Professional Documents
Culture Documents
Object
Object
Object
Object
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-30
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-32
DEFINE
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OBJECT
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OBJECT
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OBJECT
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OBJECT
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OBJECT
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OBJECT
OBJECT
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OBJECT
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OBJECT
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OBJECT
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OBJECT
OBJECT
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OBJECT
OBJECT
ELECTRICGATE
MONEYBAG
BOOMSHINE
MASK
COKE_VOODOO
TROPHY1
SUTIBAG
PORNPOSTERS
FRAME1
FRAME1DAMAGED
FLAME_TINS
TROPHIES
HELI_BOX
PIZZA_BOX1
PIZZA_MESS
PIZZA_MESS2
MAN_RUBBISH03
GASH_BAGS1
GASHBAGS2
POLOROIDS
GUN_DOCS
SHOVEL
KILLFRENZY
COMGATE1CLOSED
COMGATE2CLOSED
NT_ROADBLOCKCI
NT_ROADBLOCKGF
WSH_ROADBLOCK
MANSION_NEW_DOORS
MAN_DOORCLOSED
WSHPERDRCLSD
HAITAXIDR
B_HSE_DOORS
DK_CAMJONESDOOR
DTS_GS_LIFTDOORL
DTS_GS_LIFTDOORR
DTS_SPOT_A
DTS_SOAPYTITWANK_A
DT_GSPOT_STAIRS
OD_CELLDOOR02
CI_JETYGATESCLOSED
NHAITPLATDR
NHAITPLATDRR
SPAD_DR_CLOSED1
SPAD_DR_CLOSED2
SPAD_DR_CLOSED3
PH_BUILD_DR_CLOSED
ICEDOOR
DTS_BBDOOR
GOLF_GATESCLOSED
PRINTDOOOR
UNROCKETED_WIN1
BNK_GRILL01
HEALTH
ADRENALINE
MOB_MOBROOM2
MOB_DETAILSB
AP_RADAR1_01
VEG_PALM04
DOC_CRANEEGGS04
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Object
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Object
Object
Object
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Object
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Object
Object
Object
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Object
Object
Object
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Object
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Object
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Object
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Object
number
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-33
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-35
-36
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DEFINE
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OBJECT
OBJECT
OBJECT
OBJECT
OBJECT
OBJECT
OBJECT
OBJECT
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OBJECT
OBJECT
OBJECT
OBJECT
OBJECT
OBJECT
OBJECT
OBJECT
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OBJECT
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OBJECT
OBJECT
OBJECT
OBJECT
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OBJECT
OBJECT
OBJECT
OBJECT
OBJECT
OBJECT
OBJECT
OBJECT
OBJECT
OBJECT
OBJECT
DOC_CRANE_CAB04
DOCKFUEL07
LODCARGOSHP03
LODCARGOSHP04
LODCARGOSHP05
LODCARGOSHP24
LODCARGOSHP25
LODCARGOSHP28
LODCARGOSHP32
LODCARGOSHP35
LODCARGOSHP41
LODCARGOSHP47
LODCARGOSHP50
LODCARGOSHP51
LODCARGOSHP64
LODCARGOSHP70
LODCARGOSHP71
LODCARGOSHP72
LODCARGOSHP73
LODARGOHULL2
BIG_POLY_TINGS_B
BARREL4
BIG_POLY_TINGS
SPAD_DR_OPEN3
SPAD_DR_OPEN2
SPAD_DR_OPEN1
SEXYPOOLCOVER
BRIEFCASE
FAKETARGET
MAN_DOOROPEN
GOLF_GATESOPEN
DYNAMITE
BARREL2
BLDNGST2MESHDAM
BLDNGST2MESH
JW_COFFIN
KEYCARD
TAR_GUN1
TAR_GUN2
TAR_FRAME
TAR_DOWNLEFT
TAR_DOWNRIGHT
TAR_TOP
TAR_UPLEFT
TAR_UPRIGHT
BNK_LFT_DOOR1
BNK_LFT_DOOR2
GASGRENADE
ROCKETED_WIN1
OD_CLUBOUT_DY
OD_CLUBOUT_NT
OD_CLUBNEON
OD_CLUBDOORS
VEG_PALMKBB11
ODNROAD01_NT
ODNROAD01_DY
OD_CLUBBACK
MIAMIODNROADXA
LODD_BUILD2
SPAD_BUILDNEW
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Object
Object
Object
Object
Object
Object
Object
Object
Object
Object
Object
Object
Object
Object
Object
Object
Object
Object
Object
Object
Object
Object
Object
Object
Object
Object
Object
Object
Object
Object
Object
Object
Object
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Object
Object
Object
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Object
Object
Object
Object
Object
Object
Object
Object
Object
Object
Object
Object
Object
Object
Object
Object
Object
Object
Object
Object
Object
Object
number
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-93
-94
-95
-96
-97
-98
-99
-100
-101
-102
-103
-104
-105
-106
-107
-108
-109
-110
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-152
DEFINE
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OBJECT
OBJECT
OBJECT
OBJECT
OBJECT
OBJECT
OBJECT
OBJECT
OBJECT
OBJECT
OBJECT
OBJECT
OBJECT
OBJECT
OBJECT
OBJECT
OBJECT
OBJECT
OBJECT
OBJECT
OBJECT
OBJECT
OBJECT
OBJECT
OBJECT
OBJECT
OBJECT
OBJECT
OBJECT
OBJECT
OBJECT
OBJECT
OBJECT
OBJECT
OBJECT
OBJECT
OBJECT
OBJECT
OBJECT
OBJECT
OBJECT
OBJECT
OBJECT
OBJECT
OBJECT
OBJECT
OBJECT
OBJECT
OBJECT
OBJECT
OBJECT
VEG_PALMBIG14
GUNBOX
OD_WTSIGN
OD_CHARIOT
LODD_BUILDNEW
LODCHARIOT
PH_BUILD_DR_OPEN
DTS_SOAPYTITWANK_B
ML_TARBRUSH
ML_TARBRUSHDAMAGE
CI_GATESOPEN
CI_BACKGATEOPEN
CI_JETYGATESOPEN
DK_REEF
DOONTOON50
ROAD_DOWNTOWN_NEW2
ROAD_DOWNTOWN02
AMMUNATION_DT
DOONTOON19
DT_COMPOUND_ROOF
DOONTOON51
LODNTOON28
AMMU_WINDOWS1
WATERJUMPX2
WATERJUMP1
BUILD1
BUILDBLOWN
HDRUGFACTORYINT
HDRUGFACTORYPOL
LODLD1
LODLDBLOWN
RCBOMB
LF_MEDIASTAGE
PIZZABOX
LH_RACE01
LH_RACE02
LH_RACE03
LH_RACE04
LH_RACE05
LH_RACE06
TRAFFICCONE
CRAIGPACKAGE
B_HSE_PIER
B_HSE_EXT
DOCKS28
DOCKSPROPS12
DOCKS85
DK_DOCKROADS04
B_HSE_PIERFENCE
B_HSE_INTERIOR
BOAT_KB2
:Label00994C
0002: jump Label009AE4
DEFINE MISSIONS 2
DEFINE MISSION 0 AT Label031F34
DEFINE MISSION 1 AT LimoMission
;-------------MAIN---------------
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Object
Object
Object
Object
Object
Object
Object
Object
Object
Object
Object
Object
Object
Object
Object
Object
Object
Object
Object
Object
Object
Object
Object
Object
Object
Object
Object
Object
Object
Object
Object
Object
Object
Object
Object
Object
Object
Object
Object
Object
Object
Object
Object
Object
Object
Object
Object
Object
Object
Object
Object
number
number
number
number
number
number
number
number
number
number
number
number
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number
number
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number
number
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number
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number
number
number
number
number
number
number
number
number
number
number
number
number
number
number
number
number
number
number
number
number
number
number
number
number
number
number
number
-153
-154
-155
-156
-157
-158
-159
-160
-161
-162
-163
-164
-165
-166
-167
-168
-169
-170
-171
-172
-173
-174
-175
-176
-177
-178
-179
-180
-181
-182
-183
-184
-185
-186
-187
-188
-189
-190
-191
-192
-193
-194
-195
-196
-197
-198
-199
-200
-201
-202
-203
:Label009AE4
03A4: name_thread "MAIN"
016A: fade 0 () 0 ms
042C: set_total_missions_to 88
030D: set_total_mission_points_to 154
030C: set_mission_points += 154
01F0: set_max_wanted_level_to 4
0111: set_wasted_busted_check_to 0 (disabled)
00C0: set_current_time 22 0
04E4: unknown_refresh_game_renderer_at -304.5 -561.1
03CB: set_camera -304.5 -561.1 14.0
0053: $PLAYER_CHAR = create_player #NULL at -304.5 -561.1 14.0
01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR
0417: start_mission 0
029B: $ARENA_DOOR_1 = init_object -1 (DTN_STADDOORA) at -1109.615 1330.097 20.37
2
01C7: remove_object_from_mission_cleanup_list $ARENA_DOOR_1
029B: $ARENA_DOOR_2 = init_object -2 (DTN_STADDOORB) at -1109.615 1331.932 20.37
2
01C7: remove_object_from_mission_cleanup_list $ARENA_DOOR_2
029B: $6 = init_object -3 (DTHOTRING_A) at -1037.08 1340.258 36.552
01C7: remove_object_from_mission_cleanup_list $6
0004: $67 = 0 ;; integer values
0213: $110 = create_pickup -4 (BRIBE) type 15 at 393.9 -60.2 11.5
0213: $111 = create_pickup -4 (BRIBE) type 15 at 116.0 -1313.1 4.4
0213: $112 = create_pickup -4 (BRIBE) type 15 at 393.7 -660.6 10.7
0213: $113 = create_pickup -4 (BRIBE) type 15 at 470.7 70.1 10.8
0213: $114 = create_pickup -4 (BRIBE) type 15 at 382.7 364.1 10.8
0213: $115 = create_pickup -4 (BRIBE) type 15 at 422.4 971.2 12.1
0213: $116 = create_pickup -4 (BRIBE) type 15 at 89.1 887.4 10.5
0213: $117 = create_pickup -4 (BRIBE) type 15 at -822.7 1304.5 11.7
0213: $118 = create_pickup -4 (BRIBE) type 15 at -900.69 251.4 17.1
0213: $119 = create_pickup -4 (BRIBE) type 15 at -973.7 61.0 10.4
0213: $120 = create_pickup -4 (BRIBE) type 15 at -937.9 -114.1 17.0
0213: $121 = create_pickup -4 (BRIBE) type 15 at -1015.9 -627.9 11.2
0213: $122 = create_pickup -4 (BRIBE) type 15 at -906.3 -834.0 15.7
014B: $87 = init_parked_car_generator #DELUXO -1 -1 1 alarm 0 door_lock 0 0 1000
0 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 10
000 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 10
000 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 0 100
00 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 1
0000 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 0 100
00 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 10
000 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 10
000 at -72.4 -1607.9 12.7 angle 0.0
0005:
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$567
$568
$569
$489
$490
$491
$459
$460
$461
$462
$463
$464
$468
$469
$470
$492
$493
$494
$471
$472
$473
$474
$475
$476
$456
$457
$458
$513
$514
$515
$477
$478
$479
$486
$487
$488
$480
$481
$482
$483
$484
$485
$570
$571
$572
$573
$574
$575
$495
$496
$497
$576
$577
$578
$579
$580
$581
$582
$583
$584
=
=
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04AE: unknown
04AE: unknown
04AE: unknown
04AE: unknown
04AE: unknown
04AE: unknown
04AE: unknown
04AE: unknown
04AE: unknown
Club Icon)
04AE: unknown
rs Icon)
04AE: unknown
04AE: unknown
04AE: unknown
04AE: unknown
con)
04AE: unknown
04AE: unknown
$420
$423
$427
$421
$422
$429
$424
$430
$419
radar_icon_or_model
radar_icon_or_model
radar_icon_or_model
radar_icon_or_model
radar_icon_or_model
radar_icon_or_model
radar_icon_or_model
radar_icon_or_model
radar_icon_or_model
7 ;; 7
The D Icon
10
11
12 ;; 12 The Anchor Icon
13
14
15
17
20 ;; 20 The Pink P Icon (Pole Position
$418 radar_icon_or_model 21
;; 21
$432
$428
$426
$417
;; 26
radar_icon_or_model
radar_icon_or_model
radar_icon_or_model
radar_icon_or_model
22
23
24
26
$425 radar_icon_or_model 29
$431 radar_icon_or_model 30
; Completed markers
04CE: $FILM_STUDIO_ASSET = create_icon_marker_without_sphere $424 at $576 $577 $
578 ;; Film Studio
04CE: $PRINT_WORKS_ASSET = create_icon_marker_without_sphere $426 at $474 $475 $
476 ;; print works
04CE: $306 = create_icon_marker_without_sphere $432 at $489 $490 $491 ;; Kaufm
an Cabs
04CE: $247 = create_icon_marker_without_sphere $422 at $564 $565 $566 ;; malib
u
04CE: $603 = create_icon_marker_without_sphere $421 at -664.1 -1476.3 13.8 ;;
boatyard
04CE: $613 = create_icon_marker_without_sphere $419 at $570 $571 $572 ;; PP Cl
ub
04CE: $608 = create_icon_marker_without_sphere $418 at -878.5 -575.1 11.2 ;; C
herry Poppers
04CE: $624 = create_icon_marker_without_sphere $417 at $552 $553 $554 ;; Sunsh
ine Autos
04CE: $265 = create_icon_marker_without_sphere $425 at $462 $463 $464 ;; V. ho
me
0004:
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$604
$605
$607
$609
$610
$612
$614
$617
$618
$620
$621
$623
$625
$626
$628
$630
$631
$633
$635
=
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10000
2000
0 ;;
20000
3000
0 ;;
30000
4000
0 ;;
40000
5000
0 ;;
50000
1500
0 ;;
60000
7000
0 ;;
70000
;; integer values
;; integer values
integer values
;; integer values
;; integer values
integer values
;; integer values
;; integer values
integer values
;; integer values
;; integer values
integer values
;; integer values
;; integer values
integer values
;; integer values
;; integer values
integer values
;; integer values
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
$636
$639
$640
$642
$644
$647
$650
$653
$657
$661
$665
=
=
=
=
=
=
=
=
=
=
=
$575
$587
$590
$593
$596
$599
$602
-1275.6 12.1
Label01099A
Label010AD8
Label010C16
Label010D54
Label010E86
Label010FC4
Label011102
Label011240
Label01137E
Label0114BC
Label0115EE
Label011720
Label011852
Label011984
Label011AB6
Label011BE8
wait 0 ms
if 0
player $PLAYER_CHAR defined
jump_if_false Label00AF7C
set_weather 0
if 0
NOT actor $PLAYER_ACTOR dead
jump_if_false Label00AF49
set_actor $PLAYER_ACTOR skin_to "PLAYER"
load_requested_models
if 0
NOT actor $PLAYER_ACTOR dead
jump_if_false Label00AF49
refresh_actor $PLAYER_ACTOR
:Label00AF49
016A: fade 1 (back) 1000 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label00AF73
04BB: select_interiour 0 ;; select render area
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
:Label00AF73
01B7: release_weather
:GasStation
0001: wait 250 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false GasStation
00D6: if 0
0038: $ONMISSION == 1 ;; integer values
004D: jump_if_false ForgetAboutGasStation
00D6: if 0
8119: NOT car $Limo wrecked
004D: jump_if_false ForgetAboutGasStation
00D6: if 0
00DC: player $PLAYER_CHAR driving $Limo
004D: jump_if_false GasStation
00D6: if 21
00F8: player $PLAYER_CHAR stopped 0 ()near point 38.1 -1055.07 10.46 radius
4.0 4.0 4.0
00F8: player $PLAYER_CHAR stopped 0 ()near point 61.88 -1075.07 10.46 radius
4.0 4.0 4.0
004D: jump_if_false GasStation
if
100 > $Gas
jf GasStation
$Gas += 1
0002: jump GasStation
:ForgetAboutGasStation
004E: end_thread
:LimoMissionTrigger
0001: wait 250 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false LimoMissionTrigger
00D6: if 3
0038: $ONMISSION == 0 ;; integer values
03EE: player $PLAYER_CHAR controllable
00DE: player $PLAYER_CHAR driving_vehicle_type #stretch
00E1: key_pressed 0 19
004D: jump_if_false LimoMissionTrigger
0417: start_mission 1
0001: wait 1000 ms
0002: jump LimoMissionTrigger
:Label00C11E
03A4: name_thread "AMBBANK"
0006: 0@ = 0 ;; integer values
:Label00C12F
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if 0
0038: $985 == 1 ;; integer values
004D: jump_if_false Label00C236
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label00C22F
00D6: if 0
0007:
0007:
0007:
0007:
0007:
0050:
0084:
0085:
0085:
0001:
008A:
0085:
0085:
0007:
0007:
0007:
0007:
0007:
0007:
0050:
008B:
0085:
0085:
0001:
008A:
0085:
0085:
0007:
0007:
0007:
0007:
0007:
0007:
0050:
008B:
0085:
0085:
0002:
:Label00D3B9
0002: jump Label00D22E
:Label00D3C0
; 00D6: if 0?
;; Remarked by the duck
; 0038: $ONMISSION == 0?
;; Remarked by the duck
; 004D: jump_if_false Label00D62E ;; Remarked by the duck
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label00D620
00D6: if 0
0583: unknown_player $PLAYER_CHAR unknown_zone_check "GANG1"
004D: jump_if_false Label00D4F0
00D6: if 0
010A: player $PLAYER_CHAR money > 6000
004D: jump_if_false Label00D4E9
00D6: if 0
0039: 2@ == 0 ;; integer values
004D: jump_if_false Label00D4E9
0247: request_model #PGA
if 0
model #PGA available
jump_if_false Label00D4E9
if 0
model #UZI available
jump_if_false Label00D4E9
if 0
NOT sphere_onscreen 10@ 11@ 12@ 1.0
jump_if_false Label00D4E9
$723 = create_actor 4 #PGA at 10@ 11@ 12@
set_actor $723 z_angle_to 13@
unknown_actor $723 kiss_player $PLAYER_CHAR on 1
set_actor $723 ped_stats_to 16
reset_actor $723 flags
$723 1
give_actor $723 weapon 23 ammo 9999 ;; Load the weapon model before using
set_actor $723 anim 24 wait_state_time 60000000 ms
remove_actor_from_mission_cleanup_list $723
set_actor $723 wander_state_to 1 (off)
set_actor $723 health_to 250
set_actor $723 weapon_accuracy_to 80
unknown_actor $723 flag 0
(unknown) $723 0
6@ = create_sphere 14@ 15@ 12@ .75
2@ = 1 ;; integer values
:Label00D4E9
0002: jump Label00D513
:Label00D4F0
00D6: if 0
001B: 2 > 2@ ;; integer values
004D: jump_if_false Label00D513
01C2: remove_references_to_actor $723 ;; Like turning an actor into a random pe
destrian
0006: 2@ = 0 ;; integer values
03BD: destroy_sphere 6@
:Label00D513
00D6: if 0
0039: 2@ == 1 ;; integer values
004D: jump_if_false Label00D5A1
00D6: if 0
8118: NOT actor $723 dead
004D: jump_if_false Label00D59A
00D6: if 0
00F5: player $PLAYER_CHAR 0 near_point 14@ 15@ 12@ radius 1.0 1.0 2.0
004D: jump_if_false Label00D593
00D6: if 0
010A: player $PLAYER_CHAR money > 2000
004D: jump_if_false Label00D57A
0109: player $PLAYER_CHAR money += -2000
:Label00D57A
01DF:
053D:
03BD:
0006:
:Label00D593
0002: jump Label00D5A1
:Label00D59A
0050: gosub Label00D637
:Label00D5A1
00D6: if 0
0039: 2@ == 2 ;; integer values
004D: jump_if_false Label00D619
00D6: if 0
8118: NOT actor $723 dead
004D: jump_if_false Label00D612
00D6: if 0
00E9: player $PLAYER_CHAR 0 near_actor $723 radius 100.0 100.0
004D: jump_if_false Label00D604
00D6: if 0
8320: NOT actor $723 in_range_of_player $PLAYER_CHAR
004D: jump_if_false Label00D5FD
01DF: tie_actor $723 to_player $PLAYER_CHAR
:Label00D5FD
0002: jump Label00D60B
:Label00D604
0050: gosub Label00D637
:Label00D60B
0002: jump Label00D619
:Label00D612
0050: gosub Label00D637
:Label00D619
0002: jump Label00D627
:Label00D620
0050: gosub Label00D637
:Label00D627
0002: jump Label00D635
:Label00D62E
0050: gosub Label00D637
:Label00D635
0051: return
:Label00D637
00D6: if 0
8039: NOT 2@ == 0 ;; integer values
004D: jump_if_false Label00D690
01C2: remove_references_to_actor $723 ;; Like turning an actor into a random pe
destrian
00D6: if 0
0256:
004D:
00D6:
8583:
004D:
0006:
:Label00D67D
0002: jump Label00D68B
:Label00D684
0006: 2@ = 0 ;; integer values
:Label00D68B
03BD: destroy_sphere 6@
:Label00D690
0051: return
:Label00D692
03A4: name_thread "ARMYBAS"
0006: 0@ = 0 ;; integer values
:Label00D6A3
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label00D7D4
00D6: if 21
0583: unknown_player $PLAYER_CHAR unknown_zone_check "AIRPORT"
0583: unknown_player $PLAYER_CHAR unknown_zone_check "ARMYBAS"
004D: jump_if_false Label00D77D
00D6: if 0
0039: 0@ == 0 ;; integer values
004D: jump_if_false Label00D716
0235: set_gang 2 models_to #ARMY #ARMY
03F1: pedtype 9 add_threat 1
0237: set_gang 2 primary_weapon_to 26 secondary_weapon_to 26
0592: unknown_gang 2 flag 1
0247: request_model #ARMY
0006: 0@ = 1 ;; integer values
:Label00D716
00D6: if 0
0039: 0@ == 1 ;; integer values
004D: jump_if_false Label00D776
00D6: if 22
00DE: player $PLAYER_CHAR driving_vehicle_type #HUNTER
0500: player $PLAYER_CHAR skin == "PLAYER6"
0056: player $PLAYER_CHAR 0 in_rectangle -1682.24 -179.9125 -1600.448 -150.887
8
004D: jump_if_false Label00D770
03F2: pedgroup 9 remove_threat 1
0002: jump Label00D776
:Label00D770
03F1: pedtype 9 add_threat 1
:Label00D776
0002: jump Label00D7D4
:Label00D77D
00D6: if 0
0039: 0@ == 1 ;; integer values
004D: jump_if_false Label00D7D4
0235: set_gang 2 models_to #SGA #SGB
03F2: pedgroup 9 remove_threat 1
0237: set_gang 2 primary_weapon_to 17 secondary_weapon_to 0
0592: unknown_gang 2 flag 0
0001: wait 0 ms
0001: wait 0 ms
0001: wait 0 ms
00D6: if 0
0038: $1603 == 0 ;; integer values
004D: jump_if_false Label00D7CD
0249: release_model #ARMY
:Label00D7CD
0006: 0@ = 0 ;; integer values
:Label00D7D4
0002: jump Label00D6A3
:Label010760
03A4: name_thread "PSAVE1"
:Label01076A
0001: wait 250 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label010993
00D6: if 0
0121: player $PLAYER_CHAR in_zone "BEACH1"
004D: jump_if_false Label010993
00D6: if 0
03EE: player $PLAYER_CHAR controllable
004D: jump_if_false Label010993
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label010975
00D6: if 0
0038: $444 == 0 ;; integer values
004D: jump_if_false Label0107EA
0213: $443 = create_pickup -17 (PICKUPSAVE) type 3 at 219.3 -1273.5 11.5
0004: $444 = 1 ;; integer values
:Label0107EA
00D6: if 0
0214: pickup $443 picked_up
004D: jump_if_false Label01096E
0050: gosub Label012D4C
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01094B
0215: destroy_pickup $443
0213: $443 = create_pickup -17 (PICKUPSAVE) type 3 at 219.3 -1273.5 11.5
016A:
00D6:
0038:
004D:
0395:
0055:
0171:
015F:
0160:
03E5:
0006:
:Label0108C1
00D6: if 0
8019: NOT 16@ > 2000 ;; integer values
004D: jump_if_false Label01090A
0001: wait 0 ms
00D6: if 0
0019: 16@ > 500 ;; integer values
004D: jump_if_false Label010903
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label010903
0002: jump Label01090A
:Label010903
0002: jump Label0108C1
:Label01090A
0002: jump Label010947
:Label010911
0395: clear_area 1 at 223.1 -1276.7 range 11.0 1.0
0055: put_player $PLAYER_CHAR at 223.1 -1276.7 11.0
0171: set_player $PLAYER_CHAR z_angle_to 258.0
:Label010947
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
:Label01094B
0001: wait 500 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01096E
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
0004: $ONMISSION = 0 ;; integer values
:Label01096E
0002: jump Label010993
:Label010975
00D6: if 0
0038: $444 == 1 ;; integer values
004D: jump_if_false Label010993
0215: destroy_pickup $443
0004: $444 = 0 ;; integer values
:Label010993
0002: jump Label01076A
:Label01099A
03A4: name_thread "PSAVE2"
:Label0109A4
0001: wait 250 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label010AD1
00D6: if 0
0121: player $PLAYER_CHAR in_zone "STARI"
004D: jump_if_false Label010AD1
00D6: if 0
03EE: player $PLAYER_CHAR controllable
004D: jump_if_false Label010AD1
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label010AB3
00D6: if 0
0038: $21 == 0 ;; integer values
004D: jump_if_false Label010A24
0213: $20 = create_pickup -17 (PICKUPSAVE) type 3 at -378.3 -597.2 25.8
0004: $21 = 1 ;; integer values
:Label010A24
00D6: if 0
0214: pickup $20 picked_up
004D: jump_if_false Label010AAC
0050: gosub Label012D4C
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label010AA5
0215: destroy_pickup $20
0213: $20 = create_pickup -17 (PICKUPSAVE) type 3 at -378.3 -597.2 25.8
016A: fade 1 (back) 1000 ms
0395: clear_area 1 at -378.3 -592.3 range 25.3 1.0
0055: put_player $PLAYER_CHAR at -378.5 -589.1 24.6
0171: set_player $PLAYER_CHAR z_angle_to 0.0
:Label010AA5
0050: gosub Label012DA8
:Label010AAC
0002: jump Label010AD1
:Label010AB3
00D6: if 0
0038: $21 == 1 ;; integer values
004D: jump_if_false Label010AD1
0215: destroy_pickup $20
0004: $21 = 0 ;; integer values
:Label010AD1
0002: jump Label0109A4
:Label010AD8
03A4: name_thread "PSAVE3"
:Label010AE2
0001: wait 250 ms
00D6:
0256:
004D:
00D6:
0121:
004D:
00D6:
03EE:
004D:
00D6:
0038:
004D:
00D6:
0038:
004D:
0213:
0004:
if 0
player $PLAYER_CHAR defined
jump_if_false Label010C0F
if 0
player $PLAYER_CHAR in_zone "HAVANA"
jump_if_false Label010C0F
if 0
player $PLAYER_CHAR controllable
jump_if_false Label010C0F
if 0
$ONMISSION == 0 ;; integer values
jump_if_false Label010BF1
if 0
$67 == 0 ;; integer values
jump_if_false Label010B62
$68 = create_pickup -17 (PICKUPSAVE) type 3 at -1033.8 -846.9 13.0
$67 = 1 ;; integer values
:Label010B62
00D6: if 0
0214: pickup $68 picked_up
004D: jump_if_false Label010BEA
0050: gosub Label012D4C
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label010BE3
0215: destroy_pickup $68
0213: $68 = create_pickup -17 (PICKUPSAVE) type 3 at -1033.8 -846.9 13.0
016A: fade 1 (back) 1000 ms
0395: clear_area 1 at -1028.3 -851.9 range 12.3 1.0
0055: put_player $PLAYER_CHAR at -1028.3 -851.9 12.3
0171: set_player $PLAYER_CHAR z_angle_to 226.0
:Label010BE3
0050: gosub Label012DA8
:Label010BEA
0002: jump Label010C0F
:Label010BF1
00D6: if 0
0038: $67 == 1 ;; integer values
004D: jump_if_false Label010C0F
0215: destroy_pickup $68
0004: $67 = 0 ;; integer values
:Label010C0F
0002: jump Label010AE2
:Label010C16
03A4: name_thread "PSAVE4"
:Label010C20
0001: wait 250 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label010D4D
00D6: if 0
0121: player $PLAYER_CHAR in_zone "HAITI"
004D: jump_if_false Label010D4D
00D6:
03EE:
004D:
00D6:
0038:
004D:
00D6:
0038:
004D:
0213:
0004:
if 0
player $PLAYER_CHAR controllable
jump_if_false Label010D4D
if 0
$ONMISSION == 0 ;; integer values
jump_if_false Label010D2F
if 0
$27 == 0 ;; integer values
jump_if_false Label010CA0
$70 = create_pickup -17 (PICKUPSAVE) type 3 at -992.7 193.4 11.4
$27 = 1 ;; integer values
:Label010CA0
00D6: if 0
0214: pickup $70 picked_up
004D: jump_if_false Label010D28
0050: gosub Label012D4C
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label010D21
0215: destroy_pickup $70
0213: $70 = create_pickup -17 (PICKUPSAVE) type 3 at -992.7 193.4 11.4
016A: fade 1 (back) 1000 ms
0395: clear_area 1 at -996.5 194.1 range 10.6 1.0
0055: put_player $PLAYER_CHAR at -996.5 194.1 10.6
0171: set_player $PLAYER_CHAR z_angle_to 80.0
:Label010D21
0050: gosub Label012DA8
:Label010D28
0002: jump Label010D4D
:Label010D2F
00D6: if 0
0038: $27 == 1 ;; integer values
004D: jump_if_false Label010D4D
0215: destroy_pickup $70
0004: $27 = 0 ;; integer values
:Label010D4D
0002: jump Label010C20
:Label010D54
03A4: name_thread "PSAVE5"
:Label010D5E
0001: wait 250 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label010E7F
00D6: if 0
0121: player $PLAYER_CHAR in_zone "BEACH1"
004D: jump_if_false Label010E7F
00D6: if 0
03EE: player $PLAYER_CHAR controllable
004D: jump_if_false Label010E7F
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label010E61
00D6:
0038:
004D:
0213:
0004:
if 0
$37 == 0 ;; integer values
jump_if_false Label010DD8
$615 = create_pickup -17 (PICKUPSAVE) type 3 at $570 $571 $572
$37 = 1 ;; integer values
:Label010DD8
00D6: if 0
0214: pickup $615 picked_up
004D: jump_if_false Label010E5A
0050: gosub Label012D4C
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label010E53
0215: destroy_pickup $615
0213: $615 = create_pickup -17 (PICKUPSAVE) type 3 at $570 $571 $572
016A: fade 1 (back) 1000 ms
0395: clear_area 1 at 100.9297 -1470.622 range 9.3871 1.0
0055: put_player $PLAYER_CHAR at 100.9297 -1470.622 9.3871
0171: set_player $PLAYER_CHAR z_angle_to 218.0275
:Label010E53
0050: gosub Label012DA8
:Label010E5A
0002: jump Label010E7F
:Label010E61
00D6: if 0
0038: $37 == 1 ;; integer values
004D: jump_if_false Label010E7F
0215: destroy_pickup $615
0004: $37 = 0 ;; integer values
:Label010E7F
0002: jump Label010D5E
:Label010E86
03A4: name_thread "PSAVE6"
:Label010E90
0001: wait 250 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label010FBD
00D6: if 0
0121: player $PLAYER_CHAR in_zone "DOCKS"
004D: jump_if_false Label010FBD
00D6: if 0
03EE: player $PLAYER_CHAR controllable
004D: jump_if_false Label010FBD
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label010F9F
00D6: if 0
0038: $49 == 0 ;; integer values
004D: jump_if_false Label010F10
0213: $680 = create_pickup -17 (PICKUPSAVE) type 3 at -664.1 -1476.3 13.8
0004: $49 = 1 ;; integer values
:Label010F10
00D6: if 0
0214: pickup $680 picked_up
004D: jump_if_false Label010F98
0050: gosub Label012D4C
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label010F91
0215: destroy_pickup $680
0213: $680 = create_pickup -17 (PICKUPSAVE) type 3 at -664.1 -1476.3 13.8
016A: fade 1 (back) 1000 ms
0395: clear_area 1 at -660.0 -1477.8 range 13.0 1.0
0055: put_player $PLAYER_CHAR at -660.0 -1477.8 13.0
0171: set_player $PLAYER_CHAR z_angle_to 248.0
:Label010F91
0050: gosub Label012DA8
:Label010F98
0002: jump Label010FBD
:Label010F9F
00D6: if 0
0038: $49 == 1 ;; integer values
004D: jump_if_false Label010FBD
0215: destroy_pickup $680
0004: $49 = 0 ;; integer values
:Label010FBD
0002: jump Label010E90
:Label010FC4
03A4: name_thread "PSAVE7"
:Label010FCE
0001: wait 250 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label0110FB
00D6: if 0
0121: player $PLAYER_CHAR in_zone "HAVANA"
004D: jump_if_false Label0110FB
00D6: if 0
03EE: player $PLAYER_CHAR controllable
004D: jump_if_false Label0110FB
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label0110DD
00D6: if 0
0038: $50 == 0 ;; integer values
004D: jump_if_false Label01104E
0213: $ICE_CREAM_FACTORY_ASSET = create_pickup -17 (PICKUPSAVE) type 3 at -878.5
-575.1 11.2
0004: $50 = 1 ;; integer values
:Label01104E
00D6: if 0
0214: pickup $ICE_CREAM_FACTORY_ASSET picked_up
004D: jump_if_false Label0110D6
0050: gosub Label012D4C
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label0110CF
0215: destroy_pickup $ICE_CREAM_FACTORY_ASSET
0213: $ICE_CREAM_FACTORY_ASSET = create_pickup -17 (PICKUPSAVE) type 3 at -878.5
-575.1 11.2
016A: fade 1 (back) 1000 ms
0395: clear_area 1 at -872.0 -573.4 range 10.4 1.0
0055: put_player $PLAYER_CHAR at -872.0 -573.4 10.4
0171: set_player $PLAYER_CHAR z_angle_to 277.0
:Label0110CF
0050: gosub Label012DA8
:Label0110D6
0002: jump Label0110FB
:Label0110DD
00D6: if 0
0038: $50 == 1 ;; integer values
004D: jump_if_false Label0110FB
0215: destroy_pickup $ICE_CREAM_FACTORY_ASSET
0004: $50 = 0 ;; integer values
:Label0110FB
0002: jump Label010FCE
:Label011102
03A4: name_thread "PSAVE8"
:Label01110C
0001: wait 250 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label011239
00D6: if 0
0121: player $PLAYER_CHAR in_zone "HAVANA"
004D: jump_if_false Label011239
00D6: if 0
03EE: player $PLAYER_CHAR controllable
004D: jump_if_false Label011239
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label01121B
00D6: if 0
0038: $71 == 0 ;; integer values
004D: jump_if_false Label01118C
0213: $74 = create_pickup -17 (PICKUPSAVE) type 3 at -1059.6 -282.2 11.2
0004: $71 = 1 ;; integer values
:Label01118C
00D6: if 0
0214: pickup $74 picked_up
004D: jump_if_false Label011214
0050: gosub Label012D4C
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01120D
0215: destroy_pickup $74
0213: $74 = create_pickup -17 (PICKUPSAVE) type 3 at -1059.6 -282.2 11.2
016A:
0395:
0055:
0171:
:Label01120D
0050: gosub Label012DA8
:Label011214
0002: jump Label011239
:Label01121B
00D6: if 0
0038: $71 == 1 ;; integer values
004D: jump_if_false Label011239
0215: destroy_pickup $74
0004: $71 = 0 ;; integer values
:Label011239
0002: jump Label01110C
:Label011240
03A4: name_thread "PSAVE9"
:Label01124A
0001: wait 250 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label011377
00D6: if 0
0121: player $PLAYER_CHAR in_zone "PORNI"
004D: jump_if_false Label011377
00D6: if 0
03EE: player $PLAYER_CHAR controllable
004D: jump_if_false Label011377
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label011359
00D6: if 0
0038: $72 == 0 ;; integer values
004D: jump_if_false Label0112CA
0213: $75 = create_pickup -17 (PICKUPSAVE) type 3 at 0.0 957.9 11.1
0004: $72 = 1 ;; integer values
:Label0112CA
00D6: if 0
0214: pickup $75 picked_up
004D: jump_if_false Label011352
0050: gosub Label012D4C
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01134B
0215: destroy_pickup $75
0213: $75 = create_pickup -17 (PICKUPSAVE) type 3 at 0.0 957.9 11.1
016A: fade 1 (back) 1000 ms
0395: clear_area 1 at 1.4 960.7 range 10.2 1.0
0055: put_player $PLAYER_CHAR at 1.4 960.7 10.2
0171: set_player $PLAYER_CHAR z_angle_to 274.3
:Label01134B
00D6:
0038:
004D:
0215:
0004:
if 0
$73 == 1 ;; integer values
jump_if_false Label0114B5
destroy_pickup $76
$73 = 0 ;; integer values
:Label0114B5
0002: jump Label011388
:Label0114BC
03A4: name_thread "SAVE1"
:Label0114C6
0001: wait 250 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label0115E7
00D6: if 0
0121: player $PLAYER_CHAR in_zone "BEACH3"
004D: jump_if_false Label0115E7
00D6: if 0
03EE: player $PLAYER_CHAR controllable
004D: jump_if_false Label0115E7
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label0115C9
00D6: if 0
0038: $36 == 0 ;; integer values
004D: jump_if_false Label011540
0213: $662 = create_pickup -17 (PICKUPSAVE) type 3 at $573 $574 $575
0004: $36 = 1 ;; integer values
:Label011540
00D6: if 0
0214: pickup $662 picked_up
004D: jump_if_false Label0115C2
0050: gosub Label012D4C
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label0115BB
0215: destroy_pickup $662
0213: $662 = create_pickup -17 (PICKUPSAVE) type 3 at $573 $574 $575
016A: fade 1 (back) 1000 ms
0395: clear_area 1 at 428.4 609.1 range 12.0 1.0
0055: put_player $PLAYER_CHAR at 428.4 609.1 12.0
0171: set_player $PLAYER_CHAR z_angle_to 0.0
:Label0115BB
0050: gosub Label012DA8
:Label0115C2
0002: jump Label0115E7
:Label0115C9
00D6: if 0
0038: $36 == 1 ;; integer values
004D: jump_if_false Label0115E7
0215: destroy_pickup $662
0004: $36 = 0 ;; integer values
:Label0115E7
0002: jump Label0114C6
:Label0115EE
03A4: name_thread "SAVE2"
:Label0115F8
0001: wait 250 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label011719
00D6: if 0
0121: player $PLAYER_CHAR in_zone "BEACH3"
004D: jump_if_false Label011719
00D6: if 0
03EE: player $PLAYER_CHAR controllable
004D: jump_if_false Label011719
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label0116FB
00D6: if 0
0038: $22 == 0 ;; integer values
004D: jump_if_false Label011672
0213: $654 = create_pickup -17 (PICKUPSAVE) type 3 at $585 $586 $587
0004: $22 = 1 ;; integer values
:Label011672
00D6: if 0
0214: pickup $654 picked_up
004D: jump_if_false Label0116F4
0050: gosub Label012D4C
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label0116ED
0215: destroy_pickup $654
0213: $654 = create_pickup -17 (PICKUPSAVE) type 3 at $585 $586 $587
016A: fade 1 (back) 1000 ms
0395: clear_area 1 at 306.5728 376.2928 range 12.1856 1.0
0055: put_player $PLAYER_CHAR at 306.5728 376.2928 12.1856
0171: set_player $PLAYER_CHAR z_angle_to 276.3156
:Label0116ED
0050: gosub Label012DA8
:Label0116F4
0002: jump Label011719
:Label0116FB
00D6: if 0
0038: $22 == 1 ;; integer values
004D: jump_if_false Label011719
0215: destroy_pickup $654
0004: $22 = 0 ;; integer values
:Label011719
0002: jump Label0115F8
:Label011720
03A4: name_thread "SAVE3"
:Label01172A
0001: wait 250 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01184B
00D6: if 0
0121: player $PLAYER_CHAR in_zone "DTOWN"
004D: jump_if_false Label01184B
00D6: if 0
03EE: player $PLAYER_CHAR controllable
004D: jump_if_false Label01184B
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label01182D
00D6: if 0
0038: $15 == 0 ;; integer values
004D: jump_if_false Label0117A4
0213: $666 = create_pickup -17 (PICKUPSAVE) type 3 at $588 $589 $590
0004: $15 = 1 ;; integer values
:Label0117A4
00D6: if 0
0214: pickup $666 picked_up
004D: jump_if_false Label011826
0050: gosub Label012D4C
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01181F
0215: destroy_pickup $666
0213: $666 = create_pickup -17 (PICKUPSAVE) type 3 at $588 $589 $590
016A: fade 1 (back) 1000 ms
0395: clear_area 1 at -833.811 1304.07 range 10.5131 1.0
0055: put_player $PLAYER_CHAR at -833.811 1304.07 10.5131
0171: set_player $PLAYER_CHAR z_angle_to 200.4458
:Label01181F
0050: gosub Label012DA8
:Label011826
0002: jump Label01184B
:Label01182D
00D6: if 0
0038: $15 == 1 ;; integer values
004D: jump_if_false Label01184B
0215: destroy_pickup $666
0004: $15 = 0 ;; integer values
:Label01184B
0002: jump Label01172A
:Label011852
03A4: name_thread "SAVE4"
:Label01185C
0001: wait 250 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01197D
00D6: if 0
0121:
004D:
00D6:
03EE:
004D:
00D6:
0038:
004D:
00D6:
0038:
004D:
0213:
0004:
:Label0118D6
00D6: if 0
0214: pickup $651 picked_up
004D: jump_if_false Label011958
0050: gosub Label012D4C
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label011951
0215: destroy_pickup $651
0213: $651 = create_pickup -17 (PICKUPSAVE) type 3 at $594 $595 $596
016A: fade 1 (back) 1000 ms
0395: clear_area 1 at 90.781 -806.1213 range 10.3349 1.0
0055: put_player $PLAYER_CHAR at 90.781 -806.1213 10.3349
0171: set_player $PLAYER_CHAR z_angle_to 238.8605
:Label011951
0050: gosub Label012DA8
:Label011958
0002: jump Label01197D
:Label01195F
00D6: if 0
0038: $32 == 1 ;; integer values
004D: jump_if_false Label01197D
0215: destroy_pickup $651
0004: $32 = 0 ;; integer values
:Label01197D
0002: jump Label01185C
:Label011984
03A4: name_thread "SAVE5"
:Label01198E
0001: wait 250 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label011AAF
00D6: if 0
0121: player $PLAYER_CHAR in_zone "BEACH1"
004D: jump_if_false Label011AAF
00D6: if 0
03EE: player $PLAYER_CHAR controllable
004D: jump_if_false Label011AAF
00D6: if 0
0038:
004D:
00D6:
0038:
004D:
0213:
0004:
:Label011A08
00D6: if 0
0214: pickup $658 picked_up
004D: jump_if_false Label011A8A
0050: gosub Label012D4C
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label011A83
0215: destroy_pickup $658
0213: $658 = create_pickup -17 (PICKUPSAVE) type 3 at $591 $592 $593
016A: fade 1 (back) 1000 ms
0395: clear_area 1 at 14.4571 -1498.594 range 12.1974 1.0
0055: put_player $PLAYER_CHAR at 14.4571 -1498.594 12.1974
0171: set_player $PLAYER_CHAR z_angle_to 353.8286
:Label011A83
0050: gosub Label012DA8
:Label011A8A
0002: jump Label011AAF
:Label011A91
00D6: if 0
0038: $16 == 1 ;; integer values
004D: jump_if_false Label011AAF
0215: destroy_pickup $658
0004: $16 = 0 ;; integer values
:Label011AAF
0002: jump Label01198E
:Label011AB6
03A4: name_thread "SAVE6"
:Label011AC0
0001: wait 250 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label011BE1
00D6: if 0
0121: player $PLAYER_CHAR in_zone "BEACH3"
004D: jump_if_false Label011BE1
00D6: if 0
03EE: player $PLAYER_CHAR controllable
004D: jump_if_false Label011BE1
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label011BC3
00D6: if 0
0038: $69 == 0 ;; integer values
004D: jump_if_false Label011B3A
0213: $648 = create_pickup -17 (PICKUPSAVE) type 3 at $597 $598 $599
00D6:
0214:
004D:
0050:
00D6:
0256:
004D:
0215:
0213:
016A:
0395:
0055:
0171:
if 0
pickup $645 picked_up
jump_if_false Label011D0A
gosub Label012D4C
if 0
player $PLAYER_CHAR defined
jump_if_false Label011D03
destroy_pickup $645
$645 = create_pickup -17 (PICKUPSAVE) type 3 at -562.8 699.7 20.6
fade 1 (back) 1000 ms
clear_area 1 at -559.9 705.4 range 19.8 1.0
put_player $PLAYER_CHAR at -559.9 705.4 19.8
set_player $PLAYER_CHAR z_angle_to 243.0
:Label011D03
0050: gosub Label012DA8
:Label011D0A
0002: jump Label011D2F
:Label011D11
00D6: if 0
0038: $60 == 1 ;; integer values
004D: jump_if_false Label011D2F
0215: destroy_pickup $645
0004: $60 = 0 ;; integer values
:Label011D2F
0002: jump Label011BF2
:Label015586
0004: $859 =
0004: $860 =
0004: $861 =
0004: $851 =
0004: $849 =
0004: $850 =
0004: $842 =
0004: $843 =
0004: $846 =
0004: $844 =
0004: $845 =
0004: $866 =
0004: $862 =
0004: $863 =
0004: $871 =
0004: $872 =
0004: $902 =
0004: $903 =
0004: $904 =
0004: $905 =
0004: $867 =
0004: $868 =
0004: $847 =
0004: $855 =
0004: $848 =
0 ;; integer values
-30000 ;; integer values
-60000 ;; integer values
0 ;; integer values
0 ;; integer values
0 ;; integer values
0 ;; integer values
0 ;; integer values
0 ;; integer values
0 ;; integer values
0 ;; integer values
0 ;; integer values
0 ;; integer values
0 ;; integer values
0 ;; integer values
0 ;; integer values
1 ;; integer values
1 ;; integer values
1 ;; integer values
1 ;; integer values
1 ;; integer values
1 ;; integer values
1 ;; integer values
1 ;; integer values
1 ;; integer values
0004:
0004:
0004:
0004:
0004:
0004:
0004:
018D:
018E:
03A4:
0111:
004F:
004F:
004F:
004F:
004F:
004F:
004E:
:Label0156BF
03A4: name_thread "AMMU1"
:Label0156C9
0001: wait 0 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label016420
00D6: if 0
0121: player $PLAYER_CHAR in_zone "BEACH1"
004D: jump_if_false Label016419
00D6: if 0
00F5: player $PLAYER_CHAR 0 near_point $531 $532 $533 radius 35.0 35.0 20.0
004D: jump_if_false Label016400
00D6: if 0
0038: $842 == 0 ;; integer values
004D: jump_if_false Label015866
0050: gosub Label01B041
0084: $857 = $859 ;; integer values and handles
0060: $857 -= $860 ;; integer values
0107: $889 = create_object #COLT45 at -60.793 -1488.141 12.24
0392: object $889 toggle_in_moving_list 0
0453: object $889 set_rotation 0.0 8.0 0.0
0107: $890 = create_object #INGRAMSL at -62.293 -1488.241 12.223
0392: object $890 toggle_in_moving_list 0
0453: object $890 set_rotation 0.0 2.0 0.0
0107: $891 = create_object #CHROMEGUN at -63.993 -1488.241 12.24
0392: object $891 toggle_in_moving_list 0
0453: object $891 set_rotation 0.0 7.0 0.0
0107: $892 = create_object #RUGER at -65.393 -1488.221 12.18
0392: object $892 toggle_in_moving_list 0
0107: $893 = create_object -18 (BODYARMOUR) at -66.629 -1488.0 12.113
0392: object $893 toggle_in_moving_list 0
00D6: if 0
0018: $857 > 30000 ;; integer values
004D: jump_if_false Label015858
009A: $853 = create_actor 4 #SPECIAL21 at -62.5 -1485.1 9.6
01ED: reset_actor $853 flags
0350: unknown_actor $853 not_scared_flag 1
0050: gosub Label01AD91
:Label015858
0004: $842 = 1 ;; integer values
0002: jump Label01589D
:Label015866
00D6: if 0
0057: player $PLAYER_CHAR 0 in_cube -57.7 -1468.8 13.4 -69.1 -1487.2 9.0
004D: jump_if_false Label01589D
0050: gosub Label01A59B
:Label01589D
00D6: if 0
8118: NOT actor $853 dead
004D: jump_if_false Label0163F9
00D6: if 0
0038: $844 == 0 ;; integer values
004D: jump_if_false Label0163F9
00D6: if 0
0038: $1180 == 0 ;; integer values
004D: jump_if_false Label0163F9
01FA: $908 = rampage_status
00D6: if 0
8038: NOT $908 == 1 ;; integer values
004D: jump_if_false Label0163F9
00D6: if 0
00F9: player $PLAYER_CHAR stopped 1 near_point_on_foot $531 $532 $533 radius 1
.0 1.0 2.0
004D: jump_if_false Label0163A6
0050: gosub Label01AD5B
:Label015919
00D6: if 0
0038: $849 == 0 ;; integer values
004D: jump_if_false Label01639F
0004: $1180 = 1 ;; integer values
0001: wait 0 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label015B48
00D6: if 0
0038: $851 == 0 ;; integer values
004D: jump_if_false Label015B48
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
00D6: if 0
8118: NOT actor $853 dead
004D: jump_if_false Label015977
0210: player $PLAYER_CHAR look_at_actor $853
:Label015977
015F: set_camera_position -60.508 -1486.245 12.428 0.0 0.0 0.0
0160: point_camera -60.593 -1487.241 12.433 1
00D6: if 0
0038: $862 == 0 ;; integer values
004D: jump_if_false Label0159D4
0460: set_camera_pointing_time 0.0 1200
0004: $862 = 1 ;; integer values
0002: jump Label0159DE
:Label0159D4
0460: set_camera_pointing_time 0.0 800
:Label0159DE
0004: $863 = 0 ;; integer values
0001: wait 800 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label015A0F
0055: put_player $PLAYER_CHAR at $531 $532 $533
04D7: lock_actor $PLAYER_ACTOR in_current_position 1
:Label015A0F
00D6: if 0
0038: $851 == 0 ;; integer values
004D: jump_if_false Label015B48
0001: wait 0 ms
00BA: text_styled "PISTOL" 1000 ms 4 ;; Pistol
01E5: text_1number_highpriority "G_COST" 100 1000 ms 1 ;; Cost: $~1~
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label015B41
0050: gosub Label01A97E
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 4 weapon $869 ammo $852
model $870
0050: gosub Label01B0FB
00D6: if 0
0490: player $PLAYER_CHAR has_weapon 18
004D: jump_if_false Label015A96
01E5: text_1number_highpriority "HELP54" 100 1000 ms 1 ;; ~w~Cost: $~1~ ~r~Buy
ing this will replace your current weapon.
:Label015A96
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label015B28
0419: $852 = player $PLAYER_CHAR weapon 17 ammo
00D6: if 0
010A: player $PLAYER_CHAR money > 99
004D: jump_if_false Label015B21
00D6: if 0
001A: 9999 > $852 ;; integer values
004D: jump_if_false Label015B1A
01B1: give_player $PLAYER_CHAR weapon 17 ammo 68 ;; Load the weapon model befor
e using this
00D6: if 0
0018: $852 > 9999 ;; integer values
004D: jump_if_false Label015AFC
01B1: give_player $PLAYER_CHAR weapon 17 ammo 9999 ;; Load the weapon model bef
ore using this
:Label015AFC
01B8: set_player $PLAYER_CHAR armed_weapon_to 17
0050: gosub Label01A935
0109: player $PLAYER_CHAR money += -100
0528: unknown_add 100 to_money_spent_on_weapons_stats
0001: wait 300 ms
:Label015B1A
0002: jump Label015B28
:Label015B21
00D6: if 0
001A: 9999 > $852 ;; integer values
004D: jump_if_false Label015CFD
01B1: give_player $PLAYER_CHAR weapon 24 ammo 120 ;; Load the weapon model befo
re using this
00D6: if 0
0018: $852 > 9999 ;; integer values
004D: jump_if_false Label015CDD
01B1: give_player $PLAYER_CHAR weapon 24 ammo 9999 ;; Load the weapon model bef
ore using this
:Label015CDD
01B8: set_player $PLAYER_CHAR armed_weapon_to 24
0050: gosub Label01A935
0109: player $PLAYER_CHAR money += -300
0528: unknown_add 300 to_money_spent_on_weapons_stats
0001: wait 300 ms
:Label015CFD
0002: jump Label015D0B
:Label015D04
0050: gosub Label01A8EC
:Label015D0B
00D6: if 0
0038: $849 == 1 ;; integer values
004D: jump_if_false Label015D24
0002: jump Label0156C9
:Label015D24
0002: jump Label015BDF
:Label015D2B
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label015F61
00D6: if 0
0038: $851 == 2 ;; integer values
004D: jump_if_false Label015F61
015F: set_camera_position -63.508 -1486.245 12.428 0.0 0.0 0.0
0160: point_camera -63.593 -1487.241 12.433 1
0460: set_camera_pointing_time 0.0 800
0004: $871 = 0 ;; integer values
0004: $872 = 0 ;; integer values
0004: $863 = 0 ;; integer values
0001: wait 800 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label015DC2
0055: put_player $PLAYER_CHAR at $531 $532 $533
:Label015DC2
00D6: if 0
0038: $851 == 2 ;; integer values
004D: jump_if_false Label015F61
0001: wait 0 ms
00BA: text_styled "SHOTGN1" 1000 ms 4
00D6: if 0
0038: $902 == 0 ;; integer values
;; Shotgun
;; ~r~out of stock
:Label015E0F
01E5: text_1number_highpriority "G_COST" 500 1000 ms 1
;; Cost: $~1~
:Label015E21
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label015F5A
0050: gosub Label01A97E
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 5 weapon $869 ammo $852
model $870
0050: gosub Label01B0FB
00D6: if 0
0038: $902 == 1 ;; integer values
004D: jump_if_false Label015E8C
00D6: if 21
0490: player $PLAYER_CHAR has_weapon 20
0490: player $PLAYER_CHAR has_weapon 21
004D: jump_if_false Label015E8C
01E5: text_1number_highpriority "HELP54" 500 1000 ms 1 ;; ~w~Cost: $~1~ ~r~Buy
ing this will replace your current weapon.
