $1739 = 19.8 // floating-point values $1740 = -1308.9 // floating-point values $1741 = 17.3 // floating-point values $1606 = Player.WantedLevel($PLAYER_CHAR) Player.ClearWantedLevel($PLAYER_CHAR) 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 00DA: $1605 = player $PLAYER_CHAR car if not Car.Wrecked($1605) else_jump @T4X4_1_1165 020A: set_car $1605 door_status_to 1 :T4X4_1_1165 Player.CanMove($PLAYER_CHAR) = False 02A3: toggle_widescreen 1 018A: $1622 = create_checkpoint_at $1670 $1671 $1672 018A: $1623 = create_checkpoint_at $1673 $1674 $1675 018A: $1624 = create_checkpoint_at $1676 $1677 $1678 018A: $1625 = create_checkpoint_at $1679 $1680 $1681 018A: $1626 = create_checkpoint_at $1682 $1683 $1684 018A: $1627 = create_checkpoint_at $1685 $1686 $1687 018A: $1628 = create_checkpoint_at $1688 $1689 $1690 018A: $1629 = create_checkpoint_at $1691 $1692 $1693 018A: $1630 = create_checkpoint_at $1694 $1695 $1696 018A: $1631 = create_checkpoint_at $1697 $1698 $1699 018A: $1632 = create_checkpoint_at $1700 $1701 $1702 018A: $1633 = create_checkpoint_at $1703 $1704 $1705 018A: $1634 = create_checkpoint_at $1706 $1707 $1708 018A: $1635 = create_checkpoint_at $1709 $1710 $1711 018A: $1636 = create_checkpoint_at $1712 $1713 $1714 018A: $1637 = create_checkpoint_at $1715 $1716 $1717 018A: $1638 = create_checkpoint_at $1718 $1719 $1720 018A: $1639 = create_checkpoint_at $1721 $1722 $1723 018A: $1640 = create_checkpoint_at $1724 $1725 $1726 018A: $1641 = create_checkpoint_at $1727 $1728 $1729 018A: $1642 = create_checkpoint_at $1730 $1731 $1732 018A: $1643 = create_checkpoint_at $1733 $1734 $1735 018A: $1644 = create_checkpoint_at $1736 $1737 $1738 018A: $1645 = create_checkpoint_at $1739 $1740 $1741 Model.Load(#YANKEE) :T4X4_1_1517 if not Model.Available(#YANKEE) else_jump @T4X4_1_1544 wait 0 jump @T4X4_1_1517 :T4X4_1_1544 if 24 > $1607 // integer values else_jump @T4X4_1_6298 wait 0 if $1613 == 1 // integer values else_jump @T4X4_1_1624 if 1 > $1614 // integer values else_jump @T4X4_1_1624 00BC: text_highpriority 'TAXI2' 3000 ms 1 // ~r~You're out of time! jump @T4X4_1_6323 :T4X4_1_1624 if and $1607 == 1 // integer values $1613 == 0 // integer values else_jump @T4X4_1_1663 014E: set_timer_to $1614 type 1 $1613 = 1 // integer values :T4X4_1_1663 if or 00DE: player $PLAYER_CHAR driving_vehicle_type #PCJ600 4 > $357 // integer values else_jump @T4X4_1_5001 if $1646 == 0 // integer values else_jump @T4X4_1_1827 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $1670 $1671 $1672 if 00F7: player $PLAYER_CHAR 0 $1670 $1671 $1672 radius 2.5 2.5 3.5 else_jump @T4X4_1_1827 Marker.Disable($1622) $1607 += 1 // integer values 018C: play_sound 1 at $1670 $1671 $1672 $1646 = 1 // integer values 01E5: text_1number_highpriority 'T4X4_1C' $1607 3000 ms 1 // ~1~ of 24! :T4X4_1_1827 if $1647 == 0 // integer values else_jump @T4X4_1_1965 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $1673 $1674 $1675 if 00F7: player $PLAYER_CHAR 0 $1673 $1674 $1675 radius 2.5 2.5 3.5 else_jump @T4X4_1_1965 Marker.Disable($1623) $1607 += 1 // integer values 018C: play_sound 1 at $1673 $1674 $1675 $1647 = 1 // integer values 01E5: text_1number_highpriority 'T4X4_1C' $1607 3000 ms 1 // ~1~ of 24! :T4X4_1_1965 if $1648 == 0 // integer values else_jump @T4X4_1_2103 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $1676 $1677 $1678 if 00F7: player $PLAYER_CHAR 0 $1676 $1677 $1678 radius 2.5 2.5 3.5 else_jump @T4X4_1_2103 Marker.Disable($1624) $1607 += 1 // integer values 018C: play_sound 1 at $1676 $1677 $1678 $1648 = 1 // integer values 01E5: text_1number_highpriority 'T4X4_1C' $1607 3000 ms 1 // ~1~ of 24! :T4X4_1_2103 if $1649 == 0 // integer values else_jump @T4X4_1_2241 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $1679 $1680 $1681 if 00F7: player $PLAYER_CHAR 0 $1679 $1680 $1681 radius 2.5 2.5 3.5 else_jump @T4X4_1_2241 Marker.Disable($1625) $1607 += 1 // integer values 018C: play_sound 1 at $1679 $1680 $1681 $1649 = 1 // integer values 01E5: text_1number_highpriority 'T4X4_1C' $1607 3000 ms 1 // ~1~ of 24! :T4X4_1_2241 if $1650 == 0 // integer values else_jump @T4X4_1_2379 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $1682 $1683 $1684 if 00F7: player $PLAYER_CHAR 0 $1682 $1683 $1684 radius 2.5 2.5 3.5 else_jump @T4X4_1_2379 Marker.Disable($1626) $1607 += 1 // integer values 018C: play_sound 1 at $1682 $1683 $1684 $1650 = 1 // integer values 01E5: text_1number_highpriority 'T4X4_1C' $1607 3000 ms 1 // ~1~ of 24! :T4X4_1_2379 if $1651 == 0 // integer values else_jump @T4X4_1_2517 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $1685 $1686 $1687 if 00F7: player $PLAYER_CHAR 0 $1685 $1686 $1687 radius 2.5 2.5 3.5 else_jump @T4X4_1_2517 Marker.Disable($1627) $1607 += 1 // integer values 018C: play_sound 1 at $1685 $1686 $1687 $1651 = 1 // integer values 01E5: text_1number_highpriority 'T4X4_1C' $1607 3000 ms 1 // ~1~ of 24! :T4X4_1_2517 if $1652 == 0 // integer values else_jump @T4X4_1_2655 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $1688 $1689 $1690 if 00F7: player $PLAYER_CHAR 0 $1688 $1689 $1690 radius 2.5 2.5 3.5 else_jump @T4X4_1_2655 Marker.Disable($1628) $1607 += 1 // integer values 018C: play_sound 1 at $1688 $1689 $1690 $1652 = 1 // integer values 01E5: text_1number_highpriority 'T4X4_1C' $1607 3000 ms 1 // ~1~ of 24! :T4X4_1_2655 if $1653 == 0 // integer values else_jump @T4X4_1_2793 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $1691 $1692 $1693 if 00F7: player $PLAYER_CHAR 0 $1691 $1692 $1693 radius 2.5 2.5 3.5 else_jump @T4X4_1_2793 Marker.Disable($1629) $1607 += 1 // integer values 018C: play_sound 1 at $1691 $1692 $1693 $1653 = 1 // integer values 01E5: text_1number_highpriority 'T4X4_1C' $1607 3000 ms 1 // ~1~ of 24! :T4X4_1_2793 if $1654 == 0 // integer values else_jump @T4X4_1_2931 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $1694 $1695 $1696 if 00F7: player $PLAYER_CHAR 0 $1694 $1695 $1696 radius 2.5 2.5 3.5 else_jump @T4X4_1_2931 Marker.Disable($1630) $1607 += 1 // integer values 018C: play_sound 1 at $1694 $1695 $1696 $1654 = 1 // integer values 01E5: text_1number_highpriority 'T4X4_1C' $1607 3000 ms 1 // ~1~ of 24! :T4X4_1_2931 if $1655 == 0 // integer values else_jump @T4X4_1_3069 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $1697 $1698 $1699 if 00F7: player $PLAYER_CHAR 0 $1697 $1698 $1699 radius 2.5 2.5 3.5 else_jump @T4X4_1_3069 Marker.Disable($1631) $1607 += 1 // integer values 018C: play_sound 1 at $1697 $1698 $1699 $1655 = 1 // integer values 01E5: text_1number_highpriority 'T4X4_1C' $1607 3000 ms 1 // ~1~ of 24! :T4X4_1_3069 if $1656 == 0 // integer values else_jump @T4X4_1_3207 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $1700 $1701 $1702 if 00F7: player $PLAYER_CHAR 0 $1700 $1701 $1702 radius 2.5 2.5 3.5 else_jump @T4X4_1_3207 Marker.Disable($1632) $1607 += 1 // integer values 018C: play_sound 1 at $1700 $1701 $1702 $1656 = 1 // integer values 01E5: text_1number_highpriority 'T4X4_1C' $1607 3000 ms 1 // ~1~ of 24! :T4X4_1_3207 if $1657 == 0 // integer values else_jump @T4X4_1_3345 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $1703 $1704 $1705 if 00F7: player $PLAYER_CHAR 0 $1703 $1704 $1705 radius 2.5 2.5 3.5 else_jump @T4X4_1_3345 Marker.Disable($1633) $1607 += 1 // integer values 018C: play_sound 1 at $1703 $1704 $1705 $1657 = 1 // integer values 01E5: text_1number_highpriority 'T4X4_1C' $1607 3000 ms 1 // ~1~ of 24! :T4X4_1_3345 if $1658 == 0 // integer values else_jump @T4X4_1_3483 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $1706 $1707 $1708 if 00F7: player $PLAYER_CHAR 0 $1706 $1707 $1708 radius 2.5 2.5 3.5 else_jump @T4X4_1_3483 Marker.Disable($1634) $1607 += 1 // integer values 018C: play_sound 1 at $1706 $1707 $1708 $1658 = 1 // integer values 01E5: text_1number_highpriority 'T4X4_1C' $1607 3000 ms 1 // ~1~ of 24! :T4X4_1_3483 if $1659 == 0 // integer values else_jump @T4X4_1_3621 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $1709 $1710 $1711 if 00F7: player $PLAYER_CHAR 0 $1709 $1710 $1711 radius 2.5 2.5 3.5 else_jump @T4X4_1_3621 Marker.Disable($1635) $1607 += 1 // integer values 018C: play_sound 1 at $1709 $1710 $1711 $1659 = 1 // integer values 01E5: text_1number_highpriority 'T4X4_1C' $1607 3000 ms 1 // ~1~ of 24! :T4X4_1_3621 if $1660 == 0 // integer values else_jump @T4X4_1_3759 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $1712 $1713 $1714 if 00F7: player $PLAYER_CHAR 0 $1712 $1713 $1714 radius 2.5 2.5 3.5 else_jump @T4X4_1_3759 Marker.Disable($1636) $1607 += 1 // integer values 018C: play_sound 1 at $1712 $1713 $1714 $1660 = 1 // integer values 01E5: text_1number_highpriority 'T4X4_1C' $1607 3000 ms 1 // ~1~ of 24! :T4X4_1_3759 if $1661 == 0 // integer values else_jump @T4X4_1_3897 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $1715 $1716 $1717 if 00F7: player $PLAYER_CHAR 0 $1715 $1716 $1717 radius 2.5 2.5 3.5 else_jump @T4X4_1_3897 Marker.Disable($1637) $1607 += 1 // integer values 018C: play_sound 1 at $1715 $1716 $1717 $1661 = 1 // integer values 01E5: text_1number_highpriority 'T4X4_1C' $1607 3000 ms 1 // ~1~ of 24! :T4X4_1_3897 if $1662 == 0 // integer values else_jump @T4X4_1_4035 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $1718 $1719 $1720 if 00F7: player $PLAYER_CHAR 0 $1718 $1719 $1720 radius 2.5 2.5 3.5 else_jump @T4X4_1_4035 Marker.Disable($1638) $1607 += 1 // integer values 018C: play_sound 1 at $1718 $1719 $1720 $1662 = 1 // integer values 01E5: text_1number_highpriority 'T4X4_1C' $1607 3000 ms 1 // ~1~ of 24! :T4X4_1_4035 if $1663 == 0 // integer values else_jump @T4X4_1_4173 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $1721 $1722 $1723 if 00F7: player $PLAYER_CHAR 0 $1721 $1722 $1723 radius 2.5 2.5 3.5 else_jump @T4X4_1_4173 Marker.Disable($1639) $1607 += 1 // integer values 018C: play_sound 1 at $1721 $1722 $1723 $1663 = 1 // integer values 01E5: text_1number_highpriority 'T4X4_1C' $1607 3000 ms 1 // ~1~ of 24! :T4X4_1_4173 if $1664 == 0 // integer values else_jump @T4X4_1_4311 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $1724 $1725 $1726 if 00F7: player $PLAYER_CHAR 0 $1724 $1725 $1726 radius 2.5 2.5 3.5 else_jump @T4X4_1_4311 Marker.Disable($1640) $1607 += 1 // integer values 018C: play_sound 1 at $1724 $1725 $1726 $1664 = 1 // integer values 01E5: text_1number_highpriority 'T4X4_1C' $1607 3000 ms 1 // ~1~ of 24! :T4X4_1_4311 if $1665 == 0 // integer values else_jump @T4X4_1_4449 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $1727 $1728 $1729 if 00F7: player $PLAYER_CHAR 0 $1727 $1728 $1729 radius 2.5 2.5 3.5 else_jump @T4X4_1_4449 Marker.Disable($1641) $1607 += 1 // integer values 018C: play_sound 1 at $1727 $1728 $1729 $1665 = 1 // integer values 01E5: text_1number_highpriority 'T4X4_1C' $1607 3000 ms 1 // ~1~ of 24! :T4X4_1_4449 if $1666 == 0 // integer values else_jump @T4X4_1_4587 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $1730 $1731 $1732 if 00F7: player $PLAYER_CHAR 0 $1730 $1731 $1732 radius 2.5 2.5 3.5 else_jump @T4X4_1_4587 Marker.Disable($1642) $1607 += 1 // integer values 018C: play_sound 1 at $1730 $1731 $1732 $1666 = 1 // integer values 01E5: text_1number_highpriority 'T4X4_1C' $1607 3000 ms 1 // ~1~ of 24! :T4X4_1_4587 if $1667 == 0 // integer values else_jump @T4X4_1_4725 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $1733 $1734 $1735 if 00F7: player $PLAYER_CHAR 0 $1733 $1734 $1735 radius 2.5 2.5 3.5 else_jump @T4X4_1_4725 Marker.Disable($1643) $1607 += 1 // integer values 018C: play_sound 1 at $1733 $1734 $1735 $1667 = 1 // integer values 01E5: text_1number_highpriority 'T4X4_1C' $1607 3000 ms 1 // ~1~ of 24! :T4X4_1_4725 if $1668 == 0 // integer values else_jump @T4X4_1_4863 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $1736 $1737 $1738 if 00F7: player $PLAYER_CHAR 0 $1736 $1737 $1738 radius 2.5 2.5 3.5 else_jump @T4X4_1_4863 Marker.Disable($1644) $1607 += 1 // integer values 018C: play_sound 1 at $1736 $1737 $1738 $1668 = 1 // integer values 01E5: text_1number_highpriority 'T4X4_1C' $1607 3000 ms 1 // ~1~ of 24! :T4X4_1_4863 if $1669 == 0 // integer values else_jump @T4X4_1_5001 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $1739 $1740 $1741 if 00F7: player $PLAYER_CHAR 0 $1739 $1740 $1741 radius 2.5 2.5 3.5 else_jump @T4X4_1_5001 Marker.Disable($1645) $1607 += 1 // integer values 018C: play_sound 1 at $1739 $1740 $1741 $1669 = 1 // integer values 01E5: text_1number_highpriority 'T4X4_1C' $1607 3000 ms 1 // ~1~ of 24! :T4X4_1_5001 if $347 == 1 // integer values else_jump @T4X4_1_5083 if and $1610 == 0 // integer values 4 > $357 // integer values else_jump @T4X4_1_5083 if 00E1: key_pressed 0 16 else_jump @T4X4_1_5083 $359 = 9501 // integer values $357 = 3 // integer values $1610 = 1 // integer values :T4X4_1_5083 if $357 == 0 // integer values else_jump @T4X4_1_5261 01BD: $358 = current_time_in_ms Camera.SetPosition($1742, $1743, $1744, 0.0, 0.0, 0.0) 043C: set_game_sounds_disable_on_fade 0 0169: set_fade_color 0 0 0 fade 0 1000 :T4X4_1_5151 if fading else_jump @T4X4_1_5175 wait 0 jump @T4X4_1_5151 :T4X4_1_5175 Camera.SetAtPos($1742, $1743, $1744) Camera.PointAt(459.5, -382.2, 14.0, 2) fade 1 1000 :T4X4_1_5212 if fading else_jump @T4X4_1_5236 wait 0 jump @T4X4_1_5212 :T4X4_1_5236 01E5: text_1number_highpriority 'T4X4_1A' $1609 5000 ms 1 // ~g~You have ~1~ seconds to collect ~y~24~g~ checkpoints. ~g~You may collect them in ~y~ANY ORDER. $357 = 1 // integer values :T4X4_1_5261 if $1610 == 0 // integer values else_jump @T4X4_1_5300 01BD: $360 = current_time_in_ms 0084: $359 = $360 // integer values and handles 0060: $359 -= $358 // integer values :T4X4_1_5300 if and $359 > 4000 // integer values $357 == 1 // integer values else_jump @T4X4_1_5346 Camera.PointAt($1670, $1671, $1672, 1) $357 = 2 // integer values :T4X4_1_5346 if and $359 > 7000 // integer values $357 == 2 // integer values else_jump @T4X4_1_5407 Camera.PointAt($1676, $1677, $1678, 1) 00BC: text_highpriority 'T4X4_1B' 5000 ms 1 // ~y~PASS THROUGH~g~ the first checkpoint to start the ~r~TIMER. $357 = 3 // integer values :T4X4_1_5407 if and $359 > 9500 // integer values $357 == 3 // integer values else_jump @T4X4_1_5599 fade 0 1000 :T4X4_1_5440 if fading else_jump @T4X4_1_5464 wait 0 jump @T4X4_1_5440 :T4X4_1_5464 00BE: text_clear_all 0054: store_player $PLAYER_CHAR position_to $95 $96 $97 Camera.SetAtPos($95, $96, $97) Camera.Restore_WithJumpCut 02A3: toggle_widescreen 0 Player.CanMove($PLAYER_CHAR) = True if not Car.Wrecked($1605) else_jump @T4X4_1_5527 020A: set_car $1605 door_status_to 1 :T4X4_1_5527 Player.WantedLevel($PLAYER_CHAR) = $1606 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 0169: set_fade_color 0 0 0 fade 1 1000 :T4X4_1_5557 if fading else_jump @T4X4_1_5581 wait 0 jump @T4X4_1_5557 :T4X4_1_5581 043C: set_game_sounds_disable_on_fade 1 $357 = 4 // integer values $347 = 1 // integer values :T4X4_1_5599 if $1616 == 0 // integer values else_jump @T4X4_1_5761 if 00E3: player $PLAYER_CHAR 0 274.0 -905.0 radius 10.0 10.0 else_jump @T4X4_1_5761 0395: clear_area 1 at 278.0 -961.0 range 10.0 3.0 $1618 = Car.Create(#YANKEE, 278.0, -961.0, 10.0) 0129: $1620 = create_actor 4 #MALE01 in_car $1618 driverseat Car.Angle($1618) = 70.0 04BA: set_car $1618 speed_instantly 15.0 Car.DriveTo($1618, 121.5, -912.88, 10.0) $1616 = 1 // integer values :T4X4_1_5761 if $1616 == 1 // integer values else_jump @T4X4_1_5845 if not Car.Wrecked($1618) else_jump @T4X4_1_5845 if 01AD: car $1618 0 121.5 -912.88 4.0 4.0 else_jump @T4X4_1_5845 Car.SetToPsychoDriver($1618) $1616 = 2 // integer values :T4X4_1_5845 if $1617 == 0 // integer values else_jump @T4X4_1_5973 if 00E3: player $PLAYER_CHAR 0 239.0 -1081.0 radius 10.0 10.0 else_jump @T4X4_1_5973 $1619 = Car.Create(#YANKEE, 210.1, -1136.5, 10.3) 0129: $1621 = create_actor 4 #MALE01 in_car $1619 driverseat Car.Angle($1619) = 260.0 04BA: set_car $1619 speed_instantly 10.0 0477: set_car $1619 animation 8 20000 ms $1617 = 1 // integer values :T4X4_1_5973 if $1617 == 1 // integer values else_jump @T4X4_1_6057 if not Car.Wrecked($1619) else_jump @T4X4_1_6057 if 01AD: car $1619 0 252.4 -1142.4 4.0 4.0 else_jump @T4X4_1_6057 Car.SetToPsychoDriver($1619) $1617 = 2 // integer values :T4X4_1_6057 if $357 > 3 // integer values else_jump @T4X4_1_6291 if 80DE: not player $PLAYER_CHAR driving_vehicle_type #PCJ600 else_jump @T4X4_1_6291 :T4X4_1_6094 if 80DE: not player $PLAYER_CHAR driving_vehicle_type #PCJ600 else_jump @T4X4_1_6291 wait 0 if $1613 == 1 // integer values else_jump @T4X4_1_6223 0084: $1608 = $1614 // integer values and handles $1608 /= 1000 // integer values if $1608 > 0 // integer values else_jump @T4X4_1_6194 01E5: text_1number_highpriority 'GETBIK1' $1608 2000 ms 1 // You have ~1~ seconds to get on a PCJ 600! jump @T4X4_1_6216 :T4X4_1_6194 00BC: text_highpriority 'T4X4_F' 3000 ms 1 // ~r~You bailed! Too tough for you?! jump @T4X4_1_6323 :T4X4_1_6216 jump @T4X4_1_6238 :T4X4_1_6223 00BC: text_highpriority 'GETBIK3' 1000 ms 1 // ~r~You need a PCJ 600 to attempt this mission! :T4X4_1_6238 if and 00E0: player $PLAYER_CHAR driving 80DE: not player $PLAYER_CHAR driving_vehicle_type #PCJ600 else_jump @T4X4_1_6284 00BC: text_highpriority 'T4X4_F' 3000 ms 1 // ~r~You bailed! Too tough for you?! jump @T4X4_1_6323 :T4X4_1_6284 jump @T4X4_1_6094 :T4X4_1_6291 jump @T4X4_1_1544 :T4X4_1_6298 if $1607 == 24 // integer values else_jump @T4X4_1_6323 jump @T4X4_1_6340 :T4X4_1_6323 00BA: text_styled 'M_FAIL' 2000 ms 1 // MISSION FAILED! return :T4X4_1_6340 $1614 *= -1 // integer values $1614 += 120000 // integer values $1614 /= 1000 // integer values if $339 == 0 // integer values else_jump @T4X4_1_6398 0084: $345 = $1614 // integer values and handles gosub @T4X4_1_6713 :T4X4_1_6398 if $339 == 1 // integer values else_jump @T4X4_1_6464 if 001C: $345 > $1614 // integer values else_jump @T4X4_1_6457 0084: $345 = $1614 // integer values and handles gosub @T4X4_1_6713 jump @T4X4_1_6464 :T4X4_1_6457 $1612 = 100 // integer values :T4X4_1_6464 01E3: text_1number_styled 'M_PASS' $1612 5000 ms 1 // MISSION PASSED! $~1~ Player.ClearWantedLevel($PLAYER_CHAR) Player.Money($PLAYER_CHAR) += $1612 if $339 == 0 // integer values else_jump @T4X4_1_6526 0595: mission_complete $339 = 1 // integer values 030C: set_mission_points += 1 :T4X4_1_6526 return :T4X4_1_6528 Camera.Restore_WithJumpCut 02A3: toggle_widescreen 0 Player.CanMove($PLAYER_CHAR) = True 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 Marker.Disable($1622) Marker.Disable($1623) Marker.Disable($1624) Marker.Disable($1625) Marker.Disable($1626) Marker.Disable($1627) Marker.Disable($1628) Marker.Disable($1629) Marker.Disable($1630) Marker.Disable($1631) Marker.Disable($1632) Marker.Disable($1633) Marker.Disable($1634) Marker.Disable($1635) Marker.Disable($1636) Marker.Disable($1637) Marker.Disable($1638) Marker.Disable($1639) Marker.Disable($1640) Marker.Disable($1641) Marker.Disable($1642) Marker.Disable($1643) Marker.Disable($1644) Marker.Disable($1645) Actor.RemoveReferences($1620) Actor.RemoveReferences($1621) Model.Destroy(#YANKEE) 014F: stop_timer $1614 $ONMISSION = 0 // integer values $354 = 0 // integer values $355 = 0 // integer values mission_cleanup return :T4X4_1_6713 042E: (unknown) 16 $345 0084: $7890 = $345 // integer values and handles $1611 = 0 // integer values :T4X4_1_6735 if $7890 > 59 // integer values else_jump @T4X4_1_6774 $7890 -= 60 // integer values $1611 += 1 // integer values jump @T4X4_1_6735 :T4X4_1_6774 02FD: text_2numbers_lowpriority 'NEW_REC' $1611 $7890 5000 ms 1 // ~g~New Record Set!! ~w~~1~ minutes ~g~and ~w~~1~ seconds. $1612 = 1000 // integer values return //-------------Mission 21--------------- // Originally: No Escape? :CARPRK1 gosub @CARPRK1_16 gosub @CARPRK1_3290 end_thread :CARPRK1_16 if $351 == 0 // integer values else_jump @CARPRK1_36 increment_mission_attempts :CARPRK1_36 thread 'CARPRK1' $ONMISSION = 1 // integer values 054C: use_GXT_table 'CARPAR1' 00BA: text_styled 'MM_1' 5000 ms 2 // 'CONE CRAZY' wait 0 $1607 = 0 // integer values $1614 = 0 // integer values $357 = 0 // integer values $1613 = 0 // integer values $1610 = 0 // integer values $359 = 0 // integer values $7891 = 0 // integer values if $351 == 0 // integer values else_jump @CARPRK1_172 $1615 = 12000 // integer values $7925 = 12 // integer values $7926 = 200 // integer values :CARPRK1_172 $1616 = 0 // integer values $1617 = 0 // integer values $1646 = 0 // integer values $1647 = 0 // integer values $1648 = 0 // integer values $1649 = 0 // integer values $1650 = 0 // integer values $1651 = 0 // integer values $1652 = 0 // integer values $1653 = 0 // integer values $1654 = 0 // integer values $1655 = 0 // integer values $1656 = 0 // integer values $1657 = 0 // integer values $1658 = 0 // integer values $1659 = 0 // integer values $1660 = 0 // integer values $1661 = 0 // integer values $1662 = 0 // integer values $1663 = 0 // integer values $1664 = 0 // integer values $1665 = 0 // integer values $1666 = 0 // integer values $1667 = 0 // integer values $1668 = 0 // integer values $1669 = 0 // integer values $346 = 0 // integer values $1742 = 106.0 // floating-point values $1743 = -1242.0 // floating-point values $1744 = 35.5 // floating-point values $7962 = 0.0 // floating-point values $7963 = 128.0 // floating-point values $7964 = -1180.75 // floating-point values $7959 = 8.0 // floating-point values $7930 = -100.0 // floating-point values $7928 = 108.8 // floating-point values $7929 = -1232.9 // floating-point values $7931 = 120.25 // floating-point values $7932 = -1230.6 // floating-point values $7933 = 111.2 // floating-point values $7934 = -1219.7 // floating-point values $7935 = 138.6 // floating-point values $7936 = -1211.8 // floating-point values $7937 = 138.6 // floating-point values $7938 = -1207.2 // floating-point values $7939 = 141.6 // floating-point values $7940 = -1207.2 // floating-point values $7941 = 141.6 // floating-point values $7942 = -1211.8 // floating-point values $7943 = 144.6 // floating-point values $7944 = -1207.2 // floating-point values $7945 = 147.6 // floating-point values $7946 = -1207.2 // floating-point values $7947 = 113.25 // floating-point values $7948 = -1146.5 // floating-point values $7949 = 113.25 // floating-point values $7950 = -1149.5 // floating-point values $7951 = 113.25 // floating-point values $7952 = -1155.5 // floating-point values $7953 = 109.25 // floating-point values $7954 = -1155.5 // floating-point values $7955 = 121.25 // floating-point values $7956 = -1155.5 // floating-point values $7957 = 117.25 // floating-point values $7958 = -1155.5 // floating-point values $1670 = 108.8 // floating-point values $1671 = -1228.8 // floating-point values $1672 = 33.7 // floating-point values $1673 = 112.6 // floating-point values $1674 = -1232.9 // floating-point values $1675 = 33.7 // floating-point values $1676 = 140.3 // floating-point values $1677 = -1209.5 // floating-point values $1678 = 31.5 // floating-point values $1679 = 108.8 // floating-point values $1680 = -1147.5 // floating-point values $1681 = 31.5 // floating-point values $1682 = 131.5 // floating-point values $1683 = -1182.9 // floating-point values $1684 = 31.5 // floating-point values Player.CanMove($PLAYER_CHAR) = False 02A3: toggle_widescreen 1 $1606 = Player.WantedLevel($PLAYER_CHAR) Player.ClearWantedLevel($PLAYER_CHAR) 00DA: $1605 = player $PLAYER_CHAR car if not Car.Wrecked($1605) else_jump @CARPRK1_946 020A: set_car $1605 door_status_to 1 :CARPRK1_946 03D5: remove_text 'M_PASS' // MISSION PASSED! $~1~ 03D5: remove_text 'M_FAIL' // MISSION FAILED! Model.Load(#TRAFFICCONE) :CARPRK1_971 if not Model.Available(#TRAFFICCONE) else_jump @CARPRK1_998 wait 0 jump @CARPRK1_971 :CARPRK1_998 018A: $1622 = create_checkpoint_at $1670 $1671 $1672 018A: $1623 = create_checkpoint_at $1673 $1674 $1675 018A: $1624 = create_checkpoint_at $1676 $1677 $1678 018A: $1625 = create_checkpoint_at $1679 $1680 $1681 018A: $1626 = create_checkpoint_at $1682 $1683 $1684 :CARPRK1_1068 if 5 > $1607 // integer values else_jump @CARPRK1_3047 wait 0 if $1613 == 1 // integer values else_jump @CARPRK1_1148 if 1 > $1614 // integer values else_jump @CARPRK1_1148 00BC: text_highpriority 'TAXI2' 3000 ms 1 // ~r~You're out of time! jump @CARPRK1_3072 :CARPRK1_1148 if and $1607 == 1 // integer values $1613 == 0 // integer values else_jump @CARPRK1_1194 014E: set_timer_to $1614 type 1 16@ = 0 // integer values $1613 = 1 // integer values :CARPRK1_1194 if $1646 == 0 // integer values else_jump @CARPRK1_1322 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $1670 $1671 $1672 if 00F7: player $PLAYER_CHAR 0 $1670 $1671 $1672 radius 2.5 2.5 3.5 else_jump @CARPRK1_1322 Marker.Disable($1622) $1607 += 1 // integer values 018C: play_sound 1 at $1670 $1671 $1672 0058: $1614 += $1615 // integer values $1646 = 1 // integer values :CARPRK1_1322 if $1647 == 0 // integer values else_jump @CARPRK1_1450 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $1673 $1674 $1675 if 00F7: player $PLAYER_CHAR 0 $1673 $1674 $1675 radius 2.5 2.5 3.5 else_jump @CARPRK1_1450 Marker.Disable($1623) $1607 += 1 // integer values 018C: play_sound 1 at $1673 $1674 $1675 0058: $1614 += $1615 // integer values $1647 = 1 // integer values :CARPRK1_1450 if $1648 == 0 // integer values else_jump @CARPRK1_1578 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $1676 $1677 $1678 if 00F7: player $PLAYER_CHAR 0 $1676 $1677 $1678 radius 2.5 2.5 3.5 else_jump @CARPRK1_1578 Marker.Disable($1624) $1607 += 1 // integer values 018C: play_sound 1 at $1676 $1677 $1678 0058: $1614 += $1615 // integer values $1648 = 1 // integer values :CARPRK1_1578 if $1649 == 0 // integer values else_jump @CARPRK1_1706 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $1679 $1680 $1681 if 00F7: player $PLAYER_CHAR 0 $1679 $1680 $1681 radius 2.5 2.5 3.5 else_jump @CARPRK1_1706 Marker.Disable($1625) $1607 += 1 // integer values 018C: play_sound 1 at $1679 $1680 $1681 0058: $1614 += $1615 // integer values $1649 = 1 // integer values :CARPRK1_1706 if $1650 == 0 // integer values else_jump @CARPRK1_1834 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $1682 $1683 $1684 if 00F7: player $PLAYER_CHAR 0 $1682 $1683 $1684 radius 2.5 2.5 3.5 else_jump @CARPRK1_1834 Marker.Disable($1626) $1607 += 1 // integer values 018C: play_sound 1 at $1682 $1683 $1684 0058: $1614 += $1615 // integer values $1650 = 1 // integer values :CARPRK1_1834 if $350 == 1 // integer values else_jump @CARPRK1_1923 if and $1610 == 0 // integer values $357 > 0 // integer values 4 > $357 // integer values else_jump @CARPRK1_1923 if 00E1: key_pressed 0 16 else_jump @CARPRK1_1923 $359 = 9501 // integer values $357 = 3 // integer values $1610 = 1 // integer values :CARPRK1_1923 if $357 == 0 // integer values else_jump @CARPRK1_2587 01BD: $358 = current_time_in_ms Camera.SetPosition($1742, $1743, $1744, 0.0, 0.0, 0.0) 043C: set_game_sounds_disable_on_fade 0 fade 0 1000 :CARPRK1_1983 if fading else_jump @CARPRK1_2007 wait 0 jump @CARPRK1_1983 :CARPRK1_2007 $7893 = Object.Create(#TRAFFICCONE, $7928, $7929, $7930) Object.CollisionDetection($7893) = True Object.ToggleInMovingList($7893) = True $7894 = Object.Create(#TRAFFICCONE, $7931, $7932, $7930) Object.CollisionDetection($7894) = True Object.ToggleInMovingList($7894) = True $7895 = Object.Create(#TRAFFICCONE, $7933, $7934, $7930) Object.CollisionDetection($7895) = True Object.ToggleInMovingList($7895) = True $7896 = Object.Create(#TRAFFICCONE, $7935, $7936, $7930) Object.CollisionDetection($7896) = True Object.ToggleInMovingList($7896) = True $7897 = Object.Create(#TRAFFICCONE, $7937, $7938, $7930) Object.CollisionDetection($7897) = True Object.ToggleInMovingList($7897) = True $7898 = Object.Create(#TRAFFICCONE, $7939, $7940, $7930) Object.CollisionDetection($7898) = True Object.ToggleInMovingList($7898) = True $7899 = Object.Create(#TRAFFICCONE, $7941, $7942, $7930) Object.CollisionDetection($7899) = True Object.ToggleInMovingList($7899) = True $7900 = Object.Create(#TRAFFICCONE, $7943, $7944, $7930) Object.CollisionDetection($7900) = True Object.ToggleInMovingList($7900) = True $7901 = Object.Create(#TRAFFICCONE, $7945, $7946, $7930) Object.CollisionDetection($7901) = True Object.ToggleInMovingList($7901) = True $7902 = Object.Create(#TRAFFICCONE, $7947, $7948, $7930) Object.CollisionDetection($7902) = True Object.ToggleInMovingList($7902) = True $7903 = Object.Create(#TRAFFICCONE, $7949, $7950, $7930) Object.CollisionDetection($7903) = True Object.ToggleInMovingList($7903) = True $7904 = Object.Create(#TRAFFICCONE, $7951, $7952, $7930) Object.CollisionDetection($7904) = True Object.ToggleInMovingList($7904) = True $7905 = Object.Create(#TRAFFICCONE, $7953, $7954, $7930) Object.CollisionDetection($7905) = True Object.ToggleInMovingList($7905) = True $7906 = Object.Create(#TRAFFICCONE, $7955, $7956, $7930) Object.CollisionDetection($7906) = True Object.ToggleInMovingList($7906) = True $7907 = Object.Create(#TRAFFICCONE, $7957, $7958, $7930) Object.CollisionDetection($7907) = True Object.ToggleInMovingList($7907) = True gosub @CARPRK1_3356 $7924 = Object.Create(#TRAFFICCONE, $7963, $7964, $7930) Object.CollisionDetection($7924) = True Object.ToggleInMovingList($7924) = True Camera.SetAtPos($1742, $1743, $1744) Camera.PointAt($1673, $1674, $1675, 2) fade 1 1000 :CARPRK1_2541 if fading else_jump @CARPRK1_2565 wait 0 jump @CARPRK1_2541 :CARPRK1_2565 00BC: text_highpriority 'MM_1_A' 5000 ms 1 // ~g~Collect ~y~5 checkpoints~r~ WITHOUT ~g~smashing any ~r~CONES! ~g~You may collect checkpoints in ~y~ANY ORDER. $357 = 1 // integer values :CARPRK1_2587 if $1610 == 0 // integer values else_jump @CARPRK1_2626 01BD: $360 = current_time_in_ms 0084: $359 = $360 // integer values and handles 0060: $359 -= $358 // integer values :CARPRK1_2626 if and $359 > 4000 // integer values $357 == 1 // integer values else_jump @CARPRK1_2704 Camera.SetPosition(156.3, -1220.1, 34.0, 0.0, 0.0, 0.0) Camera.PointAt($1676, $1677, $1678, 2) $357 = 2 // integer values :CARPRK1_2704 if and $359 > 7000 // integer values $357 == 2 // integer values else_jump @CARPRK1_2800 Camera.SetPosition(106.5, -1139.0, 38.13, 0.0, 0.0, 0.0) Camera.PointAt($1679, $1680, $1681, 2) 01E5: text_1number_highpriority 'MM_1_C' $7925 5000 ms 1 // ~y~PASS THROUGH~g~ a checkpoint to start the timer. ~g~Each checkpoint will credit you with ~y~~1~ SECONDS~g~. $357 = 3 // integer values :CARPRK1_2800 if and $359 > 9500 // integer values $357 == 3 // integer values else_jump @CARPRK1_2952 fade 0 1000 :CARPRK1_2833 if fading else_jump @CARPRK1_2857 wait 0 jump @CARPRK1_2833 :CARPRK1_2857 00BE: text_clear_all Camera.Restore_WithJumpCut 02A3: toggle_widescreen 0 Player.CanMove($PLAYER_CHAR) = True if not Car.Wrecked($1605) else_jump @CARPRK1_2895 020A: set_car $1605 door_status_to 1 :CARPRK1_2895 Player.WantedLevel($PLAYER_CHAR) = $1606 fade 1 1000 :CARPRK1_2910 if fading else_jump @CARPRK1_2934 wait 0 jump @CARPRK1_2910 :CARPRK1_2934 043C: set_game_sounds_disable_on_fade 1 $357 = 4 // integer values $350 = 1 // integer values :CARPRK1_2952 if 80DE: not player $PLAYER_CHAR driving_vehicle_type #STALLION else_jump @CARPRK1_2993 00BC: text_highpriority 'T4X4_F' 3000 ms 1 // ~r~You bailed! Too tough for you?! jump @CARPRK1_3072 :CARPRK1_2993 gosub @CARPRK1_4276 if $7891 == 1 // integer values else_jump @CARPRK1_3040 00BC: text_highpriority 'CONE_1' 5000 ms 1 // ~r~You smashed a cone!! jump @CARPRK1_3072 :CARPRK1_3040 jump @CARPRK1_1068 :CARPRK1_3047 if $1607 == 5 // integer values else_jump @CARPRK1_3072 jump @CARPRK1_3089 :CARPRK1_3072 00BA: text_styled 'M_FAIL' 2000 ms 1 // MISSION FAILED! return :CARPRK1_3089 if $351 == 0 // integer values else_jump @CARPRK1_3137 008A: $352 = 16@ // integer values and handles $352 /= 1000 // integer values 042E: (unknown) 19 $352 gosub @CARPRK1_4798 :CARPRK1_3137 if $351 == 1 // integer values else_jump @CARPRK1_3252 008A: $346 = 16@ // integer values and handles $346 /= 1000 // integer values if 001C: $352 > $346 // integer values else_jump @CARPRK1_3226 0084: $352 = $346 // integer values and handles 042E: (unknown) 19 $352 $7926 *= 2 // integer values gosub @CARPRK1_4798 jump @CARPRK1_3252 :CARPRK1_3226 01E3: text_1number_styled 'M_PASS' 200 5000 ms 1 // MISSION PASSED! $~1~ Player.Money($PLAYER_CHAR) += 200 :CARPRK1_3252 Player.ClearWantedLevel($PLAYER_CHAR) if $351 == 0 // integer values else_jump @CARPRK1_3288 0595: mission_complete $351 = 1 // integer values 030C: set_mission_points += 1 :CARPRK1_3288 return :CARPRK1_3290 Camera.Restore_WithJumpCut 02A3: toggle_widescreen 0 Player.CanMove($PLAYER_CHAR) = True Marker.Disable($1622) Marker.Disable($1623) Marker.Disable($1624) Marker.Disable($1625) Marker.Disable($1626) gosub @CARPRK1_4636 Model.Destroy(#TRAFFICCONE) 014F: stop_timer $1614 $ONMISSION = 0 // integer values mission_cleanup return :CARPRK1_3356 02F6: $7960 = cosine $7962 // sinus swapped with cosine 0069: $7960 *= $7959 // floating-point values 0059: $7960 += $7963 // floating-point values 02F7: $7961 = sinus $7962 // cosine swapped with sinus 0069: $7961 *= $7959 // floating-point values 0059: $7961 += $7964 // floating-point values if $7962 == 0.0 // floating-point values else_jump @CARPRK1_3456 $7908 = Object.Create(#TRAFFICCONE, $7960, $7961, $7930) Object.CollisionDetection($7908) = True Object.ToggleInMovingList($7908) = True :CARPRK1_3456 if $7962 == 18.0 // floating-point values else_jump @CARPRK1_3508 $7909 = Object.Create(#TRAFFICCONE, $7960, $7961, $7930) Object.CollisionDetection($7909) = True