:Label015E8C
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label015F41
00D6: if 0
0038: $902 == 1 ;; integer values
004D: jump_if_false Label015F3A
0419: $852 = player $PLAYER_CHAR weapon 19 ammo
00D6: if 0
010A: player $PLAYER_CHAR money > 499
004D: jump_if_false Label015F2C
00D6: if 0
001A: 9999 > $852 ;; integer values
004D: jump_if_false Label015F25
01B1: give_player $PLAYER_CHAR weapon 19 ammo 32 ;; Load the weapon model befor
e using this
00D6: if 0
0018: $852 > 9999 ;; integer values
004D: jump_if_false Label015F05
01B1: give_player $PLAYER_CHAR weapon 19 ammo 9999 ;; Load the weapon model bef
ore using this
:Label015F05
01B8: set_player $PLAYER_CHAR armed_weapon_to 19
0050: gosub Label01A935
0109: player $PLAYER_CHAR money += -500
0528: unknown_add 500 to_money_spent_on_weapons_stats
0001: wait 300 ms
:Label015F25
0002: jump Label015F33
:Label015F2C
0050: gosub Label01A8EC
:Label015F33
0002: jump Label015F41
:Label015F3A
0050: gosub Label01A8EC
:Label015F41
00D6: if 0
0038: $849 == 1 ;; integer values
004D: jump_if_false Label015F5A
0002: jump Label0156C9
:Label015F5A
0002: jump Label015DC2
:Label015F61
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label016191
00D6: if 0
0038: $851 == 3 ;; integer values
004D: jump_if_false Label016191
015F: set_camera_position -65.008 -1486.245 12.428 0.0 0.0 0.0
0160: point_camera -65.093 -1487.241 12.433 1
0460: set_camera_pointing_time 0.0 800
0004: $871 = 0 ;; integer values
0004: $872 = 0 ;; integer values
0004: $863 = 0 ;; integer values
0001: wait 800 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label015FF8
0055: put_player $PLAYER_CHAR at $531 $532 $533
:Label015FF8
00D6: if 0
0038: $851 == 3 ;; integer values
004D: jump_if_false Label016191
0001: wait 0 ms
00BA: text_styled "RUGER" 1000 ms 4 ;; Kruger
00D6: if 0
0038: $903 == 0 ;; integer values
004D: jump_if_false Label016045
00BC: text_highpriority "STOCK" 1000 ms 1 ;; ~r~out of stock
0002: jump Label016057
:Label016045
01E5: text_1number_highpriority "G_COST" 1000 1000 ms 1
;; Cost: $~1~
:Label016057
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01618A
0050: gosub Label01A97E
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 7 weapon $869 ammo $852
model $870
0050: gosub Label01B0FB
00D6: if 0
0038: $903 == 1 ;; integer values
004D: jump_if_false Label0160BB
00D6: if 0
0490: player $PLAYER_CHAR has_weapon 26
004D: jump_if_false Label0160BB
01E5: text_1number_highpriority "HELP54" 1000 1000 ms 1
ying this will replace your current weapon.
:Label0160BB
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label016171
00D6: if 0
0038: $903 == 1 ;; integer values
004D: jump_if_false Label01616A
0419: $852 = player $PLAYER_CHAR weapon 27 ammo
00D6: if 0
010A: player $PLAYER_CHAR money > 999
004D: jump_if_false Label01615C
00D6: if 0
001A: 9999 > $852 ;; integer values
004D: jump_if_false Label016155
01B1: give_player $PLAYER_CHAR weapon 27 ammo 150 ;; Load the weapon model befo
re using this
00D6: if 0
0018: $852 > 9999 ;; integer values
004D: jump_if_false Label016135
01B1: give_player $PLAYER_CHAR weapon 27 ammo 9999 ;; Load the weapon model bef
ore using this
:Label016135
01B8: set_player $PLAYER_CHAR armed_weapon_to 27
0050: gosub Label01A935
0109: player $PLAYER_CHAR money += -1000
0528: unknown_add 1000 to_money_spent_on_weapons_stats
0001: wait 300 ms
:Label016155
0002: jump Label016163
:Label01615C
0050: gosub Label01A8EC
:Label016163
0002: jump Label016171
:Label01616A
0050: gosub Label01A8EC
:Label016171
00D6: if 0
0038: $849 == 1 ;; integer values
004D: jump_if_false Label01618A
0002: jump Label0156C9
:Label01618A
0002: jump Label015FF8
:Label016191
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label016398
00D6:
0038:
004D:
015F:
0160:
0460:
0004:
0004:
0004:
0001:
00D6:
0256:
004D:
0055:
if 0
$851 == 4 ;; integer values
jump_if_false Label016398
set_camera_position -66.508 -1486.245 12.428 0.0 0.0 0.0
point_camera -66.593 -1487.241 12.433 1
set_camera_pointing_time 0.0 800
$871 = 0 ;; integer values
$872 = 0 ;; integer values
$863 = 0 ;; integer values
wait 800 ms
if 0
player $PLAYER_CHAR defined
jump_if_false Label016228
put_player $PLAYER_CHAR at $531 $532 $533
:Label016228
00D6: if 0
0038: $851 == 4 ;; integer values
004D: jump_if_false Label016398
0001: wait 0 ms
00BA: text_styled "ARMOUR" 1000 ms 4 ;; Body Armor
00D6: if 0
0038: $867 == 0 ;; integer values
004D: jump_if_false Label016275
00BC: text_highpriority "STOCK" 1000 ms 1 ;; ~r~out of stock
0002: jump Label016287
:Label016275
01E5: text_1number_highpriority "G_COST" 200 1000 ms 1
:Label016287
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label016391
0050: gosub Label01A97E
04DD: $PLAYER_ACTOR $873
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label016378
00D6: if 0
0038: $867 == 1 ;; integer values
004D: jump_if_false Label016371
00D6: if 0
010A: player $PLAYER_CHAR money > 199
004D: jump_if_false Label016363
00D6: if 0
001A: 100 > $873 ;; integer values
004D: jump_if_false Label016316
035E: set_player $PLAYER_CHAR armour_to 200
0050: gosub Label01A935
0109: player $PLAYER_CHAR money += -200
0528: unknown_add 200 to_money_spent_on_weapons_stats
0001: wait 300 ms
0002: jump Label01635C
:Label016316
00D6: if 0
0038: $1582 == 1 ;; integer values
004D: jump_if_false Label01635C
00D6: if 0
;; Cost: $~1~
001A:
004D:
035E:
0050:
0109:
0528:
0001:
:Label01635C
0002: jump Label01636A
:Label016363
0050: gosub Label01A8EC
:Label01636A
0002: jump Label016378
:Label016371
0050: gosub Label01A8EC
:Label016378
00D6: if 0
0038: $849 == 1 ;; integer values
004D: jump_if_false Label016391
0002: jump Label0156C9
:Label016391
0002: jump Label016228
:Label016398
0002: jump Label015919
:Label01639F
0002: jump Label0163F9
:Label0163A6
00D6: if 0
80F6: NOT player $PLAYER_CHAR 1 near_point_on_foot $531 $532 $533 radius 1.0
1.0 2.0
004D: jump_if_false Label0163F9
00D6: if 0
0038: $849 == 1 ;; integer values
004D: jump_if_false Label0163F9
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label0163F9
0050: gosub Label01AE6D
:Label0163F9
0002: jump Label016419
:Label016400
00D6: if 0
0038: $842 == 1 ;; integer values
004D: jump_if_false Label016419
0050: gosub Label01AE8D
:Label016419
0002: jump Label016427
:Label016420
0050: gosub Label01AE8D
:Label016427
0002: jump Label0156C9
:Label01642E
03A4: name_thread "AMMU2"
:Label016438
0001: wait 0 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label0173BA
00D6: if 0
0038: $1003 == 1 ;; integer values
004D: jump_if_false Label0173B3
00D6: if 0
0057: player $PLAYER_CHAR 0 in_cube 357.7 1016.6 30.1 410.4 1110.4 16.0
004D: jump_if_false Label01739A
00D6: if 0
0038: $842 == 0 ;; integer values
004D: jump_if_false Label016625
0050: gosub Label01B041
0084: $857 = $859 ;; integer values and handles
0060: $857 -= $860 ;; integer values
0107: $889 = create_object #COLT45 at 367.0 1049.5 21.09
0392: object $889 toggle_in_moving_list 0
0453: object $889 set_rotation 0.0 8.0 0.0
0107: $890 = create_object #UZI at 366.0 1049.5 21.05
0392: object $890 toggle_in_moving_list 0
0453: object $890 set_rotation 0.0 4.0 0.0
0107: $891 = create_object #BUDDYSHOT at 364.9 1049.5 21.067
0392: object $891 toggle_in_moving_list 0
0453: object $891 set_rotation 0.0 9.0 0.0
0107: $892 = create_object #SNIPER at 363.9 1049.5 21.05
0392: object $892 toggle_in_moving_list 0
0453: object $892 set_rotation 0.0 5.0 0.0
0107: $893 = create_object #GRENADE at 363.1 1049.5 20.76
0392: object $893 toggle_in_moving_list 0
0107: $894 = create_object #GRENADE at 363.0 1049.5 20.72
0392: object $894 toggle_in_moving_list 0
0107: $895 = create_object -18 (BODYARMOUR) at 362.1 1049.5 20.9
0392: object $895 toggle_in_moving_list 0
00D6: if 0
0018: $857 > 30000 ;; integer values
004D: jump_if_false Label016617
009A: $853 = create_actor 4 #SPECIAL21 at 366.1 1052.2 18.2
01ED: reset_actor $853 flags
0350: unknown_actor $853 not_scared_flag 1
0050: gosub Label01AD91
:Label016617
0004: $842 = 1 ;; integer values
0002: jump Label01665C
:Label016625
00D6: if 0
0057: player $PLAYER_CHAR 0 in_cube 369.9 1068.7 22.3 359.8 1048.5 18.1
004D: jump_if_false Label01665C
:Label016900
0002: jump Label0167CE
:Label016907
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label016AEA
00D6: if 0
0038: $851 == 1 ;; integer values
004D: jump_if_false Label016AEA
015F: set_camera_position 366.203 1051.161 21.269 0.0 0.0 0.0
0160: point_camera 366.152 1050.163 21.291 1
0460: set_camera_pointing_time 0.0 800
0004: $871 = 0 ;; integer values
0004: $872 = 0 ;; integer values
0004: $863 = 0 ;; integer values
0001: wait 800 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01699E
0055: put_player $PLAYER_CHAR at $534 $535 $536
:Label01699E
00D6: if 0
0038: $851 == 1 ;; integer values
004D: jump_if_false Label016AEA
0001: wait 0 ms
00BA: text_styled "UZI" 1000 ms 4 ;; Uz-1
01E5: text_1number_highpriority "G_COST" 400 1000 ms 1 ;; Cost: $~1~
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label016AE3
0050: gosub Label01AA87
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 6 weapon $869 ammo $852
model $870
0050: gosub Label01B0FB
00D6: if 22
0490: player $PLAYER_CHAR has_weapon 25
0490: player $PLAYER_CHAR has_weapon 24
0490: player $PLAYER_CHAR has_weapon 22
004D: jump_if_false Label016A35
01E5: text_1number_highpriority "HELP54" 400 1000 ms 1 ;; ~w~Cost: $~1~ ~r~Buy
ing this will replace your current weapon.
:Label016A35
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label016ACA
0419: $852 = player $PLAYER_CHAR weapon 23 ammo
00D6: if 0
010A: player $PLAYER_CHAR money > 399
004D: jump_if_false Label016AC3
00D6: if 0
001A: 9999 > $852 ;; integer values
004D: jump_if_false Label016ABC
01B1: give_player $PLAYER_CHAR weapon 23 ammo 120 ;; Load the weapon model befo
re using this
00D6: if 0
0018: $852 > 9999 ;; integer values
004D: jump_if_false Label016A9C
01B1: give_player $PLAYER_CHAR weapon 23 ammo 9999 ;; Load the weapon model bef
ore using this
:Label016A9C
01B8: set_player $PLAYER_CHAR armed_weapon_to 23
0050: gosub Label01A935
0109: player $PLAYER_CHAR money += -400
0528: unknown_add 400 to_money_spent_on_weapons_stats
0001: wait 300 ms
:Label016ABC
0002: jump Label016ACA
:Label016AC3
0050: gosub Label01A8EC
:Label016ACA
00D6: if 0
0038: $849 == 1 ;; integer values
004D: jump_if_false Label016AE3
0002: jump Label016438
:Label016AE3
0002: jump Label01699E
:Label016AEA
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label016D20
00D6: if 0
0038: $851 == 2 ;; integer values
004D: jump_if_false Label016D20
015F: set_camera_position 365.203 1051.161 21.269 0.0 0.0 0.0
0160: point_camera 365.152 1050.163 21.291 1
0460: set_camera_pointing_time 0.0 800
0004: $871 = 0 ;; integer values
0004: $872 = 0 ;; integer values
0004: $863 = 0 ;; integer values
0001: wait 800 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label016B81
0055: put_player $PLAYER_CHAR at $534 $535 $536
:Label016B81
00D6: if 0
0038: $851 == 2 ;; integer values
004D: jump_if_false Label016D20
0001: wait 0 ms
00BA: text_styled "SHOTGN3" 1000 ms 4 ;; Stubby shotgun
00D6: if 0
0038: $868 == 0 ;; integer values
004D: jump_if_false Label016BCE
00BC: text_highpriority "STOCK" 1000 ms 1 ;; ~r~out of stock
0002: jump Label016BE0
:Label016BCE
01E5: text_1number_highpriority "G_COST" 600 1000 ms 1
:Label016BE0
;; Cost: $~1~
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label016D19
0050: gosub Label01AA87
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 5 weapon $869 ammo $852
model $870
0050: gosub Label01B0FB
00D6: if 0
0038: $868 == 1 ;; integer values
004D: jump_if_false Label016C4B
00D6: if 21
0490: player $PLAYER_CHAR has_weapon 20
0490: player $PLAYER_CHAR has_weapon 19
004D: jump_if_false Label016C4B
01E5: text_1number_highpriority "HELP54" 600 1000 ms 1 ;; ~w~Cost: $~1~ ~r~Buy
ing this will replace your current weapon.
:Label016C4B
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label016D00
00D6: if 0
0038: $868 == 1 ;; integer values
004D: jump_if_false Label016CF9
0419: $852 = player $PLAYER_CHAR weapon 21 ammo
00D6: if 0
010A: player $PLAYER_CHAR money > 599
004D: jump_if_false Label016CEB
00D6: if 0
001A: 9999 > $852 ;; integer values
004D: jump_if_false Label016CE4
01B1: give_player $PLAYER_CHAR weapon 21 ammo 20 ;; Load the weapon model befor
e using this
00D6: if 0
0018: $852 > 9999 ;; integer values
004D: jump_if_false Label016CC4
01B1: give_player $PLAYER_CHAR weapon 21 ammo 9999 ;; Load the weapon model bef
ore using this
:Label016CC4
01B8: set_player $PLAYER_CHAR armed_weapon_to 21
0050: gosub Label01A935
0109: player $PLAYER_CHAR money += -600
0528: unknown_add 600 to_money_spent_on_weapons_stats
0001: wait 300 ms
:Label016CE4
0002: jump Label016CF2
:Label016CEB
0050: gosub Label01A8EC
:Label016CF2
0002: jump Label016D00
:Label016CF9
0050: gosub Label01A8EC
:Label016D00
00D6: if 0
;; Cost: $~1~
:Label016E16
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label016F48
0050: gosub Label01AA87
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 9 weapon $869 ammo $852
model $870
0050: gosub Label01B0FB
00D6: if 0
0038: $847 == 1 ;; integer values
004D: jump_if_false Label016E7A
00D6: if 0
0490: player $PLAYER_CHAR has_weapon 29
004D: jump_if_false Label016E7A
01E5: text_1number_highpriority "HELP54" 1500 1000 ms 1 ;; ~w~Cost: $~1~ ~r~Bu
ying this will replace your current weapon.
:Label016E7A
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label016F2F
00D6: if 0
0038: $847 == 1 ;; integer values
004D: jump_if_false Label016F28
0419: $852 = player $PLAYER_CHAR weapon 28 ammo
00D6: if 0
010A: player $PLAYER_CHAR money > 1499
004D: jump_if_false Label016F1A
00D6: if 0
001A: 9999 > $852 ;; integer values
004D: jump_if_false Label016F13
01B1: give_player $PLAYER_CHAR weapon 28 ammo 40 ;; Load the weapon model befor
e using this
00D6: if 0
0018: $852 > 9999 ;; integer values
004D: jump_if_false Label016EF3
01B1: give_player $PLAYER_CHAR weapon 28 ammo 9999 ;; Load the weapon model bef
ore using this
:Label016EF3
01B8: set_player $PLAYER_CHAR armed_weapon_to 28
0050: gosub Label01A935
0109: player $PLAYER_CHAR money += -1500
0528: unknown_add 1500 to_money_spent_on_weapons_stats
0001: wait 300 ms
:Label016F13
0002: jump Label016F21
:Label016F1A
0050: gosub Label01A8EC
:Label016F21
0002: jump Label016F2F
:Label016F28
0050: gosub Label01A8EC
:Label016F2F
00D6: if 0
0038: $849 == 1 ;; integer values
004D: jump_if_false Label016F48
0002: jump Label016438
:Label016F48
0002: jump Label016DB7
:Label016F4F
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01712B
00D6: if 0
0038: $851 == 4 ;; integer values
004D: jump_if_false Label01712B
015F: set_camera_position 363.203 1051.161 21.269 0.0 0.0 0.0
0160: point_camera 363.152 1050.163 21.291 1
0460: set_camera_pointing_time 0.0 800
0004: $871 = 0 ;; integer values
0004: $872 = 0 ;; integer values
0004:
0001:
00D6:
0256:
004D:
0055:
:Label016FE6
00D6: if 0
0038: $851 == 4 ;; integer values
004D: jump_if_false Label01712B
0001: wait 0 ms
00BA: text_styled "GRENADE" 1000 ms 4 ;; Grenades
01E5: text_1number_highpriority "G_COST" 300 1000 ms 1 ;; Cost: $~1~
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label017124
0050: gosub Label01AA87
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 3 weapon $869 ammo $852
model $870
0050: gosub Label01B0FB
00D6: if 22
0490: player $PLAYER_CHAR has_weapon 13
0490: player $PLAYER_CHAR has_weapon 15
0490: player $PLAYER_CHAR has_weapon 14
004D: jump_if_false Label01707D
01E5: text_1number_highpriority "HELP54" 300 1000 ms 1 ;; ~w~Cost: $~1~ ~r~Buy
ing this will replace your current weapon.
:Label01707D
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label01710B
0419: $852 = player $PLAYER_CHAR weapon 12 ammo
00D6: if 0
010A: player $PLAYER_CHAR money > 299
004D: jump_if_false Label017104
00D6: if 0
001A: 9999 > $852 ;; integer values
004D: jump_if_false Label0170FD
01B1: give_player $PLAYER_CHAR weapon 12 ammo 8 ;; Load the weapon model before
using this
00D6: if 0
0018: $852 > 9999 ;; integer values
004D: jump_if_false Label0170E4
01B1: give_player $PLAYER_CHAR weapon 12 ammo 9999 ;; Load the weapon model bef
ore using this
:Label0170E4
0050: gosub Label01A935
0109: player $PLAYER_CHAR money += -300
0528: unknown_add 300 to_money_spent_on_weapons_stats
0001: wait 300 ms
:Label0170FD
0002: jump Label01710B
:Label017104
0050: gosub Label01A8EC
:Label01710B
00D6: if 0
0038: $849 == 1 ;; integer values
004D: jump_if_false Label017124
0002: jump Label016438
:Label017124
0002: jump Label016FE6
:Label01712B
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label017332
00D6: if 0
0038: $851 == 5 ;; integer values
004D: jump_if_false Label017332
015F: set_camera_position 362.203 1051.161 21.269 0.0 0.0 0.0
0160: point_camera 362.152 1050.163 21.291 1
0460: set_camera_pointing_time 0.0 800
0004: $871 = 0 ;; integer values
0004: $872 = 0 ;; integer values
0004: $863 = 0 ;; integer values
0001: wait 800 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label0171C2
0055: put_player $PLAYER_CHAR at $534 $535 $536
:Label0171C2
00D6: if 0
0038: $851 == 5 ;; integer values
004D: jump_if_false Label017332
0001: wait 0 ms
00BA: text_styled "ARMOUR" 1000 ms 4 ;; Body Armor
00D6: if 0
0038: $867 == 0 ;; integer values
004D: jump_if_false Label01720F
00BC: text_highpriority "STOCK" 1000 ms 1 ;; ~r~out of stock
0002: jump Label017221
:Label01720F
01E5: text_1number_highpriority "G_COST" 200 1000 ms 1
:Label017221
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01732B
0050: gosub Label01AA87
04DD: $PLAYER_ACTOR $873
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label017312
00D6: if 0
0038: $867 == 1 ;; integer values
004D: jump_if_false Label01730B
00D6: if 0
010A: player $PLAYER_CHAR money > 199
004D: jump_if_false Label0172FD
00D6: if 0
001A: 100 > $873 ;; integer values
;; Cost: $~1~
004D:
035E:
0050:
0109:
0528:
0001:
0002:
jump_if_false Label0172B0
set_player $PLAYER_CHAR armour_to 200
gosub Label01A935
player $PLAYER_CHAR money += -200
unknown_add 200 to_money_spent_on_weapons_stats
wait 300 ms
jump Label0172F6
:Label0172B0
00D6: if 0
0038: $1582 == 1 ;; integer values
004D: jump_if_false Label0172F6
00D6: if 0
001A: 200 > $873 ;; integer values
004D: jump_if_false Label0172F6
035E: set_player $PLAYER_CHAR armour_to 200
0050: gosub Label01A935
0109: player $PLAYER_CHAR money += -200
0528: unknown_add 200 to_money_spent_on_weapons_stats
0001: wait 300 ms
:Label0172F6
0002: jump Label017304
:Label0172FD
0050: gosub Label01A8EC
:Label017304
0002: jump Label017312
:Label01730B
0050: gosub Label01A8EC
:Label017312
00D6: if 0
0038: $849 == 1 ;; integer values
004D: jump_if_false Label01732B
0002: jump Label016438
:Label01732B
0002: jump Label0171C2
:Label017332
0002: jump Label0166D8
:Label017339
0002: jump Label017393
:Label017340
00D6: if 0
80F6: NOT player $PLAYER_CHAR 1 near_point_on_foot $534 $535 $536 radius 1.0
1.0 2.0
004D: jump_if_false Label017393
00D6: if 0
0038: $849 == 1 ;; integer values
004D: jump_if_false Label017393
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label017393
0050: gosub Label01AE6D
:Label017393
0002: jump Label0173B3
:Label01739A
00D6: if 0
0038: $842 == 1 ;; integer values
004D: jump_if_false Label0173B3
0050: gosub Label01AE8D
:Label0173B3
0002: jump Label0173C1
:Label0173BA
0050: gosub Label01AE8D
:Label0173C1
0002: jump Label016438
:Label0173C8
03A4: name_thread "AMMU3"
:Label0173D2
0001: wait 0 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01842E
00D6: if 0
0121: player $PLAYER_CHAR in_zone "DTOWN"
004D: jump_if_false Label018427
00D6: if 0
00F5: player $PLAYER_CHAR 0 near_point $537 $538 $539 radius 35.0 35.0 20.0
004D: jump_if_false Label01840E
00D6: if 0
0038: $842 == 0 ;; integer values
004D: jump_if_false Label0175C9
0050: gosub Label01B041
0084: $857 = $859 ;; integer values and handles
0060: $857 -= $860 ;; integer values
0107: $889 = create_object #PYTHON at -683.6 1200.549 12.93
0392: object $889 toggle_in_moving_list 0
0453: object $889 set_rotation 0.0 4.0 90.0
0107: $890 = create_object #MP5LNG at -683.6 1202.049 12.86
0392: object $890 toggle_in_moving_list 0
0453: object $890 set_rotation 0.0 8.0 95.0
0107: $891 = create_object #SHOTGSPA at -683.6 1203.449 12.91
0392: object $891 toggle_in_moving_list 0
0453: object $891 set_rotation 0.0 9.0 95.0
0107: $892 = create_object #M4 at -683.6 1205.049 12.88
0392: object $892 toggle_in_moving_list 0
0453: object $892 set_rotation 0.0 3.0 95.0
0107: $893 = create_object #LASER at -683.6 1206.549 12.81
0392: object $893 toggle_in_moving_list 0
0453: object $893 set_rotation 0.0 2.0 95.0
0107: $894 = create_object -18 (BODYARMOUR) at -683.5 1208.189 12.809
0392: object $894 toggle_in_moving_list 0
0177: set_object $894 z_angle_to 90.0
00D6: if 0
0018: $857 > 30000 ;; integer values
004D: jump_if_false Label0175BB
009A:
0173:
01ED:
0350:
0050:
:Label0175BB
0004: $842 = 1 ;; integer values
0002: jump Label017600
:Label0175C9
00D6: if 0
0057: player $PLAYER_CHAR 0 in_cube -684.5 1199.3 16.9 -663.8 1211.1 10.0
004D: jump_if_false Label017600
0050: gosub Label01A59B
:Label017600
00D6: if 0
0038: $995 == 0 ;; integer values
004D: jump_if_false Label018407
00D6: if 0
8118: NOT actor $853 dead
004D: jump_if_false Label018407
00D6: if 0
0038: $844 == 0 ;; integer values
004D: jump_if_false Label018407
00D6: if 0
0038: $1180 == 0 ;; integer values
004D: jump_if_false Label018407
01FA: $908 = rampage_status
00D6: if 0
8038: NOT $908 == 1 ;; integer values
004D: jump_if_false Label018407
00D6: if 0
00F9: player $PLAYER_CHAR stopped 1 near_point_on_foot $537 $538 $539 radius 1
.0 1.0 2.0
004D: jump_if_false Label0183B4
0050: gosub Label01AD5B
:Label01768E
00D6: if 0
0038: $849 == 0 ;; integer values
004D: jump_if_false Label0183AD
0004: $1180 = 1 ;; integer values
0001: wait 0 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01791C
00D6: if 0
0038: $851 == 0 ;; integer values
004D: jump_if_false Label01791C
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
00D6: if 0
8118: NOT actor $853 dead
004D: jump_if_false Label0176EC
0210: player $PLAYER_CHAR look_at_actor $853
:Label0176EC
015F: set_camera_position -682.161 1200.594 13.133 0.0 0.0 0.0
0160: point_camera -683.155 1200.697 13.171 1
00D6:
0038:
004D:
0460:
0004:
0002:
if 0
$862 == 0 ;; integer values
jump_if_false Label017749
set_camera_pointing_time 0.0 1200
$862 = 1 ;; integer values
jump Label017753
:Label017749
0460: set_camera_pointing_time 0.0 800
:Label017753
0004: $863 = 0 ;; integer values
0001: wait 800 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label017784
0055: put_player $PLAYER_CHAR at $537 $538 $539
04D7: lock_actor $PLAYER_ACTOR in_current_position 1
:Label017784
00D6: if 0
0038: $851 == 0 ;; integer values
004D: jump_if_false Label01791C
0001: wait 0 ms
00BA: text_styled "PYTHON" 2000 ms 4 ;; .357
00D6: if 0
0038: $907 == 0 ;; integer values
004D: jump_if_false Label0177D1
00BC: text_highpriority "STOCK" 1000 ms 1 ;; ~r~out of stock
0002: jump Label0177E3
:Label0177D1
01E5: text_1number_highpriority "G_COST" 2000 1000 ms 1
;; Cost: $~1~
:Label0177E3
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label017915
0050: gosub Label01AA87
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 4 weapon $869 ammo $852
model $870
0050: gosub Label01B0FB
00D6: if 0
0038: $907 == 1 ;; integer values
004D: jump_if_false Label017847
00D6: if 0
0490: player $PLAYER_CHAR has_weapon 17
004D: jump_if_false Label017847
01E5: text_1number_highpriority "HELP54" 2000 1000 ms 1 ;; ~w~Cost: $~1~ ~r~Bu
ying this will replace your current weapon.
:Label017847
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label0178FC
00D6: if 0
0038: $907 == 1 ;; integer values
004D: jump_if_false Label0178F5
0419: $852 = player $PLAYER_CHAR weapon 18 ammo
00D6: if 0
:Label0179B3
00D6: if 0
0038: $851 == 1 ;; integer values
004D: jump_if_false Label017B59
0001: wait 0 ms
00BA: text_styled "MP5" 1000 ms 4 ;; MP
00D6: if 0
0038: $906 == 0 ;; integer values
004D: jump_if_false Label017A00
00BC: text_highpriority "STOCK" 1000 ms 1
0002: jump Label017A12
;; ~r~out of stock
:Label017A00
01E5: text_1number_highpriority "G_COST" 3000 1000 ms 1
;; Cost: $~1~
:Label017A12
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label017B52
0050: gosub Label01AA87
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 6 weapon $869 ammo $852
model $870
0050: gosub Label01B0FB
00D6: if 0
0038: $906 == 1 ;; integer values
004D: jump_if_false Label017A84
00D6: if 22
0490: player $PLAYER_CHAR has_weapon 23
0490: player $PLAYER_CHAR has_weapon 24
0490: player $PLAYER_CHAR has_weapon 22
004D: jump_if_false Label017A84
01E5: text_1number_highpriority "HELP54" 3000 1000 ms 1 ;; ~w~Cost: $~1~ ~r~Bu
ying this will replace your current weapon.
:Label017A84
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label017B39
00D6: if 0
0038: $906 == 1 ;; integer values
004D: jump_if_false Label017B32
0419: $852 = player $PLAYER_CHAR weapon 25 ammo
00D6: if 0
010A: player $PLAYER_CHAR money > 2999
004D: jump_if_false Label017B24
00D6: if 0
001A: 9999 > $852 ;; integer values
004D: jump_if_false Label017B1D
01B1: give_player $PLAYER_CHAR weapon 25 ammo 120 ;; Load the weapon model befo
re using this
00D6: if 0
0018: $852 > 9999 ;; integer values
004D: jump_if_false Label017AFD
01B1: give_player $PLAYER_CHAR weapon 25 ammo 9999 ;; Load the weapon model bef
ore using this
:Label017AFD
01B8: set_player $PLAYER_CHAR armed_weapon_to 25
0050: gosub Label01A935
0109: player $PLAYER_CHAR money += -3000
;; Cost: $~1~
;; Cost: $~1~
:Label017E85
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label017FB8
0050: gosub Label01AA87
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 7 weapon $869 ammo $852
model $870
0050: gosub Label01B0FB
00D6: if 0
0038: $855 == 1 ;; integer values
004D: jump_if_false Label017EE9
00D6: if 0
0490: player $PLAYER_CHAR has_weapon 27
004D: jump_if_false Label017EE9
01E5: text_1number_highpriority "HELP54" 5000 1000 ms 1 ;; ~w~Cost: $~1~ ~r~Bu
ying this will replace your current weapon.
:Label017EE9
00D6: if 0
00E1: key_pressed 0 16
0001:
00D6:
0256:
004D:
0055:
wait 800 ms
if 0
player $PLAYER_CHAR defined
jump_if_false Label018056
put_player $PLAYER_CHAR at $537 $538 $539
:Label018056
00D6: if 0
0038: $851 == 4 ;; integer values
004D: jump_if_false Label0181E7
0001: wait 0 ms
00BA: text_styled "LASER" 1000 ms 4 ;; .308 Sniper
00D6: if 0
0038: $856 == 0 ;; integer values
004D: jump_if_false Label0180A3
00BC: text_highpriority "STOCK" 1000 ms 1 ;; ~r~out of stock
0002: jump Label0180B5
:Label0180A3
01E5: text_1number_highpriority "G_COST" 6000 1000 ms 1
;; Cost: $~1~
:Label0180B5
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label0181E0
0050: gosub Label01AA87
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 9 weapon $869 ammo $852
model $870
0050: gosub Label01B0FB
00D6: if 0
0038: $856 == 1 ;; integer values
004D: jump_if_false Label018119
00D6: if 0
0490: player $PLAYER_CHAR has_weapon 28
004D: jump_if_false Label018119
01E5: text_1number_highpriority "HELP54" 6000 1000 ms 1 ;; ~w~Cost: $~1~ ~r~Bu
ying this will replace your current weapon.
:Label018119
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label0181C7
00D6: if 0
0038: $856 == 1 ;; integer values
004D: jump_if_false Label0181C0
0419: $852 = player $PLAYER_CHAR weapon 29 ammo
00D6: if 0
010A: player $PLAYER_CHAR money > 5999
004D: jump_if_false Label0181B2
00D6: if 0
001A: 9999 > $852 ;; integer values
004D: jump_if_false Label0181AB
01B1: give_player $PLAYER_CHAR weapon 29 ammo 28 ;; Load the weapon model befor
e using this
00D6: if 0
0018: $852 > 9999 ;; integer values
004D: jump_if_false Label018192
01B1: give_player $PLAYER_CHAR weapon 29 ammo 9999 ;; Load the weapon model bef
ore using this
:Label018192
0050: gosub Label01A935
0109: player $PLAYER_CHAR money += -6000
0528: unknown_add 6000 to_money_spent_on_weapons_stats
0001: wait 300 ms
:Label0181AB
0002: jump Label0181B9
:Label0181B2
0050: gosub Label01A8EC
:Label0181B9
0002: jump Label0181C7
:Label0181C0
0050: gosub Label01A8EC
:Label0181C7
00D6: if 0
0038: $849 == 1 ;; integer values
004D: jump_if_false Label0181E0
0002: jump Label0173D2
:Label0181E0
0002: jump Label018056
:Label0181E7
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label0183A6
00D6: if 0
0038: $851 == 5 ;; integer values
004D: jump_if_false Label0183A6
015F: set_camera_position -682.161 1208.094 13.133 0.0 0.0 0.0
0160: point_camera -683.155 1208.197 13.171 1
0460: set_camera_pointing_time 0.0 800
0004: $871 = 0 ;; integer values
0004: $872 = 0 ;; integer values
0004: $863 = 0 ;; integer values
0001: wait 800 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01827E
0055: put_player $PLAYER_CHAR at $537 $538 $539
:Label01827E
00D6: if 0
0038: $851 == 5 ;; integer values
004D: jump_if_false Label0183A6
0001: wait 0 ms
00BA: text_styled "ARMOUR" 1000 ms 4 ;; Body Armor
01E5: text_1number_highpriority "G_COST" 200 1000 ms 1
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01839F
0050: gosub Label01AA87
04DD: $PLAYER_ACTOR $873
00D6: if 0
00E1: key_pressed 0 16
;; Cost: $~1~
004D:
00D6:
010A:
004D:
00D6:
001A:
004D:
035E:
0050:
0109:
0528:
0001:
0002:
jump_if_false Label018386
if 0
player $PLAYER_CHAR money > 199
jump_if_false Label01837F
if 0
100 > $873 ;; integer values
jump_if_false Label018332
set_player $PLAYER_CHAR armour_to 200
gosub Label01A935
player $PLAYER_CHAR money += -200
unknown_add 200 to_money_spent_on_weapons_stats
wait 300 ms
jump Label018378
:Label018332
00D6: if 0
0038: $1582 == 1 ;; integer values
004D: jump_if_false Label018378
00D6: if 0
001A: 200 > $873 ;; integer values
004D: jump_if_false Label018378
035E: set_player $PLAYER_CHAR armour_to 200
0050: gosub Label01A935
0109: player $PLAYER_CHAR money += -200
0528: unknown_add 200 to_money_spent_on_weapons_stats
0001: wait 300 ms
:Label018378
0002: jump Label018386
:Label01837F
0050: gosub Label01A8EC
:Label018386
00D6: if 0
0038: $849 == 1 ;; integer values
004D: jump_if_false Label01839F
0002: jump Label0173D2
:Label01839F
0002: jump Label01827E
:Label0183A6
0002: jump Label01768E
:Label0183AD
0002: jump Label018407
:Label0183B4
00D6: if 0
80F6: NOT player $PLAYER_CHAR 1 near_point_on_foot $537 $538 $539 radius 1.0
1.0 2.0
004D: jump_if_false Label018407
00D6: if 0
0038: $849 == 1 ;; integer values
004D: jump_if_false Label018407
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label018407
0050: gosub Label01AE6D
:Label018407
0002: jump Label018427
:Label01840E
00D6: if 0
0038: $842 == 1 ;; integer values
004D: jump_if_false Label018427
0050: gosub Label01AE8D
:Label018427
0002: jump Label018435
:Label01842E
0050: gosub Label01AE8D
:Label018435
0002: jump Label0173D2
:Label01843C
03A4: name_thread "HARD1"
:Label018446
0001: wait 0 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label018FAB
00D6: if 0
0121: player $PLAYER_CHAR in_zone "BEACH2"
004D: jump_if_false Label018FA4
00D6: if 0
00F5: player $PLAYER_CHAR 0 near_point $540 $541 $542 radius 35.0 35.0 30.0
004D: jump_if_false Label018F8B
00D6: if 0
0038: $843 == 0 ;; integer values
004D: jump_if_false Label0185E3
0050: gosub Label01B07F
0084: $858 = $859 ;; integer values and handles
0060: $858 -= $861 ;; integer values
0107: $875 = create_object #SCREWDRIVER at 201.508 -469.297 13.79
0392: object $875 toggle_in_moving_list 0
0107: $876 = create_object #HAMMER at 202.508 -469.297 13.73
0392: object $876 toggle_in_moving_list 0
0453: object $876 set_rotation 0.0 4.0 0.0
0107: $877 = create_object #CLEAVER at 203.508 -469.297 13.77
0392: object $877 toggle_in_moving_list 0
0107: $878 = create_object #BAT at 204.606 -469.297 13.91
0392: object $878 toggle_in_moving_list 0
0453: object $878 set_rotation 85.0 0.0 90.0
0107: $879 = create_object #MACHETE at 205.858 -469.297 14.0
0392: object $879 toggle_in_moving_list 0
0453: object $879 set_rotation 0.0 90.0 0.0
00D6: if 0
0018: $858 > 60000 ;; integer values
004D: jump_if_false Label0185D5
009A: $854 = create_actor 4 #SPECIAL16 at 202.4 -471.1 10.1
0173: set_actor $854 z_angle_to 180.1
0050: gosub Label01AF21
:Label0185D5
:Label01875B
0004: $863 = 0 ;; integer values
0001: wait 800 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01878C
0055: put_player $PLAYER_CHAR at $540 $541 $542
04D7: lock_actor $PLAYER_ACTOR in_current_position 1
:Label01878C
00D6: if 0
0038: $851 == 0 ;; integer values
004D: jump_if_false Label01887F
0001: wait 0 ms
00BA: text_styled "SCREWD" 1000 ms 4 ;; Screwdriver
01E5: text_1number_highpriority "G_COST" 10 1000 ms 1 ;; Cost: $~1~
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label018878
0050: gosub Label01ABDE
0004: $885 = 10 ;; integer values
0050: gosub Label01B0BD
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label01885F
00D6: if 0
010A: player $PLAYER_CHAR money > 9
004D: jump_if_false Label018858
00D6: if 0
82D7: NOT player $PLAYER_CHAR currentweapon == 2
004D: jump_if_false Label01884A
01B1: give_player $PLAYER_CHAR weapon 2 ammo 0 ;; Load the weapon model before
using this
01B8: set_player $PLAYER_CHAR armed_weapon_to 2
0050: gosub Label01A935
0109: player $PLAYER_CHAR money += -10
0528: unknown_add 10 to_money_spent_on_weapons_stats
0001: wait 300 ms
0002: jump Label018851
:Label01884A
0050: gosub Label01A8EC
:Label018851
0002: jump Label01885F
:Label018858
0050: gosub Label01A8EC
:Label01885F
00D6: if 0
0038: $850 == 1 ;; integer values
004D: jump_if_false Label018878
0002: jump Label018446
:Label018878
0002: jump Label01878C
:Label01887F
00D6: if 0
0256:
004D:
00D6:
0038:
004D:
015F:
0160:
0460:
0004:
0001:
00D6:
0256:
004D:
0055:
:Label018908
00D6: if 0
0038: $851 == 1 ;; integer values
004D: jump_if_false Label0189FB
0001: wait 0 ms
00BA: text_styled "HAMMER" 1000 ms 4 ;; Hammer
01E5: text_1number_highpriority "G_COST" 20 1000 ms 1 ;; Cost: $~1~
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label0189F4
0050: gosub Label01ABDE
0004: $885 = 20 ;; integer values
0050: gosub Label01B0BD
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label0189DB
00D6: if 0
010A: player $PLAYER_CHAR money > 19
004D: jump_if_false Label0189D4
00D6: if 0
82D7: NOT player $PLAYER_CHAR currentweapon == 7
004D: jump_if_false Label0189C6
01B1: give_player $PLAYER_CHAR weapon 7 ammo 0 ;; Load the weapon model before
using this
01B8: set_player $PLAYER_CHAR armed_weapon_to 7
0050: gosub Label01A935
0109: player $PLAYER_CHAR money += -20
0528: unknown_add 20 to_money_spent_on_weapons_stats
0001: wait 300 ms
0002: jump Label0189CD
:Label0189C6
0050: gosub Label01A8EC
:Label0189CD
0002: jump Label0189DB
:Label0189D4
0050: gosub Label01A8EC
:Label0189DB
00D6: if 0
0038: $850 == 1 ;; integer values
004D: jump_if_false Label0189F4
0002: jump Label018446
:Label0189F4
0002: jump Label018908
:Label0189FB
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label018B77
00D6: if 0
0038: $851 == 2 ;; integer values
004D: jump_if_false Label018B77
015F: set_camera_position 203.616 -470.795 14.284 0.0 0.0 0.0
0160: point_camera 203.608 -469.797 14.217 1
0460: set_camera_pointing_time 0.0 800
0004: $863 = 0 ;; integer values
0001: wait 800 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label018A84
0055: put_player $PLAYER_CHAR at $540 $541 $542
:Label018A84
00D6: if 0
0038: $851 == 2 ;; integer values
004D: jump_if_false Label018B77
0001: wait 0 ms
00BA: text_styled "CLEVER" 1000 ms 4 ;; Meat Cleaver
01E5: text_1number_highpriority "G_COST" 50 1000 ms 1 ;; Cost: $~1~
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label018B70
0050: gosub Label01ABDE
0004: $885 = 50 ;; integer values
0050: gosub Label01B0BD
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label018B57
00D6: if 0
010A: player $PLAYER_CHAR money > 49
004D: jump_if_false Label018B50
00D6: if 0
82D7: NOT player $PLAYER_CHAR currentweapon == 8
004D: jump_if_false Label018B42
01B1: give_player $PLAYER_CHAR weapon 8 ammo 0 ;; Load the weapon model before
using this
01B8: set_player $PLAYER_CHAR armed_weapon_to 8
0050: gosub Label01A935
0109: player $PLAYER_CHAR money += -50
0528: unknown_add 50 to_money_spent_on_weapons_stats
0001: wait 300 ms
0002: jump Label018B49
:Label018B42
0050: gosub Label01A8EC
:Label018B49
0002: jump Label018B57
:Label018B50
0050: gosub Label01A8EC
:Label018B57
00D6: if 0
0038: $850 == 1 ;; integer values
004D: jump_if_false Label018B70
0002: jump Label018446
:Label018B70
0002: jump Label018A84
:Label018B77
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label018D4D
00D6: if 0
0038: $851 == 3 ;; integer values
004D: jump_if_false Label018D4D
015F: set_camera_position 204.816 -470.795 14.284 0.0 0.0 0.0
0160: point_camera 204.808 -469.797 14.217 1
0460: set_camera_pointing_time 0.0 800
0004: $863 = 0 ;; integer values
0001: wait 800 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label018C00
0055: put_player $PLAYER_CHAR at $540 $541 $542
:Label018C00
00D6: if 0
0038: $851 == 3 ;; integer values
004D: jump_if_false Label018D4D
0001: wait 0 ms
00BA: text_styled "BASEBAT" 1000 ms 4 ;; Baseball bat
00D6: if 0
0038: $904 == 0 ;; integer values
004D: jump_if_false Label018C4D
00BC: text_highpriority "STOCK" 1000 ms 1 ;; ~r~out of stock
0002: jump Label018C5E
:Label018C4D
01E5: text_1number_highpriority "G_COST" 80 1000 ms 1
:Label018C5E
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label018D46
0050: gosub Label01ABDE
00D6: if 0
0038: $904 == 1 ;; integer values
004D: jump_if_false Label018C95
0004: $885 = 80 ;; integer values
0050: gosub Label01B0BD
:Label018C95
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label018D2D
00D6: if 0
0038: $904 == 1 ;; integer values
004D: jump_if_false Label018D26
;; Cost: $~1~
00D6:
010A:
004D:
00D6:
82D7:
004D:
01B1:
using
01B8:
0050:
0109:
0528:
0001:
0002:
if 0
player $PLAYER_CHAR money > 79
jump_if_false Label018D18
if 0
NOT player $PLAYER_CHAR currentweapon == 6
jump_if_false Label018D0A
give_player $PLAYER_CHAR weapon 6 ammo 0 ;; Load the weapon model before
this
set_player $PLAYER_CHAR armed_weapon_to 6
gosub Label01A935
player $PLAYER_CHAR money += -80
unknown_add 80 to_money_spent_on_weapons_stats
wait 300 ms
jump Label018D11
:Label018D0A
0050: gosub Label01A8EC
:Label018D11
0002: jump Label018D1F
:Label018D18
0050: gosub Label01A8EC
:Label018D1F
0002: jump Label018D2D
:Label018D26
0050: gosub Label01A8EC
:Label018D2D
00D6: if 0
0038: $850 == 1 ;; integer values
004D: jump_if_false Label018D46
0002: jump Label018446
:Label018D46
0002: jump Label018C00
:Label018D4D
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label018F23
00D6: if 0
0038: $851 == 4 ;; integer values
004D: jump_if_false Label018F23
015F: set_camera_position 206.116 -470.795 14.284 0.0 0.0 0.0
0160: point_camera 206.108 -469.797 14.217 1
0460: set_camera_pointing_time 0.0 800
0004: $863 = 0 ;; integer values
0001: wait 800 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label018DD6
0055: put_player $PLAYER_CHAR at $540 $541 $542
:Label018DD6
00D6: if 0
0038: $851 == 4 ;; integer values
004D: jump_if_false Label018F23
0001:
00BA:
00D6:
0038:
004D:
00BC:
0002:
wait 0 ms
text_styled "MACHETE" 1000 ms 4 ;; Machete
if 0
$905 == 0 ;; integer values
jump_if_false Label018E23
text_highpriority "STOCK" 1000 ms 1 ;; ~r~out of stock
jump Label018E34
:Label018E23
01E5: text_1number_highpriority "G_COST" 100 1000 ms 1
;; Cost: $~1~
:Label018E34
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label018F1C
0050: gosub Label01ABDE
00D6: if 0
0038: $905 == 1 ;; integer values
004D: jump_if_false Label018E6B
0004: $885 = 100 ;; integer values
0050: gosub Label01B0BD
:Label018E6B
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label018F03
00D6: if 0
0038: $905 == 1 ;; integer values
004D: jump_if_false Label018EFC
00D6: if 0
010A: player $PLAYER_CHAR money > 99
004D: jump_if_false Label018EEE
00D6: if 0
82D7: NOT player $PLAYER_CHAR currentweapon == 9
004D: jump_if_false Label018EE0
01B1: give_player $PLAYER_CHAR weapon 9 ammo 0 ;; Load the weapon model before
using this
01B8: set_player $PLAYER_CHAR armed_weapon_to 9
0050: gosub Label01A935
0109: player $PLAYER_CHAR money += -100
0528: unknown_add 100 to_money_spent_on_weapons_stats
0001: wait 300 ms
0002: jump Label018EE7
:Label018EE0
0050: gosub Label01A8EC
:Label018EE7
0002: jump Label018EF5
:Label018EEE
0050: gosub Label01A8EC
:Label018EF5
0002: jump Label018F03
:Label018EFC
0050: gosub Label01A8EC
:Label018F03
00D6: if 0
0038: $850 == 1 ;; integer values
004D: jump_if_false Label018F1C
0002: jump Label018446
:Label018F1C
0002: jump Label018DD6
:Label018F23
0002: jump Label018696
:Label018F2A
0002: jump Label018F84
:Label018F31
00D6: if 0
80F6: NOT player $PLAYER_CHAR 1 near_point_on_foot $540 $541 $542 radius 1.0
1.0 2.0
004D: jump_if_false Label018F84
00D6: if 0
0038: $850 == 1 ;; integer values
004D: jump_if_false Label018F84
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label018F84
0050: gosub Label01AF5E
:Label018F84
0002: jump Label018FA4
:Label018F8B
00D6: if 0
0038: $843 == 1 ;; integer values
004D: jump_if_false Label018FA4
0050: gosub Label01AF7E
:Label018FA4
0002: jump Label018FB2
:Label018FAB
0050: gosub Label01AF7E
:Label018FB2
0002: jump Label018446
:Label018FB9
03A4: name_thread "HARD2"
:Label018FC3
0001: wait 0 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label019ABF
00D6: if 0
0038: $1003 == 1 ;; integer values
004D: jump_if_false Label019AB8
00D6: if 0
0057: player $PLAYER_CHAR 0 in_cube 357.7 1016.6 30.1 410.4 1110.4 16.0
004D: jump_if_false Label019A9F
00D6: if 0
0038:
004D:
0050:
0084:
0060:
0107:
0392:
0107:
0392:
0453:
0107:
0392:
0107:
0392:
0107:
0392:
0453:
00D6:
0018:
004D:
009A:
0173:
0050:
:Label01913E
0004: $843 = 1 ;; integer values
0002: jump Label019183
:Label01914C
00D6: if 0
0057: player $PLAYER_CHAR 0 in_cube 369.9 1089.8 22.3 359.8 1071.7 18.1
004D: jump_if_false Label019183
0050: gosub Label01A5F5
:Label019183
00D6: if 0
8118: NOT actor $854 dead
004D: jump_if_false Label019A98
00D6: if 0
0038: $845 == 0 ;; integer values
004D: jump_if_false Label019A98
00D6: if 0
0038: $1180 == 0 ;; integer values
004D: jump_if_false Label019A98
01FA: $908 = rampage_status
00D6: if 0
8038: NOT $908 == 1 ;; integer values
004D: jump_if_false Label019A98
00D6: if 0
00F9: player $PLAYER_CHAR stopped 1 near_point_on_foot $543 $544 $545 radius 1
.0 1.0 2.0
004D: jump_if_false Label019A45
0050: gosub Label01AD76
:Label0191FF
00D6: if 0
0038: $850 == 0 ;; integer values
004D: jump_if_false Label019A3E
0004: $1180 = 1 ;; integer values
0001: wait 0 ms
00D6:
0256:
004D:
00D6:
0038:
004D:
01B4:
00D6:
8118:
004D:
0210:
if 0
player $PLAYER_CHAR defined
jump_if_false Label0193E8
if 0
$851 == 0 ;; integer values
jump_if_false Label0193E8
set_player $PLAYER_CHAR frozen_state 0 (frozen)
if 0
NOT actor $854 dead
jump_if_false Label01925D
player $PLAYER_CHAR look_at_actor $854
:Label01925D
015F: set_camera_position 366.1 1074.719 21.062 0.0 0.0 0.0
0160: point_camera 366.089 1073.72 21.084 1
00D6: if 0
0038: $862 == 0 ;; integer values
004D: jump_if_false Label0192BA
0460: set_camera_pointing_time 0.0 1200
0004: $862 = 1 ;; integer values
0002: jump Label0192C4
:Label0192BA
0460: set_camera_pointing_time 0.0 800
:Label0192C4
0004: $863 = 0 ;; integer values
0001: wait 800 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label0192F5
0055: put_player $PLAYER_CHAR at $543 $544 $545
04D7: lock_actor $PLAYER_ACTOR in_current_position 1
:Label0192F5
00D6: if 0
0038: $851 == 0 ;; integer values
004D: jump_if_false Label0193E8
0001: wait 0 ms
00BA: text_styled "SCREWD" 1000 ms 4 ;; Screwdriver
01E5: text_1number_highpriority "G_COST" 10 1000 ms 1 ;; Cost: $~1~
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label0193E1