Object.ToggleInMovingList($7909) = True :CARPRK1_3508 if $7962 == 36.0 // floating-point values else_jump @CARPRK1_3560 $7910 = Object.Create(#TRAFFICCONE, $7960, $7961, $7930) Object.CollisionDetection($7910) = True Object.ToggleInMovingList($7910) = True :CARPRK1_3560 if $7962 == 54.0 // floating-point values else_jump @CARPRK1_3612 $7911 = Object.Create(#TRAFFICCONE, $7960, $7961, $7930) Object.CollisionDetection($7911) = True Object.ToggleInMovingList($7911) = True :CARPRK1_3612 if $7962 == 72.0 // floating-point values else_jump @CARPRK1_3664 $7912 = Object.Create(#TRAFFICCONE, $7960, $7961, $7930) Object.CollisionDetection($7912) = True Object.ToggleInMovingList($7912) = True :CARPRK1_3664 if $7962 == 90.0 // floating-point values else_jump @CARPRK1_3716 $7913 = Object.Create(#TRAFFICCONE, $7960, $7961, $7930) Object.CollisionDetection($7913) = True Object.ToggleInMovingList($7913) = True :CARPRK1_3716 if $7962 == 108.0 // floating-point values else_jump @CARPRK1_3768 $7914 = Object.Create(#TRAFFICCONE, $7960, $7961, $7930) Object.CollisionDetection($7914) = True Object.ToggleInMovingList($7914) = True :CARPRK1_3768 if $7962 == 126.0 // floating-point values else_jump @CARPRK1_3820 $7915 = Object.Create(#TRAFFICCONE, $7960, $7961, $7930) Object.CollisionDetection($7915) = True Object.ToggleInMovingList($7915) = True :CARPRK1_3820 if $7962 == 144.0 // floating-point values else_jump @CARPRK1_3872 $7916 = Object.Create(#TRAFFICCONE, $7960, $7961, $7930) Object.CollisionDetection($7916) = True Object.ToggleInMovingList($7916) = True :CARPRK1_3872 if $7962 == 162.0 // floating-point values else_jump @CARPRK1_3924 $7917 = Object.Create(#TRAFFICCONE, $7960, $7961, $7930) Object.CollisionDetection($7917) = True Object.ToggleInMovingList($7917) = True :CARPRK1_3924 if $7962 == 180.0 // floating-point values else_jump @CARPRK1_3976 $7918 = Object.Create(#TRAFFICCONE, $7960, $7961, $7930) Object.CollisionDetection($7918) = True Object.ToggleInMovingList($7918) = True :CARPRK1_3976 if $7962 == 198.0 // floating-point values else_jump @CARPRK1_4028 $7919 = Object.Create(#TRAFFICCONE, $7960, $7961, $7930) Object.CollisionDetection($7919) = True Object.ToggleInMovingList($7919) = True :CARPRK1_4028 if $7962 == 216.0 // floating-point values else_jump @CARPRK1_4080 $7920 = Object.Create(#TRAFFICCONE, $7960, $7961, $7930) Object.CollisionDetection($7920) = True Object.ToggleInMovingList($7920) = True :CARPRK1_4080 if $7962 == 234.0 // floating-point values else_jump @CARPRK1_4132 $7921 = Object.Create(#TRAFFICCONE, $7960, $7961, $7930) Object.CollisionDetection($7921) = True Object.ToggleInMovingList($7921) = True :CARPRK1_4132 if $7962 == 252.0 // floating-point values else_jump @CARPRK1_4184 $7922 = Object.Create(#TRAFFICCONE, $7960, $7961, $7930) Object.CollisionDetection($7922) = True Object.ToggleInMovingList($7922) = True :CARPRK1_4184 if $7962 == 270.0 // floating-point values else_jump @CARPRK1_4236 $7923 = Object.Create(#TRAFFICCONE, $7960, $7961, $7930) Object.CollisionDetection($7923) = True Object.ToggleInMovingList($7923) = True :CARPRK1_4236 $7962 += 18.0 // floating-point values if 288.0 > $7962 // floating-point values else_jump @CARPRK1_4274 jump @CARPRK1_3356 :CARPRK1_4274 return :CARPRK1_4276 if or 0366: object $7893 damaged 0366: object $7894 damaged 0366: object $7895 damaged else_jump @CARPRK1_4309 $7891 = 1 // integer values :CARPRK1_4309 if or 0366: object $7896 damaged 0366: object $7897 damaged 0366: object $7898 damaged else_jump @CARPRK1_4342 $7891 = 1 // integer values :CARPRK1_4342 if or 0366: object $7899 damaged 0366: object $7900 damaged 0366: object $7901 damaged else_jump @CARPRK1_4375 $7891 = 1 // integer values :CARPRK1_4375 if or 0366: object $7902 damaged 0366: object $7903 damaged 0366: object $7904 damaged else_jump @CARPRK1_4408 $7891 = 1 // integer values :CARPRK1_4408 if or 0366: object $7905 damaged 0366: object $7906 damaged 0366: object $7907 damaged else_jump @CARPRK1_4441 $7891 = 1 // integer values :CARPRK1_4441 if or 0366: object $7908 damaged 0366: object $7909 damaged 0366: object $7910 damaged else_jump @CARPRK1_4474 $7891 = 1 // integer values :CARPRK1_4474 if or 0366: object $7911 damaged 0366: object $7912 damaged 0366: object $7913 damaged else_jump @CARPRK1_4507 $7891 = 1 // integer values :CARPRK1_4507 if or 0366: object $7914 damaged 0366: object $7915 damaged 0366: object $7916 damaged else_jump @CARPRK1_4540 $7891 = 1 // integer values :CARPRK1_4540 if or 0366: object $7917 damaged 0366: object $7918 damaged 0366: object $7919 damaged else_jump @CARPRK1_4573 $7891 = 1 // integer values :CARPRK1_4573 if or 0366: object $7920 damaged 0366: object $7921 damaged 0366: object $7922 damaged else_jump @CARPRK1_4606 $7891 = 1 // integer values :CARPRK1_4606 if or 0366: object $7923 damaged 0366: object $7924 damaged else_jump @CARPRK1_4634 $7891 = 1 // integer values :CARPRK1_4634 return :CARPRK1_4636 Object.Destroy($7893) Object.Destroy($7894) Object.Destroy($7895) Object.Destroy($7896) Object.Destroy($7897) Object.Destroy($7898) Object.Destroy($7899) Object.Destroy($7900) Object.Destroy($7901) Object.Destroy($7902) Object.Destroy($7903) Object.Destroy($7904) Object.Destroy($7905) Object.Destroy($7906) Object.Destroy($7907) Object.Destroy($7908) Object.Destroy($7909) Object.Destroy($7910) Object.Destroy($7911) Object.Destroy($7912) Object.Destroy($7913) Object.Destroy($7914) Object.Destroy($7915) Object.Destroy($7916) Object.Destroy($7917) Object.Destroy($7918) Object.Destroy($7919) Object.Destroy($7920) Object.Destroy($7921) Object.Destroy($7922) Object.Destroy($7923) Object.Destroy($7924) return :CARPRK1_4798 $7927 = 0 // integer values 0084: $7892 = $352 // integer values and handles :CARPRK1_4813 if $7892 > 59 // integer values else_jump @CARPRK1_4852 $7892 -= 60 // integer values $7927 += 1 // integer values jump @CARPRK1_4813 :CARPRK1_4852 02FD: text_2numbers_lowpriority 'NEW_REC' $7927 $7892 5000 ms 1 // ~g~New Record Set!! ~w~~1~ minutes ~g~and ~w~~1~ seconds. $1615 -= 1000 // integer values if 6000 > $1615 // integer values else_jump @CARPRK1_4908 $1615 = 6000 // integer values :CARPRK1_4908 $7925 -= 1 // integer values if 6 > $7925 // integer values else_jump @CARPRK1_4940 $7925 = 6 // integer values :CARPRK1_4940 01E3: text_1number_styled 'M_PASS' $7926 5000 ms 1 // MISSION PASSED! $~1~ Player.Money($PLAYER_CHAR) += $7926 return //-------------Mission 22--------------- // Originally: The Shootist :VCH_1 gosub @VCH_1_36 if wasted_or_busted else_jump @VCH_1_27 gosub @VCH_1_417 :VCH_1_27 gosub @VCH_1_434 end_thread :VCH_1_36 wait $DEFAULT_WAIT_TIME $ONMISSION = 1 // integer values thread 'VCH_1' Player.CanMove($PLAYER_CHAR) = False 01EB: set_traffic_density_multiplier_to 0.3 0169: set_fade_color 0 0 0 fade 0 1000 wait 1000 Model.Load(#BARRACKS) Model.Load(#COP) Model.Load(#RUGER) 038B: load_requested_models :VCH_1_108 wait $DEFAULT_WAIT_TIME if and Model.Available(#BARRACKS) Model.Available(#COP) Model.Available(#RUGER) else_jump @VCH_1_410 0055: put_player $PLAYER_CHAR at 423.4022 -481.7187 10.1844 0171: set_player $PLAYER_CHAR z_angle_to 180.0 $VCH1_CAR1 = Car.Create(#BARRACKS, 413.9475, -476.0883, 10.1255) Car.Angle($VCH1_CAR1) = 220.0 0129: $VCH1_MARK = create_actor 4 #COP in_car $VCH1_CAR1 driverseat 054A: set_actor $VCH1_MARK immune_to_vehicle_headshots 0 0446: set_actor $VCH1_MARK head_decapitatation_possible 0 Actor.Angle($VCH1_MARK) = 58.0 01ED: reset_actor $VCH1_MARK flags Player.CanMove($PLAYER_CHAR) = True 0464: put_actor $PLAYER_ACTOR into_turret_on_car $VCH1_CAR1 at_car_offset 2.0 1.0 1.0 position 1 angle 360.0 with_weapon 27 fade 1 1000 wait 1000 Car.SetMaxSpeed($VCH1_CAR1, 30.0) Car.SetToPsychoDriver($VCH1_CAR1) jump @VCH_1_326 :VCH_1_315 wait 0 jump @VCH_1_326 :VCH_1_326 wait 0 if 00E1: key_pressed 0 15 else_jump @VCH_1_315 0465: remove_actor $PLAYER_ACTOR from_turret_mode 0394: play_music 1 01E3: text_1number_styled 'M_PASS' 100 5000 ms 1 // MISSION PASSED! $~1~ Player.ClearWantedLevel($PLAYER_CHAR) Player.Money($PLAYER_CHAR) += 1000 0318: set_latest_mission_passed 'VCHDONE' 030C: set_mission_points += 1 create_thread @VCHONE return :VCH_1_410 jump @VCH_1_108 :VCH_1_417 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! return :VCH_1_434 $ONMISSION = 0 // integer values mission_cleanup