0050: gosub Label01ABDE
0004: $885 = 10 ;; integer values
0050: gosub Label01B0BD
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label0193C8
00D6: if 0
010A: player $PLAYER_CHAR money > 9
004D: jump_if_false Label0193C1
00D6: if 0
82D7: NOT player $PLAYER_CHAR currentweapon == 2
004D: jump_if_false Label0193B3
01B1: give_player $PLAYER_CHAR weapon 2 ammo 0 ;; Load the weapon model before
using this
01B8: set_player $PLAYER_CHAR armed_weapon_to 2
0050: gosub Label01A935
0109:
0528:
0001:
0002:
:Label0193B3
0050: gosub Label01A8EC
:Label0193BA
0002: jump Label0193C8
:Label0193C1
0050: gosub Label01A8EC
:Label0193C8
00D6: if 0
0038: $850 == 1 ;; integer values
004D: jump_if_false Label0193E1
0002: jump Label018FC3
:Label0193E1
0002: jump Label0192F5
:Label0193E8
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label019564
00D6: if 0
0038: $851 == 1 ;; integer values
004D: jump_if_false Label019564
015F: set_camera_position 365.1 1074.719 21.062 0.0 0.0 0.0
0160: point_camera 365.089 1073.72 21.084 1
0460: set_camera_pointing_time 0.0 800
0004: $863 = 0 ;; integer values
0001: wait 800 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label019471
0055: put_player $PLAYER_CHAR at $543 $544 $545
:Label019471
00D6: if 0
0038: $851 == 1 ;; integer values
004D: jump_if_false Label019564
0001: wait 0 ms
00BA: text_styled "HAMMER" 1000 ms 4 ;; Hammer
01E5: text_1number_highpriority "G_COST" 20 1000 ms 1
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01955D
0050: gosub Label01ABDE
0004: $885 = 20 ;; integer values
0050: gosub Label01B0BD
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label019544
00D6: if 0
010A: player $PLAYER_CHAR money > 19
004D: jump_if_false Label01953D
00D6: if 0
;; Cost: $~1~
82D7:
004D:
01B1:
using
01B8:
0050:
0109:
0528:
0001:
0002:
:Label01952F
0050: gosub Label01A8EC
:Label019536
0002: jump Label019544
:Label01953D
0050: gosub Label01A8EC
:Label019544
00D6: if 0
0038: $850 == 1 ;; integer values
004D: jump_if_false Label01955D
0002: jump Label018FC3
:Label01955D
0002: jump Label019471
:Label019564
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label0196E0
00D6: if 0
0038: $851 == 2 ;; integer values
004D: jump_if_false Label0196E0
015F: set_camera_position 364.1 1074.719 21.062 0.0 0.0 0.0
0160: point_camera 364.089 1073.72 21.084 1
0460: set_camera_pointing_time 0.0 800
0004: $863 = 0 ;; integer values
0001: wait 800 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label0195ED
0055: put_player $PLAYER_CHAR at $543 $544 $545
:Label0195ED
00D6: if 0
0038: $851 == 2 ;; integer values
004D: jump_if_false Label0196E0
0001: wait 0 ms
00BA: text_styled "CLEVER" 1000 ms 4 ;; Meat Cleaver
01E5: text_1number_highpriority "G_COST" 50 1000 ms 1 ;; Cost: $~1~
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label0196D9
0050: gosub Label01ABDE
0004: $885 = 50 ;; integer values
0050: gosub Label01B0BD
00D6: if 0
00E1:
004D:
00D6:
010A:
004D:
00D6:
82D7:
004D:
01B1:
using
01B8:
0050:
0109:
0528:
0001:
0002:
key_pressed 0 16
jump_if_false Label0196C0
if 0
player $PLAYER_CHAR money > 49
jump_if_false Label0196B9
if 0
NOT player $PLAYER_CHAR currentweapon == 8
jump_if_false Label0196AB
give_player $PLAYER_CHAR weapon 8 ammo 0 ;; Load the weapon model before
this
set_player $PLAYER_CHAR armed_weapon_to 8
gosub Label01A935
player $PLAYER_CHAR money += -50
unknown_add 50 to_money_spent_on_weapons_stats
wait 300 ms
jump Label0196B2
:Label0196AB
0050: gosub Label01A8EC
:Label0196B2
0002: jump Label0196C0
:Label0196B9
0050: gosub Label01A8EC
:Label0196C0
00D6: if 0
0038: $850 == 1 ;; integer values
004D: jump_if_false Label0196D9
0002: jump Label018FC3
:Label0196D9
0002: jump Label0195ED
:Label0196E0
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01985C
00D6: if 0
0038: $851 == 3 ;; integer values
004D: jump_if_false Label01985C
015F: set_camera_position 363.1 1074.719 21.062 0.0 0.0 0.0
0160: point_camera 363.089 1073.72 21.084 1
0460: set_camera_pointing_time 0.0 800
0004: $863 = 0 ;; integer values
0001: wait 800 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label019769
0055: put_player $PLAYER_CHAR at $543 $544 $545
:Label019769
00D6: if 0
0038: $851 == 3 ;; integer values
004D: jump_if_false Label01985C
0001: wait 0 ms
00BA: text_styled "KNIFE" 1000 ms 4 ;; Knife
01E5: text_1number_highpriority "G_COST" 90 1000 ms 1
00D6: if 0
;; Cost: $~1~
0256:
004D:
0050:
0004:
0050:
00D6:
00E1:
004D:
00D6:
010A:
004D:
00D6:
82D7:
004D:
01B1:
using
01B8:
0050:
0109:
0528:
0001:
0002:
:Label019827
0050: gosub Label01A8EC
:Label01982E
0002: jump Label01983C
:Label019835
0050: gosub Label01A8EC
:Label01983C
00D6: if 0
0038: $850 == 1 ;; integer values
004D: jump_if_false Label019855
0002: jump Label018FC3
:Label019855
0002: jump Label019769
:Label01985C
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label019A37
00D6: if 0
0038: $851 == 4 ;; integer values
004D: jump_if_false Label019A37
015F: set_camera_position 362.1 1074.719 21.062 0.0 0.0 0.0
0160: point_camera 362.089 1073.72 21.084 1
0460: set_camera_pointing_time 0.0 800
0004: $863 = 0 ;; integer values
0001: wait 800 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label0198E5
0055: put_player $PLAYER_CHAR at $543 $544 $545
:Label0198E5
00D6: if 0
0038:
004D:
0001:
00BA:
00D6:
0038:
004D:
00BC:
0002:
:Label019932
01E5: text_1number_highpriority "G_COST" 300 1000 ms 1
;; Cost: $~1~
:Label019944
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label019A30
0050: gosub Label01ABDE
00D6: if 0
0038: $874 == 1 ;; integer values
004D: jump_if_false Label01997C
0004: $885 = 300 ;; integer values
0050: gosub Label01B0BD
:Label01997C
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label019A17
00D6: if 0
0038: $874 == 1 ;; integer values
004D: jump_if_false Label019A10
00D6: if 0
010A: player $PLAYER_CHAR money > 299
004D: jump_if_false Label019A02
00D6: if 0
82D7: NOT player $PLAYER_CHAR currentweapon == 10
004D: jump_if_false Label0199F4
01B1: give_player $PLAYER_CHAR weapon 10 ammo 0 ;; Load the weapon model before
using this
01B8: set_player $PLAYER_CHAR armed_weapon_to 10
0050: gosub Label01A935
0109: player $PLAYER_CHAR money += -300
0528: unknown_add 300 to_money_spent_on_weapons_stats
0001: wait 300 ms
0002: jump Label0199FB
:Label0199F4
0050: gosub Label01A8EC
:Label0199FB
0002: jump Label019A09
:Label019A02
0050: gosub Label01A8EC
:Label019A09
0002: jump Label019A17
:Label019A10
0050: gosub Label01A8EC
:Label019A17
00D6: if 0
0038: $850 == 1 ;; integer values
004D: jump_if_false Label019A30
0002: jump Label018FC3
:Label019A30
0002: jump Label0198E5
:Label019A37
0002: jump Label0191FF
:Label019A3E
0002: jump Label019A98
:Label019A45
00D6: if 0
80F6: NOT player $PLAYER_CHAR 0 near_point_on_foot $543 $544 $545 radius 1.0
1.0 2.0
004D: jump_if_false Label019A98
00D6: if 0
0038: $850 == 1 ;; integer values
004D: jump_if_false Label019A98
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label019A98
0050: gosub Label01AF5E
:Label019A98
0002: jump Label019AB8
:Label019A9F
00D6: if 0
0038: $843 == 1 ;; integer values
004D: jump_if_false Label019AB8
0050: gosub Label01AF7E
:Label019AB8
0002: jump Label019AC6
:Label019ABF
0050: gosub Label01AF7E
:Label019AC6
0002: jump Label018FC3
:Label019ACD
03A4: name_thread "HARD3"
:Label019AD7
0001: wait 0 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01A58D
00D6: if 0
0121: player $PLAYER_CHAR in_zone "HAVANA"
004D: jump_if_false Label01A586
00D6: if 0
00F5: player $PLAYER_CHAR 0 near_point $546 $547 $548 radius 35.0 35.0 20.0
004D:
00D6:
0038:
004D:
0050:
0084:
0060:
0107:
0392:
0177:
0107:
0392:
0453:
0107:
0392:
0177:
0107:
0392:
0177:
0107:
0392:
0177:
00D6:
0018:
004D:
009A:
0173:
0050:
jump_if_false Label01A56D
if 0
$843 == 0 ;; integer values
jump_if_false Label019C74
gosub Label01B07F
$858 = $859 ;; integer values and handles
$858 -= $861 ;; integer values
$875 = create_object #SCREWDRIVER at -961.0 -689.87 14.08
object $875 toggle_in_moving_list 0
set_object $875 z_angle_to 270.0
$876 = create_object #HAMMER at -960.95 -690.88 14.032
object $876 toggle_in_moving_list 0
object $876 set_rotation 0.0 4.0 270.0
$877 = create_object #CLEAVER at -960.95 -691.9 14.08
object $877 toggle_in_moving_list 0
set_object $877 z_angle_to 270.0
$878 = create_object #MACHETE at -960.8 -693.0 14.08
object $878 toggle_in_moving_list 0
set_object $878 z_angle_to 270.0
$879 = create_object #CHNSAW at -960.8 -694.0 14.162
object $879 toggle_in_moving_list 0
set_object $879 z_angle_to 270.0
if 0
$858 > 60000 ;; integer values
jump_if_false Label019C66
$854 = create_actor 4 #SPECIAL16 at -963.8 -692.3 10.3
set_actor $854 z_angle_to 90.0
gosub Label01AF21
:Label019C66
0004: $843 = 1 ;; integer values
0002: jump Label019CAB
:Label019C74
00D6: if 0
0057: player $PLAYER_CHAR 0 in_cube -981.0 -688.0 15.1 -959.8 -696.0 10.1
004D: jump_if_false Label019CAB
0050: gosub Label01A5F5
:Label019CAB
00D6: if 0
8118: NOT actor $854 dead
004D: jump_if_false Label01A566
00D6: if 0
0038: $845 == 0 ;; integer values
004D: jump_if_false Label01A566
00D6: if 0
0038: $1180 == 0 ;; integer values
004D: jump_if_false Label01A566
01FA: $908 = rampage_status
00D6: if 0
8038: NOT $908 == 1 ;; integer values
004D: jump_if_false Label01A566
00D6: if 0
00F9: player $PLAYER_CHAR stopped 1 near_point_on_foot $546 $547 $548 radius 1
.0 1.0 2.0
004D: jump_if_false Label01A513
0050: gosub Label01AD76
:Label019D27
00D6:
0038:
004D:
0004:
0001:
00D6:
0256:
004D:
00D6:
0038:
004D:
01B4:
00D6:
8118:
004D:
0210:
if 0
$850 == 0 ;; integer values
jump_if_false Label01A50C
$1180 = 1 ;; integer values
wait 0 ms
if 0
player $PLAYER_CHAR defined
jump_if_false Label019F10
if 0
$851 == 0 ;; integer values
jump_if_false Label019F10
set_player $PLAYER_CHAR frozen_state 0 (frozen)
if 0
NOT actor $854 dead
jump_if_false Label019D85
player $PLAYER_CHAR look_at_actor $854
:Label019D85
015F: set_camera_position -962.483 -690.104 14.47 0.0 0.0 0.0
0160: point_camera -961.485 -690.029 14.481 1
00D6: if 0
0038: $862 == 0 ;; integer values
004D: jump_if_false Label019DE2
0460: set_camera_pointing_time 0.0 1200
0004: $862 = 1 ;; integer values
0002: jump Label019DEC
:Label019DE2
0460: set_camera_pointing_time 0.0 800
:Label019DEC
0004: $863 = 0 ;; integer values
0001: wait 800 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label019E1D
0055: put_player $PLAYER_CHAR at $546 $547 $548
04D7: lock_actor $PLAYER_ACTOR in_current_position 1
:Label019E1D
00D6: if 0
0038: $851 == 0 ;; integer values
004D: jump_if_false Label019F10
0001: wait 0 ms
00BA: text_styled "SCREWD" 1000 ms 4 ;; Screwdriver
01E5: text_1number_highpriority "G_COST" 10 1000 ms 1
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label019F09
0050: gosub Label01ABDE
0004: $885 = 10 ;; integer values
0050: gosub Label01B0BD
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label019EF0
00D6: if 0
010A: player $PLAYER_CHAR money > 9
004D: jump_if_false Label019EE9
00D6: if 0
82D7: NOT player $PLAYER_CHAR currentweapon == 2
;; Cost: $~1~
004D:
01B1:
using
01B8:
0050:
0109:
0528:
0001:
0002:
jump_if_false Label019EDB
give_player $PLAYER_CHAR weapon 2 ammo 0 ;; Load the weapon model before
this
set_player $PLAYER_CHAR armed_weapon_to 2
gosub Label01A935
player $PLAYER_CHAR money += -10
unknown_add 10 to_money_spent_on_weapons_stats
wait 300 ms
jump Label019EE2
:Label019EDB
0050: gosub Label01A8EC
:Label019EE2
0002: jump Label019EF0
:Label019EE9
0050: gosub Label01A8EC
:Label019EF0
00D6: if 0
0038: $850 == 1 ;; integer values
004D: jump_if_false Label019F09
0002: jump Label019AD7
:Label019F09
0002: jump Label019E1D
:Label019F10
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01A08C
00D6: if 0
0038: $851 == 1 ;; integer values
004D: jump_if_false Label01A08C
015F: set_camera_position -962.483 -691.104 14.47 0.0 0.0 0.0
0160: point_camera -961.485 -691.029 14.481 1
0460: set_camera_pointing_time 0.0 800
0004: $863 = 0 ;; integer values
0001: wait 800 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label019F99
0055: put_player $PLAYER_CHAR at $546 $547 $548
:Label019F99
00D6: if 0
0038: $851 == 1 ;; integer values
004D: jump_if_false Label01A08C
0001: wait 0 ms
00BA: text_styled "HAMMER" 1000 ms 4 ;; Hammer
01E5: text_1number_highpriority "G_COST" 20 1000 ms 1
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01A085
0050: gosub Label01ABDE
0004: $885 = 20 ;; integer values
0050: gosub Label01B0BD
00D6: if 0
00E1: key_pressed 0 16
;; Cost: $~1~
004D:
00D6:
010A:
004D:
00D6:
82D7:
004D:
01B1:
using
01B8:
0050:
0109:
0528:
0001:
0002:
jump_if_false Label01A06C
if 0
player $PLAYER_CHAR money > 19
jump_if_false Label01A065
if 0
NOT player $PLAYER_CHAR currentweapon == 7
jump_if_false Label01A057
give_player $PLAYER_CHAR weapon 7 ammo 0 ;; Load the weapon model before
this
set_player $PLAYER_CHAR armed_weapon_to 7
gosub Label01A935
player $PLAYER_CHAR money += -20
unknown_add 20 to_money_spent_on_weapons_stats
wait 300 ms
jump Label01A05E
:Label01A057
0050: gosub Label01A8EC
:Label01A05E
0002: jump Label01A06C
:Label01A065
0050: gosub Label01A8EC
:Label01A06C
00D6: if 0
0038: $850 == 1 ;; integer values
004D: jump_if_false Label01A085
0002: jump Label019AD7
:Label01A085
0002: jump Label019F99
:Label01A08C
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01A208
00D6: if 0
0038: $851 == 2 ;; integer values
004D: jump_if_false Label01A208
015F: set_camera_position -962.483 -692.104 14.47 0.0 0.0 0.0
0160: point_camera -961.485 -692.029 14.481 1
0460: set_camera_pointing_time 0.0 800
0004: $863 = 0 ;; integer values
0001: wait 800 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01A115
0055: put_player $PLAYER_CHAR at $546 $547 $548
:Label01A115
00D6: if 0
0038: $851 == 2 ;; integer values
004D: jump_if_false Label01A208
0001: wait 0 ms
00BA: text_styled "CLEVER" 1000 ms 4 ;; Meat Cleaver
01E5: text_1number_highpriority "G_COST" 50 1000 ms 1 ;; Cost: $~1~
00D6: if 0
0256: player $PLAYER_CHAR defined
004D:
0050:
0004:
0050:
00D6:
00E1:
004D:
00D6:
010A:
004D:
00D6:
82D7:
004D:
01B1:
using
01B8:
0050:
0109:
0528:
0001:
0002:
jump_if_false Label01A201
gosub Label01ABDE
$885 = 50 ;; integer values
gosub Label01B0BD
if 0
key_pressed 0 16
jump_if_false Label01A1E8
if 0
player $PLAYER_CHAR money > 49
jump_if_false Label01A1E1
if 0
NOT player $PLAYER_CHAR currentweapon == 8
jump_if_false Label01A1D3
give_player $PLAYER_CHAR weapon 8 ammo 0 ;; Load the weapon model before
this
set_player $PLAYER_CHAR armed_weapon_to 8
gosub Label01A935
player $PLAYER_CHAR money += -50
unknown_add 50 to_money_spent_on_weapons_stats
wait 300 ms
jump Label01A1DA
:Label01A1D3
0050: gosub Label01A8EC
:Label01A1DA
0002: jump Label01A1E8
:Label01A1E1
0050: gosub Label01A8EC
:Label01A1E8
00D6: if 0
0038: $850 == 1 ;; integer values
004D: jump_if_false Label01A201
0002: jump Label019AD7
:Label01A201
0002: jump Label01A115
:Label01A208
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01A384
00D6: if 0
0038: $851 == 3 ;; integer values
004D: jump_if_false Label01A384
015F: set_camera_position -962.483 -693.204 14.47 0.0 0.0 0.0
0160: point_camera -961.485 -693.129 14.481 1
0460: set_camera_pointing_time 0.0 800
0004: $863 = 0 ;; integer values
0001: wait 800 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01A291
0055: put_player $PLAYER_CHAR at $546 $547 $548
:Label01A291
00D6: if 0
0038: $851 == 3 ;; integer values
004D:
0001:
00BA:
01E5:
00D6:
0256:
004D:
0050:
0004:
0050:
00D6:
00E1:
004D:
00D6:
010A:
004D:
00D6:
82D7:
004D:
01B1:
using
01B8:
0050:
0109:
0528:
0001:
0002:
jump_if_false Label01A384
wait 0 ms
text_styled "MACHETE" 1000 ms 4 ;; Machete
text_1number_highpriority "G_COST" 100 1000 ms 1 ;; Cost: $~1~
if 0
player $PLAYER_CHAR defined
jump_if_false Label01A37D
gosub Label01ABDE
$885 = 100 ;; integer values
gosub Label01B0BD
if 0
key_pressed 0 16
jump_if_false Label01A364
if 0
player $PLAYER_CHAR money > 99
jump_if_false Label01A35D
if 0
NOT player $PLAYER_CHAR currentweapon == 9
jump_if_false Label01A34F
give_player $PLAYER_CHAR weapon 9 ammo 0 ;; Load the weapon model before
this
set_player $PLAYER_CHAR armed_weapon_to 9
gosub Label01A935
player $PLAYER_CHAR money += -100
unknown_add 100 to_money_spent_on_weapons_stats
wait 300 ms
jump Label01A356
:Label01A34F
0050: gosub Label01A8EC
:Label01A356
0002: jump Label01A364
:Label01A35D
0050: gosub Label01A8EC
:Label01A364
00D6: if 0
0038: $850 == 1 ;; integer values
004D: jump_if_false Label01A37D
0002: jump Label019AD7
:Label01A37D
0002: jump Label01A291
:Label01A384
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01A505
00D6: if 0
0038: $851 == 4 ;; integer values
004D: jump_if_false Label01A505
015F: set_camera_position -962.483 -694.504 14.47 0.0 0.0 0.0
0160: point_camera -961.485 -694.429 14.481 1
0460: set_camera_pointing_time 0.0 800
0004: $863 = 0 ;; integer values
0001: wait 800 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
80F6: NOT player $PLAYER_CHAR 0 near_point_on_foot $546 $547 $548 radius 1.0
1.0 2.0
004D: jump_if_false Label01A566
00D6: if 0
0038: $850 == 1 ;; integer values
004D: jump_if_false Label01A566
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01A566
0050: gosub Label01AF5E
:Label01A566
0002: jump Label01A586
:Label01A56D
00D6: if 0
0038: $843 == 1 ;; integer values
004D: jump_if_false Label01A586
0050: gosub Label01AF7E
:Label01A586
0002: jump Label01A594
:Label01A58D
0050: gosub Label01AF7E
:Label01A594
0002: jump Label019AD7
:Label01A59B
00D6: if 0
8118: NOT actor $853 dead
004D: jump_if_false Label01A5F3
00D6: if 21
02DF: unknown_player $PLAYER_CHAR
031D: actor $853 hit_by_weapon 47
004D: jump_if_false Label01A5F3
00D6: if 0
0038: $844 == 0 ;; integer values
004D: jump_if_false Label01A5F3
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01A5EC
01CA: actor $853 kill_player $PLAYER_CHAR
:Label01A5EC
0004: $844 = 1 ;; integer values
:Label01A5F3
0051: return
:Label01A5F5
00D6: if 0
8118: NOT actor $854 dead
004D: jump_if_false Label01A8EA
00D6: if 0
0457: unknown_player $PLAYER_CHAR unknown_actor $854
004D: jump_if_false Label01A84B
00D6: if 0
0038: $845 == 0 ;; integer values
004D:
022F:
00D6:
8118:
004D:
04EB:
0372:
0372:
04C4:
jump_if_false Label01A692
set_actor $854 stop_looking
if 0
NOT actor $854 dead
jump_if_false Label01A67D
unknown_actor $854 bank 0 account_number 9999999
set_actor $854 anim 0 wait_state_time 0 ms
set_actor $854 anim 17 wait_state_time 9999999 ms
create_coordinate $896 $897 $898 from_actor $854 offset 0.0 1.2 0.0
:Label01A67D
0006: 16@ = 0 ;; integer values
0004: $845 = 1 ;; integer values
0002: jump Label01A826
:Label01A692
00D6: if 1
0019: 16@ > 2000 ;; integer values
001B: 6000 > 16@ ;; integer values
004D: jump_if_false Label01A6EA
00D6: if 0
0038: $1540 == 0 ;; integer values
004D: jump_if_false Label01A6EA
02E1: $1536 = create_cash_pickup 50 at $896 $897 $898
018C: play_sound 13 at $896 $897 $898
0050: gosub Label01B117
0004: $1540 = 1 ;; integer values
:Label01A6EA
00D6: if 1
0019: 16@ > 6000 ;; integer values
001B: 10000 > 16@ ;; integer values
004D: jump_if_false Label01A756
00D6: if 0
0038: $1541 == 0 ;; integer values
004D: jump_if_false Label01A756
0009: $897 += .1 ;; floating-point values
0009: $896 += .1 ;; floating-point values
02E1: $1537 = create_cash_pickup 100 at $896 $897 $898
018C: play_sound 13 at $896 $897 $898
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 1
0004: $1541 = 1 ;; integer values
:Label01A756
00D6: if 1
0019: 16@ > 10000 ;; integer values
001B: 14000 > 16@ ;; integer values
004D: jump_if_false Label01A7B9
00D6: if 0
0038: $1542 == 0 ;; integer values
004D: jump_if_false Label01A7B9
0009: $897 += .1 ;; floating-point values
02E1: $1538 = create_cash_pickup 250 at $896 $897 $898
018C: play_sound 13 at $896 $897 $898
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2
0004: $1542 = 1 ;; integer values
:Label01A7B9
00D6: if 1
0019: 16@ > 14000 ;; integer values
001B:
004D:
00D6:
0038:
004D:
0009:
0009:
02E1:
018C:
010E:
0004:
:Label01A826
00D6: if 21
02DF: unknown_player $PLAYER_CHAR
031D: actor $854 hit_by_weapon 47
004D: jump_if_false Label01A844
0002: jump Label01A84B
:Label01A844
0002: jump Label01A8EA
:Label01A84B
00D6: if 0
0038: $845 == 0 ;; integer values
004D: jump_if_false Label01A882
00D6: if 21
02DF: unknown_player $PLAYER_CHAR
031D: actor $854 hit_by_weapon 47
004D: jump_if_false Label01A87B
0004: $845 = 1 ;; integer values
:Label01A87B
0002: jump Label01A8EA
:Label01A882
00D6: if 0
8118: NOT actor $854 dead
004D: jump_if_false Label01A8EA
0372: set_actor $854 anim 0 wait_state_time 0 ms
04EB: unknown_actor $854 bank 1 account_number 9999999
00D6: if 0
0038: $864 == 0 ;; integer values
004D: jump_if_false Label01A8EA
022F: set_actor $854 stop_looking
00A0: store_actor $854 position_to $896 $897 $898
018D: $865 = create_sound 0 at $896 $897 $898
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2
0004: $864 = 1 ;; integer values
:Label01A8EA
0051: return
:Label01A8EC
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01A917
0054: store_player $PLAYER_CHAR position_to $899 $900 $901
018C: play_sound 14 at $899 $900 $901
:Label01A917
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label01A933
0001: wait 0 ms
0002: jump Label01A917
:Label01A933
0051: return
:Label01A935
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01A960
0054: store_player $PLAYER_CHAR position_to $899 $900 $901
018C: play_sound 13 at $899 $900 $901
:Label01A960
00D6: if 0
00E1: key_pressed 0 16
004D: jump_if_false Label01A97C
0001: wait 0 ms
0002: jump Label01A960
:Label01A97C
0051: return
:Label01A97E
0512: "GUN_H1"
0494: unknown 0 $880 $881 $882 $883
00D6: if 21
00E1: key_pressed 0 10
001A: -100 > $880 ;; integer values
004D: jump_if_false Label01A9B7
000C: $851 -= 1 ;; integer values
:Label01A9B7
00D6: if 21
00E1: key_pressed
0018: $880 > 100
004D: jump_if_false
0008: $851 += 1 ;;
0 11
;; integer values
Label01A9D6
integer values
:Label01A9D6
00D6: if 0
001A: 0 > $851 ;; integer values
004D: jump_if_false Label01A9EF
0004: $851 = 4 ;; integer values
:Label01A9EF
00D6: if 0
0018: $851 > 4 ;; integer values
004D: jump_if_false Label01AA08
0004: $851 = 0 ;; integer values
:Label01AA08
00D6: if 0
00E1: key_pressed 0 15
004D: jump_if_false Label01AA85
:Label01AA19
00D6: if 0
00E1: key_pressed 0 15
004D: jump_if_false Label01AA35
0001: wait 0 ms
0002: jump Label01AA19
:Label01AA35
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01AA85
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
03E6: remove_text_box
0055: put_player $PLAYER_CHAR at $531 $532 $533
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01AA77
04D7: lock_actor $PLAYER_ACTOR in_current_position 0
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
:Label01AA77
0004: $1180 = 0 ;; integer values
0004: $849 = 1 ;; integer values
:Label01AA85
0051: return
:Label01AA87
0512: "GUN_H1"
0494: unknown 0 $880 $881 $882 $883
00D6: if 21
00E1: key_pressed 0 10
001A: -100 > $880 ;; integer values
004D: jump_if_false Label01AAC0
000C: $851 -= 1 ;; integer values
:Label01AAC0
00D6: if 21
00E1: key_pressed
0018: $880 > 100
004D: jump_if_false
0008: $851 += 1 ;;
0 11
;; integer values
Label01AADF
integer values
:Label01AADF
00D6: if 0
001A: 0 > $851 ;; integer values
004D: jump_if_false Label01AAF8
0004: $851 = 5 ;; integer values
:Label01AAF8
00D6: if 0
0018: $851 > 5 ;; integer values
004D: jump_if_false Label01AB11
0004: $851 = 0 ;; integer values
:Label01AB11
00D6: if 0
00E1: key_pressed 0 15
004D: jump_if_false Label01ABDC
:Label01AB22
00D6: if 0
80E1: NOT key_pressed 0 15
004D: jump_if_false Label01AB3E
0001: wait 0 ms
0002: jump Label01AB22
:Label01AB3E
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01ABDC
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
03E6: remove_text_box
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01ABB0
00D6: if 0
0121: player $PLAYER_CHAR in_zone "BEACH3"
004D: jump_if_false Label01AB8A
0055: put_player $PLAYER_CHAR at $534 $535 $536
:Label01AB8A
00D6: if 0
0121: player $PLAYER_CHAR in_zone "DTOWN"
004D: jump_if_false Label01ABB0
0055: put_player $PLAYER_CHAR at $537 $538 $539
:Label01ABB0
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01ABCE
04D7: lock_actor $PLAYER_ACTOR in_current_position 0
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
:Label01ABCE
0004: $1180 = 0 ;; integer values
0004: $849 = 1 ;; integer values
:Label01ABDC
0051: return
:Label01ABDE
0512: "GUN_H1"
0494: unknown 0 $880 $881 $882 $883
00D6: if 21
00E1: key_pressed 0 10
001A: -100 > $880 ;; integer values
004D: jump_if_false Label01AC17
000C: $851 -= 1 ;; integer values
:Label01AC17
00D6: if 21
00E1: key_pressed
0018: $880 > 100
004D: jump_if_false
0008: $851 += 1 ;;
:Label01AC36
0 11
;; integer values
Label01AC36
integer values
00D6: if 0
001A: 0 > $851 ;; integer values
004D: jump_if_false Label01AC4F
0004: $851 = 4 ;; integer values
:Label01AC4F
00D6: if 0
0018: $851 > 4 ;; integer values
004D: jump_if_false Label01AC68
0004: $851 = 0 ;; integer values
:Label01AC68
00D6: if 0
00E1: key_pressed 0 15
004D: jump_if_false Label01AD59
:Label01AC79
00D6: if 0
00E1: key_pressed 0 15
004D: jump_if_false Label01AC95
0001: wait 0 ms
0002: jump Label01AC79
:Label01AC95
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01AD59
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
03E6: remove_text_box
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01AD2D
00D6: if 0
0121: player $PLAYER_CHAR in_zone "BEACH2"
004D: jump_if_false Label01ACE1
0055: put_player $PLAYER_CHAR at $540 $541 $542
:Label01ACE1
00D6: if 0
0121: player $PLAYER_CHAR in_zone "BEACH3"
004D: jump_if_false Label01AD07
0055: put_player $PLAYER_CHAR at $543 $544 $545
:Label01AD07
00D6: if 0
0121: player $PLAYER_CHAR in_zone "HAVANA"
004D: jump_if_false Label01AD2D
0055: put_player $PLAYER_CHAR at $546 $547 $548
:Label01AD2D
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01AD4B
04D7: lock_actor $PLAYER_ACTOR in_current_position 0
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
:Label01AD4B
0004: $1180 = 0 ;; integer values
0004: $850 = 1 ;; integer values
:Label01AD59
0051: return
:Label01AD5B
00D6: if 0
0038: $846 == 0 ;; integer values
004D: jump_if_false Label01AD74
0004: $846 = 1 ;; integer values
:Label01AD74
0051: return
:Label01AD76
00D6: if 0
0038: $846 == 0 ;; integer values
004D: jump_if_false Label01AD8F
0004: $846 = 1 ;; integer values
:Label01AD8F
0051: return
:Label01AD91
0001: wait 1500 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01AE6B
00D6: if 0
8118: NOT actor $853 dead
004D: jump_if_false Label01AE6B
0243: set_actor $853 ped_stats_to 16
00D6: if 0
0121: player $PLAYER_CHAR in_zone "BEACH1"
004D: jump_if_false Label01ADEF
00D6: if 0
0248: model #INGRAMSL available
004D: jump_if_false Label01ADEF
01B2: give_actor $853 weapon 24 ammo 9999 ;; Load the weapon model before using
this
:Label01ADEF
00D6: if 0
0121: player $PLAYER_CHAR in_zone "BEACH3"
004D: jump_if_false Label01AE21
00D6: if 0
0248: model #UZI available
004D: jump_if_false Label01AE21
01B2: give_actor $853 weapon 23 ammo 9999 ;; Load the weapon model before using
this
:Label01AE21
00D6: if 0
0121: player $PLAYER_CHAR in_zone "DTOWN"
004D: jump_if_false Label01AE53
00D6: if 0
0248: model #PYTHON available
004D: jump_if_false Label01AE53
01B2: give_actor $853 weapon 18 ammo 9999 ;; Load the weapon model before using
this
:Label01AE53
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01AE6B
022D: set_actor $853 to_look_at_player $PLAYER_CHAR
:Label01AE6B
0051: return
:Label01AE6D
0004: $849 = 0 ;; integer
0004: $851 = 0 ;; integer
0004: $846 = 0 ;; integer
0004: $862 = 0 ;; integer
03E6: remove_text_box
0051: return
values
values
values
values
:Label01AE8D
00D6: if 1
0118: actor $853 dead
0018: $857 > 30000 ;; integer values
004D: jump_if_false Label01AEAA
01BD: $860 = current_time_in_ms
:Label01AEAA
009B: destroy_actor_instantly $853
0296: unload_special_actor 21
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01AECA
04D7: lock_actor $PLAYER_ACTOR in_current_position 0
:Label01AECA
0108: destroy_object $889
0108: destroy_object $890
0108: destroy_object $891
0108: destroy_object $892
0108: destroy_object $893
0108: destroy_object $894
0108: destroy_object $895
0004: $844 = 0 ;; integer values
0004: $842 = 0 ;; integer values
0004: $866 = 0 ;; integer values
018E: stop_sound $865
00D6: if 0
8256: NOT player $PLAYER_CHAR defined
004D: jump_if_false Label01AF1F
0004: $860 = -30000 ;; integer values
:Label01AF1F
0051: return
:Label01AF21
00D6: if 0
8118: NOT actor $854 dead
004D: jump_if_false Label01AF5C
0243: set_actor $854 ped_stats_to 16
01ED: reset_actor $854 flags
0350: unknown_actor $854 not_scared_flag 1
00D6: if 0
values
values
values
values
:Label01AF7E
00D6: if 21
0118: actor $854 dead
0038: $845 == 1 ;; integer values
004D: jump_if_false Label01AFAF
00D6: if 0
0018: $858 > 60000 ;; integer values
004D: jump_if_false Label01AFAF
01BD: $861 = current_time_in_ms
:Label01AFAF
009B: destroy_actor_instantly $854
0108: destroy_object $875
0108: destroy_object $876
0108: destroy_object $877
0108: destroy_object $878
0108: destroy_object $879
0296: unload_special_actor 16
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01AFE8
04D7: lock_actor $PLAYER_ACTOR in_current_position 0
:Label01AFE8
0004: $1540 = 0 ;; integer values
0004: $1541 = 0 ;; integer values
0004: $1542 = 0 ;; integer values
0004: $1543 = 0 ;; integer values
0004: $845 = 0 ;; integer values
0004: $843 = 0 ;; integer values
0004: $866 = 0 ;; integer values
0004: $864 = 0 ;; integer values
018E: stop_sound $865
00D6: if 0
8256: NOT player $PLAYER_CHAR defined
004D: jump_if_false Label01B03F
0004: $861 = -60000 ;; integer values
:Label01B03F
0051: return
:Label01B041
023C: load_special_actor 21 "SAM"
:Label01B04D
00D6:
823D:
004D:
0001:
023C:
0002:
if 0
NOT special_actor 21 loaded
jump_if_false Label01B073
wait 0 ms
load_special_actor 21 "SAM"
jump Label01B04D
:Label01B073
01BD: $859 = current_time_in_ms
009B: destroy_actor_instantly $853
0051: return
:Label01B07F
023C: load_special_actor 16 "S_KEEP"
:Label01B08B
00D6: if 0
823D: NOT special_actor 16 loaded
004D: jump_if_false Label01B0B1
0001: wait 0 ms
023C: load_special_actor 16 "S_KEEP"
0002: jump Label01B08B
:Label01B0B1
01BD: $859 = current_time_in_ms
009B: destroy_actor_instantly $854
0051: return
:Label01B0BD
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
00D6: if 0
84A3: NOT $869 0
004D: jump_if_false Label01B0F9
01E5: text_1number_highpriority "HELP54" $885 1000 ms 1 ;; ~w~Cost: $~1~ ~r~Bu
ying this will replace your current weapon.
:Label01B0F9
0051: return
:Label01B0FB
00D6: if 0
0018: $852 > 0 ;; integer values
004D: jump_if_false Label01B115
01B8: set_player $PLAYER_CHAR armed_weapon_to $869
:Label01B115
0051: return
:Label01B117
00D6: if 1
00F5: player $PLAYER_CHAR 0 near_point $540 $541 $542 radius 35.0 35.0 30.0
0038: $886 == 0 ;; integer values
004D: jump_if_false Label01B15A
0531: 1
0008: $1531 += 1 ;; integer values
0004: $886 = 1 ;; integer values
:Label01B15A
00D6:
0057:
0038:
004D:
0531:
0008:
0004:
if 1
player $PLAYER_CHAR 0 in_cube 357.7 1016.6 30.1 410.4 1110.4 16.0
$887 == 0 ;; integer values
jump_if_false Label01B1A3
1
$1531 += 1 ;; integer values
$887 = 1 ;; integer values
:Label01B1A3
00D6: if 1
00F5: player $PLAYER_CHAR 0 near_point $546 $547 $548 radius 35.0 35.0 20.0
0038: $888 == 0 ;; integer values
004D: jump_if_false Label01B1E6
0531: 1
0008: $1531 += 1 ;; integer values
0004: $888 = 1 ;; integer values
:Label01B1E6
0051: return
:Label01B1E8
0004: $912 = 0 ;; integer values
0004: $915 = 0 ;; integer values
0004: $916 = 0 ;; integer values
0004: $911 = 0 ;; integer values
0004: $959 = 0 ;; integer values
0004: $913 = 0 ;; integer values
0004: $914 = 0 ;; integer values
0004: $960 = 0 ;; integer values
0004: $961 = 0 ;; integer values
0004: $931 = 0 ;; integer values
0004: $917 = 0 ;; integer values
0005: $981 = 0.0 ;; floating-point values
0005: $979 = -1436.0 ;; floating-point values
0005: $980 = -805.0 ;; floating-point values
0004: $983 = 0 ;; integer values
03A4: name_thread "SECURE"
0111: set_wasted_busted_check_to 0 (disabled)
004F: create_thread Label01B272
004E: end_thread
:Label01B272
03A4: name_thread "SECURI"
01E8: create_forbidden_for_cars_cube -291.0 -287.0 0.0 208.0 648.0 35.0
01E8: create_forbidden_for_cars_cube -291.0 -287.0 0.0 208.0 648.0 35.0
01E8: create_forbidden_for_cars_cube -283.0 372.0 0.0 -137.0 608.0 35.0
0002: jump Label01B3CD
032B: $941 = create_weapon_pickup $921 3 ammo $934 at $972 $973 $974
032B: $942 = create_weapon_pickup $921 3 ammo $934 at $972 $973 $974
032B: $943 = create_weapon_pickup $921 3 ammo $934 at $972 $973 $974
032B: $944 = create_weapon_pickup $921 3 ammo $934 at $972 $973 $974
032B: $945 = create_weapon_pickup $921 3 ammo $934 at $972 $973 $974
032B: $946 = create_weapon_pickup $921 3 ammo $934 at $972 $973 $974
032B: $947 = create_weapon_pickup $921 3 ammo $934 at $972 $973 $974
032B: $948 = create_weapon_pickup $921 3 ammo $934 at $972 $973 $974
032B: $949 = create_weapon_pickup $921 3 ammo $934 at $972 $973 $974
009A: $909 = create_actor 4 #GDA at $953 $954 $955
009A: $910 = create_actor 4 #GDA at $953 $954 $955
:Label01B3CD
0001:
0008:
00D6:
0256:
004D:
01FA:
00D6:
8038:
004D:
00D6:
0038:
004D:
00D6:
0121:
004D:
0004:
0005:
0005:
0005:
0086:
0086:
0086:
0086:
0086:
0086:
0009:
0005:
0005:
0005:
0005:
0005:
0005:
0005:
0005:
0005:
0005:
0005:
0005:
00D6:
00F5:
004D:
0054:
00D6:
0024:
004D:
00D6:
0038:
004D:
015F:
0160:
04C7:
0004:
wait 0 ms
$983 += 1 ;; integer values
if 0
player $PLAYER_CHAR defined
jump_if_false Label01B919
$962 = rampage_status
if 0
NOT $962 == 1 ;; integer values
jump_if_false Label01B912
if 0
$983 == 1 ;; integer values
jump_if_false Label01B912
if 0
player $PLAYER_CHAR in_zone "GOLFC"
jump_if_false Label01B89A
$915 = 1 ;; integer values
$950 = 95.0 ;; floating-point values
$951 = 267.7 ;; floating-point values
$952 = 21.0 ;; floating-point values
$969 = $950 ;; floating-point values only
$970 = $951 ;; floating-point values only
$971 = $952 ;; floating-point values only
$972 = $950 ;; floating-point values only
$973 = $951 ;; floating-point values only
$974 = $952 ;; floating-point values only
$974 += 1.0 ;; floating-point values
$963 = 99.0 ;; floating-point values
$964 = 257.0 ;; floating-point values
$965 = 24.4 ;; floating-point values
$966 = 90.3 ;; floating-point values
$967 = 277.6 ;; floating-point values
$968 = 24.5 ;; floating-point values
$953 = 91.1 ;; floating-point values
$954 = 270.0 ;; floating-point values
$955 = 21.8 ;; floating-point values
$956 = 95.8 ;; floating-point values
$957 = 271.5 ;; floating-point values
$958 = 21.8 ;; floating-point values
if 0
player $PLAYER_CHAR 0 near_point $950 $951 $952 radius 8.0 8.0 3.0
jump_if_false Label01B62C
store_player $PLAYER_CHAR position_to $976 $977 $978
if 0
$951 > $977 ;; floating-point values only
jump_if_false Label01B58F
if 0
$959 == 0 ;; integer values
jump_if_false Label01B58F
set_camera_position $963 $964 $965 0.0 0.0 0.0
point_camera $969 $970 $971 2
toggle_camera_green_scanlines 1
$959 = 1 ;; integer values
:Label01B58F
00D6: if 0
0024: $977 > $951 ;; floating-point values only
004D: jump_if_false Label01B5E6
00D6: if 0
0038: $959 == 0 ;; integer values
004D: jump_if_false Label01B5E6
015F:
0160:
04C7:
0004:
:Label01B5E6
00D6: if 0
00F5: player $PLAYER_CHAR 0 near_point $950 $951 $952 radius 1.0 1.0 1.5
004D: jump_if_false Label01B625
0050: gosub Label01BD38
0050: gosub Label01BE29
0050: gosub Label01C2B6
:Label01B625
0002: jump Label01B6D9
:Label01B62C
00D6: if 0
8038: NOT $959 == 0 ;; integer values
004D: jump_if_false Label01B6D9
0170: $975 = player $PLAYER_CHAR z_angle
00D6: if 0
0038: $959 == 1 ;; integer values
004D: jump_if_false Label01B68C
00D6: if 1
0020: $975 > 155.0 ;; floating-point values
0022: 245.0 > $975 ;; floating-point values
004D: jump_if_false Label01B686
02EB: restore_camera_with_jumpcut
04C7: toggle_camera_green_scanlines 0
03C8: rotate_player-180-degrees
0002: jump Label01B68C
:Label01B686
02EB: restore_camera_with_jumpcut
04C7: toggle_camera_green_scanlines 0
:Label01B68C
00D6: if 0
0038: $959 == 2 ;; integer values
004D: jump_if_false Label01B6D2
00D6: if 21
0020: $975 > 290.0 ;; floating-point values
0022: 110.0 > $975 ;; floating-point values
004D: jump_if_false Label01B6CC
02EB: restore_camera_with_jumpcut
04C7: toggle_camera_green_scanlines 0
03C8: rotate_player-180-degrees
0002: jump Label01B6D2
:Label01B6CC
02EB: restore_camera_with_jumpcut
04C7: toggle_camera_green_scanlines 0
:Label01B6D2
0004: $959 = 0 ;; integer values
:Label01B6D9
00D6: if 0
0038: $911 == 1 ;; integer values
004D:
00D6:
8118:
004D:
00D6:
8184:
004D:
0050:
0050:
jump_if_false Label01B791
if 0
NOT actor $909 dead
jump_if_false Label01B722
if 0
NOT actor $909 health >= 90
jump_if_false Label01B71B
gosub Label01C2DF
gosub Label01C330
:Label01B71B
0002: jump Label01B72E
:Label01B722
01C2: remove_references_to_actor $909 ;; Like turning an actor into a random pe
destrian
0050: gosub Label01C330
:Label01B72E
00D6: if 0
8118: NOT actor $910 dead
004D: jump_if_false Label01B765
00D6: if 0
8184: NOT actor $910 health >= 90
004D: jump_if_false Label01B75E
0050: gosub Label01C2DF
0050: gosub Label01C330
:Label01B75E
0002: jump Label01B771
:Label01B765
01C2: remove_references_to_actor $910 ;; Like turning an actor into a random pe
destrian
0050: gosub Label01C2DF
:Label01B771
00D6: if 0
0038: $961 == 1 ;; integer values
004D: jump_if_false Label01B791
0050: gosub Label01C2DF
0050: gosub Label01C330
:Label01B791
00D6: if 0
0038: $911 == 0 ;; integer values
004D: jump_if_false Label01B893
0005: $98 = 0.0 ;; floating-point values
0004: $960 = 0 ;; integer values
02CE: $98 = ground_z $953 $954 50.0
00D6: if 0
8042: NOT $98 == 0.0 ;; floating-point values
004D: jump_if_false Label01B893
00D6: if 0
0248: model #GDA available
004D: jump_if_false Label01B7EF
0004: $960 = 1 ;; integer values
:Label01B7EF
00D6: if 0
:Label01B90B
0004: $917 = 0 ;; integer values
:Label01B912
0002: jump Label01B920
:Label01B919
0050: gosub Label01C28E
:Label01B920
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01BB01
01FA: $962 = rampage_status
00D6: if 0
8038: NOT $962 == 1 ;; integer values
004D: jump_if_false Label01BAFA
00D6: if 0
0038: $983 == 2 ;; integer values
004D: jump_if_false Label01BAFA
00D6: if 0
0121: player $PLAYER_CHAR in_zone "A_PORT"
004D: jump_if_false Label01BAB5
0004: $915 = 2 ;; integer values
0005: $950 = -1464.1 ;; floating-point values
0005: $951 = -830.6 ;; floating-point values
0005: $952 = 13.9 ;; floating-point values
0086: $974 = $952 ;; floating-point values only
0009: $974 += 1.0 ;; floating-point values
00D6: if 0
00F5: player $PLAYER_CHAR 0 near_point $950 $951 $952 radius 1.0 1.0 1.5
004D: jump_if_false Label01BA07
00D6: if 0
0038: $916 == 2 ;; integer values
004D: jump_if_false Label01B9EB
0004: $917 = 0 ;; integer values
:Label01B9EB
0004: $916 = 1 ;; integer values
0050: gosub Label01BD38
0050: gosub Label01BE29
0050: gosub Label01C2B6
:Label01BA07
0005: $950 = -1408.3 ;; floating-point values
0005: $951 = -831.5 ;; floating-point values
0005: $952 = 13.9 ;; floating-point values
0086: $974 = $952 ;; floating-point values only
0009: $974 += 1.0 ;; floating-point values
00D6: if 0
00F5: player $PLAYER_CHAR 0 near_point $950 $951 $952 radius 1.0 1.0 1.5
004D: jump_if_false Label01BA96
00D6: if 0
0038: $916 == 1 ;; integer values
004D: jump_if_false Label01BA7A
0004: $917 = 0 ;; integer values
:Label01BA7A
0004: $916 = 2 ;; integer values
004D:
00D6:
0038:
004D:
01E7:
01E7:
01E7:
00D6:
0038:
004D:
jump_if_false Label01BC9F
if 0
$931 == 0 ;; integer values
jump_if_false Label01BC98
remove_forbidden_for_cars_cube -291.0
remove_forbidden_for_cars_cube -291.0
remove_forbidden_for_cars_cube -283.0
if 0
$PASSED_COK2_PHNOM_PENH_86 == 0 ;;
jump_if_false Label01BC91
:Label01BC91
0004: $931 = 1 ;; integer values
:Label01BC98
0002: jump Label01BD18
:Label01BC9F
00D6: if 0
0038: $931 == 1 ;; integer values
004D: jump_if_false Label01BD18
01E8: create_forbidden_for_cars_cube -291.0 -287.0 0.0 208.0 648.0 35.0
01E8: create_forbidden_for_cars_cube -291.0 -287.0 0.0 208.0 648.0 35.0
01E8: create_forbidden_for_cars_cube -283.0 372.0 0.0 -137.0 608.0 35.0
0004: $931 = 0 ;; integer values
:Label01BD18
00D6: if 0
0018: $983 > 1 ;; integer values
004D: jump_if_false Label01BD31
0004: $983 = 0 ;; integer values
:Label01BD31
0002: jump Label01B3CD
:Label01BD38
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group
model $919
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group
model $920
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group
model $921
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group
model $922
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group
model $923
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group
model $924
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group
model $925
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group
model $926
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group
model $927
03B8: clear_weapons_from_player $PLAYER_CHAR
00D6: if 0
0038: $915 == 1 ;; integer values
004D: jump_if_false Label01BE19
00D6: if 0
0018: $919 > 0 ;; integer values
00D6:
0018:
004D:
0215:
0050:
032B:
if 0
$924 > 0 ;; integer values
jump_if_false Label01BF73
destroy_pickup $946
gosub Label01C011
$946 = create_weapon_pickup $924 3 ammo $937 at $972 $973 $974
:Label01BF73
00D6: if 0
0018: $925 > 0 ;; integer values
004D: jump_if_false Label01BFA7
0215: destroy_pickup $947
0050: gosub Label01C011
032B: $947 = create_weapon_pickup $925 3 ammo $938 at $972 $973 $974
:Label01BFA7
00D6: if 0
0018: $926 > 0 ;; integer values
004D: jump_if_false Label01BFDB
0215: destroy_pickup $948
0050: gosub Label01C011
032B: $948 = create_weapon_pickup $926 3 ammo $939 at $972 $973 $974
:Label01BFDB
00D6: if 0
0018: $927 > 0 ;; integer values
004D: jump_if_false Label01C00F
0215: destroy_pickup $949
0050: gosub Label01C011
032B: $949 = create_weapon_pickup $927 3 ammo $940 at $972 $973 $974
:Label01C00F
0051: return
:Label01C011
0001: wait 0 ms
0008: $917 += 1 ;; integer values
00D6: if 0
0038: $915 == 1 ;; integer values
004D: jump_if_false Label01C165
00D6: if 0
0018: $917 > 1 ;; integer values
004D: jump_if_false Label01C141
00D6: if 0
0038: $918 == 4 ;; integer values
004D: jump_if_false Label01C06D
0009: $972 += 3.7 ;; floating-point values
0009: $973 += 1.5 ;; floating-point values
0008: $918 += 1 ;; integer values
:Label01C06D
00D6: if 0
0038: $918 == 3 ;; integer values
004D: jump_if_false Label01C09A
000D: $973 -= 1.85 ;; floating-point values
0009: $972 += .75 ;; floating-point values
0008: $918 += 1 ;; integer values
:Label01C09A
00D6: if 0
0038:
004D:
000D:
000D:
0008:
:Label01C0C7
00D6: if 0
0038: $918 == 1 ;; integer values
004D: jump_if_false Label01C0F4
000D: $973 -= 1.85 ;; floating-point values
0009: $972 += .75 ;; floating-point values
0008: $918 += 1 ;; integer values
:Label01C0F4
00D6: if 0
0038: $918 == 0 ;; integer values
004D: jump_if_false Label01C121
0009: $972 += 3.7 ;; floating-point values
0009: $973 += 1.5 ;; floating-point values
0008: $918 += 1 ;; integer values
:Label01C121
00D6: if 0
0018: $918 > 4 ;; integer values
004D: jump_if_false Label01C13A
0004: $918 = 0 ;; integer values
:Label01C13A
0002: jump Label01C165
:Label01C141
0086: $972 = $950
000D: $972 -= 1.4
0086: $973 = $951
000D: $973 -= 2.6
;;
;;
;;
;;
floating-point
floating-point
floating-point
floating-point
values only
values
values only
values
:Label01C165
00D6: if 0
0038: $915 == 2 ;; integer values
004D: jump_if_false Label01C239