Model.Destroy(#BARRACKS) Model.Destroy(#COP) Model.Destroy(#RUGER) Car.RemoveReferences($VCH1_CAR1) Actor.RemoveReferences($VCH1_MARK) 01EB: set_traffic_density_multiplier_to 1.0 return //-------------Mission 23--------------- // Originally: The Driver :RANGE thread 'RANGE' gosub @RANGE_46 if wasted_or_busted else_jump @RANGE_37 gosub @RANGE_6145 :RANGE_37 gosub @RANGE_6247 end_thread :RANGE_46 $ONMISSION = 1 // integer values if $108 == 0 // integer values else_jump @RANGE_73 increment_mission_attempts :RANGE_73 $3917 = 0 // integer values $3912 = 0 // integer values $3969 = 0 // integer values $3910 = 0 // integer values $3988 = 30 // integer values $3968 = 0 // integer values $3911 = 0 // integer values $3681 = 0 // integer values $3677 = 121000 // integer values $3674 = 0 // integer values $3676 = 0 // integer values $3680 = 0 // integer values $3687 = 0 // integer values $3688 = 0 // integer values $3689 = 0 // integer values $3690 = 0 // integer values $3691 = 0 // integer values $3692 = 0 // integer values $3699 = 0.0 // floating-point values $3700 = 0.0 // floating-point values $3701 = 0.0 // floating-point values $3686 = 0 // integer values $3699 = -673.29 // floating-point values $3700 = 1238.52 // floating-point values $3701 = 11.5 // floating-point values $3707 = 0 // integer values $3708 = 0 // integer values $3709 = 0 // integer values $3710 = 0 // integer values $3711 = 0 // integer values $3712 = 0 // integer values $3719 = 0.0 // floating-point values $3720 = 0.0 // floating-point values $3721 = 0.0 // floating-point values $3706 = 0 // integer values $3722 = 0.0 // floating-point values $3723 = 0.0 // floating-point values $3724 = 0.0 // floating-point values $3725 = 0 // integer values $3719 = -676.11 // floating-point values $3720 = 1227.0 // floating-point values $3721 = 11.5 // floating-point values $3727 = 0 // integer values $3728 = 0 // integer values $3729 = 0 // integer values $3730 = 0 // integer values $3731 = 0 // integer values $3732 = 0 // integer values $3739 = 0.0 // floating-point values $3740 = 0.0 // floating-point values $3741 = 0.0 // floating-point values $3726 = 0 // integer values $3742 = 0.0 // floating-point values $3743 = 0.0 // floating-point values $3744 = 0.0 // floating-point values $3745 = 0 // integer values $3739 = -679.04 // floating-point values $3740 = 1238.52 // floating-point values $3741 = 11.5 // floating-point values $3938 = 0 // integer values $3939 = 0 // integer values $3940 = 0 // integer values $3970 = 0 // integer values wait 0 054C: use_GXT_table 'BANKJ2' 04E2: set_player $PLAYER_CHAR suspend_heavy_police_reinforcements 1 Model.Load(#COLT45) Model.Load(#TAR_FRAME) Model.Load(#TAR_DOWNLEFT) Model.Load(#TAR_DOWNRIGHT) Model.Load(#TAR_TOP) Model.Load(#TAR_UPLEFT) Model.Load(#TAR_UPRIGHT) Model.Load(#FAKETARGET) 03CF: load_wav 'BNK2_1' as 1 03CF: load_wav 'BNK2_2' as 2 :RANGE_673 if or not Model.Available(#COLT45) 83D0: not wav 1 loaded 83D0: not wav 2 loaded not Model.Available(#FAKETARGET) else_jump @RANGE_712 wait 0 jump @RANGE_673 :RANGE_712 if or not Model.Available(#TAR_FRAME) not Model.Available(#TAR_DOWNLEFT) not Model.Available(#TAR_DOWNRIGHT) not Model.Available(#TAR_TOP) not Model.Available(#TAR_UPLEFT) not Model.Available(#TAR_UPRIGHT) else_jump @RANGE_764 wait 0 jump @RANGE_712 :RANGE_764 $3944 = Object.Init(#FAKETARGET, -668.42, 1231.65, 10.08) Object.RemoveFromMissionCleanupList($3944) Object.Angle($3944) = 90.0 04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 4 weapon $3938 ammo $3939 model $3940 04F4: put_actor $PLAYER_ACTOR into_turret_on_object $3944 at_object_offset 0.0 -2.0 1.0 position 0 shooting_angle 60.0 with_weapon 17 01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 01B9: set_actor $PLAYER_ACTOR armed_weapon_to 17 017A: set_player $PLAYER_CHAR weapon 17 ammo_to 100 $3911 = 100 // integer values 0169: set_fade_color 0 0 0 wait 500 fade 1 1500 :RANGE_899 if fading else_jump @RANGE_993 wait 0 if 00F5: player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 else_jump @RANGE_986 00BC: text_highpriority 'BJM2_22' 5000 ms 1 // ~r~You have left the shooting range! jump @RANGE_6145 :RANGE_986 jump @RANGE_899 :RANGE_993 Player.CanMove($PLAYER_CHAR) = True if or 00E1: key_pressed 0 16 00E1: key_pressed 0 12 else_jump @RANGE_1030 jump @RANGE_1638 :RANGE_1030 00BC: text_highpriority 'BJM2_19' 8000 ms 1 // ~g~Hit as many targets as you can in the time limit! 16@ = 0 // integer values :RANGE_1052 if 5000 > 16@ // integer values else_jump @RANGE_1182 wait 0 if or 00E1: key_pressed 0 16 00E1: key_pressed 0 12 else_jump @RANGE_1105 jump @RANGE_1638 :RANGE_1105 if 00F5: player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 else_jump @RANGE_1175 00BC: text_highpriority 'BJM2_22' 5000 ms 1 // ~r~You have left the shooting range! jump @RANGE_6145 :RANGE_1175 jump @RANGE_1052 :RANGE_1182 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! 16@ = 0 // integer values :RANGE_1204 if 5000 > 16@ // integer values else_jump @RANGE_1334 wait 0 if or 00E1: key_pressed 0 16 00E1: key_pressed 0 12 else_jump @RANGE_1257 jump @RANGE_1638 :RANGE_1257 if 00F5: player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 else_jump @RANGE_1327 00BC: text_highpriority 'BJM2_22' 5000 ms 1 // ~r~You have left the shooting range! jump @RANGE_6145 :RANGE_1327 jump @RANGE_1204 :RANGE_1334 00BC: text_highpriority 'BJM2_2' 8000 ms 1 // ~g~To exit the round press the ~h~~k~~PED_JUMPING~ ~g~button. 16@ = 0 // integer values :RANGE_1356 if 5000 > 16@ // integer values else_jump @RANGE_1486 wait 0 if or 00E1: key_pressed 0 16 00E1: key_pressed 0 12 else_jump @RANGE_1409 jump @RANGE_1638 :RANGE_1409 if 00F5: player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 else_jump @RANGE_1479 00BC: text_highpriority 'BJM2_22' 5000 ms 1 // ~r~You have left the shooting range! jump @RANGE_6145 :RANGE_1479 jump @RANGE_1356 :RANGE_1486 00BC: text_highpriority 'BJM2_23' 8000 ms 1 // ~g~If you leave the shooting range during the competition, you will fail the mission. 16@ = 0 // integer values :RANGE_1508 if 5000 > 16@ // integer values else_jump @RANGE_1638 wait 0 if or 00E1: key_pressed 0 16 00E1: key_pressed 0 12 else_jump @RANGE_1561 jump @RANGE_1638 :RANGE_1561 if 00F5: player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 else_jump @RANGE_1631 00BC: text_highpriority 'BJM2_22' 5000 ms 1 // ~r~You have left the shooting range! jump @RANGE_6145 :RANGE_1631 jump @RANGE_1508 :RANGE_1638 Player.CanMove($PLAYER_CHAR) = True 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 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 $123 = 1 // integer values :RANGE_1685 if 83D2: not wav 1 ended else_jump @RANGE_1781 wait 0 if 00F5: player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 else_jump @RANGE_1774 00BC: text_highpriority 'BJM2_22' 5000 ms 1 // ~r~You have left the shooting range! jump @RANGE_6145 :RANGE_1774 jump @RANGE_1685 :RANGE_1781 03D5: remove_text 'BNK2_1' // LIVE AMMUNITION 03D1: play_wav 2 00BC: text_highpriority 'BNK2_2' 5000 ms 1 // AIM 3-2-1 FIRE! :RANGE_1810 if 83D2: not wav 2 ended else_jump @RANGE_1906 wait 0 if 00F5: player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 else_jump @RANGE_1899 00BC: text_highpriority 'BJM2_22' 5000 ms 1 // ~r~You have left the shooting range! jump @RANGE_6145 :RANGE_1899 jump @RANGE_1810 :RANGE_1906 03D5: remove_text 'BNK2_2' // AIM 3-2-1 FIRE! 014E: set_timer_to $3677 type 1 04F7: status_text $3988 0 line 2 'BJM2_18' // SCORE TO BEAT: 04F7: status_text $3968 0 line 1 'BJM2_15' // SCORE: 16@ = 0 // integer values 018D: $3967 = create_sound 11 at -679.403 1232.564 11.105 :RANGE_1986 if $3676 == 0 // integer values else_jump @RANGE_5721 wait 0 if 00F5: player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 else_jump @RANGE_2078 00BC: text_highpriority 'BJM2_22' 5000 ms 1 // ~r~You have left the shooting range! jump @RANGE_6145 :RANGE_2078 if 00E1: key_pressed 0 14 else_jump @RANGE_2102 $3676 = 1 // integer values :RANGE_2102 if $3943 == 0 // integer values else_jump @RANGE_2139 03CF: load_wav 'BNK2_3' as 1 $3943 = 1 // integer values :RANGE_2139 if $3943 == 1 // integer values else_jump @RANGE_2179 if 03D0: wav 1 loaded else_jump @RANGE_2179 $3943 = 2 // integer values :RANGE_2179 Player.ClearWantedLevel($PLAYER_CHAR) 0419: $3680 = player $PLAYER_CHAR weapon 17 ammo if or $3677 == 0 // integer values $3680 == 0 // integer values else_jump @RANGE_2310 if $3970 == 0 // integer values else_jump @RANGE_2258 16@ = 0 // integer values $3970 = 1 // integer values jump @RANGE_2310 :RANGE_2258 if 16@ > 200 // integer values else_jump @RANGE_2310 03D1: play_wav 1 00BC: text_highpriority 'BNK2_3' 5000 ms 1 // AREA CLEAR! $3947 = 1 // integer values $3676 = 1 // integer values :RANGE_2310 01BD: $3978 = current_time_in_ms if $3979 == 0 // integer values else_jump @RANGE_2353 01BD: $3978 = current_time_in_ms 0084: $3980 = $3978 // integer values and handles $3979 = 1 // integer values :RANGE_2353 if $3979 == 1 // integer values else_jump @RANGE_2387 0084: $3981 = $3978 // integer values and handles 0060: $3981 -= $3980 // integer values :RANGE_2387 if $3981 >= 2000 // integer values else_jump @RANGE_2642 if $3686 == 0 // integer values else_jump @RANGE_2642 $3693 = Object.Create(#TAR_FRAME, $3699, $3700, $3701) Object.Angle($3693) = 90.0 $3694 = Object.Create(#TAR_DOWNLEFT, $3699, $3700, $3701) Object.Angle($3694) = 90.0 $3695 = Object.Create(#TAR_DOWNRIGHT, $3699, $3700, $3701) Object.Angle($3695) = 90.0 $3696 = Object.Create(#TAR_TOP, $3699, $3700, $3701) Object.Angle($3696) = 90.0 $3697 = Object.Create(#TAR_UPLEFT, $3699, $3700, $3701) Object.Angle($3697) = 90.0 $3698 = Object.Create(#TAR_UPRIGHT, $3699, $3700, $3701) Object.Angle($3698) = 90.0 $3687 = 0 // integer values $3688 = 0 // integer values $3689 = 0 // integer values $3690 = 0 // integer values $3691 = 0 // integer values $3692 = 0 // integer values $3705 = 0 // integer values $3686 = 1 // integer values :RANGE_2642 if $3686 == 1 // integer values else_jump @RANGE_2933 if $3687 == 0 // integer values else_jump @RANGE_2830 if 8366: not object $3693 damaged else_jump @RANGE_2708 Object.StorePos($3693, $3702, $3703, $3704) :RANGE_2708 if $3705 == 0 // integer values else_jump @RANGE_2778 if 1228.7 >= $3703 // floating-point values else_jump @RANGE_2761 $3705 = 1 // integer values jump @RANGE_2771 :RANGE_2761 007E: $3703 -= tripled_random_float_in_range_0_to 0.06 // floating-point values :RANGE_2771 jump @RANGE_2823 :RANGE_2778 if $3703 >= 1236.5 // floating-point values else_jump @RANGE_2813 $3705 = 0 // integer values jump @RANGE_2823 :RANGE_2813 0078: $3703 += tripled_random_float_in_range_0_to 0.06 // floating-point values :RANGE_2823 jump @RANGE_2933 :RANGE_2830 if 8366: not object $3693 damaged else_jump @RANGE_2933 Object.StorePos($3693, $3702, $3703, $3704) if $3703 >= 1239.0 // floating-point values else_jump @RANGE_2923 if 8366: not object $3693 damaged else_jump @RANGE_2902 Object.Destroy($3693) :RANGE_2902 $3686 = 0 // integer values $3979 = 0 // integer values jump @RANGE_2933 :RANGE_2923 0078: $3703 += tripled_random_float_in_range_0_to 0.06 // floating-point values :RANGE_2933 if $3686 == 1 // integer values else_jump @RANGE_3434 01BC: put_object $3693 at $3702 $3703 $3704 if $3687 == 0 // integer values else_jump @RANGE_3434 if and $3688 == 1 // integer values $3689 == 1 // integer values $3690 == 1 // integer values $3691 == 1 // integer values $3692 == 1 // integer values else_jump @RANGE_3064 $3989 += 1 // integer values $3674 += 1 // integer values $3968 += 1 // integer values $3979 = 0 // integer values $3687 = 1 // integer values :RANGE_3064 if $3688 == 0 // integer values else_jump @RANGE_3138 if 0366: object $3694 damaged else_jump @RANGE_3124 Object.Destroy($3694) $3681 += 1 // integer values $3688 = 1 // integer values jump @RANGE_3138 :RANGE_3124 01BC: put_object $3694 at $3702 $3703 $3704 :RANGE_3138 if $3689 == 0 // integer values else_jump @RANGE_3212 if 0366: object $3695 damaged else_jump @RANGE_3198 Object.Destroy($3695) $3681 += 1 // integer values $3689 = 1 // integer values jump @RANGE_3212 :RANGE_3198 01BC: put_object $3695 at $3702 $3703 $3704 :RANGE_3212 if $3690 == 0 // integer values else_jump @RANGE_3286 if 0366: object $3696 damaged else_jump @RANGE_3272 Object.Destroy($3696) $3681 += 1 // integer values $3690 = 1 // integer values jump @RANGE_3286 :RANGE_3272 01BC: put_object $3696 at $3702 $3703 $3704 :RANGE_3286 if $3691 == 0 // integer values else_jump @RANGE_3360 if 0366: object $3697 damaged else_jump @RANGE_3346 Object.Destroy($3697) $3681 += 1 // integer values $3691 = 1 // integer values jump @RANGE_3360 :RANGE_3346 01BC: put_object $3697 at $3702 $3703 $3704 :RANGE_3360 if $3692 == 0 // integer values else_jump @RANGE_3434 if 0366: object $3698 damaged else_jump @RANGE_3420 Object.Destroy($3698) $3681 += 1 // integer values $3692 = 1 // integer values jump @RANGE_3434 :RANGE_3420 01BC: put_object $3698 at $3702 $3703 $3704 :RANGE_3434 if $3982 == 0 // integer values else_jump @RANGE_3472 01BD: $3978 = current_time_in_ms 0084: $3983 = $3978 // integer values and handles $3982 = 1 // integer values :RANGE_3472 if $3982 == 1 // integer values else_jump @RANGE_3506 0084: $3984 = $3978 // integer values and handles 0060: $3984 -= $3983 // integer values :RANGE_3506 if $3984 >= 2000 // integer values else_jump @RANGE_3761 if $3706 == 0 // integer values else_jump @RANGE_3761 $3713 = Object.Create(#TAR_FRAME, $3719, $3720, $3721) Object.Angle($3713) = 90.0 $3714 = Object.Create(#TAR_DOWNLEFT, $3719, $3720, $3721) Object.Angle($3714) = 90.0 $3715 = Object.Create(#TAR_DOWNRIGHT, $3719, $3720, $3721) Object.Angle($3715) = 90.0 $3716 = Object.Create(#TAR_TOP, $3719, $3720, $3721) Object.Angle($3716) = 90.0 $3717 = Object.Create(#TAR_UPLEFT, $3719, $3720, $3721) Object.Angle($3717) = 90.0 $3718 = Object.Create(#TAR_UPRIGHT, $3719, $3720, $3721) Object.Angle($3718) = 90.0 $3707 = 0 // integer values $3708 = 0 // integer values $3709 = 0 // integer values $3710 = 0 // integer values $3711 = 0 // integer values $3712 = 0 // integer values $3725 = 1 // integer values $3706 = 1 // integer values :RANGE_3761 if $3706 == 1 // integer values else_jump @RANGE_4052 if $3707 == 0 // integer values else_jump @RANGE_3949 if 8366: not object $3713 damaged else_jump @RANGE_3827 Object.StorePos($3713, $3722, $3723, $3724) :RANGE_3827 if $3725 == 0 // integer values else_jump @RANGE_3897 if 1228.7 >= $3723 // floating-point values else_jump @RANGE_3880 $3725 = 1 // integer values jump @RANGE_3890 :RANGE_3880 007E: $3723 -= tripled_random_float_in_range_0_to 0.04 // floating-point values :RANGE_3890 jump @RANGE_3942 :RANGE_3897 if $3723 >= 1236.5 // floating-point values else_jump @RANGE_3932 $3725 = 0 // integer values jump @RANGE_3942 :RANGE_3932 0078: $3723 += tripled_random_float_in_range_0_to 0.04 // floating-point values :RANGE_3942 jump @RANGE_4052 :RANGE_3949 if 8366: not object $3713 damaged else_jump @RANGE_4052 Object.StorePos($3713, $3722, $3723, $3724) if 1227.0 >= $3723 // floating-point values else_jump @RANGE_4042 if 8366: not object $3713 damaged else_jump @RANGE_4021 Object.Destroy($3713) :RANGE_4021 $3706 = 0 // integer values $3982 = 0 // integer values jump @RANGE_4052 :RANGE_4042 007E: $3723 -= tripled_random_float_in_range_0_to 0.06 // floating-point values :RANGE_4052 if $3706 == 1 // integer values else_jump @RANGE_4567 01BC: put_object $3713 at $3722 $3723 $3724 if $3707 == 0 // integer values else_jump @RANGE_4567 if and $3708 == 1 // integer values $3709 == 1 // integer values $3710 == 1 // integer values $3711 == 1 // integer values $3712 == 1 // integer values else_jump @RANGE_4197 $3989 += 1 // integer values $3674 += 1 // integer values $3674 += 1 // integer values $3968 += 1 // integer values $3968 += 1 // integer values $3982 = 0 // integer values $3707 = 1 // integer values :RANGE_4197 if $3708 == 0 // integer values else_jump @RANGE_4271 if 0366: object $3714 damaged else_jump @RANGE_4257 Object.Destroy($3714) $3681 += 1 // integer values $3708 = 1 // integer values jump @RANGE_4271 :RANGE_4257 01BC: put_object $3714 at $3722 $3723 $3724 :RANGE_4271 if $3709 == 0 // integer values else_jump @RANGE_4345 if 0366: object $3715 damaged else_jump @RANGE_4331 Object.Destroy($3715) $3681 += 1 // integer values $3709 = 1 // integer values jump @RANGE_4345 :RANGE_4331 01BC: put_object $3715 at $3722 $3723 $3724 :RANGE_4345 if $3710 == 0 // integer values else_jump @RANGE_4419 if 0366: object $3716 damaged else_jump @RANGE_4405 Object.Destroy($3716) $3681 += 1 // integer values $3710 = 1 // integer values jump @RANGE_4419 :RANGE_4405 01BC: put_object $3716 at $3722 $3723 $3724 :RANGE_4419 if $3711 == 0 // integer values else_jump @RANGE_4493 if 0366: object $3717 damaged else_jump @RANGE_4479 Object.Destroy($3717) $3681 += 1 // integer values $3711 = 1 // integer values jump @RANGE_4493 :RANGE_4479 01BC: put_object $3717 at $3722 $3723 $3724 :RANGE_4493 if $3712 == 0 // integer values else_jump @RANGE_4567 if 0366: object $3718 damaged else_jump @RANGE_4553 Object.Destroy($3718) $3681 += 1 // integer values $3712 = 1 // integer values jump @RANGE_4567 :RANGE_4553 01BC: put_object $3718 at $3722 $3723 $3724 :RANGE_4567 if $3985 == 0 // integer values else_jump @RANGE_4605 01BD: $3978 = current_time_in_ms 0084: $3986 = $3978 // integer values and handles $3985 = 1 // integer values :RANGE_4605 if $3985 == 1 // integer values else_jump @RANGE_4639 0084: $3987 = $3978 // integer values and handles 0060: $3987 -= $3986 // integer values :RANGE_4639 if $3987 >= 2000 // integer values else_jump @RANGE_4894 if $3726 == 0 // integer values else_jump @RANGE_4894 $3733 = Object.Create(#TAR_FRAME, $3739, $3740, $3741) Object.Angle($3733) = 90.0 $3734 = Object.Create(#TAR_DOWNLEFT, $3739, $3740, $3741) Object.Angle($3734) = 90.0 $3735 = Object.Create(#TAR_DOWNRIGHT, $3739, $3740, $3741) Object.Angle($3735) = 90.0 $3736 = Object.Create(#TAR_TOP, $3739, $3740, $3741) Object.Angle($3736) = 90.0 $3737 = Object.Create(#TAR_UPLEFT, $3739, $3740, $3741) Object.Angle($3737) = 90.0 $3738 = Object.Create(#TAR_UPRIGHT, $3739, $3740, $3741) Object.Angle($3738) = 90.0 $3727 = 0 // integer values $3728 = 0 // integer values $3729 = 0 // integer values $3730 = 0 // integer values $3731 = 0 // integer values $3732 = 0 // integer values $3745 = 0 // integer values $3726 = 1 // integer values :RANGE_4894 if $3726 == 1 // integer values else_jump @RANGE_5185 if $3727 == 0 // integer values else_jump @RANGE_5082 if 8366: not object $3733 damaged else_jump @RANGE_4960 Object.StorePos($3733, $3742, $3743, $3744) :RANGE_4960 if $3745 == 0 // integer values else_jump @RANGE_5030 if 1228.7 >= $3743 // floating-point values else_jump @RANGE_5013 $3745 = 1 // integer values jump @RANGE_5023 :RANGE_5013 007E: $3743 -= tripled_random_float_in_range_0_to 0.02 // floating-point values :RANGE_5023 jump @RANGE_5075 :RANGE_5030 if $3743 >= 1236.5 // floating-point values else_jump @RANGE_5065 $3745 = 0 // integer values jump @RANGE_5075 :RANGE_5065 0078: $3743 += tripled_random_float_in_range_0_to 0.02 // floating-point values :RANGE_5075 jump @RANGE_5185 :RANGE_5082 if 8366: not object $3733 damaged else_jump @RANGE_5185 Object.StorePos($3733, $3742, $3743, $3744) if $3743 >= 1239.0 // floating-point values else_jump @RANGE_5175 if 8366: not object $3733 damaged else_jump @RANGE_5154 Object.Destroy($3733) :RANGE_5154 $3726 = 0 // integer values $3987 = 0 // integer values jump @RANGE_5185 :RANGE_5175 0078: $3743 += tripled_random_float_in_range_0_to 0.06 // floating-point values :RANGE_5185 if $3726 == 1 // integer values else_jump @RANGE_5714 01BC: put_object $3733 at $3742 $3743 $3744 if $3727 == 0 // integer values else_jump @RANGE_5714 if and $3728 == 1 // integer values $3729 == 1 // integer values $3730 == 1 // integer values $3731 == 1 // integer values $3732 == 1 // integer values else_jump @RANGE_5344 $3989 += 1 // integer values $3674 += 1 // integer values $3674 += 1 // integer values $3674 += 1 // integer values $3968 += 1 // integer values $3968 += 1 // integer values $3968 += 1 // integer values $3987 = 0 // integer values $3727 = 1 // integer values :RANGE_5344 if $3728 == 0 // integer values else_jump @RANGE_5418 if 0366: object $3734 damaged else_jump @RANGE_5404 Object.Destroy($3734) $3681 += 1 // integer values $3728 = 1 // integer values jump @RANGE_5418 :RANGE_5404 01BC: put_object $3734 at $3742 $3743 $3744 :RANGE_5418 if $3729 == 0 // integer values else_jump @RANGE_5492 if 0366: object $3735 damaged else_jump @RANGE_5478 Object.Destroy($3735) $3681 += 1 // integer values $3729 = 1 // integer values jump @RANGE_5492 :RANGE_5478 01BC: put_object $3735 at $3742 $3743 $3744 :RANGE_5492 if $3730 == 0 // integer values else_jump @RANGE_5566 if 0366: object $3736 damaged else_jump @RANGE_5552 Object.Destroy($3736) $3681 += 1 // integer values $3730 = 1 // integer values jump @RANGE_5566 :RANGE_5552 01BC: put_object $3736 at $3742 $3743 $3744 :RANGE_5566 if $3731 == 0 // integer values else_jump @RANGE_5640 if 0366: object $3737 damaged else_jump @RANGE_5626 Object.Destroy($3737) $3681 += 1 // integer values $3731 = 1 // integer values jump @RANGE_5640 :RANGE_5626 01BC: put_object $3737 at $3742 $3743 $3744 :RANGE_5640 if $3732 == 0 // integer values else_jump @RANGE_5714 if 0366: object $3738 damaged else_jump @RANGE_5700 Object.Destroy($3738) $3681 += 1 // integer values $3732 = 1 // integer values jump @RANGE_5714 :RANGE_5700 01BC: put_object $3738 at $3742 $3743 $3744 :RANGE_5714 jump @RANGE_1986 :RANGE_5721 018E: stop_sound $3967 if $3947 == 1 // integer values else_jump @RANGE_5840 :RANGE_5744 if 83D2: not wav 1 ended else_jump @RANGE_5840 wait 0 if 00F5: player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 else_jump @RANGE_5833 00BC: text_highpriority 'BJM2_22' 5000 ms 1 // ~r~You have left the shooting range! jump @RANGE_6145 :RANGE_5833 jump @RANGE_5744 :RANGE_5840 03D5: remove_text 'BJM2_19' // ~g~Hit as many targets as you can in the time limit! 03D5: remove_text 'BJM2_20' // ~g~When you run out of ~w~time ~g~or ~w~ammunition ~g~the round is over! 03D5: remove_text 'BJM2_2' // ~g~To exit the round press the ~h~~k~~PED_JUMPING~ ~g~button. 03D5: remove_text 'BNK2_3' // AREA CLEAR! 0084: $3912 = $3911 // integer values and handles 0060: $3912 -= $3680 // integer values 01B8: set_player $PLAYER_CHAR armed_weapon_to 0 014F: stop_timer $3677 01E3: text_1number_styled 'RANGE_1' $3674 4000 ms 1 // SCORE FOR SHOOT: ~1~ wait 4000 0084: $3910 = $3681 // integer values and handles $3910 *= 100 // integer values if $3912 > 0 // integer values else_jump @RANGE_5979 0070: $3910 /= $3912 // integer values jump @RANGE_5986 :RANGE_5979 $3910 = 0 // integer values :RANGE_5986 01E3: text_1number_styled 'BJM2_3' $3910 4000 ms 1 // HIT RATE: ~1~% wait 4000 03D6: remove_big_text 'BJM2_3' // HIT RATE: ~1~% 0465: remove_actor $PLAYER_ACTOR from_turret_mode Object.Destroy($3944) Player.CanMove($PLAYER_CHAR) = True if $3968 >= 45 // integer values else_jump @RANGE_6105 if $108 == 0 // integer values else_jump @RANGE_6105 030C: set_mission_points += 1 0331: set_player $PLAYER_CHAR fast_reload 1 00BC: text_highpriority 'RELOAD' 5000 ms 1 // ~g~You have won the fast reload ability! $108 = 1 // integer values :RANGE_6105 if 001C: $3968 > $3988 // integer values else_jump @RANGE_6138 jump @RANGE_6162 jump @RANGE_6145 :RANGE_6138 jump @RANGE_6145 :RANGE_6145 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! return :RANGE_6162 01EB: set_traffic_density_multiplier_to 1.0 01E3: text_1number_styled 'M_PASS' 500 5000 ms 1 // MISSION PASSED! $~1~ Player.Money($PLAYER_CHAR) += 500 if $1604 == 0 // integer values else_jump @RANGE_6222 0595: mission_complete $1604 = 1 // integer values :RANGE_6222 0394: play_music 1 Player.ClearWantedLevel($PLAYER_CHAR) 042F: save_record 0 $3968 042F: save_record 1 $3910 return :RANGE_6247 018E: stop_sound $3967 Object.Destroy($3693) Object.Destroy($3694) Object.Destroy($3695) Object.Destroy($3696) Object.Destroy($3697) Object.Destroy($3698) Object.Destroy($3713) Object.Destroy($3714) Object.Destroy($3715) Object.Destroy($3716) Object.Destroy($3717) Object.Destroy($3718) Object.Destroy($3733) Object.Destroy($3734) Object.Destroy($3735) Object.Destroy($3736) Object.Destroy($3737) Object.Destroy($3738) 0465: remove_actor $PLAYER_ACTOR from_turret_mode if $3939 > 0 // integer values else_jump @RANGE_6370 Model.Load($3940) :RANGE_6370 038B: load_requested_models 01B1: give_player $PLAYER_CHAR weapon $3938 ammo $3939 // Load the weapon model before using this Model.Destroy($3940) $ONMISSION = 0 // integer values $995 = 0 // integer values 04E2: set_player $PLAYER_CHAR suspend_heavy_police_reinforcements 0 Object.Destroy($3944) 0151: remove_status_text $3968 0151: remove_status_text $3988 014F: stop_timer $3677 Model.Destroy(#COLT45) Model.Destroy(#TAR_FRAME) Model.Destroy(#TAR_DOWNLEFT) Model.Destroy(#TAR_DOWNRIGHT) Model.Destroy(#TAR_TOP) Model.Destroy(#TAR_UPLEFT) Model.Destroy(#TAR_UPRIGHT) Model.Destroy(#FAKETARGET) 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms mission_cleanup return