00D6: if 0
0038: $916 == 1 ;; integer values
004D: jump_if_false Label01C19A
0005: $982 = -5.0 ;; floating-point values
0002: jump Label01C1A4
:Label01C19A
0005: $982 = 5.0 ;; floating-point values
:Label01C1A4
00D6: if 0
0018: $917 > 1 ;; integer values
004D: jump_if_false Label01C1F3
00D6: if 0
001A: 10 > $918 ;; integer values
004D: jump_if_false Label01C1E5
0059: $981 += $982 ;; floating-point values
0050: gosub Label01C258
0008: $918 += 1 ;; integer values
:Label01C2DD
0051: return
:Label01C2DF
00D6: if 0
8118: NOT actor $909 dead
004D: jump_if_false Label01C32E
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01C32E
01CC: actor $909 kill_player $PLAYER_CHAR
00D6: if 1
0038: $913 == 0 ;; integer values
0248: model #NITESTICK available
004D: jump_if_false Label01C32E
01B2: give_actor $909 weapon 4 ammo 0 ;; Load the weapon model before using thi
s
0004: $913 = 1 ;; integer values
:Label01C32E
0051: return
:Label01C330
00D6: if 0
8118: NOT actor $910 dead
004D: jump_if_false Label01C37A
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01C37A
01CC: actor $910 kill_player $PLAYER_CHAR
00D6: if 0
0038: $914 == 0 ;; integer values
004D: jump_if_false Label01C37A
01B2: give_actor $910 weapon 4 ammo 0 ;; Load the weapon model before using thi
s
0004: $914 = 1 ;; integer values
:Label01C37A
0051: return
:Label01C37C
0004: $984 = 0
0004: $995 = 0
0004: $997 = 0
0004: $1000 = 0
0004: $993 = 0
0004: $994 = 0
0004: $996 = 0
0004: $1002 = 0
0004: $1003 = 0
0004: $1088 = 0
0004: $988 = 0
0004: $987 = 0
0004: $989 = 0
0004: $991 = 0
0004: $986 = 0
0004: $985 = 0
0004: $990 = 0
0004: $1001 = 2
;; integer values
;; integer values
;; integer values
;; integer values
;; integer values
;; integer values
;; integer values
;; integer values
;; integer values
;; integer values
;; integer values
;; integer values
;; integer values
;; integer values
;; integer values
;; integer values
;; integer values
;; integer values - integer values - Diaz mansion / Vercetti
004D:
00D6:
0038:
004D:
00D6:
0038:
004D:
0108:
029B:
01C7:
0004:
0004:
jump_if_false Label01CC83
if 0
$ONMISSION == 0 ;; integer values
jump_if_false Label01C60D
if 0
$1006 == 0 ;; integer values
jump_if_false Label01C606
destroy_object $1007
$1007 = init_object -19 (STRIPCLBDROPEN) at 97.203 -1469.731 10.578
remove_object_from_mission_cleanup_list $1007
$1006 = 1 ;; integer values
$1005 = 0 ;; integer values
:Label01C606
0002: jump Label01C64D
:Label01C60D
00D6: if 0
0038: $1005 == 0 ;; integer values
004D: jump_if_false Label01C64D
0108: destroy_object $1007
029B: $1007 = init_object -23 (STRIPCLBDRCLSD) at 97.203 -1469.731 10.578
01C7: remove_object_from_mission_cleanup_list $1007
0004: $1005 = 1 ;; integer values
0004: $1006 = 0 ;; integer values
:Label01C64D
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01CC83
00D6: if 1
0038: $1002 == 0 ;; integer values
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label01C89E
00D6: if 0
0241: player $PLAYER_CHAR in_remote_mode
004D: jump_if_false Label01C6D7
0484: $1004 = player $PLAYER_CHAR rc_car
00D6: if 0
8119: NOT car $1004 wrecked
004D: jump_if_false Label01C6D0
00D6: if 0
01AF: car $1004 0 near_point 95.3 -1468.3 9.5 radius 1.5 1.5 3.0
004D: jump_if_false Label01C6D0
0409: blow_up_rc_buggy
:Label01C6D0
0002: jump Label01C89E
:Label01C6D7
00D6: if 0
00F5: player $PLAYER_CHAR 0 near_point 95.3 -1468.3 9.5 radius 1.5 1.5 3.0
004D: jump_if_false Label01C89E
00D6: if 2
00E0: player $PLAYER_CHAR driving
847E: NOT player $PLAYER_CHAR driving_a_motorbike
80DE: NOT player $PLAYER_CHAR driving_vehicle_type #CADDY
004D: jump_if_false Label01C72B
0002: jump Label01C54F
:Label01C72B
0004: $1002 = 1 ;; integer values
00BA: text_styled "STRIP" 3000 ms 2 ;; The 'Pole Position Club'
0050: gosub Label0202F8
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01C791
00D6: if 21
047E: player $PLAYER_CHAR driving_a_motorbike
00DE: player $PLAYER_CHAR driving_vehicle_type #CADDY
004D: jump_if_false Label01C791
03C1: $1004 = player $PLAYER_CHAR car
012A: put_player $PLAYER_CHAR at 91.2 -1460.9 10.0 and_remove_from_car
00A6: destroy_car $1004
:Label01C791
00D6: if 0
059A: false
004D: jump_if_false Label01C833
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group
model $919
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group
model $920
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group
model $921
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group
model $922
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group
model $923
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group
model $924
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group
model $925
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group
model $926
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group
model $927
03B8: clear_weapons_from_player $PLAYER_CHAR
:Label01C833
00D6: if 0
0038: $992 == 0 ;; integer values
004D: jump_if_false Label01C890
04BB: select_interiour 5 ;; select render area
03CB: set_camera 91.2 -1460.9 10.6
0055: put_player $PLAYER_CHAR at 91.2 -1460.9 10.0
0171: set_player $PLAYER_CHAR z_angle_to 40.0
04F9: interiour_colors 2 0
01EB: set_car_density_to .1
03AD: set_rubbish 0 (invisible)
0002: jump Label01C897
:Label01C890
0002: jump Label01C54F
:Label01C897
0050: gosub Label0203F3
:Label01C89E
00D6: if 0
0038:
004D:
00D6:
00F5:
004D:
00D6:
00E0:
004D:
0002:
:Label01C8F7
00BA: text_styled "BEACH1" 3000 ms 2 ;; Ocean Beach
0050: gosub Label0202F8
00D6: if 0
0038: $992 == 0 ;; integer values
004D: jump_if_false Label01CC75
0004: $1002 = 0 ;; integer values
0050: gosub Label0204B5
0395: clear_area 0 at 97.7 -1472.2 range 10.5 1.0
03CB: set_camera 97.7 -1472.2 10.5
0055: put_player $PLAYER_CHAR at 97.7 -1472.2 9.7
0171: set_player $PLAYER_CHAR z_angle_to 280.0
03C8: rotate_player-180-degrees
00D6: if 0
059A: false
004D: jump_if_false Label01CC6E
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 1 weapon $1082 ammo $108
2 model $1083
00D6: if 0
84A3: NOT $1083 0
004D: jump_if_false Label01C9D6
0084: $1083 = $919 ;; integer values and handles
0050: gosub Label022856
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01C9CF
01B1: give_player $PLAYER_CHAR weapon $1073 ammo $932 ;; Load the weapon model
before using this
:Label01C9CF
0050: gosub Label022878
:Label01C9D6
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 2 weapon $1082 ammo $108
2 model $1083
00D6: if 0
84A3: NOT $1083 0
004D: jump_if_false Label01CA29
0084: $1083 = $920 ;; integer values and handles
0050: gosub Label022856
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01CA22
01B1: give_player $PLAYER_CHAR weapon $1074 ammo $933 ;; Load the weapon model
before using this
:Label01CA22
0050: gosub Label022878
:Label01CA29
:Label01CC75
0002: jump Label01C54F
:Label01CC7C
0050: gosub Label0203F3
:Label01CC83
0002: jump Label01CC91
:Label01CC8A
0050: gosub Label0204CA
:Label01CC91
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01CF51
0004: $1094 = 0 ;; integer values
00D6: if 0
0038: $1095 == 2 ;; integer values
004D: jump_if_false Label01CF4A
00D6: if 21
0121: player $PLAYER_CHAR in_zone "BEACH1"
0038: $1084 == 1 ;; integer values
004D: jump_if_false Label01CF4A
00D6: if 0
0038: $1088 == 0 ;; integer values
004D: jump_if_false Label01CE5A
00D6: if 0
0241: player $PLAYER_CHAR in_remote_mode
004D: jump_if_false Label01CD4C
0484: $1004 = player $PLAYER_CHAR rc_car
00D6: if 0
8119: NOT car $1004 wrecked
004D: jump_if_false Label01CD45
00D6: if 0
01AF: car $1004 0 near_point 229.5 -1277.7 11.5 radius 1.5 1.5 3.0
004D: jump_if_false Label01CD45
0409: blow_up_rc_buggy
:Label01CD45
0002: jump Label01CE5A
:Label01CD4C
00D6: if 0
0057: player $PLAYER_CHAR 0 in_cube 222.0 -1274.0 11.0 229.0 -1280.7 14.0
004D: jump_if_false Label01CE5A
00D6: if 1
00E0: player $PLAYER_CHAR driving
847E: NOT player $PLAYER_CHAR driving_a_motorbike
004D: jump_if_false Label01CD98
0002: jump Label01C54F
:Label01CD98
00BA: text_styled "HOTEL" 3000 ms 2
0050: gosub Label0202F8
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01CDEF
00D6: if 0
;; Ocean View
047E:
004D:
03C1:
012A:
00A6:
:Label01CDEF
00D6: if 0
0038: $992 == 0 ;; integer values
004D: jump_if_false Label01CE4C
0004: $1088 = 1 ;; integer values
04BB: select_interiour 1 ;; select render area
03AD: set_rubbish 0 (invisible)
03CB: set_camera 225.0 -1277.3 12.0
0055: put_player $PLAYER_CHAR at 225.0 -1277.3 11.5
0171: set_player $PLAYER_CHAR z_angle_to 80.0
04F9: interiour_colors 3 0
0002: jump Label01CE53
:Label01CE4C
0002: jump Label01C54F
:Label01CE53
0050: gosub Label0203F3
:Label01CE5A
00D6: if 0
0038: $1088 == 1 ;; integer values
004D: jump_if_false Label01CF4A
00D6: if 0
0057: player $PLAYER_CHAR 0 in_cube 235.0 -1274.0 11.0 227.5 -1280.7 16.0
004D: jump_if_false Label01CF4A
00D6: if 1
00E0: player $PLAYER_CHAR driving
847E: NOT player $PLAYER_CHAR driving_a_motorbike
004D: jump_if_false Label01CEB8
0002: jump Label01C54F
:Label01CEB8
00BA: text_styled "BEACH1" 3000 ms 2 ;; Ocean Beach
0050: gosub Label0202F8
00D6: if 0
0038: $992 == 0 ;; integer values
004D: jump_if_false Label01CF3C
0050: gosub Label0204B5
0004: $1088 = 0 ;; integer values
0395: clear_area 0 at 233.5 -1278.45 range 11.0 1.0
03CB: set_camera 233.5 -1278.45 11.0
0055: put_player $PLAYER_CHAR at 233.5 -1278.45 11.0
0171: set_player $PLAYER_CHAR z_angle_to 270.0
0002: jump Label01CF43
:Label01CF3C
0002: jump Label01C54F
:Label01CF43
0050: gosub Label0203F3
:Label01CF4A
0002: jump Label01CF58
:Label01CF51
0050: gosub Label0204CA
:Label01CF58
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01D215
0004: $1094 = 0 ;; integer values
00D6: if 0
0038: $1095 == 1 ;; integer values
004D: jump_if_false Label01D20E
00D6: if 21
0121: player $PLAYER_CHAR in_zone "BEACH1"
0038: $1084 == 1 ;; integer values
004D: jump_if_false Label01D20E
00D6: if 0
0038: $990 == 0 ;; integer values
004D: jump_if_false Label01D11C
00D6: if 0
0241: player $PLAYER_CHAR in_remote_mode
004D: jump_if_false Label01D013
0484: $1004 = player $PLAYER_CHAR rc_car
00D6: if 0
8119: NOT car $1004 wrecked
004D: jump_if_false Label01D00C
00D6: if 0
01AF: car $1004 0 near_point 26.73 -1329.8 13.0 radius 1.5 1.5 3.0
004D: jump_if_false Label01D00C
0409: blow_up_rc_buggy
:Label01D00C
0002: jump Label01D11C
:Label01D013
00D6: if 0
00F5: player $PLAYER_CHAR 0 near_point 26.95 -1328.3 13.0 radius 1.0 1.0 2.0
004D: jump_if_false Label01D11C
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01D084
00D6: if 0
047E: player $PLAYER_CHAR driving_a_motorbike
004D: jump_if_false Label01D084
03C1: $1004 = player $PLAYER_CHAR car
012A: put_player $PLAYER_CHAR at 27.19 -1327.0 12.0 and_remove_from_car
00A6: destroy_car $1004
:Label01D084
00D6: if 0
00E0: player $PLAYER_CHAR driving
004D: jump_if_false Label01D09B
0002: jump Label01C54F
:Label01D09B
00BA: text_styled "SCARF" 3000 ms 2 ;; Apartment 3c
0050: gosub Label0202F8
00D6: if 0
0038: $992 == 0 ;; integer values
004D: jump_if_false Label01D10E
0004:
04BB:
03AD:
03CB:
0055:
0171:
04F9:
0002:
:Label01D10E
0002: jump Label01C54F
:Label01D115
0050: gosub Label0203F3
:Label01D11C
00D6: if 0
0038: $990 == 1 ;; integer values
004D: jump_if_false Label01D20E
00D6: if 0
00F5: player $PLAYER_CHAR 0 near_point 26.73 -1329.8 13.0 radius 1.0 1.0 2.0
004D: jump_if_false Label01D20E
00D6: if 1
00E0: player $PLAYER_CHAR driving
847E: NOT player $PLAYER_CHAR driving_a_motorbike
004D: jump_if_false Label01D17A
0002: jump Label01C54F
:Label01D17A
00BA: text_styled "BEACH1" 3000 ms 2 ;; Ocean Beach
0050: gosub Label0202F8
00D6: if 0
0038: $992 == 0 ;; integer values
004D: jump_if_false Label01D200
0050: gosub Label0204B5
0004: $990 = 0 ;; integer values
0395: clear_area 0 at 27.33 -1331.1 range 11.8 1.0
03CB: set_camera 27.33 -1331.1 11.8
0055: put_player $PLAYER_CHAR at 27.33 -1331.1 11.8
0171: set_player $PLAYER_CHAR z_angle_to 160.0
03C8: rotate_player-180-degrees
0002: jump Label01D207
:Label01D200
0002: jump Label01C54F
:Label01D207
0050: gosub Label0203F3
:Label01D20E
0002: jump Label01D21C
:Label01D215
0050: gosub Label0204CA
:Label01D21C
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01D723
0004: $1094 = 0 ;; integer values
00D6:
0121:
0038:
004D:
00D6:
0038:
004D:
00D6:
0038:
0038:
0038:
004D:
00D6:
0038:
004D:
0108:
029B:
01C7:
0004:
0004:
if 21
player $PLAYER_CHAR in_zone "BEACH2"
$1084 == 1 ;; integer values
jump_if_false Label01D71C
if 0
$1095 == 1 ;; integer values
jump_if_false Label01D71C
if 22
$ONMISSION == 0 ;; integer values
$997 == 1 ;; integer values
$1000 == 1 ;; integer values
jump_if_false Label01D2CB
if 0
$1009 == 0 ;; integer values
jump_if_false Label01D2C4
destroy_object $1010
$1010 = init_object -24 (COP_DR_OPEN) at 396.458 -473.047 12.6
remove_object_from_mission_cleanup_list $1010
$1009 = 1 ;; integer values
$1008 = 0 ;; integer values
:Label01D2C4
0002: jump Label01D30B
:Label01D2CB
00D6: if 0
0038: $1008 == 0 ;; integer values
004D: jump_if_false Label01D30B
0108: destroy_object $1010
029B: $1010 = init_object -21 (COP_DR_CLOSED) at 396.545 -472.883 12.6
01C7: remove_object_from_mission_cleanup_list $1010
0004: $1008 = 1 ;; integer values
0004: $1009 = 0 ;; integer values
:Label01D30B
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01D71C
00D6: if 22
0038: $ONMISSION == 0 ;; integer values
0038: $997 == 1 ;; integer values
0038: $1000 == 1 ;; integer values
004D: jump_if_false Label01D571
00D6: if 0
0038: $987 == 0 ;; integer values
004D: jump_if_false Label01D571
00D6: if 0
0241: player $PLAYER_CHAR in_remote_mode
004D: jump_if_false Label01D3AE
0484: $1004 = player $PLAYER_CHAR rc_car
00D6: if 0
8119: NOT car $1004 wrecked
004D: jump_if_false Label01D3A7
00D6: if 0
01AF: car $1004 0 near_point 397.0 -472.0 12.0 radius 1.5 1.5 3.0
004D: jump_if_false Label01D3A7
0409: blow_up_rc_buggy
:Label01D3A7
0002: jump Label01D571
:Label01D3AE
00D6: if 0
02B3: player $PLAYER_CHAR in_cube 399.0 -474.5 11.0 394.3 -470.8 14.5 radius 2
.5 sphere 0
004D: jump_if_false Label01D571
00D6: if 1
00E0: player $PLAYER_CHAR driving
847E: NOT player $PLAYER_CHAR driving_a_motorbike
004D: jump_if_false Label01D3FF
0002: jump Label01C54F
:Label01D3FF
00BA: text_styled "POL_HQ" 3000 ms 2 ;; VCPD HQ
0050: gosub Label0202F8
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01D456
00D6: if 0
047E: player $PLAYER_CHAR driving_a_motorbike
004D: jump_if_false Label01D456
03C1: $1004 = player $PLAYER_CHAR car
012A: put_player $PLAYER_CHAR at 393.8 -475.8 11.4 and_remove_from_car
00A6: destroy_car $1004
:Label01D456
00D6: if 0
0038: $992 == 0 ;; integer values
004D: jump_if_false Label01D563
04BB: select_interiour 12 ;; select render area
0004: $987 = 1 ;; integer values
00D6: if 0
0038: $997 == 0 ;; integer values
004D: jump_if_false Label01D523
015C: set_zone_gang_info "STREET2" 1 (day) 14 0 0 0 0 0 0 0 0 0 1000
015C: set_zone_gang_info "STREET2" 0 (night) 16 0 0 0 0 0 0 0 0 0 1000
022A: remove_forbidden_for_peds_cube 354.9 -483.1 21.0 406.0 -490.0 0.0
022A: remove_forbidden_for_peds_cube 376.66 -453.85 -10.0 328.91 -504.02 30.0
0395: clear_area 1 at 400.0 -486.5 range 10.0 5.0
:Label01D523
03AD: set_rubbish 0 (invisible)
03CB: set_camera 393.8 -475.8 11.4
0055: put_player $PLAYER_CHAR at 393.8 -475.8 11.4
0171: set_player $PLAYER_CHAR z_angle_to 137.0
04F9: interiour_colors 5 0
0002: jump Label01D56A
:Label01D563
0002: jump Label01C54F
:Label01D56A
0050: gosub Label0203F3
:Label01D571
00D6: if 0
0038: $987 == 1 ;; integer values
004D: jump_if_false Label01D71C
00D6: if 0
02B3: player $PLAYER_CHAR in_cube 399.3 -472.9 11.0 394.8 -469.3 14.5 radius 1
.5 sphere 0
004D: jump_if_false Label01D71C
00D6: if 1
00E0: player $PLAYER_CHAR driving
847E: NOT player $PLAYER_CHAR driving_a_motorbike
004D: jump_if_false Label01D5D4
0002: jump Label01C54F
:Label01D5D4
00BA: text_styled "BEACH2" 3000 ms 2 ;; Washington Beach
0050: gosub Label0202F8
00D6: if 0
0038: $992 == 0 ;; integer values
004D: jump_if_false Label01D70E
0050: gosub Label0204B5
022B: create_forbidden_for_peds_cube 354.9 -483.1 21.0 406.0 -490.0 10.0
0395: clear_area 0 at 399.38 -468.6 range 10.7 1.0
0004: $987 = 0 ;; integer values
00D6: if 0
0038: $997 == 0 ;; integer values
004D: jump_if_false Label01D6D8
015C: set_zone_gang_info "STREET2" 1 (day) 14 0 0 0 0 0 0 0 0 0 20
015C: set_zone_gang_info "STREET2" 0 (night) 16 0 0 0 0 0 0 0 0 0 10
022B: create_forbidden_for_peds_cube 354.9 -483.1 21.0 406.0 -490.0 0.0
022B: create_forbidden_for_peds_cube 376.66 -453.85 -10.0 328.91 -504.02 30.0
:Label01D6D8
03CB: set_camera 399.38 -468.6 10.7
0055: put_player $PLAYER_CHAR at 399.38 -468.6 10.7
0171: set_player $PLAYER_CHAR z_angle_to 330.0
0002: jump Label01D715
:Label01D70E
0002: jump Label01C54F
:Label01D715
0050: gosub Label0203F3
:Label01D71C
0002: jump Label01D72A
:Label01D723
0050: gosub Label0204CA
:Label01D72A
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01DD72
0004: $1094 = 0 ;; integer values
00D6: if 0
0038: $1095 == 1 ;; integer values
004D: jump_if_false Label01DD6B
00D6: if 21
0121: player $PLAYER_CHAR in_zone "BEACH3"
0038: $1084 == 1 ;; integer values
004D: jump_if_false Label01DD64
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label01D9DC
00D6: if 0
0038:
004D:
0005:
02CE:
00D6:
0020:
004D:
00D6:
0038:
004D:
00D6:
80C2:
004D:
00D6:
80C2:
004D:
023C:
:Label01D829
00D6: if 0
823D: NOT special_actor 15 loaded
004D: jump_if_false Label01D84F
0001: wait 0 ms
023C: load_special_actor 15 "BGB"
0002: jump Label01D829
:Label01D84F
009A: $1037 = create_actor 4 #SPECIAL15 at 489.6 -79.8 10.5
0173: set_actor $1037 z_angle_to 225.0
0243: set_actor $1037 ped_stats_to 30
0223: set_actor $1037 health_to 200
01ED: reset_actor $1037 flags
0291: unknown_actor $1037 unknown_behavior_flag 1
0243: set_actor $1037 ped_stats_to 11
009A: $1038 = create_actor 4 #SPECIAL15 at 492.5 -76.17 10.5
0173: set_actor $1038 z_angle_to 225.0
0243: set_actor $1038 ped_stats_to 30
0223: set_actor $1038 health_to 200
01ED: reset_actor $1038 flags
0291: unknown_actor $1038 unknown_behavior_flag 1
0243: set_actor $1038 ped_stats_to 11
0004: $1039 = 1 ;; integer values
:Label01D8DE
0002: jump Label01D8EC
:Label01D8E5
0050: gosub Label0227B4
:Label01D8EC
00D6: if 1
0038: $1039 == 1
0038: $1040 == 0
004D: jump_if_false
00D6: if 0
8118: NOT actor
004D: jump_if_false
00D6: if 0
8184: NOT actor
004D: jump_if_false
;; integer values
;; integer values
Label01D987
$1037 dead
Label01D946
$1037 health >= 199
Label01D946
00D6:
8118:
004D:
011A:
0004:
if 0
NOT actor $1038 dead
jump_if_false Label01D946
set_actor $1038 flags 1
$1040 = 1 ;; integer values
:Label01D946
00D6: if 0
8118: NOT actor $1038 dead
004D: jump_if_false Label01D987
00D6: if 0
8184: NOT actor $1038 health >= 199
004D: jump_if_false Label01D987
00D6: if 0
8118: NOT actor $1037 dead
004D: jump_if_false Label01D987
011A: set_actor $1037 flags 1
0004: $1040 = 1 ;; integer values
:Label01D987
0002: jump Label01D995
:Label01D98E
0050: gosub Label0227B4
:Label01D995
00D6: if 0
0038: $1012 == 0 ;; integer values
004D: jump_if_false Label01D9D5
0108: destroy_object $1013
029B: $1013 = init_object -20 (OD_CLBDR_OPEN) at 490.34 -77.017 11.598
01C7: remove_object_from_mission_cleanup_list $1013
0004: $1012 = 1 ;; integer values
0004: $1011 = 0 ;; integer values
:Label01D9D5
0002: jump Label01DA31
:Label01D9DC
00D6: if 2
0038: $1011 == 0 ;; integer values
0038: $993 == 0 ;; integer values
0038: $994 == 0 ;; integer values
004D: jump_if_false Label01DA2A
0108: destroy_object $1013
029B: $1013 = init_object -25 (OD_CLBDR_CLOSE) at 490.34 -77.017 11.598
01C7: remove_object_from_mission_cleanup_list $1013
0004: $1011 = 1 ;; integer values
0004: $1012 = 0 ;; integer values
:Label01DA2A
0050: gosub Label0227B4
:Label01DA31
00D6: if 0
0038: $996 == 0 ;; integer values
004D: jump_if_false Label01DD5D
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01DD5D
00D6:
0038:
0038:
004D:
00D6:
0241:
004D:
0484:
00D6:
8119:
004D:
00D6:
01AF:
004D:
0409:
if 1
$986 == 0 ;; integer values
$ONMISSION == 0 ;; integer values
jump_if_false Label01DC34
if 0
player $PLAYER_CHAR in_remote_mode
jump_if_false Label01DACD
$1004 = player $PLAYER_CHAR rc_car
if 0
NOT car $1004 wrecked
jump_if_false Label01DAC6
if 0
car $1004 0 near_point 491.0 -77.7 10.4 radius 1.5 1.5 3.0
jump_if_false Label01DAC6
blow_up_rc_buggy
:Label01DAC6
0002: jump Label01DC34
:Label01DACD
00D6: if 0
00F5: player $PLAYER_CHAR 0 near_point 491.0 -77.7 10.4 radius 1.5 1.5 3.0
004D: jump_if_false Label01DC34
00D6: if 1
00E0: player $PLAYER_CHAR driving
847E: NOT player $PLAYER_CHAR driving_a_motorbike
004D: jump_if_false Label01DB19
0002: jump Label01C54F
:Label01DB19
0004: $986 = 1 ;; integer values
00BA: text_styled "MALIBU" 3000 ms 2 ;; The Malibu Club
0050: gosub Label0202F8
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01DB7F
00D6: if 21
047E: player $PLAYER_CHAR driving_a_motorbike
00DE: player $PLAYER_CHAR driving_vehicle_type #CADDY
004D: jump_if_false Label01DB7F
03C1: $1004 = player $PLAYER_CHAR car
012A: put_player $PLAYER_CHAR at 484.2 -72.5 9.5 and_remove_from_car
00A6: destroy_car $1004
:Label01DB7F
00D6: if 0
0038: $992 == 0 ;; integer values
004D: jump_if_false Label01DC0D
04BB: select_interiour 17 ;; select render area
022A: remove_forbidden_for_peds_cube 468.0 -77.0 0.0 490.0 -54.0 30.0
03AD: set_rubbish 0 (invisible)
03CB: set_camera 484.2 -72.5 9.5
0055: put_player $PLAYER_CHAR at 484.2 -72.5 9.5
0171: set_player $PLAYER_CHAR z_angle_to 60.0
04F9: interiour_colors 1 0
0395: clear_area 1 at 491.0 -77.7 range 10.4 1.0
0002: jump Label01DC14
:Label01DC0D
0002: jump Label01C54F
:Label01DC14
00D6: if 1
0038: $994 == 0 ;; integer values
0038: $993 == 0 ;; integer values
004D: jump_if_false Label01DC34
0050: gosub Label0203F3
:Label01DC34
00D6: if 0
0038: $986 == 1 ;; integer values
004D: jump_if_false Label01DD5D
00D6: if 0
00F5: player $PLAYER_CHAR 0 near_point 488.6 -75.4 10.4 radius 1.5 1.5 3.0
004D: jump_if_false Label01DD5D
00D6: if 1
00E0: player $PLAYER_CHAR driving
847E: NOT player $PLAYER_CHAR driving_a_motorbike
004D: jump_if_false Label01DC92
0002: jump Label01C54F
:Label01DC92
00D6: if 1
0038: $994 == 0 ;; integer values
0038: $993 == 0 ;; integer values
004D: jump_if_false Label01DCC1
0050: gosub Label0202F8
00BA: text_styled "BEACH3" 3000 ms 2
;; Vice Point
:Label01DCC1
00D6: if 0
0038: $992 == 0 ;; integer values
004D: jump_if_false Label01DD4F
0004: $986 = 0 ;; integer values
0050: gosub Label0204B5
022B: create_forbidden_for_peds_cube 468.0 -77.0 0.0 490.0 -54.0 30.0
0395: clear_area 0 at 493.1 -82.4 range 10.8 1.0
03CB: set_camera 493.1 -82.4 10.8
0055: put_player $PLAYER_CHAR at 493.1 -82.4 9.8
0171: set_player $PLAYER_CHAR z_angle_to 220.0
0002: jump Label01DD56
:Label01DD4F
0002: jump Label01C54F
:Label01DD56
0050: gosub Label0203F3
:Label01DD5D
0002: jump Label01DD6B
:Label01DD64
0050: gosub Label0227B4
:Label01DD6B
0002: jump Label01DD79
:Label01DD72
0050: gosub Label0204CA
:Label01DD79
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01E04D
0004: $1094 = 0 ;; integer values
00D6: if 21
0121: player $PLAYER_CHAR in_zone "HAVANA"
0038: $1084 == 1 ;; integer values
004D: jump_if_false Label01E046
00D6: if 0
0038: $1095 == 2 ;; integer values
004D: jump_if_false Label01E046
00D6: if 0
0241: player $PLAYER_CHAR in_remote_mode
004D: jump_if_false Label01DE22
0484: $1004 = player $PLAYER_CHAR rc_car
00D6: if 0
8119: NOT car $1004 wrecked
004D: jump_if_false Label01DE1B
00D6: if 0
01AF: car $1004 0 near_point -1170.0 -609.0 11.0 radius 1.5 1.5 3.0
004D: jump_if_false Label01DE1B
0409: blow_up_rc_buggy
:Label01DE1B
0002: jump Label01DF54
:Label01DE22
00D6: if 0
0038: $989 == 0 ;; integer values
004D: jump_if_false Label01DF54
00D6: if 0
00F5: player $PLAYER_CHAR 0 near_point -1170.0 -609.0 11.0 radius 1.5 1.5 3.0
004D: jump_if_false Label01DF54
00D6: if 1
00E0: player $PLAYER_CHAR driving
847E: NOT player $PLAYER_CHAR driving_a_motorbike
004D: jump_if_false Label01DE80
0002: jump Label01C54F
:Label01DE80
00BA: text_styled "UMBERTO" 3000 ms 2 ;; Cafe Robina
0050: gosub Label0202F8
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01DED7
00D6: if 0
047E: player $PLAYER_CHAR driving_a_motorbike
004D: jump_if_false Label01DED7
03C1: $1004 = player $PLAYER_CHAR car
012A: put_player $PLAYER_CHAR at -1170.0 -611.0 11.0 and_remove_from_car
00A6: destroy_car $1004
:Label01DED7
00D6: if 0
0038: $992 == 0 ;; integer values
004D: jump_if_false Label01DF46
0004: $989 = 1 ;; integer values
04BB: select_interiour 7 ;; select render area
03CB: set_camera -1170.0 -611.0 11.0
0395:
03AD:
0055:
0171:
0002:
:Label01DF46
0002: jump Label01C54F
:Label01DF4D
0050: gosub Label0203F3
:Label01DF54
00D6: if 0
0038: $989 == 1 ;; integer values
004D: jump_if_false Label01E046
00D6: if 0
00F5: player $PLAYER_CHAR 0 near_point -1170.0 -606.5 11.0 radius 1.5 1.5 3.0
004D: jump_if_false Label01E046
00D6: if 1
00E0: player $PLAYER_CHAR driving
847E: NOT player $PLAYER_CHAR driving_a_motorbike
004D: jump_if_false Label01DFB2
0002: jump Label01C54F
:Label01DFB2
00BA: text_styled "HAVANA" 3000 ms 2 ;; Little Havana
0050: gosub Label0202F8
00D6: if 0
0038: $992 == 0 ;; integer values
004D: jump_if_false Label01E038
0004: $989 = 0 ;; integer values
0050: gosub Label0204B5
0395: clear_area 0 at -1170.0 -605.0 range 11.0 1.0
03CB: set_camera -1170.0 -605.0 11.0
0055: put_player $PLAYER_CHAR at -1170.0 -605.0 11.0
0171: set_player $PLAYER_CHAR z_angle_to 0.0
03C8: rotate_player-180-degrees
0002: jump Label01E03F
:Label01E038
0002: jump Label01C54F
:Label01E03F
0050: gosub Label0203F3
:Label01E046
0002: jump Label01E054
:Label01E04D
0050: gosub Label0204CA
:Label01E054
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01E338
0004: $1094 = 0 ;; integer values
00D6: if 21
0121: player $PLAYER_CHAR in_zone "BEACH3"
0038: $1084 == 1 ;; integer values
004D:
00D6:
0038:
004D:
00D6:
0038:
004D:
00D6:
0241:
004D:
0484:
00D6:
8119:
004D:
00D6:
01AF:
004D:
0409:
jump_if_false Label01E331
if 0
$1095 == 2 ;; integer values
jump_if_false Label01E331
if 0
$1003 == 0 ;; integer values
jump_if_false Label01E212
if 0
player $PLAYER_CHAR in_remote_mode
jump_if_false Label01E10F
$1004 = player $PLAYER_CHAR rc_car
if 0
NOT car $1004 wrecked
jump_if_false Label01E108
if 0
car $1004 0 near_point 449.76 996.22 18.4 radius 1.5 1.5 3.0
jump_if_false Label01E108
blow_up_rc_buggy
:Label01E108
0002: jump Label01E212
:Label01E10F
00D6: if 0
00F5: player $PLAYER_CHAR 0 near_point 448.8 999.9 18.4 radius 3.5 3.5 3.0
004D: jump_if_false Label01E212
00D6: if 2
00E0: player $PLAYER_CHAR driving
847E: NOT player $PLAYER_CHAR driving_a_motorbike
80DE: NOT player $PLAYER_CHAR driving_vehicle_type #CADDY
004D: jump_if_false Label01E163
0002: jump Label01C54F
:Label01E163
00BA: text_styled "MALL1" 3000 ms 2 ;; North Point Mall
0050: gosub Label0202F8
00D6: if 0
0038: $992 == 0 ;; integer values
004D: jump_if_false Label01E204
0004: $1003 = 1 ;; integer values
04BB: select_interiour 4 ;; select render area
022A: remove_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0
03AD: set_rubbish 0 (invisible)
03CB: set_camera 448.3 1030.0 18.0
0055: put_player $PLAYER_CHAR at 448.3 1006.0 18.0
0005: $1104 = 0.0 ;; floating-point values
0050: gosub Label02287F
04F9: interiour_colors 6 0
01EB: set_car_density_to .1
0002: jump Label01E20B
:Label01E204
0002: jump Label01C54F
:Label01E20B
0050: gosub Label0203F3
:Label01E212
00D6: if 0
0038: $1003 == 1 ;; integer values
004D:
00D6:
00F5:
004D:
00D6:
00E0:
847E:
80DE:
004D:
0002:
jump_if_false Label01E331
if 0
player $PLAYER_CHAR 0 near_point 448.8 999.9 18.4 radius 3.5 3.5 3.0
jump_if_false Label01E331
if 2
player $PLAYER_CHAR driving
NOT player $PLAYER_CHAR driving_a_motorbike
NOT player $PLAYER_CHAR driving_vehicle_type #CADDY
jump_if_false Label01E278
jump Label01C54F
:Label01E278
00BA: text_styled "BEACH3" 3000 ms 2 ;; Vice Point
0050: gosub Label0202F8
00D6: if 0
0038: $992 == 0 ;; integer values
004D: jump_if_false Label01E323
0004: $1003 = 0 ;; integer values
0050: gosub Label0204B5
022B: create_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0
0395: clear_area 0 at 449.7 992.2 range 17.0 1.0
03CB: set_camera 449.7 992.2 17.0
0055: put_player $PLAYER_CHAR at 449.7 992.2 17.0
0005: $1104 = 180.0 ;; floating-point values
0050: gosub Label02287F
0002: jump Label01E32A
:Label01E323
0002: jump Label01C54F
:Label01E32A
0050: gosub Label0203F3
:Label01E331
0002: jump Label01E33F
:Label01E338
0050: gosub Label0204CA
:Label01E33F
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01E623
0004: $1094 = 0 ;; integer values
00D6: if 21
0121: player $PLAYER_CHAR in_zone "BEACH3"
0038: $1084 == 1 ;; integer values
004D: jump_if_false Label01E61C
00D6: if 0
0038: $1095 == 1 ;; integer values
004D: jump_if_false Label01E61C
00D6: if 0
0038: $1003 == 0 ;; integer values
004D: jump_if_false Label01E4FD
00D6: if 0
0241: player $PLAYER_CHAR in_remote_mode
004D: jump_if_false Label01E3FA
0484: $1004 = player $PLAYER_CHAR rc_car
00D6: if 0
8119: NOT car $1004 wrecked
004D:
00D6:
01AF:
004D:
0409:
jump_if_false Label01E3F3
if 0
car $1004 0 near_point 379.1 995.16 17.4 radius 1.5 1.5 3.0
jump_if_false Label01E3F3
blow_up_rc_buggy
:Label01E3F3
0002: jump Label01E4FD
:Label01E3FA
00D6: if 0
00F5: player $PLAYER_CHAR 0 near_point 380.1 999.0 19.4 radius 3.5 3.5 3.0
004D: jump_if_false Label01E4FD
00D6: if 2
00E0: player $PLAYER_CHAR driving
847E: NOT player $PLAYER_CHAR driving_a_motorbike
80DE: NOT player $PLAYER_CHAR driving_vehicle_type #CADDY
004D: jump_if_false Label01E44E
0002: jump Label01C54F
:Label01E44E
00BA: text_styled "MALL1" 3000 ms 2 ;; North Point Mall
0050: gosub Label0202F8
00D6: if 0
0038: $992 == 0 ;; integer values
004D: jump_if_false Label01E4EF
0004: $1003 = 1 ;; integer values
04BB: select_interiour 4 ;; select render area
022A: remove_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0
03AD: set_rubbish 0 (invisible)
03CB: set_camera 380.0 1026.4 18.2
0055: put_player $PLAYER_CHAR at 380.0 1006.4 18.2
0005: $1104 = 0.0 ;; floating-point values
0050: gosub Label02287F
04F9: interiour_colors 6 0
01EB: set_car_density_to .1
0002: jump Label01E4F6
:Label01E4EF
0002: jump Label01C54F
:Label01E4F6
0050: gosub Label0203F3
:Label01E4FD
00D6: if 0
0038: $1003 == 1 ;; integer values
004D: jump_if_false Label01E61C
00D6: if 0
00F5: player $PLAYER_CHAR 0 near_point 380.1 999.0 19.4 radius 3.5 3.5 3.0
004D: jump_if_false Label01E61C
00D6: if 2
00E0: player $PLAYER_CHAR driving
847E: NOT player $PLAYER_CHAR driving_a_motorbike
80DE: NOT player $PLAYER_CHAR driving_vehicle_type #CADDY
004D: jump_if_false Label01E563
0002: jump Label01C54F
:Label01E563
00BA: text_styled "BEACH3" 3000 ms 2
;; Vice Point
0050:
00D6:
0038:
004D:
0004:
0050:
022B:
0395:
03CB:
0055:
0005:
0050:
0002:
gosub Label0202F8
if 0
$992 == 0 ;; integer values
jump_if_false Label01E60E
$1003 = 0 ;; integer values
gosub Label0204B5
create_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0
clear_area 0 at 379.3 991.4 range 17.2 1.0
set_camera 379.3 991.4 17.2
put_player $PLAYER_CHAR at 379.3 991.4 17.0
$1104 = 180.0 ;; floating-point values
gosub Label02287F
jump Label01E615
:Label01E60E
0002: jump Label01C54F
:Label01E615
0050: gosub Label0203F3
:Label01E61C
0002: jump Label01E62A
:Label01E623
0050: gosub Label0204CA
:Label01E62A
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01E90E
0004: $1094 = 0 ;; integer values
00D6: if 21
0121: player $PLAYER_CHAR in_zone "BEACH3"
0038: $1084 == 1 ;; integer values
004D: jump_if_false Label01E907
00D6: if 0
0038: $1095 == 1 ;; integer values
004D: jump_if_false Label01E907
00D6: if 0
0038: $1003 == 0 ;; integer values
004D: jump_if_false Label01E7E8
00D6: if 0
0241: player $PLAYER_CHAR in_remote_mode
004D: jump_if_false Label01E6E5
0484: $1004 = player $PLAYER_CHAR rc_car
00D6: if 0
8119: NOT car $1004 wrecked
004D: jump_if_false Label01E6DE
00D6: if 0
01AF: car $1004 0 near_point 350.3 1124.0 17.4 radius 1.5 1.5 3.0
004D: jump_if_false Label01E6DE
0409: blow_up_rc_buggy
:Label01E6DE
0002: jump Label01E7E8
:Label01E6E5
00D6: if 0
00F5: player $PLAYER_CHAR 0 near_point 353.3 1124.5 19.4 radius 3.2 3.2 3.0
004D: jump_if_false Label01E7E8
00D6: if 2
00E0: player $PLAYER_CHAR driving
847E: NOT player $PLAYER_CHAR driving_a_motorbike
80DE: NOT player $PLAYER_CHAR driving_vehicle_type #CADDY
004D: jump_if_false Label01E739
0002: jump Label01C54F
:Label01E739
00BA: text_styled "MALL1" 3000 ms 2 ;; North Point Mall
0050: gosub Label0202F8
00D6: if 0
0038: $992 == 0 ;; integer values
004D: jump_if_false Label01E7DA
0004: $1003 = 1 ;; integer values
04BB: select_interiour 4 ;; select render area
022A: remove_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0
03AD: set_rubbish 0 (invisible)
03CB: set_camera 390.0 1124.4 17.5
0055: put_player $PLAYER_CHAR at 363.0 1124.4 17.5
0005: $1104 = 270.0 ;; floating-point values
0050: gosub Label02287F
04F9: interiour_colors 6 0
01EB: set_car_density_to .1
0002: jump Label01E7E1
:Label01E7DA
0002: jump Label01C54F
:Label01E7E1
0050: gosub Label0203F3
:Label01E7E8
00D6: if 0
0038: $1003 == 1 ;; integer values
004D: jump_if_false Label01E907
00D6: if 0
00F5: player $PLAYER_CHAR 0 near_point 353.3 1124.5 19.4 radius 3.2 3.2 3.0
004D: jump_if_false Label01E907
00D6: if 2
00E0: player $PLAYER_CHAR driving
847E: NOT player $PLAYER_CHAR driving_a_motorbike
80DE: NOT player $PLAYER_CHAR driving_vehicle_type #CADDY
004D: jump_if_false Label01E84E
0002: jump Label01C54F
:Label01E84E
00BA: text_styled "BEACH3" 3000 ms 2 ;; Vice Point
0050: gosub Label0202F8
00D6: if 0
0038: $992 == 0 ;; integer values
004D: jump_if_false Label01E8F9
0004: $1003 = 0 ;; integer values
0050: gosub Label0204B5
022B: create_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0
0395: clear_area 0 at 344.5 1123.5 range 17.0 1.0
03CB: set_camera 344.5 1123.5 17.0
0055: put_player $PLAYER_CHAR at 344.5 1123.5 17.0
0005: $1104 = 90.0 ;; floating-point values
0050: gosub Label02287F
0002: jump Label01E900
:Label01E8F9
0002: jump Label01C54F
:Label01E900
0050: gosub Label0203F3
:Label01E907
0002: jump Label01E915
:Label01E90E
0050: gosub Label0204CA
:Label01E915
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01EBF9
0004: $1094 = 0 ;; integer values
00D6: if 21
0121: player $PLAYER_CHAR in_zone "BEACH3"
0038: $1084 == 1 ;; integer values
004D: jump_if_false Label01EBF2
00D6: if 0
0038: $1095 == 2 ;; integer values
004D: jump_if_false Label01EBF2
00D6: if 0
0038: $1003 == 0 ;; integer values
004D: jump_if_false Label01EAD3
00D6: if 0
0241: player $PLAYER_CHAR in_remote_mode
004D: jump_if_false Label01E9D0
0484: $1004 = player $PLAYER_CHAR rc_car
00D6: if 0
8119: NOT car $1004 wrecked
004D: jump_if_false Label01E9C9
00D6: if 0
01AF: car $1004 0 near_point 364.0 1210.0 24.0 radius 1.5 1.5 3.0
004D: jump_if_false Label01E9C9
0409: blow_up_rc_buggy
:Label01E9C9
0002: jump Label01EAD3
:Label01E9D0
00D6: if 0
00F5: player $PLAYER_CHAR 0 near_point 367.8 1210.3 26.0 radius 2.7 2.7 3.0
004D: jump_if_false Label01EAD3
00D6: if 2
00E0: player $PLAYER_CHAR driving
847E: NOT player $PLAYER_CHAR driving_a_motorbike
80DE: NOT player $PLAYER_CHAR driving_vehicle_type #CADDY
004D: jump_if_false Label01EA24
0002: jump Label01C54F
:Label01EA24
00BA: text_styled "MALL1" 3000 ms 2 ;; North Point Mall
0050: gosub Label0202F8
00D6: if 0
0038: $992 == 0 ;; integer values
004D: jump_if_false Label01EAC5
0004:
04BB:
022A:
03AD:
03CB:
0055:
0005:
0050:
04F9:
01EB:
0002:
:Label01EAC5
0002: jump Label01C54F
:Label01EACC
0050: gosub Label0203F3
:Label01EAD3
00D6: if 0
0038: $1003 == 1 ;; integer values
004D: jump_if_false Label01EBF2
00D6: if 0
00F5: player $PLAYER_CHAR 0 near_point 367.8 1210.3 26.0 radius 2.7 2.7 3.0
004D: jump_if_false Label01EBF2
00D6: if 2
00E0: player $PLAYER_CHAR driving
847E: NOT player $PLAYER_CHAR driving_a_motorbike
80DE: NOT player $PLAYER_CHAR driving_vehicle_type #CADDY
004D: jump_if_false Label01EB39
0002: jump Label01C54F
:Label01EB39
00BA: text_styled "BEACH3" 3000 ms 2 ;; Vice Point
0050: gosub Label0202F8
00D6: if 0
0038: $992 == 0 ;; integer values
004D: jump_if_false Label01EBE4
0004: $1003 = 0 ;; integer values
0050: gosub Label0204B5
022B: create_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0
0395: clear_area 0 at 366.0 1210.0 range 24.0 1.0
03CB: set_camera 343.0 1210.0 24.0
0055: put_player $PLAYER_CHAR at 364.0 1210.0 24.0
0005: $1104 = 90.0 ;; floating-point values
0050: gosub Label02287F
0002: jump Label01EBEB
:Label01EBE4
0002: jump Label01C54F
:Label01EBEB
0050: gosub Label0203F3
:Label01EBF2
0002: jump Label01EC00
:Label01EBF9
0050: gosub Label0204CA
:Label01EC00
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01EEE4
0004: $1094 = 0 ;; integer values
00D6: if 21
0121: player $PLAYER_CHAR in_zone "BEACH3"
0038: $1084 == 1 ;; integer values
004D: jump_if_false Label01EEDD
00D6: if 0
0038: $1095 == 2 ;; integer values
004D: jump_if_false Label01EEDD
00D6: if 0
0038: $1003 == 0 ;; integer values
004D: jump_if_false Label01EDBE
00D6: if 0
0241: player $PLAYER_CHAR in_remote_mode
004D: jump_if_false Label01ECBB
0484: $1004 = player $PLAYER_CHAR rc_car
00D6: if 0
8119: NOT car $1004 wrecked
004D: jump_if_false Label01ECB4
00D6: if 0
01AF: car $1004 0 near_point 378.6 1256.9 17.5 radius 1.5 1.5 3.0
004D: jump_if_false Label01ECB4
0409: blow_up_rc_buggy
:Label01ECB4
0002: jump Label01EDBE
:Label01ECBB
00D6: if 0
00F5: player $PLAYER_CHAR 0 near_point 380.6 1253.5 17.5 radius 3.5 3.5 3.0
004D: jump_if_false Label01EDBE
00D6: if 2
00E0: player $PLAYER_CHAR driving
847E: NOT player $PLAYER_CHAR driving_a_motorbike
80DE: NOT player $PLAYER_CHAR driving_vehicle_type #CADDY
004D: jump_if_false Label01ED0F
0002: jump Label01C54F
:Label01ED0F
00BA: text_styled "MALL1" 3000 ms 2 ;; North Point Mall
0050: gosub Label0202F8
00D6: if 0
0038: $992 == 0 ;; integer values
004D: jump_if_false Label01EDB0
0004: $1003 = 1 ;; integer values
04BB: select_interiour 4 ;; select render area
022A: remove_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0
03AD: set_rubbish 0 (invisible)
03CB: set_camera 385.0 1230.7 18.0
0055: put_player $PLAYER_CHAR at 380.0 1246.7 18.0
0005: $1104 = 180.0 ;; floating-point values
0050: gosub Label02287F
04F9: interiour_colors 6 0
01EB: set_car_density_to .1
0002: jump Label01EDB7
:Label01EDB0
0038:
004D:
00D6:
0241:
004D:
0484:
00D6:
8119:
004D:
00D6:
01AF:
004D:
0409:
:Label01EF9F
0002: jump Label01F0A9
:Label01EFA6
00D6: if 0
00F5: player $PLAYER_CHAR 0 near_point 448.0 1253.0 19.2 radius 3.0 3.0 3.0
004D: jump_if_false Label01F0A9
00D6: if 2
00E0: player $PLAYER_CHAR driving
847E: NOT player $PLAYER_CHAR driving_a_motorbike
80DE: NOT player $PLAYER_CHAR driving_vehicle_type #CADDY
004D: jump_if_false Label01EFFA
0002: jump Label01C54F
:Label01EFFA
00BA: text_styled "MALL1" 3000 ms 2 ;; North Point Mall
0050: gosub Label0202F8
00D6: if 0
0038: $992 == 0 ;; integer values
004D: jump_if_false Label01F09B
0004: $1003 = 1 ;; integer values
04BB: select_interiour 4 ;; select render area
022A: remove_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0
03AD: set_rubbish 0 (invisible)
03CB: set_camera 448.5 1230.0 18.0
0055: put_player $PLAYER_CHAR at 448.5 1245.0 18.0
0005: $1104 = 180.0 ;; floating-point values
0050: gosub Label02287F
04F9: interiour_colors 6 0
01EB: set_car_density_to .1
0002: jump Label01F0A2
:Label01F09B
0002: jump Label01C54F
:Label01F0A2
0050: gosub Label0203F3
:Label01F0A9
00D6: if 0
0038: $1003 == 1 ;; integer values
004D: jump_if_false Label01F1C8
00D6: if 0
00F5: player $PLAYER_CHAR 0 near_point 448.0 1253.0 19.2 radius 3.0 3.0 3.0
004D: jump_if_false Label01F1C8
00D6: if 2
:Label01F28A
0002: jump Label01F394
:Label01F291
00D6: if 0
00F5: player $PLAYER_CHAR 0 near_point 474.5 1124.0 19.3 radius 3.5 3.5 3.0
004D: jump_if_false Label01F394
00D6: if 2
00E0: player $PLAYER_CHAR driving
847E: NOT player $PLAYER_CHAR driving_a_motorbike
80DE: NOT player $PLAYER_CHAR driving_vehicle_type #CADDY
004D: jump_if_false Label01F2E5
0002: jump Label01C54F
:Label01F2E5
00BA: text_styled "MALL1" 3000 ms 2 ;; North Point Mall
0050: gosub Label0202F8
00D6: if 0
0038: $992 == 0 ;; integer values
004D: jump_if_false Label01F386
0004: $1003 = 1 ;; integer values
04BB: select_interiour 4 ;; select render area
022A: remove_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0
03AD: set_rubbish 0 (invisible)
03CB: set_camera 444.4 1123.7 17.0
0055: put_player $PLAYER_CHAR at 467.4 1123.7 17.0
0005: $1104 = 90.0 ;; floating-point values
0050: gosub Label02287F
04F9: interiour_colors 6 0
01EB: set_car_density_to .1
0002: jump Label01F38D
:Label01F386
0002: jump Label01C54F
:Label01F38D
0050: gosub Label0203F3
:Label01F394
00D6: if 0
0038: $1003 == 1 ;; integer values
004D: jump_if_false Label01F4B3
00D6: if 0
00F5: player $PLAYER_CHAR 0 near_point 474.5 1124.0 19.3 radius 3.5 3.5 3.0
004D: jump_if_false Label01F4B3
00D6: if 2
00E0: player $PLAYER_CHAR driving
847E: NOT player $PLAYER_CHAR driving_a_motorbike
80DE: NOT player $PLAYER_CHAR driving_vehicle_type #CADDY
004D: jump_if_false Label01F3FA
0002: jump Label01C54F
:Label01F3FA
00BA: text_styled "BEACH3" 3000 ms 2
0050: gosub Label0202F8
00D6: if 0
0038: $992 == 0 ;; integer values
004D: jump_if_false Label01F4A5
0004: $1003 = 0 ;; integer values
;; Vice Point
0050:
022B:
0395:
03CB:
0055:
0005:
0050:
0002:
gosub Label0204B5
create_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0
clear_area 0 at 482.0 1124.5 range 15.3 1.0
set_camera 482.0 1124.5 15.3
put_player $PLAYER_CHAR at 482.0 1124.5 15.3
$1104 = 0.0 ;; floating-point values
gosub Label02287F
jump Label01F4AC
:Label01F4A5
0002: jump Label01C54F
:Label01F4AC
0050: gosub Label0203F3
:Label01F4B3
0002: jump Label01F4C1
:Label01F4BA
0050: gosub Label0204CA
:Label01F4C1
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01F75D
0004: $1094 = 0 ;; integer values
00D6: if 21
0121: player $PLAYER_CHAR in_zone "DTOWN"
0038: $1084 == 1 ;; integer values
004D: jump_if_false Label01F756
00D6: if 0
0038: $1095 == 1 ;; integer values
004D: jump_if_false Label01F756
00D6: if 0
0038: $988 == 0 ;; integer values
004D: jump_if_false Label01F680
00D6: if 0
0241: player $PLAYER_CHAR in_remote_mode
004D: jump_if_false Label01F57C
0484: $1004 = player $PLAYER_CHAR rc_car
00D6: if 0
8119: NOT car $1004 wrecked
004D: jump_if_false Label01F575
00D6: if 0
01AF: car $1004 0 near_point -667.85 1211.9 11.0 radius 1.5 1.5 3.0
004D: jump_if_false Label01F575
0409: blow_up_rc_buggy
:Label01F575
0002: jump Label01F680
:Label01F57C
00D6: if 0
00F5: player $PLAYER_CHAR 0 near_point -667.85 1211.9 11.0 radius 1.5 1.5 3.0
004D: jump_if_false Label01F680
00BA: text_styled "RANGE" 3000 ms 2 ;; Rifle Range
0050: gosub Label0202F8
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01F603
00D6:
047E:
004D:
03C1:
012A:
00A6:
if 0
player $PLAYER_CHAR driving_a_motorbike
jump_if_false Label01F603
$1004 = player $PLAYER_CHAR car
put_player $PLAYER_CHAR at -667.8 1221.0 10.5 and_remove_from_car
destroy_car $1004
:Label01F603
00D6: if 0
0038: $992 == 0 ;; integer values
004D: jump_if_false Label01F660
04BB: select_interiour 10 ;; select render area
0004: $988 = 1 ;; integer values
03AD: set_rubbish 0 (invisible)
03CB: set_camera -667.8 1221.0 11.0
0055: put_player $PLAYER_CHAR at -667.8 1221.0 10.3
0171: set_player $PLAYER_CHAR z_angle_to 0.0
04F9: interiour_colors 7 0
0002: jump Label01F667
:Label01F660
0002: jump Label01C54F
:Label01F667
00D6: if 0
0038: $995 == 0 ;; integer values
004D: jump_if_false Label01F680
0050: gosub Label0203F3
:Label01F680
00D6: if 0
0038: $988 == 1 ;; integer values
004D: jump_if_false Label01F756
00D6: if 0
00F5: player $PLAYER_CHAR 0 near_point -667.8 1217.8 11.0 radius 1.5 1.5 3.0
004D: jump_if_false Label01F756
00BA: text_styled "DTOWN" 3000 ms 2 ;; Downtown
0050: gosub Label0202F8
00D6: if 0
0038: $992 == 0 ;; integer values
004D: jump_if_false Label01F748
0004: $988 = 0 ;; integer values
0050: gosub Label0204B5
0395: clear_area 0 at -667.8 1210.0 range 11.0 1.0
03CB: set_camera -667.8 1210.0 11.0
0055: put_player $PLAYER_CHAR at -667.8 1210.0 10.3
0171: set_player $PLAYER_CHAR z_angle_to 140.0
03C8: rotate_player-180-degrees
0002: jump Label01F74F
:Label01F748
0002: jump Label01C54F
:Label01F74F
0050: gosub Label0203F3
:Label01F756
0002: jump Label01F764
:Label01F75D
;; Vercetti Estate
:Label01F8AA
0050: gosub Label0202F8
00D6: if 0
0038: $992 == 0 ;; integer values
004D: jump_if_false Label01F935
04BB: select_interiour 2 ;; select render area
0004: $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 (invisible)
03CB:
0055:
0005:
0050:
04F9:
0002:
:Label01F935
0002: jump Label01C54F
:Label01F93C
0050: gosub Label0203F3
:Label01F943
00D6: if 0
0038: $991 == 1 ;; integer values
004D: jump_if_false Label01FA37
00D6: if 0
0057: player $PLAYER_CHAR 0 in_cube -382.0 -554.5 18.537 -375.0 -550.5 24.537
004D: jump_if_false Label01FA37
00BA: text_styled "STARI" 3000 ms 2 ;; Starfish Island
0050: gosub Label0202F8
00D6: if 0
0038: $992 == 0 ;; integer values
004D: jump_if_false Label01FA29
0050: gosub Label0204B5
0004: $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
03CB: set_camera -377.06 -545.43 17.0
0055: put_player $PLAYER_CHAR at -377.06 -545.43 16.0
0171: set_player $PLAYER_CHAR z_angle_to 345.0
0002: jump Label01FA30
:Label01FA29
0002: jump Label01C54F
:Label01FA30
0050: gosub Label0203F3
:Label01FA37
00D6: if 0
0038: $1095 == 2 ;; integer values
004D: jump_if_false Label01FD06
00D6: if 0
0038: $991 == 0 ;; integer values
004D: jump_if_false Label01FC12
00D6: if 0
0241: player $PLAYER_CHAR in_remote_mode
004D: jump_if_false Label01FABC
0484: $1004 = player $PLAYER_CHAR rc_car
00D6: if 0
8119: NOT car $1004 wrecked
004D: jump_if_false Label01FAB5
00D6: if 0
01AF: car $1004 0 near_point -331.0 -576.6 36.5 radius 1.5 1.5 3.0
004D: jump_if_false Label01FAB5
0409: blow_up_rc_buggy
:Label01FAB5
;; Vercetti Estate
:Label01FB3F
0050: gosub Label0202F8
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label01FB87
00D6: if 0
047E: player $PLAYER_CHAR driving_a_motorbike
004D: jump_if_false Label01FB87
03C1: $1004 = player $PLAYER_CHAR car
012A: put_player $PLAYER_CHAR at -329.24 -582.5 34.5 and_remove_from_car
00A6: destroy_car $1004
:Label01FB87
00D6: if 0
0038: $992 == 0 ;; integer values
004D: jump_if_false Label01FC04
04BB: select_interiour 2 ;; select render area
0004: $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 (invisible)
03CB: set_camera -329.24 -582.5 34.5
0055: put_player $PLAYER_CHAR at -329.24 -582.5 34.5
0171: set_player $PLAYER_CHAR z_angle_to 270.0
04F9: interiour_colors 8 0
0002: jump Label01FC0B
:Label01FC04
0002: jump Label01C54F
:Label01FC0B
0050: gosub Label0203F3
:Label01FC12
00D6: if 0
0038: $991 == 1 ;; integer values
004D: jump_if_false Label01FD06
00D6: if 0
00F5:
004D:
00BA:
0050:
00D6:
0038:
004D:
0050:
0004:
022B:
0395:
03CB:
0055:
0171:
0002:
player $PLAYER_CHAR 0 near_point -330.1 -578.9 34.5 radius 2.0 2.0 3.0
jump_if_false Label01FD06
text_styled "STARI" 3000 ms 2 ;; Starfish Island
gosub Label0202F8
if 0
$992 == 0 ;; integer values
jump_if_false Label01FCF8
gosub Label0204B5
$991 = 0 ;; integer values
create_forbidden_for_peds_cube -414.0 -597.0 12.0 -332.0 -555.0 30.0
clear_area 0 at -343.3 -572.8 range 36.0 1.0
set_camera -343.3 -572.8 36.0
put_player $PLAYER_CHAR at -341.738 -573.984 35.305
set_player $PLAYER_CHAR z_angle_to 90.0
jump Label01FCFF
:Label01FCF8
0002: jump Label01C54F
:Label01FCFF
0050: gosub Label0203F3
:Label01FD06
00D6: if 0
0038: $1095 == 1 ;; integer values
004D: jump_if_false Label01FFAA
00D6: if 0
0038: $991 == 0 ;; integer values
004D: jump_if_false Label01FEAF
00D6: if 0
0241: player $PLAYER_CHAR in_remote_mode
004D: jump_if_false Label01FD8B
0484: $1004 = player $PLAYER_CHAR rc_car
00D6: if 0
8119: NOT car $1004 wrecked
004D: jump_if_false Label01FD84
00D6: if 0
01AF: car $1004 0 near_point -354.0 -580.6 11.0 radius 1.5 1.5 3.0
004D: jump_if_false Label01FD84
0409: blow_up_rc_buggy
:Label01FD84
0002: jump Label01FEAF
:Label01FD8B
00D6: if 0
00F5: player $PLAYER_CHAR 0 near_point -354.0 -580.6 11.0 radius 1.5 1.5 3.0
004D: jump_if_false Label01FEAF
00D6: if 2
00E0: player $PLAYER_CHAR driving
847E: NOT player $PLAYER_CHAR driving_a_motorbike
80DE: NOT player $PLAYER_CHAR driving_vehicle_type #CADDY
004D: jump_if_false Label01FDDF
0002: jump Label01C54F
:Label01FDDF
00D6: if 0
0038: $PASSED_ASS1_RUB_OUT == 0 ;; integer values
004D: jump_if_false Label01FE07
00BA: text_styled "MANSION" 3000 ms 2 ;; Diaz's Mansion
;; Vercetti Estate
:Label01FE16
0050: gosub Label0202F8
00D6: if 0
0038: $992 == 0 ;; integer values
004D: jump_if_false Label01FEA1
04BB: select_interiour 2 ;; select render area
0004: $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 (invisible)
03CB: set_camera -338.5 -578.8 10.6
0055: put_player $PLAYER_CHAR at -338.5 -578.8 10.6
0005: $1104 = 270.0 ;; floating-point values
0050: gosub Label02287F
04F9: interiour_colors 8 0
0002: jump Label01FEA8
:Label01FEA1
0002: jump Label01C54F
:Label01FEA8
0050: gosub Label0203F3
:Label01FEAF
00D6: if 0
0038: $991 == 1 ;; integer values
004D: jump_if_false Label01FFAA
00D6: if 0
00F5: player $PLAYER_CHAR 0 near_point -346.3 -578.8 10.6 radius 1.5 1.5 3.0
004D: jump_if_false Label01FFAA
00BA: text_styled "STARI" 3000 ms 2 ;; Starfish Island
0050: gosub Label0202F8
00D6: if 0
0038: $992 == 0 ;; integer values
004D: jump_if_false Label01FF9C
0050: gosub Label0204B5
0004: $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
03CB: set_camera -354.0 -586.0 10.6
0055: put_player $PLAYER_CHAR at -354.0 -586.0 10.6
0005: $1104 = 180.0 ;; floating-point values
0050: gosub Label02287F
0002: jump Label01FFA3
:Label01FF9C
0002: jump Label01C54F
:Label01FFA3
0050: gosub Label0203F3
:Label01FFAA
0002: jump Label01FFB8
:Label01FFB1
0050: gosub Label0204CA
:Label01FFB8
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label0202C3
00D6: if 0
0038: $251 == 1 ;; integer values
004D: jump_if_false Label0202BC
00D6: if 21
0121: player $PLAYER_CHAR in_zone "HAVANA"
0038: $1084 == 1 ;; integer values
004D: jump_if_false Label0202BC
00D6: if 0
0038: $1095 == 2 ;; integer values
004D: jump_if_false Label0202BC
00D6: if 0
0241: player $PLAYER_CHAR in_remote_mode
004D: jump_if_false Label02006C
0484: $1004 = player $PLAYER_CHAR rc_car
00D6: if 0
8119: NOT car $1004 wrecked
004D: jump_if_false Label020065
00D6: if 0
01AF: car $1004 0 near_point -896.5 -341.0 13.4 radius 1.5 1.5 3.0
004D: jump_if_false Label020065
0409: blow_up_rc_buggy
:Label020065
0002: jump Label0201BC
:Label02006C
00D6: if 0
00F5: player $PLAYER_CHAR 0 near_point -896.5 -341.0 13.4 radius 1.4 1.4 3.0
004D: jump_if_false Label0201BC
00D6: if 2
00E0: player $PLAYER_CHAR driving
847E: NOT player $PLAYER_CHAR driving_a_motorbike
80DE: NOT player $PLAYER_CHAR driving_vehicle_type #CADDY
004D: jump_if_false Label0200C0
0002: jump Label01C54F
:Label0200C0
00BA: text_styled "BANKINT" 3000 ms 2 ;; El Banco Corrupto Grande
0050: gosub Label0202F8
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label02011F
00D6: if 21
047E: player $PLAYER_CHAR driving_a_motorbike
00DE: player $PLAYER_CHAR driving_vehicle_type #CADDY
004D: jump_if_false Label02011F
03C1: $1004 = player $PLAYER_CHAR car
012A: put_player $PLAYER_CHAR at -903.0 -341.0 12.5 and_remove_from_car
00A6: destroy_car $1004
:Label02011F
00D6: if 0
0038: $992 == 0 ;; integer values
004D: jump_if_false Label0201AE
04BB: select_interiour 3 ;; select render area
03AD:
00D6:
0038:
004D:
022A:
set_rubbish 0 (invisible)
if 0
$ONMISSION == 0 ;; integer values
jump_if_false Label02016B
remove_forbidden_for_peds_cube -918.5 -355.0 5.0 -898.0 -328.0 16.0
:Label02016B
03CB: set_camera -903.0 -341.0 13.4
0055: put_player $PLAYER_CHAR at -903.0 -341.0 12.5
0004: $985 = 1 ;; integer values
0171: set_player $PLAYER_CHAR z_angle_to 90.0
04F9: interiour_colors 4 0
0002: jump Label0201B5
:Label0201AE
0002: jump Label01C54F
:Label0201B5
0050: gosub Label0203F3
:Label0201BC
00D6: if 0
00F5: player $PLAYER_CHAR 0 near_point -900.0 -340.9 13.4 radius 1.5 1.5 3.0
004D: jump_if_false Label0202BC
00D6: if 1
00E0: player $PLAYER_CHAR driving
847E: NOT player $PLAYER_CHAR driving_a_motorbike
004D: jump_if_false Label020208
0002: jump Label01C54F
:Label020208
00BA: text_styled "HAVANA" 3000 ms 2 ;; Little Havana
0050: gosub Label0202F8
00D6: if 0
0038: $992 == 0 ;; integer values
004D: jump_if_false Label0202AE
0050: gosub Label0204B5
022B: create_forbidden_for_peds_cube -956.0 -355.0 5.0 -898.0 -328.0 25.0
0395: clear_area 0 at -893.0 -341.0 range 13.5 1.0
03CB: set_camera -893.0 -341.0 13.5
0055: put_player $PLAYER_CHAR at -893.0 -341.0 12.0
0004: $985 = 0 ;; integer values
0171: set_player $PLAYER_CHAR z_angle_to 270.0
03C8: rotate_player-180-degrees
0002: jump Label0202B5
:Label0202AE
0002: jump Label01C54F
:Label0202B5
0050: gosub Label0203F3
:Label0202BC
0002: jump Label0202CA
:Label0202C3
0050: gosub Label0204CA
:Label0202CA
0050: gosub Label020617
0050:
00D6:
0018:
004D:
0004:
gosub Label021A18
if 0
$1095 > 1 ;; integer values
jump_if_false Label0202F1
$1095 = 0 ;; integer values
:Label0202F1
0002: jump Label01C54F
:Label0202F8
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label0203F1
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 (true)
0169: set_fade_color 0 0 1
00D6: if 2
0038: $995 == 0 ;; integer values
0038: $993 == 0 ;; integer values
0038: $994 == 0 ;; integer values
004D: jump_if_false Label02034C
016A: fade 0 () 500 ms
0002: jump Label02037B
:Label02034C
00D6: if 0
0038: $986 == 1 ;; integer values
004D: jump_if_false Label020374
0169: set_fade_color 0 0 0
016A: fade 0 () 1500 ms
0002: jump Label02037B
:Label020374
016A: fade 0 () 500 ms
:Label02037B
00D6: if 0
016B: fading
004D: jump_if_false Label0203EA
0001: wait 0 ms
00D6: if 0
8256: NOT player $PLAYER_CHAR defined
004D: jump_if_false Label0203AA
0004: $992 = 1 ;; integer values
0002: jump Label0203B1
:Label0203AA
0004: $992 = 0 ;; integer values
:Label0203B1
00D6: if 0
0038: $1002 == 1 ;; integer values
004D: jump_if_false Label0203CA
0050: gosub Label020617
:Label0203CA
00D6: if 0
0038: $986 == 1 ;; integer values
004D: jump_if_false Label0203E3
0050: gosub Label021A18
:Label0203E3
0002: jump Label02037B
:Label0203EA
01EB: set_car_density_to 0.0
:Label0203F1
0051: return
:Label0203F3
0169: set_fade_color 0 0 1
00D6: if 2
0038: $995 == 0 ;; integer values
0038: $993 == 0 ;; integer values
0038: $994 == 0 ;; integer values
004D: jump_if_false Label020429
016A: fade 1 (back) 500 ms
0002: jump Label020458
:Label020429
00D6: if 0
0038: $986 == 1 ;; integer values
004D: jump_if_false Label020451
0169: set_fade_color 0 0 0
016A: fade 1 (back) 1500 ms
0002: jump Label020458
:Label020451
016A: fade 1 (back) 500 ms
:Label020458
00D6: if 0
016B: fading
004D: jump_if_false Label020495
0001: wait 0 ms
00D6: if 0
8256: NOT player $PLAYER_CHAR defined
004D: jump_if_false Label020487
0004: $992 = 1 ;; integer values
0002: jump Label02048E
:Label020487
0004: $992 = 0 ;; integer values
:Label02048E
0002: jump Label020458
:Label020495
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label0204B3
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 (false)
:Label0204B3
0051: return
:Label0204B5
04FA: reset_interior_colors 0
01EB:
03AD:
04BB:
0051:
set_car_density_to 1.0
set_rubbish 1 (visible)
select_interiour 0 ;; select render area
return
:Label0204CA
00D6: if 0
0038: $1094 == 0 ;; integer values
004D: jump_if_false Label020615
03AD: set_rubbish 1 (visible)
04FA: reset_interior_colors 0
022B: create_forbidden_for_peds_cube -956.0 -355.0 5.0 -898.0 -328.0 25.0
022B: create_forbidden_for_peds_cube -414.0 -597.0 12.0 -332.0 -555.0 30.0
022B: create_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0
022B: create_forbidden_for_peds_cube 354.9 -483.1 21.0 406.0 -490.0 0.0
022B: create_forbidden_for_peds_cube 468.0 -77.0 0.0 490.0 -54.0 30.0
015C: set_zone_gang_info "STREET2" 1 (day) 14 0 0 0 0 0 0 0 0 0 20
015C: set_zone_gang_info "STREET2" 0 (night) 16 0 0 0 0 0 0 0 0 0 10
0004: $989 = 0 ;; integer values
0004: $986 = 0 ;; integer values
0004: $1002 = 0 ;; integer values
0004: $1003 = 0 ;; integer values
0004: $1088 = 0 ;; integer values
0004: $987 = 0 ;; integer values
0004: $988 = 0 ;; integer values
0004: $990 = 0 ;; integer values
0004: $991 = 0 ;; integer values
01EB: set_car_density_to 1.0
0004: $1094 = 1 ;; integer values
:Label020615
0051: return
:Label020617
00D6: if 0
0038: $1002 == 1 ;; integer values
004D: jump_if_false Label020B03
00D6: if 0
0038: $1014 == 1 ;; integer values
004D: jump_if_false Label0206E7
0050: gosub Label020BF6
00D6: if 2
0256: player $PLAYER_CHAR defined
010A: player $PLAYER_CHAR money > 5
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label020692
00D6: if 1
00E4: player $PLAYER_CHAR 1 near_point_on_foot 69.3 -1455.9 radius 1.0 1.0
03EE: player $PLAYER_CHAR controllable
004D: jump_if_false Label020692
0050: gosub Label0210E8
:Label020692
00D6: if 2
0256: player $PLAYER_CHAR defined
0038: $1096 == 1 ;; integer values
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label0206E7
00D6: if 1
00E4: player $PLAYER_CHAR 1 near_point_on_foot 70.0 -1443.64 radius 1.0 1.0
#BFYRI
#HFYMD
#WMOCA
#BKA
:Label020772
00D6: if 23
8248: NOT model #BFYRI available
8248: NOT model #HFYMD available
8248: NOT model #WMOCA available
8248: NOT model #BKA available
004D: jump_if_false Label0207A8
0247: request_model #BFYRI
0247: request_model #HFYMD
0247: request_model #WMOCA
0247: request_model #BKA
0001: wait 0 ms
0002: jump Label020772
:Label0207A8
0247: request_model
0247: request_model
0247: request_model
0247: request_model
:Label0207B8
#BKB
#WMOST
#WMOBE
#BMYBB
00D6:
8248:
8248:
8248:
8248:
004D:
0247:
0247:
0247:
0247:
0001:
0002:
if 23
NOT model #BKB available
NOT model #WMOST available
NOT model #WMOBE available
NOT model #BMYBB available
jump_if_false Label0207EE
request_model #BKB
request_model #WMOST
request_model #WMOBE
request_model #BMYBB
wait 0 ms
jump Label0207B8
:Label0207EE
0247: request_model #HMOST
0247: request_model #WMYBU
:Label0207F6
00D6: if 21
8248: NOT model #HMOST available
8248: NOT model #WMYBU available
004D: jump_if_false Label02081C
0247: request_model #HMOST
0247: request_model #WMYBU
0001: wait 0 ms
0002: jump Label0207F6
:Label02081C
04ED: load_animation "RIOT"
04ED: load_animation "STRIP"
:Label020830
00D6: if 21
84EE: NOT animation "RIOT" loaded
84EE: NOT animation "STRIP" loaded
004D: jump_if_false Label02086E
04ED: load_animation "RIOT"
04ED: load_animation "STRIP"
0001: wait 0 ms
0002: jump Label020830
:Label02086E
009A: $1029 = create_actor 4 #HMOST at 89.8 -1456.2 9.4
0173: set_actor $1029 z_angle_to 287.0
01ED: reset_actor $1029 flags
009A: $1030 = create_actor 4 #WMYBU at 89.15 -1461.3 9.6
0173: set_actor $1030 z_angle_to 48.7
01ED: reset_actor $1030 flags
009A: $1042 = create_actor 5 #BFYPR at 79.67 -1461.34 10.6
0173: set_actor $1042 z_angle_to 168.0
01ED: reset_actor $1042 flags
0372: set_actor $1042 anim 32 wait_state_time 999999 ms
009A: $1025 = create_actor 4 #WMOST at 79.5 -1463.1 9.6
0173: set_actor $1025 z_angle_to 5.0
01ED: reset_actor $1025 flags
0372: set_actor $1025 anim 29 wait_state_time 999999 ms
009A: $1020 = create_actor 4 #WMOCA at 87.3 -1462.85 9.6
0173: set_actor $1020 z_angle_to 117.0
01ED: reset_actor $1020 flags
009A: $1043 = create_actor 5 #WFYBE at 86.06 -1463.6 10.4
0173:
01ED:
0372:
009A:
0173:
01ED:
009A:
0173:
01ED:
009A:
0173:
01ED:
0372:
009A:
0173:
01ED:
0372:
009A:
0173:
01ED:
0372:
009A:
0173:
01ED:
0372:
009A:
0173:
01ED:
009F:
009A:
0173:
01ED:
009F:
0050:
0004:
:Label020AFC
0002: jump Label020BF4
:Label020B03
00D6: if 0
0018: $1014 > 0 ;; integer values
004D: jump_if_false Label020BF4
:Label020B15
00D6: if 0
8256: NOT player $PLAYER_CHAR defined
004D: jump_if_false Label020B30
0001: wait 0 ms
0002: jump Label020B15
:Label020B30
009B: destroy_actor_instantly
009B: destroy_actor_instantly
009B: destroy_actor_instantly
009B: destroy_actor_instantly
009B: destroy_actor_instantly
009B: destroy_actor_instantly
009B: destroy_actor_instantly
009B: destroy_actor_instantly
$1041
$1042
$1043
$1045
$1020
$1021
$1022
$1023
009B:
009B:
009B:
009B:
009B:
009B:
0249:
0249:
0249:
0249:
0249:
0249:
0249:
0249:
0249:
0249:
0249:
0249:
0249:
0249:
0249:
0249:
0296:
0296:
0296:
04EF:
04EF:
0004:
0004:
0004:
0004:
destroy_actor_instantly $1024
destroy_actor_instantly $1025
destroy_actor_instantly $1026
destroy_actor_instantly $1027
destroy_actor_instantly $1029
destroy_actor_instantly $1030
release_model #WFYG1
release_model #WFYBE
release_model #BFYPR
release_model #WFOBE
release_model #BFYRI
release_model #HFYMD
release_model #WMOCA
release_model #BKA
release_model #BKB
release_model #WMOST
release_model #WMOBE
release_model #BMYBB
release_model #HMOST
release_model #WMYBU
release_model #MACHETE
release_model #KNIFECUR
unload_special_actor 19
unload_special_actor 18
unload_special_actor 17
release_animation "RIOT"
release_animation "STRIP"
$1034 = 0 ;; integer values
$1033 = 0 ;; integer values
$1028 = 0 ;; integer values
$1014 = 0 ;; integer values
:Label020BF4
0051: return
:Label020BF6
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label020E06
00D6: if 1
8118: NOT actor $1029 dead
8118: NOT actor $1030 dead
004D: jump_if_false Label020C42
00D6: if 21
8184: NOT actor $1029 health >= 95
8184: NOT actor $1030 health >= 95
004D: jump_if_false Label020C3B
0050: gosub Label020E0D
:Label020C3B
0002: jump Label020C49
:Label020C42
0050: gosub Label020E0D
:Label020C49
00D6: if 1
8118: NOT actor $1042 dead
8118: NOT actor $1025 dead
004D: jump_if_false Label020C85
00D6: if 21
8184: NOT actor $1042 health >= 95
8184: NOT actor $1025 health >= 95
004D: jump_if_false Label020C7E
0050: gosub Label020EAE
:Label020C7E
0002: jump Label020C8C
:Label020C85
0050: gosub Label020EAE
:Label020C8C
00D6: if 1
8118: NOT actor $1020 dead
8118: NOT actor $1043 dead
004D: jump_if_false Label020CDC
00D6: if 1
0184: actor $1020 health >= 95
0184: actor $1043 health >= 95
004D: jump_if_false Label020CCE
0372: set_actor $1020 anim $1016 wait_state_time 999999 ms
0002: jump Label020CD5
:Label020CCE
0050: gosub Label020F5B
:Label020CD5
0002: jump Label020CE3
:Label020CDC
0050: gosub Label020F5B
:Label020CE3
00D6: if 2
8118: NOT actor $1021 dead
8118: NOT actor $1022 dead
8118: NOT actor $1045 dead
004D: jump_if_false Label020D4C
00D6: if 2
0184: actor $1021 health >= 95
0184: actor $1022 health >= 95
0184: actor $1045 health >= 95
004D: jump_if_false Label020D3E
0372: set_actor $1021 anim $1016 wait_state_time 999999 ms
0372: set_actor $1022 anim $1016 wait_state_time 999999 ms
0002: jump Label020D45
:Label020D3E
0050: gosub Label020FB8
:Label020D45
0002: jump Label020D53
:Label020D4C
0050: gosub Label020FB8
:Label020D53
00D6: if 2
8118: NOT actor $1023 dead
8118:
8118:
004D:
00D6:
8184:
8184:
8184:
004D:
0050:
:Label020D94
0002: jump Label020DA2
:Label020D9B
0050: gosub Label020F82
:Label020DA2
00D6: if 1
8118: NOT actor $1026 dead
8118: NOT actor $1027 dead
004D: jump_if_false Label020DFF
00D6: if 1
0184: actor $1026 health >= 95
0184: actor $1027 health >= 95
004D: jump_if_false Label020DF1
0372: set_actor $1026 anim $1017 wait_state_time 999999 ms
0372: set_actor $1027 anim $1019 wait_state_time 999999 ms
0002: jump Label020DF8
:Label020DF1
0050: gosub Label020FEE
:Label020DF8
0002: jump Label020E06
:Label020DFF
0050: gosub Label020FEE
:Label020E06
01BD: $1085 = current_time_in_ms
0051: return
:Label020E0D
00D6: if 0
0038: $1034 == 0 ;; integer values
004D: jump_if_false Label020E4B
0247: request_model #BAT
:Label020E24
00D6: if 0
8248: NOT model #BAT available
004D: jump_if_false Label020E44
0247: request_model #BAT
0001: wait 0 ms
0002: jump Label020E24
:Label020E44
0004: $1034 = 1 ;; integer values
:Label020E4B
0084:
00D6:
859A:
004D:
0050:
:Label020E67
0050: gosub Label021086
0084: $1035 = $1030 ;; integer values and handles
00D6: if 0
859A: NOT false
004D: jump_if_false Label020E8A
0050: gosub Label020E93
:Label020E8A
0050: gosub Label021086
0051: return
:Label020E93
00D6: if 0
8118: NOT actor $1035 dead
004D: jump_if_false Label020EAC
01B2: give_actor $1035 weapon 6 ammo 0 ;; Load the weapon model before using th
is
:Label020EAC
0051: return
:Label020EAE
00D6: if 0
8118: NOT actor $1025 dead
004D: jump_if_false Label020EC3
022F: set_actor $1025 stop_looking
:Label020EC3
0084: $1036 = $1025 ;; integer values and handles
0050: gosub Label0210B9
00D6: if 0
0038: $1072 == 0 ;; integer values
004D: jump_if_false Label020F52
00D6: if 0
859A: NOT false
004D: jump_if_false Label020F16
0247: request_model #KNIFECUR
:Label020EF6
00D6: if 0
8248: NOT model #KNIFECUR available
004D: jump_if_false Label020F16
0247: request_model #KNIFECUR
0001: wait 0 ms
0002: jump Label020EF6
:Label020F16
00D6: if 0
8118: NOT actor $1042 dead
004D: jump_if_false Label020F4B
00D6: if 0
859A: NOT false
004D: jump_if_false Label020F3C
01B2: give_actor $1042 weapon 5 ammo 0 ;; Load the weapon model before using th
is
:Label020F3C
0084: $1035 = $1042 ;; integer values and handles
0050: gosub Label021086
:Label020F4B
0004: $1072 = 1 ;; integer values
:Label020F52
0050: gosub Label020E0D
0051: return
:Label020F5B
0084: $1036 = $1020 ;; integer values and handles
0050: gosub Label0210B9
0084: $1035 = $1043 ;; integer values and handles
0050: gosub Label021086
0050: gosub Label020E0D
0051: return
:Label020F82
0084: $1035 = $1023 ;; integer values and handles
0050: gosub Label021086
0084: $1035 = $1024 ;; integer values and handles
0050: gosub Label021086
0084: $1036 = $1041 ;; integer values and handles
0050: gosub Label0210B9
0050: gosub Label020E0D
0051: return
:Label020FB8
0084: $1035 = $1021 ;; integer values and handles
0050: gosub Label021086
0084: $1035 = $1022 ;; integer values and handles
0050: gosub Label021086
0084: $1036 = $1045 ;; integer values and handles
0050: gosub Label0210B9
0050: gosub Label020E0D
0051: return
:Label020FEE
00D6: if 0
0038: $1028 == 0
004D: jump_if_false
00D6: if 0
859A: NOT false
004D: jump_if_false
0247: request_model
;; integer values
Label02106E
Label021032
#MACHETE
:Label021012
00D6: if 0
8248: NOT model #MACHETE available
004D: jump_if_false Label021032
0247: request_model #MACHETE
0001: wait 0 ms
0002: jump Label021012
:Label021032
00D6:
8118:
004D:
00D6:
859A:
004D:
01B2:
is
if 0
NOT actor $1026 dead
jump_if_false Label021067
if 0
NOT false
jump_if_false Label021058
give_actor $1026 weapon 9 ammo 0 ;; Load the weapon model before using th
:Label021058
0084: $1035 = $1026 ;; integer values and handles
0050: gosub Label021086
:Label021067
0004: $1028 = 1 ;; integer values
:Label02106E
0084: $1035 = $1027 ;; integer values and handles
0050: gosub Label021086
0050: gosub Label020E0D
0051: return
:Label021086
00D6: if 0
8118: NOT actor $1035 dead
004D: jump_if_false Label0210B7
0372: set_actor $1035 anim 0 wait_state_time 0 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label0210B7
01CA: actor $1035 kill_player $PLAYER_CHAR
:Label0210B7
0051: return
:Label0210B9
00D6: if 0
8118: NOT actor $1036 dead
004D: jump_if_false Label0210E6
0372: set_actor $1036 anim 0 wait_state_time 0 ms
0239: actor $1036 run_to 65.8 -1444.0
01C2: remove_references_to_actor $1036 ;; Like turning an actor into a random p
edestrian
:Label0210E6
0051: return
:Label0210E8
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label0217C2
0004: $ONMISSION = 1 ;; integer values
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 (true)
041D: set_camera_near_clip .1
0169: set_fade_color 0 0 1
016A: fade 0 () 500 ms
:Label021123
00D6: if 0
016B:
004D:
0001:
00D6:
8256:
004D:
0051:
fading
jump_if_false Label02114D
wait 0 ms
if 0
NOT player $PLAYER_CHAR defined
jump_if_false Label021146
return
:Label021146
0002: jump Label021123
:Label02114D
00D6: if 0
001A: 100 > $1086 ;; integer values
004D: jump_if_false Label0211A9
023C: load_special_actor 19 "STRIPC"
:Label02116B
00D6: if 0
823D: NOT special_actor 19 loaded
004D: jump_if_false Label021191
023C: load_special_actor 19 "STRIPC"
0001: wait 0 ms
0002: jump Label02116B
:Label021191
009A: $1044 = create_actor 4 #SPECIAL19 at 66.6 -1455.46 9.56
:Label0211A9
00D6: if 1
0018: $1086 > 99 ;; integer values
001A: 200 > $1086 ;; integer values
004D: jump_if_false Label02120D
023C: load_special_actor 19 "STRIPA"
:Label0211CF
00D6: if 0
823D: NOT special_actor 19 loaded
004D: jump_if_false Label0211F5
023C: load_special_actor 19 "STRIPA"
0001: wait 0 ms
0002: jump Label0211CF
:Label0211F5
009A: $1044 = create_actor 4 #SPECIAL19 at 66.6 -1455.46 9.56
:Label02120D
00D6: if 0
0018: $1086 > 199 ;; integer values
004D: jump_if_false Label02126A
023C: load_special_actor 19 "STRIPB"
:Label02122C
00D6: if 0
823D: NOT special_actor 19 loaded
004D: jump_if_false Label021252
023C: load_special_actor 19 "STRIPB"
0001: wait 0 ms
0002: jump Label02122C
:Label021252
009A: $1044 = create_actor 4 #SPECIAL19 at 66.6 -1455.46 9.56
:Label02126A
0173: set_actor $1044 z_angle_to 33.0
01ED: reset_actor $1044 flags
0372: set_actor $1044 anim 32 wait_state_time 999999 ms
00D6: if 0
8118: NOT actor $PLAYER_ACTOR dead
004D: jump_if_false Label0212C0
00A1: put_actor $PLAYER_ACTOR at 65.5 -1453.7 9.6
0372: set_actor $PLAYER_ACTOR anim $1016 wait_state_time 999999 ms
0173: set_actor $PLAYER_ACTOR z_angle_to 210.0
:Label0212C0
0004: $1087 = 0 ;; integer values
015F: set_camera_position 68.45 -1456.37 12.0 0.0 0.0 0.0
0160: point_camera 66.0 -1454.5 10.5 2
016A: fade 1 (back) 500 ms
:Label021301
00D6: if 0
016B: fading
004D: jump_if_false Label02132B
0001: wait 0 ms
00D6: if 0
8256: NOT player $PLAYER_CHAR defined
004D: jump_if_false Label021324
0051: return
:Label021324
0002: jump Label021301
:Label02132B
03E5: text_box "EXIT_1" ;; Press the ~h~~k~~PED_SPRINT~ ~w~button to exit.
0006: 16@ = 5000 ;; integer values
:Label02133D
00D6: if 0
010A: player $PLAYER_CHAR money > 5
004D: jump_if_false Label021539
0001: wait 0 ms
00D6: if 0
8256: NOT player $PLAYER_CHAR defined
004D: jump_if_false Label02136C
0051: return
0002: jump Label021379
:Label02136C
0372: set_actor $PLAYER_ACTOR anim $1016 wait_state_time 999999 ms
:Label021379
00D6: if 0
0019: 16@ > 5000 ;; integer values
004D: jump_if_false Label02151A
0109: player $PLAYER_CHAR money += -5
0006: 16@ = 0 ;; integer values
0008: $1086 += 5 ;; integer values
0008: $1087 += 1 ;; integer values
00D6: if 0
0394: play_music 1
0006: 16@ = 0 ;; integer values
:Label0216B5
00D6: if 0
001B: 5000 > 16@ ;; integer values
004D: jump_if_false Label0216D3
0001: wait 0 ms
0002: jump Label0216B5
:Label0216D3
016A: fade 0 () 500 ms
:Label0216DA
00D6: if 0
016B: fading
004D: jump_if_false Label0216F2
0001: wait 0 ms
0002: jump Label0216DA
:Label0216F2
03CB: set_camera 72.0 -1454.7 9.45
0108: destroy_object $1790
04BB: select_interiour 5 ;; select render area
04F9: interiour_colors 2 0
01EB: set_car_density_to .1
03AD: set_rubbish 0 (invisible)
0004: $1096 = 1 ;; integer values
0008: $1175 += 1 ;; integer values
:Label02172F
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label021766
0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 0 ms
0055: put_player $PLAYER_CHAR at 72.0 -1454.7 9.45
0171: set_player $PLAYER_CHAR z_angle_to 208.0
:Label021766
00BE: text_clear_all
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
016A: fade 1 (back) 500 ms
:Label021773
00D6: if 0
016B: fading
004D: jump_if_false Label02179D
0001: wait 0 ms
00D6: if 0
8256: NOT player $PLAYER_CHAR defined
004D: jump_if_false Label021796
0051: return
:Label021796
0002: jump Label021773
:Label02179D
00D6: if 0
0256: player $PLAYER_CHAR defined
004D:
01B4:
03BF:
0004:
jump_if_false Label0217C2
set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
set_player $PLAYER_CHAR ignored_by_everyone_to 0 (false)
$ONMISSION = 0 ;; integer values
:Label0217C2
0051: return
:Label0217C4
0004: $ONMISSION = 1 ;; integer values
02A3: toggle_widescreen 1 (on)
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 (true)
041D: set_camera_near_clip .1
0169: set_fade_color 0 0 1
016A: fade 0 () 500 ms
:Label0217F3
00D6: if 0
016B: fading
004D: jump_if_false Label02181D
0001: wait 0 ms
00D6: if 0
8256: NOT player $PLAYER_CHAR defined
004D: jump_if_false Label021816
0051: return
:Label021816
0002: jump Label0217F3
:Label02181D
03AF: set_streaming 0 (disabled)
023C: load_special_actor 1 "CSPLAY"
00D6: if 0
0038: $1098 == 0 ;; integer values
004D: jump_if_false Label02184B
023C: load_special_actor 19 "STRIPA"
:Label02184B
00D6: if 0
0038: $1098 == 1 ;; integer values
004D: jump_if_false Label021869
023C: load_special_actor 19 "STRIPA"
:Label021869
00D6: if 0
0038: $1098 == 2 ;; integer values
004D: jump_if_false Label021887
023C: load_special_actor 19 "STRIPA"
:Label021887
038B: load_requested_models
:Label021889
00D6: if 21
823D: NOT special_actor 1 loaded
823D: NOT special_actor 19 loaded
004D: jump_if_false Label0218BF
023C: load_special_actor 1 "CSPLAY"
023C: load_special_actor 19 "STRIPA"
0001: wait 0 ms
0002: jump Label021889
:Label0218BF
02E4: load_cutscene_data "STRIPA"
0244: set_cutscene_pos 69.5133 -1444.698 9.5255
02E5: $125 = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $125 "CSPLAY"
02E5: $1097 = create_cutscene_object #SPECIAL19
02E6: set_cutscene_anim $1097 "STRIPA"
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label021930
0055: put_player $PLAYER_CHAR at 66.5 -1445.5 9.6
0171: set_player $PLAYER_CHAR z_angle_to 220.0
:Label021930
016A: fade 1 (back) 1500 ms
03AD: set_rubbish 0 (invisible)
03AF: set_streaming 1 (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime
:Label021946
00D6: if 0
001A: 25000 > $CUT_SCENE_TIME ;; integer values
004D: jump_if_false Label021969
0001: wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label021946
:Label021969
016A: fade 0 () 1500 ms
:Label021970
00D6: if 0
016B: fading
004D: jump_if_false Label021988
0001: wait 0 ms
0002: jump Label021970
:Label021988
00D6: if 0
82E9: NOT cutscene_reached_end
004D: jump_if_false Label0219A0
0001: wait 0 ms
0002: jump Label021988
:Label0219A0
02EA: end_cutscene
02A3: toggle_widescreen 0 (off)
02EB: restore_camera_with_jumpcut
03C8: rotate_player-180-degrees
0296: unload_special_actor 1
0296: unload_special_actor 19
016A: fade 1 (back) 1500 ms
0008: $1098 += 1 ;; integer values
00D6: if 0
0018: $1098 > 2 ;; integer values
004D: jump_if_false Label0219D9
#CBA available
#BMYRI available
#BMYBB available
Label021AD3
#CBA
0247:
0247:
0001:
0002:
request_model #BMYRI
request_model #BMYBB
wait 0 ms
jump Label021AA5
:Label021AD3
0247: request_model
0247: request_model
0247: request_model
0247: request_model
#FIREMAN
#WMYCW
#ARMY
#BKA
:Label021AE3
00D6: if 23
8248: NOT model #FIREMAN available
8248: NOT model #WMYCW available
8248: NOT model #ARMY available
8248: NOT model #BKA available
004D: jump_if_false Label021B19
0247: request_model #FIREMAN
0247: request_model #WMYCW
0247: request_model #ARMY
0247: request_model #BKA
0001: wait 0 ms
0002: jump Label021AE3
:Label021B19
023C: load_special_actor 19 "BGA"
:Label021B25
00D6: if 0
823D: NOT special_actor 19 loaded
004D: jump_if_false Label021B4B
023C: load_special_actor 19 "BGA"
0001: wait 0 ms
0002: jump Label021B25
:Label021B4B
04ED: load_animation "STRIP"
:Label021B55
00D6: if 0
84EE: NOT animation "STRIP" loaded
004D: jump_if_false Label021B7F
04ED: load_animation "STRIP"
0001: wait 0 ms
0002: jump Label021B55
:Label021B7F
0247: request_model #BRASSKNUCKLE
:Label021B84
00D6: if 0
8248: NOT model #BRASSKNUCKLE available
004D: jump_if_false Label021BA4
0247: request_model #BRASSKNUCKLE
0001: wait 0 ms
0002: jump Label021B84
:Label021BA4
00D6: if 0
001A:
004D:
0001:
0050:
00D6:
0038:
004D:
009A:
0084:
0050:
:Label021BF4
00D6: if 0
0038: $1090 == 2 ;; integer values
004D: jump_if_false Label021C27
009A: $1042 = create_actor 5 #BFYRI at $1099 $1100 $1101
0084: $1091 = $1042 ;; integer values and handles
0050: gosub Label022767
:Label021C27
00D6: if 0
0038: $1090 == 3 ;; integer values
004D: jump_if_false Label021C5A
009A: $1043 = create_actor 5 #HFYRI at $1099 $1100 $1101
0084: $1091 = $1043 ;; integer values and handles
0050: gosub Label022767
:Label021C5A
00D6: if 0
0038: $1090 == 4 ;; integer values
004D: jump_if_false Label021C8D
009A: $1044 = create_actor 5 #BFYRI at $1099 $1100 $1101
0084: $1091 = $1044 ;; integer values and handles
0050: gosub Label022767
:Label021C8D
00D6: if 0
0038: $1090 == 5 ;; integer values
004D: jump_if_false Label021CC0
009A: $1045 = create_actor 4 #CBA at $1099 $1100 $1101
0084: $1091 = $1045 ;; integer values and handles
0050: gosub Label022767
:Label021CC0
00D6: if 0
0038: $1090 == 6 ;; integer values
004D: jump_if_false Label021CF3
009A: $1046 = create_actor 4 #BMYRI at $1099 $1100 $1101
0084: $1091 = $1046 ;; integer values and handles
0050: gosub Label022767
:Label021CF3
00D6: if 0
0038: $1090 == 7 ;; integer values
004D: jump_if_false Label021D26
009A: $1047 = create_actor 4 #BMYBB at $1099 $1100 $1101
0084: $1091 = $1047 ;; integer values and handles
0050: gosub Label022767
:Label021D26
00D6:
0038:
004D:
009A:
0084:
0050:
if 0
$1090 == 8 ;; integer values
jump_if_false Label021D59
$1048 = create_actor 5 #WFYG1 at $1099 $1100 $1101
$1091 = $1048 ;; integer values and handles
gosub Label022767
:Label021D59
00D6: if 0
0038: $1090 == 9 ;; integer values
004D: jump_if_false Label021D8C
009A: $1049 = create_actor 5 #BFYRI at $1099 $1100 $1101
0084: $1091 = $1049 ;; integer values and handles
0050: gosub Label022767
:Label021D8C
00D6: if 0
0038: $1090 == 10 ;; integer values
004D: jump_if_false Label021DBF
009A: $1050 = create_actor 5 #HFYRI at $1099 $1100 $1101
0084: $1091 = $1050 ;; integer values and handles
0050: gosub Label022767
:Label021DBF
00D6: if 0
0038: $1090 == 11 ;; integer values
004D: jump_if_false Label021DF2
009A: $1051 = create_actor 5 #BFYRI at $1099 $1100 $1101
0084: $1091 = $1051 ;; integer values and handles
0050: gosub Label022767
:Label021DF2
00D6: if 0
0038: $1090 == 12 ;; integer values
004D: jump_if_false Label021E25
009A: $1052 = create_actor 5 #WFYG1 at $1099 $1100 $1101
0084: $1091 = $1052 ;; integer values and handles
0050: gosub Label022767
:Label021E25
00D6: if 0
0038: $1090 == 13 ;; integer values
004D: jump_if_false Label021E58
009A: $1053 = create_actor 4 #BMYRI at $1099 $1100 $1101
0084: $1091 = $1053 ;; integer values and handles
0050: gosub Label022767
:Label021E58
00D6: if 0
0038: $1090 == 14 ;; integer values
004D: jump_if_false Label021E8B
009A: $1054 = create_actor 4 #BMYBB at $1099 $1100 $1101
0084: $1091 = $1054 ;; integer values and handles
0050: gosub Label022767
:Label021E8B
00D6: if 0
0038: $1090 == 15 ;; integer values
004D: jump_if_false Label021EBE
009A: $1055 = create_actor 5 #HFYRI at $1099 $1100 $1101
00D6:
0038:
004D:
009A:
0084:
0050:
if 0
$1090 == 23 ;; integer values
jump_if_false Label022056
$1063 = create_actor 5 #HFYRI at $1099 $1100 $1101
$1091 = $1063 ;; integer values and handles
gosub Label022767
:Label022056
00D6: if 0
0038: $1090 == 24 ;; integer values
004D: jump_if_false Label022089
009A: $1064 = create_actor 5 #WFYG1 at $1099 $1100 $1101
0084: $1091 = $1064 ;; integer values and handles
0050: gosub Label022767
:Label022089
00D6: if 0
0038: $1090 == 25 ;; integer values
004D: jump_if_false Label0220BC
009A: $1065 = create_actor 5 #BFYRI at $1099 $1100 $1101
0084: $1091 = $1065 ;; integer values and handles
0050: gosub Label022767
:Label0220BC
0002: jump Label021BA4
:Label0220C3
009A: $1066 = create_actor 4 #FIREMAN at 474.0 -72.14 9.5
0173: set_actor $1066 z_angle_to 310.0
0084: $1091 = $1066 ;; integer values and handles
0050: gosub Label022767
009A: $1067 = create_actor 4 #WMYCW at 473.2 -70.9 9.5
0173: set_actor $1067 z_angle_to 310.0
0084: $1091 = $1067 ;; integer values and handles
0050: gosub Label022767
009A: $1068 = create_actor 4 #BKA at 472.4 -69.65 9.5
0173: set_actor $1068 z_angle_to 310.0
0084: $1091 = $1068 ;; integer values and handles
0050: gosub Label022767
009A: $1069 = create_actor 4 #ARMY at 471.6 -68.4 9.5
0173: set_actor $1069 z_angle_to 310.0
0084: $1091 = $1069 ;; integer values and handles
0050: gosub Label022767
009A: $1070 = create_actor 4 #COP at 470.8 -67.15 9.5
0173: set_actor $1070 z_angle_to 310.0
0084: $1091 = $1070 ;; integer values and handles
0050: gosub Label022767
009A: $1029 = create_actor 4 #SPECIAL19 at 487.8 -77.3 10.5
0173: set_actor $1029 z_angle_to 55.0
0243: set_actor $1029 ped_stats_to 30
01B2: give_actor $1029 weapon 1 ammo 0 ;; Load the weapon model before using th
is
009A: $1030 = create_actor 4 #SPECIAL19 at 490.9 -74.4 10.5
0173: set_actor $1030 z_angle_to 55.0
0243: set_actor $1030 ped_stats_to 30
01B2: give_actor $1030 weapon 1 ammo 0 ;; Load the weapon model before using th
is
00D6: if 0
0038: $1092 == 0 ;; integer values
004D: jump_if_false Label0222CA
009A:
0173:
0243:
0223:
01B2:
is
009A:
0173:
0243:
01B2:
is
009A:
0173:
0243:
0002:
:Label0222CA
009A: $1031 = create_actor 4 #SPECIAL19
0173: set_actor $1031 z_angle_to 250.0
0243: set_actor $1031 ped_stats_to 30
01B2: give_actor $1031 weapon 1 ammo 0
is
009A: $1032 = create_actor 4 #SPECIAL19
0173: set_actor $1032 z_angle_to 60.0
0243: set_actor $1032 ped_stats_to 30
01B2: give_actor $1032 weapon 1 ammo 0
is
023C: load_special_actor 18 "STRIPA"
:Label02233A
00D6: if 0
823D: NOT special_actor 18 loaded
004D: jump_if_false Label022360
023C: load_special_actor 18 "STRIPA"
0001: wait 0 ms
0002: jump Label02233A
:Label022360
009A: $1026 = create_actor 5 #SPECIAL18 at 466.6 -54.56 10.5
0173: set_actor $1026 z_angle_to 245.0
0243: set_actor $1026 ped_stats_to 30
0372: set_actor $1026 anim 25 wait_state_time 8000 ms
:Label022393
0006: 16@ = 0 ;; integer values
0004: $1089 = 1 ;; integer values
:Label0223A1
00D6: if 0
0038: $1089 == 1 ;; integer values
004D: jump_if_false Label022599
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label022599
00D6: if 21
02DF: unknown_player $PLAYER_CHAR
010F: player $PLAYER_CHAR wanted_level > 0
004D: jump_if_false Label0223F3
00D6: if 0
0038: $1092 == 0 ;; integer values
$1041
$1042
$1043
$1044
$1045
$1046
$1047
$1048
$1049
$1050
$1051
$1052
$1053
$1054
$1055
009B:
009B:
009B:
009B:
009B:
009B:
009B:
009B:
009B:
009B:
009B:
009B:
009B:
009B:
009B:
009B:
009B:
009B:
009B:
009B:
0249:
0249:
0249:
0249:
0249:
0249:
0249:
0249:
0249:
0249:
0249:
0296:
00D6:
0038:
004D:
00D6:
0038:
004D:
0249:
destroy_actor_instantly $1056
destroy_actor_instantly $1057
destroy_actor_instantly $1058
destroy_actor_instantly $1059
destroy_actor_instantly $1060
destroy_actor_instantly $1061
destroy_actor_instantly $1062
destroy_actor_instantly $1063
destroy_actor_instantly $1064
destroy_actor_instantly $1065
destroy_actor_instantly $1066
destroy_actor_instantly $1067
destroy_actor_instantly $1068
destroy_actor_instantly $1069
destroy_actor_instantly $1070
destroy_actor_instantly $1026
destroy_actor_instantly $1029
destroy_actor_instantly $1030
destroy_actor_instantly $1031
destroy_actor_instantly $1032
release_model #FIREMAN
release_model #WMYCW
release_model #ARMY
release_model #BKA
release_model #WFYG1
release_model #HFYRI
release_model #BFYRI
release_model #CBA
release_model #BMYRI
release_model #BMYBB
release_model #BRASSKNUCKLE
unload_special_actor 19
if 0
$1092 == 0 ;; integer values
jump_if_false Label0226DD
if 0
$1033 == 1 ;; integer values
jump_if_false Label0226D6
release_model #BUDDYSHOT
:Label0226D6
0002: jump Label0226E1
:Label0226DD
0296: unload_special_actor 18
:Label0226E1
04EF: release_animation "STRIP"
0004: $1089 = 0 ;; integer values
0004: $1090 = 0 ;; integer values
0005: $1099 = 0.0 ;; floating-point
0005: $1100 = 0.0 ;; floating-point
0005: $1103 = 0.0 ;; floating-point
0005: $1102 = 0.0 ;; floating-point
0004: $1033 = 0 ;; integer values
0004: $1093 = 0 ;; integer values
:Label02272F
0051: return
values
values
values
values
:Label022731
0208: $1099 = random_float 474.0 481.0
0208: $1100 = random_float -69.0 -61.0
0208: $1102 = random_float 0.0 360.0
0008: $1090 += 1 ;; integer values
0051: return
:Label022767
00D6: if 0
001A: 1 > $1093 ;; integer values
004D: jump_if_false Label022798
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
:Label022798
00D6: if 0
001A: 2 > $1093 ;; integer values
004D: jump_if_false Label0227B2
0173: set_actor $1091 z_angle_to $1102
:Label0227B2
0051: return
:Label0227B4
00D6: if 0
0038: $1039 == 1 ;; integer values
004D: jump_if_false Label0227E2
0296: unload_special_actor 15
034F: destroy_actor_with_fade $1037 ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $1038 ;; The actor fades away like a ghost
0004: $1039 = 0 ;; integer values
0004: $1040 = 0 ;; integer values
:Label0227E2
0051: return
:Label0227E4
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label022854
00D6: if 0
8118: NOT actor $1029 dead
004D: jump_if_false Label02280C
01CA: actor $1029 kill_player $PLAYER_CHAR
:Label02280C
00D6: if 0
8118: NOT actor $1030 dead
004D: jump_if_false Label022824
01CA: actor $1030 kill_player $PLAYER_CHAR
:Label022824
00D6: if 0
8118: NOT actor $1031 dead
004D: jump_if_false Label02283C
01CA: actor $1031 kill_player $PLAYER_CHAR
:Label02283C
00D6: if 0
8118: NOT actor $1032 dead
004D: jump_if_false Label022854
01CA: actor $1032 kill_player $PLAYER_CHAR
:Label022854
0051: return
:Label022856
0247: request_model $1083
:Label02285B
00D6: if 0
8248: NOT model $1083 available
004D: jump_if_false Label022876
0001: wait 0 ms
0002: jump Label02285B
:Label022876
0051: return
:Label022878
0249: release_model $1083
0051: return
:Label02287F
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label0228C6
00D6: if 21
047E: player $PLAYER_CHAR driving_a_motorbike
00DE: player $PLAYER_CHAR driving_vehicle_type #CADDY
004D: jump_if_false Label0228BE
03C1: $1004 = player $PLAYER_CHAR car
0175: set_car $1004 z_angle_to $1104
0002: jump Label0228C6
:Label0228BE
0171: set_player $PLAYER_CHAR z_angle_to $1104
:Label0228C6
0051: return
:Label02782C
0111: set_wasted_busted_check_to 0 (disabled)
03A4: name_thread "BUS"
0004: $1187 = 1 ;; integer values
:Label027841
00D6: if 0
0038: $1184 == 0 ;; integer values
004D: jump_if_false Label02789F
0001: wait 500 ms
0008: $1192 += 1 ;; integer values
00D6: if 0
0018: $1192 > 30 ;; integer values
004D: jump_if_false Label02787F
0008: $1187 += 1 ;; integer values
0004: $1192 = 0 ;; integer values
:Label02787F
00D6: if 0
0018: $1187 > 17 ;; integer values
004D: jump_if_false Label027898
0004: $1187 = 1 ;; integer values
:Label027898
0002: jump Label0278A4
:Label02789F
0001: wait 500 ms
:Label0278A4
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label02869E
0004: $1188 = 0 ;; integer values
00D6: if 0
0038: $1184 == 0 ;; integer values
004D: jump_if_false Label0281D2
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label02798A
00D6: if 0
00E0: player $PLAYER_CHAR driving
004D: jump_if_false Label02798A
00D6: if 0
00DE: player $PLAYER_CHAR driving_vehicle_type #COACH
004D: jump_if_false Label02798A
00D6: if 0
029F: player $PLAYER_CHAR stopped
004D: jump_if_false Label02798A
01BD: $1195 = current_time_in_ms
0084: $1196 = $1195 ;; integer values and handles
0060: $1196 -= $1194 ;; integer values
00D6: if 0
0018: $1196 > 1000 ;; integer values
004D: jump_if_false Label02798A
057F: $PLAYER_CHAR $1197
00D6: if 0
0018: $1197 > 0 ;; integer values
004D: jump_if_false Label02798A
01E3: text_1number_styled "BONUS" 5 50 ms 1 ;; ~g~BONUS $~1~
018C: play_sound 1 at 0.0 0.0 0.0
0109: player $PLAYER_CHAR money += 5
01BD: $1194 = current_time_in_ms
0004: $1197 = 0 ;; integer values
:Label02798A
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label027E20
00D6: if 22
0121: player $PLAYER_CHAR in_zone "BEACH1"
0121: player $PLAYER_CHAR in_zone "BEACH2"
0121: player $PLAYER_CHAR in_zone "BEACH3"
004D: jump_if_false Label027E20
00D6: if 0
0038: $1002 == 0 ;; integer values
004D:
00D6:
0038:
004D:
00D6:
0038:
004D:
00D6:
0038:
004D:
00D6:
0038:
004D:
00D6:
0038:
004D:
0005:
0005:
0005:
0005:
jump_if_false Label027E20
if 0
$1088 == 0 ;; integer values
jump_if_false Label027E20
if 0
$986 == 0 ;; integer values
jump_if_false Label027E20
if 0
$1003 == 0 ;; integer values
jump_if_false Label027E20
if 0
$987 == 0 ;; integer values
jump_if_false Label027E20
if 0
$1187 == 1 ;; integer values
jump_if_false Label027A60
$1198 = -77.6 ;; floating-point values
$1199 = -982.5 ;; floating-point values
$1200 = 9.3 ;; floating-point values
$1201 = 9.8 ;; floating-point values
:Label027A60
00D6: if 0
0038: $1187 == 2 ;; integer values
004D: jump_if_false Label027A9A
0005: $1198 = 120.0 ;; floating-point values
0005: $1199 = -807.3 ;; floating-point values
0005: $1200 = 9.3 ;; floating-point values
0005: $1201 = 333.5 ;; floating-point values
:Label027A9A
00D6: if 0
0038: $1187 == 3 ;; integer values
004D: jump_if_false Label027AD4
0005: $1198 = 183.2 ;; floating-point values
0005: $1199 = -488.9 ;; floating-point values
0005: $1200 = 9.9 ;; floating-point values
0005: $1201 = 356.5 ;; floating-point values
:Label027AD4
00D6: if 0
0038: $1187 == 4 ;; integer values
004D: jump_if_false Label027B0E
0005: $1198 = 318.6 ;; floating-point values
0005: $1199 = -82.7 ;; floating-point values
0005: $1200 = 9.6 ;; floating-point values
0005: $1201 = 351.4 ;; floating-point values
:Label027B0E
00D6: if 0
0038: $1187 == 5 ;; integer values
004D: jump_if_false Label027B48
0005: $1198 = 472.7 ;; floating-point values
0005: $1199 = 627.8 ;; floating-point values
0005: $1200 = 10.0 ;; floating-point values
0005: $1201 = 1.7 ;; floating-point values
:Label027B48
00D6: if 0
0038: $1187 == 6 ;; integer values
004D:
0005:
0005:
0005:
0005:
jump_if_false Label027B82
$1198 = 226.5 ;; floating-point values
$1199 = 719.5 ;; floating-point values
$1200 = 9.7 ;; floating-point values
$1201 = 304.3 ;; floating-point values
:Label027B82
00D6: if 0
0038: $1187 == 7 ;; integer values
004D: jump_if_false Label027BBC
0005: $1198 = 306.9 ;; floating-point values
0005: $1199 = 1044.8 ;; floating-point values
0005: $1200 = 12.1 ;; floating-point values
0005: $1201 = 19.4 ;; floating-point values
:Label027BBC
00D6: if 0
0038: $1187 == 8 ;; integer values
004D: jump_if_false Label027BF6
0005: $1198 = 448.7 ;; floating-point values
0005: $1199 = 1274.3 ;; floating-point values
0005: $1200 = 16.3 ;; floating-point values
0005: $1201 = 269.5 ;; floating-point values
:Label027BF6
00D6: if 0
0038: $1187 == 9 ;; integer values
004D: jump_if_false Label027C30
0005: $1198 = 499.5 ;; floating-point values
0005: $1199 = 1022.8 ;; floating-point values
0005: $1200 = 16.8 ;; floating-point values
0005: $1201 = 192.4 ;; floating-point values
:Label027C30
00D6: if 0
0038: $1187 == 10 ;; integer values
004D: jump_if_false Label027C6A
0005: $1198 = 528.1 ;; floating-point values
0005: $1199 = 632.5 ;; floating-point values
0005: $1200 = 9.8 ;; floating-point values
0005: $1201 = 180.9 ;; floating-point values
:Label027C6A
00D6: if 0
0038: $1187 == 11 ;; integer values
004D: jump_if_false Label027CA4
0005: $1198 = 516.2 ;; floating-point values
0005: $1199 = 403.6 ;; floating-point values
0005: $1200 = 9.7 ;; floating-point values
0005: $1201 = 162.7 ;; floating-point values
:Label027CA4
00D6: if 0
0038: $1187 == 12 ;; integer values
004D: jump_if_false Label027CDE
0005: $1198 = 491.5 ;; floating-point values
0005: $1199 = .6 ;; floating-point values
0005: $1200 = 9.6 ;; floating-point values
0005: $1201 = 194.7 ;; floating-point values
:Label027CDE
00D6: if 0
0038: $1187 == 13 ;; integer values
004D: jump_if_false Label027D18
0005: $1198 = 434.1 ;; floating-point values
0005: $1199 = -454.1 ;; floating-point values
0005: $1200 = 9.0 ;; floating-point values
0005: $1201 = 178.5 ;; floating-point values
:Label027D18
00D6: if 0
0038: $1187 == 14 ;; integer values
004D: jump_if_false Label027D52
0005: $1198 = 217.1 ;; floating-point values
0005: $1199 = -974.4 ;; floating-point values
0005: $1200 = 9.0 ;; floating-point values
0005: $1201 = 168.2 ;; floating-point values
:Label027D52
00D6: if 0
0038: $1187 == 15 ;; integer values
004D: jump_if_false Label027D8C
0005: $1198 = 160.6 ;; floating-point values
0005: $1199 = -1329.6 ;; floating-point values
0005: $1200 = 9.0 ;; floating-point values
0005: $1201 = 172.8 ;; floating-point values
:Label027D8C
00D6: if 0
0038: $1187 == 16 ;; integer values
004D: jump_if_false Label027DC6
0005: $1198 = -26.6 ;; floating-point values
0005: $1199 = -1566.2 ;; floating-point values
0005: $1200 = 9.0 ;; floating-point values
0005: $1201 = 84.0 ;; floating-point values
:Label027DC6
00D6: if 0
0038: $1187 == 17 ;; integer values
004D: jump_if_false Label027E00
0005: $1198 = -21.6 ;; floating-point values
0005: $1199 = -1307.4 ;; floating-point values
0005: $1200 = 9.0 ;; floating-point values
0005: $1201 = 358.1 ;; floating-point values
:Label027E00
0050: gosub Label0286C7
00D6: if 0
0038: $1184 == 1 ;; integer values
004D: jump_if_false Label027E20
0004: $1183 = 1 ;; integer values
:Label027E20
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label0281CB
00D6: if 24
0121: player $PLAYER_CHAR in_zone "DTOWN"
0121: player $PLAYER_CHAR in_zone "HAITI"
0121: player $PLAYER_CHAR in_zone "HAVANA"
0121:
0121:
004D:
00D6:
0038:
004D:
00D6:
0038:
004D:
00D6:
0018:
004D:
0004:
:Label027EB9
00D6: if 0
0038: $1187 == 1 ;; integer values
004D: jump_if_false Label027EF3
0005: $1198 = -385.7 ;; floating-point values
0005: $1199 = 1008.3 ;; floating-point values
0005: $1200 = 8.4 ;; floating-point values
0005: $1201 = 338.4 ;; floating-point values
:Label027EF3
00D6: if 0
0038: $1187 == 2 ;; integer values
004D: jump_if_false Label027F2D
0005: $1198 = -295.4 ;; floating-point values
0005: $1199 = 1283.6 ;; floating-point values
0005: $1200 = 10.1 ;; floating-point values
0005: $1201 = 0.0 ;; floating-point values
:Label027F2D
00D6: if 0
0038: $1187 == 3 ;; integer values
004D: jump_if_false Label027F67
0005: $1198 = -477.4 ;; floating-point values
0005: $1199 = 1344.0 ;; floating-point values
0005: $1200 = 10.1 ;; floating-point values
0005: $1201 = 97.2 ;; floating-point values
:Label027F67
00D6: if 0
0038: $1187 == 4 ;; integer values
004D: jump_if_false Label027FA1
0005: $1198 = -744.3 ;; floating-point values
0005: $1199 = 1319.0 ;; floating-point values
0005: $1200 = 10.1 ;; floating-point values
0005: $1201 = 101.4 ;; floating-point values
:Label027FA1
00D6: if 0
0038: $1187 == 5 ;; integer values
004D: jump_if_false Label027FDB
0005: $1198 = -875.4 ;; floating-point values
0005: $1199 = 1351.1 ;; floating-point values
0005: $1200 = 9.8 ;; floating-point values
0005: $1201 = 187.2 ;; floating-point values
:Label027FDB
00D6:
0038:
004D:
0005:
0005:
0005:
0005:
if 0
$1187 == 6 ;; integer values
jump_if_false Label028015
$1198 = -869.5 ;; floating-point values
$1199 = 1074.8 ;; floating-point values
$1200 = 9.4 ;; floating-point values
$1201 = 182.7 ;; floating-point values
:Label028015
00D6: if 0
0038: $1187 == 7 ;; integer values
004D: jump_if_false Label02804F
0005: $1198 = -996.5 ;; floating-point values
0005: $1199 = -513.8 ;; floating-point values
0005: $1200 = 9.3 ;; floating-point values
0005: $1201 = 186.3 ;; floating-point values
:Label02804F
00D6: if 0
0038: $1187 == 8 ;; integer values
004D: jump_if_false Label028089
0005: $1198 = -910.1 ;; floating-point values
0005: $1199 = -660.4 ;; floating-point values
0005: $1200 = 9.6 ;; floating-point values
0005: $1201 = 277.9 ;; floating-point values
:Label028089
00D6: if 0
0038: $1187 == 9 ;; integer values
004D: jump_if_false Label0280C3
0005: $1198 = -1432.9 ;; floating-point values
0005: $1199 = -780.5 ;; floating-point values
0005: $1200 = 13.2 ;; floating-point values
0005: $1201 = 88.4 ;; floating-point values
:Label0280C3
00D6: if 0
0038: $1187 == 10 ;; integer values
004D: jump_if_false Label0280FD
0005: $1198 = -1017.7 ;; floating-point values
0005: $1199 = -918.7 ;; floating-point values
0005: $1200 = 12.9 ;; floating-point values
0005: $1201 = 46.4 ;; floating-point values
:Label0280FD
00D6: if 0
0038: $1187 == 11 ;; integer values
004D: jump_if_false Label028137
0005: $1198 = -1130.8 ;; floating-point values
0005: $1199 = -594.3 ;; floating-point values
0005: $1200 = 10.0 ;; floating-point values
0005: $1201 = 275.0 ;; floating-point values
:Label028137
00D6: if 0
0038: $1187 == 12 ;; integer values
004D: jump_if_false Label028171
0005: $1198 = -1200.6 ;; floating-point values
0005: $1199 = -420.0 ;; floating-point values
0005: $1200 = 9.3 ;; floating-point values
0005:
0005:
0005:
0005:
0005:
0005:
0005:
0005:
0005:
0005:
0005:
0005:
0005:
0005:
0005:
0005:
0005:
0005:
0005:
0005:
0005:
0005:
0005:
0005:
0005:
0005:
0005:
0005:
0005:
0005:
0005:
0005:
0005:
0005:
0005:
0005:
0005:
0005:
0005:
0005:
0005:
0050:
0002:
:Label028487
0050: gosub Label029402
:Label02848E
00D6: if 0
0038: $1183 == 2 ;; integer values
004D: jump_if_false Label028697
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label028697
00D6: if 24
0121: player $PLAYER_CHAR in_zone "DTOWN"
0121: player $PLAYER_CHAR in_zone "HAITI"
0121: player $PLAYER_CHAR in_zone "HAVANA"
0121: player $PLAYER_CHAR in_zone "A_PORT"
0121: player $PLAYER_CHAR in_zone "JUNKY"
004D:
0005:
0005:
0005:
0005:
0005:
0005:
0005:
0005:
0005:
0005:
0005:
0005:
0005:
0005:
0005:
0005:
0005:
0005:
0005:
0005:
0005:
0005:
0005:
0005:
0005:
0005:
0005:
0005:
0005:
0005:
0005:
0005:
0005:
0005:
0005:
0005:
0005:
0005:
0005:
0050:
0002:
jump_if_false Label028690
$1204 = -385.7 ;; floating-point values
$1214 = 1008.3 ;; floating-point values
$1224 = 8.4 ;; floating-point values
$1205 = -295.4 ;; floating-point values
$1215 = 1283.6 ;; floating-point values
$1225 = 10.1 ;; floating-point values
$1206 = -477.4 ;; floating-point values
$1216 = 1344.0 ;; floating-point values
$1226 = 10.1 ;; floating-point values
$1207 = -744.3 ;; floating-point values
$1217 = 1319.0 ;; floating-point values
$1227 = 10.1 ;; floating-point values
$1208 = -875.4 ;; floating-point values
$1218 = 1351.1 ;; floating-point values
$1228 = 9.8 ;; floating-point values
$1209 = -869.5 ;; floating-point values
$1219 = 1074.8 ;; floating-point values
$1229 = 9.4 ;; floating-point values
$1210 = -996.5 ;; floating-point values
$1220 = -513.8 ;; floating-point values
$1230 = 9.3 ;; floating-point values
$1211 = -910.1 ;; floating-point values
$1221 = -660.4 ;; floating-point values
$1231 = 9.6 ;; floating-point values
$1212 = -1432.9 ;; floating-point values
$1222 = -780.5 ;; floating-point values
$1232 = 13.2 ;; floating-point values
$1213 = -1017.7 ;; floating-point values
$1223 = -918.7 ;; floating-point values
$1233 = 12.9 ;; floating-point values
$1234 = -1130.8 ;; floating-point values
$1241 = -594.3 ;; floating-point values
$1248 = 10.0 ;; floating-point values
$1235 = -1200.6 ;; floating-point values
$1242 = -420.0 ;; floating-point values
$1249 = 9.3 ;; floating-point values
$1236 = -1061.0 ;; floating-point values
$1243 = -340.2 ;; floating-point values
$1250 = 9.3 ;; floating-point values
gosub Label0287C9
jump Label028697
:Label028690
0050: gosub Label029402
:Label028697
0002: jump Label0286BE
:Label02869E
00D6: if 0
0038: $1188 == 0 ;; integer values
004D: jump_if_false Label0286BE
0050: gosub Label029402
0004: $1188 = 1 ;; integer values
:Label0286BE
0002: jump Label027841
004E: end_thread
:Label0286C7
00D6: if 0
00F5: player $PLAYER_CHAR 0 near_point $1198 $1199 $1200 radius 180.0 180.0 18
0.0
004D: jump_if_false Label0287C7
00D6: if 0
80F5: NOT player $PLAYER_CHAR 0 near_point $1198 $1199 $1200 radius 115.0 11
5.0 115.0
004D: jump_if_false Label02873B
0247: request_model #COACH
:Label028720
00D6: if 0
8248: NOT model #COACH available
004D: jump_if_false Label02873B
0001: wait 0 ms
0002: jump Label028720
:Label02873B
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label0287C7
00D6: if 0
80F5: NOT player $PLAYER_CHAR 0 near_point $1198 $1199 $1200 radius 115.0 11
5.0 115.0
004D: jump_if_false Label0287C2
00A5: $1185 = create_car #COACH at $1198 $1199 $1200
0594: $1185 0
0175: set_car $1185 z_angle_to $1201
00AE: unknown_set_car $1185 to_ignore_traffic_lights 0
0376: $1186 = create_random_actor $1198 $1199 30.0
036A: put_actor $1186 in_car $1185
0004: $1184 = 1 ;; integer values
0002: jump Label0287C7
:Label0287C2
0249: release_model #COACH
:Label0287C7
0051: return
:Label0287C9
00D6: if 0
8119: NOT car $1185 wrecked
004D: jump_if_false Label028A62
00D6: if 0
8118: NOT actor $1186 dead
004D: jump_if_false Label028A54
00D6: if 0
0448: actor $1186 in_car $1185
004D: jump_if_false Label028A46
00D6: if 0
0038: $1193 == 0 ;; integer values
004D: jump_if_false Label028A3F
00D6: if 0
0038: $1187 == 1 ;; integer values
004D: jump_if_false Label02882E
02C2: car $1185 drive_to_point $1204 $1214 $1224
:Label02882E
00D6: if 0
0038: $1187 == 2 ;; integer values
004D: jump_if_false Label02884E
02C2: car $1185 drive_to_point $1205 $1215 $1225
:Label02884E
00D6: if 0
0038: $1187 == 3 ;; integer values
004D: jump_if_false Label02886E
02C2: car $1185 drive_to_point $1206 $1216 $1226
:Label02886E
00D6: if 0
0038: $1187 == 4 ;; integer values
004D: jump_if_false Label02888E
02C2: car $1185 drive_to_point $1207 $1217 $1227
:Label02888E
00D6: if 0
0038: $1187 == 5 ;; integer values
004D: jump_if_false Label0288AE
02C2: car $1185 drive_to_point $1208 $1218 $1228
:Label0288AE
00D6: if 0
0038: $1187 == 6 ;; integer values
004D: jump_if_false Label0288CE
02C2: car $1185 drive_to_point $1209 $1219 $1229
:Label0288CE
00D6: if 0
0038: $1187 == 7 ;; integer values
004D: jump_if_false Label0288EE
02C2: car $1185 drive_to_point $1210 $1220 $1230
:Label0288EE
00D6: if 0
0038: $1187 == 8 ;; integer values
004D: jump_if_false Label02890E
02C2: car $1185 drive_to_point $1211 $1221 $1231
:Label02890E
00D6: if 0
0038: $1187 == 9 ;; integer values
004D: jump_if_false Label02892E
02C2: car $1185 drive_to_point $1212 $1222 $1232
:Label02892E
00D6: if 0
0038: $1187 == 10 ;; integer values
004D: jump_if_false Label02894E
02C2: car $1185 drive_to_point $1213 $1223 $1233
:Label02894E
00D6: if 0
0038: $1187 == 11 ;; integer values
004D: jump_if_false Label02896E
02C2: car $1185 drive_to_point $1234 $1241 $1248
:Label02896E
00D6: if 0
0038: $1187 == 12 ;; integer values
004D: jump_if_false Label02898E
02C2: car $1185 drive_to_point $1235 $1242 $1249
:Label02898E
00D6: if 0
0038: $1187 == 13 ;; integer values
004D: jump_if_false Label0289AE
02C2: car $1185 drive_to_point $1236 $1243 $1250
:Label0289AE
00D6: if 0
0038: $1187 == 14 ;; integer values
004D: jump_if_false Label0289CE
02C2: car $1185 drive_to_point $1237 $1244 $1251
:Label0289CE
00D6: if 0
0038: $1187 == 15 ;; integer values
004D: jump_if_false Label0289EE
02C2: car $1185 drive_to_point $1238 $1245 $1252
:Label0289EE
00D6: if 0
0038: $1187 == 16 ;; integer values
004D: jump_if_false Label028A0E
02C2: car $1185 drive_to_point $1239 $1246 $1253
:Label028A0E
00D6: if 0
0038: $1187 == 17 ;; integer values
004D: jump_if_false Label028A2E
02C2: car $1185 drive_to_point $1240 $1247 $1254
:Label028A2E
00AD: set_car $1185 max_speed_to 15.0
0004: $1193 = 1 ;; integer values
:Label028A3F
0002: jump Label028A4D
:Label028A46
0050: gosub Label029402
:Label028A4D
0002: jump Label028A5B
:Label028A54
0050: gosub Label029402
:Label028A5B
0002: jump Label028A69
:Label028A62
0050: gosub Label029402
:Label028A69
00D6: if 0
0256: player $PLAYER_CHAR defined
004D:
00D6:
8119:
004D:
00D6:
8118:
004D:
00D6:
0448:
004D:
00AA:
00D6:
00F5:
0.0
004D:
00D6:
0038:
004D:
00D6:
01AD:
004D:
0050:
0002:
jump_if_false Label028F85
if 0
NOT car $1185 wrecked
jump_if_false Label028F77
if 0
NOT actor $1186 dead
jump_if_false Label028F69
if 0
actor $1186 in_car $1185
jump_if_false Label028F5B
store_car $1185 position_to $1198 $1199 $1200
if 0
player $PLAYER_CHAR 0 near_point $1198 $1199 $1200 radius 180.0 180.0 18
jump_if_false Label028F4D
if 0
$1187 == 1 ;; integer values
jump_if_false Label028B26
if 0
car $1185 0 near_point $1204 $1214 3.0 3.0
jump_if_false Label028B26
gosub Label028F8E
jump Label0287C9
:Label028B26
00D6: if 0
0038: $1187 == 2 ;; integer values
004D: jump_if_false Label028B68
00D6: if 0
01AD: car $1185 0 near_point $1205 $1215 3.0 3.0
004D: jump_if_false Label028B68
0050: gosub Label028F8E
0002: jump Label0287C9
:Label028B68
00D6: if 0
0038: $1187 == 3 ;; integer values
004D: jump_if_false Label028BAA
00D6: if 0
01AD: car $1185 0 near_point $1206 $1216 3.0 3.0
004D: jump_if_false Label028BAA
0050: gosub Label028F8E
0002: jump Label0287C9
:Label028BAA
00D6: if 0
0038: $1187 == 4 ;; integer values
004D: jump_if_false Label028BEC
00D6: if 0
01AD: car $1185 0 near_point $1207 $1217 3.0 3.0
004D: jump_if_false Label028BEC
0050: gosub Label028F8E
0002: jump Label0287C9
:Label028BEC
00D6: if 0
0038: $1187 == 5 ;; integer values
004D: jump_if_false Label028C2E
00D6: if 0
01AD: car $1185 0 near_point $1208 $1218 3.0 3.0
80F5: NOT player $PLAYER_CHAR 0 near_point $1198 $1199 $1200 radius 180.0 18
0.0 180.0
004D: jump_if_false Label029054
0002: jump Label029394
:Label029054
0002: jump Label029062
:Label02905B
0002: jump Label029394
:Label029062
00D6: if 0
8118: NOT actor $1189 dead
004D: jump_if_false Label02907D
0211: actor $1189 walk_to $1202 $1203
:Label02907D
0002: jump Label02908B
:Label029084
0002: jump Label029394
:Label02908B
0001: wait 1300 ms
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label029155
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label02912F
00D6: if 0
8119: NOT car $1185 wrecked
004D: jump_if_false Label029128
0407: create_coordinate $1202 $1203 $1200 from_car $1185 offset 0.0 -10.0 0.0
0561: unknown_create_actor_handle $1190 from car $1185 passenger 2
00AA: store_car $1185 position_to $1198 $1199 $1200
00D6: if 0
80F5: NOT player $PLAYER_CHAR 0 near_point $1198 $1199 $1200 radius 180.0 18
0.0 180.0
004D: jump_if_false Label029128
0002: jump Label029394
:Label029128
0002: jump Label029136
:Label02912F
0002: jump Label029394
:Label029136
00D6: if 0
8118: NOT actor $1190 dead
004D: jump_if_false Label02914E
01D3: actor $1190 leave_car $1185
:Label02914E
0002: jump Label02915C
:Label029155
0002: jump Label029394
:Label02915C
0001: wait 4700 ms
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label029195
00D6: if 0
8118: NOT actor $1190 dead
004D: jump_if_false Label02918E
0211: actor $1190 walk_to $1202 $1203
:Label02918E
0002: jump Label02919C
:Label029195
0002: jump Label029394
:Label02919C
0001: wait 1300 ms
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label029249
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label029223
00D6: if 0
8119: NOT car $1185 wrecked
004D: jump_if_false Label02921C
0561: unknown_create_actor_handle $1191 from car $1185 passenger 3
00AA: store_car $1185 position_to $1198 $1199 $1200
00D6: if 0
80F5: NOT player $PLAYER_CHAR 0 near_point $1198 $1199 $1200 radius 180.0 18
0.0 180.0
004D: jump_if_false Label02921C
0002: jump Label029394
:Label02921C
0002: jump Label02922A
:Label029223
0002: jump Label029394
:Label02922A
00D6: if 0
8118: NOT actor $1191 dead
004D: jump_if_false Label029242
01D3: actor $1191 leave_car $1185
:Label029242
0002: jump Label029250
:Label029249
0002: jump Label029394
:Label029250
0001: wait 4700 ms
00D6: if 0
0038: $ONMISSION == 0 ;; integer values
004D: jump_if_false Label0292F6
00D6: if 0
:Label02938F
0001: wait 5000 ms
:Label029394
00D6: if 0
0038: $1183 == 1
004D: jump_if_false
00D6: if 0
0018: $1187 > 17
004D: jump_if_false
0004: $1187 = 1 ;;
:Label0293BF
00D6: if 0
0038: $1183 == 2
004D: jump_if_false
00D6: if 0
0018: $1187 > 13
004D: jump_if_false
0004: $1187 = 1 ;;
;; integer values
Label0293BF
;; integer values
Label0293BF
integer values
;; integer values
Label0293EA
;; integer values
Label0293EA
integer values
:Label0293EA
01C2: remove_references_to_actor $1189 ;; Like turning an actor into a random p
edestrian
01C2: remove_references_to_actor $1190 ;; Like turning an actor into a random p
edestrian
01C2: remove_references_to_actor $1191 ;; Like turning an actor into a random p
edestrian
0004: $1193 = 0 ;; integer values
0051: return
:Label029402
00D6: if 0
8119: NOT car $1185 wrecked
004D: jump_if_false Label029446
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label029446
00D6: if 0
80DC: NOT player $PLAYER_CHAR driving $1185
004D: jump_if_false Label029446
00AE: unknown_set_car $1185 to_ignore_traffic_lights 2
00AD: set_car $1185 max_speed_to 15.0
:Label029446
01C3: remove_references_to_car $1185 ;; Like turning a
01C2: remove_references_to_actor $1186 ;; Like turning
edestrian
0249: release_model #COACH
01C2: remove_references_to_actor $1189 ;; Like turning
edestrian
01C2: remove_references_to_actor $1190 ;; Like turning
edestrian
01C2: remove_references_to_actor $1191 ;; Like turning
edestrian
0004: $1184 = 0 ;; integer values
0051: return
:Label02946D
03A4: name_thread "CARGEN"
00D6:
0057:
004D:
00D6:
0038:
004D:
0050:
0004:
if 0
player $PLAYER_CHAR 0 in_cube 341.3 1258.9 19.1 367.2 1152.6 23.8
jump_if_false Label02971C
if 0
$1259 == 0 ;; integer values
jump_if_false Label029663
gosub Label029E9C
$1259 = 1 ;; integer values
:Label029663
00D6: if 0
0038: $1260 == 0 ;; integer values
004D: jump_if_false Label029683
0050: gosub Label029F0C
0004: $1260 = 1 ;; integer values
:Label029683
00D6: if 0
0038: $1261 == 0 ;; integer values
004D: jump_if_false Label0296A3
0050: gosub Label029F92
0004: $1261 = 1 ;; integer values
:Label0296A3
00D6: if 0
0038: $1262 == 1 ;; integer values
004D: jump_if_false Label0296DC
03BA: clear_cars_from_cube 342.4 1153.3 23.8 367.2 1259.1 28.9
0004: $1262 = 0 ;; integer values
:Label0296DC
00D6: if 0
0038: $1263 == 1 ;; integer values
004D: jump_if_false Label029715
03BA: clear_cars_from_cube 302.1 1151.5 32.0 342.7 1259.4 26.5
0004: $1263 = 0 ;; integer values
:Label029715
0004: $1264 = 2 ;; integer values
:Label02971C
00D6: if 0
0018: $1264 > 1 ;; integer values
004D: jump_if_false Label029837
00D6: if 0
0057: player $PLAYER_CHAR 0 in_cube 342.4 1259.1 21.5 302.5 1153.3 26.0
004D: jump_if_false Label029837
00D6: if 0
0038: $1259 == 1 ;; integer values
004D: jump_if_false Label029797
03BA: clear_cars_from_cube 301.9 1152.3 16.1 342.4 1259.4 22.0
0004: $1259 = 0 ;; integer values
:Label029797
00D6: if 0
0038: $1260 == 0 ;; integer values
004D: jump_if_false Label0297B7
0050: gosub Label029F0C
0004: $1260 = 1 ;; integer values
:Label0297B7
00D6: if 0
0038: $1261 == 0 ;; integer values
004D: jump_if_false Label0297D7
0050: gosub Label029F92
0004: $1261 = 1 ;; integer values
:Label0297D7
00D6: if 0
0038: $1262 == 0 ;; integer values
004D: jump_if_false Label0297F7
0050: gosub Label02A018
0004: $1262 = 1 ;; integer values
:Label0297F7
00D6: if 0
0038: $1263 == 1 ;; integer values
004D: jump_if_false Label029830
03BA: clear_cars_from_cube 302.1 1151.5 32.0 342.7 1259.4 26.5
0004: $1263 = 0 ;; integer values
:Label029830
0004: $1264 = 3 ;; integer values
:Label029837
00D6: if 0
0018: $1264 > 2 ;; integer values
004D: jump_if_false Label029952
00D6: if 0
0057: player $PLAYER_CHAR 0 in_cube 342.4 1153.3 23.8 372.3 1259.1 28.9
004D: jump_if_false Label029952
00D6: if 0
0038: $1259 == 1 ;; integer values
004D: jump_if_false Label0298B2
03BA: clear_cars_from_cube 301.9 1152.3 16.1 342.4 1259.4 22.0
0004: $1259 = 0 ;; integer values
:Label0298B2
00D6: if 0
0038: $1260 == 1 ;; integer values
004D: jump_if_false Label0298EB
03BA: clear_cars_from_cube 341.3 1258.9 19.1 367.2 1152.6 23.8
0004: $1260 = 0 ;; integer values
:Label0298EB
00D6: if 0
0038: $1261 == 0 ;; integer values
004D: jump_if_false Label02990B
0050: gosub Label029F92
0004: $1261 = 1 ;; integer values
:Label02990B
00D6: if 0
0038: $1262 == 0 ;; integer values
004D: jump_if_false Label02992B
0050: gosub Label02A018
0004: $1262 = 1 ;; integer values
:Label02992B
00D6: if 0
03BA:
03BA:
03BA:
03BA:
0004:
0004:
0004:
0004:
0004:
0004:
19.1
21.5
23.8
32.0
367.2
302.5
367.2
342.7
1152.6
1153.3
1259.1
1259.4
23.8
26.0
28.9
26.5
:Label029B92
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label029E93
00D6: if 0
0121: player $PLAYER_CHAR in_zone "BEACH1"
004D: jump_if_false Label029E93
00D6: if 0
0057: player $PLAYER_CHAR 0 in_cube 104.9 -1143.3 23.6 158.3 -1239.3 2.1
004D: jump_if_false Label029C6A
00D6: if 0
0038: $1255 == 0 ;; integer values
004D: jump_if_false Label029C0A
0050: gosub Label02A0F8
0004: $1255 = 1 ;; integer values
:Label029C0A
00D6: if 0
0038: $1256 == 0 ;; integer values
004D: jump_if_false Label029C2A
0050: gosub Label02A17E
0004: $1256 = 1 ;; integer values
:Label029C2A
00D6: if 0
0038: $1257 == 1 ;; integer values
004D: jump_if_false Label029C63
03BA: clear_cars_from_cube 158.3 -1236.6 29.9 104.5 -1142.1 36.8
0004: $1257 = 0 ;; integer values
:Label029C63
0004: $1258 = 1 ;; integer values
:Label029C6A
00D6: if 0
0018: $1258 > 0 ;; integer values
004D: jump_if_false Label029D13
00D6: if 0
0057: player $PLAYER_CHAR 0 in_cube 104.9 -1143.3 23.6 158.3 -1236.6 29.9
004D: jump_if_false Label029D13
00D6: if 0
0038: $1255 == 0 ;; integer values
004D: jump_if_false Label029CCC
0050: gosub Label02A0F8
0004: $1255 = 1 ;; integer values
:Label029CCC
00D6: if 0
0038: $1256 == 0 ;; integer values
jump_if_false Label029E93
clear_cars_from_cube 104.9 -1143.3 23.6 158.3 -1239.3 2.1
clear_cars_from_cube 104.9 -1143.3 23.6 158.3 -1236.6 29.9
clear_cars_from_cube 158.3 -1236.6 29.9 104.5 -1142.1 36.8
$1255 = 0 ;; integer values
$1256 = 0 ;; integer values
$1257 = 0 ;; integer values
$1258 = 0 ;; integer values
:Label029E93
0002: jump Label02947B
004E: end_thread
:Label029E9C
03C5: create_random_car_for_carpark
03C5: create_random_car_for_carpark
03C5: create_random_car_for_carpark
03C5: create_random_car_for_carpark
03C5: create_random_car_for_carpark
0051: return
310.2
336.4
307.6
336.4
307.4
1234.8
1250.7
1160.9
1157.7
1253.6
16.2
16.2
16.2
16.2
16.2
90.2
271.9
92.8
270.1
89.4
:Label029F0C
03C5: create_random_car_for_carpark
03C5: create_random_car_for_carpark
03C5: create_random_car_for_carpark
03C5: create_random_car_for_carpark
03C5: create_random_car_for_carpark
03C5: create_random_car_for_carpark
0051: return
347.5
361.4
361.3
347.6
361.4
362.4
1185.5
1202.9
1157.8
1228.8
1255.5
1228.7
19.1
19.1
19.1
19.0
19.1
19.1
95.2
273.7
267.7
92.5
269.5
264.6
:Label029F92
03C5: create_random_car_for_carpark
03C5: create_random_car_for_carpark
03C5: create_random_car_for_carpark
03C5: create_random_car_for_carpark
03C5: create_random_car_for_carpark
03C5: create_random_car_for_carpark
0051: return
308.4
335.8
335.8
308.4
307.2
336.2
1225.8
1207.9
1213.6
1196.2
1168.4
1182.3
21.5
21.5
21.5
21.5
21.5
21.5
87.4
271.2
270.6
90.0
89.6
270.3
:Label02A018
03C5: create_random_car_for_carpark
03C5: create_random_car_for_carpark
03C5: create_random_car_for_carpark
03C5: create_random_car_for_carpark
03C5: create_random_car_for_carpark
0051: return
348.3
348.0
348.2
347.1
348.2
1190.1
1203.5
1208.5
1227.1
1253.7
23.8
23.8
23.8
23.8
23.8
91.0
87.5
90.2
89.8
92.5
:Label02A088
03C5: create_random_car_for_carpark
03C5: create_random_car_for_carpark
03C5: create_random_car_for_carpark
03C5: create_random_car_for_carpark
03C5: create_random_car_for_carpark
0051: return
336.8
335.0
336.3
337.0
337.1
1158.1
1186.2
1190.7
1227.0
1221.0
26.3
26.3
26.3
26.2
26.2
269.4
268.7
271.2
269.5
267.9
:Label02A0F8
03C5: create_random_car_for_carpark
03C5: create_random_car_for_carpark
03C5: create_random_car_for_carpark
03C5: create_random_car_for_carpark
03C5: create_random_car_for_carpark
03C5: create_random_car_for_carpark
0051: return
109.8
129.7
143.6
123.0
128.0
133.0
-1151.2
-1150.8
-1153.0
-1180.8
-1180.8
-1180.8
16.5
16.5
16.5
16.5
16.5
16.5
1.6
.4
358.9
1.3
1.3
1.3
:Label02A17E
03C5: create_random_car_for_carpark
03C5: create_random_car_for_carpark
03C5: create_random_car_for_carpark
03C5: create_random_car_for_carpark
150.5
141.6
127.1
117.9
-1192.9
-1228.8
-1228.7
-1152.3
23.2
23.2
23.2
23.2
265.1
181.3
178.6
.1
133.0
123.7
133.0
146.3
143.0
135.3
-1199.6
-1199.7
-1167.9
-1149.3
-1230.0
-1217.7
30.0
30.0
30.0
30.1
30.1
30.1
182.6
180.4
182.6
273.0
181.5
1.5
:Label02A28A
03A4: name_thread "PICKUPS"
0111: set_wasted_busted_check_to 0 (disabled)
0001: wait 100 ms
:Label02A2A4
0001: wait 0 ms
0008: $1333 += 1 ;; integer values
0004: $1334 = 0 ;; integer values
:Label02A454
00D6: if 0
0038: $1333 == 1 ;; integer values
004D: jump_if_false Label02A88E
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label02A88E
00D6: if 0
0038: $1088 == 1 ;; integer values
004D: jump_if_false Label02A5C0
00D6: if 0
0038: $1332 == 0 ;; integer values
004D: jump_if_false Label02A5B9
00D6: if 0
0038: $273 == 1 ;; integer values - integer values - set
004D: jump_if_false Label02A4C2
029B: $1325 = init_object -34 (MONEYBAG) at 228.934 -1269.593 20.228
:Label02A4C2
00D6: if 0
0038: $255 == 1 ;; integer values - integer values - set
004D: jump_if_false Label02A4EA
029B: $1326 = init_object -35 (BOOMSHINE) at 228.934 -1269.593 20.228
:Label02A4EA
00D6: if 0
0038: $251 == 1 ;; integer values - integer values - set
004D: jump_if_false Label02A512
029B: $1327 = init_object -36 (MASK) at 228.934 -1269.593 20.228
:Label02A512
00D6: if 0
0038: $PASSED_ASS1_RUB_OUT == 1 ;; integer values - integer values - set
004D: jump_if_false Label02A53A
029B: $1328 = init_object -37 (COKE_VOODOO) at 228.934 -1269.593 20.228
:Label02A53A
00D6: if 0
0038: $249 == 1 ;; integer values - integer values - set
004D: jump_if_false Label02A562
029B: $1329 = init_object -38 (TROPHY1) at 228.934 -1269.593 20.228
:Label02A562
00D6: if 0
0038: $PASSED_LAW1_THE_PARTY == 1 ;; integer values - integer values - set
004D: jump_if_false Label02A58A
029B: $1330 = init_object -39 (SUTIBAG) at 228.934 -1269.593 20.228
:Label02A58A
00D6: if 0
0038: $260 == 1 ;; integer values - integer values - set
004D: jump_if_false Label02A5B2
029B: $1331 = init_object -40 (PORNPOSTERS) at 228.934 -1269.593 20.228
:Label02A5B2
0004: $1332 = 1 ;; integer values
:Label02A5B9
0002: jump Label02A5FC
:Label02A5C0
00D6: if 0
0038: $1332 == 1 ;; integer values
004D: jump_if_false Label02A5FC
0108: destroy_object $1325
0108: destroy_object $1326
0108: destroy_object $1327
0108: destroy_object $1328
0108: destroy_object $1329
0108: destroy_object $1330
0108: destroy_object $1331
0004: $1332 = 0 ;; integer values
:Label02A5FC
00D6: if 0
0038: $991 == 1 ;; integer values
004D: jump_if_false Label02A82F
00D6: if 0
0038: $1336 == 0 ;; integer values
004D: jump_if_false Label02A828
00D6: if 0
0038: $266 == 0 ;; integer values
004D: jump_if_false Label02A64F
029B: $1349 = init_object -41 (FRAME1) at -378.394 -583.35 27.078
0002: jump Label02A665
:Label02A64F
029B: $1350 = init_object -42 (FRAME1DAMAGED) at -378.374 -583.35 27.078
:Label02A665
00D6: if 0
0038: $1311 == 1 ;; integer values
004D: jump_if_false Label02A68D
029B: $1337 = init_object -43 (FLAME_TINS) at -373.306 -593.374 25.369
:Label02A68D
00D6: if 0
0038:
004D:
00D6:
0038:
004D:
00D6:
0038:
004D:
029B:
:Label02A6D9
00D6: if 0
0038: $245 == 1 ;; integer values
004D: jump_if_false Label02A701
029B: $1339 = init_object -45 (HELI_BOX) at -401.955 -566.672 19.234
:Label02A701
00D6: if 0
0038: $389 == 1 ;; integer values
004D: jump_if_false Label02A729
029B: $1347 = init_object -46 (PIZZA_BOX1) at -406.211 -559.996 18.654
:Label02A729
00D6: if 0
0038: $260 == 1 ;; integer values
004D: jump_if_false Label02A7A9
029B: $1345 = init_object -47 (PIZZA_MESS) at -383.088 -556.169 18.95
029B: $1346 = init_object -48 (PIZZA_MESS2) at -385.024 -570.197 21.58
029B: $1340 = init_object -49 (MAN_RUBBISH03) at -379.201 -568.813 20.695
029B: $1343 = init_object -50 (GASH_BAGS1) at -408.239 -563.1 19.054
029B: $1344 = init_object -51 (GASHBAGS2) at -383.019 -596.235 25.037
:Label02A7A9
00D6: if 0
0038: $259 == 1 ;; integer values
004D: jump_if_false Label02A7D1
029B: $1348 = init_object -52 (POLOROIDS) at -374.306 -593.35 26.475
:Label02A7D1
00D6: if 0
0038: $251 == 1 ;; integer values
004D: jump_if_false Label02A7F9
029B: $1342 = init_object -53 (GUN_DOCS) at -381.008 -594.382 25.389
:Label02A7F9
00D6: if 0
0038: $246 == 1 ;; integer values
004D: jump_if_false Label02A821
029B: $1341 = init_object -54 (SHOVEL) at -375.566 -555.54 19.15
:Label02A821
0004: $1336 = 1 ;; integer values
:Label02A828
0002: jump Label02A88E
:Label02A82F
00D6: if 0
0038: $1336 == 1 ;; integer values
004D: jump_if_false Label02A88E
0108:
0108:
0108:
0108:
0108:
0108:
0108:
0108:
0108:
0108:
0108:
0108:
0108:
0108:
0004:
destroy_object $1337
destroy_object $1338
destroy_object $1339
destroy_object $1340
destroy_object $1341
destroy_object $1342
destroy_object $1343
destroy_object $1344
destroy_object $1345
destroy_object $1346
destroy_object $1347
destroy_object $1348
destroy_object $1349
destroy_object $1350
$1336 = 0 ;; integer values
:Label02A88E
00D6: if 0
0038: $1333 == 2 ;; integer values
004D: jump_if_false Label02A9E4
00D6: if 0
0038: $1180 == 0 ;; integer values
004D: jump_if_false Label02A9E4
00D6: if 0
0038: $1278 == 1 ;; integer values
004D: jump_if_false Label02A903
00D6: if 0
0214: pickup $1297 picked_up
004D: jump_if_false Label02A903
0050: gosub Label02B871
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label02A8FC
0352: set_actor $PLAYER_ACTOR skin_to "PLAYER"
04CF: 50
:Label02A8FC
0050: gosub Label02B8EB
:Label02A903
00D6: if 0
0214: pickup $2096 picked_up
004D: jump_if_false Label02A942
0050: gosub Label02B871
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label02A93B
0352: set_actor $PLAYER_ACTOR skin_to "PLAY11"
04CF: 50
:Label02A93B
0050: gosub Label02B8EB
:Label02A942
00D6: if 0
0038: $91 == 1 ;; integer values
004D: jump_if_false Label02A993
00D6: if 0
0214: pickup $1352 picked_up
004D: jump_if_false Label02A993
0050:
00D6:
0256:
004D:
0352:
04CF:
gosub Label02B871
if 0
player $PLAYER_CHAR defined
jump_if_false Label02A98C
set_actor $PLAYER_ACTOR skin_to "PLAY12"
120
:Label02A98C
0050: gosub Label02B8EB
:Label02A993
00D6: if 0
0038: $1300 == 1 ;; integer values
004D: jump_if_false Label02A9E4
00D6: if 0
0214: pickup $1298 picked_up
004D: jump_if_false Label02A9E4
0050: gosub Label02B871
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label02A9DD
0352: set_actor $PLAYER_ACTOR skin_to "PLAYER"
04CF: 50
:Label02A9DD
0050: gosub Label02B8EB
:Label02A9E4
00D6: if 0
0038: $1333 == 3 ;; integer values
004D: jump_if_false Label02ABEE
00D6: if 0
0038: $1180 == 0 ;; integer values
004D: jump_if_false Label02ABEE
00D6: if 0
0038: $1277 == 1 ;; integer values
004D: jump_if_false Label02AA59
00D6: if 0
0214: pickup $1284 picked_up
004D: jump_if_false Label02AA59
0050: gosub Label02B871
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label02AA52
0352: set_actor $PLAYER_ACTOR skin_to "PLAYER"
04CF: 50
:Label02AA52
0050: gosub Label02B8EB
:Label02AA59
00D6: if 0
0038: $1265 == 1 ;; integer values
004D: jump_if_false Label02AAAA
00D6: if 0
0214: pickup $1285 picked_up
004D: jump_if_false Label02AAAA
0050: gosub Label02B871
00D6: if 0
0256: player $PLAYER_CHAR defined
0038:
004D:
00D6:
0214:
004D:
0050:
00D6:
0256:
004D:
0352:
04CF:
:Label02ABE7
0050: gosub Label02B8EB
:Label02ABEE
00D6: if 0
0038: $1333 == 4 ;; integer values
004D: jump_if_false Label02AD56
00D6: if 0
0038: $1180 == 0 ;; integer values
004D: jump_if_false Label02AD56
00D6: if 0
0038: $1270 == 1 ;; integer values
004D: jump_if_false Label02AC63
00D6: if 0
0214: pickup $1290 picked_up
004D: jump_if_false Label02AC63
0050: gosub Label02B871
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label02AC5C
0352: set_actor $PLAYER_ACTOR skin_to "PLAYER8"
04CF: 120
:Label02AC5C
0050: gosub Label02B8EB
:Label02AC63
00D6: if 0
0038: $1271 == 1 ;; integer values
004D: jump_if_false Label02ACB4
00D6: if 0
0214: pickup $1291 picked_up
004D: jump_if_false Label02ACB4
0050: gosub Label02B871
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label02ACAD
0352: set_actor $PLAYER_ACTOR skin_to "PLAYER9"
04CF: 30
:Label02ACAD
0050: gosub Label02B8EB
:Label02ACB4
00D6: if 0
0038: $1272 == 1 ;; integer values
004D: jump_if_false Label02AD05
00D6: if 0
0214:
004D:
0050:
00D6:
0256:
004D:
0352:
04CF:
:Label02ACFE
0050: gosub Label02B8EB
:Label02AD05
00D6: if 0
0038: $1276 == 1 ;; integer values
004D: jump_if_false Label02AD56
00D6: if 0
0214: pickup $1296 picked_up
004D: jump_if_false Label02AD56
0050: gosub Label02B871
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label02AD4F
0352: set_actor $PLAYER_ACTOR skin_to "PLAYER7"
04CF: 120
:Label02AD4F
0050: gosub Label02B8EB
:Label02AD56
00D6: if 0
0038: $1333 == 5 ;; integer values
004D: jump_if_false Label02AF19
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label02AF19
00D6: if 0
0038: $PASSED_ASS1_RUB_OUT == 1 ;; integer values
004D: jump_if_false Label02AF19
00D6: if 0
0121: player $PLAYER_CHAR in_zone "STARI"
004D: jump_if_false Label02AEF9
00D6: if 0
0038: $1315 == 0 ;; integer values
004D: jump_if_false Label02AEF2
00D6: if 0
0038: $1309 == 1 ;; integer values
004D: jump_if_false Label02ADDE
0213: $1318 = create_pickup -18 (BODYARMOUR) type 15 at -314.7 -551.2 10.3
:Label02ADDE
00D6: if 0
0038: $1310 == 1 ;; integer values
004D: jump_if_false Label02AE09
0213: $1319 = create_pickup #CHNSAW type 15 at -310.7 -551.2 10.3
:Label02AE09
00D6: if 0
0038: $1308 == 1 ;; integer values
004D: jump_if_false Label02AE36
:Label02AFA1
00D6: if 0
0038: $1310 == 1 ;; integer values
004D: jump_if_false Label02AFCC
0213: $1319 = create_pickup #CHNSAW type 15 at 210.2 -1274.7 19.2
:Label02AFCC
00D6: if 0
0038: $1308 == 1 ;; integer values
004D: jump_if_false Label02AFF9
032B: $1320 = create_weapon_pickup #PYTHON 15 ammo 24 at 206.2 -1273.7 19.2
:Label02AFF9
00D6: if 0
0038: $1311 == 1 ;; integer values
004D: jump_if_false Label02B026
032B: $1321 = create_weapon_pickup #FLAME 15 ammo 60 at 224.2 -1273.1 19.2
:Label02B026
00D6: if 0
0038: $1312 == 1 ;; integer values
004D: jump_if_false Label02B053
032B: $1322 = create_weapon_pickup #LASER 15 ammo 28 at 228.2 -1279.2 19.2
:Label02B053
00D6: if 0
0038: $1313 == 1 ;; integer values
004D: jump_if_false Label02B081
032B: $1323 = create_weapon_pickup #MINIGUN 15 ammo 500 at 226.0 -1268.6 20.1
:Label02B081
00D6: if 0
0038: $1314 == 1 ;; integer values
004D: jump_if_false Label02B0AE
032B: $1324 = create_weapon_pickup #ROCKETLA 15 ammo 8 at 231.7 -1264.4 20.1
:Label02B0AE
0004: $1316 = 1 ;; integer values
:Label02B0B5
0002: jump Label02B0DC
:Label02B0BC
00D6: if 0
0038: $1316 == 1 ;; integer values
004D: jump_if_false Label02B0DC
0050: gosub Label02B84C
0004: $1316 = 0 ;; integer values
:Label02B0DC
00D6: if 0
0038: $1333 == 7 ;; integer values
004D: jump_if_false Label02B29F
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label02B29F
00D6: if 0
0121: player $PLAYER_CHAR in_zone "DTOWN"
004D: jump_if_false Label02B27F
00D6: if 0
0038:
004D:
00D6:
0038:
004D:
00D6:
0038:
004D:
0213:
:Label02B164
00D6: if 0
0038: $1310 == 1 ;; integer values
004D: jump_if_false Label02B18F
0213: $1319 = create_pickup #CHNSAW type 15 at -817.1 1344.7 66.4
:Label02B18F
00D6: if 0
0038: $1308 == 1 ;; integer values
004D: jump_if_false Label02B1BC
032B: $1320 = create_weapon_pickup #PYTHON 15 ammo 24 at -821.1 1344.7 66.4
:Label02B1BC
00D6: if 0
0038: $1311 == 1 ;; integer values
004D: jump_if_false Label02B1E9
032B: $1321 = create_weapon_pickup #FLAME 15 ammo 60 at -825.1 1344.7 66.4
:Label02B1E9
00D6: if 0
0038: $1312 == 1 ;; integer values
004D: jump_if_false Label02B216
032B: $1322 = create_weapon_pickup #LASER 15 ammo 28 at -830.1 1344.7 66.4
:Label02B216
00D6: if 0
0038: $1313 == 1 ;; integer values
004D: jump_if_false Label02B244
032B: $1323 = create_weapon_pickup #MINIGUN 15 ammo 500 at -833.1 1344.7 66.4
:Label02B244
00D6: if 0
0038: $1314 == 1 ;; integer values
004D: jump_if_false Label02B271
032B: $1324 = create_weapon_pickup #ROCKETLA 15 ammo 8 at -839.0 1351.6 66.4
:Label02B271
0004: $1317 = 1 ;; integer values
:Label02B278
0002: jump Label02B29F
:Label02B27F
00D6: if 0
0038: $1317 == 1 ;; integer values
004D: jump_if_false Label02B29F
0050: gosub Label02B84C
0004: $1317 = 0 ;; integer values
:Label02B29F
00D6:
0038:
004D:
00D6:
0256:
004D:
00D6:
0038:
004D:
00D6:
0121:
004D:
00D6:
047E:
004D:
0050:
0002:
if 0
$1333 == 8 ;; integer values
jump_if_false Label02B3E7
if 0
player $PLAYER_CHAR defined
jump_if_false Label02B355
if 0
$260 == 1 ;; integer values
jump_if_false Label02B355
if 0
player $PLAYER_CHAR in_zone "DTOWN"
jump_if_false Label02B355
if 0
player $PLAYER_CHAR driving_a_motorbike
jump_if_false Label02B309
gosub Label02B989
jump Label02B320
:Label02B309
00D6: if 0
044A: (unknown) $PLAYER_CHAR
004D: jump_if_false Label02B320
0050: gosub Label02B989
:Label02B320
00D6: if 0
047E: player $PLAYER_CHAR driving_a_motorbike
004D: jump_if_false Label02B33E
0050: gosub Label02BA19
0002: jump Label02B355
:Label02B33E
00D6: if 0
044A: (unknown) $PLAYER_CHAR
004D: jump_if_false Label02B355
0050: gosub Label02BA19
:Label02B355
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label02B3E7
00D6: if 0
0121: player $PLAYER_CHAR in_zone "DTOWN"
004D: jump_if_false Label02B3E7
00D6: if 0
047E: player $PLAYER_CHAR driving_a_motorbike
004D: jump_if_false Label02B39B
0050: gosub Label02BBC9
0002: jump Label02B3B2
:Label02B39B
00D6: if 0
044A: (unknown) $PLAYER_CHAR
004D: jump_if_false Label02B3B2
0050: gosub Label02BBC9
:Label02B3B2
00D6: if 0
047E: player $PLAYER_CHAR driving_a_motorbike
004D: jump_if_false Label02B3D0
03E5:
0001:
03E5:
004E:
text_box "CLOTH2"
wait 10000 ms
text_box "CLOTH1"
end_thread
:Label02B4E9
03A4: name_thread "CLOTH2"
0001: wait 5000 ms
03E5: text_box "HELP25" ;; You can now take jobs from Avery Carrington.
0001: wait 10000 ms
03E5: text_box "CLOTH3" ;; Coveralls outfit delivered to Tooled Up in The Nort
h Point Mall.
004E: end_thread
:Label02B513
03A4: name_thread "CLOTH3"
0001: wait 5000 ms
03E5: text_box "CLOTH4" ;; Country Club outfit delivered to The Golf Club in L
eaf Links.
004E: end_thread
:Label02B52E
03A4: name_thread "CLOTH4"
0001: wait 5000 ms
03E5: text_box "CLOTH5" ;; Havana outfit delivered to Little Havana Streetwear
in Little Havana.
004E: end_thread
:Label02B549
03A4: name_thread "CLOTH5"
0001: wait 5000 ms
03E5: text_box "CLOTH6" ;; Cop outfit delivered to Police Station on Washingto
n Beach.
004E: end_thread
:Label02B564
03A4: name_thread "CLOTH6"
0001: wait 5000 ms
03E5: text_box "CLOTH7" ;; Casual outfit delivered to Gash in The North Point
Mall.
004E: end_thread
:Label02B57F
03A4: name_thread "CLOTH7"
0001: wait 20000 ms
03E5: text_box "CLOTH8" ;; Mr Vercetti outfit delivered to Collar & Cuffs on O
cean Beach.
004E: end_thread
:Label02B59A
03A4: name_thread "CLOTH8"
0001: wait 5000 ms
03E5: text_box "CLOTH9" ;; Tracksuit outfit delivered to Jocksport in Downtown
.
004E: end_thread
:Label02B5B5
03A4: name_thread "CLOTH9"
0001: wait 5000 ms
03E5: text_box "CLOTH10" ;; Bank Job outfit delivered to Malibu Club in Vice P
oint.
004E: end_thread
:Label02B5D0
03A4: name_thread "PACKAGE"
0001: wait 500 ms
03E1: $1306 = packages_found
:Label02B5E4
00D6: if 0
001A: 10 > $1306 ;; integer values
004D: jump_if_false Label02B607
0001: wait 500 ms
03E1: $1306 = packages_found
0002: jump Label02B5E4
:Label02B607
03E5: text_box "PICK1" ;; Body Armor delivered to Ocean View Hotel!
0004: $1309 = 1 ;; integer values
:Label02B61C
00D6: if 0
001A: 20 > $1306 ;; integer values
004D: jump_if_false Label02B63F
0001: wait 500 ms
03E1: $1306 = packages_found
0002: jump Label02B61C
:Label02B63F
03E5: text_box "PICK3" ;; Chainsaw delivered to Ocean View Hotel!
0004: $1310 = 1 ;; integer values
:Label02B654
00D6: if 0
001A: 30 > $1306 ;; integer values
004D: jump_if_false Label02B677
0001: wait 500 ms
03E1: $1306 = packages_found
0002: jump Label02B654
:Label02B677
03E5: text_box "PICK2" ;; .357 delivered to Ocean View Hotel!
0004: $1308 = 1 ;; integer values
:Label02B68C
00D6: if 0
001A: 40 > $1306 ;; integer values
004D: jump_if_false Label02B6AF
0001: wait 500 ms
03E1: $1306 = packages_found
0002: jump Label02B68C
:Label02B6AF
03E5: text_box "PICK4" ;; Flame Thrower delivered to Ocean View Hotel!
0004: $1311 = 1 ;; integer values
:Label02B6C4
00D6: if 0
001A: 50 > $1306 ;; integer values
004D: jump_if_false Label02B6E7
if 0
$2097 == 0 ;; integer values
jump_if_false Label02B839
text_box "PICK10" ;; Hunter now available from the Army Barracks!
set_parked_car_generator $1979 cars_to_generate_to 101
$2097 = 1 ;; integer values
jump Label02B84A
:Label02B839
03E5: text_box "APACHE" ;; Hunter delivered to helipad in Ocean Beach.
014C: set_parked_car_generator $2098 cars_to_generate_to 101
:Label02B84A
004E: end_thread
:Label02B84C
0215: destroy_pickup
0215: destroy_pickup
0215: destroy_pickup
0215: destroy_pickup
0215: destroy_pickup
0215: destroy_pickup
0215: destroy_pickup
0051: return
$1318
$1319
$1320
$1321
$1322
$1323
$1324
:Label02B871
0004: $1180 = 1 ;; integer values
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label02B8B6
0169: set_fade_color 0 0 1
016A: fade 0 () 500 ms
:Label02B897
00D6: if 0
016B: fading
004D: jump_if_false Label02B8AF
0001: wait 0 ms
0002: jump Label02B897
:Label02B8AF
0002: jump Label02B8BD
:Label02B8B6
0004: $1180 = 0 ;; integer values
:Label02B8BD
00D6:
0256:
004D:
03BF:
01B4:
0002:
if 0
player $PLAYER_CHAR defined
jump_if_false Label02B8E2
set_player $PLAYER_CHAR ignored_by_everyone_to 1 (true)
set_player $PLAYER_CHAR frozen_state 0 (frozen)
jump Label02B8E9
:Label02B8E2
0004: $1180 = 0 ;; integer values
:Label02B8E9
0051: return
:Label02B8EB
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label02B980
038B: load_requested_models
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label02B912
0353: refresh_actor $PLAYER_ACTOR
:Label02B912
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 (false)
00D6: if 0
810F: NOT player $PLAYER_CHAR wanted_level > 2
004D: jump_if_false Label02B930
0110: clear_player $PLAYER_CHAR wanted_level
:Label02B930
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
0004: $1180 = 0 ;; integer values
016A: fade 1 (back) 500 ms
00D6: if 0
0038: $1351 == 0 ;; integer values
004D: jump_if_false Label02B96F
03E5: text_box "CLT_HL2" ;; When a Clothes Pickup is collected, a one star or
two star wanted level will be cleared.
0004: $1351 = 1 ;; integer values
0002: jump Label02B979
:Label02B96F
03E5: text_box "CLOHELP"
;; Clean Clothes!!
:Label02B979
0002: jump Label02B987
:Label02B980
0004: $1180 = 0 ;; integer values
:Label02B987
0051: return
:Label02B989
00D6: if 0
00F5: player $PLAYER_CHAR 0 near_point -557.1 782.1 21.8 radius 2.5 2.5 2.5
004D: jump_if_false Label02BA17
0169: set_fade_color 0 0 1
016A: fade 0 () 500 ms
:Label02B9C8
00D6: if 0
016B: fading
004D: jump_if_false Label02B9E0
0001: wait 0 ms
0002: jump Label02B9C8
:Label02B9E0
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label02BA10
0055: put_player $PLAYER_CHAR at -556.1 787.8 96.5
0171: set_player $PLAYER_CHAR z_angle_to 100.5
03C8: rotate_player-180-degrees
:Label02BA10
016A: fade 1 (back) 500 ms
:Label02BA17
0051: return
:Label02BA19
00D6: if 0
00F5: player $PLAYER_CHAR 0 near_point -551.8 787.4 97.5 radius 2.5 2.5 2.5
004D: jump_if_false Label02BAA7
0169: set_fade_color 0 0 1
016A: fade 0 () 500 ms
:Label02BA58
00D6: if 0
016B: fading
004D: jump_if_false Label02BA70
0001: wait 0 ms
0002: jump Label02BA58
:Label02BA70
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label02BAA0
0055: put_player $PLAYER_CHAR at -562.1 782.0 21.8
0171: set_player $PLAYER_CHAR z_angle_to 100.5
03C8: rotate_player-180-degrees
:Label02BAA0
016A: fade 1 (back) 500 ms
:Label02BAA7
0051: return
:Label02BAA9
00D6: if 0
00F5: player $PLAYER_CHAR 0 near_point -830.9 1312.4 10.5 radius 2.5 2.5 2.5
004D: jump_if_false Label02BB37
0169: set_fade_color 0 0 1
016A: fade 0 () 500 ms
:Label02BAE8
00D6: if 0
016B: fading
:Label02BC20
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label02BC50
0055: put_player $PLAYER_CHAR at -446.9 1128.3 55.6
0171: set_player $PLAYER_CHAR z_angle_to 282.0
03C8: rotate_player-180-degrees
:Label02BC50
016A: fade 1 (back) 500 ms
:Label02BC57
0051: return
:Label02BC59
00D6: if 0
00F5: player $PLAYER_CHAR 0 near_point -451.1 1128.1 55.6 radius 2.5 2.5 2.5
004D: jump_if_false Label02BCE7
0169: set_fade_color 0 0 1
016A: fade 0 () 500 ms
:Label02BC98
00D6: if 0
016B: fading
004D: jump_if_false Label02BCB0
0001: wait 0 ms
0002: jump Label02BC98
:Label02BCB0
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label02BCE0
0055: put_player $PLAYER_CHAR at -410.5 1117.7 10.0
0171: set_player $PLAYER_CHAR z_angle_to 179.6
03C8: rotate_player-180-degrees
:Label02BCE0
016A: fade 1 (back) 500 ms
:Label02BCE7
0051: return
:Label02BCE9
0004: $1353 =
0004: $1354 =
0004: $1355 =
0004: $1356 =
0004: $1357 =
0004: $1366 =
0004: $1389 =
0004: $1390 =
0004: $1391 =
0004: $1400 =
0004: $1372 =
0004: $1373 =
0004: $1374 =
0004: $1375 =
0004: $1376 =
0004: $1377 =
0004: $1378 =
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
;;
;;
;;
;;
;;
;;
;;
;;
;;
;;
;;
;;
;;
;;
;;
;;
;;
integer
integer
integer
integer
integer
integer
integer
integer
integer
integer
integer
integer
integer
integer
integer
integer
integer
values
values
values
values
values
values
values
values
values
values
values
values
values
values
values
values
values
0004:
0004:
03A4:
0111:
004F:
004E:
:Label02BD86
0002: jump Label02BF1D
009A: $1358 = create_actor 4 #SPECIAL20 at 445.8 1098.5
009A: $1359 = create_actor 4 #SPECIAL20 at 445.8 1098.5
009A: $1360 = create_actor 4 #SPECIAL20 at 445.8 1098.5
009A: $1361 = create_actor 4 #SPECIAL20 at 445.8 1098.5
009A: $1362 = create_actor 4 #SPECIAL20 at 445.8 1098.5
009A: $1363 = create_actor 4 #SPECIAL20 at 445.8 1098.5
009A: $1364 = create_actor 4 #SPECIAL20 at 445.8 1098.5
009A: $1365 = create_actor 4 #SPECIAL20 at 445.8 1098.5
03BC: $1381 = create_sphere -903.0 800.3 10.5 1.0
03BC: $1382 = create_sphere -903.0 800.3 10.5 1.0
03BC: $1383 = create_sphere -903.0 800.3 10.5 1.0
03BC: $1384 = create_sphere -903.0 800.3 10.5 1.0
03BC: $1385 = create_sphere -903.0 800.3 10.5 1.0
03BC: $1386 = create_sphere -903.0 800.3 10.5 1.0
03BC: $1387 = create_sphere -903.0 800.3 10.5 1.0
03BC: $1388 = create_sphere -903.0 800.3 10.5 1.0
18.25
18.25
18.25
18.25
18.25
18.25
18.25
18.25
:Label02BF1D
03A4: name_thread "FUD"
0001: wait 0 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label02D228
0008: $1380 += 1 ;; integer values
0054: store_player $PLAYER_CHAR position_to $1392 $1393 $1394
00D6: if 0
0038: $1380 == 1 ;; integer values
004D: jump_if_false Label02CA86
00D6: if 0
0121: player $PLAYER_CHAR in_zone "BEACH3"
004D: jump_if_false Label02CA7F
00D6: if 0
0038: $1003 == 1 ;; integer values
004D: jump_if_false Label02CA71
00D6: if 0
0020: $1392 > 415.0 ;; floating-point values
004D: jump_if_false Label02C4F4
00D6: if 1
0038: $1353 == 1 ;; integer values
0038: $1180 == 0 ;; integer values
004D: jump_if_false Label02C362
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label02C0A4
00D6: if 1
8118: NOT actor $1358 dead
010A: player $PLAYER_CHAR money > 0
; 8183: NOT player $PLAYER_CHAR health > 99
004D: jump_if_false Label02C098
00D6: if 0
00F6: player $PLAYER_CHAR 0 near_point_on_foot 445.66 1100.54 18.3 radius 1.0
1.0 2.0
004D: jump_if_false Label02C05A
00D6: if 0
0038: $1372 == 0 ;; integer values
004D: jump_if_false Label02C053
0004: $1372 = 1 ;; integer values
03BD: destroy_sphere $1381
0004: $1366 = 1 ;; integer values
0084: $1369 = $1358 ;; integer values and handles
0050: gosub Label02D278
0002: jump Label02BF1D
:Label02C053
0002: jump Label02C091
:Label02C05A
00D6: if 0
0038: $1372 == 1 ;; integer values
004D: jump_if_false Label02C091
03BD: destroy_sphere $1381
03BC: $1381 = create_sphere 445.66 1100.54 18.3 1.0
0004: $1372 = 0 ;; integer values
:Label02C091
0002: jump Label02C0A4
:Label02C098
0004: $1372 = 1 ;; integer values
03BD: destroy_sphere $1381
:Label02C0A4
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label02C18E
00D6: if 1
8118: NOT actor $1359 dead
010A: player $PLAYER_CHAR money > 0
; 8183: NOT player $PLAYER_CHAR health > 99
004D: jump_if_false Label02C182
00D6: if 0
00F6: player $PLAYER_CHAR 0 near_point_on_foot 436.75 1105.8 18.2 radius 1.0 1
.0 2.0
004D: jump_if_false Label02C144
00D6: if 0
0038: $1373 == 0 ;; integer values
004D: jump_if_false Label02C13D
0004: $1373 = 1 ;; integer values
03BD: destroy_sphere $1382
0004: $1366 = 2 ;; integer values
0084: $1369 = $1359 ;; integer values and handles
0050: gosub Label02D278
0002: jump Label02BF1D
:Label02C13D
0002: jump Label02C17B
:Label02C144
00D6: if 0
0038: $1373 == 1 ;; integer values
004D: jump_if_false Label02C17B
009A:
0173:
0084:
0050:
03BD:
03BC:
009A:
0173:
0084:
0050:
03BD:
03BC:
0004:
:Label02C4ED
0002: jump Label02C4FB
:Label02C4F4
0050: gosub Label02E12D
:Label02C4FB
00D6: if 0
0022: 410.0 > $1392 ;; floating-point values
004D: jump_if_false Label02CA63
00D6: if 1
0038: $1354 == 1 ;; integer values
0038: $1180 == 0 ;; integer values
004D: jump_if_false Label02C8D1
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label02C613
00D6: if 1
8118: NOT actor $1362 dead
010A: player $PLAYER_CHAR money > 0
; 8183: NOT player $PLAYER_CHAR health > 99
004D: jump_if_false Label02C607
00D6: if 0
00F6: player $PLAYER_CHAR 0 near_point_on_foot 375.76 1147.7 18.6 radius 1.0 1
.0 2.0
004D: jump_if_false Label02C5C9
00D6: if 0
0038: $1376 == 0 ;; integer values
004D: jump_if_false Label02C5C2
0004: $1376 = 1 ;; integer values
03BD: destroy_sphere $1385
0004: $1366 = 1 ;; integer values
0084: $1369 = $1362 ;; integer values and handles
0050: gosub Label02D278
0002: jump Label02BF1D
:Label02C5C2
0002: jump Label02C600
:Label02C5C9
00D6: if 0
0038: $1376 == 1 ;; integer values
004D: jump_if_false Label02C600
03BD: destroy_sphere $1385
03BC: $1385 = create_sphere 375.76 1147.7 18.6 1.0
0004: $1376 = 0 ;; integer values
:Label02C600
0002: jump Label02C613
:Label02C607
0004: $1376 = 1 ;; integer values
03BD: destroy_sphere $1385
:Label02C613
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label02C6FD
00D6: if 1
8118: NOT actor $1363 dead
010A: player $PLAYER_CHAR money > 0
; 8183: NOT player $PLAYER_CHAR health > 99
004D: jump_if_false Label02C6F1
00D6: if 0
00F6: player $PLAYER_CHAR 0 near_point_on_foot 394.16 1139.12 18.6 radius 1.0
1.0 2.0
004D: jump_if_false Label02C6B3
00D6: if 0
0038: $1377 == 0 ;; integer values
004D: jump_if_false Label02C6AC
0004: $1377 = 1 ;; integer values
03BD: destroy_sphere $1386
0004: $1366 = 2 ;; integer values
0084: $1369 = $1363 ;; integer values and handles
0050: gosub Label02D278
0002: jump Label02BF1D
:Label02C6AC
0002: jump Label02C6EA
:Label02C6B3
00D6: if 0
0038: $1377 == 1 ;; integer values
004D: jump_if_false Label02C6EA
03BD: destroy_sphere $1386
03BC: $1386 = create_sphere 394.16 1139.12 18.6 1.0
0004: $1377 = 0 ;; integer values
:Label02C6EA
0002: jump Label02C6FD
:Label02C6F1
0004: $1377 = 1 ;; integer values
03BD: destroy_sphere $1386
:Label02C6FD
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label02C7E7
00D6: if 1
8118: NOT actor $1364 dead
010A: player $PLAYER_CHAR money > 0
; 8183: NOT player $PLAYER_CHAR health > 99
004D: jump_if_false Label02C7DB
00D6: if 0
00F6: player $PLAYER_CHAR 0 near_point_on_foot 392.96 1108.7 18.55 radius 1.0
1.0 2.0
004D: jump_if_false Label02C79D
00D6: if 0
0038: $1378 == 0 ;; integer values
004D: jump_if_false Label02C796
0004: $1378 = 1 ;; integer values
03BD: destroy_sphere $1387
0004: $1366 = 3 ;; integer values
0084: $1369 = $1364 ;; integer values and handles
0050: gosub Label02D278
0002: jump Label02BF1D
:Label02C796
0002: jump Label02C7D4
:Label02C79D
00D6: if 0
0038: $1378 == 1 ;; integer values
004D: jump_if_false Label02C7D4
03BD: destroy_sphere $1387
03BC: $1387 = create_sphere 392.96 1108.7 18.55 1.0
0004: $1378 = 0 ;; integer values
:Label02C7D4
0002: jump Label02C7E7
:Label02C7DB
0004: $1378 = 1 ;; integer values
03BD: destroy_sphere $1387
:Label02C7E7
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label02C8D1
00D6: if 1
8118: NOT actor $1365 dead
010A: player $PLAYER_CHAR money > 0
; 8183: NOT player $PLAYER_CHAR health > 99
004D: jump_if_false Label02C8C5
00D6: if 0
00F6: player $PLAYER_CHAR 0 near_point_on_foot 376.47 1101.7 18.58 radius 1.0
1.0 2.0
004D: jump_if_false Label02C887
00D6: if 0
0038: $1379 == 0 ;; integer values
004D: jump_if_false Label02C880
0004: $1379 = 1 ;; integer values
03BD: destroy_sphere $1388
0004: $1366 = 4 ;; integer values
0084: $1369 = $1365 ;; integer values and handles
0050: gosub Label02D278
0002: jump Label02BF1D
:Label02C880
0002: jump Label02C8BE
:Label02C887
00D6: if 0
0038: $1379 == 1 ;; integer values
004D: jump_if_false Label02C8BE
:Label02CA71
0050: gosub Label02E12D
:Label02CA78
0002: jump Label02CA86
:Label02CA7F
0050: gosub Label02E12D
:Label02CA86
00D6: if 1
0038: $1380 == 2 ;; integer values
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label02CCF2
00D6: if 0
0121: player $PLAYER_CHAR in_zone "HAITI"
004D: jump_if_false Label02CCE4
0004: $1389 = 1 ;; integer values
0005: $98 = 0.0 ;; floating-point values
02CE: $98 = ground_z -1039.5 80.0 50.0
00D6: if 0
0020: $98 > 0.0 ;; floating-point values
004D: jump_if_false Label02CCD6
00D6: if 0
0038: $1355 == 0 ;; integer values
004D: jump_if_false Label02CBCC
023C: load_special_actor 20 "BURGER"
:Label02CB0D
00D6: if 0
823D: NOT special_actor 20 loaded
004D: jump_if_false Label02CB33
0001: wait 0 ms
023C: load_special_actor 20 "BURGER"
0002: jump Label02CB0D
:Label02CB33
009A: $1397 = create_actor 4 #SPECIAL20 at -1039.5 80.0 10.6
0173: set_actor $1397 z_angle_to 80.0
0084: $1369 = $1397 ;; integer values and handles
0050: gosub Label02D24F
03BD: destroy_sphere $1381
03BC: $1381 = create_sphere -1041.3 80.45 10.6 1.0
00D6: if 0
0248: model #HNB available
004D: jump_if_false Label02CBC5
009A: $1398 = create_actor 4 #HNB at -1036.2 77.5 10.6
0173: set_actor $1398 z_angle_to 190.0
01ED: reset_actor $1398 flags
0372: set_actor $1398 anim 6 wait_state_time 999999 ms
:Label02CBC5
0004: $1355 = 1 ;; integer values
:Label02CBCC
00D6: if 1
0038: $1355 == 1 ;; integer values
0038: $1180 == 0 ;; integer values
004D: jump_if_false Label02CCCF
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label02CCCF
00D6: if 1
010A: player $PLAYER_CHAR money > 0
; 8183: NOT player $PLAYER_CHAR health > 99
8118: NOT actor $1397 dead
004D: jump_if_false Label02CCC3
00D6: if 0
00F6: player $PLAYER_CHAR 0 near_point_on_foot -1041.3 80.45 10.6 radius 1.0 1
.0 2.0
004D: jump_if_false Label02CC85
00D6: if 0
0038: $1372 == 0 ;; integer values
004D: jump_if_false Label02CC7E
0004: $1372 = 1 ;; integer values
03BD: destroy_sphere $1381
0004: $1366 = 2 ;; integer values
0084: $1369 = $1397 ;; integer values and handles
0050: gosub Label02D278
0002: jump Label02BF1D
:Label02CC7E
0002: jump Label02CCBC
:Label02CC85
00D6: if 0
0038: $1372 == 1 ;; integer values
004D: jump_if_false Label02CCBC
03BD: destroy_sphere $1381
03BC: $1381 = create_sphere -1041.3 80.45 10.6 1.0
0004: $1372 = 0 ;; integer values
:Label02CCBC
0002: jump Label02CCCF
:Label02CCC3
0004: $1372 = 1 ;; integer values
03BD: destroy_sphere $1381
:Label02CCCF
0002: jump Label02CCDD
:Label02CCD6
0050: gosub Label02E12D
:Label02CCDD
0002: jump Label02CCF2
:Label02CCE4
0004: $1389 = 0 ;; integer values
0050: gosub Label02E12D
:Label02CCF2
00D6: if 1
0038: $1380 == 1 ;; integer values
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label02CFF7
00D6: if 0
0121: player $PLAYER_CHAR in_zone "DTOWN"
004D:
0004:
0005:
02CE:
00D6:
0020:
004D:
00D6:
0248:
004D:
00D6:
0038:
004D:
009A:
0173:
0223:
01ED:
0291:
0243:
0004:
jump_if_false Label02CFCB
$1390 = 1 ;; integer values
$98 = 0.0 ;; floating-point values
$98 = ground_z -591.4 651.23 10.5
if 0
$98 > 0.0 ;; floating-point values
jump_if_false Label02CDC7
if 0
model #BKA available
jump_if_false Label02CDC0
if 0
$1400 == 0 ;; integer values
jump_if_false Label02CDC0
$1399 = create_actor 4 #BKA at -591.4 651.23 10.5
set_actor $1399 z_angle_to 25.0
set_actor $1399 health_to 150
reset_actor $1399 flags
unknown_actor $1399 unknown_behavior_flag 1
set_actor $1399 ped_stats_to 11
$1400 = 1 ;; integer values
:Label02CDC0
0002: jump Label02CDE5
:Label02CDC7
00D6: if 0
0038: $1400 == 1 ;; integer values
004D: jump_if_false Label02CDE5
009B: destroy_actor_instantly $1399
0004: $1400 = 0 ;; integer values
:Label02CDE5
0005: $98 = 0.0 ;; floating-point values
02CE: $98 = ground_z -904.7 800.4 10.5
00D6: if 0
0020: $98 > 0.0 ;; floating-point values
004D: jump_if_false Label02CFBD
00D6: if 0
0038: $1356 == 0 ;; integer values
004D: jump_if_false Label02CEB3
023C: load_special_actor 20 "BURGER"
:Label02CE36
00D6: if 0
823D: NOT special_actor 20 loaded
004D: jump_if_false Label02CE5C
0001: wait 0 ms
023C: load_special_actor 20 "BURGER"
0002: jump Label02CE36
:Label02CE5C
009A: $1396 = create_actor 4 #SPECIAL20 at -904.7 800.4 10.5
0173: set_actor $1396 z_angle_to 270.0
0084: $1369 = $1396 ;; integer values and handles
0050: gosub Label02D24F
03BD: destroy_sphere $1381
03BC: $1381 = create_sphere -903.0 800.3 10.5 1.0
0004: $1356 = 1 ;; integer values
:Label02CEB3
00D6: if 1
0038: $1356 == 1 ;; integer values
0038: $1180 == 0 ;; integer values
004D: jump_if_false Label02CFB6
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label02CFB6
00D6: if 1
010A: player $PLAYER_CHAR money > 0
; 8183: NOT player $PLAYER_CHAR health > 99
8118: NOT actor $1396 dead
004D: jump_if_false Label02CFAA
00D6: if 0
00F6: player $PLAYER_CHAR 0 near_point_on_foot -903.0 800.3 10.5 radius 1.0 1.
0 2.0
004D: jump_if_false Label02CF6C
00D6: if 0
0038: $1372 == 0 ;; integer values
004D: jump_if_false Label02CF65
0004: $1372 = 1 ;; integer values
03BD: destroy_sphere $1381
0004: $1366 = 2 ;; integer values
0084: $1369 = $1396 ;; integer values and handles
0050: gosub Label02D278
0002: jump Label02BF1D
:Label02CF65
0002: jump Label02CFA3
:Label02CF6C
00D6: if 0
0038: $1372 == 1 ;; integer values
004D: jump_if_false Label02CFA3
03BD: destroy_sphere $1381
03BC: $1381 = create_sphere -903.0 800.3 10.5 1.0
0004: $1372 = 0 ;; integer values
:Label02CFA3
0002: jump Label02CFB6
:Label02CFAA
0004: $1372 = 1 ;; integer values
03BD: destroy_sphere $1381
:Label02CFB6
0002: jump Label02CFC4
:Label02CFBD
0050: gosub Label02E12D
:Label02CFC4
0002: jump Label02CFF7
:Label02CFCB
00D6: if 0
0038: $1400 == 1 ;; integer values
004D: jump_if_false Label02CFE9
009B: destroy_actor_instantly $1399
0004: $1400 = 0 ;; integer values
:Label02CFE9
0004: $1390 = 0 ;; integer values
0050: gosub Label02E12D
:Label02CFF7
00D6: if 1
0038: $1380 == 2 ;; integer values
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label02D221
00D6: if 0
0121: player $PLAYER_CHAR in_zone "BEACH3"
004D: jump_if_false Label02D213
0004: $1391 = 1 ;; integer values
0005: $98 = 0.0 ;; floating-point values
02CE: $98 = ground_z 419.4 89.7 50.0
00D6: if 0
0020: $98 > 0.0 ;; floating-point values
004D: jump_if_false Label02D205
00D6: if 0
0038: $1357 == 0 ;; integer values
004D: jump_if_false Label02D0FB
023C: load_special_actor 20 "BURGER"
:Label02D07E
00D6: if 0
823D: NOT special_actor 20 loaded
004D: jump_if_false Label02D0A4
0001: wait 0 ms
023C: load_special_actor 20 "BURGER"
0002: jump Label02D07E
:Label02D0A4
009A: $1395 = create_actor 4 #SPECIAL20 at 419.4 89.7 10.3
0173: set_actor $1395 z_angle_to 250.0
0084: $1369 = $1395 ;; integer values and handles
0050: gosub Label02D24F
03BD: destroy_sphere $1381
03BC: $1381 = create_sphere 421.1 88.8 10.5 1.0
0004: $1357 = 1 ;; integer values
:Label02D0FB
00D6: if 1
0038: $1357 == 1 ;; integer values
0038: $1180 == 0 ;; integer values
004D: jump_if_false Label02D1FE
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label02D1FE
00D6: if 1
010A: player $PLAYER_CHAR money > 0
; 8183: NOT player $PLAYER_CHAR health > 99
8118: NOT actor $1395 dead
004D: jump_if_false Label02D1F2
00D6: if 0
00F6: player $PLAYER_CHAR 0 near_point_on_foot 421.1 88.8 10.5 radius 1.0 1.0
2.0
004D: jump_if_false Label02D1B4
00D6: if 0
0038: $1372 == 0 ;; integer values
004D: jump_if_false Label02D1AD
0004:
03BD:
0004:
0084:
0050:
0002:
:Label02D1AD
0002: jump Label02D1EB
:Label02D1B4
00D6: if 0
0038: $1372 == 1 ;; integer values
004D: jump_if_false Label02D1EB
03BD: destroy_sphere $1381
03BC: $1381 = create_sphere 421.1 88.8 10.5 1.0
0004: $1372 = 0 ;; integer values
:Label02D1EB
0002: jump Label02D1FE
:Label02D1F2
0004: $1372 = 1 ;; integer values
03BD: destroy_sphere $1381
:Label02D1FE
0002: jump Label02D20C
:Label02D205
0050: gosub Label02E12D
:Label02D20C
0002: jump Label02D221
:Label02D213
0004: $1391 = 0 ;; integer values
0050: gosub Label02E12D
:Label02D221
0002: jump Label02D22F
:Label02D228
0050: gosub Label02E12D
:Label02D22F
00D6: if 0
0018: $1380 > 1 ;; integer values
004D: jump_if_false Label02D248
0004: $1380 = 0 ;; integer values
:Label02D248
0002: jump Label02BF1D
:Label02D24F
01ED: reset_actor $1369 flags
011A: set_actor $1369 flags 1048576
011A: set_actor $1369 flags 8388608
056B: $1369 1
0350: unknown_actor $1369 not_scared_flag 1
0051: return
:Label02D278
0004: $1180 = 1 ;; integer values
00D6: if 0
8118: NOT actor $1369 dead
004D: jump_if_false Label02D2C4
0050: gosub Label02D2CD
; 00D6: if 0
; 0038: $ONMISSION == 0 ;; integer values
; 004D: jump_if_false Label02D2B6
0050: gosub Label02D323
0050: gosub Label02D5D7
:Label02D2B6
0050: gosub Label02E0BA
0050: gosub Label02D303
:Label02D2C4
0004: $1180 = 0 ;; integer values
0051: return
:Label02D2CD
00D6: if 1
0256: player $PLAYER_CHAR defined
8118: NOT actor $1369 dead
004D: jump_if_false Label02D2FF
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 (true)
020E: actor $PLAYER_ACTOR look_at_actor $1369
0002: jump Label02D301
:Label02D2FF
0051: return
:Label02D301
0051: return
:Label02D303
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label02D321
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 (false)
:Label02D321
0051: return
:Label02D323
00D6: if 1
0256: player $PLAYER_CHAR defined
8118: NOT actor $1369 dead
004D: jump_if_false Label02D5D5
0209: $1367 = random_int 1 15
00D6: if 0
0038: $1367 == 1 ;; integer values
004D: jump_if_false Label02D36D
03CF: load_wav "GIMME01" as 2
0050: gosub Label02E058
0050: gosub Label02E08A
:Label02D36D
00D6: if 0
0038: $1367 == 2 ;; integer values
004D: jump_if_false Label02D399
03CF: load_wav "GIMME02" as 2
0050: gosub Label02E058
0050: gosub Label02E08A
:Label02D399
00D6: if 0
0038: $1367 == 3 ;; integer values
004D: jump_if_false Label02D3C5
03CF: load_wav "GIMME03" as 2
0050: gosub Label02E058
0050: gosub Label02E08A
:Label02D3C5
00D6: if 0
0038: $1367 == 4 ;; integer values
004D: jump_if_false Label02D3F1
03CF: load_wav "GIMME04" as 2
0050: gosub Label02E058
0050: gosub Label02E08A
:Label02D3F1
00D6: if 0
0038: $1367 == 5 ;; integer values
004D: jump_if_false Label02D41D
03CF: load_wav "GIMME05" as 2
0050: gosub Label02E058
0050: gosub Label02E08A
:Label02D41D
00D6: if 0
0038: $1367 == 6 ;; integer values
004D: jump_if_false Label02D449
03CF: load_wav "GIMME06" as 2
0050: gosub Label02E058
0050: gosub Label02E08A
:Label02D449
00D6: if 0
0038: $1367 == 7 ;; integer values
004D: jump_if_false Label02D475
03CF: load_wav "GIMME07" as 2
0050: gosub Label02E058
0050: gosub Label02E08A
:Label02D475
00D6: if 0
0038: $1367 == 8 ;; integer values
004D: jump_if_false Label02D4A1
03CF: load_wav "GIMME08" as 2
0050: gosub Label02E058
0050: gosub Label02E08A
:Label02D4A1
00D6: if 0
0038: $1367 == 9 ;; integer values
004D: jump_if_false Label02D4CD
004D:
0209:
00D6:
001A:
004D:
00D6:
0038:
004D:
0209:
00D6:
0038:
004D:
03CF:
0050:
0050:
jump_if_false Label02E056
$1368 = random_int 1 30
if 0
11 > $1368 ;; integer values
jump_if_false Label02DCDD
if 0
$1366 == 1 ;; integer values
jump_if_false Label02D839
$1368 = random_int 1 12
if 0
$1368 == 1 ;; integer values
jump_if_false Label02D655
load_wav "BURG_01" as 2
gosub Label02E058
gosub Label02E08A
:Label02D655
00D6: if 0
0038: $1368 == 2 ;; integer values
004D: jump_if_false Label02D681
03CF: load_wav "BURG_02" as 2
0050: gosub Label02E058
0050: gosub Label02E08A
:Label02D681
00D6: if 0
0038: $1368 == 3 ;; integer values
004D: jump_if_false Label02D6AD
03CF: load_wav "BURG_03" as 2
0050: gosub Label02E058
0050: gosub Label02E08A
:Label02D6AD
00D6: if 0
0038: $1368 == 4 ;; integer values
004D: jump_if_false Label02D6D9
03CF: load_wav "BURG_04" as 2
0050: gosub Label02E058
0050: gosub Label02E08A
:Label02D6D9
00D6: if 0
0038: $1368 == 5 ;; integer values
004D: jump_if_false Label02D705
03CF: load_wav "BURG_05" as 2
0050: gosub Label02E058
0050: gosub Label02E08A
:Label02D705
00D6: if 0
0038: $1368 == 6 ;; integer values
004D: jump_if_false Label02D731
03CF: load_wav "BURG_06" as 2
0050: gosub Label02E058
0050: gosub Label02E08A
:Label02D731
00D6: if 0
0038: $1368 == 7 ;; integer values
004D: jump_if_false Label02D75D
:Label02D9E0
00D6: if 0
0038: $1366 == 3 ;; integer values
004D: jump_if_false Label02DB5B
0209: $1368 = random_int 1 8
00D6: if 0
0038: $1368 == 1 ;; integer values
004D: jump_if_false Label02DA27
03CF: load_wav "SHAFT01" as 2
0050: gosub Label02E058
0050: gosub Label02E08A
:Label02DA27
00D6: if 0
0038: $1368 == 2 ;; integer values
004D: jump_if_false Label02DA53
03CF: load_wav "SHAFT02" as 2
0050: gosub Label02E058
0050: gosub Label02E08A
:Label02DA53
00D6: if 0
0038: $1368 == 3 ;; integer values
004D: jump_if_false Label02DA7F
03CF: load_wav "SHAFT03" as 2
0050: gosub Label02E058
0050: gosub Label02E08A
:Label02DA7F
00D6: if 0
0038: $1368 == 4 ;; integer values
004D: jump_if_false Label02DAAB
03CF: load_wav "SHAFT04" as 2
0050: gosub Label02E058
0050: gosub Label02E08A
:Label02DAAB
00D6: if 0
0038: $1368 == 5 ;; integer values
004D: jump_if_false Label02DAD7
03CF: load_wav "SHAFT05" as 2
0050: gosub Label02E058
0050: gosub Label02E08A
:Label02DAD7
00D6: if 0
0038: $1368 == 6 ;; integer values
004D: jump_if_false Label02DB03
03CF: load_wav "SHAFT06" as 2
0050: gosub Label02E058
0050: gosub Label02E08A
:Label02DB03
00D6: if 0
0038: $1368 == 7 ;; integer values
004D: jump_if_false Label02DB2F
03CF: load_wav "SHAFT07" as 2
0050: gosub Label02E058
0050: gosub Label02E08A
:Label02DB2F
00D6: if 0
0038: $1368 == 8 ;; integer values
004D: jump_if_false Label02DB5B
03CF: load_wav "SHAFT08" as 2
0050: gosub Label02E058
0050: gosub Label02E08A
:Label02DB5B
00D6: if 0
0038: $1366 == 4 ;; integer values
004D: jump_if_false Label02DCD6
0209: $1368 = random_int 1 8
00D6: if 0
0038: $1368 == 1 ;; integer values
004D: jump_if_false Label02DBA2
03CF: load_wav "BAND_01" as 2
0050: gosub Label02E058
0050: gosub Label02E08A
:Label02DBA2
00D6: if 0
0038: $1368 == 2 ;; integer values
004D: jump_if_false Label02DBCE
03CF: load_wav "BAND_02" as 2
0050: gosub Label02E058
0050: gosub Label02E08A
:Label02DBCE
00D6: if 0
0038: $1368 == 3 ;; integer values
004D: jump_if_false Label02DBFA
03CF: load_wav "BAND_03" as 2
0050: gosub Label02E058
0050: gosub Label02E08A
:Label02DBFA
00D6: if 0
0038: $1368 == 4 ;; integer values
004D: jump_if_false Label02DC26
03CF: load_wav "BAND_04" as 2
0050: gosub Label02E058
0050: gosub Label02E08A
:Label02DC26
00D6: if 0
0038: $1368 == 5 ;; integer values
004D: jump_if_false Label02DC52
03CF: load_wav "BAND_05" as 2
0050: gosub Label02E058
0050: gosub Label02E08A
:Label02DC52
00D6: if 0
0038: $1368 == 6 ;; integer values
004D: jump_if_false Label02DC7E
03CF: load_wav "BAND_06" as 2
0050: gosub Label02E058
0050: gosub Label02E08A
:Label02DC7E
00D6: if 0
0038: $1368 == 7 ;; integer values
004D: jump_if_false Label02DCAA
03CF: load_wav "BAND_07" as 2
0050: gosub Label02E058
0050: gosub Label02E08A
:Label02DCAA
00D6: if 0
0038: $1368 == 8 ;; integer values
004D: jump_if_false Label02DCD6
03CF: load_wav "BAND_08" as 2
0050: gosub Label02E058
0050: gosub Label02E08A
:Label02DCD6
0002: jump Label02E056
:Label02DCDD
0209: $1368 = random_int 1 20
00D6: if 0
0038: $1368 == 1 ;; integer values
004D: jump_if_false Label02DD12
03CF: load_wav "FUD_01" as 2
0050: gosub Label02E058
0050: gosub Label02E08A
:Label02DD12
00D6: if 0
0038: $1368 == 2 ;; integer values
004D: jump_if_false Label02DD3E
03CF: load_wav "FUD_02" as 2
0050: gosub Label02E058
0050: gosub Label02E08A
:Label02DD3E
00D6: if 0
0038: $1368 == 3 ;; integer values
004D: jump_if_false Label02DD6A
03CF: load_wav "FUD_03" as 2
0050: gosub Label02E058
0050: gosub Label02E08A
:Label02DD6A
00D6: if 0
0038: $1368 == 4 ;; integer values
004D: jump_if_false Label02DD96
03CF: load_wav "FUD_04" as 2
0050: gosub Label02E058
0050: gosub Label02E08A
:Label02DD96
00D6: if 0
0038: $1368 == 5 ;; integer values
004D: jump_if_false Label02DDC2
03CF: load_wav "FUD_05" as 2
0050: gosub Label02E058
0050: gosub Label02E08A
:Label02DDC2
00D6: if 0
0038: $1368 == 6 ;; integer values
004D: jump_if_false Label02DDEE
03CF: load_wav "FUD_06" as 2
0050: gosub Label02E058
0050: gosub Label02E08A
:Label02DDEE
00D6: if 0
0038: $1368 == 7 ;; integer values
004D: jump_if_false Label02DE1A
03CF: load_wav "FUD_07" as 2
0050: gosub Label02E058
0050: gosub Label02E08A
:Label02DE1A
00D6: if 0
0038: $1368 == 8 ;; integer values
004D: jump_if_false Label02DE46
03CF: load_wav "FUD_08" as 2
0050: gosub Label02E058
0050: gosub Label02E08A
:Label02DE46
00D6: if 0
0038: $1368 == 9 ;; integer values
004D: jump_if_false Label02DE72
03CF: load_wav "FUD_09" as 2
0050: gosub Label02E058
0050: gosub Label02E08A
:Label02DE72
00D6: if 0
0038: $1368 == 10 ;; integer values
004D: jump_if_false Label02DE9E
03CF: load_wav "FUD_10" as 2
0050: gosub Label02E058
0050: gosub Label02E08A
:Label02DE9E
00D6: if 0
0038: $1368 == 11 ;; integer values
004D: jump_if_false Label02DECA
03CF: load_wav "FUD_11" as 2
0050: gosub Label02E058
0050: gosub Label02E08A
:Label02DECA
00D6: if 0
0038: $1368 == 12 ;; integer values
004D: jump_if_false Label02DEF6
03CF: load_wav "FUD_12" as 2
0050: gosub Label02E058
0050: gosub Label02E08A
:Label02DEF6
00D6: if 0
0038: $1368 == 13 ;; integer values
004D: jump_if_false Label02DF22
:Label02E056
0051: return
:Label02E058
00D6: if 0
83D0: NOT wav 2 loaded
004D: jump_if_false Label02E084
0001: wait 0 ms
00D6: if 0
8256: NOT player $PLAYER_CHAR defined
004D: jump_if_false Label02E07D
0051: return
:Label02E07D
0002: jump Label02E058
:Label02E084
03D1: play_wav 2
0051: return
:Label02E08A
00D6: if 0
83D2: NOT wav 2 ended
004D: jump_if_false Label02E0B6
0001: wait 0 ms
00D6: if 0
8256: NOT player $PLAYER_CHAR defined
004D: jump_if_false Label02E0AF
0051: return
:Label02E0AF
0002: jump Label02E08A
:Label02E0B6
00BE: text_clear_all
0051: return
:Label02E0BA
00D6: if 1
0256: player $PLAYER_CHAR defined
8118: NOT actor $1369 dead
004D: jump_if_false Label02E12B
0225: $1370 = player $PLAYER_CHAR health
0010: $1370 *= -1 ;; integer values
0008: $1370 += 100 ;; integer values
010B: $1371 = player $PLAYER_CHAR money
00D6: if 0
001C: $1370 > $1371 ;; integer values
004D: jump_if_false Label02E108
0084: $1370 = $1371 ;; integer values and handles
:Label02E108
0010: $1370 *= -1 ;; integer values
0109: player $PLAYER_CHAR money += $1370
0222: set_player $PLAYER_CHAR health_to 200
$Food = 100
018C: play_sound 1 at $1392 $1393 $1394
:Label02E12B
0051: return
:Label02E12D
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label02E152
0054: store_player $PLAYER_CHAR position_to $1392 $1393 $1394
0002: jump Label02E17C
:Label02E152
0050: gosub Label02E2CF
0004: $1353 = 0 ;; integer
0004: $1354 = 0 ;; integer
0004: $1355 = 0 ;; integer
0004: $1356 = 0 ;; integer
0004: $1357 = 0 ;; integer
values
values
values
values
values
:Label02E17C
00D6: if 0
0038: $1353 == 1 ;; integer values
004D: jump_if_false Label02E1DD
00D6: if 21
0022: 410.0 > $1392 ;; floating-point values
0038: $1003 == 0 ;; integer values
004D: jump_if_false Label02E1DD
009B: destroy_actor_instantly $1358
009B: destroy_actor_instantly $1359
009B: destroy_actor_instantly $1360
009B: destroy_actor_instantly $1361
03BD: destroy_sphere $1381
03BD: destroy_sphere $1382
03BD: destroy_sphere $1383
03BD: destroy_sphere $1384
0296: unload_special_actor 20
0004: $1353 = 0 ;; integer values
:Label02E1DD
00D6: if 0
0038: $1354 == 1 ;; integer values
004D: jump_if_false Label02E23E
00D6: if 21
0020: $1392 > 415.0 ;; floating-point values
0038: $1003 == 0 ;; integer values
004D: jump_if_false Label02E23E
009B: destroy_actor_instantly $1362
009B: destroy_actor_instantly $1363
009B: destroy_actor_instantly $1364
009B: destroy_actor_instantly $1365
03BD: destroy_sphere $1385
03BD: destroy_sphere $1386
03BD: destroy_sphere $1387
03BD: destroy_sphere $1388
0296: unload_special_actor 20
0004: $1354 = 0 ;; integer values
:Label02E23E
00D6: if 1
0038: $1355 == 1 ;; integer values
0038: $1389 == 0 ;; integer values
004D: jump_if_false Label02E271
009B: destroy_actor_instantly $1397
009B:
0296:
03BD:
0004:
destroy_actor_instantly $1398
unload_special_actor 20
destroy_sphere $1381
$1355 = 0 ;; integer values
:Label02E271
00D6: if 1
0038: $1356 == 1 ;; integer values
0038: $1390 == 0 ;; integer values
004D: jump_if_false Label02E29F
009B: destroy_actor_instantly $1396
0296: unload_special_actor 20
03BD: destroy_sphere $1381
0004: $1356 = 0 ;; integer values
:Label02E29F
00D6: if 1
0038: $1357 == 1 ;; integer values
0038: $1391 == 0 ;; integer values
004D: jump_if_false Label02E2CD
009B: destroy_actor_instantly $1395
0296: unload_special_actor 20
03BD: destroy_sphere $1381
0004: $1357 = 0 ;; integer values
:Label02E2CD
0051: return
:Label02E2CF
009B: destroy_actor_instantly
009B: destroy_actor_instantly
009B: destroy_actor_instantly
009B: destroy_actor_instantly
009B: destroy_actor_instantly
009B: destroy_actor_instantly
009B: destroy_actor_instantly
009B: destroy_actor_instantly
009B: destroy_actor_instantly
009B: destroy_actor_instantly
009B: destroy_actor_instantly
009B: destroy_actor_instantly
03BD: destroy_sphere $1381
03BD: destroy_sphere $1382
03BD: destroy_sphere $1383
03BD: destroy_sphere $1384
03BD: destroy_sphere $1385
03BD: destroy_sphere $1386
03BD: destroy_sphere $1387
03BD: destroy_sphere $1388
0296: unload_special_actor 20
0051: return
$1358
$1359
$1360
$1361
$1362
$1363
$1364
$1365
$1395
$1396
$1397
$1398
:Label02FEC2
0004: $1524 = -60000 ;; integer values
0004: $1525 = -60000 ;; integer values
0004: $1526 = -60000 ;; integer values
0004: $1527 = 0 ;; integer values
0004: $1530 = 0 ;; integer values
0004: $864 = 0 ;; integer values
0004: $1540 = 0 ;; integer values
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
03A4:
0111:
004F:
004F:
004F:
004F:
004F:
004E:
:Label02FFA4
03A4: name_thread "SHOP1"
:Label02FFAE
0001: wait 0 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label03038B
00D6: if 1
0121: player $PLAYER_CHAR in_zone "BEACH3"
0038: $1003 == 0 ;; integer values
004D: jump_if_false Label030384
00D6: if 0
00F5: player $PLAYER_CHAR 0 near_point 449.7 781.5 12.2 radius 30.0 30.0 30.0
004D: jump_if_false Label0300ED
00D6: if 0
0038: $1527 == 0 ;; integer values
004D: jump_if_false Label03007C
0050: gosub Label0312E4
0084: $1533 = $859 ;; integer values and handles
0060: $1533 -= $1524 ;; integer values
00D6: if 0
0018: $1533 > 60000 ;; integer values
004D: jump_if_false Label03006E
009A: $1532 = create_actor 4 #SPECIAL16 at 450.0 782.5 12.2
0050: gosub Label03147C
:Label03006E
0004: $1527 = 1 ;; integer values
0002: jump Label0300E6
:Label03007C
00D6: if 0
0018: $1533 > 60000 ;; integer values
004D: jump_if_false Label0300E6
00D6:
8118:
004D:
00D6:
0057:
004D:
0050:
if 0
NOT actor $1532 dead
jump_if_false Label0300DF
if 0
player $PLAYER_CHAR 0 in_cube 472.7 800.4 11.5 438.1 779.0 17.0
jump_if_false Label0300D8
gosub Label030FD6
:Label0300D8
0002: jump Label0300E6
:Label0300DF
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 1
:Label0300E6
0002: jump Label030106
:Label0300ED
00D6: if 0
0038: $1527 == 1 ;; integer values
004D: jump_if_false Label030106
0050: gosub Label031322
:Label030106
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label030245
00D6: if 0
00F5: player $PLAYER_CHAR 0 near_point 383.2 759.7 11.0 radius 30.0 30.0 30.0
004D: jump_if_false Label03022C
00D6: if 0
0038: $1528 == 0 ;; integer values
004D: jump_if_false Label0301BB
0050: gosub Label0312E4
0084: $1534 = $859 ;; integer values and handles
0060: $1534 -= $1525 ;; integer values
00D6: if 0
0018: $1534 > 60000 ;; integer values
004D: jump_if_false Label0301AD
009A: $1532 = create_actor 4 #SPECIAL16 at 383.2 759.7 11.0
0173: set_actor $1532 z_angle_to 180.0
0050: gosub Label03147C
:Label0301AD
0004: $1528 = 1 ;; integer values
0002: jump Label030225
:Label0301BB
00D6: if 0
0018: $1534 > 60000 ;; integer values
004D: jump_if_false Label030225
00D6: if 0
8118: NOT actor $1532 dead
004D: jump_if_false Label03021E
00D6: if 0
00F5: player $PLAYER_CHAR 0 near_point 383.2 759.7 11.0 radius 8.0 8.0 6.0
004D: jump_if_false Label030217
0050: gosub Label030FD6
:Label030217
00D6: if 0
0038: $1529 == 1 ;; integer values
004D: jump_if_false Label030384
0050: gosub Label031322
:Label030384
0002: jump Label030392
:Label03038B
0050: gosub Label031322
:Label030392
0002: jump Label02FFAE
:Label030399
03A4: name_thread "SHOP2"
:Label0303A3
0001: wait 0 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label030505
00D6: if 0
0121: player $PLAYER_CHAR in_zone "HAITI"
004D: jump_if_false Label0304FE
00D6: if 0
00F5: player $PLAYER_CHAR 0 near_point -846.6 -72.6 10.8 radius 30.0 30.0 30.0
004D:
00D6:
0038:
004D:
0050:
0084:
0060:
00D6:
0018:
004D:
009A:
0173:
0050:
jump_if_false Label0304E5
if 0
$1527 == 0 ;; integer values
jump_if_false Label030474
gosub Label0312E4
$1533 = $859 ;; integer values and handles
$1533 -= $1524 ;; integer values
if 0
$1533 > 60000 ;; integer values
jump_if_false Label030466
$1532 = create_actor 4 #SPECIAL16 at -846.6 -72.6 10.8
set_actor $1532 z_angle_to 166.0
gosub Label03147C
:Label030466
0004: $1527 = 1 ;; integer values
0002: jump Label0304DE
:Label030474
00D6: if 0
0018: $1533 > 60000 ;; integer values
004D: jump_if_false Label0304DE
00D6: if 0
8118: NOT actor $1532 dead
004D: jump_if_false Label0304D7
00D6: if 0
00F5: player $PLAYER_CHAR 0 near_point -846.6 -72.6 10.8 radius 8.0 8.0 6.0
004D: jump_if_false Label0304D0
0050: gosub Label030FD6
:Label0304D0
0002: jump Label0304DE
:Label0304D7
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 1
:Label0304DE
0002: jump Label0304FE
:Label0304E5
00D6: if 0
0038: $1527 == 1 ;; integer values
004D: jump_if_false Label0304FE
0050: gosub Label031322
:Label0304FE
0002: jump Label03050C
:Label030505
0050: gosub Label031322
:Label03050C
0002: jump Label0303A3
:Label030513
03A4: name_thread "SHOP3"
:Label03051D
0001: wait 0 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label0307BE
00D6: if 0
0121: player $PLAYER_CHAR in_zone "DTOWN"
004D: jump_if_false Label0307B7
00D6: if 0
00F5: player $PLAYER_CHAR 0 near_point -830.4 741.9 10.6 radius 30.0 30.0 30.0
004D:
00D6:
0038:
004D:
0050:
0084:
0060:
00D6:
0018:
004D:
009A:
0173:
0050:
jump_if_false Label03065F
if 0
$1527 == 0 ;; integer values
jump_if_false Label0305EE
gosub Label0312E4
$1533 = $859 ;; integer values and handles
$1533 -= $1524 ;; integer values
if 0
$1533 > 60000 ;; integer values
jump_if_false Label0305E0
$1532 = create_actor 4 #SPECIAL16 at -830.4 741.9 10.6
set_actor $1532 z_angle_to 90.0
gosub Label03147C
:Label0305E0
0004: $1527 = 1 ;; integer values
0002: jump Label030658
:Label0305EE
00D6: if 0
0018: $1533 > 60000 ;; integer values
004D: jump_if_false Label030658
00D6: if 0
8118: NOT actor $1532 dead
004D:
00D6:
00F5:
004D:
0050:
jump_if_false Label030651
if 0
player $PLAYER_CHAR 0 near_point -830.4 741.9 10.6 radius 8.0 8.0 6.0
jump_if_false Label03064A
gosub Label030FD6
:Label03064A
0002: jump Label030658
:Label030651
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 1
:Label030658
0002: jump Label030678
:Label03065F
00D6: if 0
0038: $1527 == 1 ;; integer values
004D: jump_if_false Label030678
0050: gosub Label031322
:Label030678
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label0307B7
00D6: if 0
00F5: player $PLAYER_CHAR 0 near_point -854.3 850.0 10.6 radius 30.0 30.0 30.0
004D:
00D6:
0038:
004D:
0050:
0084:
0060:
00D6:
0018:
004D:
009A:
0173:
0050:
jump_if_false Label03079E
if 0
$1528 == 0 ;; integer values
jump_if_false Label03072D
gosub Label0312E4
$1534 = $859 ;; integer values and handles
$1534 -= $1525 ;; integer values
if 0
$1534 > 60000 ;; integer values
jump_if_false Label03071F
$1532 = create_actor 4 #SPECIAL16 at -854.3 850.0 10.6
set_actor $1532 z_angle_to 110.0
gosub Label03147C
:Label03071F
0004: $1528 = 1 ;; integer values
0002: jump Label030797
:Label03072D
00D6: if 0
0018: $1534 > 60000 ;; integer values
004D: jump_if_false Label030797
00D6: if 0
8118: NOT actor $1532 dead
004D: jump_if_false Label030790
00D6: if 0
00F5: player $PLAYER_CHAR 0 near_point -854.3 850.0 10.6 radius 8.0 8.0 6.0
004D: jump_if_false Label030789
0050: gosub Label030FD6
:Label030789
0002: jump Label030797
:Label030790
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 1
:Label030797
0002: jump Label0307B7
:Label03079E
00D6: if 0
0038: $1528 == 1 ;; integer values
004D: jump_if_false Label0307B7
0050: gosub Label031322
:Label0307B7
0002: jump Label0307C5
:Label0307BE
0050: gosub Label031322
:Label0307C5
0002: jump Label03051D
:Label0307CC
03A4: name_thread "SHOP4"
:Label0307D6
0001: wait 0 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label030BD6
00D6: if 0
0121: player $PLAYER_CHAR in_zone "HAVANA"
004D: jump_if_false Label030BCF
00D6: if 0
00F5: player $PLAYER_CHAR 0 near_point -859.2 -632.7 10.6 radius 30.0 30.0 30.
0
004D: jump_if_false Label030918
00D6: if 0
0038: $1527 == 0 ;; integer values
004D: jump_if_false Label0308A7
0050: gosub Label0312E4
0084: $1533 = $859 ;; integer values and handles
0060: $1533 -= $1524 ;; integer values
00D6: if 0
0018: $1533 > 60000 ;; integer values
004D: jump_if_false Label030899
009A: $1532 = create_actor 4 #SPECIAL16 at -858.8 -632.66 10.6
0173: set_actor $1532 z_angle_to 193.0
0050: gosub Label03147C
:Label030899
0004: $1527 = 1 ;; integer values
0002: jump Label030911
:Label0308A7
00D6: if 0
0018: $1533 > 60000 ;; integer values
004D: jump_if_false Label030911
00D6: if 0
8118: NOT actor $1532 dead
004D:
00D6:
00F5:
004D:
0050:
jump_if_false Label03090A
if 0
player $PLAYER_CHAR 0 near_point -859.2 -632.7 10.6 radius 8.0 8.0 6.0
jump_if_false Label030903
gosub Label030FD6
:Label030903
0002: jump Label030911
:Label03090A
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 1
:Label030911
0002: jump Label030931
:Label030918
00D6: if 0
0038: $1527 == 1 ;; integer values
004D: jump_if_false Label030931
0050: gosub Label031322
:Label030931
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label030A80
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label030A80
00D6: if 0
00F5: player $PLAYER_CHAR 0 near_point -1167.1 -615.8 11.0 radius 30.0 30.0 30
.0
004D: jump_if_false Label030A67
00D6: if 0
0038: $1528 == 0 ;; integer values
004D: jump_if_false Label0309F6
0050: gosub Label0312E4
0084: $1534 = $859 ;; integer values and handles
0060: $1534 -= $1525 ;; integer values
00D6: if 0
0018: $1534 > 60000 ;; integer values
004D: jump_if_false Label0309E8
009A: $1532 = create_actor 4 #SPECIAL16 at -1167.1 -615.8 11.0
0173: set_actor $1532 z_angle_to 90.0
0050: gosub Label03147C
:Label0309E8
0004: $1528 = 1 ;; integer values
0002: jump Label030A60
:Label0309F6
00D6: if 0
0018: $1534 > 60000 ;; integer values
004D: jump_if_false Label030A60
00D6: if 0
8118: NOT actor $1532 dead
004D: jump_if_false Label030A59
00D6: if 0
00F5: player $PLAYER_CHAR 0 near_point -1167.1 -615.8 11.0 radius 8.0 8.0 6.0
004D: jump_if_false Label030A52
0050: gosub Label030FD6
:Label030A52
0002: jump Label030A60
:Label030A59
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 1
:Label030A60
0002: jump Label030A80
:Label030A67
00D6: if 0
0038: $1528 == 1 ;; integer values
004D: jump_if_false Label030A80
0050: gosub Label031322
:Label030A80
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label030BCF
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label030BCF
00D6: if 0
00F5: player $PLAYER_CHAR 0 near_point -1192.2 -323.7 11.1 radius 30.0 30.0 30
.0
004D: jump_if_false Label030BB6
00D6: if 0
0038: $1529 == 0 ;; integer values
004D: jump_if_false Label030B45
0050: gosub Label0312E4
0084: $1535 = $859 ;; integer values and handles
0060: $1535 -= $1526 ;; integer values
00D6: if 0
0018: $1535 > 60000 ;; integer values
004D: jump_if_false Label030B37
009A: $1532 = create_actor 4 #SPECIAL16 at -1192.2 -323.7 11.1
0173: set_actor $1532 z_angle_to 90.0
0050: gosub Label03147C
:Label030B37
0004: $1529 = 1 ;; integer values
0002: jump Label030BAF
:Label030B45
00D6: if 0
0018: $1535 > 60000 ;; integer values
004D: jump_if_false Label030BAF
00D6: if 0
8118: NOT actor $1532 dead
004D: jump_if_false Label030BA8
00D6: if 0
00F5: player $PLAYER_CHAR 0 near_point -1192.2 -323.7 11.1 radius 8.0 8.0 6.0
004D: jump_if_false Label030BA1
0050: gosub Label030FD6
:Label030BA1
0002: jump Label030BAF
:Label030BA8
jump_if_false Label030D2A
if 0
$1527 == 0 ;; integer values
jump_if_false Label030CB9
gosub Label0312E4
$1533 = $859 ;; integer values and handles
$1533 -= $1524 ;; integer values
if 0
$1533 > 60000 ;; integer values
jump_if_false Label030CAB
$1532 = create_actor 4 #SPECIAL16 at 352.7 1111.3 24.5
set_actor $1532 z_angle_to 290.0
gosub Label03147C
:Label030CAB
0004: $1527 = 1 ;; integer values
0002: jump Label030D23
:Label030CB9
00D6: if 0
0018: $1533 > 60000 ;; integer values
004D: jump_if_false Label030D23
00D6: if 0
8118: NOT actor $1532 dead
004D: jump_if_false Label030D1C
00D6: if 0
00F5: player $PLAYER_CHAR 0 near_point 352.7 1111.3 24.5 radius 8.0 8.0 6.0
004D: jump_if_false Label030D15
0050: gosub Label030FD6
:Label030D15
0002: jump Label030D23
:Label030D1C
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 1
:Label030D23
0002: jump Label030D43
:Label030D2A
00D6: if 0
0038: $1527 == 1 ;; integer values
004D: jump_if_false Label030D43
0050: gosub Label031322
:Label030D43
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label030E82
00D6: if 0
00F5: player $PLAYER_CHAR 0 near_point 423.5 1039.4 18.1 radius 30.0 30.0 15.0
004D:
00D6:
0038:
004D:
0050:
0084:
0060:
00D6:
0018:
004D:
009A:
0173:
0050:
jump_if_false Label030E69
if 0
$1528 == 0 ;; integer values
jump_if_false Label030DF8
gosub Label0312E4
$1534 = $859 ;; integer values and handles
$1534 -= $1525 ;; integer values
if 0
$1534 > 60000 ;; integer values
jump_if_false Label030DEA
$1532 = create_actor 4 #SPECIAL16 at 423.5 1039.4 18.1
set_actor $1532 z_angle_to 136.0
gosub Label03147C
:Label030DEA
0004: $1528 = 1 ;; integer values
0002: jump Label030E62
:Label030DF8
00D6: if 0
0018: $1534 > 60000 ;; integer values
004D: jump_if_false Label030E62
00D6: if 0
8118: NOT actor $1532 dead
004D: jump_if_false Label030E5B
00D6: if 0
00F5: player $PLAYER_CHAR 0 near_point 423.5 1039.4 18.1 radius 8.0 8.0 6.0
004D: jump_if_false Label030E54
0050: gosub Label030FD6
:Label030E54
0002: jump Label030E62
:Label030E5B
jump_if_false Label030FA8
if 0
$1529 == 0 ;; integer values
jump_if_false Label030F37
gosub Label0312E4
$1535 = $859 ;; integer values and handles
$1535 -= $1526 ;; integer values
if 0
$1535 > 60000 ;; integer values
jump_if_false Label030F29
$1532 = create_actor 4 #SPECIAL16 at 468.7 1206.6 19.0
set_actor $1532 z_angle_to 90.0
gosub Label03147C
:Label030F29
0004: $1529 = 1 ;; integer values
0002: jump Label030FA1
:Label030F37
00D6: if 0
0018: $1535 > 60000 ;; integer values
004D: jump_if_false Label030FA1
00D6: if 0
8118: NOT actor $1532 dead
004D: jump_if_false Label030F9A
00D6: if 0
00F5: player $PLAYER_CHAR 0 near_point 468.7 1206.6 19.0 radius 8.0 8.0 6.0
004D: jump_if_false Label030F93
0050: gosub Label030FD6
:Label030F93
0002: jump Label030FA1
:Label030F9A
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 1
:Label030FA1
0002: jump Label030FC1
:Label030FA8
00D6: if 0
0038: $1529 == 1 ;; integer values
;; integer values
;; integer values
Label031153
;; integer values
004D:
0009:
0009:
02E1:
018C:
010E:
0004:
jump_if_false Label031153
$897 += .1 ;; floating-point values
$896 += .1 ;; floating-point values
$1537 = create_cash_pickup 100 at $896 $897 $898
play_sound 13 at $896 $897 $898
set_player $PLAYER_CHAR minimum_wanted_level_to 1
$1541 = 1 ;; integer values
:Label031153
00D6: if 1
0019: 16@ > 10000 ;; integer values
001B: 14000 > 16@ ;; integer values
004D: jump_if_false Label0311B6
00D6: if 0
0038: $1542 == 0 ;; integer values
004D: jump_if_false Label0311B6
0009: $897 += .1 ;; floating-point values
02E1: $1538 = create_cash_pickup 250 at $896 $897 $898
018C: play_sound 13 at $896 $897 $898
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2
0004: $1542 = 1 ;; integer values
:Label0311B6
00D6: if 1
0019: 16@ > 14000 ;; integer values
001B: 20000 > 16@ ;; integer values
004D: jump_if_false Label031223
00D6: if 0
0038: $1543 == 0 ;; integer values
004D: jump_if_false Label031223
0009: $897 += .1 ;; floating-point values
0009: $896 += .1 ;; floating-point values
02E1: $1539 = create_cash_pickup 600 at $896 $897 $898
018C: play_sound 13 at $896 $897 $898
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 3
0004: $1543 = 1 ;; integer values
:Label031223
00D6: if 21
02DF: unknown_player $PLAYER_CHAR
031D: actor $1532 hit_by_weapon 47
004D: jump_if_false Label031241
0002: jump Label031248
:Label031241
0002: jump Label0312E2
:Label031248
00D6: if 0
0038: $1530 == 0 ;; integer values
004D: jump_if_false Label03127F
00D6: if 21
02DF: unknown_player $PLAYER_CHAR
031D: actor $1532 hit_by_weapon 47
004D: jump_if_false Label031278
0004: $1530 = 1 ;; integer values
:Label031278
0002: jump Label0312E2
:Label03127F
00D6: if 0
8118: NOT actor $1532 dead
004D: jump_if_false Label0312E2
0372: set_actor $1532 anim 0 wait_state_time 0 ms
04EB: unknown_actor $1532 bank 1 account_number 9999999
00D6: if 0
0038: $864 == 0 ;; integer values
004D: jump_if_false Label0312E2
00A0: store_actor $1532 position_to $896 $897 $898
018D: $865 = create_sound 0 at $896 $897 $898
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2
0004: $864 = 1 ;; integer values
:Label0312E2
0051: return
:Label0312E4
023C: load_special_actor 16 "S_KEEP"
:Label0312F0
00D6: if 0
823D: NOT special_actor 16 loaded
004D: jump_if_false Label031316
0001: wait 0 ms
023C: load_special_actor 16 "S_KEEP"
0002: jump Label0312F0
:Label031316
01BD: $859 = current_time_in_ms
009B: destroy_actor_instantly $1532
0051: return
:Label031322
00D6: if 0
0038: $1527 == 1 ;; integer values
004D: jump_if_false Label031365
00D6: if 21
0118: actor $1532 dead
0038: $1530 == 1 ;; integer values
004D: jump_if_false Label031365
00D6: if 0
0018: $1533 > 60000 ;; integer values
004D: jump_if_false Label031365
01BD: $1524 = current_time_in_ms
:Label031365
00D6: if 0
0038: $1528 == 1 ;; integer values
004D: jump_if_false Label0313A8
00D6: if 21
0118: actor $1532 dead
0038: $1530 == 1 ;; integer values
004D: jump_if_false Label0313A8
00D6: if 0
0018: $1534 > 60000 ;; integer values
004D: jump_if_false Label0313A8
01BD: $1525 = current_time_in_ms
:Label0313A8
00D6:
0038:
004D:
00D6:
0118:
0038:
004D:
00D6:
0018:
004D:
01BD:
if 0
$1529 == 1 ;; integer values
jump_if_false Label0313EB
if 21
actor $1532 dead
$1530 == 1 ;; integer values
jump_if_false Label0313EB
if 0
$1535 > 60000 ;; integer values
jump_if_false Label0313EB
$1526 = current_time_in_ms
:Label0313EB
0004: $1527 = 0 ;; integer values
0004: $1528 = 0 ;; integer values
0004: $1529 = 0 ;; integer values
0004: $1530 = 0 ;; integer values
0004: $864 = 0 ;; integer values
0004: $1540 = 0 ;; integer values
0004: $1541 = 0 ;; integer values
0004: $1542 = 0 ;; integer values
0004: $1543 = 0 ;; integer values
0215: destroy_pickup $1536
0215: destroy_pickup $1537
0215: destroy_pickup $1538
0215: destroy_pickup $1539
0296: unload_special_actor 16
009B: destroy_actor_instantly $1532
018E: stop_sound $865
00D6: if 0
8256: NOT player $PLAYER_CHAR defined
004D: jump_if_false Label03147A
0004: $1524 = -60000 ;; integer values
0004: $1525 = -60000 ;; integer values
0004: $1526 = -60000 ;; integer values
:Label03147A
0051: return
:Label03147C
0243: set_actor $1532 ped_stats_to 16
01ED: reset_actor $1532 flags
0350: unknown_actor $1532 not_scared_flag 1
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label0314A7
022D: set_actor $1532 to_look_at_player $PLAYER_CHAR
:Label0314A7
0051: return
:Label0314A9
00D6: if 1
00F5: player $PLAYER_CHAR 0 near_point -859.2 -632.7 10.6 radius 30.0 30.0 30.
0
0038: $1544 == 0 ;; integer values
004D: jump_if_false Label0314F2
0531: 1
0008: $1531 += 1 ;; integer values
0004: $1544 = 1 ;; integer values
:Label0314F2
00D6: if 1
00F5: player $PLAYER_CHAR 0 near_point -854.3 850.0 10.6 radius 30.0 30.0 30.0
0038:
004D:
0531:
0008:
0004:
:Label03153B
00D6: if 1
00F5: player $PLAYER_CHAR 0 near_point -830.4 741.9 10.6 radius 30.0 30.0 30.0
0038:
004D:
0531:
0008:
0004:
:Label031584
00D6: if 1
00F5: player $PLAYER_CHAR 0 near_point -846.6 -72.6 10.8 radius 30.0 30.0 30.0
0038:
004D:
0531:
0008:
0004:
:Label0315CD
00D6: if 1
00F5: player $PLAYER_CHAR 0 near_point 379.9 210.2 10.6 radius 30.0 30.0 30.0
0038: $1548 == 0 ;; integer values
004D: jump_if_false Label031616
0531: 1
0008: $1531 += 1 ;; integer values
0004: $1548 = 1 ;; integer values
:Label031616
00D6: if 1
00F5: player $PLAYER_CHAR 0 near_point 383.2 759.7 11.0 radius 30.0 30.0 30.0
0038: $1549 == 0 ;; integer values
004D: jump_if_false Label03165F
0531: 1
0008: $1531 += 1 ;; integer values
0004: $1549 = 1 ;; integer values
:Label03165F
00D6: if 1
00F5: player $PLAYER_CHAR 0 near_point 449.7 781.5 12.2 radius 30.0 30.0 30.0
0038: $1550 == 0 ;; integer values
004D: jump_if_false Label0316A8
0531: 1
0008: $1531 += 1 ;; integer values
0004: $1550 = 1 ;; integer values
:Label0316A8
00D6: if 1
00F5:
0038:
004D:
0531:
0008:
0004:
player $PLAYER_CHAR 0 near_point 352.7 1111.3 24.5 radius 30.0 30.0 15.0
$1551 == 0 ;; integer values
jump_if_false Label0316F1
1
$1531 += 1 ;; integer values
$1551 = 1 ;; integer values
:Label0316F1
00D6: if 1
00F5: player $PLAYER_CHAR 0 near_point 423.5 1039.4 18.1 radius 30.0 30.0 15.0
0038:
004D:
0531:
0008:
0004:
:Label03173A
00D6: if 1
00F5: player $PLAYER_CHAR 0 near_point 468.7 1206.6 18.2 radius 30.0 30.0 15.0
0038:
004D:
0531:
0008:
0004:
:Label031783
00D6: if 1
00F5: player $PLAYER_CHAR 0 near_point -1167.5 -613.5 11.0 radius 30.0 30.0 30
.0
0038: $1554 == 0 ;; integer values
004D: jump_if_false Label0317CC
0531: 1
0008: $1531 += 1 ;; integer values
0004: $1554 = 1 ;; integer values
:Label0317CC
00D6: if 1
00F5: player $PLAYER_CHAR 0 near_point -1192.2 -323.7 11.1 radius 30.0 30.0 30
.0
0038: $1555 == 0 ;; integer values
004D: jump_if_false Label031815
0531: 1
0008: $1531 += 1 ;; integer values
0004: $1555 = 1 ;; integer values
:Label031815
0051: return
:Label031817
03A4: name_thread "AUDIO"
0111: set_wasted_busted_check_to 0 (disabled)
004F: create_thread Label03182F
004E: end_thread
:Label03182F
03A4: name_thread "AUDIO1"
0004: $1559 = 0 ;; integer values
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
$1560
$1561
$1565
$1566
$1567
$1571
$1572
$1573
$1579
$1576
$1577
=
=
=
=
=
=
=
=
=
=
=
0
0
0
0
0
0
0
0
0
0
0
;;
;;
;;
;;
;;
;;
;;
;;
;;
;;
;;
integer
integer
integer
integer
integer
integer
integer
integer
integer
integer
integer
values
values
values
values
values
values
values
values
values
values
values
:Label03188D
0001: wait 500 ms
00BF: $9 = current_time_hours, $10 = current_time_minutes
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false Label031F2D
00D6: if 0
0121: player $PLAYER_CHAR in_zone "DTOWN"
004D: jump_if_false Label0319C2
00D6: if 0
0038: $275 == 0 ;; integer values
004D: jump_if_false Label031903
00D6: if 0
0038: $1559 == 0 ;; integer values
004D: jump_if_false Label031903
018D: $1556 = create_sound 36 at -596.018 640.916 12.0
0004: $1559 = 1 ;; integer values
:Label031903
00D6: if 0
0038: $275 == 1 ;; integer values
004D: jump_if_false Label031956
00D6: if 0
0038: $276 == 0 ;; integer values
004D: jump_if_false Label031956
00D6: if 0
0038: $1560 == 0 ;; integer values
004D: jump_if_false Label031956
018D: $1557 = create_sound 37 at -596.018 640.916 12.0
0004: $1560 = 1 ;; integer values
:Label031956
00D6: if 0
0038: $275 == 1 ;; integer values
004D: jump_if_false Label0319BB
00D6: if 0
0038: $276 == 1 ;; integer values
004D: jump_if_false Label0319BB
00D6: if 0
0038: $277 == 0 ;; integer values
004D: jump_if_false Label0319BB
00D6: if 0
0038: $1561 == 0 ;; integer values
004D: jump_if_false Label0319BB
018D: $1558 = create_sound 38 at -596.018 640.916 12.0
0004: $1561 = 1 ;; integer values
:Label0319BB
00D6:
0121:
004D:
00D6:
0028:
001A:
004D:
00D6:
0038:
0038:
0038:
004D:
018D:
0004:
if 0
player $PLAYER_CHAR in_zone "BEACH1"
jump_if_false Label031E2B
if 21
$9 >= 23 ;; integer values
7 > $9 ;; integer values
jump_if_false Label031C7B
if 2
$1571 == 0 ;; integer values
$1572 == 0 ;; integer values
$1573 == 0 ;; integer values
jump_if_false Label031C74
$1568 = create_sound 43 at 87.738 -1456.117 11.0
$1571 = 1 ;; integer values
:Label031C74
0002: jump Label031C99
:Label031C7B
00D6: if 0
0038: $1571 == 1 ;; integer values
004D: jump_if_false Label031C99
018E: stop_sound $1568
0004: $1571 = 0 ;; integer values
:Label031C99
00D6: if 1
0028: $9 >= 7 ;; integer values
001A: 15 > $9 ;; integer values
004D: jump_if_false Label031CF6
00D6: if 2
0038: $1572 == 0 ;; integer values
0038: $1571 == 0 ;; integer values
0038: $1573 == 0 ;; integer values
004D: jump_if_false Label031CEF
018D: $1569 = create_sound 44 at 87.738 -1456.117 11.0
0004: $1572 = 1 ;; integer values
:Label031CEF
0002: jump Label031D14
:Label031CF6
00D6: if 0
0038: $1572 == 1 ;; integer values
004D: jump_if_false Label031D14
018E: stop_sound $1569
0004: $1572 = 0 ;; integer values
:Label031D14
00D6: if 1
0028: $9 >= 15 ;; integer values
001A: 23 > $9 ;; integer values
004D: jump_if_false Label031D71
00D6: if 2
0038: $1573 == 0 ;; integer values
0038: $1571 == 0 ;; integer values
0038: $1572 == 0 ;; integer values
004D: jump_if_false Label031D6A
018D: $1570 = create_sound 45 at 87.738 -1456.117 11.0
0004: $1573 = 1 ;; integer values
:Label031D6A
0002: jump Label031D8F
:Label031D71
00D6: if 0
0038: $1573 == 1 ;; integer values
004D: jump_if_false Label031D8F
018E: stop_sound $1570
0004: $1573 = 0 ;; integer values
:Label031D8F
00D6: if 0
0038: $9 == 10 ;; integer values
004D: jump_if_false Label031DD7
00D6: if 0
0038: $1579 == 0 ;; integer values
004D: jump_if_false Label031DD0
018D: $1578 = create_sound 46 at -76.074 -1528.485 13.397
0004: $1579 = 1 ;; integer values
:Label031DD0
0002: jump Label031DF5
:Label031DD7
00D6: if 0
0038: $1579 == 1 ;; integer values
004D: jump_if_false Label031DF5
018E: stop_sound $1578
0004: $1579 = 0 ;; integer values
:Label031DF5
00D6: if 0
0038: $1576 == 0 ;; integer values
004D: jump_if_false Label031E24
018D: $1574 = create_sound 51 at -67.015 -1546.671 11.485
0004: $1576 = 1 ;; integer values
:Label031E24
0002: jump Label031EC1
:Label031E2B
00D6: if 0
0038: $1571 == 1 ;; integer values
004D: jump_if_false Label031E49
018E: stop_sound $1568
0004: $1571 = 0 ;; integer values
:Label031E49
00D6: if 0
0038: $1572 == 1 ;; integer values
004D: jump_if_false Label031E67
018E: stop_sound $1569
0004: $1572 = 0 ;; integer values
:Label031E67
00D6: if 0
0038: $1573 == 1 ;; integer values
004D: jump_if_false Label031E85
018E: stop_sound $1570
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0005:
0005:
0005:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0005:
0005:
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0005:
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0005:
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0005:
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0005:
0005:
0005:
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0005:
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0005:
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0005:
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0005:
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0005:
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0005:
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0005:
0005:
0005:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
0004:
04CE:
04CE:
04CE:
04CE:
04CE:
04CE:
04CE:
04CE:
04CE:
04CE:
016C:
016D:
016C:
016D:
058D:
058D:
058D:
058D:
058D:
058D:
058D:
058D:
015C:
015C:
0152:
0152:
04EC:
04EC:
0324:
0324:
015C:
015C:
0152:
0152:
04EC:
04EC:
0324:
0324:
015C:
015C:
0152:
0152:
04EC:
04EC:
0324:
0324:
015C:
015C:
0152:
0152:
04EC:
04EC:
0324:
0324:
015C:
015C:
0152:
0152:
04EC:
04EC:
0324:
0324:
015C:
015C:
0152:
0152:
04EC:
04EC:
0324:
0324:
015C:
015C:
0152:
0152:
04EC:
04EC:
0324:
0324:
015C:
015C:
0152:
0152:
04EC:
04EC:
0324:
0324:
015C:
015C:
0152:
0152:
04EC:
04EC:
0324:
0324:
015C:
015C:
0152:
0152:
04EC:
04EC:
0324:
0324:
015C:
015C:
0152:
0152:
04EC:
04EC:
0324:
0324:
015C:
015C:
0152:
0152:
04EC:
04EC:
0324:
0324:
015C:
015C:
0152:
0152:
04EC:
04EC:
0324:
0324:
015C:
015C:
0152:
0152:
04EC:
04EC:
0324:
0324:
015C:
015C:
0152:
0152:
0324:
0324:
015C:
015C:
0152:
0152:
0324:
0324:
015C:
015C:
0152:
0152:
04EC:
04EC:
0324:
0324:
015C:
015C:
0152:
0152:
04EC:
04EC:
0324:
0324:
015C:
015C:
0152:
0152:
04EC:
04EC:
0324:
0324:
015C:
015C:
0152:
0152:
04EC:
04EC:
0324:
0324:
015C:
015C:
0152:
0152:
04EC:
04EC:
0324:
0324:
015C:
015C:
0236:
0152:
0152:
04EC:
04EC:
0324:
0324:
015C:
015C:
0152:
0152:
04EC:
04EC:
0324:
0324:
015C:
015C:
0152:
0152:
04EC:
04EC:
0324:
0324:
015C:
015C:
0152:
0152:
04EC:
04EC:
0324:
0324:
015C:
015C:
0152:
0152:
04EC:
04EC:
0324:
0324:
015C:
015C:
0152:
0152:
04EC:
04EC:
0324:
0324:
015C:
015C:
0152:
0152:
04EC:
04EC:
0324:
0324:
015C:
015C:
0152:
0152:
04EC:
04EC:
0324:
0324:
015C:
015C:
0152:
0152:
0324:
0324:
015C:
015C:
0152:
0152:
04EC:
04EC:
0324:
0324:
015C:
015C:
0152:
0152:
04EC:
04EC:
0324:
0324:
015C:
015C:
0152:
0152:
04EC:
04EC:
0324:
0324:
015C:
015C:
0152:
0152:
04EC:
04EC:
0324:
0324:
015C:
015C:
0152:
0152:
04EC:
04EC:
0324:
0324:
015C:
015C:
0152:
0152:
04EC:
04EC:
0324:
0324:
015C:
015C:
0152:
0152:
0324:
0324:
015C:
015C:
0152:
0152:
04EC:
04EC:
0324:
0324:
015C:
015C:
0152:
0152:
04EC:
04EC:
0324:
0324:
015C:
015C:
0152:
0152:
04EC:
04EC:
0324:
0324:
015C:
015C:
0152:
0152:
04EC:
04EC:
0324:
0324:
015C:
015C:
0152:
0152:
04EC:
04EC:
0324:
0324:
015C:
015C:
0152:
0152:
04EC:
04EC:
0324:
0324:
015C:
015C:
0152:
0152:
0324:
0324:
022B:
022B:
022B:
022B:
022B:
022B:
022B:
022B:
022B:
022B:
022B:
022B:
022B:
022B:
022B:
022B:
022B:
0.0
022B:
022B:
.0
022B:
.0
022B:
022B:
022B:
022B:
022B:
022B:
01E8:
01E8:
01E8:
01E8:
01E8:
01E8:
01E8:
01E8:
0236:
0236:
0236:
0236:
0592:
0237:
0237:
0237:
0237:
0237:
0237:
0237:
03F1:
03F1:
029B:
01C7:
029B:
01C7:
029B:
0177:
01C7:
029B:
01C7:
029B:
0177:
01C7:
029B:
01C7:
0177:
029B:
01C7:
029B:
01C7:
029B:
01C7:
029B:
01C7:
029B:
034D:
01C7:
029B:
01C7:
029B:
01C7:
029B:
01C7:
034D:
029B:
0566:
01C7:
0177:
029B:
01C7:
029B:
01C7:
029B:
01C7:
029B:
01C7:
029B:
01C7:
17
17
17
17
17
17
23
secondary_weapon_to
secondary_weapon_to
secondary_weapon_to
secondary_weapon_to
secondary_weapon_to
secondary_weapon_to
secondary_weapon_to
0
0
0
17
17
0
0
0213:
0213:
0213:
0213:
0213:
0213:
0213:
0213:
0213:
0213:
0213:
0213:
0213:
0213:
0213:
0213:
0213:
0213:
0213:
0213:
0213:
0213:
0213:
0213:
0213:
0213:
0213:
0213:
0213:
0213:
0213:
0213:
0213:
0213:
0213:
0213:
0213:
0213:
0213:
0213:
0213:
0213:
0213:
0213:
055B:
0004:
$2051
$2052
$2053
$2054
$2055
$2056
$2057
$2058
$2059
$2060
$2062
$2063
$2064
$2065
$2066
$2067
$2068
$2069
$2070
$2071
$2072
$2073
$2074
$2076
$2077
$2078
$2079
$2075
$2080
$2081
$2082
$2083
$2084
$2085
$2086
$2087
$2088
$2089
$2090
$2091
$2092
$2093
$2094
$2095
$2096
$2097
=
=
=
=
=
=
=
=
=
=
=
=
=
=
=
=
=
=
=
=
=
=
=
=
=
=
=
=
=
=
=
=
=
=
=
=
=
=
=
=
=
=
=
=
=
=
; added stuff
0213: $4345 =
0213: $4346 =
0213: $4347 =
0213: $4348 =
04A6:
04A6:
04A6:
04A6:
$637
$622
$611
$606
=
=
=
=
create_asset_money_pickup_at
create_asset_money_pickup_at
create_asset_money_pickup_at
create_asset_money_pickup_at
$549
$582
$558
$579
$550
$583
$559
$580
$551
$584
$560
$581
money
money
money
money
$636
$621
$610
$605
$636
$621
$610
$605
set_player
set_player
set_player
set_player
$PLAYER_CHAR
$PLAYER_CHAR
$PLAYER_CHAR
$PLAYER_CHAR
max_health += 100
max_armour += 100
armour_to 200
health_to 200
;; 100% shirt
$77 =
$78 =
$79 =
$80 =
$1297
$1278
:LimoMissionReleaseKey
0001: wait 0 ms
00D6: if 0
80E1: NOT key_pressed 0 19
004D: jump_if_false LimoMissionReleaseKey
; $DebugCounter = 1
; if
; $FirstRun == 0
; jf nofirstrun
0004: $PassDestLabel = LimoDestination1
0004: $PassLocLabel = PassengerLocation1
0004: $PassModelLabel = PassengerModel_1
$FirstRun = 1
:nofirstrun
0050: gosub $PassLocLabel
0050: gosub $PassModelLabel
:LimoMissionGetPassModel
0001: wait 0 ms
00D6: if 0
023D: special_actor $Modelph loaded
004D: jump_if_false LimoMissionGetPassModel
; 01E4: text 1number lowpriority "HJ_IS" $DebugCounter 5000 ms 1 ; debug stuf
f
; $DebugCounter += 1
009A: $Passenger = create_actor 4 $Modelph2 at $PassangerX $PassangerY $Passang
erZ
0187: $PassengerMarker = create_marker_above_actor $Passenger
0296: unload special actor $Modelph
if
$Modelph == 10
jf setModelph2
$Modelph = 11
0004: $Modelph2 = #SPECIAL11
0002: jump LimoMissionMain
:setModelph2
$Modelph = 10
0004: $Modelph2 = #SPECIAL10
:LimoMissionMain
0001: wait 0 ms
00D6: if 0
80E1: NOT key_pressed 0 19
004D: jump_if_false LimoMissionAbort
00D6: if 0
8119: NOT car $Limo wrecked
004D: jump_if_false LimoMissionFailed3
00D6: if 0
8118: NOT actor $Passenger dead
004D: jump_if_false LimoMissionFailed
80E1:
004D:
00D6:
8119:
004D:
00D6:
8118:
004D:
00D6:
00DC:
004D:
NOT key_pressed 0 19
jump_if_false LimoMissionAbort
if 0
NOT car $Limo wrecked
jump_if_false LimoMissionFailed3
if 0
NOT actor $Passenger dead
jump_if_false LimoMissionFailed
if 0
player $PLAYER_CHAR driving $Limo
jump_if_false LimoMissionFailed
:PassengerModel_5
023C: load_special_actor $Modelph "CHEF"
0004: $PassModelLabel = PassengerModel_6
0051: return
:PassengerModel_6
023C: load_special_actor $Modelph "IGBUDDY"
0004: $PassModelLabel = PassengerModel_7
0051: return
:PassengerModel_7
023C: load_special_actor $Modelph "SPANDXA"
0004: $PassModelLabel = PassengerModel_8
0051: return
:PassengerModel_8
023C: load_special_actor $Modelph "SPANDXB"
0004: $PassModelLabel = PassengerModel_9
0051: return
:PassengerModel_9
023C: load_special_actor $Modelph "IGGONZ"
0004: $PassModelLabel = PassengerModel_10
0051: return
:PassengerModel_10
023C: load_special_actor $Modelph "FSFA"
0004: $PassModelLabel = PassengerModel_11
0051: return
:PassengerModel_11
023C: load_special_actor $Modelph "COURIER"
0004: $PassModelLabel = PassengerModel_12
0051: return
:PassengerModel_12
023C: load_special_actor $Modelph "IGDIAZ"
0004: $PassModelLabel = PassengerModel_13
0051: return
:PassengerModel_13
023C: load_special_actor $Modelph "IGCOLON"
0004: $PassModelLabel = PassengerModel_14
0051: return
:PassengerModel_14
023C: load_special_actor $Modelph "CGONA"
0004: $PassModelLabel = PassengerModel_15
0051: return
:PassengerModel_15
023C: load_special_actor $Modelph "SGC"
0004: $PassModelLabel = PassengerModel_16
0051: return
:PassengerModel_16
023C: load_special_actor $Modelph "BGA"
0004: $PassModelLabel = PassengerModel_17
0051: return
:PassengerModel_17
023C: load_special_actor $Modelph "BGB"
0004: $PassModelLabel = PassengerModel_18
0051: return
:PassengerModel_18
023C: load_special_actor $Modelph "IGMIKE"
0004: $PassModelLabel = PassengerModel_19
0051: return
:PassengerModel_19
023C: load_special_actor $Modelph "IGPHIL"
0004: $PassModelLabel = PassengerModel_20
0051: return
:PassengerModel_20
023C: load_special_actor $Modelph "IGHLARY"
0004: $PassModelLabel = PassengerModel_21
0051: return
:PassengerModel_21
023C: load_special_actor $Modelph "IGPHIL3"
0004: $PassModelLabel = PassengerModel_22
0051: return
:PassengerModel_22
023C: load_special_actor $Modelph "IGMIKE2"
0004: $PassModelLabel = PassengerModel_23
0051: return
:PassengerModel_23
023C: load_special_actor $Modelph "IGHLRY2"
0004: $PassModelLabel = PassengerModel_24
0051: return
:PassengerModel_24
023C: load_special_actor $Modelph "IGPHIL2"
0004: $PassModelLabel = PassengerModel_25
0051: return
:PassengerModel_25
023C: load_special_actor $Modelph "CMRAMAN"
0004: $PassModelLabel = PassengerModel_26
0051: return
:PassengerModel_26
023C: load_special_actor $Modelph "MPORNA"
0004: $PassModelLabel = PassengerModel_27
0051: return
:PassengerModel_27
023C: load_special_actor $Modelph "IGCANDY"
0004: $PassModelLabel = PassengerModel_28
0051: return
:PassengerModel_28
023C: load_special_actor $Modelph "IGMERC"
0004: $PassModelLabel = PassengerModel_29
0051: return
:PassengerModel_29
023C: load_special_actor $Modelph "CREWA"
0004: $PassModelLabel = PassengerModel_30
0051: return
:PassengerModel_30
023C: load_special_actor $Modelph "CREWB"
0004: $PassModelLabel = PassengerModel_31
0051: return
:PassengerModel_31
023C: load_special_actor $Modelph "IGALSCB"
0004: $PassModelLabel = PassengerModel_32
0051: return
:PassengerModel_32
023C: load_special_actor $Modelph "MBB"
0004: $PassModelLabel = PassengerModel_33
0051: return
:PassengerModel_33
023C: load_special_actor $Modelph "IGBUDY2"
0004: $PassModelLabel = PassengerModel_34
0051: return
:PassengerModel_34
023C: load_special_actor $Modelph "FLOOZYA"
0004: $PassModelLabel = PassengerModel_35
0051: return
:PassengerModel_35
023C: load_special_actor $Modelph "CDRIVRA"
0004: $PassModelLabel = PassengerModel_36
0051: return
:PassengerModel_36
023C: load_special_actor $Modelph "PRINTRA"
0004: $PassModelLabel = PassengerModel_37
0051: return
:PassengerModel_37
023C: load_special_actor $Modelph "PRINTRB"
0004: $PassModelLabel = PassengerModel_38
0051: return
:PassengerModel_38
023C: load_special_actor $Modelph "PRINTRC"
0004: $PassModelLabel = PassengerModel_39
0051: return
:PassengerModel_39
023C: load_special_actor $Modelph "MBA"
0004: $PassModelLabel = PassengerModel_40
0051: return
:PassengerModel_40
023C: load_special_actor $Modelph "MBB"
0004: $PassModelLabel = PassengerModel_41
0051: return
:PassengerModel_41
023C: load_special_actor $Modelph "IGPERCY"
0004: $PassModelLabel = PassengerModel_42
0051: return
:PassengerModel_42
023C: load_special_actor $Modelph "SGOONA"
0004: $PassModelLabel = PassengerModel_43
0051: return
:PassengerModel_43
023C: load_special_actor $Modelph "SGOONB"
0004: $PassModelLabel = PassengerModel_44
0051: return
:PassengerModel_44
023C: load_special_actor $Modelph "IGSONNY"
0004: $PassModelLabel = PassengerModel_45
0051: return
:PassengerModel_45
023C: load_special_actor $Modelph "MSERVER"
0004: $PassModelLabel = PassengerModel_46
0051: return
:PassengerModel_46
023C: load_special_actor $Modelph "FLOOZYB"
0004: $PassModelLabel = PassengerModel_47
0051: return
:PassengerModel_47
023C: load_special_actor $Modelph "FLOOZYC"
0004: $PassModelLabel = PassengerModel_48
0051: return
:PassengerModel_48
023C: load_special_actor $Modelph "IGDICK"
0004: $PassModelLabel = PassengerModel_49
0051: return
:PassengerModel_49
023C: load_special_actor $Modelph "PSYCHO"
0004: $PassModelLabel = PassengerModel_50
0051: return
:PassengerModel_50
023C: load_special_actor $Modelph "IGJEZZ"
0004: $PassModelLabel = PassengerModel_1
0051: return
:LimoDestination1
$LimoDestX = 77.12
$LimoDestY = -459.59
$LimoDestZ = 11.35
0004: $PassDestLabel = LimoDestination2
0051: return
:LimoDestination2
$LimoDestX = 497.51
$LimoDestY = -85.18
$LimoDestZ = 9.88
0004: $PassDestLabel = LimoDestination3
0051: return
:LimoDestination3
$LimoDestX = 527.48
$LimoDestY = -189.25
$LimoDestZ = 13.48
0004: $PassDestLabel = LimoDestination4
0051: return
:LimoDestination4
$LimoDestX = 392.98
$LimoDestY = -456.05
$LimoDestZ = 9.93
0004: $PassDestLabel = LimoDestination5
0051: return
:LimoDestination5
$LimoDestX = 140.16
$LimoDestY = -990.15
$LimoDestZ = 10.44
0004: $PassDestLabel = LimoDestination6
0051: return
:LimoDestination6
$LimoDestX = 114.7
$LimoDestY = -1177.13
$LimoDestZ = 17.63
0004: $PassDestLabel = LimoDestination7
0051: return
:LimoDestination7
$LimoDestX = 87.39
$LimoDestY = -1532.08
$LimoDestZ = 10.23
0004: $PassDestLabel = LimoDestination8
0051: return
:LimoDestination8
$LimoDestX = 238.22
$LimoDestY = -1686.92
$LimoDestZ = 10.75
0004: $PassDestLabel = LimoDestination9
0051: return
:LimoDestination9
$LimoDestX = 346.32
$LimoDestY = -500.75
$LimoDestZ = 12.17
0004: $PassDestLabel = LimoDestination10
0051: return
:LimoDestination10
$LimoDestX = 323.45
$LimoDestY = -233.27
$LimoDestZ = 12.32
0004: $PassDestLabel = LimoDestination11
0051: return
:LimoDestination11
$LimoDestX = 293.42
$LimoDestY = .34
$LimoDestZ = 10.92
0004: $PassDestLabel = LimoDestination12
0051: return
:LimoDestination12
$LimoDestX = -889.83
$LimoDestY = -144.69
$LimoDestZ = 10.95
0004: $PassDestLabel = LimoDestination13
0051: return
:LimoDestination13
$LimoDestX = -1136.59
$LimoDestY = -143.72
$LimoDestZ = 11.3
0004: $PassDestLabel = LimoDestination14
0051: return
:LimoDestination14
$LimoDestX = -667.15
$LimoDestY = -1375.24
$LimoDestZ = 10.92
0004: $PassDestLabel = LimoDestination15
0051: return
:LimoDestination15
$LimoDestX = -132.59
$LimoDestY = -979.4
$LimoDestZ = 10.31
0004: $PassDestLabel = LimoDestination16
0051: return
:LimoDestination16
$LimoDestX = 6.0
$LimoDestY = -977.91
$LimoDestZ = 10.31
0004: $PassDestLabel = LimoDestination17
0051: return
:LimoDestination17
$LimoDestX = -395.94
$LimoDestY = 38.49
$LimoDestZ = 26.04
0004: $PassDestLabel = LimoDestination18
0051: return
:LimoDestination18
$LimoDestX = 103.37
$LimoDestY = 242.71
$LimoDestZ = 21.65
0004: $PassDestLabel = LimoDestination19
0051: return
:LimoDestination19
$LimoDestX = 258.9
$LimoDestY = 288.06
$LimoDestZ = 8.64
0004: $PassDestLabel = LimoDestination20
0051: return
:LimoDestination20
$LimoDestX = 373.05
$LimoDestY = 364.28
$LimoDestZ = 10.87
0004: $PassDestLabel = LimoDestination21
0051: return
:LimoDestination21
$LimoDestX = 535.67
$LimoDestY = 1085.85
$LimoDestZ = 16.27
0004: $PassDestLabel = LimoDestination22
0051: return
:LimoDestination22
$LimoDestX = 378.92
$LimoDestY = 1263.71
$LimoDestZ = 17.69
0004: $PassDestLabel = LimoDestination23
0051: return
:LimoDestination23
$LimoDestX = 319.2
$LimoDestY = 1251.15
$LimoDestZ = 27.4
0004: $PassDestLabel = LimoDestination24
0051: return
:LimoDestination24
$LimoDestX = 420.41
$LimoDestY = 973.35
$LimoDestZ = 12.23
0004: $PassDestLabel = LimoDestination25
0051: return
:LimoDestination25
$LimoDestX = 225.22
$LimoDestY = -343.99
$LimoDestZ = 10.97
0004: $PassDestLabel = LimoDestination26
0051: return
:LimoDestination26
$LimoDestX = 295.22
$LimoDestY = -327.04
$LimoDestZ = 11.81
0004: $PassDestLabel = LimoDestination27
0051: return
:LimoDestination27
$LimoDestX = 94.26
$LimoDestY = -768.17
$LimoDestZ = 10.31
0004: $PassDestLabel = LimoDestination28
0051: return
:LimoDestination28
$LimoDestX = -60.14
$LimoDestY = -1397.41
$LimoDestZ = 10.31
0004: $PassDestLabel = LimoDestination29
0051: return
:LimoDestination29
$LimoDestX = -69.06
$LimoDestY = -1588.83
$LimoDestZ = 10.29
0004: $PassDestLabel = LimoDestination30
0051: return
:LimoDestination30
$LimoDestX = -241.94
$LimoDestY = -1210.26
$LimoDestZ = 7.96
0004: $PassDestLabel = LimoDestination31
0051: return
:LimoDestination31
$LimoDestX = -1755.42
$LimoDestY = -1245.87
$LimoDestZ = 14.72
0004: $PassDestLabel = LimoDestination32
0051: return
:LimoDestination32
$LimoDestX = -1722.59
$LimoDestY = -308.91
$LimoDestZ = 14.55
0004: $PassDestLabel = LimoDestination33
0051: return
:LimoDestination33
$LimoDestX = -1597.64
$LimoDestY = -539.44
$LimoDestZ = 14.72
0004: $PassDestLabel = LimoDestination34
0051: return
:LimoDestination34
$LimoDestX = -1527.71
$LimoDestY = -390.0
$LimoDestZ = 14.72
0004: $PassDestLabel = LimoDestination35
0051: return
:LimoDestination35
$LimoDestX = -1055.66
$LimoDestY = -917.15
$LimoDestZ = 14.72
0004: $PassDestLabel = LimoDestination36
0051: return
:LimoDestination36
$LimoDestX = -1009.15
$LimoDestY = -833.09
$LimoDestZ = 7.22
0004: $PassDestLabel = LimoDestination37
0051: return
:LimoDestination37
$LimoDestX = -857.34
$LimoDestY = -681.04
$LimoDestZ = 11.1
0004: $PassDestLabel = LimoDestination38
0051: return
:LimoDestination38
$LimoDestX = -595.8
$LimoDestY = 659.49
$LimoDestZ = 10.76
0004: $PassDestLabel = LimoDestination39
0051: return
:LimoDestination39
$LimoDestX = -229.7
$LimoDestY = 1094.71
$LimoDestZ = 20.5
0004: $PassDestLabel = LimoDestination40
0051: return
:LimoDestination40
$LimoDestX = -55.68
$LimoDestY = 935.12
$LimoDestZ = 10.79
0004: $PassDestLabel = LimoDestination41
0051: return
:LimoDestination41
$LimoDestX = -588.61
$LimoDestY = 1043.43
$LimoDestZ = 9.6
0004: $PassDestLabel = LimoDestination42
0051: return
:LimoDestination42
$LimoDestX = -959.3
$LimoDestY = 1040.06
$LimoDestZ = 10.94
0004: $PassDestLabel = LimoDestination43
0051: return
:LimoDestination43
$LimoDestX = -873.51
$LimoDestY = 760.57
$LimoDestZ = 10.93
0004: $PassDestLabel = LimoDestination44
0051: return
:LimoDestination44
$LimoDestX = -1086.49
$LimoDestY = -232.66
$LimoDestZ = 11.3
0004: $PassDestLabel = LimoDestination45
0051: return
:LimoDestination45
$LimoDestX = -1302.09
$LimoDestY = 148.28
$LimoDestZ = 11.33
0004: $PassDestLabel = LimoDestination46
0051: return
:LimoDestination46
$LimoDestX = -1201.8
$LimoDestY = -71.31
$LimoDestZ = 11.3
0004: $PassDestLabel = LimoDestination47
0051: return
:LimoDestination47
$LimoDestX = -607.53
$LimoDestY = -331.82
$LimoDestZ = 11.14
0004: $PassDestLabel = LimoDestination48
0051: return
:LimoDestination48
$LimoDestX = -522.92
$LimoDestY = -308.61
$LimoDestZ = 10.68
0004: $PassDestLabel = LimoDestination49
0051: return
:LimoDestination49
$LimoDestX = -375.92
$LimoDestY = -517.02
$LimoDestZ = 12.65
0004: $PassDestLabel = LimoDestination50
0051: return
:LimoDestination50
$LimoDestX = -576.79
$LimoDestY = -464.56
$LimoDestZ = 11.14
0004: $PassDestLabel = LimoDestination51
0051: return
:LimoDestination51
$LimoDestX = -1311.15
$LimoDestY = 1155.05
$LimoDestZ = 8.59
0004: $PassDestLabel = LimoDestination52
0051: return
:LimoDestination52
0051: return
:PassengerLocation1
$PassangerX = -251.71
$PassangerY = -330.08
$PassangerZ = 10.26
0004: $PassLocLabel = PassengerLocation2
0051: return
:PassengerLocation2
$PassangerX = 204.93
$PassangerY = -397.66
$PassangerZ = 11.04
0004: $PassLocLabel = PassengerLocation3
0051: return
:PassengerLocation3
$PassangerX = 532.56
$PassangerY = 216.33
$PassangerZ = 14.49
0004: $PassLocLabel = PassengerLocation4
0051: return
:PassengerLocation4
$PassangerX = 479.38
$PassangerY = 30.24
$PassangerZ = 11.07
0004: $PassLocLabel = PassengerLocation5
0051: return
:PassengerLocation5
$PassangerX = 488.31
$PassangerY = -454.19
$PassangerZ = 11.04
0004: $PassLocLabel = PassengerLocation6
0051: return
:PassengerLocation6
$PassangerX = 193.98
$PassangerY = -1011.0
$PassangerZ = 11.48
0004: $PassLocLabel = PassengerLocation7
0051: return
:PassengerLocation7
$PassangerX = -.79
$PassangerY = -1407.95
$PassangerZ = 10.46
0004: $PassLocLabel = PassengerLocation8
0051: return
:PassengerLocation8
$PassangerX = -320.88
$PassangerY = -1217.64
$PassangerZ = 8.11
0004: $PassLocLabel = PassengerLocation9
0051: return
:PassengerLocation9
$PassangerX = 118.06
$PassangerY = -826.29
$PassangerZ = 10.46
0004: $PassLocLabel = PassengerLocation10
0051: return
:PassengerLocation10
$PassangerX = 304.39
$PassangerY = 290.91
$PassangerZ = 16.25
0004: $PassLocLabel = PassengerLocation11
0051: return
:PassengerLocation11
$PassangerX = 437.16
$PassangerY = 221.04
$PassangerZ = 11.98
0004: $PassLocLabel = PassengerLocation12
0051: return
:PassengerLocation12
$PassangerX = 540.65
$PassangerY = 95.18
$PassangerZ = 11.2
0004: $PassLocLabel = PassengerLocation13
0051: return
:PassengerLocation13
$PassangerX = 531.61
$PassangerY = -114.15
$PassangerZ = 10.75
0004: $PassLocLabel = PassengerLocation14
0051: return
:PassengerLocation14
$PassangerX = 198.25
$PassangerY = -483.41
$PassangerZ = 11.07
0004: $PassLocLabel = PassengerLocation15
0051: return
:PassengerLocation15
$PassangerX = 327.29
$PassangerY = -108.45
$PassangerZ = 11.52
0004: $PassLocLabel = PassengerLocation16
0051: return
:PassengerLocation16
$PassangerX = 367.24
$PassangerY = 699.65
$PassangerZ = 11.71
0004: $PassLocLabel = PassengerLocation17
0051: return
:PassengerLocation17
$PassangerX = 478.86
$PassangerY = 630.8
$PassangerZ = 11.09
0004: $PassLocLabel = PassengerLocation18
0051: return
:PassengerLocation18
$PassangerX = 17.62
$PassangerY = -1332.75
$PassangerZ = 10.46
0004: $PassLocLabel = PassengerLocation19
0051: return
:PassengerLocation19
$PassangerX = -72.01
$PassangerY = -1239.09
$PassangerZ = 10.72
0004: $PassLocLabel = PassengerLocation20
0051: return
:PassengerLocation20
$PassangerX = -81.15
$PassangerY = -1339.4
$PassangerZ = 10.46
0004: $PassLocLabel = PassengerLocation21
0051: return
:PassengerLocation21
$PassangerX = -103.62
$PassangerY = -1357.31
$PassangerZ = 10.46
0004: $PassLocLabel = PassengerLocation22
0051: return
:PassengerLocation22
$PassangerX = 209.01
$PassangerY = -1396.56
$PassangerZ = 12.07
0004: $PassLocLabel = PassengerLocation23
0051: return
:PassengerLocation23
$PassangerX = -127.44
$PassangerY = -1445.07
$PassangerZ = 10.46
0004: $PassLocLabel = PassengerLocation24
0051: return
:PassengerLocation24
$PassangerX = -103.29
$PassangerY = -1603.76
$PassangerZ = 10.28
0004: $PassLocLabel = PassengerLocation25
0051: return
:PassengerLocation25
$PassangerX = -64.69
$PassangerY = -1537.58
$PassangerZ = 10.44
0004: $PassLocLabel = PassengerLocation26
0051: return
:PassengerLocation26
$PassangerX = 2.64
$PassangerY = -1357.54
$PassangerZ = 10.46
0004: $PassLocLabel = PassengerLocation27
0051: return
:PassengerLocation27
$PassangerX = -121.28
$PassangerY = -1072.25
$PassangerZ = 12.18
$PassangerX = -940.45
$PassangerY = -71.78
$PassangerZ = 6.6
0004: $PassLocLabel = PassengerLocation37
0051: return
:PassengerLocation37
$PassangerX = -875.38
$PassangerY = -340.76
$PassangerZ = 11.1
0004: $PassLocLabel = PassengerLocation38
0051: return
:PassengerLocation38
$PassangerX = -1018.95
$PassangerY = -682.57
$PassangerZ = 11.79
0004: $PassLocLabel = PassengerLocation39
0051: return
:PassengerLocation39
$PassangerX = -1076.15
$PassangerY = -616.88
$PassangerZ = 11.16
0004: $PassLocLabel = PassengerLocation40
0051: return
:PassengerLocation40
$PassangerX = -1009.53
$PassangerY = -871.26
$PassangerZ = 12.96
0004: $PassLocLabel = PassengerLocation41
0051: return
:PassengerLocation41
$PassangerX = -802.56
$PassangerY = -1179.57
$PassangerZ = 11.1
0004: $PassLocLabel = PassengerLocation42
0051: return
:PassengerLocation42
$PassangerX = -884.06
$PassangerY = -1014.72
$PassangerZ = 14.37
0004: $PassLocLabel = PassengerLocation43
0051: return
:PassengerLocation43
$PassangerX = -910.12
$PassangerY = -1037.94
$PassangerZ = 14.8
0004: $PassLocLabel = PassengerLocation44
0051: return
:PassengerLocation44
$PassangerX = -992.05
$PassangerY = -1172.09
$PassangerZ = 14.84
0004: $PassLocLabel = PassengerLocation45
0051: return
:PassengerLocation45
$PassangerX = -1222.53
$PassangerY = -1243.69
$PassangerZ = 14.87
0004: $PassLocLabel = PassengerLocation46
0051: return
:PassengerLocation46
$PassangerX = -1196.13
$PassangerY = -1311.17
$PassangerZ = 14.85
0004: $PassLocLabel = PassengerLocation47
0051: return
:PassengerLocation47
$PassangerX = -1138.68
$PassangerY = -942.15
$PassangerZ = 14.87
0004: $PassLocLabel = PassengerLocation48
0051: return
:PassengerLocation48
$PassangerX = -1170.37
$PassangerY = -606.38
$PassangerZ = 11.64
0004: $PassLocLabel = PassengerLocation49
0051: return
:PassengerLocation49
$PassangerX = -950.47
$PassangerY = -551.8
$PassangerZ = 11.03
0004: $PassLocLabel = PassengerLocation50
0051: return
:PassengerLocation50
$PassangerX = -998.65
$PassangerY = -181.85
$PassangerZ = 10.96
0004: $PassLocLabel = PassengerLocation51
0051: return
:PassengerLocation51
$Sucks = 1
$FirstRun = 0
0051: return
:LimoMissionAbort
00BA: text_styled "F_FAIL1" 5000 ms 5 ;; Limo Driver mission ended.
:LimoMissionAbort2
0001: wait 0 ms
00D6: if 0
;; MISSION FAILED!